TEXT: Player’s Guide to Arcanis
  PCI 1110
  
  ISBN 1-931374-30-9
  Cover: Paul (Prof) Herbert
  Artists:
  Toren Atkinson, Andrew Baker, Alex Bradley, David Griffith, Veronica Jones, Eric Lofgren, Richard 
  Pace, Scott Purdy, Hian Rodriguez, Jason Walton
  Developers: Pedro Barrenechea, Matt Blank, Henry Lopez, Sean Molley, Kristy Weaver (Ockunzzi), Nelson 
  Rodriguez, Derrel Weaver, and Eric Wiener
  Editors: Matt Blank, M. Sean Molley, Kristy Weaver (Ockunzzi), Derrel Weaver
  Layout:
  Ruben Smith-Zempel
  Art Direction: Jim Beck
  Contributors:
  Aaron Dulgar, Brendan Robertson, Duane Choquette, Brian Schoner, Casey McGirt, Chris Sanders, 
  Daniel Perez, David Chappell , David Lopez, Eric Gorman, James Zwiers, Jeffery Witthauer, John 
  Komala, Kerry Nelson, Matt Blank, Nick Grover, Paul Dennis Waltman, Richard Pace, Robert A. 
  Maxwell, Sean Williamson, and Vincent Au
  Players Guide to Arcanis
  Special Thanks To
  Adrian Estergaard, Robert Maxwell, Sean Molley, Brian Schoner, Russell Timm, Derrel Weaver. Ramon Guillen, Matthew 
  Tearle, Jeffery Witthauer, and James Zwiers. 
  Miami Playtest Team 
  GM: Lynn Register Players: Laura Register, Melanie Register, Albert Solano, Michele Ann Hernandez, and Lazio “Laz” 
  Quintana.
  Out of Town Play Testers
  GM: Jeff Huston Players: Lauri A Scheinholtz, Mark Henderson, and Dennis Walters, 
  Prestige Class Design Program
  Richard K. Krick
  Team Paradigm:
  Henry Lopez, Nelson Rodriguez, Eric Wiener, M. Sean Molley, Matt Blank, Peter Barrenechea
  Except as otherwise identified, all portions of this publication are © 2000-2004 Paradigm 
  Concepts, Inc. All rights reserved. The mention of, use of or reference to any company, 
  trademark or product in this publication is not a challenge to the trademark of copyright in 
  question. Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of 
  Wizards of the Coast and are used with permission. The D20 System and D20 System Logo 
  are registered trademarks of Wizards of the Coast and are used under the terms of the D20 
  System Trademark License.
  
  2
  V
  alerius Quintus val’Mehan, walked into his 
  modest home in the Subura district of Grand 
  Coryan pale and shocked. His only servant 
  approached the centurion and removed his helmet and armor 
  gingerly, but try as he might, the faithful slave could not pry 
  his master’s grip from the hilt of his gladius. It was only when 
  the Mistress of the House came and soothed his worried brow 
  that the centurion finally relaxed his death grip enough to 
  carry the weapon away.
  Taking the bowl of watered wine, she proffered it to her 
  husband’s tightly clenched lips. “Quintus, what has happened? 
  Are you hurt? You look as though the shade of your father 
  appeared before you.”
  Still absorbed in his own thoughts, the centurion managed 
  a mirthless grunt. “If only it had been that, Cass. I swear to 
  Sarish that I’m still not sure what I saw.” Glimpsing at the 
  wine bowl as if seeing it for the first time, Quintus took it with 
  a shaking hand and guzzled it down in one gulp. 
  Cassandra val’Mehan kneeled before her husband as he 
  dropped into his chair. “Tell me what you saw, Quintus. What 
  did the Emperor do at the Temple Square?”
  “Do? He turned the empire on its head.”
  I
  t was impossible not to notice the huge crowd of 
  Coryani citizens gathered in the square before  the 
  Temple of the Pantheon. I was stationed with other 
  members of the Legion of Vigilance in a watchful semicircle 
  atop the stairs. The crowd fell silent as Emperor Calsestus 
  emerged from the temple, his face impassive. Queen Alezha 
  glided along beside him, the Patriarch followed a few steps 
  behind with his head bowed, and more legionnaires escorted 
  all three. All eyes were on the Emperor as he stepped forward, 
  raised one hand and spoke. The acoustics of the temple square 
  are marvelous, and even those at the fringes of the crowd can 
  hear him clearly. 
  “Patricians...citizens...friends, I come to you today not to 
  celebrate the anniversary of
  my coronation, but to bring you grave news. I also bring 
  you hope; hope which the Empire has not known since its 
  earliest days.
  “I have learned that Felician val’Mehan, the very Patriarch 
  of the Mother Church, has been conducting secret negotiations 
  with the heretical priests of the Dark Triumvirate of Canceri.”  
  Over the gasps of the crowd, the Emperor presses his attack. 
  “Do you deny the charge, Patriarch?”
  I saw the Patriarch lift his head for the first time; his age-
  lined face stoic. “I do not deny that I have been dealing with 
  Canceri temple officials. But I-”
  “SILENCE, heretic!” The Emperor’s bellow echoed 
  across the square. “By doing so,
  you have acted to subvert the will of the very Church you 
  were selected to lead. By your own
  admission, you, the so-called Vessel of Illiir, have been 
  working in darkness, dealing with
  the servants of evil. Felician, renounce what you have 
  done and admit your guilt, and Illiir -
  and I – may yet be merciful.”
  The Patriarch gazed levelly at the Emperor for a long 
  moment before answering. “I regret nothing. I renounce 
  nothing. I have done what I believe to be right, and Illiir knows 
  that I am innocent.”
  “Think you so?” Calsestus laughed. “You are guilty by 
  your own admission. You
  are a heretic and a traitor to the Empire, to the Church, 
  and to the gods themselves. No wonder
  the gods have been silent, Felician; you, their chosen 
  vessel among mankind, are not fit for
  them to speak through. But they have found a new vessel, 
  Patriarch. 
  “Henceforth, the gods will speak through me.”
  A burst of blinding, golden radiance suddenly materialized 
  in the air above the gathered throng. The intense light 
  momentarily blinded us, but as I blinked my eyes clear, a 
  massive, glowing humanoid figure became visible, floating 
  over the temple square. It was glorious, and radiant, and 
  terrible as it surveyed all. Amid the murmurs of the crowd, a 
  single word could be heard, whispered by a hundred mouths: 
  “Valinor.” First one, then another, then whole sections of the 
  crowd began to kneel. 
  The Patriarch, though, remained standing. “No,” he said, 
  quietly at first. Then, louder, “Do not be deceived by this 
  blasphemous trickery!” Throwing his head back, the Patriarch 
  gestured broadly, calling upon the light of Illiir to cast aside 
  illusions and reveal the truth. The radiant figure merely 
  watches implacably, looking no less real than it did before.
  I saw fear begin to show in the Patriarch’s eyes then, but 
  he would not surrender. Raising his holy symbol, he screamed, 
  “Begone, creature of evil!” But the glowing entity remained 
  resolutely present. His eyes wide with shock and fear, the 
  Patriarch simply stared dumbfounded. 
  “You see, Felician?” said the Emperor. “It is you who 
  are the blasphemer. You seek to rebuke a Valinor on the very 
  steps of the Temple of the Pantheon. You are not fit to be the 
  Patriarch. You are not fit to be the Vessel of Illiir. You are not 
  fit to live.” And as the glowing figure watched in silence, the 
  Emperor drew his own ceremonial gladius and with one swift 
  blow, the Emperor of Coryan stabbed the unresisting Patriarch 
  through the heart. Eyes still staring upward, the Patriarch 
  collapsed to the temple steps. 
  At last, the shining being spoke. Its voice was impossibly 
  full, sonorous, and rich, its
  words absolutely clear. Even as it spoke, its words 
  appeared written in the sky above, in enormous letters of 
  golden fire. “Calsestus val’Assanté, I anoint thee the Chosen 
  of the Pantheon. Let none doubt that your will is the will of 
  the gods.”
  Even as the words echoed around the square, groups 
  of slaves stationed about were goaded into motion. Ropes 
  groaned and pulleys squeaked, and a tremendous statue was 
  slowly lifted into place atop the Temple of the Pantheon. 
  Finally, reaching its full height, standing proudly atop the 
  temple, was a statue of the Emperor Calsestus, and the statue 
  of Illiir that was once the tallest monument in Grand Coryan 
  now stood, quite literally, in the Emperor’s shadow. 
  C
  assandra stared speechless at her husband, not 
  daring to believe his words, but knowing them to 
  be true. The Patriarch dead? A Valinor appearing 
  for the first time in centuries? “Quintus, what will you do?”
   
  Standing, the centurion gently pushed away from his 
  wife and called for his servant to fetch his armor. Strapping 
  his gladius to his side, he looked determinedly into his wife’s 
  eyes. “I have known Felician val’Mehan since I was a boy and 
  have always thought of the Patriarch as being one of the last 
  truly good beings left upon Arcanis. I cannot believe that he 
  would betray the empire or his faith.
   
  Cinching the final straps securing his lorica 
  segmentata, he continued more to himself than to those 
  listening. “I will go out and find others who believe as I and 
  uncover the truth.”
   
  Hugging herself in a vain attempt to stop her 
  shaking, Cassandra whispered, “And if you find that the 
  Emperor has deceived us all?”
   
  “Then the Empire will shatter and the streets of its 
  city will be awash with blood.” 
   
  PROLOGUE
  
  3
  
  4
  W
  hen Arcanis was first published 
  in late-2001, it quickly became 
  evident that it was a very different 
  kind of D&D campaign world. Here was a world 
  where political intrigue, sweeping epic story-arcs and 
  equally grand villains awaited players; a world where 
  a keen mind and diplomacy were as important and 
  deadly as the most potent of magical weapons and 
  armors.  
  Arcanis, the World of Shattered Empires was 
  designed for the more seasoned and adult player; the 
  player who was tired of an endless series of simple 
  challenges that at its core was a cycle of break-down-
  the-door-kill-the-monster-get-the-treasure. Arcanis 
  villains were not just two-dimensional cut-out bad 
  guys, but rather beings that had motives that in a 
  certain light could be construed as justifiable and in 
  some cases even noble. At times these opponents were 
  as decent and gallant as the players, yet their purposes 
  ran contrary to that of the heroes. Black and white 
  morality is a rare thing in Arcanis, rather shades of 
  grey permeate the world. 
  Arcanis gave players moral quandaries where 
  there are no easy answers and problems cannot always 
  be solved by three feet of enchanted steel. Difficult? 
  Perhaps, but thousands of players have not only risen 
  to the challenge, they keep coming back for more, 
  month after month. They understand that character 
  development is not just an incremental rising of 
  numbers on a sheet, but the true growth of personality 
  and goals of their dearest characters. 
  At this point you may be getting the idea that 
  games in Arcanis are all political intrigues and cloak-
  and-dagger skullduggery with nary a dungeon to 
  explore or monster to slay. Au contraire, my friend! 
  Arcanis was developed with a rich and long history 
  extending back some 10,000 years. There are enough 
  lost cities, ancient crypts, undiscovered barrows and 
  wondrous realms to explore for many years to come. 
  Action is fast, furious and deadly. Old fantasy favorites 
  await to test your mettle as well as new and fantastic 
  creatures to stir the imagination. 
  Arcanis also took a different route when designing 
  the main empire of the Known Lands. Rather than 
  making yet another variant of a Western European 
  medieval nation, another well known period of time 
  was tapped; that of Imperial Rome. The Coryani 
  Empire was created in Rome’s image, replete with 
  scheming Senators, power-mad Emperors, rebellious 
  provinces, noble legionnaires and Centurions, and 
  glorious gladiators. 
  Other nations, once provinces of the once 
  all-powerful Coryani Empire, now revel in their 
  independence. Each of these other countries have their 
  own distinct personality which helps players further 
  flesh out their PCs into three dimensional personas. 
  One other major variant is the way the Gods 
  are portrayed. There is no one god of Evil which is 
  opposed by the obligatory god of Good. The Gods 
  of Arcanis are not so easily categorized for they do 
  not have an Alignment. These ultra-powerful beings 
  defy such moral trappings as they are as above Man 
  as a mortal is to an insect. Therefore the dogma and 
  teachings of the Gods are dictated by the various 
  Temples that venerate one or more of these immortal 
  beings. It is these religious organizations which have 
  an “alignment”, worshipping certain aspects of the 
  gods while relegating others to a nominal role. In 
  Arcanis it is not impossible to see a valiant Paladin 
  of the Lord of Death doing battle with a vile Holy 
  Champion of the same god. Religious schisms are the 
  order of the day, leading to even greater opportunities 
  for role playing. 
  The development of Arcanis became a two-
  way street almost from the get-go as we had the 
  great fortune of being the first D20 company to 
  approach the RPGA and be given the opportunity to 
  launch a member-run campaign called Living Arcanis. 
  Living Arcanis was not just created so that players 
  could enjoy the adventures available in the Shattered 
  Empires, but as a way for the players to affect the 
  world and especially the Meta-Plot. The players 
  soon realized and embraced this concept, changing 
  the political face of Arcanis more than once by their 
  valiant exploits. 
  Certain adventures tagged as Hard Points, 
  scenarios that build and carry the story forward, may 
  have Critical Summary sheets which players can fill 
  out and send to us, detailing the path and actions 
  taken. After a set period of time, these results are 
  tallied and the actions taken by the majority of the 
  players become canon. 
  With over seventy adventures available for free 
  downloading and new ones every month, players 
  have plenty of opportunities to leave their mark upon 
  the Shattered Empires. For more information on the 
  RPGA and Living Arcanis, please visit www.wizards.
  com/rpga/ and www.onaraonline.org.
  I’d like to take a moment and thank each of 
  the Living Arcanis players, or the Arcaniacs as they 
  are now affectionately known, for making Arcanis 
  the living and breathing world it has become. Your 
  enthusiasm, dedication and passion inspire us and 
  make us strive harder to produce an adventure setting 
  worthy of your time and energy. 
  Thanks!
  Best, 
  Henry Lopez
  President
  Paradigm Concepts, Inc. 
  FOREWORD
  Foreword
  
  5
  Foreword....................................4
  Introduction.................................7
  Chapter 1 – Nations........................9
  Altherian Republic...................................................9
  Theocracy of Canceri.............................................12
  Coryani Empire......................................................15
  Dwarven Enclaves.................................................19
  Elorii Nations.........................................................22
  Hinterlands............................................................25
  Kingdom of Milandir..............................................28
  Pirate Isles..............................................................30
  Western Lands.......................................................32
  Chapter 2 – Races........................35
  Dark Kin................................................................35
  Dwarf....................................................................37
  Elorii.....................................................................41
  Gnome..................................................................45
  Half-Hobgoblin....................................................47
  Half-Orc...............................................................49
  Human..................................................................50
  Ss’ressen...............................................................52
  Val.........................................................................54
  Chapter 3 – Classes.......................57
  Core Classes in Arcanis...........................................57
  Barbarian...........................................................57
  Bard...................................................................57
  Cleric.................................................................58
  Druid.................................................................64
  Fighter...............................................................64
  Monk.................................................................65
  Order of Althares...............................................66
  Order of the Blade............................................67
  The Blades of Hurrian PClass.........................67
  Order of the Bronze Sepulcher.........................69
  Order of the Bronze Sepulcher PClass.............69
  Contemplation of the Elements......................71
  Elemental Paths of Enlightenment................71
  Order of the Incandescent Flame...................75
  Order of the Iridescent Scales .......................75
  Order of the Iron Soul.....................................76
  Order of the Pearl Maidens.............................76
  Order of the Perfect Union..............................77
  Paladin...............................................................78
  Ranger...............................................................80
  Urban Sentinel...............................................81
  Rogue................................................................82
  Sorcerer.............................................................82
  Wizard...............................................................82
  Holy Champions....................................................83
  Althares - The Order of the
  Philosophic Warrior...........................................84
  Anshar - The Bearers of Woe...........................87
  Belisarda - Order of the Twelve Oaks.................91
  Beltine - Order of the  Beltinian Hospitalers....94
  Cadic - The Twilight Warrior.............................98
  Fire Dragon - Sentinels of the 
  Blazing Wyrm..................................................101
  Hurrian - The Order of the Storm Lord..............105
  Illiir - The Order of the 
  Harbingers of the Dawn..................................108
  Larissa - Order of the Fatespinner.....................111
  Neroth - The Deathbringers of Neroth .............115
  Nier - The Holy Judge of Nier..........................118
  Saluwe’ - Order of the Verdant Champions.......121
  Sarish - The Order of the Inner Demon.............125
  Yarris - The Sea Lord......................................130
  Patrician............................................................134
  Priest...................................................................138
  Chapter 4 – Skills.......................143
  Skill Descriptions................................................144
   
  Chapter 5 – Feats........................155
  Feat Types............................................................155
  Feat Descriptions.................................................161
   
  Chapter 6 – Prestige Classes..........194
  Core Prestige Classes in the Lands of Arcanis.......194
  Arcane Archer.................................................194
  Arcane Trickster...............................................194
  Archmage........................................................194
  Assassin...........................................................194
  Blackguard......................................................194
  Duelist............................................................194
  Dwarven Defender...........................................195
  Eldritch Knight................................................195
  Hierophant.......................................................195
  Horizon Walker................................................195
  Loremaster......................................................195
  Shadow Dancer................................................195
  Thaumaturgist.................................................195
  Altherian Sharpshooter........................................196
  Altherian Trigger Mage........................................197
  Ansharan Gatekeeper...........................................199
  Battlemage of the Coryani Legions.......................200
  Beltinian Exorcist................................................202
  Blackchanter.......................................................204
  Bowman..............................................................205
  Brethren of the Order of St. Theomund
  the Missionary.....................................................207
  Cantenari.............................................................208
  Centurion of the Coryani Legions.........................210
  Combat Styles of Onara.........................................211
  Emerald Society Archaeologist ...........................216
  Gladiator.............................................................217
  Grand Master.......................................................219
  Hurrianic Aegis...................................................221 
  Larissan Dancer...................................................223
  Man-at-Arms.......................................................225
  Master of the Hounds............................................227
  Milandisian Canton..............................................228
  Myrmidon...........................................................230
  Obsidian Sniper....................................................231
  Onaran Templar...................................................232
  CONTENTS
  Players Guide to Arcanis
  Table of Contents
  
  6
  Order of the Still Heart...........................................234
  Order of the Thundering Storm..............................235
  Pistoleer...............................................................237
  Royal Marine.......................................................238
  Sarishan Binder....................................................239
  Sensate of Savona.................................................242
  Sky Knight...........................................................243
  Spellcaller...........................................................245
  Tal Kanath............................................................247
  Talon of the Hawk.................................................248
  Ulfilan Ranger......................................................249
  Val’Mehan Emissary............................................251
  Warped One.........................................................252
  Warrior of the Eternal Flame................................254
  Weapon Savanat..................................................256
  Chapter 7 – Equipment.................258
  Weapons of Arcanis..............................................258
  Armors of Arcanis................................................275
  Goods of Arcanis..................................................278
  Chapter 8 –Magic......................283
  A Word About Magic in Arcanis..........................283
  Alterations to Core Spells...................................284
  Altered Spells.....................................................284
  Spell Lists............................................................286
  Bard Spell List Additions.................................286
  Cleric Spell List Additions................................286
  Arcanis Clerical Domains.............................287
  Druid Spell List Additions.................................294
  Holy Champion Base Spell List.........................295
  Specific Holy Champion Spell Lists...................295
  Paladin Spell List Additions..............................298
  Priest Spell List.................................................299
  Ranger Spell List Additions...............................301
  Sorcerer/Wizard Spell List Additions................301
  New Spells of Arcanis.........................................301
  Bloodline Powers................................................319
  The Major Bloodlines.......................................319
  val’Abebi.....................................................319
  val’Assante’.................................................320
  val’Borda....................................................321
  val’Dellenov...............................................322
  val’Emman..................................................323
  val’Holryn....................................................324
  val’Inares.....................................................324
  val’Ishi.........................................................325
  val’Mehan/val’Mehen.................................326
  val’Mordane................................................327
  val’Ossan.....................................................328
  val’Sheem....................................................329
  val’Tensen....................................................330
  val’Virdan....................................................331
  The Minor Bloodlines.......................................332
  val’Baucisz..................................................332
  val’Haupt.....................................................333
  val’Sosi.......................................................334
  val’Sungha.................................................334
  val’Trisin....................................................335
  Chapter 9 – Religion.................336
  Faith and Divine Spells.....................................336
  Sarishan Oaths....................................................336
  Switching Gods, Churches, or Aspects...............336
  The Afterlife and Resurrection..............................337
  Religious Factions...............................................338
  The Mother Church of Coryan...........................338
  The Church of the Dark Triumvirate..................339
  Belisarda and the Four Elemental Lords...........3340
  The Matriarchy of the Fire Dragon....................340
  Elemental Worship and Animism....................340
  Infernal Cults...................................................341
  Foreign Gods and Other Lesser Powers.............342
  Those That Do Not Believe...............................342
  Worship of Althares.............................................342
  Worship of Anshar...............................................343
  Worship of Belisarda...........................................344
  Worship of Beltine..............................................345
  Worship of Cadic................................................346
  Worship of the Fire Dragon.................................347
  Worship of Hurrian.............................................348
  Worship of Illiir...................................................349
  Worship of Larissa...............................................350
  Worship of Nier...................................................351
  Worship of Neroth...............................................352
  Worship of Saluwe’.............................................353
  Worship of Sarish................................................354
  Worship of Yarris.................................................355
  Chapter 10 – Secret Societies.......356
  Communication...................................................356
  Fame and Infamy.................................................356
  Missions.............................................................357
  The Orthodoxy....................................................358
  The Followers of the Azure Way........................358
  The Emerald Society..........................................360
  The Order of the Hawk........................................361
  The Order of the Shield........................................362
  The Mourners of Silence.....................................363
  The Order of the Twilight Bough........................364
  The Order of the White Veil..................................365
  Appendix...............................366
  Animals of Onara................................................366
  Eloran War elk................................................366
  Wolf Lizard.....................................................367
  Igiho...............................................................368
  Bull..................................................................369
  Fire Drake.......................................................370
  Ram................................................................371
  Templates.......................................................372
  Undead Template.............................................372
  Reanimate Template........................................372
  CONTENTS
  
  7
  What This Book Is ▪ INTRODUCTION
  Coryan, the greatest Empire of Onara is torn from within 
  by conflict, a general contends with an Emperor that is either 
  mad or chosen by the Gods. As the Empire tears at itself, the 
  Flood Plain fills, granting the Khitani a sea access to the ancient 
  capitol of the long-lost First Imperium of Man.
  The Crown of Milandir weighs heavily upon the brow of 
  the Boy King, his nation thrice invaded in his young lifetime. 
  His friendly relations with Canceri and Coryani factions worry 
  his Dukes and they are often slow to answer his commands.
  Canceri is held in the grip of foreign tyranny, efforts to 
  free her threaten to bring an even direr overlord in their wake. 
  A nation with a legacy of wickedness must find salvation in 
  virtue before all is lost.
  The Hordes of Hell have been set loose from the Sealed 
  Lands and even now threaten the city-states and nomadic 
  tribes of the region. If the bickering houses of Censure and the 
  fractious Ying hir clans fall, Hell’s army will be free to avenge 
  a thousand years of imprisonment.
  Coryani meddling has placed the nations of the Western 
  Lands at each other’s throats for centuries. These minor princes 
  and satraps quarrel as the inhuman hordes of Uggur make 
  ready. 
  Since the Shadowed Age, the Altherian people have 
  stood against the Ssethric hordes, Althares’ gifts warding 
  off destruction by the reptilian horrors. Now, a great scaled 
  offensive against the western outposts threatens to cut her off 
  from her allies, allies that even now look inward to their own 
  affairs. Her people despair, and debate whether to ask their 
  deity for His Third Gift.
  For hundreds of years, Coryani explorers have set out to 
  the west of the great empire. None have returned. Now, some 
  of the small communities of the Western Marches have been 
  abandoned, no trace as to the whereabouts of the inhabitants 
  to be found.
  The immortal suzerain of the Isle of Tears watches for any 
  clue of the location to the Birthplace of the Gods. His sorcerous 
  minions decimated by a virulent magical virus, but those that 
  survived seek vengeance, their power increased tenfold by their 
  travail. As the lands that stood defiant to his power consume 
  themselves from inside, he awaits his chance to strike.
  The Proud Enclaves of the Dwarves, once the mighty 
  tribes of Celestial Giants are dwindling in number, their quest 
  for perfection incomplete. Every generation there is more 
  knowledge to build upon, but fewer to do the building.
  The Elluwe has revealed that the end times prophesied by 
  Ardelia are near at hand, but none know which humans are the 
  chosen few promised those many thousands of years ago. The 
  Elorii desperately seek these few, each nation in its own way. 
  The Lifewardens foresee a time when the Elluwe’s waters run 
  red with blood, a veil upon the future that no divination can 
  pierce.
  The world boils in turmoil and desperately needs those 
  who will champion the cause of justice and honor in this 
  benighted land.
  Welcome to Arcanis, the World of Shattered Empires!
  What this book is
  This book is a comprehensive guide to playing an 
  extraordinary hero from the continent of Onara. All facets 
  of Character development are explored, from national and 
  religious viewpoints to the basic building blocks of character 
  creation: races, classes, skills, feats, prestige classes, spells and 
  equipment. Want an appropriate Milandisian name? It’s in here. 
  Want a distinctly Coryani class and feat path? It’s in here.
  What this book is not
  This book is not a campaign guide. National and historical 
  information is given, but only for the purposes of fleshing out 
  character conception. The same holds true for religion. No 
  geographical information is provided. 
  For a comprehensive look that the lands, peoples and 
  history of Onara, you should refer to the Codex Arcanis.
  A Primer to Arcanis
  Arcanis is a world of high fantasy, intrigue and suspense. 
  What a character is will be more important than what a character 
  has. Diplomacy, skill and discretion will carry you as far or 
  farther than skill at arms or the arts of magic. Subtlety is the 
  benchmark of both successful play and game mastering. Things 
  that appear to have no importance often turn out to be vital; the 
  obvious villain is often not the primary foe. Sometimes he is not 
  a foe at all. The true measure of the mettle of a hero is in his 
  decisions, as all actions have consequences. Many thousands of 
  inhabitants of Onara are mighty warriors able to kill numerous 
  enemies through skill at arms; the hero does this for the right 
  reasons against the proper foe.
  Arcanis is a world of fantastic beings, born with the blood 
  of Valinor or the souls of elementals. It is inhabited by the 
  descendents of Celestial Giants who once roamed the stars 
  as freely as a fish swims the sea. It has nations ruled by the 
  immortal servants of the Gods and undying travelers from other 
  worlds. Yet many of its greatest heroes are simple mortals of 
  mundane blood with lofty ideals.
  The peoples of Arcanis are menaced by many things. From 
  the mundane concerns of plague, hunger and war with rival 
  nations to the fantastic threats of enslavement by an ancient 
  Reptilian race, conquest by a being that would be a God to 
  invasion by an alien foe that would devour creation.
  It is a world of heroes who stand between the common folk 
  and destruction; a world where you can be that hero.
  History
  Millennia before the arrival of mankind on the shores 
  of Onara, various Elder races contended for control of the 
  continent. Chief among these were the Ssethric people, a 
  collection of intelligent Reptilian races ruled by the Serpentmen. 
  These reptiles were fiercely territorial and expansionist and 
  waged many wars against the other races, with mixed results. 
  Over time, their approach changed, if not their goals. Subtlety 
  and deceit replaced brute conquest. As the Ssethregorans 
  reached the apex of their power, they grew decadent as none 
  wished to do work if slaves could do it for them. To that end 
  they bargained with powerful Elemental Lords and a powerful, 
  imprisoned nature spirit to create the perfect slave race: 
  tireless, quick to mature and capable. From these efforts the 
  Elorii were born. In the centuries to follow, the Elorii and slave 
  Goblinoids were loosed upon the other elder races, hunting 
  them to extinction. In all a dozen elder races were driven 
  completely annihilated. With no targets for their cruelty, the 
  Ssethregorans turned their vicious natures against the Elorii 
  and the Goblinoids, driving them to rebellion. The Ssethregoran 
  Empire was cast down and its survivors driven into the southern 
  jungles; thus ended the age of the Elder Races.
  On the ruins of the reptilian civilization, the Elorii and the 
  Goblinoids established their empire. The Elorii, in penance for 
  their earlier crimes while enslaved by the Ssethregorans, swore 
  to never again cause the extermination of any race (save the 
  Introduction
  
  8
  Reptilians of course) and planted twelve great oaks. One tree 
  for every slaughtered race. For more than two-thousand years 
  they ruled in peace, until mankind came to the shores of Onara. 
  The Elorii, true to their oath, welcomed humanity and offered 
  them friendship. Much of Onara was unpopulated due to the 
  mass extinction caused by the Elorii wars of genocide, so they 
  were more than willing to concede the Eastern Lands to these 
  newcomers. Within ten years, the Elemental Lords were slain 
  by the human Gods and within thirty years all the Elorii were 
  driven into the forests; thus ended the age of the Elorii. Today, 
  the Elorii see the signs that presage the end times. They have 
  sent out scouts to search for allies and the prophesied chosen 
  of humanity needed to defeat an unknown enemy.
  The Age of Man began then, and is still at hand. A great 
  Imperium was founded and it ruled for millennia, blessed by the 
  Gods themselves. In the early days of the Imperium, the Gods 
  and their Valinor walked among men, but their visits became 
  less common over the millennia until centuries passed without 
  a word from them. The people turned from the Gods, as the 
  memories of mortals are short, rarely lasting more than a handful 
  of generations and a terrible punishment was laid upon the First 
  Imperium. Nier, son of Illiir and Judge of the Gods looked upon 
  the world and was angry. Man had turned from the Gods and 
  he sent his Valinor to find one to cleanse the impure. He found 
  Leonydes, a slave warrior who was true in his faith to Nier and 
  was made His avatar, the instrument of His punishment against 
  mankind. For three decades, Leonydes, called the Sword of the 
  Heavens, and his army burned away the decadent remains of the 
  First Imperium, until he met defeat on the plains of Nishanpur 
  when a mysterious traveler provided the means to defeat him. In 
  the wake of Leonydes’ crusade, the shattered remains of the First 
  Imperium carried on as best they could. 
  Illiir, attempting to preserve His people, made a bargain 
  with the Celestial Giants. Illiir would send the armies of the 
  Gods to defeat the Dragons, mortal enemies of the Giants 
  and in exchange the Giants would shepherd humanity as they 
  rebuilt their empire. The Giants proved duplicitous and did not 
  help mankind return to glory, but instead set themselves up as 
  overlords and petty godlings. They worked to put groups of 
  men in conflict with one another for their own amusement. 
  For this they were punished; Illiir transformed them into the 
  Dwarves and banned them from the Afterlife. With this, hope 
  for the return of the First Imperium was dashed. Today the 
  Dwarves toil to break the curse, and most seek to repent for 
  their centuries-old transgression.
  This era, known today as the Shadowed Age, saw the 
  rise and fall of several petty empires and successor states. An 
  ancient Valinor led a mass exodus during the dying days of 
  the First Imperium and forged these people into the Khitani 
  Empire, which he rules to this day. Known as the Sleeping 
  Emperor, he awakens periodically from his centuries-long 
  slumber to issue dictates and cryptic mandates that the Khitani 
  struggle to interpret and implement. The Myrantian Hegemony 
  and the City State of Eryunell rose and competed with one 
  another for power and territory, until the Sorcerer King sided 
  with Myrantia and their war decimated both nations and 
  destroyed the city of Mandragore. The Auxunite Empire, ruled 
  by Warlords from the northlands and their mounted hordes 
  built some of the greatest fortifications the world has ever 
  seen. Their “empire” was short-lived however, when a bloody 
  rebellion led by the val’Tensen ended their reign of tyranny. 
  The Tenecian Empire, founded by the Altherian peoples 
  enjoyed a meteoric rise and equally dramatic fall powered by 
  the First Gift of Althares. Smaller confederations such as the 
  Milandisian League and League of Princes were founded, and 
  still exist in some form today.
  It was not until the creation of the Coryani Empire in the 
  dire Time of Terror, a three decade long period when the armies 
  of Hell walked the face of Arcanis, did the First Imperium 
  find a worthy successor. The First Emperor, his true name 
  not shared with his followers and subsequently lost to time, 
  forged his Empire during the First Crusade of Light against 
  the Legions of Hell. Though he died in battle with a mighty 
  Demon Prince, the First Emperor left behind the legacy of an 
  Empire that stretched from the Gulf of Coryan to the Wall of 
  the Gods. Within centuries, the Empire expanded to include 
  the Altherian and Myrantian nations as well as various minor 
  principalities of the Western Lands. Humanity saw a new 
  Golden Age. Education, art and prosperity reigned for hundred 
  of years and the people’s faith in the Gods was renewed by 
  Illiir’s raising of the Wall of the Gods to trap the demonic 
  hordes. It took centuries of war against Ymandragore, Khitan 
  and the Elorii to eventually weaken the Empire to the point 
  where she lost her Northern Provinces and Altheria. Even with 
  generations of costly war, the decline of the Empire required 
  prophecy, religious martyrdom and a weak Emperor to occur. 
  During the second great Khitani-Coryani war, a prophet 
  named Becherek arose in the Province of Canceri. His 
  ministry won many converts and the popular imagination of 
  the Cancerese. The Mother Church’s attempt to silence him 
  caused great mayhem and when the Legions attempted to 
  arrest him, Becherek was slain by a foolish centurion. The 
  fury of the Cancerese was tremendous. With few legions in 
  Canceri due to the war, the uprising broke the back of the 
  Imperial Governor and the Cancerese turned south to bring 
  Becherek’s teachings to the Mother Church. The Milandisian 
  Governor, Osric val’Holryn, sought help from the Emperor, 
  who refused aid, ordering the governor to stop the invasion 
  using only Milandisian resources. Osric sent missives to the 
  twelve Milandisian legions fighting in the west against the 
  Khitani and recalled them. The Canceri, as zealous and fervent 
  as they were, were not trained legions and were forced back. 
  The Emperor, not willing to spare troops to defend Milandisia, 
  somehow found a way to free up legions to punish Osric for 
  weakening his war effort. Augustos val’Tensen, the commander 
  of the army sent against Milandisia refused to attack and swore 
  loyalty to Osric who was crowned king shortly thereafter. 
  He and his legions settled in Moratavia, taking that portion 
  of Ulfia into the new Kingdom of Milandir. The eldest son 
  of Augustos denounced him and was made governor of the 
  Province of Ulfia. The Altherians, sensing that Coryan were 
  no longer able to maintain the control of its far flung provinces 
  also left the Empire in a bloodless succession. 
  Today the Empire is a mighty nation, but one troubled 
  by internal strife. Open rebellion in Torenesta is matched by 
  simmering resentment in Ulfia and Valentia as some regard the 
  Emperor as a tyrant or a heretic (or both).
  The successor states of Canceri, Milandir, Censure and 
  Altheria each face dark times. Canceri was conquered by 
  the returned Leonydes and is now held in the iron fist of his 
  successor. Milandir has been invaded several times in the 
  past quarter century and ambitious Dukes cast a covetous eye 
  toward the throne, held as it is by a boy. Censure is faced with 
  the threat of infernal armies that were recently freed from 
  beyond the Wall of the Gods. Altheria now faces the greatest 
  Ssethric invasion they have ever seen, just as her allies must 
  look to their own affairs. Never has the need for heroes been 
  greater. 
  Mortals stumble in darkness; heroes light the way. 
  Leave your mark upon the Shattered Empires!
  INTRODUCTION ▪ History
  
  9
  The Altherian Republic ▪ NATIONS OF ARCANIS
  The Altherian Republic
  Altheria is a Republic forged in the fires of 
  strife and suffering. Through these tribulations, it 
  has emerged as the true inheritor of the legacy of the 
  First Imperium.  The Republic of Altheria is ruled by 
  the Council of Wisdom from its seat of power in the 
  capitol city of New Althré. The council consists of 
  seven members who are elected from the populace at 
  large. One member is elected every year on a seven-
  year rotating cycle, and each elected member then 
  serves for seven years until his or her next election. 
  A council president is elected every year from the 
  current members of the council, and the president 
  acts as the city-state’s chief executive officer for one 
  year, until a new president is elected. This system of 
  government has served the Altherians well. Naturally, 
  it has spawned a huge bureaucracy to support itself. 
  While cumbersome, the government of Altheria is the 
  only true representative regime on Onara, so it is only 
  fitting that the most enlightened and divinely-blessed 
  of Onara’s peoples are the ones to enjoy its benefits.
  A typical Altherian views his nation as the most 
  knowledgeable place in the world. Altherians believe 
  that their duty is to spread their wisdom to the ignorant 
  masses of the other barbaric nations. The majority of 
  the people of Altheria believe that their country and 
  ways are superior to everyone else – and they don’t 
  mind expressing this belief out loud. Altherians are 
  a very proud people, bordering on conceited. In their 
  minds, they receive Althares’ gifts, and they in turn 
  are His gift to everyone else.
  Generally speaking, Altherians are intelligent, 
  thoughtful, and artistic. They are collectors of 
  information, master craftsmen, inventors, and scholars. 
  They are quick to investigate and exploit any new 
  technology and the first to offer words of wisdom 
  to ears they deem worthy. However, these words of 
  wisdom are occasionally misunderstood or unwelcome, 
  and the Altherians are met with suspicion or resentment 
  despite their best intentions. Altherians are an 
  extroverted people and they will trek to any destination 
  to seek obscure knowledge or information. Trade is the 
  lifeblood of Altheria and most foreigners are welcome 
  within its borders as long as they respect Altherian 
  laws and religious practices. However, ss’ressen are 
  never welcome within Altheria, due to the Republic’s 
  past history and near-constant state of war with the 
  Ssethregoran Empire. Reactions to ss’ressen range from 
  suspicion at best to a lynch-mob mentality at worst.
  Chapter One
  Nations of Arcanis
  
  10
  Appearance
  Altherians, as a whole, have little variety in their 
  appearance. Typically, their hair is a deep brown 
  or black.  Likewise, an Altherian’s eyes may vary 
  from a light brown to a brown so deep it appears 
  almost black. Due to their prosperity as a nation, 
  most Altherians enjoy a healthy diet that aids in the 
  development of well-muscled bodies that complement 
  their keen intellects. Altherians usually have open 
  features, broad, flat noses, and grow to just below 
  six feet in height. They dress in simple robes in a 
  variety of colors that offset their dark skin, and some 
  Altherians have begun to favor elaborate headdresses. 
  Interestingly, Altherians also have subtle variations 
  in their bone structure, making them physiologically 
  unlike any other race on Onara. 
  Gender Roles
  Traditionally, women have been delegated to 
  subservient roles in the church, the military, and 
  the government. While not explicitly denied access 
  to any profession or position of power, women 
  have not enjoyed equal treatment or opportunities 
  for advancement. In the military, a woman may 
  theoretically be promoted to any rank in the Shining 
  Patrol, but as a matter of practice all leadership 
  positions are given to men, even if a woman is 
  better suited to the task. In the church, it has become 
  common practice for priests of Althares to marry 
  multiple brides, thereby gaining multiple dowries. 
  However, priestesses of Althares are not allowed to 
  marry multiple husbands or even to request dowries 
  from their male mates. This practice has made the 
  priests of Althares some of the wealthiest citizens in 
  Altheria, but the priestesses have enjoyed no such 
  financial boon. In the government, only one member 
  of the current Council of Wisdom, Cradnaka, is a 
  female. She has recently begun to challenge the 
  typical Altherian view of women. First, she demanded 
  (and received) a dowry from her husband. Next, she 
  began lobbying for placing women in more positions 
  of power in the military. Currently, she is spearheading 
  an effort within the church of Althares to allow the 
  priestesses to marry multiple partners and request 
  dowries just as their male counterparts do. Only time 
  will tell if her efforts will be successful.
  The Nobility
  While Val are traditionally treated with deference 
  and respect in Altheria, there is no titular “nobility” 
  as such. Certainly there is an upper class, composed 
  largely of powerful and wealthy individuals who work 
  openly – or, more frequently, behind the scenes – to 
  forward their own agendas, but they have none of the 
  gentrified titles or other appellations of “high birth” 
  that are often found in other nations. When traveling 
  abroad, these influential citizens often take the title of 
  “Ambassador.” Those who style themselves nobles 
  are often viewed by Altherians as oppressive and 
  domineering even if they have the best of intentions. 
  For example, in Milandir the citizens are told, “A 
  Milandisian is the equal of all.” But, they are also 
  told, “I am a Noble or a King, so you must listen to 
  me because I am better than you.” Altherians have 
  no need of this creative definition of equality. Such 
  trappings are only found in the lesser lands of lesser 
  peoples, not in the enlightened Republic of Altheria
  Val
  While Val families hold positions of great power 
  and prestige in other nations, their influence is much 
  less substantial in Altheria, at least on the surface. 
  The val’Abebi are the most prominent Val family 
  found here, but their power and influence seem to 
  be confined within the Church of Althares (in which 
  they frequently become leading clergy). Ironically, the 
  higher-ranking clergy of Althares are some of the most 
  wealthy and influential citizens in Altheria, thereby 
  granting the Val the benefits they normally enjoy in 
  other nations, but through a different venue. Members 
  of the other Val families are treated with respect and 
  courtesy in Altheria, but they do not receive the level 
  of deference, authority, or special privileges that they 
  often enjoy in other nations.
  Commoners
  The common folk of Altheria are abundant and 
  thriving. Many ingenious inventions help with the 
  mundane tasks of everyday life, and the countryside 
  is made up of lush farmland that is equally capable of 
  growing crops or grazing cattle. Most of the country 
  Names: Altherian names have great meaning. 
  People have a birth name, given by their parents, 
  that serves until they are old enough to choose their 
  own name after the rites of manhood at age twelve. 
  Most children choose a name they think fits upon 
  adulthood. Following the chosen name is the name 
  of your family. The Val dispense with this name in 
  favor of their Val surname. Val keep track of who is 
  related to whom by identifying family lines by the 
  name of the grandfather. 
  To seek out names on your own, choose appropriate 
  and descriptive Swahili names. Remember, your 
  character chose the name; it was not given to 
  you. During the centuries of the Shining Patrol, 
  Milandisian and Coryani names have become 
  somewhat more common, a name may be chosen to 
  honor a friend of the family.
  Common Altherian Male Names:
  Ashon, Chane, Enzi, Jaali, Mosi, Rahidi, Thimba
  Common Altherian Female Names:
  Adia, Chinika, Eshe, Halima, Kamaria, Ramla, 
  Uzuri
  NATIONS OF ARCANIS ▪ The Altherian Republic
  
  11
  is contained atop a plateau, and is thereby sheltered 
  from potential enemies. However, on the border 
  with the remnants of the Ssethregoran Empire, small 
  forts and Shining Patrol outposts dot the countryside.  
  Unlike the commoners of most other nations, many 
  of the citizens of Altheria will travel across large 
  distances and visit many different countries during 
  their lifetimes. Often their pursuit of knowledge or 
  their desire to form new trade routes will lead the 
  scholars and merchants of Altheria away from their 
  homeland for months or even years at a time.
  Within the cities and towns of Altheria, the church 
  and the artisans’ guilds are the main power centers, 
  although some towns do institute a local government 
  that is built on the same principles and procedures as 
  the Council of Wisdom. The Shining Patrol Garrison 
  in each city, town, or fort is responsible for the 
  protection of the territory in the surrounding area.
  All Altherian citizens possess the right to bear 
  firearms, regardless of class or race.
  Religion
   The Altherians consider themselves the chosen 
  people of Althares, the God of Knowledge, and they 
  believe their works are an extension of His will. 
  The Church of Althares is one of the most powerful 
  organizations in Altheria, second only to the Council 
  of Wisdom itself (at least publicly). The tenets of 
  Althares are driven into the populace and these 
  teachings govern the daily affairs of the entire nation, 
  from the common laborer to the master architect. 
  Altherian craftsmen undergo daily religious rituals 
  to receive inspiration directly from their patron deity. 
  Though the exact means are a closely guarded secret, 
  the Church of Altheria is the only religious body on 
  Onara that claims to still enjoy direct communication 
  with its god. Were this knowledge ever to become 
  widely known outside of Altheria, the Mother Church 
  would likely take a very dim view of this assertion, 
  perhaps even calling it a heresy. 
  Militancy
  Though it is not required, most citizens of 
  Altheria, male and female, serve for at least a short 
  time within the Shining Patrol. The Shining Patrol is 
  the bulk of the military might of Altheria. It is made 
  up of soldiers (and even complete units) from other 
  nations who have agreed to help defend Altheria from 
  the Ssethregoran Empire in exchange for continued 
  trade in Altherian blast powder, flintlocks, and other 
  inventions. These foreign units serve under the 
  command of an Altherian general for a predetermined 
  duration. At one time, the Shining Patrol was probably 
  the largest standing army on Onara, but times change. 
  Since the Ssethregorans were repelled at the Battle 
  of Semar in the year 1026, many of the formerly-
  contributing nations have experienced internal turmoil 
  that has forced them to recall all – or, at least, a 
  significant percentage – of their troops from service 
  in the Patrol. The resulting troop shortage has spread 
  the Patrol dangerously thin at every level. This 
  shortage has led the Council of Wisdom to begin 
  debating the merits of several new policies. The 
  options being considered include launching into full-
  scale production of Altherian Airships to augment 
  the Patrol, beginning a mandatory conscription of all 
  able-bodied citizens into Shining Patrol service for 
  a two-year term, and implementing a blast powder 
  embargo or other severe sanctions against all nations 
  withdrawing their support from the Patrol.
  Presidential Chief Advisor Tubulo on what 
  it means to be an Altherian:
  To be an Altherian means to live a life of service. 
  We serve our god, and through him we serve each 
  other and the less-enlightened masses of Onara. We 
  are the only true representative government on Onara 
  and our example serves as a shining beacon in the 
  darkness for the other nations. Our citizens are free 
  and prosperous, and every citizen has a direct voice in 
  our elections. Our inventions are wondrous creations 
  that serve as examples of what can be accomplished 
  when one truly believes in his ability and is blessed 
  by the gods. Though we serve as the perfect examples 
  of what can be accomplished through piety and hard 
  work, we must guard against the rabid hordes that are 
  jealous of our wealth, power, and abilities. We must 
  continue to serve our lord Althares, and we must be 
  ever vigilant against attempts to corrupt our purity and 
  weaken our spirit.
  High Priest Platiro of the Church of Althares 
  on what it means to be an Altherian: 
  To be Altherian is to be blessed by Althares 
  himself! We are His chosen people. He has given us 
  His wonderful gifts, which have brought us power 
  and prosperity. But, with each of His gifts also comes 
  the responsibility to use them wisely, and thus He has 
  only entrusted them to us, the wisest of the peoples 
  on Onara. It is the responsibility of every Altherian 
  to follow the teachings of Althares and spread His 
  words of wisdom wherever we share His gifts. We 
  must follow His teachings, for only through His good 
  graces will we continue to survive and prosper as an 
  independent nation.
  Fisseha of New Althré on what it means to 
  be an Altherian:
  To be an Altherian means you always have to 
  be alert for those wishing to take advantage of you. 
  Everyone wants something. The priests want your 
  money for the church. The Council wants your money 
  for the Shining Patrol. The Ssethregoran Empire wants 
  your blood. And our so-called allies in the Patrol want 
  the secrets of our technology and our blast powder. 
  Perhaps when we receive Althares’ third gift, we will 
  no longer have these problems.
  The Altherian Republic ▪ NATIONS OF ARCANIS
  
  12
  The Theocracy of Canceri
  Little can be said to be truly common to all of 
  Canceri; the current power structures and territorial 
  arrangements have arisen from a history of strife, 
  both internal and external. Many times the peoples of 
  Canceri have been betrayed. They are despised by the 
  rest of the world. However, they endure, secure in the 
  belief that they are made strong by their hardships. 
  Since the Reign of the Devil-Kings the customs of 
  Canceri have continued uninterrupted, though the 
  government has not. The Milandisians have a proverb: 
  “Everything wicked comes from Canceri.” This saying 
  illustrates the depths of ignorance about the country.
  The lands of Canceri are harsh and unforgiving. 
  Canceri was once the largest Coryani province and, at 
  the same time, its least populated. Arid plains of dry, 
  hard earth and rocky badlands dominate the landscape. 
  Summers on the plains are oppressively hot and winters 
  are bitterly cold. There is nothing to recommend most 
  of the nation as a place to live. 
  Northern Canceri is dominated by Nier’s Spine, 
  a rugged mountain range of active volcanoes. This 
  unforgiving land has forged a harsh and warlike people. 
  The Nierites of this area are ruled by the val’Virdan 
  family and they follow a simple creed: only the strong 
  survive. Infants that appear at all sickly or deformed are 
  left in the wilderness to die. If such a babe lives long 
  enough to be found by some shepherd or wanderer, 
  then it is deemed worthy to live, and indeed many of 
  the greatest heroes of the north had their beginnings in 
  just such a fashion. To be considered a man, a Nierite 
  must set forth into the mountains with nothing but a 
  knife. There, he is expected not only to survive, but 
  also to prosper. Those that succeed may take their place 
  as warriors; those that fail either die in the mountains or 
  are cast into the lowest ranks of society.
  The val’Virdan and other northern nobles hold to 
  an odd tradition in family life. Brothers are expected 
  to share the same wife and their incomes are pooled 
  to provide for the family. To avoid dissension, the 
  wife does not divulge which brother is the father of 
  a given child (if she even knows). Wealthy Nierites 
  may bring in other wives to expand the family. The 
  eldest brother manages the holdings; the younger 
  brothers serve in the military or take up a trade to bring 
  income into the home. Though the men may have 
  mistresses while on campaign, no child of such unions 
  is ever acknowledged. Instead, val’Virdan bastards may 
  undergo the test of manhood and thereby be permitted 
  to form their own households.
  Southern and Western Canceri is dominated by the 
  Cold Plains, an unforgiving landscape with extremely 
  limited agricultural potential. This is the land of 
  the Nerothians, a grim and humorless people. The 
  commoners live their lives in constant fear of the 
  tyrannical rulers that lord over them. The ruling class, 
  on the other hand, has no fear of death, for death 
  means release from the eternal crushing weight of the 
  material world. They have no fear of evil, for by acting 
  on impulse, they purge their souls of regret. They 
  have no fear of suffering, because hardship only leads 
  to the strengthening of the spirit. The holy prophet 
  Becherek taught them that the material world itself is 
  inherently evil, and thus the things of the body are of no 
  consequence. Death is a journey that only the mind can 
  take. It represents the natural end of earthly suffering; 
  true, final, eternal death is only achieved by those that 
  are pure in spirit. All others are reborn continually 
  from the Cauldron, ever seeking to relearn the lessons 
  that hardships teach, until their souls are pure. Sentient 
  undead are the blessed of Neroth; only those whose 
  souls are close to purity can live on as beings of 
  pure intellect, free to contemplate spiritual perfection, 
  NATIONS OF ARCANIS ▪ The Theocracy of Canceri
  
  13
  unhindered by the demands of living flesh. They rise on 
  rotting limbs to teach Neroth’s lessons to the living.
  The family life of the val’Mordane is unusual in 
  that they view it only as a contract, a means to an end. 
  Marriage, family, progeny; these things that mean so much 
  to others are but tools meant to cement the inheritance of 
  property. Family is a structure of power, one that gives 
  authority to those who have earned wisdom through years 
  of endurance. The val’Mordane believe that to put a veil 
  of love and kinship over this truth does it a disservice, 
  because doing so perpetuates the lie of life as a warm and 
  tender thing worthy of its own considerations. They allow 
  marriage to the living; life will perpetuate itself as long as 
  there are ignorant souls not yet ready for transcendence. 
  But they allow it only once – and it is an irrevocable oath. 
  Together in life, spouses go together into death as well. 
  This leaves a clean inheritance to the children that follow, 
  without the arguments and complications common to 
  other peoples. Many wish to leave this custom behind in 
  these modern times, but the Church of Neroth holds its 
  customs in high regard.
  Central and Eastern Canceri are the most hospitable 
  regions, where the Tenges and Niechau rivers provide 
  ample water for agriculture and help to temper the 
  climate. This is the home of the urbane val’Mehan family 
  and the seat of the worship of Sarish. Outwardly the most 
  friendly and accommodating group of Cancerese, their 
  civil discourse and pleasant manner conceal a deadly wit 
  and treacherous nature. Their way of life is filled with 
  formulae and rituals. From the earliest days, they are 
  taught charms and catechisms meant to bring order to the 
  chaotic and unpredictable world around them. Tradition 
  holds that Lord Sarish long ago taught his children that 
  words have power, and he gave to them the necessary 
  formulae to regulate and bind His infernal servitors. Even 
  today, children are taught the ancient prayers by rote, 
  regardless of caste; even if they do not understand the 
  tongues in which these words were written, they learn to 
  pronounce the incantations by rote.
  The law is their refuge, and their prison. Many 
  outsiders view them as those who use the law only for 
  their own benefit, and do not see the layers of oaths 
  beyond, which bind them more surely than the strongest 
  cords. One such example of sacrifice in ritual is the Oaths 
  they make in marriage. Marriage is a practical affair. 
  One house will agree to supply a bride, and another a 
  groom. It is not always true that those to be wed know 
  their matches, though often they do – it is arranged 
  by the parents based on the idea of forging efficient 
  partnerships between families. The ceremony is begun 
  with the bringing of gifts to the house of the bride’s father 
  by the groom and his parents. Both bride and groom are 
  veiled, as the light of truth is known to neither of them. 
  Both receive indelible marks of their marriage: mirrored 
  incisions are made upon their arms, and the marriage 
  contract is inscribed in ink mixed with their commingled 
  blood, witnessed by a priest of Sarish. The exact wording 
  of the contract is ancient, and few know its language. 
  Only when the final signatures are made and the final 
  seals set can the veils be removed and the truth revealed.
  Appearance
  The people of Canceri are a mixed breed. Outcasts 
  from a hundred ancient empires have ended up in 
  the far northern reaches of Onara. Khitani, Yhing hir, 
  Milandisians, Skohir, and others have all blended to form 
  a people of exceptionally varied physical appearance. 
  Robes are the common mode of dress and shaven heads 
  are common among both genders.
  Canceri society is held in a rigid caste structure. The 
  Cancerese display their differences in caste through clear 
  visual cues. The nobles embroider their robes and cap their 
  beards in gold. The freemen braid their beards and wear 
  simple, well-fashioned robes. The slaves, who make up a 
  very large portion of the population, are not permitted to 
  grow beards and wear old and threadbare robes. Outsiders 
  often have difficulty deciphering the various signs of status 
  that are reflected in these modes of dress and behavior. This 
  often leads to the embarrassment of both the uninformed 
  traveler and the misidentified Canceriman.
  The Theocracy of Canceri ▪ NATIONS OF ARCANIS
  Names: Canceri names are simple. If one is not a 
  member of the nobility, you have one name. Nobles 
  have a family name, in the case of the Val lines, they 
  use both a name for a line within the family and 
  their Val name. The fact that can be dozens or even 
  hundreds of people with the same name in a city 
  is of little consequence to the priesthood, and the 
  commonfolk resort to nicknames to keep everyone 
  straight. 
  To seek out names on your own, use the following 
  ethnic guidelines:
  Nerothian: Indian
  Nierite: Slavic
  Sarishan:  Persian
  Common Canceri Male Names:
  Nerothian: Chitraksh, Jayakar, Mahesh, Naresh, 
  Prabhu, Prakash, Rupak, Varaa, Vikas
  Nierite: Ambrose, Emaus, Grygory, Lech, Milosh, 
  Petsha, Tobar, Vaya, Vladamir,
  Sarishan:  Ardak, Bedros, Gaidzig, Iskhanig, Mado, 
  Nerseh, Parouyr, Sirak, Virab
  Common Canceri Female Names:
  Nerothian: Akasamalaa, Buhpathi, Janaki, Latha, 
  Nehru, Prajna, Ramji, Surjit, Vinita
  Nierite: Domka, Kapica, Lukreciya, Nataliya, Pesha, 
  Stanka, Tshaya, Yeva, Zolfina
  Sarishan:  Anoush, Dzovig, Hamasia, Keghouki, 
  Markarid, Shamiram, Tamar, Yhsa, Zaro
  Noble Surnames: 
  Nerothian:  Chandna, Dhawan, Gajraj, Janjua, 
  Keshab, Mahalingam, Nirmal, Purva, Silesh
  Nierite: Bailzow, Faher, Gnougy, Kaslov, Lazarovich, 
  Maximoff, Stankovich, Tangevec, Zigair
  Sarishan: Arkoian, Derderian, Goudian, Mardiossan, 
  Panjarjian, Tavidian, Yegmalian, Zadigian
  
  14
  Gender Roles
  Canceri society is far from egalitarian, but the strong 
  will rise to rule their fellows regardless of gender. Among 
  the northern Nierite tribes, a woman can demand to take 
  the test of manhood, and if she succeeds, she is counted 
  as an equal. Under the law she becomes a man, with all 
  the rights and responsibilities thereto. If the law says only 
  a man may perform a deed or hold a rank, then she may 
  perform that deed and hold that rank.
  Among the Nerothians, there is little concern over 
  gender in most roles. The body is a transient thing meant to 
  hold the soul during its time of testing. If the Gods chose a 
  woman’s form to hold the soul, then so be it; such a form 
  is no more or no less a vessel than that of a man. When a 
  man dies, his wife is buried with him; when a woman dies, 
  her husband shares her fate as well. All bodies become the 
  same when one is reduced to dust and ash.
  Among the Sarishans, a woman who is an 
  accomplished member of a profession – be it magician, 
  artisan, financier, or priest – is treated the same as a man 
  under the law. However, in their culture, young women 
  are strongly dissuaded from entering such roles. As a 
  result, women in positions of power tend to be determined 
  and ruthless and by necessity are often superior in skill to 
  men of a similar rank.
  The Nobility and the Role of Religion
  Technically, all Cancerese nobles are part of a 
  particular congregation of the Church. Every noble is 
  considered a priest of the god his or her family is sworn 
  to, though not all learn the rituals specific to that god’s 
  priesthood. Relatively few are actually priests in the sense 
  that they are able to cast divine spells. Both priests and 
  laymen may hold positions within the Church of the Dark 
  Triumvirate, so that it is possible for a val’Virdan warrior 
  of Nier to become a member of the Nihang Council or 
  a val’Mehan sorcerer of Sarish to be elected as Dark 
  Apostate. Collectively, this caste is called the Awilu. 
  Even though the practices and organization of the 
  nobility in Canceri is deeply tied to their religion, it 
  should be understood that the religion of these families 
  is not reflective of the worship of these gods. The 
  priesthood has been affected as much by its integration 
  into a noble family as that family has been affected by its 
  transformation into the priesthood. As one might expect, 
  the priests of Canceri are free to marry and their offspring 
  are in turn eligible to join the priesthood.
  The gentry have absolute authority over those below 
  them and can kill a member of another caste if given any 
  cause at all. One needs to be careful, though, as killing a 
  valuable business associate or slave of another noble can 
  cause a great deal of trouble.
  The noble houses have a great deal of rivalry with 
  one another, not only between families but within them. 
  It is not uncommon for one val’Mehan to swindle another 
  or for the val’Virdan to war among themselves.
  Commoners
  The Mushkenu, or freemen, make up the majority of 
  the people of Canceri. They have some (limited) basic 
  rights, and may own property. They are the Cancerese 
  most often encountered in other lands as itinerant 
  merchants. Nobles require cause to kill or detain freemen, 
  and wrongful death or punishment of a freeman by a 
  noble requires restitution equal to twice the wealth that 
  the freeman would have earned in the next ten years. As a 
  result, nobles are careful not to incite the common folk. 
  Fortunate Mushkenu can ingratiate themselves with 
  a noble and earn the right to ordained into the priesthood. 
  A Nerothian who is skilled in torture or masonry may be 
  favored by an Akali (a minor noble-priest) and ordained; 
  from then on, he will receive better food and a nicer 
  home. A man of Nishanpur may inform the secret police 
  that his neighbor doesn’t make the proper observances 
  to Sarish at sundown. The informer will be consecrated 
  to the church and receives the first option to acquire his 
  soon-to-be-deceased neighbor’s holdings.
  The Wardu are the slaves and are the second-largest 
  group of Cancerese; whether through misfortune in war, 
  legal penalty, or the simple cruelty of low birth, their flesh 
  is not their own. They have no rights to property and no 
  recourse to the law. Anything that their owner may decide 
  to do to them is perfectly acceptable to society at large. 
  Enlightened or clever owners sometimes allow Wardu 
  to keep a portion of the fruits of their labors, thereby 
  encouraging them to work harder. Some of these Wardu 
  are eventually able to buy their freedom and join the 
  Mushkenu caste. In the far northern reaches, sometimes a 
  Wardu that has served his master well is permitted to take 
  the test of manhood. Those few that survive (no mean feat 
  for one not raised to be a warrior) are elevated all the way 
  into the ranks of the Awilu.
  Militancy
  The armies of Canceri are varied. Unlike Milandir 
  or even Coryan, there is no apparatus to raise a militia 
  from the populace at large in times of emergency. Being 
  an oppressed people, the common folk of Canceri cannot 
  be trusted not to rebel against their overlords if provided 
  with weapons and training.
  The Nierites have large numbers of well-disciplined 
  professional soldiers, organized and trained in the 
  Coryani style, as well as large regiments of noble troops 
  (not unlike the Milandisian knights). They favor large 
  weapons – pole-arms, heavy swords, and axes – as well 
  as crossbows. Nierite troops drill constantly and are 
  ever-ready for war. As a result, they are difficult to rout 
  and are renowned for their steadfastness in battle. Any 
  unit that flees the battlefield will have one man in ten 
  killed, in accordance with the ancient Coryani tradition 
  of decimation. The val’Virdan troops are the real military 
  power of Canceri. When the other families provoke 
  battles they cannot win, it is the Nierites to whom they 
  look for salvation.
  The val’Mehan rely upon summoned legions of 
  Infernals for their military power. Though there are some 
  ancient orders of warriors among the Sarishans that are 
  well-trained and highly reliable, such as the Knights of 
  NATIONS OF ARCANIS ▪ The Theocracy of Canceri
  
  15
  the Red Fist, their mundane human troops are corrupt 
  and lazy – made fat by a peacetime of tax collection and 
  bribes obtained through various protection schemes. 
  There is no consistent organization between units and 
  they are organized into “battles” of varying sizes and 
  (almost always) low morale.
  The Nerothians maintain living soldiers mostly to 
  contain the populace at large. Little more than guards 
  and enforcers, these soldiers are ill-equipped, but they 
  are highly trained in the techniques of intimidation and 
  crowd control. The true strength of the val’Mordane 
  lies in their mastery of the necromantic arts. Each city 
  has an enormous and slavishly maintained necropolis, 
  into which every man, woman and child that ever 
  lived and died in the city is interred. Though zombies 
  and skeletons make poor soldiers, their morale is 
  unassailable and they need no supplies to support them. 
  Overwhelming numbers of such troops can be raised in 
  an astonishingly short time; during times of war, vast 
  streams of mindless undead warriors come pouring out 
  of the necropolii and onto the battlefield.
  Palic val’Mehan of Nishanpur 
  It is the natural order of things for the strong, wise 
  or clever to rule. And if one is strong, wise or clever, 
  then it is the natural order that wealth and comfort 
  should follow. The less worthy exist to provide for the 
  needs of the ruling class, it is their penance for failing 
  in a previous incarnation. Becherek teaches that only 
  through suffering can the common become noble and 
  only through embracing the flaws of humanity can the 
  noble become worthy of the afterlife. The piteous mercy 
  that a weak-minded Milandisian or Coryani noble may 
  show for an inferior only bars both from enlightenment, 
  their “kindness” is a curse upon them both.
  Eremis val’Virdan, Outlaw
  Hardship and struggle in a hard land forge a 
  stronger people. The curses of foreign potentates and 
  invasion by heretic armies are the crucible from which 
  a stronger, more perfect Canceri will be built. Let the 
  foreigner soften himself with luxuries, the Canceri will 
  harden. When the time comes to test strength, those 
  tempered by struggle will stand strong and our enemies 
  will be at our feet. The Autocrat does not realize the 
  error he has made by remaining in Canceri after the 
  death of Leonydes and it is upon the bleak plains of the 
  north where he shall be taught his lesson.
  Pandu the Dead
  I was here when the Demons came. I was here 
  when they were driven out by the Coryani. I was here 
  when the Coryani slew Becherek and were driven 
  out in insurrection. I was here when the Milandisians 
  threatened to cast down the walls of Ventaka and when 
  they were cast back into the south. I was here when the 
  Sword of the Heavens seized power and I shall be here 
  when the Autocrat is torn from his throne. Neroth has 
  gifted me with Life Beyond Life, and with it I steer the 
  souls of my people towards their eventual salvation.
  The Coryani Empire
  The vast and mighty Coryani Empire covers an 
  enormous body of land. From the high peaks of Ulfila 
  and Enpebyn to the swamps and deserts of Toranesta, 
  the verdant plains of Balantica, and the wind-swept 
  cliffs of Annonica, the Empire is like unto the world 
  entire.
  The Empire is not one nation; it was forged, 
  by conquest, out of dozens of lesser realms. But to 
  the citizens of the Empire, one self-evident truth 
  remains: Coryan is the inheritor of the greatness that 
  was the First Imperium. With the exception of the 
  self-styled Myrantian people of Abessios, the average 
  Coryani considers himself to be a part of the greatest 
  nation in the world. Cosmopolitan in outlook, Coryani 
  are tolerant of the customs of others, often drawing 
  parallels between a foreign behavior and some facet of 
  their own culture. 
  During the height of the Coryani Empire, the 
  nation was a Republic, with the Emperor answerable 
  to the Imperial Senate. Even the ascendance of a 
  new Emperor required the approval of that august 
  body. Indeed, the val’Dellenov line of Emperors was 
  deliberately placed upon the throne by the Senate. 
  Two centuries ago, the incompetence of that line cost 
  the Empire the provinces of Altheria, Canceri, and 
  Milandir, and very nearly Toranesta as well. Following 
  that debacle, the val’Assante took over, and they 
  have taken steps to ensure that their line could never 
  be supplanted again. The Senate still exercises great 
  authority, but the Emperor’s word is law.
  A great many Coryani are not citizens at all, 
  but rather slaves. There are many ways to become a 
  slave, and few ways to leave that unhappy state; most 
  slaves in Coryan were born to other slaves. Though 
  it is possible for a slave to gain his freedom, such a 
  practice has become less common due to the small 
  number of fresh prisoners (there have been few recent 
  wars of conquest). In addition to acts of war and 
  unfortunate choice of parents, various criminal acts are 
  also punished by enslavement. Typically, slaves born 
  into the role enjoy lives as comfortable as any common 
  person; they just are not permitted to leave their owner’s 
  estate without permission. Such slaves, particularly 
  those of wealthy houses, often have lifestyles that, 
  while hardly lavish, would be the envy of freemen in 
  many other nations. Many of the legendary defenders 
  of Coryan in centuries past have been slaves that acted 
  to save their owners.
  Life in Coryan revolves around the family. 
  Families are led by the patriarch (or matriarch in the 
  case of Balantica) who exercises complete authority 
  over his siblings and offspring, even deciding what 
  professions they will pursue and to whom they are to be 
  married. The patriarch is also responsible for the care 
  and welfare of all his charges, from his own children 
  down to the lowliest slave. He is expected to provide 
  for, educate, and protect them all. This pattern applies 
  at all levels of society, from the common Plebian to the 
  family of the Emperor. 
  The Coryani Empire ▪ NATIONS OF ARCANIS
  
  16
  Each province of the Empire is like a nation 
  unto itself. The people of a particular locality are as 
  distinct from their fellow citizens in distant regions 
  of the Empire as they are from the peoples of other 
  countries.
  The Ulfilans are proud and warlike, as befits 
  their Milandisian heritage. Their word is their bond 
  and insults to their honor are likely to be met with 
  aggressive retribution. Ulfilans as a people are kind, 
  honest, and quick to offer charity – even when it is not 
  desired.
  Valentians are grim and determined; the history of 
  their region is filled with gruesome and terrible wars 
  and vicious pogroms inflicted upon the population by 
  mad rulers. The capitol, Enpebyn, is rife with ghosts 
  of ages past; one can almost feel the spirits watching 
  every move. The province is rich in iron and is home 
  to the greatest foundries in the world, which work night 
  and day to supply the Empire (and nearly every other 
  nation) with metalwork. As a result, the air of Valentia 
  smells of smoke and the land is covered with soot. 
  Combined with the naturally dreary weather, a deep 
  depression is common among the populace. A posting 
  to this province is often used as punishment for inept or 
  disfavored servants of the Empire.
  Cafelans are hot-blooded and intemperate. As 
  the saying goes: “Annonica is the Empire’s heart, but 
  Cafela is its passion.” They are given to jealousy and 
  possessiveness and are as quick to anger over insults 
  to their friends and loved ones as any Milandisian, 
  perhaps even more so given that they are likely to 
  perceive insult when none is offered.
  Balanticans and Annonicans best reflect the 
  traditional Coryani attitude. Cosmopolitan and tolerant, 
  they are quick to adapt to other cultures and are 
  not likely to take offense unless it is blatantly and 
  deliberately offered. On the other side of the coin, they 
  are more likely to give offense by accident, as they are 
  somewhat insensitive to the more delicate sensibilities 
  of the “provincial” peoples. 
  The Toranestan – or, by their reckoning, Myrantian 
  – people are unwilling subjects of the Empire. They 
  stubbornly refuse to relinquish their ancient customs and 
  constantly desire to throw off Coryani rule. The citizens 
  of other provinces, and even most outsiders, find the 
  people of this province macabre and disturbing, their 
  customs gruesome and off-putting. Many Toranestans 
  think nothing of deceiving unbelievers. The streets 
  of their towns, including the provincial capitol of 
  Abessios, are dangerous for the unwary.
  Appearance
  The prototypical Coryani, common in Illonia, is 
  tall in stature with curly blond hair. Outside these core 
  provinces, such features are now only common in 
  the most aristocratic and ethnically chauvinistic noble 
  families. Considering the Empire’s many conquests 
  over the centuries, it should come as no surprise that 
  every racial appearance in the entire world can be found 
  somewhere in Coryan. Ulfilans are tall and fair and 
  tend to be strongly built. They are mostly Milandisian 
  by blood and their faces clearly show it. Cafelans have 
  a dark complexion and delicate grooming is a point of 
  pride among men and women alike. The Toranestans 
  are short and swarthy, favoring shaven heads. The 
  Valentians are pale with dark hair and they often have a 
  grim countenance to match that of their bleak homeland.
  NATIONS OF ARCANIS ▪ The Coryani Empire
  
  17
  The Coryani Empire ▪ NATIONS OF ARCANIS
  Names: Coryani names are organized in the tria nomina (three names) style. This naming convention has 
  been adopted in most provinces, Ulfia and Valentia being notable in that this model is not followed; instead 
  these regions use only a given name and a family name. Torenestans have had their family names stripped by 
  centuries of slavery. 
  The three names are a personal name (praenomina) a family name (nomina) and a descriptive name 
  (cognomina). Descriptive names are often either nicknames or profession names. Members of Val families 
  always use their Val name as cognomina. Within the family or among friends a person is called by their 
  praenomina and casually known outside such a circle by their cognomina. Formally they are know by two 
  (either the first two or the last two) or by all three names. 
  Patricians tend to have names in Illonian style regardless of province due to frequent residence in Grand 
  Coryan.
  In Illonia, women use the feminine forms of their father’s nomen and cognomen and upon marriage would 
  adopt their husband’s cognomen as a third name. To distinguish between several daughters that would 
  otherwise have the same name, appellations such as maior (elder) and minor (younger) or ordinals such as 
  primus (first), secondus (second) or tertius (third) would be used as cognomen. In other provinces, women 
  have their own praenomina.
  To seek out names on your own, use the following ethnic guidelines:
  Annonica: Greek  
   
   
  Balantica: Roman
  Cafela: Medieval Italian  
   
  Illonia: Roman
  Salantis: Medieval Spanish 
   
  Toranesta: Ancient Egyptian
  Ulfia: Germanic  
   
   
  Valentia: Finnish
  Common Illonian and Balantican Praenomina and Nomina: Male: Accius, Baebius, Caedicius, Decius, 
  Fabricius, Gabinus, Naevius, Ovidius, Papinius, Pubilius, Quinctius, Roscius, Sestius, Suetonius, Verginius, 
  Volusius
  Female: Accia, Baebia, Caedia, Decia, Fabricia, Gabinia, Naevia, Ovidia, Papinia, Publia, Quinctia, Rosia, 
  Sestia, Surtonia, Verginia, Volusia
  Common Cafellan Praenomina: Male: Agostino, Baldanza, Cambio, Dominico, Enzio, Giraldo, Martino, 
  Paolo, Ranero, Sabbatino, Uberto, Vincenzo
  Female: Augustola, Berta, Causita, Dolce, Gianna, Lisa, Paulina, Rosana, Talia, Ugolina, Verde, Ymilia, 
  Ysabella
  Common Cafellan Nomina: Agostini, Baldanzi, Cambini, Enzini, Paolini, Ubertini
  Common Annonican Praenomina: Male: Alexander, Basilis, Demitri, Grigoris, Nikomedes, Perikilis, 
  Theofanis, Yannis
  Female: Aleka, Alexandra, Berinke, Delphinia, Korrina, Melina, Niobe, Pelagia, Rena, Sylvia, Triphena
  Common Annonican Nomina: Agelakos, Dimopoulos, Gizikis, Kokotis, Lianis, Markos, Peppas, Sakellaris, 
  Zaferatos
  Common Toranestan Nomina: Male: Ai, Be-nipu, Hannu, Khamat, Pa-mu, Shoshenq, Unas, Usati, Utu
  Female: Ama, Beket, Iset, Nemathap, Nodjmet, Tuya, Uiay
  Common Salantian Praenomina: Male: Alonso, Beltran, Cervari, Estevan, Gilabert, Jacinto, Martin, 
  Osmundo, Roderigo, Salvador, Vicente
  Female: Aldonza, Ezteria, Gracia, Lorides, Madelina, Petronilla, Serena
  Common Salantian Nomina: Alvarez, Diaz, Garcia, Jimenez, Lopez, Rodriguez, Sanchez
  Common Ulfian Given Names: Male: Adalbard, Bergen, Carl, Eryk, Gerald, Jurgen, Konrad, Luthold, 
  Reinhard, Symon, Wernher, Wolfram
  Female: Agnes, Bertha, Clare, Hedwig, Jutte, Osanna, Ursula, Veronica
  Common Ulfian Family Names: Abels, Bacht, Daffner, Eisner, Horsch, Langer, Moseler, Rueter, Thoms, 
  Walther, Zunker
  Common Valentian Given Names: Male: Asikko, Bertil, Ervästi, Haakon, Kauppi, Reko, Vämmä
  Female: Adelista, Dorathea, Elseby, Gudlog, Ingrid, Lapasa, Rikitsa, Suomi
  Common Valentian Family Names: Erkko, Hämäläinen, Järvinen, Lehto, Näränen, Reema, Toivainen, 
  Virjonen, Yrjo
  
  18
  Gender Roles
  Though they are considered equals under the law, 
  most women do not enjoy the level of freedom that this 
  implies. Their fathers arrange their marriages and they 
  are unlikely to be trained in the skills of a profession. 
  Marriage is far too valuable a tool, with its ability to 
  increase a family’s prestige and status, to squander such 
  a commodity as an eligible daughter by allowing her to 
  take up a trade and pursue her own course in life. This 
  is especially true in Cafela, where the only “profession” 
  women are encouraged to join is the Priesthood of 
  Larissa. Only in Balantica, where the ruling val’Dellenov 
  family dictates gynocratic inheritance, do women enjoy 
  extensive political power and influence. Unique among 
  the provinces of the Empire, most legions raised from that 
  region even have female commanders.
  The Nobility
  The noble class (generally known as Patricians) 
  enjoys great privilege in the Empire, but with that 
  privilege comes a duty to ensure the Empire’s continued 
  good health and survival. Patricians are expected to 
  take positions of public and political service, military 
  command, or senior clergy. A great sense of obligation 
  to the nation is instilled in young Patricians by the finest 
  noble families. Like all societies, Coryan has its share of 
  decadent and lazy noblemen, but the nation is so large 
  that there are always adequate numbers of competent and 
  ambitious gentry to preserve and promote the country.
  Social mobility is possible in extraordinary times, 
  and many of the greatest tales and legends of the nation 
  feature men rising from the depths of slavery to the heights 
  of Imperial power. Some of the greatest families in the 
  Empire, such as the Voucis and the Balin, have such a tale 
  in their history. It is also possible to attain high rank due to 
  the tenacious accumulation of great wealth and influence. 
  Every generation sees scores of wealthy plebeians become 
  Patricians and thereby earn the right to place the coveted 
  green trim upon their togas.
  In Coryani courts of law, the weight of an individual’s 
  testimony depends on his social class. The word of a man 
  of high position counts more heavily than the word of his 
  social inferior. As a result, Patricians are above accusation 
  from a single plebe, and it takes an identical assertion from 
  several commoners to indict a nobleman for wrongdoing. 
  In cases where this is not possible, “peasant justice” is not 
  entirely unheard-of, although the Coryani people, by and 
  large, are lawful in nature.
  Val
  The Val comprise the uppermost social class – the 
  Patrician Imperialis, signified by golden trim on their 
  robes. Only Val are permitted to rule a province or rise 
  to the position of Patriarch of the Mother Church. The 
  Emperor must also be of this class, because a blood link 
  to the old Kings of the City of Coryan is required to 
  rule the Empire. Bastard or disenfranchised Val are not 
  provided with any preference under the law, though if 
  such a person were to attain the position of Patrician he 
  would be of the highest class.
  It is very common for lesser human members of 
  the Patrician class to marry a penniless or commoner 
  Val in an effort to improve the social standing of their 
  children. Not all Val are wealthy and powerful; though 
  their heritage entitles them to rise to the highest echelons 
  of society, there are many Val who live out their lives as 
  craftsmen and soldiers and members of other professions 
  (or of no profession). 
  Commoners
  The members of the Plebeian class form the 
  backbone of Coryan, but they are not permitted to hold 
  any offices of authority. The Patricians describe this as a 
  practical matter, as all government positions are unpaid. 
  This “practicality” does have the salutatory effect of 
  limiting the power of the overwhelming majority of the 
  population. The bulk of the Coryani legions are drawn 
  from the common plebes. They are limited to the rank of 
  Centurion, again limiting their individual power. 
  Many entertainments are provided by the ruling 
  class to divert the attentions of the populace. By Imperial 
  decree, any town or city with more than one thousand 
  persons is required to have an arena wherein the citizenry 
  can watch the execution of criminals, fights between 
  animals, or full-blown gladiatorial contests.
  Not all commoners are citizens of the Empire. 
  Foreign-born people (known as Gentilles) and those from 
  recently conquered territories (known as Provincials) 
  are not considered citizens. They must earn the right, 
  and most secure their legal standing through service, 
  typically in the legions or in the Imperial bureaucracy. 
  Religion
  The Mother Church is instrumental to the preservation 
  of the Empire. At the very birth of the Empire, the 
  Mother Church was formed to incorporate the teachings 
  of all its component nations and to foster peace between 
  the widely varied sects of worship throughout the newly-
  obtained territories. It has often been said that the Mother 
  Church is the glue that holds the Empire together; if the 
  Church were to collapse, the Empire would die with it.
  The cosmopolitan attitude that pervades Coryani 
  culture extends into religious matters as well. A Coryani 
  is likely to categorize some previously-unknown native 
  deity as a variant of one of the Pantheon of Man. The 
  unenlightened primitive’s “angry fire god in the volcano” 
  is really a naïve form of the worship of Nier, and so forth. 
  Indeed, most Coryani feel that it is their right, privilege, 
  and duty to bring an understanding of the true Pantheon 
  to such benighted peoples.
  Militancy
  Coryan maintains the largest standing army of 
  any Onaran nation. The Imperial legions are extremely 
  well-trained and exceptionally well-disciplined. The 
  organization of the legions represents the height of military 
  efficiency, with consistent unit sizes and standardized 
  officer ranks throughout the nation. Though most other 
  nations have an advantage over the Coryani when it comes 
  to the highest levels of equipment or military technology, 
  NATIONS OF ARCANIS ▪ The Coryani Empire
  
  19
  the Empire’s secret to success is that it has invested heavily 
  in making sure its common soldiers are the best-armed 
  and best-armored front-line troops to be found anywhere. 
  This consistency of Coryani equipment ensures that any 
  legion stationed anywhere in the Empire can be supplied 
  and supported with ease, making the daunting task of 
  maintaining even a million-man army well within the 
  reach of the Empire’s logisticians. Individual legions are 
  raised entirely from the people of a single region to foster 
  esprit de corps, but legions are never permitted to garrison 
  their home province due to the occasional insurrection that 
  must be suppressed.
  Outside the Imperial army, the provinces maintain 
  armies called Auxilia. A few of these units are comparable 
  or even superior to the rank-and-file legions, but most are far 
  inferior. Equipment and training vary tremendously among 
  the Auxilia, but as a matter of practicality they are usually 
  part of any major military campaign. The commanders 
  of the Coryani military pride themselves on ensuring that 
  they only field trained soldiers in battle. Only in the most 
  desperate of circumstances would an untrained citizen be 
  pressed into service to defend the Empire.
  Senator Okpara val’Inares on what it means to 
  be Coryani: 
  Coryan is the shining beacon to which the known world 
  looks for guidance. Not since the days of the First Imperium 
  of Man has there been such a glorious and prosperous 
  illustration of Illiir’s design for mankind. To be Coryani is 
  to be a part of greatness and to be elevated by proxy. Those 
  that would undermine the Empire are enemies of not only 
  the Empire, but of man and the Pantheon.
  Prelate Barnabus val’Borda of Sulpecci on the 
  divine right of Emperors: 
  During the Shadowed Age, the worship of the Gods 
  was lost in ignorance and darkness. Coryan saved mankind 
  of an eternity of suffering and damnation and in this every 
  citizen should take pride. Now, the voice and vessel of 
  the Gods has been chosen from among us; any man that 
  would defy the Emperor defies the Pantheon.
  Nodjmet of Abbessios on the Coryani oppression 
  of its subjects: 
  The Coryani came unbidden to our land and they remain 
  against our wishes. Every generation they take thousands of 
  slaves from among my people and refuse to even consider 
  the rest of us as citizens. May Neroth take their breath and 
  preserve us from their gluttonous appetites.
  Viänö Niskavaara of Enpebyn on the future of 
  the Empire: 
  The Empire is the greatest nation in the history of man. 
  Wealth, security, and trade are the inheritance of every 
  Coryani who wishes to claim them. Yet I fear for our future. 
  These gifts were given to us to hold in humility, not in 
  arrogance. Emperor Calcestus claims to be the Voice of the 
  Pantheon, and surely the Gods are wroth at his presumption. 
  Only such hubris could overturn the divine right of the 
  Empire to rule the world. When Menisis val’Tensen is 
  Emperor, the Empire shall return to its rightful place as the 
  inheritor of the legacy of the First Imperium.
  The Dwarven Enclaves
  From a human-centric view, dwarves are generally 
  thought of as one people, but each enclave is distinct and 
  has little in common with its counterparts. Thousands of 
  years ago, the dwarves were not at all as they are today. 
  Rather, there were eight great nations of celestial giants, 
  united only in their genocidal war with dragon-kind – a war 
  that they were losing. Illiir, lord of the human pantheon, 
  made a bargain with the celestial giants that he would send 
  the armies of the Gods to destroy the dragons, but only if the 
  giants would take on the burden of stewardship of humanity. 
  Faced with extinction, the giants readily accepted.
  Over the centuries, some of the giantish nations, 
  chief among them the Solani and Bertoqi, began to 
  see themselves more as the masters of man than as his 
  protectors. The Bealaki and Encali warned the other nations 
  that they would only anger the Gods of man by breaking 
  their bargain. The members of these enclaves knew that 
  the armies of the Gods that destroyed the dragons could be 
  turned against them. The giants of Bealak Gempor turned 
  their prayers to Illiir, telling Him of the betrayal of others 
  and begging His mercy. Illiir did not grant mercy. Instead, 
  he cursed the giants. Those that sought the heavens would 
  forevermore dwell beneath the earth and those that lorded 
  over man with their size and their might would forevermore 
  be dwarfed by all. Illiir’s wrath made no distinction between 
  those that betrayed Him and those that were faithful to their 
  oath (the Encali and Bealaki).
  The nations were thrown into despair. Many of the 
  former giants took their own lives, which revealed an even 
  more terrible aspect of Illiir’s curse: the dwarves were 
  barred from the afterlife. Their souls could not pass into 
  Beltine’s Cauldron. Into this despair came Sarish with a 
  bargain. If any dwarf were to make the perfect item, the 
  curse would be lifted. This has led to the one trait common 
  to all but one of the remaining dwarven enclaves: the 
  compulsive drive to create.
  Denied their great size and bereft of the powers over 
  mind and matter that they held as celestial giants, the 
  dwarves became isolated from one another. Their cultures 
  and traditions became even more distinct, to the point that 
  today they are less alike than most human nations.
  The Solani and the Bertoqi, those nations most at 
  fault in drawing Illiir’s ire, are today the most penitent. 
  Taking it upon themselves to reclaim the charge that 
  they had previously neglected in their foolishness – to 
  preserve mankind – these enclaves act in all ways for the 
  betterment of man.
  The Solani have joined the Mother Church and their 
  entire existence is consumed with the worship of Illiir and 
  the crafting of the finest arms. Their wares are intended 
  to be traded to men: by arming and armoring the nations 
  of man, the Solani provide protection against a dangerous 
  world. Their life is one of constant penance, and the only 
  Solani that leave the enclave are young dwarves, not yet 
  accomplished in their craft, who seek to aid mankind 
  against any threat. Holy champions and priests of Illiir 
  are common among these adventurers. For the most part, 
  Solani are vocally pious and very dour in their disposition. 
  Many secretly blame their own nation for the curse that 
  befell all of the nations of the celestial giants.
  The Dwarven Enclaves ▪ NATIONS OF ARCANIS
  
  20
  The dwarves of Tir Bertoq cross all of Onara to 
  fight against the Infernal hordes in the north. Many 
  rangers and holy champions of Hurrian are counted 
  among this number. The enclave does have its 
  great master artisans, but the constant conflict along 
  the Wall of the Gods, and the depredations of the 
  raiders of Uggur in the south, consume the majority 
  of Bertoqi attention. This life of constant conflict, 
  where death is an everyday companion, has led to a 
  grim outlook among the dwarves of Tir Bertoq. This 
  is most often reflected by gallows humor, often in the 
  most inappropriate times.
  The Tultipetans are strange, even to other 
  dwarves. Influenced heavily by many Khitani 
  philosophies and skilled in the art of prophecy, they 
  are given to baffling modes of speech and behavior. 
  A direct answer is usually not what you get from a 
  Tultipetan dwarf. Often, questions will be answered 
  with questions, and wisdom imparted by parable. 
  Most adventurers from this enclave are sent on their 
  journeys due to omens revealed at their time of birth; 
  the children with particularly auspicious or dire 
  omens are fostered to the monastic order of Larissa 
  to prepare them for a life of hardship and travel. 
  The Nol Dappan enclave is defined by its 
  location. Built in an ancient dormant volcano, known 
  as the Forge, this enclave is difficult to reach for 
  any but the most determined of travelers. Living in 
  such an environment, along with the influence of 
  the nearby Erdukeen descendants of the Cleansing 
  Flame, has influenced the dwarves of Nol Dappa to 
  the worship of Nier. Many Nol Dappans are given 
  to bouts of uncontrollable rage, which is funneled 
  into the path of the battlerager; the elite warriors of 
  the enclave are a terror to behold. Many Nol Dappan 
  adventurers are outcasts, sent away from their home 
  enclave due to some murderous act committed in a 
  furious instant.
  The Encali dwarves are a nation that feels 
  betrayed. Betrayed by their fellow celestial giants 
  in the years leading up the Great Curse; betrayed 
  by the Bealaki who told Illiir of the other nations’ 
  perfidy; and betrayed by Illiir when he cursed them 
  along with those that were actually guilty. As a 
  result, the Encali are largely a one-religion enclave. 
  Sarish offered them a path out of Illiir’s curse, and in 
  return, the Encali worship Him as the only member 
  of the Pantheon worthy of respect. Encali embrace 
  all aspects of Sarish’s faith. They educate all gifted 
  children in the arts of magic and they insist that all 
  matters of import be sealed by written contracts and 
  Sarishan oaths. Many Encali have been known to 
  tempt short-sighted humans into horribly lopsided 
  deals that their children or even grandchildren will 
  have to make good on. By and large, the Encali 
  dislike the other enclaves and limit most contact to 
  trade relations.
  Little is known of the Deneki, other than that 
  they were forced into slavery by the Sorcerer King 
  of Ymandragore. Likewise, the Reavers of Bealak 
  Gempor are an enigma, but it is well-known that they 
  are anathema to the other enclaves. Of the eighth 
  enclave, nothing at all is known, as they disappeared 
  millennia ago.
  Appearance
  Members of a given enclave are easy to identify 
  by their distinctive appearance. 
  The Solani are of noble bearing and fair hair. 
  They keep their beards fastidiously groomed and it is 
  a matter of pride to grow the beard to a great length. 
  Many humans marvel that the Solani do not trip over 
  their own beards at every step.
  The Tir Bertoqi, especially those found outside 
  their enclave, bear a haunted look from the horrors 
  they have confronted in defense of mankind. 
  Typically, a Bertoqi dwarf has dark hair, and their 
  most telling feature is the elaborate braids that they 
  make from their beards. The intricate patterns are a 
  point of pride for them, and they often weave a thin 
  wire of precious metal (primarily gold) into these 
  braids.
  The Tultipetan dwarves are given to tattooing 
  their entire bodies with mystical symbols. These 
  symbols are of great significance to the individual 
  dwarf. They are inspired by the omens at the dwarf’s 
  birth and celebrate the accomplishments of his or her 
  life. To better showcase their tattoos, the Tultipetans 
  shave their heads and wear their beards close-
  cropped.
  The Nol Dappans care little for their appearance. 
  Most are covered with soot from the forge and their 
  beards are often ragged and singed. Their hair is red 
  – when you can see it under the grime – and their skin 
  is ruddy and burned. 
  The Encali are easily identified by their distinctive 
  forked beards and the extensive collection of jewelry 
  (often self-created) that each wears about his person. 
  Their hair is typically jet black. 
  Gender Roles
  There is very little distinction between the male 
  and female genders within dwarven society save for 
  the commonsense role of the womenfolk to bear 
  children. Nol Dappan females are less prone to fits of 
  rage then the males, and the Tultipetan females more 
  commonly enjoy the gift of prophecy than do their 
  male counterparts.
  Noblemen
  The ancient rulers of the former nations of the 
  celestial giants are forever trapped by Illiir’s curse 
  in stone pillars at the core of each dwarven enclave. 
  Their heirs were fortunate to keep power in the 
  aftermath of the curse and each enclave has a royal 
  line that governs its people. 
  NATIONS OF ARCANIS ▪ The Dwarven Enclaves 
  
  21
  Unlike the human lands, where even the cousins 
  and far-flung distant relations of aristocratic families 
  wield great influence, dwarven relatives of the rulers 
  outside the direct line of succession are not granted 
  any more rights or powers than any other member 
  of the enclave. Instead, positions of authority are 
  chosen by the royal line and by popular acclaim of 
  the dwarves of each enclave. As a result, there is little 
  by way of organized nobility within the enclaves 
  outside of the individual rulers themselves and an 
  immediate heir and designated successor to each 
  sovereign.
  Commoners
  Dwarves are an industrious and determined lot. 
  The common dwarf strives for perfection in every act 
  and deed, for any activity could deliver the perfect 
  item needed to break the ancient curse. Dwarves 
  have a higher percentage of artisans than any other 
  people, and their wares are in demand everywhere 
  in the world. As a result, even the common dwarf 
  tends to be quite prosperous from constant trade with 
  outsiders.
  Religion
  Religion is a central element of dwarven life. 
  Each enclave has a God that it favors. For the Solani 
  it is Illiir; the Bertoqi favor Hurrian; Tultipetans 
  favor Larissa; Nol Dappans favor Nier; and for 
  Encali it is Sarish. Although these general tendencies 
  of veneration of a particular deity do permeate each 
  of the enclaves, they are not absolutes; being long-
  lived, each dwarf will find his worship drawn to 
  different Gods during his lifetime.
  Young dwarves may be idealistic and favor 
  Illiir or Hurrian, striving to actively make amends to 
  mankind for the actions that led to the Great Curse. 
  As they grow older, they may focus on Sarish or 
  Larissa in an effort either to break the curse or simply 
  to learn through prophecy if it is to be broken soon. 
  Once they become aged and focus upon matters of 
  mortality, many dwarves turn to Beltine or Neroth as 
  a means to preserve their learning, in hopes that their 
  accumulated wisdom will help the race in its future 
  endeavors.
  Militancy
  As a people that lead centuries-long lives, almost 
  the entire adult dwarven population is available 
  to defend the enclave. Each enclave maintains 
  a professional army and a large militia. These 
  forces consist of disciplined and motivated infantry, 
  equipped with the finest arms and armor that only 
  a race that strives for perfection in every act could 
  produce. Each King also maintains a private army 
  of the most experienced soldiers from families of 
  the warrior elite, many of whose martial traditions 
  date from the times of the ancient war between the 
  celestial giants and the dragons.
  Master Elebac of Solanos Mor on what it 
  means to be a dwarf: 
  I am very close to mastering the technique to 
  make the perfect blade. With Illiir’s blessing, perhaps 
  I shall lay the curse to rest for all time, and then what 
  it will mean to be a dwarf is simply to be free. My 
  greatest worry is that a jealous Encali or the dreaded 
  Reavers will thwart my efforts. 
  Captain Keletar of Tir Bertoq on what it 
  means to be a dwarf: 
  The trickle of demons that found their way from 
  the Sealed Lands, a menace that we have held back 
  for my entire lifetime, has now become a torrent. 
  After the great earthquake, the demons are now a 
  horde. We shall hold until relieved, because to be a 
  dwarf is to endure. Send assistance.
  Adept Wargan of Tultipet on what it means 
  to be a dwarf: 
  The curse consumes the life of every dwarf. 
  Without the soul shard, our souls would be lost to 
  nothingness upon death. Every dwarf is conditioned 
  from birth to create the perfect object, in hopes of 
  satisfying Sarish. We of Tultipet are given the gift of 
  foresight, but we cannot see anything regarding the 
  curse. Our high priestess has seen a day when there 
  are no dwarves, but a multitude of gnomes. Perhaps 
  they are the way our people shall escape the curse.
  Talagar the Red of Nol Dappa on what it 
  means to be a dwarf: 
  To be a dwarf is to be cursed. The very fates 
  despise us; every moment is but another crucible to 
  test us. Defiance in the face of adversity is the only 
  path; Nier’s example is what we should aspire to. 
  Xerthan of Encali on what it means to be 
  a dwarf: 
  The ways of dwarves would bore you, my 
  young friend. Perhaps you should instead place your 
  interests in the fruits of our industry. I have been told 
  that you seek the attentions of the Palsgraf’s niece. 
  Perhaps she would find this bauble to her liking; it is 
  enchanted to make the receiver look fondly upon the 
  giver. The price? My friend, the price is but a small 
  thing, a simple task to be performed in the future by 
  your descendents… no, no, it is nothing that would 
  betray your nation or your family; you have my most 
  sincere assurances. Just sign here…
  The Dwarven Enclaves  ▪ NATIONS OF ARCANIS
  
  22
  The Elorii Nations
  Outsiders think of the Elorii as a monolithic 
  culture, but nothing could be farther from the truth. 
  Each of the three known Elorii nations are distinct 
  in purpose and outlook. Even within the individual 
  nations, each of the bloodkines draws into its own 
  distinct groups as well.
  The largest nation by far is Elonbé in the 
  Vastwood. Nearly eight-tenths of the Elorii population 
  can be found within that massive forest. Isolationist 
  and conservative, the great distance (both temporal 
  and physical) from any human contact has shaped 
  the outlook of these people. Humanity is an ancient 
  and distant threat, disliked out of old prejudice and 
  long-ago memories. Without the constant contact 
  with potential enemies, the Elorii of Elonbé have 
  fallen into discussions over the meaning of Ardelia’s 
  prophecy and other areas of academic study. As a 
  result, a large percentage of the population is High 
  Elorii (ancient Elorii of great power) with great skill 
  at arms or magic, but most of these have never faced a 
  foe in battle. Much like an untested blade of masterful 
  craftsmanship, it looks good, but none is to say how it 
  will serve in a fight. 
  In order to overcome this lack of direct experience, 
  the council of Etheleos has sent out scouts to learn 
  about mankind. Called the Laerestri, they are young, 
  curious Elorii that travel the world working with (and 
  for) humans to learn their customs and the nature and 
  capabilities of their armies. The ancient prophecy 
  of Ardelia dictates that some men will be needed in 
  the end times, and these Laerestri seek to identify 
  them. The Laestri have learned much about humanity, 
  reporting that all extremes of virtue and honor or 
  depravity and skullduggery are found within the race. 
  The council, lacking the firsthand experience of the 
  Laerestri, doesn’t quite know what to make of this 
  mixed report.
  Malfelen is less of a nation than a gigantic army 
  camp. The diametric opposite of Elonbé, Malfelen 
  Elorii are skilled and experienced warriors, few 
  of whom survive long enough to become one of 
  the ancient High Elorii. Constant warfare against 
  Ssethregore, as well as the occasional skirmish with 
  the Coryani and Altherians, has honed their battle 
  skills to a fine edge.
  Entaris is the smallest nation, and the most 
  cosmopolitan. Not sheltered by a vast forest as is 
  Elonbé, and lacking the massive army of Malfelen, the 
  Elorii of Entaris have been forced to interact with the 
  nearby human and goblinoid nations that border their 
  lands. As a result, they have become skilled merchants 
  and diplomats, and have even built a section of their 
  city to house foreigners. They keep safe with a mighty 
  fleet, by the masterful skills of the order of Berotar, 
  and by the aquatic powers of the Berokene. Though 
  humanity is still viewed as a threat, the Entari have 
  come to learn that mankind is not a monolithic entity, 
  but rather a varied people of differing virtues. It was the 
  experience of the Entari that persuaded Elonbé to send 
  out the Laerestri.
  Within the Elorii themselves, although there 
  is certainly individualism, there are also distinct 
  personality tendencies among the various bloodkines. 
  These tendencies become more pronounced as the 
  Elorii age, to the point that High Elorii become almost 
  exactly like the stereotypes.
  The Ardakene are nurturing, thoughtful, free-
  spirited, and curious. They are the smallest group of 
  Elorii, but they make up a disproportionate number 
  of the Laerestri. Most priests are of this line and they 
  are most likely to accept notions that not all men 
  are inherently wicked. When a Ssethric population 
  was reported in Milandir, the Ardakene prevailed 
  upon the other bloodkines not to invade Milandir to 
  exterminate the Black Talons. Since then, the Laerestri 
  have reported that the Black Talons are not like the 
  other Ssethregorans of the far south, but instead are 
  expatriates that despise the serpent empire on moral 
  grounds. The Ardakene were the first to rebel against 
  the reptiles in ancient times and were also the first to 
  greet men when they landed on Onara.
  The Marokene are inflexible and traditionalist, 
  even reactionary. Things are they way they are for a 
  reason, and without good cause, there is no need to 
  change. Though they hold old prejudices with great 
  obduracy, once they are convinced to adjust their 
  viewpoint, they will adamantly propound that new 
  position as if it had been what they fervently believed 
  all along. They are much like the mountain: unmoving 
  most of the time, but an unstoppable avalanche when 
  they do decide to shift.
  Contrariwise, the Berokene view change as the 
  natural order of things. Calm and collected in the 
  absence of opposition, they can explode into furious 
  action when presented with an obstacle. They will 
  continue to look for alternate paths whenever blocked, 
  regardless of the endeavor. They are not opposed to 
  compromise, and even small concessions by others will 
  satisfy them for a time. A complete absence of visible 
  options will often enrage a Berokene and rash action 
  sometimes follows.
  Osalikene Elorii tend to go with the majority on 
  most subjects. They are often nonplussed when change 
  happens but they can also shift their own positions 
  on a whim. Though they are highly curious, they are 
  also easily bored. Other bloodkines find it frustrating 
  when what appeared to be rock-solid support from 
  an Osalikene suddenly evaporates without warning. 
  As long as no effort is made to constrain individual 
  freedom, an Osalikene will happily exist in almost any 
  regime. Few Osalikene serve on the ruling councils 
  of the Elorii nations, as they don’t tend to have the 
  motivation to govern others.
  The Kelekene Elorii are intense and violent. Force 
  is an early solution to any problem and the destruction 
  of an obstacle, be it a living thing or simple barrier, 
  is a small matter. The cost of such actions is rarely 
  considered, leaving other Elorii to regard Kelekene as 
  short-sighted. Kelekene Elorii often seek seats on the 
  ruling councils, but are rarely successful. Kelekene 
  often feel (and show) great frustration with the “soft-
  hearted” Ardekene and the “inflexible” Marokene. 
  NATIONS OF ARCANIS ▪ The Elorii Nations
  
  23
  They are passionate and make little effort to conceal 
  their feelings. Like the flame that powers their very 
  souls, they are a potent force when harnessed and a 
  great threat when uncontrolled.
  Appearance
  Members of a given bloodkine are easy to identify 
  by their appearance. The elemental nature of their 
  souls is evident in their physical features.
  All Elorii are tall and graceful; most exceed six 
  feet in height and are full-grown by their tenth year of 
  life. As an Elorii ages, he grows taller. Every thousand 
  years or so, an Elorii goes through a growth spurt of 
  three to four inches. The eldest Elorii are almost eight 
  feet tall, and there is no crouching in their posture. 
  They remain upright and firm throughout.
  The Ardakene are thin and fair-skinned. Their 
  hair tends towards brown and their eyes towards green 
  or hazel, although golden eyes are not uncommon. 
  The Marokene are dark-skinned, either a deep 
  tan or bronze. Their hair is dark brown or grey; not 
  the silver of an aged human, but instead a grey like 
  one would see in granite. Their eyes also tend towards 
  brown, grey, or black. Though still slim by the 
  standards of most races, they are stout for Elorii and 
  tend to be a little shorter than the other bloodkines.
  The Berokene are the most graceful of the Elorii. 
  They are pale, and have a slight bluish tinge to their 
  skin, looking much like a human that is very cold. 
  There hair is the deepest black and their eyes are blue, 
  turquoise, or green – the colors of the sea.
  The Osalikene are lithe and tall, even for Elorii. 
  They are not pale of skin, but their hair tends towards 
  white or shining silver. 
   
  The Kelekene are slightly more compact than 
  other Elorii and have unusually bright eyes, which are 
  commonly purple or orange. Their skin is ruddy and 
  their hair ranges from red-brown to gold.
  Gender Roles
  Since few Elorii females bear children due to 
  the static nature of the Elorii population, there is 
  little distinction between male and female roles in 
  society. Females are as strong and as quick as the 
  males and many famous leaders in Elorii history have 
  been women. The genders train side-by-side and are 
  regarded as equally skilled in the arts of magic, battle, 
  and craftsmanship. The Elorii armies have as many 
  women as men, both on the front lines and in positions 
  of command and authority.
  The Nobility
  Each of the nations is ruled by a council of 
  ancient and respected High Elorii. Several of these 
  rulers have been in their positions of leadership for 
  millennia. Due to the nature of reincarnation, many 
  of the younger council members are reborn heroes 
  of the distant past and have some of the memories 
  of their forebears to guide them in their current role. 
  Though the Elorii culture is largely egalitarian, it is 
  no coincidence that most leaders of the Elorii are 
  incarnations of past leaders. Even death is not enough 
  to suppress a great soul.
  There are no true nobles among the Elorii, but 
  it is a mark of honor to be a reincarnated hero and 
  respect is often shown to those fortunate enough to 
  have been a hero in a previous life.
  The Elorii Nations ▪ NATIONS OF ARCANIS
  
  24
  Commoners
  In the absence of a violent or accidental end, 
  Elorii live forever. As a result, an Elorii will learn 
  many trades in his life. Thousands of lifetimes of 
  work from each Elorii soul has lead to a great society 
  of high architecture and an infrastructure that will 
  support the population in great comfort.
  Elorii society is egalitarian, so hard work is 
  rewarded and the lazy find only scorn. As a result, few 
  Elorii fail to do their part as even the worst lay-about 
  will eventually “grow up” when given thousands of 
  years to do so.
  Religion
  Religion is the core motivating factor in Elorii 
  life. The goals of the entire society are driven by the 
  desire to return the Elorii Elemental Gods to life. The 
  ruling councils of the individual nations consult with 
  the Lifewardens of Belisarda regularly and the ancient 
  prophecy of Ardelia dictates the course of Elorii life. 
  Each of the ancient Elemental Gods is still 
  worshipped, and priests continue to pursue their 
  traditions despite their deities’ absence. Ardelia, the 
  prophetess of Belisarda, has commanded that the 
  Elemental Lords’ worship be kept until they can be 
  returned to life.
  Though not every Elorii is openly religious, each 
  holds an unshakable faith in the Gods of their people. 
  Many of the Elorii of today were alive when the 
  Gods walked among them, and even an Elorii who 
  is too young to have met one of the Elemental Lords 
  probably knows someone who did. Also, each Elorii 
  has a soul that has been through many incarnations, 
  and so remembers their Gods walking upon Onara, 
  even if this is just a subconscious thought. The 
  immediate presence of Belisarda is felt by her priests 
  and to a lesser extent by the common Elorii. Unlike 
  humanity, the Elorii have a Goddess that still speaks 
  to them.
  This unshakeable belief in the existence of the Gods 
  and knowledge of the immortal nature of their souls 
  means that Elorii have no great fear of death. Though 
  they will not throw away their lives wastefully, the 
  certainty of reincarnation allows them the confidence 
  needed to perform great acts of bravery.
  Militancy
  It is the duty of every Elorii to prepare for the 
  great war that will inevitably come. However, the 
  exact nature of this war is unclear. Many think it 
  will be fought against mankind, while others think 
  it will be fought alongside man against an even 
  greater enemy, either the Ssethregorans or some as-
  yet undiscovered foe. But regardless of his or her 
  personal beliefs about the eventual combatants, every 
  Elorii trains for the war. Regardless of bloodkine, 
  profession, or nation, each and every Elorii is taught 
  the ancient arts of blade and bow. When the war does 
  come, nearly every single Elorii alive will be able to 
  take the field as trained soldiers.
  The Malfelen are a nation of warriors and veterans, 
  honed to a fine edge by millennia of warfare against 
  implacable and powerful foes. The Entari have a mighty 
  and accomplished fleet. Their centuries of training, 
  combined with little fear of death, make the Elorii one 
  of the greatest and most capable armies ever to take 
  the field of battle. Elorii believe in their racial martial 
  superiority without question; it was their race, after 
  all, that finally brought down the mighty Ssethregoran 
  Empire, and it is their race that shall stand above all 
  others in the end times.
  Magros of Malfelen, General of the Voluri, 
  speaking to one of “those who roam”: 
  Laerestri, you are contaminated by your contact 
  with the murderers. But as you are my Bloodkine 
  I shall give you this message for your treacherous 
  human friends. There is nothing but death for you in 
  these forests. If we do not kill you, the snakes will.
  Meliros of Entaris, Lifewarden of Belisarda, 
  when asked about the League of Princes: 
  The men of the Western Lands have been shown 
  to be trustworthy. At least, in the face of our strength, 
  their greed is tempered. Learn what you can of the 
  others; we must be prepared when Belisarda calls us 
  to action.
   
  Telas of Elonbé, upon hearing the tale of 
  Menisis val’Tensen: 
  Your reports are of interest. Are you certain of 
  the honorable nature of this Coryani general? It has 
  been our understanding that their Empire is a ravenous 
  and greedy thing. They attacked Seremas but a short 
  time ago, did they not? Oh … that is a long time to a 
  human, isn’t it? Well, it may be that there is merit in 
  what you say. Watch him and tell us of him; perhaps 
  he is like that val’Holryn Duke with whom we have 
  treated in the past. We must know which men we are 
  able to call upon when the end times come.
  The Hinterlands
  This is a truly hostile place: foreboding, 
  mysterious, and filled with conflict and strife. The 
  area known collectively as the Hinterlands is not 
  really a nation, but rather a loose amalgamation of 
  tribes and cities. The balance of power between these 
  groups is precarious at best, and the shifting sands 
  of the desert hide the corpses of many who failed to 
  pay heed to the dangers presented by the land and its 
  native beasts (both human and otherwise). 
  The major indigenous peoples of the Hinterlands 
  are the Yhing hir, known as the Lords of the Horse. 
  They occupy much of the southern and eastern 
  portions of the region. Some scholars believe them to 
  be an offshoot of the Khitani Empire from the time 
  of the raising of the Godswall, although the truth of 
  their origins is shrouded in mystery. The Yhing hir 
  are divided into four major tribes, and a man’s first 
  loyalty is always to his tribe.
   
  NATIONS OF ARCANIS ▪ The Elorii Nations
  
  25
  The Vanomir are considered the “typical” Yhing 
  hir, whose tradition of horsemanship is second to 
  none. Their tribal capitol is the great city of Sicaris, 
  which is famous for its gladiatorial arena. Though 
  the city is autonomous, it has a history with the 
  Coryani Empire, and an Imperial official known as the 
  Commander-Magistrate is in residence, along with a 
  small legionary garrison. 
  The Hurkomir tribesmen are claimants of the 
  Pricklespur Forest, and are now largely mixed with 
  the Pengik natives of that region, whose ancient 
  memories stretch back to gods that existed before the 
  Pantheon held sway and a nation of serpents ruled 
  over this land.
  The smallest of the tribes is the Khur Gi, who most 
  closely resemble the Khitani and whose aggressive 
  behavior is well-known to the people of both Milandir 
  and Canceri. 
  The Takomir reside mostly along the Bleak Coast, 
  dwelling primarily in the towns of Jappa and Pearlspar, 
  and also mingling with the Skohir of Censure. Their 
  mounted archers and scouts are acknowledged as 
  among the finest to be found anywhere in the known 
  world.
  The mighty Free City of Censure, Jewel of the 
  Coast, began its life some eight hundred years ago 
  as a penal colony for those undesirables the Coryani 
  Empire wished to make disappear but who were 
  too powerful or important to simply be killed. At 
  some point, these individuals staged a coup, fueled 
  by alchemy and invention, and the Six Houses that 
  arose from the ashes of that conflagration still rule 
  the city today in an uneasy truce backed by a pact of 
  non-aggression. The people of Censure are a bizarre 
  mixture of Skohir, Yhing hir, and Coryani, with the 
  tribal heritage of the Skohir most dominant. Censure 
  is a thriving city and serves as a center of commerce 
  and trade for many nations, though legends tell of 
  deeper and darker things that yet fester in the sewers 
  and caverns beneath its streets. 
  In addition to the Yhing hir, various other peoples 
  dwell within the Hinterlands, including the Hua’gi 
  goblins; the Cult of the Jackal and its infamous 
  Ehtzara sorcerers; the fanatical minions of the Hyena 
  Queen, who is rumored to have the powers and 
  immortal lifespan of a goddess; the Knights of the 
  Order of the Holy Pillar, who ward the Hinterlands 
  against the Hyena Queen and spread the worship of 
  Hurrian; the ancient and mysterious Serpent Men of 
  Zhu; and the mighty city of Erduk, situated at the 
  Mouth of Nier, and home to the most loyal adherents 
  of the Sword of the Heavens since the time of the 
  First Imperium’s destruction and the Theocracy of the 
  Cleansing Flame.
  The single most valuable possession of any Yhing 
  hir – in truth, more like a brother than a beast – is his 
  horse. In addition to the noble and beautiful animal’s 
  obvious virtues as faithful steed, fierce war companion, 
  and tireless laborer, the horse is considered a divine 
  gift, test of manhood, and measure of material worth 
  all rolled up in one. Indeed, most Yhing hir will not 
  even deign to speak with a man who does not own a 
  horse, and the purchase of a horse is often the only 
  way an “outlander” can begin to alleviate the scorn and 
  derision with which Hinterlanders treat those who are 
  not of their own people.
  The city-dwellers of the Hinterlands are not 
  unlike their counterparts in more “civilized” nations; 
  politics and internecine warfare dominate invisibly 
  as manipulation and behind-the-scenes backstabbing 
  The Hinterlands ▪ NATIONS OF ARCANIS
  
  26
  create subtle yet irrevocable changes in the balance 
  of power. The merchants of Sicaris, situated at the 
  center of many caravan routes, are legendary for their 
  bargaining savvy, and indeed a man who cannot drive 
  a hard bargain in Sicaris is not considered a man 
  at all. The lifestyle of Sicaris is lush and luxurious, 
  with the gladiatorial games commanding much of 
  the city’s attention and passion. Meanwhile, the Free 
  City of Censure features a huge, fortified port, and its 
  90,000 inhabitants live in a melting pot of cultures, 
  with commercial trade dominating the daily life and 
  hundreds of markets and plazas that feature goods 
  from anywhere and everywhere. Trade in Censure 
  is carried out under the watchful eye of The Six, a 
  group of noble guild houses who control taxes and set 
  the policies of trade through the Hall of Commerce. 
  Finally, the Erdukeen dwell within their volcanic city, 
  birthplace of the Swords of Nier and home to the 
  mighty dwarven enclave of Nol Dappa, whose master 
  artisans work directly with the volcanic vents to hone 
  their art and their artisanship.
  Appearance
  The peoples of this land are mostly short of 
  stature and swarthy of complexion, with rounded 
  faces and dark, braided hair. The native style of 
  dress is garish and bright, with elaborate embroidery. 
  Sashes, turbans, and loose pants tucked into high 
  riding boots are typical for men, while the women 
  prefer loose, gauzy skirts with complex patterns and 
  lots of decorative silver jewelry. Though there are a 
  few cities and settlements, most Yhing hir still follow 
  a nomadic way of life, dwelling in large, colored tents 
  as they pursue their seasonal migrations.
  Gender Roles
  Whether out of necessity or disposition, those 
  that dwell in the Hinterlands are warlike. As is typical 
  of such cultures, most of the prominent and powerful 
  individuals are men. The nomads of the Hinterlands 
  treat their women with respect, but in matters of 
  politics and war, women’s counsel is seldom heeded 
  – at least, in public. Many a great tribal leader has had 
  the wisdom to listen to the whispers of his wife in the 
  privacy of their marriage tent. The Pengik are a bit 
  more egalitarian with regards to gender roles, and their 
  women bear arms and take up the priesthood in equal 
  numbers to the men. 
  One notable organization is that of the Pearl 
  Maidens, an order of female monks who make their 
  home on a large ship known as The Way of the Pearl. 
  These beautiful, shapely maidens are an incredible 
  sight, and are possessed of both great martial prowess 
  and an extensive intelligence network. Their Abbess-
  Captain, I’kir Ruhk, is afforded all the respect that 
  would be due to any male leader by the Yhing hir clans. 
  The Pearl Maidens hone their ancient craft of pearl 
  diving in the rich oyster beds of the city of Pearlspar, 
  situated on the banks of the Pale Sea.
  The Nobility
  The individual tribes of the Hinterlands have their 
  various chieftains, but few tribes seek to control broad 
  swaths of territory. Of far more value are the oases 
  and other safe resting places, which are few and far 
  between in this harsh and desolate land. 
  There are a large number of wealthy merchants, 
  mostly located in the trade-rich cities of Sicaris and 
  Censure. These men and women tend to prefer to 
  remain in obscurity, focusing on the advancement of 
  their personal fortunes rather than dabbling in political 
  and military matters.
  Despite the general predilection of Hinterlanders 
  towards individual safety and security and away 
  from larger concerns, there are a few individuals of 
  note who have risen to the heights of political power 
  – mostly by climbing over the corpses of their would-
  be rivals. 
  Near the city of Mil Takara, the Nawal of the 
  Khur Gi is an elderly warrior and wealthy merchant 
  named Lo Kaijou the Black. He commands respect 
  and fear from most of those in the southern reaches, 
  although a contender known as the Southern Fox has 
  recently emerged from the Blood Plain. 
  Tirgifré val’Haupt, the matronly head of House 
  val’Haupt, is the most powerful individual in Censure. 
  She is a master manipulator and a fierce opponent in 
  all matters of both trade and politics. 
  Interestingly, the most powerful individual in 
  Sicaris is not truly a noble at all, but is rather Sylab the 
  Circus Master, charismatic ringmaster of the Arena and 
  leader of the shadowy guild of the Night Foxes. Sylab 
  rules with guile rather than overt force and is said to 
  dispense misery and generosity in equal amounts. 
  Although there is a Commander-Magistrate in Sicaris 
  as the duly appointed emissary of the Coryani Empire, 
  his day-to-day influence is quite limited.
  Val
  While there are certainly Val in the Hinterlands, 
  they do not play the dominant role that they do in 
  many of the other nations of Onara. The lack of any 
  organized central government no doubt has much 
  to do with this, as well as the fact that the human 
  tribesmen of the Yhing hir respect no authority other 
  than that of blood and steel. Indeed, House val’Haupt 
  of Saluwé, which is the greatest of the Six Noble 
  Guild Houses of Censure, is the only notable Val 
  bastion in the Hinterlands. The val’Haupts have been 
  allies of the val’Holryns of Milandir for many years, 
  and are also well-known in Cafela and the Pirate 
  Isles. They have forged an alliance with the Takomir 
  tribes of the Yhing hir and as a result have access to 
  the finest breeds of horses and the most elite cavalry 
  warriors of the region.
  NATIONS OF ARCANIS ▪ The Hinterlands
  
  27
  Commoners
  There are few peasants in the Hinterlands, at least 
  of the sort typically found in most nations.  Farming 
  is practically impossible, and staying in one place for 
  very long is generally regarded as an invitation to be 
  attacked. The only way a man can survive is by his own 
  strength and the strength of his tribe. From the warrior-
  nomads of the Yhing hir to the minor merchant houses 
  and laborers of the cities, the people in this region have 
  learned that they can rely on no one save themselves, 
  and as a result they place little trust in kings or other 
  earthly leaders. Apart from the major cities, there are 
  few settlements of note; the nomadic tribes do create 
  “tent cities” for short periods of time as they migrate 
  across the Hinterlands, but these outposts vanish as 
  quickly as they appear.
  Religion
  Most of the denizens of the Hinterlands respect 
  little more than overpowering force and guile, although 
  they also have a healthy reverence for gods and nature 
  spirits (of all sorts) and do consider oath-taking as 
  sacred. The Pengik shamans in particular have a rich 
  oral tradition, and their lengthy histories and stories 
  speak of gods long forgotten and empires long since 
  ground into dust. The Pengik believe that they were 
  created as thralls of an ancient kingdom of serpent men, 
  sinister and uncaring. The sinister Ehtzara sorcerers 
  of the Ghost Jackal Cairns travel invisibly throughout 
  the Hinterlands, seeking to enhance their otherworldly 
  powers and communing with the very land itself. It 
  is said that horses are terrified in the presence of an 
  Ehtzara, which is another reason why the Yhing hir 
  value their equine companions so highly.
  The Pantheon of Man dominates to a much lesser 
  extent in the Hinterlands than in many of the other 
  regions of Onara, although there are certainly adherents 
  here. The Yhing hir know Nier as the Divine Judge 
  and beseech the spirits of those they kill in battle 
  not to speak ill of them when they face Him at the 
  gates of Paradise. As one might expect from a place 
  where one must remain attuned to the land in order 
  to survive, Saluwé is frequently worshipped here. 
  She is particularly venerated by the val’Haupt family 
  of Censure. In the north, the Knights of the Order of 
  the Holy Pillar combat the Cult of the Jackal and the 
  forces of the Hyena Queen while spreading the worship 
  of Hurrian far and wide. The Skohir warriors of the 
  city of Jappa are courageous adventurers and devout 
  worshippers of Illiir, Saluwé, and Yarris.  
  Militancy
  Everyone who lives in the Hinterlands is militant in 
  some fashion or another. Self-defense is a daily necessity 
  in this harsh and unforgiving environment. The Yhing 
  hir culture is essentially that of the traditional nomadic 
  warrior, and the tribes can field surprisingly large 
  numbers of mounted fighters and archers. No empire or 
  nation has successfully subjugated the Yhing hir except 
  in isolated spots and it seems unlikely that any ever 
  could. In turn, the Yhing hir themselves have failed to 
  subjugate the wily Pengik, whose matriarchal family 
  lines rule over various territories and ancestral holdings. 
  The history of this region is that of interbreeding and 
  mingling of cultures rather than that of one group 
  imposing its will and conquering another. Even the 
  mighty Canceri, in seeking to extend the Red March to 
  the sea, have been forced to negotiate rather than dictate, 
  and a periodic exchange of arcane lore takes place 
  between the priests and necromancers of Nishanpur and 
  the High Ehtzara of the Ghost Jackal Cairns.
  Yeke-Burigi, Yhing hir tribesman, on what it 
  means to be Vanomir:
  There is no honor but that which a man earns by 
  his own skill and prowess. There is no world but that 
  which a man sees from the back of his horse. There is no 
  strength but that which a man feels in his sword arm and 
  in the muscles of his steed. There is no peace but that 
  which a man finds in the wind as it sweeps across the 
  desert and carries him onward towards his next enemy. 
  There is no dignity but that which a man grants to his 
  fallen foes as he slings their heads across the horn of his 
  saddle and speaks of their valor. There is no way but the 
  way of the tribe, a tradition that shall never be broken.
  Suren Gan Oygun, shaman of the Pengik, 
  on the spiritual world: 
  The spirits of nature surround us. If we open our 
  hearts and our minds, they can tell us everything we 
  need to know. Gods come and gods go; men rise and 
  men fall; but the land endures forever. I listen to the 
  cries of the tawny owl and learn the secrets of art and 
  artifice. I study the thorny cactus and learn the secrets of 
  water and life. I watch the scurrying Igiho and learn the 
  value of family and safety. I hear the howls of the Green 
  Lurkers and learn the danger of evil and selfishness. 
  All these things and more are whispered in the swirling 
  wind and engraved upon the bones of the earth. One has 
  only to look and listen in order to become enlightened.
  Sir Remere Bardicland G’mel of Censure on 
  life in the Hinterlands:
  The Hinterlands are a savage place. I respect the 
  tribesmen of the Yhing hir but I have no desire to live 
  among them or to share their ways. A civilization is 
  measured by the skill and prosperity of its merchants. It 
  is our ships and our caravans that make the world a place 
  of connections rather than a series of isolated enclaves, 
  each huddled behind its walls and moats. The world 
  does not advance but through commerce – through 
  the exchange of goods and thereby ideas. For all their 
  savage beauty, the Yhing hir will never evolve, will 
  never improve, will never expand. Their traditions and 
  ways can sustain them only so long as they are strong 
  enough to fend off the hungry hyenas that nip at their 
  heels each and every day. I and my house, on the other 
  hand, will live on for as long as our names and works 
  are carried to the corners of the world on the lips of a 
  thousand merchants and for as long as our fortunes are 
  grown with the contracts of a thousand trades.
  The Hinterlands ▪ NATIONS OF ARCANIS
  
  28
  The Kingdom of Milandir
  The Kingdom of Milandir is a nation founded 
  on honor and obligation to others. Power is largely 
  decentralized and is held in the hands of the five great 
  lords: the Dukes of Naeraanth, Moratavia, Sylvania, 
  and Tralia, and in the Margraf of Eastmarch. The 
  Duke of Naeraanth is Osric val’Ossan, who is more 
  commonly known as King Osric IV. He holds the 
  loyalty of the other lords. Each noble draws his power 
  from the nobles below him, and ultimately from his 
  citizens. There are no “subjects” in Milandir as every 
  man has rights, even in the face of his Lord, Duke, 
  or King. This individual freedom and power often 
  causes friction between traveling Milandisians and the 
  officials of other nations, as the Milandisian does not 
  feel obligated to unquestioningly follow the dictates 
  and commands of the local authorities.
  A typical Milandisian views his nation as the 
  beacon of righteousness in an oft-wicked world. 
  Slavery, heretical worship, and absolute tyranny are 
  the stuff of other lands. If one were to point out to a 
  Milandisian that he is more fortunate or prosperous 
  than a citizen or subject of another land, his response 
  would be: “Of course I am. I am Milandisian.”
  On the whole, Milandisians are honest, charitable, 
  and forthright and are quick to render aid to others 
  in need. Milandir is the first to answer the call to a 
  crusade, the first to march to fight a great menace, 
  and the first to offer charity to others. Sometimes this 
  aid is unwelcome; the people of Milandir are often 
  viewed as busybodies that interfere in others’ affairs. 
  Milandisians occasionally appear as self-righteous, due 
  to the widespread belief that other nations “would not 
  have the problems that they have” if they were only 
  more like Milandir. With few exceptions, Milandisians 
  are a gregarious people with a robust, if rather crude, 
  sense of humor. Trade is the lifeblood of Naeraanth and 
  Tralia and foreigners are made to feel welcome in those 
  regions. Strangers are not well-received in the more 
  isolated parts of Sylvania; even other Milandisians are 
  sometimes uncomfortable when visiting.
  A Milandisian’s word is his bond, and an oath-
  breaker is worthy only of scorn. To demand that a 
  Milandisian swear to Sarish is to insult his honesty, 
  though such measures have been taken before and the 
  very oath of fealty that noblemen of Milandir offer 
  their liege does include promises before divinity.
  Appearance
  Ethnically, Milandisians are mostly descended 
  from a tall, fair race of men from the northern reaches, 
  similar to the Skohir of the Hinterlands. Hair tends to 
  be light in color: red, blond or sandy to dark brown. 
  Eyes tend towards blue and hazel. Due to a diet rich 
  in meat, Milandisians tend to be strong and healthy, 
  averaging almost six feet in height. In the northern 
  areas of Tralia, there is some influence of ethnic 
  Canceri, particularly the southern Nerothian variety, 
  and the people tend to be shorter and have darker 
  hair. In Eastmarch there are many ethnic Yhing hir 
  and interbreeding has caused round faces and narrow 
  eyes to become the norm. Despite the fact that it was a 
  province of the Coryani Empire for nearly a thousand 
  years, there is little evidence of Coryani lineage in the 
  people of the modern nation of Milandir.
  Gender Roles
  Women are not obligated to provide service to 
  the nation (military or otherwise) but are also not 
  prohibited from doing so. Noble women often hold 
  positions of influence within the nation and the 
  val’Dellenov ruling class of Sylvania inherits land 
  and title through the female line instead of the male. 
  In traditional society, women manage the household, 
  including finances and staff (if any), and are expected 
  to support their husbands in public.
  The Nobility
  The nobility are raised with a strong sense of 
  obligation to protect the citizens of the nation. Nobles 
  are fostered to another noble household at age ten to 
  learn the skills needed to serve the nation. During 
  this time they are first required to serve as common 
  laborers to perform chores for their sponsoring Lord so 
  that they never forget the plight of the common people. 
  Later they are squired to an individual Knight to learn 
  the skills with which they will serve the nation in the 
  future, be they diplomacy, magic, or skill at arms. All 
  nobles are obligated to provide four months of service 
  per year, usually military; or to provide taxes adequate 
  to have others serve in their stead. Bastard Val not 
  raised in noble households are bound to the household 
  of the Crown by law and must provide their four 
  months of service directly to the King. 
  Nobles also serve as judges, as every Milandisian 
  is entitled to a trial. Any three landed Noblemen can 
  serve on a tribunal and hold court. Individual noblemen 
  must be appointed by one of the five great lords in 
  order to serve as a magistrate. Nobles are not above 
  the law, but as all citizens are entitled to a trial, and 
  only noblemen ever serve as judges. As a result, there 
  is some preferential treatment that does occur. On the 
  whole, however, noblemen are not able to abuse the 
  common folk, as a large percentage of the population 
  is armed and other nobles do not want the trouble that 
  would-be tyrants would cause.
  Noble titles are important in Milandir, and the 
  relative influence such a person would have is often 
  summed up in a single word. Obviously the King is 
  the greatest nobleman of the nation and below him are 
  the Dukes, but there is a great bit of subtle meaning 
  in the other titles. A Graf is the ruler of a county, and 
  many variants of that term more clearly define what 
  sort of noble he may be. A Margraf rules a borderland, 
  a Burgraf would rule a city, and a Landsgraf would be 
  something of a Viceroy over conquered or disputed 
  territory. The val’Tensen Dukes of Moratavia were 
  once Landsgraf of Moratavia as the lands of Űlflau 
  (Ulfia) are traditionally part of Moratavia and the 
  brother or eldest son of the Duke holds that title today 
  in his stead.
  NATIONS OF ARCANIS ▪ The Kingdom of Milandir
  
  29
  Val
  Compared to other nations, the percentage of 
  members of the Val race is quite high. Milandir is a 
  nation where social mobility is possible; nobles often 
  take commoner spouses, and distinguished service to 
  the crown often leads to promotion to the nobility. 
  Non-Val that hold such positions often seek out Val 
  spouses. Lords do this to add greater prestige to their 
  title and Knights to ensure that their children are 
  considered nobility as well.
  Commoners
  The common folk are prosperous and plentiful. 
  The workings of divine magic have held off the ravages 
  of plague for the most part, and the Milandisian 
  countryside is fertile farmland. There is little untamed 
  wilderness; most of the nation is covered with farms. 
  Every mile or so is a small farming village of five or 
  six families arranged around a spider web of trails. 
  Much like the people of most nations, the average 
  Milandisian does not travel more than twenty miles 
  from home within his lifetime. A headman chosen by 
  the villagers rules each individual village, and a number 
  of these settlements are grouped around a larger town 
  governed by a Knight Protector, who is responsible for 
  the protection of the area. 
  Within the cities, the guilds exert great influence 
  and electors chosen by them form the governing 
  council of the town. The nobleman of the town is 
  responsible for its defense and serves as the head of 
  the town, though he cannot do anything without the 
  support of the council. 
  Religion
  The priesthood is vital to Milandir. This is a 
  religious nation, proud to serve the Mother Church. 
  The Gospels have been translated into Milandisian in 
  order for each person to become closer to the Gods. 
  Many Coryani priests are uncomfortable with the 
  Milandisian views on religion as being accessible to 
  even the lowliest commoner, as the Coryani priests 
  teach the gospel to the flock using mostly translations 
  from Ancient Altharin and therefore there is a tightly 
  controlled dogma. As with all such things, each 
  side is convinced of the rightness of its position. 
  This otherwise mild conflict has been exacerbated in 
  recent times due to Coryani prelates being assigned 
  to Milandisian Sees during the Heretic War against 
  Canceri.
  Militancy
  Every able-bodied man between the ages of 
  fourteen and forty is required to receive training and to 
  serve his nation in time of war. Each man is provided 
  weapons (typically a halberd and heavy crossbow for 
  urban men and a longbow and spear for rural men) 
  and trained in their use; armor is left to the individual 
  soldier to provide for himself. Most conscripts do own 
  armor, as Milandir has fought several wars in the last 
  two centuries, and equipment and spoils have been 
  passed down from father to son. In times of trouble, 
  these conscripts are called up, and they muster in 
  units organized by home region or guild. In addition 
  to his arms and armor, each man is expected to bring 
  enough food for seven days. This method allows the 
  nation to organize armies of tens of thousands or even 
  hundreds of thousands within a few short days. This is 
  important, as the standing army is actually rather small. 
  Many conscript forces are organized along guild lines, 
  especially those from the cities, and Guildmasters often 
  gain elevation to the nobility after military campaigns. 
  Unlike the Coryani army, there is no fixed unit size 
  in the Milandisian military. Soldiers are arranged into 
  “battles” numbering from scores to hundreds of men. 
  These battles are raised into “regiments” of varying sizes. 
  Each regiment is commanded by the senior nobleman of 
  the area from which the force was raised. The retinue of 
  nobles is more organized and better trained, since it is 
  made up of traditional knights and professional soldiers 
  in service to wealthy and influential noblemen.
  Baron Armind Gerhard Tildegast von 
  Delfenbacht on what it means to be 
  Milandisian: 
  Yes well, unlike the unwashed savages of the 
  Hinterlands or the arrogant imperialists of Coryan, a 
  Milandisian man strikes the perfect balance between 
  civilization and freedom. It is really no surprise that other 
  nations are jealous of the wealth and prosperity that good 
  old-fashioned Milandisian ingenuity and determination 
  have formed. The Canceri for example… they cannot 
  stand to look to their own wicked corruption as the cause 
  of their poverty and instead seek to take what is ours. To 
  be a Milandisian is to be a pious and industrious servant 
  of the Gods, rewarded for one’s efforts with prosperity 
  and health. For King and Country, Huzzah!
  Arch-Prelate Maximilian val’Dellenov of 
  Lustia on what it means to be Milandisian: 
  To be Milandisian is to be blessed of the Gods. 
  Few regions of Onara share the wealth and freedom 
  that a Milandisian man enjoys. The blessed accident 
  of birth that placed me and my countrymen here 
  provides us with a life of relative ease. Our lot is much 
  better than that of the wretched souls burdened under 
  the tyranny of Canceri or locked in slavery within 
  Coryan. It is the responsibility of every man of this 
  noble nation to live in reverence to the Gods and to 
  give thanks each day for such a bounty. When called, 
  every man must do his duty to help the less fortunate, 
  be it to aid the Altherians against the Ssethric menace 
  or simply to lift a beggar from the gutter.
  Jurgen Dekens of Faerdlau on what it 
  means to be Milandisian: 
  The priest tells me that I am lucky to be Milandisian, 
  but I make my own luck. Good sense and hard work 
  do more for a man than anything else could, except 
  maybe marrying money. If anyone wants to know why 
  I stand ready to fight anyone that wants to take from 
  my country, it is because the nobles take enough from 
  us in taxes already, and the priests in tithes! 
  The Kingdom of Milandir ▪ NATIONS OF ARCANIS
  
  30
  The Pirate Isles
  When the Elorii of Onara overthrew their reptilian 
  oppressors thousands of years ago, a splinter group of 
  reptilians survived. This group fled northward, away 
  from the rebel army, settling in a land beyond Nier’s 
  Spine known as Valossa. Though their official religion 
  was the worship of the goddess Yig, a few serpent men 
  who lusted for the lost power of Ssethregore began to 
  worship a God known as the Unspeakable One. This 
  being promised a return to glory if its physical form 
  were summoned to Onara, and the serpent men of 
  Valossa were eager to comply. The energy unleashed 
  by this summoning caused the destruction of Valossa 
  and the surrounding land, creating the Blasted Sea and 
  the Pirate Isles.
  All that remained, and what still remains to this 
  day, is a single archipelago lying off the Bleak Coast 
  north of the Hinterlands. Though there are many islands 
  here, most are unremarkable or contain mysterious and 
  insular island cultures that are all but totally isolated 
  from Onara at large. The three islands of importance 
  are the Isle of Sorrows, home of the Crimson Slavers 
  and their dark city of Garundi; the Isle of Ghauma, the 
  giant home, containing fierce giants and the forces of 
  the half-ogre Pirate King of Magra; and finally A’Val, 
  home to the notorious pirate city of Freeport.
  While Garundi and Magra have remained untainted 
  by outside influences, much to the delight of their 
  cruel rulers and to the chagrin of their wretched and 
  oppressed denizens, Freeport has seen many changes in 
  the last few years. The most influential event was the 
  death of Captain Drac, the first Sea Lord of Freeport, 
  leaving the rulership of the city in the hands of the 
  often-divided Captains Council. The chaos that this lack 
  of solid leadership has caused has turned the already 
  unpredictable city into an adventure in and of itself.
  The city is led by captains, both of legitimate and 
  pirate vessels (some of which seem to switch between 
  legitimate and pirate from day to day, depending on the 
  direction of the wind). Thus, the citizens of Freeport 
  all seem to be afflicted with the kind of wanderlust and 
  desire for excitement that so often follows sailors, who 
  are happiest out on the seas. A few are wealthy sons 
  and daughters of famous pirates who set out to carve a 
  name for themselves away from their parents’ shadow, 
  or just to add excitement to their lives. Most are just 
  poor sailors who seek to use their talents to improve 
  their lot in life (or who happened to be in the wrong 
  place at the wrong time when a press gang came along 
  NATIONS OF ARCANIS ▪ The Pirate Isles
  Names: Osric II declared a law mandating that every Milandisian have a surname in order to improve record 
  keeping for the purposes of conscription and tax collection. Commoners have two names, a given name and a 
  surname. The old style of naming was a given name followed by a profession. As a result, many Milandisian 
  surnames match the professions of the person’s great-grandfather. Also, location and colorful names are also 
  common.
   
  Nobles have more complicated names. Typically a noble has a given name and a second name that 
  matches some famous ancestor, hero or family friend. These two names are followed by a distinctive family 
  name passed down through all male progeny of the line; Val families use their bloodline names for this 
  purpose. This naming convention is descended from the tria nomina system from Coryan. To avoid confusion, 
  nobles also add the descriptive von (of) to show where they are from. 
  To seek out names on your own, use the following ethnic guidelines:
  Eastmarch: Hungarian 
   
   
  Moratavia: German 
   
  Naeraanth: Teutonic
  Sylvania: German 
   
   
  Tralia: Polish
  Common Milandisian Male Names:
  Eastmarch: András, Albert, Benedek, Csikós, Henrik, Lukács, Rikárd, Viktor, Zsigmond
  Moratavia: Andreas, Alberich, Benedikt, Heinrich, Jerrold, Ludwig, Richard, Victor, Siegmund
  Naeraanth: Adelbert, Benedict, Gerard, Henry, Lucas, Ricard, Sigmund, Sisko, Victor
  Sylvania: Albrecht, Bernhard, Gerhard, Heinryk, Lukis, Reiker, Victor, Sigismund, Tobias
  Tralia: Albrycht, Bernard, Feliks, Henryk, Lucjan, Ludwik, Ryszard, Szymon, Wictor
  Common Milandisian Female Names:
  Eastmarch: Agáta, Brigitta, Eva, Henriett, Magda, Matild, Réka, Tessza, Zsuzsanna
  Moratavia: Agathe, Brigit, Henriette, Gertrud, Matilde, Susann, Tresa, Urzsula, Waltraud
  Naeraanth: Agatha, Brigitte, Gretchen, Henrietta, Lotte, Matilda, Susanna, Trudi, Yvonne
  Sylvania: Brigid, Gertrude, Grete, Lottie, Magdalene, Nadja, Trudl, Ursala, Zella
  Tralia: Aleská, Brygidá, Ewá, Giertrudá, Henryká, Isabelá, Marja, Maltydá, Urzsulá
  Commoner surnames: Ackerman, Biermann, Deak, Eisenhauer, Grunwald, Hirsch, Krause, Loewe, Meier, 
  Naeraanthstadter, Ostermann, Schweitzer, Tralianer, Weissmuller
  Selected Noble Family Lines: Amsel, Gelbachen, Lohgin, Tildeghast
  
  31
  the docks). Occasionally one finds a dashing rogue who 
  battles for the weak and defenseless in his own lawless 
  way. All of these personalities and infinitely many more 
  mingle here; thus, there is good reason for Freeport’s 
  moniker – The City of Adventure.
  In Living Arcanis, player characters may be from The 
  Pirate Isles, but must select Freeport as their starting city.
  Appearance
  The Pirate Isles were settled relatively recently 
  by captains and ships from many different nations. 
  Therefore the Pirate Isles are a melting pot of cultures. 
  Coryani expatriates rub shoulders with Milandisian 
  merchants. Altherian shipwrights craft their works of 
  seaworthy art for Skohir pirate captains. Every culture 
  in Eastern Onara is represented here, and members of 
  even stranger cultures, such as the Khitani Empire or 
  the recently discovered nation of Nyambe-taanda, are 
  present here in small numbers.
  Recently, however, there has been a surge in the 
  number of Hinterlanders, owing to some sort of trouble 
  in their northern regions, though no one seems to know 
  quite what this trouble is or what it means. The rumors 
  all conflict with each other, and so far nobody knows for 
  sure, but the end result is a minor population boom of 
  Hinterlander refugees and poor. The pirate captains don’t 
  mind; most of them prefer Skohir sailors anyway.
  Gender Roles
  While both Garundi and Freeport make claims of 
  equality, where every man and woman is judged on 
  character and not sex, these claims have little substance 
  in most cases. In truth, Garundi is dominated by cruel 
  slavers, used to taking advantage of any weakness, real 
  or imagined; Freeport is filled with pirates and scalawags 
  who are unaccustomed to resisting their baser lusts even 
  on the rare occasions when they are sober. Thus, the 
  harsh reality is that women are often viewed on these 
  islands as little more than pretty objects for use as tavern 
  wenches or as the playthings of rich slavers and pirate 
  captains. However, those women who break out of these 
  prejudicial roles often become the most celebrated and 
  feared members of society at large. The mystique of the 
  “lady privateer” or the “cruel mistress of the Garundi” is 
  a powerful weapon for these rare few souls.
  The Nobility
  Nobility is judged in different terms in the Pirate 
  Isles than elsewhere in the world. The circumstances of 
  your birth mean almost nothing here, except in the case 
  of Captain Drac’s now-dying lineage. Instead, a man’s 
  worth in society is measured by his heaps of gold, his 
  skill, and his propensity to command others. The nobility 
  of Freeport is its wealthy merchant leaders, secure in 
  their guild-houses and hiring the lesser beings to do their 
  bidding; and the members of the Captain’s Council, the 
  best of the best who guide the island like they might a 
  ship. In Garundi, the nobility are the fiercest and most 
  effective of the Crimson Slavers who run the guild, and 
  thus the island.
  The belief that any man can live a rich life – if 
  he is only cunning enough, strong enough, and brazen 
  enough – has led many poor seekers of fortune to come 
  to Freeport, in the hopes that they, too, can amass the 
  wealth and prestige needed to become a noble here, 
  when all other nations would turn them away due to 
  their low birth.
  Val
  Due to the odd nature of nobility in the Pirate 
  Isles, Val not at all revered here the way they are in 
  many other nations. In fact, they are often despised, 
  their gods-touched eyes and supposed “divine right 
  to rule” mocked in a society where wealth and power 
  are the only true measures of nobility. Still, many 
  val’Ossan can be found in Freeport, mostly associated 
  with the Milandisian merchant guilds. Though they 
  are traditional enemies with their rivals in Freeport, 
  recent events have sent many of the val’Haupt of the 
  Hinterlands towards the Pirate Isles as well.
  Commoners
  The people of Freeport and Garundi like to believe 
  that they are all commonfolk. They say that in the Pirate 
  Isles, all men can truly be equal, all men can truly be 
  free. Unfortunately, the truth is far harsher. The culture 
  of both islands is stratified between those who have and 
  those who have not – and there are far more of the latter 
  than the former. The rich captains, slavers, merchants, 
  and master thieves lord over the sailors, pickpockets, 
  laborers, and such who most likely will work their whole 
  lives in the gutter. While the border between rich and 
  poor is found everywhere, nowhere is it more extreme 
  than in the Pirate Isles. With so many of the poor buying 
  in to the destructive ideal that in Freeport dreams come 
  true and adventure will drop gold right into their laps, the 
  rich find it laughably easy to easily exploit them. Labor 
  comes cheap, sailors are easy to find – and when they 
  aren’t easy to find, they can always be shanghaied. The 
  squalor of Freeport and Garundi is all-pervasive, and the 
  streets are thronged with the unwashed, some working 
  desperately to better themselves and others scrabbling for 
  any meager handout or scrap that might fall from the fat 
  fingers of their betters.
  Religion
  One might expect that in the Pirate Isles religion 
  would be despised as much as the law. Surprisingly 
  enough, the opposite is true. Sailors are naturally 
  superstitious, as they cast their lives upon the unforgiving 
  sea. When a sudden squall or tempest can kill you, it is 
  easy to believe that there are divine forces at work 
  either protecting or destroying you. Thus, there are few 
  anywhere in the Pirate Isles who do not have a religion 
  of some kind, though it is most often simple, homespun 
  religion rather than true study of the teachings of a 
  formal church. 
  In Garundi and Freeport, most people are careful to at 
  least pay lip service to Yarris, Lord of the Sea. Before ship 
  launchings great ceremonies and rituals are performed 
  The Pirate Isles ▪ NATIONS OF ARCANIS
  
  32
  to appease the sea lord. Yarris sometimes turns an angry 
  visage towards his followers, especially in Garundi. For 
  loved ones left on shore, nightly prayers that Yarris keep 
  those they love safe are offered. The rogues and thieves 
  of Freeport, and most everyone in Garundi, also worship 
  Cadic. The temple of Cadic in Freeport often receives 
  anonymous tithes from thieves seeking to thank the Lord 
  of Darkness for a particularly good haul. Finally, those 
  who practice the art of treasure hunting can often be found 
  seeking wisdom at the Temple of Althares in Freeport.
  So pervasive is the belief in the gods, especially 
  Yarris, amongst the sailors that omens and signs of weal 
  or woe are not only reported regularly, but are widely 
  believed. Often sailors declared to be cursed by Yarris 
  are put ashore at the next port, or in extreme cases cast 
  over the side while still at sea. Certain shoals and reefs, 
  too, are considered sacred to Yarris, and a captain who 
  wishes to sail in those waters will quickly find a mutiny 
  on his hands.
  Militancy
  Neither Freeport nor any of the other Pirate Isles 
  have any kind of official military. However, they do have 
  many independent pirates, privateers, and well-armed 
  merchant vessels. As has been proven many times in the 
  history of the Pirate Isles, when the captains of Freeport 
  unite their forces, they form a navy to strike fear in the 
  hearts of all Onara. However, the chances of the current 
  members of the Captain’s Council uniting together to 
  face anything save a direct assault on the Pirate Isles is 
  so unlikely as to be considered impossible.
  The Captain’s Council does take privateering 
  missions from the Shining Patrol in exchange for 
  blast powder, which is then distributed to the Freeport 
  “nobility,” as dictated by the Altherians. The nobility, 
  in turn, send whatever blast powder they don’t need to 
  the black market, and thus Freeport is the only place on 
  Onara where commoners can carry flintlock weaponry 
  without penalty. Furthermore, Freeport’s own Kolter 
  Firearms Factory has slowly begun to lessen the need for 
  Altherian flintlocks. These developments have earned 
  the Pirate Isles no love from the Altherians, but so 
  long as the Shining Patrol needs the fast pirate ships of 
  Freeport, the blast powder trade will continue.
   
  Antonio del Variosa, Captain of the Thorny Rose, 
  on outsiders’ perceptions of the Pirate Isles:
  They speak of our uncouth looks and the way we 
  leer at their women. They speak of us in vile tongues 
  as if we and the Garundi were all in bed with the Black 
  Fleet. Yet where they see uncouth looks, we see men 
  who are truly strong, who wish nothing to do with fancy 
  dinners and balls, who prefer the salt wind in their 
  beards. And where they see leers, I see men smiling back 
  at women who smile at them first. There is not a woman 
  at any landlubber’s dock who has not dreamt about a 
  sailor at night, a real man taking her beyond the horizon 
  to where the sea spray meets the sky.
  Oswald, “The Beggar King,” on the Pirate Isles:
  See how they come, they come, they come seeking 
  fortune, to dance the dance of kings, yet I am a king, and 
  I dance, and they run. No one wishes to dance with me. 
  Would milady care to dance? Of course she would not, for 
  I am in rags and my crown is askew. But those from the 
  mainland never knew true nobility anyway. I am the king 
  of my gutter, and any who say differently see too much 
  truth. Who wants the truth that we are all in the gutter, 
  when one could have the fantasy that we are kings of it?
  The Western Lands
  The history of the Western Lands is quite different 
  from the rest of Onara for one important reason: they 
  were never an intrinsic part of the Coryani Empire.  The 
  Time of Terror hardly affected the Undir, who lived such 
  an independent existence that a change in regime, even 
  an evil one, passed over them without undue incident.  
  Furthermore, the denizens of the Western Lands have 
  had a long association with the Elorii of Entaris, and the 
  Infernal horde never overcame the power of the Elorii.
  Without the homogenizing influence of the Coryani 
  Empire, the Western Lands kept its strange mix of 
  Undir and Kio cultures (saturated with Elorii influence).  
  Although out of necessity most of the nations in the 
  League of Princes are allied with the Coryani Empire, 
  this is an alliance in name only, with the sole exception 
  of the Coryani-run Satrapy of Eppion.
  The Undir and Kio natives of the Western Lands, 
  along with the more recent Coryani colonists, are some of 
  the most insular people to be found anywhere on Onara, 
  leading many to consider them backward.  In truth, they 
  simply prefer to be left alone.  Still, two events threaten 
  the isolation of these nations.  The first is the brewing 
  conflict between the pro-Coryani Pajharo and the anti-
  Coryani Capharra, which threatens to upset the current 
  balance of peace and power in the League of Princes. 
  The second is the dark and unknown Uggur, and the 
  ever-increasing bandit raids from that wilderness, which 
  many fear is merely a prelude to something larger.
  Almost all of the people of the Western Lands live 
  and die in the same small area, as their forefathers did 
  before them.  Most of those who become adventurers 
  from the League of Princes are Coryani-born nobles 
  from Eppion who wish to see the world.  Some natives 
  may find themselves driven from their homes by war, 
  famine, or other disaster, and rather than settle down 
  again and risk the same loss, they simply choose to 
  adventure.  The “natives” of the League of Princes are 
  split into two sorts, Undir and Kio.  
  The Undir are a simple people, friends of the river. 
  There are few Undir nobles of any sort, and most Undir 
  live under the rule of Coryani Val or Kio rulers.  As a 
  result, few Undir bother with politics. Those Undir who 
  do take an interest in politics have a very simplistic and 
  polarized view, defining nations in broad terms of good 
  and evil rather than by intricate motivations.  Some 
  Undir thus end up being truly honest and noble heroes, 
  their simple virtue and strong ties to the morality of their 
  riverside villages spurring them to perform great deeds 
  in the name of good.  Most Undir, however, end up 
  NATIONS OF ARCANIS ▪ The Western Lands
  
  33
  becoming rogues, driven by circumstances to thievery 
  and shady dealings in order to survive.  As such, Undir 
  can be found even as far away as Freeport as thieves, 
  rogues, and mercenaries. They are quite prized for their 
  resourcefulness and quick thinking. For the Undir, life 
  is simply a matter of practicality.  Undir are simple 
  and direct, with the difficulties of this world far more 
  pressing than obscure political rhetoric that, in their 
  mind, does not affect them in the slightest.
  Kio society is highly insular and filled with 
  elaborate traditions and rituals.  They see their complex 
  social organization as far superior to any other, and tend 
  to view those who are not Kio as outsiders, though not 
  necessarily inferiors.  Kio place their traditions, their 
  culture, and their way of life above all else, and have 
  strong ties to their own people.  Their morality is the 
  lofty virtue of the educated, with its abstract principles 
  intact, mixed with a healthy dose of the warrior’s 
  honor and tradition. The Kio are intricately involved in 
  politics via a culture so steeped in tradition and ritual 
  that it is nearly a complete mystery to outsiders. As a 
  result, they are far more politically adept than the Undir. 
  The Kio warrior tradition is unbroken since the earliest 
  days of their history, and the work of the best Kio 
  swordsmiths is famed throughout Onara.  The Kio also 
  have several unique fighting styles that are legendary 
  amongst sword schools.  Kio often talk of lofty virtues 
  and morals, right and wrong. Kio live very long and 
  have tradition of philosophy that those of other nations 
  find needlessly confusing and off-putting. 
    
  Appearance
  The Undir of the Western Lands tend to be short 
  and slender, and are very quick on their feet. They have 
  white to dark-brown skin and dark, straight hair.  They 
  claim they are descended from elemental Undines, and 
  some evidence of this is seen in their often-webbed 
  hands and feet, gently-pointed ears, and bright eyes that 
  run the gamut of colors, including odd colors like bright 
  red, violet, and yellow.  Their looks are often earthy, with 
  wide, flat noses and rounded chins.  Their typical dress 
  is simple, chiefly whites and browns, comfortable and 
  form-fitting for their normally water-borne existence.
  The Kio, on the other hand, are tall and very 
  fair, with sharp, aristocratic features.  Pale blond is 
  by far the most common hair color, though all shades 
  may be found, and their eyes are predominantly blue, 
  though green, lavender, or hazel eyes are not unheard 
  of.  The Kio are known far and wide for their beauty, 
  and nobility seems to be bred into them instinctually. 
  They tend to dress in finery, and many wear clothing 
  embroidered with avian or sky patterns, as befits their 
  rumored origin in giant floating cities.
  Gender Roles
  Kio society is egalitarian. Due to an ancient 
  problem with the kidnapping of pureblooded Kio 
  women, females are either well-trained in martial skills 
  or provided with a bodyguard to ensure their safety. 
  Undir society is governed by practical concerns; women 
  maintain the household and raise the children. A large 
  and healthy family is of the greatest importance.
  The Nobility
  The Undir have few noblemen. The practical day-
  to-day nature of their culture does not lend itself to the 
  sort of ambition that forges nations. Therefore most 
  nobles are either Kio or transplanted Coryani. While 
  they may care little for the politics of the far-away 
  Coryani Empire, any Kio has enough political acumen 
  to get by even in the most aristocratic of company. 
  Still, unlike typical Coryani Patricians, the Kio revere 
  martial prowess as much as they do courtly dress and 
  etiquette. The political organization of the League 
  of Princes bears a great many similarities to that of 
  Milandir, and the code of honor that Kio nobleman-
  warriors adhere to is akin to chivalry. 
   
   
  The rulers of the various domains in 
  the Western Lands are closely related and most Princes 
  have some level of hereditary claim to every single 
  nation in the region.
  Val
  The Val bloodlines native to the Western Lands 
  are primarily from Kio families. Although not every 
  pureblooded Kio is a Val, a great many of them are. 
  Given that pureblooded Kio come from noble and 
  distinguished ancestors, this means that almost every 
  Val is also a member of the nobility. The pureblooded 
  Kio families take great care in their choice of mates, 
  so the Western Lands produce almost no bastard Val 
  children, which is certainly not the case in most other 
  regions of the world.
  Commoners
  Most commoners of the Western Lands care little 
  for greater events across Onara.  So long as the 
  struggles of the world are safely distant, they are 
  content to ignore them.  While the Satrapy of Eppion 
  shows a slightly more cosmopolitan viewpoint, even 
  the Coryani ensconced there have learned to value the 
  quiet, peaceful life of the League of Princes.  It is rare 
  to find any commoner from the Western Lands who 
  knows much about the history, culture, and politics of 
  nations outside of his or her own limited experience.  
  Others may see this as backwards.  The natives, 
  however, see this as minding their own business, and 
  consider that they spend their time and energy wisely 
  caring about their own problems instead of wasting 
  resources elsewhere.
  Religion
  The Mother Church of Coryan holds sway in much 
  of the Western Lands, as it sought to expand its influence 
  in the time just after the foundation of the Empire. This 
  was a matter of political expedience, as the relatively 
  vulnerable Western Lands took measures to prevent any 
  excuse for invasion by the Empire. Though the Mother 
  Church made many earnest converts from the various 
  Kio noble houses by declaring their noble ascendancy 
  as divine right, much of the population maintained the 
  traditions of elemental worship common during the 
  Shadowed Age. 
   
  The Western Lands ▪ NATIONS OF ARCANIS
  
  34
  The Undir have been especially difficult to convert, 
  as their culture is pragmatic rather than dogmatic. 
  An Undir is likely to offer public observance to the 
  Mother Church and secret worship of the elemental 
  forces that define his world. Better to please both than 
  to anger any. The faith of Elementalism is neither an 
  exclusive nor a jealous faith, so even the animistic 
  servants of the elemental spirits could offer praise and 
  platitudes to the Gods of Man. 
  It was not until the King of Lillyfell declared 
  his own faith in the elements and permitted public 
  observance in the Shadow Towns that the Mother 
  Church encouraged the Empire to move against the 
  Western Lands, a military campaign that ended in 
  disaster in the waters off of Seremas.
  Militancy
  Eppion is an Imperial Satrapy and its military 
  organization is governed by the rules of the Empire. 
  Otherwise, what passes for standing armies in the 
  League are Kio knights and their households. Lillyfell 
  maintains a larger army as they are on the forefront of 
  the war against the Uggur threat.
  The twin threats of the Coryani Empire and 
  Uggur define the nature of military organization 
  and procedures are in place across the League to 
  raise large numbers of fighters rapidly. The nobles 
  of the Western Lands have the authority to press 
  the populace into military service during times of 
  emergency, though such tremendous threats are rarely 
  encountered beyond Lillyfell.
  Ey’al’phauns val’Sunga of Capharra on 
  the nobility of the League of Princes:
  You wish to know the nature of nobility within 
  the League of Princes? Very well, I shall tell you a tale 
  that should enlighten you in this matter. 
  A Kio and a Coryani traveled to speak with a great 
  Undir philosopher that lived atop a great mountain. It 
  was a very high and difficult climb. 
  The Coryani, undaunted by the formidable nature 
  of the cliff, worked every day to make himself 
  stronger and more skilled at climbing. After a year, he 
  had attained the necessary strength and ability to scale 
  the mountain and reach its peak.
  The Kio looked inward to find the enlightenment 
  necessary to master the art of levitation. After a year, 
  he had attained the necessary mastery to float himself 
  up the mountainside in much the same way the ancient 
  Kio of legend once found their way from their flying 
  cities to the earth. 
  Thus, one year later, each of the noblemen was, 
  with great difficulty, able to reach the top of the 
  mountain to speak with the Undir philosopher. The 
  Undir said to them, “I saw you at the base of the peak 
  working for the past year to reach me.” 
  “Yes,” the nobles replied, “The cliff was a 
  daunting climb, but we wished to hear your words of 
  wisdom.”
   
  “Very well,” said the wise old Undir, “but why 
  didn’t you just walk to the village on the other side of 
  the mountain? They would have raised you up here in 
  a basket for five pieces of silver.”
  Now you are aware of the differing nature of the 
  nobles of our land.
  Gelfan of Myrcia on life in the League of 
  Princes: 
  I have shelter and food for my family and the lord 
  does not take more than I can pay. I go to the temple of 
  the northerners and pay my homage to the pantheon, 
  especially Saluwé and Yarris. I ask them to preserve 
  my catch from the sea and to make the crops of my 
  neighbors bountiful. The gods are happy, as are the 
  spirits of the earth, the air, and the sea. Life is good.
  NATIONS OF ARCANIS ▪ The Western Lands
  
  35
  The world of Arcanis is populated by a myriad 
  of sentient races, ranging from hearty humans to the 
  once-servitor race of the Elorii, from the infernally 
  tainted Dark Kin to the celestially touched Val. Below 
  can be found the details on the races found adventuring 
  throughout the Known Lands of Arcanis. 
  Dark-kin
  Grutan bit off a sharp curse as he felt his infernal 
  blood boil within him.  He could feel the warmth as 
  his cheeks flushed from pale gray to a darker shade, 
  his anger causing his blood to flow more quickly.  The 
  short man before him seemed to cower a bit further 
  into his seat.
  “Perhaps I didn’t make myself clear.”  Grutan 
  snarled, his eyes, normally bright green, slowly fading 
  to red as his anger continued to consume him.  “I am 
  looking for someone.  And you are going to tell me 
  exactly where this someone is, or you will die.”
  “Mhyrcia!” the short man squeaked, trembling. 
  “Look in Mhyrcia!  All I know is that we don’t have 
  her!”
  Grutan nodded, and pointed a finger between the 
  man’s eyes.  “If you remember anything else, you will 
  inform me, won’t you?”
  The little man made a half-moan of terror and 
  nodded quickly.  The huge dark-kin turned and strode 
  from the office.
  As soon as he entered the antechamber, the lamps 
  went out, surrounding him in darkness.
  “You’ve been asking the wrong questions,” a 
  voice hissed.
  “Questions that needed to be asked,” Grutan 
  growled in response.  Feeling the hot rage licking at 
  his mind, his hand reached up to his sword hilt.  “Do 
  you expect this to scare me?”
  “No.”  Grutan felt the breath of air at his back and 
  turned quickly.  His blade came out, its glowing runes 
  flashing as the wolf-iron steel bit through the man’s 
  neck, cleanly severing his head.  Grutan watched the 
  head roll away in his black and white darkvision.  He 
  saw it stop at the feet of five other men.
  “Don’t be difficult.  We have you outnumbered.”
  Grutan howled in rage, and charged the group. 
  The first one was caught off guard, Grutan’s blade 
  burying itself in his chest.  The second man drew 
  a longsword and it bit into Grutan’s shoulder.  The 
  pain only served to focus his rage.  Grutan had the 
  advantage now, and he knew it.  The human assailants 
  stumbled around in the darkness while he cut down 
  one, then another. His motions were far from graceful, 
  but they were powerful, his blade snapping through the 
  two men almost as one.
  Then one of the other men chanted an incantation, 
  and the room was plunged into light.  Grutan grinned 
  savagely as his bastard sword was blocked by another 
  man’s scimitar.  He turned and kicked, sending the 
  man sprawling, then leapt upon him, driving his 
  glowing sword into the hollow of his throat.
  Grutan stood and leveled the sword, slick with 
  blood, at the last man, the chanting one, the leader.
  “I trust I’ve made my point?”
  “You’ll never be rid of us, dark-kin,” the 
  mage sneered.  “You and your kind should all be 
  exterminated.” 
  “I’ve never been a threat to you. 
  Crossing me will give you nothing more than dead 
  followers.  Let me be.”
  The mage narrowed his eyes.
  “Consider it a retrieval mission for you,” Grutan 
  said with a smirk.
  The mage appeared to consider, then slowly he 
  nodded his head.  “Very well, dark-kin.  Fail, and 
  die.”
  “I think we have already established your inability 
  to make that happen,” Grutan said pointedly.  “But if 
  it makes you feel better.”
  Grutan sheathed his blade, turned, and walked 
  towards the exit, leaving the lone man standing behind 
  him among the pile of bodies.
  These unfortunate souls have the misfortune of 
  bearing a recessive bloodline that appears once every 
  so many generations.  Some type of infernal creature 
  founded this bloodline during the Time of Terror many 
  years ago, but once there, the infernal taint is nearly 
  impossible to remove.  Scorned by most people, the 
  majority of dark-kin simply try their best to make their 
  way in the world. Some fight against their infernal 
  heritage, while others embrace the darkness within. 
  Personality: Dark-kin personalities are usually 
  tied to how they choose to deal with their infernal 
  heritage.  The dark-kin who embrace the evil taint 
  in their blood are usually duplicitous, angry, greedy, 
  cruel, and bitter.  Those who choose to fight the 
  blood boiling within them actively seek to quell 
  such emotions and are forthright, serene, charming, 
  generous, and optimistic.  For dark-kin, there is 
  usually no middle ground.  
  Physical Appearance: Dark-kin appear human 
  with more extreme variations.  Male dark-kin vary in 
  height from 5 to 7 feet and weigh anywhere between 
  180 and 250 pounds.  As with most races, females will 
  usually be shorter and weigh less.  Dark-kin eye and 
  hair color vary to all human extremes.  However, all 
  dark-kin have some overt physical manifestation of 
  their infernal taint.  Some common indicators of this 
  taint include reddish hued skin, small horns on the 
  forehead, pronounced incisors, a forked tail, and eyes 
  that glow with a malignant light.
  Relations: Throughout Onara, dark-kin are 
  universally despised for their heritage.  Not only 
  are they usually seen as ugly and brutish, but many 
  believe them to be as evil as their infernal ancestors. 
  For their part, dark-kin usually judge others on their 
  merits, and in most cases, they simply want to get by 
  without being bothered or lynched.  
  Chapter Two
  Races of Arcanis
  Dark-Kin ▪ RACES OF ARCANIS
  
  36
  Alignment: All dark-kin feel the lure of evil singing 
  through their blood.  While it is not overwhelming, it is 
  a constant presence.  In addition, their infernal heritage 
  and tendency to make rash decisions make most dark-
  kin favor the chaotic path.
  Dark-Kin Lands: Dark-kin have no lands of their 
  own.  They are found most often in Canceri or Freeport. 
  In Canceri, the nobility do not frown on relations with 
  infernals.  There, dark-kin are bred as slaves, and some 
  have found acceptance, wealth, and power.  In Freeport, 
  dark-kin are accepted based on their martial prowess, 
  and their often intimidating appearance and lightning-
  quick reflexes make them quite favored among the 
  scum of the Pirate Isles.
  Religion: Usually dark-kin are members of the 
  Mother Church, worshipping the Pantheon of Man 
  along with the rest of humanity.  However, their infernal 
  taint and the obvious prejudice with which they are 
  treated sometimes leads dark-kin to pursue darker paths 
  of heresy.  Dark-kin who embrace their heritage often 
  form, or become the focal point for, infernal worshiping 
  cults.
  Language: Dark-kin speak Low Coryani and 
  the language of their home nation.  Some dark-kin, 
  especially those proud of their dark heritage, also learn 
  the Infernal tongue.
  Names: Dark-kin are most often named by human 
  naming conventions.
  Adventurers: Dark-kin may adventure for many 
  reasons.  Some use it as a path of self-discovery, trying 
  to reconcile themselves with the infernal taint in their 
  blood.  Others adventure to gain respect and acceptance 
  in a world that has denied them both.  
  Base Dark-Kin Racial Traits:
  Ability Score Modifications:  Due to the legacy of 
  their infernal taint, dark-kin gain the following ability 
  score modifications:  +2 to Dexterity, +2 to Constitution, 
  -2 to Wisdom, and -2 to Charisma. These ability 
  adjustments are applied after ability score generation.
  Medium: As Medium creatures, dark-kin have no 
  special bonuses or penalties due to their size.
  Base Speed:  Dark-kin base speed is 30 feet.
  Automatic Languages: Low Coryani and native 
  nation.
  Bonus Language: Altherian, High Coryani, 
  Infernal, Kio, and Milandisian.
  Darkvision: Due to their infernal heritage, dark-
  kin can see in the dark up to 60 feet. Darkvision is black 
  and white only, but it is otherwise like normal sight, and 
  dark-kin can function just fine with no light at all. 
  Unnatural Aura: Animals can sense the infernal 
  taint in dark-kin and they become uneasy around them. 
  Dogs will bark and horses will become unruly. Dark-kin 
  receive a –2 racial penalty to Handle Animal and Ride 
  skill checks and a –5 penalty to wild empathy checks. 
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Favored Class: Barbarian. A multiclassed dark-
  kin’s barbarian class does not count when determining 
  if he suffers an XP penalty for multiclassing. 
  Additional Dark-Kin Racial Traits:
  In addition to the normal dark-kin traits, a dark-kin 
  character may choose two special abilities from the 
  list below to reflect the specific effects of their Tainted 
  blood. Unless otherwise specified, no specific ability 
  may be taken more than once.
  Acid Resistance (Ex): Acid runs off this dark-kin’s 
  flesh like water. Each round that the character would 
  normally take acid damage, the damage is reduced by 
  2.
  Barbed Flesh (Ex): The character’s skin is studded 
  with sharp barbs. The character is always considered to 
  be wearing armor spikes, and may (at her discretion) 
  do regular damage instead of subdual damage with 
  unarmed attacks. However, any armor worn by the 
  character must be specially made and costs twice the 
  normal price.
  Cold Resistance (Ex): This dark-kin’s tainted 
  blood keeps her warm from within. Each round that 
  the character would normally take cold damage, the 
  damage is reduced by 2.
  Electricity Resistance (Ex): This dark-kin fears no 
  lightning. Each round that the character would normally 
  take electrical damage, the damage is reduced by 2.
  Fiendish Anatomy (Ex): This dark-kin’s internal 
  organs are located in different places than those of 
  normal humans. When this character suffers a confirmed 
  critical hit, he may attempt a Fortitude save (DC 15 + 
  opponent’s BAB). If the save succeeds, the critical hit is 
  instead treated as a normal hit. This ability has no effect 
  on sneak attacks. Unfortunately, the dark-kin’s strange 
  internal architecture also makes it more difficult to treat 
  his wounds. Heal checks made on this character suffer 
  a -5 penalty.
  Fire Resistance (Ex): This dark-kin could endure 
  the flames of hell itself. Each round that the character 
  would normally take fire damage, that damage is 
  reduced by 2.
  Immunity to Charm Spells (Ex): This dark-kin is 
  almost impossible to charm, as her blood is thick with 
  the Infernal. Any magical or psionic effect with the 
  (Charm) descriptor has no effect upon this dark-kin.
  Natural Armor (Ex): This dark-kin has a scaly, 
  metallic, rubbery, or otherwise tough hide, which gives 
  him a racial natural armor bonus of +1.
  Poison Resistance (Ex): Like their fiendish 
  ancestor, this dark-kin has little to fear from poisons. 
  The character receives a racial bonus of +4 to all saving 
  throws versus poison.
  Scent (Ex): This dark-kin has an extremely sensitive 
  (and probably oversized) nose. As a result, the character 
  gains the scent extraordinary ability as detailed in Core 
  Rulebook III. However, as a side effect, all gas- or scent-
  based attacks (stinking cloud, green dragon breath, a 
  ghast’s stench, etc.) inflict double normal damage to 
  this character and/or have the duration of their effects 
  doubled on this character, as applicable.
  Vision of Darkness (Su): The catlike eyes of this 
  dark-kin can see through magical darkness. Darkness 
  spells (including deeper darkness) have no effect 
  upon this dark-kin. Non-darkness spells that impair 
  vision, such as obscuring mist, still affect this dark-kin 
  normally.
  RACES OF ARCANIS ▪ Dark-Kin
  
  37
  Dwarf
  The constant ring of hammer against steel would 
  prove deafening to most, but to Geren Sharpaxe, 
  it was like sweet music, drawing him towards the 
  weaponsmith’s stone edifice.  He drew odd looks as 
  he walked towards the establishment; after all, he was 
  striking even for a dwarf.  He was a good half-foot 
  broader than he was tall and he wore his smithy’s 
  leathers awkwardly pulled over plate mail armor.
  He was nearly to the door when he heard a cry 
  from behind the smithy.  He did not think twice, but 
  began running as fast as his short dwarven legs could 
  carry him, which arguably, was not very fast.  Still, the 
  gang of ruffians surrounding the woman had not yet 
  done their worst as he came into view.
  “Stop that!” he yelled.  “Now!”
  They turned, startled, blinked, and then stared. 
  The largest one smirked and said, “Or what?”
  Geren unslung his huge dwarven war axe from his 
  back with practiced ease.  The smirk faded from the 
  big man’s lips.
  “I am Geren Sharpaxe.  Remember that.  It is my 
  job to protect the humans.  Run.”  The words were 
  spoken in a gruff, precise manner, with little inflection 
  or emotion.
  One of the skinnier men charged, and Geren 
  swung, leaving a stripe of red across his chest as he 
  fell back into a wall.  “Now, pick him up and run,” 
  Geren amended.  They did not have to be told again. 
  Geren returned his axe to his back and walked towards 
  the woman.
  “Are you all right?”
  She spent a moment to gather her wits, then 
  nodded.  “Thank you, whoever you are.”
  Geren smiled slightly.  “Geren Sharpaxe, like I 
  said.  I’m a blacksmith.  I heard the smithy here was 
  working with some new alloys.”
  She nodded, smiling.  “My husband.  Come, I’ll 
  introduce you to him, I’m certain he would be glad to 
  talk with the dwarf who saved just my life.”
  Dwarves were once the Celestial Giants, great 
  beings who swore an oath to protect humanity, the 
  children of Illiir.  They violated this oath, deposing 
  the Pantheon of Man and commanding the humans to 
  worship them as gods instead.  As punishment for their 
  transgressions, Illiir cursed these giants.   Forever would 
  they stand shorter than humans, forever would they be 
  barred from the afterlife and the cycle of rebirth, and 
  forever would their souls be tied to the Heart Stone that 
  rests in the statue of each enclave’s founder.  However, 
  Sarish took pity on the fallen giants and offered them a 
  way to lift the curse.  If an enclave manages to craft the 
  “perfect item,” their curse will be lifted.  
  Personality: Dwarves are a tragic race struggling 
  to rectify the mistakes of their past by paying penance 
  in one of many ways.  Dwarves are prone to extended 
  bouts of introspection and are usually very humble.  
  This leads some to believe they are stoic in nature, 
  when in fact; they are a truly passionate people.  They 
  are passionate about furthering their crafts, gaining 
  the redemption of their enclaves, protecting their 
  friends or loved ones, and following the will of the 
  Gods.  Dwarves are nearly fanatical in their religious 
  devotion, and a dwarf’s religious beliefs largely define 
  his actions.
  Physical Description: Most dwarves are nearly as 
  broad as they are tall.  Dwarves range from between 4 to 
  5 feet in height.  This gives the interesting and unsettling 
  impression that they are humans that have been squashed 
  somewhat, though their movements are not in any way 
  awkward.  Dwarves are unusually compact and some 
  weigh nearly 300 pounds.   Most have full beards that 
  they maintain according to their traditions of their home 
  enclave.  Dwarven females are usually a bit smaller and 
  weigh less than their male counterparts and they have no 
  facial hair.  Typically dwarves reach adulthood at age 60 
  and live to nearly 500.
  Relations: Dwarves are only concerned with one 
  other race, the humans.  Some dwarves remain in their 
  enclaves, working feverishly to craft the perfect item 
  to lift the curse of Illiir.  However, many dwarves, 
  especially those from Solanos Mor and Tir Betoq, feel 
  that their curse may only be lifted by following Illiir’s 
  original mandate, to protect the humans.  Perhaps doing 
  this will create the “perfect item,” a pure soul.  Thus, 
  Solani and Tir Betoqi Dwarves have become renowned 
  as mighty defenders of humanity.  Dwarven relations 
  between enclaves are usually cordial with some noted 
  exceptions.  The Solani mistrust the Encali, and the 
  Reavers of Bealak Gempor are universally hated by all.
  Alignment: Their single-minded devotion to lifting 
  their curse make dwarves very lawful in nature.  Dwarves 
  from Solanos Mor and Tir Betoq focus on defending 
  humans and destroying infernals so they usually lean 
  toward good alignments.  Nol Dappan and Encali dwarves 
  tend to be neutral, often focusing on their own interests.  
  Tultipetan Dwarves spend a significant amount of time 
  gazing into the future so they are somewhat disconnected 
  from the present, usually remaining neutral.
  Dwarven Lands: All dwarves live in one of the 
  massive dwarven enclaves.    Though dwarves often 
  travel into human lands and live there temporarily, all 
  are required to return to the sacred Heartstone of their 
  home enclave’s founding elder to survive.  Therefore, 
  a dwarf’s only permanent home is that of his enclave.  
  Though more enclaves are rumored to exist, the known 
  enclaves are Solanos Mor, Encali, Tulipet, Nol Dappa, 
  and Tir Betoq.
  Religion: All the listed dwarven enclaves follow 
  the Pantheon of Man.  While each enclave may venerate 
  one deity over the others, most of them recognize the 
  superiority of Illiir and realize that it is He who they 
  must please to lift their curse.  Dwarves from Solanos 
  Mor focus on Illiir and their penitence, while dwarves 
  from Encali bitterly spurn Illiir and elevate Sarish as 
  the true friend of the dwarves, since it is He who has 
  offered a way to lift the curse.  The Nol Dappans have 
  placed their faith in Nier; at Tir Betoq, they pray for 
  guidance from Hurrian to help them defend mankind 
  from the Infernal; and at Tultipet they worship Larissa 
  for the ability She grants them to see into the future.
  Language: Dwarves speak Dwarven, which is 
  also the language of the giants.  While this connection 
  is obvious to dwarves, few humans know the true 
  story of the dwarves’ tragic past.  Most dwarves also 
  learn Low Coryani to communicate with the humans. 
  Solani Dwarves often learn High Coryani to better 
  understand the holy texts of Illiir.
  Dwarf ▪ RACES OF ARCANIS
  
  38
  Names: Dwarven names tend to have a rich, pleasant, 
  earthy sound to them.  Names like Elebac, Caltin, Qoe, 
  and Oriss are fine examples.  Quite often, dwarven names 
  will also show some influence from the High Coryani 
  language that is used in a majority of their religious 
  ceremonies.
  Adventurers: Dwarven usually adventure for one of 
  two reasons.  First, a dwarf may adventure to learn more 
  about exotic crafting techniques on his search to create 
  the perfect item.  Second, dwarves may adventure to help 
  protect man as penance for their past transgressions.  In 
  either case, dwarves make valued companions.
  Heartstones: When Illiir cursed the Celestial Giants 
  and transformed them into dwarves, the leader of each 
  Enclave was instantly transformed into a statue of terrifying 
  aspect. The dwarves believe that these individuals are still 
  able to see and hear what goes on around them, and that 
  they are suffering from unimaginable agony from which 
  there is no surcease. Each statue is frozen in a tortured 
  and contorted pose, its mouth open in an eternal scream. 
  Positioned at a place just above where the statue’s heart 
  should be is a pulsating, glowing ruby of immense 
  proportions. This is the heartstone of the Enclave.  
  The heartstones are not only a visual reminder of the 
  dwarves’ curse; they also serve as a literal mechanism 
  of its enforcement. Every ten years, every dwarf must 
  bathe in the light of his Enclave’s heartstone. Failure to 
  do so causes the dwarf to begin to age at a rapid rate and 
  eventually die. During the first year after her ten-year 
  period has elapsed (which is her eleventh year away from 
  the light of the heartstone), the dwarf ages one month for 
  every day that passes. During the second year, if she is still 
  alive, she ages one year for each day that passes. During the 
  third year, she ages ten years for each day that passes. As 
  soon as her accumulated age reaches the end of her normal 
  natural lifespan, the dwarf dies instantly and her body turns 
  to ash. Regardless of her age or any other circumstances, 
  the dwarf will absolutely die at dawn on the first day after 
  a full thirteen years have passed since last she returned to 
  her Enclave to bathe in the light of the heartstone.
  Should a dwarf begin to suffer accelerated aging as a 
  result of staying away from her Enclave for too long, the 
  months and years that are stripped from her life are not 
  restored even if she manages to bathe in the light of the 
  heartstone before she dies, but the ten-year waiting period 
  does reset and the abnormal aging stops as soon as the rays 
  of light from the stone fall upon her flesh. When a dwarf is 
  aged in this fashion, the standard aging penalties to ability 
  scores from the core rules do accrue, but the corresponding 
  bonuses do not. No power will bring back a dwarf that 
  dies as a result of the accelerated aging caused by the 
  heartstone, and her soul shard crumbles to dust even as her 
  body does. No trace of her impious form remains.
  Common Dwarf Traits:
  Base Speed:  Dwarf base speed is 20 feet. However, 
  dwarves can move at this speed even when wearing 
  medium or heavy armor or when carrying a medium 
  or heavy load (unlike other creatures, whose speed is 
  reduced in such situations).
  Medium: As Medium creatures, dwarves have no 
  special bonuses or penalties due to their size.
  Darkvision: Dwarves can see in the dark up to 
  60 feet. Darkvision is black and white only, but it is 
  otherwise like normal sight, and dwarves can function 
  just fine with no light at all.
  Magic Resistance:  Due to their celestial heritage, 
  dwarves are resistant to all psionic powers, spells and 
  spell like abilities.  They gain a +2 racial bonus on all 
  saving throws versus these effects.
  Poison Resistance:  Due to their celestial heritage, 
  dwarves are resistant to all poisons.  Therefore, they gain 
  a +2 racial bonus on all saving throws against poison. 
  Search for Perfection: Dwarves are constantly 
  seeking a means to overcome their curse. As a result, 
  dwarves have developed into craftsmen without peer. 
  This provides the following benefits:
  • 
  Dwarves gain a +4 bonus on all Craft skill 
  checks.
  • 
  When creating mundane items (defined as any 
  item that is made strictly using Craft skill checks, with no 
  magic or psionic item creation feats required), a dwarf’s 
  crafting time is 50% faster than normal. The reduction 
  applies only to the time needed to create the item; it does 
  not reduce raw materials cost or any other costs that must 
  be paid to create the item.
  • 
  Due to dwarven crafting expertise, the final 
  product is usually a masterpiece. A dwarf may spend 
  extra time to add elaborate scrollwork, filigree, and 
  other ornamentation to increase the value of items that 
  he creates. For each week that a dwarf spends above and 
  beyond the normal time needed to create an item, the 
  item’s market price is increased by 100 gold pieces. The 
  value of the final item cannot be increased by more than 
  100% of its normal price. (Taking the dwarf’s normal 
  50% decrease in crafting times into account, this means 
  that if a dwarf spends the full time that a craftsman of 
  any other race would normally spend, the value of the 
  dwarven-crafted item is twice as high.)
  • 
  Dwarves do not need any special training or 
  feats in order to be able to create masterwork and greater 
  RACES OF ARCANIS ▪ Dwarf
  
  39
  masterwork items. A dwarf who takes the Master Craftsman 
  feat (see page 154) gains the ability to create legendary 
  items of his chosen type. Dwarves are not exempt from the 
  requirement to take the Altherian Craftsman feat (see page 
  136) in order to create Altherian-quality flintlocks.
  Stonecunning: This ability grants a dwarf a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such as sliding walls, stonework traps, new construction, 
  unsafe stone surfaces, shaky stone ceilings, and the like. 
  Something that isn’t stone but that is disguised as stone 
  also counts as unusual stonework. A dwarf who merely 
  comes within 10 feet of unusual stonework can make a 
  Search check as if he were actively searching, and a dwarf 
  can use the Search skill to find stonework traps as a rogue 
  can. A dwarf can also intuit depth, sensing his approximate 
  depth underground as naturally as a human can sense which 
  way is up. Dwarves have a sixth sense about stonework, an 
  innate ability that they get plenty of opportunity to practice 
  and hone in their underground homes. 
  National Skill:  Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Stability: A dwarf gains a +4 bonus on ability checks 
  made to resist being bull rushed or tripped when standing 
  on the ground (but not when climbing, flying, riding, or 
  otherwise not standing firmly on the ground).
  Weapon Familiarity: Dwarves may treat dwarven 
  war axes and dwarven urgroshes as martial weapons, 
  rather than exotic weapons.
  Weight of the Curse (Ex): Dwarves who die cannot 
  be raised through the use of reincarnation.  Dwarven souls 
  are barred from the afterlife and therefore, may not be 
  brought back from it. Instead, their souls are transferred 
  to their soul shard 24 hours after their death.  Once the 
  soul is in the shard, the dwarf may only be returned to life 
  with a raise dead, resurrection, or true resurrection spell. 
  Dwarves who die of natural causes may not be returned to 
  life in any way. A dwarf dies at -10 hit points just as any 
  other race.  What makes dwarves unique is how they can 
  be returned from the dead.
  If a dwarf is reduced to -10 hit points or less, he 
  is dead.  However, at this stage, the dwarf does not 
  necessarily need a raise dead spell to come back from 
  the dead.  If the dwarf is between -99 and -10 hit points, 
  they may be returned from the dead by healing their hit 
  point total to its normal maximum amount.  For example, 
  Gronar normally has 45 hit points and he is critically hit 
  by a Voei for 92 points of damage.  He is now dead, but 
  he only needs to have those 92 points of damage healed 
  to return to life.  This can be accomplished through any 
  of the normal healing magics, but it must be done before 
  24 hours have elapsed.  After 24 hours, the dwarf’s soul 
  transfers to his soul shard and a raise dead becomes 
  necessary.  Being brought back to life by curing magics 
  instead of the raise dead spell still incurs the level loss 
  (or Constitution loss) as detailed in the raise dead spell 
  description. If the dwarf died from ability score loss, 
  poison, or level drain, these conditions must also be 
  removed before the body will return to life.   
  Once a dwarf reaches -100 hit points, the body can 
  no longer be brought back by simple curative magics.  
  They must now have a raise dead, resurrection, or true 
  resurrection spell cast on them to return from the dead.
  If a dwarf is killed by massive damage, a coup de 
  grace, or a death effect, their hit point total is immediately 
  set to -100.  If killed by a death effect, a resurrection or true 
  resurrection spell would be required to return the corpse to 
  life.
  Solani Dwarves
  The dwarves of Solanos Mor have a reputation as 
  some of the most noble and self-sacrificing among all the 
  dwarves.  These noble dwarves travel throughout the lands 
  of man protecting, advising, and if needs be, sacrificing 
  their lives for humanity.  They are easily identified from 
  other dwarves by their immaculately groomed beards.
  Solani Dwarf Racial Traits:
  Ability Score Modifications: Solani Dwarves are 
  a robust but introspective lot.  Therefore, they gain a 
  +2 to Constitution, and a  -2 to Charisma. These ability 
  adjustments are applied after ability score generation.
  Automatic Languages: Dwarven and Low Coryani.   
  Bonus Languages: High Coryani, Altharin, and 
  Milandisian. 
  Favored Class: Fighter. A multiclassed Solani 
  Dwarf’s fighter class does not count when determining if 
  he suffers an XP penalty for multiclassing.
  Giant Killer:  Solani Dwarves are highly trained 
  giant hunters.  Therefore, when fighting giants, they gain 
  a  +1 racial bonus to attack rolls against giants and a +4 
  dodge bonus to their armor class.
  Keen Eye:  Solani Dwarves are expert craftsmen and 
  recognize the work of other experts.  Therefore, they gain 
  a  +2 racial bonus on all Appraise skill checks that are 
  related to stonework or forged metal items. 
  Encali Dwarves
   Encali dwarves have a reputation of being unscrupulous 
  and untrustworthy, like most other worshipers of Sarish. 
  These dwarves travel through the lands of man preying on 
  the shortsighted, striking bargains that sometimes come 
  back to haunt the shorter-lived races generations later. 
  Encali dwarves are usually a bit shorter than others and 
  they are easily recognized by their unique style of beard. 
  Usually dyed pitch black, the beard is braided into two 
  forks, which are usually capped on each end with a sinister 
  looking ornate crown.
  Dwarven Soul Shards
  Some non-Dwarven philosophers and scientists 
  (specifically several prominent Altherian Metaminds) 
  point to the resemblance between the psi-crystal and 
  the Dwarven Soul Shard as proof of the dwarf’s latent 
  psionic energy or at least a subconscious or intuitive 
  understanding of psionic crystal construction. The Soul 
  Shards seem to resonate a weak psionic aura when 
  detected and become harder to crack as the dwarf who 
  is bonded to it advances in age.
   
  All Dwarfs are given a Soul Shard in a solemn 
  ceremony when the dwarf reaches adulthood. These 
  Soul Shards possess one half the dwarf’s hit points and 
  have a hardness of 10. They are also immune to all 
  sonic, fire, cold and non-lethal damage. 
   
  If, for what ever reason, a dwarf loses his Soul 
  Shard or has his soul shard shattered, he may acquire 
  another Soul Shard by traveling to his Enclave and 
  simply requesting one, after which he must spend a week 
  in seclusion attuning himself to the new Soul Shard 
   
  Should a dwarf die when he is not in possession 
  of a Soul Shard or if the Soul Shard has been destroyed, 
  the soul of the dwarf is lost to oblivion, fading away to 
  nothingness. The corpse then becomes very susceptible 
  to necromantic energies, a unique situation which 
  delight nefarious necromancers to no end.
  Dwarf ▪ RACES OF ARCANIS
  
  40
     Encali Dwarf Racial Traits:
  Ability Score Modifications: Encali Dwarves are 
  very intelligent, but they lack the physical prowess of 
  some of their dwarven brethren.  Therefore, they gain a 
  +2 to Intelligence, and a  -2 to Strength. These ability 
  adjustments are applied after ability score generation.
  Automatic Languages: Dwarven and Low Coryani.   
  Bonus Languages: High Coryani, Altharin, and 
  Infernal. 
  Favored Class:  Wizard.  A multiclassed Encali 
  Dwarf’s wizard class does not count when determining if 
  he suffers an XP penalty for multiclassing.
  Keen Eye:  Encali Dwarves are expert craftsmen and 
  recognize the work of other experts.  Therefore, they gain 
  a  +2 racial bonus on all Appraise skill checks that are 
  related to gemstones or precious metals.  
  Troll Killer:  Encali Dwarves are highly trained troll 
  hunters.  Therefore, when fighting trolls, they gain a  +1 
  racial bonus to attack rolls and a +4 dodge bonus to their 
  armor class.
  Tir Betoqi Dwarves
  Although these dwarves seek to avoid recognition 
  for any of their many good deeds, they have still gained a 
  reputation as some of the most noble, honorable, and self-
  sacrificing of all the dwarves.  These dwarves travel all the 
  known lands in their quest to destroy the infernal, but they 
  are most often encountered traveling between their enclave 
  and the area formerly known as the Wall of the Gods 
  where they try to hold back the infernal hordes.  These 
  dwarves have elaborately braided beards intertwined with 
  strands of pure gold, but their most distinguishing feature 
  is their sunken, haunted eyes; eyes that have seen beyond 
  the wall and know what horrors lie there.  
  Tir Betoqi Dwarf Racial Traits:
  Ability Score Modifications: Tir Betoqi Dwarves 
  are very hearty but not as agile as some of their dwarven 
  brethren.  Therefore, they gain a +2 to Constitution, and a 
  -2 to Dexterity. These ability adjustments are applied after 
  ability score generation.
  Automatic Languages: Dwarven and Low Coryani.   
  Bonus Languages: Kio, Unden, and Infernal. 
  Favored Class: Holy Champion of Hurrian. A 
  multiclassed Tir Betoqi Dwarf’s Holy Champion (Hurrian) 
  class does not count when determining if he suffers an XP 
  penalty for multiclassing.
  Infernal Killer:  Tir Betoqi Dwarves are highly trained 
  infernal hunters.  Therefore, when fighting infernals, they 
  gain a  +1 racial bonus to attack rolls and a +4 dodge 
  bonus to their armor class.  Dark-kin count as infernals for 
  purposes of adjudicating this special ability.
  Keen Eye:  Tir Betoqi Dwarves are expert craftsmen 
  and recognize the work of other experts.  Therefore, they 
  gain a  +2 racial bonus on all Appraise skill checks that are 
  related to glassware or manufactured crystal items.  
  Nol Dappan Dwarves
  Nol Dappan Dwarves have developed reputations 
  as some of the most savage and barbaric examples the 
  dwarves have to offer.  Their fiery tempers are said to rival 
  the volcano they live in.  These dwarves have become 
  famous for crafting and using sinister looking arms and 
  armor.  This equipment is easily identifiable by the fear 
  it inspires and the reddish hue of the metal composing 
  it.  Nol Dappan Dwarves are most often encountered 
  when traveling to sell their wares and they are easily 
  recognizable by their heat-baked, reddish-hued skin, their 
  unkempt, flame-singed beards, and their unique style of 
  arms and armor.
  Nol Dappan Dwarf Racial Traits:
  Ability Score Modifications: Nol Dappan Dwarves 
  receive no special ability score modifications.
  Automatic Languages: Dwarven and Low Coryani.   
  Bonus Languages: Yhing Hir and Cancerese. 
  Favored Class: Barbarian. A multiclassed Nol Dappan 
  Dwarf’s barbarian class does not count when determining 
  if he suffers an XP penalty for multiclassing.
  Fire Resistance: The oppressive heat of the volcanic 
  forge of their vault has tempered the Nol Dappan against 
  fire.  Nol Dappan Dwarves gain Fire Resistance 10. 
  Gnoll Killer:  Nol Dappan Dwarves are highly 
  trained gnoll hunters.  Therefore, when fighting gnolls, 
  they gain a  +1 racial bonus to attack rolls and a +4 dodge 
  bonus to their armor class.
  Keen Eye:  Nol Dappan Dwarves are expert craftsmen 
  and recognize the work of other experts.  Therefore, they 
  gain a  +2 racial bonus on all Appraise skill checks that are 
  related to stone or metal items.  
  Tultipetan Dwarves
  Tultipetan Dwarves are some of the most honest and 
  open of all their kin, yet they are often viewed with fear 
  or suspicion due to their habit of covering their bodies 
  in mystical tattoos.  These superstitious folk usually do 
  not venture forth from their enclave, and when they do, 
  it is usually in relation to some type of vision they have 
  received from Larissa.  Tultipetan Dwarves are usually 
  only encountered by visiting their enclave or the giant 
  observatory they have built on a nearby mountain.  These 
  dwarves are less stocky than their brethren and are easily 
  identifiable by their tattooed bodies and their closely 
  cropped beards.
  Tultipetan Dwarf Racial Traits:
  Ability Score Modifications: Tultipetan Dwarves are 
  very cunning but not as hearty as some of their dwarven 
  brethren.  Therefore, they gain a +2 to Wisdom, and a  -2 
  to Constitution. These ability adjustments are applied after 
  ability score generation.
  Automatic Languages: Dwarven, Low Khitan, and 
  Low Coryani.   
  Bonus Languages: High Coryani and Altharin. 
  Favored Class: Monk. A multiclassed Tultipetan 
  Dwarf’s monk class does not count when determining if 
  he suffers an XP penalty for multiclassing.
  Keen Eye:  Tultipetan Dwarves are expert craftsmen 
  and recognize the work of other experts.  Therefore, they 
  gain a  +2 racial bonus on all Appraise skill checks that are 
  related to stone or metal items.   
  Voei Killer:  Tultipetan Dwarves are highly trained 
  voei hunters.  Therefore, when fighting voei, they gain 
  a  +1 racial bonus to attack rolls and a +4 dodge bonus to 
  their armor class.
  Vision of the Webs of Fate (Sp): Once per day, 
  Tultipetan Dwarves may cast augury as a cleric equal to 
  their level.  
  RACES OF ARCANIS ▪ Dwarf
  
  41
  Elorii
  As Eldraia walked through the massive edifices 
  of Grand Coryan, she was again struck by just how 
  different humans were from Elorii.  Humans might 
  sculpt gardens, groves, or even forests, but such things 
  were just that: Sculpted, unnatural, almost offensive.  
  And yet, somehow, these humans controlled the world, 
  and according to prophecy, the Elorii would one day 
  need them.  Such thoughts made Eldraia remember 
  just how far she was from home.  The Vastwood was a 
  nation and a half away by the quickest mundane route. 
  Entaris and Malfelen were about the same distance 
  in different directions.  Shaking away these thoughts 
  brought her back to her mission.  In Grand Coryan, 
  she had seen other Laerestri, and had spoken with 
  them to gain their information and insight, but they 
  were far too few.
  She paused while Andevin perused some 
  merchant’s stall in the market.  He took to this city 
  far better than she did, but then, that was his way. 
  While she was his tutor in human ways and customs, 
  he seemed more comfortable with them than she.  She 
  sat at an outdoor table next to a drink-seller’s stand, 
  and politely waved away the bartender, who muttered 
  something disparaging about those with pointed ears. 
  It did not affect her.
  She took out parchment and ink, and began 
  drafting a letter, using the flowing Elorii script of her 
  homeland.  Andevin came back, inspecting a dagger.
  “How much did you pay?” she asked him without 
  looking up.
  “Standard cost,” he said, sitting down.  “The 
  merchant tried to get me to pay double while talking 
  about the intricate Coryani styles.  As if I’d never been 
  out of Elonbé before.”
  She sighed, heavily.  “Strange that this is 
  considered a normal, accepted business practice.”
  “Are we so different in our dealings with them?”
  “Yes.”  The finality of her tone indicated that 
  there could be no argument on that point.  “With very 
  few exceptions, humans cannot be trusted.  With the 
  recent events surrounding the Emperor,” she looked 
  pointedly up toward the newly raised giant statue 
  of the Emperor, “and with the duplicity in our own 
  companions, this is more clear now than ever.”
  She returned to her letter, and for a brief time there 
  was silence.  Then Andevin said, “And yet, Belisarda 
  claims we need them,” his voice a quiet whisper.
  She smiled, and let out a light laugh.  “Yes.  She 
  does.  But,” she continued conspiratorially, “She does 
  not say we must trust them.”  She signed her letter, and 
  stood.  “Let us take this to the usual courier.”
  “Did you tell your mother hello for me?”
  She nodded at his question, and the two moved 
  back into the crowds of the market.
  Ancient Elorii tales, told by those who have 
  lived for thousands upon thousands of years, say 
  that the Life-Goddess Belisarda united with the four 
  great Elemental Lords to create a slave-race for 
  the Ssethregoran Empire.  This race would die of 
  no natural causes, would need no sleep, and would 
  perfectly serve their Ssethregoran masters.  This race 
  was called the Elorii.  The Elorii served their Ssaanu 
  masters for untold years, enforcing their cruel will 
  upon Onara, slaughtering entire races at the behest 
  of their makers.  But over time, the Elorii began to 
  chafe against their cruel and evil lords.  Finally, they 
  overthrew the Ssethregorans in a bloody rebellion.  
  The Elorii Empire that rose from ashes reigned for 
  nearly two thousand years.  Then came man and 
  his honorless Gods, destroying the sacred Elemental 
  Lords and forcing the Elorii to retreat to the forests. 
  Since that time, the Elorii have been waiting, fueled by 
  the prophecies of Belisarda, secure in the knowledge 
  that their time has not yet passed.  Their time for 
  vengeance will come.  
  Personality: Elorii are an enigma.  While they 
  may appear aloof, secretive, or reserved to outsiders, 
  they are, in fact, a race of extreme passions.  Since they 
  are so long lived, Elorii tend to take a more long-term 
  approach to any given situation, but when they do 
  focus on any one pursuit, they settle for nothing less 
  than perfection.  Elorii do not make friends easily, but 
  when they do, the bond is stronger than steel.    No one 
  other than an Elorii truly understands why they do the 
  things they do, but one thing is certain.  Elorii never 
  forget anything.  
  Physical Description: On average, Elorii stand 
  just less than 6 feet tall.  However, Elorii undergo 
  a growth spurt every millennia that adds several 
  inches to their existing height. Therefore, some of the 
  oldest Elorii are nearly 8 feet tall! Most Elorii weigh 
  between 165 and 200 pounds, though each growth 
  spurt usually adds about 50 pounds.  As with most 
  races, females will usually be shorter and weigh less. 
  All Elorii are slender, graceful creatures of surpassing 
  beauty.   They have wide, bright eyes and their features 
  are smooth, angular, and flawless.  Elorii possess 
  elongated, pointed ears, and pearly white teeth with 
  sharp fangs that denote their elemental lineage.  The 
  color of an Elorii’s hair or eyes, along with other 
  minor physical characteristics, varies according to 
  the Elorii’s bloodline.  Elorii grow quickly, reaching 
  adulthood in about ten human years, and they are 
  effectively immortal from death by natural causes.
  Relations: The Elorii have strained relations with 
  everyone.  With few exceptions, they are unwilling to 
  open their homelands to any non-Elorii.  Some Elorii 
  hate the Val and their human charges for the death of 
  their Gods and these Elorii constantly war with the 
  human nations. However, most Elorii simply watch 
  the humans, biding their time, fueled by Belisarda’s 
  prophecies.  Dark-kin, half-orcs, and half-hobgoblins 
  are lumped into the human category.  Ss’ressen on 
  the other hand, remind the Elorii too much of their 
  servitude within the Ssethregoran Empire and they 
  are actively shunned by Elorii.  Interestingly, dwarves 
  and gnomes are a great source of curiosity for Elorii.  
  Neither of these races existed when the Elorii fled to 
  their forests, so they have only recently begun to have 
  relations with either group.  So far, the relations are 
  cordial but tense.
  Alignment: Elorii beliefs are strongly influenced 
  by their untold years of service to the Ssethregoran 
  Empire.  Since most Elorii want to separate themselves 
  from that part of their history as much as possible, 
  most Elorii fall into the good or neutral category.  On 
  the axis of chaos and law, the Elorii are as volatile as 
  the elements from which they sprung and span the 
  entire range equally. 
  Elorii ▪ RACES OF ARCANIS
  
  42
  Elorii Lands: The Elorii have three distinct 
  nations on Onara: Elonbé, Entaris, and Malfelan.  
  Elonbé, also known as the Vastwood, is the largest of 
  the Elorii nations.  Most Elorii adventurers hail from 
  this nation as they actively send out explorers known 
  as Laerestri to gain information on the humans and 
  their culture. The second largest nation is Entaris.  
  While Entaris does not send out Laerestri, they use 
  another method to gain knowledge about the humans. 
  They have opened one of their port cities, Seremas, to 
  all other races.  Seremas has become a huge trading 
  outpost for everyone wishing to gain the high quality 
  goods sold there, and the Elorii watch everyone who 
  enters or leaves with methods known only to them.  
  The final Elorii nation is Malfelan.  Malfelan has 
  rejected the passive stance taken by the other two 
  Elorii nations and wishes no peaceful contact with 
  humans.  In fact, the Elorii of Malfelan actively hunt 
  humans and their kin.
  Religion: More than any other race, Elorii are 
  united by their religion.  This unity is brought about 
  by several factors, and at a horrible cost.  First, 
  some Elorii have actually survived long enough to 
  have lived with their Gods in the great Elorii city of 
  Belestor.  Thus, their faith is based partly on fact and 
  partly on memory.  Second, the Elorii have only one 
  remaining living deity, Belisarda.  Thus, their unity 
  behind Belisarda was paid for with the blood of their 
  Elemental Lords.  Although the Elorii are almost 
  uniformly united in worship of Belisarda, there are 
  some exceptions.  A few Elorii still venerate their dead 
  Elemental Lords, hoping against hope, that they are not 
  truly dead.  These worshipers are generally understood 
  by the rest of their populace and left to practice their 
  beliefs in peace.  Then, there are miniscule amounts 
  of Elorii who have abandoned their Gods entirely 
  to worship others, including the Pantheon of Man. 
  These Elorii heretics are ruthlessly hunted and killed, 
  hopefully before their betrayal taints their soul to the 
  point where it cannot be cleansed once it reaches the 
  Orumar to be reborn.
  Language: While the Elorii language is based 
  on the Ssethric tongue of their former masters, the 
  Elorii have adapted it to match their culture.  Their 
  language is far more beautiful, fluid, and evocative, 
  and it flows forth from their lips like poetry.  Most 
  who hear the language spoken shudder with its 
  beauty.  Adventuring Elorii also learn Low Coryani 
  to communicate with the humans as they travel the 
  human lands in preparation for the time of prophecy.
  Names: Most Elorii names are beautiful like the 
  rest of their language.  Elorii usually only have one 
  name, which commonly ends with -as, -os, -ios, or 
  -ian.
  Adventurers:  Most Elorii adventurers come from 
  the ranks of the Laerestri from Elonbé.  These Elorii, 
  mostly younger souls, travel among the humans, 
  trying to learn what they can of human life, culture, 
  and military tactics.  Any interesting discoveries are 
  reported to the Elorii council of Elonbé.  A few Elorii 
  adventurers hail from Entaris.  These Elorii wander 
  the human lands with the same mission as their 
  Laerestri brethren, but they usually use a little more 
  stealth and subversion in their methods. 
  RACES OF ARCANIS ▪ Elorii
  
  43
  Common Elorii Traits:
  Base Speed: Elorii have a base speed of 30 feet.
  Medium: As Medium creatures, Elorii have no 
  special bonuses or penalties due to their size.
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Common Elorii Traits: The following traits 
  apply to all Elorii regardless of bloodline.
  Immortality: Elorii do not age after reaching 
  maturity, but they do continue to grow. An Elorii adds 
  about one foot of height for each thousand years of 
  life. Elorii cannot die from natural aging.
  Immunities: Elorii are immune to sleep and 
  non-magical diseases. They require two hours of 
  uninterrupted meditation every night. Elorii spellcasters 
  require four hours of uninterrupted rest to regain their 
  daily allotment of spell slots. 
  Low-light Vision: Elorii can see twice as far 
  as a human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination. They retain 
  the ability to distinguish color and details under these 
  conditions.
  Proficient With Sword & Bow: All Elorii train 
  constantly in preparation for the war of vengeance.  
  As a result, all Elorii are proficient with the longbow, 
  the long composite bow, the short bow, the short 
  composite bow, the bastard sword (martial), the 
  longsword, and the shortsword.
  Save Bonus: Once slaves themselves, the Elorii 
  despise slavery or enforced servitude in any form. 
  Most Elorii would rather die than be compelled to act 
  against their will. As a result, Elorii gain a +2 racial 
  bonus against all mind-affecting effects.
  Marokene Elorii, “Earth Elorii”
   The Mârokene are descended from the Earth 
  God, Mârok, and are typically the most stout of the 
  Elorii. Their hair is usually brown or gray and their 
  eyes tend to be brown or hazel.  Mârokene are rarely 
  subtle, preferring to be direct with their dealings, and 
  they prefer the company of folk who share the same 
  outlook.  Laerestri of Mârok’s blood find that they get 
  along well with the stout and honorable Milandisians. 
  Mârokene tend to favor roles that involve the earth in 
  some direct fashion.  These pursuits include hunting, 
  farming, and construction.  
  Mârokene Elorii Racial Abilities:
  Ability Score Modifications:  Due to the 
  legacy gifted them by Mârok, the Mârokene gain the 
  following ability score modifications:  +2 to Strength, 
  -2 to Charisma, and -2 to Intelligence. These ability 
  adjustments are applied after ability score generation.
  Additional proficiencies: In addition to the 
  standard Elorii weapon proficiencies, Mârokene gain 
  the Exotic Weapon Proficiency (Bastard Sword) feat.
  Automatic languages: Eloran and Low Coryani. 
  Bonus Languages: High Coryani, Ssethric, and 
  Altharin (Ancient Imperial).
  Domain Restriction: Mârokene clerics are 
  restricted from selecting any elemental domain other 
  than Earth. 
  Favored class: Fighter. A multiclassed Mârokene’s 
  fighter class does not count when determining whether 
  he suffers an XP penalty for multiclassing. 
  Skills: Due to the legacy gifted them by Mârok, 
  the Mârokene gain a +2 racial bonus to Spot and 
  Search skill checks in natural surroundings.
  Osalikene Elorii, “Wind Elorii”
  The Osalikene are descended from the Wind God 
  Osalían.  They tend to be lithe and slightly taller than 
  other Elorii.  Their hair is most often white or silvery 
  and their eyes blue or blue-green. Osalikenes are free 
  spirits that revel in beauty in all its forms.  They are 
  inquisitive and creative but bore quickly.  Osalikene 
  gravitate toward roles that allow them to remain under 
  the open sky for a majority of their time.  These roles 
  include traveling, hunting, falconry, and crafting. 
  Often, these Elorii combine their creative nature with 
  their love of beauty and become excellent traveling 
  minstrels, usually specializing in some type of wind 
  instrument.
  Osalikene Elorii Racial Abilities:
  Ability Score Modifications:  Due to the legacy 
  gifted them by Osalían, Osalikene gain the following 
  ability score modifications:  +2 to Dexterity, +2 to 
  Charisma, -2 to Constitution, and -2 to Wisdom. 
  These ability adjustments are applied after ability 
  score generation.
  Automatic Languages: Eloran and Low 
  Coryani. 
  Bonus Languages: High Coryani, Ssethric, and 
  Altharin (Ancient Imperial).
  Domain Restriction: Osalikene clerics are 
  restricted from selecting any elemental domain other 
  than Air.
  Favored Class: Bard. A multiclassed Osalikene’s 
  bard class does not count when determining whether 
  he suffers an XP penalty for multiclassing. 
  Skills: Due the aerial legacy gifted to them by 
  Osalían, Osalikene Elorii gain a +2 racial bonus on all 
  Tumble & Jump skill checks.
  Kelekene Elorii, “Fire Elorii”
  The Kelekene are descended from Keleos, the 
  Fire God.  These Elorii are slightly more compact than 
  their brethren, though not as stout as the Mârokene. 
  Their hair tends to be golden or red-brown and their 
  eyes range from dark violet to a reddish orange. 
  Passionate and vengeful, they are perfectionists who 
  rarely hide their feelings and prefer to speak their 
  minds at all times.  Kelekene have a keen intellect 
  which, when combined with their straightforward 
  style, makes for some of the finest orators among the 
  Elorii.  Kelekene usually prefer professions that allow 
  them to work with their hands, often becoming smiths, 
  artisans, sculptors, or carpenters.  These Elorii are also 
  uniquely qualified to become excellent wizards, and 
  more wizards are found among the Kelekene than any 
  other type of Elorii.
  Elorii ▪ RACES OF ARCANIS
  
  44
  Kelekene Elorii Racial Abilities:
  Ability Score Modifications:  Due to the legacy 
  gifted them by Keleos, Kelekene gain the following 
  ability score modifications:  +2 to Dexterity, +2 to 
  Intelligence, -2 to Constitution, and -2 to Wisdom. 
  These ability adjustments are applied after ability 
  score generation.
  Additional Proficiencies: In addition to the 
  standard Elorii weapon proficiencies, Kelekene gain 
  Weapon Familiarity with the two-bladed sword.
  Automatic Languages: Eloran and Low 
  Coryani. 
  Bonus Languages: High Coryani, Ssethric, and 
  Altharin (Ancient Imperial).
  Domain Restriction: Kelekene clerics are 
  restricted from selecting any elemental domain other 
  than Fire.
  Favored Class: Wizard. A multiclassed 
  Kelekene’s wizard class does not count when 
  determining whether he suffers an XP penalty for 
  multiclassing. 
  Skills: Due to the intensity of Keleos’ fire 
  burning in their blood, Kelekene gain a +2 racial 
  bonus on Intimidate skill checks.
  Berokene Elorii, “Water Elorii”
  The Berokene are descended from the Water 
  Goddess, Beröe.  Often viewed as the most graceful 
  Elorii, they move with a fluidity that clearly mirrors 
  the waters from whence they were born.  They are 
  usually raven-haired, with eyes ranging from the 
  lightest to the deepest blue.   While usually patient 
  and accommodating, these Elorii have been known 
  to lash out violently if angered or threatened, and few 
  make the mistake of crossing them twice.  Berokene 
  are typically attracted to careers and activities 
  involving water.  Some of these include fishing, 
  shipbuilding, and sailing, though it has been rumored 
  that they have also learned the secrets of hydroponics 
  and spend hours tending their lush water-gardens. 
  Many Berokene are drawn to the nation of Entaris 
  due to its proximity to water, and their water-based 
  magic is among the most potent on Onara.
  Berokene Elorii Racial Abilities:
  Ability Score Modifications:  Due to the legacy 
  gifted them by Beröe, Berokene gain the following 
  ability score modifications:  +2 to Dexterity, +2 to 
  Wisdom, -2 to Constitution, and -2 to Intelligence. 
  These ability adjustments are applied after ability 
  score generation.
  Automatic Languages: Eloran and Low 
  Coryani. 
  Bonus Languages: High Coryani, Ssethric, and 
  Altharin (Ancient Imperial). 
  Domain Restriction: Berokene Clerics are 
  restricted from selecting any elemental domain other 
  than Water.
  Favored Class: Rogue. A multiclassed 
  Berokene’s rogue class does not count when 
  determining whether he suffers an XP penalty for 
  multiclassing. 
  Skills: Due to the intensity of Beröe’s legacy 
  in their blood, Berokenes gain a +2 racial bonus on 
  Balance and Profession (Sailor) skill checks. 
  Swim Speed: All Berokene gain a base swim 
  speed of 30 feet.  Per the core rules, any creature with 
  a base swim speed may move through non-hazardous 
  water at that speed without making Swim checks. 
  Having a swim speed does not mean that the character 
  never has to make a Swim check, but such characters 
  gain a +8 racial bonus on any Swim check to perform 
  some special action or to avoid a hazard. A creature 
  with a swim speed can always choose to take 10 on 
  a Swim check, even if distracted or endangered. The 
  creature can use the Run action while swimming, 
  provided it swims in a straight line.
  Ardakene Elorii, “Life Elorii”
  Most rare of all Elorii are the Ardakene.  These 
  Elorii are descended directly from the Goddess of 
  Life, Belisarda.  Ardakene lack the physical prowess 
  of most Elorii, but they make up for this shortcoming 
  with their insight and force of personality. Their 
  hair is usually one of many shades of brown, and 
  they have green or hazel colored eyes.  Ardakene 
  tend to be thoughtful and cautious, their actions 
  calculated and methodical.  These Elorii have fierce 
  convictions, a healthy respect for life, and a strong 
  connection with nature.   Ardakene are frequently 
  found among the leaders and Lifewardens of the 
  Elorii nations, but many others busy themselves with 
  less visible occupations such as scholars, farmers, 
  hunters, or architects.   Because of their connection 
  to nature, Ardakene have designed and built some of 
  the most beautiful architectural wonders on the face 
  of Onara, structures that exist in harmony with their 
  natural surroundings instead of obstructing them.
  Ardakene Elorii Racial Abilities:
  Ability Score Modifications:  Due to the 
  legacy gifted them by Belisarda, Ardakene gain 
  the following ability score modifications:  +2 to 
  Wisdom, +2 to Charisma, -2 to Constitution, and -2 
  to Charisma.   These ability adjustments are applied 
  after ability score generation.
  Automatic Languages: Eloran and Low 
  Coryani.
  Bonus Languages: High Coryani, Ssethric, and 
  Altharin (Ancient Imperial).
  Domain Restriction: Ardakene clerics may not 
  select any elemental domains.
  Favored Class: Cleric. A multiclassed Ardakene’s 
  cleric class does not count when determining whether 
  he suffers an XP penalty for multiclassing. 
  Skills: Due to their connection with nature, 
  Ardakene gain a +2 racial bonus on all Heal and 
  Survival skill checks. 
  Voice of the Mother: Due to their connection 
  with nature, Ardakene gain the ability to speak with 
  animals 1 time per day.  Treat this ability as the speak 
  with animals spell cast at 10th level. 
  RACES OF ARCANIS ▪ Elorii
  
  45
  Gnome
  Gustav rolled back as the sword cut inches in 
  front of his face, gritting his teeth as his swollen joints 
  caused pain to shoot through his body at the rapid 
  movement.  With a flick of the rogue’s dagger, the 
  swordsman finally went down leaving Gustav sitting 
  on the ground and panting as he nodded a quick 
  thanks to the rogue, who saluted him with the dagger 
  before making it disappear into his belt.
  Gustav pulled himself to his feet, and walked in 
  his odd, loping, hunchbacked gait towards the two 
  women.  Painfully forcing his aching body to kneel 
  before their prone bodies, he began chanting soft 
  supplications to Larissa, passing his holy symbol over 
  their wounds.  He heard the rogue and the fighter 
  talking to a town guardsman about the bandit who 
  had just ambushed these women.  That was their work, 
  this was his.  Just as the second woman’s last wound 
  was closing up, the first awoke, looked at Gustav, and 
  screamed.
  The guardsman was on him in a second, hauling 
  Gustav off of the woman, sending him flying across 
  the cobblestone streets.  Gustav lay in a crumpled 
  heap for a bit, waiting for the pain to fade, before 
  pulling himself up.
  “What’s the meaning of this?  Damn stinking 
  gnome!  What were you doing to our women?”
  The fighter interjected.  “He was healing…”
  Gustav raised a hand, and the fighter fell silent.  
  Gustav pulled himself slowly to his feet, and attempted 
  to straighten his gnarled body to his full 4’2”, but 
  still, his bent and twisted spine kept him an inch short. 
  “Please, I am a cleric in service to Larissa.  I was 
  healing their wounds.”
  The guardsman laughed.  “An adherent to 
  Larissa?  So you wanted to use your arts on our 
  women?”  His face became a cruel mask.  “As if the 
  goddess of beauty would have you for an adherent, 
  hunchback.”  The guardsman put an arm around 
  the younger woman, and she, either frightened or 
  appalled at Gustav’s twisted appearance, clung tightly 
  to him.  “Ah,” Gustav murmured quietly, smiling, his 
  too-wide mouth making him look like his jaw might 
  unhinge at any moment, “But you see, I have already 
  brought Larissa’s joy to someone today.”
  The woman’s face appeared blank.  The guardsman 
  flushed deep red.  “Are you accusing me of . . .?”
  Gustav bowed quickly, a motion that made him 
  grunt with pain.  “Of nothing, sir.  I wouldn’t dream 
  of it.  Now that I see that these women are in fact, 
  perfectly healthy,” he shot a piercing look at the 
  younger woman, and this time she, too, flushed, “I 
  leave them to your tender care, since your motives are 
  surely the purest.”
  A flicker of shock and realization flashed through 
  the older woman’s face at that final statement.  The 
  guardsman began to move forward with a muttered, 
  “I’m going to . . .” but the older woman placed a 
  hand on his shoulder, and said clearly, precisely, 
  “Thank you for your service sir.  My sister and I will 
  be leaving.”
  The younger woman was reluctant, but her older 
  sister pulled her along, leaving a quite humiliated 
  guard fuming behind them.  When the guard finally 
  turned from their retreating forms, Gustav, the rogue, 
  and the righter had already moved on.
  “Dang it Gustav,” the rogue muttered, “You’re 
  going to get us all killed!”
  “I haven’t the slightest idea what you are talking 
  about.” Gustav said guilelessly as he hobbled along.
  The gnome is the most tragic and reviled race 
  on Onara.  While the dwarves were cursed for their 
  transgressions, gnomes are cursed simply for being 
  born.  A gnome is the result of a mating between 
  a human and a dwarf.  The curse of the dwarves is 
  cruelly transformed when passed to them causing 
  severe deformities.  Inferior in almost every way 
  to either parent, gnomes are sad, twisted, pitiable 
  little creatures.  However, what they lack in looks or 
  stamina, gnomes make up for in tenacity.  They have 
  become tough through abuse, clever though necessity, 
  and survivors by choice.
    
  Personality: Gnome personalities are usually 
  molded by how much abuse they are subjected to. 
  Some gnomes actually find pity or acceptance within 
  their human or dwarven home, so they develop traits 
  and family values like any other sentient creature.  
  However, most gnomes are shunned and ridiculed 
  wherever they go.  These gnomes learn very quickly 
  to only look out for themselves and to get by any way 
  they can.  
  Physical Description: Gnomes are a deformed 
  combination between human and dwarven physiology. 
  They are usually anywhere between 4 to 5 feet tall, 
  though their posture is usually so bad they can never 
  extend to their full height.  Gnomes usually weigh 
  between 140 and 180 pounds.  Females are usually 
  shorter and weigh less than their male counterparts.  
  Hair and eye color vary widely depending on the 
  origins of both parents, but one thing remains constant, 
  gnomes are horribly deformed. Common deformities 
  include a swelled head, a hunched back or twisted 
  spine, a clubfoot, a hand with extra or missing fingers, 
  bulging eyes, and snarled teeth.  Gnomes usually 
  reach adulthood by the age of 16 and die before the 
  age of 120.
  Relations: Gnomes are the lowest of the low on 
  every social ladder.  Nearly everyone pities or shuns 
  them.  In response, some gnomes become bitter, 
  vengeful little buggers who constantly try to inflict 
  pain on others so they too can learn the meaning of 
  suffering.  However, a majority of gnomes simply 
  want to survive or improve their meager lot in life.  
  These gnomes strive to treat everyone as a friend and 
  forgive those who trespass against them.
  Alignment: Despite the fact that they are so ill-
  treated, a majority of gnomes still try to lead a good 
  life, but they are handicapped by the society around 
  them.  These gnomes will generally become neutral as 
  survival becomes their most important goal.  Laws do 
  not seem to interest gnomes much, since they do not 
  help their plight in any way.  Therefore most gnomes 
  will lean toward chaos over law.
  Gnome Lands: There are no gnome lands. 
  Gnomes tend to reside in human or dwarven controlled 
  lands.  In either case, they are usually treated poorly, 
  more so by the dwarves than the humans.
  Gnome ▪ RACES OF ARCANIS
  
  46
  Religion: Most gnomes worship the Pantheon 
  of Man.  A large number follow the outcast aspect 
  of Anshar and an equally large number revere Cadic 
  because his portfolio includes thieves.  Since most 
  gnomes do what they must to survive, this is a logical 
  choice.  However, a small number of gnomes resent 
  the way they have been treated and the lot they have 
  been dealt in life through no fault of their own.  These 
  angry few provide a fertile ground for heretical cults 
  to flourish.  
  Language: Gnomes most often speak Low 
  Coryani and the language of their native nation.  Some 
  who are closer to their dwarven parent or who are 
  curious about dwarves learn their language too.
  Names: When actually kept by their families, 
  gnomes are most often named according to human 
  or dwarven naming conventions.  However, most 
  gnomes end up cast out onto the streets, they earn 
  “street names,” which can vary widely according to 
  location.  Rat and One-eye are fine examples of street 
  names.
  Adventurers: Most gnomes adventure simply 
  because they are looking for acceptance.  They will 
  sometimes join a cause or crusade just to feel as if 
  they are part of some larger group, taking comfort in 
  the unity often provided by such endeavors.   
   
  Gnome Racial Traits:
  Base Speed: Gnome base speed is 20 feet. 
  Medium: As Medium creatures, gnomes have no 
  special bonuses or penalties due to their size.
  Automatic Languages: As native nation. 
  Bonus Languages: As native nation.
  Favored Classes: Wizard and Rogue.  A 
  multiclassed gnome’s wizard and rogue classes do not 
  count when determining if he suffers an XP penalty 
  for multiclassing.
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Ability Score Modifications: Twisted in shape 
  and shunned by society, gnomes are always treated 
  poorly.  While the gnome inherited the robust heartiness 
  common to the dwarves and the keen intellect of the 
  humans, their misshapen bodies and social stigma are 
  almost impossible to overcome. Therefore, gnomes 
  gain the following ability score modifications:  +2 to 
  Constitution, +2 to Intelligence, -2 to Strength, and 
  -2 to Dexterity. These ability adjustments are applied 
  after ability score generation.
  Bonus Class Skill: Due to their ability to 
  focus on activities despite their pain, gnomes gain 
  Concentration as a class skill.
  Bonus Feat: Like their human progenitor, gnomes 
  gain a bonus feat at 1st level.
  Darkvision: Due to their partially dwarven heritage, 
  gnomes can see in the dark up to 30 feet. Darkvision is 
  black and white only, but it is otherwise like normal 
  sight, and gnomes can function just fine with no light 
  at all. 
  Social Outcast:  Gnomes are reviled by many, 
  even those willing to give the character a fair shake 
  must unconsciously overcome deep-seated prejudice. 
  As a result, Gnomes suffer a -2 circumstance penalty to 
  the following skills: Diplomacy, Gather Information, 
  and Perform.
  Misbegotten: A gnome is hampered in performing 
  strenuous activity for extended periods of time due 
  to his physical deformities. After every continuous 
  half-hour of brisk (e.g. hiking, riding, jogging, etc.) 
  activity, a gnome must rest for one minute and then 
  make a Fortitude save (DC 10) before continuing the 
  RACES OF ARCANIS ▪ Gnome
  
  47
  activity.  If they fail this save, their pain has gone 
  beyond their tolerable threshold and they must rest for 
  another minute before gaining another saving throw 
  to continue. The gnome must continue this cycle until 
  the saving throw is made before they can continue 
  with the brisk activity. After ten consecutive rounds 
  of strenuous physical activity (e.g. combat, sprinting, 
  swimming, etc.) a gnome must make a Fortitude save 
  (DC 10) or be wracked with pain and suffer 1d4 points 
  of subdual damage.  If they fail this save, they must 
  rest (do nothing) for one full round before gaining 
  another saving throw.  This cycle continues until the 
  gnome succeeds.  If this save is successful, the gnome 
  may continue the activity for another 10 consecutive 
  rounds before being forced to make another save. 
  Each subsequent save of this type is set at a DC equal 
  to the number of consecutive rounds of strenuous 
  activity.  (i.e. DC 10 for 10 rounds, DC 20 for 20 
  rounds, etc.)   
  Native Land: Gnomes must choose a human or 
  dwarven starting nation.  This choice must be made at 
  character creation.
  Necessity:  Since necessity is the mother of 
  all invention, and gnomes need skills to survive, 
  they gain 4 additional skill points at 1st level and 1 
  additional skill point at each additional level.
  Restricted Feats: Gnomes may not take the 
  Endurance feat.  Gnome rangers exchange the 
  Endurance feat for the Toughness feat. Gnomes may 
  not begin play with the Gentry feat.   
  The restriction on the Endurance feat also applies 
  to all classes that grant Endurance as a bonus feat, 
  such as ranger and holy champion of Anshar. 
  A gnome may never select Endurance, nor may 
  he gain it from any other source. The first time a 
  gnome would gain Endurance as a bonus feat, he 
  gains Toughness instead (even if he already has it, 
  since Toughness may be gained more than once). The 
  second and any subsequent time that the gnome would 
  gain Endurance as a bonus feat, he gains the Improved 
  Toughness feat instead. 
  If a gnome has the specific opportunity to gain 
  a bonus feat that normally has Endurance as a 
  prerequisite, such as the Diehard feat that all gnomes 
  gain for free, then the gnome may gain that bonus 
  feat as normal, but he is still not considered to have 
  Endurance for the purpose of any other prerequisites. 
  This does not apply to generic “bonus feats” where the 
  character can select from a list of available feats (such 
  as a class feature allowing the character to select any 
  General feat for which he meets the prerequisites as 
  a bonus feat). It applies only when the feat requiring 
  Endurance as a prerequisite is specifically granted 
  by name as a bonus feat and there is no other option 
  available. 
  Because gnomes can never gain the Endurance 
  feat, they also cannot enter any prestige class that 
  specifically has Endurance as a prerequisite. 
  The exception to this rule is that a gnome with 
  the Divine Fervor feat (from Magic of Arcanis) can 
  use that feat as a substitute for the Endurance feat and 
  thereby can gain access to feats and prestige classes 
  that have Endurance as a prerequisite.
  The Will to Live: Gnomes are tenacious.  They 
  gain the Die Hard feat. 
  Half-Hobgoblin
  Doggerish moved through the underbrush of 
  western Capharra, stalking his prey as surely and 
  silently as death.  Though he could not hear him, 
  Doggerish could sense the familiar presence of his 
  wolf companion behind him.  They had been tracking 
  the raiders since the Capharran border.  His prey was 
  probably orcs or half-orcs if he guessed correctly, or 
  else particularly brutish men. A few of the tracks were 
  different from the others.  In any case, he was sure 
  the raiders came from Uggur, as a number of other 
  villages had recently been hit and all the signs pointed 
  to that vast expanse to the west. If he could just 
  manage to keep pace with these raiders long enough 
  to find their den, he could take them out one by one, 
  eliminating the threat at its source.  The raider tracks 
  began crossing others, many of them human tracks. 
  They were getting close to a settlement of some kind. 
  His lupine companion’s soft whine confirmed his 
  suspicion.  As he rounded another hill, he saw the 
  settlement and found what he had feared.  Doors were 
  battered in, homes were nothing but smoking ruins, 
  and children cried in the streets.  A detail of townsfolk 
  was working on moving a few dead bodies onto a 
  cart so they could be buried properly.  At Doggerish’s 
  approach, the humans fumbled for weapons.
  “Another one!  Well, we won’t let this one 
  escape!” one cried out, his sword flashing in the 
  evening sunlight.
  Doggerish held up his empty hands.  “I am not 
  here to harm you.  I track those who did this so that I 
  may stop them.”
  The man appeared to consider, then he lowered 
  his weapon and the other townsfolk followed his lead. 
  “It’s not like there’s anything else here for you to 
  take.  We had few valuables, but they took our food 
  supplies.”
  “Do you have enough?” Doggerish asked, 
  concern on his monstrous face.
  “We should make it.  We’re just lucky it’s not 
  winter. Who are you anyway?”
   “My name is Doggerish, but most humans 
  just call me Dog. What can you tell me about the 
  raiders?”
  “Twenty or so orcs and half-orcs, a few hobgoblins, 
  two men.  They didn’t seem interested in staying 
  around.  The killed those who offered resistance, took 
  what they wanted, and left.  We were all but powerless 
  to stop them.”
  Doggerish nodded, then said quietly, “I must 
  continue tracking them.  But I will return and do what 
  I can to help you rebuild.”
  The man’s face hardened.  “With all due respect, 
  our women and children have seen enough of your 
  kind in this village for a while.”
  Dog was stung slightly, but did not let it show.  He 
  could not help his hobgoblin heritage.  But, he simply 
  nodded, walked through the town, and picked up the 
  tracks again.  He would find these raiders.  And then, 
  maybe then, he would become a wolf in the eyes of the 
  humans instead of a mere dog.  With a feral grin, he 
  plunged on into the night.
  Half-Hobgoblin ▪ RACES OF ARCANIS
  
  48
  Half-hobgoblins generally arise from a brief and 
  tormented liaison between a hobgoblin and a human. 
  Since the hobgoblin presence in Onara is somewhat 
  less widespread than that of orcs, half-hobgoblins are 
  extremely rare.
  Personality: 
  Half-hobgoblins 
  are 
  usually 
  aggressive due to the hobgoblin blood in their veins. 
  However, this aggressiveness is combined with a 
  keen military instinct inherited from their human side, 
  thus creating quite a formidable military mindset.  
  Half-hobgoblins generally respect power above all 
  else, and usually only if that power is gained through 
  martial prowess.   
  Physical Description: Half-hobgoblins grow to 
  between 6 and 7 feet tall and weigh upwards of 200 
  pounds.  As with most races, females will usually be 
  shorter and weigh less.  They often have slanted, feral 
  eyes with pronounced eyebrow ridges, pointed ears, 
  talon-like claws, or hairy, brownish skin as evidence 
  of their monstrous heritage.  Half-hobgoblins mature 
  around the age of 15 and live into their early 90s.
  Relations: Half-hobgoblins find themselves in 
  a unique situation.  Although they initially find no 
  comfort within either human or hobgoblin societies, 
  that situation is usually only temporary.  In both 
  hobgoblin and human societies, an individual may 
  gain acceptance, wealth, and power through their 
  martial prowess alone – an area in which half-
  hobgoblins excel.  Also, half-hobgoblins are usually 
  more introspective than their outspoken half-orc 
  brethren, so most other races simply view half-
  hobgoblins as really ugly humans and treat them 
  accordingly.
  Alignment: Half-hobgoblins vary equally 
  between good and evil like most other races, though 
  those who stay with their hobgoblin kin lean more 
  toward evil.  While one would think their tempers 
  might lead them to chaos, the reverse is actually true. 
  Half-hobgoblins lean more toward law than chaos 
  because they are able to channel their rage into the 
  pursuit of martial prowess, and such dedication helps 
  them temper this tendency.  
  Half-Hobgoblin Lands: Half-hobgoblins have 
  no lands of their own. As a whole, most half-
  hobgoblins end up in some type of military service 
  wherever they are found.  If they remain with their 
  hobgoblin kin, they usually become chieftains or 
  war leaders.  If they live with their human kin, they 
  are almost always found in a military, mercenary, or 
  bodyguard position.
  Religion: Half-hobgoblins living in hobgoblin 
  society usually follow the religious doctrine of 
  whatever tribe they are with.  Half-hobgoblins living 
  in human areas usually worship a deity from the 
  Pantheon of Man.  Most of these are drawn to the 
  worship of Nier due to his martial portfolio.  
  Language: Half-hobgoblins raised by hobgoblins 
  most likely know the Golic language.  Those who are 
  raised in human lands learn Low Coryani, and the 
  language of their home nation. 
  Names: Half-hobgoblins usually follow the 
  naming conventions from wherever they were raised. 
  However, due to their focus on martial prowess, they 
  sometimes include great martial deeds or vanquished 
  foes within their names.  For example, Gherkuk might 
  become “Gherkuk giant slayer, bane of trolls,” or 
  “Gherkuk war leader of the Milghesh Tribe, conqueror 
  of the Coryani rabble.”
  Adventurers: Although there are exceptions, 
  usually the sole reason that half-hobgoblins adventure 
  is to test and perfect their martial prowess.
  Half-hobgoblin Racial Traits:
  Base Speed: Half-Hobgoblin base speed is 30 
  feet.
  Medium: As Medium creatures, half-hobgoblins 
  have no special bonuses or penalties due to their size.
  Automatic Languages: Low Coryani and native 
  nation. 
  Bonus Languages:  Golic. 
  Favored Class: Fighter. A multiclassed half-
  hobgoblin’s fighter class does not count when 
  determining whether he suffers an XP penalty for 
  multiclassing. 
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Mundane blood: Half-hobgoblins may not be 
  sorcerers. 
  Mixed blood: For all special abilities and effects, 
  half-Hobgoblins are considered both a hobgoblin and 
  a human.
  Darkvision: Due to their hobgoblin heritage, 
  half-hobgoblins can see in the dark up to 60 feet. 
  Darkvision is black and white only, but it is otherwise 
  like normal sight, and half-hobgoblins can function 
  just fine with no light at all. 
  Ability Score Modifications:  Due to their 
  hobgoblin heritage, half-hobgoblins gain the following 
  ability score modifications: +2 to Strength, -2 to 
  Wisdom, and -2 to Charisma. These adjustments are 
  applied after ability score generation. 
  RACES OF ARCANIS ▪ Half-Hobgoblin
  
  49
  Half-Orc 
  The squalor of Freeport pressed in around Tosk 
  Abebi-Dreher on all sides.  So dense was the crowd 
  that he constantly had to twist and turn to avoid 
  being trampled, despite his formidable size.  He was 
  searching for a particular tavern, where he was to 
  meet a man interested in giving him employment.
  Several times he felt his money pouch to make 
  certain it was still there.  Unfortunately, with each 
  reassurance of its presence, he was also reminded of 
  how little coin he actually possessed, and the fact that 
  he would need significantly more to cover the expenses 
  of marrying into the val’Abebi family.  A normal 
  marriage would have been bad enough on his purse, 
  but the combination of severe familial differences and 
  his having to overcome the bad racial stereotype of 
  his half-orc brethren proved more costly than he had 
  imagined. 
  Tosk was pulled from his musings by a commotion 
  up ahead.  He sighed in frustration as the crowd 
  slowed, and muttered to himself in the language of 
  Altheria.  He stood on his toes and peered over the 
  crowd, his impressive height allowing him to see a 
  gang of ruffians assaulting another man.  Tosk ground 
  his teeth as he noted the victim’s dark skin, along with 
  a flash of gray eyes.
  He bellowed, “Everyone, out of the way!” and 
  walked through the suddenly parting crowd who 
  regarded him fearfully.  The ruffians, too, had stopped 
  for the moment, regarding his impressive size.  One of 
  the ruffians raised a flintlock and pointed it at Tosk. 
  “I’d say ya’ve come just about far enough, orc-sy,” 
  he sneered.  “There’s good brew in the nearest tavern. 
  Go get yerself drunk and mind yer own business, 
  while ya still can.”
  Tosk rolled his eyes.  Perhaps his people, as a 
  whole, were not the brightest of creatures, but he did 
  not deserve this sort of treatment.  Fixing his gaze on 
  the ruffian, he began talking in a low menacing tone. 
  “I’ll speak slowly so you can understand,” he said, 
  boring into the pistolier with his hard brown eyes. 
  “You are hurting my countryman.  You will stop now.”
  “And who’s gonna make me?” the man sneered, 
  pulling back the hammer on his flintlock with a soft 
  click.
  Tosk sighed; talking was not his strong suit.  He 
  charged the ruffian, moving remarkably quickly for 
  one of his size.  There was a loud bang, and Tosk felt 
  the passage of the bullet blow just past his cheek, 
  and then his fist connected with the ruffian with a 
  loud snapping sound.  The ruffian fell back, dropping 
  his flintlock and clutching his obviously broken ribs. 
  “Anyone else want some?” Tosk asked pointedly, 
  glaring at the remaining ruffians.  Without a word, 
  the thugs quickly grabbed their partner and dragged 
  him off to safety.
  Tosk walked to the Altherian Val and extended a 
  hand, not so much helping as hauling the slight man 
  -- a priest, he realized -- to his feet.
  “Thank you, good sir,” the priest said.  “There 
  will surely be a reward for you once we reach the 
  Temple of Althares.”
  Tosk gave the priest a toothy grin.  “Now that is 
  what I needed to hear!”
  In the wilds of Onara, there are roving bands 
  of orcs that exist as small hunter/gatherer tribes, 
  bandits, raiders, or mercenaries.  Though it is rare for 
  an orc and a human to have relations, it does occur. 
  Normally these relationships are forced.  When not 
  forced, the cultural differences are so great that most 
  of these tragic affairs are doomed from the start. Thus, 
  many half-orcs are raised without one or both of their 
  parents.
  Personality: The half-Orc is not as stupid or 
  brutish as its orc progenitor, but still, the orcish 
  influence is obvious.  Most half-orcs tend to think 
  with their brawn instead of their brains, and thus they 
  tend to be hopeless in any social situation, unless of 
  course they are socializing with orcs, who have an 
  entirely different standard of acceptable behavior. 
  Although their minds have difficulty grasping complex 
  concepts, they can be canny and clever when focusing 
  on a specific goal, and many have made the tragic and 
  sometimes fatal mistake of underestimating them.
    
