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Introduction worlds core and heat everything back up. About 80,000 people
live on the slopes and foothills of the Steaming Mountain.
Permafrost is a world covered in ice and snow, a world of
Next is Crystalhome, a vast domed city made of magical crys-
deadly beauty and harsh lives. It is a story of a planets last hope
tal. The wizard Laccia created this whole place on her own before
for survival, and of the people fighting to rescue it.
traveling to the outer planes to look for help. That was six years
ago. Crystalhome is run by the Adepts, a band of monks whove
Credits had to put their training on hold to deal with this town showing
Writing, Layout: Colin Fredericks up on their doorstep. Crystalhome is about thirty miles away from
Total Lack of Artwork: Colins Bank Account the Steaming Mountain. The Planar Initiates, disciples of Laccia,
Thanks to: Andrew Tatro make their home here as well, using the crystal to peer into the
multiverse, seeking an answer. Crystalhome has about 150,000
Setting and Backstory inhabitants.

Twenty years ago there was a major planar accident, an epic- Last is the Great Dark, the vast system of catacombs beneath
level screwup of such magnitude that it pushed the prime material the world where the cold has not yet penetrated. The core seekers
plane out of its place in the cosmos. Ever since then the world has delve into these underground vaults and tombs, but they do not
been getting colder and colder. After two solid years of winter, the make it their home. That right belongs to the Naga Cultists, who
people in the north started moving south. They went a little farther draw their power from allegiance to the great snake-people, and
each time, hoping it would all just stop so they could live their lives. to the Servants of Death, who solemnly watch over those buried
Five years ago the northerners finally traveled so far south that here. Both of these groups have been seen above-ground in recent
they ran into the people who had been moving north. The whole years, and their influence is growing as the Great Darks population
world is in the worst ice age you can imagine the equators increases. There are only 20,000 humans and demihumans there,
frozen and the poles are wide-open portals to the paraelemental but the population of monstrous humanoids is much larger.
plane of Ice. If not for magic, everyone would be dead. There are
only a quarter million people left alive. In the snowy wilderness, one can find few survivors. Those
who refuse to move to the Mountain, Crystalhome, or the Dark
There are three major outposts in this world still capable of eventually succumb to the blistering cold. Only three kinds of
supporting life. First is the Steaming Mountain, where the Magma people can be found here: the Knights of the Snows, whose fey
Mages live. This active volcano is one of the few places thats still goddess protects them from the cold; the Iceborn Raiders, who
warm enough to grow crops on a regular basis, as the ground itself steal from others to survive; and the Mad Hermits who survived
produces enough heat. The mages and their protectors, the Core when others perished, and have paid the price in their sanity.
Seekers, are looking for a way to tap into the warmth left in the
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* Core Seeker (CSe): A ranger-like class familiar with the under-
There is one thin ray of hope. Last year some people seemed to ground. Has trapfinding.
fall deathly ill, eventually entering glowing cocoons and emerging * Crystalhome Adept (CAd): Take a monk, strip out some com-
hale and healthy, with unexpected powers and different personali- bat abilities, and add a few crystal-themed powers. This is a
ties. Most of them were young, none more than twenty years old. socially-oriented class.
Each had a message: they were archons, sent by the gods of the
Upper Planes to be reborn in living flesh, to help the people of this * Iceborn Raider (IbR): A rogue-like class with powers related to
world. Some take this as an indication that Laccia succeeded in invisibility. Has sneak attack, but not trapfinding.
her quest, but others point out that the cold is still growing. * Knight of the Snows (KoS): The closest thing the setting has to
a paladin, with the ability to create cold-oriented weapons and
Character Creation armor out of snow.
* Mad Hermit (MdH): Front-line warriors with the rage ability,
For the most part, you can follow the normal procedures for and minor perks from their insanity. Essentially replaces the
character creation as described in the core rules. Generate stats, barbarian class.
pick a race and class, pick skills and feats and so forth. * Magma Mage (MaM): Blow. Things. Up. If you want to play
artillery, this is where its at. Replaces the sorcerer.
Most humanoid races in this world are the result of magi-
cal experimentation with humans. Elves come from fey blood, * Naga Cultist (NaC): A social class. Where rogues got sneak
orcs were the result of an epic curse against an entire kingdom, attack, these guys get poison and an entrancing gaze. If you
dwarves came from people who wanted to be stronger and did want to play an assassin-type, this is for you.
something about it, and halflings were the result of a seriously * Planar Initiate (PlI): A psion-derived class that really screws
disturbed wizards perverted desire for children who never grew with outsiders. Good choice for the know-it-alls, as they get an
up. Gnomes are the exception; theyre actually a different species ability similar to bardic knowledge. Not much in the damage
entirely. Most people dont know this, though its recorded (often in department.
allegorical form) in the various races religious texts. * Reborn Archon (RbA): The only people with serious healing
powers, with a few archon-like abilities. Not particularly com-
None of the usual core classes are used in Permafrost. The bat-oriented, and does not turn undead.
ten classes mentioned above are all there is (though the old NPC
classes are available as well if youre a masochist). To help those * Servant of death (SoD): Necromancers who can turn into
who are more used to the traditional classes, heres a quick version the undead and have a powerful unliving ally; actually a very
of each one: druid-like class.

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If you want a front-liner, play a core seeker, knight of snows,
or mad hermit. Social and sneaky characters include crystalhome Q: Its only been 20 years; cant I play some old guy (or young
adepts, iceborn raiders, and naga cultists. Artillery and support elf) with old class levels?
comes from the magma mages, planar initiates, reborn archons, A: Short version: ask your GM. Long version: due to the pla-
and servants of death, though the servants can occasionally hold nar disjunction clerics and druids will not be receiving any divine
their own in combat. power (spells and turning), and theres no one left to train most of
the other classes, but its not inconceivable that a few other folks
Certain prestige classes will be forever unavailable in this might be left.
setting unless you intend to do some major conversion. However,
most of the core prestige classes fit without any alteration. Q: How do people outside the cities survive?
A: Poorly, and by the skin of their teeth. There is a 0th-level
Questions and Answers spell on the adept (NPC class) spell list that protects a single plant
from the effects of ice and snow for a year, and this helps greatly.
Q: Will you be writing any more in this setting? Many experienced commoners in this world multiclass into adept
A: Almost certainly not. You are welcome to do so yourself; for this exact reason. And no, Im not going to bother statting up a
note that the entire text of this book is Open Gaming Content, spell thats nothing more than a plot device.
and you can do whatever you like with it, including writing expan-
sions and making money off them. In fact, you could include this Q: Who has Turn Undead?
entire document in something you make under the OGL. A: None of the basic classes in this setting have the Turn
Undead class ability. This was intentional. Undead become more
Q: What can I do in Permafrost besides save the world? dangerous in this setting; outsiders become less so (thanks to the
A: See page 41 for forty different plot ideas. Planar Initiates banishment ability).

Q: Why all the new core classes? Q: I hate psionics!


A: I didnt feel like having them as prestige classes. This way I A: Thats not a question. I, personally, love psionics, and I
could include more of the nifty abilities I thought up. Plus I think it think theyre a good fit for the planar initiate. If you dont have the
really hammers home the feel of the world: people work together rules for psionics, I highly recommend http://d20srd.org
to survive, and will train almost anyone who comes to them be-
cause its just that important. On other worlds these organizations
might be considered prestigious groups, but here they give you the
basic training you need to deal with the cold. They cant afford to
be picky.

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Core Seeker Terrain Mastery: At 2nd level the core seeker gains a +1
insight bonus on attack and damage rolls against subterranean
creatures not creatures who simply happen to be underground,
Headquartered with the magma mages at the Steaming
but those who live there habitually. This applies whether the core
Mountain, core seekers are an order of well-trained subterranean
seeker is underground or not. Unlike the Horizon Walker ability
trackers and explorers.
of the same name, core seekers do not (yet) gain the Darkvision
ability that normally comes with underground terrain mastery.
Alignment: Any.
Ore Hunter: Core seekers of 4th level or higher can name a
Hit Dice: d8
particular mineral, precious metal, gemstone, or the like, and seek
it out as if using the Locate Object spell. Unlike that spell, this
Skills ability is not blocked by lead.

The core seekers class skills are: Balance, Climb, Craft, De- Darkvision: At 5th level and higher, a core seeker gains dark-
cipher Script, Disable Device, Escape Artist, Heal, Hide, Jump, vision 30. If they already have darkvision, or gain it temporarily
Knowledge (dungeoneering), Listen, Open Lock, Search, Spot, through a spell or other effect, its range is doubled.
Survival, Swim, Tumble, and Use Rope.
Trap Sense: As the 3rd level rogue ability of the same name.
Skill points at 1st Level: (4 + Int modifier) x4 This bonus starts at +1 at 6th level, and increases by an additional
Skill points at additional levels: 4 + Int modifier point every four levels thereafter.

Class Features Stonefriend: Starting at 7th level a core seeker receives a +4


bonus on all saving throws against spells, spell-like effects, and
Weapon and Armor Proficiency: Core seekers are proficient supernatural abilities involving stone, earth, or rock. Examples
with all simple and martial weapons, all armor, and all shields. include petrification, the Earthquake spell, or an Earth Mephits
breath weapon. They also receive DR 3/- against stone weapons
Allegiance to the Depths: At 1st level a core seeker gains +2 and any creature made of earth or stone (stone or clay golems,
to Charisma and Charisma-related skill checks when dealing with xorn, earth elementals, gargoyles, etc.). None of these abilities
creatures who live underground. He also receives a +2 bonus on apply against metal.
Survival checks made underground.
Swift Tracker: As the 8th level ranger ability of the same
Trapfinding: As the 1st level rogue ability of the same name. name.

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Find the Path: As the 6th level Cleric spell of the same
Burrow: Starting at 11th level core seekers gain the ability name.
to magically tunnel through solid stone, leaving a tunnel or not
as they see fit. Every fifteen minutes of burrowing (or portion Stonewalking: A core seeker of at least 17th level can step
thereof) fatigues the core seeker, with fatigue becoming exhaustion into a piece of stone at least as big as he is, stepping out of another
and then unconsciousness as usual. At this speed, a core seeker can up to a mile away. Each transport is a standard action. You must
burrow 750 feet before becoming fatigued. designate a distance and direction; you come out at the closest
piece of stone to this location that does not put you in significant
danger. This ability can be used up to three times per day.

