TEXT: IUZ5-04 
    
   
   
   
   
   
   
   
   
   
  Plane Thinking 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Meta-regional Adventure 
  Version 1.1 
  by Michelle Sharp 
  Perrenland Background by Bruce Paris.   
  Reviewed by Rob Little 
   
   
  A grieving sister needs your help in locating her brother. However, things are not always what they seem…especially 
  when on the trail of a missing master of illusions. Remember when lifting a log one sometimes uncovers more than is 
  expected.  An adventure for APLs 10-16 and the Third Link of the Confluence Chain. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and 
  other countries. This material is protected under the copyright laws of the United States of America. Any reproduction 
  or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your metaregion, please e-mail your point of contact (POC) at 
  dragotha@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  IUZ5-04 Plane Thinking  
   
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  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round; all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  Iuz has been gathering forces for his war against Pazrael 
  in the Abyss.  In 594 CY, the Old One’s servants created 
  creatures to serve in his armies at facilities in the Burning 
  Cliffs and other locales hidden in the Empire.  While the 
  constructs and undead that serve in Iuz’s army are far 
  more durable than the soldiers of Pazrael, the wizards and 
  clerics that control the army have suffered losses as the 
  Demon Prince of Torremor has targeted them during 
  battle. 
   
  This, Iuz has begun a recruitment campaign in the 
  nations bordering his Empire, not only weaken their 
  forces but to strengthen his own.  At the beginning of 
  this adventure, recruitment has been underway for the 
  last several weeks.  One of his most skilled recruiters has 
  been sent to acquire prospects from the Den Zauber 
  Guild in Perrenland.  The recruiter has managed to attain 
  several converts to the cause using a combination of guile 
  and magic. Once she has verified their basic knowledge 
  of the planes, her companions use morality undone, 
  corrupting them to evil and then persuade, brainwash or 
  magically convince them to join forces. Up to this point, 
  she has managed to attain a good number of individuals 
  but is acquiring more in the area as suitable alternatives 
  present themselves.  
   
  Adventure Summary 
  Introduction: The PCs meet up with Reetha, the sister of 
  a mage who has gone missing. The mage, Corrik, was in 
  Traft studying illusionary magic through the Wizards 
  College, an institution run by Den Zauber Guild (the 
  Wizard’s Guild). The heroes set out towards Traft to 
  locate the missing person. 
   
  Encounter One: PCs may obtain information on 
  other missing individuals. Some distance from the city, 
  they meet up with a member of the guild traveling on his 
  own business. He notes if asked, that Corrik left with a 
  group a little over a month ago and none have yet 
  returned. Note that if PCs decide to travel on to Traft, 
  perhaps by teleport or similar magical means, they will 
  obtain some of this information but may miss out on 
  others.  
   
  Encounter Two: The PCs are on their way north, 
  following the purported direction taken by Corrik and 
  his group. They come into a small village and encounter 
  the recruiter, Kaprilla. They may be “recruited” 
  themselves or they may observe another and think to 
  follow.  
  IUZ5-04 Plane Thinking  
   
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  Encounter Three: The heroes either follow Kaprilla 
  or travel with her. She leads them to a small cave in the 
  nearby hills where the party is ambushed. Following the 
  attack, the party can explore the cave and pick up some 
  clues for where the “recruits” are being sent.   
   
  Encounter Four: The PCs are transported to the 
  northern wastes where the recruits receive their final 
  instructions and direction. First, they must gain entrance 
  to the underground complex, passing by the guard patrol 
  using strength of arms or guile. 
   
  Encounter Five: The PCs must find those they’ve 
  come to help in a complex surrounded with ice and cold, 
  defeating the “trainers” to allow the recruits to leave. 
  Some recruits may be less than eager to leave and PCs 
  may or may not be able to assist them.     
   
  Preparation for Play 
  At the time of character introductions, make a note of 
  physical descriptions given, as this will be needed for 
  Encounter Two. In addition, have the PCs make two 
  Gather Information checks for use in Encounter One.  
   
  Introduction 
  Moving through the streets of Baranford you pass by 
  a group of Furyondy Infantry in drill.  The sergeant is 
  bel owing oudly about their questionable parentage 
  and promising their death when they are sent to the 
  front if they don’t take more care with their training. 
  Arriving at the dock area, where you were directed to
  find work, you see fisherman and bargemen 
  unloading various items in the early morning sun. 
  Turning away from a man near a small skiff is a teary-
  eyed Rhenee woman dressed in black. Her eyes rest 
  upon you for a moment and she begins walking your 
  way.  
  l
  l
   
   
  l
   
   
  The woman is Reetha, sister of Corrik, a mage who has 
  gone missing.  Reetha is currently in mourning over the 
  death of her elder brother, Ronnin, who was slain two 
  months ago in an orc attack near the Veluna border.  She 
  sent word to Corrik asking him to return to help with the 
  arrangements and assist the family during this difficult 
  time. While Corrik was somewhat of a rebel in many 
  ways, she is convinced that a request for help would 
  bring his return (at least on a temporary basis).  It has 
  been some time since the message was sent and she has 
  received no word.  She is becoming quite concerned.  She 
  approaches the PCs and asks their assistance in locating 
  her brother.  She notes that her aunt, a seer, gave her the 
  PCs description as those she should seek out for 
  assistance, indicating “his path is fraught with 
  danger…already he may have fal en too far.”  Corrik 
  was in Traft studying illusionary magic through Den 
  Zauber guild. Traft is a Perrenland city of some 15,000 
  residents located on the eastern shores of Lake Quag, 
  with the Sepia Uplands to the east of the city proper.  Reetha 
  is actually in the dock area looking for anyone who may 
  have a message from her brother. She cannot pay the PCs 
  in gold, but can offer a service in the future. She has no 
  personal items from Corrik with her, and traveling to 
  where the family stores such things would take a good 
  three weeks.  
   
  Encounter One: 
  Starting the Search 
  Allow PCs to introduce themselves before beginning this 
  encounter. This encounter assumes the PCs have not 
  been to Traft before and are, therefore, traveling overland 
  rather than by magical means. If PCs use magical means 
  to transport themselves to Traft, this encounter should be 
  modified to occur in Traft proper, although the PCs can 
  still meet up with Jebeddo and obtain the same 
  information from him as is noted below. The previous 
  information is not obtained, however. 
   
  Assuming the PCs travel over land, they have 
  traveled through three small villages at this point.  
  Inform the PCs that in two of the villages the clerics 
  stationed in the local temples disappeared within the past 
  month. In both cases, they were the only clerics stationed 
  in those villages. The party has found no word on Corrik. 
  By the time the PCs get to the fourth village, they are 
  close to Traft. In this town, they encounter a member of 
  Den Zauber Guild who can give the PCs a little 
  information about what happened. 
    
  For the best part of a week you travel through 
  Perrenland, along the eastern coast running between 
  Lake Quag and the mighty Clatspur Ranges and 
  heading north towards Traft City, the last known 
  location of Corrik. All the while you seek further 
  word of Corrik, but no one seems to have seen him. 
  Along the way you travel through the villages of 
  Osterschlauss, 
  Almech, and Aerden, looking for opportunities to 
  gather information about missing persons.   
   
  Give PCs information as appropriate, based on earlier 
  Gather Information checks. PCs that are successful with 
  their first attempt to Gather Information (DC 15) 
  discover that two clerics have disappeared from those 
  three villages within the past month. These clerics 
  followed Pelor and Mayaheine, respectively. The PCs also 
  IUZ5-04 Plane Thinking  
   
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  discover in the second and third village that the clerics 
  passed through with a woman heading north in the same 
  direction as the PCs. If they talk with Barnlau, the cleric 
  in the third village (Gather Information DC 20), he notes 
  one of the two was acting “odd.” Barnlau is a rather junior 
  clergy member of the Old Kerk (Clr2 of Beory) so could 
  not clarify exactly what the problem was before his friend 
  moved on. The Old Kerk is a slight variation of the Old 
  Faith, as worshipped in Perrenland.  
   
  At this point, you find yourselves at a great body of 
  water, more commonly referred to as the Lake Quag 
  Estuary. The only way of crossing, and reaching Traft 
  City, is to journey aboard the notorious "Punt". It is 
  rumored that various past-owners of The Punt have 
  done deals with dread water creatures that live in the 
  estuary and, on occasion, have been known to 
  sacrifice passengers in order to keep peace in the 
  neighborhood. Nobody really knows if *they* will 
  live to get to the o her side, but today… you do. On 
  the other side of the estuary is the frontier town of 
  Niederschlauss. 
   
  t
  f
  f
   
   
   
  The town consists of three villages very close 
  together, and you head directly for Estuare – the 
  village most suited to the needs o  adventurers. In the 
  center o  the village is the Cock n' Cod Tavern, 
  rumored to be a popular haunt of adventurers and 
  gnomish 
  prospectors coming down from Kottsmort in the 
  Sepia to peddle their profits.  
  Most of the folk in the village are farmers or herdsman, 
  although there is a blacksmith as well. PCs learn little 
  from questioning the villagers, although by going into 
  the inn they can talk with Jebeddo and possibly learn 
  more about Corrik. Upon entering the village tavern, 
  they meet up with Jebeddo.  Continue below. 
  Entering the tavern, you observe a sprightly gnome 
  behind the bar who smiles at you as you enter. The 
  only current patron is a middle-aged gnome seated 
  near the fire with a large mug of some type of 
  beverage. 
   
  Creatures:  
   
  Sprocket Knobs: Sproket is the inn’s owner and 
  manager. He runs the bar with the assistance of his 
  human wife. He knows nothing of relevance for this 
  adventure. 
   
  Hildergardt: Hildergardt is Sproket’s human wife 
  who helps him run the tavern. She enjoys flirting with 
  patrons to make him jealous. She knows nothing of 
  relevance for this adventure. 
   
  Jebeddo: Male gnome Wiz5. Jebeddo is a member of 
  Den Zauber Guild based out of the Wizards Guild in Traft 
  City.  Jebeddo actually met with the recruiter so is able to 
  give considerable information about what occurred with 
  Corrik. Once the PCs ask about Corrik, proceed with the 
  following: 
   
  “A couple of months ago, the Wizards Guild in Traft 
  received a missive from a noble who indicated he was 
  doing some research and desired the assistance of 
  some of our more scholarly members. Fifteen of us 
  went down to the inn in Dreichen to meet him – or 
  his representative. She selected ten to return with 
  her. The other five of us returned to our business.”   
   
  With further questioning, the PCs can obtain the 
  following additional information:  
  • 
  She offered good coin, but was only interested 
  in hiring ten. 
  • 
  She was a human woman with brown hair and 
  eyes. She was about five and a half feet tall.  She 
  said her name was Kalla.  
  • 
  She had everyone solve some riddles.  The 
  riddle had something to do with a wheel but I 
  didn’t understand it.   
  • 
  She didn’t mention a limit until after the riddles 
  were solved.  
  • 
  Of the five not selected, two were not wizards. 
  The other three had trouble with the riddles.  
  • 
  All those selected were wizards. They included 
  males and females, humans and gnomes. 
  • 
  About a month after they left, some members of 
  the guild sent word to find out when they 
  expected to return. They received no reply. No 
  time frame was given by the woman, other than 
  saying it “may take awhile.”  
  • 
  He can direct the PCs towards the path taken by 
  the group.   
   
  Note that members of Den Zauber Guild wear a symbol 
  denoting their membership, typically beneath their 
  clothing. It is a customized Black Bear rampant circled by 
  a rope, tied at the bottom with a bowline. A small gem 
  denoting the guild level of the member is placed just 
  above the knot. Although this is not freely discussed, 
  some PCs may be aware of this (Knowledge [Local - Iuz’s 
  Border States] DC 20). In particular, PC members of the 
  guild would have this information automatically. PCs 
  actively looking for the symbol may be given a Spot 
  check (DC 10) to notice it. 
   
  Treasure: None.  
   
  Development: Jebeddo has business of his own 
  elsewhere and is not interested in joining the PCs. Once 
  IUZ5-04 Plane Thinking  
   
  Page 4 
  
  the PCs decide to move on, proceed to Encounter Two. 
  With Jebeddo’s directions, the PCs have no trouble 
  finding the next village.  
   
  Encounter Two: The Test 
  At this point, the PCs are in a small village, either on the 
  trail of Corrik or for their own business.  Select the PC 
  who physically seems the best fit for the profile of those 
  recruited; basically, those who appear to be wizards or 
  clerics. If there are multiple PCs who fit this description, 
  each is approached separately. Make sure at least one PC 
  receives the note so if there are no wizards or clerics, 
  select the PC that would appear the most knowledgeable, 
  using your own discretion. This decision should be made 
  based on physical appearance so, for example, a monk 
  may appear to be a wizard or a paladin may appear to be a 
  cleric.  
   
  Information obtained in Estuare, has led you to the 
  second of the three small villages which join to make
  up Niederschlauss: Dreichen. The current Voormann, 
  Orgus Bildgear, was born and served as mayor of 
  Dreichen for many years. The main square features a 
  large statue of h m, which can be seen over the village 
  walls and even out on the Lake Quag Estuary. 
  Dreichen appears to be larger and support a group of 
  relatively wealthier residents; the folk here are well 
  dressed. 
   
   
  i
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  The PCs arrival in this village does not go unnoticed. 
  Kaprilla, the recruiter, has been traveling the area looking 
  for likely individuals. The town is close to Traft so is 
  slightly larger than those the PCs have been through up 
  to this point. The recruiter, currently presenting herself 
  as a traveling merchant, has not attracted undue 
  attention.   
   
  PCs can ask around in the village about the group. 
  They discover that it has been a little over a month since 
  the group came through. It consisted of thirteen 
  individuals. Eleven of them wore normal clothing while 
  two wore armor with holy symbols. The holy symbols 
  were those of Pelor and Mayaheine, by description 
  (Knowledge [Religion] DC 10).  
   
  Later that evening, Kaprilla approaches the selected 
  PC. She is attempting to test their knowledge and 
  suitability for her master’s purposes. What she tells the 
  PCs, however, is that she is looking for adventurers for a 
  task but wants to make sure those selected can use their 
  most potent weapon – their mind – rather than just sling 
  a sword or axe. She emphasizes discretion mainly because 
  she doesn’t want the group set up to subdue her recruits 
  to be overwhelmed.   
   
  Sometime during the night, a note is slid under the 
  door of the appropriate PC(s) asking them to meet her 
  about a job. The time and place are set for the following 
  day in the town’s small tavern. Take each of the PCs aside 
  separately for this meeting. She is not interested if more 
  than two PCs arrive together, as she explains she cannot 
  afford to hire more than two. Once the PC arrives, she 
  explains as below. 
   
  “My name is Kaprilla.  I deal with all manner of 
  unusual objects.  I own an interest in a mine in the 
  Sepia Uplands. Not that long ago our miners came 
  into an area which was sealed from further 
  exploration by a series of – or at least two – riddles. 
  We were able to solve the first but only after severe 
  injury. Fol owing that, nei her my colleagues nor the 
  miners were willing to proceed further but I suspect 
  additional work in the area to be quite lucrative. I am 
  hoping by bringing in an expert or scholar we can 
  solve these riddles, thus allowing access with minimal 
  injury to those involved. You struck me as an 
  intelligent, knowledgeable sort and it occurred to me 
  that you may be able to help me out. Are you 
  interested in a short-term employment opportunity? 
  You would not need to do more than study riddles in 
  a position of safety, and let me know the answer (and 
  reasoning!) in order to receive your pay. What do you 
  say?”   
   
  If the PC declines interest, she expresses disappointment 
  and asks if they know anyone else who may be interested. 
  If the PC answers in the affirmative, she continues as 
  below: 
  “Excellent.  Now I want to make sure you have the 
  necessary skills.  You understand I am sure. I am 
  going to give you the original riddle we ran across 
  and if you can solve it within a reasonable amount of 
  time then you can have the job.  I will pay you 50 gold 
  now, as a surety, and 100 gold for each riddle you are 
  able to solve in the future.  Is this agreeable?” 
   
  She is not willing to negotiate the original price (since 
  she has limited funds on her), but with pressure from the 
  PC will go as high as 200 gold for each additional riddle, 
  especially since she knows there are no other riddles! At 
  the same time, in order to appear legitimate, she is careful 
  to negotiate with the PC and drive a hard bargain. Once 
  the terms have been agreed upon, give them Player 
  Handout #1.  If PCs ask about the second riddle, she 
  explains: “The alphabet used was unfamiliar to me and 
  to those with me, so we considered making rubbings 
  of the writing. Unfortunately, due to the length of 
  the riddle, that idea was just not feasible.” 
  IUZ5-04 Plane Thinking  
   
  Page 5 
  
   
  PCs may attain additional clues with successful 
  Knowledge (The Planes) checks, as outlined below.  Give 
  up to a +5 circumstance bonus for attempts to research 
  the riddle earlier based on either consultation with 
  another PC or information gained from Jebeddo.   
  • 
  DC 10: The spokes of the wheel refer to the 
  outer planes, which can be represented as a 
  wheel. 
  • 
  DC 15: Most of the outer planes have more than 
  one layer, so they could be represented 
  numerically. 
  • 
  DC 20: The Abyss has infinite layers, so the 
  answer likely refers to the plane on the wheel 
  that is directly opposite the Abyss.   
  • 
  DC 25: Allow the player of the PC to reference 
  books such as the Planar Handbook or Manual 
  of the Planes for assistance in solving the riddle.  
   
  Encourage the player to solve the riddle on their 
  own, but a successful Knowledge – Planes (DC 35) solves 
  the riddle automatically. Keep in mind that Knowledge 
  skills cannot be made untrained unless the PC has some 
  type of special ability allowing them to do so.   
   
  The answer to the riddle is Celestia. The first two 
  lines of the riddle establish the pattern of addition. For 
  example, adding the number of layers of Hades with the 
  number of layers of the Beastlands gives the number of 
  layers of Carceri. The third line tells how many layers are 
  in the answer (seven). The fourth line references the 
  wheel for positioning. It also explains that the correct 
  answer is the opposite of a plane with more layers than all 
  the others added together. This is a reference to the 
  Abyss, which has an infinite number of layers.  
   
  Creatures:  
  All APLs (EL 11) 
  Kaprilla: Naztharune Rakshasa; hp 93; see Appendix 
  Five. 
   
  The Iuzian recruiter appears to be an Oeridian woman 
  with blond hair and brown eyes.  Since her last meeting, 
  she has lightened her hair and otherwise disguised 
  herself so to the casual observer does not appear exactly 
  as described by Jebeddo. However, an observant or astute 
  PC may realize the likelihood of at least some 
  resemblance to the recruiter mentioned by Jebeddo. 
  Kaprilla is actually a naztharune rakshasa who is assisting 
  the Iuzian rulers purely for monetary reasons and has 
  little knowledge – or care – of what happens to those she 
  convinces to join the cause. She is charming; a skilled 
  shyster and manipulator.   
   
  Tactics: Kaprilla is not interested in fighting the PCs 
  at this time, as she is alone and was not hired – nor is she 
  paid – for combat. If attacked, she flees as soon as 
  possible.  
   
  Treasure: Kaprilla pays the selected PC 50 gp for 
  successfully solving the riddle and agreeing to the terms 
  of further employment (4 gp each). 
   
  Development: If none of the PCs attend this 
  meeting or if none of the PCs who attend are able to solve 
  the riddle, then proceed to Encounter 2B. Otherwise, 
  proceed to Encounter 3. 
   
  Encounter Two B: 
  Another Recruit 
  This encounter is used if none of the PCs agree to meet 
  with Kaprilla, or if they are unable to solve the riddle 
  themselves. It should occur at some point prior to the 
  PCs leaving the village of Dreichen. 
   
  An attractive middle aged man with dark but graying 
  hair and kind brown eyes frowns as he studies a piece 
  of parchment. Slowly he strokes his chin in thought, 
  brushing against a copper heart-shaped mask symbol, 
  which swings gently in front. Watching him with 
  narrowed eyes is an Oeridian woman with blond hair
  and brown eyes. Suddenly, the man smiles and says 
  something to the woman, who nods to him. The two 
  shake hands before standing and moving together 
  toward the edge of town, talking quietly.      
   
   
   
  Axzen, the man mentioned above, is the newest attempt 
  at a “recruit” for Kaprilla. Adjust the text above as needed 
  based on PC activities in the village. For example, if the 
  PCs ask to visit the temple in town, he is encountered 
  there. If the PCs pretty much just stick around the inn 
  until they depart, this encounter occurs there.  PCs who 
  succeed at a Listen check (DC 20) hear that the word he 
  said was Celestia (the correct answer to the riddle).  
   
  Creatures:  
  All APLs (EL 12) 
  Kaprilla: Naztharune Rakshasa; hp 93; see Appendix 
  Five.  
  Axzen: Male human Clr9; hp 66; see Appendix Five. 
   