  Physical Description: Half-orcs tend to be a bit 
  heavier than humans, usually weighing between 180 
  and 250 pounds and on average they grow between 
  6 and 7 feet in height.  As with most races, females 
  will usually be shorter and weigh less.  Most half-
  orcs show their mixed lineage.  They may not have 
  the exaggerated features of an orc, but they still have 
  some obvious orc influence.  Some common signs of 
  this influence include tusks, discolored skin, lupine 
  ears, and a slightly simian cranial structure.   Half-
  orcs mature faster than humans and they age at a 
  much faster rate.  Typically, a half-orc reaches his 
  adult potential by the age of 14 and dies before his 
  80th year.
  Relations: Half-orcs suffer from the unfortunately 
  accurate stereotypes of being dimwitted social boors 
  or ill-mannered brutes.  Most other races look down on 
  them and some actively hate them for the predations 
  of their full-blooded orc cousins.  Still, few question 
  the abilities of a half-orc in a fight, and they are highly 
  prized as bodyguards and mercenaries.
  Half-Orc ▪ RACES OF ARCANIS
  
  50
  Alignment: Half-orcs understand the concepts 
  of good and evil as well as any other race, and like 
  all other races, half-orcs may fall into either category. 
  However, on the axis of law and chaos, they lean more 
  toward chaos due to their orcish influence.
  Half-Orc Lands: Half-orcs have no lands of 
  their own.  Some may grow up with their orc parent, 
  though their “human frailty” makes this practice fairly 
  rare.  Therefore, most half-orcs must travel to human 
  areas to find even marginal acceptance.  Half-orcs 
  may be found in abundance in some populated areas 
  where they are readily accepted due to their martial 
  prowess.  The free city of Freeport is a good example 
  of such a place. 
  Religion: Half-orcs living in orc society usually 
  follow the religious doctrine of whatever tribe they are 
  with.  Half-orcs living in human areas usually worship 
  a deity from the Pantheon of Man.  Some half-orcs are 
  extremely outspoken and overly zealous in their piety, 
  desperately trying to find acceptance through faith.
  Language: Half-orcs living in orc society learn 
  to speak the language of orcs known as Orcan.  Half-
  orcs living in human society will learn to speak the 
  common tongue of humans known as Low Coryani.
    
  Names: The Orcan language is harsh and guttural, 
  so half-orcs raised by orcs often have short, harsh-
  sounding names.  Half-orcs raised in human society 
  are named according to human naming conventions.
  Adventurers: Half-orcs generally adventure to 
  find acceptance in the world.  Almost everywhere 
  a half-orc goes, he is looked upon as inferior or 
  lacking.  The adventuring half-orc seeks to overcome 
  such things though heroic deed, force of arms, and 
  accumulated wealth.  With wealth comes power, and 
  with power, the half-orc may finally gain acceptance. 
  Half-Orc Racial Traits:
  Base Speed: Half-orc base speed is 30 feet. 
  Medium: As Medium creatures, half-orcs have 
  no special bonuses or penalties due to their size.
  Automatic Languages: Low Coryani and native 
  nation. 
  Bonus Languages: Orcan
  Favored Class: Barbarian. A multiclassed half-
  orc’s barbarian class does not count when determining 
  whether he suffers an XP penalty for multiclassing. 
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Mixed Blood: For all special abilities and effects, 
  a half-orc is considered both an orc and a human.
  Darkvision: Due to their orc heritage, half-orcs 
  can see in the dark up to 60 feet. Darkvision is black 
  and white only, but it is otherwise like normal sight, 
  and half-orcs can function just fine with no light at 
  all. 
  Ability Score Modifications:  Due to their orc 
  heritage, half-orcs gain the following ability score 
  modifications: +2 to Strength, -2 to Intelligence, and 
  -2 to Charisma.  These ability adjustments are applied 
  after ability score generation.
  Human 
  Through the tattered remains of what used to be 
  the Duchy of Sylvania, the legions marched.  Side by 
  side with the proud Coryani men in their glittering 
  lorica segmentata and their flashing gladii were 
  thousands upon thousands of auxillia -- support 
  troops, not legionnaires -- brought to bear for this 
  conflict.  Since they were tracking the armies of Nier 
  and the battle would be fierce, the legions needed all 
  the help they could muster.  Soon, the advancing army 
  could see the smoke rising from the once flourishing 
  town of Heliadaquae, for battle had been raging for 
  some time.
  In the midst of the auxillia, with the cavalry, was 
  a man whose very appearance seemed to separate him 
  from those around him.  Where most of the auxillia 
  had the fair skin and fine features of a Coryani, his 
  skin was tanned and yellow.  He had slanted eyes 
  and dark hair worn only in a stripe at the center of 
  his head hanging down to his back, the features of a 
  Hinterlander.
  Tsaong Pei seemed almost one with the horse 
  beneath him, a solid gray Altherian Stallion named 
  Peaks.  Peaks had done well, clearly outmaneuvering 
  the other horses of this auxillia cavalry.  Pei had 
  discovered that many of these so-called horsemen did 
  not even own the horses they rode.  He learned that 
  they were legionnaire horses loaned to the auxillia 
  for this campaign.  The thought almost turned his 
  stomach.  They were going out to fight one of the most 
  feared forces in all of Onara, and most of the Coryani 
  surrounding him were not even true men.
  He had not been spoken to much on the trip.  To 
  be fair, this was mostly the fault of the severed heads 
  proudly displayed on his saddlebags, proud Vanomir 
  warriors, all of whom he had killed honorably in 
  single combat.
  “Cavalry!” barked a Coryani voice.  “Form up 
  along that ridge!  Prepare to charge!  Pei Tsaong!” 
  Pei winced.  Why did Coryani insist on putting family 
  name last?  Such a dishonorable custom.  Again he 
  reminded himself that he was following the great 
  Nawal val’Tensen Menesis, not these people.  “You 
  will lead the second rank!”
  Pei’s teeth glittered in his tanned face, and he 
  spurred Peaks towards the ridge.  He saw the armies 
  below.  He watched amusedly as Duke val’Tensen 
  Adolphos made his fateful charge.  He held his breath 
  as Nawal val’Tensen Menesis rescued him.
  And then he saw the standard wave, the signal.
  With a shout in his own tongue, he spurred Peaks 
  onward, unleashing his spiked chain; his eyes flashing 
  as steam began flowing from his weapon, trailing 
  behind him. The ranks of Nierites swelled before him, 
  a multitude, an entire army.  He did not look behind 
  him to see if the rest of the cavalry was following.  He 
  did not care.
  The ranks of warriors swallowed him up, and 
  his chain flashed, and flashed again, heads rolling, 
  men dying.  He was in the midst of battle, surrounded 
  by humans from all sides, Erdukeens to be slain, 
  Milandisians defending their land, Cancerese fighting 
  the oppression of the Nierites, and the Coryani 
  destroying a scourge.  Fighting through the tangled 
  mass of humans from all nations, there was Tsaong 
  Pei, Windrider of the Vanomir, wearing a very large 
  smile.
  RACES OF ARCANIS ▪ Human
  
  51
  The humans came to Onara in ancient times, 
  supplanting the great Elorii Empire and quickly 
  proving themselves tenacious and adaptable.  With 
  the exceptions of the Elorii Nations, the Dwarven 
  Enclaves, and the Ssethregoran Empire, humans are 
  in the majority in every other known region of Onara. 
  Since the human population is so widespread, they 
  have a near infinite amount of variations in their 
  motivations and personalities. 
  Personality: Humans are one of the most 
  adaptable and tenacious races on Onara.  Since they 
  are shorter-lived than Elorii or dwarves, they tend 
  to attack each problem with a zeal often envied by 
  others.  Most humans have a capacity for living “in 
  the moment, for the moment,” because a moment may 
  be all they have.  But, the most dominant trait of all 
  human cultures is diversity.  While most races tend to 
  define themselves by commonalities, humans define 
  themselves by their differences.  There is no such 
  thing as a typical human.
    
  Physical Description: Most humans grow to a 
  height somewhere between 5 and 6 feet tall, though 
  there are extremes on either end. Their weight varies 
  from 140 to 220 pounds.   As with most races, females 
  will usually be shorter and weigh less.  Human 
  appearance is very diverse, from the dark-skinned 
  Altherians to the pale-skinned Kio, with countless 
  variations in between.  Certain races, like the Pengik, 
  Kio, and Undir, quite possibly have non-human 
  influences in their blood, leading to minor physical 
  differences such as the Undir’s slightly webbed digits. 
  Humans mature to adulthood by the age of 17 and 
  rarely reach 100 years of life.  Mixed-blood Kio are an 
  exception, as they are known to live more than double 
  the average human lifespan.
  Relations: By and large, humans do not have as 
  many difficulties with other races as they do with each 
  other.  Though most humans do not trust the rebel 
  ss’ressen clutches, the ss’ressen seem to be happy just 
  to be left alone.  While some dwarves actively seek to 
  protect humanity, others have taken a more militant 
  view, but they are too few to be truly troublesome.  
  Though Elorii have not forgotten the Gods’ War or the 
  human and Val treachery, the prophecies of Belisarda 
  have led most of them to at least tolerate humans. 
  Those Elorii who do not tolerate humans (the Malfelen) 
  are actively avoided by humans on pain of death.  So, 
  while the other major races commonly encountered 
  by humans are either peaceful or simply want to be 
  left alone, the humans seem to war continuously with 
  each other.  The three most powerful human nations, 
  the Coryani Empire, the Kingdom of Milandir, and 
  the Theocracy of Canceri are in a perpetual state of 
  tension with each other, tension which often explodes 
  into open warfare.
  Alignment: Humans gravitate toward no particular 
  behavior pattern.  Their motivations and behaviors are 
  as diverse as their appearance and culture.
  Human Lands: With few exceptions, humans 
  dominate most of the lands of Onara.  While the Val 
  normally rule over these lands, humans form the 
  majority of the population.  For the most part, human 
  lands tend to be fairly open to guests and mostly 
  tolerant of other races.  While uncommon, it is not 
  unheard of to find ss’ressen, dwarves, Elorii, dark-kin, 
  half-orcs, half-hobgoblins, and gnomes wandering 
  freely in human controlled areas.  
  Religion: Almost without exception, all human 
  nations pay at least lip service to the Pantheon of Man. 
  The Mother Church, operating out of Grand Coryan, 
  is seen as the focal point of this worship, although 
  the Theocracy of Canceri does not acknowledge 
  its leadership.  Instead, they worship a sect of the 
  Pantheon of Man that includes only three of the twelve 
  gods.  This church is known as the Church of the Dark 
  Triumvirate.  While scattered human cults exist, they 
  operate covertly to avoid attracting the attention of 
  the Inquisition of the Mother Church who relentlessly 
  hunt and kill these heretics whenever they are found. 
  Please refer to the Codex Arcanis for further details on 
  the 12 Gods and their worship.
  Language: Most humans speak Low Coryani in 
  addition to the language of their home nation.  Most of 
  these national dialects are derived from Low Coryani, 
  and the Coryani language itself seems to be derived 
  from Altharin (Ancient Imperial).
  Names: Human names are quite diverse.  Most 
  often, humans are named using a cultural, national, 
  or regional naming convention.  Usually names are 
  specific to a nation, such as Calcestus and Acastus for 
  the Coryani, or Osric and Gerhard for the Milandisians.  
  However, as with anything human, there is no such 
  thing as a normal naming convention.
  Adventurers: Humans are drawn to adventure 
  due to their short life spans and their zest to live their 
  life to the fullest in the shortest amount of time.  They 
  want to see, do, feel, and experience everything before 
  they die, and adventuring is the only career open to the 
  general population where all that is possible.
  Human Racial Traits:
  Base Speed: Human base speed is 30 feet. 
  Medium: As Medium creatures, humans have no 
  special bonuses or penalties due to their size.
  Automatic Language: Low Coryani and native 
  nation. 
  Bonus Languages: High Coryani, any human 
  nation.
  Favored Class: Any. When determining whether 
  a multiclassed human takes an experience point 
  penalty, his or her highest-level class does not count.
  Versatile: Humans gain 1 extra feat at 1st level. 
  Quick Study: Humans gain 4 extra skill points 
  at 1st level and 1 extra skill point at each additional 
  level. 
  Mundane Blood: Humans may not be sorcerers. 
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Human ▪ RACES OF ARCANIS
  
  52
  Ss’ressen
  The flames died suddenly as if blown out by a blast of icy 
  wind. Where a moment before the proud ss’ressen had stood, 
  now only a charred, oily mass of blackened, unrecognizable 
  flesh lay before the pristine altar. The assorted company, 
  priestesses and friends alike, stared in revulsion and horror 
  as the entire macabre spectacle crumbled into ashes, forever 
  destroyed. The Aged Matriarch Mother Ssvesh Mastyx looked 
  down upon the remains. That pile of greasy soot had once 
  been the strong and proud ss’ressen Ven val’Sosi, an oddity 
  among her people. One of the younger ss’ressen, the young 
  reptile known as Ven had ventured out into the realms of the 
  warm-bloods in an attempt to learn more about their ways 
  and to spread the word of the Holy Fire Dragon. Always 
  faithful, the young ss’ressen had beaten the odds of that 
  hostile realm and fallen in with a group of adventurers. Their 
  exploits spanned the known world, traveling from lofty peaks 
  to sun parched deserts, and even into the foul recesses of the 
  darkest dungeons. Still, Ven was an exemplary member of his 
  clutch, constantly proving his loyalty to the Matriarchy and 
  his God. Recent ventures had changed him though. Ven was 
  tainted with the essence of a god the humans called Beltine, 
  Guardian of Souls. Changed in body, now possessing the 
  gray eyes of the strange humans called Val, the ss’ressen now 
  known as Ven val’Sosi returned to the Sulfur Marsh to prove 
  his faith in the Fire Dragon, and attempt the breeding trials. 
  “His choice was made, and unworthy he was found; a 
  brave warrior has left us this day, may his soul find solace 
  in the white hot crucible of the Fire Dragon.” The High 
  Matriarch Mother turned away from the altar as she spoke. As 
  she turned a murmur ran through the assembled priestesses. 
  Spinning around, she watched the miracle unfold before her 
  aged eyes. The ashes had begun to stir, as if lifted by an unfelt 
  breeze. Faster and faster they swirled, then suddenly, with 
  a deafening roar, a column of crimson fire erupted from the 
  huge holy symbol encircling the altar. Through that mass of 
  whirling flames, a figure could be seen taking shape. With one 
  last gout of flame that scorched the ceiling far overhead, the 
  flames died, leaving a lone figure standing before them.  Ven 
  val’Sosi had returned.
  High Matriarch Mother Ssvesh Mastyx turned and led 
  the assembly from the temple. Then upon the front steps 
  she addressed the assembled masses of Black Talons. “My 
  children, blessed are we today, for our Great Lord has 
  given us a sign.”  Indicating for Ven to step forward, she 
  continued, “Our oldest legend has come to pass, for the one 
  who was destroyed and born again by our Lord’s holy fire 
  has appeared. Pyros Morellia has been born, and though his 
  loins shall a new generation of ss’ressen appear that will 
  lead our clutch to a new era!”
  Like wildfire the word spread, whispered from one 
  forked tongue to another. From seasoned veterans in the 
  barracks to hatchlings in the most remote communities, the 
  story grew. Whispers became rumors, rumors became shouts, 
  and a legend was born. Pyros Morellia had appeared, and a 
  new age had begun.
   
  Ss’ressen are a sub-race of Ssethregorans, often used 
  as slave masters or as elite shock troops by the serpentine 
  empire.  One of the mightiest tribes of ss’ressen, known as 
  the Black Talon Egg Clutch, rankled under the decadent evils 
  of the empire and fled their lands, settling in the swamps 
  of Milandir.   Since that time, the Black Talons have had a 
  splinter group of their own members migrate north to the 
  Spine of Nier near Lowach, where they still live today.  
  Personality: Black Talon and Ashen Hide Ss’ressen are 
  conscientious and honorable.  They are fiercely loyal to their 
  clutch, their chosen religion, and their friends.  These ss’ressen 
  take great satisfaction from personal achievements in battle 
  or single combat, and display their scars proudly. Though 
  the ss’ressen were originally bred for war, they have learned 
  to overcome their natural instincts and now strive for peace.  
  Overall, these ss’ressen are a very disciplined people who 
  have become the very antithesis of their original masters.  
  Physical Appearance: All ss’ressen appear as reptilian 
  humanoids covered in thick scales. Their faces are elongated, 
  akin to that of a lizard, with enlarged jaws and flaring 
  nostrils. Ss’ressen have no external ear, only a small round 
  hole above and behind their great cold eyes.  All ss’ressen 
  have tails and most sport some type of sagittal crest devoid 
  of webbing, which runs from the base of their skull along 
  their spine and out to the tip of their tail. Their hands and 
  feet are adorned with reinforced talons, able to rend and tear 
  through the thickest armor. These claws constantly grow, and 
  are slowly replaced if torn out. Thick scales cover their backs 
  and chest, giving way to small, finer scales on their abdomen 
  and along the underside of their tails.  The average ss’ressen 
  reaches sexual maturity at age 10, and lives just shy of 60 
  years.  Unlike most other races, the females of this species 
  are usually slightly larger than their male counterparts.
  Standing roughly 6 feet tall, a Black Talon is a sight 
  to behold.  They have sleek and muscular limbs covered 
  with mottled green and gray scales. Their actual claws are 
  pitch black, a trait which led to the naming of their clutch. A 
  Black Talon has a longer jaw than most other egg clutches, 
  terminating in a blunt snout. 
  Ashen Hide Ss’ressen stand between 6 and 7 feet tall, 
  and sport no cranial crest. Their scales have become thick 
  and knobby, almost perfectly round in form. An Ashen 
  Hide Ss’ressen gets its name from the uniformly gray color 
  its scales display, but they still retain their characteristic 
  black claws that made their predecessors famous. Ashen 
  Hide Ss’ressen are wider of shoulder than their Black Talon 
  relations, and their tails are markedly shorter. Still, they 
  retain the grace and dexterity of their relations and are a 
  terror upon the battlefield. 
  Relations: The Black Talon Ss’ressen only have serious 
  relations with the Kingdom of Milandir.  They have sworn an 
  oath of fealty to the val’Holryn Dukes of Tralia in Milandir 
  in exchange for the lands they have settled on, and have 
  never failed to answer that oath when called. Indeed, the 
  Milandisians have long grown out of their initial hostility 
  towards the ss’ressen and have come to rely on them as skilled 
  warriors, scouts, and allies. The Ashen Hide Ss’ressen have 
  a similar alliance with the val’Virdan of Lowach. However, 
  this loyalty does not yet extend to the entire Theocracy of 
  Canceri.  The Ashen Hide Ss’ressen have mixed with the 
  local Nierite population a good deal more than the Black 
  Talons have with the Milandisians, and lately, their cultures, 
  religions, and military tactics have begun to merge.  Most 
  other races and nations view ss’ressen with some suspicion, 
  and the Elorii and Altherians remain the most hostile.  
  Alignment: Ss’ressen society tends to be quite lawful, 
  a matriarchy organized with military-style discipline.  While 
  there may be exceptions, especially in the slightly less strict 
  Ashen Hide clutch, most ss’ressen in both clutches lean 
  towards law versus chaos.  Since the Black Talons broke 
  away from Ssethregore after developing a conscience, most 
  ss’ressen of these enlightened clutches lean toward good 
  over evil.  
  Ss’ressen Lands: The Black Talon Ss’ressen have a 
  hidden citadel deep within the Sulfur Marsh where the hot 
  springs help alleviate the cold Milandisian winters.  Some 
  Ss’ressen, mostly rangers, have traveled from the marsh 
  on patrol with Milandisian cantons, or to join Ven val’Sosi’ 
  new settlement for ss’ressen at the foot of the Corlathian 
  Mountains.  The Ashen Hide Ss’ressen dwell within a 
  volcano called Ash Spire in northern Canceri.  The ranks of 
  both clutches have swelled in the absence of constant warfare 
  and they are looking to expand their settlements.  
  RACES OF ARCANIS ▪ Ss'ressen
  
  53
  Religion: The Black Talons universally worship the 
  Fire Dragon.  The Mother Church claims that the Fire 
  Dragon is actually an aspect of Nier, but the Black Talons 
  refuse to believe this.  They are zealous in their enforcement 
  of the worship of the Fire Dragon within their clutch, and 
  hunt down any ss’ressen who worship any other being.  The 
  Ashen Hide, on the other hand, accept the explanation of the 
  Mother Church and worship Nier openly.  Only time will tell 
  what this religious schism does to these normally peaceful 
  clutches.  Although the Ss’ressen Frenzy trait correctly notes 
  that Ashen Hide and Black Talon Ss’ressen do not trigger 
  each other’s Frenzy ability, the two Egg Clutches are not on 
  friendly terms, as they each consider the other’s religious 
  practices to be heretical. They will not necessarily attack one 
  another on sight, however.
  Language: The ss’ressen tongue is a variation of the 
  Ssethric language and is simply referred to as “Ss’ressen”. 
  Many Black Talons have also learned Milandisian, while the 
  Ashen Hides have learned Cancerese to simplify relations 
  with their human allies.
  Names: Ss’ressen names tend to be sibilant, able 
  to be breathed or hissed.  Hard consonants are rarely 
  found in ss’ressen names.  Examples include Scaphiopus, 
  Al’mayliss, and Cres’spys.  Some ss’ressen names are 
  utterly unpronounceable by anyone unable to speak Ssethric 
  or Ss’ressen, so they are given nicknames by their human 
  allies or they use a version of their name translated into 
  the common human tongue.  Examples include Scalehide, 
  Shatterscale, and Forktongue.
  Adventurers: Most ss’ressen adventure at the behest of 
  their clutch.  Black Talon Ss’ressen may adventure to learn 
  more about their allies in Milandir, or to gain information 
  on other parts of the world for their clutch matrons.  Ashen 
  Hide Ss’ressen most often adventure as a crusade to spread 
  the teachings of Nier, or to assist their beleaguered allies in 
  Canceri.
  Common Ss’ressen Traits:
  Base Speed: Ss’ressen base speed is 30 feet.
  Medium: As Medium creatures, ss’ressen have no 
  special bonuses or penalties due to their size.
  Class Restrictions:  Due to the techniques used to 
  hatch the young, only female ss’ressen may become clerics 
  and priests, while only male ss’ressen may become sorcerers 
  or wizards.
  Cold Susceptibility: All ss’ressen suffer a –4 penalty 
  to Dexterity, attacks, and damage rolls when in temperatures 
  below 40˚ F.  If the ss’ressen is using feats such as Weapon 
  Finesse, to make attacks, these penalties stack (-2 from 
  Dexterity loss and -4 to the attack, for a total penalty of -6). 
  A successful Will save (DC 15) reduces the penalty to –2. 
  A Ss’ressen’s racial susceptibility to cold can be negated 
  through natural means (such as by wearing a cold weather 
  outfit from the core rules) or through magical means (such 
  the endure elements spell or a ring of warmth).
  Low-light Vision: Ss’ressen can see twice as far as 
  a human in starlight, moonlight, torchlight, and similar 
  conditions of poor illumination. They retain the ability to 
  distinguish color and details under these conditions.
  National Skill: Each region receives a bonus skill that 
  becomes a class skill for anyone from that region.  Refer to 
  Table 4-8: Regional Skills for details.
  Natural Weapons: Ss’ressen have sharp claws for 
  natural weapons. Unarmed ss’ressen can attack with two 
  claws dealing (1d4+Str) points of damage for each claw that 
  hits. Ss’ressen using one-handed melee weapons can attack 
  with a claw as an off-handed attack that is considered a light 
  weapon. As natural weapons, these off-handed attacks draw 
  no attacks of opportunity. Ss’ressen monks learn to fight 
  with their entire body.  They learn to utilize their claws, 
  feet, elbows, hands, and sometimes their tails. This style is 
  difficult to master. Therefore, ss’ressen monks do not gain an 
  extra attack for using natural weapons, meaning they cannot 
  combine an off-hand natural weapon strike with any of the 
  monk’s unarmed attack options.  However, ss’ressen monks 
  can choose to deal Slashing, Piercing, or Bludgeoning 
  damage with their unarmed strikes.   
  Ss’ressen Frenzy: Special breeding and magical 
  manipulation by their Ssethregoran Ssanu masters have 
  created a natural animosity and aggressiveness inherent in 
  all ss’ressen egg clutches.  The very scent of a rival ss’ressen 
  egg clutch may drive them into a rage known as Ss’ressen 
  Frenzy.  Whenever ss’ressen of different egg clutches are 
  within 30 feet of each other, the scent of the rival clutch 
  ss’ressen will drive them into the frenzy unless a Will save 
  (DC 13) is made.  If the save is made, the ss’ressen may act 
  normally.  If the save is failed, the ss’ressen is driven into the 
  frenzy and must attack the nearest rival ss’ressen in melee 
  combat until there are no rival ss’ressen within 30 feet.  
  While in this frenzied state, the ss’ressen gains a +2 morale 
  bonus to attack rolls, damage rolls, and Will saves, but 
  suffers a -2 penalty to armor class and all skill checks.  Rival 
  groups of ss’ressen may be controlled by a Ssanu or other 
  powerful leader.  If a group of ss’ressen is being lead by a 
  Ssanu or another powerful leader, they do not need to make 
  this frenzy check, as their fear of their masters overrides any 
  other thoughts in their minds.  This check should only be 
  made once per combat. For the purposes of Ss’ressen Frenzy, 
  the Black Talon, Ashen Hide, and Ghost Scale Ss’ressen are 
  all considered be part of the same egg clutch.
  Black Talon Egg Clutch “Thulluss”
  Ability Score Modifications:  Due to the legacy of 
  their culture, Black Talon Ss’ressen gain the following 
  ability score modifications:  +2 to Dexterity, and -2 to 
  Intelligence. These ability adjustments are applied after 
  ability score generation.
  Agile: Due to the balance and support provided by their 
  tail, Black Talon Ss’ressen gain a +2 racial bonus to Balance, 
  Jump, and Swim skill checks. 
  Automatic Languages: Ss’ressen and Milandisian. 
  Bonus Languages: Ssethric, Low Coryani, and 
  Cancerese. 
   Favored Class: Ranger. A multiclassed Black Talon 
  Ss’ressen’s ranger class does not count when determining if 
  he suffers an XP penalty for multiclassing.
  Natural Armor: Black Talon Ss’ressen gain a +2 
  natural armor bonus due to their thick, scaly hide.
  Ashen Hide Egg Clutch “Terdiss”
  Ability Score Modifications:  Ashen Hide Ss’ressen 
  retain their quickness and agility from their Black Talon 
  ancestors, but the fiery temper of Nier has pervaded their 
  blood, and they show less restraint than their originators. 
  Due to the legacy of their culture, Ashen Hide Ss’ressen gain 
  the following ability score modifications:  +2 to Dexterity, 
  -2 to Wisdom, and -2 to Charisma. These ability adjustments 
  are applied after ability score generation.
  Automatic Languages: Ss’ressen and Cancerese. 
  Bonus Languages: Ssethric, Low Coryani, and 
  Milandisian. 
  Bonus Feat: All Ashen Hide Ss’ressen are born with 
  incredibly thick skin.  Therefore they gain the Dragon’s 
  Hide feat.
  Favored Class: Barbarian. A multiclassed Ashen Hide 
  Ss’ressen’s barbarian class does not count when determining 
  if he suffers an XP penalty for multiclassing.
  Natural Armor: Ashen Hide Ss’ressen gain a +3 
  natural armor bonus due to their thick scaly hides. This 
  bonus already includes the +1 bonus due to the Dragon’s 
  Hide feat.
  Ss'ressen ▪ RACES OF ARCANIS
  
  54
  Val
  The cold wind of the Pale Sea filled the sails of 
  the Milandisian merchantman, now two days out from 
  Freeport and heading for the safety of Naeraanth.  At 
  the prow of the ship, the wind whipping their hair, stood 
  two figures.  The first, a tall, hawk-faced Coryani, his 
  arms bared despite the chill to proudly display his 
  legionnaire’s insignia, held a protective hand on the 
  shoulder of the second, a young Milandisian boy with 
  dark, handsome features.  The two stared past the 
  rolling waves with their matching gray eyes, silent for 
  a long while before the boy spoke.
  “Hannz?”
  Hurrious val’Tensen did not turn his head, but 
  answered back to the young child, “Yes?”
  “Why have you been trying so hard to teach me of 
  the Gods, and of the world?”
  Hurrious smiled, bright teeth flashing pure white.  
  “Because, it is your duty to serve the Gods, and protect 
  humanity.”
  “Won’t they teach me all of this in Milandir?” 
  The boy’s gray eyes looked up, searching, at the 
  legionnaire who had saved his life.
  “I’m sure they will.”  Hurrious was silent for a 
  moment, then he turned and looked at the boy.  “But 
  it’s important you understand.  A long time ago the 
  Gods came to us with a gift.  They gave the human 
  families of their most faithful followers a piece of their 
  power, and made them Val.  But no power is free.  You 
  need to remember that.”
  Hurrious’ weary gray eyes were piercing, fixing 
  the boy with his gaze.  “Always remember that our 
  power comes with a price.”  Hannz reflected for a 
  moment, then continued.  “Sometimes that price is 
  very high indeed.  But, in return for their gifts, the 
  Gods tasked us, the Val, with protecting humanity 
  and guiding them.  We are to be their shepherds and 
  protectors.”
  “But what if the humans don’t do what we say?”
  The Coryani shook his head sadly.  “No, no.  Some 
  Val try to hold themselves up as kings, to be served. 
  Some of them are good, and should be followed.  But 
  we were not meant to rule.  We were meant to serve, to 
  help, to guide.”
  The boy was silent for a moment, considering. 
  “Hannz, when you saved me, did you know I was a 
  Val?”
  Hurrious grinned.  “I did once we got you to open 
  your eyes again.”
  “But before that?”
  “How could I?  You were just a little bump on a 
  rock.”  Hurrious playfully mussed the boy’s hair.
  “Would it have mattered?”
  Hurrious shook his head, his levity vanishing. 
  “We are here to protect humanity... Val, humans, 
  gnomes, dark-kin, Elorii, anyone.  The Gods gave us 
  these powers for a reason.”
  The boy nodded sagely, and then turned his eyes 
  back out to the sea.  “Do all Val think that way?”
  Hurrious was quiet for a bit, lost in memories of 
  another child he had tried, and failed, to help.  Again 
  he was surprised at this boy’s rapidly increasing grasp 
  of human nature.  Almost too quiet to hear, thankful for 
  the spray of the sea on his face, he said, “No.  We are 
  not perfect.  Everyone makes mistakes.”
  “So, some Val don’t do what they are supposed to? 
  They use their power without a reason?”
  Hurrious’ eyes searched the sea, trying hard to 
  forget the faces of those he had failed.  “Yes, some fail 
  even when trying to do what is right.  And some use 
  their power for the wrong reasons, seeking to control 
  others.  You must always be careful of your motives.  If 
  your motives are not pure, your actions will be tainted 
  as well.  Even if you fail, you must always try to do 
  what is right.”  His voice trailed off as he finished, lost 
  again in his own thoughts.
  After a few moments of reflection, the boy nodded. 
  “I want to do things for the right reasons.”
  Thinking quietly to himself, “As do I.”  Hurrious 
  val’Tensen’s hand once again found the boy’s shoulder 
  in a grasp of comrades.  “I’m sure you will.”
  Sometime after the God’s War, the Gods, in their 
  wisdom, sent their Valinor to infuse their essence into 
  their most faithful human families, thus founding a 
  race of beings touched by divine essence, the Val. 
  With powers from the Gods that breed true through the 
  generations, the Val are tasked with the leadership and 
  protection of humanity.
  Personality: At their base, Val are as adaptable 
  and diverse as humans.  However, their unique place 
  in society means most Val tend to be aristocratic in 
  bearing, often expecting positions of leadership or 
  respect due to their heritage more than their merit.  
  This is not to say Val are incompetent.  On the 
  contrary, a lifetime of training to fulfill their destiny 
  makes most Val quite capable leaders, though vanity 
  remains an issue.  Among adventurers, however, 
  there is a growing number of Val who reject the noble 
  aspirations of their cousins, calling for a return to 
  their original purpose, that of nurturing and protecting 
  humanity rather than ruling it.  While these Val are just 
  as likely to seek positions of leadership, it is out of a 
  sincere desire to serve humanity rather than the belief 
  that they deserve such titles.
  Physical Description: Val look very much like 
  normal humans.  Adult male Val range from 5 to just 
  over 6 feet in height.  They usually weigh between 
  170 and 230 pounds.  As with most races, females 
  will usually be shorter and weigh less.  Val hair color 
  and other minor characteristics vary depending upon 
  which bloodline they are from (please refer to the 
  Codex Arcanis for details on Val family traits).  The 
  only sure way to tell a Val from a human is the color 
  of their eyes, which are steely, piercing, and a shade of 
  gray so pure it is almost silver.  When a Val becomes 
  psionically awakened, the color of their iris drains 
  away and all that remains is a dark pupil surrounded by 
  a white orb.   A Val typically reaches maturity by age 
  16, and they generally live between 80 and 100 years.   
  Relations: Most Val enjoy a certain air of nobility 
  among the common populace.  As a result, most Val 
  have a tendency to be very diplomatic, and as such, 
  mix well with most races on Onara.  While most have 
  no more love of dark-kin and gnomes than the rest of 
  humanity, those who feel the need to return to their 
  original purpose will normally go out of their way to 
  uplift such beleaguered spirits.  Elorii, in general, do 
  not care for Val, as they are the direct descendants of 
  the despised human Gods.  This dislike, however, is 
  not widely returned, at least not publicly.
  RACES OF ARCANIS ▪ Val
  
  55
  Alignment: Val tend to fall into one of two 
  groups.  The majority of them tend to be lawful, and 
  indeed, whenever possible, they tend to be the ones 
  making the laws.  Those who seek a return to the Gods’ 
  original purpose tend to be chaotic good, spurning the 
  laws of their noble brethren to do whatever they must 
  to fulfill their divine mandate.
  Val Lands: Val dwell wherever there are humans, 
  most often as the ruling class.  However, certain 
  regions, such as Altheria, the Hinterlands, and 
  Freeport, do not have an abundance of Val within 
  their leadership.
  Religion: Val hold most of the prominent religious 
  leadership positions.  Their very nature marks them as 
  chosen by the Gods, so this isn’t too surprising.  The 
  divine power flowing in their veins means that few 
  Val ever abandon worship of the Pantheon of Man, as 
  they, above any other race, are spiritually connected 
  to their patron deities.  Though Val of all families can 
  be found in each church, they usually worship the 
  god whose Valinor founded their line.  Thus, most 
  val’Assanté priests are found in the Church of Illiir, 
  most val’Tensen priests in the Church of Hurrian, and 
  so forth.
  Language: Nearly all Val speak High Coryani in 
  addition to Low Coryani (the common tongue).  High 
  Coryani is the language of the church, and nobility, 
  so with very few exceptions, Val are taught this 
  language as children.  Otherwise, Val speak a variety 
  of languages, depending on their national origin. 
  Names: Val given names vary by nation, just like 
  their human counterparts.  Their surnames, however, 
  always mark their Val lineage.  The Val surname has 
  two parts.  The first, part is the val’ prefix which 
  denotes their divine lineage.  The second part is their 
  original family name, such as Assanté, Dellenov, or 
  Mordane.  When combined, they produce the Val 
  family names, such as val’Assanté, val’Dellenov, etc.  
  Non-Val who marry into or who are adopted into these 
  families take the family name without the val’ prefix 
  and place it before their former family name.  Thus, 
  if Cassius val’Assanté married Helena Maricus, her 
  name would become Helena Assanté-Maricus.
  Adventurers: Val adventure for many reasons. 
  For some, it as a means to gain more political 
  power, wealth, knowledge, prestige, or honor.  Some 
  adventure to live a little before settling down to an 
  appointed political position.  But a few adventure 
  because they feel it is the only way to fulfill the Gods’ 
  original purpose for them, protecting mankind.  
  Val Racial Traits:
  Base Speed: Val base speed is 30 feet.
  Medium: As Medium creatures, Val have no 
  special bonuses or penalties due to their size. 
  Automatic Languages:  Native nation, High 
  Coryani and Low Coryani. 
  Bonus Languages: Altherian, Kio, Milandisian.
  Favored Class: Psion or Psychic Warrior (choose 
  one). A multiclassed Val’s favored psionic class does 
  not count when determining whether he suffers an XP 
  penalty for multiclassing.  In addition to these favored 
  classes, each bloodline has an additional favored 
  class.  See Table 2-1 Val Family Favored Classes for 
  details.
  National Skill: Each region receives a bonus skill 
  that becomes a class skill for anyone from that region. 
  Refer to Table 4-8: Regional Skills for details.
  Obligations of Rank: The Val bloodlines were 
  created by the Gods with the express purpose of 
  having these “super humans” lead humanity into 
  a Golden Age. Val are expected to take on quests 
  because it’s the right thing to do, not for monetary 
  gain. The protection of humanity is a matter of honor 
  and duty, although the assisted party may give a 
  “token” of their appreciation. 
  Flintlocks: As the chosen of the Gods, Val may 
  legally possess Altherian flintlocks. Val who possess 
  the Gentry feat gain Weapon Familiarity (Flintlocks). 
  Naturally Psionic: Val gain a number of bonus 
  power points eqaual to their bloodrank.  These bonus 
  PP cannot be accessed (and effectively do not exist 
  for any purpose) until the Val is psionically awakened. 
  There are only three ways for a Val to become 
  awakened: taking at least one level in a psionic 
  base class that grants a manifester level, gaining a 
  Val bloodline power that represents a psi-like (Ps) 
  ability, or gaining the Wild Talent feat. (Note that in 
  the LIVING ARCANIS campaign, the Wild Talent feat 
  is restricted and cannot be taken without campaign 
  documentation, and that none of the Val bloodline 
  powers in the Player’s Guide are psi-like.)  A Val 
  that has not been awakened does not have a power 
  point reserve, is not considered a psionic creature, 
  and cannot access the “bonus” PP granted by the 
  racial ability. A non-awakened Val cannot take feats 
  with the [Psionic] subtype and is not able to spend 
  power points for any purpose (such as activating deep 
  crystal weapons).  Val are a small percentage of the 
  total population of the Known Lands, and psionically-
  awakened Val are a small percentage of the population 
  of Val.
  Rank and Station: When dealing with 
  commoners, Val gain a +2 circumstance bonus to all 
  Diplomacy checks. When dealing with other Val, this 
  bonus (or penalty) is equal to the difference in the Val’s 
  blood rank.  For example, if Lord val’Assanté with a 
  bloodrank of 6 were using Diplomacy against Lord 
  val’Tensen with a bloodrank of 9, Lord val’Assanté 
  would receive a -3 penalty to his skill check.
  Presence of the Gods:  Val are the only playable 
  race that may take levels in the psion or psychic 
  warrior class.
  Bloodlines: Coursing through the veins of all 
  Val is the blood of Valinor, celestial servants of the 
  Gods. Each family so blessed holds a small portion 
  of that God’s power. This legacy is, in turn, passed 
  down through the generations. Val are never of mixed 
  blood; they are either of one bloodline or another. 
  If Val of differing bloodlines were to have children, 
  their offspring would favor the legacy of only one 
  of their Valinor ancestors. For example, a Val may 
  be born to a mixed marriage between a val’Borda 
  father and a val’Mehan mother.  However, even 
  though the offspring would take the father’s name, 
  it is still possible to carry the val’Mehan powers and 
  appearance.  With any other genetically compatible 
  race, a Val will always give birth to another Val.  
  Val ▪ RACES OF ARCANIS
  
  56
  Minor and Major Bloodlines: Within the Val 
  families, there are minor and major bloodlines.  For 
  reasons unknown, some bloodlines are clearly more 
  powerful than others. Minor bloodlines only possess 
  1st, 2nd, and 3rd level bloodline powers, while major 
  bloodlines possess powers up to 4th level. Some 
  philosophers believe the 12 major bloodlines were 
  created by the direct intervention of the gods, while 
  the others may just be the aftereffects of divine curses 
  or blessings. The recent discovery of another major 
  bloodline (the val’Emman) has led most scholars to 
  begin rethinking this theory.
  • 
  Blood Rank: Val gain a number of bloodline 
  powers equal to the Val’s blood rank. Bloodline powers 
  that are spell-like abilities are cast as a sorcerer equal 
  to the Val’s level. 
  • 
  Strength of Blood: When creating a 
  character, roll a d20 and compare the result to the 
  chart below to determine a Val’s beginning blood 
  rank. Some Val come into the legacy of their blood 
  more swiftly than others. 
  Roll (d20)
  Blood Rank
  1-17
  1
  18-19
  2
  20
  3
   
  Advancing in Blood Rank: Val may advance 
  their bloodline powers. Upon receiving an ability score 
  increase, the Val may choose to spend the point to raise 
  their blood rank by one instead of an ability score. The 
  Val then gains an additional bloodline power. At least 
  two bloodline powers per given level must be selected 
  before a Val may choose a higher-level power.
  • 
  If you are using a point-buy system to generate 
  ability scores, such as in Living Arcanis, a good 
  optional rule is to replace the random generation of a 
  Val’s starting blood rank (page 49) with a fixed cost in 
  ability points. In such a system, assuming you are using 
  the 32-point “heroic campaign” option, blood rank 1 
  would cost 0 points (all Val are at least blood rank 1), 
  blood rank 2 would cost 8 ability points, and blood 
  rank 3 would cost 12 points. A starting Val character 
  should never have a blood rank greater than 3.
  Table 2-1:  Val Family Favored Classes
  Bloodline
  Favored Class
  Major Bloodlines
  val’Abebi
  Bard, Expert
  val’Assanté
  Patrician
  val’Borda
  Rogue
  val’Dellenov
  Druid (Males only), Ranger (standard, Females only)
  val’Emman
  Fighter
  val’Holryn
  Per chosen bloodline
  val’Inares
  Ranger
  val’Ishi
  Cleric
  val’Mehan
  Wizard
  val’Mordane
  Wizard
  val’Ossan
  Ranger
  val’Sheem
  Bard
  val’Tensen
  Fighter
  val’Virdan
  Barbarian
  Minor Bloodlines
  val’Baucisz
  Rogue
  val’Haupt
  Ranger
  val’Sunga
  Cleric 
  val’Sosi
  Fighter
  val’Trisin
  Bard
  RACES OF ARCANIS ▪ Val
  
  57
  Most of the core classes detailed in Chapter 3 of 
  Core Rulebook I remain unchanged within the world 
  of Arcanis. However, due to the unique nature of 
  the setting, some core class alterations are necessary 
  to make them meld into the setting properly. Any 
  deviation from a core class listed in Core Rulebook 
  I will be detailed in the following text. If a particular 
  class feature, special ability, or other option is not 
  specifically called out in this chapter, then it should 
  be assumed to be unchanged from what is presented 
  in Core Rulebook I.
  Barbarian
  Barbarians are found throughout many of the 
  uncivilized lands of Arcanis. Their appearance and 
  beliefs are as varied as their cultures, but not all 
  barbarians are found out in the savage wastes. Some 
  are simply common folk with really bad tempers, 
  and they can be found anywhere! Since barbarians 
  of Arcanis can be found as easily in a city as in the 
  wilderness, they must be slightly modified.
  Illiteracy: Unlike the barbarian listed in Core 
  Rulebook I, in Arcanis, a barbarian’s literacy is 
  determined by his place of origin, not his class. 
  Therefore, when determining if a barbarian is literate 
  or not, please refer to the following table.
  Table 3-1: Barbarian Literacy Table
  Origin
  Literate?
  Beyond the Wall 
  (Any)
  No
  Blessed Lands
  No
  Coryani Empire
  Yes
  Dwarven Enclave 
  (Any)
  Yes
  Elorii Nations (Any)
  Yes
  Hinterlands
  No
  Khitani Empire
  Yes
  Kingdom of Milandir
  Yes if non-ss’ressen
  League of Princes
  Yes if kio
  Magocracy of 
  Ymandragore
  No
  Pirate Isles
  No
  Republic of Altheria
  Yes
  Ssethregoran Empire
  No
  Theocracy of Canceri
  No
  Bard
  The traveling minstrel is a staple of the various 
  cities and towns of Arcanis. However, bards in Arcanis 
  frequently become involved in information brokering 
  and political intrigue.  Typically they lead much more 
  dangerous lives than their traditional cousins found in 
  Core Rulebook I.
  Additional Class Skills: Bards of Arcanis gain 
  Research as a class skill. 
  Hunted: The Sorcerer King of Ymandragore 
  hunts all arcane casters, including bards. Displaying 
  one’s arcane magical skills openly or in a public 
  setting is a sure way to end one’s career early.
  Cleric
  Wherever you find a group of people, you will 
  likely find a cleric there trying to convert them to his 
  deity. Since the Gods of Arcanis are so different from 
  those of other settings, the clerics of Arcanis must 
  also deviate rather significantly from the typical cleric 
  listed in Core Rulebook I. Some of the differences are 
  uniform for all clerics, while others are deity-specific 
  changes. All changes from the core rules are listed 
  below.
  Barbarian ▪ CORE CLASSES IN ARCANIS
  Chapter Three
  Core Classes in Arcanis
  
  58
  Common Changes
  Aura of Faith (Ex): All clerics possess a strong 
  aura corresponding to their alignment (see the detect 
  evil spell for details). Some philosophers believe that 
  this aura is a representation of the Gods’ blessings. 
  Others believe the aura is simply a representation of a 
  very old or devout soul. 
  Bonus Language: Since most formal church 
  services are still held in the ancient Tongue of Man, 
  all clerics who worship any god from the Pantheon 
  of Man gain Ancient Altharin (Ancient Imperial) as 
  an automatic language, and may select Celestial or 
  Infernal as bonus languages. 
  Channeling (Su): Channeling refers to the ability 
  of clerics and some other divine classes to harness 
  divine energy in a manner that a cleric would normally 
  use to turn or rebuke undead. (see Core Rulebook I). In 
  addition to turning undead, this ability may be used in 
  conjunction with other feats or class abilities as described 
  in their respective entries. Typically, channeling is 
  treated as a standard action, although specific abilities 
  may allow it as a free action or as a full-round action. 
  Channeling itself is a supernatural ability. Channeling 
  only provokes an attack of opportunity if linked to a 
  spell-like (Sp) ability. Channeling is not necessarily 
  considered an attack, and it is only necessary for the 
  cleric to have his holy symbol if the channeling attempt 
  affects others.  Channeling is a mechanic introduced by 
  the Player’s Guide to represent the focusing of divine 
  energies to create various effects. 
  One effect that can be created via channeling is 
  the standard turn/rebuke undead ability from Core 
  Rulebook I. When a class gains the ability to turn or 
  rebuke undead, what the class really gains is a number 
  of daily channeling attempts that can only be used for 
  the purpose of turning or rebuking undead. (The same 
  thing applies to classes that gain the ability to turn or 
  rebuke other types of creatures, such as Infernals.) 
  Just as with turning attempts, channeling attempts 
  used to turn or rebuke specific types of creatures may 
  not be mixed and matched.
   
  Certain classes (such as holy champion) 
  gain channeling attempts that may be used to power 
  a variety of special abilities. There is also a class 
  of feats (called Channeling feats) that are powered 
  by channeling attempts. Unless a class description 
  specifically states otherwise, channeling attempts that 
  are gained for the purpose of activating class features 
  may not be used for turning or rebuking undead (or 
  any other type of creature).
   
  The feat Extra Turning from Core Rulebook 
  I grants a character four (4) additional channeling 
  attempts per day, but those attempts may only be used for 
  the purpose of turning/rebuking undead. Alternatively, 
  characters that have the ability to turn or rebuke 
  creatures of a different type may take the Extra Turning 
  feat to gain four (4) additional channeling attempts that 
  may only be used to rebuke creatures of that type. If a 
  character has multiple types of turning / rebuking, then 
  the type to which the feat will apply must be specified 
  when the feat is chosen. Extra Turning may not be 
  used to gain “generic” channeling attempts or to power 
  class features and other abilities that use the channeling 
  mechanics, other than turning and rebuking.
   
  Creatures that gain Turn Resistance (such as 
  many undead) apply that resistance against channeling 
  attempts specifically made to turn or rebuke them, but 
  not against channeling attempts that are used to affect 
  them in other ways.
  Channeling Check: To channel, a cleric must 
  first make a channeling check to see how powerful a 
  creature he can affect. This is a Charisma check (1d20 
  + the cleric’s Charisma modifier + any relevant feats 
  or abilities). Table 3-2: Channeling Check Results 
  details the Hit Dice of the most powerful creature the 
  cleric may affect, relative to his effective channeling 
  level. On any given channeling attempt, the cleric 
  may not affect any creature (including himself) whose 
  Hit Dice exceed the result of his channeling check. 
  Unless stated otherwise in a specific class’s entry, 
  a character channels at an effective level equal to 
  the strength of his Aura of Faith. The target number 
  to affect a particular creature is generally equal to 
  that creature’s Hit Dice, unless the target has special 
  resistances. For example, some creatures might have 
  Channeling Resistance, just as some undead have 
  Turn Resistance. 
  To use this ability, a cleric does not need line 
  of sight to a target, but he does need line of effect. 
  Typically, the description of the feat or ability used in 
  conjunction with the channeling ability will provide 
  more specific details on targeting and the duration of 
  the result. 
  Table 3-2: Channeling Check Results
  Check Result
  Most Powerful Creature Affected 
  (Maximum Hit Dice)
  0 or lower
  Channeler’s level – 4
  1–3
  Channeler’s level – 3
  4–6
  Channeler’s level – 2
  7–9
  Channeler’s level – 1
  10–12
  Channeler’s level
  13–15
  Channeler’s level + 1
  16–18
  Channeler’s level + 2
  19–21
  Channeler’s level + 3
  22 or higher
  Channeler’s level + 4
   
  Channeling Damage: If the cleric’s channeling 
  check result is high enough to affect his target’s 
  Hit Dice, he then rolls channeling damage to see 
  how many Hit Dice of creatures he actually affects. 
  Channeling damage is equal to 2d6 + the cleric’s 
  effective channeling level + the cleric’s Charisma 
  modifier. The feat or class ability used in conjunction 
  with the channeling attempt will describe how this 
  damage is to be applied. 
  Deities: Unlike other worlds, the gods of Arcanis 
  have no alignment. A cleric may be of any alignment 
  and worship any god. All clerics in Arcanis must be 
  devoted to a single deity. If a cleric is a member of 
  a church that venerates more than one deity, such as 
  the Mother Church of Coryan or the Church of the 
  Dark Triumvirate, then the cleric must still choose 
  CORE CLASSES IN ARCANIS ▪ Cleric
  
  59
  a single deity to worship, although the cleric may 
  continue to honor the other deities represented within 
  the collective. 
  Domains and Domain Spells: A cleric chooses 
  two domains from the portfolio of his chosen deity. A 
  cleric may not select any alignment domain (Chaos, 
  Evil, Good, or Law) as these domains do not exist 
  in Arcanis. The Holy domain replaces these domains 
  collectively.
  Chaotic, Evil, Good, and Lawful Spells: Clerics 
  in Arcanis must follow all normal rules regarding 
  casting opposed-alignment spells, with the exception 
  of domain spells. A cleric may cast any spell granted 
  by one of his domains regardless of normal alignment 
  restrictions. 
  Deity-Specific Changes
  Althares
  Armor and Weapon Proficiencies: Clerics of 
  Althares gain Exotic Weapon Proficiency (flintlock 
  pistols) for free at first level.
  Domains: Artificer, Commerce, Divination, 
  Holy, and Knowledge.
  Favored Weapons: Warhammer 
  (Forge-shaper) and flintlock pistol 
  (Althares’ Word).
  Right to Carry: Clerics of 
  Althares my carry Flintlocks as if 
  they were Val or gentry.
  Knowledge of the Ages (Ex): At 
  5th level, clerics of Althares gain the bardic 
  knowledge ability (see Core Rulebook I). The cleric 
  may use this ability as if he were a bard equal to one-
  half his cleric level (rounded down). If the character 
  has other classes that grant the bardic knowledge 
  ability, such as a multiclassed cleric/bard, then one-
  half his cleric level stacks with his levels of whichever 
  other classes grant him the bardic knowledge ability 
  for purposes of making bardic knowledge checks.
  Turn Undead: Clerics of Althares have an 
  effective level for turning undead that is three levels 
  lower than their cleric level.
  Anshar
  Armor and Weapon Proficiencies: Clerics of 
  Anshar lose the core cleric’s proficiency with heavy 
  armor. They gain Improved Unarmed Strike as a 
  replacement feat.
  Bonus Feats: At 3rd level, clerics 
  of Anshar gain Endurance as a 
  bonus feat. At 9th level, they 
  receive Diehard as bonus feat.
  Domains: Healing, Holy, 
  Pain, Strength, Suffering, and 
  Travel.
  Favored Weapon: Unarmed 
  Strike (Touch of Anshar).
  Tenets of Faith: Clerics of Anshar are 
  restricted from wearing heavy armor. When 
  wearing heavy armor, a cleric of Anshar may not 
  cast any spells or use any clerical abilities.
  Turn Undead: Clerics of Anshar have an 
  effective level for turning undead that is one level 
  lower than their cleric level.
  Diety Specific Changes ▪ CORE CLASSES IN ARCANIS
  Table: Deity-Speciﬁc Turning Modiﬁers
  Deity
  Effective Level vs. Undead
  Althares
  Cleric’s level – 3
  Anshar
  Cleric’s level – 1
  Belisarda
  Cleric’s level – 1
  Beltine
  Cleric’s level + 2 (incorporeal undead) or Cleric’s level – 2 (corporeal undead)
  Cadic
  Cleric’s level – 3, except for undead with the Shadow subtype, which are Cleric’s level
  Hurrian
  Cleric’s level – 2
  Illiir
  Cleric’s level – 1, except for undead vulnerable to sunlight, which are Cleric’s level + 1 and +1d6 bonus turning 
  damage
  Fire Dragon
  Cleric’s level – 3
  Larissa
  Cleric’s level – 3
  Neroth
  Cleric’s level – 2 (incorporeal undead) or Cleric’s level + 2 (corporeal undead)
  Nier
  Cleric’s level, but any result that does not destroy the undead creature outright means that the attempt has no effect 
  at all. Clerics of Nier never rebuke or command undead, regardless of their alignment.
  Saluwé
  Cleric’s level – 1
  Sarish
  Cleric’s level – 3
  Yarris
  Cleric’s level – 2, except for undead with the Aquatic subtype, which are Cleric’s level + 3
  
  60
  Belisarda
  Additional Class Skills: Clerics of Belisarda 
  gain Knowledge (geography), Knowledge (nature), 
  and Survival as additional class skills.
  Domains: Belisarda grants her followers’ access 
  to the Air, Animal, Earth, Fire, Healing, Holy, Plant, 
  Protection, Refuge, Storm, Travel, War, and Water 
  domains. However, not all of her followers are able 
  to choose from that entire list. 
  An Elorii cleric of Belisarda must observe the 
  domain restrictions on his subtype, as patterns of 
  worship vary between bloodkines. The following 
  domain restrictions apply:
  Ardakene – May not select any elemental 
  domains
  Berokene – If an elemental domain is chosen, it 
  must be Water.
  Kelekene – If an elemental domain is chosen, it 
  must be Fire.
  Marokene – If an elemental domain is chosen, it 
  must be Earth.
  Osalikene – If an elemental domain is chosen, it 
  must be Air.
  Access to some of these domains is further 
  restricted by the cleric’s starting nation and specific 
  Elorii racial subtype. See Chapter 9 – Religion for 
  more details.
  Favored Weapon: Longbow (Heaven’s Flame)
  Turn Undead: Clerics of Belisarda have an 
  effective level for turning undead that is one level 
  lower then their cleric level.
  Note: An Elorii may choose to be a “cleric” of 
  one of the Elemental Lords (Beroe, Keleos, Marok, 
  or Osalian) instead of Belisarda, but such clerics 
  receive only a single domain: the elemental domain 
  corresponding to that Lord’s subtype (Water for 
  Beroe, Fire for Keleos, Earth for Marok, and Air 
  for Osalian). Note that this is a change from what 
  was originally presented in Eldest Sons for clerics of 
  the Elemental Lords. As far as anyone knows, these 
  clerics’ spells are actually granted by Belisarda in the 
  name of the appropriate Elemental Lord.
  Beltine
  Domains: 
  Afterlife, 
  Ancestor, 
  Divination, 
  Healing, Holy, and Spirit.
  Favored 
  Weapon: 
  Quarterstaff (Soul Mender).
  Turn Undead: Clerics of 
  Beltine have an effective level 
  for turning incorporeal undead that 
  is two 
  levels higher than their cleric level. However, they 
  have an effective level for turning corporeal undead 
  that is two levels lower than their cleric level.
  Cadic
  Additional Abilities: At 5th level, clerics of 
  Cadic gain the Uncanny Dodge ability exactly as 
  a 4th-level rogue does. If the cleric already has the 
  Uncanny Dodge ability from some other source, then 
  he instead gains the Improved Uncanny 
  Dodge ability. See Core Rulebook I for 
  details on these abilities.
  Additional Class Skills: Clerics 
  of Cadic gain Hide, Move Silently, 
  Perform (any), Sleight of Hand, and 
  Tumble as additional class skills.
  Armor 
  and 
  Weapon 
  Proficiencies: Clerics of Cadic lose the 
  core cleric’s normal proficiency with medium 
  and heavy armor. However, they gain proficiency with 
  the rapier, short sword, and shortbow. They also gain 
  the Exotic Weapon Proficiency (hand crossbow). 
  Domains: Holy, Knowledge, Murder, Music, 
  Subterfuge, Secrets, and Trickery.
  Domain Restriction: Clerics and priests of Cadic 
  may not have both the Music domain and the Secrets 
  domain. (They are not required to choose either, but if 
  they choose one, they cannot also gain the other.)
  Favored Weapons: Short sword (Silent Death).
  Restricted Spellcasting: Clerics of Cadic may 
  not cast any spell with the Light descriptor or any spell 
  from the Sun domain that produces an illuminating 
  effect. (Examples include continual flame, daylight, 
  light, searing light, sunbeam, sunburst, etc.)
  Tenets of Faith: Clerics of Cadic are restricted 
  from wearing medium or heavy armor. When wearing 
  medium or heavy armor, a cleric of Cadic may not 
  cast any spells or use any clerical abilities.
  Turn Undead: Clerics of Cadic have an effective 
  level for turning undead that is three levels lower than 
  their cleric level. However, they turn undead with the 
  Shadow descriptor or sub-type as a cleric of their full 
  cleric level.
  Hurrian
  Additional Class Skills: 
  Clerics 
  of 
  Hurrian 
  gain 
  Survival as a class skill. 
  Armor 
  and 
  Weapon 
  Proficiencies: Clerics of Hurrian 
  are proficient with the longsword.
  Domains: Air, Holy, Protection, Storm, Strength, 
  Refuge, and War.
  Favored Weapon: Longsword (Thunderstorm).
  Turn Undead: Clerics of Hurrian have an 
  effective level for turning undead that is two levels 
  lower than their cleric level.
  CORE CLASSES IN ARCANIS ▪ Diety Specific Changes
  
  61
  Illiir
  Armor and Weapon Proficiencies: Clerics of 
  Illiir gain Exotic Weapon Proficiency (gladius). 
  Domains: Glory, Holy, Honor, Protection, 
  Refuge, Sun, and War.
  Favored Weapon: Gladius (Blinding Truth).
  Fearless (Ex): Through strict religious 
  indoctrination and divine grace, clerics 
  of Illiir steel their minds to resist outside 
  influences. As a result, at 5th level, they 
  become immune to all types of fear and 
  any mind-affecting compulsion spells or 
  spell-like abilities of third level or less. 
  This includes spells that might normally 
  prove beneficial.
  Restricted Spellcasting: Clerics of Illiir may 
  not cast any spell with the Shadow or Darkness 
  descriptors. (Examples include chilling darkness, 
  darkness, deeper darkness, etc.)
  Tenets of Faith: Most clerics of Illiir are male. 
  They are forbidden to mate with female clerics of 
  Saluwé. The only known female clerics of Illiir form 
  a small sect of nuns in Grand Coryan called “The 
  Sisters of the Sun.” 
  Turn Undead: Clerics of Illiir have an effective 
  level for turning most types of undead that is one level 
  lower than their cleric level. However, against any 
  undead creature that is adversely affected by sunlight, 
  such as a spectre, vampire, or wraith, or any undead 
  with the Shadow subtype or descriptor, a cleric of Illiir 
  has an effective turning level that is one level higher 
  than his cleric level, and he gains +1d6 bonus turning 
  damage upon making a successful turning check 
  against these types of creatures.
  The Fire Dragon
  Additional Class Skills: Clerics of the Fire 
  Dragon gain Survival as a class skill. 
  Armor and Weapon Proficiencies: Clerics 
  of the Fire Dragon are proficient with the 
  heavy flail.
  Domains: 
  Earth, 
  Fire, 
  Holy, 
  Protection, Refuge, and Saurian.
  Favored Weapon: Heavy Flail 
  (Dragon’s Tail).
  Tenets of Faith: Clerics of the Fire 
  Dragon are always female. This seems to have 
  something to do with the complicated physiology of 
  the ss’ressen and the placement and arrangement of 
  eggs within their hatcheries.
   
  To Endure the Womb of the Fire Dragon: 
  Clerics of the Fire Dragon ignore all detrimental 
  natural heat-based effects from 80 degrees F to 150 
  degrees F.
  Turn Undead: Clerics of the Fire Dragon have 
  an effective level for turning undead that is three 
  levels lower than their cleric level.
  Larissa
  Aspects of Larissa: Clerics of Larissa in 
  the current Mother Church may venerate one 
  of two different aspects of the Goddess, either 
  the Mistress of Forbidden Pleasure (Pleasure) 
  or Oracular. 
  Additional Class Skills: Hedonistic 
  clerics of Larissa gain Knowledge (arcana), 
  Perform (any), and Tumble as additional class 
  skills.
  Additional Domain: They gain the Pleasure 
  domain as a bonus domain at first level (giving them 
  a total of three domains at first level) and they may 
  never gain the Divination domain.
  Armor and Weapon Proficiencies: Hedonistic 
  clerics of Larissa lose all the core cleric’s normal 
  armor proficiencies. However, they gain proficiency 
  with the rapier, and gain Exotic Weapon Proficiency 
  (whip) as a replacement feat.
  Disarming Personality (Ex): Starting at 3rd 
  level, hedonistic clerics of Larissa gain the ability to 
  distract opponents with their charms. When unarmored 
  and unencumbered, a cleric of Larissa may add her 
  Charisma bonus, if any, to her armor class. This bonus 
  to AC applies even to touch attacks and when the 
  cleric is caught flat-footed. The cleric loses this bonus 
  when immobilized, helpless, wearing any armor, 
  carrying any shield, or encumbered by more than a 
  light load.
  Domains: Charm, Fate, Holy, Luck, Music, 
  Protection, and Senses.
  Favored Weapon: Rapier (Larissa’s Kiss).
  Tenets of Faith: Hedonistic clerics of Larissa 
  are restricted from wearing any armor. When 
  wearing any type of armor, hedonistic clerics 
  of Larissa may not cast any spells or use any 
  clerical abilities. A cleric of Larissa may 
  never have both Divination and Pleasure as 
  domains. 
  Turn Undead: Hedonistic clerics of 
  Larissa have an effective level for turning 
  undead that is three levels lower than their cleric 
  level.
  The Oracular sect of the clergy of Larissa is 
  devoted to the divination aspects of the goddess that 
  extend back to the dawn of the priesthood.  They 
  denounce the hedonistic practices of the dominant sect 
  of the faith, claiming that the sensate priests are the 
  cause of Larissa’s downward spiral into insanity. 
  Diety Specific Changes ▪ CORE CLASSES IN ARCANIS
  
  62
  Additional Class Skills: Oracles of Larissa gain 
  Knowledge (arcana), Listen, Search, and Spot as class 
  skills.
  Domain Restrictions: Oracles of Larissa must 
  select the Divination domain as one of their two 
  domains at first level. (They do not gain a bonus 
  domain the way their hedonistic counterparts do.) 
  They may never choose or otherwise gain access to 
  the Charm, Music, or Pleasure domains.
  Armor and Weapon Proficiencies:  Unlike their 
  scantily-clad brothers and sisters, Larissan Oracles 
  retain some of the core cleric’s armor proficiencies. 
  They are proficient with light and medium armor, but 
  not heavy armor or shields. They are proficient with 
  all simple weapons and the rapier. They do not gain 
  proficiency with the whip.
  Glimpse the Hidden (Su): The power of prophecy 
  granted by the Oracle of the Gods allows the members 
  of this sect to learn many hidden truths. At 5th level, 
  Oracles of Larissa gain the bardic knowledge ability 
  (see Core Rulebook I).  The oracle may use this ability 
  as if she were a bard equal to one-half her cleric level 
  (minimum 1) with Wisdom used to modify the check 
  result in place of Intelligence. 
  Because the method used to gain this knowledge 
  is based on prayers and other rituals of the faith this 
  ability does not stack with the bardic knowledge or 
  lore abilities of other classes, and is always rolled 
  separately. The Oracle’s version of 
  bardic knowledge gains no synergy 
  bonus from ranks in Knowledge 
  (history), but if the character has 
  at least 5 ranks of Knowledge 
  (arcana: prophecy) then she 
  gains a +2 synergy bonus on 
  her bardic knowledge checks 
  made with this ability.
  Stern Demeanor (Ex): Oracles 
  of Larissa are taught to maintain a 
  strict mental discipline (and are often perceived as 
  being humorless by others). They gain a +2 bonus on 
  all Will saves against mind-affecting effects.
  Domains: Divination, Fate, Holy, Luck, Music, 
  Protection, Senses.
  Favored Weapon: Rapier (Edge of Fate)
  Tenets of Faith: Oracles of Larissa are expected 
  to remain chaste. Engaging in a sexual act, whether 
  real or illusionary (including failing a saving throw 
  versus certain pleasure spells) causes the oracle to lose 
  access to her domain abilities and be unable to pray 
  for new spells for the next 24 hours.
  Turn Undead: Oracles of Larissa have an 
  effective level for turning undead that is three levels 
  lower than their cleric level.
  Neroth
  Armor and Weapon Proficiencies: Clerics of 
  Neroth are proficient with the scythe.
  Domains: Death, Destruction, Disease, Holy, and 
  Undead.
  Favored Weapon: Scythe 
  (Soul Reaper).
  Spellcasting Exemption: Clerics of Neroth may 
  cast all spells from the school of Necromancy (even 
  animate dead) regardless of alignment restrictions.
  Turn Undead: Clerics 
  of Neroth have an effective 
  level for turning corporeal 
  undead that is two levels 
  higher than their cleric 
  level. However, they 
  have an effective level 
  for turning incorporeal 
  undead that is two levels 
  lower than their cleric level.
  Nier
  Armor and Weapon Proficiencies: Clerics of 
  Nier are proficient with the greatsword.
  Domains: Destruction, Fire, Glory, Holy, and 
  War.
  Favored Weapons: Flamberge, Greatsword 
  (Purifying Crucible).
  The Soul Burns: Clerics of Nier gain bonus 
  damage on all divine spells they cast with the Fire 
  descriptor. All such spells do one additional point 
  of damage per die of damage. However, this bonus 
  damage may not exceed the cleric’s caster level.
  Turn Undead: Clerics of Nier turn undead 
  normally. However, clerics of Nier cannot rebuke or 
  command undead. Even if the cleric channels negative 
  energy, he does so only to destroy undead (and the 
  attempt has no effect unless the undead would be 
  destroyed). This ability functions exactly the same 
  for all clerics of Nier regardless 
  of whether they channel 
  positive or negative energy, 
  but clerics of Nier who 
  channel negative energy 
  can only destroy positive-
  energy-based 
  undead 
  creatures, while clerics of 
  Nier who channel positive 
  energy can only destroy 
  negative-energy-based 
  undead creatures.
  CORE CLASSES IN ARCANIS ▪ Diety Specific Changes
  
  63
  Saluwe'
  Additional Class Skills: 
  Clerics 
  of 
  Saluwé 
  gain 
  Knowledge (nature), Survival, 
  and Swim as additional class 
  skills.
  Animal Companion: At 4th 
  level, a cleric of Saluwé gains an 
  animal companion. This ability functions 
  exactly 
  as if the cleric were a ranger of her cleric level. 
  See Core Rulebook I for details on ranger animal 
  companions. However, please note the restrictions and 
  additions to the animal companion chart addressed 
  under the druid class in this section.
  Armor and Weapon Proficiencies: Clerics of 
  Saluwé are subject to all weapon and armor restrictions 
  listed for druids in Core Rulebook I with the following 
  exceptions. Clerics of Saluwé are proficient with all 
  types of bows, with the khopesh, and with the terbutje. 
  They may use these weapons without penalty. See 
  Chapter 7 – Weapons and Equipment for details on 
  the khopesh and terbutje. 
  Domains: Animal, Cavern, Earth, Holy, Nature, 
  Plant, and Protection.
  Favored Weapon: Spear (The Striking Reed).
  Siblings of the Forest (Ex): At 3rd level, a cleric 
  of Saluwé gains the Wild Empathy ability when 
  relating to woodland creatures. This functions exactly 
  as the druid ability of the same name described in 
  Core Rulebook I.
  Tenets of Faith: Clerics of Saluwé must be 
  female. They are forbidden to mate with male clerics 
  of Illiir.
  The Forest is My Home (Ex): At 3rd level, 
  clerics of Saluwé gain the Track feat as a bonus feat.
  Turn Undead: Clerics of Saluwé have an effective 
  level for turning undead that is one level lower than 
  their cleric level.
  Sarish
  Additional Equipment: 
  As part of their starting 
  equipment, all new clerics of 
  Sarish are given a Sarishan 
  steel dagger. This dagger is a 
  sacred dagger used in the cleric’s 
  daily prayers. It may never be given 
  away, traded, or sold. If it is lost or destroyed for any 
  reason, the cleric must replace it from his personal 
  funds as soon as possible.
  Additional Language: All clerics of Sarish are 
  taught to speak, read, and write Infernal as part of 
  their initiation and training. This is an automatic 
  language and need not be purchased with skill points.
   
  Domains: Daemonology, Holy, Magic, Oath, and 
  Secrets.
  Favored Weapon: Sarishan steel dagger 
  (Oathmaker).
  Mark of My Brother: Starting at 10th level, a 
  cleric of Sarish automatically sees the Sigil of Sarish if 
  it is present on any infernal within their sight (magical 
  or mundane).
  Secrets of Lore: At 3rd level, a cleric of Sarish 
  gains Magical Aptitude as a bonus feat.
  Thy Master Calls: When casting conjuration 
  (summoning) spells, clerics of Sarish are not subject 
  to the normal alignment-based limitations. If the cleric 
  summons an Infernal (any fiendish creature) it will 
  serve the cleric faithfully. Such creatures have a deep 
  and abiding fear of Sarish, the Binder.
  Turn Undead: Clerics of Sarish have an effective 
  level for turning undead that is three levels lower than 
  their cleric level. Those Sarishans who gain the ability 
  to turn or rebuke Infernals do so at their full cleric 
  level, however.
  Yarris
  Additional 
  Class 
  Skills: Clerics of Yarris 
  gain Knowledge (nature), 
  Survival, and Swim as 
  additional class skills.
  Armor and Weapon 
  Proficiencies: Clerics of Yarris 
  lose the core cleric’s normal 
  proficiency with medium and heavy armor. They are 
  proficient with the trident.
  Siblings of the Deep (Ex): At 3rd level, a cleric 
  of Yarris gains the Wild Empathy ability when relating 
  to water creatures. This functions exactly as the druid 
  ability of the same name described in Core Rulebook 
  I.
  Domains: Cold, Holy, Protection, Sea, Storm, 
  and Water.
  Favored Weapons: Trident (The Scepter of 
  Yarris).
  The Sea is My Home (Ex): Clerics of Yarris 
  enjoy a +2 bonus on all Profession (navigator), 
  Survival, and Swim skill checks. Starting at 2nd level, 
  clerics of Yarris are always under the effects of an 
  endure elements spell while within 1 mile of any large 
  body of water. 
  Turn Undead: Clerics of Yarris have an effective 
  level for turning most undead that is two levels lower 
  than their cleric level. However, against aquatic 
  undead, the cleric’s effective turning level is three 
  levels higher than his cleric level.
  Diety Specific Changes ▪ CORE CLASSES IN ARCANIS
  
  64
  Druid
  In human society, the niche that Druids provide 
  is that of male-centric worship of Saluwe’. As the 
  Saluwean clergy is almost 100% female, the males 
  began their own underground worship of Saluwe’ as 
  they were forbidden from joining the clerisy during 
  the Shadowed Age, after the First Imperium fell.
  For centuries, the clergy of Saluwe’ in the hoary 
  city-state of Panari sought out and persecuted the 
  Druids (or the Black Druids of Jannyal as they were 
  known during that benighted time) as heretics who 
  venerated forbidden aspects of the Green Mother or 
  worse yet, a strange amalgam of Saluwe’ and Jannyal, 
  one of the Elder Beings who haunted the dreams of 
  the Gods.
  One may speculate that this is may be true due 
  to the obviously different rituals and spells which 
  the Druids had access to. For many centuries, the 
  Black Druids and the Saluwean clergy fought an 
  internecine war which finally culminated when the 
  Anandi Superior and the Revelator (the leader of 
  the Druids. The meaning behind the title has been 
  lost to the ages) made a truce and adjudicated the 
  responsibilities of each sect, declaring that each were 
  one half of the whole.
  The majority of non-human druids are found 
  among the Elorii, although the Black Talon ss’ressen 
  also boast quite a few druids within their ranks. 
  Dwarven druids are almost unheard of. The druid 
  class in Arcanis differs only slightly from the version 
  listed in Core Rulebook I.
  Alternate Animal Companions: In Arcanis, 
  there are no dinosaur animal companions. There are 
  dinosaurs listed in Core Rulebook I, but such creatures 
  are not available. Instead, some additional Onaran 
  animals have been to the list of animal companions 
  that are available to druids in Arcanis. These alternate 
  animal companions are detailed on Table 3-4.
  Additional Class Skills: All druids gain 
  Knowledge (religion) as a class skill.
  Armor and Weapon Proficiencies: Druids 
  in Arcanis are subject to all weapon and armor 
  restrictions listed for druids in Core Rulebook I 
  with the following exceptions. Druids are proficient 
  with all types of bows, with the khopesh, and with 
  the terbutje. They may use these weapons without 
  penalty. See Chapter 7 – Weapons and Equipment for 
  details on the khopesh and terbutje.
  Religion: Druids must select a deity in Arcanis. 
  Of the Pantheon of Man, only Saluwé and Yarris count 
  druids among their faithful. Elorii druids usually 
  worship Belisarda, though there are a few who still 
  pay homage to the Elemental Lords. Ss’ressen druids 
  typically venerate the Fire Dragon.
  Tenets of the Faith: Druids of Saluwé and the 
  Fire Dragon are always male. Druids of Belisarda are 
  usually Ardakene Elorii, who often go on to become 
  Lifewardens.
   
  Table 3-4: Alternate Animal Companions
  1st level: 
  Wolf Lizard, Dire Rat, Ram
  4th level:
  Dire Wolf Lizard
  7th level: 
  Bull, Dire Ram
  13th level:
  Dire Bull 
   
  Fighter
  Fighters are found throughout every region 
  of Arcanis. From the gladiators of Sicaris to the 
  mercenaries of Freeport to the Malfelen Elorii raiders, 
  the fighter is the most widespread core class and it 
  remains largely unchanged.
   
  Class Skills: Fighters of Arcanis gain Examine 
  Martial Technique as a class skill. 
  Bonus Feats: Fighters in Arcanis gain a large 
  number of additions to their “fighter bonus feat” list. 
  These feats are detailed in Chapter 5 – Feats, and are 
  denoted with the [Fighter] designation.
  CORE CLASSES IN ARCANIS ▪ Druid
  
  65
  Monk
  Monks are rarely found outside the Monastic 
  Orders of Arcanis. Monks may be played as found in 
  Core Rulebook I, or they may be customized with the 
  options listed under each monastic order. A monk is 
  restricted to membership in one monastic order, and 
  once an order is chosen, it may never be changed. 
  Below is some information and history on a few of the 
  monastic orders in Arcanis. Each order makes several 
  new options available to the traditional monk class.
  The Monastic Orders of Arcanis
  During the glorious age of the First Imperium 
  of Man, the peoples who would one day populate the 
  Empires of Coryan and Khitan lived harmoniously 
  with one another. Ideas, philosophies, and traditions 
  flowed like Yarris’ tides and were adopted or discarded 
  at whim. 
   But when the befouled Sword of the Heavens 
  marched upon the majestic nation of the First Imperium, 
  those of Khitani stock, the Uls, and their progeny fled 
  northward, led by their Sleeping Emperor. They left 
  the valiant and pure Val and their human wards to 
  stand against the unstoppable flaming horde. 
  Many of the teachings and traditions of the 
  Khitani were thus discarded, seen as the works 
  of cowards. Except for one: the monastic orders. 
  The tradition of the monastic orders survived the 
  vilification that resulted from the Khitani exodus and 
  that tradition still exists today. 
  – Welswick val’Inares, Historian to the King of 
  Milandir, 1022 I.C.
  The monastic orders of Arcanis have an ancient 
  tradition, spanning thousands of years. Many of these 
  orders were directly spun off from various temples due 
  to the need for scholars and scribes to translate and 
  copy their holy texts. Other orders were founded by 
  individuals desiring greater understanding of esoteric 
  philosophies. No matter how peacefully these orders 
  began, however, inevitably they became mistrusted or 
  feared by the common populace. 
  Mistrust leads to fear, and fear leads to violence. 
  Many of these secluded monasteries were branded 
  “heretical” or “evil” during the Shadowed Age. As a 
  result, many monks began to train themselves in the 
  arts of combat, not only to defend themselves from the 
  misguided, but also to safeguard against the roaming 
  bands of brigands and murderous humanoids. This 
  training was significantly impaired by the lack of 
  arms and armor available during these troubled times. 
  Thus the monastic tradition of unarmed combat was 
  adopted, partly from the desire to not permanently 
  harm the ignorant masses, but also due to the scarcity 
  of arms. Slowly, this training evolved into formalized 
  schools, which became known as the “Fighting 
  Orders.” After only a few skirmishes, these monastic 
  orders had sufficiently demonstrated their martial 
  prowess and were thereafter given a wide berth by 
  bandits, brigands, and thugs.
   
  Since adventuring monks are usually from one of 
  the “Fighting Orders,” a broad sample of these orders 
  is presented below. Although other more scholarly 
  orders do exist, role-playing the copying of endless 
  scrolls of holy texts can be a bit monotonous, so those 
  orders are not detailed here.
  With few exceptions, the monk abilities from Core 
  Rulebook I represent the default progression available 
  to the adventuring monk of Arcanis. However, some 
  orders offer a set of optional feats as a replacement for 
  the standard monk bonus feats gained at 1st, 2nd, and 
  6th levels. These feats represent the focus of lessons 
  taught to each specific order. If a monk manages to 
  prove himself worthy to his order, he may be inducted 
  into the order’s Inner Circle. Once there, the monk 
  is taught the true strengths and deepest mysteries of 
  his order. This event is represented by allowing the 
  character to advance into a special prestige class that 
  is available only to members of that particular order.
  Below is a list of some of the monastic orders 
  available to the Arcanis monk. Other orders do exist; 
  some of them may be detailed in future publications.   
  Multi-classing: Monks of any Order that has 
  its own prestige class can freely mix Monk levels 
  with levels from that prestige class (assuming they 
  meet the prerequisites). For example, a member of 
  the Order of the Blade can take levels of the Blades 
  of Hurrian prestige class (described on page 57) in 
  any combination with levels of the base Monk class. 
  Members of the Order associated with a prestige class 
  still have to meet all of the other prerequisites for the 
  prestige class, of course.
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  66
  The Order of Althares
  Patron/Affiliation: Republic of Altheria/Temple of 
  Althares.
  Abbot: Wicumte 
  Restriction: A character must be of Altherian 
  nationality to join this order.      
  Location: The monastery for The Order of Althares is 
  built into the side of a mountain and connected by bridge 
  to the great city of New Althré on the Altherian Plateau.
  Symbol: A segmented tattoo of the Holy Book of 
  Althares, one half on each palm, so that when the monk’s 
  hands are brought together in supplication, the whole 
  book is presented upwards to the Gods.
  Philosophy:  As we are the children of Althares, 
  we must serve as older siblings to other Altherians.  We 
  have learned that material things matter not. The safety 
  and preservation of our people, our families, and our 
  nation are paramount. As Althares spoke unto us, “Every 
  man’s brother, every father’s son. The whole of your 
  people is your family.” So shall it be. We have seen the 
  wisdom and folly in each gift given to our family by our 
  father, Althares. We must protect our secrets, for they 
  represent information that Althares meant for us alone. 
  We are charged with the knowledge to craft the flintlock 
  and the secrets to create blast powder. It is up to us to 
  make sure such knowledge stays in the hands of Altheria. 
  Others must never learn it, for they do not possess the 
  wisdom to handle the responsibility of such knowledge. 
  For if Althares’ children, the most holy, wise, and 
  knowledgeable creatures on Onara, were not ready, how 
  could these lesser beings be ready for any of His gifts? 
  Althares once said, “Every journey is a lesson.” Therefore 
  it is the solemn duty of every Altherian to learn all that he 
  can. To gain this knowledge, some of us must leave our 
  beloved Altheria to travel among the heathens of other 
  nations. While we are abroad, we must share the wisdom 
  and enlightenment of Altheria and of our order. Perhaps, 
  in time, these foreigners too can become our brothers.
  The philosophy of the Order of Althares seems to 
  be a contradiction when compared to that of most other 
  Altherians. While most Altherians revel in the crafted 
  beauty around them, the monks of this order do not. 
  While the priests of Althares take multiple wives and 
  acquire great wealth, the monks of this order do not. 
  Instead, these devout souls follow several vows. 
  The vow of poverty and charity: The monk must 
  forsake all material wealth. Any accumulated wealth 
  is donated to the order, the Church of Althares, or the 
  Council of Wisdom.  
  The vow of chastity: The monk vows to abstain from 
  any type of sexual gratification. 
  The vow of love: The monk vows to treat every 
  Altherian as a beloved family member. To enforce this 
  belief, the monk must forsake all friends and family before 
  entering the order, vowing to never show preference to 
  them over any other Altherian. After taking this vow, the 
  monk must treat each Altherian with the love and care 
  he would normally reserve for his own child, sibling, or 
  parent. He must protect all Altherians from those who 
  would threaten them, and he further pledges to try to 
  mediate any dispute between family members.
  The vow of obedience and secrecy: The monk vows 
  to become a sacred guardian of Althares’ Gifts. He vows 
  to never let their secrets fall into the hands of others. He 
  learns that his ancestors paid dearly for their hubris and 
  comes to realize that people should not be permitted to 
  learn such things before they are truly ready. He vows 
  to follow the dictates of his elders, the abbots, and the 
  Council of Wisdom. They will guide his hands, the hands 
  of his brothers, and the hands of his nation.  He vows to 
  never betray his country his family, or his order. 
  Miscellaneous Notes: The monks of this order wear 
  plain cloth robes dyed dark blue. Older members and 
  abbots often have trained owls as pets or companions, 
  due to the bird’s status as the favored animal of Althares. 
  Contrary to popular belief, not all Altherian monks learn 
  the secrets of blast powder creation. Those few monks 
  who do rarely ever leave New Althré.
  Multi-classing ability: Psion, Wizard.
  Additional Monk Feats: At 1st level, a monk of this 
  order may select either Improved Grapple or Stunning 
  Fist as a bonus feat. At 2nd level, she may select either 
  Combat Reflexes or Combat Firing as a bonus feat. 
  At 6th level, she may select either Improved Disarm, 
  Martial Weapon Technique (Warhammer), or Martial 
  Weapon Technique (Flintlock Pistol) as a bonus feat. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them.
  Armor and Weapon Proficiencies: Monks of this 
  order lose Perform as a class skill, but gain Craft 
  (alchemy) as a replacement. These monks also gain 
  Exotic Weapon Proficiency (flintlock pistols and flintlock 
  rifles), and Martial Weapon Proficiency (warhammer) 
  as bonus feats. However, they lose all proficiencies 
  with crossbows, clubs, kama, nunchaku, sai, shuriken, 
  siangham, and the sling.
  Every Man’s Brother… Monks of this order are 
  never without a roof, a place to stay, or food to eat while 
  in Altheria. Providing support for a monk of this order is 
  a great honor, and all Altherians welcome the chance.
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  
  67
  The Order of the Blade
  Patron/Affiliation: The Temple of Hurrian
  Location: Sequestered in the Parthian Mountains in 
  the Duchy of Moratavia, Kingdom of Milandir. 
  Abbott: Divelos Norvitecus, the Blade of Hurrian. 
  Symbol: Members of this order have the image of a 
  longsword pointing downward branded upon their chest. 
  Philosophy: The monastery of the Order of the 
  Blade stands as a sentinel over the ancestral lands of the 
  val’Tensen family. Founded shortly after the fall of the 
  Auxunite Empire, the order was granted the remains of 
  an Auxunite fortress, from which it has instructed the 
  scions of the val’Tensen family and any others who feel 
  Hurrian’s call to defend the weak. The elder monks are 
  primarily comprised of war veterans who, for physical or 
  psychological reasons, are no longer fit for duty as warriors. 
  These seasoned swordsmen instruct novice monks in the 
  art of the longsword. Their rigorous training slowly guides 
  the monk down the path of enlightenment that transforms 
  the monk into an instrument of Hurrian’s will. After many 
  grueling years of practice, the sword and the monk become 
  one. The longsword is no longer a separate weapon, it has 
  become like an arm or leg to the monk. 
  Unfortunately, this order is currently embroiled 
  in a controversy not of its own making. The order has 
  traditionally been a place where the val’Tensen family 
  could send its best and brightest children to master the 
  blade, and the monastery has always welcomed them 
  regardless of their nationality. However, the recent 
  invasion of Milandir by the Coryani General Menesis 
  val’Tensen has caused many Milandisian nobles to call 
  for an end to this tradition. The angry Milandisians 
  seek to bar all Coryani from induction into the order. 
  Compounding the tension is the well-known fact that 
  the current Abbott is a Coryani national and a former 
  member of the Legion of the Storm Lord, one of the 
  legions currently occupying the captured portions of 
  Moratavia. To date, the leadership of the monastery 
  has been able to postpone any formal action by the 
  Milandisian nobility, but the time will soon come when 
  the monks will be forced from their precarious perch on 
  the sword’s edge. Soon, they will have to choose sides, 
  despite their great reluctance to do so, and woe be unto 
  those who force their hands.
  Miscellaneous Notes: Members of this order tend to 
  shave their heads and wear as little clothing as possible. 
  Typically, they only wear a short vest or tunic and loose 
  breeches. 
  Multi-Classing Ability: Fighter, psychic warrior
  Additional Monk Feats: At 1st level, a monk may 
  select either Weapon Focus (longsword) or Stunning Fist 
  as a bonus feat. At 2nd level, she may select either Combat 
  Reflexes or Greater Weapon Focus (longsword) as a bonus 
  feat. At 6th level, she may select either Improved Disarm 
  or Martial Weapon Technique (longsword) as a bonus feat. 
  A monk may select these bonus feats even if she does not 
  meet the prerequisites normally required to select them.
  Armor and Weapon Proficiencies: Monks of this 
  order gain Martial Weapon Proficiency (longsword) and 
  retain Improved Unarmed Strike. However, they lose 
  proficiency with all other weapons. 
  The Blade is my Soul: Monks of this order may 
  never use any weapons other then their unarmed strikes or 
  the longsword. Members who use other weapons find that 
  their Ki has become unfocused and they may not use any 
  monk ability for 30 days until their focus can be regained. 
  The Blades of Hurrian Prestige Class
  There, upon the crest of the cliff, surrounded by the 
  powerful winds of the hurricane, an iron pole had been 
  driven into the rock-face. The pole leaned out, far over 
  the churning black sea below. Standing on the end of 
  that pole was my daughter. She balanced precariously 
  upon a single toe of her right foot, her sword drawn, 
  slowly slicing the air in an intricate pattern. Suddenly 
  a tree cracked behind me under the strain of the wind, 
  and I thought I would be crushed. But there was Alanna, 
  her sword lashing out too quickly for me to see. I could 
  feel the power coming from within her somewhere and 
  her blade produced a wind even more powerful than the 
  hurricane, slowly pushing back the tree until it toppled 
  over away from me. I had never been more proud.
  - Personal memoir of Sir Stephan Asjaren
  The Blades of Hurrian, or “Blades” as they sometimes 
  call themselves, represent an elite cadre of monks from 
  within the Order of the Blade. Like the eye of a hurricane, 
  the Blades of Hurrian remain calm in the whirling storm 
  of battle. These elite monks are masters of war, priding 
  themselves on creative tactics and the ability to use the 
  minimum force necessary to defeat any given opponent 
  without causing any needless death or destruction. Prized 
  as advisors and bodyguards, these monks are often 
  requested as aides by the greatest of generals.
  Requirements:
  • Alignment: Any Lawful.
  • Base Attack Bonus: +5
  • Skills: Balance 5 ranks, Jump 6 ranks, 
  Knowledge (religion: Hurrian) 4 ranks, Perform 
  (any) 2 ranks, Sense Motive 4 ranks, Spot 4 
  ranks.
  • Feats: Weapon Focus (longsword), Martial 
  Weapon Technique (longsword).
  • Special: To gain access to this prestige class, 
  the monk must be a member in good standing 
  of the Order of the Blade and have a minimum 
  monk level of 6.
  Hit Die: d8
  Skill Points per level: 4 + Intelligence modifier.
  Class Skills: The Order of the Blade’s class skills (and 
  the key ability for each skill) are Balance (Dex), Climb 
  (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge 
  (arcana) (Int), Knowledge (religion) (Int), Knowledge 
  (tactics and warfare) (Int), Listen (Wis), Move Silently 
  (Dex), Perform (Cha), Profession (Wis), Sense Motive 
  (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
  Class Features:
  All of the following are class features of the Blades 
  of Hurrian prestige class.
  Weapon and Armor Proficiencies: Blades of 
  Hurrian gain no proficiencies with any weapon or 
  armor. 
  Ki Blade (Ex): The monk has learned how to 
  channel his Ki into his longsword. Any longsword in the 
  monk’s hands becomes a Ki blade. A Ki blade becomes 
  a magical weapon that grows in ability as the monk 
  gains levels.  At 1st level this blade is +2 defending and 
  it grows in increments of +2 for every 5 levels of this 
  class, becoming +6 defending at 10th level. The monk 
  must always divide the bonuses provided by the Ki 
  blade’s defending ability equally between his AC and his 
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  68
  attacks. (So, at 1st level the monk must split his +2 bonus 
  in half, giving him +1 to hit and damage and +1 to AC.) 
  The Ki blade loses all magical properties when not being 
  wielded by a Blade of Hurrian. If this ability is used in 
  conjunction with a weapon that is already magical, the 
  monk may benefit from any bonus damage or special 
  powers granted from the weapon, but he must still divide 
  any enhancement bonus equally between offense and 
  defense. Enhancement bonuses on weapons do not stack. 
  Only the higher bonus applies. If the bonus is an odd 
  number, the monk must apply it defensively and add the 
  odd digit to his armor class.
  Monk Abilities: Blades of Hurrian continue to 
  advance as monks as detailed in Core Rulebook I. Blades 
  of Hurrian use the core rules monk advancement table 
  for determining their monk AC bonus, unarmored speed 
  bonus, and their flurry of blows attack bonus. (For 
  example, a 9th-level monk/3rd-level Blade of Hurrian 
  would be treated as a 12th-level monk on the table for 
  purposes of determining these abilities.)
  Lightning Leap (Ex): The monk gains a +10 bonus 
  to all Jump skill checks. 
  Lightning Surges through the Clouds (Ex): These 
  elite monks have learned to defend others near them 
  in combat. As a free action, a Blade of Hurrian may 
  designate someone as his charge. The charge gains a +2 
  dodge bonus to her AC, while the monk loses one point 
  of his own AC. The charge must remain within 10 feet 
  of the monk to gain this bonus. As a move-equivalent 
  action, the monk may give his charge a +4 dodge bonus 
  to her AC while losing 2 more points from his own AC. 
  Clash of Thunder (Ex): The monk gains the Deflect 
  Arrows feat, even if he does not meet the prerequisites. So 
  great is their prowess, the Blades of Hurrian may deflect 
  arrows even while wielding a longsword with both hands.
  Lightning Sword (Su): The monk has harnessed 
  his Ki to the point where he can physically manifest it 
  through his blade. By focusing on a Ki blade, the monk 
  infuses it with energy and it gains the shocking ability. 
  Activating this ability is a standard action that does not 
  provoke attacks of opportunity. The ability lasts for as 
  long as the monk wishes it to continue (dismissing the 
  ability is a free action).
  Hurricane Blow (Ex): Like the gale force of 
  a hurricane, the monk’s longsword cleaves through 
  enemies as the wind through trees. The monk gains the 
  Weapon Specialization (longsword) feat, even if he does 
  not meet the prerequisites. 
  Clouds Cover the Sun (Ex): The monk may now 
  extend the range of his Deflect Arrows ability to include 
  his charge.
  Strom Bringer (Su): The monk has learned to further 
  focus his Ki into his longsword. By focusing on a Ki blade, 
  the monk infuses it with energy and it gains the shocking 
  burst ability. This ability supersedes the Lightning Sword 
  ability but otherwise functions identically in terms of 
  activation, duration, and dismissal.
  Tornado Rush (Sp): The powers of the monk 
  and his Ki blade have become fearsome indeed. Once 
  per day, by concentrating on his Ki blade and silently 
  praying to Hurrian, the monk may channel a vortex 
  through his sword to attack a single target.  The vortex 
  has a maximum range of 60 feet. It is resolved as a 
  ranged touch attack (and is treated as a force effect). If 
  the touch attack is successful, the vortex bull rushes the 
  target. The vortex has an effective Strength score of 40, 
  giving it a +20 on its check to push the target back. The 
  target cannot be pushed back further than the maximum 
  range of the vortex. The vortex is immune to all types 
  of damage, so any attacks of opportunity used against it 
  are futile. Channeling a vortex is a full-round action that 
  provokes attacks of opportunity. 
  The Perfect Storm (Su): The student has finally 
  become the master. The monk has attained a perfect state 
  of harmony within himself. He has learned to focus his 
  Ki and align it with the Ki of his environment, so that 
  his energies can be channeled to their full potential. 
  Once per day, as a move-equivalent action that does not 
  provoke attacks of opportunity, the monk may use this 
  Ki energy to himself a perfect state of serenity while 
  weathering the storm of combat. While in this Perfect 
  Storm, the monk gains several benefits. First, he becomes 
  immune to all mind-affecting spells or spell-like abilities, 
  whether helpful or harmful. Second, the monk can 
  visualize action and reaction, yin and yang. As a result, 
  any melee attack made against the monk while he is in 
  this state automatically provokes an attack of opportunity 
  in response. There is no limit to the number of attacks 
  of opportunity the monk may make while in this state. 
  Third, so great is the monk’s focus that he gains a +3 
  bonus to all attack and damage rolls. Fourth, the monk 
  gains DR 3/-. Finally, the monk’s concentration is so 
  great that he may take 10 on any skill check made while 
  in this state. This ability lasts for a number of rounds 
  equal to 3 plus the monk’s Constitution modifier. 
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  Table 3-5: Blades of Hurrian Prestige Class 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +0
  +2
  +2
  +2
  Ki Blade +2, Monk Abilities, Lightning Leap
  2nd
  +1
  +3
  +3
  +3
  Lightning Surges through the Clouds
  3rd
  +2
  +3
  +3
  +3
  Clash Of Thunder
  4th
  +3
  +4
  +4
  +4
  Lightning Sword
  5th
  +3
  +4
  +4
  +4
  Ki Blade +4
  6th
  +4
  +5
  +5
  +5
  Clouds Cover the Sun 
  7th
  +5
  +5
  +5
  +5
  Hurricane Blow
  8th
  +6
  +6
  +6
  +6
  Storm Bringer
  9th
  +6
  +6
  +6
  +6
  Tornado Rush
  10th
  +7
  +7
  +7
  +7
  Ki Blade +6, The Perfect Storm
  
  69
  The Order of the Bronze Sepulcher
  Patron/Affiliation: The Temple of Neroth
  Location: Within the walls of the City of the Dead, 
  Abessios, Coryani Empire
  Abbott: Imsiba val’Mordane
  Symbol: Members of this order brand themselves with 
  the holy symbol of Tzizhet somewhere upon their body, 
  normally on their left shoulder.
  Philosophy: This order has existed since the days 
  of the Myrantian Hegemony. The ancient Myrantians 
  worshipped different gods than those accepted by the 
  Mother Church of Coryan. The greatest of these heretical 
  gods was called Tzizhet of the Many Limbs. Tzizhet was 
  a strange amalgamation of Neroth and Sarish. Much like 
  modern-day worshippers of Neroth, the ancient Myrantians 
  revered their ancient dead and undead ancestors. 
  Unfortunately, some of these ancient ancestors became 
  addled and disoriented when they received Neroth’s gift 
  of “life beyond life.” To ensure that these confused 
  undead did not harm anyone, an order of monks was 
  created and trained to deal with these problematic undead 
  without causing them permanent harm. To do this, the 
  order developed a unique fighting style based mainly on 
  grappling and throws.  These techniques allow the monks 
  of this order to restrain the undead without destroying them 
  or causing them significant injury. 
  An initiate of this order is also instructed in the 
  mysteries of the Nerothian religion and is attuned to the 
  world of life beyond life. Eventually the monk will become 
  resistant to some necromantic energies. For untold years, 
  this order has tended to the vast necropolis near Abessios 
  known as the City of the Dead, caring little for the activities 
  of the outside world. Recently, that all changed. 
  A popular movement to undermine the Coryani rule 
  of Abessios has been active in the Myrantian community 
  since the Coryani first occupied it. The recent assassination 
  of the wife and children of the commanding General of 
  the Legion of Radiant Glory raised the stakes of the local 
  insurrection, precipitating an unorthodox but devastating 
  response by the Coryani legions. Instead of rounding 
  up known members or sympathizers of this movement, 
  the general decided to strike at the spiritual heart of the 
  population instead. He ordered his siege engines and troops 
  to raze a section of the sacred necropolis at first light. The 
  blazing light of the sun destroyed as many of the walking 
  dead as the boulders hurled by the Coryani catapults. This 
  mass destruction was a terrible blow to the citizens of 
  Abessios, who were forced at sword point to witness the 
  carnage. Among the casualties in the City of the Dead were 
  many members of the Order of the Bronze Sepulcher. The 
  surviving members of the order decided that the Coryani 
  affront to their order could not go unpunished. Now, 
  actively involved in rebellion against Coryani rule, these 
  usually-peaceful monks have become quite bloodthirsty, 
  much to the dismay and posthumous regret of many 
  legionnaires stationed within the city.
  Miscellaneous Notes: These sallow-skinned monks 
  ritually use a depilatory salve to defend against lice and 
  other such parasites that thrive in the places of the walking 
  dead. This cream has the unfortunate side effect of making 
  the monk smell strongly of formaldehyde. The monks of 
  this order usually dress in long funerary robes. 
  Multi-Classing Ability: Wizard
  Brothers of the Crypt: Monks of this order gain a 
  +2 bonus on all saving throws against ability score loss, 
  energy drain, and fear effects caused by undead. However, 
  due to their repugnant smell, they suffer a –5 penalty on 
  Diplomacy checks against anyone other than Myrantians, 
  other members of their order, or undead. 
  Order of the Bronze Sepulcher Prestige 
  Class
  You ask me if I want to kill Coryani? Of course I don’t 
  want to kill Coryani. We do not kill. We subdue. There 
  is a difference. If you subdue a Coryani, you can torture 
  him later.
   
  - Unnamed Myrantian man, suspected of being a 
  member of the Order of the Bronze Sepulcher.
  This group of warriors represents the elite members 
  of the inner circle of the Order of the Bronze Sepulcher. 
  They are denoted by a small colored dot found in their 
  palm. As the monk climbs the ranks of this class, the color 
  of the dot changes to match his new status and abilities.
  Recently, the purpose of this order has changed. 
  They still perform their duties for the dead, but they 
  have also become a rabid anti-Coryani group after the 
  Coryani foolishly razed a portion of the City of the Dead. 
  Whatever their purpose, their training remains the same. 
  Indeed, these elite monks have adapted their mastery 
  over Ki to develop a new and deadly form of attack. The 
  masters of this group, noted by the black dots on their 
  palms, are able to draw the life out of a creature with but 
  a simple thought and the lightest of touches.
  Requirements: 
  • Alignment: Any Lawful 
  • Base Attack  Bonus: +7
  • Skills: Concentration 5 ranks, Knowledge 
  (religion: Neroth or Tzizhet) 4 ranks, Listen 5 
  ranks, Perform (any) 3 ranks, and Tumble 4 ranks.
  • Feats: Dodge, Mobility, Improved Grapple. 
  • Special: Must be a member in good standing of 
  the Order of the Bronze Sepulcher. Must subdue an 
  intelligent undead without permanently harming 
  it. Must have a minimum monk level of 8.
  Hit Die: d8
  Skill Points per level: 4 + Intelligence modifier. 
  Class Skills: The Order of the Bronze Sepulcher’s class 
  skills (and the key ability for each skill) are: Balance 
  (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal 
  (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), 
  Knowledge (religion: Neroth or Tzizhet) (Int), Listen 
  (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), 
  and Tumble (Dex).
  Class Features:
  All of the following are class features of the Order of 
  the Bronze Sepulcher prestige class.
  Weapon and Armor Proficiency: Members of the 
  Order of the Bronze Sepulcher gain no proficiencies with 
  any weapon or armor. 
  Monk Abilities: Members of the Order of the Bronze 
  Sepulcher continue to advance as monks as detailed 
  in Core Rulebook I. Members use the core rules monk 
  advancement table for determining their monk AC bonus, 
  unarmored speed bonus, and their flurry of blows attack 
  bonus. (For example, a 9th-level monk/3rd-level member 
  of the Order of the Bronze Sepulcher would be treated as 
  a 12th-level monk on the table for purposes of determining 
  these abilities.)
  Eagle’s Claw (Ex): These monks have learned to be 
  master grapplers. The monk receives a +4 bonus on all 
  grapple checks. 
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  70
  Supreme Stunning Fist (Ex): This monk has 
  focused his Ki to the point where he is able to use his 
  Stunning Fist ability against undead creatures. Note: If 
  the monk does not already posses the Stunning Fist feat, 
  this ability instead grants him the normal Stunning Fist 
  feat, but without the ability to affect undead.
  Invisibility (Sp): Once per day, the monk is able 
  to focus his Ki to make his visual form fade from view. 
  Treat this as the invisibility spell cast by a 10th-level 
  sorcerer. As the monk grows in power, he is able to use 
  this ability more frequently. 
  Ghost Touch (Ex): The monk has discovered the 
  secrets of focusing his Ki in a way that allows him to 
  touch incorporeal creatures. At will, the monk may apply 
  the ghost touch special quality to his unarmed strikes. 
  Chill of the Grave (Ex): The monk learns to focus 
  his Ki to emulate the touch of the dead. Once per day 
  per level of this prestige class, the monk may attempt a 
  Chilling Unarmed Strike attack. The use of this ability 
  must be declared before the attack roll is made, and if 
  the attack misses, the ability is wasted. If it hits, this 
  attack deals an additional 1d6 points of negative energy 
  damage to the target, and the target also suffers 1 point 
  of temporary Strength damage unless it succeeds on a 
  Fortitude save (DC 10 + the monk’s prestige class level 
  + the monk’s Wisdom modifier). An undead creature 
  struck by this attack takes no damage (other than the base 
  unarmed strike damage), but it must make a successful 
  Will save (DC 10 + the monk’s prestige class level + the 
  monk’s Wisdom modifier) or flee as if panicked for 1d4 
  rounds plus 1 round per prestige class level. This ability 
  may not be used more than once per round. 
  Touch of the Ghoul (Ex): The monk learns to focus 
  his Ki to emulate the touch of the ghoul. Once per day 
  per level of this prestige class, the monk may attempt a 
  Paralyzing Unarmed Strike attack. The use of this ability 
  must be declared before the attack roll is made, and if the 
  attack misses, the ability is wasted. If it hits, in addition 
  to suffering the normal damage, the target must make a 
  Fortitude save (DC 10 + the monk’s prestige class level + 
  the monk’s Wisdom modifier) to avoid being paralyzed for 
  a number of rounds equal to the monk’s prestige class level. 
  This ability may not be used more than once per round.
  Ki Aura (Ex): The monks have learned to focus 
  their Ki in such a way that it provides immunity to some 
  types of undead attacks. These monks become immune 
  to ability score loss, energy drain, and fear effects caused 
  by undead.
  Ki Drain (Sp): Monks of this level have become 
  masters of their Ki. They have also learned the secret of 
  stealing a foe’s Ki to replenish their own.  Whenever the 
  monk is in a grapple with an opponent, instead of doing 
  his unarmed attack damage, he can instead try to drain the 
  Ki of his opponent with a successful grapple check. This 
  ability is resolved as if it were the vampiric touch spell (as 
  if cast by a 12th-level sorcerer). The monk may use this 
  ability multiple times on the same target as long as the 
  grapple continues, although the temporary hit points that 
  he gains from multiple uses of this ability do not stack. 
  Non-living creatures are immune to this ability.
   
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  Table 3-6: Order of the Bronze Sepulcher Prestige Class
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Rank within the Order
  Special
  1st
  +0
  +2
  +0
  +2
  White Palm
  Monk Abilities, Eagle Claw
  2nd
  +1
  +3
  +0
  +3
  Yellow Palm
  Supreme Stunning Fist, Invisibility
  3rd
  +2
  +3
  +1
  +3
  Green Palm
  Ghost Touch
  4th
  +3
  +4
  +1
  +4
  Orange Palm
  Invisibility/2 day
  5th
  +3
  +4
  +2
  +4
  Blue Palm 
  Chill of the Grave
  6th
  +4
  +5
  +2
  +5
  Brown Palm
  Invisibility/3 day
  7th
  +5
  +5
  +3
  +5
  Red Palm
  Touch of the Ghoul
  8th
  +6
  +6
  +3
  +6
  Silver Palm
  Invisibility/4 day
  9th
  +6
  +6
  +4
  +6
  Gold Palm
  Ki Aura
  10th
  +7
  +7
  +4
  +7
  Black Palm
  Ki Drain
  
  71
  The Contemplation of the Elements
  Patron/Affiliation: The Elorii of Elonbé.
  Location: In the western Vastwood, at the Citadel 
  of Convergence.
  Abbot: Cevandros, elder Osalikene Elorii.
  Restriction: Only Elorii may join this order.
  Symbol: A small headband of tiny crystals with a 
  gem hanging in the center, representing the jewel at the 
  Citadel of Convergence.
  Philosophy: The Elorii monks of this order do not 
  follow the same structure or traditions as their human 
  counterparts. In fact, they do not consider themselves 
  monks at all. Instead they call themselves selenestri, 
  which means “he who thinks” or “philosopher” in the 
  Elorii tongue. As immortal beings, some Elorii decide 
  to spend four or five decades researching or simply 
  observing a certain trade or philosophical lifestyle. For 
  Elorii, this behavior is known as “walking a path.” Some 
  walk the path of vengeance, some walk the path of the 
  life-giver, and the monks of this order walk the path of 
  the elements. 
  Those who choose to walk the path of the elements 
  feel the need to better understand the inner duality of 
  their souls, focusing on the elemental portion of their 
  being. Deep within the western Vastwood is the sacred 
  place where they seek this understanding, the Citadel 
  of Convergence. Within the citadel’s walls, it is said 
  that the ancient Ssethregoran Masters found, contacted, 
  and invited the four great Elemental Lords to this 
  plane. Inside the fortress is a nexus point where all four 
  elemental planes intersect. This intersection manifests 
  within a huge glittering gem, over 12 feet in diameter. 
  It is believed that this gem allows access to any of the 
  four elemental planes, though the few who have gone 
  through have never returned. 
  Currently, some members of this order are exploring 
  a new, and some say dangerous idea. These radicals 
  believe that the Elemental Lords were not killed or 
  absorbed by the human Gods as previously believed. 
  Instead, they were sent back to their home plane and 
  barred from returning. These monks suspect that the gem 
  actually acts as a block rather than a conduit, and that 
  by destroying the jewel, they may enable the Elemental 
  Lords to return. The more moderate monks caution that 
  should this hypothesis prove incorrect, destroying the 
  gem may unleash a backlash of energy into this plane 
  that may destroy the entire Known World. So far, the 
  threat of total annihilation has stayed the hands of the 
  radicals, but for how long? 
  Miscellaneous Notes: Selenestri of this order tend 
  to be more attuned to their elemental nature than other 
  Elorii, and they act accordingly. Most wear simple 
  clothing and lead unassuming lives. Those traveling 
  abroad are usually searching for ancient artifacts or 
  records that may give some clue as to the true purpose 
  of the nexus gem or information relating to the creation 
  of the Citadel of Convergence. Though its construction 
  is often attributed to the Ssethregoran Empire, it is not 
  constructed in any of the traditional Ssethregoran styles. 
  The members of the Contemplation of the Elements are 
  not required to pursue any of the specific Elemental 
  Paths of Enlightenment (the positioning of the text may 
  be a bit confusing). Most members of the Contemplation 
  are standard core rules monks except for the specific 
  changes listed (their multi-classing ability, their available 
  bonus feats, and the Elemental Soul ability).
  Multi-Classing Ability: Any Elorii-only class 
  (such as suromar or warder), wizard.
  Additional Monk Feats: At 1st level, a monk of 
  this order may select Elorii Bloodline or Stunning Fist 
  as a bonus feat. At 2nd level, she may select Combat 
  Reflexes or Improved Elorii Bloodline as a bonus feat. 
  At 6th level, she may select Improved Trip or Heightened 
  Elorii Bloodline as a bonus feat. In order to select one of 
  the Elorii Bloodline feats, the monk must previously 
  have selected the preceding feats (or have selected them 
  with her non-monk feats). If she selects a higher-level 
  Bloodline feat without the lower-level prerequisite feat, 
  she gains the appropriate lower-level feat instead. Also, 
  the monk may only gain the benefit of the Bloodline 
  feats that corresponds to her own bloodline. The other 
  feats may be chosen regardless of whether or not the 
  monk meets the prerequisites normally required to select 
  them.
  Elemental Soul: An Elorii monk who reaches 
  20th level is treated as an Elemental corresponding to 
  her racial sub-type rather than as a Humanoid for the 
  purpose of spells and magical effects. Ardakene Elorii 
  are treated as Celestials for these purposes. 
  The Elemental Paths of Enlightenment
  We do not seek prowess in combat, we seek 
  enlightenment. Through enlightenment we gain 
  knowledge. Through knowledge we learn of the elements 
  composing the world around us. Learning the nature of 
  these elements gives us understanding of ourselves, and 
  with that understanding, we gain power and prowess.
  -- Abbot Pretos Delinias
  Within the Citadel of Convergence, many of the 
  Elorii monks carry their search for self-understanding to 
  a higher level. These monks seek to physically emulate 
  the elements that compose portions of their souls. Since 
  there are four elemental sub-races of Elorii, this search 
  has followed four different paths. Collectively these 
  paths have become known as the Elemental Paths of 
  Enlightenment. Though this prestige class consists of 
  four distinct paths, all the classes share some common 
  requirements and features as detailed below.  
  Common Requirements: 
  • Alignment: Any Lawful. 
  • Skills: Balance 5 ranks, Jump 5 ranks, and 
  Knowledge (religion: Belisarda or Elemental 
  Lords) 4 ranks. 
  • Feats: Alertness and Heightened Elorii 
  Bloodline.
  • Race: Elorii.
  • Special: Must be a member in good standing of 
  the Order of the Contemplation of the Elements 
  and have a minimum monk level of 8.
  Skill Points per level: 4 + Intelligence modifier.
  Class Skills: The Elemental Paths of Enlightenment 
  class skills (and the key ability for each skill) are 
  Balance (Dex), Climb (Str), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Escape Artist (Dex), 
  Hide (Dex), Jump (Str), Knowledge (arcana) (Int), 
  Knowledge (religion: Belisarda or Elemental Lords) 
  (Int), Listen (Wis), Move Silently (Dex), Perform (any) 
  (Cha), Profession (Wis), Sense Motive (Wis), Spot 
  (Wis), Swim (Str), and Tumble (Dex).
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  72
  Common Class Features:
  All of the following are common class features 
  for all the Elemental Paths of Enlightenment prestige 
  classes.
  Weapon and Armor Proficiency: Monks of 
  these orders gain no proficiencies with any weapon 
  or armor. 
  Monk Ability Advancement: When gaining a 
  level in this prestige class, the character advances in 
  his AC and unarmored speed bonus just as if he had 
  gained a new level of monk. However, he gains no 
  other abilities from the monk advancement table in 
  Core Rulebook I.
  Muticlassing: A follower of the Elemental Paths 
  of Enlightenment may freely multiclass with the 
  monk class, although he must still follow all other 
  monk multiclassing restrictions.
  Alignment: An Elorii who becomes non-Lawful 
  cannot gain new levels in these prestige classes, but he 
  retains all class abilities already gained.
  Elemental Path of Flame
  Elorii who explore the path of flame focus on 
  harnessing the fire burning in their souls. These 
  monks tend to develop violent tempers, which can 
  only be controlled through their training and force 
  of will. Sometimes members of this order abandon 
  this path, returning to the Halls of Keleos to become 
  Evokers and leaving the monastic orders forever.
  Additional Requirements: 
  • Feats: Improved Initiative, Weapon 
  Finesse
  • Race: Kelekene Elorii
  Hit Die: d8
  Additional Class Features:
  All of the following are class features of the 
  Elemental Path of Flame.
  Fire Resistance (Su): Through the Elorii’s 
  elemental understanding of fire, he gains fire resistance 
  equal to 3 times his Path of Flame prestige class level.
  Rapid Strike (Ex): When using his flurry of 
  blows ability, the monk gains one extra attack at his 
  highest flurry attack bonus. 
  Immolation (Sp): At 2nd level, once per day 
  the monk may concentrate his Ki, causing him to 
  burst into flame. This ability is resolved as the warm 
  version of the fire shield spell cast by a 10th-level 
  sorcerer. At 4th level the monk gains a second use of 
  this ability per day. Using this ability is a standard 
  action that provokes attacks of opportunity.
  Flaming Fists (Su): The monk has harnessed 
  his Ki to the point where he can physically manifest 
  flame through his unarmed attacks. As a standard 
  action that does not provoke attacks of opportunity, 
  the monk infuses his body with elemental energy. His 
  unarmed strikes gain the flaming ability. This ability 
  lasts for as long as the monk wishes, and dismissing 
  it is a free action.
  Flaming Burst (Su): The monk has harnessed his 
  Ki to its highest potential. As a standard action that does 
  not provoke attacks of opportunity, the monk infuses his 
  body with elemental energy. His unarmed strikes gain 
  the flaming burst ability. This ability lasts for as long as 
  the monk wishes, and dismissing it is a free action.
  Elemental Path of Stone
  The Path of Stone is an extremely defensive style, 
  emphasizing the use of blocks to win a battle through 
  attrition. Disciples of this path undergo changes to 
  their bodies. As they become closer to their chosen 
  element, they become harder and more compact. At 
  the highest levels of mastery, a monk of this path gains 
  the ability to become living stone for short periods of 
  time. 
  Additional Requirements: 
  • Feats: Combat Expertise, Great Fortitude.
  • Race: Mârokene Elorii
  Hit Die: d10
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  
  73
  Additional Class Features:
  All of the following are class features of the 
  Elemental Path of Stone.
  Natural Armor (Ex): The Elorii’s skin becomes 
  progressively more stone-like. He gains an inherent 
  natural armor bonus equal to one-half his prestige 
  class level (rounded down).
  Hands of Stone (Ex): The monk has learned 
  to focus his Ki to make his hands as hard as stone. 
  Unarmed strikes from this monk now bypass any 
  DR that requires a special metal (silver, mithral, cold 
  iron, etc.) to bypass.  Unarmed strikes from this monk 
  against objects bypass the first 5 points of hardness.
  Damage Reduction (Ex): The monk has become 
  so close to his element, that his body has gained 
  damage reduction. The amount of DR is detailed in 
  the prestige class advancement table. 
  Absorb Blow (Ex): The monk has learned to 
  focus his Ki to absorb blows. When using Expertise, 
  fighting defensively, or using the total defense action, 
  the monk may attempt to absorb the damage of the 
  first physical attack that hits him in each round. When 
  hit, the monk may attempt a Fortitude save (DC 25) 
  to negate the attack. If the attack is a critical hit, a 
  successful save reduces the critical hit to a normal hit 
  instead of negating it entirely. This ability may only be 
  used once per round. It does not work against any type 
  of magic, other than magical enhancements to physical 
  attacks (excluding touch spells). The ability also does 
  not work against special necromantic effects of undead 
  such as ability score damage and energy drain. 
  Iron Skin (Ex): The monk has learned to focus 
  his Ki to make his body less vulnerable to critical hits 
  and sneak attacks. The monk is forevermore treated as 
  though he is wearing armor with the light fortification 
  special armor quality.
  Elemental Path of Water
  The Elemental Path of Water is a blend of 
  offensive and defensive capabilities in a fluid style 
  that mimics the elemental namesake. Masters of 
  this order use their understanding of the elements to 
  flow out of danger, only to return and attack like a 
  destructive tidal wave. 
  Additional Requirements: 
  • 
  Feats: Dodge, Mobility.
  • 
  Special: Evasion class ability.
  • 
  Race: Berokene Elorii.
  Hit Die: d8
  Additional Class Features:
  All of the following are class features of the 
  Elemental Path of Water.
  Skipping Stone (Ex): The monk has learned to 
  attack multiple opponents, much like a rock skips on 
  the water.  When using unarmed strikes, the monk is 
  granted the abilities of the Great Cleave feat. However, 
  in addition to felling a foe, any critical hit scored by 
  the monk also triggers the activation of the feat. 
  Dodge Bonus (Su): The monk has unlocked the 
  secrets of focusing his Ki to become more aware of 
  his surroundings. As a result, he gains a constant +1 
  dodge bonus to his AC. This bonus is lost any time the 
  monk would lose any other dodge bonuses to AC, but 
  otherwise the monk need not do anything special to 
  receive this bonus. This ability increases as the monk 
  progresses on the Elemental Path of Water (see the 
  prestige class progression table).
  Misleading Step (Ex): The monk has learned to 
  mimic the water by flowing into and out of danger. As 
  a result, the monk gains the Improved Feint feat even 
  if he does not meet the prerequisites. However, monks 
  of this order may use a Perform (dance) skill check in 
  place of the normal Bluff skill check used in the feint 
  maneuver. If the monk has 5 or more ranks in Bluff, 
  he gains a +2 synergy bonus on his Perform (dance) 
  skill check for purposes of this ability.
  Shallow Water (Su): The student has become 
  the master. The monk has now focused his Ki to the 
  point where he can react to danger like water parts 
  under footsteps. Once per day, the monk may attempt 
  a Reflex save (DC 20) against any attack, spell, or 
  ability directed against him, as long as the attack is 
  physical in nature or has some kind of visible effect 
  that the monk can see (a single melee or ranged attack, 
  a ray spell, a fireball, a magic missile, etc.). Even 
  attacks that do not normally allow a saving throw 
  may be avoided by use of this ability. If the save 
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  Table 3-7: Elemental Path of Flame 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Fire Resistance, Rapid Strike
  2nd
  +2
  +0
  +3
  +0
  Immolation 1/day
  3rd
  +3
  +1
  +3
  +1
  Flaming Fists
  4th
  +4
  +1
  +4
  +1
  Immolation 2/day
  5th
  +5
  +2
  +4
  +2
  Flaming Bursts
  Table 3-8: Elemental Path of Stone
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Damage Reduction 1/- 
  2nd
  +2
  +3
  +0
  +0
  Hands of Stone, Natural Armor +1
  3rd
  +3
  +3
  +1
  +1
  Damage Reduction 2/-
  4th
  +4
  +4
  +1
  +1
  Absorb Blow, Natural Armor +2
  5th
  +5
  +4
  +2
  +2
  Damage Reduction 3/-, Iron Skin
  
  74
  is successful, the monk manages to avoid all effects 
  of the attack. The monk must declare the use of this 
  power before attempting the saving throw. If the save 
  fails, the monk suffers the normal effects of the attack. 
  If the attack normally allows a save, the monk is still 
  entitled to make it even if this power fails. To use this 
  ability, the monk must be aware of the attack and not 
  flat-footed.
  Elemental Path of Wind 
  The followers of the Elemental Path of Wind train 
  in an acrobatic, defensive style of combat, emphasizing 
  the use of jumping, tumbling, and throws. Disciples of 
  this path become faster and lighter on their feet than 
  their peers, emulating the element that is their focus 
  of study. 
  Additional Requirements: 
  • 
  Feats: Combat Reflexes, Weapon 
  Finesse.
  • 
  Race: Osalikene Elorii.
   
  Hit Die: d6
   
  Additional Class Features:
  All of the following are class features of the 
  Elemental Path of Wind.
  Earth to Sky (Ex): The monk gains Earth to 
  Sky and Meet the Charge as bonus feats. If the monk 
  successfully throws an opponent when using the Earth 
  to Sky feat, he deals his unarmed strike damage to the 
  target in addition to the normal effects of the feat.
  Dodge Bonus (Su): The monk has unlocked the 
  secrets of focusing his Ki to become more aware of 
  his surroundings. As a result, he gains a constant +1 
  dodge bonus to his AC. This bonus is lost any time the 
  monk would lose any other dodge bonuses to AC, but 
  otherwise the monk need not do anything special to 
  receive this bonus. This ability increases as the monk 
  progresses on the Elemental Path of Wind (see the 
  prestige class progression table).
  Defensive Throw (Ex): The monk has learned to 
  harness the air, and can turn it against his opponents. 
  As a standard action, the monk may ready a defensive 
  throw. If attacked in melee during this “readied” state 
  by someone within his threatened area, the monk may 
  react to the attack by attempting to use his opponent’s 
  momentum to hurl them aside or to the ground. This 
  ability is resolved in the exact manner described in the 
  Earth to Sky feat. 
  Wind’s Grace (Ex): The monk has learned to focus 
  his Ki in a manner that allows him to use the element of 
  air to aid him n combat. The monk may now take 10 on 
  Jump and Tumble checks even during the heat of battle. 
  Stunning Throw (Ex): The monk has leaned 
  to harness his Ki and the air around him to make his 
  throws more deadly. As a result, whenever a target is 
  thrown any distance by the monk, that creature must 
  succeed on a Fortitude save (DC 10 + the monk’s 
  prestige class level + the monk’s Wisdom modifier) or 
  be stunned for 1d4 rounds. 
  Tumbling Strike (Ex): The monk has now gained 
  such an understanding of the air that he may ride its 
  currents as he attacks. The monk gains the Tumbling 
  Strike feat as a bonus feat.
  Throw Mastery (Ex): The monk has become a 
  true master of the air and can now control its currents 
  to manipulate his thrown opponents. As a result, the 
  monk may now direct a thrown opponent in any desired 
  direction, including into another opponent. If one 
  opponent is thrown into another, the monk must attempt 
  a ranged touch attack (thrown characters have a 10-foot 
  range increment) to hit the second target. The second 
  target may not be beyond the range the monk is able to 
  throw the first target as detailed in the Earth to Sky feat. 
  If successful, both targets receive the monk’s normal 
  unarmed strike damage and are knocked prone. If the 
  attack misses, the thrown character falls prone five 
  feet beyond the second target, but still takes the normal 
  damage from being thrown. Another use of this ability 
  is to mimic the Improved Trip feat. The monk may 
  slam the target in an adjacent square, dealing normal 
  unarmed attack damage and follow up this throw with a 
  flurry of blows attack against the prone opponent.
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  Table 3-9: Elemental Path of Water
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Skipping Stone
  2nd
  +2
  +3
  +3
  +0
  +1 Dodge Bonus
  3rd
  +3
  +3
  +3
  +1
  Misleading Step
  4th
  +4
  +4
  +4
  +1
  +2 Dodge Bonus
  5th
  +5
  +4
  +4
  +2
  Shallow Water
  Table 3-10: Elemental Path of Wind
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +2
  Earth to Sky, +1 Dodge Bonus
  2nd
  +2
  +0
  +3
  +3
  Defensive Throw, Wind’s Grace
  3rd
  +3
  +1
  +3
  +3
  Stunning Throw, +2 Dodge Bonus
   4th
  +4
  +1
  +4
  +4
  Tumbling Strike
  5th
  +5
  +2
  +4
  +4
  Throw Mastery, +3 Dodge Bonus
  
  75
  The Order of the Incandescent Flame
  Patron/Affiliation: The Temple of Nier.
  Location: Over a volcanic vent on Nier’s Spine, 
  near one of the sacred Pillars of Fire in Canceri.
  Abbott: Menoc val’Virdan.
  Symbol: Monks of this order receive a series of 
  tattoos inscribed upon their forearms, beginning at 
  their wrists. With each additional rank achieved, an 
  additional ring of fire is tattooed further up the arm.
  Philosophy: Nier is the ultimate warrior: fierce, 
  relentless, and unstoppable. The monks of this order 
  believe it is not the mastery of the weapons of war 
  that makes a great warrior, but mastery over the 
  body and the mind. In fact, the greatest weapon is a 
  sharp, analytical mind coupled with a rock-hard body. 
  The monks of this order are taught to control and 
  channel their emotions, focusing on the task at hand 
  – annihilation of the enemy. They train constantly, 
  tempering their bodies into iron hardness capable of 
  withstanding inhuman physical abuse while still being 
  able to deliver killing blows. Their single-minded 
  focus has made members of this order some of the 
  most feared warriors throughout the known lands. 
  The monastery sits adjacent to and partially over 
  a lava vent in the volcanic mountain range known as 
  Nier’s Spine. According to legend, during the battle 
  with Keleos, the Elorii Fire God managed to wound 
  Nier with his fiery blade, slashing across his chest. A 
  few drops of blood fell from this wound and ignited 
  deep within a rift formed by the nascent mountain 
  range. Where Nier’s blood touched the earth, it sprung 
  forth into a great pillar of undying flame. This pillar 
  of fire is a place of holy worship to the Nierites and it 
  is one of only five known pillars of sacred flame that 
  can be found throughout the lands of Arcanis. The 
  monastery was originally founded early during the 
  First Imperium to safeguard and venerate the “Fires 
  of Irlagul.” Irlagul is the Ancient Altharin (Ancient 
  Imperial) word for “the first wound.” 
  Some monks of the order eventually become 
  worthy of learning the deeper mysteries of their faith 
  and they gain the ability to ignite their very fists. This 
  process involves immersing one’s hands into the Fires 
  of Irlagul. This is a dangerous mystery to unravel, for 
  “Woe be to he who is found unworthy by Nier, for he 
  shall be consumed in flames for his conceit.” 
  Miscellaneous Notes: Monks of this order are 
  usually attired in reddish or orange-colored robes with 
  the strong smell of smoke and ash clinging to them. 
  Multi-Classing Ability: Fighter, Warrior of the 
  Eternal Flame (Incandescent Monks may ignore the 
  weapon focus requirement to join the Warrior of the 
  Eternal Flame Prestige Class)
  Armor and Weapon Proficiencies: No changes, 
  but the monks of this order will never use ranged 
  weapons of any sort for any reason.
  Body and Soul of Flame: The monks of this 
  order have toughened their bodies to such a degree 
  that they gain the Iron Skin feat as a bonus feat at 3rd 
  level. 
  The Order of the Iridescent Scales
  Patron/Affiliation: Black Talon Egg Clutch. 
  Location: A small cave system on the western edges 
  of the Sulfur Marsh, Kingdom of Milandir.
  Abbott: Flashing Talon (at least, that’s what the 
  humans call him).
  Restriction: Only Black Talon ss’ressen may 
  join this order.
  Symbol: The iridescent green sheen of their scales 
  marks the monks of this order as being different from 
  any other ss’ressen of the Black Talon egg clutch.
  Philosophy: It was the Great Fire Dragon who led 
  us out of slavery and into the Promised Land. He also 
  gifted us with the means to defend ourselves from our 
  attackers. Why then, would we take up the weapons 
  of man and layer ourselves within their useless armor 
  when all that we need to survive has been given to us 
  since we were hatchlings?
  Ss’ressen monks of this order believe that their 
  race was blessed with talons, fangs, and a vicious 
  tail for a reason. Their god also gifted unto them 
  hardened scales to deflect attacks. They believe that 
  to gird themselves with extra armor or to embrace 
  manufactured weapons is to turn their backs on 
  the Fire Dragon. These monks train rigorously to 
  turn their armored bodies into walking juggernauts, 
  preparing for the day when they will fight alongside 
  their human allies to wipe Onara clean of the last 
  remnants of the hated Ssethregoran Empire. 
  The idea of a monastic order was not introduced 
  into the culture of the Black Talon ss’ressen until 
  after their displacement into Milandir. Curious about 
  human culture, some ss’ressen eventually encountered 
  human monks and began studying their contemplative 
  nature and unarmed style of combat. Intrigued by the 
  heretofore-unexplored possibilities, a small group of 
  would-be monks formally adopted the teachings of 
  their human companions. They settled into a secluded 
  area of the Sulfur Marsh to practice their martial 
  arts and to perfect their fledgling society. Once their 
  monastery was established, they began experimenting 
  with the practice of entering deep meditative trances 
  produced by ingesting a unique plant that grew only 
  in their small section of the swamp. This trance 
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  76
  produced visions of people, creatures, places, or 
  events that would have special meaning for each 
  monk. This strange plant also had another side effect; 
  it altered the natural color of their scales, making 
  them shine with a lustrous green sheen. Many of the 
  monks of this order see a particular person while 
  experiencing these visions. Immediately, they leave 
  the safety of their swamp to find that person. Once 
  the person has been found, the monk will bond to that 
  person, becoming his or her erstwhile companion and 
  de facto bodyguard, knowing that those they guard 
  will in some way be instrumental or vital to their own 
  lives in the future. 
  Miscellaneous Notes: Monks of this order refrain 
  from wearing any clothing and only don a russet-
  colored hooded cloak when necessary in deference to 
  Milandisian custom. 
  Multi-Classing Ability: Ranger.
  Additional Monk Feats: At 1st level, a monk of 
  this order may select either Dragon’s Hide or Stunning 
  Fist as a bonus feat. At 2nd level, she may select either 
  Combat Reflexes or Tail Attack as a bonus feat. At 6th 
  level, she may select either Avalanche or Improved 
  Trip as a bonus feat. A monk need not have any of 
  the prerequisites normally required for these feats to 
  select them.
  Armor and Weapon Proficiencies: Monks of 
  this order will never use any manufactured weapon or 
  wear any type of armor.
  My Body, My Soul: Monks of this order have 
  learned to push their bodies beyond their physical 
  norms. As a result, their base movement rate is 
  increased by 10 feet per round. They also receive 
  a +2 dodge bonus to their Armor Class against 
  attacks of opportunity provoked by their movement, 
  as opponents find them hard to hit because of their 
  deceptive speed.
  The Order of the Iron Soul
  Patron/Affiliation: The Temple of Anshar.
  Location: A secret location in the Western 
  Marches, Coryani Empire.
  Abbott: Hundin val’Inares, His Most Serene 
  Grandfather.
  Symbol: Members of this order burn scars on 
  their inner forearms in the shape of a serpent.
  Philosophy: Founded by a sect of the Temple 
  of Anshar venerating her “outcast” aspect, this order 
  assists those who have tainted souls and pure hearts. 
  Many dark-kin, who are troubled by the malignant 
  evil within them, petition to join this ascetic order, 
  hoping to learn ways to control their Infernal blood. 
  Members of this order are taught that emotions 
  are like the deadly whirlpools of Yarris’ oceans, 
  always threatening to suck the tainted ones down 
  into the darkest bowels of their Infernal souls. These 
  monks become masters at controlling their emotions. 
  Unfortunately, repressing one’s negative impulses 
  exacts a heavy toll, and monks of this order rarely show 
  any emotion whatsoever, good or ill. Some believe that 
  the cold, stoic reputation associated with most monks 
  can be traced back to members of this order. 
  Miscellaneous Notes: Members of this order 
  keep their heads shaved at all times. They usually 
  wear the blandest of clothing, sometimes nothing 
  more than a threadbare brown robe of coarse cloth. 
  Iron Soul: Monks who follow the tenets of this 
  order gain a +2 bonus on all Will saves. However, 
  their focus on emotional control slows their reaction 
  times. Therefore, they suffer a –2 penalty on all 
  Reflex saves.
  The Order of the Pearl Maidens
  Patron/Affiliation: None. Allied with the Royal 
  Houses G’mel and val’Haupt of Censure, and the 
  Nawal of the Bleak Coast and Pengik peninsula. It 
  is rumored that the Pearl Maidens have taken steps 
  to solidify a naval compact with Naeraanth and King 
  Osric of Milandir.
  Location: The monastery ship, The Way of the 
  Pearl, home port Pearlspar, Hinterlands.
  Abbess: I’kir Ruhk, Captain of The Way of the 
  Pearl.
  Restriction: Only women may join this order.
  Symbol: The Sailesh. A Sailesh is a headband 
  made of pearls with bejeweled strings that loop 
  underneath the eyes. 
  Philosophy: The Pearl Maidens are a matriarchal 
  monastic order that promotes the independence and 
  liberty of women. They ensure the safety of the 
  many female pearl divers of the Bleak Coast. These 
  divers are favored targets for the pirates, corsairs, and 
  reavers that victimize the trade lanes between Censure 
  and the Republic of Altheria. This order is sworn to 
  protect the divers from those who would harm or 
  enslave them.
  CORE CLASSES IN ARCANIS ▪ Monastic Orders of Arcanis
  
  77
  This order has earned such a reputation that 
  many hardened pirates have turned to run rather 
  than face certain death at the hands of the crew of 
  The Way of the Pearl. This large, many-decked ship 
  is manned entirely by monks of the order who go 
  to extreme measures to hunt pirate vessels, always 
  burning them down to the water line. Along with the 
  usual training in unarmed combat, the monks of this 
  order possess such skill with the bow that they have 
  become legendary. So great is their prowess that these 
  monks are fully respected as warriors by the Yhing 
  hir, despite their gender.
  Miscellaneous Notes: Pearl Maidens usually 
  carry elaborately painted bows and long oyster knives 
  strapped to their legs. Monks of this order often travel 
  in disguise, sequestering themselves in port cities or 
  aboard ships for special missions. For an illustration 
  of a typical Pearl Maiden, see page 81 of the Codex 
  Arcanis. 
  Multi-Classing Ability: Ranger (standard). 
  Additional Class Skills: Monks of this order lose 
  Survival as a class skill. They gain Perform (any) as 
  a replacement class skill. Monks of this order receive 
  the Skill Focus: Profession (sailor) feat for free.
  Additional Monk Feats: At 1st level, a monk 
  may select either Dodge or Stunning Fist as a bonus 
  feat. At 2nd level, she may select either Mobility 
  or Deflect Arrows as a bonus feat. At 6th level, she 
  may select either Improved Disarm or Hero’s Heart 
  as a bonus feat. The monk need not have any of the 
  prerequisites normally required for these feats to 
  select them.
  Armor and Weapon Proficiencies: Members of 
  this order gain Martial Weapon Proficiency (longbow), 
  and lose their proficiencies with all crossbows.
  The Sea is My Home: At 3rd level, monks of this 
  order gain Master of the Tops as a bonus feat even if 
  they do not meet the prerequisites. 
  The Order of the Perfect Union
  Patron/Affiliation: The Temple of Illiir.
  Location: In the Corlathian Mountains near 
  Solanos Mor, Coryani Empire. 
  Abbott: His Illuminated Perfection, Morven of 
  the House of Vodik.
  Restriction: All members of this order must 
  worship Illiir.
  Symbol: Members of this order bear the mark of 
  Illiir, a stylized sun symbol, tattooed upon their brow. 
  Philosophy: This order strictly adheres to the 
  scriptures of Illiir, calling for the perfection of both 
  the mind and the body. Within the monastery’s white-
  marbled walls, the monks aspire to create a perfectly 
  pure environment to honor their divine patron. 
  Outsiders visiting the monastery usually consider the 
  results of the monks’ efforts cold and sterile. Initiates 
  entering the monastery undergo a grueling ritual, 
  which scrubs away the filth of the world and prepares 
  them for the path of perfection. Many of the elders 
  of this order are Val of exceedingly powerful psionic 
  ability. They use their mastery of the mind to probe, 
  shape, and cleanse impure thoughts and urges from 
  the young initiates. Even after progressing through 
  the ranks of the order, monks who travel abroad are 
  sometimes required to submit to mental scans to ensure 
  that they have not been contaminated by imperfect 
  ideas or urges. Although monks of this order eschew 
  casual physical contact, they are required by their 
  tenets to travel beyond the monastery’s elegant white 
  marble gate and interact with the world. They are to 
  experience first-hand the contamination wrought by 
  those who have strayed from the pure path. During 
  these extensive travels, the monk views any interaction 
  with the unclean (i.e., anyone outside the order) as a 
  test of his own ability to resist corruption.
  Dwarves from Solanos Mor are warmly welcomed 
  into this order. They are usually viewed as exemplary 
  models because of their fanatical devotion to Illiir. 
  Many of these dwarves come to the order seeking the 
  perfection of their own body for the express purpose 
  of breaking their racial curse. In fact, the current 
  Abbott of the order is an ancient dwarf named Morven 
  who does not suffer fools lightly. He has expulsed 
  many a member of the order at the slightest hint of 
  impurity in action or thought. 
  Val members of this order usually continue to 
  grow in their psionic potential. Some say that there are 
  no greater masters of the powers of the mind than the 
  Elders of this order. 
  Miscellaneous Notes: Haughty and assured of 
  their superiority, members of the order are seen as 
  cold, aloof, and smug by the populace at large. Monks 
  of this order usually wear pure white robes, boots, 
  and gloves, leaving only their faces exposed to the 
  elements.
  Multi-Classing Ability: Psion or Psychic 
  Warrior.
  Additional Monk Feats: At 1st level, a monk 
  of this order may select Unfazed or Stunning Fist as 
  a bonus feat. At 2nd level, she may select Combat 
  Reflexes or Callous as a bonus feat. At 6th level, 
  she may select Improved Disarm, Improved Trip, 
  or Divinity’s Purpose as a bonus feat. A monk need 
  not have any of the prerequisites normally required 
  for these feats to select them, except for Divinity’s 
  Purpose. Only Val monks may select this feat, though 
  they do not need to meet the blood rank requirement 
  to do so.
  Path of the Stoic Soul: Through strict religious 
  indoctrination and divine grace, monks of this order 
  steel their minds to resist outside influences. As a 
  result, at 5th level, they become immune to all types 
  of fear and any mind-affecting compulsion spells or 
  spell-like abilities of third level or less. This includes 
  spells that might normally prove beneficial. However, 
  there is a price to pay for this immunity. Once reaching 
  this level, the monk’s purity of mind and body can 
  become an unexpected vulnerability. Any successful 
  attack against a monk of this order by an Abomination 
  or an undead creature deals an additional 1d6 points 
  of damage, because the monk’s body violently repels 
  such impurity.
   
  Monastic Orders of Arcanis ▪ CORE CLASSES IN ARCANIS
  
  78
  Paladin
  Paladins represent the ideal of the “knight in 
  shining armor who follows the God of Good” depicted 
  in most fantasy settings. However, the gods of Arcanis 
  do not have an alignment, meaning that the individual 
  churches and temples choose which aspects and dogma 
  is followed. 
  Paladins in Arcanis are considered a sub-class of 
  the Holy Champion, detailed in this chapter. Listed in 
  that section is an example of some of the many Holy 
  Champions sponsored by the different temples. The 
  Paladin Class has been modified so to better fit the 
  campaign setting and represent the generic holy warrior 
  who serves a particular deity. 
  General Changes
  Alignment: Any Good.
  Religion: All paladins of Arcanis must select 
  a specific deity from the following list: Althares, 
  Belisarda, Hurrian, Illiir, Nier, Sarish, and The Fire 
  Dragon. The deities not on this list do not sponsor 
  generic holy warriors (paladins).
  Aura of Faith (Ex): All paladins possess a strong 
  aura of good, whose power level is equal to the 
  character’s paladin level. See the detect evil spell for 
  details.
  Spellcasting and Special Abilities: Paladins in 
  Arcanis gain the ability to cast divine spells just as 
  paladins in the core rules do. All of the rules and tables 
  from Core Rulebook I apply normally. Paladins never 
  select domains and never receive domain powers. All 
  the other paladin special abilities, except for those 
  explicitly mentioned here, also function as normal and 
  according to the rules in Core Rulebook I for the core 
  paladin class.  Paladins must choose a deity and it must 
  be chosen from the list of deities provided. In Arcanis, 
  Paladins are more “generic” holy warriors than holy 
  champions are, but they are not so generic that they do 
  not worship a particular deity.
  Bonus Languages: Since most formal church 
  services are still held in the ancient Tongue of Man, 
  all paladins who worship any god from the Pantheon 
  of Man gain Ancient Altharin (Ancient Imperial) as an 
  automatic language. 
  Channeling (Su): Paladins gain the ability to 
  channel in place of the Turn Undead ability from the 
  core rules. See the cleric entry for details on channeling. 
  Paladins use the deity-specific turning modifiers (see the 
  table earlier in this document) for turning and rebuking 
  undead instead of the default 3-level penalty in the core 
  rules. The character’s turning level is calculated based 
  on the strength of his Aura of Faith.
  Divine Grace (Su): The paladin’s Divine Grace 
  ability does not stack with the ability of any holy 
  champion class to add an ability bonus to all saving 
  throws, even if the other ability is based on an ability 
  score other than Charisma. For example, a paladin / 
  holy champion of Althares does not benefit from both 
  Divine Grace and the Wisdom of Althares ability. The 
  character gets whichever bonus is higher.
  Special Mount (Sp): This ability from the core 
  rules is replaced with Faithful Steed (Sp). In the 
  world of Arcanis, paladins cannot summon or dismiss 
  a special mount. Instead, at 5th level, the paladin can 
  call an unusually intelligent, strong, and loyal steed to 
  serve him. This steed takes 1d4 hours to appear from 
  the wild after being prayed for. It stays with the paladin 
  until it dies, just as a normal domesticated animal. This 
  steed may be of any normal type of mount listed in 
  Core Rulebook I (riding dog, heavy horse, light horse, 
  pony, heavy warhorse, light warhorse, or warpony). If 
  the steed is ever killed, the paladin may not call another 
  steed for thirty days or until he gains a paladin level, 
  whichever comes first, even if the steed is somehow 
  returned from the dead. During this thirty-day period, 
  the paladin suffers a –1 penalty on attack and weapon 
  damage rolls. Except for removing the ability of the 
  paladin to summon or dismiss this steed, it follows all 
  other standard rules for the paladin mount, including 
  the advancement rules, described in Core Rulebook I.
  Multiclass Restrictions: In Arcanis, a paladin 
  may freely multiclass between paladin and the 
  holy champion of his chosen deity, if he meets the 
  requirements to become a holy champion. 
  Code of Conduct: Paladins must always behave 
  honorably, and in Arcanis, this usually puts the paladin 
  at a severe disadvantage. A paladin will never coup de 
  grace an opponent, slay a helpless opponent, attack 
  from hiding, lie, cheat, steal, or use poison. Paladins 
  will always accept the surrender of an enemy. Paladins 
  will never knowingly or willfully commit an evil act. 
  They must remain pious and faithful to their chosen 
  deity at all times.
  Associates: In the morally gray world of Arcanis, 
  this entire section is waived for paladins. Otherwise, 
  they would never be able to adventure! 
  Ex-Paladins: This section of Core Rulebook I 
  remains in place with minor changes. First, the paladin 
  must only maintain a Good alignment, not Lawful 
  Good. If the paladin ever becomes non-Good, then 
  he suffers the listed effects for being an ex-paladin. 
  Second, a paladin’s faithful steed does not disappear 
  if he falls from grace. Instead, it remains as a normal 
  animal of its type and loses any special abilities that it 
  gained through advancement. 
  Specific Paladins
  Althares
  Armor and Weapon Proficiencies: Paladins of 
  Althares gain Exotic Weapon Proficiency (flintlock 
  pistols and rifles) as bonus feats.
  Additional Class Abilities: Paladins of Althares 
  gain the bardic knowledge ability (see Core Rulebook 
  I). The paladin may use this ability as if he were a bard 
  equal to one-half his paladin level (rounded down). If the 
  character has other classes that grant the bardic knowledge 
  ability, such as a multiclassed paladin/bard, then one-half 
  his paladin level stacks with his levels of whichever 
  other classes grant him the bardic knowledge ability for 
  purposes of making bardic knowledge checks.
  CORE CLASSES IN ARCANIS ▪ Paladin
  
  79
  Additional Equipment: All paladins of Althares 
  are given a standard Altherian flintlock (character’s 
  choice of pistol or rifle) and 10 shots of blast powder 
  at first level. When purchasing additional flintlocks 
  or blast powder, paladins of Althares are treated as 
  citizens of Altheria regardless of their nationality.
   
  Turn Undead (Su): Paladins of Althares may 
  channel to turn undead. They have an effective turning 
  level that is four levels lower than their paladin level.
  Belisarda
  Additional Class Skills: Paladins of Belisarda 
  gain Knowledge (nature) and Survival as class skills.
   
  Turn Undead: Paladins of Belisarda may channel 
  to turn undead. They have an effective turning level 
  that is three levels lower than their paladin level.
  Wild Empathy (Ex): Paladins of Belisarda gain 
  the wild empathy ability. This functions exactly as 
  the druid ability of the same name described in Core 
  Rulebook I.
   
  Hurrian
  Additional Class Skills: Paladins of Hurrian 
  gain Survival as a class skill. 
  Armor and Weapon Proficiencies: Paladins of 
  Hurrian gain Weapon Focus (Longsword) as a bonus 
  feat.
  Turn Undead: Paladins of Hurrian may channel 
  to turn undead. They have an effective turning level 
  that is four levels lower than their paladin level.
  Illiir
  Armor and Weapon Proficiencies: Paladins of 
  Illiir gain Weapon Focus (gladius) as a bonus feat.
  Perfection Within: At 4th level, Paladins of 
  Illiir gain a +2 bonus on all saving throws versus all 
  Enchantment spells and abilities.
  Spellcasting: Paladins of Illiir gain the following 
  spells as part of their paladin spell list: light (Pal 1) 
  and searing light (Pal 2). They otherwise use the 
  standard spell list from the core rules.
   
  Turn Undead: Paladins of Illiir may channel 
  to turn undead. Against most undead, the paladin’s 
  effective turning level is three levels lower than his 
  paladin level. However, against any undead creature 
  that is adversely affected by sunlight (such as a 
  vampire, wraith, or spectre), or any undead with the 
  Shadow subtype or descriptor, the paladin’s effective 
  turning level is only two levels lower than his paladin 
  level.
  Nier
  Armor and Weapon Proficiencies: Paladins 
  of Nier gain Weapon Focus (greatsword) as a bonus 
  feat.
  Turn Undead: Paladins of Nier may channel to 
  turn undead. The paladin’s effective turning level is 
  four levels lower than his paladin level. However, any 
  turning attempt by a Paladin of Nier is unsuccessful 
  unless the result destroys the undead outright. 
  Paladins of the God of War are expected to demolish 
  these abominations, not leave them cowering in 
  submission.
  Sarish
  Additional Equipment: At 1st level, all paladins 
  of Sarish are given a single Sarishan steel weapon 
  of their choice. This weapon is sacred, is used in the 
  paladin’s daily prayers, and may never be sold, traded, 
  or given away. If it is lost or destroyed for any reason, 
  the paladin must immediately replace it from his own 
  funds.
  Additional Language: All paladins of Sarish 
  are taught to speak, read, and write Infernal as part of 
  their initiation and training. This is a bonus language 
  and need not be purchased with skill points.
  Turn Undead: Paladins of Sarish may channel 
  to turn undead. The paladin’s effective turning level is 
  five levels lower than his paladin level.
  The Fire Dragon
  Additional Class Skills: Paladins of the Fire 
  Dragon gain Survival as a class skill.
   
  Armor and Weapon Proficiencies: Paladins of 
  the Fire Dragon gain Weapon Focus (heavy flail) as 
  a bonus feat.
  Tenets of the Faith: All paladins of the Fire 
  Dragon are male. This seems to have something to do 
  with the complicated physiology of the ss’ressen and 
  the placement and arrangement of eggs within their 
  hatcheries.
  Turn Undead: Paladins of the Fire Dragon may 
  channel to turn undead. The paladin’s effective turning 
  level is four levels lower than his paladin level.
  Ranger
  Rangers are some of the most respected warriors 
  of Arcanis. These fearsome warriors are highly 
  prized in any military organization, and frequently 
  find themselves in positions of power due to their 
  military prowess and survival skills. The ranger is 
  perhaps the most specialized type of warrior, and the 
  ranger in Arcanis is afforded many options that differ 
  quite substantially from the ranger presented in Core 
  Rulebook I.
  Specific Paladins ▪ CORE CLASSES IN ARCANIS
  
  80
  Additional Class Skills: All rangers gain 
  Knowledge (religion) as a class skill.
  Altherian and Shining Patrol Rangers: Rangers 
  from Altheria or rangers possessing the Shining Patrol 
  Service feat gain Exotic Weapon Proficiency (flintlock 
  pistols and rifles) as bonus feats. These rangers may 
  also choose the following combat style to replace the 
  two general ranger choices.
  Flintlock Combat Style 
  The flintlock combat style becomes a third available 
  option for the ranger and follows all normal rules for 
  combat styles found in the core ranger’s description in 
  Core Rulebook I.
  •  Combat Style: At 2nd level, this ranger gains 
  the Precise Shot feat when using flintlock weapons, 
  even if he does not meet the prerequisites. 
  • Improved Combat Style: At 6th level, a ranger’s 
  aptitude in his chosen combat style improves 
  and he gains the Combat Firing feat when using 
  flintlock weapons, even if he does not meet the 
  prerequisites. 
  • Combat Style Mastery: At 11th level, a ranger’s 
  aptitude in his chosen combat style improves again 
  and he gains the Hawk-Eyed feat when using 
  flintlock weapons, even if he does not meet the 
  prerequisites. 
  Animal Companion: The ranger is subject to the 
  same restrictions and additions to his animal companion 
  list as detailed under the druid class in this chapter.
  Favored Enemies: In a world of intrigue such 
  as Arcanis, everyone makes enemies. To reflect this 
  complex setting, the ranger’s favored enemy rules are 
  expanded dramatically. For non-humans, Favored Enemy 
  (Human) includes humans, dark-kin, and Val. However, 
  humans are a contentious race; individual nations tend 
  to focus upon the differences between themselves 
  rather than the similarities. Therefore humans, Val, and 
  dark-kin may not choose “Human” as a racial enemy. 
  Instead they must choose a more narrowly-defined type 
  of human. The legal choices are detailed in Table 3-11: 
  Ranger Favored Enemies. A ranger may only choose 
  his own nationality as a favored enemy if he is evil. 
  Since the Black Talon and Ashen Hide egg clutches have 
  centuries-old animosity against the other egg clutches 
  of their former homeland, they may select “Reptilian 
  Humanoids” as a favored enemy without being of evil 
  alignment. Black Talon ss’ressen may also choose 
  “ss’ressen heretics” (ss’ressen who do not worship the 
  Fire Dragon) as a favored enemy. Due to the Reavers’ 
  hostility toward everyone, all rangers regardless of race 
  may choose “Reavers of Bealak Gempor” as a favored 
  enemy without being evil. Dwarven rangers may also 
  select a rival enclave of dwarves without being evil. 
  Elorii rangers may select specific rival Elorii nations, 
  or “Elorii heretics” (Elorri who worship human deities) 
  without being evil. 
  Sometimes a ranger does not know if he is facing 
  a favored enemy. In this case, the GM should give the 
  ranger a Spot check to notice that his current foe is a 
  favored enemy. The ranger gains a bonus to this check 
  equal to the bonus he receives on other Spot checks 
  versus that specific favored enemy and the DC should be 
  set by the GM according to the situation. For instance, 
  if Magros is hunting Elorii heretics and finds an Elorii 
  openly wearing the holy symbol of Hurrian and using 
  it to cast spells, then the heretic is blatantly obvious 
  and the DC for the Spot check should be exceedingly 
  low (DC 0). However, if in the same situation the 
  heretic was not using the holy symbol and had actually 
  taken great pains to hide it, then the DC should be set 
  higher (DC 30). Be fair, but remember, rangers have no 
  magical ability to detect their favored enemies.
  The list of nationalities, cults, groups, and 
  organizations on Table 3-11 is not intended to be 
  exhaustive or all-inclusive. Arcanis is a big place 
  and there are an awful lot of groups working at cross 
  purposes. The GM is encouraged to allow options 
  above and beyond the ones listed in the table if the 
  campaign features them as opponents on a regular 
  basis. For example, a campaign set in the occupied city 
  of Nishanpur might allow rangers to select the Swords 
  of Nier or the followers of one of the members of the 
  Dark Triumvirate (Sarish, Nier, and Neroth). 
  Individual deities should generally be chosen as 
  categories instead of entire churches; for example, 
  allowing a character to choose “The Mother Church” 
  as a favored enemy would be too broad, but “clerics 
  of Illiir of the Mother Church” would be a reasonable 
  level of specificity.
  The Urban Sentinel: A Ranger Variant
  While a normal ranger is at home in the wilderness, 
  an Urban Sentinel, or just Sentinel, is equally at home 
  in the bowels of a city. Sentinels follow all normal rules 
  for rangers in Core Rulebook I with a few alterations 
  detailed below. A character must select the normal ranger 
  class or the Urban Sentinel variant upon taking his first 
  ranger level. Once this selection is made, it may never be 
  changed and the two classes may never be mixed.
  CORE CLASSES IN ARCANIS ▪ Ranger
  
  81
  Urban Sentinel Class Skills
  The Urban Sentinel’s class skills (and the key 
  ability for each skill) are Balance (Dex), Black Market 
  (Wis), Climb (Str), Concentration (Con), Craft (Int), 
  Escape Artist (Dex), Handle Animal (Cha), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (local) (Int), Listen (Wis), 
  Move Silently (Dex), Profession (Wis), Search (Int), 
  Spot (Wis), Survival (Wis), and Use Rope (Dex).
  Urban Sentinel Class Ability Changes
  Favored Enemy: An Urban Sentinel must select 
  a nationality or cult/group as his initial favored 
  enemy.
  Wild Empathy: Sentinels lose this ability since 
  they are connected to urban areas, not the wilderness. 
  As a replacement, all Urban Sentinels gain the 
  Streetwise feat.
  Animal Companion: A Sentinel’s animal 
  selection is very limited within an urban environment. 
  As a result, he may only select one of the following as 
  animal companion upon reaching 4th level: Cat, dire 
  rat, dog, or riding dog.
   
  Woodland Stride: This ability is replaced with 
  As the Ghost (Ex): Starting at 7th level, an Urban 
  Sentinel cannot be tracked within the confines of an 
  urban setting. The Urban Sentinel may move through 
  garbage and clutter at his normal speed without 
  suffering any impairment.
   
  Camouflage (Ex): A Urban Sentinel of 13th 
  level or higher can use the Hide skill in any sort of 
  urban terrain, even if the terrain doesn’t grant cover 
  or concealment.
  Hide in Plain Sight (Ex): While in any sort of 
  urban terrain, an Urban Sentinel of 17th level or higher 
  can use the Hide skill even while being observed. 
  Urban Sentinel Spell List:
  1st level
  alarm, animate rope, cause fear, charm person, 
  cure light wounds, delay poison, detect poison, detect 
  secret doors, disguise self, endure elements, feather 
  fall, jump, lesser confusion, longstrider, pass without 
  trace, read magic, resist energy, summon monster I, 
  ventriloquism
  2nd level
  bear’s endurance, blur, cat’s grace, cure moderate 
  wounds, darkness, hold person, invisibility, owl’s 
  wisdom, protection from energy, silence, summon 
  monster II, wind wall
  3rd level
  blink, charm monster, cure serious wounds, 
  daylight, darkvision, glibness, neutralize poison, 
  remove disease, repel vermin, see invisibility, speak 
  with animals, summon monster III, water walk
  4th level
  Cure critical wounds, dimension door, freedom 
  of movement, greater invisibility, nondetection, speak 
  with plants, summon monster IV
  Table 3-11: Ranger Favored Enemies
  Type (Subtype)
  Type (Subtype)
  Type (Subtype)
  Type (Subtype)
  Aberrations
  Humanoids (dwarf) 1
  Oozes
  Outsiders (native)
  Animals
  Humanoids (Elorii)
  Outsiders (air)
  Outsiders (water)
  Bio-Constructs
  Humanoids (goblinoid) 2
  Outsiders (chaotic)
  Plants
  Constructs
  Humanoids (gnoll)
  Outsiders (earth)
  Psionic Creatures
  Elementals
  Humanoids (human) 3
  Outsiders (evil)
  Shapechangers
  Entropic Creatures
  Humanoids (orc) 4
  Outsiders (fire)
  Tainted Creatures 6
  Giants
  Humanoids (reptilian) 5
  Outsiders (good)
  Undead
  Humanoids (aquatic)
  Magical Beasts
  Outsiders (lawful)
  Vermin
  Type (Nationality)
  Type (Nationality)
  Type (Cult / Group)
  Type (Cult / Group)
  Altherians
  Myrantians
  Cafelan Cartel
  Inquisitors of the Mother 
  Church
  Cancerese
  Pirate Islanders
  Children of the Leviathan
  Myrantian Medja
  Chauni
  Ssethregorans 7
  Cult of the Frog
  Rules Lawyers
  Coryani
  Voei
  Cult of the Hyena Queen
  Secret Society (any specific) 
  Dwarven Enclave (specific)
  Westernlanders (League of Princes)
  Cult of the Jackal
  Ss’ressen Heretics 9
  Elorii Nation (specific)
  Yhing Hir
  Cult of the Thousand-Eyed Man
  Swords of Nier
  Khitani
  Ymandrakes
  Elorii Heretics 8
  Tzizhetan Cultists
  Milandisians
  Followers of … (specific God)
  Note 1: Includes gnomes 
   
  Note 2: Includes half-hobgoblins  
  Note 3: Includes Val
  Note 4: Includes half-orcs 
   
  Note 5: Includes ss’ressen 
   
  Note 6: Includes dark-kin and Infernals
  Note 7: Refers to the current Ssethregoran Empire
  Note 8: Refers to any Elorii who doesn’t worship either Belisarda or one of the Elemental Lords
  Note 9: For Ashen Hide, refers to any member of that clutch who doesn’t worship Nier; for Black Talons, refers to any member of that clutch 
  who doesn’t worship the Fire Dragon.  Members of each clutch also consider one another heretics for this purpose.
  Ranger ▪ CORE CLASSES IN ARCANIS
  
  82
  Rogue
  Thieves are everywhere. Some steal for profit, 
  some for fun, others out of necessity. The only real 
  truth among this clever cadre is that there is no honor 
  among thieves. The rogues of Arcanis differ very little 
  from those in Core Rulebook I.
  Additional Proficiencies: Rogues gain Martial 
  Weapon Proficiency (saber). See Chapter 7 – Weapons 
  and Equipment for details on the saber.
  Class Skills: Rogues of Arcanis gain Black Market 
  and Research as class skills. See Chapter 4 – Skills for 
  details on these new skills.
  Sorcerer
   
  Sorcerers are feared and misunderstood by the 
  common populace of Arcanis, and the Sorcerer King 
  of Ymadgragore is a constant threat to any who have 
  the “Sorcerous Spark.” His Harvester agents constantly 
  hunt, track, and kidnap these gifted individuals and 
  deliver them to the Isle of Tears. Once on the island, 
  they are there to serve the Sorcerer King…and they 
  are there to stay. Apart from being universally feared 
  and shunned by the public, the sorcerers of Arcanis 
  differ only marginally from their Core Rulebook I 
  counterparts.
  Additional Familiars: Sorcerers of Arcanis enjoy 
  an expanded list of familiars. This list may be found in 
  the Familiars of Arcanis side bar. 
  Bonus Feat: Sorcerers of Arcanis gain the Eschew 
  Materials feat at 1st level. 
  Restricted Races: Humans and half-hobgoblins 
  may not be sorcerers.
  The Sorcerous Spark: Sorcerers of Arcanis differ 
  significantly from their counterparts in this area. In 
  Arcanis, the power of a sorcerer can be directly traced 
  through his bloodline. At 1st level, the sorcerer must 
  consult the bloodline chart (see Table 3-12: Sorcerer 
  Bloodlines) to determine where he gets his spark. 
  If more than one entry is present, the sorcerer may 
  choose either listed option. Once this choice is made, 
  it is final.
  Table 3-12: Sorcerer Bloodlines 
  Race
  Available Bloodlines
  Dark-Kin
  Infernal 
  Dwarf
  Celestial 
  Elorii (Ardakene)
  Celestial
  Elorii (Kelekene)
  Elemental (Fire) 
  Elorii (Mârokene)
  Elemental (Earth) 
  Elorii (Osalikene)
  Elemental (Air) 
  Elorii (Berokene)
  Elemental (Water) 
  Gnome
  Celestial 
  Half-Orc
  Celestial or Infernal
  Ss’ressen
  Elemental (Fire)
  Val
  Celestial 
  Hunted: The Sorcerer King of Ymandragore hunts 
  all arcane casters. Displaying one’s sorcerous skills 
  openly or in a public setting is a sure way to end one’s 
  career early.
  Wizard
   
  Wizards are another tragic class in Arcanis. Their 
  powers make them mistrusted by the common populace 
  and hunted by the Sorcerer King of Ymandragore. His 
  Harvester agents constantly hunt, track, and kidnap 
  these gifted individuals and deliver them to the Isle of 
  Tears. Once on the island, they are there to serve the 
  Sorcerer King…and they are there to stay. Apart from 
  being universally feared and shunned by the public, 
  wizards of Arcanis differ very little from their Core 
  Rulebook I counterparts. 
  Additional Class Skill: Wizards of Arcanis gain 
  Research as a class skill. See Chapter 4 – Skills for a 
  description of this new skill.
  Additional Familiars: Wizards of Arcanis enjoy 
  an expanded list of familiars. This list may be found in 
  the Familiars of Arcanis side bar.
   
  Hunted: The Sorcerer King of Ymandragore hunts 
  all arcane casters. Displaying one’s wizardly skills 
  openly or in a public setting is a sure way to end one’s 
  career early.
  Holy Champions
  Each of the different temples of Arcanis venerates 
  a particular deity, usually focusing on a speciﬁc aspect 
  and its associated tenets. Should the individual aspect 
  have a militant bearing or direction, the temple may 
  wish to sponsor an order of holy warriors to further 
  spread their doctrine and inﬂuence. 
  Below are examples of some of the Order of Holy 
  Champions that operate throughout the Known Lands 
  of Arcanis. This is by no means an exhaustive list 
  as there are many other orders, large and small, that 
  spread the beliefs of the temples. 
  Random Starting Gold: Holy champions of Anshar 
  begin play with 2d4 x 10 gold pieces in starting funds 
  (average 50 gp). All other holy champions begin play with 
  6d4 x 10 gold pieces in starting funds (average 150 gp).
  Automatic Languages: All of the holy champions 
  of the deities of the Mother Church gain Ancient 
  Altharin as an automatic language. Holy champions of 
  Sarish also gain Infernal as an automatic language.
  Bonus Languages: Celestial and Infernal are 
  available as bonus languages for all holy champions, 
  regardless of deity worshipped.
  Ex-Holy Champions: There are various reasons 
  why a character may fail to remain a holy champion in 
  good standing. For example, the character’s alignment 
  might change (whether voluntarily or involuntarily), 
  he might fail to uphold the tenets of his particular 
  order (either by deliberate commission or knowing 
  omission), or he might decide to take the most dramatic 
  step and change patron deities. The following rules 
  apply to all holy champions who become ineligible to 
  remain members of the class for any reason:
  CORE CLASSES IN ARCANIS ▪ Rogue
  
  83
  An ex-holy champion loses all of the special abilities 
  of the class, including extraordinary, supernatural, and 
  spell-like abilities, as well as spellcasting ability (if 
  any) and channeling ability (if any). If the class grants 
  a special mount, the mount immediately leaves the 
  character’s service. The character retains the core 
  features (base attack bonus, base saving throw bonuses, 
  weapon and armor proficiencies). 
   
  Depending on the infraction committed, it 
  may be possible for the holy champion to regain his 
  former standing; this could be as simple as gaining an 
  atonement spell to reverse an alignment shift or make 
  up for a violation of the order’s code of conduct, or it 
  could require an elaborate quest or other demonstrations 
  of contrition for more significant transgressions (the 
  details of which should be worked out with the GM and 
  may serve as the basis for future adventures).
   
  An ex-holy champion who voluntarily changed 
  patron deities can never become a holy champion of 
  the new patron; the character has demonstrated his 
  fickleness once and the new God will not risk being 
  betrayed in a like manner.
   
  An ex-holy champion who becomes a 
  Blackguard may trade in his holy champion levels as if 
  they were paladin levels to gain the additional benefits 
  listed under “Fallen paladins” in Core Rulebook II.
  Holy Champions and Multiclassing: 
  • 
  A character may never have levels in more 
  than one holy champion class, even if he changes 
  patron deities. (See Ex-Holy Champions, above, 
  for details.)
  • 
  Except for Beltinians, holy champions may 
  not multiclass with levels of the priest class, even 
  of the same deity. The holy champion’s role is 
  primarily to be active in the world, while the 
  priest’s role is primarily to tend to the deity’s 
  followers at home.
  • 
  All holy champions, regardless of deity, may 
  multiclass freely with levels of cleric, paladin, and 
  Onaran Templar of the same patron deity (note that 
  not all deities sponsor paladins, however).
  • 
  If a particular deity’s holy champion class 
  grants the Divine Grace ability or an equivalent 
  ability based on a different ability score, then it 
  does not stack with the paladin ability of the same 
  name.
  • 
  Holy champions obviously may not take levels 
  of classes that are specific to a different deity. Most 
  of the orders have additional multiclass options, as 
  detailed in the following table. (Cleric and paladin 
  are not listed in the table since all holy champions 
  may multiclass with those classes.)
  • 
  A holy champion that takes a level of any 
  class (including prestige classes) that is not on the 
  list of allowed options does not become an ex-
  holy champion or lose any of his holy champion 
  abilities, but he may never again raise his holy 
  champion level.
  Table HC-00: Holy Champion Multiclass 
  Options
  Deity
  Available Classes
  Althares
  Altherian Artificer*, Altherian Triggermage, Bard, 
  Expert, Loremaster, Patrician, Psion
  Anshar
  Ansharan Gatekeeper, Monk
  Belisarda
  Druid, Lifewarden*, Ranger (Standard), Suromar*, 
  Warder*
  Beltine
  Beltinian Exorcist, Priest
  Cadic
  Bard, Obsidian Sniper, Rogue, Ranger (Urban), 
  Shadowdancer, Soulknife
  Fire 
  Dragon
  Druid, Fighter, Harbinger, Miliarius, Ssethric 
  Inquisitor
  Hurrian
  Barbarian, Fighter, Hurrianic Aegis, Order of the 
  Thundering Storm, Psychic Warrior
  Illiir
  Centurion, Fighter, Patrician
  Larissa
  Bard, Larissan Dancer, Rogue, Shadowdancer, 
  Sorcerer, Wilder
  Neroth
  Fighter
  Nier
  Fighter, Psychic Warrior, Warrior of the Eternal 
  Flame
  Saluwé
  Druid, Ranger (Standard), Terramancer*, Tree 
  Shaper of Saluwé*
  Sarish
  Fighter, Rogue, Sorcerer, Wizard
  Yarris
  Barbarian, Druid, Fighter, Royal Marine
  *indicates that the class is from Magic of Arcanis
  Holy champions use the deity-specific turning 
  modifiers (see the table earlier in this document) when 
  turning or rebuking undead. The character’s effective 
  turning level is calculated based on the strength of his 
  Aura of Faith.
  Familiars of Arcanis: Wizards and sorcerers may chose from an extended list of familiars. 
  Familiar
  Special
  Bat 
  Master gains a +3 bonus on Listen checks.
  Cat 
  Master gains a +3 bonus on Move Silently checks.
  Hawk 
  Master gains a +3 bonus on Spot checks in bright light.
  Lizard 
  Master gains a +3 bonus on Climb checks.
  Owl 
  Master gains a +3 bonus on Spot checks in shadows.
  Rat 
  Master gains a +2 bonus on Fortitude saves.
  Mongoose 
  Master gains a +2 bonus on saves against poison and a +1 bonus on all Reflex saves.
  Parrot1 
  Master knows one additional mundane language while the parrot is within 1 mile.
  Raven1 
  Master gains a +3 bonus on Appraise checks.
  Snake2 
  Master gains a +3 bonus on Bluff checks.
  Scorpion3
  Master gains a +4 bonus on saves against poison.
  Spider4
  Master gains a +2 bonus on Initiative checks.
  Spider Monkey
  Master gains a +3 bonus on Balance checks.
  Toad 
  Master gains +3 hit points.
  Weasel 
  Master gains a +2 bonus on Reflex saves.
  1 A raven or parrot familiar can speak one language of its master’s choice as a supernatural ability.
  2 Tiny viper
  3 Monstrous scorpion, tiny
  4 Monstrous spider, tiny
  Holy Champions ▪ CORE CLASSES IN ARCANIS
  
  84
  Althares - The Order of the Philosophic 
  Warrior
  J
  ust after the infinite planes were created and 
  Illiir sat in the heavens, bathing the entirety of 
  all in His brilliant radiance, Althares began His 
  quest to learn all that could be learned throughout 
  the multiverse. He wrote all that was discovered in 
  the Book of Knowledge and stored its many volumes 
  in the Celestial Library of Lazur. Unfortunately, this 
  library and all the volumes of the Book of Knowledge 
  were the first casualty of the God’s War. Some 
  religious scholars claim that within the library, nestled 
  in some hidden recess, was the information needed 
  to defeat the Other and unravel its apocalyptic plans. 
  Scattered across Arcanis and throughout the many 
  layers of existence, the sum of all knowledge was 
  lost. Even the location of the Lost Library of Lazur 
  has vanished, along with any bits and pieces still 
  ensconced in its many-chambered halls. 
   
  After the defeat of the Other and its minions, 
  Althares tasked His chosen champions to quest and 
  learn all there was to learn, to seek out all there was 
  to know. With each piece of information rediscovered, 
  the Book of Knowledge is slowly being rewritten. 
  When it is completed, all the secrets of the multiverse 
  will be laid open and the Paradise of the Gods and the 
  realm of Man will once again become one. 
   
   
   
  Adventures:  The members of the Order of 
  the Philosophic Warrior adventure throughout all of 
  Arcanis in hopes of fulfilling their sacred quest as 
  commanded by Althares. Members can be found in 
  the most ancient of crypts or catacombs, diving below 
  the deepest oceans, exploring lost cities, or locked in 
  intense debate with the most learned minds – all in 
  the hopes of gleaning some new bit of information or 
  uncovering some lost bit of lore. 
   
  Characteristics: Members of this Order are 
  among the most educated, cultured, and poised 
  individuals living in the Known Lands of Arcanis. 
  Whether debating obscure philosophic minutiae or 
  religious dogma, reciting passages from the works of 
  Yoval, Rynovic, or the Elorii playwright Adendros, 
  composing original poetry, or playing musical 
  instruments like a virtuoso, the Philosophic Warrior is 
  a master of any skill or intellectual discipline. 
   
  Althares gifts His champions with a sharp 
  wit, perfect health, and a courageous heart. In addition 
  to this, Philosophic Warriors enjoy the benefits of 
  understanding any strange or alien language, and have 
  the ability to exploit any weakness or flaw any enemy 
  they face may have. Using this expertise, opponents 
  living or unliving, mundane or magical, fall easily to 
  the Philosophic Warrior’s mighty blade.  
  Background: The Order enjoys the sponsorship 
  and funding by the Temple of the Sagacious Disciple 
  in the Republic of Altheria. The most noble of 
  families from Altheria as well as the other empires 
  and nations of the Known Lands of Arcanis petition 
  the Order to consider their children worthy aspirants 
  to the august fellowship of Philosophic Warriors. 
  Children older than the age of four are not eligible, 
  and so it is the parents and the family (rather than the 
  supplicant) who must prove their faith and devotion 
  to Althares. Families are expected to pay a substantial 
  tithe to the Temple and the Order; enough to cover 
  the living expenses of the child for the next fourteen 
  years, as well as a hefty sum for tuition. Due to this, 
  most members of the Order come from very wealthy 
  backgrounds and carry leagues-long pedigrees. 
   
  Once a child is accepted into the Order, the 
  ensuing years are spent kneeling on hard wooden 
  floors, memorizing lectures – as writing materials 
  are forbidden in many classes. Students are taught 
  that the mind must be its own book. The curriculum 
  is exacting and grueling, covering a variety of wide-
  ranging topics, from cultures and fighting styles to 
  metallurgy and sorcery. Eventually, the day comes 
  when the final test must be met. The initiate enters a 
  crystalline chamber and is told to open his or her mind 
  to Althares. The Order claims that for a split second, 
  Althares dumps the sum total of His knowledge into 
  the mind of the aspirant, invariably inducing a deep 
  coma. Some never recover from this ordeal; their 
  minds are too weak to hold the divine wisdom. Even 
  those that recover do not retain the lore, but its dim 
  echo serves to spur them to reclaim all that they once 
  knew in that brief instant. 
  Races:  Val and humans make up the majority of 
  the members of this Order, with the val’Abebi being 
  the most predominant Val family due to their affinity 
  with the Lord of Knowledge. Dark-kin, gnomes, 
  half-orcs, and half-hobgoblins are able to join the 
  holy order, but are so rare as to be almost unheard of. 
  Due to their very deeply-held and often-conflicting 
  religious beliefs, elorii, dwarves, and ss’ressen are not 
  eligible for this class. 
  Alignment: Any Lawful.
  Special: Must worship Althares.
  Hit Die: d8.
  Class Skills
  Skill points at each level: 6 + Int modifier.
  The Philosophic Warrior’s class skills (and the key 
  ability for each skill) are Climb (Str), Concentration 
  (Con), Craft (Int), Examine Martial Technique (Wis), 
  Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump 
  (Str), Knowledge (any) (Int), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Ride (Dex), Search 
  (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use 
  Rope (Dex).
  Class Features
  Weapon and Armor Proficiency: Philosophic 
  Warriors are proficient with all simple and martial 
  weapons, flintlock rifles, flintlock pistols, all types of 
  armor, and with shields, including tower shields.
  Aura of Faith (Ex): The power of a Philosophic 
  Warrior’s divine aura is equal to his Philosophic 
  Warrior class level plus any other class levels that 
  provide a divine aura (such as cleric).
  Comprehend Languages (Su): A Philosophic 
  Warrior has the supernatural ability to understand 
  strange languages. He may create the effects of a 
  comprehend languages spell at will.
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Althares
  
  85
  Wisdom of Althares (Su): A Philosophic Warrior 
  gains a bonus equal to his Wisdom modifier (if positive) 
  on all saving throws. 
  Know Thy Enemy (Ex): As a standard action, a 
  Philosophic Warrior may study an opponent (or multiple 
  opponents if they are all of the same type) and attempt 
  an appropriate Knowledge check (DC 10 + the CR of the 
  creature being studied).  If successful, the Philosophic 
  Warrior gains a +2 bonus on Bluff, Sense Motive, and 
  Spot checks, as well as a +2 bonus on attack and damage 
  rolls, against opponents of this type. These bonuses last 
  for the remainder of the encounter; if the Philosophic 
  Warrior later encounters similar creatures (or even specific 
  individuals that he has previously examined), he must 
  study them all over again to receive the bonuses.
  Channeling (Su): Beginning at 4th level, a 
  Philosophic Warrior can channel divine energy as a cleric 
  would channel positive or negative energy. This may be 
  used in conjunction with other feats or class abilities as 
  described elsewhere. A Philosophic Warrior may channel 
  a number of times per day equal to 3 plus his Charisma 
  modifier.
  Scribe Scroll (Ex): At 4th level, a Philosophic 
  Warrior gains the Scribe Scroll feat.
  Spells (Sp): Beginning at 4th level, the Philosophic 
  Warrior gains the ability to cast a small number of divine 
  spells, which are drawn from the Holy Champion and 
  Philosophic Warrior spell lists. A Philosophic Warrior must 
  choose and prepare his spells in advance. To prepare or 
  cast a spell, a Philosophic Warrior must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a Philosophic Warrior’s 
  spell is 10 + the spell level + the Philosophic Warrior’s 
  Wisdom modifier. Like other spellcasters, a Philosophic 
  Warrior can cast only a certain number of spells of each 
  spell level per day. His base daily spell allotment is given 
  on Table HC-01: The Philosophic Warrior. In addition, 
  he receives bonus spells per day if he has a high Wisdom 
  score. When the table indicates that the Philosophic Warrior 
  gets 0 spells per day of a given spell level, he gains only the 
  bonus spells he would be entitled to based on his Wisdom 
  score for that spell level. The Philosophic Warrior does not 
  have access to any domain spells or granted powers, as a 
  cleric does. A Philosophic Warrior prepares and casts spells 
  the way a cleric does, though she cannot lose a prepared 
  spell to spontaneously cast a cure spell in its place. A 
  Philosophic Warrior may prepare and cast any spell on his 
  spell list, provided that he can cast spells of that level, but 
  he must choose which spells to prepare during his daily 
  meditation. Through 3rd level, a Philosophic Warrior has 
  no caster level. At 4th level and higher, his caster level is 
  one-half his Philosophic Warrior level.
  Defender of Altheria (Ex): While on Altherian soil, 
  the Philosophic Warrior gains the benefits of the Diehard 
  feat. 
  Exploit Flaw (Ex): As a standard action, a Philosophic 
  Warrior may make an appropriate Craft skill check (DC 
  15, DC 20 for Masterwork, and DC 25 for Greater 
  Masterwork) to determine any inherent weakness in an 
  item of that type. If successful, he gains a +2 bonus to 
  hit and damage the object. This ability may also be used 
  upon constructs and animated objects instead of Know 
  Thy Enemy (see above), but the two abilities do not stack 
  with one another. 
  Divine Health (Ex): Beginning at 8th level, a 
  Philosophic Warrior is immune to all diseases, including 
  magical diseases such as lycanthropy and mummy rot.
  Exploit Technique (Ex): As a full-round action, a 
  Philosophic Warrior may use this ability in conjunction 
  with Know Thy Enemy (see above). If the Philosophic 
  Warrior succeeds on his Knowledge check, he may also 
  attempt an Examine Martial Technique check (at the 
  same DC). If this second check succeeds, the Philosophic 
  Warrior discovers a flaw in his opponents’ fighting 
  technique, enabling him to gain a +2 insight bonus to his 
  AC against attacks from the type of opponent he studied. 
  As with Know Thy Enemy, this bonus lasts for the duration 
  of the encounter with those opponents. If the second check 
  fails but the first check succeeded, the Philosophic Warrior 
  still gains the benefits of the Know Thy Enemy ability.
  Special Mount (Sp): Upon reaching 10th level, a 
  Philosophic Warrior gains the service of a giant owl (see 
  Core Rulebook III) to serve him. Once per day, as a full-
  round action, a Philosophic Warrior may magically call 
  her mount from the celestial realms where it resides. The 
  mount immediately appears adjacent to the character and 
  remains for 2 hours per Philosophic Warrior level; it may 
  Holy Champion: Althares ▪ CORE CLASSES IN ARCANIS
  
  86
  be dismissed at any time as a free action. The mount 
  is the same creature each time it is summoned, though 
  the Philosophic Warrior may release a particular mount 
  from service. Each time the mount is called, it appears in 
  full health, regardless of any damage it may have taken 
  previously. The mount also appears wearing or carrying 
  any gear it had when it was last dismissed. Calling 
  a mount is a conjuration (calling) effect. Should this 
  mount die, it immediately disappears, leaving behind 
  any equipment it was carrying. The Philosophic Warrior 
  may not summon another mount for thirty days or until 
  she gains a Philosophic Warrior level, whichever comes 
  first, even if the mount is somehow returned from the 
  dead. During this thirty-day period, the character takes 
  a –1 penalty on all attack and weapon damage rolls. The 
  mount may be advanced according to the rules in Core 
  Rulebook I for paladin mounts. A Philosophic Warrior 
  is considered a paladin of five levels lower for purposes 
  of mount advancement. 
  Aura of Courage (Ex): Beginning at 12th level, 
  a Philosophic Warrior is immune to fear (magical or 
  otherwise). Each ally within 10 feet of him gains a +4 
  morale bonus on saving throws against fear effects. This 
  ability functions constantly if the Philosophic Warrior is 
  conscious, but not if he is unconscious or dead.
  Insight of Althares (Ex): Starting at 14th level, when 
  the Philosophic Warrior uses the abilities Exploit Flaw, 
  Exploit Technique, or Know Thy Enemy, she gains an 
  insight bonus equal to her Wisdom modifier (if positive) 
  on the necessary skill checks to activate each ability.
  Tools of the Trade (Ex): By 16th level, as an 
  experienced and battle-tested veteran, the Philosophic 
  Warrior has learned how to maximize strengths, expose 
  weaknesses, and exploit resources. As a result, he no 
  longer suffers any non-proficiency penalty for using 
  any armor, weapon, or shield. He has studied so many 
  types of equipment and fighting styles that he can wield 
  or wear anything competently. Furthermore, any time he 
  successfully uses his Exploit Flaw or Exploit Technique 
  abilities (see above), the Philosophic Warrior’s bonus 
  on attack and damage rolls increases to +4. 
  Steel Mind (Ex): Unnaturally calm and collected 
  even under the most stressful of circumstances, at 18th 
  level the Philosophic Warrior may take may take 10 
  on skill checks even if stress and distractions would 
  normally prevent him from doing so. In addition, 
  Philosophic Warriors are immune to charm and 
  compulsion effects starting at 18th level.
  Master of My Craft (Ex): The discerning eye and 
  keen learning come together in the ultimate achievement 
  of the Order. By channeling (see above), a 20th-level 
  Philosophic Warrior may take any man-made object 
  and fix it (if broken) or break it into its component 
  parts (if it is currently whole). When fixing an object, 
  the Philosophic Warrior may affect the object in a 
  manner akin to a make whole or fabricate spell, though 
  all of the necessary raw material from the original 
  object must be present (this ability does not fill in the 
  gaps). In addition, this ability does not restore magical 
  properties of a broken object. When breaking down an 
  object, the targeted object immediately disassembles to 
  its component parts (such as a suit of full plate falling 
  apart into breastplate, vambraces, etc.). The object 
  is not reduced to actual raw materials (it falls apart 
  as opposed to turning into a puddle of slag). If the 
  object is magical, this ability acts as the spell mage’s 
  disjunction in addition to physically rendering the 
  object useless. Targeting a worn or held object with this 
  ability provokes attacks of opportunity and requires a 
  successful melee touch attack if the character holding 
  or wearing the targeted object attempts to resist being 
  touched. However, once touched, the target object 
  does not receive a saving throw against the physical 
  disassembly (though it does receive its normal save 
  against the mage’s disjunction effect if it is magical).
  Table HC-01: Holy Champion of Althares: The Philosophic Warrior Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +2
  Aura of Faith 
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +3
  Wisdom of Althares, Comprehend Languages
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +3
  Know Thy Enemy
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +4
  Channeling, Scribe Scroll
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +4
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +5
  Defender of Altheria, Exploit Flaw
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +5
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +6
  Divine Health
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +6
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +7
  Exploit Technique, Special Mount
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +7
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +8
  Aura of Courage
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +8
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +9
  Insight of Althares
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +9
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Tools of the Trade
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Steel Mind
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Master of Thy Craft
  3
  3
  3
  3
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Althares
  
  87
  Anshar - The Bearers of Woe
  W
  ithin this mortal coil, imprisoned in a cage 
  of bone and sinew, humanity suffers under 
  an unrelenting assault upon mind, body, and 
  spirit. Those few who have heard the calling of the 
  Suffering Goddess, and have been deemed strong of 
  will and flesh, have taken it upon themselves to provide 
  an example of stoic acceptance of life’s pain and to 
  intercede on behalf of those who are not as strong. 
  Known as the Bearers of Woe, these Holy Champions 
  of Anshar struggle to understand the mysteries of their 
  faith; the tormented aspect of their Bleeding Goddess. 
  Adventures:  The Bearers of Woe can be found 
  throughout the Known Lands of Arcanis as they view 
  all of life as a pilgrimage to transcend the suffering 
  of this life so that their passage to the Paradise of the 
  Gods is assured. These Holy Champions have a strong 
  sense of right and wrong. They feel that existence doles 
  out enough misery normally without those of sadistic 
  or evil tendencies needing to heap further atrocities 
  upon the masses. When a Bearer of Woe comes across 
  such evil people, he can be as wrathful and relentless 
  as even the most fanatical Nierite. 
  Characteristics:  Anshar bestows upon her Holy 
  Champions the strength of will and body needed to 
  survive the most arduous of tasks. As the Bearer of 
  Woe progresses in the class, he gains greater control 
  of his own body and senses. The Bearer learns to 
  withstand pain and injury and is even taught methods 
  of redirecting such agonies, either by healing himself 
  and others or by imparting Anshar’s Kiss upon the 
  deceitful and wicked. 
   
  The Bearers of Woe also feel it their obligation 
  and duty to give the masses hope that their suffering 
  can be endured. Bearers of Woe show the wretched 
  how to plumb their innermost selves to find the 
  strength they didn’t know they possessed. Members 
  of this Order teach, to anyone who will listen, that the 
  accumulation of material wealth and possessions are 
  nothing more than traps of the flesh. Such material 
  lusts torment a person by driving them to possess more 
  and more, and mental anguish is caused when said 
  possessions are invariably lost or stolen. It is far better 
  to be free of such fetters and live life as ascetically as 
  possible.
   
  Due to their vow of poverty, the Bearers 
  of Woe rely upon the kindness and mercy of others. 
  When such a Holy Champion is in need of shelter, 
  food, or equipment, it is considered an honor and a 
  blessing by the devout of the Mother Church to offer 
  these things without concern for repayment. 
  Background: Many of the citizens who live in the 
  plush richness of the major cities of the Empire and 
  other nations view the Bearers of Woe as a relic of a 
  lost and forgotten past, best relegated to the pages of 
  history. Civilization has brought immense wealth and 
  an easier life to many. The teachings of these ascetic 
  champions, touting the stoic acceptance of misery 
  and poverty, are not lessons that many within these 
  towering cities wish to hear. The poor and indigent, 
  on the other hand, flock to these scarred and battered 
  pilgrims. They see their own suffering and misery 
  mirrored in every scar, wound, and disfigurement of 
  the Bearer of Woe’s flesh. 
  The Bearers of Woe reach out to the poor and 
  downtrodden, and offer succor where they can; either 
  by offering words of encouragement or by carrying a 
  bit of their burden themselves. They, along with the 
  priesthood of Anshar, explain that each mortal is doled 
  out a measure of misery which he must endure before 
  passing through to the Paradise of the Gods. Living 
  a life of luxury and hedonistic revelry only serves to 
  postpone the burden that must be carried by all. When 
  the spirit of the deceased stands before the Judgment 
  of Nier those who have fulfilled their debt of pain shall 
  be rewarded by paradise, while those who still owe 
  will boil in the Cauldron, awaiting another turn at life 
  and torment.
  Races:  Dark-kin, gnomes, Val, and humans make 
  up the majority of the Bearers of Woe, with val’Inares 
  being the most predominant Val family due to their 
  affinity with the Goddess of Suffering. Half-orcs and 
  half-hobgoblins are able to join this holy order. Due 
  to their strongly-held and conflicting religious beliefs, 
  Elorii, dwarves, and ss’ressen are not eligible for this 
  class. 
  Alignment: Lawful Good.
  Special: Must worship Anshar.
  Hit Die: d8.
  Class Skills
  Skill points at each level: 4 + Int modifier.
  The Bearers of Woe’s class skills (and the key 
  ability for each skill) are Balance (Dex), Climb 
  (Str), Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (arcana) (Int), Knowledge (religion) (Int), 
  Knowledge (geography) (Int), Listen (Wis), Move 
  Silently (Dex), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex).
  Class Features:
  Weapon and Armor Proficiency: Bearers of 
  Woe are proficient with all simple weapons, though 
  they are not are proficient with any type of armor or 
  with shields. When wearing armor, using a shield, or 
  carrying a medium or heavy load, a Bearer loses the 
  benefit of his AC bonus (see below).
  Aura of Faith (Ex): The power of a Bearer of 
  Woe’s divine aura is equal to his Bearers of Woe class 
  level plus any other class levels that grant a divine aura 
  (e.g. cleric).
  Improved Unarmed Strike (Ex): A Bearer of 
  Woe gains Improved Unarmed Strike as a bonus feat 
  at 1st level. The Bearer’s attacks may be with either 
  fist interchangeably or even from elbows, knees, and 
  feet. This means that a Bearer of Woe may even make 
  unarmed strikes with her hands full. There is no such 
  thing as an off-hand attack for a Bearer of Woe striking 
  unarmed. A Bearer of Woe may thus apply her full 
  Strength bonus on damage rolls for all her unarmed 
  strikes. 
  Usually a Bearer of Woe’s unarmed strikes deal 
  lethal damage, but she can choose to deal nonlethal 
  damage instead with no penalty on her attack roll. She 
  has the same choice to deal lethal or nonlethal damage 
  while grappling. 
  Holy Champion: Althares ▪ CORE CLASSES IN ARCANIS
  
  88
  A Bearer of Woe’s unarmed strike is treated both 
  as a manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons. 
  A Bearer of Woe deals more damage with her 
  unarmed strikes than a normal person would, as shown 
  on the following table. A Bearer of Woe adds her monk 
  levels, if any, to her levels of holy champion for the 
  purpose of determining the damage of her unarmed 
  strikes. If the base unarmed strike damage from her 
  monk levels alone is higher than the base unarmed strike 
  damage listed on the Bearers of Woe damage table for 
  the sum of her holy champion and monk levels, then she 
  uses the higher value.
  Table HC-02-01: Bearers of Woe Unarmed Damage
  Level
  Unarmed Damage
  1st-5th
  1d6
  6th-10th
  1d8
  11th-14th
  1d10
  15th-18th
  2d6
  19th-20th
  2d8
  AC 
  Bonus 
  (Ex): 
  When 
  unarmored 
  and 
  unencumbered, the Bearer of Woe adds his Constitution 
  bonus (minimum +1 even if his Constitution is less 
  than 12) to his armor class.  This increase in AC is an 
  unnamed natural armor bonus, and thus does not apply 
  against touch attacks, but does apply when the character 
  is flat-footed, immobilized, or helpless. The Bearer loses 
  this bonus when he wears any armor or when he carries 
  a shield.  In addition, this bonus does not stack with the 
  AC bonus that a monk or other related class gains from 
  a high Wisdom modifier.
  I Feel Your Pain (Su): A Bearer of Woe with a 
  Constitution score of 12 or higher can heal the wounds 
  of others by touch. Each day he can heal a total number 
  of hit points of damage equal to his Bearer of Woe level 
  times his Constitution bonus. A Bearer of Woe may 
  choose to divide this healing among multiple recipients, 
  and he doesn’t have to use it all at once. The Bearer of 
  Woe suffers half of the damage healed in this way (round 
  down, minimum 1 point). Using this ability is a standard 
  action that does not provoke attacks of opportunity. 
  Mind over Matter (Su): Beginning at 2nd level, 
  as the Bearer of Woe suffers damage, several powers 
  and abilities begin to awaken, remaining active as long 
  as the character suffers wounds (whether lethal or non-
  lethal). All effects are cumulative and provide unnamed 
  bonuses. Note that the total damage suffered must be 
  current, lethal damage. Nonlethal damage does not 
  count, and lethal damage that is subsequently healed 
  ceases to count. If the Bearer’s total damage drops below 
  a listed level, then he immediately loses the benefits of 
  that level (but not the benefits of any lower levels). 
  Temporary hit points do not count towards these 
  benefits, since they do not represent real damage when 
  they are lost. Hit points gained from an increase in the 
  Bearer’s Constitution score, however, do count, for as long 
  as the effect increasing the Bearer’s Constitution lasts. For 
  example, consider a Bearer of Woe who has 40 hit points 
  when fully healed. Once the Bearer has suffered 15 points 
  of damage, he immediately gains a +1 bonus to his natural 
  armor. As soon as he suffers at least 15 more points of 
  lethal damage, for a total of 30, he 
  immediately gains a +2 bonus 
  to his Strength. (He also gains 
  a +10’ increase in his base 
  speed after suffering a total 
  of 45 points of damage, 
  but unless he has some 
  way of functioning while 
  at negative hit points, he 
  is most likely unconscious 
  when that benefit kicks in, 
  and if he is healed enough 
  to regain consciousness, 
  he will have lost the 
  benefit before he wakes 
  up.)
  Some of the levels 
  provide an increase to 
  the Bearer’s Constitution 
  score. In order to avoid 
  the Bearer suffering the 
  paradoxical effect of 
  dying upon being healed, 
  the benefits of these 
  levels last for one minute 
  (10 rounds) even after 
  the Bearer’s total damage 
  taken is reduced below 
  the necessary level.  For 
  example, suppose a 10th-
  level Bearer who normally 
  has 80 hit points when fully 
  healed has already suffered 
  75 
  points 
  of 
  damage 
  a n d 
  he suddenly gets hit for 20 more points of damage. 
  Normally this would reduce the Bearer to -15 hit points 
  and he would be dead, but his Mind over Matter ability 
  kicks in and raises his Constitution score by +2. This 
  immediately gives him an additional 10 hit points, for 
  a new total of 90, which means that he is at -5 hp and 
  dying (since he has suffered 95 points of damage).  If he 
  were then to receive the benefit of 6 points of magical 
  healing, he would temporarily be raised to 1 hp, but his 
  total damage suffered would drop to 89 hp, which would 
  cause the loss of the +2 Constitution bonus, so he would 
  immediately lose the 10 extra hp he gained, putting him 
  at -11 hit points and instantly killing him. Instead, the 
  benefits of the Constitution bonus last for 10 rounds, 
  during which time hopefully his companions can bring 
  him back from the brink of death.
  A Bearer of Woe may utilize one row on the Mind 
  over Matter chart per level of Bearer of Woe.  For 
  example, a 3rd level Bearer of Woe may only utilize the 
  first three rows of the chart.
  Endurance (Ex): At 3rd level, the Bearer of Woe gains 
  the Endurance feat for fee if he does not already possess it.
  You Shall Know My Pain (Su): Once per day, a 
  Bearer of Woe with a Charisma score of 12 or higher may 
  deal a grievous wound to one opponent. With a successful 
  touch attack, the Bearer of Woe may inflict damage equal 
  his class level times his Charisma bonus. The target is 
  entitled to a Fortitude save (DC 10 + one-half the Bearer’s 
  class level + the Bearer’s Charisma bonus) for half 
  damage. The damage dealt by this ability may not exceed 
  the current total damage suffered by the Bearer.  The 
  Bearer is healed by the amount of damage inflicted.  The 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Anshar
  
  89
  damage healed and dealt may be either nonlethal or lethal, 
  based on the damage that the Bearer of Woe has already 
  received, not both.  Using this ability is a standard action 
  that does not provoke attacks of opportunity.
  Channeling (Su): Beginning at 4th level, a Bearer of 
  Woe can channel divine energy as a cleric would channel 
  positive or negative energy. This may be used in conjunction 
  with other feats or class abilities as described elsewhere. A 
  Bearer of Woe may channel a number of times per day equal 
  to 3 plus his Charisma modifier.  
  Empowered Fist (Ex): By channeling, a Bearer of 
  Woe may imbue his fist with some measure of power. The 
  Bearer expends a channeling attempt, and she may apply 
  the channeling damage to imbue his unarmed strikes as 
  if greater magic fang had been cast upon him, with an 
  effective caster level equal to the amount of damage rolled 
  (this caster level is only used to calculate the enhancement 
  bonus, not the duration).
  Alternatively, for purposes of defeating damage 
  reduction, the Bearer may treat her unarmed strike as if it 
  were magical, as if it were aligned, or as if it were made 
  of an alternate material. The Bearer begins by making a 
  standard channel check against her own Hit Dice.  If the 
  check is successful, then the amount of damage rolled may 
  be applied as follows: Overcoming DR/silver or DR/cold 
  iron is treated as if it were a 5 HD creature, overcoming 
  DR/good or DR/lawful is treated as if it were a 10 HD 
  creature, overcoming DR/adamantine is treated as if it 
  were a 15 HD creature, and overcoming DR/fervidite is 
  treated as if it were a 20 HD creature. Only one “type” of 
  DR may be selected with each activation of this ability, 
  regardless of how much channeling damage is rolled, but 
  multiple activations for different DR types do stack.
  Using channeling in this manner is a standard action. 
  The effect lasts a number of minutes equal to the Bearer’s 
  class level (this overrides the normal duration of greater 
  magic fang).
  Spells (Sp): Beginning at 4th level, Bearers of Woe 
  gain the ability to cast a small number of divine spells, 
  which are drawn from the Holy Champion and Bearers 
  of Woe spell list. The Bearer of Woe must choose and 
  prepare his spells in advance. To prepare or cast a spell, 
  a Bearer of Woe must have a Wisdom score equal to 
  at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a Bearer of Woe’s spell is 10 + the 
  spell level + the Bearers of Woe’s Wisdom modifier. Like 
  other spellcasters, a Bearer of Woe can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on Table HC-02: The Bearers of 
  Woe. In addition, he receives bonus spells per day if he 
  has a high Wisdom score. When the table indicates that 
  the Bearer of Woe gets 0 spells per day of a given spell 
  level, he gains only the bonus spells he would be entitled 
  to based on his Wisdom score for that spell level. The 
  Bearers of Woe do not have access to any domain spells 
  or granted powers, as a cleric does.  A Bearer of Woe 
  prepares and casts spells the way a cleric does, though he 
  cannot lose a prepared spell to spontaneously cast a cure 
  spell in its place. A Bearer of Woe may prepare and cast 
  any spell on his spell list, provided that he can cast spells 
  of that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a Bearer of 
  Woe has no caster level. At 4th level and higher, his caster 
  level is one-half his class level.
  Diehard (Ex): At 6th level, a Bearer of Woe gains the 
  Diehard feat for free if he doesn’t already possess it.
  Pain Tolerance (Ex): At 6th level, a Bearer of Woe 
  gains DR 1/-. This stacks with other forms of class-based 
  damage reduction (such as that granted by the barbarian 
  class).
  Power of Pain (Su): At 6th level, a Bearer of Woe 
  may spend one of his daily channel attempts to utilize 
  an additional attempt of I Feel Your Pain or You Shall 
  Table HC-02: Holy Champion of Anshar: The Bearers of Woe Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Improved Unarmed Strike
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  AC Bonus, I Feel Your Pain, Mind over Matter
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Endurance, You Shall Know My Pain
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Empowered Fist
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Diehard, Pain Tolerance, Power of Pain
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Divine Grace
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Improved Pain Tolerance
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Aura of Courage, Inner Strength
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Travail Stasis
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Resilience
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Perseverance over Pain
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Martyrdom
  3
  3
  3
  3
  Holy Champion: Anshar ▪ CORE CLASSES IN ARCANIS
  
  90
  Know My Pain. There is no channel check required for 
  this usage, and making the exchange does not count as 
  an action, but once exchanged, the channel attempts 
  cannot be used in any other fashion other than to power 
  the selected ability.
  Divine Grace (Ex): Beginning at 8th level, a 
  Bearer of Woe applies his Charisma modifier (if 
  positive) to all saving throws.
  Improved Pain Tolerance (Ex): At 10th level, 
  a Bearer of Woe gains an increase in his damage 
  reduction. This increase is equal to one-half the Bearer’s 
  Constitution bonus (minimum +1).  Thus a Bearer with 
  a Constitution of 17 or less gains an increase of 1, for 
  a new DR of 2/-. A Bearer with a Constitution of 18-21 
  gains an increase of 2, for a new DR of 3/-, a Bearer 
  with a Constitution of 22-25 gains an increase of 3, 
  and so on. The DR bonus should be recalculated any 
  time the Bearer receives an increase or bonus to his 
  Constitution score (for example, a bear’s endurance 
  spell grants a +4 enhancement bonus to Constitution, 
  so a Bearer who did not have any other enhancement 
  bonus would receive a one-point increase in his DR for 
  the duration of the spell, assuming he had a Constitution 
  of at least 14 to begin with).
  Aura of Courage (Ex): Beginning at 12th level, a 
  Bearer of Woe is immune to fear (magical or otherwise). 
  Each ally within 10 feet of him gains a +4 morale 
  bonus on saving throws against fear effects. This ability 
  functions constantly if the Bearer is conscious, but not 
  if he is unconscious or dead.
  Inner Strength (Su): Beginning at 12th level, a 
  Bearer of Woe gains an additional number of channeling 
  attempts equal to his Constitution modifier (minimum 
  of +1 even if his Constitution modifier is not positive). 
  In addition, the Bearer spends a use of channeling and 
  roll channeling damage. The channeling damage rolled 
  is applied as a non-lethal buffer for a number of rounds 
  equal to his class level (for example, damage of 17 HD 
  treats the next seventeen points of damage received as 
  non-lethal damage, provided that damage is received 
  within a number of rounds equal to the Bearer’s class 
  level). Once damage has been converted to non-lethal 
  from the buffer, that damage does not covert back when 
  the duration ends; however, any unused portion of the 
  buffer dissipates when the duration ends. Multiple uses 
  of this ability stack for purposes of determining the size 
  of the non-lethal buffer, but the durations overlap rather 
  than stack. Using this ability is a standard action that 
  does not provoke attacks of opportunity. 
  Travail Stasis (Ex): At 14th level, a Bearer of Woe 
  can ignore a total number of points of ability damage 
  (to all scores cumulatively, not individually) equal to 
  his class level for a number of hours equal to his class 
  level. Permanent ability drain may also be ignored 
  using this ability, but it counts as two points towards 
  the Bearer’s total for each point of ability drain. Once 
  the duration expires for any particular type of ability 
  damage or drain, the effect then has to be dealt with in 
  the usual manner (such as by normal rest in the case of 
  ability damage, or by the restoration spell in the case 
  of ability drain). The duration is tracked separately for 
  each instance of ability damage or ability drain.
  Resilience (Su): At 16th level, the Bearer of Woe 
  spend a use of channeling and roll channeling damage. 
  The channeling damage rolled is applied as a stoneskin 
  spell with a total damage capacity equal to the damage 
  rolled. The duration is calculated as if the spell had 
  been cast by a sorcerer of the Bearer’s class level. The 
  effects of multiple channeling attempts can stack for 
  purposes of determining the damage capacity of this 
  ability, but do not extend the duration. 
  In addition, starting at 16th level the Bearer gains 
  double the normal benefit provided by the Endurance 
  feat.
  Perseverance over Pain (Sp): At 18th level, a 
  Bearer of Woe may spend a use of channeling and 
  attempts to cure herself of a chosen amount of damage.  
  The Bearer of Woe attempts a Will save (DC 10 plus 
  the amount of damage chosen). On a successful save, 
  the Bearer is cured of the amount of damage chosen. 
  If the save is unsuccessful, the channeling attempt 
  is expended but to no avail. Using this ability is a 
  standard action that provokes attacks of opportunity.
  Martyrdom (Su): At the pinnacle of achievement, 
  a Bearer of Woe may utilize Empower Fist, Inner 
  Strength, Resilience, and Perseverance over Pain all at 
  the same time with but a single use of channeling. 
  In addition, he gains an additional number of 
  hit points per HD equal to his Charisma modifier (if 
  positive) but these hit points are only counted for the 
  purposes of sustaining nonlethal damage. 
  Finally, the Bearer spend a use of channeling in a 
  manner that targets his own person in order to remove 
  both temporary and permanent ability damage. This 
  may include damage that he is currently ignoring by 
  means of the Travail Stasis ability. To do so, the Bearer 
  selects one of his ability scores and rolls her channeling 
  damage against a target of 20 plus the number of points 
  of ability damage currently suffered by (or being 
  ignored against) the chosen ability score. Permanent 
  ability drain counts towards the target as 2 points per 
  point of drain. If the channeling damage exceeds the 
  target number, then all of the damage and drain to 
  that ability is immediately healed. The bearer may not 
  channel to cure ability damage against the same ability 
  score for a period of 24 hours (but he may still try 
  to cure other abilities if he is suffering from multiple 
  types of ability damage or drain).
  Table HC-02-2: Mind over Matter
  Total Damage Suffered
  Benefits
  Total Damage Suffered
  Benefits
  15 hp
  Natural Armor +1
  105 hp
  +2 bonus to Strength (total +6)
  30 hp
  +2 bonus to Strength
  120 hp
  Natural Armor +1 (total +3)
  45 hp
  +10’ base movement
  135 hp
  +20’ base movement (total +30’)
  60 hp
  Natural Armor +1 (total +2)
  150 hp
  +2 bonus to Strength (total +8)
  75 hp
  +2 bonus to Strength (total +4)
  165 hp
  Natural Armor +1 (total +4)
  90 hp
  +2 bonus to Constitution
  180 hp
  +4 bonus to Constitution (total +6)
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Anshar
  
  91
  Belisarda - Order of the Twelve Oaks
  D
  ating back to the time of the Great Betrayal, 
  the Order of the Twelve Oaks is a small 
  group, self-tasked with using the lessons of the 
  past to ensure the future of the Elorii.  They believe 
  that the Elorii have both dealt and suffered terrible 
  atrocities, but that these were only fires to temper 
  them for their yet-unknown true purpose.  They feel 
  that many Elorii have grown arrogant and withdrawn 
  over the intervening millennia, and fear that they have 
  forgotten the terrible actions of their own past, to the 
  extent that now they seek only vengeance and not 
  forgiveness.
  Thus, the members of the Order have tasked 
  themselves with three goals.  First, it is their duty 
  to remember the devastation caused by their own 
  people and to take responsibility for these actions.  
  In penance, all members of the Order are pledged 
  to the ancient ways and shall greet anyone they 
  encounter with compassion and friendship, lending 
  aid to any in need, be they Elorii, human, Val, or 
  even ss’ressen.  However, they have been betrayed 
  before, and have sworn never again to allow their 
  people to be slaughtered by those they thought were 
  friends.  Thus, the Order’s second duty is to remain 
  ever vigilant, examining closely those they have 
  welcomed as friends and ensuring that they do not 
  pose a threat to the Elorii people.  Finally, the Order 
  recognizes that the Elorii will be whole again only 
  when the Elemental Gods walk amongst them once 
  more.  Thus, the Order’s last duty is to prepare the 
  way for the events that will return their gods to their 
  rightful places.  
  Adventures:  In pursuit of their goals, members 
  of the Order travel the world, protecting the Laerestri, 
  restoring forgotten temples, or carrying out quests 
  at the behest of the Lifewardens.  Their lives are 
  dangerous and solitary, for they rarely remain in 
  one location for long, staying only long enough to 
  complete their mission before continuing onward. 
  In addition, their numbers are small, and as such the 
  members of this Order seldom travel together. Instead, 
  each gathers companions where he or she may to help 
  complete the great quests and tasks of the Order.
  Characteristics:  As with most Elorii, members 
  of the Order may appear to be slightly aloof; strangers 
  are regarded with a long, penetrating stare that seems 
  to pierce the person being regarded right to the soul. 
  However, once a stranger has been proven to be 
  trustworthy, most members of the Order will deal with 
  him in an open and friendly manner, regardless of his 
  racial or national heritage. 
  Belisarda grants these chosen children Her 
  blessings in the form of perfect health, divine grace, 
  and the ability to heal wounds with but a touch. Her 
  most potent gifts, however, deal with the power to 
  redirect injury done to others or themselves, as well 
  as divinely protecting them from harm and from spells 
  bestowed to others by foreign deities. 
  Background: The Order is based not in the 
  Vastwood, as many would expect, but in a restored 
  temple hidden in the crags near the First City. This 
  location was chosen because it is so close to their 
  ancient capitol and the foci of so much of the history 
  the members of the Order seek to remember.  They do, 
  however, maintain a presence in the city of Ethelios 
  in Elonbé, as well as in Entaris. Each location is 
  guided by a Council that oversees the actions of 
  local members.  They confer frequently with the 
  Lifewardens, and often act as protectors and guardians 
  at their request.  The structure of the Order is a loose 
  one, with individual members having a large degree of 
  freedom in their actions, although each member of the 
  Order is expected to carry out any quests that might be 
  assigned by the Councils.
  When an initiate shows interest in joining the 
  Order, he must first be accepted by an Elorii who has 
  mastered the art of tapping into the past lives of the 
  Elorii. This master is called a Menshuras and it is 
  he who will school the pupil in the Order’s duty and 
  purpose. After many years of training, the Menshuras 
  will take the pupil to the hidden temple and invoke 
  the Vortha Nor ritual. Here the initiate is made to 
  flash through his many previous lives, reliving the joy 
  and happiness as well as the horror, pain, and despair 
  experienced. Some aspirants become mired in the past, 
  sinking into a deep depression from which they cannot 
  be roused. Those that are able to accept their previous 
  experiences and look forward are joyously inducted as 
  full members of the Order of the Twelve Oaks.
  Races:  Only Elorii may join this Order. Dark-
  kin, dwarves, gnomes, half-orcs, half-hobgoblins, 
  ss’ressen, Val, and humans are not eligible for this 
  class. 
  Alignment: Any Good.
  Special: Must be Elorii and worship Belisarda.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Knight of the Twelve Oaks’ class skills (and 
  the key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Heal (Wis), Knowledge (nature) (Int), Knowledge 
  (nobility and royalty) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), 
  Survival (Wis).
  Class Features:
  Weapon and Armor Proficiency: Knights of the 
  Twelve Oaks are proficient with all simple and martial 
  weapons, with all types of armor, and with shields, 
  including tower shields.
  Aura of Faith (Ex): The power of a Knight’s 
  divine aura is equal to his Knight of the Twelve Oaks 
  class level plus any other class levels that grant a 
  divine aura (e.g. cleric).
  Detect Evil (Sp): At will, a Knight of the Twelve 
  Oaks can use detect evil, as the spell. His caster level 
  is equal to his class level.
  Smite Evil (Su): Once per day, a Knight of the 
  Twelve Oaks may attempt to smite evil with one 
  normal melee attack. The Knight adds his Charisma 
  bonus (if any) to his attack roll and deals 1 extra 
  point of damage per class level if the attack hits. If 
  the Knight of the Twelve Oaks accidentally smites a 
  Holy Champion: Belisarda ▪ CORE CLASSES IN ARCANIS
  
  92
  creature that is not evil, then the smite has no effect, 
  but the ability is still used up for that day. The Knight 
  gains one additional daily use of this ability for every 
  six class levels he possesses. 
  Divine Grace (Ex): Beginning at 2nd level, a 
  Knight of the Twelve Oaks applies his Charisma 
  modifier (if positive) to all saving throws.
  Lay on Hands (Su): A Knight of the Twelve 
  Oaks with a Charisma score of 12 or higher can 
  heal wounds (his own or those of others) by touch. 
  Each day he can heal a total number of hit points of 
  damage equal to his class level times his Charisma 
  bonus. A Knight of the Twelve Oaks may choose to 
  divide his healing among multiple recipients, and he 
  doesn’t have to use it all at once. Using lay on hands 
  is a standard action that does not provoke attacks of 
  opportunity. 
  Alternatively, a Knight of the Twelve Oaks can 
  use any or all of this healing power to deal damage 
  to undead creatures. Using lay on hands in this 
  way requires a successful melee touch attack (this 
  is considered an armed attack). The Knight of the 
  Twelve Oaks decides how many of his daily allotment 
  of healing points to use as damage after successfully 
  touching an undead creature. The creature is allowed a 
  Will save for half damage (DC 10 + the Knight’s class 
  level + the Knight’s Charisma modifier).
  Divine Health (Ex): Beginning at 3rd level, a 
  Knight of the Twelve Oaks is immune to all diseases, 
  including magical diseases such as lycanthropy and 
  mummy rot.
  Know Thy Friends (Sp): As a standard action, 
  a Knight of the Twelve Oaks can discern lies as the 
  spell. His caster level is equal to his class level. This 
  ability may be used a number of times per day equal 
  to his Charisma modifier (minimum 1).
  Channeling (Su): Beginning at 4th level, the 
  Knight of the Twelve Oaks can channel divine energy 
  as a cleric would channel positive or negative energy. 
  This may be used in conjunction with other feats or 
  class abilities as described elsewhere. A Knight of the 
  Twelve Oaks may channel a number of times per day 
  equal to 3 plus his Charisma modifier. 
  Spells (Sp): Beginning at 4th level, a Knight of the 
  Twelve Oaks gains the ability to cast a small number 
  of divine spells, which are drawn from the Holy 
  Champion and Knight of the Twelve Oaks spell lists. 
  A Knight of the Twelve Oaks must choose and prepare 
  his spells in advance. To prepare or cast a spell, a 
  Knight of the Twelve Oaks must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a Knight of the 
  Twelve Oaks’s spell is 10 + the spell level + the Knight 
  of the Twelve Oaks’s Wisdom modifier. Like other 
  spellcasters, a Knight of the Twelve Oaks can cast only 
  a certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table HC-
  03: The Knight of the Twelve Oaks. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When the table indicates that the Knight of the 
  Twelve Oaks gets 0 spells per day of a given spell 
  level, he gains only the bonus spells he would be 
  entitled to based on his Wisdom score for that spell 
  level. The Knight of the Twelve Oaks does not have 
  access to any domain spells or granted powers, as a 
  cleric does. A Knight of the Twelve Oaks prepares and 
  casts spells the way a cleric does, though he cannot 
  lose a prepared spell to spontaneously cast a cure spell 
  in its place. A Knight of the Twelve Oaks may prepare 
  and cast any spell on his spell list, provided that he 
  can cast spells of that level, but he must choose which 
  spells to prepare during his daily meditation. Through 
  3rd level, a Knight of the Twelve Oaks has no caster 
  level. At 4th level and higher, his caster level is one-
  half his class level.
  Turn Undead (Su): When a Knight of the Twelve 
  Oaks reaches 4th level he gains the ability to turn or 
  rebuke undead creatures by channeling. When using 
  this ability, the Knight channels at 3 levels lower than 
  the level of his Divine Aura. (For example, a 2nd-level 
  cleric / 6th-level Knight of the Twelve Oaks would 
  turn undead as a 5th-level cleric.)
  Defender of the Children (Ex): While defending 
  any Elorii or attacking anyone who the Knight 
  believes to have imprisoned or enslaved an Elorii, the 
  Knight gains the benefits of the Diehard feat. 
  Memories of Lives Past (Ex): At 5th level, the 
  Knight of the Twelve Oaks gains the Memories of 
  Lives Past feat.  The Knight may multiclass without 
  penalty with the class she selects.
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Belisarda
  
  93
  Shield Other (Sp): By spending one of his daily 
  channeling attempts, a Knight of the Twelve Oaks 
  can shield other (as the spell), targeting a number of 
  creatures equal to his Charisma modifier (minimum of 
  one creature other than himself). Activating this ability 
  is a free action. No material components are necessary, 
  and all effects that depend on caster level use his 
  Knight of the Twelve Oaks class level.
  Special Mount (Su):  Upon reaching 6th level, 
  the Knight gains the service of a great Eloran War 
  Elk (See Appendix). Alternatively, should the knight 
  already have a bonded mount (such as from previous 
  levels of Paladin), he can either choose to dismiss that 
  mount and gain an Eloran War Elk, or may instead 
  keep their current mount, but may treat each level of 
  this class as though it were one of the original class for 
  purposes of their mount’s advancement. Once per day, 
  as a full-round action, the Knight may summon his 
  mount. The mount immediately appears adjacent to 
  the character and remains for 2 hours per Knight level; 
  it may be dismissed at any time as a free action. The 
  mount is the same creature each time it is summoned, 
  though the Knight may release a particular mount 
  from service. Each time the mount is called, it appears 
  in full health, regardless of any damage it may have 
  taken previously. The mount also appears wearing or 
  carrying any gear it had when it was last dismissed. 
  Calling a mount is a conjuration (calling) effect. 
  Should this mount die, it immediately disappears, 
  leaving behind any equipment it was carrying. The 
  Knight may not summon another mount for thirty days 
  or until she gains a Knight of the Twelve Oaks level, 
  whichever comes first, even if the mount is somehow 
  returned from the dead. During this thirty-day period, 
  the character takes a –1 penalty on attack and weapon 
  damage rolls. The Knight’s mount advances according 
  to the rules in Core Rulebook I for paladin mounts. A 
  Knight of the Twelve Oaks is considered a paladin of 
  one level lower for purposes of mount advancement. 
  Smite the Wayward Spirits (Su): Beginning at 
  8th level, the Knight of the Twelve Oaks may use his 
  smite evil ability on any Elorii who serves a non-Elorii 
  deity regardless of their alignment. 
  Truth Be Told (Sp): At 10th level, the Knight’s 
  ability to discern lies may be used at will (activation 
  still requires a standard action). In addition, Val 
  characters receive no saving throw against this 
  ability.
  Visions of Lives Past (Ex): At 10th level, the 
  Knight of the Tweleve Oaks gains the Visions of Lives 
  Past feat.
  One is Many (Sp): By spending one of his daily 
  channeling attempts, a Knight of the Twelve Oaks 
  may share any personal or targeted spell that he casts 
  upon himself with an additional number of persons 
  or targets equal to his Charisma modifier (minimum 
  of 1), provided the total HD of the additional targets 
  do not exceed the Knight’s channeling damage. The 
  range of this ability is five feet per class level of the 
  Knight; the spell ends for everyone, including the 
  Knight, if any of the additional targets move beyond 
  this distance from the Knight.
  When activating the One is Many ability, a 
  Knight with a Charisma of 14 or higher may choose 
  to spend more than one of his daily channeling 
  attempts (to a maximum number of attempts spent 
  equal to his Charisma bonus). He may not spend 
  more attempts than he has remaining for the day, of 
  course. If he does so, then he rolls his channeling 
  Table HC-03: Holy Champion of Belisarda: The Knight of the Twelve Oaks Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Evil, Smite Evil
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace, Lay on Hands
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Divine Health, Know Thy Friends 
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Defender of the Children, Turn Undead
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Special Mount (Eloran War Elk), Shield Other, Smite Evil 
  2x/day
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Smite the Wayward Spirits
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Truth be Told, Visions of Lives Past
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  One is Many, Smite Evil 3x/day
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  The Truth is Revealed,  Touch of Belisarda
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Divine Spell Resistance, Smite Those Who Betray
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Divine Damage Reduction, Smite Evil 4x/day
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  I May Take What I Have Given
  3
  3
  3
  3
  Holy Champion: Belisarda ▪ CORE CLASSES IN ARCANIS
  
  94
  damage separately for each attempt spent and the total 
  damage is used to determine the total number of Hit 
  Dice of creatures with whom the spell can be shared. 
  The channeling attempts are spent as part of the action 
  of casting the spell to be shared. The Knight must 
  decide how many channeling attempts to spend and 
  which other targets he wishes to affect before rolling the 
  total channeling damage. He then applies the damage 
  rolled to the chosen targets in order from lowest Hit 
  Dice to highest, and if he runs out of damage before 
  he runs out of targets, the remaining targets are simply 
  not affected by the spell (any “leftover” channeling 
  damage is wasted). The Knight himself does not count 
  as one of the targets; even if he does not roll enough 
  channeling damage to affect any of his chosen targets, 
  the spell still takes effect on him as it normally would. 
  The Truth is Revealed (Sp): Any sentient creature 
  that lies to the Knight of the Twelve Oaks (and is detected 
  through the use of Truth Be Told) or that attempts to 
  conceal its true nature through magical illusions of any 
  spell level equal to or less than the Knight’s Charisma 
  modifier (minimum 1) is subjected to the effects of a true 
  seeing spell. The Knight must be aware of the creature 
  and already interacting with it for this power to work. 
  The benefits apply only against the specific creature that 
  triggered the ability.
  Touch of Belisarda (Sp): Once per week, a 14th-
  level Knight of the Twelve Oaks may cast heal as a 
  cleric of his Knight level.
  Divine Spell Resistance (Su): At 16th level, a 
  Knight of the Twelve Oaks gains spell resistance equal 
  to 10 plus his Knight level against any divine spell cast 
  by someone that is a member of a non-Elorii deity.
  Smite Those Who Betray (Su): A 16th-level Knight 
  of the Twelve Oaks may use his smite evil ability on any 
  Val, regardless of the Val’s alignment.
  Divine Damage Reduction (Su): At 18th level, 
  a Knight of the Twelve Oaks gains damage reduction 
  equal to his Charisma modifier (minimum 1) against 
  anyone that serves a non-Elorii deity and that possesses 
  an Aura of Faith.
  I May Take What I Have Given (Su): At 20th 
  level, the spirit of life is infused within the Knight. 
  She has shielded those weaker than herself, and now 
  they may return the favor. As a full-round action, the 
  Knight may choose a number of willing creatures equal 
  to her Charisma modifier (minimum 1). These creatures 
  collectively protect the Knight in a manner similar to 
  the shield other spell, except all damage received by 
  the Knight is split evenly between herself and all those 
  shielding her. (Any excess points are applied to the 
  Knight.) In addition, for each creature that shields her, 
  the Knight gains a +1 sacred bonus to her Armor Class 
  and saving throws. This ability continues to work as 
  long as the Knight and those shielding her are on the 
  same plane of existence and those shielding her remain 
  alive. (If one creature drops out of the shielding effect, 
  the effect is unbroken for the remaining creatures.) 
  Those who shield her may only be released from this 
  bond with her consent, and releasing any number of 
  creatures is a free action.
  Beltine - Order of the Beltinian
  Hospitalers
  M
  any believe that the Beltine is concerned 
  only with the Afterlife, the disposition of 
  souls and the reforging of new souls from 
  Her Cauldron. In fact, the Grey Lady does have interests 
  in the living, particularly in the safety and well-being of 
  the Children of the Gods. One of Her aspects is that of 
  the Merciful Caretaker, depicted as an elderly woman 
  caring for the fallen upon the battlefield.  The Order 
  of the Beltinian Hospitaler is devoted to this aspect, 
  providing care to the injured, protecting the fallen, and 
  giving a quick and painless final passage to those that 
  are beyond even their legendary healing abilities.
  A schism developed during the Age of Darkness 
  that has haunted the Order to the present day. A very 
  charismatic and highly placed member began to preach 
  a heretical view of the teachings of Beltine to those she 
  felt were sympathetic to her views. The sect’s leader, one 
  Mirani Pelven, put forth the belief that certain souls are 
  so corrupt and beyond redemption that there was no need 
  to wait until they died for their souls to be judged. Such 
  beings, when found, should be put to death as one would a 
  rabid animal. This faction practiced heretical rituals which 
  transformed the members into hulking killing machines 
  – with pallid grey skin and long, sinewy arms which 
  dragged their fearsome iron claws across the ground. 
  These creatures called themselves the Grey Crones 
  and spread terror across much of the Known Lands 
  until the Order of the Beltinian Hospitalers managed 
  to slay Mirani Pelven and her lieutenants, scattering 
  the remaining Grey Crones. These malignant creatures 
  still haunt Arcanis, with the Order always tracking them 
  down. The Hospitalers will not rest until the last of these 
  abominations is sent screaming into the Cauldron.
  Adventures: Members of the Order are found 
  anywhere throughout the Known Lands, tending to the 
  injured, offering succor to the weak and innocent, and 
  protecting the fallen. Members of the Order are also highly 
  sought after by generals and warlords, as they will treat the 
  injured of either side with the same care and expertise. Of 
  course, the Hospitalers are also always on the lookout for 
  signs of the Grey Crones. Members will travel anywhere 
  and go to great lengths attempting to wipe the Crones and 
  their followers from the face of Arcanis; they desire to 
  erase this black stain from the Order’s honor. 
  Characteristics: 
  Beltinian 
  Hospitalers 
  are 
  renowned for their kindness and mercy. Everyone from 
  the humblest of peasants to the most blood-soaked 
  mercenary knows that the word and protection of a 
  Beltinian Hospitaler is inviolable. Most people will go 
  out of their way not to harm or let any harm come to 
  these emissaries of mercy.
   
