Artifacts of The Ages. Rings

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Artifacts of the Ages: Rings

by JD Wiker and Gary Astleford


Credits
Additional Design: Rich Redman Art Direction: Stan!
Editing: Rich Redman with Marc Schmalz Layout and Typesetting: Marc Schmalz
Creative Direction: Stan! Front Cover Design: Jefferson Dunlap
Proofreading: Vincent Szopa Cover Artist: Clarence Harrison
Interior Artist: Pete Schlough

Contents
Introduction ................................................................2 Meia, the Necklace of the Night Sky ......................36
Chapter One: The Basics .......................................3 Necraulonius, the Ring of Bone ..............................39
Ring Scions ...............................................................3 Sagazya, the Amulet of Eyes...................................41
The Battle Scion ........................................................4 The Tiger’s Eyes .....................................................43
The Spell Scion .........................................................5 Vlieyerda .................................................................45
The Faith Scion .........................................................6 Chapter Four: Faithrings ......................................48
The Swift Scion .........................................................7 The Diablatorio .......................................................48
Legendary Magic Items ............................................8 Eichenfols, the Oaken Clasp ...................................50
Chapter Two: Battlerings .....................................10 St. Martha’s Ring ....................................................52
The Broach of Bolan ...............................................10 Salwar, the Ring of Redemption .............................55
Callowen’s Torc.......................................................12 Smarag, the Emerald Beneath the Sea ....................57
Dyjamant, the Diamond Deep in the Earth .............15 The Ten Truths Ring................................................59
Felindur, the Ring of the Wolf ................................16 Chapter Five: Swiftrings ......................................62
Munimentum, the Ring of Redoubt ........................18 Bodhita, the Open-Hand Medallion ........................62
Romainu Valodus, the Lover’s Ring .......................20 Gaofar, the Ring of the Winds.................................64
Sati, the Phylactery of Fallen Friends .....................24 Karag-Joz, the Jester’s Bracelet ..............................66
Sinnilas, the Ring of the Champion ........................26 Ottanar, the Cutpurse Ring......................................71
Skycrown, the Winged Diadem...............................29 Pyahuso, the Faceless Periapt .................................73
Chapter Three: Spellrings ....................................32 Zafir, the Sapphire of the Summer Sky ...................75
The Crown of Screams ............................................32 Zehir, the Poison Ring ............................................78
Gursahat, the Ruby That Holds the Flame ..............34 Appendix: Open Game License .........................80

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Introduction
Welcome to Artifacts of the Ages: Rings—a a character in until 9th level, at the earliest. The
sourcebook for magic rings, amulets, crowns, be�er the item, the harder it is to get into the
and other jewelry and gems, for fantasy d20 prestige class for using it.
System campaigns. These are hardly everyday
magic items, however—any more than Tolkien’s How to Use This Book
“One Ring” is an everyday magic ring. These Because the jewelry in this book is designed to last
items are special: They have great powers, and a character throughout most of a campaign, GMs
great destinies. In the d20 System, they would be who wish to use the items and prestige classes in
considered minor artifacts, possessed of mighty this book should try to plan ahead. If you are just
magical abilities, enough to make an ordinary beginning a campaign, you can work one of these
person into a hero, an ordinary hero into a mighty items in fairly easily. The player characters could
king—and ordinary player characters into the kind discover it in a treasure hoard, or their religious
of characters myths are made of. or mystical orders could bestow such items on the
characters. (The quest for the item could be one of
What’s in This Book? the party’s earliest adventures.) If the campaign
In fantasy literature, in the movies, and in our own has already begun, you can have an existing ring,
imaginations, magic rings, gems, crowns, amulets, amulet, or other piece of magic jewelry already
bracelets, and the like all in the game begin manifesting proof that it is a
play larger parts than are legendary item. Or, you could simply adjust the
Web Enhancement
Additional material for use with Artifacts traditionally assigned item’s deflection or resistance bonus upward for
of the Ages: Rings and any discovered to them in fantasy higher-level characters.
errata can be found at The Game roleplaying games. Their In either case, your goal as GM should be to
Mechanics’ website
owners tend to carry them find a ring that fits into your campaign—or use
(www.thegamemechanics.com).
throughout their careers. these rules to invent one of your own—and offer
But in the games we play, it to your players as incentive to take one of the
these items usually only last until the characters associated prestige classes: ba�le scion, spell scion,
use all the charges or find something be�er. And faith scion, or swi� scion. If you know your players’
considering that characters may only wear so many preferences, you should not only be able to find a
rings, necklaces, headwear, and footwear, it is even player who would thoroughly enjoy uncovering the
more important that such items be more valuable, mysteries of a legendary ring, but also a legendary
versatile, and vital to the character’s adventures. ring that matches that player’s tastes.
Artifacts of the Ages: Rings gives player characters
reasons to hang onto those magic baubles a bit For the GM
longer. The legendary rings found in this book Artifacts of the Ages: Rings makes use of prestige
are powerful enough to be useful still at higher classes in the truest sense: Taking one of these
levels—but they dole out their powers bit by bit, classes makes a character someone special in the
so that the GM needn’t worry about pu�ing too grand scheme of things. Consequently, you, as the
powerful an item into the hands of a low-level GM, must be prepared to utilize these prestige
character. These items grow in power as the scions classes—and the legendary rings that go with
advance in level. them—in your campaign. If you’re not prepared
The magic items in Artifacts of the Ages: Rings to do so, then you should make it especially clear
offer minor powers to any wearer, but grant to your players that these prestige classes aren’t
their be�er abilities to those who take one of four available to them.
associated prestige classes: the scion classes. The On the other hand, if you’re willing to take this
scion unlocks new abilities of the ring by advancing plunge, the characters in your game can wield
in its associated prestige class. In short, the prestige magic rings that more or less automatically scale
classes reward the player for keeping these items. to the level of the characters’ power—running the
The scion classes—ba�le scion, spell scion, faith gamut from minor magic item to minor artifact.
scion, and swi� scion—work slightly differently And you can use the very existence of these
from item to item. One ba�lering’s prestige class weapons to make your campaign world that
requirements might allow a character to get into much more a magical place, full of adventure and
the class as early as third level; another, with mystery—which is what fantasy roleplaying games
correspondingly greater powers, might not let are ultimately all about.
Chapter One: The Basics

Legendary rings use a very simple system to Rules and Restrictions


allow their abilities to improve along with their In addition to meeting the prerequisites of the
wearers’ abilities. A character wearing a legendary prestige class (some of which are dictated by the
ring is eligible for one of the ring scion prestige rings themselves, as shown in Chapters 2 through
classes, which in turn allows the character to begin 5), characters who take one of these prestige classes
unlocking the ring’s advanced abilities, simply by have certain other rules and restrictions to follow.
taking levels of the prestige class.
Without taking the prestige class, the legendary Unbreakable
ring is simply a magic item, usually with a small Under ordinary circumstances, legendary rings
deflection or resistance bonus (+1 or +2, or as high cannot be destroyed. Any a�empt to smash,
as +3 for truly powerful legendary rings). At each crush, melt, or otherwise damage such an item
level of the prestige class, though, the scion can automatically fails. However, each ring, jewel, gem,
utilize another ability of the item. These abilities or other item described in this book includes an
might be simply an increase in the ring’s deflection explanation of how the item may be destroyed. The
or resistance bonus, but more commonly they destruction process should never be an easy task
grant the scion access to a suite of combat-oriented to undertake; it should be the result of an arduous
feats, special abilities tied to the item’s purpose, or quest, perhaps involving a journey to where the
perhaps magical enhancements to the character’s item was originally created.
own skills and abilities. When an item of this sort is destroyed, it might
In every case, the ring scion prestige classes merely be broken into multiple pieces—pieces
simply describe which of an item’s abilities the which can be reassembled, under the proper
scion is now eligible for. The legendary ring circumstances. Whether a given item can be
entries (found in Chapters 2 through 5) list what reconstructed is in the GM’s hands. Destroyed
those abilities are. Thus, every ring scion prestige items might still function in some lesser way, if
class is different, even though there are only four the GM so desires. The wearer retains her levels
variations to the scion prestige class. in the scion prestige class, but must succeed at
a special level check in order to use her class
Ring Scions abilities for the prestige class. This level check
Ring scions come in as many varieties as there is 1d20 + scion level against a DC of 11 + the
are legendary gems, jewels, and rings. But they caster level of the ability the character wishes to
distill down to one of four distinct types, based on use. Obviously, the former scion cannot, in this
the intended owner of the item. Each legendary fashion, access abilities that require the weapon to
artifact in Chapters 2 through 5 utilizes one of be intact, or in contact with the scion. Deflection
these four prestige classes: and resistance bonuses, for example, do not
The ba�le scion prestige class is for ba�lerings: operate, nor do abilities that activate when the
legendary rings made for fighters, barbarians, and wielder successfully a�acks or deals damage with
rangers (and the occasional monk or paladin). the item.
The spell scion is for spellrings: legendary
rings made to be wielded by arcane spellcasters, Losing Legendary Rings
such as wizards and sorcerers, and sometimes Legendary rings, as explained below, should
bards. never become permanently lost. Fate has ways
The faith scion is meant for characters who of bringing these items back to their rightful
wield legendary rings of divine power, faithrings. owners As the GM, it is your job to ensure that the
Faith scions o�en begin as clerics, druids, and legendary ring and its scion do not stay separated
paladins. for long (unless, of course, the purpose of the
And, finally, the swi� scion prestige class is adventure is to recover the ring). The ring should
for those who wield swi�rings: legendary rings turn up, by default, at the end of an encounter, or
that make use of or improve the wearer’s stealth, should be near enough at hand that the scion need
speed, or just good old-fashioned dexterity. This only make a reasonable effort to reclaim the item.
includes rogues and monks, in most cases, and If a legendary item is lost for a long period, the
sometimes bards as well. former scion may have to undertake a quest to
Chapter One: The Basics
4
recover it. Such a quest could involve visiting the a different alignment), or the item’s description
place where the item was created or making some specifies penalties for advancing in another class,
sort of sacrifice related to the item’s purpose or then the only drawback to pursuing a different
powers. GMs should be creative in coming up with class is that the scion is not gaining new powers
the specifics of the quest. with the item.
When a scion permanently loses a legendary
item, her levels in the scion prestige class are Gaining Additional Legendary Rings
replaced by levels of another class. The wielder’s If the wearer of a legendary ring somehow gains
levels in the item’s associated prestige class another of the same type (a faith scion who
convert to levels of fighter, barbarian, paladin, acquires another faithring, for example), he may
or ranger (in the case of ba�le scions); wizard or not adopt its associated prestige class, nor may he
sorcerer (in the case of spell scions); cleric, druid, transfer the benefits of his faith scion levels to the
or paladin (in the case of faith scions); or rogue, new weapon. But if he were to acquire a faithblade
bard, or monk (in the case of swi� scions). The or faithstaff (as described in Artifacts of the Ages:
choice of which class the levels convert to is up Swords and Staves), he could begin advancing as a
to the player, with the restriction that the chosen ba�le scion for that item, assuming that he meets
class must be one in which the character already the requirements.
possesses at least one level. If the character should The level of commitment that a legendary item
somehow later recover the item, the player, if demands from its wielder does not allow him to
she so desires, can instantly and immediately re- split his a�ention between two or more such items
convert all the converted levels back to the scion simultaneously. Thus, the owner of two legendary
prestige class again (no more, and no less—even if rings must choose the commitment on which he
the character has gained levels since then). wishes to focus with each new character level, by
virtue of his prestige class selection.
Ex-Scions
If the wearer no longer meets the prerequisites The Battle Scion
of the scion prestige class, she loses the ability A ba�le scion is someone who has received a
to access the special abilities of her legendary legendary ring devoted to improving the fighting
ring. She retains the basic features of the prestige prowess of its wearer. While characters of any class
class (Base A�ack Bonus, base saves, and even can eventually qualify for the ba�le scion, those
spellcaster levels, where appropriate), but the ring who fight professionally—fighters, barbarians,
supplies only the magical abilities it grants to any rangers, and paladins—are ideal for the ba�le scion
wearer. The ex-scion may not progress in levels of prestige class.
the prestige class until she corrects the problem No two ba�le scions should be identical, by
and once again meets the prerequisites of the class. virtue of the items that grant them access to this
This restriction does not prevent a ring scion prestige class. One might wear his family’s signet
from taking levels of another class, or from using ring, which provides him with the abilities he
the abilities of the legendary ring while she does needs to uphold the family’s honor. Another ring
so. Unless the new class in some way violates the could be the legacy of an entire race, embodying
scion prestige class prerequisites (such as requiring all their virtues (or their vices). Or perhaps the ring

Table 1–1: The Battle Scion


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Bonus feat
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Bonus feat
Chapter One: The Basics
5
carries with it a curse, along with its powers—for lost. The features in that table are retained with or
example, making the wearer an invincible, but without the item.
unstoppable, fighting machine.
A ba�le scion, for all the powers his ring Class Ability
grants him, isn’t terribly different from any Bonus Feats: At 1st level, the ba�le scion gets a
other fighter, barbarian, ranger, or paladin who bonus feat and an additional bonus feat at 4th,
uses his share of the treasure to buy a be�er 7th, and 10th level. These bonus feats must be
magic ring from time to time. What really sets drawn from the following list: Blind-Fight, Combat
him apart is that his ring is leading him to a Reflexes, Expertise (Improved Disarm, Improved
particular destiny (if only in that it shapes his Trip, Whirlwind A�ack), Improved Critical*,
future advancement choices). Improved Initiative, Power A�ack (Cleave,
Hit Die: d10. Improved Bull Rush, Sunder, Great Cleave), Quick
Draw, Weapon Finesse*, Weapon Focus.
Requirements Some of the bonus feats available to a ba�le
To qualify to become a ba�le scion, a character scion cannot be acquired until the ba�le scion has
must fulfill the criteria listed for the specific gained one or more prerequisite feats; these feats
ba�lering (see Chapter 2). are listed parenthetically a�er the prerequisite
feat. A ba�le scion can select feats marked with
Class Skills an asterisk (*) more than once, but it must be for
The ba�le scion’s class skills (and the key ability a different weapon each time. A ba�le scion must
for each skill) are Climb (Str), Cra� (Int), Handle still meet all prerequisites for a feat, including
Animal (Cha), Intimidate (Cha), Jump (Str), Ride ability score and base a�ack bonus minimums.
(Dex), and Swim (Str). Certain legendary ring
special abilities grant additional class skills (and The Spell Scion
sometimes additional skill points); see the entries Sometimes a magic ring is nothing so much as a
in Chapter Two. reservoir of tremendous arcane power. For such
See Chapter 4: Skills in the Player’s Handbook legendary rings, the spell scion is the ideal owner.
for skill descriptions. Their rings are items of great arcane power and
Skill Points at Each Level: 2 + Int modifier. o�en have a great magical destiny. They might be
the bearers of gemstones containing the essences
of powerful outsiders, or crowns that grant the
Class Features scion command over legions of followers, or the
The following are class features of the ba�le scion item might actually be the symbol of the wearer’s
prestige class. Each legendary item provides a arcane order.
unique set of additional species abilities, which Wielding an arcane legendary ring is a great
are detailed in its description in Chapter 2. These responsibility because the weapon contains so
abilities accrue in addition to those already much magical power. Those arcane spellcasters
noted in the Special column of Table 1–1: The who recognize the ring afford the scion more
Ba�le Scion. However, because those abilities are respect—or perhaps fear—than they might another
functions of the item rather than the wielder, they of their ilk.
are lost if the legendary item that granted them is Hit Die: d6.
Table 1–2: The Spell Scion
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Spells per Day/Spells Known
1st +0 +0 +0 +2 +1 level of existing class
2nd +1 +0 +0 +3 +1 level of existing class
3rd +1 +1 +1 +3 +1 level of existing class
4th +2 +1 +1 +4 +1 level of existing class
5th +2 +1 +1 +4 +1 level of existing class
6th +3 +2 +2 +5 +1 level of existing class
7th +3 +2 +2 +5 +1 level of existing class
8th +4 +2 +2 +6 +1 level of existing class
9th +4 +3 +3 +6 +1 level of existing class
10th +5 +4 +3 +7 +1 level of existing class
Chapter One: The Basics
6
Requirements The Faith Scion
To qualify to become a spell scion, a character must Faith scions wield legendary rings imbued with
fulfill the criteria listed for the specific spellring the divine power of their deities—or in the case
(see Chapter 3). of druids, the forces of nature. Legendary rings
usually come into the hands of faith scions as a
Class Skills boon from their religious orders, or, in very special
The spell scion’s class skills (and the key ability cases, as a blessing directly from their deities.
for each skill) are Concentration (Con), Cra� (Int), As such, clerics, druids, and paladins are ideally
Knowledge (all skills, taken individually) (Int), suited to bear these legendary items, though other
Profession (Wis), and Spellcra� (Int). Certain classes can eventually qualify, as well.
legendary ring special abilities grant additional Divinely influenced legendary rings should be
class skills (and sometimes additional skill points); unusual, if not outright rare. Certainly no deity is
see the entries in Chapter Two. going to create piles of magic rings as a ma�er of
See Chapter 4: Skills in the Player’s Handbook course, and few religious orders can afford to do
for skill descriptions. so. Thus, each item should grant different abilities,
Skill Points at Each Level: 2 + Int modifier. except in special cases. Such items might be
devoted to combating the enemies of the church, or
Class Features perhaps to destroying (or creating) undead.
The following are class features of the spell scion A faith scion is someone special, perhaps even
prestige class. Each legendary item provides a exalted, in the hierarchy of the religious order.
unique set of additional special abilities, which are Her possession of the legendary item implies
detailed in the descriptions in Chapter 3. These that she has the favor of her deity, or that she
abilities accrue in addition to those already noted is more in tune with nature than others of her
in the Special column of Table 1–2: The Faith Scion. order. Depending on the alignment of her deity,
However, because those abilities are functions of though, her ownership of the ring could also be a
the item, rather than the wearer, they are lost if challenge to other members of the faith to try to
the legendary item that granted them is lost. The take it from her.
features in that table are retained with or without Hit Die: d8.
the item.
Spells per Day/Spells Known: At each spell Requirements
scion level, the character gains new spells per day To qualify to become a faith scion, a character must
(and spells known, if applicable) as if she had also fulfill the criteria listed for the specific faithring
gained a level in a spellcasting class to which she (see Chapter 4).
belonged before adding the prestige class level. She
does not, however, gain any other benefit a character Class Skills
of that class would have gained (metamagic or item The faith scion’s class skills (and the key ability
creation feats, and so on). If the character had more for each skill) are Concentration (Con), Cra� (Int),
than one spellcasting class before becoming a spell Diplomacy (Cha), Heal (Wis), Knowledge (arcana)
scion, the player must decide to which class to add (Int), Knowledge (nature) (Int), Knowledge
each spell scion level for the purpose of determining (religion) (Int), Profession (Wis), Ride (Dex),
spells per day and spells known. Spellcra� (Int), and Wilderness Lore (Wis).

Table 1–3: The Faith Scion


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Spells per Day/Spells Known
1st +0 +2 +0 +2 +1 level of existing class
2nd +1 +3 +0 +3 +1 level of existing class
3rd +2 +3 +1 +3 +1 level of existing class
4th +3 +4 +1 +4 +1 level of existing class
5th +3 +4 +1 +4 +1 level of existing class
6th +4 +5 +2 +5 +1 level of existing class
7th +5 +5 +2 +5 +1 level of existing class
8th +6 +6 +2 +6 +1 level of existing class
9th +6 +6 +3 +6 +1 level of existing class
10th +7 +7 +3 +7 +1 level of existing class
Chapter One: The Basics
7
Certain legendary ring special abilities grant faith scion level for the purpose of determining
additional class skills (and sometimes additional spells per day and spells known.
skill points); see the entries in Chapter Two.
Domains and Class Skills: A cleric who chooses The Swift Scion
Knowledge as one of her domains also has all Some legendary rings are designed specifically
Knowledge (Int) skills as class skills. A cleric who with the quick and the silent in mind. Swi� scions
chooses Trickery as one of her domains also has might inherit a magic ring, or acquire a legendary
Bluff (Cha), Disguise (Cha), and Hide (Dex) as class circlet “purely by accident,” but this is no less part
skills. See Deity, Domains, and Domains Spells of their destiny than any other scion. Characters
in Chapter 3: Classes in the Player’s Handbook, for of any class can become swi� scions, but rogues,
more information. bards, and monks benefit most from the special
See Chapter 4: Skills in the Player’s Handbook for abilities swi�rings provide.
skill descriptions. A rogue who takes up a swi�ring may use it
Skill Points at Each Level: 2 + Int modifier. to supplement her income, while a monk who
acquires one of these legendary rings might merely
Class Features seek to master its use in his pursuit of spiritual
The following are class features of the faith scion and physical perfection. A bard who acquires a
prestige class. Each legendary item provides a magically bejeweled musical instrument could
unique set of additional special abilities, which are draw upon the power of its rich history to enhance
detailed in the descriptions in Chapter 4. These his music. Of all legendary rings, swi�rings are the
abilities accrue in addition to those already noted most focused in their application, favoring rogues,
in the Special column of Table 1–2: The Faith Scion. monks, or bards specifically, rather than “all arcane
However, because those abilities are functions of spellcasters,” as with spellrings, or “all divine
the item, rather than the wearer, they are lost if spellcasters,” as with Faithrings.
the legendary item that granted them is lost. The Hit Die: d6.
features in that table are retained with or without
the item. Requirements
To qualify to become a swi� scion, a character must
Class Ability fulfill the criteria listed for the specific swi�ring
Spells per Day/Spells Known: At each faith scion (see Chapter 5).
level, the character gains new spells per day (and
spells known, if applicable) as if she had also Class Skills
gained a level in a spellcasting class to which The swi� scion’s class skills (and the key ability for
she belonged before adding the prestige class. each skill) are Balance (Dex), Bluff (Cha), Climb
She does not, however, gain any other benefit (Str), Cra� (Int), Diplomacy (Cha), Disable Device
a character of that class would have gained (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str),
(an improved chance of turning or rebuking Listen (Wis), Move Silently (Dex), Perform (Cha),
undead, metamagic or item creation feats, and Profession (Wis), Search (Int), Sense Motive (Wis),
so on). If the character had more than one divine Spot (Wis), Swim (Str), Tumble (Dex), Use Magic
spellcasting class before becoming a faith scion, Device (Cha, exclusive skill), and Use Rope (Dex).
the player must decide to which class to add each Certain legendary ring special abilities grant

Table 1–4: The Swift Scion


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +2 +0 Bonus class skill
2nd +1 +0 +3 +0 Bonus ability
3rd +2 +1 +3 +1
4th +3 +1 +4 +1
5th +3 +1 +4 +1 Bonus class skill
6th +4 +2 +5 +2 Bonus ability
7th +5 +2 +5 +2
8th +6 +2 +6 +2
9th +6 +3 +6 +3 Bonus class skill
10th +7 +3 +7 +3 Bonus ability
Chapter One: The Basics
8
additional class skills (and sometimes additional This ability may be chosen multiple times, but
skill points); see the entries in Chapter Two. See it cannot increase the scion’s unarmed damage
Chapter 4: Skills in the Player’s Handbook for skill beyond that of a monk of the same character level
descriptions. (see the Player’s Handbook, Chapter 3: Classes).
Skill Points at Each Level: 8 + Int modifier. Increased Speed: A swi� scion may choose to add
10 feet to his base speed. This extra movement
Class Features only applies when the swi� scion wears no armor.
The following are class features of the swi� scion Sneak A�ack: If a swi� scion has the sneak
prestige class. Each legendary item provides a a�ack ability, he may choose to increase his sneak
unique set of additional special abilities, which a�ack damage by +2d6.
are detailed in the descriptions in Chapter 5 Uncanny Dodge: A swi� scion may choose to
These abilities accrue in addition to those already gain the uncanny dodge ability (see Chapter 3:
noted in the Special column of Table 1–4: The Classes, in the Player’s Handbook, for details). If the
Swi� Scion. However, because those abilities are scion already has that ability, he gains improved
functions of the item, rather than the wearer, they uncanny dodge, instead.
are lost if the legendary item that granted them is
lost. The features in that table are retained with or Legendary Magic Items
without the item. The secret of these legendary items is not that
Bonus Class Skill: At 1st level, 5th level, they are powerful magic items, but that they have
and 9th level, a swi� scion may choose an the potential to be. A�er all, starting characters
additional class skill from the following list: are not powerful heroes yet, but so long as they
Appraise (Int), Concentration (Con), Decipher persevere, they will be. Therefore they are best
Script (Int, exclusive skill), Disguise (Cha), thought of as minor artifacts, like the staff of the
Gather Information (Cha), Intuit Direction magi and the hammer of thunderbolts. As stated in
(Wis), Knowledge (all skills, taken individually) the DMG, such items are not necessarily unique,
(Int), Pick Pocket (Dex), Speak Language (Int), but the means of their creation is either long
Spellcra� (Int). forgo�en, or far beyond the reach of mortals.
Once designated, the skill is considered a class Each of the legendary items in this chapter
skill every time the character adds a new level of includes not only details of the item’s form and
swi� scion. abilities, but also the requirements necessary
Bonus Ability: At 2nd level, 6th level, and 10th to enter the prestige class associated with it. In
level, a swi� scion may choose an additional class addition to any requirements listed under the
ability from the following list: prestige class in Chapter One, a character must
Arcane Spells per Day/Spells Known: The swi� also meet the requirements listed here for the
scion may gain a number of new spells per day item. Each item has different requirements. Some
as if she had also gained a level in an arcane are much easier to qualify for than others.
spellcasting class to which he belonged before This chapter is organized by type of legendary
adding the prestige class. She does not, however, item—Ba�lering, Spellring, Faithring, and
gain any other benefit a character of that class Swi�ring—each of which lists a number of gems,
would have gained (metamagic or item creation jewels, and rings that the GM can introduce into
feats, and so on). If the character had more than his campaign. GMs are encouraged to use or
one arcane spellcasting class before becoming a modify the items here to suit the needs of their
swi� scion, the player must decide to which class campaigns, or to design entirely new legendary
to add each swi� scion level for the purpose of items using these as guidelines.
determining spells per day and spells known.
Bardic Music: A swi� scion may add her bard Divinations and Legendary Items
levels and swi� scion class levels to her ranks in Whether or not a given item is a legendary item
the Perform skill to determine which bardic music is not meant to be particularly easy to determine.
abilities he may employ. See Chapter 3: Classes, in When characters use various Divination spells
the Player’s Handbook. to examine an item, what they learn depends
Bardic Knowledge: A swi� scion may choose to on what sort of information they are seeking:
gain a +2 bonus on bardic knowledge checks. presence and strength of auras, or a more specific
Improved Unarmed Damage: A swi� scion may identification.
choose to increase his ability at unarmed combat.
Whenever he selects this option, his damage with Legendary Item Auras
unarmed a�acks increases by one die type: from Though legendary items display mighty powers
1d6 to 1d8, for example, or from 1d10 to 1d12. when properly used, they appear to project only
Chapter One: The Basics
9
very mild auras, for purposes of the various (local). The GM might
Campaign-Specific Information
divination spells that detect such things. also allow Knowledge Each of the items in Chapters Two
Detect magic reveals only that a legendary ring (local) checks to always through Five includes a history in the
possesses an aura strength, as appropriate for apply, regardless of the form of a legend. Obviously, these
legends are campaign-specific, and
any magic item. That is, the caster learns whether type of item, if it is locally
the GM should use the legends only
the item’s aura is faint (caster level 5th or lower), famous. The DCs for as springboards for adapting the items’
moderate (caster level 6th to 11th), strong (caster Knowledge checks appear histories to the campaign setting.
level 12th to 20th), or overwhelming (caster level throughout each weapon’s
21st or greater). The caster level is determined by history.
the item’s evident powers—those that the item Analyze dweomer functions as normal. The
displays to anyone who examines or uses it. Detect caster levels for the various abilities of the item
magic does not reveal the caster level of the item’s are given in each legendary item’s entry.
highest level power. Contact other plane is most effective if the item
Detect chaos, detect evil, detect good, and is in some way associated with the plane;
detect law likewise use this same system subtract 10 from the die roll to determine
to establish the strength of the chaotic, the nature of the answer. For example,
evil, good, or lawful aura exhibited if the caster contacts a lesser deity of a
by the item, if any. good-aligned outer plane to ask if a ring
Magic aura has no effect on is in fact the Dyjamant, the entity is less
legendary items. likely to lie, and will not provide
True seeing functions as normal for a random answer.
arcane casters, and allows a divine Identify functions
caster to perceive the full aura of normally, in that it
a legendary ring, as listed in the determines only the
item’s entry. single most basic
Undetectable aura function of the
functions as normal. item.
Legend lore
Identifying Legendary Rings functions as
Because the true nature normal.
of legendary rings is Locate
usually hidden, properly object
identifying them functions as
can be difficult. normal, but
There are two cannot be used to
non-magical determine whether
means of a ring is a legendary ring
identifying a or not. That is, the caster
legendary ring. could specify “the ring
First, the bardic that Kessa is wearing,”
A craftsman creates his masterpiece.
knowledge special and the spell would locate
ability applies normally it. But if the caster specified
to legendary rings. The GM must decide how “Gaofar,” the spell would not locate the ring,
common the information is, based on the item even if it were within the spell’s area, unless the
in question. A legendary ring belonging to a caster already knew that the ring was in fact the
family in the area might be considered common swi�ring Gaofar.
knowledge, while a legendary amulet lost Vision functions as normal.
centuries before the foundation of the nearest
se�lement should be considered extremely Enhancing Legendary Items
obscure knowledge. As minor artifacts, legendary items cannot be
The second method is a Knowledge check, with enhanced any further. Any a�empt to add special
the specific field of study determined by whether abilities to one of these items, or to increase the
the item is a ba�lering (history), a spellring deflection or resistance bonus, automatically fails.
(arcana), a faithring (religion), or a swi�ring
Chapter Two: Battlerings
Legendary rings cra�ed to be used by warriors deference, and he never wanted for anything so
are ba�lerings. These gems, rings, and jewels are long as he stayed within his woodland home.
most effective when worn or wielded by fighters, Check Required: Knowledge (history) DC 25.
barbarians, rangers, and paladins. In time, Chasira could no longer continue to love
Bolan from afar. While she had tirelessly protected
The Broach of Bolan and provided for him, her love continued to be
The Broach of Bolan is an artifact wrought of unrequited. Bolan was reverent towards the nature
nature’s power, yet steeped in mortal tragedy. goddess, yet she grew to desire more from him
than mere penitence. She appeared to him one
A Gift from a Jealous Goddess evening as he made his camp along the shore
Bolan was a hunter from Gecilla who was of a small stream. Dumbstruck, Bolan could
renowned far and wide for his skill as do li�le but stare in silence as Chasira
an outdoorsman. He was o�en sought expressed her feelings for him.
by the royalty of his country to They spent the evening together
hunt the greatest of the forest’s beneath the creaking boughs
creatures, which these nobles of an ancient tree. When
desired for both their Bolan awoke the following
trophy rooms and their morning, Chasira was
banquet tables. Bolan was gone. A broach, wrought
not interested in wealth. from solid platinum and
His reverence for nature studded with polished
was not for sale, and no stones, lay upon the
amount of temptation could bedroll where the goddess
buy his conscience. had slept the night before. It
Of all the hunters of Gecilla, was a kingly gi�, and it served
Bolan was the wisest and most as a reminder of the bond that the
pious. He regarded the balance of The Broach mortal now shared with his beloved
nature as a sacred truth, never hunting the of Bolan deity. With deference, and not a bit of
creatures of the wood for sport. He only took misgiving, Bolan took the broach and
from the land what he needed to survive. When used it to clasp the throat of his cloak from that
he did kill, he would honor the spirit of the day forward.
creature with prayer, and he ensured that no Check Required: Knowledge (history) DC 25.
part of the beast was wasted. Because of his Bolan remained Chasira’s secret lover for many
principles, Bolan was o�en deified in the years years, and the powers of his broach became
following his death. more potent as the seasons passed. Though
Check Required: Knowledge (history) DC 20. he continued to revere Chasira, he could not
Chasira, goddess of nature and of the hunt, was help but feel as though his relationship with the
a relatively minor deity in the Gecillan pantheon. goddess was unnatural in some way. Although his
The vast woodlands and fields of Bolan’s homeland doubts grew with the passing of time, Bolan was
were her domain, and she watched over them as not able to express them to Chasira. Though she
a concerned mother would care for her children. loved him and continued to keep him safe, he still
As she watched, she became aware of Bolan as he feared her wrath.
crossed the wilds, living off the land and honoring It came to pass that Bolan met a woman in
her as few other mortals did. In time, she grew his travels, a human girl called Laurene. Though
infatuated with him, and was ever more concerned Laurene was not possessed of unearthly beauty,
with his comings and goings. such as Chasira was, Bolan found his thoughts to
Bolan was unaware of the goddess’ affection for be continually drawn to the girl. In time a romance
him. He was but a simple man. At no time did he blossomed between Bolan and Laurene—a romance
dream that one as powerful as Chasira would love that Bolan desired to keep hidden from his divine
him so. She went to great lengths to ease his life, paramour. Despite his a�empts at secrecy, Chasira
and it seemed to others that Bolan lived a charmed soon learned of Bolan’s trysts with the human girl.
existence. The paths were always open to him, Driven mad with jealousy, Chasira struck out
the feral creatures of the forest treated him with blindly at Laurene. She transformed the girl into
Chapter Two: Battlerings
11
a black deer and loosed her within the dark heart Check Required: Knowledge (arcana) DC 30.
of Gecilla’s most oppressive forest, the Midnight Value: To any character other than its ba�le
Wood. Feigning her ignorance of his affair with scion, the Broach of Bolan appears to be an amulet of
Laurene, Chasira then appeared to Bolan. She told health +2 (4000 gp).
Bolan of a black deer that had been seen wandering
the Midnight Wood, and asked him to hunt and kill Special Abilities
the beast for her. The Broach of Bolan provides the following special
Bolan did as he was asked. Entering the abilities to its wielder, depending upon the
Midnight Wood, he skillfully tracked the black deer character’s level in the ba�le scion prestige class (see
and slew it with a single arrow from his bow. As he Table 2–1: Abilities Granted by the Broach of Bolan).
approached the beast’s corpse, he discovered that it Initial Abilities: The Broach of Bolan functions as
had somehow transformed into his mortal beloved, an amulet of health +2, granting anyone who wears
Laurene. It was then that he realized what had it a +2 enhancement bonus to their Constitution
happened. Grief-stricken, Bolan tore the broach score.
from his cloak and threw it into a nearby stream Hide From Animals (Sp): A character gains the
before taking his own life. ability to cast hide from animals once per day a�er
Check Required: Knowledge (history) DC 30. a�aining 1st level as the Broach of Bolan’s ba�le
The Broach of Bolan is wrought from platinum, scion.
filigreed with gold tracery, and studded with green Outdoorsman (Ex): At 1st level, the Broach of
agate, bloodstone, and malachite. Bolan gives its scion a remarkable ability to get
along in the wild, and he can add his scion class
Requirements level to all Survival checks he makes.
To wear the Broach of Bolan as its ba�le scion, a Expeditious Stealth (Ex): Hunting game, as
character must fulfill the following criteria. well as other prey, requires great stealth in order to
Base A�ack Bonus: +3. remain unnoticed. At 2nd level, the Broach of Bolan
Skills: Knowledge (nature) 4 ranks, Profession allows its scion to make Move Silently checks at his
(hunter) 7 ranks, Survival 7 ranks. full movement without suffering a penalty.
Feats: Track. Sneak A�ack (Ex): Beginning at 2nd level, the
Special: Favored enemy class feature. scion of the Broach of Bolan gains the sneak a�ack