   
  Axzen: Axzen is a cleric of Rao traveling through the 
  area on his way back from a visit to family in Veluna. He 
  lives in Perrenland but travels quite a bit on various 
  adventures and tasks. He has just agreed to assist Kaprilla 
  on her task. Note that Kaprilla gave him the same story 
  about copper mines in the area (see Encounter Two for 
  more details).  
  IUZ5-04 Plane Thinking  
   
  Page 6 
  
   
  Kaprilla: The Iuzian recruiter appears to be an 
  Oeridian woman with blond hair and brown eyes.  She 
  has lightened her hair and otherwise disguised herself so 
  to the casual observer does not appear exactly as 
  described by Jebeddo.  However, an observant or astute 
  PC may realize the likelihood of at least some 
  resemblance to the recruiter mentioned by Jebeddo. 
  Kaprilla is actually a naztharune rakshasa who is assisting 
  the Iuzian rulers purely for monetary reasons and has 
  little knowledge – or care – of what happens to those she 
  convinces to join the cause. She is charming; a skilled 
  shyster and manipulator.   
   
  Tactics: Kaprilla is not interested in fighting the PCs 
  at this time, as she is alone and was not hired – nor is she 
  paid – for combat. If attacked, she flees as soon as 
  possible. 
   
  Treasure: None.  
   
  Development: At this point, Kaprilla and Axzen are 
  heading toward the caves north of the village. PCs may 
  choose to follow but should do so at a distance unless 
  they wish to arouse suspicion. 
   
  Encounter Three: 
  More Recruiters 
  PCs are either following Kaprilla and Axzen (Encounter 
  2-B) or traveling with her. Regardless, she leads them to 
  the nearby hills. The journey will take the PCs a full days 
  journey, unless some other means are taken to shorten 
  the time (e.g. magical means, etc). The PCs pass nearby 
  (but not through) a gnomish settlement called Kottsmort 
  (Knowledge – Geography DC 15), which is in the Sepia 
  Uplands.  
   
  The text below assumes the PCs are traveling with 
  Kaprilla; 
  if 
  they 
  are 
  following 
  behind, 
  some 
  modifications of the text will likely be needed. In this 
  encounter, the PCs are walking into an ambush (of either 
  themselves or Axzen). Assuming the party is successful in 
  defeating the recruiters, they can explore the cave area 
  and pick up some clues for where the “recruits” are being 
  sent. If the PCs are not successful, then they are 
  transported unconscious to the holding facility.  
   
  Kaprilla leads you deeper into the nearby hills. 
  Pausing a moment, she scans the area as though 
  looking for something, then moves confidently 
  towards a small cave-like opening in the side of one of 
  the hills. “The mine is just inside…” she comments. 
  [Pause a moment here, as Kaprilla certainly allows PCs to 
  enter the cave first, if they wish to or offer. She knows 
  about the ambush and prefers to actually enter last but 
  does not reveal this to the PCs].  Turning to smile at 
  you, she moves into the darkened cave.   
   
  This is a natural cavern converted to use by the 
  minions of Old Wicked. See DM Aid: Map of Cave for 
  specifics. If the PCs are accompanying Kaprilla, she 
  moves directly toward the false doors as though to show 
  them to the PCs. Once the PCs have come even with the 
  fire pit, the remainder of the team attacks them from 
  ambush. PCs who specifically report approaching the 
  area cautiously, looking for enemies may be given a Spot 
  check (opposed by the team’s Hide check, assuming they 
  each received a 15 on this check, with a +5 circumstance 
  bonus for preparing the ambush) to avoid being 
  surprised.   
   
  Creatures: Waiting around a bend in the cavern near 
  the fire pit (see map for details) is the remainder of the 
  “recruitment team.” Phineas is a former “recruit” himself 
  and previously was a cleric of St. Cuthbert from 
  Littleberg in Furyondy. The other two came into the 
  service of Iuz naturally, as their desire for power was 
  stronger than their concern for their fellow man.  
      
  APL 10 (EL 13) 
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar4; hp 80; see Appendix One.  
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist3; hp 
  73; see Appendix One.  
  Phineas: Male human Clr10; hp 73; see Appendix One.  
   
  APL 12 (EL 15) 
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar6; hp 96; see Appendix Two.  
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist5; hp 
  87; see Appendix Two.  
  Phineas: Male human Clr10/Thaumaturgist2; hp 87; 
  see Appendix Two. 
   
  APL 14 (EL 17) 
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar8; hp 112; see Appendix Three.  
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist7; hp 
  101; see Appendix Three.  
  Phineas: Male human Clr10/ Thaumaturgist4; hp 97; 
  see Appendix Three. 
   
  APL 16 (EL 19) 
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr4/Tactical 
  Soldier1/Justiciar8; hp 128; see Appendix Four.  
   
   
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist9; hp 
  115; see Appendix Four.  
  Phineas: Male human Clr11/ Thaumaturgist5; hp 125; 
  see Appendix Four. 
  Nalfeshnee: Phineas cohort; hp 175, see Monster 
  Manual p. 45. 
  IUZ5-04 Plane Thinking  
   
  Page 7 
  
   
  Tactics: Assuming she enters the cave first, Kaprilla 
  moves directly through the cave to the teleportation 
  circle and exits to report to her superiors, using shadow 
  jump from an area about ten feet away to help hide the 
  secret door location. PCs are not expected to engage her 
  in combat but if they interfere with her ability to exit, she 
  uses her skills to the best of her ability, focusing on 
  escape. If the PCs are following Kaprilla and Axzen they 
  see both individuals enter the cave and move towards the 
  back.  Axzen is immediately knocked unconscious by 
  Pedrel then taken by Kaprilla out of the caves through 
  the teleportation circle. 
   
   
  If Kaprilla does not enter the cave first, she instead 
  flees from the area as soon as the ambush occurs, feigning 
  fear and surprise. She uses her shadow jump ability to 
  avoid leaving an obvious trail. The other recruiter’s 
  purpose is primarily to subdue the PCs and return with 
  them to the complex in the north. To that end, Cheyanna 
  and Pedrel close for melee, focusing on the PC who 
  appears to best meet their criteria: a mage by preference, 
  followed by a cleric. Once those individuals are subdued, 
  they begin using real damage on the other PCs, 
  particularly those who have been most effective up to 
  that point. Cheyanna uses her flanker ability to assist 
  Pedrel. Pedrel uses his sacred flames ability as soon as 
  possible once they begin doing real damage. Phineas 
  stays back out of melee as long as possible, playing a 
  support role and beginning with spells which immobilize 
  the PC he focuses on. Again, he focuses first on any 
  wizard, followed by clerics. Once he runs out of 
  immobilizing spells, he summons creatures to fight 
  against the remaining PCs. Note that because he has 
  precast tongues, he is able to easily communicate with 
  any creature he summons. If forced into melee, he 
  attempts to step back and buff himself with his most 
  effective buff spell for one round before commencing 
  with melee combat. It should be noted that at APLs 14 
  and 16, he has a contingent conjuration of his highest 
  level summoning spell which goes off as soon as he is 
  attacked. The summoned creature defends him for the 
  remainder of the combat or until slain. 
   
   
  Treasure:  
  APL 10: Loot – 133 gp, Coin – 0 gp, Magic – +1 mithril 
  chain shirt (175 gp each), bracers of armor +1 (83 gp 
  each), +1 club (191 gp each), +1 heavy wooden shield (96 
  gp each), 2 scrolls of morality undone (187 gp each), 
  boots of striding and springing (458 gp each). 
  APL 12: Loot – 133 gp, Coin – 0 gp, Magic – +1 mithril 
  chain shirt (175 gp each), bracers of armor +1 (83 gp 
  each), +1 club (191 gp each), +1 heavy wooden shield (96 
  gp each), 2 scrolls of morality undone (187 gp each), 
  boots of striding and springing (458 gp each), boots of the 
  winterlands (208 gp each), wand of hold person (375 gp 
  each). 
  APL 14: Loot – 133 gp, Coin – 0 gp, Magic – +1 mithril 
  chain shirt of moderate fortification (1425 gp each), 
  bracers of armor +1 (83 gp each), +1 club (191 gp each), +1 
  heavy wooden shield (96 gp each), 2 scrolls of morality 
  undone (187 gp each), boots of striding and springing 
  (458 gp each), boots of the winterlands (208 gp each), 
  wand of hold person (375 gp each). 
  APL 16: Loot – 133 gp, Coin – 0 gp, Magic – +1 mithril 
  chain shirt of moderate fortification (1425 gp each), 
  bracers of armor +1 (83 gp each), +1 club (191 gp each), +1 
  heavy wooden shield (96 gp each), 2 scrolls of morality 
  undone (187 gp each), boots of striding and springing 
  (458 gp each), boots of the winterlands (208 gp each), 
  wand of hold person (375 gp each), ring of protection +2 
  (666 gp each). 
   
   
  Development: 
  PCs 
  who 
  have 
  defeated 
  the 
  “recruiters” can look around the area as well for 
  additional clues before proceeding on.   
   
  Further inspection of the false doors with the riddle 
  (or any attempt to actually open them) quickly identifies 
  them to be false doors (Search DC 20). Skilled PCs 
  (Knowledge [Architecture and Engineering] DC 20 or 
  Search [with stonecunning] DC 25) also realize them to 
  be newly constructed.  
   
  A thorough Search (DC 30) of the area reveals a 
  secret door. A short passage leads to a slightly smaller 
  cavern with various pieces of equipment arrayed about. 
  This equipment consists of six sets of warm clothing (e.g. 
  cold weather outfits), four furs over-wraps, three pair of 
  snow shoes and six winter blankets. Thrown aside in a 
  corner inside an old sack, PCs may also find (Search DC 
  15), several discarded clerical vestments to fit various 
  races and body types.  Inside another sack next to that 
  one is a pile of holy symbols made of differing metals, 
  including one of each of the following deities: 
  Heironeous, Pelor, Mayaheine, Ehlonna, as well as three 
  for Wee Jas, two for Delleb, two for Beory and four for 
  Boccob.   
   
  A narrow opening on the far side of the cavern leads 
  to an even smaller chamber. Note that the passage 
  narrows to about one foot wide in places, such that 
  medium creatures must squeeze through and large 
  creatures are unable to pass (barring use of magic such as 
  stone shape, etc). The cavern beyond contains a 
  permanent teleportation circle used to transport 
  individuals to an area near the northern complex. The 
  five-foot diameter circle is in the corner of the room on 
  an area constructed of black obsidian, rather than the dirt 
  or stone found up to this point. The circle remains 
  inactive until activated. 
  IUZ5-04 Plane Thinking  
   
  Page 8 
  
   
  Behind the circle is a representation of a burning 
  inferno, flames leaping wildly among various fire 
  creatures. The fresco is an artist’s rendering of the 
  elemental plane of fire. Like the riddle earlier, the circle 
  here is activated through opposites. The picture 
  represents fire, so the circle is activated by water.  Merely 
  splashing some water on the circle activates it for a 
  minute. (It must be water; other liquids do not work). 
  PCs who look carefully (Search DC 15 or Spot DC 20) 
  notice the circle is wet, which may give them a clue as to 
  what is needed. 
   
  Encounter Four: 
  Snow and Ice 
  With a blink of the eye you are standing outside 
  amidst snow-covered hills. Biting cold wind roars 
  about you, swir ing the snow and obscuring v sion. 
  l
  i
   
  The PCs have been transported to the far north of the 
  continent, into the Land of Black Ice. The intense cold 
  here has certain effects on the unprotected. The ground 
  is covered with snow, ice and occasionally rock; no 
  vegetation can be seen. Currently there is a severe 
  snowstorm. While outdoors, PCs are in an area of 
  extreme cold (increased by one step from severe cold due 
  to wind chill). Decreasing the wind speed decreases the 
  level of cold by one step (e.g. back down to severe cold). 
  This increases to unearthly cold if PCs do not locate 
  shelter by night. See Judge Aid 4 for specific effects on 
  the PCs. Remember PCs can avoid or minimize many of 
  these effects with proper protection, such as endure 
  elements spells (for the cold) and eye protection (for 
  snow blindness).  Regardless, PCs are moving through 
  the deep snow and suffer minor impediments (each 
  square counts double, five-foot steps are not possible and 
  Tumble DCs increase by 2). Movement of large creatures 
  is unaffected.  
   
  More 
  than 
  likely, 
  PCs 
  went 
  through 
  the 
  teleportation device shortly after the completion of the 
  combat. If this is the case, a successful Search or Survival 
  check (DC 25) reveals evidence of tracks in the snow. PCs 
  with the ability to Track can follow the trail left by 
  Kaprilla. They need to make two Survival checks (DC 25) 
  to follow her trail for an hour. PCs meet up with the 
  creatures noted below after an hour, halfway to the 
  complex. PCs that are not successful in following the trail 
  need to locate the complex through Searching. This 
  doubles the time needed to find the complex (for a total 
  of four hours).       
   
  PCs that do not follow Kaprilla through the 
  teleportation device relatively quickly (any delay of four 
  hours or more) discover that the wind has obliterated her 
  tracks completely over that time span. Within that time 
  span, tracking is still possible but subsequently more 
  difficult (-2 circumstance modifier to the Survival check 
  for each hour delay).   
   
  Creatures: As noted earlier, after an hour travel, PCs 
  come upon a small group of locals that serve as scouts for 
  the minions of Iuz. The giants and their tlalusk pets 
  (mounts at APLs 14 and 16) attack immediately if none of 
  the PCs bear symbols of Iuz or if any other holy symbols 
  are visible.  PCs attempting to present themselves as 
  previously recruited by the Old One may attempt to 
  resolve this encounter through Diplomacy.  In that case, 
  they need to successfully Bluff the giants (DC 20). The 
  giants begin with a hostile attitude toward the PCs.  In 
  order to avoid combat (as this would be ignoring direct 
  orders), PCs must change their attitude to friendly 
  (Diplomacy DC 35) and should role-play out this 
  interaction. Note if this check is failed, the giants 
  immediately attack and cannot be persuaded otherwise.    
   
  The following description of a tlalusk is taken from 
  Frostburn: “Huge and powerful, this horselike creature 
  has six strong legs and is covered in short white fur. A 
  pair of curving horns and two razor-sharp tusks jut from 
  its fearsome head.”   
   
  APL 10 (EL 11) 
  Frost Giants (2): hp 133; see Monster Manual.  
   
  APL 12 (EL 13) 
  Tlalusk: hp 168; see Appendix Two. 
  Frost Giants (2): hp 133; see Monster Manual. 
   
  APL 14 (EL 15) 
  Tlalusks (2): hp 168; see Appendix Three. 
  Frost Giants (2): Ftr2; hp 187; see Appendix Three. 
   
  APL 16 (EL 17) 
  Tlalusks (3): hp 168; see Appendix Four. 
  Advanced Frost Giants (2): Ftr2; hp 235; see 
  Appendix Three. 
  Advanced Frost Giant Leader: Ftr4; hp 261; see 
  Appendix Three. 
   
  Tactics: At APL12 and above, the tlalusk begins with a 
  move toward the PCs, followed by its sonic attack. At all 
  APLs, the giants attempt to utilize melee attacks if 
  possible, positioning themselves so as many PCs as 
  possible are within their threatened area.  
   
   
  Treasure: 
  APL 10: Loot – 40 gp, Coin – 0 gp, Magic – none. 
  APL 12: Loot – 40 gp, Coin – 0 gp, Magic – none. 
  APL 14: Loot – 40 gp, Coin – 0 gp, Magic – none. 
  IUZ5-04 Plane Thinking  
   
  Page 9 
  
  APL 16: Loot – 60 gp, Coin – 10 gp, Magic – mattock of 
  the titans (1945 gp each). 
   
  Development: At this point, reaching the complex 
  requires another hour’s travel as well as a successful 
  Survival check (DC 25) for those tracking, at which point 
  they can easily find the entrance by following other 
  tracks as well. Those not able to follow tracks successfully 
  must spend two hours searching for the entrance. Refer 
  to the Judge Aid for information on the effects on PCs. 
   
  Encounter Five: 
  The “Training” Complex 
  At this point, the PCs have located the northern complex. 
  Once PCs decide to enter, proceed below. Remember to 
  track the amount of time spent at this point if PCs cast 
  any preparatory spells. 
   
  Stepping into the side of the cave, you find yourself 
  in a passage lined with ice. Despite the cool ook of 
  the interior, the shelter from the howl ng wind 
  outside results in a more comfortable temperature.  
  While the right side of the passage is carefully 
  constructed, the left side appears roughly-hewn, as 
  though the creators have yet to finish the 
  construction.  Lining the right side of the passage is a 
  series of four doors.  
  l
  i
  i  l
  i
  i  
   
   
   
  See Map of Complex in the DM Aid to clarify where 
  the PCs are at any one time. The floors inside the 
  complex are hewn stone. Unless noted otherwise, the 
  construction is as follows:  
   
  Iron Doors: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28. 
   
  Secret Doors (stone): 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. Search DC 30.  
   
  Masonry Walls: 1 ft. thick, hardness 8; hp 90; AC 5; 
  Break DC 35. 
   
  Specific information on rooms is provided below.  
   
  Room A: 
   
  The recruiters use these rooms when circumstances 
  force them to stay in the complex overnight. Each room 
  is fairly generic and could be used by multiple 
  individuals. None of the rooms are currently occupied. 
  All contain typical bedchamber furniture: a bed, trunk 
  and desk with chair. Each room also contains a weapon 
  and armor rack. 
   
  Room B: 
   
  The frost giant guards, currently on patrol, use this 
  larger chamber. PCs have already encountered the 
  guards. There are three beds covered with smelly furs, 
  each with a chest next to it. There is also a large sized 
  weapon rack and three armor stands. There is refuse 
  scattered about the room; the giants are not good 
  housekeepers. The secret door in the room leads to a 
  small chamber containing another teleportation circle, 
  which transports back to the cave PCs came from. 
   
  Room C: 
   
  This room serves as kitchen, pantry and dining area. 
  A single fireplace lines the external wall. A large table 
  used for preparation sits in the room, as well as cupboard 
  containing dishes, pots and pans. There are two human-
  sized tables, each with six chairs, as well as one giant-
  sized table with four chairs. The frost giant guards keep 
  the supplies to feed and care for their pet tlalusks in the 
  small chamber off to the side; it contains stacks of roots 
  and tubers.  
   
  Room D: 
   
  These rooms are reserved for those who care for and 
  “convert” (e.g. torture and/or attempt to enspell) the 
  captives. The secret door in one of the rooms leads to the 
  stairway down, where the prisoners are kept. The room 
  with the secret door belongs to Zenna, and is described 
  below. The other is where Iannek stays. 
    
  Opening the door reveals a finely appointed 
  bedchamber. Regarding you steadily near the center 
  of a room s a arge half-orc, in a finely pol shed chain 
  shirt bearing a holy symbol of Iuz. In his hands s a 
  greatsword. He smiles at you, revealing pointed teeth. 
  Some distance behind him is a beautiful dark-haired 
  woman dressed in black with silvered belt, bracelet 
  and necklace. A fine cloak, also black, hangs from her 
  shoulders and a crossbow hangs at her side. 
  Creatures: 
  APL 10 (EL 12) 
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar2; hp 
  69; see Appendix One.  
  Zenna: Female human Mnk2/Sor8; hp 57; see 
  Appendix One.  
   
  APL 12 (EL 14) 
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar4; hp 
  85; see Appendix Two.  
  Zenna: Female human Mnk2/Sor10; hp 79; see 
  Appendix Two.  
   
  APL 14 (EL 16) 
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar6; hp 
  101; see Appendix Three.  
  IUZ5-04 Plane Thinking  
   
  Page 10 
  
  Zenna: Female human Mnk2/Sor10; hp 93; see 
  Appendix Three. 
   
  APL 16 (EL 18) 
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar8; hp 
  117; see Appendix Four.  
  Zenna: Female human Mnk2/Sor12; hp 105; see 
  Appendix Four.  
   
  Tactics: Iannek focuses his attacks on one PC until that 
  PC falls. He begins with whoever attacked him first and 
  dealt the most damage, using his smite ability each round 
  until it is exhausted.  He prefers his greatsword, but will 
  switch to slam attacks if advantageous. Zenna stays out of 
  melee if at all possible, using spells to her best advantage 
  and attempting to injure as many PCs as possible, while 
  not harming Iannek. 
   
  Treasure: Note that PCs are unable to utilize or gain 
  benefit from Zenna’s robe, due to its evil affiliations. 
  Therefore, it is not included in the treasure outlined 
  below.  
  APL 10: Loot – 7 gp, Coin – 0 gp, Magic – chain shirt +1- 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each). 
  APL 12: Loot – 7 gp, Coin – 0 gp, Magic – chain shirt +1- 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), amulet of health +2 (333 gp 
  each). 
  APL 14: Loot – 7 gp, Coin – 0 gp, Magic – chain shirt +1- 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), amulet of health +2 (333 gp 
  each), lesser metamagic rod of empower (750 gp each). 
  APL 16: Loot – 7 gp, Coin – 0 gp, Magic – chain shirt +1- 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), amulet of health +2 (333 gp 
  each), lesser metamagic rod of empower (750 gp each). 
   
  Room E: 
   
  This large chamber is a fine temple to Iuz. Two rows 
  of six pews line the walkway to a black obsidian altar, 
  etched with the symbol of the dark god. The area is under 
  the effects of an unhallow spell. There is currently no one 
  present. 
   