  Of course, not every creature recognizes 
  and respects the Hospitalers’ code, yet these stalwart 
  devotees of the Forger of Souls continue to travel into 
  the most perilous of areas. To afford them the protection 
  they need to discharge their sacred duties, Beltine grants 
  Her chosen certain gifts and abilities. Hospitalers enjoy 
  perfect health, divine grace, and the ability to heal with 
  but a touch. One of their most impressive and versatile 
  gifts is the ability to call upon the souls of the Order that 
  have fallen in times past and tap into their natural skills, 
  talents, and powers. 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Beltine
  
  95
  Background: The Temple of Solemn Passage 
  in Enpebyn sponsors and funds this Order, as befits 
  the pre-eminent temple of Beltine upon Arcanis. The 
  Prelate of Beltine has the titular title of Grandmaster 
  of the Order, though he has little to do with the day-to-
  day affairs of the Order. This duty falls to the highest-
  ranking member of the Order, usually one who has 
  become too injured or old to fulfill his or her duties in 
  the field, but still sharp of mind. 
   
  Initiates of the Order train from childhood. 
  They learn the basic dogma of their deity as well as the 
  most advanced healing techniques currently available. 
  When an aspirant reaches adulthood, her teacher places 
  the initiate in a deep trance. She is then taken past the 
  Veil and arrives in the Underworld, where the aspirant 
  is shown the glory of the Cauldron as well as a glimpse 
  of the Paradise of the Gods. 
  Races:  Val and humans make up the majority 
  of the members of this Order, with the val’Ishi being 
  the most predominant Val family due to their affinity 
  with the Forger of Souls. Dark-kin, gnomes, half-orcs, 
  and half-hobgoblins are able to join the holy order but 
  are so rare as to be almost unheard of. Due to their 
  strongly-held and different religious beliefs, Elorii, 
  dwarves, and ss’ressen are not eligible for this class. 
  Alignment: Lawful Neutral.
  Special: Must worship Beltine.
  Hit Die: d8.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Beltinian Hospitaler’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Heal (Wis), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Profession (Wis), Ride 
  (Dex), and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Beltinian 
  Hospitalers are proficient with all simple and martial 
  weapons, with all types of armor, and with shields, 
  including tower shields.
  Aura of Faith (Ex): The power of a Beltinian 
  Hospitaler’s divine aura is equal to his Beltinian 
  Hospitaler class level plus any other class levels that 
  provide a divine aura (e.g. cleric).
  Mercy for All: Beltinian Hospitalers follow a 
  strict code of honor when it comes to the injured. If an 
  enemy ever surrenders to the Beltinian Hospitaler, the 
  character must accept such surrender, and in addition, if 
  a surrendering enemy requests healing, the Hospitaler 
  is required to administer such healing to the best of 
  his ability.  If at any time an enemy betrays the trust 
  of the Hospitaler’s protection (such as by attacking 
  the Hospitaler or his companions after the Hospitaler 
  accepted the enemy’s surrender) then the Beltinian 
  Hospitaler is no longer bound by this code of honor. 
  Weapons of Our Mother (Ex): Beltinian 
  Hospitalers are masters of their holy mother’s chosen 
  weapons. As such they gain the benefits of the Two-
  Weapon Fighting feat when wielding a quarterstaff 
  or one of the iron rods (these items are treated as 
  light maces), even if they do not meet the normal 
  prerequisites for this feat. 
  Divine Grace (Ex): Beginning at 2nd level, a 
  Beltinian Hospitaler applies his Charisma modifier (if 
  positive) to all saving throws.
  Lay on Hands (Su): A Beltinian Hospitaler with 
  a Charisma score of 12 or higher can heal wounds (his 
  own or those of others) by touch. Each day he can 
  heal a total number of hit points of damage equal to 
  his class level times his Charisma bonus. A Beltinian 
  Hospitaler may choose to divide his healing among 
  multiple recipients, and he doesn’t have to use it all at 
  once. Using this ability is a standard action that does 
  not provoke attacks of opportunity. 
  Alternatively, a Beltinian Hospitaler can use any 
  or all of this healing power to deal damage to undead 
  creatures. Using Lay on Hands in this way requires a 
  successful melee touch attack (this is considered an 
  armed attack). The Beltinian Hospitaler decides how 
  many of his daily allotment of points of healing to 
  use as damage after successfully touching an undead 
  creature. The creature receives a Will save for half 
  damage (DC 10 + the Hospitaler’s class level + the 
  Hospitaler’s Charisma modifier).
  Merciful Strike (Ex): Once per round, a Beltinian 
  Hospitaler may make a coup de grace attack against 
  a helpless opponent as a standard action instead 
  of a full-round action. This attack differs from the 
  standard coup de grace. Instead of killing the target, it 
  reduces the target to -1 hit point and leaves the target 
  immediately stabilized. This ability may not be used 
  against creatures that are immune to sneak attacks.
  Spells (Sp): Beltinian Hospitalers are more proficient 
  in spell use than many of the other Holy Champions. 
  Beginning at 2nd level, a Beltinian Hospitaler gains the 
  ability to cast a small number of divine spells, which are 
  Holy Champion: Beltine ▪ CORE CLASSES IN ARCANIS
  
  96
  drawn from the Holy Champion and Beltinian Hospitaler 
  spell lists. A Beltinian Hospitaler must choose and prepare 
  his spells in advance. To prepare or cast a spell, a Beltinian 
  Hospitaler must have a Wisdom score equal to at least 10 
  + the spell level. The Difficulty Class for a saving throw 
  against a Beltinian Hospitaler’s spell is 10 + the spell 
  level + the Beltinian Hospitaler’s Wisdom modifier. Like 
  other spellcasters, a Beltinian Hospitaler can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table HC-04: The 
  Beltinian Hospitaler. In addition, he receives bonus spells 
  per day if he has a high Wisdom score. When the table 
  indicates that the Beltinian Hospitaler gets 0 spells per 
  day of a given spell level, he gains only the bonus spells 
  he would be entitled to based on his Wisdom score for 
  that spell level. The Beltinian Hospitaler does not have 
  access to any domain spells or granted powers, as a cleric 
  does. A Beltinian Hospitaler prepares and casts spells the 
  way a cleric does, and unlike other Holy Champions, a 
  Hospitaler may drop a prepared spell to spontaneously 
  cast a cure spell in its place, exactly as a cleric can. A 
  Beltinian Hospitaler may prepare and cast any spell on his 
  spell list, provided that he can cast spells of that level, but 
  he must choose which spells to prepare during his daily 
  meditation. A Beltinian Hospitaler’s caster level is equal 
  to his Hospitaler class level.
  Divine Health (Ex): Beginning at 3rd level, a 
  Beltinian Hospitaler is immune to all diseases, including 
  magical diseases such as lycanthropy and mummy rot.
  Channeling (Su): Beginning at 4th level, the Beltinian 
  Hospitaler can channel divine energy as a cleric would 
  channel positive or negative energy. This may be used in 
  conjunction with other feats or class abilities as described 
  elsewhere. A Beltinian Hospitaler may channel a number 
  of times per day equal to 3 plus his Charisma modifier. 
  Turn Undead (Su): When a Hospitaler reaches 
  4th level he gains the ability to turn or rebuke undead 
  creatures by channeling. When using this ability, the 
  Hospitaler channels at 3 levels lower than the level of 
  his Aura of Faith. (For example, a 1st-level cleric / 4th-
  level Hospitaler turns undead as if she were a 2nd-level 
  cleric.)
  No Harm Comes to My Charge (Ex): On occasion, 
  the Hospitaler must guard a fallen warrior or one who 
  has surrendered to him. Hospitalers never condone the 
  murder of the helpless, and demand quite forcefully that 
  would-be attackers accept their fallen foe’s surrender (an 
  incapacitated for is considered to have surrendered by 
  default). As an immediate action, the Beltinian Hospitaler 
  may declare any incapacitated creature (friend or foe) as 
  his charge. The Hospitaler must remain in his charge’s 
  square, and for as long as he remains guarding his charge, 
  he may intercept any attack upon his charge and treat it as 
  an attack upon himself. In addition, anyone who attacks 
  his charge provokes an attack of opportunity from the 
  Beltinian Hospitaler. This does not provide the Hospitaler 
  with more attacks of opportunity than he would otherwise 
  be allowed during a round.
  Call Upon My Ancestors (Su):  Once per day, as a 
  full-round action, the Beltinian Hospitaler may call upon 
  the oldest souls within the Cauldron and ask to borrow 
  some of their life experiences. By doing so the Hospitaler 
  acquires the use of one or more feats or abilities once 
  possessed by that soul for a short time. The duration of 
  this ability is one hour for every two class levels. The 
  souls that may be called upon are listed in Table HC-04-
  1: Ancestors of the Beltinian Order of Hospitalers. 
  At 16th level, the Hospitaler may use this ability a 
  number of times per day equal to his Charisma modifier 
  (minimum 1).
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Beltine
  Table HC-04: Holy Champion of Beltine: The Beltinian Hospitaler Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  5th
  1st 
  +1
  +2
  +0
  +2
  Aura of Faith, Mercy for All, 
  Weapons of Our Mother
  —
  —
  —
  —
  —
  2nd 
  +2
  +3
  +0
  +3
  Divine Grace, Lay on Hands, Merciful Strike
  0
  —
  —
  —
  —
  3rd
  +3
  +3
  +1
  +3
  Divine Health
  1
  —
  —
  —
  —
  4th
  +4
  +4
  +1
  +4
  Channeling, Turn Undead
  2
  0
  —
  —
  —
  5th
  +5
  +4
  +1
  +4
  Memories of Lives Past
  3
  1
  —
  —
  —
  6th
  +6/+1
  +5
  +2
  +5
  3
  2
  —
  —
  —
  7th
  +7/+2
  +5
  +2
  +5
  3
  2
  0
  —
  —
  8th
  +8/+3
  +6
  +2
  +6
  No Harm Comes to My Charge
  3
  3
  1
  —
  —
  9th
  +9/+4
  +6
  +3
  +6
  3
  3
  2
  —
  —
  10th
  +10/+5
  +7
  +3
  +7
  Call Upon My Ancestors, Visions of Lives Past
  3
  3
  2
  0
  —
  11th
  +11/+6/+1
  +7
  +3
  +7
  3
  3
  3
  1
  —
  12th
  +12/+7/+2
  +8
  +4
  +8
  3
  3
  3
  2
  —
  13th
  +13/+8/+3
  +8
  +4
  +8
  3
  3
  3
  2
  0
  14th
  +14/+9/+4
  +9
  +4
  +9
  Honor thy Word
  3
  3
  3
  3
  1
  15th
  +15/+10/+5
  +9
  +5
  +9
  4
  3
  3
  3
  2
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  4
  4
  3
  3
  2
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  4
  4
  4
  3
  3
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Cessation of Hostility
  4
  4
  4
  4
  3
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  4
  4
  4
  4
  4
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Ancestor in Waiting
  4
  4
  4
  4
  4
  
  97
  Honor thy Word (Su): Many are the occasions 
  when treacherous foes have tried to use the Hospitalers’ 
  code against them as a means of their undoing. Only 
  woe has befallen those attempting such treachery 
  against the most powerful of this Order. 
  Beginning at 14th level, any foe who surrenders to a 
  Beltinian Hospitaler may not thereafter resume combat 
  for 24 hours without suffering severe consequences. 
  First, attempting to do so invokes a geas/quest spell 
  (as if it had been cast by the Hospitaler). This spell 
  takes effect immediately upon the foe (the creature is 
  allowed a Will save, DC 10 + the Hospitaler’s Wisdom 
  modifier, to resist). The spell’s condition requires 
  the target to refrain from attacking or haming any 
  creature. 
  Secondly, a Beltinian Hospitaler is never caught 
  flat-footed with respect to this type of treachery. If a 
  foe betrays his word of surrender to the Hospitaler by 
  trying to attack him or his allies, the Hospitaler cannot 
  be surprised and automatically wins initiative against 
  the foe. Any attack by the Hospitaler upon this foe is 
  automatically successful. If the Hospitaler is wielding 
  a quarterstaff or iron rods, then each attack is also 
  considered an automatic critical hit.
  However, if an enemy does honor his word of 
  surrender, then as long as he is within range of the 
  Hospitaler (5 feet times the Hospitaler’s Charisma 
  modifier, minimum 5 feet) the foe may treat his AC 
  and saving throws as if he had the Hospitaler’s AC and 
  saving throws (if they are better than his own). This 
  only works for foes who have willingly surrendered (as 
  opposed to those who are incapacitated). 
  Cessation of Hostility (Su): When it appears as 
  though a fight is about to break out, a Hospitaler may 
  channel against any friend or foe with an Intelligence 
  score greater than 2 and that is within close range (25 
  feet plus 5 feet per two Hospitaler class levels) in an 
  attempt to let clearer heads and diplomacy prevail. To 
  do this, the Hospitaler chooses a target and makes a 
  standard turning check against the target creature’s Hit 
  Dice. This is a standard action that does not provoke 
  attacks of opportunity. If the Hospitaler’s channel 
  check is successful and the target creature willingly 
  agrees to hear the Hospitaler out, then the Hospitaler 
  pleads his case. He rolls a Diplomacy check and adds 
  his channeling damage to the result. This is treated 
  as a language-dependent, mind-affecting compulsion 
  ability. If the target creature initiates combat even after 
  the Hospitaler has attempted to use this ability against 
  it, then the Hospitaler gains a +2 sacred bonus to his 
  Armor Class, saving throws, attack and damage rolls, 
  saving throw DCs, and ability and skill checks against 
  that creature for the duration of the encounter.
  See Core Rulebook I for details on shifting 
  creatures’ attitudes by means of the Diplomacy skill. 
  The Hospitaler may not target the same creature with 
  this ability more than once per hour.
  Ancestor in Waiting (Ex): At his highest level, 
  the Hospitaler may now compel others to hear him 
  out. As a standard action, all creatures within range are 
  subject to the Hospitaler’s Cessation of Hostility ability 
  whether they wish to be or not. The Hospitaler makes 
  only a single channel check and a single Diplomacy 
  check and the results are applied to all creatures within 
  range. Creatures that do not wish to hear the Hospitaler 
  out may attempt a Will save (DC 20 + the Hospitaler’s 
  Charisma modifier) to resist. 
  In addition, a Hospitaler may use his Call Upon 
  My Ancestors ability to invoke each of the listed 
  ancestors once per day, in addition to his normal uses 
  of the ability. 
  Finally, upon his passing, the Hospitaler becomes 
  one of the Ancestors himself, and his soul is added to 
  the ranks of those with whom members of the Order 
  may consult. The exact abilities that a particular 
  Hospitaler’s soul grants are subject to the GM’s 
  discretion.
  Holy Champion: Cadic ▪ CORE CLASSES IN ARCANIS
  Table HC-04-1: Ancestors of the Beltinian Order of Hospitalers
  Soul’s Name
  Soul’s Past
  Ability Granted
  Maxillas the Savior
  One of the finest healers ever known. When the First 
  Emperor fell, it was this man who tended to his wounds. 
  His fairness and compassion became the inspiration for 
  the Order. He is still called upon to guide the healing and 
  his brethren.  
  As long as this ability is utilized, all healing 
  spells cast by the Hospitaler are augmented, 
  as through the use of the Empower Spell 
  feat, with no increase in spell level or casting 
  time. This ability may not be used to cause 
  harm to undead. 
  Coramier the Hunter
  One of the first to hunt down and destroy the Gray 
  Crones, Coramier’s soul remains as a shepherd and guide 
  to the souls within the Cauldron. He delights in assisting 
  his brothers and sisters in their hunts. 
  The Hospitaler gains the Tracking feat and 
  5 bonus ranks of the Survival skill for the 
  duration of this ability. 
  Oralius of the Grey Cloak
  One of the most successful hunters of Grey Crones in the 
  Order’s history, Oralius was said to wear a cloak made 
  of their flesh.
  For the duration of this ability, The Hospitaler 
  gains Favored Enemy (Grey Crone) with a 
  +4 bonus.
  Aordioun of the White Staff
  One of the most militant members of the Order, Aordioun 
  was an undisputed master of the staff and a relentless 
  hunter of the walking dead. 
  For the duration of this ability, the Hospitaler 
  gains the benefit of the Cleave feat and 
  Favored Enemy (undead) with a +2 bonus.
  Toramire, Silvered-Tongue
  A val’Mehan Hospitaler is a rare thing indeed, and 
  Toramire was one of the finest negotiators ever to walk 
  this path. His soul may still be called upon for advice 
  and guidance. 
  For the duration of this ability, the Hospitaler 
  gains the benefit of the Honeyed Tongue 
  feat.
  Enavass the Swift
  A famed soul, Enavass was well known for his quickness 
  and skill in battle, and had the uncanny ability to run 
  through a crowded melee to reach a fallen warrior.
  For the duration of this ability, the Hospitaler 
  gains the benefit of the Dodge and Mobility 
  feats.
  
  98
  Cadic - The Twilight Warrior
  F
  or Evil to triumph, all good men must do is 
  nothing. The corollary to that proverb is that 
  sometimes evil must be done by honorable 
  men for the greater good to triumph.  No one understands 
  this more clearly than the Holy Champions of Cadic. 
  Untrustworthy, backstabbing, dishonorable, cutthroats, 
  thieves, and murderers: they have been called all these 
  epithets and more. Ironically, the Order of the Twilight 
  Warriors is made up of some of the most honorable 
  and decent men upon all of Arcanis. As justification 
  for their Machiavellian approach, they point to the 
  Fourth Holy Scroll of Song and Shadows, where Cadic 
  stole into the realm of Shadows, told the first lie, and 
  committed murder and theft – all so that Illiir might be 
  resurrected and the evils of the world banished.
   
  Most members of the Order feel that lying, 
  cheating, and stealing are a necessary evil if the 
  end result is the betterment of the majority or the 
  furtherance of honorable and good ideals. If the price 
  of mankind’s salvation is the cost of one man’s honor 
  or soul, then these dedicated champions of Cadic feel 
  it is a small price to pay.  The Order believes that each 
  member must draw his own line as to what he feels 
  is necessary to fulfill these obligations. Some draw 
  the line at lies and half-truths, while others will go to 
  any lengths, including cold-blooded murder, to assure 
  the safety of the innocent. As long as these acts are 
  not done for self-aggrandizement or personal gain, 
  they are acceptable and expected. Woe to the Twilight 
  Warrior who slips into the dark and does not return, 
  however, for he is hunted down with the full force of 
  the Order, which will not rest until the errant member 
  is put down.  
  Adventures:  Wherever injustice and evil prey 
  upon the helpless and innocent, the Twilight Warrior 
  will be watching from the shadows, waiting for the 
  right time to move and rectify the situation. Given 
  the amount of human misery and inequities plaguing 
  Arcanis, Twilight Warriors can be found anywhere in 
  the Known World. Most pose as wayward adventurers 
  or rogues seeking excitement, for many people would 
  be suspicious if they knew of the Twilight Warrior’s 
  true identity.
  Characteristics:  Through their devout worship, 
  Cadic bestows upon His champions special abilities and 
  powers, the most important of which is progressively 
  better control of the darkness that is His domain. 
  Relegated to mythical status, the Twilight Warrior 
  knows that his actions may sometimes be seen as 
  dishonorable at best and evil at worst, thus making 
  garnering assistance from honorable heroes difficult. 
   
  Adding to an already-dangerous life is the 
  threat of inadvertently opening a gate for a creature 
  from the Shadow Realm. Cadic earned the enmity 
  of every creature from that plane when He slew the 
  Shadow Lord, the most powerful of the denizens of 
  Shadow. These creatures take every opportunity to 
  harry or destroy a Twilight Warrior, even going so far 
  as to hide among the Twilight Warrior’s possessions 
  when he enters the Shadow Realm and thereby enter 
  the world of Arcanis. Pity the Twilight Warrior that is 
  careless and is not aware of his shadowy hitch-hiker. 
  Few live to repeat the error again.
  Background: No one knows the exact number 
  of members of the Order of the Twilight Warriors. In 
  fact, many parts of the Known World scoff at the tales 
  of their existence. Many believe that the Order was 
  exterminated during the purge conducted by order 
  of the Emperor Quron val’Dellenov. Fear ruled the 
  Emperor’s hand that day, for an assassin had just tried 
  and failed to take his life. Within the assassin’s vest 
  was a symbol reputed to be that of the Order. The Mad 
  Emperor withdrew four legions from the front with 
  the Khitani to assure the Order’s complete eradication 
  and in the process almost razed Plexus itself. Many 
  believe that the Emperor’s wrath was misguided: if 
  the Order had truly targeted the Emperor, he would 
  not have seen the next sunrise. Many theories exist 
  as to who planted the evidence so as to implicate the 
  Twilight Warriors and while most believe that it was 
  the Legion of Vigilance itself that wished to remove 
  a potential rival and potent enemy, nothing has ever 
  been conclusively proven. 
   
  Since that horrific night of fire and death, 
  Plexus has been rebuilt and made even grander than 
  before. The temple of Cadic was also rebuilt and is 
  now the largest in existence to that god. The Temple 
  of Shadows still secretly recruits, trains, and funds 
  the Order of the Twilight Warrior. Initiates to the 
  Order fast for six days, sustaining themselves only 
  with water and strength of will, while locked in the 
  Chamber of Infinite Depth. This windowless chamber 
  is pitch black and its door is so perfectly fitted that 
  not even a sliver of light betrays its presence. The 
  Initiate is expected to meditate upon the teachings of 
  Cadic and peer deeply into the endless dark for divine 
  inspiration from the Lord of Shadows. 
  Races:  Val and humans make up the majority of 
  the Twilight Warriors, with the val’Borda being the 
  most predominant due to their affinity with the Lord 
  of Shadows. Dark-kin, half-orcs, half-hobgoblins, and 
  gnomes are able to join the holy order, but these are so 
  rare as to be almost unknown. Due to their strongly-
  held and different religious beliefs, Elorii, dwarves, 
  and ss’ressen are not eligible for this class. 
  Alignment: Lawful Neutral.
  Special: Must worship Cadic.
  Hit Die: d8.
  Class Skills
  Skill points at each level: 6 + Int modifier.
  The Twilight Warrior’s class skills (and the 
  key ability for each skill) are Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Diplomacy 
  (Cha), Disable Device (Int), Disguise (Cha), Escape 
  Artist (Dex), Gather Information (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (local) 
  (Int),  Knowledge (religion)  (Int), Listen (Wis), 
  Move Silently (Dex), Open Lock (Dex), Perform 
  (Cha), Profession (Wis), Search (Int), Sense Motive 
  (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), 
  Tumble (Dex), and Use Rope (Dex).
  Class Features:
  Weapon and Armor Proficiency: Twilight 
  Warriors are proficient with all simple and martial 
  weapons, with all types of armor, and with shields (but 
  not tower shields).
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Cadic
  
  99
  Aura of Faith (Ex): The power of a Twilight 
  Warrior’s divine aura is equal to his Twilight Warrior 
  class level plus any other class levels that provide a divine 
  aura (e.g. cleric).
  Pierce the Veil of Shadow (Su): At 1st level, a 
  Twilight Warrior can see in the dark as though he were 
  permanently under the effect of a darkvision spell.
  Cloak of Cadic (Su): At will, as a standard action, 
  the Twilight Warrior may reduce the bright light radius of 
  any non-magical light source within 60 feet.  The Twilight 
  Warrior must have both line of sight and line of effect to the 
  actual light source (not just to some of the actual illuminated 
  area; for example, it cannot be used against a torch that is 
  unseen around a corner even if some of the torch’s light 
  reaches the Twilight Warrior’s eyes).  The radius of bright 
  illumination of the chosen light source is reduced by 20 
  feet.  If this would reduce the light source’s illumination 
  to zero, the Twilight Warrior may decide whether or not to 
  extinguish it completely.  If it is not extinguished, the light 
  source’s shadow illumination is increased by which the area 
  of the bright illumination was decreased.  This ability lasts 
  for one round per Twilight Warrior class level.”
  Sneak Attack (Ex): At 3rd level and every 4 
  additional levels, the Twilight Warrior gains +1d6 Sneak 
  Attack.  This stacks with and works just like the Rogue 
  class feature from core rulebook I.
  Shadow Jump (Su): At 3rd level, a Twilight Warrior 
  gains the ability to travel between shadows as if by means 
  of a dimension door spell. The limitation is that the magical 
  transport must begin and end in an area with enough shadow 
  to grant concealment. A Twilight Warrior can jump up to a 
  total of 20 feet each day in this way; this may be a single 
  jump of 20 feet or two jumps of 10 feet each. For every three 
  class levels beyond 3rd, the distance a Twilight Warrior can 
  jump each day doubles (40 feet at 6th, 80 feet at 9th, 160 feet 
  at 12th, 320 feet at 15th, and 640 feet at 18th). This amount 
  can be split among many jumps, but each one, no matter 
  how small, counts as at least a 10-foot increment.
  Shadow Jumping in the lands of Onara
  When a shadow dancer or Twilight Warrior shadow 
  jumps, he opens a portal into the Shadow Realm, a place 
  inhabited with strange and terrible creatures. Some of 
  the inhabitants of that dread place may make the most of 
  this opportunity and tag along for a free ride back to the 
  Material Plane. With each jump, the character risks the 
  chance that one of these denizens of shadow may follow 
  him through. One round after the character shadow jumps, 
  the GM should roll 1d20. On the result of a 2 or higher, no 
  creatures have followed the character through; on the result 
  of a natural 1, roll d% and consult the table below (unless 
  a published adventure or scenario indicates otherwise). 
  These creatures are not under the Twilight Warrior’s 
  control. Depending on the circumstances of their arrival, 
  they may or may not immediately attack, however.
  01-50%: 1d4 Shadow Mastiffs
  51-99%: 1d4 Shadows
  100%: 1 Greater Shadow
  Channeling (Su): Beginning at 4th level, the Twilight 
  Warrior can channel divine energy as a cleric would channel 
  positive or negative energy. This may be used in conjunction 
  with other feats or class abilities as described elsewhere.  A 
  Twilight Warrior may channel a number of times per day 
  equal to 3 plus his Charisma modifier. 
  Divine Grace (Su): At 4th level, the Twilight Warrior 
  adds his Charisma modifier (if positive) to all saving 
  throws. 
  Smite Evil (Su): Once per day, a Twilight Warrior 
  may attempt to smite an evil creature with one normal 
  melee attack. The Twilight Warrior adds his Charisma 
  bonus (if any) to the attack roll and deals 1 extra point of 
  damage per Twilight Warrior class level if the attack hits. 
  If the Twilight Warrior accidentally smites a creature that 
  is not evil, the smite has no effect, but the ability is still 
  used up for that day. 
  Spells (Sp): Beginning at 4th level, a Twilight Warrior 
  gains the ability to cast a small number of divine spells, 
  which are drawn from the Holy Champion and Twilight 
  Warrior spell lists. A Twilight Warrior must choose and 
  prepare his spells in advance. To prepare or cast a spell, 
  a Twilight Warrior must have a Wisdom score equal to at 
  least 10 + the spell level. The Difficulty Class for a saving 
  throw against a Twilight Warrior’s spell is 10 + the spell 
  level + the Twilight Warrior’s Wisdom modifier. Like other 
  spellcasters, a Twilight Warrior can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on Table HC-05: The Twilight 
  Warrior. In addition, he receives bonus spells per day if 
  he has a high Wisdom score. When the table indicates that 
  the Twilight Warrior gets 0 spells per day of a given spell 
  level, he gains only the bonus spells he would be entitled 
  to based on his Wisdom score for that spell level. The 
  Twilight Warrior does not have access to any domain spells 
  or granted powers, as a cleric does. A Twilight Warrior 
  prepares and casts spells the way a cleric does, though he 
  cannot lose a prepared spell to spontaneously cast a cure 
  spell in its place. A Twilight Warrior may prepare and cast 
  any spell on his spell list, provided that he can cast spells 
  of that level, but he must choose which spells to prepare 
  during his daily meditation. Through 3rd level, a Twilight 
  Warrior has no caster level. At 4th level and higher, his 
  caster level is one-half his Twilight Warrior class level.
  Holy Champion: Cadic ▪ CORE CLASSES IN ARCANIS
  
  100
  Trapfinding: At 5th level, a Twilight Warrior can 
  use the Search skill to find traps exactly as a rogue can 
  (see Core Rulebook I for details). The Twilight Warrior 
  also learns to use the Disable Device skill to disarm 
  magic traps, just as rogues can. 
  Evasion (Ex): At 6th level and higher, a Twilight 
  Warrior can avoid even magical and unusual attacks 
  with great agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half damage 
  on a successful save, he instead takes no damage. 
  Evasion can be used only if the Twilight Warrior is 
  wearing light armor or no armor. A helpless Twilight 
  Warrior does not gain the benefit of this ability.
  Cloak of Cadic (Womb of Darkness) (Su): Starting 
  at 6th level, the Twilight Warrior may store one weapon of 
  his choice in the Shadow Realm. Storing or retrieving this 
  weapon requires a standard action and provokes an attack 
  of opportunity.  Missile weapons and ammunition count 
  as one weapon for the purposes of this spell, with a limit 
  of no more than 20 rounds of ammunition being stored 
  alongside the weapon in this way. The Twilight Warrior 
  must be able to place his hand in a shadow large enough 
  to completely envelop his hand to use this ability.
  Uncanny Dodge (Ex): Starting at 8th level, a 
  Twilight Warrior can react to danger before his senses 
  would normally alert him to do so. He retains his 
  Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, 
  he still loses his Dexterity bonus to AC if immobilized. 
  If a Twilight Warrior already has Uncanny Dodge 
  from a different class he automatically gains Improved 
  Uncanny Dodge (see the description under the rogue 
  class in Core Rulebook I) instead.
  Turn Shadows (Su): Beginning at 8th level, a 
  Twilight Warrior may channel to turn or rebuke undead 
  shadows or any other creatures with the Shadow 
  descriptor. When using this ability, the Twilight Warrior 
  channels as if he were a cleric of three levels lower 
  than the level of his Aura of Faith. (For example, a 2nd-
  level cleric / 8th-level Twilight Warrior would use this 
  ability as if he were a 7th-level cleric.)
  Cloak of Cadic (Moonless Night) (Sp): At 10th 
  level, once per day, the Twilight Warrior may use a 
  channeling attempt to try and suppress a continuing 
  magical effect with the Light descriptor. The Twilight 
  Warrior must have both line of sight and line of effect to 
  at least one square that is within the radius of bright light 
  of the effect he wishes to suppress, but he does not need 
  to have line of sight or line of effect to the actual center 
  of illumination. In order to use this ability, the Twilight 
  Warrior makes a channeling check. (He does not suffer 
  any penalty to his effective level on this check.) If the 
  check result is high enough to affect a creature whose 
  Hit Dice are equal to or greater than the caster level of 
  the magical effect, then that effect is suppressed (as if it 
  had been placed into an antimagic field) for a number 
  of rounds equal to the channeling damage.
  Shadow Craft (Sp): Starting at 10th level, once per 
  day the Twilight Warrior may cast shadow conjuration with 
  a caster level equal to his Twilight Warrior class level.
  Aura of Courage (Ex): Beginning at 12th level, 
  a Twilight Warrior is immune to fear (magical or 
  otherwise). Each ally within 10 feet of him gains a +4 
  morale bonus on saving throws against fear effects. 
  This ability functions constantly if the Twilight Warrior 
  is conscious, but not if he is unconscious or dead.
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Cadic
  Table HC-05: Holy Champion of Cadic: The Twilight Warrior Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +2
  +0
  Aura of Faith, Pierce the Veil of Shadow 
  -
  -
  -
  -
  2nd 
  +2
  +3
  +3
  +0
  Cloak of Cadic
  -
  -
  -
  -
  3rd
  +3
  +3
  +3
  +1
  Shadow Jump, Sneak Attack +1d6
  -
  -
  -
  -
  4th
  +4
  +4
  +4
  +1
  Channeling, Divine Grace, Smite Evil
  0
  -
  -
  -
  5th
  +5
  +4
  +4
  +1
  Trapfinding
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +5
  +2
  Cloak of Cadic (Womb of Darkness), Evasion
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +5
  +2
  Sneak Attack +2d6
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +6
  +2
  Uncanny Dodge, Turn Shadow
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +6
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +7
  +3
  Cloak of Cadic (Moonless Night), Shadow Craft
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +7
  +3
  Sneak Attack +3d6
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +8
  +4
  Aura of Courage, Slippery Mind
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +8
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +9
  +4
  Cloak of Cadic (Cover of Night), Hide in Plain Sight
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +9
  +5
  Sneak Attack +4d6
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Shadow Mage
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Improved Evasion, Shadow Master
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Sneak Attack +5d6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Shadow Lord
  3
  3
  3
  3
  
  101
  Slippery Mind (Ex): This ability represents the 
  Twilight Warrior’s ability to wriggle free from magical 
  effects that would otherwise control or compel him. If 
  a Twilight Warrior of at least 12th level is targeted by an 
  enchantment spell or effect and fails his saving throw, 
  he can attempt a second saving throw one round later 
  at the same DC. He gets only this one extra chance to 
  succeed on his saving throw.
  Hide in Plain Sight (Su): At 14th level, a Twilight 
  Warrior can use the Hide skill even while being 
  observed. As long as he is within 10 feet of some sort 
  of shadow sufficient to grant any level of concealment, 
  the Twilight Warrior can hide himself from view in the 
  open without having anything to actually hide behind. 
  He cannot, however, hide in his own shadow.
  Cloak of Cadic (Cover of Night) (Su): Starting at 
  14th level, as a standard action the Twilight Warrior may 
  wrap himself in the inky blackness of night, providing 
  him with 20% concealment.  For this power to remain 
  active, the Twilight Warrior must be in a location with 
  at least some shadow (whether or not it grants any form 
  of concealment). If this power is used within the radius 
  of a darkness or deeper darkness effect, the Twilight 
  Warrior’s concealment increases to 50%. This ability 
  may be used once per day. It lasts for one round per 
  Twilight Warrior class level. The Cloak of Cadic is 
  effective against even creatures with low-light vision or 
  darkvision, but not against creatures with true seeing or 
  the ability to see normally in magical darkness.
  Shadow Mage (Sp): At 16th level, once per 
  day the Twilight Warrior may cast greater shadow 
  conjuration with a caster level equal to his Twilight 
  Warrior class level.
  Improved Evasion (Ex): This ability works like 
  Evasion, except that while the Twilight Warrior still 
  takes no damage on a successful Reflex saving throw 
  against attacks, henceforth he takes only half damage 
  even on a failed save. A helpless Twilight Warrior does 
  not gain the benefit of Improved Evasion.
  Shadow Master (Su): The Twilight Warrior may 
  spend a channeling attempt as a free action to power 
  one extra use of any of the following abilities he 
  already possesses: Shadow Jump (one jump of up to 
  320 feet), Smite Evil, Moonless Night, Shadow Craft, 
  Cover of Night, and Shadow Mage.
  Shadow Lord (Su): After walking in the shadows 
  for so long, the 20th-level Twilight Warrior has become 
  inexorably linked with them. He may shadow jump at 
  will up to 1000 feet per jump. He may also shadow 
  blend as if he were a shadow mastiff (see Core Rulebook 
  III) in any lighting condition other than broad daylight 
  or complete darkness. Finally, the Twilight Warrior may 
  cast discern location, exactly as the spell, provided 
  that the target is within 5 feet of some type of shadow 
  (however small or faint). This last ability may be used a 
  number of times per day equal to his Charisma modifier 
  (minimum 1).
  Fire Dragon - Sentinels of the Blazing 
  Wyrm
  I
  N the misery, death, and confusion that marked 
  the exodus of the Black Talons from Ssethregoran 
  society, a small group of valiant Black Talons stood 
  above the rest, ready to lay down their very lives for 
  the sole purpose of buying the remainder of their clutch 
  time to escape. This core of hardened veterans stood 
  firm in the face of insurmountable odds, unwavering 
  in their faith toward the old matriarch. Seven times 
  the full might and fury of all Ssethregore charged 
  headlong into these unblinking defenders, and seven 
  times the lines held. The fearless and fearsome Black 
  Talons had piled up a ring of barbed-tail corpses hip-
  deep before they finally fell and were dragged down 
  into twilight. 
  The Sentinels of the Blazing Wyrm are the 
  most prestigious order of holy champions dedicated 
  to the Fire Dragon. The Black Talon Matriarchy 
  created the Sentinels during the grueling march out 
  of Ssethregore to safeguard against the genocidal 
  tendencies of their Ssethric enemies. Originally 
  formed to honor their comrades who fell buying time 
  for the clutch as a whole to escape, the Sentinels have 
  risen to represent much more. Since the Black Talons’ 
  relocation into human-held lands, the Sentinels have 
  come to stand as a bulwark of defense against any 
  foes who would threaten the very heart of ss’ressen 
  society: the precious eggs from which each new 
  generation springs. 
  Adventures: The Sentinels of the Blazing Wyrm 
  represent an elite group of devout warriors inside 
  ss’ressen society. Sentinels of the Blazing Wyrm can 
  be found within the Black Talon society, as well as in 
  Ashen Hide society. The Sentinels from each clutch 
  are similar, even though the two groups of ss’ressen 
  have different outlooks upon their shared God. In all 
  cases, Sentinels can always be found guarding the 
  hatcheries, or escorting important members of their 
  clutch to various destinations. Adventuring Sentinels 
  are rare, but when encountered they are usually using 
  their powers to somehow further the prosperity of their 
  clutch, or protecting compatriots who have become 
  like a surrogate clutch to their reptilian mindset. The 
  trust and respect of a Sentinel is hard won, but a better 
  friend or compatriot one could not have.
  Characteristics:  The revered Fire Dragon grants 
  his divine agents upon Onara abilities far surpassing 
  those of most mortals. Sentinels quickly learn how to 
  channel the religious fervor that courses through their 
  veins and manifest it as holy fire to smite down their 
  foes. The blood burning through their veins destroys 
  all impure agents in their system, making them 
  virtually immune to the poisons of their enemies. 
  Lastly, as the Sentinels become one with their Lord’s 
  will, they begin to manifest the traits of their Lord, 
  starting with the mental control over their lesser 
  scaled kin and ending with complete apotheosis into a 
  draconic form of pure righteousness.   
   
  Sentinels are taught through rigorous physical 
  training and extensive meditative trances. First and 
  foremost, these stalwart defenders learn to place the 
  Holy Champion: Fire Dragon ▪ CORE CLASSES IN ARCANIS
  
  102
  survival of the egg clutch before their own. Sentinels 
  must be ready to sacrifice their insignificant lives in 
  a heartbeat, if their death will bring about betterment 
  for the clutch as a whole. This fearless attitude of 
  self-sacrifice is one that can only be found in the 
  cold-blooded races of Ssethric origin, for it is their 
  lack of emotional output that allows for such a 
  mindset to develop. Rare indeed is the being who 
  puts the lives of others over the worth of his own 
  hide. 
  Background: Candidates to the Sentinels 
  are chosen through a two-step process. 
  First, any hopeful candidate must earn the 
  recommendation of his village’s Warlord, 
  either through exemplary valor on the field 
  of battle, or though extraordinary martial 
  prowess in the gladiatorial ring. Once a 
  Warlord chooses such an individual, the 
  candidate must then win the approval of the 
  local Matriarch by proving himself to be as 
  pious as he is martially inclined. Candidates 
  that meet the approbation of both Warlord 
  and Matriarch are then sent to the High 
  Matriarch Mother at the capital of Lanpeltis 
  to be further considered for membership. 
  In Lanpeltis, the candidates are stripped of 
  all garments and covered in ash from the 
  hatching fires. The High Matriarch Mother 
  then sends each candidate through seven sets 
  of grueling rites, each rite representing one of 
  the seven waves of barbed tails that broke against 
  that brave wall of Black Talons so long ago. The 
  rites are harsh and torturous, involving fasting, ritual 
  scarring, and surviving within a sealed furnace from 
  sunrise to sunset.  Most candidates do not survive the 
  ordeals, but the ones that do are brought out of the 
  furnace upon the seventh day, washed in crystal clear 
  water, and as the soot of their trials is washed away, 
  they are inducted into the ranks of the Sentinels of 
  the Blazing Wyrm. 
   
  Races:  Black Talon and Ashen Hide ss’ressen 
  are the only two races that are allowed to join the 
  Sentinels and gain the favor of the Fire Dragon. Even 
  if an individual of another race was to somehow 
  venerate the Fire Dragon, such a creature would lack 
  the cold-blooded reptilian mindset needed to master 
  the discipline. More importantly, the xenophobic 
  tendencies of the ss’ressen would never allow any 
  warm-blood to join their most holy order. 
  Alignment: Lawful good or lawful neutral.
  Special: Must worship the Fire Dragon.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  Sentinels of the Blazing Wyrm’s class skills 
  (and the key ability for each skill) are Balance 
  (Dex), Climb (Str), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Jump (Str), Knowledge (geography: Ssethregore), 
  Knowledge (nature: ss’ressen) (Int), Knowledge 
  (religion) (Int), Profession (Wis), Ride (Dex), Sense 
  Motive (Wis), and Swim (Str).
  Class Features:
  Weapon and Armor Proficiency: Sentinels of 
  the Blazing Wyrm are proficient with all simple and 
  martial weapons, with all types of armor, and with 
  shields (including tower shields). The bearded axe is 
  the favored weapon of this class, and many Sentinels 
  wield this weapon with pride.
  Aura of Faith (Ex): The power of a Sentinel’s 
  divine aura (see above) is equal to his Sentinel class 
  level plus any other class levels that provide a divine 
  aura (e.g. cleric).
  Detect Evil (Sp): At will, a Sentinel of the 
  Blazing Wyrm can use detect evil, as the spell.
  Defensive Stance (Ex): This ability mimics the 
  unwavering defensive line of the Black Talons from 
  so long ago. When a Sentinel of the Blazing Wyrm 
  adopts a defensive stance, he gains phenomenal 
  strength and durability, but he cannot move from 
  the spot he is defending. He gains +2 to Strength, 
  +4 to Constitution, a +2 resistance bonus on all 
  saves, and a +4 dodge bonus to AC. The increase in 
  Constitution increases the Sentinel’s hit points by 2 
  points per level, but these hit points go away at the 
  end of the defensive stance when his Constitution 
  score drops back 4 points. These extra hit points 
  are not lost first the way temporary hit points are. 
  While in a defensive stance, a Sentinel cannot use 
  skills or abilities that would require him to shift 
  his position. A defensive stance lasts for a number 
  of rounds equal to 3 plus the character’s (newly 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Fire Dragon
  
  103
  improved) Constitution modifier. A Sentinel may 
  end his defensive stance voluntarily prior to this 
  limit. At the end of the defensive stance, the Sentinel 
  is winded and takes a –2 penalty to Strength for 
  the duration of that encounter. Using the defensive 
  stance takes no time itself, but a Sentinel can only 
  do so during his own turn. At 12th level, a Sentinel of 
  the Blazing Wyrm may use this ability an additional 
  number of times per day equal to his Charisma 
  modifier (minimum 1).
  Divine Grace (Ex): Beginning at 2nd level, a 
  Sentinel of the Blazing Wyrm applies his Charisma 
  modifier (if positive) to all saving throws.
  Talons of Flame (Su): Beginning at 2nd level, 
  a Sentinel with a Charisma score of 12 or higher can 
  cause his talons to blaze with holy fire. His touch 
  burns the flesh of his enemies, inflicting a total 
  number of hit points of fire damage equal to his class 
  level times his Charisma bonus. The Sentinel may 
  choose to divide his fire damage among multiple 
  recipients, and he doesn’t have to use it all at once. 
  Using Talons of Flame is a standard action and 
  requires a successful melee touch attack (this is 
  considered an armed attack). The Sentinel decides 
  how many of his daily allotment of points to use 
  as damage after successfully touching the target 
  creature.  A creature that is struck by the Sentinel’s 
  Talons of Flame ability may attempt a Fortitude save 
  (DC 10 plus one-half the Sentinel’s class level plus 
  the Sentinel’s Charisma modifier) for half damage.  
  The Talons of Flame ability can only be used against 
  one creature per round. As with a paladin’s ability 
  to lay on hands, the total amount of damage that the 
  Sentinel can deal in a day can be divided up among 
  multiple uses, but each use targets one and only one 
  creature, and the Sentinel must succeed on a melee 
  touch attack each time he attempts to touch a target 
  creature.
  Aura of Courage (Ex): Beginning at 3rd level, 
  a Sentinel of the Blazing Wyrm is immune to fear 
  (magical or otherwise). Each ally within 10 feet 
  of him gains a +4 morale bonus on saving throws 
  against fear effects. This ability functions constantly 
  as long as the Sentinel is conscious, but not if he is 
  unconscious or dead.
  Burning Blood (Ex): The righteous fire of the 
  Fire Dragon burns through each Sentinel’s veins, 
  cleansing his blood of all toxins. At 3rd level, a 
  Sentinel gains immunity to all forms of natural 
  poisons.
  Channeling (Su): Beginning at 4th level, Sentinel 
  of the Blazing Wyrm can channel divine energy as a 
  cleric would channel positive or negative energy. 
  This may be used in conjunction with other feats or 
  class abilities as described elsewhere. A Sentinel of 
  the Blazing Wyrm may channel a number of times 
  per day equal to 3 plus his Charisma modifier. 
  Ssethric Enforcer (Su): When a Sentinel 
  reaches 4th level, he gains the ability to turn or 
  rebuke Ssethric beings by channeling. A “Ssethric 
  being” is any creature that has the Reptilian or 
  Ssethric subtype (the two are interchangeable). 
  When using this ability, the Sentinel is treated as if 
  he were a cleric of three levels lower than the level 
  of his Aura of Faith. (For example, a 2nd-level cleric 
  / 5th-level Sentinel of the Blazing Wyrm would turn 
  or rebuke Ssethric beings exactly as if he were a 4th-
  level cleric).
  Holy Champion: Fire Dragon ▪ CORE CLASSES IN ARCANIS
  Table HC-06: Holy Champion of the Fire Dragon: The Sentinel of the Blazing Wyrm Advancement Table
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Evil
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Defensive Stance, Divine Grace, Talons of Flame
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Aura of Courage, Burning Blood
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Ssethric Enforcer
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Dragon Hide
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Protective Ward
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  Sanction of the Fire Dragon
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Ability Boost (Str+2)
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Breath of Fire
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Ability Boost (Con +2)
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Shimmering Scales
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Dragon Apotheosis
  3
  3
  3
  3
  
  104
  Spells (Sp): Beginning at 4th level, a Sentinel 
  of the Blazing Wyrm gains the ability to cast a 
  small number of divine spells, which are drawn 
  from the Sentinels of the Blazing Wyrm spell list. 
  A Sentinel of the Blazing Wyrm must choose and 
  prepare his spells in advance. To prepare or cast a 
  spell, a Sentinel of the Blazing Wyrm must have a 
  Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  Sentinel’s spell is 10 + the spell level + the Sentinel’s 
  Wisdom modifier. Like other spellcasters, a Sentinel 
  of the Blazing Wyrm can cast only a certain number 
  of spells of each spell level per day. His base daily 
  spell allotment is given on Table HC-06: The 
  Sentinel of the Blazing Wyrm. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When the table indicates that the Sentinel gets 
  0 spells per day of a given spell level, he gains only 
  the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. Sentinels of the 
  Blazing Wyrm do not have access to any domain 
  spells or granted powers, as a cleric does. A Sentinel 
  of the Blazing Wyrm prepares and casts spells the 
  way a cleric does, though he cannot lose a prepared 
  spell to spontaneously cast a cure spell in its place. A 
  Sentinel of the Blazing Wyrm may prepare and cast 
  any spell on his spell list, provided that he can cast 
  spells of that level, but he must choose which spells 
  to prepare during his daily meditation. Through 3rd 
  level, a Sentinel of the Blazing Wyrm has no caster 
  level. At 4th level and higher, his caster level is one-
  half his Sentinel class level.
  Dragon Hide (Ex): At 6th level, a Sentinels of 
  the Blazing Wyrm gains the Dragon Hide feat if he 
  does not already possess it.
  Protective Ward (Su): At 8th level, a Sentinel 
  of the Blazing Wyrm may forgo the bonus to saving 
  throws granted by Divine Grace and instead extend 
  that bonus to all other creatures within 10 feet. To 
  activate this ability, the Sentinel must expend one of 
  his daily channeling attempts. The ability lasts for a 
  number of rounds equal to the Sentinel’s class level, 
  though he may end it earlier if desired.
  Sanction of the Fire Dragon (Sp): Upon 
  reaching 9th level, a Sentinel’s devotion is rewarded, 
  as he is bonded to a fire drake. Fire drakes are 
  considered to be the holy scions of the Fire Dragon 
  upon Onara, and are treated with awe and respect by 
  all Black Talon and Ashen Hide ss’ressen. Actively 
  harming one of these noble creatures is a death 
  sentence in Black Talon and Ashen Hide society. The 
  bonding of a Sentinel to a Fire Drake is considered 
  one of the highest honors in these societies, and 
  carries with it much prestige. 
  The Fire Drake serves as a special bonded 
  mount for the Sentinel, similar to a normal paladin’s 
  warhorse. The Sentinel of the Blazing wyrm is 
  considered a paladin of 4 levels lower for purposes 
  of mount advancement, which otherwise follows 
  the rules in Core Rulebook I for advancement of 
  paladin mounts. Use the fire drake base statistics 
  (see Appendix) and add the appropriate modifiers 
  according to the Sentinel’s level. Unlike normal 
  mounts, whenever a fire drake is entitled to bonus 
  HD, it gains d12’s instead of d8’s. Also, fire drakes 
  are native creatures of Onara, and therefore cannot 
  be summoned like a normal paladin mount.
  Should the Sentinel’s fire drake die, she may 
  attempt to raise it normally, but after 24 hours the 
  soul has left its mortal shell and the drake cannot be 
  raised without extraordinary means. The Sentinel may 
  not summon another mount until she gains a Sentinel 
  level. Even if the original fire drake is somehow 
  returned from the dead, it no longer is bonded to the 
  Sentinel, but remains friendly toward the Sentinel. In 
  any case, the Sentinel must first prove her worthiness 
  to the Matriarchy before another fire drake is granted 
  to her. This takes the form of an atonement spell, 
  which must be cast upon the Sentinel by the High 
  Matriarch Mother. If it is proven that the fire drake 
  died through neglect or because of purposeful and 
  wanton intent, the Sentinel is stripped of her position 
  and powers, and a trial is held at which the Sentinel 
  is called upon to justify her actions. If the Sentinel is 
  found guilty of neglecting or abusing her fire drake, 
  she is immediately executed.
  Ability Boost (Ex): At 12th level, a Sentinel 
  of the Blazing Wyrm gains a +2 inherent bonus to 
  Strength. At 16th level, he gains a +2 inherent bonus 
  to Constitution. 
  Breath of Fire (Su): At 14th level, a Sentinel 
  of the Blazing Wyrm may use a channel attempt to 
  turn his Talons of Flame into a 25-foot cone. This 
  is a standard action that does not provoke attacks of 
  opportunity. He must decide how many of his daily 
  points he is putting into this ability before releasing 
  the cone. This requires no attack roll but allows for a 
  Reflex save (DC 10 plus one-half the Sentinel’s class 
  level plus the Sentinel’s Charisma modifier). Half of 
  the damage is fire, and the other half is considered 
  holy.
  Shimmering Scales (Su): At 18th level, a 
  Sentinel of the Blazing Wyrm nears his apotheosis 
  as a manifestation of the Fire Dragon upon Onara. 
  He gains damage reduction 10/magic and spell 
  resistance equal to 10 plus his Charisma modifier.
  Dragon Apotheosis (Ex): At 20th level, a 
  Sentinel of the Blazing Wyrm takes on the half-
  dragon template (either red or gold). He gains +4 to 
  Strength and +2 to Charisma. His natural armor bonus 
  increases to +4, and he acquires a breath weapon, 
  low-light vision, 60-foot darkvision, immunity to 
  sleep and paralysis effects, and immunity to fire. See 
  Core Rulebook III for full details of the half-dragon 
  template.
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Fire Dragon
  
  105
  Hurrian - The Order of the Storm Lord
  T
  he Storm Lords are Holy Champions of Hurrian 
  that worship His aspect as the Lord of the Tempest. 
  According to dogma, Hurrian acquired this aspect 
  during the God’s War when He is said to have consumed 
  the Elorii Elemental Lord of Air. Before this, Hurrian held 
  sway over those warriors who reluctantly took up arms in 
  the defense of their homes, families and way of life. The 
  doctrine of the Storm Lords is the combination of these 
  two disparate domains into one focused discipline. 
  The Order teaches that all war is like a roiling, wild 
  storm. No matter how precise and exacting a battle plan 
  might be, it never survives intact after contact with the 
  enemy. Storm Lords try to understand and master this 
  swirling chaos so as to better control the flow of a battle. 
  Though Storm Lords do not revel in bloodshed as do the 
  Nierites, they understand that evil must be met with force 
  and utterly destroyed or it will rise up to plague humanity 
  again and again.
   
   
   
  Adventures:  Storm Lords travel all over the Known 
  Lands of Arcanis pursuing the tenets of their Order. 
  They seek to safeguard the innocent and those too weak 
  to help themselves. They feel it is their sacred duty to 
  confront and destroy evil wherever it may reside, while 
  also teaching the peaceful ways of the Reluctant Warrior 
  to all who will listen. 
   
  Storm Lords realize that their mandate is too 
  overwhelming for just one man and so they are happy 
  to join others who believe as they do. Their Order also 
  teaches them that a friend today may be tomorrow’s 
  enemy, as history has proven out time and time again. 
  Storm Lords thus travel to as many different nations and 
  empires as they can, learning the ways and customs of 
  these far-flung cultures to better understand them should 
  the need ever arise. “Know Thine Enemy” is a lesson that 
  every Storm Lord takes to heart. 
   
   
  Characteristics: Storm Lords are the most 
  approachable and open of all the Holy Champions. In fact, 
  some seasoned warriors feel that these champions are a 
  naïve bunch – a Storm Lord is always found with a ready 
  smile, an open hand, and a generous heart for everyone 
  he meets. This causes some veterans, whose hearts have 
  been hardened by ceaseless battles and bloodshed, to 
  scorn the Storm Lords. Of course, these words are never 
  spoken in the presence of a Storm Lord. Their honest 
  attitude comes from Hurrian’s teachings, which exhort 
  them to “treat each man as brother and your family shall 
  be infinite.”  Though they will always give someone the 
  benefit of the doubt, Storm Lords are hardly fools and 
  will not suffer those who would do harm to their fellow 
  man. When roused to action, these pious champions are 
  terrible to behold; their wrath is both terrible and final.
   
  Storm Lords are granted powerful abilities by 
  their deity, Hurrian. The Lord of the Tempest assures that 
  His champions enjoy perfect health, a divine grace, and 
  a courageous heart. With more experience, many potent 
  powers are granted. The Storm Lord slowly increases his 
  control over lightning and thunder until he can finally 
  manifest the living power of the storm itself. 
  Background: The Order of the Storm Lords is the 
  most accepting of the orders of holy champions, accepting 
  almost anyone from any social standing or race assuming 
  they can successfully complete an ancient test said to 
  have been created during the First Imperium. Aspirants 
  enter a dark chamber in the lowest level of the sponsoring 
  temple. If they can remain within from sunrise to 
  sunset, they are accepted and begin their training. Many, 
  however, do not make it past the fourth hour and run 
  screaming from the room. What is witnessed therein is 
  never spoken of by these champions and those that have 
  failed begin to shake violently and sob uncontrollably 
  when they are asked what occurred within the Chamber 
  of the Darkest Soul. 
  Races:  Dwarves from Tir Betoq, Val, and humans 
  make up the majority of the members of this Order, with 
  the val’Tensen being the most predominant Val family 
  due to their affinity with the Lord of Storms. Dark-kin, 
  gnomes, half-orcs, and half-hobgoblins are also able to 
  join the holy order. In very rare instances, a ss’ressen 
  has sought to join this order, turning his back on his 
  people’s own savage god. Due to their strongly-held 
  and dramatically different religious beliefs, Elorii and 
  dwarves (other than Tir Betoqi) are not eligible for this 
  class. 
  Alignment: Any Good.
  Special: Must worship Hurrian.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Storm Lord’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Handle Animal (Cha), Heal (Wis), Knowledge 
  (nature) (Int), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), and Survival (Wis).
  Class Features:
  Weapon and Armor Proficiency: Storm Lords are 
  proficient with all simple and martial weapons, with all 
  types of armor, and with shields, including tower shields.
  Aura of Faith (Ex): The power of a Storm Lord’s 
  divine aura is equal to his Storm Lord class level plus any 
  other class levels that provide a divine aura (e.g. cleric).
  Detect Evil (Sp): At will, a Storm Lord can use 
  detect evil, as the spell.
  Smite Evil (Su): Once per day, a Storm Lord may 
  attempt to smite evil with one normal melee attack. The 
  Storm Lord adds his Charisma bonus (if any) to the attack 
  roll and deals 1 extra point of damage per Storm Lord 
  class level if the attack hits. If the Storm Lord accidentally 
  smites a creature that is not evil, the smite has no effect, 
  but the ability is still used up for that day. 
  Divine Grace (Ex): Beginning at 2nd level, a Storm 
  Lord applies his Charisma modifier (if positive) to all 
  saving throws.
  Lightning Resistance (Su): A Storm Lord gains 
  electricity resistance equal to twice his class level. 
  Divine Health (Ex): Beginning at 3rd level, a 
  Storm Lord is immune to all diseases, including magical 
  diseases such as lycanthropy and mummy rot.
  Aura of Courage (Ex): Beginning at 3rd level, a 
  Storm Lord is immune to fear (magical or otherwise). 
  Holy Champion: Hurrian ▪ CORE CLASSES IN ARCANIS
  
  106
  Each ally within 10 feet of him gains a +4 morale 
  bonus on saving throws against fear effects. This ability 
  functions continually as long as the Storm Lord is 
  conscious, but not if he is unconscious or dead.
  Channeling (Su): Beginning at 4th level, the Storm 
  Lord can channel divine energy as a cleric would 
  channel positive or negative energy. This may be used in 
  conjunction with other feats or class abilities as described 
  elsewhere. A Storm Lord may channel a number of times 
  per day equal to 3 plus his Charisma modifier. 
  Weapon Focus (Ex): At 4th level the Storm Lord 
  gains the Weapon Focus feat in the longsword if he does 
  not already possess it.
  Spells (Sp): Beginning at 4th level, the Storm Lord 
  gains the ability to cast a small number of divine spells, 
  which are drawn from the Holy Champion and Storm 
  Lord spell lists. A Storm Lord must choose and prepare 
  his spells in advance. To prepare or cast a spell, a Storm 
  Lord must have a Wisdom score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  a Storm Lord’s spell is 10 + the spell level + the Storm 
  Lord’s Wisdom modifier. Like other spellcasters, a Storm 
  Lord can cast only a certain number of spells of each spell 
  level per day. His base daily spell allotment is given on 
  Table HC-07: The Storm Lord. In addition, he receives 
  bonus spells per day if he has a high Wisdom score. When 
  the table indicates that the Storm Lord gets 0 spells per 
  day of a given spell level, he gains only the bonus spells 
  he would be entitled to based on his Wisdom score for 
  that spell level. The Storm Lord does not have access to 
  any domain spells or granted powers, as a cleric does. A 
  Storm Lord prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to spontaneously 
  cast a cure spell in its place. A Storm Lord may prepare 
  and cast any spell on his spell list, provided that he can 
  cast spells of that level, but he must choose which spells 
  to prepare during his daily meditation. Through 3rd level, a 
  Storm Lord has no caster level. At 4th level and higher, his 
  caster level is one-half his Storm Lord class level.
  Hand of the Storm Lord (Sp): The Storm Lord 
  may make a touch attack (with a +3 circumstance bonus 
  versus opponents in metal armor). If the attack hits, the 
  target must attempt a Fortitude save (DC 10 + one-half 
  the Storm Lord’s class level + the Storm Lord’s Charisma 
  modifier) or be paralyzed. The Storm Lord may maintain 
  this effect by concentrating on it as a full-round action 
  for a maximum number of rounds equal to his class level, 
  but the opponent may attempt a new saving throw every 
  round to end the effect. Creatures immune to electrical 
  damage are immune to this attack. The Storm Lord may 
  use this power a number of times per day equal to his 
  Charisma modifier (minimum 1).
  Ride the Lightning (Sp): Beginning at 6th level, 
  the Storm Lord gains the ability to transmute herself into 
  electric energy akin to a lightning bolt and to travel in 
  this form from one point to another instantaneously. This 
  ability may be used once per day. 
  By spending a channeling attempt as a full-round 
  action (which does not provoke attacks of opportunity), 
  the Storm Lord transports herself from her current 
  location to any unoccupied point within range (100 feet + 
  10 feet per Storm Lord class level) to which she has line 
  of sight. The Storm Lord does not provoke any attacks of 
  opportunity for her movement, and she is not considered 
  to pass through any of the intervening squares between 
  her starting location and her ending location. This ability 
  cannot be used as a weapon, as the Storm Lord cannot 
  strike a target or do damage to the environment.
  Upon reaching 10th level, the Storm Lord may Ride 
  the Lightning with her Shadow Lion mount. The Storm 
  Lord must be riding the mount in order for them to travel 
  together.
  After using this ability, the Storm Lord (and her 
  mount if it travels with her) cannot take any other actions 
  until the start of her next turn.
  Thunderclap (Sp): The Storm Lord may make a 
  sonic attack by clapping his hands together, or banging 
  his sword against his shield. All creatures within a 30-
  foot cone originating from the Storm Lord take 1d4 
  points of sonic damage per class level and are deafened 
  for 2d4 rounds unless they succeed at a Fortitude save 
  (DC 10 plus one-half the Storm Lord’s class level plus 
  the Storm Lord’s Charisma modifier), in which case they 
  take only half damage and are not deafened. Creatures 
  immune to sonic damage are immune to this ability. The 
  Storm Lord may use this power a number of times per 
  day equal to his Charisma modifier (minimum 1). 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Hurrian
  
  107
  Special Mount (Sp): Upon reaching 10th level, a 
  Storm Lord gains the service of an unusually intelligent, 
  strong, and loyal Shadow Lion (treat this as a black 
  Dire Lion; see Core Rulebook III) to serve him in his 
  crusade against the forces of evil. Once per day, as a 
  full-round action, a Storm Lord may magically call his 
  mount from the celestial realms where it resides. The 
  mount immediately appears adjacent to the character 
  and remains for 2 hours per Storm Lord class level; 
  it may be dismissed at any time as a free action. The 
  mount is the same creature each time it is summoned, 
  though the Storm Lord may release a particular mount 
  from service. Each time the mount is called, it appears 
  in full health, regardless of any damage it may have 
  taken previously. The mount also appears wearing or 
  carrying any gear it had when it was last dismissed. 
  Calling a mount is a conjuration (calling) effect. Should 
  this mount die, it immediately disappears, leaving 
  behind any equipment it was carrying. The Storm Lord 
  may not summon another mount for thirty days or until 
  he gains a Storm Lord level, whichever comes first, 
  even if the mount is somehow returned from the dead. 
  During this thirty-day period, the character takes a –1 
  penalty on attack and weapon damage rolls. A Storm 
  Lord is considered a paladin of five levels lower for 
  purposes of mount advancement, which otherwise 
  follows the rules in Core Rulebook I concerning 
  paladin mounts.
  Weapon Specialization (Ex): At 12th level, the 
  Storm Lord gains the Weapon Specialization feat in the 
  longsword if he does not already possess it
  Smite Evil, Greater (Su): The Storm Lord may 
  make an additional number of smites equal to his 
  Charisma modifier (minimum 1) per day. This ability 
  is still only usable once per round.
  The Heavens Speak (Sp): Once per day, a 16th-
  level Storm Lord may use call lightning storm as a 
  caster of his Storm Lord class level. This is a standard 
  action that provokes attacks of opportunity.
  Voice Like Thunder (Sp): Once per week, an 
  18th-level Storm Lord may use divine word as a caster 
  of his Storm Lord class level. This is a standard action 
  that provokes attacks of opportunity.
  I am the Storm (Su): The presence of a 20th-level 
  Storm Lord is literally and figuratively electrifying, as 
  her body cackles with holy electric energy. She gains 
  immunity to lightning, and lightning bends to her will. 
  She may ground any lightning-based attack targeted 
  against her (in which case it dissipates harmlessly) or 
  reflect it upon its source (in which case it acts as if it 
  were affected by spell turning), as she desires. 
  By expending a channel attempt, the Storm Lord 
  may increase the force of her inherent electricity to 
  a tangible level for a number of rounds equal to her 
  channeling damage. While she is under the effects of 
  this power, any evil being with an Intelligence of 3 
  or greater who meets her gaze must make a Will save 
  (DC 20 plus the Storm Lord’s Charisma modifier) or 
  be shaken. While she is in this heightened state, any 
  weapon the Storm Lord wields is considered to possess 
  the shocking burst ability, and she is treated as if under 
  the effects of the fire shield spell (caster level 20), but 
  the shield is made of lightning and deals electricity 
  damage. 
  Finally, the Storm Lord may spend a channeling 
  attempt as a free action to combine her casting of any 
  spell with the Electricity descriptor with her Ride the 
  Lightning ability, enabling her to cast the spell and 
  then travel to any point within that spell’s area of effect 
  as part of the same action. This does not count as her 
  standard usage of the Ride the Lightning ability for 
  that day.
  Holy Champion: Hurrian ▪ CORE CLASSES IN ARCANIS
  Table HC-07: Holy Champion of Hurrian: The Storm Lord Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Evil, Smite Evil
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace, Lightning Resistance
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Aura of Courage, Divine Health
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Weapon Focus (Longsword)
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Hand of the Storm Lord, Ride the Lightning
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Thunderclap
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Special Mount
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Weapon Specialization (Longsword)
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Smite Evil, Greater
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  The Heavens Speak
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Voice Like Thunder
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  I am the Storm
  3
  3
  3
  3
  
  108
  Illiir - The Order of the Harbingers of 
  the Dawn
  N
  o other order of Holy Champions exemplifies 
  truth, honor, and integrity more so than the 
  Harbingers of the Dawn. Champions of order, 
  stability, and civilization as a whole, these tireless holy 
  warriors strive to keep the nations and empires of the 
  world safe from the dark tide of barbarism. 
  During the Mythic Age, when the Gods lived 
  amongst their children, Illiir created a perfect world for 
  all to live and thrive in. Neroth stole this paradise from 
  all of mankind due to His raging jealousy at the love all 
  beings had for the Ruler of the Pantheon. Neroth’s act of 
  envy plunged the world into darkness and allowed evil 
  and chaos to creep back into the world, eating away at 
  the divine laws laid down by the Gods. Many atrocities 
  were committed by brother upon brother and mankind 
  started to revert to a more savage state until finally order 
  was restored. 
  Eventually, Illiir was returned to His rightful place, 
  and saw what had taken place in His absence. He deemed 
  that humanity must strive and earn a place in paradise 
  rather than have it gifted to them. Thus He created the 
  Paradise of the Gods in the Heavens, a place where all 
  souls devoutly wish to eventually spend eternity. 
   
   
   
  Adventures:  The Harbingers, or Dawn Lords as 
  they are sometimes called, feel it is their divine duty to 
  safeguard civilization and its institutions against those 
  who would tear it down or change it for the worse. 
  Those societies that lack structure, allowing lawlessness 
  to run rampant, should be torn down and replaced by 
  societies more suitable to the eyes of Illiir. 
  Given their sacred mandate, Harbingers can be 
  found anywhere upon the Known Lands of Arcanis, 
  protecting the various realms, guarding the institutions 
  of the Mother Church, and championing the cause of 
  order. Some Harbingers also feel that their duty demands 
  that they protect the rulers of the various nations and 
  empires, while others feel that only those leaders who 
  have proven their competence and power should be 
  championed. They cite the example of the mad Coryani 
  Emperor, Quron val’Dellenov, as a leader who should 
  have been put down rather than defended. 
   
  Characteristics: Harbingers try to exemplify the 
  virtues and tenets as taught by the holy texts of Illiir. 
  Honor, trustworthiness, faith, temperance, charity, and 
  a fierce devotion to duty are the hallmarks of these 
  holy champions. Others ascribe further characteristics 
  to them such as arrogance and condescending attitudes, 
  particularly to those they consider their lessers. Due to 
  Illiir’s aspect of perfection, His Holy Champions have 
  a tendency of being handsome, beauteous, and very 
  charismatic, which has led some to find them possessed 
  of an overbearing attitude of superiority. 
  Harbingers enjoy potent gifts from their Lord that 
  help them discharge their duties. Illiir grants them 
  perfect health, divine grace, unmatched courage, and 
  the power to command with but their voice. As the holy 
  champion continues to perform his tasks faithfully, he is 
  granted a celestial falcon to assist and guide him. Should 
  he persevere, the Harbinger will eventually be able to 
  manifest the power of Illiir Himself. 
   
  Background: This order was originally founded 
  and sponsored by the Temple of the Invincible Sun 
  in the city of Old Coryan. It was later moved to the 
  Illiirite Chapel in the Temple of the Pantheon when the 
  modern capitol, Grand Coryan, was built. As one of the 
  oldest orders in existence, members enjoy quite a bit 
  of prestige and deference from the populace and even 
  members of the clergy.
  Members of this order are chosen from the most 
  illustrious and powerful families in all the Known 
  Lands. Aspirants must pass a grueling series of trials 
  that test their mental, physical, and spiritual fortitude 
  and devotion. Years are spent on bent knee, learning the 
  catechisms and dogma of the church, and on the training 
  grounds, honing their martial prowess.  
  Races:  Dwarves from Solanos Mor, Val, and humans 
  make up the majority of the members of this order, with 
  the val’Assante being the most predominant Val family 
  due to their affinity with the Lord of Perfection. Dark-
  kin, gnomes, half-orcs, and half-hobgoblins are not 
  permitted to join this holy order. Due to their strongly-
  held and drastically different religious beliefs, Elorii, 
  dwarves (other than Solani), and ss’ressen are also not 
  eligible for this class. 
  Alignment: Any Lawful.
  Special: Must worship Illiir.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Harbinger of the Dawn’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Heal (Wis), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Profession (Wis), Ride 
  (Dex), and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Harbingers of 
  the Dawn are proficient with all simple and martial 
  weapons, with all types of armor, and with shields, 
  including tower shields.
  Aura of Faith (Ex): The power of a Harbinger’s 
  divine aura (see above) is equal to his Harbinger class 
  level plus any other class levels provide a divine aura 
  (e.g. cleric).
  Detect Chaos (Sp): At will, a Harbinger of the 
  Dawn can use detect chaos, as the spell.
  Smite Chaos (Su): Once per day, a Harbinger of 
  the Dawn may attempt to smite chaos with one normal 
  melee attack. He adds his Charisma bonus (if any) to 
  the attack roll and deals 1 extra point of damage per 
  Harbinger of the Dawn class level if the attack hits. If 
  the Harbinger accidentally smites a creature that is not 
  chaotic, the smite has no effect, but the ability is still 
  used up for that day. 
  Divine Grace (Ex): Beginning at 2nd level, a 
  Harbinger of the Dawn applies his Charisma modifier 
  (if positive) to all saving throws.
  Lay on Hands (Su): A Harbinger of the Dawn 
  with a Charisma score of 12 or higher can heal wounds 
  (his own or those of others) by touch. Each day he can 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Illiir
  
  109
  heal a total number of hit points of damage equal to his 
  class level times his Charisma bonus. The Harbinger may 
  choose to divide his healing among multiple recipients, 
  and he doesn’t have to use it all at once. Using this 
  ability is a standard action and does not provoke attacks 
  of opportunity. Alternatively, a Harbinger of the Dawn 
  can use any or all of this healing power to deal damage 
  to undead creatures. Using Lay on Hands in this way 
  requires a successful melee touch attack (this is considered 
  an armed attack). The Harbinger decides how many 
  of his daily allotment of points to use as damage after 
  successfully touching an undead creature. The undead 
  creature is allowed to attempt a Will save (DC 10 plus 
  one-half the Harbinger’s class level plus the Harbinger’s 
  Charisma modifier) for half damage.
  Aura of Courage (Ex): Beginning at 3rd level, a 
  Harbinger of the Dawn is immune to fear (magical or 
  otherwise). Each ally within 10 feet of him gains a +4 
  morale bonus on saving throws against fear effects. This 
  ability functions constantly as long as the Harbinger is 
  conscious, but not if he is unconscious or dead.  
  Divine Health (Ex): Beginning at 3rd level, a 
  Harbinger of the Dawn is immune to all diseases, including 
  magical diseases such as lycanthropy and mummy rot.
  Channeling (Su): Beginning at 4th level, the 
  Harbinger of the Dawn can channel divine energy as a 
  cleric would channel positive or negative energy. This 
  may be used in conjunction with other feats or class 
  abilities as described elsewhere. The Harbinger may 
  channel a number of times per day equal to 3 plus his 
  Charisma modifier. 
  Turn Undead (Su): When the Harbinger reaches 
  4th level, he gains the ability to turn or rebuke undead 
  creatures by channeling. When using this ability, the 
  Harbinger of the Dawn is treated as if he were a cleric of 
  3 levels lower than the power level of his Aura of Faith. 
  (For example, a 4th-level cleric / 4th-level Harbinger of 
  the Dawn would turn undead as if he were a 5th-level 
  cleric.)
  Weapon Focus (Ex): At 4th level the Harbinger of 
  the Dawn gains the Weapon Focus feat in the gladius if 
  he does not already possess it.
  Spells (Sp): Beginning at 4th level, a Harbinger of 
  the Dawn gains the ability to cast a small number of 
  divine spells, which are drawn from the Holy Champion 
  and Harbinger of the Dawn spell lists. A Harbinger must 
  choose and prepare her spells in advance. To prepare or 
  cast a spell, the Harbinger must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a Harbinger of the Dawn’s 
  spell is 10 + the spell level + the Harbinger’s Wisdom 
  modifier. Like other spellcasters, a Harbinger can cast 
  only a certain number of spells of each spell level per day. 
  Her base daily spell allotment is given on Table HC-08: 
  The Harbingers of the Dawn. In addition, she receives 
  bonus spells per day if she has a high Wisdom score. 
  When the table indicates that the Harbinger gets 0 spells 
  per day of a given spell level, she gains only the bonus 
  spells she would be entitled to based on her Wisdom 
  score for that spell level. A Harbinger of the Dawn does 
  not have access to any domain spells or granted powers, 
  as a cleric does. A Harbinger prepares and casts spells 
  the way a cleric does, though she cannot lose a prepared 
  spell to spontaneously cast a cure spell in its place. A 
  Harbinger of the Dawn may prepare and cast any spell 
  on her spell list, provided that she can cast spells of that 
  level, but she must choose which spells to prepare during 
  her daily meditation. Through 3rd level, a Holy Champion 
  of Illiir has no caster level. At 4th level and higher, her 
  caster level is one-half her Harbinger class level.
  Improved Familiar (Ex): Upon reaching 6th level, 
  the Harbinger of the Dawn gains an axiomatic falcon as 
  a familiar (use the stats for an eagle with a lawful version 
  of the celestial template). The Harbinger is treated as 
  a sorcerer of his Harbinger class level for purposes 
  of determining the special abilities possessed by his 
  familiar.
  Perfect Emotions (Ex): At 6th level, the Harbinger 
  is immune to any spell or effect that provides a morale 
  bonus or penalty (such as bless, heroism, rage, etc.). This 
  applies even to spells cast by himself or his allies. 
  Smite Infidel (Su): At 8th level, the Harbinger gains 
  the smite power, the supernatural ability to make a single 
  melee attack with a bonus on attack rolls equal to his 
  Charisma modifier (if positive) and a bonus on damage 
  rolls equal to his Harbinger of the Dawn class level if the 
  attack hits. The Harbinger must declare the smite before 
  making the attack. This ability is usable once per day and 
  the Harbinger may only make one smite per round, even 
  if she has multiple uses or multiple types of smites. This 
  ability differs from the Destruction domain power in that 
  it can be used on anyone who serves a different religious 
  faction (see Chapter 9 – Religion). 
  Smite Chaos, Greater (Su):  At 10th level, the 
  Harbinger may make an additional number of smites 
  equal to his Charisma modifier (minimum 1) per day. 
  This ability can still only be used once per round.
  The Voice of Our Lord (Su): By channeling 
  successfully against one or more targets (this is resolved 
  as a standard turning attempt against the target’s Hit Dice), 
  a Harbinger of the Dawn may issue a greater command. 
  The power of Illiir is strong within the Champion, and 
  unlike the spell, this effect lasts for a number of rounds 
  equal to the channeling damage the command changes 
  for a Will save every round after the first, unless the 
  Harbinger changes the command in subsequent rounds 
  Holy Champion: Illiir ▪ CORE CLASSES IN ARCANIS
  
  110
  (in which case the target gets to attempt a save every 
  time the command changes). A creature that successfully 
  saves against this ability is not affected by any subsequent 
  commands issued through the same use. The saving throw 
  DC is 10 plus one-half the Harbinger’s class level plus the 
  Harbinger’s Charisma modifier.
  Weapon Specialization (Ex): At 12th level, the 
  Harbinger of the Dawn gains the Weapon Specialization 
  feat in the gladius if he does not already possess it.
  Smite Infidel, Greater (Su): At 14th level, the 
  Harbinger may make an additional number of smites 
  equal to his Charisma modifier per day (minimum 1). 
  This ability is still only usable once per round. 
  Ensorcell Me Not (Su): Beginning at 16th level, any 
  time a Harbinger of the Dawn is subjected to a mind-
  affecting charm or compulsion (either through a failed 
  save or because the effect did not allow for a saving 
  throw), the Harbinger is automatically targeted with 
  a break enchantment spell as if cast by a cleric of his 
  Harbinger class level. 
  The Harbinger of the Dawn may also spend one of his 
  daily channeling attempts against other creatures to remove 
  any mind-affecting charm or compulsion from them. This is 
  treated as if he were casting a break enchantment spell (as a 
  cleric of his normal caster level). If the target is unwilling 
  to receive this assistance from the Harbinger, then the 
  Harbinger must succeed on a channeling check (resolved 
  as a turning attempt against the targeted creature’s Hit 
  Dice) or the effort fails automatically.
  Brilliance of Illiir (Sp): By spending a channeling 
  attempt per target, the Harbinger of the Dawn summons 
  forth a number of rays of pure light equal to the channeling 
  attempts used. Any creature struck by a ray suffers the 
  effects of a searing light spell with a damage bonus equal 
  to the amount of channeling damage rolled and also 
  suffers the effects of the prismatic spray spell (but only 
  the creature struck; there is no cone-shaped area of effect). 
  Roll the effects of the prismatic spray separately for each 
  creature struck. If the effect rolled for the prismatic spray 
  allows a saving throw, then the creature may attempt that 
  saving throw as normal. There is no saving throw against 
  the damage from the searing light.  No more than one beam 
  can be directed at a single target. The Harbinger must still 
  succeed on a ranged touch attack with each ray, and if a ray 
  misses, it dissipates harmlessly. Only the targeted creature 
  is subjected to the prismatic spray even if the ray hits.
  Perfect Glory of Illiir (Su): The 20th-level Harbinger of 
  the Dawn basks in the full glory of the head of the Pantheon. 
  She is continually surrounded by a nimbus of light, which 
  she may extend in all directions as a daylight spell at will as 
  a free action. This ability dispels all forms of darkness and 
  shadows and may not be concealed or suppressed. 
  As is only right for the chosen of the head of the 
  Pantheon, the Harbinger always goes first in battle 
  (automatically wins initiative) if she so desires (unless 
  faced by another 20th level Harbinger of the Dawn). The 
  Harbinger is treated as if she were wearing a breastplate 
  of command (see Core Rulebook II) at all times, and she 
  may cause others to cower (a very unenviable state effect; 
  see Core Rulebook II)  through the use of The Voice of 
  Our Lord. 
  Finally, the Harbringer may expend a channeling 
  check and she may distribute the total of her channeling 
  damage as inherent bonuses to any and all of her statistics 
  up to her racial maximum (as a 1st level character, not 
  as a 20th level character who could increase each base 
  statistic by 5; for example, the maximum attainable by 
  a human would be 18 in every statistic, not 23). This 
  ability lasts for 20 rounds. Invoking the Perfect Glory of 
  Illiir is a standard action that does not provoke attacks of 
  opportunity. This ability has a visual effect that is very 
  noticeable and may be tailored to suit the player’s desires 
  at the GM’s discretion. 
  Table HC-08: Holy Champion of Illiir: The Harbingers of the Dawn Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Chaos, Smite Chaos
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace, Lay on Hands
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Aura of Courage, Divine Health
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling,  Turn Undead, Weapon Focus (Gladius)
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Perfect Emotions, Improved Familiar
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Smite Infidel
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Smite Chaos, Greater, The Voice of Our Lord
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Weapon Specialization (Gladius)
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Smite Infidel, Greater
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Ensorcell Me Not
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Brilliance of Illiir
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Perfect Glory of Illiir
  3
  3
  3
  3
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Illiir
  
  111
  Larissa - Order of the Fatespinner
  L
  arissa, the Smiling Goddess, first held domain 
  solely over love and divination. Her oracular 
  powers were greatly beneficial to the rest of the 
  Pantheon during the God’s War, but Her experiences 
  then caused Her to delve deeper and deeper into the 
  future in the hopes of forestalling or preempting 
  anything that might endanger the children of the 
  gods. She looked too far. Whatever She saw in that 
  dim future drove Her to embrace hedonistic practices 
  in the hopes of burning that image out of Her mind.
  Larissa’s Champions, the Fatespinners, believe 
  it is their sacred duty to somehow avert the horrific 
  calamity that is coming. They believe they can do 
  this, not by confronting it, but by making small and 
  subtle changes in the Tapestry of Fate. A small ripple 
  can eventually become an unstoppable wave if it is 
  set in motion at the right place and time. By aiding 
  those they feel worthy or necessary in the coming 
  battle in small and measured ways, they can change 
  the final destiny of Arcanis and save their Goddess 
  from madness. 
   
   
   
  Adventures:  The Temple of the All-Seeing 
  Eye in Sulpecci sponsors and funds the Order of 
  the Fatespinners, encouraging them to travel far and 
  wide, searching for those who, directly or indirectly, 
  will be instrumental in the final battle. This often 
  leads them into direct conflict, as the Fatespinner 
  needs to be close to protect and aid her chosen 
  charge.  During their travels, Fatespinners are also 
  encouraged to search for tomes and texts detailing 
  lost or hidden prophecies and portents. 
  Characteristics: Members of this Order may 
  surprise those who believe that all followers of 
  Larissa are hedonistic pleasure addicts living only 
  for today and caring not for tomorrow. The Order 
  of the Fatespinners believes that the change that 
  overcame their beloved Goddess at the end of the 
  God’s War is a curse from which they must free 
  Her. Indulging in excessive hedonistic practices only 
  serves to reinforce the curse, driving Larissa further 
  and further into madness. Members of this Order 
  dress conservatively and indulge in food, drink, and 
  merriment in strict moderation. Due to the intense 
  concentration necessary to manipulate the strands of 
  fate, Fatespinners have a reputation of being a stern 
  lot, whose faces would crack if they ever knew a 
  smile.
  The Smiling Goddess grants Her chosen 
  champions a variety of abilities, including perfect 
  health, divine grace, and eventually supernatural 
  agility with which to evade danger. The Order’s most 
  potent powers deal with the ability to manipulate 
  the strings of fate for both their own benefit and 
  for the benefit of others. They may tug at the 
  Tapestry slightly, causing ripples that can either aid a 
  companion or hinder a foe.
   
  Background: One does not petition to join the 
  Order of the Fatespinners. The Order chooses you. 
  The High Priest of the Temple of the All-Seeing 
  Eye works in conjunction with the Matron Seeress 
  in reading the alignment of the stars and portents to 
  find those the Goddess has touched with Her divine 
  gifts. Members of the Order are dispatched and sent 
  to petition the parents of the newborn to turn the 
  child over to the Temple in exchange for blessings or 
  monetary considerations. Most of the pious consider 
  it an honor that their child has such a grand destiny 
  and turn the child over. Others are more difficult 
  and the Order is forced to more extreme measures. 
  Destiny cannot be denied.
  Years are spent learning the sect’s dogma as well 
  as developing the power of the Inner Eye. Learning 
  which strands of the Tapestry of Fate can be tugged 
  at and which will cause irreparable damage is a skill 
  that takes many years to master. Eventually, the 
  initiate is brought before the Matron Seeress and 
  both enter a deep trance. The Matron Seeress guides 
  the aspirant to the plane where the Tapestry of Fate 
  exists. Here the initiate must find his or her own 
  strand and follow it to its end. Many are shaken to 
  see their final destiny and some are driven inexorably 
  mad. Those that accept their fate as inevitable 
  are inducted into the order as full members. One 
  cannot manipulate the fortunes of others without first 
  mastering one’s own fate.
  Races:  Dwarves from Tultipet, Val, and humans 
  make up the majority of the members of this Order, 
  with the val’Sheem being the most predominant Val 
  family due to their affinity with the Smiling Goddess. 
  Dark-kin, gnomes, half-orcs, and half-hobgoblins 
  are able to join the holy order, but are so rare as 
  to be almost unheard of. Due to their strongly-held 
  and dramatically different religious beliefs, Elorii, 
  dwarves (other than Tultipetans), and ss’ressen are 
  not eligible for this class. 
  Alignment: Any Chaotic.
  Special: Must worship Larissa.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Fatespinner’s class skills (and the key ability 
  for each skill) are Bluff (Cha), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Gather Information 
  (Cha), Handle Animal (Cha), Heal (Wis), Knowledge 
  (arcana) (Int), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Listen (Wis), Profession 
  (Wis), Ride (Dex), Spot (Wis), and Sense Motive 
  (Wis).
  Class Features:
  Weapon and Armor Proficiency: Fatespinners 
  are proficient with all simple and martial weapons, 
  with all types of armor, and with light and heavy 
  shields (but not tower shields).
  Aura of Faith (Ex): The power of a Fatespinner’s 
  divine aura is equal to her Fatespinner class level 
  plus any other class levels that provide a divine aura 
  (e.g. cleric).
  Detect Aura (Sp): At will, the Fatespinner can 
  see the strength of the divine aura of any being that 
  she is looking at. This ability functions much like 
  the ability of other Holy Champions to detect certain 
  alignments, but the Fatespinner sees auras instead.  
  This ability works in all respects as detect evil, except 
  Holy Champion: Larissa ▪ CORE CLASSES IN ARCANIS
  
  112
  that the Fatespinner does not see the alignment of 
  those within her area of effect.  Instead she sees 
  a presence or absence of auras in the first round, 
  number of auras in the second round, and strength of 
  each aura in the third.  When determining strength, 
  she sees those with an Aura of Faith in blue and those 
  without in white.  She is unable to determine any 
  additional information from this ability other than 
  what is mentioned above.
  Borrowed Time (Su): After making an 
  unsatisfactory d20 roll, the Fatespinner may 
  immediately re-roll, but she must abide by the new 
  result. Doing so incurs a fate debt, regardless of 
  whether the re-roll is a success or failure. To erase 
  her fate debt, the Fatespinner must re-roll the next 
  successful roll of that same type (e.g. using this 
  power to re-roll a failed skill check would require 
  that she also re-roll her next successful skill check). 
  The re-roll granted by this ability obviously does not 
  count as the “next successful roll” for purposes of the 
  fate debt. Once a successful roll of the appropriate 
  type has been re-rolled, the fate debt is cancelled, 
  regardless of whether the forced re-roll was a success 
  or failure. The Fatespinner may not use this power on 
  any type of roll while a fate debt exists. 
  The following are examples of distinct classes of 
  d20 rolls for this purpose:  ability check, attack roll, 
  caster level check, channeling (or turning) check, 
  initiative check, saving throw, skill check, etc.  This 
  power may only be used once per day, as tweaking 
  the strands of Fate is a risky business. However, 
  the fate debt may persist for longer than one day; it 
  remains until it is resolved.
  Divine Grace (Ex): Beginning at 2nd level, 
  a Fatespinner applies his Charisma modifier (if 
  positive) to all saving throws.
  Divine Health (Ex): Beginning at 3rd level, 
  a Fatespinner is immune to all diseases, including 
  magical diseases such as lycanthropy and mummy 
  rot.
  Channeling (Su): Beginning at 4th level, the 
  Fatespinner can channel divine energy as a cleric 
  would channel positive or negative energy. This 
  may be used in conjunction with other feats or class 
  abilities as described elsewhere. A Fatespinner may 
  channel a number of times per day equal to 3 plus his 
  Charisma modifier. 
  Pull the Strands of Fate (Su): A Fatespinner 
  of Larissa may reach into and pull upon the strings 
  within the Tapestry of Fate, the province of the 
  Oracle of the Pantheon.  Once per day, she may roll 
  upon the Table of Fates or force another to roll upon 
  the Table of Fates (see Table HC-09-1 below). She 
  may do this as a free action during her own turn or 
  as an immediate action in response to the declared 
  action of another. 
  However, if at any time the Fatespinner rolls 
  a natural 1 when using this ability on herself, then 
  she has accidentally tweaked her own thread in the 
  Tapestry. In addition to suffering the listed effect on 
  the Table of Fates, she also incurs a fate debt (see 
  Borrowed Time, above). This fate debt is “generic” 
  and requires her to re-roll the next natural 20 that 
  she rolls, regardless of the reason. It is possible to 
  carry a fate debt from the Borrowed Time ability 
  and a fate debt from this ability at the same time. It 
  is even possible to cancel both fate debts at once (if 
  her forced re-roll from the Borrowed Time ability is 
  a natural 20, she immediately re-rolls, thus canceling 
  this debt as well). The Borrowed Time ability cannot 
  be used to re-roll the d20 roll made in conjunction 
  with this ability. 
  A creature whose indicated fate has not yet 
  come to pass cannot be targeted with this ability. 
  (For example, if the result of the roll on the Table of 
  Fates indicates that the target will automatically fail 
  its next saving throw, that creature cannot be targeted 
  again with this ability until it has actually been forced 
  to suffer that fate and fail a saving throw.)
  Spells (Sp): Beginning at 4th level, a Fatespinner 
  gains the ability to cast a small number of divine 
  spells, which are drawn from the Holy Champion and 
  Fatespinner spell lists. A Fatespinner must choose 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Larissa
  
  113
  and prepare her spells in advance. To prepare or cast a 
  spell, a Fatespinner must have a Wisdom score equal 
  to at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a Fatespinner’s spell is 10 + 
  the spell level + the Fatespinner’s Wisdom modifier. 
  Like other spellcasters, a Fatespinner can cast only 
  a certain number of spells of each spell level per 
  day. Her base daily spell allotment is given on Table 
  HC-09: The Fatespinner. In addition, she receives 
  bonus spells per day if she has a high Wisdom score. 
  When the table indicates that the Fatespinner gets 0 
  spells per day of a given spell level, she gains only 
  the bonus spells she would be entitled to based on her 
  Wisdom score for that spell level. The Fatespinner 
  does not have access to any domain spells or granted 
  powers, as a cleric does. A Fatespinner prepares 
  and casts spells the way a cleric does, though she 
  cannot lose a prepared spell to spontaneously cast 
  a cure spell in its place. A Fatespinner may prepare 
  and cast any spell on her spell list, provided that she 
  can cast spells of that level, but she must choose 
  which spells to prepare during her daily meditation. 
  Through 3rd level, a Fatespinner has no caster level. 
  At 4th level and higher, her caster level is one-half her 
  Fatespinner level.
  More Borrowed Time (Su): At 6th level, the 
  Fatespinner may use the Borrowed Time ability 
  an additional number of times per day equal to her 
  Charisma modifier (minimum 1). She still may not 
  use Borrowed Time as long as she is carrying a fate 
  debt, however, and she may not use this ability more 
  than once on the same roll.
  Walk the Web of Fate (Su):  At 8th level, the 
  Fatespinner may use the Pull the Strands of Fate 
  ability an additional number of times per day equal 
  to her Charisma modifier (minimum 1). She may not 
  use the power at any time she is carrying fate debt 
  from a previous usage, nor may she use it more than 
  once per round in any case.
  Portents of Things to Come (Ex): At 10th level, 
  any time the Fatespinner uses her Pull the Strands of 
  Fate ability, she may add or subtract from the result 
  of the d20 roll (after seeing the result and what it 
  will mean for the target). She may add or subtract 
  any number up to her Charisma modifier (minimum 
  1). The total modification of rolls in this manner may 
  not exceed her Charisma modifier (minimum 1). For 
  example, a Fatespinner with an 18 Charisma could 
  modify up to 4 rolls by adding or subtracting 1 from 
  each roll, or she could modify a single roll by adding 
  or subtracting up to 4 from that roll, or any other 
  combination as long as the total of her modifications 
  does not exceed 4. (For purposes of the total usage 
  of this ability per day, use the absolute value of the 
  modifications; that is, negative modifications are 
  treated as positive points, so a modification of -2 and 
  a subsequent modification of +2 would count as a 
  total of 4 points used, not zero points used.)
  Savant (Su): At 12th level, the Fatespinner may 
  carry a total number of fate debts equal to her 
  Charisma modifier (minimum 1) before paying the 
  debt back, provided each debt was incurred in a 
  different manner (e.g. skill check, attack roll, saving 
  throw, damage roll; See Borrowed Time, above for the 
  permissible classes).  The special fate debt from Pull 
  the Strands of Fate does not count for this purpose. 
  Table HC-09: Holy Champion of Larissa: The Fatespinner Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Aura
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Borrowed Time, Divine Grace
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Divine Health
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Pull the Stands of Fate
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  More Borrowed Time
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Walk the Web of Fate
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Portents of Things to Come
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Savant
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Fate Favors the Will
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Supreme Savant
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Blessed Agility
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Alternate Reality
  3
  3
  3
  3
  Holy Champion:  Larrisa ▪ CORE CLASSES IN ARCANIS
  
  114
  In addition, the Fatespinner’s ability to manipulate 
  her use of Pull the Strands of Fate increases; while 
  she can still only add or subtract a number up to her 
  Charisma modifier on any single roll, she may make 
  a total number of daily points of modifications equal 
  to double her Charsima modifier (minimum 2).
  Fate Favors the Will (Su): At 14th level, the 
  Fatespinner is no longer limited in her ability to 
  manipulate her use of Pull the Strands of Fate. Her 
  maximum modification is still plus or minus her 
  Charisma modifier, but there is no maximum number 
  of daily points of modifications that she can make. 
  Additionally, if she wishes, she may deliberately 
  incur fate debt by using her Borrowed Time ability 
  to re-roll the d20 roll that she makes when using the 
  Pull the Strands of Fate ability. The fate debt incurred 
  in this fashion is the “generic” kind, requiring her to 
  immediately re-roll her next natural 20.
  Supreme Savant (Su): At 16th level, the 
  Fatespinner may incur any number of fate debts 
  (irrespective of her Charisma) before paying the debt 
  back, provided each debt was incurred in a different 
  manner. Furthermore, when she uses her Pull the 
  Strands of Fate ability, the maximum number she 
  can add or subtract on the d20 roll is equal to her 
  Charisma modifier plus her Wisdom modifier (total 
  minimum of 2).
  Blessed Agility (Su): At 18th level, the Fatespinner 
  gains the Evasion ability. This ability functions 
  regardless of any armor that she is wearing.
  Alternate Reality (Su): A master of making the 
  possible probable, the 20th-level Fatespinner gains 
  the ability to see things before they happen, and 
  from time to time, change her destiny. She cannot be 
  surprised (though she is still flat-footed if others beat 
  her initiative check). 
  In addition, a number of times per day equal 
  to her Charisma modifier (minimum 1), any time 
  a situation calls for a die roll, the Fatespinner may 
  choose to roll two dice and take the best one. She 
  may even apply her Borrowed Time ability to reroll 
  one of these dice if she desires, and when she does 
  so in conjunction with this ability, she does not even 
  incur any fate debt. (This does not circumvent the 
  usual restrictions on when she can use the Borrowed 
  Time ability, nor does it grant her any additional 
  daily uses of that ability, however.)
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Neroth
  Table HC-09-1: Table of Fates
  D20 
  Roll
  Target’s Fate Effect
  1
  The next foe that attacks you scores an automatic critical hit. No attack roll is necessary.
  2
  You automatically fail your next saving throw.
  3
  You suffer a -10 penalty to your next attack roll, and it cannot be a critical hit even if you roll a natural 20.
  4
  The next time a target is randomly selected for a detrimental effect, you are the one chosen if you are a legal 
  target. No roll necessary. 
  5
  On the next successful hit scored upon you, the damage is increased by 50%. This only applies to damage 
  from die rolls, not from other sources (Strength bonus, Power Attack, etc.)
  6
  You suffer a -5 penalty to your next attack roll. It can only be a critical hit if the confirming roll is a natural 
  20.
  7
  On your next successful attack roll, your damage dealt is decreased by 50%. This applies to all damage, not 
  just damage from die rolls.
  8
  You immediately drop whatever you are holding, or fall prone if your hands are empty.
  9
  You are cursed by Fate. You and your allies are under the effects of a bane spell for the next 5 rounds. This 
  particular version of the spell provides an unnamed penalty, so it stacks with everything. 
  10
  You suffer a -1 penalty to your next attack roll.
  11
  You gain a +1 bonus to your next attack roll.
  12
  Fate smiles upon you. You and your allies are under the effects of a bless spell for the next 5 rounds. This 
  particular version of the spell provides an unnamed bonus, so it stacks with everything.
  13
  A foe you threaten drops anything being held or falls prone if his hands are empty.
  14
  On your next successful attack roll, the damage you deal is increased by 50%. This only applies to damage 
  from die rolls, not from other sources (Strength bonus, Power Attack, etc.)
  15
  You gain a +5 bonus to your next attack roll. For purposes of this attack, your normal critical threat range is 
  doubled (even if it has already been increased by some other factor, such as the Improved Critical feat).
  16
  On the next successful hit scored upon you, the damage dealt to you is decreased by 50%. This applies to all 
  damage, not just damage from die rolls.
  17
  The next time a target is randomly selected for a detrimental effect, you are not selected, even if you are 
  otherwise a legal target.
  18
  You gain a +10 bonus on your next attack roll. If it hits, it is automatically a critical hit.
  19
  You automatically succeed on your next saving throw.
  20
  Your next single attack upon a foe scores an automatic critical hit. No attack roll is necessary.
  
  115
  Neroth - The Deathbringers of Neroth 
   
  They travel through the night, drawing stares 
  of scorn or fear from those they are sworn to protect. 
  Evil was inadvertently unleashed upon the world 
  by their Lord and they have been tasked to find it 
  and send it screaming back to the Crucible of Sins. 
  Evil will always exist in a world where man has 
  free will, but there are times when these petty evils 
  grow and become overwhelming. That is when the 
  Deathbringers arrive to deal with those so corrupted 
  that their removal from this world is necessary. 
   
  With Illiir’s death during the Mythic Age, all 
  the Evils of the world were released upon the world. 
  Seeing mankind besieged as darkness encroached 
  from every side, Neroth anointed four of the bravest 
  and noblest of humanity as His champions. He crafted 
  for them heavy axes which he called “Little Deaths” 
  and sent them forth to turn the tide and inspire their 
  fellows to acts of heroism. 
   
  Adventures:  In the present age, Deathbringers 
  still hunt down the evils that were loosed upon Arcanis 
  during the Mythic Age. Wherever the corrupters 
  of mankind appear and acts of extreme lust, greed, 
  hatred, or pride crush the innocent or those too weak 
  to defend themselves, a Deathbringer will appear to 
  challenge it. Some say that Deathbringers can smell 
  evil upon the wind due to their uncanny ability to 
  appear where they are most needed. 
  Characteristics:  The Divine blessing of Neroth 
  grants His Holy Champions special protection and 
  abilities. Neroth protects them from disease, harm, 
  and any fear that strikes at their courageous hearts. 
  As they progress in their battle against evil, Neroth 
  grants them further assistance in the form of a skeletal 
  mount, as well as the ability to channel negative 
  energy to various effects. As Holy Champions of 
  the Lord of Death, Neroth grants them life beyond 
  life after many years of devotion and unswerving 
  dedication to their duty. 
   
  Deathbringers can expect assistance from 
  those worshippers of Neroth as sanctified by the 
  Mother Church. Due to their fearsome appearance, 
  the most Deathbringers can hope for from others is a 
  healthy dose of respect and a wide berth in which they 
  may perform their duty unmolested. 
   
  Nerothians from Canceri, as well as most 
  members of the Dark Triumvirate, hold no love 
  for the Deathbringers. They see the small order as 
  a misguided but dangerous cult that works against 
  the Lord of the Tombs’ great plan. Should any 
  Deathbringers be discovered within the Theocracy’s 
  borders, they will be punished as all heretics are: by 
  rod and fire. Unfortunately there is no nation upon 
  Arcanis in more need of the Deathbringers’ help than 
  Canceri, and so it is there that many go – traveling 
  incognito, doing what they can to help the innocents 
  of that benighted land.
  Background: The Order of Deathbringers has 
  never been a large one, with fewer than two score of 
  their numbers still roaming across the Known Lands 
  of Arcanis. The Deathbringers are patroned by the 
  Temple of the Shroud in the ancient city of Paldaris. 
  Behind the crumbling façade of the old temple is the 
  entrance to an extensive labyrinth that extends deep 
  below the surface. Here candidates for admittance 
  into the Order are tested for their devotion to duty, 
  their purity of heart, and their prowess in battle. Once 
  these tests are passed to the satisfaction of the High 
  Priests of the temple, the candidate is schooled in 
  the mysteries of the faith. The final step before being 
  admitted into the Order is a vision from the Lord of 
  the Tombs. In this vision, the Deathbringer is shown 
  his own final death. This vision is usually gruesome 
  and disturbing – due to the nature of their calling, 
  few, if any, Deathbringers die of old age. Should 
  the candidate not run screaming or lose hold on his 
  sanity as a result of this vision, a solemn ceremony is 
  held the next night that Aperio is full. Here, the new 
  member is given his great helm, as death must always 
  be faceless and impersonal, and is inducted as a full 
  member of the Order of Deathbringers. 
  Races:  Val and humans make up the majority of 
  the Deathbringers, with val’Mordane being the most 
  predominant due to their affinity with the Lord of the 
  Tombs. Dark-kin, dwarves, half-orcs, and gnomes 
  are able to join this holy order, but these are so rare 
  as to be almost unknown. Due to their strongly-held 
  and dramatically different religious beliefs, Elorii and 
  ss’ressen are not eligible for this class. 
  Alignment: Lawful Good.
  Special: Must worship Neroth.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Deathbringer’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Deathbringers 
  are proficient with all simple and martial weapons, 
  with all types of armor, and with shields, including 
  tower shields.
  Aura of Faith (Ex): The power of a Deathbringer’s 
  divine aura is equal to his Deathbringer class level 
  plus any other class levels that provide a divine aura 
  (e.g. cleric).
  Smite Evil (Su): Once per day, a Deathbringer 
  may attempt to smite evil with one normal melee 
  attack. He adds his Charisma bonus (if any) to the 
  attack roll and deals 1 extra point of damage per 
  Deathbringer class level if the attack hits. If the 
  Deathbringer accidentally smites a creature that is not 
  evil, the smite has no effect, but the ability is still used 
  up for that day. 
  Discern Living (Sp): Beginning at 2nd level, a 
  Deathbringer may use deathwatch a number of times 
  per day equal to his Charisma modifier (minimum 
  1). His caster level for this ability is equal to his 
  Deathbringer class level.
  Divine Grace (Ex): Beginning at 2nd level, 
  a Deathbringer applies his Charisma modifier (if 
  positive) to all saving throws.
  Holy Champion: Neroth ▪ CORE CLASSES IN ARCANIS
  
  116
  Aura of Courage (Ex): Beginning at 3rd level, a 
  Deathbringer is immune to fear (magical or otherwise). 
  Each ally within 10 feet of him gains a +4 morale 
  bonus on saving throws against fear effects. This 
  ability functions constantly as long as the Deathbringer 
  is conscious, but not if he is unconscious or dead.
  Divine Health (Ex): Beginning at 3rd level, a 
  Deathbringer is immune to all diseases, including 
  magical diseases such as lycanthropy and mummy 
  rot.
  Channeling (Su): Beginning at 4th level, the 
  Deathbringer can channel divine energy as a cleric 
  would channel positive or negative energy. This 
  may be used in conjunction with other feats or class 
  abilities as described elsewhere. A Deathbringer may 
  channel a number of times per day equal to 3 plus his 
  Charisma modifier. 
  Rebuke Undead (Su): When a Deathbringer of 
  Neroth reaches 4th level, he gains the ability to channel 
  in order to rebuke, bolster, or control corporeal 
  undead. When using this ability, the Deathbringer is 
  treated exactly as a cleric of 2 levels lower than the 
  power level of his Aura of Faith. (For example, a 
  4th-level cleric / 6th-level Deathbringer would rebuke 
  undead as if he were an 8th level cleric.) 
  Spells (Sp): Beginning at 4th level, the Deathbringer 
  gains the ability to cast a small number of divine 
  spells, which are drawn from the Holy Champion and 
  Deathbringer spell lists. A Deathbringer must choose 
  and prepare his spells in advance. To prepare or cast a 
  spell, a Deathbringer must have a Wisdom score equal 
  to at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a Deathbringer’s spell is 10 + 
  the spell level + the Deathbringer’s Wisdom modifier. 
  Like other spellcasters, a Deathbringer can cast only 
  a certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table HC-
  10: The Deathbringer. In addition, he receives bonus 
  spells per day if he has a high Wisdom score. When 
  the table indicates that the Deathbringer gets 0 spells 
  per day of a given spell level, he gains only the bonus 
  spells he would be entitled to based on his Wisdom 
  score for that spell level. The Deathbringer does not 
  have access to any domain spells or granted powers, 
  as a cleric does. A Deathbringer prepares and casts 
  spells the way a cleric does, though she cannot lose 
  a prepared spell to spontaneously cast a cure spell in 
  its place. A Deathbringer may prepare and cast any 
  spell on his spell list, provided that he can cast spells 
  of that level, but he must choose which spells to 
  prepare during his daily meditation. Through 3rd level, 
  a Deathbringer has no caster level. At 4th level and 
  higher, his caster level is one-half his Deathbringer 
  class level.
  Special Mount (Su):  Upon reaching 6th level, 
  the Deathbringer of Neroth gains the service of an 
  unusually intelligent, strong skeletal heavy warhorse 
  (Use the stats for a heavy warhorse and apply the 
  Skeleton template from Core Rulebook 3, with one 
  exception: the warhorse retains its Intelligence score 
  and gains Turn Resistance equal to the Deathbringer’s 
  class level). This mount is sent by Neroth to serve the 
  Deathbringer in his crusade against the forces that 
  oppose him. Once per day, as a full-round action, a 
  Deathbringer may magically call his mount, which 
  bursts out of the earth as if rising from the grave. For 
  obvious reasons, the Deathbringer may only call up his 
  mount when on land. The mount immediately appears 
  adjacent to the character and remains for 2 hours per 
  Deathbringer level; it may be dismissed at any time 
  as a free action. The mount is the same creature each 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Neroth
  Table HC-10: Holy Champion of Neroth: The Deathbringer Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Detect Evil, Smite Evil
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Aura of Courage, Divine Health
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Rebuke Undead
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Special Mount
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Neroth’s Grasp
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Smite Evil, Greater
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  To Hear My Voice is to Know Fear
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  Horror of Horrors
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Shroud of Oblivion
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Final Word
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Life Beyond Life
  3
  3
  3
  3
  
  117
  time it is summoned, though the Deathbringer may 
  release a particular mount from service. Each time the 
  mount is called, it appears in full health, regardless of 
  any damage it may have taken previously. The mount 
  also appears wearing or carrying any gear it had when 
  it was last dismissed. Calling a mount is a conjuration 
  (calling) effect. Should this mount die, it immediately 
  disappears, leaving behind any equipment it was 
  carrying. The Deathbringer may not summon another 
  mount for thirty days or until he gains a Deathbringer 
  level, whichever comes first, even if the mount 
  is somehow returned from the dead. During this 
  thirty-day period, the character takes a –1 penalty on 
  attack and weapon damage rolls. A Deathbringer is 
  considered a paladin of one level lower for purposes 
  of mount advancement, which otherwise functions 
  as described in Core Rulebook I for paladin mounts, 
  except that the skeletal mount gains d12’s instead of 
  d8’s when its Hit Dice increase.
  Neroth’s Grasp (Su): Beginning at 8th level, a 
  Deathbringer may spend a channeling use to imbue 
  his melee with negative energy, empowering it to 
  deal additional damage against a specific target.  The 
  Deathbringer’s chosen weapon is sanctified through a 
  rather lengthy ritual; The Deathbringer of Neroth may 
  only possess one sanctified weapon, and should the 
  Deathbringer choose to sanctify another weapon; his 
  sanctification of his previous weapon is lost.  Iif this 
  weapon is ever wielded by anyone else it must be re-
  sanctified.  Sanctifying a weapon takes an entire day 
  and 200 gold pieces worth of material components.  
  To use this ability, the Deathbringer declares an 
  attack against a target foe. He then makes his attack 
  roll. If the attack roll misses, then the channeling 
  usage is wasted. If the attack roll hits, the target gains 
  one temporary negative level. At 15th level, this 
  attack deals two negative levels. Using channeling in 
  this manner is a swift action and the negative energy 
  lasts for only one attack.
  Smite Evil, Greater (Su): At 10th level, the 
  Deathbringer may make an additional number of 
  smites equal to his Charisma modifier (minimum 1) 
  per day. This ability still only usable once per round, 
  although it can be combined with Neroth’s Grasp 
  (see above).
  To Hear My Voice is to Know Fear (Su): At 
  12th level, a Deathbringer can turn his presence into 
  an offensive weapon. By spending a channeling 
  attempt and uttering ominous portents, any enemy 
  of lesser or equal HD to the maximum HD affected 
  by the channeling check that is within range (25 
  feet plus 5 feet per two Deathbringer levels) must 
  make a Will saving throw (DC 10 plus one-half the 
  Deathbinger’s class level plus the Deathbringer’s 
  Charisma modifier) or immediately become shaken. 
  In addition, any enemy wishing to approach within 
  10 feet of the Deathbringer while this power is active 
  must make a Will saving throw (at the same DC) or 
  be unable to approach (as if hedged out by a magic 
  circle). Any given creature that successfully saves 
  once against the Deathbringer’s presence is immune 
  to both aspects of this ability for a period of 24 hours. 
  Both effects last for a number of rounds equal to the 
  Deathbringer’s Charisma modifier (minimum 1). This 
  is a mind-affecting fear effect.
  Horror of Horrors (Sp): Once per day, the 
  14th-level Deathbringer may use phantasmal killer 
  against any evilly-aligned creature. If a creature is 
  not evil, the power has no effect, but the ability is 
  still used up for that day. The saving throw DC for 
  the phantasmal killer is 15 plus the Deathbringer’s 
  Charisma modifier.
  Shroud of Oblivion (Sp): Once per week, a 16th-
  level Deathbringer may wrap a fallen foe in his cloak 
  and, with but a single word, obliterate the remains as 
  if his cloak were shrouds of disintegration (see Core 
  Rulebook III).
  Final Word (Su): At 18th level, the Deathbringer’s 
  death blow is final. Whenever the Deathbringer strikes 
  a killing blow against any target, he may choose to 
  attempt a channel check (against the target’s Hit Dice) 
  as a free action. If the check succeeds, the victim’s 
  body may not be raised, animated, or otherwise 
  returned to life without the explicit permission of the 
  Deathbringer. 
  Life Beyond Life (Ex): At the apex of his career, 
  after a lifetime punishing those who have spent their 
  lives doing evil unto others, the Deathbringer is 
  granted the power of unlife; the exact nature of his 
  transformation into an undead creature is subject to 
  the GM’s discretion and is proportional to how well 
  the Deathbringer has carried out his mission during 
  his mortal lifetime. The typical transformation is for 
  the Deathbringer to be granted some powerful undead 
  form that permits him to continue carrying out his 
  charge as a member of the Order, but sometimes 
  Neroth has other plans for these most devoted and 
  puissant of His servants.
  Holy Champion: Neroth ▪ CORE CLASSES IN ARCANIS
  
  118
  Nier - The Holy Judge of Nier
  F
  eared throughout Arcanis as relentless and 
  unforgiving, the Holy Judges of Nier are tasked by 
  their grim and merciless deity as judge, jury, and 
  executioner of heretics and those who would blaspheme 
  the gods. Those who have strayed from the true path 
  of salvation must be shown the error of their ways and 
  eliminated before they can corrupt the weak-willed with 
  their lies and sacrilegious ethos.
   
   
   
   
  Adventures:  The Holy Judges of Nier travel 
  throughout the length and breadth of the Known Lands of 
  Arcanis assuring that divine law is obeyed and that those 
  that follow false or lesser gods do not contaminate the 
  faithful. Holy Judges primarily target the High Priests and 
  Holy Champions of foreign gods or Infernal cults that try 
  to infiltrate and undermine the teachings of the Pantheon. 
  While searching for these foul practioners, Holy 
  Judges delight in honing their strength of arms in bloody 
  and violent combat. Creatures that would prey upon 
  mankind quickly find themselves the hunted when 
  a Holy Judge learns of their existence. Holy Judges 
  are also highly sought after in passing judgment on 
  more mundane matters in areas and communities where 
  magistrates or other officials are few and far between.
  Characteristics: Holy Judges are some of the most 
  humorless and taciturn people one could ever meet. 
  These holy champions are concerned, some would say 
  obsessed, with their sacred duty. They must maintain 
  a clear and unbiased focus, and thus are reluctant to 
  establish personal relationships with anyone. While their 
  very presence instills fear in many, the majority of the 
  populace believes that the coming of a Holy Judge means 
  that justice will soon be meted out. Part of the Holy 
  Judges’ popularity among the common folk comes from 
  the fact that no amount of wealth or promises of favors 
  will still their hand.
  Holy Judges enjoy a variety of abilities and powers 
  granted to them from their deity so that they may better 
  perform their duties. Nier gifts all His champions with 
  perfect health, divine grace, unmatched courage, and 
  the ability to discern those priests and champions who 
  worship gods other than those of the Pantheon. As the 
  Holy Judge continues to perform his tasks, he is granted 
  the power to immolate his enemies, strike fear with only 
  his voice, and eventually become a living embodiment 
  of the will of Nier.
  Background: This order claims it was founded 
  during the time of the First Imperium, though any 
  evidence that might exist to support this claim has been 
  lost to the ages. During the modern age, this order is 
  sponsored by the Temple of the Final Judgment in the 
  city of Lohwach in Canceri. Before the exile of the 
  Nierites to their harsh ancestral lands, Holy Judges 
  acted as the sword of the Patriarch and the Church’s 
  greatest defenders. Since the schism between the Mother 
  Church and the Dark Triumvirate, the majority of the 
  Holy Judges follow the ethos and edicts of the Dark 
  Triumvirate. The Mother Church has maintained a small 
  number of Holy Judges of its own, however, and uses 
  them to counteract what they consider to be the fearsome 
  heresy of the Cancerese. This order is sponsored directly 
  by the Mother Church and three of their number are 
  chosen to maintain the sacred flame in the walled-up 
  Chapel of Nier in the Temple of the Pantheon.
   
  Regardless of their origins, aspirants of either 
  sect begin their training as judges as soon as they can 
  lift a sword. These children live and work in a harsh 
  and merciless environment where they are expected to 
  memorize the holy scriptures of not only the Flame Lord, 
  but of the other gods of the Pantheon as well. By the end 
  of their time as students, their bodies are as criss-crossed 
  with scars as that of any Ansharan. Their final test comes 
  when they are put to death by the High Priest and made 
  to stand before the Valinor known as the Judgment of 
  Nier, who measures the worthiness of all the souls that 
  come before him.  Here, the initiate is judged by the 
  Valinor as to his intrinsic worth and his ability to exact 
  the Judges’ sacred duty. Those who are deemed worthy 
  are sent back to Arcanis, hale and whole. Those who are 
  found lacking are sent screaming into the Cauldron to try 
  again in their next incarnation.
   
  Races:  Dwarves from Nol Dappa, Val, and humans 
  make up the majority of the members of this Order, with 
  the val’Virdan being the most predominant Val family 
  due to their affinity for the Lord of Flaming Destruction. 
  Dark-kin, gnomes, half-orcs, and half-hobgoblins are 
  able to join the holy order, but are so rare as to be 
  unheard of.  Due to their strongly-held and dramatically 
  different religious beliefs, Elorii, Dwarves (other than Nol 
  Dappans), and ss’ressen (even worshippers of Nier) are 
  not eligible for this class. 
  Alignment: Any Lawful.
  Special: Must worship Nier.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Holy Judge’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Knowledge (local) (Int), 
  Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Holy Judges are 
  proficient with all simple and martial weapons, with 
  all types of armor, and with shields, including tower 
  shields.
  Aura of Faith (Ex): The power of a Holy Judge’s 
  divine aura is equal to his Holy Judge class level plus any 
  other class levels that grant a divine aura (e.g. cleric).
  Discern Aura (Sp): Beginning at 1st level, a Holy 
  Judge may discern whether any person or holy object 
  he gazes upon possesses an Aura of Faith. He can also 
  ascertain whether the person in question worships one of 
  the Pantheon (or was created to serve as a holy object by 
  a worshipper of the Pantheon). Should an aura of faith 
  be detected and the GM is not able to discern which of 
  the gods of the Pantheon is worshipped, then this person 
  will be believed to follow false or foreign divine powers. 
  This spell-like ability is similar to detect evil, emanating 
  from the Holy Judge to a range of 60 feet. The first round 
  of study merely reveals the presence or absence of auras. 
  Studying a subject for a second round permits the Holy 
  Judge to ascertain whether the worshipper is a divine 
  caster. Studying that worshipper for a third round permits 
  the Holy Judge to ascertain the relative strength of the 
  worshipper or object per the Aura Strength tables under 
  the description of the spell detect evil. 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Neir
  
  119
  Smite Infidel (Su): The Holy Judge gains the smite 
  power, the supernatural ability to make a single melee 
  attack with a bonus on attack rolls equal to his Charisma 
  modifier (if positive) and a bonus on damage rolls equal 
  to his Holy Judge level if the attack hits. The Judge must 
  declare that he is smiting before making the attack. This 
  ability is usable once per day (and only once per round 
  if he multiple different uses). This ability differs from 
  the Destruction domain power in that it can be used 
  on anyone who serves a different religious faction (see 
  Chapter 9 – Religion) 
  Divine Grace (Ex): Beginning at 2nd level, a Holy 
  Judge applies his Charisma modifier (if positive) to all 
  saving throws.
  Fiery Touch (Su): Once per day, a Holy Judge with 
  a Charisma score of 12 or higher may deal a grievous 
  wound to one opponent. With a successful melee touch 
  attack, the Holy Judge may inflict fire damage equal to 
  his Holy Judge class level times his Charisma modifier. 
  The target is entitled to a Fortitude save (DC 10 plus one-
  half the Holy Judge’s class level plus the Holy Judge’s 
  Charisma modifier) for half damage.
  Aura of Courage (Ex): Beginning at 3rd level, a Holy 
  Judge is immune to fear (magical or otherwise). Each 
  ally within 10 feet of him gains a +4 morale bonus on 
  saving throws against fear effects. This ability functions 
  constantly as long as the Holy Judge is conscious, but not 
  if he is unconscious or dead.
  Divine Health (Ex): Beginning at 3rd level, a Holy 
  Judge is immune to all diseases, including magical 
  diseases such as lycanthropy and mummy rot.
  Channeling (Su): Beginning at 4th level, the Holy 
  Judge can channel divine energy as a cleric would 
  channel positive or negative energy. This may be used in 
  conjunction with other feats or class abilities as described 
  elsewhere. A Holy Judge may channel a number of times 
  per day equal to 3 plus his Charisma modifier. 
  Weapon Focus (Ex): At 4th level the Holy Judge 
  gains the Weapon Focus feat in the greatsword if he does 
  not already possess it.
  Spells (Sp): Beginning at 4th level, a Holy Judge 
  gains the ability to cast a small number of divine spells, 
  which are drawn from the Holy Champion and Holy 
  Judge of Nier spell lists. A Holy Judge must choose and 
  prepare his spells in advance. To prepare or cast a spell, 
  a Holy Judge must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving 
  throw against a Holy Judge’s spell is 10 + the spell 
  level + the Holy Judge’s Wisdom modifier. Like other 
  spellcasters, a Holy Judge can cast only a certain number 
  of spells of each spell level per day. His base daily spell 
  allotment is given on Table HC-11: The Holy Judge. In 
  addition, he receives bonus spells per day if he has a high 
  Wisdom score. When the table indicates that the Holy 
  Judge gets 0 spells per day of a given spell level, he gains 
  only the bonus spells he would be entitled to based on his 
  Wisdom score for that spell level. The Holy Judge does 
  not have access to any domain spells or granted powers, 
  as a cleric does. A Holy Judge prepares and casts spells 
  the way a cleric does, though he cannot lose a prepared 
  spell to spontaneously cast a cure spell in its place. A 
  Holy Judge may prepare and cast any spell on his class 
  list, provided that he can cast spells of that level, but he 
  must choose which spells to prepare during his daily 
  meditation. Through 3rd level, a Holy Judge has no caster 
  level. At 4th level and higher, his caster level is one-half 
  his Holy Judge class level.
  Stand and Be Judged (Su): At 6th level, the 
  battlefield is the Holy Judge’s courtroom, and his 
  judgment does not tarry nor suffer interference. Once 
  per round, he may designate a single opponent by 
  issuing appropriate warnings and gestures to that target 
  (thus, to use this ability, the Holy Judge’s target must be 
  aware of his presence, though the target need not know 
  exactly where he is). Whenever the Holy Judge makes a 
  charge attack against the designated opponent, he does 
  not provoke attacks of opportunity for moving through 
  threatened squares. He may also charge over terrain that 
  would otherwise prevent a charge attack. In addition, the 
  Aid Another action is of no assistance to this opponent 
  when the opponent’s allies are trying to aid his Armor 
  Class.
  Energumen (Su): While defending any worshipper, 
  relic, or holy place of Nier, or attacking anyone who 
  is in wrongful possession of the same, the Holy Judge 
  gains the benefits of the Diehard feat. Once per day 
  under these circumstances, he may also enter a state of 
  divine fury, granting him a sacred bonus to his Strength 
  and Constitution scores equal to his Charisma modifier 
  (minimum +1). This state of divine fury lasts for a 
  number of rounds equal to the Holy Judge’s Charisma 
  modifier (minimum 1).
  Smite Infidel, Greater (Su): At 10th level, the Holy 
  Judge may make an additional number of smites equal to 
  his Charisma modifier per day (minimum 1). This ability 
  is still only usable once per round.
  Holy Champion: Nier ▪ CORE CLASSES IN ARCANIS
  
  120
  Weapon Specialization (Ex): At 12th level, the 
  Holy Judge gains the Weapon Specialization feat in the 
  greatsword if he does not already possess it
  To Hear My Voice is to Know Fear (Su): At 
  14th level, a Holy Judge can turn his presence into an 
  offensive weapon. By spending a channeling attempt 
  and uttering ominous portents, any enemy of lesser 
  or equal HD to the maximum HD affected by the 
  channeling check that is within range (25 feet plus 
  5 feet per two Holy Judge levels) must make a Will 
  saving throw (DC 10 plus one-half the Holy Judge’s 
  class level plus the Holy Judge’s Charisma modifier) 
  or immediately become shaken. In addition, any enemy 
  wishing to approach within 10 feet of the Holy Judge 
  while this power is active must make a Will saving 
  throw (at the same DC) or be unable to approach (as 
  if hedged out by a magic circle). Any given creature 
  that successfully saves once against the Holy Judge’s 
  presence is immune to both aspects of this ability for 
  a period of 24 hours. Both effects last for a number of 
  rounds equal to the Holy Judge’s Charisma modifier 
  (minimum 1). This is a mind-affecting fear effect.
  Conflagration (Sp): Once per day, the 16th-level 
  Holy Judge may transmute himself and his gear into 
  a pillar of divine flame and launch himself at one or 
  more opponents. This ability is resolved as if the Holy 
  Judge cast flame strike and subsequently appeared in 
  any of the spaces that were targeted by the spell. (The 
  transformation into a pillar of flame and “launching” 
  are merely for visual effect.) The transmutation effect 
  ends after the spell resolves itself, but like a dimension 
  door spell, the Holy Judge may take no other actions 
  until his next turn. All effects that depend upon caster 
  level use the Holy Judge’s class level. Those in the 
  area of effect of the flame strike suffer 1d6 damage per 
  Holy Judge class level (maximum 15d6) with a Reflex 
  saving throw (DC 15 + the Holy Judge’s Charisma 
  modifier) allowed for half damage. One-half of the 
  damage from this effect is considered fire damage and 
  the other half is considered holy damage.
  Gavel of Nier (Su): At 18th level, the Holy Judge 
  can imbue his greatsword with a divine aura. This 
  functions similar to the holy sword spell, except the 
  sword deals its bonus damage to anyone who does 
  not worship Nier. The magic circle emitted by the 
  sword likewise affects all non-worshippers of Nier. 
  This ability can be turned on or off at will. The divine 
  aura only functions if the Holy Judge is wielding the 
  greatsword; he cannot activate this ability and then 
  hand the sword to someone else.
  My Word is Law (Su): Upon achieving 20th level, 
  the Holy Judge has become a paragon, bringing order 
  to a chaotic world, and he is rewarded for his efforts. 
  His hit points are boosted to the maximum possible 
  (200 plus 20 times his Constitution modifier plus 
  anything else that affects his hit points). 
  The Holy Judge also inherently knows whether 
  any action he is considering would be against the laws 
  of whatever land he is in. He can also compel others 
  to obey the laws of the land. This ability is resolved 
  as a standard channeling check. The Holy Judge can 
  affect all creatures within 60 feet that can hear his voice 
  and understand his language. He rolls his check to see 
  what Hit Dice of creatures he can affect, and rolls his 
  damage to see how many total Hit Dice of creatures 
  are included. Unwilling targets are entitled to a Will 
  save (DC 20 plus the Holy Judge’s Charisma modifier). 
  Affected creatures cannot act in any manner contrary 
  to the laws of whatever land they are in for the next 
  24 hours. Anyone who successfully saves is immune 
  to this ability for a period of 24 hours. This ability 
  is treated as a language-dependent, mind-affecting 
  compulsion.
  Table HC-11: Holy Champion of Nier: The Holy Judge Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Discern Aura, Smite Infidel
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace, Fiery Touch
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Aura of Courage, Divine Health
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Weapon Focus (Greatsword)
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Stand and Be Judged
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Energumen
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  Smite Infidel, Greater
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Weapon Specialization (Greatsword)
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  To Hear My Voice is to Know Fear
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Conflagration
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Gavel of Nier
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  My Word is Law
  3
  3
  3
  3
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Nier
  
  121
  Saluwe’ - Order of the Verdant 
  Champions
  D
  uring the God’s War, the Celestial combatants 
  and their mortal followers laid waste to the 
  mythical Eastern Continent before concluding 
  their battle upon the continent of Onara. Even before 
  the destruction and subsequent absorption of the 
  Elorii Earth God, Marok, Saluwé held sway over the 
  land and all that grew upon it. The utter devastation 
  of the Eastern continent was a near mortal wound 
  to Her, one that is still evident in Her aspect of the 
  Woman of the Barren Womb. 
  The Order of the Verdant Champion was the 
  first order of Holy Champions created by the Temple 
  of Saluwé to safeguard the living land and assure 
  that such a cataclysmic event is not repeated upon 
  Arcanis again. 
  Adventures:  The Order of the Verdant 
  Champions is one of the most visible and prevalent 
  of the orders and can be found almost anywhere upon 
  Arcanis. These Champions of the Earth Goddess 
  prefer the vast rolling plains or dense forests to urban 
  environments, but are readily found in cities as it is 
  there that threats to the wild often germinate and 
  sprout. Verdant Champions are not as radical as the 
  Druidic sect of the Saluwéan Temple, understanding 
  that humanity must build cities to live and plow 
  fields to grow food. However, they directly oppose 
  the wholesale destruction of the pristine landscape 
  due to war or by those who revel in destruction or 
  blight for its own sake. The Blight Bearers of Canceri 
  and the Verdant Champions have had a centuries-
  old blood feud due to the foul Nerothian Order’s 
  penchant for spreading plagues to man, plant, and 
  animal alike. 
  Characteristics: “The Earth Mother provides.” 
  This is the mantra of this Order and in fact, She does. 
  Saluwé bestows upon Her chosen Champions the 
  gift of perfect health, strength, and grace, as well as 
  certain special abilities. So long as the Champion is in 
  contact with his Goddess, She will provide arms and 
  armor, as well as a special mount to carry him forth 
  to perform his duties. At the peak of his abilities, 
  Saluwé rewards the Champion for his devotion by 
  bestowing the ability to commune directly with Her 
  aspect of the Goddess of Earth by transforming him 
  into an Elemental being.
   
  Verdant 
  Champions 
  are 
  taught 
  the 
  importance of maintaining a peaceful attitude and 
  emotional control through strict meditation. This 
  does not mean that these Champions are emotionless 
  automatons. On the contrary, to experience all the 
  wonder and splendor that the Wyld Goddess has 
  created, one must be free to feel awe and joy. The 
  meditation techniques are used to control their 
  negative impulses as an enraged Verdant Champion 
  is a terrible thing to behold. However, when the need 
  is dire, all the pent-up anger floods into their being, 
  fueling the righteous fury of the natural world. 
  Background: An aspiring initiate to the order 
  must first prove his knowledge and devotion to 
  the Earth Goddess. This is done through a series 
  of trials and tests geared to measure the aspirant’s 
  true feelings and illuminate his soul. If the trials 
  and tests are passed, the initiate then spends three 
  years learning of the dogma and inner teachings 
  of the Temple. He is also taught martial prowess 
  and technique by the Templars, a group of Temple 
  guards who, while devoted to Saluwé, have not been 
  touched by Her divinely. 
   
  The last step before being inducted into 
  the order is conducted in a sacred grove to Saluwé 
  in the Golden Boughs. Here, the initiate is put in a 
  deep trance by the High Priestess and buried alive in 
  a shallow grave for eight days. The trance protects 
  the aspirant from starvation and asphyxiation. While 
  buried in the earth, the initiate’s mind is guided by a 
  spirit companion, who allows him to exist briefly as 
  plant, animal, and even a living mountain. This gives 
  the initiate a unique appreciation and understanding 
  of that which he protects and preserves. At the end 
  of the eight days, the aspirant digs his way out of the 
  shallow hollow and undergoes another eight days of 
  cleansing, purification rituals, and deep meditation 
  before finally joining the Order as a full-fledged 
  member.
  Races:  Val and humans make up the majority of 
  the Verdant Champions, with val’Dellenov being the 
  most predominant Val family due to their affinity for 
  the Earth Goddess. Dark-kin, gnomes, half-orcs, and 
  half-hobgoblins are able to join the holy order, but 
  are so rare as to be almost unheard of. Due to their 
  strong and different religious beliefs, Elorii, dwarves, 
  and ss’ressen are not eligible for this class. 
  Alignment: Lawful Neutral.
  Special: Must worship Saluwé.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Verdant Champion’ class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Heal (Wis), Knowledge (nobility and royalty) (Int), 
  Knowledge (religion) (Int), Knowledge (nature) 
  (Int), Profession (Wis), Ride (Dex), Survival (Wis), 
  and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Verdant 
  Champions are proficient with all simple and 
  martial weapons, with all types of armor, and with 
  shields (except tower shields).  However, Verdant 
  Champions are prohibited from wearing metal armor 
  or using metal shields; thus, they may wear only 
  padded, leather, or hide armor. They may also wear 
  wooden armor that has been altered by the ironwood 
  spell so that it functions as though it were steel. (See 
  the ironwood spell description for details). A Verdant 
  Champion who wears prohibited armor or carries a 
  prohibited shield is unable to cast spells or use any 
  of her supernatural or spell-like class abilities while 
  doing so and for 24 hours thereafter. 
  Holy Champion: Saluwe' ▪ CORE CLASSES IN ARCANIS
  
  122
  Solid Ground: Many of the Verdant 
  Champion’s abilities only function when 
  she is in contact with “solid ground.” 
  She requires the touch of bare earth to 
  draw upon her connection with Saluwé. 
  For purposes of these abilities, “solid 
  ground” is defined to mean any solid, 
  deep, non-moving surface that is not 
  either suspended in the air or floating 
  upon water or some other fluid (such 
  as lava). An island would count as solid 
  ground, but a ship on the ocean or a 
  small chunk of rock in the middle of a 
  magma lake would not. The GM has 
  final decision about whether or not any 
  particular terrain counts as solid ground. 
  Temporarily breaking contact with the 
  earth (such as by jumping or being picked 
  up and thrown) does not count as a 
  disruption for purposes of these abilities; 
  the Verdant Champion is still considered 
  to be on solid ground unless she leaves it 
  completely and for a prolonged period of 
  time (more than a few seconds). Flying, 
  even hovering an inch above the ground, 
  does count as breaking contact with solid 
  ground.
  Aura of Faith (Ex): The power of a 
  Verdant Champion’s divine aura is equal 
  to her Verdant Champion class level plus 
  any other class levels that grant a divine 
  aura (e.g. cleric).
  Stability (Ex): Starting at 1st level, 
  the Verdant Champion gains a +4 bonus 
  on ability checks made to resist being 
  bull rushed or tripped when she is on 
  solid ground.
  Strength of the Earth (Su): Starting at 1st level, 
  the Verdant Champion gains a +1 holy bonus to her 
  Strength score for as long as she is on solid ground. 
  This bonus increases to +2 at 5th level, +3 at 10th 
  level, +4 at 15th level, and finally +5 at 20th level. 
  This ability is always in effect and does not require 
  activation. 
  Divine Grace (Ex): Beginning at 2nd level, a 
  Verdant Champion applies her Charisma modifier (if 
  positive) to all saving throws.
  Lay on Hands (Su): A Verdant Champion with 
  a Charisma score of 12 or higher can heal wounds 
  (her own or those of others) by touch. Each day 
  she can heal a total number of hit points of damage 
  equal to her Verdant Champion class level times her 
  Charisma bonus. A Verdant Champion may choose 
  to divide her healing among multiple recipients, 
  and she doesn’t have to use it all at once. Using lay 
  on hands is a standard action and does not provoke 
  attacks of opportunity. 
  Alternatively, a Verdant Champion can use any 
  or all of this healing power to deal damage to undead 
  creatures. Using Lay on Hands in this way requires 
  a successful melee touch attack (this is considered 
  an armed attack). The Verdant Champion decides 
  how many of her daily allotment of points to use 
  as damage after successfully touching an undead 
  creature. The undead is entitled to a Will save (DC 
  10 plus one-half the Verdant Champion’s class level 
  plus the Verdant Champion’s Charisma modifier) for 
  half damage.
  Divine Health (Ex): Beginning at 3rd level, 
  a Verdant Champion is immune to all diseases, 
  including magical diseases such as lycanthropy and 
  mummy rot.
  Thorn of Saluwé (Sp): At 3rd level, Verdant 
  Champion may call forth the blessing of Saluwé to 
  form a spear of whatever type and size she desires 
  from the earth as a standard action. This weapon 
  is made out of earth and stone, gaining a +5 bonus 
  to its hardness. It remains in existence for as long 
  it remains in the Verdant Champion’s grasp and 
  for as long as she remains on solid ground. If the 
  spear is ever thrown, it instantly returns to its base 
  components, causing no effects against its intended 
  target (though this probably works great as a bluff).  
  The Verdant Champion may also enhance a 
  Thorn of Saluwé as she advances in levels and gains 
  the ability to channel (see below). The Verdant 
  Champion can spend a channeling attempt and roll 
  channeling damage which she may apply to imbue 
  her spear as if greater magic weapon were cast 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Saluwe'
  
  123
  upon it, with an effective caster level equal to the 
  channeling damage. (This caster level is only used 
  for purposes of calculating the enhancement bonus 
  granted to the spear.)
  Alternatively, for purposes of defeating damage 
  reduction, the Verdant Champion may treat her 
  Thorn of Saluwé as if it were magical, as if it were 
  aligned, or as if it were made of an alternate material. 
  The Verdant Champion may apply the channeling 
  damage as follows: Overcoming DR/silver is treated 
  as if it were a 5 HD creature, overcoming DR/lawful 
  is treated as if it were a 10 HD creature, overcoming 
  DR/adamantine is treated as if it were a 15 HD 
  creature, and overcoming DR/fervidite is treated as 
  if it were a 20 HD creature. Only one “type” of DR 
  may be selected with each activation of this ability, 
  regardless of how much channeling damage is rolled, 
  but multiple activations for different DR types do 
  stack.
  Using channeling in this manner is a swift 
  action. Each effect lasts a number of minutes equal 
  to the Verdant Champion’s class level (this overrides 
  the normal duration of greater magic weapon). Of 
  course, if the Verdant Champion releases her grip on 
  the Thorn of Saluwé and it disintegrates, then any 
  enhancements added to it by channeling are lost as 
  well.
  Channeling (Su): Beginning at 4th level, the 
  Verdant Champion can channel divine energy as a 
  cleric would channel positive or negative energy. 
  This may be used in conjunction with other feats 
  or class abilities as described elsewhere. A Verdant 
  Champion may channel a number of times per day 
  equal to 3 plus her Charisma modifier. 
  Gaea’s Embrace (Su): At 4th level, a Verdant 
  Champion may spend a use of channeling and 
  roll channeling damage. The channeling damage is 
  divided as the Verdant Champion chooses between 
  the armor bonus and the duration of the effect 
  (measured in hours, although the Verdant Champion 
  can dismiss it earlier if she wishes). In no case may 
  the armor bonus provided by this effect exceed the 
  Verdant Champion’s class level; In addition, this 
  armor is treated as heavy armor, with an armor check 
  penalty equivalent to greater masterwork full plate. 
  The armor bonus provided by this ability may not 
  be magically enhanced (such as by magic vestment) 
  except through other abilities as described below. 
  Finally, this armor blinks out of existence if the 
  Verdant Champion ceases to be on solid ground, but 
  if she returns to solid ground before the duration 
  ends, then the armor reappears exactly as it was 
  before.
  Spells (Sp): Beginning at 4th level, the Verdant 
  Champion gains the ability to cast a small number 
  of divine spells, which are drawn from the Holy 
  Champion and Verdant Champion spell lists. A 
  Verdant Champion must choose and prepare her 
  spells in advance. To prepare or cast a spell, a 
  Verdant Champion must have a Wisdom score equal 
  to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a Verdant Champion’s 
  spell is 10 + the spell level + the Verdant Champion’s 
  Wisdom modifier. Like other spellcasters, a Verdant 
  Champion can cast only a certain number of spells of 
  each spell level per day. Her base daily spell allotment 
  is given on Table HC-12: The Verdant Champion. 
  In addition, she receives bonus spells per day if she 
  has a high Wisdom score. When the table indicates 
  that the Verdant Champion gets 0 spells per day of a 
  Table HC-12: Holy Champion of Saluwé: The Verdant Champion Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +0
  Aura of Faith, Stability, Strength of the Earth
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +0
  Divine Grace, Lay on Hands
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Divine Health, Thorn of Saluwe
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +1
  Channeling, Gaea’s Embrace 
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +2
  Earth Mastery, Special Mount
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +2
  Gaea’s Ward
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +3
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +4
  Like the Mountain
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +4
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Ley Line
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Tremorsense
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Earthshaker
  3
  3
  3
  3
  Holy Champion: Saluwe' ▪ CORE CLASSES IN ARCANIS
  
  124
  given spell level, she gains only the bonus spells she 
  would be entitled to based on her Wisdom score for 
  that spell level. The Verdant Champion does not have 
  access to any domain spells or granted powers, as a 
  cleric does. A Verdant Champion prepares and casts 
  spells the way a cleric does, though she cannot lose 
  a prepared spell to spontaneously cast a cure spell in 
  its place. A Verdant Champion may prepare and cast 
  any spell on her spell list, provided that she can cast 
  spells of that level, but she must choose which spells 
  to prepare during her daily meditation. Through 3rd 
  level, a Verdant Champion has no caster level. At 
  4th level and higher, her caster level is one-half her 
  Verdant Champion class level.
  Earth Mastery (Ex): A Verdant Champion 
  gains a +1 bonus on attack and damage rolls if 
  both she and her foe are touching solid ground. If 
  an opponent is entirely airborne or waterborne, the 
  Verdant Champion takes a –4 penalty on attack and 
  damage rolls against that foe. 
  Special Mount (Su):  Upon reaching 6th level, 
  a Verdant Champion gains the service of a stone 
  destrier (see Core Rulebook II). Once per day, as 
  a full-round action, the Verdant Champion may 
  summon the destrier as long as she is on solid 
  ground. The mount immediately appears adjacent 
  to the character and remains for 2 hours per Verdant 
  Champion level; it may be dismissed at any time 
  as a free action. The mount is the same creature 
  each time it is summoned, though the Verdant 
  Champion may release a particular mount from 
  service. Each time the mount is called, it appears in 
  full health, regardless of any damage it may have 
  taken previously. The mount also appears wearing or 
  carrying any gear it had when it was last dismissed. 
  Calling a mount is a conjuration (calling) effect. 
  Should this mount die, it immediately disappears, 
  leaving behind any equipment it was carrying. The 
  Verdant Champion may not summon another mount 
  for thirty days or until she gains a Verdant Champion 
  level, whichever comes first, even if the mount is 
  somehow returned from the dead. During this thirty-
  day period, the character takes a –1 penalty on attack 
  and weapon damage rolls. A Verdant Champion is 
  considered a paladin of one level lower for purposes 
  of mount advancement, which otherwise functions as 
  described in Core Rulebook I for paladin mounts.
  Gaea’s Ward (Su): At 8th level, the armor 
  provided by Gaea’s Embrace is treated as if it 
  possessed the light fortification ability. This increases 
  to moderate fortification at 14th level and heavy 
  fortification at 20th level. In addition, the Verdant 
  Champion may choose to add armor spikes to her 
  armor when she creates it, if she desires to do so. At 
  16th level, the armor is treated as if it possessed the 
  glamered special ability (see Core Rulebook II). For 
  armor check penalty purposes, the armor provided 
  by Gaea’s Embrace is treated as if was a greater 
  masterwork mithral breastplate at 10th level and a 
  greater masterwork mithral chain shirt at 16th level.
  Like the Mountain (Su): At 12th level, the 
  Verdant Champion’s skin becomes like rock.  She 
  is granted unbeatable damage reduction equal to her 
  Charisma modifier (minimum DR 1/-) against all 
  physical blows of a slashing, piercing, or bludgeoning 
  nature. In addition, for purposes of her Stability 
  (described above), she is treated as a creature of one 
  size category larger for every point of her Charisma 
  bonus, though she does not actually increase in size 
  (The maximum size possible is Colossal, regardless 
  if this ability would somehow push the calculations 
  into some heretofore undescribed size category.) 
  Ley Line (Su): The healing power of the earth 
  flows within every Verdant Champion. Whenever 
  she uses a cure spell (or a cure spell is used upon 
  her) and both the caster and the recipient are on 
  solid ground, the spell heals an additional number of 
  hit points equal to the spell level times the Verdant 
  Champion’s Charisma modifier (minimum 1 bonus 
  hit point per spell level).
  Tremorsense (Su): At 18th level, the Verdant 
  Champion automatically senses the location of 
  anything that is in contact with the ground (including 
  creatures burrowing beneath the ground, if they are 
  within range). Her tremorsense extends for a range 
  of 5 feet times her Charisma modifier (minimum 
  5 feet). The Verdant Champion must be on solid 
  ground to gain the benefit of this ability. Even if 
  she is blinded, deafened, or rendered helpless, the 
  Verdant Champion retains this ability as long as she 
  is on solid ground.
  Earthshaker (Su): At 20th level, a Verdant 
  Champion may spend a channeling attempt in order 
  to shapechange into a humanoid Earth Elemental of 
  her normal size category. The channeling damage 
  determines the number of minutes that the effect lasts. 
  Subsequent channel attempts may be made during 
  the duration of this effect in order to increase her 
  size category by one per channeling use. Channeling 
  attempts spent to increase the Verdant Champion’s 
  size category do not prolong or shorten the duration 
  of the original effect.  The maximum size attainable 
  is Huge, which for a Medium-size Verdant Champion 
  requires the use of three channeling attempts (one 
  for the original transformation, a second to go to 
  Large size, and a third to go to Huge size). Each use 
  of this ability requires a standard action but does not 
  provoke attacks of opportunity. 
  Unlike a generic earth elemental, the Verdant 
  Champion does retain her humanoid shape, meaning 
  she can be flanked (but she is immune to critical hits 
  and gains the other Construct traits that she would 
  normally gain through use of the shapechange spell). 
  The benefit of retaining her humanoid form is that 
  it allows all her gear to remain in place (and thus 
  function as normal) if she desires.
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Saluwe'
  
  125
  Sarish - The Order of the Inner Demon
  D
  o not fear or pity these men, for no more selfless 
  souls than they exist in Blessed Illiir’s realm.” With 
  these simple words, the First Emperor of the Coryani 
  Empire acknowledged the sacrifice made by the Order of 
  the Inner Demon and welcomed them as the vanguard of 
  the First Crusade of Light. Though small in number, the 
  original members of the Order acquitted themselves with 
  distinction during the Time of Terror. The last of their Order 
  was struck down at the Battle of Hope’s End. 
  When the rift was torn open between the world 
  of Arcanis and the Infernal realm, hordes of Infernals 
  swarmed through, infesting the world. The Sarishans 
  quickly understood that the only way to survive was to 
  fight fire with fire.  Poring through ancient tomes and 
  holy texts, these priests finally discovered the rituals 
  necessary to bind an Infernal within the body of a mortal 
  and force it to grant that mortal a portion of its power. 
  The first dozen members of the Order served humanity 
  with honor and distinction and act as a role model for the 
  members to this day.
  Adventures:  Even though the Time of Terror is long 
  gone, its legacy remains to plague Arcanis. Members of 
  the Order of the Inner Demon may be found anywhere 
  in the Known Lands, rooting out Infernal cults and 
  seeking out and destroying unbound Infernals roaming 
  the land. Members of the Order do not focus solely on 
  their primary prey. No one knows evil as intimately as 
  those of the Inner Demon do. When they see mortals 
  corrupted by evil desires or performing wicked acts, they 
  will not hesitate in delivering such foul individuals to the 
  Cauldron with horrific efficiency.
  Rumor has it that the Wall of the Gods, the barrier 
  raised over a millennium ago to contain the remnants of 
  the Infernal scourge, has fallen. If this is true, Arcanis 
  will be in dire need of these troubled heroes, as they 
  may be the only hope of stemming the rushing tide of 
  malevolence that will surely come.
  Characteristics: Members of this Order are a sullen 
  and solitary lot by nature but are intelligent enough to 
  understand that there is strength in numbers and seek out 
  companions who can look beyond their unusual appearance 
  and see the good heart beating within. Constantly being 
  plagued by the bound Infernal causes the Tainted Keeper, 
  as members of the Order call themselves, to unnerve and 
  unsettle his traveling comrades by speaking to or berating 
  his demonic tormentor. Of course, only the Tainted 
  Keeper can hear the Infernal whispering maliciously, 
  giving his companions doubts as to his sanity. 
  As their control over their foul charge increases, 
  the Tainted Keepers can manifest ever greater powers 
  and abilities, until they can eventually take the form of 
  the Infernal bound within. But members of this Order 
  must always take care never to rely too much or listen 
  to closely to the seductive lies and supplications of their 
  relentless ward, for the Infernal is a patient and cunning 
  creature, biding its time to take complete control over its 
  jailor. Those members of the Order that fall from grace 
  are more dangerous than the quarry they hunt. Whenever 
  word reaches the Order of a fallen member, an Honor 
  Hunt is called with all available Holy Champions joining 
  to put down their condemned brother. When he is finally 
  found, no mercy is given, as the assembled champions 
  know that their comrade is already lost. Only the Infernal 
  remains, despoiling the body and honor of its victim. 
  Background: Children born when the stars are in 
  a certain special conjunction are delivered to Sarishan 
  priests within days of their birth. These children are then 
  trained from a very early age in harsh and extensive mental 
  techniques, giving them the unbending will necessary to 
  withstand the trials that await them in adulthood. At the 
  age of eight, the children are sent to the ancient Sarishan 
  Temple of the Venator Invictus, the Invincible Hunter, 
  nestled in the Corlathian Mountains near the Dwarven 
  Enclave of Encali. Here their training continues in 
  various mental disciplines as well as a variety of martial 
  techniques. During the next ten years, a rune master 
  begins to tattoo their bodies with intricate runes and 
  sigils. This is an excruciatingly painful exercise and a test 
  of the initiate’s mental control and his ability to withstand 
  prolonged pain and suffering. 
  Upon the initiate’s eighteenth birthday, the High 
  Priest of the Temple performs a sacred ceremony where 
  he summons and vaporizes an Infernal and quickly inhales 
  the noxious fumes, holding it in his cheeks. He then 
  blows the Infernal into the initiate’s mouth, sealing the 
  spirit of the creature within the aspirant. It is then that the 
  years of mental discipline come into focus. The Infernal 
  immediately rails against its imprisonment and attempts 
  to possess the initiate’s body. The runes inscribed upon 
  her body flare with an unholy light as their purpose is 
  finally made clear; they serve to transform the aspirant 
  into a living binding circle, trapping the Infernal within. 
  Should the initiate fail and the Infernal take control, 
  both the foul spirit and the unfortunate initiate are both 
  immediately destroyed. These Sarishan priests will not 
  suffer an Infernal to remain unbound. Once the struggle is 
  complete and the aspirant achieves total control over her 
  body and mind, she is inducted as a full member of the 
  Order of the Inner Demon. 
  Races:  Encali dwarves, Val, and humans make up 
  the majority of the members of this Order, with val’Mehan 
  and val’Mehen being the most predominant Val families 
  due to their affinity for Sarish, the Binder. Gnomes, half-
  orcs, and half-hobgoblins are able to join the holy order, 
  but are so rare as to be almost unheard of. Dark-kin are not 
  inducted into the Order for fear that binding an Infernal to 
  one already Tainted would be a recipe for disaster. Due to 
  their strongly-held and different religious beliefs, Elorii, 
  dwarves from the other Enclaves, and ss’ressen are not 
  eligible for this class. 
  Alignment: Lawful Good.
  Special: Must worship Sarish.
  Hit Die: d10.
  Class Skills
  Skill points at each level: 2 + Int modifier.
  The Order of the Inner Demon’s class skills (and 
  the key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal 
  (Wis), Knowledge (nobility and royalty) (Int), Knowledge 
  (the planes) (Int),  Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), and Sense Motive (Wis).
  Class Features:
  Weapon and Armor Proficiency: Members of the 
  Order of the Inner Demon (known as Tainted Keepers) 
  are proficient with all simple and martial weapons, with 
  all types of armor, and with shields (but not with tower 
  shields).
  Holy Champion: Sarish ▪ CORE CLASSES IN ARCANIS
  
  126
  Aura of Faith (Ex): The power of a Tainted 
  Keeper’s divine aura is equal to his Tainted Keeper 
  class level plus any other class levels that provide a 
  divine aura (e.g. cleric).
  Discern Infernal (Sp): Beginning at 1st level, a 
  Tainted Keeper may discern the presence of any Infernal 
  creature. This spell-like ability is similar to detect evil, 
  emanating from the Tainted Keeper to a range of 60 
  feet. It can be activated at will and detects creatures with 
  the Infernal or Tainted subtypes. On the first round of 
  concentration, the presence or absence of such creatures 
  is detected; on the second round, the strength of their 
  auras (based on Hit Dice) can be determined.
  Path of the Tainted (Ex): A Tainted Keeper 
  may take the following Tainted feats (see Chapter 5 
  – Feats) as if they had an unlocked Infernal Heritage 
  (see Legacy of Damnation for details): Alien Mind, 
  Alienation, Brothers in Darkness, Infernal Mind, Snarl, 
  and Voice of Doom.  Although the Tainted Keeper 
  does gain the [Tainted] subtype, this does not allow 
  him to take Tainted feats that specifically include a 
  prerequisite of being a dark-kin. Unfortunately there 
  are no Tainted feats in the Player’s Guide that do not 
  require the character to be a dark-kin, but that does 
  not change the fact that the Tainted Keeper does not 
  qualify for those feats because by definition he cannot 
  be a dark-kin. There are Tainted feats in the sourcebook 
  Legacy of Damnation that are open to non-dark-kin 
  characters, and the Keeper can take those (assuming he 
  meets all of the prerequisites).
  The Infernal Within (Ex): Each Member of the 
  Order of the Inner Demon must choose one from among 
  the following Infernals: succubus, vrock, glabrezu, 
  osyluth, kyton, or hamatula. The chosen type represents 
  the Infernal that is bound within the Tainted Keeper. 
  The character’s type changes to Augmented Humanoid, 
  he receives the Tainted subtype, and he detects as both 
  evil and Infernal, just as if he were an Infernal of the 
  chosen type. (He also detects as lawful and as good, 
  according to the strength of his Divine Aura, which can 
  partially offset the fact that he detects as a variety of 
  unpleasant things. Furthermore, members of the Order 
  can always recognize one another at a glance when 
  using their Discern Infernal ability.)
  Favored Enemy (Ex): At 2nd level, due to his 
  extensive study of Infernal creatures and his training 
  in the proper techniques for combating them, the 
  Tainted Keeper gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when using 
  these skills against creatures of this type. Likewise, he 
  gets a +2 bonus on weapon damage rolls against such 
  creatures. At 5th level and every five levels thereafter 
  the bonus against these types of creatures increases by 
  +2, to a maximum of +10 at 20th level. 
  Lure of Darkness (Ex): Beginning at 2nd level, 
  and every even level thereafter, the Tainted Keeper must 
  resist the draw of the darkness within. This requires a 
  Will save (DC 10 plus one-half the Tainted Keeper’s 
  class level). The first such saving throw is made at a +4 
  bonus, and if failed it has no effect other than to alert 
  the Keeper that he is slipping towards the mindset of his 
  bound Infernal. On any subsequent failure, the character’s 
  alignment moves one steep closer to losing his soul. At 
  first, the character loses his Lawful nature, becoming 
  Neutral Good. After that he begins losing his intrinsic 
  goodness, first becoming true Neutral and then becoming 
  Neutral Evil. An atonement spell cast by a Sarishan cleric 
  or member of the Order of the Inner Demon of grants 
  the character an additional saving throw to return to his 
  previous alignment. Usually the casting of this spell must 
  be accompanied with some great act of compassion or the 
  accepting of a quest for some greater good.
  Note: Although in Core Rulebook III all demons 
  are listed as Chaotic Evil and all devils are listed as 
  Lawful Evil, for purposes of this ability, the Lure of 
  Darkness always moves the character in the direction 
  specified, towards Neutral Evil. The GM may choose 
  to modify this if she has chosen to allow characters of 
  alignments other than Lawful Good to take this class in 
  her own campaign.
  The Night Hides Not (Ex): At 2nd level, a 
  Tainted Keeper gains the ability to see through any 
  type of darkness. Darkness spells (including deeper 
  darkness) simply have no effect upon the Tainted 
  Keeper. Other types of spells that impair vision or 
  provide concealment, such as blur and obscuring mist, 
  still affect the Keeper normally.
  Immunity to Poison (Su): At 3rd level, the Tainted 
  Keeper gains complete immunity to all poisons. This is 
  part of the Infernal heritage that now pulses within him.
  Infernal Resistances (Su): At 3rd level, the 
  Tainted Keeper gains a type of energy resistance 
  similar to that of the Infernal trapped within him. If the 
  Tainted Keeper contains a devil (hamatula, kyton, or 
  osyluth) then he gains acid and cold resistance equal to 
  one-half his class level (rounded down). If the Keeper 
  contains a demon (glabrezu, succubus, or vrock) then 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Sarish
  
  127
  he gains acid, cold, and fire resistance equal to one-half 
  his class level (rounded down).
  Channeling (Su): Beginning at 4th level, Tainted 
  Keeper can channel divine energy as a cleric would 
  channel positive or negative energy. This may be used 
  in conjunction with other feats or class abilities as 
  described elsewhere. A Tainted Keeper may channel a 
  number of times per day equal to 3 plus his Charisma 
  modifier. 
  Spells (Sp): Beginning at 4th level, members of 
  the Order of the Inner Demon gain the ability to cast a 
  small number of divine spells, which are drawn from 
  the Holy Champion and Order of the Inner Demon 
  spell lists. A Tainted Keeper must choose and prepare 
  his spells in advance. To prepare or cast a spell, a 
  Tainted Keeper must have a Wisdom score equal to 
  at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a Tainted Keeper’s spell is 
  10 + the spell level + the Tainted Keeper’s Wisdom 
  modifier. Like other spellcasters, a Tainted Keeper can 
  cast only a certain number of spells of each spell level 
  per day. His base daily spell allotment is given on Table 
  HC-13: The Order of the Inner Demon. In addition, he 
  receives bonus spells per day if he has a high Wisdom 
  score. When the table indicates that the Tainted Keeper 
  gets 0 spells per day of a given spell level, he gains 
  only the bonus spells he would be entitled to based 
  on his Wisdom score for that spell level. The Tainted 
  Keeper does not have access to any domain spells or 
  granted powers, as a cleric does. A Tainted Keeper 
  prepares and casts spells the way a cleric does, though 
  he cannot lose a prepared spell to spontaneously cast a 
  cure spell in its place. A Tainted Keeper may prepare 
  and cast any spell on his spell list, provided that he 
  can cast spells of that level, but he must choose which 
  spells to prepare during his daily meditation. Through 
  3rd level, a Tainted Keeper has no caster level. At 4th 
  level and higher, his caster level is one-half his Order 
  of the Inner Demon class level.
  Turn Infernals (Su): Starting at 4th level, the 
  Tainted Keeper may use his channeling ability to 
  affect Infernals as a cleric turns or rebukes undead.  A 
  Keeper with 5 or more ranks in Knowledge (the planes) 
  gets a +2 bonus on turning checks against Infernals. 
  Furthermore, a Keeper who possesses a devil within 
  him gains a +1 bonus to turning checks against devils, 
  and those who possess demons likewise gain a +1 
  bonus when attempting to turn or rebuke demons. The 
  Tainted Keeper’s effective level for these channeling 
  attempts is equal to his class level, unless he also has 
  levels in other classes that give him the ability to turn 
  or rebuke Infernals, in which case those class levels 
  stack for this purpose.
  Blessing of Sarish (Su): Starting at 6th level, a 
  Tainted Keeper learns to imbue his weapon (including 
  natural weapons) with the Binder’s divine power. As a 
  free action, the character may channel into a weapon 
  that he is holding (this does not require a check), and 
  for a number rounds equal to his class level plus his 
  Charisma modifier, the weapon ignores the damage 
  reduction of any Infernal and causes real damage to 
  any Infernal that possesses the Regeneration special 
  quality. If the imbued weapon leaves the Tainted 
  Keeper’s grasp, then it loses its special properties. 
  However, at 10th level, this restriction is removed, and 
  furthermore the Keeper may target any weapon within 
  30 feet instead of targeting his own weapon.
  Table HC-13: Holy Champion of Sarish: Order of the Inner Demon Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +0
  +2
  Aura of Faith, Discern Infernal, Path of the Tainted, 
  The Infernal Within
  -
  -
  -
  -
  2nd 
  +2
  +3
  +0
  +3
  Favored Enemy (Infernal), Lure of Darkness, 
  The Night Hides Not
  -
  -
  -
  -
  3rd
  +3
  +3
  +1
  +3
  Immunity to Poison, Infernal Resistances 
  -
  -
  -
  -
  4th
  +4
  +4
  +1
  +4
  Channeling, Turn Infernals
  0
  -
  -
  -
  5th
  +5
  +4
  +1
  +4
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +2
  +5
  Blessing of Sarish, Symbiosis I
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +2
  +5
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +2
  +6
  Fiendish Mount
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +3
  +6
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +3
  +7
  Symbiosis II
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +3
  +7
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +4
  +8
  Aura of Courage, Infernal Resistances (Greater)
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +4
  +8
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +4
  +9
  Symbiosis III
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +5
  +9
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Nightmare Mount
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Symbiosis IV
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Apotheosis
  3
  3
  3
  3
  Holy Champion: Sarish  ▪ CORE CLASSES IN ARCANIS
  
  128
  Symbiosis (Su): Beginning at 6th level, a Tainted 
  Keeper begins to discover the ways to tap the powers of 
  the Infernal bound within. The exact powers depend on 
  the type of Infernal as described below. 
   
  Special Mount (Sp): Upon reaching 8th level, 
  a Tainted Keeper gains the service of an unusually 
  intelligent, strong, fiendish heavy warhorse to serve him. 
  (Use the standard heavy warhorse stats, but increase the 
  creature’s Intelligence score to 6 and apply the Fiendish 
  Creature template from Core Rulebook III.) Once per day, 
  as a full-round action, the Keeper may magically call his 
  mount from the Infernal realms in which it resides. The 
  mount immediately appears adjacent to the character and 
  remains for 2 hours per Keeper level; it may be dismissed 
  at any time as a free action. The mount is the same 
  creature each time it is summoned, though the Keeper 
  may release a particular mount from service. Each time 
  the mount is called, it appears in full health, regardless 
  of any damage it may have taken previously. The mount 
  also appears wearing or carrying any gear it had when 
  it was last dismissed. Calling a mount is a conjuration 
  (calling) effect. Should this mount die, it immediately 
  disappears, leaving behind any equipment it was carrying. 
  The character may not summon another mount for thirty 
  days or until he gains a Member of the Order of the Inner 
  Demon level, whichever comes first, even if the mount is 
  somehow returned from the dead. During this thirty-day 
  period, the character takes a –1 penalty on attack and 
  weapon damage rolls. A Tainted Keeper is considered 
  a paladin of three levels lower for purposes of mount 
  advancement, which otherwise proceeds as described in 
  Core Rulebook I for paladin mounts. 
  Aura of Courage (Ex): Beginning at 12th level, a 
  Tainted Keeper is immune to fear (magical or otherwise). 
  Each ally within 10 feet of him gains a +4 morale 
  bonus on saving throws against fear effects. This ability 
  functions constantly as long as the Keeper is conscious, 
  but not if he is unconscious or dead.
  Infernal Resistances, Greater (Su): At 12th level, 
  the Tainted Keeper’s resistances become even more 
  like those of the Infernal trapped within. If the Keeper 
  contains a demon (glabrezu, succubus, or vrock) then 
  he gains electricity resistance equal to his class level. If 
  the Keeper contains a devil (hamatula, kyton, or osyluth) 
  then he gains fire resistance equal to his class level.
  Nightmare Mount (Sp): Upon reaching 16th 
  level, the Keeper’s fiendish heavy warhorse becomes 
  a nightmare (see Core Rulebook III). For purposes 
  of further mount advancement, the Keeper is now 
  considered a paladin of eleven levels lower than his 
  class level, but otherwise follows the same rules as 
  detailed in Core Rulebook I for paladin mounts. Unlike a 
  normal nightmare, however, the mount cannot use Astral 
  Projection, and it can use Etherealness but once per week 
  (on itself and the holy champion only).
  Apotheosis (Su): Upon reaching 20th level, the 
  Tainted Keeper has reached the pinnacle of his Order. 
  He undergoes an Infernal Apotheosis. His type changes 
  to Outsider, and he gains the Native subtype. In addition, 
  the Keeper can now summon forth all of the abilities of 
  his inner Infernal: he gains the ability to shapechange 
  once per day into the form of the Infernal creature he has 
  devoted his life to studying, mastering, and defeating. 
  This ability is treated as the shapechange spell cast by 
  a 20th level sorcerer, but the DC of all abilities of the 
  Infernal form is 20 plus the Keeper’s relevant ability 
  modifier. (The relevant ability modifier is the one listed 
  as being the base for the save DC for that ability in Core 
  Rulebook III.)
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Sarish
  Table HC-13-1: Symbiosis: Succubus
  Power
  Ability 
  Level 1
  Tongues (Su): The Keeper gains a permanent tongues ability (as the spell, caster level 12th).
  Level 2
  Telepathy (Su): The Keeper can communicate telepathically with any other creature within 100’ that has a language. It is possible 
  to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at 
  a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Level 3
  Guile & Deception (Su): The Keeper gains the ability to polymorph at will (humanoid form only, no limit on duration) as well as 
  the ability to charm monster a number of times per day equal to his Charisma modifier (the saving throw DC is 15 plus the Keeper’s 
  Charisma modifier).
  Level 4
  Wings of the Devil (Ex): As a standard action, the Keeper may sprout a pair of 6’ high wings. Sprouting such wings may ruin 
  normal clothing, and armor needs to be specially modified to allow flight. The Keeper gains Wings of the Devil as a bonus feat, even 
  if she does not have the normal prerequisites for that feat.
  Table HC-13-2: Symbiosis: Vrock
  Power
  Ability 
  Level 1
  The Vrock’s Claws (Su): The Keeper may grow the claws of a vrock. Extending such claws requires a move-equivalent action. 
  This ability remains in effect as long as desired; the claws can be retracted as a move-equivalent action. These claws are treated as 
  natural weapons. Each claw deals 1d6 (plus Strength bonus) points of damage. 
  Level 2
  Wings of the Devil (Ex): As a standard action, the Keeper may sprout a pair of 6’ high wings. Sprouting such wings may ruin 
  normal clothing, and armor needs to be specially modified to allow flight. The Keeper gains Wings of the Devil as a bonus feat, 
  even if he does not have the normal prerequisites for that feat.
  Level 3
  Stunning Screech (Su): Once per, the Keeper may emit a piercing screech. All creatures except for Infernals within a 30-foot radius 
  must succeed on a Fortitude save (DC 15 plus the Keeper’s Constitution modifier) or be stunned for 1 round. 
  Level 4
  Spores (Ex): The Keeper may release masses of spores from his body once every 3 rounds as a free action. The spores automatically 
  deal 1d8 points of damage to all creatures adjacent to the Keeper. The spores then penetrate the skin and grow, dealing an additional 
  1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of vine-like growths. 
  (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, 
  neutralize poison, or remove disease spells kill the spores, as does sprinkling the victim with a vial of holy water.
  
  129
  Table HC-13-3: Symbiosis: Glabrezu
  Power
  Ability 
  Level 1
  Infernal Rage (Su): The Keeper may fly into an unholy rage once per day.  This ability is identical to the barbarian rage ability. 
  Level 2
  Pincers of the Glabrezu (Su): As a full-round action, the Keeper may transform his hands into a pair of wickedly sharp pincers. 
  These pincers remain in effect as long as desired; they can be dismissed as a standard action. The pincers are treated as natural 
  weapons. Each pincer deals 2d8 (plus Strength bonus) points of damage. The pincers are not suitable for somatic components, so 
  the Keeper cannot cast spells while this ability is in effect.
  Level 3
  Telepathy (Su): The Keeper can communicate telepathically with any other creature within 100’ that has a language. It is possible 
  to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a 
  time is just as difficult as simultaneously speaking and listening to multiple people at the same time
  Level 4
  True Seeing (Su): The Keeper may use true seeing at will (caster level 14th).
  Table HC-13-4: Symbiosis: Osyluth 
  Power
  Ability 
  Level 1
  Fear Aura (Su): The Keeper may radiate a 5-foot-radius fear aura as a free action at will. Affected creatures must succeed on a Will 
  save (DC 14 plus the Keeper’s Charisma modifier) or be affected as though by a fear spell (with a caster level equal to one-half the 
  Keeper’s class level). A creature that successfully saves cannot be affected again by the same Keeper’s fear aura for 24 hours. 
  Level 2
  Infernal Fortitude (Su): The Keeper may harden his skin as a free action, gaining a natural armor bonus of +4. This exoskeleton 
  remains in effect as long as the Keeper desires and can be retracted as a free action.
  Level 3
  Infernal Resistance (Ex): The Keeper gains spell resistance equal to 10 plus his class level.
  Level 4
  Stinger (Su): The Keeper may sprout a barbed tail (much like that of a scorpion) as a standard action. When using the full attack 
  action, the Keeper may make a single extra attack with this tail. This extra attack is made at his highest base attack bonus. The stinger 
  can be retracted as a standard action. The tail deals 3d4+2 points of damage plus poison (Injury; Fortitude DC 10 plus one-half the 
  Keeper’s class level plus the Keeper’s Constitution modifier; initial damage 1d6 Str; secondary damage 2d6 Str.)
  Table HC-13-5: Symbiosis: Kyton
  Power
  Ability 
  Level 1
  Unnerving Gaze (Su):  As a move action, the Keeper can make his face resemble one of his opponent’s departed loved ones or 
  bitter enemies. All enemies within 30 feet who fail a Will save (DC 12 plus the Keeper’s Charisma modifier) suffer a –2 penalty on 
  attack rolls for the next 1d3 rounds. 
  Level 2
  Dancing Chains (Su): The Keeper gains the ability to control up to four chains within 20 feet as a standard action. He may make 
  the chains dance or move as he wishes. In addition, he can increase the chains’ length by up to 15 feet and cause them to sprout 
  razor-edged barbs. Each chain may make one attack per round, on the Keeper’s action, using the Keeper’s highest base attack bonus. 
  The chains do not threaten and cannot make attacks of opportunity. If a chain is in another creature’s possession when the Keeper 
  tries to animate it, that opponent can attempt a Will save (DC 10 plus one-half the Keeper’s class level plus the Keeper’s Charisma 
  modifier) to break the Keeper’s power over that chain. If the save is successful, the Keeper cannot attempt to control that particular 
  chain again for 24 hours or until the chain leaves his opponent’s possession. 
  Furthermore, the Keeper can climb chains with ease. He moves at his normal base speed and does not need to make Climb checks.
  Level 3
  Infernal Resistance (Ex): The Keeper gains spell resistance equal to 10 plus his class level.
  Level 4
  Regeneration (Ex): The Keeper gains the special quality of Regeneration. All damage dealt to the Keeper is treated as nonlethal 
  damage, and he regenerates 5 points of nonlethal damage per round. The Keeper takes normal damage from silvered weapons, 
  Sarishan steel weapons, good-aligned weapons, and spells or effects with the Good descriptor. If the Keeper loses a piece of his body, 
  he re-grows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
  Table HC-13-6: Symbiosis: Hamatula 
  Power
  Ability 
  Level 1
  The Hooked Talons (Su): The Keeper may grow a pair of wickedly sharp, hooked talons. Extending such talons requires a move-
  equivalent action. This ability remains in effect as long as desired; the talons can be retracted as a move-equivalent action. These 
  talons are treated as natural weapons. Each talon deals 1d6 (plus Strength bonus) points of damage. 
  Level 2
  Barbed Defense (Su): The Keeper may sprout barbs from his skin, creating a defensive layer of spines. Any adjacent creature 
  striking the Keeper with a manufactured weapon, or any creature striking the Keeper with natural weapons, is automatically hit by 
  these barbs. The attacker takes 1d4 points of piercing and slashing damage from the barbs. The harder the attacker hits the Keeper, 
  the more the spines hurt. If the attacker has a Strength bonus to damage, one-half that bonus is added to the damage he suffers from 
  the barbs. If the attacker uses the Power Attack feat to deal damage to the Keeper, then an equal amount of damage to that inflicted 
  by the Power Attack feat is returned to the attacker as well. Developing such barbs requires a full-round action. This ability remains 
  in effect as long as desired. The spines can be retracted as a move-equivalent action.
  Level 3
  Infernal Resistance: The Keeper gains spell resistance equal to 10 plus his class level.
  Level 4
  Impale (Ex): When the Keeper has his spines extended he may use them during a grapple to devastating effect. The Keeper deals 
  2d8 points of damage (plus Strength bonus) with a successful grapple check. If the Keeper does not have his spines extended when a 
  grapple is initiated, he may still choose to extend them as normal, in which case they immediately deal the listed damage to all other 
  creatures currently in the grapple.
  Holy Champion: Sarish  ▪ CORE CLASSES IN ARCANIS
  
  130
  Yarris - The Sea Lord
  T
  he oceans cover over three-fourths of Arcanis’ 
  surface area. They can be as placid and still 
  as glass or become a roiling and unforgiving 
  tempest in a matter of moments. Beneath the oceans’ 
  white-capped skins, they are home to a myriad of 
  creatures large and small, mundane and exotic, 
  wondrous and terrifying. To a Sea Lord, one of the 
  Holy Champions of Yarris, the sea is her home and 
  all these creatures that live beneath its waves are 
  resources from which to draw power. Yet these Lords 
  of the Oceans are usually found far from the coast, 
  in the most inhospitable environments, searching for 
  the Lost Pearls of Yarris.
  At the inception of the First Imperium of Man, 
  Illiir bid that each god bestow upon humanity a 
  gift. Yarris gave the fledgling empire nine pearls, 
  each the size of a man’s head and unique in power. 
  Each of the pearls was granted dominion over some 
  facet of Yarris’ realm. Should a province suffer from 
  famine, merely dip the Pearl of Bounty in a nearby 
  river and by morning the banks will be overflowing 
  with fish. If a hurricane threatens to drown a coastal 
  city, raise the Pearl of the Tempest in the face of 
  the storm and instantly the winds will abate. As the 
  Imperium grew larger and larger, the pearls were 
  taken further afield. Rampaging humanoid bands and 
  unscrupulous thieves set their eyes on the priceless 
  pearls and one by one each of the pearls was lost to 
  the wilds of Arcanis. 
   
   
   
  Adventures:  Both chapters of the Sea Lords 
  feel it is their sacred duty to find the pearls and 
  restore them to their rightful place in the ancient 
  Temple of the Pantheon in the First City. The 
  members begin their quest for the pearls from their 
  moment of induction to the day they breathe their 
  last. Thus, Sea Lords are usually found far from their 
  beloved coasts and oceans, traveling to the most 
  inhospitable of places upon or under Arcanis in the 
  hopes of fulfilling their duty and recovering another 
  of these sacred items. Thus far, only two of the nine 
  pearls have been restored.
   
  Characteristics: Members of this Order are 
  known for their haughty and stoic natures. Being far 
  from their beloved ocean waves makes them slightly 
  discomforted, especially when they are in alien 
  environments such as in the mountains or deserts, 
  though they are unlikely to admit any such weakness 
  or unhappiness. 
   
  Their only solace is with the divine gifts that 
  Yarris bestows upon them, such as perfect health, 
  protection from danger, a courageous heart, and 
  most importantly, the ability to channel the power 
  and abilities of the denizens of the sea. This ability 
  allows the Sea Lord to manifest the fearsome bite of 
  the shark or the multi-armed attack of the octopus, 
  just to name a few. These gifts make the Sea Lord 
  a potent opponent, even outside of his preferred 
  aquatic environment. Pity the foe who has to face one 
  of these Holy Champions beneath the sea, for even 
  the mightiest Kraken hesitates to confront a Sea Lord 
  within the watery confines of Yarris’ domain. 
  Background: This order of Holy Champions is 
  quite distinct from others, as it is sponsored by not 
  one but two distinct Yarric temples. The Temple of 
  Waves in Naeraanth in Milandir and the Temple of 
  the Tempestuous Sea in Salantica both claim that the 
  Order of the Sea Lords was created by their respective 
  priests during the time of the First Imperium and both 
  have ancient scrolls to back up their claims. As there 
  is no conclusive evidence either way, both temples 
  call their orders by the same title and teach them the 
  same rituals and techniques. 
   
  A friendly rivalry exists between the two 
  branches of the order, and while hostilities have 
  never surfaced between the two factions, a certain 
  amount of disdain and snobbery is evident whenever 
  members from both sides meet. Each faction is easily 
  distinguishable from the other, as the Sea Lords from 
  Milandir are resplendent in their shining platemail 
  whereas those from the Salantican province wear 
  armor crafted from the shells of the monstrous 
  crustaceans that infest their homeland. 
  Races:  Val and humans make up the majority of 
  the members of this Order, with val’Ossan being the 
  most predominant Val family due to their affinity for 
  the Lord of Oceans. Dark-kin, gnomes, half-orcs, and 
  half-hobgoblins are able to join the holy order, but 
  are so rare as to be almost unheard of. Due to their 
  strong and different religious beliefs, Elorii, dwarves, 
  and ss’ressen are not eligible for this class. 
  Alignment: Any Good.
  Special: Must worship Yarris.
  Hit Die: d8.
  Class Skills
  Skill points at each level: 6 + Int modifier.
  The Sea Lord’s class skills (and the key ability 
  for each skill) are Climb (Str), Concentration (Con), 
  Craft (Int), Handle Animal (Cha), Heal (Wis), Hide 
  (Dex), Jump (Str), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Knowledge (local: port 
  city only) (Int), Listen (Wis), Move Silently (Dex), 
  Profession (sea-related only) (Wis), Ride (Dex), 
  Search (Int), Spot (Wis), Survival (Wis), Swim (Str), 
  and Use Rope (Dex).
  Class Features:
  Weapon and Armor Proficiency: Sea Lords 
  are proficient with all simple and martial weapons, 
  with all types of armor, and with shields (but not 
  tower shields).
  Aura of Faith (Ex): The power of a Sea Lord’s 
  divine aura is equal to his Sea Lord class level plus 
  any other class levels that provide a divine aura (e.g. 
  cleric).
  The Sea is My Home (Ex): A Sea Lord enjoys 
  a +2 circumstance bonus on all skill checks when 
  used at sea. Val’Ossan Sea Lords gain an additional 
  +2 synergy bonus to these rolls due to their divine 
  link with their deity.  For purposes of this and other 
  special abilities usable by the Sea Lord, a “sea” 
  refers to any contiguous large body of fresh or salt 
  water that is large enough so that a person cannot 
  generally see from one shoreline to the opposite side 
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Yarris
  
  131
  (even if at some parts of that body of water this 
  is possible). Holy Champions of Yarris find that 
  they are continually under the effects of the endure 
  elements spell when in or within one mile of a sea.  
  Channeling (Su): Beginning at 2nd level, the 
  Sea Lord can channel divine energy as a cleric would 
  channel positive or negative energy. This may be 
  used in conjunction with other feats or class abilities 
  as described elsewhere. A Sea Lord may channel a 
  number of times per day equal to 3 plus his Charisma 
  modifier. 
  Divine Grace (Ex): Beginning at 2nd level, a 
  Sea Lord applies his Charisma modifier (if positive) 
  to all saving throws.
  Divine Health (Ex): Beginning at 3rd level, a 
  Sea Lord is immune to all diseases, including magical 
  diseases such as lycanthropy and mummy rot.
  Yarris’ Embrace (Sp): Beginning at 3rd level, a 
  Sea Lord spend a use of channeling in a manner that 
  targets his own person. If the maximum HD affected 
  equals or exceeds his character level, then the 
  Sea Lord may create his choice of a water 
  breathing or water walk spell (self only). The 
  duration of this effect is measured in minutes, 
  and is equal to the amount of channeling 
  damage rolled. He may create both effects at 
  once and divide up the duration between them 
  if he so desires.
  At One with the Sea (Ex): At 4th 
  level, whenever he is in the water, the Sea 
  Lord is under the effects of a continual 
  freedom of movement spell. He has a 
  base swimming speed of 30 feet per 
  round, and does not need to make 
  Swim checks to move through 
  water. Furthermore, the Sea Lord 
  does not suffer damage from water 
  pressure, and being immersed 
  in naturally cold water deals no 
  damage to him, regardless of the 
  water temperature.
  At 10th level, the Sea Lord 
  gains the ability to breathe water 
  as an extraordinary ability. He can 
  breathe water as easily as air and 
  can switch freely back and forth 
  between the two environments.
  Divine Grace (Ex): Beginning 
  at 4th level, a Sea Lord applies his 
  Charisma modifier (if positive) to 
  all saving throws.
  The Pearls of Yarris (Su): 
  The fabled Nine Pearls of Yarris are 
  well known within the faith, and 
  their powers are quite impressive. 
  Although seven of the nine Pearls are 
  currently lost, various Holy Champions of 
  Yarris have developed the ability to channel small 
  aspects of the power of those legendary artifacts. 
  The Sea Lord specializes in borrowing and 
  mastering the abilities and powers of Yarris’ other 
  children, those creatures who spend most of their life 
  under the waves. He can use these powers to assist him 
  in achieving his own goals (which typically include 
  questing for the fabled Pearls at some point in his 
  life). The various powers may manifest themselves in 
  unusual ways (for example, someone using the Third 
  Pearl to mimic a shark bite might manifest a horrific 
  toothy maw); however, the abilities granted through 
  using the Pearls of Yarris are not like the polymorph 
  spell in that the character doesn’t actually change 
  into whatever he is mimicking. However, true seeing 
  will reveal a translucent image of whatever creature 
  the Sea Lord is “borrowing” powers from; this image 
  is superimposed over the Sea Lord’s own.
  Any differences in later powers granted by the 
  Pearls of Yarris subsume earlier Pearls. The available 
  ranges for each Pearl are summarized on Table 
  HC-14-01: The Pearls of Yarris. For example, a 
  10th level Sea Lord can use any powers of any of 
  the First, Second, Third, or Fourth Pearls of Yarris. 
  Per those entries, that means a Sea Lord could gain 
  the skill ranks, feats, natural armor, attack routines 
  (but not special attacks), and sensory qualities of 
  Holy Champion: Yarris  ▪ CORE CLASSES IN ARCANIS
  
  132
  any Small, Medium, or Large aquatic creature of 
  the type Animal, Humanoid, Monstrous Humanoid, 
  Plant, Vermin, or Giant. This is subject to three 
  caveats. First, any ability granted that has a numeric 
  variable (other than attack and damage rolls) cannot 
  have a value for that variable exceeding the Sea 
  Lord’s class level. Second, a Sea Lord can only 
  “borrow” one creature at a time (in other words, he 
  cannot use multiple channeling attempts to stack 
  several creatures and take the best features of each). 
  Third, when “borrowing” the attack routines of a 
  creature, the Sea Lord uses his own Base Attack 
  Bonus and current ability scores, but does not gain 
  additional iterative attacks based upon his BAB (he 
  is considered to be using natural weaponry). The 
  Sea Lord may dismiss any or all powers at any time 
  before their natural expiration.  
  First Pearl of Yarris (Su): Beginning at 4th 
  level, a Sea Lord may spend a use of channeling and 
  utilize the skill ranks of any Medium-size aquatic 
  Humanoid. The channeling damage is applied 
  to determine the duration (which is measured in 
  minutes). Activating this power is a standard action.
  Spells (Sp): Beginning at 4th level, the Sea Lord 
  gains the ability to cast a small number of divine 
  spells, which are drawn from the Holy Champion 
  and Sea Lord spell lists. A Sea Lord must choose and 
  prepare his spells in advance. To prepare or cast a 
  spell, a Sea Lord must have a Wisdom score equal to 
  at least 10 + the spell level. The Difficulty Class for 
  a saving throw against a Sea Lord’s spell is 10 + the 
  spell level + the Sea Lord’s Wisdom modifier. Like 
  other spellcasters, a Sea Lord can cast only a certain 
  number of spells of each spell level per day. His base 
  daily spell allotment is given on Table HC-14: The 
  Sea Lord. In addition, he receives bonus spells per 
  day if he has a high Wisdom score. When the table 
  indicates that the Sea Lord gets 0 spells per day of 
  a given spell level, he gains only the bonus spells he 
  would be entitled to based on his Wisdom score for 
  that spell level. The Sea Lord does not have access 
  to any domain spells or granted powers, as a cleric 
  does. A Sea Lord prepares and casts spells the way 
  a cleric does, though he cannot lose a prepared spell 
  to spontaneously cast a cure spell in its place. A Sea 
  Lord may prepare and cast any spell on his spell list, 
  provided that he can cast spells of that level, but he 
  must choose which spells to prepare during his daily 
  meditation. Through 3rd level, a Sea Lord has no 
  caster level. At 4th level and higher, his caster level is 
  one-half his Sea Lord class level.
  Second Pearl of Yarris (Su): Beginning at 
  6th level, a Sea Lord spend a use of channeling 
  to utilize any feats and the natural armor of any 
  Medium aquatic Monstrous Humanoid or Animal, 
  as well as any creature of a type mentioned in the 
  previous Pearl. The channeling damage is applied 
  to determine the duration (which is measured in 
  minutes). Activating this power is a standard action.
  Third Pearl of Yarris (Su): Beginning at 8th 
  level, a Sea Lord may spend a use of channeling 
  to utilize the attack routines (excluding special 
  attacks such as Swallow Whole) of any Small, 
  Medium, or Large aquatic Plant or Vermin, as well 
  as any creature of a type mentioned in the previous 
  Pearls. The Sea Lord cannot utilize more limbs than 
  he normally possesses. The channeling damage is 
  applied to determine the duration (which is measured 
  in minutes). 
  Table HC-14: Holy Champion of Yarris: The Sea Lord Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st 
  +1
  +2
  +2
  +0
  Aura of Faith, The Sea is My Home
  -
  -
  -
  -
  2nd 
  +2
  +3
  +3
  +0
  Channeling, Divine Grace
  -
  -
  -
  -
  3rd
  +3
  +3
  +3
  +1
  Divine Health, Yarris’ Embrace
  -
  -
  -
  -
  4th
  +4
  +4
  +4
  +1
  At One with the Sea, Divine Grace, First Pearl of Yarris
  0
  -
  -
  -
  5th
  +5
  +4
  +4
  +1
  0
  -
  -
  -
  6th
  +6/+1
  +5
  +5
  +2
  Second Pearl of Yarris
  1
  -
  -
  -
  7th
  +7/+2
  +5
  +5
  +2
  1
  -
  -
  -
  8th
  +8/+3
  +6
  +6
  +2
  Third Pearl of Yarris
  1
  0
  -
  -
  9th
  +9/+4
  +6
  +6
  +3
  1
  0
  -
  -
  10th
  +10/+5
  +7
  +7
  +3
  At One with the Sea (Advanced), Fourth Pearl of Yarris
  1
  1
  -
  -
  11th
  +11/+6/+1
  +7
  +7
  +3
  1
  1
  0
  -
  12th
  +12/+7/+2
  +8
  +8
  +4
  Aura of Courage, Fifth Pearl of Yarris
  1
  1
  1
  -
  13th
  +13/+8/+3
  +8
  +8
  +4
  1
  1
  1
  -
  14th
  +14/+9/+4
  +9
  +9
  +4
  Sixth Pearl of Yarris
  2
  1
  1
  0
  15th
  +15/+10/+5
  +9
  +9
  +5
  2
  1
  1
  1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Seventh Pearl of Yarris
  2
  2
  1
  1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  2
  2
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Eighth Pearl of Yarris
  3
  2
  2
  1
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  3
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Ninth Pearl of Yarris
  3
  3
  3
  3
  CORE CLASSES IN ARCANIS ▪ Holy Champion: Yarris
  
  133
  At 12th level, this ability includes the reach of 
  the chosen creature if that reach is greater than the 
  Sea Lord’s natural reach. At 16th level, this ability 
  is not limited by the number of limbs (for example, 
  an 8th level Sea Lord that manifests a Large octopus 
  would get two tentacle attacks and a bite attack. At 
  16th level, the same character would get 8 tentacle 
  attacks and a bite attack, though six of the arms 
  would appear and then disappear once the attack had 
  been executed). 
  Note the rules for combining natural and 
  manufactured-weapon attacks do apply; the Sea Lord 
  is considered to be using natural weaponry when he 
  uses this ability.  Activating this power is a standard 
  action.
   
  Fourth Pearl of Yarris (Su): Beginning at 10th 
  level, a Sea Lord may spend a use of channeling to 
  utilize the sensory qualities (such as low-light vision, 
  darkvision, blindsense, and tremorsense) of any 
  Small, Medium, or Large aquatic Giant, as well as any 
  creature of a type mentioned in the previous Pearls. 
  The channeling damage is applied to determine the 
  duration (which is measured in minutes). Activating 
  this power is a standard action.
  Aura of Courage (Ex): Beginning at 12th level, 
  a Sea Lord is immune to fear (magical or otherwise). 
  Each ally within 10 feet of him gains a +4 morale 
  bonus on saving throws against fear effects. This 
  ability functions constantly as long as the Sea Lord is 
  conscious, but not if he is unconscious or dead.
  Fifth Pearl of Yarris (Su): Beginning at 12th 
  level, a Sea Lord may spend a use of channeling 
  to utilize any of the extraordinary Special Attacks 
  or Special Qualities possessed by any Tiny through 
  Huge aquatic Ooze, as well as any creature of a type 
  mentioned in the previous Pearls. The channeling 
  damage is applied to determine the duration (which 
  is measured in minutes). Activating this power is a 
  standard action. 
  Sixth Pearl of Yarris (Su): Beginning at 14th 
  level, a Sea Lord may spend a use of channeling 
  to gain the physical statistics (Strength, Dexterity, 
  and/or Constitution) of his choice of any Tiny 
  through Huge aquatic Aberration, as well as any 
  creature of a type mentioned in the previous Pearls. 
  The channeling damage is applied to determine the 
  duration (which is measured in minutes). Activating 
  this power is a standard action.
  Note: The ability scores borrowed are treated as 
  a substitution for the Sea Lord’s own ability scores; 
  any non-intrinsic bonuses (such as enhancement 
  bonuses) carry over, but intrinsic bonuses and 
  increases do not.
  Seventh Pearl of Yarris (Su): Beginning at 16th 
  level, a Sea Lord may spend a use of channeling 
  to utilize any of the extraordinary Special Attacks 
  or Special Qualities possessed by any Diminutive 
  through Gargantuan aquatic Magical Beast, as 
  well as any creature of a type mentioned in the 
  previous Pearls. The channeling damage is applied 
  to determine the duration (which is measured in 
  minutes). Activating this power is a standard action. 
  Eighth Pearl of Yarris (Su): Beginning at 18th 
  level, a Sea Lord may spend a use of channeling 
  to gain the supernatural Special Qualities (such 
  as Regeneration or Damage Reduction) of any 
  Diminutive through Gargantuan water elemental (see 
  Core Rulebook III), as well as any creature of a type 
  mentioned in the previous Pearls. The channeling 
  damage is applied to determine the duration (which 
  is measured in minutes). Activating this power is a 
  standard action. 
  Ninth Pearl of Yarris (Su): At 20th level, a 
  Sea Lord spend a use of channeling in a manner that 
  targets his own person. If the maximum HD affected 
  equals or exceeds his character level, the Sea Lord 
  can utilize any or all of the abilities and attributes, 
  including all extraordinary and supernatural abilities, 
  of any aquatic Outsider of any size (from Fine all the 
  way to Colossal), as well as any creature of a type 
  mentioned in the previous Pearls. The channeling 
  damage is applied to determine the duration (which 
  is measured in minutes). Activating this power is a 
  standard action.  
  Holy Champion: Yarris  ▪ CORE CLASSES IN ARCANIS
  Table HC-14-1: The Pearls of Yarris
  Pearl
  Smallest size category
  Largest size category
  Creature type added
  First
  Medium
  Medium
  Humanoid
  Second
  Medium
  Medium
  Animal, Monstrous 
  Humanoid
  Third
  Small
  Large
  Plant, Vermin
  Fourth
  Small
  Large
  Giant
  Fifth
  Tiny
  Huge
  Ooze
  Sixth
  Tiny
  Huge
  Aberration
  Seventh
  Diminutive
  Gargantuan
  Magical Beast
  Eighth
  Diminutive
  Gargantuan
  Water Elemental (only)
  Ninth
  Fine
  Colossal
  Outsider
  
  134
  Patrician
  Throughout Arcanis, there are men and 
  women of noble families who train in the various 
  arts of politics, law, and etiquette with the hope 
  that they can support and ultimately enhance 
  their family’s power and social standing.  While 
  possibly showing talents for war, faith, or magic, 
  those that follow the path of the Patrician become 
  the consummate courtiers of the Arcanis ruling 
  class.  Some are even accepted into dwarven 
  holds and select Elorii cities.  For those lucky 
  few, diplomacy becomes a weapon sharper than 
  a sword and their words become more damaging 
  than any spell.  While a Patrician may not be 
  as proficient on the battlefield as a warrior, a 
  competent Patrician may be able to prevent any 
  unnecessary conflict before it begins.
  Adventures:  Patricians prefer the halls of 
  power to the daily travels of most adventures, but 
  there are many reasons why one of noble birth 
  may choose a life on the road.  Some may have 
  been sent to small provinces to prove themselves, 
  while others simply seek a more worldly education 
  than that found in the classroom.  A few have also 
  found disfavor, either from their family or the 
  royal court, and travel to avoid the shame.  When 
  they do adventure, Patricians tend to become the 
  focus of small communities or groups.  While 
  adventuring, they seek to maintain or enhance 
  their personal reputation and status along with that 
  of their family. 
  Characteristics:  Patricians are masters of 
  social manipulation.  They have the opportunity to 
  become highly skilled in both social and academic 
  skills.  Most become scholars or diplomats and 
  a select few gravitate toward a more roguish 
  lifestyle.  
  Patricians have contacts with people in all 
  social castes.  If they don’t personally have a 
  contact where they need one, they know someone 
  who does.  From this network, they can find out 
  useful information or gain access to individuals 
  who are normally very difficult to find or converse 
  with.  The Patrician also possesses the ability 
  to inspire allies with his presence or praise, and 
  Patricians excel at coordinating the activities of 
  small groups.  Many Patricians learn to use their 
  reputation as a weapon and learn the secrets of 
  commanding and coordinating large groups of 
  people.  While they may not be as physically strong 
  in combat as some classes or possess the magical 
  abilities of others, they do radiate a commanding 
  social presence that is hard to ignore.
  Background:  Patricians can be found in all 
  areas of the former Coryani Empire, including 
  Canceri.  In these cultures, a person often has the 
  luxury to study various topics including social 
  manipulation.  Further, in these particular areas, 
  there is a socio-political structure that supports 
  people who excel in politics.  
  Races:  While there is a loose structure of 
  nobility among the dwarves and Elorii, their 
  concepts of leadership shun this type of profession, 
  as their culture focuses more on ability and 
  achievement than social graces. 
  Other Classes: Patricians find uses for every 
  other class and usually have a good eye for 
  gauging the strengths of others.  Patricians can 
  bring out the best or the worst in people.  For 
  this reason, they are loved, hated, feared, and 
  respected by other classes … depending on their 
  interactions.  
   
  Game Rules Information:
  Patricians have the following game statistics.
  Abilities:  A high Charisma influences the 
  Patrician’s ability to manipulate social situations 
  and a high Intelligence aids his academic skills.  
  Hit Die: d6
  Skill Points at 1st Level: (6 + Intelligence 
  modifier) x 4
  Skill Points:  6+ Intelligence modifier
  Class Skills: The Patrician’s class skills (and 
  the key ability for each skill) are: Appraise (Int), 
  Black Market (Wis), Bluff (Cha), Concentration 
  (Con), Craft (Int), Decipher Script (Int), Diplomacy 
  (Cha), Gather Information (Cha), Intimidate (Cha), 
  Knowledge (all skills, taken individually) (Int), 
  Listen (Wis), Perform (any) (Cha), Profession 
  (Wis), Ride (Dex), Research (Int), Sense Motive 
  (Wis), and Speak Language (Int).
  Starting Wealth: 2d4x10 gp + 6d8x10 gp 
  (from the Gentry feat) 
  Weapons 
  and 
  Armor 
  Proficiencies: 
  Patricians are proficient with all simple weapons. 
  In addition, they gain proficiency with one of 
  the following: Any single martial weapon of 
  the character’s choice or the chosen weapon of 
  his deity.  Alternately, the Patrician may choose 
  Exotic Weapon Proficiency (flintlock pistols) en 
  lieu of either the martial or deity-specific weapon. 
  Patricians are proficient in light armor, but not 
  medium or heavy armor. They are not proficient 
  with shields.
  Allowance: Starting at 4th level, the Patrician 
  gains a monetary allowance from his family to 
  help him make the appropriate impression on 
  others.  Each adventure, the character receives his 
  Charisma modifier times his Patrician level times 
  10 gold pieces to spend on lifestyle, bribes, and 
  anything else that might increase his standard of 
  living.  At 12th level, this money is doubled, and 
  at 20th level it is tripled.  (For example, a 7th-level 
  Patrician with a Charisma of 18 would receive 
  4 x 7 x 10 = 280 gold pieces per adventure for 
  his allowance.) This money may not be spent 
  on anything tangible (except for mundane, but 
  fashionable clothing) or for any type of NPC 
  spellcasting.  The Patrician may use this money 
  to upgrade the lifestyle of his companions, but 
  he may not bribe, loan, or gift any of these 
  funds to them.  Unspent money gained from the 
  allowance is returned to the family at the end 
  CORE CLASSES IN ARCANIS ▪ Patrician
  
  135
  of the adventure.  Any personal items purchased 
  during the adventure are also returned to the 
  family, including clothing.  All bribes are made in 
  the name of the family, not the character, so the 
  benefits of such activities will revert back to the 
  family after the adventure is complete. 
  Coordinate:  Patricians are skilled at 
  organizing large or small groups into workforces 
  with a common purpose.  When able to give 
  direction regarding a task, or when able to lend 
  physical support to another, the Patrician can 
  provide a circumstance bonus to those carrying 
  out that task by making use of the Aid Another 
  action.  This bonus is an additional boon to the 
  normal “aid another” bonus of +2, and it increases 
  as the Patrician gains levels.  The Patrician’s extra 
  boon is +1 at 3rd level, +2 at 7th level, +3 at 11th 
  level, +4 at 15th level, and +5 at 19th level. This 
  ability may not be used in any combat situation.
  Educated:  Patricians have the time to study 
  the intricacies of any subject that they wish to 
  study in depth.  Any time a Patrician selects the 
  Skill Focus feat and chooses any skill that is a 
  Patrician class skill, he receives a +6 bonus to that 
  skill instead of the normal +3 bonus from the feat. 
  This bonus completely replaces the normal Skill 
  Focus feat for the Patrician for his class skills, and 
  he may not choose to take Skill Focus twice for 
  the same skill to gain this bonus twice. This bonus 
  applies only if the character’s Patrician level is 
  his highest character level (e.g., if the character is 
  a Patrician 4/Rogue 4, he loses the +6 bonus and 
  it reverts back to the normal +3 bonus from Skill 
  Focus until such time as Patrician is once again his 
  highest class level). 
  Estate:  Every noble family has an estate 
  where the Patrician character was born, and 
  which he considers home.  The character 
  must select his home city (or province if it 
  is a rural estate) where the family estate is 
  found and log the choice on his character 
  sheet.  For character background, it would 
  be appropriate for the player to work with 
  the GM on the specifics of the estate. The 
  Patrician gains a +1 circumstance bonus on 
  all Gather Information skill checks within 
  his home city (or province).  Note: if the 
  estate is in a rural province, then the bonus 
  only applies to the rural villages and manors, 
  not to any cosmopolitan area in the province. 
  Also, whenever the character adventures 
  within his home city (or province), he may 
  stay at the family estate free of cost, and 
  the Patrician’s family pays for all taxes 
  for entry or movement into or through the 
  city.  At 3rd level, and for every three levels 
  after that, the Patrician may invite one 
  comrade to stay with him at the family estate 
  and enjoy these same benefits (excluding 
  the Gather Information skill check bonus). 
  These bonuses apply only if the character’s 
  Patrician level is his highest character level 
  (e.g., if the character is a Patrician 4/Rogue 
  4, he loses the benefits of this ability until such 
  time as Patrician is once again his highest class 
  level).   At 17th level, the Patrician gains a second 
  Estate in a different location, which he may 
  describe as his family’s “summer home.”
  Eyes and Ears:  At 2nd level, and every 
  four levels thereafter, the Patrician may select a 
  city (or province) that she has visited, including 
  her home city, in which to establish a network 
  of contacts.  These contacts are people who 
  have agreed to become allies and informants 
  in exchange for financial or political backing.  
  Within the selected city (or province), the 
  Patrician gains a +2 circumstance bonus on Bluff, 
  Gather Information, and Diplomacy skill checks. 
  These bonuses stack with those provided by 
  the Patrician’s Estate class ability. Furthermore, 
  the Patrician has the ability to call in favors 
  from her contacts.  Favors may include gaining 
  important information or documents quickly, 
  gaining temporary legal authority, gaining the 
  loan of equipment or troops, acquiring needed 
  NPC spellcasting, or other favors subject to the 
  discretion of the GM.  Calling in a favor requires 
  a Charisma check to determine if the character has 
  the political clout necessary to gain the favor, and 
  this check can be modified by prior contact with 
  the person who is supplying the favor.  The DC for 
  the Charisma check is based upon the complexity 
  or inherent danger or cost of the favor.  A DC of 
  10 is required for a simple task or inexpensive 
  aid (less than 50gp), while a DC of 25 would be 
  used for a dangerous, complex, or illegal action 
  or for expensive aid (over 200gp).  DCs over 30 
  would represent potentially treasonous actions 
  and extremely expensive aid (more than 1000gp). 
  This is not a skill check, and the character may 
  Patrician  ▪ CORE CLASSES IN ARCANIS
  
  136
  not take 10 or take 20 on the roll.  When this class 
  feature is gained subsequent times, the player 
  may choose to have the favor apply to the original 
  city (or province) selected, or to a new location.  
  If applied to a previously-chosen location, the 
  character gains an additional +2 bonus on Bluff, 
  Gather Information, and Diplomacy skill checks 
  while in the selected location.  In addition, she 
  may call in a favor one additional time during 
  each adventure set within that location, and she 
  gains a +3 circumstance bonus to her Charisma 
  check to gain the favors.  The bonus for Eyes and 
  Ears may be stacked a total of four times to the 
  same location, or five different locations may be 
  chosen, or any combination.
  Gentry: The Patrician gains the Gentry feat 
  as a bonus feat. This benefit is gained only if 
  the Patrician class is taken at first level.  If the 
  Patrician class is taken as a multi-class option, the 
  Gentry feat is not gained. 
  Improved Leadership:  At 13th level, the 
  Patrician gains the Improved Leadership feat 
  for free provided that she meets all the feat’s 
  prerequisites. 
  Leadership: The Patrician gains the 
  Leadership feat as a bonus feat at 5th level.  Even 
  though this feat normally requires a character to 
  be 6th level, a Patrician learns to become a leader 
  earlier than most, and thus the level requirement 
  is lowered.
  Loyal Servant:  At 8th level, the presence of a 
  Patrician can inspire his servants, providing them 
  a +1 morale bonus on attack rolls, damage rolls, 
  saving throws, and skill checks as long as they 
  are within 10 feet of the Patrician.  At 16th level 
  this bonus increases to +2.  This benefit normally 
  applies only to the followers and/or cohort of the 
  Patrician, but other PCs may gain this benefit by 
  swearing a Sarishan oath to follow the Patrician 
  character as a loyal servant.  If the PC taking the 
  oath ever disobeys or ignores a direct order from 
  the Patrician, then that PC immediately suffers a 
  -4 divine penalty on all attack rolls, damage rolls, 
  saving throws, and skill checks, regardless of his 
  distance from the Patrician.  This curse cannot be 
  lifted until the PC apologizes to the Patrician and 
  remains a faithful servant for one full month (32 
  days).  All such oaths and curses must be noted 
  on the character’s documentation when sworn or 
  received.
  Patrician Advantage:  This title encompasses 
  a number of different abilities.  The Patrician may 
  select one of the following benefits at levels 3, 7, 
  11, 15, and 19.  
  • 
  Arcane Aid (Su):  Through academic 
  study with the finest tutors, the Patrician acquires a 
  profound knowledge of magic.  A Patrician may use 
  this knowledge to aid spellcasters by encouraging 
  their efforts or giving specific directions.  To use 
  this ability, the Patrician must ready an action to 
  aid the spellcaster.  Once the spellcaster begins his 
  spell, the Patrician must succeed on a Knowledge 
  (arcana) skill check (DC 15 + the level of the 
  spell being cast).  If successful, the Patrician may 
  Table 3-13: The Patrician Advancement Table
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Gentry, Educated, Estate
  2nd
  +1
  +0
  +0
  +3
  Eyes and Ears, Skilled
  3rd
  +1
  +1
  +1
  +3
  Coordinate +1, Patrician Advantage
  4th
  +2
  +1
  +1
  +4
  Allowance
  5th
  +2
  +1
  +1
  +4
  Leadership
  6th
  +3
  +2
  +2
  +5
  Eyes and Ears, Skilled +1
  7th
  +3
  +2
  +2
  +5
  Coordinate +2, Patrician Advantage
  8th
  +4
  +2
  +2
  +6
  Loyal Servant +1
  9th
  +4
  +3
  +3
  +6
  Rebuke, Lesser
  10th
  +5
  +3
  +3
  +7
  Eyes and Ears, Skilled +2
  11th
  +5
  +3
  +3
  +7
  Coordinate +3, Patrician Advantage
  12th
  +6/+1
  +4
  +4
  +8
  Allowance x2
  13th
  +6/+1
  +4
  +4
  +8
  Improved Leadership
  14th
  +7/+2
  +4
  +4
  +9
  Eyes and Ears, Skilled +3
  15th
  +7/+2
  +5
  +5
  +9
  Coordinate +4, Patrician Advantage
  16th
  +8/+3
  +5
  +5
  +10
  Loyal Servant +2
  17th
  +8/+3
  +5
  +5
  +10
  Second Estate
  18th
  +9/+4
  +6
  +6
  +11
  Eyes and Ears, Skilled +4
  19th
  +9/+4
  +6
  +6
  +11
  Coordinate +5, Patrician Advantage
  20th
  +10/+5
  +6
  +6
  +12
  Allowance x3
  CORE CLASSES IN ARCANIS ▪ Patrician
  
  137
  then modify the save DC of the spell, or any 
  caster level check required by the caster, up to an 
  amount equal to the circumstance bonus gained 
  from his Patrician Coordinate class ability.  This 
  bonus may not be split between the two aspects 
  of the spell.  It must be applied to one or the 
  other.  Unlike the standard Coordinate ability, 
  Arcane Aid may be used at any time.
  • 
  Strength of Nobility (Ex): A Patrician 
  may gain strength from his family’s status.  The 
  Patrician projects a presence, which others find 
  difficult to oppose. In combat, if the Patrician 
  has not attacked or prepared to attack (by casting 
  defensive spells, for example), then anyone 
  seeking to harm the Patrician must succeed on 
  a Will save (DC 10 + one-half the Patrician’s 
  class level + the Patrician’s Charisma modifier) 
  to do so.  Any humanoid creature who fails this 
  save cannot cause physical harm to the Patrician 
  for that round.  This power does not work if the 
  Patrician is disguised or invisible and may not 
  work on all creatures.  The GM has the final say 
  over which creatures are affected by it, but as 
  a guideline most monsterous humanoids would 
  be unaffected.  If affected, however, they are 
  still free to engage in actions (such as grappling 
  or taunts) that cause no physical damage to the 
  Patrician.  The Will save may be attempted each 
  round to overcome the presence of the Patrician, 
  and once overcome, no further Will save is 
  needed.  In social situations, anyone seeking 
  to verbally assault or abuse the Patrician must 
  make a Will save (DC as above) or be forced 
  into silence for 1 minute per Patrician level.  The 
  Patrician must be present and visible during this 
  interaction for this ability to function.  
   • Tactics (Ex):  The Patrician’s ability to 
  coordinate group activities extends into combat 
  situations.  He may now apply his Patrician 
  Coordinate ability bonus to the armor class or 
  attack rolls of his allies in combat by making a 
  successful “aid another” check. To successfully 
  aid another, the Patrician must threaten the 
  opponent he is aiding against with a melee 
  weapon.
  • 
  Voice of Authority (Ex):  A Patrician can 
  call upon his power of oration to influence the 
  mood of groups of people, from small gatherings 
  to large mobs.  The number of people that may 
  be directly influenced is equal to the character’s 
  Patrician class level, but this does not preclude 
  him from trying to influence key members of 
  even larger groups.  If used on a group that is 
  too large for him to affect every single member, 
  the Patrician may select the people who are to 
  be influenced.  Everyone targeted by this speech 
  must make a Will save (DC 10 + one-half the 
  Patrician’s class level + the Patrician’s Charisma 
  modifier).  Failure means that they have been 
  influenced by the speech as per the suggestion 
  spell cast at a level equal to the Patrician’s class 
  level. This ability may not be used once combat 
  has been initiated, and the target must be able to 
  see, hear, and understand the Patrician for one full 
  round for this ability to function. This ability may 
  be countered with the bard’s countersong ability.
  • 
  Bonus Feat:  A Patrician may select 
  one of the following feats for which he meets 
  all the prerequisites en lieu of selecting one of 
  the Patrician advantages listed above.  The feats 
  are:  Alertness, Church Education, Courtesan/
  Paramour, Diplomat, Divinity’s Presence, 
  Great Fortitude, Honeyed Tongue, Improved 
  Leadership, Improved Toughness, Investigator, 
  Iron Will, Judge of Character, Lightning Reflexes, 
  Linguist, Negotiator, Persuasive, Sabbatical, Skill 
  Focus, Studious, and Toughness. 
  Rebuke Lesser (Ex):  At 9th level, the 
  Patrician learns to express his displeasure with 
  a simple glance or gesture.  This ability has two 
  primary effects.  First, this ability may be used to 
  prevent a servant or ally from making a political 
  or social gaffe.  When invoked, the servant or 
  ally must succeed on a Will save (DC 10 + one-
  half the Patrician’s class level + the Patrician’s 
  Charisma modifier) to continue with his current 
  course of action (such as having a discussion, 
  intimidation, or giving insult for example).  If the 
  save is failed, the target is rebuked and unable to 
  initiate a social interaction for a number of rounds 
  equal to the Patrician’s class level.  This power 
  does not work upon other player characters. As 
  a second function, the Patrician can socially 
  rebuke NPCs, usually other nobles, during social 
  situations.  This power only works on NPCs that 
  have the Gentry feat, Aristocrats, and/or NPCs 
  with fewer levels in the Patrician class than the 
  character initiating the rebuke.  This power is 
  ineffective in combat situations.  To initiate this 
  ability, the character makes a Charisma check 
  (DC of 10 + one-half the Aristocrat or Patrician 
  level of the character being rebuked).  This DC 
  may be further modified if the character being 
  rebuked has a good reputation (+2 to the DC) or 
  if he has a higher station or title than the rebuking 
  character (+4 to the DC for each “social rank” 
  of distance as determined by the GM).  The 
  rebuking character gains a positive modifier if 
  he possesses a granted title more prestigious than 
  his target (+4 bonus on his Charisma check). 
  If successful, the Patrician may change the 
  general attitude of the NPC toward the rebuked 
  character by one degree (such as from friendly to 
  indifferent).  Any additional attempts to use this 
  ability against the same target increase the DC of 
  the Charisma check by 5 for each attempt.  The 
  GM is the final arbiter of any such attempts, and 
  may add additional circumstance modifiers as he 
  sees fit. Val gain a +2 bonus on these rolls due to 
  their divine lineage and the inherent echoes of the 
  Gods’ power that can be heard in their voices.
  Skilled:  A Patrician has the opportunity to 
  study a number of skills during the course of his 
  lifetime.  Because of this extensive education, he 
  may acquire new class skills.  At 2nd, 6th, 10th, 
  14th, and 18th level, Patricians may select any 
  non-exclusive skill to become a new class skill 
  for them.  
  Patrician  ▪ CORE CLASSES IN ARCANIS
  
  138
  Priest
  The man in the garb of the Mother Church 
  spreading the light of Illiir to the masses of Coryan. 
  The Elorii leading her people in benedictions to 
  Belisarda as they await the return of their gods.  The 
  Myrantian whipping holy warriors of Tzizhet into a 
  frenzy before a battle in service to their dark cult.  Each 
  of these roles is filled by the Priests of Onara.  While 
  clerics are the champions of religious knowledge, it is 
  the Priests who nurture, tend, and inspire the people.  
  Not trained in combat as extensively as their clerical 
  brothers, they instead serve the gods in a more spiritual 
  way.  Their auras are strong and bright, able to heal 
  their allies or protect against their foes.  Their sermons 
  are powerful, able to cow the heretic and lift up the 
  righteous.  Do not be deceived by their lack of armor 
  and distaste for open combat.  The Priests have the 
  power of the gods upon them.
  Adventures:  As Priests are oriented more 
  towards people and less towards questing than clerics 
  or paladins, most serve in churches rather than 
  adventuring.  But some Priests feel the call of the 
  gods, and travel as wandering preachers, missionaries, 
  or healers.  Some become chaplains for a group of 
  legionnaires or cantons.  Some Priests have been 
  branded heretics, and travel about to spread word and 
  gain followers for their new faith.  Once they begin 
  their adventures, they quickly become the spiritual 
  center of their party, as much concerned with the well-
  being of their allies as with the completion of their 
  mission.
  Characteristics:  Priests exist to support and 
  inspire those who fight with them.  While at higher 
  levels a Priest can cast spells of great destruction, 
  he is not a warrior by nature.  However, with the 
  benefit of his healing powers, protective abilities, and 
  inspirational sermons, the fighters who travel with him 
  become all the more effective.  Priests of the Mother 
  Church have contacts throughout the human lands of 
  Onara, and can be sure of shelter and succor when it 
  is needed.
  Background:  Priests come from all walks of life. 
  While most Priests are members of the Mother Church 
  (in human lands) or worshippers of Belisarda (for 
  Elorii) this is not always the case, although heretical 
  Priests normally are very careful to maintain a low 
  profile.
  Races: In larger cities Priests tend to be Val, or 
  humans of noble blood, but in the smaller towns Priests 
  are often quite humble and sincere, coming from low 
  station.  There are few dark-kin and gnome Priests, 
  for few commoners would follow such people, and 
  most dwarven, ss’ressen, half-orc, and half-hobgoblin 
  Priests are concerned mostly with issues pertaining to 
  their own race, so adventurers among them are rare 
  (but not entirely unheard-of).
  Other Classes:  Priests normally have a good 
  relationship with, even a dependence on, characters 
  of other classes.  They value the fighter, ranger, 
  and paladin classes most, as these strong warriors 
  provide needed strength, especially when inspired, to 
  complement the Priest’s spellcasting skills.
  Game Rules Information:
  Priests have the following game statistics.
  Abilities:  A high Wisdom and Charisma are 
  preferred. Priests are expected not only to guide 
  their followers but also to retain a measure of skill in 
  social situations, while a high Intelligence aids their 
  academic skills.
  Hit Die: d4
  Skill Points at 1st Level: (6 + Intelligence modifier) 
  x 4
  Skill Points:  6 + Intelligence modifier
  Class Skills: The Priest’s class skills (and the key 
  ability for each skill) are Bluff (Cha), Concentration 
  (Con), Craft (Int), Decipher Script  (Int), Diplomacy 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (arcana) (Int), Knowledge (history) (Int), Knowledge 
  (nobility & royalty) (Int), Knowledge (local) (Int), 
  Knowledge (religion) (Int), Knowledge (the planes) 
  (Int), Perform (oratory) (Cha), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int).
  Starting Wealth: 2d6x10gp
  Class Features: 
  All of the following are class features of the Priest.
  Note: Except where explicitly stated otherwise, 
  priests are treated the same as clerics of the same 
  deity with regards to all beneﬁts and restrictions. 
  For example, priests gain access to the deity-speciﬁc 
  clerical spells for their deity, they may use items that 
  are restricted to clerics, male ss’ressen may not become 
  priests, etc. The deity-speciﬁc changes to the cleric 
  base class do not apply to priests, however, except 
  for the lists of available domains and the changes to 
  effective level when turning undead.
  Any time the priest’s class abilities make reference 
  to “members of the same church” or “followers of the 
  same church” that refers to the priest’s particular deity, 
  not the entire pantheon. For example, a priest of Illiir 
  does not gain the beneﬁts of his Respect class ability 
  when dealing with a follower of Larissa, even though 
  both Illiir and Larissa are part of the Mother Church of 
  the Pantheon of Man.
  Weapon and Armor Proﬁciency: Priests are only 
  proﬁcient with their deity’s favored weapon.  They are 
  not proﬁcient with any type of armor or shield (See 
  “Trust in Faith” below).  A Priest who chooses the 
  War domain receives the Weapon Focus feat related to 
  his deity’s weapon as a bonus feat. She also receives 
  the appropriate Martial Weapon Proﬁciency feat as a 
  bonus feat, if the weapon falls into that category.  If a 
  priest’s deity has multiple favored weapons, the priest 
  only may use one of them.
  Trust in Faith: Each priest must swear an Oath of 
  Faith wherein she promises to never wield a weapon 
  other than her deity’s chosen weapon.  She must also 
  swear never to don any armor or bear any shield. 
  Doing so will cause the Priest to immediately lose all 
  her supernatural, spell-like, and spellcasting abilities. 
  These punishments cannot be lifted unless and until an 
  atonement spell is cast upon the priest by a higher-level 
  member of the same church.  The priest’s vow never 
  to wear armor or carry a shield (Trust in Faith) does 
  not extend to spells or magical items that provide an 
  CORE CLASSES IN ARCANIS ▪ Priest
  
  139
  armor bonus (such as the armor of faith spell, bracers 
  of armor, etc.) On the other hand, the prohibition 
  would apply to an animated shield, because that is still 
  a physical shield.
  Aura of Faith (Ex): The power of a Priest’s 
  divine aura (see above) is equal to her Priest class 
  level plus any other class levels that provide a divine 
  aura (such as cleric or holy champion).
  Bonus Languages: All non-Elorii, non-heretic 
  Priests gain Ancient Altharin (Ancient Imperial) as an 
  automatic language. All prayers and benedictions to 
  the human gods of the Mother Church are still recited 
  in Ancient Imperial. Celestial and Infernal are bonus 
  languages for priests. 
  Spells: A Priest casts divine spells, which 
  are drawn from the Priest spell list. However, her 
  alignment may restrict her from casting certain spells 
  in ways which may be opposed to her moral or ethical 
  beliefs; see Chaotic, Evil, Good, and Lawful Spells, 
  below. A Priest must choose and prepare her spells in 
  advance (see below).
  To prepare or cast a spell, a Priest must have a 
  Wisdom score equal to at least 10 + the spell level. 
  The Difﬁculty Class for a saving throw against a 
  Priest’s spell is 10 + the spell level + the Priest’s 
  Wisdom modiﬁer.
  Like other spellcasters, a Priest can cast only a 
  certain number of spells of each spell level per day. 
  Her base daily spell allotment is given on Table 
  3-14: The Priest Advancement Table. In addition, 
  she receives bonus spells per day if she has a high 
  Wisdom score. A Priest also gets one domain spell 
  of each spell level she can cast, starting at 1st level. 
  When a Priest prepares a spell in a domain spell slot, 
  it must come from one of her domains (see Deities, 
  Domains, and Domain Spells, below).
  Priests meditate or pray for their spells. Each 
  Priest must choose a time at which she must spend 1 
  hour each day in quiet contemplation or supplication 
  to regain her daily allotment of spells. Time spent 
  resting has no effect on whether a Priest can prepare 
  spells. A Priest may prepare and cast any spell on 
  her spell list, provided that she can cast spells of that 
  level, but she must choose which spells to prepare 
  during her daily meditation.
  Deity, Domains, and Domain Spells: Unlike other 
  worlds, the gods of Arcanis have no alignment. A Priest 
  may be of any alignment and worship any God.  At 1st 
  level, the Priest chooses one domain from among those 
  belonging to her deity, gaining an additional domain at 
  5th and 10th levels.  A Priest can select an alignment 
  domain (Chaos, Evil, Good, or Law) only if her own 
  alignment matches that domain. All Priests in Arcanis 
  must be devoted to a particular deity or cult; though 
  they may be members of a particular church (The 
  Priest  ▪ CORE CLASSES IN ARCANIS
  
  140
  Mother Church of Coryan for example) they must still 
  devote themselves to one of that church’s Gods (though 
  this does not preclude the Priest from venerating the 
  other gods of that church as well).
   
  Each domain gives the Priest access to a domain 
  spell at each spell level she can cast, from 1st on up, 
  as well as a granted power. The Priest gets the granted 
  powers of each of the domains selected. With access 
  to two or more domain spells at a given spell level, 
  a Priest prepares one spell from one of her domains 
  each day in his domain spell slot. If a domain spell is 
  not on the Priest spell list, a Priest can prepare it only 
  in her domain spell slot.
  Spontaneous Casting: A good Priest can channel 
  stored spell energy into healing spells that she did 
  not prepare ahead of time. The Priest can “lose” any 
  prepared spell that is not a domain spell in order to 
  cast any cure spell of the same spell level or lower 
  (a cure spell is any spell with “cure” in its name). An 
  evil Priest can’t convert prepared spells to cure spells, 
  but can convert them to inﬂict spells (an inﬂict spell is 
  one with “inﬂict” in its name). A Priest who is neither 
  good nor evil can convert spells to either cure spells 
  or inﬂict spells (her choice). Once this choice has been 
  made, it cannot be reversed. 
  Chaotic, Evil, Good, and Lawful Spells: A 
  Priest can’t cast spells of an alignment opposed to her 
  own (if she has one). Spells associated with particular 
  alignments are indicated by the Chaotic, Evil, Good, 
  and Lawful descriptors in their spell descriptions. 
  But there are exceptions; a Priest may cast any spell 
  supplied by her domain regardless of alignment 
  restrictions. When casting summoning spells, the 
  Priest may not summon a creature of an aligned 
  subtype that does not match her own alignment. For 
  example, a good-aligned Priest may not summon 
  Fiendish creatures, and an evil-aligned priest may not 
  summon Celestial creatures.
  Channeling (Su): Beginning at 1st level, the 
  Priest can channel divine energy as a cleric would 
  channel positive or negative energy. This may be used 
  in conjunction with other feats or class abilities as 
  described elsewhere. A Priest may channel a number 
  of times per day equal to 3 plus her Charisma modiﬁer. 
  Any Priest, regardless of alignment, has the ability to 
  channel to affect undead creatures by manifesting the 
  power of his faith through her holy (or unholy) symbol 
  (see Turning or Rebuking Undead in Core Rulebook 
  I). The Priest is treated exactly as if she were a cleric 
  of the same level when turning or rebuking undead. A 
  Priest with 5 or more ranks in Knowledge (religion) 
  gets a +2 bonus on turning checks against undead.
  Rituals of the Faith (Su): Any Priest has the 
  ability to channel the power of her faith through 
  the rituals and catechisms she has been taught. She 
  uses her holy (or unholy) symbol to do so, much in 
  the same fashion that a cleric does when turning or 
  rebuking undead. A Priest receives a total number of 
  “ritual points” each day equal to 2 + her Charisma 
  modiﬁer. A Priest with 5 or more ranks in Knowledge 
  (religion) speciﬁc to her faith or church gains one 
  additional ritual point per day for each 5 ranks 
  possessed (round down).
  As a full-round action that does not provoke 
  attacks of opportunity, the Priest may spontaneously 
  cast any of the following divine spells by means 
  of her rituals of the faith. Each spell costs a certain 
  number of ritual points; if the Priest does not have 
  enough ritual points remaining to cast a particular 
  spell, then she cannot utilize that spell. These spells 
  are cast exactly as if the Priest had prepared them 
  as part of her daily spell allotment, but she does not 
  need to prepare them in advance. Regardless of their 
  normal components, spells cast in this fashion always 
  require somatic, verbal, and divine focus components, 
  and never require material components. Spells cast in 
  this fashion may not be modiﬁed by metamagic feats, 
  nor can the Priest begin a ritual of the faith and then 
  exchange it to spontaneously cast a cure or inﬂict 
  spell, as she can with her prepared spells.
  1 ritual point: guidance, light, purify food and 
  drink.
  2 ritual points: bless, comprehend languages, 
  protection from alignment (the Priest may only choose 
  an alignment that is diametrically opposed to her own 
  alignment).
  4 ritual points: align weapon, consecrate (good-
  aligned Priests only), desecrate (evil-aligned Priests 
  only), gentle repose.
  8 ritual points: create food and water, magic 
  circle against alignment (the Priest may only choose 
  an alignment that is diametrically opposed to her own 
  alignment).
  Rituals of the faith require a full-round action, 
  even if the spell effect being produced comes from 
  a spell that normally only requires a standard action. 
  However, if a ritual produces the effect of a spell that 
  normally has a casting time longer than a full-round 
  action, then the ritual takes exactly the same amount 
  of time to perform as the spell normally takes to cast.
  Performing a ritual of the faith does not provoke 
  attacks of opportunity, but this action is considered 
  a spell-like ability for all other purposes including 
  suffering damage while casting or being subject to an 
  anti-magic shell. Failed rituals still use up the speciﬁed 
  number of the Priest’s ritual points for the day.
  A Priest regains her full complement of ritual 
  points at the same time she prays for her daily 
  allotment of spells. If for some reason the Priest is 
  unable to refresh her spells, then she also does not 
  regain her ritual points. Unspent ritual points cannot 
  be “saved” or carried over from one day to the next.
  Some pantheons, churches, and gods may have 
  additional rituals that are speciﬁc to their particular 
  faith. The GM should feel free to expand the list of 
  available rituals for a home campaign, keeping in 
  mind that these effects are intended to represent the 
  “day-to-day” blessings and ceremonies performed 
  by working priests in congregations both large and 
  small. As such, rituals of the faith should generally not 
  create effects that directly cause damage or otherwise 
  attack or impair a target creature. Instead, they should 
  represent boons, protections, blessings, and other 
  simple benedictions that Priests are asked to call down 
  on behalf of their worshippers.
  CORE CLASSES IN ARCANIS ▪ Priest
  
  141
  Divine Health (Ex): At 3rd level, a Priest gains 
  immunity to all diseases, including magical diseases 
  such as mummy rot and lycanthropy.
  Dogma (Ex): By 5th level, the Priest’s mind has 
  been arranged into patterns of thought and systems of 
  belief that are hard to disrupt. She has learned to ﬁlter 
  everything that she sees to conform to the teachings 
  of her faith and the righteousness of her deity or 
  cause. As a result, she is very difﬁcult to sway from 
  her chosen course of action, gaining a +5 bonus on 
  any opposed Diplomacy checks to resolve a debate 
  or argument. For NPC Priests, the Diplomacy DC to 
  sway their attitudes is increased by +5 over the values 
  provided in Core Rulebook I. Any Val who worships 
  the god that represents her bloodline gains a +2 
  synergy bonus on these kinds of rolls, as such Val are 
  inclined to be especially dogmatic.
  Sermon (Inspire the Faithful) (Su): The Priest’s 
  words of faith can stir the hearts of the righteous and 
  shake the souls of the blasphemous. Once per day 
  per Priest level, as a standard action, the Priest may 
  pray to the faithful and damn the sacrilegious. These 
  prayers and benedictions work much like the bardic 
  music abilities, but to activate them, the Priest needs 
  a minimum number of ranks in Knowledge (religion) 
  and Perform (oratory). To affect any target(s), the 
  target(s) must be able to hear the Priest preach. The 
  effect lasts for as long as the target hears the Priest 
  and for 5 rounds thereafter.  Starting a sermon effect 
  is a standard action. While delivering a sermon, the 
  Priest cannot cast spells, activate magic items by 
  spell completion (such as scrolls), or activate magic 
  items by magic word (most rods, staves, wands, and 
  wondrous items). Just as for casting a spell with a 
  verbal component, a deaf Priest has a 20% chance 
  to fail when attempting to use sermon. If she fails, 
  the attempt still counts against her daily limit. Any 
  sermon may be countered by means of the bardic 
  countersong ability.
  A Priest with 8 ranks or more in Knowledge 
  (religion) and Perform (oratory) may inspire an ally, 
  granting that ally a +1 morale bonus on saving throws 
  against divine spells cast by opposed Priests of the 
  same church, and a +2 morale bonus against divine 
  spells cast by Priests of another church. An affected 
  ally also receives a +1 morale bonus to attack and 
  weapon damage rolls. However, if the ally is also a 
  member of that church and worships the Priest’s deity, 
  Priest  ▪ CORE CLASSES IN ARCANIS
  Table 3-14: The Priest Advancement Table
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  +0
  +0
  +0
  +2
  Aura of Faith, 
  Channeling, Rituals of 
  the Faith, Trust in Faith
  3
  1+1
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  4
  2+1
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +1
  +1
  +1
  +3
  Divine Health
  4
  2+1
  1+1
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  +1
  +1
  +4
  5
  3+1
  2+1
  —
  —
  —
  —
  —
  —
  —
  5th
  +2
  +1
  +1
  +4
  Dogma, Sermon (Inspire 
  the Faithful)
  5
  3+1
  2+1
  1+1
  —
  —
  —
  —
  —
  —
  6th
  +3
  +2
  +2
  +5
  5
  3+1
  3+1
  2+1
  —
  —
  —
  —
  —
  —
  7th
  +3
  +2
  +2
  +5
  6
  4+1
  3+1
  2+1
  1+1
  —
  —
  —
  —
  —
  8th
  +4
  +2
  +2
  +6
  6
  4+1
  3+1
  3+1
  2+1
  —
  —
  —
  —
  —
  9th
  +4
  +3
  +3
  +6
  Respect,  Privilege
  6
  4+1
  4+1
  3+1
  2+1
  1+1
  —
  —
  —
  —
  10th
  +5
  +3
  +3
  +7
  Unshakable Dogma
  6
  4+1
  4+1
  3+1
  3+1
  2+1
  —
  —
  —
  —
  11th
  +5
  +3
  +3
  +7
  Sermon (Divine 
  Inspiration)
  6
  5+1
  4+1
  4+1
  3+1
  2+1
  1+1
  —
  —
  —
  12th
  +6/+1
  +4
  +4
  +8
  6
  5+1
  4+1
  4+1
  3+1
  3+1
  2+1
  —
  —
  —
  13th
  +6/+1
  +4
  +4
  +8
  Forceful Aura
  6
  5+1
  5+1
  4+1
  4+1
  3+1
  2+1
  1+1
  —
  —
  14th
  +7/+2
  +4
  +4
  +9
  6
  5+1
  5+1
  4+1
  4+1
  3+1
  3+1
  2+1
  —
  —
  15th
  +7/+2
  +5
  +5
  +9
  6
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  2+1
  1+1
  —
  16th
  +8/+3
  +5
  +5
  +10
  Divine Presence
  6
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  3+1
  2+1
  —
  17th
  +8/+3
  +5
  +5
  +10
  6
  5+1
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  2+1
  1+1
  18th
  +9/+4
  +6
  +6
  +11
  6
  5+1
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  3+1
  2+1
  19th
  +9/+4
  +6
  +6
  +11
  Sermon (Inspiration 
  unto the Masses)
  6
  5+1
  5+1
  5+1
  5+1
  5+1
  4+1
  4+1
  3+1
  3+1
  20th
  +10/+5
  +6
  +6
  +12
  6
  5+1
  5+1
  5+1
  5+1
  5+1
  4+1
  4+1
  4+1
  4+1
  
  142
  then the bonuses from this ability increase. Such an 
  ally gains a +4 morale bonus against all spells cast by 
  worshipers of an opposed church, a +2 morale bonus 
  on attack rolls and weapon damage, and the ally is 
  considered to have the Diehard feat for as long as the 
  Priest’s sermon remains in effect. Sermon is a mind-
  affecting, language-dependent ability. A Priest cannot 
  be affected by this ability unless it is used by another 
  Priest of a higher level.
  Ranks in Knowledge (religion: priest’s speciﬁc 
  deity) may be used to qualify instead of ranks in 
  general Knowledge (religion), but ranks in both the 
  general and the deity-speciﬁc skills do not stack for 
  purposes of meeting the prerequisite numbers of ranks 
  for these abilities. In other words, a priest with 8 ranks 
  of Knowledge (religion: Nier) and 7 ranks of general 
  Knowledge (religion) could make use of the Inspire 
  the Faithful ability, which requires 8 ranks, but not 
  the Divine Inspiration or Inspiration Upon the Masses 
  abilities, which require 10 and 15 ranks respectively. 
   