Restrictions Table 2–1: Abilities Granted by the Broach of Bolan


Any character wishing to remain the broach’s Scion Caster
ba�le scion must live solely off the land, Level Ability Gained Level
eschewing the comforts and vices of civilization.
–– Constitution +2 4th
He must spend his nights sleeping out of doors,
forage and hunt for his food, and respect the 1st Hide from animals 1st
balance of nature, taking from the land no more Outdoorsman ––
than what he needs to survive. While occasional 2nd Expeditious stealth ––
transgressions are unavoidable, a scion of the Sneak attack +1d6 ––
Broach of Bolan who ignores this restriction for
3rd Augury 3rd
more than a week will lose access to the item’s
powers. The scion’s connection to the broach Overland hunter ––
can be restored, but only by spending thirty 4th Stalk prey ––
consecutive days in the wild. Sneak attack +2d6 ––
5th Cloak of the chameleon 3rd
Attributes
Snare 5th
The Broach of Bolan has the following a�ributes.
Method of Destruction: Destruction of the 6th Magical blind ––
broach can be accomplished only within the Sneak attack +3d6 ––
confines of an active city or other metropolis. The 7th Freedom of movement 7th
broach’s powers will slowly diminish in an urban Mercy killing ––
environment, especially when surrounded by the
machines and products of scientific progress. The 8th Sneak attack +4d6 ––
luster of the broach’s polished stones will grow 9th Commune with nature 9th
dull as its magic fades. If kept within a city’s walls Mystic pursuit ––
for more than thirty consecutive days, the Broach of 10th Sneak attack +5d6 ––
Bolan will lose all of its powers.
Chapter Two: Battlerings
12
ability. This functions identically to the rogue’s Commune With Nature (Sp): At 9th level, the
class ability, except that the scion may only use scion of the Broach of Bolan is able to use the
it against his favored enemies. The scion’s sneak broach to cast commune with nature once per day.
a�ack damage increases by 1d6 at every even level. Mystic Pursuit (Ex): When he reaches 9th level,
Augury (Sp): Once he reaches 3rd level, the scion the broach’s scion is gi�ed with a sixth sense that is
of the Broach of Bolan can cast augury once per day. most evident when tracking prey in the wilderness.
Overland Hunter (Ex): At 3rd level, the Broach His eyes grow distant as he scans the path for signs
of Bolan’s ba�le scion may move his full overland of his quarry’s passage. When tracking a target, the
speed while hunting and foraging, allowing him scion may roll his Survival check twice and choose
to live off the land (no food or water supplies are the more favorable of the two results. The scion
needed). The scion can provide food and water for can invoke this power 3 times per day, but only in
one other person for every 2 points by which his a wilderness environment, and this ability can only
check result exceeds 10. be used once per tracking a�empt.
Stalk Prey (Ex): A hunter knows the sensory
capabilities of his prey, and the scion of the Broach Callowen’s Torc
of Bolan is no exception. At 4th level, the scion Callowen was one of the north’s greatest giant
may add a +4 competence bonus to Move Silently slayers, and the torc that bears his name lends
checks when sneaking up on a favored enemy. great power to anyone who wishes to follow in his
Cloak of the Chameleon (Su): At 5th level, the footsteps.
Broach of Bolan extends its magic to affect the cloak
that it is worn on. By pulling the cloak around his Vengeance in the Northlands
body, the broach’s scion can cause its color to shi� Giants were once a scourge upon the northlands,
and match his surroundings. This grants a +10 and their domain was challenged only by those
circumstance bonus to Hide checks men willing to take up arms and
so long as the scion remains fight them on their own terms.
motionless. Few were the men who
Snare (Sp): At 5th could contend with such
level, the Broach of Bolan creatures, and fewer
allows its scion to set still were those folk to
a magical trap, as per whom giant-killing
the snare spell, once was a passionate
per day. endeavor. These
Magical Blind rare heroes did not
(Su):: Once he reaches pursue their gigantic
6th level, the scion can quarry out of grim
use the broach to create necessity, nor did they
a magical hunter’s blind slay giants to protect their
in the branches of a nearby loved ones. Callowen was the
tree. To anyone but the scion, the Callowen’s Torc greatest of these slayers, for no
blind appears to be a tangled mass of loved ones remained for him
twigs and leaves. The blind is large enough to hold to defend. Bi�er in his resentment of giantkind, he
the scion and his gear, and it provides him with had nothing le� to live for but his own hunger for
improved cover that grants a +8 bonus to AC, a +4 vengeance.
bonus to Reflex saves, and a +10 bonus on Hide Check Required: Knowledge (history) DC 20.
checks. The scion can make ranged a�acks from Callowen was born in the northern village of
the cover of the blind. The blind lasts a number of Catidh. His birth cost his mother her life. He was
hours equal to the scion’s class level. raised alone by his father, a simple trapper. The
Freedom of Movement (Sp): A�er achieving 7th lad grew quickly, aiding his father in the family
level in the ba�le scion prestige class, the scion of trade. On his sixteenth birthday, Callowen came
the Broach of Bolan can cast freedom of movement once of age. According to his tribe’s customs, he spent a
per day. fortnight wandering the snow-capped mountains
Mercy Killing (Ex): At 7th level, the scion is of his homeland in search of a sign from the gods.
granted a keen insight into the weaknesses and One evening, as he huddled alone in the chill
anatomy of his favored enemies. Any coup de night air, a great storm blew from the north. Heavy
grace a�ack made by the scion against a favored snow began to fall, and Callowen was forced to
enemy are automatically successful—the target is seek shelter in a deep cave. Within the cave he
not allowed the usual saving throw. found the body of a hill giant, long dead and nearly
Chapter Two: Battlerings
13
mummified. Amongst the corpse’s possessions he continued to hunt giants by himself, killing many
found the golden torc which would eventually bear of them single-handedly. He no longer cared if
his name. Callowen saw the dead giant as a sign that the giants he faced were pure of heart, evil, or
he, too, would one day defend his people from the otherwise. The fact that the blood of giants flowed
depredations of the region’s giants. through their veins was enough to condemn them
A�er his father’s death, Callowen followed in all in his eyes. The very sight of the creatures was
his father’s footsteps as a trapper. The torc he had enough to drive Callowen into a rage.
found in the giant’s tomb was a constant reminder The giants of the northlands that remained were
that his future was bound to be much more fearful of Callowen’s ever-growing power. Pu�ing
exciting than his present. A�er his twenty-fourth aside their differences, they banded together in
birthday, Callowen married a plain young woman an effort to put an end to his pogrom against their
named Velinnia. Being strong and handsome, kind. Callowen was a madman, a rabid animal that
Callowen was gi�ed with many female admirers. must be killed at all costs, lest he make good on his
Still, he chose Velinnia over all the others, and in promise to rid the world of giants and their kin.
time she rewarded him with twin sons, Tharus and Many bands of giant marauders set off to the south
Jaen. The family lived happily for several years in search of Callowen.
before tragedy finally befell them. Callowen was found in the ruins of Catidh,
As Callowen trapped game in the wilderness, praying over the grave of his wife. The giants
the village of Catidh was razed by marauding surrounded him, and a great ba�le was touched
giants. The foul creatures took the village’s children off. What remained of Catidh’s foundations shook
for their stewpots, and le� no one else alive. once more, and many giants were killed in the
Callowen returned from his errands, only to find exchange. Fate could not protect Callowen, and he
that his village was a smoldering ruin. His people, was overcome by the horde that had set out to kill
dead to the last, lay frozen amidst the blackened him. The great giant slayer had finally met his end
snow. Weeping in despair as he buried his family, at the hands of his lifelong enemies.
he vowed to hunt down and kill every last giant Check Required: Knowledge (history) DC 20.
that drew northern air for breath. Callowen’s body was broken into several
Check Required: Knowledge (history) DC 30. pieces and sca�ered about Catidh. The torc,
Callowen’s campaign against the giants of the which was his calling card, was taken as a trophy
northlands was largely successful. Over the course by the giants who killed him. It did not stay in
of several years, he managed to track down and the possession of the giants for long. A band of
kill every last one of the giants that had sacked thieves, who were rumored to be associates of
Catidh. Even with that grisly task behind him, his Callowen himself in his lifetime, managed to
hunger for the blood of giants was insatiable. Blind abscond with the artifact. It was taken far to the
with hatred, Callowen continued to hunt giants. south, eventually finding its way into a noble’s
Every giant that happened upon the great northern collection of northern artifacts.
warrior was set upon and killed without mercy. Check Required: Knowledge (history) DC 20.
Even in these early days, Callowen had made Outside of the legends that surround it,
quite a name for himself. His renown as a famous Callowen’s Torc is an otherwise unremarkable piece
giant slayer preceded him wherever he went. A of jewelry. It is forged from three lengths of solid
band of young adventurers, hungry for fame and gold that have been woven together like a piece of
wealth, enlisted Callowen to travel with them into rope, and capped at either end with small golden
the icy realms of the north. There, between the icy spheres. The Torc is worn around the neck, and it
peaks of the vast mountain ranges and the frozen seems to stretch and warp to fit individual users.
river valleys, the adventurers sought their fortunes.
The further north the party traveled, the more Requirements
giants they encountered. Callowen insisted on To wear Callowen’s Torc as its ba�le scion, a
killing every last giant that they found. When his character must fulfill the following criteria.
fervor for the blood of giants led to the deaths of Race: Any non-giant.
two of his companions, those who remained turned Alignment: Any non-lawful.
south. Abandoned, Callowen cursed his comrades Base A�ack Bonus: +5.
as cowards, yet he was otherwise undeterred. Skills: Climb 8 ranks, Jump 8 ranks.
Check Required: Knowledge (history) DC 25. Feats: Improved Unarmed Strike.
Callowen’s hatred for giantkind eventually
outgrew the tolerance of his friends. He found Restrictions
that his long-time allies had begun to distance A ba�le scion of Callowen’s Torc must never
themselves from him. Alone in the world, he knowingly associate himself with giants or their
Chapter Two: Battlerings
14
allies. To do so is anathema to the magic of the torc enemy. The scion gains a +2 bonus on Bluff,
itself, and results in the loss of all powers granted Listen, Sense Motive, Spot, and Survival checks
by the torc. These powers can be regained, but this when using these skills against giants and their
requires that the scion atone for his transgression kin. Likewise, he gets a +2 bonus on all weapon
by slaying the giant with whom he has associated. damage rolls against giants. This bonus increases
to +4 at 5th level and to 6 when the Torc’s scion
Attributes reaches 10th level.
Callowen’s Torc has the following a�ributes. Rage (Ex): Callowen was famous for his ability
Method of Destruction: Callowen’s Torc may be to go into a berserk frenzy as he ba�led giants.
destroyed only by fla�ening it upon an anvil of Starting at 1st level, the torc’s ba�le scion gains the
pure adamantine. Only a creature with a Strength ability to rage once per day. If the scion already
of at least 20 (the strength of a giant), wielding a possesses this ability, he gains one more use of the
magic hammer (with a +4 enhancement bonus) rage ability per day. At 4th level, the number of
may destroy Callowen’s Torc in this fashion. times that the torc’s ba�le scion can rage per day
Check Required: Knowledge (history) DC 30. increases by one, and this increase happens again
Value: To any character other than its ba�le when the scion reaches 8th level.
scion, Callowen’s Torc appears to be merely a torc of Grapple Bonus (Ex): At 2nd level, Callowen’s
jumping (2,500 gp). Torc’s ba�le scion gains the benefit of the Improved
Grapple feat. He treats his size bonus when
Special Abilities grappling as if he were one size category larger.
Callowen’s Torc provides the following special At 7th level, the scion’s proficiency in grappling
abilities to its wielder, depending upon the further increases, and he grapples as if he were two
character’s level in the ba�le scion prestige class size categories larger than he actually is.
(see Table 2–2: Abilities Granted by Callowen’s Torc). Strength Increase (Ex): Callowen was stronger
Initial Abilities: The Torc provides anyone who than most men, and his torc aided him greatly
wears it with a +5 competence bonus to all Jump in this regard. At 3rd level, the Torc’s ba�le scion
checks. It is in all other ways similar to a ring of gains a +2 enhancement bonus to his Strength
jumping, although it takes up the same body slot as score. This bonus is increased to +4 at 6th level,
a necklace, periapt, or scarab. and +6 at 9th level.
Favored Enemy (giants) (Ex): At 1st level, the Giant Intolerance (Ex): Callowen’s hatred for
scion of Callowen’s Torc gains giants as his favored giants led to his own downfall at their hands.
Anyone who becomes the ba�le scion of his torc
Table 2–2: Abilities Granted by Callowen’s Torc eventually shares Callowen’s disdain for all races of
giants, even those that are generally considered to
Scion Caster
Level Ability Gained Level be of good alignment. A�er reaching 3rd level, the
Torc’s ba�le scion risks flying into a violent frenzy
–– +5 competence bonus to Jump 2nd whenever he is confronted by a giant. To resist his
skill checks
violent impulses, the scion must succeed at a Will
1st Favored enemy (giants) +2 –– save, DC 20, or be overcome by an implacable rage,
Rage 1/day –– a�acking any giants in sight. This rage counts as
2nd Grapple bonus +1 –– a daily use of the scion’s Rage class ability. As the
3rd +2 Strength 6th scion advances in level, this intolerance becomes
harder and harder to resist. At 6th level, the DC
Giant intolerance DC 20 ––
of the Will save increases to 25, and at 9th level it
4th Rage 2/day –– increases to 30.
Dodge boulders +2 –– Dodge Boulders (Ex): Giants are notorious for
5th Favored enemy (giants) +4 –– throwing rocks at opponents, and they do so with
uncanny accuracy. The scion of Callowen’s Torc
6th +4 Strength 12th
gains the ability to avoid such projectiles when
Giant intolerance DC 25 –– they are thrown at him by giants. At 4th level,
7th Grapple bonus +2 –– whenever he is the target of rocks and boulders
8th Rage 3/day –– that are thrown by giants, the Torc’s ba�le scion
Dodge boulders +4 –– gains a +2 dodge bonus to his armor class. This
bonus increases to +4 at 8th level. Any condition
9th +6 Strength 18th
that makes the Torc’s ba�le scion lose his Dexterity
Giant intolerance DC 30 –– bonus to Armor Class (if any) also makes him lose
10th Favored enemy (giants) +6 –– this dodge bonus.
Chapter Two: Battlerings
15
unable to return them to Lod. The gems were lost
Dyjamant, the Diamond Deep in the Earth to all, even the elementals, for countless millennia.
A gi� from the Earthen Kings to Lod, the father of Tales surfaced, again and again, of priceless gems
all the gods, this heavy diamond grants its bearer with power over fire, water, earth, and air, appearing
dominion over the element of earth. mysteriously in the hands of powerful kings,
warriors, wizards, and priests. The gems would
The Earthen Kings’ Gift serve their owners for a time, and then vanish again,
When the Ba�le of the Eight Gods had finally reappearing hundreds of years later. Sometimes
ended, and the surviving they would pass from hand to hand, but
deities had begun to never for more than a few generations.
take stock of what Always, every time, some
was le� of the world elemental creature
they had made and appeared to reclaim
fought for, Lod, the the gem—usually just
father of the gods, a short time before an
decided to hold a feast. enigmatic stranger,
At this feast, those lords of the dressed all in yellow
world still loyal to the gods would Dyjamant
and black (and
present themselves and swear their claiming to be a priest)
fealty to him. Countless mighty beings came before arrived to inquire about the gem’s whereabouts.
Lod at the feast and swore their lasting devotion And though everyone knew of it, everyone felt
to the father of the gods. Many brought impressive somehow constrained
gi�s as a symbol of their lasting allegiance. from remarking that
When the Elemental Lords stood before Lod yellow and black were the Adventure Hook
The heroes are asked by a rich noble to
and the other gods, they each reached deep inside favorite colors of the god transport a coffer of gems and jewelry
their own bodies, pulling forth one perfect gem of evil—until well a�er to the capital city of another kingdom.
each: a ruby from the Flame Duke and his wife, an the mysterious figure had Just after they cross the border, they are
emerald from the Deep Lady and her consorts, a departed. approached by a wandering priest, who
explains that he has become separated
sapphire from the Wind Princess and her brothers, Check Required: from the rest of his companions. He asks
and a bright, shining diamond from the three Knowledge (history) DC to travel with them. His burden is heavy,
Earthen Kings. As one, they laid these items at 20. his robes are filthy, and his bare feet are
the feet of the father of the gods. And then they bruised and bleeding.
If the heroes accept his company,
explained.... Requirements the priest proves a pleasant and useful
Each of these stones represented the heart of To qualify to wield the fellow, chatting with them amiably and
one of the four elements from which Lod had first Dyjamant as a ba�le scion, cooking fine meals for them when they
made the world. Literally, they were the hearts of a character must fulfill all stop. He expresses no curiosity about
their mission or the contents of the coffer.
the first elementals, passed down from generation the following criteria. But with a few days left in their journey,
to generation, like crowns from one regent to the Alignment: Neutral the characters begin attracting a startling
next. By giving these gems to the father of the gods, Base Fort Bonus: Fort number of brigands, monsters, and
they acknowledged him as their ruler. So long as +5. dangers, all of them intent on stealing
the coffer—almost as though someone
Lod held the hearts of the Elemental Lords, he held Feats: Great Fortitude, had told them what was in it ... and where
dominion over fire, water, earth, and air. Power A�ack, Improved to find it. Each time, the priest evades
Check Required: Knowledge (religion) DC 30. Sunder. the worst of the action, until, finally, they
Lod bore the gems for eons, and thus mastery Special: Embrace of have to rely on him more and more to
heal their wounds and even take turns
over the elements—until his renegade son, Vurkis, the Earth: The character standing watch at night ... thus, leaving
in an a�empt to rebuild his lost power, stole the wishing to assume the him alone with the coffer.
four elemental gems away from his father. For mantle of Dyjamant’s scion
a time, Vurkis ruled the elementals, corrupting must first spend a month
countless numbers of them with his evil. But a�er underground. During this time, the character may
a time, and with the aid of Sem, Apon, Ilaia, and not leave the ground, including flying, levitating,
Osai—the gods of strength, the sun, swi�ness, falling, or even using the Jump skill.
and healing—the elementals were able to rescue
the four gems from Vurkis’s clutches, freeing their Attributes
people from his cruel power. Dyjamant has the following a�ributes:
Check Required: Knowledge (religion) DC 25. Method of Destruction: Dyjamant may only be
But Vurkis proved a clever and formidable foe, destroyed by removing it from contact with the
and though they got the rings from him they were ground for a full year, at which point it becomes
Chapter Two: Battlerings
16
nothing more than worthless, bri�le, discolored Table 2–3: Abilities Granted by Dyjamant
crystal. Scion Caster
Check Required: Knowledge (arcana) DC 25. Level Ability Gained Level
Value: To someone other than a ba�le scion, –– Bear’s endurance 3rd
Dyjamant appears to be worth as much as a diamond 1st Earth mastery —
of bear’s endurance (5,000 gp).
2nd Natural armor +2 —
Special Abilities 3rd Stoneskin 7th
Dyjamant provides the following special abilities 4th Mud and rock 9th
to its wielder, depending on the character’s level 5th Wall of stone 9th
in the ba�le scion prestige class (see Table 2–3:
6th Natural armor +4 —
Abilities Granted by Dyjamant).
Initial Abilities: When first acquired, Dyjamant 7th Move earth 11th
may be commanded to cast bear’s endurance on the 8th Stone body 13th
bearer twice per day. 9th Natural armor +6 —
Earth Mastery (Su): At 1st level, Dyjamant’s 10th Earth glide —
bearer gains a +1 bonus on a�ack and damage
rolls if both the bearer and his foe are touching the
ground. If an opponent is airborne or waterborne, Small characters or 1d6 for Medium characters),
the bearer takes a –4 penalty on a�ack and and he is considered armed when making
damage rolls. unarmed a�acks.
Natural Armor (Ex): At 2nd level, the bearer of Finally, the bearer’s weight also increases by a
Dyjamant gains a +2 natural bonus to his AC. This factor of five, causing him to sink in water—though
bonus increases to +4 at 6th level and to 6 at 9th he can easily survive the crushing pressure and
level. lack of air at the bo�om of the sea (at least, until the
Stoneskin (Sp): When Dyjamant’s bearer reaches ability’s duration expires).
3rd level, he may cast stoneskin on himself once per Earth Glide (Su): At 10th level, the bearer of
day for every three levels he possesses in the ba�le Dyjamant can move through stone, dirt, or almost
scion prestige class. any other sort of earth except metal as easily as a
Mud and Rock (Sp): At 4th level, Dyjamant’s fish swims through water. This burrowing leaves
bearer may cast transmute mud to rock or transmute behind no tunnel or hole, nor does it create any
rock to mud once per day for every two levels he ripple or other signs of its presence. (A move earth
possesses in the ba�le scion prestige class. spell cast on an area containing the bearer while
Wall of Stone (Sp): At 5th level, the bearer of he is burrowing in this fashion flings the bearer
Dyjamant may cast wall of stone once per day; at 7th back 30 feet, stunning him for 1 round unless he
level, he may cast wall of stone twice per day; at 10th succeeds on a DC 15 Fortitude save.)
level, he may cast wall of stone three times per day.
Move Earth (Sp): At 7th level, the bearer of Felindur, the Ring of the Wolf
Dyjamant may cast move earth at will. This powerful artifact, which was the product of
Stone Body (Su): At 8th level, the bearer of a doomed alliance, once served as a reminder of
Dyjamant may assume a form composed of living nature’s place within the great cycle of life.
stone for a total of 1 hour per day, divided however
the scion likes (in minutes or rounds). Guardians of the Alassier Wood
In this form, the scion gains damage reduction The human kingdom of Tarion once fought great
5/–, and is immune to blindness, critical hits, and terrible ba�les against the elves of the Alassier
ability score damage, deafness, disease, drowning, Wood. Tarion’s borders had crept slowly into the
electricity, poison, stunning, and all spells or realm of the elves, pushing the ageless folk further
a�acks that affect his physiology or respiration. into the heart of their forest domain. Great trees
The character takes only half damage from acid of ancient lineage were felled by men so that they
and fire, and gains a +4 enhancement bonus to might build border towns and villages. Large
his Strength score, but also takes a –4 penalty to stretches of land were also cleared to make room
Dexterity (to a minimum Dexterity score of 1). The for herds of sheep and ca�le.
bearer’s speed is reduced to half normal, and he The rulers of Tarion were deaf to elven requests
can not drink (and thus, use potions) or play wind that this expansion be checked, deaf to all but
instruments. the sounds of progress and expansion. Humans
The character’s unarmed a�acks deal damage living in the border towns, already suspicious of
equal to a club sized for the character (1d4 for their elven neighbors, became increasingly hostile
Chapter Two: Battlerings
17
towards the guardians of the Alassier. Open of their flocks and herds, killed several wolves.
warfare was ignited by a brief yet violent struggle Though the results of these initial reprisal hunts
between several human hunters and an elven were limited to one or two of the creatures, they
scouting party. Heroes arose on both sides of the eventually spiraled out of control. Large bounties
conflict, and it lasted for nearly a decade before the were placed on wolf pelts, and it became quite
two warring factions achieved peace. lucrative for hunters to enter the Alassier Wood
The evening before the treaty was to be signed, in search of new packs from which to cull their
Eldarion, the great druid of Alassier, presented a profits. The elves of Alassier, who had stood by
ring to Tharan, the prince of Tarion’s eastern in silent rage as Tarion violated its oaths
fiefdoms. This ring, etched with elvish of peace again and again, could no
characters and set with a milky stone, longer ignore these trespasses. War
was a token of peace that would erupted once more, and the elves
forever unite the two kingdoms . . . fought against the humans with
or so Eldarion hoped. even more ferocity than in the
Check Required: Knowledge past.
(history) DC 20. Check Required
Required: Knowledge
The ring was known as Felindur. (history) DC 25.
It was an ancient artifact, forged Tarion’s eastern army, led by
in the heart of the Alassier Wood Prince Tharan, came to the
using magic lost in the annals of defense of the border towns.
time. The rangers of the Alassier Many small skirmishes were
kept the ring for generations, fought, but the elves were an
and it provided them with a keen elusive foe. They refused to fight
understanding of the creatures that prolonged ba�les, and instead
dwelt within their lands. made lightning-fast a�acks against
This was especially true of the the human forces before melting into
wolves of Alassier, held in great esteem the Alassier Wood like ghosts. Tharan,
by the elves for as long as any of the Felindur
annoyed by the tactics of his enemies,
ageless folk could remember. The wolves of fought a reckless campaign. In his fury,
the Alassier Wood were noble beasts with silver- he turned his forces loose upon the
gray pelts and bright blue eyes. For millennia villages of the elves, killing women and children in
they remained a symbol of strength to the elves of an a�empt to draw his enemy out.
that woodland realm. Felindur was imbued with Tharan’s tactics worked, but not in the manner
the primal power of the wolf packs that made that he had intended. Elven resistance increased,
their homes in Alassier. The ring gave anyone their resolve strengthening dramatically. A band of
who wore it a deep kinship with wolves, and this elf warriors and scouts, led by Eldarion and aided
was especially true of the packs that roamed the by a pack of Alassier wolves, ambushed Tharan’s
Alassier Wood. command post. Prince Tharan, along with every
Check Required: Knowledge (history) DC 30. last member of his staff, was slain beneath the
Tharan gladly accepted this gi� from Eldarion, light of the full moon. Tarion’s eastern army, now
but did not recognize its full significance or power. leaderless, withdrew from the Alassier Wood in
He took it for just another elvish bauble to be defeat.
heaped in a pile and divided up amongst his heirs Felindur, originally given to Prince Tharan as a
when he eventually died. The treaty signed, he token of peace, was never recovered by the elves.
le� the frontier behind him, wishing to waste no Its power is still sought, especially by the rangers
more time than necessary away from court. While and druids of the Alassier Wood.
the war officially ended, the tension between the Check Required: Knowledge (history) DC 25.
people who lived on the frontier was not so easily Felindur is a thick silver ring engraved with
dispelled. The wounds caused by years of constant elven script and set with a flawless moonstone.
fighting and strife continued to seep and fester. The
folk of Tarion still encroached upon the borders Requirements
of their elven neighbors. To their credit, the elves To wear Felindur as its ba�le scion, a character must
a�empted to maintain peace, but small skirmishes fulfill the following criteria.
still flared up from time to time. Race: Human, elf, or half-elf.
Human farmers encountered the wolves of the Base A�ack Bonus: +2.
Alassier Wood when the beasts started preying on Skills: Handle Animal 4 ranks, Knowledge
their ca�le and sheep. Tarion’s farmers, in defense (nature) 4 ranks, Survival 6 ranks.
Chapter Two: Battlerings
18
Restrictions Table 2–4: Abilities Granted by Felindur
Felindur’s ba�le scion may never knowingly or Scion Caster
intentionally harm a wolf, even in self-defense. If Level Ability Gained Level
this happens, all powers granted by the ring will be –– Wearer may cast charm animal on 2nd
lost indefinitely. wolves only
1st Track (bonus feat) ––
Attributes
Form of the Wolf 1/day 5th
Felindur has the following a�ributes.
Method of Destruction: Felindur can only be 2nd Senses of the Wolf ––
destroyed on a night of the full moon. It must Wolf Empathy ––
be dropped into a cauldron or other vessel filled 3rd Strength of the Moon +2 ––
with boiling blood taken from a li�er of wolf cubs. Form of the Wolf 2/day 6th
Add wolfsbane and belladonna to this concoction,
4th Damage Resistance 5/silver ––
and then simmer for several hours until the blood
reduces to a thick, tar-like substance. At this point, 5th Form of the Wolf 3/day 7th
the ring will lose all its power, and the moonstone
will turn an inky black in hue. Strength of the Moon (Su): Upon achieving 3rd
Check Required: Knowledge (arcana) DC 35. level, Felindur’s ba�le scion becomes a�uned to the
Value: To any character other than its ba�le cycle of the moon. So long as the moon is visible to
scion, Felindur appears to be a ring of animal the scion, he gains a +2 morale bonus to both a�ack
friendship that only functions when used on wolves and damage rolls.
(2160 gp). Damage Resistance 5/silver (Su): A 4th level
ba�le scion of Felindur gains resistance to damage
Special Abilities that is similar to that of a lycanthrope. This
Felindur provides the following special abilities to increased resilience grants the scion DR 5/silver.
its wielder, depending upon the character’s level
in the ba�le scion prestige class (see Table 2–4: Munimentum, the Ring of Redoubt
Abilities Granted by Felindur). One of a handful of magic rings forged by the
Initial Abilities: Felindur functions as a ring legendary dwarf goldsmith Armandur for the royal
of animal friendship, but only in relationship to family of King Tangrim, Munimentum endowed
wolves. Tangrim and his descendants with amazing powers
Track (Ex): At 1st level, Felindur’s ba�le scion of fortitude.
gains Track as a bonus feat.
Form of the Wolf (Su): Felindur’s ba�le scion The Rings of the Dwarf Kings
gains the ability to use the wild shape class ability During the Age of the Old Kings, the Dwarf King
once per day at 1st level. This ability can only be Tangrim summoned the royal smith Armandur to
used to transform into the form of a wolf. The effect his court, to discuss the forging of a royal signet
lasts for one hour per ba�le scion level, or until the ring. “My heirs will wear this ring for ages to
scion changes back into her natural form. When the come,” the old king explained. “The crown you
scion reaches 3rd level, he can use this ability twice have made for me will bring them respect, and
per day, and when he reaches 5th level, he can use your scepter will grant them authority. But, as I
this ability three times per day. have made enemies, so will they, and they cannot
Senses of the Wolf (Ex): Once he reaches 2nd wear the royal armor every hour of the day and
level, Felindur’s ba�le scion gains low-light vision night. Use your skills once more for the royal
while in his natural form. Further, his sense of house of Tangrim. Forge for me and my family the
smell is enhanced, and he gains the scent ability. means to protect themselves from their enemies,
Wolf Empathy (Ex): At 2nd level, Felindur’s day and night, from this time until the dark day
ba�le scion begins to closely identify with wolves. when the last dwarf falls.”
As such, he can use body language, vocalizations, Armandur returned to his forge and considered
and demeanor to improve the a�itude of a wolf. long and hard what King Tangrim had asked of
This ability functions just like the wild empathy him. What the king had asked seemed impossible.
class ability, with the exception that it is only Armandur’s skills were legendary, but he was
effective when used on wolves. still only a goldsmith—not a wizard. The crown
If the scion already possesses the wild empathy and a scepter he had made for the king were
class ability, he gains a +2 circumstance bonus merely symbols; they had no power other than
when using it to improve the a�itude of any wolf what faith people placed in them. Fearing that
that he encounters. King Tangrim would lock him away in the royal
Chapter Two: Battlerings
19
dungeons should he fail to do what the king had Tangrim, as Armandur
Adventure Hook
asked, Armandur took himself to the great temple and his wife kneeled The heroes are passing through a remote
of Kham, the god of the dwarves, to pray for before their sovereign. “Is village near the famous Temple of Kham
guidance. this true? That you have when one of the temple’s dwarf clerics
suddenly approaches them and asks to
Armandur prayed all through the night, not made four rings for me
see the ring of protection one of them
just for his own safety, but for the sake of his and my family?” is wearing. After a few moments, he
family, who would be le� destitute should he fail Armandur desperately begins visibly shaking, and then asks in a
to please the king. When he returned to his family wanted to examine the quavering voice where the heroes got it.
“I believe this ring may have been crafted
in the morning, he was a changed dwarf. His eyes four rings before he
by the founder of our temple,” he tells
gleamed with an almost insane fervor, and he turned them over to King them. “Have you ever noticed anything...
barely spoke to his wife and children, except to Tangrim—for he was unusual about it?”
tell them not to disturb him. He strode directly perplexed at how they The cleric asks the ring’s owner to
accompany him to the temple, to allow
into his foundry, and barred the door behind him, had been created when
the high priest to examine the ring. At the
refusing food, drink, and even conversation. For he had not been home to temple, the high priest examines the ring
all that day and the next night, the only sounds create them—but the king in detail. Then, if the owner is not a dwarf,
that came from within Armandur’s foundry were caught the smith’s quick he offers the heroes twice its value, plus
a replacement. If the ring’s owner is a
the clangs of his tools, and the sizzle of molten glance at the workbench,
dwarf, though, the high priest tells the
gold from his forge. Fearing that he had gone and followed his gaze to character that the ring is Munimentum,
mad, his wife never le� the door outside the the rings. the royal signet ring of King Tangrim
foundry, and fell asleep there begging Armandur “Why, these are the First. He asks to borrow the ring for
one day, and returns it covered in black
to take some rest. magnificent!” Tangrim
enamel paint. “Never tell anyone that this
When Armandur’s wife awoke, the door to the declared. “Master smith, ring was ever anything more than a copy
foundry was open, and Armandur stood blinking you have outdone of Munimentum. There are those who
at her in the early light of dawn. “Are you ill, my yourself! As your reward, would kill you for it—or kill your friends
and loved ones to force you to surrender
wife?” he asked. “Why are you sleeping here I give you a cart full of
it. You must never remove it. Kham chose
outside my foundry?” gold, so that you and your you to wear this ring for a reason. Make it
“How did you open the door without own descendants shall your life’s mission is to find out why.”
awakening me?” she asked him. “I lay against the never lack for materials
door all night waiting for you to come out.” with which to create your
“Come out?” Armandur asked, helping his wife wonders!”
to her feet. “I have only just returned Armandur thanked the king
from the temple, and found you here profusely, but by the time the gold
when I came in to work. You see, arrived, he had made up his mind.
I had a vision of four rings I will Closing his shop and packing up
forge for King Tangrim—one his belongings, Armandur took
each for him, his wife, and his his family and the cartload of
children—and I need to get gold as far as he could from
started on them immediately. Tangrim’s kingdom, and spent
I’ll need you to bring me my every last gold coin on the
meals in here, if you please.” construction of a mighty
Armandur’s wife gaped temple to Kham. To this day,
at him. “But you have been the high priests and priestesses
working! All day and all night! of the Temple of Kham are
See, there, upon your bench? descendants of Armandur—the
You have already forged your goldsmith who prayed for a
four rings!” miracle, and received it.
Armandur looked, and Check Required: Knowledge
saw that the very rings he had (history) DC 20
envisioned while praying at the Through the ages, the rings of the
temple lay upon his workbench, dwarf kings protected the descendants
already finished, waiting only for of Tangrim, but, one by one, fell into the
Munimentum
him to present them to the king. But hands of enemies, and were destroyed.
before he could pursue the ma�er further, Now, only Munimentum, the ring cra�ed for
King Tangrim himself appeared at the door to the the hand of Tangrim’s son, Tormund, remains. To
foundry. all appearances, it resides in the Temple of Kham,
“The priest you sent to fetch me told me that awaiting the return of one of Tangrim’s heirs to the
you have finished the work I asked of you,” said throne of the Dwarf Kingdoms. But the high priests
Chapter Two: Battlerings
20
for the last three centuries know that the ring they level in the ba�le scion prestige class (see Table 2–5:
guard so carefully is only a copy. Munimentum was Abilities Granted by Munimentum).
lost during a great fire, and believed destroyed— Initial Abilities: When first acquired,
though, in truth, the fire was started by a thief to Munimentum functions as a ring of protection +1.
cover his escape and hide his crime. Resistance Bonus (Su): At 1st level, the scion
gains a +1 resistance bonus to all Fortitude and Will
Requirements saves. This bonus increases to +2 at 5th level and to
To qualify to wield Munimentum as a ba�le scion, a 3 at 8th level.
character must fulfill all the following criteria. Deflection Bonus (Su): The deflection bonus
Race: Dwarf. provided by Munimentum increases to +2 at 3rd
Base A�ack Bonus: +6. level. At 5th level, this bonus increases to +3; it
Base Fortitude Save: Fort +5. increases to +4 at 7th level; and again to +5 at 9th
Skills: Diplomacy 4 ranks. level.
Feats: Leadership. Damage Reduction (Su): At 2nd level, the scion
of Munimentum gains damage reduction 2/–. This
Restrictions damage reduction increases by 2 every other level:
Should the scion of Munimentum ever surrender 4/– at 4th level, 6/– at 6th level, 8/– at 8th level, and
to an enemy, he loses all special abilities granted finally 10/– at 10th level. This damage reduction
by the ba�le scion prestige class. To regain these stacks with other damage reduction (unless
abilities, the scion must slay the enemy to whom specifically stated otherwise by the other source).
he surrendered—or, if the enemy has already been
slain, the enemy’s heirs. Romainu Valodus, the Lover’s Ring
Cra�ed by the gods as a wedding present for Lod’s
Attributes first mortal wife, Inira, Romainu Valodus carries in it
Munimentum has the following a�ributes: the power of the romantic notions and good will of
Value: To someone other than a ba�le scion, the gods themselves.
Munimentum appears to be worth as much as a ring
of protection +1 (2,000 gp). For the Love of a God
Method of Destruction: Munimentum may be Long before the Ba�le of the Eight Gods, Lod, the
destroyed only by melting it down in a dwarven father of the gods, took the first goddess (whose
forge, in which has been poured the blood of a name has long been forgo�en) as his lady wife
dwarf king. and caused her to bring forth the race of gods. The
Check Required: Knowledge (arcana) DC 30. effort destroyed her, however, and Lod grieved
for her loss for a long time a�er. Despite his pain,
Special Abilities Lod was not above seeking companionship among
Munimentum provides the following special the creatures of the world, and so he visited many
abilities to its wielder, depending on the character’s women of many different races, each time trying
to forget his divine wife by losing himself in their
Table 2–5: Abilities Granted by Munimentum limbs.
Scion Caster Check Required: Knowledge (religion) DC 20.
Level Ability Gained Level When Lod came upon a young maiden washing
–– +1 deflection bonus 5th clothing in a river, though, he was dumbfounded
1st +1 resistance bonus (Fort and 5th at her beauty and grace. Rather than seduce her
Will saves) (as was his habit), Lod sought to win the mortal
2nd Damage reduction 2/– — girl’s love. Disguising himself as a mortal man, he
strode into the young girl’s village, pretending to
3rd +2 deflection bonus 6th be a traveler seeking land to farm. The villagers
4th Damage reduction 4/– — welcomed him with open arms—for war and
5th +3 deflection bonus, +2 resistance 9th betrayal were still only scary stories to frighten
bonus (Fort and Will saves) children—and introduced him to everyone in the
6th Damage reduction 6/– — village. When Lod met Inira, the young lady he had
7th +4 deflection bonus 12th seen at the river, he made no secret of his a�raction
to her, and within a ma�er of a single season he had
8th +3 resistance bonus (Fort and Will 9th
wooed her, won her heart, and asked her parents for
saves), damage reduction 8/–
permission to wed their daughter. By this time, Lod
9th +5 deflection bonus 15th was already the most popular man in the village—
10th Damage reduction 10/– — stronger, smarter, braver, and a be�er hunter than
Chapter Two: Battlerings
21
any other man—so it came as no surprise that Inira’s resist the charms of a younger woman for long—
mother and father gave the couple their blessing. especially if such a woman was able to bear the
Check Required: Knowledge (religion) children that Inira was not?
DC 25. At first, Inira dismissed Vurkis’s suggestions
Inira’s parents invited everyone from as mere tongue-wagging. But, in time, she
the village to the wedding, and Lod, came to harbor the smallest of doubts.
happy for the first time in countless Why was her husband always gone
years, invited his own divine children. overnight when he visited these other
They came bearing fabulous gi�s, villages? Had anyone from these
among them a ring of gold, set villages ever spoken of Lod’s visits?
with a single ruby in the shape And why did Lod never take
of a heart, to which each of the anyone else from their own
gods had contributed some village as company? Why not
special boon: Sem granting it a follow him, just once, just to set
measure of his strength, so that her mind at ease?
Lod and Inira’s union would So when Lod next announced
have strength; Syra granting that he needed to visit a
it wisdom, so that the union merchant in another village,
would possess forbearance; Osai Inira told him that she would
granting the ring health, so that visit her family. But as soon as
Lod and Inira’s marriage would Lod departed, his mortal wife
survive any hurt; and so on. Even turned and followed him, hidden
Vurkis, despite his own black heart, from his sight by the power of a
granted the ring a boon—though, charm she had bought from the very
characteristically, with a dark twist: same peddler who had so insidiously
Romainu Valodus
love everlasting, meaning that Lod would caused her to distrust her husband: Vurkis,
continue to love Inira with all his heart, the god of evil.
long a�er her bones were dust. Inira followed Lod to Using Romainu Valodus
Check Required: Knowledge (religion) DC 25 a hilltop far away from Romainu Valodus is a subtle artifact, in
that it encourages the player to choose
Lod and Inira lived together in happiness for their village, and hid
another character as the object of his
many years, though they remained childless, for behind a rock while her own character’s affection to get the most
Lod feared that bearing a half-divine child would husband climbed to the out of the ring (in terms of which abilities
prove fatal to his mortal wife. They trusted one top, where, much to her can be used, and to what extent... for
example, the range of the romantic love
another with all their secrets but Lod’s true nature, surprise, he stood peering
ability). This sort of situation works best
which he scrupulously kept from her, lest she be guiltily about, as though in campaigns where the players are
driven mad by the knowledge. Lod even feigned fearful that someone interested in roleplaying not just their
the appearance of age, so that his wife would never might have seen him. adventures, but their relations with each
other and with non-player characters.
suspect. But he never ceased to be the father of the Inira’s suspicions suddenly
Obviously, though, Romainu
gods, and so was needed sometimes in his celestial seemed not so foolish Valodus need not be used only among
realm. On these occasions, Lod would leave the anymore! She resolved to the characters. If the GM wishes to
village before transforming into his godlike form, leap from her hiding place introduce a relationship with an NPC, it
still encourages the player to roleplay his
telling Inira that he had to visit a merchant in and confront her husband.
feelings for the character. Remember most
another town, and would return before she even If she was wrong, she of all that nothing about Romainu Valodus
noticed he was gone. could tell him that she had specifies that the affection is in any way
But when Lod made a decision that his dark son decided to surprise him physical; the player could just as easily
choose his character’s father, sister, son,
Vurkis disliked, the god of evil decided to have by going with him. But if
closest friend, or what-have-you.
his revenge by destroying Lod’s happiness. He she was right, surely she
arranged for Lod to be needed more o�en in the would catch her husband’s
realm of the gods, and while Lod was a�ending clandestine lover approaching.
to problems there, Vurkis stole down to the realm But no sooner had Inira stood up from behind
of the mortals and, disguised as a peddler, visited her rock than her husband’s form melted away,
Inira. There, Vurkis began to prey upon the mortal revealing a light so intense that she was instantly
woman’s fears and doubts, suggesting that her struck blind. She had just enough time to let out
husband might not be visiting a merchant a�er a gasp before she was turned to a column of dead
all, but a lover in another village. Surely a man ash, destroyed by Lod’s divine power. All that
so popular in his own village must be as deeply was le� was the ring the gods had given her as a
admired in the next town, and could any man wedding gi�.
Chapter Two: Battlerings
22
Lod had heard the gasp, and saw Inira just a Table 2–6: Abilities Granted by Romainu Valodus
moment too late to prevent what was happening. Scion Caster
His anguish was unimaginable. The skies turned Level Ability Gained Level
black with storm clouds and poured down so –– Charm person 1st
much rain that every canyon and valley in the 1st Profound attraction, Diplomacy 5th
world filled and flooded. Countless mortals lost
their lives to Lod’s grief. And Lod himself, unable 2nd Deep affection 7th
to forget his love for his first mortal wife—thanks 3rd Romantic love 9th
to Vurkis’s “gi�” of love everlasting—still grieves 4th Selfless love 11th
to this day. 5th Devoted love 11th
Check Required: Knowledge (religion) DC 25.
6th Mutual love 13th
A�er a long time, Lod could no longer bear
to look at the ring his wife had worn, and gave 7th Pure love 7th
it to Lani, the goddess of beauty, telling her to 8th Unconditional love 9th
hide it forever from his sight. Lani did just that, 9th Tragic love 9th
delivering it into the hands of her high priestess, 10th Love’s reward 13th
who in turn gave it to the wife of the next high
priest, who in time gave it to someone else, and so
on. At some point, the ring was lost to the cult of member of his preferred gender as a standard
Lani, but the clergy of the goddess of beauty hear, action.
from time to time, of a ring called Romainu Valodus Profound A�raction (Su): At 1st level, the scion
appearing here or there in the world, and nod of Romainu Valodus may designate any PC or NPC
knowingly. as the “object of his a�raction.” As long as the scion
is within line of sight of the object of his a�raction,
Requirements he gains a +1 circumstance bonus on a�ack rolls and
To qualify to wear Romainu Valodus as a ba�le scion, Fortitude and Reflex saves, as well as Will saves to
a character must fulfill all the following criteria. resist mind-affecting charms or enchantments.
Skills: Diplomacy 7 ranks. Diplomacy: Also at 1st level, the scion of
Feats: Negotiator. Romainu Valodus gains Diplomacy as a class skill.
Spells: Able to cast divine spells from the Deep Affection (Su): When the scion of
paladin spell list. Romainu Valodus reaches 2nd level, he gains a +1
Patron: Lani (the goddess of beauty) circumstance bonus on a�ack rolls and Fortitude
Special: Divine Favors: The wearer must have the and Reflex saves, as well as Will saves to resist
Divine Grace and Divine Health class abilities to mind-affecting charms or enchantments, as
qualify as a ba�le scion of Romainu Valodus. long as he has been in personal communication
(including exchanging le�ers) with the object of
Attributes his affection within the past 24 hours. This bonus
Romainu Valodus has the following a�ributes: increases to +2 if the object of the scion’s affection
Method of Destruction: Romainu Valodus may is within his line of sight.
be destroyed only by Lod, the Father of the Gods. Romantic Love (Su): When the scion of
Because the ring has great sentimental value to Romainu Valodus reaches 3rd level, he gains a +1
Lod, however, convincing him to destroy Romainu circumstance bonus on a�ack rolls and Fortitude
Valodus requires that the bearer prove that the love and Reflex saves, as well as Will saves to resist
he feels for the object of his affection is greater than mind-affecting charms or enchantments, as long as
the love Lod felt for Inira. he has been in personal communication (including
Check Required: Knowledge (arcana) DC 30. exchanging le�ers) with the object of his affection
Value: To someone other than a ba�le scion, within the past week. This bonus increases to +2
Romainu Valodus appears to be worth as much as a if he has been in personal communication within
ring of charm person: 360 gp. the past 24 hours, or to +3 if the object of the scion’s
affection is within his line of sight.
Special Abilities Selfless Love (Su): At 4th level, the scion
Romainu Valodus provides the following special of Romainu Valodus may grant the object of his
abilities to its wielder, depending on the character’s affection the divine health ability (immunity to
level in the ba�le scion prestige class (see Table 2–6: all diseases, including supernatural and magical
Abilities Granted by Romainu Valodus). diseases), but loses this ability himself. The
Initial Abilities: Once per day, the wearer of decision to impart this ability to the object of his
Romainu Valodus may cast charm person on any affections may only be made when the character is
Chapter Two: Battlerings
23
preparing his divine spells. Once the scion uses this that room as if he has seen it too (assuming that
ability, he cannot regain his divine health by any character has the ability to teleport).
means (although he gains the ability to share it at Unconditional Love (Su): When the scion of
6th level). The object of the scion’s affection must Romainu Valodus reaches 8th level, he gains the
remain within 1 mile of the scion to benefit from ability to communicate with the object of his
this ability (but moving outside that range does not affection via telepathy. The maximum range of this
cause the ability to revert to the scion). ability is 1 mile.
Devoted Love (Su): At 5th level, the object of the Tragic Love (Su): At 9th level, the scion of
scion’s affection acquires the divine grace ability, Romainu Valodus gains the ability to cast raise dead
gaining a bonus equal to the scion’s Charisma on the object of his affection by sacrificing a level
bonus (if any) on all saving throws. The object of (see “Level Loss” in Chapter 8: Glossary, in the
the scion’s affection must remain within one mile DMG) and laying hands on the dead character.
of the scion to benefit from this ability (but moving Love’s Reward (Su): When the scion of
outside that range does not cause the ability to Romainu Valodus reaches 10th level, he gains a
revert to the scion). complete understanding of love. He may use the
Mutual Love (Su): At 6th level, the scion selfless love, pure love, and tragic love abilities
of Romainu Valodus may grant the object of his on any character he desires—not just the object
affection the divine health ability (immunity to of his affection. (In the case of selfless love, the
all diseases, including supernatural and magical scion may withdraw the ability, or transfer it to a
diseases). He does not lose the ability himself, and different individual, when he normally prepares
there is no limit on the distance. his divine spells). The scion may also use the
Pure Love (Su): When the scion of Romainu pure love ability on any character he desires for
Valodus reaches 7th level, he gains the ability to a number of rounds equal to his Charisma bonus
communicate with the object of his affection via (if any), a number of times per day equal to his
empathic link. The maximum range of this ability Wisdom bonus (if any). So, for example, a 10th-
is 1 mile. Only general emotional content (fear, level ba�le scion of Romainu Valodus, with a 15
hunger, happiness, curiosity, and so on) can be Wisdom and a 17 Charisma, could establish an
communicated. Because of this link, the scion and empathic link with any other individual up to
the object of his affection share their connections to twice each day (Wisdom bonus +2), for up to 3
items or places. For example, if the scion has seen rounds each time (Charisma bonus +3).
a room, the object of his affection can teleport into