The Core Seeker (d8) Spells per Day


Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Allegiance to the Depths, Trapfinding
2nd +2 +3 +3 +0 Terrain Mastery
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Ore Hunter 0
5th +5 +4 +4 +1 Darkvision 0
6th +6/+1 +5 +5 +2 Trap Sense +1 1
7th +7/+2 +5 +5 +2 Stonefriend 1
8th +8/+3 +6 +6 +2 Swift Tracker 1 0
9th +9/+4 +6 +6 +3 1 0
10th +10/+5 +7 +7 +3 Trap Sense +2 1 1
11th +11/+6/+1 +7 +7 +3 Burrow 5 1 1 0
12th +12/+7/+2 +8 +8 +4 1 1 1
13th +13/+8/+3 +8 +8 +4 Tremor Sense 30 1 1 1
14th +14/+9/+4 +9 +9 +4 Trap Sense +3 2 1 1 0
15th +15/+10/+5 +9 +9 +5 Find the Path 1/day 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Stonewalking 3/day 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 Trap Sense +4 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Freedom 1/day 3 3 3 3

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Core seekers learn to cast a specialized set of spells, a bag of
Freedom: As the 9th level Wizard spell of the same name. tricks intended to help them survive the depths more effectively.
Some of them have use in combat, while others are intended for
stealth missions, deterring pursuit, or plain survival. Because the
Spells survival of the core seekers is considered essential to the magma
magi, core seeker spellbooks come preloaded with every one of
Beginning at 4th level, a core seeker gains the ability to cast a these spells.
small number of arcane spells, which are drawn from the spell list
below. A core seeker must choose and prepare his spells in advance. 1st: Alarm, Detect Animals or Plants, Detect Secret Doors,
To prepare or cast a spell, a ranger must have an Intelligence score Detect Snares and Pits, Endure Elements, Feather Fall, Grease,
equal to at least 10 + the spell level. The Difficulty Class for a sav- Hold Portal, Light, Magic Mouth, Pass without Trace, Spider
ing throw against a core seekers spell is 10 + the spell level + the Climb
core seekers Intelligence modifier. 2nd: Arcane Lock, Invisibility, Locate Object, Misdirection,
Obscure Object, Phantom Trap, Rope Trick, Shatter, Snare, Wind
Like other spellcasters, a core seeker can cast only a certain Wall
number of spells of each spell level per day. His base daily spell al- 3rd: Clairaudience/Clairvoyance, Darkvision, Daylight, Neu-
lotment is given on Table: The core seeker. In addition, he receives tralize Poison, Remove Disease, Tiny Hut
bonus spells per day if he has a high Intelligence score. When the 4th: Dispel Magic, Fire Trap, Freedom of Movement, Locate
table indicates that the core seeker gets 0 spells per day of a given Creature, Nondetection, Scrying, Stone Shape
spell level, he gains only the bonus spells he would be entitled to
based on his Intelligence score for that spell level. The core seeker
does not have access to any domain spells or granted powers, as a
cleric does.

A core seeker prepares and casts spells the way a wizard does.
A core seeker may prepare and cast any spell on the core seeker
spell list, provided that he can cast spells of that level, but he must
choose which spells to prepare during his daily studies.

Through 3rd level, a core seeker has no caster level. At 4th


level and higher, his caster level is one-half his ranger level.

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Crystalhome Adept Skill points at 1st Level: (6 + Int modifier) x4
Skill points at additional levels: 6 + Int modifier
In the first year of the conjunction, the great wizard Laccia
raised the city of Crystalhome in the great western mountains be- Class Features
fore heading towards the outer planes to seek assistance. Whether
she will ever succeed or not, Crystalhome may still be her greatest Weapon and Armor Proficiency: Crystalhome adepts are
achievement. This crystal of the domed city stays warm regard- proficient with all simple weapons and light armor, but no shields.
less of the chill outside, which led to its unfortunate but inevitable
overcrowding.
The Crystalhome Adept (d6)
Level Base Attack Fort Ref Will Special
The adepts of Crystalhome former monks
Bonus
who lived on the mountainside quickly learned
1st +0 +2 +0 +2 Crystalhome Authority, Stone Hands Style
to repair their city, care for those within, and
2nd +1 +3 +0 +3 Defensive Awareness
keep the peace, lest their monastery be overrun.
3rd +2 +3 +1 +3 Crystal Repair
The majority of their martial skills have atro-
4th +3 +4 +1 +4
phied, replaced with political acumen.
5th +3 +4 +1 +4 Mediation Training
6th +4 +5 +2 +5
Alignment: any Lawful. These monks may
7th +5 +5 +2 +5 Crystal Sheath 1/day
be an order in transition, but they still require
8th +6/+1 +6 +2 +6 Crystalline Wall 3/day
discipline and order from their novices.
9th +6/+1 +6 +3 +6
Hit Dice: d6 10th +7/+2 +7 +3 +7 Evasion
11th +8/+3 +7 +3 +7 Mark of Justice 1/day
12th +9/+4 +8 +4 +8
Skills
13th +9/+4 +8 +4 +8 Guardian
14th +10/+5 +9 +4 +9 Quest
The crystalhome adepts class skills are:
15th +11/+6/+1 +9 +5 +9
Appraise, Balance, Concentration, Craft,
Diplomacy, Gather Information, Knowledge, 16th +12/+7/+2 +10 +5 +10
Performance, Speak Language, and Use Magic 17th +12/+7/+2 +10 +5 +10 Tongue of the Sun and the Moon
Item 18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11 Crystalize
20th +15/+10/+5 +12 +6 +12

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Crystalhome Authority: Crystalhome adepts gain +2 to Crystal Sheath: At 7th level and above, crystalhome adepts
Charisma and Charisma-based skill checks when in the city of can coat themselves in crystal once per day, for one round per
Crystalhome and acting in an official capacity. They also receive level. They must be holding or touching a nonmagical crystal
this bonus when dealing with officials from other major settle- object at the time. The buildings or walls of Crystalhome are
ments. the usual target, but the crystal can be as small as a thumb-sized
piece of amethyst. While this ability lasts, the crystalhome adepts
Stone Hands Style: Crystalhome adepts are always treated receives a +4 natural armor bonus to AC, as well as a +4 enhance-
as if they were armed. They may attack with their hands and ment bonus to unarmed damage and a +2 bonus on Reflex and
feet, dealing 1d6 nonlethal damage (1d4 for Small creatures). In Fortitude saving throws as the crystal refracts magical energy away
addition, they do not trigger an attack of opportunity when trip- from the Adept. Their unarmed attacks are considered magical
ping, sundering, grappling, bull rushing, or taking other similar adamantine for the purposes of damage reduction.
maneuvers barehanded.
Crystalline Wall: Crystalhome adepts of 8th level or higher
Defensive Awareness: Crystalhome adepts of 2nd level or can create a wall of warm crystal three times per day, identical in
higher are trained to be especially aware of their surroundings effect to the Wall of Ice spell.
during a fight. They gain their Wisdom modifier as a dodge bonus
to AC, and on any Spot and Listen checks made during combat. Evasion: As the 2nd level monk ability of the same name.

Crystal Repair: Crystalhome adepts of 3rd level or higher Mark of Justice: as the Cleric spell of the same name. Cryst-
can use the Make Whole spell on any crystalline object small alhome adepts can only use this ability on those they know to have
enough to fit in its area of effect. They can also restore five hit broken a law.
points per round of contact to any larger crystalline object as a
move action, as long as the object is not totally destroyed. There is Quest: As the Cleric spell of the same name. Crystalhome
no limit to the number of times per day this ability can be used. adepts can only use this ability on those they know to have broken
a law.
Mediation Training: Starting at 5th level crystalhome adepts
are specially trained to remain calm at all times, showing emotions Guardian: At 13th level the crystalhome adepts receives a
they want to portray rather than their true reactions and carefully special gift from the elders of his order: a Shield Guardian made
probing the emotions of others. They can apply their Wisdom of pure amethyst crystal, especially attuned to serve and protect
bonus as a competence bonus on any Charisma check or Cha- him. The amulet normally used to control Shield Guardians is
risma-based skill check. unnecessary.

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Tongue of the Sun and the Moon: As the 17th level Monk
ability of the same name.
Iceborn Raider
Iceborn raiders are those who have turned to assault and
Crystallize: As the Metacreativity psionic power of the same
robbery to survive in this dark time. Their favorite targets are the
name. Usable with a touch attack, once per day. The Fortitude save
caravans of food from the Steaming Mountain to Crystalhome,
is DC 10 + half the adepts level + his or her Wisdom modifier,
and the sleds loaded with supplies that go the other way. Their
and even if the save is failed, the target is slowed. The power may
connection to the plane of Ice and their need for stealth have
be used again to reverse the effect, by the same Adept or another.
furnished them with a number of abilities that allow them to act
covertly.

Alignment: any Evil. The Raiders steal food and supplies


from those who would die without it; no one can claim that what
they do is good.

Hit Dice: d8

Skills

The iceborn raiders class skills are: Appraise, Balance, Bluff,


Disable Device, Disguise, Forgery, Gather Information, Handle
Animal, Hide, Intimidate, Move Silently, Ride, and Survival

Skill points at 1st Level: (6 + Int modifier) x4


Skill points at additional levels: 6 + Int modifier

Class Features

Weapon and Armor Proficiency: Iceborn raiders are


proficient with all simple weapons, light and medium armor, and
shields

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No Allegiance: An iceborn raider gains a +2 bonus on Will weapons (or 20 pieces of ammunition) transparent. For the next
saves, but a 2 penalty on Charisma checks and Charisma-based hour he receives a +2 circumstance bonus to hit any foe using
skill checks against any non-raiders who know his true profession. vision to detect him.
Too many people have had their food and belongings stolen by the
Iceborn to trust one of them. Use of the Disguise skill is recom- Unseen Attack: The iceborn raider can use his invisibility to
mended. unsettle foes and confuse them as to his true plan of attack. He
spends two invisibility tokens and vanishes for a single second.
Lightning Ambush: If allowed to act during a surprise The iceborn raider may use this ability to render an opponent flat-
round, an iceborn raider takes a full round worth of
actions rather than just a standard action. The Iceborn Raider (d8)
Level Base Attack Fort Ref Will Special
Sneak Attack: As the rogue ability of the same Bonus
name. 1d6 at 2nd level, +1d6 more every four levels 1st +0 +0 +2 +0 No Allegiance, Lightning Ambush
thereafter. 2nd +1 +0 +3 +0 Sneak Attack +1d6
3rd +2 +1 +3 +1
Invisibility Pool: The iceborn raider receives a 4th +3 +1 +4 +1 Invisibility Pool
pool of Invisibility tokens equal to one per two class lev- 5th +3 +1 +4 +1 Transparent Weapons
els. This pool refills each morning. The iceborn raider 6th +4 +2 +5 +2 Sneak Attack +2d6
may spend a single token from this pool as a standard 7th +5 +2 +5 +2
action to turn invisible for to one minute per level. Start- 8th +6/+1 +2 +6 +2 Unseen Attack
ing at 7th level the iceborn raider may instead spend 9th +6/+1 +3 +6 +3 Like Seeks Like
two tokens to turn himself invisible as a move action, or
10th +7/+2 +3 +7 +3 Sneak Attack +3d6
three tokens to do so as a quickened action.
11th +8/+3 +3 +7 +3 Evasion
12th +9/+4 +4 +8 +4
Other class abilities also spend tokens from this
13th +9/+4 +4 +8 +4 Ethereal Step
pool, but such expenditures do not necessarily turn the
14th +10/+5 +4 +9 +4 Sneak Attack +4d6
iceborn raider invisible. Access to a Ring of Invisibility
15th +11/+6/+1 +5 +9 +5
or other constant-use invisibility item grants the iceborn
16th +12/+7/+2 +5 +10 +5 Eternal Invisibility
raider an additional five tokens per day.
17th +12/+7/+2 +5 +10 +5 Ethereal Jaunt
18th +13/+8/+3 +6 +11 +6 Sneak Attack +5d6
Transparent Weapons: The iceborn raider spends
19th +14/+9/+4 +6 +11 +6
an Invisibility token and takes a full round to make his
20th +15/+10/+5 +6 +12 +6 Invisible Master

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footed until his next action. Opponents are allowed Sense Motive
or Listen check (DC = 10 + the raiders class level + Dexterity
Knight of the Snows
modifier) to resist.
The Knights of the Snows are descended from the Order of
Polaris, a group of warriors who stayed in the frozen north to
Like Seeks Like: The iceborn raider has spent so much time
protect the last people who remained behind. Many had assumed
invisible that he is attuned to the resonance of the unseen world.
they died in the cold, but three years ago they returned from the
While invisible, the iceborn raider can see invisible and ethereal
north, with stories of a fae goddess of the northern snows who
creatures as if using the See Invisible spell.
protects them.
Evasion: As the 2nd level Rogue ability of the same name.
Alignment: any Lawful. The knight of the snows is sworn to
Use of this ability costs one Invisibility token.
a sacred order of protectors. Though many swear to gain power,
those who break their oaths are ejected from the order. Only those
Ethereal Step: Take a move action to become ethereal until
who keep their word are allowed to remain.
the end of your next round. Use of this ability costs two Invisibility
tokens.
Hit Dice: d10
Eternal Invisibility: The iceborn raiders Invisibility power
now has an unlimited duration. Turning invisible no longer costs Skills
the iceborn raider an Invisibility token. However, the costs for
faster invisibility and other abilities remain the same. The knight of the snows class skills are: Balance, Craft, Escape
Artist, Handle Animal, Intimidate, Jump, Listen, Profession, Ride,
Ethereal Jaunt: As the 7th level Sorcerer spell of the same Spot, and Survival
name. Activating this ability costs five invisibility tokens.
Skill points at 1st Level: (2 + Int modifier) x4
Invisible Master: At 20th level an iceborn raiders powers of Skill points at additional levels: 2 + Int modifier
stealth become so developed that practically nothing can prevent
their use. He remains invisible even after attacking, and cannot be Class Features
detected via hearing, tremorsense, scent, blindsense, or ay other
natural sense. Only True Seeing and other suitable divinatory Weapon and Armor Proficiency: Knights of the snows are
spells of 6th level or greater will reveal his location. proficient with all simple and martial weapons, all armor, and all
shields.