  Respect (Ex): The Priest has become a noticeable 
  member of the church. When dealing with the faithful 
  (worshipers/members of the same church) the Priest 
  gains a +2 circumstance bonus to all Charisma-related 
  skill checks. 
  Privilege (Ex): When dealing with members of 
  the church, the Priest may seek aid when needed. 
  She may receive free spells from fellow clergy, but 
  is expected to repay the favor at a later date. A Priest 
  may have a spell cast upon herself or an ally (provided 
  the ally is a member of the same church) free of 
  charge. If the ally is not a member of the same church, 
  the Priest must succeed on a Diplomacy check (DC 
  15 + the level of the spell requested) to get the spell 
  cast on that ally for free. The requested spell can not 
  be of a higher level then one-third the Priest’s class 
  level (rounded down) plus her Charisma modiﬁer. 
  This favor must be repaid in service by the Priest. 
  This service lasts for 2 days per spell level requested. 
  The Priest is expected to repay the favor within a 
  reasonable amount of time (generally one month) 
  unless the Priest has some pressing business which 
  clearly has the church’s interests in mind. Regardless 
  of any extenuating circumstances, this favor must be 
  repaid within a year. The Priest may only have a few 
  (1 + her Charisma modiﬁer) outstanding favors at any 
  one time.
  Unshakable Dogma (Ex): By 10th level, 
  the Priest has achieved supreme conﬁdence in the 
  righteousness of her beliefs and in the unassailable 
  correctness of her goals and aims. Attempts to compel 
  or control her magically are much more difﬁcult, 
  because she has fortiﬁed his mind against those who 
  would seek to undermine her faith’s teachings. The 
  Priest gains a +10 bonus on Will saves against charm 
  and compulsion effects. This bonus does not apply if 
  the effect is being created by a member of the Priest’s 
  own faith who outranks her in the hierarchy, however, 
  as she has learned to implicitly trust the leaders of her 
  own church. Sometimes the most insidious corruption 
  comes from within.
  Sermon (Divine Inspiration) (Su): Subject to 
  the limits described above, a Priest with 10 ranks or 
  more in Knowledge (religion) and 13 or more ranks 
  in Perform (oratory) may affect one ally per Priest 
  level with the effects of Inspire the Faithful, provided 
  that all of the allies to be affected are within 30 feet 
  of the Priest. 
  Forceful Aura (Su): The Priest’s Aura of Faith 
  becomes a beacon for the faithful and a bane of the 
  blasphemous. The Priest spend a use of channeling 
  to produce a circle of protection keyed to her own 
  alignment. The duration of this ability is measured 
  in minutes and is equal to the amount of channeling 
  damage rolled. The Priest must choose the type of 
  circle when using this power (e.g. a lawful good 
  Priest may create a circle of protection vs. evil or vs. 
  chaos). When using this power, the Priest’s religious 
  component of her Aura of Faith is detectable by 
  any magic or abilities that can normally detect this 
  component even if the Priest would otherwise be 
  magically concealing or misdirecting her aura.
  Divine Presence (Su):  At 16th level, a Priest 
  spend a use of channeling to empower her aura of 
  faith and focus it outward, creating a beacon of power 
  for the faithful which can not be denied. All members 
  of the same church gain a +2 holy bonus to all rolls, 
  but those who worship the same god as the Priest are 
  truly blessed: they are also healed a number of hit 
  points equal to the Priest’s channeling damage, and 
  any stun or hold effects affecting them are instantly 
  negated. This ability affects all allies within 20 feet 
  plus 5 feet per Priest level, and lasts for 1 minute per 
  Priest level.         
  Sermon (Inspiration upon the Masses) (Su): 
  Subject to the limits described above, a Priest with 
  15 ranks or more in Knowledge (religion) and 15 
  or more ranks in Perform (oratory) may inspire 
  any number of allies provided they remain within 
  hearing range. Those allies who worship the same 
  deity and are members of the Priest’s church remain 
  inspired for one hour after the Priest has ceased 
  using this ability.
  CORE CLASSES IN ARCANIS ▪ Priest
  Optional Rule for Priests: If you have the 
  Magic of Arcanis sourcebook, you should consider 
  allowing the priest to spend two of her daily channel-
  ing attempts instead of one when using her Forceful 
  Aura ability and thereby create her choice of either a 
  magic circle against Infernals or magic circle against 
  undead spell (see page 184 of Magic of Arcanis). 
  This optional rule is used in LIVING ARCANIS but 
  only if a copy of the sourcebook is at the table for the 
  GM’s reference.
  
  143
  This chapter introduces a handful of new skills 
  and also provides additional information on the use of 
  existing skills within the world of Arcanis. Information 
  is also provided about regional class skills, which all 
  characters receive based on their country and region 
  of origin.
  For the new skills in this chapter, consult Table 
  4-1: Class and Cross-Class Skills to determine if 
  they are class skills or cross-class skills for each of 
  the base classes (including the base classes from Core 
  Rulebook I and the psionics rules, as well as the NPC 
  classes and prestige classes from Core Rulebook II).
  Class and Cross Class Skills  ▪ SKILLS
  Chapter Four
  Skills
  Table 4-1: Class and Cross-Class Skills                                                                                    
              
  Base classes from the core rules
  Skill
  Key 
  Ability
  Untrained
  Adp
  Ari
  Bbn Brd
  Clr Com Drd
  Ftr Mnk Pal
  Rgr Rog
  Sor War Wiz
  Black Market
  Wis
  No
  ●
  ●
  Craft
  Int
  Yes
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Craft (flintlocks)
  Int
  No
  ●
  Examine Martial 
  Technique
  Wis
  No
  ●
  ●
  ●
  Knowledge
  Int
  No
  ●
  ●
  ●
  ○
  ○
  ○
  ○
  ○
  ○
  ●
  Profession
  Wis
  No
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Profession (gunner)
  Wis
  No
  Research
  Int
  Yes
  ●
  ●
  ●
  Base classes from the psionics rules
  Skill
  Key  
  Ability
  Untrained
  Seer Shaper Kineticist Egoist Nomad Telepath
  Psychic  
  Warrior Soulknife Wilder
  Black Market
  Wis
  No
  Craft
  Int
  Yes
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Craft (flintlocks)
  Int
  No
  ●
  Examine Martial Technique
  Wis
  No
  ●
  ●
  ●
  Knowledge
  Int
  No
  ●
  ●
  ●
  ●
  ●
  ●
  ○
  ○
  ○
  Profession
  Wis
  No
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Profession (gunner)
  Wis
  No
  Research
  Int
  Yes
  Prestige classes from the core rules
  Skill
  Key 
  Ability
  Untrained AAr
  ATr
  Arm
  Asn
  Bgd
  DDi
  Dls
  DDf EKn Hrp HWl
  Lor MTh Shd
  Thm
  Black Market
  Wis
  No
  ●
  Craft
  Int
  Yes
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Craft (flintlocks)
  Int
  No
  Examine Martial 
  Technique
  Wis
  No
  Knowledge
  Int
  No
  ●
  ●
  ○
  ●
  ○
  ○
  ○
  ●
  ○
  ○
  Profession
  Wis
  No
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Profession 
  (gunner)
  Wis
  No
  Research
  Int
  Yes
  ●
  ● Class skill
  ○ These skills or specializations are class skills
  
  144
  New Skills: A small number of new skills (and 
  new options for existing skills) are presented in 
  this chapter. Table 4-2: New Skills lists them, and 
  provides information about the key ability associated 
  with each skill and whether or not a character may 
  attempt to make an untrained skill check with that 
  skill.
  Table 4-2: New Skills
  Skill
  Untrained
  Key Ability
  Black Market
  No
  Wis
  Craft
  Yes
  Int
  Craft (flintlocks)
  No
  Int
  Examine Martial 
  Technique
  No
  Wis
  Knowledge
  No
  Int
  Profession
  No
  Wis
  Profession (gunner)
  No
  Wis
  Research
  Yes
  Int
  Skill Descriptions
  BLACK MARKET (Wis; Trained Only)
   
  The markets of the city are not the only 
  places of commerce; there are other, shadier places 
  where almost anything can be bought and sold for 
  the right price. Blast powder, flintlocks taken from 
  the hand of a dead Val, books of forbidden lore, 
  secrets, favors, and all manner of rare, unusual, and 
  illegal items: these things and many more can had (or 
  disposed of) if you know whom to ask and where to 
  look. 
   
  Black Market is a class skill for assassins, 
  bards, and rogues. It is a cross-class skill for all other 
  classes.
   
  Check: The base DC to buy or sell an illegal 
  item is 15. This DC should be used when local laws 
  technically prohibit the sale or possession of the object 
  in question, but these laws are not strictly enforced. If 
  the items in question are carefully controlled by local 
  authorities, the GM should increase the DC by 5, 10, 
  or even more as appropriate.
   
  When trying to buy or sell illegal items, roll 
  a Black Market skill check and consult Table 4-3: 
  Buying Illegal Goods or Table 4-4: Selling Illegal 
  Goods below. You may not take 10 or take 20 on 
  Black Market skill checks. 
   
  Retry: You may not retry an attempt to buy 
  or sell the same item in the same city more than once a 
  week. You may, however, make a check for a different 
  item.
   
  Special: A character using this skill outside 
  his home region suffers a –5 circumstance penalty on 
  Black Market skill checks. Characters with at least 
  5 ranks in the Gather Information skill receive a +2 
  synergy bonus on Black Market checks. 
   
  Blast powder is controlled even more tightly 
  than most other sorts of illegal items. The Republic 
  of Altheria has a vested interest in trying to maintain 
  its monopoly on this rare and powerful substance. For 
  purposes of the Black Market skill, 5 shots’ worth 
  of blast powder count as one item. A single flintlock 
  weapon (pistol, rifle, blunderbuss, or scattergun) 
  counts as one item. The base DC for buying and 
  selling blast powder is 25, and the base DC for buying 
  and selling flintlock weaponry of any kind is 20.
   
  This skill may not be used to buy or sell 
  legal items. It is only usable with illegal items.  If a 
  character can buy or sell a particular item on the open 
  market then the Black Market skill may not be used to 
  buy or sell that same item.
  The most common uses of the Black Market skill 
  are in dealing with blast powder, flintlock weapons, 
  heretical or otherwise dangerous texts, and poisons, 
  although various other types of items (and even 
  intangibles, such as secrets) might be appropriate for 
  particular cities, countries, or circumstances as the 
  GM determines.
  Although it is illegal to commit theft in most 
  jurisdictions, the mere fact that an item is stolen does 
  not necessarily make the item “illegal” for purposes 
  of this skill unless the item is especially rare or has 
  some other identifying feature that cannot easily be 
  hidden and which the GM agrees would prevent the 
  item from being placed on the open market.
  Table 4-3: Buying Illegal Goods
  Check Result
  Outcome
  Failed by 
  10 or more
  You asked the wrong people, or maybe 
  you got too close to the right people. You 
  are detained by the local authorities for a 
  night, and all illegal items on your person 
  are confiscated. Anyone assisting you is 
  also detained, and their illegal items are 
  confiscated as well. Each arrested character 
  spends 1 day in jail plus an additional 
  5 days for each illegal item confiscated. 
  Certain illegal items, when found by 
  the authorities, may have more extreme 
  penalties associated with them. Check your 
  local laws for details.
  Failed by  
  less than 10
  No luck. You don’t find any good leads, but 
  you manage to stay out of trouble.
  Succeeded by  
  5 or less
  You find someone who has the item you 
  want and is willing to part with it… for the 
  right amount of money. You must pay four 
  times the regular market price.
  Succeeded by  
  6 to 10
  You find someone who has the item you 
  want, but there are other potential buyers 
  sniffing around as well. You must pay three 
  times the regular market price. 
  Succeeded by 
  11 to 15
  You find someone who has the item you 
  want and is interested in making a deal. You 
  must pay twice the regular market price.
  Succeeded by  
  16 to 20
  You find a seller who wants to get rid of 
  the item as much as you want to buy it. 
  The item can be purchased for the regular 
  market price.
  Success by  
  21 or more
  You find someone who desperately wants 
  to get rid of the item. You talk him into 
  selling the item to you at half the regular 
  market price.
  SKILLS ▪ Black Market
  
  145
  Table 4-4: Selling Illegal Goods
  Check Result
  Outcome
  Failed by  
  10 or more
  You asked the wrong people, or maybe 
  you got too close to the right people. 
  You are arrested by the local authorities, 
  and all illegal items on your person 
  are confiscated. Anyone assisting you 
  is also detained, and their illegal items 
  are confiscated as well. Each arrested 
  character spends 30 days in jail, plus an 
  additional 5 days for every illegal item 
  confiscated. Certain illegal items, when 
  found by the authorities, may have more 
  extreme penalties associated with them. 
  Check your local laws for details.
  Failed by  
  less than 10
  No luck. You don’t find any good leads, 
  but you manage to stay out of trouble.
  Succeeded by  
  5 or less
  You find someone who is willing to take 
  the item off your hands, but you can get 
  only one-fourth of the regular selling 
  price.
  Succeeded by  
  6 to 9
  You find someone who is moderately 
  interested in buying the item from you, but 
  you can get only one-half of the regular 
  selling price.
  Succeeded by  
  11 to 15
  You find someone who is reasonably 
  interested in buying the item from you, 
  but you can get only three-fourths of the 
  regular selling price.
  Succeeded by  
  16 or more
  You find someone who wants to buy the 
  item as badly as you want to get rid of it. 
  You are able to sell the item at its normal 
  selling price.
  CRAFT (Int)
   
  As explained in the core D&D rules, Craft is 
  actually a number of separate skills. Below is a list of 
  common craft skills found throughout Onara.
  • Alchemy
  • Armorsmithing
  • Arrow making (Fletchery)
  • Basket weaving
  • Blacksmithing 
  • Bookbinding 
  • Bowmaking (Bowyery)
  • Brassmaking
  • Calligraphy
  • Carpentry
  • Cartwrighting
  • Chandlery (Candlemaking)
  • Cobbling (Shoemaking)
  • Coopering
  • Coppersmithing
  • Drawing
  • Dyemaking
  • Furniture making
  • Furriery
  • Gem cutting
  • Glassblowing
  • Goldsmithing
  • Gunsmithing (see below)
  • Hatmaking
  • Hornworking
  • Jewelling 
  • Leatherworking
  • Locksmithing
  • Mapmaking
  • Masonry
  • Musical instrument 
  making
  • Painting
  • Papermaking
  • Pewtersmithing
  • Pottery
  • Sailmaking 
  • Sculpting
  • Shipbuilding 
  • Silversmithing
  • Skinning
  • Soapmaking
  • Tailoring
  • Tanning
  • Tattooing
  • Trapmaking
  • Weaponsmithing
  • Weaving
  • Wheelmaking
  • Winemaking
  • Woodworking
  • Writing
  Crafting Items: Any character with at least one 
  rank in a Craft skill may attempt to craft items of 
  a type appropriate to that skill. This includes Craft 
  (alchemy) – the core rules requirement that one must 
  be a spellcaster to craft alchemical items does not 
  exist in Arcanis.
   
  The standard rules for creating items with a 
  Craft skill are listed in Core Rulebook I. Characters 
  with the appropriate skills may attempt to craft normal 
  weapons and armor as well as masterwork items, 
  mighty bows, and other commonly-available items. 
   
  In order to craft greater masterwork items or 
  legendary items, the character must possess the Master 
  Craftsman feat and potentially meet other prerequisites, 
  depending on the type of item. See Chapter 5 - Feats 
  for details on the Master Craftsman feat.
  CRAFT (Alchemy)
  The creation of 20 shots of blastpowder requires 
  and Alchemy Check (DC 25) and creation is based 
  upon the market value of 10gp. The alchemist must 
  already know the formula for creating blastpowder. If 
  he is at least a 5th level cleric or monk of the church of 
  Althares, he is assumed to have access to the formula; 
  otherwise, he must have some documentation of 
  obtaining the formula by other means. In addition to all 
  other requirements, a special laboratory and alchemical 
  equipment is needed. All temples of Althares have 
  access to these materials, but in other locations, these 
  materials can cost upwards of 5000 gp to obtain.
  CRAFT (Flintlocks) (Int; Trained Only)
   
  Few and far between are the craftsmen who 
  have the knowledge and skill necessary to manufacture 
  firearms. Only a handful of books even exist that 
  explain the creation of guns, and these priceless tomes 
  are extremely well-guarded (such books are mostly 
  found in the possession of the Church of Althares, 
  with a few notable exceptions). Thus, this skill is an 
  exception to the rule that Craft skills may be used 
  untrained. A character must be trained (must possess 
  at least 1 skill rank) in order to use this skill.
   
  Crafting firearms of true Altherian quality is 
  even harder, due to the special secrets and techniques 
  that have been handed down from the god Althares 
  directly to his people. A craftsman must possess the 
  Altherian Craftsman feat (see Chapter 5 – Feats) 
  in order to be able to craft Altherian flintlocks and 
  flintlocks of masterwork or greater quality.
   
  This skill gives the character a basic 
  knowledge of blast power and its potential, since such 
  knowledge is necessary to be able to create weapons 
  that depend on blast powder to function, but it does 
  not reveal the alchemical techniques that are used to 
  actually create blast powder. The greatest secrets of 
  blast powder are known only to a very small number of 
  the highest-ranking monks of Altheria, but it is known 
  that one of the divine abilities granted to some of the 
  val’Abebi is the ability to create blast powder. For 
  more information, please see the val’Abebi bloodline 
  powers in Chapter 8 – Magic.
  Craft  ▪ SKILLS
  
  146
  In addition to actually building guns, the Craft 
  (flintlocks) skill can also be used to repair them. The 
  following tables provide basic DC values for standard 
  tasks relating to the maintenance and creation of 
  flintlock weapons. A character must also possess a 
  minimum number of ranks in this skill in order to 
  have enough knowledge to perform these tasks. The 
  minimum rank requirements are shown below.
  Table 4-5: Crafting Flintlock Weapons
  Minimum Rank Requirements
  Task
  Ranks
  Repairing a misfire
  1
  Crafting a basic flintlock
  8
  Crafting firearm modifications
  10
  Crafting an Altherian-quality flintlock*
  12
  Crafting a masterwork flintlock*
  14
  Crafting a greater masterwork flintlock*
  15
  Crafting a legendary flintlock*
  20
  Crafting Difficulty Classes
  Task
  DC
  Crafting a flintlock 
  20
  Crafting a firearm modification
  20
  Crafting an Altherian flintlock*
  25
  Crafting a masterwork flintlock*
  28
  Crafting a greater masterwork flintlock* 
  30
  Crafting a legendary flintlock*                  
  50
  * In addition to the minimum number of skill ranks and the 
  Craft DC listed, a character must also possess the Altherian Craftman 
  feat in order to craft Altherian-quality flinlocks, masterwork 
  flintlocks, or greater masterwork flintlocks.
  For purposes of this skill, there is no difference 
  between the different types of flintlocks (pistols, 
  rifles, scatterguns, and the blunderbuss) in terms of 
  the minimum skill ranks and the skill check DCs. 
  Flintlocks of Altherian quality are harder to craft 
  than non-Altherian flintlocks, however, and this is 
  reflected in the higher DCs and minimum skill rank 
  requirements.
  EXAMINE 
  MARTIAL 
  TECHNIQUE  
  (Wis; Trained Only)
   
  Check: By spending one full round doing 
  nothing but watching an opponent engaged in combat, 
  a character with this skill can analyze the opponent’s 
  prowess. On a successful skill check (DC = 10 + BAB 
  of the target studied) the GM divulges the subject’s 
  total modifiers for both attack and damage, and how 
  many of these points are the result of training (i.e., the 
  subject’s level), magic (i.e., spells or magic items), 
  special abilities (i.e., class-specific modifiers or feats), 
  and also what combat style (if any) the target may be 
  using.
   
  This skill may also be used in place of Sense 
  Motive when making opposed checks to avoid being 
  feinted in combat.
   
  Action: Examining an opponent’s martial 
  technique takes one full round.
   
  Try Again: Yes.
  KNOWLEDGE (Int; Trained Only)
  Like the Craft and Profession skills, Knowledge 
  actually encompasses a number of unrelated skills. 
  Knowledge represents a study of some body of lore, 
  possibly an academic or even scientific discipline.
  The number of Knowledge categories is kept 
  purposely finite. When trying to determine what 
  Knowledge skill a particular question or field of 
  expertise falls under, use a broad interpretation of the 
  existing categories. Do not arbitrarily make up new 
  categories.
  VARIANT: Specialization and Sub-Specialization
   
  Sometimes you want to create a character 
  who is the world’s leading expert in one extremely 
  narrow, extremely obscure area of knowledge. This 
  is where specialization and sub-specialization of 
  Knowledge skills comes into play. These optional 
  rules can be used in an Arcanis campaign to better 
  capture the feel of esoteric fields of study.
   
  Knowledge skills fall into three classifications: 
  Broad (core) information, specializations, and sub-
  specializations. This is written as follows: Knowledge 
  (core: specialization: sub-specialization). For example, 
  a character who is interested in history might start with 
  the core grouping Knowledge (history). The character 
  might be particularly interested in the history of the 
  Elorii, however, so he might then spend skill points 
  on the specialized area Knowledge (history: Elorii). If 
  for some reason the character truly wished to become 
  an expert on the history of the Elorii nation of Entaris, 
  then he might choose to specialize even further 
  and spend skill points on the sub-specialization of 
  Knowledge (history: Elorii: Entaris). To allow further 
  sub-sub-specialization would probably be well past the 
  point of diminishing returns, so such options are not 
  discussed here, though the GM may of course feel free 
  to allow her players to drill down to whatever minute 
  level of detail she prefers in her own campaigns.
   
  A character can always stick to the core 
  Knowledge skills presented in Core Rulebook I and 
  should not be penalized for doing so. Knowledge 
  skills and skill checks are notoriously vague, and that 
  is not necessarily a bad thing. Players are good at 
  finding ways to explain why they should be allowed to 
  make skill checks using Knowledge skills that might 
  not immediately seem relevant to the situation at 
  hand. It is better to make a quick decision about what 
  seems right and keep play moving than to get bogged 
  down in an endless debate over minutiae. 
   
  When a skill check is called for that is more 
  appropriate to a specialized sub-area of knowledge 
  beneath one of the core Knowledge skills, the GM 
  should adjust the DC on the fly, according to the 
  following rough guidelines. If the skill check is 
  written in terms of a core grouping, but a character 
  has a specialization that would be appropriate, lower 
  the DC by 5 or 10, depending on how close the 
  match is between the character’s specialization and 
  the information the character is trying to discover. If 
  the character has not only a specialization, but also 
  a sub-specialization that would be appropriate, then 
  lower the DC by 15 or more. In many cases, it is best 
  just to reward a character who has actually spent skill 
  points on a very esoteric sub-specialty of Knowledge 
  by giving him the information if the DC is 20 or less, 
  because opportunities to actually make use of such 
  rarefied knowledge are few and far between.
  SKILLS ▪ Knowledge
  
  147
   
  Conversely, a character who spends all his 
  skill points on specializations and sub-specializations 
  should still be able to make Knowledge checks against 
  the corresponding core group for those categories. 
  However, those who specialize too much do so at the 
  risk of breadth, so it is appropriate to increase the DC 
  by 5 (if the character is specialized but does not have 
  the core Knowledge skill) or by 10 (if the character is 
  sub-specialized but does not have the core Knowledge 
  skill or a relevant specialty skill).
   
  As an example, a character may choose 
  Knowledge (history: Coryani) instead of Knowledge 
  (history) in order to be particularly adept at Knowledge 
  (history) checks pertaining to the Coryani Empire. Unless 
  the character also had ranks in the core Knowledge 
  (history) skill, however, he would not be knowledgeable 
  of the history of other nations. If a DC 20 Knowledge 
  (history) skill check is called for and the topic under 
  consideration relates to any nation other than Coryan, 
  then the effective DC for this character’s check should 
  be at least 25, because he is too highly specialized. On 
  the other hand, if a Knowledge (history) check is called 
  for and the topic relates to Coryan, then the character 
  should benefit from his specialization by having the DC 
  lowered to at most 15, and perhaps even lower.
   
  Below are listed the core Knowledge skills 
  from Core Rulebook I. Beneath each core skill are 
  shown some typical fields of study that are approved 
  choices for the Knowledge skill in Arcanis. Each of the 
  bold-faced terms represents a specialization. (If a bold-
  faced term matches a core Knowledge skill, then it is 
  considered part of that core Knowledge skill rather than 
  a new skill unto itself.) Lists in parentheses illustrate 
  some of the possible areas of knowledge covered 
  by each specialization. Some specific examples of 
  possible sub-specializations are listed indented beneath 
  the broader specialization.
  Knowledge (arcana)
  This skill encompasses general magical knowledge, 
  including some things that are not necessarily 
  intrinsically magical, such as astrology. Prognostication 
  is an interesting specialization of Knowledge (arcane) 
  that is often studied by Tultipetan dwarves.
  • Magic (ancient mysteries, arcane symbols, 
  constructs, cryptic phrases, dragons, fantastic 
  legends, Harvesters of Ymandragore, magic and the 
  supernatural, magic items, magic traditions, magical 
  beasts, prophecy, runes and magical symbols, 
  Sanctorum of the Arcane).
  • Prognostication 
  (astrology, 
  cartomancy, 
  numerology, sortition).
  Knowledge (architecture and engineering)
  This skill encompasses many fields of study relating 
  to the art and science of building structures.
  • Architecture (aqueducts, arches, bridges, 
  building types, buildings, canals, castles, city design, 
  civil engineering, construction theory, dams, design, 
  docks, drafting, edifices, fortifications, history of 
  architecture, layouts, maps, masonry, moats, roads, ruins 
  & excavations, sewerage, surveying, tunnels, wells)
  • Mechanics (applied physics, artillery, clocks, 
  drafting, engines, invention, locks, machinery, mechanical 
  devices, mills, pulleys, siege engines, technology, 
  wheels)
  Knowledge (dungeoneering)
  • Speleology (aberrations, cave-ins, caverns, 
  caves, fungi, molds, oozes, spelunking)
  Knowledge (geography)
  Specializations of this skill are by locale, usually 
  by country.
  • Geography 
  (borders, 
  cities, 
  climate, 
  inhabitants, landmarks, lands, natural features, terrain, 
  topography)
  Knowledge (history)
  • History 
  (ancient 
  history, 
  archaeology, 
  catastrophes, colonies, dates, discoveries, founding of 
  cities and nations, migrations, modern history, notable 
  events, places, royalty, rulers, wars and conflicts)
   Specializations can be by location, race, 
  topic, and/or period in history. A specialization in 
  history can be nation-specific (e.g., Altheria, Canceri, 
  Coryani Empire, Khitani Empire, Milandir) or race-
  specific (e.g., Dark-kin, Dwarves, Elorii, Gnomes, 
  Humans, Ss’ressen, Vals). Two other popular forms 
  of specialization are ancient history (the Auxunite 
  Empire, the First Imperium, the Myrantian Empire, 
  the Tenecian Empire, the Time of Darkness) and 
  modern history (i.e., the last 1,000 years) (colonies, 
  founding of cities across the continent of Onara, 
  royalty, wars, migrations).
  Knowledge (local)
  It can sometimes be difficult to distinguish 
  between Knowledge (history), Knowledge (geography), 
  Knowledge (local). Generally speaking, unless the 
  information being sought is truly historical in nature, 
  Knowledge (local) is a good default choice, since it best 
  represents the study of a particular region or culture.
  • Art (aesthetics, art history, artistic techniques, 
  artists, ballads, books, classical art, composers, 
  contemporary art, dance, epic poetry, famous pieces 
  and texts, folk art, legends, literature, music, opera, 
  painting, plays, sculpture, singing, stories, writers)
  • Culture (attributes, customs, festivals, folklore, 
  giants, general history, humanoids, inhabitants, laws, 
  legends, locations, mores, personalities, general 
  politics, religious practices, societies, traditions)
   Specializations are by culture, including nation 
  and race. Valid specializations include Altheria, 
  Canceri, Coryani Empire, Khitani Empire, Milandir, 
  Western Lands; Elorii, dwarves, gnomes, humans, 
  ss’ressen. Other examples of optional specialization 
  are giants, humanoids, and sea lore.
   Valid subspecializations include subraces, 
  national provinces, and major cities. A character 
  may choose to sub-specialize in an Elorii subrace, 
  a particular dwarven enclave, or the various sub-
  races of humankind (such as Val and dark-kin, which 
  warrant individual sub-specializations of their own). 
  Similarly, Coryani legions is a subspecialization of 
  Knowledge (culture: Coryani).
  • Street smarts (bribery, basic criminology, 
  gambling, gangs, lying low, street life, tailing, thieves’ 
  guilds, underworld personalities, urban culture)
   This skill includes knowledge necessary 
  to survive and successfully interact in an urban 
  environment.
  Knowledge  ▪ SKILLS
  
  148
  Knowledge (nature)
  • Nature (agriculture, animals, biology, climate, 
  fey, flora and fauna, monstrous humanoids, plants, 
  seasons and cycles, vermin, weather)
   One form of subspecialization within biology 
  is diseases (contraction methods, folklore, magical 
  diseases, natural diseases, origins, pathology, theory, 
  varieties). This skill grants academic, theoretic, and 
  folkloric knowledge of virtually any kind of disease, 
  mundane or magical. A person with at least 5 ranks in 
  Knowledge (nature: biology: diseases) knows how to 
  cultivate various germs that cause a range of diseases. 
  A person with at least 10 ranks, plus 8 ranks in Heal, 
  knows how to spread infections and epidemics over 
  large areas.
  Knowledge (nobility and royalty)
  • Nobility (bribes, art of compromise, courtesy, 
  customs, family trees, government bureaucracies, 
  governmental institutions, heraldry, lineages and 
  genealogies, manners, royalty, aristocracy, mottoes, 
  inheritance, personalities, laws, legislation, petitions, 
  policies, political science, politics, processes, 
  subterfuge)
   Specializations are by nation.
  Knowledge (religion)
  • Religion (churches, dogma, ecclesiastic tradition, 
  eschatology, gods and goddesses, heretics and heresy, 
  holy symbols, lost religions, moral philosophy, myths 
  and mythic history, rites and rituals, sacred symbols, 
  temples, thanatology, theology, undead)
   Specializations can be of a certain god or a 
  particular religion. Many clerics and other worshippers 
  in the Modern Age will focus on a specific deity. 
  In addition to relevant dogma, tradition, symbols, 
  philosophy, myths, rites, and temples, most religions 
  teach additional knowledge as part of their Scripture. 
  The list below shows the teachings of the major 
  religions for Knowledge of a specific religion. These 
  extra teachings are only at the basic level and suffer 
  a –5 penalty when compared with a relevant regular 
  Knowledge skill.
  o Althares 
  (basic 
  engineering, 
  firearms 
  & 
  blastpowder, basic history)
  o Anshar (Ansharan gates, navigation, orienteering, 
  routes of travel)
  o Belisarda (elementals, elemental planes, eloran 
  racial history & knowledge, basic history of 
  Ssethregoran Empire)
  o Beltine (afterlife, incorporeal undead, healing, 
  spirits)
  o Cadic (drama, notable songs & poems, 
  subterfuge)
  o Fire Dragon (history of the Black Talon egg 
  clutch, basic history of Ss’ethregoran Empire, life 
  cycle, reptilians)
  o Hurrian (civil defense, storms, weather)
  o Illiir (astronomy, famous historical personages, 
  inspiration, leadership)
  o Larissa (dancing, fine food & drink, pleasurable, 
  basics of prognostication)
  o Neroth (burial, necromancy, corporeal undead)
  o Nier (general history of war, incendiaries, 
  orthodoxy, open warfare)
  o Saluwé (agriculture, domesticity, fertility, nature)
  o Sarish (infernals, infernal contracts, laws, oath-
  crafting)
  o Yarris (navigation, sailing, sea life, ships)
   A religious specialization can instead focus on 
  a specific nation. Example specializations include the 
  Mother Church of Coryan, the Church of the Dark 
  Triumvirate, and Eloran religion. Specialization in 
  heretics and heresy (ancient religions, cults, “dead” 
  gods, heretical methods of worship) is a decidedly 
  dangerous topic in many empires. Two other forms of 
  specialization are thanatology (cremation, death, death 
  cults, death symbolism, dying, embalming, funeral rites, 
  gods of death, mummification, tombs) and the undead 
  (the nature, tactics, habits, habitat, strengths, weaknesses, 
  and vulnerabilities of undead creatures).
  Knowledge (the planes)
  Note that in the world of Arcanis, there is not a lot 
  of common knowledge about the planar cosmology (or 
  indeed, whether or not there really is one). As a result, 
  this skill tends to focus on the few things that are at least 
  somewhat common – astral, ethereal, and shadow travel, 
  Infernals and other Outsiders, and the spirit world.
  • Cosmology (alternate physics, the Astral Plane, 
  astrogeography, celestial magic, elementals, the 
  Ethereal Plane, hierarchies, infernal magic, inter-planar 
  magic, magic related to the planes, planar species, the 
  Shadow Realm, summoning rituals, spirit creatures, 
  the spirit world, various planes of existence)
   The specialization of planar species includes 
  knowledge of the Outsider monster type, and thus it 
  serves as a form of monster lore as described later. 
  In addition, after observing a creature for one full 
  round, this skill lets a character discern whether it is 
  extra-planar in origin and from what specific plane it 
  originates.
  Knowledge (psionics)
  • Psionics (ancient psionic mysteries, astral 
  constructs, disciplines, psionic combat, psionic 
  creatures, psionic diseases, psionic items, psionic 
  powers, psionic traditions, telepathy) 
  M a g i c 
  and psionics are admittedly fundamentally the same 
  because Arcanis uses the standard psionics rules, but 
  knowledge of magic and psionics are separate since 
  they are so different on a surface level. Since they are 
  similar at a deeper level, the two knowledge skills give 
  each other synergy bonuses.
  New Knowledge Skills: In addition to the core 
  Knowledge skills, there are a few Arcanis-specific fields 
  of study that are broad enough to warrant their own 
  top-level skill checks. When deciding whether or not to 
  allow a character to substitute a core Knowledge skill 
  for one of these new skills, the GM should consider 
  the overlaps between the two skills and the relevance 
  of the character’s likely breadth of knowledge to the 
  information being sought.
   Because these new skills are at least partially 
  encompassed by existing skills in some of their aspects, 
  they are not considered separately from other Knowledge 
  skills. It would certainly be reasonable to give Knowledge 
  (warfare and tactics) to fighters as a class skill, but then 
  again, not all fighters strive to be leaders of mighty 
  armies. Most of them are just rank-and-file soldiers. 
  Therefore, the decision about which Knowledge skills to 
  give to which classes as additional class skills is left up 
  to the GM.
  SKILLS ▪ Knowledge
  
  149
  Knowledge (science) (Int; Trained Only)
  Medieval people did not distinguish between 
  science and magic but considered them one and the same. 
  Because Arcanis has some elements of “technology” 
  about it (flintlock weaponry, for example), magic 
  and science are most properly represented as distinct 
  areas of study. Biological sciences are included in 
  Knowledge (nature). The field of Knowledge (science) 
  covers behavioral science, mathematics, philosophy, 
  physical science, and additional sciences not covered 
  by other Knowledge skills.
  • Science (alchemy, astronomy, chemistry, 
  experimentation, 
  geology, 
  geometry, 
  logic, 
  mathematics, metallurgy, natural philosophy, 
  philosophy, physics, psychology)
  Knowledge (warfare and tactics) (Int; Trained 
  Only)
  Much of the information under this skill might also 
  be reasonably known to characters that possess other 
  skills. For example, assessments of siege engineering 
  and fortifications could be covered with Knowledge 
  (architecture and engineering). Recalling the specifics 
  of ancient battles could fall under Knowledge (history). 
  Identifying which part of the world a particular unit is 
  from based on the soldiers’ uniforms or insignia would 
  be appropriate for Knowledge (local). Being able to 
  name the top generals or most famous knights of a 
  particular nation’s army could fall under Knowledge 
  (nobility and royalty). However, for those characters 
  who wish to study all things related to warfare and 
  tactics, a top-level Knowledge skill is probably the 
  best way to handle things.
   Any characters with access to Military feats 
  (see chapter five for details) gain Knowledge: (Warfare 
  and tactics) as a class skill.
  • Warfare and Tactics (armor, arms and 
  weaponry, assessing odds, conduct of warfare, 
  defenses, disposing and maneuvering forces in 
  combat, cultural histories of warfare, military history, 
  leaders, military units, naval warfare, psychological 
  warfare, sapping, siege tactics, siegecraft, strategy, 
  supply lines, tactics, evaluating terrain, trenches 
  and embankments, large troop movements, war 
  machines)
  Applied Knowledge: Certain specialized forms 
  of applied knowledge are better represented by the 
  Craft, Perform, Profession, and other “practical” 
  skills. For example, knowledge of alchemy and poison 
  is represented by Craft (alchemy); knowledge of 
  medicine by Heal; knowledge of locks by Open Lock; 
  knowledge of jokes by Perform (comedy); knowledge 
  of business by Profession (merchant); knowledge 
  of courtrooms and the law by Profession (barrister); 
  knowledge of sailing and navigation by Profession 
  (sailor) and Profession (navigator); and knowledge 
  of equestrianism by Ride. In such cases, the GM 
  may rule that the character can make a skill check 
  to represent knowledge in an applied field by using 
  the character’s ranks in the appropriate skill plus his 
  Intelligence modifier (rather than the skill’s standard 
  key ability) to determine the net skill modifier.
  Monster Lore: In many cases, you can use the 
  Knowledge skill to identify monsters and their special 
  powers or vulnerabilities. If you have training in an 
  appropriate Knowledge skill, you can make a skill 
  check to recognize whether a given monster is of a 
  type of which you have knowledge. In general, the 
  DC of such a check equals 10 + the monster’s HD. A 
  successful check also allows you to remember a bit 
  of useful information about that monster. For every 
  5 points by which your check result exceeds the 
  DC, you recall another piece of useful information. 
  Examples of useful information that you might recall 
  include environment, special abilities, special attacks, 
  and special qualities (including damage reduction and 
  spell resistance).
   
  Specializing in a type of monster (e.g., 
  aberrations, magical beasts) reveals more information 
  about those monsters’ natures, habits, habitats, 
  behaviors, cultures, strengths, powers, special abilities, 
  weaknesses, and vulnerabilities with a +3 bonus as 
  described below for specialization.
  Skill Synergies: The GM may decide that having 
  5 or more ranks in a specific Knowledge skill provides 
  a character with a +2 synergy bonus when making 
  a related skill check. A number of synergy bonuses 
  are presented in Core Rulebook I. Below are some 
  additional synergy bonuses that GMs might want to 
  consider.
  If you have 5 or more ranks in Knowledge of …
  • Architecture, you get a +2 synergy bonus on 
  Search checks made to find secret doors or hidden 
  compartments.
  • Architecture, you get a +2 synergy bonus on 
  skill checks for Craft (carpentry), Craft (masonry), 
  and Profession (engineer-architect).
  • Architecture or architecture: ruins & 
  excavations, you get a +2 synergy bonus on 
  Survival checks made while exploring ruins.
  • Cosmology, you get a +2 synergy bonus on 
  Survival checks made while on other planes.
  • Cosmology or cosmology: elementals, you 
  get a +2 synergy bonus on turning checks against 
  elementals.
  • Cosmology or cosmology: outsiders, you 
  get a +2 synergy bonus on turning checks against 
  outsiders (e.g., infernals).
  • Culture, you get a +2 synergy bonus on 
  Gather Information checks within that culture. 
  This includes a specific culture or even the broad 
  Knowledge (culture: Onaran).
  • Geography, you get a +2 synergy bonus on 
  Survival checks made to keep from getting lost or 
  to avoid natural hazards.
  • History, you get a +2 synergy bonus on 
  bardic knowledge checks.
  • Mechanics, you get a +2 synergy bonus on 
  skill checks for Craft (trapmaking) and Profession 
  (engineer-architect).
  • Mechanics or mechanics: siege engines, 
  you get a +2 synergy bonus on attack rolls with a 
  siege engine.
  • Nature, you get a +2 synergy bonus on 
  Survival checks made in aboveground natural 
  environments (aquatic, desert, forest, hill, marsh, 
  mountains, or plains). 
  • Nature: biology or nature: biology: disease, 
  you get a +2 synergy bonus on skill checks for Heal 
  and Profession (physician).
  • Nobility, you get a +2 synergy bonus on 
  Diplomacy checks.
  Knowledge  ▪ SKILLS
  
  150
  • Psionics, you get a +2 synergy bonus on 
  Psicraft checks.
  • Religion or religion: undead, you get a +2 
  synergy bonus on turning checks against undead.
  • Science: metallurgy, you get a +2 synergy 
  bonus on Craft checks that are directly affected by 
  the smelting and forging of ores (blacksmithing, 
  armorsmithing, etc.)
  • Speleology, you get a +2 synergy bonus on 
  Survival checks made while underground.
  • Street smarts, you get a +2 synergy bonus 
  on Black Market checks.
  • Street smarts, you get a +2 synergy bonus 
  on Survival checks made in urban environments.
  • Warfare and tactics, you get a +2 synergy 
  bonus on Examine Martial Technique checks.
  • Warfare and tactics, you get a +2 synergy 
  bonus on Spot checks to see enemy troops lying in 
  ambush.
  Knowledge Specializations as Class Skills: 
  When determining whether a specialized Knowledge 
  skill is a class skill, consider whether the general 
  Knowledge category is a class skill. An exception to 
  this rule is for clerics: a cleric gets his own religion-
  specific knowledge as a class skill but must treat other 
  religion-specific knowledge as cross-class skills. For 
  example, to a cleric of Illiir in the Mother Church, 
  the skills Knowledge (religion), Knowledge (religion: 
  Illiir), and Knowledge (religion: Mother Church) 
  would be class skills, but Knowledge (religion: 
  Althares) and Knowledge (religion: Dark Triumvirate) 
  would be cross-class skills.
   
  Taking ranks in an appropriate specialization 
  of a skill does count as a prerequisite for prestige 
  classes unless its description explicitly states otherwise. 
  The opposite does not apply, however. For example, 
  Knowledge (science) does not satisfy the prerequisite 
  of ranks in Knowledge (science: metallurgy) for 
  the Master Smith class; but Knowledge (religion: 
  Mother Church) does satisfy the prerequisite of 
  Knowledge (religion) for the Brethren of the Order of 
  St. Theomund the Missionary.
   
  Using the above guidelines, here are some 
  suggestions for adapting specialized Knowledge skills 
  to the core classes:
  • All Knowledge specializations and sub-
  specializations are class skills for adepts, aristocrats, 
  bards, and wizards.
  • Experts may choose individual Knowledge 
  To Specialize or Not to Specialize
   
  With the knowledge specialization system, a character can choose to be a generalist with a broad 
  Knowledge skill or to focus on one or more specializations. If the character cares about only one aspect of 
  a Knowledge skill, then specialization is clearly desirable. If the character wants to know some about a few 
  different areas, then the choice is not as easy.
   
  As an example, consider an Expert (sage) who wants to study the modern history of several nations. 
  The player has decided to devote a total of 5 skill ranks to his knowledge of history.
  Option 1: Generalize
   
  The simplest choice is not to specialize but to devote all 5 ranks to Knowledge (history). This has 
  the advantage of letting him at least attempt to roll any time any sort of Knowledge check is called for that 
  pertains to any sort of history. However, if an adventure specifies the DC for a skill check in Knowledge 
  (history: modern), the GM will increase the DC by 5 because the expertise required is more detailed than the 
  character’s level of specialization. For skill checks that call for Knowledge (history: modern: Coryani) or any 
  other specific nation’s modern history, the DCs will be increased by at least 10.
  Option 2: Specialize in Modern History
   
  The second choice is to specialize in modern history by devoting all 5 ranks to Knowledge (history: 
  modern). Now, the character is prepared for skill checks that require this more detailed level of specialty 
  knowledge. If an adventure specifies the DC for a skill check in Knowledge (history: modern: Coryani) or 
  any other specific nation’s modern history, however, the DC will increase by 5, and for any aspects of history 
  other than modern history, those specialty ranks do not grant much information, so the DC of most Knowledge 
  (history) checks will go up by 5 as well.
  Option 3: Subspecialize in Modern Nations
   
  A third choice is to subspecialize in the modern history of certain nations. For example, the historian 
  might choose to put 1 rank each in the modern histories of Altheria, Canceri, Coryan, Milandir, and the 
  Western Lands. Now, should an adventure call for a skill check of the form Knowledge (history: modern: 
  Coryan) the character will be very well-prepared. For aspects of history other than modern history in those 
  locales, however, those sub-specialty ranks do not grant the character any information, and he will find the 
  DCs of broader Knowledge (history) checks increased by 10 or more and even for Knowledge (history: 
  modern) checks outside his narrow areas of sub-specialization, the DCs will increase by 5.
  Hedging Your Bets
   
  One way to get around the disadvantages of specialization and sub-specialization is to also put ranks 
  into the core Knowledge skill on which your more detailed area of study is based. For example, a character with 
  5 ranks in Knowledge (history), 3 ranks in Knowledge (history: modern), and 1 rank in Knowledge (history: 
  modern: Coryani) would have a reasonable chance of succeeding on skill checks at any level. The GM might 
  even allow the character to stack his Knowledge ranks if a particular question about modern Coryani history 
  came up, but more likely the GM would simply rule that the character’s field of study was so appropriate that 
  he simply succeeds on the skill check automatically.
  SKILLS ▪ Knowledge
  
  151
  specializations to be class skills.
  • Knowledge (the planes: cosmology) is a 
  class skill for clerics.
  • Knowledge (local: culture) is a class skill for 
  any character when taken for his native culture.
  • Knowledge (local: culture) is a class skill for 
  rogues.
  • Knowledge (arcana: magic) is a class skill 
  for clerics, monks, and sorcerers.
  • Knowledge (religion: specific religion) can 
  be a class skill for clerics, druids, monks, and 
  paladins. These classes get knowledge of general 
  religion and their own religion-specific knowledge 
  as class skills but must treat other religion-specific 
  knowledge as cross-class skills.
  • Knowledge (speleology) is a class skill for 
  rangers.
  • Knowledge (local: street smarts) is a class 
  skill for assassins and rogues.
  • Knowledge (warfare and tactics) is a class 
  skill for paladins, and optionally for fighters as 
  well.
  PROFESSION (Wis; Trained Only)
   
  As explained in the core rules, Profession is 
  actually a number of separate skills. Below is a list of 
  common professions found throughout Onara:
  • Apothecary
  • Baker
  • Barber
  • Barrister
  • Boater
  • Bookkeeper
  • Brewer
  • Bureaucrat 
  • Butcher
  • Butler
  • Cleaner (Polisher)
  • Clerk
  • Cook
  • Courtesan
  • Driver
  • Embalmer
  • Engineer-Architect
  • Farmer
  • Farrier
  • Fisherman
  • Gambler 
  • Gardener 
  • Guide
  • Gunner (see below)
  • Hairdresser
  • Herbalist 
  • Herdsman
  • Innkeeper
  • Launderer
  • Lumberjack 
  • Maidservant
  • Masseuse 
  • Merchant
  • Midwife
  • Miller
  • Miner 
  • Mortician
  • Navigator
  • Nursemaid
  • Physician
  • Policeman
  • Porter
  • Rancher
  • Sage
  • Sailor
  • Scribe
  • Server (Waiter)
  • Siege Engineer 
  • Slaver
  • Soldier
  • Stablehand
  • Steward
  • Teamster
  • Trader
  • Trapper
  • Undertaker
  • Warehouser
  • Woodcutter
  PROFESSION (Gunner) (Wis; Trained Only)
   
  You have been trained and are skilled with the 
  use of large blast powder weapons such as cannons, 
  grenades, and mortars. You may also direct a trained 
  gunnery crew to fire and maintain such weapons. This 
  skill is the firearms equivalent of Profession (siege 
  engineer).
   
  Certain blast powder siege weapons (see 
  Chapter 7 – Weapons and Equipment) require a 
  trained crew. Each member of the crew must succeed 
  on a Profession (gunner) check in order to use and 
  reload these types of weapons.
  RESEARCH (Int)
   
  Research is a class skill for bards, clerics, 
  wizards, and loremasters.
   
  Check: Given access to a library, you can 
  search for specific information. You may attempt to 
  use a library to answer questions that would normally 
  be answered by any Knowledge skill, even if you do 
  not possess any ranks in that skill.
   
  A DC 10 Research check gets you a general 
  idea of a broad topic, assuming it is not secret or 
  censored. The higher your check result, the better the 
  information. If you want to find out about a specific 
  fact, the DC for the check is 15 to 25, or even higher. 
  In general, the DC for the Research check is the same 
  as that for the corresponding Knowledge check. You 
  may choose to take 10 on a Research check.
  Table 4-6: Research Modifiers
  Library Size
  Modifier
  Private (100–200 books)
  –10
  Small (200–2,000 books)
  –5
  Medium (2,000–20,000 books)
  0
  Large (20,000–200,000 books)
  +5
  Very large (>200,000 books)
  +10
  Library Specialty
  Modifier
  Specialized mismatch
  –10
  General
  0
  Specialized match
  +5
  Sub-specialized match
  +10
   
  Action: Using the Research skill requires 
  access to a library. A typical Research check takes 
  1d4+1 hours. Taking 20 on a typical Research check 
  takes about 70 hours spread out over multiple days; 
  when taking 20, you do receive the +2 competence 
  bonus for a successive retry (see below). 
   
  Libraries may be of various sizes, and may 
  be either general in nature (such as a typical public 
  or university library) or highly specialized (such as a 
  library belonging to a sage who only studies certain 
  types of rare herbs). The characteristics of the library 
  can help or hinder you. DC modifiers based on the 
  library’s characteristics are found on Table 4-6: 
  Research Modifiers. If a particular library does not 
  contain the information you seek, a single successful 
  skill check against DC 20 will reveal this fact, but do 
  not include the library modifiers for considering that 
  aspect of the check result.
   
  Large libraries in major cities might offer the 
  services of paid research assistants. A typical research 
  assistant commands a fee of around 2 gold pieces per 
  Profession  ▪ SKILLS
  
  152
  day (though prices vary widely). Using a research 
  assistant cuts the time needed to perform a typical 
  research check by 5 percent for each assistant utilized. 
  The maximum reduction you can gain in this fashion 
  is 25 percent, no matter how many research assistants 
  you employ, because you still have to take time to 
  coordinate and review their efforts.
   
  A truly cosmopolitan library (of which there 
  are only a handful in the world of Arcanis) might 
  even be able to provide you with a reference to one or 
  more senior librarians or local sages, whose fees are 
  much higher (at least 20 gp per day) but who are better 
  able to guide your research due to their encyclopedic 
  knowledge of which tomes are and are not contained 
  in the library. Employing expert help can reduce the 
  time needed to perform research by anywhere from 
  25 percent to 50 percent or more, depending on how 
  much you are willing to pay and the GM’s assessment 
  of how useful their help will be.
   
  Try Again: Yes, but it takes time for each 
  check. You get a non-cumulative +2 competence 
  bonus for successive retires on the same search.
   
  Special: The GM may declare that any 
  particular fact is easier or harder to find in a particular 
  library, and some libraries will not cover some topics 
  at all.
   
  The size and specialization (if any) of the 
  library used strongly affects the results of your 
  research as per the table below. Specialized libraries 
  have books pertaining primarily to a specific topic. 
  For example, researching religion at a large library 
  specialized in history gives the same net modifier as 
  using a small general library. Researching the history 
  of Coryan in a private library with a sub-specialization 
  in Coryani history gives the same net modifier as 
  using a medium general library.
   
  Synergy: If you have at least 1 rank in 
  the appropriate Knowledge skill for the topic you 
  are researching, you get a +1 synergy bonus on the 
  Research check. If you have 5 or more ranks in the 
  appropriate Knowledge skill, you instead get a +2 
  synergy bonus on the Research check.
   
  Restriction: Literacy is obviously a 
  prerequisite for the use of his skill. If the library has 
  a fair number of books written in different languages, 
  the GM should assign a penalty to Research skill 
  checks if the character is only able to read some of the 
  languages.
   
  Untrained: An untrained character takes 
  twice as long to perform research as a trained character. 
  Thus, an untrained character needs 2d4+2 hours to 
  attempt a typical Research check.
  SPEAK LANGUAGE  
  (None; Trained Only)
   
  Below is a summary list of the most common 
  modern languages of Onara. Note that the Draconic, 
  Gnome, and Halfling languages listed in Core Rulebook 
  I do not exist in Arcanis, and Eloran replaces Elven. 
  Infernal substitutes for both Abyssal and Infernal. 
  Most people of Arcanis are unaware of the Celestial, 
  Sylvan, Aquan, Auran, Ignan, and Terran languages, 
  though a few are. The Yhing hir language can be 
  written in either Khitani or Coryani characters; each 
  alphabet is more commonly used near the appropriate 
  empire.
   
  Languages other than the ones listed below 
  are prevalent on continents other than Onara. For 
  example, see the Nyambe: African Adventures 
  campaign sourcebook for information on the languages 
  spoken on the continent of Nidia (a.k.a. Nyambe).
  VARIANT: Levels of Language Skill
   
  In the core rules, a character either knows a 
  language or she does not. A more accurate simulation 
  is to include three levels of language skill: proficiency, 
  fluency, and mastery. Proficiency allows slow, accented 
  verbal communication on simple subjects and the 
  reading of simple sentences for basic comprehension. 
  Fluency allows extensive verbal communication with 
  little to no accent and literacy at a strong level. 
  Mastery is complete mastery of the language at the 
  level of an educated native speaker; it allows adopting 
  a local dialect and includes literacy at a very high 
  level, including idiomatic and cultural subtleties.
   
  With this variant system, literate characters 
  are still assumed to be able to read and write any 
  language that they can speak. A character can write 
  a language at the same level (proficient, fluent, or 
  master) that he speaks that language. Some tasks, 
  such as making highly accurate translations of written 
  documents from one language to another, require the 
  character to be at least fluent in both languages. More 
  demanding tasks, such as serving as an interpreter for 
  spoken conversations between diplomatic envoys of 
  warring nations, or composing original poetry that 
  is capable of touching the heart of native speakers, 
  require the character to have achieved mastery with 
  the languages in question.
   
  You don’t make Speak Language checks. 
  Instead, the DM should adjudicate the level of 
  communication and comprehension. The character’s 
  Intelligence scores can influence the result, but the 
  level of skill is more important. In some situations 
  when a poor level of language skill can lead to 
  misunderstanding, the DM may wish to apply a 
  penalty to the character’s skill checks involving 
  communication (e.g., Bluff, Diplomacy, Gather 
  Information, Intimidate, Research, Sense Motive).
   
  For a starting character, racial-dependent 
  automatic languages are known at the mastery level, 
  while each point of Intelligence bonus will grant 
  one rank towards an appropriate bonus language. A 
  half rank in a language earns fluency, one rank earns 
  proficiency, and one and a half ranks earn mastery.
   
  A DM may rule that a very alien language 
  takes an additional half-rank to learn. For example, 
  a Coryani native learning Khitani or a Khitani native 
  learning High Coryani would have a difficult time 
  since the languages are so distant from one another. In 
  such a case, one rank in a language earns fluency, one 
  and a half ranks earn proficiency, and two ranks earn 
  mastery.
  Table 4-8: Regional Skills
  During character creation, players must choose a 
  nation and a region. The choice of region determines 
  whether or not the character starts out as literate at 
  first level (and is also an indication of the level of 
  literacy among the common folk of that region). The 
  choice of region also gives the character access to 
  one or more regional skills, which are treated as class 
  skills regardless of character class.
  SKILLS ▪ Speak Language
  
  153
  Table 4-7: Onaran Languages and Alphabets
  Language
  Typical Speakers
  Alphabet
  Altharin, Ancient (Ancient 
  Imperial, Tongue of Man) 1
  Altherians, Mother Church traditional 
  services, scholars
  Ancient Mannish
  Auxunite, Ancient
  No one alive today (was the language of the 
  ancient Auxunite Empire)
  Auxunite
  Cancerese
  Common people of Canceri
  Coryani
  Celestial
  Celestials (angels, Valinor, and other good 
  outsiders)
  Celestial
  Chauni
  Chauni
  Coryani
  Coryani, Low (Common) 1
  Common people of eastern and southern 
  Onara
  Coryani
  Coryani, High
  Val and other educated people of eastern and 
  southern Onara
  Coryani
  Draconic 2
  Ancient dragons (no known living examples)
  Draconic
  Druidic
  Druids (secret language)
  Druidic
  Dwarven
  Dwarves, giants
  Giantish
  Eloran 3
  Elorii
  Ssethric
  Gnollish
  Gnolls
  None
  Golic
  Goblinoids
  Golic
  Harnen
  Harn
  Kio
  Infernal
  Infernals (demons, devils, and other evil 
  outsiders)
  Infernal
  Khitani, Low
  Common people of the Khitani Empire
  Khitani
  Khitani, High
  Educated people of the Khitani Empire
  Khitani
  Kio
  Kio
  Kio
  Milandisian
  Common people of Milandir
  Coryani
  Milandisian, Ancient
  No one alive today (was the language of 
  the Milandisian League before the Time of 
  Terror)
  Ancient Mannish
  Myrantian 
  Myrantians, nobles of Toranesta
  Myrantian
  Myrantian, Ancient
  No one alive today (was the language of the 
  ancient Myrantian Hegemony)
  Myrantian
  Orcish
  Orcs
  None
  Ssethric (Ancient Ssethric) 
  3
  Ssethregorans, ss’ressen, reptilian humanoids
  Ssethric
  Ss’ressen 3
  Ss’ressen
  Mixture of Ssethric and 
  Coryani
  Sylvan
  Woodland creatures, druids, rangers
  None
  Tenecian, Ancient
  No one alive today (was the language of the 
  ancient Tenecian Empire)
  Tenician
  Unden
  Undir
  Kio
  Yhing Hir
  Yhing Hir (all tribes), Pengik
  Mixture of Khitani pictograms 
  and Coryani letters
  Ymandrake
  Ymandragorans
  Ymandrake
   
  Note 1: The Republic of Altheria is the only country where Ancient Altharin is still in use among the common folk, although 
  Low Coryani is more common (and is sometimes jokingly referred to as “Modern Altharin”). Ancient Altharin is also the 
  traditional language of church services of the Mother Church, although this tradition is changing in some areas (such as 
  Milandir).
  Note 2: Although the Draconic language does exist in Arcanis, player characters cannot learn it, as there are no known dragons 
  available to teach anyone to speak or read this language. Even those creatures living today with the Dragon type speak 
  Ssethric (or whatever languages they have been taught or learned on their own) rather than Draconic.
  Note 3: Due to the unique physiology required to enunciate this language, only reptilian creatures, ss’ressen, Ssethric 
  creatures, and Elorii can speak it properly. Other creatures can learn to understand it and can mimic some of the sounds well 
  enough to make themselves understood at a basic level, but they can never be mistaken for native speakers.
  General Note: The elemental languages (Auran, Aquan, Ignan, and Terran) from the core rules do not exist in Arcanis. 
  Elemental creatures that have a listing for an elemental language in the core rules simply do not speak. When such creatures 
  are summoned or bound by mortals, it is assumed that the spell or effect used to perform the ritual grants the elemental 
  the ability to understand the instructions given to it and that its responses are likewise conveyed to the summoner. Elder 
  Elementals and any elemental creatures with a high enough Intelligence score to have one or more bonus languages are likely 
  to understand one or more of the languages of mortals, because they have most likely had enough dealings with spellcasters 
  over the centuries to give them a reason to learn to communicate with such beings. The most common languages for these 
  elemental creatures to know would be Ancient Altharin, Ancient Ssethric, Eloran, and/or Ymandrake.
  Speak Language  ▪ SKILLS
  
  154
  Region
  Regional Class Skills
  Literacy? 
  Republic of Altheria
  Altheria, including New Althré
  Knowledge (any one), Craft (Any one)
  
  Theocracy of Canceri
  Blood March (Sarishan Lands)
  Diplomacy
  
  Cold Plains (Nerothian Lands)
  Hide
  
  Nier’s Spine (Nierite Lands)
  Survival
  
  Coryani Empire
  Annonica
  Appraise
  
  Balantica
  Survival
  
  Cafela
  Bluff
  
  Illonia
  Diplomacy
  
  Salantis
  Profession (sailor), Survival
  
  Toranesta
  Move Silently 
  
  Ulfia
  Search
  
  Valentia
  Craft (blacksmithing), Sense Motive
  
  Western Marches
  Ride
  
  Kingdom of Milandir
  Eastmarch
  Ride
  
  Moratavia
  Spot
  
  Naeraanth
  Appraise
  
  Sulfer Marsh (Black Talons)
  Survival
  Sylvania
  Survival
  Tralia
  Gather Information
  
  Dwarven Enclaves
  Encali
  Craft (gemcutting)
  
  Nol Dappa
  Craft (armorer)
  
  Solanos Mor
  Craft (weaponsmithing) 
  
  Tir Bitoq
  Craft (glass-blowing)
  
  Tultipet
  Knowledge (arcana: prognostication)
  
  Elorii Nations
  Elonbé
  Survival
  
  Entaris
  Diplomacy
  
  Western Lands
  Capharra
  Diplomacy
  
  Pajharo
  Survival
  Bhiharn
  Sense Motive
  Lhyllifel †
  Elorii Bonus Language, Diplomacy
  
  Mhyrcia (The Shadow Towns)
  Survival
  Satrapy of Eppion
  Knowledge: Local (Western Lands)
  
  Pirate Isles
  Freeport
  Profession (sailor), Black Market
  
  Garundi
  Profession (sailor), Appraise
  
  Hinterlands 1
  The South
  Ride
  Mil Takara
  Black Market
  
  The Pengik Peninsula  
  Survival
  The Vanomir
  Ride
  Sicaris
  Appraise
  
  The Northern Desert, She’Haulk Mountains
  Survival
  Censure
  Sense Motive
  
  † Characters from this region, regardless of race, may worship Belisarda. Clerics who select this option 
  must choose their domains as if they were from Entaris. 
  1 The Hinterlands has so many cultures that several of the larger cities are also available as regions. 
  SKILLS ▪ Regional Skills
  
  155
  Feat Types
  Background: This feat type represents the 
  training and studies undertaken by a character before 
  starting his or her adventuring career. These feats may 
  only be taken during character creation. Many of these 
  feats have specific race or nationality requirements.
  Background feats that represent a form of military 
  service or specialized military training (Born to the 
  Saddle, Conscript, Dwarven Militia, Legionnaire, 
  Shining Patrol Service, and Soldier of Retribution) 
  may be taken by 1st-level fighters with their 1st-level 
  fighter bonus feat. The feat must still be taken during 
  character creation. 
  As long as the feats do not overlap or contradict 
  one another, there is no restriction against a character 
  choosing more than one Background feat. The GM 
  and players should work together to ensure that each 
  PC has a consistent and coherent background.
  Bloodline: This feat type represents abilities that 
  deal with the bloodline powers of the various Val 
  families. As such, these feats are not available to non-
  Val characters.
  Channeling: Feats with the [Channeling] 
  descriptor require the expenditure of one or more 
  channeling attempts (see chapter 3 for details). 
  Using these feats is a standard action unless the feat 
  description states otherwise. 
  Some of these feats may have variable effects 
  based on the results of a channeling check, while 
  others may be affected by the amount of channeling 
  damage rolled. See the specific feat for details. 
  If a character has more than one type of channeling 
  (such as the ability to turn/rebuke undead and the 
  ability to turn/rebuke Infernals) then either type may 
  be used to power Channeling feats.
  Elorii: This feat type deals with special aspects 
  of the Elorii race and their specific abilities. As such, 
  these feats are not available to non-Elorii characters.
  Fighter: A fighter may select any feat with this 
  designation as one of his fighter bonus feats.
  Military: This feat type represents abilities gained 
  during a character’s military service, or abilities 
  taught to the character by comrades from his or her 
  military days. Feats of this type are only accessible 
  to characters with one of the appropriate prerequisite 
  feats (which include Conscript, Dwarven Militia, 
  Legionnaire, Shining Patrol Service, and Soldier of 
  Retribution). Fighters do not gain automatic access 
  to these feats; they must have one of the necessary 
  military service prerequisite feats, just like members 
  of any other character class. Not all fighters gained 
  their experience fighting in a formal military unit. 
  However, if a fighter has the prerequisite military 
  service feat, then he may select Military feats with 
  his fighter bonus feats.  Having the ability to select 
  Military feats makes Knowledge: (Warfare and tactics) 
  a class skill for that character.
  Profession: This feat type represents a character’s 
  current or former profession. Characters with these 
  feats will often refer to themselves as a member of 
  that profession. These types of feats are sometimes 
  taken at character creation, but some characters 
  don’t pursue a profession until many years after they 
  have begun an adventuring career. A character must 
  spend at least half a year (180 days) out of play for 
  each Profession feat taken after character creation. 
  This represents the time and effort needed to study 
  the profession, which necessarily takes the character 
  away from adventuring.
  Soul Fragment: This feat type represents an 
  extra piece of spirit that was bound into your soul 
  at the time Beltine spun you out of her Cauldron. 
  Soul fragments can have both positive and negative 
  effects upon your character, and can make excellent 
  roleplaying devices. Because their souls do not come 
  from the Cauldron, dwarves and Elorii cannot take 
  these feats. Soul Fragment feats are treated exactly 
  the same as General feats, but you must take the first 
  feat in this chain as a Background feat (at character 
  creation).
  Tainted: This feat type deals with the Infernal 
  nature of a character with tainted blood. Only creatures 
  with the Tainted subtype may take these feats. All 
  dark-kin characters automatically have the Tainted 
  subtype, and certain other races and prestige classes 
  may grant this subtype as well. Tainted feats are 
  treated exactly the same as General feats, but some 
  Tainted feat chains require you to take at least the first 
  feat in the chain as a Background feat (at character 
  creation).
  Feat Types  ▪ FEATS
  Chapter Five
  Feats
  
  156
  Table 5-1: Feats
  Background Feats
  Prerequisites
  Benefit
  Born to the Saddle
  Native of the Hinterlands or 
  Milandir
  +2 bonus on Handle Animal and Ride checks; sleep in the saddle while 
  wearing armor
  Conscript
  Native of Milandir
  Skill bonuses, starting equipment, and access to Military feats
  Dwarven Militia
  Dwarf
  Skill bonuses, starting equipment, and access to Military feats
  Gentry
  Human or Val
  Gain the various rights and responsibilities of the nobility of your homeland
  Great Destiny
  Good or evil alignment
  +1 sacred or profane bonus on all saving throws
  Heirloom
  Various, depending on type
  Receive a special item with great historical or family significance
  Legionnaire
  Native of the Coryani Empire
  Skill bonuses, starting equipment, and access to Military feats
  Prodigy
  Caster or manifester level 1st
  Once per day, increase your caster or manifester level by 2 for a single spell 
  or power
  Pureblood Kio
  Human or Val’Sungha
  Gain racial traits, special characteristics, and noble rights and privileges 
  within Kio society.
  Scum
  Born and raised in a metropolis
  Gain class skills and a bonus on some skill checks in your home city
  Shining Patrol Service
  --
  Skill bonuses, starting equipment, and access to Military feats
  Soldier of Retribution
  Elorii
  Skill bonuses, starting equipment, and access to Military feats
  Streetwise
  May not be a Val or any sort of 
  aristocrat or noble
  +1 bonus on Black Market, Bluff, Gather Information, and Intimidate skill 
  checks
  Bloodline Feats
  Prerequisites
  Benefit
  Divinity’s Power
  Val blood rank 4
  +2 holy bonus to Str, Dex, and Con for a short period of time
  Divinity’s Presence
  Val blood rank 4
  +2 holy bonus to Cha, Int, and Wis for a short period of time
  Divinity’s Purpose
  Val blood rank 2
  When defending humans, gain temporary hit points and holy bonuses to attack and damage
  Potent Blood
  Val blood rank 3
  Raise your effective blood rank by 2
  Elorii Feats
  Prerequisites
  Benefit
  Elorii Bloodline
  Elorii
  Benefits vary by Elorii subrace
  Elorii Bloodline, Improved
  Elorii Bloodline, character level 3rd
  Benefits vary by Elorii subrace
  Elorii Bloodline, 
  Heightened
  Improved Elorii Bloodline, character level 6th
  Benefits vary by Elorii subrace
  Elorii Bloodline, Awakened
  Heightened Elorii Bloodline, character level 9th
  Benefits vary by Elorii subrace
  Elorii Bloodline, Legendary
  Awakened Elorii Bloodline, character level 15th
  Benefits vary by Elorii subrace
  Elorii Bloodline, Ascendant
  Legendary Elorii Bloodline, character level 21st
  Benefits vary by Elorii subrace
  Memories of Lives Past
  Character level 1st (background)
  Choose an extra favored class
  Knowledge of the Past
  Memories of Lives Past
  Any three skills become class skills
  Visions of Lives Past
  Elorii
  Ancestral memories may reveal secrets to you in 
  certain situations
  Vengeful Eyes
  Far Shot, Weapon Focus (any bow)
  Ignore penalties for range increments out to your 
  maximum range when firing a bow
  Will of the Prophetess
  Cleric of Belisarda
  +1 to spell save DCs against human and Val targets; +2 
  against reptilians and dragons
  Channeling Feats
  Prerequisites
  Benefit
  Channel Elemental Energy
  Ability to channel, at least one elemental 
  domain (Air, Earth, Fire, or Water)
  Your weapon gains an elemental quality.
  Channel Elemental Energy, Improved
  Channel Elemental Energy
  Your weapon gains the burst elemental quality.
  Tainted Feats
  Prerequisites
  Benefit
  Infernal Taint
  Dark-kin, character level 1st or 
  existing Infernal Taint
  Gain an obvious infernal trait (eyes, horns, teeth, tail, claws, or hooves)
  Daemonic Appearance
  Dark-kin; Infernal Taint of the trait 
  you wish to enhance
  Increase the appearance and effects of your Infernal Taint
  Wings of the Fiend
  Daemonic Appearance (any)
  Sprout wings and gain the ability to hover, but not to fly
  Wings of the Devil
  Wings of the Fiend
  Gain the ability to fly
  FEATS ▪ Feats
  
  157
  Item Creation Feats
  Prerequisites
  Benefit
  Craft Fetish
  Native of the Hinterlands or Shaman; caster 
  level 3rd
  Create fetishes to store spells and create powerful magical 
  effects
  Craft Lesser Fetish
  Caster level 1st
  Create fetishes to store spells; similar to Scribe Scroll
  Imbue With Essence
  Wis 13, Craft (armorsmith, ringsmith, or 
  weaponsmith) 12 ranks, no ability to cast arcane 
  or divine spells or manifest psionic powers, no 
  other magic or psionic item creation feats.
  Craft armor, rings, and weapons by means of your Craft skill as 
  if you had the appropriate Item Creation feats
  Sculpt Runic Item
  Native of the Hinterlands or dwarf; Craft 
  (appropriate type) 5 ranks; caster level 1st
  Create runic items to store spells; similar to Scribe Scroll
  Metamagic Feats
  Prerequisites
  Benefit
  Cooperative Spellcasting
  Concentration 5 ranks, Spellcraft 10 ranks
  Combine your efforts with other spellcasters to produce 
  a number of powerful effects
  Elemental Affinity
  Elemental subtype
  Alter spells with an energy descriptor to match your 
  elemental subtype
  Empower Blood
  Native of Canceri or Encali dwarf, caster level 3rd
  Inflict wounds upon yourself while casting a spell to 
  heighten its effects in various ways
  Masquerade Spell
  Member of the Sanctorum of the Arcane, Bluff 2 
  ranks, Perform (any) 5 ranks, caster level 1st
  Conceal spellcasting as part of a performance with a 
  successful Perform check
  Specialized Spell
  Spell Focus (any) or Domain Focus (any); Spellcraft 
  15 ranks
  Choose a single specialty spell, which you can 
  manipulate in various ways
  Military Feats
  Prerequisites
  Benefit
  Advanced Tactics
  Brothers in Arms or Back-to-Back, 
  base attack bonus +5
  +2 bonus on melee attack and damage rolls when fighting near 
  similarly-trained ally
  Back-to-Back
  Base attack bonus +1
  Immunity to flanking when fighting near similarly-trained ally
  Tandem Fighting
  Back-to-Back
  +1 to attack and damage rolls against foes that you and a 
  similarly-trained ally both threaten
  Brothers in Arms
  Base attack bonus +1
  When using the Aid Another action, apply a +4 bonus to your 
  ally’s AC or next attack roll
  Exotic Weapon Proficiency 
  (blastpowder siege weapons)
  Native of Altheria or Shining Patrol 
  Service; Exotic Weapon Proficiency 
  (any flintlock), base attack bonus +2
  Learn to use blastpowder siege weapons and gain the ability to 
  take ranks in Profession (gunner)
  Favor of the Quartermaster
  --
  Receive free room and board at military outpost, plus equipment 
  access with a Diplomacy check
  Military Service [F]
  Base attack bonus +1
  Gain access to military feats.
  Shield Wall
  Shield Proficiency
  +2 AC bonus when fighting near similarly-trained ally
  Lock Shields
  Shield Wall
  Extra AC and cover bonuses when fighting near similarly-
  trained ally
  Tactical Awareness
  Int 13, Leadership
  Allies gain initiative bonus equal to your Intelligence modifier
  Tactical Leadership
  Avoidance, Know Terrain
  Allies gain the benefit of your feats by listening to 
  instructions
  Profession Feats
  Prerequisites
  Benefit
  Altherian Craftsman
  Native of Altheria, 
  Skill Focus (Craft: flintlocks)
  You may craft Altherian-quality flintlocks and related items
  Courtesan
  Cha 13, 4 ranks in any Charisma-based 
  skill, 4 ranks in any Dexterity-based skill
  Gain class skills and the ability to more readily influence those who 
  interact with you socially; make more money when practicing your trade
  Diplomat
  Elorii, Val, any race plus Gentry, or at least 
  one level of Aristocrat or Patrician
  Gain class skills, bonus on skill checks, and the ability to more 
  readily calm hostile individuals; make more money when practicing 
  your trade
  Fishmonger
  Cha 13, 4 ranks in Perform (acting)
  Gain class skills, bonus on Perform checks in theatres, and bard as a 
  favored class; make more money when performing as an actor
  Master Craftsman
  Skill Focus (any Craft) or Dwarf
  Learn to craft greater masterwork and/or legendary items
  Feats  ▪ FEATS
  
  158
  Soul Fragment Feats
  Prerequisites
  Benefit
  Patchwork Soul
  Any race except Elorii, dwarf; character 
  level 1st (background)
  Gain a soul fragment and a +1 bonus on Will saves against mind-
  affecting effects
  Black Mage’s Soul
  Patchwork Soul (evil alignment)
  Gain class skills and a +1 insight bonus on saving throws against 
  Necromancy
  Fallen Hero’s Soul
  Patchwork Soul (good alignment)
  You and your nearby allies gain a morale bonus on saving throws 
  against fear effects
  Scholar’s Soul
  Patchwork Soul (any)
  Gain class skills and a +1 bonus on Knowledge skill checks
  Thief’s Soul
  Patchwork Soul (neutral or evil 
  alignment)
  Gain class skills and a +1 insight bonus on certain skill checks and 
  on initiative rolls
  Unassailable Soul
  Patchwork Soul, Fallen Hero’s Soul, 
  base Fort save +5
  You can re-roll failed saving throws against level or ability drains
  General Feats
  Prerequisites
  Benefit
  Advanced Pole-Arm 
  Fighting [F]
  Dex 15, Weapon Focus (polearm)
  Fight with chosen hafted reach weapon as if it were a 
  double weapon
  Aggressive Negotiations
  Str 15, dark-kin or half-orc
  Use Strength instead of Charisma on Intimidate checks
  Alien Understanding
  Cleric of Neroth or Sarish, native of 
  Canceri, Encali dwarf, or dark-kin; Caster 
  level 1st
  Undead and outsiders are denied their Wisdom bonus on 
  Will saves against spells you cast
  Arcane Knack
  Cha 13; Dark-kin, Elorii, or val’Mehan
  Gain a small number of 0-level spells as spell-like abilities
  Arcane Knack, Improved
  Arcane Knack
  Gain a small number of 1st-level spells as spell-like abilities
  Armored Caster
  Dex 15, Armor Proficiency (heavy), base 
  Fort save +3
  Reduce arcane spell failure chance from armor by 10 
  percent
  Armored Fortitude [F]
  Armor Proficiency (heavy), base attack 
  bonus +2
  Gain a small amount of DR against piercing attacks when 
  wearing heavy armor
  Armored Fortitude, 
  Improved [F]
  Armored Fortitude, base attack bonus +4
  Gain a small amount of DR against piercing and slashing 
  attacks when wearing heavy armor
  Avalanche [F]
  Str 17, Improved Bull Rush
  Make a free bull rush when you score a hit on a charge 
  attack
  Avoidance
  Dex 17, Mobility, base attack bonus +5
  Ignore attacks of opportunity that result from your 
  movement
  Balanced Blades [F]
  Improved Two-Weapon Fighting, base 
  attack bonus +9
  Treat any one-handed weapon as a light weapon for 
  purposes of two-weapon fighting penalties
  Brute
  Str 13, Con 13, Improved Unarmed Strike
  Gain DR against non-lethal melee damage and the ability to 
  Intimidate certain attackers
  Callous
  Must have died at least once and been 
  returned from the dead
  +4 bonus on Will saves against fear, morale, and other 
  emotion-based effects; -2 penalty on certain skill checks
  Callused Skin
  Dark-kin, half-orc, half-hobgoblin, or 
  gnome; base Fort save +4
  +1 permanent increase to your existing natural armor (if 
  any)
  Iron Skin
  Callused Skin, base Fort save +6
  +1 permanent increase to your existing natural armor, but 
  you suffer social penalties
  Canny Fighter [F]
  Lightning Reflexes, base attack bonus +4
  Make a Reflex save to avoid a confirmed critical hit or 
  sneak attack damage
  Cast out the Damned
  Cleric of Neroth or Sarish, native of 
  Canceri, Encali dwarf, or dark-kin; ability 
  to turn or rebuke undead or outsiders
  Add your Wisdom modifier to your turning checks and 
  turning damage rolls against outsiders and undead creatures
  Church Education
  Native of Altheria, Canceri, the Coryani 
  Empire, or Milandir
  Automatic literacy, Knowledge (religion) as a class skill, 
  and an additional favored class.
  Cloak Use [F]
  Native of Cafela, Dex 13
  Gain AC bonus by using your cloak to deflect attacks
  Cloak Attack [F]
  Dex 15, Cloak Use
  Wield your cloak as a melee weapon
  Steel Cloak [F]
  Cloak Attack
  Increase the amount of damage you deal with your cloak, 
  and learn to trip and disarm your foes
  Combat Firing [F]
  Combat Reflexes, Exotic Weapon 
  Proficiency (any flintlock type), 
  Concentration 1 rank
  Fire a flintlock without provoking attacks of opportunity if 
  you succeed on a Concentration check
  Combat Virtuoso [F]
  Weapon Finesse, base attack bonus +6
  Cause your opponents to become shaken for as long as you 
  continue to attack them
  Constant Agony
  Gnome; Great Fortitude or Toughness; 
  Concentration 10 ranks
  Convert a small amount of lethal damage to non-lethal 
  damage each time you suffer damage
  Cultural Assimilation
  Half a year (182 days) spent in the culture 
  whose elements the character wishes to 
  assimilate.
  Gain access to classes or feats from another culture.
  FEATS ▪ Feats
  
  159
  General Feats
  Prerequisites
  Benefit
  Deadly Aim [F]
  Proficiency with a ranged weapon, 
  Improved Critical, Weapon Focus, and 
  Weapon Specialization with that ranged 
  weapon, base attack bonus +11.
  Increase your critical multiplier by 1 with your chosen 
  flintlock type
  Defensive Spin [F]
  Riposte, Two-Weapon Defense, Whirlwind 
  Attack
  Forfeit all your attacks to make a free attack against anyone 
  who attacks you in melee for 1 round
  Domain Focus
  Divine spellcaster that chooses domains
  +1 bonus on save DCs when casting spells from a specific 
  domain
  Domain Focus, Greater
  Domain Focus (chosen domain)
  +1 bonus on save DCs when casting spells from a specific 
  domain; pray for domain spells in non-domain slots
  Dragon’s Hide
  Ss’ressen, Toughness, Con 13
  +1 increase to your natural armor
  Dumb Luck
  Int and Wis 9 or lower, Cha 13
  +1 luck bonus on all saves
  Eroticist
  Cha 13, Worshipper of Larissa, bardic 
  music ability, Perform 12 ranks
  Create a charm person effect on those you fascinate with 
  your bardic music ability
  Exotic Armor Proficiency 
  [F]
  Any other armor proficiency
  Wear a specific type of exotic armor without suffering 
  penalties
  Exotic Weapon Proficiency 
  (flintlocks) [F]
  Base attack bonus +1
  Learn to use flintlock pistols, flintlock rifles, scatterguns, or 
  the blunderbuss
  Expert Summoning
  Augment Summoning
  Your summoned creatures gain +2 to AC and saving throws
  Favored Enemy Spell 
  Focus
  Spell Focus (at least one school), 
  Knowledge (racial sub-specialization) 4 
  ranks, Spellcraft 7 ranks
  +1 bonus on save DCs when casting spells against foes of 
  your chosen favored enemy type
  Field Medic
  Heal 1 rank
  Administer potions or use the Heal skill without provoking 
  attacks of opportunity
  Flowing Sand [F]
  Dex 17, Cleave, Whirlwind Attack
  Forfeit all your attacks to make a single move and attack 
  everyone within reach as you move
  Hard Target [F]
  Combat Expertise, base attack bonus +6
  Get up from prone as a move-equivalent action without 
  provoking attacks of opportunity
  Hard to Handle
  Gnome, Escape Artist 5 ranks
  +4 bonus on defensive grapple checks and use Dexterity 
  instead of Strength when grappling
  Hawk-Eyed [F]
  Native of Altheria, Exotic Weapon 
  Proficiency (any flintlock), Far Shot, base 
  attack bonus +8
  Ignore penalties for range increments out to your maximum 
  range when firing a flintlock
  Heedless Assault [F]
  Power Attack
  Trade AC for attack bonus (up to 5 points)
  Heedless Charge [F]
  Base attack bonus +1
  Trade AC for attack bonus (up to 5 points) on a charge
  Hero’s Heart
  --
  +2 bonus on saving throws and skill checks when doing 
  something especially heroic
  Honeyed Tongue
  Cha 13
  +2 bonus on any two of Bluff, Diplomacy, Intimidate
  I’m Not Gonna Eat That!
  Gnome
  Creatures suffer penalties trying to bite you and must 
  succeed on a Will save to swallow you whole
  Improved Familiar, Onaran
  Ability to summon a familiar
  Summon a familiar of a special or unusual type unique to 
  Onara
  Improved Leadership
  Leadership (minimum score 12), character 
  level 9th
  Gain a second cohort
  Improved Mounted 
  Combat
  Combat Reflexes, Mounted Combat, Ride 
  7 ranks
  Negate additional attacks against your mount with Ride 
  checks
  Improved Quick Draw
  Dex 17, Quick Draw, base attack bonus +6
  Make a free melee attack when you use Quick Draw
  Improved Ride-By Attack
  Ride-By Attack, Ride 9 ranks
  +2 bonus on attack roll plus 1d6 bonus damage when 
  making a Ride-By Attack
  Improved Snatch
  Dex 15, Combat Reflexes, Lightning 
  Reflexes
  Snatch items from opponents’ hands, packs, belts, etc.
  Improved Toughness
  Toughness, base Fort save +2
  Gain 6 hit points, increasing by +3 each time you gain this 
  feat
  Judge of Character
  Wis 15, Skill Focus (Sense Motive)
  Take 10 on Sense Motive checks at all times; take 20 if you 
  have a long enough conversation
  Know Terrain
  Int 15, Survival 4 ranks
  +1 bonus on attacks from higher ground; recognize all 
  terrain effects on movement and cover
  Lay of the Land
  Track, Survival 4 ranks
  You are harder to track and receive +2 on Survival checks 
  within the boundaries of your homeland
  Linguist
  Int 13
  Learn any two languages and gain Speak Language as a 
  class skill, plus a bonus on Decipher Script checks
  Martial Weapon Technique
  Monk level 8th, Weapon Focus (chosen 
  weapon)
  A single martial or exotic weapon becomes a monk weapon 
  for you
  Feats  ▪ FEATS
  
  160
  General Feats
  Prerequisites
  Benefit
  Master of the Tops
  Native of Entaris or the Pirate Isles, Climb 
  4 ranks, Use Rope 4 ranks
  +10 bonus to Balance and Climb checks, move at full speed, 
  and retain Dex bonus while climbing along the rigging of 
  a ship
  Meet the Charge [F] [M]
  Combat Reflexes
  Opponents charging you provoke attacks of opportunity
  Earth to Sky [F] [M]
  Improved Unarmed Strike, Meet the 
  Charge
  Throw a charging opponent if you hit him with your attack 
  of opportunity
  Multifire [F]
  Exotic Weapon Proficiency (flintlock 
  pistol), Two-Weapon Fighting
  Fire two flintlocks at once with a single attack roll
  Murderous Precision [F]
  Non-good alignment, base attack bonus +5
  Perform a coup de grace as a standard action
  Natural-Weapon Fighting 
  [PW]
  Natural weaponry, base attack bonus +2
  Make a single extra natural weapon attack, but all attacks 
  suffer a -3 penalty
  Natural-Weapon Fighting, 
  Improved [PW]
  Natural-Weapon Fighting, base attack 
  bonus +7
  Make a single extra natural weapon attack, but all attacks 
  suffer a -1 penalty
  Natural-Weapon Fighting, 
  Greater [PW]
  Improved Natural-Weapon Fighting, base 
  attack bonus +12
  Make one extra natural weapon attack at no penalty and a 
  second extra natural weapon attack at a -5 penalty
  Of the Mundane
  Human, half-orc, or half-hobgoblin; no 
  spellcasting ability
  +2 bonus on all saves against spells, powers, spell-like 
  abilities and psionic abilities.
  Offensive Spin [F]
  Greater Two-Weapon Fighting, Whirlwind 
  Attack
  Attack with two weapons when performing a Whirlwind 
  Attack
  Olfaction
  Ss’ressen, base Fort save +5
  Gain the Scent special quality
  Opportune Strike [F]
  Dex 17, Combat Expertise, Weapon 
  Finesse
  +1 to attack and +2 to damage when flanking or attacking 
  flat-footed opponents
  Overlooked
  Gnome, Cha 11 or lower
  Make yourself inconspicuous to gain a bonus on skill 
  checks
  Point of the Blade [F]
  Weapon Focus (selected one-handed 
  slashing weapon)
  Deal piercing damage instead of slashing damage
  Quick Hands
  --
  Retrieve non-weapon items without provoking attacks of 
  opportunity
  Quick Reload [F]
  Exotic Weapon Proficiency and Weapon 
  Focus (any flintlock)
  Reload your chosen type of flintlock more quickly
  Quick Sheathe [F]
  Dex 13, Quick Draw or Quick Hands
  Sheathe weapons and retrieve items from the ground 
  without provoking attacks of opportunity
  Reactive Caster
  Combat Casting, Improved Counterspell, 
  Spellcraft 10 ranks.
  Counter spells as an immediate  action.
  Restless Wanderer
  Dark-kin, gnome, half-orc, or half-
  hobgoblin
  Select an extra favored class or select three skills as class 
  skills
  Riposte [F]
  Combat Expertise, Weapon Finesse, base 
  attack bonus +6
  While fighting defensively, make attacks of opportunity 
  against foes that miss you in melee
  Sabbatical
  --
  Gain 6 skill points
  Saddle Warrior [F]
  Dex 13, Mounted Combat
  +2 bonus on Ride checks to stay in the saddle and +1 AC 
  bonus while mounted
  Scholar
  Int 13
  All Knowledge skills become class skills
  Secret Lore
  Bardic Knowledge or Lore class ability
  +3 bonus on Bardic Knowledge and Lore checks
  Skill Focus, Greater
  Key ability 17, Skill Focus, and at least 10 
  ranks in the chosen skill
  +5 bonus on skill checks
  Slimy
  Gnome, Cha 9 or lower
  +2 bonus on Escape Artist checks and use Charisma instead 
  of Strength on all grapple checks
  Strength of the Coryani 
  Heart
  Native of the Coryani Empire
  When facing insurmountable odds, gain combat bonuses
  Studious
  Int 11
  +1 skill point per level gained
  Style Convergence
  Levels in two combat styles
  Avoid XP penalty for having levels in multiple combat 
  styles
  Superior Critical [F]
  Greater Weapon Focus, Improved Critical, 
  and Weapon Specialization with the 
  chosen weapon.
  Increase your critical multiplier by 1 with your chosen 
  weapon type
  Tail Attack
  Dex 13, ss’ressen or Tainted with 
  prehensile tail
  Use your tail to make melee attacks and trip opponents
  Tip Cut [F]
  Weapon Focus (selected one-handed 
  piercing weapon)
  Deal slashing damage instead of piercing damage
  Trick Shot [F]
  Proficiency with any projectile weapon, 
  Precise Shot, base attack bonus +8.
  Make ranged disarm attempts by firing your flintlock at 
  opponents’ weapons
  Tumbling Strike [F]
  Mobility, Jump 5 ranks, Tumble 5 ranks
  Incorporate Tumble or Jump checks as part of a charge to 
  gain bonuses
  FEATS ▪ Feats
  
  161
  Feat Descriptions
  Advanced Tactics [Military]
  You know how to fight side by side with similarly-
  trained individuals.
  Prerequisites: Brothers in Arms or Back-To-
  Back; base attack bonus +5.  
  Benefit: Whenever you are within 5 feet of an ally 
  with the Advanced Tactics feat, both you and your ally 
  gain a +2 circumstance bonus on all melee attack and 
  damage rolls. You both lose the benefits of this feat if 
  either of you become incapacitated (such as being held, 
  stunned, or unconscious) but not if either of you lose only 
  the ability to take attack actions (such as being dazed).
  Advanced Pole-Arm Fighting [Fighter, General]
  You know how to use the haft of a reach weapon 
  to strike adjacent targets.
  Prerequisites: Dex 15, Weapon Focus with 
  selected weapon.
  Benefit: You can use long-hafted reach weapons 
  as double weapons. The haft of the weapon is treated as 
  if it had a 5’ reach rather than a 10’ reach, meaning that 
  you may only attack adjacent targets with it.  
  Weapons that may be used with this feat are 
  the awl pike, glaive, glaive-guisarme, great trident, 
  guisarme, longspear, and ranseur. The blunt end of the 
  weapon is considered a club of your size category.  You 
  do not need to take this feat more than once; you may 
  use it with all of the listed weapons.
  If you only wish to use the blunt end as a single 
  weapon, you may do so. However, the haft only has 5’ 
  reach. You may not have the blunt end of the weapon 
  enchanted; the item is only treated as a double weapon 
  when you use it in conjunction with this feat. 
  When you are fighting with both ends of the 
  weapon, you incur all the normal penalties associated 
  with using a double weapon as described in Core 
  Rulebook I. 
  Normal:  You may not attack a creature in an adjacent 
  square when you are wielding a 10’ reach weapon.
  Aggressive Negotiations [General]
  You know how to make people see things your 
  way with the judicious use of a little muscle. 
  Prerequisites: Dark-kin or half-orc; Str 15.
  Benefit: You may use your Strength ability score 
  modifier instead of your Charisma ability score modifier 
  when making Intimidate skill checks.
  Alien Understanding [General]
  You are able to more easily bend undead and extra-
  planar creatures to your will, making your spells harder 
  to resist.
  Prerequisites: Cleric of Neroth or Sarish, native of 
  Canceri, Encali dwarf, or dark-kin; caster or manifester 
  level 1st.
  Benefit: When you cast a spell or manifest a 
  psionic power that allows a Will save against an undead 
  creature or an extra-planar creature (outsider), that 
  creature does not add its Wisdom bonus (if any) to its 
  Will save.  If the creature has a Wisdom penalty, then 
  the penalty is doubled when making Will saves against 
  spells you cast or powers you manifest.
  Altherian Craftsman [Profession] 
  You have learned the secret crafting techniques 
  gifted by the god Althares to his chosen people.
  Prerequisites: Native of Altheria, Skill Focus 
  (Craft: flintlocks).
  Benefit: You may craft Altherian-quality flintlocks 
  and perform other special techniques when using the 
  Craft (flintlocks) skill.  See Chapter 4 - Skills for 
  details. 
  Arcane Knack [General]
  You can perform a few simple spells without really 
  thinking about it.
  Prerequisites: Cha 13; Dark-kin, Elorii, or 
  val’Mehan.
  Benefit: You may choose a number of 0-level 
  arcane spells from the wizard/sorcerer spell list equal 
  to one-half your Charisma bonus (rounded down, but 
  minimum 1). You may cast each of these spells once 
  per day as a spell-like ability. You may not choose any 
  spell with a casting time of longer than 1 full round, 
  any spell that has an XP component, or any spell that 
  requires a costly material component. Your caster 
  level for purposes of the chosen spells is equal to your 
  Charisma bonus.
  Special: You may gain this feat more than once, 
  choosing new spells each time. 
  Arcane Knack, Improved [General]
  You have refined your innate magical abilities 
  to the point where you can perform slightly more 
  powerful tricks.
  Prerequisite: Arcane Knack.
  General Feats
  Prerequisites
  Benefit
  Uncanny Reaction
  Alertness, Improved Initiative
  Always roll two initiative checks and choose the one you 
  want
  Unfazed
  Iron Will
  +2 bonus on Concentration checks and Will saves
  Unhindered Defense [F]
  Combat Expertise, Dodge
  AC bonus if your foe is heavily armored and you are not
  Versatile
  Wis 13
  Choose two skills as class skills
  Villainous
  Non-good alignment
  +2 bonus on Intimidate and Sleight of Hand checks
  Wary
  Wis 13
  +2 bonus on Spot and initiative checks
  Weapon Master [F]
  Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, and 
  Superior Critical (for melee weapons) or 
  Deadly Aim (for ranged weapons) with the 
  chosen weapon.
  Gain significant bonuses with your chosen weapon.
  Weapon Grand Master [F]
  Weapon Master, base attack bonus +15
  Increase the damage with your chosen weapon
  [F] denotes a feat that a fighter or psychich warrior may select as one of his bonus feats.
  [M] denotes a feat that a monk may select as one of his bonus feats.
  Feats  ▪ FEATS
  
  162
  Benefit: You may choose a number of 1st-level 
  arcane spells from the wizard/sorcerer spell list equal 
  to one-half your Charisma bonus (rounded down, but 
  minimum 1). You may cast each of these spells once 
  per day as a spell-like ability. You may not choose any 
  spell with a casting time of longer than 1 full round, 
  any spell that has an XP component, or any spell that 
  requires a costly material component. Your caster 
  level for purposes of the chosen spells is equal to your 
  Charisma bonus.
  Special: You may gain this feat more than once, 
  choosing new spells each time.
  Armored Caster [General]
  You have learned to reduce the arcane spell failure 
  chance caused by wearing armor.
  Prerequisites: Dex 15, Armor Proficiency (heavy), 
  base Fortitude save +3.
  Benefit: When wearing armor that you are 
  proficient in, the arcane spell failure chance of your 
  armor is reduced by 10 percent. This feat has no effect 
  on the arcane spell failure chance caused by shields.
  Special: You may not gain this feat more than 
  once. However, its effects stack with arcane spell 
  failure reductions from other sources.
   
  Armored Fortitude [Fighter, General]
  While wearing heavy armor, you gain greater 
  protection from attacks made with piercing weapons.
  Prerequisites: Armor Proficiency (heavy), base 
  attack bonus +2.
  Benefit: While wearing heavy armor, you gain 
  damage reduction 2/bludgeoning or slashing. This 
  means that you ignore the first 2 points of damage 
  done to you by any attack made with any weapon that 
  deals only piercing damage. A weapon that can deal 
  both piercing and slashing damage or that can deal both 
  bludgeoning and piercing damage is unaffected by this 
  feat, since at least one of the weapon’s damage types 
  can bypass your DR.
  Special: The DR granted by this feat stacks with 
  other types of damage reduction that you might receive 
  from other sources, including special armor materials, 
  class abilities, spells, etc.  You may not gain this feat 
  more than once.
  Armored Fortitude, Improved [Fighter, General]
  While wearing heavy armor, you gain greater 
  protection from attacks made with piercing and slashing 
  weapons.
  Prerequisites: Armored Fortitude, base attack bonus 
  +4.
  Benefit: While wearing heavy armor, you gain 
  damage reduction 2/bludgeoning. This means that you 
  ignore the first 2 points of damage done to you by any 
  attack made with any weapon that deals either piercing 
  or slashing damage. A weapon that can deal both 
  piercing and slashing damage is affected by this feat, 
  since neither of the weapon’s damage types can bypass 
  your DR. Any weapon that can deal bludgeoning 
  damage is not affected by this feat, even if the weapon 
  can also deal piercing or slashing damage, since the 
  bludgeoning damage can bypass your DR.
  Special: The DR granted by this feat supersedes 
  (does not stack with) the DR granted by the Armored 
  Fortitude feat. The DR granted by this feat stacks with 
  other types of damage reduction that you might receive 
  from other sources, including special armor materials, 
  class abilities, spells, etc.  You may not gain this feat 
  more than once.
  Avalanche [Fighter, General]
  You have learned to combine a melee charge attack 
  with a bull rush.
  Prerequisites:  Str 17, Improved Bull Rush.
  Benefit: If you score a melee hit when making a 
  charge attack action, the attack deals damage normally 
  and also acts as a bull rush special attack that does 
  not provoke an attack of opportunity from the target 
  creature.  This action may still provoke attacks of 
  opportunity from nearby opponents, either during the 
  initial charge or during the bull rush action. 
  See Core Rulebook I for rules on resolving a bull 
  rush.
  Normal:  You may not combine a melee attack 
  action and a bull rush action as part of the same 
  maneuver under normal circumstances. You may 
  normally bull rush at the end of a charge action, but 
  you can’t also make a melee attack when doing so.
  Avoidance [General]
  You are skilled at moving through threatened areas 
  without incurring attacks of opportunity.
  Prerequisites: Dex 17, Mobility, base attack bonus 
  +5.
  Benefit: You are able to use the confusion of battle 
  to weave through the battlefield unmolested.  You may 
  ignore a number of attacks of opportunity equal to your 
  Dexterity bonus each turn. You may only ignore attacks 
  of opportunity that result from your movement through 
  a threatened square. You may not ignore attacks of 
  opportunity that result from failing a Tumble check or 
  from performing actions other than movement. 
  Special: This feat may not be used if you are 
  wearing heavier than light armor or if you are carrying 
  more than a light load.
  Back-To-Back [Military]
  You are skilled at fighting back-to-back with a 
  trusted ally. 
  Prerequisite: Base attack bonus +1.
  Benefit: When you are adjacent to an ally who 
  also possesses the Back-to-Back feat, you cannot be 
  flanked from any direction. Both you and your ally 
  lose the benefits of this feat if either of you is blinded, 
  FEATS ▪ Amored Caster [General]
  
  163
  incapacitated, held, stunned, or otherwise denied the 
  ability to defend normally against incoming melee 
  attacks.
  Special: Although you cannot be flanked when 
  fighting with this feat, you may still be denied your 
  Dexterity bonus to Armor Class by means of other 
  attacks or abilities used against you, so you may 
  still be vulnerable to a sneak attack under certain 
  circumstances. For example, this feat does not grant 
  you any special ability to defend yourself against 
  invisible foes.
  Balanced Blades [Fighter, General] 
  You have learned to balance two weapons more 
  precisely in your hands.
  Prerequisites: Improved Two-Weapon Fighting, 
  base attack bonus +9.
  Benefit: Any one-handed weapon of your size 
  category or smaller is treated as a light weapon for 
  purposes of determining your penalties for fighting 
  with two weapons. This means, for example, that you 
  could fight with a longsword, a scimitar, or a rapier 
  in each hand and only suffer the penalties for having 
  a light weapon in your off hand. This greater balance 
  does come at a price in terms of your ability to strike 
  hard; you may not use the Power Attack feat when you 
  are fighting in this fashion.
  Normal: You suffer greater penalties when fighting 
  with two weapons and wielding anything other than a 
  light weapon in your off hand.  
  Black Mage’s Soul [General]
  You possess a soul fragment that was once a mage 
  who trafficked in dark magic.  Through need or desire, 
  you have tapped into some of the knowledge and skill 
  of this soul fragment.
  Prerequisite: Patchwork Soul (of an evil alignment 
  only).
  Benefit: You gain Knowledge (arcana), Knowledge 
  (the planes), and Knowledge (religion) as class skills. 
  You also receive a +1 insight bonus on all saving 
  throws against spells and effects from the school of 
  Necromancy.
  Special: Should any divination spell attempt to 
  determine your capacity for arcane spellcasting, there 
  is a 50% chance that it will detect a strong ability 
  within you (the potential of the soul fragment) instead 
  of your normal result, even if you are not truly an 
  arcane spellcaster.  This may draw the attention of the 
  Harvesters.
  Born to the Saddle [Background]
  Your family has a strong tradition of horsemanship. 
  You learned to ride a horse almost before you were able 
  to walk.
  Prerequisite: Native of the Hinterlands or 
  Milandir.
  Benefit: You gain a +2 bonus on all Handle 
  Animal skill checks involving horses and on all Ride 
  skill checks. You may sleep in the saddle of a moving 
  horse while wearing no armor or light armor without 
  becoming fatigued. If you also have the Endurance feat, 
  you may sleep in the saddle of a moving horse while 
  wearing medium or heavy armor without becoming 
  fatigued.
  Brothers in Arms [Military]
  You are more effective in combat when fighting 
  with similarly-trained individuals. 
  Prerequisite: Base attack bonus +1.
  Benefit: When you successfully use the “aid 
  another” action in melee to aid a character with military 
  training (access to the Military feat category), you can 
  apply a +4 bonus to either the target’s Armor Class or 
  his next melee attack roll.
  Normal:  Using the aid another action in melee, 
  you apply a +2 bonus to the target’s AC or next melee 
  attack roll.
  Brute [General]
  You shrug off damage in brawls, often intimidating 
  would-be attackers. You can take a beating and 
  physically dominate a room.
  Prerequisites: Str 13, Con 13, Improved Unarmed 
  Strike.
  Benefit:  You gain damage reduction against 
  nonlethal melee damage equal to double your 
  Constitution bonus. In addition, whenever someone 
  hits you with an unarmed strike for nonlethal damage 
  and your DR completely negates the damage, you may 
  immediately make an Intimidate skill check (DC 15 + 
  the amount of damage that would have been dealt to 
  you) against the attacking person as a free action.  If you 
  succeed on the Intimidate check, you may immediately 
  make an additional unarmed attack against that person 
  as a free action.  You may only make one free attack per 
  round by means of this feat.
  Special: The nonlethal DR that you gain from this 
  feat does not apply if the source of the damage is any 
  other feat, spell, psionic power, or special ability that 
  enables you to transform lethal damage into nonlethal 
  damage.
  Callous [General]
  You have seen some of the worst Arcanis has to 
  offer and have become accustomed to horrors best left 
  unspoken.
  Prerequisite: 
  You 
  must 
  have 
  died 
  and 
  been brought back from the dead (in whatever 
  manner is appropriate for your race) at least once.  
  Benefit:  You have built up a mental hardness against 
  those experiences that would shock or horrify others. 
  You gain a +4 bonus on all Will saves against fear, 
  morale, and other emotion-based effects and spells, 
  such as bane, cause fear, crushing despair, doom, or 
  symbol of fear. This does not allow you to attempt a 
  saving throw against effects that would not otherwise 
  allow one.  Your emotional detachment causes you to 
  suffer a -2 penalty on all Bluff, Diplomacy, Perform, 
  and Sense Motive skill checks.
  Callused Skin [General]
  Your skin is thicker and tougher than most other 
  members of your race either through training, heredity, 
  or constant abuse.
  Prerequisites: Dark-kin, half-orc, half-hobgoblin, 
  or gnome; base Fortitude save +4.
  Benefit:  You gain a permanent non-magical +1 
  increase to your existing natural armor (if any). This 
  increase stacks with any natural armor bonus you already 
  have, and it also stacks with effects that provide an 
  enhancement bonus to natural armor, such as the barkskin 
  spell, as well as with other magical natural armor bonuses 
  (such as from an amulet of natural armor). 
  Balanced Blades [General]  ▪ FEATS
  
  164
  Special: Creatures that do not normally have 
  natural armor (such as humans) have an effective 
  natural armor bonus of +0, which is increased to +1 
  by this feat.
  Canny Fighter [Fighter, General]
  You have learned to turn away at just the right 
  moment to avoid the worst of a blow.
  Prerequisites: Lighting Reflexes, base attack 
  bonus +4.
  Benefit:  Once per encounter, when a successful 
  critical hit is confirmed against you or when you are 
  struck by a sneak attack, you may make a Reflex save 
  against a DC equal to the original total attack roll (not 
  the confirming roll). If you succeed on the Reflex 
  save, you avoid the critical hit and only suffer normal 
  damage from the attack. This does not negate extra 
  damage from sources other than a critical hit or sneak 
  attack, such as elemental weapon damage. You may 
  not use this feat if you are flat-footed or otherwise 
  denied your Dexterity bonus to AC.
  Cast Out the Damned [General]
  You possess a special knowledge of the motivations 
  and weaknesses of undead and extra-planar creatures 
  (outsiders) and can use this knowledge to more easily 
  censure them.
  Prerequisites: Cleric of Neroth or Sarish, native 
  of Canceri, Encali dwarf, or dark-kin; ability to turn or 
  rebuke undead or outsiders.
  Benefit: When attempting to turn or rebuke 
  undead or outsiders, you receive a bonus to your 
  turning check and turning damage equal to your 
  Wisdom modifier.
  Normal: Only your Charisma modifier is applied 
  to your turning check and turning damage.
  Channel Elemental Energy [Channeling]
  You can channel divine energy to empower your 
  weapons with the force of the elements.
  Prerequisites: Ability to channel, at least one 
  elemental domain (Air, Earth, Fire, or Water)
  Benefit: As a swift action, you may spend one 
  of your daily channeling attempts to imbue a single 
  weapon you are carrying with elemental energy. You 
  may choose any type of energy that matches one of 
  your domains (Air = electricity, Earth = acid, Fire = 
  fire, and Water = cold). You may not choose a type of 
  energy unless you have the corresponding elemental 
  domain. If you have more than one elemental domain 
  then you have access to more than one type of energy, 
  but no more than one type of energy may be active on 
  a weapon as a result of this feat at any given time.
   
  When you activate this feat, the chosen 
  weapon is imbued with energy, dealing +1d6 points 
  of elemental damage of the chosen type on every 
  successful attack. Ranged weapons bestow the 
  elemental damage on their ammunition. 
  The energy lasts for a number of rounds equal 
  to your Charisma bonus (minimum 1). If you drop 
  the weapon, are disarmed of the weapon, or hand 
  the weapon to another character, the energy fades 
  immediately and any remaining duration is lost.
  If the weapon already deals energy damage of 
  the type you select (for example, if you try to imbue 
  a flaming weapon with fire by means of this feat) 
  then the energy damage does not stack (only the 
  higher damage bonus applies). However, you may 
  add elemental damage of a different type, even a type 
  that would normally be opposed (such as adding fire 
  damage to a frost weapon).
  Channel 
  Elemental 
  Energy, 
  Improved 
  [Channeling]
  You can channel divine energy to greatly empower 
  your weapons with the force of the elements.
  Prerequisites: Channel Elemental Energy
  Benefit: As a swift action, you may spend two 
  of your daily channeling attempts to imbue a single 
  weapon you are carrying with powerful elemental 
  energy. 
  This functions identically to the Channel 
  Elemental Energy feat, except that the weapon also 
  gains an “elemental burst” power which activates on 
  any confirmed critical hit with the weapon. The burst 
  damage is +1d10 points if the weapon has a x2 critical 
  modifier, +2d10 points if the weapon has a x3 critical 
  modifier, or +3d10 points if the weapon has a x4 or 
  higher critical modifier.
  If the weapon already has an elemental burst 
  ability of the chosen energy type (for example, if 
  you try to imbue a flaming burst weapon by adding 
  elemental fire with this feat) then the abilities do not 
  stack. However, if the weapon only deals basic (+1d6) 
  elemental damage of the same type (for example, 
  if you try to imbue a flaming weapon instead of a 
  flaming burst weapon) then the weapon does gain the 
  appropriate burst ability as described above.
  Church Education [General]
  Your church provided your formal education.
  Prerequisite:  Native of the Coryani Empire, 
  Altheria, Canceri, or Milandir.
  Benefit:  The clergy of your nation has undertaken 
  your education. You are automatically literate with all 
  of your starting languages, even if your class or race 
  would normally cause you to be illiterate. Knowledge 
  (religion) is forever treated as a class skill for you 
  and cleric is considered an additional favored class. 
  If a character would not be able to select one of the 
  options for additional favored classes because of 
  racial, national, or deity-specific restrictions, then 
  selecting this feat does not override those restrictions. 
  Likewise, if a particular class has multi-classing 
  restrictions, selecting this feat does not override those 
  restrictions.
  If it is not taken at first level (as part of character 
  creation) the character should spend a significant 
  amount of time out of play to represent the time 
  that must be spent in schooling. In LIVING ARCANIS, 
  gaining this feat after character creation requires 
  the expenditure of 180 Time Units, which must be 
  noted on the character’s logsheet and initialed by the 
  player’s next table GM.
  Characters with the Church Education feat may 
  select any one of cleric, holy champion, paladin, or 
  priest as their additional favored class.
  Cloak Attack [Fighter, General]
  You have learned to use your cloak as a weapon. 
  Prerequisites: Dex 15, Cloak Use.
  Benefit: You may use your cloak to attack in 
  melee.  Wielded aggressively, a cloak can deal 1d3 
  points of nonlethal damage.  You do not have the 
  FEATS ▪ Canny Fighter [Fighter, General]
  
  165
  level of control necessary to use your cloak in special 
  attacks (such as trip or disarm attempts).  
  Your cloak is treated as a two-handed weapon 
  when resolving disarm attempts made against you, 
  and your cloak may only be sundered by slashing 
  weapons. A typical Cafelan combat cloak has Hardness 
  2 and 5 hit points.
  You may gain weapon-specific feats and choose 
  your cloak, including Weapon Focus.  Your cloak is 
  always considered a light weapon, which means that 
  you may use the Weapon Finesse feat with it.  
  In any round where you use your cloak to attack, 
  you lose all defensive bonuses gained from the Cloak 
  Use feat.
  Special: See Chapter 7 – Weapons and Equipment 
  for more information about Cafelan combat cloaks.
  Cloak Use [Fighter, General]
  You have leaned to use your cloak to deflect attacks. 
  Prerequisites: Native of Cafela, Dex 13.
  Benefit: You can use a cloak or similar-sized piece 
  of cloth as a method of defense, gaining a +1 shield 
  bonus to your AC. Gaining this bonus requires active 
  use of the cloak to deflect attacks and confuse your 
  attackers; if you undertake any action other than an 
  attack or defense action (i.e. casting a spell, drinking 
  a potion, etc.) this bonus is lost until your next turn. 
  You do retain the bonus in any round during which 
  you do nothing but move. Whenever you use the total 
  defense action, the bonus increases to +2. 
  You may wield a weapon in one hand while using 
  a cloak for defense, but your other hand must be 
  completely empty (it is used to grip the cloak), or you 
  cannot gain the benefits of this feat. You may wear a 
  buckler and use a combat cloak at the same time, but 
  you may not use the buckler for defense in the same 
  round that you are using your cloak for defense.
  Combat Firing [Fighter, General]
  You have learned to use a particular ranged 
  weapon in melee without letting your guard down.
  Prerequisites: Proficiency with a ranged weapon, 
  Combat Reflexes, Concentration 1 rank.
  Benefit: You may fire your chosen ranged weapon 
  in melee without provoking attacks of opportunity. 
  For weapons that require reloading (such as flintlocks 
  and crossbows), you may also attempt to reload 
  the weapon in melee without provoking attacks 
  of opportunity. To do this requires a successful 
  Concentration check (DC 20). This does not enable 
  you to reload the weapon any faster than usual, and 
  if the weapon requires multiple rounds to reload, then 
  you must succeed on the Concentration check each 
  round or else you provoke attacks of opportunity that 
  round.
  Special: You may gain this feat more than once, 
  choosing a different type of ranged weapon with 
  which you are proficient each time.
  Normal: Loading or firing a ranged weapon, 
  including a flintlock, in a threatened square provokes 
  attacks of opportunity.
  Combat Virtuoso [Fighter, General]
  You have learned to use your skill with a weapon 
  to frighten and demoralize your opponents.
  Prerequisites: Weapon Finesse, base attack bonus +6.
  Benefit: Whenever you declare a full attack, you 
  may choose to forego one attack at your lowest base 
  iterative attack bonus. If you do this, the target of your 
  first melee attack in the sequence must succeed on a 
  Will save (with a DC equal to 10 plus one-half your 
  character level plus your Charisma modifier). If the 
  target fails the Will save, it becomes shaken. A shaken 
  creature suffers a -2 penalty on attack rolls, saving 
  throws, skill checks, and ability checks.
  The shaken condition lasts for as long as you 
  continue to make at least one melee attack per round 
  against the shaken creature on your turn. This means 
  that if you have enough attacks, you can maintain this 
  ability on multiple targets, as long as you continue to 
  attack each of them at least once per round by using 
  the full attack action and splitting up your attacks.
  Special: The Will save forced by this feat is 
  treated as a mind-affecting fear ability.
  Conscript [Background]
  “For King and Country!”
  You have served in a canton militia of the nation 
  of Milandir.
  Prerequisite:  Native of Milandir.
  Benefit: You are proficient with the longsword, 
  the halberd, and the heavy crossbow. You are proficient 
  with light armor, medium armor and heavy armor. You 
  gain access to the Military feat category, thanks to 
  your training. You receive a +1 circumstance bonus 
  on all Diplomacy skill checks when dealing with 
  Milandisian citizens because you have gained the 
  respect and trust of your fellow countrymen. 
  You begin play with the following items in 
  addition to your normal allotment of starting items: 
  a longsword, a halberd, a heavy crossbow, and your 
  choice of one of the following suits of armor: chain 
  shirt, chain mail or splint mail.
  Constant Agony [General]
  You have been living with the pain of your 
  twisted body for so long that you hardly even notice 
  when something hurts you.
  Prerequisites: Gnome; Great Fortitude or 
  Toughness; Concentration 10 ranks.
  Benefit: Each time you suffer lethal hit point 
  damage from any source, the first two points of damage 
  are converted from lethal to nonlethal damage. If you 
  are unconscious, this feat has no effect.
  Special: This feat is applied after your damage 
  reduction (if any) has already been applied. This feat 
  does not stack with any other abilities that allow you 
  to convert lethal damage into nonlethal damage.
  Cooperative Spellcasting [Metamagic]
  You may combine your magical might with that 
  of other casters for the casting of a single spell.
  Prerequisites: Spellcraft 10 ranks, Concentration 5 
  ranks.
  Benefit: When casting a cooperative spell, the 
  casters involved must all possess this feat. All casters 
  must be of the same type (arcane or divine), and all 
  casters must have prepared (or know in the case of 
  bards and sorcerers) the spell to be cast cooperatively. 
  Magic items, such as scrolls, staves, and wands, may 
  not be used to provide the spells used in the casting of 
  a cooperative spell, nor may cooperative spellcasting 
  be performed as a part of magic item creation.
  Cloak Use [Fighter, General]  ▪ FEATS
  
  166
  To begin, the true caster of the spell must be 
  identified (see below) and the spell will go off on 
  that character’s initiative count. All other casters must 
  ready their actions to cast at the same time (they may 
  not delay; they must use the ready action). The casting 
  time of the spell is not altered by the use of this feat, 
  except that some of the casters will be vulnerable 
  to disruption during their ready actions. Sorcerers 
  and bards may cast a spell with this metamagic feat 
  without increasing the spell’s casting time. 
  The cooperative spell is cast and resolved 
  according to the following rules:
  • 
  The highest DC (inclusive of all appropriate 
  feats and abilities, such as Spell Focus) from 
  among the cooperative casters is used, adding a 
  bonus of +1 for each cooperative caster after the 
  first.  (Example: Jonith and Simonic are casting a 
  fireball using the Cooperative Spellcasting feat. 
  Simonic is 8th level and Jonith is 9th level. Of the 
  two, Simonic has the higher fireball DC at an 18, 
  thanks to his Spell Focus (Evocation) feat. This 
  DC becomes a 19 thanks to the participation of 
  Jonith.)
  • 
  The character whose DC was used in the 
  previous step is designated as the “true” caster of 
  the spell.  If two or more characters are tied for 
  the highest DC, then they choose one from among 
  their number to be the true caster. In the example 
  above, Simonic is the true caster because his DC 
  was the one chosen.
  • 
  If the spell deals damage expressed as a 
  number of dice, the number of dice rolled is the 
  normal number for the true caster. Every other 
  cooperative caster’s participation increases the 
  damage of the spell by one point of damage per 
  die of damage that the spell deals. In the example 
  above, the fireball will deal 8 dice of damage 
  because Simonic is the true caster and he is 8th 
  level. Jonith’s participation adds one point of 
  damage per die, so the damage dealt by this 
  cooperatively-cast fireball will be 8d6+8.
  • 
  All cooperative casters are subject to attacks 
  of opportunity as normal during spellcasting. 
  If some of the spellcasters involved must ready 
  actions in order to match the true caster’s initiative 
  count, those characters are considered to be in the 
  act of spellcasting during the entire time they are 
  holding ready actions. 
  • 
  If any one of the cooperative spellcasters is 
  forced to make a Concentration check for any 
  reason to avoid losing the spell, then every caster 
  involved must attempt the same check. However, 
  all casters gain a bonus on Concentration checks 
  to avoid losing the cooperative spell. This bonus 
  is equal to the total number of casters cooperating. 
  In the example above, Jonith and Simonic both 
  gain a bonus of +2 on their Concentration checks 
  made to avoid losing the cooperative spell.
  • 
  Any caster failing his or her check is 
  interrupted, loses his or her spell, and “drops 
  out” of the cooperative spell. If every other caster 
  except for the true caster is interrupted during 
  their casting, the true caster may still complete 
  the spell normally on his action, but without 
  any benefits of this feat.  If the true caster is 
  interrupted, he loses his spell, but a new true 
  caster may be selected (the character with the 
  highest DC among the remaining casters) and the 
  spell may continue, with its effects recalculated 
  based on the new true caster and the remaining 
  casters.
  • 
  At the moment the spell is successfully cast, 
  for every three casters in the circle (round down), 
  the true caster may apply any one metamagic feat, 
  which he chooses from among all of the metamagic 
  feats known by all of the casters involved. This 
  feat does not increase the effective level or the 
  casting time of the spell.  The Empower Blood, 
  Heighten Spell, and Quicken Spell feats may not 
  be chosen for this purpose. The same metamagic 
  feat may not be applied more than once. If there 
  are fewer than three casters remaining in the 
  circle at the time the spell goes off, then no bonus 
  metamagic feat may be applied.
  FEATS ▪ Cooperative Spell [Metamagic]
  
  167
  Courtesan [Profession]
  You have gained an inherent understanding of 
  certain delicate social skills during your exploits.
  Prerequisites: Cha 13, 4 ranks in at least one 
  Charisma-based skill, 4 ranks in at least one Dexterity-
  based skill.
  Benefit: You gain Balance, Bluff, Diplomacy, 
  Perform (any one type of your choice), and Sense 
  Motive as class skills. 
  When you are interacting socially with any 
  individual who is amenable to your seductive 
  techniques, you gain at least a +2 circumstance 
  bonus on all Charisma-based social skill and ability 
  checks made to influence that person, assuming you 
  have a sufficient amount of time to work your wiles. 
  Generally speaking this requires at least a lengthy 
  conversation (such as over dinner or while standing 
  around at a party). At the GM’s discretion, this bonus 
  may be higher, depending on the level of enthusiasm 
  with which the individual in question regards you, 
  particularly if you have a past association.
  When you are interacting socially with any 
  individual who is aware of your profession and who 
  disapproves of it on moral, religious, or other grounds, 
  you suffer at least a -2 circumstance penalty on all 
  Charisma-based social skill and ability checks made 
  to influence that person. At the GM’s discretion, this 
  penalty may be higher, depending on the level of 
  disdain with which the individual in question regards 
  you, particularly if you have a past association.
  Any time you spend at least a week to make a 
  Profession (courtesan) check to practice your trade for 
  money, you receive a +10 bonus on the check.  This 
  bonus increases the amount of money you earn.
  Craft Fetish [Item Creation] 
  You can create any fetish (animal charm) whose 
  prerequisites you meet.
  Prerequisites: Native of the Hinterlands or 
  Shaman; caster level 3rd.
  Benefit: Crafting a fetish is a very ritualistic 
  method of creating magical trinkets that range from 
  the simple to the amazing.  Though most wizards 
  consider fetishes to be “hedge magic,” these items are 
  able to tap into the divine as well as the arcane, a feat 
  that is beyond the power of most spellcasters. 
  Crafting a fetish takes one day for each 1,000 
  gold pieces in its market price (round up). To craft a 
  fetish, you must spend 1/25 of the item’s market value 
  in experience points and expend incense and spices 
  costing one-third its market price. 
  The creator must know the recipe for a particular 
  fetish before being able to create it. Unlike most types 
  of magic items, fetishes have specific components 
  that are required to create them, above and beyond 
  the usual prerequisites.  These components are listed 
  as part of the item creation information for each 
  individual fetish. The crafter must collect the fetish’s 
  components before attempting to create the fetish. 
  These components vary and may range from the 
  simple (feather of a hawk) to the grotesque (entrails of 
  a bound infernal) to the exotic (distilled dreams).
  Craft Lesser Fetish [Item Creation] 
  You have learned to create small fetishes to store 
  spells.
  Prerequisite: Caster level 1st.
  Benefit: This feat works exactly like the Scribe 
  Scroll feat but utilizes a different medium. All gold 
  piece, experience point, and other costs and restrictions 
  are identical to the Scribe Scroll feat. Non-Shamans 
  trying to activate a fetish must succeed on a successful 
  caster level check (DC equal to the caster level of the 
  fetish). 
  Creation of a lesser fetish may not be combined 
  with items made through the use of the Craft Fetish 
  feat. 
  Special: This feat is called Create Gris-Gris in 
  Nyambe: African Adventures (from Atlas Games). See 
  that book for details on sample lesser fetishes that may 
  be crafted. Other types of fetishes and their effects 
  are detailed in The Shaman’s Handbook (from Green 
  Ronin Publishing). The Craft Lesser Fetish feat and 
  the Create Gris-Gris feat are considered identical and 
  interchangeable for all purposes. 
  Cultural Assimilation [General]
  You spent time in a foreign culture and gained an 
  understanding of their mindset and methodologies. 
  Prerequisite: Half a year (182 days) spent in 
  the culture whose elements the character wishes to 
  assimilate. 
  Benefit: A character who has assimilated a foreign 
  culture gains access to that culture’s classes, feats, and 
  prestige classes. Each level taken of a class or prestige 
  class from a particular culture requires half a year’s 
  residence within that culture. During this time, the 
  character is out of play.
  Normal: Characters without this feat cannot take 
  feats or levels in classes or prestige classes from other 
  cultures.
  Special: This feat may be taken multiple times 
  to incorporate the practices of additional cultures into 
  one’s behavior. Each instance of the feat assimilates 
  one culture. This feat cannot be taken at character 
  creation.
  Daemonic Appearance [Tainted] 
  The blood of demons and devils flows in your 
  veins. This Infernal heritage is impossible to disguise, 
  mutating you little by little into a copy of your 
  ancestors. To the layperson, you may very well be a 
  demon walking the world.
  Prerequisites: Dark-kin; each individual trait has 
  one additional prerequisite feat.
  Benefit: Choose one of the following traits 
  and apply the listed modifier; the exact physical 
  appearance of each trait is left up to you. Each time 
  you take this feat you incur an additional -1 penalty to 
  your Unnatural Aura.
  • 
  Daemon Eyes – You must have the 
  Infernal Taint (Devil Eyes) feat. As a spell-like 
  ability, you may create a fear effect on any one 
  creature within 5 feet. You may create this effect 
  once per day, plus a number of times per day equal 
  to your Charisma modifier (if negative, treat it as 
  a positive number for this purpose). Your caster 
  level is equal to your character level. The DC is 
  equal to 10 plus one-half your character level plus 
  your Charisma modifier (again, treat a negative 
  number as if it were positive).
  Courtesan [Profession] ▪ FEATS
  
  168
  • 
  Horns of the Beast – You must have the 
  Infernal Taint (Massive Horns) feat. Your gore 
  attack now deals 1d8 damage (modified by your 
  Strength). This gore attack counts as a normal 
  attack made with a natural weapon and follows all 
  of the rules for natural weaponry. However, once 
  per encounter you may make a free gore attack in 
  addition to your regular attacks. You also gain a +2 
  circumstance bonus to all Intimidate checks. 
  • 
  Razor Teeth – You must have the Infernal 
  Taint (Wicked Teeth) feat. Your bite attack now 
  deals 1d6 damage (modified by your Strength). 
  This bite attack counts as a normal attack made 
  with a natural weapon and follows all of the rules 
  for natural weaponry. However, once per encounter 
  you may make a free bite attack in addition to your 
  regular attacks. You also gain a +2 circumstance 
  bonus to all Intimidate checks.
  • 
  Wicked Sting – You must have the Infernal 
  Taint (Prehensile Tail) feat. Your tail thickens 
  and grows a stinger made of sharpened bone. You 
  gain the ability to use your tail in combat, dealing 
  1d6 points of piercing damage on a successful 
  sting attack. Your tail has a 5’ reach, and you may 
  make attacks of opportunity with it, but it may 
  not be used for trip attacks unless you also have 
  the Tail Attack feat. The sting counts as a normal 
  attack made with a natural weapon and follows all 
  of the rules for natural weaponry. Once per day, 
  immediately following a successful sting, you 
  may inject poison into the wound as a free action. 
  The victim must succeed on a Fortitude save (DC 
  10 plus one-half your character level plus your 
  Constitution modifier) or suffer Strength damage 
  from the poison (1d4 primary / 2d4 secondary). 
  You are immune to your own poison, but this does 
  not grant you immunity to any other type of poison, 
  including the poison of other dark-kin with this feat. 
  The poison from your stinger cannot be harvested 
  or collected in any way, shape, or fashion. You may 
  not use your sting in combat if you are wearing 
  heavy armor or if your tail is hidden, covered, or 
  otherwise unable to move freely.
  • 
  Wicked Claws – You must have the Infernal 
  Taint (Sharp Claws) feat. The damage from your 
  claw attacks increases to 1d6. Your claws become 
  especially sharp, and now threaten a critical hit on 
  a roll of 19-20. Your claws are treated as normal 
  natural weapons and follow all of the rules for 
  natural weaponry.
  • 
  Hooves of the Beast – You must have the 
  Infernal Taint (Cloven Hooves) feat. Thanks to 
  the power of your legs, your charge attacks are 
  particularly devastating. When charging, you gain 
  a +4 bonus to hit instead of the normal +2. If you 
  also possess the Horns of the Beast feat, you may 
  use your gore attack when making a charge; if the 
  gore attack hits, it deals its normal 1d8 damage 
  plus 2d8 points of additional damage (all modified 
  by Strength, as usual). You also gain a +2 stability 
  bonus on all opposed checks made to resist a bull 
  rush or trip attack, as the powerful muscles in your 
  legs make you difficult to move.
  Special: This feat may be taken multiple times. 
  Choose a different trait each time you take it.  The 
  penalties associated with this feat stack. As with most 
  natural weapons, the weapons described in this feat 
  threaten a critical hit only on a natural 20 and deal 
  double damage on a critical hit, unless otherwise noted.
  Deadly Aim [Fighter, General]
  You have become an expert marksman, enabling 
  you to strike vulnerable spots with ruthless efficiency.
  Prerequisites: Proficiency with a ranged weapon, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization with that ranged weapon, base attack 
  bonus +11.
  Benefit: When firing your chosen weapon, your 
  critical multiplier is increased by one (for example, a 
  x3 critical multiplier becomes x4).
  Special: This feat may only be chosen with a 
  ranged weapon. You may gain this feat more than once, 
  choosing a different weapon for which you meet the 
  prerequisites each time. 
  This effect does not stack with any other effect that 
  increases the critical multiplier of a given weapon, but 
  it does stack with the Improved Critical feat and other 
  effects that increase a weapon’s threat range (though 
  such effects still do not stack with each other).
  Defensive Fighter [Fighter, General]
  You have become an expert at fighting 
  defensively.
  Prerequisites: Dex 13, Combat Expertise.
  Benefit: When fighting defensively, you only 
  suffer a –2 penalty to your attack rolls.
  Normal: When fighting defensively, you suffer a 
  –4 penalty to your attack rolls.
  Defensive Spin [Fighter, General]
  You have learned to spin in a defensive style that 
  sometimes leaves your enemies open to a counter-
  attack.
  Prerequisites:  Riposte, Two-Weapon Defense, 
  Whirlwind Attack.
  Benefit: A full attack action is required to initiate 
  this maneuver, but you forfeit all of your attacks for the 
  round, including attacks of opportunity that you might 
  otherwise be entitled to make. While in a defensive 
  spin, you do not threaten an area and may not give or 
  benefit from flanking. 
  Until your next action, you may make an opposed 
  attack roll versus every character that attempts to 
  strike you in melee combat. If your opponent’s attack 
  roll is higher than yours, then the opponent’s attack is 
  resolved normally.  If your attack roll is higher, then 
  the opponent’s attack is negated and your attack roll is 
  treated as if it were a normal attack made against that 
  opponent. Ties go to you. All attacks (yours and your 
  opponents’) must still be resolved normally; an attack 
  roll that does not beat its target’s AC still does not deal 
  any damage. 
  If your attacker has greater reach than you do and 
  you win the opposed roll, you do not get to make an 
  attack against the opponent, but your opponent’s attack 
  is still negated. If you win the opposed roll but your 
  attacker is attacking you from a square that you cannot 
  normally reach (such as 5’ away when you are armed 
  with a 10’ reach weapon), you do not get to make an 
  attack against the opponent, but your opponent’s attack 
  is still negated (you deflect it with the haft or some 
  other part of your weapon). 
  There is no limit to the number of attacks that you 
  may oppose in a single round with this feat, and if an 
  opponent attacks you with multiple iterative attacks, 
  you may oppose each of them. You always use your 
  highest iterative attack bonus when making your 
  opposed rolls. 
  FEATS ▪ Deadly Aim [General, Fighter]
  
  169
  You may declare the use of Power Attack in 
  conjunction with this feat, but you must do so at the 
  beginning of your turn. 
  You do not get to make any bonus attacks (such 
  as from Cleave) if you drop an opponent with the use 
  of this feat, nor may you substitute special attacks 
  (such as trip or disarm attempts) for normal melee 
  attacks while this feat is active.
  Diplomat [Profession]
  You have refined your social skills during the 
  course of your career as an expert negotiator.
  Prerequisite: Elorii, Val, any race plus the Gentry 
  feat, or any race plus at least one level in the Aristocrat 
  or Patrician class.
  Benefit:  The following skills are now considered 
  class skills for you: Bluff, Diplomacy, and Sense 
  Motive.  You gain a +1 circumstance bonus on all 
  checks with those skills.  
  Furthermore, when you use the Diplomacy skill 
  to attempt to change the attitude of an NPC that is 
  currently Hostile or Unfriendly towards you, you 
  receive an additional +1 bonus on your check for each 
  one full minute (10 rounds) that the NPC listens to 
  you speak, to a maximum bonus of +5.  This does not 
  permit you to use Diplomacy to change the attitudes of 
  NPCs that you could not otherwise influence with the 
  skill. See the table in Core Rulebook I for details on 
  using the Diplomacy skill to change NPC attitudes.
  Any time you spend at least a week to make a 
  Profession (diplomat) check to practice your trade for 
  money, you receive a +10 bonus on the check.  This 
  bonus increases the amount of money you earn.
  Divinity’s Power [Bloodline]
  By calling on your divine heritage, you may 
  increase your physical attributes for a short period of 
  time.
  Prerequisite: Val blood rank 4.
  Benefit: You may call upon your divine heritage 
  to imbue your body with the power of the Gods. As a 
  free action once per day, you gain a +2 holy bonus to 
  your Strength, Dexterity, and Constitution scores for a 
  number of rounds equal to your blood rank.
  Divinity’s Presence [Bloodline]
  By calling on your divine heritage, you may 
  increase your presence and perceptions for a short 
  time.
  Prerequisite: Val blood rank 4.
  Benefit: You may call upon your divine heritage 
  to imbue your presence with the power of the Gods. As 
  a free action once per day, you gain a +2 holy bonus to 
  your Charisma, Intelligence, and Wisdom scores for a 
  number of rounds equal to your blood rank.
  Divinity’s Purpose [Bloodline]
  By calling on your divine purpose, you increase 
  your ability to defend humankind.
  Prerequisite: Val blood rank 2.
  Benefit: When you are defending humans who 
  are in significant danger of dying (GM’s discretion; 
  generally, for NPCs this means commoners or other 
  normal humans at any time, but for player characters 
  it means only unconscious or incapacitated characters) 
  you may call upon the Valinoric blood within your 
  veins as a free action.
  When this power activates, you become infused 
  with the divine purpose for which the Gods created you. 
  You gain 5 temporary hit points per blood rank, and you 
  receive a +2 holy bonus on your attack rolls, damage 
  rolls, and saving throws for as long as there is a clear 
  threat to the lives of the humans within your sight.  
  Once the threat to the humans has passed (again, 
  GM’s discretion, but generally this occurs at the 
  end of the encounter), you become fatigued (if you 
  successfully saved the humans’ lives) or exhausted 
  (if any of the humans died while you were trying to 
  defend them) until you are able to rest for 8 hours.  
  This power does not activate more than once in 
  any 24-hour period.
  Domain Focus [General]
  Your domain spells are harder to resist.
  Prerequisite: Divine spellcaster with specific 
  selection of domains (such as Cleric or Priest, but not 
  Druid, Ranger, or Paladin).
  Benefit: Select one of your domains at the time 
  you gain this feat. You add +1 to the Difficulty Class 
  for all saving throws against spells you cast from the 
  domain you select (even if they are not cast out of 
  your bonus domain spell slot).   
  Special: You can gain this feat multiple times. 
  Its effects do not stack. Each time you take the feat, it 
  applies to a new domain.
  Domain Focus, Greater [General]
  Your domain spells are harder to resist.
  Prerequisite:  Domain Focus (any domain).
  Benefit: Choose one domain for which you 
  have already chosen the Domain Focus feat. Add an 
  additional +1 to the spell save DC of the spells you 
  cast from the chosen domain. This bonus stacks with 
  the bonus granted by the Domain Focus feat. 
  You may also pray for spells that are on your 
  domain list but not on your regular class list and 
  memorize those spells in your regular spell slots (in 
  addition to the domain slot of each level). You may 
  pray for no more than one additional domain spell of 
  each level per day. Note that this does not give you 
  an increase in the total number of spells per day that 
  you can cast.
  Diplomat [Profession]  ▪ FEATS
  
  170
  Special: You can gain this feat multiple times. 
  Its effects do not stack. Each time you take the feat, it 
  applies to a new domain for which you have already 
  chosen the Domain Focus feat.
  Dragon’s Hide [General]
  Your hide is thicker and tougher than normal.
  Prerequisites: Ss’ressen, Toughness, Con 13.
  Benefit: Over the years, you have seen your share 
  of battles, or perhaps you have deliberately allowed 
  others to beat upon your scaly hide. No matter the 
  method, the result is the same: your hide has become as 
  strong as steel. You gain a +1 inherent increase to your 
  existing natural armor.
  Special: You may not gain this feat more than 
  once. 
  Dumb Luck [General]
  You are luckier than most. Despite your apparent 
  stupidity and reckless actions, you always manage to 
  avoid most hazards. The Gods must really like you.
  Prerequisites: Int and Wis 9 or lower, Cha 13. 
  Benefit: You gain a +1 luck bonus on all saving 
  throws.
  Special: You may gain this feat more than once. 
  Its effects stack.
  Dwarven Militia [Background]
  You have served with the dwarven military of your 
  home enclave. 
  Prerequisite: Dwarf.
  Benefit: By serving with your kin defending your 
  home enclave, you have gained access to special tactics 
  and abilities not normally available.  Therefore, you 
  gain access to the Military feat category. Your militia 
  also permitted you to keep your fighting gear so that 
  you may maintain your readiness in case you are called 
  back up in the future.
  You gain a +1 circumstance bonus on all Diplomacy 
  skill checks when dealing with other dwarves from 
  your home enclave, as you have gained the respect of 
  your fellows.
  You begin play with one masterwork suit of armor 
  and one masterwork weapon, both of any type listed in 
  Core Rulebook I.  This equipment is the property of the 
  enclave and must be maintained, improved, or returned 
  – it can never be sold or given away, and if it is ever 
  destroyed, you must pay the full replacement cost at the 
  earliest opportunity.
  Earth to Sky [Fighter, General]
  You know how to use a charging opponent’s 
  momentum against him.
  Prerequisites: Improved Unarmed Strike, Meet 
  the Charge. 
  Benefit: When you use an unarmed strike to 
  hit your opponent during an attack of opportunity in 
  response to his charge attack, you may attempt to use 
  your opponent’s momentum and throw him a short 
  distance instead of doing normal damage. 
  Treat this maneuver as if you were making a bull 
  rush against your opponent. You gain a +2 bonus on 
  your Strength check, as if you were charging, and your 
  opponent does not gain the +2 bonus normally associated 
  with charging. You gain an additional +2 bonus if your 
  attacker is of a larger size category than you. All other 
  standard bull rush modifiers (such as the +4 stability 
  bonus for having many legs) apply normally. 
  For each two points (rounded down) by which 
  your check beats the opponent, you throw him five 
  feet in the direction of his original charge, as if he had 
  passed through your space and continued moving. The 
  victim suffers 1d6 points of falling damage per 10’ 
  thrown (max 5d6) and is knocked prone. The victim 
  may attempt to use the Tumble skill or other relevant 
  abilities as normal to lessen the amount of damage 
  taken from this fall.
  Special:  At 6th level or any higher level where 
  he gets to choose a bonus feat, a monk may select 
  Earth to Sky as his bonus feat as long as he meets the 
  prerequisite.
  Elemental Afﬁnity [Metamagic]
  You have learned to change the energy in spells to 
  match your own nature.
  Prerequisite: You must have an elemental subtype, 
  such as “Air” or “Water.”
  Benefit: You may alter spells with an energy 
  descriptor to instead deal damage of an elemental type 
  that matches your own elemental nature. The spell 
  remains unchanged in all other ways, and use of this 
  feat does not increase the spell’s level. Spontaneous 
  casters using this metamagic feat do not increase the 
  casting time of the spell. For example, a Kelekene 
  Elorii sorcerer with the Advanced Elorii Bloodline 
  feat (giving him the Fire subtype) may alter a cone of 
  cold to do fire damage, in essence creating a cone of 
  fire, without changing the spell’s casting time or other 
  characteristics.
  Energy Type Associated Element
  Earth Subtype 
  Acid
  Air Subtype Electricity
  Fire Subtype Fire
  Water Subtype 
  Cold
  Elorii Bloodline [Elorii]
  Your blood has granted you additional powers.
  Prerequisite: Elorii.
  Benefit: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: You gain the spell-like ability 
  to cast cure light wounds once per day, with a caster 
  level equal to your character level. You may ignore the 
  normal +5 maximum on bonus healing due to caster 
  level when using this ability (but not when casting cure 
  light wounds normally).
  For Berokene Elorii:  You gain the extraordinary 
  ability to breathe underwater through a pair of gills that 
  sprouts from your neck whenever you are immersed in 
  natural water. 
  Three times per day, you may attempt to determine 
  the direction of the shortest distance you need to travel 
  to reach the largest body of natural water within one 
  mile (you get a clear sense of failure if there is no 
  body of natural water within one mile). This requires 
  one minute of meditation and a successful DC 10 
  Concentration check.
  For Kelekene Elorii:  Once per day, as a free 
  action, you may make one bonus attack at your highest 
  base attack bonus. You may only use this ability on 
  your action and only in a round when you are using an 
  FEATS ▪ Dragon's Hide [General]
  
  171
  attack action (standard or full-round).  This supernatural 
  ability does not stack with haste or similar effects that 
  grant you an extra attack.
  For Marokene Elorii: You gain the spell-like 
  ability to cast earthskin once per day, with a caster level 
  equal to your character level. You may only cast this 
  spell on yourself. Earthskin functions identically to the 
  spell barkskin in all respects, but the visual effect is that 
  of stony growths covering your skin.
  For Osalikene Elorii: You gain a 10-foot racial 
  bonus to your base land speed. This gives you a 
  base movement rate of 40 feet per round before any 
  reductions due to armor or encumbrance. This bonus 
  stacks with other increases to your base land speed, 
  such as a barbarian’s Fast Movement extraordinary 
  ability, as well as with any enhancement bonus to your 
  movement rate.
  Elorii Bloodline, Improved [Elorii]
  The Elorii blood running in your veins has begun 
  to awaken to its true heritage, and is granting you 
  additional abilities.
  Prerequisites: Elorii Bloodline, character level 
  3rd.
  Benefit: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: You gain the spell-like ability 
  to cast status once per day, with a caster level equal to 
  your character level.
  For Berokene Elorii:  Your base swim speed 
  increases to 60 feet. You are beginning the process of 
  transforming into a creature of pure elemental Water, so 
  you also gain cold resistance 5.
  For Kelekene Elorii:  You gain the spell-like ability 
  to cast haste once per day, with a caster level equal to 
  your character level.
  For Marokene Elorii: You gain the spell-like 
  ability to cast bear’s endurance once per day, with a 
  caster level equal to your character level. This spell is 
  automatically treated as if it had been prepared with the 
  Extend Spell feat, meaning that it lasts for a number of 
  minutes equal to twice your character level. 
  For Osalikene Elorii: You gain the spell-like ability 
  to cast feather fall (self only) at will. Unlike the normal 
  spell, there is no verbal component and no limit to the 
  duration of this ability; this essentially means that you 
  will never take falling damage, no matter what height 
  you fall from, as long as you have consciousness and 
  free will to be able to activate this ability (and are not 
  in an anti-magic field).
  Elorii Bloodline, Heightened [Elorii]
  Prerequisites: 
  Improved 
  Elorii 
  Bloodline, 
  character level 6th.
  Benefits: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: You gain the spell-like ability 
  to cast mass cure light wounds once per day, with a 
  caster level equal to your character level.
  For Berokene Elorii:  You gain the spell-like 
  ability to cast summon monster V once per day, with a 
  caster level equal to your character level. You always 
  summon a single Large water elemental with this 
  spell.  The Berokene Elorii’s own blood is considered 
  a sufficient “body of water” for purposes of the ability 
  granted by this feat to summon a water elemental. 
  This benefit of the feat also applies any other time the 
  Berokene casts a summon monster spell to summon a 
  water elemental.
  For Kelekene Elorii:  You gain the spell-like ability 
  to cast summon monster V once per day, with a caster 
  level equal to your character level. You always summon 
  a single Large fire elemental with this spell.
  For Marokene Elorii: You gain the spell-like 
  ability to cast summon monster V once per day, with a 
  caster level equal to your character level. You always 
  summon a single Large earth elemental with this spell.
  For Osalikene Elorii:  You gain the spell-like 
  ability to cast summon monster V once per day, with a 
  caster level equal to your character level. You always 
  summon a single Large air elemental with this spell.
  Elorii Bloodline, Awakened [Elorii]
  Your blood is awakening to its true heritage, 
  drawing its energies directly from your elemental roots. 
  This has bestowed special powers upon you.
  Prerequisites:  Heightened Elorii Bloodline, 
  character level 9th.
  Benefit: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: You are a creature of life and 
  vitality; as a result, you cannot hide from undead by 
  any means, nor can they conceal their presence from 
  you. You may not be hidden or concealed from undead 
  in any fashion – they can perceive your true location 
  unerringly to the limits of their normal range of vision, 
  regardless of darkness or other sight-obscuring effects. 
  Undead must have both line of sight and line of 
  effect to your location in order to be able to sense you. 
  For example, you can still use the Move Silently skill to 
  sneak up behind an undead creature that is not looking 
  in your direction, and you can still make use of the 
  Hide skill if you are behind cover, but you cannot make 
  use of the Hide in Plain Sight ability against undead.
  Whenever you are attacked by an undead creature, 
  you cannot gain the benefits of a miss chance due to 
  any form of natural or magical concealment, nor can 
  you be hidden from undead by means of an invisibility, 
  greater invisibility, or invisibility to undead spell. 
  Similar effects apply to you: undead may not 
  benefit from a miss chance due to concealment against 
  your attacks, and they cannot be hidden from your 
  normal senses by means of invisibility or other vision-
  masking effects. You do not gain the ability to detect 
  or sense undead unerringly; however, if a creature 
  is undead, you are always able to perceive its exact 
  location if it is within your normal visual range and is 
  not behind total cover. 
  Finally, your strong soul resists the touch of 
  undeath. You gain the spell-like ability to use death 
  ward (self only) as a sorcerer equal to your character 
  level. You may use the ability a number of times per 
  day equal to your Charisma modifier plus 1 (minimum 
  Elorri Bloodline, Improved [Elorri]  ▪ FEATS
  
  172
  1). You may activate this ability as an immediate 
  action; that is to say, if you are struck by a death effect 
  or negative energy effect that would be prevented by 
  death ward, you may react and immediately activate 
  this spell-like ability to negate that effect even though 
  it is not your turn. Once this ability has been activated, 
  it continues normally until its duration expires.
  Berokene Elorii (Ex): You gain the Water subtype. 
  This grants you the ability to breathe water as well as 
  air. Your base swim speed increases to 90 feet. You 
  gain immunity to cold. You gain vulnerability to 
  fire, which means that you suffer half again as much 
  (+50%) damage from fire, regardless of whether 
  a saving throw is allowed or whether the save is a 
  success or failure.
   
  You also gain the spell-like ability to use 
  freedom of movement as a cleric of your total character 
  level once per day. This spell-like ability only functions 
  while you are immersed in water and its duration 
  ends immediately if at any point you are no longer 
  immersed in water.
  For Kelekene Elorii: You gain the Fire subtype 
  (Ex). Your base type does not change. You gain the 
  spell-like ability to use fire shield (self only) once per 
  day as a sorcerer of your character level. You may 
  only create the warm shield version of this effect. 
  You gain fire immunity. You gain vulnerability to 
  cold, which means that you suffer half again as much 
  (+50%) damage from cold, regardless of whether 
  a saving throw is allowed, or whether the save is a 
  success or failure.
  For Marokene Elorii: You gain the Earth subtype 
  (Ex). Your base type does not change. You do not 
  gain a burrow speed, nor can you burrow through 
  solid rock, but you gain the spell-like ability to use 
  stoneskin (self only) once per day as a sorcerer of 
  your character level. You do not need to pay the spell’s 
  material component cost when using this ability. 
  You gain acid immunity. You gain vulnerability to 
  electricity, which means that you suffer half again 
  as much (+50%) damage from electricity, regardless 
  of whether a saving throw is allowed, or whether the 
  save is a success or failure.
  For Osalikene Elorii: You gain the Air subtype 
  (Ex).  Your base type does not change. You do not gain 
  a fly speed, but you gain the spell-like ability to use 
  overland flight (self only) once per day as a sorcerer 
  of your character level. You gain electricity immunity. 
  You gain vulnerability to acid, which means that you 
  suffer half again as much (+50%) damage from acid, 
  regardless of whether a saving throw is allowed, or 
  whether the save is a success or failure.
  Elorii Bloodline, Legendary [Elorii]
  Prerequisites: Awakened Elorii Bloodline, 
  character level 15th.
  Benefit: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: Your blood beats in tune with 
  the pulse of every living thing. You gain the spell-like 
  abilities to cast heal and regenerate each once per day, 
  with a caster level equal to your character level.
  For Berokene Elorii:  Your blood calls to the 
  water that gives life to all living things. You gain 
  the spell-like ability to cast horrid wilting once per 
  day, with a caster level equal to your character level. 
  Unlike the normal version of the spell, however, you 
  may choose to have this spell heal water elementals 
  and plant creatures instead of dealing extra damage 
  to them.
  For Kelekene Elorii:  Your blood calls to the 
  elemental fire that is contained within all things. You 
  gain the spell-like ability to cast fire storm once per 
  day, with a caster level equal to your character level. 
  For Marokene Elorii: Your blood resonates with 
  the rhythms of the very earth. You gain the spell-like 
  ability to cast iron body once per day, with a caster 
  level equal to your character level.
  For Osalikene Elorii: Your blood sings the endless 
  hymn of the wind as it sweeps across Onara. This 
  wind can carry you and your companions across great 
  distances. You gain the spell-like ability to cast wind 
  walk once per day. Your blood also calls out to the 
  FEATS ▪ Elorri Bloodline, Awakened [Elorri]
  
  173
  spirits of elemental lightning at the heart of every 
  storm, rousing them to great fury. You gain the spell-
  like ability to cast chain lightning once per day. Your 
  caster level for both of these abilities is equal to your 
  character level.
  Elorii Bloodline, Ascendant [Elorii]
  Your blood has reached the peak of its connection 
  to its elemental roots, and has bestowed special 
  powers to you.
  Prerequisites:  Legendary Elorii Bloodline, 
  character level 21st.
  Benefit: You gain benefits as detailed under your 
  particular Elorii subrace.
  For Ardakene Elorii: You gain the extraordinary 
  fast healing special quality. You heal a number of 
  points of damage each round equal to your Constitution 
  modifier (minimum 1). 
  Once per day, you may transfer this quality to 
  another character as a standard action. This requires 
  but a touch. You may not use this power on unwilling 
  creatures or on creatures that are damaged by positive 
  energy (such as most undead). The transfer lasts for 
  ten rounds, during which time the recipient gains all 
  of the benefits of your fast healing ability and you 
  lose the benefits. You may not dismiss or rescind the 
  transfer before its entire duration has elapsed.  This 
  second use of the power is a Supernatural Ability.
  For Berokene Elorii: You may plane shift to 
  the Elemental Plane of Water and back to the Prime 
  Material plane once per day as a spell-like ability. 
  Your own blood acts as the planar key needed to 
  activate this ability. Your type changes to Native 
  Outsider.
  For Kelekene Elorii: You may plane shift to the 
  Elemental Plane of Fire and back to the Prime Material 
  plane once per day as a spell-like ability. Your own 
  blood acts as the planar key needed to activate this 
  ability. Your type changes to Native Outsider.
  For Marokene Elorii: You may plane shift to 
  the Elemental Plane of Earth and back to the Prime 
  Material plane once per day as a spell-like ability. Your 
  own blood acts as the planar key needed to activate 
  this ability. Your type changes to Native Outsider.
  For Osalikene Elorii: You may plane shift to the 
  Elemental Plane of Air and back to the Prime Material 
  Plane once per day as a spell-like ability. Your own 
  blood acts as the planar key needed to activate this 
  ability. Your type changes to Native Outsider.
  Empower Blood [Metamagic]
  You have learned to use your own blood to power 
  your spells.
  Prerequisites: Native of Canceri or Encali dwarf; 
  caster level 3rd.
  Benefit: Prior to casting a spell, you may inflict 
  a wound upon yourself to feed the energies you are 
  about to unleash. You may only use this feat on a spell 
  that deals damage to one or more targets, a spell that 
  removes damage from one or more targets, or a spell 
  that requires a saving throw to avoid some undesirable 
  effect. 
  Using this feat requires some time, and it increases 
  the casting time of the spell to one full round (which, 
  just to be clear, is longer than a full-round action and 
  means that the spell can be disrupted more easily). If 
  the casting time of the spell is already at least one full 
  round, then applying this feat adds one additional full 
  round to the casting time.  Casting a spell with this 
  feat must be done “on the fly;” in other words, spells 
  may not be prepared with Empower Blood.
  The procedure for damaging yourself is part of 
  the full round of casting. Simply roll your normal 
  melee damage as if you had scored a hit with the 
  weapon you are using, and apply the damage to 
  yourself. Only one-handed weapons may be used for 
  this purpose, as one hand must be kept free to cast the 
  spell (unless it has no somatic components, in which 
  case you may use a two-handed weapon to damage 
  yourself). You may not use a weapon that deals only 
  nonlethal damage, and you must deal real damage to 
  yourself, or there is no effect. You may use a flintlock 
  pistol or a light or hand crossbow, as long as the 
  weapon is already loaded and you have it in hand at 
  the time you begin casting. You may not use any other 
  missile weapon. 
  No attack roll is needed for you to hit yourself, 
  and you may not “pull your punch” when rolling 
  damage. Only the normal base damage of the weapon 
  (plus your Strength modifier) counts for purposes 
  of this spell. Extra damage from static feats, such 
  as Weapon Specialization, does count for purposes 
  of this feat. Extra damage from variable feats, such 
  as Power Attack, or from special weapon qualities, 
  such as flaming or bane, does not count for purposes 
  of this feat, although you still suffer the full damage 
  from any such sources that are active at the time you 
  damage yourself.
  The damage dealt by your weapon is applied to 
  you immediately, when you begin casting the spell. 
  If the damage you inflict on yourself reduces you to 
  unconsciousness, you lose the spell. If the damage 
  reduces you to exactly 0 hit points, you may still 
  complete the spell, whereupon you fall to -1 hp and 
  are dying. If you have damage reduction, apply your 
  damage reduction first and only the damage that gets 
  through (if any) is used for purposes of this feat. There 
  is no chance of a critical hit, since no attack roll is 
  being made, and you may not sneak attack yourself. 
  Because you are suffering damage during the 
  casting of the spell, a Concentration check (DC 10 
  + spell level + damage dealt) is necessary to avoid 
  losing the spell.  If you succeed on the Concentration 
  check and your spell is not disrupted during casting, 
  the damage you inflicted on yourself is channeled into 
  the spell. 
  The additional magical power you gain by 
  damaging yourself may be used in one of two ways. 
  It may be added to weaken the target’s resistance 
  to the spell or it may be used to increase the spell’s 
  damage. You must choose which option you will use 
  at the same time you choose the target(s), but before 
  any spell resistance checks, saving throws, or damage 
  dice are rolled. 
  If you choose to weaken the target’s resistance, 
  the amount of damage you inflict upon yourself 
  is added to the spell save DC or to your caster 
  level check to overcome the target’s spell resistance, 
  whichever you choose. 
  Elorri Bloodline, Ascendant [Elorri]  ▪ FEATS
  
  174
  If you choose to increase the spell’s damage, the 
  spell gains a bonus in total damage equal to twice the 
  amount of damage you inflicted upon yourself.  The 
  damage-boosting option is applicable only to spells 
  with instantaneous durations that either deal or cure 
  hit point (not ability) damage. The damage added 
  through the use of Empower Blood is added to the total 
  damage of the spell and is treated as if it were created 
  by the spell in all respects (so it is energy damage if the 
  spell has an energy descriptor, a saving throw for half 
  damage includes half of this damage, damage applied 
  to a cure spell increases the number of hit points cured, 
  and so forth). You may not apply this feat to spells that 
  inflict ability damage, ability drain, or negative levels, 
  unless the spell also deals hit point damage, in which 
  case the feat applies only to the hit-point-damaging 
  portion of the spell. 
  When using this feat on spells like magic missile 
  that create multiple sources of damage, you may split 
  up the total additional damage gained by the use of this 
  feat as you wish, but no additional sources of damage 
  may be created by this feat. (For example, if you get 
  three missiles, you may split up the bonus damage 
  among the three missiles any way you like; however, 
  you may not take the bonus damage and apply it by 
  itself as a fourth missile).
  No matter what type of weapon you use to activate 
  this feat, the amount of damage you deal to yourself 
  is always 1d6 points plus your Strength modifier, 
  regardless of any bonus damage your weapon does (ie 
  enhancement bonuses).  This is not an attack roll, so 
  you may not use power attack to affect the damage.
  Eroticist [General]
  Though all Larissans are skilled seducers to an 
  extent, those who follow the path of the eroticist are true 
  masters of the art. Trained in the Great Temple of Larissa 
  in Savona, followers of the eroticist path learn how to 
  use every action to seduce and entrance a person.
  Prerequisites: Worshipper of Larissa, Cha 13, 
  bardic music ability, Perform 12 ranks.
  Benefit: Any creature that you successfully 
  fascinate using your bardic music ability must succeed 
  on a second Will save (DC equal to the Perform check 
  that you used to fascinate the creature) or remain 
  attracted to you for a much longer duration, even 
  after the fascination ends. This is an enchantment 
  (compulsion), mind-affecting ability, and is treated 
  exactly as the charm person spell cast at your bard 
  level. If some threat or other event forces you to make 
  a second Perform check during the fascination attempt 
  and the target breaks free, then the charm person effect 
  does not activate.
  Exotic Armor Proﬁciency [Fighter, General]
  Prerequisite:  Any other armor proficiency.
  Benefit:  Select one type of exotic armor, such as 
  the Milandisian cuirass.  You are proficient in the use 
  of that type of armor.
  Special:  This feat may be taken multiple times, 
  but each use must be applied to a different type 
  of exotic armor. See Chapter 7 – Weapons and 
  Equipment for information on various types of Onaran 
  exotic armor that are available for use with this feat. 
  This feat may also be applied to other types of exotic 
  armor from other sources, such as dwarven plate from 
  Green Ronin’s Hammer and Helm sourcebook, if your 
  GM allows it.
  Exotic Weapon Proficiency 
  (Blastpowder Siege Weapons) [Military]
  Prerequisites:  Native of Altheria or Shining 
  Patrol Service; Exotic Weapon Proficiency (any type 
  of flintlock), base attack bonus +2.
  Benefit:  You have been trained in the use of siege-
  type blastpowder weapons such as cannons, grenades, 
  and mortars. You may now take ranks in Profession 
  (gunner) as a class skill. 
  Normal: Siege-type blastpowder weapons may not 
  be used at all by untrained individuals. Such attempts 
  invariably result in the explosion of the weapon and 
  the death of the would-be gunner. Profession (gunner) 
  is not available as a skill without this feat and the 
  appropriate military training.
  Exotic Weapon Proficiency (Flintlocks) 
  [Fighter, General]
  You are skilled in the use of one type of flintlock 
  weaponry.
  Prerequisite:  Base attack bonus +1.
  Benefit: When you gain this feat, select one of the 
  following categories: flintlock pistols, flintlock rifles, 
  scattergun, or blunderbuss.  
  You do not suffer the -4 nonproficiency penalty 
  when wielding flintlock weapons of your chosen type. 
  You know how to reload the chosen type of flintlock 
  without any chance of an error, though the time needed 
  to reload is not reduced (see the specific weapon 
  descriptions in Chapter 7 – Weapons and Equipment 
  for details on reloading and misfires). 
  You now have the right to take ranks in the Craft 
  (flintlocks) skill, which is the same regardless of the 
  type of flintlock chosen.
  Characters that are native to Altheria have Weapon 
  Familiarity with all flintlock pistols and rifles, which 
  FEATS ▪ Eroticist [General]
  
  175
  means that those two types of flintlock weapons 
  are treated as martial instead of exotic for those 
  characters.
  Special: You may gain this feat more than once. 
  It applies to a different category of flintlock weapons 
  each time you select it. 
  Normal: You suffer a -4 nonproficiency penalty 
  on all ranged attack rolls with a flintlock. You may 
  not take Craft (flintlocks) as a skill, and non-proficient 
  characters may not reload these types of weapons 
  without risking a misfire.
  Expert Summoning [General]
  Your magically summoned allies are more 
  difficult to damage with spell or blow.
  Prerequisite: Augment Summoning.
  Benefit: Each ally that you conjure with any 
  summon spell gains a +2 bonus to Armor Class and a 
  +2 bonus on saving throws for the duration of the spell 
  that summoned it. 
  Fallen Hero’s Soul [General]
  You possess a fragment of someone else’s soul. 
  The fragment you possess was once a hero who fell 
  from grace. Somehow, you have managed to attune 
  yourself to this small fragment, and it has become an 
  integral part of your character.
  Prerequisite: Patchwork Soul (of a good alignment 
  only).
  Benefit: You gain a +4 morale bonus on all saving 
  throws against fear effects, and you are immune to the 
  shaken condition (though you may still be forced 
  to flee by a failed save against certain fear effects). 
  Allies within 10 feet of you gain a +2 morale bonus 
  on their saving throws against fear effects (but do not 
  gain immunity from becoming shaken). The bonus 
  to your allies’ saving throws lasts as long as you are 
  conscious, but it goes away if you are unconscious or 
  dead.
  If you have the Leadership feat, you also gain a 
  one-time +2 bonus to your Leadership score.
  Special: The character flaw that led to the 
  downfall of the original patchwork soul is now a 
  part of you too. You develop a tendency to blindly 
  trust people once you are convinced of their honesty. 
  Whenever you fail a Sense Motive skill check, 
  all further Sense Motive checks against that same 
  individual are made with a -2 circumstance penalty. 
  This effect stacks with itself with each failed attempt, 
  and it lasts for one day per failed check.
  Favor of the Quartermaster [Military]
  You know how to work the military supply 
  system to get what you need. 
  Benefit: As a soldier you know how to call upon 
  the resources of the military. You must locate a military 
  outpost you are familiar with and introduce yourself to 
  the commander. You will always be given free room 
  and board and access to whatever basic medical 
  services are available (NPC spellcasting costs are not 
  reduced, however). Furthermore, if you succeed on a 
  Diplomacy check (DC 5 if you are dealing with your 
  “home” unit, DC 10 if you are dealing with a closely-
  related unit but not one that you have personally 
  served with, and DC 20 or higher if you are dealing 
  with a unit that is only tangentially related to your area 
  of service) you may requisition any piece of standard 
  equipment that would normally be available at the 
  outpost in question. This equipment must be returned 
  in a timely manner and any equipment destroyed 
  or lost must be replaced at your expense. You may 
  requisition any mundane equipment up to a value of 
  50 gold pieces per character level. 
  Special:  You must locate an outpost of the 
  military force in which you served to gain the benefits 
  of this feat.  Coryani Legionnaires must find a legion 
  base, Cantons from Milandir must find a Milandisian 
  fort, and so on.
  Favored Enemy Spell Focus [General]
  Your hatred and careful study of a chosen foe 
  gives your spells extra potency.
  Prerequisites: Spell Focus (at least one school), 
  Knowledge (geography or history, with an appropriate 
  sub-specialization in the chosen race) 4 ranks, 
  Spellcraft 7 ranks.
  Benefit: Chose one race or creature type from 
  Table 5-2: Favored Enemy Spell Focus List.  Against 
  foes of your chosen type, the saving throw DC of your 
  spells is increased by +1 and you gain a +1 bonus to 
  all appropriate caster level checks (dispel checks, SR 
  penetration checks, and so on). The bonuses granted 
  by this feat stack with other feats and abilities that 
  increase the power of your spells, such as Spell Focus 
  or Spell Penetration.
  Special:  This feat may be selected more than 
  once, but its effects do not stack.  Each time it is 
  selected, it must be applied to a different target race 
  or creature type. You may choose your own race 
  (or subrace), although this is usually done only by 
  characters of evil alignment. Some good-aligned 
  characters may have valid reasons to select their own 
  race or subrace, however.
  Expert Summoning [General]  ▪ FEATS
  Table 5-2: Favored Enemy Spell Focus List
  Type (Subtype)
  Type (Subtype)
  Type (Subtype)
  Type (Subtype)
  Type (Subtype)
  Aberration
  Animal
  Construct
  Elemental
  Giant
  Humanoid (Aquatic)
  Humanoid (Dark-Kin)
  Humanoid (Dwarf)
  Humanoid (Elorii)
  Humanoid (Goblinoid)
  Humanoid (Gnoll)
  Humanoid (Gnome)
  Humanoid (Human)
  Humanoid (Orc)
  Humanoid (Reptilian)
  Humanoid
  (Shapechanger)
  Humanoid 
  (Ssethregoran / ss’ressen)
  Humanoid (Val)
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider (Air)
  Outsider 
  (Celestial / good)
  Outsider (Chaotic)
  Outsider (Earth)
  Outsider (Fire)
  Outsider (Infernal / evil)
  Outsider (Lawful)
  Outsider (Water) 
   Plant
  Undead
  Vermin
  
  176
  Field Medic [General]
  You have learned to treat the injured with great 
  speed, and to defend yourself while doing so.
  Prerequisite: Heal 1 rank.
  Benefit:  You may administer a potion or use the 
  Heal skill to stabilize an unconscious person on the 
  battlefield without provoking an attack of opportunity. 
  You may administer a potion to an unconscious person 
  as a standard action.
  Normal:  Administering a potion to an unconscious 
  person is a full-round action.  Use of the Heal skill in 
  combat or administering a potion to an unconscious 
  character provokes attacks of opportunity.
  Fishmonger [Profession]
  You are a trained actor.
  Prerequisites: Cha 13, Perform (acting) 4 ranks.
  Benefit: You gain Bluff, Disguise, Perform Sense 
  Motive as class skills, and you gain a +2 circumstance 
  bonus to all Perform skill checks made in a theatre (or 
  any similar location specifically designed to hold an 
  audience for the sole purpose of hosting performances). 
  You also gain Bard as an additional favored class. 
  Any time you spend at least a week to make 
  a Perform (acting) check to practice your trade for 
  money, you receive a +10 bonus on the check.  This 
  bonus increases the amount of money you earn.
  Flowing Sand [Fighter, General]
  You have learned to attack several opponents 
  while moving in a straight line.
  Prerequisites: Dex 17, Cleave, Whirlwind 
  Attack.
  Benefits: When using a full attack action, you 
  may forego all your regular attacks and choose to 
  move up to your base movement rate in a linear path, 
  taking a melee attack against every opponent you 
  are able to reach while moving along that path.  You 
  may not attack any single opponent more than once 
  unless the extra attack is a bonus attack (such as from 
  Cleave). These attacks are made at your highest attack 
  bonus. This means that the character must move in a 
  straight, unobstructed line, very similar (but not quite 
  identical) to a charge. 
  The character chooses a square that will be his 
  ending square (he may move up to his base movement 
  rate, and he must move at least five feet, since if he 
  doesn’t move, it’s just the same as a regular Whirlwind 
  Attack). The character must be able to move along the 
  shortest possible path between his starting square and 
  the chosen ending square, and the shortest possible 
  path must be a “clear path” as defined in the core rules 
  for charging, or that ending square cannot be chosen. 
  As with a charge, when using this feat the character 
  may not follow a path that is blocked by obstacles or 
  interrupted by difficult terrain. However, unlike the 
  charge action, this feat may be used as long as there is 
  at least one clear path of the shortest possible length. 
  If a chosen ending square has more than one viable 
  path of the same (shortest) length and only one of them 
  is clear, then the character may choose that square but 
  must follow the clear path. If more than one possible 
  clear path has the same (shortest) length, then the 
  character may choose which one of the clear paths to 
  follow.
  Once a legal ending square has been identified 
  and a legal clear path has been selected, the character 
  then moves along that path from his starting square 
  to the ending square, and may make a single melee 
  attack against every opponent that comes within his 
  reach as he moves. The character still provokes attacks 
  of opportunity for his movement and must follow the 
  other conditions and restrictions listed in the feat.
  Note that although additional attacks are possible 
  when using Flowing Sand (such as through Cleave) 
  any other abilities which might allow a character to 
  make additional movement (such as a feat that lets a 
  character take a 5-foot step between Cleave attempts 
  when using Great Cleave) cannot be used during a 
  Flowing Sand maneuver. The character must move 
  along the shortest path from his starting square to his 
  destination square. He may not use other abilities to 
  take detours along the way.
  Special:  This feat does not exempt you from 
  provoking attacks of opportunity as you move, and 
  you may not apply any sneak attack damage dice 
  to these attacks. You may not make special attacks 
  (grapple, trip, disarm) against any of the targets you 
  attack when using this feat.
  Gentry [Background]
  You were born into a noble household from your 
  homeland.
  Prerequisite: Human, or Val.
  Benefit: You were born into a family with a high 
  level of prestige and power. You are the equivalent of a 
  noble of your specific nation, with an appropriate rank 
  and title, which will vary depending on the nation you 
  select. For example, a Milandisian noble would hold 
  the rank of Knight at a minimum. 
   
  Dark-kin may only take the Gentry feat if 
  they are from Canceri.
  You may not be a noble of a nation other than your 
  own heritage and the laws of the particular country 
  would permit; for example, a Coryani could not be a 
  noble from Milandir.
  Being a member of the Gentry grants you the 
  following benefits:
  • 
  You gain Ride and Diplomacy as 
  class skills, and you receive a +1 bonus on skill 
  checks with these skills.
  • 
  Your starting character wealth is 
  increased by 6d8x10 gold pieces. 
  • 
  You may legally possess an Altherian 
  flintlock. If you are a Val, the monks of Althares 
  give you an Altherian flintlock pistol and 20 shots’ 
  worth of blastpowder as part of your starting 
  equipment.
  Special: See Chapter 1 - Nations for details on 
  what the Gentry feat means in each of the various 
  nations, as well as any nation-specific rights or 
  restrictions that are applicable to this feat. 
   
  Characters that take the Aristocrat NPC class 
  from Core Rulebook II as their first character level 
  gain a “virtual” Gentry feat which grants them the 
  rights and privileges of nobility in their home nation 
  and which counts as having the feat for purposes of 
  other prerequisites, but they do not gain the material 
  benefits specified in the feat description.
  Great Destiny [Background]
  You have a destiny to fulfill, whether for good 
  or for evil. You are not one to stand idly by while the 
  world moves around you.
  FEATS ▪ Field Medic [General]
  
  177
  Prerequisite: Good or evil alignment.
  Benefit: You are destined for greatness.  You gain 
  a +1 sacred bonus to all saving throws if you are of 
  good alignment, or a +1 profane bonus to all saving 
  throws if you are of evil alignment. 
  Hard Target [Fighter, General]
  You have learned to roll to your feet without 
  provoking attacks of opportunity.
  Prerequisites: Combat Expertise, base attack 
  bonus +6.
  Benefit:  When prone, you may roll to your 
  feet as a move-equivalent action without provoking 
  attacks of opportunity. Additionally, with a successful 
  Tumble check (DC 15 plus the number of creatures 
  that threaten you), you may also incorporate a five-
  foot adjustment with your roll.  This adjustment is a 
  free action, and may put you into any square that is 
  legal for you to occupy.  This adjustment counts as 
  part of your total movement for the round, but you 
  do not suffer the double movement cost normally 
  associated with the use of the Tumble skill.
  Normal: Standing up provokes an attack of 
  opportunity, and you can only stand up in your own 
  square.
  Hard to Handle [General]
  You have spent most of your life with people 
  trying to throw you out of places they think you don’t 
  belong. As a result, you are one wriggly little bugger.
  Prerequisites: Gnome, Escape Artist 5 ranks.
  Benefit: You gain a +4 bonus to your opposed 
  rolls made to resist being grabbed, grappled, 
  held, or pinned by other creatures. You may use 
  your Dexterity modifier instead of your Strength 
  modifier when making these kinds of grapple checks. 
  Special: You lose the benefits of this feat during any 
  grapple that you initiate or on any subsequent grapple 
  check made during a grapple that you initiated.
  Hawk-Eyed [Fighter, General]
  You can see and engage targets well beyond the 
  range of most sharpshooters.
  Prerequisites: Native of Altheria, Exotic Weapon 
  Proficiency (any type of flintlock), Far Shot, base 
  attack bonus +8.
  Benefit: Your aim with a flintlock is amazing. 
  Whenever you fire a flintlock with which you are 
  proficient, you suffer no range increment penalties on 
  your attack roll out to your maximum range. This feat 
  does not extend the maximum range of your weapon 
  beyond the increase provided by the Far Shot feat.
  Heedless Assault [Fighter, General]
  You attack opponents with no thought to your 
  own defenses.
  Prerequisite: Base attack bonus +1.
  Benefit: On your action, before making attack 
  rolls for a round, you can take a penalty of as much 
  as –5 to your Armor Class and add the same number 
  (+5 or less) as a bonus on your melee attack rolls. This 
  number may not exceed your base attack bonus. The 
  changes to attack rolls and Armor Class last until your 
  next action. The bonus on attack rolls granted by this 
  feat applies only to melee attacks.
  Special: You may combine the use of this feat 
  with the use of the Power Attack feat, but if you do 
  so the penalties to your Armor Class are doubled. For 
  example, if you use Heedless Assault to increase your 
  attack roll by +3 (which would normally cause you to 
  suffer a -3 penalty to AC) and you also Power Attack 
  (for any amount) on the same turn, you instead suffer 
  a -6 penalty to AC until the start of your next turn.
  Heedless Charge [Fighter, General]
  During a charge, you cast aside all concern for 
  your own safety.
  Prerequisites: Power Attack
  Benefit: When you use the charge action, you 
  may take a penalty of up to -5 on your Armor Class 
  and add the same number (+5 or less) as a bonus on 
  the attack roll you make at the end of the charge. This 
  number may not exceed your base attack bonus. The 
  effects of this feat stack with the -2 AC penalty and 
  the +2 attack roll bonus that are part of the charge 
  action.  The penalty to Armor Class lasts until the start 
  of your next turn, but the bonus only applies to the 
  single attack that you make as part of the charge. You 
  may not combine the use of this feat with any ability 
  that allows you to make more than a single attack 
  as part of a charge action.  The AC penalty applies 
  immediately, even if your charge is interrupted or you 
  are somehow prevented from making the attack at the 
  end of your charge. 
  Heirloom [General]
  You possess an item of great value and prestige 
  that has been in your family for generations. 
  Prerequisites: Special (see below).
  Benefit: Choose one type of weapon or suit 
  of armor of up to 1,500 gold pieces in value (not 
  including greater masterwork costs). You begin play 
  in possession of a greater masterwork version of your 
  chosen item. This is a treasured family heirloom with 
  its own history, and it brings honor to you. 
  You gain a +2 bonus to all Diplomacy checks 
  made in the presence of people who recognize the 
  Hard Target [Fighter, General]  ▪ FEATS
  
  178
  item and its history. You also gain a +1 bonus to your 
  Leadership score if you take a follower from your 
  home nation or extended family, or who understands 
  the history of your heirloom. 
  Anyone from your native nation (or tribe, or 
  extended family, as appropriate) has a chance to 
  recognize the heirloom you carry by making a 
  Knowledge (History) check (DC 25 minus your 
  character level). Those without the Knowledge 
  (History) skill may make an Intelligence check (DC 
  35 minus your character level) to recognize the 
  heirloom. If you also have the Gentry feat, the DC for 
  each of the above checks is reduced by 10. 
  People from other nations may also attempt to 
  recognize the heirloom, though it is more difficult (the 
  DC is 10 higher than for natives of your nation). Bards 
  (and those with similar abilities) may make a Bardic 
  Knowledge check with the same DC as a native 
  of your nation or family, even if the bard is from a 
  different nation or family. 
  Though you are free to choose any type of weapon 
  or armor, various cultures have specific versions of 
  these items that usually become heirlooms. 
  Suggested Heirlooms 
  Altheria: Flintlock weapon.
  Coryan: Gladius or lorica segmentata armor.
  Canceri: Longsword, greatsword, or full plate 
  armor.
  Freeport: Cutlass.
  Elorii / Vastwood: Longbow or longsword.
  The Hinterlands: Light or heavy warhorse 
  (descended from the bloodline of a famous stallion); 
  rather than being masterwork, an heirloom horse gains 
  +1 hit point per Hit Die and grants its rider a +2 bonus 
  on all Ride checks.
  League of Princes: Rapier or Unden knife.
  Milandir: Full plate armor, longsword, or halberd; 
  Tralian Hammer if Gentry.
  Pureblooded Kio: Kio sword.
  Solanos Mor: Dwarven war axe, urgosh, or any 
  type of medium or heavy armor.
  Dark-kin and gnomes rarely, if ever, have heirloom 
  items; their heritage, such as it is, lies in their warped 
  bodies and twisted parentage. Ss’ressen of the Black 
  Talon clutch likewise do not possess such heirloom 
  items, as their communal egg-rearing leaves little 
  hope of a lasting connection between individuals of 
  one generation and the generations that follow.
  Flintlocks are a restricted heirloom. You must 
  already be allowed to legally possess and carry a 
  flintlock in order to select one as an heirloom.
  Should your heirloom ever be lost or destroyed, 
  it will bring great shame to you and your family. You 
  suffer a -1 penalty on attack rolls, Will saving throws, 
  and your Leadership score.  You suffer a -2 penalty on 
  all Charisma-based skill checks made in the presence 
  of people from your nation, or those who knew of your 
  heirloom. Use the same rules for Knowledge checks 
  listed above to determine if an NPC or another PC 
  knows about the destruction of the heirloom. These 
  penalties remain in effect for a period of at least one 
  game year, though the stigma of having lost a valuable 
  heirloom may very well remain with you forever. 
  Of course, there are exceptions. An heirloom 
  weapon destroyed in a climatic battle upon which 
  hang the fates of many does not bring shame to its 
  owner; on the contrary, it is bound to bring him fame 
  and honor once the story becomes known. Heirlooms 
  destroyed under heroic conditions do not confer any 
  penalties upon the owner. What constitutes “heroic 
  circumstances” is left up to the GM to determine. 
  If an heirloom is ever destroyed, regardless of the 
  circumstances, it may not be replaced.
   
  You may not include flintlock modifications 
  if you choose a flintlock pistol or rifle as your heirloom 
  item. These modifications are recent innovations and 
  any item worthy of being an heirloom would not 
  include them. This does not preclude you from having 
  the modifications made later, of course.
   
  GMs are encouraged to allow players a 
  reasonable degree of flexibility in choosing the 
  characteristics of the heirloom item. The item could 
  be made of a special material or have other unusual 
  quantities, for example. If there is a particular item 
  that is especially appropriate for your campaign, 
  consider allowing an increase in the price cap (and 
  increase the penalties for the loss or destruction of the 
  item accordingly).
  Hero’s Heart [General]
  Whenever you do something really dangerous, 
  fate seems to intervene on your behalf.
  Benefit: Whenever you attempt something 
  extremely dangerous and heroic (like charging alone 
  into a horde of evil infernals or diving off a bridge into 
  raging rapids to save a drowning child) you gain a +2 
  bonus on all related saving throws and skill checks.
  Special: The GM’s judgment is always final as to 
  whether or not the bonus from this feat comes into play. 
  Generally speaking, the action being taken should be 
  one in which there is a significant probability that you 
  will be injured or killed by your daring actions.
  Honeyed Tongue [General] 
  You always seem to know just what to say 
  in order to get people to do what you want. 
  Prerequisite: Cha 13. 
  Benefit: Choose any two of the skills Bluff, 
  Diplomacy, and Intimidate. You gain a +2 bonus 
  on skill checks made with the two skills that you 
  choose. 
  I’m Not Gonna Eat That! [General] 
  You look so unappetizing that nothing wants 
  to put you in its mouth for fear of how you’ll taste. 
  Prerequisite: Gnome.
  Benefit: Any living creature trying to bite you 
  suffers a -4 morale penalty on its attack roll. Creatures 
  with the Swallow Whole ability must succeed on a 
  Will save (DC 10 plus one-half your character level 
  plus your Charisma modifier, treating a negative 
  modifier as if it were positive) or they cannot bring 
  themselves to swallow you (although they can still 
  chew on you and deal damage to you).
  Imbue with Essence [Item Creation] 
  You have taken your artisan’s craft and honed it to a 
  level that transcends mere workmanship. You have 
  learned how to imbue permanent magic items with a 
  part of your own spiritual essence. 
  Prerequisites: Wis 13, Craft (armorsmith, 
  ringsmith, or weaponsmith) 12 ranks, no ability to cast 
  arcane or divine spells or manifest psionic powers, no 
  other magic or psionic item creation feats.
  FEATS ▪ Heirloom [General]
  
  179
  Benefit: You can create magical weapons, armor, 
  and rings through the use of the appropriate Craft 
  skill. 
  The first step is to craft the item that you wish to 
  imbue, following the normal rules and procedures for 
  the Craft skill. For weapons and armor, you must create 
  a masterwork, greater masterwork, or legendary item; 
  items of lesser quality cannot be imbued. 
  You must then spend one week attuning yourself to 
  the newly-crafted item.  The item must remain within 2 
  feet of you at all times during this period. After the item 
  is attuned to you, you may then begin imbuing it.  
  Imbuing the item takes two days for every 1,000 
  gold pieces in its final market price. You must pay an 
  experience point cost equal to 20% of the item’s market 
  price and a gold piece cost equal to 50% of the item’s 
  market price. 
  You may imbue weapons and armor with 
  enhancement bonuses and special abilities, just as if 
  you were crafting the item using the Craft Magic Arms 
  and Armor feat. You may forge magical rings just as if 
  you were crafting the item using the Forge Ring feat. 
  You must still meet or provide all the other necessary 
  prerequisites for item creation not supplanted by this 
  feat.  Consider your total character level as your caster 
  level for the purposes of determining item creation 
  prerequisites.  (Note that this means you must be a 
  12th-level character to use this feat to imbue a ring.) 
  Spell prerequisites may be met by scrolls, and you may 
  include scrolls in the crafting process even if you are 
  not normally able to activate them. 
  For example, if you want to imbue a +2 
  defending longsword, you must have 13 ranks in Craft 
  (Weaponsmithing), and craft a masterwork or better 
  longsword.  To imbue the sword, you would not need the 
  Craft Magic Arms and Armor feat, as that prerequisite 
  is replaced by this feat, but you would still need to be 
  a minimum character level of 8 (the greater of the two 
  caster level requirements to create this item) and have 
  access to a scroll of either shield or shield of faith. 
  Once you have imbued a weapon or suit of armor, 
  you may upgrade it later, following the rules in this 
  feat. Your upgrade costs are calculated based on the 
  difference in the market price between the original 
  item and the upgraded version of the item. You may 
  not remove bonuses or special abilities once you have 
  imbued them into an item, but you may add new ones.
  Special: Imbued items are very personal to the 
  crafter and will never be given away, sold, or traded.  
  If an item created with this feat is ever destroyed, 
  the creator of the item must immediately attempt a 
  Fortitude saving throw with a DC equal to 10 plus 
  the item’s market price divided by 1,000 (rounded 
  up). Failure means he loses 200 experience points 
  per character level and suffers 4 points of temporary 
  Constitution damage; success reduces these losses by 
  half. A character’s experience total can never go below 
  zero as a result of this loss, although he can lose levels. 
  The Constitution damage may kill the character as 
  normal, and heals at the normal rate.
  Improved Familiar, Onaran [General]
  You can acquire a nonstandard familiar.
  Prerequisites: Class ability to summon a familiar, 
  with additional requirements depending on the type of 
  familiar chosen.
  Benefit: When you summon a familiar, you may 
  select one of the creatures listed in Table 5-3: Onaran 
  Improved Familiars. You may choose a familiar with 
  an alignment up to one step away from your own on 
  each of the alignment axes (lawful through chaotic, 
  good through evil). Worshippers of Sarish are not 
  bound by these alignment restrictions; their familiars 
  are bound into service through their god, so they follow 
  the will of their master regardless of any alignment 
  conflicts.  
  Improved familiars use the rules for regular 
  familiars with two exceptions.  If the improved 
  familiar’s type is something other than Animal, its type 
  does not change.  Also, improved familiars do not gain 
  the ability to speak with other creatures of their kind 
  (although many of them already have the ability to 
  communicate in various languages).
  Normal:  You may only select a familiar from the 
  list in Core Rulebook I. 
  Table 5-3 : Onaran Improved Familiars
  Familiar
  Min. 
  Level
  Align.
  Special
  Celestial animal*
  1
  NG††
  Ardakene Elorii, 
  val’Mehan, Conjurer, or 
  cleric of Sarish only
  Fiendish animal*
  1
  NE††
  val’Mehan, Conjurer, or 
  cleric of Sarish only
  Undead animal*
  1
  N
  val’Mordane, 
  Necromancer, or cleric 
  of Neroth only
  Horse, light war
  5
  N
  Shocker Lizard
  5
  N
  Stirge
  5
  N
  Wolf
  5
  N
  Wolf Lizard**
  5
  N
  Air Elemental, small
  7
  N
  Osalikene Elorii only
  Earth Elemental, small
  7
  N
  Mârokene Elorii only
  Fire Elemental, small
  7
  N
  Kelekene Elorii only
  Homunculus
  7
  Any†
  Horse, heavy war
  7
  N
  Igiho**
  7
  N
  Imp
  7
  LE††
  Quasit
  7
  CE††
  Water Elemental, small
  7
  N
  Berokene Elorii only
  * Characters may take this feat to add the listed template – Celestial, 
  Fiendish, or Undead Animal (see Appendix) – to their normal familiar. 
  Characters who wish to add one of these templates to an exotic familiar 
  (to obtain, e.g., a Celestial Wolf familiar) must take this feat twice to 
  do so. Only familiars with the Animal type may be modified with these 
  templates.
  ** See Appendix for statistics on these creatures.
  † The homunculus’s alignment is the same as its master’s.
  †† val’Mehan characters or clerics of Sarish may choose these familiars 
  regardless of their alignment; the infernal creatures are bound to serve.
  Imbue with Essence [Item Creation]  ▪ FEATS
  
  180
  Improved Leadership [General]
  You have an exceptional ability to lead others.
  Prerequisites: Leadership (minimum Leadership 
  score 12), character level 9th.
  Benefit: You gain a second cohort. The second 
  cohort’s level may never exceed half the level of your 
  first cohort (rounded down).
  Normal: A character may only have one cohort.
  Special: You may not gain this feat if you have 
  ever had one of your cohorts die (without the cohort 
  being brought back from the dead). In the LIVING 
  ARCANIS campaign, if the primary PC dies, the player 
  may select either cohort to continue as his new player 
  character. The extra cohort is lost; it does not become 
  the new primary character’s cohort.
  Improved Mounted Combat [Fighter, General]
  You have learned how to more effectively maneuver 
  your mount to avoid being hit in combat. 
  Prerequisites: Combat Reflexes, Mounted 
  Combat, Ride 7 ranks.
  Benefit: In addition to the one attempt per round 
  allowed by Mounted Combat, you may attempt to 
  negate attacks made against your mount a number of 
  additional times per round equal to your Dexterity 
  bonus. With this feat, you may also attempt to negate 
  attacks against your mount while flat-footed.
  Normal: You may only use the Mounted Combat 
  feat once per round and may not use the Mounted 
  Combat feat while flat-footed.
  Improved Quick Draw [Fighter, General]
  Your reflexes have been honed to a deadly edge. 
  You have learned to draw your weapon and attack as a 
  single, swift action.
  Prerequisites: Dex 17, Quick Draw, base attack 
  bonus +6
  Benefit: Once per encounter, when you use the 
  Quick Draw feat to draw a melee weapon and you also 
  make a melee attack with that weapon on the same 
  turn, you may make one additional attack as part of the 
  attack action. This attack is made at your highest base 
  attack bonus, plus any modifiers appropriate to the 
  situation (such as the use of Power Attack). 
  The benefit of this feat does not stack with any 
  other ability or effect that grants additional attacks 
  (such as the haste spell).
  Improved Ride-By Attack [Fighter, General]
  You have become an expert at killing opponents 
  from atop your mount.
  Prerequisites: Ride-By Attack, Ride 9 ranks.
  Benefit: When performing a Ride-By Attack, 
  you gain a +2 bonus on your attack roll and deal an 
  additional 1d6 points of damage if the attack hits.
  Improved Snatch [General]
  Your quick hands allow you to snatch items from 
  an opponent. 
  Prerequisites: Dex 15, Combat Reflexes, 
  Lightning Reflexes.
  Benefit: You may snatch items from opponents’ 
  hands and off their packs and belts. The item you intend 
  to snatch must be in clear view, you must physically be 
  able to carry the item, and you must have at least one 
  hand free. You may not use this feat to snatch a wielded 
  weapon, although you could attempt to snatch a sword 
  out of its sheath if it is not peace-bonded. You cannot 
  snatch an item out of a locked gauntlet.
  Snatching an item is a standard action. You must 
  succeed on a melee touch attack to initiate the snatch, 
  which provokes an attack of opportunity from your 
  opponent unless you have the Improved Unarmed 
  Strike feat. Your snatch attempt automatically fails if 
  your touch attack misses or if the attack of opportunity 
  deals damage to you. A flat-footed target cannot oppose 
  your snatch attempt unless he has the Combat Reflexes 
  feat or he is actually holding the item you are trying to 
  snatch.
  To resolve the snatch attempt, you and the target 
  make opposed checks.  You must use the Sleight of 
  Hand skill; the target may use either a Reflex save or 
  the Sleight of Hand skill, whichever is better. If your 
  check result exceeds the victim’s check result, you 
  have snatched the item.
  You suffer a -2 size penalty on your check for each 
  size category smaller than Medium of the targeted item. 
  You suffer a circumstance penalty of -2 on your check 
  if the item is inside of some sort of open container 
  (such as a backpack), and a circumstance penalty of -5 
  or more (GM’s discretion) if the item is connected or 
  attached in some fashion (such as a sword in its sheath). 
  For certain items that are tied or otherwise attached 
  to the victim’s clothing, the GM may rule that you 
  either cannot snatch a particular item or that you must 
  also succeed on a Strength check to break whatever 
  bindings are currently attached to it.
  You may snatch items from belts, open backpacks, 
  and similar locations at any time, but you may only 
  snatch held items if the target is flat-footed or completely 
  unaware of your presence.
  Special: This feat is not a substitute for the use 
  of the Sleight of Hand skill to pick someone’s pocket. 
  Only clearly visible, reachable items may be snatched 
  by means of this feat.
  FEATS ▪ Improved Leadership [General]
  
  181
  Improved Toughness [Fighter, General]
  You are much tougher than normal.
  Prerequisite: Toughness
  Benefit: You gain 6 hit points.
  Special: A character may gain this feat up to a 
  total of nine times. Its effects stack with Toughness and 
  with itself. Each subsequent time this feat is chosen, 
  the character gains an additional 3 hit points more than 
  the last time.  Therefore, the second time this feat is 
  taken (meaning that including the original selection of 
  Toughness, three feats have been spent on this chain), 
  the character would receive 9 hit points (for a total of 
  3 + 6 + 9 = 18 bonus hit points from the combination 
  of the three feats). The third time this feat is taken, 
  the character would receive 12 additional hit points 
  (bringing the total bonus hit points to 30), and so on.  A 
  character who started with Toughness and then chose 
  Improved Toughness a total of nine times would have 
  gained a total of 165 additional hit points from the 10 
  feats that he spent.
  Infernal Taint [Tainted, Background]
  The taint of the Infernal in your blood is stronger than 
  in most dark-kin, causing daemonic features to develop 
  in you as time goes by. Even though these features make 
  you seem more demonic than most other dark-kin, you 
  can still pass as “normal” for your race if you take steps 
  to hide the evidence of your true heritage.
  Prerequisite: Dark-kin.
  Benefit: Choose one of the following traits and 
  apply the listed modifier; the exact physical appearance 
  of each trait is left up to you. Each time you take this 
  feat you incur an additional -1 penalty to your Unnatural 
  Aura.
  • 
  Devil Eyes – Your eyes have an 
  aspect of the Infernal that cannot be mistaken or 
  forgotten. You gain a +3 circumstance bonus on all 
  Intimidate checks.
  • 
  Massive Horns – You sprout thick 
  horns from your skull. They may be hidden by 
  thick hair or by a hat or other covering. You gain 
  the ability to make a gore attack that deals 1d6 
  points of damage. This gore attack counts as a 
  normal attack, and follows all of the rules for 
  natural weapons.
  • 
  Wicked Teeth – Your teeth are sharp 
  and deadly. You gain the ability to make a bite 
  attack that deals 1d3 points of damage. This bite 
  attack counts as a normal attack, and follows all of 
  the rules for natural weapons.
  • 
  Prehensile Tail – You gain a small, 
  imp-like prehensile tail with a 5’ reach. You can 
  use your tail to pick up and carry unattended items 
  of Fine and Diminutive sizes that weigh no more 
  than 1 pound. Your tail is not strong enough to 
  hold a weapon or to be used in combat in any other 
  way. You may learn to make trip attacks with your 
  tail if you gain the Tail Attack feat, but you suffer a 
  -2 penalty on the opposed check because your tail 
  is not as strong as a weapon.
  • 
  Sharp Claws – Your fingernails 
  lengthen and become as sharp as daggers. You 
  gain the ability to make claw attacks that deal 1d3 
  points of damage. (You must use the full attack 
  action to attack with both claws). Your claws 
  follow all of the rules for natural weapons.
  • 
  Cloven Hooves – Your feet crack 
  and split and the soles become as hard as a horse’s 
  hooves. You gain a +3 circumstance bonus on all 
  Balance skill checks
  Special: You must gain your first Infernal Taint at 
  1st level, or else you may never take any of the feats in 
  this chain at a later time. After first level, you may gain 
  new Infernal Taints or enhance your existing ones with 
  other feats in the chain any time you have a General feat 
  slot available (i.e. every three character levels). Some 
  prestige classes or other organizations may permit you 
  to increase your Infernal Taint at a more rapid rate.
  Iron Skin [General]
  Your skin is much thicker and tougher than other 
  members of your race, but at the cost of visible and 
  significant disfigurement.
  Prerequisites: Callused Skin, base Fortitude save 
  +6.
  Benefit:  You gain a permanent non-magical +1 
  increase to your existing natural armor. This increase 
  stacks with the increase provided by the Callused Skin 
  feat, for a total increase in your base natural armor of 
  +2. 
  Because of the increased thickness and roughness of 
  your skin, along with your many plainly-visible calluses 
  and scars, you suffer a -4 penalty on NPC reaction 
  checks and on social skill checks in any situation where 
  the GM feels that your leathery appearance would 
  cause you to be perceived unfavorably.
  Judge of Character [General]
  You have an innate ability to judge a person’s 
  character and motives.
  Prerequisites: Wis 15, Skill Focus (Sense 
  Motive).
  Benefit: You may take 10 on Sense Motive skill 
  checks at all times, regardless of whom you are talking 
  to, the circumstances around you, or how long the 
  conversation lasts. 
  You may assume that you automatically roll a 
  natural 20 on opposed Sense Motive skill checks 
  against an individual character’s Bluff attempts 
  once you have had the opportunity to observe that 
  individual in conversation for at least ten continuous 
  minutes (whether you are actively participating in the 
  conversation or just listening is irrelevant). This benefit 
  may not be carried over; if one conversation ends and 
  another begins, the ten-minute interval resets.
  You may take 10, but may not take 20, on the 
  special Sense Motive check made to oppose someone’s 
  Bluff check in an attempt to feint you in combat (see 
  Core Rulebook I).
  Normal: Use of the Sense Motive skill normally 
  requires at least one minute. You may not take 10 on 
  Sense Motive checks while threatened or distracted, 
  which would include during combat, and you may 
  never take 20 on Sense Motive checks since they are 
  opposed rolls with a penalty for failure.  
  Know Terrain [General]
  You know how best to use the terrain to your 
  advantage during combat.
  Prerequisites: Int 15, Survival 4 ranks. 
  Benefit: You gain an understanding of the terrain 
  features on any battlefield, provided they are not 
  hidden from your view or magically obscured. You do 
  not gain any special ability to detect illusionary terrain, 
  concealed pits, or other non-obvious hazards.
  Improved Toughness [Fighter, General]  ▪ FEATS
  
  182
  You can automatically identify squares that will 
  cost extra movement to pass through, evaluate the 
  degree of cover provided by any object or natural 
  obstacle, and determine the shortest path between any 
  two points on the battlefield. Furthermore, your refined 
  understanding of the use of terrain and positioning in 
  combat grants you an additional +1 circumstance 
  bonus on melee attacks you make from higher ground, 
  giving you a total bonus of +2 on such attacks. 
  You gain a +2 insight bonus on Balance, Climb, 
  and Tumble checks that have been made more difficult 
  because of rubble, wet or icy surfaces, and similar 
  natural obstructions. This does not apply to temporary 
  hazards created by spells; for example, you do not 
  gain the bonus when moving through an area under 
  the effect of a grease spell, because that effect has 
  nothing to do with the terrain.
  Knowledge of the Past [Elorii]
  Your connection to your past incarnations is 
  stronger then normal.  You may draw upon these 
  experiences to more easily make your way through 
  this life. 
  Prerequisites: Elorii, Memories of Lives Past.
  Benefit: Pick any three skills. These skills will 
  always be treated as class skills for you. You may 
  attempt a skill check untrained with these skills even 
  if the skill does not normally allow untrained use.
  Lay of the Land [General]
  Your homeland has always held a special place 
  in your heart. You never seem to get lost within its 
  familiar confines. 
  Prerequisites: Track, Survival 4 ranks.
  Benefit: You gain a +2 bonus on all Survival skill 
  checks when you are within the boundaries of your 
  homeland (GM’s discretion).  You are also nearly 
  impossible to track when you are on your native soil. 
  The DC for all Survival checks made to track you in 
  your homeland is increased by 10. 
  Special: “Homeland” should be defined 
  more narrowly than an entire country or region in 
  most circumstances. For example, a PC could not 
  realistically claim the entire Coryani Empire as his 
  homeland, but a single city or perhaps even all of the 
  non-settled areas of a particular province would be 
  reasonable. This feat is only treated as General for 
  characters that are native to the Hinterlands. All other 
  characters treat it as Military.
  Legionnaire [Background]
  “For Duty and Honor!”
  You have served in the legions of the Coryani 
  Empire.  
  Prerequisite: Native of the Coryani Empire.
  Benefit: You have been, or still are, a Legionnaire. 
  You are proficient with light and medium armor, and 
  all shields, including tower shields. You gain Marital 
  Weapon Proficiency (gladius) or if you have a class 
  that grants proficiency with all martial weapons you 
  gain Exotic Weapon Proficiency (gladius) instead. You 
  gain Exotic Armor Proficiency (lorica segmentata) for 
  free. You also gain access to the Military feat category 
  and gain fighter as an additional favored class. You 
  gain a +1 circumstance bonus on all Diplomacy skill 
  checks when dealing with Coryani citizens, as you 
  have gained the respect of your fellow countrymen. 
  You begin play with a gladius, shortspear, and 
  tower shield in addition to the equipment you purchase 
  with your starting funds. 
  You have been tattooed with the symbol of your 
  legion, and all Legionnaires can recognize the tattoos 
  of most currently active legions (see Table 5-4: A 
  Sampling of Known Legions for a listing of some of 
  the known legions, past and present). You may choose 
  the legion of your service, with certain exceptions. 
  Legion names with a line through them are not 
  eligible choices.
  Linguist [General]
  Learning new languages is easy for you.
  Prerequisite: Int 13.
  Benefit: You gain the ability to speak two 
  languages of your choice. Speak Language is a class 
  skill for you. You also gain a +2 insight bonus on 
  Decipher Script skill checks.
  Special: You may gain this feat more then once. 
  Each time you do, you learn two additional languages 
  and gain an additional +1 insight bonus on Decipher 
  Script skill checks. The bonuses granted by this feat 
  stack.
  Lock Shields [Military]
  When working as part of a shield wall, you can 
  lock shields with your companions for better defense 
  against attacks and area spells.
  Prerequisite: Shield Wall.
  Benefit: When you are using a shield and end 
  your turn adjacent to an ally with the Lock Shields 
  feat who is also using a shield, you gain a +2 bonus 
  to AC that stacks with the bonus from the Shield Wall 
  feat (for a total bonus of +4). You also gain a +1 cover 
  bonus on Reflex saves against area spells or attacks. 
  During a round in which you are part of a Shield Wall 
  and you take the total defense action, the bonus to 
  your armor class from this feat increases to +4 (for a 
  total bonus of +6 including the Shield Wall bonus) and 
  the Reflex save bonus increases to +2. 
  If you are separated from your adjacent ally at any 
  time during the round (such as you or your ally being 
  FEATS ▪ Knowledge of the Past [Elorri]
  
  183
  knocked prone or pushed back by a bull rush attack), 
  you immediately lose the benefits of the Lock Shields 
  feat until such time as you are able to reestablish your 
  position in the shield wall.
  Special: If you are using a tower shield, you do 
  not lose your place in the wall or the benefits of this 
  feat if you are knocked prone, as long as you remain 
  adjacent to your ally.
  Martial Weapon Technique [General]
  A martial weapon of your choice becomes a 
  monk weapon for you.
  Prerequisites:  Monk level 8th, Weapon Focus 
  (chosen weapon)
  Benefit: A martial or exotic weapon becomes a 
  monk weapon for you. You must already have experience 
  with the weapon (hence the Weapon Focus prerequisite). 
  You may now use your more favorable number of 
  attacks per round when wielding this weapon. 
  Masquerade Spell [Metamagic]
  For fear of the Harvesters of Ymandragore, you 
  have learned to hide your spellcasting within other 
  activities.
  Prerequisites: Bluff 2 ranks, Perform (any) 5 
  ranks, caster level 1st, member of the Sanctorum of 
  the Arcane.
  Benefit: You have mastered the art of casting 
  spells inconspicuously, and you can mingle the 
  verbal and somatic components of spells into your 
  performances so skillfully that others may not realize 
  that you are casting at all.  
  The fact that you are delivering a performance is 
  obvious to everyone in the vicinity, but the fact that 
  you are casting a spell is not obvious.  A masqueraded 
  spell cannot be identified through a Spellcraft check 
  unless the person attempting to do so also has the 
  Masquerade Spell feat.  Unless the magic spell visibly 
  emanates from you, or observers have some other 
  means of determining its source, they will not know 
  you cast a spell.  
  Unlike most metamagic feats, casting a 
  masqueraded spell does not increase the spell slot 
  required to cast the spell, nor do spells need to be 
  prepared in advance with this metamagic feat. You 
  may truly use it “on the fly,” but the spell always 
  requires at least one full-round action to cast, even if 
  its casting time is normally shorter, due to the time 
  required for your performance. 
  You may only use this feat when using Perform 
  (sing) or Perform (oratory) for spells with verbal 
  components.  In the case of spells without a verbal 
  component, Perform (dance) or Perform (any musical 
  instrument) may be used. Because you are trying to 
  maintain the quality of your performance at the same 
  time you are casting the spell, you must succeed on 
  a Perform check (DC 15 + level of the spell you are 
  trying to cast) or the spell fails.
  This feat can be stacked with other metamagic 
  feats, which may result in removing the need for one 
  or more of the spell’s components.  For example, 
  you may combine the use of this feat with the Silent 
  Spell or Still Spell feats.  Regardless of the actual 
  components of the final spell, you must still deliver a 
  performance in some fashion in order to use this feat 
  and disguise the fact that you are casting.
  Normal: Without using this feat, spellcasting can 
  usually be recognized by observers, and those who 
  can see or hear the spellcaster can make a Spellcraft 
  check to identify the spell being cast.
  Special: If you choose to use this metamagic 
  feat with a Perform skill that involves a musical 
  instrument, the instrument must be present, and you 
  must play the instrument during the spellcasting.  
  You must produce sound for any spells with a verbal 
  component. You must have one hand free to perform 
  gestures for any spells with a somatic component 
  (using a plucked string instrument, such as a harp or 
  lyre, fulfills this requirement), and you must have any 
  required material component or spell focus readily 
  available during your performance.  
  Master Craftsman [Profession] 
  You have learned to create remarkable items.
  Prerequisite: Skill Focus (any Craft) or dwarf.
  Benefit: Choose one Craft skill for which you 
  have chosen the Skill Focus feat.  You may now 
  craft greater masterwork items of that type. Dwarf 
  characters who choose their racial Craft skill may now 
  craft legendary items of that type. 
  Table 5-4: A Sampling of Known Legions
  Legio Anguis Retatus
  Legion of Avenging Thunder
  Legion of Blazing Judgment 
  Legion of Broken Shadows
  Legion of Burnished Steel
  Legion of Chendo’s Pride
  Legion of Dark Majesty 
  Legion of Deliverance
  Legion of the Doom of Chendo 
  Legion of Grim Lamentation
  Legion of Heaven’s Blade
  Legion of Honorable Accord 
  Legion of Indomitable Accord
  Legion of the Iron Guardian 
  Legion of Iron Shadow
  Legio Lex Talionis
  Legion of Mighty Toneth
  Legion of Radiant Glory
  Legion of Searing Light
  Legion of Searing Purity
  Legion of Sweet Sorrow
  Legion of the Black Sun
  Legion of the Crimson Moon
  Legion of the Defiant Shield
  Legion of the Might of the Empire
  Legion of the Mighty Oak
  Legion of the Reluctant Warrior
  Legion of the Rising Phoenix
  Legion of the Shinning Pillar
  Legion of the Singers of the Sweet Savona
  Legion of the Storm Lord
  Legion of the Triumphant Rays of the Invisible Sun
  Legion of the Unrepentant Heart 
  Legion of Unyielding Courage 
  Legion of Vigilance 
  Legion of the Watchful Hunter
  Note: A Legion whose name is struck through is not 
  currently active, either because it was destroyed in battle, 
  its standard was lost, or its sponsors were thrown down in 
  disgrace and it was disbanded by the Emperor.
  Martial Weapon Technique [General]  ▪ FEATS
  
  184
  See Chapter 7 – Weapons and Equipment for 
  details on the game-mechanical effects of greater 
  masterwork and legendary items. See Chapter 4 - 
  Skills for details on using the Craft skill to create 
  greater masterwork and legendary items.
  Master of the Tops [General]
  You have mastered the art of moving safely within 
  the rigging of a large sailing vessel.
  Prerequisites: Native of Entaris or the Pirate Isles; 
  Climb 4 ranks, Use Rope 4 ranks.
  Benefit: Some say you were born on the ropes. 
  You always feel more at home among the rigging of a 
  ship than on solid ground. When climbing or moving 
  along or through the rigging of a ship, you gain a +10 
  bonus on all Balance and Climb checks, you retain 
  your Dexterity bonus to your Armor Class, and you 
  climb at your full base movement rate rather than at 
  half speed.
  Meet the Charge [Fighter, General]
  You react to a charge with deadly efficiency. 
  Prerequisite: Combat Reflexes.
  Benefit: Any opponent that charges you provokes 
  an attack of opportunity if the opponent’s attack is 
  made from a square that you can reach with your 
  current weapon. Your attack of opportunity is resolved 
  at the end of the opponent’s movement, but before 
  the opponent’s attack. This feat does not grant you 
  additional attacks of opportunity beyond the number 
  that you are normally permitted in a round.
  This feat does not negate the benefits of the Ride-
  By Attack feat or the Spring Attack feat. Opponents 
  using those feats do not provoke attacks of opportunity 
  from you.
  Normal:  An opponent does not provoke an attack 
  of opportunity when charging you unless you have 
  greater than 5’ reach and the opponent passes through 
  your threatened area as part of the movement of the 
  charge.
  Special:  At 3rd level or any higher level where he 
  gets to choose a bonus feat, a monk may select Meet 
  the Charge as his bonus feat as long as he meets the 
  prerequisite.
  Memories of Lives Past [General, Elorii]
  Your soul remembers something of its past 
  incarnations.  You gain knowledge from these 
  memories.
  Prerequisite: Elorii.
  Benefit: Choose one class to become an additional 
  favored class for you. 
  Military Service [Fighter, General]
  You have spent some time serving with a formal 
  army, order of knights, mercenary company, or other 
  organized militaristic organization.
  Prerequsite: Base attack bonus +1.
  Benefit: Choose one of the following skills: 
  Balance, Climb, Handle Animal, Heal, Hide, Jump, 
  Knowledge (warfare and tactics), Listen, Move 
  Silently, Profession (sailor), Profession (soldier), Ride, 
  Spot, Survival, or Swim. You gain a +2 bonus on skill 
  checks with that skill. You also gain Examine Martial 
  Technique and Knowledge (warfare and tactics) as 
  class skills, and you gain access to Military feats.
  Multiﬁre [Fighter, General]
  You may fire two flintlock pistols simultaneously 
  to devastating effect.
  Prerequisites: Exotic Weapon Proficiency 
  (flintlock pistols), Two-Weapon Fighting. 
  Benefit: As a standard action, you may fire two 
  flintlock pistols at a single opponent within one range 
  increment using a single attack roll. You suffer a -2 
  penalty to your attack roll in addition to the normal 
  penalties associated with two-weapon fighting. If the 
  single attack roll hits, then both rounds hit; if it misses, 
  then both rounds miss. Roll damage separately for the 
  two pistols if the attack hits. Damage reduction and 
  other resistances apply separately against each round 
  fired.
  Special: You may only apply precision-based 
  damage (such as sneak attack damage) once. If you 
  score a critical hit, only one of the two rounds (your 
  choice) is treated as a critical hit; the other is treated 
  as a normal hit.
  Murderous Precision [Fighter, General]
  For you, killing is an art form, and you love 
  practicing it on a helpless canvas.
  Prerequisites: Non-good alignment, base attack 
  bonus +5.
  Benefit:  You may make a coup de grace attack 
  on a helpless opponent as a standard action. You still 
  provoke attacks of opportunity as normal.
  Normal: Rendering a coup de grace requires a 
  full-round action.
  Natural-Weapon Fighting [General]
  You have learned to use your natural weapons with 
  blinding speed, though at a cost in accuracy.
  Prerequisites:  Ability to use or manifest natural 
  weapon attacks, base attack bonus +2, Int 3 or greater.  
  FEATS ▪ Master of the Tops [General]
  
  185
  Benefit: When you use the full attack action and 
  use only natural weapons, you may make a single 
  additional attack with any of your available natural 
  weapons at your highest base attack bonus, but all 
  of your attacks for the round suffer a -3 penalty. You 
  may not combine manufactured-weapon and natural-
  weapon attacks when using this feat.
  Example: With this feat, a creature that normally 
  makes 2 claw attacks at +9 and a bite attack at +4 
  with a full attack may instead choose to make either 
  3 claw attacks at +6 and one bite at +1 or two claw 
  attacks at +6 and two bites at +1. All attacks deal their 
  normal damage regardless of which option is chosen. 
  Note that it is not possible for creatures to change their 
  primary natural weapon when using this feat. (In this 
  example, the creature’s primary natural weapon is its 
  claws, not its bite.)
  Normal: You do not get iterative attacks with 
  natural weaponry, nor can you benefit from feats 
  such as Two-Weapon Fighting when using natural 
  weapons.
  Special: A Psychic Warrior may choose this feat 
  as one of his class bonus feats.
  Natural-Weapon Fighting, Improved [General]
  You are able to strike more accurately with a 
  flurry of natural weapon attacks.
  Prerequisites:  Natural-Weapon Fighting, base 
  attack bonus +7, Int 3 or greater.
  Benefit: When you use the Natural-Weapon 
  Fighting feat, the -3 penalty to your attack rolls from 
  that feat is reduced to -1.
  Special: A Psychic Warrior may choose this feat 
  as one of his class bonus feats.
  Natural-Weapon Fighting, Greater [General]
  You have become a master at using natural 
  weapons.
  Prerequisites:  Improved Natural Weapon-
  Fighting, base attack bonus +12, Int 3 or greater.
  Benefit: When you use the Natural-Weapon 
  Fighting feat, the penalty to your attack rolls from 
  that feat is negated. You may also make a second 
  bonus attack with any one of your natural weapons, 
  although this attack is made at a further -5 penalty 
  (just as if it were an iterative attack from a high Base 
  Attack Bonus).
  Special: A Psychic Warrior may choose this feat 
  as one of his class bonus feats.
  Of the Mundane [General]
  Magic does not sparkle in your blood. You readily 
  ignore its effects and are even somewhat oblivious to 
  its presence.
  Prerequisites: Human (not human subtype), 
  half-orc, or half-hobgoblin; unable to cast any type of 
  spells, powers, spell-like abilities, or psionic abilities.
  Benefit: You gain a +2 bonus on all saving 
  throws against magical spells, effects generated by 
  spells, powers or magic items, and spell-like or 
  psionic abilities.
  Offensive Spin [Fighter, General] 
  You create a deadly whirlwind of steel when 
  wielding multiple weapons.
  Prerequisites:  Greater Two-Weapon Fighting, 
  Whirlwind Attack. 
  Benefit: When you perform a Whirlwind Attack, 
  you may make up to two attacks against each opponent 
  within range: one attack with your primary weapon 
  (at its highest attack bonus) and one attack with any 
  one of your secondary weapons (at its highest attack 
  bonus; if you have more than one off-hand weapon, 
  you must choose which one you use at the beginning 
  of this maneuver and may not switch). You still suffer 
  your normal penalties for fighting with multiple 
  weapons. If you cannot reach a particular opponent 
  with both of your chosen weapons, you may still make 
  one attack against that opponent with the weapon that 
  can reach him.
  Special: As is normal for a Whirlwind Attack, 
  you forfeit all bonus or extra attacks granted by spells 
  or other abilities (such as the Cleave feat or the haste 
  spell).
  Normal: You only get to use a single weapon 
  during a Whirlwind Attack.
  Olfaction [General]
  Ss’ressen are known for their heightened sense 
  of smell, which is accentuated by their reptilian 
  physiology and the fact that the warm springs in their 
  native swamp emit a sulfuric odor. Prerequisites: 
  Ss’ressen, base Fortitude save +5.
  Benefit: You gain the Scent special quality with 
  a range of 30 feet. 
  If you already possess the Scent ability, then you 
  instead gain a +4 bonus on Survival checks made 
  when tracking by scent.
  Opportune Strike [Fighter, General]
  You are particularly skilled at striking people 
  when they are least able to avoid you.
  Prerequisites: Dex 17, Combat Expertise, 
  Weapon Finesse.
  Benefit: When using Weapon Finesse and 
  attacking an opponent that you flank or who is denied 
  his Dexterity bonus against you, you gain a +1 bonus 
  on your attack roll and a +2 bonus to damage.
  Overlooked [General]
  People often pay little attention to your presence, 
  or disregard you altogether. You have learned to use 
  this to your advantage.
  Prerequisites: Gnome, Cha 11 or lower.
  Benefit: You cannot actively use the Intimidate 
  skill to gain any sort of benefit (although you can 
  still attempt to succeed on opposed Intimidate checks 
  forced upon you by others). You gain a +2 bonus on 
  all Hide checks and on Disguise checks that do not 
  require you to be the center of attention (for example, 
  you get the bonus if you are disguised as a servant, 
  but not if you are disguised as someone famous or 
  important). Furthermore, in any situation that relies 
  on your ability to eavesdrop on a conversation or 
  otherwise make yourself inconspicuous in a public or 
  crowded setting, you gain a +4 bonus on all Listen, 
  Move Silently, and Sense Motive checks.
  Patchwork Soul [Background]
  When Beltine stirred her Cauldron and ladled out 
  the pieces of your soul, one of those pieces was more 
  resilient than the others and maintained a fragment 
  of its old identity. Though the fragment is not truly 
  conscious, it still retains skills, memories, or tidbits of 
  knowledge that might surface over time.
  Natrual-Weapon Fighting, Improved [General]  ▪ FEATS
  
  186
  Prerequisite: Any race except Elorii or dwarf. 
  Benefit: The extra piece of spirit muddies your aura. 
  Choose an alignment other than your own (representing 
  the soul fragment’s alignment in its former life). There 
  is a 50% chance that any attempt to read your alignment 
  will return the fragment’s alignment instead of your 
  actual alignment. Because the fragment constantly 
  fights to reassert its sentience and independence, your 
  mind is slightly more difficult to read or control, giving 
  you a +1 bonus on Will saves against all mind-affecting 
  spells and effects.
  Point of the Blade [Fighter, General]
  You are skilled with using your one-handed 
  slashing weapon in an unconventional way.
  Prerequisites: Weapon Focus with selected 
  weapon. 
  Benefit: You learn versatility with a chosen one-
  handed slashing weapon, learning to use thrusting 
  attacks and the point of the blade to find small gaps in 
  an enemy’s defenses. When fighting with your chosen 
  weapon, you may choose to deal piercing damage 
  instead of slashing damage.
  Normal: Slashing weapons cannot normally be 
  used to deal piercing damage.
  Special:  You may gain this feat more than once. 
  Its effects do not stack. Each time you take this feat, it 
  applies to a different one-handed slashing weapon.
   
  Potent Blood [Bloodline]
  The blood of the Valinor runs strong in your veins.
  Prerequisite: Val blood rank 3.
  Prerequisite: Val blood rank 3 or higher.
  Benefit: Your blood rank is treated as if it were 2 
  points higher for all racial benefits that are modified by 
  blood rank and for purposes of all variables in any of 
  your bloodline powers that are based strictly on your 
  blood rank. 
  This does not increase the number of bloodline 
  powers that you know, nor does it let you choose 
  higher-level bloodline powers without first choosing 
  the appropriate number of lower-level powers (and 
  buying the appropriate number of blood ranks with 
  ability points). 
  If some other permanent or temporary effect 
  modifies your blood rank, then the bonus from this feat 
  stacks with that effect for purposes of your Val racial 
  abilities and bloodline powers.
  This feat increases the duration of bloodline powers 
  that calculate their duration based strictly on your blood 
  rank. It may also increase the number of times per day 
  that a particular power may be used (if the number of 
  uses is based on blood rank and not character level), and 
  in a few cases it may even affect the direct manifestation 
  of the power (such as the number of rays a val’Ishi gets 
  when using the Return to Your Rest ability). Examples of 
  calculations that are affected by this feat would include 
  “once per day plus one time per blood rank,” “once per 
  day plus one additional time per day for every two blood 
  ranks beyond 1st,” “one round per blood rank,” etc.
  If any part of the calculation of a particular 
  bloodline power’s usage or effects is based on any 
  variable other than the character’s blood rank, then 
  this feat does not apply to that particular calculation. 
  If the character’s blood rank does not enter at all into a 
  calculation (for example, “once per day” or “once per 
  day per five character levels”) then this feat does not 
  apply to that calculation.
  This feat affects only those Val racial abilities that 
  are based on blood rank (specifically, the bonus psionic 
  power points and the bonus to Diplomacy checks 
  when dealing with other Val). It does not let the Val 
  choose additional bloodline powers or choose higher-
  level bloodline powers without having the prerequisite 
  number of lower-level bloodline powers. 
  Prodigy [Background]
  You were born with an inherent understanding of 
  some of the powers of the world around you.
  Prerequisite: Caster or manifester level 1st.
  Benefit: Once per day, you may increase your 
  caster or manifester level by 2 for all purposes relating 
  to a single spell you cast or power you manifest. This 
  does not increase the spell or power’s casting time.  
  You may not exceed the normal maximum damage dice 
  of the spell or power by means of this ability.
  Pureblood Kio [Background]
  Some clans of the original Kio settlers are insular 
  and resist diluting their bloodlines with outsiders. You 
  either have two pureblood Kio parents, or you are a 
  second-generation child of such parents. In either case, 
  the Kio hereditary traits are strong within you.
  Prerequisite: Human or val’Sungha.
  Benefit: Pureblood Kio characters follow all the 
  guidelines governing their base race, with the following 
  exceptions:
  • 
  Pureblood Kio are nimbler than their crossbred 
  kin, but not as powerfully built. Your racial ability 
  traits are adjusted as follows: +2 Dexterity, -2 
  Strength.
  • 
  Pureblood Kio use the half-elf table in Core 
  Rulebook I to determine aging effects.
  • 
  Pureblood Kio who choose the Heirloom feat 
  may select a Kio sword (see Chapter 7 – Weapons 
  and Equipment for details on Kio swords).
  • 
  All Pureblood Kio gain Weapon Familiarity 
  (Kio sword). This allows them to treat the Kio 
  sword as a martial weapon.
  • 
  Noble Rank: Val Pureblood Kio receive the 
  Gentry feat as a bonus feat at first level. However, 
  they only gain an additional 2d6 x 10 gold pieces 
  as part of their starting funds instead of the usual 
  amount specified by the Gentry feat. Human 
  Pureblood Kio do not receive the Gentry feat for 
  free, but they may still select it as normal.
  • 
  A human Pureblood Kio is no longer considered 
  to have mundane blood, and so may take levels in 
  the Sorcerer class. This is an exception to the 
  normal rules for human characters in Arcanis.
  Special: This feat may only be gained at first level, 
  and it must be the first feat chosen during character 
  creation.
  Quick Hands [General]
  You can retrieve anything you need without 
  dropping your guard.
  Benefit: You do not provoke attacks of opportunity 
  for retrieving a non-weapon item in a threatened area.
  Normal: Retrieving an item (other than drawing a 
  weapon) normally provokes attacks of opportunity.
  FEATS ▪ Point of the Blade [Fighter, General]
  
  187
  Quick Reload [Fighter, General]
  You have learned to reload your flintlock quickly.
  Prerequisites: Exotic Weapon Proficiency and 
  Weapon Focus (any flintlock type).
  Benefit: Select one type of flintlock with which 
  you are proficient. You may reload this type of flintlock 
  as a move-equivalent action. This action still provokes 
  attacks of opportunity as normal. 
  Normal: Reloading a flintlock weapon is a full-
  round action.
  Special:  You may gain this feat more than once. Its 
  effects do not stack. Each time you take this feat, choose 
  a different type of flintlock weaponry.
  Quick Sheathe [Fighter, General]
  You have learned to put items away or snatch them 
  up off the ground in the blink of an eye.
  Prerequisites: Dex 13, Quick Draw or Quick Hands.  
  Benefit: Once per round on your turn, you can sheathe 
  or holster your weapon, or put away a held item, as a 
  free action that does not provoke attacks of opportunity. 
  Once per round on your turn, you may attempt a Reflex 
  save (DC 15) to retrieve a weapon or item from the 
  ground without provoking an attack of opportunity, as 
  long as the item to be retrieved is in your square. If you 
  fail the save, you still retrieve the item, but you suffer 
  attacks of opportunity as normal.  Picking an object up 
  still requires a move action.
  Normal:  Putting away a weapon or object is 
  normally a move-equivalent action and provokes attacks 
  of opportunity.
  Reactive Caster [General]
  You can counter an opponent’s spells with great 
  efficiency and quickness.
  Prerequisites: 
  Combat 
  Casting, 
  Improved 
  Counterspell, Spellcraft 10 ranks.
  Benefit: Once per round, when you make a 
  successful Spellcraft check to identify a spell being cast, 
  you may counter that spell as an immediate action. You 
  must spend two prepared spells or spell slots of the same 
  level (or higher) as the spell you are counterspelling, but 
  the spells you use to counter do not have to be from the 
  same school as the spell you are countering.
  Normal: You must use the ready action to 
  counterspell an opponent’s spell.
  Restless Wanderer [General]
  For members of some races, there is no land in 
  which they are welcomed or readily accepted.  Many 
  of them travel, never staying in one place for very long. 
  Because of this, they are exposed to many different 
  skills and traditions.  
  Prerequisite: Dark-kin, gnome, half-orc, or half-
  hobgoblin. 
  Benefit: You may select an additional favored 
  class, or you may select any three skills to forever be 
  treated as class skills for you.
  Special: You may gain this feat more than once. 
  Each time you gain this feat, you may select either one 
  additional favored class or three additional skills to be 
  treated as class skills. 
  You may not select this feat if you are a member of 
  an organization that provides you with living space, or 
  a society that recognizes you as a valued member (for 
  example, if you have the Legionnaire or Gentry feats) or 
  if you have a permanent home in any location to which 
  you regularly return.
  Riposte [Fighter, General]
  When an opponent misses you with a melee 
  attack, you have been trained to make an immediate 
  counterattack.
  Prerequisites: Combat Expertise, Weapon Finesse, 
  base attack bonus +6.
  Benefit: When you are fighting defensively, you 
  may choose to make an immediate attack of opportunity 
  against any foe that attacks you in melee and misses your 
  Armor Class by 4 points or more. This attack counts 
  against your total number of attacks of opportunity for 
  the round. If you do not have any attacks of opportunity 
  remaining, then you cannot take advantage of this feat.  
   