The gods of Liberty imbue Romainu Valodus.


Chapter Two: Battlerings
24
Sati, the Phylactery of Fallen Friends Requirements
Cra�ed by a bard in mourning for his fallen To qualify to wear Sati as a ba�le scion, a character
companions, Sati preserves the memories of its must fulfill all the following criteria.
owner’s friends, allowing them to return, a�er a Base A�ack Bonus: +7.
fashion. But the phylactery is far from perfect and Base Save Bonuses: Will +2.
can have unexpected side effects. Feats: Endurance, Iron Will.
Special: The Bond of Friendship: The wearer of
Igurat’s Lament Sati must demonstrate true friendship to at
The intricately-worked leather least one other person. For example, the
phylactery known as Sati was owner must make a great sacrifice for his
created, as the story goes, by the friend, giving up something
warrior-priest Igurat, who that means more to him
was the sole survivor of than anything except
a heroic quest to a far-off friendship. Or the wearer
land. The nature of the must risk his own life
quest and the names of to prevent his friend from
Igurat’s companions have long since coming to harm.
been forgo�en. All that is known is Sati Whatever the case, the
that Igurat saw his comrades fail, gesture must be real: Giving
one a�er another, to complete up some magic item, only to
their quest, and, though he replace it immediately therea�er
succeeded, he was le� alone with something as good or be�er, is
for the long, long journey home not a real sacrifice. Similarly, risking one’s
a�erward. In his grief, Igurat began fashioning life with the sure knowledge that a raise dead spell
a phylactery for himself, worked with symbolic is available is not much of a risk.
representations of his friends, as a way of honoring
their memories. Restrictions
But the loneliness of the journey home warped Should the scion of Sati ever betray a friend, he
Igurat’s mind, until all he loses all special abilities granted by the ba�le
For the GM could think about was his scion prestige class, as listed below. To regain
Due to the “capricious” nature of some of dead friends. Somehow, these abilities, the scion must make another
Sati’s abilities, the GM may wish to keep along the way, Igurat demonstration of true friendship to the person
Sati’s abilities a secret from the player, infused the phylactery whom he betrayed.
revealing them only when they activate
(such as with Bound by Blood) or when with the essences of
the character advances to the next level his fallen comrades. Attributes
of the prestige class (as, for example, He was able to use it to Sati has the following a�ributes:
with the Fallen Comrade abilities). This call up seemingly real Method of Destruction: Sati may be destroyed
should encourage the player to designate
several of her character’s comrades simulacrums of them to only by being torn to pieces between two bi�er
as “friends” for the purposes of certain help ease his troubled enemies, requiring a DC 30 Strength check,
effects—which Sati will later take into mind. When he arrived working together as though using the “Aid
account for the purpose of those of its home, many years later, Another” rule.
abilities that activate without the scion’s
consent. the phylactery was Check Required: Knowledge (arcana) DC 25.
charged with divine Value: To someone other than a ba�le scion,
energy, and every new Sati appears to be worth as much as a phylactery of
friend that Igurat made soon a�er died, their summon monster IV (2,160 gp).
essences joining the ranks of those already stored
in his phylactery. Special Abilities
A�er twenty years of wandering, gaining and Sati provides the following special abilities to its
quickly losing friends wherever he went, Igurat wielder, depending on the character’s level in the
retreated to a remote island to live the life of a ba�le scion prestige class (see Table 2–7: Abilities
hermit. But some time later, his phylactery washed Granted by Sati).
ashore on the mainland—apparently lost at sea Initial Abilities: When first acquired, Sati
(or thrown overboard)—and has granted its functions similarly to a horn of Valhalla, enabling the
friendship-affirming powers to countless hapless wielder to summon 1 3rd-level fighter or 2d4 2nd-
souls ever since. level fighters, once per day. The fighters summoned
Check Required: Knowledge (history) DC 25. are constructs, rather than actual people (and thus
follow the rules for constructs). They seem like
Chapter Two: Battlerings
25
Table 2–7: Abilities Granted by Sati below 10% of his total hit points, Sati, as a reaction,
Scion Caster transfers 10 hit points from each of the scion’s
Level Ability Gained Level designated friends to the scion, up to the scion’s
— Summon fighters 7th original total. (Any excess is simply lost.) Sati’s
1st Shield other 3rd scion has no control over this ability. This ability
only works on the scion’s friends who are within 60
2nd Fallen comrade I 9th feet of the scion.
3rd Bound by blood 11th Hit points transferred in this fashion are applied
4th Visitation 11th to Sati’s scion immediately, even if the effect that
5th Fallen comrade II 13th caused the loss of the scion’s hit points (thus
triggering this effect) would have otherwise killed
6th Bound by spirit 13th
the scion. The scion’s friends recover these lost hit
7th Visitation (improved) 15th points as normal.
8th Fallen comrade III 17th Visitation (Su): At 4th level, the scion of Sati
9th Aggressive defense 15th may call upon the phylactery to summon a fallen
10th Devoted comrade 17th friend back from the dead, to fight or otherwise
render service for the scion. For this ability to work,
the character summoned must be currently dead;
perfectly ordinary fighters, albeit o�en dressed he must have died or been destroyed within 60 feet
in out-of-date armor and clothing. They have the of Sati; the scion must know the dead character’s
statistics of fighters of their level as listed in Chapter true name; and the character’s level cannot exceed
4 of the DMG. Although they are disoriented during the scion’s. The character appears anywhere within
the first round a�er their arrival, they therea�er 30 feet of the scion. Using this ability requires a
a�ack anyone the wearer of Sati commands them to standard action.
fight until they or their opponents are slain, or until The character summoned in this fashion is
1 hour has elapsed, whichever comes first. Once only a construct, not the actual character. They
this period elapses, they vanish. follow the rules for constructs, but are otherwise
Shield Other (Sp): At 1st level, the scion may exact duplicates of the dead characters at the
designate one other character as a “true friend,” moment of their deaths (though they have full
and that character is warded as though by a shield hit points, suffer from no ability damage, and so
other spell for the next 24 hours, regardless of forth), including quasi-real simulations of their
how far away the designated character is from the possessions, right down to their magic items (even
scion. (This ability does not work across planes, if someone else now possesses those items, or
though.) However, if the character is not truly a those items have otherwise been destroyed). They
close friend of the scion, the spell effect is reversed: even have the memories of the dead characters.
The scion gains the +1 deflection bonus to AC and In essence, Sati has created a “snapshot” of the
+1 resistance bonus to saves, and the designated character, and stored it for this eventuality.
character takes half the hit point damage the scion On the round in which it appears, the character
takes from any given a�ack. construct may only take a single move or a�ack.
Fallen Comrade I (Su): At 2nd level, the scion A�erward, it may act normally and remains until
may temporarily raise dead comrades by touching slain, or until 1 hour has elapsed, whichever
Sati to their bodies and speaking their true names comes first. Once this period elapses, the character
(as opposed to nicknames or partial names). The construct vanishes. If the actual character is
character touched in this fashion is brought back to restored to life during this period, the construct
life as though by a raise dead spell, though only for immediately vanishes.
1 hour. If the character is killed again during this The scion may only summon one such friend
time, his soul is destroyed forever; he may not be at a time using this ability. At 7th level, however,
raised or resurrected or otherwise brought back from the scion may summon as many such friends as he
the dead, except by the medium of a miracle or wish desires, provided their total levels do not exceed
spell. The scion may bypass these limitations by his own.
sacrificing 1 point of Constitution when speaking Fallen Comrade II (Su): At 5th level, the scion
the dead character’s name. Using this ability is a may temporarily return dead comrades to life
full-round action. by touching Sati to any part of their bodies and
Bound by Blood (Su): At 3rd level, Sati speaking their true names, as described above.
aggressively protects its wearer by drawing upon The character touched in this fashion is treated as
the energies of the scion’s friends (as designated though resurrection had been cast upon her, though
by the scion). When the scion’s hit points drop only for 24 hours. If the character is killed again
Chapter Two: Battlerings
26
during this time, her soul is destroyed forever, to prevent the scion’s demise, and returns them
as described above. Sati’s scion may bypass these to life, fully healed of all hit point and ability
limitations by sacrificing 1 point of Constitution damage, as well as spell effects. The character may
when speaking the dead character’s name. Using immediately act as normal.
this ability is a full-round action. For purposes of this ability, “in danger of death
Bound by Spirit (Su): At 6th level, Sati or destruction” means meeting one of the following
aggressively protects its scion by drawing upon the conditions:
energies of the scion’s friends (as designated by the • Reduced to 10% or less of total hit points;
scion). When the scion suffers Constitution damage • Reduced to 10% or less of total Constitution
or drain greater than 90% of his original total, score (rounded up);
Sati, as a reaction, transfers 1 Constitution point • Reduced to 10% or less of total levels by
from each of the scion’s designated friends to the negative levels (rounded up);
scion, up to the scion’s original total. (Any excess • Targeted by a spell or spell-like effect that
is simply lost.) Similarly, if Sati’s scion accumulates potentially causes death or disintegration, such as
enough negative levels to reduce him to 10% of finger of death or disintegrate. (The friend appears
his original level, Sati removes one negative level before the effect resolves, and may act immediately,
from its scion for each friend within range, up to as though she had readied an action to respond to
his original total, while simultaneously conferring the effect.)
upon each of these friends one negative level. (If This ability does not protect Sati’s scion or her
this removes more negative levels than the scion friends from Sati’s own effects.
has lost, the excess are simply lost.) Devoted Comrade (Su): At 10th level, Sati’s
Sati’s scion has no control over this ability. This scion may choose to sacrifice her life to prevent
ability only works on the scion’s friends who are the death of a friend. By speaking the true name
within 60 feet of the scion. of a character who has just been killed (in the
Constitution points or negative levels removed in prior round) due to hit point loss, disintegration,
this fashion are applied to Sati’s scion immediately, death effect, Constitution damage or drain, or
even if the effect that caused the loss (thus triggering negative levels, the scion of Sati immediately dies,
this effect) would have otherwise killed the scion. transferring his current hit points or Constitution
The scion’s friends recover these lost Constitution score (up to the target’s original total) to the
points or negative levels as normal. designated character. Sati’s scion cannot be brought
Fallen Comrade III (Su): At 8th level, Sati’s back to life from this state by any means; his soul
scion may temporarily return dead comrades to is destroyed forever, and even a miracle or wish is
life by touching Sati to any part of their bodies and insufficient to restore him to life
speaking their true names, as described above. However, if the character returned to life in
The character touched in this fashion is treated this fashion speaks the true name of Sati’s scion
as though true resurrection had been cast upon within one minute of being brought back to life in
him, though only for 1 week. If the character is this fashion, the effect is completely reversed. The
killed again during this time, his soul is destroyed character immediately perishes, his soul destroyed
forever, as described above. Sati’s scion may forever, and Sati’s scion is returned to life in the
bypass these limitations by sacrificing 1 point of state she was in at the time she activated this
Constitution when speaking the dead character’s ability. Speaking the true name of a character, for
name. Using this ability is a full-round action. purposes of this ability, is a move action.
Aggressive Defense (Su): At 9th level, Sati’s
protection of the character’s friends takes on Sinnilas, the Ring of the Champion
an extreme form. Whenever one of the scion’s Sinnilas is said to provide its scion with limited
friends is in danger of dying or otherwise being invulnerability.
destroyed, Sati activates of its own accord and
forces the friend’s life force and material body Not a Thousand Arrows, Not a Million Swords
into the phylactery, trapping it there indefinitely. The island nation of Ealon was beset on all sides
The friend must be within 60 feet of Sati’s scion by its enemies, and many wars were fought for
for this ability to work. There is no upper limit to control of the island. Though no nation had ever
the number of friends who can be stored in the conquered it, the wealth and prosperity of Ealon
phylactery in this fashion. ensured that such invasions continued for many
Sati cannot be commanded to release the friend long years. In those times of strife, many heroes
from within the phylactery. Instead, when Sati’s answered the call of their homeland. One such
scion is in danger of death or destruction, Sati hero was Tifone, a woman of great strength and
selects the trapped friend it feels is most able dauntless resolve.
Chapter Two: Battlerings
27
Tifone was a mercenary soldier who came to a single person. He schemed and plo�ed, finally
Ealon from across the Sea of Storms. During the sending a spy into Ealon so that he might discover
years of her service, she grew to love the rugged what manner of sorcery had given Tifone such
island as if it were her own homeland. When her martial prowess.
mercenary obligation to Ealon’s king had been It was eventually discovered that Tifone always
fulfilled, she chose to stay in Ealon rather than wore a band of diamond-studded gold upon
return to her homeland in the Far East. With each the middle finger of her right hand. No other
invasion, Tifone would don her armor and join enchantments could be detected by Khalir’s spies.
with the island’s defenders to drive off all a�ackers. The dark overlord demanded that his agents kill
She became famous for never suffering a wound in Tifone and bring her severed hand, including the
any of the ba�les that she fought. ring, to Shar’dul. Despite their best efforts, Tifone’s
Check Required:: Knowledge (history) would-be assassins were unsuccessful. Their
DC 25. blades were harmless against her, and
In time, Ealon was invaded it seemed that her skin alone turned
from the south by the armies of their poisoned daggers aside.
the Shar’dul Empire. Like all The last of the assassins lashed out
the foes that came before, the with his sword in desperation,
Shar’dul coveted the riches of drawing blood from Tifone’s
the Ealonese people. Unlike the exposed shield arm before
others, Shar’dul was ruled by escaping into the night. The
Khalir, a corrupt overlord who would-be killer traveled back to
was not content with the mere Shar’dul and made his report to
subjugation of his enemies. Khalir. The assassin was put to
This evil creature, who had death for failing to kill Tifone,
lived for centuries by virtue of but his tale gave Khalir some
necromantic magic, longed for insight into the woman’s potential
the complete annihilation of the weakness. Her le� arm, guarded
Ealonese people. by a shield in ba�le, seemed to be
As the Shar’dulan fleet the weak spot that the necromancer
approached the shores of Ealon, so desperately sought.
the island’s defenders flocked to the Check Required
Required: Knowledge
coastline in preparation for the coming Sinnilas (history) DC 30.
ba�le. Within these ranks stood Tifone. She Khalir once more ordered his forces to invade
shouldered her shield, brandished her spear, and Ealon, and Tifone again came to the island’s
stood fast as the black sails of Shar’dul dri�ed defense. This time, Khalir had prepared a trap
towards the shore of her adopted homeland. When for the heroine, having placed a score of his best
the Shar’dulan warships dislodged their warriors, archers on the deck of his fleet’s flagship. The
Tifone led her troops in a doomed charge against a arrows fired by these marksmen were coated with
vastly superior foe. a virulent poison of Khalir’s own devising, and
Despite the odds, Tifone’s troops repulsed their they were instructed to fire only at Tifone’s le� arm
a�ackers again and again, driving them back into when the opportunity presented itself.
the gory foam of the sea. Though many soldiers It was not long before Tifone appeared upon
met their deaths in defense of their homeland, the Ealonese shore, leading her men in a desperate
Tifone remained unharmed. Fire from Shar’dulan a�empt to turn back the black flood of Shar’dulan
siege engines licked ineffectively at her skin, warriors. Khalir’s archers fired several volleys into
arrows bounced harmlessly from her body, and the fray, and one arrow found its mark in Tifone’s
the swords and axes of her enemies did naught le� bicep. Though the wound itself was superficial,
to diminish her resolve. When night finally fell, the arrow’s poison condemned her to a slow and
Tifone stood alone on the Ealonese shore, watching agonizing death. She was carried to the rear, and
the ships of Shar’dul retreat towards the darkening the kingdom’s best leeches were summoned to tend
horizon. to her wounds. The poison worked quickly, and
Check Required: Knowledge (history) DC 20. Tifone was close to death when she finally revealed
Tifone was given all the respect that she was her secret to her closest lieutenants.
due. She was dubbed a true hero of Ealon, and The ring that she wore, once a gi� from her
given rank and privilege beyond measure. Word father, was a powerful artifact from the eastern
of her bravery also made its way to Khalir. He lands. She bade that the men of Ealon take the ring
raged to think that his army had been repulsed by and give it to another warrior, so that the country
Chapter Two: Battlerings
28
that she so loved would not be without a champion Table 2–8: Abilities Granted by Sinnilas
in its most desperate hour. Shortly a�erwards, she Scion Caster
succumbed to the poison and died. Though the Level Ability Gained Level
ring was given to a new champion, the forces of –– Deflection bonus +1 5th
Shar’dul had made significant headway during 1st DR 1/–– ––
the ba�le and could not be turned back. Ealon was
conquered, its people were decimated by their Weak spot ––
oppressors, and the ring was lost in the ensuing 2nd Resistance to energy 20 7th
chaos. Vulnerability to energy ––
Check Required: Knowledge (history) DC 25. 3rd Deflection bonus +2 6th
Sinnilas is a thick gold band that is studded all
4th DR 3/–– ––
around with perfectly-cut diamonds. The white
stones shine with an inner light, each growing Resistance to energy 20 7th
brighter as the ring’s scion becomes more a�uned 5th Deflection bonus +3 9th
to her powers. 6th Resistance to energy 20 7th
7th Deflection bonus +4 12th
Requirements
DR 5/–– ––
To wear Sinnilas as its ba�le scion, a character must
fulfill the following criteria. 8th Resistance to energy 20 7th
Base A�ack Bonus: +6 9th Deflection bonus +5 15th
Base Save Bonuses: Fort +5. 10th DR 10/–– ––
Feats: Great Fortitude, Toughness, and one other
feat chosen from the fighter’s list of bonus feats.
When she reaches 4th level, this durability
Restrictions increases to DR 3/––. As she continues to rise
Sinnilas’s scion may never wear or utilize magical in level, the damage reduction provided by the
armor of any sort, including bracers or magical ring becomes ever more dramatic. At 7th level it
shields. If magical armor is worn by the scion, the becomes DR 5/––, and at 10th level it grows to DR
powers granted by Sinnilas cease to function until 10/––.
such time as the offending armor is removed. Weak Spot (Ex): While Sinnilas grants its scion a
large amount of protection, the defense it bestows
Attributes is by no means perfect. Upon taking her 1st level
Sinnilas has the following a�ributes. as the ring’s ba�le scion, a character must choose
Method of Destruction: Sinnilas can only one bodily location that is not affected by the
be sha�ered if it is exposed to three of the five Durability special ability of the ring. Optionally, the
energy types in quick succession. For instance, if weak spot’s location may be chosen by the DM and
the ring is heated by fire, then chilled to freezing, kept secret from the scion’s player. Choices for the
and a�erwards dipped in acid, it will be forever weak spot’s location consist of: arm (le� or right),
destroyed. foot (le� or right), head, leg (le� or right), or torso
Check Required: Knowledge (arcana) DC 30. (upper, lower, front, or rear).
Value: To any character other than its ba�le Any successful a�acks that are specifically
scion, Sinnilas appears to be a ring of protection +1 aimed at the chosen location by the scion’s
(2,000 gp). opponents will completely bypass the damage
reduction provided by the ring. Such aimed a�acks
Special Abilities suffer a –4 penalty to-hit. The weak spot is not
Sinnilas provides the following special abilities to obvious, and even the scion may not be initially
its wielder, depending upon the character’s level aware of its location. Once the location of the weak
in the ba�le scion prestige class (see Table 2–8: spot is chosen, it can never be changed by any
Abilities Granted by Sinnilas). circumstance short of a wish. Even then, a new
Initial Abilities: Sinnilas offers continual location must be immediately specified.
magical protection to anyone who wears it in the Resistance to Energy (Ex): At 2nd level, Sinnilas
form of a deflection bonus of +1 to AC. gi�s its scion with resistance to an energy type of
Damage Resistance (Ex): As soon as a character the scion’s choice. Legitimate choices include: acid,
becomes Sinnilas’ ba�le scion, she gains damage cold, electricity, fire, or sonic. All damage inflicted
resistance equal to DR 1/––. This stacks with any upon the scion by the specified energy type is
similar damage resistance gained from other reduced by 20 points. At 4th, 6th, and 8th levels,
classes (for example, from levels of Barbarian). the scion is permi�ed to choose another form of
Chapter Two: Battlerings
29
energy from the list. Choosing a type multiple which he would be delivered in the a�erlife.
times provides no additional benefit. As queen, Ingrith had to uphold this oath more
Vulnerability to Energy (Ex): Although the resolutely than any other warrior-maiden. They
resistance to energy that Sinnilas provides is could be forgiven for a transgression from time to
formidable, the scion will always be vulnerable to time; she could not.
one of the five available So when Ingrith set
energy types. The type of eyes upon Karst, known
energy to which the scion throughout the mortal
is susceptible is chosen realms as the bravest
from amongst the and fairest of the
following as soon as she Wood-Walkers, she
achieves 2nd level: acid, determined that, when
cold, electricity, fire, or his time came, no other
sonic. She cannot choose warrior-maiden but her
a type for which she would have the honor of
has resistance. Whenever bearing Karst to his reward.
the scion is damaged by She followed his career with
this type of energy, she great pride, dreaming of the
takes half again as much day when she would hold him
(+50%) damage as normal, in her arms and comfort him
regardless of whether a on his way to paradise. Without
saving throw is allowed, knowing it—and certainly without
or if the save is a success his knowledge—Ingrith had fallen
or failure. Skycrown in love with Karst.
Deflection Bonus But on the last day of the Ba�le
(Su): At 3rd level, and of the Dawn, in the Age of the
every odd-numbered level therea�er (5th, 7th, and Old Kings, when heroes gathered to vanquish
9th), the deflection bonus to armor class provided the Plague of Darkness once and for all, the noble
by Sinnilas increases by +1. Karst’s vaunted courage failed him. He stole out
of the Wood-Walkers’ fortress and fled, alone,
Skycrown, the Winged Diadem planning to hide until the ba�le was well and truly
Once worn by Ingrith, virgin queen of the warrior- won. But he had not gone more than a league
maidens, Skycrown grants its wearer some of the when he was ambushed by lycanthropes and
powers of a celestial, but also haunts the wearer dragged before their warlord. Knowing that the
with premonitions of death. wounds they had given him would transform him
into one of them, and knowing that he would be
The Death of the Virgin Queen compelled to ba�le his former allies, Karst begged
The warrior-maidens, noble celestials who bear for a swi� death. The warlord granted his wish, but
dead mortals to their final reward, came into his price was the secret of how Karst had escaped
being in the Time of Heroes, when bravery and the fortress unseen—for how Karst got out, the
resolve were far more common than they are in lycanthropes could get in. In despair, Karst told
these times. Queen of the warrior-maidens was them all he knew, though, in the end, it availed
the radiant Ingrith, whose beauty was beyond the lycanthropes naught. They lost the ba�le, and
compare. Only the most courageous and valiant though they tore Karst asunder in plain view of
mortals were allowed to see her face, and then only the fortress to demoralize the Wood-Walkers, the
as she carried them to their reward in the a�erlife. Wood-Walkers declared him a hero for giving his
Her embrace was known to sustain a departed life so bravely.
mortal for all eternity, and even her most chaste Check Required: Knowledge (history) DC 20.
kiss would set a fire in their very souls, filling them When the ba�le was ended, the warrior-maidens
with a desire to be ever more deserving of the arrived to bear away the dead, and Ingrith, with
paradise she had brought them to. tears streaming down her face, took up Karst’s
Check Required: Knowledge (history) DC 15. broken body—despite his cowardice and despite
But Ingrith’s loneliness was as legendary as her his betrayal. The other warrior-maidens stopped
beauty. The warrior-maidens had sworn an oath of in their work, astounded. Surely Karst did not
celibacy and abstinence, lest their love for a mortal deserve the honor of Ingrith’s embrace? Surely she
ever interfere with their judgment of his soul when did not mean to take him to paradise, but instead
it came time to select the paradise—or torment—to to the eternal torment of the lower planes? But
Chapter Two: Battlerings
30
before they could stop her, Ingrith vaulted into the Table 2–9: Abilities Granted by Skycrown
sky with Karst’s body in her arms, bound for the Scion Caster
Halls of Honor. Outraged, the warrior-maidens Level Ability Gained Level
sped a�er her. –– Deathwatch 1st
The chase proceeded to the very gates of the 1st Smite undead 1st
Halls of Honor, for Ingrith 2nd Energy resistance 3rd
and the warrior-maidens
Adventure Hook all knew that once the soul 3rd Speak with dead 5th
The heroes are buying equipment in a
of a hero was delivered to 4th Death ward 7th
small town market when an old woman
clad in rags approaches them and offers paradise, he could not be 5th Touch of judgment 9th
them a map to a priceless diadem. “For forced out, except by the 6th Warrior’s kiss 11th
the price of a month’s food and lodgings, gods themselves. Should
you can be rich beyond your dreams. 7th Battle-cry 13th
Please, winter is coming, and I’m far, far Ingrith deliver Karst to
too old to spend another year sleeping in the Halls of Honor, the 8th Sense of death 14th
an alley, fighting with the dogs for scraps reputation of the warrior- 9th Wings of death 13th
of food.” maidens would be worth
The old woman is as good as her
10th Redemption 17th
word: beyond a few traps and a handful nothing; their own honor
of monsters, the heroes find a chest of was at stake. Requirements
loot, including the promised diadem. Back But Ingrith was To qualify to wear Skycrown as a ba�le scion, a
in the town, though, they meet a retired determined, and though character must fulfill all the following criteria.
adventurer who recognizes the diadem. “I
myself once pulled that very diadem out they slashed at her with Gender: Female.
of a treasure pile. When our band divided their spears and tried Alignment: Good.
up the treasure, it went to our ranger, again and again to tear Skills: Knowledge (nature) 5 ranks.
though I don’t know what she did with it Karst’s form from her Special: Favored Enemy (Undead): The wearer of
after that.” He’s quite astounded to hear
the story of the old woman and the map, arms, she at least reached Skycrown must have undead as a favored enemy.
though. “That’s exactly how we heard of the gate to the Halls of
the diadem!” He then goes on to describe Honor. Unable to go on, Attributes
the adventure, including the location of with blood streaming from Skycrown has the following a�ributes:
the treasure, the nature of the traps, and
the type and numbers of the monsters. her wounds and tears Method of Destruction: Skycrown may only
“It seems clear,” he tells them, “that from her eyes, she bid him be destroyed where it was created: on its plane of
some higher power wants that diadem in forget his misdeeds and origin, in the forge of the warrior-maidens. The GM
mortal hands—though whether for good enter the Halls of Honor. should choose an appropriate plane, based on the
or ill purposes, I couldn’t venture. I’d be
careful of it, were I you.” Not understanding the role of the valkyrie-like warrior-maidens (or their
sacrifice she had made on equivalent) in his own campaign.
his behalf, Karst merely Check Required: Knowledge (arcana) DC 25
stood dumb, staring at this ba�ered and broken Value: To someone other than a ba�le scion,
beauty at his feet—until a warrior-maiden’s spear Skycrown appears to be worth as much as a diadem
whistled out of the ether, piercing his heart and of deathwatch (3,000 gp).
destroying his soul forever. At that, Ingrith u�ered
a piercing wail of despair, and flung herself into Special Abilities
the trackless reaches of the ethereal plane, never to Skycrown provides the following special abilities
be seen again. to its wielder, depending on the character’s level
Check Required: Knowledge (history) DC 20. in the ba�le scion prestige class (see Table 2–9:
In time, mortal heroes began to discover Abilities Granted by Skycrown).
evidence of her passing: her spear, her hauberk, Initial Abilities: The wearer of Skycrown is
her dirk, and her diadem, the winged crown that treated as always being under the effects of a
marked her as queen of the warrior-maidens. The deathwatch spell. She is able to determine the
stories say that Ingrith died in the ether, and offer condition of creatures near death within 30 feet.
the discovery of these items as proof. But perhaps, Smite Undead (Su): At 1st level, the scion of
just perhaps, Ingrith survived, masquerading as Skycrown may make a normal melee a�ack to
a mortal, living in poverty lest she be noticed by deal extra damage equal to her ba�le scion level
her former sisters, and selling her god-forged against an undead foe. The scion may use this
equipment for the price of a meal, or a night’s ability once per day, plus one time per day for
lodging, or a tale spun by an old storyteller of a every two levels she possesses in the ba�le scion
virgin queen’s love for a mortal hero. prestige class.
Check Required: Knowledge (history) DC 15. Energy Resistance (Su): The scion of Skycrown,
at 2nd level, gains resistance 5 to acid, cold, and
Chapter Two: Battlerings
31
electricity damage. This resistance increases to 10 HD Effect
when the scion reaches 8th level. Equal to caster level Deafened
Speak With Dead (Sp): When the scion of
Up to caster level –1 Blinded, deafened
Skycrown reaches 3rd level, she gains the ability to
speak with dead a number of times per day equal to her Up to caster level –5 Paralyzed, blinded, deafened
Charisma bonus (if any), for 1 minute per ba�le scion Up to caster level –10 Killed, paralyzed, blinded,
level. She may ask the corpse one question for every deafened
two levels she has in the ba�le scion prestige class. The effects are cumulative and concurrent. No
Death Ward (Sp): At 4th level, the scion of saving throw is allowed against these effects.
Skycrown is able to cast death ward once per day Deafened: The creature is deafened for 1d4 rounds.
for every two levels she has in the ba�le scion Blinded: The creature is blinded for 2d4 rounds.
prestige class. Paralyzed: The creature is paralyzed and helpless
Touch of Judgment (Su): When the scion of for 1d10 minutes.
Skycrown reaches 5th level, she is able to judge Killed: Living creatures die. Undead creatures
the deeds and misdeeds of others—though the are destroyed.
process requires that the subject die. The scion Further, any enemy who actively participated in
may cast slay living by delivering a touch a�ack. If slaying the scion’s comrade (a�acked the character,
the subject fails his save (or otherwise dies due to or otherwise targeted the character with a spell,
the effect of this ability), the subject is also treated or included the character in an effect), is treated as
as though he had had atonement cast upon him. If being 2 levels lower than normal, for the purposes
the scion of Skycrown does not know the specific of determining the effect of this ability.
misdeed for which the subject must atone, the Sense of Death (Su): At 8th level, the scion of
subject is treated as though he had successfully Skycrown becomes able to locate dying characters
made his saving throw against the slay living as though she had cast discern location The scion
effect. Even if he perishes as a result of the damage can use this ability once per day, but must know
inflicted by the slay living effect, the atonement the true name (no nicknames or partial names) of
aspect of this ability has no effect on the subject. the dying character for this ability to work. (For
At 5th level, the scion of Skycrown may use this the purposes of this ability, “dying” means that
ability once per day. At 10th level, she may use this the character is at –1 to –0 hit points, as per the
ability twice per day. definition in the Player’s Handbook.)
Warrior’s Kiss (Su): At 6th level, the scion of Wings of Death (Su): When the scion of
Skycrown may imbue any individual with great Skycrown reaches 9th level, she becomes able to
courage merely by kissing that person on the head. instantaneously transport herself to the location of
The subject gains a +2 morale bonus on a�ack rolls, any dying character whose true name she knows.
saves, ability checks, and skill checks for the next This ability otherwise functions like the spell
hour, or the duration of the next ba�le, whichever greater teleport, except that the name of the dying
occurs first. character fulfills the requirement of a “reliable
However, if the subject displays cowardice—the description” of the location.
determination being made solely by Skycrown’s Redemption (Su): At 10th level, the scion of
scion—the subject instead suffers a –4 penalty on Skycrown may touch a dead or dying character to
a�ack rolls, saves, ability checks, and skill checks provide that character with a chance to redeem
for the next 24 hours (counting from the time the himself and return to the land of the living. When
morale bonus began). Once the scion has made her the scion activates this ability, the target is treated
determination, it cannot be undone until the 24 as if atonement had been cast on him. The target is
hours has passed. then restored to full health, as though he had had
The scion can use this ability once per day on true resurrection cast upon him.
any given individual. For this ability to work, the target may have been
Ba�le-Cry (Su): At 7th level, Skycrown’s scion dead no longer than 24 hours, and must be willing
may shout out a resounding ba�le-cry once per to atone. (This is especially important in the case of
day, to devastating effect. To use this ability, the the “redemption or temptation” aspect of atonement.)
scion must be within 10 feet of a fallen comrade Using this ability requires a full-round action,
(one who has died within the past 5 rounds) Using and the scion suffers a negative level each time she
this ability is a full-round action. uses it. A�er 24 hours, the scion must make a Will
At the conclusion of the round, the ba�le-cry save (DC 10 + half the target’s level + the target’s
reaches a deafening crescendo. Enemies of the slain Cha modifier) to determine whether the scion loses
comrade within 40 feet of the scion of Skycrown the level permanently. (See “negative level” in the
suffer the following ill effects: Glossary section of the Player’s Handbook.)
Chapter Three: Spellrings
Cra�ed to compliment the abilities of wizards king’s undead warriors would remain in Kavall to
or sorcerers, spellrings are bursting with arcane ensure that the populace did not overthrow Ivar in
power. These gems, rings, and other items are most Vyskandr’s absence. Ivar tried to assure the lich-
o�en effective when worn or wielded by arcane king that this would not happen, but Vyskandr
casters, though with the proper training nearly any demanded a guarantee: Dispose of Kavall’s king, so
class can use them. that the people would have no figurehead to rally
to. Though it grieved him to no end, Ivar plunged
The Crown of Screams a dagger into the enfeebled king’s breast, and thus
Cra�ed by the lich-king Vyskandr the Heartless for sealed Kavall’s fate.
the regent of the kingdom of Kavall, the Crown of Check Required: Knowledge (history) DC 25.
Screams grants its wearer powers of leadership and As Vyskandr prepared to leave Kavall in Ivar’s
persuasion—but gradually erodes his humanity. hands, the lich-king presented the regent with a
fabulous golden crown, and told him that it had
The Demon Crown the power to command the absolute fealty of the
The Age of the Old Kings ended with the Kavallans. Thus, Vyskandr crowned Ivar the king
ascendance of Vyskandr the Heartless, the of Kavall—known from that day onward as the
lich-king of the north. The world then was “King of Screams,” for the crown, worked with
full of new nations, o�en divided into city- images of screaming faces, corrupted Ivar even
states, and among these was the forested further, eventually leaching all of his
kingdom of Kavall, at the edge of the humanity from him and leaving
Savage Reaches, where primitive him just as deathless as Vyskandr
brutes loyal to Vyskandr gathered himself.
to conquer the Old Kingdoms for Check Required: Knowledge
their undead master. All (history) DC 25.
that stood between Ivar ruled Kavall
them and their dark with an inhuman
campaign was Kavall. vigor, receiving
Kavall’s ruler at from time to time
this time was Ivar dark tokens of the
the Weak, a politician lich-king’s esteem:
in a kingdom of warriors, The Crown of Screams magical trinkets and
who had been granted his position books of arcane theory and all
as regent when Kavall’s king fell ill. manner of grisly trophies. Ivar’s power grew with
Ivar was given the unenviable burden of each gi�, and though the people a�empted to rebel
deciding whether to organize the defense against now and again, Ivar was easily able to crush their
the barbarians of the Savage Reaches (a campaign pitiful efforts. Vyskandr was never given cause to
he could never win), or to accept an alliance with return to Kavall and place the kingdom under a
Vyskandr in exchange for which Kavall would more direct rule—until the lich-king’s power began
be spared the coming siege and sack. As could be to wane. A�er the undead conqueror had cemented
expected, Ivar chose the alliance and opened the his rule over the Old Kingdoms, Vyskandr called
city’s gates to Vyskandr and his dark ambassadors, upon his various vassals, one a�er another, to
surrendering the king’s crown and scepter to the lich- demonstrate their fealty to him, by delivering to
king, thus symbolically surrendering Kavall itself. Vyskandr a gi� of riches, or of slaves—whichever
The Kavallans were suitably outraged, but the individual vassal felt he or she could spare.
Ivar had not announced his decision beforehand, History does not record whether, when Vyskandr
so they were in no position to resist when they called upon Ivar, the former regent felt a pang of
awoke to find their city filled with Vyskandr’s vile conscience, or even of a less noble emotion, such as
soldiers. Ivar was no happier than they were, of resentment, but the story goes that Vyskandr, for
course, but he saw his decision as the only way whatever reason, decided that Ivar could no longer
to buy time for the Kavallans to build up their be trusted to rule Kavall. In a dark ceremony that
strength and launch their campaign of resistance. shrouded Kavall in shadows for days, Vyskandr
Vyskandr had anticipated such potential treachery, called upon a terrible demon to possess Ivar’s body
and informed Ivar that a garrison of the lich- and reinforce the lich-king’s rule over Kavall. In
Chapter Three: Spellrings
33
this way the kingdom fell under the unholy rule who dwells on the 43rd layer of the Abyss (and
of the infamous Vampire-Demon of Kavall, whose who aided in its cra�ing)
awful tendrils reached into the very minds of the Check Required: Knowledge (arcana) DC 30.
Kavallans and enslaved them for over a century, Value: To someone other than a spell scion, the
before the beast was slain by the holy warrior Viktor. Crown of Screams appears to be worth as much as a
Check Required: Knowledge (history) DC 25. crown of Charisma (16,000 gp).
But Viktor never found any evidence of the
crown that Vyskandr had given Ivar. Some Special Abilities
versions of the legends of Vyskandr’s The Crown of Screams provides the following
downfall suggest that the lich-king had special abilities to its wielder, depending
reclaimed the crown, and it was in his on the character’s level in the spell scion
treasure-vaults when the unnamed prestige class (see Table 3–1: Abilities
hero who slew Vyskandr plundered Granted by the Crown of Screams). Unless
them—and was subsequently sold otherwise noted, all of these abilities
to buy the hero a parcel of land function only when the character is
in the High Kingdom. Whether actually wearing the Crown of Screams.
this is true or not, it is known Initial Abilities: When first acquired,
that history is replete with tales the Crown of Screams grants the wearer a
of benign rulers seemingly gone +4 enhancement bonus to Charisma.
mad, and of subjects unable to Fast Friend (Su): At 1st level, the
refuse the ruler’s tiniest whims, no scion of the Crown of Screams is
ma�er how vile. able to cast charm person once
Check Required: per day, at his total caster
Knowledge (history) DC level (including levels in
20. the spell scion prestige
class). If the target fails
Requirements his Will save, the effect
To qualify to wear the applies for the next 24