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Allegiance to Ice: At 1st level a knight of the snows gains +2 Iceblade: At 2nd level a knight of the snows can sculpt snow
to Charisma and Charisma-related skill checks when dealing with or ice into any medium-sized martial weapon, taking one minute,
creatures of the Cold subtype. He gains Cold Resistance 5 and once per day. The blade lasts until the knight of the snows fails a
general immunity to the effects of cold weather. saving throw against any fire- or heat-oriented spell. If the knight
of the snows already has a magical weapon, this ability instead
Touch of Frost: The knight of the snows may cast the spell coats that blade with ice, giving it the Frost special ability. This
Ray of Frost at will, though the range is reduced to touch. improvement likewise fails in the face of fire.

The Knight of the Snows (d10) Spells per Day


Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Allegiance to Ice, Touch of Frost
2nd +2 +3 +0 +0 Iceblade 1/day
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Icewalker 0
5th +5 +4 +1 +1 Frozen Armor 1/day 0
6th +6/+1 +5 +2 +2 1
7th +7/+2 +5 +2 +2 Improved Girding 2/day 1
8th +8/+3 +6 +2 +2 Polar Shelter 1 0
9th +9/+4 +6 +3 +3 1 0
10th +10/+5 +7 +3 +3 Quenching Blow 1 1
11th +11/+6/+1 +7 +3 +3 Diamond Girding 3/day 1 1 0
12th +12/+7/+2 +8 +4 +4 1 1 1
13th +13/+8/+3 +8 +4 +4 Frozen Palace 1 1 1
14th +14/+9/+4 +9 +4 +4 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Snow Devils 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 Eternal Snow 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Sheath of Everlasting Ice 3 3 3 3

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Icewalker: At 4th level a knight of the snows need not make level check as normal for any magical fires (remember that his
Balance checks to walk or run normally on ice and snow. Snowy caster level is half his character level). He can also use this ability
areas up to hip-deep are considered normal terrain, and the knight with a readied action to counter a fire-based spell, or with a touch
of the snows is untrackable on snow or ice. attack to damage an elemental (fire) creature. These uses destroy
the power of the iceblade, returning it to its natural state (plain old
Frozen Armor: At 5th level a knight of the snows can sculpt snow, or an enchanted weapon, depending on the particular use
snow or ice into any light or medium armor, taking one minute, of the ability).
once per day. The armor lasts until the knight of the snows fails a
saving throw against any fire- or heat-oriented spell. If the knight Diamond Girding: At 11th level the knight of the snows may
of the snows already has a magical suit of armor, this ability use the Iceblade and Frozen Armor abilities once more per day.
instead coats that armor with ice, giving it Cold Resistance. This In addition, the enhancement bonus of items created with these
improvement likewise fails in the face of fire. abilities increases to +3, and magical objects improved by these
abilities improve their existing enhancement bonus by +1.
Improved Girding: At 7th level the knight of the snows may
use the Iceblade and Frozen Armor abilities one more per day. Frozen Palace: At 13th level the knight of the snows improves
In addition, Iceblade now creates +1 Frost weapons, or upgrades on his polar shelter. The structure is immense, up to three ten-foot
existing magical weapons to Freezing Burst. Frozen Armor now cubes per class level, and is capable of housing three times as many
creates +1 Cold Resistance armor, or upgrades existing magical people. Its walls are as strong as a foot of hewn masonry (hardness
armor to Greater Cold Resistance. 8, 90 HP, break DC 35), making it almost impervious to assault. It
is otherwise identical to the polar shelter.
Polar Shelter: At 8th level the knight of the snows may call
a structure forth from ice and snow. Resembling a house made of Snow Devils: At 15th level a knight of the snows wearing
blocks of ice, this building has all the qualities of one created with frozen armor can split pieces of it from him, forming them into
the Secure Shelter, with the exception that it is insulated against deadly servants. For each point he sacrifices from his armor bonus
nonmagical cold weather and provides Cold Resistance 5 to those to AC (not the enhancement bonus), he is served by one greater
within. This ability takes ten minutes to use, and houses one per- Cold Elemental. Use the statistics for a greater Air Elemental, with
son per class level. The polar shelter spontaneously melts one hour the Air subtype altered to Cold and all other abilities intact. The
after sunrise. elementals follow his commands to the best of their ability. The
elementals disappear after 10 minutes per character level, but the
Quenching Blow: At 10th level a knight of the snows with armor remains damaged until it is recreated.
an iceblade drawn may cast Quench as a standard action, once
per round. He must touch the edge of the fire, and make a caster

Page 13
Eternal Snow: At 17th level the Iceblade and Frozen Armor does not have access to any domain spells or granted powers, as a
abilities of the knight of the snows are no longer subject to de- cleric does.
struction by fire, magical or otherwise.
A knight of the snows prepares and casts spells the way a pala-
Sheath of Everlasting Ice: At 20th level, the knight of the din does. A knight of the snows may prepare and cast any spell on
snows can imprison an enemy forever in ice, once per month. This the knight of the snows spell list, provided that she can cast spells
ability functions as the 9th level Sorcerer spell Imprisonment, with of that level, but she must choose which spells to prepare during
the exception that the target is encased in an opaque block of ice her daily meditation.
rather than imprisoned beneath the earth. No natural or non-epic
magical fire can melt this ice. Through 3rd level, a knight of the snows has no caster level.
At 4th level and higher, her caster level is one-half her knight of
Spells the snows level.

Beginning at 4th level, a knight of the snows gains the ability Knights of the snows obtain their spells by worshipping the
to cast a small number of divine spells, which are drawn from the Snowflake Queen, a benevolent faerie goddess whose domain
spell list below. A knight of the snows must choose and prepare her has expanded from the uttermost north to cover almost the entire
spells in advance. northern hemisphere. While she is not very powerful as goddesses
go, she is still capable of giving some aid to those who are faithful
To prepare or cast a spell, a knight of the snows must have a to her. Those who are unfaithful will find her aid withdrawn, along
Charisma score equal to at least 10 + the spell level. The Difficulty with their spells and other class features.
Class for a saving throw against a knight of the snowss spell is 10
+ the spell level + the knight of the snowss Charisma modifier. 1st: Chill Touch, Detect Animals or Plants, Detect Snares and
Pits, Endure Elements, Feather Fall, Light, Ray of Frost
Like other spellcasters, a knight of the snows can cast only 2nd: Chill Metal, Continual Flame, Darkvision, Detect
a certain number of spells of each spell level per day. Her base Thoughts, Levitate, Resist Energy
daily spell allotment is given on Table: The Knight of the Snows. 3rd: Dispel Magic, Protection from Energy, Quench, Sleet
In addition, she receives bonus spells per day if she has a high Storm, Water Walk, Wind Wall
Wisdom score. When Table: The knight of the snows indicates 4th: Cone of Cold, Fire Shield, Freedom of Movement, Ice
that the knight of the snows gets 0 spells per day of a given spell Storm, Wall of Ice
level, she gains only the bonus spells she would be entitled to based
on her Wisdom score for that spell level The knight of the snows

Page 14
Mad Hermit Allegiance to Madness: The mad hermit is quite familiar
with insanity. He gains a +2 on Charisma checks and Charisma-
When a mans family is starves to death around him, what
based skill checks made against any insane humanoid, and a +2 to
happens to him? When he comes back from a search for firewood
any skill check relating to Aberrations (such as intimidating one or
and finds his house and children crushed by frost giants, can his
understanding its approach to existence). Unfortunately, you also
mind survive? Mad hermits are those poor individuals who have
been alone in the cold, taunted by ice spirits and the remains of
their past until they have nothing left. Many of them are
dangerous, for they have nothing left to lose not even The Mad Hermit (d10)
their minds. Level Base Attack Fort Ref Will Special
Bonus
Alignment: any Chaotic. Mad hermits are quite insane, 1st +1 +2 +0 +2 Allegiance to Madness,
barely falling into the already vague categories used to de- Scorn Sanity, Rage
scribe mental instability. They retain their previous morality, 2nd +2 +3 +0 +3 Invisible Friend
but have little care for laws and restrictions. 3rd +3 +3 +1 +3 Fists of Rage
4th +4 +4 +1 +4 Growing Madness
Hit Dice: d10 5th +5 +4 +1 +4 Crushing Grasp
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Rend 2d6
Skills
8th +8/+3 +6 +2 +6 Damage Reduction 1/-
The mad hermits class skills are: Balance, Handle 9th +9/+4 +6 +3 +6
Animal, Hide, Intimidate, Jump, Profession, Sense Motive, 10th +10/+5 +7 +3 +7 Greater Madness
Spot, Survival 11th +11/+6/+1 +7 +3 +7 Damage Reduction 2/-
12th +12/+7/+2 +8 +4 +8
Skill points at 1st Level: (2 + Int modifier) x4 13th +13/+8/+3 +8 +4 +8 Indomitable Will
Skill points at additional levels: 2 + Int modifier 14th +14/+9/+4 +9 +4 +9 Damage Reduction 3/-
15th +15/+10/+5 +9 +5 +9
Class Features 16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 Damage Reduction 4/-
Weapon and Armor Proficiency: 18th +18/+13/+8/+3 +11 +6 +11
Mad hermits are proficient with all simple weapons and 19th +19/+14/+9/+4 +11 +6 +11 Terrifying Rage
with light armor, but not shields. 20th +20/+15/+10/+5 +12 +6 +12 Damage Reduction 5/-

Page 15
receive a 2 penalty on Diplomacy and Charisma checks against edge. The mad hermit gains the following abilities at the indicated
sane humanoids. levels. Save DCs, when appropriate, are 10 + half the hermits
class level + his Charisma modifier.
Scorn Sanity: They call them mad for a reason, you know.
Pick one of the following mental conditions to apply to your Invisible Friend Table
character. You receive the Skill Focus feat for the listed skill. You Level Benefit
suffer no other penalties for your madness; you would be called a 2nd Voice in your head gives you +2 to Intimidate and Spot
high-functioning sufferer from your condition. 5th Voice countermands others orders; +2 on saves vs. enchantment/
charm
* Agoraphobia: Hide 8th Inflict the Confuse spell by talking to someone, once/day.
* Amnesia: Bluff 11th Voice points out weak spots; reduce foe damage reduction by DR
5/magic
* Avoidant: Move Silently 14th Inflict Feeblemind spell by talking to someone, once/day
* Bipolar: Perform 17th Voice encourages pushing your limits; +2 on Fort
* Impulse Control: Intimidate 20th Inflict the Insanity spell by talking to someone, once/day

* OCD: Heal
* Panic Attacks: Jump Fists of Rage: The mad hermit gains the Improved Unarmed
* Paranoia: Sense Motive Strike feat at 3rd level. His fists and bite deal 1d8 damage. He can-
not choose to deal nonlethal damage with an unarmed strike.
* Phobia/Mania: Knowledge (pick one appropriate to your
mania or phobia)
Growing Madness: At 4th level the mad hermit becomes
* Piblokto: Survival more empowered by his insanity. Use the list below to find your
* Schizophrenia: Escape Artist new class feature.