  Stairs Down: 
   
  The secret door leads to a stairwell going down 
  where the prisoners are kept. At the foot of the stairs are a 
  series of eight cells, four to a side. The solid iron doors are 
  constructed with very well made locks (Open Lock DC 
  35). Prisoners are chained and manacled to the walls 
  (Open Locks DC 20). There are torture implements in a 
  large open area at the end of the hall. Unbeknownst to 
  them, those in the cells are awaiting the arrival of a 
  wizard. He is the one who uses the mindrape spell to gain 
  any previously undisclosed information and make the 
  alignment change permanent. 
  • 
  Cells 1, 5 and 7 are empty. If PCs are captured, 
  they are split between those cells.  
  • 
  Cell 2 contains Axzen, if PCs followed him here. 
  Otherwise, it is empty as well. If Axzen is 
  present, he has been knocked unconscious but 
  is otherwise well, having made his saving throw 
  versus morality undone. If the PCs rescue him, 
  he is happy to return home.  
  • 
  Cell 3 contains the bloodied, scarred and burned 
  body of a captured cleric of Heironeous, Haydel 
  (human male Clr9). Haydel has succeeded on all 
  his saves and resisted verbal persuasion so the 
  minions of Iuz have turned to physical methods 
  of persuasion. He has been here the longest of 
  the current set of prisoners, about two months. 
  He is currently at –5 hp, but stable. He requires 
  healing before he would be able to accompany 
  PCs out of the complex.  
  • 
  Cell 4 contains the original object of this quest: 
  Corrik, Wiz8. Corrik has failed his saving throw 
  versus morality undone and is currently NE. He 
  has been receiving instructions as well as 
  pleasant treatment and is not certain he wants 
  to leave. He has, in fact, embraced the new 
  alignment and adopted it as his own. However, 
  he is intelligent enough to play along with the 
  PCs as though he has resisted up to this point. 
  Of course, PCs may realize something is up 
  given that he appears in good health (no 
  evidence of torture) or if they detect evil.  
  • 
  Cell 6 contains another wizard of the group who 
  arrived with Corrik. Her name is Ullana 
  (human female Wiz8). She just failed her save 
  versus morality undone (now LE) for the first 
  time earlier in the day, but has not received 
  instructions yet.  
   
  Development: Once the PCs have defeated the jailors, 
  they can easily free the others. They can then use the 
  teleportation circle to return with the others to the cave 
  in Perrenland or, barring discovery of the teleportation 
  circle, they must travel back on foot. PCs traveling back 
  on foot (and unable to otherwise decrease travel time, 
  through methods such as teleport), must expend one 
  time unit for the additional travel time. 
  IUZ5-04 Plane Thinking  
   
  Page 11 
  
  Encounter 6: 
  Gift of the Gnomes 
  After the characters have rested up and spent a night or 
  two in a warm bed, a gnome hailing from the Yatil 
  Mountains visits each PC individually. The gnome knows 
  the identity of the character, and the read-aloud text 
  below can be paraphrased to include that information. 
  Read the following to the players: 
   
  Your last adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with gold stitching waves you down. As 
  he approaches, his face beams with the delight of 
  your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome Vale. 
  The Laird Gwaylar, our headman, has sent me to 
  search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
   
  l
  l
   
  l
  l
  l
   
  Clegin pul s a polished gemstone from one of his 
  robe pockets. The gem has a symbol of arcane power 
  etched in its face. “Please, take this. It is now but an 
  interesting bauble, but I have the power to enchant it 
  into something that would be of greater use than 
  exchange for mere coin. When the time is right, you 
  might find yourself on the path to my home, and 
  then, as is foretold, you will aid my people who have 
  been beset upon by evils thought vanquished. If you 
  are successful in your task to be, I shall reward you by 
  awakening the arcane power within the gem I offer. I 
  and my people thank you for al  you’ve done, and all 
  you’ve yet to accomplish.” 
  If the character accepts the gemstone: 
  Clegin hands you the gemstone. The same smi e plays 
  upon his face as when he first greeted you. “I have 
  others to seek out. Soon, our paths shal  cross again, 
  brave one.” He turns from you, and walks down the 
  street, disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
  A ook of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
   
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, our 
  paths shall meet again. I am certain that something 
  can be arranged at a later time. I must leave now; I 
  have others to seek out. Good day to you, brave one.” 
  He turns from you, and walks down the street, 
  disappearing in the crowd. 
   
  Characters can make a Knowledge Geography (DC 20) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains. Clegin has more errands to run, and can’t sit 
  and chat any longer with the character. If pressed for 
  more information, he simply says that all will be revealed 
  in due time. 
  If a character accepts the gift, they receive the 
  Gnome Vale gemstone listed on the Adventure Record. If 
  they refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. If a character 
  already has a gemstone, they may receive a second (or 
  third) gemstone if it is of a different color than the ones 
  already possessed by the character. A character may not 
  possess more than one of the same color gemstone. 
  Proceed to the appropriate conclusion. 
   
  Conclusion 
  Conclusion A: The PCs free all the prisoners and 
  use the teleportation circle to return.  
  You feel you have accomplished much in the past 
  week. Reetha was very thankful to you for assisting 
  her brother to again get into contact with her, 
  although she comments that the experience seems to 
  have left a mark on him…he is not the same man he 
  was. Despite this, there is comfort in the thought that 
  not only have you succeeded in freeing several 
  prisoners of Iuz, but you have discovered and put out 
  of commission an important training outpost. One 
  wonders for what purpose Iuz was recruiting these 
  individuals, and why the riddle about the planes?    
   
  For saving the prisoners, PCs receive the Gratitude of 
  Reetha as well as the Favor of Haydel. 
  Conclusion B: The PCs free all the prisoners but 
  are unable to locate the teleportation circle, 
  returning by foot.  
  You feel you have accomplished much in the past 
  several weeks. Though the journey back was long and 
  arduous, Reetha was very thankful to you for assisting 
  IUZ5-04 Plane Thinking  
   
  Page 12 
  
  her brother to again get into contact with her, 
  although she comments that the experience seems to 
  have left a mark on him…he is not the same man he 
  was. Despite this, there is comfort in the thought that 
  not only have you succeeded in freeing several 
  prisoners of Iuz, but you have discovered and put out 
  of commission an important training outpost. One 
  wonders for what purpose Iuz was recruiting these 
  individuals, and why the riddle about the planes?    
   
  For saving the prisoners, PCs receive the Gratitude of 
  Reetha as well as the Favor of Haydel. 
  Conclusion C: The PCs do not free the prisoners 
  You return to the southern lands with sad news. You 
  were unable to locate Reetha’s lost brother. She was 
  very disappointed in this. Despi e this, she sends you 
  word a couple months later that her brother wrote 
  her and is doing well, studying hard and working for 
  some army in the north. She thanks you for your 
  efforts.   
  t
   
  As PCs did not save the prisoners, they receive no favors. 
  Please mark off all favors from the AR.  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat the “recruiters” 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
   
  Encounter Four 
  Defeat the giant patrol 
   
  APL10 330 xp 
   
  APL12 390 xp 
   
  APL14 450 xp 
   
  APL16 510 xp 
   
  Encounter Five 
  Defeat the minions in the complex 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
   
  Story Award 
  Solved the planes riddle  
   
  APL10 50 xp 
   
  APL12 60 xp 
   
  APL14 70 xp 
   
  APL16 80 xp 
   
  Rescued the prisoners  
   
  APL10 180 xp 
   
  APL12 205 xp 
   
  APL14 230 xp 
   
  APL16 255 xp 
   
  Discretionary roleplaying award 
   
  APL10 40 xp 
   
  APL12 50 xp 
   
  APL14 60 xp 
   
  APL16 70 xp 
   
  Total possible experience: 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  APL14 1800 xp 
   
  APL16 2025 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  IUZ5-04 Plane Thinking  
   
  Page 13 
  
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three 
   
  APL 10: L: 133 gp; C: 0 gp; M: 1190 gp – mithril 
  chain shirt +1 (175 gp each), bracers of armor +1 (83 gp 
  each), club +1 (191 gp each), heavy wood shield +1 (96 gp 
  each), 2 scrolls of morality undone (187 gp each), boots of
  striding and springing (458 gp each). 
   
   
   
   
   
   
   
  APL 12: L: 133 gp; C: 0 gp; M: 1773 gp – mithril 
  chain shirt +1 (175 gp each), bracers of armor +1 (83 gp 
  each), club +1 (191 gp each), heavy wood shield +1 (96 gp 
  each), 2 scrolls of morality undone (187 gp each), boots of
  the winterlands (208 gp each), boots of striding and 
  springing (458 gp each), wand of hold person (375 gp 
  each). 
   
  APL 14: L: 133 gp; C: 0 gp; M: 4356 gp – +1 mithril 
  chain shirt of moderate fortification (1425 gp each), 
  bracers of armor +1 (83 gp each), club +1 (191 gp each), 
  heavy wood shield +1 (96 gp each), 2 scrolls of morality 
  undone (187 gp each), boots of the winterlands (208 gp 
  each), boots of striding and springing (458 gp each), wand 
  of hold person (375 gp each), pearl of power – fourth 
  level (1333 gp each). 
   
  APL 16: L: 133 gp; C: 0 gp; M: 5688 gp – +1 mithril 
  chain shirt of moderate fortification (1425 gp each), 
  bracers of armor +1 (83 gp each), club +1 (191 gp each), 
  heavy wood shield +1 (96 gp each), 2 scrolls of morality 
  undone (187 gp each), boots of the winterlands (208 gp 
  each), boots of striding and springing (458 gp each), wand 
  of hold person (375 gp each), pearl of power – fourth 
  level (1333 gp each), ring of protection +2 (666 gp each), 2 
  cloaks of resistance +2 (666 gp each). 
  Encounter Four 
   
  APL 10: L: 40 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 40 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 40 gp; C: 0 gp; M: 0 gp 
   
  APL 16: L: 60 gp; C: 0 gp; M: 1945 gp – mattock of 
  the titans (1945 gp each). 
  Encounter Five (Room C):   
   
  APL 10: L: 3 gp, C: 0 gp, M: 1048 gp – chain shirt +1 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), greatsword +1 shock (695 gp 
  each). 
   
  APL 12: L: 3 gp, C: 0 gp, M: 1381 gp – chain shirt +1 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), greatsword +1 shock (695 gp 
  each), amulet of health +2 (333 gp each). 
   
  APL 14: L: 3 gp, C: 0 gp, M: 2131 gp – chain shirt +1 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), greatsword +1 shock (695 gp 
  each), amulet of health +2 (333 gp each), lesser 
  metamagic rod of empower (750 gp each). 
   
  APL 16: L: 3 gp, C: 0 gp, M: 2131 gp – chain shirt +1 
  (104 gp each), cloak of resistance +1 (83 gp each), ring of 
  protection +1 (166 gp each), greatsword +1 shock (695 gp 
  each), amulet of health +2 (333 gp each), lesser 
  metamagic rod of empower (750 gp each). 
  Total Possible Treasure 
  APL 10: L: 176 gp; C: 0 gp; M: 2238 gp - Total: 2414 gp 
  (maximum 2300 gp). 
  APL 12: L: 176 gp; C: 0 gp; M: 3330 gp - Total: 3506 gp 
  (maximum 3300 gp). 
  APL 14: L: 176 gp; C: 0 gp; M: 6663 gp - Total:  6839 gp 
  (maximum 6600 gp). 
  APL 16: L: 196 gp; C: 0 gp; M: 9764 gp - Total: 9960 gp 
  (maximum 9900 gp). 
   
  Special 
  Favor of Haydel: You have saved Haydel from a 
  gruesome fate and he wishes to repay the favor for you. 
  He will speak for you to the superiors of his temple upon 
  his return. The church will arrange for one of the 
  following spells to be cast for the PC: atonement, break 
  enchantment or raise dead. Alternatively, you may 
  request two of the following spells: restoration, remove 
  curse, remove disease, dispel magic, cure critical wounds, 
  neutralize poison. Any of these spells are cast at 9
  th level 
  and you are responsible for providing any necessary 
  material components.  Until this favor is expended, you 
  are deemed to have an Influence Point with the church 
  of Heironeous within the Iuz Border States meta-region. 
  Gratitude of Reetha: Reetha is grateful to you for 
  locating her brother. She has many merchant contacts 
  and can assist you in locating one of the following items: 
  periapt of wound closure, pipes of sounding, slippers of 
  spider 
  climbing, 
  Keoghtom's 
  ointment, 
  ring 
  of 
  protection +3 or cloak of resistance +3 (Frequency: 
  Metaregional). 
  IUZ5-04 Plane Thinking  
   
  Page 14 
  
  Gnome Vale Blue Gemstone: A gnome calling himself 
  Clegin presented you with a well-cut, human’s palm-sized 
  gemstone colored blue. Upon the face is etched a symbol 
  of arcane magic signifying the school of illusion; there is 
  also a lingering aura of this magic upon the gemstone. If 
  sold, it will fetch 50 gold pieces. You do not have to pay 
  for this item. You may only possess one Gnome Vale blue 
  gemstone.  
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 10: 
  • 
  Mithril Chain Shirt +1 (Adventure; DMG; 2100 gp) 
  • 
  Large greataxe (Adventure; PHB, 80 gp) 
  • 
  Large chain shirt (Adventure; PHB, 200 gp) 
  • 
  Greatsword +1 Shock (Adventure, DMG, 8350 gp) 
  • 
  Boots of Striding and Springing (Adventure, DMG, 
  5,500 gp) 
  APL 12 (all of APL 10 plus the following): 
  • 
  Boots of the Winterlands (Adventure; DMG; 2500 
  gp) 
  • 
  Wand of Hold Person (Adventure, DMG, 4500 gp) 
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  Metamagic Rod of Empower, Lesser (Adventure; 
  DMG; 9000 gp) 
  • 
  Pearl of Power – Fourth Level (Adventure, DMG; 
  16,000 gp) 
  • 
  +1 Mithril Chain Shirt of Moderate Fortification 
  (Adventure, DMG; 17,100 gp) 
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  Mattock of the Titans (Adventure; DMG; 23348 gp) 
  • 
  Ring of Protection +2 (Adventure, DMG; 8000 gp) 
  • 
  Cloak of Resistance +2 (Adventure, DMG, 4000 gp) 
   
  IUZ5-04 Plane Thinking  
   
  Page 15 
  
  Appendix One – APL 10 
   
  Encounter Three 
   
   
   
   
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar4; 
  CR 
  10; 
  Medium 
  humanoid 
  (human); HD 3d8+2d10+1d10+4d10+20; hp 80; Init +6; 
  Spd 30 ft; AC 17, touch 12, flat-footed 15; BAB/Grp: 
  +10/+13; Atk: +13 melee (1d8+3/X3, battleaxe) or +12 
  ranged (1d8/X3, longbow); Full Atk: +11/+6 melee 
  (1d8+3/X3, battleaxe) and +11 (1d6+1/19-20, short 
  sword) or +13/8 ranged (1d8/X3, longbow); SA 
  Flanker, bring ‘em back alive, nonlethal strike +2d6, 
  improved grapple, crippling strike; SQ Street savvy +2, 
  Favored enemy (human), wild empathy, combat style 
  (melee); AL LE; SV Fort +11, Ref +6, Will +6; Str 16, 
  Dex 14, Con 14, Int 14, Wis 12, Cha 12.  
   
  Skills and Feats: Bluff +11, Gather Information +9, 
  Hide +12, Jump +7, Listen +11, Move Silently +12, Ride 
  +6, Search +7, Sense Motive +8, Spot +12, Survival +11; 
  Cleave, Close Quarters Fighting, Combat Reflexes, 
  Diehard, Endurance, Exotic Weapon Proficiency 
  (manacles), Improved Grapple, Improved Initiative, 
  Power Attack, Skill Focus (Gather Information), Track, 
  Two Weapon Fighting. 
   
  Flanker (Ex): Cheyanna can designate any 
  adjacent square as the square from which flanking 
  against an ally is determined (including the square 
  where she stands, as normal).  She may designate the 
  square at the beginning of her turn or at any time 
  during her turn.  The designated square for flanking 
  remains her effective square for flanking until she is no 
  longer adjacent to it or until she chooses a different 
  square.  She can even choose a square that is impassable 
  or occupied. 
   
  Bring ‘em back alive (Ex): Cheyanna can deal 
  nonlethal damage with a melee weapon instead of 
  lethal damage with no penalty on the attack roll.   
   
  Nonlethal Strike (Ex): When Cheyanna deals 
  nonlethal damage against a foe she is flanking or who 
  would be denied his dexterity bonus to Armor Class 
  (whether she actually has a dexterity bonus or not) 
  Cheyanna’s attack deals an extra 2d6 points of 
  nonlethal damage. Only a living creature with 
  discernable anatomy is subject to a subdual strike. The 
  justiciar cannot make a nonlethal strike against a 
  creature with concealment.  
   
  Improved Grapple (Ex): Cheyanna receives 
  Improved Grapple as a bonus feat even though she 
  does not meet the pre-requisites. 
   
  Crippling Strike (Ex): When Cheyanna makes a 
  nonlethal strike, she also deals one point of temporary 
  Strength damage.  
   
  Exotic 
  Weapon 
  Proficiency 
  – 
  Manacles: 
  Cheyanna can swing a pair of metal manacles in one 
  hand as if they were a club without taking a penalty for 
  using an improvised weapon.  Masterwork manacles 
  can be wielded as if they were a masterwork flail.  
   
  Street 
  Savvy 
  (Ex): 
  Cheyanna 
  has 
  a 
  +2 
  circumstance bonus on Gather Information checks she 
  attempts while in pursuit of a criminal.    
   
  Possessions: short sword, battleaxe, mithril chain 
  shirt +1, longbow, 20 arrows, masterwork manacles. 
   
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist3 (Iuz); 
  CR 
  10; 
  Medium 
  humanoid 
  (human); 
  HD 
  1d8+6d8+3d8+20; hp 73; Init +1; Spd 60 ft.; AC 18, 
  touch 17, flat-footed 17; BAB/Grp: +7/+9; Atk: +9 melee 
  (1d10+2, unarmed) or +8 ranged (1d4+2, sling); Full 
  Atk: +9/+4 melee (1d10+2, unarmed) or +7/+7/+2 
  melee (1d10+2, unarmed flurry); SA unarmed strike, 
  flurry of blows, ki strike (magic); SQ unarmed damage, 
  rebuke undead, spontaneous casting (inflict), evasion, 
  still mind, slow fall (30 ft), purity of body; AL CE; SV 
  Fort +10, Ref +8, Will +8; Str 14, Dex 12, Con 14, Int 10, 
  Wis 18, Cha 8.  
   
  Skills and Feats: Concentration +16, Escape Artist 
  +6, Hide +12, Knowledge (Religion) +8, Listen +9, 
  Move Silently +11, Sense Motive +9, Tumble +11; 
  Combat Casting, Combat Reflexes, Deflect Arrows, 
  Eyes in the Back of Your Head, Improved Grapple, 
  Improved Trip, Snatch Arrows, Stunning Fist, 
  Unarmed Strike. 
   
  Unarmed Damage (Ex): Pedrel’s sacred fist’s class 
  levels stack with his monk levels for the purpose of 
  determining unarmed damage.  
   
  Fast 
  Movement 
  (Ex): 
  Pedrel 
  gains 
  an 
  enhancement bonus to his speed while in light or no 
  armor.  
   
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—detect magic, guidance (2), light, mending; 
  1st—command*, bless, cure light wounds, divine favor, 
  shield of faith; 2nd—detect thoughts*, bull strength, 
  hold person, wave of grief. 
   
  *Domain spell. Domains: [Mind (Gain a +2 bonus 
  on Bluff, Diplomacy and Sense Motive checks); 
  Tyranny (Add +1 to the save DC of any compulsion 
  spell you cast)]. 
   
  Possessions: bracers of armor +1. 
   
  IUZ5-04 Plane Thinking  
   
  Page 16 
  
  Phineas: Male human Clr 10 (Iuz); CR 10; Medium 
  humanoid (human); HD 10d8+20; hp 73; Init +0; Spd 
  30 ft.; AC 23, touch 10, flat-footed 23; BAB/Grp: +7/+7; 
  Atk: +8 melee (1d6+1, club +1) or +7 ranged (1d8/19-20, 
  light crossbow); Full Atk: +8/+3 melee (1d6+1, club +1) 
  or +7/+2 ranged (1d8/19-20, light crossbow); SA 
  spontaneously cast inflict spells; rebuke undead; AL 
  CE; SV Fort +9, Ref +3, Will +10; Str 10, Dex 10, Con 
  14, Int 10, Wis 17, Cha 14.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (Religion) +8, Knowledge (The Planes) +9, Spellcraft 
  +10; Divine Vigor, Improved Counterspell, Quicken 
  Spell, Spell Focus (Conjuration), Sudden Silent Spell.   
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC 
  = 13 + spell level): 0—create water (2), cure minor 
  wounds, 
  detect 
  magic, 
  guidance, 
  light; 
  1st—
  command*, divine favor, endure elements, shield of 
  faith, stupor (2); 2nd—, bear’s endurance, hold person 
  (2), shatter(2)*, sound burst; 3rd—magic circle against 
  law*, cure serious wounds, dispel magic, searing light, 
  summon monster III; 4th—chaos hammer*, divine 
  power, tongues (precast), summon monster IV; 5th—
  greater 
  command*, 
  flame 
  strike, 
  heartache 
  (quickened). 
   
  *Domain spell. Domains: [Chaos (You cast chaos 
  spells at +1 caster level); Tyranny (Add +1 to the save 
  DC of any compulsion spell you cast)]. 
   
  Possessions: club +1, full plate armor (+2 with 
  magic vestment), heavy wood shield +1, light crossbow, 
  20 quarrels, scroll of morality undone (2), boots of 
  striding and springing.  
   