Crown of Screams as a spell hours, or until the scion
scion, a character must fulfill uses this ability again,
all the following criteria. The lich-king crafts whichever comes first.
Skills: Knowledge (nobility the Crown of Screams Impaired Judgment (Su): When the
and royalty) 8 ranks. scion of the Crown of Screams reaches 2nd
Feats: Leadership. level, he gains the ability to apply a 1d6 penalty
Spells: Able to cast arcane spells. to a target’s Intelligence, Wisdom, and Charisma
Region: The Kingdom of Kavall. scores (roll separately), by making a successful
Special: Glimpse of the Abyss: When first donned, gaze a�ack (DC 15 Reflex save to negate; blind
the Crown of Screams shows the wearer a vision of the characters, or characters who avert their eyes, are
world as it might be under the wearer’s rule, with
the help of the crown. This vision is so horrible that Table 3–1: Abilities Granted by the Crown of
the wearer must make a Will save (DC 18) or become Screams
temporarily insane (as per the insanity spell).
Scion Caster
Level Ability Gained Level
Restrictions
–– Charisma bonus 3rd
Should the wearer of the Crown of Screams become
good, or abdicate the throne of Kavall, he loses all 1st Fast friend 1st
special abilities granted by the spell scion prestige 2nd Impaired judgment 3rd
class, as listed below, with the exception of the 3rd Royal command 7th
endless reign ability. To regain these abilities, the 4th Awful majesty 9th
scion must become either neutral or evil, or reclaim
the throne (by slaying the current ruler) 5th Wracking pain 9th
6th Puppet strings 9th
Attributes 7th Profane right —
The Crown of Screams has the following a�ributes: 8th Dominion 15th
Method of Destruction: The Crown of Screams
9th Endless reign 17th
may be destroyed only by melting it in the fiery
breath of the fiendish great wyrm Khorik Kathol, 10th Boundless rule 20th
Chapter Three: Spellrings
34
immune to this effect). The effect lasts until the voluntarily don it again, he must make a further DC
scion shi�s his gaze off of the target. (The scion 18 Will save whenever he sees the crown to avoid
may make a Concentration check to avoid doing immediately pu�ing it back on. The scion may be
so if some outside agency—such as an a�ack, or a restrained from doing so, but he makes every effort
spell, or violent motion—distracts him.) to regain the Crown of Screams, including murder.
At 2nd level, the scion can use this ability once Dominion (Su): At 8th level, the scion’s ability
per day. At 5th level, he may use this ability twice to dominate multiple individuals becomes much
per day; at 8th level, three times per day. greater. The scion of the Crown of Screams may
Royal Command (Su): At 3rd level, the scion of control a number of individuals equal to his
the Crown of Screams may cast lesser geas once per Charisma bonus plus his caster level. The DC for
week. At 7th level, the scion may choose to cast the Will save to resist the scion’s control is 15 + the
geas/quest instead. scion’s Charisma bonus, and the DC increases by
Awful Majesty (Su): At 4th level, those who +1 for every three characters less than the possible
approach the scion of the Crown of Screams find total the scion controls.
themselves awestruck by his regal presence, Endless Reign (Su): At 9th level, the scion
taking a –10 penalty on Wisdom checks and Will surrenders his humanity and joins the ranks of the
saves. This penalty affects any character (friend or undead, gaining the lich template (see the MM).
foe) within 20 feet of the scion, for as long as the Boundless Rule (Su): When the scion of the
character remains within the area, as well as for Crown of Screams reaches 10th level, he may
2d4 rounds a�erward. The scion may negate this dominate a number of individuals (humanoids and
effect by removing the Crown of Screams. monsters both) equal to his caster level times five.
Wracking Pain (Su): At 5th level, the scion of The DC increases by +1 for every five characters
the Crown of Screams can inflict terrible pain on any less than the possible total the scion controls.
living creature by making a successful gaze a�ack
(DC 15 Reflex save to negate; blind characters, or Gursahat, the Ruby That Holds the Flame
characters who avert their eyes, are immune to this The gi� from the Flame Duke and his wife to
effect). If the save fails, the target suffers a –4 penalty Lod, the father of all the gods, Gursahat, a
on a�ack rolls, skill checks, and ability checks. fabulous ruby, grants its bearer dominion
The effect lasts until the scion shi�s his gaze off of over the element of fire.
the target. (The scion may make a Concentration
check to avoid doing so if some outside The Heart of All Fire
agency—such as an a�ack, or a spell, or When the Ba�le of the Eight Gods had
violent motion—distracts him.) The scion finally ended, and the surviving deities
may use this ability at will. had begun to take stock of what was
Puppet Strings (Su): When the scion of le� of the world they had made and
the Crown of Screams reaches 6th level, he fought for, Lod, the father of the gods,
may cast dominate person at will, though decided to hold a feast. At this feast,
he may only control a limited number those lords of the world still loyal to
of humanoid creatures at one time. the gods would present themselves
The scion may control a number and swear their fealty to him.
of individuals equal to his Charisma Countless mighty beings came before
bonus. Each creature is allowed to Lod at the feast and swore their lasting
a�empt a DC 15 Will save to resist devotion to the father of the gods. Many
the scion’s control. For each creature brought impressive gi�s as a symbol of
less than the total, the DC for this Will their lasting allegiance.
save increases by +1 for the remaining When the Elemental Lords stood before
creatures. (For example, a scion with Lod and the other gods, they each reached
a 20 Charisma may control up to five Gursahat deep inside their own bodies, pulling forth
humanoids simultaneously, at a save DC one perfect gem each: a bright, shining
of 15. If he only controls four humanoids, the save diamond from the three Earthen Kings, an emerald
DC increases to 16. If he only controls three, the from the Deep Lady and her consorts, a sapphire
DC increases to 17, and so on.) Characters already from the Wind Princess and her brothers, and a
controlled are not allowed a new save when the ruby from the Flame Duke and his lady wife. As
scion puts a new character under his control. one, they laid these items at the feet of the father of
Profane Right (Su): At 7th level, the scion must the gods. And then they explained....
succeed at a DC 18 Will save to remove the Crown Each of these stones represented the heart of
of Screams. If he successfully does so and does not one of the four elements from which Lod had first
Chapter Three: Spellrings
35
made the world. Literally, they were the hearts of the gem deems him worthy. During this time, the
the first elementals, passed down from generation character may not even bathe or allow himself to be
to generation, like crowns from one regent to the even partially submerged in water.
next. By giving these gems to the father of the gods,
they acknowledged him as their ruler. So long as Attributes
Lod held the hearts of the Elemental Lords, he held Gursahat has the following a�ributes:
dominion over fire, water, earth, and air. Method of Destruction: Gursahat may only
Check Required: Knowledge (religion) DC 30. be destroyed by submerging it in water for a full
Lod bore the gems for eons, and thus mastery year, at which point it becomes nothing more than
over the elements—until his renegade son, Vurkis, worthless, bri�le, discolored crystal.
in an a�empt to rebuild his lost power, stole the Check Required: Knowledge (arcana) DC 25.
four elemental gems away from his father. For Value: To someone other than a spell scion,
a time, Vurkis ruled the elementals, corrupting Gursahat appears to be worth as much as a ruby of
countless numbers of them with his evil. But a�er burning hands (4,000 gp).
a time, and with the aid of Sem, Apon, Ilaia, and
Osai—the gods of strength, the sun, swi�ness, Special Abilities
and healing—the elementals were able to rescue Gursahat provides the following special abilities
the four gems from Vurkis’s clutches, freeing their to its wielder, depending on the character’s level
people from his cruel power. in the swi� scion prestige class (see Table 3–2:
Check Required: Knowledge (religion) DC 25. Abilities Granted by Gursahat).
But Vurkis proved a clever and formidable foe, Initial Abilities: When first acquired, Gursahat
and though they got the rings from him they were may be commanded to cast burning hands 3 times
unable to return them to Lod. The gems were lost per day, as a 3rd-level caster.
to all, even the elementals, for countless millennia. Resist Fire (Su): At 1st level, the scion of
Tales surfaced, again and again, of priceless Gursahat gains energy resistance 10 against fire
gems with power over fire, water, earth, and air, damage. This energy resistance increases to 15 at
appearing mysteriously in the hands of powerful 4th level and to 20 at 8th level.
kings, warriors, wizards, and priests. The gems Burning Touch (Su): At 2nd level, Gursahat’s scion
would serve their owners for a time, and then is able to set opponents alight merely by touching
vanish again, reappearing hundreds of years later. them. Those hit by the scion’s melee touch a�ack
Sometimes they would pass from hand to hand, must succeed on a Reflex save (DC 14) or catch on
but never for more than a few generations. Always, fire. The flame burns for 1d4 rounds, dealing 1d6
every time, some elemental creature appeared to fire damage per round. A burning character can take
reclaim the gem—usually just a short time before a move action to put out the flame. The Reflex save
an enigmatic stranger, dressed all in yellow and DC increases to 16 at 5th level, to 18 at 8th level, and
black (and claiming to be a priest) arrived to to 20 at 10th level. The damage increases to 1d8 at
inquire about the gem’s whereabouts. And though 6th level, and to 2d6 at 9th level.
everyone knew of it, everyone felt somehow Creatures hi�ing the scion with natural weapons
constrained from remarking that yellow and black or unarmed a�acks take fire damage as though hit
were the favorite colors of the god of evil—until
well a�er the mysterious figure had departed. Table 3–2: Abilities Granted by Gursahat
Check Required: Knowledge (history) DC 20. Scion Caster
Level Ability Gained Level
Requirements
–– Burning hands 3rd
To qualify to wield Gursahat as a spell scion, a
character must fulfill all the following criteria. 1st Resist fire 3rd
Alignment: Neutral 2nd Burning touch 5th
Base Will Bonus: Will +5. 3rd Empowered fireball 5th
Skills: Spellcra� 8 ranks. 4th Sheath of flames 7th
Feats: Empower Spell
5th Wall of fire 7th
Spells: Able to cast arcane spells, including any
non-cantrip (0-level) arcane spell with the “Fire” 6th — —
descriptor. 7th Maximized fire —
Special: Embrace of the Naked Flame: The character 8th Fire storm 15th
wishing to assume the mantle of Gursahat’s scion
9th — —
must first go without water or other liquids for one
full month. If the character survives this ordeal, 10th Elemental blood —
Chapter Three: Spellrings
36
by the scion’s burning touch, and also catch on fire Meia, the Necklace of the Night Sky
unless they succeed on a Reflex save. Its origins wrapped in mystery, Meia brings potent
The scion can activate this ability as a standard powers of the stars and darkness.
action; deactivating it is a free action.
Empowered Fireball (Sp): When the scion of The Dark Necklace
Gursahat reaches 3rd level, he gains the ability Meia, the Necklace of the Night Sky, first appeared
to cast an empowered fireball once per day, at an among the jewels in the royal dowry of Princess
effective caster level equal to his ba�le scion level. Amanthea when she traveled from the Southern
At 6th level, the scion may cast an empowered Empire to wed Duke Omgrave of the High
fireball twice per day; this number increases to three Kingdom. It was discovered among his treasures
times per day at 9th level. by the duke’s steward, who turned it over to the
Sheath of Flames (Su): At 4th level, the duke’s arcane advisor—who absconded with it
scion’s burning touch ability expands into a a�er examining it for a week.
wreath of flames around the scion, This advisor, a wizard named Astrullius,
dealing fire damage to anyone a�empted to unlock the necklace’s
who a�acks the scion with secret, and apparently
handheld weapons succeeded. Only a few
(as well as natural years a�er stealing the
weapons or unarmed necklace, Astrullius
a�acks). Creatures returned to Omgrave’s
wielding weapons castle and laid siege
with exceptions to it, executing
reach (such as the duke and
longspears) are his family, and
not subject to this turning the castle
damage if they into a gateway
a�ack the scion. to the Plane of
The sheath of Shadow.
flames gives off only Check Required:
half the illumination of Knowledge (arcana)
a normal torch (10 feet). DC 25.
The scion can activate A�er Astrullius was
this ability as a standard defeated by the combined
action; deactivating it is a free forces of the slain duke’s allies,
action. the necklace fell into the hands
Wall of Fire (Sp): At 5th level, the Meia of a minor adept named Silmar.
scion of Gursahat may cast wall of fire once Silmar divined that the necklace
per day; at 7th level, he may cast wall of fire twice contained tremendous power but that it was
per day; at 10th level, he may cast wall of fire three not inherently evil, as was feared; the fault there
times per day. lay with Astrullius. As a result, Silmar spent years
Maximized Fire (Su): At 7th level, any fire spells mastering the magical arts and skills necessary to
(including those granted by class abilities) utilized wield the powers of the necklace, and eventually
by the scion of Gursahat are treated as maximized. used it, which he dubbed Meia (meaning
(For abilities such as the empowered fireball, “midnight”), for the good of his patron. When
above, remember that an empowered, maximized Silmar died, he passed the secrets of Meia on to
spell gains the separate benefit of each feat: the his apprentice.
maximum result plus one-half the normally-rolled Check Required: Knowledge (arcana) DC 25.
result.) Meia changed hands many times like this over
Fire Storm (Sp): When the scion of Gursahat the years, sometimes serving, sometimes enslaving.
reaches 8th level, he gains the ability to cast fire It appeared from time to time in treasure hoards,
storm once per day. unrecognized and forgo�en, only to return to its
Elemental Blood (Su): At 10th level, the scion former glory, then vanish again with the death of
of Gursahat gains immunity to fire. He takes no its scion.
damage from fire, but takes half again as much
damage from cold, regardless of whether a saving Requirements
throw is allowed, or if the save is a success or To qualify to wear Meia as a spell scion, a character
failure. must fulfill all the following criteria.
Chapter Three: Spellrings
37
Skills: Knowledge (arcana) 12 ranks, Table 3–3: Abilities Granted by Meia
Knowledge (the planes) 12 ranks. Scion Caster
Feats: Silent Spell. Level Ability Gained Level
Spells: Able to cast arcane spells, particularly –– Deeper darkness 5th
darkness and shadow evocation. 1st Blindsense —
Patron: Mol, god of shadows.
Special: Test of Darkness: The would-be scion of 2nd Starlight —
Meia must spend his days in complete darkness 3rd Shadow stride 11th
for 6 months, using no means other than his 4th Achluphobia 11th
hearing, touch, and sense of smell to find his way 5th Starfall 15th
around. (He may not, for example, cast darkvision
6th Blindsight —
on himself; if he naturally has darkvision, he must
blindfold himself.) He may only see by starlight or 7th Shadow aura 15th
moonlight, or not at all. 8th Starglow 15th
9th Pool of shadow 11th
Restrictions 10th Shadow kingdom 17th
Should the scion of Meia cast a spell that provides
more than momentary illumination (light, for
example, as opposed to fireball), he loses all special up his travel throughout the day (traveling for five
abilities granted by the spell scion prestige class, minutes here, then for an hour later in the day, and
as listed below. To regain these abilities, the scion so forth). The scion may only travel from one area of
must again undergo the Test of Darkness (see shadow (or non-magical darkness) to another such
above). area. If his chosen destination is not in shadow, he
is shunted to the nearest area of shadow. Such areas
Attributes (both departure and arrival points) must be large
Meia has the following a�ributes: enough to completely obscure the scion. The scion
Method of Destruction: Meia may be destroyed need not worry about materializing inside solid
only by contact with a sphere of annihilation. objects as a result of using this ability.
However, this contact must occur in conditions of Activating this ability is a standard action, as is
absolute darkness. The contact between these two returning to the Material Plane. This ability does
artifacts destroys both. not function on any plane other than the Material
Check Required: Knowledge (arcana) DC 30. Plane or the Plane of Shadow.
Value: To someone other than a spell scion, Meia Achluophobia (Su): At 4th level, the scion of
appears to be worth as much as a necklace of deeper Meia can cause fear of darkness in other creatures.
darkness (16,200 gp). The scion may use this ability a number of times
equal to his Charisma bonus (if any). Depending
Special Abilities on the target’s HD, this ability has as many as
Meia provides the following special abilities to its three effects:
wielder, depending on the character’s level in the HD Effect
spell scion prestige class (see Table 3–3: Abilities
10 or more Frightened
Granted by Meia).
Initial Abilities: The wearer can use Meia to cast 5-9 Panicked, frightened
deeper darkness once per day. The effect persists for 4 or less Cowering, panicked, frightened
24 hours, or until dispelled or countered. The effects are cumulative and concurrent,
Blindsense (Ex): At 1st level, the scion of Meia but only apply while the target is surrounded by
gains blindsense (DMG, p290). darkness (whether he has a light source or not).
Starlight (Su): When the scion of Meia reaches Targets suffering from these effects cannot recover
2nd level, the damage produced by his fire or until they have le� (or been removed from) the
electricity spells is divided into half fire or electricity area of darkness. (Merely producing a light does
damage, with the other half being composed of not count as no longer being surrounded; the
divine energy (and thus not subject to reduction by target must move to a place where artificial light
resistance to fire- or electricity-based a�acks). is not required.)
Shadow Stride (Sp): At 3rd level, the scion of Frightened: A frightened creature flees from the
Meia is able to shadow walk, as the spell, for a total of source of its fear as best it can. If unable to flee, it
one hour per day per scion level, divided however may fight. A frightened creature takes a –2 penalty
he likes (in minutes or rounds) The scion is not able on all a�ack rolls, saving throws, skill checks, and
to take others along with him, but he is able to break ability checks. A frightened creature can use special
Chapter Three: Spellrings
38
abilities, including spells, to flee; indeed, the had been cast on him (though with only a 10-foot
creature must use such means if they are the only radius). This darkness remains for 1 round per
way to escape. scion level, or until dispelled or countered.
Frightened is like shaken, except that the Starglow (Sp): When the scion of Meia reaches
creature must flee if possible. 8th level, he can create a coruscating field of tiny
Panicked: A panicked creature must drop stars in a 20-foot radius around himself, potentially
anything it holds and flee at top speed from the confusing, stunning, or rendering creatures
source of its fear, as well as any other dangers it unconscious. This ability works only on creatures
encounters, along a random path. It can’t take any in darkness or in shadow, and affects a number of
other actions. In addition, the creature takes a –2 Hit Dice of creatures equal to twice the scion’s class
penalty on all saving throws, skill checks, and level. Creatures with the fewest HD are affected
ability checks. If cornered, first; and, among creatures with equal HD, those
Adventure Hook a panicked creature cowers who are closest to the scion are affected first. Hit
The arcane caster of the hero’s group and does not a�ack, Dice that are not sufficient to affect a creature are
is approached by agents of a local lord, typically using the total wasted. The starglow affects each subject according
who are seeking a new court wizard for
the lord. The caster selected will have the
defense action in combat. A to its Hit Dice:
responsibility of identifying and cataloging panicked creature can use 6 or less: Unconscious for 1d4 rounds, then
the lord’s magical treasures, but each special abilities, including stunned for 1d4 rounds, and then confused for 1d4
respondent will have the opportunity to spells, to flee; indeed, the rounds. (Treat an unconscious result as stunned for
bid for certain already identified items in
the lord’s possession.
creature must use such nonliving creatures.)
The items up for bidding include means if they are the only 7 to 12: Stunned for 1d4 rounds, and then
a gold necklace with obsidian and way to escape. (Panicked is confused for 1d4 rounds.
diamonds, seemingly too valuable to a more extreme state of fear 13 or more: Confused for 1d4 rounds.
be included in an auction of magical
items. The lord explains that his previous
than shaken or frightened.) Sightless creatures are not affected by starglow.
court wizard felt that the necklace was Cowering: The character Pool of Shadow (Sp): At 9th level, the scion
valuable, though in some way he refused is frozen in fear and can of Meia can send another creature to the Plane of
to explain. And on examination, the take no actions. A cowering Shadow by creating a momentary gate beneath the
necklace appears capable only of casting
the spell deeper darkness—hardly
character takes a –2 penalty creature, causing the target to fall in. If the subject
anything remarkable. But one of the other to Armor Class and loses her is unwilling to enter the Plane of Shadow, the scion
arcane respondents seems particularly Dexterity bonus (if any). must make a successful ranged touch a�ack to
eager to get his hands on the necklace, Starfall (Sp): At 5th level, successfully target that creature. Flying creatures
even going so far as to threaten anyone
who bids against him.
the scion of Meia may evoke are unaffected, as are incorporeal creatures, or
a shower of tiny, blazing creatures that are not otherwise affected by gravity.
stars that appear to fall The creature may then travel in the Plane of
from the sky. These stars cover a 20-foot radius Shadow as though under the effects of a shadow
anywhere within 200 feet of the scion, dealing walk spell. The target may only exit the Plane of
2d6 points of damage per scion level. Half of this Shadows in an area of shadow (or non-magical
damage is fire damage, with the other half being darkness), by making a Will save (DC 22). If the
composed of divine energies (and thus not subject creature fails this save, he must wait an hour before
to reduction by resistance to fire- or electricity- trying again. If he succeeds on the save, but his
based a�acks). chosen destination is not in shadow, he is shunted
Blindsight (Ex): At 6th level, the scion gains to the nearest area of shadow. Such an area must
blindsight with a 60-foot radius. be large enough to completely obscure the targeted
Shadow Aura (Sp): At 7th level, the scion of creature. (Even unwilling creatures need not worry
Meia acquires a gloomy aura, composed of the about materializing inside solid objects as a result
stuff of the Plane of Shadow. The scion becomes of this ability.)
invisible (as the spell greater invisibility) whenever Activating this ability is a standard action, as is
he is in areas of shadow or darkness. He also gains returning to the Material Plane. This ability does
a +4 deflection bonus to AC, and a +4 resistance not function on any plane other than the Material
bonus on saves, whether he is in shadows or not. Plane or the Plane of Shadow. The scion may use
Further, he gains spell resistance 25 against any this ability once per day.
spell cast by someone who is also in the shadows; Shadow Kingdom (Su): When the scion of Meia
the spell resistance increases to 30 if the spell cast reaches 10th level, he may designate a spherical
has the Light descriptor. area, with a radius of no more than 120 feet, as
Finally, if a creature succeeds in a melee a�ack simultaneously existing on both the Material Plane
against the scion, the offending a�acker is himself and the Plane of Shadows. To use this ability, the
cloaked in shadows, as though deeper darkness scion must move to the center of the intended
Chapter Three: Spellrings
39
area and spend an hour opening the connection Their vile a�empts at world domination did
between the two planes. The radius extends by not go unnoticed. The Monks of the Radiant
20 feet per minute (or 2 feet per round), and if the Moon vowed to put an end to the Circle of Skulls
scion is interrupted, the sphere locks in at that a�er becoming aware of the cabal’s plans. While
size until the next dawn. If the scion does not the cabal’s methods were indeed primitive, their
resume opening the connection before then, the successful creation of an artifact as powerful as
radius shrinks by 40 feet per minute (or 4 feet per Necraulonius gave the monks pause. Given enough
round) until the connection between the planes is time, there was no telling what other evils the
completely broken. Circle might accomplish.
Material or shadow creatures moving through The monks moved quickly, seeking to stamp out
this area may choose on which plane they the cabal wherever it could be found. They
wish to emerge. Doing so involves no were nearly successful in their a�empts,
chance of arriving off-target. Physical but many of the necromancers
objects inside the sphere (including managed to escape into the
creatures) are considered surrounding countryside. These
incorporeal. (See Chapter 7: fugitives took Necraulonius with
Glossary, in the MM.) Unlike true them, for they believed that it
incorporeal creatures and objects, held the key to immortality and
however, blindsense, blindsight, eternal power over unlife.
scent, and tremorsense detect Check Required: Knowledge
them with no difficulty. (history) DC 25.
From outside, the sphere In the years that followed,
seems to be cloaked in Necraulonius secretly circulated
shadows, and no amount of amongst what remained of the
light (including daylight) pierces cabal’s necromancers. One of
the gloom. Inside, the sphere is them would keep the ring for a
a kind of perpetual starry night. time before passing it on to another
Areas of shadow inside the sphere member of their macabre fraternity.
appear to be affected by a deeper All the while, the Monks of the
darkness spell. Radiant Moon tracked the survivors.
Once the sphere is created, the scion Necraulonius The ring nearly fell into the hands of the
may move freely within it; neither he nor pursuing monks on several occasions, but
Meia need to remain in the center. He may close fortune always seemed to favor the cabal.
the opening between the planes merely by willing Such good fortune could not last forever. The
it, though, again, the effect is not instantaneous; last of the necromancers to possess the ring, a
the radius shrinks by 40 feet per minute (or 4 lowly initiate known only as Wirth, was captured
feet per round) until the connection between the and executed by the Radiant Moon in a village
planes is completely broken. Others may break just outside the famed city of Liberty. Even though
the connection between the planes by successfully Wirth lacked experience in the necromantic arts,
targeting the center of the sphere with a dispel he was nonetheless able to conceal the ring within
magic effect. a rural graveyard before being taken prisoner by
the monks. To Wirth’s credit, he refused to break
Necraulonius, the Ring of Bone his silence even as the monks carried out his
Necraulonius was created by a sect of twisted sentence of death.
necromancers whose only goal was to bring Check Required: Knowledge (history) DC 25.
undeath to the world around them. Necraulonius lay concealed within the village’s
cemetery for many months before it was
Life in Death discovered by a wandering merchant from the
Centuries ago, a cabal of necromancers known High Kingdom. Baltas Haladren found the ring
only as the Circle of Skulls combined their powers quite by accident a�er having followed an unruly
to create Necraulonius. The ring was one of their pack mule into the village’s overgrown churchyard.
first a�empts to achieve immortality by bestowing Though he took the ring for a morbid trinket at
undeath upon themselves, one wizard at a time. first, he eventually discovered that it was magical.
Eventually, they hoped to repopulate the world Though a man of limited arcane skill, Baltas
around them with undead creatures so they might nonetheless a�empted to bend the ring to his
rule over what they solemnly referred to as “a own ends. While his success in this endeavor was
world of death.” limited, he managed to a�ract the a�ention of
Chapter Three: Spellrings
40
the Radiant Moon and those few necromancers Requirements
remaining from the Circle of Skulls. The two To wear Necraulonius as its spell scion, a character
groups sought him out, and in the wee hours of must fulfill the following criteria.
the morning waged a bi�er ba�le upon Baltas’ Alignment: Any non-good.
front doorstep. As the two groups hammered Skills: Knowledge (arcana) 8 ranks, Spellcra� 8
away at one another, Baltas took the ring and fled ranks.
with his prize. Feats: Any two metamagic feats.
The monks captured Baltas before the cabal, Spells: Able to cast arcane spells.
and relieved him of the ring’s necromantic
influence. They sent both the ring and Baltas to Restrictions
their monastery in the west so that the artifact By the time he achieves 3rd level, Necraulonius’
might finally be destroyed. The Circle of Skulls scion must actively promote undeath in the
refused to be undone, and they sent agents of their world around him. The ways in which a scion
own to ambush the monks en route. This time, the might accomplish this goal vary, but can include:
necromancers claimed victory, but their elation animating the dead so that zombies, skeletons,
was short-lived. They discovered that both Baltas and other undead creatures are created; protecting
and the ring were nowhere to be found amidst the haunted sites; permeating areas of the world with
remains of the monastic caravan. negative energy; fervently worshipping gods of
To this day, the whereabouts of Necraulonius death; and seeking to turn oneself into an undead
remain hidden. It is assumed that it is still creature, such as a lich or vampire. If the scion of
possessed by Baltas Haladren, but this is mere the ring chooses not to promote such an agenda,
speculation. It is fervently sought by the Monks of he gains no further powers from Necraulonius until
the Radiant Moon, who wish to destroy it, and the such time as he does so.
necromancers of the Circle of Skulls, who wish to
use it to further their own evil schemes. Anyone Attributes
found to be in possession of the ring by either Necraulonius has the following a�ributes.
group is sure to be at risk. Method of Destruction: Necraulonius can only be
Check Required: Knowledge (history) DC 30. destroyed by a cleric or paladin of pure heart. The
Necraulonius is carved from a solid piece of bone ring must be taken to a holy site, such as a church,
from an unknown source. The ring is yellowed temple, or similarly hallowed place. Sacred words
with age, and tiny skulls have been etched into its must be spoken over Necraulonius for twelve full
surface, each one with eyes of flawless jet. hours, at which time the item must be sprinkled
with holy water as a priest casts resurrection upon it.
As the last words of the resurrection spell are u�ered,
Table 3–4: Abilities Granted by Necraulonius the ring will crumble into dust.
Scion Caster Check Required: Knowledge (arcana) DC 30.
Level Ability Gained Level Value: To any character other than its spell
scion, Necraulonius appears to be merely a ring of
–– Necromantic spell storing (minor) 5th
spell storing, minor (18,000 gp).
1st Command/rebuke undead ––
2nd Spell focus (necromancy) –– Special Abilities
Undead trait (darkvision 60 ft.) –– Necraulonius provides the following special abilities
3rd Deathly visage –– to its wearer, depending upon the character’s level
in the swi� scion prestige class (see Table 3–4:
4th Necromantic spell storing 9th
Abilities Granted by Necraulonius).
Undead trait (resistance to –– Initial Abilities: Necraulonius acts as a minor ring
mind-affecting effects) of spell storing, but it is only capable of storing three
5th Smell of the grave –– levels of spells from the necromancy school.
6th Undead trait (undead physiology) –– Command/Rebuke Undead (Su): Upon
7th Energy drain (1 level) –– becoming Necraulonius’ spell scion, a character
gains the ability to command or rebuke, but never
8th Necromantic spell storing (major) 17th
turn, undead creatures.
Undead trait (greater undead –– Spell Focus (Ex): When Necraulonius’ spell
physiology) scion reaches 2nd level, he gains Spell Focus
9th Energy drain (2 levels) –– (Necromancy) as a bonus feat.
10th Undead trait (immunity to massive –– Undead Trait (Ex): Starting at 2nd level,
damage) and continuing at every even level therea�er,
Chapter Three: Spellrings
41
Necraulonius’ spell scion begins to take on the a 10-foot-radius to become sickened (Fortitude
abilities, traits, and immunities that are typical negates) for 2d6 rounds. A neutralize poison spell
of undead creatures. At 2nd level, the scion gains removes this effect from a sickened creature, and
darkvision out to a range of 60 �. If the scion creatures immune to poison are unaffected.
already has darkvision, this provides no additional Energy Drain (Su): At 7th level, the scion gains
benefit. At 4th level, the scion’s resistance to mind- a slam a�ack that inflicts 1d4 points of damage,
affecting effects, such as charms, compulsions, as well as one negative level, upon a target. The
phantasms, pa�erns, and morale effects, is save DC for the energy drain a�ack is 10 + ½ the
increased. This results in a +4 resistance bonus character’s scion level + his Charisma modifier.
to saving throws against all such effects. Once Necraulonius’ spell scion gains 5 temporary hit
he reaches 6th level, the scion’s physiology is points (10 on a critical hit) for each negative level
more reminiscent of a dead thing than a living he bestows upon an opponent. These temporary
one. Because of this transformation, he gains a +4 hit points last for a maximum of 1 hour. At 9th
resistance bonus to saving throws against poison, level, the scion’s energy drain a�ack bestows two
sleep effects, paralysis, stunning, disease, and negative levels upon a target.
death effects. At 8th level, the scion’s physiology
is further altered, making him immune to Sagazya, the Amulet of Eyes
critical hits, nonlethal damage, ability drain, A plain-looking amulet, except for the
and energy drain. Finally, at 10th level, somewhat unse�ling “eyes” motif, Sagazya
negative energy can heal the scion, is a potent tool of divination.
and he no longer risks death from
massive damage. Instead, if he The Everwatching Eyes
is ever reduced to 0 hit points When Lod created Syrnia to
or less, he is immediately replace the fallen Syra, goddess
destroyed. of wisdom, Syra’s mortal
Deathly Visage (Ex): At 3rd followers were thrown into
level, Necraulonius’ spell scion confusion. The highest of
becomes noticeably gaunt. His her priests wondered if their
skin becomes pale and translucent, relationship with Syra extended
his eyes take on a sunken cast, and to the new goddess; the lowest
his skin is cool to the touch. Because of of priests questioned whether the
these changes, he can easily be mistaken Sagazya current hierarchy was still in effect. A�er
for one of the undead. In fact, mindless undead all, if, as the priests had always taught, the
regard the scion as one of their own kind, and will high priests had a�ained their positions through
not a�ack him except in self-defense. When dealing the special favor of Syra, might not someone else
with living beings, the scion gains a +2 circumstance gain the special favor of Syrnia? Could the entire
bonus to Intimidate checks, but suffers a –2 penalty order be turned on its head? The high priests of
to Diplomacy checks. the Temple of Syra prayed to the new goddess for
Necromantic Spell Storing (Su): Necraulonius’ an answer. Give us, they said, some sign that our
initial power is to act as a minor ring of spell storing, order remains intact as ever.
but this ability only functions for spells from the Syrnia heard the prayers of Syra’s faithful, and
Necromancy school. As the ring’s scion rises in level, she was angered—not because they doubted her,
the spell storing capability of the ring increases but because they doubted their own ability to
as well. At 4th level, the ring’s power expands, proceed without direct intervention by a goddess.
allowing it to act as a ring of spell storing. Though it So she sent them a gi�. In the midst of his prayers,
can only hold necromantic spells, it can now store the high priest of the cult of Syra found laid across
up to five levels of such spells. This ability further his supplicating hands a heavy amulet on a golden
improves when the ring’s scion achieves 8th level, chain. “These are my eyes,” Syrnia’s voice rang
equaling a major ring of spell storing that can hold up out through the temple. “May they grant you the
to ten levels of necromantic spells. clarity to see what must be done.”
Smell of the Grave (Su): Upon a�aining 5th The priests examined the amulet closely, and
level, Necraulonius’ spell scion begins to exhibit a aside from the fact that it seemed to be composed
ro�en and charnel odor. This odor can be detected of a multitude of living eyes, they could determine
by anyone in close proximity to the scion, but has li�le about it other than that it made magical auras
no effect in and of itself. However, three times per clear to the wearer. They failed to see what Syrnia’s
day, the ring’s scion may exhale a foul miasma that intent for the amulet was. So they prayed to her
causes all living things (except for the scion) within again, asking for guidance on how to use her gi�.
Chapter Three: Spellrings
42
Syrnia was again angered. “Use the gi�s I have outraged, and declared the warrior an apostate. But
given you,” her voice boomed again. “See what I as they dragged him out of the temple, a brilliant
have shown you.” light shone down from the sky, bathing the holy
So the priests gathered together from all the warrior in brilliance.
corners of the world to examine the amulet, and “Here is my high priest,” came the voice of
to discuss what must Syrnia. “For Amuro, among all of you, had the
Adventure Hook be done with it. Still, wisdom to trust his own judgment, the bravery to
The heroes are examining a treasure haul they could not decide act upon it, and the courage to face punishment if
when they come across a scrap of paper what message Syrnia he were wrong.”
with the word “Divination?” written on it.
was a�empting to send In this way, Amuro the Wise became the first
The paper appears to have been attached
with a length of wire to some other item, them. Some argued that high priest of Syrnia. His first pronouncement was
but the wire appears to have broken off her message was to seek that all descriptions of the amulet be stricken from
at some point in the past and the item in out and gather up items the records of the Syrnians, lest some future priest
question is not to be found. When they
of magic power. Others be tempted to seek it out again. “It is out of our
sell their loot at a nearby town, though,
they notice the shopkeeper passing a wanted to break the hands now,” he said. “Let it remain so.”
heavy amulet (with an eye motif) over amulet into a multitude of Check Required: Knowledge (arcana) DC 30 or
every item they sell him—and that there’s smaller amulets, with the Knowledge (religion) DC 20.
a broken piece of wire threaded through
largest going to the high Of course, no one in the temple realized that by
the chain. The shopkeeper explains that
the amulet glows when there’s anything priest, as a symbol of their this time, the wizard who had taken the amulet
magical in the area, and that he bought importance in the order. from Amuro had already begun unlocking its
it from an adventurer who had been The discussion became secrets—for his own intellectual curiosity was not
exploring the very same ruins the heroes
heated, and the argument tempered with a priest’s caution. And so, for being
just returned from. He has no idea if it
does anything else—though he suspects threatened to create a rash enough to try casting different types of spells
it might; otherwise, why all the extra eyes? schism in the order. with the amulet, the wizard became the first scion
If they’re all that interested in the amulet, Now, during this of Sagazya, and the amulet has been passed down
he’ll sell it to them.
discussion, the amulet from one arcane spellcaster to the next ever since.
was given to a young Check Required: Knowledge (arcana) DC 25.
holy warrior named Amuro, for safekeeping, lest
one faction or the other a�empt to steal it. Amuro Requirements
wept at how the existence of the amulet had been To qualify to wear Sagazya as a spell scion, a
so divisive, and, overcome with despair, he crept character must fulfill all the following criteria.
out of the temple at night, and gave the amulet to Skills: Knowledge (arcana) 5 ranks, Spellcra� 5
a wizard. “Please find a way to hide this from the ranks.
order of Syra,” the warrior begged. “If they can’t Feats: Alertness.
agree on how to use it, at least they can unite in Spells: Able to cast arcane spells, particularly
their quest to find it again.” detect secret doors.
The wizard chuckled at the notion, but took
the amulet anyway. Amuro returned to his post, Attributes
and when the priests gathered the next morning, Sagazya has the following a�ributes:
he confessed what he had done. The priests were Method of Destruction: Sagazya may be
destroyed only by destroying each of the eyes with
Table 3–5: Abilities Granted by Sagazya
a piercing weapon that draws its power from the
Scion Caster Plane of Shadows.
Level Ability Gained Level
Check Required: Knowledge (arcana) DC 30
–– Detect magic 1st Value: To someone other than a spell scion,
1st Enlarged divination — Sagazya appears to be worth as much as an amulet
2nd Eye for the unseen 3rd of detect magic (2,000 gp).
3rd Watchful eye 3rd
Special Abilities
4th Arcane sight 5th Sagazya provides the following special abilities
5th Mirror gaze — to its wielder, depending on the character’s level
6th Wandering eye 7th in the spell scion prestige class (see Table 3–5:
7th Third eye 9th Abilities Granted by Sagazya).
Initial Abilities: Sagazya continuously detects
8th True seeing 11th
magic auras within 30 feet, as the spell detect magic.
9th Forewarning 13th When a magic aura is detected, one of Sagazya’s
10th Perfect clarity 15th eyes begins to glow, and appears to be looking
Chapter Three: Spellrings
43
in the direction of the most powerful aura in the the eye is lost (until the scion somehow reclaims
vicinity (not including itself). the eye).
Enlarged Divination (Su): At 1st level, the scion True Seeing (Sp): When the scion of Sagazya
of Sagazya is able to cast divination spells as though reaches 8th level, the scion gains true seeing for a total
