dm sketchpad - the frozen north
DESCRIPTION
This is the December 2009 DM Sketchpad. I never had the time to publish it to PDF before now. Enjoy.TRANSCRIPT
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DM Sketchpad – The Frozen North
Authors: Mark Gedak, Zachary Houghton , Shane O’Connor, Stefen Styrsky Cartography: Kristian Richards Design/Layout: Mark Gedak Editor: Still just me, I’m sorry about that but that is the way it is. Reviews: Mark Gedak A Year in Review 2 Beneath the Ice 4 Class Variants 9 Clerical Domains 11 Gods of the Grand OGL Wiki 13 Hazards 15 The Magic of Oz 16 Magic Items for OSGs 16 Mecha 17 Monsters 18 Non-Player Characters 25
Otyughnomicon 27 Planar 30 Psionics 32 Races 35 Scribbles 35 Spellchrome 38 Templates/Variants 39 Tough Chicks with Firearms 40 Witch Battle 42 Reviews 43 OGL 45
Some artwork copyright Octavirate Entertainment, used with permission. Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.1 available at www.goblinoidgames.com. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. The map by Krisitan Richards, A Year in Review and the review are closed content. The remainder of the text material is open game content.
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A Year in Review
This is the last day of 2009 so I thought I might take a moment to collect my thoughts on
the site and talk about what is happening behind the scenes as well as what is happening on
the DM Sketchpad.
Thanks
1. Readers/Users I get next to no feedback on the site and that is a shame but I can
tell from the traffic numbers that people are coming to the site and reading it. I‘m
glad that so many gamers are finding it useful.
2. Publishers I want to thank all the publishers have had the courage to be supporters
of the Grand OGL Wiki. It is only through their generous support that we are able to
continue to bring more and more content to the OGC by Book page. Please if you
don‘t have time to provide me with feedback to this site, drop by the publishers web
pages and thank them for helping us or and pick up something new from them. At
one time I thought, resistant publishers who benefited from the OGL would come
around and support this project but I do not believe that will happen anymore, so I
think it is very important to financially support those that have supported us.
3. Content Pullers I want to thank John Whamond and Chris Sakkas who continue to
pull content from Publishers to add to the OGC by Book page.
4. Sketchpad Contributors Thanks to Shane, Chris, Zach, Stefen, Steve, Ken,
Charles, Mark and absolutely everyone that I‘ve missed. You have made it possible
for this to continue for over nine months now.
5. Sponsors I would like to thank the unnamed sponsors who have made donations to
the Grand OGL Wiki site that have paid for our hosting costs and removed some of
the financial costs of me running the site. I appreciate it.
The Experiments
1. Maps by Kristian I saw Kristian Richard‘s maps on EnWorld and asked if he would
be willing to provide me with a map for the DM Sketchpad each month. He has
faithfully done that each month and has even provided adventure tiles for many of
the maps. I view this addition as a success, and as long as Kristian keeps sending
me maps I will continue to add them to the DM Sketchpad.
2. Adventures by Mark As Kristian has sent over maps, I‘ve clumsily tried to add plot
to them. My attempts to plot modules in Kristian‘s maps have been awful. I always
leave them to the end of the month and it is always a bit of a hack-job. I need to
either find a volunteer to write a good module or rethink what I‘m doing on this
entry. I‘m not happy with the feel of my adventures, the format of my adventure or
even how they come together. I also receive no feedback on the adventures so I
don‘t know if anyone actually uses the adventures for anything.
3. RSS Feed I started an RSS feed on the site forums, so if you don‘t want to check
the DM Sketchpad daily then you can add the DM Sketchpad to your feed aggregator
and it will let you know when a new entry has been written. This has not added
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much additional work to my life and I know it is being used by some so I think it has
been a successful addition to the site.
4. PDF Compilations I started doing PDF compilations of the DM Sketchpad in May of
2009 and they have occurred as monthly or bimonthly issues since then. Building a
compilation usually takes me a Saturday or a Saturday and a bit of Sunday if my
technology is working right (currently my Acrobat is screwed and I need to get a new
copy of 9 or maybe a subscription to Acrobat.com). Although time consuming, I like
having a final PDF copy of the DM Sketchpad so I think this will continue as well.
5. Monthly Themes It was suggested to me that if the DM Sketchpad had a theme
each month then potential content donators might have a guide on what to write
about. I‘ve done themes in November and December and in both months there has
been a decline in the number of donated content or concerns from donators that I
have XXXX but it wouldn‘t fit the theme. Obviously, I‘ve indicated to them that
material doesn‘t need to fit the theme but it seems to have mentally added an
additional barrier. So for the time being I‘m going to suspend theme for January and
February and return the DM Sketchpad to the strange chaotic collection of ideas. I
think we will do themes once every three months to allow build-up time (March is
Dragon month).
The Statistics
In the year that was 2009, we had over 42,000 unique visitors come to site and have
eaten up 13.35 GB of band width.
81.2% of the GOW users are coming to us on Windows, 8% on Mac and the rest
from Linix, Unix, Symbian OS, Blackberry, Sony PSP and Java.
Firefox has a good lead on Internet Explorer and Chrome is just squeezing out Safari.
The zip back-up of the site is 49.85 MB and contain over 3400 pages and files.
There are 62 subscribers to the DM Sketchpad compilation.
The Struggles
1. Content on the Grand OGL Wiki As I‘ve developed the DM Sketchpad as a
companion piece to the Grand OGL Wiki, the amount of content that I am pulling
from publishers has slowed dramatically. I have been criticised by some people for
this because the GOW was originally meant to be a storehouse of OGC. In my view
that hasn‘t changed, with the addition of the DM Sketchpad we are now a collection
of both older content and new content. Instead of a museum to past work of
publishers we are a growing site of changing and living material, an exploratorium of
OGL games. That said I will try to add two more books of OGC to the Grand OGL
Wiki personally each month. My OGC book days for January are the 9th and the
23rd.
2. Gaming I am not gaming enough. I need to have a regular gaming group that I
meet with once a week or once every two weeks. I will need to get on the phone to
Kent or Patrick or check out the flatland gamers days in Regina. My PBEM game is
going slowly but it just isn‘t working as well as I want it to. I wonder if a PBEM game
would work on a blog. So as DM I would post material to the blog and players would
call actions or respond via comments. Has anyone tried this?
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3. Hobbylancing I‘m currently working on a hobbylancing project with Stefen Styrsky
and he‘s doing most of the heavy lifting on this one and I need to pick up my end. I
think for the next while I will need to designate some time on M, W, F, S to
hobbylancing. That will likely result in shorter DM Sketchpad entries but I‘ve made a
commitment to this 3P Pathfinder project and it need to work on it constructively.
4. Work I teach high school mathematics and science if you didn‘t already know. We
work on a Copernican system so in roughly 38 days, I need two teach two classes in
their entirety, assess students constantly, provide feedback to parents and students
and be ready to roll with change at a moment‘s notice. As such my work always has
to get priority, because I don‘t have the luxury of a five-month course like in a
regular two semester system. So if you see the DM Sketchpad says Jan 14th and it is
the 28th, most likely work has thrown me a curve and I will update as soon as I can
(or now would be a good time for contributors to submit ).
5. Life My life seems to be what I‘m doing when everything else is done. It seems to
occupy that time after school when I make supper and just before bed. That doesn‘t
seem right to me, so I will need to examine things and reprioritize things as I move
into January and Block 3 of the school year.
Beneath the Ice
Beneath the Ice
Beneath the Ice is a side-trek adventure for Labyrinth LordTM fantasy roleplaying game
created by Goblinoid Games. It is intended for 8th to 10th level characters. The adventure
should be successfully played within a couple of hours. The adventure is considered Open
Game Content but the map is closed content.
The site of this adventure is buried deep beneath an ice field in the northern reaches of your
campaign world. While the characters are on another quest of importance, such as freeing
the southern lands of the Frost Giant King‘s evil cyromancy, one of the characters stumbles
(literally, and figuratively) upon a hidden outpost of a forgotten planar cult.
Background
In the time before recorded time, when intelligent things took not the form of man but
instead some aberrant nature both to horrible to describe and remember, a cult of proto-
humanoid elementals toiled within the northern lands to establish a permanent conduit
between the prime material plane and the plane of ice. One of the wizards working on the
conduit miscalculated the placement of several important sigils and cast the whole region
into an icy grip. This killed many of the aberrant creatures, placed the proto-humanoid
elemental into suspended animation and allowed mammalian life to take a more central role
in the affairs of the surface world.
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Into the Crevasse
As the PCs travel across the surface of the Crystalglare Icefield (or a similar glacier in your
world), a crack forms in the surface sending one of the PCs sliding down into the interior of
the glacier. He lands at the entrance to the cult‘s temple and this intrusion of humanoid life
begins to wake the creatures from their suspended hibernation.
Room 1
The tunnel is lined with smooth, white stone tiles that are cold to the touch. The tunnel
looks to have been carved long ago and the walls are decorated with relief of great ice
dragons, ice elementals and other frozen beasts all locked in terrible combat. At the far end
of the hall the passage is seal with a heavy wall of ice, illumination beyond that wall casts
inhuman shadows moving beyond that wall. There are open passages that lead north and
south into darkness as well as another chamber on the right.
The wall of ice sealing off the passage into room 4 is starting to melt. Ice melts the proto-
humanoid elemental will be able to continue their work. At the current rate of melting it will
take 1 hour for the ice plugs sealing room 4 to melt. Any fire spells used within the location
will reduce the melting time by 10 minutes per spell as heat will be channelled to this room.
Any cold spell used within this location will increase the melting time by 10 minutes per
spell as well. The proto-humanoid elementals can see in the dark and have not put magical
lights or scones in any of their chambers.
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Room 2
The sound of chopping ice can be heard echoing throughout this chamber.
If the characters bring light into this chamber read the following.
Your eyes are drawn almost immediately to the image of four, dishevelled humans hacking
apart the body of a humanoid creature composed of ice.
If the character make their presence known, the humans (4 Beserkers, HD 3+1, hp 19,
19, 10 and 20, wield battle axes [1d8]) have just woken up from suspended animation.
Upon their awakening they were attacked by a juvenile black ice reaver that came in
through the portal in room 5. They have been driven made by their suspended animation
and will attack anything or anyone they don‘t recognize on site.
A hunting party of 12 entered these chambers long ago and were caught in the cult‘s failed
experiment. Eight never survived the process and stand like statues decorating this
chamber. Amongst the variety of beserkers (live and dead) they have a selection of
scrimshaw and soapstone jewellery and pieces of art that could be worth up to 636 gp to a
collector of northern crafts.
The entrance to room 4 is likewise plugged in this room.
Room 3
When light is brought into this room, read the following to the players.
The room is filled with blue and silver cloaks hanging along metal pegs on the walls. On the
south wall there is a rack of simply weapons—axes, hammers and other chopping or
hacking tools. There is nothing else of interest in the room.
This is a closet and storage room for the cult that constructed this lair. The cloaks are
magical in nature and help the cultists travel the surface world more easily.
Cloak of the Frozen North This magical cloak lets the wearer travel across snow and ice
at normal speed leaving no tracks. It also allows the wearer to see normally in blizzards and
snowstorms.
Hidden in a secret cubbyhole (1 on 1d6 to locate by searching), contains 300 gp and a wand
of cold (22 charges).
Room 4
This room has light that pours through the elemental conduit in the centre of the room.
Around the room shamble three vaguely humanoid shapes. They writhe with tentacles arms
and chant in some alien tongue as light begins to pulse from the gaping hole in the centre of
the room.
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The three creatures that shamble about the room are scarboi a proto-humanoid elemental
race (see below). They are involves in a process to form a permanent conduit to the plane
of ice (now that they have corrected their magical glyph) and this process will take 30
cultist rounds of activity once the ice plugs melt and open the passages into room 4. The
scarboi are interested primarily in opening the conduit into the Plane of Ice and bringing
their frozen god onto the Material plane but will certain defend themselves and kill any
intruders.
The scarboi have a treasure cache in a trapped chest in the north-west corner of this room.
In it there is 312 pp, 7 gems of turquoise cold, and 2 necklaces made of never-melting ice
(dealing 1 point of damage a round to the wearer) and a +1 flametongue, that they stole
from their enemies.
Scarboi
No. Enc. 1d4 (5d4)
Alignment Chaotic
Movement 120 ‗ (40‘)
Armor Class 3
Hit Dice 6+2
Attacks 3 (ice beams 60‗ and bite)
Damage 1d8/1d8/1d4
Save F6
Morale 10
Hoard Class XIV
Scarboi are humanoid in shape and bluish-green in colour. In place of hands they have four
writhing tentacles. Two of these can be used in combat to project ice beams while two can
be used to continue their ritual magic practices. Alternatively they can use all four tentacles
to attempt to summon an 8 HD ice elemental (use fire elemental statistics) with a 20%
chance once per day. They are immune to damage from cold sources. The scarboi worship
Illyulikius, the frozen god of devastation.
Room 5
When the characters bring light into this room you can read the following:
This long way opens into a small antechamber that is flanked by two hallways leading into
circular rooms. There lair is warmer her as steam vents out of the east-most room and
water trickles in a shallow river from the central plugged room into the west-most room and
down into a drain in the floor. They must be a heater somewhere under this complex that
has churned back to life.
If the characters list carefully they can hear a trudging clumping sound. A temporary portal
has opened to the plane of ice between the steam vent and the drain hole room letting a
couple of juvenile black ice reavers through into the Material plane. One was killed by the
thawing berserkers in room 2.