  Encounter Five  
   
   
   
   
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar2; CR 
  10; Medium undead (augmented humanoid [orc]); HD 
  8d12+8; hp 69; Init +7; Spd 30 ft.; AC 25, touch 14, flat-
  footed 
  22; 
  BAB/Grp 
  +8/+16; 
  Atk 
  +18 
  melee 
  (2d6+13+1d6 electric/19-20, greatsword +1); Full Att 
  +18/+13 melee (2d6+13+1d6 electric/19-20, greatsword 
  +1) or +15/+10 (1d6+8+energy drain, slam); SA Blood 
  Drain, Children of the Night, Dominate, Create 
  Spawn, Energy Drain, Favored enemy (elf); wild 
  empathy, combat style (archery); SQ Undead traits, 
  Alternate form, Fast Healing, Gaseous Form, Spider 
  Climb, Turn Resistance, Cold Resistance 10, Electricity 
  Resistance 10, DR 10/silver and magic, mettle, smite 
  3/day; AL CE; SV Fort +13, Ref +9, Will +9; Str 26, Dex 
  16, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +8, 
  Hide +14, Intimidate +7, Knowledge (Nature) +8, 
  Knowledge (Religion) +4, Listen +13, Move Silently 
  +11, Ride +8, Search +10, Sense Motive +11, Spot +16; 
  Alertness, Combat Reflexes, Dodge, Extra Smiting, 
  Great Fortitude, Improved Initiative, Improved 
  Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, Rapid Shot, Track, True Believer (Iuz), Weapon 
  Focus (greatsword).  
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Once per day, 
  Iannek can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard action. 
  These creatures arrive in 2d6 rounds and serve Iannek 
  for up to one hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 14) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, 
  the victim returns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the 
  new vampire or spawn is under the command of the 
  vampire that created it and remains enslaved until its 
  master’s destruction.  
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
   
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12th-level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here. While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
  IUZ5-04 Plane Thinking  
   
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  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in 
  its coffin, a vampire is helpless. It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
  Smite (Su): Iannek may attempt to smite with a 
  normal melee attack. He adds +4 to his attack and deals 
  an extra 2 points of damage. 
   
  Pious Templar Spells Prepared (2; base DC = 13 + 
  spell level): 1st – cause fear, corrupt weapon.  
   
  Possessions: chain shirt +1, greatsword +1 shock, 
  wood holy symbol – Iuz, cloak of resistance +1, ring of 
  protection +1.  
     
  Zenna: female human Mnk2/Sor8; CR 10; Medium 
  humanoid (human); HD 2d8+8d4+20; hp 57; Init +2; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18; BAB/Grp: 
  +5/+5; Atk: +5 melee (1d6, unarmed) or +5 ranged (1d8, 
  light crossbow); Full Atk: +5 melee (1d6, unarmed) or 
  +3/+3 melee (1d6, unarmed flurry) or +5 (1d8, light 
  crossbow); SA unarmed strike, flurry of blows, spells; 
  SQ evasion, still mind, summon familiar, spell 
  resistance 18; AL LE; SV Fort +11, Ref +11, Will +14; 
  Str 10, Dex 14, Con 14, Int 8, Wis 12, Cha 18.  
   
  Skills and Feats: Concentration +14, Diplomacy 
  +11, Knowledge (Arcana) +5, Sense Motive +6, 
  Spellcraft +5, Tumble +7; Combat Casting, Combat 
  Reflexes, 
  Energy 
  Substitution 
  (acid), 
  Improved 
  Grapple, Point Blank Shot, Precise Shot, Sudden Silent, 
  Unarmed Strike. 
   
  Spells Known (6/7/7/6/4; base DC = 14 + spell 
  level): 0—acid splash, daze, detect magic, read magic, 
  resistance, touch of fatigue, light, message; 1st—
  burning hands, chill touch, magic missile, shocking 
  grasp, ray of enfeeblement; 2nd—cats grace, scorching 
  ray, touch of idiocy, 3rd – dispel magic, suggestion, 4th 
  - shout. 
   
  Possessions: light crossbow, 30 quarrels, robe of 
  the archmagi (black). 
  IUZ5-04 Plane Thinking  
   
  Page 18 
  
  Appendix Two – APL 12 
   
  Encounter Three 
   
   
   
   
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar6; CR 12; Medium humanoid (human); 
  HD 3d8+2d10+1d10+6d10+24; hp 96; Init +6; Spd 30 ft; 
  AC 17, touch 12, flat-footed 15; BAB/Grp: +12/+15; Atk: 
  +16 melee (1d8+3/X3, battleaxe) or +14 ranged (1d8/X3, 
  longbow); Full Atk: +14/+9/+4 melee (1d8+3/X3, 
  battleaxe) and +13 (1d6+1/19-20, short sword) or 
  +15/+10/+5 ranged (1d8/X3, longbow); SA Flanker, bring 
  ‘em back alive, nonlethal strike +2d6, improved grapple, 
  crippling strike, hog-tie; SQ Street savvy +4, Favored 
  enemy (human), wild empathy, combat style (melee), 
  exotic weapon proficiency (manacles); AL LE; SV Fort 
  +12, Ref +7, Will +7; Str 17, Dex 14, Con 14, Int 14, Wis 
  12, Cha 12.  
   
  Skills and Feats: Bluff +11, Gather Information +9, 
  Hide +14, Intimidate +3, Jump +7, Listen +13, Move 
  Silently +14, Ride +6, Search +9, Sense Motive +12, Spot 
  +14, Survival +11, Use Rope +12; Cleave, Close Quarters 
  Fighting, 
  Combat 
  Reflexes, 
  Diehard, 
  Endurance, 
  Improved Grapple, Improved Initiative, Power Attack, 
  Skill Focus (Gather Information), Track, Two Weapon 
  Fighting, Weapon Focus (battleaxe). 
   
  Flanker (Ex): Cheyanna can designate any adjacent 
  square as the square from which flanking against an ally 
  is determined (including the square where she stands, as 
  normal).  She may designate the square at the beginning 
  of her turn or at any time during her turn.  The 
  designated square for flanking remains her effective 
  square for flanking until she is no longer adjacent to it or 
  until she chooses a different square.  She can even choose 
  a square that is impassable or occupied. 
   
  Bring ‘em back alive (Ex): Cheyanna can deal 
  nonlethal damage with a melee weapon instead of lethal 
  damage with no penalty on the attack roll.   
   
  Nonlethal Strike (Ex): When Cheyanna deals 
  nonlethal damage against a foe she is flanking or who 
  would be denied his dexterity bonus to Armor Class 
  (whether she actually has a dexterity bonus or not) 
  Cheyanna’s attack deals an extra 2d6 points of nonlethal 
  damage. Only a living creature with discernable anatomy 
  is subject to a subdual strike. The justiciar cannot make a 
  nonlethal strike against a creature with concealment.  
   
  Improved 
  Grapple 
  (Ex): 
  Cheyanna 
  receives 
  Improved Grapple as a bonus feat even though she does 
  not meet the pre-requisites. 
   
  Crippling Strike (Ex): When Cheyanna makes a 
  nonlethal strike, she also deals one point of temporary 
  Strength damage.  
   
  Exotic Weapon Proficiency – Manacles: Cheyanna 
  can swing a pair of metal manacles in one hand as if they 
  were a club without taking a penalty for using an 
  improvised weapon.  Masterwork manacles can be 
  wielded as if they were a masterwork flail.  
   
  Street Savvy (Ex): Cheyanna has a +4 circumstance 
  bonus on Gather Information checks she attempts while 
  in pursuit of a criminal.    
   
  Hog-Tie (Ex): When Cheyanna successfully pins an 
  opponent, she can choose to hog-tie the opponent.  She 
  must have her manacles in one hand to use this ability.  
  She can use this ability only against humanoid-shaped 
  creatures. If successful, that person is considered bound 
  and helpless. A bound opponent can attempt to escape by 
  making an Escape Artist check opposed by Cheyanna’s 
  Use Rope check or a Strength check (DC 28) to break 
  free.     
   
  Possessions: short sword, battleaxe, mithril chain 
  shirt +1, longbow, 20 arrows, boots of the winterlands, 
  masterwork manacles. 
   
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist5 (Iuz); 
  CR 
  12; 
  Medium 
  humanoid 
  (human); 
  HD 
  1d8+6d8+5d8+24; hp 87; Init +1; Spd 60 ft.; AC 19, touch 
  18, flat-footed 18; BAB/Grp: +9/+11; Atk: +11 melee 
  (1d10+2, unarmed) or +10 ranged (1d4+2, sling); Full Atk: 
  +10/+6 melee (1d10+2, unarmed) or +9/+9/+4 melee 
  (1d10+2, unarmed flurry); SA unarmed strike, flurry of 
  blows, ki strike (magic), sacred flames (1/day); SQ 
  unarmed damage, rebuke undead, spontaneous casting 
  (inflict), evasion, still mind, slow fall (30 ft), purity of 
  body; AL CE; SV Fort +11, Ref +9, Will +8; Str 14, Dex 12, 
  Con 14, Int 10, Wis 19, Cha 8.  
   
  Skills and Feats: Concentration +18, Escape Artist 
  +10, Hide +12, Knowledge – Religion +8, Listen +9, Move 
  Silently +11, Sense Motive +9, Tumble +15; Combat 
  Casting, Combat Reflexes, Deflect Arrows, Eyes in the 
  Back of Your Head, Improved Grapple, Improved Trip, 
  Pain Touch, Snatch Arrows, Stunning Fist, Unarmed 
  Strike. 
   
  Unarmed Damage (Ex): Pedrel’s sacred fist’s class 
  levels stack with his monk levels for the purpose of 
  determining unarmed damage.  
   
  Fast Movement (Ex): Pedrel gains an enhancement 
  bonus to his speed while in light or no armor.  
   
  Sacred Flames (Su): Pedrel may use a standard 
  action to invoke flames around his hands and feet, which 
  add +9 to his unarmed damage. Half of the damage is fire 
  damage (round up), and the rest is sacred energy. The 
  IUZ5-04 Plane Thinking  
   
  Page 19 
  
  sacred flames last 1 minute and can be invoked once per 
  day.  
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + spell 
  level): 0—detect magic, guidance (2), light, mending; 
  1st—command*, bless, cure light wounds, divine favor, 
  shield of faith; 2nd—detect thoughts*, bull strength, 
  hold person, wave of grief, 3rd—lesser telepathic bond*, 
  prayer, searing light. 
   
  *Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you 
  cast)]. 
   
  Possessions: bracers of armor +1, wand of hold 
  person. 
   
  Phineas: Male human Clr 10/Thaumaturgist 2 (Iuz); CR 
  12; Medium humanoid (human); HD 10d8+2d4+24; hp 
  87; Init +0; Spd 30 ft.; AC 23, touch 10, flat-footed 23; 
  BAB/Grp: +8/+8; Atk: +9 melee (1d6+1, club +1) or +8 
  ranged (1d8/19-20, light crossbow); Full Atk: +9/+4 melee 
  (1d6+1, club +1) or +8/+3 ranged (1d8/19-20, light 
  crossbow); SA spontaneously cast inflict spells; rebuke 
  undead; SQ improved ally, augment summoning; AL CE; 
  SV Fort +9, Ref +3, Will +14; Str 10, Dex 10, Con 14, Int 
  10, Wis 18, Cha 14.  
   
  Skills and Feats: Concentration +15, Diplomacy +6, 
  Knowledge – planes +9, Knowledge – religion +9, 
  Spellcraft +10; Augment Summoning, Divine Vigor, 
  Improved Counterspell, Quicken Spell, Spell Focus 
  (Conjuration), Sudden Silent Spell, Sudden Still Spell.   
   
  Improved ally: When Phineas casts a planar ally 
  spell, he makes a Diplomacy check to convince the 
  creature to aid him for a reduced payment. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base 
  DC = 14 + spell level): 0—create water (2), cure minor 
  wounds, detect magic, guidance, light; 1st—command*, 
  divine favor, endure elements, shield of faith, stupor (3); 
  2nd—bear’s endurance, hold person (2), shatter(2)*, 
  sound burst; 3rd—magic circle against law*, cure serious 
  wounds, dispel magic, searing light, summon monster III 
  (2); 4th—chaos hammer*, divine power, tongues 
  (precast), freedom of movement, summon monster IV; 
  5th—greater 
  command*, 
  flame 
  strike, 
  heartache 
  (quickened), righteous might; 6th—blade barrier, geas*, 
  greater dispel magic. 
   
  *Domain spell. Domains: [Chaos (You cast chaos 
  spells at +1 caster level); Tyranny (Add +1 to the save DC 
  of any compulsion spell you cast)]. 
   
  Possessions: club +1, full plate armor (+2 with magic 
  vestment), heavy wood shield +1, light crossbow, 20 
  quarrels, scroll of morality undone (2), boots of striding 
  and springing.  
   
  Encounter Four 
   
   
   
   
  Tlalusk: CR 11; Huge magical beast (Cold); HD 
  16d10+80; hp 168; Init +0; Spd 60 ft.; AC 18, touch 8, flat-
  footed 18; Base Atk/Grp: +16/+34; Atk +24 melee 
  (2d6+10, hoof); Full Atk +24 melee (2d6+10, 2 hooves) 
  and +22 melee (2d6+5, bite) and +24 melee (2d6+5 gore); 
  Space/Reach: 15ft./15ft.; SA Bellow, trample 2d8+15; SQ 
  Darkvision 60ft., fast healing 5, immunity to cold, low 
  light vision, scent, vulnerability to fire, spell resistance 
  20; AL N; SV Fort +15, Ref +10, Will +6; Str 30, Dex 11, 
  Con 20, Int 5, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +13, Spot +12; Alertness, 
  Improved Bull Rush, Improved Natural Attack (hoof), 
  Improved Overrun, Multiattack, Power Attack. 
   
  Bellow (Su): Once per minute, a tlalusk can bellow.  
  This horribly loud blast affects a 30-foot cone, but can be 
  heard for miles.  Any creature within the area must make 
  a DC 23 Fortitude save or be stunned and deafened for 
  1d6 rounds.  A successful save indicates the creature is 
  deafened for only one round and is not stunned.  
   
  Trample (Ex): As a standard action during its turn 
  each round, a tlalusk can run over Large or smaller 
  opponents.  This attack deals 2d8+15 points of 
  bludgeoning damage.  A trampled opponent can attempt 
  either an attack of opportunity at –4 penalty or a DC 28 
  Reflex save for half damage.  
   
  Scent (Ex): A tlalusk can detect opponents within 
  30 feet.  The exact location is not revealed unless the 
  creature is within 5 feet.  
   
  Encounter Five  
   
   
   
   
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar4; CR 
  12; Medium undead (augmented humanoid [orc]); HD 
  10d12+10; hp 85; Init +7; Spd 30 ft.; AC 25, touch 14, flat-
  footed 22; BAB/Grp +10/+18; Atk +20 melee (2d6+15+1d6 
  electric/17-20, greatsword +1 shock); Full Att +20/+15 
  melee (2d6+15+1d6 electric/17-20, greatsword +1 shock) 
  or +17/+12 (1d6+8+energy drain, slam); SA Blood Drain, 
  Children of the Night, Dominate, Create Spawn, Energy 
  Drain, Favored enemy (elf); wild empathy, combat style 
  (archery); SQ Undead traits, Alternate form, Fast 
  Healing, Gaseous Form, Spider Climb, Turn Resistance, 
  Cold Resistance 10, Electricity Resistance 10, DR 
  10/silver and magic, DR 1/-, mettle, smite 3/day; AL CE; 
  SV Fort +14, Ref +10, Will +10; Str 26, Dex 16, Con -, Int 
  10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +10, Hide 
  +14, Intimidate +7, Knowledge – Nature +8, Knowledge – 
  religion +6, Listen +13, Move Silently +11, Ride +8, 
  Search +10, Sense Motive +11, Spot +16; Alertness, Blind 
  Fight, Combat Reflexes, Dodge, Extra Smiting, Great 
  Fortitude, Improved Critical (greatsword), Improved 
  IUZ5-04 Plane Thinking  
   
  Page 20 
  
  Initiative, Improved Toughness, Iron Will, Lightning 
  Reflexes, Power Attack, Rapid Shot, Track, True Believer 
  (Iuz), 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword).   
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Once per day, Iannek 
  can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. These creatures 
  arrive in 2d6 rounds and serve Iannek for up to one hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  (DC 14) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12th). 
  The ability has a range of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, the 
  victim returns as a spawn if it had 4 or less HD and as a 
  vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction.  
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in its 
  coffin, a vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes healing at 
  the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
   
  Smite (Su): Iannek may attempt to smite with a 
  normal melee attack. He adds +4 to his attack and deals 
  an extra 2 points of damage. 
   
  Pious Templar Spells Prepared (2/2; base DC = 13 + 
  spell level): 1st – cause fear, corrupt weapon, 2nd – bulls 
  strength, inflict moderate wounds.  
   
  Possessions: chain shirt +1, greatsword +1 shock, 
  wood holy symbol – Iuz, cloak of resistance +1, ring of 
  protection +1.  
   
  Zenna: female human Mnk2/Sor10; CR 12; Medium 
  humanoid (human); HD 2d8+10d4+36; hp 79; Init +2; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18; BAB/Grp: 
  +6/+6; Atk: +6 melee (1d6, unarmed) or +6 ranged (1d8, 
  light crossbow); Full Atk: +6/+1 melee (1d6, unarmed) or 
  +4/+4/-1 melee (1d6, unarmed flurry) or +6/+1 (1d8, light 
  crossbow); SA unarmed strike, flurry of blows, spells; SQ 
  evasion, still mind, summon familiar, precast stoneskin, 
  spell resistance 18; AL LE; SV Fort +13, Ref +12, Will +15; 
  Str 10, Dex 14, Con 14 (16), Int 8, Wis 12, Cha 19.  
   
  Skills and Feats: Concentration +17, Diplomacy +13, 
  Knowledge (Arcana) +5, Sense Motive +6, Spellcraft +5, 
  Tumble +7; Combat Casting, Combat Reflexes, Energy 
  Substitution (acid), Improved Grapple, Point Blank Shot, 
  Precise Shot, Rapid Reload, Sudden Silent, Unarmed 
  Strike. 
   
  Spells Known (6/7/7/7/6-1/3; base DC = 14 + spell 
  level): 0—acid splash, daze, detect magic, read magic, 
  resistance, touch of fatigue, light, mage hand, message; 
  1st—burning hands, chill touch, magic missile, ray of 
  enfeeblement, shield, shocking grasp; 2nd—cats grace, 
  scorching ray, touch of idiocy, 3rd – dispel magic, 
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  Page 21 
  
  lightning bolt, suggestion, 4th – shout, stoneskin, 5th – 
  reciprocal gyre. 
   
  Possessions: light crossbow, 30 quarrels, robe of the 
  archmagi (black), amulet of health +2 
   
   
   
  IUZ5-04 Plane Thinking  
   
  Page 22 
  
  Appendix Three – APL 14 
   
  Encounter Three 
   
   
   
   
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr2/Tactical 
  Soldier1/Justiciar8; CR 14; Medium humanoid (human); 
  HD 3d8+2d10+1d10+8d10+28; hp 112; Init +6; Spd 30 ft; 
  AC 17, touch 12, flat-footed 15; BAB/Grp: +14/+17; Atk: 
  +18 melee (1d8+3/X3, battleaxe) or +16 ranged (1d8/X3, 
  longbow); Full Atk: +16/+11/+6 melee (1d8+3/X3, 
  battleaxe) and +15 (1d6+1/19-20, short sword) or 
  +17/+12/+7 ranged (1d8/X3, longbow); SA Flanker, bring 
  ‘em back alive, nonlethal strike +3d6, improved grapple, 
  crippling strike, hog-tie, improved hog-tie; SQ Street 
  savvy +4, Favored enemy (human), wild empathy, combat 
  style (melee), exotic weapon proficiency (manacles); AL 
  LE; SV Fort +12, Ref +7, Will +8; Str 17, Dex 14, Con 14, 
  Int 14, Wis 12, Cha 12.  
   
  Skills and Feats: Bluff +11, Gather Information +11, 
  Hide +16, Intimidate +5, Jump +7, Listen +15, Move 
  Silently +16, Ride +6, Search +9, Sense Motive +14, Spot 
  +16, Survival +13; Cleave, Close Quarters Fighting, 
  Combat 
  Reflexes, 
  Diehard, 
  Endurance, 
  Improved 
  Grapple, Improved Initiative, Power Attack, Skill Focus 
  (Gather Information), Track, Two Weapon Fighting, 
  Weapon Focus (battleaxe). 
   
  Flanker (Ex): Cheyanna can designate any adjacent 
  square as the square from which flanking against an ally 
  is determined (including the square where she stands, as 
  normal).  She may designate the square at the beginning 
  of her turn or at any time during her turn.  The 
  designated square for flanking remains her effective 
  square for flanking until she is no longer adjacent to it or 
  until she chooses a different square.  She can even choose 
  a square that is impassable or occupied. 
   
  Bring ‘em back alive (Ex): Cheyanna can deal 
  nonlethal damage with a melee weapon instead of lethal 
  damage with no penalty on the attack roll.   
   