Rage: As the 1st level barbarian ability of the same name. * Agoraphobia: Low-Light Vision
Gains additional uses per day of this ability at the same rate as a * Amnesia: Still Mind, as the monk ability
barbarian (4th level and ever 4 levels thereafter). * Avoidant: Invisibility 1/day
* Bipolar: May ignore Calm Emotions and similar effects.
Invisible Friend: Mad hermits of 2nd level or above are
possessed by an ice spirit, which rides within their brains. As time * Impulse Control: Sneak Attack +2d6 as the rogue ability
goes on, the fiend aids him as it slowly pushes him farther over the * OCD: Purity of Body, as the monk ability

Page 16
* Panic Attacks: Evasion, as the rogue ability * Phobia/Mania: Favored Enemy (Must choose the same enemy
* Paranoia: Uncanny Dodge, as the barbarian ability as before; stacks)
* Phobia/Mania: Favored Enemy, as the ranger ability * Piblokto: Cold resistance 20
* Piblokto: Endure Elements (cold only) * Schizophrenia: See Invisible, always on
* Schizophrenia: Trap Sense +2, as the rogue ability
Indomitable Will: as the barbarian class feature of the same
name
Crushing Grasp: The mad hermits unarmed strike damage
rises to 1d10, and he gains the benefit of the Improved Grapple Terrifying Rage: Those who see the rage of a mad hermit of
feat. While in a grapple he may deal nonlethal damage if desired. 19th level or greater are sure to fear for their lives. Any enemies
who can sense the mad hermit in any way must make a Will save
Damage Reduction: Starting at 8th level the mad hermit (DC = 10 + half the hermits class level + his Charisma modifier)
receives damage reduction 1/-. The damage reduction increases or become shaken for the duration of the rage.
by +1 for every three levels afterward (11th, 14th, etc.)

Greater Madness: At 10th level the mad hermit becomes


even less sane, falling deeper into madness. Use the list below to
find your new class feature.

* Agoraphobia: Burrow 5
* Amnesia: Slippery Mind, as the rogue ability
* Avoidant: Hide in Plain Sight, as the ranger ability
* Bipolar: Ignore any Enchantment (Compulsion) effect of 5th
level or lower
* Impulse Control: Opportunist, as the rogue ability
* OCD: Diamond Body, as the monk ability
* Panic Attacks: Improved Evasion, as the monk ability
* Paranoia: Improved Uncanny Dodge, as the barbarian ability

Page 17
Magma Mage Allegiance to the Core: At 1st level a magma mage gains +2
to Charisma and Charisma-related skill checks when dealing with
Magma mages are individuals whose minds are attuned to the
creatures of the Fire or Earth subtypes. He gains Fire Resistance 5
depths of the planet, to the warmth pushed away by the worlds
and general immunity to the effects of smoke inhalation.
unending conjunction with Ice. From their home on the Steaming
Mountain they seek to call the paraplane of Magma closer to the
Summon Familiar: Magma Magi gain the assistance of a
prime material, to end the conjunction.
familiar in the same way a sorcerer of the same level would. They
can choose any creature that lives underground, including bats,
Magma mages are often found delving into the Great Dark,
rats, snakes, or toads.
and have a skill or two to help them out in these situations. Their
protectors, the Core Seekers, make sure that the mages keep them-
Improved Familiar: At 5th level the magma mage gains the
selves fit and ready.
assistance of a creature from the Core: a Magma Mephit. The
Mephits alignment matches the characters, though it may tend
Alignment: any Chaotic. The endless flows of the Core are
more towards the chaotic. The mephits intelligence and natural
not for the faint of heart or those with unbending minds.
armor increase as other familiars would, and it gains special abili-
ties as normal.
Hit Dice: d4
Invoke Signature: See page 35.
Skills
Magma Substitution: At 9th level any fire-based spell cast
The magma mages class skills are: Climb, Concentration, by the magma mage becomes an explosion of molten rock. Such
Craft, Diplomacy, Knowledge, Listen, Spellcraft, and Use Rope spells deal half their damage as fire, and the rest as ordinary
non-energy damage (the type dealt by weapons, falls, etc.). This
Skill points at 1st Level: (2 + Int modifier) x4 damage is treated as magic and adamantine for the purposes of
Skill points at additional levels: 2 + Int modifier damage reduction. This ability cannot be turned off as it is a
permanent change to the way the magma mage uses magic.
Class Features
Deep Mage: At 13th level the magma mage becomes at home
Weapon and Armor Proficiency: in the deep places of the world. Being closer to the core makes
Magma mages are proficient with simple weapons and light his spells easier to cast and more powerful. Save DCs for his spells
armor, but not shields. They still suffer the standard arcane spell increase by one when he is underground.
failure chances.
Page 18
day, if more than seventy spell levels have been sacrificed to the
Volcanic Vent: At 17th level the magma mage can use one volcano its damage and radius are permanently increased by 1d6
eighth-level spell slot to create a tiny, permanent volcanic vent and five feet, to a maximum of 20d6 and one thousand feet.
in the ground, producing about as much heat as a campfire. By
burning more spell slots, the magma mage can make the volcano
larger and more powerful. Three spell levels can be sacrificed to
increase the damage dealt by the vent by 1d6. Four spell levels can
be sacrificed to increase its radius by five feet. At the end of the

The Magma Mage (d4) Spells per Day


Level Base Attack Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +0 +0 +0 +2 Allegiance to the Core, Summon Familiar 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Improved Familiar 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 Invoke Signature 6 6 5 3
9th +4 +3 +3 +6 Magma Substitution 6 6 6 4
10th +5 +3 +3 +7 6 6 5 3
11th +5 +3 +3 +7 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 5 3
13th +6/+1 +4 +4 +8 Deep Mage 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 5 3
17th +8/+3 +5 +5 +10 Volcanic Vent 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6

Page 19
Spells new one. The new spells level must be the same as that of the
spell being exchanged, and it must be at least two levels lower than
A magma mage casts arcane spells which are drawn from the the highest-level magma mage spell the magma mage can cast. A
spell list below. He can cast any spell he knows without preparing magma mage may swap only a single spell at any given level, and
it ahead of time. must choose whether or not to swap the spell at the same time that
he gains new spells known for the level.
To learn or cast a spell, a magma mage must have an Intel-
ligence score equal to at least 10 + the spell level. The Difficulty Unlike a wizard or a cleric, a magma mage need not prepare
Class for a saving throw against a magma mages spell is 10 + the his spells in advance. He can cast any spell he knows at any time,
spell level + the magma mages Intelligence modifier.
Magma Mage spells known
Like other spellcasters, a magma mage can cast only a certain Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
number of spells of each spell level per day. His base daily spell al- 1st 4 2
lotment is given on the table on this page. In addition, he receives 2nd 5 2
bonus spells per day if he has a high Charisma score. 3rd 5 3
4th 6 3 1
A magma mages selection of spells is extremely limited. A 5th 6 4 2
magma mage begins play knowing four 0-level spells and two 6th 7 4 2 1
1st-level spells of your choice. At each new magma mage level, 7th 7 5 3 2
he gains one or more new spells, as indicated on the table. (Un- 8th 7 5 3 2 1
like spells per day, the number of spells a magma mage knows is 9th 7 5 4 3 2
not affected by his Intelligence score; the numbers on this table 10th 7 5 4 3 2 1
are fixed.) These new spells can be common spells chosen from 11th 7 5 5 4 3 2
the magma mage spell list, or they can be unusual spells that the 12th 7 5 5 4 3 2 1
magma mage has gained some understanding of by study. The 13th 7 5 5 4 4 3 2
magma mage cant use this method of spell acquisition to learn
14th 7 5 5 4 4 3 2 1
spells at a faster rate, however.
15th 7 5 5 4 4 4 3 2
16th 7 5 5 4 4 4 3 2 1
Upon reaching 4th level, and at every even-numbered magma
17th 7 5 5 4 4 4 3 3 2
mage level after that (6th, 8th, and so on), a magma mage can
18th 7 5 5 4 4 4 3 3 2 1
choose to learn a new spell in place of one he already knows. In
19th 7 5 5 4 4 4 3 3 3 2
effect, the magma mage loses the old spell in exchange for the
20th 7 5 5 4 4 4 3 3 3 3

Page 20
assuming he has not yet used up his spells per day for that spell 7th: Banishment, Delayed Blast Fireball, Grasping Hand,
level. He does not have to decide ahead of time which spells hell Greater Teleport, Phase Door, Plane Shift, Statue, Summon
cast. Monster VII
8th: Clenched Fist, Dimensional Lock, Earthquake, Fire
Magma Mages learn spells dealing with fire and earth. They Storm, Horrid Wilting, Incendiary Cloud, Iron Body, Maze, Re-
learn spells of force and movement to push the currents of the pel Metal or Stone, Summon Monster VIII, Sunburst, Telekinetic
Core, pure magic to unweave the bindings others put on them, Sphere, Temporal Stasis
and conjurations to call aid from the Plane of Magma. The great 9th: Crushing Hand, Etherealness, Freedom, Gate, Implosion,
majority of their spells are offensive. Imprisonment, Mages Disjunction, Meteor Swarm

0th: Dancing Lights, Detect Magic, Flare, Light, Mage Hand


1st: Detect Secret Doors, Endure Elements, Faerie Fire, Flam-
ing Hands, Hold Portal, Magic Stone, Obscuring Mist, Sleep,
Summon Monster I
2nd: Arcane Lock, Continual Flame, Darkvision, Find Traps,
Fire Trap, Flaming Sphere, Fog Cloud, Heat Metal, Knock, Lo-
cate Object, Magic Mouth, Resist Energy, Pyrotechnics, Scorching
Ray, Soften Earth and Stone, Summon Monster II
3rd: Daylight, Deep Slumber, Dispel Magic, Explosive Runes,
Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Protection
from Energy, Stinking Cloud, Stone Shape, Summon Monster III
4th: Dimension Door, Fire Shield, Fire Trap, Lesser Globe of
Invulnerability, Locate Creature, Resilient Sphere, Spike Stones,
Stoneskin, Summon Monster IV, Wall of Fire
5th: Cloudkill, Dismissal, Flame Strike, Passwall, Permanency,
Summon Monster V, Symbol of Sleep, Telekinesis, Teleport,
Transmute Rock/Mud, Wall of Stone,
6th: Acid Fog, Disintegrate, Find the Path, Flesh to Stone,
Forceful Hand, Globe of Invulnerability, Greater Dispel Magic,
Move Earth, Stone to Flesh, Summon Monster VI, Wall of Iron,
Word of Recall