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Juvenile Black Ice Reaver
No. Enc. 1 (3-8)
Alignment Neutral
Movement 120‘ (40‘) [icewalk]
Armor Class 4
Hit Dice 5+4
Attacks 2 (slams) or 1 hail of icicles
Damage 2d6/2d6 or 5d4
Save F5
Morale 8
Hoard Class IV
Black ice reavers are terrible elemental creatures that hail from the plane of ice. With a
successful attack they can hold onto an opponent and deal 2d6 point of cold each round
until the victim is frozen solid. They freeze opponents like this to leave as offerings to their
god.
Room 6
When the characters bring light into this area you can read the following:
This rounded hallway looks to be the ceremonial approach to the central chamber. The
follow is patterned with dark blue, iridescent tiles that seem to sweep toward the central
room like a luxurious carpet. The walls of this chamber are also carved with images of ice
dragons, elementals and black ice reavers on a snow-field. However this one also depict
several tentacle humanoids raising up an indescribable squamous horror from within the ice
that lashes out at the assembled monstrosities scattering them like children‘s toys.
This room depicts the scarboi‘s legends of what the awakening of Illyulikius will be like. The
entrance to the central chamber if not still plugged with ice has a magical trap set upon it.
Anyone attempting to enter the central chamber by this east-west passageway will be
subjected to a 6d6 iceball (as fireball but deals cold damage). They may save for half
damage.
Room 7
The walls of this chamber are lined with tanks of glowing, rolling liquid. Each round tank is
about 5 ft. square, metal on the bottom and glass on the top. Within the glass is a pulsating
bluish-green liquid that clumps, forms and dissipates in an endless struggle to form
something that is lifelike.
This room houses the birthing tanks of the scarboi. Each tank can bring another scarboi to
life. There are currently 13 tanks in this room in which pre-emergent scarboi are
developing. They will reach maturity and escape the tanks within 11 days. There is nothing
else of value within this chamber.
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Class Variants
Elemental Wizard Options
Ice Element
The ice elementalist has specialized in the use of cold and wind-based spells. The ice
elemental is opposed by the lesser element of magma.
Bonus Feats At 5th, 10th, 15th and 20th level, an ice elementalist gains a bonus feat. In
addition to the standard bonus feats available to all wizards at these levels, the ice
elementalist adds Controlled Shiver to the list of choices.
Magma Vulnerability (Su): You take an additional 50% damage from all magma lesser
element spells and suffer a -2 penalty to all Constitution checks and Fortitude saves to avoid
nonlethal damage from hot environments.
Like an Iceberg (Su) You receive a +2 enhancement bonus to all Spellcraft and
Knowledge (arcana) checks involving ice spells, and to all Swim skill checks. The bonus
increase by +1 for every five wizard levels you possess, to a maximum of +6 at 20th level.
You also gain cold immunity and con no longer be harmed by spells and spell-like abilities
with the cold descriptor.
Blizzard (Su) Every damage-dealing cold spell you case deals additional damage equal to
½ your wizard level (minimum +1 damage). This bonus applies only once per spell; a
missile or ray does not receive the bonus damage on each missile or ray. At 20th level,
whenever you cast an ice spell you can roll your caster level check twice to get through a
creature‘s spell resistance, taking the better of the two rolls.
Lord of the Glacier (Su) At 8th-level, you can a +1 bonus to your Constitution and your
Wisdom scores. Like a glacier, you are hardy and patient. In addition whenever you
summon a cold- or wind-based elemental, increase the duration of the spell by a number of
rounds equal to ½ your wizard level. At 20th level, you can change the duration to
permanent.
Controlled Shiver
You can restore your body temperature to normal by shivering.
Benefit: You can shiver violently for one round, eliminating one point of nonlethal damage
due to exposure. You can do this as often as you like but can do nothing else during that
round.
Ice Spell Lists
0th Level Spells (Cantrips): BreezeRWS, ChillSoE, Create SnowF&F, Elemental
SampleRWS, Ray of Frost.
1st Level Spells: Blood Like IciclesRWS, Chill BloodRWS, DisappearR&R, Elemental
BastionRWS, Endure Elements, Freezing HandsF&F, Freezing WeaponSoE, Gelid
StreamRWS, HibernateF&F, IceF&F, Magic SnowballF&F, Mild FrostbiteF&F, MisstepsAPM,
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Obscuring Mist, PrecipitateAPM,Predict WeatherRWS, Rabbit FeetR&R, Resistance, Speed
of BreathMoR, Snow BlindnessF&F, TorchdimAPM, TorporSoE.
2nd Level Spells: Air BrandRWS, Clarity of PurposeMoR, Cold SnapR&R, Eyes of IceF&F,
Freezing BladeF&F, Freezing FogSoE, IceshardsR&R, IglooF&F, Immobilize ExtremityRWS,
Meld Into IceF&F, Mild HypothermiaF&F, Moderate FrostbiteF&F, Sleep of the DeadR&R,
SnowballF&F, Snow WalkF&F, SunddogF&F, Veil of FrostS&M, Water BrandRWS, WhiteoutF&F,
Winter DepressionF&F.
3rd Level Spells: Awaken ElementRWS, Breath of the Winter WolfSoE, Displacement,
Gaseous Form, Gust of Wind, Ice BoltF&F, Ice ShapeF&F, Ice WalkF&F, Law of the
WildRWS, MalaiseR&R, Moderate HyperthermiaF&F, Protection from ElementsR&R, Remove
HypothermiaF&F, Severe FrostbiteF&F, Slow, Wind Wall.
4th Level Spells: Animate IceF&F, Control SnowF&F, Footprint CurseF&F, Fortify
ArmorF&F, FrostformR&R, Greater Air BrandRWS, Greater Water BrandRWS, Hallucinatory
Terrain, Ice Storm, IciclesF&F, Near to IceR, Razor WingsS&M, Severe HypothermiaF&F,
SnowstormF&F, Teeth of the WindAPM, Wall of PermafrostF&F, WeatherblindnessRWS,
Yuki‘s TouchMoR
5th Level Spells: AdaptationRWS, Animate SnowF&F, Chill GazeR&R, Cloak of GloomAPM,
Cone of Cold, Control Winds, Elemental RuptureRWS, Faerie IceF&F, MoonbrightAPM,
Sending, Set Loose the Raging WindRWS, Sigil of IceR&R, Slow the YearsR&R, Wall of
Ice, Wind BindingsRWS.
6th Level Spells: Call AuroraF&F, Deep Sleep, Elemental ParasiteRWS, Flesh to IceF&F,
Freezing Sphere, Heat of the Water DragonMoR, IceballsF&F, LongevityRWS, Move
SnowF&F, Repulsion, Wisdom of the Air DragonMoR, Wind Walk.
7th Level Spells: AvalancheF&F, BlowbackRWS, CrystalformS&M, Fast ElementalS&M, Flash
FreezeSoE, Freezing CurseR&R, Guardian of IceMoR, Insanity, Mislead, Sequester, Sleep
of PowerRWS, Vanish.
8th Level Spells: Aura of ColdSoE, CrevaseF&F, Elemental KissR&R, Leech FieldR&R, Planar
PromiseRWS, Repel Ice and SnowF&F, Slayer‘s KnivesR, Symbol of GriefRWS, Transmute
Metal to IceF&F.
9th Level Spells: Deadly TempestAPM, GlacierSoE, Imprisonment, Planar BreachRWS,
SnowmenF&F, Temporal Stasis, Tendrils of Eternal NightR&R.
The Acronyms (Not OGC)
APM - Advanced Player‘s Manual
F&F - Frost and Fur
MoR - Magic of Rokugan
RWS - Renegade Wizard‘s Spellbook
R - Rokugan
R&R Relics and Rituals I or II
SoE - School of Evocation
S&M - Spells and Magic
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Clerical Domains
Cold Domain
Granted Powers
You can call forth cold, command creatures of ice, and your flesh does not freeze.
Frozen Skin (Su): At 1st level you can surround yourself with cold energy that harms other
creatures. Any creature that succeeds on a melee weapon or natural attack against you
takes 1d4 points of cold damage +1 for every two cleric levels you possess. Creatures
wielding melee weapons with reach are not affected by this power. You can use this ability a
number of rounds per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at
12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st – endure elements, 2nd – chill metal, 3rd – sleet storm, 4th – wall of
ice, 5th – cone of cold, 6th – freezing sphere, 7th – elemental body IV (ice elemental only)*
8th – polar ray, 9th – elemental swarm (ice elemental only)*
Winter
Granted Powers
You control the powers of wind and hail, snow and ice, and the elements of the north.
Icy Blast (Sp): As a standard action you can chill a creature within 30 feet as a ranged
touch attack. The creature takes a -2 penalty to attack rolls, damage rolls and physical skill
and ability checks for a number of rounds equal to ½ your cleric level (minimum 1). You can
use this power a number of times per day equal to 3 + your Wisdom modifier.
Driving Snow (Su): At 8th level you can call down a 30-foot radius area of driving snow and
sleet centered on yourself for a number of rounds equal to your cleric level. You and all
allies in the area gain concealment and resist fire 5. At 14th level this resistance increases
to 10 and all enemies in the area also take 1d4 points of cold damage per round. These
rounds do not need to be consecutive.
Domain Spells: 1st – obscuring mist, 2nd – gust of wind, 3rd – sleet storm, 4th – ice
storm, 5th – control winds, 6th – freezing sphere, 7th – control weather (winter only), 8th –
polar ray, 9th – storm of vengeance (acid rain is instead freezing rain which deals cold
damage.)
For an ice elemental use earth elemental stats with the following changes:
Replace burrow and earth glide ability with ice walk
Remove tremorsense
Replace earth mastery with ice mastery
Add cold immunity
Add vulnerability to fire
Add the following cold damage to melee slam attacks: Small 1d2, Medium 1d4,
Large-Huge 1d6, Elder 1d8
Add Blind-Fight as a bonus feat (they are practiced at fighting opponents concealed
in blowing ice and snow)
If you turn yourself into an ice elemental using elemental body your stats change as if you
had assumed the form of an earth elemental, but instead of earth glide or burrow you gain
ice walk instead.
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Ice Elemental
This jagged creature looks like blocks of ice stacked in the shape of a man.
Languages Polar
[Ecology]
Environment any (Plane of Cold)
Organization solitary, pair or gang (3-8)
Treasure none
[Special Abilities]
Ice Mastery (Ex): An ice elemental gains a +1 bonus on attack and damage rolls if both it
and its foe are touching an icy surface. If an opponent or elemental is touching a hot
surface such as lava or in an unusually hot environment, the elemental takes a -4 penalty
on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers,
whether the elemental is initiating or resisting these kinds of attacks.
Ice Walk (Ex): Slippery ice conditions or difficult snowy, frozen or icy terrain does not
hinder an ice elemental. It moves its base speed +20 feet in such conditions. Moving on
slippery frozen surfaces does not require it to make Acrobatics checks.
Famine Domain
Deity The Horsemen
Granted Powers
Weakening Touch (Sp): As a melee touch attack, you can cause a living creature to suffer a
-8 Strength penalty on all actions for a number of rounds equal to ½ your cleric level
(minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.
Aura of Exhaustion (Su): At 8th level, you can emit a 30 ft. aura that causes exhaustion in
opponents for a number of rounds equal to your cleric level. These rounds do not need to be
consecutive.
Domain Spells 1st - destroy waterES , 2nd - desecrate, 3rd - ray of exhaustion, 4th -
unholy blight, 5th - corrupt waterES, 6th - lifeleechES, 7th - symbol of weakness, 8th - horrid
wilting, 9th -energy drain.
Pestilence Domain
Deity The Horseman
Granted Powers
Nauseating Touch (Sp): As a melee touch attack, you can cause a living creature to become
nauseated for a number of rounds equal to ½ your cleric level (minimum 1). Creatures with
more Hit Dice than your cleric level are unaffected. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Diseased Form (Su): At 8th level, you become immune to disease but while you are
immune to natural diseases, you are a carrier. When you make a melee attack you can
choose to inflict your opponent with the shakes or bubonic plague or leprosy (choose one,
as per normal rules for diseases). You can attempt to spread disease in this manner a
number of times per day equal to your cleric level.
Domain Spells 1st - detect diseaseES , 2nd - charnel stenchES, 3rd - contagion, 4th -
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poison, 5th - blight, 6th -anti-life shell , 7th - plagueES, 8th - symbol of griefDM, 9th -
stillbornDC2
DC2 - Dread Codex II
DM - Drow Magic
ES - Eldritch Sorcery.
Gods of the Grand OGL Wiki
The Story of Sedna
As the legend goes, Sedna was a beautiful Inuit girl who lived with her father. She was very
vain and thought she was too beautiful to marry just anyone. Time and time again she
turned down hunters who came to her camp wishing to marry her. Finally one day her
father said to her "Sedna, we have no food and we will go hungry soon. You need a
husband to take care of you, so the next hunter who comes to ask your hand in marriage,
you must marry him." Sedna ignored her father and kept brushing her hair as she looked at
her reflection in the water.
Soon her father saw another hunter approaching their camp. The man was dressed
elegantly in furs and appeared to be well-to-do even though his face was hidden. Sedna's
father spoke to the man. "If you wish to seek a wife I have a beautiful daughter. She can
cook and sew and I know she will make a good wife." Under great protest, Sedna was
placed aboard of the hunters kayak and journeyed to her new home. Soon they arrived at
an island. Sedna looked around. She could see nothing. No sod hut, no tent, just bare rocks
and a cliff. The hunter stood before Sedna and as he pulled down his hood, he let out and
evil laugh. Sedna's husband was not a man as she had thought but a raven in disguise. She
screamed and tried to run, but the bird dragged her to a clearing on the cliff. Sedna's new
home was a few tufts of animal hair and feathers strewn about on the hard, cold rock. The
only food she had to eat was fish. Her husband, the raven, brought raw fish to her after a
day of flying off in search of food.