  Nonlethal Strike (Ex): When Cheyanna deals 
  nonlethal damage against a foe she is flanking or who 
  would be denied his dexterity bonus to Armor Class 
  (whether she actually has a dexterity bonus or not) 
  Cheyanna’s attack deals an extra 2d6 points of nonlethal 
  damage. Only a living creature with discernable anatomy 
  is subject to a subdual strike. The justiciar cannot make a 
  nonlethal strike against a creature with concealment.  
   
  Improved 
  Grapple 
  (Ex): 
  Cheyanna 
  receives 
  Improved Grapple as a bonus feat even though she does 
  not meet the pre-requisites. 
   
  Crippling Strike (Ex): When Cheyanna makes a 
  nonlethal strike, she also deals one point of temporary 
  Strength damage.  
   
  Exotic Weapon Proficiency – Manacles: Cheyanna 
  can swing a pair of metal manacles in one hand as if they 
  were a club without taking a penalty for using an 
  improvised weapon.  Masterwork manacles can be 
  wielded as if they were a masterwork flail.  
   
  Street Savvy (Ex): Cheyanna has a +4 circumstance 
  bonus on Gather Information checks she attempts while 
  in pursuit of a criminal.    
   
  Improved Hog-Tie (Ex): Whenever Cheyanna deals 
  establishes a grapple against a Large or smaller 
  humanoid-shaped creature, she can use an attack action 
  to make a hog-tie attempt (a grapple check or Use Rope 
  check opposed by the foe’s grapple check or Escape Artist 
  check). If she succeeds, the foe is bound and helpless.   
   
  Possessions: short sword, battleaxe, +1 mithril chain 
  shirt of moderate fortification, longbow, 20 arrows, boots 
  of the winterlands. 
   
  Pedrel: Male human Clr1/Ex-Mnk6/Sacred Fist7 (Iuz); 
  CR 
  14; 
  Medium 
  humanoid 
  (human); 
  HD 
  1d8+6d8+7d8+28; hp 101; Init +1; Spd 70 ft.; AC 20, touch 
  19, flat-footed 19; BAB/Grp: +11/+13; Atk: +13 melee 
  (2d6+2, unarmed) or +12 ranged (1d4+2, sling); Full Atk: 
  +12/+8/+3 melee (2d6+2, unarmed) or +11/+11/+6/+1 
  melee (2d6+2, unarmed flurry); SA unarmed strike, flurry 
  of blows, ki strike (magic), sacred flames (1/day); SQ 
  unarmed damage, rebuke undead, spontaneous casting 
  (inflict), evasion, still mind, slow fall (30 ft), purity of 
  body, blindsense 10ft; AL CE; SV Fort +12, Ref +10, Will 
  +9; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 8.  
   
  Skills and Feats: Concentration +20, Escape Artist 
  +12, Hide +12, Knowledge (Religion) +8, Listen +9, Move 
  Silently +11, Sense Motive +11, Tumble +17; Combat 
  Casting, Combat Reflexes, Deflect Arrows, Eyes in the 
  Back of Your Head, Improved Grapple, Improved Trip, 
  Pain Touch, Snatch Arrows, Stunning Fist, Unarmed 
  Strike. 
   
  Unarmed Damage (Ex): Pedrel’s sacred fist’s class 
  levels stack with his monk levels for the purpose of 
  determining unarmed damage.  
   
  Fast Movement (Ex): Pedrel gains an enhancement 
  bonus to his speed while in light or no armor.  
   
  Sacred Flames (Su): Pedrel may use a standard 
  action to invoke flames around his hands and feet, which 
  add +11 to his unarmed damage. Half of the damage is 
  fire damage (round up), and the rest is sacred energy. The 
  sacred flames last 1 minute and can be invoked once per 
  day.  
   
  Blindsense (Su): Pedrel has blindsense out to 10 
  feet. 
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  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance (2), light, mending; 1st—command*, bless, cure 
  light wounds, deathwatch, divine favor, shield of faith;
  2nd—detect thoughts*, bull strength, hold person, 
  silence, wave of grief, 3rd—lesser telepathic bond*, 
  invisibility purge, prayer, searing light, 4th—fear*, 
  freedom of movement, spell immunity. 
   
   
   
  *Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you 
  cast)]. 
   
  Possessions: bracers of armor +1, wand of hold 
  person. 
   
  Phineas: Male human Clr 10/Thaumaturgist 4 (Iuz); CR 
  14; Medium humanoid (human); HD 10d8+4d4+28; hp 
  97; Init +0; Spd 30 ft.; AC 23, touch 10, flat-footed 23; 
  BAB/Grp: +9/+9; Atk: +10 melee (1d6+1, club +1) or +9 
  ranged (1d8/19-20, light crossbow); Full Atk: +10/+5 
  melee (1d6+1, club +1) or +9/+4 ranged (1d8/19-20, light 
  crossbow); SA spontaneously cast inflict spells; rebuke 
  undead; SQ improved ally, augment summoning, 
  extended summoning, continent conjuration; AL CE; SV 
  Fort +10, Ref +4, Will +15; Str 10, Dex 10, Con 14, Int 10, 
  Wis 18, Cha 14.  
   
  Skills and Feats: Concentration +15, Diplomacy +8, 
  Knowledge (Religion) +9, Knowledge (The Planes) +10, 
  Spellcraft +11; Augment Summoning, Divine Vigor, 
  Improved Counterspell, Quicken Spell, Spell Focus 
  (Conjuration), Sudden Silent Spell, Sudden Still Spell.   
   
  Improved ally: When Phineas casts a planar ally 
  spell, he makes a Diplomacy check to convince the 
  creature to aid him for a reduced payment. 
   
  Extended summoning: All spells Phineas casts 
  from the summoning subschool have their duration 
  doubled, as if the Extend Spell feat had been applied to 
  them. The levels of the summoning spell don’t change.  
   
  Contingent conjuration: Phineas can prepare a 
  summoning or calling spell ahead of time to be triggered 
  by some other event. The spell is cast instantly when the 
  triggered event occurs. 
   
   
  Spells Prepared (6/6+1/6+1/5+1/5+1/ 3+1/3+1/2+1; 
  base DC = 14 + spell level): 0—create water (2), cure 
  minor wounds, detect magic, guidance, light; 1st—
  command*, divine favor, endure elements, shield of faith, 
  stupor (3); 2nd—bear’s endurance, hold person (2),
  shatter(2)*, sound burst (2); 3rd—magic circle against 
  law*, cure serious wounds, dispel magic, searing light, 
  summon monster III (2); 4th—chaos hammer*, divine 
  power, dimensional anchor, freedom of movement, 
  tongues (precast), summon monster IV; 5th—greater 
  command*, flame strike, heartache (quickened) righteous 
  might; 6th— blade barrier, geas*, greater dispel magic, 
  summon monster VI; 7—Bigby’s grasping hand*, dispel 
  magic (quickened), summon monster VII. 
   
  *Domain spell. Domains: [Chaos (You cast chaos 
  spells at +1 caster level); Tyranny (Add +1 to the save DC 
  of any compulsion spell you cast)]. 
   
  Possessions: club +1, full plate armor (+2 with magic 
  vestment), heavy wood shield +1, light crossbow, 20 
  quarrels, scroll of morality undone (2), boots of striding 
  and springing, pearl of power – fourth level.  
   
  Encounter Four 
   
   
   
   
  Frost Giant Warriors: Male Frost Giant Ftr 2; CR 11; 
  Large Giant (cold); HD 14d8+2d10+112; hp 187; Init +0; 
  Spd 40 ft.; AC 22, touch 8, flat-footed 22; BAB/Grp: 
  +12/+28; Atk: +23 melee (3d6+18/X3, greataxe) or +12 
  ranged (2d6+12, rock); Full Atk: +23/+18/+13 melee 
  (3d6+18/X3, greataxe) or +12 ranged (2d6+12, rock); 
  Space/Reach 
  10ft./10ft.; 
  SA 
  Rock 
  throwing; 
  SQ 
  Immunity to cold, low-light vision, rock catching, 
  vulnerability to fire; AL NE; SV Fort +19, Ref +4, Will +6; 
  Str 34, Dex 10, Con 24, Int 10, Wis 15, Cha 9.  
   
  Skills and Feats: Climb +15, Craft (weaponsmith) +8, 
  Intimidate +9, Jump +19, Ride +4, Spot +16; Awesome 
  Blow, Cleave, Combat Brute, Great Cleave, Improved 
  Bull Rush, Improved Overrun, Improved Sunder, Power 
  Attack. 
   
  Rock Throwing (Ex): The range increment is 120 
  feet for a frost giant’s thrown rocks. 
   
  Possessions: Chain shirt, greataxe. 
   
  Tlalusk: CR 11; Huge magical beast (Cold); HD 
  16d10+80; hp 168; Init +0; Spd 60 ft.; AC 18, touch 8, flat-
  footed 18; Base Atk/Grp: +16/+34; Atk +24 melee 
  (2d6+10, hoof); Full Atk +24 melee (2d6+10, 2 hooves) 
  and +22 melee (2d6+5, bite) and +24 melee (2d6+5 gore); 
  Space/Reach: 15ft./15ft.; SA Bellow, trample 2d8+15; SQ 
  Darkvision 60ft., fast healing 5, immunity to cold, low 
  light vision, scent, vulnerability to fire, spell resistance 
  20; AL N; SV Fort +15, Ref +10, Will +6; Str 30, Dex 11, 
  Con 20, Int 5, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +13, Spot +12; Alertness, 
  Improved Bull Rush, Improved Natural Attack (hoof), 
  Improved Overrun, Multiattack, Power Attack. 
   
  Bellow (Su): Once per minute, a tlalusk can bellow.  
  This horribly loud blast affects a 30-foot cone, but can be 
  heard for miles.  Any creature within the area must make 
  a DC 23 Fortitude save or be stunned and deafened for 
  1d6 rounds.  A successful save indicates the creature is 
  deafened for only one round and is not stunned.  
   
  Trample (Ex): As a standard action during its turn 
  each round, a tlalusk can run over Large or smaller 
  opponents.  This attack deals 2d8+15 points of 
  bludgeoning damage.  A trampled opponent can attempt 
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  either an attack of opportunity at –4 penalty or a DC 28 
  Reflex save for half damage.  
   
  Scent (Ex): A tlalusk can detect opponents within 
  30 feet.  The exact location is not revealed unless the 
  creature is within 5 feet.  
   
  Encounter Five 
   
   
   
   
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar6; CR 
  14; Medium undead (augmented humanoid [orc]); HD 
  12d12+12; hp 101; Init +7; Spd 30 ft.; AC 25, touch 14, 
  flat-footed 22; BAB/Grp +12/+20; Atk +22 melee 
  (2d6+15+1d6 electric/17-20, greatsword +1 shock); Full 
  Att +22/+17/+12 melee (2d6+15+1d6 electric/17-20, 
  greatsword +1 shock) or +19/+14/+9 (1d6+8+energy 
  drain, slam); SA Blood Drain, Children of the Night, 
  Dominate, Create Spawn, Energy Drain, Favored enemy 
  (elf); wild empathy, combat style (archery); SQ Undead 
  traits, Alternate form, Fast Healing, Gaseous Form, 
  Spider Climb, Turn Resistance, Cold Resistance 10, 
  Electricity Resistance 10, DR 10/silver and magic, DR 1/-, 
  mettle, smite 4/day; AL CE; SV Fort +15, Ref +11, Will 
  +11; Str 26, Dex 17, Con -, Int 10, Wis 16, Cha 14. 
   
   
  Skills and Feats:  Bluff +10, Concentration +12, Hide 
  +14, Intimidate +7, Knowledge (Nature) +8, Knowledge 
  (Religion) +8, Listen +13, Move Silently +11, Ride +8, 
  Search +10, Sense Motive +11, Spot +16; Alertness, Blind 
  Fight, Combat Reflexes, Dodge, Extra Smiting, Great 
  Fortitude, Improved Critical (greatsword), Improved 
  Initiative, 
  Improved 
  Smiting 
  (good), 
  Improved 
  Toughness, Iron Will, Lightning Reflexes, Power Attack, 
  Rapid Shot, Track, True Believer (Iuz), Weapon Focus 
  (greatsword), Weapon Specialization (greatsword).  
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Once per day, Iannek 
  can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. These creatures 
  arrive in 2d6 rounds and serve Iannek for up to one hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  (DC 14) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12th). 
  The ability has a range of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, the 
  victim returns as a spawn if it had 4 or less HD and as a 
  vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction.  
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in its 
  coffin, a vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes healing at 
  the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
  Smite (Su): Iannek may attempt to smite with a 
  normal melee attack. He adds +4 to his attack and deals 
  an extra 2 points of damage.   
  IUZ5-04 Plane Thinking  
   
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  Pious Templar Spells Prepared (2/2/2; base DC = 13 
  + spell level): 1st – cause fear, corrupt weapon, 2nd – bulls 
  strength, inflict moderate wounds, 3rd – cure serious 
  wounds, summon monster III.  
   
  Possessions: chain shirt +1, greatsword +1 shock, 
  wood holy symbol – Iuz, cloak of resistance +1, ring of 
  protection +1.  
   
  Zenna: female human Mnk2/Sor12; CR 14; Medium 
  humanoid (human); HD 2d8+12d4+42; hp 93; Init +2; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18; BAB/Grp: 
  +7/+7; Atk: +7 melee (1d6, unarmed) or +7 ranged (1d8, 
  light crossbow); Full Atk: +7/+2 melee (1d6, unarmed) or 
  +5/+5/+0 melee (1d6, unarmed flurry) or +7/+2 (1d8, 
  light crossbow); SA unarmed strike, flurry of blows, 
  spells; SQ evasion, still mind, summon familiar, precast 
  stoneskin, spell resistance 18; AL LE; SV Fort +14, Ref 
  +13, Will +16; Str 10, Dex 14, Con 14 (16), Int 8, Wis 12, 
  Cha 19.  
   
  Skills and Feats: Concentration +17, Diplomacy +15, 
  Knowledge (Arcana) +5, Sense Motive +6, Spellcraft +5, 
  Tumble +8; Combat Casting, Combat Reflexes, Energy 
  Substitution (acid), Improved Grapple, Point Blank Shot, 
  Precise Shot, Sculpt Spell, Sudden Silent, Unarmed 
  Strike. 
   
  Spells Known (6/7/7/7/7-1/5/3; base DC = 14 + spell 
  level): 0—acid splash, daze, detect magic, read magic, 
  resistance, touch of fatigue, light, mage hand, message; 
  1st—burning hands, chill touch, magic missile, ray of 
  enfeeblement, shield, shocking grasp; 2nd—cats grace, 
  scorching ray, see invisibility, touch of idiocy, 3rd – 
  dispel magic, fireball, lightning bolt, suggestion, 4th – 
  crushing despair, shout, stoneskin, 5th – cone of cold, 
  reciprocal gyre, 6th – mass suggestion. 
   
  Possessions: light crossbow, 30 quarrels, robe of the 
  archmagi (black), amulet of health +2, lesser metamagic 
  rod of empower.  
  IUZ5-04 Plane Thinking  
   
  Page 26 
  
  Appendix Four – APL 16 
   
  Encounter One 
   
   
   
   
  Cheyanna: 
  Female 
  human 
  Rgr3/Ftr4/Tactical 
  Soldier1/Justiciar8; CR 16; Medium humanoid (human); 
  HD 3d8+4d10+1d10+8d10+32; hp 128; Init +6; Spd 30 ft; 
  AC 19, touch 14, flat-footed 17; BAB/Grp: +16/+20; Atk: 
  +21 melee (1d8+4/X3, battleaxe) or +19 ranged (1d8/X3, 
  longbow); Full Atk: +19/+14/+9/+4 melee (1d8+4/X3, 
  battleaxe) and +19 (1d6+2/19-20, short sword) or 
  +19/+14/+9/+4 ranged (1d8/X3, longbow); SA Flanker, 
  bring ‘em back alive, nonlethal strike +3d6, improved 
  grapple, crippling strike, hog-tie, improved hog-tie; SQ 
  Street savvy +4, Favored enemy (human), wild empathy, 
  combat style (melee), exotic weapon proficiency 
  (manacles); AL LE; SV Fort +15, Ref +10, Will +11; Str 18, 
  Dex 14, Con 14, Int 14, Wis 12, Cha 12.  
   
  Skills and Feats: Bluff +11, Gather Information +11, 
  Hide +16, Intimidate +9, Jump +9, Listen +15, Move 
  Silently +16, Ride +10, Search +9, Sense Motive +14, Spot 
  +16, Survival +13; Cleave, Close Quarters Fighting, 
  Combat Reflexes, Diehard, Endurance, High Sword/Low 
  Axe, Improved Grapple, Improved Initiative, Power 
  Attack, Skill Focus (Gather Information), Track, Two 
  Weapon Fighting, Weapon Focus (battleaxe), Weapon 
  Focus (short sword). 
   
  Flanker (Ex): Cheyanna can designate any adjacent 
  square as the square from which flanking against an ally 
  is determined (including the square where she stands, as 
  normal).  She may designate the square at the beginning 
  of her turn or at any time during her turn.  The 
  designated square for flanking remains her effective 
  square for flanking until she is no longer adjacent to it or 
  until she chooses a different square.  She can even choose 
  a square that is impassable or occupied. 
   
  Bring ‘em back alive (Ex): Cheyanna can deal 
  nonlethal damage with a melee weapon instead of lethal 
  damage with no penalty on the attack roll.   
   
  Nonlethal Strike (Ex): When Cheyanna deals 
  nonlethal damage against a foe she is flanking or who 
  would be denied his dexterity bonus to Armor Class 
  (whether she actually has a dexterity bonus or not) 
  Cheyanna’s attack deals an extra 2d6 points of nonlethal 
  damage. Only a living creature with discernable anatomy 
  is subject to a subdual strike. The justiciar cannot make a 
  nonlethal strike against a creature with concealment.  
   
  Improved 
  Grapple 
  (Ex): 
  Cheyanna 
  receives 
  Improved Grapple as a bonus feat even though she does 
  not meet the pre-requisites. 
   
  Crippling Strike (Ex): When Cheyanna makes a 
  nonlethal strike, she also deals one point of temporary 
  Strength damage.  
   
  Exotic Weapon Proficiency – Manacles: Cheyanna 
  can swing a pair of metal manacles in one hand as if they 
  were a club without taking a penalty for using an 
  improvised weapon.  Masterwork manacles can be 
  wielded as if they were a masterwork flail.  
   
  Street Savvy (Ex): Cheyanna has a +4 circumstance 
  bonus on Gather Information checks she attempts while 
  in pursuit of a criminal.    
   
  Improved Hog-Tie (Ex): Whenever Cheyanna deals 
  establishes a grapple against a Large or smaller 
  humanoid-shaped creature, she can use an attack action 
  to make a hog-tie attempt (a grapple check or Use Rope 
  check opposed by the foe’s grapple check or Escape Artist 
  check). If she succeeds, the foe is bound and helpless.   
   
  Possessions: short sword, battleaxe, +1 mithril chain 
  shirt of moderate fortification, longbow, 20 arrows, boots 
  of the winterlands, ring of protection +2, cloak of 
  resistance +2. 
   
  Pedrel: Male human Clr1/Mnk6/Sacred Fist9 (Iuz); CR 
  16; Medium humanoid (human); HD 1d8+6d8+8d8+32; 
  hp 115; Init +1; Spd 80 ft.; AC 21, touch 20, flat-footed 20; 
  BAB/Grp: +13/+15; Atk: +15 melee (2d6+2, unarmed) or 
  +14 ranged (1d4+2, sling); Full Atk: +14/+10/+5 melee 
  (2d6+2, unarmed) or +13/+13/+8/+3 melee (2d6+2, 
  unarmed flurry); SA unarmed strike, flurry of blows, ki 
  strike (magic), sacred flames (2/day); SQ unarmed 
  damage, rebuke undead, spontaneous casting (inflict), 
  evasion, still mind, slow fall (30 ft), purity of body, 
  blindsense 10ft; AL LE; SV Fort +13, Ref +11, Will +11; 
  Str 14, Dex 12, Con 14, Int 10, Wis 20, Cha 8.  
   
  Skills and Feats: Concentration +22, Escape Artist 
  +14, Hide +12, Knowledge – Religion +8, Listen +9, Move 
  Silently +12, Sense Motive +13, Tumble +19; Combat 
  Casting, Combat Reflexes, Deflect Arrows, Eyes in the 
  Back of Your Head, Improved Grapple, Improved Trip, 
  Pain Touch, Power Attack, Snatch Arrows, Stunning Fist, 
  Unarmed Strike. 
   
  Unarmed Damage (Ex): Pedrel’s sacred fist’s class 
  levels stack with his monk levels for the purpose of 
  determining unarmed damage.  
   
  Fast Movement (Ex): Pedrel gains an enhancement 
  bonus to his speed while in light or no armor.  
   
  Sacred Flames (Su): Pedrel may use a standard 
  action to invoke flames around his hands and feet, which 
  add +14 to his unarmed damage. Half of the damage is 
  fire damage (round up), and the rest is sacred energy. The 
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  sacred flames last 1 minute and can be invoked once per 
  day.  
   