Page 21
Naga Cultist serpentine creatures, including nagas, dragons, couatl, salaman-
ders, and (should they be able to talk to them) actual snakes.
When the cold came, the animals who could do so went under-
Poison Use: As per the 1st level assassin class ability of the
ground. With the snakes went the Naga, the powerful and magical
same name.
snake-beings who once ruled the equatorial regions. Some say they
still rule, behind the scenes, and their cultists carry their will into
Bewitching Gaze: While not as strong as the gaze of a true
the world above.
naga, the naga cultists eyes carry a strange attraction to those who
Alignment: Any. As there are many kinds of Naga, there
are many who follow them. The Naga Cultist (d8)
Level Base Attack Fort Ref Will Special
Bonus
Hit Dice: d8
1st +0 +0 +2 +0 Serpent Affinity, Poison Use
2nd +1 +0 +3 +0 Bewitching Gaze
Skills
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Sting (1d2)
The naga cultists class skills are: Bluff, Climb, Disable
5th +3 +1 +4 +1
Device, Escape Artist, Forgery, Gather Information, Hide,
6th +4 +2 +5 +2
Intimidate, Knowledge (arcana), Listen, Move Silently, Per-
7th +5 +2 +5 +2 Sting (1d6)
form (oratory), Profession, Sense Motive, Sleight of Hand,
8th +6/+1 +2 +6 +2
Spot, Survival, Tumble, Use Rope
9th +6/+1 +3 +6 +3
Skill points at 1st Level: (6 + Int modifier) x4 10th +7/+2 +3 +7 +3 Sting (1d6)
Skill points at additional levels: 6 + Int modifier 11th +8/+3 +3 +7 +3 Captivating Gaze
12th +9/+4 +4 +8 +4
13th +9/+4 +4 +8 +4 Sting (1d8)
Class Features
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5
Weapon and Armor Proficiency:
Naga cultists are proficient with all simple and martial 16th +12/+7/+2 +5 +10 +5 Sting (1d10)
weapons, all light and medium armor, but no shields 17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6
Serpent Affinity: Naga cultists gain +2 on Charisma 19th +14/+9/+4 +6 +11 +6 Sting (2d6)
checks and Charisma-based skill checks made against any 20th +15/+10/+5 +6 +12 +6 Aberrant Form

Page 22
stare into them. Any characters who meets the gaze of a naga
cultist basically anyone conversing with him have their attitude
Planar Initiate
towards him and his allies improved by one step. This ability al-
While most people are concentrating on living their lives as
lows a saving throw for those the naga cultist has shown ill will
best they can under the fall of snow, the planar initiates seek a solu-
towards in the past, with Will DC 10 + half the cultists class level
tion in the most distant reaches of the multiverse. They see their
+ his Charisma modifier. Those actively hostile towards the naga
rivals, the magma mages, as part of a two-pronged attempt to find
cultist need not save; they are unaffected.
a solution outside the prime material.
Sting: Naga cultists of 4th level or greater gain a concealed
Despite their usually cloistered nature, planar initiates often
stinger in their hands, which allows them to deliver a venomous
feel a great deal of wanderlust, and many eventually are compelled
blow with a barehanded strike (not a touch attack). The Fortitude
to visit the distant worlds they have observed.
DC for these poisons is 10 + half level + Con bonus. The poisons
deal ability damage of a type determined by the cultists align-
Alignment: Any. Planar initiates reflect all the variety of the
ment: Lawful cultists deal Dexterity damage, Neutral cultists deal
outer planes. The only thing that is necessary is a drive for knowl-
Constitution damage, and Chaotic clerics deal Strength damage.
edge.
This magical poison cannot reduce a characters attributes below
1. The amount of ability damage dealt is listed on table above.
Hit Dice: d4
Naga cultist poison is magical; the have no poison glands to milk
and cannot create more than they need.
Skills
Captivating Gaze: Starting at 11th level, the naga cultists
Bewitching Gaze works even on those actively hostile to him, such The planar initiates class skills are: Concentration, Craft,
as opponents engaging him in combat. Those he has borne ill will Decipher Script, Gather Information, Heal, Knowledge (any),
are still not affected, including individuals he has attacked. Search, Speak Language, Spellcraft, Survival, and Use Magic
Device
Aberrant Form: At 20th level a naga cultists creature type
changes to Aberration. He is no longer subject to spells that affect Skill points at 1st Level: (4 + Int modifier) x4
only humanoids. His will save gains an inherent bonus of +4, he Skill points at additional levels: 4 + Int modifier
acquires darkvision to a range of sixty feet, and he becomes im-
mune to poisons of all types, including his own. Class Features

Weapon and Armor Proficiency: Planar initiates are profi-


cient with all simple weapons, but not with any armor or shields.
Page 23
Bardic Knowledge class ability, substituting levels of planar initiate
Allegiance to the Stars: Planar initiates study the outer planes for bard levels.
in depth, including their culture. They receive +2 on Charisma
and Charisma-based skill checks against creatures from the outer Planar Native: A 7th level or higher planar initiate can take a
planes (but not against elementals, genies, and other inner-planar full day to forge a strong magical connection to a particular plane.
creatures). When on that plane, the planar initiate is treated as a native for all
purposes, and does not suffer the penalties that those unfamiliar
Banish Outsiders: As per the 1st level cleric ability to turn with the plane might suffer. Environmental problems still apply,
undead, but instead banishes
or destroys outsiders of any The Planar Initiate (d4)
alignment. Those so banished Level Base Attack Fort Ref Will Special Power Powers Maximum
cannot leave their home plane Bonus Points/Day Known Power Level
for a full minute. Usable a 1st +0 +0 +0 +2 Allegiance to the Stars 2 3 1st
number of times per day equal 2nd +1 +0 +0 +3 Banish Outsiders 6 5 1st
to 3 + Cha modifier. Planar 3rd +1 +1 +1 +3 11 7 2nd
initiates cannot use this ability 4th +2 +1 +1 +4 Astral Scribe 17 9 2nd
while in the inner planes, nor 5th +2 +1 +1 +4 25 11 3rd
can they banish a creature 6th +3 +2 +2 +5 35 13 3rd
from its home plane. 7th +3 +2 +2 +5 Planar Native 46 15 4th
8th +4 +2 +2 +6 58 17 4th
Astral Scribe: Years ago 9th +4 +3 +3 +6 72 19 5th
the mightiest planar initiates
10th +5 +3 +3 +7 88 21 5th
forged a pact with a race of
11th +5 +3 +3 +7 106 22 6th
knowledge-hungry creatures
12th +6/+1 +4 +4 +8 126 24 6th
native to the astral plane. After
13th +6/+1 +4 +4 +8 Planar Anchor 147 25 7th
taking a full minute to summon
14th +7/+2 +4 +4 +9 170 27 7th
one of these creatures the
15th +7/+2 +5 +5 +9 195 28 8th
planar initiate can question it
16th +8/+3 +5 +5 +10 221 30 8th
in detail about the world and
17th +8/+3 +5 +5 +10 250 31 9th
its history. This works as the
18th +9/+4 +6 +6 +11 280 33 9th
19th +9/+4 +6 +6 +11 311 34 9th
20th +10/+5 +6 +6 +12 343 36 9th

Page 24
such as the howling winds of Pandemonium or the flames of the An initiate simply knows his powers; they are ingrained in his
Elemental Plane of Fire. mind. He does not need to prepare them (in the way that some
spellcasters prepare their spells), though he must get a good nights
Planar Anchor: A 13th level or higher planar initiate can use sleep each day to regain all his spent power points.
his Banish Outsiders ability on a single creature to send it away
from the plane he is currently on. He must make a turning check The Difficulty Class for saving throws against planar initiate
as usual. Success banishes the creature to a pocket dimension for powers is 10 + the powers level + the initiates Intelligence modi-
one minute. The dimension is vacant of all but air, but the creature fier.
can use any of its equipment and/or abilities that do not require
planar travel. When the minute is up, the creature returns to its Planar Initiates learn primarily those powers dealing with
previous location, or the closest available safe location (as per travel to other planes, and those that call forces from beyond.
Dimension Door). They also learn powers that involve divination, mental offense and
defense, and some utility spells to assist or protect them in their
Powers travels. Most of their offensive powers are mental in nature.

Planar initiates have access to psionic powers. An initiates Magic and psionics in this setting are considered two aspects
ability to manifest powers is limited by the power points he has of the same force. Any ability that affects magic will affect psionics,
available. His base daily allotment of power points is given on and vice versa.
Table: The Planar Initiate. In addition, he receives bonus power
points per day if he has a high Intelligence score. 1st: Astral Construct, Astral Traveler, Burst, Call to Mind,
Conceal Thoughts, Deceleration, Detect Psionics, Detect Tele-
An initiate begins play knowing three 1st level powers of portation, Ecto Protection, Empty Mind, Entangling Ectoplasm,
your choice. Each time he achieves a new level, he unlocks the Far Hand, Know Direction and Location, Missive, My Light,
knowledge of new powers. Choose the powers known from the list Precognition, Sense Link
below. A planar initiate can manifest any power that has a power 2nd: Body Equilibrium, Clairvoyant Sense, Cloud Mind, De-
point cost equal to or lower than his manifester level. To learn or tect Hostile Intent, Dimension Swap, Energy Adaptation (speci-
manifest a power, a psion must have an Intelligence score of at fied), Identify, Knock, Levitate, Mass Missive, Object Reading,
least 10 + the powers level. Sensitivity to Psychic Impressions, Thought Shield, Tongues
3rd: Astral Caravan, Danger Sense, Darkvision, Dismiss
The number of times an initiate can manifest powers in a day Ectoplasm, Dispel Psionics, Ectoplasmic Cocoon, Hustle, Mental
is limited only by his daily power points. Barrier, Mind Trap, Psionic Blast, Time Hop

Page 25
4th: Aura Sight, Correspond, Detect Remove Viewing, Di-
mension Door, Dismissal, Divination, Energy Adaptation, Fly,
Reborn Archon
Freedom of Movement, Intellect Fortress, Mindwipe, Quintes-
Young men and women of all races and backgrounds have
sence, Remote Viewing, Schism, Trace Teleport
awoken to find themselves shining with the power of the upper
5th: Adapt Body, Catapsi, Incarnate, Plane Shift, Power Resis-
planes. While the original soul is gone, and only scraps of its
tance, Shatter Mind Blank, Teleport, Teleport Trigger, Tower of
personality remain, the archons drive and power restore the body
Iron Will, True Seeing
and give the person new purpose: to bring light and hope to the
6th: Aura Alteration, Banishment, Cloud Mind (mass), Dispel-
world.
ling Buffer, Null Psionics Field, Overland Flight, Remove View
Trap, Retrieve, Temporal Acceleration
Reborn archons most often take the bodies of those who would
7th: Divert Teleport, Dream Travel, Ethereal Jaunt, Mind
otherwise have died, typically from diseases such as pneumonia. It
Blank (personal), Reddopsi, Phase Door, Sequester
is very rare for them to displace an existing soul, and in such cases
8th: Astral Seed, Bend Reality, Hypercognition, Mind Blank,
those souls were often headed for the lower planes.
Teleport (greater), Time Hop (mass)
9th: Apopsi, Etherealness, Genesis, Metafaculty, Microcosm,
Alignment: any Good. Reborn Archons are literally that;
Reality Revision, Teleportation Circle, Time Regression
celestial messengers and warriors born to mortal women.