Sedna was very unhappy and miserable. She cried and cried and called her father's name.
Through the howling arctic winds Sedna's father could hear his daughter's cries. He felt
guilty for what he had done as he knew she was sad. Sedna's father decided it was time to
rescue his daughter. He loaded up his kayak and paddled for days through the frigid arctic
waters to his Sedna's home. When he arrived Sedna was standing on the shore. Sedna
hugged her father then quickly climbed into his kayak and paddled away. After many hours
of travel Sedna turned and saw a black speck far off into the distance. She felt the fear well
up inside of her for she knew the speck was her angry husband flying in search of her.
The big black raven swooped down upon the kayak bobbing on the ocean. Sedna's father
took his paddle and struck at the raven but missed as the bird continued to harass them.
Finally the raven swooped down near the kayak and flapped his wing upon the ocean. A
vicious storm began to brew. The calm arctic ocean soon became a raging torrent tossing
P a g e | 14
the tiny kayak to and fro. Sedna's father became very frightened. He grabbed Sedna and
threw her over the side of the kayak into the ocean. "Here, he screamed, here is your
precious wife, please do not hurt me, take her."
Sedna screamed and struggled as her body began go numb in the icy arctic waters. She
swam to the kayak and reached up, her fingers grasping the side of the boat. Her father,
terrified by the raging storm, thought only of himself as he grabbed the paddle and began
to pound against Sedna's fingers. Sedna screamed for her father to stop but to no avail. Her
frozen fingers cracked and fell into the ocean. Affected by her ghastly husbands powers,
Sedna's fingers while sinking to the bottom, turned into seals. Sedna attempted again to
swim and cling to her father's kayak. Again he grabbed the paddle and began beating at her
hands. Again Sedna's hands, frozen by the arctic sea again cracked off. The stumps began
to drift to the bottom of the sea, this time turned into the whales and other large mammals.
Sedna could fight no more and began to sink herself.
Sedna, tormented and raging with anger for what had happened to her, did not perish. She
became, and still is today, the goddess of the sea. Sedna's companions are the seals, and
the whales that sit with her at the bottom on the ocean. Her anger and fury against man is
what drums up the violent seas and storms . Hunters have a great respect for her. Legend
has it that they must treat her with respect. Shaman's from the world above must swim
down to her to comb her long black tangled hair. This calms Sedna down. Once this is done,
she releases her mammals to allow the Inuit to eat from the bounty of the sea. It is for this
reason in the north that after a hunter catches a seal he drops water into the mouth of the
mammal, a gesture to thank Sedna for her kindness in allowing him to feed his family.
This is the legend of Sedna.
Source: Sedna Website
Sedna
The Northern Storm, Betrayed Daughter, Queen of Seals
Goddess of seals, ocean, storms and the underworld
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Alignment CN
Domains Animal, OceanBoDM, Water, Weather
Favoured Weapon harpoon
The Queen of Seals makes these demands of the faithful:
To never marry in haste, always carefully consider your mate even in times of
hardship.
To allow your hair to grow long and spend 15 minutes a day brushing it.
To drop water into the mouth of a caught seal, walrus or whale to that the queen for her
generosity.
Hazards
Spell Leech Crystals (CR Variable)
Spell leech crystals are a recent hazard seen on
the material plane. These extraplanar crystals
grow naturally in the Elemental Plane of Earth,
but have been able to flourish in the material
plane due to its ambient magical energy. Spell
leech crystals were transported to the material
world by treasure hunters who did not realize the
crystal‘s threat until too late.
Spell leech crystals adhere themselves to other
sediment structures underground and typically
appear in patches of 10 ft. square to 50 ft.
square. The crystals absorb magical energy from
the area around them; this effect is so powerful
that it sets up an area of antimagic within 30 ft.
of the patch. To cast any spell or gain benefit
from any magic item in this antimagic area, the
user must make a caster level check equal to DC
15 + 2/10 ft. patch. Any magic directed at a patch of spell leech crystals will be absorbed.
Once a patch absorbs five times as many spell levels as its patch size divided by 10 ft. it will
explode causing 2d6 points of sonics per 5 spell levels absorbed to all those in a 30 ft.
radius (Fortitude save DC 15 + CR for ½ damage).
Challenge Rating for this hazard is equal to 1 per 10 ft. section that deals 2d6 points of
sonic damage. Thus a 50 ft. section that deals 10d6 points of sonic damage would be
considered a CR 5.
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The Magic of Oz
Golden Cap
Aura strong enchantment; CL 12th
Slot head; Price 64,800 gp; Weight —
This cap is made of golden fabric and ringed with diamonds and rubies. Whoever owns the
hat is able to call three times upon the winged monkeys (40), who would obey any order
they were given. But no person could command these strange creatures more than three
times. The winged monkeys are bound to the power of the cap by an ancient pact and will
honour any summons. Once called the monkeys will arrive in 2d6 rounds and serve for a
period of two hours at each use.
Requirements Craft Wondrous Item, geas; Cost 32, 400 gp
Boots of Mistracks
Aura faint transmutation; CL 4th
Slot feet; Price 12, 000 gp; Weight 1 lb.
This footwear is extremely useful to those on the run from trackers. Upon command they
will change the wearer‘s footsteps to that of an animal common to the environment.
Additionally they also change the scent of the wearer to match the animal mimicked. The
wearer can chose to have the animal type mimic change up to three times per day. This
trickery makes tracking impossible by non-magical means.
Requirements Craft Wondrous Item, pass without trace; Cost 6,000 gp
Magic Items for OSGs
Spear of Heft
The highland clans of the Witchling Hills used to engage in many contests of martial
prowess and strength. Perhaps the most famous was the test of the Spear of Heft, in which
clansmen competed to see who could throw this enchanted spear the furthest.
This spear appears to have a plain oak shaft and a gray iron spearhead. However, it is
incredibly heavy to lift, incurring a -1 to hit penalty for every point of Strength below 18.
When used in melee, this spear does a standard 1d8 damage. However, when in the hands
of someone with a strength of 18 or over, it does 2d8 damage when thrown. Once a day, if
concentrating for a round, a wielder with a Strength of 18 or over may also gain a +2 bonus
to strike against an opponent with this weapon.
This spear is a relic to several highland clans, and as such will be worth a small fortune to
the right people. Then again, considering how many highlanders have turned to banditry,
it's much more likely they'll just try to take it.
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Mecha
Northern Lights Reconnaissance Mecha To start with I‘m making a light mecha that can be used in the cold northern climates. It will
be a Large quadruped in basic design. Again I‘m skipping the formatting used by the
publisher and creating a format that works for me.
NLR-13 Mecha; Large quadruped
Chest (2), Head (1), Leg (4); Cost 54
Spd 70 ft. ; Swim 50 ft.
hp 250; DR 6
Melee +2 (1d6+4)
Chest Fusion Power Generator 1, Weapon Station 2
Head Cockpit 2
Leg Heat Sink 1, Heavy Armour 1, Water Turbine 3, Stabilization Spikes
Defect Poor Visibility (-2 Cost)
The NLR-13 mecha was a prototype mecha for northern reconnaissance. It has heavy
armour but carries no weapon systems. Designed to look like a timber wolf, it can extend
stabilization spikes into the ground to resist sliding and can swim if it fall through an ice
path. Few NLR-13 mecha still operate today, most are on the junk heap or are hidden in
personal collections.
Esoteric Equipment
Stabilization Spikes 1
Can be instilled in: Legs
Effect: The mecha can root itself to the ground. The mech gains a +2 bonus to resist bull
rushes and trips.
Cost +4
Heat +0
Stabilization Spikes 2
Can be instilled in: Legs
Effect: The mecha can root itself to the ground. The mech gains a +4 bonus to resist bull
rushes and trips.
Cost +6
Heat +1
Stabilization Spikes 2
Can be instilled in: Legs
Effect: The mecha can root itself to the ground. The mech gains a +6 bonus to resist bull
rushes and trips.
Cost +8
Heat +2
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Mecha Defect Poor Visibility
Effect The mecha‘s pilot has very poor visibility, due to small or no windows and a lack of
compensating sensors, or other problems. The only way to get unrestricted vision is to
actually stick one‘s head out a hatch or window (leaving one with only half cover, as per the
Open defect). Otherwise, attempts to spot something visually from inside are at -2 if looking
directly forward and -4 if looking in any other direction.
Cost -2
Monsters
Black Ice Reaver (3.X)
Black Ice Reaver
Large Elemental (Cold, Extraplanar)
Hit Dice: 10d8+40 (85 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Slam +12 (1d8+6 plus 1d8 cold)
Full Attack: 2 slams +12 (1d8+6 plus 1d8 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chill, ice shards, quick freeze.
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., elemental traits,
icewalking, immunity to cold, transparent, vulnerability to fire
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 22, Dex 9, Con 19, Int 8, Wis 14, Cha 10
Skills: Climb +9, Knowledge (local – Kilithfre) +2, Spot +5, Swim +18*, Survival +4
Feats: Ability Focus (Ice shards), Quicken Spell-Like Ability (quick freeze), Reckless
Offense, Track
Environment: Plane of Ice (Kilithfre)
Organization: Solitary, Pair or Raiding Party (3-8)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 11-18 (Large), 19-26 (Huge)
Level Adjustment: —
A hail of ice shards rips through the air as a large silhouetted creature trudges through the
snow toward you…
The true form of a black ice reaver frozen body is hard to discern because of its
transparency. Powerfully built the reaver‘s bodies are covered with short icicle spikes that
P a g e | 19
are easily send, only to regrow instantly while alive. Its fist have large icy spikes with which
it stabs its opponents during combat.
Black ice reavers are extremely aggressive predators native to the Elemental Plane of Ice.
Planar travelers tell tales of groups of up to eight of this predators fall upon with savagery,
more expected from the humaniod tribes the Material plane than denizens of the elemental
planes. Whether the ice reavers draw some sort of sustenance from freezing their
opponents to death (largely discount since everyone knows elemental do not need to eat) or
just malice to any warm bodied creatures, no native creature of the Elemental Plane of Ice
has every reported being attacked by black ice reavers.
Black ice reavers stand 14 ft. tall and are said to weigh close to 4,000 lbs. Black ice reavers
understand Aquan and Auran. Revears with Intelligence of 10 or greater can speak these
languages as well.
Combat
Black ice reavers open battle with their ice shard stream, before closing to attack. Once in
melee they freeze the ground with their quick freeze special ability and begin slamming any
warm-blooded creatures nearby.
Chill (Ex): A black ice reaver‘s slam attack deals piercing damage plus cold damage from
the reaver‘s frozen body. Creatures hitting the reaver with natural weapons or unarmed
attacks take cold damage as though hit by the black ice reaver‘s slam attack.
Ice Shards (Su): 30 ft. cone, once every 2d4 rounds, damage 5d4 piercing damage and
5d4 cold damage, Reflex DC 21 half. The save DC is Constitution based. The black ice
reaver is able to emit a spray of ice shards, sleet and cold air at all opponents in a 30 ft.
cone.
Icewalking (Ex): A black ice reaver‘s movement is not impeded by snow or ice in anyway.
They do not need to make Balance check to move on slippery ice and can move at the full
movement.
Quick Freeze (Sp): A the black ice reaver can use a quickened quick freeze (quick freeze
is a variant of the Conjuration spell grease with a range of touch.) at will per day as 10th
level caster. Instead of coating an area or object with grease this spell covers an area or
object with a layer of slippery ice. Additionally anyone creature touching the ice with
exposed skin suffers 1d4 nonlethal cold damage. Creature standing on a frozen section who
are struck in combat must make a Balance check DC physical damage dealt or fall prone.
Transparent (Ex): Black ice reavers are extremely hard to see, even under ideal
conditions. If a reaver is not moving it takes a Spot DC 18 check to see them. When
moving, the reaver can be seen with a Spot DC 12 check.
Saves: Having some aspects of creatures from both the Elemental Plane of Air and the
Elemental Plane of Water, the black ice reavers have good Fortitude and Reflex saves.
P a g e | 20
Skills: A black ice reaver has a +10 racial bonus to all swim checks. They are naturally
buoyant but can alter their density to sink should they want to swim deeper.
Ice Dragon
This dragon appears as though it were sculpted from ice. Its translucent body sparkles in
the light as it turns towards you.
ICE DRAGON
CE dragon (cold, elemental, extraplanar)
BASE STATISTICS
CR 5; Size Small; Hit Dice 6d12
Speed 60 ft., burrow 30 ft., swim 60 ft.
Natural Armor +5; Breath Weapon cone, 2d8 cold
Str 13, Dex 16, Con 13, Int 10, Wis 11, Cha 10
ECOLOGY
Environment Plane of Ice
Organization solitary
Treasure triple
SPECIAL ABILITIES
Blizzard (Su) An ancient ice dragon can use its breath weapon to create a blizzard in the
area around it as a standard action. This creates heavy snow conditions in a 50-foot radius
for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement
per square entered) and limits vision as fog does.
Cold Aura (Su) An adult ice dragon radiates an aura of intense cold. All creatures within 5
feet of the dragon take 1d6 points of cold damage at the beginning of the dragon‘s turn. An
old dragon‘s aura extends to 10 feet. An ancient dragon‘s damage increases to 2d6.