  Blindsense (Su): Pedrel has blindsense out to 10 
  feet. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 15 + 
  spell level): 0—cure minor wounds, detect magic, 
  guidance (2), light, mending; 1st—command*, bless, cure 
  light wounds, deathwatch, divine favor, shield of faith;
  2nd—detect thoughts*, bull strength, hold person, 
  silence, wave of grief, 3rd—lesser telepathic bond*, 
  bestow curse, invisibility purge, prayer, searing light, 
  4th—fear*, divine power, freedom of movement, spell 
  immunity. 
   
   
   
  *Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you 
  cast)]. 
   
  Possessions: bracers of armor +1, wand of hold 
  person. 
   
  Phineas: Male human Clr 11/Thaumaturgist 5 (Iuz); CR 
  16; Medium humanoid (human); HD 11d8+5d4+32+16; 
  hp 125; Init +0; Spd 30 ft.; AC 23, touch 10, flat-footed 23; 
  BAB/Grp: +10/+10; Atk: +11 melee (1d6+1, club +1) or 
  +10 ranged (1d8/19-20, light crossbow); Full Atk: +11/+6 
  melee (1d6+1, club +1) or +10/+5 ranged (1d8/19-20, light 
  crossbow); SA spontaneously cast inflict spells; rebuke 
  undead; SQ improved ally, augment summoning, 
  extended summoning, continent conjuration, planar 
  cohort; AL CE; SV Fort +12, Ref +6, Will +17; Str 10, Dex 
  10, Con 14, Int 10, Wis 19, Cha 14.  
   
  Skills and Feats: Concentration +17, Diplomacy +10, 
  Knowledge (Religion) +9, Knowledge (The Planes) +10, 
  Spellcraft +13; Augment Summoning, Divine Vigor, 
  Improved Counterspell, Improved Toughness, Quicken 
  Spell, Spell Focus (Conjuration), Sudden Silent Spell, 
  Sudden Still Spell.   
   
  Improved ally: When Phineas casts a planar ally 
  spell, he makes a Diplomacy check to convince the 
  creature to aid him for a reduced payment. 
   
  Extended summoning: All spells Phineas casts 
  from the summoning subschool have their duration 
  doubled, as if the Extend Spell feat had been applied to 
  them. The levels of the summoning spell don’t change.  
   
  Contingent conjuration: Phineas can prepare a 
  summoning or calling spell ahead of time to be triggered 
  by some other event. The spell is cast instantly when the 
  triggered event occurs. 
   
   
  Planar cohort: Phineas has used a planar ally spells 
  to call a Nalfeshnee to act as his cohort.  
   
  Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/ 3+1/ 
  2+1; base DC = 14 + spell level): 0—create water (2), cure 
  minor wounds, detect magic, guidance, light; 1st—
  command*, divine favor, endure elements, shield of faith, 
  stupor (3); 2nd— bears endurance, hold person (2),
  shatter (2)*, sound burst (2); 3rd—magic circle against 
  law*, cure serious wounds, dispel magic, invisibility 
  purge, searing light, summon monster III (2); 4th—chaos 
  hammer*, divine power, dimensional anchor, freedom of 
  movement, tongues (precast), summon monster IV; 
  5th—greater 
  command*, 
  flame 
  strike, 
  heartache 
  (quickened) (2), righteous might; 6th—blade barrier, 
  geas*, greater dispel magic, summon monster VI; 7th—
  Bigby’s grasping hand*, blasphemy, dispel magic 
  (quickened), summon monster VII, 8th—mass charm 
  monster*, fire storm, summon monster VIII. 
   
  *Domain spell. Domains: [Chaos (You cast chaos 
  spells at +1 caster level); Tyranny (Add +1 to the save DC 
  of any compulsion spell you cast)]. 
   
  Possessions: club +1, full plate armor (+2 with magic 
  vestment), heavy wood shield +1, light crossbow, 20 
  quarrels, scroll of morality undone (2), boots of striding 
  and springing, pearl of power – fourth level, cloak of 
  resistance +2.  
   
  Encounter Four 
   
   
   
   
  Advanced Frost Giant Warriors: Male Frost Giant Ftr 2; 
  CR 12; Large Giant (cold); HD 18d8+2d10+140; hp 235; 
  Init +0; Spd 40 ft.; AC 22, touch 8, flat-footed 22; 
  BAB/Grp: +15/+31; Atk: +26 melee (3d6+18/X3, greataxe) 
  or +15 ranged (2d6+12, rock); Full Atk: +26/+21/+16 
  melee (3d6+18/X3, greataxe) or +15 ranged (2d6+12, 
  rock); Space/Reach 10ft./10ft.; SA Rock throwing; SQ 
  Immunity to cold, low-light vision, rock catching, 
  vulnerability to fire; AL NE; SV Fort +21, Ref +6, Will +8; 
  Str 34, Dex 10, Con 24, Int 10, Wis 16, Cha 9.  
   
  Skills and Feats: Climb +15, Craft (weaponsmith) +8, 
  Intimidate +9, Jump +19, Ride +7, Spot +18; Awesome 
  Blow, Blind Fight, Cleave, Combat Brute, Great Cleave, 
  Improved Bull Rush, Improved Overrun, Improved 
  Sunder, Power Attack. 
   
  Rock Throwing (Ex): The range increment is 120 
  feet for a frost giant’s thrown rocks. 
   
  Possessions: Chain shirt, greataxe. 
   
  Advanced Frost Giant Leader: Male Frost Giant Ftr 4; 
  CR 14; Large Giant (cold); HD 18d8+4d10+154; hp 261; 
  Init +0; Spd 40 ft.; AC 22, touch 8, flat-footed 22; 
  BAB/Grp: +17/+33; Atk: +28 melee (4d6+23/X3, mattock 
  of the titans) or +17 ranged (2d6+12, rock); Full Atk: 
  +28/+23/+18/+13 melee (4d6+23/X3, mattock of the 
  titans) or +29/+24/+19/+14 melee (3d6+20/X3 greataxe) 
  or +17 ranged (2d6+12, rock); Space/Reach 10ft./10ft.; SA 
  Rock throwing; SQ Immunity to cold, low-light vision, 
  rock catching, vulnerability to fire; AL NE; SV Fort +22, 
  Ref +7, Will +9; Str 34, Dex 10, Con 24, Int 10, Wis 16, 
  Cha 9.  
  IUZ5-04 Plane Thinking  
   
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  Skills and Feats: Climb +15, Craft (weaponsmith) +8, 
  Intimidate +9, Jump +19, Ride +11, Spot +18; Awesome 
  Blow, Blind Fight, Cleave, Combat Brute, Great Cleave, 
  Improved Bull Rush, Improved Overrun, Improved 
  Sunder, Power Attack, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe). 
   
  Rock Throwing (Ex): The range increment is 120 
  feet for a frost giant’s thrown rocks. 
   
  Possessions: Chain shirt, mattock of the titans, 
  greataxe. 
   
  Tlalusk: CR 11; Huge magical beast (Cold); HD 
  16d10+80; hp 168; Init +0; Spd 60 ft.; AC 18, touch 8, flat-
  footed 18; Base Atk/Grp: +16/+34; Atk +24 melee 
  (2d6+10, hoof); Full Atk +24 melee (2d6+10, 2 hooves) 
  and +22 melee (2d6+5, bite) and +24 melee (2d6+5 gore); 
  Space/Reach: 15ft./15ft.; SA Bellow, trample 2d8+15; SQ 
  Darkvision 60ft., fast healing 5, immunity to cold, low 
  light vision, scent, vulnerability to fire, spell resistance 
  20; AL N; SV Fort +15, Ref +10, Will +6; Str 30, Dex 11, 
  Con 20, Int 5, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +13, Spot +12; Alertness, 
  Improved Bull Rush, Improved Natural Attack (hoof), 
  Improved Overrun, Multiattack, Power Attack. 
   
  Bellow (Su): Once per minute, a tlalusk can bellow.  
  This horribly loud blast affects a 30-foot cone, but can be 
  heard for miles.  Any creature within the area must make 
  a DC 23 Fortitude save or be stunned and deafened for 
  1d6 rounds.  A successful save indicates the creature is 
  deafened for only one round and is not stunned.  
   
  Trample (Ex): As a standard action during its turn 
  each round, a tlalusk can run over Large or smaller 
  opponents.  This attack deals 2d8+15 points of 
  bludgeoning damage.  A trampled opponent can attempt 
  either an attack of opportunity at –4 penalty or a DC 28 
  Reflex save for half damage.  
   
  Scent (Ex): A tlalusk can detect opponents within 
  30 feet.  The exact location is not revealed unless the 
  creature is within 5 feet.  
   
  Encounter Five  
   
   
   
   
  Iannek: Male vampire Rgr2/Ftr4/Pious Templar8; CR 
  16; Medium undead (augmented humanoid [orc]); HD 
  14d12+14; hp 117; Init +7; Spd 30 ft.; AC 26, touch 15, 
  flat-footed 22; BAB/Grp +14/+22; Atk +24 melee 
  (2d6+15+1d6 electric/17-20, greatsword +1 shock); Full 
  Att +24/+19/+14 melee (2d6+15+1d6 electric/17-20, 
  greatsword +1 shock) or +21/+16/+11 (1d6+8+energy 
  drain, slam); SA Blood Drain, Children of the Night, 
  Dominate, Create Spawn, Energy Drain, Favored enemy 
  (elf); wild empathy, combat style (archery); SQ Undead 
  traits, Alternate form, Fast Healing, Gaseous Form, 
  Spider Climb, Turn Resistance, Cold Resistance 10, 
  Electricity Resistance 10, DR 10/silver and magic, DR 2/-, 
  mettle, smite 4/day; AL LE; SV Fort +16, Ref +12, Will 
  +12; Str 26, Dex 18, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats:  Bluff +10, Concentration +12, Hide 
  +15, Intimidate +7, Knowledge – Nature +8, Knowledge – 
  religion +8, Listen +13, Move Silently +12, Ride +9, 
  Search +10, Sense Motive +13, Spot +16; Alertness, Blind 
  Fight, Combat Reflexes, Dodge, Extra Smiting, Great 
  Fortitude, Improved Critical (greatsword), Improved 
  Initiative, 
  Improved 
  Smiting 
  (good), 
  Improved 
  Toughness, Iron Will, Lightning Reflexes, Power Attack, 
  Prone Attack, Quick Draw, Rapid Shot, Track, True 
  Believer (Iuz), Weapon Focus (greatsword), Weapon 
  Specialization (greatsword).   
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Once per day, Iannek 
  can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. These creatures 
  arrive in 2d6 rounds and serve Iannek for up to one hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  (DC 14) or fall instantly under the vampire’s influence as 
  though by a dominate person spell (caster level 12th). 
  The ability has a range of 30 feet. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial.  If the vampire 
  instead drains the victim’s Constitution to 0 or lower, the 
  victim returns as a spawn if it had 4 or less HD and as a 
  vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire 
  that created it and remains enslaved until its master’s 
  destruction.  
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by 
  a 12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  IUZ5-04 Plane Thinking  
   
  Page 29 
  
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form.  
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic. A vampire’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. Any additional damage dealt to a vampire 
  forced into gaseous form has no effect. Once at rest in its 
  coffin, a vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes healing at 
  the rate of 5 hit points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a saving 
  throw entry of “Will partial,” “Fortitude half” or similar 
  entries can be negated through this ability.   
   
   
   
   
  Smite (Su): Iannek may attempt to smite with a 
  normal melee attack. He adds +4 to his attack and deals 
  an extra 2 points of damage. 
   
  Pious Templar Spells Prepared (3/2/2/1; base DC = 
  13 + spell level): 1st – cause fear (2), corrupt weapon, 2nd
  – bulls strength, inflict moderate wounds, 3rd – inflict 
  serious wounds, summon monster III, 4th – freedom of 
  movement.  
   
  Possessions: chain shirt +1, greatsword +1 shock, 
  wood holy symbol – Iuz, cloak of resistance +1, ring of 
  protection +1.  
   
  Zenna: female human Mnk2/Sor14; CR 16; Medium 
  humanoid (human); HD 2d8+14d4+48; hp 105; Init +2; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18; BAB/Grp: 
  +8/+8; Atk: +8 melee (1d6, unarmed) or +8 ranged (1d8, 
  light crossbow); Full Atk: +8/+3 melee (1d6, unarmed) or 
  +6/+6/+1 melee (1d6, unarmed flurry) or +8/+3 (1d8, 
  light crossbow); SA unarmed strike, flurry of blows, 
  spells; SQ evasion, still mind, summon familiar, precast 
  stoneskin, spell resistance 18; AL LE; SV Fort +14, Ref 
  +13, Will +17; Str 10, Dex 14, Con 14 (16), Int 8, Wis 12, 
  Cha 20.  
   
  Skills and Feats: Concentration +17, Diplomacy +18, 
  Knowledge (Arcana) +5, Sense Motive +8, Spellcraft +5, 
  Tumble +8; Combat Casting, Combat Reflexes, Energy 
  Substitution (acid), Improved Grapple, Point Blank Shot, 
  Precise Shot, Rapid Reload, Sculpt Spell, Sudden Silent, 
  Unarmed Strike. 
   
  Spells Known (6/8/7/7/7-1/7/5/3; base DC = 15 + 
  spell level): 0—acid splash, daze, detect magic, read 
  magic, resistance, touch of fatigue, light, mage hand, 
  message; 1st—burning hands, chill touch, magic missile, 
  ray of enfeeblement, shield, shocking grasp; 2nd—cats 
  grace, scorching ray, see invisibility, touch of idiocy, 3rd
  – dispel magic, fireball, lightning bolt, suggestion, 4th – 
  crushing despair, fire shield, shout, stoneskin, 5th – cone 
  of cold, reciprocal gyre, waves of fatigue, 6th – chain 
  lightning, mass suggestion, 7th – finger of death. 
   
  Possessions: light crossbow, 30 quarrels, robe of the 
  archmagi (black), amulet of health +2, lesser metamagic 
  rod empower. 
  IUZ5-04 Plane Thinking  
   
  Page 30 
  
  Appendix Five – All APLs 
   
  Encounters Two and Two−B          
   
  Kaprilla: CR 11; Medium outsider (native); HD 
  11d8+44; hp 93; Init +9; Spd 40 ft.; AC 24, touch 15, 
  flat-footed 19; Base Atk/Grp: +11/+13; Atk +17 melee 
  (1d6+2/19-20 short sword) or +16 (1d4+2 claw) or +16 
  ranged (1d6+2/X3 composite (Str +2) shortbow); Full 
  Atk +15/+15/+10/+5 melee (1d6+2/19-20 short sword) 
  or +16/+16 (1d4+2 2 claws) or +16/+11/+6 ranged 
  (1d6+2/X3 composite (Str +2) shortbow); SA detect 
  thoughts, sneak attack +6d6; SQ change shape, damage 
  reduction 15/good and piercing, darkvision 60 ft., 
  evasion, hide in plain sight, improved evasion, 
  improved uncanny dodge, outsider traits, shadow 
  jump, uncanny dodge, spell resistance 21; AL LE; SV 
  Fort +11, Ref +12, Will +7; Str 14, Dex 20, Con 18, Int 
  15, Wis 11, Cha 15. 
   
  Skills and Feats: Balance +21, Bluff +20*, 
  Diplomacy +4, Disguise +20* (+22* acting), Escape 
  Artist +19, Hide +19, Intimidate +4, Jump +8, Listen 
  +14, Move Silently +19, Search +16, Spot +14, Survival 
  +0 (+2 following tracks), Tumble +21, Use Rope +5 (+7 
  bindings); Improved Initiative, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (short sword). 
   
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell (caster 
  level 18
  th; Will DC 17 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma based. 
   
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own form, 
  as a standard action. In humanoid form, a naztharune 
  loses its claw attacks (although it usually uses weapons 
  and armor). A naztharune rakshasa typically remains in 
  one form until it chooses to assume a new one. A 
  change in form cannot be dispelled, but a naztharune 
  reverts to its natural form when killed. A true seeing 
  spell reveals its natural form.  
   
  Hide in Plain Sight (Su): A naztharune rakshasa 
  can use the Hide skill even when being observed. As 
  long as it is within 10 feet of some sort of shadow, a 
  naztharune rakshasa can hide itself from view in the 
  open without anything to actually hide behind. It 
  cannot, however, hide in its own shadow.  
   
  Improved Evasion (Ex): This ability works like 
  evasion, except that while a naztharune rakshasa still 
  takes no damage on a successful Reflex save against 
  spells such as a fireball or breath weapon, it now takes 
  only half damage on a failed save.  
   
  Improved Uncanny Dodge (Ex): A naztharune 
  rakshasa cannot be flanked except by a rogue of at least 
  15
  th level.  
   
  Shadow Jump (Su): A naztharune rakshasa has 
  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 
  at least some shadow. A naztharune can jump up to 20 
  feet each day in this way; this can be a single jump of 
  20 feet or two jumps of ten feet each.   
   
  Sneak Attack (Ex): If a naztharune rakshasa can 
  catch an opponent when he is unable to defend 
  himself effectively from its attack, it can strike a vital 
  spot for extra damage. Basically, the naztharune 
  rakshasa’s attack deals extra damage any time its target 
  would be denied its Dexterity bonus to AC (regardless 
  of whether the target has a Dexterity bonus or not), or 
  when the naztharune rakshasa flanks its target. Should 
  the naztharune rakshasa score a critical hit with a sneak 
  attack, this extra damage is not multiplied.  
   
  Skills: A naztharune rakshasa has a +4 racial bonus 
  on Bluff checks and Disguise checks. If it is reading an 
  opponents mind, its circumstance bonus on Bluff and 
  Disguise checks increases by a further +4.  
   
  Possessions: ring of mind shielding. 
   
  Axzen: Male human Clr 9 (Rao); CR 9; Medium 
  humanoid (human); HD 9d8+18; hp 66; Init +0; Spd 20 
  ft.; AC 23, touch 10, flat-footed 23; BAB/Grp: +6/+6; 
  Atk: +7 melee (1d6, mw light mace) or +6 ranged 
  (1d8/19-20, light crossbow); Full Atk: +7/+2 melee 
  (1d6, mw light mace) or +6/+1 ranged (1d8/19-20, light 
  crossbow); SA spontaneously cast cure spells; turn 
  undead; AL NG; SV Fort +8, Ref +3, Will +9; Str 10, Dex 
  10, Con 14, Int 10, Wis 16, Cha 16.  
   
  Skills and Feats: Concentration +11, Diplomacy 
  +9, Knowledge – planes +9, Knowledge – religion +8, 
  Spellcraft +7; Blind Fight, Divine Vigor, Improved 
  Counterspell, Extra Turning, Sudden Silent Spell.   
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level): 0—create water (2), cure minor 
  wounds, detect magic, guidance, light; 1st—bless*, 
  divine favor, endure elements, remove fear, sanctuary, 
  shield of faith; 2nd—bless weapon*, bears endurance, 
  lesser restoration, shatter, sound burst (2); 3rd—
  searing light*, dispel magic (2), prayer, searing light; 
  4th—tongues*, divine power, freedom of movement; 
  5th—holy sword*, flame strike. 
   
  *Domain spell. Domains: [Community (Use calm 
  emotions as a spell like ability once per day. Gain +2 
  IUZ5-04 Plane Thinking  
   
  Page 33 
  
  bonus on Diplomacy checks); Glory (Turn undead with 
  a +2 bonus on the turning check and a +1d6 on the 
  turning damage roll)]. 
   
  Possessions: masterwork light mace, full plate 
  armor (+2 with magic vestment), heavy wood shield +1, 
  light crossbow, 20 quarrels, holy symbol – Rao, wand of 
  bulls strength.  
   
  IUZ5-04 Plane Thinking  
   
  Page 34 
  
  Judge Aid 1: New Rules Items 
   
  Pious Templar 
  Reference: Complete Divine 
  Sworn to the defense of a temple site, the pious templar is 
  a holy warrior blessed by her deity with combat prowess 
  and great endurance.  She bears her deity’s favored 
  weapon into battle and fights her deity’s enemies without 
  question or hesitation.  In addition to defending the 
  temple itself, a pious templar may be charged with 
  additional duties, including a campaign to attack foes on 
  their own home ground. 
   
  Faithful people of all professions can enter the ranks 
  of the pious templars; clerics and paladins are especially 
  likely to do so.  Some temples (such as those of Boccob or 
  Wee Jas) welcome wizards and sorcerers to become pious 
  templars, valuing those characters’ ability to use arcane 
  magic combined with the martial training of the pious 
  templar.  Likewise Olidammara’s temples are often 
  guarded by rogue/pious templars, who combine combat 
  training with sneak attack tactics.  Rangers/pious 
  templars serve in temples of Ehlonna and Obad-Hai, 
  while barbarian/pious templars are not unknown in the 
  temples of Kord or Erythnul.  Only monks, with their 
  own specialized combat training are unlikely to adopt the 
  pious templar class. 
   
  NPC pious templars usually live cloistered in temple 
  buildings or attached quarters. 
   
  Adaptation: This prestige Class functions best when 
  tied to a specific deity.  If you want to customize the 
  pious templar further, you can modify the spell list to 
  reflect the proclivities of specific gods or create an order 
  within a religion that all pious templars are members of. 
   
  Requirements 
  To qualify to become a pious templar, a character must 
  fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Knowledge (religion) 4 ranks. 
   