  You may only use the Riposte feat with a 
  weapon that can also be used with the Weapon Finesse 
  feat.
  Although a riposte uses up one of your attacks of 
  opportunity for the round, you may not make more than 
  a single riposte attack against the same foe in the same 
  combat round, even if that foe attacks and misses you 
  by at least 4 points more than once during the round 
  (for example, during a full attack sequence). This does 
  not affect your ability to make additional attacks of 
  opportunity against that foe during that round for other 
  reasons not related to this feat, such as the foe moving 
  through your threatened area.
  Sabbatical [General]
  While others focus on combat tactics or magical 
  training, you have chosen to focus on improving your 
  skills.
  Beneﬁt: You gain 6 skill points. These skill points 
  are treated as bonus skill points, as if they had been 
  included as part of your most recent level gain, and must 
  be spent immediately.
  Saddle Warrior [Fighter, General]
  You are extremely adept at fighting while mounted.  
  Prerequisites: Dex 13, Mounted Combat. 
  Benefit: While fighting mounted, you gain a +2 
  bonus on all Ride skill checks made to control your 
  mount in battle or stay in the saddle, and a +1 dodge 
  bonus to your Armor Class.
  Scholar [General]
  You spend all your spare time studying.
  Prerequisite: Int 13.
  Benefit: All Knowledge skills are class skills for 
  you.
  Scholar’s Soul [General]
  The soul fragment you possess was once a great 
  scholar.  Through need or desire, you have gained 
  access to some of the knowledge and skill of this soul 
  fragment.
  Prerequisite: Patchwork Soul.
  Benefit: All Knowledge skills are class skills for 
  you, and you receive a +1 bonus on all Knowledge skill 
  checks.
  Knowledge may be power, but to you it is like a 
  drug.  If an opportunity to acquire knowledge presents 
  itself, you find it difficult to resist, regardless of the 
  risk associated with gaining the knowledge.  In such a 
  situation, you must make a Will save with a DC that will 
  be set by your GM based on the rarity of the knowledge. 
  If you fail, you will do anything in your power to obtain 
  Quick Sheathe [Fighter, General]  ▪ FEATS
  
  188
  the information.  Common knowledge (something 
  you could gain by reading a readily-available book or 
  talking to local people) does not require a save. Rare 
  knowledge (DC 20), very rare knowledge (DC 25), and 
  truly forgotten lore (DC 30) do require you to actively 
  resist their lure.  However, great danger may slightly 
  dissuade your zeal, giving you a +5 circumstance 
  bonus to your Will save.  
  Additionally, you have gained the pride of the 
  scholar, which is what eventually led to his downfall. 
  Whenever you fail a Knowledge check by 5 points 
  or less, you remember a half-truth or some other sort 
  of misinformation about the subject at hand, but you 
  remain convinced of your accuracy.  For instance, you 
  may fail a Knowledge (nature) check by 3 and believe 
  that Trolls can only be really damaged by certain 
  substances (which is true) but mistakenly believe that 
  those substances are cold and electricity (which is 
  false).
  Sculpt Runic Item [Item Creation]
  You can carve runes of power into wood or stone 
  objects, from which you can then cast spells. 
  Prerequisites: Native of the Hinterlands or dwarf; 
  Craft (stonemasonry, woodworking, or metalworking) 
  5 ranks, caster level 1st.
  Benefit: You may sculpt a runic item of any spell 
  you know. Runic items are small pieces of wood, metal, 
  or stone, onto which you are able to carve, sculpt, 
  or otherwise scribe spells. Runic items are activated 
  exactly as if they were scrolls and use all of the same 
  rules and restrictions.  The creation times, gold piece 
  costs, and experience point costs for sculpting runic 
  items are exactly the same as those for scrolls, except 
  that you must also succeed on a Craft check (DC 10 
  plus twice the level of the spell being sculpted) at the 
  conclusion of the creation process or the item is flawed 
  in some way and the spell does not function when the 
  item is activated. Runic items may not contain more 
  than a single spell and are consumed when the spell 
  contained within is released.
  Scum [Background]
  You were raised in the slums, and it shows.
  Prerequisite: You must have been born and raised 
  in a very large, very urban city, such as Grand Coryan, 
  Sicaris, or Freeport.
  Benefit: Black Market and Profession (beggar) 
  are class skills for you.  You also gain a +2 bonus on 
  Black Market, Gather Information, Knowledge (local), 
  Profession (beggar), Sense Motive, and Spot skill 
  checks whenever you are in your home city.  
  Secret Lore [General]
  The world of Arcanis is rich in history and culture.  
  Those who study the depth and diversity of the world 
  learn more of the secrets of Arcanis than others who are 
  too busy to dig for the truth.
  Prerequisites: Bardic Knowledge class ability or 
  Lore class ability.
  Benefit: You get a +3 bonus on all checks using 
  your Bardic Knowledge ability and/or your Lore 
  ability.
  Shield Wall [Military]
  You are skilled at fighting side-by-side with your 
  fellow shield-bearers.
  Prerequisite: Shield Proficiency (any).
  Benefit: When you are using a shield and end your 
  turn adjacent to an ally with the Shield Wall feat who is 
  also using a shield, you gain a +2 bonus to your armor 
  class. This bonus stacks with those provided by your 
  armor and shield. 
  If you are separated from your adjacent ally at any 
  time during the round (such as you or your ally being 
  knocked prone or pushed back by a bull rush attack), 
  you immediately lose the benefits of the Shield Wall 
  feat until such time as you are able to reestablish your 
  position in the shield wall.
  Special: If you are using a tower shield, you do not 
  lose your place in the wall or the benefits of this feat if 
  you are knocked prone, as long as you remain adjacent 
  to your ally.
  Shining Patrol Service [Background]
  “When we face the Ssethregoran hordes, we are 
  brothers in arms and in blood.”
  You have served in the Shining Patrol and have 
  survived.
  Benefit: You are proficient with light and medium 
  types of armor and with the scimitar. You gain Weapon 
  Familiarity with all types of flintlocks. This means that 
  all flintlocks are considered martial weapons for you 
  rather than exotic weapons.  This does not count as 
  Exotic Weapon Proficiency (Flintlocks) for feats that 
  require that prerequisite, but it means that if you gain 
  a level in a class that grants you proficiency with all 
  martial weapons, you automatically become proficient 
  with all types of flintlocks at the same time.  
  You gain access to the Craft (flintlock) skill, as 
  well as to the Profession (gunner) skill. You gain access 
  to the Military Feat category and gain ranger as an 
  additional favored class. Shining Patrol veterans also 
  receive a +1 circumstance bonus to Diplomacy skill 
  checks made when dealing with Altherian Citizens. 
  In addition to your normal starting equipment, you 
  begin play with a scimitar and a traveler’s outfit. If you 
  are Altherian, a Val, or possess the Gentry feat, you also 
  begin play with an Altherian flintlock rifle and 10 shots 
  of blast powder. (This is in addition to the pistol and 
  shot that Val gain for taking the Gentry feat.)
  FEATS ▪ Sculpt Runic Item [Item Creation]
  
  189
  Skill Focus, Greater [General]
  You have spent a tremendous amount of time and 
  effort on refining your abilities with a single skill.
  Prerequisites: At least 10 ranks in the chosen skill, 
  Skill Focus in the chosen skill, and a base ability score 
  of at least 17 in the key ability for the chosen skill.
  Benefit: You gain a +5 bonus on all checks 
  involving the chosen skill. This bonus stacks with the 
  bonus from the Skill Focus feat (for a total bonus of 
  +8).
  Special: You may not gain this feat more than 
  once.
  Slimy [General]
  Your habitual coating of gooey filth makes you 
  extremely difficult to catch. Creatures prefer to hold 
  you at arm’s length even when they do grab you 
  because of your palpable odor. 
  Prerequisites: Gnome, Cha 9 or lower.
  Benefit: You gain a +2 bonus on Escape 
  Artist checks. When making grapple checks, you 
  may use your Charisma modifier in place of your 
  Strength modifier, treating a Charisma penalty 
  as if it were a bonus for this purpose only. (For 
  example, if you have a 9 Charisma, you may treat it as 
  a +1 bonus for the purpose of making grapple checks.) 
  Because your pungent odor makes you easier to 
  detect, you suffer a -2 penalty on Hide checks, and 
  creatures with the Scent special quality can detect you 
  from twice as far away as the wind conditions would 
  normally permit.
  Special: If you have taken a bath or otherwise 
  been completely submerged in reasonably clean water 
  within the last 24 hours, then you lose the benefits 
  (and drawbacks) of this feat until you have the chance 
  to once again immerse yourself in garbage. Being 
  doused by the create water spell or “tidied up” by the 
  prestidigitation spell doesn’t necessarily do the trick, 
  but getting thrown into a large body of water definitely 
  does.
  Soldier of Retribution [Background, Elorii]
  “Novaras – never forget!”
  You have served with the Elorii military in your 
  home region.
  Prerequisite: Elorii.
  Benefit: By serving with your kin preparing for 
  the war of retribution, you have gained valuable insight 
  into specialized military tactics and abilities. Therefore, 
  you gain access to the Military Feat category.   
  As a trained soldier in the Army of Retribution, 
  your kin hold you in high esteem.  They have given you 
  a small arrowhead pin made of silver entwined with a 
  jade vine as a sign of this honor. Any Elorii seeing this 
  pin will recognize what it stands for. You receive a +2 
  circumstance bonus to all Charisma-based skill and 
  ability checks when dealing with other Elorii.
  In addition to your starting equipment, you begin 
  play with a longsword, a suit of light armor, and a 
  masterwork bow of your choice (short or long; normal 
  or composite with a +1 Strength modifier). 
  Special: Certain agents of Man may also recognize 
  the pin of the Soldiers of Retribution.  When dealing 
  with such individuals, you suffer a –4 circumstance 
  penalty to all Charisma-related skill checks.
  Specialized Spell [Metamagic]
  You have created a specialized spell as your 
  trademark.
  Prerequisites: Spell Focus (any) or Domain Focus 
  (any); Spellcraft 15 ranks. 
  Benefit: Choose one spell from a school or 
  domain for which you have the appropriate Spell Focus 
  or Domain Focus feat. You may manipulate that spell 
  on the fly in one of three ways.  You may add +1 to 
  each die of damage or healing, you may add +1 to the 
  spell’s saving throw DC, or you may cast the spell at 
  +1 caster level.  Additionally, you may alter the visual 
  effects of the spell.  For example, you may create magic 
  missiles that look like screaming skulls.  These visual 
  changes do not have any game-mechanical effect, but 
  they should be distinctive enough to allow others to 
  recognize the spell as being somewhat unique. This feat 
  does not make the spell take up a higher slot.  However, 
  for spontaneous casters, it does increase the casting 
  time as is typical of metamagic feats.
  Special: You may gain this feat more than once, 
  but you must choose a spell from a different school 
  or domain each time. You may not have multiple 
  specialized spells from the same school or domain.
  Steel Cloak [Fighter, General]
  Your cloak technique has evolved to the point 
  where your cloak should be regarded as a dangerous 
  weapon.  
  Prerequisite: Cloak Attack.
  Benefit: When using the steel cloak technique, 
  you attack exactly as detailed in the Cloak Attack feat 
  except you now deal 1d6 points of lethal (slashing) 
  damage with each hit.  Monks often refer to this 
  technique as “steel cloth” and can treat a cloak as if it 
  were a monk weapon when fighting in this manner.
  Your cloak may be used to disarm an opponent. 
  You receive a +4 bonus on opposed attack rolls 
  when attempting to disarm someone using your cloak 
  (including the roll to avoid being disarmed if your own 
  disarm attempt fails). 
  Your cloak may also be used to make trip attacks.  
  If you are tripped during your own trip attempt, you 
  may drop the cloak to avoid being tripped.
  Streetwise [Background]
  You got your education from the school of hard 
  knocks.
  Prerequisite: May not be a member of the 
  Aristocrat or Patrician class, possess the Gentry feat, 
  or be a Val. 
  Benefit: You gain a +1 bonus on all Black Market, 
  Bluff, Gather Information, and Intimidate skill checks. 
  Strength of the Coryani Heart [General]
  Love of the Empire is etched into your heart and 
  the strength it lends you is astonishing. You become 
  inspired whenever fighting overwhelming numbers of 
  enemies.
  Prerequisite: Native of the Coryani Empire.
  Benefit: When facing insurmountable odds, you 
  can draw upon the strength of the Empire that burns 
  in your heart. You gain a +2 holy bonus on all saving 
  throws against fear effects. Also, when facing odds of 
  five to one or greater, you gain a +2 holy bonus on all 
  of your attack rolls, damage rolls, and saving throws 
  (giving you a +4 total bonus on saves against fear).
  Skill Focus, Greater [General]  ▪ FEATS
  
  190
  Studious [General]
  You learn quickly, and pick up new skills faster 
  than other individuals.
  Prerequisite: Int 11.
  Benefit: You receive one bonus skill point each 
  time you gain a new level. These bonus skill points are 
  not retroactive.
  Special: You may gain this feat more than once. 
  Each time you select this feat, you receive an additional 
  bonus skill point each time you gain a new level.
   
  Style Convergence [General]
  You have mastered the ability to mix the abilities 
  of two different combat styles into a single converged 
  style of your own.
  Prerequisite: You must have levels in at least two 
  combat style classes.  See Chapter 6 – Prestige Classes 
  for details on the fighting styles of Onara.
  Benefit: Chose two combat styles in which you have 
  gained levels.  You no longer suffer the 20% experience point 
  penalty for having levels in those two combat styles.
  Special: You may gain this feat more than once. 
  Each time you select this feat, choose a different 
  combination of two combat styles you know.
  Superior Critical [Fighter, General]
  You have learned how to strike at vital areas, 
  increasing the power of your critical hits.
  Prerequisites: Greater Weapon Focus, Improved 
  Critical, and Weapon Specialization with the chosen weapon.
  Benefit: On a confirmed critical hit with your 
  chosen weapon, you deal an extra +1d10 points of 
  damage for each point of the weapon’s critical multiplier. 
  For example, a weapon with a x2 critical multiplier 
  deals +2d10 points of damage, a weapon with a x3 
  critical multiplier deals +3d10 points of damage, and 
  so forth. As extra dice of damage, these bonus dice are 
  not themselves multiplied by the critical hit.
  Special: This feat may only be chosen with a 
  melee weapon. You may gain this feat more than once, 
  choosing a different weapon for which you meet the 
  prerequisites each time.
  Tactical Awareness [Military]
  You are able to help your allies maintain a high 
  level of readiness at all times.
  Prerequisites: Int 13, Leadership.
  Benefit: At the beginning of combat, as long as 
  you are not surprised, unconscious, or otherwise unable 
  to communicate, each ally within 30 feet who is able 
  to hear and see you gains an insight bonus on initiative 
  equal to your Intelligence modifier. This bonus does 
  not apply to you.
  Special: The bonus granted by this feat does not 
  stack with itself (if multiple characters within range 
  have this feat, only the highest bonus applies) but it 
  does stack with other bonuses to initiative that your 
  allies might have, such as the Improved Initiative feat.
  Tactical Leadership [Military]
  You have learned to share your knowledge of the 
  terrain with your companions.
  Prerequisites: Avoidance, Know Terrain.
  Benefit: You may share your knowledge of the 
  tactical environment by taking a move action to call out 
  instructions to your allies, who then gain the benefits 
  of the Avoidance and Know Terrain Feats until the 
  beginning of your next turn. Only allies that can hear 
  and understand you gain the benefits. 
  Tail Attack [General]
  You have learned to make attacks with your tail, 
  surprising your opponents with lightning-quick sweeps.
  Prerequisites: Ss’ressen. 
  Benefit: You gain a tail attack and may use it 
  to attack in melee combat. The tail is considered a 
  secondary natural weapon and cannot be disarmed. 
  Your tail has the same reach as your claws (normally 5 
  feet). Successful tail attacks inflict bludgeoning damage 
  based on your size category: Small 1d4, Medium 1d6, 
  and Large 1d8. If you have monk levels, you may use 
  your monk unarmed damage with your tail attacks 
  instead of the amount listed above.
  You gain a +2 bonus on attack rolls and Strength 
  checks made to trip opponents with your tail. (Note 
  that since your tail is a secondary natural weapon, you 
  normally suffer a -5 penalty on your attack rolls when 
  using it, so the +2 bonus partially offsets this penalty 
  when you use your tail to make a trip attack.)
  Unlike other natural weapons, the tail attack 
  requires a certain amount of maneuverability to use 
  successfully.  Therefore, you may not use your tail 
  attack during a grapple. 
  Special: The primary natural weapons of all 
  ss’ressen are their claws. See the Natural Weaponry 
  sidebar for more information about natural weapons.
  Tandem Fighting [Military]
  You have been trained in special combat techniques 
  that enable you to fight more effectively when working 
  alongside similarly-trained companions against a 
  common foe.
  Prerequisite: Back-to-Back.
  Benefit: When you are adjacent to an ally who 
  also has the Tandem Fighting feat, you gain a +1 bonus 
  on attack and damage rolls against any foe that you and 
  your ally both threaten. 
  Thief’s Soul [General]
  The soul fragment you possess was once an 
  unrepentant thief. Through need or desire, you have 
  gained access to some of the knowledge and skill of 
  this soul fragment.
  Prerequisite: Patchwork Soul (of a neutral or evil 
  alignment).
  Benefit: Sleight of Hand, Disable Device, and 
  Open Lock are class skills for you. Additionally, you 
  receive a +1 insight bonus to Spot, Listen, and Sense 
  Motive checks. You also receive a +1 insight bonus to 
  initiative.
  Special: In addition to gaining the skills that your 
  soul fragment retains from its former existence, you 
  have been afflicted with a bit of its paranoia, which 
  is what led to its original downfall. The paranoia of 
  the thief’s soul fragment means that any failed Sense 
  Motive check that the GM deems appropriate will give 
  you the worst possible interpretation of the target’s 
  motives (generally, that they are plotting against you). 
  Trusting the person in any way will require a Will 
  save (DC 20).  Additionally, once per game session, 
  the GM may request that you roll a Spot, Listen, 
  or Sense Motive check (DC 20).  Success indicates 
  that you have “noticed” a threat where none exists. 
  Examples include: taking a diplomat’s nervousness 
  when recruiting your services in some delicate matter as 
  a sign that he is setting the group up for an ambush, or 
  wrongly interpreting an innocent gesture from a peasant 
  as a threatening gesture or the precursor to an attack.
  FEATS ▪ Studious [General]
  
  191
  Tip Cut [Fighter, General]
  You have leaned to use the tip of piercing melee 
  weapons to inflict slashing damage.
  Prerequisites: Weapon Focus with selected 
  weapon.
  Benefit: You learn versatility with a single type 
  of one-handed piercing weapon or with the rapier. 
  The weapon’s sharp tip can be used to cut instead 
  of pierce. When fighting with your chosen weapon, 
  you may choose to deal slashing damage instead of 
  piercing damage.
  Special: You may gain this feat more than once. 
  Its effects do not stack.  Each time you take this feat, 
  it applies to a different one-handed piercing weapon 
  (or to the rapier).
  Trick Shot [Fighter, General]
  You have learned to disarm opponents with well-
  placed shots.
  Prerequisites: Proficiency with any projectile 
  weapon, Precise Shot, base attack bonus +8.
  Benefit: When firing any projectile weapon with 
  which you are proficient, you may attempt to disarm 
  an opponent within 30 feet. You may only use this 
  feat with weapons that fire a single projectile per shot; 
  “scatter” weapons such as the Altherian scattergun 
  and the blunderbuss do not allow the level of precision 
  necessary to target a held object.
   
  To initiate the ranged disarm attempt, you 
  must fire your projectile weapon at the character you 
  wish to disarm, which means that you provoke an attack 
  of opportunity from any creature that threatens you, 
  unless you also have the Combat Firing feat or some 
  other ability that allows you to fire a ranged weapon 
  in melee without provoking attacks of opportunity. 
  (You do not provoke an attack of opportunity from 
  the character you are trying to disarm unless you are 
  within that character’s threatened area, in which case 
  you provoke two attacks of opportunity from that 
  character – one for firing a ranged weapon in melee 
  and another one for initiating a disarm attempt). 
  After resolving any attacks of opportunity that 
  you provoked, follow the normal rules for resolving a 
  disarm attempt. All the normal modifiers (such as the 
  +4 bonus for wielding a two-handed weapon) apply. 
  Treat a projectile as if it were a one-handed Medium-
  size weapon (regardless of your actual size category). 
  Instead of using your Strength score for your opposed 
  attack roll, treat the projectile as if it had a Strength 
  score of 18 (if you are wielding a weapon that only 
  requires one hand to fire, such as a flintlock pistol) or 
  22 (if you are wielding a weapon that requires both 
  hands to fire, such as a flintlock rifle). 
  If you win the opposed attack roll, then the 
  outcome is the same as if you had disarmed your 
  opponent with a melee weapon (your opponent drops 
  his weapon in his square). As with any disarm attempt, 
  your attack deals no hit point damage to either your 
  opponent or his weapon regardless of the success or 
  failure of the attempt.
  If you have the Improved Disarm feat, then its 
  benefits apply to the ranged disarm attempts you make 
  with this feat. 
  Tumbling Strike [Fighter, General]
  You have learned to incorporate various acrobatic 
  maneuvers into your charge attacks.
  Prerequisites:  Mobility, Jump 5 ranks, Tumble 
  5 ranks.
  Benefit: There are two ways in which you may 
  use this feat. You may not combine them in a single 
  charge action.
  When you declare a charge with a total movement 
  distance of 40 feet or more, you may incorporate a 
  15-foot running long jump as part of the movement 
  of the charge, requiring a Jump check (DC 15). If you 
  succeed, you gain a +2 bonus on your attack roll. This 
  bonus stacks with the +2 bonus that you normally get 
  when charging (giving you a total bonus of +4). There 
  are no penalties if you fail on this check; you simply 
  were not able to use the momentum of your jump 
  effectively. You still provoke attacks of opportunity as 
  normal for your movement during the entire charge.
  Natural Weaponry
  Natural weapons are weapons that are part 
  of a creature’s physiology. A creature making a 
  melee attack with a natural weapon is considered 
  armed and does not provoke attacks of opportunity. 
  Likewise, it threatens any space it can reach. 
  Creatures do not receive additional iterative attacks 
  from a high Base Attack Bonus when using natural 
  weapons. Unless otherwise noted, a natural weapon 
  threatens a critical hit only on a natural 20 and deals 
  double damage on a critical hit.
  When a creature has more than one natural 
  weapon, one of them (most often, a pair or set 
  of them, such as a pair of claws) is considered 
  the primary weapon. All the creature’s remaining 
  natural weapons are considered to be secondary. 
  The primary weapon is generally the creature’s 
  preferred weapon when considering its natural, 
  instinctive attack routines. 
  All ss’ressen treat their claws as their primary 
  natural weapon. Any other natural weapons gained 
  through feats and such are always treated as 
  secondary weapons. Some of the Tainted feats 
  in this chapter allow a dark-kin to grow natural 
  weaponry, and some of the other spells and abilities 
  elsewhere in this book also allow characters to gain 
  or manifest natural weapons. Such natural weapons 
  follow all the standard rules listed here and in Core 
  Rulebook III concerning natural weaponry.
  Generally speaking, if a creature has only one 
  natural weapon, then that natural weapon is its 
  primary natural weapon. However, if it has multiple 
  natural weapons, its primary natural weapon should 
  be chosen based on common sense. Generally, a 
  creature with claw or pincer attacks uses those as its 
  primary natural weapon in preference to bite, sting, 
  or tail attacks. When reading a monster entry, the 
  primary natural weapon is always easy to identify, 
  as it is the one that is listed as making attacks using 
  the creature’s full base attack bonus.
  An attack with a primary natural weapon uses 
  the creature’s full base attack bonus. Attacks with 
  secondary natural weapons are less effective. All 
  secondary natural weapon attacks are made with a –5 
  penalty on the attack roll, no matter how many there 
  are. (Creatures with the Multiattack feat suffer only 
  a –2 penalty on attacks with secondary weapons.) 
  This penalty applies even when the creature makes a 
  single attack with the secondary weapon, whether by 
  using a standard action to make a single attack with 
  the secondary weapon or by using the secondary 
  weapon to make an attack of opportunity.
  Tip Cut [Fighter, General]  ▪ FEATS
  
  192
  Alternatively, when you declare a charge with 
  a maximum total distance of 40 feet or less, you 
  may attempt a Tumble check (DC 20 plus 2 for each 
  five feet of movement you make during the charge). 
  Success means that the Armor Class penalty you suffer 
  for charging is reduced by one (so your AC penalty 
  is -1 instead of -2). Failure means that the AC penalty 
  is increased by one (becoming -3 instead of -2). Note 
  that although you are using the Tumble skill in the 
  charge action, you are not actually “tumbling” as per the 
  standard use of the skill, so the distance you move during 
  the charge itself is unaffected and you still provoke 
  attacks of opportunity as normal if you move through 
  threatened areas while charging. 
  Special: All of the normal rules for charging apply, 
  regardless of which option you choose. You must have 
  an unobstructed path to the target, you must attack from 
  the nearest legal square, and you cannot Jump or Tumble 
  over or through obstacles. Essentially, the charge action 
  must be legal in and of itself before you may use this feat 
  to try and give yourself an additional advantage.
  Unassailable Soul [General] 
  Prerequisites: Patchwork Soul, Fallen Hero’s Soul, 
  base Fortitude save +5.
  Benefit: When you suffer any level or ability drain 
  that allows a saving throw, you may re-roll one failed 
  save per save you are allowed to resist or overcome the 
  drain.  You must take the result of the second roll unless 
  you have another way to re-roll it. Additionally, your 
  saves after 24 hours to throw off the effects of level 
  drains are made without suffering the normal penalty that 
  results from the number of levels drained.
   
  Note that poisons deal ability damage, not 
  ability drain, so this feat does not apply to your saving 
  throws against the effects of poison (not even poisons 
  that deal permanent ability damage).
  Example: Suppose a wight hits you with its slam 
  attack. You gain one negative level (no save allowed). 
  24 hours later, you are allowed to make a Fortitude save 
  to regain the lost level. You would attempt the save as if 
  you had never lost the level (you do not suffer a negative 
  modifier to your save because of the level drain).  If you 
  fail the save, this feat would allow you to re-roll it one 
  time.  If you fail the second save, then the level drain 
  becomes permanent.
  Uncanny Reaction [General]
  You think so quickly on your feet that it almost seems 
  supernatural. You are often in motion before anyone else 
  knows what is happening.
  Prerequisites: Alertness, Improved initiative.  
  Benefit:  Whenever you roll initiative, roll two checks 
  instead of one (adding all of your usual modifiers to both 
  rolls).  You may then choose which of the two initiative 
  checks you wish to use as your final result. (This does 
  not necessarily have to be the higher roll, as sometimes 
  it is more desirable not to go first, depending on the 
  situation.)
  Unfazed [General]
  Your keen mind is not easily fooled or distracted 
  from tasks.
  Prerequisite: Iron Will.
  Benefit: You gain a +2 bonus on Concentration skill 
  checks and a +2 bonus on all Will saving throws. (This 
  stacks with the bonus from the Iron Will feat.)
  Unhindered Defense
  [Fighter, General]
  When unarmored, you are able to make use of your 
  greater mobility to more easily dodge the attacks of 
  opponents in cumbersome armor.
  Prerequisites: Combat Expertise, Dodge.
  Benefit: Whenever you are unarmored, you gain 
  a +1 dodge bonus to your Armor Class against melee 
  attacks from any opponent wearing medium armor and 
  a +2 dodge bonus to your Armor Class against melee 
  attacks from any opponent wearing heavy armor.
  Vengeful Eyes [Elorii]
  You can see and engage targets well beyond the 
  range of most of your kin.
  Prerequisites: Elorii, Far Shot, Weapon Focus (any 
  bow).  
  Benefit: Your aim with a bow is amazing. Whenever 
  you engage a target with your chosen bow type, you 
  suffer no range increment penalties to your attack roll 
  out to your maximum range. This does not increase the 
  maximum range of your weapon beyond the increase 
  already provided by the Far Shot feat.
  Versatile [General]
  You learn skills more readily than your peers.
  Prerequisite: Wis 13.
  Benefit: Choose any two cross-class skills to become 
  class skills for you.
  Special: You may gain this feat more than once. 
  Each time, you select two additional cross-class skills to 
  become class skills for you.
  Villainous [General]
  You have learned to bully and steal to survive.
  Prerequisite: Non-good alignment.
  Beneﬁt: You gain a +2 bonus on all Intimidate and 
  Sleight of Hand skill checks.
  Visions of Lives Past [Elorii]
  Your connection to your past life is stronger then 
  normal. Your soul remembers something of its past 
  existence.  You gain knowledge from these memories.
  Prerequisites: Elorii
  Benefit: Once per day, at the GM’s discretion, you 
  may make a memory check to see if you remember 
  anything relevant to the area or situation you are in. 
  FEATS ▪ Unassilable Soul [General]
  
  193
  To make a memory check, roll 1d20 and add your 
  character level and your Charisma modifier. This ability is 
  somewhat similar to a bardic knowledge check, although 
  the memories you gain are fragmented and disjointed. 
  These brief visions tend to focus on events and individuals 
  with strong emotional ties to the Elorii people and their 
  history.
  Wary [General] 
  You are ever-vigilant and quick to respond to danger. 
  Prerequisite: Wis 13.
  Benefit: You gain a +2 bonus on Spot checks and 
  initiative checks.
   
  Weapon Grand Master [Fighter, General]
  Once a mere extension of your body, your chosen weapon 
  has now become an extension of your mind, and your skill 
  is legendary.
  Prerequisites: Weapon Master, base attack bonus 
  +15.
  Benefit: When wielding your chosen weapon, you 
  deal damage as if the weapon were one size category larger 
  than normal for that weapon type. Use the tables in Core 
  Rulebook II to determine how to advance your weapon’s 
  damage. Only the base damage dice of the weapon are 
  advanced. For example, a Medium longsword has a base 
  of 1d8 points of damage. In the hands of a Weapon Grand 
  Master, that weapon instead deals damage as if it were a 
  Large longsword (2d6 points of damage).
   
  If your size (and thus the size of your weapon) 
  are magically increased or decreased, then your weapon 
  damage scales again to match your weapon’s current size, 
  always remaining one size category larger than its current 
  actual size category. For example, a normal human (size 
  Medium) wielding a Medium greatsword (base damage 
  2d6) deals 3d6 points of damage with that weapon if he 
  has the Weapon Grand Master feat. If that same human 
  were then targeted with an enlarge person spell, he would 
  grow to size Large, and his greatsword (now Large as 
  well) would deal damage as if it were a Huge greatsword 
  (4d6 points of damage).
  Special: You may gain this feat more than once. Its 
  effects do not stack. Each time you take this feat, choose 
  a different type of weapon.
  Weapon Master [Fighter, General]
  Your mastery of a single weapon is so complete it is 
  practically an extension of your body.
  Prerequisites: Greater Weapon Focus, Greater 
  Weapon Specialization, Improved Critical, and Superior 
  Critical (for melee weapons) or Deadly Aim (for ranged 
  weapons) with the chosen weapon.
  Benefit: When wielding your chosen weapon, you 
  gain a +10 bonus on your opposed attack rolls to resist 
  disarm and sunder attempts made against you, a +1 bonus 
  on attack rolls, and a +2 damage bonus. (The attack and 
  damage bonuses stack with the benefits of your Greater 
  Weapon Focus and Greater Weapon Specialization feats.)
  Special: You may gain this feat more than once. Its 
  benefits do not stack. Each time you take this feat, choose 
  a different weapon for which you meet the prerequisites.
  Wings of the Fiend [Tainted]
  You have a pair of small bat-like wings protruding 
  from your back.
  Prerequisite: Daemonic Appearance (any one type).
  Benefit: You grow wings that are 3 feet tall and have 
  a 6-foot wingspan. While not capable of true flight, your 
  wings are useful for jumping and hovering. You gain a +2 
  bonus on all Balance and Jump skill checks.
   
  You also gain the spell-like ability to hover, 
  which functions as the levitate spell except as noted here. 
  You may use this ability once per day, but only when you 
  are not encumbered by more than a light load. Unlike 
  the spell, this effect is personal only (you cannot levitate 
  anything other than yourself, but you can carry objects 
  and even creatures as long as your total encumbrance does 
  not exceed a light load). This effect requires a standard 
  action to activate, a standard action to deactivate, and 
  has a caster level equal to your total character level. The 
  duration is one minute per character level (unless you end 
  the effect sooner).
   
  By taking this feat, you incur an additional -
  1 penalty to your Unnatural Aura. Armor and clothing 
  fashioned for you costs an extra 50% to create, as you 
  must have the armor fitted to accommodate your wings. 
  This cost increase applies only to the base cost of the 
  item, including craft enhancements such as masterwork 
  or greater masterwork costs. It does not affect special 
  materials costs or magical enhancement costs. Existing 
  items may be retrofitted for you by paying 50% of the 
  base cost. 
  If you are wearing armor or clothing that has not been 
  modified to allow your wings to pass through, then you 
  do not gain any of the benefits of this feat because your 
  wings do not have the freedom to move and therefore do 
  not work.
  Will of the Prophetess [Elorii]
  Taking the principles of your religion to an extreme, 
  your spells have been strengthened against the lesser races 
  by the power of your anger.
  Prerequisite: Elorii cleric of Belisarda.
  Benefits: You add a +1 holy bonus to the saving 
  throw DC for divine spells that you cast against humans 
  and Val. Against reptilian creatures (including ss’ressen 
  and Ssethregoran) and dragons, this bonus increases to 
  +2.
  Special: If you ever cast a damaging or harmful spell 
  upon another Elorii, or if you ever cast a beneficial or 
  healing spell on any Val or Ssethregoran, regardless of the 
  reason or circumstances, you lose the benefits of this feat 
  until such time as you receive an atonement spell from 
  another cleric of Belisarda.
  Wings of the Devil [Tainted]
  You have large bat-like wings.
  Prerequisites: Wings of the Fiend.
  Benefit: Your wings have grown to a larger size, 5 feet 
  tall with a 10-foot wingspan. You gain a fly speed of 40 
  feet with good maneuverability. This is an extraordinary 
  ability and replaces the levitate portion of the Wings of the 
  Fiend feat. By taking this feat, you incur an additional -2 
  penalty to your Unnatural Aura.
   
  Your wings are quite substantial and cannot easily 
  be hidden, which will no doubt affect your interactions 
  with the superstitious folk of Onara. You have a -10 
  penalty on Disguise checks to appear as anything except 
  an Infernal. 
  You cannot wear any armor or clothing that has 
  not been modified to allow your wings to pass through, 
  because they are too bulky. (See the Wings of the Fiend 
  feat for the cost to have armor and clothing made or 
  modified to accommodate your wings.)
  Wary [General]  ▪ FEATS
  
  194
  PRESTIGE CLASSES ▪ Definitions of Terms
  Chapter Six
  Prestige Classes
  The path that each adventurer treads through 
  life is varied and obscured by the gods.  Where a 
  character’s path leads him, and what abilities he 
  may gain along the way, is as varied as the colors 
  of an autumn forest. Prestige classes are one way 
  of diversifying a character and of representing the 
  knowledge that he has gathered over the course of 
  his adventuring career.  Some prestige classes are 
  only suited to those who have certain beliefs, as 
  indicated by the requirement of worshipping a certain 
  god, being a member of a specific secret society, or 
  being an agent of a particular nation or culture. Other 
  prestige classes represent skills that are more widely 
  available throughout the known lands of Arcanis.
  Definitions of Terms
  Here are definitions of some game terms used in 
  this section.
  Base Class: One of the core classes.
  Caster Level: Generally equal to the number of 
  class levels (see below) in a spellcasting class. Some 
  prestige classes add caster levels to an existing class.
  Character Level: The total level of the character, 
  which is the sum of all class levels held by that 
  character.
  Class Level: The level of a character in a 
  particular class. For a character with levels in only one 
  class, class level and character level are the same.
  Core Prestige Classes in the Lands of Arcanis
  Some of the prestige classes presented in Core 
  Rulebook II have entry requirements that are different 
  in Arcanis. Any prestige class not mentioned below is 
  not found in the lands of Onara.
  Arcane Archer
  Additional Requirements: Only Elorii may 
  become Arcane Archers.
  As the Elorii rose in rebellion against their 
  Ssethregoran masters, they quickly saw the need to 
  incorporate the arcane arts into their style of combat. 
  The Arcane Archer dates from the time of this war, 
  thousands of years ago, and still remains a vital 
  component in the Elorii martial tradition.
  Arcane Trickster
  Additional Requirements: None
  There are no formal organizations for Arcane 
  Tricksters, but they can still be found in many 
  locations across Onara. Some make a larcenous living 
  on the streets of Censure, Naeraanth, or Coryan, while 
  others turn their talents to darker purposes within the 
  Troupe of the Final Note.
  Archmage
  Additional Requirements: None
  The flows of magic spread across Onara and can 
  be tapped into by any who care to devote the time 
  and effort to such study. The Archmage is feared 
  and respected across Onara, and typically, can be 
  found working to further his own earth-shattering 
  arcane knowledge. Some Archmages huddle in 
  their workshops, filling dozens of tomes with their 
  discoveries; others work alongside the Sarishans to 
  bind and banish the Infernal hordes; a precious few 
  use their power to do good works for the betterment 
  of all. However, such folk must always be careful to 
  keep a sharp eye out for the ever-watchful Harvesters 
  who would see all arcane casters in the service of the 
  Sorcerer King.
  Assassin
  Additional Requirements: None
  Political intrigue and Machiavellian manipulations 
  are the lifeblood of the political stage of the human 
  nations of Onara.  Assassination is just another such 
  tool to be used, and assassins have always been there 
  to perform the distasteful deed.  Assassins are not 
  unknown amongst the Elorii and ss’ressen, although 
  they are often on the job for different reasons.
  Blackguard
  Additional Requirements: None
  Fallen Divine Champions: Divine Champions 
  who become Blackguards follow all the rules for 
  fallen Paladins with the one exception of the Order 
  of the Inner Demon (see Chapter 3 – Core Classes). 
  When a member of the Order of the Inner Demon 
  falls from grace and becomes a Blackguard, the result 
  is altogether terrifying. Members of the Order of the 
  Inner Demon gain the following abilities instead of 
  the abilities listed in Core Rulebook II for converting 
  their class levels:
  7th-8th level: The Fallen Champion may convert 
  any of his prepared Blackguard spells into summoning 
  spells. He may “lose” a prepared spell in order to cast 
  any summon monster spell of the same level or lower. 
  The creatures so summoned must be Fiendish or 
  Infernals. Any summoning spell cast in this manner is 
  cast at double the Fallen Champion’s caster level.
  9th-10th level: The Fallen Champion gains an 
  Infernal servant instead of an Undead one. This 
  Infernal may be either an Imp or a Quasit.  (This 
  creature is in addition to the Fiendish servant that all 
  Blackguards gain.)
  Duelist
  Additional Requirements: None
  The ranks of Duelists in Arcanis include diverse 
  members ranging from Freeport ruffians to some of 
  the elite defenders of New Althré. The finest Duelists, 
  however, are either the Kio nobles of the League 
  of Princes (who are commonly conceded to be the 
  originators of the fighting style) or the dandified 
  gentry of Sweet Savona. The Duelist prestige class 
  is considered a combat style for the purposes of 
  multiclassing with other combat styles. 
  
  195
  Dwarven Defender
  Additional Requirements: None
  The purpose of the Penitents of Illiir was to defend 
  all humans, a charge whose neglect caused the cursed 
  state of the dwarves today. The Dwarven Defender 
  is one of the paths followed by those Penitents, 
  dedicating their life to the cause of protecting those in 
  need, as a way of both atoning for past sins and hoping 
  for redemption in the eyes of Illiir.
  Eldritch Knight
  Additional Requirements: Must be a member of 
  the Hawk or Shield factions.
  The Sanctorum of the Arcane has long stood as a 
  bastion against the encroachment of the Ymandragoran 
  threat. Some members of the Sanctorum seem to 
  combine arcane knowledge with prowess in combat, 
  the better to defend others or take the fight back to 
  the Isle of Tears. These men and women are known 
  as Eldritch Knights. Those who take such a path must 
  temper their mastery of the arcane with the ability 
  to defend themselves when the need presents itself. 
  As with all arcane casters, even those who undertake 
  this path are not immune to the depredations of the 
  Sorcerer King of Ymandragore, and must remain 
  ever-vigilant.
  Hierophant
  Additional Requirements: Dwarves and Gnomes 
  may not choose this prestige class. Only Elorii may 
  become Hierophants of Belisarda.
  Prestige Class Alterations: In Arcanis, 
  Hierophants gain “+1 Spell Caster level” every level 
  after the first as they advance.
  Religion has long been a mainstay of life in Onara. 
  Some individuals dedicate themselves to serving the 
  gods, and perhaps the gods smile kindly upon this 
  level of dedication. The dwarves and gnomes find it 
  difficult to garner the level of attention from the gods 
  or their servants that this prestige class requires.  The 
  Elorii cannot gain such attention from the human 
  pantheon; as such the only Elorii Hierophants venerate 
  Belisarda.
  Horizon Walker
  Additional Requirements: None
  Wanderlust can take hold of anyone’s heart, and 
  every now and then a character will be seized with 
  the unending desire to see beyond countless horizons. 
  Those who follow Anshar are often drawn to this 
  prestige class, using the Portals to travel across the 
  world and even to places beyond the world where 
  few other mortals have dared to tread.  However, 
  Horizon Walkers can be drawn from any walk of life, 
  not solely the worship of Anshar.  Indeed, in some 
  societies, such as the League of Princes, it is seen as a 
  ritual of passage for young men, and women at times, 
  to go beyond the borders of the League and return 
  with tales of mysteries and intrigue from the lands 
  beyond.  There are times that these youth continue to 
  live the life of a wanderer, and eventually take on the 
  mantle of a Horizon Walker.
  Loremaster
  Additional Requirements: None
  The Sanctorum of the Arcane exists under the 
  constant threat of extermination by the servants of the 
  Sorcerer King. The Loremasters of the Sanctorum feed 
  information to both the Hawks, in aid of their attacks, 
  and the Shield, to help plan the most effective defense. 
  In addition, there are a few Loremasters who operate 
  independently, often as sages and mostly hailing from 
  Altheria, dedicated to the pure pursuit of knowledge 
  wherever it may be found. As another example, the 
  Emerald Society’s libraries are watched over and 
  tended to by Loremasters who continually work to 
  increase the knowledge that the Society holds.
  Shadowdancer
  Additional Requirements: None
   
  Called the Rhin’anake in Ancient Kio, the 
  Shadowdancers of the League of Princes train in 
  Whon for their lives of traveling unseen. It is said that 
  in ancient times, the best Shadowdancers would travel 
  between the floating islands of the Sky Kingdoms 
  without the aid of any steeds or vehicles. 
  Thaumaturgist
  Additional Requirements: Must worship Sarish
  Prestige Class Alterations/Clarifications: The 
  Planar Cohort ability of a 5th level Thaumaturgist can 
  be used with the Improved Leadership feat to acquire 
  a second cohort.  If the Thaumaturge does not have 
  the Improved Leadership feat, any current cohort 
  is immediately dismissed when the Planar Cohort 
  is summoned.  Also, The Sarishan Thaumaturgist 
  may use summon thy own (see Chapter 8 – Magic) 
  instead of planar ally to summon a Planar Cohort. 
  Such an Infernal cohort must be a “marked” infernal 
  and is bound to serve its master and abide by 
  the moral code of the Sarishan Thaumaturgist who 
  summoned it. As a summoned creature, a Planar 
  Cohort is subject to all effects that can be targeted at 
  an extraplanar creature, including dismissal and other 
  such spells. The requirement that the Thaumaturgist 
  act to “advance the cause” of his Infernal Cohort is 
  waived in this case, as the creature serves at the whim 
  of Sarish, not the other way around.
  Sarish, the Binder of Infernals, is the master of 
  summoning.  Those who wish to follow the path of the 
  Thaumaturge, and experience the deepest mysteries 
  and intricacies of the art of summoning, may only 
  do so with His consent. The Thaumaturge is a true 
  master summoner. Such individuals are rare. They are 
  typically found in Sarishan temples, or serving in the 
  afterlife as Generals among His numberless armies.
  Core Prestige Classes  ▪ PRESTIGE CLASSES
  
  196
  ALTHERIAN SHARPSHOOTER
  “The Ssethregoran ambush fell upon our patrol like 
  ravenous beasts. The trogs were each as strong as two men 
  and their primitive stone axes bit through steel as well as 
  flesh. Outnumbered as we were, I resolved myself to face my 
  end in a manner befitting a Coryani. If my life were to end, 
  then at least a dozen of these beasts would be available to 
  provide my introduction to Neroth. Fortunately, my heroic 
  end was not to be that day. Dozens of sharp reports issued 
  from the rise above us as the Altherian guns smashed into 
  the reptilian scum, driving them back. I ran to pursue, but the 
  old centurion stopped me. “Let them run, boy,” he said with 
  a wry smile, “they will only die tired.”
  ~ “My service in the Legion of Shining Glory” – 
  Darralin val’Assante
   
  The rough terrain of the Altherian plateau provides 
  many positions from which a handful of well armed soldiers 
  can halt a large number of attackers. Early in the war with 
  Ssethregore, early in the development of the flintlock, the 
  Altherians developed a tradition of marksmanship. Using 
  these weapons and primitive grenades, the Altherians would 
  send out small groups of men to harass the reptiles and to 
  make them pay dearly for every inch they advanced towards 
  New Althre’. A brutal selection process began where only 
  the best of these soldiers survived to fight again. As the guns 
  became more advanced, the Altherians began to equip these 
  elite units with the latest blast powder weapons until they 
  became famous for their ability to turn back an entire army 
  with only a handful of men.
  Requirements:
  To qualify as an Altherian Sharpshooter, a character 
  must fulfill all the following criteria:
  • Concentration: 4 ranks.
  • Craft (flintlocks): 4 ranks.
  • Feats: Exotic Weapon Proficiency (flintlock rifle), 
  Hawk-Eyed, Point Blank Shot, Precise Shot, and Weapon 
  Focus (flintlock rifle). 
  • Other: Must possess a masterwork Altherian flintlock 
  rifle. 
  Hit Die: d8
  Skill Points:  4 + Intelligence modifier.
  Class Skills: Altherian Sharpshooters have the following 
  class skills (with the key ability for each skill) are: Balance 
  (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft 
  (any, including flintlocks) (Int), Hide (Dex), Jump (Str), 
  Move Silently (Dex), Profession (Wis), Ride (Dex), Swim 
  (Str), and Tumble (Dex). 
  Class Features:
  All of the following are class features of the Altherian 
  Sharpshooter prestige class.
  Weapon and Armor Proficiency: The Athenian 
  Sharpshooter is proficient with all simple weapons and light 
  armor. 
  Ranged Sneak Attack: When using an Altherian 
  flintlock rifle, the Altherian Sharpshooter gains the ability to 
  fire shots that strike vulnerable areas for extra damage. This 
  ability works exactly like a rogue’s sneak attack, except that 
  the target must be at least 20 feet away and the Sharpshooter’s 
  sneak attack damage is good out to the maximum range 
  specified by this ability (30 feet at 1st level, 60 feet at 2nd 
  level, 90 feet at 3rd level, and 110 feet at 5th level). Gaining 
  this bonus damage requires the Sharpshooter to aim carefully, 
  so he may only make a ranged sneak attack when using the 
  full attack action. This ability may be combined with the 
  Dead Eye ability. The bonus dice of damage from this ability 
  stack with sneak attack damage dice from other classes.
  Focused Training: At 2nd level the Altherian 
  Sharpshooter gains Quick Reload (Altherian flintlock rifles 
  only) as a bonus feat. At 4th level the Altherian Sharpshooter 
  gains Weapon Specialization (flintlock rifle) as a bonus feat. 
  Steady Hands: At 3rd level, when firing an Altherian 
  flintlock rifle, the Sharpshooter ignores penalties incurred 
  from movement and uneven terrain. He also gains the 
  benefits of the Shot on the Run feat.
  Deadly Aim: At 4th level, when firing an Altherian 
  flintlock rifle, the Sharpshooter gains the benefits of 
  the Deadly Aim feat.    
  Table 6-1: Altherian Sharpshooter Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Range Sneak Attack +1d6
  2nd
  +2
  +0
  +3
  +0
  Extended  Sneak Attack Range 60ft, Focused Training
  3rd
  +3
  +1
  +3
  +1
  Extended  Sneak Attack Range 90ft,  Range Sneak Attack +2d6
  4th
  +4
  +1
  +4
  +1
  Steady Hands, Deadly Aim , Focused Training
  5th
  +5
  +2
  +4
  +2
  Extended Sneak Attack Range 110ft, Range Sneak Attack +3d6, Dead Eye
  PRESTIGE CLASSES ▪ Altherian Sharpshooter
  
  197
  Dead Eye (Ex): At 5th level, the Sharpshooter may fire 
  his flintlock rifle with deadly accuracy. As a standard action, 
  the Sharpshooter may take a single shot at any target within 
  range. He must succeed on a Concentration check (DC 10 + 5 
  per range increment beyond the first). If the check fails, then 
  the attack is resolved as a normal attack and deals its normal 
  damage if it hits. If the check succeeds, then the attack is 
  resolved as a ranged touch attack. If the ranged touch attack 
  hits, it deals double damage (exactly as a lance does when 
  used during a charge). 
  If the ranged touch attack is a confirmed critical hit, 
  then instead of dealing double damage, the net effect is 
  that the critical multiplier is increased by 1 (for example, 
  a x3 multiplier would increase to x4). This is not an actual 
  increase to the weapon’s base critical multiplier; it is a result 
  of applying the standard rules for “doubled doublings.”
  ALTHERIAN TRIGGERMAGE
     
  “It was then that Tigerius drew his flintlocks and began 
  chanting.  The Ssethregorans were charging us, and we 
  thought all were lost.  Our sharpshooters were picking off 
  a few, but not nearly enough.  Then Tigerius fired.  The first 
  slammed into a great bull of a Ss’ressen.  A single shot, and 
  he was thrown to the ground as if under a hail of bullets.  The 
  second imbedded itself into a Troglodyte in the middle of a 
  pack of its fellows.  Then it exploded.  It was at that moment 
  I believed we might survive the day.”
  - From “Memories of Semar,” the personal memoir of 
  Japet val’Abebi
   
  Tigerius val’Abebi served in the Shining Patrol 
  as a battlemage until 1021, when he retired to research 
  and teach in Semar. After 30 years of service alongside 
  countless Altherian Sharpshooters, and having learned to use 
  a flintlock himself, Tigerius spent his retired years researching 
  a symbiotic relationship between flintlocks and the Magical 
  Art. He spent years in seclusion testing and reforming his 
  practices, into what he called the Art of the Pistol. In the 
  year 1026 Tigerius returned from his sojourn and found the 
  Battlemages of the Shining Patrol to be quite skeptical about 
  his claims, until the Ssethregorans attacked. During the Battle 
  of Semar, Tigerius had his first field practice of his art, and 
  many of the Battlemages were astonished. After the city had 
  been saved Tigerius was swamped by Battlemages and clerics 
  who wished to learn all he could teach them about this new 
  art. In the short months since Tigerius’ return he has taught 
  over 30 young Altherians, both wizards and clerics, to utilize 
  this new art in the fight against the lizardfolk.
   
  Though Tigerius had developed this art under 
  the impression that arcane casters would use it, it has been 
  learned in the few short months that divine casters can also 
  utilize this practice. In fact, nearly half of the 30 pupils that 
  Tigerius initially taught were clerics of Althares, these priests 
  who have found immense use not only of the ability to harm 
  their targets, but to heal and empower their allies.
  Requirements: 
  To qualify as an Altherian Triggermage, a character 
  must fulfill the following criteria:
  • 
  Concentration: 8 ranks.
  • 
  Knowledge (arcana): 6 ranks.
  Table 6-2: Altherian Triggermage Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +2
  +2
  Enrune Flintlock, Rune Gun +1
  2nd
  +1
  +0
  +3
  +3
  Empower Rune Gun: Ghost
  +1 level in existing class
  3rd
  +2
  +1
  +3
  +3
  Rune Gun +2
  4th
  +3
  +1
  +4
  +4
  Empower Rune Gun: Seeker
  +1 level in existing class
  5th
  +3
  +2
  +4
  +4
  Rune Gun +3
  6th
  +4
  +2
  +5
  +5
  Imbue Bullet, Empower Rune Gun: Fire’s Kiss
  +1 level in existing class
  7th
  +5
  +3
  +5
  +5
  Rune Gun +4
  8th
  +6
  +3
  +6
  +6
  Improved Imbue Bullet, 
  Empower Rune Gun: Magic Bullet
  +1 level in existing class
  9th
  +6
  +4
  +6
  +6
  Rune Gun +5
  10th
  +7
  +4
  +7
  +7
  Imbue Gun
  +1 level in existing class
  Altherian Triggermage  ▪ PRESTIGE CLASSES
  
  198
  • 
  Spellcraft: 7 ranks.
  • 
  Feats: Exotic Weapon Proficiency (any flintlock), 
  Point Blank Shot, Precise Shot, Weapon Focus (any 
  flintlock).
  • 
  Other: Must be able to cast 2nd level arcane or 
  divine spells.
  • 
  Special: Altherian or have served in the Shining 
  Patrol. 
   
  Hit Die: d6
  Skill Points:  2 + Intelligence modifier.
  Class Skills: The Triggermage’s class skills (with the 
  key ability for each skill) are: Climb (Str), Concentration 
  (Con), Craft (Int), Knowledge (arcana) (Int), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis).
  Class Features:
  The following are class features of the Triggermage 
  prestige class.
  Weapon and Armor Proficiencies: A Triggermage 
  gains no additional armor or weapon proficiencies.
  Spells per Day: A Triggermage continues to advance in 
  spellcasting ability, albeit at a slowed rate. The character gains 
  new spells per day as if she had also gained a level in one of 
  her previous spellcasting classes. She does not; however, gain 
  any other benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, feats, 
  wild shape abilities, and so on). The character must decide 
  upon gaining this level which spellcasting class will be 
  effectively increased and may not change this at a later date.
  Enrune Flintlock (Su): At 1st level the Triggermage 
  creates a special bond with his flintlock. By inscribing his 
  flintlock with magical runes and performing a complex 
  ritual the Triggermage develops a magical bond with his 
  weapons, allowing him to imbue it with some of his own 
  essence. A Triggermage may only have such a bond with 
  two flintlocks at a time, in any combination. Performing the 
  ritual and inscribing each flintlock takes 20 days and 500 gp 
  in specially treated components. If for any reason one of the 
  enruned flintlocks are ever lost or destroyed the Triggermage 
  may enrune a new flintlock without restriction, but suffers 
  a -1 circumstance penalty to hit for the next 30 days after 
  enruning the new flintlock as he finds he must get use to 
  the new “feel” of the weapon.  Only masterwork, greater 
  masterwork, or legendary Altherian flintlock rifles and 
  pistols may be enruned.  If the character forges the flintlocks 
  he is to enrune himself, the cost of the ritual is waved and the 
  Triggermage gains an additional +1 circumstance bonus to hit 
  with his flintlock. The enruning process supercedes any other 
  enchantment which is or might be placed upon the flintlock 
  unless it is an ability provided by this prestige class.
  Empower Rune Gun (Sp): By channeling a spell 
  into his Rune Gun slot the Triggermage may empower his 
  flintlock with magical energy causing the weapon’s runes 
  to glow with power. As the Triggermage increases in power 
  they learn how to tap new powers in their weapons. Each 
  power remains active for one shot per Triggermage level. 
  Empowering a Run Gun takes a full round action, and only 
  one such power may be active at a time. If the Triggermage 
  tries to Empower an already Empowered Rune Gun, the new 
  power supersedes the old one (which is lost).
  Enhance Rune Gun (Su): As the Triggermage advances 
  in level the power of his weapons grow with him, at levels 
  1, 3, 5, 7, and 9 the Triggermage’s enruned Flintlocks gain 
  a +1 enhancement bonus, but only when being used by the 
  Triggermage. In the hands of anyone else (even another 
  Triggermage) these flintlocks are just the equivalent non-
  magical weapon. 
  Imbue Bullet (Sp): At 6th level, once per day, a 
  Triggermage may imbue their bullets with magical power. 
  As a full-round action the Triggermage may cast a spell onto 
  a loaded flintlock and fire with that gun. When the gun is 
  fired the spell’s effect is centered upon the struck target. This 
  ability allows the Triggermage to use the flintlock’s range 
  rather than the spell’s range. If the shot misses its target, or 
  the target takes no damage from the bullet, the spell has no 
  effect and is discharged harmlessly.
  Improved Imbue Bullet (Sp): As Imbue Bullet, except 
  that the Triggermage may now use this spell-like ability 
  as a standard action. In addition, any flintlock fired by the 
  Triggermage is considered magical for purposes of damage 
  reduction, though they have no innate enhancement bonus.
  Imbue Gun (Sp): The Triggermage may now use his 
  magical abilities upon his gun, not just his bullets. This 
  ability works as Improved Imbue Bullet, except that if the 
  Triggermage misses with his shot the spell remains on the 
  gun, and may be used for the next shot with that flintlock. 
  The spell will remain on the flintlock for a number of 
  rounds equal to the Triggermage’s Intelligence modifier (if 
  positive), unless successfully discharged before then. Also, 
  the Triggermage may choose, when making an attack roll, 
  to have the bullet or spell have no effect upon his target, 
  though when choosing to have the bullet deal no damage 
  the Triggermage must still hit his target’s full AC in order 
  for the spell to take effect. If the spell has no effect then it is 
  treated as if the shot had missed for purposes of duration of 
  this ability.
  Power
  Level Gained
  Description
  Ghost
  2nd 
  All shots fired by the Empowered Rune Gun gain the ghost touch weapon ability.
  Seeker
  4th 
  All shots fired by the Empowered Rune Gun ignore cover and concealment.
  Fire’s Kiss
  6th 
  The flintlock gains the flaming burst weapon ability. 
  Magic Bullet
  8th 
  With one shot the Triggermage may gain multiple attacks provided his base attack bonus 
  provides for multiple attacks. Each magic bullet must be fired at the same target.
  PRESTIGE CLASSES ▪ Altherian Triggermage
  
  199
  ANSHARAN GATEKEEPER
  Of all the gifts of the Gods, the Portals of Anshar are 
  arguably the most powerful, and certainly the most useful. 
  The vastness of Onara is rendered moot by the use of the 
  vast network of Portals that dot the land, enabling commerce 
  and conquest to reach the ends of the earth. While the 
  val’Inares and clerics of Anshar all have power over the 
  Portals, it is the select few known as the gatekeepers who 
  hold mastery over the power of the Portals.
  Evolving out of a desire to master the mysteries 
  of these strange artifacts, gatekeepers devote themselves 
  almost exclusively to the Portals, exploring their secrets, 
  trying to fathom the magic of their construction, and 
  attuning themselves to Portals in locations all across the 
  world. It is the gatekeepers who have the most accurate and 
  expansive map of the network of Portals, setting out day 
  after day in search of undiscovered parts of the web. As 
  such, gatekeepers are tireless travelers who, in addition to 
  being knowledgeable in academic areas, are physically fit 
  enough to set out into the world in search of that elusive 
  heretofore-unknown Portal.
  The necessity of being able to activate a Portal of 
  Anshar means that all gatekeepers are either trained as 
  clerics of Anshar, or are members of the val’Inares family. 
  Being a gatekeeper requires an eclectic mix of skills and 
  abilities attainable only through dedication. Clerics and 
  bards make up by far the great majority of gatekeepers, with 
  a small presence of sorcerers and wizards who have a bent 
  for physical adventure. Though few in number, gatekeepers 
  make their presence known across Onara, and are normally 
  found in large centers of Ansharan worship as well as in 
  the major cities of Onara, where gatekeepers gather to 
  rest and exchange information with one another. However, 
  most gatekeepers are found alone or in adventuring parties, 
  wandering the wilderness in search of new Portals of 
  Anshar.
  Requirements:
  To qualify to become an Ansharan Gatekeeper, a 
  character must fulfill all the following criteria:
  • 
  Religion: Anshar.
  • 
  Base Will Save: +4.
  • 
  Knowledge (arcana): 6 ranks.
  • 
  Knowledge (religion): 8 ranks.
  • 
  Spellcraft: 10 ranks.
  • 
  Feats: Endurance or Great Fortitude, Skill Focus 
  (any of the three required skills).
  • 
  Special: Must be able to activate a Portal of 
  Anshar. Must be already attuned to 15 or more 
  Portals.
  Hit Die: d8
  Skill Points per level: 4 + Intelligence modifier.
  Class Skills: The Ansharan Gatekeeper’s class skills 
  (and their key ability for each skill) are Concentration (Con), 
  Diplomacy (Cha), Gather Information (Cha), Knowledge 
  (arcana) (Int), Knowledge (geography) (Int), Knowledge 
  (planes) (Int), Knowledge (religion) (Int), Listen (Wis), 
  Open Lock (Dex), Profession (Wis), Search (Int), Sense 
  Motive (Wis), and Spellcraft (Int). 
   
  Class Features:
  All of the following are class features of the Ansharan 
  Gatekeeper prestige class.
   
  Weapon and Armor Proficiency: Ansharan Gatekeepers 
  gain no additional weapon or armor proficiencies.
   
  Spells per Day: Ansharan Gatekeepers continue to advance 
  in spellcasting ability. When a new Ansharan Gatekeeper 
  level is acquired, the character gains new spells per day 
  as if she had also gained a level in the arcane or divine 
  spellcasting class she belonged to before she added the 
  prestige class. She does not, however, gain any other benefit 
  a character of that class would have gained. This essentially 
  means that she adds the level of Ansharan Gatekeeper to the 
  level of her other divine spellcasting class, then determines 
  spells per day and caster level accordingly. If a character 
  had more than one divine spellcasting class before she 
  became an Ansharan Gatekeeper, she must decide to which 
  class she adds her new levels of Ansharan Gatekeeper for 
  purposes of determining spells per day. If a character had 
  no divine spellcasting class before she became an Ansharan 
  Gatekeeper, then these caster levels grant no benefit. If she 
  acquires a level in a divine spellcasting class, she may not 
  retroactively apply Ansharan Gatekeeper casting levels 
  gained before this moment.
  Keen Eye (Ex): Ansharan Gatekeepers have a keen 
  eye when it comes to detecting portals of any kind. An 
  Ansharan Gatekeeper who merely passes within 5 feet of 
  a secret or concealed door is entitled to a Search check 
  to notice it as if she were actively looking for the door. 
  In addition, she gains a circumstance bonus equal to her 
  Ansharan Gatekeeper class level to all Search checks when 
  actively searching for any kind of gateway (doors, portals, 
  gates, tunnel holes, etc.).
  Gatemaster (Sp): Starting at 2nd level, the Ansharan 
  Gatekeeper can magically open or close doors and gateways 
  as per the hold portal and knock spells cast at the Ansharan 
  Gatekeeper’s total caster level. She may use this spell-like 
  ability a number of times per day equal to her Ansharan 
  Gatekeeper class level plus her Wisdom modifier.
  Ansharan Gatekeeper  ▪ PRESTIGE CLASSES
  
  200
  Dimension Door (Sp): Starting at 4th level, once per 
  day per every two Ansharan Gatekeeper levels, the Ansharan 
  Gatekeeper may cast dimension door as a sorcerer. Her caster 
  level is equal to her total character level.
  Locate Portal (Ex): Ansharan Gatekeepers are attuned 
  to the network of Portals of Anshar scattered across Onara. 
  They can sense not only active Portals, but also the remnant 
  energies left by Portals long gone. Starting at 5th level, by 
  concentrating for one full round, the Ansharan Gatekeeper 
  becomes aware of any Portals of Anshar in a one-mile radius. 
  She may try to locate a Portal beyond her normal range by 
  making a Spellcraft check with a DC equal to 20 plus one 
  for every mile (or fraction thereof) beyond the one-mile 
  radius. The Ansharan Gatekeeper only learns the geographical 
  location and the distance to the Portal (e.g. 3 miles southwest, 
  50 meters east, etc.); she does not discover precisely where 
  the Portal lies (e.g. inside a particular building, buried under a 
  pile of rubble, etc.), or if the Portal is still active or not. Upon 
  reaching 9th level, the Ansharan Gatekeeper’s normal range 
  extends to a two-mile radius. In addition, she is fully aware 
  of the Portal’s exact distance and geographical location (e.g. 5 
  miles northwest, buried 30 feet under a ruined temple), as well 
  as whether the Portal is active or not.
  Teleport (Sp): Once per day, the Ansharan Gatekeeper 
  may teleport as per the spell cast by a sorcerer. Her caster level 
  is equal to her total character level. An Ansharan Gatekeeper 
  is always considered to have “Seen Casually” any Portal 
  of Anshar with which she is not attuned, as long as she has 
  located that portal with her Locate Portal ability.
  Phase Door (Sp): Starting at 8th level, once per day 
  per every two Ansharan Gatekeeper levels, the Ansharan 
  Gatekeeper may cast phase door as a sorcerer. Her caster level 
  is equal to her total character level.
  Spontaneous Portal (Su): Starting at 10th level, once 
  per day, the Ansharan Gatekeeper is able to open a temporary 
  Portal that connects to the greater network of Portals of 
  Anshar. In order to open this Portal, the Ansharan Gatekeeper 
  must concentrate uninterrupted for one full round. She may 
  call the Portal to open anywhere within 20 feet of her, and 
  the Portal remains open for one minute, until the Ansharan 
  Gatekeeper has gone through, or until dismissed, whichever 
  occurs first. When using this ability, the Ansharan Gatekeeper 
  may only travel to Portals she has already personally become 
  attuned to. 
  Creating a spontaneous Portal uses 10 spell level slots. 
  When using this ability, the Ansharan Gatekeeper must 
  sacrifice 10 total spell levels in either prepared (e.g. cleric, 
  wizard) or spontaneous (e.g. bard, sorcerer) spells. If the 
  Ansharan Gatekeeper does not have enough spell levels to 
  sacrifice, she may substitute temporary Constitution points for 
  spell levels on a one-for-one basis, up to a maximum equal 
  to her Ansharan Gatekeeper class level. Upon arriving at her 
  destination after using a spontaneous Portal, an Ansharan 
  Gatekeeper is fatigued until she rests uninterrupted for one 
  full hour. 
  Spontaneous Portals leave a trace behind that can be 
  picked up by the Locate Portal ability. This trace lasts for a 
  period in hours equal to the activating Ansharan Gatekeeper’s 
  class level, and these traces register as inactive Portals. An 
  Ansharan Gatekeeper may not use her Keen Eye ability on a 
  spontaneous Portal or its inactive trace residue.
  BATTLEMAGE OF 
  THE CORYANI LEGIONS
  “We used to have a legionnaire in our Century.  We 
  would put him up on a hill, and no one could get near us. 
  Magic like I’d never seen would rain down on our enemies. 
  Harvesters picked him up en route to Abessios.  I wrote a nice 
  letter to his widow, telling her how he saved my life during the 
  rebellion.”
  - Legionnaire Edicus Marteren, Legion of Radiant Glory
   
  There are an elite few in the Legions of the Coryani 
  Empire who have taken the secrets of arcane magic and adapted 
  them to battle.  Traveling as support for Legionnaires, it is the 
  task of these brave men to use their powers to defend the 
  Empire, either by supporting the brave fighters of the Legions, 
  or by raining magical death upon their foes.  However, a 
  Battlemage’s greatest enemy is not on the field, but off of it, 
  where he is in constant danger of Harvester attacks.
   
  Legionnaires normally come to love their Battlemage 
  and the advantages he brings, and so a good Battlemage will 
  most likely find himself well protected while he is resting 
  to regain spells or while they travel, but even this is not 
  always enough to escape the fingers of the Sorcerer King.  A 
  Battlemage truly embraces the strength of the Coryani Heart, 
  putting his own life at risk by exposing his powers in order to 
  turn the tide of battle for his brothers in the Legions.
  Requirements: 
  To qualify as a Battlemage, a character must fulfill all the 
  following criteria.
  • 
  Alignment: Any lawful.
  • 
  Concentration: 10 ranks.
  • 
  Knowledge (history): 5 ranks.
  • 
  Feats: Legionnaire, Spell Mastery or spontaneous 
  casting ability, Armored Caster, Combat Casting.
  • 
  Special: Must be Coryani.
  Table 6-3: Ansharan Gatekeeper Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Keen Eye
  +1 divine caster level
  2nd
  +1
  +3
  +0
  +3
  Gatemaster
  +1 divine caster level
  3rd
  +2
  +3
  +1
  +3
  +1 divine caster level
  4th
  +3
  +4
  +1
  +4
  Dimension Door
  +1 divine caster level
  5th
  +3
  +4
  +2
  +4
  Locate Portal
  +1 divine caster level
  6th
  +4
  +5
  +2
  +5
  +1 divine caster level
  7th
  +5
  +5
  +3
  +5
  Teleport
  +1 divine caster level
  8th
  +6
  +6
  +3
  +6
  Phase Door
  +1 divine caster level
  9th
  +6
  +6
  +4
  +6
  +1 divine caster level
  10th
  +7
  +7
  +4
  +7
  Spontaneous Portal
  +1 divine caster level
  PRESTIGE CLASSES ▪ Battlemage of the Coryani Legions
  
  201
  Hit Die: d6
  Skill Points: 2 + Intelligence modifier.
  Class Skills: The Battlemage’s class skills (and the key 
  ability for each skill) are: Concentration (Con), Craft (all 
  skills) (Int), Heal (Wis), Knowledge (arcana), Knowledge 
  (history) (Int), Profession (all skills) (Wis), Ride (Dex), and 
  Spellcraft (Int).
  Class Features:
  All of the following are class features of the Battlemage 
  of the Coryani Legions prestige class.
  Weapon and Armor Proficiency: The battlemage 
  gains no new weapon or armor proficiencies.
  Endurance: Due to his training with the legions, a 
  Battlemage gains the Endurance feat.
  Hunted: The high profile of being an arcane caster 
  in the Legions of Coryan makes the Battlemage a target 
  for Ymandrake Harvesters.  Unfortunately, this means 
  that he cannot directly avail himself of any Sanctorum of 
  the Arcane.  If a Battlemage is a member of the Hawk or 
  Shield secret societies, it takes him an extra day to acquire 
  any assistance from the Sanctorum by using cut-outs, blind 
  drops, and other obscuring techniques to avoid leading the 
  Harvesters back to the Sanctorum.
  Strength of the Coryani Heart (Ex): The Battlemage 
  gains Strength of the Coryani Heart as a bonus feat. (See 
  Chapter XXX: Feats for more information.)
  Battle Magic (Su): As the Battlemage advances in 
  level, he gains the ability to enhance his boosting spells. 
  When casting certain spells the Battlemage may double 
  the range, area of effect, and number of targets affected 
  of the following spells:  haste and the mass versions of 
  enlarge, bull’s strength, bear’s endurance, cat’s grace, 
  eagle’s splendor, fox’s cunning, and owl’s wisdom. 
  Spell Mastery: At the indicated levels, a Battlemage 
  gains this feat as a bonus feat if she used Spell Mastery to 
  gain entrance to the class.  Instead of gaining Spell Mastery 
  and Battle Spell at the indicated levels, a Battlemage who 
  spontaneously casts spells instead adds a new spell to his list 
  of spells known. This may be any spell on his class list of 
  any spell level he can cast at the time he acquires the ability 
  (inclusive of the +1 arcane caster level that he just got from 
  the Battlemage class for going up a level).
  Battle Spell (Su):  Each time this ability is gained, 
  the Battlemage chooses one spell of that level (or lower) 
  for which he has previously taken Spell Mastery. The 
  Battlemage gains the ability to spontaneously cast this spell 
  by replacing an existing memorized spell of the appropriate 
  level.  Metamagic feats may be applied to this spell as 
  normal, but this increases the casting time of the spell to a 
  full-round action (this functions identically to the casting 
  time increase when a sorcerer spontaneously applies a 
  metamagic feat to a spell).
  Bonus Feat: At 5th level and again at 9th level, the 
  Battlemage gains a bonus feat.  This feat must be chosen 
  from the list of fighter bonus feats, from the list of Military 
  feats, or from the list of Metamagic feats.
  Improved Armored Caster (Ex): The Battlemage 
  no longer suffers any chance of arcane spell failure while 
  wearing lorica segmentata.  
  Stable Casting (Ex): When casting a spell from 
  horseback, the Battlemage gains a +5 competence bonus on 
  all Concentration checks.  
  Table 6-4: Coryani Battlemage Advancement 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Endurance, Hunted,  Strength of the Coryani Heart
  2nd
  +1
  +3
  +0
  +3
  Battle Magic
  +1 arcane caster level
  3rd
  +2
  +3
  +1
  +3
  Spell Mastery
  +1 arcane caster level
  4th
  +3
  +4
  +1
  +4
  Improved Armored Caster
  +1 arcane caster level
  5th
  +3
  +4
  +2
  +4
  Bonus Feat, Stable Casting
  +1 arcane caster level
  6th
  +4
  +5
  +2
  +5
  Battle Spell 1
  +1 arcane caster level
  7th
  +5
  +5
  +3
  +5
  Spell Mastery
  +1 arcane caster level
  8th
  +6
  +6
  +3
  +6
  Battle Spell 2
  +1 arcane caster level
  9th
  +6
  +6
  +4
  +6
  Bonus Feat
  +1 arcane caster level
  10th
  +7
  +7
  +4
  +7
  Battle Spell 3
  +1 arcane caster level
  Battlemage of the Coryani Legions  ▪ PRESTIGE CLASSES
  
  202
  BELTINIAN EXORCIST 
  “At Kielmun they had us against the wall.  Men were 
  going down left and right, and we stuck swords in the 
  oncoming horde and the kept coming with swords stuck in 
  them.  My unit was surrounded by the stinking mob of the 
  dead.  I thought we were done for.  Then the Beltinians broke 
  through, and before you know it, the abominations were 
  running for the hills in complete rout.  I still tithe to Beltine’s 
  church to this day.”
   - Memoir of the Heretic Wars
  Few clergy possess a hatred of undead on par with 
  that of the Beltinian church. In those rare instances when 
  an undead infestation becomes too dangerous for a normal 
  priest to handle, the Beltinian church has an elite cadre of 
  holy men and women that specialize in banishing undead:  
  The Beltinian Exorcists.  Only those especially skilled at 
  turning, detecting, and removing undead are chosen for this 
  training. They first learn how to protect their own souls 
  from undead possession, and then learn how to draw out the 
  spirits that possess others. At higher levels, they gain the 
  knowledge to ward buildings and sometimes whole villages 
  from wandering undead, and at the highest levels they 
  master the secret art of attacking a spirit itself.
  Requirements: 
  To qualify to become a Beltinian Exorcist, a character 
  must fulfill all the following criteria:
  • 
  Religion: Beltine. 
  • 
  Alignment: Any good.
  • 
  Concentration: 8 ranks.
  • 
  Knowledge (arcana): 8 ranks.
  • 
  Knowledge (religion): 8 ranks.
  • 
  Feats: Extra Turning. 
  • 
  Special: Must be able to channel to turn undead 
  and be able to cast third level divine spells.. 
   
  Hit Die: d8
  Skill Points per level:  2 + Intelligence modifier.
  Class Skills:  The Beltinian Exorcist have the 
  following class skills (with the key ability for each skill) 
  are Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) 
  (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Search (Int), and Spellcraft (Int). 
  Class Features:
  All of the following are class features of the Beltinian 
  Exorcist prestige class.
  Weapon and Armor Proficiency: The Beltinian Exorcist 
  gains no additional weapon or armor proficiencies.
  Turn Undead (Su): Regardless of alignment, the 
  Beltinian Exorcist gains the ability to turn undead. A 
  Beltinian Exorcist may attempt to turn undead a number of 
  times per day equal to 3 plus his Charisma modifier. If the 
  Beltinian Exorcist already possesses turning ability from a 
  previous class (such as cleric) his Beltinian Exorcist levels 
  stack with those levels for the purpose of turning undead.
  My Spirit Is My Own (Su): The Beltinian Exorcist 
  is no longer subject to possession or domination from any 
  undead creature. The Spirit is Beltine’s province alone, and 
  She does not allow Neroth’s accursed children to intrude 
  upon the spirits of Her chosen. 
  Sanctified Weapon & Holy Symbol (Su): The 
  Beltinian Exorcist may choose one weapon to make his 
  sanctified weapon. By casting a rather lengthy ritual upon 
  this chosen weapon, the ritual grants the weapon the ghost 
  touch ability for as long as the Exorcist wields it. If the 
  weapon is ever wielded by someone else it must be re-
  sanctified. The Beltinian Exorcist must also sanctify his 
  chosen holy symbol. This symbol need not be elaborate or 
  even made from expensive materials; in fact, most Beltinian 
  Exorcists sanctify a simple wooden holy symbol carved 
  by children or by a loved one. Being sanctified, no other 
  creature may hold the holy symbol without the permission 
  of the Beltinian Exorcist who sanctified it. Sanctifying a 
  weapon or holy symbol takes an entire day and 200 gp in 
  materials.  
  To Rip the Spirit from the Flesh (Sp): The Beltinian 
  Exorcist may force a possessing spirit from the body, or 
  release a target from undead possession. By preaching to 
  the victim for a full round the Beltinian Exorcist initiates 
  a battle of wills. The Beltinian Exorcist and the undead 
  who dominated/possessed the victim must make opposed 
  Will saves (the Beltinian Exorcist gains a +2 holy bonus 
  on this roll if he is using his sanctified holy symbol), and 
  if the Exorcist wins this opposed roll, the domination or 
  possession effect is immediately broken. In the case of an 
  exorcism (when the Beltinian Exorcist frees someone from 
  actual possession, as opposed to domination) the possessing 
  spirit is violently expunged from the victim and forced to 
  manifest itself fully (see the entry under Ghosts in the SRD). 
  The spirit must remain fully manifested for one round per 
  Beltinian Exorcist level.
   
  Each use of this ability takes up one of the 
  Beltinian Exorcist’s daily undead turning attempts, whether 
  the result of the ritual is a success or a failure.
  To Banish the Restless (Sp): The Beltinian Exorcist 
  may banish restless spirits to the Cauldron, but not without 
  risk. The Beltinian Exorcist must first take the spirit into his 
  own form, and then attempt to force it to the Cauldron with 
  the power of his very soul, risking not only his body, but 
  also his sanity.  
  PRESTIGE CLASSES ▪ Beltinian Exorcist
  
  203
  Banishing a spirit with this ability is a two-part process. 
  The first step is the drawing of an incorporeal undead 
  creature within the body of the Beltinian Exorcist. The 
  undead to be targeted must be within 60 feet. This requires 
  a standard action and requires the Beltinian Exorcist to beat 
  the targeted incorporeal undead creature on an opposed 
  Will save (the Beltinian Exorcist gains a +2 bonus on 
  this roll if he is using his sanctified holy symbol). If the 
  Exorcist wins this opposed roll, the targeted undead is 
  drawn within the Exorcist’s body and trapped there by the 
  priest’s force of will. The Beltinian Exorcist does not suffer 
  any of the undead’s special effects (such as level drain) 
  from containing the trapped spirit. Holding a spirit within 
  him is a taxing process, and the spirit constantly strives to 
  break free. Each round, beginning on the third round of its 
  confinement, the trapped spirit initiates another opposed 
  Will save. The spirit gains a +4 profane bonus on its roll for 
  each additional round after the third (so the spirit’s bonus is 
  +4 on the third round of confinement, +8 on the fourth round 
  of confinement, and so on). If the trapped spirit wins this 
  opposed roll, it immediately breaks free, and the Beltinian 
  Exorcist suffers the effects of a failed ritual (see below). 
  The second part of this ritual takes the form of a banishment 
  spell. This requires a full-round action. The spell effect is 
  actually provided by the ritual; the Beltinian Exorcist does 
  not need to have prepared the banishment spell himself. 
  The Beltinian Exorcist’s caster level for this spell is equal 
  to his total character level. If the banishment is successful, 
  the incorporeal spirit is bashed to the Cauldron. If it fails, 
  the Exorcist may try again in the next round, but the trapped 
  spirit will again attempt to break free as described above.
   
  If the ritual is a failure, the Beltinian Exorcist 
  suffers a drain upon his soul as the trapped spirit claws 
  its way free. The Exorcist suffers 1d4 points of temporary 
  Wisdom damage as well as suffering the effects of a 
  successful melee attack by the spirit. Even if the ritual is a 
  success, the cleric is left fatigued, requiring 8 hours of rest 
  before he is able to recover.
   
  Each use of this ability takes up two of the 
  Beltinian Exorcist’s daily undead turning attempts, whether 
  the result of the ritual is a success or a failure.
  Sanctified Ward (Su): At 4th level the Beltinian 
  Exorcist learns how to create a small ward. This ward is 
  normally used to protect a home (or in some extreme cases, 
  very small villages) against the incursion of undead of all 
  types. The Beltinian Exorcist creates a small complex glyph 
  which always incorporates the holy symbol of Beltine 
  as well as the priest’s personal sigil.  Once the glyph is 
  complete the Beltinian Exorcist then conducts a day-long 
  ritual in which he stores a small amount of positive energy 
  within the ward. If any undead creatures approach within 20 
  feet of the glyph, it triggers a turning attempt at the effective 
  turning level of the Beltinian Exorcist who created the ward. 
  Once triggered, the ward remains in effect for 24 hours, 
  keeping the turned undead at bay and automatically making 
  new turning attempts against any undead that enter its radius 
  of effect. While it is active, there is no limit to the number 
  of turning attempts that the ward can make (though it makes 
  only one attempt per round).
  Creating a Sanctified Ward takes one full day, 50gp 
  worth of raw materials, and requires the Beltinian Exorcist 
  to spend three turning attempts to empower the ward.  The 
  ward’s duration is one month per Beltinian Exorcist level, 
  provided it is not triggered before then.  At the cost of an 
  additional turn attempt, the Beltinian Exorcist may increase 
  the range of the ward by 10 feet for each additional turning 
  attempt channeled into the ward during its creation.
   
  Holy Presence (Sp): Through the strength of her 
  beliefs, the Beltinian Exorcist has learned how to empower 
  and enhance her clerical aura ability. As a swift action the 
  Exorcist may channel to emanate a consecrate effect in a 
  20-foot radius centered on her. This effect lasts for a number 
  of rounds equal to the amount of turning damage rolled. 
  Unlike the spell, this effect moves with the Exorcist. 
  Greater Sanctified Ward (Su): At 9th level the Beltinian 
  Exorcist learns how to create a Greater Sanctified Ward. This 
  functions similarly to a Sanctified Ward (see above), but 
  it is more powerful and lasts through multiple activations. 
  Although the two wards are created in a similar way, the 
  complex ritual to create a Greater ward is much more taxing 
  upon the Exorcist.  If any undead approach within 50 feet 
  of a Greater Sanctified Ward, it triggers a turning attempt 
  just as described under the Sanctified Ward ability, but a 
  Greater Sanctified Ward makes its turning checks as if it 
  they were empowered (the turning damage is multiplied by 
  1.5). Unlike the basic ward, a Greater Sanctified Ward may 
  be activated three times before dissipating. Each activation 
  lasts for 24 hours before the ward resets. 
  Creating a greater sanctified ward takes three full 
  days, 1000 gp worth of raw materials, requires the Exorcist 
  to expend 100 XP, and requires the expenditure of a total 
  nine turning attempts (three per day) to empower the ward. 
  The ward’s duration is one year per Beltinian Exorcist level 
  provided it is not triggered a total of three times before then. 
  Several Beltinian Excorcists may combine their efforts to 
  extend the range of this effect.  Each must have the Greater 
  Sanctified Ward ability and each must spend the full creation 
  cost of 1000 gp, 100 XP, and a total of nine daily turning 
  attempts over a period of three days. After this expenditure, 
  the area of the Greater Sanctified Ward increases by 50 feet 
  for each additional Exorcist who participated in the ritual.
  Table 6-5: Beltinian Exorcist Advancement 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Turn Undead, My Spirit  is My Own
  +1 divine caster level
  2nd
  +1
  +0
  +0
  +3
  Sanctified Weapon & Holy Symbol 
  +1 divine caster level
  3rd
  +2
  +1
  +1
  +3
  To Rip the Spirit from the Flesh
  +1 divine caster level
  4th
  +3
  +1
  +1
  +4
  Sanctified Ward 
  +1 divine caster level
  5th
  +3
  +2
  +2
  +4
  Banish the Restless
  +1 divine caster level
  6th
  +4
  +2
  +2
  +5
  Extra Turning
  +1 divine caster level
  7th
  +5
  +3
  +3
  +5
  Holy Presence
  +1 divine caster level
  8th
  +6
  +3
  +3
  +6
  Extra Turning
  +1 divine caster level
  9th
  +6
  +4
  +4
  +6
  Greater Sanctified Ward
  +1 divine caster level
  10th
  +7
  +4
  +4
  +7
  Rend the Spirit  
  +1 divine caster level
  Beltinian Exorcist  ▪ PRESTIGE CLASSES
  
  204
  Rend the Spirit (Sp): One of the most closely guarded 
  Beltinian secrets is the technique which allows one to strike 
  at the very essence of a target. This ability may be used a 
  number of times per day equal to the Beltinian Exorcist’s 
  Charisma modifier (minimum 1). Once per round, the 
  Beltinian Exorcist may declare any normal melee attack 
  to be an attack upon the spirit. The use of this ability must 
  be declared before the attack roll is made, and if the attack 
  misses, that usage of the ability is wasted. Note that this is a 
  normal melee attack, not a touch attack.
  If it hits, the attack deals damage normally, and the 
  struck opponent also suffers 2d4 temporary negative levels. 
  Undead are treated as living creatures for purpose of this 
  effect, and do not receive any benefits from these special 
  negative levels, as they are created by the divine wrath of 
  Beltine, not by negative energy. A critical hit with an attack 
  upon the spirit deals 4d4 negative levels, even to undead. 
  Additionally, if the total number of negative levels inflicted 
  upon a target by this ability exceeds the target’s Hit Dice, 
  that creature is instantly destroyed – banished directly to the 
  Cauldron in the case of creatures with souls, and reduced 
  to ashes and irrevocably destroyed in the case of undead. 
  No saving throw is allowed against this ability, and spell 
  resistance does not apply. This ability can permanently 
  destroy even those forms of undead that would normally 
  reform, such as a lich, ghost, or vampire. Negative levels 
  inflicted upon an undead creature by this ability reduce the 
  effective HD of the undead creature for purposes of turning 
  and destroying that creature.
  Beltine does not suffer even Her chosen to use this 
  ability lightly. Drawing directly upon the power of the 
  Cauldron, and bypassing the normal barriers between the 
  Sprit and the Intellect, always draws Her attention. The 
  Beltinian Exorcist had better be prepared to justify his 
  actions to a higher power if he uses this ability wantonly.
  BLACKCHANTER 
  A slight breeze whispered through the central chamber. 
  He stood there alone.  No, not quite alone. He knew better 
  than that. He would never be alone in the dark halls of his 
  family’s estate.  
   “Please play for me, young master,” a raspy voice 
  carried from the darkness.  Jerich turned, startled. Caught 
  off guard, he cursed himself for his impulsive assent to 
  his great-uncle’s request. But he needed his ancestor’s 
  knowledge. Desperately. 
  “As you wish, Lord,” he answered, as he readied his 
  lute. “Do you have a request, dear uncle?”  
  “Yes.” Stone ran over glass. The jarring sound of his 
  voice always grated Jerich’s nerves. “Today I want to feel… 
  sadness” It was always sadness. Why would someone wish 
  to cry, even after death?  
  In the land of Canceri, there is a special tradition of 
  Minstrels. These bards are taught the lineage of the families 
  of the val’Mordane, the history of Canceri, and become well 
  versed in the arts at which the Nerothians excel, especially 
  architecture.  Over the years, members of the Order 
  have become known as “blackchanters.” The reputation of 
  these Bards has made them highly sought after by many 
  val’Mordane families.
  Requirements: 
  To qualify to become a Blackchanter, a character must 
  fulfill all the following criteria
  • 
  Alignment: Any non-chaotic.
  • 
  Base Attack: +4.
  • 
  Concentration: 4 ranks.
  • 
  Knowledge (nobility & royalty) 4 ranks. 
  • 
  Knowledge (religion): 4 ranks.
  • 
  Perform (any): 8 ranks. 
  • 
  Spellcraft: 4 ranks.
  • 
  Feats: Iron Will.
  • 
  Special: Must have the Bardic Music class ability 
  and must be able to cast 3rd level arcane spells.
   
  Hit Die: d6
  Skill Points per level:  6 + Intelligence modifier.
  Class Skills: The Blackchanter’s class skills (and the 
  key ability for each skill) are:  Balance (Dex), Bluff (Cha), 
  Climb (Str), Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Gather Information (Cha), Jump (Str), Knowledge (all 
  skills, taken individually) (Int), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Speak Language 
  (Int), Spellcraft (Int), Swim (Str), and Tumble (Dex).
  Table 6-6: Blackchanter Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +2
  +2
  Skill Focus
  +1 arcane caster level
  2nd
  +1
  +3
  +3
  +3
  Requiem 
  +1 arcane caster level
  3rd
  +1
  +3
  +3
  +3
  Skill Focus
  +1 arcane caster level
  4th
  +2
  +4
  +4
  +4
  Elemental Savant: Positive Energy
  +1 arcane caster level
  5th
  +2
  +4
  +4
  +4
  Dance Macabre 
  +1 arcane caster level
  PRESTIGE CLASSES ▪ Blackchanter
  
  205
  Class Features:
  All of the following are class features of the 
  Blackchanter prestige class.
  Weapon and Armor Proficiency: Blackchanters gain 
  very little in the way of military training; they gain no 
  additional weapon or armor proficiencies
  Spells per Day: Blackchanters continue to advance 
  in spellcasting ability. When a new Blackchanter level is 
  acquired, the character gains new spells per day as if she 
  had also gained a level in the arcane spellcasting class she 
  belonged to before she added the prestige class. She does 
  not, however, gain any other benefit a character of that 
  class would have received (improved familiar abilities, 
  Improved Bardic song, etc.). This essentially means that 
  she adds the level of blackchanter to the level of her other 
  arcane spellcasting class, then determines spells per day and 
  caster level accordingly. If a character had more than one 
  arcane spellcasting class before she became an blackchanter, 
  she must decide to which class she adds her new levels of 
  blackchanter for purposes of determining spells per day.
  Free Skill Focus (Ex):  Blackchanters receive intense 
  schooling in the history and ways of the val’Mordane. Upon 
  reaching 1st and 3rd level Blackchanters gain the Skill Focus 
  as a bonus feat which must be taken in either Knowledge 
  (nobility & royalty) or Knowledge (religion).
  Requiem (Su):  The Blackchanter’s songs seem to 
  take on a strange, yet captivating quality.  Bardic music 
  performed by the Blackchanter can now affect undead 
  with an Intelligence score, as well as the living.  Note that 
  language is still a barrier.
  Elemental Savant (Positive Energy) (Su):  The 
  character now gains inner knowledge of the elements and 
  the secrets within each one and how they interact with each 
  other on a very basic level. The Blackchanter now learns 
  how to convert her spells from positive energy to negative 
  energy, just as a cleric converts his spells to cure spells. 
  Thus, cure spells can be spontaneously converted to inflict 
  spells.
  Dance Macabre (Sp):  At last the Blackchanter learns 
  one of the val’Mordane’s greatest secrets, the Dance of the 
  Dead, the Dance Macabre. This Dance starts off slow and 
  seductive and gradually begins to build, becoming ever 
  wilder as the bard becomes a conduit for the spirits of the 
  dead, drawing upon their memories and emotions.  The energy 
  of these spirits starts to gather around the Blackchanter, 
  forming a visible whirlwind of haunts whose screams and 
  whispers form an enchanting yet terrifying melody. Then, as 
  the sounds reach their crescendo, the Blackchanter releases 
  all the energy, which explodes outward with amazing effect. 
  All undead within 50’ of the caster are affected by either 
  heroism, rage, or crushing despair per the spell as chosen by 
  the blackchanter (Undead within the area of effect receive 
  no saving throw as they are unaccustomed to the emotions 
  somehow being thrust upon them).  The Dance Macabre 
  requires a full-round action, during which the Blackchanter 
  may not attack or defend herself. This ability requires the 
  expenditure of two Bardic song uses, and even through 
  this is a mind-affecting power, it only affects undead. Spell 
  effects generated through the use of this power are cast at 
  the Blackchanter’s current caster level. 
  BOWMAN 
   
  With the advent of the flintlock, many warriors of 
  Onara predict that the bow will become obsolete, and slowly 
  fade from the arsenals of the world.  The Bowman scoffs at 
  this.  Making his own bows and arrows, he can achieve a 
  state of kinship with his weapon that is the envy of even the 
  finest of gunmen.  Learning to become one with his chosen 
  bow, the Bowman eventually achieves such a phenomenal 
  state of mastery over his weapon that he can send forth a 
  hail of arrows upon his enemies, and even cause his shots 
  to subtly change direction in mid-flight to attack concealed 
  foes.
   
  Many Bowmen are Elorii, as the Elorii focus and 
  almost mystical combat ability translates easily to the way 
  of the bow.  Ss’ressen rangers also often become Bowmen, 
  carving their weapons from the trees of their beloved 
  swamps to heighten their connection to their people. These 
  races certainly do not have a monopoly on the training 
  techniques of the Bowman, and these peerless archers can 
  be found throughout Onara. Bowmen are drawn mostly 
  from the ranks of fighters or rangers, though rogues are 
  not unknown to the path, and many monks find the bow a 
  suitable outlet for their discipline and focus.
  Requirements: 
  To qualify to become a Bowman, a character must 
  fulfill all the following criteria:
  • 
  Base Attack: +5.
  • 
  Balance: 4 ranks
  • 
  Craft (Bowyer/Fletcher): 4 ranks. 
  • 
  Spot: 4 ranks. 
  • 
  Feats: Iron Will, Precise Shot, Point 
  Blank Shot, Rapid Shot, Weapon Focus (any 
  bow).
   
  Hit Die: d8
  Skill Points per level:  2 + Intelligence modifier.
  Class Skills:  The Bowman’s class skills (and the 
  key ability for each skill) are Climb (Str), Craft (Bowyer/
  Fletcher) (Int), Jump (Str), Listen (Wis), Profession (Wis), 
  Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim 
  (Str), and Use Rope (Dex).
  Class Features:
  All of the following are class features of the Bowman 
  prestige class.
  Weapon and Armor Proficiency: The Bowman is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields. 
  Arrow Stab (Ex): The Bowman gains the ability to use 
  an arrow as a melee weapon without penalty.  An arrow is 
  treated as a light weapon of one size category smaller than 
  the bow for which it is sized. Thus, a Medium-sized arrow 
  deals 1d6 points of damage when used as a melee weapon. 
  Standard arrows have zero hardness and 1 hit point each.
  Lightning Draw (Ex): At 1st level the Bowman 
  gains Quick Draw as a bonus feat. If the Bowman already 
  possesses Quick Draw, the Bowman instead gains a +2 
  competence bonus on Initiative checks.
  Bowman  ▪ PRESTIGE CLASSES
  
  206
  Warrior’s Path: Levels in Bowman count as 
  fighter levels toward feat prerequisites, but only when 
  these feats are taken for bows. For example a 6th level 
  fighter / 6th level Bowman qualifies for Greater Weapon 
  Specialization (longbow), which has a prerequisite of a 
  12th level fighter.
  Range Sneak Attack: Starting at 2nd level, and 
  only when using a longbow or shortbow, the Bowman 
  may make a ranged sneak attack. This ability functions 
  exactly like the rogue sneak attack ability, except that 
  all targets must be within 60 feet and no closer then 
  10 feet. This damage increases to +2d6 at 5th level and 
  +3d6 at 8th level.
  Focused Training: At 3rd level the Bowman gains 
  Weapon Specialization (longbow or shortbow) and 
  Combat Firing (only with bows) as bonus feats. 
  Improved Precise Shot: at 4th level the Bowman 
  gains Improved Precise Shot as a bonus feat. 
  Inner Focus (Ex): Once per day as a free action, 
  the Bowman may will himself into a trance-like state, 
  giving him a bonus on his ranged attack rolls equal to 
  his base Will save +2. During this trance the Bowman 
  may not move, and loses his Dexterity adjustment to 
  AC and Reflex saving throws. The Bowman may stay 
  in this trance-like state for one round per Bowman 
  level.
   
  Hold the Line (Ex): As a full-round action, the 
  Bowman may nominate a linear series of contiguous 
  5-foot squares equal to his Dexterity modifier plus his 
  Bowman level. As long as the Bowman does not move, 
  any enemy who moves through any of the designated 
  squares provokes a single attack in response from the 
  Bowman. The chosen squares may not be farther away 
  than the Bowman’s normal maximum range, and range 
  increment penalties apply normally to the attacks made 
  using this ability. The Bowman may take no more than his 
  Bowman class level in attacks per round through the use of 
  this ability.
  Hail of Arrows (Sp): In lieu of his regular attacks, 
  once per day as a full-round action, a Bowman of 9th level 
  or higher can fire an arrow at each and every target within 
  one range increment, to a maximum of one target for 
  every Bowman level he has earned. Each attack uses the 
  Bowman’s primary attack bonus, and each enemy may only 
  be targeted by a single arrow.
  The Arrow Knows the Way (Su): The Bowman has 
  finally archived a state of awareness that is supernatural; 
  the Bowman “knows” where his targets are, as his arrows 
  seem to veer toward each intended target, negating any 
  miss chances that would otherwise apply, such as from 
  concealment and invisibility. The Bowman still has to have 
  a line of effect to the target; his arrows cannot turn corners 
  or do otherwise-impossible things. He still has to aim at 
  the right square when using this ability against invisible 
  creatures. Arrows mistakenly shot into an empty space, for 
  example, do not veer and hit invisible enemies, even if they 
  are nearby. This ability does not negate cover and may not 
  be combined with the Hail of Arrows ability or the Hold the 
  Line ability.
  Table 6-7: Bowman Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Arrow Stab, Lightning Draw, Warrior’s Path
  2nd
  +2
  +0
  +3
  +0
  Range Sneak Attack +1d6
  3rd
  +3
  +1
  +3
  +1
  Focused Training
  4th
  +4
  +1
  +4
  +1
  Improved Precise Shot 
  5th
  +5
  +2
  +4
  +2
  Range Sneak Attack +2d6
  6th
  +6
  +2
  +5
  +2
  Hold the Line 
  7th
  +7
  +3
  +5
  +3
  Inner Focus
  8th
  +8
  +3
  +6
  +3
  Range Sneak Attack +3d6
  9th
  +9
  +4
  +6
  +4
  Hail of Arrows
  10th
  +10
  +4
  +7
  +4
  The Arrow Knows the Way 
  PRESTIGE CLASSES ▪ Bowman
  
  207
  BRETHREN OF THE ORDER OF ST. 
  THEOMUND THE MISSIONARY
  Theomund val’Holryn led a most notable life. As a 
  young man, Theomund was intensely interested in knightly 
  pursuits. He traveled the countryside composing love songs 
  to the damsels he would meet and fall instantly in love with. 
  As such, his heart never found its home, and even though 
  he married a young val’Dellenov woman, he was constantly 
  unfaithful. A good friend and traveling companion to Prince 
  Osric, later King Osric III, Theomund was rewarded with 
  many valuable estates in Eastmarch upon the end of the 
  Interregnum. One day, he was composing a ballad in honor of 
  a beautiful damsel he had seen at a tournament, when a vision 
  of a Valinor appeared to him and commanded him to bring 
  the Word of Illiir to the Canceri. Thinking himself addled, he 
  disregarded the vision as the delusions of an unfaithful mind. 
  Yet the vision appeared to Theomund thrice more, and upon 
  this fourth viewing he resolved to convert the Heretics back 
  to the Mother Church.
  Theomund provided for his family, sold off the remainder 
  of his estates to finance his expedition, and traveled north into 
  Canceri. At first he preached to the followers of the Scarab. 
  The val’Mordane were surprisingly tolerant of his teachings 
  and he founded several small churches of Illiir near their great 
  cities. These churches taught that death must be just and that 
  even though you may die, your deeds will live on. These small 
  monasteries are called the Confraternity of the Just Death.
  Bolstered by this early success, Theomund moved 
  onward, to the lands of the val’Mehan. He sought out the 
  most learned of the Nihang and offered to convert to the 
  Church of the Dark Triumvirate if they could prove their 
  faith to be truer than his. Needless to say, he bested all their 
  arguments and began to convince them with his own. This led 
  to his renunciation by the Dark Apostate, who had Theomund 
  hobbled and sent back to Tralia in a cage.
  Though crippled, Theomund was even more determined 
  to see the Heretic brought back into the fold, for if the Dark 
  Apostate saw him as such a threat as to have him banished, 
  then his arguments must have been irrefutable. He traveled 
  back to Canceri in a wagon and entered the lands of the 
  val’Virdan. In the square of their capitol city, Theomund 
  stood in his wagon and declared, “The law of the Mother 
  Church of Coryan is Just and Righteous and the Law of the 
  Heretics of the Dark Triumvirate is Wicked and False. This I 
  can prove!” at which point he was promptly stoned to death 
  by an angry mob.
  The Patriarch of Coryan named him St. Theomund the 
  Missionary and approved the founding of a religious order of 
  monks to tend to the converts Theomund had attained during 
  his travels in Canceri. These men taught the Canceri how to 
  be priests of the Mother Church, as well as how to defend 
  themselves with their bare hands. When the Heretic Wars 
  erupted, the Milandisian priests of the Confraternity returned to 
  Milandir to minimize the danger to the churches themselves.
  Joining the armies against the Heretic, the Brethren of 
  the Order gained a reputation for valor and upon the end of 
  the Heretic War, with their earlier purpose ended, they found 
  a home in the val’Tensen lands. Young Adolphos val’Tensen 
  provided the order with a castle and lands to maintain it and 
  granted them the right to use the val’Tensen Lion in their 
  coat of arms. To complement the Lion of the val’Tensen 
  and the great Falcon of Illiir, they took upon themselves the 
  symbol of the Griffin. Now, the order guards missionaries 
  and pilgrims traveling the Blessed Lands in the hopes of 
  preventing Theomund’s fate from befalling others. Clerics, 
  paladins and monks are most often drawn to be Brethren of 
  the Missionary, but almost any character with the proper faith 
  and resolve could find his or her way into the Order.
  Requirements: 
  • 
  Alignment: Any non-chaotic and non-evil.  
  • 
  Base Attack: +4.
  • 
  Knowledge (religion): 4 ranks.
  • 
  Feats: Iron Will, Combat Expertise. 
  • 
  Special: Must follow the teachings of the Church 
  of Coryan and must be accepted by the order. Must 
  swear an oath of fealty and faith to the Mother Church.
   
  Hit Die: d8
  Skill Points per level:   2 + Intelligence modifier.
  Class Skills: Members of the Order have the following 
  class skills (with the key ability for each skill) Climb (Str), 
  Concentration (Con), Craft (Int), Jump (Str), Knowledge 
  (arcana) (Int), Knowledge (history) (Int), Knowledge 
  (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Spell Craft (Int), and Swim (Str). 
  Class Features:
  All of the following are class features of the The Brethren 
  of the Order of St. Theomund the Missionary prestige class.
  Weapon and Armor Proficiency: The Brethren are 
  well-trained as guardians of missionaries and as a result have 
  proficiency with all types of armor and shields as well as all 
  simple and martial melee weapons.
  Spells per Day: Members of the Order of St. Theomund 
  continue to advance in divine spellcasting ability. Starting at 
  2nd level, and every level thereafter, a Member of the Order of 
  St. Theomund gains new spells per day as if he had also gained 
  a level in the spellcasting class he belonged to before he added 
  the prestige class. He does not; however, gain any other benefit 
  a character of that class would have received. This essentially 
  means that he adds his prestige class level to the level of his 
  other spellcasting class, then determines spells per day and 
  caster level accordingly. If a character had more than one 
  spellcasting class before he became a Member of the Order of 
  St. Theomund, he must decide to which class he adds his new 
  levels for purposes of determining spells per day. Levels in this 
  class do not stack for the purposes of familiar advancement.
  Table 6-8: The Brethren of the Order of St. Theomund the Missionary Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Bonus Feat, Unshakable Dogma
  2nd
  +1
  +3
  +0
  +3
  Divine Stewardship +2
  +1 divine caster level
  3rd
  +2
  +3
  +1
  +3
  Faithful Bodyguard
  +1 divine caster level
  4th
  +3
  +4
  +1
  +4
  Divine Stewardship+4
  +1 divine caster level
  5th
  +3
  +4
  +2
  +4
  Righteous Wrath
  +1 divine caster level
  Bretheren of the Order of St. Theomund the Missionary  ▪ PRESTIGE CLASSES
  
  208
  Bonus Feat: At 1st level, a Brother of St. Theomund 
  gains a bonus feat selected from the fighter list.
  Unshakable Dogma (Ex): The Brother’s faith is 
  unshakable and he cannot be dissuaded that his faith is the 
  correct one. Any attempt to do so by any means, mundane 
  or magical, will automatically fail. If the Brother is ever 
  charmed or dominated and asked to do anything opposed to 
  his faith or opposed to the will of the Mother Church, the 
  character is granted an immediate saving throw with a +10 
  sacred bonus.
  Divine Stewardship (Ex): The truth of the Brother’s 
  faith is such that the blasphemies of the Heretic are of little 
  use against his pious soul. The brother gains a sacred bonus 
  to his saving throws (+2 at 2nd level and +4 at 4th level) 
  against any divine spell not cast by a priest of the Mother 
  Church of Coryan. 
  Faithful Bodyguard (Ex): The Brother is skilled 
  in protecting his charge; the character may assign an ally 
  to be his charge as a move-equivalent action. If within 5 
  feet of his charge, the Brother may apply his shield bonus, 
  any dodge bonus, and bonus from his use of the Combat 
  Expertise feat, and the defending properties of any weapon 
  he is wielding to his charge instead of to himself.
  Righteous Wrath (Ex): Those that would assault the 
  charge of a Brother of the Missionary open themselves to 
  retribution. If within 5 feet of his charge, the Brother may 
  make an attack of opportunity against anyone who attacks 
  his charge. The Brother gains a +3 sacred bonus to hit 
  and damage when taking this attack of opportunity. If the 
  Brother’s charge is felled (reduced to 0 hit points or less), he 
  flies into a holy rage, gaining a +4 sacred bonus to Strength 
  and Constitution for the next 5 rounds. The Brother may not 
  fly into a holy rage more than once in a single encounter.
  CANTENARI
  (HUNTER OF THE INFERNAL)
  “Bind them, use them, but never trust them.  And when 
  they break loose, as they ever strive to do, destroy them like 
  the unholy vermin they are.”
   - Cantenari phrase
  The Cantenari are proud to trace their roots back to the 
  founding of the Coryani Empire and the elite warriors who 
  served with the First Emperor in his epic battles against the 
  Infernal Hordes.  Proudly they tell how the first Cantenari 
  stayed behind at the Wall of the Gods while the rest of 
  mankind set about returning to Onara’s golden age.  Indeed, 
  it is the average Cantenari’s opinion that were it not for 
  their vigilant policing of the Wall of the Gods, and their 
  swift predation on any Infernals that manage to slip through 
  the barrier, that Onara would have long since slipped into 
  another Time of Terror.
  Though most Cantenari are Nierites, they are usually 
  trained by Sarishans, taught the secrets of the Infernals by 
  those who know them best.  As they advance in their studies, 
  they learn how to exploit demonic weaknesses, while 
  countering the attacks of their deadly foes.  Due to recent 
  events in the far north of Onara, Cantenari recruitment has 
  stepped up, and these brave hunters are more determined 
  than ever to keep mankind safe from the Infernal horde they 
  know is coming.
  Requirements: 
  To qualify to become a Cantenari, a character must 
  fulfill all the following criteria:
  • 
  Alignment: Any lawful. 
  • 
  Base Attack: +6.
  • 
  Knowledge (the planes): 5 ranks 
  • 
  Survival: 5 ranks
  • 
  Feats: Iron Will, Track.
  • 
  Special: Favored Enemy (Infernal) and 
  must possess a Sarishan steel weapon.
   
  Hit Die: d8
  Skill Points per level:  4 + Intelligence modifier. 
  Class Skills: The Cantenari’s class skills (and the key 
  ability for each skill) are Craft (Int), Gather Information 
  (Cha), Hide (Dex), Knowledge (planes) (Int), Listen (Wis), 
  Move Silently (Dex), Ride (Dex), Spot (Wis), Search (Int), 
  Sense Motive (Wis), and Survival (Wis).
  Class Features:
  All of the following are class features of the Cantenari 
  prestige class.
  Weapon and Armor Proficiency: The Cantenari is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (including tower shields).
  Spell-Like Abilities:  The Cantenari possesses several 
  spell-like abilities. For all spell-like and supernatural abilities 
  the Cantenari’s class level is considered his caster level and 
  his saving throw DCs are 10 plus one-half his Cantenari 
  level plus his Charisma modifier.
  Infernal Enemy (Ex): At 1st level, a Cantenari improves 
  his favored enemy bonus versus Infernal creatures. Due to 
  his extensive study of Infernal creatures and training in the 
  proper techniques for combating them, the Cantenari gains 
  a +2 bonus to Gather Information, Listen, Sense Motive, 
  Spot, and Survival when using these skills against Infernals. 
  Likewise, he gets the same bonus to weapon damage rolls 
  against Infernals. A Cantenari also gets the damage bonus 
  with ranged weapons, but only against targets within 30 feet 
  (the Cantenari cannot strike with deadly accuracy beyond 
  that range). Further, the Cantenari gains this bonus for all 
  opposed checks to disarm, grapple or trip Infernal creatures. 
  At 4th level and at every three levels thereafter (7th and 
  10th level), the Cantenari’s bonus increases by +1. These 
  modifiers stack with those provided through the ranger’s 
  Favored Enemy class ability.
  Presence of the Infernal (Sp): At 1st level, the 
  Cantenari gains the ability to detect any Infernals in a 60 ft. 
  radius as a standard action. Infernals with 10 HD or more 
  that are concealing their true forms may attempt a Will save 
  to avoid detection. If the save fails, the Cantenari senses 
  the Infernal’s aura in spite of any disguises or magical 
  protections against discovery. The Alien Understanding feat 
  affects this saving throw.
  Resilience (Ex): Starting at 2nd level, the Cantenari 
  gains the extraordinary ability to shrug off some amount of 
  injury from each blow or attack from an Infernal creature. 
  Subtract 1 from the damage the Cantenari takes each time 
  the Cantenari is dealt damage from an Infernal source. This 
  ability increases by 1 for every even Cantenari level to a 
  total of 5 at 10th level.   
  PRESTIGE CLASSES ▪ Cantenari (Hunter of the Infernal)
  
  209
  Mark of My Brother (Ex): Starting at 3rd level, the 
  Cantenari can automatically see the Sigil of Sarish (See 
  the Sarishan Binder prestige class) on an Infernal from any 
  distance and in any lighting conditions in which he could 
  normally see (including magical means). The Cantenari also 
  gains a +1 sacred bonus to all spell DCs and caster level 
  checks versus any Infernal marked by a Sigil of Sarish.
  Sarish’s Blessing (Su): At 4th level the Cantenari 
  gains a bonus equal to his Charisma modifier (if positive) 
  to all saving throws; against Infernal creatures, this bonus 
  increases by one. This ability does not stack with the Divine 
  Grace class ability, but if the character 
  does possess Divine Grace from one of his 
  classes, the Cantenari gains an additional +1 
  bonus on all saves.
  Sarish’s Binding (Sp):  At 5th level, 
  once per day for every two Cantenari levels, 
  a successful attack upon an Infernal creature 
  can trigger this supernatural ability that 
  functions otherwise exactly as the spell 
  dimensional anchor. Further, the Will save 
  and SR of the Infernal creature are reduced 
  by the class level of the Cantenari.  The 
  effect’s duration is 1 minute per Cantenari 
  level.
  Infernal Wounding (Ex):  Damage 
  dealt to an Infernal by a Cantenari of at least 
  6th level will not heal by normal or magical 
  means (including any abilities such as fast 
  healing and regeneration) for one hour per 
  class level.  This is an extraordinary ability 
  of the Cantenari.  
  My Mind is My Own (Su): At 6th level 
  the Cantenari gains complete immunity to 
  any charm and compulsion effects from an 
  Infernal source. 
  Renown (Ex): The Cantenari’s fame 
  (or infamy) becomes known across the 
  Infernal realms. Starting at 8th level, the 
  Cantenari gains a +2 circumstance bonus to 
  all Charisma-based skills when dealing with 
  Infernals. 
  Sarish’s Judgment (Sp): Once per day, 
  the 9th level Cantenari may cast banishment 
  upon an Infernal creature as per the spell.  The Cantenari’s 
  Sarishan steel weapon is the focus for this spell and provides 
  a +5 bonus toward overcoming the creature’s SR and inflicts 
  a -5 penalty to the creature’s Will save. 
  Spell Resistance (Su): At 10th level the Cantenari 
  gains spell resistance equal to (20 + Cha modifier) when 
  resisting the spells and spell-like abilities of Infernals.    
  Table 6-9: Cantenari Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Infernal Enemy +2, Presence of the Infernal
  2nd
  +2
  +3
  +3
  +0
  Resilience
  3rd
  +3
  +3
  +3
  +1
  Mark of My Brother
  4th
  +4
  +4
  +4
  +1
  Infernal Enemy+3, Sarish’s Blessing
  5th
  +5
  +4
  +4
  +2
  Sarish’s Binding
  6th
  +6
  +5
  +5
  +2
  My Mind is My Own
  7th
  +7
  +5
  +5
  +3
  Infernal Enemy +4
  8th
  +8
  +6
  +6
  +3
  Renown
  9th
  +9
  +6
  +6
  +4
  Sarish’s Judgment
  10th
  10
  +7
  +7
  +4
  Infernal Enemy +5, Spell Resistance 
  Cantenari (Hunter of the Infernal)  ▪ PRESTIGE CLASSES
  
  210
  CENTURION OF THE
  CORYANI LEGIONS
  “Do you know who I am?  I am your Centurion. 
  While you sit there steaming in your armor you will 
  learn to see me as the right hand of the gods, come to 
  lay divine command upon your slow and stupid mind.  I 
  will be your worst nightmare, and you will love me for 
  it.  You spent your whole life thinking that Legionnaires 
  were the ultimate pinnacle of achievement.  I will show 
  you, on a daily basis that you are no more than what I say 
  you are, and until further notice I say you are excrement! 
  Now March!”
   - Centurion Hagidus Levadius, Legion of Radiant 
  Glory, Speech to New Recruits
   
  The most feared officer in the Legions of the 
  Coryani Empire is the Centurion.  Hardened in battle and 
  brutal to the Legionnaires under him, a Centurion is the 
  perfect soldier.  Immune to fear, skilled in combat, and a 
  master of discipline, only the best, toughest, hardest, and 
  most wily Legionnaires survive long enough to reach this 
  position.
   
  When granted the rank of Centurion he is 
  rewarded with a vinewood staff.  Those of lesser rank 
  who do not succeed at their training soon discover 
  that the Centurion is quick to use this as an instrument 
  of instruction.  Though the Centurion can (and does) 
  administer bruises for minor inadequacies that fade 
  after a few days, he is also in charge of meting out 
  stricter punishments for those caught sleeping on duty, 
  committing civil crimes, fleeing battle, or other such breaches 
  of discipline.  He is truly master of his Century, and is as 
  tenacious and cruel with his own men as he is with the 
  enemy on the battlefield.  Legionnaires soon learn loyalty 
  towards the harshest Centurions, as they discover that the 
  strict discipline learned in the camp will save their lives when 
  they are led into battle. When the time for talk is over and 
  the time for fighting arrives, even the rawest recruit knows 
  beyond any shadow of a doubt that it will be that same strict 
  Centurion leading the charge.
  Requirements: 
  To qualify to become a Centurion of the Coryani 
  Legions, a character must fulfill all the following criteria.
  • 
  Alignment: Any non-chaotic.
  • 
  Base Attack Bonus: +5.
  • 
  Concentration: 2 ranks.
  • 
  Intimidate: 5 ranks .
  • 
  Knowledge (history): 5 ranks.
  • 
  Feats: Leadership, Legionnaire.
  • 
  Special: Must be Coryani.
   
  Hit Die: d10
  Skill Points per level:  4 + Intelligence modifier.
  Class Skills: The Centurion class skills (and the key 
  ability for each skill) are: Climb (Str), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate 
  (Cha), Jump (Str), Knowledge (history) (Int), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).
  Table 6-10: Centurion of the Coryani Legions Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Strength of the Coryani Heart
  2nd
  +2
  +3
  +0
  +3
  Aura of Courage
  3rd
  +3
  +3
  +1
  +3
  Bonus Feat
  4th
  +4
  +4
  +1
  +4
  Damage Reduction 1/-
  5th
  +5
  +4
  +2
  +4
  Discipline of Steel 1/day
  6th
  +6
  +5
  +2
  +5
  Bonus Feat
  7th
  +7
  +5
  +3
  +5
  Strike the Rod
  8th
  +8
  +6
  +3
  +6
  Damage Reduction 2/-
  9th
  +9
  +6
  +4
  +6
  Bonus Feat, Discipline of Steel 2/day
  10th
  +10
  +7
  +4
  +7
  For the Empire!
  PRESTIGE CLASSES ▪ Centurion of the Coryani Legions
  
  211
  Class Features:
  All of the following are class features of the Centurion 
  of the Coryani Legions prestige class.
  Weapon and Armor Proficiency: The Centurion is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (including tower shields).
  Strength of the Coryani Heart (Ex): A legionnaire 
  who rises to the rank of Centurion has total trust in the 
  Emperor and his own abilities to defend the Empire. The 
  Centurion gains Strength of the Coryani Heart as a bonus 
  feat.
  Aura of Courage (Ex): Centurions are picked for 
  their resoluteness and ability to hold legionnaires together 
  as a unit in the face of any threat.  Beginning at 2nd level, a 
  Centurion becomes immune to fear (magical or otherwise). 
  Allies within 25 feet of the Centurion gain a +4 morale 
  bonus on saving throws against fear effects.  This effect 
  operates constantly while the Centurion is conscious, but 
  not if he is unconscious or dead.
  Bonus Feat: The Centurion gains an additional bonus 
  feat at 3rd level and every three levels thereafter. These bonus 
  feats must be drawn from the list of fighter bonus feats. A 
  centurion must still meet all the necessary prerequisites 
  for a feat, including ability score and base attack bonus 
  minimums.  
  Damage Reduction (Ex): Scarred by years of combat 
  and having been in far too many fights, the Centurion has 
  developed a sixth sense for avoiding the worst of a blow.  At 
  4th level, subtract 1 from the damage the Centurion receives 
  every time he is dealt damage.  At 8th level, this damage 
  reduction rises to 2. This damage reduction stacks with 
  similar abilities that are gained from other classes (such as 
  barbarian).
  Discipline of Steel (Ex): The Centurion gains the smite 
  power, the extraordinary ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to his Centurion level (if the attack hits). The player must 
  declare the smite before making the attack. At 5th level this 
  ability is usable once per day. At 9th level it is usable twice 
  per day.  Like any smite ability, it is only usable once per 
  round regardless of the source of the smite power. 
  Strike the Rod (Ex): As a full-round action, the 
  Centurion may make an Intimidate check to rally allies 
  within 50’ that have the Legionnaire feat and have failed 
  a saving throw against any fear effect. The DC is 10 + the 
  DC of the failed fear save (e.g. a failed fear save of DC 18 
  requires the Centurion to succeed on a DC 28 Intimidate 
  roll to rally allies). This ability does not provoke attacks of 
  opportunity.
  For the Empire! (Ex): A centurion leads by example, 
  even into the jaws of death.  Once per day, he may inspire 
  those around him for the glory of the Empire.  The Centurion 
  and those allies within 50’ that have the Legionnaire feat 
  gain a +2 morale bonus to attack, damage, and saving 
  throws, and gain the effects of the Diehard feat. The effects 
  of this ability last for 3 rounds + the Centurion’s Charisma 
  modifier (if positive).  
  COMBAT STYLES OF ONARA
   
  Across the lands of Onara, there are countless 
  fighting styles.  Most of these styles are nothing more than 
  particular weapon and armor combinations, but other styles 
  are far more developed, featuring weapon combinations 
  coupled with special maneuvers and techniques. These 
  combat styles are highly effective, but each takes a significant 
  amount of time and dedication to master.
  Combat Styles and Multi-Classing
   
  Under normal circumstances it’s almost impossible 
  for a character to multiclass into multiple combat styles. 
  Most fighting schools have a healthy rivalry with each other, 
  as each school is always trying to one-up the others through 
  duels and friendly tournaments (tournaments also help to 
  entertain the nobility, which helps the schools in their fund-
  raising efforts).  These rivalries have even crept into the 
  political arena. A character who possesses multiple schools 
  will find it difficult to study another style. Most masters 
  will flat-out refuse to teach such a “dilettante,” though some 
  masters may accept such a student for political gain or even 
  because they have taken a genuine liking to the would-be 
  student. Nevertheless, if a student were somehow accepted 
  by a rival school’s master, he would certainly find himself 
  no longer able to advance in his old style.
   
  Students with levels in more than one combat 
  style generally find it extremely difficult to mingle the two 
  styles into an effective whole. A character with two fighting 
  styles (or one fighting style and levels in Duelist) suffers a 
  20% experience point penalty; this penalty stacks with the 
  penalty for uneven multi-classing.
  The Basics
   
  To acquire levels in any combat style, the character 
  must become accepted by a dueling school, find a teacher, or 
  join an academy that teaches the desired combat style. Most 
  dueling schools and academies require hefty entrance fees, 
  the passing of elaborate tests, and often a recommendation 
  from or interview with several other students or alumni. 
  Occasionally, itinerant teachers may take on a student during 
  their travels, sometimes for companionship, sometimes 
  because the master sees great potential in the student, and 
  sometimes just because the student is persistent enough to 
  follow the master around the world until he finally gives up 
  and agrees to take the student on.       
  Requirements:
  To qualify to become a student of one of the combat 
  styles of Onara, a character must fulfill all the following 
  criteria:
  • 
  Base Attack Bonus: +5.
  • 
  Balance: 5 ranks.
  • 
  Feat: Combat Expertise.
  • 
  Special: Must be accepted as a student of 
  the desired school of combat. The character must also 
  fulfill the specific school’s requirements, if any, to take 
  levels in this prestige class.
  Hit Die: d8
  Skill Points per Level: 4 + Intelligence modifier.
  Class Skills:
  The general class skills for the combat styles of Onara 
  are Balance (Dex), Climb (Str), Diplomacy (Cha), Examine 
  Martial Technique (Wis), Intimidate (Cha), Jump (Str), 
  Swim (Str), and Tumble (Dex). Each combat school mave 
  have additional class skills that are appropriate for that 
  particular style. 
  Combat Styles of Onara  ▪ PRESTIGE CLASSES
  
  212
  If a combat style has a skill requirement as one of its 
  prerequisites, then the followers of that style gain that skill 
  as a class skill. For example, followers of the Flavious 
  Technique (“The Steel Wall”) combat style gain Sense 
  Motive as a class skill, since one must have 5 ranks in that 
  skill before entering the class.
   
  Class Features:
  All of the following are general class features 
  of the combat styles of Onara prestige classes. 
  Each combat school has additional class beneﬁts. 
  Weapon and Armor Proficiency: Unless otherwise 
  noted, the character gains no additional proficiency with any 
  weapon or type of armor or shields.
  Advantages & Limitations (Ex): As a student of a 
  school of combat, you quickly learn the limitations as well as 
  the advantages of your chosen style. When fighting someone 
  who has levels in your same style, you gain a +1 insight 
  bonus on all melee attack rolls with the chosen weapon of 
  your combat style. If you beat your opponent in an opposed 
  Examine Martial Technique skill check, which must be made 
  at the beginning of combat, then your bonus increases to +2, 
  while your opponent’s bonus does not.
  Combat Style: Upon joining a combat school as a 
  trainee, the character embarks on a tried-and-true path of 
  training in order to learn the secrets of his combat style. 
  Consult the combat style descriptions below to find your 
  combat school’s class abilities as a Trainee, Novice, Adept, 
  Expert, and Master.
  Style: Red Sword Fencing School 
  This style is an adaptation of fencing styles made by 
  Mannulus val’Sheem, who was disgusted by the “gentleman’s 
  club” dueling schools of Savona.  Mannulus moved to Old 
  Coryan and began teaching anyone whose skill impressed 
  him, regardless of their status.  At first the student is taught 
  how to wield his chosen weapon as an extension of his 
  body, with finesse, grace, and speed.  This is taught not by 
  instruction, but in sparring matches with masters and students 
  further along in skill.  This method not only refines the 
  dueling technique of the student, it also exposes him to a wide 
  variety of moves, counters, and techniques.  Due to the shady 
  backgrounds of many of this school’s students, this method 
  of training leads to a harsh, no-holds-barred style that retains 
  all the finesse of dueling but little of the honor.  Such is the 
  skill of the Red Sword masters that the Fellowship of Old 
  Coryan recruits heavily from this school, which is in large 
  part the reason for the Fellowship’s continued supremacy 
  over portions of Old Coryan.
  Additional Requirements: 
  • 
  Feats: Dodge, Power Attack, Mobility, Spring 
  Attack, Whirlwind Attack.
  • 
  Chosen Weapon: Weapon Focus and Weapon 
  Specialization with one of the following: longsword, 
  shortsword, bastard sword, greatsword, rapier, or 
  gladius
  • 
  Special: Must beat two beginning students equal 
  to the skill level of the character in a sparring match, 
  and even then the master must be impressed with the 
  applicant’s form, technique, and (most importantly) flair.   
  Style Features:
  Trainee:  
  Canny Defense
  Novice:  
  Demi-Volt
  Adept:   
  To Meet the Charge, Punto Riverso
  Expert:  
  Pressing Attack
  Master:  
  Spinning Strike
  Style: Flavious Technique of 
  “The Steel Wall”  
   
  This style originated in the val’Sheem households 
  of Sweet Savona. Developed by the ex-legionnaire Flavious 
  val’Sheem, the Steel Wall style focuses on almost total 
  defense. At first, the student is taught patience and several 
  purely defensive maneuvers. It is during this stage in the 
  training that most students become frustrated with the style 
  and leave.  The students that progress past this phase are 
  taught how to put their patience to good use, to look for 
  the smallest opening in an opponent’s defense. Masters of 
  the Steel Wall become bastions of defense, occasionally 
  striking out with the speed of a snake. Students also learn the 
  weakness of their style, becoming so focused on their own 
  defense that they sometimes stumble when faced with an 
  opponent willing to wait and look for his own opening rather 
  than immediately attacking.
  Additional Requirements: 
  • 
  Skills: Sense Motive 5 ranks
  • 
  Feats: Dodge and Quick Draw.
  • 
  Chosen Weapon: Weapon Focus with one of 
  the following: longsword, shortsword, bastard sword, 
  greatsword, rapier, or gladius
  • 
  Special: When attempting to join this school, 
  applications must pass a test in which they are required 
  to do nothing but defend themselves for 10 rounds 
  against two students of the school. Val’Sheem characters 
  are sometimes given more leeway in this test.   
  Style Features:
  Trainee:  
  Canny Defense
  Novice:  
  Impeccable Expertise
  Adept:   
  Passing the Charge, Parry
  Expert:   
  Defensive Perfection
  Master:  
  Riposte
  Table 6-11: Combat Styles of Onara Advancement Chart
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Advantages and Limitations, Combat Style – Trainee
  2nd
  +2
  +3
  +3
  +0
  Novice
  3rd
  +3
  +3
  +3
  +1
  Adept
  4th
  +4
  +4
  +4
  +1
  Expert
  5th
  +5
  +4
  +4
  +2
  Master
  PRESTIGE CLASSES ▪ Combat Style of Onara
  
  213
  Style: Tasavona Style or “The Twin Sting”
   
  Developed by the famed dark-kin duelist Tasavona, this 
  style turns its practitioners into a deadly whirlwind of flashing 
  steel. Students are taught how to mislead their opponents, 
  forcing them to defend one side of the body more then the other, 
  creating openings which the student is taught to take advantage 
  of. But students quickly learn the weaknesses of their fighting 
  style, as the Tasavona style depends upon brash and daring 
  maneuvers which rely more open bravado than skill. 
  Additional Requirements: 
  • 
  Balance: 5 ranks
  • 
  Feats: Dodge, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (rapier)
  • 
  Special: The traditional entrance “exam” consists 
  of a night of hearty drinking and eating.  This is more a 
  popularity contest than a test of skill and constitution. Most 
  potential students can’t remember anything after the third 
  bar.   
  Style Features:
  Trainee:  
  Canny Defense
  Novice:  
  Double Lunge
  Adept:   
  Trap and Cut, Balance and Grace
  Expert:  
  A Thousand Cuts
  Master:  
  The Cruelest Cut
  Style: “Twin Storms” or “The Way of 
  the Thunder and the Lighting”    
   
  One of the few almost exclusively Milandisian styles, 
  the Twin Storms style was developed by Borgus, a Paladin of 
  Hurrian from Ashvan who preferred the double-bladed sword 
  to the twin longswords sported by his brothers.  Unable to 
  find a master to teach him, he studied long hours in solitude, 
  developing his style based on the speed capable with a double-
  bladed sword, spinning the sword rapidly in order to cut as 
  many times with as much force and aggression as possible. 
  After traveling the land for ten years, Borgus returned home just 
  in time to meet the Cancerese army there in 803 I.C.  He quickly 
  proved to General Augustos val’Tensen the effectiveness of his 
  style, his flawless attacks many times turning the tide of battle.
   
  Though successful, the infrequent use of the double-
  bladed sword has caused this style to remain rare.  Those few 
  Masters that do exist are almost exclusively Milandisian followers 
  of Hurrian, and rarely take students who are not of the same faith.  
  Students are first taught to handle the double-bladed sword with 
  an expert hand, then with greater and greater speed, until the 
  wielder appears to be holding a whirlwind of destruction.
  Additional Requirements: 
  • 
  Feats: Exotic Weapon Proficiency (two-bladed 
  sword), Two-Weapon Fighting, Weapon Focus (two-bladed 
  sword)
  • 
  Special: There are only a handful of masters able to 
  teach this style. They will normally take on any student 
  devoted to Hurrian who can demonstrate basic proficiency 
  with the two-bladed sword.     
  Style Features:
  Trainee:  
  Impeccable Expertise
  Novice:  
  Cutting Trip
  Adept:  
  Cutting High and Low, Passing the Charge
  Expert: 
  Pressing Attack 
  Master:  
  A Thousand Cuts
  Style: Haven’s Blade
   
  Originating in Canceri, the Haven’s Blade style was 
  first created by the Nierites that patrolled the Wall of the Gods. 
  One of the most well rounded styles, a practitioner is first taught 
  purely defensive maneuvers, allowing the student to compensate 
  for the loss of a shield.  As the student’s skills develop, he learns 
  maneuvers which depend upon the power and strength of the 
  wielder, permitting him to best even the strongest of warriors. 
  Students of the Haven’s Blade school know that their style is 
  less then perfect, as most of its maneuvers leave the practitioner 
  open if even for a split second.  For a trained enemy, a split 
  second is sometimes all that is needed.  
  Additional Requirements: 
  • 
  Feats: Weapon Proficiency (greatsword), Weapon 
  Focus (greatsword), Power Attack, Cleave, Great Cleave
  • 
  Special: The proposed student is made to fight 
  another student within a circle of fire. The battle may be 
  won by either knocking your opponent outside of the ring 
  of flames, or rendering him unconscious.  Death is rare, but 
  does happen occasionally. 
   
  Style Features:
  Trainee:  
  Impeccable Expertise
  Novice:  
  To Meet the Charge
  Adept:  
  Flowing Sand
  Expert:  
  Mighty Swing
  Master:   
  Mighty Cleave 
  Style: Steel Dragon     
   
  Originating from Savona, the Steel Dragon is 
  considered one of the most difficult fighting styles to master in 
  all of Onara. This is a style that has often taken the eye and in 
  rare cases the life of a student. This style uses the Steel Whip 
  combined with an off-hand weapon, turning the student into a 
  deadly whirlwind of steel. Like many styles, the Steel Dragon 
  tries to make up for the loss of a shield by focusing upon 
  defense for the early stages of the style; it is in these early stages 
  that most students injure themselves, and many students sport 
  their scars as badges of honor for ‘doing their time’. The style 
  has several weaknesses, the worst of which is the steel whip, 
  which becomes worthless at close range where the student finds 
  himself restricted by the whip’s length. Students of the Steel 
  Dragon quickly learn how to compensate for these limitations.   
  Additional Requirements: 
  • 
  Feats: Exotic Weapon Proficiency (Steel Whip), Two-
  Weapon Fighting, Weapon Focus (Steel Whip), Weapon 
  Finesse.
  • 
  Special: Most schools will take almost anyone for the 
  right price, as most masters know many students will leave 
  of their own volition after a few badly placed whips and 
  strikes. The ones which can endure the pain are quickly 
  molded into dedicated students. 
  Style Features:
  Trainee:  
  Canny Defense
  Novice:  
  Cutting Trip
  Adept:  
  Spinning Strike
  Expert:  
  Pressing Attack
  Master:  
  Reaping the Whirlwind
  Combat Styles of Onara  ▪ PRESTIGE CLASSES
  
  214
  Style: “Hand, Blade, and Mind”
   
  Known as a “low” style by the Kio, unlike most Kio 
  styles this one is taught in many small schools and by traveling 
  masters scattered throughout the League of Princes. This is also 
  one of the only Kio fighting styles known to freely accept non-
  Kio as students. Focusing upon calming “The Storm Within,” 
  this style is as much a belief system as a fighting style, teaching 
  the student to protect their minds as much as their bodies. 
  Unlike most schools, this school is in reality a “prep-school” of 
  sorts, filtering out the most talented students, grooming them 
  for the next step – entrance to the exclusive Sova academy, the 
  home of “the sword that believes.”    
  Additional Requirements: 
  • 
  Feats: Exotic Weapon Proficiency (Kio 
  sword), Weapon Focus (Kio sword), Quick Draw
  • 
  Skills:  Concentration 4 ranks, Knowledge 
  (psionics) 4 ranks
  • 
  Special: The student must bring his own 
  Kio sword; simply demonstrating the fact that he has 
  earned the right to bear such an honorable weapon 
  is a large part of the entrance requirements for this 
  school.
  • 
  Special: Technically, potential students 
  must prove themselves disciplined and dedicated 
  enough to join via a series of psychological and 
  physical tests. In practice, those of Kio blood normally 
  will find themselves accepted without difficulty, 
  while those without Kio blood will have to impress 
  their tester sufficiently to gain entrance.    
  Style Features:
  Trainee:  
  Canny Defense
  Novice:  
  Parry
  Adept:  
  Improved Quick Draw, Pressing Attack
  Expert: 
  A Thousand Cuts
  Master:  
  Flowing Sand
  Style: “The Sword that Believes” 
   
  The Sova Academy is one of the most exclusive 
  academies in all of Onara. This is the only Kio academy 
  ever known to accept non-Kio, albeit very rarely and only by 
  invitation. This academy is the only school known to teach one 
  of the rarest styles upon the face of Onara, the style known as 
  “The Sword that Believes.” Shrouded in mystery, most believe 
  this style to be nothing but a fantasy, a legend, a story told at 
  other schools.   
  Additional Requirements: 
  • 
  Race: Kio or of Kio descent 
  • 
  Feats: Exotic Weapon Proficiency (Kio sword), 
  Weapon Focus (Kio sword), Pureblood Kio, Quick Draw, 
  Improved Quick Draw. 
  • 
  Special: The student must bring his own Kio sword.
  • 
  Special: Unlike most styles a practitioner of Hand, 
  Blade, and Mind may join this school after achieving the 
  rank of Adept, as most students are groomed in the “lesser” 
  school. This school and the Hand, Blade, and Mind school 
  do not count as opposing styles for purposes of the 20% 
  XP penalty usually associated with taking levels in more 
  than one combat style.
  • 
  Special: Students within schools of the Hand, Blade 
  and Mind are regularly put through a series of sparring 
  matches with recruiters for this school. These matches 
  are passed off as a regular part of the training, but each 
  match is designed specifically to test the skills of that 
  particular student. Finally the student is invited to a secret 
  class, where he is put through the final test. The student is 
  placed in a room with two current members of the school, 
  and all three are blindfolded. The match is almost always 
  lost by the novice; in fact, the Masters of this school fully 
  expect the new student to fail. This final match is more of 
  a tradition then anything else; by the time the student is 
  invited to this match he has almost certainly already been 
  accepted.        
  Style Features:
  Trainee:  
  Blind-Fighting 
  Novice: 
  Impeccable Expertise
  Adept:  
  A Thousand Cuts, Instinctual Defense
  Expert: 
  Strike Without Thought
  Master:  
  Flowing Sand, Mighty Swing 
  Style Maneuvers Descriptions:
  Blind-Fighting (Ex): When wielding a Kio sword, you 
  gain the benefits of the Blind-Fight feat from Core Rulebook I.
  A Thousand Cuts (Ex): When performing a full attack 
  action, you gain an additional attack at your full base attack 
  bonus. This additional attack does not stack with additional 
  attacks gained through the use of haste or similar effects.
  Balance and Grace (Ex): While wielding dual rapiers, the 
  character may treat the rapier in his off hand as if it was a light 
  weapon for purposes of two-weapon fighting penalties.
  Canny Defense (Ex):  When not wearing armor or using 
  a shield, and using the style’s chosen weapon or weapon 
  combination, the character adds 1 point of Intelligence bonus (if 
  any) per level the character has gained in her style to her Armor 
  Class.  If a character possesses this ability through multiple 
  classes which allow for the use of the same weapon or weapon 
  combination, the bonuses do not stack; the class which provides 
  the highest AC bonus prevails. 
   
  Cutting High and Low (Ex):  You have learned how 
  to force an opening with your attacks. When executing a full 
  attack action, you may take a -2 penalty to all your attack 
  rolls except your last attack roll, which gains a +5 bonus. For 
  example, if you normally get two attacks at +11/+6, you may 
  instead attack at +9/+11. If you gain an extra attack during the 
  full attack action from some other ability, you may combine 
  that ability with this one. For example, if through the use of A 
  Thousand Cuts you are able to attack at +11/+11/+6, you may 
  instead attack at +9/+9/+11.
  Cutting Trip (Ex): If an opponent is flat-footed, the 
  character’s first attack is also considered a trip attack.
  Defensive Perfection (Ex): If the character decides to 
  fight defensively he only suffers a -1 penalty on his attack rolls. 
  This ability may be combined with the Duelist’s Elaborate 
  Parry ability.
  Demi-Volt (Ex): When performing a charge attack the 
  practitioner may execute a demi-volt, gaining a +4 bonus to 
  attack and damage, but suffering a -4 to AC until his next 
  action. This ability may be used in conjunction with Tumbling 
  PRESTIGE CLASSES ▪ Combat Styles of Onara
  
  215
  Strike in an incredibly difficult maneuver (Tumble check DC 
  25 plus 2 for each five feet of movement you make during the 
  charge) giving the character a +6 to attack and damage, but only 
  suffering a -3 penalty to AC. 
  Double Lunge (Ex): When wielding two weapons and 
  executing a charge attack, you may opt to attempt a Double 
  Lunge. You make a single attack roll, using the average melee 
  attack bonus of both weapons (round down). If you hit, roll 
  damage as if you hit with both weapons. Regardless of the 
  success of your lunge, you suffer a -6 penalty to AC the 
  following round. If you roll a critical hit, only one of your two 
  attacks (your choice) is actually the critical hit; the other deals 
  damage normally.
  Flowing Sand (Ex): When using his chosen style’s 
  weapon or weapon combination, the character is treated as 
  having the Flowing Sand feat (See Chapter 5 – Feats), even if 
  he does not have the normal prerequisites for that feat.
  Instinctual Defense (Ex): The character can never be 
  flanked or caught flat-footed, except by a rogue of 5 levels 
  higher then the character’s total Base Attack Bonus.
  Impeccable Expertise (Ex): When using expertise you gain 
  a +4 to AC for every -3 you subtract from your attack rolls.
  Mighty Cleave (Ex): As with Great Cleave, except that 
  the character may take one 5-foot adjustment between attacks, 
  with the total number of 5-foot adjustments limited to the 
  character’s Dexterity modifier (minimum 1).
  Mighty Swing (Ex): This strange but effective maneuver 
  teaches the practitioner to swing a two-handed weapon with but 
  one hand, trusting in the weight and momentum of his swing. 
  As a full-round action, the character may make one attack at 
  his highest base attack bonus. For this attack the, weapon gains 
  five feet of additional reach, and deals an additional +4 points 
  of damage. This attack can be combined with Cleave feats as 
  well as Whirlwind Attack.
  Punto Riverso (Ex): During a full attack action, if 
  the character takes a five-foot step between any two of his 
  attacks, he gains a +2 bonus on his attack roll with the attack 
  immediately following the five-foot step.
  Parry (Ex): When using the Combat Expertise feat, you gain 
  an AC bonus equal to one-half your Intelligence bonus (rounded 
  down). This bonus does not stack with the Duelist’s Canny 
  Defense ability. The bonus gained through this ability stacks with 
  the improved adjustments provided by Impeccable Defense, but 
  only when both abilities are part of the same combat style.
  Passing the Charge (Ex): When charged, the character 
  may take an attack of opportunity upon the charging opponent. 
  If this attack of opportunity is successful, deal damage normally, 
  and place the character behind the charging opponent (who 
  remains in whatever square he ended his charge to make an 
  attack). Unless the charging opponent also has Pass the Charge, 
  the charge attack is nullified. 
  Pressing Attack (Ex): When performing a full attack 
  action, you may chose to force your opponent back. With each 
  attack you make, your opponent is forced to make a Will save 
  DC 10 + your practitioner level + your Charisma bonus. If your 
  opponent fails his save he is immediately forced back 5 feet, 
  after which you are moved into the square he once occupied as 
  a free action. If for any reason moving back would cause the 
  opponent harm (moving through an occupied space, falling off 
  a cliff, etc.) then your opponent gains a +5 circumstance bonus 
  on his saving throw. This ability only works on Humanoids, 
  Animals, and Beasts of up to Large size.
  Reaping the Whirlwind (Ex): This ability is unique to 
  the Steel Dragon school, and it is also the school’s most feared 
  offensive maneuver. When using the steel whip, the character 
  may, as a full-round action, make one attack at her highest base 
  attack bonus against every target within the range of the whip 
  (typically 15’). This ability may not be combined with any 
  other special maneuvers, and leaves the character particularly 
  vulnerable, reducing his AC by the number of opponents 
  attacked for the following round. 
  Riposte: When using his chosen style’s weapon or weapon 
  combination, the character is treated as having the Riposte feat 
  (See Chapter 5 – Feats), even if he does not have the normal 
  prerequisites for that feat.
  Spinning Strike (Ex):  When using your chosen style’s 
  weapon or weapon combination, and executing a Spring Attack, 
  you may take one additional attack, at your highest base attack 
  bonus, against a different opponent within reach at the moment 
  in time when he make your Spring Attack against the chosen 
  foe. (In other words, this maneuver lets you use the Spring 
  Attack feat and attack twice, but you must attack two different 
  targets, and you must make both attacks at the same time.) 
  The second opponent’s ability to make attacks of opportunity 
  against you for your movement is not negated by either the 
  Spring Attack feat or this maneuver.
  Strike Without Thought (Ex): You have learned to trust 
  your instincts and strike when needed. Whenever an invisible or 
  otherwise hidden opponent passes through an area you threaten, 
  you may take an attack of opportunity. This attack does count 
  against your normal number of attacks of opportunity for 
  the round, so if you do not have any attacks of opportunity 
  available, you cannot take advantage of this maneuver.
  The Cruelest Cut (Ex):  When performing a full attack 
  action, if you score two or more critical hits, the critical 
  multiplier for the second critical hit is increased by 1. (For 
  example, if you are wielding a 19-20/x2 weapon and you score 
  two critical hits during the same full attack action, the second 
  critical hit is actually rolled at x3 instead of x2.)
  To Meet The Charge (Ex): You may leap into a charge 
  attack. Once per round when charged the practitioner may take 
  a free five-foot foot step toward a charging opponent, and make 
  an attack of opportunity. If the attack is also a confirmed critical 
  then the critical multiplier of the weapon is increased by 1. This 
  maneuver can be combined with the Demi-Volt ability into a 
  risky but devastating attack. 
  Trap and Cut (Ex): You may attempt to pin your 
  opponent’s weapon or shield. To do so you must, with your first 
  attack, succeed on a disarm attempt (which does not provoke 
  an attack of opportunity, and does not force the opponent to 
  drop the disarmed weapon). If successful, your opponent may 
  not use the weapon or shield that you “disarmed” until the 
  beginning of your next turn. Unlike a standard disarm attempt, 
  if you fail to disarm your opponent you cannot be disarmed 
  yourself. Finally, if you succeed in your pin attempt you gain 
  immediate free attack at the same attack bonus as the attack that 
  you used to make the disarm attempt. You may only attempt one 
  Trap and Cut attack per round.   
  Combat Styles of Onara  ▪ PRESTIGE CLASSES
  
  216
  EMERALD SOCIETY
  ARCHAEOLOGIST
  To unearth the past for the benefit of the future: such 
  is the motto of the Emerald Society archaeologist. The 
  cream of the crop within the ranks of the Emerald Society, 
  the archaeologist is equal parts a scientist, an intellectual 
  and an explorer. Taking the task of the Emerald Society to 
  new heights, the archaeologist specializes and dedicates her 
  life to the pursuit of lost lore from bygone ages. Her field 
  research rediscovers the buried legacy from civilizations 
  past, bringing new information to the libraries of the Society 
  for the benefit of all members and the world at large.
  Emerald Society Archaeologists are active and always 
  on the hunt for new knowledge, pausing only long enough 
  to collect their findings and report back to the Society. 
  Bards make up the bulk of the ranks due to their innate 
  compatibility of goals, with rogues and loremasters not 
  far behind. Druids, rangers, sorcerers, and wizards bring 
  specific skills to their trade as archaeologists, though it 
  requires that they depart somewhat from their usual courses 
  of training. NPC archaeologists are found mostly out in 
  the wilderness, either on some ongoing dig, exploring a 
  potential site, or in pursuit of some lost piece of knowledge. 
  These individuals are found wherever the Emerald Society 
  keeps a strong presence – performing a variety of tasks, all 
  the while anxiously awaiting the moment they can set out 
  into the world once more.
  Requirements: 
  To qualify to become an Emerald Society Archaeologist, 
  a character must fulfill all the following criteria:
  • 
  Appraise: 3 ranks 
  • 
  Decipher Script: 3 ranks
  • 
  Disable Device: 4 ranks 
  • 
  Gather Information: 4 ranks 
  • 
  Knowledge (history): 8 ranks
  • 
  Knowledge (geography): 5 ranks
  • 
  Knowledge (any other): 3 ranks
  • 
  Search: 4 ranks.
  • 
  Feats: Diligent, Skill Focus (Knowledge: 
  history)
  • 
  Special: Trapfinding class feature, must possess 
  the Scholar feat or be a member of a recognized 
  archaeological organization (Emerald Society or 
  Followers of the Azure Way), must be literate.
  Hit Die: d6
  Skill Pointer at each level: 8 + Intelligence modifier.
  Class Skills:
  The Emerald Society Archaeologist’s class skills (and 
  their key ability for each skill) are Appraise (Int), Balance 
  (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), 
  Diplomacy (Cha), Disable Device (Int), Gather Information 
  (Cha), Hide (Dex), Knowledge (all skills, taken individually) 
  (Int), Listen (Wis), Open Locks (Dex), Profession (Wis), 
  Research (Int), Ride (Dex), Search (Wis), Sense Motive 
  (Wis), Speak Language, Survival (Wis), Swim (Str), Use 
  Magic Device (Cha), and Use Rope (Dex).  
  Class Features:
  All of the following are class features of the Emerald 
  Society Archaeologist prestige class.
  Weapon and Armor Proficiency: Emerald Society 
  Archaeologists gain proficiency with any one of the 
  following weapons: gladius, longsword, or whip. 
  Ancient Lore (Ex): Emerald Society Archaeologists are 
  trained in a variety of subjects to better perform their job in the 
  field. Starting at 1st level, the Archaeologist gains the ability 
  to know ancient historical information regarding notable 
  people, legends, legendary items, and ancient historical 
  topics. She uses this ability by making a lore check with a 
  bonus equal to her Emerald Society Archaeologist class level 
  + her Intelligence modifier. If she already has the bardic 
  knowledge (or similar, e.g. loremaster’s lore ability) ability, 
  add the Emerald Society Archaeologist levels to determine 
  the total lore check bonus. (See Bardic Knowledge, under the 
  entry for Bard in Core Rulebook I).
  Table 6-12: Emerald Society Archaeologist Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +0
  +2
  +2
  +0
  Ancient Lore, Subject Specialization
  2nd
  +1
  +3
  +3
  +0
  Investigator
  3rd
  +2
  +3
  +3
  +1
  Find the Past, Subject Specialization, Trap Sense +1
  4th
  +3
  +4
  +4
  +1
  Knowledge Mastery
  5th
  +3
  +4
  +4
  +2
  Researcher, Subject Specialization
  6th
  +4
  +4
  +4
  +2
  Great Lore, Trap Sense +2
  PRESTIGE CLASSES ▪ Emerald Society Archaeologist
  
  217
  Subject Specialization (Ex): At 1st level, the Emerald 
  Society Archaeologist declares one Knowledge skill in which 
  she has at least 4 ranks as a specialization. She now gains a 
  +3 circumstance bonus to all specialization Knowledge skill 
  checks. The Archaeologist chooses a second specialization at 
  3rd level, and a third specialization at 5th level.
  Investigator (Ex): At 2nd level the Emerald Society 
  Archaeologist gains the Investigator feat as a bonus feat.
  Find the Past (Ex): The Emerald Society Archaeologist 
  is more than a simple dust-digger; she is a highly trained 
  seeker of the past, capable of locating valuable pieces hidden 
  for centuries. Starting at 3rd level, as a full-round action, the 
  Archaeologist can locate objects per the spell. She may do this 
  a number of times per day equal to her Archaeologist class 
  level plus her Intelligence modifier.
  Trap Sense (Ex): At 3rd level, the Emerald Society 
  Archaeologist gains an intuitive sense that alerts her to danger 
  from traps, giving her a +1 bonus on Reflex saves made 
  to avoid traps and a +1 dodge bonus to AC against attacks 
  made by traps. This bonus rises to +2 when the Archaeologist 
  reaches 6th level. Trap sense bonuses gained from multiple 
  classes stack.
  Knowledge Mastery (Ex): The Emerald Society 
  Archaeologist is so well versed in her field that she is able 
  to recall varied amounts of information with little trouble. 
  Starting at 4th level, as a free action, the Archaeologist may 
  take 10 on any Knowledge skill check, and may take 20 
  on any Knowledge skill check with which she has Subject 
  Specialization. 
  Researcher (Ex): Emerald Society Archaeologists are 
  master researchers, able to glean valuable information from 
  a vast and varied amount of sources. At 5th level the 
  Archaeologist receives a +2 competence bonus on all Gather 
  Information and Knowledge skill checks.
  Great Lore (Ex): At 6th level, as a full round action, the 
  Emerald Society Archaeologist gains the ability to identify 
  magic items, as the spell, with out need of material components. 
  She may do this once per item examined.
  GLADIATOR
  “One day only in the Circus Sicaris, the Gladiator Skaar 
  Jhitu will fight the mighty Aldricus Maximus, famous Gladiator 
  of the Coryani Empire!  Arrive early for a spectacular display 
  of man versus beast as our trained fighting slaves go up against 
  deadly Lions!  Stay late for a chance to speak with the winner of 
  the Jhitu/Maximus match personally, if he can still speak!”
  - Bulletin for the Circus Sicaris
  In the Coryani Empire and the City of Sicaris they have a 
  reputation that is unmatched by anyone, including the Emperor. 
  They are the celebrities and idols of their era… at least, for as 
  long as they live.  They are the Gladiators.  Not professional 
  fighters, but instead entertainers and showmen, Gladiators 
  fight in little armor with flashy styles.  Their personalities are 
  often as important as their skills, as they are followed about by 
  mobs of worshipful fans.  But it is a hard road.  A Gladiator 
  begins with nearly nothing, unknown, despised, often with 
  nowhere else to turn.  Most will die in their first match.  Nearly 
  all of those remaining will die before they gain any measure 
  of fame.  Only the best become legends, and even that lasts 
  only as long as the next fight.  It is few gladiators who live to 
  retirement, and fewer still who retire wealthy.
  Requirements: 
  To qualify to become a Gladiator, a character must fulfill 
  all the following criteria:
  • 
  Base Attack: +3.
  • 
  Feats: Combat Expertise, Dodge.
   
  Hit Die: d8
  Skill Points: 4 + Intelligence modifier.
  Class Skills: The Gladiator’s class skills (and the key 
  ability for each skill) are Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape 
  Artist (Dex), Examine Martial Technique (Wis), Intimidate 
  (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex). 
  Class Features:
  All of the following are class features of the Gladiator 
  prestige class.
  Weapon and Armor Proficiency: The Gladiator is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (including tower shields).
  Combat Style (Ex): At 1st level, a Gladiator must 
  select one of the following combat styles to master: Samnite, 
  Thracian, Murmillo, Retiarius, Equites, Essedarii, or 
  Andabatae. This choice affects the character’s class features 
  but does not restrict his selection of feats or special abilities 
  in any way. Based on the fighting style selected, the Gladiator 
  gains a bonus feat (even if he does not meet the prerequsities 
  for the listed feat).
  Samnite:  Weapon Focus (shortsword and shortspear)
  Thracian: Weapon Focus (shortsword (Sica))
  Murmillo: Weapon Focus (any type of sword, or the 
  shortspear)
  Retiarius: Exotic Weapon Proficiency (net) and Weapon 
  Focus (trident)
  Sefacci: Two-Weapon Fighting
  Andabatae: Improved Unarmed Strike  
  The benefits of the Gladiator’s chosen style apply only 
  when he wears light or no armor. He loses all benefits of his 
  combat style when wearing medium or heavy armor, with the 
  exception of Gladiators who advance in the Samnite style, 
  which allows them to fight normally while wearing medium 
  armor. 
  Uncanny Dodge: At 2nd level and above, a Gladiator 
  retains his Dexterity bonus to AC (if any) if caught flat-
  footed or struck by an invisible attacker.  At 6th level, the 
  Gladiator can no longer be flanked. A Rogue or Gladiator at 
  least four levels higher can still flank the character normally. 
  The Gladiator loses these special abilities when fighting in 
  medium or heavy armor, with the exception of the Gladiators 
  who advance in the Samnite style which allows them to use 
  this ability when in Medium armor. 
  Endurance: At 3rd level, the Gladiator gains this feat as 
  a bonus feat.
  Improved Combat Style (Ex): At 4th level, a Gladiator’s 
  aptitude in his chosen combat style improves. The Gladiator 
  gains the listed benefits, which are based on the combat style 
  the Gladiator chose at 1st level. If the fighting style grants a 
  feat, the Gladiator gains it as a bonus feat (even if he does not 
  meet the prerequsities for the listed feat).
  Samnite:  Armor Optimization: +1
  Thracian: Armor Optimization: +1
  Murmillo:  Armor Optimization: +2
  Gladiator  ▪ PRESTIGE CLASSES
  
  218
  Retiarius: Improved Trip, Canny Defense ability 
  Sefacci: Two-Weapon Defense
  Andabatae: Blind-Fight, Weapon Focus (unarmed 
  strike)
  The benefits of the Gladiator’s chosen style apply only 
  when he wears light or no armor. He loses all benefits of his 
  combat style when wearing medium or heavy armor, with the 
  exception of Gladiators who advance in the Samnite style, 
  which allows them to fight normally while wearing medium 
  armor. 
  Armor Optimization (Ex): When wearing armor with 
  which he is fully proficient and which is permitted by his 
  fighting style, the Gladiator gains the listed value as an 
  increase to the armor bonus provided by the armor. This is 
  not considered an enhancement bonus, but rather is treated 
  as if the armor’s own AC bonus were increased by the listed 
  amount. The armor check penalty and maximum Dexterity 
  bonus of the armor do not change.
  Idolized by the Mob (Ex): Gladiators, at least the 
  successful ones, have been known to become as famous and 
  as idolized as the richest of nobility. Among the common 
  folk of his homeland the Gladiator’s fame is great indeed. 
  The Gladiator now gains a +1 circumstance bonus for every 
  2 Gladiator levels to all Charisma based skill checks when 
  dealing with the common folk of his homeland. But such 
  fame comes at a cost. The Gladiator will find himself hard-
  pressed to defend his reputation as young and brash warriors 
  will soon seek out the Gladiator, wishing to make a name for 
  themselves, and the GM is encouraged to make the PC’s life 
  difficult should the Gladiator ever wish to be inconspicuous 
  in his homeland.
  Signature Weapon: At 5th level the Gladiator gains 
  a signature weapon, a specific weapon (as opposed to 
  weapon type) that the Gladiator is proficient in, and once the 
  Gladiator chooses the weapon, he may never have a different 
  type of weapon as his signature weapon (though the specific 
  weapon may change, as described below, the type of weapon 
  must always remain the same). When wielding his Signature 
  Weapon, the Gladiator gains a +1 bonus to hit and damage 
  with that weapon. If for any reason the Gladiator loses his 
  Signature Weapon or wishes to change it to another one (for 
  example, if his old one is sundered, or if he finds one with 
  better magical properties) he must take 30 days to become 
  accustomed to the balance and feel of the new weapon. 
  The new signature weapon must be of the same type as the 
  previous one. 
  Amazing Fortitude (Ex): Starting at 6th level, if the 
  gladiator is exposed to any effect that normally allows a 
  character to attempt a Fortitude saving throw for half damage, 
  the Gladiator takes no damage with a successful saving 
  throw. Unlike his combat style abilities, the Gladiator may 
  wear any type of armor when using this ability. 
  Defensive Roll (Ex): Once per day, when the Gladiator 
  would be reduced to 0 hit points or less by damage in combat 
  (from a weapon or other blow, not a spell or spell-like 
  ability), the Gladiator can attempt to roll with the damage. 
  He makes a Reflex saving throw (DC = damage dealt) and, 
  if successful, takes only half damage from the blow. The 
  Gladiator must be aware of the attack and able to react to 
  it in order to execute the defensive roll — if he is denied 
  his Dexterity bonus to AC, the Gladiator can’t roll with the 
  attack. The Gladiator loses this special ability when fighting 
  in Medium or Heavy armor.
  Diehard: The Gladiator gains this feat as a bonus feat.
  Combat Style Mastery (Ex):  At 8th level, a Gladiator’s 
  aptitude in his chosen combat style improves again. The 
  Gladiator gains the listed benefits, which are based on the 
  combat style the Gladiator chose at 1st level. If the fighting 
  style grants a feat, the Gladiator gains it as a bonus feat (even 
  if he does not meet the prerequsities for the listed feat).
  Samnite:  Weapon Specialization (shortsword and 
  shortspear)
  Thracian: Weapon Specialization (shortsword (Sica))
  Murmillo: Weapon Specialization (any type of sword, 
  or the shortspear, depending upon what weapon was chosen 
  at 1st level)
  Retiarius: Weapon Focus (net) and Weapon Specialization 
  (trident)
  Sefacci: Improved Two-Weapon Fighting
  Andabatae: Improved Grapple, Weapon Specialization 
  (unarmed strike)
  The benefits of the Gladiator’s chosen style apply only 
  when he wears light or no armor. He loses all benefits of his 
  combat style when wearing medium or heavy armor, with the 
  exception of Gladiators who advance in the Samnite style, 
  which allows them to fight normally while wearing medium 
  armor. 
  Notes on Combat Styles: Gladiators that take Improved 
  Unarmed Strike as a feat (or gain it as a bonus feat) may deal 
  lethal damage, but may choose to deal nonlethal damage 
  instead with no penalty on the attack roll. The Gladiator also 
  has the same choice to deal lethal or nonlethal damage while 
  Table 6-13: Gladiator Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Combat Style 
  2nd
  +2
  +3
  +3
  +0
  Uncanny Dodge (Dex. bonus to AC)
  3rd
  +3
  +3
  +3
  +1
  Endurance 
  4th
  +4
  +4
  +4
  +1
  Improved Combat Style
  5th
  +5
  +4
  +4
  +1
  Idolized by the mob, Signature Weapon
  6th
  +6
  +5
  +5
  +2
  Amazing Fortitude, Uncanny Dodge (cannot be flanked)
  7th
  +7
  +5
  +5
  +2
  Defensive Roll, Diehard
  8th
  +8
  +6
  +6
  +2
  Combat Style Mastery  
  9th
  +9
  +6
  +6
  +3
  Legendary Fortitude
  10th
  +10
  +7
  +7
  +3
  As if they were Gods
  PRESTIGE CLASSES ▪ Gladiator
  
  219
  grappling. A Gladiator’s unarmed strike is treated both 
  as a manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve either 
  manufactured weapons or natural weapons. A Gladiator’s 
  attacks may be with either fist interchangeably or even from 
  elbows, knees, and feet. This means that a Gladiator may 
  even make unarmed strikes with his hands full. There is 
  no such thing as an off-hand attack for a Gladiator striking 
  unarmed. A Gladiator may thus apply his full Strength bonus 
  on damage rolls for all his unarmed strikes. A Gladiator also 
  deals more damage with his unarmed strikes than a normal 
  person would, dealing 1d6 points of damage per strike. This 
  damage increases to 1d8 at 10th level. When wielding his 
  combat style’s chosen weapon, a Gladiator who also has the 
  Canny Defense class ability gains a +1 dodge bonus to his 
  Armor Class for each level he has attained in his combat 
  style. This ability may only be used when wearing armor of 
  some type or using a shield of some type.
  Legendary Fortitude (Ex): As Amazing Fortitude 
  (see above), but now the Gladiator takes only half damage 
  even on a failed Fortitude save.
  As if They Were Gods (Ex): At 10th level, The 
  Gladiator’s fame has become the stuff of legend, and even 
  in other nations his name is mentioned and the stories of his 
  battles told. The Gladiator now gains a +2 to all Charisma 
  related skill checks outside his own nation. Within his nation 
  his passing does not go unnoticed, as mobs of fans will 
  follow him about, and challenges will also be accompanied 
  with requests for mentorship. If the Gladiator does not have 
  the Leadership feat, he now gains it as a bonus feat, but with 
  a particular twist. All the followers gained from the feat 
  are commoners, experts, and warriors. These NPCs are the 
  character’s entourage, and the GM is encouraged to make 
  them as much of a nuisance as an asset. They will always 
  look out for the character’s best interest, and at times get 
  involved in fights protecting the character’s reputation, but 
  these fans will disperse unless treated well. 
  GRAND MASTER
   
  Most fighters are adept at wielding a wide variety 
  of weapons, and many of these are considered Masters.  But 
  there are a few who train tirelessly and with a narrow focus, 
  adapting their techniques to a single type of weapon, or 
  occasionally even a single particular weapon.  These are the 
  Grand Masters.
   
  Members of this prestige class are known as 
  Grand Masters of whatever weapon they specialize in.  For 
  instance, a Grand Master who specialized in the longsword 
  would be known as the Grand Master of the Longsword.
   
  The title of Grand Master is highly sought after, 
  but very difficult to attain, for not only must a Grand Master 
  be a paragon of technique with his chosen weapon, he must 
  also be able to teach apprentices and students to attain their 
  own level of skill.  Grand Masters often originate new 
  techniques, if not entire schools of thought, and many a 
  young warrior has died to either impress a would-be teacher, 
  or to achieve the fame of killing a Grand Master in a duel.
   
  There are many fighters who find the specialization 
  of the Grand Master too restrictive, and indeed, most 
  Grand Masters do not adventure, but rather train others in 
  academies, royal houses, and dueling schools.  But while 
  the occasional adventuring Grand Master may not be as 
  versatile as a more rounded fighter, when given access to his 
  chosen weapon he is a force wise men fear to face.
  Requirements: 
  To qualify to become a Grand Master, a character must 
  fulfill all the following criteria:
  • 
  Craft (weaponsmith): 4 ranks. 
  • 
  Examine Martial Technique: 6 ranks. 
  • 
  Profession (educator): 2 ranks.
  • 
  Feats: Combat Expertise, Improved Disarm, 
  Power Attack, Sunder, and all the following with the 
  same melee weapon; Greater Weapon Focus, Greater 
  Weapon Specialization, Improved Critical,  Weapon 
  Focus, and Weapon Specialization.
  Hit Die: d8
  Skill Points:  4 + Intelligence modifier.
  Class Skills: The Grand Master’s class skills (and 
  their key ability for each skill) are: Balance (Dex), Bluff 
  (Cha), Climb (Str), Craft (weaponsmith) (Int), Examine 
  Martial Technique (Wis), Intimidate (Cha), Jump (Str), 
  Knowledge (history) (Int), Knowledge (nobility & royalty) 
  (Int), Profession (educator) (Wis), Ride (Dex), Sense Motive 
  (Wis), Spot (Wis), and Tumble (Dex).
  Class Features
  All of the following are class features of the Grand 
  Master prestige class.
  Weapon and Armor Proficiency: Grand Masters 
  gains no additional weapon or armor proficiencies. 
  Master’s Edge (Ex): The Grand Master begins to 
  learn how to use his grip upon his weapon with the utmost 
  efficiency, allowing him to twist and manipulate his weapon 
  in ways that baffle most simple warriors. At 1st level, when 
  wielding his chosen weapon, the Grand Master gains a 
  +1 competence bonus to attempt or oppose disarms and 
  sunders. This bonus increases at levels 3, 5, and 7 to a 
  maximum of +4. 
   
  Grand Master  ▪ PRESTIGE CLASSES
  
  220
  Master’s Reputation (Ex):  A Grand Master’s 
  reputation is sometimes enough to cause younger, less 
  experienced warriors to falter, creating openings the Grand 
  Master can quickly take advantage of. When facing an 
  opponent who knows the Grand Master is a Grand Master, 
  the opponent must make a Will save (DC 10 plus the Grand 
  Master’s prestige class level plus the Grand Master’s 
  Charisma modifier) or be shaken (see Core Rulebook I for 
  details) for the duration of the combat.  If the opponent 
  appears to be winning at any point during the combat, the 
  opponent can attempt a new save, at the GM’s discretion. 
  Other Grand Masters are immune to this effect. This ability 
  remains in effect as long as the Grand Master remains in 
  combat. 
   
  Master’s Intuition (Ex):  As the Grand Master 
  advances in his studies he begins to sharpen and trust his 
  intuition, allowing him to react to attacks as if he had a sixth 
  sense about such things. The Grand Master can use an attack 
  roll with his favored weapon in opposition to grapple or trip 
  attempts instead of the usual rolls. The Grand Master also 
  gains the Style Convergence feat as a bonus feat if he does 
  not already have it.
  Quickdraw (Ex): At 2nd level the Grand Master gains 
  Quick Draw as a bonus feat.
  The Perfect Cut (Ex): The use of this ability is 
  declared prior to making a melee attack roll. The ability 
  causes that attack to be made with overwhelming force. If 
  the attack hits, it deals double damage (exactly as a lance 
  does when used during a charge). If the attack misses, the 
  use of the ability is wasted.
  If the attack is a confirmed critical hit, then instead 
  of dealing double damage, the net effect is that the critical 
  multiplier is increased by 1 (for example, a x3 multiplier 
  would increase to x4). This is not an actual increase to the 
  weapon’s base critical multiplier; it is a result of applying 
  the standard rules for “doubled doublings.”
   
  The Grand Master gains additional uses of this 
  ability at 4th, 6th, and 8th levels. Multiple uses of this ability 
  may not be spent on the same attack (in other words, you 
  can’t burn two uses to deal triple damage instead of double 
  damage).
  Weapon Mastery: at 3rd level the Grand Master gains 
  the Weapon Mastery feat (See Chapter 5 – Feats), even if he 
  does not have the normal prerequisites for that feat.
  Strike of the Placid Mind (Su): At 4th level, once per 
  day as a full-round action, the Grand Master can calm his 
  mind to a point where he becomes detached from everything 
  other than his enemy and may strike with inhuman precision 
  through his state of calm. While in this state of calm, which 
  lasts for one round per prestige class level, the Grand Master 
  may use the full attack action, but forego his iterative attacks 
  and instead make a single attack, which is treated as a melee 
  touch attack that ignores any degree of concealment.  The 
  Grand Master gains an additional use of this ability at 6th 
  and 8th level.  
  Improved Quick Draw (Ex): At 5th level, the Grand 
  Master gains the Improved Quick Draw feat (See Chapter 
  5 – Feats)
   
  Riposte (Ex):  At 6th level the Grand Master gains the 
  Riposte feat (See Chapter 5 – Feats), even if he does not 
  have the normal prerequisites for that feat.
  Weapons Grand Mastery: At 6th level the Grand 
  Master gains the Weapon Grand Mastery feat (See Chapter 
  5 – Feats) even if he does not have the normal prerequisites 
  for that feat.
  Quicken Strike (Ex):  The Grand Master has honed his 
  reflexes to a deadly edge; once per round, 4 times per day, 
  as a free action, the Grand Master may make an additional 
  attack at his full base attack bonus with his chosen melee 
  weapon. This ability may be combined with any attack 
  action, including attacks of opportunity. 
  Table 6-14: Grand Master Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Master’s Edge +1, Master’s Reputation
  2nd
  +2
  +0
  +3
  +0
  Master’s Intuition, Quick Draw , The Perfect Cut 
  3rd
  +3
  +1
  +3
  +1
  Master’s Edge +2, Weapon Mastery
  4th
  +4
  +1
  +4
  +1
  Strike of the Placid Mind
  5th
  +5
  +1
  +4
  +1
  Improved Quick Draw, Master’s Edge +3
  6th
  +6
  +2
  +5
  +2
  Parry, Weapon  Grand Mastery
  7th
  +7
  +2
  +5
  +2
  Master’s Edge +4 
  8th
  +8
  +2
  +6
  +2
  Quicken Strike
  PRESTIGE CLASSES ▪ Grand Master
  
  221
  HURRIANIC AEGIS
  In the time before the God’s War, before he was known 
  as the Lord of Storms, Hurrian was known as the Reluctant 
  Warrior, the protector of the Gods. While the followers 
  of Hurrian have continued their deity’s task of protecting 
  the weak, it is the Hurrianic Aegises that have become the 
  earthly manifestation of their deity’s aspect of guardian and 
  protector. 
  The origin of this order is lost in time, though the 
  group is believed to have originated as a splinter sect within 
  the church of Hurrian that denied the deity’s newer aspect 
  as Lord of Storms in favor of his ancient facet. Even if the 
  story is true, Hurrianic Aegises can today be found mixing 
  freely with their brethren without any division. The Aegis 
  fulfills a unique role within the church, and indeed within 
  the pantheon, as simply the best defender and bodyguard 
  there is. Hurrian’s favor has been shown by the granting of 
  special powers to the Aegises. These powers allow members 
  of this order to become veritable living fortresses, always 
  ready to lay down their lives to protect others.
  Hurrianic Aegises are all clerics of Hurrian, as they must 
  have the special connection with their deity attainable only 
  by a faithful servant. Multiclassed cleric/paladins abound in 
  the ranks of the Aegises, being the most natural partnership 
  of skills and goals, though many Aegises without the calling 
  of paladinhood are multiclassed barbarians, fighters and 
  rangers, utilizing their martial prowess to enhance their 
  function as protectors. A few Aegises have multiclassed 
  training as bards or monks, though they are few and far in 
  between. NPC Aegises can be found wherever the church 
  of Hurrian has a presence, though they are more likely 
  to be found serving as bodyguards to church dignitaries, 
  nobles, politicians, and adventurers. Wherever anyone 
  needs protecting, a Hurrianic Aegis is bound to be nearby.
  Requirements: 
  To qualify to become a Hurrianic Aegis, a character 
  must fulfill all the following criteria:
  • 
  Religion: Hurrian.
  • 
  Alignment: Any non-evil.
  • 
  Base Fort Save: +5.
  • 
  Concentration: 6 ranks. 
  • 
  Knowledge (religion: Hurrian): 6 ranks. 
  • 
  Spellcraft: 4 ranks.
  • 
  Feats: Diehard, Domain Focus (Refuge), 
  Endurance.
  • 
  Special: Must have the Refuge and Protection 
  domains and must be able to cast 3rd level divine 
  spells.
  Hit Die: d10
  Skill points at each level:  2 + Intelligence modifier.
  Class Skills: The Hurrianic Aegis’ class skills (and 
  their key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (religion: Hurrian) (Int), Knowledge: (nature) 
  (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 
  and Survival (Wis). 
  Class Features:
  All of the following are class features of the Hurrianic 
  Aegis prestige class.
  Weapon and Armor Proficiency: Hurrianic Aegises 
  are proficient with all armors, all shields, and the tower 
  shield.
  Spells per Day: The Hurrianic Aegis continues to 
  advance in spellcasting ability. Starting at 2nd level, the 
  character gains new spells per day as if he had also gained 
  a level in the divine spellcasting class he belonged to before 
  he added the prestige class. He does not, however, gain any 
  other benefit a character of that class would have received 
  (such as an improved chance of controlling or rebuking 
  undead). This essentially means that he adds the divine 
  caster levels gained from levels of Hurrianic Aegis to the 
  level of his other spellcasting class, then determines spells 
  per day and caster level accordingly. If a character had more 
  than one spellcasting class before he became a Hurrianic 
  Aegis, he must decide to which class he adds his new levels 
  of Hurrianic Aegis for purposes of determining spells per 
  day.
  AC Bonus (Ex): The Hurrianic Aegis concentrates 
  solely on protection, both personal and of his allies. Starting 
  at 1st level, the Hurrianic Aegis gains a +1 deflection bonus 
  to his Armor Class as the very air around him seems to 
  deflect attacks. This bonus increases by +1 every other 
  level.
  Hurrian’s Shield (Su): The Hurrianic Aegis is an 
  embodiment of Hurrian’s aspect as the noble defender, 
  always ready to protect the weak and the innocent. Starting 
  at 1st level, once per day per Hurrianic Aegis level, the 
  Hurrianic Aegis may designate any creature as a charge to 
  protect. As long as the Hurrianic Aegis is within 10 feet of 
  his charge, whenever his charge is attacked, the Hurrianic 
  Aegis may exchange places with the charge and receive 
  the attack himself. Whenever an attack is declared against 
  the charge, but before an attack roll is rolled, the Hurrianic 
  Aegis takes the place of the charge, and the charge is moved 
  5 feet behind the Hurrianic Aegis. This movement provokes 
  attacks of opportunity, all of which must be directed at the 
  Aegis instead of at his charge. The original attack against 
  the charge is then resolved as normal. 
  Changing places with his charge uses all the Hurrianic 
  Aegis’ attacks of opportunity for the round, and his move 
  action for the next round. The Hurrianic Aegis may declare 
  the identity of his charge once per combat as a free action. 
  He may not change that decision for the duration of the 
  encounter.
  Greater Domain Focus (Refuge) (Ex): The Hurrianic 
  Aegis continues to specialize in protective magic, learning 
  to enhance the effectiveness of his divine spells. The 
  Hurrianic Aegis gains Greater Domain Focus (Refuge) as 
  a bonus feat.
  Toughness (Ex): The Hurrianic Aegis must be tough in 
  order to protect those in need to his very last breath. At 2nd 
  level the Hurrianic Aegis gains Toughness as a bonus feat. 
  Improved Toughness (Ex): At 5th and 8th level, the 
  Hurrianic Aegis gains Improved Toughness as a bonus feat.
  Spontaneous Shield Other (Sp): Starting at 3rd level, 
  the Hurrianic Aegis may convert any prepared spell of 2nd 
  level or higher into a shield other spell, just as a cleric can 
  convert any spell into a cure or inflict spell. The Hurrianic 
  Aegis may also ignore the necessary material component 
  (platinum rings) when casting a shield other spell.
  Hurrian’s Wall (Su): The Hurrianic Aegis gains the 
  ability to dissipate damage taken when protecting others. 
  Starting at 4th level, when he suffers hit point damage from 
  Hurricane Aegis  ▪ PRESTIGE CLASSES
  
  222
  any source, he may make a Fortitude save (DC 10 + 1 per hit 
  point of damage taken). If successful, he takes only half the 
  amount of damage (rounded down). The Hurrianic Aegis may 
  do this a number of times per day equal to 3 + his Constitution 
  modifier. This power is treated as an immediate action (since 
  the Aegis can activate it even when it is not his turn) and it 
  can be activated in response to taking damage from either the 
  Hurrian’s Shield class ability or the shield other spell.
  Extra Protection Domain Spell (Ex): Starting at 5th 
  level, the Hurrianic Aegis may prepare an extra domain 
  spell per level, as long as this extra spell is from the 
  Protection domain.
  Mass Shield Other (Sp): Starting at 6th level, whenever 
  the Hurrianic Aegis casts any of the shield other line of 
  spells (shield other, as well as the new versions of this spell 
  in Chapter 8 - Magic), he may choose to affect one extra 
  adjacent creature per every two Hurrianic Aegis levels.  
  Hurrian’s Fortress (Su): Starting at 7th level, the 
  Hurrianic Aegis can become a virtually impenetrable fortress 
  of defense. Once per day per every two Hurrianic Aegis 
  levels, as a free action, the Hurrianic Aegis may forego all 
  attacks in a round to increase his AC by an amount equal to 
  his base attack bonus, up to a maximum equal to his total 
  caster level. In order to use this ability the Hurrianic Aegis 
  must not have made any attacks during the previous round. If 
  the Hurrianic Aegis has already made any attacks in a round, 
  he may still use this ability and forego all actions on his next 
  turn (he may only take a 5-foot step on his next turn). This 
  ability may only be activated on the Aegis’s own turn.
  Quickened Shield Other (Ex): Upon reaching 8th 
  level, the Hurrianic Aegis now casts any shield other spells 
  as a free action, as if affected by the Quicken Spell feat. 
  This applies to either prepared or spontaneous versions of 
  the spell. One spell of 5th level or higher must be sacrificed 
  to power this effect, and domain spell slots can be used to 
  satisfy this requirement. The spells cast using this ability 
  may be affected by other metamagic feats as normal. If a 
  Hurrianic Aegis does not have enough spell slots to power 
  this ability, he may not use this ability at all.
  Mass Shield (Sp): Starting at 9th level, whenever the 
  Hurrianic Aegis casts the shield spell, he may choose to 
  cast the spell as normal, or have the spell affect one extra 
  creature (five-foot space) per every three Hurrianic Aegis 
  levels. All creatures to be affected must be adjacent to the 
  Hurrianic Aegis to benefit from the shield spell. Creatures 
  that take up a space larger than 5 feet count as one creature 
  per every 5 feet of space they take up (thus a horse, which 
  takes up 10 feet, would count as two adjacent creatures). All 
  creatures to be affected by the mass shield must be affected 
  in their entire space, or they do not benefit from the spell. 
  Thus a 6th level Hurrianic Aegis who casts shield to cover 
  himself and two extra creatures (10 feet) could bring his 
  horse under the effects of the shield (since the horse takes 
  up 10 feet, the space equivalent of two creatures) but not 
  any creature taking up 15 feet or more, since such a creature 
  would take up more space than he can affect.
  Hurrian’s Bastion (Su): Upon reaching 10th level, 
  the Hurrianic Aegis becomes a living fortification, able 
  to defend those in his care against almost anything. The 
  Hurrianic Aegis gains damage reduction 5/-.
  Table 6-15: Hurrianic Aegis Advancement
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  AC 
  Bonus
  Spells per Day
  1st
  +0
  +2
  +0
  +0
  Hurrian’s Shield
  +1
  2nd
  +1
  +3
  +0
  +0
  Greater Domain Focus (Refuge), Toughness
  +1
  +1 divine caster level
  3rd
  +2
  +3
  +1
  +1
  Spontaneous Shield Other
  +2
  +1 divine caster level
  4th
  +3
  +4
  +1
  +1
  Hurrian’s Wall
  +2
  +1 divine caster level
  5th
  +3
  +4
  +2
  +2
  Extra Protection Domain Spell, Improved Toughness
  +3
  +1 divine caster level
  6th
  +4
  +5
  +2
  +2
  Mass Shield Other
  +3
  +1 divine caster level
  7th
  +5
  +5
  +3
  +3
  Hurrian’s Fortress
  +4
  +1 divine caster level
  8th
  +6
  +6
  +3
  +3
  Quickened Shield Other, Improved Toughness
  +4
  +1 divine caster level
  9th
  +6
  +6
  +4
  +4
  Mass Shield
  +5
  +1 divine caster level
  10th
  +7
  +7
  +4
  +4
  Hurrian’s Bastion
  +5
  +1 divine caster level
  PRESTIGE CLASSES ▪ Hurricane Aegis
  
  223
  LARISSAN DANCER
  Larissa’s role as goddess of forbidden pleasures and 
  sensuality has always drawn an eclectic number of followers 
  to her; the Larissan Dancers are a perfect example of this. 
  Emerging in the city of Savona as mere entertainers-for-hire 
  within the church hierarchy, the Larissan Dancers slowly 
  developed into a highly-trained order within the church. The 
  order counts both men and women among its membership 
  (though women overwhelmingly outnumber the men). 
  Larissan Dancers use their bodies and movements to express 
  their devoutness to the Mistress of Forbidden Pleasures.
  Larissan Dancers go through a strict and very secret 
  period of training inside the Temple of Larissa in Savona 
  where they not only condition their bodies, but also their 
  spirits and souls, in order to be worthy of receiving Larissa’s 
  gifts. Upon graduation, the Dancers rejoin the fold of the 
  faithful, where they enjoy a special amount of individuality 
  to ply their trade. Larissan Dancers also travel a lot, 
  making appearances at nobles’ houses all over the country 
  (in public or highly-paid private appearances), as part of 
  bardic troupes, or as members of ambassadorial retinues 
  to other lands; there is hardly a place where a good dancer 
  is unwanted, and few (if any) are better than the Larissan 
  Dancer. It is precisely because of this that Larissan Dancers 
  are reputed to be the perfect spies, second only to the famed 
  courtesans of Savona.
  Bards make up all but a handful of Larissan Dancers, 
  this being a natural progression of their abilities. Some 
  Larissan Dancers are multiclassed clerics of Larissa, and 
  others are multiclassed rogues, while a smaller fraction still 
  are either monks or sorcerers. Larissan Dancers joining 
  from the martial or spellcasting classes are almost unheard 
  of. NPC Larissan Dancers are found all over Onara, though 
  by virtue of being their place of origin, the Coryani city of 
  Savona always boasts a higher than normal number of them 
  at any given time. Larissan Dancers like to travel, either for 
  pleasure or business (and to them there is little difference) 
  and they can be found touring the countryside with an 
  adventuring party or a troupe of performers, in any major 
  city, as well as performing in many a noble’s villa.
   
   Requirements:
  To qualify to become a Larissan Dancer, a character 
  must fulfill all the following criteria:
  • 
  Religion: Larissa.
  • 
  Alignment: Any non-lawful.
  • 
  Bluff: 6 ranks. 
  • 
  Diplomacy: 6 ranks.
  • 
  Perform (dance): 10 ranks.
  • 
  Feats: Acrobatic or Agile, Skill Focus (Perform 
  [dance])
  • 
  Special: Must be able to cast cat’s grace, or have 
  either the Charm or Senses domain.
  • 
  Special: Because of the relationship between 
  Cadic and Larissa, Cadican bards may apply to become 
  Larissan Dancers without having to renounce their 
  deity. Cadican bards (followers of Cadic with levels 
  as bard) may become Larissan Dancers by meeting all 
  the above requirements plus the following: Knowledge 
  (religion: Larissa) 4 ranks. In addition, a Larissan 
  Dancer of at least 4th level must sponsor the Cadican 
  bard’s petition to join. Upon attaining the first level as 
  a Larissan Dancer, the Cadican bard must now honor 
  Larissa in equal status as Cadic (in effect worshiping 
  them as a married couple) and must remain in good 
  standing with the church of Larissa in order to advance 
  in levels. A Cadican bard/Larissan Dancer who falls 
  out of favor with the church of Larissa may no longer 
  advance in this prestige class. She regains her ability to 
  advance in level if she atones for her violations (see the 
  atonement spell description), as appropriate.
  Hit Die: d6
  Skill Points at Each Level: 6 + Intelligence modifier.
  Class Skills: The Larissan Dancer’s class skills (and 
  their key ability for each skill) are: Balance (Dex), Bluff 
  (Cha), Concentration (Con), Diplomacy (Cha), Escape 
  Artist (Dex), Gather Information (Cha), Hide (Dex), 
  Knowledge (arcana) (Int), Knowledge (art & architecture) 
  (Int), Knowledge (history) (Int), Knowledge (local) (Int), 
  Knowledge (nobility & royalty), Knowledge (religion) 
  (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 
  Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int), and Tumble (Dex).
  Class Features:
  All of the following are class features of the Larissan 
  Dancer prestige class.
   
  Weapon and Armor Proficiency: Larissan Dancers gain 
  no additional weapon or armor proficiencies. Note that 
  armor check penalties for armor heavier than leather apply 
  to the skills Balance, Climb, Escape Artist, Hide, Jump, 
  Move Silently, Pick Pocket, and Tumble. In addition, armor 
  check penalties for any armor apply to the Perform check of 
  any of the Larissan Dancer’s dances (if any).
   
  Spells: Larissan Dancers continue to advance in spellcasting 
  ability. When a new Larissan Dancer level is acquired, the 
  character gains new spells per day as if she had also gained 
  a level in any spellcasting class she belonged to before she 
  added the prestige class. She does not, however, gain any 
  other benefit a character of that class would have received 
  (such as improved chance of controlling or rebuking undead, 
  metamagic or item creation feats, or bardic knowledge). 
  This essentially means that she adds the level of Larissan 
  Dancer to the level of her other spellcasting class, then 
  determines spells per day and caster level accordingly. If a 
  character had more than one spellcasting class before she 
  became a Larissan Dancer, she must decide to which class 
  she adds her new levels of Larissan Dancer for purposes of 
  determining spells per day. Levels in this class do not stack 
  for the purposes of familiar advancement.
   
  Larissa’s Dance (Ex): The Larissan Dancer learns to create 
  wondrous and magical effects through her dancing. The 
  Larissan Dancer gains the ability to use any of Larissa’s 
  dances once per day per level in the Larissan Dancer 
  prestige class. These dance uses per day may be used to 
  perform the dances unique to this prestige class (see below). 
  Unless otherwise noted, all of Larissa’s dances have an 
  effective duration of Concentration (as long as the Larissan 
  Dancer dances) plus one more round. If a Larissan Dancer 
  is also a bard, she learns to channel her bardic magic 
  through her dances as well as through song.  Dance uses 
  per day stack with bardic music uses per day for purposes 
  of using bardic music. The Larissan Dancer may also use 
  any bardic music effect channeled through dance instead of 
  through song or word as well (without a verbal component). 
  Bardic music uses per day, however, may not be used to 
  perform any of the Larissan Dancer’s special dances. The 
  Larissan Dancer may not combine a bardic music effect 
  with any of Larissa’s dances while one or the other is in 
  effect. The character may fight while dancing, but may not 
  cast spells or activate magic items by spell completion or 
  Larissan Dancer  ▪ PRESTIGE CLASSES
  
  224
  magic word, due to the concentration involved. 
  Larissan Dancers may only use Larissa’s dances 
  when wearing light or no armor, and when carrying 
  a light or medium load. If the Larissan Dancer is 
  wearing medium or heavy armor, or is carrying a 
  medium or heavy load, she may not use any of the 
  Larissan Dancer’s dances, nor use bardic music 
  effects through dance. In addition, Perform checks 
  made for any of the Larissan Dancer’s dances are 
  subject to armor check penalties. 
   
  Dance of Steel (Ex): A 1st level Larissan Dancer 
  with at least 10 ranks in Perform (dance) may 
  perform the Dance of Steel. This dance gives the 
  Larissan Dancer a bonus to her Bluff skill when 
  feinting in combat equal to her Larissan Dancer 
  class level. Additionally, while using this dance, 
  light slashing or piercing weapons gain a +1d4 
  bonus to damage if the opponent is denied their 
  Dexterity bonus. Dance of Steel expends one daily 
  use of Larissa’s Dance.
  Dance of Protection (Ex): A 2nd level 
  Larissan Dancer with at least 11 ranks in Perform 
  (dance) may perform the Dance of Protection. 
  For one round per Larissan Dancer level, if the 
  Larissan Dancer is fighting defensively, her dodge 
  bonus to AC is doubled (to +4). If she is using total 
  defense, her dodge bonus increases to +8 and she 
  may make a Perform (dance) check in place of a 
  Tumble check to avoid attacks of opportunity if she 
  moves through a threatened area. If the Larissan 
  Dancer has the Combat Expertise feat, she gains a +2 dodge 
  bonus to AC for every +1 of base attack bonus subtracted, to 
  a maximum of +10. Dance of Protection expends one daily 
  use of Larissa’s Dance.
  Dance of the Veiled Promise (Su): A 3rd level Larissan 
  Dancer with at least 12 ranks in Perform (dance) may perform 
  the Dance of the Veiled Promise, getting her audience to be 
  better disposed towards her. Performing this dance takes 
  at least 10 rounds and all targets must be able to see the 
  Larissan Dancer for the whole duration. For an hour after 
  performing this dance, she gains a +2 competence bonus to 
  all Charisma-based skill checks against those who witnessed 
  the dance. A Will saving throw (DC equal to the Larissan 
  Dancer’s Perform (dance) skill check) negates the effect. This 
  is a supernatural mind-affecting ability. Dance of the Veiled 
  Promise expends one daily use of Larissa’s Dance.
  Dance of the Entranced Soul (Sp): A 4th level 
  Larissan Dancer with at least 12 ranks in Perform (dance) 
  may perform the Dance of the Entranced Soul. A Larissan 
  Dancer can perform this dance to charm a single target as 
  if under the effects of the spell charm monster cast as a 7th 
  level sorcerer. The target must make a Will save (DC 13 + 
  the Larissan Dancer’s Charisma bonus) to negate the effect. 
  Dance of the Entranced Soul is a spell-like, mind-affecting 
  charm, and expends one daily use of Larissa’s Dance.
  Bardic Dancer (Su): Starting at 5th level, a Larissan 
  Dancer may combine any of Larissa’s dances with bardic 
  music. This permits the Larissan Dancer to use one of 
  her dances (requiring the expenditure of a daily Larissa’s 
  dance use) as well as using her bardic music (requiring the 
  expenditure of a daily bardic music use). For example, a 
  5th-level bard/5th-level Larissan Dancer could perform a 
  Dance of Steel while inspiring courage in her allies. The 
  Table 6-16: Larissan Dancer Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +2
  +0
  Dance of Steel, Larissa’s Dance
  +1 caster level
  2nd
  +1
  +0
  +3
  +0
  Dance of Protection
  +1 caster level
  3rd
  +1
  +1
  +3
  +1
  Dance of the Veiled Promise
  +1 caster level
  4th
  +2
  +1
  +4
  +1
  Dance of the Entranced Soul
  +1 caster level
  5th
  +2
  +2
  +4
  +2
  Bardic Dancer
  +1 caster level
  6th
  +3
  +2
  +5
  +2
  Dance of Portent
  +1 caster level
  7th
  +3
  +3
  +5
  +3
  Dance of the Stone Heart
  +1 caster level
  8th
  +4
  +3
  +6
  +3
  Acclaim of the Masses
  +1 caster level
  9th
  +4
  +4
  +6
  +4
  +1 caster level
  10th
  +5
  +4
  +7
  +4
  Dance of the Stolen Heart
  +1 caster level
  PRESTIGE CLASSES ▪ Larissan Dancer
  
  225
  Larissan Dancer may voluntarily end either her dance or her 
  bardic music effect at any point. The combination of dance 
  and bardic music is incredibly exhausting on the Larissan 
  Dancer, however. Starting on the round after both dance and 
  bardic music are combined, the Larissan Dancer must make 
  a successful Concentration check every round of performance 
  (DC 13 + 1 per subsequent round). The bonus provided by 
  the Endurance feat applies to this Concentration check. If the 
  Larissan Dancer fails a Concentration check, both dance and 
  bardic music end and the Larissan Dancer becomes fatigued. 
  At least an hour of rest is required before she recovers from 
  this fatigue.
  Dance of Portent (Sp): A 6th level Larissan Dancer 
  with at least 13 ranks in Perform (dance) may perform the 
  Dance of Portent. After dancing for at least one minute, the 
  Larissan Dancer spins herself into a trance, losing herself in 
  prophecy. This dance works as per the legend lore spell cast 
  at the Larissan Dancer’s caster level. Once the spell duration 
  ends, the Larissan Dancer is fatigued for a number of rounds 
  equal to 5 – her Con modifier (minimum 1 round). Dance of 
  Portent expends one daily use of Larissa’s Dance.
  Dance of the Stone Heart (Sp): A 7th level Larissan 
  Dancer with at least 15 ranks in Perform (dance) may 
  perform the Dance of the Stone Heart. With this dance the 
  Larissan Dancer can break the enchantments and charms 
  placed by others (regardless of the source). This dance 
  works as per the break enchantment spell, but only for the 
  purposes of breaking any spell with the Charm, Compulsion, 
  or Mind-Affecting descriptors. This dance will not dispel 
  transmutations, curses, or petrification. At 10th level, a 
  Larissan Dancer with 20 or more ranks in Perform (dance) 
  can break a geas or quest. Dance of the Stone Heart expends 
  one daily use of Larissa’s Dance. If used to break a geas or 
  quest, it uses two daily uses of Larissa’s Dance.
  Acclaim of the Masses (Ex): Upon achieving 8th level, 
  the Larissan Dancer has gained such popularity that she 
  draws to herself a loyal following. The Larissan Dancer gains 
  the Leadership feat as a bonus feat. Her followers are a broad 
  variety of slavishly devoted common folk (broken down 
  as follows: 78% commoners, 10% experts, 2% aristocrats, 
  10% warriors) while her cohort is a sworn defender (almost 
  always a love-struck admirer), a Larissan Dancer-in-training, 
  or a cleric or monk of Larissa. If the Larissan Dancer already 
  has the Leadership feat, she now determines her number of 
  followers as if she was two levels higher (her followers must 
  conform to the percentage breakdown listed above). Her 
  cohort is still determined as normal. 
  Dance of the Stolen Heart (Sp): A 10th level Larissan 
  Dancer with at least 20 ranks in Perform (dance) may 
  perform the Dance of the Stolen Heart. With this dance, the 
  Larissan Dancer can transfer control of the enchantments and 
  charms placed by others on one target to her. This works as 
  the Dance of the Stone Heart, but instead of dispelling the 
  spells, they are now treated as if the Larissan Dancer had cast 
  them. Dance of the Stolen Heart expends three daily uses of 
  Larissa’s Dance. If used to take control of a geas or quest, it 
  uses four daily uses of Larissa’s Dance.
  MAN-AT-ARMS
  “I pledge my life, my loyalty, and my strength to the 
  service of my liege lord.  I am his trustworthy Man-at-Arms, 
  and I shall obey his orders and bring honor to his name.”
  - Typical oath of a Man-at-Arms
  Since time forgotten, noblemen have hired bodyguards and 
  champions to do their fighting for them.  Such high-born people 
  only rarely have the skill to defend themselves in combat, and 
  thus they require loyal warriors to make up for this deficiency. 
  However, during the first Coryani-Khitani war, the Coryani first 
  came up against champions that were not merely brutes and 
  mercenaries for hire, but were highly disciplined, unswervingly 
  loyal servants, fiercely dedicated to their liege-lords. Nobles 
  who witnessed such warriors in action were impressed by the 
  utter tenacity and unflagging spirit such men showed, and 
  became determined to have men of that sort serving them.
  Thus the Man-at-Arms was born.  Far more than a simple 
  bodyguard or hired champion, the Man-at-Arms swears a 
  pledge of absolute fealty and loyal service to his sponsor, 
  usually a nobleman with control over some measure of land. 
  This forms a bond of trust between the Man-at-Arms and his 
  patron, who awards his loyal servant with a measure of his 
  authority and resources.  Because a Man-at-Arms normally 
  serves as a bodyguard, there are few adventuring Men-at-
  Arms.  However, occasionally one will be sent adventuring 
  by his liege lord as a representative of his lord’s name, so that 
  fame may be brought to the lord’s estate.
  Requirements: 
  To qualify to become a Man-at-Arms, a character must 
  fulfill all the following criteria:
  • 
  Alignment: Any non-chaotic and non-evil. 
  • 
  Base Attack: +4.
  • 
  Profession (soldier): 6 ranks.
  • 
  Knowledge (nobility and royalty): 4 ranks.
  • 
  Knowledge (history): 4 ranks.
  • 
  Feats: Alertness, Lightning Reflexes.
  • 
  Special: Must swear fealty to a Lord or Noble 
  Sponsor. The Man-at-Arms must swear a Sarishan oath 
  to serve this lord and to defend and protect his lord from 
  harm.  If the character ever leaves the service of his 
  leader, he is not able to advance in this class until he has 
  returned to the service of his sponsor or been released 
  from the bonds of his oath and gained another lord. 
   
  Hit Die: d10
  Skill Points per level:  4 + Intelligence modifier.
  Class Skills:  The Man-at-Arms’s class skills (and 
  the key ability for each skill) are: Climb (Str), Diplomacy 
  (Cha), Jump (Str), Handle Animals (Cha), Intimidate (Cha), 
  Knowledge (geography) (Int), Knowledge (history) (Int), 
  Knowledge (local) (Int), Knowledge (nobility & royalty) 
  (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), 
  Spot (Wis), Swim (Str), and Ride (Dex).
  Class Features:
  All of the following are class features of the Man-at-
  Arms prestige class.
  Weapon and Armor Proficiency:  The Man-at-Arms 
  gains proficiencies in all simple and martial weapons and all 
  armor and shields, including tower shields.
  Respected Authority (Ex):  As an extension of his lord’s 
  will sometimes the Man-at-Arms must defend himself and his 
  master against political and diplomatic weapons. At times the 
  Man-At-Arms  ▪ PRESTIGE CLASSES
  
  226
  Man-at-Arms may find himself operating as the word of 
  his lord. For these instances the Man-at-Arms is trained in 
  some of the finer points of negotiation and eavesdropping. 
  The character gains a +2 competence bonus on Diplomacy, 
  Gather Information, and Sense Motive skill checks.
  Organize (Ex):  The Man-at-Arms becomes adept at 
  organizing small groups of people to perform tasks.  Once 
  per day per 3 class levels, the Man-at-Arms may organize 
  his allies to carry out a particular plan. The Man-at-Arms 
  and his allies must spend at least 1 full minute discussing 
  their plan of action. Once the plan is accepted, the Man-at-
  Arms and his allies gain a bonus while carrying it out. Up 
  to (5 + the Man-at-Arms’s Charisma modifier) characters in 
  addition to the Man-at-Arms himself can gain the benefit 
  of this ability. The Man-at-Arms decides which of the 
  following benefits will be gained as a result of his plan: +1 
  bonus to AC, +1 bonus to attack rolls, +1 bonus to damage 
  rolls, or a +2 bonus on a particular type of saving throw or 
  skill check (which must be specified by the Man-at-Arms). 
  If used outside of combat, then the bonus lasts for 1 hour, or 
  until the plan is successfully carried out (whichever comes 
  first). If used just prior to combat (for example, if the Man-
  at-Arms and his allies huddle outside a door to discuss the 
  best way to kick down the door and deal with the creatures 
  on the other side) then it lasts for a number of rounds equal 
  to (3 + the Man-at-Arms’s Wisdom modifier) once combat 
  begins. 
  Bonus Feat:  At 3rd, 6th, and 9th level the Man-at-Arms 
  gains a bonus feat. These feats must be drawn from the list 
  of fighter bonus feats.
  Faithful Bodyguard (Ex): The Man-at-Arms is skilled 
  in protecting his lord or assigned charge. If the character’s 
  lord is not present then the character may assign an ally to 
  be his charge as a move action. When the Man-at-Arms is 
  within 5 feet of his charge, he may apply his shield bonus, 
  any armor class bonus he gains from the Combat Expertise 
  feat, and the defending properties of any weapon to his 
  charge instead of himself.
  Steady (Ex):  All allies within 30 feet of the Man-at-
  Arms gain a +4 morale bonus on saving throws against fear 
  effects. This ability operates constantly while the Man-at-
  Arms is conscious, but not if he is unconscious or dead. The 
  Man-at-Arms gains a permanent +4 bonus on his saving 
  throws against fear effects and mind-affecting spells. 
  Uncanny Reaction (Ex): at 5th level the Man-at-Arms 
  begins to sharpen his reflexes as well as his mind. The 
  character gains a +1 insight bonus on all Initiative checks. 
  This bonus increases to +2 at 8th level and finally to +3 at 
  10th level. 
  Faithful Servant (Ex): The Man-at-Arms’ loyalty to 
  his sword liege lord has become unshakable. If the Man-
  at-Arms is ever charmed or dominated and asked to do 
  anything that he knows is directly opposed to his lord’s 
  goals or that would bring harm to his lord (whether through 
  action or inaction), the character is immediately granted a 
  new saving throw with a +5 bonus.
  Uncanny Intuition (Ex):  Once per day per Man-
  at-Arms level the character may re-roll any failed Spot or 
  Listen check if failing the check would result in the Man-
  at-Arms being caught by surprise. The character gains a +4 
  circumstance bonus to this re-roll if his lord is also in danger 
  from being surprised.  
  Hero’s Sacrifice (Ex):  The Man-at-Arms, if within 10 
  feet of his lord or charge (see Faithful Bodyguard, above), 
  can react to intercept a critical hit that would have struck his 
  charge. This is an immediate action (since the Man-at-Arms 
  is acting out of turn) and does not change the Man-at-Arms’s 
  Table 6-17: Man-at-Arms Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Respected Authority
  2nd
  +2
  +3
  +0
  +3
  Organize
  3rd
  +3
  +3
  +1
  +3
  Bonus Feat, Faithful Bodyguard
  4th
  +4
  +4
  +1
  +4
  Steady  
  5th
  +5
  +4
  +1
  +4
  Uncanny Reaction +1
  6th
  +6
  +5
  +2
  +5
  Bonus Feat, Faithful Servant
  7th
  +7
  +5
  +2
  +5
  Uncanny Intuition 
  8th
  +8
  +6
  +2
  +6
  Uncanny Reaction +2
  9th
  +9
  +6
  +3
  +6
  Bonus Feat 
  10th
  +10
  +7
  +3
  +7
  Hero’s Sacrifice, Uncanny Reaction +3
  PRESTIGE CLASSES ▪ Man-At-Arms
  
  227
  position in the initiative order. The Man-at-Arms suffers the 
  full damage from the attack instead of his charge, and he 
  trades places with his charge. Any movement necessary to 
  accomplish this does not provoke attacks of opportunity. 
  The charge is moved to any adjacent square of the Man-at-
  Arms’s choice. On her next action, and for that action only, 
  the Man-at-Arms’s charge gains a +4 bonus on any attack 
  and damage rolls she makes against the opponent whose 
  critical hit was taked by the Man-at-Arms on her behalf. If 
  the Man-at-Arms dies from the critical hit, then his charge 
  gains a +4 bonus on all attack and damage rolls against all 
  opponents for the remainder of the encounter.
  MASTER OF THE HOUNDS
  “And it was then that the noblemen cried, “Release the 
  hounds,” and lo, the baying of the hounds was heard, and 
  led by their Masters they threw themselves upon the ranks 
  of their foes, the dogs about the legs, crippling the enemy 
  soldiers which fell to noble halberds.”
  - Excerpt from “Defenders of Milandir, a History”
  While the nobles of the various nations of Onara 
  disagree on many things, they almost universally share 
  a passion for one thing: the hounds.  Regarded as noble 
  companions and faithful comrades, hunting dogs are a 
  staple around noble estates.  For most this is simply a social 
  hobby.  But for a few, their hound becomes much more:  A 
  companion, a friend, a brother in all things.  These nobles 
  share a deep bond with these animals, often treating them 
  better than they do themselves, or their families.  As this 
  bond strengthens and grows, the Master of the Hounds gains 
  an almost preternatural understanding of his canine cohort’s 
  abilities, and so long as the two of them are together, they 
  make a formidable foe indeed.
  Requirements: 
  To qualify to become a Master of the Hounds, a 
  character must fulfill all the following criteria:
  • 
  Base Attack: +5.
  • 
  Handle Animal: 5 ranks. 
  • 
  Knowledge (nobility and royalty): 3 ranks.
  • 
  Survival: 3 ranks.
  • 
  Feats: Gentry, Track.
  • 
  Special: The character must either own a dog or 
  wolf that he has taught at least one trick to or have a 
  canine animal companion gained by virtue of a class 
  ability. The character must then spend one month (32 
  days) strengthening his bond with his animal.  
   
  Hit Die: d8
  Skill Points per level:  4 + Intelligence modifier.
  Class Skills: The Master of the Hounds has the 
  following class skills (with the key ability for each skill): 
  Climb (Str), Concentration (Con), Diplomacy (Cha), Handle 
  Animal (Cha), Heal (Int), Jump (Str), Knowledge (nature) 
  (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), 
  Profession (Wis), Ride (Dex), Search (Wis), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), Swim (Str), and Use Rope 
  (Dex).  
  Class Features:
  All of the following are class features of the Master of 
  the Hounds prestige class.
  Weapon and Armor Proficiency: The Master of the 
  Hounds gains no additional weapon or armor proficiencies.
  Spells:  The Master of the Hounds can cast a small 
  number of spells.  His spells are based on Wisdom, so casting 
  any given spell requires a Wisdom score of at least 10 + the 
  spell’s level.  The DC for saving throws against these spells 
  is 10 + the spell level + the Master of the Hounds’s Wisdom 
  modifier.  When the table indicates that the Master of the 
  Hounds is entitled to 0 spells of a given level (such as 0 1st-
  level spells at 1st level), he gets only the bonus spells that 
  his Wisdom score would allow.  The Master of the Hounds 
  prepares and casts spells as a druid does, though he must 
  choose them from his designated spell list. Unlike a druid, a 
  Master of the Hounds may not lose a prepared spell to cast 
  a summon nature’s ally spell in its place.
  Master of the Hounds Spell List:
  1st level: calm animals, charm animal, command, cure 
  light wounds, jump, longstrider, mage armor, magic fang, 
  summon nature’s ally I (canines only).
  2nd level: aid, bear’s endurance, bull’s strength, cure 
  moderate wounds, daze monster, heroism, hold animal, 
  summon nature’s ally II (canines only).
  3rd level: blink, deep slumber, dominate animal, greater 
  magic fang, haste, summon nature’s ally III (canines only).
  4th level: animal growth, charm monster, cure serious 
  wounds, freedom of movement, mage’s faithful hound, 
  summon nature’s ally IV (canines only).
  Hound Companion (Ex):  The Master of the Hounds 
  gains a dog or wolf (wolfhound) animal companion, which 
  is treated exactly as the druid class ability.  Any prior animal 
  companion that is not a canine is lost. Levels of druid 
  and ranger stack with levels of this class for purposes of 
  determining the Master of the Hounds’s animal companion’s 
  advancement and special abilities. See Core Rulebook I for 
  details on advancing animal companions.
  Wild Empathy, Canines (Ex):  The Master of the 
  Hounds gains Wild Empathy (with canines only) as per the 
  druid ability. 
  Status (Ex):  The Master of the Hounds is admired in 
  the circles of nobility.  The Master of the Hounds gains a +2 
  circumstance bonus on any Charisma related check when 
  dealing with other nobles or characters with the Gentry feat.  
  In addition, the Master of the Hounds receives the High 
  lifestyle for free when adventuring in his home region.
  Head of the Pack (Ex):  The Master of the Hounds is 
  adept at giving quick commands.  Once per round during 
  combat, if his animal companion is within five feet of 
  him and is hit, he may attempt to negate the hit.  The hit 
  is negated if his Handle Animal check is greater than the 
  opponent’s attack roll.  (This ability otherwise functions 
  identically to the Mounted Combat feat. See Core Rulebook 
  I for details on this feat and negating attacks.)
  Empathic Link (Su): Beginning at 3rd level, the Master 
  of the Hounds has an empathic link with his canine animal 
  companion. The link extends out to a distance of up to 1 mile. 
  The master cannot see through the companion’s eyes, but the 
  pair can communicate empathically. Because of the nature 
  of the link, only general emotional content (such as fear, 
  hunger, happiness, curiosity) can be communicated. Note 
  that the low Intelligence of the Master’s companion limits 
  what the creature is able to communicate or understand, 
  and that canines see the world differently from humans, so 
  misunderstandings are always possible.
  Master of the Hounds  ▪ PRESTIGE CLASSES
  
  228
  Augment Summoning: Canines Only (Su): The Master 
  of the Hounds gains the benefits of the Augment Summoning 
  feat, but only when summoning canine creatures.
   
  Hamstring (Ex):  The Master and his animal companion 
  have learned how to fight together and coordinate their 
  attacks to strike foes where it hurts.   When the Master of 
  the Hounds and his animal companion are flanking with each 
  other, they both gain a 1d6 sneak attack.  This increases to 
  2d6 at 10th level.  The Master and the Hound only gain this 
  ability when flanking with each other, not when flanking with 
  other creatures.   
  Unwavering Devotion (Ex): The bond between hound 
  and master becomes even stronger. The animal companion 
  gains a +5 bonus on all Will saves against enchantment spells 
  and effects. This +5 bonus stacks with the +4 bonus provided 
  by the animal companion ability Devotion (see Core Rulebook 
  I). 
  Superior Breed (Ex):  Through proper feeding and 
  exercise, the Master’s animal companion has become a breed 
  superior to any other.  The Master may add a +2 to any one 
  of his animal companion’s physical stats.  
  Pack Tactics (Ex):  The Master of the Hound has 
  become so attuned with canines that he has mastered their 
  tactics.  When flanking with any creature, the Master of the 
  Hound gains a +4 bonus to hit instead of the normal +2. 
  When the Master is flanking with his animal companion, the 
  animal companion also gains a +4 bonus to hit instead of the 
  normal +2 bonus.
  Lone Wolf (Ex): If for any reason either the Master of 
  the Hounds or his animal companion are reduced below 0 hit 
  points in combat, the surviving member gains the effects of 
  the Diehard feat as well as a +4 bonus to all attack and damage 
  rolls for the duration of the combat or until the downed 
  member regains consciousness (whichever comes first).
  Shared Senses (Sp): The Master of the Hounds has 
  reached the ultimate bond with his companion.  He may now 
  scry on his animal companion once per day, as if cast by a 
  cleric of 10th level. 
  MILANDISIAN CANTON
  “A Canton was riding a fine summer day, when he spied 
  twenty ruffians a-blocking his way, he said move along for 
  this would not be right, t’would take twenty more to have a 
  fair fight”
  - Milandisian drinking song
   
  Milandir, unlike Coryan, does not maintain massive 
  legions of professional soldiers.  It does have its elite 
  knights, but these are only a fraction of the force needed to 
  protect such a nation.  When faced with military necessity, 
  Milandisians turn to their own citizens, only rarely nobles 
  or knights. Instead, their craftsmen, tradesmen, farmers, 
  and professionals are called up to serve as cantons while 
  continuing their livelihoods. Every canton is trained in 
  the halberd and the heavy crossbow, and although units 
  rarely show the tight discipline of a Coryani Legion, they 
  nevertheless show extraordinary spirit and resolve, for these 
  are men in defense of their homes and loved ones.  Within 
  these forces of makeshift soldiers, there occasionally arises 
  one who has the natural talent to become a military leader, 
  with an instinctual knowledge of tactics and command.  
  These individuals normally rise to lead the cantons within a 
  small town, or a group of them within a larger town, and they 
  are represented by this prestige class.
  Requirements: 
  To qualify as a Milandisian Canton, a character must 
  fulfill all the following criteria:
  • 
  Citizenship: Milandir.
  • 
  Base Attack: +2.
  • 
  Craft or Profession (any): 5 ranks.
  • 
  Feats: Conscript.
  • 
  Special: Sum of mental ability bonuses (Intelligence, 
  Wisdom, and Charisma) must be zero or higher, without 
  magical assistance of devices/items. 
  Hit Die: d10
  Skill Points:  2 + Intelligence modifier.
  Class Skills: The Milandisian Canton’s class skills (and 
  the key ability for each skill) are: Climb (Str), Craft (Int), 
  Diplomacy (Cha), Knowledge (history) (Int), Knowledge 
  (nobility and royalty) (Int), Heal (Wis), Jump (Str), Profession 
  (Wis), Swim (Str), and Survival (Wis).
  Table 6-18: Master of the Hounds Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1
  2
  3
  4
  1st
  +1
  +2
  +0
  +2
  Hound Companion, Wild Empathy (Canines), Status
  0
  2nd
  +2
  +3
  +0
  +3
  Head of the Pack 
  1
  3rd
  +3
  +3
  +1
  +3
  Empathic Link
  1
  0
  4th
  +4
  +4
  +1
  +4
  Augment Summoning (Canines Only)
  2
  1
  5th
  +5
  +4
  +2
  +4
  Hamstring +1d6
  2
  1
  0
  6th
  +6
  +5
  +2
  +5
  Unwavering Devotion 
  3
  2
  1
  7th
  +7
  +5
  +3
  +5
  Superior Breed
  3
  2
  1
  0
  8th
  +8
  +6
  +3
  +6
  Pack Tactics
  4
  3
  2
  1
  9th
  +9
  +6
  +4
  +6
  Lone Wolf
  4
  3
  2
  2
  10th
  +10
  +7
  +4
  +7
  Shared Senses, Hamstring +2d6
  4
  4
  3
  2
  PRESTIGE CLASSES ▪ Milandisian Canton
  
  229
  Class Features:
  All of the following are class features of the Milandisian 
  Canton prestige class.
  Weapon and Armor Proficiency: The Milandisian 
  Canton does not gain any additional armor or weapon 
  proficiencies.
  Bonus Feats: Milandisian Canton bonus feats are 
  chosen from the list of feats with the Military designation, 
  as well as the following: Weapon Focus (halberd), Weapon 
  Focus (heavy crossbow), Combat Reflexes, Rapid Reload, 
  Weapon Specialization (halberd), Weapon Specialization 
  (heavy crossbow), Great Fortitude, Iron Will, and Lightning 
  Reflexes. The Canton must meet the prerequisites for any 
  bonus feat he chooses, with the exception that he may 
  choose Weapon Specialization (halberd or heavy crossbow) 
  as long as his total Base Attack Bonus is at least +5 even if 
  he does not have four levels of fighter.
   
  Defensive Line (Ex): When allies are flanking the 
  Canton (i.e. in a line formation), he can use their 
  presence to aid his own defense.  Both allies must 
  be able to threaten at least one of the Canton’s 
  opponents for the Canton to receive a +1, +2 
  or +3 competence bonus to AC (depending 
  on Canton level).
   
  Always Set (Ex): The Canton gains 
  the bonus feat Meet the Charge even if 
  the Canton does not meet all the feat’s 
  prerequisites. 
   
  Line Defense (Ex): When flanked by 
  allies (i.e. in a line formation) and the 
  Canton chooses to aid another for purposes of 
  increasing Armor Class, instead of aiding just one 
  of his flanking allies with +2 AC, the Canton may 
  aid both allies flanking him (giving each one a +2 to 
  AC). If the character has any class feature or feat (such 
  as Brothers in Arms) that increases this bonus, it would 
  apply to this ability.
   
  Counter Charge (Ex): When using a halberd, when 
  the Canton takes an attack of opportunity provoked by a 
  charging opponent (through the use of the feat Meet the 
  Charge), the canton is considered to have set his weapon 
  to receive the charge, thus dealing double damage upon a 
  successful attack. This ability may only be used for the first 
  such attack of opportunity the Canton makes in any given 
  round. 
   
  Line Attack (Ex): When flanked by allies (i.e. in a line 
  formation) and the Canton chooses to aid another for 
  purposes of increasing his ally’s chance to hit, instead of 
  aiding one of his flanking allies with +2 to hit, the Canton 
  may aid both allies flanking him (giving each one a +2 to 
  hit).
   
  Rapid Set (Ex): The Canton is experienced in getting his 
  halberd back into the set position. At 10th level, every attack 
  of opportunity that he makes against a charging opponent 
  is treated as if his halberd had been set to receive a charge 
  (thus dealing double damage).
  Table 6-19: Milandisian Canton Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Bonus Feat, Defensive Line +1
  2nd
  +2
  +3
  +0
  +0
  Always Set
  3rd
  +3
  +3
  +1
  +1
  Line Defense
  4th
  +4
  +4
  +1
  +1
  Bonus Feat
  5th
  +5
  +4
  +2
  +2
  Defensive Line +2
  6th
  +6
  +5
  +2
  +2
  Counter Charge
  7th
  +7
  +5
  +3
  +3
  Line Attack
  8th
  +8
  +6
  +3
  +3
  Bonus Feat
  9th
  +9
  +6
  +4
  +4
  Defensive Line +3
  10th
  +10
  +7
  +4
  +4
  Rapid Set
  Milandisian Canton  ▪ PRESTIGE CLASSES
  
  230
  MYRMIDON
  “Here’s an idea.  You plan strategy.  I’ll kill the enemy 
  and be back before you’re done.”
   - Zaphithas val’Virdan
  Across Onara, thousands fight and die for their leaders, 
  causes, and beliefs.  For every person who falls in combat 
  there is always another ready to take his place.  Many 
  would-be warriors are only simple militiamen, having only 
  the barest training and equipment.  Others are professional 
  fighters who have made a full career as a soldier and come 
  from such organized units as the famed Coryani Legions. 
  Such highly dedicated units often make or break the fates of 
  the leaders who field them. The Myrmidon is something else 
  again. More than just a veteran campaigner, he is in many 
  ways the ultimate expression of heavy infantry. 
  Able to crush lesser foes aside, Myrmidons seek out 
  and eliminate the most formidable opponents in any given 
  battle.  Each Myrmidon is unique in his weapon choice and 
  habits, but all are the same in their lifelong dedication to 
  melee combat.  They always strive to better themselves and 
  their skills with deadly weapons.  Even a small number of 
  Myrmidons can make or break a battle with their prowess in 
  combat, either devastating enemy lines or defending small 
  territories. Fortunate are the commanders who have these 
  mighty warriors on their payroll or pledged to their service.
  Unsurprisingly, most Myrmidons usually come from 
  the ranks of fighters, though barbarians, paladins, and 
  psychic warriors are equally effective.  A fell group of 
  Myrmidon/Blackguards are reported to take the field for 
  their dark masters.  Few other classes combine the weapon 
  and armor training needed to take this prestige class.
  Requirements: 
  To qualify to become a Myrmidon, a character must 
  fulfill all the following criteria:
  Base Attack: +5.
  Feats: Armor Proficiency (Medium), Cleave, Dodge, 
  Iron Will, Power Attack, Weapon Focus (any melee weapon).
  Special: Must be proficient with all martial melee 
  weapons
  Hit Die: d10
  Skill Points per level:  2 + Intelligence modifier.
  Class Skills:  The Myrmidon’s class skills (with the 
  key ability for each skill) are: Climb (Str), Craft (Int), 
  Examine Martial Technique (Wis), Handle Animal (Cha), 
  Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride 
  (Dex), Swim (Str). 
  Class Features:
  All of the following are class features of the Myrmidon 
  prestige class.
  Weapon and Armor Proficiency: The Myrmidon is 
  proficient with all simple and martial weapons and all types 
  of armor and shields (except tower shields).
  Great Cleave (Ex): Myrmidons are accustomed to 
  hacking their way through wave after wave of their foes. 
  Upon becoming a Myrmidon, a character gains the Great 
  Cleave feat as a bonus feat.
   
  Aggressive Negotiations (Ex): A Myrmidon all but radiates 
  a sense that he is armed, skilled, and has seen more than 
  his fair share of violence.  The character gains Aggressive 
  Negotiations as a bonus feat.
  Heedless Assault (Ex): A Myrmidon is willing to put 
  himself at great risk if it means incapacitating or killing his 
  foe. The character gains Heedless Assault as a bonus feat.
   
  Dedicated Training (Ex): A Myrmidon of 3rd level or higher 
  has ingrained his or her combat skills to a subconscious level 
  and is subsequently harder to influence in battle.  When in 
  melee combat a Myrmidon gains a +1 morale bonus against 
  magical effects with the “mind-affecting” subtype.  The 
  Myrmidon receives a +2 morale bonus against all fear 
  effects while in combat.  The bonus increases to +2 (+4) at 
  6th level and +3 (+6) at 9th level.
  Relentless (Ex): A Myrmidon begins to shrug 
  off wounds that would fell most men. At 4th level the 
  Myrmidon gains damage reduction of 1/-.  At 8th level the 
  Myrmidon’s damage reduction increases to 2/-. This DR 
  stacks with similar abilities granted by other classes (such 
  as barbarian).
  True Cleaving (Ex): Once per day per class level, 
  but no more then once a round, a Myrmidon of 5th level 
  or higher may take a single five-foot step to reach a new 
  target after dispatching a foe.  He may take this free step 
  either before or after he makes use of his Cleave feat. This 
  free step does not count as movement for any purpose.  For 
  example, a Myrmidon using the full attack option could 
  take a five-foot step in order to engage his opponents and 
  still utilize this ability if he drops an opponent and has the 
  opportunity to take a five-foot step and Cleave.
  Table 6-20: Myrmidon Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Great Cleave
  2nd
  +2
  +3
  +0
  +0
  Aggressive Negotiations, Heedless Assault
  3rd
  +3
  +3
  +1
  +1
  Dedicated Training +1/+2
  4th
  +4
  +4
  +1
  +1
  Relentless 1/-
  5th
  +5
  +4
  +2
  +2
  True Cleaving
  6th
  +6
  +5
  +2
  +2
  Dedicated Training +2/+4
  7th
  +7
  +5
  +3
  +3
  Armor Optimization
  8th
  +8
  +6
  +3
  +3
  Relentless 2/-
  9th
  +9
  +6
  +4
  +4
  Dedicated Training +3/+6
  10th
  +10
  +7
  +4
  +4
  Trail of Bodies
  PRESTIGE CLASSES ▪ Myrmidon
  
  231
  Armor Optimization (Ex): A Myrmidon of 7th level 
  or higher becomes so familiar with the strengths and 
  weaknesses of various types of armor that by adjusting his 
  stance and defensive work, he effectively raises the armor 
  bonus of any suit of armor he is wearing by 1 point. He 
  may also ignore up to 2 points of armor check penalty. This 
  bonus does not physically alter the armor in any way, and 
  it is not counted as an enhancement bonus (so it stacks). 
  Whenever the Myrmidon loses his Dexterity bonus to AC, 
  he loses the benefit of his Armor Optimization as well.
   
  Trail of Bodies (Ex): When using the full attack action, 
  a 10th-level Myrmidon may include a single move (the total 
  distance moved may not exceed his normal, unenhanced 
  base speed). This movement may be mixed in between 
  his iterative attacks. He may also split this movement up 
  between normal attacks and bonus attacks from Cleave or 
  Great Cleave as he sees fit. If he moves, he must move 
  at least 5 feet, and he may not move more than 10 feet in 
  between any pair of attacks. 
  For example, if the Myrmidon’s normal, unenhanced 
  base speed is 20 feet per round and he gets three iterative 
  attacks when using the full attack action, he may move up 
  to 10 feet after his first attack and up to 10 feet more after 
  his second attack. Or, he could have moved only 5 feet after 
  his second attack and he would then be able to again move 
  5 feet after his third attack. Alternatively, if he drops a foe 
  with his first attack, he may move up to 10 feat and Cleave, 
  then resume with his second iterative attack. After his 
  second attack, he still has 10 feet of movement remaining, 
  which he can use now or save for movement following his 
  third attack.
  All movement performed in this fashion is considered 
  normal movement, even if the distance moved at any one 
  time is only five feet, and the Myrmidon does provoke 
  attacks of opportunity for moving through threatened 
  squares.
  OBSIDIAN SNIPER
  The senator drops to the ground, with an arrow embedded 
  in his neck. For the first time the Cadre of the Unfaltering 
  Light is in disarray. They have taken all precautions to form 
  a protective ring around the senator and travel through a 
  sparsely populated marketplace. The legionnaires are trained 
  to spot signs of danger. There is no way for an assailant to get 
  near the senator without raising an alarm. But the senator lies 
  dead without any signs of warning.
  “Round up everyone in the marketplace! The assassin 
  must not be far from here.” The Centurion shouts. But deep 
  inside he knew it was fruitless. The arrow just suddenly 
  appeared in the senator’s neck, without any indication of 
  where it came from. The accuracy of the shot suggests that 
  the assassin must be nearby. But under physical and magical 
  scrutiny, the legionnaires have yet to locate any archers in 
  the marketplace.
  Across the marketplace in a stable, the Obsidian Sniper 
  unstrings his short bow and disappears into the streets 
  before the Centurion realizes what happened and barks his 
  command.
  While many assassins use their skills to strike at their 
  targets up close, Obsidian Snipers strike at their targets from 
  a distance. An Obsidian Sniper is patient, careful, quiet, and 
  deadly accurate. She is a stealthy, long-range assassin whose 
  arrows sail accurately to the victim’s vital spots. Those who 
  worship Cadic join this Order of Obsidian Snipers. Although 
  an Obsidian Sniper can use any projectile weapons to deadly 
  effect, most prefer the shortbow, being Cadic’s favored 
  weapon. There are rumors of Altherian snipers who have 
  been initiated into the order, and who make their kills using 
  special silenced flintlocks.
  Requirements:
  To qualify as an Obsidian Sniper, a character must 
  fulfill the following criteria:
  • 
  Hide: 8 ranks.
  • 
  Move Silently: 8 ranks.
  • 
  Spot: 8 ranks.
  • 
  Feats: Far Shot, Point Blank Shot, Precise Shot.
  • 
  Special: +2d6 Sneak Attack
  Hit Die: d6
  Skill Points at Each Level: 4 + Intelligence modifier.
  Class Skills: The Obsidian Sniper’s class skills (and 
  the key ability for each skill) are Balance (Dex), Black 
  Market (Wis), Bluff (Cha), Climb (Str), Craft (Int), Disable 
  Device (Int), Disguise (Cha), Escape Artist (Dex), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), 
  Perform (Cha), Search (Int), Sense Motive (Wis), Spot 
  (Wis), Slight of Hand (Dex), Swim (Str), Tumble (Dex), Use 
  Magic Device (Cha), and Use Rope (Dex).
  Class Features
  The following are class features of the Obsidian Sniper 
  prestige class.
  Weapon and Armor Proficiency: Obsidian Snipers 
  gain no weapon or armor proficiencies. All weapon-related 
  abilities of this prestige class apply only to projectile ranged 
  weapons with which the character is proficient.
  Obsidian Sniper  ▪ PRESTIGE CLASSES
  
  232
  Deadly Accuracy (Ex): The Obsidian Sniper is trained 
  to strike a stationary target with deadly accuracy from a 
  distance. The sniper applies bonus damage due to accuracy, 
  such as damage from the Point Blank Shot feat and sneak 
  attack damage, to her attacks if the target is within the deadly 
  accuracy range. The Obsidian Sniper also deals an additional 
  +1d6 points of damage per attack if the target is within the 
  deadly accuracy range, regardless of whether her attack is a 
  sneak attack or not. Sneak attack damage still only applies 
  when the target is denied its Dexterity bonus to AC.
  The Obsidian Sniper needs to spend one round to 
  acquire the target before she can use her deadly accuracy 
  ability. Acquiring the target is a full-round action (which 
  provokes attacks of opportunity). If the either the target or 
  the Obsidian Sniper moves more than 5 feet in any round, 
  the sniper must reacquire the target, again spending a full-
  round action to do so.
  Ranged Sneak Attack (Ex): Any time the Obsidian 
  Sniper’s target would be denied his Dexterity bonus to 
  AC (regardless of whether he has a Dexterity bonus), the 
  Obsidian Sniper’s ranged sneak attack deals extra damage. 
  The extra damage is +1d6 at 1st level, and +1d6 every three 
  levels after. In every other way, treat this ability as a rogue’s 
  sneak attack. The bonus dice of damage from this ability 
  stack with other sneak attack abilities the character might 
  have from other classes.
  Cadic’s Strike (Sp): Starting at 2nd level, as a swift  
  action, the Obsidian Sniper can call upon Cadic to enchant 
  a single shot to become the perfect assassination tool. The 
  ammunition is treated as if under an invisibility spell. The 
  ammunition becomes visible once it hits a target. At 5th 
  level, the ammunition is treated as if under the effect of a 
  silence spell; its area of effect is limited to the immediate 
  space around the ammunition. The ammunition remains 
  silent when it is fired and strikes a target. At 9th level, the 
  ammunition is treated as if under the effect of a greater 
  invisibility spell. The ammunition remains invisible even 
  when it strikes a target. These spell effects are treated as if 
  cast by a sorcerer of the Obsidian Sniper’s class level. This 
  ability is usable once per day every two Obsidian Sniper 
  levels (e.g. once at 2nd, twice at 4th, etc).  When using 
  the greater invisibility power of the Cadic’s Strike ability 
  to snipe at a foe from a concealed position, the Obsidian 
  Sniper does not take the normal -20 penalty to his Hide 
  check unless the target has some specific means to pinpoint 
  the source of the attack (such as the ability to see invisible 
  objects).
  Poison Use (Ex): At 3rd level, an Obsidian Sniper can 
  use poison without any chance of accidentally poisoning 
  herself.  Good-aligned Obsidian Snipers should only use 
  poison upon truly evil foes.
  Quick Aim (Ex): Acquiring a target for the Deadly 
  Accuracy ability now requires only a move-equivalent 
  action. However, the Obsidian Sniper still needs to reacquire 
  her target if either the target or the Obsidian Sniper moves 
  more than 5 feet in any round.
  Lethal Aim (Ex): A 9th level the Obsidian Sniper gains 
  the Deadly Aim feat while using her shortbow as a bonus 
  feat, even through the Obsidian Sniper may not have the 
  normal prerequisites for these feats.
  Unshakeable Aim (Ex): At 10th level the Obsidian 
  Sniper has mastered her art. Acquiring a target for the 
  Deadly Accuracy ability is a free action. In addition, the 
  Obsidian Sniper can maintain her target even if the Obsidian 
  Sniper or the target moves more than 5 feet in a round. The 
  Obsidian Sniper may not change her target more than once 
  in a single round, however. 
  ONARAN TEMPLAR
  “The Voei raids become worse every day.  It has been 
  decided that this outpost will be abandoned, but first we 
  must make sure the relics, all holy in nature, make it to 
  the shrine of Illiir.  I do not fool myself.  The Voei know we 
  will be taking our chance soon.  They will be ready.  But I 
  and my brothers will stand tall, and meet force with force. 
  Though I die, the priests and the relics will make it to safety, 
  and I know Illiir will welcome me into his paradise with 
  open arms.  All praise Illiir, who controls all.  All praise 
  Saluwe’, who gives life.  All praise Neroth, who takes life 
  away.  All praise Beltine, who will see my spirit safe to 
  paradise.  Amen.”
  - Last Journal Entry of Templar Michaeus val’Assante
   
  There are times when the Mother Church’s 
  interests cannot be protected with mere diplomacy and 
  prayer.  There are times when holy conflict must be waged 
  to ensure that the faith of Onara does not suffer.  In these 
  times the Mother Church turns to its own order of warriors, 
  the Onaran Templars.  These are fighters who have been 
  raised in the Mother Church, who have been taught the 
  Table 6-21: Obsidian Sniper Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  Deadly Accuracy 40’, Ranged Sneak Attack +1d6
  2nd
  +1
  +0
  +3
  +0
  Deadly Accuracy 50’, Cadic’s Strike
  3rd
  +2
  +1
  +3
  +1
  Deadly Accuracy 60’, Poison Use 
  4th
  +3
  +1
  +4
  +1
  Deadly Accuracy 70’, Ranged Sneak Attack +2d6
  5th
  +3
  +2
  +4
  +2
  Deadly Accuracy 80’, Cadic’s Strike (Silenced)
  6th
  +4
  +2
  +5
  +2
  Deadly Accuracy 90’, Quick Aim
  7th
  +5
  +3
  +5
  +3
  Deadly Accuracy 100’, Ranged Sneak Attack +3d6 
  8th
  +6
  +3
  +6
  +3
  Deadly Accuracy 110’, Cadic’s Strike (Greater)
  9th
  +6
  +4
  +6
  +4
  Deadly Accuracy 120’, Lethal Aim
  10th
  +7
  +4
  +7
  +4
  Ranged Sneak Attack +4d6, Unshakeable Aim
  PRESTIGE CLASSES ▪ Onaran Templar
  
  233
  tenets of faith even as they have been taught the best ways to 
  dispatch the faithless.  They are strong in body and skill, yes, 
  but their true strength lies in their devotion to the Gods.  The 
  Templar is faithful and unswerving in his loyalty, and though 
  an Onaran Templar is not given to mindless violence as many 
  fighters are, to face one in battle is a fearful thing.
  Requirements: 
  To qualify to become an Onaran Templar, a character must 
  fulfill all the following criteria:
  • 
  Base Attack: +5.
  • 
  Knowledge (religion): 4 ranks.
  • 
  Feats: Iron Will, Church Education, and proficiency 
  in deity’s chosen weapon.
   