Freezing Fog (Sp) An old ice dragon can use this ability three times per day. It is similar
to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of
slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The
dragon is immune to the grease effect because of its icewalking ability. This ability is the
equivalent of a 6th-level spell.
Ice Shape (Su) A young ice dragon can shape ice and snow at will. This ability functions as
stone shape, but only targeting ice and snow, not stone. An ice dragon‘s caster level for this
effect is equal to its Hit Dice.
Ice Tomb (Sp) A great wyrm can, as a standard action, cause a creature to sink into ice.
This works as imprisonment, but only while the target is touching an icy surface. An ice
dragon can use this ability once per day (CL equals dragon‘s HD). Targets entombed by this
ability can be freed by casting freedom or by physically freeing the creature from the ice
P a g e | 21
(Hardness 0, 360 hit points). The save DC is Charisma-based.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon
climbs must be icy. The dragon can move across icy surfaces without penalty and does not
need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) A very ice white dragon learns to see perfectly well in snowy conditions.
An ice dragon does not suffer any penalties to Perception checks while in snow.
Spell-Like Abilities (Sp) An ice dragon gains the following spell-like abilities usable at will
upon reaching the listed age category. Juvenile—fog cloud; Young adult—gust of wind;
Ancient—wall of ice; Great wyrm—control weather.
Age Category Special Abilities Caster Level
Wyrmling Icewalking, cold subtype
Very Young Snow vision
Young Ice shape —
Juvenile Fog cloud 1st
Young Adult DR 5/magic, spell resistance, gust of wind 3rd
Adult Cold aura, frightful presence 5th
Mature Adult DR 10/magic 7th
Old Freezing fog 9th
Very Old DR 15/magic 11th
Ancient Blizzard, wall of ice 13th
Wyrm DR 20/magic 15th
Great Wyrm Ice tomb, control weather 17th
Sample Ice Dragon
ADULT ICE DRAGON CR 13
CE Huge dragon (cold, elemental, extraplanar)
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Init +1; Senses dragon senses; Perception +15
Aura cold (5 ft., 1d6 cold), frightful presence (180 ft., DC 21)
DEFENSE
AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, -2 size)
hp 184 (16d12+80)
Fort +15, Ref +11, Will +13
DR 5/magic; Immune cold, paralysis, poison, sleep, stunning; SR 24
Weakness fire
OFFENSE
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +23 (2d8+12), 2 claws +22 (2d6+12), 2 wings +20 (1d8+4), tail slap +20
(2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 23, 12d8 cold), crush
Spell-Like Abilities (CL 16th)
At will – fog cloud, gust of wind
Spells Known (CL 5th)
2nd – bear‘s endurance (DC 15), resist energy (DC 15)
1st – mage armor (DC 14), magic missile, ray of enfeeblement (DC 14), true strike
0 – dancing lights, detect magic, mage hand, prestidigitation, resistance (DC 13), touch of
fatigue (DC 13)
STATISTICS
Str 27, Dex 12, Con 21, Int 16, Wis 17, Cha 16
Base Atk +16; CMB +26; CMD 37 (41 vs. trip)
Feats Ability Focus (breath weapon), Combat Casting, Flyby Attack, Hover, Multiattack,
Snatch, Weapon Focus (bite), Wingover
Skills Appraise +15, Bluff +15, Climb +20, Diplomacy +15, Fly +5, Intimidate +15,
Knowledge (arcana) +15, Knowledge (planes) +15, Linguistics +15, Perception +15, Sense
Motive +15, Spellcraft +15, Stealth +13, Survival +15, Swim +28, Use Magic Device +15.
Languages Auran, Aquan, Common, Draconic
SQ icewalking, ice shape
Ice dragons, also known as iceruin dragons, are denizens of the Plane of Ice. Destructive
and cruel, these creatures regard themselves as the rightful rulers of the plane, visiting
swift and total devastation upon creatures that trespass in their demesne without giving
them proper tribute.
Larger, smarter, and stronger (both physically and magically) than white dragons, the
connection between ice dragons and their terrestrial cousins is a divisive topic among sages.
Some hold that ice dragons are the product of white dragons that migrated to the Plane of
Ice long ago and have grown more powerful by absorbing the plane‘s cryo-energies. Others
P a g e | 23
maintain that ice dragons are the original breed, with white dragons being the result of ice
dragons that long ago became trapped on the Material Plane and have since lost their
connection to their ancestral home. For their part, ice dragons show nothing but disdain for
white dragons, viewing them as a mockery of their glory and tend to destroy them on sight.
Kalidah
These terrible creatures have bodies shaped like bears with long sharp claws that can tear a
man in two. Their heads are that of a tiger.
Kalidah CR 4
XP 1,200
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 51 (6d8+24)
Fort +9, Ref +7, Will +3
Spd 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 6 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)
Str 22, Dex 14, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (15 grapple); CMD 23 (17 vs. trip)
Feats Skill Focus (Stealth), Skill Focus (Survival), Weapon Focus (claws)
Skills Acrobatics +6, Perception +6 (2), Stealth +9 (2), Survival +6 (2), Swim +10; Racial
Modifiers +4 Acrobatics, Stealth, Swim
Environment any forest
Organization solitary or pair
Treasure none
From deep within dark forests the kalidah hunt for prey. They are quick to attack any prey
that is smaller than them or that is outnumbered. They often pounce on their prey as an
opening attack. Most often they do not need a secondary attack.
Rumors abound that deepest, darkest parts of the forest are prowled by an even more
vicious type of kalidah known as the dire kalidah.
Dire Kalidah CR 8
XP 4,800
P a g e | 24
N Large animal
Int +6; Senses low-light vision, scent; Perception +8
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
hp 119 (14d8+56)
Fort +13, Ref +11, Will +5
Spd 40 ft.
Melee 2 claws +18 (2d4+8 plus grab), bite +17 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d4+8)
Str 26, Dex 14, Con 19, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 bull rush, grapple); CMD 31 (35 vs. trip)
Feats Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus
(Stealth), Skill Focus (Survival), Weapon Focus (claws)
Skills Acrobatics +6, Perception +8 (4), Stealth +14 (6), Survival +8 (4), Swim
+12; Racial Modifiers +4 Acrobatics, Stealth, Swim
Environment any forest
Organization solitary
Treasure none
Taqriaqsuit The sound of footsteps seems to be coming from behind you.
Taqriaqsuit CR ½
XP 200
N Medium outsider (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d10+1)
Fort +1, Ref +3, Will +3
Defensive Abilities incorporeal
Speed 30 ft.
Melee incorporeal touch +2 (1d6 cold)
Str -, Dex 12, Con 13, Int 14, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 12
Feats Stealthy
Skills Bluff +4(1), Escape Artist +7(1), Knowledge (geography) +6(1), Knowledge (planes)
+6(1), Perception +5(1), Sense Motive +5(1), Stealth +5(1), Survival +7(1)
P a g e | 25
Languages Common
SQ ethereal jaunt [other], invisible
Environment any cold and ethereal
Organization solitary, pair, tribe (2-15)
Treasure Npc gear
The taqriaqsuit are naturally invisible on the material plane. They are also incorporeal being
partially on the ethereal plane and the material plane at the same time. They are friendly
creatures who like to share information but will seek to escape if threatened. They are able
to use ethereal jaunt at will on others with a successful incorporeal touch attack. They are
humanoid in form and seem to draw nutrition from the cold of the far north.
Non-Player Characters
The stats below represent Brother Frostblood when he is psionically focus. He gains an
additional +1 dodge bonus to his armor class and CMD due to his wind style.
Brother Frostblood CR 7
Male dwarf enlightened monk 5, cryokineticist 3
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4 (+6 stonework)
AC 18, touch 18, flat-footed 15 (+4 Wis, +1 monk, +3 dodge); +4 vs. giants
hp (60 hp) 8d8+24
Fort +8, Ref +5, Will +9; +2 vs. spells/poisons/enchantment, +4 vs. cold/exposure
Immune disease; Resist cold 10
Spd 30 ft.
Melee ice axe +6 (1d8 cold)
Flurry unarmed +6/+6 (1d8+1 plus 2d6 cold)
Ranged spear of ice +5 (1d6 cold)
SQ goblin/orc hatred, ki pool (6 P, magic strike, additional strike, +4 dodge bonus, high
jump)
Psi-like Abilities (ML 2nd)
At-will - catfall (20 ft.)
Str 12, Dex 10, Con 16, Int 13, Wis 19, Cha 6
Base Atk +5; CMB +8; CMD 25 (29 bull rush, trip)
Feats DodgeB, Psionic DodgeB
Skills Acrobatics +5, Tumble +2; Racial Modifiers +2 Appraise (metal/gemstones)
SQ ki psionics (10 pp), ki style (wind), maneuver training, still mind
Languages Cold, Common, Dwarven
Gear boots of the winterlands, cloak of resistance +1, elemental gem (ice), elixir of fire
breath, plus 400 gp worth of common gear.
P a g e | 26
Frostblood was orphaned by the Twisted Tusk orc tribe of the North Peak Mountains. He was
rescued from imminent death by a monk of the Icespear Monastery. Raised as one of the
monk, Frostblood began to train both his body and mind, eventually becoming able to shape
ice with his thoughts.
Goals
Provide shelter and aid to any lost in the north wilderness.
Remove the Twisted Tusk tribe and their corruption from the North Peak Mountains.
To help form alliances between the Icespear Monastery and other communities in the
North.
1st Level Heroes (Playtest): The Summoner
Platina Sterling is an entrepreneur who resides in the far north. She has forged relationships
with several northern tribes and couriers supplies to the north as well as leading
southerners on hunting trips. She relies on Soodle, her winter wolf-shaped eidolon, to assist
her in the tracking and hunting of animals. She has made some good coin in the far north
and can see a long prosperous future ahead of her.
Platina Sterling, Female Numistian Summoner 1
CR ½; XP 200
NG Medium [Small] outsider (native)
Init +2; Senses low-light vision; Perception +0, (+4 coins)
[Defense]
AC 12[13], touch 12[13], flat-footed 10[11] (+2 Dex, [+1 size])
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2; +2 vs. poison, bride fate
[Offense]
Spd 30 ft.
Melee by weapon -1
Ranged by weapon +2
Special Attacks summon eidolon (life link)
Spells (CL 1st)
1st - endure elements, shield
0th - arcane mark, detect magic, message, resistance
Spell-Like Abilities (CL 1st)
6/day - summon monster I
[Statistics]
Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 17
Base Atk +0; CMB -1 [-2]; CMD 11 [10]
Feats Money is Power
Skills Appraise +5 (1), Knowledge (geography) +5 (1), Profession (guide) +4 (1), Use
Magic Device +6 (1)
P a g e | 27
SQ Numistian racial traits.
Gear As 1st level character
Soodle, Platina’s Eidolon
NG Medium quadruped
Init +2; Senses darkvision 60 ft., scent; Perception +5
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Speed 40 ft.
Melee bite +4 (1d6+2, push)
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Feats Self-Sufficient
Skills Heal +7 (2), Perform (singing) +5 (2), Perception +5 (2), Survival +15 (2)
Evolutions biteb, limbs (legs)b, push (bite), scent, skilled (Survival)
Otyughnomicon
A word about Otyughs
My otyugh do not conform to the
creature seen in the Pathfinder Bestiary.
My otyugh are different in the following
ways.
Magical Beasts: +1 hp per level (d10
HD), full base attack bonus, good
fortitude and reflex saves instead of Will.
Speed: 30 ft.
All-Around Vision (Ex): Otyugh are
never flat-footed and have a +4 racial
bonus on Perception.
Abilities: Con 15, Int 6
In my campaign world, aberrations are
associated with psionics power. Otyughs
were created by wizards to help get rid
of the wastes from experiments and
cities and then began to breed true and adapt to countless environments and situations.
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Base Otyugh CR 4
Otyugh CR 4 (1,200 XP)
N Large magical beast
Init +0; Senses darkvision 60 ft., scent; Perception +14
AC 17, touch 9, flat-footed – (+8 natural, -1 size)
hp 51 (6d10+18)
Fortitude +7, Ref +5, Will +3
Immune disease
Spd 30 ft.
Melee bite +9 (1d8+4, disease), 2 tentacles +5 (1d6+2, grab)
Space 10 ft.; Reach 10 ft. (15 ft., tentacle)
Special Attacks constrict (tentacle, 1d6+2)
Str 18, Dex 10, Con 15, Int 6, Wis 13, Cha 6
Base Atk +6; CMB +11 (+15 grapple); CMD21 (23 vs. trip)
Feats Skill Focus (Perception), Toughness, Weapon Focus (tentacle)
Skills Perception +14(3), Stealth +2(3) [+10 in lair]; Racial Modifiers +4 Perception, +8
Stealth in lair
Languages Common
All-Around Vision (Ex) Otyugh are never flat-footed and have a +4 racial bonus to
Perception checks.
Disease (Ex) Filth fever: Bite—injury ; save Fortitude DC 15; onset 1d3 days; effect 1d3
Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution
based.
Environment any underground
Organization solitary, pair, or cluster (3-4)
Treasure standard
The Mulcher
The mulcher was a normal otyugh, or at least as normal as they come, until he encounter a
old dwarven arcanist who was experimenting with the grafting and transmutation of flesh.
The doctor removed the otyugh tentacle pads and replaced them with a set of adamantine
dwarven waraxes. He presumed that the otyugh would be controllable and useable in their
never-ending struggle against the drow of the Fellspire. The mulcher as the dwarf dubbed
him escaped captivity and destroyed everything in its path to escape the dwarven
stronghold.