  Feats: True Believer*, Weapon Focus (with her 
  deity’s favored weapon). 
  *New Feat, described elsewhere in the appendices 
   
  Class Skills 
  The pious templar’s class skills (and the key ability for 
  each skill) are: Climb (Str), Concentration (Con), Craft 
  (Int), Heal (Wis), Jump (Str), Knowledge (religion) (Int), 
  Profession (Wis), and Swim (Str).  See chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int Modifier. 
   
  Class Features 
  All of the following are features of the pious templar 
  prestige class. 
   
  Weapon and Armor Proficiency: Pious templars 
  gain no weapon or armor proficiencies. 
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a Pious Templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect, she suffers no effect 
  from the spell at all.  Only those spells with a Saving 
  Throw entry of “Will partial,” “Fortitude half,” or similar 
  entries can be negated through this ability. 
   
  Spells per Day: A pious templar has the ability to 
  cast a small number of divine spells.  To cast a spell, the 
  pious templar must have a Wisdom score of at least 10+ 
  the spell’s level, so a pious templar with a Wisdom of 10 
  or lower can not cast these spells.  Pious templar bonus 
  spells are based on Wisdom, and saving throws against 
  these spells have a DC of 10 + Spell level + the pious 
  templars Wisdom modifier.  When the pious templar 
  gets 0 spells of a given level, such as 0 first level spells at 
  1
  st level, she gets only bonus spells. (A pious templar 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per day: 
  1
  st     2
  nd      3
  rd          4
  th 
  1
  st 
  +1 
  +2 
  0 
  +2 
  Mettle 
  0 
  -- 
  -- 
  -- 
  2
  nd 
  +2 
  +3 
  0 
  +3 
  Smite 1/day 
  1 
  -- 
  -- 
  -- 
  3
  rd 
  +3 
  +3 
  +1 
  +3
   
  Damage Reduction 1/--, Weapon 
  Specialization 
  1 
  0 
  -- 
  -- 
  4
  th 
  +4 
  +4 
  +1 
  +4 
  Bonus Feat 
  1 
  1 
  -- 
  -- 
  5
  th 
  +5 
  +4 
  +1 
  +4 
  -- 
  1 
  1 
  0 
  -- 
  6
  th 
  +6 
  +5 
  +2 
  +5 
  Smite 2/day 
  1 
  1 
  1 
  -- 
  7
  th 
  +7 
  +5 
  +2 
  +5 
  Damage Reduction 2/day 
  2 
  1 
  1 
  0 
  8
  th 
  +8 
  +6 
  +2 
  +6 
  Bonus Feat 
  2 
  1 
  1 
  1 
  9
  th 
  +9 
  +6 
  +3 
  +6 
  -- 
  2 
  2 
  1 
  1 
  10
  th 
  +10 
  +7 
  +3 
  +7 
  Smite 3/day 
  2 
  2 
  2 
  1 
  IUZ5-04 Plane Thinking  
   
  Page 35 
  
  without a bonus spell for that level cannot yet cast a spell 
  of that level.)  A pious templar has access to any spell on 
  the list and can freely choose which to prepare, just like a 
  cleric.  A pious templar prepares and casts spells just as a 
  cleric 
  does 
  (though 
  the 
  pious 
  templar 
  cannot 
  spontaneously cast cure or inflict spells). 
   
  A good pious templar (or a neutral pious templar of a 
  good deity) uses the paladin spell list.  An evil pious 
  templar (or a neutral pious templar of an evil deity) uses 
  the blackguard spell list.  A pious templar who is neither 
  good nor evil and whose deity is neither good nor evil 
  can choose to use to use the paladin or the blackguard 
  spell list.  Once the player makes this choice, it cannot be 
  reversed. 
   
  Smite (Su):  Once per day, a pious templar of 2
  nd 
  level or higher may make a single melee attack with a +4 
  attack bonus and a damage bonus equal to her pious 
  templar level (if she hits).  The pious templar must 
  declare the smite before making the attack.  Starting at 6
  th 
  level, a pious templar can smite twice per day and at 10
  th 
  three times per day. 
   
  If a pious templar has a smite evil or smite ability (for 
  being a paladin or a cleric with the Destruction domain) 
  already, she can use the ability one extra time per day 
  (two extra at 6
  th level).  The attack bonus does not 
  increase, but the damage bonus is based on the 
  character’s combined level (pious templar plus cleric or 
  paladin level). 
   
  Damage Reduction (Ex):  Starting at 3
  rd level, pious 
  templars have the ability to shrug off some amount of 
  injury from each blow or attack.  A pious templar gains 
  damage reduction 1/--. At 7
  th level, this damage reduction 
  rises to 2/--. 
   
  Weapon Specialization: At 3
  rd level, a pious templar 
  gains the Weapon Specialization feat with her deity’s 
  favored weapon. 
   
  Bonus Feat: At 4
  th level and again at 8
  th level, a pious 
  templar gets a bonus feat.  These bonus feats must be 
  drawn from the feats noted as fighter bonus feats in the 
  Player’s Handbook and other books. 
   
  If a pious templar selects a feat that requires her to 
  apply its effects to a specific weapon (such as Improved 
  Critical), she may only apply that feat to her deity’s 
  favored weapon. 
   
  Sacred Fist 
  Reference: Complete Divine 
   
  Sacred fists are independent organizations found 
  within many temples. Their ascetic members have turned 
  their divine magic inward, bringing their bodies and 
  wills into harmony. 
   
  Sacred fists have forsworn the use of weapons and 
  heavy armor. They consider their bodies and minds gifts 
  from their deity, and they believe that not developing 
  those gifts to their fullest potential is a sin. Spellcasting 
  does not dishonor them or their deity. Sacred fists are 
  strong in faith, will, and body. Clerics are excellent 
  candidates for sacred fists orders. Paladins may also 
  choose to join them, but are seldom comfortable 
  surrendering the trappings of their calling. Fighters, 
  rogues, bards, and even ex-monks may make good 
  candidates, provided they have enough levels in a class 
  that grants divine spells. Druids occasionally find the 
  class’s combat skills useful, but sorcerers and wizards find 
  little to interest them. 
   
  NPC sacred fists are as varied as their faiths. In 
  general, they travel the land individually, lending their 
  skills to those who need protection or assistance. While a 
  sacred fist from a temple of Pelor might humbly assist 
  almost anyone who asked, one from Erythnul’s faith 
  might help only when it gains him something. Sacred 
  fists from the temple of Kord tend to be genial brawlers, 
  humble in victory and gracious in defeat. All sacred fists 
  seek challenges that allow them to further develop their 
  fighting skills. 
   
  Adaptation: This prestige class is designed to 
  emphasize a monk who sacrifices her array of 
  supernatural abilities and cast spells instead. The sacred 
  fist (under that name or another) could be an esoteric 
  order of monks who combine rigorous self-defense 
  training with near-constant prayer. And if you connect 
  them to a specific nonlawful deity, the sacred fists are a 
  good way to create an exception to the “monks must be 
  lawful” rule. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify to become a sacred fist, a character must fulfill 
  all the following criteria. 
   
  Base Attack Bonus: +4 
   
  Skills: Knowledge (religion) 8 ranks. 
   
  Feats: Combat Casting, Combat Reflexes, Improved 
  Unarmed Strike, Stunning Fist. 
   
  Spells: Able to cast 1
  st-level divine spells 
   
  Class Skills 
  The sacred fist’s class skills (and the key ability for each 
  skill) are Balance (Dex), Concentration (Con), Escape 
  Artist (Dex), Heal (Wis), Jump (Str), Profession (Wis), 
  Spellcraft (Int), and Tumble (Dex).  See chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are features of the sacred fist prestige 
  class. 
  IUZ5-04 Plane Thinking  
   
  Page 36 
  
  Weapon and Armor Proficiency: Sacred fists gain no 
  proficiency with any weapons, armors, or shields. 
   
  AC Bonus (EX): A sacred fist is highly trained at 
  dodging blows, and has a sixth sense that lets him avoid 
  even unanticipated attacks. When unencumbered and 
  wearing light or no armor, a sacred fist gains a +1 bonus 
  to his AC. This bonus increases to +2 at 5
  th level and to +3 
  at 10
  th. 
   
  This bonus to AC applies even against touch attacks 
  or when the sacred fist is flat-footed. He loses the bonus 
  when he is immobilized or helpless, when he wears any 
  armor heavier than light armor, when he carries a shield, 
  or when he carries a medium or heavy load. 
   
  Spells per Day/Spells Known: When a new sacred 
  fist level is gained, the character gains new spells per day 
  (and spells known if applicable) as if he had also gained a 
  level in whatever spellcasting class in which he could cast 
  divine spells before he added the prestige class. He does 
  not, however, gain any other benefit a character of that 
  class would have gained (improved chance of controlling 
  or rebuking undead, wild shape ability, and so on). This 
  essentially means that he adds the level of sacred fist to 
  the level of whatever spellcasting class the character has, 
  then determines spells per day accordingly. 
   
  If a character had more than one spellcasting class in 
  which he could cast divine spells before he became a 
  sacred fist, the player must decide which class to assign 
  each level of sacred fist for the purpose of determining 
  spells per day and spells known. 
   
  Unarmed Damage (Ex): A sacred fist’s class levels 
  stack with his monk levels (if any) for the purpose of 
  determining his unarmed damage. If a sacred fist doesn’t 
  have monk levels prior to becoming a sacred fist, treat 
  him as a monk of the same class level as his sacred fist 
  class level for determining his unarmed damage. 
   
  Fast Movement (Ex): At 3
  rd level, a sacred fist gains 
  an enhancement bonus to his speed, as shown on the 
  table above. A sacred fist in medium or heavy armor or 
  carrying a medium or heavy load loses this extra speed. 
   
  Sacred Flames (Su): At 4th level, a sacred fist may 
  use a standard action to invoke flames around his hands 
  and feet. These flames add to the sacred fist’s unarmed 
  damage. The additional damage is equal to the sacred 
  fist’s class level plus his Wisdom modifier (if any). Half of 
  the damage is fire damage (round up), and the rest is 
  sacred energy and thus not subject to effects that reduce 
  fire damage. The sacred flames last 1 minute and can be 
  invoked once per day. At 8th level, a sacred fist can 
  invoke sacred flames twice per day. 
   
  Blindsense (Su): A 6
  th level sacred fist gains 
  sensitivity to vibrations, scent, and noise, granting him 
  blindsense out to 10 feet. 
   
  Inner Armor (Ex): At 10th level, a sacred fist’s inner 
  tranquility protects him from external threats. He may 
  invoke a +4 sacred bonus to AC, a +4 sacred bonus on all 
  saves, and spell resistance 25 for a number of rounds 
  equal to his wisdom modifier. He may use inner armor 
  once per day. 
   
  Code of Conduct: A member of a sacred fist order 
  refuses to use any weapon. A sacred fist who knowingly 
  carries or uses a weapon loses all class spells and features 
  and advances no farther as a sacred fist until he atones for 
  his action (see the atonement spell, page 201 of the 
  player’s handbook). 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  AC 
  Bonus
  Unarmored 
  Speed Bonus 
  Spells per Day 
  1
  st 
  +1 
  +2 
  +2 
  +0 
  Unarmed 
  Damage 
  +1 
  +0 ft. 
  +1 level of existing divine 
  spellcasting class 
  2
  nd 
  +2 
  +3 
  +3 
  +0 
  - 
  +1 
  +0 ft. 
  +1 level of existing divine 
  spellcasting class 
  3
  rd 
  +3 
  +3 
  +3 
  +1
   
  - 
  +1 
  +10 ft. 
  +1 level of existing divine 
  spellcasting class 
  4
  th 
  +4 
  +4 
  +4 
  +1 
  Sacred Flames 
  1/day 
  +1 
  +10 ft. 
  - 
  5
  th 
  +5 
  +4 
  +4 
  +1 
  - 
  +2 
  +10 ft. 
  +1 level of existing divine 
  spellcasting class 
  6
  th 
  +6 
  +5 
  +5 
  +2 
  Blindsense 
  10 ft. 
  +2 
  +20 ft. 
  +1 level of existing divine 
  spellcasting class 
  7
  th 
  +7 
  +5 
  +5 
  +2 
  - 
  +2 
  +20 ft. 
  +1 level of existing divine 
  spellcasting class 
  8
  th 
  +8 
  +6 
  +6 
  +2 
  Sacred Flames 
  2/day 
  +2 
  +30 ft. 
  - 
  9
  th 
  +9 
  +6 
  +6 
  +3 
  - 
  +2 
  +30 ft. 
  +1 level of existing divine 
  spellcasting class 
  10
  th 
  +10 
  +7 
  +7 
  +3 
  Inner Armor 
  +3 
  +30 ft. 
  +1 level of existing divine 
  ll
  i
  l
  IUZ5-04 Plane Thinking  
   
  Page 37 
  
   
  Like a member of any other class, a sacred fist may be 
  a multiclass character, but multiclass sacred fists face a 
  special restriction. A sacred fist who gains a level in any 
  class other than sacred fist may never again raise his 
  sacred fist level, though he retains all his sacred fist 
  abilities. The path of the sacred fist requires a constant 
  focus. If a character adopts this class, he must pursue it to 
  the exclusion of all other careers. Once he has turned off 
  the path, he may never return. 
   
  Justiciar 
  Reference: Complete Warrior 
  Where there are laws, there are those who defy them, and 
  where citizens live in fear of these lawbreakers, brave 
  souls hunt them down.  These are the justiciars.  They 
  don’t do it for money; they don’t do it for glory.  They do 
  it because it’s a thankless job that needs to be done. It also 
  happens to be a satisfying vocation to make a living 
  kicking the daylights out of criminals who desperately 
  deserve it. 
   
  Justiciars are generally solitary, relying on their own 
  wits and skills.  They are fearless and single-minded in 
  pursuit of their prey and ruthlessly effective in combat.  
  Innocence and alibi can be argued in front of a court, but 
  pretty words don’t change the facts of the case or absolve 
  a criminal of guilt.  A justiciar is not necessarily judge, 
  jury or executioner; often he simply sees to it that those 
  people get the chance to do their jobs.  When it is 
  impractical to bring a miscreant to the hands of the law, 
  or if the criminal resists, a justiciar doesn’t hesitate to 
  bring final justice to someone who deserves it.  Some evil 
  justiciars prefer torturing their prisoners into confessing 
  before turning them in.   
  When faced with a difficult 
  challenge, justiciars may team up with each other or with 
  a posse of other characters to hunt those wanted by the 
  law.  The presence of one or more justiciars in a posse 
  might come as a rude surprise to a group of individuals 
  that have been robbing from the rich to give to the poor... 
   
  Most justiciars begin as rangers.  Some paladins also 
  find being a justiciar in line with their ideology.  Fighters 
  often find enough reward in killing, bringing people 
  back alive is typically more effort than they consider 
  worthwhile.  Conversely, many clerics are too forgiving 
  to be justiciars; obvious exceptions include clerics of St. 
  Cuthbert, as well as those of Hextor and certain other 
  lawful evil deities.  Rogues and bards, with their stealth-
  oriented skills, can be very effective in this class.  Even 
  the occasional druid, sorcerer or wizard (especially 
  diviners) enters the field, wielding spells as their 
  weapons instead of steel.   
   
  Hit Die: d10 
   
  Requirements 
  To qualify to become a justiciar, a character must fulfill all 
  the following criteria. 
   
  Alignment: Any lawful. 
   
   
  Base Attack Bonus: +6 
   
  Skills: Gather Information 5 ranks; Search 5 ranks; 
  Survival 5 ranks. 
   
  Feats: Skill Focus (Gather Information); Track. 
   
  Class Skills 
  The justiciar’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Climb (Str), Disguise (Cha), Gather 
  Information (Cha), Heal (Wis), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move 
  Silently (Dex), Open Lock (Dex), Ride (Dex), Search 
  (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), 
  Swim (Str) and Use Rope (Dex).  See chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are features of the sacred fist prestige 
  class. 
   
  Weapon and Armor Proficiency: Justiciars gain no 
  proficiency with any weapon or armor. 
   
  Bring ‘em back alive (Ex): Whenever a justiciar 
  attacks with a melee weapon, he can deal nonlethal 
  damage with the weapon instead of lethal damage with 
  no penalty on the attack roll.  Normally, attempting to 
  deal nonlethal damage with a weapon in this way incurs a 
  –4 penalty on the attack roll. 
   
  Non-lethal strike (Ex):  A Justiciar can make 
  nonlethal strikes.  Any time the character uses the bring 
  ‘em back alive ability and his target would be denied his 
  dexterity bonus to Armor Class (whether she actually has 
  a dexterity bonus or not) or when the justiciar flanks the 
  target, the justiciar’s attack deals an extra 1d6 points of 
  nonlethal damage.  This extra damage increases to 2d6 at 
  4
  th level, 3d6 at 7
  th level, and 4d6 at 10
  th level.  Should the 
  justiciar score a critical hit with a nonlethal strike, this 
  extra damage is not multiplied. 
   
  A justiciar can use nonlethal strike only on a living 
  creature with discernable anatomy – undead, constructs, 
  oozes, plants and incorporeal creatures are not subject to 
  this extra damage. Also, creatures immune to nonlethal 
  damage are immune to nonlethal strike damage. The 
  justiciar cannot make a nonlethal strike against a creature 
  with concealment. 
   
   
  Improved Grapple (Ex): At 2
  nd level, a justiciar 
  receives Improved Grapple as a bonus feat even if he does 
  not meet the pre-requisites. 
  IUZ5-04 Plane Thinking  
   
  Page 38 
  
   
  Crippling Strike (Ex): A justiciar of 2
  nd level or 
  higher can make a nonlethal strike against an opponent 
  with such precision that his blow weakens and hampers 
  the opponent.  When a justiciar damages an opponent 
  with a nonlethal strike, that character also takes one 
  point of Strength damage.  
   
  Exotic 
  Weapon 
  Proficiency 
  – 
  Manacles: 
  Intimately familiar with the capture of criminals, 
  justiciars have learned to do more with a pair of manacles 
  than restrain a lawbreaker.  A justiciar of 3
  rd level or 
  higher can swing a pair of metal manacles in one hand as 
  if they were a club without taking a penalty for using an 
  improvised weapon.  Masterwork manacles can be 
  wielded as if they were a masterwork flail.  
   
  Street Savvy (Ex): A justiciar of 3
  rd level or higher 
  gains a circumstance bonus on Gather Information 
  checks he attempts while in pursuit of a criminal.  This 
  bonus is initially +2 at 3
  rd level, and increases by an extra 
  +2 every third level thereafter.  
   
  Hog-Tie (Ex): When a justiciar of 5
  th level or higher 
  successfully pins an opponent while grappling, he can 
  attempt to hog-tie the opponent (in addition to his other 
  options; see 9. 156 PHB).  A justiciar must have a rope, 
  chain or manacles in one hand to use this ability.  A 
  justiciar can use this ability on an opponent of up to one 
  size category larger than he is (for example, a halfling 
  justiciar can attempt to hog-tie a Medium or smaller 
  opponent.  He can use this ability only against humanoid-
  shaped creatures (thus, most humanoids, monstrous 
  humanoids, outsiders and giants would qualify). 
   
  An attempt to hog tie is resolved with an opposed 
  check.  The justiciar can make a Use Rope check instead 
  of a normal grapple check, while the opponent makes 
  either a grapple check or an Escape Artist check.  If the 
  justiciar succeeds, the opponent is hog-tied.  If the 
  opponent succeeds, the hog-tie fails and the grapple 
  continues.  
   
  If a justiciar successfully hog-ties an opponent, that 
  person is considered bound and helpless.  A bound 
  opponent can attempt to escape by making an Escape 
  Artist check opposed by the justiciar’s Use Rope check 
  (including his +10 bonus, see Bind a Character on p. 86 of 
  the PHB) or a Strength check (DC 23 for rope, DC 26 for 
  chain or manacles, DC 28 for masterwork manacles) to 
  break free.     
   
  Improved Hog-Tie (Ex): A justiciar of 8
  th level or 
  higher can make a hog-tie attempt without first pinning 
  his opponent.  Whenever a grapple is established, the 
  justiciar can use an attack action to make a hog-tie 
  attempt. Also, if the justiciar has the Quick Draw feat, he 
  does not need to be holding the rope, chain or manacles 
  in his hand before making the attempt.   
   
  Intuition (Su): When hunting a specific person, a 
  10
  th level justiciar can use a Survival check to determine 
  in which direction the culprit might be found if the 
  criminal is within one mile of the justiciar (DC15 + 
  targets HD). A justiciar can use this ability to determine 
  the direction of anyone he has previously faced in 
  combat if he or she is within range. 
   
  The DM should make this check secretly for the 
  justiciar, since the character should not know if he failed 
  the check because of the die roll or because the target is 
  too far away.  A justiciar can make this check once per 
  day for any single target. 
  Multiclass Note: A paladin who becomes a justiciar may 
  continue advancing as a paladin. 
   
  Tactical Soldier 
  Reference: Miniatures Handbook 
  The tactical soldier is the master of teamwork in melee. 
  She has trained in cooperative battle tactics and knows 
  how to take advantage of position and timing to make 
  herself and her teammates a deadly, unified force in 
  battle. No other force compares to a group of melee-
  worthy combatants along with a tactical soldier in the 
  wings, ready to multiply the total deadly effectiveness of 
  the group by far more than their number alone would 
  indicate. 
   