they were enlarged (as the feat Enlarge Spell). of minutes per day equal to twice her caster level,
Eye for the Unseen (Sp): When the scion of divided however she likes (in minutes or rounds).
Sagazya a�ains 2nd level, the amulet enables the Forewarning (Su): At 9th level, Sagazya’s
scion to use see invisibility for a number of minutes protection of its scion extends to granting the
per day equal to 10 times her caster level, divided scion a vision of the immediate future. If the scion
however she likes (in minutes or rounds). Sagazya fails a Reflex save, she may immediately reroll the
indicates such a creature or object by bathing it in a failed save. The scion may choose which of the two
blue glow that only the scion can perceive. results she wishes to apply to her save.
Watchful Eye (Su): At 3rd level, Sagazya protects Perfect Clarity (Su): When the scion reaches
its scion by constantly watching for enemies. If the 10th level, Sagazya grants her moments of complete
scion fails a Spot check to avoid being surprised in a prescience. Once per day, the scion may choose to
combat situation, the scion may immediately reroll gain a +10 insight bonus on any single a�ack roll,
the failed Spot check. Regardless of the outcome, the opposed ability or skill check, or saving throw, or
scion must abide by the result of the second roll. she may apply the insight bonus to her AC against
Arcane Sight (Sp): At 4th level, Sagazya’s a single a�ack (even if she is otherwise flat-footed).
detection of magic auras improves, functioning as Using this ability requires no time, but the decision
arcane sight (rather than as detect magic). to use it must be made before the scion makes a
Mirror Gaze (Su): At 5th level, whenever a roll, or before an a�ack is rolled against her, or
creature with a gaze a�ack unsuccessfully uses the otherwise before she is aware of the chance (or
gaze on the scion (the scion make her save), the effect consequence) of failure.
is reflected back at the source, forcing it to make its
own save (at the same DC), or be affected by its own The Tiger’s Eyes
gaze a�ack. (In the case of charm effects, such as with A pair of matched lenses, the Tiger’s Eyes grant
the spirit naga, the effect is simply ignored.) the wearer the sight—and the spirit—of a jungle
Wandering Eye (Su): At 6th level, the scion of predator.
Sagazya may will one of the eyes on the amulet to
detach and float away, functioning as an arcane eye Purushhavyghraa in the Tall Grass
spell. The scion can use this ability for 1 minute per When the world was new, and the gods still walked
scion level per day, and a�er this time runs out, the freely among men, Ilaia, the goddess of swi�ness,
scion must wait 24 hours for Sagazya to generate a and her brother Vig, the god of power, sought
replacement eye. to populate the world
Third Eye (Su): When the scion reaches 7th of mortals with
level, she may detach one of the eyes on the immortal beasts.
amulet and a�ach it to These magical
the forehead of a beasts could
willing target as aid and
a standard guide the
action. The lesser beings
scion may in ma�ers relating to
then see The Tiger’s Eyes the gods, essentially
what the target acting as messengers
sees (though not between the world of the divine, and the
what he hears), as world of the mundane. Ilaia and Vig let their
though he were looking through the target’s eyes. imaginations run wild, creating all manner of
The eye is effectively invisible, though the target strange creatures. Some still roam the world today,
himself can see it if he looks at his face in a mirror. though many were slain in the Ba�le of the Eight
If the scion a�empts to a�ach one of Sagazya’s Gods, and many more had to be destroyed by Ilaia
eyes to an unwilling target, she must make a and Vig because they were too dangerous, or too
successful melee touch a�ack to do so. The target is independent, or both, to fulfill the role the two
not aware of the eye unless he looks in a mirror. gods had set for them.
The eye remains in place until retrieved by Check Required: Knowledge (religion) DC 20.
Sagazya’s scion, or until the target is killed. If the Among the creatures too dangerous and
target travels to another plane, the effect ends, and too independent to live was the Tiger King,
Chapter Three: Spellrings
44
Purushhavyghraa, to whom Ilaia had given speed By the time the last of these scavengers had
and cunning, and to whom Vig had given power visited the ba�lefield, all that was le� of the
and ferocity. With these gi�s he was able to escape Tiger King was his bones, and in the sockets of
the gods when they came his skull, his staring eyes. These were carried
Adventure Hook to destroy him, and to hide off by a crow, but they were the eyes of a beast
After a tremor shakes the city of Liberty, from them in the mortal created with divine power, so the crow’s beak
a fence in the Old Quarter spreads the realm, disguised as a could not pierce them, nor could a fall from the
word that he has a pair of magical lenses
to sell. At about the same time, though,
simple farmer. The mortals highest cloud crack them open. Eventually the
wizards from the Imperial University never suspected that it crow abandoned them, leaving the eyes to be
begin frequenting the Old Quarter, alone was Purushhavyghraa, the found many centuries later by the mortal wizard
and in groups, as though searching for quiet hermit on his remote Biphyrion. Sensing at least some of their power,
something. This seems to have nothing
to do with the heroes until a thief turns up
li�le farm, who from time he fashioned them into a pair of lenses. What
with a pair of plainly valuable tiger-eyed to time slaughtered their became of Biphyrion, history does not record,
lenses, offering them to the heroes for the ca�le (and sometimes their but among the beast-men, the name Biphyrio is
low price of only 100 gp. friends and loved ones). still popular among those who have the blood of
The reason why soon becomes
apparent: The fence has turned up
Purushhavyghraa tigers flowing in their veins.
murdered, and the thief is the prime dwelled among the mortals As for the lenses, they are said to be found
suspect. And, to make matters even more for many centuries, in a glass case in the Imperial University, with
interesting, the wizards are now actively and fathered countless wards and glyphs to prevent lycanthropes from
asking questions about the dead fence,
children who all shared approaching.
including who knew him, and who might
have had a grudge against him. Curiously, in the gi�s Ilaia and Vig
after their efforts redouble, the wizards had granted him, as well Requirements
suddenly give up the search altogether— as his own ability to hide To qualify to wear the Tiger’s Eyes as a spell scion, a
coincidentally, perhaps, the morning after
among mortals. Among character must fulfill all the following criteria.
the third night of the full moon.
these descendants of Alignment: Neutral
Purushhavyghraa’s were Base A�ack Bonus: +2.
the first rakshasas, tiger–men who stalk mortals, Base Will Bonus: Will +4.
and among their descendants were tigers, the killing Skills: Knowledge (nature) 6 ranks, Survival 3
machines that haunt the jungles and the tall grasses. ranks.
Check Required: Knowledge (religion) DC 20. Feats: Combat Expertise.
When the Ba�le of the Eight Gods began, Spells: Able to cast arcane spells.
Vurkis, who of all the deities knew where to find Special: Onetime Weretiger: The prospective
Purushhavyghraa, offered the Tiger King a true scion of the Tiger’s Eyes must have contracted
kingdom in the mortal world, if Purushhavyghraa lycanthropy from a weretiger. (The affliction need
and his children would serve Vurkis as spies in not have been cured for the wearer to meet this
the war against the other gods. Purushhavyghraa requirement.)
consented, but when the tide of ba�le went against
the god of evil, Vurkis fled the ba�lefield, leaving Attributes
Purushhavyghraa to face the anger of the deities. The Tiger’s Eyes have the following a�ributes:
Finally, Ilaia and Vig were able to complete the Method of Destruction: The Tiger’s Eyes may be
task they had begun a thousand years before, and destroyed only by sha�ering the lenses with a club
Purushhavyghraa’s blood flowed like a river. made from the bones of Purushhavyghraa
But a�er the ba�le ended, and the carrion Check Required: Knowledge (arcana) DC 25
birds descended to the feast, the surviving Value: To someone other than a spell scion, the
children of Purushhavyghraa came to the field to Tiger’s Eyes appear to be worth as much as lenses of
carry off their ancestor’s remains, in the fashion low-light vision (2,000 gp).
he had taught them. The rakshasas who ate of
Purushhavyghraa’s flesh became the otherworldly Special Abilities
creatures they are today; the tigers that drank of his The Tiger’s Eyes provides the following special
blood became dire tigers, of whom even the most abilities to its wielder, depending on the character’s
lethal tigers are afraid. And a�er they had finished level in the spell scion prestige class (see Table 3–6:
their feast, others came—mortals whose homes had Abilities Granted by the Tiger’s Eyes).
been destroyed by the conflict between the gods. In Initial Abilities: Anyone who wears the Tiger’s
their starvation, they gnawed the tiny bits of flesh Eyes gains low-light vision.
from what remained of Purushhavyghraa’s bones, Scent (Ex): At 1st level, the scion of the Tiger’s
and became the first of the weretigers. Eyes gains the scent ability (see Chapter 7: Glossary,
Check Required: Knowledge (arcana) DC 20. in the MM for details).
Chapter Three: Spellrings
45
Enrapture (Su): At 2nd level, the scion of the Table 3–6: Abilities Granted by Tiger’s Eyes
Tiger’s Eyes may render a single creature helpless, Scion Caster
provided the creature’s Hit Dice do not exceed Level Ability Gained Level
the scion’s caster level + Charisma modifier. If the –– Low-light vision 1st
scion makes a successful gaze a�ack (DC 15 Reflex 1st Scent 3rd
save to negate; blind characters, or characters that
avert their eyes, are immune to this effect), the 2nd Enrapture, Control Shape 1st
target is considered fascinated. (See the Condition 3rd Hide, Move Silently —
Summary in Chapter 8: Glossary, in the DMG) The 4th Animal sense 7th
effect lasts until the scion shi�s his gaze off of the 5th Tiger form 7th
target. (The scion may make a Concentration check
6th Natural Spell —
to avoid doing so if some outside agency—such as
an a�ack, or a spell, or violent motion—distracts 7th Tall grasses 7th
him.) Activating this ability requires a standard 8th Spellpounce 5th
action, and maintaining it requires a move action in 9th Spellrake 5th
each of the scion’s subsequent rounds. 10th Feral spirit 11th
Control Shape: Also at 2nd level, the scion gains
Control Shape as a class skill.
Hide & Move Silently: At 3rd level, the scion Strength, Dexterity, and Constitution, a +4 natural
gains Hide and Move Silently as class skills. armor bonus to AC, and a +5 competence bonus on
Animal Sense (Su): At 4th level, the scion of Reflex saves, but he loses the ability to cast spells or
the Tiger’s Eyes gains the ability to precisely locate use spell-completion magic items. The scion may
any animal within 100 feet. At 7th level, this range use this ability for a total of 1 minute per day per
increases to 200 feet, and it increases again to 300 scion level—divided however he likes (in minutes
feet at 10th level. or rounds)—but only when he is in tiger form
Tiger Form (Su): When the scion of the Tiger’s (including the hybrid form of a weretiger).
Eyes reaches 5th level, he gains the ability to
polymorph into a tiger once per day, for 10 minutes Vlieyerda
per scion level, as a spell-like ability. The dragons of the world once offered their mortal
Natural Spell: At 6th level, the scion of the servants powerful trinkets. While many of these
Tiger’s Eyes gains the benefit of the feat Natural gi�s have been lost, at least one remains in the
Spell while in tiger form. hands of men.
Tall Grasses (Su): At 7th level, the scion is
considered invisible when he is in tall grass Gifts from the Dragons
(whether in tiger form or human form). Dragon-made artifacts have always been rare, but
Spellpounce (Ex): At 8th level, the scion of rarer still are those bestowed upon their mortal
the Tiger’s Eyes may cast spells more effectively servants. Known to the dragons as the Scaled
on flat-footed opponents. If the scion acts in the Jewels, these magical items were of the highest
surprise round, he may take a move action as well quality. They were endowed with the very powers
as a standard action, provided his standard action of the true dragons that created them, and would
is used to cast a spell that targets a flat-footed bestow these abilities upon those mortal servants
opponent. If this spell is a spell that deals damage, who remained steadfast in their loyalty to their
it is treated as though it were maximized. draconic masters. Only a few still exist in the hands
Spellrake (Ex): At 9th level, the scion of the of men. Others have been lost or destroyed, and a
Tiger’s Eyes may cast spells more effectively against rare few are still jealously guarded by the dragons.
helpless opponents. If the scion targets a helpless Many items were made by dragon smiths in
creature (see the Condition Summary in Chapter ancient times, but those that the dragons call
8: Glossary, in the DMG) with a spell that deals the Scaled Jewels numbered only ten in total.
damage, the spell is treated as quickened and Each was created to epitomize the power and
empowered. (If a spell is both empowered and magnificence of one of the true dragon breeds,
maximized, it gains the separate benefit of each feat: thus granting a sliver of this power to the mortal
the maximum result plus one-half the normally- honored with such a majestic gi�. Some were
rolled result.) As with the Quicken Spell feat, the wrought as rings, while others were cra�ed
scion may only cast one quickened spell in a single as amulets. Of all of these relics, only one was
round, even if he has both the feat and this ability. created to be worn upon a humanoid ear, and this
Feral Spirit (Su): At 10th level, the scion of was Vlieyerda.
the Tiger’s Eyes gains a +4 enhancement bonus to Check Required: Knowledge (history) DC 35.
Chapter Three: Spellrings
46
Vlieyerda was created by an ancient gold dragon could destroy the ancient creature, becoming his
named Tulmaxin. He gave it as a gi� to Weylin, his own master in the process. With such power at his
most trusted human servitor. Weylin was a sorcerer fingertips, failure was impossible. Tulmaxin was
of prodigious skill, and Tulmaxin sensed that the taken by surprise when Weylin finally betrayed
blood of dragonkind flowed through the mortal’s him. Decades of trust and friendship provided a
veins. In service to his golden master, Weylin flawless mask for Weylin’s treachery.
performed many great and legendary deeds, and With his former master destroyed, Weylin
the world was made a be�er place. With Vlieyerda and Estelle performed a ritual upon the dragon’s
worn upon his le� ear, his prowess was increased corpse. The magic of the ritual was purported
ten-fold. Among all the servants of the dragons, to transfer the essence of a man into another
Weylin was considered to be the greatest. body. The ritual was successful, but only in part.
As he grew older, Weylin became lonely Weylin’s spirit was indeed transferred into
for the comforts of human companionship. Tulmaxin’s body, but the dragon’s
He had spent many long years in the corpse remained inert and lifeless.
company of dragons. Even though he Sensing the failure of her
was a hero of great magnitude, he endeavor, Estelle took Vlieyerda
was still dwarfed by the power that from the corpse of her husband
permeated such ancient creatures. and fled into the countryside,
Weylin knew the minds and motives never to be seen again.
of dragons be�er than he understood Check Required: Knowledge
his own people, and this troubled (history) DC 30.
him. With Tulmaxin’s leave, he went Vlieyerda is an ear cuff cast
amongst his own people to find peace from solid gold. It is wrought
from his self-perceived failings. in the shape of a writhing
Check Required: Knowledge dragon, and its eyes consist of
(history) DC 30. two tiny pearls.
Weylin lived amongst the mortals
of his homeland for many years. In Requirements
time, he met and fell in love with To wear Vlieyerda as its spell scion,
Estelle, a woman of noble birth and a character must fulfill the following
proud bearing. Estelle returned Weylin’s Vlieyerda criteria.
affection, but she found it impossible to Alignment: Lawful good.
Alignment
return his love. She was a wicked and Base Save Bonuses: Will +6.
covetous creature, lovely to look upon, yet Skills: Concentration 12 ranks, Knowledge
the heart that beat within her breast was as (arcana) 12 ranks.
cold as a serpent’s. To Estelle, Weylin was Languages: Speak Draconic.
a means to an end, a hero with power and Spells: Able to cast 4th level arcane spells
prestige that no other mortal man could match. without preparation.
The two married, and Weylin felt that his
life was complete with Estelle by his side. He Restrictions
returned to Tulmaxin’s service, and the aged The scion of Vlieyerda must retain his lawful
wyrm welcomed him back with open arms. A�er good alignment at all times, and must a�empt
several years, Estelle’s unhappiness with Weylin’s to promote the agenda of good at all costs. If the
servitude became more and more apparent. character strays too far from the path of law and
Though she wanted for nothing, living in vast benevolence, he will lose access to all the powers
opulence and wealth, she came to realize that granted by the cuff.
her husband was merely a dragon’s puppet. She
whispered to Weylin at night, beli�ling him for Attributes
his servitude, and sowed doubt where there had Vlieyerda has the following a�ributes.
previously been only courage. Method of Destruction: Vlieyerda can only
Check Required: Knowledge (history) DC 30. be destroyed by an evil dragon of adult age or
Estelle’s poisonous words took their toll on older. The dragon must devour the cuff, thereby
Weylin. His love for the woman blinded him to destroying it u�erly.
her lies and deceit, and he began to resent his Check Required: Knowledge (arcana) DC 25.
role as Tulmaxin’s servant. His heart hardened Value: To any character other than its spell
as he grew to covet the dragon’s power. He was scion, Vlieyerda appears to be an earring of blessing
powerful enough, Estelle whispered to him. He (1,125 gp).
Chapter Three: Spellrings
47
Special Abilities Table 3–7: Abilities Granted by Vlieyerda
Vlieyerda provides the following special abilities to Scion Caster
its wielder, depending upon the character’s level Level Ability Gained Level
in the spell scion prestige class (see Table 3–7: –– Bless 1st
Abilities Granted by Vlieyerda). 1st Detect gems 4th
Initial Abilities: Vlieyerda allows anyone who
wears it to cast bless three times per day. Dragon’s hide (DR 1/magic) ––
Detect Gems (Sp): At 1st level, the cuff allows 2nd Water breathing 6th
its scion to detect gems three times per day, much Draconic bearing +2 ––
as gold dragons can. This is a divination effect 3rd Dragon’s hide (DR 2/magic) ––
similar to a detect magic spell, except that it finds
Luck bonus ––
only gems. The scion can scan a 60-degree arc each
round. By concentrating for 1 round, he knows 4th Geas/quest 12th
if there are any gems within the arc; 2 rounds of 5th Fire resistance (10 points) 3rd
concentration reveal the exact number of gems; Draconic bearing +4 ––
and 3 rounds reveals their exact location, type, and 6th Dragon’s hide (DR 5/magic) ––
value.
Spell resistance ––
Dragon’s Hide (Ex): As the scion of Vlieyerda
gains levels, his skin a�ains some of the durability 7th Fire resistance (20 points) 7th
of a gold dragon’s hide. At 1st level this change 8th Sunburst 16th
is minor, granting DR 1/magic. This increases Draconic bearing +6 ––
to DR 2/magic at 3rd level, and while there are 9th Dragon’s hide (DR 10/magic) ––
no physical signs of this change, the scion is
accompanied by the smell of saffron and incense Fire resistance (30 points) 11th
wherever he goes. At 6th level, the damage 10th Foresight 18th
reduction increases to DR 5/magic, and the scion’s Immunity to fire ––
eyes take on a distinctly golden hue. Eventually, Vulnerability to cold ––
when the scion reaches 9th level, his damage
reduction rises to DR 10/magic, and his skin tone to the effects of fire. This ability initially grants the
becomes golden. scion fire resistance 10, but the effectiveness of this
Water Breathing (Sp): At 2nd level, the cuff ’s ability increases by ten points at every odd level
scion gains the spell-like ability to cast water therea�er.
breathing upon himself at will. Spell Resistance (Ex): Once he reaches 6th
Draconic Bearing (Ex): Vlieyerda’s scion can level, the scion of Vlieyerda gains some of the gold
more easily interact with good-aligned dragons dragon’s resistance to magic. This is reflected in a
and perceive their moods as his level increases. spell resistance (SR) equal to the scion’s class level
At 2nd level, this is reflected in a +2 bonus to plus 11.
all Diplomacy and Sense Motive checks when Sunburst (Sp): The scion of the cuff can unleash
interacting with gold dragons. At 5th level, this a sunburst, as per the spell, once per day starting at
bonus increases to +4. When the scion achieves 8th 8th level. Treat the scion’s class level as his caster
level, his understanding and rapport with gold level.
dragons further increases this bonus to +6. When Foresight (Sp): At 10th level, Vlieyerda’s scion
dealing with other metallic dragons besides gold gains the ability to cast foresight once per day.
dragons, the listed bonus is halved. Immunity to Fire (Ex): At 10th level, the scion of
Luck Bonus (Su): Once per day, starting at 3rd the cuff becomes so a�uned to heat and flame that,
level, the small pearls set within Vlieyerda can be like a gold dragon, he is immune to damage caused
used by the cuff ’s scion to give himself a +1 luck by fire. This immunity extends to any items that he
bonus on all saving throws and similar rolls. This carries or wears.
bonus only applies to the scion himself, and it lasts Vulnerability to Cold (Ex): The immunity
1d3 hours, plus 3 hours per level of the scion. to fire that the cuff ’s scion gains at 10th level is
Geas/Quest (Sp): When he reaches 4th level, the accompanied by a vulnerability to cold. Whenever
cuff ’s scion gains the ability to cast geas/quest once the scion is damaged by cold, he takes half again
per day. as much (+50%) damage as normal, regardless of
Fire Resistance (Ex): When the scion of Vlieyerda whether a saving throw is allowed, or if the save is
a�ains 5th level, he finds that he is less susceptible a success or failure.
Chapter Four: Faithrings
Rings, gems, and jewels forged, cut, and cra�ed Despite Pharin’s fervent prayers and terrible
for the glory of the gods, faithrings are filled with magic on the eve of the invasion, the armies of
divine power. Clerics, druids, and sometimes Shar’dul were repelled by the Ealonese forces.
paladins benefit most from wielding them, and Failure had never been an option for any of
find it easiest to do so. But with the suitable Khalir’s servants, and Pharin was no exception.
reverence and proper indoctrination in the ways of Fearing that his return home would result in
divine magic, any class can use faithrings. his own excruciating execution, he abandoned
his countrymen and vowed that he would serve
The Diablatorio Terromendes alone. Khalir, enraged at Pharin’s
As cold as a devil’s heart, this gi� from the lords of treason, was not so easily dissuaded from seeking
the Nine Hells extracts a heavy toll from those who revenge against his former servant.
seek to master its infernal powers. Check Required: Knowledge (history) DC 25.
In the years that followed, many assassins and
Even Hell Has Its Heroes bounty hunters were sent to retrieve Pharin.
The malignant kingdom of Shar’dul has O�en times, Pharin used his ring to
many minions, each a zealous servant summon infernal beings in his own
of that nation’s despotic king. The defense. Men sent to capture him
most terrible of these creatures was would find themselves facing
Pharin, a servant of the Nine Hells. terrible creatures of boundless
Pharin was King Khalir’s chief evil. Pharin’s conjured devils
spiritual advisor for many years, violently dispatched those
and in this time he rose high hunters who did not flee in
within the ranks of the Black terror. The price on Pharin’s
Church. None dared refute his head steadily increased, as did
claims to the church’s highest his infamy. Though powerful, he
position, that of the Black Pontiff. would never find rest so long as
At the time, he was perhaps the Khalir insisted on hunting him.
youngest man in the church’s The bounty on Pharin’s head
history to aspire to the position. soon grew to such ridiculous
While deep in his evening proportions that entire companies
prayers, Pharin was contacted by of mercenaries endeavored to track
one of the dukes of Hell, a loathsome him down. One such company,
being named Terromendes. “Serve composed of nearly three dozen
me,” Terromendes demanded of Pharin. The Diablatorio
blooded veterans, finally cornered the
“I will grant unto you a terrible gi�, and priest in a simple co�age far from the borders
even your king will stand in awe of your of Shar’dul. The mercenary captain called for
power when all is as I wish it.” Pharin, ever hungry Pharin’s surrender, but his demands were answered
for power, agreed to this diabolic bargain. In return, with Pharin’s spiteful laughter. “Hell will take you!”
he was gi�ed with a serpentine ring of blackened Pharin yelled to the assembly before disappearing
adamantine that seemed to writhe and twist of its into the co�age. Almost immediately, the haunting
own accord whenever he wore it. sounds of a summoning ritual could be heard
Check Required: Knowledge (history) DC 30. within the small house.
Pharin served two masters now: Khalir, the The mercenaries steeled themselves for
usurper of Shar’dul’s throne, and Terromendes, whatever horror Pharin would send against
a duke of the Nether Hells. Pharin knew that them. The chanting ceased, but instead of an
exposure of his divided loyalty would mean his a�ack from within, there came shouts and blood-
inevitable death, and he was careful to keep his curdling screams. When the noise had ceased,
pact with Terromendes hidden. In time, Khalir sent the mercenaries approached and broke down the
his nation to war against the neighboring kingdom co�age door. Instead of Pharin, the soldiers found
of Ealon. He demanded that Pharin accompany what li�le remained of him. Scraps of clothing,
Shar’dul’s fleet, and, using the power granted to bits of bone and flesh, and fresh blood were
him by the Black Church, secure a quick and brutal spread over the co�age’s interior. Though Pharin’s
victory over Ealon’s defenders. personal items and accoutrements remained
Chapter Four: Faithrings
49
behind, his ring was never found. The mercenary reconciles with his former master or manages to
captain rightly supposed that Pharin had called on find a new devil to serve.
his dark masters once too o�en.
Check Required: Knowledge (history) DC 25. Attributes
Made as a mockery to the holy rings worn The Diablatorio has the following a�ributes.
by members of many benevolent churches and Method of Destruction: The Diablatorio can
temples, the Diablatorio is made from a band of only be destroyed by a lawful good celestial that
adamantine that has been carved to resemble a willingly sacrifices itself so that the ring might be
coiled serpent. The snake has gleaming emerald sha�ered. The celestial in question must have the
eyes, and bears two sharp ivory fangs. The ring ring in its possession when it takes its own life.
is always chill to the touch, and the finger upon Check Required: Knowledge (arcana) DC 25.
which it is worn o�en becomes numb with cold. Value: To any character other than its faith scion,
the Diablatorio appears to be a ring of Wisdom +2
Requirements (4,000 gp).
To wear the Diablatorio as its faith scion, a character
must fulfill the following criteria. Special Abilities
Gender: Male. The Diablatorio provides the following special
Alignment: Lawful Evil. abilities to its wielder, depending upon the
Skills: Knowledge (religion) 10 ranks, character’s level in the faith scion prestige class (see
Knowledge (the planes) 10 ranks, Speak Language Table 4–1: Abilities Granted by the Diablatorio).
(Infernal). Initial Abilities: Anyone who wears the
Spells: Able to cast divine spells. Diablatorio gains a +2 enhancement bonus to
Domain[s]: Evil. Wisdom.
Patron: Any lawful evil deity or devil. Aura of Evil (Ex): The power of the Diablatorio’s
scion’s aura of evil (see the detect evil spell) is equal
Restrictions to his class level plus his cleric level, if any.
The scion of the Diablatorio must never lose the Protection From Good (Sp): At 1st level, the
favor of his evil patron. If this occurs, he loses Diablatorio gives its scion the ability to cast protection
all powers granted by the ring until he either from good at will. When this ability is used, the air
around the scion becomes noticeably stale and cold.
Table 4–1: Abilities Granted by Diablatorio Diabolic Pact (Su): Through the ring, the scion
Scion Caster gains access to dark rituals which allow him to
Level Ability Gained Level make pacts with devils and other servants of the
Nine Hells. At 2nd level, the first of these pacts is
— +2 Wisdom 6th
made, gi�ing the scion with the diabolic ability
1st Aura of evil — to see perfectly in darkness of any kind, even that
Protection from good 1st created by a deeper darkness spell.
2nd Diabolic pact (see in darkness) — Further pacts are made at every even level
Summon devil 3rd therea�er. When the scion reaches 4th level, he
is able to communicate telepathically with other
3rd Corrupt ceremony 7th
creatures within 100 feet. The pact presented to the
Smite good 1/day — scion at 6th level results in him gaining a devil’s
4th Diabolic pact (telepathy) — resistance to acid 10 and resistance to cold 10.
5th Sword of hell 7th When the scion achieves 8th level, he is able to
Summon devil 9th generate an aura of fear much like that manifested
by his diabolic masters. This allows the scion to
6th Diabolic pact (resistance to acid 3rd radiate a 5-foot radius fear aura as a free action.
10 and cold 10)
Affected creatures must succeed on a Will save or
Smite good 2/day — be affected as though by a fear spell. The DC of this
7th Sacrament of sin — save is equal to 10 + ½ the character’s scion level +
8th Diabolic pact — his Charisma modifier. A creature that successfully
Summon devil 15th saves cannot be affected by the scion’s fear aura for
24 hours, and all devils are immune to it.
9th Smite good 3/day — Finally, at 10th level, the scion makes his final
10th Diabolic pact (immunity to fire — pact with the lords of the Nine Hells. In return for
and poison) his soul, he gains complete immunity to fire and
Hell to pay — poisons.
Chapter Four: Faithrings
50
Summon Devil (Sp): The Diablatorio allows its the Nine Hells. The scion can a�empt to negotiate
scion to summon a devil to aid him in times of his contract with the fiend, but this requires a
need. Starting at 2nd level, the scion can summon successful Diplomacy check, DC 35.
an imp to serve him. At 5th level, the scion’s If the scion refuses to accompany the devil, the
summoning rituals improve, allowing him to call pit fiend will a�empt to take him back by force.
a bearded devil to aid him. Once he achieves 8th Whether or not he succeeds in avoiding this fate,
level, an erinyes will come to his call. Regardless outright refusal to return to Hell with the pit fiend
of the type of devil summoned, the scion may only will cause him to lose the powers that have been
use this ability once per day. thus far granted by the ring, and he can be sure
Corrupt Ceremony (Su): At 3rd level, the that his former masters will not easily forgive his
Diablatorio opens up new doors to power for its insolence.
scion. The twisted magic of the ring allows its scion
to perform an hour-long ritual, wherein he must Eichenfols, the Oaken Clasp
debase himself in the name of his evil patron. The Carved from the four-limbed Tree of Balance,
ring’s scion gains a +2 bonus to his effective caster this oaken cloak-clasp bestows upon its wearer a
level for 24 hours once the ceremony is completed. greater affinity for nature and the wild.
The ceremony can only be a�empted once per week.
Smite Good (Su): Once per day, beginning at 3rd The Arch-Druid’s Hobby
level, the ring’s scion can a�empt to smite good with As the arch-druid Haman reached the end of
one normal melee a�ack. He adds his Charisma his years, he spent less and less time seeing to
modifier (if positive) to his a�ack roll, and deals 1 the business of the Oak Stewards, and more
extra point of damage per class level. At 6th, and and more time wandering through the Oaken
again at 9th level, the Diablatorio’s scion gains one Grove. The other members of his order began to
additional use of the smite good ability per day. fear that Haman had taken leave of his senses,
Sword of Hell (Su): When he achieves 5th but when they approached him, Haman always
level, the Diablatorio’s’s scion can perform a ritual seemed perfectly lucid, and was happy to spend
that will imbue any weapon that he carries time cha�ing amiably with them, though he
with an unholy aura. This ritual takes thirty appeared to have lost interest in the affairs
minutes to complete. Once finished, the of the order. And during every conversation,
scion’s chosen weapon is considered to be Haman would always, sooner or later, begin
unholy for the next 24 hours. whi�ling at li�le pieces of dead wood.
Sacrament of Sin (Su): Upon Many of the order’s senior druids
reaching 7th level, the scion can remarked among themselves about
grant himself limited immunity to Haman’s new obsession, but when
physical harm. By bathing himself they asked him about it, Haman only
in the blood of an innocent being smiled. A�er several months of
and reciting blasphemous verses, such behavior, the high druids of
the scion can imbue himself with the Oak Stewards voted among
damage reduction equal to DR 5/ themselves to replace Haman as
good. This damage reduction lasts arch-druid, and allow the old man
for 12 hours. to continue his path to insanity in
Hell to Pay: A�er the Diablatorio‘s ‘s the peace of retirement. Typically,
scion a�ains 10th level and makes when Haman heard of their decision,
his final pact with the legions of Hell, he smiled, yawned, and went back to
he can never be certain when his ultimate his whi�ling.
Eichenfols
debt will finally come due. From this point Though Haman still dwelled in a small
forward, whenever he uses the ring’s summon shelter deep in the Oaken Grove, and
devil ability, there is a chance that a pit fiend will the druids saw him from time to time, they came
appear to take the scion back to Hell. The chance to think of him as a befuddled old man, hardly
of this occurring is slight, but it hangs like a worth their notice. When they spoke to him, they
sword above the scion’s head. treated him as one might treat a child, acting as
Each time the scion uses the ring’s summon though he could not understand even the simplest
devil ability, the DM must determine if his time concept. Haman, for his part, seemed amused by
has come by secretly rolling 1d20. If the first result their a�itude toward him, and sometimes, with an
is a 20, the DM must confirm it by rolling 1d20 impish gleam in his eye, played to their opinion of
again. On a second result of 20, a pit fiend appears him, alternately pretending to be deaf, or blind, or
and demands that the scion return with him to senile. Yet still, he continued his whi�ling.
Chapter Four: Faithrings
51
Eventually, Haman became more known for in the faith scion prestige class (see Table 4–2:
the intricacy of his wood carvings, and less for Abilities Granted by Eichenfols).
his eccentricity. Years of dedicated whi�ling had Initial Abilities: Anyone who uses Eichenfols,
paid off, it seemed, and the druids marveled at the whether a faith scion or not, benefits from a
workmanship. In fact, they were so fascinated by continuous endure elements spell.
his carvings that they failed to notice when Haman Nature’s Best (Su): At
slipped quietly into the Clearing of the Tree of 1st level, whenever the Adventure Hook
Balance, and returned with a small piece of the scion of Eichenfols casts While visiting a small town, the heroes
sacred wood. summon nature’s ally, pass a druidic shrine just outside the
city’s front gate, where a lone druid is
Now the method behind Haman’s apparent the creature summoned selling charms and potions. Though his
madness became clear. The former arch-druid, always has full hit points wares are little more than trinkets, the
it seemed, had done all that he could in life to for its Hit Dice. druid tells the party that he has one item
safeguard the wild places of the world, and had Barkskin (Sp): When that he’s been saving in case he met
another druid: a cloak-clasp that grants
decided to create a more lasting legacy than years the scion of Eichenfols the wearer immunity to extremes of
of devoted service would ever garner him. So, with a�ains 2nd level, he may temperature. When he shows it to the
a snippet of wood from the most sacred tree of the cast barkskin upon himself heroes, he remarks on its workmanship
Oak Stewards, Haman secretly carved a beautifully a number of times per day and says that it was crafted by a pupil
of Haman, the arch-druid. He even
intricate cloak clasp. When it was finished, Haman equal to his Wisdom bonus jokes that the craftsman who made it
knew that he could never wear the clasp, for it (minimum 1). Treat the clearly tried to copy the famous clasp
would be instantly recognized and he would be character’s scion level as his Eichenfols, but had obviously never seen
punished for his crime. Rather than leave a legacy caster level for this ability. the genuine article.
of sin, the old arch-druid instead chose to drink a Speak With Plants (Sp):
cup of hemlock. At 3rd level, the scion of
Check Required: Knowledge (religion) DC 25. Eichenfols gains the ability to speak with plants at will.
When the druids came to prepare Haman for Nature’s Ward (Su): At 4th level, the scion of
burial, they laid his precious carvings in with him. Eichenfols gains the ability to ward away hostile
But the cloak clasp was not among his carvings, animals and animate plants. This ability functions
because Haman had already sent it far away to a like a cleric turning undead, except that the scion
former pupil. This pupil was the first to learn the can choose to turn or rebuke his targets, and targets
secrets of the clasp, and it was he who gave it the that would be destroyed are commanded, instead.
name Eichenfols. Nature’s Wisdom (Sp): At 5th level, the scion
Check Required: Knowledge (religion) DC 20. of Eichenfols may, once per day, cast an improved
version of commune with nature. The spell functions
Requirements as normal, but the scion may learn a number of
To qualify to wear Eichenfols as a faith scion, a facts equal to 3 + his Wisdom bonus (see the spell
character must fulfill all the following criteria. description for more details). The scion may also
Alignment: Neutral prepare and cast commune with nature as normal.
Skills: Knowledge (nature) 5 ranks, Survival 5 Nature Walk (Sp): When the scion of Eichenfols
ranks. reaches 6th level, he gains the ability to tree stride,
Feats: Track.
Spells: Able to cast divine spells, must include Table 4–2: Abilities Granted by Eichenfols
pass without trace. Scion Caster
Level Ability Gained Level
Attributes
— Endure elements 1st
Eichenfols has the following a�ributes:
Method of Destruction: Eichenfols may be 1st Nature’s best 1st
destroyed only by burying it at the exact center of the 2nd Barkskin 3rd
Salt Desert (where no plant life grows), and placing 3rd Speak with plants 5th
over it a stone plug made from a petrified oak. 4th Nature’s ward —
Check Required: Knowledge (arcana) DC 25.
5th Nature’s wisdom 9th
Value: To someone other than a faith scion,
Eichenfols appears to be worth as much as a clasp of 6th Nature walk 9th
endure elements (1,000 gp). 7th Nature’s wrath 13th
8th Wooden form —
Special Abilities 9th Nature’s vigilance 17th
Eichenfols provides the following special abilities
to its wielder, depending on the character’s level 10th Nature’s rage 17th
Chapter Four: Faithrings
52
as the spell, for a number of hours per day equal to experience a surge in growth, simultaneously
his scion level. Unlike the spell, this ability allows becoming animate. These animate plants then
the scion to break the journey up however he likes; a�ack the scion’s opponents who are within the
the effect does not end when the scion exits a tree. affected area (ignoring the scion’s allies). These
Nature’s Wrath (Su): At 7th level, the scion of a�acks take two forms.
Eichenfols may call upon the plant life in the area First, the opponents are treated as though
to fight for him. The scion may animate up to four entangle had been cast on the area. They must
Large or smaller plants, or an equivalent number make a DC 20 Reflex save each round or become
of larger plants. A Huge plant counts as two Large entangled. Entangled creatures can break free and
or smaller plants, a Gargantuan plant as four, and move half their normal speed by using a full-round
a Colossal plant as eight. The scion can change the action to make a DC 20 Strength check or a DC 20
designated target or targets as a move action, as Escape Artist check. Creatures not entangled can
if directing an active spell. Each animated plant move at only half speed through the area.
immediately a�acks whomever or whatever the Second, much larger tendrils wrap about the
scion designates as though it were an animated bodies of the scion’s opponents, constricting them.
object of the appropriate size category. (Use the Each round, on the scion’s action, make an opposed
statistics for animated objects, except that plants grapple check for each opponent caught in the
smaller than Large usually don’t have hardness.) area; those who fail take 2d8+10 points of damage.
This ability has no effect on plant creatures (such Use the scion’s base a�ack bonus for the grapple
as treants or shambling mounds), nor does it affect check, but assume that the large tendrils have a
nonliving vegetable material. Strength of 25.
The scion may use this ability once per day. It This ability continues for as long as the scion
lasts for 1 round per scion level. concentrates upon it.
Wooden Form (Su): At 8th level, the scion of
Eichenfols gains the ability to transform into any St. Martha’s Ring
Small, Medium, or Large plant creature once per The ring that bears St. Martha’s name is the
day, and back again. The effect lasts for 1 hour per last remaining manifestation of her selfless and
scion level, or until he changes back. Changing charitable power.
form is a standard action and doesn’t provoke an
a�ack of opportunity. The form chosen must be Both Her Greatest Gift, and Her Greatest Curse
that of a plant creature the scion is familiar with. St. Martha was born in Elena, a small village within
The scion loses his ability to speak while in the boundaries of the High Kingdom. Her mother
plant form (lacking proper vocal chords), but he was a midwife and herbalist, and Martha learned all
can communicate normally with other plants of that her mother knew about the healing arts as she
the same general grouping, provided they have a grew into a vibrant young woman. A conscientious
language. child, Martha endeavored to help everyone that
At 10th level, the scion becomes able to assume she met, friend and stranger alike. As she grew
the form of Huge plant creatures as well. older, miracles seemed to surround her. She could
Nature’s Vigilance (Ex): At 9th level, the scion’s somehow cure with but a touch, soothing injuries