The Mulcher, Slashing Horror CR 6 (2,400 XP)
NE Large magical beast
Init +0; Senses darkvision 60 ft., scent; Perception +14
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AC 19, touch 11, flat-footed – (+8 natural, +2 deflection, -1 size)
hp 69 (6d12+30)
Fortitude +9, Ref +5, Will +3
DR 5/magic; Immune disease, fear, insanity; SR 11
Spd 30 ft.
Melee bite +9 (1d8+4, disease), 2 adamantine dwarven waraxe +11 (2d6+5, 19-20/x3)
Space 10 ft.; Reach 10 ft. (15 ft., dwarven waraxe)
Special Attacks magic strike (adamantine dwarven waraxe), sneak attack +4d6
Spell-like Abilities (CL 6th)
1/day – greater magic weapon
Str 18, Dex 10, Con 19, Int 6, Wis 13, Cha 6
Base Atk +6; CMB +11; CMD21 (23 vs. trip)
Feats Improved Critical (dwarven waraxe)b, Skill Focus (Perception), Toughness, Weapon
Focus (dwarven waraxe)
Skills Perception +14(3), Stealth +2(3) [+10 in lair]; Racial Modifiers +4 Perception, +8
Stealth in lair
Languages Common
All-Around Vision (Ex) Otyugh are never flat-footed and have a +4 racial bonus to
Perception checks.
Disease (Ex) Filth fever: Bite—injury ; save Fortitude DC 17; onset 1d3 days; effect 1d3
Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution
based.
Environment any underground
Organization solitary, pair, or cluster (3-4)
Treasure standard
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Planar
The Plane of Ice
Unusual Planar Trait
Description
Gravity Normal strength, objective
Size Infinite
Morphic Alterable
Life Life is sparse. All native creature have immunity to cold or the cold subtype
Weather Violent Weather – freezing rain, blizzards and whiteouts are common
Elemental Axis The plane of ice lies at the infinite boundary of the planes of air and water
Druidic Magic +2 metamagic on all (cold) spells, (fire) spells above 3rd level cannot be cast
Accessibility Magic, Elemental Conduit/Node
Proximity Coterminous with Air/Astral/Material/Negative/Positive /Water; Coexistent with Ethereal
The plane of ice is filled with sheets of ice, hills of snow and blinding, freezing wind. To a
lost planar traveller the plane of ice can appear to be some lost northern continent rich with
glaciers and terrible storms. In fact, many conduits to the plane of ice exist in exactly those
places on the material plane. Natural portals to the plane of ice exist in the far northern part
of the world. Hidden chambers and tunnels snake their way through the glacial plane
wherever spouts of elemental water could breach the frigid land.
The plane is bright with reflected light from the plane of air. Whiteness is the quality that
best describes the landscape of the plane of ice. Outcrops of elemental earth break the
frozen surface of the plane with irregular fists of stone. Interaction with the plane of water
creates
The ice of the glacial plane is under constant pressure and the ice that comprises its surface
will crack, pop and flow. Cracks in the upper surface can open crevasses that drop the
P a g e | 31
unprepared 150 ft. or more into darkness. Bordered by the plane of water, the plane of ice
is often subject to blizzards, whiteouts and snowfall that can mask potential dangers.
Icebergs and ice flows skate the edge of the plane where it meets the plane of water.
Native Creatures
Most natives of this plane are creatures composed of living ice or incredibly resistant to
extreme cold.
Black Ice Reavers Now native to the plane of ice, it is thought by some that black ice
reaver migrated to the plane of ice from some cold material plane when their god was
imprisoned within the plane of ice. Black ice reavers have no cities or settlements but roam
the surface of the ice sheet and its hidden tunnels in packs of three to eight. These strange
elementals kill and freeze their prey solid, then arrange their victim‘s bodies in intricate
patterns or designs to please or hopefully resurrect their sleeping god. Travellers from the
plane of water often encounter black ice reavers first, as they will hid under ice flows, on
icebergs or just under the surface of the water that joins the plane of ice.
Ice Golem Within the Kingdom of White, cyromancers from the Material Plane thought that
ice golems would make excellent guards within the city. When animated his ice golem
became imbued with the elemental nature of the plane. They are intelligent, they are
organized, and they don‘t like to be subjected to the will of fleshy ones. Within the White, a
society of ice golems has formed.
Ice Mephits The ice mephits are not subject to the whim of other elementals. They are free
to act on their own desires and wishes. Unfortunately for adventurers, this often means that
an encounter with an ice mephit will result in frostbite or worse. Some mephitis have
become victims of the black ice reavers and may form temporary partnerships with
outsiders from the material plane to help push back the reavers and reclaim territory.
Iceruin Dragons When a community is destroyed by an unexpected blizzard, it is normally
the work of an iceruin dragon. They iceruin dragons are creatures of destruction and
devastation that delight in the suffering of others. They make their lairs deep within the
tunnels of the plane of ice, but venture to the material plane once every fourteen to thirty-
two years to destroy and cause suffering. It is thought that the last ice age was cause by a
flight of iceruin dragons that all attacked the material plane at the same time.
Other Creatures A number of creatures native to the material plane can be found on the
plane of ice in a modified fashion. A race of ice goblins have carved out an uneasy truce
with the golems of the White, while the open plains are unsafe for most overland travel due
to the voracious appetite of icy bulettes called locally as sharlens.
Notable Sites
The plane of ice is not particularly known for its scenic locales however even in this harsh
environment two settlements have grown to noticeable size.
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Kingdom of White
The kingdom was established several hundred years ago by an icebox of cyromancers. Here
they hoped they could conduct further study into the shaping, control and formation of
elemental ice without the constant unpredictability of summer heat and drought. Part of
their plan to develop the city involved the construction of a slave ice golem class to serve
their needs. Upon the animation of the one hundred and eigth golem, the host of ice
servitors gained sentience and rebelled. The number of cyromancers in the Kingdom of
White has fallen to zero but the number of ice golems has risen to over fourteen hundred.
This new society is ruled by a council of eight elected golems who manage the affairs of the
city. The golems of the White have form an uneasy alliance with the ice goblins of the plane.
The Toothy Welcome
The toothy welcome is a perimeter of never melting icebergs that greet sailors from the
plane of water. This area is prone to excessive attacks by black ice reavers, and the
icebergs are decorated with the frozen corpses of many foolish adventurers and travellers.
The reaver never sink the boats belonging to planar travellers, so this area is rumoured to
be rich with treasure ladened hulls.
Psionics
Cryokineticist
Cryokineticists refine their control of psionics to a razor edge. They know that carefully and
deliberate shaping of water vapour into deadly instrument. Know to others as ―cryos‖ or ―ice
phreaks‖, the psionicist that perfect this discipline often shun the company of others as they
find the chaos of others often limit their concentration.
Role: The cryokineticist is a light warrior class that augments its ability with psionics cold
attacks.
Alignment: Due to the precision with which a cryokineticist shapes frozen ice, it is essential
that they possess a lawful personality, often cold and aloof unlike the more emotional,
chaoticly-aligned pyrokineticists.
Hit Dice: d8
Requirements
To qualify to become a cryokineticist, a character must fulfill the following criteria.
Alignment Any lawful.
Skills Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks, Survival 5 ranks.
Psionics Must have a power point reserve of at least 1 power point.
Special Must have suffered frostbite from exposure at least twice.
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Class Skills The cryokineticist‘s class skills (and the key ability for each skill are)
Autohypnosis (Wis), Climb (Str), Craft (any) (Int), Intimidate (Cha), Jump (Str), Psicraft
(Int), and Survival (Wis).
Skill Ranks at Each Level: 2 + Int Modifier
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +0 +1 Ice axe
2 +1 +1 +1 +1 Cold adaptation, icy grip
3 +2 +2 +1 +2 Spear of ice
4 +3 +2 +1 +2 Chilled weapon
5 +3 +3 +2 +3 Cold air
6 +4 +3 +2 +3 Ice walk
7 +5 +4 +2 +4 Fear no cold
8 +6 +4 +3 +4 Greater chilled weapon
9 +6 +5 +3 +5 Cryogenic Death
10 +7 +5 +3 +5 Ice Age
Class Features
All of the following are class features of the cryokineticist prestige class.
Weapon and Armour Proficiency Cryokineticists gain no proficiency with any weapon or
armour.
Ice Axe (Ps): A cryokineticist gain the ability to fashion a light-weight axe of ice from
unstable ectoplasm as a move-action. He takes no damage from the ice ace he creates. The
axe deals 1d8 points of cold damage to a target and can be hurled at foes within 20 ft with
a ranged attack (at which point it dissipates). The cryo can take Weapon Focus and Weapon
Specialization with the ice axe. The ice axe dissipates if the cryokineticist is disarmed.
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Cold Adaptation (Ex): At second level, a cyrokineticist becomes resistanct to cold, gaining
a +4 bonus on all saving throws against cold spells, powers, effects and exposure. He gains
resistance to cold 10.
Icy Grip (Ps) A cryokineticist of 2nd level or higher can activate this ability as a move
action. An aura of cold engulfs one of the cyrokineticist‘s hands (but does not harm him).
His unarmed attacked with that hand are treated as armed. Such attacks deal an extra 2d6
points of cold damage.
Spear of Ice (Ps) Starting at 3rd level, as a standard action, a cryokineticist can launch a
spear of psionically manifest ice at any target in line of sight within 90 ft. This is treated as
a ranged attack and deals 1d6 of cold damage for each cryo class level.
Chilled Weapon (Ps) At 4th level and higher, a cryokineticist can activate this ability as a
move action. A nimbus of cold energy that harms neither him nor his weapon engulf one
weapon he holds (this can include ammunition). This weapon deals an extra 2d6 points of
cold damage on a successful hit. This effect persists for as long as the cryokineticist wield its
(or for the round after it is launched).
Cold Air (Ps) Beginning at 5th level, a cryokineticist can activate this ability as a move
action. An aura of cold air that harms neither the cryokineticist nor his equipment engulfs
his entire body. When he is enveloped, the character‘s Wisdom score increases by 4, he can
make a melee touch attack for 2d6 points of cold damage and he gains damage reduction
5/magic. If he is struck in melee, the attacker takes 2d6 points of cold damage. The
cryokineticist can have this ability active for 1 minute per cryokineticist level per day.
Ice Walk (Su) Beginning at 6th level, as a free action a cryokineticist can literally walk on
cold air. He moves at his normal speed in all directions, including vertically, but cannot take
more than a single move action a round. An icewalking cryo leaves footprints of ice in the
air that disperse in 2 rounds. He must pay 1 power point per round to travel in this fashion.
Fear No Cold (Ex) At 7th level, a crypkineticist becomes highly resistant to cold, gaining a
+8 bonus on all saving throws against cold spells, powers, effects and exposure and also
gains resistance to cold 20.
Greater Chilled Weapon (Ps) At 8th level, when a pyrokineticist activates his icy grip
ability or his chilled weapon ability, his unarmed attack or weapon deals an extra 4d6 points
of cold damage. The cold air damage is also increased to 4d6 cold.
Cryogenic Death (Ps) A cryokineticist who reaches 9th level can expend her psionics focus
can take a full action to lower the internal temperature of one living creature within 30 ft to
lethal levels. The target must succeed on a Fortitude save (DC 10 + ½ cryokineticist‘s level
+ Wis modifier) or die terribly as its blood freezes. Even on a successful save, the target
takes 2d8 points of cold damage and is slowed for 4 rounds.
Ice Age (Ps) At 10th level, a cryokineticist gains the ability to create a massive burst of
freezing cold around himself, damaging everything in the area. Once per day, as a standard
P a g e | 35
action, he can use this ability to deal 15d6 points of cold damage in a 30 foot radius burst
emanating from himself. Any creature or object caught in the bust can make a Reflex saving
throw (DC 10 + ½ cryokineticist‘s level + Wis modifier) for half damage. Anyone failing the
Reflex save against the ice age must also make a Fortitude saving throw (same DC) or die
to shock from exposure.
Races
Santa’s Elves
The elves of the far north are far shorter than their forest dwelling cousins. They work for
Santa Claus building toys for good little girls and boys.
Santa’s Elf Racial Traits
+2 Constitution, +2 Intelligence, -2 Strength: Santa‘s elves are hardy little people who
can survive well in the harsh environment of the far north. They are also very intelligent and
skill craftsman. Having been exposed to little outside threat they are weaker than their
southern more militant cousins.
Small: Santa‘s elves are Small creatures and gain a +1 size bonus to their AC, a +1 size
bonus to their attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat
Defense Bonus, and a +4 bonus on Stealth checks.
Slow and Sure: Santa‘s elves have a base speed of 20 ft but their modified by snowy or icy
terrain.
Darkvision: Santa‘s elves have darkvision 60 ft.
Born to Build: Santa‘s elves receive a +2 racial bonus on Craft skill checks used to make
non-magical wooden toys.
Built for Survival: Santa‘s elves receive a +2 racial bonus on Survival checks when in cold
mountains, forests, and plains.
Elven Immunities: Santa‘s elves are immune to magic sleep effects and receive a +2
racial saving throw bonus against illusion spells and effects.
Divine Magic: Santa‘s elves receive a +2 racial bonus on caster level check made to
overcome spell resistance with divine magic. In addition, Santa‘s elves receive a +2 racial
bonus on Spellcraft checks made to identify the properties of magic items and a +2 racial
bonus on Knowledge (religion) checks.
Scribbles
The Gish
The gish class is a combination class of fighter and magic-user in much the same way that a
psychic warrior is a combination of fighter and psion. Though I like the implementation of
the psychic warrior as it is written, I doubt that same implementation would be acceptable
for a gish.