  It takes a special kind of person to give up the 
  limelight in favor of teamwork. Those with the necessary 
  Class Level 
  BAB 
  Fort Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Bring ‘em back alive; nonlethal strike + 1d6 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Improved grapple; crippling strike 
  3
  rd 
  +3 
  +1 
  +1 
  +3
   
  Exotic weapon proficiency (manacles); street savvy 
  +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Nonlethal strike +2d6 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Hog-tie 
  6
  th 
  +6 
  +2 
  +2 
  +5 
  Street savvy +4 
  7
  th 
  +7 
  +2 
  +2 
  +5 
  Nonlethal strike +3d6 
  8
  th 
  +8 
  +2 
  +2 
  +6 
  Improved hog-tie 
  9
  th 
  +9 
  +3 
  +3 
  +6 
  Street savvy +6 
  10
  th 
  +10 
  +3 
  +3
  +7
  Intuition, nonlethal strike +4d6
  IUZ5-04 Plane Thinking  
   
  Page 39 
  
  ability to think about the objective first and their own 
  glory second make ideal tactical soldiers. Fighters, 
  paladins, and rangers are the most common tactical 
  soldiers, knowing just how to multiply the strengths and 
  eradicate the weakness of battle-hardened combatants. 
   
  NPC tactical soldiers make ideal cohorts or hirelings. 
  What fighter wouldn’t want a tactical solider backing him 
  up, ready to step in and fight when the melee begins? 
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a tactical soldier, a character must 
  fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Sense Motive 2 ranks. 
  Feats: Cleave, Combat Reflexes. 
   
  Class Skills 
  The tactical soldiers’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Handle Animal 
  (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Sense 
  Motive (Wis), and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the dervish 
  prestige class. 
   
  Weapon and Armor Proficiency: Tactical soldiers 
  are proficient with all simple and martial weapons, with 
  all types of armor (heavy, medium, and light), and with 
  shields (except tower shields). 
   
  Flanker (Ex): A tactical soldier can flank enemies 
  from seemingly impossible angles. She can designate any 
  adjacent square as the square from which flanking against 
  an ally is determined (including the square where she 
  stands, as normal). She may designate the square at the 
  beginning of her turn or at any time during her turn. The 
  designated square remains her effective square for 
  flanking until she is no longer adjacent to it or until she 
  chooses a different square (at the start of one of her 
  turns). The character can even choose a square that is 
  impassable or occupied. 
   
  Sidestep (Ex): At 2
  nd level, a tactical soldier gains 
  Sidestep (described later in this chapter) as a bonus feat. 
  If she already has the feat, she can choose another one. 
   
  Interpose (Ex): A tactical soldier gains this ability, 
  usable three times per day, at 3
  rd level. When an enemy 
  threatens her in melee and makes a successful attack 
  against an adjacent ally of hers, the tactical soldier may 
  take the damage (and other effects) of the blow as if she 
  had been hit instead. 
   
  Defensive Shield (Ex): Starting at 4
  th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge bonus 
  to Armor Class, though their attack rolls do not take the 
  normal -4 penalty (but her attack rolls still do). 
   
  Offensive Strike (Ex): Starting at 5
  th level, in times 
  of urgency a tactical soldier can lower all her defense to 
  make a very aggressive attack. When making an offensive 
  strike, the tactical soldier gains a +4 bonus on melee 
  attack rolls and damage rolls for 1 round. Until her next 
  turn, however, she is wide open to physical and magical 
  attacks. All successful attack rolls made against the 
  tactical soldier are automatic threats, and all saving 
  throws the tactical soldier makes against spells 
  automatically fail. 
   
  Delayed Cleave (Ex): Starting at 7
  th level, if the last 
  creature a tactical soldier hit in melee is dropped by 
  someone other than her, and the tactical soldier still 
  threatens that creature’s square, she may make a cleave 
  attack as an attack of opportunity. All normal restrictions 
  on cleave attempts and attacks of opportunity apply. 
   
  Unbalancing Blow (Ex): Starting at 8
  th level, a 
  tactical soldier can use a full-round action to make a 
  strategic melee attack against an enemy. If the attack 
  succeeds, in addition to dealing regular damage, the blow 
  unbalances the target so much that it provokes attacks of 
  opportunities from creatures threatening its square. This 
  ability works only on creatures up to one size category 
  larger than the tactical soldier. 
   
  Reciprocal Strike (Ex): A 10
  th-level tactical soldier 
  can make an attack of opportunity (subject to normal 
  Class Level 
  BAB 
  Fort Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Flanker 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Sidestep 
  3
  rd 
  +3 
  +3 
  +1 
  +1
   
  Interpose 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Defensive Shield 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Offensive Strike 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  - 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  Delayed Cleave 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Unbalancing blow 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  - 
  10
  th 
  +10 
  +7 
  +3
  +3
  Reciprocal Strike 
  IUZ5-04 Plane Thinking  
   
  Page 40 
  
  restrictions) against a foe that successfully attacks an ally 
  of the soldier and deals damage. She can use this ability 
  three times per day. 
   
  Feats: 
  Close-Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3.  
  Benefit: You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy has 
  a feat or special ability that would normally bypass the 
  attack. If you deal damage with this attack, the enemy 
  fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as improved grab. If 
  the enemy has such a special ability, you may add the 
  damage you deal as a bonus on your opposed check to 
  resist being grappled. This feat does not give you extra 
  attacks of opportunity during a round or allow you to 
  make an attack of opportunity when you would be 
  denied one for being surprised, helpless, or in a similar 
  situation.  
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes an 
  attack of opportunity, hits and deals 10 points of damage 
  to the creature. Tordek then adds +10 to his opposed 
  check to resist being grappled. 
  Normal: 
  Creatures 
  with 
  Improved 
  Grapple, 
  improved grab or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple.  
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats.      
   
  Reference: Complete Warrior, page 97.  
   
  Combat Brute [Tactical] 
  You employ strength and leverage to great effect in 
  battle. 
   
  Prerequisites: Improved Sunder, Power Attack, base 
  attack bonus +6.  
  Benefit: The Combat Brute feat enables the use of three 
  tactical maneuvers.  
   
  Advancing Blows: To use this maneuver, you must 
  make a successful bull rush attempt against a foe. During 
  the next round, all your attacks against that foe gain a +1 
  bonus on attack and damage rolls for each square your 
  bull rush moved that foe. For example, if you pushed an 
  orc back 10 feet (2 squares) with a bull rush, you would 
  gain a +2 bonus on attack and damage rolls against that 
  orc the following round. 
   
  Sundering Cleave: To use this maneuver, you must 
  destroy a foe’s weapon or shield with a successful sunder 
  attempt (see PHB). If you do so, you gain an immediate 
  melee attack against the foe. The additional attack is with 
  the same weapon and at the same attack bonus as the 
  attack that destroyed the weapon or shield.  
   
  Momentum Swing: To use this maneuver, you must 
  charge a foe in the first round, and you must make an 
  attack using your Power Attack feat in the second round. 
  The penalty you take on your attack roll must be –5 or 
  worse. Your attacks during the second round gain a 
  bonus equal to your attack penalty X 1 ½ or X 3 if you’re 
  using a two handed weapon or a one-handed weapon 
  wielded in two hands. For instance, if you chose to take a 
  –6 penalty on your attack roll, you deal an extra 9 points 
  of damage or an extra 18 points if you are using a two-
  handed weapon or a one-handed weapon wielded in two 
  hands. 
  Special: A fighter may select Combat Brute as one of 
  his fighter bonus feats.      
   
  Reference: Complete Warrior, page 110.  
   
  Divine Vigor [Divine] 
  You can channel energy to increase your speed and 
  durability. 
   
  Prerequisites: Turn or rebuke undead ability.  
  Benefit: As a standard action, spend one of your turn 
  or rebuke undead attempts to increase your base speed by 
  10 feet and gain +2 temporary hit points per character 
  level. These effects last a number of minutes equal to 
  your Charisma modifier. 
   
  Reference: Complete Warrior, page 108.  
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another type 
  of energy instead.  
   
  Prerequisites: Knowledge (Arcana) 5 ranks, any 
  metamagic feat.  
  Benefit: Chose one type of energy (acid, cold, 
  electricity or fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes to 
  the new energy type – for example, a fireball composed of 
  cold energy is an evocation [cold] spell.   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Reference: Complete Arcane, page 79.  
   
  Extra Smiting [General] 
  You can make more smite attacks.  
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  Prerequisites: Smite ability, base attack bonus +4.  
  Benefit: When you take this feat, you gain two extra 
  attempts to smite per day. Use whatever smite ability you 
  have (the paladin’s smite evil ability or the hunter of the 
  dead’s ability to smite undead, for example).   
  Special: You can gain this feat multiple times. Its 
  effects stack. 
   
  Reference: Complete Warrior, page 98.  
   
  High Sword Low Axe [Style] 
  You have mastered the style of fighting with sword and 
  axe at the same time, and have learned to use this unusual 
  pairing of weapons to pull your opponents off their feet.  
   
  Prerequisites: 
  Improved 
  Trip, 
  Two-Weapon 
  Fighting, Weapon Focus (bastard sword, longsword, 
  scimitar or shortsword), Weapon Focus {battleaxe, 
  handaxe, or dwarven waraxe).  
  Benefit: If you hit the same creature with both your 
  sword and your axe in the same round, you may make a 
  free trip attempt against that foe. (If you succeed, you 
  may immediately use your Improved Trip feat to gain an 
  additional attack against your foe).   
   
  Reference: Complete Warrior, page 113.  
   
  Improved Smiting [General] 
  Your smite attacks deal more damage to specific foes, and 
  can damage creatures with alignment based damage 
  reduction.  
   
  Prerequisites: Cha 13, smite ability.  
  Benefit: Whenever you make a smite attack, your 
  attack overcomes damage reduction as if it had an 
  alignment and you deal an extra +1d6 points of damage to 
  targets with a specific alignment.  If the smite attack has 
  an alignment associated with it, it deals its extra damage 
  to foes of that alignment and it is treated as having the 
  opposite alignment for overcoming damage reduction.  
  For example, a paladin’s smite evil attacks are treated as 
  having the good alignment and deal +1d6 damage to evil 
  targets while a blackguards smite good attacks are treated 
  as having the evil alignment and deal +1d6 damage to 
  good targets.  If the smite attack has no alignment 
  associated with it, you must chose an alignment (chaotic, 
  evil, good, lawful) when you select the feat.  Your smite 
  attacks overcome damage reduction as if they had that 
  alignment and deal +1d6 points of damage to foes of the 
  opposite alignment. 
  You can’t choose an alignment component that is 
  not part of your alignment and once this choice is made it 
  can never be changed.  If you later change alignment so 
  that the chosen alignment is no longer part of your 
  alignment, you lose the benefits of this feat. 
  Special: If you have the smite ability from more than 
  one class, the effect of the feat applies to all your smite 
  abilities and it is possible to select different alignments 
  for each (as long as the alignments are legal selections).  
   
  Reference: Complete Divine, page 82.  
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to 
  your current hit dice.  Each time you gain a HD (such as 
  by gaining a level), you gain one additional hit point.  If 
  you lose a HD (such as by losing a level), you lose one hit 
  point permanently.   
   
  Reference: Complete Warrior, page 101.  
   
  Pain Touch [General] 
  You cause intense pain in an opponent with a successful 
  stunning attack.  
   
  Prerequisites: Wis 15, Stunning Fist, base attack 
  bonus +2.  
  Benefit: Victims of a successful stunning attack are 
  subject to such debilitating pain that they are nauseated 
  for 1 round following the round they are stunned. 
  Creatures that are immune to stunning attacks are also 
  immune to the effect of this feat, as are any creatures 
  more than one size category larger than the feat user. 
   
  Reference: Complete Warrior, page 103.  
   
  Prone Attack [General] 
  You can attack from a prone position without penalty.  
   
  Prerequisites: Dex 15, Lightning Reflexes, base 
  attack bonus +2.  
  Benefit: You can make an attack from a prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may regain your feet 
  immediately as a free action. Opponents gain no bonus 
  on melee attacks against you while you are prone. 
  Special: A fighter may select Prone Attack as one of 
  his fighter bonus feats.  
   
  Reference: Complete Warrior, page 103.  
   
  Sculpt Spell [Metamagic] 
  You can alter the area of your spells.  
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot-radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot radius) or a 120-foot line. The sculpted spell works 
  normally in all respects except for its shape. For example, 
  a lightning bolt whose area is changed to a ball deals the 
  same amount of damage, but affects a 20-foot radius 
  spread.  
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level.   
   
  Reference: Complete Arcane, page 83.  
  IUZ5-04 Plane Thinking  
   
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  Sudden Silent [Metamagic] 
  You can cast a spell silently without special preparation.  
  Benefit: Once per day, you may apply the Silent 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Silent Spell feat normally, if you 
  have it.   
   
  Reference: Complete Arcane, page 83.  
   
  Sudden Still [Metamagic] 
  You can cast a spell without gestures without special 
  preparation.  
  Benefit: Once per day, you may apply the Still Spell 
  feat to any spell you cast, without increasing the level of 
  the spell or specially preparing it ahead of time. You may 
  still use the Still Spell feat normally, if you have it.   
   
  Reference: Complete Arcane, page 83.  
   
  True Believer [General] 
  Your deity rewards your unquestioning faith and 
  dedication.  
   
  Prerequisites: Must choose a single deity to 
  worship.  Must be within one step of that deity’s 
  alignment.  
  Benefit: Once per day when you are about to make a 
  saving throw, you may declare that you are using this feat 
  to gain a +2 insight bonus on that saving throw.  This feat 
  also allows you to use a relic of the deity you worship.   
   
  Reference: Complete Divine, page 86.  
   
  Spells 
  Heartache 
  Enchantment [Evil, Mind-Affecting] 
  Level: Clr 1, Mortal Hunter 1 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft/2 levels)  
  Target: One creature  
  Duration: 1 round  
  Saving Throw: Will negates  
  Spell Resistance: Yes  
  The caster fills the subject with heart-wrenching sorrow 
  that renders it incapacitated for one round. The subject 
  cannot move or take actions and is helpless for one 
  round.  
   
  Reference: Book of Vile Darkness, p. 97. 
   
  Morality Undone  
  Enchantment [Evil, Mind-Affecting] 
  Level: Brd 5, Clr 5, Corruption 4, Mortal Hunter 4 
  Components: V, S, M/DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft/2 levels)  
  Target: One non-evil creature  
  Duration: 10 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes  
  The 
  caster 
  turns 
  one 
  creature 
  evil. 
  The 
  chaotic/neutral/lawful component of the subject’s 
  alignment is unchanged. The subject retains whatever 
  outlook, allegiances and outlooks it had before, so long as 
  they do not conflict with the new alignment. Otherwise, 
  it acts with its new selfish, bloodthirsty, cruel outlook on 
  all things. 
   
  For example, a wizard might not immediately turn 
  on her fighter companion for no apparent reason, 
  particularly in the middle of a combat when they’re 
  fighting on the same side. But she might try to steal the 
  fighter’s bag of gems, even using applicable spells (charm 
  person, suggestion and invisibility for instance) against 
  her friend. She might even eventually decide to betray or 
  attack her friend if there is some potential gain involved.  
   
  Using this spell in conjunction with a spell such as 
  dominate person or suggestion is particularly useful, 
  because it changes what acts are against a subjects nature. 
  Arcane Material Component: A powdered holy symbol. 
  Reference: Book of Vile Darkness, p. 97. 
   
  Reciprocal Gyre  
  Abjuration 
  Level: Sor/Wiz 5  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level)   
  Target: One creature or object 
  Duration: Instantaneous  
  Saving Throw: Will half, then Fortitude negates (see 
  text)  
  Spell Resistance: No  
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power. 
  The target takes 1d6 points of damage per spell level of 
  each functioning spell or spell-like ability currently 
  affecting it (maximum 25d6). For example, a creature 
  who is hasted (3
  rd level), flying (3
  rd level) and protected by 
  a stoneskin spell (4
  th level wizard version) takes 10d6 
  points of damage (Will save for half). In addition, any 
  creature that fails its save must then succeed on a 
  Fortitude save or be dazed for 1d6 rounds.  
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area (such as invisibility 
  sphere and solid fog) can’t be used to deal reciprocal 
  damage to creatures within their area. Likewise, 
  persistent or continuous effects from magical items can’t 
  IUZ5-04 Plane Thinking  
   
  Page 43 
  
  be used to deal reciprocal damage, but targeted spell 
  effects can be – for example, the magic of a cloak of 
  resistance can’t be used by reciprocal gyre, but a spell cast 
  by a wand of invisibility could be.  
   
  Material Component: A tiny closed loop of copper 
  wire. 
   
   
   
  Reference: Complete Arcane, p. 119-120. 
   
  Stupor  
  Enchantment [Mind-Affecting] 
  Level: Asn 1, Clr 1, Sor/Wiz 1  
  Components: S, M 
  Casting Time: 1 minute 
  Range: Touch   
  Target: One helpless creature  
  Duration: 1 hour/level  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes  
  The caster places one creature already helpless in a 
  clouded, confused state that does not allow the subject to 
  think clearly or take actions. The effect is similar to being 
  drugged. The subject can be moved and even forced to 
  walk on her own if dragged along, but she is unaware of 
  what is going on around her. 
   
  Material Component: A puffball mushroom. 
  Reference: Book of Vile Darkness, p. 106. 
   
  Wave of Grief  
  Enchantment [Evil, Mind-Affecting] 
  Level: Brd 2, Clr 2  
  Components: S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft/2 levels)  
  Area: Cone  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes  
  All within the cone when the spell is cast are overcome 
  with sorrow and grief. They take a –3 morale penalty on 
  all attack rolls, saving throws, ability checks and skill 
  checks. 
   
  Material Component: Three tears. 
  Reference: Book of Vile Darkness, p. 109. 
   
  IUZ5-04 Plane Thinking  
   
  Page 44 
  
  Judge Aid 2 
  Map of Cave 
   
   
   
  Each square = 5 feet. 
   
   
   
   
   
  IUZ5-04 Plane Thinking  
   
  Page 45 
  
  Judge Aid 3 
   
  Map of Complex 
   
   
   
  Each square = 5 feet. 
   
  IUZ5-04 Plane Thinking  
   
  Page 46 
  
  Judge Aid 4 
   
  Cold Dangers (Frostburn) 
   
  Severe cold: Unprotected characters must make a 
  Fortitude save every ten minutes (DC 15 + 1/previous 
  check), taking 1d6 points of nonlethal damage on each 
  failed save. A partially protected character need only 
  check once per hour.  For complete protection against 
  severe cold, a character must have a level of protection of 
  2 or higher (for example, wearing a cold weather outfit 
  and fur clothing).  A character whose level of protection 
  is only 1 is considered partially protected.  
   
  Extreme cold: Unprotected characters take 1d6 
  points of cold damage per ten minutes (no save). In 
  addition, an unprotected character must make a Fortitude 
  save (DC 15 + 1/previous check) or take 1d4 points of 
  nonlethal damage. Those wearing metal armor or coming 
  into contact with very cold metal are affected as by a chill 
  metal spell. A partially protected character takes damage 
  and makes saving throws once per hour instead of once 
  per ten minutes.  A character must have a level of 
  protection of 3 or higher to be protected against extreme 
  cold.  Level 2 is considered partial protection; level 1 is 
  considered unprotected.  
   
  Unearthly cold: Unprotected characters take 1d6 
  points of cold damage and 1d4 points of nonlethal 
  damage per minute (no save).  Partially protected 
  characters take damage once per ten minutes instead of 
  once per minute.  For complete protection against the 
  effects of unearthly cold, a character must have a level of 
  protection of 4 or higher.  Level 2 or 3 is considered 
  partial protection and level 1 is no protection at all.  
  Base Levels of Protection: 
  0 
  Character or creature has no cold adaptations 
  1 
  Cold Endurance feat, or Nonarctic animal with 
  fur, or Monsters native to cold terrain 
  2 
  Cold-tolerant character (e.g. glacier dwarf or 
  Neanderthal), or arctic animal with fur, or 
  monsters native to a frostfell terrain 
  3 
  Endure elements spell or effect, or Resistance to 
  Cold 5 or more. 
  Equipment Modifiers: 
  0 
  No special clothing 
  1 
  Armor insulation or cold weather outfit or fur 
  clothing 
  2 
  Cold weather outfit + fur clothing, or armor 
  insulation + fur clothing 
  3 
  Improvised shelter  
  Snow Blindness (Frostburn) 
   
  Characters must succeed at a Fortitude save (DC 10 
  +1/prior attempt) once per hour or become snowblind.  
  Characters affected with snow blindness take a –2 
  penalty to AC, lose any Dexterity bonus to AC, move at 
  half speed and take a –4 on most Dexterity based skill 
  checks, as well as Search, Spot, and any other checks that 
  rely on vision.  All opponents are considered to have 
  concealment (20% miss chance) from a snow-blinded 
  character.  Snow blindness lasts 1d4 hours or until 1 hour 
  after the victim enters a shadowed or enclosed area, and it 
  can be cured by a remove blindness spell. 
   
  IUZ5-04 Plane Thinking  
   
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  Player Handout #1: Riddle One 
   
   
  Hades and the Beastlands make Carceri. 
  Bytopia and Arcadia make Gehenna. 
  Pandemonium and Arborea may make me,  
  But all the spokes of the wheel don’t make my opposite. 
  What am I? 
   
   
   
   
   
  IUZ5-04 Plane Thinking  
   
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