a�unement to nature is so keen that he receives and easing pain, yet the wounds that she healed on
instantaneous warnings of impending danger one person would appear painfully upon her own
when in a natural se�ing (such as in a forest, flesh moments later. In easing the hurts of others,
desert, or natural cavern, but not in a building or Martha was forced to bear them herself.
a worked underground area, such as a dungeon). Priests were consulted, and they all agreed that
The scion is never considered surprised or flat- Martha had been given a special gi� by the gods.
footed in such se�ings, and always has a general Martha and her mother shared a tearful farewell,
idea of the best course of action to take to protect wherein her mother gave her a simple brass ring
himself (duck, jump, close his eyes, and so forth). that would eventually bear her name. She was
This grants the scion a +2 insight bonus to AC and taken away to a convent so that her abilities could
Reflex saves in such situations, though he loses be studied and perfected under the watchful eyes
this bonus in situations when he would lose his of the church’s clerics. Through training, discipline,
Dexterity bonus to AC. and spiritual insight, Martha was able to perfect
Nature’s Rage (Su): When the scion of Eichenfols her gi�s, improving her abilities to heal not only
reaches 10th level, he becomes able to rouse the others, but herself as well.
forces of nature against his enemies. The scion Check Required: Knowledge (history) DC 25.
may designate a spot anywhere within 500 feet. When the clerics deemed that her powers
Plants within a 40-foot radius of this spot suddenly required no more study, Martha was sent out
Chapter Four: Faithrings
53
amongst the populace to perform good works. village of Elena, where she is still remembered as a
She devoted herself to improving the lives of the martyred saint.
less fortunate, curing the sick and poisoned, and Check Required: Knowledge (history) DC 20.
healing the wounded. Martha never asked for St. Martha’s Ring is a simple loop of brass
anything in return, claiming that the work itself engraved with the girl’s name.
was compensation enough. She bore countless
wounds, and her body became a roadmap of Requirements
crisscrossing scars. To wear St. Martha’s Ring as its faith scion, a
Pain was Martha’s constant companion. She character must fulfill the following criteria.
secretly anticipated the day that she would Alignment: Any good.
finally see rest from her labors, but to her private Base Save Bonuses
Bonuses: Fort +4.
horror she discovered that she had Skills: Heal 9 ranks.
stopped aging. The gi� of immortality, Spells: Able to cast divine spells.
Spells
unwanted and unexpected, was Domain: Healing.
Domain
a new curse she was forced to
bear. Martha bore it grudgingly; Restrictions
her resentment of her powers The faith scion of St. Martha’s
growing as the friends and Ring must show mercy to all
family around her, her mother wounded, poisoned, or diseased
included, grew old and died, individuals that she encounters,
while she remained unchanged. tending their hurts as if they
Check Required:: Knowledge were her cherished friends.
(history) DC 20. She must dedicate a significant
All the people that Martha portion of her spare time to such
ever loved died, leaving her in charitable activities, and must
a world filled with awe-struck heal anyone who asks for her aid.
strangers. She became a bi�er To refuse healing to anyone who
old woman trapped within a asks, even an enemy, will cause St.
young, albeit scarred, body. This Martha’s Ring’s
Ring scion to lose all powers
resentment was increasingly obvious granted by the ring.
to her superiors within the church, St. Martha’s Ring
and culminated when Martha refused to Attributes
continue her ministrations to the sick and infirm. St. Martha’s Ring has the following a�ributes.
Unable to comprehend what she was experiencing, Method of Destruction: Like St. Martha herself,
the pompous clerics of the High Council instead the ring that bears her name can only be destroyed
branded her as an ingrate who had lost her faith. by flames. If thrown into a raging fire, the ring will
Some proposed that she had been corrupted by the eventually blacken and char into a useless puddle
evils of the world. of molten brass.
She was taken into church custody and stripped Check Required: Knowledge (arcana) DC 25.
of all her earthly possessions. Martha was hounded Value: To any character other than its faith scion,
day and night, goaded and shamed by her St. Martha’s Ring appears to be a magic ring that
inquisitors. Still, their tortures and interrogations automatically stabilizes its wearer when she drops
had li�le impact upon her. She had experienced below 0 hit points (5,000 gp).
more pain in the long years of her life than they
could possibly fathom. In the end, her tormentors Special Abilities
reported to the High Council that she was a lost St. Martha’s Ring provides the following special
cause, hopelessly corrupted by the world and abilities to its wielder, depending upon the
undeserving of their god’s precious healing gi�s. character’s level in the faith scion prestige class (see
Martha was executed without delay, her body Table 4–3: Abilities Granted by St. Martha’s Ring).
purified by fire. No other method proved to be Initial Abilities: Whenever the wearer of St.
effective. Even as she burned alive, it is said that Martha’s Ring is reduced to between –1 and –9 hit
she wept tears of joy. Death, it seems, was her only points, she is automatically considered to be stable.
release from the pain of her existence. Her ring, a Further damage can still reduce her hit point total
simple loop of tarnished brass, was disposed of by to –10 or lower.
the church. Some say it was given to a beggar, who Siphon Wounds (Su): When a character gains
traded it to a vintner for a bo�le of cheap wine. her first level as St. Martha’s Ring’s scion, she gains
Others say it was sca�ered with her ashes in the the ability to siphon wounds from other characters
Chapter Four: Faithrings
54
and creatures. By laying her hands upon a willing minutes. If the ring’s scion loses a limb, an organ,
subject and taking a full-round action, the scion or any other body part while wearing St. Martha’s
can transfer damage from the subject to herself. Ring, the ring regenerates it as the spell. In any
The subject’s wounds magically heal, subsequently case, only damage taken while wearing the ring is
appearing on the scion’s body. At 1st level, the regenerated, and this includes any damage taken
amount of damage that the scion can siphon is by the scion a�er using the Siphon Wounds ability.
limited to 25% of her total hit points per day. At Disease Resistance (Ex): At 3rd level, St.
every third level a�er first (4th, 7th, and 10th), this Martha’s Ring’s scion becomes hardy and more
amount increases by an additional 25% per day. easily resists the effects of disease. This is reflected
This damage is normal in every respect, and can be in a +4 resistance bonus to all Fortitude saving
healed normally. The scion cannot reduce her own throws made to resist diseases and their effects.
hit point total below 0 in this manner. Siphon Sickness (Su): When she reaches 3rd
Healing Bonus (Ex): St. Martha’s Ring aids its level, the scion of St. Martha’s Ring gains the ability
wearer when she a�empts to use her healing skills to siphon diseases from an infected character
upon others. Beginning at 1st level, the character onto herself. By laying her hands upon a willing
may add a competence bonus equal to her scion subject and taking a full-round action, the scion
level to all Heal checks that she makes. can transfer a single disease from the subject to
Calming Touch (Su): St. Martha’s Ring’s scion herself. She gains an initial Fortitude saving throw
can soothe enemies with but a touch. At 2nd level, to resist the disease, but if this fails she will become
she can automatically improve an NPC’s a�itude subsequently infected. This ability can be used
by one level by taking a standard action to put her once per day.
hand upon him and speak calming words. This Poison Resistance (Ex): At 5th level, the effects of
action does not provoke an a�ack of opportunity, poisons are lessened against the scion of St. Martha’s
and can only be a�empted once per individual. Ring. The scion gains a +4 resistance bonus to all
Regeneration (Su): When the scion of St. Fortitude saving throws made to resist poisons,
Martha’s Ring reaches 2nd level, the ring begins and a�ribute damage taken by the scion due to the
to act as a ring of regeneration, allowing its scion to effects of poison heals at twice the normal rate.
continually heal 1 point of damage per level every Siphon Poison (Su): Upon a�aining 5th level, the
hour, rather than every day. This ability cannot be scion of St. Martha’s Ring can cleanse a single subject
aided by the Heal skill. Nonlethal damage heals of one poison by magically moving the venom into
at a rate of 1 point of damage per level every 5 her own bloodstream. By laying her hands upon a
willing subject and taking a full-round action, the
Table 4–3: Abilities Granted by St. Martha’s Ring scion can transfer the poison from the subject to
Scion Caster herself. She gains an initial Fortitude saving throw
Level Ability Gained Level to resist the effects of the poison, but if this fails she
— Stabilization — will suffer the poison’s effects normally. This ability
1st Siphon wounds (25% total hit — can be used once per day.
points/day) Gi� of Life (Su): The scion of St. Martha’s Ring
gains the ability to breathe life into the lifeless at
Healing bonus —
6th level. By suffering 1 point of ability drain to her
2nd Calming touch — Constitution score, the scion is capable of bringing
Regeneration 15th the recently deceased back to life as if she had
3rd Disease resistance 12th cast raise dead upon them. The Constitution drain
Siphon sickness —
suffered by the scion cannot be regained, even
through use of a restoration spell. The only limit to
4th Siphon wounds (50% total hit — the number of times that this ability can be used is
points/day) the scion’s current Constitution score.
5th Poison resistance 12th Greater Regeneration (Su): The ring’s
Siphon poison — regeneration ability improves dramatically when St.
6th Gift of life 9th Martha’s Ring’s scion gains enough experience points
to reach 8th level. At this point, the ring’s scion can
7th Siphon wounds (75% total hit —
points/day) continually heal 2 points of damage per level every
hour, and it only takes 1d10 rounds for the scion to
8th Greater regeneration 20th regenerate any lost limbs, organs, or body parts.
9th Undying — Undying (Ex): At 9th level, the scion of St.
10th Siphon wounds (100% total hit — Martha’s Ring no longer ages naturally. As long
points/day) as she wears St. Martha’s Ring, she will continue
Chapter Four: Faithrings
55
to remain the physical age that she was when she field mice had nothing. To be pitied, laughed at,
a�ained 9th level. Magical aging effects function or spit upon by them was to lose his last shred of
normally when used upon the scion. Because pride. At the sight of the tiny, silent mice, he burst
of this, the scion will never expire from old age, into great sobs and dropped the ring among the
though she may still be killed by violent means. tree roots.
Check Required: Knowledge (religion) DC 20.
Salwar, the Ring of Redemption The field mice said nothing, but swarmed
A gi� from Syrnia from the end of the up the oak tree and began gnawing
Age of Legends, the silver ring known at Sem’s bindings. At first, Reynard
as Salwar grants its wearer the power believed they had come to eat
to convert others to good, at the him, and when he realized their
cost of his own arrogance. true intent he was stunned and
amazed. Freed, he collapsed at the
The Fox Learns a Lesson base of the tree, his muscles stiff
One evening, as the Age of from eight days of confinement.
Legends drew to a close, Reynard Fearless, the mice gathered
the fox tro�ed through a field on around and waited for him to
his way to a human se�lement. recover. “Why don’t you flee?” he
He rather enjoyed the appearance asked them. “Why did you save
of mortals in the world, for they me?”
were easy to trick and adept at The eldest mouse said, “We
making bright, shiny objects that want you to remember. Tomorrow
the fox adored. you will be strong, quick, and clever
On this particular day, Reynard again, but today you are weak, slow,
happened to spy something gleaming and afraid.
in the light of the se�ing sun. Intrigued, he Salwar We want you Adventure Hook
crept close enough to see it clearly. “Some to remember Einfach, a young man wearing a silver
ring, approaches the characters with a
foolish human le� a silver ring on that stone,” the this moment when we
request. He claims to be a paladin, and
cocky rogue thought. “Surely one of my wives will tiny mice were brave, fears that he’s become the target of
like it.” Confident in his speed and cleverness, he resourceful, and kind, and assassins. He wants the heroes to find
crept closer until at last he could seize it in his jaws. came to your aid.” out if it’s true, and why they are after
him. Heroes quickly discover a group of
“I have you!” Sem, the god of strength and Check Required:
thugs following Einfach, but when they
thunder, pulled so hard on the gossamer cord tied Knowledge (religion) DC confront those thugs they discover them
to the silver ring that Reynard flew through the air 15. to be monks devoted to Syrnia. Given a
and into Sem’s hand. “Too long have you played Reynard suddenly chance, the monks explain that Einfach
tricks on me! Now I shall have my revenge!” Sem remembered his prayers to has recently become arrogant and
demanding, behaving in immoral if not
carried Reynard over to a nearby oak, and there he Syrnia, and remembered illegal ways and generally besmirching
pinned the fox by his paws and le� him. that mice, too, like to the reputations of paladins everywhere.
Check Required: Knowledge (religion) DC 15. dance in the light of They don’t know who he is, but they
Reynard hung for days there, refusing to release the goddess’ moon. As believe his silver ring may be an item
of important to their church. Is the ring
his grip on the silver ring. Rabbits brought their the mice scampered Salwar? What has caused Einfach to
babies by to laugh at the poor, struggling creature. back to their lives, he behave this way? Is he even a paladin, or
Likewise, chickens brought their chicks, and all the acknowledged the lesson is this some new plot of Vurkis, the god
animals on whom the fox had preyed or whom he his goddess sent the mice of evil?
had tricked came to laugh at and humiliate him. to teach him.
In the times when he was along, Reynard prayed. Sem, of course, was furious. That is why
During the day he begged Apon to be merciful lightning strikes oaks more than other trees, and
with the heat of the sun, and Sem to release him. why foxes do not hunt mice on the eighth day of
During the night he begged the goddess he served, the month.
Syrnia, for intercession. Check Required: Knowledge (religion) DC 15.
On the eighth day, the field mice came to look Some stories say that Reynard dug around the
upon the bedraggled form of their oppressor. roots of the oak a�er he recovered, found the ring,
Reynard found this more than he could bear. and took it home. Those stories say that when he
Ravens were honorable competitors and respected gave the ring to his favorite wife, the others were
opponents. Snakes were wise and dangerous. so angry that they le� him, which is why foxes
Rabbits were quick and skilled, chickens had size only have one mate today. Others say that the
and claws, dogs had teeth and numbers. But the mice took the ring and that the king of all the mice
Chapter Four: Faithrings
56
brings it out every month so that his subjects may Attributes
dance around it in the moonlight. Those stories Salwar has the following a�ributes:
say that is why some nights you can see a ring Method of Destruction: If Salwar is struck by
around the moon. Still others say that a human lightning six times from a clear sky while in view
farmer found the ring a�er a storm toppled the of the full moon, it is reduced to a small puddle of
oak, and that he wore the ring when consecrated as silver.
a paladin of Syrnia. Check Required: Knowledge (religion) DC 25.
Check Required: Knowledge (religion) DC 15. Value: To someone other than a faith scion,
Salwar appears to be worth as much as a ring of +2
Requirements Wisdom and +2 Charisma (12,000 gp).
To qualify to wield Salwar as a faith scion, a
character must fulfill all the following criteria. Special Abilities
Alignment: Lawful neutral or lawful good. Salwar provides the following special abilities to its
Base Save Bonuses: Will +4. wielder, depending on the character’s level in the
Skills: Concentration 7 ranks, Diplomacy 7 faith scion prestige class (see Table 4–4: Abilities
ranks, Knowledge (religion) 7 ranks, Spellcra� 7 Granted by Salwar).
ranks. Initial Abilities: When first acquired, Salwar
Feats: Negotiator. grants the wearer a +2 enhancement bonus
Spells: Able to cast 2nd-level divine spells. to Wisdom and a +2 enhancement bonus to
Special: Channeling: To become a faith scion of Charisma. These bonuses increase at 4th level and
Salwar, lawful neutral candidates must channel again at 8th level.
positive energy to turn undead and spontaneously Redemption (Ex): Beginning at 1st level, a
cast healing spells. faith scion of Salwar may a�empt to convert some
evil creatures to good. This is a mind-affecting,
Restrictions language-dependent ability. It only functions on
A faith scion of Salwar eschews all fame and creatures with Int scores of 3 or higher. It has no
renown. He can never allow himself to become effect on evil outsiders or on constructs. It can only
the subject of tavern tales or bards’ songs. If he be used on a single creature at a time. The faith
becomes commonly known in an area, he must scion spends at least one hour talking with the
move on to a place where he is less well known. subject, describing the benefits of a life of good,
Salwar stops providing its abilities until he leaves ge�ing the subject to discuss past evil deeds, and
the area where he has become famous. showing it the harmful nature of its actions. At the
If the faith scion of Salwar casts a spell with an evil end of the hour, the faith scion makes a Diplomacy
descriptor, he loses access to all abilities provided check and the subject makes a Will saving throw.
by the ring until he atones for each spell he cast The subject adds his class level to the saving throw
(see the atonement spell description in Chapter 11: along with any bonuses against enchantments, and
Spells of the Player’s Handbook). the DC is set by the faith scion’s Diplomacy check.
If the subject fails his Will saving throw eight times
Table 4–4: Abilities Granted by Salwar in a row, the evil component of his alignment
Scion Caster becomes neutral. If the faith scion continues the
Level Ability Gained Level process, another eight failed saving throws shi�s
— Enhancement bonuses — the neutral component to good.
(+2 Wisdom, +2 Charisma) Obedience (Ex): The faith scion of Salwar gains
1st Redemption — a +4 morale bonus on Will saving throws against
2nd Obedience — compulsion spells and effects.
Chastening Spells (Su): Beginning at 3rd level,
3rd Chastening spells +1d6 — Salwar’s faith scion does additional damage when
4th Enhancement bonuses — casting spells that do damage. Whenever a faith
(+4 Wisdom, +4 Charisma) scion casts a spell that does damage, he does an
5th Magic circle against evil 5th additional 1d6 points of sacred energy damage, but
6th Chastening spells +2d6 — only to undead and to evil outsiders. The amount
7th Atonement 9th of additional damage increases at 6th level and
again at 9th level. These dice are affected by the
8th Enhancement bonuses — Maximize Spell feat.
(+6 Wisdom, +6 Charisma)
Magic Circle against Evil (Sp): Starting at 5th
9th Chastening spells +3d6 — level, the faith scion of Salwar may cast magic circle
10th Holy word 13th against evil as a spell-like ability, using his class
Chapter Four: Faithrings
57
level as his caster level. He may cast it a number of four elemental gems away from his father. For a
times per day equal to his Charisma bonus. time, then, the god of evil ruled the elementals,
Atonement (Sp): Starting at 7th level, the faith corrupting countless numbers of them with his
scion of Salwar may cast atonement as a spell-like unholy ways. But a�er a time, and with the aid of
ability, using his class level as his caster level. He Sem, Apon, Ilaia, and Osai—the gods of strength,
may cast it a number of times per day equal to his the sun, swi�ness, and healing—the elementals
Charisma bonus. were able to rescue the four gems from Vurkis’s
Holy Word (Sp): At 10th level, the faith scion of clutches, freeing their people from his cruel power.
Salwar gains the ability to cast holy word as a spell- Check Required: Knowledge (religion) DC 25.
like ability, using his class level as his caster level. But Vurkis proved a clever and formidable foe,
He may cast it a number of times per day equal to and though they got the rings from him they were
his Charisma bonus. unable to return them to Lod. The gems were lost to
all, even the elementals, for countless
Smarag, the Emerald Beneath the Sea millennia. Tales surfaced, again
Given to Lod, the father of the gods, by the and again, of priceless gems
Deep Lady, queen of the water elementals, with power over fire, water,
this heavy emerald gives its bearer earth, and air, appearing
power over the element of water mysteriously in the hands
of powerful kings, warriors,
The Deep Lady’s Devotion wizards, and priests. The
When the Ba�le of the Eight gems would serve their
Gods had finally ended, and owners for a time, then vanish
the surviving deities had again, reappearing hundreds
begun to take stock of what of years later. Sometimes they
was le� of the world they had would pass from hand to hand, but
made and fought for, Lod, the never for more than a few generations.
father of the gods, decided to Always, every time, some elemental
hold a feast. At this feast, those Smarag
creature appeared to reclaim the
lords of the world still loyal to the gem—usually just a short time before
gods would present themselves and an enigmatic stranger, dressed all
swear their fealty to him. Countless mighty beings in yellow and black (and claiming to be a priest)
came before Lod at the feast and swore their lasting arrived to inquire about the gem’s whereabouts. And
devotion to the father of the gods. Many brought though everyone knew of it, everyone felt somehow
impressive gi�s as a symbol of their lasting constrained from remarking that yellow and black
allegiance. were the favorite colors of the god of evil—until well
When the Elemental Lords stood before Lod and a�er the mysterious figure had departed.
the other gods, they each reached deep inside their Check Required: Knowledge (history) DC 20.
own bodies, pulling forth one perfect gem each: a
ruby from the Flame Duke and his wife, a bright, Requirements
shining diamond from the three Earthen Kings, a To qualify to wield Smarag as a faith scion, a
sapphire from the Wind Princess and her brothers, character must fulfill all the following criteria.
and an emerald from the Deep Lady and her Alignment: Neutral.
consorts As one, they laid these items at the feet of Base Will Bonus: Will +5.
the father of the gods. And then they explained.... Skills: Swim 6 ranks.
Each of these stones represented the heart of Feats: Spell Focus (Abjuration).
one of the four elements from which Lod had first Spells: Able to cast divine spells, particularly
made the world. Literally, they were the hearts of water walk.
the first elementals, passed down from generation Domain: Water
to generation, like crowns from one regent to the Special: Test of the Waves: The potential scion
next. By giving these gems to the father of the gods, of Smarag must live for a month on the open
they acknowledged him as their ruler. So long as seas, completely out of sight of land, and without
Lod held the hearts of the Elemental Lords, he held making use of fire in any way.
dominion over fire, air, earth, and water.
Check Required: Knowledge (religion) DC 30. Attributes
Lod bore the gems for eons, and thus mastery Smarag has the following a�ributes:
over the elements—until his renegade son, Vurkis, Method of Destruction: Smarag may only be
in an a�empt to rebuild his lost power, stole the destroyed by removing it from contact with water
Chapter Four: Faithrings
58
for a full year, at which point it becomes nothing Water Way (Su): At 5th level, Smarag’s scion may
more than worthless, bri�le, discolored crystal. create a tunnel through water. The passage is 5 feet
Check Required: Knowledge (arcana) DC 25. wide by 8 feet high, and extends 20 feet for each
Value: To someone other than a faith scion, level the scion has in the faith scion prestige class.
Smarag appears to be worth as much as an emerald The tunnel remains open for as long as the scion
of control water (10,500 gp). concentrates on it. (The scion may need to make
a Concentrate check, if the situation warrants.)
Special Abilities Maintaining concentration requires a move action
Smarag provides the following special abilities to its each round. If the scion ceases concentrating
wielder, depending on the character’s level in the on maintaining the tunnel for any reason, it
faith scion prestige class (see Table 4–5: Abilities immediately collapses upon itself, submerging
Granted by Smarag). anyone who is in the tunnel at the time.
Initial Abilities: When first acquired, Smarag The tunnel is tubular, but the walls, floor, and
may be commanded to cast control water once per ceiling are still merely water; no magical force
day, as a 7th-level caster. stops anyone moving through it. Obviously,
Water Mastery (Su): At 1st level, Smarag’s scion though, the scion can form the tunnel along the
gains a +1 bonus on a�ack and damage rolls if both bo�om of a body of water, allowing those passing
the bearer and his foe are touching water. If an through the tunnel to walk, as normal, on more or
opponent is touching the ground, the bearer takes less solid ground.
a –4 penalty on a�ack and damage rolls. When the scion reaches 8th level, she need no
Water Breathing (Sp): At 2nd level, the scion of longer concentrate to keep the tunnel open. She may
Smarag gains the ability to breathe water, as per open a tunnel as a standard action, and close it as a
the water breathing spell, once per day. Treat the free action. Maintaining the tunnel is a free action.
character’s scion level as his caster level for this Deluge (Su): When Smarag’s scion reaches 6th
ability. level, she may call forth a raging torrent of water
Water Familiarity (Ex): At 3rd level, Smarag’s for a brief moment, washing across a 30-foot
scion is so comfortable in water that she gains a +8 cone extending from the scion. This rush of water
competence bonus on any Swim check to perform extinguishes torches, campfires, exposed lanterns,
some special action or avoid a hazard. She can and other open flames of nonmagical origin,
also choose to take 10 on a Swim check, even if provided these are of Huge size or smaller. The
distracted or endangered, and she can use the run torrent can also dispel magical fire it touches as a
action while swimming, provided she swims in a dispel magic (caster level equals scion level).
straight line. Drown (Su): At 7th level, the scion of Smarag
Drench (Su): When the scion of Smarag a�ains can fill the lungs of living creatures with water,
4th level, her touch puts out torches, campfires, drowning them. To use this ability, the scion must
exposed lanterns, and other open flames of succeed at a melee touch a�ack against the target;
nonmagical origin provided these are of Large if she succeeds, the target must a�empt a Fortitude
size or smaller. The scion can also dispel magical save (DC 22) or immediately perishes by drowning.
fire it touches as dispel magic (caster level equals If the save succeeds, the target instead suffers 3d6
scion level). points of damage (potentially dying anyway).
Table 4–5: Abilities Granted by Smarag Creatures that can breathe water, or that do not
breathe at all, are immune to this effect.
Scion Caster Water Body (Su): At 9th level, Smarag’s scion
Level Ability Gained Level
may temporarily transform her body into living
— Control water 7th water. In this form, the scion gains damage
1st Water mastery — reduction 5/–, and is immune to blindness, critical
2nd Water breathing 5th hits, ability score damage, deafness, disease,
3rd Water familiarity — drowning, poison, stunning, and all spells or
a�acks that affect her physiology or respiration.
4th Drench 5th
She gains a swim speed of 90 feet.
5th Water way 9th The scion can assume this form for a total of
6th Deluge 9th 1 hour per day, divided however she likes (in
7th Drown 9th minutes or rounds). While in this form, the scion
can transform her watery body into a whirlpool
8th — —
once every 10 minutes, provided she is underwater
9th Water body — at the time, and she can remain in that form for up
10th Column of water 13th to 1 round for every two scion levels she has. She
Chapter Four: Faithrings
59
can move through water, or along the bo�om, at DMG.) Creatures that can breathe water, or do not
her swim speed. need to breathe at all, are immune to this effect.
This whirlpool form is 5 feet wide at its base, A creature not yet drowning may a�empt to
and 10 feet tall. The scion’s movement in this form swim out of the column, with a DC 16 Swim check.
does not provoke a�acks of opportunity, even if she As with ordinary bodies of water, though, heavily-
enters the space another creature occupies. Another encumbered creatures tend to sink to the bo�om,
creature might be caught in the vortex if it touches where the pressure from the elemental water is so
or enters the vortex, or if the scion moves into or great that they suffer 1d6 points of damage every
through the creature’s space. minute. Those who succeed at a Fortitude save (DC
Creatures one or more size categories smaller 15, +1 for each previous check) take no damage for
than the scion might take damage when caught in that minute. A character on the bo�om may walk
the vortex and may be swept up by it. An affected out of the water at one-quarter speed.
creature must succeed on a Reflex save (DC 15) Finally, the water is terribly cold, dealing 1d6
when it comes into contact with the vortex or take points of nonlethal damage from hypothermia per
1d4 damage. It must also succeed on a second minute of exposure.
Reflex save (DC 15) or be picked up bodily and held
suspended in the powerful currents, automatically The Ten Truths Ring
taking 1d4 damage each round. An affected creature Among the world’s priests, the Ten Truths Ring is
is allowed a Reflex save each round to escape the both famous and infamous for the knowledge and
vortex. The creature still takes damage, but can leave power it imparts to its wearers.
if the save is successful. The DC for saves against the
vortex’s effects is Strength-based. The Ring of Law
Creatures trapped in the vortex cannot move It is believed that when the gods invented the
except to go where the scion carries them, or to concepts of law and chaos, good and evil, five
escape the whirlpool. Creatures caught in the magical rings sprang into existence, four of
whirlpool can otherwise act normally, but must them exemplifying the concepts of the opposing
make a Concentration check (DC 10 + spell level) to alignments, and the fi�h exemplifying the balance
cast a spell. Creatures caught in the whirlpool take between them. The ring that defined Law was
a –4 penalty to Dexterity and a –2 penalty on a�ack variously known as the Ring of Law, the Ring
rolls. The scion can have only one creature of Truth, or, more recently, the Ten
trapped inside the vortex at a time. Truths Ring
Ring—for it increases the
The scion can eject any carried wearer’s understanding of the ten
creature whenever she wishes, lawful principles that form the
depositing them wherever the building blocks of reality.
vortex happens to be. Check Required: Knowledge
While in vortex form, the (religion) DC 25.
scion does not threaten the area At some point during the
around her. Time of Heroes, Umit, the
Column of Water (Su): goddess of order, bestowed the
When the scion of Smarag Ten Truths Ring upon the mortal
reaches 10th level, she can hero Prince Andu, to aid him
temporarily open a conduit to in his quest to capture the Ark
the Elemental Plane of Water, of Souls and reclaim the throne
conjuring a massive column of of his murdered father from his
water 40 feet high, with a radius treacherous uncle. But Zustir, the god
of 10 feet, up to 200 feet away. The of chaos, who had engineered the coup
column persists for as long as the for reasons of his own, opposed Andu at
scion concentrates on it. every step, and in one particularly furious
Living creatures caught in the column The Ten Truths Ring confrontation, Prince Andu lost his right
must make a Reflex save (DC 25) to catch hand to a chaos beast—and along with it,
a breath before the water hits them. Those who the Ring of Law.
succeed may hold their breath for a number of Check Required: Knowledge (religion) DC 25.
rounds equal to twice their Constitution score; Ordinarily, a chaos creature who had captured so
those who fail may hold their breath for a number great a prize as the Ring of Truth would hurry back
of rounds equal to their Constitution score. When to it’s master’s side to deliver the loot, but the beast
this time runs out for a creature, it begins to drown. choked on the ring’s aura, and died a shriveled husk
(See “Water Dangers” in Chapter 8: Glossary, in the on the beach near where it ba�led Prince Andu. As
Chapter Four: Faithrings
60
the carrion birds picked at its remains, a magpie Requirements
spied the gli�ering ring and carried it off to its nest, To qualify to wear the Ten Truths Ring as a faith
where, eventually, another hero, Omar of the Sand scion, a character must fulfill all the following
Tribes, found it and claimed it as his own. criteria.
On returning to the southlands, Omar put away Alignment: Any lawful.
his sword and became a much-respected holy man. Base Save Bonuses: Fort +4, Will +4.
Influenced by the power of the ring, he organized Skills: Knowledge (religion) 8 ranks.
the Desert Rebellion, driving the Sorcerer-Kings Feats: Heighten Spell.
of the Southern Towers out of their cities and into Spells: Able to cast divine spells.
the lifeless wastes of the Salt Desert. And when Domain: Law.
the Hundred Heroes gathered to ba�le the great
red wyrm, Uladon the Despoiler, Omar gave the Restrictions
Ten Truths Ring to his grandson, Morin, to wield If the faith scion of the Ten Truths Ring changes
against the greatest chaos beast the world had ever to any non-lawful alignment, she loses all special
known. Though Morin, alas, did not survive the abilities granted by the faith scion prestige class,
ba�le, the ring did. as listed below. To regain these abilities, the scion
Check Required: Knowledge (history) DC 25. must become lawful again.
A�er the ba�le, the Ring of Law was carried
off as part of a blue dragon’s spoils, ironically Attributes
returning to the same desert where Omar had The Ten Truths Ring has the following a�ributes:
been born almost a century before. When this Method of Destruction: The Ten Truths Ring
dragon was slain by a group of adventurers, whom may be destroyed only if a scion of the ring places
time has since forgo�en, the ring returned to the it in the hand of Zustir, the god of chaos.
northlands. The priest in the group, recognizing Check Required: Knowledge (arcana) DC 25.
the ring’s nature, converted to the side of Law, and Value: To someone other than a faith scion, the
recorded all that he knew of the Ring of Truth and Ten Truths Ring appears to be worth as much as a
its travels in his library. ring of magic circle against chaos (9,000 gp).
Check Required: Knowledge (history) DC 20.
Time and again over the coming centuries, Special Abilities
the ring changed hands (or claws), sometimes The Ten Truths Ring provides the following special
recognized, but most times not. Those who abilities to its wielder, depending on the character’s
recognized it seized upon its power—or its level in the faith scion prestige class (see Table 4–5:
value—to make their own fortunes or pursue their Abilities Granted by The Ten Truths Ring).
own agendas, but even though the ring has lain Initial Abilities: Anyone who uses the Ten
in countless temples throughout the ages, Umit Truths Ring, whether a faith scion or not, may cast
has never expressed any interest in reclaiming magic circle against chaos once per day.
it. Perhaps, as a true goddess of order, she has a Truth of Faith (Su): At 1st level, the scion of the
plan for the ring, and is gradually moving it into Ten Truths Ring learns the truth of faith. She gains
position to make good on that plan. a +1 luck bonus on a�ack rolls, weapon damage
rolls, saves, and skill checks. Further, any chaotic
Table 4–6: Abilities Granted by the Ten Truths Ring opponent within 30 feet takes a –1 penalty on a�ack
rolls, weapon damage rolls, saves, and skill checks.
Scion Caster
Level Ability Gained Level Truth of Beauty (Su): When the scion reaches
2nd level, she gains the ability to dazzle others
— Magic circle against chaos 5th
with the force of her personality. Three times per
1st Truth of faith 5th day, the scion can force an individual within 60 feet
2nd Truth of beauty 7th to make a Will save (DC 18); if the save fails, the
3rd Truth of pain 9th subject takes a –10 penalty to Wisdom checks and
4th Truth of pleasure 11th Will saves involving the scion. If the save succeeds,
the scion cannot use this ability again on the subject
5th Truth of arcana 11th until 24 hours have passed. Affected creatures take
6th Truth of life — this penalty for as long as they remain within 60
7th Truth of death 13th feet of the scion, and for 2d6 rounds a�erward.
8th Truth of power 13th Truth of Pain (Su): At 3rd level, the scion of the
Ten Truths Ring may inflict great suffering on a target
9th Truth of legend 15th
within 100 feet, three times per day, as a standard
10th Truth of divinity 17th action. Additionally, if the target fails a DC 20 Will
Chapter Four: Faithrings
61
save, the target takes a –4 penalty on a�ack rolls, The effects are
Adventure Hook
skill checks, and ability checks for one hour. cumulative and The heroes are about to undertake a
Truth of Pleasure (Su): At 4th level, the scion may concurrent. No saving mission to reclaim a temple dedicated
impart a tremendous sense of well-being to another throw is allowed against to Umit, the goddess of order, from a
cult of Zustir worshippers, when a lawful
creature, causing the creature to lose all interest in these effects.
member of the group dreams of a ring
fighting or strenuous effort. The target must make Dazed: The creature is worked with the image of a flower with
a Will save (DC 20) to take more than a single move dazed for 1d4 rounds. ten petals. This character feels that
action during his turn, or to make a Strength- or Slowed: The creature is the ring is somehow important to their
quest, and every day that they go without
Dexterity-based skill check. He may also make a slowed, as by the slow spell,
looking for it, he sleeps less and less.
DC 20 Will save if a�acked; success means that he for 2d4 rounds. Eventually, the hero becomes so sick
throws off this effect entirely. The scion can target Paralyzed: The creature that he cannot continue on, and none of
any creature within 60 feet with this ability, and the is paralyzed and helpless the party’s healing magic has any effect.
When they go looking for a more powerful
effect lasts for 1 round per scion level. The scion may for 1d10 minutes.
healer to attend to the character, though,
use this ability three times per day. Killed: Living creatures they come across a shrine dedicated to
In addition to the euphoria effect, though, the die. Undead creatures are Umit, where the current scion of the Ten
subject immediately gains 10 hit points per scion destroyed. Truths Ring resides. When he learns
of the characters’ quest, and the sick
level, and immediately recovers from any of the Furthermore, if the
hero’s dream, he uses the ring’s power to
following effects that might be afflicting him: scion is on her home transfer the hero’s illness to himself, and
ability damage, blinded, dazed, dazzled, deafened, plane when she casts this gives the ring to the hero. “Use it however
diseased, exhausted, fatigued, insanity, nauseated, spell, it banishes chaotic you can,” he tells the hero, “and if you
feel you must return it to me, then so be
sickened, stunned, or poisoned. extraplanar creatures
it. But I feel that, for whatever reason,
Truth of Arcana (Su): When the scion of the within the area back Umit wanted you to have this ring more
Ten Truths Ring reaches 5th level, the line between to their home planes. than she wanted me to have it.”
arcane and divine magic becomes a bit blurrier for Creatures so banished
her. When she prepares her spells, she may instead cannot return for at least
select an arcane spell (from the Sorcerer/Wizard 24 hours. The banishment effect allows a Will save
spell list) two levels lower. The scion may prepare (DC 25) to negate.
no more than one arcane spell of each level in this Creatures whose HD exceed 5 + the scion’s level
manner. (That is, one 1st-level arcane spell, one are unaffected.
2nd-level arcane spell, and so on.) Truth of Legend (Su): At 9th level, the scion
Truth of Life (Su): At 6th level, the scion gains of the Ten Truths Ring may transfer any negative
the ability to turn chaotic creatures, just like clerics conditions from the following list from herself to
turn undead creatures, though she is treated as two a willing ally: ability damage, blinded, dazzled,
levels lower for purposes of determining the most deafened, disabled, diseased, exhausted, fatigued,
powerful chaotic creatures she can affect. Using insanity, nauseated, paralyzed, shaken, sickened,
this ability requires one of the scion’s uses of the staggered, stunned, or poisoned. She may not
clerical turning ability; if the scion does not for transfer negative levels, permanently drained
some reason have the ability to turn undead, she levels, or permanently drained ability score
cannot use this ability. points. The ally must accept all of these conditions
Truth of Death (Sp): At 7th level, the Ten Truths affecting the scion, or none at all.
Ring may cast resurrection on the scion once per Conversely, the scion can relieve any ally, willing
week. The resurrection occurs automatically, whether or not, of these conditions, by taking them upon
the ring is in the scion’s possession or not, at the time herself.
that the scion normally prepares her daily spells. If the condition involves hit point totals, the
Truth of Power (Su): At 8th level, the scion of scion and the willing ally simply swap current hit
the Ten Truths Ring may, once per day as a standard points. Using this ability requires no time, but it
action, direct a blast of pure lawful power in a 40- takes a full round for the transfer of conditions to
foot cone. Chaotic creatures caught in the blast are be completed.
affected as follows: The scion may use this ability once per day.
HD Effect Truth of Divinity (Sp): When the scion of the
Ten Truths Ring reaches 10th level, the secrets of
Equal to scion level +5 Dazed
the gods themselves lay open to the scion. The
Up to scion level +4 Slowed, dazed scion may cast miracle once per week. If the scion
Up to scion level Paralyzed, slowed, dazed uses this ability to accomplish a frivolous or
Up to scion level –5 Killed, paralyzed, slowed, otherwise chaotic goal, she loses a level. (The GM
dazed should warn the player when a miracle the scion is
considering might have this side effect.)
Chapter Five: Swiftrings