P a g e | 36
Let‘s start with the basics (though there will be some modifications from class abilities):
HD/BAB: The gish I‘m proposing has an average base attack bonus and d8 hit dice.
Saves: The gish gets one good save as determined by his magical focus (see below).
Skill Ranks per Level: 2 + Int Modifier: Skill list Climb, Handle Animal, Intimidate,
Knowledge (arcane), Knowledge (dungeoneering), Linguistics, Ride, Spellcraft, Swim,
Use Magical Device.
Weapon Proficiency: Gish are proficient with all simple weapons and one martial
weapon of their choice that serves bonded weapon (see Wizard).
Armor Proficiency: The gish are proficient with light and medium armor and suffer no
arcane spell failure penalty when wielding their bonded weapon.
Okay let‘s look at the class abilities:
Spells: The gish use Cha as their spellcasting ability. They gain spells and cast
spontaneously as a sorcerer but use a modified spell list (see Spell Focus).
Spell Focus: The gish specialize in two schools of magic when they train along this
path (though they can learn from the universal list as well). The work of getting their
bodies in physical shape limits the width of their studies. Each gish must chose one
of these paths at first level:
Path of the Creator: Gish learn spells from the Abjuration and Conjuration
schools. They gain the wizard school bonus from one of these schools and
they have a good Fortitude save.
Path of the Destroyer: Gish learn spells from the Evocation and
Transmutation schools. They gain the wizard school bonus from one of these
schools and they have a good Reflex save.
Path of the Inbetweeners: Gish learn spells from the Divination and
Necromancy schools. They gain the wizard school bonus from one of these
schools and they have a good Will save.
Path of the Liar: Gish learn spells from the Enchantment and Illusion schools.
They gain the wizard school bonus from one of these schools and they have a
good Will save.
Additional Learning: At 3rd and every third level beyond that, the gish may add one
spell of the highest level they know from any school to their list of known spells.
My Weapon Is My Life: At 5th level, The gish BAB is equal to their class level when
attacking with their bonded weapon.
As a Fighter, As a Wizard: At 10th level, the gish may be considered a Fighter for all
feats requiring a certain level of fighter or certain level of wizard.
Dual Bond: At 14th level, the gish may bond with a second martial weapon of their
choice.
Bonus Feat (Fighter): You gain bonus feats as a fighter at levels 4th, 11th and 19th
levels.
Bonus Feat (Wizard): You gain bonus feats as a fighter at levels 2nd, 11th and 17th
levels.
Bravery +1 at 7th, +2 at 13th
Spell Parry: At 20th, as a mageblade
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I think I need to do some tweaking in there with some playtesting but I think I‘m willing to
allow this if my players wanted to try it. It has a good number of spells but limited selection,
has decent hp and a good BAB with one or two weapons. I think this could work.
Mark,
I had this idea recently, and wanted to submit it to the Sketchpad, even though it doesn't fit
with this month's theme.
The listed aging effects never seemed entirely sensible to me where demihumans were
concerned. Why does an elf have the potential to spend up to four hundred years - more
than half his life - in the venerable age category? The gnome is in a similar position, and a
halfling could spend literally half his life that way. That doesn't seem plausible, so I rewrote
the aging effects table.
This table reduces the maximum age each race can live down to a single die roll. The excess
dice had their averages added to the venerable age category, and the other age categories
were modified to match, as each race has their middle age category as exactly half their
venerable age, with old age being the mid-point between them.
For example, elves normally have a maximum age of 350 + 4d% years. This takes the
average of three of those d% dice (50 each) and adds them to the venerable age category,
making it 500 years, and the elf's maximum lifespan is now 500 + d% years. This adjusts
middle age to be 250 years (half of venerable) and old age to be 375 (halfway between
middle age and venerable). While this slightly shortens the maximum number of years a
given race could live, for most people it actually heightens how long they're likely to live,
and broadens the range of each age category.
One notable exception to this rule is that humans have not had their age category altered.
This is because the maximum age for humans, 70 + 2d20 years, does adequately cover the
range of how long a healthy human can live. Since humans are commonly thought of as
being the most adaptable and versatile of all races, having a comparatively broad maximum
age fits with this image.
- Shane
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TABLE: REVISED AGING EFFECTS
Race Middle Age1 Old2 Venerable3 Maximum Age
Human 35 years 53 years 70 years 70 + 2d20 years
Dwarf 150 years 225 years 300 years 300 + d% years
Elf 250 years 375 years 500 years 500 + d% years
Gnome 150 years 225 years 300 years 300 + d% years
Half-elf 73 years 109 years 145 years 145 + d20 years
Half-orc 33 years 49 years 65 years 65 + d10 years
Halfling 70 years 105 years 140 years 140 + d20 years
1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
SpellChrome
Spellchrome is a new fantasci roleplaying game published by Castle Theory Games. It is
based off the d20 SRD and combines both elements of fantasy and science fiction to create
a new gaming experience. I‘m new to this system but I‘m going to try to sketch out a 1st
level character for the system. The mechanics of this character are considered to be open
game content but the words Spellchrome, Danar and elements of the backstory are not as
they might include elements that are product identity of Castle Theory Games. Castle
Theory has a number of pregens in the corebook but there are some formatting things that
I don‘t like so I‘m going to design my own character format for this entry.
1st Level Spellchrome Character
Northern Tracker/Survivalist
The Northern Tracker/Survivalist is a specialist in
surviving cold environments as well as tracking
escaped criminals from Northgate Glacial Prison.
Since most escapee are designed with shoot-to-kill
warrants, most northern trackers have advanced
P a g e | 39
ranged proficiencies while letting melee skills suffer. They host a wide variety of skills to
allow them to adapt to unforeseen circumstances and often employ magic for tracking prey,
protecting themselves and manipulating the weather.
Arthus Quickstride
Danar Merchant 1st level; Northern Tracker/Survivalist
Visual Traits Dark blue skin, with light green on chest, palms and feet (Toughness)
AC 15 (+2 Dex, +3 armor); DR 1d4
hit points 10; skill points 10; magic points 6
empowerment points 10
Fort +3, Ref +4, Wis +2
Init +2
Untrained Melee EL-1 Stun Club +1 (1d10+1, 3 EP)
Advanced Ranged Sturg RF +3 (3d6, 5 EP)
Spells Ice, Insight, Protection, Weather
(common spells – cold protection, magical shield, remote senses, stormy weather)
Str 12, Dex 14, Con 16, Int12, Wis 12, Cha 14
Feats Light and Medium Armour
Skills Str (basic), Dex (basic, adv), Con (basic, adv), Int (basic), Wis (basic, adv)
Gear shield jacket (2 EP), 20X distance imager, caymor climbing claws, dog sled team,
kohmmtel R1, microlighter, winter clothes, three days rations, 20 credits
Templates/Variants
Wooly Creature (CR +1)
Creatures with the wooly template are covered with thick fur to help them survive the bitter
cold of the far north. They tend to be stronger and hardier as well.
Quick Rules +1 to attack and damage rolls; +2 to AC and CMD; +4 hp/HD; +3 saves and
checks vs. cold and exposure.
Rebuild Rules AC increase natural armor by +2; Saves add condition +4 bonus to
Fortitude checks to resist cold and cold spell effects; Abilities +2 to Str, +6 to Constitution.
Cold Creature (CR +1)
Creatures with the cold template are touch with energy from the Plane of Ice. They have the
cold subtype, are quick and their attacks are laced with cold energy.
Quick Rules +2 to initiative; +10 ft. speed; +4 to AC and CMD; +1d6 cold to all natural
weapons and manufactured weapons; Immune to cold; Vulnerable to fire; +2 hp/HD.
Rebuild Rules AC increase natural armor by +2; Immune cold; Weakness vulnerability
to fire; Abilities +4 to Dex, Con, and Wis
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Icy Skeleton
An icy skeleton is surrounded by a nimbus of terrible cold that deals damage to those it
strikes. In addition to the changes for the skeleton template, make the following
adjustments to the base creature.
Challenge Rating As a normal skeleton +1
Aura Icy skeletons have a chilling aura.
Chilling Aura (Ex): Creatures adjacent to an icy skeleton take 1d6 points of cold damage at
the start of their turn. Anyone striking an icy skeleton with an unarmed strike or natural
attack takes 1d6 points of cold damage.
Weaknesses Icy skeletons gain a vulnerability to fire.
Melee Attacks An icy skeleton‘s melee attacks (including those made with manufactured
weapons) deal an additional 1d6 points of cold damage.
Abilities An icy skeleton‘s Dexterity is 16.
Special Qualities An icy skeleton gains frigid death.
Frigid Death (Su): An icy skeleton explodes in a burst of ice shards when it dies. Anyone
adjacent to the skeleton when it is destroyed takes 1d6 points of piercing damage and 1d6
points of cold damage per 4 hit dice the skeleton possessed (minimum 1d6 piercing and 1d6
cold). A Reflex save (DC 10 + ½ the skeleton‘s hit dice + Cha bonus) halves both the
piecing and cold damage (one save).
Tough Chicks with Firearms (Winter Edition)
New Profession: Snow Bunny
You spend your time on the frozen ski
slopes looking pretty and partying.
Professional Skills Athletics, Influence,
Perception
Improved Feats Agility Training: +2
Dex; Cat’s Landing: the distance removed
from a fall is increased by 5 ft.; Great
Fortitude: +4 on Fortitude saving
throws; Public Speaker: +2 Charisma
New Profession: Agent‘s Mistress
When international men or women of
mystery meet their end, you are likely the
cause.
Professional Skills Academics, Influence,
Firearms or Unarmed or Weapons
Improved Feats Attractive: +6 bonus to
Influence checks when dealing with your
chosen gender; Expert in your Field
(Academics): your Reputation modifier is
treated as +2 higher for purposes of this
P a g e | 41
feat; Exploit Weakness: your Intelligence modifier is treated a +2 higher for the purposes of
this feat; Suggestion: the DC of the Influence check is decreased to Perception or Will +5.
Snow Bunnies often possess Great Fortitude, some suspect this feat helps them wear
revealing clothing on the slopes without getting frostbite.
New Gear
Armour Strength
Minimum DR Vuln
Armour Penalty
Move Penalty
Cost Special
Heavy Winter Parka
5 1 Ballistic -1 - 5 ft. 10 +2 Fortitude save vs. cold effects, frostbite, etc.
Heavy Winter Parka Made from animal fur or synthetic material the modern parka does
an excellent job of protecting the wearer from frostbite and cold. It grants a +2 bonus to
Fortitude saving throws to resist negate health effects from exposure to cold. Contrary to
the understanding of teenagers, the parka must be closed and zipped up to provide this
protection.
Object Cost ($) Restrictions
Ice Skates 250 -
Skis, Alpine 600 -
Skis, Cross-country 200 -
Snow Shoes 160 -
Snow Sled 40 -
Snowboard 350 -
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Witch Battle
4 Winds Fantasy Gaming (3rd Level Witch)
Agnes Steelbottom, Dwarven Witch CR 2
XP 600
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +2
[Defense]
AC 10, touch 10, flat-footed 10
hp 22 (3d6+9)
Fort +3, Ref +1, Will +6; +2 vs. poison, spells, spell-like effects
[Offense]
Spd 20 ft.
Melee +1 sickle +4 (1d6+3)
Ranged dart +1 (1d4+2)
Spells per Day (CL 3rd)
At-will - analyze fertility, bleed, detect poison, moment of darkness, stabilize
1st (5/day) - calm animals, detect blight, healing stones
2nd (4/day) - animal messenger, cure moderate wounds
[Statistics]
Str 14, Dex 10, Con 15, Int 12, Wis 17, Cha 6
Base Atk +1; CMB +3; CMD 13 (17 bull rush, trip)
Feats Brew PotionB, Kiss Spell, Self-Sufficient
Skills Heal +11, Knowledge (nature) +7, Knowledge (religion) +7, Survival +5
SQ dwarf traits, cast circle (4/day, protection from evil 10 ft. radius, 2 hours), familiar
(rabbit), tradition (healer; healing circle)
Gear Broom (housewifery 1/day, protection from evil [dwelling]) plus 3rd level gear
4WFG Witches have brooms, spontaneously cast divine spells, have a familiar or a grimore
and follow one of four traditions (black magic, healing, protection or seer)
Paizo (3rd Level Witch)
Oparal, Elven Witch 3 CR 2
XP 600
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +1
[Defense]
AC 14, touch 13, flat-footed 10 (+3 Dex)
hp 16 (3d6+3)
Immune magical sleep
Fort +0, Ref +4, Will +2; +2 vs. enchantment
[Offense]
Spd 30 ft.
P a g e | 43
Melee heavy mace +2 (1d8+1)
Ranged longbow +4 (1d8)
Spells per Day (CL 3rd)
At-will - bleed, detect poison, message, stabilize
1st level - cause fear, cure light wounds, summon monster I
2nd level - augury, summon swarm
[Statistics]
Str 12, Dex 16, Con 8, Int 17, Wis 8, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Point Blank Shot, Toughness
Skills Heal +5, Knowledge (arcana) +9, Knowledge (planes) +9, Spellcraft +9, Use Magic
Device +7
SQ elven traits, hex (disguise, fortune), witch‘s familiar (goat)
Gear plus 3rd level gear
Paizo witches cast arcane spells that they learn from their familiars, spell list is much more
limited than wizards, gain a number of curses/hexes/powers (This witch can change her
appearance for up to 3 hours, and has a good luck touch.