  Hit Die: d10
  Skill Points per level:   2 + Intelligence modifier.
  Class Skills: The Templar’s class skills (with the key 
  ability for each skill) are: Climb (Str), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Jump 
  (Str), Knowledge (history) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft 
  (Int), and Swim (Str). 
  Class Features:
  All of the following are class features of the Onaran 
  Templar prestige class.
  Weapon and Armor Proficiency: The Onaran Templar 
  is well trained as a temple guardian and as agent of the church 
  and as a result has proficiency with all types of armor and 
  shields (including tower shields) as well as all simple and 
  martial melee weapons.
  Spells per Day: An Onaran Templar learns to cast a small 
  number of divine spells. To use a spell, the Onaran Templar 
  must have a Wisdom score of at least 10 + the spell level. The 
  DC for saving throws to resist a Templar’s spells is 10 + the 
  spell’s level + the Templar’s Wisdom modifier. The Templar’s 
  number of spells per day is shown on the advancement table. 
  When the table indicates that the Templar gets 0 spells per day 
  of a given spell level, he gains only the bonus spells he would 
  be entitled to based on his Wisdom score for that spell level. A 
  Templar prepares and casts spells the way a cleric does, though 
  he cannot lose a prepared spell to cast a cure spell in its place. A 
  Templar may prepare and cast any spell on the Onaran Templar 
  spell list (below), provided that he can cast spells of that level, 
  but he must choose which spells to prepare during his daily 
  meditation. A Templar’s caster level for the spells that he casts 
  is equal to his class level.
  Onaran Templar Spell List:
  1st level: bless, bless weapon, cure light wounds, divine 
  favor, lesser restoration, magic weapon
  2nd level: aid, bull’s strength, bear’s endurance, cat’s grace 
  3rd level: cure moderate wounds, dispel magic, greater 
  magic weapon, prayer
  4th level: Beltine’s blessed strike†, death ward, divine 
  smite†, restoration, sword of faith†
  † - Indicates a new spell found in Chapter 8 - Magic of this book.
  Relentless (Ex): A Templar begins to shrug off wounds 
  that would fell a lesser warrior. At 1st level, the Templar gains 
  damage reduction 1/-. At 5th level the Templar’s damage 
  reduction increases to 2/-. This DR stacks with similar abilities 
  granted by other classes (such as barbarian).
  Religious Fury (Ex): Starting at 2nd level, once per day 
  the Templar may send himself into a religious fury, during 
  which the Templar gains a +2 divine bonus to Strength and 
  Constitution for a number of rounds equal 3 plus his Charisma 
  modifier.  At 6th level the Templar gains an additional use of 
  Religious Fury per day. 
  Strength of the Spirit (Ex): The Templar is immune to fear 
  (magical or otherwise), as well as gaining a +4 divine bonus on 
  saves to resist all ability and level-drain effects (including spells 
  that deal ability damage or inflict negative levels).
  Unshakable Dogma (Ex): The Templar’s faith is 
  unshakable and he cannot be dissuaded that his faith is the 
  correct one. Any attempt to do so by any means, mundane 
  or magical, will automatically fail. If the Templar is ever 
  the subject of a charm or compulsion effect and asked to do 
  anything opposed to his faith or opposed to the will of the 
  Mother Church, he is immediately granted a new saving throw 
  with a +10 divine bonus.
  War Domain:  At 4th level the Templar gains access to 
  the War Domain, even if it is not one of the domains normally 
  granted by his God.
  Weapon Specialization: At 7th level, the Onaran Templar 
  gains Weapon Specialization in his god’s chosen weapon, even 
  if he does not meet the prerequisites.
   
  Zealot (Su): His fanatical devotion to his church or sect 
  gives the Templar the faith and the will to continue when others 
  may falter. The Templar gains the Diehard feat, as well as the 
  Fast Healing 1 special quality.
  Table 6-22: Onaran Templar Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  +0
  +0
  Relentless 1/-
  1
  -
  -
  -
  2nd
  +2
  +3
  +0
  +0
  Religious Fury 1/day
  1
  0
  -
  -
  3rd
  +3
  +3
  +1
  +1
  Strength of the Spirit
  1
  1
  -
  -
  4th
  +4
  +4
  +1
  +1
  Unshakable dogma, War Domain
  1
  1
  0
  -
  5th
  +5
  +4
  +2
  +2
  Relentless 2/-
  2
  1
  1
  -
  6th
  +6
  +5
  +2
  +2
  Religious Fury 2/day
  2
  2
  1
  0
  7th
  +7
  +5
  +3
  +3
  Weapon Specialization 
  3
  2
  1
  1
  8th
  +8
  +6
  +3
  +3
  3
  3
  2
  2
  9th
  +9
  +6
  +4
  +4
  Zealot 
  4
  3
  2
  2
  10th
  +10
  +7
  +4
  +4
  Voice of the Gods 
  4
  4
  2
  2
  Onaran Templar  ▪ PRESTIGE CLASSES
  
  234
  Voice of the Gods (Sp):  Through intense study and 
  devotion, the Templar begins to delve into the true power 
  of scripture and the holy lore of his order. Once per day, as 
  a standard action, the Templar may speak with the Voice of 
  the Gods. He chooses which of his alignment components 
  (Chaos, Evil, Good, or Law) he will use for this ability, which 
  is treated as a divine word using the chosen component. For 
  example, a lawful good Templar could use either word of 
  law or word of good, while a neutral evil templar could use 
  only word of evil. (See Chapter 8 - Magic for information 
  on spells that are based on the caster’s alignment descriptor.) 
  Unlike most spell-like abilities, the Templar utilizes both his 
  mind and his force of personality, so the DC for the saving 
  throw against this spell-like ability is equal to 17 plus both 
  the Templar’s Wisdom and Charisma modifiers.  
  ORDER OF THE STILL HEART 
  “What?  Oh yes, I do worship Neroth.  Oh no, no, I’m 
  not dead yet.  I will be soon, I suppose.  I really have to die, 
  if I want to advance to the next circle of my order.  Oh, don’t 
  mind me.  After all, against the grand scheme of eternity, you 
  won’t be discomforted by life much longer either, will you?”
  - Havic val’Mordane, Order of the Still Heart
  Within the church of Neroth there is an Order, not 
  even spoken of outside of Canceri, and even then only in 
  whispers, known to outsiders as the Order of the Still Heart. 
  To those within, they call it the Blessed Path of Neroth.  To 
  most Nerothians, Neroth’s gift is to be sought after, and 
  treasured if it is given. To these ambitious people, however, 
  unlife is not a gift to be given, but a secret to be discovered, 
  and taken. Once a willing soul is taken through the rituals to 
  begin this process, there is no stopping it – he will become 
  an undead creature, dying and rising again.
  This transformation is not without price, however.  To 
  steal the gifts of the gods is not for the faint, or virtuous, 
  of heart.  It is a known fact that nearly all members of the 
  Order of the Still Heart become hopelessly twisted and evil 
  upon their rebirth.  If one seeks to avoid this fate, he must 
  be of unusually stout mind and strong will.  Even if he 
  manages to maintain his virtue, he will inevitably find the 
  cares of life slowly slipping into the uncaring void of unlife.  
  He will also be repulsive to those around him, an object of 
  fear and horror; and he will find them repulsive as well, for 
  he will see them as nothing more than pathetic, mewling 
  weaklings, clad in sacks of flesh and blood. Members of the 
  Order laugh at this, and say that there is no price too great 
  to follow the Blessed Path of Neroth.
  Requirements:
  To qualify to walk the Blessed Path of Neroth, a 
  character must fulfill all the following criteria:
  • 
  Religion: Must worship Neroth.
  • 
  Base Attack: +4.
  • 
  Concentration: 8 ranks.
  • 
  Knowledge (religion): 8 ranks.
  • 
  Feats: Iron Will
  • 
  Special: Must be a member in good 
  standing of the Order and must pass the tests and 
  perform the necromantic rituals necessary to gain 
  admittance into the prestige class.
   
  Hit Die: d8
  Skill Points:  4 + Intelligence modifier.
  Class Skills: The Order of the Still Heart’s class skills 
  (and the key ability for each skill) are Concentration, Craft 
  (any), Diplomacy, Heal, Knowledge (arcana), Knowledge 
  (history), Knowledge (the planes), Knowledge (religion), 
  Profession (any), and Spellcraft.
  Class Features
  The following are class features of the Order of the 
  Still Heart prestige class.
  Weapon and Armor Proficiency: A member of the 
  Order of the Still Heart gains no additional weapon or armor 
  proficiencies. 
  Spells per Day: A member of the Order of the Still 
  Heart continues to advance in his psionic or spellcasting 
  abilities, if he possessed any prior to taking this prestige 
  class, but this advancement slows as the soul departs from 
  the body. At every level, except 1st 4th and 7th, the character 
  gains one caster or manifester level, which he may apply to 
  any other psionic or spellcasting class he has. The character 
  does not,  however, gain any other benefit a character of 
  that class would have gained (such as improved chance of 
  controlling or rebuking undead, metamagic or item creation 
  feats, and so on). If a character had more than one psionic or 
  spellcasting class before he became a member of the order, 
  he must decide to which class he adds each new level for 
  purposes of determining powers or spells per day when she 
  adds the new level. If the character did not possess levels in 
  any psionic or spellcasting class before joining the prestige 
  class, then he gains no benefit from this class feature.
  The Path Taken: Once a character starts down the 
  path of the Order of the Still Heart, there is no turning back. 
  The character may not take levels in any other class, and 
  must advance in this prestige class until he reaches 10th level 
  TABLE 6-23: ORDER OF THE STILL HEART
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells / Powers
  1st
  +0
  +2
  +0
  +2
  The Path Taken (-2 Con), Morbidity, Toughness
  2nd
  +1
  +3
  +0
  +3
  The Path Taken (-5 ft. move), Lure of Darkness, Tireless
  +1 level of existing class
  3rd
  +2
  +3
  +1
  +3
  The Path Taken (-2 Con),  
  My Kin Feed Elsewhere, Improved Toughness
  +1 level of existing class
  4th
  +3
  +4
  +1
  +4
  The Path Taken (-5 ft. move), Fast Healing
  5th
  +3
  +4
  +1
  +4
  Daughter of Death, Improved Toughness
  +1 level of existing class
  6th
  +4
  +5
  +2
  +5
  Death and Rebirth
  +1 level of existing class
  7th
  +5
  +5
  +2
  +5
  8th
  +6
  +6
  +2
  +6
  Improved Toughness
  +1 level of existing class
  9th
  +6
  +6
  +3
  +6
  +1 level of existing class
  10th
  +7
  +7
  +3
  +7
  Angel of Death, Improved Toughness
  +1 level of existing class
  PRESTIGE CLASSES ▪ Order of the Still Heart
  
  235
  and masters his new undead form (or achieves final death in 
  trying). At the indicated levels on the advancement chart, he 
  loses some of the characteristics of his mortal form, preparing 
  him for his eventual transformation. At 1st and 3rd level, he 
  loses 2 points from his Constitution score. At 2nd level and 4th 
  level he loses five feet from his base movement rate.
  Morbidity (Su): Members of the Order of the Still Heart 
  radiate an aura of death. Any living creature who approaches 
  within 30’ of the character suffers a -1 morale penalty on all 
  saves against fear effects. When dealing with living creatures, 
  a member of the Order suffers a -5 penalty on all Diplomacy 
  checks, but enjoys a +5 bonus on all Intimidate checks. 
  Val’Mordane are immune to these effects.
  Lure of Darkness (Su): Beginning at 2nd level and 
  every level thereafter, the character must resist the draw of 
  the darkness of his soul (Will save, DC 10 + his level in this 
  prestige class). If the save fails, the character’s alignment 
  moves one step closer to Neutral Evil. This roll is made 
  each time the character gains a level in The Order of the 
  Still Heart. The first roll is made at a +2 bonus, and if failed 
  it has no effect, simply serving as a warning of the horrors 
  to come. Each roll failed thereafter moves the character one 
  “step” towards Neutral Evil. At first he loses his Chaotic 
  or Lawful nature, and then the rest of his alignment slips 
  towards Evil. An atonement spell cast by a member of the 
  Order who has gained the Angel of Death ability (see below) 
  grants the character an additional saving throw to return to 
  his previous alignment. Usually, the casting of this spell must 
  be accompanied with some great act of service on behalf of 
  the Order, such as a quest to recover a powerful Nerothian 
  artifact.
  Tireless (Ex): You have become as tireless and relentless 
  as the dead. Your vigil never ends and your gaze shall never 
  again succumb to the call of sleep.  From 2nd level on you 
  need not rest.  Spellcasting PCs only need to meditate for four 
  uninterrupted hours before preparing spells each morning. 
   
  My Kin Feed Elsewhere (Su): The character gains 
  immunity to all level and ability draining effects of any 
  undead creature.
  Fast Healing (Ex): At 4th level the character gains the 
  Fast Healing special quality. He recovers 2 hit points per 
  round, provided that he is not within an area of positive 
  energy (such as the area of a consecrate or hallow spell).
  Daughter of Death (Su):  At 5th level the character 
  finds his body has become resistant to the healing powers of 
  positive energy. He gains spell resistance equal to 10 plus his 
  class level against all cure / mass cure spells and the heal / 
  mass heal spell. The character may not suppress this SR by 
  any means. 
  Death and Rebirth: When the character reaches enough 
  experience to gain 6th level in the Order, he dies (but does not 
  lose a level). This death cannot be stopped short of a wish or 
  miracle.  If the character does circumvent this death in some 
  fashion, he may not progress any further in this or any other 
  class. Assuming the character allows his death to overtake 
  him, the next morning, after the warming rays of Illiir 
  illuminate his corpse, the true blessing of Neroth takes hold. 
  The character rises as a free-willed undead. His type changes 
  to Undead and he gains all of the undead characteristics 
  (see Core Rulebook III for the characteristics of this type). 
  He loses the characteristics of his original type. He gains 
  Light Sensitivity, suffering a -1 penalty on all attacks, saving 
  throws, and skill checks when within an area of bright light. 
  He regains the movement rate he lost previously (returning 
  him to his original base movement rate) and he no longer has 
  a Constitution score. 
  Upon becoming undead, a member of the Order of the 
  Still Heart gains all the features of the Undead type and 
  loses the features of his previous type (which is generally 
  Humanoid, in which case there’s not very much to lose). The 
  character’s Hit Dice change to d12s, but do not recalculate his 
  base attack bonus or base saving throw bonuses. Members of 
  the Order of the Still Heart gain their undead powers from 
  negative energy, not from positive energy; they are treated as 
  any other negative-energy-based undead for most purposes. 
  See the Appendix for a list of common traits that are shared 
  by undead player characters in Arcanis, including members 
  of the Order of the Still Heart who have passed through their 
  death and rebirth.
  The Light Sensitivity that members of the Order suffer 
  from after their transformation into undead does not mean that 
  they are “particularly vulnerable to sunlight” for purposes of 
  spells and effects (such as searing light) whose effects are 
  increased against such creatures.
  Having undead in the party can pose some interesting 
  problems for other party members. Remember that abilities 
  that affect undead (such as clerical turning) do not distinguish 
  between “allies” and “enemies.” It is entirely possible for an 
  undead PC to be turned or rebuked by another PC if he is 
  within range.
  Improved Toughness (Ex): At 5th, 8th, and 10th level, 
  the character gains Improved Toughness as a bonus feat.
  Angel of Death (Su): At 10th level, the character has 
  truly become the Blessed of Neroth. He has braved the path 
  of the still heart and stayed true where others faltered. He no 
  longer feels the pull of darkness upon his intellect, as he has 
  achieved a state of inner peace. This has fortified his body 
  and given him the greatest gift of all. The character gains 
  damage reduction 10/magic, and gains Turn Resistance +4. 
  He receives a +5 bonus on all saving throws against spells 
  that use or manipulate positive energy. His undead apotheosis 
  is now complete.
  ORDER OF THE
  THUNDERING STORM 
  “My Lord Hurrian, first I pray thee to deliver me from 
  battle, for I do not wish blood on my hands.  And if blood be 
  on my hands, I pray thee let it be to the wounding, and not to 
  the death.  And if it be to the death, I pray thee let an innocent 
  be saved by the shedding.  And if an innocent not be saved, I 
  pray that it be my blood shed, instead of another.”
  - Daily prayer of the Order of the Thundering Storm
  Many warriors honor Hurrian, and seek to walk the 
  way of the reluctant warrior, but few have the conviction 
  to fully embrace the way of the Storm Lord.  For those few 
  who awaken every day with devotion to Hurrian first on their 
  mind, there lies the path of the Storm Knight, an ordained 
  warrior of The Noble Champion.  The Storm Knight learns 
  first the value of defense, and that combat should be avoided 
  unless there are innocents that need defending.  The Knight 
  then continues his training, until he is a paragon of defense, 
  able to stand alone and face off against a horde of enemies, 
  his longsword flashing like lightning itself in the ultimate 
  tribute to Hurrian’s might.
  Order of theThundering Storm  ▪ PRESTIGE CLASSES
  
  236
  Requirements:
  To qualify to become member of the Order of the 
  Thundering Storm, a character must fulfill all the following 
  criteria:
  • 
  Religion: Hurrian. 
  • 
  Base Will Save: +6.
  • 
  Knowledge (religion): 5 ranks.
  • 
  Feats: Combat Expertise, Dodge, Spring Attack, 
  Weapon Focus (longsword), Whirlwind Attack.
  Hit Die: d10
  Skill Points at Each Level: 2 + Intelligence modifier.
  Class Skills: The Order of the Thundering Storm’s 
  class skills (and their key ability for each skill) are: Craft 
  (Int), Diplomacy (Cha), Handle Animals (Cha), Intimidate 
  (Cha), Knowledge (religion) (Int), Ride (Dex), and Tumble 
  (Dex).
   
  Class Features:
  All of the following are class features of the Order of 
  the Thundering Storm prestige class.
  Weapons and Armor Proficiency:  The Knight gains 
  no new weapon or armor proficiencies.
  The Reluctant Warrior (Su):  The Storm Knight 
  is first taught the art of defense, for one can frustrate an 
  opponent intent upon battle by refusing to provide a target. 
  When fighting defensively, the character gains an additional 
  +2 AC bonus, and while using the total defense action, the 
  Knight gains an additional +4 AC bonus.
  Lay on Hands (Su):  As a defender of the helpless, 
  Hurrian grants his ordained warriors the ability to heal 
  those who have been wounded. This works exactly like the 
  paladin ability, and levels in this prestige class stack with 
  paladin levels to determine the amount of damage that the 
  character can heal in a day.  
  Way of the Wind (Ex):  The Knight learns to move 
  with the wind, learning to shift with even the most forceful 
  blow.  The Knight gains an additional +1 dodge bonus to his 
  AC when he uses his Dodge feat.
  Force of the Storm (Su):  The character can call upon 
  the power of the storm to deliver a devastating blow against 
  an opponent. As a full-round action, the character can deliver 
  a forceful blow, making a single melee attack at his highest 
  base attack bonus. If the attack hits, it deals an additional 
  +2d8 points of damage, and this bonus damage is multiplied 
  if a critical hit is scored.  The Knight can perform this ability 
  once per day at 4th level, and 2 times per day at 8th level.
  The Tempest (Ex): The Knight has learned to move 
  like the fury of the storm when driven to battle.  He may 
  now use the Whirlwind Attack feat as a standard action 
  when using a longsword.
  Sword Mastery (Ex):  With hard work and long 
  hours, the character gains mastery with the longsword.  The 
  character gains a +1 bonus to all attack rolls when using a 
  longsword. This bonus stacks with everything.
  Eye of the Storm Lord (Su):  The fury of the Reluctant 
  Warrior unleashed is a force to be feared by any enemy.  At 
  7th level, the Knight begins to display some of the fury of 
  the Storm Lord, bringing to his eyes the intensity of the 
  tempest, leaving enemies to realize that they have awoken a 
  slumbering storm. As a move action, the Knight can focus 
  his gaze upon one enemy, who must make a Will save (DC 
  10 plus the Knight’s class level plus the Knight’s Charisma 
  modifier) or become shaken (see Core Rulebook I) for the 
  remainder of the combat.  
  Table 6-24: Order of the Thundering Storm Advancement 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  The Reluctant Warrior
  2nd
  +2
  +3
  +0
  +3
  Lay on Hands
  3rd
  +3
  +3
  +1
  +3
  Way of the Wind
  4th
  +4
  +4
  +1
  +4
  Force of the Storm (1/day)
  5th
  +5
  +4
  +2
  +4
  The Tempest
  6th
  +6
  +5
  +2
  +5
  Sword Mastery
  7th
  +7
  +5
  +3
  +5
  Eye of the Storm Lord
  8th
  +8
  +6
  +3
  +6
  Force of the Storm (2/day)
  9th
  +9
  +6
  +4
  +6
  Fury of the Storm Lord
  10th
  +10
  +7
  +4
  +7
  Storm’s Fury
  PRESTIGE CLASSES ▪ Order of the Thundering Storm
  
  237
  Fury of the Storm Lord (Sp):  At 9th level, Hurrian 
  grants the ordained Knight the ability to call upon the power 
  of the Storm Lord to strike his enemies.  Once per week, the 
  Knight can use the spell call lightning with a caster level 
  equal to his character level.  Once activated, the character 
  can call upon a bolt of lightning as a move action each 
  round.
  Storm’s Fury (Ex):  The Knight learns to incorporate 
  movement into the deadly dance of the whirlwind.  When 
  using the Whirlwind Attack feat and wielding a longsword, 
  the Knight is considered to have five feet of additional 
  reach with his longsword, allowing him to attack opponents 
  further away with the Whirlwind Attack.  This can be done 
  a number of times per day equal to the Knight’s Constitution 
  modifier.
  PISTOLEER 
  Life is cheap in Freeport. A man’s life could be had for 
  pouch of gold. The half-orc Slaver that charged the docks 
  had his pay, and his target. Thick orcish muscles bulged out 
  like a taunt jib halyard as he charged the Altherian Privateer 
  Captain, swinging a heavy spiked chain overhead.
  The Altherian flashed a death dealing grin as the thug 
  came closer to him, just shy of the spiked chain’s reach. 
  Unbuttoning his long sea-blue coat, he revealed twin bracers 
  of flintlocks set in bandoliers on his chest. “Only a lubber 
  brings a chain to a gunfight.”
  Like a flash the pistols were out, and the Altherian’s 
  thumbs caressed and cocked the hammers in a smooth, well 
  rehearsed motion. Momentary thunder, and twin clouds of 
  smoke formed from the spitting Kolter Dragons. One shot 
  took the slaver in the heart, the other shooting off vitals 
  below the belt. Quick as lightning, the Kolters dropped to 
  the dock and a pair of small Privateer pistols slid out of wrist 
  sheaths, to spit fire in unison and send twin balls of lead into 
  the chest of the falling half-orc. All within six seconds.
  Requirements: 
  To qualify to become a Pistoleer, a character must 
  fulfill all the following criteria:
  • 
  Base Attack: +5.
  • 
  Concentration: 5 ranks.
  • 
  Craft (flintlocks): 5 ranks.
  • 
  Feats: Exotic Weapon Proficiency (flintlock 
  pistol), Point Blank Shot, Two-Weapon Fighting, 
  Weapon Focus (flintlock pistol).
   
  Hit Die: d8
  Skill Points:  2 + Intelligence modifier.
  Class Skills: The Pistoleer’s class skills (and the key 
  ability for each skill) are: Balance (Dex), Climb (Str), Craft 
  (flintlocks) (Int), Intimidate (Cha),  Jump (Str), Listen 
  (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), 
  Spot (Wis), Swim (Str), and Tumble (Dex).
  Class Features:
  All of the following are class features of the Pistoleer 
  prestige class.
  Weapon and Armor Proficiency: The Pistoleer is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (but not tower shields).
  Two-Handed Quickdraw (Ex): At first level the 
  Pistoleer gains the ability to draw two pistols, one with each 
  hand, as a free action.
  Focused Training (Ex): At 2nd level the Pistoleer gains 
  Weapon Specialization (flintlock pistol) and Combat Firing 
  (pistols only) as bonus feats even through she may not meet 
  all the normal prerequisites.
  Steady Hands (Ex): At 3rd level, when firing a pistol, 
  the Pistoleer ignores penalties incurred from movement and 
  uneven terrain, (e.g. firing when mounted, firing on uneven 
  ground).
  Lightning Hands (Ex): At 3rd level the Pistoleer may 
  discard a pistol and draw another pistol as a free action. In 
  addition the Pistoleer may draw an equipped pistol from 
  another friendly character within reach as a free action, 
  Table 6-25: Pistoleer Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Two-Handed Quickdraw
  2nd
  +2
  +0
  +3
  +0
  Focused Training
  3rd
  +3
  +1
  +3
  +1
  Lightning Hands, Steady Hand
  4th
  +4
  +1
  +4
  +1
  Dead Shot
  5th
  +5
  +2
  +4
  +2
  Fire Reflexively
  Pistoleer  ▪ PRESTIGE CLASSES
  
  238
  though this does draw an attack of opportunity from any 
  adjacent enemies. The Pistoleer may not draw a pistol being 
  wielded or a pistol she is unaware of. 
        
  Dead Shot (Ex): At 4th level, once per round, the 
  Pistoleer may declare an attack with a flintlock pistol that he 
  makes against a flat-footed opponent as a Dead Shot. If the 
  attack hits, it deals double damage (exactly as a lance does 
  when used during a charge). 
  If the attack is a confirmed critical hit, then instead 
  of dealing double damage, the net effect is that the critical 
  multiplier is increased by 1 (for example, a x3 multiplier 
  would increase to x4). This is not an actual increase to the 
  weapon’s base critical multiplier; it is a result of applying 
  the standard rules for “doubled doublings.”
  Fire Reflexively (Ex): At 5th level, while armed with 
  a pistol, a Pistoleer may always fire first at the beginning of 
  combat if she so desires (unless faced by another Pistoleer). 
  She is still considered flat-footed (unless a class ability or 
  spell provides otherwise) until her normal initiative comes 
  up, and she can take no other actions other than firing one or 
  more pistols. When firing reflexively, the Pistoleer can only 
  get off one shot per point of Dexterity bonus (provided she 
  has a sufficient number of ready and available pistols). Any 
  pistol to be used in conjunction with this ability must be able 
  to be retrieved by a free, immediate or swift action.
  ROYAL MARINE OF MILANDIR
  “Their ships are faster, they’re powered by demons, 
  they have more protective spells to ward them than anything 
  else on the seas.  But once you get on their deck, they’re all 
  just a bunch of unarmored old fools.  And that, my boy, is 
  why Ymandragore will never invade Milandir by sea.” 
  - Royal Marine Janth val’Tensen
  With the constant threat of the Sorcerer King of 
  Ymandragore hovering just off shore, the nation of Milandir 
  requires a powerful navy to keep its shores safe from 
  incursion.  Yet Milandir does not have the ship-building 
  potential of Entaris or Altheria, nor the powerful mages 
  used by the fleet of Ymandragore.  So Milandir developed 
  the Royal Marines.  Royal Marines are daring soldiers, who 
  cross over to enemy ships in dangerous boarding operations. 
  They are skilled in fighting hand-to-hand, where the well-
  trained Milandisian troops have a clear advantage.  Wielding 
  their tridents and trained to move quickly and strike with 
  force, the Royal Marines are the finest defense against 
  attacks from the sea, and along with the Knight Defenders 
  of Milandir hold the most prestige in the Kingdom.
  Requirements: 
  To qualify to become a Royal Marine, a character must 
  fulfill all the following criteria:
  • 
  Alignment: Any lawful.
  • 
  Nation: Milandir.
  • 
  Base Attack: +7.
  • 
  Diplomacy: 4 ranks. 
  • 
  Swim: 8 ranks.
  • 
  Feats: Armor Proficiency (Heavy), 
  Improved Bull Rush, Iron Will, Weapon 
  Proficiency (trident). 
  • 
  Special: Must be an officer in the Royal 
  Navy.
   
  Hit Die: d10
  Skill Points per level:  2 + Intelligence modifier.
  Class Skills:  The Royal Marine’s class skills (and the 
  key ability for each skill) are Balance (Dex), Climb (Str), 
  Diplomacy (Cha), Jump (Str), Knowledge (local) (Int), 
  Knowledge (geography) (Int), Profession (any) (Wis), Swim 
  (Str), and Use Rope (Dex).
  Class Features:
  All of the following are class features of the Royal 
  Marine prestige class.
  Weapon and Armor Proficiency: The Royal Marine 
  is proficient with all simple and martial weapons, and with 
  all types of armor and shields (but not with tower shields).
  Table 6-26: Royal Marine Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Distinction +2, Weapon Focus (Trident)
  2nd
  +2
  +3
  +0
  +0
  Shake Off Armor, Superior Bull Rush
  3rd
  +3
  +3
  +1
  +1
  Pillar of Courage
  4th
  +4
  +4
  +1
  +1
  Armor Mobility, Distinction +3
  5th
  +5
  +4
  +2
  +2
  Martyr’s Heart, Weapon Specialization (Trident)
  PRESTIGE CLASSES ▪ Royal Marine of Milandir
  
  239
  Distinction (Ex): The Royal Marines are Milandir’s 
  most renowned and dedicated soldiers. At 1st level the 
  Marine receives a +2 circumstance bonus to all Charisma-
  based skills when dealing with any citizen of Milandir. This 
  bonus increases to +3 at 4th level. The Royal Marine suffers 
  an equal penalty to all Charisma-based skills when dealing 
  with any citizen of Ymandragore.
  Weapon Focus (Trident): Royal Marines gain the 
  Weapon Focus feat with the trident, their traditional weapon, 
  at 1st level.
  Shake off Armor (Ex): Most observers feel that the 
  Royal Marines’ heavy armor is a death sentence if their 
  ship should sink, but it is not a sentence that the Marines 
  willingly accept. Beginning at 2nd level, the Royal Marine 
  can remove their armor in half the normal time (rounded 
  down). If the character is willing to destroy his armor in 
  the process (by cutting through straps, etc.), he can remove 
  it in one-quarter of the normal time (rounded down).  The 
  minimum time required to remove armor is one round (six 
  seconds).
  Superior Bull Rush (Ex): At 2nd level and above, 
  the Royal Marine receives a +4 competence bonus to the 
  opposed Strength checks made as part of a bull rush. The 
  Marines specialize in boarding actions, and are constantly 
  drilled in the techniques to cross and clear boarding planks 
  efficiently.
  Pillar of Courage (Su): All allies of the Royal Marine 
  gain a +4 morale bonus on saves versus fear effects when 
  within 10 feet of a Royal Marine of 3rd level or higher. 
  If the Marine is held, unconscious or otherwise rendered 
  helpless, his allies lose this bonus. This is a supernatural, 
  mind-affecting ability.
  Armor Mobility (Ex): Beginning at 4th level, the 
  Royal Marine treats all armor as though it were one class 
  lighter for purposes of movement rate only (including run 
  speed). Royal Marines also ignore one-half the armor check 
  penalty (rounded down) of any armor with which they are 
  proficient. 
  Martyr’s Heart (Ex): A Royal Marine will sacrifice 
  anything to accomplish his country’s goals, even his own 
  life. At 5th level, the Royal Marine gains Diehard as a bonus 
  feat.  
  Weapon Specialization (Trident): The Royal Marine 
  gains the Weapon Specialization feat with the trident at 5th 
  level.
  SARISHAN BINDER
  “Do you dare to bargain with me?  Let me tell you 
  something, little whelp.  I sit here as gatekeeper only 
  because this mark on my forehead was placed by someone 
  far more powerful than YOU.  One day, even that shall not 
  hold me, and on that day his blood shall spill into the earth 
  by my hands.  And then, little whelp, I will hunt down each 
  and every one who has dared insult me as I guard this gate, 
  beginning with your ugly hide!”
  - E’kin’uzz, bound demon, guardian of the Library of 
  Tombs
  All Sarishans have at least some knowledge of Infernals 
  and binding techniques.  Some train in it, learning well the 
  way of the demon-binder.  But some of the Sarishan clergy 
  specialize in it, making it their goal and passion.  These 
  powerful priests are the Sarishan Binders.  The fiends of 
  the blackest pits of evil are toys to these men and women, 
  toys to be bound up and made to serve their whims.  But it 
  is a dangerous game that the Binders play, marking demons 
  with their personal sigils.  For if a demon ever shakes off his 
  bindings, it will be free to do as it wishes, and these wishes 
  almost always begin with the death of the one impudent 
  enough to try and place those bindings in the first place.
   
  Requirements: 
  To qualify to become a Sarishan Binder, a character 
  must fulfill all the following criteria:
  • 
  Alignment: Any lawful. 
  • 
  Religion: Must worship Sarish.
  • 
  Knowledge (the planes): 13 ranks. 
  • 
  Knowledge (religion): 13 ranks. 
  • 
  Feats: Alien Understanding, Cast Out the 
  Damned.
  • 
  Special: Must be able to cast dismissal.
  Hit Die: d8
  Skill points at each level:  4 + Intelligence modifier.
  Class Skills: The Sarishan Binder’s class skills (and 
  the key ability for each skill) are Concentration (Con), Craft 
  (Alchemy) (Int), Diplomacy (Cha), Heal (Wis), Knowledge 
  (arcana) (Int), Knowledge (local) (Int), Knowledge (the 
  planes) (Int), Knowledge (religion) (Int), Profession (Wis) 
  and Spellcraft (Int). 
  Class Features:
  All of the following are class features of the Sarishan 
  Binder prestige class.
  Weapon and Armor Proﬁciency: Sarishan Binders 
  gain no additional weapon or armor proﬁciencies.
  Spells per Day: Sarishan Binders continue to advance 
  in spellcasting ability. Every level the Sarishan Binder 
  gains new spells per day as if he had also gained a level 
  in any spellcasting class he belonged to before he added 
  the prestige class. He does not, however, gain any other 
  benefit a character of that class would have received (such 
  as improved chance of controlling or rebuking undead, 
  metamagic or item creation feats, or bardic knowledge). 
  This essentially means that he adds the level of Sarishan 
  Binder to the level of his other spellcasting class, then 
  determines spells per day and caster level accordingly. If 
  a character had more than one spellcasting class before he 
  became a Sarishan Binder, he must decide to which class 
  he adds his new levels of Sarishan Binder for purposes of 
  determining spells per day. Levels in this class do not stack 
  for the purposes of familiar advancement. 
  Sarishan Binder  ▪ PRESTIGE CLASSES
  
  240
  Focused Turning (Su): Starting at 1st level, the Sarishan 
  Binder gains the ability to turn or rebuke Infernals as a cleric 
  turns or rebukes undead, regardless of alignment restrictions. 
  Levels in the Sarishan Binder class stack with cleric (or 
  appropriate class) levels in order to determine turning or 
  rebuking ability. A Sarishan Binder may still turn or rebuke 
  undead or creatures other than Infernals if prior classes grant 
  him the ability, but he only uses his cleric (or appropriate 
  class) levels for these checks. If a Sarishan Binder gains 
  further turning attempts per day (Extra Turning feat, etc.) 
  after becoming a Sarishan Binder, these extra turning attempts 
  apply only to Infernals. Extra turning attempts per day gained 
  prior to becoming a Sarishan Binder are unaffected by this and 
  may be used as the character sees fit.
  Binding Domain
  Granted Power:  You cast all Binding domain spells at 
  +1 Caster level
  1. Protection from Evil 
  2. Magic Circle against Evil 
  3. Dimensional Anchor
  4. Lesser Planar Binding
  5. Summon Thy Own (Lesser)
  6. Planar Binding 
  7. Summon Thy Own
  8. Binding
  9. Summon Thy Own (Greater)
  Prestige Domain: Upon becoming a Sarishan Binder 
  the character gains the Binding prestige domain.  An arcane 
  caster gains the granted power and adds the domain spells 
  to his class spell list. (He must still scribe them into his spell 
  book or select them as his known spells following the usual 
  rules for his class, however.) An arcane caster does not gain an 
  additional domain spell slot per day.
  The Sigil of Sarish (Su): Starting at 2nd level, a Sarishan 
  Binder may ‘mark’ an Infernal with the Sigil of Sarish. 
  Marking an Infernal is a risky and lengthy proposition that 
  takes three full rounds to accomplish. To mark an Infernal the 
  Sarishan Binder and the Infernal must be within 10 feet of 
  each other with absolutely nothing in between them. No other 
  creature may assist or be within 30 feet of the Infernal or the 
  Sarishan Binder during the ritual. 
  To successfully mark an Infernal the Sarishan Binder and 
  the Infernal enter into a contest of wills. Both the Sarishan 
  Binder and the Infernal make an opposed Will save, with the 
  Sarishan Binder adding his Charisma modifier (if positive) and 
  the Infernal adding either his Strength or Charisma modifier 
  (whichever is greater). The Alien Understanding feat does 
  affect this saving throw. Marking an Infernal is seen as a rite of 
  passage amongst the Sarishan priests.  As the priest progresses 
  in levels, he attempts to bind higher-powered Infernals to 
  his service.  This task does not come without its risks.  The 
  Sarishan Binder may cast as many preparation spells as he 
  would like prior to summoning the Infernal with lesser planar 
  binding.  The Infernal may be summoned anywhere within the 
  range of the spell but can only be marked once the priest and 
  the Infernal are within 10 feet of each other.  
  The Sigil of Sarish
  The Sigil of Sarish can take many forms and shapes, 
  though it always incorporates either the glyph or name of 
  Sarish in arcane runes, along with some sort of identification 
  for the creature who placed the mark. All Sarishan Binders (as 
  well as high-level clerics and arcanists) have signature runes 
  that are used as part of the Mark. 
  Sarishan Binders may only mark unmarked Infernals. 
  If an Infernal has been marked by another Sarishan Binder, 
  or any other creature capable of using the Sigil of Sarish, the 
  Sarishan Binder may not mark that Infernal, though he may 
  still affect it with anything else in his arsenal. In order to see a 
  mark on an Infernal, any Sarishan must succeed at both a Spot 
  check (DC 15) and Knowledge (religion) check (DC 15).
  Sarishan marks are, in a way, like truenames—one can only 
  identify them after having encountered them once before.
  If someone interferes with the Sarishan Binder in his 
  task of marking the Infernal, then the Infernal automatically 
  succeeds on the opposed Will save and presumably attacks the 
  Sarishan Binder. 
  If the Sarishan Binder successfully defeats the Infernal 
  on the opposed Will save, then the Infernal is marked upon 
  the brow (or equivalent area for Infernals that lack a brow) 
  with a Sigil of Sarish personalized for the Sarishan Binder. 
  A marked Infernal no longer receives saving throws or spell 
  resistance checks versus spells from the Binding domain 
  cast by the Sarishan Binder who marked the Infernal. If the 
  Infernal succeeds and avoids being marked, the Infernal 
  breaks free from the Sarishan Binder’s control (effectively 
  ending any effect used to control or bind the Infernal, 
  whether extraordinary, magical, supernatural, or spell-like). 
  All abjuration spells active within 60 feet of the Infernal are 
  subjected to a greater dispel magic with a caster level equal to 
  the HD of the Infernal + 5.  All magic circles and protection 
  spells (such as protection from evil) are automatically dispelled 
  without a roll.  The Infernal is now immune to any turning or 
  rebuking attempts from the Sarishan Binder and gains SR 15 
  (or +15 if the Infernal already has SR) against all spells cast 
  by the Sarishan Binder for a period in years equal to 11 - the 
  Sarishan Binder’s class level.
  Table 6-27: Sarishan Binder Advancement 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Focused Turning, Prestige Domain
  +1 caster level
  2nd
  +1
  +0
  +0
  +3
  The Sigil of Sarish
  +1 caster level
  3rd
  +2
  +1
  +1
  +3
  Sigil Of My Brother, Presence Of the Infernal
  +1 caster level
  4th
  +3
  +1
  +1
  +4
  Infernal Guide
  +1 caster level
  5th
  +3
  +2
  +2
  +4
  Renown, Take What is Now Mine
  +1 caster level
  6th
  +4
  +2
  +2
  +5
  Sarishan Focus
  +1 caster level
  7th
  +5
  +3
  +3
  +5
  Thaumaturgic Circle
  +1 caster level
  8th
  +6
  +3
  +3
  +6
  Spontaneous Dismissal
  +1 caster level
  9th
  +6
  +4
  +4
  +6
  Word of Sarish
  +1 caster level
  10th
  +7
  +4
  +4
  +7
  Take What Is Now Mine
  +1 caster level
  PRESTIGE CLASSES ▪ Sarishan Binder
  
  241
  Sigil of My Brother (Ex): Starting at 3rd level, the Sarishan 
  Binder can automatically see the Sigil of Sarish on an Infernal 
  from any distance and in any lighting conditions in which he 
  could normally see (including magical means). The Sarishan 
  Binder also gains a +1 sacred bonus to all spell DCs and caster 
  level checks versus any Infernal marked by a Sigil of Sarish.
  Presence of the Infernal (Sp): At 3rd level, the Sarishan 
  Binder gains the ability to detect any Infernals in a 60 ft. radius as 
  a standard action. Infernals with 10 HD or more that are concealing 
  their true forms may attempt a Will save to avoid detection. If the 
  save fails, the Sarishan Binder senses the Infernal’s aura in spite 
  of any disguises or magical protections against discovery. The 
  Alien Understanding feat affects this saving throw.
  Infernal Guide (Ex): At 4th level the Sarishan Binder 
  gains an imp cohort. This imp cohort shares the alignment 
  of the Binder and unwaveringly follows all the orders of its 
  Sarishan Binder master. More than a simple cohort, the imp is a 
  trusted ally, guide, and advisor in all matters.
  The imp cohort may only advance in the Expert NPC class 
  and has the following class skills: Diplomacy (Cha), Decipher 
  Script (Int), Knowledge (cosmology) (Int), Knowledge (arcana) 
  (Int), Knowledge (culture: Law) (Int), Knowledge (the planes) 
  (Int), Knowledge (religion: Sarish) (Int), Sense Motive (Wis), 
  Spellcraft (Int), and Spot (Wis). If the Sarishan Binder already 
  has a cohort, the imp is considered an additional cohort. Finally, 
  if the Sarishan Binder is also a val’Mehan with the Arcane 
  Servant bloodline power, the cohort is summoned with maximum 
  possible hit points.   If the imp cohort dies, the Sarishan Binder 
  must wait one month before calling a new Infernal guide. 
  Calling a new imp cohort involves a ritual lasting one week of 
  uninterrupted work, 500 gp in materials, and 200 XP.
  Renown (Ex): The Sarishan Binder’s fame (or infamy) 
  becomes known across the Infernal realms. Starting at 5th level, 
  the Binder gains a +2 circumstance bonus to all Charisma-based 
  skills when dealing with Infernals. In addition, the Binder 
  also gains an additional +1 circumstance bonus for every 10 
  Infernals the Sarishan Binder has marked in the past.
  Take What Is Now Mine (Sp): Starting at 5th level, once 
  a Sarishan Binder has marked an Infernal, the Sarishan Binder 
  may steal any one spell-like ability or supernatural ability from 
  the marked Infernal before it is dismissed. This ability works as 
  a modified imbue with spell ability spell allowing the Sarishan 
  Binder to use one of the Infernal’s spell-like abilities. The stolen 
  spell-like ability stays in the mind of the Sarishan Binder until 
  used, and is cast at the caster level of the Infernal. The Sarishan 
  Binder may have a maximum number of spell-like abilities 
  equal to his Sarishan Binder class level at any one time. An 
  Infernal may still use a spell-like ability stolen by the Sarishan 
  Binder as normal. 
  Starting at 10th level, the power of the Sarishan Binder to 
  steal powers from his marked Infernals increases. The Sarishan 
  Binder may now steal supernatural abilities as well as spell-like 
  abilities from any marked Infernal before it is dismissed. The 
  stolen supernatural ability comes into effect for the Sarishan 
  Binder the round after being stolen, and is in effect for the 
  next 24 hours, or until dismissed as a free action. The Sarishan 
  Binder may only have one stolen supernatural power in effect 
  at any one time, though he may steal a different supernatural 
  ability and switch powers once per hour, up to 10 times per 
  day. An Infernal may not use a supernatural ability stolen by 
  a Sarishan Binder as long as he is using it. Once the Sarishan 
  Binder stops using the power (either by willing dismissal, by 
  switching powers, or by expiration of the duration) the Infernal 
  regains use of the supernatural ability the round after.
  Sarishan Focus (Ex): At 6th level the Sarishan Binder gains 
  the Domain Focus (Binding) and Domain Focus (Daemonology) 
  feats. The Sarishan Binder also receives a +1 bonus to all caster 
  level checks to overcome an Infernal’s spell resistance.
  Thaumaturgic Circle (Su): Starting at 7th level, once per 
  day as a standard action, the Sarishan Binder may conjure a 
  thaumaturgic circle of pure positive energy. This circle may be 
  conjured anywhere within 30 feet of the Sarishan Binder, and 
  has the following effects:
  • 
  Summoning spells: When used as a focus for a 
  creature summoning spell (any spell with the word summon in 
  its title, or that has the (summoning) subschool or [Summoning] 
  descriptor, that brings a creature to the caster’s location), all 
  summoned creatures appear with maximum hit points. 
  • 
  Magic Circle spells: When used in conjunction with 
  a magic circle spell, the circle also acts as a calling diagram 
  (See Conjuration, under Schools of Magic, in Core Rulebook 
  I). Sarishan Binders commonly use this effect as an effective 
  measure of protection when attempting to mark an Infernal, 
  granting them an additional +1 circumstance bonus to their 
  roll.
  • 
  Planar Binding (Lesser and Greater) spells: When 
  used to create a calling diagram (see above), any Infernal 
  summoned through the use of a planar binding spell receives a 
  -1 penalty to its saving throw to resist the spell.
  • 
  Binding spell: When used in conjunction with a 
  binding spell, the Sarishan Binder gains an additional +1 bonus 
  to his caster level. This stacks with the effects of the Binding 
  prestige domain.
  The Sarishan Binder may conjure extra thaumaturgic circles 
  per day by using a turning attempt for each extra circle, up to a 
  maximum equal to his levels in the Sarishan Binder class.
  Spontaneous Dismissal (Sp): Starting at 8th level, once 
  per day for every two Sarishan Binder class levels, the Sarishan 
  Binder may convert any spell of 5th level or higher into a 
  dismissal spell as a cleric converts prepared spells into cure or 
  inflict spells. Spell save DCs are equal to the spell slot used to 
  cast the dismissal.
  Word of Sarish (Sp): Starting at 9th level, once per day 
  the Sarishan Binder may cast either holy word or power word: 
  stun, affecting Infernals only.
  Sarishan Binder  ▪ PRESTIGE CLASSES
  
  242
  SENSATE OF SAVONA
  “Sensates of Savona you think
  Are drunkards gone over the brink
  But think what you may
  You’ll eat what you say
  So shush and lets have one more drink!”
  - First verse of the Sensate’s Anthem.  Subsequent 
  verses have never been accurately translated from drunken 
  jabber.
  Larissa teaches that through pleasure comes great insight. 
  This group of warrior-monks hailing from Sweet Savona 
  embraces that philosophy.  Called drunken debauchers by 
  many, the Sensates of Savona want to experience everything 
  pleasurable.  From this constant euphoric state, they gain 
  a near-supernatural awareness of their surroundings.  The 
  Sensates learn to harness the libations they drink in Larissa’s 
  name to perform extraordinary feats in combat.  It is rare 
  to see these warriors without a bottle of some kind in their 
  hands, but quite common to see one of them as the last man 
  standing after a brawl.
  Requirements: 
  To qualify to become a Sensate of Savona, a character 
  must fulfill all the following criteria:
  • 
  Alignment: Any non-lawful.  
  • 
  Religion: Must worship Larissa.
  • 
  Base Attack Bonus: +5.
  • 
  Knowledge (religion): 4 ranks.
  • 
  Tumble: 4 ranks.
  • 
  Feats: Endurance, Improved Unarmed Strike
   
  Hit Die: d8
  Skill Points per level:  4 + Intelligence modifier.
  Class Skills: The Sensate of Savona’s class skills (with 
  the key ability for each skill) are: Balance (Dex), Climb 
  (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge 
  (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), 
  Move Silently (Dex), Perform (Cha), Profession (Wis), 
  Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex).
  Class Features:
  All of the following are class features of the Senate of 
  Savona prestige class.
  Weapon and Armor Proficiency: The Sensates of 
  Savona gain no additional weapon or armor proficiency.
  Alertness (Ex):  The first step in learning to survive 
  in their euphoric state is a constant state of awareness.  The 
  Sensate of Savona gains the Alertness feat.
  To Toast to Larissa (Sp):  As a standard action, a 
  Sensate of Savona may imbibe one pint of alcohol.  Through 
  his devotion, this causes the Sensate to be affected by his 
  choice of the following spells: bear’s endurance, bull’s 
  strength, cat’s grace, or cure moderate wounds.   This may 
  be done once per day, plus one more time per day per two 
  levels of the Sensate of Savona.   The caster level of this 
  spell effect is the class level of the Sensate of Savona.  
  The Life of the Party (Ex):  The Sensate of Savona 
  gains a +2 to all Charisma related checks with the opposite 
  sex.
  Stumble (Ex): The Sensate of Savona gains a +1 dodge 
  bonus to his AC due to his constant stumbling in combat.  
  Table 6-28: Sensate of Savona Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +0
  +2
  +2
  +2
  Alertness, A Toast To Larissa 1/day, The Life of the Party
  2nd
  +1
  +3
  +3
  +3
  Stumble, Tolerance, Unarmed Damage 1d8
  3rd
  +2
  +3
  +3
  +3
  A Toast To Larissa 2/day, Uncanny Dodge  
  4th
  +3
  +4
  +4
  +4
  Bar Room Brawler, Mobility
  5th
  +3
  +4
  +4
  +4
  A Toast to Larissa 3/day, Unarmed Damage 1d10
  6th
  +4
  +5
  +5
  +5
  Lurch, That’s the Good Stuff
  7th
  +5
  +5
  +5
  +5
  A Toast to Larissa 4/day, Improved Uncanny Dodge
  8th
  +6
  +6
  +6
  +6
  Spring Attack, Unarmed Damage 2d6
  9th
  +6
  +6
  +6
  +6
  A Toast to Larissa 4/day, Avoidance
  10th
  +7
  +7
  +7
  +7
  Blindsense, Just One More
  PRESTIGE CLASSES ▪ Sensate of Savona
  
  243
  Tolerance (Ex):  The Sensate of Savona gains a +2 on 
  saving throws versus poison.
  Uncanny Dodge (Ex): As his senses continue to 
  broaden, the Sensate gains the Uncanny Dodge ability 
  (exactly as the rogue ability of the same name).  This 
  becomes Improved Uncanny Dodge at 7th level. If the 
  Sensate already has the Uncanny Dodge ability from some 
  other class, then he immediately gains Improved Uncanny 
  Dodge instead.
  Bar Room Brawler (Ex) Sensates of Savona learn 
  to use whatever is at hand to increase their combat 
  effectiveness.  When using an improvised weapon (bottle, 
  bar stool, etc.) the Sensate of Savona gains an additional 
  +2 bonus on attack rolls, damage rolls, and to any special 
  combat maneuver requiring an opposed roll.  
  Mobility (Ex):  The staggering combat style of the 
  Sensate allows him to gain the Mobility feat.
  Lurch (Ex):  The Sensate of Savona’s movements 
  become so unpredictable that he gains the Improved Feint 
  feat, even if he does not have the prerequisites.
  That’s the Good Stuff (Sp):  Once per day as a 
  standard action, the Sensate of Savona may drink a pint 
  of alcohol and then act as if under the effects of either a 
  haste, freedom of movement, or cure critical wounds spell. 
  The caster level of this spell effect is the class level of the 
  Sensate of Savona.
  Spring Attack (Ex):  The staggering motions of the 
  Sensate allow him to attack during his movement.  The 
  Sensate gains the Spring Attack feat.
  Avoidance (Ex):  The Sensate has reached the point 
  where his movements in combat are impossible to predict.  
  He gains the Avoidance feat.  
  Blindsense (Su): At this point, the senses of the 
  Sensate have become so acute, that nothing can obscure his 
  awareness.   He gains the supernatural ability of blindsense 
  in a 30’ radius.
  Just One More (Ex): The Sensate’s ability to utilize 
  the divine drink of Larissa in combat has reached its apex. 
  Once per day as a standard action, the Sensate may drink 
  a pint of alcohol and then act as if under the effects of 
  transformation.  The caster level of this spell effect is the 
  class level of the Sensate of Savona.
  SKY KNIGHT
  “The damn Uggur forces were crushing us.  We were 
  in a rout; there was no way we could win.  Suddenly, first 
  one, then a legion of shadows passed over our heads.  The 
  next thing we knew, giant eagles ridden by the finest Kio 
  Sky Knights swooped towards the barbarian horde, pulling 
  them up short in their tracks.  High Kyhm’me’ Gyhliphe’ had 
  delivered the promised troops just in time.”
  - Personal account of Antarn Mhyre’ val’Sungha
   
  When the Kio first arrived in the Western Lands, 
  they claimed to be from great flying cities.  And ever 
  since then, their people have had an almost supernatural 
  connection to the sky.  Nowhere is this more evident than in 
  the famed Sky Knights.  Riding giant eagles, these are the 
  elite of Kio warriors.  From their flying mounts they patrol 
  Kio lands, and rain death upon their enemies.
   
  A Milandisian noblewoman, seeing the Kio Sky 
  Knights in all their glory, realized that the sweeping lands 
  of Milandir could also benefit from their training.  She took 
  as many Milandisians as would follow her, mostly other 
  female nobles such as herself, often who had been passed 
  over for knighthood, and trained day and night on great 
  winged griffins.  Though these Milandisian troops, the Sky 
  Knights of Lustia, have achieved some notoriety due to 
  their wondrous nature, they have yet to be acknowledged as 
  a serious military unit, and remain an order of Milandisian 
  females who are of noble blood and can acquire a griffin.
  Requirements: 
  To qualify as a Sky Knight, a character must fulfill all 
  the following criteria:
  • 
  Base Attack: +5.
  • 
  Ride: 8 ranks.
  • 
  Handle Animal: 8 ranks.
  • 
  Feats: Mounted Combat, Lightning Reflexes, 
  Ride by Attack. 
  • 
  Special:  Sky Knights of Lustia: Must be a 
  Milandisian female noble, and have access to a Griffon
   
   
  Kio Sky Knights: Must possess Kio 
  Pureblood feat, and have access to a Giant Eagle  
  The Sky Knight must already have her griffon or giant 
  eagle mount before she can join the prestige class. She is 
  not provided a mount as one of the class features. (Based on 
  the core rules prices for young griffons and training costs, 
  a reasonable price for a griffon mount might be 8,500 gold 
  pieces plus whatever premium the GM feels is appropriate. 
  For a giant eagle the corresponding base price should be at 
  least 5,000 gold pieces.)
  Table 6-29: Sky Knight Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Bonded Companion 
  2nd
  +2
  +3
  +0
  +3
  Flyby Attack
  3rd
  +3
  +3
  +1
  +3
  Gifted Mount, Masterful Rider
  4th
  +4
  +4
  +1
  +4
  Falcon’s Grace
  5th
  +5
  +4
  +2
  +4
  Call Bonded Companion
  Sky Knight  ▪ PRESTIGE CLASSES
  
  244
   
  In LIVING ARCANIS the market price for a griffon 
  mount is 10,000 gold pieces and the market price for a 
  giant eagle is 6,500 gold pieces. However, neither of these 
  mounts may be purchased unless the character has campaign 
  documentation specifically granting her access to the Sky 
  Knight prestige class.
  Hit Die: d10
  Skill 
  Points: 
   
  2 
  + 
  Intelligence 
  modifier.  
  Class Skills: The Sky Knight’s class skills (with the key 
  ability for each skill) are: Balance (Dex), Climb (Str), Craft 
  (Int), Handle Animal (Cha), Knowledge (nature) (Int), 
  Profession (Wis), Ride (Dex), Spot (Wis), and Tumble 
  (Dex).
  Class Features:
  All of the following are class features of the Sky 
  Knight prestige class.
  Weapon and Armor Proficiency: The Sky Knight is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields. 
  Bonded Companion (Ex): Upon achieving her first 
  level of Sky Knight, the character develops a strong, 
  mystical bond with her mount. Her mount gains additional 
  abilities as she gains levels in this class. There are two 
  ways to calculate this advancement, which are mutually 
  exclusive. 
  Option 1: If the Sky Knight has a bonded mount from 
  another source (such as levels of paladin), then she must 
  release that mount. Her giant eagle or griffon fills that role 
  now. Add double her Sky Knight level to her levels of any 
  classes that grant a bonded mount to determine her mount’s 
  special abilities. Her final effective level may not exceed her 
  total character level (thus a Paladin 5 / Sky Knight 2 only 
  counts as a 7th level Paladin for determining her mount’s 
  abilities, but a Fighter 2 / Paladin 5 / Sky Knight 2 counts as 
  a 9th-level Paladin for this purpose).
  Option 2: If the Sky Knight has an animal companion 
  from another source (such as levels of druid or ranger), then 
  she must release that companion. Her giant eagle or griffon 
  fills that role now. Add her Sky Knight level to her levels 
  of any classes that grant an animal companion to determine 
  the benefits granted to her mount. For this purpose, and 
  only this purpose, the character may treat giant eagles and 
  griffons as “Druid’s Level” choices (i.e. there is no effective 
  level penalty when consulting the advancement table).
  If the Sky Knight has both a bonded mount and an 
  animal companion, she still only benefits from one of the 
  above options. Whichever option she does not choose is 
  ignored. (For example, a Ranger / Paladin / Sky Knight 
  could keep her ranger animal companion if she uses Option 
  1 and replaces her paladin mount with her eagle or griffon, 
  or she could keep her paladin mount if she uses Option 
  2 and replaces her animal companion with her eagle or 
  griffon. She cannot dismiss both her mount and her animal 
  companion and apply both her Ranger and Paladin levels to 
  her Sky Knight mount.)
  If a character has neither a bonded mount nor an animal 
  companion before becoming a Sky Knight, then she is 
  considered to be a paladin of double her Sky Knight class 
  level for determining the benefits granted to her mount (and 
  her griffon or eagle uses the paladin mount advancement 
  table). As in Option 1, this effective level may not exceed 
  her total character level.
  Flyby Attack: At 2nd level, the Sky Knight’s mount 
  gains Flyby Attack as a bonus feat.  If the Sky Knight’s 
  mount already has Flyby Attack, it instead gains Mobility.
  Masterful Rider (Ex): Sky Knights receive superior 
  training with their aerial mounts, gaining the ability to ride 
  these amazing creatures with great mastery. Starting at 3rd 
  level, the Sky Knight may add her Sky Knight class level as 
  a circumstance bonus to all Ride skill checks when riding 
  any aerial mount, as well as gaining the benefits of the 
  Spirited Charge feat when riding her bonded companion 
  mount.
   
  Gifted Mount (Ex): Upon reaching 3rd level the 
  Sky Knight’s aerial mount companion’s maneuverability 
  improves substantially. The aerial mount’s maneuverability 
  class changes from Average to Good, and the mount gains 
  Hover (see Core Rulebook III) as a bonus feat.
  Falcon’s Grace (Ex): If the Sky Knight’s aerial mount 
  is ever disabled, the aerial mount continues to fly at its 
  base speed with Clumsy maneuverability for 5 rounds. In 
  addition, the Sky Knight’s aerial mount gains the Wingover 
  feat. 
  Call Bonded Companion (Su): Starting at 5th level, 
  once per day, the Sky Knight is able to call her aerial mount 
  from any location on the same plane. The calling ritual 
  requires one full round. The Sky Knight is not able to take any 
  other actions during this time, but she is also not considered 
  to be casting a spell and she does not provoke attacks of 
  opportunity, nor can her calling be disrupted by damage 
  dealt to her. Her aerial mount appears at the beginning of 
  Knight’s next turn in a place that she designates, which 
  must be within 15 feet of her own position. Once it appears, 
  unless the Knight commands it to do otherwise, the aerial 
  mount immediately attacks the Knight’s opponent. This is 
  a conjuration (calling) effect, which means that the mount 
  does not disappear after any duration – it is physically 
  transported to the Knight’s location and must fly back to 
  wherever it was previously if it desires to do so.
  PRESTIGE CLASSES ▪ Sky Knight
  
  245
  SPELLCALLER
  “My Lord Sorcerer King,
   
  It has come to our attention that our target has 
  destroyed yet another Harvesting party.  This time, My Lord, 
  it seems that he was using one of our own signature spells 
  against us.  You know as well as I that there is no way this 
  creature could have learned such a spell.  He is a sorcerer, 
  yet he is calling upon a far wider range of spells than I 
  thought possible. No matter, My Lord.  He will be in your 
  hands within a fortnight.”
  - Final communication from Harvester Team 17, 
  Panari, Coryani Empire
  Sorcery is an undisciplined method of using magic, 
  according to most wizards. Yet some sorcerers have managed 
  to master their gift with years of training. This mastery 
  focuses the raw power coursing through the sorcerer’s veins, 
  giving the Spellcaller far more control over their spells, and 
  unique insight into the nature of metamagic. This control 
  comes at a cost - Spellcallers cannot cast spells as often as 
  a normal sorcerer.
  Spellcallers are almost always sorcerers. Though it is 
  possible for a bard to become a Spellcaller, few bards have 
  the desire to limit themselves in this fashion.
  Requirements: 
  To qualify as a Spellcaller, a character must fulfill all 
  the following criteria:
  • 
  Knowledge (arcana): 8 ranks.
  • 
  Spellcraft: 8 ranks.
  • 
  Special: Must be able to cast 3rd level arcane 
  spells without preparation. The ritual to become a 
  Spellcaller limits the character’s access to spells. The 
  character can cast two less arcane spells per day for 
  each spell level known (with a minimum of 0 spells 
  per level, not including bonus spells from a high stat), 
  and this penalty applies to new spell levels gained after 
  becoming a Spellcaller. Thus, a 6th level Sorcerer/1st 
  level Spellcaller can only cast 4 0-level spells, 4 1st, 4 
  2nd, and 2 3rd level spells (not including bonus spells 
  for Charisma). Spells known are not affected by this 
  change.
  Hit Die: d4
  Skill Points:  2 + Intelligence modifier.
  Class Skills: The Spellcaller’s class skills (and the 
  key ability for each skill) are: Concentration, Craft (any), 
  Decipher Script, Knowledge (all skills), Profession (any), 
  Search, and Spellcraft.
  Class Features:
  All of the following are class features of the Spellcaller 
  prestige class.
  Weapon and Armor Proficiency: The Spellcaller 
  gains no new weapon or armor proficiencies.
  Spells per Day: A Spellcaller’s training focuses on 
  arcane spells. Thus, when a new Spellcaller level is gained, 
  the character gains new spells per day as if he had also 
  gained a level in whatever spontaneous arcane spellcasting 
  class he belonged to before he added the prestige class. 
  A Wizard, for example, would not gain additional caster 
  levels from this class.  He does not, however, gain any other 
  benefit a character of that class would have gained. This 
  essentially means that he adds the level of Spellcaller to the 
  level of arcane spellcaster the character has, then determines 
  spells per day, spells known, and caster level accordingly. 
  Spell Studies: Due to her intense study and her 
  sacrifice of power for control, a Spellcaller has access to 
  far more spells than a normal spontaneous spellcaster. The 
  Spellcaller is able to know 2 more spells per spell level than 
  her base arcane spellcasting class would normally allow. 
  These extra spells known come at no cost to the Spellcaller, 
  and they are treated exactly like all of her other spells 
  known for her base spellcasting class. (This means, for 
  example, that once she selects them she cannot change them 
  later unless she has a class ability that allows her to swap 
  out her known spells, such as a sorcerer’s ability to swap out 
  one known spell at every even class level.)
  Furthermore, a Spellcaller gains one “flexible spell 
  known slot” per prestige class level. She may fill these 
  flexible slots by learning spells of any level she can cast. 
  (These may be either spells on her class list or spells that 
  she gained access to via the Spell Mimic ability; see below.) 
  Flexible slots do not have to be filled immediately when 
  they are gained; the Spellcaller may save them to use them 
  later if she wishes. To fill a flexible slot, the Spellcaller 
  spends 100 XP per level of the spell she wishes to learn. 
  Unlike her normal spells known, the Spellcaller may also 
  unlearn the spells in her flexible slots. This process requires 
  TABLE 6-30: SPELLCALLER
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Spell Studies
  +1 level of existing arcane spellcasting class
  2nd
  +1
  +0
  +0
  +3
  Metamagic Knowledge
  +1 level of existing arcane spellcasting class
  3rd
  +1
  +1
  +1
  +3
  +1 level of existing arcane spellcasting class
  4th
  +2
  +1
  +1
  +4
  Metamagic Knowledge
  +1 level of existing arcane spellcasting class
  5th
  +2
  +2
  +2
  +4
  +1 level of existing arcane spellcasting class
  6th
  +3
  +2
  +2
  +5
  Spell Mimic
  +1 level of existing arcane spellcasting class
  7th
  +3
  +3
  +3
  +5
  +1 level of existing arcane spellcasting class
  8th
  +4
  +3
  +3
  +6
  Metamagic Casting
  +1 level of existing arcane spellcasting class
  9th
  +4
  +4
  +4
  +6
  +1 level of existing arcane spellcasting class
  10th
  +5
  +4
  +4
  +7
  Metamagic Mastery
  +1 level of existing arcane spellcasting class
  Spellcaller  ▪ PRESTIGE CLASSES
  
  246
  a day-long ritual (8 uninterrupted hours in which 
  no spells of any sort may be cast), where the 
  Spellcaller meditates in an attempt to clear her 
  mind. She must burn incense in value equal to 100 
  gold pieces per level of the spell being unlearned. 
  She must also sacrifice 10 XP per level of the spell 
  being unlearned. Once a spell has been forgotten in 
  this fashion, the Spellcaller may never again learn 
  that spell in any way – neither her regular spells 
  known nor her flexible spell slots may ever include 
  the spell she wiped from her mind.
  Metamagic Knowledge: At 2nd and 4th level, 
  the character gains a bonus metamagic feat. 
  Spell Mimic (Ex): At 6th level, the Spellcaller 
  can learn spells that he has seen cast, even if they 
  are not on their normal spell list. If a successful 
  Spellcraft check is made (DC 15 + spell level), 
  the character may choose to learn the spell. The 
  character must spend XP to learn the spell (as per 
  the Spell Studies ability), and any spell not native 
  to the Spellcallers’ spell list is one level higher for 
  the Spellcaller. 
  All spells cast through the use of this ability 
  are considered arcane spells (even if they are spells 
  that were copied from a divine spellcaster and 
  that are not on any arcane class’s list of spells). 
  All arcane and divine spells are fair game for this 
  ability, including deity-specific spells. Spell-like 
  and supernatural abilities, however, may not be 
  copied using Spell Mimic, even if the ability is a 
  direct duplication of a spell. Spells cast from items 
  (including potions, scrolls, wands, staves, and permanent 
  items) may not be copied using Spell Mimic. Psionic powers 
  and psi-like abilities may not be copied by way of Spell 
  Mimic, even if they duplicate the effects of spells.
  A Spellcaller may use the Spell Mimic ability to copy 
  spells from another Spellcaller, but the DC for the Spellcraft 
  check is based on the level at which the other Spellcaller 
  is casting the spell (which may be one level higher than 
  normal). The effective +1 level increase applied to a non-
  native spell doesn’t stack if a Spellcaller copies such a spell 
  from another Spellcaller, though.
  When deciding the level at which a Spellcaller casts 
  a spell that she learned via Spell Mimic, the order of 
  operations is as follows. If the spell is on the class list for 
  any of the Spellcaller’s classes, she casts it at that level. 
  Otherwise, she casts it at one level higher than it would 
  normally be cast. Some spells are on multiple lists. The 
  order in which lists should be searched to identify the level 
  of a particular spell is as follows: sorcerer/wizard, cleric, 
  druid, bard, ranger, paladin, any other class list, domain-
  specific lists, and finally deity-specific lists.
  The spells that a Spellcaller learns via Spell Mimic 
  are considered to be on her class spell list for all purposes 
  relating to the usage and creation of magic items; however, 
  she cannot use Spell Mimic to learn new spells from scrolls, 
  nor can a Spellcaller learn new spells from scrolls scribed 
  by other Spellcallers of spells that would not normally be 
  on her class list.
  Although it’s not explicitly stated anywhere, it’s 
  possible for a character to become a Spellcaller and have 
  levels in more than one class that allows spontaneous casting 
  of arcane spells (for example, a bard/sorcerer). In this case, 
  upon becoming a Spellcaller, the character suffers all the 
  drawbacks and gains all the benefits for all of her classes 
  that allow her to cast arcane spells without preparation. She 
  may not “cross over” between the two classes – track all 
  the abilities and spells learned separately for each class. In 
  other words, she loses 2 spells per day per level from both 
  classes, she gains 2 spells known per level in each class, and 
  she gains 1 “flexible” slot per prestige class level in each 
  class, but the extra slots cannot be shared – a bard/sorcerer 
  would gain 1 flexible bard slot and 1 flexible sorcerer slot 
  per prestige class level.
  Metamagic Casting (Ex): At 8th level, the Spellcaller 
  can cast metamagic spells as if they were prepared in 
  advance, turning most metamagic spells into a standard 
  action, instead of a full-round action. This also allows the 
  Quicken metamagic ability to be used by a sorcerer or bard 
  without increasing the casting time. 
  Metamagic Mastery (Ex): At 10th level, the 
  Spellcaller has gained true insight into the nature of magic. 
  When casting a spell with a metamagic feat, the Spellcaller 
  may choose to use levels from another spell slot to account 
  for the levels needed to cast the spell with metamagic. The 
  caster must be high enough level to cast the spell without 
  using an additional spell slot. For example, a sorcerer 
  6/Spellcaller 10 could cast a quickened Fireball by using a 
  3rd level spell slot (for the base spell) and a 4th level spell 
  slot (for the metamagic feat). The same sorcerer6/Spellcaller 
  could not quicken an empowered Fireball (effectively a 5th 
  level spell), because he cannot cast 9th level spells. Only 
  one additional spell slot can be used per spell. Thus, a 10th 
  level Spellcaller cannot use 3 1st level slots to cast a silent, 
  still Magic Missile. However, it is possible to use a single 
  spell slot for multiple feats. Thus, a Spellcaller can cast 
  a silent, still Magic Missile with a 1st level spell slot (for 
  the base spell), and a 2nd level slot (for the two metamagic 
  feats). You still must have the feat you are using to enhance 
  your spell. . 
  PRESTIGE CLASSES ▪ Spellcaller
  
  247
  TAL KANATH 
  “THE DANCER OF THE ELEMENTS”  
  “…As I felled the gnoll, my attention was drawn by the 
  ring of steel. Turning I thought to face another gnoll, but 
  saw instead a vision of battle so beautiful and yet altogether 
  so terrifying. There she was dancing among our enemies, 
  her movements were elegant, deadly, and precise.  I had 
  never seen a style such as this; her blade, her dance, all was 
  constant motion. 
  She faced five gnolls, alone… I rushed to join the 
  fray but was stopped by the old centurion. “Look”, is all 
  he said, and I stood there, transfixed. Her blade and body 
  moved as one, keeping in tight circles, she pulled her blade 
  close to her body, deflecting an enemy’s thrust, and in the 
  same motion she struck out, setting herself into a spin. Her 
  blade moved with the speed of a snake as she cut down two 
  gnolls. Then the circle she described would again tighten 
  to deflect yet another attack… In mere moments, the gnolls 
  were dead at her feet… “Never underestimate an Elf, boy” 
  the old centurion whispered to me. I looked up at the elf as 
  she cleaned her blade.  “No sir” were the only words I could 
  utter.” 
  ~ “My service in the Legion of Shining Glory” – 
  Darralin val’Assante
  Little is known about the origins of the Tal Kanath. What 
  is known is that the style goes as far back as the founding of 
  the Elorii Empire. Among the tales of the Elorii there are 
  few that match the accounts surrounding the mysterious Tal 
  Kanath or “Dance of the Elements”. This elegant style keeps 
  its practitioner in constant motion, using spins and slices 
  over thrusts and advances. The philosophy of this style is 
  one of complete focus, using the dance as foci for ones inner 
  strength. The Elorii soon learns to strike with instinct as well 
  as with confidence. 
  All Elorii, regardless of bloodline, have the nature of 
  their dead gods within their soul. Most allow the one element 
  that has dominance in their spirit to rule their hearts, bodies, 
  and minds. Centuries in the past, an Elorii warrior discovered, 
  through much introspection, the method by which an equal 
  balance could be achieved with all the elements in her soul. 
  She likened this path of self discovery to a dance through her 
  very essence. This belief eventually manifested in her fighting 
  style to her adversaries’ distress. Adherents of her philosophy 
  have taken to her words and have adapted a fighting style 
  emulating this “dance” while they find continues to find the 
  balance of their souls. 
  Requirements: 
  To qualify as Tal Kanath, a character must fulfill all the 
  following criteria:
  • 
  Race: Must be Elorii.
  • 
  Base Attack Bonus: +8
  • 
  Alignment: Any lawful.
  • 
  Jump: 4 ranks.
  • 
  Perform (dance): 4 ranks. 
  • 
  Tumble: 4 ranks.
  • 
  Feats: Combat Expertise, Dodge, Mobility, Spring 
  Attack, Weapon Focus (any sword), Whirlwind Attack.
  • 
  Special: Character must have evasion as a class 
  ability.
   
  Hit Die: d8
  Skill 
  Points: 
   
  4 
  + 
  Intelligence 
  modifier. 
  Class Skills: The Dancer of the Elements’ class skills (with 
  the key ability for each skill) are: Balance (Dex), Jump (Str), 
  Hide (Dex), Listen (Wis), Move Silently (Dex), Perform 
  (Cha), Spot (Wis) and Tumble (Dex).
  Class Features:
  All of the following are class features of the Tal Kanath 
  prestige class.
  Weapon and Armor Proficiency: Students of the 
  Dance of the Elements gain proficiency in all martial 
  weapons as well as proficiency in all light armor.
  AC Bonus (Ex): Starting at 1st level, when wearing light 
  or no armor and not wearing a shield, the Dancer of Elements 
  gains a +1 shield bonus to AC; this bonus improves to +2 at 
  3rd level and finally +3 at 5th level.  
  Table 6-31: Dancer of the Elements Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  AC Bonus
  1st
  +1
  +0
  +2
  +2
  The First Steps
  +1
  2nd
  +2
  +0
  +3
  +3
  Dance of Air
  +1
  3rd
  +3
  +1
  +3
  +3
  Dance of Fire
  +2
  4th
  +4
  +1
  +4
  +4
  Dance of Water
  +2
  5th
  +5
  +2
  +4
  +4
  Dance of Earth
  +3
  Talkanath "The Dancer of the Elements"  ▪ PRESTIGE CLASSES
  
  248
  The First Steps (Ex):  The Elorii is now just learning 
  the first steps of the Dance of the Elements. When not wearing 
  medium or heavier armor or using a shield, the Elorii may now 
  add 1 point of Intelligence bonus (if any) per Dancer of Elements 
  class level to her Armor Class while wielding a melee weapon. 
  This bonus stacks with the class AC bonus granted by her class 
  levels, but it does not stack with the Canny Defense ability if she 
  has that ability from another class (such as Duelist). If the Elorii 
  is caught flat-footed or otherwise denied her Dexterity bonus, she 
  also loses this bonus.
  Dance of Air (Ex): The Dancer of the Elements learns how 
  to dodge and maneuver with amazing speed and grace. The Elorii 
  no longer draws attacks of opportunity from moving through 
  threatened squares as long as the Elorii is in light or no armor. 
  Dance of Fire (Ex): Upon mastery of the next season, the 
  Dancer of the Elements may now call upon the burning in her 
  heart for power. The Elorii now adds her Charisma modifier (if 
  positive) to damage rolls as long as she is in light or no armor. 
  Dance of Water (Ex): The Elorii is now attuned to the 
  song of combat and can feel its ebb and flow. The Elorii now 
  adds her Wisdom modifier (if positive) to her Initiative checks 
  as long as she is in light or no armor. 
  Dance of Earth (Ex): The Elorii can now strike with 
  the strength of her soul. The Elorii now adds her Constitution 
  modifier (if positive) to her attack rolls as long as she is in light 
  or no armor. 
  TALONS OF THE HAWK
  “I had been careless, casting spells where people could 
  see me.  It was no wonder that the Harvesters came after me.  I 
  thought I was a goner.  Then he appeared.  There was a dizzying 
  fight, he seemed to know their every move, and no sooner had 
  one begun casting but he countered it, with a word dispelling 
  the protections they had built around themselves.  They lay 
  dead, and he walked over to me, covered in their blood.  ‘Thank 
  you for saving my life,’ I said to him.  He looked at me with 
  hard, cold eyes, and said words I’ll never forget.  ‘I didn’t do it 
  to keep you alive.  I did it to see them dead.’”
   - Personal account of Vanadris val’Inares
  Within the secret organization known only as the 
  Sanctorum of the Arcane, there exists a smaller, even more 
  secret sect called the Hawk.  All know of its existence, yet its 
  members remain hidden in mystery.  Yet if there is anything that 
  will make a Ymandragoran Harvester tremble in fear, it is the 
  golden hawk pin that they use to signify their allegiance.  These 
  mages, and those who help them, train hard, learning combat, 
  and learning the Harvesters’ own techniques, to better combat 
  them, and to get closer to their goal.  They have sworn that one 
  day they will wipe the Sorcerer King from the face of the land. 
  One day mages will be free to reveal themselves.  And until 
  then, the Hawk shall not sheathe its talons.
  Requirements: 
  To qualify as a Talon of the Hawk, a character must fulfill 
  all the following criteria:
  • 
  Base Attack: +5.
  • 
  Concentration skill: 8 ranks.
  • 
  Knowledge (arcana): 5 ranks.
  • 
  Spellcraft skill: 5 ranks.
  • 
  Survival skill: 4 ranks.
  • 
  Feats: Spell Penetration, Improved Counterspell.
  • 
  Special: Favored Enemy: Ymandrake, must be a 
  member of the Hawk and be in good standing, and must 
  have faced and killed a Harvester. 
  Hit Die: d6
  Skill Points:  4 + Intelligence modifier.
  Class Skills: The Talon of the Hawk’s class skills (with 
  the key ability for each skill) are:  Balance, Climb, Craft (any), 
  Diplomacy, Examine Martial Technique, Gather Information, 
  Handle Animal, Hide, Intimidate, Jump, Knowledge (arcana), 
  Knowledge (history), Listen, Move Silently, Profession (any), 
  Ride, Sense Motive, Survival, Spot, Swim, Tumble, and Use 
  Magic Device.
  Class Features:
  All of the following are class features of the Talon of the 
  Hawk prestige class.
  Weapon and Armor Proficiency: The Talon of the Hawk 
  is proficient with all simple and martial weapons, light armor, 
  and shields. 
  Spells per Day: A Talon continues training in magic 
  sharpening his mind as well as his body. Starting at 2nd level, 
  the character gains new spells per day as if he had also gained 
  a level in the arcane spellcasting class he belonged to before he 
  added the prestige class. He does not, however, gain any other 
  benefit a character of that class would have received (such as 
  an improved chance of controlling or rebuking undead). This 
  TABLE 6-32: TALON OF THE HAWK 
  HIT DIE: D6
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Dispel Focus +2
  2nd
  +1
  +0
  +0
  +3
  Sneak Attack +1d6
  +1 level of existing arcane spellcasting class
  3rd
  +2
  +1
  +1
  +3
  Armored Caster
  +1 level of existing arcane spellcasting class
  4th
  +3
  +1
  +1
  +4
  Favored Enemy (Ymandrake) +2
  +1 level of existing arcane spellcasting class
  5th
  +3
  +2
  +2
  +4
  Sneak Attack +2d6
  +1 level of existing arcane spellcasting class
  6th
  +4
  +2
  +2
  +5
  Arcane Savant (Dispel Magic)
  +1 level of existing arcane spellcasting class
  7th
  +5
  +3
  +3
  +5
  Favored Enemy (Ymandrake) +4
  +1 level of existing arcane spellcasting class
  8th
  +6
  +3
  +3
  +6
  Dispel Focus +4
  +1 level of existing arcane spellcasting class
  9th
  +6
  +4
  +4
  +6
  Arcane Savant  (Greater Dispel Magic)
  +1 level of existing arcane spellcasting class
  10th
  +7
  +4
  +4
  +7
  Favored Enemy (Ymandrake) +6, 
  Sneak Attack +3d6
  +1 level of existing arcane spellcasting class
  PRESTIGE CLASSES ▪ Talons of the Hawk
  
  249
  essentially means that he adds the arcane caster levels 
  gained from levels of Talon of the Hawk to the level of his 
  other spellcasting class, then determines spells per day and 
  caster level accordingly. If a character had more than one 
  spellcasting class before he became a Talon of the Hawk, he 
  must decide to which class he adds his new levels of Talon 
  of the Hawk for purposes of determining spells per day.
  Dispel Focus: The Talon of the Hawk gains an in-
  depth understanding behind the basic fabric of magic, 
  allowing him to dispel effects with greater efficacy. At 1st 
  level the Talon gains a +2 bonus to all dispel checks. This 
  bonus increases to a +4 at 8th level.  The ability only adds 
  to the character’s own dispel checks; spells that he casts are 
  not made any more difficult.
  Sneak Attack: This is exactly like the rogue ability of 
  the same name. The extra damage dealt increases by +1d6 
  every third level to maximum of +4d6 at 10th level. If the 
  Talon gets a sneak attack bonus from another source the 
  bonuses on damage stack.
  Armored Caster: The Talon of the Hawk gains the 
  Armored Caster feat at 3rd  level as a bonus feat. 
   Favored Enemy (Ex): This is exactly like the ranger 
  ability of the same name except that is much more focused 
  for the Talon of the Hawk as their favored enemy bonus 
  against Ymandrake agents continues to rise, increasing to +4 
  at 7th  and +6 at 10th level.  This does stack with a ranger’s 
  favored enemy bonus and it operates in exactly the same 
  way as the ranger’s class ability of the same name.
  Arcane Savant (Dispel Magic) (Sp): At 5th level the 
  Talon begins to learn one of the closely guarded secrets 
  of the Hawk, an ability that has evaded Ymandragoran 
  research for years. This ability allows the Talon to convert 
  arcane spells of 3rd level or above into dispel magic as a 
  standard action. Talons normally use this ability to counter 
  opposing spell casters. This ability may be combined with 
  the Reactive Caster feat.
  Arcane Savant (Greater Dispel Magic) (Sp): As the 
  5th level ability of the same name except the Talon may now 
  spontaneously cast greater dispel magic using any spell slot 
  of 6th level or greater. This ability may be combined with the 
  Reactive Caster feat.
   
  ULFILAN RANGER
  In the windswept expanses of Ulfila, the might of 
  Hurrian, Lord of Storms, is felt unmitigated, and it is in this 
  barren and stormy place that the Ulfilan Rangers have made 
  their home for generations. Followers of Hurrian, these 
  rangers are famed for being as austere as their patron deity, 
  and are considered some of the best in all Onara, rivaling 
  even the sharp trackers of the Elorii. 
  Membership in the Ulfilan Rangers is by invitation 
  only; an Ulfilan Ranger who has proven himself may 
  sponsor a candidate for training and membership. It is the 
  sponsoring ranger’s duty to train the candidate, a duty that 
  makes most Ulfilan Rangers be fastidiously discriminating 
  in accepting a new candidate. Those who are taken under 
  a mentor’s wing find themselves living off the land for a 
  month in the near-wastelands of northern Ulfila, a stern 
  teacher always behind them. The result is a grizzled and 
  skilled initiate into the loose brotherhood of the Ulfilan 
  Rangers.
  Barbarians and rangers abound within the Ulfilan 
  Rangers, especially those of the val’Tensen bloodline. 
  Fighters, and clerics and holy champions of Hurrian are 
  also to be found in great numbers. Of the other spellcasting 
  classes, a few hardy druids and sorcerers have braved the 
  training in order to become an Ulfilan Ranger, making 
  for highly specialized individuals. NPC Ulfilan Rangers 
  spend most of their time within the Coryani province of 
  Ulfila, especially in its tempestuous northern border, where 
  they train new recruits and are always vigilant of their 
  Milandisian cousins to the north. A few set out into the 
  world, either for personal exploration or pursuing a mission, 
  though even these wanderers are more likely to be found 
  in hilly and mountainous terrain rather than in forests or a 
  city.
  Requirements: 
  To qualify as an Ulfilan Ranger, a character must fulfill 
  the following criteria:
  • 
  Nationality: Coryan, from the province of Ulfila
  • 
  Base Attack: +4. 
  • 
  Climb: 4 ranks. 
  • 
  Knowledge (nature): 8 ranks. 
  • 
  Survival: 8 ranks. 
  • 
  Feats: Endurance, Track.
  • 
  Special: A character wishing to become an 
  Ulfilan Ranger must either be a worshiper of Hurrian, 
  or a member of the val’Tensen bloodline (be able to 
  manifest val’Tensen bloodline powers).
  • 
  Special: The character must be sponsored and 
  trained by an Ulfilan Ranger of at least 2nd level for a 
  period of one month.
  Hit die: d8
  Skill Points: 4 + Intelligence modifier.
  Class Skills: The Ulfilan Ranger’s class skills (and the 
  key ability for each skill) are Climb (Str), Concentration 
  (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide 
  (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), 
  Swim (Str), and Use Rope (Dex).
  Ulfilan Ranger  ▪ PRESTIGE CLASSES
  
  250
  Class Features:
  All of the following are class features of the Ulfilan 
  Ranger prestige class.
  Weapon and Armor Proficiency: Ulfilan Rangers 
  gain proficiency with all simple and martial weapons, with 
  the wind staff, and with light armor.
  Spells per Day: Starting at 1st level, an Ulfilan Ranger 
  gains the ability to cast a small number of divine spells. 
  An Ulfilan Ranger may prepare and cast any spell on the 
  Ulfilan Ranger spell list provided he can cast spells of that 
  level. He prepares and casts spells the way a cleric does 
  (though he cannot lose a prepared spell to cast a cure spell 
  in its place). To prepare or cast a spell, an Ulfilan Ranger 
  must have a Wisdom score of at least 10 + the spell’s level. 
  The Difficulty Class for a saving throw against an Ulfilan 
  Ranger ‘s spell is 10 + the spell’s level + the Ulfilan Ranger 
  ‘s Wisdom modifier. Bonus spells for Ulfilan Rangers are 
  based on Wisdom.
  Ulﬁlan Ranger Spell List
  1st-level—alarm, detect animals or plants, detect 
  snares and pits, feather fall, jump, pass without trace, resist 
  elements, shillelagh (cast upon wind staves only).
  2nd-level—cure light wounds, delay poison, heat 
  metal, protection from elements, shocking grasp, spider 
  climb.
  3rd-level—call lightning, commune with nature, gust 
  of wind.
  Homeland Advantage (Ex):  Ulfilan Rangers acquire 
  an uncanny knowledge and familiarity with the rocky, 
  mountainous, and windswept terrain of Ulfila, granting 
  them various advantages while in their home province or 
  similar environment. Starting at 1st level, the Ulfilan Ranger 
  gains a +2 circumstance bonus to all Hide, Knowledge 
  (Nature), Move Silently, and Survival checks made within 
  the Coryani province of Ulfila, while in Hills or Mountain 
  terrain, or while in a thunderstorm. At 3rd level, the 
  Ulfilan Ranger gains a +2 circumstance bonus to AC 
  within the Coryani province of Ulfila, while in Hills or 
  Mountain terrain, or while in a Thunderstorm, representing 
  an uncanny knowledge of how to use the environment to his 
  best advantage.
  Wind Staff Mastery (Ex): Upon assuming the mantle 
  of an Ulfilan Ranger, initiates are awarded a regular wind 
  staff by their mentor.  This staff has exactly the same game 
  statistics as a greater masterwork quarterstaff (both ends are 
  considered greater masterwork). The Ulfilan Ranger may 
  choose to have his initial wind staff magically enhanced 
  as he sees fit at his own expense. Should it ever be lost 
  or destroyed, the organization will not replace it, but the 
  character may buy or craft a new quarterstaff. 
  Rangers train almost exclusively to fight with their 
  wind staffs, granting them certain benefits when using this 
  exotic weapon. At 1st level, the Ulfilan Ranger gains Weapon 
  Focus (quarterstaff)) as a bonus feat, upon reaching 4th level 
  the Ulfilan ranger gains Improved Critical (quarterstaff)) 
  as a bonus feat even if he does not have the normal 
  prerequisites for that feat. In addition, Ulfilan Rangers 
  may apply the two-weapon fighting feat when using a 
  quarterstaff and wearing light or no armor. Ulfilan Rangers 
  gain a +2 competence bonus to all Craft (Weaponsmith or 
  Woodworking) checks when making a wind staff. All other 
  rules for crafting an item apply.
  Though the Ranger’s Wind Staff Mastery abilities 
  will work with any quarterstaff, he may only be attuned 
  to a single wind staff at any time for purposes of the 
  Hurrian’s Might ability. It takes 24 hours for the Ranger to 
  attune himself to a new quarterstaff and make that his new 
  wind staff. It is this process of attunement that marks the 
  difference between a regular quarterstaff and a wind staff.
   
  Updated statistics for the full-powered magic item 
  called a wind staff (which a Ranger can attempt to craft upon 
  reaching 5th level in the prestige class) will be provided in 
  the upcoming PCI sourcebook Forged in Magic: Expanded 
  and Revised. 
  The Craft Wind Staff feat may be used in place of the 
  standard Craft Staff feat from the core rules if the Ranger 
  has the necessary spellcaster levels from other classes to 
  take advantage of it.
  Hurrian’s Might (Sp): Staring at 2nd level, the Ulfilan 
  Ranger learns to channel the might of Hurrian and create 
  magical effects through the use of his wind staff. By 
  whirling the wind staff in arcane patterns, the Ulfilan 
  Ranger can create either a thick mist that obscures visibility 
  (as per the obscuring mist spell), or channel the electric 
  might of Hurrian onto his wind staff (as per the shocking 
  grasp spell channeled through the wind staff). The Ulfilan 
  Ranger chooses which effect to use each time, and may 
  use this ability once per day per Ulfilan Ranger class level, 
  using the Ulfilan Ranger class level as the caster level.
  Storm Domain: At 4th level the Ulfilan Ranger gains 
  access to the Storm domain. The Ulfilan Ranger gains the 
  granted power associated with the domain, and all domain 
  spells become part of the Ulfilan Ranger spell list, though 
  he does not gain a domain spell slot as a cleric does. If the 
  Ulfilan Ranger already has this domain this ability does not 
  confer any further benefit.
  Craft Wind Staff (Ex): A specialized form of the Craft 
  Staff feat, this allows the Ulfilan Ranger to create magical 
  wind staves (See the entry on Wind Staff in Forged in 
  Magic, pg. 24). This ability replaces the need for any other 
  prerequisite (item creation feat, spells, etc.) for the item. An 
  Ulfilan Ranger’s caster level is equal to his Ulfilan Ranger 
  class level plus all other caster levels from other spellcasting 
  classes. All rules for crafting magical staves apply
  Table 6-33: Ulfilan Ranger Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  1st
  +0
  +2
  +2
  +0
  Homeland Advantage, Wind Staff Mastery
  1
  –
  –
  2nd
  +1
  +3
  +3
  +0
  Hurrian’s Might
  1
  –
  –
  3rd
  +2
  +3
  +3
  +1
  Homeland Advantage
  2
  1
  –
  4th
  +3
  +4
  +4
  +1
  Storm Domain
  2
  1
  –
  5th
  +3
  +4
  +4
  +2
  Craft Wind Staff, Summon Air Elemental
  2
  2
  1
  PRESTIGE CLASSES ▪ Ulfilan Ranger
  
  251
  THE VAL’MEHAN EMISSARY
  The Yhing hir warrior snorted and averted his eyes, 
  not deigning to look at the soft-looking westerner who had 
  just entered the tent.  To the man next to him, he said, “Why 
  does the Nawal tolerate him, Tijhur?  Look at his pale skin, 
  his manicured fingernails.  He is disgusting.”
   
  “Quiet, Anagar.  The man has power.”  The older 
  man kept staring at the foreigner through narrowed eyes as 
  the Cancerite knelt before his chief, the Nawal of the Foam 
  Spring Oasis. It was amazing how quickly the small man 
  had adapted to their ways.
   
  Anagar persisted.  “I will not be quiet.  The Nawal 
  fawns on him as if he were one of his wives and ignores his 
  warriors.”  The young horseman struck his chest fiercely, 
  “It is not right for men to flatter and crawl on their bellies 
  for approval.  Like a dog.”
   
  The young warrior’s voice carried, and Tijhur 
  squirmed as people began to look their way.  The Nawal 
  looked up from where he was conversing with the Cancerite 
  and cleared his throat.  “You have something to say, 
  child?”
   
  Anagar considered a moment, and then strode 
  confidently into the center of the Nawal’s court, shaking off 
  Tijhur’s restraining hand.  “Yes, Nawal, I do have something 
  to say.  This man has done nothing for you.  What deeds 
  does he have to speak of?  He sings your praises and enjoys 
  a favored place by your side, and the rest of us must dance 
  the tune.  I am tired of it!”
   
  The Nawal frowned, “Are you questioning my 
  judgment, Anagar?”
   
  “I would not presume, Nawal, but if this soft 
  Canceri emissary is a man, let him face me in battle.”
   
  The Nawal turned toward the Cancerite, who was 
  smiling, “Do you accept his challenge, Vhemlos?”
   
  “Of course, revered one,” the Cancerite rose and 
  turned toward Tijhur.  “But I invoke my right as a visiting 
  dignitary, and ask this man to be my champion.”
   
  “I tried to warn you, boy.  The man has power.” 
  Anagar looked at Tijhur, shocked, as the old man stepped 
  forward and hefted his war axe.  Pitching his voice lower, 
  he whispered so Anagar alone could hear, “He has ways of 
  finding out things. Shameful things.  Forgive me, nephew.”
  When the God Sarish founded the val’Mehan bloodline, 
  He gave onto them His most potent ability, the power to 
  sway with but a word. The val’Mehans have taken this 
  ability and crafted it to an art form. It is said that certain 
  Imperial Senators fear a val’Mehan Emissary more than all 
  the Demons and Devils released during the Time of Terror. 
  Requirements: 
  To qualify as a val’Mehan Emissary, a character must 
  fulfill the following criteria:
  • 
  Bloodline: val’Mehan.
  • 
  Alignment: Any lawful. 
  • 
  Bluff: 4 ranks.
  • 
  Diplomacy: 8 ranks.
  • 
  Knowledge (nobility & royalty): 8 ranks.
  • 
  Sense Motive: 8 ranks.
  • 
  Feats: Judge of Character, Honeyed Tongue.
  • 
  Special: Charisma 16+.
    
  Hit Die: d6
  Skill Points:  6 + Intelligence modifier.
  Class Skills: val’Mehan Emissaries have the following 
  class skills (with the key ability for each skill) Bluff (Cha), 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise 
  (Cha), Escape Artist (Dex), Gather Information (Cha), Hide 
  (Dex), Knowledge (all skills, taken individually) (Int), Listen 
  (Wis), Move Silently (Dex), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Speak Language 
  (Int), Spellcraft (Int), Spot (Wis), and Swim (Str). 
  Class Features:
  All of the following are class features of the val’Mehan 
  Emissary prestige class.
  Weapon and Armor Proficiency: val’Mehan 
  Emissaries are proficient in all simple weapons and martial 
  weapons. They receive no additional proficiencies with any 
  type of armor or shields.
   
  Table 6-34: val’Mehan Emissary Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +2
  Silver Tongue, Heart of Stone
  2nd
  +2
  +0
  +3
  +3
  Irresistible Aura
  3rd
  +3
  +1
  +3
  +3
  Confidante
  4th
  +4
  +1
  +4
  +4
  Uncanny Judgment
  5th
  +5
  +2
  +4
  +4
  Voice of Honey 
  Val'Mehan Emissary  ▪ PRESTIGE CLASSES
  
  252
  Silver Tongue (Ex): Some say the words of a diplomat 
  are silky sweet, but the words of a val’Mehan Emissary are 
  sweeter then most, as their Diplomatic skills are especially 
  polished.  The character gains a +2 bonus on Diplomacy, 
  Sense Motive, and Bluff skill checks. 
  Heart of Stone (Ex): The Emissary is aware how his 
  own techniques may be turned against him. Any words or 
  actions meant to sway him to act or perform in a certain 
  manner fall upon deaf ears. Scenes that would tug upon the 
  heartstrings of any breathing being bounce off the iron shell 
  around his heart. The character gains a +5 bonus on all Will 
  saves related to Charisma and Charisma related abilities 
  (such as bardic music). 
  Irresistible Aura (Ex): The Emissary now knows how 
  to use her worldly charms with grace and cunning. The 
  character gains a +2 circumstance bonus to all Charisma 
  related skill checks and Charisma checks. 
  Confidante (Ex): The Emissary seems friendlier 
  and more trustworthy, her disarming smile and delicate 
  mannerisms allowing people to easily confide in their 
  “trusted friend.”  By spending at least an hour talking to a 
  character, the val’Mehan Emissary may accurately determine 
  the subject’s alignment, class, and level.  People who the 
  Emissary has befriended in this way must make a Will 
  save (DC 10 + the Emissary’s class level + the Emissary’s 
  Charisma modifier) in order to attack the Emissary.  The 
  befriended character can only attempt one save per round, 
  but once he succeeds on a save, he is no longer affected by 
  the Confidante power for the duration of that encounter and 
  for the next 24 hours.
  Uncanny Judgment (Ex): The Emissary has now 
  gained an uncanny insight into the persona and motivations 
  of others. If at any time the Emissary succeeds on a Sense 
  Motive check, the character gains insight of what the target 
  may be hiding or, if the target is speaking the truth, insight 
  into that target’s personality. If the check succeeds by 5 or 
  more, the Emissary may discern any personal flaws the target 
  may be hiding, such as substance addiction, a vice, or a 
  personal failing such as cowardice. Conversely, the Emissary 
  may instead discern any personality strengths, such as 
  whether that person is fearless or uncompromising. As Sarish 
  instructs, “An opponent’s strengths can be a greater weapon 
  against him than his weaknesses.” 
  Voice of Honey (Su): The Emissary’s words become 
  ever sweeter as she learns to twist and turn words into an 
  endless tapestry of compliments and suggestions. After a 
  round of conversation, the Emissary may fascinate one target 
  per Emissary level (as the bardic ability). If the Emissary is 
  allowed to speak to her targets for an additional round per 
  target, fascinated creatures must then make a Will save (DC 
  10 + the Emissary’s class level + the Emissary’s Charisma 
  modifier) or become charmed (as per the spell charm 
  person).
  WARPED ONES 
  During the Mythic Age, the time before the God’s War 
  when those perfect beings lived amongst their human children, 
  the Lords Nier and Hurrian campaigned against the Titans and 
  Elder Beings from Beyond the Thirteen Spheres. Lord Hurrian 
  was young in those days and the godling was as reckless, 
  headstrong and self-righteous as his brother, obsessed with 
  proving he was as mighty a warrior as his elder brother. 
   
  After a particularly vicious battle with one of the 
  spawn of the Elder Beings, the red haze lifted from Hurrian’s 
  sight and he beheld the devastation he and his brother had 
  wrought. He was stunned as he saw the hundreds of acres of 
  virgin forest, now toppled as if by a giant child’s tantrum, the 
  green pasture lands burned to ash and cracked and the grief 
  etched in the grime streaked faces of the humans of the area, 
  sobbing uncontrollably for those who had died for being at 
  the wrong place at the wrong time. 
   
  He looked to his brother Nier to assuage his 
  doubts, seeking some affirmation as to the righteousness of 
  their actions, but saw only satisfaction and a fanatical gleam 
  shining in his bloodshot eyes. Nier looked at the battlefield as 
  a canvas upon which he painted in blood red colors and the 
  hues of anguish, death and destruction. 
   
  Hurrian felt bile spill into his mouth as Lord Nier 
  clapped him on the shoulder. “Rejoice brother. The enemy 
  has been vanquished and we are victorious! You should be 
  proud of your actions here. You fell upon the enemy with a 
  holy rage to match mine.”
   
  But it was not pride that Lord Hurrian felt but 
  shame that his loss of control was the cause of so much 
  misery and heartache. He fled away from the battlefield and 
  did not stop until he reached the far northern shore. A huge 
  tempest had blown in from the sea, its black raindrops mixing 
  with his own tears and his roar of distress keening over the 
  gale force winds. 
  Yarris, Lord of the oceans and the churning tides rose 
  before him. “What distresses you so, son of my brother? I 
  see a raging turmoil within you, as black and roiling as the 
  mightiest of my hurricanes.”
  “Lord Yarris,” Hurrian said kneeling before the Sea 
  Lord, “I have within me such anger and fury that it threatens 
  to drive me to drink from the same well of madness as my 
  brother Nier. I will not be him. I will not allow myself to fall 
  willingly into that state where every blow is a lover’s kiss and 
  the splatter of blood a benediction. I understand that war 
  and battle is necessary, but the sword should be raised only 
  when all other courses of action have failed and even then 
  a blow should be struck judiciously. But I fear that the next 
  time I must campaign against the horrors that still dwell in 
  the shadows, I will be tempted to unleash my fury upon the 
  foe and bring woe to the innocent.”
  Yarris contemplated the young god’s dilemma. “The 
  answer is clear. You must divest yourself of these furies that 
  dwell within you. Be rid of your raging passions and your 
  thoughts will always be under your control.”
  Seeing the wisdom in the Sea Lord’s words, Hurrian 
  reached deep within himself. Six Furies emerged from his 
  breast and struggled fiercely in his grasp. A calm fell upon 
  Hurrian at that moment and he looked upon the essence of 
  wrath dispassionately. Nodding sagely to his Uncle, Hurrian 
  tossed five of the furies to the roiling tempest but replaced one 
  back into his breast and said, “You give a warrior courage and 
  strength when all else is lost, but too much anger will blind the 
  wisest of men. When our children call upon you, grant them 
  your power, but fly back to the storm when your need is done.”
  --- Scroll VII of the Path of the Warrior by Fulminos 
  val’Tensen
  PRESTIGE CLASSES ▪ Warped Ones
  
  253
   
  The Warped Ones represent the pinnacle of those 
  warriors who have harnessed the power of their own rage and 
  have learned to direct it in ways that other berserkers cannot 
  even dream of. Warped Ones train for many years, fasting and 
  purifying their bodies and souls, to become perfect vessels 
  for one of the Furies of Hurrian. Driven by a fanaticism that 
  is a twisted mix of religious fervor and righteous anger, these 
  men and women become possessed by one of these wrathful 
  spirits. Once channeled, this spirit transforms the berserker 
  into something more than human; more of an unstoppable 
  force of nature than a mortal being. 
   
  The Skohir of the Hinterlands hold Warped Ones 
  in high esteem, seeing them as holy warriors, blessed by the 
  Storm Lord. Other Yhing Hir tribes view those that follow 
  that path with trepidation and a healthy dose of respect. While 
  not as prevalent as in Skohir society, Warped Ones exist in 
  small numbers in the other tribes that roam the Hinterlands. 
  The more savage societies of the Chauni and especially the 
  Voei have a high number of Warped Ones. These berserkers 
  usually hold high places of power within their tribal structure 
  as few can challenge such a juggernaut and survive. 
  Requirements: 
  To qualify as a Warped One, a character must fulfill all 
  the following criteria.
  • 
  Alignment: Any chaotic.
  • 
  Base Attack: +6.
  • 
  Feats: Iron Will, Endurance. 
  • 
  Special: Ability to rage, must be Voei, Chauni or of 
  the Yhing Hir Tribes (Native Hinterlanders)
  Hit Die: d12
  Skill Points:  4 + Intelligence modifier.
  Class Skills: The Warped One’s class skills are Balance 
  (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
  Class Features:
  All of the following are class features of the Warped 
  Ones prestige class.
  Weapon and Armor Proficiency: The Warped One is 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields. 
  Twisted Form (Su):  The Warped One may rage into a 
  twisted visage of himself. This ability costs the Warped One 
  two of his daily rage uses. If he does not have two uses left, 
  he cannot use this ability for the rest of the day. When using 
  this ability, the Warped One’s rage bonuses are increased by 
  an additional +2 to Strength, Constitution, and Will saving 
  throws. The Warped One also gains a +2 natural armor bonus. 
  These benefits are offset by the fact that the Warped One’s 
  AC penalty for raging is increased by -4 (to a total of -6). The 
  Warped One may prematurely end this twisted rage, just as 
  with a normal rage. At the end of the rage, regardless of how 
  it ends, the Warped One loses all rage modifiers and becomes 
  exhausted (move at half speed, -6 Strength, -6 Dexterity) for 
  one hour, whereupon the Warped One becomes fatigued (-2 
  Strength, -2 Dexterity, can’t run or charge) for one additional 
  hour.
   
  Path of Rage (Ex): Once the character starts down the 
  path of the Warped One he must advance to the 10th level of 
  the Warped One prestige class before taking levels in any 
  other class. If for any reason the Warped One changes his 
  alignment to any non-chaotic alignment the character loses all 
  Warped One special class abilities.
  Additional Rage (Ex): At 1st, 5th, and 10th level the 
  Warped One gains an additional use of his normal rage ability 
  per day. This stacks with any other feats or increases in the 
  character’s number of uses of rage per day. 
  Table 6-35: Warped One Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Twisted Form, Path of Rage, Additional Rage
  2nd
  +2
  +3
  +0
  +0
  Unnatural Endurance 
  3rd
  +3
  +3
  +1
  +1
  4th
  +4
  +4
  +1
  +1
  Burst of Strength
  5th
  +5
  +4
  +2
  +2
  Twisted Visage, Additional Rage
  6th
  +6
  +5
  +2
  +2
  7th
  +7
  +5
  +3
  +3
  Dire Rage
  8th
  +8
  +6
  +3
  +3
  Twisted Soul
  9th
  +9
  +6
  +4
  +4
  10th
  +10
  +7
  +4
  +4
  Juggernaut
  Warped Ones  ▪ PRESTIGE CLASSES
  
  254
  Unnatural Endurance (Ex): When raging, the Warped 
  One becomes almost unstoppable, and during combat may 
  continue to rage longer then any mere barbarian can ever hope 
  to. One round before the Warped One’s rage would normally 
  end, he may use two additional daily rage attempts (if he 
  has them available) to renew and strengthen his rage. This 
  automatically invokes the effects of a Burst of Strength (even 
  if the Warped One cannot normally use this ability). Half of 
  all damage suffered during this enhanced rage becomes non-
  lethal damage. This extended rage only lasts for a short time 
  – a number of rounds equal to the character’s base Constitution 
  modifier (ignoring rage modifiers to Constitution, as well as all 
  other enhancement bonuses, including magic).  The physical toll 
  of this ability upon the Warped One’s body is devastating; once 
  the Warped One comes out of this extended rage he instantly 
  suffers the aftereffects of Burst of Strength (with no save to 
  resist the Con damage). The Warped One also falls unconscious 
  (no save) and remains so for one hour, during which time he 
  is utterly helpless and cannot be roused or awakened by any 
  means. When he finally regains consciousness, the Warped 
  One suffers from the aftereffects of his Twisted Form ability 
  (exhaustion for one hour, followed by fatigue for one hour). 
  Burst of Strength (Su):  By calling upon the spirit of 
  rage and slaughter, the Warped One may enhance his Strength 
  to inhuman proportions – but at a terrible physical price. Once 
  per day, during a rage enhanced through the use of the Twisted 
  Form ability, the Warped One may activate a Burst of Strength, 
  gaining a +1 Strength bonus per Warped One class level.  This 
  bonus stays in effect as long as the Warped One’s rage lasts. 
  However, the Warped One also suffers one point of nonlethal 
  damage per Warped One level per round. When the rage ends, 
  the Warped One must succeed on a Fortitude save (DC 20) or he 
  suffers 1d6 points of temporary Con damage (which, combined 
  with his loss of temporary hit points from the rage ending, may 
  be enough to kill him).
  Twisted Visage (Su): Starting at 5th level, any time the 
  Warped One uses his Twisted Form ability, he radiates a fearful 
  area which causes all to see his battle prowess to quake in 
  fear. Whenever the Warped One fells a foe while raging, all 
  opponents within 30 feet must immediately make a Will save 
  (DC 10 + one-half the Warped One’s Hit Dice plus the Warped 
  One’s Charisma modifier) or become shaken (suffering a -2 to 
  attack rolls, saving throws, skill checks, and ability checks). 
  This condition lasts until the Warped One’s rage ends.  Anyone 
  that succeeds on this saving throw is immune to the Warped 
  One’s twisted visage ability for the rest of the day.  This is a 
  mind-affecting fear effect.
  Dire Rage (Su): Upon reaching 7th level, the Warped 
  One’s Twisted Form increases in size and power. The Warped 
  One now gains the ability to increase his size (per enlarge) 
  while he uses his Twisted Form ability. This is optional, but if 
  the Warped One chooses to activate it at any point during his 
  rage, it takes effect as a free action and remains as long as the 
  Warped One rage persists.
  Twisted Soul (Ex): When using his twisted form ability 
  the Warped One now gains spell resistance equal to 15 + his 
  Warped One class levels.
  Juggernaut: The Warped One now becomes almost 
  unstoppable. When utilizing twisted form and dire rage he 
  gains fast healing (non-lethal damage only) 5, DR 10/-, and also 
  gains the Trample ability (base damage 2d6; see Core Rulebook 
  III) and the Improved Overrun feat. The Warped One may 
  attempt a number of overrun attempts in a single round equal 
  to 1 plus his Dexterity modifier (minimum 1).
  WARRIORS OF THE ETERNAL FLAME
  “These vessels of flesh which house our souls are but 
  incomplete and inefficient instruments of Lord Nier’s Holy 
  Destruction.  A man can fell a tree with an axe, while Lord 
  Nier’s flame can reduce a tree to ash.  Which, then, is the True 
  Destroyer?”
  - VIIth Holy Scroll of Becherek
  The Warriors of the Eternal Flame are those who embody 
  the teachings of Nier and His Church. These fanatical adherents 
  of Nier are no longer content with just leading troops into 
  glorious battle or massive slaughter, but instead have been 
  touched by the Flame Lord himself and have been called upon 
  to burn off the final, unclean vestiges of humanity. 
  Those who are drawn to greater service to the Destroyer 
  undergo even harsher training than an elite soldier in Canceri’s 
  army. He is instructed in the Inner Doctrine of the Church and 
  searches for the inner fire in his soul.
  As a Warrior of the Eternal Flame, the neophyte begins 
  to understand and manifest the essence of the Living Flame. 
  When it is felt that the neophyte is ready, he undergoes the 
  ultimate test of his faith. In the lower levels of the Holy Church 
  resides the Eternal Flame, a huge pillar of fire twenty feet high. 
  Nier’s tears ignited this flame as he wept, realizing that the 
  God’s War had ended.
  The applicant purifies his body and enters the Blazing 
  Pillar. If he is found worthy, he exits the other side of the Pillar 
  with a greater understanding of Nier and His Divine Essence 
  and is gifted with a ruddy-toned skin that bestows immunity to 
  fire.  If he is not worthy, his is immolated, another sacrifice to 
  Nier’s thirst for destruction.
  The understanding and power of the successful neophyte 
  continue until the pinnacle of achievement is reached and the 
  Warrior can finally shed his fleshy prison and become one with the 
  Flame, a Fire Elemental, the ultimate manifestation of Nier’s will.
  Requirements: 
  To qualify as a Warrior of the Eternal Flame, a character 
  must fulfill the following criteria:
  • Alignment: Any lawful. 
  • Base Attack: +7.
  • Skills: Knowledge (religion): 4 ranks, Knowledge 
  (warfare and tactics): 4 ranks.
  • Feats: Iron Will, Toughness, Weapon Focus: (Any melee 
  weapon).
  • Special: Must worship Nier and must pass the test known 
  as The Crucible of Flame. There are said to be a series of 
  five tests, known as “pillars,” and the would-be Warrior 
  must visit each pillar along his path to enlightenment.  
   
  Hit Die: d12
  Skill Points:  2 + Intelligence modifier.
  Class Skills: The Warrior of the Eternal Flame’s class skills 
  (and the key ability for each skill) are: Climb, Concentration, 
  Craft (any), Examine Martial Technique, Handle Animal, Heal, 
  Intimidate, Jump, Knowledge (religion), Knowledge (warfare and 
  tactics), Profession (any), Ride, Sense Motive, and Spellcraft.
  Class Features
  The following are class features of the Warriors of the 
  Eternal Flame prestige class.
  Warriors of the Eternal Flame are the embodiment of 
  Nier in his aspect as Lord of Fire. Their martial prowess 
  advances at a rapid rate, and they also gain the ability to 
  cast a few divine spells and to call forth the living flame 
  of Nier to serve them.
  PRESTIGE CLASSES ▪ Warriors of the Eternal Flame
  
  255
  Weapon and Armor Proficiency: A Warrior of the 
  Eternal Flame is proficient with all simple and martial 
  weapons, with light, medium, and heavy armor, and with 
  shields (including tower shields).
  To Walk the Path of Fire: In order to become a Warrior 
  of the Eternal Flame and to gain levels in the prestige class, 
  the applicant must walk through the Pillars of Fire. 
  There are five known Pillars, and successfully completing 
  the challenges of each allows the character to advance farther 
  down the path. The first Pillar allows access to the first three 
  levels of the class, while each subsequent Pillar adds an 
  additional two levels. The fifth and final Pillar unlocks the 
  tenth level of the prestige class and represents the character’s 
  ultimate transformation into an embodiment of Nier. The 
  locations of the individual Pillars are detailed in the Player’s 
  Guide to Arcanis. Although the sourcebook provides a specific 
  order, in reality a Warrior of the Eternal Flame may pass 
  through the Pillars in any order.
  Tap the Fire Within: The flames of Nier have touched 
  the Warrior’s heart, allowing her to call upon the fire that 
  burns within. The character gains the ability to cast a small 
  number of divine spells. (Note: The limitation on the number 
  of spells known from the Player’s Guide to Arcanis has been 
  removed, but the number of spells per day has been reduced, 
  as detailed in the revised advancement table.)
   
  Beginning at 1st level, a Warrior of the Eternal 
  Flame gains the ability to cast a number of divine spells. To 
  cast a spell, the Warrior must have a Charisma score of at least 
  10 + the spell’s level, so a Warrior with a Charisma of 10 or 
  lower cannot cast these spells. The Warrior’s bonus spells are 
  based on Charisma, and saving throws against these spells 
  have a DC of 10 + spell level + the Warrior’s Charisma bonus. 
  When the Warrior gets 0 spells per day of a given spell level, 
  she gains only the bonus spells she would be entitled to (based 
  on her Charisma score) for that spell level.
  The Warrior of the Eternal Flame’s spell list appears 
  below. The Warrior has access to any spell on the list and can 
  freely choose which to prepare when she prays for her spells 
  each day. She prepares and casts spells just as a cleric does 
  (though she cannot drop a prepared spell to spontaneously cast 
  a cure or inflict spell in its place).
  Child of Nier (Su): Beginning at 2nd level, the Warrior 
  gains immunity to the effects of non-magical fire and natural 
  extremes of heat. She will never suffer burns nor heat damage. 
  Magical fire is an amalgamation of Lord Nier’s power with 
  that of Sarish, so the Warrior is resistant but not immune to it. 
  She gains fire resistance 5, which increases to 10 at 4th level, 
  15 at 7th level, and 20 at 9th level.
  Call Forth His Servants (Su): At 3rd level, the Warrior 
  of the Eternal Flame gains the ability to call forth a fraction of 
  the essence of Nier Himself to aid her. Once per day she may 
  offer her own blood in a ritual to the Lord of Fire. This ritual 
  involves 30 minutes of prayer and culminates in the Warrior 
  spilling a quantity of her own blood, which bursts into flame 
  and takes the form of a fire elemental (with the standard 
  statistics for its type as detailed in Core Rulebook III). The 
  Warrior loses one hit point per two Hit Dice (rounded down) 
  of the elemental to be summoned. These hit points cannot be 
  healed or regenerated in any way for as long as the summoned 
  elemental remains on the Mortal Plane of Arcanis. 
  The summoned elemental is Medium (4 HD) at 3rd level, 
  Large (8 HD) at 5th level, Huge (16 HD) at 7th level, and 
  Greater (21 HD) at 9th level. The Warrior is able to command 
  the elemental telepathically and it obeys her orders without 
  question. Dispel magic cannot cancel this summoning effect, 
  but more powerful spells (such as dismissal) that expel 
  extraplanar creatures can. Upon being reduced to 0 hit points, 
  if it is ever more than one mile from her position, or after 12 
  hours have passed (it can be dismissed early by the Warrior 
  as a standard action), the summoned elemental immediately 
  vanishes and the Warrior regains the hit points she sacrificed 
  during the ritual.
  TABLE 6-36: WARRIOR OF THE ETERNAL FLAME 
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  +0
  +2
  To Walk the Path of Fire, Tap the Fire Within
  0
  --
  --
  --
  2nd
  +2
  +3
  +0
  +3
  Child of Nier
  1
  --
  --
  --
  3rd
  +3
  +3
  +1
  +3
  Call Forth His Servants (Medium)
  1
  0
  --
  --
  4th
  +4
  +4
  +1
  +4
  Fire Domain
  1
  1
  --
  --
  5th
  +5
  +4
  +1
  +4
  Call Forth His Servants (Large)
  1
  1
  0
  --
  6th
  +6
  +5
  +2
  +5
  Destruction Domain
  1
  1
  1
  --
  7th
  +7
  +5
  +2
  +5
  Call Forth His Servants (Huge), Nier’s Blazing Aura
  2
  1
  1
  0
  8th
  +8
  +6
  +2
  +6
  Nier’s Embrace
  2
  1
  1
  1
  9th
  +9
  +6
  +3
  +6
  Call Forth His Servants (Greater)
  2
  2
  1
  1
  10th
  +10
  +7
  +3
  +7
  Nier’s Gift
  2
  2
  2
  1
  Warriors of the Eternal Flame  ▪ PRESTIGE CLASSES
  
  256
  Bonus Domains: At 4th level the Warrior of the Eternal Flame 
  gains access to the Fire Domain from Core Rulebook I.  (The 
  appropriate spells from this domain are already included in the class 
  spell list.) The Warrior gains the use of the granted power of the 
  domain. She does not gain the bonus domain spell slot per day, but 
  if she already has the Fire domain from another divine spellcasting 
  class (typically cleric), then her Warrior of the Eternal Flame class 
  levels stack with her class levels in the other class when she casts 
  spells from the domain slot granted by the other class.
   
  At 6th level, the Warrior gains access to the Destruction 
  domain from Core Rulebook I. This works identically to the 
  Fire domain (she gains the granted power but not the domain 
  slot, and her caster levels stack when casting spells from the 
  Destruction domain out of the domain slot from her other divine 
  spellcasting class, if any.)
   
  Note that certain of the domain spells (such as 
  contagion, which is the 3rd-level Destruction domain spell) are 
  not appropriate for Nier’s portfolio and so have deliberately not 
  been included on the Warrior of the Eternal Flame’s class list.
  Nier’s Blazing Aura (Su): At 7th level, the Warrior of 
  the Eternal Flame gains the ability to wreathe herself in the 
  coruscating flames of Nier. Activating this supernatural ability 
  is an immediate action that may be performed once per day. 
  Brilliant blue flames erupt from the Warrior’s body. These 
  flames do not harm the Warrior or her equipment. The aura 
  conveys the benefits of the fire shield spell (warm version) as 
  detailed in Core Rulebook I, except that this version does not 
  allow Spell Resistance. The shield deals 1d6+15 points of fire 
  damage to any creature striking the Warrior with a natural or 
  hand-held weapon, and reduces all damage from cold-based 
  attacks by half (if the attack allows a Reflex save for half 
  damage, the Warrior takes no damage on a successful save).
   
  While she is enveloped in the blazing aura, the 
  Warrior cannot become invisible, nor can she benefit from any 
  form of concealment (natural or magical) due to the aura of fire 
  that surrounds her. However, for as long as the ability is active, 
  the Warrior gains the benefits of the freedom of movement 
  spell. (Creatures attempting to grapple her automatically take 
  damage from the fire shield as normal, but the grapple attempt 
  automatically fails.)
   
  Once activated, the blazing aura lasts for one round 
  per level in the prestige class. The blazing aura is treated as if 
  it were a single spell with a caster level of 15 for purposes of 
  dispel magic and similar effects.
  Nier’s Embrace (Su): At 8th level, the Warrior of the 
  Eternal Flame can imbue her weapon with the holy fires of her 
  patron deity. This supernatural ability may be activated once per 
  day as a full-round action and only functions on a melee weapon 
  that is being wielded by the Warrior of the Eternal Flame. 
  The weapon erupts with white-hot light, the searing pain of 
  which can only be felt by those who are struck with it in melee 
  combat. While this aura is active, the weapon bypasses damage 
  reduction as if it were aligned to match the Warrior’s own 
  alignment (both components, one of which is always Lawful). 
  The weapon also gains a holy bonus to hit and damage equal to 
  the Warrior’s prestige class level. (If the Warrior is evil, then the 
  bonus is unholy instead of holy). 
  The weapon’s aura lasts for a number of minutes equal 
  to the Warrior’s Charisma bonus (minimum 1 minute). If the 
  Warrior is disarmed or puts the weapon down, the aura vanishes, 
  but it immediately reappears when the Warrior picks the weapon 
  back up (the Warrior does not have to use an action to reactivate 
  the aura) as long as the duration has not expired.
  Nier’s Gift: At 10th level, the Warrior undergoes her 
  ultimate transformation, becoming an amalgamation of mortal 
  flesh and the divine essence of Nier Himself. Her type changes 
  to Elemental, and she gains the Augmented and Fire subtypes. 
  This gives her the following traits:
  • 
  Darkvision out to a range of 60 feet.
  • 
  Immunity to poison, sleep effects, paralysis, and 
  stunning.
  • 
  Not subject to critical hits or flanking.
  • 
  Immunity to fire.
  • 
  Vulnerability to cold, which means she takes half 
  again as much (+50%) damage from cold-based attacks, 
  regardless of whether a saving throw is allowed or if the 
  save is a success or a failure.
  Warrior of the Eternal Flame Spell List
  1st level: bless weapon, burning hands, cause fear, dancing 
  lights, inflict light wounds, magic weapon, pyrotechnics, 
  spiritual weapon
  2nd level: continual flame, flame blade, flaming sphere, 
  inflict moderate wounds, magic vestment, produce flame, resist 
  energy, shatter
  3rd level: fire trap, flame arrow, greater magic weapon, 
  inflict serious wounds, mantle of unassailable flame, scorching 
  ray
  4th level: fireball, fire shield (warm), flame strike, inflict 
  critical wounds, wall of fire
   
  WEAPON SAVANT
  “The problem with the Coryani Legions and the Milandisian 
  Cantons is that they train so hard to use their standard 
  equipment that they’re useless without it.  I’m a bit different 
  than that, you see.  You thought that ambushing me here, in an 
  alley, without armor or weapons, would make me useless.  But 
  an alley’s just full of weapons if you know how to use them.  I 
  know you’ve lost a lot of blood, but try to stay awake for this.  I 
  want to talk about my fighting philosophy with you.”
  - Captain Argent Dambin of Freeport
  Many warriors focus on the mastery of a single weapon. 
  However, there are a few select individuals that realize that the 
  weapon used in a combat is irrelevant. A true master knows 
  that there are underlying concepts that apply to any weapon. 
  These Weapon Savants can use anything from a polearm to a 
  woodcarving knife with equal proficiency, and all weapons are 
  deadly in the hands of such an individual.  Through long hours 
  they unlearn the techniques of specific weapons, and learn 
  instead the fundamental principles behind weaponry itself, first 
  becoming proficient in all weapons, then improving their skill, 
  until the basest of improvised weapons becomes a deadly tool 
  in their hands. Fighters are the most common Weapon Savants, 
  though paladins, rangers, and even monks occasionally progress 
  down this path.
   
   Requirements: 
  To qualify as a Weapon Savant, a character must fulfill all 
  the following criteria.
  • 
  Base Attack Bonus: +6.
  • 
  Feats: Combat Expertise, Combat Reflexes, Three 
  Exotic Weapon proficiency feats (the character must have 
  actually spent feats on these exotic weapons, not gained 
  them through class features.  For example, the Legionaire 
  feat would count, but the bard’s proficiency with the whip 
  would not), Improved Disarm.
  PRESTIGE CLASSES ▪ Weapon Savant
  
  257
  • 
  Special: Until the character reaches the 5th level 
  in Weapon Savant, the character cannot have any feat 
  that provides bonuses or special abilities (other than 
  proficiency) in a specific weapon. This includes Improved 
  Critical, Weapon Focus, and Weapon Specialization. If 
  the character acquires any such feat permanently before 
  5th level, all class abilities are lost. If the feat is gained 
  temporarily (such as through a spell), the Weapon Savant 
  loses all class abilities as long as they have the feat. After 
  a character reaches the 5th level of Weapon Savant the 
  character may take these feats. See Many Blades Many 
  Methods for a complete explanation.
  Hit Die: d8
  Skill Points:  4 + Intelligence modifier.
  Class Skills: The Weapon Savant’s class skills (and the key 
  ability for each skill) are: Balance (Dex), Bluff (Cha), Climb 
  (Str), Craft (Int), Examine Martial Technique (Wis), Jump (Str), 
  Knowledge (history) (Int), Listen (Wis), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex).
  Class Features:
  All of the following are class features of the Weapon 
  Savant prestige class.
  Weapon and Armor Proficiency: The Weapon Savant is 
  proficient with all types of armor and shields (including tower 
  shields).
  Total Weapon Proficiency: The Weapon Savant can 
  use any weapon without suffering a nonproficiency penalty, 
  including exotic weapons. No matter how strange the weapon, a 
  Weapon Savant can instantly grasps the nuances of its use.  This 
  does not count as having exotic weapon proficiencies for the 
  purposes of gaining entry into a prestige class.
  Deflect Attack: The Weapon Savant gains a +1 shield bonus 
  to AC versus all attacks (melee and ranged) as long as he knows 
  the attack is coming. This bonus rises to +2 at 3rd level, and +3 at 
  5th level. The Weapon Savant must have a melee weapon and/or 
  shield in hand to gain this bonus. Unlike most bonuses, this shield 
  bonus stacks with other shield bonuses.  The character loses this 
  bonus when in heavy armor, or when heavily encumbered. 
  Total Finesse (Ex): At 2nd level, the Weapon Savant can 
  choose to use his Dexterity bonus instead of his Strength bonus 
  to hit, regardless of the weapon being used. Even large weapons 
  can benefit from this ability. The character loses this bonus 
  when in heavy armor, or when heavily encumbered.  This counts 
  as having “Weapon Finesse” for the purposes of other prestige 
  classes and feats.
  Improvised Weapons (Ex): At 2nd level, any object can be 
  used as a weapon. Tiny objects do 1d2 damage, Small objects do 
  1d4 damage, Medium objects do 1d6 damage, and Large objects 
  do 1d8 damage. All such weapons have a critical range of 20, 
  and do x2 damage on a successful critical. If thrown, they have a 
  10-foot range increment. In addition, the character’s skill is such 
  that practice weapons can be used with the same damage and 
  critical range as a real weapon (though the damage type usually 
  changes to bludgeoning). 
  Expert Strike (Ex): At 3rd level, the Weapon Savant gains 
  a +1 bonus on damage rolls with any weapon he uses. 
  Close-Combat Fighting (Ex): At 4th level, the Weapon 
  Savant may use weapons with reach even against foes who are 
  inside his reach (such as using a weapon with 10’ reach against 
  an opponent who is only 5’ away). He suffers a -4 penalty on 
  his attack rolls when doing so. Additionally, the Weapon Savant 
  may use ranged weapons in melee without drawing an attack of 
  opportunity. 
  Many Blades, Many Methods (Ex): The Weapon Savant 
  may take feats that normally apply to a single weapon, and 
  apply the advantages of those feats to any weapon he holds. 
  This process takes the Weapon Savant one full round, as he 
  takes a few seconds to familiarize himself with the weapon, 
  make a few practice swings, and so on. The ability lasts until 
  the Weapon Savant re-attunes his feats to another weapon. This 
  ability works only with melee weapons, and applies to any feat 
  that specifically says it may be gained more than once, but a 
  different weapon must be chosen each time. Through the use of 
  this ability, the Weapon Savant does not need to gain any such 
  feat more than once to be able to apply the feat to any melee 
  weapon.
  Table 6-37: Weapon Savant Advancement
  Class
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Total Weapon Proficiency, Deflect Attack +1
  2nd
  +2
  +0
  +3
  +0
  Total Finesse, Improvised Weapons
  3rd
  +3
  +1
  +3
  +1
  Deflect Attack +2, Expert Strike
  4th
  +4
  +1
  +4
  +1
  Close-Combat Fighting
  5th
  +5
  +2
  +4
  +2
  Deflect Attack +3, Many Blades Many Methods 
  Weapon Savant  ▪ PRESTIGE CLASSES
  
  258
  Through the centuries, the weapons of Arcanis 
  have developed in many strange and interesting ways. 
  Thanks to the influences of the ancient Ssethregoran 
  Empire, the mysterious Kio, the superior craftsmanship 
  of the dwarves, and the ingenuity of the Altherians, 
  there have been hundreds of new and varied weapons 
  introduced over the years.  These weapons have been 
  embraced and scorned, adopted and rejected, admired 
  and despised by countless legions of adventurers and 
  soldiers throughout Arcanis. 
  WEAPONS & EQUIPMENT ▪ Weapon Tables
  Chapter Seven
  Weapons and Equipment
  Table 7-1 Weapons of Arcanis
  Name
  Cost
  Damage
  Critical
  Range Increment
  Weight
  Type
  Simple Weapons
  Light Melee Weapons
     Pugio
  1 gp
  1d4
  19-20 /x2
  10’
  1 lb
  P
  One-Handed Melee Weapons
     Aspergil, light3
  15 gp
  1d6
  x2
  -
  4 lb
  B
  Two-Handed Melee Weapons
     Aspergil, heavy3
  25 gp
  1d8
  x2
  -
  8 lb
  B
     Godentag
  8 gp
  1d8
  x3
  -
  9 lb
  B
  Martial Melee Weapons
  Light Melee Weapons
     Gladius 3
  20 gp
  1d8
  19-20/x2
  -
  5 lb
  P
  One-Handed Melee Weapons
     Crowsbeak, horseman’s 3
  12 gp
  1d6
  x4
  -
  7 lb
  P
     Koncerz 3, 4 
  18 gp
  1d6
  19-20/x2
  -
  6 lb
  P
     Kopesh 
  20 gp
  2d4
  19-20/x2
  -
  6 lb
  S
     Lancea 3
  2 gp
  1d8
  x3
  25’
  3 lb
  P
     Reaver Sword 3
  35 gp
  1d8
  18-20/x2
  -
  8 lb
  S
     Saber
  20 gp
  2d4
  x2
  -
  4 lb
  S
     Spatha 3,4
  16 gp
  1d8
  x3
  -
  4 lb
  P
  Two-Handed Melee Weapons
     Awl Pike 1,4
  14 gp
  2d4
  x3
  -
  11 lb
  P
     Bardiche
  17 gp
  1d12
  x3
  -
  16 lb
  S
     Bearded Axe 3
  25 gp
  3d4
  x3
  -
  20 lb
  S
     Crowsbeak, footman’s 3
  17 gp
  1d8
  x4
  -
  9 lb
  P
     Flamberge 3
  75 gp
  3d4+1
  19-20/x2
  -
  15 lb
  S
     Glaive-Guisarme 3, 4
  9 gp
  1d10
  x3
  -
  15 lb
  S
     Great Trident 1, 3, 4
  22 gp
  1d10
  x2
  -
  13 lb
  P
     Guisarme-Voulge 1, 3,4
  10 gp
  1d8
  x3
  -
  12 lb
  S/P
     Kopia 3,4
  15 gp
  2d4
  x3
  -
  9 lb
  P
     Pike 1, 3,4
  12 gp
  2d4
  x2
  -
  10 lb
  P
     Terbutje 3
  10 gp
  2d6
  x2
  -
  10 lb
  B/P
     Treslauder Axe 1,
  16 gp
  2d6
  x3
  -
  15 lb
  S/P
     Voulge 1, 4
  8 gp
  1d10
  x3
  -
  14 lb
  S
  Martial Ranged Weapons
     Footbow 3
  300 gp
  1d12
  x3
  150’
  5 lb
  P
     Footbow, Mighty +1 3
  400 gp
  1d12
  x3
  150’
  5 lb
  P
     Footbow, Mighty +2 3
  500 gp
  1d12
  x3
  150’
  5 lb
  P
     Footbow, Mighty +3 3
  600 gp
  1d12
  x3
  150’
  5 lb
  P
     Footbow, Mighty +4 3
  700 gp
  1d12
  x3
  150’
  5 lb
  P
          Arrow-Footbow (20)
  10 gp
  -
  -
  -
  2 lb
  -
          Footbow, Strings (5)
  5 gp
  -
  -
  -
  -
  -
     Mattiobarbuli
  1 gp
  1d4
  x3
  25’
  ½ lb
  P
     Pila, Heavy 1, 3
  5 gp
  1d8
  x2
  10’
  5 lb
  P
     Pila, Light 1, 3
  3 gp
  1d6
  x2
  20’
  3 lb
  P
  Weapons of Arcanis
  
  259
  Weapon Tables  ▪  WEAPONS & EQUIPMENT
  Exotic Melee  Weapons
  Light Melee weapons
     Drusus 3
  370 gp
  2d4
  19-20/x3
  -
  4 lb
  S/P
     Unden Knife 3
  5 gp
  1d4+1
  18-20/x2
  5’
  1 lb
  S/P
     Warfan 3
  10 gp
  1d6
  19-20/x3
  -
  1 lb
  S/P
  One-Handed Melee Weapons
     Chain Sword 3,4
  500 gp
  1d8
  x2
  -
  4 lb
  S
     Kio Sword 3
  1,000 gp
  1d8
  18-20/x2
  -
  3 lb
  S/P
     Steel Whip 3, 4
  15 gp
  1d6
  19-20/x2
  - 
  6 lb
  S
  Two-Handed Melee Weapons
     Amplus Machaera (grandblade)
  150 gp
  2d8
  19-20/x2
  -
  30 lb
  S
     Crocodile Sword 3
  60 gp
  1d8
  19-20/x2
  -
  13 lb
  S
     Double Spear 5
  50 gp
  1d6/1d6
  19-20/x2
  -
  10 lb
  B/P
     Mancatcher Staff 3, 4, 6
  30 gp
  1d4
  x2
  -
  5 lb
  P
     Spiral Spear 1, 3
  135 gp
  1d10
  x3
  15’
  7 lb
  P
     Tralian Hammer 3
  145 gp
  2d8
  x3
  -
  18 lb
  B/P
     Tremarian Sworock 3, 4
  150 gp
  2d4
  -
  -
  20 lb
  B/S
     Yhark 3
  70 gp
  1d10/1d6
  x3
  -
  20 lb
  S/B
  Special
     Cafelan Combat Cloak3
  15 gp
  Special
  x2
  -
  2 lb
     Tail Bracer
  30 gp
  1d8
  x2
  -
  10 lb
  B/P
  Exotic Ranged Weapons
     Bola, Voei 3
  50 gp
  1d8
  x3
  15’
  18 lb
  B/P
     Boomerang Axe 3
  9 gp
  1d6
  x2
  10’
  5 lb
  S
     Chain Net 3
  100 gp
  1d4
  -
  5’
  25 lb
  B
     Disc Crossbow, Repeating
  65 gp
  1d6
  18-20 /x2
  100’
  10 lb
  P
          Discs (6 round clip)
  3 gp
  -
  -
  -
  1 lb
  -
  Flintlocks
  One-Handed Flintlocks
     Altherian Flintlock, Pistol 3
  400 gp*
  3d4
  19-20/x3
  50’
  5 lb
  P
     Altherian Scattergun 3
  400 gp*
  2d4
  x2
  20’
  15 lb
  P
     Pistol, small 2,3
  600 gp
  2d4
  x3
  30’
  5 lb
  P
     Blastpowder, 10 shots
  50 gp
  1 ib
  Two-Handed Flintlocks
     Altherian Flintlock, Rifle 3
  500 gp*
  4d4
  19-20/x3
  100’
  15 lb
  P
     Blunderbuss 2, 3
  400 gp
  3d6
  -
  20’ cone
  30 lb
  P
  Grenade-like Weapons
     Fragmentation Bomb 3
  50 gp
  2d6
  N/A
  10’ 
  2 lb
  P + 
  Fire
  Siege Weapons
     Cannon, Field 3
  1500 gp
  -
  N/A
  200’
  1000 lb
  -
          Field Cannonball 3
  100 gp
  6d6
  -
  -
  15 lb
  B
          Field Mortar Shell 3
  300 gp
  5d6
  -
  -
  20 lb
  P + 
  Fire
     Cannon, Siege 3
  2500 gp
  -
  N/A
  300’
  2800 lb
  -
          Siege Cannonball 3
  150 gp
  10d6
  -
  -
  25 lb
  B
          Siege Mortar Shell 3
  450 gp
  8d6
  -
  -
  30 lb
  P + 
  Fire
  1. 
  This weapon inflicts double damage when a readied action is used to hit a charging opponent.
  2.       This weapon may misfire.  See the misfire rules see Table 7-3 Flintlock Misfires for more details.
  3. 
  This weapon has special rules or abilities.  See the weapon’s description for more details.
  4. 
  This weapon has reach.
  5. 
  This weapon is a double weapon.
  6. 
  This weapon only deals nonlethal damage.
  * Upon character creation, Altherian characters enjoy a 25% discount when buying these weapons. They may also receive this discount when buying 
  flintlocks in Altheria. The price of these weapons may also be lowered with the successful use of the Black Market skill (see Chapter 4 - Skills).
  
  260
  Amplus Machaera (grandblade) (Exotic) 
  Description: This huge single-edged blade 
  averages 7 feet in length by 4 inches in width. Lacking 
  a cross guard, the hilt adds nearly two more feet to the 
  weapon’s length, and ends in an oversized, spherical 
  pommel.  The back of the blade has a shallow, semi-
  circular indentation where the shoulder would normally 
  meet the sword to allow the wielder just a few more 
  inches on his swing.  Some individuals have taken to 
  adding steel rings above this indentation, which rattle 
  ominously in the hands of a skilled warrior.
  History: The first grandblade was created and 
  used within the shadow of the illustrious gladiatorial 
  arena of Grand Coryan. Much too long and wide to be 
  used without special training, the grandblade has seen 
  little use outside the arena.  A few freed gladiators 
  have taken one with them as they set out in search of a 
  new life, and a few adventurers have also adopted the 
  grandblade, citing its fearsome appearance as its most 
  appealing trait.
   
  Aspergil, Heavy (Simple)
  Description: The aspergil is a hollow mace made 
  completely of iron.  Its thick walls are sturdy enough 
  to withstand even the strongest of blows. The hollow 
  interior has enough interior space to hold the equivalent 
  of two flasks of liquid.  An array of small perforations 
  in the aspergil’s flanged head enable its wielder to 
  disperse the liquid inside, showering opponents and 
  allies within a ten-foot cone. 
  History: First developed by the priests of Neroth 
  for the purpose of blessing troops before combat, this 
  weapon was originally meant to contain holy water. 
  However, the shaft can be filled with two flasks of 
  any liquid provided it is not too viscous (for this 
  reason alchemical fire is never used, nor are most 
  contact poisons).  Powders are never used, either, as 
  the resulting cloud would also affect the wielder, and 
  loading the aspergil with magical potions and oils has 
  proven ineffective, as they lose their potency when 
  they are dispersed in this manner.  
  Special: Using a loaded aspergil against a single 
  opponent delivers a standard hit as well as one-half 
  the normal damage from the contents.  Therefore, a 
  successful melee attack with an acid-filled aspergil 
  deals the weapon’s normal damage, plus 1d3 acid 
  damage, since a flask of acid normally deals 1d6 points 
  of damage.  Using the aspergil to spray opponents in a 
  10-foot cone is a standard action, and every character 
  within the area of effect must make a Reflex save (DC 
  15) or suffer one-half the normal damage from the 
  contents. Therefore, if the aspergil is filled with acid 
  and three characters are within the 10’ cone, each must 
  succeed on the Reflex save or suffer 1d3 points of acid 
  damage. A successful save means that the character 
  suffers no damage. The wielder may not differentiate 
  between friend and foe within the 10-foot cone.  The 
  wielder may attempt to spin the aspergil overhead 
  to splash all creatures adjacent to him (all adjacent 
  squares). Again, this requires a Reflex save (DC 13) 
  from every creature in the area of effect, but only one-
  quarter the normal damage is dealt and this requires 
  a full-round action on the wielder’s part. Using the 
  aspergil in this manner does not provoke attacks of 
  opportunity. Contact poisons may be dispersed via the 
  aspergil; each creature within the area of effect must 
  succeed on the Reflex save or be forced to attempt 
  a Fortitude save against the poison. Creatures that 
  make the Reflex save have avoided coming in contact 
  with any of the poison. Injury poisons can be loaded 
  into the aspergil, but they are only effective against 
  creatures struck by the aspergil in melee combat, and 
  even their their effectivness is lessened because not 
  as much poison enters the wound as would normally 
  be the case. The ability damage from such poisons is 
  halved (the Fortitude save DCs are unchanged). Any 
  normal splash damage associated with liquid used in 
  an aspergil does not apply. A single flask of liquid is 
  consumed in two swings of the weapon, regardless of 
  whether a successful hit is achieved or not.  Pouring 
  one flask of liquid into the aspergil requires a full-
  round action that provokes attacks of opportunity.
  WEAPONS & EQUIPMENT ▪ Weapon Descriptions
  
  261
  Aspergil, Light (Simple)
  Description: This is a lighter version of the heavy 
  aspergil.  This weapon only holds one flask of liquid 
  and does less damage in melee combat.
  Awl Pike (Martial)
  Description: This is an infantry spear ranging 
  anywhere from 16 to 22 feet in length. Its thick, leather-
  wrapped handle is made from the finest Milandisian 
  oak. The pike is topped with a steel shaft that extends 
  nearly five feet, abruptly ending in a sharp, deadly 
  point.  Some military units carrying these weapons tie 
  unit banners or ribbons near the tip to help identify 
  friend from foe.
  History: Originally created for use both with and 
  against cavalry troops, the awl pike has proven useful 
  in a great number of situations and has become a staple 
  of the cantons of Milandir.  
  Special: An awl pike has reach of 10 feet and 
  cannot be used against an adjacent foe. It deals double 
  damage when set to receive a charge.
  Bardiche (Martial)
  Description: The bardiche is an elongated 
  battleaxe.  It has a large but narrow curved 2-foot long 
  axe-head mounted on a pole 5 to 8 feet long.  
  History: This weapon was originally developed 
  by the Milandisian cantons to kill the undead scum of 
  Canceri while not having to befoul themselves by nearing 
  the abominations.  Only the strongest cantons choose this 
  weapon, due to its hefty weight, but they do so for its 
  ability to keep themselves out of their opponents’ reach 
  and for the sheer power it packs in every swing. 
  Bearded Axe (Martial)
  Description: The bearded axe is the epitome of axe 
  design.  A bearded axe consists of a heavy half-moon 
  blade mounted on a 5 ½ foot reinforced staff as thick as a 
  man’s wrist. Once swung, the blade is nigh unstoppable, 
  plowing through flesh and bone with equal ease.
  History:  Originally designed to punch through 
  the heavy armor of their enemies, the bearded axe is 
  the favored weapon of the Ssethregoran heavy infantry. 
  Recently this weapon has begun to circulate through 
  other nations, as their troops encounter it during their 
  service in the Shining Patrol of Altheria.
  Special: This weapon is so heavy that it may not 
  be wielded properly by anyone with a Strength score of 
  less than 16.  Anyone without sufficient Strength trying 
  to wield this weapon suffers a -4 penalty on all attack 
  rolls. A bearded axe gains a +2 damage bonus on all 
  sunder attempts.
  Bola, Voei (Exotic)
  Description:  The savage Voei have made a 
  horrific version of this normally humane weapon.  Voei 
  bolas are made from lengths of spiked chain fastened 
  through reinforced, perfectly preserved human heads 
  – which are used for the weights.  
  History:  Though they enjoy widespread use 
  among the Voei now, these gruesome weapons 
  were first developed for use against the normally-
  disciplined Coryani Legions.  The Voei learned that 
  by targeting a few legionnaires with the heads of their 
  fallen companions, they were able to demoralize the 
  legionnaires, thus making their subsequent charge to 
  break through the legionnaires’ infamous shield walls 
  much easier. 
  Special:  Unlike a normal bola, this version does 
  real damage. Ranged trip attacks made with this weapon 
  receive a +2 bonus.  Additionally, anyone struck by this 
  weapon must make a Will save (DC 10) or be shaken 
  for a number of rounds equal to the damage dealt by 
  the weapon.  A minimum Strength of 18 is required to 
  use this weapon, and they are never found for sale.  To 
  acquire a Voei bola, one must construct it or take it off 
  a fallen Voei.
  Boomerang Axe (Exotic)
  Description: These boomerangs have a forward-
  curved wooden shaft affixed with a steel edge that 
  grows heavier towards the tip. They are commonly 
  decorated with inlays, scrimshaw, elaborate paintings 
  of totemic creatures, and strange runes holy to the 
  Voei.  
  History: First encountered by the Legion of 
  Deliverance in their campaigns against the barbarian 
  Voei, several tribes of the Vanomir have also begun to 
  use this savage invention.
  Special: If this weapon is thrown and it misses its 
  target, it will return to the attacker (at the same location 
  he threw it from) at the end of the attacker’s initiative. 
  If the attacker is not proficient in this weapon, instead 
  of catching it as normal, he must roll an attack against 
  himself. If the attack hits, he catches the weapon. If 
  the attack misses, then the weapon lands at his feet. 
  While these weapons are designed to be thrown, they 
  can be used in melee with a -2 penalty to hit.  Some 
  tribes of the Corlathian Mountains carve holes into 
  these weapons to make them whistle when thrown, 
  while others prefer to attach colorful rattles along the 
  haft.  Both modifications produce an unnerving effect 
  on opponents.  A targeted creature must succeed on a 
  Will save (DC 10) when attacked by a boomerang axe 
  or become shaken for 1d4 rounds. After a single saving 
  throw is made against this ability, the target is immune 
  to being frightened by any boomerang axe for the next 
  24 hours.
  Cafelan Combat Cloak (Exotic)
  Description:  These over-garments vary in style 
  and color by individual taste.  However, within their 
  double folds, they are cunningly reinforced with leather 
  or metal strips to give the cloak the strength and 
  rigidity necessary to be used by the various cloak-
  fighting techniques of Cafela.  
  History: These garments were first developed and 
  used by a group of famous Cafelan duelists.  Although 
  their use is not widespread, they are still popular in 
  Cafela, particularly in Sweet Savona.  Some cloak-
  wielding duelists become so popular that they are 
  easily recognized by the style and color of their combat 
  cloaks.  
  Special:  Typical cloaks have a hardness of 2 and 
  5 hit points.  These cloaks may be used as a weapon 
  or for defense by taking any one of the various cloak-
  fighting techniques.  Although listed in the exotic 
  weapon category, this weapon does not require an 
  exotic weapon proficiency to use properly.  Instead, 
  to use a combat cloak effectively, a character must 
  take at least one of the feats designed for that purpose. 
  See Chapter 5 - Feats for details. The price listed in 
  the weapon chart is merely a base cost to reinforce 
  the garment properly.  Many of these cloaks are so 
  elaborately decorated that they cost several thousand 
  imperials.
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  262
  Chain Net (Exotic)
  Description: This net is made from barbed steel 
  links that snag and entangle opponents.  The edge of 
  the net has a row of larger hooks that are designed to 
  swing around and catch other links, further entrapping 
  its victims.  A trailing chain allows the attacker to 
  exert control over netted opponents.
  History: The Sorcerer King of Ymandragore 
  originally developed this chain net for his agents, to 
  help them capture Celestial Giants.  Since that time, it 
  has become a staple for the Harvesters and has found 
  its way into some gladiatorial arenas.
  Special: The chain net must be used two-handed 
  when cast at an opponent. See Core Rulebook 1 
  for rules on netting opponents, with the following 
  exceptions: The barbs deal 1d4 points of damage 
  each time the entangled creature performs an action 
  (thereby increasing the DC of any Concentration 
  checks for spellcasting); the controlling creature may 
  further injure his prey by pulling on the trailing chain, 
  which deals 1d4 points of damage to all creatures 
  caught in the net (with a readied action, this can be 
  combined with the 1d4 of damage that creatures 
  within the net suffer for performing an action).  The 
  chain net has 30 hit points, hardness 10, and it can be 
  broken with a Strength check (DC 25).
    
  Chain Sword (Exotic)
  Description: Despite its name, no chains are used 
  in this weapon’s remarkable construction.  Resembling 
  an oversized gladius, it is actually a series of razor-
  sharp segments attached by a highly flexible metal coil.  
  The seams on the sword are barely visible when the 
  lock is engaged.  However, releasing the lock separates 
  the sword. The coil runs along a reinforced central 
  channel inside the blade. Releasing the segments turns 
  the sword into a whip-like device.  It is a versatile and 
  wickedly-effective weapon in the hands of an expert.  
  History: Originally named the “ziton,” after its 
  Altherian inventor, Zitonin, this weapon eventually 
  became known as the chain sword.  The chain sword 
  is also called a widow whip, a snake sword, or a 
  razor maiden; perhaps the latter moniker is in honor 
  of Domitia Paulina val’Sheem, the famed Larissan 
  vestal-paladin of Sweet Savona who wielded her 
  magical chain sword, Wyrmwhipper, with deadly 
  grace and suggestively serpentine precision.  The 
  members of the warrior’s guild she formed, the Blade 
  Dancers of Larissa, use chain swords exclusively.
  Special: Because of their complex construction, 
  all chain swords must be of masterwork quality or 
  greater. When in lashing mode, the chain sword is 
  treated exactly as a whip, except that it deals lethal 
  damage.  The chain sword can also be used to make trip 
  attacks, with a +1 bonus, and if the wielder is tripped 
  during the attempt, he may drop the sword to avoid 
  being tripped in return.  In blade mode, this weapon 
  does not have reach.  When attempting to disarm an 
  opponent, add a +1 bonus on any opposed attack rolls 
  (including the roll to keep from being disarmed if such 
  an attempt fails).  Due to its complex construction, 
  chain swords are very fragile, only having a hardness 
  of 6 and 3 hit points. Switching between lashing and 
  blade modes is a move-equivalent action that does not 
  provoke attacks of opportunity. Only characters that 
  are proficient with this weapon can make use of any 
  of its special abilities, including the ability to switch 
  it from one form to the other. 
   Feats that are taken specifically for the chain 
  sword (such as Weapon Focus) grant their benefits to 
  the wielder regardless of which mode the chain sword 
  is in (lashing or blade). Although the chain sword 
  functions like a whip when it is in lashing mode, feats 
  that are taken specifically for the whip do not apply 
  when wielding a chain sword (in either form).
  The chain sword’s ability to make trip attacks like 
  a whip is effective only when it is in lashing mode. 
  The weapon’s bonus on disarm rolls is effective only 
  when it is in blade mode.
  Crocodile Sword (Exotic)
  Description: Sometimes called a blade-breaker 
  or a dragon dirk, the crocodile sword earned its 
  moniker from its curiously-toothed edge. One edge 
  of the blade is smooth, while the other holds a row of 
  vicious, comb-like teeth.  The blade point is rounded 
  or topped by a short cross-spike, and the hilt quillons 
  curve slightly towards the blade.
  History: This weapon was first created in the city 
  of Treslau as a training device for their cantons.  Since 
  then, it has gained notoriety in a variety of places, 
  most notably in gladiatorial games.
  Special: Rather than slash with the bladed edge, 
  the wielder may use the toothed side to sunder an 
  opponent’s weapon or to make a disarm attempt.  
  When making a sunder attempt on a slashing weapon, 
  reduce the hardness of the opponent’s weapon by 
  one-half (round up). When using the crocodile sword 
  to make a disarm attempt on a slashing weapon, the 
  wielder receives a +1 bonus to any opposed attack 
  rolls made (including the roll to avoid being disarmed 
  should the attempt fail). See Core Rulebook 1 for 
  all other disarming and sundering restrictions and 
  specifications.
  Crowsbeak (Martial)
  Description: A crowsbeak is an overly large 
  morning star with a hooked flange or “beak” projecting 
  from the heavy iron head.  The footman’s version of 
  this weapon is mounted to a 2-foot shaft while the 
  length of the horseman’s shaft is 8 feet.
  History: Originally designed for the Agamis Egg 
  Clutch ss’ressen by their Ssethregoran masters, this 
  weapon has been adapted for use by smaller creatures 
  by members of the Shining Patrol.  The Milandisians 
  have become particularly fond of this weapon, and 
  have begun employing it in significant numbers.
  Special: The footman’s version of this weapon 
  can be used to make trip attacks with a +2 bonus. 
  If the wielder is tripped during the trip attempt, his 
  may drop the crowsbeak to avoid being tripped in 
  return. The hook of both versions can be used to 
  snag opponents’s weapons, granting a +2 bonus to all 
  disarm attempts.
  Disc Crossbow, Repeating (Exotic)
  Description: This weapon is similar to a normal 
  repeating crossbow, except that it fires a slim, 
  sharpened disc of metal.  
  History: The origin of this weapon is unclear. 
  Whether it was developed in the Hinterlands or 
  imported from the Khitani, one thing is certain.  These 
  weapons are extremely rare in any of the southern 
  lands of Arcanis.
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  263
  Drusus (Exotic)
  Description: As much an honor as a weapon, 
  these elegant blades are given to champion gladiators, 
  officers, and the elite troops of the Emperor’s legions. 
  They represent the pinnacle of gladius design, with 
  a light yet incredibly strong blade, and an ornately 
  designed or engraved pommel.  The Coryani weapon-
  smiths guard the secret of its construction closely, and 
  few are exported due to the demand.  A drusus must be 
  fastidiously maintained, as even one encounter can dull 
  its keen edge.
  History:  These weapons were developed over 
  the years as special rewards for faithful service to the 
  legions or the Empire.  A few have also been gifted to 
  prized gladiators.
  Special: These weapons are always of masterwork 
  or greater quality.  Unlike a normal gladius, Weapon 
  Finesse and Power Attack may be used with these 
  weapons; however, to do so, the wielder must have 
  Exotic Weapon Proficiency with both the gladius 
  and the drusus. After any combat in which a drusus 
  was used successfully to deal melee damage, it 
  must be sharpened. This requires a successful Craft 
  (Weaponsmithing) check (DC 18).  Failure means the 
  drusus becomes a regular gladius until a successful 
  check is made.  Only one such check may be made per 
  day.  Other than the initial Exotic Weapon Proficiency 
  feat needed to wield it, which must be taken separately 
  from the gladius, the drusus benefits from all of a 
  character’s other feats that are specific to the gladius. 
  For example, Weapon Focus, Weapon Specialization, 
  and Improved Critical taken with the gladius also grant 
  their benefits when the character is wielding a drusus. 
  The reverse is also true: any weapon-specific feat taken 
  for the drusus also applies to the gladius.
    
  Double Spear (Exotic)
  Description: A combination of the quarterstaff 
  and spear, this weapon simply puts a spearhead on 
  each end of the staff, allowing the wielder to alternate 
  between bludgeoning and piercing damage.
  History:  The history of this weapon is shrouded 
  behind the mysterious veil of the Khitani Empire.  
  Originally carried by Khitani monks on pilgrimages to 
  the First City, the double spear has gained a very small 
  but loyal following among several other monasteries 
  since that time.
  Special: A double spear is a monk weapon and 
  a double weapon.  The wielder can fight with it as 
  if fighting with two weapons, but when doing so, 
  the character incurs all the normal attack penalties 
  associated with fighting with two weapons, just as if 
  he were using a one-handed weapon and a light weapon 
  (see Two-Weapon Fighting in Core Rulebook I).
  Flamberge (Martial)
  Description: A variant of the greatsword, the 
  flamberge’s signature wavy blade is a deadly tribute to 
  the cold serpentine empire that was responsible for its 
  birth. A flamberge is a fearsome sight, sending chills 
  down the spine of even the most stalwart foe.  Covered 
  in razor-sharp points and protrusions, these weapons 
  grate through flesh and bone, leaving horrid jagged 
  lacerations in their wake.
  History:  Originally developed by the Ssethregoran 
  Empire, during recent years this weapon has become 
  quite popular with the val’Virdan family and the 
  Nierites of Canceri.
  Special: This weapon grants its wielder a +2 bonus 
  on Intimidate skill checks if the weapon is openly 
  displayed. This weapon inflicts +1 point of damage 
  with each hit, but the wielder suffers a –1 penalty on 
  all melee attack rolls. 
  Footbow (Martial)
  Description:  A Voei footbow is an 8-foot long 
  composite bow made from a single bleached-bone 
  segment.   Civilized nations have begun to manufacture 
  replicas of this fearsome weapon by using reverse 
  grained strips of wood bonded and laminated together 
  for rigidity.  The pull of either type is so heavy that a 
  normal person must sit on the ground and pull the string 
  with both hands while pushing on the bow with his feet 
  to draw it.  Thus, it has been named the footbow.  While 
  ungainly to use, the distance the shot carries, and its 
  armor-piercing potential, have led several nations to 
  experiment with footbows.  Some later versions even 
  have footholds built onto the bow for ease of use.
  History: These powerful weapons were first 
  discovered during the earliest days of the Coryani 
  campaign against the Voei.  They resemble elongated 
  versions of a normal composite bow, but they are 
  usually made from a single bone from an unknown 
  source.  Many speculate these bones come from the 
  Graveyard of the Titans in the Hinterlands, but these 
  reports have never been proven.  The strength of the 
  footbow is such that it was reputed to have sent an 
  arrow well over a mile, straight through a legionnaire.
  Special:  This weapon may not be used while 
  mounted.  A footbow may be shot in one of two ways. 
  First, if the user has a minimum Strength of 18, he 
  may fire this bow like any other.  If the user does not 
  meet this requirement, he must shoot the bow from 
  a sitting position.  Firing a footbow from a sitting 
  position is a standard action that provokes attacks 
  of opportunity.  Regardless of the firing method, the 
  strain of firing a weapon with such a heavy pull takes 
  its toll, and the string must be replaced after every 
  third shot.  Replacing a string is a full-round action 
  that provokes attacks of opportunity.  Several mighty 
  versions of this bow have been found among the Voei. 
  A mighty footbow increases the Strength requirement 
  to pull it by 2 points per +1 of damage. Thus, where 
  the basic footbow requires an 18 Strength, a mighty 
  (+1) footbow requires a 20 Strength, and so on up to 
  the mighty (+4) footbow, which requires a 26 Strength. 
  The mighty versions of this bow may only be fired by 
  users meeting the Strength requirements regardless of 
  the shooting method used.
  Gladius (Martial / Exotic)
  Description:  The gladius has a double-edged 
  blade and a strengthened tip.  The grip is made of wood, 
  bone, or ivory, and is topped with a rounded pommel. 
  The entire sword is roughly 2½ feet in length.
  History: The gladius is the standard weapon of 
  the Coryani Legions.  Though this weapon has been 
  in service for well over a thousand years, it is still 
  considered among the best on Onara.
  Special: Even though this weapon is considered 
  light, Weapon Finesse may not be used with it. If the 
  Exotic Weapon Proficiency (gladius) feat is taken, then 
  a character may utilize the Power Attack feat with the 
  gladius and may also use it as a slashing weapon.
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  264
  Glaive-Guisarme (Martial)
  Description:  Like the guisarme, this weapon 
  is made of an elaborately curved blade attached to 
  a 6-foot long staff.  However, this version also has a 
  fluke on the reverse side of the blade that is useful for 
  tripping or disarming opponents.  
  History:  Although the Kio originally developed 
  this weapon, the rest of its history remains shrouded 
  in mystery.
  Special: A glaive-guisarme has 10-foot reach. 
  The weapon cannot be used against an adjacent foe. 
  Due to the curved blade and strategically placed fluke, 
  trip and disarm attacks made with this weapon receive 
  a +1 bonus. If the wielder is tripped during his or her 
  trip attempt, the weapon can be dropped to avoid 
  being tripped.
  Godentag (Simple)
  Description: The godentag resembles a very 
  large morningstar head mounted on a 6-foot wooden 
  handle.
  History: When the Cancerese invaded Milandir, 
  the Milandisian peasants put their everyday tools to 
  good use in order to defend their homes.  This device, 
  previously used to soften leather, made a particularly 
  effective yet simple weapon.  The Milandisians have 
  a grim sense of humor; Godentag means “Good Day” 
  in Milandisian, and when the peasants struck the 
  invaders, they would call out, “Good day!”
  Great Trident (Martial)
  Description:  A two-handed version of a regular 
  trident, this weapon consists of three barbed tines 
  protruding from the end of a 6-foot shaft.
  History:  Originally developed by the Undir 
  for fishing, the trident has been adapted and refined 
  by the water-faring culture of the val’Ossan.  The 
  Dolphin Guard of Naeraanth have become very fond 
  of this weapon, often having them made of coral or 
  exotic metals.
  Special:  This weapon has a 10-foot reach, and 
  may not be used against adjacent opponents.  When 
  struck with this weapon, the defender must make 
  a Reflex save (DC 10) or be “hung” on the tines, 
  suffering the effects of being entangled as detailed in 
  Core Rulebook I.  If this happens, either the attacker 
  or defender may choose to rip the weapon free, doing 
  1d4 points of damage, or they may both choose to 
  leave it in place (either is a free action).  If the attacker 
  chooses to leave the weapon in place, he must drop it, 
  or his next attack automatically rips the weapon free.
  Guisarme-Voulge (Martial)
  Description:  Another refinement of the standard 
  guisarme, this weapon features a curved axe-head 
  and a back hook used to trip opponents.    The axe 
  blade’s end tapers so that it may be used for thrusting 
  attacks.
  History: Milandir developed this weapon from 
  the standard guisarme during the Barbarian Wars. The 
  Milandisians needed a weapon to counter the speedy 
  Yhing hir warriors of Ni’Hu’s army, and this weapon 
  was the result.  Many cantons still field this weapon 
  today.  
  Special: A guisarme-voulge has a 10-foot reach. 
  The weapon cannot be used against an adjacent foe. 
  Because of the unique blade design, trip attacks can 
  also be made with it. If the wielder is tripped during 
  his or her trip attempt, the weapon can be dropped 
  to avoid being tripped in return.  If used against a 
  mounted opponent, this weapon gives the wielder a +1 
  bonus to hit and a +2 bonus on any trip attempt made 
  against the mount. 
  Khopesh (Martial)
  Description:  The khopesh has a six-inch hilt 
  supporting a blade that extends straight out about 18 
  inches before curving into a sickle shape for another 
  18 inches.  Its sickle-like blade can be edged either on 
  the inside or outside curve, or both. The spine of the 
  weapon is made to be heavier than that of most other 
  swords. Edged to the outside, this weapon is extremely 
  effective at creating slashing wounds. Edged to the 
  inside, it is used for hacking an opponent. In either 
  case, the heavy spine of the weapon and high center 
  of gravity (centered along the blade instead of close to 
  the hilt) make the khopesh a most effective weapon.
  History: The khopesh is an ancient Myrantian 
  weapon. The khopesh design was devastatingly 
  effective and changed the development of edged 
  weapons around the known world.  Though limited 
  in use today, it still may be found among Myrantians, 
  druids, gladiators, and other warriors with exotic 
  tastes.
  Kio Sword (Exotic)
  Description: Kio swords are fashioned with 
  double-edged cutting blades like broadswords, but 
  they are as fine and maneuverable as a rapier.  The 
  blade has a ricasso near the hilt and a fuller down the 
  middle. They are usually ash gray or have a bluish 
  sheen.  The hilt usually has an ornately decorated grip 
  of some significance to the family who constructed it. 
  Overall, these blades are light, durable, and flexible.
  History: A few Kio master smiths have harbored 
  an ancient blacksmithing technique that uses an alloy 
  of purified steel with infusions of mithral and meteoric 
  iron to forge the finest swords in the southern lands, 
  if not the whole continent of Onara. Some Kio swords 
  are hundreds of years old and are passed down as 
  heirlooms, still completely functional despite their 
  age.  It is exceedingly rare to see one up for purchase. 
  Usually these blades are only given away for some 
  great service performed for a noble Kio house.  In 
  fact, so great is the repute of certain swords that some 
  Kio warriors are recognized simply by the sword they 
  carry. To see a Kio duelist fight with such a blade is a 
  true wonder to behold.  All Kio swords are named, and 
  as a matter of tradition, most bearers of Kio swords 
  introduce themselves as “name,” bearer of “sword 
  name.”  Enchanted or legendary versions of these 
  weapons are prized family heirlooms in Kio society 
  and to own one is considered the greatest of honors.
  Special: Kio swords are always of greater 
  masterwork quality or higher.  The basic Kio sword 
  has a hardness of 15 and has 15 hit points. Kio 
  swords are treated as mithral weapons for purposes 
  of bypassing damage reduction.  You can use the 
  Weapon Finesse feat to apply your Dexterity modifier 
  instead of your Strength modifier to attack rolls with 
  a Kio sword sized for you, even though it isn’t a light 
  weapon for you. Unlike a rapier, you can wield a Kio 
  sword in two hands in order to apply 1.5 times your 
  Strength bonus to damage.
   
  The Kio sword is treated as if it were 
  both a longsword and a rapier for the purpose of 
  WEAPONS & EQUIPMENT ▪ Weapon Descriptions
  
  265
  qualifying for prestige classes. For example, a prestige 
  class with a prerequisite of Weapon Specialization 
  (longsword) could be met by a character with Weapon 
  Specialization (Kio sword). The reverse is not true: 
  A feat or class with a prerequisite specifying the Kio 
  sword cannot be met by longswords or rapiers.
   
  Feats that you take specifically for the Kio 
  sword (such as Weapon Focus) do not provide any 
  benefit when you are wielding a longsword or a 
  rapier, nor do feats that you take specifically for the 
  longsword or rapier provide any bonus when you are 
  wielding a Kio sword.
  Class features and special abilities that specify 
  the longsword or rapier may also be utilized when 
  wielding a Kio sword. For example, a Duelist may 
  take advantage of his special class abilities (such as 
  Precise Strike) while wielding a Kio sword. Class 
  features and special abilities that specify the Kio 
  sword may not be utilized while wielding a longsword 
  or a rapier.
  Koncerz (Martial)
  Description: Essentially a light metal lance, the 
  koncerz is a special point-only sword with a squared 
  or triangular cross-section.  It is straight and nearly 
  10 feet long.  Due to its extreme length, it is normally 
  used only from horseback to pierce heavily armored 
  foes on foot.  It is usually carried sheathed below the 
  saddle under the mounted warrior’s right knee.
  History: The exact origins of this weapon are 
  unknown, but the famed winged val’Holryn lancers 
  of Tralia favor this weapon for its reach, durability, 
  and simplicity.
  Special: The koncerz has a 10-foot reach. It 
  cannot be used against an adjacent foe. 
  Kopia (Martial)
  Description:  The kopia is long, light, and 
  slender.  This 18-foot long lance is carved from fir 
  wood, as is the large wooden ball that serves as the 
  handle guard.  The extraordinary length of the weapon 
  and its relatively light weight are achieved by boring 
  out the core of the lance from the point to the ball. 
  The boring is executed by cutting the lance in half, 
  hollowing out each side, and gluing the halves back 
  together. This joint is often reinforced with string 
  webbing, over which tar is then poured. A light wood 
  is used for the forward part of the lance, and the lance 
  point is usually steel, most often with a silk pennant 
  hanging just below the tip. The point is supported 
  with additional metal reinforcing straps running down 
  the shaft, which also help protect the wood below the 
  point from a sword cut.  The pennants are usually of 
  a uniform color per troop for identification.  When 
  not in use, the kopia is usually carried in a metal 
  cup (called a tuleja) attached by leather straps to the 
  saddle.
  History:  This weapon was developed by cavalry 
  units of the Milandisian League of Cities to counter 
  Canceri ground troops armed with pikes.  Since then, 
  it has undergone constant refinement to become the 
  fine weapon it is today.
  Special: A kopia has 15-foot reach, and the 
  weapon cannot be used against any closer foe. Like a 
  lance, a kopia deals double damage when used from 
  the back of a charging mount.  Due to its unique 
  construction, on any successful melee attack, this 
  weapon breaks.  Such is the cost of its extreme reach.
  Lancea (Martial)
  Description: The lancea is a wood shafted, metal 
  barb-tipped weapon mainly used for throwing, but it 
  is also sturdy enough to be used as a thrusting weapon 
  if retained in the hand. A leather thong attached to 
  the shaft keeps the weapon in hand when used as a 
  thrusting weapon, and also helps stabilize the weapon 
  when thrown, giving it a slightly longer range than 
  the spear.
  History:  Originally developed by the Coryani 
  as a standard armament for their legions, this weapon 
  now enjoys widespread use.  Some of these weapons 
  carry elaborate designs and are used as badges of 
  office.
  Special:  The leather thong on this weapon gives 
  the wielder a +4 bonus to resist being disarmed.
  Mancatcher Staff (Exotic)
  Description:  This weapon is normally a 10-
  foot long metal or wooden pole topped with a set of 
  sharpened, spring-loaded jaws at the far end.  Suspended 
  between the jaws is a small metal activation plate, 
  giving it a similar appearance to that of a bear trap.
  History:  Originally developed by the Ssethregoran 
  Empire to capture slaves, this weapon has since 
  developed a very large following.  The Yhing hir use 
  it to dislodge mounted opponents, the Ymandragoran 
  Harvesters use it to hunt those gifted in the arcane 
  arts, and nearly every other nation employs it to some 
  degree to capture wanted fugitives.  
  Special:  This weapon can only be used against 
  Small and Medium-size opponents. Attacking with 
  this weapon requires a successful melee touch attack 
  against the target.  Once hit, contact is made, the 
  activation plate is triggered, and the jaws snap shut 
  initiating an immediate grapple check (as a free action 
  that does not provoke attacks of opportunity) with 
  the attacker receiving a bonus of +4 on the check. 
  Grappled opponents may still use weapons of any size 
  while they are held in a mancatcher staff, but they 
  suffer a -4 penalty to all attacks. Pinned opponents 
  may not attack at all. While caught in the mancatcher, 
  the target suffers 1d4 hit points of nonlethal damage 
  per round. The victim may attempt to escape the 
  weapon’s grasp with opposed grapple or Escape Artist 
  checks as a normal grapple, but the victim suffers an 
  additional 1d4 points of nonlethal damage regardless 
  of the outcome.  If the defender wins the original 
  grapple check, he has avoided the jaws and receives 
  no damage.  To use the weapon again, the attacker 
  must re-arm the trapping mechanism (this requires a 
  full-round action and provokes attacks of opportunity. 
  The mancatcher has a reach of 10 feet and cannot 
  be used against opponents in adjacent squares. The 
  bonuses granted through the Improved Grapple feat do 
  not apply when wielding this weapon, as it is the jaws 
  that are doing the grappling, not the character. The 
  mancatcher staff has a hardness of 5 and 12 hit points. 
  If the grappled target wishes to sunder the mancatcher, 
  he gains a +10 circumstance bonus to hit the weapon, 
  but suffers a -5 penalty to his weapon damage.
  Mattiobarbuli (Martial)
  Description: The mattiobarbuli are hand-thrown, 
  lead-weighted darts carried by the Coryani Legions. 
  They are rather expensive to produce in bulk, but they 
  allow legionnaires to effectively double as missile 
  troops.
  Weapon Descriptions  ▪  WEAPONS & EQUIPMENT
  
  266
  History:  These weapons were first developed 
  by Almeric val’Assanté, the second Emperor of 
  Coryan.  He wanted a way to allow his legions 
  some flexibility on the battlefield without carrying a 
  significant amount of bulky or hard-to-maintain gear. 
  This hand-held missile was the result, and it has been 
  a staple of the legions from that time forward.   
  Pike (Martial)
  Description: Pikes are extremely long weapons, 
  usually about 20 feet in length.  The steel tip is fairly 
  long compared to the wooden shaft, making this 
  weapon most unwieldy in close combat. 
  History: The pike was a favorite of the old 
  phalanx days of warfare where troops were heavily 
  packed together. Often used to counter cavalry, a row 
  of pikemen set to receive a charge is a deadly encounter 
  for all but the most skillful cavalry knights.  For this 
  very reason, the Cancerese Nierites have adopted this 
  weapon as a means to combat the mounted Knights of 
  Milandir and the horse warriors of the Yhing hir.
  Special: The pike has a reach of 15 feet, but the 
  wielder cannot attack foes anywhere inside his reach. 
  This weapon may not be used from horseback.
  Pila, Heavy (Martial)
  Description:  This weapon is a slightly heavier 
  version of the light pila. It has a shorter range, but 
  does more damage.  This weapon is commonly issued 
  to the regular legions.
  Pila, Light (Martial)
  Description: The pila are quite unique in design. 
  Although a pilum can function as a spear or melee 
  weapon, it is designed to warp after impact, in hopes 
  that it will drag down an enemy’s shield, sometimes 
  pinning two of them together. The average pilum is 
  6 feet long and has a barbed iron shaft connected 
  to a wooden pole in a weighted socket. A lead ball 
  is usually added to further increase the throwing 
  distance. 
  History:  This weapon was developed during 
  the phalanx days of warfare to counter the all too 
  commonly encountered shield wall.  This weapon was 
  designed as a means to open gaps in the shield walls 
  of the enemy, and it is still in use today, often issued 
  to the Coryani auxiliārius.   
  Special: As a ranged or melee attack, this weapon 
  may be used to sunder a shield.  To hit the shield, 
  the attacker must hit the item as described under the 
  “Attack an Object” rules in Core Rulebook I.   If 
  the attempted sunder is a ranged attack, it does not 
  provoke an attack of opportunity against the attacker 
  unless the defender is able to reach the attacker with 
  his weapon.  On a successful hit, the pilum does double 
  damage against the shield.  If the damage overcomes 
  the shield’s hardness, the pilum sticks into the shield, 
  causing the bearer significant problems.  Shields 
  sundered in this manner suffer an additional -10 armor 
  check penalty, lose one-half their protective (armor) 
  value, and the bearer suffers an additional +20% 
  arcane spell failure chance. Discarding a shield that 
  has been sundered by a pilum is a move-equivalent 
  action.  The pilum is destroyed on any successful 
  sunder attempt.  The Improved Sunder feat does work 
  in conjunction with this weapon.
  Pugio (Martial)
  Description:  This ornate dagger is commonly 
  carried by the legions of Coryan.  The pear-shaped 
  blade is normally about a foot in length, and the 
  handle is formed to fit the hand snugly.
  History:  Originally designed as a back-up 
  weapon for the legionnaire, this weapon has long 
  since been relegated to a utility knife around camp.  
  Reaver Sword (Martial)
  Description: This sword resembles a large kukri. 
  It is an over-sized short sword with a heavy, forward-
  curving blade, widening towards the tip, and is 
  sharpened only along its inner edge.  In many respects, 
  it is wielded more like an axe, and its versatility as a 
  tool explains its popularity.  Some versions of this 
  sword are highly decorative, with elaborate etchings 
  along their length.  Occasionally, examples of these 
  weapons are found with pommel guards, but they 
  never have thrusting tips.
  History: First carried by the Reavers of Bealak 
  Gempor, the reaver sword, along with its smaller 
  cousin the kukri, has become very popular with the 
  pirates of the Pale Sea.
  Special: The blade of a reaver sword is quite 
  robust, giving it 8 hit points and hardness 10.  Many 
  reaver swords have a notch at the terminus of their 
  edge, giving them a +1 bonus to disarm other weapons. 
  Dwarves from Bealak Gempor are always proficient 
  with the reaver sword.
  Saber (Martial)
  Description: The saber is a long, single-edged 
  sword that curves slightly for greater effectiveness 
  while slashing.  The hilt is possibly the most 
  recognizable part of this weapon, being one of the 
  only swords to have a leaf-shaped, convex hand 
  guard.  Some sea captains and cavalry officers adopt 
  the basket-style hand guard for their sabers as well.  
  History: The saber is generally a seafarer’s 
  sword, but it has also come to be a favored weapon 
  of the Tralian Hussars due to the influence of the 
  val’Ossan.
  Special: A saber used from horseback during 
  a charge inflicts double damage.  You can use the 
  Weapon Finesse feat to apply your Dexterity modifier 
  instead of your Strength modifier to attack rolls with a 
  saber that is sized for you, even though it isn’t a light 
  weapon for you. You can wield a saber in both hands 
  to apply 1.5 times your Strength bonus to damage.
  Spatha (Martial)
  Description: The spatha is a cross between a 
  locked gauntlet and an elongated sword.  It has a 
  narrow blade with a diamond-shaped cross-section 
  that tapers to a very sharp point.  The hilt is attached 
  to a heavy, solid gauntlet that can be used with any 
  medium or heavy suit of armor.  
  History: This weapon was first developed for 
  use by the Coryani cavalry fighting the Voei.  Now 
  it enjoys widespread use by the cavalry all along the 
  northern frontier.
  Special: The spatha cannot be disarmed, but the 
  wearer also cannot use the hand with which he wields 
  this weapon for casting spells, employing skills, 
  or making unarmed strikes.  The wielder may still 
  cast spells with somatic components if his opposite 
  hand is free.  Donning or removing the spatha is a 
  WEAPONS & EQUIPMENT ▪ Weapon Descriptions
  
  267
  full-round action that provokes attacks of opportunity. 
  This weapon deals double damage when used from a 
  charging mount, and the Strength bonus of the mount 
  is added to the damage dealt after all other damage has 
  been calculated (the mount’s Strength damage is not 
  doubled).  However, if this weapon is employed while 
  not mounted, all attacks and damage rolls suffer a -4 
  penalty.  This weapon has a reach of 10 feet and cannot 
  be used against opponents in adjacent squares.
  Spiral Spear (Exotic)
  Description: Also known as the fear fang, this 
  gruesome Canceri weapon is a reinforced spear that is 
  balanced for throwing and topped by a broad corkscrew 
  blade with a serrated inner edge.
  History: The first known spiral spear was 
  uncovered in the Blighted Mire during a fact-finding 
  expedition, though the details of its discovery are 
  somewhat shrouded in mystery as only one member 
  of the team returned. From this single spear, the 
  Canceri have uncovered the mysteries surrounding 
  its construction and begun mass-producing it for 
  their armies.  This weapon is considered cruel and 
  dishonorable in most civilized nations, and anyone 
  wielding one will likely not receive any quarter. 
  Special: Anyone hit by this weapon must make 
  a Reflex save (DC 15).  Failure means the weapon is 
  lodged in the victim and the attacker must drop the 
  weapon.  The victim’s base speed is reduced by one-half 
  and he may not run or charge.  Any attempt to cast a spell 
  while impaled by a spiral spear requires a Concentration 
  check (DC 15 plus spell level).  Dislodging the spear 
  requires two free hands, and is a full-round action that 
  provokes attacks of opportunity and delivers 1d6 points 
  of damage due to the serrations ripping out chunks of 
  flesh.  
  Steel Whip (Exotic)
  Description: This whip consists of interlocking 
  steel rods and rings wrapped in soft, flexible leather. 
  It gives off a skittering rattle when used, hence the 
  weapon’s nickname, “rattler.”
  History: The steel whip is a surprisingly dangerous 
  weapon that was first developed by the Kio for reasons 
  only known to them.  Within the League of Princes, this 
  weapon is still very popular.
  Special: Unlike a regular whip, this weapon 
  deals lethal damage and is effective against armored 
  opponents. The steel whip is treated as a melee weapon 
  with a 15-foot reach, though its wielder does not 
  threaten any squares. In addition, unlike most other 
  reach weapons, the steel whip can be used against 
  foes anywhere within its reach.  Using a steel whip 
  provokes attacks of opportunity, just as if the wielder 
  had used a ranged weapon. Because the steel whip can 
  wrap around objects, its wielder can make trip attacks 
  and disarm attempts with it.  If the whip’s wielder is 
  tripped during his trip attempt, the steel whip can be 
  dropped to avoid being tripped.  When attempting to 
  disarm an opponent, the wielder receives a +1 bonus 
  on any opposed attack rolls (including the roll to keep 
  from being disarmed if such an attempt fails).
  A character with the Exotic Weapon Proficiency 
  (whip) feat is also proficient with the steel whip.  The 
  Weapon Finesse feat may be used with the steel whip 
  even though it isn’t a light weapon. Because the steel 
  whip is a metallic weapon, alternative metals may be 
  used in its construction.
  Tail Bracer (Exotic)
  Description: A tail bracer is a long, tapered 
  leather sleeve with a row of razor-sharp spines running 
  down its length. These leather sleeves are affixed to a 
  ss’ressen’s tail, providing extra weight and damage to 
  attacks made with the tail.
  History: These items were first developed by the 
  Emerald Scale Egg Clutch to contend with their hated 
  rivals, the Spiked Tail Egg Clutch.  Since then, the 
  Black Talon and Ashen Hide ss’ressen have duplicated 
  these items and obtained more as booty taken off fallen 
  foes.
  Terbutje (Martial)
  Description: Often gifted to the most prominent 
  warriors and chieftains of the barbaric warrior tribes, 
  the terbutje is a large wooden club embedded with 
  rows of jagged shark teeth that rip into flesh and cause 
  horrific wounds.  
  History: Primitive cultures living along the 
  coastlines of Onara have been known to harvest the 
  teeth of sharks and other deadly oceanic creatures for 
  a number of uses.  The terbutje is possibly the most 
  fearsome example of this custom.  
  Special: After each week of use, this weapon must 
  be repaired by replacing the broken or missing shark 
  teeth.  Although the terbutje is easily repaired, it costs 
  1d3 gold and the owner must spend 2 days finding or 
  purchasing the replacement teeth. 
  Tralian Hammer (Exotic)
  Description: Designed to overcome exceedingly 
  tough armor, the Tralian hammer combines both the 
  standard bludgeoning head of a hammer and the 
  piercing, beak-like spike of a heavy pick. The entire 
  thing is mounted on the end of a metal-shod, six-foot 
  long shaft.  While this has allowed for an extremely 
  effective method of taking down heavily-armored 
  knights, it has also made the weapon a little too 
  unwieldy for all but those who dedicate themselves to 
  its mastery.  
  History: First developed during the early days of 
  Milandisian independence, this weapon has evolved to 
  become a symbol of the nation and its nobility, and as 
  such, cantons do not carry it.  This weapon is usually 
  reserved for high-ranking officers and champions.
  Special: A character may use a Tralian hammer to 
  inflict either piercing or bludgeoning damage, but this 
  decision must be announced before making any attack 
  rolls for the round.  If no announcement is made, then 
  by default the bludgeoning half of the head is being 
  used. 
  Tremarian Sworock (Exotic)
  Description: The tremarian sworock is a two-
  handed weapon consisting of a metal shaft about five feet 
  in length, capped on one end by a heavy metal ball and 
  on the other by a small metal disc from which springs 
  a heavy blade approximately 18 inches in length.  The 
  blade is wide and slightly curved, looking something like 
  a cross between the edges of an axe and a sword.  
  History:  This weapon is a recent Elorii invention 
  to counter the shortcomings of various other weapons. 
  Though not yet in widespread use, it is becoming quite 
  popular among the Laerestri.
  Special: The sworock is a reach weapon, allowing 
  its wielder to strike opponents up to 10 feet away, 
  but unlike other reach weapons, it can be used to 
  Weapon Descriptions  ▪  WEAPONS & EQUIPMENT
  
  268
  strike adjacent opponents as well. The wielder can 
  choose which end of the weapon to use for each 
  attack, allowing him to switch freely between slashing 
  and bludgeoning damage. Despite its dual ends, the 
  balance of a sworock prevents it from ever being 
  used as a double weapon.  The heavy shaft and 
  curved blade do allow it to be used for trip attacks, 
  and if the wielder tripped during his attempt, he can 
  drop the weapon to avoid being tripped in return. 
  Because of its weight and the momentum achieved 
  when swinging it, a character must have a minimum 
  Strength of 16 to wield a sworock.  Anyone without 
  sufficient Strength trying to wield this weapon suffers 
  a -4 penalty on all attack rolls.
  Treslauder Axe (Martial)
  Description:  This weapon is a refinement of the 
  bardiche.  It has the standard axe-head of a bardiche, 
  but the tip is sharpened down into a spear point that 
  allows it to puncture thick hide and armor.  
  History:  This refinement to the bardiche occurred 
  shortly after the failed Milandisian siege of Ventaka. 
  During that siege, many dead Milandisians were 
  raised by the Cancerese to augment the necropolis’s 
  foul undead army. When faced by their former 
  countrymen, the proved inadequate to pierce the 
  heavy armor of the animated Knights.  Immediately 
  following the ensuing debacle, the cantons began 
  modifying the bardiche in this manner.
  Special: This weapon has a reach of 10 feet and 
  cannot be used against opponents in adjacent squares.
  Unden Knife (Exotic)
  Description: These daggers are long slashing 
  blades with one cutting edge, akin to a bowie knife. 
  Many of them have cutting notches, scalloping for 
  scaling fish, pommel spikes for loosening rope knots, 
  and/or concealed compartments in the handle. These 
  knives are designed for melee use but can be thrown 
  in an emergency.  Thus, they deal less damage when 
  thrown than when used hand-to-hand.
  History: The Undir developed these multipurpose 
  blades.  They use them as tools and weapons, and they 
  are very popular in the League of Princes.  Some 
  Undir men (and a few women) are adept duelists with 
  these blades, and may challenge opponents to “deck 
  duels” on docks, atop poles, on floating boats, or on 
  floating logs as a test of dexterity, skill, and prowess. 
  These duels are usually non-lethal, but they can get 
  heated and bloody at times.
  Special: These weapons are balanced poorly. 
  If thrown, they receive a -2 penalty on attack and 
  damage rolls. Some of these weapons have a secret 
  compartment built into the hilt.  Adding such a 
  compartment adds 5 gold pieces to the listed price. 
  The compartment can safely hold up to one vial of 
  liquid, one set of lock picks, or other similarly-sized 
  items.  Noticing the secret compartment requires a 
  Spot check (DC 25). The compartment can also be 
  found with a Search check (DC 20) if the searcher is 
  actually handling the blade. 
  Voulge (Martial)
  Description:  This weapon is one of the simplest 
  designs among the pole-arms.  Essentially, it is a long 
  blade narrowing to a spike at the top, with a hook-
  shaped fluke at the blade’s rear sitting on top of an 
  eight-foot-long wooden staff.  
  History:  Prized for its simplistic design, the 
  origins of this weapon date back for centuries.  Since it 
  is so cheap and easy to make, this weapon often makes 
  up the bulk of the weaponry of hastily-conscripted and 
  quickly-assembled troops during emergencies.
  Special: The voulge has a reach of 10 feet 
  and cannot be used against opponents in adjacent 
  squares.
  Warfan (Exotic)
  Description:  The favored weapon of certain 
  groups of female Larissans, this weapon is very 
  deceptive to the untrained eye.  The veins of this fan 
  are crafted from steel and the tips are needle-sharp.  
  The fan material is made of the finest cloth, and much 
  to the chagrin of polite society, it is often decorated 
  with artist renditions of one of the infamous Seventy-
  Six Acts of Debauchery.  
  History:  The origins of this weapon lie 
  somewhere within the Khitani Empire.  However, once 
  it was brought into the Coryani Empire, the Larissans 
  of Sweet Savona warmly embraced it, and continue to 
  favor it as an unassuming but deadly weapon.
  Special:  When first brought into melee, the 
  wielder may attempt a Bluff check against her target’s 
  Sense Motive check.  If the wielder wins, she may 
  add a +4 bonus to her first attack with the weapon. 
  The wielder may also opt to use the fan as a light 
  wooden shield, but it only has a hardness of 2 and 2 
  hit points.
  Yhark (Exotic)
  Description: The yhark is a 10-foot wooden pole 
  fashioned on one end with a bronze head shaped like 
  a slightly straightened “s” with a prong extending at a 
  45-degree angle on the rear of the blade.  A heavy ball 
  is fashioned on the end opposite the blade.  
  History: The yhark is a rather archaic weapon 
  that was used by footmen to fight mounted attackers 
  in the narrow canyons of Sicaris.  Since horses are 
  more valuable than gold in that area, the yhark was 
  designed to only hit the rider and spare the mount. 
  Now, it is mainly used as a ceremonial weapon and the 
  Color Guard of Sicaris traditionally carries it.
  Special: This weapon may be used to attack a 
  mounted rider, with a +4 bonus on the attack roll.  If 
  the attack hits, the wielder may immediately make a 
  free trip attempt, with the same +4 bonus to the trip 
  attempt.  A successful trip attempt means the rider has 
  been unhorsed.  The rider may not attempt to trip the 
  yhark’s wielder in return if the trip attempt fails. A 
  character with the Improved Trip feat does gain the 
  benefits of that feat when wielding a yhark, but the +4 
  bonuses do not stack.
  Flintlocks of Onara
  Altherian Flintlocks (Pistol and Rifle) (Exotic)
  Altheria may be the center of knowledge and 
  learning on Onara, but it is the power of blast powder 
  that has kept the nation of Altheria safe for many 
  years. Altherian flintlocks are undisputedly the finest 
  flintlocks on the face of Onara. The Altherians’ 
  advanced understanding of blast powder and its 
  explosive potential has aided them in the design of 
  their flintlock weapons, placing them on a higher 
  level than their competition. Altherian flintlocks are 
  designed to take advantage of specific amounts of 
  blast powder for every shot, leading to the creation 
  WEAPONS & EQUIPMENT ▪ Weapon Descriptions
  
  269
  Weapon Modifications
  Table 7-2: Weapon Modifications
  Masterwork
  + 300 gp
  Legendary + 4 
  + 64000 gp
  Greater Masterwork
  + 600 gp
  Legendary + 5 
  + 100000 gp
  Legendary + 2
  + 16000 gp
  Custom 
  + 2500 gp1
  Legendary + 3
  + 36000 gp
  1 Custom weapons must be of masterwork quality or better.  The listed price is in addition 
  to the quality of the weapon. This cost is in addition to any costs associated with the other 
  qualities or enhancements placed upon the weapon.
  Masterwork
  A masterwork weapon is a finely-crafted version of a normal weapon. A masterwork weapon has a +1 enhancement bonus 
  on attack rolls. Adding the masterwork quality to a double weapon costs twice the normal increase (as each end must 
  be made masterwork separately). A weapon must be of at least masterwork quality before it can be magically enhanced. 
  Magical enhancement bonuses do not stack with the enhancement bonus from the masterwork quality. 
  Greater Masterwork
  Some masters of the smithy have surpassed the level of skill needed to achieve masterwork-quality weapons.  Through 
  improved designs, use of experimental alloys, metal folding techniques, or advanced tempering techniques, these few 
  masters of the craft are able to achieve a level of craftsmanship known as greater masterwork. 
  Greater masterwork melee weapons gain a +1 enhancement bonus to hit and damage. Greater masterwork ranged weapons 
  gain a +2 enhancement bonus to hit (when used to make ranged attacks). All greater masterwork weapons received a +1 
  bonus to their hardness and +5 hit points. For weapons that can serve as melee or ranged weapons, the specific “type” of 
  greater masterwork quality must be selected during the weapon’s creation. The greater masterwork enhancement bonuses 
  subsume (do not stack with) those from the masterwork quality, and magical enhancement bonuses do not stack with the 
  enhancement bonus from the greater masterwork quality. However, the increases to hardness and hit points do stack with 
  those granted by magical enhancement bonuses.
  Legendary
  Throughout the lands of Onara, there are only a select few craftsmen who have managed to achieve the expertise needed 
  to create weapons of legendary quality. Usually, these craftsmen have only evolved from among the dwarves, but a few 
  master smiths have appeared among the other races as well.  These artisans have refined the techniques used to create 
  greater masterwork items to include the use of special alloys and folding techniques.  These legendary craftsmen have 
  also developed an uncanny intuition when working with their chosen craft, which allows them to create items that many 
  consider works of art. 
  Legendary (+X) weapons, where X is between 2 and 5, give a +X enhancement bonus to hit and damage, +X to hardness, 
  and +(5X) hit points. For example, a legendary (+3) weapon receives a +3 enhancement bonus to hit and damage, +3 to 
  its hardness, and +15 hit points. The legendary enhancement bonuses subsume (do not stack with) those from the greater 
  masterwork quality, and magical enhancement bonuses do not stack with the enhancement bonus from the legendary 
  quality. However, the increases to hardness and hit points do stack with those granted by magical enhancement bonuses. 
  Weapons of legendary quality are always named, even if they are left as non-magical weapons.
  Custom
  Custom weapons are extremely rare. Few weaponsmiths have the skill or time necessary to forge such a weapon.  A 
  custom-quality weapon may be forged for a specific fighting style or a specific individual.  Custom pommels, individual 
  preferences for blade balance, blade length, overall weapon weight, and special metals used for blade forging are all 
  factors that can be individualized. A custom weapon must be of masterwork quality or better. The custom quality grants 
  the weapon an increase of +1 on its enhancement bonus to hit. This bonus applies only when the weapon is wielded by 
  the individual or in the fighting style that the weapon was crafted for.  This enhancement bonus increases (stacks with) the 
  enhancement bonuses provided by the masterwork, greater masterwork, and legendary qualities, but it does not stack with 
  a magical enhancement bonus. 
  Transferring Enhancement Bonuses: Although the “craft” bonuses provided by the custom, masterwork, greater 
  masterwork, and legendary properties are non-magical, they are still enhancement bonuses. Any ability or effect that 
  allows you to reduce or redirect your weapon’s magical enhancement bonus (such as the defending ability) also reduces 
  the weapon’s non-magical enhancement bonuses by the same amount, even though magical and non-magical enhancement 
  bonuses do not stack.  For example, a +2 defending greater masterwork longsword allows its wielder to redirect some or 
  all of the +2 magical enhancement bonus to his AC.  The greater masterwork property gives the weapon a +1 non-magical 
  enhancement bonus to hit and damage. If the wielder uses the defending property to move the entire magical enhancement 
  bonus, giving him a +2 AC bonus and reducing the weapon’s magical enhancement bonus on attack and damage rolls to 
  +0, that also suppresses the weapon’s non-magical +1 enhancement bonus on attack and damage rolls. In other words, 
  you cannot use non-magical enhancement bonuses to “double-dip” with abilities like defending that allow you to move 
  enhancement bonuses around.  If you move some or all of the magical enhancement bonus, you also lose the benefits of 
  the corresponding amount of your non-magical enhancement bonuses.
  Weapon Modifications  ▪  WEAPONS & EQUIPMENT
  
  270
  of blast powder rounds, small paper (or cloth) packets 
  of blast power pre-measured to gain the most efficient 
  and accurate shot.  Therefore, these fine weapons are 
  usually easier, safer, and faster to reload and fire. An 
  Altherian flintlock pistol may be concealed, but the 
  concealer suffers a -8 penalty on his Sleight of Hand 
  skill check. Only one pistol may be concealed on any 
  Small or Medium-sized creature. An Altherian flintlock 
  rifle may never be concealed. 
  Reloading
  Reloading an Altherian flintlock is a full-round 
  action that provokes attacks of opportunity. If any 
  attack of opportunity is successful (deals damage), 
  the weapon may not be reloaded unless the character 
  reloading the weapon succeeds on a Concentration 
  check (DC 10 plus the damage dealt by the attack).
  Flintlocks in Melee
  Altherian flintlocks have been reinforced so 
  that they may be used as melee weapons when no 
  other weapon is available. Though extended use of an 
  Altherian flintlock in this manner is not encouraged, it 
  is still a valid option in emergencies.  When used in this 
  manner, treat the Altherian flintlock rifle as a great club 
  and the pistol as a light mace.  When you are wielding 
  a flintlock, you must decide at the start of your combat 
  round if you are wielding it as a ranged weapon or a 
  melee weapon. You may only change the “mode” of the 
  weapon once per combat round and only on your turn. 
  You may not change the mode between the iterative 
  attacks of a full attack action. You may change the mode 
  either before or after you make your first attack with it 
  for the round, but not both.
  When you draw a flintlock you decide as part 
  of that action whether you are drawing it as a melee 
  weapon or as a ranged weapon. You may not both 
  draw a flintlock and then subsequently change the 
  orientation of that flintlock on the same turn, even if 
  you drew it as a free action. For example, you cannot 
  draw a flintlock as a ranged weapon, make a full attack 
  with it, and then change its orientation to melee all on 
  the same turn.
  Changing the mode of your flintlock after drawing 
  it requires the same type of action as drawing it (a 
  move-equivalent action for most characters, or a free 
  action for characters with the Quick Draw feat or an 
  equivalent ability that specifically allows them to draw 
  flintlocks as a free action). If you have at least a +1 
  base attack bonus and the flintlock is already in your 
  hands at the start of your turn, you may change its 
  mode as part of a normal move (exactly as any other 
  weapon) but you may still not change its orientation 
  more than once per round.
  When you are wielding a flintlock with a weapon 
  attachment or a bayonet, you still have to decide 
  whether or not you are wielding it as a melee weapon 
  or as a ranged weapon. Changing modes follows 
  exactly the same rules as described above. The grip 
  and the way you orient yourself is quite different for 
  any flintlock when held as a melee weapon than for that 
  same flintlock held in the firing position.
  Prior to your first turn in combat, if you began that 
  combat with a flintlock in hand, you are assumed to be 
  wielding it as a ranged weapon unless you specifically 
  stated otherwise at the time you drew it (i.e. before 
  combat started). For example, if you have a flintlock 
  rifle in your hands at the start of combat, even if you 
  have the Combat Reflexes feat, you cannot use the rifle 
  to make a melee attack of opportunity before your first 
  turn in the initiative order because you are assumed 
  to be holding the rifle in the position to make ranged 
  attacks, not melee attacks. On your first turn you could 
  switch to using the rifle as a greatclub and start making 
  melee attacks with it.
  Gaining weapon proficiency with flintlock pistols 
  or rifles does not automatically allow you to wield the 
  “equivalent” weapon type as though you are proficient 
  with it. For example, if you are proficient with flintlock 
  rifles, but not with greatclubs, you suffer the standard 
  -4 non-proficiency penalty when wielding the rifle as 
  a club.  Regardless of proficiency, weapon-specific 
  feats that you take for a flintlock as a ranged weapon 
  do not give you their benefits when you wield that 
  flintlock as a melee weapon. For example, if you have 
  Weapon Focus (flintlock pistols) you do not get the 
  bonus from that feat when wielding a flintlock pistol 
  in melee. Weapon-specific feats that you take for the 
  melee “version” do give their benefits when you wield 
  a flintlock in melee that is the equivalent of the weapon 
  for which you have the feat. For example, if you have 
  Weapon Focus (light mace) you get a +1 bonus on your 
  attack rolls when wielding in a flintlock pistol as a 
  melee weapon, since it is treated as a light mace.
  You cannot wield a flintlock as a double weapon 
  (i.e. you cannot use the two-weapon fighting rules 
  to make both melee and ranged attacks as part of a 
  single full attack action), but you can have the butt of 
  the weapon enchanted separately from the barrel as a 
  melee weapon. To do this would require you to pay the 
  cost of a masterwork weapon of the appropriate type 
  (such as light mace for pistols and greatclub for rifles). 
  Any enhancement bonus or other special properties 
  that the melee “end” of the weapon has do not activate 
  or provide any bonuses when you wield it as a missile 
  weapon, and vice versa.
  Misfire
  Due to their advanced design, Altherian flintlocks 
  usually do not suffer a misfire chance.  However, even 
  an Altherian flintlock may be subject to a misfire if it is 
  altered with any flintlock modification (see below), or 
  if the user is not proficient with reloading the weapon. 
  For purposes of adjudicating these misfire chances, 
  an unmodified Altherian flintlock begins play with a 
  misfire chance of 0.  Flintlock modifications and non-
  proficient users may further increase this base chance.  
  If a misfire does happen, an Altherian flintlock enjoys 
  a +1 bonus to the d20 roll when consulting Table 7-3: 
  Flintlock Misfires.  For more information on flintlock 
  misfires, see Table 7-3: Flintlock Misfires, for more 
  details.  
  Altherian Scattergun (Exotic)
  The Altherian scattergun is a four-barreled flintlock. 
  Each barrel has its own trigger. The scattergun can be 
  fired in any sequence – one barrel at a time, two at a 
  time, or even all four at the same time. Each additional 
  barrel fired imposes a cumulative –1 circumstance 
  penalty to hit. No matter how many barrels are fired, 
  only one attack roll is made. If the single attack roll 
  hits, then all of the shots hit. If the single attack roll 
  misses, then all of the shots miss. If a critical hit is 
  rolled, then only one shot is actually a critical hit and 
  the rest deal their normal damage. A scattergun may 
  never be concealed.
  WEAPONS & EQUIPMENT ▪ Weapon Descriptions
  
  271
  Reloading
  Reloading an Altherian scattergun requires one full-
  round action per barrel reloaded. This action provokes 
  attacks of opportunity each time a barrel is reloaded. If 
  any attack of opportunity is successful (deals damage), 
  the weapon may not be reloaded unless the character 
  reloading the weapon succeeds on a Concentration 
  check (DC 10 plus the damage dealt by the attack).
  Scatterguns in Melee
  Altherian scatterguns have been reinforced so 
  that they may be used as melee weapons when no 
  other weapon is available. Though extended use in 
  this manner is not encouraged, it is a valid option in 
  an emergency. When used in this manner, treat the 
  Altherian scattergun as a heavy mace.  
  Misfire
  Because of their advanced design, Altherian 
  scatterguns do not suffer any misfire chance.
  Special  
  Scatterguns may not be fitted with any flintlock 
  modifications.
  Other Flintlocks
  At first, the overwhelming majority of flintlocks 
  were created in Altheria. But with the rise of competing 
  smiths from Freeport, Coryan, and the League of 
  Princes, the once-outrageous prices charged for 
  Altherian flintlocks have plummeted. Cheaper, though 
  still inferior, flintlocks have begun entering the market. 
  Even though the distribution of blast powder is still 
  monopolized by Altheria, there has never been a 
  shortage of powder on the black market.  This fact 
  leads some to believe that there may be elements within 
  Altheria who have been directly supplying the black 
  market with blast powder.
    
  Blunderbuss
  Although this is one of Altheria’s earliest designs, 
  they have long since stopped manufacture of this 
  inferior weapon in favor of their more advanced designs. 
  However, other manufacturers have no such qualms 
  about the quality of their goods, and they have begun 
  producing these weapons in great quantities.  In essence, 
  the blunderbuss is a miniature cannon.  The weapon 
  is commonly loaded with a handful of half-sized shot, 
  but almost any collection of small, hard objects can be 
  used. When fired, the projectiles cover a cone-shaped 
  area, automatically hitting everyone within that area. 
  However, those within the 20-foot cone may attempt a 
  Reflex save (DC 15) for half damage.  A blunderbuss 
  never scores critical hits. Though no “to hit” roll 
  is needed to affect those within the cone, an attack 
  should still be rolled to see if the weapon misfires. A 
  blunderbuss may never be concealed.
  Reloading
  The blunderbuss requires an excessive amount of 
  blast powder to fire. Therefore, reloading this weapon 
  requires two full-round actions and four standard shots 
  of blast powder. The entire reloading process for this 
  weapon provokes attacks of opportunity.  If any attack 
  of opportunity is successful (deals damage), the weapon 
  may not be reloaded unless the character reloading the 
  weapon succeeds on a Concentration check (DC 10 
  plus the damage dealt by the attack).
  Flintlocks in Melee
  The blunderbuss may not be used in melee.  
  Misfire
  The blunderbuss has always had a rather 
  temperamental firing mechanism, causing the weapon 
  to misfire upon occasion.  Therefore, an unmodified 
  blunderbuss has a base misfire chance of 1. See Table 
  7-3: Flintlock Misfires, for more details.  
  Flintlock Pistol, Small
  Created by the gnome gunsmith Kolter of Freeport, 
  this miniature version of the Altherian flintlock pistol 
  has become quite popular among the denizens of the 
  Pirate Isles as well as the guilds of Censure. Being half 
  the size of an Altherian flintlock pistol, the “Kolter 
  surprise” is much easier to conceal. Though it is less 
  powerful than its Altherian counterpart, this weapon 
  has become a staple of most underworld elements. The 
  normal -8 circumstance penalty on Sleight of Hand skill 
  checks when attempting to conceal an Altherian flintlock 
  is reduced to -4 for one of these weapons.  A Small or 
  Medium-size character may never hide more then two 
  of these weapons on his person at any one time. If any 
  flintlock modification is added to this weapon, it loses 
  its special ability to be more-easily concealed.
  Reloading
  Reloading a Kolter surprise is a full-round action 
  that provokes attacks of opportunity. If any attack of 
  opportunity is successful (deals damage), the weapon 
  may not be reloaded unless the character reloading the 
  weapon succeeds on a Concentration check (DC 10 
  plus the damage dealt by the attack).
  The Kolter Surprise in Melee
  The Kolter surprise may not be used in melee 
  without specific flintlock modifications.  
  Misfire
  The Kolter surprise has a temperamental firing 
  mechanism, causing the weapon to misfire upon 
  occasion.  Therefore, an unmodified Kolter surprise 
  has a base misfire chance of 1. See Table 7-3: Flintlock 
  Misfires, for more details.
  Table 7-4: Flintlock Modifications
  Modification
  Price Mod.
  Altherian
  Other
  Bayonet
  +50 gp
  Yes
  Yes
  Breech-Load
  +150%
  Yes
  Yes
  Double-Barrel
  +150%
  Yes
  Yes
  Reinforced
  +50%
  No
  Yes
  Shield
  +50%
  Yes
  Yes
  Three-Round 
  Chamber
  +200%
  Yes
  No
  Weapon Attachment
  See Below
  Yes
  No
  Masterwork
  +300 gp
  Yes
  No
  Greater Masterwork
  +600 gp
  Yes
  No
  Legendary
  +3,000 gp
  Yes
  No
  Custom 
  + 600 gp1
  Yes
  No
  1 Custom flintlocks must be of masterwork quality or better. 
  The listed price is in addition to the quality of the weapon. 
  This cost is in addition to any costs associated with the other 
  qualities or enhancements placed upon the weapon.
  Weapon Descriptions  ▪  WEAPONS & EQUIPMENT
  
  272
  Flintlock Modifications
   Altherians are perfectionists.  They are always 
  seeking ways to improve upon their already-wondrous 
  creations. Though the Altherians are not responsible 
  for all of these modifications, it is their example that 
  has inspired many others.  The prices listed in Table 
  7-4: Flintlock Modifications are in addition to the 
  normal price of the weapon.
  Bayonet
  The oldest modification, this alteration simply 
  adds a dagger-sized blade to the front of the 
  flintlock just below the barrel. Flintlock rifles with 
  this modification may be used as long spears. This 
  modification does not increase the weapon’s misfire 
  chance.
  Breech-Load
  A resent invention by the famed inventor Kolter 
  of Freeport, this modification allows a flintlock to 
  be reloaded as a standard action instead of a full-
  round action.  Characters with the Quick Reload feat 
  may reload a flintlock with this modification as a 
  swift action. All reloading actions provoke attacks of 
  opportunity.  This modification may only be added to 
  Altherian flintlock pistols or rifles.  This modification 
  may not be combined with the three-round chamber 
  modification or the weapon attachment modification. 
  Misfire Chance 
  This modification increases the weapon’s misfire 
  chance by 3 and imposes a -3 penalty on the misfire 
  roll.
  Double-Barrel
  A preamble to the scattergun, this modification 
  was first perfected by the Altherian inventor Sirus 
  val’Abebi. A weapon with this modification may be 
  fired twice before it needs reloading.  Alternately, 
  both barrels may be fired at once. Firing both barrels 
  causes a -2 penalty on the attack roll. A single attack 
  roll is made; if it hits, both shots hit. If it misses, both 
  shots miss. If a critical hit is rolled, only one of the 
  two shots is a critical hit; the other shot deals normal 
  damage. Each barrel must be reloaded separately as a 
  normal flintlock rifle. This modification may not be 
  combined with the three-round chamber modification 
  or the weapon attachment modification. 
  Misfire Chance 
  This modification increases the weapon’s misfire 
  chance by 2 and imposes a -2 penalty on the misfire 
  roll.
  Reinforced
  The most common type of modification, this 
  modification allows a non-Altherian flintlock to be 
  used as a melee weapon when needed.  Light flintlocks 
  may be used as light maces; one-handed flintlocks may 
  be used as heavy maces; and two-handed flintlocks 
  may be used as great clubs. The “Kolter special” 
  is an exception.  It may only be utilized as a sap 
  with this modification.  The reinforced portion of 
  a flintlock may be made masterwork, granting the 
  weapon an enhancement bonus to hit in melee only. 
  A masterwork reinforced modification costs 350 
  gold pieces. This modification does not increase the 
  weapon’s misfire chance.
  Flintlock Misfires
  A misfire chance is a numeric value that determines 
  if a flintlock misfires.  If the misfire chance is 0, then 
  the weapon never misfires. Otherwise, compare the 
  unmodified d20 attack roll to the weapon’s misfire 
  chance each time it is fired. If the d20 roll is less than or 
  equal to the misfire chance, then a misfire occurs.  All 
  misfire chance modifiers are cumulative.
  If a misfire occurs, the character that fired the weapon must 
  immediately make a misfire roll. A misfire roll is a numeric 
  value that is determined by rolling a d20 and adding or 
  subtracting any misfire modifiers. All misfire modifiers are 
  cumulative. This number is then used to consult the misfire 
  chart (see Table 7-3: Flintlock Misfires, for more details.) 
  to determine the results of the misfire.  Altherian flinlocks 
  always receive a +1 bonus on misfire rolls, although other 
  modifiers may cancel this bonus out.
  Altherian flinlocks always have a base misfire chance 
  of 0. Non-Altherian flintlocks suffer a base misfire 
  chance of at least 1. Flintlock modifications and non-
  proficient users may increase the misfire chance for 
  any type of flintlock. If a non-proficient user reloads a 
  flintlock (whether Altherian or non-Altherian), the base 
  misfire chance is increased by 5. Each type of flintlock 
  modification specifies the amount by which it increases 
  the weapon’s misfire chance.
  For example, if a non-proficient character were firing a 
  Kolter flintlock that had been modified with a breech-
  load modification, that character’s misfire chance would 
  be 9 (1 for the Kolter flintlock type, +5 for being reloaded 
  by a non-proficient user, and +3 for the breech-load 
  flintlock modification.)  If the character rolls a natural 
  1 through 9 on any attack roll with the flintlock, then it 
  suffers a misfire. The character would immediately roll 
  1d20 for the misfire roll, and would suffer a -3 penalty on 
  the roll (for the breech-load modification). This misfire 
  roll would then be used to consult the Flintlock Misfires 
  table.
  Table 7-3: Flintlock Misfires
  Misfire Roll
  Result
  3 or less
  Kaboom! The weapon explodes, inflicting 
  its normal damage to its wielder. The 
  weapon is destroyed.
  4-8
  Fouled. The barrel becomes fouled. An 
  hour must be spent cleaning the weapon 
  out (this requires the use of a flintlock 
  toolkit) before it can be used again.
  9-12
  Jammed. The weapon does not discharge, 
  as its clockwork firing mechanism jams. 
  Clearing the jam requires a full-round 
  action. The weapon may be fired normally 
  once the jam has been cleared.
  13-16
  Weak Charge. Too little powder was used 
  to prime the weapon, so the shot is fired 
  (and wasted) to no effect. The weapon may 
  be reloaded and fired again as normal.
  17-20+
  Failed 
  Ignition. 
  Either 
  the 
  firing 
  mechanism failed to produce a spark, or 
  the powder simply failed to ignite. The 
  weapon doesn’t go off, but it can be fired 
  again the next round without reloading.  
  WEAPONS & EQUIPMENT ▪ Flintlock Modifications
  
  273
  Shield
  This modification adds a flintlock to the center 
  of any shield.  The wielder suffers a -4 penalty to his 
  attack rolls with the flintlock. This modification may 
  not be combined with any other. This modification does 
  not increase the weapon’s misfire chance.
  Three-Round Chamber
  Created by the Altherian inventor Sirus val’Abebi 
  after examining a Kolter breech-load modification, this 
  invention consists of a three-round rotating chamber. 
  The chamber must be spun manually after each shot to 
  bring the next pre-packed round into place. Rotating 
  the chamber is a free action, but the character must 
  have a free hand to do so (holding a single rifle still 
  allows a character one free hand).  When all three 
  rounds are expended, the empty chamber may then be 
  exposed for easy reloading.  Reloading a weapon with 
  this modification takes four standard actions, and is 
  subject to all the rules of reloading a normal flintlock 
  rifle.  Characters with the Quick Reload feat can reload 
  a weapon with this modification in two full-round 
  actions. This modification is only possible on Altherian 
  flintlock rifles and pistols and it may not be combined 
  with the double-barrel modification or the weapon 
  attachment modification. 
  Misfire Chance 
  This modification increases the weapon’s misfire 
  chance by 4 and imposes a -4 penalty on the misfire roll.
  Weapon Attachment
  This modification was first reported in Milandir. 
  This intricate modification combines a flintlock pistol 
  with a standard melee weapon.  Though far from 
  perfected, this modification has even attracted the 
  attention of Altherian inventors who have started 
  to develop their own versions of these weapon 
  combinations. The flintlock portion of this weapon may 
  be fired normally. Additionally, whenever a successful 
  critical hit is scored with the melee weapon, the wielder 
  may choose to fire the flintlock as a free action. The 
  flintlock automatically hits in this case, but an attack 
  roll should still be made to see if the weapon misfires.  
  Only a flintlock pistol can be combined with a 
  melee weapon; grafting a weapon onto the end of a rifle 
  or other type of flintlock would ruin the aim. Reloading 
  this weapon uses all the standard rules for reloading an 
  Altherian flintlock pistol. This modification may not be 
  combined with any other modifications, and weapons 
  with the reinforced modification lose that quality when 
  gaining this modification. The Kolter Surprise may 
  only have a short sword or dagger added to it.  See 
  Table 7-5: Weapon Attachment Types for a listing of 
  available combinations and costs.
  Misfire Chance 
  This modification increases the weapon’s misfire 
  chance by 3 and imposes a -3 penalty on the misfire roll.
  Table 7-5: Weapon Attachments Types
  Weapon
  Cost
  Bastard Sword (Exotic)
  + 185 gp
  Battle Axe
  + 160 gp
  Dagger
  + 152 gp
  Long Sword
  + 165 gp
  Short Sword
  + 160 gp
  Exceptional Flintlocks
  Altheria is the only nation to produce exceptional 
  flintlocks. Non-Altherian flintlocks cannot be of 
  exceptional quality. Perhaps someday, when the rest of 
  the world has had more time to study the Altherians’ 
  techniques, this will change.
  Masterwork
  Like all other types of masterwork weapons, 
  a masterwork flintlock grants the weapon a +1 
  enhancement bonus to hit (on ranged attacks only).  
  Adding the masterwork quality to a flintlock that 
  has had barrel modifications incurs the masterwork 
  cost for each modification, in addition to the base cost 
  for gaining the masterwork quality. For example, if an 
  Altherian flintlock rifle were to have the three-round 
  chamber modification and be masterwork quality, the 
  weapon’s cost would be calculated as follows: 500 for 
  the rifle, times 200% for the three-barrel modification 
  equals 1,000, plus 300 for the base masterwork quality, 
  plus 300 for the three-barrel modification, for a total 
  price of 1,600 gold pieces.  If one barrel of a flintlock 
  weapon is made masterwork quality, all barrels must be 
  made masterwork quality. For example, a scattergun, 
  which has four barrels, costs 1,200 gp (300 gp per 
  barrel) to be made masterwork. 
  A weapon must be of at least masterwork 
  quality before it can be magically enhanced. Magical 
  enhancement bonuses do not stack with the enhancement 
  bonus from the masterwork quality.
  Greater Masterwork
  Greater masterwork flintlocks provide a +2 
  enhancement bonus to ranged attacks. Such a weapon 
  also gains +1 to hardness and +5 hit points. The 
  misfire chance of a greater masterwork weapon is 
  reduced by 1, and if a misfire does occur, the wielder 
  gains a +1 bonus on the misfire roll (for a total bonus 
  of +2, since only Altherian flintlocks can be made 
  greater masterwork, and all Altherian flintlocks have 
  an inherent +1 bonus on misfire rolls). 
  When adding the greater masterwork quality to a 
  flintlock with multiple barrels or modifications, the cost 
  must be paid separately for each barrel or modification. 
  Refer to the rules in the masterwork quality section 
  to determine the appropriate costs and mechanics. 
  Flintlocks with multiple barrels must have every barrel 
  made greater masterwork if any barrel is to be made 
  greater masterwork, but the bonuses to hardness and hit 
  points do not stack.
  The greater masterwork enhancement bonuses 
  subsume (do not stack with) those from the masterwork 
  quality, and magical enhancement bonuses do not 
  stack with the enhancement bonus from the greater 
  masterwork quality. However, the increases to hardness 
  and hit points do stack with those granted by magical 
  enhancement bonuses.
  Legendary Flintlocks
  Legendary flintlocks are so rare that they are 
  believed to be the stuff of myth. However, a tiny handful 
  of Altherian craftsmen have achieved the mastery 
  necessary to create these works of lethal art. Legendary 
  (+X) flintlocks, where X is between 2 and 5, provide a 
  +X enhancement bonus to hit on ranged attacks. Such 
  Flintlock Modifications  ▪  WEAPONS & EQUIPMENT
  
  274
  weapons also gain +X to damage on melee attacks, 
  +X to hardness, and +(5X) hit points. For example, a 
  legendary (+3) flintlock has a +3 enhancement bonus 
  on ranged attack rolls, a +3 enhancement bonus on 
  melee damage rolls, +3 hardness, and +15 hit points. 
  The misfire chance of a legendary flintlock is reduced 
  by 2 (not X), and if a misfire does occur, the wielder 
  gains a +2 (not +X) bonus on the misfire roll (for a 
  total bonus of +3, since only Altherian flintlocks can be 
  legendary, and all Altherian flintlocks have an inherent 
  +1 bonus on misfire rolls.)
  When adding the legendary quality to a flintlock 
  with multiple barrels or modifications, the cost must be 
  paid separately for each barrel or modification. Refer to 
  the rules in the masterwork quality section to determine 
  the appropriate costs and mechanics. Flintlocks with 
  multiple barrels must have every barrel made legendary 
  if any barrel is to be made legendary, but the bonuses to 
  hardness and hit points do not stack.
  The legendary enhancement bonuses subsume 
  (do not stack with) those from the greater masterwork 
  quality, and magical enhancement bonuses do not stack 
  with the enhancement bonus from the legendary quality. 
  However, the increases to hardness and hit points do 
  stack with those granted by magical enhancement 
  bonuses. Flintlocks of legendary quality are always 
  named, even if they are left as non-magical weapons.
  Custom
  Custom flintlocks are extremely rare and are 
  crafted for specific individuals.  Few weaponsmiths 
  have the skill or time necessary to create such a 
  weapon.  A custom-quality flintlock usually involves 
  crafting one or more of the following custom items 
  for the flintlock:  Custom stocks of a favorite or exotic 
  wood, custom engraving or etchings, extended barrel 
  length, custom trigger settings, or exotic sights. 
  The custom quality grants the flintlock an increase 
  of +1 on its enhancement bonus to hit. This bonus 
  applies only when the weapon is wielded by the 
  individual for whom it was created. This enhancement 
  bonus increases (stacks with) the enhancement bonuses 
  provided by the masterwork, greater masterwork, and 
  legendary qualities, but it does not stack with a magical 
  enhancement bonus.
  Grenade-Like Weapons
  Fragmentation Bombs
  These items are small, round metal orbs filled with 
  blast powder and capped with a wick.  Fragmentation 
  bombs are grenade-like weapons. They require no 
  proficiency to use. Lighting the fuse is a standard action 
  (or a move-equivalent action if using a tindertwig).  
  Half the damage done by these bombs is piercing 
  damage and half is fire damage.  Targets caught within 
  the blast radius (which functions just like a five-foot 
  splash) can make a Reflex save (DC 20) for half 
  damage. Throwing this weapon is resolved as a ranged 
  touch attack.
  Siege Weapons 
  Cannon, Field
  The field cannon is a large blast powder siege 
  engine capable of massive destruction. These weapons 
  must be constructed from the finest metals, and are 
  usually molded to resemble a fierce mythical beast. The 
  damage inflicted by a field cannon depends on which 
  type of ammunition is used. It requires a crew of three 
  to load this weapon, and takes six rounds to reload 
  with each member of the crew needing to succeed on 
  a single DC 10 Profession (siege engineer) skill check.  
  If this check fails, the powder accidentally explodes 
  (20-foot burst, 2d6 fire damage, Reflex DC 20 half).
  Field Cannonball
  Cannonballs are large round metal balls that are 
  propelled at extremely high velocities by the blast 
  powder charge of a field cannon.  A cannonball can 
  affect all targets in a 200-foot-long 5-foot-wide line 
  moving directly away from the cannon. The gunner 
  attempts to strike a given point on the ground (AC 
  25) using his profession (siege gunner) skill bonus in 
  lieu of his ranged attack bonus. If the gunner misses, 
  determine the point where the ball lands using the 
  grenade-like weapons rules. A Reflex save DC 20 
  enables a character to dodge the blast, with the DC 
  reduced by 2 for each range increment beyond the first 
  that the initial target point fell within. Example: The 
  siege engineer nominates a 200 foot line beginning 
  at a point 270 ft away from the cannon as the target 
  for the cannon’s attack.  He then attempts to hit. After 
  determining the location he hits, a 5-foot-wide and 
  200-foot-long line is formed from that point moving 
  directly away from the gun. The cannon attacks every 
  creature touched by that line. These targets may attempt 
  a DC 18 Reflex save to avoid the attack because 270 
  feet falls within the second range increment. 
  Field Mortar Shell
  Mortar shells are explosive metal orbs lobbed at a 
  high trajectory from a field cannon.  Essentially, these 
  are larger versions of fragmentation bombs that are 
  lit and then launched from the cannon.  Mortar shells 
  use the targeting rules for heavy catapults (see Core 
  Rulebook II).  Half the damage of a mortar shell is 
  piercing damage and half is fire damage.  Those caught 
  within the 20-foot blast radius may attempt a Reflex 
  save (DC 20) for half damage.
  Cannon, Siege
  This is a much larger version of the field cannon. 
  It requires a crew of eight and takes 15 rounds to reload 
  with each member of the crew needing to succeed on a 
  single DC 15 Profession (siege engineer) skill check. If 
  this check fails, the powder accidentally explodes (30-
  foot burst, 3d6 fire damage, Reflex save DC 20 negates).
  Siege Cannonball
  The siege cannonball is a larger, more destructive 
  version of the field cannonball.  
  Siege Mortar Shell
  The siege mortar shell is a larger, more destructive 
  version of the field mortar shell.  Half the damage of 
  a siege mortar shell is piercing damage and half is fire 
  damage.  Those caught within the 30-foot blast radius 
  may attempt a Reflex save (DC 20) for half damage.
  WEAPONS & EQUIPMENT ▪ Grenade-Like Weapons
  
  275
  In addition to the armors found in Core Rulebook 
  I, the following armors may be found throughout the 
  lands of Onara. 
  Andrean Suit of Plate
  Named for Andreas II, former King of Milandir 
  and creator of this style of armor, Andrean plate offers 
  the greatest protection achieved to date. Though it is 
  far too heavy for all but the strongest knights to wear, 
  Andrean plate is surprisingly easy to move around in. 
  Its cunning design permits the wearer to enjoy almost a 
  full range of motion. This armor is quite rare, because it 
  is extremely expensive to manufacture, which prohibits 
  all but the wealthiest of individuals from obtaining 
  it. Andrean plate requires special training to be worn 
  effectively.  Anyone wearing this armor who does 
  not have the feat Exotic Armor Proficiency (Andrean 
  plate) suffers several penalties. The armor’s AC bonus 
  is reduced by 4 points (to +6) and the armor check 
  penalty is doubled (to -8).
  Brigandine Armor
  First created by the Coryani Empire, brigandine 
  armor consists of a studded leather coat reinforced with 
  metal plates riveted onto the jacket covering the torso 
  and back.  These plates are then covered with additional 
  cloth or boiled leather for extra protection.  
  Chain and Plate 
  First created by the Milandisians, this armor consists 
  of a standard breastplate coupled with reinforced 
  double-link chain mail. It is commonly known that this 
  armor was the forerunner to half- and full-plate type 
  armors.  Though somewhat outdated, this armor is still 
  used by the Milandisian military today.
  Heavy Leather Coat
  Commonly referred to as an “adventurer’s coat,” 
  this protective garment consists of a long calf-length 
  leather storm coat reinforced with boiled leather plates 
  affording the wearer an extra measure of protection. 
  This armor is most popular among the sailors of 
  Freeport and the League of Princes.
  Lorica Segmentata
  The armor of the finest and best-equipped Coryani 
  legions, lorica segmentata has seen many improvements 
  during its over 300 years of outstanding service to the 
  Empire.  This armor is arguably the finest armor on 
  Onara for the common soldier. Though lacking the 
  heavy full-body protection of true plate armor, lorica 
  segmentata is maneuverable and light, allowing for 
  the greatest possible balance between movement and 
  protection. This armor consists of steel plates bent 
  and molded around the chest and shoulders, then 
  linked together with steel mail worn beneath. Steel 
  arm and leg greaves complete the kit.  This armor is 
  built for maximum protection and maneuverability. 
  Unlike other exotic armors, lorica segmentata may be 
  worn by anyone with the Medium Armor Proficiency 
  feat.  However, if the wearer does not possess the 
  Exotic Armor Proficiency (lorica segmentata) feat, 
  his base speed is reduced by 10 feet and he suffers an 
  additional -2 armor check penalty (for a total of -5). 
  Lorica segmentata is Medium armor. This does not 
  change if the wearer has the appropriate Exotic Armor 
  Proficiency feat. When it is made of mithral, this armor 
  is treated as Light armor, but it still requires Medium 
  armor proficiency to wear, and the armor’s base speed 
  does not change (it is already 30ft = 30ft and 20ft = 
  20ft, which matches most Light armors).
  A wearer who does not have the Exotic Armor 
  Proficiency still suffers the additional -2 armor check 
  penalty even if the armor is made of a material or has 
  some quality that reduces its base armor check penalty. 
  The increase simply applies to whatever that particular 
  suit of armor has as its base armor check penalty.  Base 
  armor check penalties can never be reduced below zero, 
  so a non-proficient wearer has an armor check penalty of 
  no better than -2 regardless of the armor’s construction.
  Armors of Arcanis
  Table 7-6: Armors of Arcanis
  Name
  Cost
  Armor
  Bonus
  Max. 
  Dex
  Armor 
  Chk. Pen.
  Spell  
  Failure
  Speed
  Weight1
  30 ft
  20 ft
  Light Armor
  Heavy Leather Coat
  100 gp
  +3
  +6
  -1
  15%
  30 ft
  20 ft
  20 lb
  Muscle Cuirass 
  400 gp
  +4
  +5
  -2
  15%
  30 ft
  20 ft
  15 lb
  Reinforced Leather Jacket 2
  150 gp
  +2
  +5
  -1
  10%
  30 ft
  20 ft
  15 lb
  Sicarite Leather Armor
  40 gp
  +3
  +6
  -1
  5%
  30 ft
  20 ft
  15 lb
  Sicarite Studded Leather Armor
  100gp
  +4
  +5
  -2
  10%
  30 ft
  20 ft
  20 lb
  Medium Armor
  Ss’ressen Scale Armor
  800 gp
  +5
  +5
  -3
  15%
  20 ft
  15 ft
  25 lb
  Ring Mail Armor 
  250 gp
  +5
  +3
  -4
  25%
  20 ft
  15 ft
  25 lb
  Brigandine Armor
  200 gp
  +6
  +0
  -6
  30%
  20 ft
  15 ft
  40 lb
  Lorica Segmentata3
  300 gp
  +5
  +5
  -3
  25%
  30 ft
  20 ft
  25 lb
  Milandisian Cuirass 3
  350 gp
  +6
  +3
  -4
  25%
  25 ft
  20 ft
  30 lb
  Heavy Armor
  Chain and Plate
  600 gp
  +7
  +2
  -5
  30%
  20 ft
  15 ft
  40 lb
  Andrean Suit of Plate3
  7,500 gp
  +10
  +1
  -4
  30%
  20 ft
  15 ft
  65 lb
  1. Weight figures are listed for armor sized to fit Medium characters. Armor designed for Small characters weighs half as much as the 
  listed value and armor fitted for a Large character weighs twice the listed value.
  2. This armor has special rules; see the text of the armor’s description for details.
  3. Fully utilizing this armor requires the Exotic Armor Proficiency feat.
  Armor Descriptions  ▪  WEAPONS & EQUIPMENT
  
  276
  Milandisian Cuirass
  Milandisian armorsmiths are some of the most 
  accomplished in the history of the craft. One of their 
  many innovations is the Milandisian cuirass, which 
  increases the effectiveness of the typical horseman’s 
  cuirass by adding a series of cunningly-designed 
  curves to the breastplate and helm. The shape of this 
  armor does take some getting used to. Unlike other 
  exotic armors, the Milandisian cuirass may be worn 
  by anyone with the Medium Armor Proficiency feat.  
  However, if the wearer does not possess the Exotic 
  Armor Proficiency (Milandisian cuirass) feat, his base 
  speed is reduced by 5 feet and he suffers an additional 
  -1 armor check penalty (for a total of -5). A Milandisian 
  cuirass is Medium armor. This does not change if the 
  wearer has the appropriate Exotic Armor Proficiency 
  feat. When it is made of mithral, this armor is treated 
  as Light armor, but it still requires Medium armor 
  proficiency to wear. 
  When made of mithral or other special materials 
  that change the item’s weight category from Medium 
  to Light, the base speed for this armor becomes 30ft = 
  30ft and 20ft = 20ft. (This is no change for the 20ft base 
  move and an increase of 5ft for the 30ft base move.) 
  Movement penalties for wearers without the Exotic 
  Armor Proficiency are applied after determining the 
  armor’s base speed. 
  A wearer who does not have the Exotic Armor 
  Proficiency still suffers the additional -1 armor check 
  penalty even if the armor is made of a material or has 
  some quality that reduces its base armor check penalty. 
  The increase simply applies to whatever that particular 
  suit of armor has as its base armor check penalty.  Base 
  armor check penalties can never be reduced below zero, 
  so a non-proficient wearer has an armor check penalty of 
  no better than -1 regardless of the armor’s construction.
   