Swi�rings are made for the hands of those who comprehension, yet he asks that his worshippers put
make their living through de�ness and quickness. themselves ahead of him; in fact ahead of all others,
Most are wielded by rogues, monks, or bards, but a including their neighbors. Demonstrate a devotion
few of these legendary gems and jewels favor those to self at the expense of others and the worship
warriors and wizards and priests who employ of Vurkis brings power against the envy and
more subtle methods than most of their ilk. hatred that inevitably follows.
Check Required: Knowledge
Bodhita, the Open-Hand Medallion (religion): DC 15.
Bodhita rewards those who devote Vurkis’ monasteries are for those
themselves to personal perfection, few worshippers who complete
and who seek to pit themselves the three demonstrations. The
and their skills against greater and masters are no more cruel or
greater challenges. harsh than the natural world
they observe around them. The
The Truth of Vurkis emphasis on personal perfection
Here is the gospel delivered from fits the principles of Vurkis like a
the great Vurkis, god of evil: Life glove. The monasteries produce
is cruel, harsh, and painful. The fox not only monks, but assassins and
does not show mercy to the fowl, shadowdancers as well.
nor does the lion to the sheep. The Check Required: Knowledge
strongest trees are uprooted by storms, (local): DC 10.
and the fragrant grasses are drowned
in floods. This is not the work of Vurkis, Requirements
but simply the way of the world. Fairness and Bodhita To qualify to wield Bodhita as a swi� scion, a
equality are myths. The rich and powerful do as character must fulfill all the following criteria.
they like, and others do only as they can. Alignment: Any Lawful.
Order in this world is imposed by those living Base Save Bonuses: Fort +4, Ref +4, Will +4.
in it with the will to do so. Therefore, the first Skills: Balance 7 ranks, Climb 7 ranks, Jump 7
demonstration of devotion is willful obedience to ranks, Knowledge (religion) 7 ranks, Tumble 7 ranks.
the church. This obedience cannot be compelled or Feats: Acrobatic, Agile, Athletic, Improved
mandated, it must be voluntary. Unarmed Strike, Stunning Fist.
Check Required: Knowledge (religion) DC 15.
There are times when neighbors aid each other Restrictions
and when nations come to the aid of allies, just Should the wearer of Bodhita become neutral or
as there are times when wolves hunt in packs chaotic, he loses all special abilities granted by the
rather than alone. But the rest of the time, each swi� scion prestige class, as listed below. To regain
stands apart. Therefore, the second demonstration these abilities, the scion must again become lawful
of devotion is self-sufficiency. Do not look to and must atone for his transgressions (see the
the church for charity, nor for intercession. atonement spell in Chapter 11: Spells of the Player’s
Demonstrate strength and independence and there Handbook).
are gi�s the church can provide.
Check Required: Knowledge (religion) DC 15. Attributes
Much is made of those who give their lives in Bodhita has the following a�ributes:
service. They are called “heroes” and “martyrs” Method of Destruction: In order to destroy
when they are gone. Yet they are gone, and no longer Bodhita, a great wyrm red dragon must consume it
able to serve, and evil abides. Those who remain voluntarily. This destroys the medallion u�erly.
must either perpetuate the cycle of compassion and Check Required: Knowledge (arcana) DC 25.
death or surrender to the forces otherwise opposed Value: To someone other than a swi� scion,
by those same heroes and martyrs. Therefore, the Bodhita appears to be worth as much as a medallion
third demonstration of devotion is devotion to that provides a +2 resistance bonus to all saving
self. Vurkis is a deity, with power beyond mortal throws (6,000 gp).
Chapter Five: Swiftrings
63
Special Abilities has a +10 base save bonus for Fortitude, Reflex, and
Bodhita provides the following special abilities to its Will saving throws.
wielder, depending on the character’s level in the Nauseating Punch (Ex): Beginning at 4th level,
swi� scion prestige class (see Table 5–1: Abilities when Bodhita’s swi� scion makes a successful
Granted by Bodhita). stunning a�ack, his opponent is nauseated for 1
Initial Abilities: Bodhita grants any wearer a +2 round following the round in which he is stunned.
resistance bonus on all saving throws. It bestows (See the Condition Summary in Chapter Eight:
a negative level upon any wearer of chaotic Glossary of the DMG for the consequences of being
alignment. The negative level remains as long as nauseated). Creatures that are immune to stunning
the chaotic creature wears Bodhita and disappears a�acks are also immune to this ability, as are any
when the medallion is no longer worn. This creatures that are more than one size category
negative level never results in actual level loss, larger than the swi� scion.
but it cannot be overcome in any way (including Spirit of Iron (Su): Starting at 5th level, Bodhita’s
restoration spells) while Bodhita is worn. swi� scion may use any of his ki strike abilities
Monastic Training: At 1st level, swi� scion of when wielding melee weapons. Activating this
Bodhita adds his levels of swi� scion to any levels ability requires a full round action and the loss of
of monk to determine his flurry of blows a�ack one stunning a�empt, and lasts a number of rounds
bonus, armor class bonus, slow fall, and ki strike equal to the swi� scion’s Wisdom bonus. This ability
from Table 3-10: The Monk in the PHB. If the swi� only works if the swi� scion is wielding the weapon.
scion has no levels of monk, this ability also allows If the swi� scion drops the weapon or hands it to
him to multiclass freely between monk and swi� another character, the ability ends immediately.
scion and to treat monk as a favored class. Until Tiger Body (Ex): The swi� scion of Bodhita gains
he has at least one level of monk, he gains no other a +2 competence bonus on Climb checks and a +2
benefits from this ability. competence bonus on Swim checks at 6th level.
Cobra Body (Ex): The swi� scion of Bodhita A successful Climb check means he can move at
gains a +2 competence bonus on Balance checks half speed while climbing. He retains his Dexterity
and a +2 competence bonus on Escape Artist checks bonus to AC (if any) while climbing, but he must
starting at 2nd level. A successful Balance check still make another Climb check if he takes damage
means he can move at full speed while balancing. while climbing. He may always choose to take 10
He is not considered flat-footed while balancing, when making a Climb check. A successful Swim
but he must still make another Balance check if he check means he can move at full speed (as a full
takes damage while balancing. His competence round action) or half speed (as a move action).
bonus on Escape Artist checks increases to +4 when He may always choose to take 10 when making a
a�empting to escape a grapple or pin. Swim check.
Excellent Providence (Su): Beginning at 3rd Blinding Punch (Ex): Against a humanoid
level, the swi� scion of Bodhita uses his best base opponent, a swi� scion of Bodhita can use one of
save bonus when calculating his total modifier for his stunning a�empts to make an unarmed a�ack
all saving throws. For example, a 3rd-level faith that has a chance of blinding his target beginning at
scion of Bodhita with ten levels of monk training 7th level. If his a�ack is successful, his target must
a�empt a Fortitude saving throw (DC 10 + 1/2 swi�
Table 5–1: Abilities Granted by Bodhita
scion’s character level + swi� scion’s Wisdom bonus).
Scion Caster If the target fails this saving throw he is blinded,
Level Ability Gained Level rather than stunned, for 1 round per character
— +2 resistance bonus on all saving — level the swi� scion possesses. (See the Condition
throws Summary in Chapter Eight: Glossary of the DMG for
1st Monastic training — the consequences of being blinded). Creatures that
2nd Cobra body — are immune to stunning a�acks are also immune to
this ability, as are any creatures that are more than
3rd Excellent providence —
one size category larger than the swi� scion.
4th Nauseating punch — Monkey Body (Ex): The swi� scion of Bodhita
5th Spirit of iron — gains a +2 competence bonus on Jump checks and
6th Tiger body — a +2 competence bonus on Tumble checks at 8th
7th Blinding punch — level. Do not double the DC for his Jump check if
he makes a standing jump, and do not grant the
8th Monkey body —
+4 bonus if he has the Run feat. If he succeeds at a
9th Flying spirit — Jump check to reduce the damage from jumping
10th Paralyzing strike — down from a height, he takes falling damage as if
Chapter Five: Swiftrings
64
had dropped 20 fewer feet than he actually did. Gaofar’s skills and personality so impressed
A successful Tumble check means he can move at Sylmarina, the queen of the elves at that time, that
full speed past or through enemy-occupied spaces she gave him a gi� of an intricately-worked silver
without the –10 penalty. He may make Tumble ring, made to resemble blowing winds. “So that
checks even if carrying a light or medium load. you may never find yourself short of breath,” she
If he succeeds at a Tumble check to reduce the told him. Ever humble, Gaofar at first refused to
damage from falling down from a height, he takes accept the gi�, but when Sylmarina made it clear
falling damage as if had dropped 20 fewer feet that she would not take no for an answer, he
than he actually did. promised the queen a new song, in her
Flying Spirit (Su): Beginning at 9th honor, every year on the anniversary of
level, Bodhita’s swi� scion may imbue her gi� of the ring.
missile weapons with his ki strike Check Required: Knowledge
abilities. Activating this ability (local) DC 25.
requires a full round action and The half-elf bard played for the
the loss of one stunning a�empt, queen every year for decades, but
and lasts a number of rounds half-elves being less long-lived
equal to the swi� scion’s Wisdom than true elves, he grew old, and,
bonus. Bows, crossbows, and almost as though the queen had
slings so imbued bestow the prophesied it, Gaofar’s breath
ability on their ammunition. This began to fail him. He played as
ability only works if the swi� much as he could, and rested when
scion is wielding the weapon. If he could play no longer, but he
the swi� scion drops the weapon swore that he would find a way to
or hands it to another character, play for the queen one last time.
the ability ends immediately. It was not to be. As the day of the
Paralyzing Strike (Ex): At anniversary approached, Gaofar took
10th level and against a humanoid ill and could barely move upon his bed.
opponent, a swi� scion of Bodhita can Gaofar Sylmarina sent word, again and again, that
use one of his stunning a�empts to make Gaofar could consider his promised fulfilled,
an unarmed a�ack that deals no damage but has a but Gaofar would not hear it. Turning the queen’s
chance of paralyzing the target, rather than stunning ring upon his finger, he swore that he could find a
it. If the swi� scion’s a�ack is successful, the target way to play for her once again.
must a�empt a Fortitude saving throw (DC 10 + 1/2 The night before the anniversary of the queen’s
swi� scion’s character level + swi� scion’s Wisdom gi�, Gaofar quietly passed away, leaving the ring
bonus). If the target fails this saving throw, he is lying next to his recorder beside his bed. The queen
paralyzed for 1d4+1 rounds. (See the Condition herself came to see to his funeral arrangements, but
Summary in Chapter Eight: Glossary of the DMG for when she picked up the ring she had given him
the consequences of being paralyzed.) Creatures that she felt his spirit stirring within, and felt compelled
are immune to stunning a�acks are also immune to to take up the old bard’s recorder. To Sylmarina’s
this ability, as are any creatures that are more than surprise, she began to play a beautiful, haunting
one size category larger than the swi� scion. melody—one she had never heard before, on an
instrument she had never learned!
Gaofar, the Ring of the Winds Check Required: Knowledge (local) DC 25.
Among elves and half-elves, the legend of the bard When the song ended, Sylmarina knew that
Gaofar is a source of great pride. The ring that bears Gaofar had somehow willed his essence into the
his name is regarded as equally prestigious, for, as ring she had given him. She named the ring a�er
the stories go, it is imbued with the bard’s spirit. the bard, and kept it with her for many years,
donning it and taking up the bard’s recorder
The Song of Gaofar whenever she found herself missing his charm
In the Age of the Old Kings, a half-elf bard named and wit. In time, she granted the ring to a young
Gaofar arrived among the elven glades, and though half-elf bard who showed suitable promise and
he was reluctant to discuss his background, the elves told him its story, so that he should show it the
accepted him as one of their own. This was due reverence it deserved. As the centuries have gone
mainly to his skill with the recorder, for Gaofar’s by, the ring Gaofar has become a true legend among
songs could elicit nearly any emotion, and he was bards, prized for not just its powers, but for the
not stingy with his talents. The bard would perform skill and love that went into it.
at the drop of a hat, and asked nothing in return. Check Required: Knowledge (local) DC 25.
Chapter Five: Swiftrings
65
Requirements speed by 30 feet at will, up to double her base speed.
To qualify to wear Gaofar as a swi� scion, a Compelling Presence (Ex): At 1st level, the scion
character must fulfill all the following criteria. of Gaofar gains a +4 enhancement bonus to her
Race: Elf or half-elf. Charisma.
Skills: Move Silently 5 ranks, Perform (wind Music on the Wind (Su): Adventure Hook
instruments) 5 ranks. At 2nd level, the scion of The heroes are camping in the wilds
when they hear a plaintive voice calling
Feats: Persuasive. Gaofar is able to conceal a to them, seemingly from nowhere. “My
Spells: Able to cast arcane spells from the bard message among the notes friends, the trolls have captured me and
spell list. of any song that she plays mean to eat me. I am in their cave, on
Special: Bardic Music: The prospective scion of on a wind instrument, and the hillside. Please come to my aid.” The
heroes can see a hill in the distance, and
Gaofar must have the bardic music special ability. to send that message to a when they investigate, they do indeed
spot up to 1 mile distant find trolls dwelling in a cave—and the
Restrictions per her scion level. Others shredded and broken remains of a bard’s
Should the scion of Gaofar cease performing music along the path from the equipment. Among the trolls’ treasure is a
silver ring, stained with fresh blood.
for more than one month, he loses all special scion to the destination
abilities granted by the swi� scion prestige class, might catch snippets of
as listed below. To regain these abilities, the scion the music as it passes by, but the message does not
must perform before a crowd of at least 20 elves become clear until it reaches the destination. The
or half-elves. destination must be familiar to the scion or it may
be a specific individual, provided the individual is
Attributes in range, even if he is not in a location familiar to the
Gaofar has the following a�ributes: scion. The message can only travel where wind can
Method of Destruction: Gaofar may be travel—it cannot pass through walls, for example—
destroyed only by slicing the ring in two with a and it travels at a maximum rate of 1 mile per hour.
legendary blade of elven origin, such as Swi� or The message can be no more than 25 words long.
Sure (the legendary Glen-Blades; see Artifacts of the The scion may use this ability a number of times per
Ages: Swords and Staves). day equal to her Charisma bonus.
Check Required: Knowledge (arcana) DC 25. Silver Tongue (Ex): When the scion of Gaofar
Value: To someone other than a swi� scion, reaches 3rd level, she gains a +20 bonus on
Gaofar appears to be worth as much as a ring of Diplomacy checks made against elves or half-
expeditious retreat (3,600 gp). elves, and a +10 bonus on Bluff checks made
against creatures of any race, provided the Bluff
Special Abilities check involves convincing the creature of the
Gaofar provides the following special abilities to its truth of her words.
wielder, depending on the character’s level in the Wind Wall (Sp): At 4th level, the scion of Gaofar
swi� scion prestige class (see Table 5–2: Abilities may cast wind wall a number of times per day
Granted by Gaofar). equal to her scion level divided by 2. The wind wall
Initial Abilities: Anyone who wears Gaofar, persists for a number of rounds equal to the scion’s
whether its scion or not, may increase her base land class level, but the scion can extend this duration, if
she so desires, by playing a wind instrument. With
Table 5–2: Abilities Granted by Gaofar a successful DC 20 Perform (wind instrument)
check made each round a�er the spell’s normal
Scion Caster duration ends, the scion may extend the duration
Level Ability Gained Level for another round. If the scion fails this check, the
— Expeditious retreat 1st wind wall immediately ends.
1st Compelling presence 3rd Delay Spell (Ex): At 5th level, the scion of
2nd Music on the wind 3rd Gaofar may delay the effect of any spell with a
verbal component (including spells cast by other,
3rd Silver tongue 5th
even opponents) by making a Perform (wind
4th Wind wall 5th instruments) check, with a DC equal to 15 + the
5th Delay spell 5th spell’s level. If the caster is unwilling to allow the
6th Air bridge 7th spell’s effect to be delayed, the scion must make a
7th Control winds 9th Perform (wind instruments) check opposed by the
caster’s Spellcra� check. If the scion fails at either
8th Capture spell 9th
type of check, the spell’s effect take place as normal.
9th Silence spells 11th If the scion herself is casting the spell she wishes
10th Wind tunnel 13th to delay, she can use this ability as a free action. If
Chapter Five: Swiftrings
66
someone else is casting the spell, the scion must components. By making a DC 25 Perform (wind
ready an action to delay the caster’s spell effect. instruments) check, the scion creates a 30-foot
The scion can delay the effect of the spell for as radius zone around herself in which spells with
long as she continues to play her wind instrument. verbal components may not be cast, unless the
She may only take move actions while she does so. caster succeeds at a level check, with the DC equal
If the target of the spell leaves the spell’s range or to the scion’s Perform (wind instruments) result.
is killed, the spell dissipates harmlessly. Otherwise, This effect lasts for as long as the scion continues
the spell’s effects apply as the caster intended, to play her wind instrument. The scion can use this
though if the target has moved (but is still within ability once per day.
range), the spell’s effects center on the target’s new Wind Tunnel (Su): At 10th level, the scion of
position (which may affect spells such as darkness, Gaofar may transform creatures into air and store
for example). them in Gaofar until they are needed. The scion may
Air Bridge (Sp): At 6th level, the scion of Gaofar store a number of creatures equal to half her scion
may grant other creatures the ability to walk on level, and no single creature’s Hit Dice can exceed
air, as the air walk spell. The maximum number of the scion’s character level. Only willing creatures
creatures the scion may affect is equal to her scion may be stored in this fashion. Once stored, they can
level. They may use this ability so long as the scion remain in the ring for a number of hours equal to
plays a wind instrument; she may need to make a the scion’s Charisma bonus (minimum 1). Storing or
Concentration check in some cases, depending on releasing a creature requires a full-round action for
the circumstances. The scion may use this ability each creature. The creature can be no farther than 20
once per day. feet from the scion when initially stored, and when
Control Winds (Sp): When the scion of Gaofar released, appears at any spot within 20 feet of the
reaches 7th level, she may cast control winds once scion, as designated by the scion. Released creatures
per day. may act immediately, on the scion’s turn.
Capture Spell (Ex): At 8th level, the scion of
Gaofar may make a Perform (wind instruments) Karag-Joz, the Jester’s Bracelet
check to capture a spell with a verbal component It is said by scholars that the legendary bracelet of
in Gaofar. Successfully doing so nullifies the jesters, otherwise known as Karag-Joz, was created
spell’s effects and stores the spell until the scion by the gods in an a�empt to bring mirth and
releases it again by making another Perform mischief to an unsmiling world.
(wind instruments) check as a full-round action.
The DC for this check is 15 + the spell’s level. If Everyone’s a Comedian
the spell does not target the scion or her gear, but Despite the rumors to
does target another character, another the contrary, Venatian
character’s gear, an item, or a square, was one of the best
the DC increases by +5; if the spell entertainers in Liberty.
has no target at all, the DC He made monarchs
increases by +10. ti�er with glee with
The scion of Gaofar his irresistible wit,
may capture a number brought the fairest of
of spell levels equal to ladies to tears with his
the scion’s levels at any melancholy ballads,
one time. (For example, and impressed the
a 9th-level swi� scion of unwashed masses
Gaofar could capture and with acrobatic stunts that
store three 3rd-level spells, had only been seen in the
or two 4th-level spells and lands of the Far East. He was a
one 1st-level spell, or one 9th- man of the world, a minstrel without
level spell, and so on.) When the compare, and he came to Liberty to show
Karag-Joz
scion releases a spell, she has the option of the northern scum how emotions could—or,
le�ing it dissipate harmlessly, or casting the spell rather, should—be manipulated.
herself (even if it is not a spell on her spell list). In Yet on his opening night he was upstaged by a
the la�er case, she makes all the choices for the spell, local performer. A youth of no more than half his
and the spell’s caster level is equal to her scion level. age, a whelp who refused to acknowledge that he,
Silence Spells (Ex): When the scion of Gaofar Venatian, was to be treated with the proper respect
a�ains 9th level, she may completely nullify that his station deserved, exhorted the intoxicated
spellcasters’ ability to cast spells with verbal crowd to clear the stage of his obvious superior. He
Chapter Five: Swiftrings
67
was booed off the stage by a drunken mob, carried enchanted bracelet on the night of the tournament
bodily over the crowd like a mannequin, and if Venatian could guarantee that he would, against
dumped unceremoniously in a rubbish heap. He all odds, win the competition. Venatian, convinced
swore that revenge, the sweet nectar of the unjustly of his own superiority and driven nearly insane by
wronged, would be his! his passions, agreed to their terms.
Check Required: Knowledge (history) DC 20. Check Required: Knowledge (history) DC 30.
Venatian’s foe was known in Liberty’s bars The night of the tournament came, and the
and taverns as Ryzard of All Smiles. His name most gi�ed of the land’s performers sang, danced,
was no accident, for it was said that he could quipped, and played for the unruly crowds that
make even the newly dead smile and weep tears packed into Tymdrin’s House of Fortune. The
of happiness. Ryzard had come from the south judges, chosen from amongst the Old Quarter’s
several years before Venatian considered Liberty most esteemed purveyors of entertainment, sat
as a potential venue, and in a short time he was sternly and observed the show before them. The
one of the most anticipated performers in the event lasted nearly a week, and many tales are told
city. The secret to his immeasurable success was of the festivities that shook the walls and li�ed the
unknown to all but a few, and they would not roof of Tymdrin’s hall. It was unsurprising to the
give up the information so easily. masses that the two contestants who remained
At every turn Venatian a�empted to upstage his a�er such stiff competition were none other than
youthful counterpart, but his endeavors were met Venatian and his hated enemy, Ryzard of All Smiles.
with only marginal success. Much of the populace Many of those who were there recall the contest
loved and respected Ryzard, and Venatian was that followed with li�le effort, although some of
merely an unwelcome guest. Without work, his the exhibition’s highlights were lost in the laughter,
money dwindled. His ego, once as large and hungry tears, and awe brought by such exceptionally
as a dragon’s desire, suffered painfully. His pitiful gi�ed performances. Ryzard did as well as he was
a�empts at supplanting Ryzard of All Smiles as able to, but his mood was as noticeably depressed
Liberty’s favorite performer were met with gales of as the bareness of his wrist. The bracelet had been
mocking laughter and bushels of ro�ing produce. It stolen, and Venatian was ecstatic in his superiority.
was more than any ordinary man could bear. Ryzard withered beneath the polite applause that
Of course, Venatian was no ordinary man. Using he was given by the lukewarm audience, while
all of his guile, and not the least of his remaining Venatian, once again the best performer in all the
gold, he learned from a harbor strumpet that lands, swooned with his own self-importance.
Ryzard’s power lay in an enchanted silver bracelet Check Required: Knowledge (history) DC 20.
strung heavy with trinkets. The thing dangled Ryzard did not last long a�er his bracelet was
openly from the upstart’s wrist like a strand of stolen from him. He, like Venatian, had grown
tinkling fairy beads, and Venatian vowed that too a�ached to fame, and his life was empty and
he would see Ryzard’s fortunes vanish with the meaningless without it. He turned to drink, and
offending jewelry if it were the last thing he did. when his money ran out, he turned to singing
When luck finally came calling, he was willing to in the streets of Liberty for a few scant coppers
acquiesce to any deed, no ma�er how demeaning, with which to buy his rotgut. The cold nights
so that he might see his foe vanquished. and harrowing memories grew too much for the
Check Required: Knowledge (history) DC 25. poor lad, and he was eventually found in an alley,
In time it was announced that there was to be stabbed and bloody.
a Tournament of Talents held at none other than Venatian’s fortune is no less tragic, though he
Tymdrin’s House of Fortune in the city’s Old doubtless deserved it. His esteem in the eyes of
Quarter. All manner of bards, minstrels, actors, the city was short-lived, though he maintained
dancers, and mummers made their way to Liberty a modest degree of comfort for some years.
to take part in this highly-anticipated event. When it was reported that Ryzard had been
There were few doubts as to who would win the found murdered, rumors began to circulate that
exchange, but the gambling was intense and the Venatian was to blame. He vehemently denied
stakes were high. such allegations, even as they were compounded
Few be�ors saw the bi�er Venatian as capable by a rumor that he had bought the favor of those
competition for Ryzard of All Smiles, and a scant who sat in judgment of Tymdrin’s Tournament
handful of these canny criminals knew that such of Talents. Evidence eventually surfaced that
a long shot could lead them to a huge payoff. implicated him beyond a measure of a doubt,
These criminals contacted Venatian and made and he was arrested. The populace cried from the
him an offer he wouldn’t, in all his dreams, refuse. streets for his blood, and Venatian’s last dance was
They would relieve Ryzard of All Smiles of his performed at the end of a swaying hemp rope.
Chapter Five: Swiftrings
68
As for the bracelet, there is no record. It was lost, Table 5–3: Abilities Granted by Karag-Joz
taken by the thieves of Liberty and sequestered Scion Caster
away in some unknown place. Level Ability Gained Level
Check Required: Knowledge (history) DC 15. –– +5 competence bonus to Perform 5th
The Jester’s Bracelet is formed by many links of checks
silver, and it hangs with more than a dozen unique Distinctive noise ––
charms. The largest of the charms function as
1st Bard’s wisdom ––
bells, and these constantly chime with an alluring
melody as the wearer of Karag-Joz moves about. Lesser charm 7th
Though it is traditionally a bracelet, Karag-Joz can 2nd Greater charm ––
also be worn as an anklet. Lesser charm 7th
Jester’s Wit ––
Requirements
3rd Lesser charm 7th
To wear Karag-Joz as its swi� scion, a character
must fulfill the following criteria. Only fools rush in +1 ––
Alignment: Any chaotic. 4th Greater charm ––
Base Save Bonuses: Will +4. Lesser charm 7th
Skills: Perform 8 ranks.
5th Lesser charm 7th
Special: Must have access to the bardic music
class ability. 6th Greater charm ––
Lesser charm 7th
Restrictions Only fools rush in +2 ––
The scion of Karag-Joz must always retain the 7th Lesser charm 7th
chaotic aspect of his alignment. If his alignment
8th Greater charm ––
should change, any and all abilities gained through
the use of Karag-Joz’s charms will be lost until such Lesser charm 7th
time as his chaotic tendencies are restored. 9th Lesser charm 7th
Only fools rush in +3 ––
Attributes 10th Greater charm ––
Karag-Joz has the following a�ributes.
Lesser charm 7th
Method of Destruction: Karag-Joz can only be
destroyed if all of its charms are removed. If a charm
is removed from the bracelet, the scion of Karag-Joz countersong, fascinate, inspire courage, and inspire
cannot use the power granted by that charm until it confidence as if he were an 8th level bard. He does
is recovered and rea�ached to the bracelet. not, however, gain access to other uses of bardic
Check Required: Knowledge (arcana) DC 30. music, such as suggestion or inspire greatness, until
Value: To any character other than its swi� scion, he achieves the appropriate level in his bard class.
Karag-Joz appears to be a bracelet that grants a +5 Distinctive Noise (Ex): Due to the incessant
competence bonus to Perform checks (2,500 gp). jingling of the bracelet’s charms, anyone who
wears Karag-Joz suffers a –5 penalty to all Move
Special Abilities Silently checks.
Karag-Joz provides the following special abilities Lesser Charms (Sp): The lesser charms of Karag-
to its wielder, depending on the character’s level Joz allow its scion to activate minor magical effects.
in the swi� scion prestige class (see Table 5–3: At each new level, the bracelet’s scion chooses a
Abilities Granted by Karag-Joz). single lesser charm. From that point forward, he
Initial Abilities: When worn, the pleasant may use that charm a number of times daily as
ringing of Karag-Joz’s bell-like charms grants indicated in the charm’s entry. Unlike Karag-Joz’s
anyone who wears it a +5 competence bonus to greater charms, the results of these lesser charms
Perform checks. do not involve random effects. Lesser charms
Bard’s Wisdom (Ex): When using the bardic are smaller than their greater counterparts, each
music class ability, the wearer of Karag-Joz adds being about the size of a pea. As they are all part
his swi� scion levels to his bard levels when of Karag-Joz, they lose their magic if they are
determining the music’s results. These additional somehow removed from the bracelet.
levels only affect the effects of the bardic music that Charm of Alacrity (Sp): The charm of alacrity is in
is a�empted, not the minimum bard level needed the shape of a star, struck from a piece of silver.
to activate it. For example, a 5th level bard who Karag-Joz’s scion can use the charm to cast haste
is also a 3rd level swi� scion of Karag-Joz can use once per day.
Chapter Five: Swiftrings
69
Charm of Defeat (Sp): Carved from ivory into the contorted body of a physical performer tied into
shape of a small skull, the charm of defeat allows the a whimsical knot. If invoked, the charm grants
scion of Karag-Joz to cast bane three times per day. Karag-Joz’s scion a competence bonus equal to his
Charm of Fools (Sp): By utilizing the charm of fools, swi� scion level to all Balance, Escape Artist, Jump,
the bracelet’s scion can cast touch of idiocy upon his and Tumble checks.
foes two times per day. Made of bronze, this charm Charm of Avoidance (Su): The charm of avoidance
has been cra�ed to resemble a jester’s cap. consists of a miniature bunch of golden bananas. If
Charm of Madness (Sp): By using the charm of invoked, the charm provides the scion of Karag-Joz
madness, Karag-Joz’s scion can cast confusion once with a dodge bonus to his armor class equal to his
per day. The charm itself is a small disk carved level in the swi� scion prestige class. This dodge
from stone and etched with spiraling pa�erns that bonus takes the form of pratfalls, slips, and other
seem to move of their own accord. fortunate accidents that somehow prevent the scion
Charm of Mirth (Sp): The charm of mirth from being hit by his aggressors.
resembles a pair of puckered lips. The charm Charm of Fortune (Su): The charm of fortune is a
allows the bracelet’s wearer to cast hideous laughter small gem-shaped bell that is constructed from
three times per day. a piece of fine crystal. When activated, the charm
Charm of Rainbows (Sp): This charm is fashioned of fortune provides the scion of Karag-Joz with a
from steel in the familiar shape of a rainbow. Chips financial windfall equal to ten times his scion level
of different gems, such as rubies, emeralds, amber, in gold pieces. The wealth need not be in the form
and sapphires, have been carefully inlaid on one of gold coins; coins of other denominations and
side to give the rainbow’s bands their color. When materials, as well as gems, can be substituted, so
used, the charm of rainbows can cast color spray long as their gold piece value equals that which
three times per day. is granted to the scion. The wealth appears in the
Charm of Sorrow (Sp): The charm of sorrow form of a lucky coincidence: a donation from an
resembles a small disembodied head, its face anonymous admirer, a pouch of coins found on the
contorted in an expression of abject grief. When sticky floor of a tavern, or a forgo�en debt that is
used by Karag-Joz’s scion, the charm of sorrow allows finally repaid. Unlike Karag-Joz’s other charms, the
the casting of crushing despair once per day. charm of fortune can only be used once per week.
Charm of the Bear (Sp): By using the charm of the Charm of Life (Sp): The charm of life resembles a
bear, Karag-Joz’s swi� scion can cast bear’s endurance tiny infant cast in silver. When used, the charm can
twice per day. The copper charm resembles a cure 5 points of damage for every level that the
tro�ing bear. character possesses in the swi� scion prestige class.
Charm of the Bull (Sp): Made to look like a Charm of the Performer (Su): The charm of the
minotaur’s head, the charm of the bull allows the performer resembles a pair of tiny bronze masks,
bracelet’s scion to cast bull’s strength twice per day. one smiling and the other weeping. When activated
Charm of the Cat (Sp): Shaped like a perfect cat’s by Karag-Joz’s scion, the Charm of the Performer
paw, the charm of the cat allows the scion of Karag- increases his Charisma by an amount equal to his
Joz to cast cat’s grace twice per day. level in the swi� scion prestige class.
Greater Charms (Varies): At every even level, the Only Fools Rush In (Ex): Fools are known to
swi� scion of Karag-Joz awakens one of the bracelet’s leap before they look, taking rash actions that o�en
greater charms. The charm that is awakened is get them into trouble. Beginning at 3rd level, the
chosen by the scion at the time of the level increase. scion of Karag-Joz gains a +1 bonus to all initiative
Greater charms can be activated once per day, and checks that he makes. This bonus increases to +2 at
their effects last a number of minutes equal to the 6th level, and to +3 at 9th level.
scion’s class level (unless otherwise noted). The Jester’s Wit (Ex): A swi� scion of Karag-Joz
greater charms of Karag-Joz are roughly grape-sized, of 2nd level or higher with 10 or more ranks
and all are rendered useless if they are somehow in Perform (comedy) can break a tense or evil
removed from the bracelet. mood through the use of jokes, wi�y insults,
Whenever a greater charm is activated, the and sarcasm. This ability can be used to boost
bracelet’s scion must roll on Table 5–4: Wondrous the morale of his allies, distract opponents, and
Effects of Karag-Joz. The effects of this roll are improve the a�itudes of non-player characters.
applied immediately, and they have a duration of Using jester’s wit counts as one daily use of the
1d6 hours unless otherwise specified. Removing bardic music class ability.
the bracelet will not cancel a wondrous effect If used to boost the morale of his allies, jester’s
before it expires. wit merely enhances the scion’s use of the inspire
Charm of the Acrobat (Su): The charm of the courage ability. To be affected, an ally must be able
acrobat is cast from platinum, and resembles the to hear and understand the scion, and the effect
Chapter Five: Swiftrings
70
lasts for 5 rounds. This grants the scion’s allies a is allowed a Will saving throw (DC 10 + ½ scion’s
+1 morale bonus to resist charm and fear effects, level + scion’s Cha modifier), and success indicates
as well as a +1 morale bonus to a�ack and damage that the scion’s scathing wit has no effect. If the
rolls. These bonuses stack with the bonuses saving throw fails, the opponent is overcome by a
provided by the bard’s inspire courage ability. fit of laughter that lasts a number of rounds equal
When used to distract opponents, Karag-Joz’s to the scion’s level. The subject can take no actions
scion must make a joke at his opponent’s expense. while laughing, but is not considered to be helpless.
To be eligible, an opponent must be able to hear and Opponents who succeed at this saving throw cannot
understand the scion. Creatures with an Intelligence be affected by further uses of the jester’s wit ability,
score of 2 or lower are not affected. The opponent and may lash out in anger at the scion.
Table 5–4: The Wondrous Effects of Karag-Joz
d% Wondrous Effect
01–05 No effect.
06–09 The shoes, boots, or other footwear worn by the scion are affected by a create water spell. This produces
two gallons of pure water within the scion’s shoes, as well as 1d10 small fish, which immediately spill out
of the affected footwear and onto the ground. Until his shoes are dried, the scion suffers a –2 penalty to all
Move Silently checks due to sloshing. A scion with no shoes is unaffected.
10–15 All clothing that the scion is currently wearing is suddenly dyed with vertical red and yellow stripes. This ef-
fect is permanent.
16–21 The scion’s voice becomes high-pitched and comic. This provides a +2 circumstance bonus to some Per-
form checks, such as those involving comedy, singing, or impersonation. It also grants a –2 penalty to Bluff
and Diplomacy skill checks, as well as a –4 penalty to Intimidate skill checks.
22–26 The scion is affected by a spell of invisibility with no save. This spell only affects the scion’s upper body,
leaving his ankles and feet visible. This provides the scion with partial concealment, and any attacks made
against him have a 40% miss chance (instead of the normal 50% miss chance for being completely invisible).
27–30 The scion is suddenly overcome by an insatiable hunger. He must eat a meal’s worth of food, and is fatigued
until he does so.
31–35 Anyone within ten feet of the scion is affected by a grease spell.
36–41 The scion grows a fanciful beard and/or moustache, which is waxed, curled, and quite stylish. The facial hair
remains until shaved or trimmed, and is grown regardless of the scion’s gender. If the scion already pos-
sesses facial hair, it is replaced by the more fanciful style.
42–45 A strong breeze accompanies the scion wherever he goes. The winds kick up small amounts of dust, and
can blow arrows and other missile weapons off course. This provides the scion with a +2 deflection bonus to
his armor class versus missile weapons.
46–50 The scion’s sweat becomes sticky and sweet like honey, attracting small vermin such as ants, gnats, and
sugar bees. In locations where such insects are abundant, the scion suffers a –2 penalty to all saves and
checks due to distraction.
51–55 The scion of Karag-Joz begins to reek of strong perfume. This grants creatures that track by scent a +10
bonus to Survival checks when they are tracking the scion.
56–60 The scion’s hair and fingernails grow 1d10 inches. This result lasts until the scion cuts his fingernails or hair.
61–65 The scion’s bladed weapons, if any, become lodged in their sheaths or scabbards. A DC 20 Strength check
allows the scion to draw his weapons.
66–70 Any containers worn by the scion, such as backpacks, pouches, sacks, and the like, open immediately, and
any containers that were already opened are likewise fastened shut.
71–74 Anyone within ten feet of Karag-Joz’s scion is able to hear his surface thoughts as if they were under the
effects of a detect thoughts spell.
75–80 A small copper coin appears within each of the scion’s ears, causing a –2 penalty to all Listen checks until
they are removed. The coins are normal copper pieces with standard value.
81–86 Small globes of brilliant light dance around the scion, similar to the effects of a dancing lights spell.
87–92 Soothing music emanates from Karag-Joz. The scion, as well as anyone within a five foot radius, is affected
by a lullaby spell (no save).
93–95 Any gold carried by the scion is turned into lead, while any lead carried by the scion is turned into gold. The
effects of this result are permanent.
96–100 The scion becomes fuzzy and indistinct as if he were under the effects of a blur spell.
Chapter Five: Swiftrings
71
Jester’s wit can also be used to improve the It wasn’t long before Dorace weaseled his way
a�itudes of non-player characters. The target NPC is deeper into the ranks of the Guild. A thug he’d
allowed a Will saving throw (DC 10 + ½ scion’s level been before, but a thief he’d since become. No one
+ scion’s Cha modifier). Failure indicates that the liked the fellow, but his skill at cu�ing purses was
NPC’s a�itude improves by one category. Whether without question. He’d never grow wealthy slicing