Reviews
I think it should be stated before I begin that I do not use the Arcana Evolved ruleset and I
hate mystery adventures on principle, most likely
due to trauma suffered from having to run The
Assassin‘s Knot back in the day. With that out of the
way, I really enjoyed my reading of To Kill or Not
to Kill. I‘m going to attempt to talk about the
module without spoiling the mystery. The mystery is
well laid-out and each potential suspect or crime
scene has information on the situation, suspects,
clues, means, motive and opportunity. This should
make it very easy for the DM to help focus their
investigation instead of chasing dead-end after
dead-end. Each of the Npc in the module is fully
detailed and most have talking points (sort of like
responses or additions they can make to
conservations) without going into long scripted
sections of boxed text. Being a non-AE guy, some of
the lingo and ramifications of certain plot pieces
were foreign to me initially but over the course of
the text the gaps were filled in as it appears the author wrote the module so that it would
be approachable to non-AE players as well as the target audience.
If I was going to drop word that relate to the plot to provide you with a bit of insight I would
have to pick: velociraptors (grave talons), ostrich riding faen, lotharios, love triangles, hags,
hexes, troll bridges, knights in shining armor and dream hunters. For those looking for new
P a g e | 44
AE or OGL crunchy bits, the book doesn‘t disappoint there either as there is one new totem
warrior option (velociraptor!), two ceremonial feats, one spell, a couple of templates and a
schwak of magic items (all due up with object loresight/legend lore information). All the
opponents and npcs have full stats so if you were using the Pathfinder ruleset you could
probably eyeball it and run things pretty smoothly as several class abilities have their
explanations provided (probably the most work would be picking spells. The adventure full-
colour, about 40 pages in length and costs just under $10. I think it would be playable in
two or three sessions depending on the length of your games, so the cost is very
reasonable. Also, although this is the second part of the Rituals of Choice adventure path,
there is more than enough background information and alternate hooks to allow this
adventure to stand alone as a one shot just as well. I‘m a patron on the third
adventure Race of the Crystal Fold which I think is due out in Marchish.
P a g e | 45
Open Game License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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(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,
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identify itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) ―Use‖, ―Used‖ or ―Using‖ means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content.
(h) ―You‖ or ―Your‖ means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using
this License.
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Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
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P a g e | 46
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
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13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
John Tynes, Andy Collins, and JD Wiker.
P a g e | 47
101 Arcane Spell Components Copyright 2002, Philip Reed, www.philipjreed.com
101 Mundane Treasures Copyright 2002, Philip Reed, www.philipjreed.com
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Copyright 2002,
2003 Philip Reed, www.philipjreed.com
A Complete Guide to Drow, Copyright 2002, Goodman Games
A Dozen Bothersome Spells Copyright © 2004 Michael Hammes. Published by Ronin Arts,
www.roninarts.com.
A Dozen Disgusting Spells copyright © 2004 Michael Hammes, published by Ronin Arts –
www.roninarts.com.
A Magical Society: Guide to Monster Statistics, © 2005 Expeditious Retreat Press,
Author: Joseph Browning
Aasimar & Tiefling: A Guidebook to the Planetouched, Copyright 2004, Green Ronin
Publishing; Author Robert J. Schwalb.
Advanced Bestiary ©2004 Green Ronin Publishing, LLC.
Advanced Player's Guide, Player's Guide to Monks and Paladins, Relics & Rituals:
Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred
Lands all ©2004 White Wolf Inc.
Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
Advanced Player’s Guide Playtest Round 2. Copyright 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn.
Advanced Player's Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams.
Alchemy & Herbalists, Copyright 2002, Bastion Press
Ancestral Vault copyright 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W.
Dolunt and Chris Jones.
Ancient Kingdoms: Mesopotamia ©2004 Necromancer Games.
Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski.
Armies of the Abyss, Copyright 2002, Green Ronin
Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc.
The Assassins Guide to Poisons Copyright 2002, Philip Reed, www.philipjreed.com
The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, Authors Wolfgang
Baur and David ―Zeb‖ Cook.
Battle Magic: The Eldritch Storm, Copyright 2002, Mongoose Publishing
Black Flags, Copyright 2002, Avalanche Press
Black Lightning Copyright 2002 Sean K Reynolds.
Blindheim from the Tome of Horrors, Copyright 2002, Necromancer Games Inc.; Author
Scott Greene, based on original material by Roger Musson.
Bleeding Horror from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.;
Author Clark Peterson and Scott Greene.
Blight Magic, Copyright 2002, Mystic Eye Games
Blood Bayou Copyright 2003. White Wolf Publishing, Inc.
Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot,
Steve Kenson, Alejandro Melchoir, and John Snead.
The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J.
Thomson and Robert W. Thomson
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J.
Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O‘Connor.
Book of Eldritch Might 1, Copyright 2001, Monte J. Cook
The Book of Eldritch Might Copyright 2001–2004 Monte J. Cook. All rights reserved.
The Book of Eldritch Might and Book of Eldritch Might III: The Nexus Copyright
2001, 2002 Monte J. Cook. All rights reserved.
The Book of Eldritch Might, The Book of Eldritch Might II: Songs and Souls of
Power, The Banewarrens, Requiem for a God, and The Book of Eldritch Might III:
The Nexus Copyright 2002, 2001 Monte J. Cook. All rights reserved.
P a g e | 48
The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M.
Kestrel and Duncan Scott
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
The Book of Hallowed Might Copyright 2002 Monte J. Cook. All rights reserved.
Book of Hallowed Might II: Portents and Visions, copyright 2004 Monte J. Cook. All
rights reserved.
Book of Templates, © 2002 Silverthorne Games; Author: Ian Johnston.
Book of Templates: Deluxe Edition, © 2003 Silverthorne Games; Authors: Ian Johnston
and Chris S. Sims.
The Book of Unusual Treasures Copyright 2002, Philip Reed, www.philipjreed.com
Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David
Bolack
Broadsides! Naval Adventuring, Copyright 2001, Living Imagination, Inc.
Burok Tom: City Under Siege Copyrlght 2002, White Wolf Publishing, Inc.
Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors
Davis Chenault and Mac Golden.
Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Character Clip Art & Color Customizing Studio. Copyright 2002, Elmore Productions,
Inc.; Authors Larry Elmore and Ken Whitman, art and illustrations by Larry Elmore.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing
Chaos Magic: Wild Sorcery, Copyright 2002, Mongoose Publishing
Cityworks Copyright 2003, Fantasy Flight Publishing, Inc.
Cleave Asunder, © 2000 Michael J. Kletch
Codex Arcanus, Copyright 2001, Paradigm Concepts
Coin Golem used under GNU Free Documentation License, Version 1.2., Copyright 2000,
2001, 2002 Free Software Foundation, Inc. Original Author: Tolbin Andrew Boskat (name
used with permission).
The Compleat Librum of Gar'Udok's Necromantic Artes Copyright 2002, Ambient Inc.;
Authors M Jason Parent, Denise Robinson, Chester Douglas II
The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.
The Complete Guide to Rakshasas ©2004 Goodman Games.
Constructs: It is Alive, Copyright 2002, Mongoose Publishing
Counter Collection: Undead Copyright 2004, Fiery Dragon Productions, Inc.Author and
illustrator: Claudio Pozas. www.fierydragon.com
Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Creature Collection Copyright 2000, Clark Peterson
Creature Collection 2: Dark Menagerie Copyrght 2001, White Wolf Publishing, Inc.
Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
Creatures of Freeport, Copyright 2004, Green Ronin Publishing, Authors Keith Baker and
Graeme Davis.
Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith
Baker.
CRIMSON CONTRACTS - THE ASSASSIN’S MANIFESTO, COPYRIGHT 2002, THE
BROOD, PUBLISHED BY AMBIENT INC.
Cross-Class Learning, © 2000 Bradley H. Bemis, Jr.
Crusades of Valor, Copyright 2002, Mongoose Publishing
Cry Havoc (c) Skip Williams. All rights reserved.
D20 Mecha Copyright 2003, Guardians of Order, Inc.
P a g e | 49
d20 Weekly August 28, 2002 Copyright 2002, Steve Jackson Games Incorporated.
d20 Weekly September 4, 2002 Copyright 2002, Steve Jackson Games Incorporated.
Dave Arneson’s Blackmoor: The Wizards’ Cabal by Dave Arneson, Dustin Clingman, Ari
Marmell, Christopher Reed, Jeff Quinn, Harley Stroh, Copyright 2005 Zeitgeist Games, Inc.
([email protected], or see www.zeitgeistgames.com).©2005 Zeitgeist
Games, Inc.
Dead Man’s Chest Copyright 2005 Necromancer Games, Inc.; Authors Lance Hawvermale,
Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt,
Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with
additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and
Nadine Oatmeyer.
Demonology: The Dark Road, Copyright 2001, Mongoose Publishing
Denizens of Avadnu ©2004 The Inner Circle.
The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
DM’s Idea Pipeline – 2004 Collection © 2004, 2005 Philip Reed and Michael Hammes,
all rights reserved.
DM’s Idea Pipeline – March, 2005 Copyright 2005 Michael Hammes and Philip Reed,
published by Ronin Arts www.roninarts.com.
DM’’s Idea Pipeline – May, 2005 Copyright 2005 Michael Hammes and Philip Reed,
published by Ronin Arts www.roninarts.com.
Doom of Odin: Tales of the Norse Gods Copyright 2002, Avalanche Press, Ltd.
Dragon Lords of Melnibone, Copyright 2000, Chaosium Inc.
Dragons, © 2001 Alderac Entertainment Group, Inc.; Authors: A. A. Acevedo, J. Darby
Douglas III, Peter Flanagan, Andrew Getting, Mike Leader, Mike Mearls, Jim Pinto, Ree
Soesbee, Douglas Sun.
Dread Codex II: The Necromancer’s Tome Copyright 2005, Adamant Entertainment.
Author K. Axel Carlsson
Dungeoncraft Copyright 2003, Fantasy Flight Publishing, Inc.
Dungeons, Copyright 2001, Alderac Entertainment Group
Dynasties and Demagogues, copyright 2003, Trident, Inc. d/b/a Atlas Games; Author
Chris Aylott.
Egyptian Adventures: Hamunaptra Copyright 2004, Green Ronin Publishing; Authors
C.A. Suleiman, Ari Marmell, Steve Kenson
Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger,
Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W.
Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff
Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al
Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary
Schotter, Joe Walmsley, and Bill Webb.
En Route Copyright 2001, Trident Inc. d/b/a Atlas Games
Encyclopaedia Arcane – Constructs, © 2002 Mongoose Publishing.
Encyclopaedia Arcane: Necromancy—Beyond the Grave, © 2001 Mongoose Publishing.
Everquest: Roleplaying Game Player’s Handbook, © 2002 Sony Computer
Entertainment America Inc.
Everyone Else Copyright 2002, Ambient Inc.
Evil, Copyright 2001, Alderac Entertainment Group
Fading Suns: D20, copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy
Harmon.
The Faithful and the Forsaken Copyright 2003, White Wolf Publishing, Inc.
Fantasy Player’s Companion: Evokers – Weavers of Destruction copyright © 2004
Patrick Younts, published by Ronin Arts – www.roninarts.com.
Fell Beasts: Goblins, Copyright 2005, Dark Quest, LLC
Fey Magic: Dreaming the Reverie, Copyright 2002, Mongoose Publishing
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Fleshbound Vampire, Padrafyte (Half-Medusa), Nettlecloud Vermin (Nettlecloud
Spider), Skinrug, Thermic Elemental, and Many-Headed (Two-Headed Mutant) are
Open Game Content from www.SeanKReynolds.com, © 2001, 2002, 2003 Sean K Reynolds.
Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Forbidden Arcana Copyright 2004 Michael Hammes and Philip Reed.
Forbidden Arcana: Burning Spellbooks, Copyright 2003 Philip Reed. Published by Ronin
Arts, www.roninarts.com.
Forbidden Arcana: Eater of the Arcane Copyright 2003, Philip Reed,
www.philipjreed.com
Forbidden Arcana: Kelust’s Tower copyright 2004 Michael Hammes and Philip Reed,
published by Ronin Arts. www.roninarts.com
Forbidden Arcana: Lost Spells Copyright © 2003, Michael Hammes. Published by Ronin
Arts www.roninarts.com.
Forbidden Arcana: Magical Diseases, Copyright 2003 Philip Reed. Published by Ronin
Arts, www.roninarts.com.
Forbidden Arcana: Magical Foods Copyright © 2003, Michael Hammes. Published by
Ronin Arts www.roninarts.com.
Forbidden Arcana: Magical Pipes and Tobacco Copyright © 2004, Michael Hammes.
Published by Ronin Arts www.roninarts.com.
Forbidden Arcana: Necromantic Feats, Copyright 2003 Philip Reed. Published by Ronin
Arts, www.roninarts.com.
Forbidden Arcana: Performance Magic Copyright © 2003, Michael Hammes. Published
by Ronin Arts www.roninarts.com.
Forbidden Arcana: Potion Mixology Copyright © 2003, Michael Hammes. Published by
Ronin Arts www.roninarts.com.
Forbidden Arcana: Wizards’ Spellbooks, copyright © 2004 Michael Hammes.
Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing
Frost & Fur Copyright 2004, MonkeyGod Enterprises
Future: 13 More Mecha Devices, copyright 2005 Philip Reed. Published by Ronin Arts
www.roninarts.com.
Future: Heroes — Cyborgs, Copyright 2004, Philip Reed. Published by Ronin Arts.
Future Player’s Companion: Tomorrow’s Foundation, Copyright 2005 The Game
Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker.
Future Player’s Companion: Tomorrow’s Hero, Copyright 2005 The Game Mechanics,
Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker.
Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game
Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney Thompson.
Future Player’s Companion (Print), Copyright 2005 The Game Mechanics, Inc.; Authors:
Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker.