Hit Dice: d6

Skills

The reborn archons class skills are: Concentration, Diplo-


macy, Heal, Knowledge (any), Listen, Perform, Sense Motive,
Spellcraft, Spot

Skill points at 1st Level: (4 + Int modifier) x4


Skill points at additional levels: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: Reborn archons are profi-


cient with all simple weapons, but not with any armor or shields.
Page 26
Allegiance to Heaven: The reborn archon gains a +2 on Augmented Healing: Starting at 4th level, any spell the
Bluff, Diplomacy, Gather Information, Sense Motive, and any reborn archon casts that restores hit point or ability damage now
Charisma checks made when dealing with good-aligned outsiders. returns either an extra +1 ability point, or +1 hit point per caster
He gains the same bonus against non-good outsiders, but the Di- level (up to double the spells normal maximum amount), as ap-
plomacy bonus is replaced with a bonus to Intimidate. Creatures propriate.
from the inner planes may or may not be subject to these modi-
fiers, depending on their knowledge of the outer planes.

The Reborn Archon (d6) Spells per Day


Level Base Attack Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +0 +2 +0 +2 Allegiance to Heaven 3 1
2nd +1 +3 +0 +3 4 2
3rd +1 +3 +1 +3 4 2 1
4th +2 +4 +1 +4 Augmented Healing 5 3 2
5th +2 +4 +1 +4 5 3 2 1
6th +3 +5 +2 +5 5 3 3 2
7th +3 +5 +2 +5 Aura of Menace, Invoke Signature 4 3 2 1
8th +4 +6 +2 +6 4 3 3 2
9th +4 +6 +3 +6 4 3 2 1
10th +5 +7 +3 +7 4 3 3 2
11th +5 +7 +3 +7 Archon Immunities 4 3 2 1
12th +6/+1 +8 +4 +8 4 3 3 2
13th +6/+1 +8 +4 +8 4 3 2 1
14th +7/+2 +9 +4 +9 Conduit to Beyond 4 3 3 2
15th +7/+2 +9 +5 +9 4 3 2 1
16th +8/+3 +10 +5 +10 4 3 3 2
17th +8/+3 +10 +5 +10 Close to the Surface 4 3 2 1
18th +9/+4 +11 +6 +11 4 3 3 2
19th +9/+4 +11 +6 +11 4 4 3 3
20th +10/+5 +12 +6 +12 Ascension 4 4 4 4

Page 27
Aura of Menace: While the Reborn Archon is a beacon of SR 5 + class level. Finally, his hit dice change to d8 from now on,
hope, archons themselves are fearsome warriors, and this becomes and receives a bonus of +20 to his current hit point total.
plain to those who anger them. Any hostile creature within 10 feet
of an angry reborn archon of 7th level or higher must make a Will Spells
save, DC 10 + 1/2 level + Cha, or suffer a 2 penalty on attacks,
saves, and armor class for 24 hours, or until they strike the reborn A reborn archon casts divine spells, which are drawn from
archon. the spell list below. A reborn archon must choose and prepare his
spells in advance (see below).
Invoke Signature: See page 35.
To prepare or cast a spell, a reborn archon must have a Wis-
Archon Immunities: At 11th level and above, reborn archon dom score equal to at least 10 + the spell level. The Difficulty Class
are immune to electricity and petrification, and receive a +4 bonus for a saving throw against a reborn archons spell is 10 + the spell
on saves against poison. level + the reborn archons Wisdom modifier.

Conduit to Beyond: reborn archon of 14th level and higher Like other spellcasters, a reborn archon can cast only a certain
can speak with the souls of those who passed on to the upper planes. number of spells of each spell level per day. His base daily spell
This can function either as the Commune spell, or as the Speak allotment is given on Table: The Reborn Archon. In addition, he
with Dead spell. There is no cost for using this ability. The reborn receives bonus spells per day if he has a high Wisdom score.
archon may use the Speak with Dead ability no more than three
times per day, with the usual limit of not contacting a particular Reborn Archons pray for their spells at dawn each day, at
person more than once per week. Use of the Commune prevents which time he must spend 1 hour each day in quiet contemplation
further use of this ability (either version) for one full week. or supplication to regain his daily allotment of spells. Time spent
resting has no effect on whether a reborn archon can prepare
Close to the Surface: It is obvious to all onlookers that the spells. A reborn archon may prepare and cast any spell on the
reborn archons body is merely a conduit for much greater celestial reborn archon spell list, provided that he can cast spells of that
power. A 17th level reborn archon gains the Leadership feat, or if level, but he must choose which spells to prepare during his daily
he already has it, gains a +4 bonus to his leadership score. He may meditation.
gain celestials as followers, treating their level as their CR+1.
A reborn archon can channel stored spell energy into healing
Ascension: The reborn archon sheds his mortal form like spells that the cleric did not prepare ahead of time. The cleric can
a butterfly hatching from a chrysalis. His creature type becomes lose any prepared spell that is not a domain spell in order to cast
outsider. He receives DR 10/evil, fire and cold resistance 20, and

Page 28
any spell that restores lost hit point damage, ability damage, or 6th: Banishment, Find the Path, Heal, Heroes Feast, Mass
unwanted status effects (such as disease, level drain, or poison). (stat boost), Mass Cure Moderate Wounds, Planar Ally, Word of
Recall
Reborn Archons are capable spellcasters, but have access to a 7th: Greater Restoration, Greater Scrying, Holy Word, Mass
fairly narrow range of power. They are focused on healing, aiding Cure Serious Wounds, Refuge, Regenerate, Resurrection, Sun-
and protecting others, and divination. They have some other-pla- beam
nar and light-based magic, but few to no direct offensive spells. 8th: Antimagic Field, Discern Location, Greater Planar Ally,
Holy Aura, Mass Cure Critical Wounds, Sunburst
0th: Cure Minor Wounds, Detect Magic, Detect Poison, Guid- 9th: Mass Heal, Miracle, True Resurrection
ance, Light, Purify Food and Drink, Resistance, Virtue
1st: Bless, Bless Water, Comprehend Languages, Cure Light
Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Ele-
ments, Protection from Evil, Remove Fear, Sanctuary, Shield of
Faith
2nd: Aid, Align Weapon (good only), Augury, Bears Endur-
ance, Bulls Strength, Cats Grace, Consecrate, Cure Moderate
Wounds, Delay Poison, Eagles Splendor, Gentle Repose, Lesser
Restoration, Owls Wisdom, Remove Paralysis, Resist Energy,
Shield Other, Status,
3rd: Create Food and Water, Cure Serious Wounds, Helping
Hand, Locate Object, Magic Circle against Evil, Magic Vestment,
Prayer, Protection from Energy, Remove Blindness/Deafness,
Remove Curse, Remove Disease, Water Breathing, Water Walk
4th: Air Walk, Cure Critical Wounds, Death Ward, Discern
Lies, Dismissal, Divination, Divine Power, Freedom of Movement,
Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poison,
Restoration, Sending, Spell Immunity, Tongues
5th: Atonement, Awaken, Break Enchantment, Commune,
Dispel Evil, Disrupting Weapon, Hallow, Mass Cure Light
Wounds, Raise Dead, Righteous Might, Scrying, Spell Resistance,
True Seeing

Page 29
Servant of Death Corpse Empathy: Because of their profession servants of
death receive +2 on Charisma checks and Charisma-related skill
Before the great conjunction these people might merely have
checks when dealing with the undead.
been gravekeepers or morticians. Now, with so much of the world
dead or dying, the powers of death have grown substantially. A
Undead Companion: Starting at 1st level, the servant of
servant of death understands the difference between natural and
death obtains an undead assistant from the masters of his order.
unnatural death, knowing when both are necessary. He knows the
This companion starts as a 1 HD human skeleton, with an Intel-
secrets of the deep places in the world, and has heard rumors of
ligence score of 6. This creature speaks the servants languages.
the things buried in the vast subterranean catacombs.
If this companion is destroyed, the servant of death may spend a
day and 100 gp per level to reanimate its remains. As the servants
Alignment: Any neutral. Servants of Death are not allowed
class level increases, the companion becomes more powerful, as
to bring their personal beliefs into their work, and those with the
indicated on the table below. The Might bonus applies to the
most extreme views end up in other professions before being initi-
creatures natural armor class, turn resistance, and bonus hit dice.
ated.
This companion does not count against the usual limit on the hit
dice of undead followers that can be controlled.
Hit Dice: d6
Servant of Deaths Undead Companion
Skills
SoD Level Might Str & Dex Int Special
1-2 +0 +0 6 Share Spells, Turn Resistance
The servant of deaths class skills are: Appraise, Concentration,
3-5 +2 +1 7 Alignment Drift
Craft, Decipher Script, Heal, Intimidate, Knowledge (religion),
6-8 +4 +2 8 Energy Drain
Listen, Profession, Spellcraft, Spot, and Use Rope
9-11 +6 +3 9 Incorporeal
12-14 +8 +4 10 Spell Resistance
Skill points at 1st Level: (4 + Int modifier) x4
15-17 +10 +5 11 Improved DR
Skill points at additional levels: 4 + Int modifier
18-20 +12 +6 12 Despair

Class Features
Share Spells: As a druids animal companion
Turn Resistance: The companion gains +4 turn resistance
Weapon and Armor Proficiency: Servants of death are
Alignment Drift: The companions alignment changes to match
proficient with all simple weapons, and all light armor, but not
the servants.
with any shields.
Energy Drain: As the 18th level servant of death ability

Page 30
Incorporeal: The companion becomes permanently incorporeal Aegis of Life: Servants of 2nd level or higher gain +4 on sav-
Spell Resistance: The companion gains spell resistance equal to 5 ing throws against any undead ability that allows a save, including
plus the servant of deaths level. level and ability drain.
Improved DR: The companions damage reduction increases to
10/magic and bludgeoning. Silence of the Grave: Starting at 3rd level, when underground
Despair: As the mummy ability of the same name. This ability or in graveyard-like surroundings, the Servant of death cannot be
never affects the servant of death, though it may affect his allies. tracked. He may choose to leave a trail if so desired.

The Servant of Death (d6) Spells per Day


Level Base Attack Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus
1st +0 +2 +0 +2 Undead Companion, Corpse Empathy 3 1
2nd +1 +3 +0 +3 Aegis of Life 4 2
3rd +1 +3 +1 +3 Silence of the Grave 4 2 1
4th +2 +4 +1 +4 5 3 2
5th +2 +4 +1 +4 Aspect of Death 1/day 5 3 2 1
6th +3 +5 +2 +5 Aspect of Death 2/day 5 3 3 2
7th +3 +5 +2 +5 Aspect of Death 3/day, Invoke Signature 4 3 2 1
8th +4 +6 +2 +6 Aspect of Death (incorporeal) 4 3 3 2
9th +4 +6 +3 +6 Horde of the Undead 4 3 2 1
10th +5 +7 +3 +7 Aspect of Death 4/day 4 3 3 2
11th +5 +7 +3 +7 Aspect of Death (deathwalker) 4 3 2 1
12th +6/+1 +8 +4 +8 Aspect of Death (immunities) 4 3 3 2
13th +6/+1 +8 +4 +8 Stolen Face 4 3 2 1
14th +7/+2 +9 +4 +9 Aspect of Death 5/day 4 3 3 2
15th +7/+2 +9 +5 +9 Eternal Life 4 3 2 1
16th +8/+3 +10 +5 +10 Aspect of Death (despair) 4 3 3 2
17th +8/+3 +10 +5 +10 4 3 2 1
18th +9/+4 +11 +6 +11 Aspect of Death (energy drain) 4 3 3 2
19th +9/+4 +11 +6 +11 4 4 3 3
20th +10/+5 +12 +6 +12 Aspect of Death (more immunities) 4 4 4 4

Page 31
Aspect of Death: This complex and expanded ability is de- but suffers no other effect. He may activate this ability once per
scribed below. day, starting at 5th level, canceling it at will.