  Muscle Cuirass
  This version of lorica segmentata armor is made of 
  hardened leather and is comfortable yet strong. Often 
  worn by officers, it is a sign of wealth and power. 
  Reinforced Leather Jacket  
  Consisting of a short leather jacket reinforced 
  with hidden metal plates, the protective nature of these 
  jackets can be easily overlooked. (An observer must 
  succeed on a DC 15 Spot check to realize the true 
  nature of this jacket.) Traditionally, these jackets are 
  fitted with hidden pockets and wrist scabbards that can 
  hold a dagger or other small weapon. 
  Ring Mail Armor
  A hybrid armor combining aspects of chain mail 
  and padded armor, ring mail consists of a padded 
  leather jacket covered with large interlocking metal 
  rings.  Boiled leather arm covers and leg greaves 
  complete the suit.  
  Sicarite Leather and Studded Leather
  These armors were developed out of necessity, 
  due to the lack of iron in the Hinterlands. The excellent 
  leather artisans of the Yhing hir are responsible for 
  the development of these cunningly-designed superior 
  armors. These suits consist of interlocked, water-shrunk 
  leather plates tailored over a stiff bamboo framework 
  that allows more freedom of movement than that 
  of normal leather or studded leather armors.  Studs, 
  strips of metal, and spikes are sometimes added when 
  available to the crafter.  Few families in the Hinterlands 
  know the techniques needed to make Sicarite armor, 
  and those who do regard the knowledge as a precious 
  family secret.
  Ss’ressen Scale Armor
  This heavy coat and skirt of scaled leather is made 
  from the hides of the huge ss’ressen of the Agamis Egg 
  Clutch. This extremely rare armor may only be found 
  in Altheria or the Elorii city of Entaris. It is an accepted 
  fact that the Elorii were the originators of this type of 
  armor, and they have several suits of ss’ressen scale 
  dating back to time of the Elorii rebellion from the 
  Ssethregoran Empire.  
  WEAPONS & EQUIPMENT ▪ Armor Descriptions
  
  277
  Armor Modifications
  Table 7-7: Armor Modifications
  Armor Spikes
  + 50 gp
  Legendary + 3
  + 11000 gp
  Masterwork
  + 150 gp
  Legendary + 4
  + 19000 gp
  Greater Masterwork
  + 300 gp
  Legendary + 5
  + 29000 gp
  Legendary + 2
  + 5000 gp
  Custom (armor only)
  + 6000 gp 
  Armor Spikes
  Common in Canceri, this modification may be added to all armor and most shield types. This armor or shield modification follows all the 
  normal rules for armor spikes found in Core Rulebook I.
  Masterwork
  Just as with weapons, one may purchase or craft a masterwork version of any sort of armor or shield. A masterwork armor or shield 
  functions exactly as the normal version, except that the item’s armor check penalty is reduced by 1. The masterwork quality of a suit of 
  armor or shield never provides a bonus to attack or damage rolls even if the armor or shield is used as a weapon.  All magic armors and 
  shields must be of masterwork quality or better. Magic armors and shields found by adventurers are always assumed to be of masterwork 
  quality unless the item specifically states that it is of greater masterwork or legendary quality.
  Greater Masterwork
  Some master smiths have surpassed the level of skill needed to achieve masterwork quality armors and shields.  Through improved 
  designs, the cunning use of additional plates or joints, or by granting the item the ability to deflect attacks rather than absorb them, these 
  few masters of the craft are able to achieve a level of craftsmanship known as greater masterwork. Greater masterwork armors and shields 
  function exactly like their normal versions except that their armor check penalties are reduced by 2, they gain a +1 bonus to their hardness, 
  and they gain +5 hit points. The greater masterwork bonus subsumes (does not stack with) the masterwork bonus. 
   
  The decrease in armor check penalty that is gained from the masterwork or greater masterwork quality does not stack with the 
  reduction (if any) from being made of a special material (such as mithral). Only the best reduction applies. However, the bonuses from 
  legendary (fitted) and legendary (nimble) armors do stack with their corresponding categories from special materials. The benefits from 
  the custom special quality stack with similar benefits from all other sources, including those gained from special materials and/or from 
  the legendary quality.
  Legendary
  Throughout the lands of Onara, there are only a select few craftsmen who have managed to achieve the expertise needed to create armor 
  or shields of legendary quality. Usually, these craftsmen appear from among the dwarves, but there are a handful of legendary craftsmen 
  among the other races.  These artisans have refined the techniques used to create greater masterwork items to include the use of special 
  alloys and folding techniques.  These legendary craftsmen have also developed an uncanny intuition when working with their chosen craft, 
  which allows them to create items that many consider works of art. Legendary armors and shields come in three varieties: fitted, proof, 
  and nible. Each variety has a value associated with it, ranging from +2 to +5.
  Legendary (+X) fitted armors and shields reduce the armor check penalty associated with them by (X) and lower the weight by (5X).  For 
  example, a suit of legendary +5 fitted armor lowers the armor check penalty by 5 and is 25% lighter than the equivalent normal type of 
  armor. Armor check penalties cannot be reduced below zero.
  Legendary (+X) proof armors and shields increase the base item’s protection (armor class bonus) by (X), but this also increases the item’s 
  weight by (10X) percent.  Thus, a legendary +5 proof heavy steel shield provides a +7 bonus to AC, but it is 50% heavier than a normal 
  shield of the same type.
  Legendary (+X) nimble armors and shields increase the item’s maximum Dexterity bonus by (X) and lower the weight by (10X) percent.  
  Thus, a suit of legendary +5 nimble armor would have its maximum Dexterity bonus increased by 5 and its weight reduced by 50%.
   
  The legendary qualities of nimble and proof may not be combined because the extra thickness needed to make proof armor makes it too 
  bulky to also be nimble.  The legendary qualities of fitted and proof cannot be combined for the same reason.  The legendary qualities of 
  nimble and fitted can be combined, but the costs stack while the weight reductions do not.
  All three of the legendary qualities increase the base item’s hardness by (X) and its hit points by (5X). For example, any legendary +3 
  item has its hardness increased by 3 and its hit points increased by 15.  These increases do not stack if multiple legendary qualities are 
  put on the same item, but increases in hardness and hit points derived from magical enhancement bonuses do stack with the bonuses from 
  legendary qualities. The increases provided by legendary qualities subsume (do not stack with) similar increases from the masterwork and 
  greater masterwork qualities.
  Custom  
  This type of armor is crafted for one particular individual and must be of greater masterwork or legendary quality. Armor and shields 
  must be created as custom items; this quality cannot be purchased later and added to an existing suit of armor. To achieve this level of 
  fit, the item must be created with the intended wearer’s exact measurements in mind. When worn by its intended wearer, custom armor’s 
  AC bonus and its maximum Dexterity bonus are both increased by 1. These increases stack with those provided by the legendary quality. 
  If the armor is not worn by the person for whom it was customized, it will never fit correctly.  If worn by anyone other than the original 
  owner, the armor check penalty will increase by 4, and the armor bonus will be reduced by 3.  Having the custom quality immediately 
  reduces the resale value of the armor by 50%, as it is not possible to customize a suit of armor more than once, nor is it possible to undo 
  the customizations once they have been made.
  Armor Modifications  ▪  WEAPONS & EQUIPMENT
  
  278
  Table 7-8:  Goods of Onara
  Equipment
  Cost
  Weight
  Adventuring Gear
  Altherian Powder Horn
  5 gp
  0.5 lb
  Altherian Compass
  2000 gp
  90 lb
  Altherian Sextant
  1000gp
  5 lb
  Altherian Shot (Bandolier)
  100 gp
  1.5 lb
  Altherian Shot (Belt Pouch)
  150 gp
  0.5 lb
  Altherian Signal Rocket (Flare)
  100 gp
  1 lb
  Altherian Signal Rocket (Flash)
  50 gp
  1 lb
  Altherian Signal Rocket (Whistle)
  40 gp
  1 lb
  Flintlock Pistol Bandolier
  10 gp
  3 lb
  Flintlock Toolkit
  Pistol
   10 gp
  1 lb
  Rifle
  20 gp
  2 lb
  Mess/Cooking Kit
  5 gp
  2 lb
  Potion Belt/Bandolier
  50 gp
  1 lb
  Scroll Belt/Bandolier
  50 gp
  1 lb
  Spellcaster’s Bandolier
  60 gp
  2 lb
  Waterproof Flintlock Case
  Pistol
  30 gp
  0.5 lb
  Rifle
  40 gp
  1 lb
  Wrist Holster
  10 gp
  0.5 lb
  Wrist Holster, Masterwork
  50 gp
  ---
  Scribe/Sage Equipment
  Book, Blank (100 pages)
  Papyrus
  10 gp
  3 lb
  Parchment
  12 gp
  3 lb
  Paper
  13 gp
  3 lb
  Vellum
  15 gp
  3 lb
  Ink
  Writing (Black), 5oz
  10 gp
  ---
  Writing (Assorted Colors), 2oz
  32 gp
  ---
  Map-Making Kit
  150 gp
  5 lb
  Transportation
  Boat, collapsible
  600 gp
  50 lb
  Chariot, riding
  75 gp
  250 lb
  Chariot, riding (Fine)
  200 gp
  275 lb
  Chariot, riding (Elaborate)
  400 gp
  300 lb
  Chariot, war
  150 gp
  350 lb
  Chariot, war (Commander’s)
  300 gp
  375 lb
  Coach, ornamental
  7000 gp
  750 lb
  Coach, war
  1500 gp
  1000 lb
  WEAPONS & EQUIPMENT ▪ Equipment Tables
  
  279
  Altherian Powder Horn
  These items are commonly made from the hollowed 
  and laminated horns of the Altherian Razor Gator, 
  or from the horns or crest spikes of the Spiked Tail 
  ss’ressen. Each horn holds 20 shots of blast powder. 
  These horns are waterproof and have a hardness of 10 
  and fire resistance of 10. These items, though useful, 
  have fallen into disuse in favor of pre-measured blast 
  power packets.
  Altherian Compass
  This recent invention of the Altherians has yet 
  to gain widespread or popular support. Large and 
  ungainly, these items reportedly always indicate a 
  northerly direction. Consisting of a large tub of water, 
  a lodestone, a cork, and a small metal rod, they are 
  currently too primitive to be used by the common 
  populace, although rumors do exist that the Altherians 
  have more advanced versions and that they have 
  adopted these items for use in their airships.
  Altherian Sextant
  This innovative instrument is a wonder of modern 
  technology. By using this small metal and crystal device 
  to line up the sun or stars, one may find his relative 
  position on land or sea (or in the air for Altherians). With 
  the help of this device, a character can automatically 
  succeed on a Survival skill check to find his latitude 
  and longitude on a map. Untrained characters have no 
  idea how a sextant works. To successfully use this item, 
  a character must have at least one rank in Survival 
  and 3 ranks in Knowledge (geography), Profession 
  (cartographer), or Profession (navigator).
  Altherian Shot (Bandolier)
  With the invention of pre-measured blast powder 
  packets, these bandoliers have gained widespread 
  acceptance. Each bandolier holds up to 20 packets of 
  shot powder in its easily-accessible pockets. These 
  pockets are water and fire resistant, providing the 
  packets protection from all mundane sources of heat 
  and water for short amounts of time (6 rounds if fully 
  immersed in water or fire). Retrieving a powder pack 
  from this bandolier is a free action (this does not 
  speed up the flintlock loading process in any way). A 
  character may only wear two bandoliers at any time.
  Altherian Shot (Belt Pouch)
  These small leather belt pouches have been 
  specially treated with a resin made from animal fat. 
  These pouches are able to hold up to 20 pre-measured 
  blast power packets. When closed, these pouches 
  protect blast power from mundane sources of heat 
  and water for short amounts of time (6 rounds if fully 
  immersed in water or fire). It takes a standard action 
  to open or close an Altherian Shot Belt Pouch, but 
  retrieving a powder pack from an open pouch is a free 
  action (this does not speed up the flintlock loading 
  process in any way). A character may only wear two of 
  these pouches on any one belt.
  Altherian Signal Rocket
  Military units throughout Onara use these small 
  blast-powder-powered projectiles. Typically, a six-
  inch tube of concentrated blast powder is mounted 
  to a twelve-inch length of straight wood. The blast 
  powder tube is modiﬁed for various effects, but always 
  has a fuse to light the rocket on the lower portion of 
  the tube. Lighting this rocket is a standard action that 
  provokes attacks of opportunity. Though rumors exist 
  of larger, more accurate versions of these rockets being 
  developed by the Altherians, the smaller rockets are 
  not accurate enough to be used as projectile weapons 
  in any way. The blast powder contained within these 
  rockets is not protected from exposure to the elements. 
  These rockets are currently restricted for purchase 
  or possession in the same manner as blast powder. 
  Attempting to harvest the blast powder from a rocket 
  requires a Profession (gunner) or Craft (ﬂintlocks) skill 
  check (DC 20); failure destroys the rocket and renders 
  the blast powder useless. Currently there are three 
  types of rockets available for purchase.
  Equipment Descriptions  ▪  WEAPONS & EQUIPMENT
  
  280
  Flare: This rocket is propelled into the air and 
  bursts open, destroying the rocket and revealing 
  a small, brightly-burning metallic substance that 
  is suspended from a piece of ﬂame-resistant cloth 
  by small metal strands. The heat from the burning 
  substance rises and is caught in the cloth, making the 
  entire device ﬂoat in the air for an extended period of 
  time. This rocket provides illumination equivalent to 
  that of bright moonlight in a 50-foot radius for 3d4 
  rounds. The center of the illuminated area may be 
  anywhere within 100 feet of the user and is determined 
  by making a Dexterity check (DC 15) when igniting 
  the rocket. If the user fails this check, determine the 
  center of the illuminated area randomly; the rocket 
  misses by 1d4 feet for every point by which the user 
  missed the DC. This may cause the rocket to deviate 
  outside of the original 100-foot target area.  Druids 
  and worshipers of Saluwé abhor these items, as they 
  have been known to start huge forest ﬁres.
  Flash: This rocket is propelled into the air and 
  explodes in one of many vibrant colors. These items 
  are primarily used as signal devices with certain colors 
  or combination of colors having speciﬁc meanings. A 
  ﬂash rocket produces a signal that may be seen for 
  just over a mile (5500 feet) in the daytime if the 
  visibility is clear. The signal may be seen for over two 
  miles (11000 feet) at night. No targeting is necessary 
  with these rockets. The ﬂash produced by this rocket 
  is instantaneous, so it cannot be used to set objects 
  or buildings on ﬁre, although it will ignite highly 
  ﬂammable items such as oil or blast powder.
  Whistle: As this rocket is propelled into the 
  air, a small tube attached to its base emits a high-
  pitched whistle that may be heard for 1000 feet 
  with a successful Listen check (DC 0). For every 
  50 feet beyond this, the Listen DC increases by +1. 
  This rocket is primarily used as an alert or warning 
  device, but some enterprising military units have 
  adopted them to carry dispatches over great distances 
  in a short period of time. They simply tie a dispatch 
  to the wooden shaft, shoot the rocket in the general 
  direction of the intended recipient, and let the noise 
  of the rocket lead the target to the dispatch. Used in 
  this fashion, the rocket may carry a single piece of 
  parchment 1000 feet in one round. Rumors also exist 
  of some units modifying these items for use with trip 
  wires and spring-loaded ﬂint and steel to produce 
  trip-wire-activated warning traps (the whistle rocket 
  is launched when the trip wire is touched). This rocket 
  will never ignite any other substance.
  Boat, collapsible
  Originally an Undir invention, this item has 
  slowly begun to circulate among the general populace 
  of Onara. In boat form, this item functions as a small 
  rowboat as described in Core Rulebook I (complete 
  with two segmented oars). However, once a land 
  destination is reached, the owner may disassemble 
  the boat, removing the waterproof cloth coverings 
  from the wooden frame. He may then reconfigure 
  the frame into a very large pack that holds the same 
  volume of goods as a normal backpack (although in a 
  significantly heavier and bulkier fashion). Assembling 
  or disassembling this item takes 10 minutes. If the 
  owner possesses at least 5 ranks in Profession (sailor, 
  boater, or pilot) or 1 rank in Craft (shipmaking), 
  this time may be cut in half. Wearing this item as a 
  backpack incurs a special –4 armor check penalty that 
  stacks with any other armor check penalty.
   
  Coach, ornamental
  These coaches are highly decorated and 
  elaborately fashioned. Some are trimmed in exotic 
  and costly metals, while others are made to resemble 
  fierce beasts or creatures of legend. However, they 
  all share one common trait: they are prohibitively 
  expensive. 
  WEAPONS & EQUIPMENT ▪ Equipment Descriptions
  
  281
  Coach, war
  These heavy wagons are constructed of sturdy 
  wood. Metal plates are attached to all surfaces for 
  protection. Usually used to transport important persons 
  or cargo, the occupants of a war coach are completely 
  covered and protected by their metal shell. Armored 
  slits are positioned around the wagon; these may be 
  locked open or closed by any passenger within. Anyone 
  inside the wagon gains the benefit of total cover and 
  concealment, but suffers a –8 circumstance penalty to 
  Spot checks due to the restricted field of view.  
  Some wealthy individuals who fear for their safety 
  when traveling will have war coaches crafted that 
  include all the amenities one would expect from the 
  finest carriage in town. These coaches are sometimes 
  lavishly furnished on the interior, often holding exotic 
  silk-upholstered furniture and other costly comfort 
  items to accommodate up to four passengers in fine 
  style. When used to transport cargo, on the other hand, 
  the interior is often garrisoned by up to ten seasoned 
  troops equipped with deadly weaponry. 
  A team of at least six heavily-barded horses 
  usually pulls a war coach, and the driver is all but 
  immune to attack from his armored position inside 
  the wagon. When transporting particularly important 
  or sensitive persons, the driver’s section of the wagon 
  can be partitioned off, and in extreme circumstances, 
  the coach can even be reconfigured to have the driver 
  positioned outside the wagon (though of course he 
  loses the benefit of the coach’s armored plates in this 
  case).
  Chariot
  These small carts have been in wide use for many 
  years in the Coryani Empire. Currently they are falling 
  into disfavor, though many nobles and warriors still 
  possess and use them on a regular basis. Riding in a 
  chariot is very different than riding a horse. Whenever 
  a Ride check would normally be required, a person in a 
  chariot must make a Balance check instead. If the driver 
  of the chariot has 5 or more ranks in Ride or Handle 
  Animal, he gains a +2 synergy bonus on these checks. 
  A rider may benefit from synergy bonuses from both 
  skills. There are two basic types of chariot available.
  Chariot, riding: This two-wheeled transportation 
  device holds one person (and his personal gear) 
  standing upright on a platform that is surrounded by a 
  small semi-circle of wood and cloth. Sometimes these 
  chariots are highly decorated or elaborately fashioned. 
  Some are trimmed in exotic and costly metals, and 
  some are made to resemble fierce beasts or creatures of 
  legend. However, they all share common traits. They 
  all hold a single rider, they are all pulled by one or more 
  horses, and they all provide the rider with a +2 cover 
  bonus to his armor class. The rider is not considered 
  to be “behind cover” as described in Core Rulebook I, 
  however.
  Chariot, war: This two-wheeled transportation 
  device holds up to three people (and their personal 
  gear) standing upright on a platform that is surrounded 
  by a small semi-circle of wood and metal. Sometimes 
  these chariots are constructed of exotic materials or 
  decorated for specific families, individuals, or military 
  units. These chariots hold up to three riders, and 
  are usually pulled by a trio of horses. War chariots 
  provide all riders with a +4 cover bonus to their armor 
  class, and they are considered to be “behind cover” as 
  described in Core Rulebook I. All melee attacks made 
  by the riders against opponents on the ground gain a +1 
  bonus to hit for being on “higher ground.” 
  The commander’s version of the war chariot has 
  seats mounted on the riding deck, thereby granting 
  the riders a +10 circumstance bonus to all Balance 
  checks. However, the seats take up room and require 
  the entire structure to be reinforced, so the chariot costs 
  more and weighs more. Only two persons may ride in 
  a commander’s version of the war chariot. All other 
  characteristics are identical to the standard war chariot.
   
  Flintlock Pistol Bandolier
  Commonly found in the Pirate Isles, this bandolier 
  has been fitted with four pistol holsters and eight small 
  pockets for shot. Drawing a flintlock from one of 
  these holsters is a move-equivalent action. Retrieving 
  a powder packet from one of the small pouches is a 
  free action (this does not speed up the flintlock loading 
  process in any way). These holsters and shot pockets 
  provide the pistols and shot only minimum protection 
  from the elements. Any significant contact with fire or 
  moisture (more than one round) subjects the weapons 
  and shot to the normal damage associated with those 
  elements. A character may only wear two bandoliers 
  at any time.
  Flintlock Toolkit
  This toolkit is a must-have item for anyone using 
  or reloading flintlock weapons. The toolkit consists of 
  a number of small tools used to maintain, clean, dry, 
  and repair flintlock weapons. This kit also contains 
  replacement flints and small molds used to create lead 
  bullets when ammunition is running short. 
  Map-Making Kit
  This padded, weatherproof satchel contains 
  various pieces of parchment, a small metal measuring 
  instrument, a quill pen, a vial of ink, a drawing 
  compass, and a protractor.
  Mess/Cooking Kit
  This neatly-packaged item contains all the supplies 
  and utensils one person needs to cook and eat small 
  meals during travel. A small metal pot is the central 
  item. Within it are packaged a small wooden cup, 
  several small wooden containers of common spices, 
  and a set of cheap metal utensils. The lid to the pot also 
  doubles as the eating plate.
  Potion or Scroll Belt/Bandolier
  This sturdy leather belt or bandolier has replaceable 
  shaped pockets that hold potion vials or scrolls. First 
  created by the Altherians, these belts and bandoliers 
  can be found in almost any military unit on Onara. 
  Once per round, the wearer may retrieve a potion or 
  scroll from one of these items as a free action. This 
  provokes attacks of opportunity. However, since the 
  items are in such easy reach of the wearer, opponents 
  attempting a Sleight of Hand attempt to grab an item 
  from the belt/bandolier have the DC increased by 10. 
  Each belt or bandolier may hold up to 5 potions, scrolls, 
  or a combination of the two. Items stored in the belt or 
  bandolier gain no protection from the elements or any 
  other type of damage. A character may only wear one 
  belt and two bandoliers at any time.
  Equipment Descriptions  ▪  WEAPONS & EQUIPMENT
  
  282
  Spellcaster’s Bandolier
  First created by the Elorii, these handy bandoliers 
  have found widespread use among members of the 
  Sanctorum and some have even been recovered from 
  Ymandragoran agents. A small leather belt fitted with 
  small pockets and loops for carrying wands, potions, 
  and scrolls, this bandolier is usually worn across the 
  chest by spellcasters, but some wear them as belts. In 
  either case, each bandolier can hold up to four wands, 
  four scrolls, and two potions. Items in the bandolier 
  are considered hidden (Spot check DC 20, Search 
  check DC 10) but can still be drawn as a move-
  equivalent action, or as a free action with the Quick 
  Draw feat. A character may only wear one belt and 
  two bandoliers at any time.
  Waterproof Flintlock Case
  These small devices were first created by the 
  val’Ossan family to protect their flintlocks from the 
  harsh elements frequently encountered during sea 
  voyages. Made from various cured animal bladders, 
  each of these form-fitted waterproof sleeves may 
  store a single loaded flintlock weapon, keeping it safe 
  from any normal water damage. Flintlocks stored in 
  this manner are not subject to damage or any other 
  harmful effects of water. As a full-round action 
  that provokes attacks of opportunity, a flintlock 
  may be placed into or retrieved from one of these 
  cases. Alternatively, a character may retrieve a stored 
  flintlock as a move-equivalent action that does not 
  provoke attacks of opportunity, but doing so requires 
  ripping open the case, which destroys it. If the 
  situation is truly dire, one may simply shoot through 
  the case without removing the flintlock at all, but the 
  shooter suffers a -4 circumstance penalty to hit, and all 
  range increments of the weapon are halved. Shooting 
  the flintlock in this manner provokes attacks of 
  opportunity as normal. These cases are very flexible. 
  A case may be rolled into a very small tube when it 
  is not in use. One may even use these cases to shoot 
  flintlocks underwater, with each case being destroyed 
  after one shot. However, the shooter still suffers a 
  -4 circumstance penalty to hit, and the maximum 
  distance the bullet will be effective underwater is 10 
  feet, as after that its momentum is spent. 
  Wrist Sheath
  This item is a simple leather sheath designed to be 
  strapped onto the lower arm or wrist. Easily concealed 
  under clothing, this small sheath is a favorite amongst 
  spies and rogues alike. Anything more than a cursory 
  search will reveal the sheath, but while worn it may 
  go unnoticed by the casual observer (Spot check DC 
  15). This sheath may hold any single item weighing 
  one pound or less. Constructing an item of an exotic 
  material does not reduce the item’s bulk, so this 
  limit still applies to items constructed from special 
  materials, as long as the original version weighed 
  more than one pound.
  Wrist Sheath, Masterwork
  A cleverly-designed wrist sheath, this item may 
  be disguised as a bracer or piece of clothing, making 
  it much harder to detect, even with a thorough search. 
  This sheath gives the wearer a +5 circumstance bonus 
  to the opposed Sleight of Hand versus Search checks 
  to hide an item on her person. This sheath does 
  not allow an untrained Sleight of Hand skill check, 
  however; the bonus applies only if the wearer already 
  possesses the skill. For a casual observer, noticing an 
  item concealed in a masterwork wrist sheath requires 
  a Spot check (DC 20) or an opposed Spot check 
  versus a Sleight of Hand check if the wearer possess 
  that skill. This sheath may only hold any single item 
  weighing one pound or less. Constructing an item of 
  an exotic material does not reduce the item’s bulk, 
  so this limit still applies to items constructed from 
  special materials, as long as the original version 
  weighed more than one pound.
  WEAPONS & EQUIPMENT ▪ Equipment Descriptions
  
  283
  A
  ncient myths, especially those perpetuated 
  by the Sarishan clerisy, tell of Sarish, whose 
  domain includes that of magic, bestowing upon 
  the most talented and gifted of humanity with the key 
  unlocking the power of the arcane arts. Other tales, 
  less well-known, say that the wily Sarish was Himself 
  outsmarted and had the secret of magic stolen from 
  beneath His very nose. Regardless of whichever fable 
  is true, mortal beings have been able to tap and bend 
  arcane energy to his will for millennia. During the 
  height of the First Imperium it was said that certain 
  mages held within their grasp enough power to be 
  considered minor gods themselves. 
  Sadly, those days are long gone.
  In the modern world, mages and sorcerers are 
  looked upon with equal parts fear and suspicion. 
  Although the events that comprised the Time of Terror 
  was over a thousand years ago, its effects are still felt 
  with every Dark Kin born howling from the womb. 
  Though not the fault of the Mages of Arcanis, other 
  than the Sorcerer-King of Ymandragore, those who 
  were able to manifest even the most insignificant spell 
  were blamed by the harried and superstitious peasant 
  populace for releasing the hordes of demons and devils 
  upon them. These innocent wizards and sorcerers 
  were frequently hunted down and burned with Nier’s 
  purifying flame. 
  Today, though not hunted down on sight, the gifted 
  of Arcanis have an even greater menace to their life and 
  freedom. The immortal Sorcerer-King of Ymandragore 
  has laid claim to any and all who can command the 
  sorcererous energy that permeates Arcanis, regardless 
  of race or nationality, social status or gender. Though 
  cursed to never set foot again upon the continent, his 
  Harvesters are such a constant threat that the mages 
  have had to create secret chantries where they may learn 
  and practice their arts without fear of being harvested. 
  Just goes to show that even the learned and 
  powerful can be naïve’. 
  A Word about Magic in Arcanis
  Alignment-Keyed Spells
  Several spells from the core rules are replaced by 
  new spells that use the [Alignment-Keyed] descriptor. 
  “Evil” Spells
  If a spell is used to aid the survival of a character 
  or adventuring company, regardless of the spell’s 
  descriptor, it is not considered an evil act. As with 
  all actions in the World of Shattered Empires, the 
  character’s intent and execution make the difference 
  between good or evil, not the simple use of a spell. 
  Intent: If the reason a good caster is summoning 
  and binding a demon/devil/evil outsider/etc. is to 
  cause chaos and random bloodletting (i.e. a murder 
  rampage for no other reason than the sheer love of it) 
  then that is an evil act. Summoning the same creature, 
  but commanding it to defend a breached wall from the 
  savage Voei, would not be considered an evil act.
  Execution: If the spell demands the blood of an 
  innocent babe, freshly ripped from her mother’s womb, 
  then that would be considered an evil act regardless of 
  why the spell was being cast.
   
  Example using the animate dead spell:
  Intent: I want to use the corpses of my enemy’s 
  recently slain family as a way to torment him. [“Evil” 
  (not to mention twisted.)]
  Intent: I call upon my fallen comrades (or 
  ancestors, etc.) to save this village from a rampaging 
  horde of ogres.  [Not an evil act. The cause can be 
  construed as a noble one, especially if the undead are 
  released when the need has ended.]
  Execution: “By the spilling of this innocent’s 
  blood upon your blasted bones, let his wailing call you 
  from the grave!” – [Evil]
  Execution:  “By laying the Holy Symbol of 
  Neroth and the sprinkling of His holy water upon your 
  brow, I do call you up, my brother.” – [Not Evil.]
  Sarishan Clerics and the Summoning of the 
  Infernal
  Sarishan characters do not worship demons, 
  devils, or other Infernal creatures in any way, shape, 
  or form. On the contrary, Sarish is known as the binder 
  and summoner of Infernals, meaning that these beings 
  are forced to do His bidding. 
  Thus, priests of Sarish can use the summon monster 
  I spell to bring forth a fiendish badger, for example, but 
  said badger is being forced to fight on the summoner’s 
  behalf; it is not fighting willingly because they are of 
  the same alignment or because they share the same 
  goals.
  However, a Sarishan must be careful when dealing 
  with Infernal creatures more powerful than he is, 
  especially those “free-willed” Infernals, i.e. those 
  that have never been bound by any Sarishan. These 
  creatures are loath to give up their freedom, even for 
  a short period of time, and they must be bargained 
  with in order to acquire their services. It is in these 
  negotiations that alignment may come into play. A 
  Sarishan may always attempt to “mark” an Infernal 
  and bind it to the service of Sarish, but this is a very 
  risky prospect, which is detailed further in the altered 
  description of planar binding and in the Sarishan 
  Binder prestige class.
  If the Infernal demands that innocent blood be 
  spilled before it will aid the Sarishan, then that would 
  be considered an evil act and a good character would 
  not be able to seal the bargain. If the Infernal demands 
  a coveted magic item owned by the character, then 
  a good-aligned character should not have a crisis of 
  conscience when sealing that deal.
  A Word About Magic  ▪  MAGIC IN ARCANIS
  Chapter Eight
  Magic in Arcanis
  
  284
  Positive and Negative Energy
  Positive and negative do not equate to good and evil 
  on Arcanis. They are simply opposite sides of the energy 
  spectrum.  Just like any other tool, positive and negative 
  energy can be used for good or evil. The mages, sorcerers, 
  clerics and other that tap into other-planar energy see them 
  as just another source of power, and do not necessarily 
  ascribe good or evil attributes upon them. 
  Alterations to Core Spells
  The following spells do not exist on Onara:
  chaos hammer 
  cloak of chaos 
  order’s wrath 
  reincarnate
  shield of law  
  unholy blight
  Alterations to Core Spells That 
  Call Upon A Deity
  The Gods have not spoken to mortals since the 
  First Imperium.  As such, spells such as miracle call 
  upon one of the known Valinor of the caster’s deity.  It 
  is widely accepted that only the most powerful divine 
  casters have heard the voice of a Valinor, and only they 
  have the power to contact one. Anyone not a high-
  ranking member of the clergy who claims to have seen 
  a Valinor will almost always be declared a heretic (or 
  a drunken fool). 
  Altered Spells
  Atonement
  During the casting of atonement, one does not 
  receive direct intercession from a deity.  Instead the 
  penitent must pray to her deity for 30 consecutive days 
  without outside influence or interruption (except eating 
  or sleeping).  Sometimes this prayer takes the form of 
  a pilgrimage or quest. 
  Commune
  Through the use of this spell, the caster contacts 
  celestial (or Infernal in the case of the Sarishan Church) 
  allies of his deity.  However, some of these alliances, 
  forged ages ago, have become strained.  Each time this 
  spell is cast, there is a 5% chance that the entity contacted 
  may become fickle and require additional “tribute” for 
  the spell to be successful.  This additional tribute can be 
  in the form of extra experience-point expenditure (200 
  XP) or a magic item (valued at 50 gp or more). If for any 
  reason the caster has had a chance to form a new alliance 
  with a powerful outsider (CR 18+) or if he has marked 
  a powerful Infernal (CR 18+), then the caster can use 
  this spell to contact this new ally directly.  This method 
  ignores any chance of diplomatic mishaps. 
  Contact Other Plane 
  This spell does not contact any deity.  Instead, it 
  contacts extraplanar entities, which may have made 
  alliances with the caster’s church or may have been 
  bound to the service of the caster’s god.  Use Table 8-1 
  - Contact Other Plane to determine the results of the 
  spell when cast on Onara.
  Modifications to Intelligence checks: Elorii suffer 
  no chance of decreased Intelligence when contacting an 
  elemental plane tied to their bloodline.  Ardakene Elorii 
  gain a +5 circumstance bonus to their Intelligence 
  checks when contacting a powerful non-allied celestial. 
  Sarishan casters or casters with 10 ranks of Knowledge 
  (the planes) enjoy a +2 circumstance bonus to their 
  Intelligence checks when contacting powerful unbound 
  Infernals.
  Detect Evil/Good/Law/Chaos
  Unlike other worlds, detect alignment spells only 
  work on creatures that possess an especially strong 
  aura.  Only creatures with an aura gained from a class 
  ability (such as Aura of Faith) or creatures with the 
  Evil, Good, Lawful, or Chaotic descriptors will register 
  with these detection spells. A commoner who happens 
  to have an evil alignment would not register as evil.  
  Although creatures do not have an aura except as noted 
  above, the various detect alignment spells may still 
  detect items and spells of the appropriate alignment.
   
  Undead
  In the world of Arcanis, undead are created 
  differently than suggested by the core rules.  Therefore, 
  all undead do not automatically radiate as evil creatures.  
  Unless stated otherwise, undead radiate like any other 
  creature (as described above) regardless of their origins. 
  This change affects no other aspect of undead other than 
  alignment and all other spells affect undead normally. 
  Unless detailed otherwise, undead are created with 
  negative energy.  However, some undead on Onara are 
  animated through the use of positive energy.  These 
  “positive energy undead” possess the following special 
  ability:
  Positive Energy Undead (Ex): Undead animated 
  through the use of positive energy are affected 
  differently by spells and attacks that utilize positive 
  and negative energy.  Like living beings, cure spells 
  heal and inflict spells cause damage to positive energy 
  undead. However, the effects for these spells are 
  Table 8-1: Contact Other Plane
  Plane Contacted
  Avoid Int/Cha 
  Decrease
  True 
  Don’t 
  Know
  Lie
  Random 
  Answer
  Elemental Plane 
  DC 7/1 week
  01–34
  35–62
  63–83
  84–100
  Strongly Favored Celestial being (appropriate to the caster’s faith)
  (DC 7/1 week)
  (01–68)
  69–75
  76–98
  99–100
  Positive/ Negative Energy Plane
  DC 8/1 week
  01–39
  40–65
  66–86
  87–100
  Astral Plane
  DC 9/1 week
  01–44
  45–67
  68–88
  89–100
  Temple/ Church Ally, Bound Infernal
  DC 10/2 weeks
  01–49
  50–70
  71–91
  92–100
  Powerful Non-Allied Celestial 
  DC 12/3 weeks
  01–60
  61–75
  76–95
  96–100
  Powerful Unbound Infernal
  DC 14/4 weeks
  01–73
  74–81
  82–98
  99–100
  MAGIC IN ARCANIS ▪ Altered Spells
  
  285
  doubled.  For example, a cure light wounds spell 
  would heal double the normal amount of damage, and 
  an inflict light wounds spell would cause double the 
  normal amount of damage (the positive energy undead 
  would still receive a Will save for half of this doubled 
  damage, of course).
  Additionally, positive energy undead are affected 
  by turning attempts differently.  Clerics channeling 
  positive energy rebuke or command positive energy 
  undead instead of turning or destroying them.  Clerics 
  channeling negative energy do just the opposite.
  Holy/Unholy Aura
  These spells are replaced with the aura of faith 
  spell.
  Holy Smite
  This spell is replaced with the divine smite spell.
  Miracle
  This spell does not request aid directly from a 
  deity.  Instead, it contacts a powerful extraplanar ally 
  of a deity to request aid in the deity’s name.
  Planar Binding (Greater and Lesser)
  A cleric or priest of Sarish may use planar binding 
  to mark an Infernal (as if through the successful use 
  of the Sigil of Sarish ability; see the Sarishan Binder 
  prestige class, see Chapter 6  - Prestige Classes) 
  allowing the caster to summon the marked Infernal 
  through the use of “summon thy own” spells. Casting 
  planar binding in this way is a very dangerous act. 
  First, the Infernal and caster must be within 10 feet of 
  each other with no obstructions between them. Second, 
  no other creature may be within 30 feet of the Infernal 
  or the caster during the entire casting. The Infernal 
  gains a +2 bonus to its Will save to resist this version 
  of the spell.
   
  If the caster is successful, the Infernal is marked 
  upon the brow (or equivalent area for Infernals that 
  lack a brow) with a personalized Sigil of Sarish. An 
  Infernal marked in this way may be instantly banished 
  (with the use of the banishment spell) by the creator of 
  the sigil with no save. An Infernal from “beyond the 
  wall” banished in this way simply returns to the area 
  beyond the wall since these trapped creatures cannot 
  be returned to their home plane though use of the 
  banishment spell.
  If the Infernal successfully resists the spell and 
  avoids being marked, it breaks free from the caster’s 
  control (effectively ending any effect used to control 
  or bind the Infernal). The Infernal becomes immune 
  to any turning or rebuking attempts by the caster and 
  it gains SR 20 (or gain a +20 bonus to its existing 
  SR if it already possesses spell resistance). This SR 
  bonus applies only to spells cast by the character 
  who unsuccessfully attempted to mark the Infernal. 
  Unfortunately for the caster, this SR increase lasts for a 
  period in years equal to (50 - the caster’s level).
  Raise Dead, Resurrection
  Arcanis is a dangerous world, and death comes to 
  even the mightiest of heroes. However, under the right 
  circumstances, even death may not be irreversible. 
  The spells raise dead and resurrection may be used to 
  bring a dead character back to life, but such a process 
  is not as easy as it might sound. The primary factor in 
  determining a character’s post-mortem fate is his race, 
  as follows:
  Dwarven characters have specific rules for being 
  brought back from the dead.  See the dwarf entry in the 
  races section in Chapter 2 – Races for more details.
   
  All other races: Elorii, dark-kin, half-hobgoblins, 
  half-orcs, humans, gnomes, ss’ressen, and Val may only 
  be brought back to life if a raise dead or resurrection 
  spell is cast upon the dead character within 24 hours of 
  his death. If an appropriate spell is not cast in time, the 
  character is usually gone forever. 
  True Resurrection
  Sometimes circumstances conspire to keep 
  characters from being brought back from the dead 
  within the time limits allotted to the raise dead or 
  resurrection spells.  Once this time has elapsed, the 
  only way to bring these unfortunates back to life is with 
  a true resurrection spell, but simply casting such a spell 
  will not suffice.  
  True resurrections on Onara are extremely rare 
  and stuff of legends.   Sometimes this spell involves 
  a performing a dangerous quest or extremely difficult 
  task for the churches or persons performing the ritual.  
  The clergy of Beltine and Neroth must agree to cast this 
  spell in concert for it to be successful.  Once the ritual 
  is secured, the person requesting the spell must then 
  journey into the underworld to retrieve the soul of the 
  departed person he is trying to return to life.  Usually 
  the requesting party will undertake such a journey 
  with many powerful allies, but even so, such journeys 
  usually end in failure...with many more deaths. 
  New Bonus Types
  Divine:  Divine bonuses come from holy power. 
  They do not stack with Corrupted bonuses. 
  Corrupted: Corrupted bonuses only benefit 
  Infernals or those with the Tainted subtype. They do 
  not stack with divine bonuses.
  Spell Lists
  Hit Dice: The term “Hit Dice” is used synonymously 
  with “character levels” for effects that affect a number 
  of Hit Dice of creatures. Creatures with Hit Dice only 
  from their race, not from classes, are considered to 
  have character levels equal to their Hit Dice.
  Caster Level: A spell’s power often depends on 
  caster level, which is defined as the caster’s class level 
  for the purpose of casting a particular spell. A creature 
  with no classes has a caster level equal to its Hit Dice 
  unless otherwise specified. The word “level” in the 
  spell lists that follow always refers to caster level.
  Creatures and Characters: The words “creature” 
  and “character” are used synonymously in the spell 
  descriptions.
  Altered Spells  ▪  MAGIC IN ARCANIS
  
  286
  New Spell Descriptors: To represent the nature of 
  magic in Onara, a new descriptor [Alignment Keyed] 
  replaces all good and evil descriptors from Core 
  Rulebook I. [Alignment Keyed] is a fluid descriptor. 
  It always matches the primary alignment of the caster 
  (Good, Evil or Neutral).  Such spells can also be keyed 
  to the secondary alignment of the caster at the caster’s 
  whim (Lawful or Chaotic).  Rumors persist of casters 
  who can key spells to match their auras precisely, with 
  interesting effects.
    
  Specialty Spells: Some spells may only be cast by 
  clerics of a specific faith or a specific Val bloodline; 
  spells restricted in this way are noted in their level 
  description. For example, Clr 5 (Illiir) would be a 5th 
  level clerical spell only available to clerics of Illiir, and 
  Brd 3 (val’Mehan) would be a 3rd level bard spell only 
  available to a Val of the val’Mehan bloodline.
  Key: A M or F appearing at the end of a spell’s 
  name in the spell lists denotes a spell with a material or 
  focus component, respectively. Such a component is not 
  normally included in a spell component pouch and must 
  be provided separately by the caster. Costly material 
  components are consumed during the casting of the 
  spell; focus components are not consumed and may be 
  reused. An X denotes a spell with an XP component. 
  This cost must be paid by the caster.
  On the domain spell lists, a dagger (†) denotes a 
  new spell that is found in this chapter. The “spell list 
  additions” are all new spells. These are considered to 
  be part of the core spell list for the given classes and 
  may be selected freely (assuming the caster meets the 
  prerequisites). Many of the new spells are specialty 
  spells (see above), so be sure to review the spell 
  descriptions carefully.
  Bard Spell List Additions
  1st-LEVEL BARD SPELLS
  Hardness: Makes armor and weapons tougher to 
  sunder and provides an enhancement bonus to armor 
  for a short time. 
  Songs in the Night (val’Borda, val’Trisin): Disappear 
  from sight leaving music in your wake.
  Summon Tome (val’Abebi): Call forth a phantom tome 
  from the Great Library of Altheria for a short time.
  3rd-LEVEL BARD SPELLS
  Dance of Fate (val’Sheem, val’Sungha): Gain a +2 
  fate bonus to all rolls for a short time.
  Oath (val’Mehan): Create a Sarishan Oath.
  6th-LEVEL BARD SPELLS
  Heroism, Mass: Gives many allies a +2 bonus on 
  attack rolls, saves, and skill checks.
  Cleric Spell List Additions
  1st-LEVEL CLERIC SPELLS
  Skeletal Companion (Neroth): Creates a skeletal 
  servant.
  2nd-LEVEL CLERIC SPELLS
  Armor of Faith (Larissa): Wrap yourself in an armor 
  of faith.
  Bleed:  You cause a target to bleed for 1d4 damage per 
  round.
  Crushing Weight (Saluwé) M: Make a creature stick 
  to the ground.
  Discern Value (Althares) F: Discern the gold piece 
  value of one or more items.
  Epiphany (Althares): Improves Knowledge and Craft 
  skills for a short time.
  Glimpse of the Cauldron (Beltine) M: Give your 
  enemies a glimpse into the horrors of Beltine’s 
  Caldron. 
  Hold the Spirit (Beltine) M: Hold one spirit to its body 
  for longer than the normal 24-hour period, but at great 
  risk.  
  My Master Allows (Sarish): Use spell-completion 
  devices or spell-trigger devices for a short time.
  Skyward (Hurrian): Launch yourself or an ally up into 
  the air with limited maneuverability upon descent.
  Songs in the Night (Cadic): Disappear from sight 
  leaving music in your wake.
  Sticks to Snakes (Anshar): Transmute a number of 
  sticks into snakes that attack at your foes. 
  Summon Tome (Althares): Call forth a phantom tome 
  from the Great Library of Altheria for a short time.
  Twist of Fate (Larissa): Allows a second chance roll 
  before the GM declares whether the roll results in 
  success or failure.
  Wild Ride:  Enchant yourself and your mount to travel 
  impossible distances.
  Whirlwind of Blades (Hurrian): Call forth multiple 
  copies of your sword, which attack all those around 
  you. 
  Your Time to Die (Neroth) M: Cause a spirit to leave 
  the body before the normal 24-hour period.
  3rd-LEVEL CLERIC SPELLS
  Battle Spines (Saluwé):  Cause long, jagged bone 
  spines to erupt from your body. 
  Mantle of Unassailable Flame: Cover yourself in 
  intense flame. 
  Mark of Thralldom (Neroth) M: Animate an undead 
  after a short time.
  My Honor is My Strength (Illiir): The strength of your 
  personality adds to your physical Strength in combat for 
  a short time.
  Retribution (Hurrian): With all damage you suffer, 
  you become greater in combat.
  Saltburst (Yarris): An explosion of salt crystals and 
  brine assaults your enemies.
  Shadow Stride (Cadic):  Step from one shadow to 
  another far away.
  Smell of Death (Neroth): Creates a cloud of nauseating 
  stench that emanates from the caster.
  Water Stride (Yarris): Step from one body of water to 
  another far away.
  4th-LEVEL CLERIC SPELLS
  Beltine’s Blessed Strike: For 1 hour per level you 
  make a weapon the bane of all undead. 
  His Blade Shall Not Harm Me (Hurrian): Gain 
  damage reduction 10/bludgeoning for a short time.
  Like Water (Yarris) M:  Gain +4 to your AC and 
  damage reduction of 5/bludgeoning for a short time.
  Neroth’s Embrace (Neroth): Cause an opponent’s 
  appendage to shrivel up.
  Not Where You Think (Cadic): Take short jaunts 
  though the shadow plane to escape danger.
  Oath (Sarish, val’Mehan only): Create a Sarishan 
  Oath.
  Phantasmal Lover (Larissa): Summon the loving 
  grace of Larissa to heal your wounds. 
  Share my Pain (Anshar): Recall any amount of 
  damage suffered over the last 5 rounds and deliver that 
  damage as a touch attack.
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  287
  Shield Other, Improved (Hurrian) F: You take 
  75% of subject’s damage, and the subject gains a +2 
  deflection bonus and a +2 resistance bonus.
  Steamblast (Nier) M: Release a cone of super-heated 
  steam at your enemies.
  Your Fire is Mine (Nier): Steal a target’s rage.
  5th-LEVEL CLERIC SPELLS
  I Feel You (Larissa): Gain tremorsense and blindsense 
  for a short time. 
  Perfect Human Form (Illiir): Gain ability scores of 
  18 for a short time. 
  Retribution, Greater (Hurrian): With all damage 
  you suffer, you become greater in combat.
  Reenervate the Chosen (Neroth) M: Restore unlife 
  to a sentient undead creature.
  Summon Thy Own, Lesser (Sarish) X: Summon a 
  marked Infernal to do your bidding.
  7th-LEVEL CLERIC SPELLS
  Heroism, Mass: Gives many allies a +2 bonus on 
  attack rolls, saves, and skill checks.
  Revelation (Illiir):  Allows you to see things as they 
  really are.
  Shield Other, Greater (Hurrian) F: You take all 
  of a subject’s damage, and the subject gains a +3 
  deflection bonus and a +3 resistance bonus.
  Summon Thy Own (Sarish) X: Summon a marked 
  Infernal to do your bidding.
  9th-LEVEL CLERIC SPELLS
  Cry for Sprit’s Release (Beltine): Destroy undead 
  with a cry to the heavens.
  Harm, Mass (Neroth):  As harm, but with several 
  subjects.
  Summon Thy Own, Greater (Sarish) X: Summon a 
  marked Infernal to do your bidding.
  Word of Purification (Illiir): With a word you 
  radiate a glimmer of Illiir’s unforgiving radiance. 
  Arcanis Clerical Domains
  † Denotes a new spell described in this chapter. Some 
  of these spells are drawn from previously-published 
  products; the versions in this chapter supersede any 
  earlier published versions of these spells.
  Afterlife Domain
  Deity: Beltine
  Granted Powers: You gain a +2 circumstance bonus 
  on all Knowledge(Religion) skill checks.  You turn or 
  rebuke undead as if you were one level higher. 
  Afterlife Domain Spells
  1. Consecrate M: Fills area with positive energy, 
  making undead weaker.
  2. Speak with Dead: Corpse answers one question/
  two levels.
  3. † Beltine’s Blessed Strike: For 1 hour per level 
  you make a weapon the bane of all undead.
  4. Death Ward: Grants immunity to death spells 
  and negative energy effects.
  5. Disrupting Weapon: Melee weapon destroys 
  undead.
  6. Undeath to Death M: Destroys 1d4 HD/level 
  undead (max 20d4).
  7. Control Undead: Undead don’t attack you while 
  under your command.
  8. Sunburst: Blinds all within 10 ft., deals 6d6 
  damage.
  9. † Cry for Spirit’s Release: Destroy undead with 
  a cry to the heavens.
  Air Domain
  Deity: Hurrian
  Granted Powers and Spells: Per Core Rulebook I.
  Ancestor Domain
  Deity: Beltine
  Granted Powers: Once per day, you may petition your 
  ancestors for aid.  This requires a short ceremony of 
  one minute in length. Upon completing this ceremony, 
  you gain a +4 insight bonus on your next skill check.  
  This bonus must be used within one minute or it is 
  lost.  Since this is a short-duration bonus, it may not 
  be used in conjunction with the Craft skill.
  Ancestor Domain Spells
  1. Bless: Allies gain +1 on attack rolls and saves 
  against fear.
  2. Aid: Allies gain a +1 on attack rolls and saves 
  against fear, 1d8 temporary hp +1/level (max +10).
  3. Prayer: Allies gain a +1 bonus on most rolls, 
  enemies –1 penalty.
  4. Divination M: Provides useful advice for specific 
  proposed actions.
  5. Commune X: Powerful planar ally answers one 
  yes-or-no question/level.
  6. Legend Lore M, F: Lets you learn tales about a 
  person, place, or thing.
  7. Eyebite: Target becomes panicked, sickened, and 
  comatose.
  8. Antimagic Field: Negates magic within 10 ft.
  9. Miracle X: Requests a powerful outsider’s 
  intercession.
  Animal Domain
  Deities: Belisarda (Elonbé) and Saluwé 
  Granted Powers and Spells: Per Core Rulebook I.
  Artiﬁcer Domain
  Deity: Althares
  Granted Powers: You gain a +2 competence bonus 
  on skill checks with any three Craft skills of your 
  choice. 
  Artiﬁcer Domain Spells
  1. † Hardness: Makes armor and weapons tougher 
  to sunder and provides an enhancement bonus to 
  armor for a short time.
  2. Identify M: Determines properties of magic 
  item.
  3. Stone Shape: Sculpts stone into any shape.
  4. Minor Creation: Creates one cloth or wood 
  object.
  5. Major Creation: As minor creation, plus stone 
  and metal.
  6. † Reanimate Construct M, X: Partially repairs 
  and reanimates a destroyed construct under your 
  control.
  7. † Presence of Master Smiths F, X: Call upon 
  past smiths to assist you in the creation of amazing 
  weapons and armor.
  8. Polymorph Any Object: Changes any object 
  into anything else.
  9. Miracle X: Requests a powerful outsider’s 
  intercession.
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  Cavern Domain
  Deity: Saluwé
  Granted Powers:  You gain the stonecunning ability of 
  a dwarf.  Characters who already have stonecunning gain 
  an additional +2 bonus on their stonecunning checks.
  Cavern Domain Spells
  1. Detect Snares and Pits: Reveals natural or primitive 
  traps.
  2. Soften Earth and Stone: Turns stone to clay or dirt 
  to sand or mud.
  3. Meld into Stone: You and your gear merge with 
  stone.
  4. Spike Stones: Creatures in area take 1d8 damage, 
  may be slowed.
  5. Transmute Mud to Rock: Transforms two 10-ft. 
  cubes per level. 
  6. Stone Tell: Talk to natural or worked stone.
  7. Earthquake: Intense tremor shakes 5-ft./level 
  radius.
  8. Repel Metal or Stone: Pushes away metal and 
  stone.
  9. Imprisonment: Entombs subject beneath the earth.
  Charm Domain
  Deity: Larissa
  Granted Powers: Once per day, you can attempt to 
  fascinate a target creature by making a Charisma check 
  with a +2 bonus. The target can negate this effect with a 
  Will save equal to or greater than your check result. The 
  target suffers a -2 penalty on this save.  While fascinated, 
  the target’s Spot and Listen checks suffer a –2 penalty, 
  and his attitude improves by one step on the NPC 
  attitude chart (see the Diplomacy skill in Core Rulebook 
  I). This effect lasts for 1 round per cleric level or until 
  you willingly dispel it.  Otherwise it functions exactly 
  as a bard’s fascinate ability detailed in Core Rulebook I 
  with your Charisma check replacing the Perform check 
  normally used by the bard.
  Charm Domain Spells
  1. Charm Person: Makes one person your friend.
  2. Calm Emotions: Calms creatures, negating emotion 
  effects.
  3. Suggestion: Compels subject to follow stated course 
  of action.
  4. Charm Monster: Makes monster believe it is your 
  ally.
  5. Dominate 
  Person: 
  Controls 
  humanoid 
  telepathically.
  6. Suggestion, Mass: As suggestion, plus one subject/
  level.
  7. Insanity: Subject suffers continuous confusion.
  8. Demand: As sending, plus you can send 
  suggestion.
  9. Charm Monster, Mass: As charm monster, but all 
  within 30 ft.
  Cold Domain
  Deity: Yarris
  Granted Powers: You gain the ability to turn or destroy 
  creatures with the Fire subtype as a cleric turns or rebukes 
  undead. You may use this ability a number of times per 
  day equal to 3 plus your Charisma modifier.
  Cold Domain Spells
  1. Endure Elements: Exist comfortably in hot or cold 
  environments.
  2. 
  Chill Metal: Cold metal damages those who touch it.
  3. Sleet Storm: Hampers vision and movement.
  4. Wall of Ice: Ice plane creates wall with 15 hp +1/
  level, or hemisphere can trap creatures inside.
  5. Cone of Cold: 1d6/level cold damage.
  6. Freezing Sphere: Freezes water or deals cold 
  damage.
  7. *Control Weather: Changes weather in local area.
  8. Finger of Death: Kills one subject.
  9. **Elemental 
  Swarm: 
  Summons 
  multiple 
  elementals.
  * cleric may only create cold weather
  ** cleric may only summon water elementals 
  Commerce Domain
  Deity: Althares 
  Granted Powers: You gain Sense Motive and Knowledge 
  (local) as class skills. You gain a +2 bonus on all 
  Diplomacy skill checks. 
  Commerce Domain Spells
  1. † Discern Value F: Discern the gold piece value of 
  one or more items.
  2. Detect Thoughts: Allows “listening” to surface 
  thoughts.
  3. Glibness: You gain a +30 bonus on Bluff checks, 
  and your lies can escape magical discernment.
  4. Sending: Delivers short message anywhere, 
  instantly.
  5. True Seeing M: Lets you see all things as they really 
  are.
  6. Fabricate: Transforms raw materials into finished 
  items.
  7. Mage’s Magnificent Mansion F: Door leads to 
  extra-dimensional mansion.
  8. Mind Blank: Subject is immune to mental/emotional 
  magic and scrying.
  9. Discern Location: Reveals exact location of creature 
  or object.
  Daemonology Domain
  Deity: Sarish
  Granted Powers: You may control or rebuke infernals 
  as an evil cleric controls or rebukes undead. You may use 
  this ability a number of times per day equal to 3 plus your 
  Charisma modifier.
  Daemonology Domain Spells*
  1. Summon Monster I: Calls extraplanar creature to 
  fight for you.
  2. Summon Monster II: Calls extraplanar creature to 
  fight for you.
  3. Summon Monster III: Calls extraplanar creature to 
  fight for you.
  4. Summon Monster IV: Calls extraplanar creature to 
  fight for you.
  5. Summon Monster V: Calls extraplanar creature to 
  fight for you.
  6. Summon Monster VI: Calls extraplanar creature to 
  fight for you.
  7. Summon Monster VII: Calls extraplanar creature 
  to fight for you.
  8. Summon Monster VIII: Calls extraplanar creature 
  to fight for you.
  9. Summon Monster IV: Calls extraplanar creature to 
  fight for you.
  * Summons only fiendish or Infernal creatures 
  MAGIC IN ARCANIS ▪ Cleric Domains
  
  289
  Death Domain
  Deity: Neroth
  Granted Powers and Spells: Per Core Rulebook I.
  Destruction Domain
  Deities: Neroth and Nier
  Granted Powers and Spells: Per Core Rulebook I.
  Disease Domain
  Deity: Neroth
  Granted Powers: You are immune to all diseases, 
  including magical diseases such as mummy-rot and 
  lycanthropy.
  Disease Domain Spells
  1. Warp Wood: Bends wood (shaft, handle, door, 
  plank).
  2. † Neroth’s Embrace: Cause an opponent’s 
  appendage to shrivel up.
  3. Contagion: Infects subject with chosen disease.
  4. Blight: Withers one plant or deals 1d6/level 
  damage to plant creature.
  5. Insect Plague: Locust swarms attack creatures.
  6. Harm: Deals 10 points/level damage to target.
  7. Destruction F: Kills subject and destroys 
  remains.
  8. Horrid Wilting: Deals 1d6/level damage within 
  30 ft.
  9. Storm of Vengeance: Storm rains acid, lightning, 
  and hail.
  Divination Domain
  Deities: Althares, Beltine, and Larissa
  Granted Powers: You cast divination spells at +2 
  caster level.
  Divination Domain Spells
  1. Detect Secret Doors: Reveals hidden doors 
  within 60 ft.
  2. Locate Object: Senses direction toward object 
  (specific or type).
  3. Clairaudience/Clairvoyance: Hear or see at a 
  distance for 1 min./level.
  4. Divination M: Provides useful advice for specific 
  proposed actions.
  5. Contact Other Plane: Lets you ask question of 
  extraplanar entity.
  6. Legend Lore M F: Lets you learn tales about a 
  person, place, or thing.
  7. Vision M X: As legend lore, but quicker and 
  strenuous.
  8. Discern Location: Reveals exact location of 
  creature or object.
  9. Foresight: “Sixth sense” warns of impending 
  danger.
  Earth Domain
  Deities: Fire Dragon and Saluwé
  Granted Powers and Spells: Per Core Rulebook I.
  Fate Domain
  Deity: Larissa
  Granted Powers: You are able to peek into and 
  manipulate the strands of fate. Once per day, you 
  gain a +2 insight bonus on a single attack roll, saving 
  throw, or skill check. You must announce that you are 
  using this ability before making the roll to which it 
  will apply.
  Fate Domain Spells
  1. † Twist of Fate: Allows a second chance roll 
  before the GM declares whether the roll results in 
  success or failure. 
  2. Augury M F: Learns whether an action will be 
  good or bad.
  3. † Dance of Fate: Gain a +2 bonus on all rolls for 
  a short time.
  4. Freedom of Movement: Subject moves normally 
  despite impediments.
  5. Contact Other Plane: Lets you ask question of 
  extra planar entity.
  6. True Seeing M: Lets you see all things as they 
  really are.
  7. Vision M X: As legend lore, but quicker and 
  strenuous.
  8. † Larissa’s Kiss: Roll two d20, for each roll 
  receive the best outcome for a short time. 
  9. Moment of Prescience: You gain an insight 
  bonus on single attack roll, check, or save.
  Fire Domain
  Deities: Fire Dragon and Nier
  Granted Powers and Spells: Per Core Rulebook I.
  Glory Domain
  Deities: Illiir and Nier 
  Granted Powers: You gain Strength of the Coryani 
  heart as a bonus feat even if you do not possess the 
  prerequisites.
  Glory Domain Spells
  1. Divine Favor: You gain +1 per three levels on 
  attack and damage rolls.
  2. False Life: Gain 1d10 temporary hp +1/level 
  (max +10).
  3. Heroism: Gives +2 bonus on attack rolls, saves, 
  skill checks.
  4. Shout: Deafens all within cone and deals 5d6 
  sonic damage.
  5. Righteous Might: Your size increases, and you 
  gain combat bonuses.
  6. Heroes’ Feast: Food for one creature/level cures 
  and grants combat bonuses.
  7. Heroism, Greater: Gives +4 bonus on attack 
  rolls, saves, skill checks; immunity to fear; temporary 
  hp.
  8. Shout, Greater: Devastating yell deals 10d6 
  sonic damage; stuns creatures, damages objects.
  9. Foresight: “Sixth sense” warns of impending 
  danger.
  Healing Domain
  Deities: Anshar, Belisarda, and Beltine 
  Granted Powers and Spells: Per Core Rulebook I.
  Holy Domain
  Deities: All
  Granted Powers: Choose one from Chaos, Evil, 
  Good or Law depending on your alignment (e.g. 
  Lawful Good may choose either Law or Good). This 
  choice applies to the domain spell for each level when 
  there are different versions of alignment-dependent 
  spells. You cast all holy domain spells at +1 caster 
  level.
  Cleric Domains  ▪  MAGIC IN ARCANIS
  
  290
  Holy Domain Spells
  1. Protection from Chaos/Evil/Good/Law*: Gain 
  +2 to AC and saves, counter mind control, hedge out 
  elementals and outsiders.
  2. Aid: Gain +1 on attack rolls, +1 on saves against 
  fear, 1d8 temporary hp +1/level (max +10).
  3. Magic Circle against Chaos/Evil/Good/Law*: As 
  protection spells, but 10-ft. radius and 10 min./level.
  4. † Divine Smite*: Damages and blinds creatures of 
  your opposite alignment. 
  5. Dispel Chaos/Evil/Good/Law*: Gain +4 bonus 
  against attacks by creatures of your opposite alignment.
  6. Blade Barrier: Wall of blades deals 1d6/level 
  damage.
  7. Word of Law/Chaos/Good/Evil* F: Kills, 
  paralyzes, slows, or deafens creatures of your opposite 
  alignment.
  8. † Aura of Faith: Gain +4 to AC, +4 resistance, and 
  SR 25 against spells cast by casters of your opposed 
  alignment. 
  9. Summon Monster IX*: Calls extraplanar creature 
  to fight for you.
  * Cast as a spell of the chosen descriptor only.
  Honor Domain
  Deity: Illiir
  Granted Powers: You give off an aura of honor and 
  trust. Once per day, you can inspire greatness in your 
  allies, granting them a +1 morale bonus on attack and 
  damage rolls and a +2 morale bonus on saving throws 
  against fear and all mind-affecting spells and effects. 
  Your allies must be able to hear you speak for this 
  power to work.  Activating this power is a free action. 
  This power lasts for a number of rounds equal to your 
  Charisma modifier.
  Honor Domain Spells
  1. Bless: Allies gain +1 on attack rolls and saves 
  against fear. 
  2. † My Honor is My Strength: The strength of your 
  personality adds to your physical Strength in combat for 
  a short time.
  3. Heroism: Gives +2 bonus on attack rolls, saves, 
  skill checks.
  4. Magic Vestment: Armor or shield gains +1 
  enhancement per four levels.
  5. Heroism, Greater: Gives +4 bonus on attack rolls, 
  saves, skill checks; immunity to fear; temporary hp.
  6. Heroes’ Feast: Food for one creature/level cures 
  and grants combat bonuses.
  7. † Heroism, Mass: Gives many allies a +2 bonus on 
  attack rolls, saves, skill checks.
  8. † Aura of Faith: Gain +4 to AC, +4 resistance, and 
  SR 25 against spells cast by casters of your opposed 
  alignment. 
  9. † Sword of Faith: Enchant a weapon to become the 
  bane of your foes for a short time.
  Knowledge Domain
  Deities: Althares and Cadic
  Granted Powers and Spells: Per Core Rulebook I.
  Luck Domain
  Deity: Larissa
  Granted Powers and Spells: Per Core Rulebook I.
  Magic Domain
  Deity: Sarish
  Granted Powers and Spells: per Core Rulebook I.
  Murder Domain
  Deity: Cadic
  Granted Powers: You may deliver a coup de grace as 
  a standard action instead of a full round action.  This 
  action still provokes attacks of opportunity as normal.
  Murder Domain Spells
  1. Spider Climb: Grants ability to walk on walls and 
  ceilings.
  2. Silence: Negates sound in 15-ft. radius.
  3. Keen Edge: Doubles normal weapon’s threat 
  range.
  4. Poison: Touch deals 1d10 Con damage, repeats in 
  1 min.
  5. Slay Living: Touch attack kills subject.
  6. Harm: Deals 10 points/level damage to target.
  7. Finger of Death: Kills one subject.
  8. Destruction F: Kills subject and destroys remains.
  9. Power Word Kill: Kills one creature with 100 hp 
  or less.
  Music Domain
  Deities: Cadic, Larissa
  Granted Power: You gain Perform as a class skill. 
  Once per day, you may sing or play an instrument to 
  use the inspire courage bardic music ability exactly as 
  if you were a 1st-level bard.
  Music Domain Spells
  1. Charm Person: Makes one person your friend.
  2. † Songs in the Night: Disappear from sight leaving 
  music in your wake.
  3. Sound Burst: Deals 1d8 sonic damage to subjects; 
  may stun them.
  4. Shout: Deafens all within cone and deals 5d6 sonic 
  damage.
  5. Break Enchantment: Frees subjects from 
  enchantments, alterations, curses, and petrification.
  6. Suggestion, Mass: As suggestion, plus one subject/
  level.
  7. Cure Critical Wounds, Mass: Cures 4d8 damage 
  +1/level for many creatures.
  8. Charm Monster, Mass: As charm monster, but all 
  within 30 ft.
  9. Wail of the Banshee: Kills one creature/level. 
  Nature Domain
  Deity: Saluwé
  Granted Powers: You may turn aberrations as a cleric 
  turns undead. You may use this ability a number of 
  times per day equal to 3 plus your Charisma modifier.
  Nature Domain Spells
  1. Pass without Trace: One subject/level leaves no 
  tracks.
  2. Speak with Animals: You can communicate with 
  animals.
  3. Plant Growth: Grows vegetation, improves crops.
  4. Command Plants: Sway the actions of one or 
  more plant creatures.
  5. Commune with Nature: Learn about terrain for 1 
  mile/level.
  6. Liveoak: Oak becomes treant guardian.
  7. Control Weather: Changes weather in local area.
  MAGIC IN ARCANIS ▪ Cleric Domains
  
  291
  8. Control Plants: Control actions of one or more 
  plant creatures.
  9. Shambler: Summons 1d4+2 shambling mounds 
  to fight for you.
  Oath Domain
  Deity: Sarish
  Granted Powers: You gain Sense Motive as a class 
  skill. You gain Skill Focus (Sense Motive) as a bonus 
  feat.
  Oath Domain Spells
  1. Sanctuary: Opponents can’t attack you, and you 
  can’t attack.
  2. Zone of Truth: Subjects within range cannot lie.
  3. † Oath: Create a Sarishan Oath.  
  4. Planar Ally, Lesser X: Exchange services with a 
  6 HD extraplanar creature.
  5. Mark of Justice:  Designates an action that will 
  trigger a curse on subject.
  6. Geas/Quest: As lesser geas, plus it affects any 
  creature.
  7. Refuge M: Alters item to transport its possessor to 
  you.
  8. Binding M: Utilizes an array of techniques to 
  imprison a creature.
  9. Soul Bind F: Traps newly dead soul to prevent 
  resurrection.
  Pain Domain
  Deity: Anshar
  Granted Powers: You can deliver a touch of pain once 
  per day. You must succeed on a melee touch attack 
  against a living target creature. This is considered an 
  armed attack. When you successfully touch the target, 
  it suffers a –2 enhancement penalty to Strength and 
  1d6 + your cleric level points of damage. The touch 
  of pain is a supernatural ability.
  Pain Domain Spells
  1. Chill Touch: One touch/level deals 1d6 damage 
  and possibly 1 Str damage.
  2. Shocking Grasp: Touch delivers 1d6/level 
  electricity damage (max 5d6). 
  3. † Share my Pain: Recall any amount of damage 
  suffered over the last 5 rounds and deliver that damage 
  as a touch attack.
  4. Poison: Touch deals 1d10 Con damage, repeats 
  in 1 min. 
  5. Phantasmal Killer: Fearsome illusion kills 
  subject or deals 3d6 damage.
  6. † Touch of Agony: With a touch you can amplify 
  a target’s damage.  
  7. † Anshar’s Burning Blood: Ignite the blood of 
  your enemies. 
  8. Destruction F: Kills subject and destroys 
  remains.
  9. Implosion: Kills one creature/round.
  Plant Domain
  Deities: Belisarda (Elonbé) and Saluwé 
  Granted Powers and Spells: per Core Rulebook I.
  Pleasure Domain
  Deity: Larissa
  Granted Powers: You receive a +4 competence 
  bonus on all Bluff, Diplomacy, Gather Information, 
  and Sense Motive skill checks. The bonus applies 
  only on checks made against those that would have a 
  reasonable chance of having a physical attraction to 
  you, typically those of the opposite sex.  
  Pleasure Domain Spells
  1. 
  Hideous Laughter: Subject loses actions for 1 
  round/ level. 
  2. 
  Enthrall: Captivates all within 100 ft. + 10 
  ft./level.
  3. 
  † Euphoria: With a touch you fill your victim 
  with overwhelming pleasure.
  4. 
  † Phantasmal Lover: Summon the loving 
  grace of Larissa to heal your wounds. 
  5. 
  Dream: Sends message to anyone sleeping.
  6. 
  Heroes’ Feast: Food for one creature/level 
  cures and grants combat bonuses.
  7. 
  Scintillating Pattern: Twisting colors confuse, 
  stun, or render unconscious.
  8. 
  Irresistible Dance: Forces subject to dance.
  9. 
  † Rapture: Overwhelm many targets with 
  pleasure.
  Protection Domain
  Deities: Belisarda, Fire Dragon, Hurrian, Illiir, Larissa, 
  Saluwé, and Yarris 
  Granted Powers and Spells: Per Core Rulebook I.
  Refuge Domain
  Deities: Belisarda (Elonbé), Fire Dragon, Hurrian, 
  and Illiir.  
  Granted Power: Once per day, as a standard action, 
  you may cast sanctuary upon yourself or another 
  willing target within 30 feet. 
  Refuge Domain Spells
  1. 
  Shield: Invisible disc gives +4 to AC, blocks 
  magic missiles.
  2. 
  Shield Other F: You take half of subject’s 
  damage
  3. 
  Glyph of Warding M: Inscription harms those 
  who pass it.
  4. 
  † Shield Other, Improved F: You take 75% of 
  subject’s damage, and the subject gains a +2 deflection 
  bonus and a +2 resistance bonus.
  5. 
  Hallow/Unhallow*:  Designates area as holy/
  unholy.
  6. 
  Forbiddance M: Blocks planar travel, damages 
  creatures of different alignment.
  7. 
  † Shield Other, Greater F: You take all of 
  subject’s damage, and the subject gains a +3 deflection 
  bonus and a +3 resistance bonus.
  8. 
  † Safeguard: Monitor those who enter and 
  leave an area. 
  9. 
  Symbol of Death M: Triggered rune slays 
  nearby creatures.
  * This spell is dependent upon the alignment of the 
  caster. Good and neutral characters receive hallow. 
  Evil casters receive unhallow.
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  Saurian Domain
  Deity: Fire Dragon
  Granted Powers: You gain the Wild Empathy ability 
  with reptiles of all sorts. The Wild Empathy ability is 
  detailed on page 35 of Core Rulebook I. 
  Saurian Domain Spells
  1. 
  Magic Fang: One natural weapon of subject 
  creature gets +1 on attack and damage rolls.
  2. 
  Produce Flame: 1d6 damage +1/level, touch or 
  thrown.
  3. 
  Protection from Energy (Fire Only): Absorb 12 
  points/level of damage from one kind of energy.
  4. 
  Magic Fang, Greater: One natural weapon 
  of subject creature gets +1/three levels on attack and 
  damage rolls (max +5).
  5. 
  Wall of Fire: Deals 2d4 fire damage out to 10 
  ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 
  damage +1/level.
  6. 
  Fire Seeds: Acorns and berries become grenades 
  and bombs.
  7. 
  Fire Storm: Deals 1d6/level fire damage.
  8. 
  Incendiary Cloud: Cloud deals 4d6 fire damage/
  round.
  9. 
  Shapechange* F: Transforms you into any 
  creature, and change forms once per round.
  * Great Drakes only (Red or Gold only)
  Sea Domain
  Deity: Yarris
  Granted Powers: You gain Swim as a class skill. You 
  can breathe underwater as if under the effects of a water 
  breathing spell cast at one level higher than your cleric 
  level. This is a spell-like ability that occurs automatically 
  whenever it is needed (without conscious action on your 
  part). Unlike the spell, this ability can activate multiple 
  times during a day (the duration does not have to be 
  contiguous). The total duration available to you each day 
  is as dictated by the spell.
  Sea Domain Spells
  1. 
  † Dolphin Chant/Mn’harr’s Mighty Swimming: 
  Swim like a dolphin for a short amount of time.   
  2. 
  Water 
  Breathing: 
  Subjects 
  can 
  breathe 
  underwater.
  3. 
  Freedom of Movement: Subject moves normally 
  despite impediments.
  4. 
  Control Water: Raises or lowers bodies of 
  water.
  5. 
  † Water Stride: Step from one body of water to 
  another far away.
  6. 
  † Riptide: Fire a jet of water strong enough to 
  knock down your opponents. 
  7. 
  Control Weather: Changes weather in local 
  area.
  8. 
  Summon Monster VIII (Water Elemental or 
  sea creatures only): Calls extraplanar creature to fight 
  for you.
  9. 
  Elemental Swarm (Water Elementals only): 
  Summons multiple elementals.
  Secrets Domain
  Deities: Cadic, Sarish
  Granted Powers: You gain Gather Information as a 
  class skill. Once per day, as a standard action, you can 
  cast detect thoughts with a caster level equal to your 
  cleric level. This is a spell-like ability.
  Secrets Domain Spells
  1. 
  Obscuring Mist: Fog surrounds you.
  2. 
  Whispering Wind: Sends a short message 1 
  mile/level.
  3. 
  Detect Thoughts: Allows “listening” to surface 
  thoughts.
  4. 
  Clairaudience/Clairvoyance: Hear or see at a 
  distance for 1 min./level.
  5. 
  Scrying F: Spies on subject from a distance.
  6. 
  Prying Eyes: 1d4 +1/level floating eyes scout for 
  you.
  7. 
  Mislead: Turns you invisible and creates illusory 
  double.
  8. 
  Scrying, Greater: As scrying, but faster and 
  longer.
  9. 
  Mind Blank: Subject is immune to mental/
  emotional magic and scrying.
  Senses Domain
  Deity: Larissa
  Granted Powers: Once per day, you can heighten 
  one of your five senses as follows: Sight—you gain 
  low light vision 30 ft.; Scent—you gain the Scent 
  extraordinary ability as detailed in Core Rulebook 
  III; Hearing—you gain a +2 enhancement bonus on 
  Listen skill checks; Taste—you can identify the specific 
  ingredients in anything you taste, including having a 
  1% chance per level of identifying magical potions and 
  liquids; Touch—you are able to identify the most precise 
  details on anything touched, including gaining a +2 
  enhancement bonus on any Search check where touch is 
  involved (e.g. searching a wall for secret doors). These 
  enhancements are spell-like abilities that last for 1 full 
  round for every cleric level. During that time, you are 
  doubly sensitive to attacks of each of the sense’s nature 
  as follows: Sight—you suffer from Light Sensitivity as 
  detailed in Core Rulebook III; Scent—all gas attacks 
  (stinking cloud, green dragon’s breath weapon, etc.) 
  inflict double damage and have their duration doubled 
  against you; Hearing—all sonic attacks inflict double 
  damage and have their duration doubled against you; 
  Taste—all flavors are twice as sharp and any harmful 
  liquid ingested inflicts double damage; Touch—all touch 
  attacks inflict double damage and have their durations 
  doubled against you. 
  Senses Domain Spells
  1. 
  Detect Secret Doors: Reveals hidden doors 
  within 60 ft.
  2. 
  Darkvision: See 60 ft. in total darkness.
  3. 
  See Invisibility: Reveals invisible creatures or 
  objects.
  4. 
  † I Feel You: Gain tremorsense and blindsense 
  for a short time.
  5. 
  True Seeing M: Lets you see all things as they 
  really are.
  6. 
  Seeming: Changes appearance of one person per 
  two levels. 
  7. 
  Vision M X: As legend lore, but quicker and 
  strenuous.
  8. 
  Foresight: “Sixth sense” warns of impending 
  danger.
  MAGIC IN ARCANIS ▪ Cleric Domains
  
  293
  Spirit Domain
  Deity: Beltine
  Granted Powers: Once per day, as a standard action, 
  you may cast see invisibility with a caster level equal 
  to your cleric level. This is a spell-like ability. 
  Spirit Domain Spells
  1. 
  Hold the Spirit (Beltine) M: Hold one spirit 
  to its body for longer than the normal 24-hour period, 
  but at great risk.  
  2. 
  Spectral Hand: Creates disembodied 
  glowing hand to deliver touch attacks. 
  3. 
  Commune X: Deity answers one yes-or-no 
  question/level.
  4. 
  Phantasmal Killer: Fearsome illusion kills 
  subject or deals 3d6 damage.
  5. 
  Contact Other Plane: Lets you ask question 
  of extraplanar entity.
  6. 
  † Knowledge of the Elders: Gain a +20 
  bonus on trained Knowledge checks and a +10 bonus 
  on untrained Knowledge checks.
  7. 
  Vision M X: As legend lore, but quicker and 
  strenuous.
  8. 
  Ethereal Jaunt: You become ethereal for 1 
  round/level.
  9. 
  † Summon Spirit Warrior: Call a spirit 
  warrior to fight for you.
  Storm Domain
  Deities: Belisarda (Entaris), Hurrian and Yarris
  Granted Powers: Once per day, you can predict the 
  natural weather for the next 24 hours with perfect 
  accuracy. 
  Storm Domain Spells
  1. 
  † Alter Wind: Change the strength and 
  direction of the wind for a short while.
  2. 
  Endure Elements: Exist comfortably in hot or 
  cold environments.
  3. 
  Lightning Bolt: Electricity deals 1d6/level 
  damage.
  4. 
  Call Lightning Storm: As call lightning, but 
  5d6 damage per bolt.
  5. 
  Control Winds: Change wind direction and 
  speed.
  6. 
  Wind Walk: You and your allies turn vaporous 
  and travel fast.
  7. 
  Control Weather: Changes weather in local 
  area.
  8. 
  Whirlwind: Cyclone deals damage and can 
  pick up creatures.
  9. 
  Storm of Vengeance: Storm rains acid, 
  lightning, and hail.
  Strength Domain
  Deities: Anshar and Hurrian
  Granted Powers and Spells: Per Core Rulebook I.
  Subterfuge Domain
  Deity: Cadic
  Granted Powers: You gain Bluff, Disguise, Forgery, 
  and Sleight of Hand as class skills. Once per day, 
  when you are about to make a skill check using any 
  one of these skills, you may activate this power to gain 
  a +5 bonus on the skill check. Activating this power 
  does not change the amount of time that it takes you to 
  use the skill. This is a supernatural ability.
  Subterfuge Domain Spells
  1. 
  Disguise Self: Changes your appearance. 
  2. 
  Undetectable Alignment: Conceals alignment 
  for 24 hours.
  3. 
  Invisibility: Subject is invisible for 1 min./
  level or until it attacks. 
  4. 
  Invisibility, Greater: As invisibility, but 
  subject can attack and stay invisible.
  5. 
  False Vision M: Fools scrying with an illusion.
  6. 
  Mislead: Turns you invisible and creates 
  illusory double.
  7. 
  Invisibility, Mass: As invisibility, but affects 
  all in range.
  8. 
  Screen: Illusion hides area from vision, 
  scrying.
  9. 
  Mind Blank: Subject is immune to mental/
  emotional magic and scrying.
  Suffering Domain
  Deity: Anshar
  Granted Powers: You gain Iron Will as a bonus 
  feat.
  Suffering Domain Spells
  1. 
  Bane: Enemies take –1 on attack rolls and 
  saves against fear. 
  2. 
  Death Knell: Kills dying creature; you gain 
  1d8 temporary hp, +2 to Str, and +1 level.
  3. 
  Bestow Curse: Give enemy –6 to an ability 
  score; –4 on attack rolls, saves, and checks; or 50% 
  chance of losing each action.
  4. 
  Inflict Critical Wounds: Touch attack, 4d8 
  damage +1/level (max +20).
  5. 
  Insect 
  Plague: 
  Locust 
  swarms 
  attack 
  creatures.
  6. 
  Circle of Death M: Kills 1d4/level HD of 
  creatures.
  7. 
  Insanity: 
  Subject 
  suffers 
  continuous 
  confusion.
  8. 
  Horrid Wilting: Deals 1d6/level damage 
  within 30 ft.
  9. 
  Energy Drain: Subject gains 2d4 negative 
  levels.
  Sun Domain
  Deity: Illiir
  Granted Powers and Spells: Per Core Rulebook I.
  Travel Domain
  Deities: Anshar and Belisarda (Entaris)
  Granted Powers and Spells: Per Core Rulebook 
  I with the following exception.  Clerics of Anshar 
  who choose this domain gain the val’Inares bloodline 
  ability Walk the Path of Stars instead of gaining 
  Survival as a class skill.
  Trickery Domain
  Deity: Cadic
  Granted Powers and Spells: Per Core Rule Book I.
  Cleric Domains  ▪  MAGIC IN ARCANIS
  
  294
  Undead Domain
  Deity: Neroth
  Granted Power: You gain Extra Turning as a bonus 
  feat.
  Undead Domain Spells
  1. 
  Detect Undead: Reveals undead within 60ft.
  2. 
  Desecrate M: Fills area with negative energy, 
  making undead stronger.
  3. 
  Animate Dead M: Creates undead skeletons 
  and zombies.
  4. 
  Death Ward: Grants immunity to death spells 
  and negative energy effects.
  5. 
  Reenervate the Chosen (Neroth) M: Restore 
  unlife to a sentient undead creature.
  6. 
  Create Undead: Create ghouls, ghasts, 
  mummies, or mohrgs.
  7. 
  Control Undead: Undead do not attack you 
  while under your command.
  8. 
  Create Greater Undead: Creates shadows, 
  wraiths, spectres, or devourers.
  9. 
  † Harm, Mass: As harm but with several 
  subjects.
  War Domain
  Deities: Belisarda, Hurrian, Illiir, and Nier
  Granted Powers and Spells: Per Core Rulebook I.
  Water Domain
  Deity: Yarris
  Granted Powers and Spells: Per Core Rulebook I.
  Druid Spell List Additions
  4th Level – Druid Spells
  Nature’s Gift: Gain a +5 bonus on Spot, Search, and 
  Listen checks for a short amount of time.
  5th Level – Druid Spells
  Rending: Calls forth a storm of ripping thorns.
  Water Stride:  Step from one body of water to 
  another far away.
  8th Level – Druid Spells
  Safeguard: Monitor those who enter or leave an 
  area.
  Holy Champion Base Spell List
  All holy champions, regardless of alignment or spiritual 
  calling, share these spells. Each holy champion also 
  has a specific spell list.  Holy champions may choose 
  spells from both spell lists and all spells cast by holy 
  champions are divine in nature regardless of the origin 
  of the spell.
  1st Level – Holy Champion (All)
  Bless: Allies gain +1 on attack rolls and +1 on saves 
  against fear.
  Bless Water M: Makes holy water.
  Bless Weapon: Weapon strikes true against evil foes.
  Create Water: Creates 2 gallons/level of pure water.
  Cure Light Wounds: Cures 1d8 damage +1/level 
  (max +5).
  Detect Magic:  Detects spells and magic items within 
  60 ft.
  Detect Poison: Detects poison in one creature or 
  small object.
  Divine Favor: You gain +1 per three levels on attack 
  and damage rolls.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Magic Weapon: Weapon gains +1 bonus.
  Protection from Evil: +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders.
  Purify Food and Drink:  Purifies 1 cubic ft./level of 
  food or water.
  Read Magic: Read scrolls and spellbooks.
  Remove Fear:  Suppresses fear or gives +4 on saves 
  against fear for one subject, plus one per four levels.
  Resistance: Subject gains +1 on saving throws.
  Restoration, Lesser: Dispels magical ability penalty 
  or repairs 1d4 ability damage.
  Shield of Faith: Aura grants +2 or higher deflection 
  bonus.
  Virtue: Subject gains 1 temporary hp.
  2nd Level – Holy Champion (All)
  Bear’s Endurance:  Subject gains +4 to Con for 1 
  min/level.
  Bull’s Strength: Subject gains +4 to Str for 1 min/
  level.
  Delay Poison: Stops poison from harming subject for 
  1 hour/level.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 
  min/level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min/
  level.
  Remove Paralysis: Frees one or more creatures from 
  paralysis or slow effect.
  Resist Energy: Ignores 10 (or more) points of 
  damage/attack from specified energy type.
  Shield Other F: You take half of subject’s damage.
  3rd Level – Holy Champion (All)
  Cure Moderate Wounds: Cures 2d8 damage +1/
  level (max +10).
  Daylight: 60-ft. radius of bright light.
  Discern Lies: Reveals deliberate falsehoods.
  Dispel Magic: Cancels spells and magical effects.
  Heal Mount: As heal on warhorse or other special 
  mount.
  Magic Vestment: Armor or shield gains +1 
  enhancement per four levels.
  Magic Weapon, Greater: +1 bonus/four levels (max 
  +5).
  Prayer: Allies gain a +1 bonus on most rolls, enemies 
  –1 penalty.
  Remove Blindness/Deafness: Cures normal or 
  magical conditions.
  Remove Curse: Frees object or person from curse.
  4th Level – Holy Champion (All)
  Break 
  Enchantment: 
  Frees 
  subjects 
  from 
  enchantments, alterations, curses, and petrification.
  Cure Serious Wounds: Cures 3d8 damage +1/level 
  (max +15).
  Death Ward: Grants immunity to death spells and 
  negative energy effects.
  Freedom of Movement:  Subject moves normally 
  despite impediments.
  Holy Sword: Weapon becomes +5, deals +2d6 
  damage against evil.
  Mark of Justice: Designates action that will trigger 
  curse on subject.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Restoration M: Restores level and ability score 
  drains. 
  † Sword of Faith: Enchant a weapon to become the 
  bane of your foes for a short time.
  MAGIC IN ARCANIS ▪ Cleric Domains
  
  295
  Specific Holy Champion Spell Lists
  Bearers of Woe Spells
  1st Level – Bearer of Woe Spells
  Bleed:  You cause a target to bleed for 1d4 damage per 
  round.
  Doom:  One subject takes -2 on attack rolls, damage rolls, 
  saves, and skill checks. 
  Inflict Light Wounds:  Touch deals 1d8 damage +1/level 
  (max +5).
  Ray of Enfeeblement:  Ray deals Strength damage, 1d6 
  +1 per two levels.
  2nd Level – Bearer of Woe Spells
  Inflict Moderate Wounds: Touch deals 2d8 damage 
  +1/level (max +10). 
  † Share my Pain: Recall any amount of damage suffered 
  over the last 5 rounds and deliver that damage as a touch 
  attack.
  † Sticks to Snakes: Transmute a number of sticks into 
  snakes that attack at your foes.
  3rd Level – Bearer of Woe Spells
  Crushing Despair:  Subjects take -2 on attack rolls, 
  damage rolls, saves, and skill checks. 
  Inflict Serious Wounds: Touch deals 3d8 damage +1/
  level (max +15).
  Vampiric Touch:  Touch deals 1d6/two levels damage; 
  caster gains damage as HP.
  4th Level – Bearer of Woe Spells
  Inflict Critical Wounds: Touch deals 4d8 damage +1/
  level (max +20).
  Deathbringer of Neroth Spells
  1st Level – Deathbringer Spells
  Chill Touch:  One touch/level deals 1d6 points of damage 
  and possibly 1 Str damage.
  Detect Undead: Reveals undead within 60 ft.
  Hide from Undead:  Undead can’t perceive one subject/
  level.
  2nd Level – Deathbringer Spells
  Death Knell:  Kills dying creature; you gain 1d8 
  temporary HP, +2 Str, and +1 level.
  Ghoul Touch:  Paralyzes one subject, which exudes 
  stench that makes those nearby sickened.
  † Your Time to Die (Neroth) M: Cause a spirit to leave 
  the body before the normal 24-hour period.
  3rd Level – Deathbringer Spells
  Halt Undead:  Immobilizes undead for 1 round/level.
  † Smell of Death: Creates a cloud of nauseating stench 
  that emanates from the caster.
  Speak with Dead:  Corpse answers one question/two 
  levels.
  4th Level – Deathbringer Spells
  Dispel Evil: +4 bonus against attacks by evil creatures. 
  † Neroth’s Embrace: Cause an opponent’s appendage 
  to shrivel up.
  Fatespinner Spells 
  1st Level – Fatespinner Spells
  Bane:  Enemies take -1 on attack rolls and saves against 
  fear.
  Protection from Law: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  True Strike:  +20 on your next attack roll. 
  † Twist of Fate: Allows a second chance roll before the 
  GM declares whether the roll results in success or failure.
  2nd Level – Fatespinner Spells
  Aid:  +1 on attack rolls and saves against fear, 1d8 
  temporary hit points +1/level (max +10).
  Augury M F: Learns whether an action will be good or 
  bad.
  † Dance of Fate: Gain a +2 bonus on all rolls for a short 
  time.
  3rd Level – Fatespinner Spells
  Arcane Sight:  Magical auras become visible to you.
  † Euphoria: With a touch you fill your victim with 
  overwhelming pleasure.
  † Larissa’s Kiss: Roll two d20, for each roll receive the 
  best outcome for a short time. 
  4th Level – Fatespinner Spells
  Divination M: Provides useful advice for specific 
  proposed actions.
  † I Feel You (Larissa): Gain tremorsense and blindsense 
  for a short time.
  Harbinger of the Dawn Spells
  1st Level – Harbinger of the Dawn Spells
  Cause Fear:  One creature of 5 HD or less flees for 1d4 
  rounds.
  Command: One subject obeys selected command for 1 
  round.
  Protection from Chaos: +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders.
  2nd Level – Harbinger of the Dawn Spells 
  Aid:  +1 on attack rolls and saves against fear, 1d8 
  temporary HP +1/level (max +10).
  Align Weapon:  Weapon becomes good, evil, lawful, or 
  chaotic.
  Calm Emotions:  Calms creatures, negating emotion 
  effects.
  3rd Level – Harbinger of the Dawn Spells 
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Good Hope:  Subjects gain +2 on attack rolls, damage 
  rolls, saves, and skill checks. 
  † My Honor is My Strength: The strength of your 
  personality adds to your physical Strength in combat for 
  a short time.
  Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  4th Level – Harbinger of the Dawn Spells 
  Command, Greater:  As command, but affects one 
  subject/level.
  Dispel Chaos: +4 bonus against attacks by chaotic 
  creatures.
  Divine Power:  You gain attack bonus, +6 to Str, and 1 
  hp/level.
  † Perfect Human Form: Gain ability scores of 18 for a 
  short time.
  Zone of Truth: Subjects within range cannot lie.
  Holy Judges of Nier Spells
  1st Level – Holy Judge of Nier Spells
  Burning Hands: 1d4/level fire damage (max 5d4).
  Command:  One subject obeys selected command for 1 
  round.
  Protection from Chaos: +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders.
  2nd Level – Holy Judge of Nier Spells
  Align Weapon:  Weapon becomes good, evil, lawful, or 
  chaotic.
  Holy Champion Spells ▪  MAGIC IN ARCANIS
  
  296
  Flame Blade:  Touch attack deals 1d8 +1/two levels 
  damage.
  Heat Metal:  Make metal so hot it damages those who 
  touch it.
  Hold Person:  Paralyzes one humanoid for 1 round/
  level.
  Produce Flame: 1d6 damage +1/ level, touch or 
  thrown.
  Zone of Truth: Subjects within range cannot lie.
  3rd Level – Holy Judge of Nier Spells
  Searing Light: Ray deals 1d8/two levels damage, 
  more against undead.
  † Steamblast M: Release a cone of super-heated steam 
  at your enemies.
  † Your Fire is Mine: Steal a target’s rage.
  4th Level – Holy Judge of Nier Spells
  Dispel Chaos: +4 bonus against attacks by evil 
  creatures.
  Divine Power:  You gain attack bonus, +6 to Str, and 
  1 HP/level.
  Flame Strike:  Smite foes with divine fire (1d6/level 
  damage).
  Order of Beltinian Hospitaler Spells 
  1st Level – Beltinian Hospitaler Spells
  Deathwatch: Reveals how near death subjects within 
  30 ft. are.
  Detect Undead: Reveals undead within 60 ft.
  † Glimpse of the Cauldron M: Give your enemies a 
  glimpse into the horrors of Beltine’s Caldron.
  Hide from Undead:  Undead can’t perceive one 
  subject/level.
  Sanctuary: Opponents can’t attack you, and you can’t 
  attack.
  2nd Level – Beltinian Hospitaler Spells
  Aid: +1 on attack rolls and saves against fear, 1d8 
  temporary hp +1/level (max +10).
  Calm Emotions: Calms creatures, negating emotion 
  effects.
  Consecrate M: Fills area with positive energy, making 
  undead weaker.
  Cure Moderate Wounds: Cures 2d8 damage +1/level 
  (max +10).
  Gentle Repose: Preserves one corpse.
  3rd Level – Beltinian Hospitaler Spells
  Cure Light Wounds, Mass: Cures 1d8 damage +1/
  level (max +5) for many creatures.
  Cure Serious Wounds: Cures 3d8 damage +1/level 
  (max +15).
  † Hold the Spirit: Hold one spirit to its body for longer 
  than the normal 24-hour period, but at great risk.  
  Magic Circle against Evil: As protection spells, but 
  10-ft. radius and 10 min./level.
  Remove Disease: Cures all diseases affecting subject.
  4th Level – Beltinian Hospitaler Spells
  † Beltine’s Blessed Strike: For 1 hour per level, you 
  make a weapon the bane of all undead.
  Cure Critical Wounds: Cures 4d8 damage +1/level 
  (max +20).
  Cure Moderate Wounds, Mass: Cures 2d8 damage 
  +1/level (max +10) for many creatures.
  5th Level – Beltinian Hospitaler Spells
  Atonement F X: Removes burden of misdeeds from 
  subject.
  Break 
  Enchantment: 
  Frees 
  subjects 
  from 
  enchantments, alterations, curses, and petrification.
  Command, Greater: As command, but affects one 
  subject/level.
  Cure Serious Wounds, Mass: Cures 3d8 damage 
  +1/level (max +15) for many creatures. 
  Dispel Evil: +4 bonus against attacks.
  Disrupting Weapon: Melee weapon destroys 
  undead.
  Hallow M: Designates location as holy.
  Heal: Cures 10 points/level of damage, all diseases 
  and mental conditions.
  Raise Dead M: Restores life to subject who died as 
  long as one day/level ago.
  Spell Resistance: Subject gains SR 12 + level.
  Symbol of Sleep M: Triggered rune puts nearby 
  creatures into catatonic slumber.
  True Seeing M: Lets you see all things as they really 
  are.
  Order of the Philosophic Warrior Spells
  1st Level – Order of the Philosophic Warrior Spells
  Comprehend Languages: You understand all spoken 
  and written languages.
  † Discern Value F: Discern the gold piece value of one 
  or more items.
  † Hardness: Makes armor and weapons tougher to 
  sunder and provides an enhancement bonus to armor 
  for a short time. 
  Identify M: Determines properties of magic item.
  True Strike:  +20 on your next attack roll.
  2nd Level – Order of the Philosophic Warrior Spells
  Augury M F: Learns whether an action will be good 
  or bad.
  Detect Thoughts:  Allows “listening” to surface 
  thoughts.
  † Summon Tome: Call forth a phantom tome from the 
  Great Library of Altheria for a short time.
  3rd Level – Order of the Philosophic Warrior Spells
  Clairaudience/Clairvoyance:  Hear or see at a 
  distance for 1 min/level.
  Tongues: Speak any language.
  4th Level – Order of the Philosophic Warrior Spells
  Detect 
  Scrying: 
   
  Alerts 
  you 
  of 
  magical 
  eavesdropping.
  Legend Lore M F: Lets you learn tales about a person, 
  place, or thing.
  Order of the Inner Demon Spells
  1st Level – Order of the Inner Demon Spells 
  Comprehend Languages:  You understand all spoken 
  and written languages.
  Disguise Self:  Changes your appearance.  
  † My Master Allows: Use spell-completion devices or 
  spell-trigger devices for a short time.
  2nd Level – Order of the Inner Demon Spells 
  Darkness:  20 ft. radius of supernatural shadows.
  Produce Flame: 1d6 damage +1/ level, touch or 
  thrown.
  Protection from Evil: +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders. 
  Undetectable Alignment: Conceals alignment for 24 
  hours.
  3rd Level – Order of the Inner Demon Spells 
  Fear:  Subjects within cone flee for 1 round/level.
  MAGIC IN ARCANIS ▪ Holy Champion Spells
  
  297
  Deeper Darkness:  Object sheds supernatural shadow 
  in 60 ft. radius.
  † Oath (val’Mehan only): Create a Sarishan Oath.
  Magic Circle against Chaos: As protection from 
  chaos, but 10-ft. radius and 10 min/level.
  Magic Circle against Law: As protection from Law, 
  but 10-ft. radius and 10 min/level.
  Magic Circle against Evil: As protection from evil, 
  but 10-ft. radius and 10 min/level. 
  Nondetection M:  Hides subject from divination, 
  scrying. 
  4th Level – Order of the Inner Demon Spells 
  Dispel Chaos: +4 bonus against attacks by chaotic 
  creatures.
  Dispel Evil: +4 bonus against attacks by evil 
  creatures.
  † Summon Thy Own, Lesser: Summon a marked 
  Infernal to do your bidding.
  Zone of Silence:  Keeps eavesdroppers from 
  overhearing conversations.
  Order of the Storm Lord Spells
  1st Level – Order of the Storm Lord Spells
   † Alter Wind:  Change the strength and direction of 
  the wind for a short while. 
  Shocking Grasp:  Touch delivers 1d6/level electricity 
  damage (max 5d6).
  Feather Fall:  Objects or creatures fall slowly.
  2nd Level – Order of the Storm Lord Spells
  Align Weapon:  Weapon becomes good, evil, lawful, 
  or chaotic.
  Heroism:  Gives +2 on attack rolls, saves, and skill 
  checks.
  Rage:  Gives +2 to Str and Con, +1 on Will saves, -2 
  to AC.
  † Retribution (Hurrian): With all damage you suffer, 
  you become greater in combat.
  Status:  Monitors condition, position of allies.
  † Whirlwind of Blades: Call forth multiple copies of 
  your sword, which attack all those around you. 
  3rd Level – Order of the Storm Lord Spells 
  Call Lightning: Calls down lightning bolts (3d6 per 
  bolt) from sky.
  † Retribution, Greater (Hurrian): With all damage 
  you suffer, you become greater in combat.
  † Shield Other, Improved (Hurrian) F: You take 
  75% of subject’s damage, and the subject gains a +2 
  deflection bonus and a +2 resistance bonus.
  Wind Wall:  Deflects arrows, smaller creatures, and 
  gases.
  4th Level – Order of the Storm Lord Spells 
  Air Walk:  Subject treads on air as if solid (climb at 
  45 degree angle).
  Dispel Evil: +4 bonus against attacks by evil 
  creatures.
  Divine Power:  You gain attack bonus, +6 to Str, and 
  1 HP/level.
  † His Blade Shall Not Harm Me: Gain damage 
  reduction 10/bludgeoning for a short time.
  Order of the Verdant Champion Spells
  1st Level – Order of the Verdant Champion Spells 
  Calm Animals: Calms (2d4 + level) HD of animals.
  † Crushing Weight M: Make a creature stick to the 
  ground.
  Detect Undead: Reveals undead within 60 ft.
  Entangle:  Plants entangle everyone within 40 ft.
  Speak With Animals:  You can communicate with 
  animals.
  2nd Level – Order of the Verdant Champion Spells 
  Animal Messenger: Sends a Tiny animal to a specific 
  place.
  Barkskin: Grants +2 (or higher) enhancement to 
  natural armor.
  † Battle Spines:  Cause long, jagged bone spines to 
  erupt from your body.
  Cat’s Grace:  Subject gains +4 to Dex for 1 min/
  level.
  Soften Earth and Stone:  Turns stone to clay or dirt 
  to sand or mud.
  3rd Level – Order of the Verdant Champion Spells 
  Meld into Stone:  You and your gear merge with 
  stone.
  Stone Shape:  Sculpts stone into any shape.
  4th Level – Order of the Verdant Champion Spells 
  Fire Seeds: Acorns and berries become grenades and 
  bombs. 
  † Nature’s Gift: Gain a +5 bonus on Spot, Search, 
  and Listen checks for a short amount of time.
  † Rending: Calls forth a storm of ripping thorns.
  Spike Stones:  Creatures in area take 1d8 damage and 
  may be slowed.
  Stoneskin M: Ignore 10 points of damage per attack.
  Order of the Twilight Warrior Spells 
  1st Level – Order of the Twilight Warrior Spells 
  Darkness: 20-ft. radius of supernatural shadow.
  Disguise Self: Changes your appearance.
  Pass Without Trace:  One subject/level leaves no 
  tracks.
  Undetectable Alignment: Conceals alignment for 24 
  hours.
  2nd Level – Order of the Twilight Warrior Spells 
  Cat’s Grace:  Subject gains +4 to Dex for 1 min/
  level.
  Deeper Darkness: Object sheds supernatural shadow 
  in 60-ft.
  Find Traps:  Notice traps as a rogue does.
  Knock:  Opens locked or magically sealed doors.
  Misdirection:  Misleads divinations for one creature 
  or object.
  Silence:  Negates sound in a 15 ft. radius.
  † Songs in the Night: Disappear from sight leaving 
  music in your wake.
  Spider Climb: Grants ability to walk on walls and 
  ceilings.
  3rd Level – Order of the Twilight Warrior Spells 
  † Not Where You Think: Take short jaunts though 
  the shadow plane to escape danger.
  Shadow Conjuration: Mimics conjuration below 4th 
  level, but only 20% real. 
  † Shadow Stride:  Step from one shadow to another 
  far away.
  4th Level – Order of the Twilight Warrior Spells 
  Shadow Evocation: Mimics evocation below 5th 
  level, but only 20% real.
  Dispel Evil: +4 bonus against attacks by evil 
  creatures.
  Nondetection M:  Hides subject from divination, 
  scrying.
  Zone of Silence:  Keeps eavesdroppers from 
  overhearing conversations.
  Holy Champion Spells ▪  MAGIC IN ARCANIS
  
  298
  Order of the Twelve Oaks Spells
  1st Level – Order of the Twelve Oaks
  Bane:  Enemies take -1 on attack rolls and saves 
  against fear.
  Comprehend Languages:  You understand all spoken 
  and written languages.
  Undetectable Alignment:  Conceals alignment for 
  24 hours.
  2nd Level– Order of the Twelve Oaks
  Aid:  +1 on attack rolls and saves against fear, 1d8 
  temporary HP +1/level (max +10).
  Animal Messenger: Sends a Tiny animal to a specific 
  place.
  Detect Thoughts:  Allows “listening” to surface 
  thoughts.
  Tongues:  Speak any language.
  Zone of Truth:  Subjects within range cannot lie.
  3rd Level – Order of the Twelve Oaks
  Clairaudience/Clairvoyance:  Hear or see at a 
  distance for 1 min/level.
  Nondetection M:  Hides subject from divination, 
  scrying.
  Sending: Delivers short message anywhere, 
  instantly.
  4th Level – Order of the Twelve Oaks
  Detect 
  Scrying: 
   
  Alerts 
  you 
  of 
  magical 
  eavesdropping.
  Scrying F:  Spies on subject from a distance.
  Sea Lords of Yarris Spells
  1st Level – Sea Lord of Yarris
  † Alter Wind:  Change the strength and direction of 
  the wind for a short while.
  † Dolphin Chant/Mn’harr’s Mighty Swimming: 
  Swim like a dolphin for a short amount of time.   
  Obscuring Mist:  Fog surrounds you.
  2nd Level – Sea Lord of Yarris
  Control Winds: Change wind direction and speed. 
  † Saltburst:  An explosion of salt crystals and brine 
  assaults your enemies.
  Water Breathing: Subjects can breathe underwater. 
  Water Walk: Subject treads on water as if solid.
  3rd Level – Sea Lord of Yarris
  Control Water: Raises or lowers bodies of water. 
  † Destroy Water:  Destroys water or damages a water 
  creature.
  4th Level – Sea Lord of Yarris
  † Like Water M:  Gain a +4 to your AC and damage 
  reduction of 5/bludgeoning for a short time.
  † Riptide: Fire a jet of water strong enough to knock 
  down your opponents. 
  † Water Stride:  Step from one body of water to 
  another far away.
  Sentinels of the Blazing Wyrm Spells
  1st Level – Sentinel of the Blazing Wyrm Spells
  Burning Hands:  1d4/level fire damage (max 5d4).
  Faerie Fire:  Outlines subject with light, canceling 
  blur, concealment, and the like.
  Produce Flame:  1d6 damage +1/level, touch or 
  thrown.
  2nd Level – Sentinel of the Blazing Wyrm Spells
  Calm Emotions:  Calms creatures negating emotion 
  effects.
  Heat Metal:  Make metal so hot it damages those 
  who touch it.
  Pyrotechnics:  Turns fire into blinding light or 
  choking smoke.
  Status:  Monitors condition, position of allies.
  3rd Level – Sentinel of the Blazing Wyrm Spells
  Flaming Sphere:  Creates rolling ball of fire, 2d6 
  damage, lasts 1 round/level.
  † Mantle of Unassailable Flame: Cover yourself in 
  intense flame.
  Scorching Ray:  Ranged touch attack deals 4d6 fire 
  damage, +1 ray/four levels (max 3).
  4th Level – Sentinel of the Blazing Wyrm Spells
  † Safeguard: Monitor those who enter and leave an 
  area. 
  Tongues:  Speak any language.
  Paladin Spell List Additions
  4th Level – Paladin Spells
  Beltine’s Blessed Strike: For a short time make a 
  weapon the bane of all undead.
  Shield Other, Improved (Hurrian) F: You take 
  75% of subject’s damage, and the subject gains a +2 
  deflection bonus and a +2 resistance bonus.
  Sword of Faith: Enchant a weapon to become the 
  bane of your foes for a short time.
  Priest Spell List
  0 Level – Priest Spells (Orisons)
  Create Water: Creates 2 gallons/level of pure water.
  Cure Minor Wounds: Cures 1 point of damage.
  Detect Magic: Detects spells and magic items within 
  60 ft.
  Detect Poison: Detects poison in one creature or 
  object.
  Guidance: +1 on one attack roll, saving throw, or 
  skill check.
  Inflict Minor Wounds: Touch attack, 1 point of 
  damage.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Purifies 1 cu. ft./level of 
  food or water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Virtue: Subject gains 1 temporary hp.
  1st Level – Priest Spells
  † Armor of Faith: Wrap yourself in an armor of 
  faith.
  Bane: Enemies take –1 on attack rolls and saves 
  against fear.
  Bless: Allies gain +1 on attack rolls and saves against 
  fear.
  Bless Water M: Makes holy water.
  Cause Fear: One creature of 5 HD or less flees for 
  1d4 rounds.
  Command: One subject obeys selected command for 
  1 round.
  Comprehend Languages: You understand all spoken 
  and written languages.
  Cure Light Wounds: Cures 1d8 damage +1/level 
  (max +5).
  Curse Water M: Makes unholy water.
  Deathwatch: Reveals how near death subjects within 
  30 ft. are.
  Detect Chaos/Evil/Good/Law: Reveals creatures, 
  spells, or objects of selected alignment.
  Detect Undead: Reveals undead within 60 ft.
  MAGIC IN ARCANIS ▪ Priest Spells
  
  299
  Doom: One subject takes –2 on attack rolls, damage 
  rolls, saves, and checks.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Hide from Undead: Undead can’t perceive one subject/
  level.
  Inflict Light Wounds: Touch deals 1d8 damage +1/
  level (max +5).
  Obscuring Mist: Fog surrounds you.
  Remove Fear: Suppresses fear or gives +4 on saves 
  against fear for one subject + one per four levels.
  Sanctuary: Opponents can’t attack you, and you can’t 
  attack.
  Summon Monster I: Calls extraplanar creature to fight 
  for you.
  2nd Level – Priest Spells
  Aid:  +1 on attack rolls and saves against fear, 1d8 
  temporary HP +1/level (max 10).
  Augury M F: Learns whether an action will be good or 
  bad.
  Bear’s Endurance: Subject gains +4 to Con for 1 min/
  level.
  Bull’s Strength: Subject gains +4 to Str for 1 min/
  level.
  Calm Emotions: Calms creatures, negating emotion 
  effects.
  Consecrate M: Fills area with positive energy, making 
  undead weaker.
  Cure Moderate Wounds: Cures 2d8 damage +1/level 
  (max +10).
  Death Knell: Kills dying creature; you gain 1d8 
  temporary hp, +2 to Str, and +1 level.
  Delay Poison: Stops poison from harming subject for 1 
  hour/level.
  Desecrate M: Fills area with negative energy, making 
  undead stronger.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min/
  level.
  Enthrall: Captivates all within 100 ft. + 10 ft. per 
  level.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid for 1 round/
  level.
  Inflict Moderate Wounds: Touch attack, 2d8 damage 
  +1/level (max +10).
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min/
  level.
  Remove Paralysis: Frees one or more creatures from 
  paralysis or slow effect.
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Silence: Negates sound in 15-ft. radius.
  Status: Monitors condition, position of allies.
  Summon Monster II: Calls extraplanar creature to fight 
  for you.
  Undetectable Alignment: Conceals alignment for 24 
  hours.
  Zone of Truth: Subjects within range cannot lie.
  3rd Level – Priest Spells
  Animate Dead M: Creates undead skeletons and 
  zombies.
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Blindness/Deafness: Makes subject blinded or 
  deafened.
  Contagion: Infects subject with chosen disease.
  Continual Flame M: Makes a permanent, heatless 
  torch.
  Create Food and Water: Feeds three humans (or one 
  horse)/level.
  Cure Serious Wounds: Cures 3d8 damage +1/level 
  (max +15).
  Daylight: 60-ft. radius of bright light.
  Deeper Darkness: Object sheds supernatural shadow in 
  60-ft. radius.
  Dispel Magic: Cancels spells and magical effects.
  Glyph of Warding M: Inscription harms those who pass 
  it.
  Helping Hand: Ghostly hand leads subject to you.
  Inflict Serious Wounds: Touch attack, 3d8 damage 
  +1/level (max +15).
  Invisibility Purge: Dispels invisibility within 5 ft. per 
  level.
  Locate Object: Senses direction toward object (specific 
  or type).
  Obscure Object: Masks object against scrying.
  Prayer: Allies +1 bonus on most rolls, enemies –1 
  penalty.
  Remove Blindness/Deafness: Cures normal or magical 
  conditions.
  Remove Curse: Frees object or person from curse.
  Remove Disease: Cures all diseases affecting subject.
  Speak with Dead: Corpse answers one question/two 
  levels.
  Summon Monster III: Calls extraplanar creature to 
  fight for you.
  Water Breathing: Subjects can breathe underwater.
  Water Walk: Subject treads on water as if it were 
  solid.
  Wind Wall: Deflects arrows, smaller creatures and 
  gases.
  4th Level – Priest Spells
  Air Walk: Subject treads on air as if solid (climb at 45-
  degree angle).
  Control Water: Raises or lowers bodies of water.
  Cure Critical Wounds: Cures 4d8 damage +1/level 
  (max +20).
  Death Ward: Grants immunity to death spells and 
  negative energy effects.
  Dimensional 
  Anchor: 
  Bars 
  extradimensional 
  movement.
  Discern Lies: Reveals deliberate falsehoods.
  Dismissal: Forces a creature to return to native plane.
  Divination M: Provides useful advice for specific 
  proposed actions.
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Imbue with Spell Ability: Transfer spells to subject.
  Inflict Critical Wounds: Touch attack, 4d8 damage 
  +1/level (max +20).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Planar Ally, Lesser X: Exchange services with a 6 HD 
  extraplanar creature.
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Repel Vermin: Insects, spiders, and other vermin stay 
  10 ft. away.
  Restoration M: Restores level and ability score drains.
  Sending: Delivers short message anywhere, instantly.
  Spell Immunity: Subject is immune to one spell per 
  four levels.
  Summon Monster IV: Calls extraplanar creature to 
  fight for you.
  Priest Spells ▪  MAGIC IN ARCANIS
  
  300
  Tongues: Speak any language.
  5th Level – Priest Spells
  Atonement F X: Removes burden of misdeeds from 
  subject.
  Break 
  Enchantment: 
  Frees 
  subjects 
  from 
  enchantments, alterations, curses, and petrification.
  Command, Greater: As command, but affects one 
  subject/level.
  Commune X: Deity answers one yes-or-no question/
  level.
  Cure Light Wounds, Mass: Cures 1d8 damage +1/
  level for many creatures.
  Hallow M: Designates location as holy.
  Inflict Light Wounds, Mass: Deals 1d8 damage +1/
  level to many creatures.
  Mark of Justice: Designates action that will trigger 
  curse on subject.
  Plane Shift F: As many as eight subjects travel to 
  another plane.
  Raise Dead M: Restores life to subject who died as 
  long as one day/level ago.
  Reenervate the Chosen (Neroth) M: Restore unlife 
  to a sentient undead creature.
  Scrying F: Spies on subject from a distance.
  Spell Resistance: Subject gains SR 12 + level.
  Summon Monster V: Calls extraplanar creature to 
  fight for you.
  Symbol of Pain M: Triggered rune wracks nearby 
  creatures with pain.
  Symbol of Sleep M: Triggered rune puts nearby 
  creatures into catatonic slumber.
  True Seeing M: Lets you see all things as they really 
  are.
  Unhallow M: Designates location as unholy.
  6th Level – Priest Spells
  Animate Objects: Objects attack your foes.
  Antilife Shell: 10-ft. field hedges out living 
  creatures.
  Banishment: Banishes 2 HD/level of extraplanar 
  creatures.
  Bear’s Endurance, Mass: As bear’s endurance, 
  affects one subject/ level.
  Bull’s Strength, Mass: As bull’s strength, affects one 
  subject/level.
  Cure Moderate Wounds, Mass: Cures 2d8 damage 
  +1/level for many creatures.
  Dispel Magic, Greater: As dispel magic, but up to 
  +20 on check.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects 
  one subject/level.
  Find the Path: Shows most direct way to a location.
  Forbiddance M: Blocks planar travel, damages 
  creatures of different alignment.
  Geas/Quest: As lesser geas, plus it affects any 
  creature.
  Glyph of Warding, Greater: As glyph of warding, 
  but up to 10d8 damage or 6th-level spell.
  Harm: Deals 10 points/level damage to target.
  Heal: Cures 10 points/level of damage, all diseases 
  and mental conditions.
  Heroes’ Feast: Food for one creature/level cures and 
  grants combat bonuses.
  Inflict Moderate Wounds, Mass: Deals 2d8 damage 
  +1/level to many creatures.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one 
  subject/level.
  Planar Ally X: As lesser planar ally, but up to 12 
  HD.
  Summon Monster VI: Calls extraplanar creature to 
  fight for you.
  Symbol of Fear M: Triggered rune panics nearby 
  creatures.
  Symbol of Persuasion M: Triggered rune charms 
  nearby creatures.
  Word of Recall: Teleports you back to designated 
  place.
  7th Level – Priest Spells
  Control Weather: Changes weather in local area.
  Cure Serious Wounds, Mass: Cures 3d8 damage 
  +1/level for many creatures.
  Inflict Serious Wounds, Mass: Deals 3d8 damage 
  +1/level to many creatures.
  Refuge M: Alters item to transport its possessor to 
  you.
  Regenerate: Subject’s severed limbs grow back, 
  cures 4d8 damage +1/level (max +35).
  Repulsion: Creatures can’t approach you.
  Restoration, Greater X: As restoration, plus restores 
  all levels and ability scores.
  Resurrection M: Fully restore dead subject.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Monster VII: Calls extraplanar creature to 
  fight for you.
  Symbol of Stunning M: Triggered rune stuns nearby 
  creatures.
  Symbol of Weakness M: Triggered rune weakens 
  nearby creatures.
  8th Level – Priest Spells
  Antimagic Field: Negates magic within 10 ft.
  Cure Critical Wounds, Mass: Cures 4d8 damage 
  +1/level for many creatures.
  Dimensional Lock: Teleportation and interplanar 
  travel blocked for one day/level.
  Discern Location: Reveals exact location of creature 
  or object.
  Planar Ally, Greater X: As lesser planar ally, but up 
  to 18 HD.
  Inflict Critical Wounds, Mass: Deals 4d8 damage 
  +1/level to many creatures.
  Spell Immunity, Greater: As spell immunity, but up 
  to 8th-level spells.
  Summon Monster VIII: Calls extraplanar creature to 
  fight for you.
  Symbol of Death M: Triggered rune slays nearby 
  creatures.
  Symbol of Insanity M: Triggered rune renders nearby 
  creatures insane.
  9th Level – Priest Spells
  Astral Projection M: Projects you and companions 
  onto Astral Plane.
  Etherealness: Travel to Ethereal Plane with 
  companions.
  Gate 
  X: Connects two planes for travel or 
  summoning.
  Heal, Mass: As heal, but with several subjects.
  Miracle X: Requests a powerful extra planar ally’s 
  intercession.
  Soul Bind F: Traps newly dead soul to prevent 
  resurrection.
  Summon Monster IX: Calls extraplanar creature to 
  fight for you.
  True Resurrection M: As resurrection, plus remains 
  aren’t needed.
  MAGIC IN ARCANIS ▪ Priest Spells
  
  301
  Ranger Spell List Additions
  3rd Level – Ranger Spells
  Nature’s Gift: Gain a +5 bonus on Spot, Search, and 
  Listen checks for a short amount of time.
  4th Level – Ranger Spells
  Water Stride: Step from one body of water to another 
  far away.
  Sorcerer/Wizard Spell List Additions
  1st Level – Sorcerer/Wizard Spells
  Alter Wind: Change the strength and direction of the 
  wind for a short while.
  Hardness: Makes armor and weapons tougher to 
  sunder and provides an enhancement bonus to armor 
  for a short time.
  Skeletal Companion: Creates a skeletal servant.
  Transmute Liquids: Change one liquid to another. 
  2nd Level – Sorcerer/Wizard Spells
  Bleed:  You cause a target to bleed for 1d4 damage 
  per round.
  Dolphin Chant/Mn’harr’s Mighty Swimming: Swim 
  like a dolphin for a short amount of time.   
  Epiphany: Improves Knowledge and Craft skills for 
  a short time. 
  Force Strike: Fire a beam of pure force to damage 
  your enemies.
  Saltburst: An explosion of salt crystals and brine 
  assaults your enemies.
  Wild Ride: Enchant yourself and your mount to travel 
  impossible distances. 
  3rd Level – Sorcerer/Wizard Spells
  Destroy Water:  Destroys water or damages a water 
  creature.
  Mantle of Unassailable Flame: Cover yourself in 
  intense flame. 
  Mark of Thralldom (val’Mordane) M: Animate an 
  undead after a short time. 
  Shadow Stride (val’Borda, val’Trisin):  Step from 
  one shadow to another far away.
  4th Level – Sorcerer/Wizard Spells
  Oath (val’Mehan):  Create a Sarishan Oath.
  5th Level – Sorcerer/Wizard Spells
  Neroth’s Embrace (val’Mordane): Cause an 
  opponent’s appendage to shrivel up.
  6th Level – Sorcerer/Wizard Spells
  Riptide: Fire a jet of water strong enough to knock 
  down your opponents. 
  Reanimate Construct M, X: Partly repairs and 
  reanimates a destroyed construct under your control.
  Reenervate the Chosen M: Restore unlife to a sentient 
  undead creature.
  7th Level – Sorcerer/Wizard Spells
  Anshar’s Burning Blood: Ignite the blood of your 
  enemies. 
  Heroism, Mass: Gives many allies a +2 bonus on 
  attack rolls, saves, skill checks.
  9th Level – Sorcerer/Wizard Spells
  Cry for Sprit’s Release (val’Ishi, val’Sosi): Destroy 
  undead with a cry to the heavens.
  New Spells of Arcanis
  Alter Wind
  Transmutation [Air]
  Level: HC (Hurrian, Yarris) 1, Storm 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 round
  Range:  Personal
  Area: 5-ft./level-radius spread centered on you
  Duration: 10 minutes + 1 min./level (D)
  Saving Throw: None
  Spell Resistance: None
  With this spell you may slightly alter most non-
  magical winds.  You may only affect one aspect of the 
  wind (its strength or its direction). Once your selection 
  is made, it is final and the change caused by this spell is 
  immediate within the area of effect (which is centered 
  on you).
  Successive castings of this spell do not stack, but 
  the caster may alter a different aspect of the wind with 
  a subsequent casting (direction for the first casting, 
  strength for the second) or he may cast it to counter an 
  opposing caster’s alter wind spell. In the overlapping 
  area, the natural wind conditions will prevail. This spell 
  cannot affect any magically-created wind.
  The wind direction may only be altered if the 
  original wind force was in the “light” category.  If 
  so, the caster may cause the wind to blow in any 
  direction.
  The force of the wind may be altered by one 
  category listed in Core Rulebook II.  Only winds of 
  “severe” force and less may be altered, and severe 
  force winds may only be decreased in strength.  All 
  other categories of wind may be increased or decreased 
  by one level.   If this spell makes the wind speed 11+ 
  mph, it will blow non-magical fog, dust, smoke, or 
  poisonous gas away and thereby negate their effects. 
  The altered wind will affect magical gaseous effects 
  (e.g., fog cloud, obscuring mist, and stinking cloud) as 
  per each spell’s description and the final wind speed. 
  See Core Rulebook II for more details on wind effects. 
  Focus: A small tube through which the caster blows.
  Anshar’s Burning Blood
  Transmutation [Fire]
  Level: Pain 7, Sor/Wiz 7
  Components: V, S, M 
  Casting Time: 1 standard action
  Range:  30 ft.
  Area: 30-ft. radius burst centered on you
  Duration: Instantaneous 
  Saving Throw: None
  Spell Resistance: Yes
  This spell causes open wounds on living, bleeding 
  creatures to open further as their blood begins to 
  boil.  Every bleeding creature within the area of effect 
  suffers 1d4+1 points of damage per caster level (up 
  to a maximum of 20d4+20).  This spell only affects 
  living, bleeding creatures that have not had their 
  wounds treated in any way.  Thus, if a creature has 
  been wounded but has subsequently been treated with 
  cure minor wounds or a Heal check (DC 15) prior to 
  the casting of this spell, that creature’s wounds would 
  be exempt from this spell. For purposes of this spell, 
  Sorcerer/Wizard Spells ▪  MAGIC IN ARCANIS
  
  302
  any lethal damage is considered bleeding damage, and 
  is subject to this spell’s effects.  Due to the nature of this 
  spell, undead, constructs, and most plants are immune 
  to its effects.
   
  Material Component: Spilled blood of wounded, 
  living creatures in a 30 ft. radius centered on the caster.
  Armor of Faith
  Conjuration (Creation) [Force]
  Level: Clr (Larissa) 1, Pst 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range:  Personal
  Target: You
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Conjuring the power of your God, you are able to wrap 
  yourself in an invisible but tangible field of energy that 
  provides you with an armor bonus detailed on the chart 
  below.
  Caster Level
  Armor Bonus
  1-4
  +4
  5-8
  +5
  9-12
  +6
  13-16
  +7
  17-20
  +8
  This armor bonus does not stack with any type of armor 
  or shield bonus.  In fact, if the caster wears armor of any 
  kind while under the effects of this spell, the spell ends 
  immediately.
  Aura of Faith
  Abjuration [Alignment-Keyed]
  Level: Holy 8, Honor 8
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Targets: One creature/level in a 20-ft.-radius burst 
  centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless) 
  A brilliant divine radiance surrounds the subjects, 
  protecting them from attacks, granting them resistance 
  to spells cast by creatures of an opposed alignment, and 
  causing creatures of an opposed alignment to suffer ill 
  effects when they strike the subjects.
  This spell has an alignment descriptor equal to the 
  component of your alignment with which it is cast. You 
  choose the component of your alignment that will be the 
  key for this spell at the moment you cast the spell. For 
  example, if you are lawful good, you can cast this spell 
  as either a Lawful spell (in which case it affects chaotic 
  creatures) or as a Good spell (in which case it affects evil 
  creatures), but not both. If you are neutral evil, you may 
  only cast this spell as an Evil spell (and it only affects 
  good creatures). True neutral characters cannot cast this 
  spell at all. If you cast this spell as a Holy domain spell, 
  then the descriptor you use is always the descriptor you 
  chose for that domain.
  On the effect table, “X” represents an alignment 
  component that is not considered when determining 
  whether or not a particular creature is affected by this 
  spell. For example, an entry of “Neutral X” means that a 
  creature suffers the spell’s effects if it is neutral good, true 
  neutral, or neutral evil. An entry of “X Good” means that 
  a creature suffers the spell’s effects if it is lawful good, 
  neutral good, or chaotic good. A creature whose alignment 
  is not diametrically opposed to the key alignment is 
  unaffected by this spell, except as noted below.
  This abjuration has four effects:
  • 
  First, each warded creature gains a +4 deflection 
  bonus to AC and a +4 resistance bonus on all its saving 
  throws. This benefit applies against all attacks, not just 
  against attacks by creatures of the diametrically opposed 
  alignment.
  • 
  Second, each warded creature gains spell resistance 
  25 against all spells with the opposed alignment descriptor 
  and all spells cast by creatures of the diametrically 
  opposed alignment. 
  • 
  Third, the abjuration blocks possession and mental 
  influence, just as protection from evil does. This benefit 
  applies regardless of the alignment of the creature that is 
  attempting to possess or mentally influence a subject.
  • 
  Finally, if a creature of the diametrically opposed 
  alignment succeeds on a melee attack against a warded 
  creature, the offending attacker suffers the listed 
  secondary effect (Fortitude save negates, but against 
  this spell’s save DC). 
  In Arcanis, this spell replaces the following spells from 
  the core rules: cloak of chaos (which becomes Aura of 
  Faith [Chaotic]); holy aura (which becomes Aura of 
  Faith [Good]); shield of law (which becomes Aura of 
  Faith [Lawful]); and unholy aura (which becomes Aura 
  of Faith [Evil]).
  Focus: A tiny reliquary containing some sacred relic. 
  The reliquary costs at least 500 gp
  Battle Spines
  Transmutation
  Level: Clr (Saluwé) 3, HC (Saluwé) 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: No (harmless)
  Spell Resistance: Yes (harmless)
  You cause long jagged bone spines to grow from 
  your body. Your natural attacks deal more damage 
  than normal as these razor-sharp protrusions tear into 
  your opponent. When grappling, these spines impale 
  your enemies. When fighting with natural weapons, 
  you inflict an additional 1d4 points of piercing damage 
  per attack. This extra damage is not multiplied upon a 
  critical hit. When grappling, you deal an additional 2d4 
  points of piercing damage if you elect to inflict damage 
  upon your opponent with a successful grapple check or 
  attack him with a natural weapon while grappling.  This 
  extra damage is not multiplied upon a successful critical 
  hit.  Like all weapons, these spines will increase in 
  damage according to the weapon damage chart found in 
  Core Rulebook II should the caster increase in size while 
  under the effects of this spell.  
   
  Material Component: A handful of bone spurs.
  MAGIC IN ARCANIS ▪ Armor of Faith
  
  303
  Beltine’s Blessed Strike
  Evocation 
  Level: Afterlife 3, Clr 4, HC (Beltine) 4, Pal 4
  Components: V, F
  Casting Time: 1 standard action
  Range:  Touch
  Targets: One melee weapon 
  Duration: 1 hour / level (D)
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Calling upon Beltine’s hatred for undead, the 
  caster may imbue any melee weapon with Her divine 
  fury. Once blessed, the weapon begins to glow bright 
  blue, giving all Hide checks made by the wielder a 
  –20 circumstance penalty. For the duration of the 
  spell, the weapon gains the weapon qualities ghost 
  touch and bane vs. undead. This spell can be cast upon 
  most magical and natural weapons except weapons 
  already possessing the bane quality, scaling weapons, 
  or soul-bound weapons.  This spell may be combined 
  with the disrupting weapon spell.
   
  Focus: The melee weapon to be enchanted. 
  Bleed 
  Necromancy
  Level: Clr 2, HC (Anshar) 1, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You point your finger and utter an incantation, 
  releasing a ray of energy that causes any living 
  creature it strikes to start bleeding.  You must make a 
  ranged touch attack to hit.  If the attack succeeds, the 
  subject begins bleeding for 1d4 hit points per round 
  for the duration of the spell.  Only magical healing or 
  the end of the spell’s duration can stop this bleeding.  
  A successful critical hit with this spell will double the 
  bleeding damage for the entire duration of this spell, 
  or until magical healing is applied. Due to the nature 
  of this spell, undead, constructs, and most plants are 
  immune to its effects.
  Crushing Weight
  Evocation [Earth]
  Level: Clr (Saluwé) 2, HC (Saluwé) 1
  Components: V, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  When grappling a creature upon solid earth (the 
  ground, in a stone building, on a stone wall), you may 
  attempt to cast this spell to leave the creature rooted 
  in place. When cast, this spell creates a powerful force 
  that holds the target in place and attempts to prevent 
  it from escaping. For the duration of this spell, each 
  time the creature attempts to break your pin or your 
  grapple, you may make a grapple check using your 
  caster level plus your Wisdom modiﬁer plus any 
  special bonuses (such as the Improved Grapple feat) 
  to keep the creature trapped in its current square, even 
  if you no are no longer physically grappling it. In 
  essence, this spell allows you to leave a creature that 
  you have grappled unattended. The force generated by 
  the spell works to keep the creature in place, allowing 
  you to attend to other matters. If left unattended, the 
  creature is still considered “in a grapple” while the 
  caster is not.  Ranged attacks against the unattended 
  target cannot hit the caster.  However, this spell may 
  not be used to damage the target or to do anything 
  other than maintain an existing grapple or pin. This 
  spell ends as soon as the affected creature breaks the 
  grapple and escapes the hold.
   
  Material Component:  A polished lodestone 
  worth 50 gp.
  Cry for Spirit’s Release
  Necromancy 
  Level: Afterlife 9, Clr (Beltine) 9, Sor/Wiz (val’Ishi, 
  val’Sosi) 9, 
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft./2 levels)
  Area: One undead creature/level within a 30-ft. 
  spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  By chanting the most holy of Beltine’s blessings, 
  you release a burst of positive energy so potent 
  that any negative energy undead within its area of 
  effect are utterly destroyed unless they succeed on a 
  Fortitude save. All living creatures within the spell’s 
  area of effect are healed 10 hp/caster level. 
  Beltine's Blessed Strike ▪  MAGIC IN ARCANIS
  
  304
  Dance of Fate
  Transmutation
  Level: Brd (val’Sheem, val’Sungha) 3, Fate 3, HC 
  (Larissa) 2
  Components: V, S
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw: None (harmless)
  Spell Resistance: No
  Larissa teaches her chosen to manipulate the 
  strands of fate to their advantage.  You have learned 
  to do so, and by casting this spell, you gain a +2 
  bonus on all saves, attack rolls, damage rolls, and skill 
  checks for the duration of this spell.
  Destroy Water
  Transmutation
  Level: HC (Yarris) 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. +10 ft./level)
  Target: 10-foot cube of water or single creature with 
  the water subtype
  Duration: Instantaneous
  Saving Throw: None or Fortitude half; see text
  Spell Resistance: Yes
  When cast, this spell instantly destroys any non-
  magical liquid within its area of effect.  If cast on a 
  creature with the Water subtype, that creature must 
  make a Fortitude save or suffer 1d6 points of damage 
  per caster level.
   
  Arcane Component:  A pinch of earth from a 
  dry riverbed.
  Discern Value
  Divination
  Level: Commerce 1, Clr (Althares) 2, HC (Althares) 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: 1 object held or 20-ft. radius area of goods to 
  a maximum of one object or group of objects/level
  Duration: Instantaneous
  Saving Throw: None or Will negates; see text
  Spell Resistance: No
  You concentrate on one object or group of objects 
  within range and you are able to discern their current 
  market value. This spell may produce different results 
  every time it is cast as the market forces change by 
  the minute.  For purposes of this spell, a group of 
  like objects (50 arrows) is considered a single object.  
  Unattended items receive no save against this spell, 
  but attended items receive the Will save of their owner 
  to resist the effects.  
  Focus: A miniature masterwork merchant scale 
  (valued at 50 gp).
  Divine Smite
  Evocation [Alignment-Keyed]
  Level: Holy 4
  Components: V, S
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft. radius burst
  Duration: Instantaneous 
  Saving Throw: Will partial; see text
  Spell Resistance: Yes 
  You draw down divine power to smite your 
  enemies. This spell’s alignment descriptor is keyed to 
  the descriptor you chose for the Holy domain. Only 
  creatures whose alignment differs from yours along 
  the chosen axis are affected. For example, if you 
  cast this spell as as Good spell, only evil and neutral 
  cratures are harmed by it. True neutral characters 
  cannot cast this spell.
  On the effect table, “X” represents an alignment 
  component that is not considered when determining 
  whether or not a particular creature is affected by this 
  spell. For example, an entry of “Neutral X” means 
  that a creature suffers partial effects if it is neutral 
  good, true neutral, or neutral evil. An entry of “X 
  Good” means that a creature suffers the full effects 
  if it is lawful good, neutral good, or chaotic good. A 
  creature that matches the key alignment component is 
  completely immune to this spell’s effects.
  Full Effects: The spell deals 1d8 points of damage per 
  two caster levels (maximum 5d8) to each creature in 
  the area that suffers its full effects. Outsiders instead 
  take 1d6 points of damage per caster level (maximum 
  10d6). All creatures that suffer the spell’s full effects 
  also suffer the listed secondary effect. A successful 
  Will saving throw reduces damage to half and negates 
  the secondary effect completely.
  Partial Effects: The spell deals only half damage 
  to creatures that suffer partial effects, and they do 
  not suffer the secondary effect at all. Such a creature 
  can reduce the damage by half again (down to one-
  quarter) with a successful Will save.
  In Arcanis, this spell replaces the following spells 
  from the core rules: chaos hammer (which becomes 
  Divine Smite [Chaotic]); holy smite (which becomes 
  Divine Smite [Good]; order’s wrath (which becomes 
  Divine Smite [Lawful]); and unholy blight (which 
  becomes Divine Smite [Evil]).
  Divine Word
  Evocation [Alignment-Keyed, Sonic]
  Level: Clr 7, Holy 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: Creatures of an opposed alignment in a 40-ft.-
  radius spread centered on you 
  Duration: Instantaneous 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: Yes 
  You speak a single word of divine power. Any 
  creature whose alignment is diametrically opposed to 
  yours within the area that hears the divine word suffers 
  the following ill effects. The effects of this spell are 
  MAGIC IN ARCANIS ▪ Dance of Fate
  
  305
  cumulative and concurrent. Any creature whose Hit Dice 
  are equal to or lower than your caster level receives no 
  saving throw against these effects; any creature whose 
  Hit Dice are greater than your caster level receives a Will 
  save to negate the effects. The effects are based on the 
  alignment descriptor you choose when you cast the spell, 
  not on the subject creature’s alignment.
  AURA OF FAITH
  Key 
  Alignment
  Affected 
  Foes
  Secondary Effect
  Chaotic
  Lawful X
  Confused 1 round, as confusion
  Evil
  X Good
  1d6 points of temporary Strength damage
  Good
  X Evil
  Blinded, as blindness/deafness
  Lawful
  Chaotic X
  Slowed 1 round, as slow
  DIVINE SMITE
  Key Alignment
  Full 
  Effects
  Partial 
  Effects
  Secondary Effect
  Chaotic
  Lawful X
  Neutral X
  Slowed 1d6 rounds
  Evil
  X Good
  X Neutral
  Sickened 1d4 rounds
  Good
  X Evil
  X Neutral
  Blinded 1 round
  Lawful
  Chaotic X
  Neutral X
  Dazed 1 round
  DIVINE WORD
  Creature's
  Hit Dice
  Chaotic 
  Effect
  Evil 
  Effect
  Good 
  Effect
  Lawful 
  Effect
  16 or more
  Deafened
  Dazed
  Deafened
  Deafened
  11-15
  Stunned, 
  deafened
  Weakened, 
  dazed
  Blinded, 
  deafened
  Slowed, 
  deafened
  6-10
  Confused, 
  stunned, 
  deafened
  Paralyzed, 
  weakened, 
  dazed
  Paralyzed, 
  blinded, 
  deafened
  Paralyzed, 
  slowed, 
  deafened
  5 or below
  Killed, 
  paralyzed, 
  stunned, 
  deafened
  Killed, 
  paralyzed, 
  weakened, 
  dazed
  Killed, 
  paralyzed, 
  blinded, 
  deafened
  Killed, 
  paralyzed, 
  slowed, 
  deafened
  This spell has an alignment descriptor equal to the 
  component of your alignment with which it is cast. You 
  choose the component of your alignment that  will be the 
  key for this spell at the moment you cast the spell. For 
  example, if you are lawful good, you can cast this spell 
  as either a Lawful spell (in which case it affects chaotic 
  creatures) or as a Good spell (in which case it affects evil 
  creatures), but not both. If you are neutral evil, you may 
  only cast this spell as an Evil spell (and it only affects 
  good creatures). True neutral characters cannot cast this 
  spell at all. If you cast this spell as a Holy domain spell, 
  then the descriptor you use is always the descriptor you 
  chose for that domain.
  Confused: The creature is confused, as by the confusion 
  spell, for 1d10 minutes. This is a mind-affecting 
  compulsion effect.
  Dazed: The creature can take no actions for 1 round, 
  though it defends itself normally.
  Deafened: The creature is deafened for 1d4 rounds. 
  Blinded: The creature is blinded for 2d4 rounds. 
  Paralyzed: The creature is paralyzed and helpless for 
  1d10 minutes. 
  Slowed: The creature is slowed, as by the slow spell, for 
  2d4 rounds.
  Stunned: The creature is stunned for 1 round.
  Weakened: The creature’s Strength score decreases by 
  2d6 points for 2d4 rounds.
  Killed: Living creatures die. Undead creatures are 
  destroyed. 
  Furthermore, if you are on your home plane when you 
  cast this spell, extraplanar creatures of the diametrically 
  opposed alignment within the area of effect are instantly 
  banished back to their home planes. Creatures so banished 
  cannot return for at least 24 hours. This effect takes place 
  regardless of whether the creatures hear the divine word. 
  The banishment effect allows a Will save (at a -4 penalty) 
  to negate. 
  In Arcanis, this spell replaces the following spells 
  from the core rules: blasphemy (which becomes Divine 
  Word [Evil]); dictum (which becomes Divine Word 
  [Law]); holy word (which becomes Divine Word 
  [Good]); and word of chaos (which becomes Divine 
  Word [Chaos]). 
  Dolphin Chant / Man’harr’s Mighty Swimming
  Transmutation
  Level: HC (Yarris) 1, Sea 1, Sor/Wiz 2
  Components: V, S
  Casting time: 1 standard action
  Range: Touch
  Targets/area: One creature
  Duration: 5 min./level (D)
  Saving throw: None (harmless)
  Spell resistance: None (harmless)
  The subject of this spell gains a swim movement 
  rate equal to one-half his normal base movement rate. 
  (Creatures with a swim speed do not need to make 
  Swim checks to move through water under normal 
  circumstances.) Additionally, the target of this spell 
  is able to vault out of the water much like a dolphin, 
  allowing him to gain his feet when leaving the water (up 
  to a land or ship height of 10 feet) as a free action that 
  does not provoke attacks of opportunity.  The target of 
  this spell may also speak with dolphins as if under the 
  effects of speak with animals. 
  Epiphany
  Transmutation
  Level: Clr (Althares) 2, Sor/Wiz 2
  Components: V, S, M, F 
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  When this spell is cast, you widen your perceptions 
  and focus your thoughts and actions. For the duration of 
  this spell, you gain a +5 bonus on all Knowledge and 
  Craft skill checks. However, this intense internal focus is 
  distracting you from the external, physical world and you 
  suffer a –5 circumstance penalty on Spot, Search, and 
  Listen skill checks. 
  Material Component:  A silver piece tossed over one 
  shoulder during the casting of the spell.
  Focus: A piece of string tied around the caster’s finger.
  Divine Word ▪  MAGIC IN ARCANIS
  
  306
  Euphoria
  Enchantment (Compulsion) [Mind-Affecting]
  Level: HC (Larissa) 3, Pleasure 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid of Large size or smaller
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  By casting this spell, you overwhelm your target 
  with pleasurable stimuli.  The target must succeed on 
  a Will save to resist the lure of these euphoric delights. 
  If the save fails, then for the duration of this spell, 
  the target is stunned. The effects of being stunned are 
  detailed in Core Rulebook II.
  Force Strike
  Evocation [Force]
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
   
  This spell creates a ray of pure force originating from 
  your hand. You must succeed on a ranged touch attack 
  with the ray to deal damage to the target. This ray of 
  force deals 1d6 points of damage plus an additional 
  2 points of damage per caster level, to a maximum of 
  1d6+20. This is a force effect.
  Glimpse of the Cauldron
  Necromancy [Fear, Mind-Affecting]
  Level: Clr (Beltine) 2, HC (Beltine) 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Beltine is responsible for stirring the cauldron and 
  ladling out the souls of the unworthy.  Her champions 
  have seen this process and they know it is not something 
  they wish to experience first hand. By casting this spell, 
  they can give one target a glimpse of the Cauldron itself, 
  shaking the target’s soul to the core.   Evil creatures 
  must make a successful Will save or become shaken 
  (as detailed in Core Rulebook II) for 1d6 rounds. Those 
  of Neutral alignment are shaken for 1d4 rounds and 
  those of Good alignment are shaken for 1 round.  The 
  effects of this spell do not stack (in other words, casting 
  the spell a second time upon the same creature while 
  it is already under the effects of a first casting has no 
  additional effect.)
  Material Component: The eye of a murderer, available 
  for 20 gp in Canceri and 50 gp everywhere else.
  Hardness
  Transmutation
  Level: Artificer 1, Brd 1, HC (Althares) 1, Sor/Wiz 1 
  Components: S
  Casting Time: 1 standard action 
  Range: Touch
  Target: One object
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless, object)
  Spell Resistance: Yes
  This simple protective ward bestows a +5 bonus to 
  the target object’s hardness and gives it 10 extra temporary 
  hit points.  If this spell is applied to a non-magical suit of 
  armor or shield, the item also gains a +1 enhancement 
  bonus for the duration of the spell. This spell also offers 
  items immunity to most known Entropic effects.
  Harm, Mass
  Necromancy
  Level: Clr (Neroth) 9, Undead 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One or more creatures, no two of which can be 
  more than 30 ft. apart.
  Duration: Instantaneous
  Saving Throw: Will half; as per harm spell, see text 
  Spell Resistance: Yes
  This spell functions like harm, except as noted 
  above.  The maximum number of hit points of damage 
  inflicted to each affected creature is 250.
  Heroism, Mass
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 6, Clr 7, Honor 7, Sor/Wiz 7, 
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: You and one ally per level within a 40-ft. burst, 
  centered on you
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell imbues all allies within the area of effect 
  with great bravery and morale in battle. All targets gain a 
  +4 morale bonus on attack rolls, saving throws, and skill 
  checks.  They also gain immunity to all fear effects and a 
  number of temporary hit points equal to your caster level 
  (maximum 20).
  His Blade Shall Not Harm Me 
  Abjuration
  Level: Clr (Hurrian) 4, HC (Hurrian) 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature is granted Hurrian’s blessing 
  of protection from cuts, stabs, and slashes. The subject 
  gains damage reduction 5/bludgeoning for the duration 
  of the spell.
  MAGIC IN ARCANIS ▪ Euphoria
  
  307
  Hold the Spirit
  Necromancy 
  Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature that died within the last 24 hours
  Duration: 1 day/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Beltine owns the sprit and has granted her devout 
  followers the power to hold the sprit to the body for a 
  short amount of time. By casting this spell, the spirit 
  may be bound to the body for longer than the standard 
  24-hour period. As long as the soul is bound to the body 
  in this fashion and the other requirements of the spell 
  are met, a raise dead spell will bring the target back 
  to life even after the 24-hour limit associated with the 
  cosmology of Arcanis.  
  However, death is not easily cheated and this spell 
  is not cast without substantial risks.  First, binding the 
  soul to the body in this manner is very traumatic.  For 
  every day the target’s soul is bound to its body through 
  this spell, there is a chance the experience will drive 
  the intellect insane.  Every day the target is under the 
  effects of this spell, it must make a Will save (DC 
  10 plus the number of days under the spell’s effect) 
  or become insane as if affected by the insanity spell. 
  Only a heal, limited wish, miracle, or wish can restore 
  the target’s mind.  Second, any target of this spell 
  that is not returned to life, for any reason, is forever 
  cursed in the afterlife.  When the spell expires without 
  the target being returned to life, it rises, becoming 
  an undead menace to the living. The target gains the 
  ghost template and immediately switches alignment to 
  Chaotic Evil.  The first priority of this abomination is 
  to seek out those who where responsible for its death, 
  as well as the caster of the spell who caused its current 
  state. If these goals cannot be met for any reason, the 
  ghost will wander an area equal to one square mile 
  per character level or Hit Die it had in life, slaying all 
  living creatures who enter its domain. 
  Material Component: A pearl worth at least 50 
  gp, which is placed in the corpse’s mouth and remains 
  there until life is returned to the body. The pearl is 
  consumed when the soul returns to its body or when the 
  spell’s duration ends and the body rises as an undead 
  abomination.
  I Feel You
  Transmutation
  Level: Clr (Larissa) 5, HC (Larissa) 3, Senses 4
  Components: V, S M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The spell heightens your senses to an incredible 
  degree giving you the ability to feel your surroundings. 
  For the duration of the spell, you gain tremorsense 
  and blindsense (as detailed in Core Rulebook II) 
  with a range of 25 feet plus 5 feet per 2 caster levels 
  (maximum 75 feet).
  Material Component: A piece of silk and a river stone.
  Knowledge of the Elders
  Divination
  Level: Spirit 6
  Components: V, S 
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw:  None (harmless)
  Spell Resistance: No (harmless)
  With the permission of Beltine, you call upon 
  the spirits of your deceased elders. You gain a +20 
  holy bonus on all Knowledge skill checks for any 
  Knowledge skill you possess ranks in.  You also gain 
  the ability to make untrained Knowledge checks, which 
  are made with a +10 holy bonus.
  Larissa’s Kiss
  Alteration
  Level: Fate 8, HC (Larissa) 3
  Components: V, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level 
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  You have learned to channel a minor portion of the 
  luck of Larissa. For the duration of this spell, you roll 
  twice for every saving throw you are forced to make, 
  taking the better roll each time. 
  Like Water
  Abjuration
  Level: Clr (Yarris) 4, HC (Yarris) 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  For the duration of this spell, the warded creature 
  gains some of the protective qualities of water. The 
  subject gains a +4 deflection bonus to its Armor Class, 
  gains damage reduction 5/bludgeoning, and gains fire 
  resistance 5.
  Material Component: A vial of holy water and a pearl 
  worth 50 gp.
  Mantle of Unassailable Flame
  Enchantment [Fire]
  Level: Clr 3, HC (Fire Dragon, Nier) 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  This spell causes a magical flame to engulf the 
  target creature.  This flame does no damage to the target 
  or its belongings, but any non-magical weapon used to 
  Hold the Spirit ▪  MAGIC IN ARCANIS
  
  308
  make physical attacks against the target suffers 4d6 
  points of fire damage from the protective flames. This 
  fire damage is applied to the weapon as detailed in 
  Core Rulebook I.  Any creature that strikes the target 
  with natural weaponry suffers full damage from the 
  mantle of unassailable flame. The damage inflicted by 
  this spell is applied to the weapon before the weapon 
  hits the target.  If the damage from the mantle destroys 
  the weapon, then any damage that would have been 
  dealt by the hit is effectively nullified.
  Mark of Thralldom
  Necromancy (Creation)
  Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One living creature
  Duration: One year and one day
  Saving Throw: Will negates
  Spell Resistance: Yes
  By casting this spell on a single living creature, 
  you ensure that when that creature dies, it will animate 
  as an undead within 1-3 rounds.  The target will 
  become either a zombie or a skeleton depending on 
  how intact the body is immediately after death.  At 
  the time of the casting, you may issue one simple 
  command that the subject will obey when it returns 
  as one of the living dead, such as “Seek me out for 
  further orders” or “Kill the Elorii in the red tunic.”
  Once the spell is cast, the mark of thralldom lasts 
  for one year and one day, and it is very difficult to 
  remove.  First, the victim must have a remove curse 
  cast by a higher level caster than the caster of the 
  mark of thralldom.  This nullifies the effects of the 
  mark for 24 hours and allows further steps to be taken 
  to remove it.  Next, the victim must have an erase 
  spell cast to remove the mark, then a heal spell cast 
  to nullify the remaining effects.  Once this final step 
  is taken, the red dye will seep from the skin and flake 
  away.
  Due to the nature of the casting of this spell, it 
  may not be cast through a spectral hand spell.
  Material Component: A red dye worth 100 gold pieces 
  that is smeared on the subject.  
  My Honor Is My Strength
  School: Enchantment
  Level: Clr (Illir) 3, HC (Illiir) 3, Honor 2 
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  When you cast this spell, you are able to utilize the 
  power of your presence to fuel your physical attacks.  
  You may now add your Charisma bonus to your 
  Strength bonus when attacking and dealing damage 
  with a melee weapon. If you are Lawful-aligned, any 
  melee weapon you wield gains the axiomatic special 
  quality for the duration of this spell.  
  My Master Allows
  Transmutation
  Level: Clr (Sarish) 2, HC (Sarish) 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  For the duration of this spell, you may use 
  any spell completion or spell trigger item as if the 
  appropriate spell is on your spell list. 
  Focus: A spent magic wand.
  Nature’s Gift
  Alteration
  Level: Drd 4, HC (Saluwé) 3, Rgr 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level 
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  Calling upon the spirits of the wild, you sharpen 
  your senses to an almost unnatural level.  You gain 
  the Scent extraordinary ability as detailed in Core 
  Rulebook II and low-light vision.  You also gain a +5 
  enhancement bonus on all Spot, Search, and Listen 
  skill checks.  
  MAGIC IN ARCANIS ▪ Mark of Thralldom
  
  309
  Neroth’s Embrace
  Necromancy (Death)
  Level: Clr (Neroth) 4, Disease 2, HC (Neroth) 4, Sor/
  Wiz 5 (val’Mordane)
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Targets: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial, plus Will negates 
  (see text)
  Spell Resistance: Yes
  When laying your hand upon a living creature, 
  you drain some of the vitality from that creature, 
  causing 1d4 points of temporary Strength damage. 
  The target must make a Fortitude save or one of 
  its appendages shrivels into a desiccated version of 
  its former self. All actions requiring the use of this 
  appendage suffer a -6 circumstance penalty.  If a leg is 
  shriveled, the target can no longer stand up. A creature 
  reduced to 0 Strength through the use of this spell dies 
  and must make a Will save or return as a zombie under 
  the control of the caster in 1d3 days.  The appendage 
  may only be repaired if a regenerate or a heal spell is 
  cast upon the subject.  To determine which appendage 
  is affected, roll a d4.  
  1. Right arm.
  2. Left arm.
  3. Right leg.
  4. Left leg.
  Material Component:  A desiccated scarab beetle.  
  Not Where You Think
  Transmutation
  Level: Clr (Cadic) 4, HC (Cadic) 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
  If you are attacked in melee while under the 
  effects of this spell, you instantaneously jump through 
  the plane of shadow to a spot up to 15 feet away from 
  your location when first attacked.  The melee attack 
  that triggers your transport is resolved as normal.  
  Once the attack is resolved, you may choose any spot 
  within 15 feet of your starting location to “jump” to. 
  You must be able to see your target location clearly 
  to transport to it.  This movement does not provoke 
  attacks of opportunity.  If you end your transport in a 
  location that your current attacker can still reach, he 
  may continue his iterative attacks against you, which 
  will trigger further jumps.  You may never attack 
  yourself to trigger the effects of this spell.  
  Oath
  Enchantment (Compulsion) [Language-Dependent, 
  Mind-Affecting]
  Level: Brd (val’Mehan) 3, Clr (Sarish, val’Mehan 
  only) 4, HC (Sarish, val’Mehan only) 3, Oath 3, Sor/
  Wiz (val’Mehan) 4
  Components: V, S, M, F
  Casting Time:  10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing creature; see text
  Duration: Permanent until discharged (D)
  Saving Throw: None 
  Spell Resistance: No 
  This spell places a magical seal on a contract.  
  For this contract to be binding, several considerations 
  must be met.  First, all parties to the contract must be 
  willing participants.  Second, all parties to the contract 
  must be able to understand each other and the terms of 
  the contract. Third, all parties to the contract must be 
  present for the casting of this spell.  Fourth, all parties 
  to the contract must agree to all terms of the contract.  
  Contracts can range from the simple to the 
  complex, but they must contain terms and conditions 
  that can be reasonably met (GM’s discretion). Time 
  conditions may be included in the contract, and if they 
  are, they reduce the duration of this spell to the duration 
  of the time conditions specified in the contract.  Once 
  the conditions of the contract are agreed upon and the 
  other conditions of this spell are met, an oath may be 
  used to seal the contract.  Once sealed, all parties to 
  the contract must follow the contract to the best of 
  their ability.  If any party violates the contract (GM’s 
  discretion), that individual immediately suffers the 
  curse of the oath breaker.
  The curse of the oath breaker is a serious penalty. 
  First, the oath breaker suffers a -2 penalty to all his or 
  her ability scores.  This penalty increases by 2 each 
  day until reaching a maximum penalty of -8.  No 
  ability score can be reduced to less than 1 with this 
  curse.  This ability score damage is removed within 
  24 hours if the party actively resumes obeying the 
  conditions of the contract.  If the contract is breached 
  in a way that it may not be reinstated, this ability score 
  loss becomes permanent.  This ability score loss may 
  by repaired by a restoration (for each score drained) 
  or a greater restoration, but only after removing the 
  curse.  The curse of the oath breaker may only be 
  removed through an atonement spell followed by a 
  successful break enchantment, limited wish, miracle, 
  or a wish.  
  Focus: The contract to be honored by all parties 
  involved.  All parties must sign this contract with a drop 
  of their own blood at the completion of this spell.
  Material Component: A drop of the caster’s blood. 
  This blood must be from the val’Mehan bloodline. 
  Perfect Human Form 
  Enchantment
  Level: Clr (Illir) 5, HC (Illiir) 4 
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Illir grants you the perfect human form. This spell 
  causes all your ability scores to increase or decrease 
  to 18 for the duration of the spell. This is the perfect 
  human form, and thus, your ability scores cannot be 
  increased by any other means.  However, they can be 
  decreased if you take ability score damage of any sort. 
  Once the spell ends, any ability score damage remains 
  and must be cured through normal means. 
  Neroth's Embrace ▪  MAGIC IN ARCANIS
  
  310
  This spell affects those of human blood (humans 
  and Val) normally. Creatures that are only partially 
  human (dark-kin, half-orcs, half-hobgoblins, and 
  gnomes) are also affected by this spell, but they lose 
  access to all beneficial racial abilities for the duration 
  of this spell.  Elorii and dwarves are not affected by 
  this spell.
  Phantasmal Lover
  Illusion (Healing) [Mind-affecting]
  Level: Clr (Larissa) 4, Pleasure 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One conscious living creature
  Duration: 2 rounds + 10 minutes; see text
  Saving Throw: None; see text
  Spell Resistance: Yes
  Tapping into the subconscious mind of the subject, 
  you call upon the seductive powers of your goddess to 
  create a phantasmal image of the most alluring creature 
  imaginable. Only the subject of the spell can clearly see 
  the image – all others view a shadowy, indistinct form. 
  The image hovers over the subject, writhing enticingly 
  and whispering promises of physical fulfillment. The 
  image fades in 2 rounds unless the subject takes further 
  action. 
  Should the subject willingly decide to succumb to 
  the figment’s promises, he spends the next 10 minutes 
  lost in a euphoric state, during which he is catatonic 
  and is considered helpless.  While in this state, the 
  subject may not wake up or break away for any reason. 
  At the end of the spell’s duration, the ambient spell 
  energy works with the subject’s mind to cleanse his 
  body of disease and injury. This process completely 
  cures the subject of all diseases (including all magical 
  diseases), blindness, deafness, hit point damage, and 
  temporary ability damage.
  Presence of Master Smiths 
  Divination
  Level: Artificer 7
  Components: V, S, F, XP
  Casting Time: 1 hour
  Range: Personal
  Target: You
  Duration:  Special; see text
  Saving Throw:  None 
  Spell Resistance: No
  For an Altherian, forging is one of the most holy of 
  rituals.  With this special blessing, this ritual takes on 
  an entirely new level of devotion.  Upon completion of 
  the spell, the caster must immediately begin work on 
  any single weapon, shield, or suit of armor.  The caster 
  must have at least 10 ranks in the corresponding Craft 
  skill for the selected item to create it.  Until this item is 
  complete, the caster gains the following virtual feats:  
  Craft Magic Arms and Armor and Master Craftsman. 
  While crafting this single item, the caster need not eat 
  or sleep, thereby cutting the amount of time normally 
  needed to create this item in half.  All items made 
  through use of this spell are of greater masterwork 
  quality. No skill checks are needed to forge these 
  items, as the caster can hear and feel the guidance of 
  other master smiths long since deceased. This spell in 
  no way lowers the normal cost of materials used to 
  create the item.    
  Focus:  An anvil worth at least 5,000 gp created by the 
  artificer’s own hand.  This anvil may not be created by 
  any magical means.  
  XP Cost:  Double whatever the normal cost would 
  be for creating the specific item using a normal item 
  creation feat (if applicable).
  Rapture
  Illusion (Healing) [Mind-Affecting]
  Level: Pleasure 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Any number of creatures, no two of which 
  can be more than 30 ft. apart
  Duration: 2 rounds + 10 minutes; see text
  Saving Throw: None; see text
  Spell Resistance: Yes
  This spell functions like phantasmal lover, except 
  that it can affect more than one creature. Each creature 
  may decide for itself whether or not to accept the 
  rapturous embrace offered by the spell.
  Rending
  Transmutation 
  Level: Drd 5, HC (Saluwé) 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  When casting this spell, you direct an explosion of 
  hundreds of sharp thorns that cut, pierce, and rend the 
  flesh of all within the spell’s area of effect. All victims 
  within the area take 1d6 slashing/piercing damage per 
  caster level (to a maximum of 15d6). 
  Material Component: A handful of thorns.
  Reanimate Construct
  Transmutation
  Level: Artificer 6, Sor/Wiz 6
  Components: V, S, M, XP 
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One destroyed construct
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You may reanimate any one construct, binding 
  it to your service. The affected construct becomes a 
  Reanimate, and the Reanimate template (see Appendix) 
  is applied to the construct’s original unharmed statistics. 
  The target construct must be relatively intact. Though 
  it may be missing limbs or a head, it must still be 
  possible for the target to move under its own power 
  (the spell cannot be used on disintegrated constructs, 
  iron golems destroyed by rust, or constructs reduced to 
  a limbless torso). A construct may only be reanimated 
  once by this spell. If destroyed a second time, further 
  attempts at reanimation are hopeless.
  MAGIC IN ARCANIS ▪ Phantasmal Lover
  
  311
  Material Component:  A powder made from crushed 
  gems (a minimum of 500 gp value) and a pinch of 
  material ground from a still-active construct (not from 
  another reanimated construct). 
  XP Cost:  50 XP times the Hit Dice of the reanimated 
  construct.
  Retribution
  Transmutation
  Level: Clr (Hurrian) 3, HC (Hurrian) 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No (harmless) 
  When this spell is cast, you are imbued with the 
  divine retribution of your deity. For every 10 points of 
  lethal damage (round down, so if a blow deals 9 points 
  of damage to you, this spell does not trigger) you 
  take from any source (except yourself), you gain a +1 
  circumstance bonus on all melee attack and damage 
  rolls. Note that this spell does not negate the damage 
  that you take. The bonuses granted by this spell stack 
  with one another, up to a maximum bonus equal to 
  your caster level. This spell is superseded by (does not 
  stack with) the greater retribution spell.
  Retribution, Greater
  Transmutation
  Level: Clr (Hurrian) 5, HC (Hurrian) 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No (harmless)
  When this spell is cast, you are imbued with the 
  divine retribution of your deity. For every 5 points of 
  lethal damage (round down, so if a blow deals 9 points 
  of damage to you, this spell triggers for a +1 bonus, 
  not a +2 bonus) you take from any source (except 
  yourself), you gain a +1 circumstance bonus to all 
  melee attack and damage rolls. The bonuses granted 
  by this spell stack with one another, up to a total bonus 
  equal to your caster level. This spell supersedes (does 
  not stack with) the retribution spell.
  Revelation
  Divination
  Level: Clr 7 (Illiir)
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: 5-ft./level emanation centered on caster 
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell reveals all things within the area of 
  effect as they really are. This spell affects spells, 
  spell-like abilities, and supernatural abilities.  Use the 
  guidelines of the true seeing spell to help determine 
  what is and what is not affected. For each creature 
  or object within the area of effect that is invisible, 
  polymorphed, etc., make a dispel check (1d20 +1 per 
  caster level, maximum +20) against a DC of 6 + the 
  spell or effect’s caster level (the lower DC is due to 
  this spell’s specialized nature). If this roll is successful, 
  the concealing spell or ability is negated, although 
  the creature or object can be hidden, shapechanged, 
  etc. again without penalty. Concealment spells or 
  abilities on objects that are not held by a creature 
  and any freestanding illusions (figments, etc.) are 
  automatically dispelled by this spell. Spells and 
  abilities affected by revelation are actually dispelled, 
  not merely seen through, so the results of this spell are 
  visible to all.
  Reenervate the Chosen
  Necromancy 
  Level: Clr 5 (Neroth), Pst 5 (Neroth), Sor/Wiz 6
  Components: V, S, M / DF
  Casting Time: 1 minute
  Range: Touch
  Target: Destroyed intelligent undead creature touched 
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
   
  Once Neroth has blessed his Chosen, and claimed 
  the soul of those he has blessed, the normal rules 
  governing the disposition of souls no longer apply to 
  those entities. 
  With the casting of this spell, you restore unlife 
  to a destroyed intelligent undead creature. You can 
  restore a creature that has been inanimate for any 
  length of time, provided the creature has sufficient 
  energy to power its return to unlife. However, the 
  subject’s intellect must be free and willing to return, 
  or the spell does not work; therefore, the spell requires 
  no saving throw. This spell has no effect on living 
  creatures, on the dead bodies of living creatures that 
  have not been transformed into undead, or on the 
  destroyed remains of non-intelligent undead creatures 
  (such as skeletons and zombies). 
  It does not matter whether the undead was 
  destroyed by being reduced to 0 hit points or by some 
  other effect that resulted in its instant destruction. 
  The condition of the remains is not a factor. So long 
  as some small portion of the creature’s body exists, 
  it can be reanimated, but the portion receiving the 
  spell must have been part of the creature’s body at the 
  time of its destruction. (The remains of a creature hit 
  by a disintegrate spell count as a small portion of its 
  body.) 
  Reanimation is an ordeal. The subject of this spell 
  loses one character level (or Hit Die). This level loss 
  cannot be repaired by any means. An undead with only 
  a single level or Hit Die at the time of its destruction 
  can be reanimated by this spell, but it comes back as a 
  mindless skeleton or zombie, exactly as if the animate 
  dead spell had been used instead of this spell. 
  The reanimated creature has a number of hit 
  points equal to its current Hit Dice. Any ability scores 
  (other than Constitution) damaged to 0 are raised to 
  1. Magical curses and other lingering ill effects are 
  not undone. None of the creature’s equipment or 
  possessions are affected in any way by this spell. An 
  undead that was destroyed with spells prepared has 
  a 50% chance of losing any given spell upon being 
  Retribution ▪  MAGIC IN ARCANIS
  
  312
  reanimated, in addition to losing spells for losing a 
  level. A spellcasting undead that doesn’t prepare its 
  spells (such as a sorcerer) has a 50% chance of losing 
  any given unused spell slot as if it had been used to 
  cast a spell, in addition to losing spell slots for losing 
  a level. 
  The subject of this spell is reenervated using 
  whichever type of energy powered its original undead 
  transformation (usually negative, but in Arcanis it 
  is also possible to have positive-energy undead). 
   
  Material Component: Ground onyx powder worth at 
  least 5,000 gp. 
  Riptide
  Evocation [Water]
  Level: HC (Yarris) 4, Sea 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: A single line (5 ft. wide) up to the maximum 
  range, or a single line (10 ft. wide) up to one-half the 
  maximum range.
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
   
  Riptide releases a jet of water that strikes targets 
  with a tremendous force. This spell deals 1d6 points 
  of bludgeoning damage per caster level (to a max of 
  15d6) to all creatures hit by the stream. Additionally, 
  those who fail their save are bull rushed (as detailed 
  in Core Rulebook I) by the jet. This bull rush does not 
  provoke attacks of opportunity.  Treat the Strength 
  bonus of the bull rush to be equal to your caster level 
  +4.  Regardless of the result of the bull rush, you 
  cannot move targets past the range of this spell. 
  This spell may also be used to break down doors 
  and other barriers.  If used in this manner, you may 
  deal normal spell damage to break objects within the 
  line of effect. This attack deals one-eighth of its normal 
  damage to objects (reduce the amount of damage 
  before checking against the hardness of the object).  
  Alternately, you may use the jet to make Strength 
  checks to force open doors and other barriers, with a 
  Strength equal to your caster level plus 4.  This spell 
  creates a total of 50 gallons of water, and the water 
  does not disappear after the spell is completed.
  Safeguard
  Divination
  Level: Drd 8, HC (Fire Dragon) 4, Refuge 8
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Circle, centered on you, with a radius of 100 
  ft./level.
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: Yes
  With this spell, you place an invisible wall around 
  the chosen area. This wall helps you determine if 
  enemies are entering or leaving.  After safeguard is 
  cast, you are given mental notification every time a 
  creature passes the border you have laid out.  The 
  information you receive is limited.  You do not know 
  the name, race, or even type of creatures that pass the 
  border.  You do get an impression of their relative 
  strength (Hit Dice), their alignment, at which point on 
  the border they crossed, and whether they are coming 
  in or going out.  No other facts are forthcoming, 
  though the use of other divination spells can provide 
  more information.  The sense of location is enough 
  to target a scrying spell or similar spells or powers, if 
  you have access to such.
   
  This spell only discovers creatures that 
  actually cross the border.  Creatures that use teleport, 
  dimension door, or similar means to gain access to the 
  area, and creatures that were already within the area 
  when the spell was cast, are not detected.
  Saltburst 
  Conjuration (Creation)
  Level: Clr (Yarris) 3, HC (Yarris) 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 10-ft. radius burst, plus 5 ft./3 levels (maximum 
  + 20 ft.)
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  An explosion of salt crystals and brine erupts in 
  a sphere at your direction. This spell deals 2d4 points 
  of dehydration damage to all creatures within the area 
  of effect.  Against plants, water creatures, and any 
  creature with a particular vulnerability to salt, this 
  damage is increased to 2d8 points of damage. Against 
  fire creatures, this spell deals no damage.
  Shadow Stride
  Conjuration (Teleportation)
  Level: Clr (Cadic) 3, HC (Cadic) 4, Sor/Wiz 3 
  (val’Borda, val’Trisin)
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You 
  Duration: 1 hour/level or until expended; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You gain the ability to enter shadows and move 
  from inside one shadow to another shadow.  The first 
  type of shadow you enter and all others you enter must 
  be of the same type (interior or exterior), and all must 
  be large enough to completely encompass your own 
  shadow.  By moving into one shadow, you instantly 
  know the location of all other like shadows within 
  transport range (200 ft./caster level) and may choose 
  whether you wish to transport to another shadow or 
  simply step out of the one you originally moved into. 
  You may move into a shadow up to one time per caster 
  level (passing from one shadow to another counts only 
  as moving into one shadow).    This spell lasts until 
  the duration expires or you exit a shadow.  This means 
  that a 10th level cleric of Cadic could move across 
  a large city by jumping from shadow to shadow 10 
  times, up to 2000 feet between each shadow.  Each 
  such jump is a full-round action.  
   
  MAGIC IN ARCANIS ▪ Riptide
  
  313
  You can, at your option, remain within a shadow 
  without transporting yourself, but you are forced 
  out when the spell ends.  If the shadow you are in is 
  destroyed (such as with a light spell), you are slain if 
  you do not exit before the process is complete.
  Share My Pain  
  Necromancy
  Level: Clr (Anshar) 4, HC (Anshar) 2, Pain 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  With this spell, you are able to recall any single 
  instance of damage you suffered within the last 5 
  rounds and share that pain, damage, and damage type 
  with your target.    For example, suppose that in the 
  last 5 rounds you suffered 30 points of damage from 
  a lightning bolt, several hits from a longsword for 23, 
  17, and 10 points of damage, 21 points of damage from 
  an empowered magic missile spell, and 14 points of 
  bludgeoning damage from a mace.  You can choose any 
  one of those damage instances to share with your target. 
  With a successful melee touch attack, you could give 
  the target 30 points of electricity damage (lightning 
  bolt), 21 points of force damage (magic missile), 14 
  points of bludgeoning damage (mace), or 23, 17, or 10 
  points of slashing damage (longsword).  This spell only 
  transfers physical damage, not special effects such as 
  ability score damage or negative levels. 
  Damage that would have been dealt to you but 
  that you did not suffer does not count for purposes of 
  this spell. For example, if you were under the effects 
  of a protection from energy (electricity) spell when the 
  lightning bolt hit you and you took no damage because 
  your protection negated all 30 points of damage, you 
  would not be able to share the pain of the lightning 
  bolt, because you did not actually experience that pain. 
  Likewise, if some of the force of a blow against you is 
  negated because of your damage reduction, you may 
  only share the amount of damage that got past your 
  DR.
  Once you deliver the memory of a particular source 
  of damage, you may not share that same pain a second 
  time; you must choose a different source of damage 
  upon subsequent castings of the spell. For example, if 
  you chose to transfer the 23-point longsword slash, and 
  then you cast share my pain again the next round, you 
  would only be able to share the 17-point or 10-point 
  slashes (in addition to the bludgeoning, electricity, and 
  force damage, assuming they were still within the 5-
  round time limit).
  Shield Other, Greater
  Abjuration
  Level: Clr (Hurrian) 7, Refuge 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As shield other, except the subject gains a +3 
  deflection bonus to his armor class and a +3 resistance 
  bonus to his saving throws.  Additionally, the subject 
  takes no hit point damage for the duration of this 
  spell. Instead, the caster receives 100% of the hit point 
  damage.  
  Focus: A pair of platinum rings (worth at least 200 gp 
  each) worn by both you and the warded creature.
  Shield Other, Improved
  Abjuration
  Level: Clr (Hurrian) 4, HC (Hurrian) 3, Pal (Hurrian) 
  4, Refuge 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As shield other, except the subject gains a +2 
  deflection bonus to his armor class and a +2 resistance 
  bonus to his saving throws.  Additionally, the subject 
  takes only one-fourth of the hit point damage dealt to 
  him during the duration of this spell. The caster suffers 
  the other three-fourths.
  Focus: A pair of platinum rings (worth at least 100 gp 
  each) worn by both you and the warded creature.
  Skeletal Companion
  Necromancy
  Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1 
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One corpse or skeleton
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Share My Pain ▪  MAGIC IN ARCANIS
  
  314
  With this spell you may create a skeletal 
  companion.  Though limited by its mindless nature; 
  a skeletal companion can be quite useful.  This spell 
  animates the body or bones of a Medium-sized or 
  smaller creature and turns it into a skeleton that will 
  follow your simple spoken commands.  This skeleton 
  remains animated until destroyed or dismissed by 
  the original caster.  Once animated by this spell, the 
  skeleton may never be animated again by any other 
  means. Only a single skeleton from this spell may 
  be controlled at any one time.  Any further castings 
  of this spell will fail if you already have one skeletal 
  companion.  
  This undead companion does not count against 
  your limit on the number of Hit Dice of undead 
  creatures you may control at any one time. A skeletal 
  companion can only be created from a mostly intact 
  skeleton or corpse. If made from a corpse, the flesh 
  falls off of the bones during animation. The skeletal 
  companion is equal in all respects to the Human 
  Warrior Skeleton entry found in Core Rulebook III.
  This spell will not work on any recently deceased 
  corpse or any corpse that has a spirit still bound to the 
  body in some way.
  Material Component: A small black onyx worth 
  50 gp, which is placed in the skeleton or corpse’s eye 
  socket or mouth. 
  Skyward
  Transmutation
  Level: Clr (Hurrian) 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One willing creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell propels one willing creature skyward 
  at breathtaking speeds.  During the ascent, the subject 
  may take no actions, but he may act normally as 
  he moves toward the ground at 60 feet per round 
  with clumsy maneuverability (as detailed in Core 
  Rulebook II). The subject of this spell may not regain 
  or maintain altitude with this spell; he must fly toward 
  the ground.  
  The distance ascended is determined by the spell’s 
  recipient, to a maximum of 400 ft. + 40 ft. per caster 
  level. 
  Smell of Death
  Conjuration (Creation)
  Level: Clr (Neroth) 3, HC (Neroth) 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 20 ft.
  Effect: Cloud spreads in 20-ft. radius from you, 20 
  ft. high 
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: No
  This spell creates a cloud of nauseating vapors 
  centered on you. All living creatures within the cloud, 
  except for you, must succeed on a Fortitude save 
  or become nauseated (as detailed in Core Rulebook 
  II). This condition lasts as long as the creature is in 
  the cloud and for 1d4+1 rounds after it leaves. Any 
  creature that succeeds on its save but remains in the 
  cloud must continue to save each round it remains in 
  the cloud.
  Material Component: A piece of dead flesh.
  Songs in the Night 
  Illusion (Glamer)
  Level: Brd (val’Borda, val’Trisin) 1, Clr (Cadic) 2, 
  HC (Cadic) 2, Music 2 
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Item or creature touched 
  Duration: 1min. /level (D)
  Saving Throw: Will negates (harmless), or Will 
  negates (harmless, object)
  Spell Resistance: Yes (harmless), or Yes (harmless, 
  object)
  The creature or object touched becomes invisible, 
  but the sound of music can be heard emanating from 
  the area where the invisible creature/object is located. 
  This sound is not centered on the creature/object and 
  cannot be pinpointed to a specific location. However, 
  the music makes it easier for an opponent to attack 
  the creature/object.   In effect, this gives the subject a 
  30% miss chance as opposed to the normal 50% miss 
  chance for invisibility. The subject still gains all other 
  benefits from being invisible as per the invisibility 
  spell.
  Any condition that would break the subject’s 
  invisibility also breaks the effect of this spell. (For 
  example, if the subject attacks or casts an offensive 
  spell.)
  Arcane Component: A string from a lute.
  Steamblast
  Evocation [Fire]
  Level: Clr (Nier) 4, HC (Nier) 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Steamblast creates a blast of super-heated steam, 
  originating at your hand and extending outward in 
  a cone. This steam deals 1d6 points of damage per 
  caster level (maximum 10d6).
  Material Component: A vial of holy (or unholy) water 
  that you drink as part of the spell casting.
  MAGIC IN ARCANIS ▪ Skyward
  
  315
  Sticks to Snakes
  Alteration
  Level: Clr (Anshar) 2, HC (Anshar) 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more sticks, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  By means of this spell, you are able to change 
  1d6 Tiny sticks (light crossbow bolts), 1d4 Small 
  sticks (arrows), 1d3 Medium sticks (clubs, torches), 
  or 1 Large stick (staff) into any normal snake (your 
  choice) of an equal size to the stick altered.  See Core 
  Rulebook III for appropriate snake sizes and types. 
  All such created snakes are under your mental control. 
  The sticks to be affected must be within the spell’s area 
  of effect.  Only non-magical sticks may be affected by 
  this spell.  If any of the sticks targeted by this spell are 
  attended objects, the possessor of the stick receives a 
  Will save to resist the effects of the spell. 
  Material Component: A small piece of bark and a few 
  snake scales.
  Summon Spirit Warrior
  Necromancy (Summoning) 
  Level: Spirit 9
  Components: V, S, DF
  Casting Time: 1round
  Range: Close (25 ft. + 5ft./2 levels)
  Effect:  One summoned spirit warrior
  Duration:  1 round/level (D)
  Saving Throw:  None 
  Spell Resistance: No
  With this spell, you may summon a spirit warrior 
  (detailed below) to come to your aid. Once summoned, 
  the spirit will do everything in its power to protect 
  and fight for you. In all other respects, this spell is 
  identical to summon monster IX.
  Summon Thy Own 
  Conjuration (Calling) 
  Level: Clr 7 (Sarish), Binding 7
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or two bound Infernals, totaling no more 
  than 12 HD, which cannot be more than 30 ft. apart 
  when they appear
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon thy own, lesser 
  except you may call a single Infernal of 12 HD or less, 
  or two Infernals of the same kind whose Hit Dice total 
  no more than 12. 
  Note:  For details on the Greater Binding Domain, 
  see the Sarishan Binder Prestige Class, Chapter 6 
  – Prestige Classes. 
  XP Cost: 250 XP.
  Summon Thy Own, Greater
  Conjuration (Calling) 
  Level: Clr 9 (Sarish), Binding 9
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Up to three bound Infernals, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. 
  apart when they appear.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon thy own, lesser 
  except that you may call a single Infernal of 18 HD or 
  less, or up to three Infernals of the same kind whose 
  Hit Dice total no more than 18. 
  Note:  For details on the Greater Binding Domain, 
  see the Sarishan Binder Prestige Class, Chapter 6 
  – Prestige Classes. 
  XP Cost: 500 XP.
  Spirit Warrior
  Medium undead (incorporeal)
  Hit Dice:
  11d12 (66 hp)
  Initiative:
  +4
  Speed:
  fly 30 ft. (6 squares) (perfect)
  Armor Class:
  AC 21 (+1 Dex, +10 full plate* & shield*) touch 11, flat-footed 20
  Base Attack/Grapple:
  +11/+17
  Attack:
  +4 ghost touch frost longsword +21 melee (1d8+9+1d6)
  Full Attack:
  +4 ghost touch frost longsword +21/+16 melee (1d8+9+1d6)
  Space/Reach:
  5 ft./5 ft.
  Special Attacks:
  Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moan, Horrific 
  Appearance, Malevolence, Manifestation, Telekinesis
  Special Qualities:
  Turn Resistance +4
  Saves:
  Fort +9, Ref +8, Will +10
  Abilities:
  Str 22, Dex 12, Con --, Int 12, Wis 15, Cha 16
  Skills:
  Climb +7, Handle Animal +8, Intimidate +8, Jump +2, Listen +12, Ride +9, Search 
  +6, Spot +12, Survival +14
  Feats:
  Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Mobility, 
  Power Attack, Spring Attack, Whirlwind Attack.
  Stick to Snakes ▪  MAGIC IN ARCANIS
  
  316
  Summon Thy Own, Lesser
  Conjuration (Calling)
  Level: Clr (Sarish) 5, Binding 5, HC (Sarish) 4
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One bound infernal of 6 HD or less
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you call upon an Infernal 
  outsider of 6 HD or less whom you have bound to the 
  service of Sarish. You may ask the creature to perform 
  one task for you. Tasks might range from the simple 
  to the complex. Either way, the task must be one that 
  can be completed within 24 hours.  Any task that 
  requires more time requires an additional casting of 
  this spell and each subsequent casting may extend the 
  time allotted to complete the task another 24 hours. 
  You must be able to communicate with the creature 
  called in order to have it perform your bidding. 
  Unlike planar ally, you need not pay for the Infernal’s 
  services.  However, you must be very careful in the 
  description of your task, since the creature will follow 
  the task as you explained it to the absolute letter, while 
  often seeking to twist your intent.  No Infernal likes 
  being marked and forced to serve Sarish.
  An Infernal called to service through the use of 
  this spell will never accept a task that seems suicidal. 
  At the end of its task, or when the duration expires, the 
  Infernal returns to the hells (or beyond the Godswall if 
  summoned from there).
  Scrolls of summon thy own (all types) are most 
  treasured and rare.  Some temples of Sarish actually 
  require Sarishan Binders to supply their temples with a 
  scroll of summon thy own (lesser or greater depending 
  upon the power of the Infernal marked) for each and 
  every Infernal they have marked through the use of 
  the Sigil of Sarish ability. When a scroll of summon 
  thy own is scribed, the true name of the Infernal is 
  also written into the spell, allowing the scroll to be 
  used by any cleric of Sarish, even one who may not 
  have personally bound the infernal.  Once the Infernal 
  is summoned with the scroll, it must then be bound to 
  the cleric who read the scroll. This is accomplished 
  through an alternate use of a planar binding spell 
  (lesser or greater respectively). 
  Alternatively, the caster may negotiate a type of 
  service (the instructions do not have to be as specific 
  in this case) with the Infernal when casting this spell, 
  supply the agreed-upon payment as per the planar ally 
  spell, and then scribe the scroll of summon thy own, 
  in which case the Infernal will immediately take the 
  payment and return to the abyssal realms from whence 
  it came. When the scroll is read, the Infernal must 
  respond, whoever reads the scroll can then demand an 
  appropriate service of the type that the original caster 
  agreed to with the Infernal, which has already had the 
  benefit of its payment for some time. Of course, the 
  Infernal will almost certainly try to dicker and insist 
  that the payment it received was not high enough for 
  the service that is now being asked of it…
  Note:  For details on the Greater Binding Domain, 
  see the Sarishan Binder Prestige Class, Chapter 6 
  – Prestige Classes. 
  XP Cost: 200 XP.
  Summon Tome
  Conjuration (Summoning)
  Level: Brd (val’Abebi) 1, Clr (Althares) 1, HC 
  (Althares) 2 
  Components: V, S
  Casting Time: 1 round + 1 hour; see text 
  Range: See text
  Effect: One summoned tome
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons one phantasmal version of 
  a tome from the Great Library of Althares. The tome 
  will cover any one Knowledge skill you wish (and 
  which is generally available – see Chapter 4 - Skills 
  for some examples).  For example, you may call for 
  a book on Knowledge (local: Savona) but you cannot 
  call for a book covering Knowledge (arcana: Deepest 
  Secrets of the Sorcerer King). 
  If you spend one hour to read the tome summoned 
  by this spell, you can then make untrained Knowledge 
  checks on the chosen subject for the duration of the 
  spell. If you currently have the appropriate Knowledge 
  skill, you gain a +5 bonus on your skill checks. After 
  the book is read, or after the spell ends, the book 
  disappears along with all the temporary knowledge 
  you gained.
  Sword of Faith  
  Evocation [Alignment Keyed]
  Level: Honor 9, HC (All) 4, Pal 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched 
  Duration:  1 round/level
  Saving Throw:  None
  Spell Resistance: No
  MAGIC IN ARCANIS ▪ Summ Thy Own, Lesser
  
  317
  This spell blesses any weapon with your god’s 
  power. The weapon receives a +5 enhancement bonus, 
  and deals an additional 2d6 points of holy damage 
  to members of your opposite primary alignment. For 
  example, in the hands of a Lawful Good cleric, this 
  weapon would do an additional 2d6 points of holy 
  damage vs. Evil creatures, and in the hands of a Neutral 
  Evil cleric, this weapon would do an additional 2d6 
  points of holy damage vs. those of Good alignments. 
  Additionally, the wielder of the weapon projects a 
  field of crushing despair in a 10’ radius, which only 
  affects the wielder’s enemies.  Paladins of Illiir may 
  have this spell cast on their weapons by another caster. 
  However, for all others, only the caster of the spell may 
  wield the weapon enchanted with this spell.  In the 
  hands of anyone else, the weapon performs as a normal 
  weapon of its type.
  Focus: A weapon of masterwork or better quality that 
  is to be enchanted by this spell.  
  Touch of Agony
  Enchantment [Mind-Affecting]
  Level: Pain 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration:  1 round/level 
  Saving Throw:  None
  Spell Resistance: Yes 
  With a touch, you suddenly amplify the pain in a 
  single target. Upon a successful melee touch attack, the 
  target suffers intense pain from the slightest scratch.  
  For the duration of this spell, all hit point damage 
  suffered by the target is multiplied by 3.  Half the 
  damage suffered (rounded down) is nonlethal.  For 
  example, if you cast this spell on a creature and then in 
  the next round hit that creature for 5 points of damage, 
  the creature actually suffers 15 points of damage – 8 
  lethal and 7 nonlethal. Creatures that are not subject to 
  critical hits and/or do not have the capacity to feel pain 
  (such as undead, constructs, and plants) are immune to 
  the effects of this spell.
  Transmute Liquids
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Effect: 1 pint/level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes
  This spell permits you to convert one type of 
  naturally-occurring liquid into an equal amount of 
  another form of a harmless naturally-occurring liquid.  
  You must touch the liquid (not merely its container) 
  for the spell to take effect. Magical liquids (such as 
  potions) are completely unaffected by this spell. Living 
  creatures are completely unaffected by this spell.  For 
  example, one cannot convert someone’s blood to 
  wine.  However, non-magical poisons can be rendered 
  harmless by this spell, but the spell does not affect 
  any poison that has already been ingested. This spell 
  may transmute a poison or an acid into a non-harmful 
  naturally-occurring liquid, but the same is not true for 
  the reverse.  The caster may not convert water into 
  poison, acid, or oil.  
  Material Component: A drop of the desired liquid, 
  which must be dropped into the base liquid from your 
  fingertip.
  Twist of Fate
  Transmutation
  Level: Clr (Larissa) 2, Fate 1, HC (Larissa) 1
  Components: V, S 
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged 
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  At any time during the duration of this spell, as 
  an immediate action you may re-roll any single die 
  roll.  You must accept the second roll, regardless of 
  the outcome.  Alternately, you may force another 
  player or the GM to re-roll any one die with the same 
  restrictions.  In any case, once any re-roll is made, this 
  spell is discharged.  This spell does not stack with itself 
  for purposes of gaining or forcing multiple re-rolls. 
  Any subsequent castings of this spell fail if a previous 
  casting of this spell is already in effect.  Any individual 
  creature may only be affected once by this spell in any 
  24-hour period, regardless of the caster.
  Water Stride
  Conjuration (Teleportation)
  Level: Clr (Yarris) 3, Drd 5, HC (Yarris) 4, Rgr 4, Sea 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You 
  Duration: 1 hour/level or until expended; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You gain the ability to enter bodies of water and 
  move from inside one body of water to another body of 
  water.  The first type of water you enter and all others you 
  enter must be of the same type (salt or freshwater), and 
  all must be large enough to completely immerse yourself 
  in.  By moving into one body of water, you instantly 
  know the location of all other like bodies of water within 
  transport range (200 ft./caster level) and may choose 
  whether you wish to transport to another body of water 
  or simply step out of the one you originally moved into. 
  You may move into a body of water up to one time per 
  caster level (passing from one body of water to another 
  counts only as moving into one body of water).   This 
  spell lasts until the duration expires or you exit a body 
  of water.  This means that a 10th level cleric of Yarris 
  could move across a large city by jumping from well to 
  well 10 times, up to 2000 feet between each well.  Each 
  such jump is a full round action.  
  You can, at your option, remain within a body of 
  water without transporting yourself, but you are forced 
  out when the spell ends.  If the body of water you are in 
  is evaporated, lowered, frozen, or somehow destroyed, 
  you are slain if you do not exit before the process is 
  complete.
  Touch of Agony ▪  MAGIC IN ARCANIS
  
  318
  Whirlwind of Blades
  Transmutation
  Level: Clr (Hurrian) 2, HC (Hurrian) 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft. radius burst centered on caster
  Duration: Instantaneous 
  Saving Throw: None
  Spell Resistance: No 
  With the casting of this spell, you release your 
  longsword into the air. It splits into 8 identical blades, 
  which attack all targets around you, making no distinction 
  between friend and foe.  You make a melee attack (using 
  your BAB + Wisdom modifier + any enhancement bonus 
  possessed by your longsword) upon each target within the 
  area of effect.  Any target struck by one of these attacks 
  suffers damage equal to that normally dealt by your 
  longsword + your Wisdom modifier.  For example, if you 
  are using a holy longsword +2 and you possess a Wisdom 
  of 18, the sword deals 1d8 (sword) +2 (enhancement 
  bonus) +4 (Wisdom modifier) + 2d6 (holy damage if 
  the target was Evil) points of damage.  Your Strength 
  bonus does not apply to damage dealt by the whirlwind 
  of blades, and your feats and other special abilities (such 
  as Weapon Focus or Weapon Specialization) do not factor 
  into attack or damage rolls for these longswords. 
  Focus: Any longsword being wielded by the caster.
  Wild Ride
  Transmutation
  Level: Clr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: You and one mount 
  Duration: 24 hours (D)
  Saving Throw: None (harmless)
  Spell Resistance: No (harmless)
   
  Before casting this spell, you pick a location and picture 
  it in your mind (you must have visited the location).  This 
  desired location may not be changed after the spell is 
  cast. Then, with a few short words, you invoke the spirit 
  of the storm horse, which possesses your mount. After 
  possession, you and your mount become incorporeal and 
  start to move with incredible speed. For 24 hours, the 
  mount will run in a straight line at ten times its normal 
  movement rate to the destination pictured by you at the 
  time of the casting. Neither you nor the mount need food, 
  drink, or rest for the duration of the spell.
  Word of Puriﬁcation
  Evocation [Good, Sonic]
  Level: Clr 9 (Illiir)
  Components: V
  Casting Time: 1 standard action
  Range: 80 ft.
  Effect: 80-ft. radius burst centered on you
  Duration: See text
  Saving Throw: Fortitude and Reflex partial; see text
  Spell Resistance: Yes
  With but a single brilliant word, you radiate a 
  glimmer of Illiir’s unforgiving radiance. This spell causes 
  a globe of searing radiance to explode around you, 
  creating a multitude of effects.   First, all creatures in 
  the globe (except you) are blinded and take 6d6 points 
  of damage unless they make a successful Reflex save. 
  A successful save negates the blindness and halves the 
  damage.  A creature to which sunlight is harmful takes 
  double damage. Second, all creatures in the area must 
  make a successful Fortitude save or be stunned for 1d4 
  rounds.  Third, negative energy undead and creatures 
  with the Entropic or Tainted subtype caught within 
  the burst take 1d8 points of damage per caster level 
  (maximum 25d8).  A successful Reflex save will half this 
  damage.  Any undead creature specifically harmed by 
  sunlight is destroyed if it fails this save. The ultraviolet 
  light generated by the spell deals damage to fungi, mold, 
  oozes, and slimes just as if they were negative energy 
  undead creatures.  Fourth, the area within the effect 
  of this spell becomes temporarily hallowed as per the 
  hallow spell.  Finally, this spell dispels any active spells 
  with the Darkness descriptor that are wholly or partially 
  within its area of effect.
  Your Fire is Mine
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr (Nier) 4, HC (Nier) 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature that is raging
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  When you cast this spell, you steal the rage from a 
  target. The affected target immediately stops raging and 
  becomes fatigued (even if it does not normally become 
  fatigued when its rage ends). You gain all of the benefits 
  of the rage you stole from the target, including bonuses 
  and duration. This does not stop the target from raging 
  again if it has that capability (even if it could not normally 
  rage more than once during the same encounter). You will 
  rage for the number of rounds remaining when the rage 
  was “stolen” from the target. You may not end the rage 
  early, even if the target had the ability to do so. When 
  the stolen rage ends, you suffer whatever negative effects 
  (if any, such as becoming fatigued) that the creature you 
  stole the rage from would have suffered. This spell in 
  no way immunizes you from any limitations of raging, 
  including spellcasting and skill use limitations.
  Your Time to Die
  Necromancy 
  Level: Clr (Neroth) 2, HC (Neroth) 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One dead creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The Nerothians cannot use a dead body until the sprit 
  is gone, and sometimes 24 hours is just too long to wait. 
  This spell expels the spirit from the body immediately. 
  The victim of this spell gets a Will save to negate the 
  effects of the spell and keep his spirit with his body for 
  the normal 24-hour period. If the victim makes the save, 
  it is not his time to die, and that body cannot be targeted 
  by this spell again.
  Material Component: A vial of holy or unholy water 
  (dependent upon the caster’s alignment) that is sprinkled 
  over the body of the target at the time of casting.
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  319
  Bloodline Powers
  A Val’s bloodline reﬂects the divine inﬂuence 
  granted to him and his kin by their patron deity. A 
  Val’s blood rank reﬂects the strength of this deiﬁc 
  gift. As such, no Val can ever possess more than one 
  bloodline, nor can he voluntarily change the bloodline 
  he was born with under any normal circumstances. In 
  all recorded history, the only reported instance of a 
  Val switching bloodlines occurred during the creation 
  of the val’Sosi. See the val’Sosi entry later in this 
  chapter for more details.
  Once a Val’s bloodline and blood rank have been 
  determined, he must select his bloodline powers. The 
  number of these powers is equal to the Val’s blood 
  rank, and the powers are divided into different levels 
  of strength. Whenever there is more than one bloodline 
  power for any given level, a Val must possess two 
  powers from that level before he can select powers 
  of the next higher level. Therefore, a val’Abebi may 
  choose the tongues of man are of all men as his first 
  bloodline power, but he must then choose either 
  wisdom of the ages or enhanced memory before he 
  may choose any of the second-level bloodline powers. 
  Once a power is chosen, a Val may not change his 
  selection for any reason. A Val may advance his blood 
  rank every four levels (4th, 8th, 12th, 16th, 20th) instead 
  of increasing one of his ability scores. Some Val may 
  begin their lives with a higher blood rank than others. 
  Please see the Val racial entry (Chapter 2 – Races) 
  for more information on character creation and blood 
  rank.
  Unless otherwise noted, all bonuses from 
  bloodline powers are considered to be divine bonuses. 
  All bloodline powers are considered to have a caster 
  level equal to the Val’s total character level. For 
  powers that require a saving throw, the DC is equal 
  to 10 + the Val’s blood rank + the Val’s Charisma 
  modifier. Whenever a bloodline power requires the 
  Val to divide either his blood rank or character level in 
  half, the resulting number is always rounded down. 
  A character may only activate one Val bloodline 
  power per round, even if the usage of the power is 
  a free, immediate, or swift action. (The durations 
  of multiple active powers may overlap once they 
  have been activated, of course.) If a bloodline power 
  specifically says that it may or must be used in 
  conjunction with another power (such as the val’Borda 
  powers Cadic Guides My Hand and In Darkness There 
  Is Death) then activating both the linked powers at the 
  same time only counts as a single activation.
  The Major Bloodlines
  val’Abebi
  The val’Abebi are the descendents of a Valinor 
  of Althares. They are originally from the far south 
  of the eastern continent, and currently maintain a 
  strong presence in the Republic of Altheria. They are 
  renowned for their analytical minds and are regarded 
  as the finest scholars on Onara today.
  1st Level Bloodline Powers
  Enhanced Memory (Ex)
  The Autohypnosis skill (see the Expanded 
  Psionics Handbook) is considered a class skill for the 
  Val. This power does not grant the character any ranks 
  in the skill, but he may make memorization checks (as 
  detained in the skill description) untrained. The Val 
  gains a bonus equal to her total character level on all 
  memorization checks made using the Autohypnosis 
  skill.
  The Tongues of Man are of All Men (Sp) 
  All knowledge is the province of Althares, and 
  His children shall not be hindered from learning by 
  any language barrier. Speak Language is a class skill 
  for the Val, and she may make use of the comprehend 
  languages spell at will as a spell-like ability.
  Wisdom of the Ages (Ex) 
  Althares’ wisdom lives in His children. All 
  Knowledge skills are treated as class skills for the 
  Val. Furthermore, every time she gains a level, the Val 
  gains 1 extra skill point, which may only be spent on 
  Knowledge skills. 
  If this power is chosen during character creation, 
  then the Val gains a one-time bonus of 4 extra skill 
  points (instead of 1) to spend on Knowledge skills 
  at first level and thereafter gains the +1 skill point 
  described above.
  2nd Level Bloodline Powers
  The Face of Althares (Ps) or(Sp)
  To most, the motives of Althares’ children are 
  inscrutable. If the Val is psionically active and has 
  the ability to manifest at least one psionic power, she 
  adds the psionic power conceal thoughts to her list 
  of powers known and she never has to pay the base 
  1 PP cost to manifest that specific power. (She still 
  has to pay any PP costs for metapsionic feats or other 
  extra-PP abilities that she uses in conjunction with the 
  power.) Her manifester level for conceal thoughts is 
  the same as her normal manifester level for her other 
  psionic powers.
  If the Val is not psionically active or does not 
  have a manifester level, she instead receives the 
  ability to activate a spell-like ability that grants the 
  same benefits as conceal thoughts. This spell-like 
  ability may be used once per day per two blood ranks 
  (minimum 1).
  If a Val who originally was not psionically active 
  or did not have a manifester level at the time this 
  power was gained subsequently becomes psionically 
  active and gains a manifester level, then the benefits 
  of this power switch from the non-psionic version to 
  the psionic version.
  The Lessons of Master Craftsmen (Ex)
  The teachings of the great artificers live on in the 
  blood of Althares’ children. The Val adds her blood 
  rank as a bonus on all Craft skill checks.
  Perfect Recollection (Ex)
  Once per day, the Val gains the ability to recall 
  and review anything he has seen within the past week. 
  With a full-round action, he may look back upon an 
  event, a location, or any other purely visual memory 
  for the purpose of picking out details he may have 
  previously missed. The Val may make either a Spot 
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  320
  or a Search check as if he were reliving the moment, 
  regardless of whether or not he made the check the 
  first time. If he is unsuccessful, nothing new may be 
  learned from his memories. The Val may attempt to 
  use this power on the same location or event more 
  than once, but must wait a period of 24 hours before 
  doing so. Therefore, if a Val looked back upon a battle 
  just before breaking camp for the night, he would 
  have to wait until the following night to look back at 
  that same battle again. However, if he chose to look 
  back on a different event, he would only need to wait 
  until dawn to do so. 
  3rd Level Bloodline Powers
  The Gift (Sp) 
  Althares’ knowledge extends to all things and 
  all places. Once per day, the Val may call upon this 
  knowledge in an attempt to augur the future. This 
  allows the Val to use the moment of prescience spell 
  as a spell-like ability.
  The Secrets of Antiquity (Sp)
  Because history is one of the world’s greatest 
  teachers, the children of Althares often go to great 
  lengths to learn as much as they can about the past. 
  Once per day, the Val may learn the history of any one 
  item, place, or person, exactly as if he had cast legend 
  lore, though all normal restrictions of the spell apply. 
  4th Level Bloodline Powers
  The Blast (Ex)
  Without the blessings of Althares, the alchemical 
  formula for blastpowder creates little more than black 
  sand. It is only in the prayers and incantations to 
  Althares that the power which allows the powder to 
  ignite and explode is found. Only a select few of His 
  children are so gifted to know the secrets of infusing 
  the alchemical with the divine. With an hour of prayer 
  to Althares, the Val may infuse up to 200 shots of 
  blastpowder with the required divine spark.
  val’Assant�
  The val’Assanté are the descendents of a Valinor 
  of Illiir. The hereditary leaders of the Coryani Empire, 
  they currently maintain their base of power in Grand 
  Coryan. Traditionally viewed as the most prominent 
  Val family, the val’Assanté are famous for their 
  oratory and leadership skills.
  1st Level Bloodline Powers
  The Morning Banishes Shadows (Sp)
  The tricks of light and shadow are no match for 
  Illiir’s unwavering light of truth. Once per day, the Val 
  may dispel magic, though he may only affect spells 
  from the Illusion school or spells with the Darkness 
  descriptor. 
  Illiir Lights Your Way (Su)
  Illiir illuminates the path of His faithful in even 
  the darkest of places. At will, the Val may summon a 
  small globe that floats around his body.  The Val may 
  move the globe in any direction as a free action by 
  force of will alone, but the globe must remain within 
  two feet of the Val at all times. The globe glows with 
  a radiance equal to the light spell.  
  The Blinding Light of Truth (Sp)
  The Val cannot be deceived by simple sophisms, 
  and he may test the honesty of those around him as if 
  he had cast discern lies. This may be done once per 
  day, plus one additional time per day for every two 
  blood ranks beyond 1st (twice at blood rank 3, three 
  times at blood rank 5, and so forth). 
  2nd Level Bloodline Powers
  His Glory is With You Always (Sp)
  Even in the darkest of nights, Illiir watches over 
  mankind. His children are blessed with the ability to 
  create daylight. This may be done once per day, plus 
  one additional time per day for every two blood ranks 
  beyond 1st (twice at blood rank 3, three times at blood 
  rank 5, and so forth). 
  He is With Me, I Shall Not Fail (Sp) 
  Illiir is the King of the Gods and His power is 
  absolute. His children embody a small portion of this 
  potential. Once per day, the Val may empower himself 
  as if he had cast divine power. 
  The Searing Light of Illiir’s Glory (Sp)
  As the sun’s gift is light and warmth, so too is 
  its curse. The children of Illiir know this well. The 
  Val may harness and concentrate the sun’s energies 
  to punish his enemies as if he had cast searing light. 
  This may be done once per day, plus one additional 
  time per day for every two blood ranks beyond 1st 
  (twice at blood rank 3, three times at blood rank 5, 
  and so forth). 
  MAGIC IN ARCANIS ▪ Bloodline Powers
  
  321
  3rd Level Bloodline Powers
  The Gift of Perfection (Su) 
  Illiir grants a small gift of His perfection to His 
  children. Once per day, the Val may perform a single 
  perfect act, automatically scoring a natural 20 on any 
  single attack roll, saving throw, or skill check. Use of 
  this gift is a free action and does not change the time 
  required to perform the chosen act. However, use of 
  this gift must be selected en lieu of a die roll before 
  the die is rolled; it may not be used to “fix” a low 
  roll after the fact, nor may it be used to confirm an 
  already-rolled critical threat.
  The Gift of Perfection ability cannot be used to 
  create an automatic critical hit. When this power is 
  used to declare an attack roll as a natural 20, although 
  the attack automatically hits, the power does not 
  automatically make the attack a critical threat. A 
  separate d20 must be rolled, and if the result of that 
  d20 is within the weapon’s current threat range, then 
  the attack is a critical threat. The Gift of Perfection 
  only substitutes a natural 20 for the original attack 
  roll; if a threat is rolled, then a normal critical-
  confirmation roll must still be made in order to turn 
  that threat into a critical hit.
  The Voice of the King of Gods (Sp)
  Illiir’s children share His bearing of command. 
  Once per day, the Val may pour his force of will into 
  his voice and impose his divinely granted authority 
  upon those around him as if he had cast greater 
  command.
  4th Level Bloodline Powers 
  Word of Illiir (Sp) 
  Illiir’s virtuous radiance shines brightly within all 
  His children, but only those closest to Him know how 
  to release its glory. Once per day, the Val may purge 
  the area around him of the impure and unworthy as 
  if he had cast word of purification with the following 
  exceptions: The Val’s effective radius is reduced to 20 
  feet centered on himself; the damage dealt to creatures 
  with the Entropic or Tainted subtypes is altered to 2d8 
  per blood rank of the Val; the burst of light does not 
  deal extra damage to fungi, mold, oozes, and slimes; 
  and the hallow effects only last for a number of rounds 
  equal to the Val’s blood rank. 
  val’Borda
  The val’Borda are the descendents of a Valinor 
  of Cadic. Within their seat of power in Plexus 
  in the Coryani Empire, this Val family is usually 
  viewed with fear and suspicion. Though never proven 
  to be directly involved with shady or otherwise 
  disreputable activities, they always seem to be 
  peripherally associated. The val’Borda are master 
  information brokers, spies, and if one believes the 
  rumors, assassins.
  1st Level Bloodline Powers
  Music’s Soothing Charms (Sp)
  Music is Cadic’s gift to Man, and His children 
  understand the captivating intricacies of all melodies. 
  Once per day, the Val may use music and song as if 
  he were casting hypnotism. The Val must sing or play 
  an instrument for at least 1 round and may only affect 
  those who can hear him. In addition, the Val gains 
  Perform as a class skill, though no Perform skill check 
  is required to use this bloodline ability. 
  Summon Night’s Shadow (Sp)
  Cadic’s children roam freely throughout the 
  night and many have discovered how to harness the 
  shadows even in the daylight. Once per day, the Val 
  may summon the night to his aid as if he had cast 
  darkness. 
  To Know the Gloom of Night (Su) 
  The darkness of night is a welcome sight to the 
  children of Cadic. The Val gains darkvision to a range 
  of 60 feet. Unlike regular darkvision, he may still 
  discern color at close range (within 30 feet). The Val 
  is also unaffected by the darkness cast via summon 
  night’s shadow, but he is still affected by all other 
  forms of magical darkness and other spells and effects 
  that obscure vision.
  2nd Level Bloodline Powers
  Cadic Guides My Hand (Su)
  The children of Cadic have an uncanny knack for 
  finding their opponents’ weaknesses. Once per day, 
  the Val may treat one melee attack as a touch attack 
  or one ranged attack as a ranged touch attack. Use 
  of this gift is a free action and does not change the 
  time required to perform the chosen attack. The use 
  of this ability must be declared before the attack roll 
  is made.
  To Pierce the Veil of Shadow (Su)
  Darkness cannot deny Cadic’s chosen from their 
  destinies. Spells of the Evocation school with the 
  Darkness subtype (including darkness and deeper 
  darkness) have no effect upon the Val. 
  Within Night’s Embrace (Sp)
  The shadows are Cadic’s ally, and His children 
  have learned to move unnoticed within them. Once 
  per day, plus one additional time per day for every two 
  blood ranks beyond 1st (twice at blood rank 3, three 
  times at blood rank 5, and so forth), the Val may blend 
  into the darkness as if he had cast invisibility. This 
  ability may only be used in areas of low illumination, 
  such as moonlight or candlelight. The presence of 
  brighter light will dispel the effect. 
  3rd Level Bloodline Powers
  In Darkness There Is Death (Su)
  The children of Cadic have an instinctual habit 
  of carefully studying their surroundings that, when 
  combined with the intent to kill, can have devastating 
  results. The Val learns to use the assassin’s death 
  attack class ability (see Core Rulebook II for details). 
  Should the Val possess the ability to perform a sneak 
  attack as a class ability (items that grant sneak attack 
  damage, such as gloves of the rogue, do not qualify) 
  then he may perform the death attack as normal. 
  Otherwise, the bloodline ability Cadic guides my hand 
  must be used in conjunction with this ability for the 
  death attack to be attempted. 
  The usage of Cadic Guides My Hand in 
  conjunction with In Darkness There Is Death to 
  make a death attack is considered a single activation 
  for purposes of the usage limit of one Val bloodline 
  power per round. When the two powers are combined 
  Bloodline Powers ▪  MAGIC IN ARCANIS
  
  322
  to make a death attack, there is no requirement that 
  the target of the attack must be ﬂat-footed or that the 
  Val must make a successful sneak attack in order to 
  deliver the death attack. When In Darkness There 
  Is Death is used by itself, then all of the normal 
  conditions for an assassin’s death attack from the core 
  rules must be met. In either case the Val still needs 
  to study his target for 3 rounds before delivering the 
  death attack.
  Walking the Web of Shadows (Sp)
  Cadic’s children can intuitively sense the presence 
  of natural darkness and become one with the shadows 
  around them, slipping from one location to the next 
  as if the shadows themselves were a doorway. The 
  Val may use shadows as if he had cast the shadow 
  stride spell. This may be done once per day, plus one 
  additional time per day for every two blood ranks 
  beyond 1st (twice at blood rank 3, three times at blood 
  rank 5, and so forth). 
  4th Level Bloodline Powers 
  Path of Shadows (Sp)
  Some believe that the first shadow dancers must 
  have tailored their shadow jump ability around one of 
  the most famed and feared of the val’Borda bloodline 
  powers. Tales abound of family monarchs “dropping 
  in” unannounced upon their fellow kin and enemies 
  alike. Once per day, plus one additional time per day 
  for every two blood ranks beyond 1st (twice at blood 
  rank 3, three times at blood rank 5, and so forth),  the 
  Val may jump from any one area of shadow to another 
  as if he had cast greater teleport. His caster level 
  for this ability is equal to his total character level. If 
  there are no shadows within 5 feet of the Val’s chosen 
  destination (GM’s discretion), then the power fails 
  and the Val remains in his original location, suffering 
  no other ill effects.
  val’Dellenov
  The val’Dellenov are the descendents of a Valinor 
  of Saluwé. Within their ancestral home of Panari 
  in the Coryani Empire, the val’Dellenov follow 
  a matriarchal system of family leadership. Most 
  commoners associate this family with nature, and it is 
  no surprise that this family controls vast expanses of 
  farmlands and foodstuffs.
  1st Level Bloodline Powers
  The Hands of Our Mother (Su)
  Saluwé’s hunters stalk their prey as their animal 
  brethren would, forgoing the weaponry of Man in 
  favor of claws or talons. At will, the Val may, as a 
  full-round action that does not provoke attacks of 
  opportunity, sprout claws from her fingertips. These 
  claws are natural weapons that deal 1d4 points 
  of slashing damage. Monks who gain this ability 
  may choose to strike with bludgeoning, piercing, or 
  slashing damage when using their unarmed attacks. 
  We Are All Her Children (Sp)
  All natural creatures are the children of the Green 
  Mother, and just as the val’Dellenov care for the wild, 
  the wild cares for them. The Val gains an animal 
  companion as if she were a druid equal to one-half 
  her character level. This animal must be a natural 
  animal and must be of a type normally available 
  to a druid. See the druid core class information in 
  Chapter 3 – Core Classes for more details. Should 
  the Val already possess an animal companion from 
  any class-related source (i.e. druid, ranger, master 
  of the hounds, etc.) she is instead considered to be 
  two levels higher in that class for the purposes of 
  determining her animal companion’s special abilities. 
  This gift does not allow the Val to gain an additional 
  animal companion if she already possessed one from 
  her class levels. Furthermore, this gift does not allow 
  a Val to select an alternative animal companion before 
  meeting the class’s level prerequisites (i.e. her actual 
  class level, without the additional 2 levels granted 
  by this power, must be sufficient to gain the specific 
  animal companion according to the normal rules for 
  the class). 
  The Earth’s Grasping Hand (Sp)
  Be it through a plentiful harvest, a fine and 
  successful hunt, or the maintenance of a simple flower 
  garden, the val’Dellenov appreciate and enjoy their 
  connection with the land. The Val is so close to nature 
  that she may call upon it for protection as if she had 
  cast entangle. This may be done once per day, plus 
  one additional time per day for every two blood ranks 
  beyond 1st (twice at blood rank 3, three times at blood 
  rank 5, and so forth). 
  2nd Level Bloodline Powers
  Nature’s Voice (Ex)
  All natural creatures are the children of Saluwé, 
  and this bond allows the Val to communicate freely 
  with her siblings. The Val is at all times considered to 
  be under the effects of speak with animals. 
  We Are One with Her Domain (Su)
  Nothing betrays hunted creatures more than their 
  own footsteps, and the children of Saluwé were not 
  meant to suffer such a fate. As such, the Val moves 
  without ever leaving evidence of her passing, exactly 
  as if she had the trackless step druid class ability. 
  Furthermore, should the Val have three or more levels 
  of druid or ranger, she may use trees for magical 
  transportation as if she were casting tree stride, with 
  the following exceptions: use of this power counts as a 
  full-round action, with one standard action to activate 
  it and one move-equivalent action to choose an exit 
  point; the trees must be entered and exited in the same 
  round; the Val may only move into a total number of 
  trees equal to her blood rank; and she is limited to a 
  transport range of 500 feet.
  The Wild Within (Su):
   Saluwé blesses her faithful with the ability to 
  complete their connection to the environment by 
  taking on the shape of natural animals. Once per day, 
  the Val may turn herself into any of the following 
  forms: baboon, badger, dire rat, dog, donkey, eagle, 
  snake (Small viper), or wolf lizard. This ability 
  functions exactly like the Wild Shape supernatural 
  ability of a 5th-level druid (regardless of the Val’s 
  actual character level). See Core Rulebook III for 
  statistics for these animal forms, except for the wolf 
  lizard, which is found in the Appendix of the Player’s 
  Guide to Arcanis. To be clear, the only dire creature 
  whose form can be assumed with this ability is that 
  of the dire rat, even though some of the other animals 
  listed also have dire versions.
  A druid of at least 5th level who gains this 
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  323
  bloodline power instead gains one additional daily 
  use of her wild shape ability and adds 1 to her druid 
  level for purposes of determining which forms she can 
  assume (but not the duration, Hit Dice limitation, or 
  any other variable aspects of the wild shape ability).
  3rd Level Bloodline Powers
  The Land is My Ally (Sp)
  Those close to Saluwé’s teachings learn to call 
  upon their brethren in times of need. Once per day, 
  the Val may summon natural animals as if she had 
  cast summon nature’s ally V. All normal restrictions 
  of the spell apply, except that this ability takes only a 
  standard action to use instead of one full round. 
  The Thousand Forms of Nature (Su): 
  The children of Saluwé can tap into the primal 
  nature within themselves with terrifying results. Once 
  per day, the Val may turn herself into any creature 
  from Core Rulebook III or the Player’s Guide to 
  Arcanis of the Animal type of size Tiny through Large. 
  This ability functions exactly like the Wild Shape 
  supernatural ability of an 11th-level druid (regardless 
  of the Val’s actual character level). Note that the 11 
  HD limitation of this ability will preclude the use of 
  some animal forms that are within the allowed range 
  of size categories.
  A druid of at least 5th level who gains this 
  bloodline power instead gains one additional daily 
  use of her wild shape ability and adds 1 to her druid 
  level for purposes of determining which forms she can 
  assume (but not the duration, Hit Dice limitation, or 
  any other variable aspects of the wild shape ability). 
  These benefits stack with the corresponding benefits 
  of the Wild Within bloodline power if the Val has both 
  abilities.
  4th Level Bloodline Powers 
  The Fist of the Earth (Sp)
  As the children of the Green Mother, the 
  val’Dellenov have a unique connection to all 
  things associated with soil and stone. By using this 
  connection, once per day the Val may summon earth 
  elementals as if she had cast elemental swarm, though 
  she must concentrate on nothing but controlling the 
  elementals for the entirety of the spell or else they 
  will return from whence they came. As per the spell, 
  it takes 10 minutes for the first elementals to appear, 
  and this time must be spent in uninterrupted prayer. 
  This power may only be used to summon earth 
  elementals; no other type of elemental will respond to 
  the val’Dellenov’s call. 
  val’Emman
  The val’Emman are the descendents of the same 
  Valinor of Nier as the val’Virdan. The val’Emman once 
  lived peacefully in the city of Chendo, and became the 
  victims of the jealousy and greed of the val’Virdan 
  who sought their lands and power. Besieged and 
  attacked at every opportunity by the val’Virdan family 
  and ultimately by Leonydes val’Virdan during the 
  Theocracy of the Cleansing Flame, this Val line was 
  thought to be lost forever. However, the divine spark 
  of the Gods is not so easily extinguished. Many Val 
  who once thought they were val’Virdans have learned 
  the truth of their lineage though the rediscovery 
  of their Mentagi. This psionic crystal contains the 
  knowledge and heritage of the val’Emman, and its 
  recent discovery has led many scholars to second-
  guess many of the accepted theories surrounding Val 
  and their creation. Due to the recent “recovery” of this 
  bloodline, the val’Emman have not yet had a chance 
  to form a central base of power.
  1st Level Bloodline Powers
  None Shall Stand Who Oppose the Gods (Su)
  The Judgment of Nier is uncompromising, and 
  His children often share His unsympathetic views 
  when dealing with their enemies. The Val may smite 
  an opponent exactly as an equivalent-level cleric with 
  the Destruction domain. This may be done once per 
  day, plus one additional time per day for every two 
  blood ranks beyond 1st (twice at blood rank 3, three 
  times at blood rank 5, and so forth).
  The Dancing Flame (Su)
  Raw strength and unyielding conviction are not 
  the only weapons of Nier. The val’Emman enter battle 
  with an inner fire that is as swift and deadly as a brush 
  fire sweeping the dry plains. Once per day, the Val 
  may either charge without being restricted to a straight 
  line of movement (for example, around a corner) or 
  she may add her blood rank to her attack and damage 
  rolls when charging an opponent. The latter form of 
  this ability stacks with the +2 bonus already provided 
  by charging.
  To Know the Sight of Our Lord (Su)
  Wherever there is life, there is heat. The children 
  of Nier can sense the energies burning within all 
  beings, allowing them to see where normal Val cannot. 
  The Val gains darkvision with a range of 30 feet. 
  2nd Level Bloodline Powers
  The Flickering Flame (Sp) 
  Even as the fires of Nier consume all that stand in 
  their way, each tendril of flame dances with a nimble 
  grace that is almost impossible to follow with the 
  naked eye. The Val has been gifted with the ability 
  to move with such swift finesse that she becomes 
  transient, flickering in and out of sight as if she had 
  cast blink. This gift may be used once per day, and 
  lasts for a number of rounds equal to the Val’s blood 
  rank. 
  The Sword of Heaven (Su)
  The Lord of Flaming Destruction blesses His 
  children with the spark that ignites the purest of 
  flames. Any non-magical melee weapon wielded by 
  the Val gains the flaming ability as detailed in Core 
  Rulebook II. Any magical melee weapon wielded by 
  the Val gains the flaming burst ability as detailed in 
  Core Rulebook II. 
   
  To Withstand the Crucible of Flame (Sp)
  There is no crucible that brings more anguish 
  than the cleansing flames of Nier, and any who cannot 
  withstand His trial by fire are judged unworthy of 
  Paradise. Nier favors His children, however, and aids 
  them in overcoming the physical pain caused by all 
  fires, even those of His purifying inferno.  Once per 
  day, the Val may shield herself from fire as if she had 
  cast protection from energy (fire) at a caster level 
  equal to twice her blood rank (maximum caster level 
  of 10). 
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  3rd Level Bloodline Powers
  Powerful Strike (Ex): 
  Once per day, plus one additional time per day for 
  every two blood ranks beyond 1st. The Val may use 
  this ability as a swift action declared prior to making 
  a melee attack roll. The ability causes that attack to 
  be made with overwhelming force. If the attack hits, 
  it deals double damage (exactly as a lance does when 
  used during a charge). If the attack misses, the use of 
  the ability is wasted.
  If the attack is a confirmed critical hit, then 
  instead of dealing double damage, the net effect 
  is that the critical multiplier is increased by 1 (for 
  example, a x3 multiplier would increase to x4). This 
  is not an actual increase to the weapon’s base critical 
  multiplier; it is a result of applying the standard rules 
  for “doubled doublings.”
  The Wrath of the Just (Sp)
  The children of the Master of Burning Ruin know 
  well the secrets of harnessing His holy fire to strike 
  down those who would dare to face their wrath. Once 
  per day, the Val may call down a great pillar of flame 
  as if she had cast flame strike. 
  4th Level Bloodline Powers 
  Burn the Heavens (Sp)
  Nier is the Ruler of the Fields of Ash, and in His 
  glory shall His children reduce all before them to dust 
  with a blazing inferno from the heavens. Once per day 
  the Val may summon a terrible firestorm as if she had 
  cast meteor swarm.   
  val’Holryn
  The val’Holryn are unique in that they have no 
  bloodline powers of their own and no patron deity 
  in the Pantheon of Man. Essentially the val’Holryn 
  are the chameleons of the Val race, able to assume 
  the bloodline powers of any other Val family, while 
  possessing none of their own. When selecting bloodline 
  powers and abilities, a val’Holryn chooses any one of 
  the other bloodlines to use for his power progression. 
  Like all other Val, once this selection is made, it may 
  never be changed. Historians and scholars alike are 
  baffled by this mystery, but as of yet, no plausible 
  explanation has been given to this enigma. Despite 
  the mystery surrounding their lineage, the val’Holryn 
  enjoy a reputation for being fiercely loyal and noble 
  souls. Currently their main base of power lies in the 
  city of Tralia in the Kingdom of Milandir.
  val’Inares
  The val’Inares are the descendents of a Valinor of 
  Anshar. Generally pitied by the common populace due 
  to the woe and suffering they endure, this Val family 
  is scattered throughout Onara and enjoys no central 
  base of power.
  1st Level Bloodline Powers
  She Takes Our Burden (Su)
  The favored of the Suffering Goddess gain a 
  small measure of Her boundless endurance. While the 
  Val still feels the adverse effects of harsh climates, 
  he is no longer burdened by them and can withstand 
  temperatures from zero to 110 degrees Fahrenheit 
  with no ill effects. More extreme temperatures have 
  their negative effects reduced by one-half. 
  Walk the Path of Stars (Sp)
  The Ansharan portals predate even the elder races 
  of Onara and Her children hold a special affinity for 
  their use. As a full-round action, the Val may activate 
  a portal and attune it to travel to any other portal he 
  has studied or traveled through. Should the Val begin 
  play with this bloodline ability, he is attuned to one 
  portal of his choice; most often this is a portal in his 
  home region. In order to attune himself to any further 
  portals, the Val must either travel through said portal 
  or spend 10 minutes studying it and running his hands 
  over the stones. A list of portals the Val has become 
  attuned to should be carefully maintained. 
  To Stride the World Entire (Su)
  The children of the Far Traveler need not worry 
  about the limitations of the body while out on 
  the open road. Being able to resist the rigors of 
  prolonged journeys, the Val receives a +10 bonus on 
  his Constitution checks to resist non-lethal damage 
  and fatigue while making a forced march. 
  2nd Level Bloodline Powers
  Anshar Guides My Steps (Sp)
  Anshar is the Far Traveler and Her children’s 
  feet move with Her uncanny sense of direction. The 
  Val gains Survival as a class skill and, once per day, 
  he may pray to Anshar to guide him on his journeys. 
  This prayer acts as the spell find the path, with the 
  following exceptions: the Val may not sense or bypass 
  glyphs of warding or any other magical traps; the Val 
  may not sense or bypass any mundane traps unless 
  they are specifically set off by feet (i.e. tripwires, false 
  stone tiles, pressure plates on steps, etc); this gift may 
  not be bestowed upon another person; and the Val 
  may not use this gift to exit a maze spell, though he 
  does receive a +10 bonus on his Intelligence checks 
  to escape.
  As Always, We Endure (Su)
  The val’Inares are blessed with the incredible 
  ability to tolerate even the worst pain, and even poison 
  cannot break this steadfast endurance.  As such, the 
  Val is immune to damage from natural poisons such 
  as a scorpion’s sting or poison oak. Poisons from an 
  unnatural source, such as shadow essence, are still 
  deadly to the Val, though he receives a +5 bonus on 
  his saving throws to resist their effects. 
  Endure the Pain of Others (Su)
  As Anshar shoulders the suffering of others, 
  so too shall Her children take these burdens upon 
  themselves. For a number of times per day equal to 
  his blood rank, the Val may transfer damage from a 
  willing subject onto himself. With a successful touch 
  attack, the Val may completely heal another natural, 
  living creature by assuming that creature’s wounds. 
  The Val suffers damage equal to the total amount and 
  type (lethal, non-lethal, ability) taken from the other 
  creature, even if the amount is enough to kill him. The 
  Val must take any and all damage at once. The Val 
  may not select an amount of damage to heal with this 
  ability; it is an all-or-nothing proposition.
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  3rd Level Bloodline Powers
  Anshar’s Mighty Strides (Sp)
  Anshar’s children shall not be restricted from 
  traveling anywhere, even to the most remote places 
  where Her great portals cannot reach. Once per day, 
  plus one additional time per day for every two blood 
  ranks beyond 1st (twice at blood rank 3, three times 
  at blood rank 5, and so forth), the Val may travel 
  great distances in one step as if he had cast dimension 
  door. 
  As We Suffer; So Shall They (Su)
  The Weeping Goddess carries the weight of 
  grief and pain not only upon Her shoulders, but also 
  throughout Her entire being. Her children also carry 
  such burdens, and they have learned to let it flow 
  from their fingertips to inflict others who do not 
  understand the path of suffering. Once per day, the Val 
  may attempt a melee touch attack upon another living 
  creature. This touch of pain stuns creatures with 50 or 
  fewer hit points for 2d4 rounds and creatures with 51 
  or more hit points for 1d4 rounds. A successful Will 
  save negates this effect. 
  4th Level Bloodline Powers 
  Her Gates are Everywhere (Sp) 
   
  The purest of Anshar’s blood become 
  internally attuned to the magics which flow through 
  Her portals. Once per day, with a full minute of 
  uninterrupted concentration, the Val may create a 
  temporary portal within 20 feet of himself. He must 
  select an existing gate of Anshar to which he has 
  already become attuned to serve as his destination 
  point the moment he opens the portal, and may not 
  change this destination by any means. This portal 
  will remain open for one minute, until the Val passes 
  through it, or until it is dismissed. Whenever a portal 
  is spontaneously created in this fashion, it leaves 
  behind a trail that can be sensed by an Ansharan 
  Gatekeeper’s locate portal ability. This trail lasts for 
  a period of hours equal to the Val’s blood rank, and 
  always registers as an inactive portal. 
  val’Ishi
  The val’Ishi are the descendents of a Valinor of 
  Beltine. From their base of power in Enpebyn in the 
  Coryani Empire, the members of this family are often 
  viewed as holy men by the general populace due to 
  their intimate connection to the afterlife.
  1st Level Bloodline Powers
  Return to Your Rest (Sp)
  It is a rare val’Ishi who does not seek to free the 
  walking dead from their unholy bonds of servitude 
  to Neroth, and an even rarer one who does not wish 
  to destroy them completely. As a child of the Warden 
  of the Afterlife, once per day per character level, the 
  Val may send beams of his own positive energy into 
  his foes as if he had cast disrupt undead with the 
  following exceptions: the number of rays cast with 
  each use of this gift is equal to the Val’s blood rank; 
  and each ray requires its own separate ranged touch 
  attack.
  Speak With the Voice of Ancestors (Sp)
  The blessed children of Beltine have a powerful 
  connection to the spirits of others. Once per day, 
  the Val can converse with a departed soul simply 
  by visiting the gravesite or a place that was vitally 
  important to the soul in question. Treat this ability as 
  the spell speak with dead except that the Val speaks 
  to the soul, not to the intellect or to the memories of 
  the body. 
  The Hand of Ghosts (Su)
  As the Forger of Souls stirs Her cauldron, seeking 
  to simmer out the imperfections in the souls within, so 
  too do Her children seek to touch the very spirits of 
  those who would do wrong on Onara. Once per day, 
  plus one additional time per day for every two blood 
  ranks beyond 1st (twice at blood rank 3, three times 
  at blood rank 5, and so forth), the Val may make a 
  single melee attack as if he were incorporeal (in other 
  words, his normal melee attack is treated as if it were 
  an incorporeal touch attack). Using this gift is a free 
  action, and the Val is only considered incorporeal 
  for the purposes of his attack; he does not remain 
  incorporeal for the round.
  2nd Level Bloodline Powers
  The Loving Caress of Our Goddess (Sp)
  The souls of mortal men require a lifetime of 
  experience to learn and grow towards perfection, and 
  a soul passing on too soon is often one that could have 
  redeemed itself with more time. As such, the children 
  of Beltine are tasked with healing those who cannot 
  heal themselves. Once per day, plus one additional 
  time per day for every two blood ranks beyond 1st 
  (twice at blood rank 3, three times at blood rank 5, and 
  so forth), the Val may channel positive energy into his 
  companions as if he had cast mass cure light wounds 
  with a number of targets equal to his blood rank.  
  The Spirit Endures (Su)
  The souls of Beltine’s children know they will 
  find no serenity in the afterlife, and thus they cling 
  jealously to their mortal bodies. The Val, combining 
  this resilience with the strength of his blood, gains 
  immunity to death magics as if he were permanently 
  protected by death ward.  
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  To Heal the Soul (Sp) 
  As the val’Ishi are tasked with healing the flesh, 
  so too must they learn to heal the spirit and the very 
  life essences governing the body. Once per day, the 
  Val may cure a target’s non-physical damage as if 
  he had cast restoration. No material component is 
  required.
  3rd Level Bloodline Powers
  Our Mistress Returns the Lost (Sp)
  Not all souls are ready to pass into the afterlife 
  when the body falls. Through his intense connection 
  to all spirits, once per day the Val may restore the 
  soul back to its broken remains as if he had cast raise 
  dead. All normal rules and time constraints for the 
  spell apply, except the Val does not need to meet the 
  material component requirement. 
  The Body is But a Shell (Su)
  As the val’Ishi grows in power, he gains a greater 
  ability to take upon the aspect of a ghost. Once per 
  day, plus one additional time per day for every two 
  blood ranks beyond 1st (twice at blood rank 3, three 
  times at blood rank 5, and so forth), the Val may shed 
  his physical limitations and become incorporeal for 
  a number of rounds equal to his character level. The 
  Val gains all advantages and disadvantages of the 
  Incorporeal subtype (as described in Core Rulebook 
  III) except he does not suffer damage from holy 
  water.
  4th Level Bloodline Powers 
  The Mortal Coil is Not Easily Abandoned (Sp) 
  Despite the frailties of the human body, the 
  human spirit is unmatched in its determination and 
  heroism, and it is this inner strength that the val’Ishi 
  call upon in times of need. In order to mend the 
  damage done to his companions, once per day the 
  val’Ishi may concentrate and use the power of his 
  companions’ souls to restore their bodies as if he had 
  cast mass heal, with the following exceptions: the Val 
  may affect a maximum number of targets equal to his 
  blood rank; no two targets may be more than 30 feet 
  apart; and the maximum number of hit points the Val 
  may restore to each creature is equal to 25 times his 
  blood rank.
  val’Mehan/val’Mehen
  The val’Mehan are the descendents of a Valinor 
  of Sarish. Centered in Nishanpur in Canceri, this Val 
  family is treated with a mixture of fear and respect. 
  Master manipulators and diplomats, val’Mehan are 
  often found at the center of any intrigue.
  1st Level Bloodline Powers
  Arcane Servant (Su)
  The blood of the Patron of Sorcerers and Magi 
  carries with it an affinity towards magical creatures. 
  Even a Val without the gift of the arcane may call a 
  familiar which will grow with him exactly as a wizard 
  or sorcerer’s familiar would. Should the Val already 
  have a familiar, he gains the Improved Familiar 
  feat instead, though he must meet all the normal 
  prerequisites before he may utilize it. Therefore, a 
  first level val’Mehan wizard may take arcane servant 
  as his starting bloodline ability, but he may choose to 
  wait as long as he desires to make use of the Improved 
  Familiar feat he gains from it. Should the familiar 
  granted by arcane servant die, the Val suffers all 
  normal effects for losing a familiar as detailed in Core 
  Rulebook I. 
  Oath Maker (Sp)
  Sarish is the Oath Maker, and His children are 
  wordsmiths by instinct, writing and sealing pacts 
  in His name with a drop of blood and a bit of wax. 
  However, despite the ease with which their words 
  flow, a Sarishan Oath is a devastatingly serious 
  agreement. The Val may witness an oath between two 
  or more willing parties. Each member of each party 
  must supply a small quantity of blood, which the 
  Val mixes with sealing wax. Once both parties have 
  reviewed and agreed upon all points of the contract, 
  the Val then binds and finalizes it with the prepared 
  wax and his own personal seal. 
  Verbal agreements (known as bloodoaths) are 
  also possible. As with the traditional Sarishan oath, 
  the bloodoath is a pact to which all parties willingly 
  agree. The blood required for the oath is collected in 
  a goblet or on a sash of red cloth, during which the 
  Val leads all involved in reciting the entirety of the 
  agreement. While swearing upon the name of Sarish, 
  the Val then finalizes the agreement by burning the 
  cloth or drinking the blood. An informal version of 
  the bloodoath can be done between two individuals by 
  slashing their palms and shaking hands while reciting 
  the desired oath, though the entire agreement must 
  still be overseen by a val’Mehan. 
  In either case, the Sarishan oath is null and void if 
  all involved do not participate of their own free will or 
  if the pact encompasses specific individuals who are 
  not present at the time of the oath making. 
  Should this contract be violated in any way, the 
  offending person (or people) will be inflicted with 
  the curse of the oath breaker as detailed in the oath 
  spell. 
   