or not a non-player character resists the jester’s wit, purse strings or emptying pockets, but he exhibited
he cannot be affected by it a second time. an uncanny skill when it came to separating the
common folk from their wealth without them being
Ottanar, the Cutpurse Ring the wiser. In time he came to be relied upon by the
O�anar, the greedy cutpurse ring, seems to have Guild as a whole. Some said that Sepris himself had
a mind of its own, and it switches hands as his eyes on Dorace, for the man’s talent was now
o�en as one of Liberty’s strumpets does. beyond question. He was chosen for special
errands, the sort that required a delicate
Driven By Greed touch and the patience of a priest.
Dorace never admi�ed how he Dorace had cultivated both qualities,
had come across the ring. It was reveling in his new-found popularity.
a one-of-a-kind score, that ring, His rise in power did not go
and he took much delight in unnoticed. Others, once favored
showing it off to his mates in the for their own thieving talents,
Dancing Kegs Tavern. As to how had been displaced by Dorace in
he’d go�en the thing, no one his witless rise to power. Their
was sure. It was likely that he’d lips curled as they spoke of him,
stolen it from someone. Lacking spi�ing insults and epithets into
that, a flash of cold steel in one their wine. “How’s a slug like
of Liberty’s back alleyways, Dorace rise up from the gu�er
followed by a splash of warm like that?” they asked one another,
crimson and a gurgled scream, wagging their heads. “It ain’t
seemed much more probable. natural. He ain’t nothin’ but a spiker.
Dorace had never been a competent Always was, always will be.”
thief, but he’d a gi� for knife work These talks didn’t always end in insult
that rivaled the denizens of any of the and empty insinuation. It only took a li�le
city’s aba�oirs. Whoever had owned the ring Ottanar while before Dorace’s rivals were pondering
previously was probably ro�ing face-down in his simple steel ring and the role it may have
a filthy gu�er near the docks. It was Dorace’s pride played in his ascent through the Guild hierarchy.
and joy, and he wore it like a badge of honor. That ring, it seemed, was the catalyst that had led
“Twas a gi�,” he admi�ed one evening over a them to their current plight. Before he’d found it
glass of spirits. “Oh, aye, a gi�. A special honor, – or before it had found him, if his stories were to be
and mine alone.” He nodded for emphasis, his believed – Dorace had been a nobody. Now, he was
thick black hair spilling over his sunken, guilty the most respected cutpurse in all of Liberty, and at
eyes. None would disagree with him on this their expense. In the shadows of the Dancing Kegs
ma�er, for no one wished to stick their neck out Tavern, they decided that, fair means or foul, Dorace
over a plain steel ring of dubious monetary value. was going to have to lose that ring.
Leaning closer, holding his le� hand close to his Check Required: Knowledge (history) DC 30.
breast, Dorace confided, “It speaks. Whispered to Dorace wasn’t easy to get close to anymore,
me that I was its chosen master, it did.” but his rivals kept on his heels day and night. It
Crazy. That’s what they thought of him and his seemed that he knew something was amiss, for he
blasted ring. They were tired of the stories, too; sick o�en looked over his shoulder as if expecting to be
of hearing tall tales about the thing, but not sick taken from behind. Edgy and not a bit unnerved,
enough to kill Dorace and be done with it. He still the conspirators continued shadowing Dorace.
had some use to the Guild, especially lately. His Each secretly decided to keep that ring once their
skills grew, and with them his value to the higher- deed was done. It was a small price to pay for
ups. Perhaps the ring had something to do with all the trouble that Dorace had caused. Each had
it? The question had been raised, but no one knew reasoned, incorrectly, that their other companions
the answer. In those early days, no one really cared would not desire such a simple, inelegant piece of
to find out, lest they be trapped in a one-sided ornamentation.
conversation with Dorace and his steel ring. When the time came, they struck. Dorace, taken
Check Required: Knowledge (history) DC 20. in the dark, lashed out blindly, wounding one of
Chapter Five: Swiftrings
72
his a�ackers and killing a second. The remaining the ring only as a desirable prize, and such is the
two cut him down like winter wheat, and then way that O�anar o�en changes hands.
simultaneously reached for his steel ring. Neither
rogue wished to relinquish his personal claim upon Attributes
the item, and the fighting began anew between O�anar has the following a�ributes.
men who, moments before, were staunch allies. As Method of Destruction: If placed into its own
they fought to their mutual deaths, the remaining dimensional pocket, O�anar will cease to exist.
conspirator stole away with the ring clutched Check Required: Knowledge (arcana) DC 35.
tightly in his bloody palm. None remain who can Value: To any character other than its swi�
put a name to the man. scion, O�anar appears to be a ring of knocking (5,400
Check Required: Knowledge (history) DC 25. gp).
In the end, the ring has never stayed for long
around any one finger. Dorace was merely a single Special Abilities
host in a long succession of them, a means to an O�anar provides the following special abilities to
end for a mystical artifact that is as fickle as the its wielder, depending upon the character’s level
Lady of the Fates herself. Consisting of a plain in the swi� scion prestige class (see Table 5–5:
steel band without mark or seam, O�anar is only Abilities Granted by O�anar).
a�ractive insofar as it is unusual. Initial Abilities: O�anar allows anyone who
wears it to cast knock once per day when the proper
Requirements command word is spoken.
To wear O�anar as its swi� scion, a character must Dimensional Pocket (Su): O�anar’s swi� scion
fulfill the following criteria. can open or close a small dimensional space
Alignment: Any non-lawful. anywhere upon his person at will. The pocket can
Skills: Escape Artist 4 ranks, Sleight of Hand 6 be made to appear up a sleeve, in the cuff of a boot,
ranks. or in an actual pocket inside a cloak, vest, or jacket.
Special: The scion of O�anar must have stolen it This pocket can initially hold a single object of fine
from its previous scion. size, such a coin, a key, or a potion. When the ring’s
scion reaches 3rd level, the size of the dimensional
Restrictions pocket increases so that it can accommodate one
To remain the scion of O�anar, a character must item of diminutive size. It enlarges again at 5th
indulge in personal the� at least once per week. level, allowing a tiny object to be stored there. The
The value of the goods stolen each week must utility and variable location of the dimensional
equal at least 100 gold pieces, and the scion cannot pocket allows the ring’s scion to slip small items
willingly return the items to their former owner into it unseen. When used in conjunction with
(though he can be forced to return them by a third Sleight of Hand, the pocket grants a +2 bonus to the
party). If the scion is unwilling or unable to meet scion’s check when palming items.
this restriction, the ring will cease to function for Fingerblade (Ex): When he reaches 2nd level
him until such time as he returns to his larcenous as O�anar’s scion, a character can use a mental
ways. Lacking this eventuality, O�anar will a�empt command to activate a small concealed blade
to a�ract another likely scion that might succeed within the ring. This blade is tiny, and allows the
at stealing it from its current master. The potential scion a +2 equipment bonus to Sleight of Hand
scion, unaware of the ring’s “calling,” will perceive checks made when cu�ing purses. It can also
be used to cut bonds, which is reflected in a +2
Table 5–5: Abilities Granted by Ottanar equipment bonus to Escape Artist checks made
Scion Caster when tied or bound. In a pinch, the blade can also
Level Ability Gained Level be used as a weapon, dealing 1d2 damage on a
–– Knock 3rd successful melee a�ack. When the blade is used in
1st Dimensional pocket (fine) –– such a way, the scion is considered to be unarmed
in regards to a�acks of opportunity.
2nd Fingerblade ––
Shrink Item (Sp): At 2nd level, O�anar allows its
Shrink item 5th scion to cast shrink item three times per day. This
3rd Create distraction –– ability is most o�en used in conjunction with the
Dimensional pocket (diminutive) –– ring’s dimensional pocket, allowing the scion to
4th Improved fingerblade 3rd hide objects that would normally be considered
too large. If the ability’s effect expires before the
“Who? Me?” –– shrunken item is removed from the pocket, it will
5th Dimension pocket (tiny) –– revert to its normal size as soon as it is removed.
Chapter Five: Swiftrings
73
Create Distraction (Su): At 3rd level, the scion Check Required: Knowledge (history) DC 35.
can use O�anar to distract a potential mark. The It was not long before the Dedewe realized
target of the spell is permi�ed a Will save to resist that they could not hope to win their secret war
this ability’s effect. On a failed save, the subject without the aid of opportunistic humans. The most
of this ability automatically fails any Spot checks, promising of these were stolen from their families
such as those made to detect the scion’s a�empt at as infants and raised by the Dedewe in their
thievery, whether or not the a�empt is successful. shadowy, formless cities. These orphaned humans
The save DC of this ability is equal to 10 + ½ the learned the art of deception, stealth, and intrigue as
character’s scion level + his Charisma modifier. children. They acted as the Dedewe’s double agents
Improved Fingerblade (Ex): At 4th level, the in the kingdoms of men, aiding the Faceless ones
ring’s fingerblade becomes even more effective when and furthering their plots of world conquest.
used to cut purses or escape bonds. Of these human spies, which the
The equipment bonus of the blade Dedewe called the Shemandu, the
increases to +4 in both instances. greatest and most gi�ed was known
Furthermore, the blade gains a magical as Eberi. Eberi was a dark-skinned
enhancement bonus of +1 when used human woman who craved power as
as a melee weapon in combat, though its much as her Faceless masters did. She
base damage is still only 1d2. excelled in their service, and with her
“Who? Me?” (Su):: At 4th level, the successes came increased responsibility
scion of O�anar grows adept at avoiding and reward. One of these rewards was
blame for his actions. If the ring’s scion Pyahuso, forever a�er known to the
Pyahuso
is caught red-handed whilst pilfering world as the Faceless Periapt. Pyahuso
items, O�anar can give the scion’s provided Eberi with powers that
lamest excuses a veneer of legitimacy, nearly rivaled her Faceless masters,
allowing him to refute any charges and with it she became the undisputed
brought against him by the authorities. leader of the Shemandu.
This is reflected in a +4 competence Eberi served her masters well, but was
bonus to Bluff checks. eventually overcome by her own desire
for personal power and gain. She took
Pyahuso, the Faceless Periapt to selling her services to the very humans
The Faceless Periapt was formed ages ago to that the Dedewe sought to overthrow. The
aid the spies of a long-forgo�en realm bent Faceless sensed that Eberi was growing
on the subjugation of men. beyond their control and they ordered her to
Pyahuso return home. When she refused to come to her
Created by the Faceless to Enslave Mankind masters, members of the Shemandu were sent
It was many centuries ago that the Dedewe, known to recover her. With the aid of Pyahuso, she managed
to humanity as the Faceless, came to covet the evade capture, and ventured out into the world in
lands of men. Long were they of limb, tall were an a�empt to retain her freedom.
they of form, and slight were they of frame, with Check Required: Knowledge (history) DC 30.
white skins and large, black eyes. Their flesh was Eberi lived in fear of the Dedewe and their
malleable like the clay of the earth, and they could minions. She came close to being caught on several
assume any likeness that they wished. For a time, occasions, but each time she managed to avoid her
the Dedewe walked amongst mankind as if they hunters. Her flight, in the end, was a vain effort—
were their brothers and friends, observing all that the Shemandu captured her and took her back
they could. In time, they became greedy for what to the Dedewe for judgment. The Faceless ones
they saw. still considered Eberi to be a valuable asset, and
The Dedewe perceived humanity as weak. The they loathed to kill her outright for her rebellion.
most covetous amongst these enigmatic creatures Instead, they gave the woman one more chance to
placed themselves above their kin and demanded prove her loyalty.
that mankind be li�le more than slaves to their The Dedewe had spent several decades
people. Through a series of subtle plans and placing spies and imitators within the ranks of
machinations, the Dedewe insinuated themselves the kingdom of Riago. Their plans had nearly
deeper into the kingdoms of men. Though they come to fruition, and Dedewe impostors had
were few, they strove to assume positions of power replaced several of Riago’s nobles. Eberi’s task
by supplanting those men that occupied them. was to infiltrate Riago’s royal family and aid in the
Slow was the task, yet the Dedewe were as patient assassination and subsequent replacement of the
and cunning as spiders. nation’s ruling monarch. There was li�le doubt that
Chapter Five: Swiftrings
74
she would face execution if she refused, so Eberi from harm. If the scion ignores this restriction,
agreed to her masters’ demands. Pyahuso denies its scion access to its abilities
Through guile and deception, as well as the indefinitely. These powers can be restored, but
magic provided by Pyahuso, Eberi assisted a only if the scion a�empts to make some sort of
Faceless imposter in killing the rightful monarch restitution for her transgressions.
of Riago. With the Dedewe fraud securely on the
throne, Eberi continued to lend her assistance in Attributes
maintaining his secrecy. Her previous rebellious Pyahuso has the following a�ributes.
behavior was still fresh in the minds of the Method of Destruction: To destroy Pyahuso, the
Dedewe, and in their opinion she knew far too periapt’s head-shaped gem must be reworked by
much. In return for her loyal service, they revealed a skilled cra�sman into the natural likeness of the
Eberi’s role as a spy to the people of Riago. She artifact’s current or (if she is dead) former scion
was captured, and Pyahuso was taken from her (Cra� [gemcu�ing] DC 30).
before her execution. Therea�er, the periapt passed Check Required: Knowledge (arcana) DC 35.
from the knowledge of men, even as the Dedewe Value: To any character other than its swi�
continued to press their will upon the peoples that scion, Pyahuso appears to work in a manner similar
they secretly ruled. to a ring of mind shielding (8,000 gp).
Check Required: Knowledge (history) DC 30.
Pyahuso is a milky white gem that is strung upon Special Abilities
a thin platinum chain. The gem has been carved to Pyahuso provides the following special abilities
resemble a smooth and featureless human head. to its wielder, depending on the character’s level
in the swi� scion prestige class (see Table 5–6:
Requirements Abilities Granted by Pyahuso).
To wear Pyahuso as its swi� scion, a character must Initial Abilities: Anyone who wears the Faceless
fulfill the following criteria. Periapt is immune to the spells detect lies and discern
Race: Any humanoid. alignment, and any a�empts to magically discern
Alignment: Any non-good. her alignment automatically fail.
Skills: Bluff 7 ranks, Disguise 7 ranks, and Move Facial Alteration (Su): At 1st level, Pyahuso’s
Silently 5 ranks. scion gains the ability to alter her facial structure
in order to imitate the likeness of anyone whose
Restrictions face she has studied. Such a facial transformation
Pyahuso’s scion is not permi�ed to kill characters includes hair color, eye color, skin tone, facial hair,
that she knows to be doppelgangers, and must do and other distinguishing marks, and grants a +4
everything in her power to keep such creatures circumstance bonus to Disguise checks. It takes the
scion a move action to alter her face. The scion can
Table 5–6: Abilities Granted by Pyahuso use this ability a number of times per day equal
Scion Caster to 3 plus her Constitution modifier. A scion that is
Level Ability Gained Level killed or knocked unconscious while using facial
–– Immune to detect thoughts, 3rd alteration reverts to her normal facial type.
discern lies, and any attempt to Natural Deceiver (Ex): Pyahuso eventually
magically discern alignment increases its scion’s propensity for lies and deceit to
1st Facial alteration –– supernatural levels. At 2nd level, this results in a +4
2nd Natural deceiver +4 –– competence bonus to all Bluff checks. The lies told
by the scion are so believable that even she believes
3rd Body alteration ––
that they are true, and she gains an identical bonus
Frightening countenance –– to any Will saves made to resist spells such as zone
4th Size alteration –– of truth. Every third level, the combined bonus
5th Change gender –– provided by this class ability increases by +2.
Body Alteration (Su): The scion of Pyahuso gains
Natural deceiver +6 ––
the ability to alter her entire body in order to more
6th Partial transformation –– closely imitate others when she a�ains 3rd level.
7th Shapechanger subtype –– She can make herself 1 foot taller or shorter, and
8th Change shape –– can become up to half her normal body weight
Natural deceiver +8 –– heavier or lighter. Altering her body in such a way
provides an additional +4 circumstance bonus to
9th –– –– Disguise checks, and this stacks with the bonus
10th Polymorph 16th granted by the facial alteration class ability. It takes
Chapter Five: Swiftrings
75
the scion a move action to alter her body. The scion be a�empted a number of times per day equal to 2
can use this ability a number of times per day equal plus the scion’s Constitution modifier. The scion can
to 3 plus her Constitution modifier. A scion that is remain in his new form until he chooses to assume a
killed or knocked unconscious while using body new one. A change in form cannot be dispelled, but
alteration reverts to her normal body shape. the scion will revert to her natural form if killed or
Frightening Countenance (Su): Once Pyahuso’s knocked unconscious. A true seeing spell or ability
scion a�ains 3rd level, she can quickly alter her facial reveals the scion’s natural form. When using the
structure in order to intimidate, disorient, or frighten change shape ability, Pyahuso’s scion gains a +10
her foes. As a free action, three times per day, she circumstance bonus to Disguise checks. This bonus
may contort her face into a frightening visage. This does not stack with the bonuses provided by the
functions as a scare spell, and a Will saving throw facial alteration or body alteration class abilities.
(DC 10 + ½ scion’s level + scion’s Cha modifier) on Polymorph (Su): At 10th level, Pyahuso’s scion
the part of the target can negate the effects. gains the ability to transform into another form
Size Alteration (Su): Once its scion reaches of living creature 2 times per day. This functions
4th level, Pyahuso allows her to alter her size by as the polymorph spell, with some exceptions. The
one level down. For example, a Medium-sized assumed form cannot have more hit dice that the
scion can reduce himself to Small-size. The scion’s class level, to a maximum of 10 HD at 10th
transformation is not instant, and requires at least level. The transformation is a supernatural ability
one minute to complete. While she is altering her and lasts as long as the scion wishes to remain
size, Pyahuso’s scion cannot perform any strenuous in her new form. A change in form cannot be
activities. If interrupted, she can resume her dispelled, but the scion will revert to his natural
normal size, but will take 1 point of temporary form if killed or knocked unconscious. A true seeing
Constitution damage as a result. The scion can spell or ability will reveal the scion’s natural form.
use this ability a number of times per day equal
to 2 plus her Constitution modifier. A scion that Zafir, the Sapphire of the Summer Sky
is killed or knocked unconscious while using size Once given to Lod, the father of the gods, as a
alteration will revert to her normal size. symbol of fealty, Zafir virtually overflows with the
Change Gender (Su): At 5th level, Pyahuso’s power of the winds and the sky.
scion can switch her gender. Regardless of which
gender she is naturally, the scion is now considered Breath of the Wind Princess
to be biologically male or female (depending on When the Ba�le of the Eight Gods had finally
her current gender). The scion is only fertile in her ended, and the surviving deities had begun to
natural form, so a female scion who has changed take stock of what was le� of the world they had
her gender to male cannot father children, though made and fought for, Lod, the father of the gods,
she can still conceive them when in female form. decided to hold a feast. At this feast, those lords
A change in gender cannot be dispelled, but the of the world still loyal to the gods would present
scion will revert to her natural gender if killed or themselves and swear their fealty to him. Countless
knocked unconscious. mighty beings came before Lod at the feast and
Partial Transformation (Su): Beginning at 6th swore their lasting devotion to the father of the
level, Pyahuso’s scion gains precise control over the gods. Many brought impressive gi�s as a symbol
shape of her body. This allows her to make subtle of their lasting allegiance.
alterations to her physiology, such as growing When the Elemental Lords stood before Lod and
claws (+4 competence bonus to Climb checks), the other gods, they each reached deep inside their
extending webbing between her fingers and toes own bodies, pulling forth one perfect gem each: a
(+4 competence bonus to Swim checks), enlarging ruby from the Flame Duke and his wife, a bright,
her ears (+4 competence bonus to Listen checks), shining diamond from the three Earthen Kings,
or making her hands or wrists thinner in order an emerald from the Deep Lady and her consorts,
to escape bonds (+4 competence bonus to Escape and a sapphire from the Wind Princess and her
artist checks). Only one partial transformation can brothers. As one, they laid these items at the feet of
be a�empted at a time, and it takes a move action the father of the gods. And then they explained....
to complete such an alteration. Each of these stones represented the heart of
Shapechanger Subtype (Ex): Once Pyahuso’s one of the four elements from which Lod had first
scion reaches 7th level, she gains the shapechanger made the world. Literally, they were the hearts of
subtype so long as she possesses the periapt. the first elementals, passed down from generation
Change Shape (Su): Pyahuso’s scion gains the to generation, like crowns from one regent to the
ability to assume the shape of any Small or Medium next. By giving these gems to the father of the gods,
humanoid at 8th level. Such a transformation can they acknowledged him as their ruler. So long as
Chapter Five: Swiftrings
76
Lod held the hearts of the Elemental Lords, he held Attributes
dominion over fire, earth, water, and air. Zafir has the following a�ributes:
Check Required: Knowledge (religion) DC 30. Value: To someone other than a swi� scion, Zafir
Lod bore the gems for eons, and thus mastery appears to be worth as much as a sapphire of feather
over the elements—until his renegade son, Vurkis, fall: 8,500 gp.
in an a�empt to rebuild his lost power, stole Method of Destruction: Zafir may be destroyed
the four elemental gems away from his father. only by removing it from all contact with air for
For a time, the god of evil ruled the elementals, an entire year (by submerging it, for example, or
corrupting countless numbers of them with his by burying it), at which point it becomes nothing
unholy ways. But a�er a time, and with the aid of more than worthless, bri�le, discolored crystal.
Sem, Apon, Ilaia, and Osai—the gods of strength, Check Required: Knowledge (arcana) DC 25.
the sun, swi�ness, and healing—the elementals
were able to rescue the four gems from Vurkis’s Special Abilities
clutches, freeing their people from his cruel power. Zafir provides the following special
Check Required: Knowledge (religion) DC 25. abilities to its wielder, depending
But Vurkis proved a clever and formidable foe, on the character’s level in the spell
and though they got the rings from him they were scion prestige class (see Table 5–7:
unable to return them to Lod. The gems were lost Abilities Granted by Zafir).
to all, even the elementals, for countless millennia. Initial Abilities: Anyone who carries
Tales surfaced, again and again, of priceless Zafir, whether its scion or not, benefits
gems with power over fire, water, earth, and air, from a continuous feather fall effect,
appearing mysteriously in the hands of powerful which triggers whenever the character
kings, warriors, wizards, and priests. The gems falls (rather than voluntarily jumps). The
would serve their owners for a time, then vanish character can also command the feather fall
again, reappearing hundreds of years later. effect to activate when he jumps, if he so
Sometimes they would pass from hand to hand, desires.
but never for more than a few generations. Air Mastery (Su): At 1st level, the scion of Zafir
Always, every time, some elemental creature gains a spatial awareness when ba�ling airborne
appeared to reclaim the gem—usually creatures. Such creatures take a –1 penalty on
just a short time before an enigmatic a�ack and damage rolls against the scion.
stranger, dressed all in yellow and black Rising Wind (Su): At 2nd level, the scion of
(and claiming to be a priest) arrived to Zafir may raise or lower himself on a cushion of
inquire about the gem’s whereabouts. air, moving up or down by as much as 20 feet
And though everyone knew of it, Zafir
per round as a move action. The scion may also
everyone felt somehow constrained from maintain a certain height off the ground with
remarking that yellow and black were the this ability, but a�acking with a melee or ranged
favorite colors of the god of evil—until well a�er the weapon confers a cumulative –1 penalty on a�ack
mysterious figure had departed. rolls (to a maximum of –5). A full round spent
Check Required: Knowledge (history) DC 20. stabilizing allows the scion to return again to a –1
penalty.
Requirements Gust of Wind (Sp): When the scion of Zafir
To qualify to wield Zafir as a swi� scion, a a�ains 2nd level, he is able to produce a gust of
character must fulfill all the following criteria. wind, as the spell, three times per day, as a standard
Alignment: Neutral action. His caster level is the same as his class level.
Base Reflex Bonus: Ref +5. Windform (Su): At 4th level, the scion of Zafir
Skills: Balance 8 ranks. may become misty and insubstantial for a total of
Feats: Mobility. 1 minute per day per scion level. All of the scion’s
Special: Test of Winds: The prospective scion of equipment becomes insubstantial as well. In this
Zafir must live for a month at least 200 feet above form, the scion gains damage reduction 10/magic,
the ground, and his dwelling for this entire time and becomes immune to poison and critical hits.
must be open to the air, and no more than 10 feet However, the scion cannot a�ack in this form or
in diameter. For example, he could dwell atop a use supernatural abilities. The scion can fly at a
200-foot stone tower, so long as the top had no roof. speed of 10 feet (with perfect maneuverability), and
Further, the dwelling can have walls of any material, can pass through small holes or narrow openings,
provided they have windows that cover more area including mere cracks.
than the material they are constructed of, and those Flight (Su): When the scion of Zafir reaches
windows remain open at all times, in all weather. 5th level, he may fly at a speed of 60 feet, with
Chapter Five: Swiftrings
77
good maneuverability, for 2 minutes per day per Table 5–7: Abilities Granted by Zafir
scion level. His speed is reduced to 40 feet if he is Scion Caster
wearing medium or heavy armor, or carrying a Level Ability Gained Level
medium or heavy load. While flying, the scion can –– Feather fall 1st
a�ack and use abilities as normal, and may charge,
1st Air mastery —
but may not “run.”
Windspeed (Su): At 6th level, the scion’s speed 2nd Rising wind 3rd
when traveling in the air increases by 30 feet, to a 3rd Gust of wind 3rd
maximum of twice the normal movement rate for 4th Windform 5th
the scion’s mode of flying. While flying, the scion
5th Flight 5th
also gains a +2 bonus on a�ack rolls and a +2 dodge
bonus to AC and Reflex saves. (Any condition that 6th Windspeed 5th
makes the scion lose his Dexterity bonus to AC, if 7th Perfect flight 7th
any, also makes the scion lose dodge bonuses.) 8th Fresh air —
In addition, three times per day, the scion may 9th Suffocate 9th
make one extra a�ack per round with any weapon
10th Whirlwind —
he is holding, at his full base a�ack bonus (plus
any modifiers appropriate to the situation). The
scion must be making a full a�ack action to use occupies, or if the scion moves the whirlwind into
this ability. or through the creature’s space.
Perfect Flight (Ex): At 7th level, the scion’s Large or smaller creatures might take 2d8
maneuverability while flying increases to perfect. damage when caught in the whirlwind, and
Fresh Air (Su): When the scion of Zafir a�ains may be li�ed into the air. An affected creature
8th level, he produces his own supply of air; must succeed on a Reflex save (DC 22) when it
he effectively no longer needs to breathe. This comes into contact with the whirlwind or take
renders him immune to various gases and airborne the indicated damage. It must also succeed on a
poisons, and allows him to travel in water without second Reflex save or be picked up bodily and held
the risk of drowning. suspended in the powerful winds, automatically
Suffocate (Su): At 9th level, the scion of Zafir taking the indicated damage each round. A
may cause the air around him in a 40-foot radius creature that can fly is allowed a Reflex save each
to become too thin to breathe. Living creatures in round to escape the whirlwind. The creature still
this area with 3 or fewer Hit Dice are immediately takes damage but can leave if the save is successful.
slain (no save). Those with 4 to 6 HD are allowed The save DC is Strength based.
a DC 22 Fortitude save to avoid being slain; Creatures trapped in the whirlwind cannot
success means that the creature takes 1d4 points move except to go where the scion moves the
of Constitution damage instead. Creatures with 7 whirlwind, or to escape the whirlwind. Creatures
to 10 HD take 1d4 points of Constitution damage; caught in the whirlwind can otherwise act
a successful Fortitude save (DC 22) halves the normally, but must succeed on a Concentration
damage. Creatures with more than 10 HD take 1 check (DC 15 + spell level) to cast a spell.
point of Constitution damage, and a successful Creatures caught in the whirlwind take a –4
Fortitude save negates the damage completely. penalty to Dexterity and a –2 penalty on a�ack
This zone of thin air persists for as long as the rolls. The whirlwind can have as many as
scion of Zafir concentrates on it. (This requires a creatures trapped inside at one time as will fit
move action.) Creatures in the area who do not exit inside the whirlwind’s volume. The scion can
the zone must make a new save every round, at the eject any carried creatures whenever he wishes,
start of their actions. Creatures immune to poison, depositing them wherever the whirlwind happens
or those who need not breathe, are immune to this to be.
effect. Holding one’s breath does not negate this If the whirlwind’s base touches the ground, it
effect in any way. creates a swirling cloud of debris. This cloud is
The scion may utilize this ability once per day. centered on the whirlwind and has a diameter of
Whirlwind (Su): When the scion of Zafir reaches 25 feet. The cloud obscures all vision, including
10th level, he can summon forth a whirlwind, once darkvision, beyond 5 feet. Creatures 5 feet away
per day, moving it around for up to 10 rounds have concealment, while those farther away have
before it dissipates. The whirlwind is 5 feet wide total concealment. Those caught in the cloud must
at the base, 30 feet wide at the top, and 50 feet succeed on a Concentration check (DC 15 + spell
tall. A creature might be caught in the whirlwind level) to cast a spell.
if it touches or enters the square the whirlwind
Chapter Five: Swiftrings
78
Zehir, the Poison Ring costly war that raged for years, claiming thousands
Long has it been said that the king of assassins of lives. During the strife that ensued, Endros hired
wore a ring that was as hollow as his heart was himself out to both sides of the conflict, playing
black. one against the other for his own financial gain and
malevolent amusement.
A Murderer’s Heirloom Check Required: Knowledge (history) DC 25.
Known as the king of assassins, Endros Proceus When the war ended, Endros retired to a palatial
proudly claimed that he had killed more men than estate with his ill-go�en gains. He married into
the gods themselves. He was a master of poisons, a prestigious family and sired several children.
and his skills in the domain of toxins and venom Even as a family man, he continued to wear his
were unsurpassed. The toxins concocted by Endros hollow ring as a memento of the life he had lived.
ran the gamut from simple paralytics Though he doubtless grew bored in his
that would leave a victim helpless new existence, it is yet unclear if
for a few moments, to deadly he ever le� his self-imposed
poisons that could end a man’s retirement in search of a bit
life before he took a single step. of lethal entertainment.
The assassin king’s calling When he finally died at
card was a hollow ring, the ripe old age of ninety-
wherein he always stored a three, he was remembered
poison of his own devising. as a loving husband, devoted
Endros constantly father, and wi�y host. His ring
endeavored to increase was sold at auction, purchased
his own immunities to by an anonymous bidder, and of
poison. He introduced small its current whereabouts, none are
amounts of common toxins certain.
into his body, gradually Check Required
Required: Knowledge
building up his resistance (history) DC 20.
to them. The self-proclaimed Zehir is a large gold ring capped by
king of assassins kept a nest a purple star sapphire. The stone is set
of adders as pets, and he was atop a small panel that swings on a pair
known to thrust his bare arm into of cleverly-hidden hinges. When properly
Zehir
the midst of the writhing snakes for the manipulated, the ring will open to reveal a
entertainment of party guests. small compartment that looks to be larger than
Endros was also a master of disguise. So great it should be, given the ring’s dimensions. Finding
was his skill at impersonation and illusion that the hidden compartment within the ring requires a
some speculated that he was not a single man at all, DC 25 Search check.
but a group of like-minded killers who served the
same homicidal agenda. These rumors were never Requirements
proven, and Endros merely laughed when curious To wear Zehir as its swi� scion, a character must
guests broached the subject. fulfill the following criteria.
Check Required: Knowledge (history) DC 20. Alignment: Any non-good.
Above his other eccentricities, Endros Proceus Skills: Cra� (alchemy) 9 ranks, Sleight of Hand
vehemently claimed that he killed for sport, even 9 ranks.
as his coffers filled to overflowing with blood Feats: Weapon Focus (dagger, dart, or hand
money. The challenge of a contract was worth crossbow).
more to him than any number of gold coins. He
frequently refused contracts that he judged too Restrictions
elementary for his finely honed skills, even when Anyone wishing to remain the scion of Zehir must
the offered reward was gratuitous in the extreme. regularly expose himself to the toxins that the ring
“Take your money and leave my sight,” he told produces. Once per month, as well as every time
one potential client. “Your offered contract is so the ring’s scion gains a new level in the swi� scion
insultingly easy that I’m tempted to kill you myself prestige class, he must ingest, or appropriately
and be done with it.” apply, the most potent poison that the ring can
Endros was eventually contracted to poison produce. He gains a saving throw as normal for
a country’s ruling monarch and much of the the poison, and any bonuses that the ring would
royal family. The combined assassinations were grant apply to this roll as normal. Failure to follow
stunningly successful, and the event sparked a through with this procedure will cause the ring’s
Chapter Five: Swiftrings
79
Table 5–8: Abilities Granted by Zehir Detect Poison (Sp): Upon gaining 1st level as
Scion Caster Zehir’s swi� scion, a character gains the ability to
Level Ability Gained Level cast detect poison at will.
–– Save against poison +1 3rd Poison Use (Ex): When applying poison to a
1st Detect poison 3rd blade, Zehir’s swi� scion never risks accidentally
poisoning himself.
Poison use –– Save Against Poison (Su): Zehir’s ability to
2nd Save against poison +2 6th protect its scion against poison increases with
3rd Create poison 1/day –– level. At second level, the resistance bonus against
New poison type (injury) –– poison provided by the ring increases to +2. This
bonus increases by an additional +1 every even
4th Save against poison +3 9th level therea�er, peaking at +5 when the ring’s swi�
Increased toxicity (1d6) –– scion reaches 8th level.
5th Create poison 2/day –– Create Poison (Su): When its swi� scion
New poison type (Ingested) –– reaches 3rd level, Zehir gains the ability to create
a single dose of poison within the ring’s hidden
6th Save against poison +4 12th
compartment once per day. This poison has a save
Increased toxicity (1d8) –– DC equal to 10 plus the scion’s class level. Hence,
7th Create poison 3/day –– a 3rd level scion’s poison will have a save DC of
New poison type (inhaled) –– 13. At 3rd level, the poison created by Zehir can
only be introduced into a victim through a wound
8th Save against poison +5 15th
or other injury. Poison created by the ring inflicts
Increased toxicity (1d10) –– 1d4 primary and secondary damage to either
9th Create poison 4/day –– Strength, Dexterity, or Constitution. The scion
New poison type (Contact) –– chooses which one of these a�ributes the poison
will affect when it is created. At 5th level, and
10th Poison immunity ––
every two levels therea�er, Zehir’s swi� scion can
use the ring to create an additional dose of poison
powers to be lost to the scion. Indeed, a scion of per day.
Zehir denied its powers suffers a negative penalty The venoms created by Zehir have a relatively
equal to his normal bonus to all Fortitude saves short shelf life. As such, they retain their potency
against poisons. for only 12 hours.
New Poison Type (Su): When the ring’s swi�
Attributes scion achieves 5th level, he can use the ring to
Zehir has the following a�ributes. manufacture ingested poisons. At 7th level, the
Method of Destruction: Zehir can be destroyed ring’s repertoire evolves further, allowing its scion
by soaking it in a vial of antidote for a fortnight. to create inhaled toxins. Finally, at 9th level, Zehir
Each day, the antidote must be replaced with can create contact poisons.
a fresh supply. On the end of the fourteenth Increased Toxicity (Su): Poisons created by
day, Zehir will become useless, its toxic magic Zehir become increasingly virulent as its swi�
destroyed. scion advances in level. At 4th level, the amount
Check Required: Knowledge (arcana) DC 25. of damage inflicted by the ring’s manufactured
Value: To any character other than its swi� poisons increases to 1d6 points of primary and
scion, Zehir appears to be merely a ring of poison secondary a�ribute damage. At 6th level, poisons
resistance +1 (1,000 gp). become even more toxic, inflicting 1d8 points of
primary and secondary a�ribute damage. When
Special Abilities the ring’s scion reaches 8th level, the poisons he
Zehir provides the following special abilities to its creates will inflict 1d10 points of primary and
wearer, depending upon the character’s level in the secondary a�ribute damage.
swi� scion prestige class (see Table 5–8: Abilities Poison Immunity (Su): When Zehir’s swi�
Granted by Zehir). scion reaches 10th level, he develops a complete
Initial Abilities: Zehir provides anyone who immunity to all poisons.
wears it with a +1 resistance bonus against poisons.
Appendix: Open Game License
Designation of Product Identity:
The Game Mechanics company name and logos, all artwork, trade dress, and graphic design elements; all characters, weapons, artifacts, spells, effects, creatures, gods,
place names and geographical locations, organizations, fictional histories and historical events, plots, stories, storylines, plots, thematic elements, and dialogue. This
does not include elements that already appear in the d20 System Reference Document and are already Open Game Content by virtue of inclusion there.

Designation of Open Game Content:


The text of Chapter One and the non-Product Identity text portions of the legendary magic items in Chapters Two through Five. Note that Open Game Content is still copy-
righted material.

Open Game License Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equip-
ment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Dis-
tribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agree-
ment with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
tion with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Con-
tributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Swords of Our Fathers Copyright 2003, The Game Mechanics, Inc.

Staves of Ascendance Copyright 2003, The Game Mechanics, Inc.

Artifacts of the Ages: Swords and Staves Copyright 2003, The Game Mechanics, Inc.; Authors JD Wiker and Rich Redman.

Artifacts of the Ages: Rings, Copyright 2003, The Game Mechanics, Inc.; Authors JD Wiker and Gary Astleford.

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