Invoke Signature: See page 35. At 6th, 7th, 10th, 14th, and 18th levels, and every four levels
thereafter, the servant of death can use this ability one more time
Horde of the Undead: At 9th level and higher a servant of per day. He need not cancel the ability before reactivating it.
death may have up to twice the normal amount of undead min-
ions gained through Animate Dead and similar spells. At 8th level the servant of death becomes incorporeal when he
uses his Aspect of Death ability.
Stolen Face: At 13th level a servant of death can choose to
look like any particular dead humanoid, if given the chance to At 11th level the servant of death is recognized as an ally by
examine its corpse. Lasts until canceled; must reexamine corpse to other undead when using Aspect of Death. They treat him as one
reactivate. +20 to Disguise checks. of their own kind, believing him to belong in their company. Intel-
ligent undead may make a Will save (DC 12 + half his class level +
Eternal Life: Starting at 15th level a servant of death contin- his Charisma modifier) to shake free of this compulsion.
ues to age normally, but does not die due to old age. She receives
+1 to her Intelligence and Wisdom, but suffers -1 to her Constitu- At 12th level the servant of death becomes immune to critical
tion, Strength, and Dexterity (to a minimum of 3 in each) for every hits, nonlethal damage, ability drain, energy drain, ability score
20 years that pass. damage, fatigue, and exhaustion while using Aspect of Death.

Aspect of Death At 16th level, the mere sight of a servant of death using this
ability paralyzes his foes with fear. The viewer must succeed on a
For one hour per day the servant of death can take on an un- Will save, DC 10 + half level + Cha modifier, or be paralyzed with
healthy pallor, appearing more like one of the undead. He receives fear for 1d4 rounds. Whether or not the save is successful, that
Darkvision 60, +2 temporary hit points per level, and immunity creature cannot be affected again by the same Servant of death
to poison, sleep, paralysis, stunning, disease, and death effects. despair ability for 24 hours.
His Constitution score disappears (it is not zero; it simply does
not exist), and his Charisma score is reduced by four points. He At 18th level the servant of death drains energy from those
applies his Charisma modifier to Constitution checks, and has no he touches while using the Aspect of Death ability. He inflicts one
attribute that modifies fortitude saves. He is treated as undead for negative level per touch, up to a max of half his level. A successful
the purpose of healing spells and most positive-energy effects. If Fortitude save, DC 10 + half level + Cha modifier, negates this.
successfully turned or rebuked, he becomes shaken for 1d4 rounds,

Page 32
Each level so drained gives the servant 8 temporary hit points, Servants of Death cast primarily those spells that deal with
which last for an hour. necromancy and the undead: creating them, healing them, re-
moving the effects they have on others. However, it comes as a
At 20th level, while using Aspect of Death, the servant of surprise to many that Servants of Death are capable of inspiring
death becomes immune to all mind-affecting effects, and any effect and protecting the living as well as the dead. They also have some
that requires a Fortitude save, unless it also works on (incorporeal) familiarity with pure magic.
objects or is harmless. In addition, at all times, a 20th level or
higher SoDs type becomes undead. 0th: Daze, Detect Magic, Detect Poison, Disrupt Undead,
Inflict Minor Wounds, Light, Purify Food and Drink, Read Magic,
Spells Touch of Fatigue
1st: Bane, Cause Fear, Comprehend Languages, Deathwatch,
A servant of death casts arcane spells which are drawn from Detect (Alignment), Detect Undead, Doom, Hide from Undead,
the spell list below. She must choose and prepare her spells ahead Inflict Light Wounds, Protection from (Alignment), Ray of En-
of time (see below). feeblement, Remove Fear, Sanctuary, Sleep, Unseen Servant
2nd: Align Weapon, Augury, Calm Emotions, Command Un-
To learn, prepare, or cast a spell, the servant must have an In- dead, Consecrate, Darkness, Death Knell, Desecrate, False Life,
telligence score equal to at least 10 + the spell level. The Difficulty Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Locate
Class for a saving throw against a wizards spell is 10 + the spell Object, Remove Paralysis, Restoration (Lesser), Scare, Spectral
level + the servants Intelligence modifier. Hand, Status,
3rd: Animate Dead, Bestow Curse, Blindness/Deafness,
Like other spellcasters, a servant of death can cast only a Contagion, Daylight, Deeper Darkness, Dispel Magic, Explosive
certain number of spells of each spell level per day. Her base daily Runes, Gaseous Form, Glyph of Warding, Halt Undead, Illusory
spell allotment is given on Table: The Servant of Death. In addi- Script, Inflict Serious Wounds, Magic Circle against (Alignment),
tion, she receives bonus spells per day if she has a high Intelligence Prayer, Ray of Exhaustion, Remove Blindness/Deafness, Remove
score. Curse, Remove Disease, Sepia Snake Sigil, Speak with Dead,
Vampiric Touch
Unlike a bard or sorcerer, a servant of death may know any 4th: Crushing Despair, Death Ward, Discern Lies, Dismissal,
number of spells. She must choose and prepare her spells ahead of Divination, Enervation, Fear, Good Hope, Inflict Critical Wounds,
time by getting a good nights sleep and spending 1 hour studying Neutralize Poison, Poison, Restoration, Spell Immunity, Tongues
her spellbook. While studying, the servant of death decides which 5th: Blight, Break Enchantment, Commune, Dispel (Align-
spells to prepare. ment), Disrupting Weapon, Hallow, Inflict Light Wounds (Mass),
Magic Jar, Mark of Justice, Permanency, Raise Dead, Scrying,

Page 33
Slay Living, Symbol of Sleep, True Seeing, Unhallow, Waves of
Fatigue
6th: Antilife Shell, Create Undead, Circle of Death, Dispel
Magic (Greater), Eyebite, Glyph of Warding (Greater), Guards
and Wards, Harm, Inflict Moderate Wounds (Mass), Symbol of
Fear, Undeath to Death
7th: Antimagic Field, Control Undead, Destruction, Finger
of Death, Inflict Serious Wounds (Mass), Power Word Blind,
Repulsion, Restoration (Greater), Resurrection, Scrying (Greater),
Sequester, Symbol of Weakness, Waves of Exhaustion, Wish
(Limited)
8th: Create Greater Undead, Clone, Create Greater Undead,
Discern Location, Horrid Wilting, Inflict Critical Wounds (Mass),
Mind Blank, Protection from Spells, Screen, Spell Immunity
(Greater), Symbol of Death, Temporal Stasis
9th: Astral Projection, Energy Drain, Foresight, Mages
Disjunction, Soul Bind, True Resurrection, Wail of the Banshee,
Wish

Page 34
Other Game Mechanics Existing monsters

Existing creatures with the cold subtype include the cryohydra,


Spell Loss, and its Rewards frost giant, frost worm, hoary hunter, shadow of the void, white
and silver dragons, winterwight, winter wolf, and xixecal (several
You may notice that the magma mage, reborn archon, and of which are epic creatures). The remorhaz is known for its pres-
servant of death all lose access to low-level spells as they go on. ence in the tundra, and many constructs and fleshless undead
This was done with the intention of simplifying these classes, mak- monsters will also be able to survive the freezing temperatures.
ing it so people dont have to keep track of several dozen spells for
high-level characters. If you absolutely need a lower-level spell, Many heavily-furred creatures (such as polar bears) might still
you can always use a higher-level slot to cast it. be alive, as would anything that could survive underground. The
overland challenge comes from the weather, while the monsters
Spellcasters in this setting gain special benefits each time their provide more danger for those underground.
class makes them lose access to a level of spells. First, they retain
knowledge of all spells of that level that they already knew (allow-
ing them to cast these spells with higher-level slots). Second, each
Template: Frozen Creature
time they lose a level of spells they may designate one spell from
This inherited template can be applied to any creature except
the lost level as a Signature spell. It must not have any expensive
those with the Elemental (Fire) subtype. Creatures with the Cold
material components, any XP component, or a casting time of
subtype can have this template applied, but typically do not need
more than one round. Third, they gain the following class ability:
it. Any items not listed below remain unchanged.
Invoke Signature: You may cast any spell that you have
Type: The creature gains the Cold subtype. A creature with
designated as a Signature spell. This does not use up any of your
the cold subtype has immunity to cold. It has vulnerability to fire,
daily spell slots, but is otherwise identical to normal spellcasting.
which means it takes half again as much (+50%) damage as nor-
You must wait five rounds before repeating a particular spell with
mal from fire, regardless of whether a saving throw is allowed, or
the use of this ability.
if the save is a success or failure.

Speed: Frozen creatures lose 10 feet from their land speed, to


a minimum of 10 feet. All frozen creatures also gain a burrowing
rate of 10 feet, which can only be used in ice. Snow, ice, and other
cold-related hazards do not inhibit their movement in any way.

Page 35
Armor Class: Improve the creatures natural armor bonus by Weather Problems
+2, due to a coating of frost and stiffening of the skin.
In Permafrost the environment can be just as dangerous as
Damage: Frozen creatures deal an extra 1d6 of cold energy any monster. Some worlds have magically-induced weather, but a
damage on a successful attack. hurricane during a conjunction with the elemental plane of cold is
worse than anything most prime planes ever see.
Special Attacks: Frozen creatures add a single special attack:
This section is primarily a repeat of information already avail-
Glacial Burst (Su): A frozen creature can extend its connection able in the core rules, to keep you from having to flip back and
to the para-elemental plane of Cold as a move action, dealing one forth on a regular basis. One piece of new content, on areas of
point of damage for each hit die it has to all creatures within a conjunction with the paraplane of ice, can be found under Cold
range of ten feet per hit die. It can only use this ability once per Dangers.
minute (10 rounds). A Fortitude save (DC = 10 + 1/2 hit dice +
Constitution modifier) cuts the damage in half. Those who fail Cold Dangers
their save also suffer two points of Dexterity damage. This ability
also freezes water and other liquids. Cold and exposure deal nonlethal damage to the victim. This
nonlethal damage cannot be recovered until the character gets out
Environment: Any arctic, with aquatic possible if the mon- of the cold and warms up again. Once a character is rendered
ster was previously aquatic. unconscious through the accumulation of nonlethal damage, the
cold and exposure begins to deal lethal damage at the same rate.
Challenge Rating: Add +1 to the creatures normal CR.
An unprotected character in cold weather (below 40 F) must
make a Fortitude save each hour (DC 15, + 1 per previous check)
or take 1d6 points of nonlethal damage. A character who has the
Survival skill may receive a bonus on this saving throw and may be
able to apply this bonus to other characters as well.