Giant Slicer Beetle from the Tome of Horrors, Copyright 2002, Necromancer Games
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Gladiator, Sands of Death, Copyright 2001, Mongoose Publishing
Gloomwing from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Gods, Copyright 2002, Alderac Entertainment Group
Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Authors Scott Greene and Patrick Lawinger.
Hall of the Rainbow Mage, Copyright 2002, Sword & Sorcery Studios/White Wolf
Hammer & Helm, Copyright 2002, Green Ronin
Heroes of High Favor: Dwarves Copyright 2002 Benjamin R. Durbin; published by Bad
Axe Games, LLC.
Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.
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Hornsaw: Forest of Blood Copyright 2002, White Wolf Publishing, Inc.
The Hunt: Rise of Evil World Book, Copyright 2002, Mystic Eye Games
Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights
reserved.
If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
Improved Caster Level Copyright 2001, Carl Cramér
Ink & Quill copyright 2002, Bastion Press, Inc.
Interludes: Brief expeditions to Bluffside, Copyright 2001, Thunderhead Games
Jade & Steel, Copyright 2001, Avalanche Press
Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
Libellus Magnus 2: New Spells & Feats, Copyright 2004, Louis Porter Jr. Design, Inc.
Libem Liborium: The Complete Guide to d20 Books ©2004 Silven Publishing.
Librum Equitus, Copyright 2002, Mystic Eye Games
LIBRUM EQUITIS VOLUME 1, COPYRIGHT 2001-2002, AMBIENT INC. AUTHOR M JASON
PARENT
LIBRUM EQUITIS VOLUME 2, COPYRIGHT 2001-2002, AMBIENT INC.
Lions Den Press – Planar Magic Copyright 2005, Lions Den Press;Author Ari Marmell
Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.
Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave
Mattingly, Aaron Sullivan, and Derrick Thomas.
Magic, © 2002 Alderac Entertainment Group, Inc.
Magic of Rokugan Copyright 2002, Alderac Entertainment Group.
Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright
Mecha Compendium Copyright 2003, Dream Pod 9, Inc.
Mecha Omega, copyright 2009 Vigilance Press, written by Charles Rice
Mercenaries, Copyright 2002, Alderac Entertainment Group
METABLADES ©2003-2004 Nevin Flanagan
Metablades (Expanded Edition) ©2004 Genjitsu Games.
The Mind Divine Copyright 2007 Jeremy Smith
The Mind Unveiled Copyright 2009 Jeremy Smith, Andreas Rönnqvist.
Mindbender (Non-Euclidean) template © 2003 Greg Ragland.
Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
Modern20, Copyright 2007, RPGObjects; Author Charles Rice
Modern Dispatch #64 2005, Ronin Arts; Author Phil Reed
Modern Magic ©2004 The Game Mechanics, Inc.
Mongrelman from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Monsters, Copyright 2002, Alderac Entertainment Group
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
Monte Cook's Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.
Moon Elves, Copyright 2002 DarkQuest, LLC
Mother of All Encounter Tables Copyright 2004, Necromancer Games, Inc.; Author Greg
Ragland.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Mystic Warriors, Copyright 2001, Mystic Eye Games
Mythic Races, Copyright 2001, Fantasy Flight, Inc.
Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic
Artes Copyright 2002, Mystic Eye Games & Ambient Inc.
Netbook of Feats Copyright 2000 Fantasy Netbook Community Council - Authors: Agust‘n
Mart‘n, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg,
P a g e | 52
Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cram r, Chris Meravi, Curtis
Bennett, Daniel Langdon, David Spitzley, Dominique Crouzet, Eric D. Harry, Ian Cheesman,
Jerry M. Chaney II, John O. Lamping, Jose Lira, Joshua Turton, Marcus Lindberg, Mark Koh,
Michael J. Kletch, Paul W. King, Peter K. Campbell, Rafael Arrais, Rebecca Glenn, Rick Coen,
Robert Michael Ogilvie, Scott Metzger, Sigfried Trent, Steven J. Damon, S bastien Adhikari,
Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok,
William Setzer.
Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Roger Musson.
Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author
Christopher W. Dolunt.
Oathbound: Domains of the Forge Copyright 2002, Bastion Press, Inc.
Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam
Bank, Chris Jones, Scott Reeves, and Elton Robb.
Open game content from Classic Play - The Book of the Sea is copyright 2004, Mongoose
Publishing Ltd.
Open game content from Encyclopaedia Arcane – Abjuration copyright 2003, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane - Battle Magic copyright 2002,
Mongoose Publishing.
Open game content from Encyclopaedia Arcane - Chronomancy copyright 2002,
Mongoose Publishing.
Open game content from Encyclopaedia Arcane - Divination copyright 2003, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane – Drow Magic copyright 2004,
Mongoose Publishing.
Open game content from Encyclopaedia Arcane - Conjuration copyright 2003, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane - Elementalism copyright 2002,
Mongoose Publishing.
Open game content from Encyclopaedia Arcane - Enchantment copyright 2002,
Mongoose Publishing.
Open game content from Encyclopaedia Arcane - Familiars copyright 2003, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane - Illusionism copyright 2002, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane: Necromancy – Beyond the
Grave copyright 2001, Mongoose Publishing.
Open game content from Encyclopaedia Divine: Shamans copyright 2002, Mongoose
Publishing.
Open game content from Encyclopaedia Arcane Compendium copyright 2004, Mongoose
Publishing.
Open game content from Epic Player's Guide - Renegade Wizard's Spellbook is
copyright 2005, Mongoose Publishing Ltd.
Open game content from Seas of Blood - Fantasy on the High Seas Copyright 2001,
Mongoose Publishing.
Open game content from Skraag – City of the Orcs Copyright 2002 Mongoose Publishing.
Open game content from The Planes - Feurring Copyright 2002, Mongoose Publishing.
Open game content from The Quintessential Bard copyright 2003, Mongoose Publishing
Ltd.
Open game content from The Quintessential Cleric Copyright 2002, Mongoose Publishing.
Open game content from The Quintessential Druid copyright 2002, Mongoose Publishing.
Open game content from The Quintessential Kobold copyright 2004, Mongoose
P a g e | 53
Publishing Ltd.
Open game content from The Quintessential Paladin copyright 2002, Mongoose
Publishing Ltd.
Open game content from The Quintessential Sorcerer copyright 2003, Mongoose
Publishing Ltd.
Open game content from The Quintessential Wizard copyright 2002, Mongoose
Publishing.
Open game content from The Tome of Drow Lore copyright 2005, Mongoose Publishing
Ltd.
Orcs: Legacy of Blood Copyright 2001 SkeletonKey Games
Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc.; based on
spells from the Player's Handbook that were renamed in the System Reference Document,
found on the legal page of www.necromancergames.com.
Paleoskeleton template, © 2002 Erica Balsley
Pantheon and Pagan Faiths ©2004 Mystic Eye Games.
Pathfinder Chronicles: The Great Beyond, A Guide to the Multiverse. Copyright 2009,
Paizo Publishing, LLC; Author: Todd Stewart.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O‘Connor and
Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.
Paths of the Magi Copyright 2003, Troll Lord Games; Authors Sean K. Reynolds, Jeff
Quick, W. Jason Peck, and Mike McArtor.
The Penumbral Pentagon Copyright 2003, White Wolf Publishing. Inc.
The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a Atlas Games; editor
Michelle A. Brown Nephew.
Player's Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc.
Player's Guide to Fighter and Barbarians Copyright 2003, White Wolf Publishing, Inc.
Player's Guide to Rangers and Rogues Copyright 2003. White Wolf Publishing, Inc.
Player's Guide to Wizards, Bards and Sorcerers Copyright 2003. White Wolf Publishing,
Inc.
Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author
Matthew Sernett.
Pocket Grimoire Arcane Copyright 2002, Green Ronin Publishing
Poisoncraft: The Dark Art ©2004 Justin D. Jacobson.
PORTABLE HOLE FULL OF BEER (THIS PRODUCT CONTAINS NO ALCOHOL),
COPYRIGHT 2002, AMBIENT INC.
Portals & Planes Copyright 2003, Fantasy Flight Publishing, Inc.
The Primal Codex, © 2001 Netherland Games Inc.
Psionics Toolkit Copyright 2002, Fiery Dragon Productions, Inc., www.fierydragon.com;
Author Mike Mearls
The Psychic's Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
Quintessential Cleric, Copyright 2002, Mongoose Publishing
Quintessential Dwarf, Copyright 2002, Mongoose Publishing
Quintessential Elf, Copyright 2002, Mongoose Publishing
Quintessential Fighter, Copyright 2002, Mongoose Publishing
Quintessential Rogue, Copyright 2002, Mongoose Publishing
Quintessential Wizard, Copyright 2002, Mongoose Publishing
Ragnarok! Tales of the Norse Gods Copyright 2001, Avalanche Press, Ltd.
Relics & Rituals Copyright 2001, Clark Peterson
Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
Remarkable Races. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
Rokugan copyright 2001,Alderac Entertainment Group.
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Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors
Scott Greene and Clark Peterson, based on original material by Gary Gygax
RULES FROM MONTE COOK'S WEBSITE (WWW.MONTECOOK.COM) ©2002 MONTE J.
COOK.
Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.
Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing, Inc.
Scarred Lands Gazetteer: Termana Copyright 2002. White Wolf Publishing, Inc.
School of Evocation Copyright 2003, Fantasy Flight Publishing, Inc.
Seafarer's Handbook, Copyright 2001, Fantasy Flight, Inc.
Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David
―Zeb‖ Cook and Wolfgang Baur.
Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
The Serpent and the Scepter: Serpent Amphora Cycle, Book II Copyright 2002,White
Wolf Publishing, Inc.
The Serpent Citadel: Serpent Amphora Cycle, Book II Copyright 2003, White Wolf
Publishing, Inc.
Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright 2002, White Wolf
Publishing, Inc.
Seven Strongholds, Copyright 2002, Atlas Games
Shaman's Handbook, Copyright 2002, Green Ronin Publishing
Shamans: Call of the Wild, Copyright 2002, Mongoose Publishing
Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Vol. 2: The Faithful
Copyright 2002 Sean K Reynolds. The Book of Eldritch Might, Book of Eldritch
Might II: Songs and Souls of Power, and Book of Eldritch Might III: The
Nexus Copyright 2001, 2002 Monte J. Cook. All rights reserved.
Slayer's Guide to Dragons, Copyright 2002, Mongoose Publishing
Slayer's Guide to Trolls, Copyright 2002, Mongoose Publishing
Slayer's Guide to Sahuagin, Copyright 2002, Mongoose Publishing
Spellbinder’s Sourcebook Copyright 2004, Bloodstone Press.
Spells & Magic, Copyright 2002, Bastion Press
Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
Spellchrome Core Rulebook Copyright ©2009 Collin Lenzen.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
The Taan, Copyright 2001, Sovereign Press
The templates: Breath Weapon, Dragon-blooded, Gigantic, Half-Template,
Humanoid, and Miniature; domains Construct, Dread, Gloom; spells bestial aspect,
bestial aspect other, create undead (revised), create greater undead (revised),
fabricate spirit, fabricate greater spirit, greater bestial aspect, greater bestial
aspect other, nimbus of fear, small miracle, and voidburst; characters: Kaavaak
and Sven Varian; creatures: Elder Deer and Truagekin; items: Kaavaak’s Crown
Ruby; and rules: Variant Half-Dragons and Vorthr are all OGC and © 2003 Chris S.
Sims.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Tome of Horrors, Revised. Copyright 2002 Necromancer Games, Inc. Authors: Scott
Greene, with Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawringer, Clark Peterson, Greg Ragland, and Bill Webb; Based on
original content from TSR.
Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene;
Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan
Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan
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Paul, Clark Peterson, Bill Webb and Monte Cook.
Touched by the Gods, Copyright 2001, Atlas Games
Traps and Treachery, copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt
Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker,
Wil Upchurch.
True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve
Kenson.
Twilight of Atlantis Copyright 2001, Avalanche Press, Ltd.
Twin Crowns: Age of Exploration Fantasy, Copyright 2001, Living Imagination Inc.
Undead, © 2001 Alderac Entertainment Group, Inc.; Authors: Noah Dudley, Andrew
Getting, Travis Heerman, Mike Mearls, Jim Pinto, Ree Soesbee, Eric Steiger, Douglas Sun,
and Rich Wulf.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker,
David Noonan, Rich Redman
Untapped Potential: New Horizons in Psionics Copyright 2006 Anthony Ogden, Brian
Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez, Will Elyea
Vlad the Imapler: Blood Prince of Wallachia Copyright 2002, Avalanche Press, Ltd.
Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc.
Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
War, Copyright 2001, Alderac Entertainment Group
Wilderness & Wasteland Copyright 2002. White Wolf Publishing, Inc.
Winter’s Waste Copyright 2002, Paul Stefko.
The Wise and the Wicked Copyright 2001. White Wolf Publishing, Inc.
Wrath & Rage: A Guidebook to Orcs and Half-Orcs, Copyright 2002, Green Ronin
Publishing; Author Jim Bishop.
The Year’s Best d20, Vol. 1 ©2005 Monte J.Cook.
DM Sketchpad - December 2009; Copyright 2009, Published by Purple Duck Creations.
Authors Mark Gedak, Zachary Houghton , Shane O’Connor, Stefen Styrsky. Cartography by
Kristian Richards.
The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck
Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek,
Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson,
Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Tom.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information
on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility,
and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying
Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo
Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
See http://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility
license.
―Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth LordTM and Advanced
Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the
Labyrinth LordTMTrademark License 1.1 available at www.goblinoidgames.com.