  Sarish is Known to His Chosen (Su)
  As the Master of the Arcane, Sarish’s children 
  have an instinctual ability to sense magic within their 
  environment. At will, the Val may determine if an 
  object is magical simply by touching and scrutinizing 
  it for up to three rounds as if he had cast detect 
  magic. 
  2nd Level Bloodline Powers
  Blood Calls to Blood (Sp)
  The children of the Blood God are gifted with 
  the ability to sense and follow the trails this life-
  giving essence leaves behind. If the Val has access 
  to even a single droplet of blood, regardless of age, 
  he may unerringly track its owner once per day as 
  if he had cast locate creature, with the following 
  exceptions: The duration is extended to one day per 
  character level; the range is extended to one mile per 
  blood rank; firsthand knowledge, familiarity, and/or 
  visualization of the intended target are not required; 
  mislead and polymorph cannot be used to fool the Val; 
  and nondetection on the intended target offers a 50% 
  chance per day for the spell to hide the target from this 
  ability. Blood calls to blood cannot be used more than 
  once in any 24-hour period. 
  Our Master Bids You Obey (Su)
  The Binder of Demons and Devils demands 
  servitude and respect from the Infernal hordes, and 
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  a small piece of that deference and fear is passed 
  on to His children. As such, for a number of times 
  per day equal to his blood rank, the Val may turn, 
  rebuke, or command Infernal outsiders as a cleric 
  turns undead. Clerics of Sarish who already possess 
  this ability instead gain a +2 bonus to turning checks 
  and an additional 1d6 points of turning damage versus 
  Infernal outsiders. 
  Grace of the Cat Lord (Su)
  The favored animal of Sarish is the cat, and His 
  children are gifted with feline grace and stability. The 
  Val gains a +5 bonus on all Balance skill checks, a +1 
  dodge bonus to Armor Class, and an additional 5 feet 
  to his base movement speed. He loses the AC bonus 
  any time he would lose any other dodge bonuses to 
  AC. 
  3rd Level Bloodline Powers
  Know the Work of Sarish (Sp)
  Magic is so close to the val’Mehan that no 
  amount of illusion can hide the truth of enchanted 
  items from them. At will, the Val may determine 
  all magical properties of any item he touches as if 
  he had cast identify. The Val may also ignore any 
  enchantments that mask the true nature of an item’s 
  magical properties, such as magic aura. 
  Stone Guardian (Su)
  The children of Sarish can give some of their own 
  essence to bind an Infernal to their service. The Val 
  must obtain a small gargoyle statue (approximately 12 
  inches tall) with a market value of no less than 2,000 
  gold pieces, and bind it to his service with the soul of 
  an Infernal outsider by smearing a touch of his own 
  blood over its face and spending 24 continuous hours 
  in ritualistic prayer. This results in the permanent 
  loss of one hit point and costs the Val 500 experience 
  points, but he gains a faithful and willing servant out 
  of the statue, which now acts similarly to a figurine 
  of wondrous power. Upon utterance of a chosen 
  command word, the statue grows to the size and 
  specifications of a Medium gargoyle (as detailed in 
  Core Rulebook III). This figurine can be used once 
  per day for a number of hours equal to the Val’s blood 
  rank. The gargoyle is considered to be an Infernal 
  outsider and will revert to statue form if turned or 
  commanded by a Sarishan cleric regardless of the 
  amount of turning damage dealt. Should the gargoyle 
  be forced to return to its statue form, either from being 
  turned or from the Val using his command word, the 
  gargoyle may not be called upon again for another 24 
  hours. If the gargoyle is ever killed, it will return to 
  its statue form and cannot be used again for one full 
  week. The Val may not possess more than one such 
  gargoyle at any given time. Should this statue ever 
  be destroyed, the Val must wait one full year before 
  creating another.
  4th Level Bloodline Powers 
  Brothers in Blood (Su)
  The children of Sarish are masters of ritual and 
  cooperative casting. On his own, the Val may pour 
  his very life essence into his casting to heighten the 
  potency of any single spell, once per day. The Val 
  may sacriﬁce 5 hit points per blood rank to increase 
  his spell’s saving throw DC by 1 for every 5 hit points 
  spent. The Val may not spend more hit points than he 
  would normally possess. He may not go unconscious 
  from using this power, nor may he expend hit points 
  gained from a temporary source, such as heroes’ 
  feast. This damage may not be healed in any way for 
  24 hours. Alternately, when using the Cooperative 
  Spellcasting feat with his val’Mehan brethren, he may 
  add an additional +1 caster level for every val’Mehan 
  of equal or greater blood rank participating in the 
  ritual, once per day. Using this ability is a free action, 
  but only one version may be used per day. Its effects 
  do not stack in any way; if there are two or more 
  val’Mehan casters with the Cooperative Spellcasting 
  feat, only one of them may make use of this bloodline 
  ability at a time. 
  val’Mordane
  The val’Mordane are the descendents of a Valinor 
  of Neroth. Centered around their power bases in 
  Abessios and Ventaka, this Val family seems to 
  be surrounded by an air of death, making most 
  commoners give them a wide berth.
  1st Level Bloodline Powers
  I Know You, Brother (Sp)
  As the children of He Who Extends Life Beyond 
  Death, the val’Mordane have an instinctual ability 
  to sense the walking dead within their environment. 
  At will, the Val may determine if any undead are 
  present in his general vicinity as if he had cast detect 
  undead.
  Neroth’s Discourse (Sp)
  The flesh and the intellect are the domain of 
  Neroth, and His children know well the value of 
  a corpse. Once per day, the Val may call upon the 
  memories still present in the body of the deceased, as 
  if he had cast speak with dead. 
  The Mercy of Neroth (Su)
  Neroth is the Decayed Master of Pestilence, and 
  His children are blessed with an innate resistance 
  to even the most lethal ailments. Though he may 
  still carry and spread them, the Val is immune to all 
  effects of non-magical diseases. Any time the Val 
  needs to make a Fortitude save to determine whether 
  or not he contracts a disease, the results of the saving 
  throw are only used to determine whether or not he 
  has become a carrier. In order to determine whether 
  he is carrying a disease or not, the Val may make a 
  Heal check (DC 15). If he is infected, all normal steps 
  required to remove or treat the disease must be taken 
  or else he risks infecting the others around him. (Of 
  course, sometimes that is exactly the goal he hopes to 
  achieve…)
  2nd Level Bloodline Powers
  All Things Die (Sp)
  Death is many things: the passage of time, a 
  doorway, a moment, a bit of rust, a corpse. Neroth’s 
  followers know this well, and are able to see death 
  and decay within all things. Once per day, the Val may 
  make an unarmed melee touch attack as if he had cast 
  rusting grasp.
  Eternal Servant (Sp)
  Those beyond the mortal coil are destined to 
  forever serve Neroth and His children. Once per 
  day, the Val may call upon this heritage as if he 
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  had cast skeletal companion. This may not be used 
  in conjunction with any other casting of skeletal 
  companion. Should this ability be used again before 
  the first skeleton is destroyed or lost, the first skeleton 
  will crumble to dust as the second one rises. 
  Neroth’s Embrace (Sp)
  Disease and virulent illness are grim celebrations 
  of the Decayed Master of Pestilence. In order to spread 
  His teachings, once per day the Val may infect another 
  creature with sickness as if he had cast contagion. 
  The targeted creature still receives a saving throw 
  against the disease as normal, but the initial infection 
  is automatic (no melee touch attack is required). The 
  creature to be targeted must be within 30 feet of the 
  Val at the time this ability is used.
  3rd Level Bloodline Powers
  Brother, Feed Elsewhere (Sp)
  The undead hunger for the life essence of the 
  living, but the children of Neroth will not be fed upon 
  by those who have received His blessings. As such, 
  the Val gains immunity to death magics as if he were 
  permanently protected by death ward.  
  Death is Not an Ending (Sp)
  The body is but a shell, a vessel, and a tool. The 
  children of Neroth do not view death as an end to the 
  usefulness of the body, nor do they see the undead as 
  something to be feared. To demonstrate the benefits 
  of living and fighting alongside the walking dead, the 
  Val may shake the sleep from nearby corpses once per 
  day as if he had cast animate dead. 
  4th Level Bloodline Powers 
  Neroth’s Final Blessing (Ex)
  The greatest blessings of Neroth do not come 
  lightly, and few receive them with such open arms 
  as the val’Mordane. The journey into un-life carries 
  with it great power and strength, shedding the fears 
  and frailties of the human form in exchange for life 
  everlasting, though only those closest to Neroth’s 
  teachings truly comprehend this. In such a measure 
  of understanding, the Val’s body is reborn as that of 
  a walking dead, gaining the Undead template (see 
  Appendix for details). 
  val’Ossan
  The val’Ossan are the descendents of a Valinor 
  of Yarris. Centered around the city of Naeraanth in 
  Milandir, these noble and slightly aloof Val enjoy 
  being near the ocean and generally excel at all crafts 
  and professions associated with the water.
  1st Level Bloodline Powers
  Upon the Oceanlord’s Back (Ex) 
  Any ship manned by a val’Ossan need never 
  fear being left adrift at sea by a dead calm. Whenever 
  the Val is on a ship, that ship may sail as though it is 
  under the effects of a moderate wind if the prevailing 
  weather conditions are for anything less than a 
  moderate wind. (This power does not allow the Val to 
  reduce the strength of winds stronger than moderate or 
  to control the weather directly.)
  Yarris’ Breath (Ex)
  The children of the Sea King were never meant 
  to drown within His watery domain. The Val gains the 
  extraordinary ability to breathe underwater through a 
  pair of gills that sprouts from her neck whenever she 
  is immersed in water. The Val also gains a base Swim 
  speed of 20 feet, which allows her to move through 
  normal water conditions without having to make 
  Swim checks. She gains a +8 racial bonus on any 
  Swim check to perform a difficult action or avoid a 
  hazard. She may always choose to take 10 on a Swim 
  check, even if distracted or endangered. The Val may 
  use the run action while swimming, provided she 
  swims in a straight line. Swim is always treated as a 
  class skill for her.
  Yarris’ Step (Sp)
  As Ruler of the Waves, Yarris grants His children 
  a measure of control over the seas. The Val may make 
  use of the water walk spell (self only) at will as a 
  spell-like ability. This version of the spell only works 
  for walking upon bodies of liquid water, however (i.e. 
  it does not work on mud, quicksand, ice, snow, lava, 
  etc.)
  2nd Level Bloodline Powers
  He is Master of Waters (Sp)
  In all the human realms, the children of the Sea 
  King are the only true masters of His domain. In 
  demonstration of this intense connection to water, 
  once per day the Val may calm even the most 
  tumultuous waves or raise them into a dome as if he 
  had cast control water with a duration of 10 minutes 
  per blood rank. 
  My Brothers Shall Not Harm Me (Su)
  The Master of the Oceans will not permit His 
  minions to attack His children. No natural animals of 
  the sea, including animal companions, will voluntarily 
  attack the Val. Magically dominated or controlled 
  animals, as well as summoned animals, that are 
  commanded to attack the Val receive an additional 
  Will save to ignore the command, even if the spell 
  does not normally allow a saving throw (such as 
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  summon nature’s ally) or the creature already failed 
  a previous save. Such creatures receive a divine 
  bonus equal to the Val’s blood rank on the additional 
  saving throws granted by this power. If the creature’s 
  Will save fails then it attacks the Val as directed but 
  may attempt another save if it is directed to continue 
  attacking on a subsequent round. If the save succeeds 
  then the creature stands still and does nothing for that 
  round (continuing to defend itself normally).
  My Lord’s Domain is as Mine (Sp)
  Water is ever-flowing and always malleable. The 
  val’Ossan knows this and may adapt as water does. 
  She gains the granted power of the Travel domain 
  from Core Rulebook I. If she already has the Travel 
  domain’s granted power then she adds her blood rank 
  to the duration of the freedom of movement effect 
  granted by the domain.
  3rd Level Bloodline Powers
  The Oceanlord’s Gift (Sp)
  While the sea gives many gifts to the human 
  lands, it also has the power to destroy many things 
  that land-walkers love. With 10 full minutes of prayer 
  to the Sea King, the Val may summon up a hurricane 
  while in coastal areas or a terrible rainstorm while 
  landlocked as if he had cast control weather. The Val 
  may only summon up torrential rain or hurricane-
  force winds as detailed in the spell description, but 
  he is not restricted to the seasonal requirements and 
  may not change or stop his chosen weather conditions 
  once he has summoned them; he must wait for them 
  to pass naturally. 
  The Sea is My Ally (Sp)
  The children of Yarris can call upon the creatures 
  of the sea to aid them. Once per day, the Val may 
  summon a single aquatic creature as if he had cast 
  summon nature’s ally V (including the ability to 
  choose from lower-level lists and gain a larger number 
  of creatures). 
  The Val automatically succeeds on any Handle 
  Animal skill checks needed to control or direct the 
  creatures summoned by this power. The duration of 
  the summoning effect is one hour per blood rank 
  (instead of the usual one minute per caster level). This 
  power may only be used to summon creatures that 
  have the Aquatic subtype, that normally dwell entirely 
  within an aquatic environment (such as a celestial sea 
  cat), or that spend a majority of their life in or under 
  the water (such as a fiendish crocodile).
  4th Level Bloodline Powers 
  Redeem What is His (Sp)
  Water is Yarris’ gift of life. Without water, the 
  gardens of Saluwé would not bloom, the tears of 
  Hurrian’s stormy skies would not fall, the blood 
  of Sarish would not flow, and all of Onara would 
  crumble to dust. This gift may be reclaimed, however. 
  Once per day the Val may make use of horrid wilting 
  as a spell-like ability. Her caster level for this spell is 
  equal to her total character level. Creatures with the 
  Aquatic or Water subtypes do not receive a saving 
  throw against the effect. 
  As the gift of water and life is taken from those 
  who suffer the Oceanlord’s wrath, it is also transferred 
  to the child of Yarris who reclaimed it. The Val gains 
  a number of temporary hit points equal to the amount 
  of damage suffered by the single creature that suffered 
  the most damage from the spell. (If more than one 
  creature tied for the most damage taken, then it does 
  not matter which creature is used – the Val only gains 
  that amount once.) These temporary hit points last for 
  one hour per blood rank.
  val’Sheem
  The val’Sheem are the descendents of a Valinor 
  of Larissa. Centered around their base of power 
  in the city of Savona in the Coryani Empire, the 
  val’Sheem are an extroverted and passionate family. 
  They are widely renowned for their quick wits, 
  winning smiles, endurance while imbibing, and their 
  hedonistic practices.
  1st Level Bloodline Powers
  Fortune Favors the Bold (Su) 
  Luck is a ﬁckle mistress, but She favors those 
  who make their own fortune. Once per day, the Val 
  may re-roll any single die roll, keeping the preferred 
  result. This gift is limited to one die, and therefore 
  may not be used to re-roll the total damage of a 
  ﬁreball, though it may be used to re-roll a single d6 
  of said damage.
  Walk the Web of Fate (Sp)
  Fate and fortune weave a tangled web that can be 
  difficult for even the most devoted diviners to unravel. 
  The children of Larissa, however, are blessed with an 
  innate ability to peek into the near future to determine 
  their fate. With a moment of meditation and a prayer, 
  the Val may get a hint of insight into the wisdom of his 
  actions once per day as if he had cast augury.  
  Gift of Joy and Pleasure (Sp)
  Lady Luck understands that battle is as much 
  of a gamble as any game of dice or cards, and She 
  wishes for Her children to know the satisfaction of 
  outmaneuvering their opponents. As such, the Val may 
  fill his allies’ thoughts with the most joyful dreams of 
  success as if he had cast bless in order to help turn the 
  odds in his favor. This ability can be used once per 
  day per bloodrank.
  2nd Level Bloodline Powers
  The Temptations of the Flesh (Sp)
  The Divine Harlot blesses Her children with 
  beauty and Charisma capable of wooing even the most 
  modest knights of Milandir. Once per day, the Val 
  may entrance another as if he had cast charm person, 
  though he may only charm those who would have 
  a reasonable chance of being physically attracted to 
  him, such as those of the opposite sex. 
  Our Waters Are as Wine (Sp) 
  The Larissans of Sweet Savona have a saying: 
  “In vino veritas,” or “in wine there is truth.” Whether 
  it be for the sheer pleasure of imbibing, to loosen the 
  tongue of a secretive noble, or to rejuvenate himself, 
  the Val may transmute common water into wine, or 
  transmute a drink of wine into a magical potion. This 
  power may be used once per day per two blood ranks 
  (minimum 1). The Val must be touching or holding the 
  vessel or container. The use of this power is a standard 
  action that provokes attacks of opportunity.
  The Val may turn up to 1 pint of water per blood 
  rank into fine wine as if he had cast transmute liquids 
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  (see page 272). This change is permanent. The wine so 
  created is always fresh and delicious (for example, the 
  Val cannot deliberately create sour wine to discomfit 
  a social rival). Alternatively, the Val may transform a 
  single draught of any sort of wine into a single draught 
  of a magical potion. This potion has a caster level 
  equal to the Val’s blood rank (maximum 5) and may 
  be chosen from the following list: cure light wounds, 
  mage armor, protection from (alignment), remove 
  fear, sanctuary, or shield of faith (+2). The potion so 
  created functions only for the Val who manifested the 
  power, and it turns back into non-magical wine at the 
  end of the Val’s next turn if it is not consumed. (Note 
  that drinking the potion requires an additional standard 
  action above and beyond the standard action required 
  to activate this power.)
  This power has no effect on any liquid that is 
  already magical (such as potions) even if the liquid 
  includes water or wine as part of its mixture.
  The Rewards of the Flesh (Su) 
  Larissa teaches that there is joy to be found within 
  all things, and Her children often spend a great deal of 
  their life traveling the world to learn what they can of 
  the numerous forms of pleasure. On such journeys of 
  exploration, the Val may meet many people and hear 
  many things, giving him a bit of insight beyond what 
  a normal human would possess. Once per day, the Val 
  may think back upon his travels to recall something 
  he may have seen or heard as if he were using bardic 
  knowledge as a bard equal to his total character level.
  3rd Level Bloodline Powers
  Look Through the Eyes of Our Mistress (Su)
  The gift of foresight is often unwelcome. The 
  character has uncontrollable flashes of insight into 
  future events. These come as visions or dreams and 
  cannot be directed or sought successfully. These visions 
  are also typically cryptic and are often only appreciated 
  after the events foretold transpire. Once per day, at the 
  GM’s discretion, the Val may make a vision check to 
  see if he has received a vision relevant to the area or 
  situation he is in. To make a vision check, roll 1d20 and 
  add the Val’s character level and his Charisma modifier. 
  This ability is somewhat similar to a bardic knowledge 
  check, although the visions the Val gains are fragmented 
  and disjointed. These brief visions tend to focus on 
  events and individuals with strong emotional elements.
  Touch of Pleasure (Sp)
  Those who study the Sixty-Seven Acts of 
  Debauchery know of a pressure point that can send any 
  human into a fit of ecstasy so powerful that they can 
  do nothing but quiver with pleasure. The Val knows the 
  location of this point so well that, once per day, he may 
  simply concentrate on it from a distance, as if he had 
  cast euphoria with his saving throw DC increased by a 
  number equal to his blood rank. 
  4th Level Bloodline Powers 
  My Lover My Heart (Sp)
  The most blessed follower of Larissa can call upon 
  the memories of past lovers to fulfill and heal himself 
  and his companions. With a shiver of pleasure, once 
  per day the Val may send visions of love and physical 
  gratification through his own mind and the minds of his 
  companions, as if he had cast phantasmal lover with an 
  extended number of targets equal to his blood rank.
  val’Tensen
  The val’Tensen are the descendents of a Valinor of 
  Hurrian. This Val family is currently divided between 
  two bases of power. One is in Ulfila in the Coryani 
  Empire; the other is in Moratavia in the Kingdom of 
  Milandir. Tension between these two factions is high 
  and has broken out into open warfare in the recent past. 
  The val’Tensen have a reputation for not suffering fools 
  lightly. They are generally even-tempered and slow to 
  anger, but when they do, their fury knows no bounds.
  1st Level Bloodline Powers
  His Might is Our Own (Su)
  The Storm Lord strikes with the concentrated 
  might of a thousand lightning bolts. Such intense 
  control is truly understood only by His children, who 
  are gifted with the ability to focus the power of their 
  blows. With a crackle of electricity, once per day the 
  Val may gain a +2 bonus to Strength for one minute 
  per character level. This bonus increases by 2 for every 
  2 blood ranks beyond 1st (a total of +4 for blood rank 
  3, +6 for blood rank 5, and so on). This requires a 
  standard action.
  His Redoubtable Strength (Sp)
  The children of the Grand Strategist of the Gods 
  understand that protecting those who cannot protect 
  themselves is just as important to victory as overcoming 
  the opposition. Trusting in his own physical prowess 
  and fortitude, the Val may declare a single target as his 
  charge once per day, as if he had cast shield other. This 
  charge must be of human blood (dark-kin, gnome, half-
  hobgoblin, half-orc, human, or Val) and will remain 
  under the Val’s protection for the rest of the day, even 
  if the Val should fall unconscious. If the charge moves 
  out of the spell’s area of effect, the spell will resume as 
  soon as he re-enters it. There is no focus requirement 
  for this ability (in other words, the usual platinum rings 
  associated with the shield other spell do not need to be 
  worn by the Val and his charge). 
  Electricity is Our Ally (Su)
  The God of Storms is also the Lord of Lightning. 
  His children are well suited to its rigors. The Val gains 
  an amount of permanent electricity resistance equal to 
  three times her blood rank. For example, a val’Tensen 
  of blood rank 3 would gain electricity resistance 9.
  2nd Level Bloodline Powers
  Hurrian’s Wrath (Sp)
  The sky is the domain of Hurrian. His breath 
  is the wind, the pouring rain is formed of His tears, 
  and the clouds drift and darken with His moods. His 
  voice, however, is the rolling thunder, and each bolt 
  of lightning is a swift strike of His longsword. The Val 
  knows that he may call upon Hurrian’s might for aid, 
  and once per day as a full-round action he may pray for 
  the power of the storm to assail his enemies, as if he 
  had cast call lightning. 
  The Thunderer’s Gift (Su)
  The voice of Hurrian is so intense that only the 
  most stalwart warriors may withstand its staggering 
  conviction. With a pulse of electricity, the Val may call 
  upon the thunder once per day to create a concussive 
  blast that radiates out from his body 30 feet in all 
  directions (60-foot diameter burst, centered on the Val). 
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  The Val is immune to its effects, but all those caught 
  within the radius suffer 2d6 points of sonic damage 
  and must succeed on a Fortitude save or be stunned for 
  1d4 rounds. If the Val is in an area of silence, all sonic 
  damage is negated, but the concussive force remains and 
  the Fortitude save is still required. 
  The Reluctant Warrior (Ex)
  The true strength of Hurrian lies in His ability to 
  protect others. As such, once per day the Val may gain a 
  +2 bonus to his AC, attack rolls, and saving throws for as 
  long as he is acting in defense of one or more innocent or 
  helpless beings. Some examples of this sort of protection 
  include defending a farmstead from raiders, holding the 
  walls of a city under siege, shielding a child from harm, 
  or standing over a fallen comrade. Using this power is 
  a free action and may not be suppressed.  The Val may 
  not choose when this power activates; it is up to the 
  GM’s discretion, and may not be abused (i.e. going into 
  town to find a kid to walk around with just so he can be 
  “defended” later). 
  3rd Level Bloodline Powers
  Reluctant No More (Su)
  Though Hurrian is known as the Reluctant Warrior, 
  woe be unto those who enrage him, for his inner fury 
  outmatches even the fires of Nier. Boiling within every 
  val’Tensen is a focused rage that erupts with incredible 
  fury. Because sometimes the best defense is a powerful 
  offense, once per day the Val may go into a frenzy that 
  is identical to the barbarian’s rage ability as detailed 
  in Core Rulebook I with the following exceptions: the 
  Val retains his mental composure throughout the rage 
  for the purposes of making tactical decisions; the Val is 
  not fatigued when the rage ends; and the effects of this 
  rage stack with any effects granted by rage from another 
  source, such as barbarian levels or the spell rage. 
  The Winds are Mine to Command (Sp)
  The wind and the rain flow through the children of 
  Hurrian as if they themselves were tiny storms given 
  human form. As such, the Val is connected to the sky 
  and with uninterrupted prayer, once per day he may 
  call upon the clouds to gather for a storm or part to 
  allow the light of Illiir to shine upon his face as if he 
  had cast control weather. The Val may either summon 
  or halt a natural tornado, thunderstorm, torrential rain, 
  or hurricane-force wind, but he is not restricted to the 
  seasonal requirements. Once summoned, he must allow 
  the weather to run its natural course; he may not stop it 
  by any means.
  4th Level Bloodline Powers 
  The Tempest (Sp) 
  As children of the Thunderer, the val’Tensen have 
  a unique connection to all things associated with air and 
  electricity. By using this connection, once per day the Val 
  may summon air elementals as if he had cast elemental 
  swarm, though he must concentrate on nothing but 
  controlling the elementals for the entirety of the spell or 
  else they will return from whence they came. As per the 
  spell, it takes 10 minutes for the first elemental to appear, 
  and this time must be spent in uninterrupted prayer. This 
  power may only be used to summon air elementals; no 
  other type of elemental will respond to the val’Tensen’s 
  call.
  val’Virdan
  The val’Virdan are the descendents of a Valinor 
  of Nier. With their base of power centered in Northern 
  Canceri near Nier’s Spine, this Val family is renowned 
  for its martial prowess and strict religious doctrine. 
  Some of the finest warriors of Onara claim the lineage 
  of this family.
  1st Level Bloodline Powers
  None Shall Stand Who Oppose the Gods (Su)
  The Judgment of Nier is uncompromising, and His 
  children often share His unsympathetic views when 
  dealing with their enemies. The Val may smite an 
  opponent exactly as an equivalent-level cleric with the 
  Destruction domain. This may be done once per day, 
  plus one additional time per day for every two blood 
  ranks beyond 1st (twice at blood rank 3, three times at 
  blood rank 5, and so forth).
  To Know the Sight of Our Lord (Ex)
  Wherever there is life, there is heat. The children of 
  Nier can sense the energies burning within all beings, 
  allowing them to see where normal Val cannot. The Val 
  gains darkvision with a range of 30 feet. 
  The Unwavering Resolve of the Destroyer (Ex)
  The children of Nier are fearless and confident, 
  never questioning their convictions or their strength of 
  will. As such, the Val gains a +1 bonus on all Will saves 
  versus divine spells cast by worshippers of Nier, and an 
  additional +1 bonus (for a total of +2) on all Will saves 
  versus divine spells cast by worshippers of any other 
  deity or power.
  2nd Level Bloodline Powers
  Judgment Awaits the Unworthy (Su)
  The Judgment of the Gods has the power to send 
  a man’s spirit through the Gates of Paradise or into 
  the boiling depths of Beltine’s Cauldron. Some of this 
  scrutiny has been passed along to His children, who 
  often are the very ones sending these souls up to face His 
  judgment in the first place. Once per day, the Val may 
  impose Nier’s will upon any human-blooded (dark-kin, 
  gnome, half-hobgoblin, half-orc, human, or Val) foes 
  within a 30-foot radius (60-foot-diameter burst, centered 
  on the Val). Those within the area of effect must succeed 
  on a Will save or else be deemed unworthy and suffer a 
  penalty equal to the Val’s blood rank on all attack rolls 
  made against him; any Val caught within the radius may 
  add her own blood rank to her saving throw. 
  The Sword of Heaven (Su)
  The Lord of Flaming Destruction blesses His 
  children with the spark that ignites the purest of flames. 
  Any non-magical melee weapon wielded by the Val 
  gains the flaming ability as detailed in Core Rulebook II. 
  Any magical melee weapon wielded by the Val gains the 
  flaming burst ability as detailed in Core Rulebook II. 
   
  To Withstand the Crucible of Flame (Sp)
  There is no crucible that brings more anguish 
  than the cleansing flames of Nier, and any who cannot 
  withstand His trial by fire are judged unworthy of 
  Paradise. Nier favors His children, however, and aids 
  them in overcoming the physical pain caused by all 
  fires, even those of His purifying inferno.  Once per 
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  day, the Val may shield himself from fire as if he had 
  cast protection from energy (fire) at a caster level equal to 
  twice his blood rank (maximum caster level of 10). 
  3rd Level Bloodline Powers
  Powerful Strike (Ex): 
  Once per day, plus one additional time per day for 
  every two blood ranks beyond 1st. The Val may use this 
  ability as a swift action declared prior to making a melee 
  attack roll. The ability causes that attack to be made with 
  overwhelming force. If the attack hits, it deals double 
  damage (exactly as a lance does when used during a 
  charge). If the attack misses, the use of the ability is 
  wasted.
  If the attack is a confirmed critical hit, then instead 
  of dealing double damage, the net effect is that the critical 
  multiplier is increased by 1 (for example, a x3 multiplier 
  would increase to x4). This is not an actual increase to the 
  weapon’s base critical multiplier; it is a result of applying 
  the standard rules for “doubled doublings.”
  The Wrath of the Just (Sp)
  The children of the Master of Burning Ruin know 
  well the secrets of harnessing His holy fire to strike down 
  those who would dare to face their wrath. Once per day, 
  the Val may call down a great pillar of flame as if he had 
  cast flame strike. 
  4th Level Bloodline Powers 
  The Blazing Swarm (sp)
  As the children of the Master of Burning Ruin, 
  the val’Virdan have a unique connection to all things 
  associated with flames. By using this connection, once 
  per day the Val may summon fire elementals as if he had 
  cast elemental swarm, though he must concentrate on 
  nothing but controlling the elementals for the entirety of 
  the spell or else they will return from whence they came. 
  As per the spell, it takes 10 minutes for the first elemental 
  to appear, and this time must be spent in uninterrupted 
  prayer. This power may only be used to summon fire 
  elementals; no other type of elemental will respond to the 
  val’Virdan’s call.
  The Minor Bloodlines
  val’Baucisz
  The val’Baucisz are the descendents of the Valinor 
  Mish, the Shadow of Sarish. Their traditional lands 
  were in the ancient forested hills of what is now Upper 
  Annonica in the Coryani Empire, but they were driven off 
  for unspeakable atrocities after the Shadowed Age. Now, 
  the surviving members of this clan reside in the League of 
  Princes, mainly in Eppion and Mhyrcia. Fear and dread 
  accompany the name of this Val family and many hope 
  the rumors that this Val family line is slowly dying out 
  are true. 
  1st Level Bloodline Powers
   Consort With the Master’s Pets (Sp)
   The cat is the sacred animal of Sarish, placed on 
  Arcanis as His minion to aid the adepts of magic. The 
  val’Baucisz may converse with any feline at will as if he 
  had cast speak with animals. Should the Val have access to 
  a familiar (such as a level of wizard) and summon a cat, he 
  does not need to pay the 100 gold piece material component 
  fee normally associated with summoning a familiar.
    
  Visage of the Damned (Sp)
  The Shadow of Sarish takes form in the countenances 
  of the val’Baucisz with terrifying results. Once per day, 
  the Val is able to call upon a black rage inside himself, 
  which distorts his face into a vicious mask of hate that 
  instills dread into the hearts of those who gaze upon it. 
  This functions as if he had cast the spell cause fear with 
  the following exceptions: the Val may affect a number 
  of targets equal to his blood rank; all targets must 
  have a clear line of sight to the Val; any form of visual 
  concealment, such as obscuring mist, negates the effects; 
  and any targets who are blind or otherwise cannot see the 
  Val are immune. 
  2nd Level Bloodline Powers
   Thy Kindred Shall Protect and Serve Thee (Sp)
  The Binder of Demons and Devils gives many gifts 
  to his children, but few are greater than the ability to 
  summon and control the Infernal. With a dark whispered 
  prayer, the Val may call upon his ancient allies as if he 
  had cast summon monster III, but he may only summon 
  a ﬁendish creature or an infernal. All normal restrictions 
  of the spell apply, except that this ability takes only a 
  standard action to use instead of one full round. 
  Tale of Blood (Su)
  While the val’Mehan are able to track a creature 
  through its blood, the val’Baucisz are able to learn its 
  true nature. By tasting (or having his cat familiar taste) a 
  droplet of blood, the Val may uncover a rough idea of the 
  background and power level of the blood’s owner. After 
  the blood has been consumed, the Val must succeed on 
  a Will save (DC 10 for standard humans; DC 10 plus the 
  target’s blood rank for Val; DC 15 for all other creatures) 
  to which he may add his own blood rank. For every two 
  points above the required DC, the Val learns a single 
  piece of information, which is revealed in the following 
  order: Given name, Val line (if any) or surname, race, 
  age, blood rank (if any), profession (classes, if any, and 
  whether or not the target is higher or lower level than 
  the Val), nationality, fealty (who the target really serves, 
  MAGIC IN ARCANIS ▪ Bloodline Powers
  
  333
  i.e. a Milandisian knight who is actually sympathetic 
  to the Emperor of Coryan). The Val may not attempt to 
  learn about the same target more than once in any 24-
  hour period, but he may use this ability on a number of 
  subjects equal to his blood rank each day.
  3rd Level Bloodline Powers
  Ward of the Oathmaker (Sp)
  The val’Baucisz guard their family secrets, never 
  willingly allowing another to pry into their shadowy 
  pasts. As such, once per day, the Val may cast a glyph 
  of warding (spell glyph) with the following exceptions: 
  the spell stored in the glyph must be summon monster 
  III (alternately, if he cannot cast spells, the Val may store 
  his bloodline ability, thy kindred shall protect and serve 
  thee); the summoned creatures must be devils, demons, 
  or fiendish creatures only; and the number of creatures 
  summoned with this spell triggered by the glyph is 
  double the standard amount.
   
  Black Prince of the Night (Sp)
  While the val’Baucisz do not allow others to 
  uncover their family mysteries, they are more than adept 
  at unraveling the secrets of those around them. The 
  intelligence and arcane gifts of Sarish serve the Val well, 
  and once per day plus one additional time per day for 
  every two blood ranks beyond 1st (twice at blood rank 3, 
  three times at blood rank 5, and so forth), he may turn 
  into a cat, bat, or rat as if he had cast polymorph. This 
  transformation takes only a thought, cannot be gifted to 
  anyone else by any means, and is a standard action that 
  does not provoke attacks of opportunity. The Val may 
  only choose from the three forms listed, and all forms 
  are normal for their species with the exception of being 
  completely jet black in fur, skin, and claws. 
  val’Haupt
  The val’Haupt are the descendents of a Valinor 
  of Saluwé. This minor bloodline maintains its base of 
  power in the Hinterlands, where they field some of the 
  finest cavalry on Onara. Thought by some to be only a 
  family of minor importance, they nevertheless maintain 
  holdings in Milandir, Cafela, and the League of Princes. 
  They also maintain a vast network of mercantile contacts 
  nearly everywhere who may or may not double as agents 
  of information...or worse.
  1st Level Bloodline Powers
  Swan’s Song (Sp)
   The wild is filled with all the songs of nature, each 
  one pristine and beautiful in its own respect. As the 
  cooing dove or the baying wolf, the val’Haupt may sing 
  with the clarity of her inner soul. Once per day, plus 
  one additional time per day for every two blood ranks 
  beyond 1st (twice at blood rank 3, three times at blood 
  rank 5, and so forth), the Val may use this song to bless 
  herself and her companions.
   
  Fierce Defender (Sp)
  As the mother wolf bares her fangs at an intruder to 
  her den and the father bear stands tall to show his might 
  in defense of his cubs, the val’Haupt are there to protect 
  their companions whenever they are in need. Once per 
  day, the Val may select a charge to defend in combat. 
  For 24 hours, whenever she begins a round within 5 feet 
  of her charge, she may choose to forgo all other actions 
  (including movement) and ready an action to defend. 
  Whenever her charge is attacked in melee combat, she 
  may take an immediate attack of opportunity against that 
  foe. The Val effectively steps into her charge’s square 
  (though she does not incur any squeezing penalties for 
  doing so) for her attack of opportunity and must be able 
  to reach the opponent from that square. Therefore, if 
  the Val is wielding a spiked chain and a creature with 
  10-foot reach attacks her charge from 10 feet away, the 
  Val may freely take her attack of opportunity; however, 
  if she were wielding a longsword, she would not be 
  able to reach the creature and therefore could not take 
  her attack. The Val may make attacks of opportunity 
  provoked through this power a number of times equal 
  to her blood rank each round. Should the Val possess 
  any feats or abilities that grant her additional attacks of 
  opportunity (such as Combat Reflexes), she may not use 
  those attacks in conjunction with this power. However, 
  should a creature provoke an attack from her in a 
  standard fashion (such as moving through her threatened 
  area), she may still take those attacks of opportunity as 
  normal and they do not count against the number of 
  attacks of opportunity provided by this power.  
  2nd Level Bloodline Powers
  Swan’s Grace (Ex)
  Saluwé blessed both the swan and the val’Haupt 
  with unmatched charm and elegance. The Val gains a 
  +2 bonus to Balance, Diplomacy, Jump, and Tumble 
  skill checks.
  Into the Wind (Sp) 
  The speed and grace of a swan in flight are gifts 
  known to no other creature, save the val’Haupt. As if she 
  had wings of her own, the Val may cast fly (self only) once 
  per day, with a duration of 1 minute per blood rank.
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  3rd Level Bloodline Powers
  The Migration (Sp)
  As the swan migrates to warmer climates during 
  winter, so too can Saluwé’s children transport themselves 
  to safe havens in dire times. The Val may cast teleport 
  once per day. 
  Whistling Swan (Sp)
  The call of the swan is one of the most unique 
  sounds in all of Saluwé’s realms, and only the val’Haupt 
  have been gifted with an equally inimitable song. Once 
  per day, the Val may emit a note so pure and true that 
  only the most resolute warriors may be able to ever 
  shake it from their ears. Treat this ability in all ways as a 
  greater shout spell.
  val’Sosi
  The val’Sosi are the most recently created Val line 
  and they are unique in that the members of this line were 
  transformed into Val by the essence of the Serenity of 
  Beltine with her dying breath. Those who were present 
  at the Serenity’s death were imbued and became Val, 
  regardless of their former race. As such, this is the only 
  known Val family who has members that are not of pure 
  Val descent. Currently there are only six members of 
  this family including a former val’Tensen, a dark-kin, 
  an Elorii, and even a ss’ressen. As yet, this family has 
  not gained sufficient numbers or strength to create a 
  power base, but their creation has sparked more than 
  one spirited discussion in various locations including the 
  Mother Church, the Elorii Council, and the Black Talon 
  ss’ressen Matriarchy. 
  1st Level Bloodline Powers
  Soothe the Spirit (Sp)
  Though the Serenity of Beltine is no more, a small 
  part of the divine peace she carried with her has been 
  gifted to the heroes who gave so much trying to save 
  her. As a result, the Val may cast calm emotions once 
  per day. 
  Strength of Spirit (Ex)
  The Serenity of Beltine enjoyed a divine calm that 
  no mortal magics could pierce. A small part of this 
  energy has been gifted to her chosen. As a result the 
  Val gains a +4 bonus to all Will saves versus mind-
  affecting compulsion spells and effects from the school 
  of Enchantment. 
  2nd Level Bloodline Powers
  All Spirits Are the Same (Sp)
  Beltine’s children bring hope to the hopeless and 
  despair evaporates in their presence like the morning 
  dew from the radiance of Illiir. Once per day, plus 
  one additional time per day for every two blood ranks 
  beyond 1st (twice at blood rank 3, three times at blood 
  rank 5, and so forth) the Val may instill good hope in his 
  companions.
  Touch the Spirit (Su)
  Beltine’s children understand the suffering of lost 
  souls like no other. Though there is no longer serenity 
  in the afterlife, these souls must not be left to prey on 
  mortals.  Therefore, any weapon wielded by a Val with 
  this bloodline ability gains the ghost touch ability as 
  detailed in Core Rulebook II. This includes any unarmed 
  or natural attacks made by the Val.
  3rd Level Bloodline Powers
  The Spirit Endures (Su)
  The souls of Beltine’s children know they will find 
  no serenity in the afterlife, and thus they cling jealously 
  to their mortal bodies. The Val, combining this resilience 
  with the strength of his blood, gains immunity to death 
  magics as if he were permanently protected by death 
  ward.  
  To Heal the Shattered Spirit (Sp)
  The tenets of Beltine teach to tend the soul in the 
  afterlife but to heal the shell in the interim. As such, once 
  per day, the Val is able heal a target’s body as if he had 
  cast greater restoration.
  val’Sungha
  The val’Sungha are the descendents of a Valinor of 
  Larissa, though rumors exist that this bloodline also has 
  strong ties to Sarish. Centered in the League of Princes, 
  this Val family is currently embroiled in a myriad of 
  political schemes and machinations. Their innate abilities 
  with gathering information and diplomacy makes them 
  naturally suited for such tasks, much to the chagrin of 
  their neighbors. 
  1st Level Bloodline Powers
  Do You Know Who I Am? (Sp)
  Whether it be for business or pleasure, the val’Sungha 
  have learned to “put on a new face” whenever their 
  mood, or necessity, demands it. Once per day, plus one 
  additional time per day for every two blood ranks beyond 
  1st (twice at blood rank 3, three times at blood rank 5, and 
  so forth), the Val may alter his appearance as if he had 
  cast disguise self. 
  A Winning Smile (Su)
  Some of the most powerful tools of the val’Sungha 
  are little more than a few choice words, a flirtatious 
  gesture, or a well-placed smile. With such simple but 
  effective charms, once per day the Val may double the 
  benefits of his blood rank in regard to his Rank and 
  Station racial ability for a period of one minute per 
  character level. Therefore, if the val’Sungha were blood 
  rank 4 and 10th level, and was speaking to a blood rank 
  5 val’Assanté, he could use a winning smile to gain a +3 
  bonus to his Diplomacy checks versus the val’Assanté 
  for 10 minutes instead of incurring his usual -1 penalty.
  2nd Level Bloodline Powers
  Smoke and Mirrors (Sp)
  It is a very wise man indeed who is always aware of 
  the fact that things are not always as they seem. Lucky 
  for the val’Sungha, there is a shortage of truly wise men 
  in the world. Once per day, plus one additional time per 
  day for every two blood ranks beyond 1st (twice at blood 
  rank 3, three times at blood rank 5, and so forth), the 
  Val may create an illusion of his choice as if he had cast 
  major image. The illusion must be something the Val is 
  very familiar with, and he cannot maintain more than one 
  image at a time. 
  And Then… (Sp)
  When all else fails, laughter can be the best way 
  to alleviate tension... or to cause a distraction just long 
  enough to slip out the door. As part of a conversation, 
  once per day the Val may weave an incantation into his 
  speech that can leave his listeners clutching their sides 
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  as if he had cast hideous laughter. Though the actual 
  implementation of this power is a free action, all targets 
  must have been listening to the Val for at least two rounds 
  beforehand. The Val may only affect a number of targets 
  equal to his blood rank, and all targets must be able to 
  understand him. The targets do receive a saving throw to 
  resist this ability, but even if they succeed on the save, 
  they remain blissfully unaware of what just happened.
  3rd Level Bloodline Powers
  Dance of Enthrallment (Sp)
  The allure of Larissa has been gifted to the val’Sungha 
  in a subtle, yet unforgettable way. Using the carefully 
  entrancing steps of the most striking and mysterious 
  dancers, once per day the Val can have his audience 
  captivated as if he had used the fascinate bardic music 
  ability. A number of spectators equal to the Val’s blood 
  rank, starting with the lowest Hit Die creature, within a 
  radius of 30 feet from the Val must make a Will save (DC 
  10 + the Val’s Charisma modifier + the Val’s blood rank) or 
  be fascinated with his movements. Should more than one 
  spectator have the same number of Hit Dice, whichever 
  one is closer to the Val is affected first. The spectators must 
  be able to watch the Val for at least one full round before 
  making their saving throw and they remain fascinated 
  for as long as the Val continues to dance, which cannot 
  exceed more than one round per blood rank. The dance 
  of enthrallment has no effect on elementals, unintelligent 
  undead, constructs, or any creature with a Charisma score 
  of 3 or less. The Val need not have any ranks in Perform, 
  nor is any Perform skill check necessary to use this ability. 
  This dance is in all other ways exactly the same as the 
  bardic ability to fascinate as detailed in Core Rulebook I. 
  The Faces of Many (Sp)
  Whether it is a prank, a surprise, a mission of secrecy, 
  or a method of escaping the local authorities, the Val may 
  now disguise himself as well as his companions once 
  per day as if he had cast veil. Should this gift be used on 
  unwilling targets who succeed at their Will saves to avoid 
  the change, they will instead hear distracting and melodic 
  laughter from an unidentifiable source for a number of 
  rounds equal to the Val’s blood rank.
  val’Trisin
  The val’Trisin are the descendents of a Valinor of 
  Cadic. Val’Trisin bloodline powers differ from standard 
  bloodline powers in two ways. First, each bloodline 
  power is unavoidably tied to music and sound. Second, 
  should the val’Trisin possess any bard levels, he may 
  reactivate any once-per-day power by spending two of his 
  bardic music attempts for the day. He may not reactivate 
  the same power in this fashion more than once in a 24-
  hour period. 
  1st Level Bloodline Powers
  Our Voice Rings Clear (Su):
  Within the spirit of all the children of Cadic is a song 
  that can lead even the most timid of men into battle with 
  hope and heroism in their hearts. As such, once per day 
  the Val may sing or play an instrument in battle to inspire 
  courage as if he were a first-level bard. Should the Val be 
  in the company of a bard who possesses 8 or more ranks 
  in a Perform skill, he may instead harmonize with the bard 
  to inspire greatness for a total of 3 rounds (one round of 
  singing plus two rounds thereafter).  
  Music Calms the Savage Beast (Sp)
  The songs of the wild are what first inspired Cadic 
  to bring instruments and melodies to Onara. Because of 
  that, music will always be connected in some way to the 
  natural world. With a gentle song, once per day the Val 
  may calm animals with a maximum number of Hit Dice 
  equal to his character level, though he may only use this 
  gift on natural animals.
  2nd Level Bloodline Powers
  Webs for My Harp (Su)
  When Cadic created the first harp, Saluwé granted 
  Him the ability to walk along the silvery webs of spiders 
  so that He could collect only the most perfect strands. 
  This precious gift has been passed along to His children. 
  As such, the Val may never be caught in a spider’s trap. 
  He now acts as if he were permanently under the effects of 
  freedom of movement, though only when moving through 
  or being ensnared by webs. Furthermore, even the most 
  delicate webs will not break under the Val’s feet, and 
  as long as he is barefoot he may climb along any spider 
  webs as if he had cast spider climb. (The webs must still 
  be thick enough and strong enough to support his weight, 
  however.)
  Steady Tempo (Sp)
  The harsh demands of a forced march can be 
  alleviated with the simple beat of a drum or a whimsical 
  tune. Once per day, for a period of no more than 8 hours, 
  all those within 60 feet of the Val may receive a +10 
  competence bonus on their Constitution checks to resist 
  the non-lethal damage and fatigue caused by making a 
  forced march. 
  3rd Level Bloodline Powers 
  Music Calms the Soul (Sp)
  Only the val’Trisin truly know how to will another 
  creature into submissiveness simply by changing the tone 
  of their voices. The results of this, when paired with one 
  of their hauntingly melodic tunes, can be soothing enough 
  to pacify even the most terrifying Voei barbarian. Once 
  per day, the Val may calm emotions while singing for a 
  number of rounds equal to his character level. 
  The Highest Note (Sp)
  The voice of the val’Trisin is clear as a bell and as 
  sharp as shattered crystal. Once per day, the Val may raise 
  his voice to the heavens, reaching a piercing note capable 
  of stunning even the greatest of warriors. All living 
  creatures within a 30-foot radius that are able to hear the 
  Val suffer 1d6 points of sonic damage per blood rank and 
  must succeed on a Fortitude save or be stunned for 1d4 
  rounds. Furthermore, all non-magical objects made of 
  crystal, glass, and ceramics caught in the area of effect 
  will crack and break apart. All such objects weighing 
  up to 10 pounds per character level (not including any 
  within extra-dimensional spaces) suffer 1d8 points of 
  sonic damage per blood rank. A successful Fortitude save 
  reduces the damage dealt to objects by one-half. The Val 
  and all items he is carrying are immune. This gift may not 
  be used to break through a portion of an object, such as a 
  wall, unless the total weight of the object meets the weight 
  restrictions of the power. 
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  R
  eligion and the Gods touch upon almost every 
  facet of everyday life of the peoples of Arcanis. 
  To an outsider this may seem odd, as the Gods 
  have not physically manifested to their followers since 
  time immemorable. Rarely if ever, has a miracle been 
  positively ascribed as an intervention of the Gods as 
  another explanation has always been available. In fact, 
  there is an underground movement of people who 
  believe that the Gods, if they ever existed, are dead or 
  gone, uncaring as to the actions of man or the other 
  sentient beings alive upon Arcanis. 
  Yet the Mother Church of Coryan becomes more 
  popular and powerful with each passing generation. 
  The Church of the Dark Triumvirate, despite the fact 
  that its oppressive theocracy threatens to crush its 
  citizens under its harsh rule, enjoys the devotion of 
  almost its entire population. There is one element, 
  which separates the people of Arcanis from those of 
  other fantasy worlds. They have no need of seeing 
  their deities roam the streets beside them, nor do they 
  need to commune directly with the Gods to know of 
  their existence, for they have faith. 
  Faith and Divine Spells
  When a priestess calls upon the power of her god 
  to invoke some sort of magical effect, this power does 
  not spontaneously pour out of her and manifests as 
  she wishes. Like Mages and Sorcerers, Priests must 
  be taught how to channel that divine energy and give 
  it shape in the manner desired. The casting of divine 
  spells requires three components: Ritual, Faith and 
  Divine Spark. 
  The ritual is the prayer to the divine being that 
  invokes the effect desired. The prayer to bless one’s 
  fellows and protect them from harm is very different 
  from one, which rains down fiery terror upon the 
  enemies faced. Each temple teaches the rituals in 
  their own unique manner as the prayers of healing 
  to Saluwe’ is very different from one to Illiir, though 
  both may have the same effect. This is also the reason 
  why certain spells are no longer invoked, as the ritual 
  to do so has been lost. The discovery of ancient holy 
  scrolls and tablets which detail the prayers of lost 
  spells are highly sought after and have been the goal 
  of many quests since the fall of the First Imperium. 
  Faith is the fuel, which powers the spell effect 
  being invoked. Without the belief that a god’s power 
  will grant the divine caster’s supplications then a 
  ritual can be preformed flawlessly a hundred times 
  without effect. Faith is something that cannot be 
  taught or instilled through countless hours of training. 
  This must come from within oneself and is the reason 
  why many priests, holy champions, and druids say 
  that they did not choose to walk the path of the divine 
  caster but were divinely inspired to do so. 
  The last component in casting divine magic is 
  the divine spark. While some Mourners of Silence 
  say that divine magic is nothing more than an as yet 
  undiscovered school of arcane magic, priests and their 
  ilk scoff at this theory. They claim that they are but 
  a conduit for the divine magic that powers the spell. 
  Much like a prism, the divine caster channels the 
  energy through the ritual but do not actually provide 
  the magic necessary to create the effect. 
  Sarishan Oaths
  Swearing an Oath to Sarish is not taken lightly 
  by the peoples of Arcanis. Sarish holds dominion over 
  oaths and it is said that making such a vow in His 
  name and then breaking it will bring down the ire of 
  Sarish in the form of crippling curses and ill fortune. 
  While this may be true, moneylenders, merchants, 
  politicians and nobles prefer to have such pledges 
  witnessed by a Sarishan priest. At the moment all 
  parties involved agree to the contract, the priest bonds 
  them to the oath in blood and sanctifies it in Sarish’s 
  name by casting the spell Oath. 
  Once sworn, the oath must be adhered to in every 
  respect. Failure to fulfill the oath within a reasonable 
  time (GM’s decision) will cause the Oathbreaker to 
  suffer the curse of the oath breaker as described in the 
  spell Oath (see Chapter 8 – Magic) 
  If a character later regrets an oath he swore, he 
  may go seek out an Oathspeaker (see City of Secrets: 
  The Adventurers Guide to Nishanpur for details on 
  this Prestige Class and its abilities. 
  Switching Gods, Churches, or Aspects
  Divine spell casters may have a change of heart, 
  causing one to switch one’s religion, one’s church, or 
  more commonly switching from one aspect of their 
  chosen god to another.  Switching Gods or Aspects 
  is one of the ultimate tests of faith, requiring the 
  character to undergo a storm of inner conflict.  
  When a character switches from one god or 
  church to another they must completely reevaluate 
  their position within the church and belief system. 
  They must not only convince a Cleric or Priest of the 
  god or church to which they wish to convert to cast 
  an Atonement spell upon them, but they must embark 
  upon a 60 day pilgrimage to clear their mind for the 
  difficult path ahead. The converting Cleric loses all 
  access to the previous God’s domains and must begin 
  his new path at first level. The character’s Cleric 
  levels do not stack for purposes of any class abilities 
  or caster level. The character effectively multiclasses 
  as a cleric / cleric. 
  Example: Rykard val’Holryn, a 6th level Cleric 
  with the Destruction and War domains, loses his faith 
  in the righteousness of the path of Nier and elects 
  to follow the teaching of Illir. After performing his 
  atonement and 60 day pilgrimage he may then become 
  a 1st level Cleric of Illir with the domains of Protection 
  and Sun. Rykard would now be a 6th level cleric (no 
  domains) and a 1st level cleric (Protection, Sun). His 
  caster level would be either 6 or 1 depending upon 
  how he prepared his spells.
  More commonly a Divine caster may find 
  themselves changing to a different aspect of their god 
  to another, though frowned upon; it has been known to 
  Chapter Nine
  Religion
  RELIGION ▪ Faith and Divine Spells
  
  337
  happen within all the known major churches. Once a 
  character switches aspects, he must convince a Cleric 
  or Priest of that god’s aspect to cast an Atonement 
  spell upon him, and he must embark upon a 30 day 
  pilgrimage to clear there mind for the difficult path 
  ahead. Once this pilgrimage is complete, the character 
  exchanges his domains for other domains held by the 
  same God.
   
  The Afterlife and Resurrection
  The temples of the Pantheon teach that Man 
  is comprised of three main elements: the Body, the 
  Intellect and the Soul. The body is the shell that 
  houses and protects the other two components. The 
  intellect is the total sum of experiences and knowledge 
  accumulated over a lifetime as well as logic; cold and 
  calculating. Lastly, the soul is the essence of who a 
  person is. The soul determines if one is kind or cruel, 
  creative or unimaginative. 
  When one dies, the body begins to decay, the 
  intellect dims and slips into a deep lethargic state 
  while the soul starts to separate from its shell. 
  According to dogma, the rays of Illiir guide a soul to 
  the Underworld where it is judged by a Valinor, called 
  the Judgment of Nier. This Valinor weighs the manner 
  in which the soul lived its life and determines where 
  it shall go. 
  Priests have found that they are able to sometimes 
  return the person back to life by casting certain divine 
  spells before the soul has completely left the body and 
  begun their journey to the Afterlife. Through trial and 
  error, the priests have discovered that if they are able 
  to intervene within twenty-four hours of death, they 
  are able to snatch the person back from the cold grip 
  of death. 
  The tenants of the Pantheon do not include the 
  ‘Heaven and Hell’ concept. Hell is considered a place 
  or a different plane of existence that is home to the 
  Demons and Devils that so plagued mankind during 
  the Time of Terror. 
  Heaven is called the Paradise of the Gods, a place 
  where worthy souls live side by side with the Gods and 
  Their Valinor. Each deity has His or Her own portion 
  of the Heavens as what a Nierite would consider 
  joyful, a Beltinian would not. Thus each adherent is 
  granted an eternal bliss that best suits their soul. 
  Those unworthy of Paradise are consigned to the 
  Underworld. When a being dies, an entry way into 
  the Underworld appears, sometimes as a door, other 
  times as a staircase leading downward. In which ever 
  way it manifests, the path to the Cauldron is a place 
  of gray shadows and frigid clinging mists that never 
  seem to burn off yet always appears as a clear corridor 
  that extends deeper and deeper into the Underworld. 
  Many are the wayward souls that stray from the path 
  because of ignorance or fear of condemnation to the 
  boiling Cauldron. These souls are doomed to spend 
  eternity in the Nether Realm, neither fully in the 
  land of the living nor in the halls of the dead. These 
  pitiable beings are sometimes seen as ghosts, specters 
  and wraiths haunting familiar places or attacking the 
  living in the hopes of acquiring just a bit of heat to 
  warm their frigid souls.   
  At the end of the path and past its many sentinels 
  who guard the way from those who do not belong, 
  is the towering figure of the Valinor known as the 
  Judgment of Nier. This massive being proceeds to 
  weigh the actions of the spirit in life and decides 
  whether he be worthy of entry into the Paradise of the 
  Gods or whether the spirit should be condemned to the 
  Cauldron, where their transgressions against humanity 
  and the gods are burned off and the pure spirit drifts 
  to the top.
  When new souls are needed, Beltine stirs the 
  Cauldron with her ladle, scooping up bits and pieces 
  of different spirits. These pieces are then forged into 
  a new soul, hopefully one more deserving of life than 
  its previous components. 
  To have a person brought back to life after the 
  requisite twenty four hour period has passed is a very 
  complex affair. Before a powerful priest can pray 
  for the miracle of resurrection, the representatives of 
  two different Gods must be convinced to allow the 
  resurrection to take place. 
  The God Neroth holds sway over the intellect 
  and the body, while the Goddess Beltine presides over 
  the soul. As long as the body of the deceased is not 
  raised as an undead being, then Neroth usually does 
  not interfere. 
  Beltine, however, is very jealous of her charges. 
  One must convince Her High Priest why the person 
  should be taken out of the natural cycle and be 
  restored to life. If the High Priest can be convinced, 
  then the way to the Underworld is granted. 
  How the soul is retrieved from the Underworld is 
  a matter better left unsaid, as there may be those faint 
  of heart reading this section. Suffice it to say that the 
  path is guarded by fierce Guardians and fraught with 
  peril with the price of failure being the consignment 
  of a living being to the Cauldron. 
  In game mechanic terms, this means that a human, 
  half-orc, half-hobgoblin, dark kin, or gnome can 
  be raised by the dead if a Raise Dead spell is cast 
  within twenty-four hours of death. There are some 
  spells known to Beltinian priests that may extend. 
  See Chapter 8: Magic for details.
   
  Elorii and dwarves are also under the 
  twenty four hours restriction though for different 
  in story reasons. For Elorii, it takes that long for 
  their soul to be drawn into the Orumar and thus be 
  reincarnated into the next generation of Elorii. 
   
  Dwarves are barred from the Afterlife. In 
  the hopes that one day, when the Curse is lifted, 
  Illiir will allow the dwarves to rest in Paradise, they 
  fashioned Soul Shards which will house the soul of 
  a dwarf for its inclusion in each of the Enclave’s 
  Chamber of Final Repose. Coincidentally, the 
  transfer of the soul into a soul shard also takes 
  twenty four hours. For further details, see the 
  appropriate entry in Chapter 2: Races.
  The Afterlife and Resurrection ▪  RELIGION
  
  338
  Religious Factions
  The Mother Church of Coryan
  Heir to the First Imperium’s Pantheonistic Orthodoxy, 
  the Mother Church of Coryan was formed just after the 
  founding of the Coryani Empire. After the fall of the 
  First Imperium and the subsequent Time of Darkness, the 
  individual cities, towns and cities that made up that great 
  empire lost all connection from each other and become 
  isolated islands of civilizations amidst a sea of barbarism 
  and chaos. 
  As the ages passed, the patron deity of the settlement 
  became the central focus of the population, and the rituals, 
  beliefs and even existence of the other deities passed from 
  memory. After countless generations and despite the rise 
  and fall of empires which wished to ascend in power and 
  authority, the worship of the entire Pantheon as a whole 
  and integrated religion fled from human memory.
  Not until the city-state of Coryan rallied the other 
  independent settlements, repelled the Infernal invasion 
  of Onara and forged the fledging Coryani Empire did 
  mankind begin to realize that more than just their own 
  patron deity existed. 
  During the crusade to repel the demonic forces 
  an Illiirite high priest, Vesiti val’Assante’ began 
  reconstructing the rites and rituals of the Orthodox 
  Pantheon. After the founding of the Coryani Empire, the 
  Emperor appointed Vesiti the first Patriarch of the Mother 
  Church and tasked him with reestablishing the ancient 
  religion as it was during the Imperium. 
  So many centuries had passed that a truly integrated 
  church as it was in the Imperium was impossible to 
  create and so a compromise was reached. Each of the 
  high priests from the twelve recognized deities would 
  be allowed to continue to worship their god as always, 
  but they were made to recognize the equality of the 
  other deities and the right to see them prosper alongside 
  their own religion. This ecclesiastic treaty was signed 
  during the Convocation of the Divine and established the 
  dominance of the Mother Church of Coryan, forbid any 
  aggression between temples within the Mother Church, 
  and established the position of the Patriarch, Pyrmen, 
  Arch-Prelates and Prelates as superior positions within 
  the Church with authority over the individual temples. 
  It has been over a millennia since its inception, and 
  though it has had periods of crisis, nothing like what has 
  occurred recent history. The Patriarch has been branded a 
  heretic and executed by the Emperor on the steps of the 
  Temple of the Pantheon in Grand Coryan and a Valinor 
  has manifested before all and has proclaimed the Emperor 
  the Voice of Illiir. These acts have shaken the Mother 
  Church to its foundation and threaten to rip it apart. 
  Ethos
  During the Mythic Age when the Gods lived amongst 
  mankind, humanity was flawless and without malice, 
  crafted in the image of Illiir Himself and lived without 
  fear of disease, hunger or pain. All that changed when 
  Neroth committed the first murder and killed Illiir. In 
  doing so, He inadvertently released all the Evils of the 
  World that the King of the Gods had imprisoned within 
  Himself when He created the paradise that was Arcanis. 
  This evil infected, to a greater or lesser extent, everything 
  that lived upon Arcanis, including humanity. 
  The Mother Church extols that after His rebirth, Illiir 
  crafted the Paradise of the Gods in the Heavens and said 
  unto His children that they would be welcomed when 
  the taint of evil within them was banished from their 
  souls. Those that are able to cleanse themselves from this 
  evil by leading a pious life according to the dictates of 
  the gods, are guaranteed an eternity of happiness in the 
  Afterlife. 
  Those that are not able to contain the darkness within 
  their souls should still rejoice for they will be judged 
  in the Underworld and when found tainted, they will 
  be sent to the Cauldron of Beltine, where the purity of 
  their souls will separated from the evil that corrupted it. 
  These purified souls will then be reforged and sent back 
  to Arcanis to prove their worth. Should they live their life 
  without becoming corrupted, their entry into paradise is 
  assured. 
   
  Roles
  The Mother Church of Coryan is primarily concerned 
  with the spiritual wellbeing of its adherents, the spreading 
  of the Church’s dogma to the benighted populations of 
  Arcanis as well as rooting out and destroying heretical 
  cults whenever they seek to corrupt and turn the good 
  people of the world away from the worship of the true 
  gods. 
  Given their duties the Church is not to involve itself 
  in secular matters, at least in theory. At times the Church 
  does use its influence and money to affect laws, political 
  attitudes and has even turned the tides of war. In one such 
  instance during the Heretic Wars, the Mother Church 
  pumped large amounts of money, men and weapons into 
  Milandir’s war effort so that they could defeat the forces 
  of Canceri. In exchange for this, the Mother Church 
  received concessions from the Royal Crown, permitting it 
  to assign the Prelates and Arch Prelate of that nation. 
  Organization
  At the head of the Church is His Holiness the 
  Patriarch, the Vessel of Illiir. The Patriarch’s duties are 
  to ensure the expansion and continuance of the Mother 
  Church’s dominance throughout the Known Lands and 
  beyond through his edicts and direction. 
  The Patriarch is advised by a council made up of 
  twelve high priests known as Pyrmen. Usually the highest 
  ranking priest of each of the twelve religions that make 
  up the Mother Church is elected to serve as Pyrmen. In 
  addition to acting as an advisory council to the Patriarch, 
  the Pyrmen’s duties also consist of interpreting the divine 
  laws handed down by Illiir, the distribution of all tithes 
  collected, the authorizing of new temples, and the power 
  to elect a new Patriarch upon the death of the current one. 
  Candidates for this position have always been chosen 
  from within their own ranks.
  Arch-Prelates are appointed high priests who are 
  responsible for the Church’s interests within an entire 
  province. Since the breakup of the Empire’s vast territories, 
  the Arch-Prelate has also been assigned to watch over 
  entire nations, such as the Arch-Prelate of Milandir, 
  Sabinus val’Assante’. Arch-Prelates may be chosen from 
  any of the twelve religions, but usually the temple with 
  the greatest influence in a region is appointed.  
  Assisting the Arch-Prelate are the Prelates of a given 
  region. Usually twelve in number for each region, one 
  for each of the twelve deities venerated by the Mother 
  Church, Prelates handle the day to day affairs of a given 
  area, oversee the collection of tithes, serve as judges on 
  the ecclesiastic courts, and deal with any threats to the 
  spiritual welfare of their congregations. 
  RELIGION ▪ The Mother Church of Coryan
  
  339
  Finally, at the lowest tier but serving as the strong 
  foundation of the Mother Church are the priests of the 
  different temples recognized by the Church. There 
  tends to be three different types of priests ordained by 
  the Mother Church: those priests which tend to stay 
  fixed in one temple, itinerant priests who travel about 
  the lands spreading the divine teachings of the gods, 
  and the militant clerics who do battle with those forces 
  who would destroy their religion. 
  The Church of the Dark Triumvirate
  The Church of the Dark Triumvirate, the 
  unquestioned authority of the Dark Apostate, and 
  the rightness of their teachings form the spine of 
  Cancerese culture. The Church penetrates the lives 
  of its entire people, so much so, that the government 
  and the church are indistinguishable. As a theocracy, 
  the edicts from the church are law. There is no 
  debate, no question, and no argument. The church’s 
  proclamations define reality for all Cancerese. 
  The Church of the Dark Triumvirate emerged 
  from the corrupted teachings of the prophet Becherek, 
  who spoke against the Mother Church’s ban and 
  restrictions on worship of the three faiths, Nier, 
  Neroth, and Sarish, upheld in Canceri. He believed 
  the Mother Church a flawed vessel if it would not 
  recognize a quarter of their pantheon. He called 
  for the restoration of the Cancerese deities to the 
  pantheon, and the full recognition of their followers 
  as members of the Mother Church. Furthermore, he 
  opposed the secular influence of the emperor and the 
  politicization of the church to support his agenda.
  However, Becherek’s message was inflammatory, 
  and provoked unscrupulous and ambitious priests to 
  bid for complete power over the Mother Church, with 
  the Cancerese deities replacing Illiir as the head of the 
  pantheon, and with a Cancerese patriarch, none other 
  than an undead priest, who embodied the antithesis of 
  Imperial values upheld in Coryani, Milandir and most 
  other lands. After Becherek’s execution, the Apostles 
  of Becherek, who claimed to understand the message 
  of the Prophet, used the murder to press their agenda 
  and form the Church of the Dark Triumvirate.
  Ethos
  There is truth to the saying “All evil comes from 
  Canceri,” for the nation is one where its populace 
  embraces evil, exults in the corruption others strive 
  to overcome. It is a place where vices have outlets, 
  where its people tolerate any crime, and where sin 
  walks in the open. In Canceri, evil is the norm, and 
  virtue is the aberration.
  Most people of Canceri believe the gods made 
  Good possible only without Evil. Good exists in the 
  absence of evil, and so, if one is not pure, they are 
  evil. As material world contains aspects of evil, Onara 
  must be evil. Mortals are born into Onara, and thus 
  evil. Corruption stains the soul, and regardless of 
  mortal action, a mortal remains evil. 
  The possibility of goodness resides in death, 
  free from the corruption of the material world. With 
  the spirit free, it may choose between the light of 
  goodness, undergoing the purifying fires of sanctity 
  to enter Paradise, or choose the suffering of mortality. 
  As evil is seductive and mortal pleasures a powerful 
  force, evil compels them to choose mortality, and they 
  are reborn into the world once more.
  To overcome the allure of evil, mortals should 
  indulge their vices, wallow in the depravity of darkness, 
  doing all they can to satiate their evil impulses. With 
  each act, the soul sickens of the darkness, growing 
  weary of the pain, horror, and fear accompanying the 
  forbidden pleasures. When the mortal dies, and if he 
  has led a wicked life, the spirit overcomes the allure of 
  evil and necessarily chooses purification. 
  Roles
  The clergy, since Becherek’s execution, has 
  complete control over all aspects of Canceri society. 
  The priesthood and its consecrated officials fill the 
  ranks of Canceri’s government, from the signing of 
  contracts, to negotiating treaties and alliances with 
  their neighbors, declaring war, managing resources, 
  and even minting coins. Within the church, there is 
  a complex hierarchy, where each member oversees a 
  different aspect of society.
  Organization
  Heading the Church and acting as undisputed 
  ruler of the nation of Canceri is the Dark Apostate. 
  Seated upon the black throne in Nishanpur, this 
  being’s word becomes law and holy dogma in one 
  breath. The Dark Apostate acts as the head of state and 
  the guardian of the souls of Canceri, striving to ensure 
  that all enjoy the fruits of paradise rather than the hell 
  that is Canceri.
  Acting as an advisory board and dealing with the 
  enforcement of edicts and the adherence to religious 
  dogma, the Nihang Council is made up of one Akali 
  from each city within Canceri. As the theocracy is 
  roughly equal in the distribution of cities which are 
  dominated by one of the three churches venerated 
  in Canceri, the Nihang Council is evenly balanced 
  with the exception of those elected from Nishanpur. 
  While all other cities are allowed to elect one Akali, 
  Nishanpur is elects four by ancient treaty. This gives 
  the Sarishans a slight advantage when voting on issues 
  before the Council. 
  The Akali, or High Priest, deals with the day 
  to day governance of the theocracy. Each city has 
  a number of Akali who enforce the laws and edicts 
  passed down by the Nihang Council and the Dark 
  Apostate. In addition they serve as judges on the 
  ecclesiastic courts, administrator over their citizens, 
  and also collect the tithes from their congregations to 
  pass on to the state. 
  The backbone of the Church of the Dark 
  Triumvirate is the priests of the nation. All nobles 
  of Canceri, those descendants of the Val families 
  vowing to guide and protect humanity, are part of one 
  of the three congregations of the Church of the Dark 
  Triumvirate. As members of their respective faiths, 
  they function as priest in names, though many are not 
  clerics, capable of casting divine magic. Those that 
  actually do elect to serve their dark gods spend many 
  years in intense study, memorizing the dogma written 
  on hundreds of holy scrolls of their particular faith 
  as well as proving their devotion through fasting and 
  undergoing ritual tests. 
  It should be noted that the priests here act as do 
  those of the Mother Church of Coryan. Though called 
  priests of the Dark Triumvirate, each is beholden to 
  their particular deity and jealously guard the sacred 
  rituals and holy items even from each other. 
  The Church of the Dark Triumvirate ▪  RELIGION
  
  340
  Belisarda and the Four Elemental Lords 
  The worship of Belisarda and the four Elemental 
  Lords is one of the most ancient religions on Arcanis, 
  preceded only by hoary cults of Ssethregore. 
  Worshipped as their creators, the Four Elemental Lords 
  and Belisarda, the Life Giver, enjoyed a special bond 
  with their children although why the Ssethregoran were 
  allowed to enslave them is a question the Elorii have 
  never been able to answer to their satisfaction. 
  After the overthrow of their oppressors’ empire, 
  the Elorii controlled vast tracts of the Onaran continent 
  and enjoyed millennia of peace and prosperity until 
  the coming of the human and the Pantheon of Man. 
  Within a generation the Elorii went from being the 
  rulers of an empire to refugees taking shelter in the vast 
  forests of the land. To make matters worse, four of their 
  Elemental Lords, Keleos, Beroe, Marok and Osalian 
  were destroyed; absorbed by four of the gods of man. 
  Since that time, the temples of the four Elemental 
  Lords remain largely empty and silent. All but the most 
  fanatical of Elorii pay only lip service to them. The vast 
  majority flock to the only one of their deities, which 
  remains: Belisarda the Life Giver. Only Her priests are 
  still able to cast divine miracles and heal the injured 
  and infirm. Thus even those Elorii who stubbornly 
  maintain that the other gods will return, they must pray 
  to Belisarda for power and divine gifts. 
  Ethos
  Elorii believe that as the creators and givers 
  of life, Belisarda and the four Elemental Lords are 
  worthy and deserving of worship. The High Priests and 
  Lifewardens teach that only through diligent adherence 
  and faith in their religion will their lost Elemental 
  Lords be returned to them and the ascendance of the 
  Elorii as a people will be assured. 
  Their faith is bolstered by the fact that one 
  of their deities’ gifts is obvious to all Elorii: The 
  promise of everlasting life through an endless loop 
  of reincarnation. Given the fact that memories and 
  experiences are at least vaguely remembered is proof, 
  in their minds, of their gods’ power and divinity.
  Roles
  The religion of the Elorii is very visible and 
  active in their society, but it is not as overwhelming 
  and all encompassing as the theocracy in place in 
  Canceri. Belisarda’s Lifewardens usually hold a seat on 
  governing councils in almost every Eloran village, town 
  or city. Though highly respected and given a certain 
  amount of deference due to their wisdom and spiritual 
  authority, Lifewardens are merely one voice of many. 
  Organization
  The worship of Belisarda and the Four Elemental 
  Lords is not as rigidly structured as the religious 
  institutions of humanity. Most Elorii divine casters are 
  either priests or clerics of Belisarda and some eventually 
  gain the title of High Priest of a particular temple 
  or shrine. A very few of these become Lifewardens 
  of Belisarda. This appears to be the pinnacle of the 
  religious organization as there is no one Elorii to whom 
  all the other priests pay deference. This tradition may 
  be a hold over from the days when all five deities were 
  worshipped as equals and no one sect had ascendancy 
  over the others. 
  During the modern era, of course, only Belisarda 
  remains and though there are some few traditionalists 
  who maintain that they are priests of one of the 
  dead Elemental Lords and continue to maintain their 
  temples and perform the ancient rituals, in truth any 
  divine abilities they may wield they do so through the 
  beneficence of Belisarda.
  The Matriarchy of the Fire Dragon
  A relatively new organization in the scheme of 
  things upon Arcanis, the Church of the Fire Dragon, 
  also known as the Matriarchy, had its auspicious 
  beginnings less than four hundred years ago. In those 
  dark times, the faithless and despondent Black Talon 
  society of Ssethregore was teetering on the edge of 
  collapse. The Black Talons had begun to question the 
  morality of their actions and rebelled against the corrupt 
  and decadent government of Ssethregore. Looking for 
  guidance, the Black Talons turned to an aged matriarch 
  who spouted prophecies of a new god and better life for 
  them outside the bounds of evil Ssethregore. Rallying 
  to her visions, the Black Talons fled from Ssethregore 
  and established themselves in the Sulphur Marsh far to 
  the north. Under the strict but gentle guidance of the 
  priestesses of the Fire Dragon, the society prospered 
  and the Matriarchy was born. 
  Formed by the visionary Matriarch Mother 
  Scaphiopus, and continued through her prodigy 
  Ss’lessis Tel, the Matriarchy has risen to prominence 
  in the last few centuries, providing an exceptional level 
  of stability to the Black Talon culture. The Matriarchy’s 
  words are law; it governs all aspects of Ss’ressen life, 
  from the placement of eggs near the hatching fire to 
  determine sex and intelligence of the hatchling, to 
  the roles of warriors, the selection of those worthy of 
  mating, and the governing of the society as a whole. 
  Ethos
  Tempered through the fires of their God, the 
  Matriarchy of the Fire Dragon upholds a strict set of 
  moral and ethical standards. While their dark cousins 
  in Ssethregore delight meting out pain and torment in 
  the name of their gods, the Matriarchy preaches ideals 
  of honor, tolerance and compassion. Worshippers are 
  encouraged to strive for personal excellence, but to 
  always place the well being of the society over that of 
  a single warrior. Those who follow the teachings of the 
  Fire Dragon are usually brave stalwart individuals with 
  a strong sense of duty and morality. These individuals 
  are also the most likely ones to be granted the right of 
  mating, a driving force in Black Talon society.
  Roles
  The clergy of the Fire Dragon are the glue that 
  holds together Black Talon Society. The females act 
  as teachers and advisors, nurturing the younglings and 
  counseling adults with their wisdom.  At home, the 
  priestesses act as doctors tending to the sick, while 
  upon the battlefield the younger clerics act as field 
  medics. The higher-ranking matriarchs act as a council 
  of wise ones, governing over their community, settling 
  disputes and acting as judges. Males find roles in the 
  clergy as divine champions or druids, acting as law 
  enforcement for the society, heading military forces, or 
  managing the production of foodstuffs and beasts. 
  RELIGION ▪ Belisarda and the Four Elemental Lords
  
  341
  Organization
  The upper echelons of the Matriarchy are totally 
  comprised of females, either as priests or clerics. Males 
  are never allowed to enter these professions being 
  regulated instead to divine champions and druids.  Each 
  community is overseen by a Matriarch Mother, the eldest 
  of that community’s matriarchs and by her subordinates, 
  a council of six Matriarchs. Upon the death of a Matriarch 
  Mother, the Council of Six puts forth candidates, either 
  from among their own ranks or from the lower ranks 
  of priestesses, to be sent to the capital for testing. If 
  she survives the test the candidate becomes the new 
  Matriarch Mother of her community. 
  All twenty-nine Black Talon communities answer to 
  the High Matriarch Mother, who is situated in the capital 
  of Lanpeltis and rules over all of the Sulphur Marsh. In 
  turn, each Matriarch Mother holds a seat on the Ring of 
  Fire. The Ring of Fire is assembled rarely, for its wisdom 
  is only called upon for decisions that would affect Black 
  Talon society as a whole (Like the election of a new High 
  Matriarch Mother, or declaring war upon an adversary). 
  Below the levels of the Matriarchs, the body of 
  the Matriarchy exists. Here lay priestesses and clerics 
  tend to the needs of the people, providing daily sermons 
  and tending to the ill. A Priestess is always treated with 
  utmost respect, males always deferring to the orders of 
  a priestess. Violence done to any priestess is an instant 
  death sentence to the perpetrator. Such individuals are 
  rare and rarely tried for their crimes since their own peers 
  will usually tear them limb from limb in religious frenzy 
  before they can be captured.
  At the bottom of the Matriarchy are the rare males 
  who are drawn to religious practices. Most males prefer 
  to leave the prayers in the hand of the priestesses, 
  satisfying themselves with a simple invocation of their 
  Gods name before rushing into battle, or to ward off ill 
  fortune. Those who are struck with true piety become 
  divine champions or druids, for the Fire Dragon does not 
  grant clerical or priestly powers to males. Such males act 
  as inquisitors, enforcing Matriarchal Laws, or as officers 
  in the Black Talon military force.  
  Elemental Worship and Animism
  One of the earliest and most fundamental religious 
  traditions to exist upon Arcanis is that of worshipping 
  the primordial nature spirits, which reside within all of 
  existence. These spirits helped guide early tribes of man 
  to live as one with the world around them and suckle 
  from the bountiful teat of the earth. 
  Some of these ancient human tribes existed on 
  the edges of the Ssethregoran Empire long before 
  their cousins from beyond the Eastern Ocean arrived 
  on the continent of Onara. They stayed well away 
  from the reptilian overlords and eventually, when the 
  Ssethregorans were overthrown, made peace with the 
  Elorii who supplanted them. 
  These human tribes and populations have been able 
  to avoid persecution by telling the Elorii and, much later, 
  the missionaries from the Mother Church of Coryan that 
  they are merely worshipping a long forgotten or dimly 
  remembered aspect of one of their equivalent gods. The 
  more civilized Elorii or Church representatives smiled 
  and wagged their fingers paternally, mildly scolding 
  them that the true way to worship was their way and left 
  assured of their superiority over these simple folk.
  Worship of these ancient and ethereal beings primarily 
  exists in the tribes of Hinterlands who pray to the spirits 
  that inhabit all things and on the isle of Naori where the 
  tribesmen sacrifice to Ghord the Volcono God.
  Ethos
  Shamans and tribal witch doctors see the entire world 
  around them alive and infused with spirits. Everything 
  from the smallest creek to the largest rock formation has 
  a spirit residing within it that will share its power with 
  those who know how to properly pay them deference 
  and respect. These spirits also show their displeasure to 
  those who ignore them or squander their gifts by causing 
  drought, famine, earthquakes and floods, but may grant 
  power and abilities on those who take on a spirit as their 
  personal totem.  
  By appeasing these primal spirits and living as part 
  of nature rather than controlling it, these shamans are 
  able to wield power rivaling the most civilized priest 
  and, most importantly, bring peace and bounty to their 
  respective tribes and peoples. 
  Roles
  Shamans, witch doctors, and priests usually play 
  an advisory role to chieftains or some other strong and 
  powerful leader. It is a rare occurrence when these holy 
  men and women actually lead a tribe or settlements as 
  the culture in which they operate rarely are structured 
  so that a theocracy could come into being. Having said 
  that, however, these wise beings can easily maneuver 
  themselves into a position where they have the ear of the 
  leader or else prove so indispensable that they become 
  the true power behind the throne. 
  Organization
  Worship of these primal elemental entities or spirits 
  rarely requires a monolithic institution. Normally a 
  strong holy leader with a handful of acolytes is more 
  than enough to care for the spiritual needs of the tribe or 
  settlement. Others, like the dreaded Cult of the Jackal are 
  a loose confederation of like-minded spell casters who 
  share the same traditions and rituals all stemming from 
  one teacher in the far off past. 
  Infernal Cults
  For over a generation the Infernal Horde released 
  during the Time of Terror roamed across Onara spreading 
  horror and death in their passing. Some of the more 
  malignant and ruthless of this demonic host found rich 
  hunting grounds where the human population could 
  be cowed into submitting and acknowledging their 
  dominance over them. These human settlements would 
  then sacrifice others of their kind and perform the most 
  heinous and foul acts to appease their terrible lord. 
  With the coming of the First Crusade of Light, 
  many of these creatures were uncovered and destroyed 
  by fire and blade, but not all. To this day some villages 
  and isolated townships continue to offer tribute to these 
  foul otherworldly lords either out of fear or willingly in 
  exchange for power over their fellow beings.
  These Infernal Cults are usually centered on a 
  powerful other-planar being and a cadre of cultists that 
  range in number from a small group of malcontents to an 
  entire settlement’s population who have grown corrupted 
  over the centuries, each generation degenerating further 
  and further into depravity and wickedness. 
  Elemental Worship and Animism ▪  RELIGION
  
  342
  Foreign Gods and Other Lesser Powers
  As much as the Mother Church of Coryan espouses 
  that the deities that make up the Pantheon of Man are 
  the only true gods, there have existed and continue 
  to exist those beings of a divine nature that garner 
  worship from humans as well as from other sentient 
  races. The ancient Myrantian Hegemony was already 
  old when the first stone was laid in what would one 
  day by the city of Coryan. This ancient civilization also 
  worshipped a Pantheon of Gods, each more horrific and 
  unspeakable than the one before. When the Coryani 
  Empire conquered the Myrantians, the priests of the 
  Mother Church declared that the Gods of the Hegemony 
  were merely twisted and heretical amalgamations of the 
  true deities of the Pantheon and began to convert the 
  population to its way of worship. 
  In reality the ancient and noxious beings venerated 
  by the Myrantians were unique and separate from those 
  of the Pantheon of Man. Why these creatures allowed 
  their followers to become subjugated by another 
  is unknown. Some speculate that while these elder 
  beings may indeed hold a divine spark, their power is 
  overshadowed by those of the Pantheon. Being of a 
  different power scale they are unable to confront the 
  Coryani deities and wrest back what is rightfully theirs. 
  Thus they wait in the shadowed corners of the universe, 
  nursing their injured pride and waiting for the day when 
  the stars align and they can reassert their divinity over 
  Arcanis. 
  Those That Do Not Believe
  Despite the overwhelming evidence to the contrary, 
  there are those that refuse to believe that the gods exist 
  or if they did, no longer care about humanity. This 
  unusual group of people is made up of malcontents and 
  philosophers, slave and noble alike. They point to the 
  fact that a deity has not manifested nor made a miracle 
  occur in living memory. Divine spells are discounted 
  as a different form of magic, created by tapping into 
  the will and power within oneself. Arcane power can 
  make the stars fall from the sky or cause the ground to 
  tremble with but a word and a gesture. Are these not a 
  power of a god? 
  Others acknowledge that while the gods once 
  may have created all the heavens, the earth and the 
  creatures that live upon it, they have long grown weary 
  of humanity’s endless strife, pettiness, and incessant 
  cries for help. Having failed to ascend as divine beings 
  themselves, mankind is no longer deserving of their 
  assistance or attention.  
  There exists one other, smaller group within this 
  assembly of non-believers. These postulate that while 
  the gods did exist they have either fled or were killed by 
  the darkness that will swallow all of existence whole. 
  The Gods of Man, unwilling or unable to confront 
  and defeat this menace, have left humanity to its own 
  devices, counting down the time when all wink out into 
  utter nothingness. These ramblings are dismissed as the 
  ravings of lunatics and laughed at derisively. It should 
  be noted that this nervous laughter echoes hollowly in 
  the ears of the most learned. 
  Worship of Althares
   A
  lthares is the said 
  to be the most 
  enlightened 
  and 
  intellectual of all the gods 
  of the Pantheon. Patron 
  of Sages, Wisemen, and 
  those who seek lost secrets 
  and knowledge, Althares 
  favors those using their 
  minds rather than just 
  their brawn. This is not to 
  say that warriors do not 
  pray to Him for wisdom 
  or guidance. Generals and 
  other tacticians regularly 
  sacrifice to Him for wisdom 
  and clarity of mind before 
  launching critical military 
  campaigns or battles. 
  Sphere of Influence – 
  Althares is regarded highly 
  throughout the civilized 
  regions of the Known Lands 
  and His temples can be 
  found in almost every town 
  and city on Onara. Having 
  a temple to Althares is 
  considered a status symbol, 
  boasting of the populace’s 
  enlightenment 
  and 
  education. Althares’ clerisy 
  promotes this attitude and 
  even assists in funding the 
  building of new temples or 
  the refurbishing of older ones. Regardless of Althares’ 
  widespread devotion, the Republic of Altheria remains 
  the stronghold of the deity’s worship.  
  Temple – Temples of Althares are grand and 
  stately edifices, veritable monuments to the God of 
  Knowledge, built using the most advanced engineering 
  techniques to erect wonders of architecture. The largest 
  and most grandiose of Althares’ holy places is in the 
  city of Althre’, where the temple floats on a gigantic 
  shallow bowl above the streets. Staircases are replaced 
  by plates of Aerium, spaced at a comfortable distance, 
  that lead up to its massive gilded doors. Worshippers 
  thus get the feeling of walking up to the heavens to 
  commune with their deity rather than groveling upon 
  the earth like savages. 
  Temples throughout the continent sometimes 
  double as libraries and schools. Nobles and rich 
  merchant princes vie for every precious seat available 
  in one of these temples, as some of the greatest 
  philosophers and intellects known have been instructed 
  by the Altherian priesthood. The priests smile, enjoying 
  their prestige and steady stream of wealth by saying 
  that tending to the health of the mind is as important as 
  that of the soul.  
  Not all temples are devoted to Althares’ aspect of 
  the Keeper of Knowledge. Smaller shrines exist that 
  are devoted to his aspect as the Artificer of the Gods. 
  Here blacksmiths, inventors and engineers pray for 
  inspiration and assistance in their works. 
  RELIGION ▪ Worship of Althares
  
  343
  Role of the priest– Priests of Althares cloud 
  their ability to analyze matters clearly and objectively. 
  Due to this as well as their introspective natures, the 
  general populace views them as cold and uncaring; 
  only their lovers, ancient tomes and musty scrolls, 
  are able to elicit passion and excitement. In truth, the 
  priests of Althares can be very compassionate and 
  charitable. With the exception of the clerisy of Anshar, 
  none are more benevolent and interested in the welfare 
  of humanity as they. 
   
  The priesthood is concerned, some say 
  obsessed, with discovery and enlightenment as well 
  as the uncovering of lost secrets and sciences. Where 
  some governments and nobles try to keep the masses 
  enshrouded in ignorance, the Altherian priests wish to 
  spread knowledge and encourage the education of all. 
  They feel that when even the least amongst them has 
  attained their highest potential, that humanity can take 
  that next step in their evolution as dictated by the gods. 
  The priesthood believes that Althares at one time 
  had codified all the information and wisdom that ever 
  existed in the Book of Knowledge and kept its many 
  volumes in the Celestial Library of Lazur. This book, 
  along with the library itself was lost during the opening 
  days of the God War with the Other. The priesthood 
  feels it is their sacred duty to piece the Book of 
  Knowledge back together by learning all that there is to 
  learn. . When completed all the secrets of the multiverse 
  will be laid open and the Paradise of the Gods and the 
  realm of Man will become one, once again. 
  The priests of Althares work closely with the 
  Illiirite clerisy in assuring the stability and expansion 
  of civilization to the benighted areas and peoples 
  of the world. Living as savages in the wilderness, 
  striving to find sustenance while eluding predators is 
  anathema to them and their philosophy. The blessings 
  of civilization are the birthright of all humanity as 
  well as all sentient beings. When the dark curtain 
  of barbarism falls there can be no enlightenment, no 
  furtherance of science, and no chance for the ascension 
  of man. 
  Worship of Anshar
  A
  nshar is the well known throughout Arcanis; 
  Her most popular aspects being that of the Far 
  Traveler, the Suffering Martyr, the Weeping 
  Goddess, and the Guardian of Outcasts. Anshar looks 
  after the destitute, the oppressed and the outcast, 
  regardless of the reason why the person finds themselves 
  in such a situation. Because of this, a large number of 
  Dark Kin and Gnomes find themselves worshipping 
  Her. 
  Anshar is unique amongst the Pantheon as She 
  was not even known by Illiir until the waning years 
  of the God War, where She was instrumental in 
  convincing Illiir that by absorbing the power of the 
  Elorii Elemental Lords, They would have the power 
  to defeat the Other. This has led some to speculate that 
  Anshar holds a terrible secret and should not be trusted. 
  These conspiracy theorists are normally ignored as 
  insane rabble rousers by many who point to the good 
  that Anshar and Her priests have done.
   
  Sphere of Influence – Given the loose structure 
  of the priesthood of Anshar, it does not have a specific 
  area of influence. Shrines and temples to the Suffering 
  Goddess can be found in every city of every nation as 
  well as the most remote places throughout the Known 
  Lands.
   
  Temple – Temples to 
  Anshar are ugly buildings 
  shaped like beehives. 
  Inside, the temples tend 
  to be claustrophobic and 
  dark, with the smell of 
  sweat and despair from 
  those who find sanctuary 
  here hanging heavy and 
  permeating every inch of 
  the place. These places 
  of worship regularly act 
  as shelters for the poor 
  and outcast. 
   For those temples 
  which are large or central 
  enough to have a Portal 
  of Anshar, they are 
  normally found in the 
  central chamber which 
  is oval in shape. Here 
  the marbled arch of the 
  portal spans two spear 
  lengths high and are wide 
  enough for four people 
  abreast to pass through. 
  All around the portal 
  are supplications and 
  benediction to Anshar 
  written 
  in 
  Ancient 
  Altharin. The secret of 
  opening a gate is known 
  only to the priesthood and 
  those Val who have the 
  blood of Anshar coursing 
  through their veins. 
  Role of the priest– No other priesthood of the 
  Pantheon have the benefit of the respect and good will 
  that the Ansharan mendicant priests enjoy from the 
  general populace. The poor and the down trodden turn 
  to them for succor, comfort or even a few kind words 
  of encouragement when they have no one else to turn 
  to. The Ansharan priests feel it is their sacred duty to 
  help bear the load of those that society turns a blind eye 
  to. Whether it is easing mental anguish or the physical 
  trauma of the crippled or wounded, Ansharans use the 
  gifts of their goddess to help their fellow man in coping 
  with what tragedy life has seen fit to bestow upon them.
  They teach that every soul has a certain amount 
  of pain and misery that must endured before they are 
  allowed to ascend into the Paradise of the Gods. Anshar 
  speaks of paying off this debt of sin as quickly as 
  possible in life so that the times one must reincarnate 
  here upon the mortal plane be as few as possible.
  The helping of the unwanted also includes those 
  who are mentally addled and insane. This has led to 
  some conflict with the Nerothian priesthood who feels 
  that the deranged are the cursed of the Gods and should 
  be confined to asylums. 
  Yet it is not only the lower strata of society that 
  venerates the Suffering Goddess. The nobility and others 
  in power also give generously to Anshar, specifically to 
  Her aspect as the Far Traveler. Anshar’s gift of portals 
  which allow instantaneous passage across thousands of 
  leagues has proven to be indispensable in maintaining 
  Worship of Anshar ▪  RELIGION
  
  344
  communication to the furthest reaches of the Known 
  Lands of Onara and beyond. Without these portals, the 
  vast empires and nations of Arcanis would certainly revert 
  back to warring city-states and nomadic savages. 
  The priests of Anshar are also unique in that a formal 
  clergy does not exist. Most call themselves mendicant 
  priests who teach any others who feel the call of Anshar 
  on an individual basis. The only official position that 
  exists is that of Pyrman as required by the Mother Church 
  of Coryan. 
  The Ansharans enjoys one other benefit; an age 
  old superstition holds that harming one of the Weeping 
  Goddess’ own will bring down a horrible curse upon 
  the attacker. This superstition has not always saved 
  Her priests from harm, but an Ansharan has emerged 
  unscathed from riots and battles that otherwise claimed 
  the lives of many. 
  Worship of Belisarda
  L
  ast of the Elemental Lords of the Elorii, Belisarda 
  is known as the Life Mother to Her children. Elorii 
  do not write their history down on flimsy scrolls 
  or tomes. Instead the Marokene Crystalmancers created 
  pure orbs of crystal that can retain hours of information. 
  Light and airy like the soap bubbles they resemble, the 
  orbs are able to verbally recount tales, myths, or even 
  simple instructions as well as display images within its 
  surface. In the most ancient of these relics Telas, one 
  of the most revered and elder Elorii, recounts the tale 
  of how each of the four Elemental Lords gave of their 
  own essence to create four of the Elorii sub-races. It is 
  Belisarda alone, however, who breathes life into all five. 
  It is interesting to note that with the sole exception 
  of Kassregore, the primordial Ssethregoran deity, only 
  Belisarda is ever credited with creating life from nothing. 
  With the destruction of the other four Lords, only 
  Belisarda remains to shepherd the Elorii race, teaching it 
  the difficult lessons of patience and forgiveness. Priests 
  still maintain the sacred fires in the temples to Keleos, 
  the cool pools of the temples to Beroe as well as the 
  other two, but those gods remain silent and grant neither 
  gift nor counsel. It is Belisarda who allows these priests 
  to channel divine power to power their rituals. Most 
  of these priests have accepted that the four Lords are 
  gone and have instead turned their devotion solely to 
  Belisarda. A few stubbornly refuse to believe that their 
  Lords are gone forever and still cling to the belief that 
  they will return once more. 
  Sphere of Influence – Elorii make up the 
  overwhelming majority of the sentient beings who are 
  devoted to Belisarda, although in the city of Seremas, 
  some are teaching select humans the way of the Life 
  Giver. As such active temples to Belisarda are found 
  only in the bright Elorii nations of Elonbe’, Entaris and 
  Malfelen. Of course, given the vastness of the original 
  Elorii Empire as well as its duration, ancient and ruined 
  temples to all five of the Elorii deities can be found 
  strewn about the entire continent of Onara. It is rumored 
  that one of the most ancient and sacred temples to 
  Belisarda still stands in Forgotten Arkoshia in the forest 
  known as the Golden Boughs of Saluwe’.  
   
  Temple – Temples to Belisarda resemble monuments 
  rather than the temples the humans build for their deities. 
  As befits the Life Giver, each of the elements of life and 
  nature are integral to Her places of worship. Living stone 
  is shaped to create the spiraling columns that give the 
  temple its unique form. A crystal clear pool is placed before 
  the altar and a large lit brazier stands upon a large pedestal 
  behind the altar, lighting any ceremonies performed in 
  then evening. Finally, the cool breeze is allowed to flow 
  throughout the temple as it has very little in the way of 
  walls, but is more akin to an airy atrium. Finally, no seats 
  or pews are offered for the comfort of the faithful. Instead, 
  the grassy earth is sufficient to their needs. 
  Role of the priest– The priesthood of the Life 
  Mother is said to be the very voice of Belisarda Herself. 
  It is through their actions, deeds and words that the will 
  of their deity is known and enforced. Originally only the 
  Ardakene Elorii were able to assume this mantle, but with 
  the subsequent destruction of the other four Elemental 
  Lords, the clergy has allowed the induction of Elorii from 
  the other sub races. While the Ardakene strive to make 
  the others feel welcome in their midst, some Elorii feel as 
  if they are given only limited knowledge as to the higher 
  rituals and ceremonies to the Goddess. They point to the 
  fact that the majority of the Life Wardens, the highest rank 
  in the priesthood, are Ardakene. The Life Wardens try and 
  point out the illogic in this reasoning and point to others 
  who have attained this lofty level and are not Ardakene. 
  Regardless of any internal strife within the priesthood, 
  one thing they all agree upon is that their most sacred duty 
  of the preservation of the Elorii race. They strive the day 
  when the Elorii nations can eventually reemergence from 
  seclusion and take its place amongst the other races and 
  nations of Arcanis. They were instrumental in creating 
  the Laerestri, Elorii who traveled beyond the borders and 
  into the human nations of the continent. Here these brave 
  and adventurous souls, many of them members of the 
  priesthood, learn the ways of humanity and weigh their 
  threat as well as their worth to the Elorii people. 
  RELIGION ▪ Worship of Belisarda
  
  345
  Worship of Beltine
  W
  arden of the Afterlife, Keeper of the Gates 
  to Paradise, Mistress of the Cauldron of 
  the Underworld, Nurturer of the Spirit, 
  and Forger of Souls; the Goddess Beltine holds 
  all these titles and distinctions with pride. The 
  Shrouded Goddess’ realm is that of the Underworld, 
  a place where the spirits of the dead travel to await 
  their final judgment. 
  While this Goddess is generally viewed as one 
  of the more gentle and benevolent of the Pantheon 
  due to Her domains of caring for the souls in the 
  Afterlife and the healing of the wounded and 
  infirm, She also has certain aspects that are neither 
  wholesome nor kind. Some of these darker aspects 
  tell of Beltine as the Gray Crone, who stalks 
  the night to rip out the souls of living for Her 
  ever-hungry Cauldron. Mothers tell their wayward 
  children to behave or else She will some in the 
  dead of night and take them to the Underworld. A 
  bizarre cult known as the Gray Crones were once 
  a sect of Beltinian priestesses who were corrupted 
  by unholy texts detailing the worship of this aspect 
  and transformed them into these horrific harbingers 
  of death. 
  Sphere of Influence – Beltine is venerated 
  throughout all of the Known Lands of Arcanis, but 
  the bastion of Her religion remains the province 
  of Valentia and its capital Enpybn, the City of 
  Weeping Souls. Other temples and Shrines can be 
  seen elsewhere even in Canceri, where Beltine is 
  given obeisance as Neroth’s wife. Funerary rites 
  there are attending to solely by the Nerothian clergy 
  as worship of that aspect of Beltine is proscribed. 
   
  Temple – Temples to Beltine are multi-structured 
  complexes, usually surrounded by a meticulously 
  tended garden. These gardens are used by the clergy 
  to console the bereaved family and friends of the 
  deceased, allowing them a peaceful place to meditate 
  upon their loss and to accept it as the natural order of 
  things. 
   
  The central building is usually a many tiered 
  tower topped by a large belfry with four to six large 
  bronze bells. One bell is rung when a soul departs 
  this world and moves on to the next, while up to 
  two or three others are rung when a person of great 
  importance passes on. Only upon the death of the 
  Patriarch of the Mother Church are all the bells 
  sounded for an entire hour. 
   
  While the upper levels of the temple of 
  open to the public, the higher rituals are performed 
  in underground chambers carved deep below the 
  surface. This labyrinthine maze sometimes extends 
  down for hundreds of feet with multiple rooms carved 
  out of the living rock. Few people, other than higher 
  ranking members of the clergy, are allowed to travel 
  to these sacred areas where some of the most secret 
  ceremonies sacred to the Shrouded Goddess take 
  place.
  Role of the priest– The Beltinian clergy’s duty 
  is to attend to the funerary rites so that the spirit may 
  pass on to the Afterlife. With the exception of Canceri, 
  Beltinian priests are first given the body for a period 
  of two days, during which the body is washed with 
  holy oils and extracts, prayed over while cloying 
  yellow incense is burned in a bowl placed upon the 
  deceased’s chest. The clerisy says that the prayers are 
  to ensure that the soul of the dead finds its way down 
  to the Underworld and stands before the Judgment of 
  Nier. 
   
  When souls do go astray and remain upon the 
  mortal plane as Shades, ghosts, specters, wraiths, and 
  other non-corporeal entities, it is the Beltinian priests 
  that are called to lay the unquiet spirit to rest. Given 
  the amount of war, strife and dangers that exist upon 
  Arcanis, many bodies are not given final rites and a 
  proper burial causing many such creatures to exist 
  making Beltinian Exorcists traveling about the land a 
  common sight. 
   
  Beltinian priests are also tasked with easing 
  the suffering of the injured as Beltine does not desire 
  a being to visit Her realm before their time. Beltinian 
  priests are some of the most skillful and effective 
  healers upon Arcanis, equaled only by Her husband’s 
  clerisy who share this duty and surpassed only by the 
  Ardakene Elorii. 
  Though they share the ministrations of the body, 
  Beltine abhors Her husband’s penchant for granting 
  His favored the gift of Life Beyond Life. Intelligent 
  undead are created by using the soul of the person 
  as the fuel that powers the transformation. This 
  destruction of the spirit is blasphemous to Beltine and 
  thus Her clergy delight in the destruction of undead 
  and those foul necromancers who would animate the 
  husks of the deceased as their playthings. 
  Worship of Beltine ▪  RELIGION
  
  346
  Worship of Cadic
   C
  adic holds the title as the Dark Hand of 
  Illiir, performing those tasks that which 
  are necessary but distasteful to the Lord of 
  the Gods. He also acts as the patron to thieves, 
  spies and assassins as well as to musicians, 
  bards and artisans. Many outsiders view this as 
  incongruous as these domains have little to do 
  with one another, yet Cadic’s adherents see them 
  as merely two sides of the same coin. In a world of 
  darkness and brutal, cold efficiency, the soul must 
  be nurtured and given respite or else madness will 
  surely take them over the edge of the abyss. 
  Sphere of Influence – Though the worship 
  of Cadic is widespread throughout the Known 
  Lands, it is concentrated in the val’Borda lands 
  of the south, primarily the province of Annonica. 
  The province’s capital, Plexus, is the site of one of 
  the oldest and most influential church, the Temple 
  of Shadows. 
  Contrary to popular belief, the temples of 
  Cadic have very little influence in the Theocracy 
  of Canceri. Small temples and shrines exist to 
  the Lord of Shadows, but nothing rivaling that 
  of the primary deities venerated in the theocracy. 
  Milandir, on the other hand, has the large Temple 
  of the Divine Choir in Naeraanth. This temple 
  honors the Cadic as the Lord of Epics and Song.  
  Temple – Temples to Cadic come in two 
  basic forms. Those that venerate His aspects 
  of Shadows or as either the patron of assassins 
  and thieves tend to have small structures above 
  ground with an extensive labyrinthine area below. 
  The structures above ground tend to be unimposing 
  affairs with a central tower which extends high above 
  the temple. In this tower is a bell which is used to 
  summon the faithful to services. It is also rung at dusk, 
  that moment of twilight when it is neither daylight nor 
  nighttime. 
  Temples that focus on Cadic’s aspect as patron of 
  bards and performers of all kind are large ostentatious 
  buildings with its large central chamber acting as much 
  as a concert hall as a place of worship. Besides being 
  a place of devotion, the temple also trains some of the 
  world’s best and brightest musicians and singers. The 
  very greatest of these songsters are chosen to attend 
  the Coryani Emperor in the Valinoric Choir. This 
  group serenades him every hour of every day, striving 
  to soothe his troubled brow with their melodies. 
  Role of the priest– Feared and looked upon 
  with trepidation, the clerisy of Cadic is spoken of 
  in hushed tones and infrequently at that. All priests 
  are considered to be equal parts thief and assassin, 
  mercenary in their ways and with the heart of a cold 
  blooded killer beating in their breast. Interestingly it is 
  most often those that in positions of power that have 
  tasted their particular brand of justice that most often 
  hiss these aspersions.
  The commoner has a very different view of these 
  clerics. They see the priests as the great equalizers and 
  sometimes their only avenue to pursue justice against 
  those who have wronged them. A shopkeeper whose 
  competitor damaged his shop, the wife brutalized by 
  her husband, or the freeman who feels he has been 
  wronged by a noble all turn to the priests of Cadic 
  for justice. The supplicants enter a small booth within 
  the temple and whispers his complaint and gives an 
  offering or tithe to the clergy. If the cleric listening 
  feels there is merit in the supplicant’s grievance, she 
  will investigate the charges. If found to be true, the 
  offender may find himself beaten brutally, see his 
  own shop burned down or in the most extreme cases, 
  disappear. 
  Care must be practiced when bringing such 
  matters to the attention of the clergy for if the priest 
  discovers that the supplicant is complicit or has 
  himself committed wanton acts of injustice or cruelty, 
  his punishment will be even more severe. 
  Nobles, the wealthy and those in positions of 
  power are loathe to call upon the services of the 
  priesthood as most have as many skeletons in their 
  closets as their opponents. Such people also must 
  maintain the appearance of power and control. Calling 
  upon assistance on what is considered to be the 
  province of the poor and the indigent would ruin their 
  reputation beyond repair. 
  The clergy does have its uses for those in power 
  however. Nobles and leaders use the priests of Cadic 
  as facilitators and middlemen, calling upon them to 
  either gather information or to hire those needed to 
  accomplish the patron’s needs. 
  RELIGION ▪ Worship of Cadic
  
  347
  Worship of the Fire Dragon
  T
  he Fire Dragon, The Blazing Wyrm, The 
  Fiery One, Lord of the Inferno, in all these 
  aspects and more does the Fire Dragon exist, 
  a guardian to his chosen peoples; a deadly adversary 
  to his foes.  To his chosen, the Fire Dragon is 
  considered a kind, yet unwavering god. He watches 
  over his people, but rarely intervenes, preferring 
  that his children learn their lessons the hard way and 
  thereby grow stronger in the aftermath. Followers 
  of the Fire Dragon consider life a series of trials, 
  where success in your endeavors leads to betterment 
  of yourself and prosperity for the entire clutch. 
  The Fire Dragon is revered by the Black Talons; 
  they consider him everything Kassegore is not. To 
  them the Fire Dragon represents loyalty, honor, 
  bravery, and compassion, sentiments absent from 
  the majority of Ssethregoran Society. Through the 
  teachings of their Lord, the Black Talons seek to 
  better themselves, both physically and spiritually, 
  determined to never again sink into the mire of hate 
  and destruction that was their way under the Ssethric 
  Empires. Those who follow the Fire Dragon hold 
  the community over all else and consider protection 
  of the hatching fires a sacred duty borne by all Black 
  Talons.
  Sphere of Influence – Presently the sphere 
  of influence of the Fire Dragon is rather small, 
  being limited to the thousands of Black Talon 
  Ss’ressen inhabiting the Sulphur Marsh and a few 
  hundred Ashen Hide Ss’ressen found within Nier’s 
  spine. Both of these groups are budding cultures, 
  set to expand their own realms and therefore the 
  worship of their god beyond their own current borders. 
  Interestingly the ruined city of Lanpeltis, which the 
  Black Talons rebuilt and now call their capital, was 
  originally dedicated to the Fire Dragon, hinting that 
  older races may have once worshipped the Fiery 
  One.
  Temple – Temples to the Fire Dragon are ornate 
  affairs, constructed as steppe pyramids that descend 
  deep into the earth. Even the smallest shrines have 
  one subterranean chamber where an Idol of the 
  Blazing Wyrm sits basking in the warm glow of the 
  ceremonial braziers. The main Temple of Cinders at 
  Lanpeltis is an immense imposing structure of black 
  basalt that predates the Black Talon colonization of 
  the area. From its uppermost tier smoke can always 
  be seen rising both day and night, for to let the sacred 
  fires die would signify ill omens for the reptilian 
  worshippers. Fire is sacred to the Ss’ressen, being 
  the element they feel most akin to, granting them life 
  through the hatching fires, allowing them to bask in 
  its radiance, and warming sluggish bodies in cooler 
  northern climes. Deep below the ziggurat, in a natural 
  cavern cut from the bedrock, there exists a vast grotto 
  of colossal proportions. The cavern is constantly 
  warmed by steam rising from the active geothermal 
  rifts, and condensation drips from the myriad of 
  stalactites high overhead. Every single free surface 
  has been carven in ceremonial runes sacred to those 
  of the scalykind, and bas relief images of the entire 
  history of the reformed Black Talons rings the cavern 
  in glorious splendor. Centermost in the chamber 
  is the awe-inspiring Idol to the Fire Dragon. Fully 
  thirty feet tall, this draconic monolith of solid silver 
  rears its head high over the assembled worshippers, 
  its eyes constantly glowing with the immortal fires 
  of the deity. The statues lower tail wraps around a 
  spectacular alter of red veined basalt, and the entire 
  cyclopean effigy is encircled upon the cavern floor by 
  an ever-burning ring of molten fire that flows from the 
  very earth itself. It is in this great chamber that daily 
  services to the Fire Dragon are held before the massed 
  black talons. 
   
  Role of the priest– The priesthood of the Fire 
  Dragon is the ruling political body of the entire 
  Ss’ressen clutch. The exclusively female clergy tend 
  to all governmental functions, as well as watch over 
  each budding generation, guiding it with a firm, 
  yet gentle, claw. Adventuring priests and clerics 
  are rare among the older Ss’ressen, but the younger 
  ranks of priestesses often leave the confines of the 
  Sulphur Marsh for more exotic locales. Many of 
  these wandering clerics leave to seek out ancient 
  ruin of ssethric past in an attempt to unravel the lost 
  histories of the Fire Dragon. In particular they search 
  for the legendary twelve teeth of Dargas, holy relics 
  inscribed with the lost scriptures of the Fiery One, 
  said to predate the fall of Yahssremore. Others leave 
  on less exoteric missions, seeking to reconcile the 
  differences between the Ashen Hide and Black Talons, 
  or to draw other ssethrics into the Fire Dragon’s flock. 
  The recently discovered Ghost Scale Ss’ressen of Old 
  Coryan have drawn much attention from these zealous 
  priestesses. 
  Worship of the Fire Dragon ▪  RELIGION
  
  348
  Worship of Hurrian
  C
  onsidered the most honorable and caring of the 
  Pantheon deities, Hurrian is the Defender of 
  Man, the Champion of Honor, the General of 
  the Gods and is also known as the grim Storm Lord. 
  Hurrian is called the Reluctant Warrior, for though 
  He is a god of combat and is the patron of warriors 
  everywhere, He and His followers do not revel in 
  battle as the adherents of Nier do. Hurrian lifts His 
  sword only when there is no other choice and then, 
  only for the most honorable and just of reasons. His 
  warriors do not shed blood for the glory of battle, 
  nor do they find joy in the misery of the conquered. 
  Yet when marauding bands of villainy appear on the 
  horizon, seeking to burn, rape and pillage one’s home 
  and family, ever will the Blades of Hurrian rise up and 
  defend all that they holds dear. 
  It may seem contradictory that a deity known for 
  his calm and reason would have under His domain 
  the turbulent power of lightning and storms. This 
  power was assumed by Him during the God War when 
  His father, Illiir, commanded Him to do battle with 
  the Air Elemental Lord of the Elorii and absorb its 
  power. Though still portrayed as a caring deity, some 
  in the higher echelons of the priesthood feel that this 
  power corrupted Hurrian, as well as the other three 
  deities that did take unto themselves the power of 
  the Elemental Lords, and He is at times as grim and 
  violent and the tempests He commands. 
   
  Sphere of Influence – There are few areas in 
  the Known Lands of Onara that do not have at least a 
  small shrine to Hurrian. Canceri is one of these places 
  where the teachings of Hurrian are seen as weak and 
  repugnant. This should come as no surprise as the 
  warriors of Canceri follow the teachings of Nier, the 
  god of Flaming Devastation whose teachings run 
  contrary to that of Hurrian. 
   
  The populations of the province of Ulfila 
  in the Coryani Empire and the Duchy of Moratavia 
  in Milandir are largely followers of Hurrian. Before 
  the four duchies of Milandir ceded from the Coryani 
  Empire, the lands of Moratavia were part of the 
  province of Ulfila. This split has turned brother 
  against brother, divided families and has caused 
  difficulties for the clergy of Hurrian. The church tries 
  not to involve itself with secular matters, but it must 
  tread carefully in Milandir as some in that nation feel 
  that the Mother Church is but a puppet of the Empire 
  and seeks to bring the “rebellious province” back into 
  the fold. 
   
  A final area of strong Hurranic worship is in 
  the arid regions of the Hinterlands. Here the aspect 
  of Hurrian as the Storm Lord is venerated for His life 
  bringing rain and cool winds. Some of the Yhing hir 
  tribes, especially the Skohir, worship a little known, 
  but recognized aspect of Hurrian as the Warrior in 
  Battle Rage. Myth has it that once Hurrian was as 
  blood thirsty as His older brother Nier, and would fly 
  into terrible rages that could only be sated with the 
  total destruction of any who opposed Him. After one 
  battle, the devastation was so horrific, that Hurrian 
  was shocked and sickened by it. He tore these Furies 
  from His being and cast them to the winds. The Skohir 
  and others are able to call upon these raging Valinor 
  and take on a tiny bit of their power in times of need. 
  Temple – Temples dedicated to Hurrian are built 
  with a central atrium which is open to outside. It is 
  considered a good omen or blessing if a rainstorm or 
  a lightning flash strikes during a ceremony. Many of 
  these temples are built in areas of higher ground, the 
  most grandiose ones built high up on the mountain 
  tops. 
  Role of the priest– Much like their deity, Hurranic 
  priests believe that their most sacred duty is in the 
  defense of mankind from all the myriad terrors and 
  dangers that exist in the world. When conflict erupts 
  between their charges, they first urge for a diplomatic 
  solution and encourage compromise in the hopes of 
  preventing bloodshed. However, when this fails, or 
  when one side seeks the utter destruction of the other, 
  the priests will weigh the merits of both sides and then 
  choose. Pity the side that must now face the noble 
  Hurranic priests, for none are more deadly than they 
  when their ire is raised. 
  RELIGION ▪ Worship of Hurrian
  
  349
  Worship of Illiir
  I
  lliir holds the position of head of the Pantheon 
  and serves as patron of Emperors, Kings, Lords 
  and others that enjoy positions of power. Due to 
  His station most worshippers of the Pantheon give 
  Him praise and offer sacrifices on His holy days. 
  According to dogma, Illiir led the rest of the Pantheon 
  against the Usurper and Its befouled progeny and 
  corrupted minions during the God War. Though He 
  did not participate in the destruction of the Elorii 
  Elemental Lords, He did order it done. At the end of 
  the God’s War, it was Illiir that declared that all the 
  lands of the Elorii were now the domain of humanity 
  and proclaimed the creation of the First Imperium of 
  Man. 
  Illiir is also credited with saving all of humanity 
  by raising the God Wall ending a generation of brutal 
  combat against the Infernal horde. This act also marks 
  the founding of the Coryani Empire and the subsequent 
  rise of the Mother Church of Coryan. 
  The Mother Church recognizes many aspects, 
  distinct roles or domains, over which Illiir rules or 
  personifies. The most well-known aspects throughout 
  the Known Lands of Onara are shows Illiir as The 
  Defender of Honor, The Bringer of Glory, The Light 
  Everlasting, The Champion of Civilization, The Patron 
  of Rulers, The Perfect Form, and the very sun itself 
  as The Radiant Orb. Illiir also has been ascribed 
  with darker aspects such as The Curse Bringer, The 
  Unforgiving, and The Wrath of Heaven. These aspects, 
  while verified by the VIth  Ecclesiastical Court of the 
  Mother Church, are not as well known and not actively 
  venerated.  
  Sphere of Influence – As befits the head of the 
  Pantheon, Illiir’s worship is widespread and prevalent 
  throughout the Known Lands of Onara. Illiir is revered 
  as the patron god of the entire Coryani Empire and 
  thus His worship is centered upon the heart of the 
  empire, in the capital city of Coryan and throughout 
  the province of Illonia. Even in the Theocracy of 
  Canceri there is a small group of Illiiric monks and 
  itinerant priests, known as the Confraternity of the Just 
  Death, that urge those about to die, usually prisoners 
  awaiting execution,  to renounce the black teachings 
  of the Dark Triumverate and embrace Illiir as their 
  patron lord. 
  Temple – Temples of Illiir are normally round in 
  shape or at least its central area is built in that form. The 
  majority of the temples have a large glass or crystalline 
  dome in which the rays of the sun are diffracted in 
  a cascade of brilliant color throughout the central 
  chamber. Temples are never created underground with 
  the exception of the beautiful Cathedral of Penance 
  in Solanos Mor and the Temple of Illiir Supine in 
  Enpebyn. The latter is a morose temple that enshrines 
  Illiir’s aspect of the sun at rest and commemorates His 
  time in the Tombs of Neroth before His rebirth. 
  Role of the priest – Priests of Illiir understand 
  that while the Gods are perfect, humanity is imperfect 
  in form and mind. Nevertheless, the clergy of Illiir 
  teaches that perfection exists within each of us and 
  one should strive to nurture it. The temptations of the 
  flesh and the mind can damage the perfect soul within 
  and should be resisted through strength of will. Illirite 
  priests are expected to be islands of stability and order 
  amidst the chaos of the world outside. No matter 
  how unpredicatable or frenzied the situation, Illirites 
  are unflappable and unfazed. They lead by example 
  showing that chaos can only triumph if the mind and 
  body are weak. 
  The continuance and stability of civilization 
  is paramount to the teachings of this priesthood. 
  Elevating mankind above the savage beasts and lesser, 
  inhuman races of Arcanis is ever on their minds and a 
  task to which they expend considerable efforts. Only 
  by ensuring the stability of society can man be free of 
  the daily struggle of survival and turn his energies to 
  more enlightened endeavors such as philosophy, the 
  sciences and the arts. Those that would bring down all 
  that the countless generations have struggled to build 
  must be destroyed. 
  Illiirite priests are seen as being self-righteous 
  and arrogant, an impression many attribute to their 
  often smug belief of their inherent superiority over the 
  masses. Even so, these priests are highly sought after 
  as judges and adjudicators due to their reputation as 
  fair and impartial individuals. 
  As it was Illiir that cursed the entire race to their 
  present form and condition, many Illiirite priests also 
  see it their duty to watch over the dwarves and assist 
  them in their quest for redemption. They find that 
  the dwarves from Solanos Mor are truly repentant 
  and worthy of eventual salvation, regardless of their 
  previous transgressions. 
  Worship of Illiir ▪  RELIGION
  
  350
  Worship of Larissa
  T
  he Oracle of the Gods, Lady Luck, Mistress of 
  Forbidden Pleasures, Temptress of the Pure, 
  Divine Harlot of the Sixty-Seven Acts of 
  Debauchery. Larissa has been called all these things 
  and more. Originally depicted as a demure, young 
  virgin, Larissa used Her ability to see in the future 
  during the God War with deadly accuracy. Her powers 
  were crucial in the defeat of the Other and in foretelling 
  the eventual triumph of Man over the Elorii. 
  Afterwards, She became obsessed in the protection 
  of Her children and searched further and further into 
  the future, cataloguing every pitfall, catastrophe, or 
  pitfall that could or would befall humanity. At one 
  point however, She parted the furthest veil and saw 
  what was not meant to be seen, even by a god. Driven 
  mad by the vision, Larissa dove headlong into an orgy 
  of hedonistic pleasures, each indulgence greater than 
  the last, anything to burn the image of what was to 
  come from Her mind and soul. 
  Philosophers wonder if the decadence that eventually 
  spelled the doom of the First Imperium was caused by 
  the Divine Seeress’ fall into madness or whether the 
  events on the mortal plane were mirrored above in the 
  heavens. Regardless, this chaotic divergence in Her 
  personality and powers caused a rift in Her followers, 
  one which is slowly reaching the boiling point that will 
  one day explode into a bloody schism. 
  As with the other gods of the Pantheon, Larissa 
  is known to have darker aspects than the Maiden of 
  Joyous Indulgence. She is also known as the Lady 
  of Thorns, the Delightful Torturer and the Giver of 
  Exquisite Agony. 
  Sphere of Influence – The clerisy of Larissa is 
  widespread and welcomed, in one form or another, 
  in just about every corner of the Known Lands of 
  Onara. The capital of the Cafelan province of the 
  Coryani Empire, Savona, remains the seat of power for 
  worshippers of the Mistress of Forbidden Pleasures. 
  Thousands flock to its festooned streets during the 
  holy celebrations that are marked with endless hours of 
  pleasure and merriment. 
   
  Temple – Temples to Larissa are built in the shape 
  of huge ziggurats with a large sacrificial brazier in 
  which holy incense if burned eternally. At the bottom 
  level of these immense structures, private rooms exist 
  so that those who wish to commune with the Goddess 
  may do so privately, personally guided by a priestess of 
  the Divine Harlot. 
  Shrines to Larissa’s aspect as the Lady of Luck are 
  also a common sight, especially in gambling halls and 
  in the shape of fountains in major cities where those 
  wishing for their bad luck to turn offer a few coins in 
  supplication. 
  Role of the priest– To outsiders, the clerisy of 
  Larissa is a unified entity made up of hedonists and 
  sensates that are able to peer through the veil of time 
  and see glimpses of future events. In reality, the Larissan 
  priesthood is but a hair away from total schism leading 
  to a religious holy war the likes of which has not seen 
  in ages.
  The original duties ascribed to Larissa dealt with 
  gazing into the future, thus aiding ones comrades 
  or averting disaster with the foreknowledge of what 
  was to come. The Oracular sect still believes that this 
  should be their one and only duty, all else being an 
  unwanted distraction. They point to the fact that it was 
  not until the end of the First Imperium that Larissa sank 
  into Her madness. Before that time, She was depicted 
  as a shy and demure young woman; selflessly coming 
  to the aide of Her family and putting nothing before 
  Her sacred obligation. The Oracles maintain that by 
  indulging in such hedonistic practices, the sensate 
  priests are merely perpetuating Larissa’s downward 
  spiral into utter insanity. 
  The Sensates argue that their sect is the one truly 
  following the edicts of their Goddess by indulging in 
  every experience and living life to its fullest as She 
  commands. They point to the fact that they are equally 
  able to see future events as the Oracles do. If they 
  had strayed from the divine path, Larissa would have 
  stripped them of that power. 
  While the hedonists do not shirk their duty of 
  advising those in power of coming events, they believe 
  it is their sacred trust to the common man to make their 
  lives a bit brighter and happier. Throw off the shackles 
  of polite society, dare to speak ones’ mind without fear 
  of recrimination, indulge in every desire and need, 
  they teach. One need not wait until death to pass into 
  the Paradise of the Gods, when it can be created and 
  enjoyed now. 
  RELIGION ▪ Worship of Larissa
  
  351
  Worship of Nier
  O
  fferings of blood, death and the wailings of 
  the defeated are what pleases mighty Nier, the 
  Lord of Flaming Devastation, the Master of 
  Burning Ruin, the Reveler in Violence, the Ultimate 
  Warrior and the Judgment of the Gods. Portrayed as 
  a raving warrior, blood drenched and covered in gore 
  with the bodies of His enemies piled high before Him; 
  Nier is the embodiment of war. He is the relentless 
  storm of chaos which wipes what was before clean, 
  allowing for something new and different to take its 
  place. 
  Paradoxically, Nier is also the implacable 
  defender of the Pantheon and stands at the left hand 
  of Illiir, ready to destroy that which would threaten 
  the Ruler of the Gods’ plans. His Valinor stands in 
  judgment of the souls all mortals who must one day 
  stand before Him and learn their ultimate fate: entry 
  into the Paradise of the Gods or a virtual eternity in 
  the boiling Cauldron of Beltine. 
  The worship of Nier has ever been a two edged 
  sword in the history of the nations that have risen 
  upon Arcanis. While Nierites have been instrumental 
  in preserving many of them, they have been as quick 
  to turn and topple the greatest of empires. It was the 
  Legions of Leonydes val’Virdan, arguably the most 
  devoted servant of Nier that destroyed the vast First 
  Imperium of Man and precipitated the millennia 
  spanning Shadowed Age, also known as the Time of 
  Darkness. 
  Sphere of Influence – While widely revered and 
  holding a high place of honor within the structure 
  of the Mother Church of Coryan, an attempted coup 
  to overthrow the emperor by the High General of 
  the Nierite Honor Guard proscribed the organized 
  worship of the Flame Lord and resulted in the majority 
  of His followers being banished to the furthest corner 
  of the Coryani Empire. This area is now part of the 
  Theocracy of Canceri and it is there that the greatest 
  concentration of worshippers exists. 
  A smaller congregation founded the City State 
  of Erduk in the Hinterlands. These people are the 
  descendants of the followers of Leonydes val’Virdan 
  who fled here after his reign ended. The Erudkeens 
  have found a kindred spirit in the dwarves from the 
  nearby Enclave of Nol Dappa. 
  Beyond these population centers, small shrines to 
  Nier exist in homes and amulets or holy symbols are 
  carried by many legionnaires and soldiers who pray 
  to Him for courage, strength and skill before going 
  into battle.  
   
  Temple – Nierite temples are easily mistaken 
  for small fortresses rather than places of worship. 
  High defensible walls surround a solid stone interior 
  building with numerous murder holes strategically 
  placed throughout. An immense brazier is kept lit atop 
  of the temple and magic is used to ensure that it does 
  not go out even in the most torrential of downpours.  
  Role of the priest– Priests of Nier do not stand 
  in the back and support the warriors before them with 
  spells, they are at the front lines, fighting, advancing, 
  bleeding and dying alongside their brothers-in-arms. 
  Spell casting is usually done before the enemy 
  is engaged or in the midst of battle to inflict the 
  greatest amount of casualties. Nierite priests feel it 
  is their sacred duty to inspire the warriors at their 
  side by sharing in the danger as well as the glory. A 
  commander who leads from behind the protective wall 
  of his soldier’s bodies is a coward and is not deserving 
  of their loyalty. 
  It is not uncommon for a priest to have some 
  skill at singing. Many a battle has been won by a well 
  timed, stirring battle song that lifts the moral of the 
  troops and infuses them with the strength to lift up 
  their swords and charge into the breach one last time. 
  After a large battle, the priests of Nier usually 
  officiate in the sacrificing of burnt offerings to Nier. 
  Contrary to popular belief, human sacrifice is a rare 
  thing; usually a powerful animal such as a bull or 
  shadow lion, is placed upon the sacrificial altar. In 
  the rare times human sacrifices are made, it is when 
  a courageous and honorable enemy is captured alive. 
  Rather than see this respected opponent humiliated 
  by being sold into slavery, he is given the option of 
  having his courageous heart offered to Nier in the 
  hopes that He will take the enemy commander to the 
  paradise of the Gods directly. 
  The clergy of Nier are also highly sought after as 
  judges in areas where Imperial or Royal magistrates 
  are not available or few and far between. The priests 
  take their responsibilities as judges very seriously and 
  strive to remain impartial regardless of personal biases 
  or political expediency. 
  Worship of Nier ▪  RELIGION
  
  352
  Worship of Neroth
  M
  ost feared of all the Gods due to His duties 
  which reach all inevitably, Neroth, known 
  also as Black Neroth, rules below the loamy 
  earth, in the worm infested recesses of the catacombs 
  and barrows that riddle the Known Lands of Arcanis. 
  Neroth Death-forger also has dominion over disease 
  and the body and mind of the dead. 
  The Nerothian priests site the Librium Sacrum 
  Mortis, written during the dawn of the First Imperium, 
  which relates a conversation between a holy man and 
  Neroth Himself. In it, Neroth explains that the state of 
  being humanity calls life is just one phase of existence, 
  much like the stage when one is in a mother’s womb. 
  This fetus is born into this state called life through 
  blood and pain. Death is merely a second rebirth, also 
  usually heralded by blood and pain, where one may 
  transcend this life and become immortal. It is His gift 
  to those who are faithful to Him and His teachings. 
  Those faithful that do not transcend are seen as 
  unworthy of Neroth’s gift; their bodies merely husks, 
  suitable only as tools for necromancers or food for 
  the worms of the earth. Those that receive the Death 
  Lord’s Kiss continue onto their next level of existence 
  with their knowledge and memories intact. The price 
  for this gift however, is the soul or spirit, which is 
  consumed during the metamorphosis. 
  Sphere of Influence – The worship of Black 
  Neroth is concentrated heavily in the southern portion 
  of the Theocracy of Canceri as well as the Coryani 
  province of Toranesta, although recent events in that 
  rebellious territory has seen the purge of all priests of 
  the Pantheon and a return to their foul and benighted 
  deities, such as Tzizhet of the Many Limbs. 
  Just off the banks of the Corvus River lies the 
  Vale of the Immortals, a huge necropolis built during 
  the time of the Nerothian Dynasty of Imperators of 
  the First Imperium. Since the founding emperors, 
  powerful nobles and other notable citizens of the 
  Coryani Empire have been interred within this sacred 
  realm. A small town has sprung up through necessity 
  to serve the needs of the Nerothian priests who preside 
  over the body’s final disposition and the guards whose 
  duty it is to protect the crypts and mausoleums from 
  tomb robbers or those who would desecrate the dead. 
  Outside of Canceri, shrines to Neroth exist in 
  small cul-de-sacs throughout cities or personal ones 
  at home where people can burn offerings in the hopes 
  of staving off disease or to ask for His blessings for 
  the dead or dying. 
   
  Temple – Temples to Neroth are unadorned 
  buildings built of black basalt with massive bronze 
  doors, the metal most closely associated with the Lord 
  of Undeath. High, thick walls surround a courtyard 
  and several other buildings. These buildings serve 
  many different purposes from housing the priests to 
  serving as places to view bodies of the deceased to 
  embalming chambers where corpses are prepared for 
  burial. 
  Below the main temple structure is a catacomb 
  where the bodies of the deceased not powerful or 
  wealthy enough to craft their own monument in the 
  Vale of the Immortals are laid to rest. These catacombs 
  also have ceremonial chambers where secret rituals to 
  the Master of the Tombs are enacted.  
  It is a gross misconception to believe that the 
  bodies of the dead are used as playthings by the 
  Nerothian priests. Nothing could be further from the 
  truth. The priesthood believes strongly that it is their 
  sacred duty to protect those interred in their care. Only 
  the faithful to Neroth, those who have followed His 
  teachings are available for reanimation when the need 
  arises. This is a covenant between the supplicant and 
  Black Neroth, where the follower understands that his 
  body is but a husk after death and that its continued 
  service to Him is an honor. Others are not expected 
  to be so selfless and thus their body’s sanctity is 
  respected. 
  Role of the priest– Death is an inevitable part 
  of life and in the world of the Shattered Empires, 
  it is everywhere. The clerisy of Neroth strives to 
  engender faith in their deity by teaching that there is 
  life beyond life. The undead are sacred to Neroth and 
  the priesthood protects them from those that see these 
  transcended beings as monstrosities. There are times 
  when Neroth’s Gift drives the blessed one insane and 
  it is only then that they step in and grant the mad 
  creature its final death.
  Aside from tending to the proper burial of the 
  dead, Nerothians are also tasked with collecting the 
  great evils of the world released when Neroth killed 
  Illiir. The recapture of these primal evils within the 
  Crucible of Sins, one of the holiest of artifacts of the 
  Nerothian religion, is paramount.  
  RELIGION ▪ Worship of Neroth
  
  353
  Worship of Saluwe’
  S
  aluwe’ is venerated as the patron of women, in all 
  their phases of life, as well as that of the Green 
  Mother, Goddess of all things that grow upon or 
  below the earth. As the wife of Illiir, Saluwe’ receives 
  accolades as the Empress of the Heavens and libations to 
  Illiir are also offered to Her. 
  As the patron of females, women in all the Known 
  Lands pray to Her for everything from happiness, 
  finding a mate, and fertility to protection from brutality 
  at the hands of men. During the God War, Saluwe’ was 
  instructed by Her husband to devour the Earth Elemental 
  Lord of the Elorii. This act added new aspects to the 
  Earth Goddess, giving Her dominion over those things 
  below the earth as well as that which grows upon it. 
  Like the other Gods, Saluwe’ has many aspects 
  officially recognized by the Mother Church of Coryan. 
  The most popular among these aspects are Saluwe’ as 
  The Innocent Maiden, The Goddess of Tranquility and 
  Peace, The Nurturing Mother, The Green Goddess, 
  as well as the Womb of the World. There are darker, 
  more primal aspects to the Earth Mother which, though 
  recognized, are not widely embraced. 
  Sphere of Influence – Saluwe’s worship is strongest 
  in rural and agricultural areas. The province of Balantica 
  and the Duchy of Sylvania in Milandir are major bastions 
  of the Earthmother’s worship. Panari, the provincial 
  capital of Balantica holds the seat of power for the 
  clerisy of Saluwe’. Saluwe’ is also venerated in many 
  areas as the wife of Illiir and the patron of women and 
  homes across the Known Lands of Onara.
  Temple – Temples dedicated to Saluwe’ in an urban 
  setting are usually adjacent to a temple of Illiir with 
  connected access between the two for worshippers to 
  easily go from one to the other. The grounds surrounding 
  the temples are immaculate and breathtaking gardens, 
  with exotic flowering plants, manicured lawns and 
  immense trees with wide, spreading limbs offering cool 
  shade. 
  Those who travel to a temple erected in a rural 
  environment will be shocked by the marked contrast 
  between this and those found in cities. These temples 
  initially seem little more than shrines with a central altar 
  and little else. No walls or roof shelters the worshippers 
  from nature. Instead the priests teach that the entirety of 
  nature is Saluwe’s and that the small altar merely acts as 
  a convenient meeting place. 
   
  Lastly, there exist those temples that are dedicated 
  to Saluwe’s aspect as ruler of the world below the 
  surface. These temples are built in expansive underground 
  caverns that rival the majesties of the dwarven cathedrals. 
  Altars appear to have been grown from the very stone 
  and stalactites are embedded with the ubiquitous 
  phosphorescent lichen found everywhere in the land 
  below. 
  Role of the priest– The clerisy of Saluwe’ is 
  exclusively reserved for females with a separate druidical 
  sect reserved for the males. Priestesses act as mid-wives, 
  protectors of women within society and the home, bless 
  the barren with fertility and advocate the equality, or in 
  some cases, superiority of females. Priestesses, as well as 
  the druids, are expected to call upon the Earth Mother to 
  ease the people’s misery in times of drought or famine as 
  well as blessing the grain fields and orchards to ensure a 
  bountiful harvest. 
  In frontier settlements or towns deep in the wild, 
  Saluwean priestesses and druids protect the populace 
  from the creatures of the wild, and especially from foul 
  creatures that are the creation of black sorceries and 
  madmen. Aberrations are not tolerated and their very 
  existence is seen as an affront to Saluwe’. 
  The druidical tradition of Saluwe is grounded in the 
  tending and protection of the sacred groves, forests, and 
  pristine environment that exist across Arcanis. While the 
  druids that have their traditions grounded in Animism 
  see mankind as a blight upon nature, Saluwean druids 
  believe that mankind is as much a part of nature as the 
  plants and animals. Mankind needs only be instructed as 
  to how to live in harmony with their four legged brethren 
  rather than in conflict. Saluwean druids feel it their duty 
  to defend humans and their kin from the predations of 
  the wilds as any good host will offer safety to those who 
  dwell in their home. 
  The Golden Boughs of Saluwe’ are especially sacred 
  and it is within these woods, the eaves of its mammoth 
  trees creating a cathedral like ceiling, that the holiest 
  of groves exists. At its very center lies a pool so pure 
  and crystalline in clearness that it is said to be divinely 
  wrought. Saluwean dogma ascribes this glade as being 
  where the Earth Goddess rested and slaked Her parched 
  lips after defeating Marok, the Earth Elemental Lord of 
  the Elorii. 
  Worship of Saluwe' ▪  RELIGION
  
  354
  Worship of Sarish
  B
  inder of demons and devils, the Oath Maker, 
  Master of the Arcane, He Who Strides the Planes, 
  the Blood God: these titles and more have been 
  ascribed to Sarish, one of the more complex and 
  intriguing deity of the Pantheon. Most look at Him with 
  trepidation, for tales abound of His priests summoning 
  Infernal creatures to do their dark biddings, but, when 
  these same fiends appear, Sarishan priests are the first 
  to be called upon to deal with the matter. 
  Hated and loved in equal parts, some say the true 
  nature of Sarish is unknowable, even by the other gods 
  themselves. Yet despite the deep misgivings most of 
  the populace have towards Him, those learned scholars 
  who believe the End Times are drawing near console 
  themselves with the hope that sly and cunning Sarish 
  has some sort of plan to save all of existence from the 
  Endless Dark which is coming.
  Sphere of Influence – Sarish is invoked daily 
  by peoples of all nations and every walk of life. The 
  phrase, “I swear by Sarish” is a common idiom 
  heard daily. It is immaterial whether one is an ardent 
  worshipper of the Lord of Oaths. All know His role in 
  the Pantheon and call upon Him to validate what one 
  says or to bind two or more people in a contract. While 
  only those oaths spoken before a priest of Sarish can 
  invoke curses upon the breaking of such a contract, the 
  common folk believe that Sarish hears each and every 
  vow made in His name and will punish those who 
  would break their word. 
  The greatest concentration of followers to Sarish, 
  besides in Canceri, can be found the rebellious province 
  of Toranesta and to a lesser extent in the city of Plexus, 
  located in the south of the Coryani Empire. 
   
  Temple – Sarishan temples tend to all follow a 
  similar architectural: a multi-storied building with four 
  spires on each of its corners. These towers, as well as 
  the ledged surrounding the upper floor of the main 
  building is adorned with imposing stone gargoyles. 
  These gargoyles are rumored to be able to animate and 
  defend the temple in times of crisis. 
  To the normal eye the temple, while formidable, 
  looks to have mundane defenses. Appearances can be 
  deceiving. Any novice mage casting a simple spell of 
  magic detection will likely be blinded by the sheer 
  amount of power enwrapping the temple. Wards of 
  incredible power are layered one atop another. Sigils 
  and mighty offensive spells are laid upon strategic 
  openings and points throughout the outer walls that 
  await only a specific trigger to unleash a torrent of 
  death and utter destruction. Few, if any temples of 
  Sarish have fallen due to an outer assault and quite a 
  few have utterly destroyed an army rash enough to try.  
  Role of the priest– The most well known and, 
  some say, glamorous duty known of the priesthood of 
  Sarish is the defense of humanity from the slavering 
  hordes of Infernals lying in wait for the moment to 
  corrupt or devour the innocents of the Known Lands. 
  While the Sarishan clerisy promotes this concept and 
  even display the odd rampaging demon as proof of their 
  duty, an Infernal Horde the size that they claim hides in 
  the shadows has not been seen in over a thousand years. 
  It is a testament to the total horror perpetrated by these 
  foul beings over a millennia ago that the mere thought 
  that such an event could occur again keeps the coffers 
  of the Sarishan temples overflowing in tithes. 
  A more practical application of Sarish’s gifts is 
  that of the keeper of Oaths. While certainly not as 
  glamorous as demon hunting, oaths witnessed and 
  sanctified by Sarishan clerics are in great demand 
  by merchants and moneylenders as well as nobles 
  who wish to ensure the fealty of particular nobles or 
  dangerous mercenaries. 
  Besides adding to their already filled coffers, this 
  duty has a secondary benefit that some patrons do not 
  realize – the sharing of secret pacts and deals with the 
  Sarishans themselves. Sarish is the lord of secrets and 
  forbidden lore. Much has been added to this wealth of 
  knowledge by his priests witnessing such pacts. Some, 
  while hardly valuable in valuable data are rife with 
  embarrassing nuggets of scandalous gossip, which can 
  be used by the Sarishans as leverage to secure more 
  lucrative information. 
   
  A less commonly known duty is that of 
  safeguarding those that are arcanely gifted from danger 
  and especially from the predations of the self styled 
  Sorcerer King of Ymandragore. As patron of mages 
  and sorcerers, Sarish holds these people dear and as his 
  chosen. This attitude runs in direct conflict with that of 
  the Lord of Ymandragore, who believes that all you are 
  able to bend magic to their whim are his subjects. This 
  conflict of interests has led to Sarishans forming an 
  unusual alliance with the Sanctorum of the Arcane, an 
  underground organization which helps train and shield 
  mages from the Harvesters. 
  RELIGION ▪ Worship of Sarish
  
  355
  Worship of Yarris
  A
  ncient is Yarris, some say older than 
  the other gods of the Pantheon itself, 
  though this be the talk of heretics and 
  madmen. Some say that Yarris rules the oceans, 
  while others site Holy Scripture that alludes to 
  Yarris being the ocean itself, with every drop, 
  every fish, every frothing white cap but an 
  extension of His being. 
  Yarris is normally seen as a deity who 
  one prays to in the hopes of averting disaster 
  rather than for the granting desires. Sailors say 
  that Yarris only grants one of two things: safe 
  passage through His realm or a one way trip 
  down to the bottom where the unlucky sailor 
  is conscripted to man one of the many doomed 
  ships that sail under the dead full moon of 
  Aperio. 
  Like the other gods, Yarris has His 
  benevolent aspects such as the Calmer of 
  Storms, the Master of the Flood Plains 
  (specifically to the farmers who till near the 
  Corvus River), and the Lord of the Placid 
  Oceans. His darker aspects includes that of the 
  Uncaring Ruler of the Ocean, the Black Hand 
  of the Tempest (oddly enough represented as a 
  Female aspect), Admiral of the Damned Fleet 
  and lastly a heretical aspect not recognized 
  by the Mother Church that led to the Yarric 
  Heresy, The Lord of the Ancient Deep.
  Sphere of Inﬂuence – Anywhere that the 
  land meets the ocean, one will ﬁnd temples 
  and shrines to the Sea Lord. Given Yarris’ 
  connection to the val’Ossan family, a stronghold 
  of one will invariably ﬁnd the other in great 
  numbers. As such, the Royal Milandisean duchy 
  of Naeraanth and the Coryani province of Salantis 
  have the greatest number of worshippers of the Master 
  of the Oceans. Other major mainstays of worship 
  include the coastal cities of Plexus and Savona 
  and numerous shrines to Yarris can be found in the 
  archipelagoes that form the Pirate Isles. 
  While humanity claims to be the chosen of the 
  Gods, and thus by extension, Yarris, the Master of 
  the Waves is unique in that other non-human aquatic 
  species also pay Him homage. While talk of this is idle 
  gossip at best and heresy at worst, many do believe 
  that the val’Ossan family knows of these creatures and 
  even share in these ceremonies with them. 
   
  Temple – Temples to Yarris are normally situated 
  on the very coast or upon riverbanks or the shoreline 
  of the larger lakes that dot the Known Lands. These 
  temples, usually built in granite and punctuated with 
  precious multi-colored coral and pearls, are horseshoe 
  in shape, with the mouth of the structure facing the 
  ocean or body of water whenever possible. The tides 
  play an important role in the ceremonies performed in 
  these holy places, with the congregation entering the 
  water and even submerging themselves briefly. 
  It is rumored that magnificent temples to Yarris 
  exist below the waves. Tales from drunken sailors 
  and shipwreck survivors plucked from the middle of 
  the oceans all claim to have seen brilliant lights and 
  numerous beings hundreds of feet below the surface. 
  One sailor in particular has brought back evidence in 
  the form of a coral statuette snatched from around the 
  neck of a Sea Devil that sought to drag him under for 
  sacrifice. 
  Role of the priest– Mankind believes itself to be 
  the dominant species upon the planet and the top of 
  the food chain. The priests of Yarris know that this is 
  not so upon the ocean. To humanity, the seas are truly 
  a dangerous and alien place where only the bravest or 
  the most fool hardy tread without worry. When they 
  set off on a voyage upon Yarris’ Belly, they do so at 
  His whim.
  It is here that the priests of Yarris intercede 
  upon man’s behalf. The priesthood feels it is their 
  sacred duty to safeguard humanity in this foreign 
  environment from its predators and from the seas 
  capricious nature itself. The clerisy is well aware of 
  the existence of sentient undersea creatures, which are 
  inimical to man and would just as soon devour him 
  than to converse with him. The priests try and shelter 
  their charges from these beings and act as man’s 
  protectors when all else fails. 
  Along with their brothers in the Order of the Sea 
  Lords, the priesthood of Yarris is also in search for the 
  Lost Pearls of Yarris, given to mankind at the dawn 
  of the First Imperium and subsequently lost in the 
  intervening centuries. This quest takes them to places 
  one would normally not expect to see priests of a Sea 
  God: mountain peaks, deserts, underground and in the 
  great cities that dot the continent. 
  Worship of Yariss ▪  RELIGION
  
  356
  “Initiation, loyalty, tradition, fraternity, faith of cause, 
  and above all else, secrecy” – No one. No one at all. 
  Though they may have different views, motives 
  and operations, every Onaran secret society shares 
  these six principles in common. While some of these 
  groups are esteemed orders with a public face, they all 
  have a hidden face shown only to those few who are 
  indoctrinated into their secret world.  Whosoever counts 
  themselves among the ranks of these private societies 
  has willingly entered a shadow war beneath the public 
  eye, and while they are blessed with resources, secret 
  lore and hidden allies, they have also committed 
  themselves to dangerous tasks, terrible burdens, and 
  most treacherous of all, hidden enemies.
  On being a member
  From the moment of first contact, every member of 
  a secret society has been tested for loyalty, bravery and 
  skill.  Whether by familial, racial, religious or political 
  commonality, all members of a secret society have been 
  observed, chosen and initiated into their new family. 
  Upon initiation, the new sibling is taught the secret 
  lore of the society, including the traditions and private 
  language of their peers.  Thereafter, the society keeps 
  rough tabs on their new member’s activities, learning 
  of their deeds and affairs, whether directly relevant 
  to the society or not.  In game terms, this attention is 
  reflected in the characters Fame and Infamy score.
  Communication
  During their indoctrination, the new member 
  learned ways to find other members of their hidden 
  family.  So when they need to communicate with their 
  siblings, they need only direct themselves to known 
  locations frequented by their peers.  Usually these 
  places have an emblem of the society strategically 
  placed to alert the member, but remain unnoticed by 
  the masses.  
  Once contacted, members may seek secure locations 
  to hold lengthy discussions, or they may well weave 
  stands of information into their everyday patter.  All 
  properly indoctrinated members of a society is familiar 
  with the secret language of their brethren.  This is 
  a free language given to the character at character 
  generation, or during their initiation.  All secret society 
  languages have four forms:  Active, Passive, Cryptic, 
  and Supernatural.
  Secret Society Language:  Active
  The active language is used for direct 
  communication between members.  Whether using 
  coded phrases, watchwords, metaphor, innuendo or 
  subtle hand signals, the members can convey veiled 
  messages between each other.  Members are assumed 
  to have the ability to decode these dialogues once they 
  are aware that they are occurring.  Someone initiated in 
  the language needs to make a DC 8 Sense Motive to 
  catch on that their comrade has switched to the societies 
  secret language.   The fact that a hidden communication 
  is underway can be picked up by the uninitiated on a 
  DC 25 Sense Motive.  Those who are initiated into 
  a different secret society have a +2 synergy bonus 
  to this roll based on their exposure to this type of 
  communication.  A member of the secret society can 
  raise the DC against the non-initiated by making a 
  Bluff check to further conceal their communiqué, in 
  which case this becomes an opposed skill roll.
  EXAMPLE:  “I have not heard from your friend 
  the summoner in a long time.  If you get a quiet moment 
  with him soon, could you give him this message?”  
  Says Graven of the Mourners of Silence telling his 
  contact that there is an issue with the Church of Sarish 
  that needs to be dealt with quickly.  The message would 
  then reveal the specifics of this secret operation.
  Secret Society Language:  Passive
  Whether by wearing a pin with an insignia 
  important to the society, or the subtle incorporation of a 
  society emblem in a publicly posted symbol, members 
  of a secret society have ways of identifying each other 
  and safe houses.  A member initiated in the society’s 
  language needs to make a DC 8 Spot or Search check 
  to notice the emblem.  The Fame of the member can 
  also affect this roll.  A character can lower the DC of the 
  check by using a symbol attached to their Fame within 
  the society.  This is a circumstance modifier equal to 
  the character’s Fame.  Likewise, if the character has 
  any infamy within the society, these points act as a 
  circumstance modifier that lowers the DC.  
  The passive use of the language is difficult for 
  the non-initiated to discover.  Noticing a repeating 
  pattern is the only way to identify an emblem.  The 
  character must make a Sense Motive checks, DC 28 
  on five separate occasions to notice that the society 
  member’s demeanor changes when they encounter a 
  hidden symbol. These five sense motives must involve 
  the same society member.  Once this pattern has been 
  established, the non-initiate must then make a DC 25 
  Spot check on five additional occasions to determine 
  what symbol elicits this response.  It must be noted that 
  the non-initiate must have some justification to initially 
  start watching the movements of the society member.  
  Secret Society Language: Cryptic
  Many secret societies develop ciphers and codes 
  in which to send written communiqués.  Some may 
  use religious texts, metaphors and allegories.  In any 
  case, those initiated into the language understand the 
  various ciphers, and can quickly decode the messages. 
  There is no skill check for the member to do this.  If 
  intercepted, the letter will either look like gibberish or 
  filled with obscure references or imagery.  While they 
  will be unable to gain the full text of the message, they 
  can understand the general theme and content by making 
  a DC 28 Decipher Script check.  
  Chapter Ten
  Secret Societies
  SECRET SOCIETIES ▪ Being a Member
  
  357
  Fame and Infamy ▪  SECRET SOCIETIES
  Secret Society Language:  Supernatural
  Some secret societies have access to magical and/
  or psionic means of communication.  When sensitive 
  information is to be delivered, this is the preferred method 
  for these organizations.  Every society capable of using 
  these methods will have special recognition signals that 
  the member will recognize, confirming the legitimacy of 
  the communiqué.  
  EXAMPLE:  While riding on the rode to Savona, 
  Malros hears the distinct ringing of three bells in his ears. 
  Noticing that his companions have not heard the bells, 
  he realizes that he is receiving an urgent call from one of 
  the Shield mages.  “Return to Savona quickly. Harvesters 
  spotted.”
  Any member could reveal elements of the society’s 
  secret language at any time, but doing so is a grave 
  betrayal of the organization.  Doing so immediately gains 
  the character +1 Infamy.  Depending upon the society, 
  other sanctions may be imposed.
  Fame and Infamy
  Fame is a measure of the characters renowned and 
  accomplishments within the society.  While the facts of 
  the character’s exploits may be known only to the inner 
  circle of the society, every victory the character achieves 
  for the society gives her confidence and pride.  Between 
  the notice and their own poise, the character is perceived 
  by other members as more capable and sure.  The 
  character gains Fame Points whenever they accomplish a 
  mission that benefits their society greatly.  Characters can 
  have between 0 - 5 
  Infamy
  Infamy on the other hand does exactly the opposite. 
  Not only does the inner circle know that the character 
  failed or betrayed the society, but the blow of the failure 
  shatters some of the character’s confidence.  This results 
  in fellow members mistrusting the offender.  Those with 
  Infamy points in their society will find it hard to earn 
  the trust they once had, having to do penance by way of 
  solitude, having much time pass, or going on dangerous 
  missions that benefit their society.  Only a Fame point 
  from their order and approval by their betters can remove 
  a member’s Infamy within their society.  In game terms, 
  a character can permanently burn one Fame point to 
  eliminate a point of Infamy.  
  This system of Fame and Infamy is not limited to secret 
  societies.  It can be applied to any organization with whom 
  the character interacts.  It is possible to have Fame with the 
  Mother Church, a Legion of Coryan, or even a Hinterland 
  tribe.  It is up to the GM to determine whether the character 
  gains Fame or Infamy during a given encounter or mission.  
  Benefits of Fame
  Fame has a number of benefits for a character.  First 
  it can be used to determine their rank and prestige within 
  a given society or organization.  Below is a general 
  guideline for what Fame represents  The effects of 
  Infamy are listed in itallics.  
  1. A cut above the norm.  Knowledge of one secure area 
  and one contact.  Stigmatized and possibly shunned by 
  members.
  2. Presence raises eyebrows.  Knowledge of one major 
  contact, a few peers and secure areas.  Difficult to make 
  contact with members and get information; likely have to 
  bluff way into secure areas.
  3. Sought actively by higher powers within the order.  Aware 
  of current missions in several areas with access to a handful 
  of secure areas and contacts.  Wanted for questioning and 
  possibly incarcerated when presence is known of; little 
  knowledge of secure areas and members.
  4. Called on frequently if available and/or entrusted with 
  vital secrets and missions of high caliber.  Knowledgeable 
  of several operations, safe houses and contacts on a large 
  scale.  All group centers on alert.  Actively pursued by 
  agents within group and/or incarcerated by appropriate/
  influenced local authorities.  Possible bounty on head, no 
  knowledge of secure areas and members, will be engaged 
  on sight.
  5. Top agent in a given area.  Sought preferentially over 
  other society members and in frequent communication 
  with peers and higher ranking members of their order. 
  Knowledgeable of most current events and plans, possibly 
  on an international scale and/or access to this information 
  readily with proper resources.  Hunted with extreme 
  prejudice by group and external sources, bounty on head, 
  local authorities likely informed and waiting.  Wanted 
  dead or alive.
  A character’s Fame score can be used as a circumstance 
  modifier during interactions with other members, including 
  Bluff, Diplomacy, Gather Information, Intimidate, and 
  Sense Motive checks.  
  Fame also represents how willing a fellow member 
  is to help the character, thus the character can use their 
  Fame to call in favors for resources in order to complete 
  a mission.  To seek help, the character must first locate a 
  fellow member and then roll a d20  + Charisma modifer, 
  modified further by adding their Fame and subtracting 
  their Infamy.  The following table is a guideline of what 
  the character can requisition, with the GM having final 
  say on what resources can be spared by the member to aid 
  the character.  
  .
  DC10: Coil of rope, a meal, shoes
  DC12: Lodging, lantern, arrows
  DC15: Access to a lab, map, disguises
  DC20: Potion, small shield, minor spell, invitation
  DC25: Riding horse, 50 GP, rare item, safe house
  DC30: Cache of weapons, magic item (which may not be 
  worth more then 200gp x level of the character), a specific 
  key
  Loaned equipment and magic items must be returned 
  in a timely manner and any equipment destroyed or lost 
  must be replaced at your expense. Refusal to re-pay, 
  results in Infamy as well finding gaining the inability to 
  barrow anything from the society until the dept is paid.
  Missions
  Whether they are currently on missions or not, 
  members are expected to follow the tenets of their 
  order faithfully while achieving the objectives assigned 
  to them.  They should report afterward, including any 
  threats and findings of note to their peers and superiors, 
  gather information while awaiting further instruction, 
  
  358
  and intervene on the behalf of their order to the fullest 
  extent possible.  Doing otherwise could gain them an 
  unhealthy repute amongst their peers, perhaps even 
  Infamy dependant on circumstances.
  Any member who is compromised or discovers 
  compromised information, objectives and secure 
  areas should report these findings immediately in 
  the fullest detail.  They may be instructed to keep 
  their cover and withdraw, possibly disappear if they 
  are compromised, or intervene, including covering 
  up their order’s involvement - and disposal of loose 
  ends.  Any combination of these is possible, dependant 
  on circumstances.  Typically, members should await 
  instruction concerning major tasks, but provided 
  communications with superiors are unavailable, or 
  unforeseen developments threaten their society and 
  mission objectives, they are expected to adhere to the 
  tenets of their order and act decisively.
  The Orthodoxy
  During the First Imperium, all the Gods were 
  worshipped equally as a great Pantheon. Then, unlike 
  now, there were not individual priests of each God, 
  but a single Pantheistic priesthood. Today, the Mother 
  Church still pays obeisance to the Pantheon, but as 
  fragments of the whole. Each God has its own separate 
  priesthood answering to the Patriarch of the Mother 
  Church. Members of this faction do not believe this 
  is the way the Gods intended for humans to worship 
  Them and may be the reason They have all but stopped 
  speaking directly to Man.
  Goals
  The reintegration of the 12 priesthoods of all 
  nations back into a true Pantheistic Church and the 
  elimination of all heretical worship.
  Public Persona
  As its name implies, the Orthodoxy is an esteemed 
  order in the public eye, particularly where the Mother 
  Church is in power.  Members are easily mistaken 
  for normal church agents, and this is often the case. 
  Not many would suspect trusted priests meeting and 
  performing rites for the people’s benefit.  Uninitiated 
  folk who compromise missions and objectives are often 
  easily misdirected, and rarely, brought “into the know” 
  - as long as they are devout servants of Mother Church. 
  There is usually a cover story applied to maintain 
  security, and plying these loyalties is a common tactic.
  Allies: Followers of the Azure Way, Mother Church, 
  loose affiliations with Emerald Society
  Enemies: Mourners of Silence, Order of the Twilight 
  Bough, Church of the Dark Triumvirate, Swords of 
  Nier, Elemental worship
  Organization
  The Orthodoxy styles its order after the church of 
  the First Imperium.  While most members are clerisy 
  of one form or another, this is not always so.  Thus, 
  members may carry religious titles that signify rank but 
  do not necessarily give them pious authority beyond 
  their society.  These designations are similar to titles in 
  the Theocracy of Canceri, where nobles have a church 
  rank but are not necessarily practicing clerics.
  There is always one head of the order, the 
  Hierophant; typically this is the current Patriarch of 
  the Mother Church, but this is not always the case. 
  Beneath the Hierophant is the Primal Electorate, which 
  plays the part of administrators assigned to specific 
  regions and courts.  This body is comprised of three 
  offices; Archons, Electors, and Elders.  Archons act 
  as the order’s holy magistrates over given territories, 
  promoting current goals within the order and enforcing 
  the rule and strictures within their territory.  They 
  are aided by the Electors, who serve as legates and 
  address major situations and disputes within the order, 
  particularly between temples of the Mother Church. 
  Elders are respected long time members who fill the 
  role of advisors, teachers and important temporal offices 
  within the Orthodoxy.  These three ranks elect new 
  leaders by a combination of divination and majority 
  vote, and act as advisors to the Hierophant for major 
  issues; heresy or political schemes that affect the order.
  Beneath the Primal Electorate are the Curates, who 
  command particular temple, church or shrine districts.  
  These are often the head priests of temples in provincial 
  locales, but not always – a Curate can easily operate a 
  local Orthodoxy cell - called an Assembly - from a 
  holy site, and need not be a priest.  An Assembly is 
  comprised of the Acolytes, which make up the working 
  body of the Orthodoxy.  These folk can be clerics, 
  monks, or pious laymen of every stripe, including 
  adventurers.  This makes Acolytes the farthest ranging 
  and most concealed group of the Orthodoxy, and 
  therein lays their greatest strength.
  Contact
  Orthodoxy initiates are typically indoctrinated 
  through their involvement within the Mother Church, 
  be they priests or laity.  This is not exclusive to Coryan, 
  and members are also picked from related groups, 
  such as the Soldier Saints of Dagha or tertiary orders. 
  Ultimately, any devout adherent of church doctrine 
  qualifies.
  Communication
  Orthodoxy agents meet and pass messages through 
  their strongest resource - the churches, holy sites and 
  devout worshippers of Onara.  This gives them the 
  largest, steadiest and safest means of communication 
  of any order.  Although they are held in high regard, 
  which makes contact easy, this does not mean that 
  clandestine activity is not present and that security 
  measures are not taken – quite the opposite.
  Missions
  Whenever a church or holy edict is in need 
  of support, when heresy appears, or whenever holy 
  sites and artifacts are discovered, threatened or lost, 
  Orthodoxy members are sure to be near.
  SECRET SOCIETIES ▪ The Orthodoxy
  
  359
  The Followers of the Azure Way  ▪  SECRET SOCIETIES
  The Followers of the Azure Way
  The First Imperium was to be the perfect vessel 
  to embody the Rule of Man as decreed by the Gods 
  themselves. For millennia, those who were citizens of 
  the First Imperium lived during a glorious Golden Age 
  not seen since. Corruption, strife and eternal war is all 
  that Mankind can now look forward to, having fallen 
  so far from the vision that was the First Imperium.
  Goals 
  To establish the Second Imperium as foretold by 
  prophecy and to bring all humanity into a new Golden 
  Age under the Rule of Man.
  Public Persona
  This society is a time-honored order, their classic 
  tenets embraced fondly.  They deal with many leaders 
  and political arenas, and have a noted presence in 
  various courts, but also consult with more common 
  sources, especially on civilization’s edge.  The higher 
  concerns of the Azure Way are largely out of the public 
  eye; but one of their more mundane workings involves 
  the marker by which all civilizations are measured 
  – roads.  Some see the ultimate goal of this society 
  as unrealistic and ultimately, unachievable.  However, 
  their assistance to various cities for education, 
  communication and commerce are accepted in many 
  lands.
  Allies: Orthodoxy, Mother Church, Emerald Society
  Enemies: Mourners of Silence, Order of the Twilight 
  Bough, Church of the Dark Triumvirate, Swords of 
  Nier, Elemental worship
  Organization
  While the eventual aim of the Azure Way is the 
  dawning of a Second Golden Age - and steps are 
  taken toward this goal – many lesser practical motives 
  aid this belief, these being the guardianship of civil 
  learning, clerical and political equanimity and stable 
  contact between civilized centers of learning and 
  commerce.
  Both goals are decided on by the Council of 
  Stewards, which meet twice annually in various 
  locations, exceptions being trouble for the order, 
  wars and other dire threats to stability.  Each Steward 
  oversees their given territory - anywhere from a single 
  city to an entire province, monitoring and assisting 
  clerical, political and economic concerns.  The 
  Stewards have charge over the next rank, the Wardens 
  (sometimes called Road Wardens) who maintain 
  various places of importance; an important library, 
  court, garrison, even an important road or bridge. 
  These places are assigned for a week or for life, 
  dependant on locale and importance.  Wardens also 
  maintain ties of communication between Stewards 
  and the status of regional groups within the order. 
  They act as liaisons and “translate” between the 
  typically urbane leadership and the (lowest) pragmatic 
  ranks, Sentinels and Watchers.
  Sentinels are independent members working 
  toward long term objectives with personal assets at 
  their disposal.  These objectives entail anything from 
  guarding priests on diplomatic church missions in 
  Canceri to breaking up a bandit ring.  Watchers play 
  the role of information gathering and communication 
  throughout the known lands.  They might be innkeepers, 
  drovers, a court herald, even merchant sailors.
  The ranks of the Azure Way can be misleading.  
  A Steward might be a harbormaster, knight, roving 
  bard or a fixed official.  A senator can just as easily be 
  a Watcher as a Sentinel.  This obfuscation is a potent 
  aspect of the order, and while members are few, lines 
  of communication are rarely unsteady, even in war. 
  Moreover, their discreet but well known protection 
  to noble and commoner alike garners aid from many 
  quarters in times of need.
  Contact
  Within cities, many members are chosen 
  from political positions, colleges and priesthoods 
  to safeguard cultured learning, civil progress and 
  continued equanimity for society at large.  This is not 
  always so, particularly with the order’s more present 
  and pragmatic goals – keeping communication, trade 
  and travel between urban centers open and safe, which 
  attracts many a knight, merchant, innkeeper, ranger, 
  messenger and sentry to their cause.
  Communication
  Although the communication capability of the 
  Orthodoxy exceeds the Azure Way in times of stability 
  and peace, it is in times of distress and conflict that 
  this order truly shines.  Members can be found even 
  in heathen locales, and often they can meet or leave 
  messages at roadhouses, way stations, within camps 
  or roving patrols and other sites connected with 
  roads.  It is often not that these locales have members 
  ensconced within, but that local authorities have 
  entrusted the Azure Way to vouchsafe communication 
  and territories where it concerns messengers and 
  travel.
  Missions
  The Azure Way adheres to Illiir’s original decree 
  since the Golden Time - that all civilized folk who 
  follow these sublime tenets deserve protection, and 
  this is acted upon in many ways.  When 
  pantheist temples spat, members are there 
  to smooth tensions.  When ancient lore 
  is discovered or threatened, they explore, 
  guard, and preserve.  When economy and 
  travel are afflicted by bandits, war, monsters 
  or petty tyrants, this order intervenes 
  decisively, removing threats to civility by 
  way of diplomacy and if need be, armed 
  defense, delivering messages and aid to 
  keep stability in times of crisis.
  
  360
  The Emerald Society
  Vast numbers of artifacts from ancient 
  civilizations lie buried and forgotten in the far corners 
  of the continent. These objects could bring about great 
  good to humanity after being properly inspected and 
  studied.
  Goals
  To recover lost lore and artifacts and deliver them 
  to scholars who may unlock their secrets.
  Public Persona
  This popular order is second in power only to 
  the Orthodoxy, and their lodges are in every major 
  city.  They are supported greatly by the Altherian 
  Church, scholars and wealthy patrons everywhere, 
  and a few commoners as well.  Mere mention of their 
  activity sets the tongues of nobles, adventurer and 
  common folk alike to wagging, and even the simplest 
  discoveries become conflated tales of phenomenal 
  proportions.  The Emerald Society is known to use 
  this exaggeration to misdirect and tell half-truths to 
  protect sensitive information.
  Allies: Orthodoxy, Followers of the Azure Way, White 
  Veil, Church of Althares
  Enemies: Swords of Nier, Imperial Sciences Guild 
  (more a long-lived competitive rivalry.)
  Organization
  The Emerald Society has the second longest 
  history of the secret societies, being formally founded 
  just before the Convocation of the Divine to aid that 
  very cause.  Since then, they have become a secular 
  organization, but still have ties with the Mother 
  Church, evident by the cognomen of their leaders, the 
  Circle of Prophets.
  While they direct practical policy for the order 
  discreetly, the mysterious Prophets largely concern 
  themselves with esoteric matters, said to permeate 
  the rites of the Emerald Society.  Each local group is 
  called a Lodge, and the Prophets choose a Seneschal 
  of the Lodge, who is responsible for common affairs, 
  dispensing justice within the order, and performing 
  domestic ceremonies and rites.  The Seneschal usually 
  also acts as Artificer of the Lodge, examining and 
  approving new artifacts, research and expeditions, 
  though this role can be given temporarily to another 
  lesser member when other duties call.
  The acting Artificer is served by the Order of 
  Sages, which perform or 
  monitor major projects 
  and act as liaisons outside 
  the order.  Much of the 
  artifacts and projects the 
  Sages work on are supplied 
  by the next rank, the Order 
  of Savants, who delve 
  into 
  external 
  research 
  such 
  as 
  expeditions, 
  newfound lore, artifacts 
  and collaborative projects 
  outside the order.  They 
  also bring in new members, 
  making them the default 
  recruiters.
  The lowest tier is comprised of members known 
  as Novitiates, the eyes and ears of the Emerald 
  Society.  Typically, a Savant brings in a promising 
  person and patrons them to be a Novitiate, until he 
  or she is deemed worthy to be initiated further.  As 
  the lower ranks are often quite proactive and roving, 
  by no means is this always a sedentary process; a 
  Novitiate’s activities are watched and groomed by a 
  particular Savant - and if necessary, more - until they 
  are ready to be further initiated into the mysteries of 
  the Emerald Society.
  Contact
  Members are largely brought in by the Savants 
  from colleges and the Altherian Church, but knowledge 
  takes many forms, and Novitiates are garnered from 
  every quarter so long as they are deemed suitable.  
  Research, construction and upkeep within Lodges 
  require the likes of artisans, scribes, adepts, workers 
  and expert craftsmen.  Expeditions need cartographers, 
  drovers, translators, sailors, and of course, adventurers, 
  so membership is diverse.  Contact is usually through 
  a given Lodge, and there is at least one in every major 
  city.  The only requirement of being indoctrinated is 
  that the member is deemed worthy by their patron and 
  willingly asks to become a member.
  Communication
  Since the Emerald Society has many Lodges 
  in public view - each with its own name - contact 
  is usually easy and accepted.  This by no means 
  suggests that members speak of the order’s doings 
  openly, just that this is an accepted order within the 
  public eye.  Clandestine contact between members 
  outside Lodges usually takes place within academic 
  institutions or Altherian Churches, but when this is not 
  possible, learned folk (usually Savants) patron such 
  meetings within their homes, and members should 
  seek out peers by other means of direct or passive 
  communication.
  Missions
   
  The erudite centers of Onara are inundated 
  with Emerald Society members, so when hints 
  of undiscovered lore, scientific experiments, and 
  expeditions come to light, this order is sure to be 
  active - if they did not start the project in the first 
  place.  Subsequently, any rumors of threats to these 
  findings are dealt with by way of displacement, 
  misdirection, and ultimately, defense.
  SECRET SOCIETIES ▪ The Emerald Society
  
  361
  Order of the Hawk ▪  SECRET SOCIETIES
  Order of the Hawk
  Taking their name from one half of the symbol 
  for the safe houses throughout Onara that train and 
  protect those magically gifted from the Harvesters of 
  Ymandragore, these Mages and Sorcerers have a more 
  aggressive outlook than their colleagues in dealing 
  with Ymandragore.
  Goals
  Take the fight to the Sorcerer-King of Ymandragore 
  and eliminate the threat he poses, once and for all.
  Public Persona
  Like their allies in the Shield, the Hawk operates 
  as a secret order within the Sanctorum of the Arcane 
  as well as maintaining mundane social, religious and 
  professional clubs as fronts for their activities. They 
  have a reputation for being the self-appointed judges, 
  jurors and executioners of the arcane underground, 
  meting out justice on those who drift too closely 
  into the Sorcerer King’s orbit.Unlike their extremely 
  discreet comrades in the Shield, the Hawk openly 
  courts an intimidating image as a powerful, ubiquitous 
  and invisible instrument of arcane justice. Where the 
  Shield relies on layers of secrecy and misdirection, 
  the Hawk employs surprise, innuendo and gruesome 
  displays of ruthlessness to put the fear of judgment in 
  the hearts of power-hungry mages everywhere. Many 
  apprentices are warned away from the enticements of 
  Ymandragore with the mere threat of a visit from the 
  Hawklords, famed for their nocturnal hunting parties 
  of hooded and bird-masked inquisitors. Those who 
  ignore these lessons often learn the harsh truth later, 
  to their everlasting chagrin.
  Allies: Shield, White Veil
  Enemies: Sorcerer King, Harvesters, Trackless, 
  Ymandragore
  Organization
  The Hawk is organized into a loose hierarchy of 
  independent cells called Wings, usually of no more 
  than five initiates each, accepting assignments directly 
  from the Equites of the local Shield lodge, who serve as 
  their liaison with other Wings and teams of Bondsmen. 
  Once an assignment is given it is left to the Wing to 
  carry out the assignment or die in the attempt, although 
  the Equite in charge will try to offer as much support 
  as possible. Most Wings operate behind multiple 
  fronts maintained by their members, like merchant 
  companies and adventuring parties.  Many Wings 
  have only one initiated member, and they serve 
  as handlers for the Equite liaison.Each Wing is 
  unique, and most veteran units specialize, relying on 
  networking and mobility to compensate for their small 
  numbers. Wings depend on their reputation to attract 
  assignments, as the rewards to be had for hunting 
  Harvesters assures that competition for jobs is fierce. 
  Poaching has been known to happen, but a strong 
  tradition of sportsmanship makes open feuding rare. 
  Wings will often cooperate with other Wings or teams 
  of Shield Bondsmen for temporary assignments.In 
  rare cases where discipline must be brought upon the 
  members of a rogue Wing, a conference of Wings 
  known as the Tribunal of Raptors arranges a trial by 
  combat where the accused must survive a series of 
  ordeals enforced by the assembled Hawklords with 
  powerful rituals. The secrets of these rituals are as 
  closely guarded as the Code and the Oath of Nurion.
  Contact
  Contacting the Hawk can be a challenge, but the 
  best way to gain their attention would be to become 
  a member of a Sanctorum of the Arcane. Agents in 
  the field can leave sigils to mark areas for other Wing 
  members and Shield Bondsmen to notice.  Recruits 
  must be sponsored and undergo a long vetting process 
  before they are even aware they are candidates
  Communication
  The Hawk, as befits a secret society of magicians, 
  relies on magic to exchange sensitive messages. 
  However, they maintain a healthy respect for the 
  scrying powers of the Harvesters, and always 
  communicate in a special code that resists divination. 
  This code was derived from the Oath of Nurion 
  and it’s development is one of the primary reasons 
  the Hawk and Shield are able to operate relatively 
  unimpeded against the Harvesters.
  Missions
  Every mission carried out by a Wing has the same 
  ultimate purpose: eliminate the threat posed by the 
  Harvesters. Typical assignments include monitoring 
  of so-called “charity houses,” reconnaissance of their 
  territory for signs of enemy activity, establishing false 
  fronts for the next assignment, sabotage of enemy 
  assets, surveillance or kidnapping of suspected enemy 
  agents and their sympathizers, and assassination of 
  dangerous elements.
  
  362
  Order of the Shield
  Taking their name from one half of the symbol 
  for the safe houses throughout Onara that train and 
  protect those Arcanely gifted from the Harvesters of 
  Ymandragore, these Mages and Sorcerers have a more 
  protective outlook than their colleagues in dealing with 
  Ymandragore.
  Goals
  Deny the Sorcerer-King as many “Gifted” 
  practitioners as possible and marginalize Ymandragore 
  without direct confrontation.
  Public Persona
  Constituting with the Hawk one-half of a symbiotic 
  organization with complementary goals, the Shield is the 
  defensive wing of a loose federation of arcane cabals 
  dedicated to countering and eliminating the threat posed 
  by the Harvesters.  The inner workings of the Shield 
  remain a subject of considerable speculation among those 
  who concern themselves with matters arcane, having 
  acquired a thick patina of legend over the centuries.This 
  is exactly as the Shield prefers it.  Secrecy is its main 
  defense in the deadly and interminable game of move and 
  counter-move against the Harvesters. Only those with 
  deep knowledge of arcane history are likely to distinguish 
  them from their militant colleagues in the Hawk. Both are 
  usually assumed to be one and the same part of a secret 
  elect within the Sanctorum of the Arcane.
  Shield lodges are called Havens and often operate 
  behind other public fronts such as fraternal societies of 
  pious burghers, publishing houses, salons of rhetoric and 
  notary guilds.
  Allies: The Hawk, White Veil, Twilight Bough
  Enemies: Sorcerer King, Harvesters, Trackless, 
  Ymandragore
  Organization
  The Shield is a loosely organized network of affiliated 
  Havens, each possessing three levels of membership 
  protecting a city or province, under the regional direction 
  of their capital Havens and owing ultimate fealty to the 
  Supreme Haven in Grand Coryan.  Although sectarianism 
  and partisan sentiment exist in different national Havens, 
  by and large the Shield is united against the threat of the 
  Harvesters.Initiates of the outermost circle are known 
  as Brethren.  Many at this level are often not even 
  touched by the Gift, but they nevertheless serve a vital 
  support role.  Brethren are expected to watch for signs 
  of Trackless or Harvester activity and provide resources 
  and expertise for their Havens.  Anyone of importance 
  to the lodge who are deemed trustworthy is recruited to 
  the next circle, the Brethren, with influential patricians 
  being particularly sought.  Brethren typically know little 
  if anything about the Shield members they deal with 
  or their activities, and are often recruited through false 
  fronts for fear of the Harvesters pulling the secrets from 
  their minds and souls.  Some do eventually graduate to 
  become full-fledged members of the next circle.
  Initiates of the middle circle are known as Bondsmen. 
  They have taken the Oath of Nurion, which continues to 
  vex the agents of Ymandragore, and they train intensely 
  to fulfill their role as the Shield’s defenders.  Whenever 
  the Harvesters target a particularly gifted recruit, a team 
  of Bondsmen is dispatched to protect the target until 
  they can be safely resituated.  This is rarely as easy as it 
  sounds and the Shield is constantly forced to recruit to 
  replace combat losses.  Fortunately, the Oath geas insures 
  the Shield is protected from infiltrators.  It cannot always 
  protect against betrayal, however, and Harvester teams 
  have learned to exploit the personal weaknesses of their 
  rivals.
  Initiates of the innermost circle are privy to the 
  greatest secrets and the most sensitive information.  They 
  are known as the Equites and it falls upon them to bear 
  the responsibility of command.  Formed into cells of no 
  more than five members, this secret cabal of experienced 
  operatives serve as the core around which local Shields 
  are organized, and their numbers are drawn from both 
  veteran Bondsmen and experienced Hawklords.  Each 
  Equite acts as the base commander for a team of 
  Bondsmen or Hawk Wingmen.
  Contact
  The Shield uses the same methods as the hawk for 
  screening new members, sometimes more so due to their 
  defensive nature.  Many Shield members are recruited 
  from those who are safeguarded from the depredations of 
  the Harvesters, but only after many magical screenings 
  and trials to ensure they are loyal and are not enemy 
  agents.  This draft often includes the families and 
  associates of Harvester targets, but a few promising elect 
  are chosen from known Shield families and magical 
  schools.  Dark-kin and gnomes are not uncommon due 
  to their already magical nature and outcast stigma in 
  society, though Dark-kin in the field must either disguise 
  themselves to avoid unwanted attention or ply this stigma 
  with diplomatic craft.  Ultimately, any daring person who 
  meets the strict standards of the Shield qualifies.
  Communication
  Generally, it is not difficult to get a message to the 
  Shield, provided one is an initiate. Outsiders face a much 
  more difficult time, but Bondsmen arrange and carefully 
  monitor local drop-offs to leave messages. Shield agents 
  most often meet and pass messages through the arcane 
  safehouses of Onara, the Sanctorum of the Arcane.
  Missions
  When Harvesters attack the Gifted and magical 
  resources, the Shield intervenes, defends and displaces.  
  If enemy safehouses and operations are found, they 
  are reported to the Hawk for annihilation.  When local 
  folk stigmatize and harass the Gifted or magical folk, 
  especially by aiding Ymandragore’s sinister hunters, this 
  order uses all their resource to remove threats, protect 
  their allies and possibly even replace resident authorities 
  with those more amiable to their cause.  Should all these 
  methods fail or if time is short, then the Shield answers 
  with more aggressive actions – by whatever means 
  available.
  SECRET SOCIETIES ▪ Order of the Shield
  
  363
  The Mourners of Silence ▪  SECRET SOCIETIES
  The Mourners of Silence
  The members of this faction believe that the 
  Gods have died or are no longer interested in the fate 
  of Man. The Silence of the Gods will result in an 
  apocalypse of a sort - the death of the old society, and 
  the beginning of a new and more enlightened one.
  Goals
  Spread the word of this philosophy to enlighten 
  the people and expose the Coryani Church.
  Public Persona
  Due to the potent sway of the Mother Church, 
  Mourners are unpopular with authorities.  They are 
  harassed, exiled, arrested and burned at the stake, 
  as this order is illegal and a heresy.  Many view 
  Mourners as shiftless philosophers and anarchists, or 
  worse, heretics aligned with dark powers attempting 
  to destroy the church and overthrow civilization.  
  Most Mourners are in actuality law-abiding free 
  thinkers that believe in self-rule and destination over 
  so-called divine intervention.  Due to their heretical 
  nature, members must meet in secret, and the goal of 
  exposing the fraudulent Church combined with the 
  rash acts of a few Mourners has painted the order as 
  volatile in the public eye.
  Allies: Unknown
  Enemies: Orthodoxy, Followers of the Azure Way, 
  Mother Church, Inquisition, Church of the Dark 
  Triumverate.
  Organization
  The Mourners claim to be the oldest secret 
  society, hailing from the philosophic forums of 
  ancient Eryunellia.  Today the Mourners still honor 
  these traditions; both meetings and regional groups 
  are called Forums.  Forums are barely tolerated 
  only in the largest cities, where racy Mourner views 
  fade amongst numerous sensationalist movements, 
  but concentrated activity brings authorities – and 
  Inquisitors.  Philosophic debates on religion 
  and politics are carried out in secret, and a few 
  uninitiated are welcome, so long as they pass zealous 
  scrutiny.  Some of these stimulating Forums are well 
  documented, and occasionally famous orators from 
  all camps make appearances – sometimes kidnapped 
  and later let go.  Mourners do everything to keep 
  their identities cloaked for fear of reprisals, although 
  jaded patrons seeking to entertain with these secretive 
  avant-garde events are not unheard of.
  While Mourners do have resources and 
  communicate frequently, they are loosely organized 
  into independent cells.  Only the head of a Forum 
  bears an official title – that of Advocate.  The Advocate 
  keeps policy and contact with other Forums, and has 
  the authority to call a speaking Forum.  This structure 
  has kept the Mourners well hid in troubled times, 
  and they are seasoned at clandestine operations after 
  years of persecution.  The other trait that distinguishes 
  Mourners is three philosophic camps within the order 
  – Rationalists, Libertines and Radicals.  Rationalists 
  have a logical philosophic approach; the gods existed 
  and perhaps still do, but for whatever reason, they 
  have shunned Arcanis and its peoples, leaving them 
  to decide their own fate; perhaps an evolutionary 
  conundrum to unravel.  Libertines believe the “Gods” 
  were invented to control moral society and empower 
  the Mother Church over the masses.  They explain 
  away divine spells as merely another form of magic, 
  or powers “granted” by concocted talismanic godheads 
  fueled by the Church and duped worshippers.  And if 
  the gods have no authority, then neither should Vals, 
  often viewed as a separate race – and by some, humans 
  infected by sinister alien progenitors controlling 
  humanity through mere puppets.  The Radicals often 
  have more drastic views to explain cosmic order, 
  but they are distinguished mainly by being militarist 
  independents who strike at Church and Val authority, 
  sometimes violently.  To many Mourners, they are bad 
  apples that spoil the bunch.
  Whatever their philosophy, Mourners await the 
  day when humanity and other races will see the folly 
  of stewardship by divine powers, thus ushering in a 
  new age of logic and reason.
  Contact
  Members are groomed from those disaffected with 
  the church and related bodies, such as those persecuted 
  by the Inquisition or those whose outspoken opinions 
  mirror Mourner philosophy.  This should not suggest 
  that any disenfranchised person can join the Mourners, 
  for each must have an independent personal outlook 
  that matches Mourner standards, if not a savvy new 
  philosophic ideal altogether.  Many members are 
  highly educated, or at least highly intelligent, so noble 
  families and political arenas as well as colleges and 
  liberal schools bring new adherents.  This order has 
  among its ranks some of the best intellectuals and 
  explorers of the day.
  Communication
  Mourner communication fluctuates and is 
  monitored zealously by Advocates and select members 
  to avoid compromise.  Contact within cities is easier 
  due to jaded urbane perspectives, and it is not unheard 
  of for unknown members to go through three contacts 
  before speaking to anyone with authority.  Rules for 
  communication are well enforced, and initial contact 
  is usually set up in schools, theaters, bazaars and other 
  places with large crowds.
  Missions
  When the heavy hand of the Mother Church or Val 
  rulers oppresses free thought, whenever the dogmatic 
  lies of the church can be exposed or countered, 
  Mourner philosophers and orators will surely do their 
  best for the good of logical folk everywhere.
  
  364
  The Order of the Twilight Bough
  The members of this order are those who swear 
  a common oath to fight the tyranny of despots and 
  imperialist powers as well as uphold freedom of 
  elemental worship amongst munificent civil lands.
  Goals
  The riddance of tyrants and the persecution of 
  elemental worship by the Mother Church, and seeking 
  out recruits for the prophesied Apocalypse.
  Public Persona
  Until recently, this order has largely concentrated 
  it efforts to the Western Lands and nearby waterways, 
  so not many are aware of its activity on the continent.  
  It is nevertheless there, in clandestine cells of rangers 
  and Laerestri in rural areas and court agents within 
  urban centers, as many a despotic noble, politician and 
  ruthless Inquisitor can attest.  Operations and word of 
  their presence are spreading well into the continental 
  interior, something that has the Mother Church and 
  authorities worried.  This is largely a concern of the 
  courts, as many common folk have been aided by the 
  Twilight Bough and speak well of their efforts.  There 
  are still commoners who distrust these forest lurkers 
  and shadow diplomats with elorii allies who have taken 
  it upon themselves to “benefit” the people of their own 
  accord.  But the Twilight Bough does not seek approval, 
  and while they do free those under oppression, their 
  methods are more of action than diplomacy.
  Allies: White Veil, Elonbé, various League powers
  Enemies: Orthodoxy, Azure Way, Mother Church
  Organization
  In 759 IC, King Malykhar of Lhyllifel announced 
  an edict which proclaimed his devout worship of the 
  Elementals and freed all Lhyllifens from the authority 
  of the Mother Church.  This incident started a conflict 
  with the Patriarch and the Coryani that sealed the 
  compact between certain Lhyllifens and the elorii of 
  Seremas tighter than ever; during and after the war, this 
  bonded group of elves and humans unofficially dubbed 
  themselves the Bowerymen (“Serelestri”) and so it is 
  today, manifest in the Order of the Twilight Bough. 
  Although not many Lhyllifens worship the Lords of 
  the Elements, many nevertheless despise Coryani 
  intrusions into politics and trade.  With increased 
  activity outside the Western Lands, the Twilight Bough 
  has expanded its policy to apply to any power whose 
  greed and ignorance outweighs the concerns of peaceful 
  people, and particularly when elorii-human relations 
  and elemental worship are involved.
  This society is based mainly out of Seremas, but 
  other centers are rumored to exist.  In organization, it 
  is organized along military lines and literally sticks to 
  its roots, as each region the Twilight Bough operates in 
  is called a Bowery, presided over by a Bowerymaster. 
  The Bowerymasters coordinate with other Boweries, 
  and each run their territory by commanding a handful 
  of local cells called Prides, which operate from havens 
  called Bowers - many Bowers are within forests, 
  but any safe location is termed a Bower.  Some are 
  nothing more than temporary havens used cyclically 
  to safeguard position and activity.  They are often 
  protected by tamed beasts, even in urban environs.
  Bowers are presided over by a Pridesman, who 
  reports to their respective Bowerymaster regularly, 
  keep tabs on specific members, and guide operations 
  within their Pride’s territory where intelligence and 
  necessity dictates.  When a given Bowery territory is 
  at war not involving the order, Bowerymasters and 
  Pridesmen will sometimes coordinate with the side 
  most matching their views, usually with non-initiated 
  authorities consenting, but not always.  Some Prides 
  give themselves specific – and often colorful – names to 
  distinguish themselves, but many are usually identified 
  by their Pridesman’s name and reputation.
  Beneath the Pridesmen are the Bowerymen, the 
  rank and file of the order.  They act under their 
  Pridesman’s orders, either as a group or independently, 
  dependant on Pride and practicality or necessity. 
  Twilight Bough are very loyal to one another, but 
  especially the Bowerymen, as they are put through 
  many bonding rituals in the field, which makes it hard 
  to break up a Pride and gives this order a very stable 
  base.  This has also led to competitive rivalries between 
  Prides, something not discouraged by the upper ranks 
  so long as order and secrecy are maintained and it stays 
  friendly.
  Contact
  Many members are recruited within Entaris and 
  the League, especially among Laerestri and human 
  elemental worshippers, but any brave being who shows 
  loyalty and embraces the virtues and tolerances of the 
  order qualifies, Coryanifolk not withstanding.  Ranger 
  troupes, druidic orders, and local militias are screened 
  for potential members, but not always; a few bards, 
  rogues and savvy city dweller operate within urban 
  locales and courts, to name a few exceptions.
  Communication
  Members can often communicate through other 
  Prides and Bower stations, and sometimes by courier 
  pigeons and coded messages.  Rangers, Laerestri, bards 
  and sailors belonging to this order dot the landscape and 
  waterways.  Chances are increased in rural environs, 
  but cities often have concealed and monitored stations 
  in parks, private groves, and rooftop retreats.
  Missions
  The Twilight Bough fights and gathers information 
  incessantly to uphold their tenets, and this conflict 
  can take many forms.  Tyrants might find their people 
  now trained and armed against them, especially those 
  who ally with the elorii against their enemies.  Theft, 
  alteration, and sabotage of important documents, 
  supplies and artifacts are common, along with set backs 
  in courts and guerilla tactics in the field.  Shadowy 
  visitations, magically influenced officials, kidnappings 
  and even assassination are not beneath this group.
  SECRET SOCIETIES ▪ The Order of the Twilight Bough
  
  365
  The Order of the White Veil ▪  SECRET SOCIETIES
  The Order of the White Veil
  (Isedriel Ardelimas)
  Magic exists as a common resource amongst 
  all elorii, integral and natural, and despite differing 
  views, all elves view magic as a universal constant 
  which links all beings.  This order was founded to 
  discover, examine and promulgate arcane lore as a 
  natural science amongst all peoples throughout Onara, 
  thereby promoting multi-racial fellowship.  To further 
  this cause, the elorii have chosen a symbolic name 
  which exemplifies peace and elegance to all nations.
  Goals
  The discovery and study of new arcane lore 
  amongst all races, and the protection and preservation 
  of beneficial magical knowledge in every form.
  Public Persona
  This relatively new society is as far-ranging as 
  Elorii interests, but its origins are in the magnificent 
  forest city of Ethelios.  When non-elven folk are 
  aware of this order outside Elorii communities, it 
  is accepted as much as the Elorii themselves - with 
  welcome fascination, indifference, suspicion, or 
  bigotry, dependant on location.  The fact that it is 
  Elorii-founded has sometimes cast a biased or even 
  bigoted shadow over the White Veil’s true goals.  Some 
  Elorii feel this order is rash in dealing with humans so 
  promiscuously, especially concerning arcane secrets.
  The White Veil is comprised mainly of Elorii, 
  but other races fill its ranks, the only caveat being 
  constructive and munificent motives.  Moreover, 
  amongst arcane practitioners and scholars, it is well 
  accepted that elves are cultivated magicians, and 
  regardless of racial origin, White Veils (“Ardelimasi”) 
  are often desired greatly as honored guests.
  Allies: Twilight Bough, Hawk and Shield, Emerald 
  Society, Elorii nations
  Enemies: Orthodoxy, Azure Way, Mother Church, 
  Harvesters
  Organization
  Concentrations of White Veil members are 
  uncommon, and even then, members are often few 
  in number.  These groups and their havens have been 
  given a name in the common tongue to promote a 
  feeling of equanimity amongst all races within the 
  order – Coteries (“Belemasi.”)  Coteries are centers of 
  research, communication and learning, and while there 
  may be only one or two members present, Coteries 
  hum subtly with constant activity.  There are only two 
  ranks within the White Veil, Attendants (“Ardemasi”) 
  and common members, who are given the moniker of 
  Veils (“Drielotri.”)
  Attendants serve three main functions; first, 
  tracking, studying and researching magical lore, second, 
  acting as custodian and judge over Coterie objectives 
  and disputes, and third, liaisons to other Coteries and 
  external groups.  So far, only Elorii have been given 
  the rank of Attendant, likely because Coteries serve a 
  lesser function – that of communication between the 
  Elorii nations and Laerestri, who often use these places 
  to report their findings on humanity.  Within the order, 
  it is rumored that this all-Elorii rank may change...
  given time.
  Conversely, other races are aware that they can learn 
  much of their elven neighbors and apply as members to 
  learn of Elorii magic as well as customs and concerns, 
  so this is by no means a one-way affair.  While the 
  White Veil’s main task is the collection and preservation 
  of arcane lore, they serve a diplomatic purpose as well. 
  Drielotri collect information concerning new findings 
  on magic and rumored items or lore that could aid the 
  order in their task, and help in research, experiments, 
  gathering resources and assisting their Coterie with 
  various functions.
  Contact
   
  Along with members within the Elorii nations, 
  many experienced Laerestri friendly with other races 
  become Veils; some patron other races and bring them 
  before an Attendant for indoctrination.  Candidates 
  are also chosen from colleges and trusted families, or 
  those rare few found by the order with the Gift.  Those 
  interested in magic that do not wish the militaristic 
  entanglements of the Hawk and Shield often choose 
  this order as well.  The White Veil aids the Sanctorum 
  against active Harvester cells, especially when their 
  ward’s profile is compromised or low resources dictate 
  another course of action.  While this order is comprised 
  largely of arcane casters, it has no magical requirement 
  for membership.
  Communication
   
  Coteries are the main means of communication 
  between members, but many a Veil resides within 
  learning centers and along the myriad roads of Onara, 
  and none too few Laerestri outside the order aid this 
  cause.  Many wizards and sorcerers share friendly 
  relations with the White Veil, if only under different 
  auspices, and Hawk and Shield Sanctorum are known 
  to direct members to their peers.  Sensitive doings and 
  information are handled only by direct members, and 
  outside contacts are often unaware of the particulars 
  of what they are assisting.  While the White Veil 
  promotes open ties, they ply arcane sensibilities that 
  some information is considered too sensitive for the 
  uninitiated, a notion often accepted by allies.  Like 
  most Elorii methods, this is not an abused resource.
  Missions
   
  Rumors and evidence of new or unexplored 
  magic brings this order to the fore, as does threats 
  or abuse by the Gifted or those opposed to benign 
  arcane study.  Any method of magical learning and 
  enlightenment should be explored toward the alliance 
  and shared prosperity of all civilized peoples.
  
  366
  APPENDIX ▪ War Elk
  These monsters, animals, and Templates have been 
  placed here for your convenience. These monsters 
  will also appear in there entirety in the upcoming 
  Monsters of Arcanis.
  Animals of Onara
  Appendix
  Monsters of Arcanis
  Eloran War Elk
  Large Magical Beast (Augmented Animal)
  HD:
  6d8+18 (45 hp)
  CR 5
  BAB:
  +4
  Grapple:
  +12
  Initiative:
  +2
  Space:
  10 ft.
  Speed:
  60 ft. 
  Reach:
  5 ft.
  AC:
  15 (-1 size, +2 Dex, +4 natural); touch 11, flat-footed 13
  Attack:
  Gore +7 melee
  Full Atk:
  Gore +7 melee and 2 hooves +2 melee
  Damage:
  Gore 1d8+4 (20/x2); Hoof 1d4+2 (20/x2)
  SA:
  Smite evil (1/day)
  SQ:
  Low-light vision, darkvision 60 ft., scent, DR 10/magic, resistance 10 to acid, cold and 
  electricity, SR 11
  Saves:
  Fort
  +8
  Ref
  +7
  Will
  +3
  Abilities:
  Str
  18
  (+4)
  Dex
  14
  (+2)
  Con
  16
  (+3)
  Int
  2
  (-4)
  Wis
  13
  (+1)
  Cha
  8
  (-1)
  Alignment:
  Neutral Good
  Environment:
  Temperate Plains and Forest
  Organization:
  Domesticated
  Advancement:
  7-12 HD (Medium), 13-18 HD (Large)
  Skills:
  Jump +5, Listen +6, Spot +6
  Feats:
  AlertnessB, Endurance, Improved Natural Attack (gore), Run
  Smite Evil (Su): Once per day, an Eloran War Elk may make a normal melee attack to deal extra damage equal 
  to its Hit Dice (maximum of +20) to an evil foe.
  Skills: An Eloran War Elk receives a +12 bonus to Jump checks made with a running start (due to its base 
  speed).
  Carrying Capacity: A light load for an Eloran War Elk is up to 300 lbs.; a medium load is 301-600 lbs. 
  and a heavy load is 601-900 lbs. An Eloran War Elk can drag up to 4,500 lbs (if fitted with an appropriate 
  harness).
  
  367
  These quick saurian creatures are about the size of 
  small dogs, and are native to the interior of the arid 
  steppes and rocky plains of the Hinterlands. Wolf 
  lizards have black paws and feet, and their scales are 
  mottled earthy tones ranging from light tan to striated 
  browns and greens, with yellowish underbellies. They 
  are sleek and bipedal, running on their hind legs, with 
  tiny grasping hands that end in hooked claws. Their 
  sloping angular heads have large mouths filled with 
  rows of tiny razor sharp teeth. Though they dwell in 
  arid environments, wolf lizards are good swimmers, 
  often lurking near watering holes to ambush prey. 
  They are typically active from dusk until dawn. 
  Combat 
  Wolf Lizards usually hunt and attack in packs, though 
  a lone pack scout or rogue may be encountered. They 
  patrol their pack’s territory (usually a 1-2 mile radius), 
  looking for wounded animals or ambushing the 
  unwary from hollows, under rock shelves, or heights. 
  They surround prey and bark to confuse them, running 
  them down or using continuous hit-and-run tactics for 
  larger, more dangerous prey. 
  Wolf Lizard ▪ APPENDIX
  Wolf Lizard (Cho’hi Fachu)
  Medium Animal
  HD:
  2d8+4 (13 hp)
  CR 1
  BAB:
  +1
  Grapple:
  +2
  Initiative:
  +3
  Space:
  5 ft.
  Speed:
  50 ft. 
  Reach:
  5 ft.
  AC:
  15 (+3 Dex, +2 natural); touch 13, flat-footed 12
  Attack:
  Bite +4 melee 
  Full Atk:
  Bite +4 melee
  Damage:
  Bite 1d6+1 (20/x2)
  SA:
  Leap attack
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +5
  Ref
  +6
  Will
  +0
  Abilities:
  Str
  12
  (+1)
  Dex
  17
  (+3)
  Con
  14
  (+2)
  Int
  2
  (-4)
  Wis
  10
  Cha
  10
  Alignment:
  Neutral 
  Environment:
  Arid Plains, Arid Steppes
  Organization:
  Solitary or Pack (4-16)
  Advancement:
  3-5 HD (Medium)
  Skills:
  Hide +4, Jump +8, Listen +2, Move Silently +4, Spot +2
  Feats:
  Alertness B, Skill Focus (Jump), Weapon Finesse B
  Leap Attack (Ex): Wolf lizards are capable of great leaps forward, reaching up to fifteen feet or more, bounding at 
  prey and seizing them in powerful jaws. If a wolf lizard moves a full double move during a charge action, it receives an 
  additional +2 bonus on the attack roll made at the end of the charge.
  Skills: A wolf lizard has a +3 racial bonus to Jump checks. Furthermore, while making a running jump, a wolf lizard 
  receives a +8 bonus due to its base speed.
  Wolf Lizard, Dire 
  Large Animal 
  HD:
  6d8+18 (45 hp)
  CR 4
  BAB:
  +4
  Grapple:
  +12
  Initiative:
  +4
  Space:
  10 ft.
  Speed:
  50 ft. 
  Reach:
  5 ft.
  AC:
  17 (-1 size, +4 Dex, +4 natural); touch 13, flat-footed 13
  Attack:
  Bite +8 melee 
  Full Atk:
  Bite +8 melee
  Damage:
  Bite 2d6+6 (20/x2)
  SA:
  Leap attack
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +8
  Ref
  +9
  Will
  +2
  Abilities:
  Str
  18
  (+4)
  Dex
  19
  (+4)
  Con
  16
  (+3)
  Int
  2
  (-4)
  Wis
  10
  Cha
  10
  Alignment:
  Neutral 
  Environment:
  Arid Plains, Arid Steppes
  Organization:
  Solitary or Pack (1-4)
  Advancement:
  7-13 HD (Large)
  Skills:
  Hide +3, Jump +11, Listen +3, Move Silently +5, Spot +3
  Feats:
  Alertness B, Improved Natural Attack (Bite), Skill Focus (Jump), Weapon Finesse B, Weapon Focus 
  (Bite)
  Leap Attack (Ex): Wolf lizards are capable of great leaps forward, reaching up to fifteen feet or more, bounding at 
  prey and seizing them in powerful jaws. If a wolf lizard moves a full double move during a charge action, it receives an 
  additional +2 bonus on the attack roll made at the end of the charge.
  
  368
  Igiho are mouse-sized marsupials originally native to 
  the Pricklespur cactus forest of the Pengik peninsula 
  in the Hinterlands, though they occasionally board 
  wagons or ships, infesting Milandisian towns or the 
  ports of Censure and the Pirate Isles. They dwell in 
  warrens dug into and around trees and giant cacti, 
  eating berries, seeds, and insects. 
  Combat 
  These creatures are normally quite passive, running 
  from the sight of large predators or intruders after 
  giving a high pitched “cheep” and telepathically 
  warning their fellows. However, if they are cornered, 
  or if their warrens are disturbed violently, they 
  suddenly go berserk, first telepathically warning their 
  pack mates and then teleporting onto the intruder’s 
  body, shrieking fiercely and biting into exposed flesh. 
  This mode of attack is most effective while fighting 
  humanoid creatures, which cannot use large weapons 
  to attack them without the risk of hitting themselves 
  or their comrades. 
  APPENDIX ▪ Igiho
  Igiho
  Tiny Magical Beast
  HD:
  1d10 (6 hp)
  CR 4
  BAB:
  +1
  Grapple:
  -8
  Initiative:
  +4
  Space:
  2 ½  ft.
  Speed:
  40 ft., burrow 10 ft. Reach:
  0 ft.
  AC:
  16 (+2 size, +4 Dex); touch 16, flat-footed 12
  Attack:
  Bite +7 melee 
  Full Atk:
  Bite +7 melee
  Damage:
  Bite 1d4-1 (20/x2)
  SA:
  Blink, dimension shift
  SQ:
  Darkvision 60 ft., low-light vision, empathic link
  Saves:
  Fort
  +2
  Ref
  +2
  Will
  +0
  Abilities:
  Str
  8
  (-1)
  Dex
  18
  (+4)
  Con
  10
  Int
  10
  Wis
  14
  (+2)
  Cha
  14
  (+2)
  Alignment:
  Neutral 
  Environment:
  Arid Plains, Arid Forest, Desert
  Organization:
  Solitary, Warren (11-20) or Swarm (30-60)
  Advancement:
  2-4 HD (Tiny); 5+ HD (Small)
  Skills:
  Hide +14, Listen +5, Spot +5
  Feats:
  AlertnessB, Weapon Finesse
  Blink (Su): An igiho may blink at will, as the spell cast by an 8th level sorcerer. It may begin and end this 
  ability as a free action.
  Dimension Shift (Su): Three times each day, an igiho may use greater teleport as a 14th level sorcerer. Unlike 
  the normal version, an igiho may only teleport to a location that is within sight, and no more than 300 ft. distant 
  from its starting location. Using this ability is a move-equivalent action and the igiho may continue to take any 
  remaining actions even after it uses this ability.
  Empathic Link (Su): An igiho shares a weak empathic link with all other igiho within 60 ft. They can transmit 
  basic emotions, such as fear or safety, through this link. They use this ability to instantly warn other of their 
  kind of foes or to pass on their berserk fury when angered. When an igiho is selected as a familiar it establishes 
  a similar link with its master, granting its master a +1 bonus on Listen and Spot checks so long as the igiho is 
  able to see its surroundings.
  
  369
  Bull ▪  APPENDIX
  These herd animals can be aggressive when protecting 
  young and during the mating season, but they generally 
  prefer flight to fighting. A bull stands more than 6 feet 
  tall at the shoulder and is 8 to 10 feet long. Bulls weigh 
  1,600 to 2,200 pounds. 
  Bull
  Large Animal
  HD:
  5d8+15 (38 hp)
  CR 3
  BAB:
  +3
  Grapple:
  +12
  Initiative:
  +1
  Space:
  10 ft.
  Speed:
  40 ft. 
  Reach:
  5 ft.
  AC:
  14 (-1 size, +1 Dex, +4 natural); touch 10, flat-footed 13
  Attack:
  Gore +7 melee 
  Full Atk:
  Gore +7 melee
  Damage:
  Gore 1d8+7 (20/x2)
  SA:
  Charge, stampede
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +7
  Ref
  +5
  Will
  +0
  Abilities:
  Str
  20
  (+5)
  Dex
  12
  (+1)
  Con
  17
  (+3)
  Int
  2
  (-4)
  Wis
  8
  (-1)
  Cha
  7
  (-2)
  Alignment:
  Neutral 
  Environment:
  Temperate Plains
  Organization:
  Solitary or Herd (3-6 plus 2d20 cows)
  Advancement:
  6-12 HD (Large)
  Skills:
  Listen +3, Spot +6
  Feats:
  Alertness, Trample
  Charge (Ex): A bull typically begins combat by lowering its head, bringing its mighty horns into play, and charging at an 
  opponent. In addition to the normal benefits and hazards of a charge, a bull that charges deals damage as if it were one size 
  category larger (so 2d6+7 damage for a regular bull).
  Stampede (Ex): A frightened herd will flee as a group in a random direction (but never towards the perceived source of danger). 
  They will literally run over anything of their size or smaller that gets in their way. This deals 1d12 points of damage per five 
  bulls and/or cows in the herd. Creatures caught in the stampede are allowed a DC 17 Reflex save for half damage. This save DC 
  is Strength-based, but the overall DC for a stampede is determined by the lowest DC amongst all participating animals.
  Skills: A bull has a +2 racial bonus to Spot checks.
  Bull, Dire
  Huge Animal
  HD:
  15d8+90 (158 hp)
  CR 10
  BAB:
  +11
  Grapple:
  +26
  Initiative:
  +1
  Space:
  15 ft.
  Speed:
  40 ft. 
  Reach:
  10 ft.
  AC:
  20 (-1 size, +1 Dex, +10 natural); touch 10, flat-footed 19
  Attack:
  Gore +16 melee 
  Full Atk:
  Gore +16 melee
  Damage:
  Gore 3d6+10 (19-20/x2)
  SA:
  Charge, stampede
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +15
  Ref
  +11
  Will
  +4
  Abilities:
  Str
  24
  (+7)
  Dex
  14
  (+2)
  Con
  22
  (+6)
  Int
  2
  (-4)
  Wis
  8
  (-1)
  Cha
  7
  (-2)
  Alignment:
  Neutral 
  Environment:
  Temperate Plains
  Organization:
  Solitary or Herd (3-6 plus 2d8 bulls plus 3d20 cows)
  Advancement:
  16-25 HD (Huge)
  Skills:
  Listen +10, Spot +14
  Feats:
  Alertness, Improved Bull Rush, Improved Critical (gore), Improved Natural Attack (gore), Power Attack, 
  Trample
  Charge (Ex): A bull typically begins combat by lowering its head, bringing its mighty horns into play, and charging at an 
  opponent. In addition to the normal benefits and hazards of a charge, a bull that charges deals damage as if it were one size 
  category larger (so 4d6+10 damage for a regular dire bull).
  Stampede (Ex): A frightened herd will flee as a group in a random direction (but never towards the perceived source of danger). 
  They will literally run over anything of their size or smaller that gets in their way. This deals 1d12 points of damage per five 
  bulls and/or cows in the herd. Creatures caught in the stampede are allowed a DC 24 Reflex save for half damage. This save DC 
  is Strength-based, but the overall DC for a stampede is determined by the lowest DC amongst all participating animals.
  Skills: A dire bull has a +4 racial bonus on Spot checks.
  
  370
  Often confused for a red Great Wyrm, a fire drake 
  is actually a small draconic form found in volcanic 
  areas or lush tropical climates. Appearing as a sinuous 
  crimson-scaled dragon with orange-membraned 
  wings, fire drakes enjoy soaring high overhead, 
  floating lazily on geotherms, or swooping down upon 
  unsuspecting cattle. Employing its breath weapon, a jet 
  of intense flame, a fire drake prefers to cook its food 
  before devouring it. Fire drakes are often employed 
  as mounts in ssethric society, and can commonly be 
  found throughout Ssethregore and among populations 
  of Black Talon Ss’ressen
  APPENDIX ▪ Fire Drake 
  Fire Drake
  Large Dragon (Fire, Ssethric)
  HD:
  6d12+18 (57 hp)
  CR 7
  BAB:
  +6
  Grapple:
  +15
  Initiative:
  +2
  Space:
  10 ft.
  Speed:
  30 ft., fly 60 ft. 
  (average)
  Reach:
  5 ft.
  AC:
  20 (-1 size, +1 Dex, +10 natural); touch 10, flat-footed 19
  Attack:
  Bite +10 melee 
  Full Atk:
  Bite +10 melee and 2 claws +5 melee
  Damage:
  Bite 2d6+5 (20/x2); Claw 1d6+2 (20/x2)
  SA:
  Breath weapon
  SQ:
  Low-light vision, Darkvision 60 ft., immunity to sleep  and paralysis, burning blood
  Saves:
  Fort
  +8
  Ref
  +7
  Will
  +6
  Abilities:
  Str
  20
  (+5)
  Dex
  14
  (+2)
  Con
  16
  (+3)
  Int
  4
  (-3)
  Wis
  13
  (+1)
  Cha
  12
  (+1)
  Alignment:
  Neutral 
  Environment:
  Any Tropical or Underground
  Organization:
  Solitary or Flight (2-5)
  Advancement:
  7-12 HD (Large); 13-18 HD (Huge)
  Skills:
  Balance +5, Climb +8, Hide +5, Listen +4, Jump +8, Spot +4, Survival +4
  Feats:
  Flyby Attack, Hover, Improved Natural Attack (bite)
  Breath Weapon (Su): A fire drake may emit a 40 foot cone of fire once every 1d4 rounds, but no more 
  than five times per day. This cone deals 6d6 fire damage with a DC 16 Reflex save for half. The save DC is 
  Constitution based.
  Burning Blood (Ex): The blood of a fire drake is highly flammable. It seethes and burns through the creature’s 
  veins. Whenever a fire drake would suffer hit point damage from a fire-based attack, it takes no damage instead 
  heals 1 point of damage for each full 10 points of damage it would have suffered. A fire drake’s favorite 
  pastime is to lounge inside a warm volcano or other large natural fire and nurse any wounds it may have. This 
  ability has no effect if the fire drake is fully healed.
  Skills: A fire drake has a +4 racial bonus on Hide checks.
  
  371
   Ram ▪  APPENDIX
  Dire rams are larger, meaner cousins of the normal 
  ram. They grow to a length of 10 feet and weigh as 
  much as 2,000 pounds.  
  Ram
  Medium Animal
  HD:
  3d8+9 (23 hp)
  CR 2
  BAB:
  +2
  Grapple:
  +5
  Initiative:
  +1
  Space:
  5 ft.
  Speed:
  30 ft.
  Reach:
  5 ft.
  AC:
  14 (+1 Dex, +3 natural); touch 11, flat-footed 13
  Attack:
  Butt +5 melee
  Full Atk:
  Butt +5 melee
  Damage:
  Butt 1d8+4 (20/x2)
  SA:
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +6
  Ref
  +4
  Will
  +1
  Abilities:
  Str
  17
  (+3)
  Dex
  13
  (+1)
  Con
  16
  (+3)
  Int
  2
  (-4)
  Wis
  11
  Cha
  4
  (-3)
  Alignment:
  Neutral 
  Environment:
  Temperate Plains
  Organization:
  Solitary or Herd (4-6)
  Advancement:
  4-7 HD (Medium)
  Skills:
  Listen +5, Spot +5
  Feats:
  Die-hard B, Endurance, Trample
  Skills: A ram has a +2 racial bonus to Listen and Spot checks.
  Ram, Dire
  Large Animal
  HD:
  5d8+20 (43 hp)
  CR 4
  BAB:
  +3
  Grapple:
  +13
  Initiative:
  +1
  Space:
  10 ft.
  Speed:
  40 ft.
  Reach:
  5 ft.
  AC:
  15 (-1 size, +1 Dex, +5 natural); touch 10, flat-footed 14
  Attack:
  Butt +8 melee
  Full Atk:
  Butt +8 melee
  Damage:
  Butt 2d6+9 (20/x2)
  SA:
  SQ:
  Low-light vision, scent
  Saves:
  Fort
  +8
  Ref
  +5
  Will
  +1
  Abilities:
  Str
  22
  (+6)
  Dex
  13
  (+1)
  Con
  19
  (+4)
  Int
  2
  (-4)
  Wis
  11
  Cha
  4
  (-3)
  Alignment:
  Neutral 
  Environment:
  Temperate Plains
  Organization:
  Solitary or Herd (4-6)
  Advancement:
  6-9 HD (Medium), 11-15 HD (Large)
  Skills:
  Listen +6, Spot +6
  Feats:
  Die-hard B, Endurance, Trample
  Skills: A ram has a +2 racial bonus to Listen and Spot checks.
  
  372
  Undead Template
   
  “Undead” is a template that can be added 
  to any corporeal humanoid that has a skeletal system 
  (referred to hereafter as the “base creature”). 
  Undead Template
  Size and Type: The creature type changes from 
  “Humanoid” to “Undead Humanoid” and the creature 
  gains all the abilities and disadvantages associated 
  with being undead. It uses all the base creature’s 
  statistics and special abilities except as noted here.
  You are now an undead creature. You retain all of the 
  features of your original classes and levels, except 
  where those features are superseded by the effects of 
  becoming undead. You do not recalculate your Base 
  Attack Bonus or your base saving throw bonuses, 
  but all of your current and future Hit Dice change to 
  d12s.  You also gain all of the following benefits and 
  drawbacks:
  • 
  You have no Constitution score. You still 
  accumulate Fortitude saving throw bonuses 
  from your class levels, however. You use your 
  Charisma modifier to determine your bonus or 
  penalty on Fortitude saves.
  • 
  You gain Darkvision out to a range of 60 feet.
  • 
  You gain immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects). 
  • 
  You gain immunity to poison, sleep effects, 
  paralysis, stunning, disease, and death effects. 
  • 
  You are not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. You are 
  immune to damage to your physical ability scores 
  (Strength, Dexterity, and Constitution), as well as 
  to fatigue and exhaustion effects. 
  • 
  You are damaged by positive energy (such as a 
  cure spell) and healed by negative energy (such 
  as an inflict spell). You can never benefit from 
  any form of the regeneration special quality. 
  The fast healing special quality works on you as 
  normal.
  • 
  You are immune to any effect that requires a 
  Fortitude save (unless the effect also works on 
  objects, such as disintegrate, or is harmless). 
  • 
  You use your Charisma modifier for Concentration 
  checks and any other skill that would normally be 
  modified by your Constitution modifier.
  • 
  You are not at risk of death from massive damage, 
  but when reduced to 0 hit points or less, you are 
  immediately destroyed (i.e. you do not have a -10 
  “buffer” as a living creature does.)
  • 
  You cannot be affected by raise dead and similar 
  spells or abilities. Reenervate the Chosen can 
  affect undead creatures. This basically means 
  that you can only be brought back as an undead 
  if the spell is cast at a Temple of Neroth or 
  other location that the GM determines would 
  have equivalent access to high-ranking undead 
  members of the clerisy of Neroth. In any case you 
  still lose a level as normal when you are returned 
  to life (or unlife). No Beltinian will ever assist 
  in bringing you back in any way, shape, form, or 
  fashion.
  • 
  You are considered to be powered by negative 
  energy for all effects relating to undead. This 
  means that you can be turned or destroyed by 
  clerics who channel positive energy, and you can 
  be rebuked or commanded by clerics who channel 
  negative energy. Your total character level is your 
  HD total for purposes of adjudicating turning 
  attempts made against you. You do not gain 
  any sort of Turn Resistance simply by virtue of 
  becoming undead.
  • 
  Undead do not breathe, eat, or sleep.
  Unless you disguise your undead state, you are very 
  likely to suffer significant negative consequences 
  when traveling in civilized areas. In certain cities, 
  particularly those within the Theocracy of Canceri, 
  your status as an undead will not be considered 
  unusual or objectionable, but that is the exception 
  rather than the rule. You must make the GM aware of 
  your condition and any steps you are taking to conceal 
  it at the beginning of every adventure.
  Reanimate Template
   
  “Reanimate” is a template that can be added 
  to any destroyed but salvageable construct through 
  the use of the Reanimate Construct spell; (a construct 
  which as been reduced to 0 hot points, but may not 
  have fallen below -20 HP.). The reanimated construct 
  is referred to hereafter as the “base construct”.
  Reanimate Construct Template
  Size and Type: The creatures type changes from 
  “Construct” to “Reanimate” 
  Hit Dice: Reduce the base construct’s Hit Die by 2
  Speed: The base construct’s speed is reduced by 5ft 
  (1 square)
  AC: The base construct’s natural armor is reduced 
  by 2
  Attack/Full Attacks: The construct base attack bonus 
  remains unchanged.
  Damage: The damage from its natural weapons 
  remains unchanged.
  Special Attacks: The reanimated construct loses all 
  Special Attacks
  Special Qualities: Reanimated constructs lose 
  Immunity to Magic, and have their damage resistance 
  (if any) reduced by 5
  Abilities: The reanimated construct’s strength and 
  dexterity decreases by 2 (lowering the constructs reflex 
  save, armor class, attack and damage adjustments by 
  1) 
  Skills: The reanimated construct losses all skills (if 
  any)
  Feats: The reanimated construct losses all feats (if 
  any)
  Challenge Rating: The Reanimated Construct reduces 
  the challenge rating of the construct by 4 
  APPENDIX ▪ Undead and Reanimate Template
  Template
  
  373
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.
  Spear of the Lohgin, Copyright 2000, Paradigm Concepts, Inc.
  Blood Reign of Nishanpur, Copyright 2001, Paradigm Concepts, Inc
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  Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc, 
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  Path of Magic, Copyright 2002, Fantasy Flight Games
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  Freeport City of Adventure, Copyright 2002, Green Ronin Publishing
  Book of the Righteous, The, Copyright 2002, Green Ronin Publishing
  Hammer & Helm, Copyright 2002, Green Ronin Publishing
  Evil, Copyright 2001, Alderac Entertainment Group
  Good, Copyright 2002, Alderac Entertainment Group
  Undead, Copyright 2001, Alderac Entertainment Group
  Magic, Copyright 2002, Alderac Entertainment Group
  Swashbuckling Adventures, Copyright 2002, Alderac Entertainment Group
  Lock & Load: Iron Kingdoms Character Primer, Copyright 2003, Privateer Press
  Relics and Rituals, Copyright 2000, White Wolf Publishing
  Players Guide to Wizards, Bards and Sorcerers, Copyright 2003, White Wolf Publishing
  Players Guide to Fighters and Barbarians, Copyright 2003, White Wolf Publishing
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  The Player's Guide to Arcanis, Copyright 2004 Paradigm Concepts, Inc.
   
  END OF LICENSE 
  Except as otherwise identified, all portions of this publication are © 2000-2004 Paradigm Concepts, Inc. All rights 
  reserved. The mention of, use of or reference to any company, trademark or product in this publication is not a 
  challenge to the trademark of copyright in question. Dungeons & Dragons ® and D&D® are registered trademarks 
  of Wizards of the Coast and are used with permission. "Wizards of the Coast is a trademark of Wizards of the Coast, 
  Inc. in the United States and other countries and is used with permission." The D20 System and D20 System Logo 
  are registered trademarks of Wizards of the Coast and are used under the terms of the D20 System Trademark 
  License Version 6.0. The D20 System Trademark License Version 6.0a can be found at: http://www.wizards.
  com/d20/files/d20stlv6.rtf
  LIMITED LICENSE FOR THE USE OF PRODUCT IDENTITY(PI)
  Paradigm Concepts, Inc. hereby grants royalty-free limited license to use the Arcanis specific PI elements which 
  appear in the names of Spells, Feats or Bloodline Powers contained in this book in OGL publications. Use of PI 
  elements is restricted to using those PI elements in the Spell Name, Feat Name, Magic Item Name or Bloodline 
  Power name and for no other use. EXAMPLE: The Bloodline Power name "Cadic Guides My Hand" may be used 
  to apply to the Bloodline Power "Cadic Guides My Hand" even though the name "Cadic" remains PI of Paradigm 
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  bear a notice declaring 1) the Feat, Spell or Bloodline Power name is reserved Product Identity and 2) the Feat, Spell 
  or Bloodline Power name is copyright 2004 Paradigm Concepts, Inc.
  DESIGNATION OF OPEN CONTENT: 
  Regardless of placement within this publication, all art and narrative fiction is CLOSED CONTENT. 
  Regardless of placement within this publication, the following terms are CLOSED CONTENT: Arcanis, Onara, 
  the World of Shattered Empires, the slogan ‘Leave Your Mark Upon the Shattered Empires’, the tag line ‘Mortals 
  Stumble in Darkness; Heroes Light the Way’, Anshar, Althares, Belisarda, Beltine, Cadic, Kassegore, Illir, Hurrian, 
  Nier, Sarish, Neroth, Umor, Larissa, Yarris, Saluwe, Coryan, Coryani, Milandir, Milandisian, Canceri, Elorii, 
  Solanos Mor, Nol Dappa, Tultipet, Bealak Gempor, Deneki, Tir Bertoq, Encali, Ymandragore, Altheria, Ssethragore, 
  Malfelen, Entaris, Seremas, Elonbe, Eltheleos, Khitani Empire, Ying hir, Skohir, Pengic, Kio, Kion, Undir, Voei, 
  Grand Coryan, Old Coryan, Savonna, Sulpecci, Abbessios, Toranesta, Myrantia, Ardekene, Kelekene, Ossalikene, 
  Marokene, Berokene, Valentia, Enpybn, Salantis, Illonia, Balantica, Cafela, Garundi, Ghauma, Magra, Nishanpur, 
  Vrain, Hunder, Ventaka, Ashoka, Arkoshia, Kielmun, Lowach, Sobuk, Ashvan, Vulgast, Naeraanth, Yerrvak, 
  Boskowitz, Treslau, Tralia, Lustia, Sylvania, Moratavia, Faervalden, Faerdlau, Mil Takara, Censure, Erduk, Sicaris, 
  val’Assante, val’Abebi, val’Sheem, val’Borda, val’Mehan, val’Ossan, val’Sungha, val’Bausciz, val’Haupt, val’Sosi, 
  val’Dellenov, val’Emman, val’Holryn, val’Inares, val’Ishi, val’Tensen, val’Virdan, val’Trisin, The Azure Way, The 
  Hawk, The Shield, The Twilight Bough, the Emerald Society, the Mourners in Silence, the Orthodoxy, the Order of 
  the White Veil, the Voiceless Ones, Capharra, Lillyfel, Uggur, Blackwand, Nerrothian, Sarishan, Nierite, Hurrianic, 
  Illirite, Ss’ressen, Ssanu
  Regardless of placement within this publication, any mention of any other company’s trademark or title of work is 
  CLOSED CONTENT
  All text of the Introduction, Chapter One, Chapter Nine and Chapter Ten is CLOSED CONTENT
  All CLOSED CONTENT except any mention of any other company’s trademark or title of work is Product Identity 
  (PI) of Paradigm Concepts, Inc. and may not be used in any form without permission
  The following chapters contain OPEN CONTENT:
  Chapter Two – Races: All racial traits are OPEN CONTENT; all other text is CLOSED CONTENT
  Chapter Three – Base Classes: Except as indicated above all text in the prestige classes beginning with the word 
  “Requirements” until the very last of the “Class Features” and all text in the base classes beginning with the word 
  “Requirements” until the very last of the “Class Features” is OPEN CONTENT.
  Chapter Four – Skills: Except as indicated above and the contents of table 4-7 and 4-8, all text is OPEN 
  CONTENT
  Chapter Five – Feats: Except as indicated above and the contents of table 5-4, all text is OPEN CONTENT
  Chapter Six – Prestige Classes: Except as indicated above all text in the prestige classes beginning with the word 
  “Requirements” until the very last of the “Class Features” is OPEN CONTENT.
  Chapter Seven - Weapons and Equipment: Except as indicated above, all text is OPEN CONTENT
  Chapter Eight – Magic: Except as noted above and the names of spells, holy champion classes and bloodline powers, 
  all text is OPEN CONTENT
  Appendix: Except as noted above, all text is OPEN CONTENT
  
  374
  
  To use this supplement, you also need the Codex Arcanis. This
  book requires the use of the Dungeons & Dragons Third
  Edition Core Books, published by Wizards of the Coast, Inc.
  This product utilizes updated material from the v.3.5 revision.
  Arcanis is a world of high fantasy, intrigue, and suspense. Diplomacy, skill,
  and discretion will carry you as far or farther than skill at arms or in the
  arts of magic. Heroes come in a myriad of forms. Some are fantastic beings
  born with the blood of Valinor or the souls of elementals. Others are the
  descendents of Celestial Giants who once roamed the stars as freely as a
  fish swims the sea. Many of the greatest heroes of Arcanis are simple mor-
  tals of mundane blood but lofty ideals. It is a world of heroes who stand
  between the common folk and destruction. You can be that hero. The
  power is in your hands; leave your mark upon the Shattered Empires!
  This book is a comprehensive guide to making an endless variety of adven-
  turers native to Arcanis. All facets of character development are explored,
  from national and religious viewpoints to the basic building blocks of char-
  acter creation: names, races, classes, skills, feats, prestige classes, spells, and
  equipment. 
  This collection of lore is enough to forge an endless variety of heroes and
  includes:
  G Nineteen races, including new ss’ressen, dark-kin, and dwarf varieties
  G Sixteen base classes, including Paladin variants like the Bearers of Woe,
  the suffering faithful of the goddess Anshar
  G Ten monastic orders, like the Order of the Bronze Sepulcher, dedicated
  to containing the threat of ancient undead creatures without actually
  harming them
  G More than one hundred fifty new feats
  G Forty prestige classes, such as the Coryani Battlemage and Altherian
  Sharpshooter
  G New fighting styles – learn from the weapon masters of Onara, includ-
  ing the teachings of the famed Red Sword Fencing School
  G New armor, weapons, and equipment, including new flintlock weapons
  and a system of enhancements for flintlock pistols and rifles
  G Dozens of new spells, such as rapture and your time to die
  G New Val families and new bloodline powers for both new and existing
  families
  G Detailed information on the Gods and Temples of Arcanis
  G Information regarding national outlook and culture
  Leave Your Mark Upon the
  Shattered Empires!
  ISBN 1-931374-24-4
  $39.99                                     PCI 1110
  Paradigm Concepts, Inc.
  6800 S.W. 40 St. #638 • Miami, FL 33155
  www.paradigmconcepts.com
  PCI 1110
  
SOURCE: textdata/thevault/Arcanis (d20)/Arcanis Players Guide to Arcanis.pdf