In conditions of severe cold or exposure (below 0 F), an


unprotected character must make a Fortitude save once every
10 minutes (DC 15, +1 per previous check), taking 1d6 points of
nonlethal damage on each failed save. A character who has the
Survival skill at 5 ranks or higher receive a +2 bonus on this saving

Page 36
throw, and can apply this bonus to other characters as well with a with ice may run the risk of taking damage from severe cold (see
DC 15 skill check. Characters wearing winter clothing only need above).
check once per hour for cold and exposure damage.
Rain, Snow, Sleet, and Hail
A character who takes any nonlethal damage from cold or ex-
posure is beset by frostbite or hypothermia (treat her as fatigued). Bad weather frequently slows or halts travel and makes it virtu-
These penalties end when the character recovers the nonlethal ally impossible to navigate from one spot to another. Torrential
damage she took from the cold and exposure. downpours and blizzards obscure vision as effectively as a dense
fog.
Extreme cold (below -20 F) deals 1d6 points of lethal dam-
age per minute (no save). In addition, a character must make a Most precipitation is rain, but in cold conditions it can mani-
Fortitude save (DC 15, +1 per previous check) or take 1d4 points fest as snow, sleet, or hail. Precipitation of any kind followed by a
of nonlethal damage. Those wearing metal armor or coming into cold snap in which the temperature dips from above freezing to
contact with very cold metal are affected as if by a Chill Metal 30 F or below may produce ice.
spell. Those wearing winter clothing need only check once every
ten minutes. They also must make a Fortitude save (DC 15) or take Rain
one point of Dexterity, Wisdom, and Constitution damage each Rain reduces visibility ranges by half, resulting in a -4 pen-
night that they remain outside. alty on Spot and Search checks. It has the same effect on flames,
ranged weapon attacks, and Listen checks as severe wind.
Areas of conjunction with the Paraelemental Plane of Ice
cause even greater problems, dealing 1d6 points of lethal cold Snow
damage per round of exposure (no save). Those wearing or in Falling snow has the same effects on visibility, ranged weapon
contact with metal are affected as by the Chill Metal spell. Those attacks, and skill checks as rain, and it costs 2 squares of move-
wearing winter clothing take damage only once every minute. ment to enter a snow-covered square. A day of snowfall leaves 1d6
They also must make a Fortitude save (DC 15) or take one point of inches of snow on the ground.
Dexterity, Wisdom, and Constitution damage each hour.
Heavy Snow
Ice Effects Heavy snow has the same effects as normal snowfall, but also
restricts visibility as fog does (see Fog, below). A day of heavy snow
Characters walking on ice must spend 2 squares of movement leaves 1d4 feet of snow on the ground, and it costs 4 squares of
to enter a square covered by ice, and the DC for Balance and movement to enter a square covered with heavy snow. Heavy snow
Tumble checks increases by +5. Characters in prolonged contact accompanied by strong or severe winds may result in snowdrifts

Page 37
1d4x5 feet deep, especially in and around objects big enough to
deflect the wind - a cabin or a large tent, for instance. There is a Strong Wind
10% chance that a heavy snowfall is accompanied by lightning Gusts that automatically extinguish unprotected flames
(see Thunderstorm, below). Snow has the same effect on flames as (candles, torches, and the like). Such gusts impose a -2 penalty on
moderate wind. ranged attack rolls and on Listen checks.

Sleet Severe Wind


Essentially frozen rain, sleet has the same effect as rain while In addition to automatically extinguishing any unprotected
falling (except that its chance to extinguish protected flames is flames, winds of this magnitude cause protected flames (such as
75%) and the same effect as snow once on the ground. those of lanterns) to dance wildly and have a 50% chance of ex-
tinguishing these lights. Ranged weapon attacks and Listen checks
Hail are at a -4 penalty. This is the velocity of wind produced by a gust
Hail does not reduce visibility, but the sound of falling hail of wind spell.
makes Listen checks more difficult (-4 penalty). Sometimes (5%
chance) hail can become large enough to deal 1 point of lethal Windstorm
damage (per storm) to anything in the open. Once on the ground, Powerful enough to bring down branches if not whole trees,
hail has the same effect on movement as snow. windstorms automatically extinguish unprotected flames and have
a 75% chance of blowing out protected flames, such as those of
Winds lanterns. Ranged weapon attacks are impossible, and even siege
weapons have a -4 penalty on attack rolls. Listen checks are at a -8
The wind can create a stinging spray of sand or dust, fan a penalty due to the howling of the wind.
large fire, heel over a small boat, and blow gases or vapors away.
If powerful enough, it can even knock characters down (see Table: Hurricane-Force Wind
Wind Effects), interfere with ranged attacks, or impose penalties All flames are extinguished. Ranged attacks are impossible (ex-
on some skill checks. cept with siege weapons, which have a -8 penalty on attack rolls).
Listen checks are impossible: All characters can hear is the roaring
Light Wind of the wind. Hurricane-force winds often fell trees.
A gentle breeze, having little or no game effect.
Tornado (CR 10)
Moderate Wind All flames are extinguished. All ranged attacks are impossible
A steady wind with a 50% chance of extinguishing small, (even with siege weapons), as are Listen checks. Instead of being
unprotected flames, such as candles. blown away (see Table: Wind Effects), characters in close proxim-

Page 38
ity to a tornado who fail their Fortitude saves are sucked Wind Effects
toward the tornado. Those who come in contact with the Wind Speed Range Size Effect DC
actual funnel cloud are picked up and whirled around for
Light 0-10 mph / Any None
1d10 rounds, taking 6d6 points of damage per round,
Moderate 11-20 mph / Any None
before being violently expelled (falling damage may ap-
Strong 21-30 mph -2/ Tiny or smaller Knocked down 10
ply). While a tornados rotational speed can be as great as
Small or larger None
300 mph, the funnel itself moves forward at an average of
Severe 31-50 mph -4/ Tiny Blown away 15
30 mph (roughly 250 feet per round). A tornado uproots
Small Knocked down 15
trees, destroys buildings, and causes other similar forms of
Medium Checked 15
major destruction.
Large or larger None
Windstorm 51-74 mph X/-4 Small or smaller Blown away 18
Medium Knocked down 18
Large/Huge Checked 18
Garg./Colossal None
Hurricane 75-174 mph X/-8 Mediumor smaller Blown away 20
Large Knocked down 20
Huge Checked 20
Garg./Colossal None
Tornado 175-300 mph X/X Large or smaller Blown away 30
Huge Knocked down 30
Carg./Colossal Checked 30
Table Notes
The Range column gives penalty to Normal / Seige weapons.
Checked: Creatures are unable to move forward against the force of the wind. Flying
creatures are blown back 1d6 x 5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures
are instead blown back 1d6 x 10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4x10 feet, taking
1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6x10 feet
and take 2d6 points of nonlethal damage due to battering and buffeting.

Page 39
Design Notes 7th level. Almost every d20 game ties the power level of the char-
acters to the intricacy of their stats; anything that alleviates that
complexity is a good thing in my book. Thus, casters start losing
Hi. My name is Colin, and I designed Permafrost. This is actu-
unnecessary low-level spells and keep just a few signature
ally something Ive had in mind since I was about 14 years old,
pieces.
back before 2nd Edition hit its stride. Lets just say this setting has
improved significantly since then.
Another mechanical trick I wanted to try was the anti-druid ser-
vant of death. As one of my friends put it, Yes! A Turn Undead
The atmosphere in Permafrost is intended to be somewhat op-
that actually makes you turn undead! Ive always wanted to have
pressive. Things shouldnt be so horrible that everyone has given
a necromancer-type class that wasnt required to either a) be evil,
up hope, but they should be bad enough that people are working
or b) suck. Eventually I decided to write one myself.
very hard to improve things. This is a world of total ecological
catastrophe, and even once things get fixed (assuming they do),
Some other things I just wanted to try out for myself. After see-
there will still be a lot of work that needs to be done.
ing token use in another OGL game, I thought it might be a good
fit for the iceborn raider. Seeing classes with multiple different
One way I would try to create this feel (and you can feel free to
tracks made me confident it would work with the mad hermit
use your own methods if you have a different idea) is to start the
and naga cultist. A lot of this I owe to Monte Cooks excellent
game off with a look at everyday life. Take a few minutes to talk
games, which have a lot of innovation crammed into them for how
about the farmers at the Steaming Mountain, and how they see the
close they are to the core rules.
snow falling closer each month. Talk about the people who work in
Icehome scraping the frost off the outside of the crystal dome, and
how it creeps up just a little higher each week. Talk about how all Plot Seeds
these people look to the PCs for guidance and salvation, and how
they have the dreams and hopes of their families in their eyes, and As always, a good GM can come up with a thousand different
the PCs might understand a little better exactly whats going on. ways to make a campaign interesting. Here are forty suggestions
from us to spark your inspiration for various different kinds of
Revisiting this every so often is important, but you dont have campaigns. Dont take any of these as canonical. Just because
to hammer it in every single session. Once people get the idea, the something is listed here doesnt mean it has to work in your cam-
occasional reminder will be all they need. paign. Some of these could be things that other groups are doing,
which arent bad ideas but ultimately wont work. The PCs, of
On the mechanical side of game design, Ive tried to do a few course, will eventually have the right method if only they can
interesting things in Permafrost. The first is to simplify casters pull it off.
some, so that they dont increase in complexity much after about

Page 40
Things that Might Save The World Other Plot Hooks and Questions
1. Finding out what happened to send the world towards the 1. Perhaps victory is really impossible, and the only answer is an
paraplane of ice in the first place, and reversing it. exodus to a new prime material plane.
2. Drawing the paraplane of magma closer. 2. Travel north. Find dead bodies. Go on resurrection spree.
3. Stoking up the inexhaustible heat of the Core until the ground 3. Stop a mummy lord from animating all the bodies that froze.
itself grows warm. 4. Where is Laccia and what really happened to her?
4. Calling on the gods for aid (either the old ones, or an entirely 5. Is this happening to just this prime material, or all of them?
new set that might care more about your world). 6. What are the dragons up to during all this?
5. Fighting the masters of the paraplane of ice to convince them 7. Can you tell whos going to become a reborn archon?
they dont want to be near you. 8. Are the mad hermits ice spirits organized? Do they have a
6. A massive enchantment that lets everyone adapt to the cold. plan? Are they working with/against the Snowflake Queen?
7. Retreating into the Great Dark until the conjunction is over 9. Is there anyone who wants this conjunction to continue?
and the world returns to balance. 10. Why do the nagas care so much about what we do?
8. Traveling back in time to prevent the original mishap.
9. Defeating the Snowflake Queen, who is the real mastermind And Now That Youve Won...
behind all of this. 1. Is the world headed towards a collision with the paraplane of
10. Stealing a piece of the sun to warm the planet. magma now?
2. Are enough plants and animals left for the world to recover?
Things to Do in Social Games 3. Is an invasion from the Great Dark imminent?
1. Keep the peace in the crowded halls of Crystalhome. 4. Whos going to run the world now?
2. Settle a growing dispute that could leave Crystalhome without 5. What will become of the knights of the snow?
food and the Steaming Mountain without any tools. 6. Will the Steaming Mountain explode from all th extra heat the
3. Make peace with the denizens of the Great Dark. magma mages pumped into it?
4. Claim the overland world for the nagas. Alternatively, infiltrate 7. Will the adepts go back to being just monks, or are they more
the naga cults to prevent them from taking over. interested in the social arena now?
5. Become the leader of the iceborn raiders. 8. Will the magma mages be overwhelmed with madness as the
6. Use your persuasive ways to seek aid in the outer planes. warmth makes them more powerful?
7. Become the Snowflake Queens consort. 9. How can we prevent this from happening again?
8. Seek out and cure mad hermits. 10. How much does it cost to buy a tavern? Can I hire an old guy
9. Control the Crystalhome/Mountain trade route. to sit in the corner, wear a beard, and send young adventurers
10. Play a band of mad hermits who want to make everyone mad. on bogus quests? Man, would that be funny.

Page 41
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h. You or Your means the licensee in terms of this agreement. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
2. The License: This License applies to any Open Game Content that contains a notice System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
indicating that the Open Game Content may only be Used under and in terms of this License. You Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
must affix such a notice to any Open Game Content that you Use. No terms may be added to or man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by
subtracted from this License except as described by the License itself. No other terms or conditions E. Gary Gygax and Dave Arneson.
may be applied to any Open Game Content distributed using this License. Permafrost, Copyright 2006, Valent Games. Author: Colin Fredericks
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu- The entire text and design of this book is open gaming content.
tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of
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Page 42

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