The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


Player's Handbook - Here -

Map of world Here

Map of Belthaar Here

Convert Fahrenheit to Celsius Here

Pics of PC's

Tairin

Ala’Ihys

Bjeorn

Patenemheb

Pics of Noted NPC’s

Alia pic - Here –

Mei-Mei Jiaohuá pic - Here –

Masked bowman you saw on the trail pic – Here –

Samir pic - Here -

Farrokh pic - Here -

Sefu pic Here

Yetara pic Here

Daniya pic Here

Abu Khafi pic Here

Mother Jelah
Here

Darius Turan
Here

Thoth-Apep
Here

Hassan Sadi
Here

Party NPC’s

Kara ben’s sheet

Hanala’s Sheet

Bast’s Sheet

Jiya’s Sheet

S’bu’s Sheet

Playable Races –

Since there are only humans to choose from in this campaign setting, the typical “Races” found in most Fantasy Settings (i.e. Elves, Dwarves, etc) are not included. Instead, the following are the races available.

Once you select a “Race” you are free to select an “Archetype” of the Race.

Human Races to choose from:

Azimbanan:

Also known as the «dwellers in the cities of stone» by their tribal neighbours, the Azimbans have an old culture centered around their stone fortresses and bird-worship.

Appearance: The black warriors of Azimba are tall, strong and proud, known for their discipline in formations with shield and spear. The men are usually shaven-headed, and the wearing of brightly colored robes and feathered plumes is common.

Religion: The god of the Azimbans is Jul-Juggah, a reptilian bird-god that must be propitiated with human sacrifice. His feather-cloaked priests know the secret spells to summon lesser winged lizards, survivors of a lost age.

Culture: Azimbans are almost invariably Civilized, with only some of the more jaded or depraved members of their upper class qualifying as Decadent.

Language: Azimban, plus Shoma as a bonus language.

Racial Traits: +2 racial modifier to Strength; +2 racial bonus to Intimidate and Perception skills; Azimban Spear-Mastery as a bonus feat.

Azimban Spear-Mastery [General Feat]:
Your skill with the longspear is legendary.

Prerequisite: Dex 15; must be trained by someone who already has this feat.

Benefit: You can strike adjacent foes with the longspear, not just those who are 10 feet away.

Normal: A longspear is a two-handed weapon with reach, allowing you to strike opponents 10 feet away with it, but not adjacent foes.)
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Bhangari:

The mysterious eastern realms of Laksha, Ghoma and Azjan are inhabited by a multitudinous people known for their fierce warrior castes, master craftsmen, skilled herbalists, and ranks of ascetic priests. The Bhangari live in great walled cities and build temples that soar to the sky.

Appearance: Of medium height, with golden skin and delicate features. The men keep their black hair cropped short and dress in simple cotton garments, while the women wear colorful silken gowns and weave their hair in long braids. The armies of Laksha, Ghoma and Azjan wear medium armor decorated with silver and gold; the officers have turbans set with feathers or gems to denote their station.

Religion: Not much is known about the cults of the east. The cult of the ape-god Simatala originated in the land of Laksha, and there are several cults that worship aspects of the elephant.

Culture: The Bhangari are a mix of Civilized and Decadent. Some mystics among them are Enlightened.

Language: Bhangari, plus Taikangian as a bonus language.

Racial Traits: +2 racial bonus to Heal and Stealth skills; Brutal Charge (use full attack action in same round as charging); Combat Reflexes as a bonus feat.
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Djaka:

The Djaka are the pygmies inhabiting the Silver Isles of the Eastern Ocean. They live in jungle caves and know the secrets of the rare lotus herbs that grow only on their islands.

Appearance: Short of stature (even adults are rarely 5 feet tall) with curly black hair and dark, wrinkled skin; dressed in loincloths and jewelry of feather and bones, and armed with hunting bows and blowpipes.

Religion: The Djaka worship as gods the monstrous slugs of colossal size that inhabit the marshes and swamps of the Silver Isles.

Culture: All known Djaka are Savages, but there might be the remote possibility that their swamps harbour small communities of Degenerates.

Language: Djaka, plus a smattering of Zadjite as a bonus language.

Racial Traits: +2 racial modifier to Dexterity and -2 racial modifier to Strength; +2 racial bonus to Survival skills; Expert Poisoner and Eyes of the Cat as bonus feats; Small size (+1 bonus to attack rolls and Armor Class, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, +4 bonus to Stealth skill, -4 penalty to grapple checks); Speed 20 feet.
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Ghazorite:

The Ghazorites are a sub-race of the Susrahnites, who dwell in and around the great port-city of Ghazor on the coast of the eastern ocean. The Ghazorites are known both as avaricious merchants, ruthless warriors, and excellent sailors.

Appearance: Slightly smaller of stature than their plains-dwelling brethren, Ghazorite men and women often have some foreign blood, the result of intermingling of races. Such crossbreeding usually manifests as a flat nose, blond hair, green eyes, swarthy skin, or some other unusual feature.

Religion: The Ghazorites worship the gods of Susrah, in addition to many strange gods brought to the city by foreign sailors, mercenaries and merchants.

Culture: Like their cousins the Susrahnites, the Ghazorites are a people both Civilized and Decadent. While Decadents are more commonly found among the upper classes, they are in no way confined to it, nor are they composed uniformly of them.

Language: Susrahnite, plus Nabastissean and Zadjite as bonus languages.

Racial Traits: +2 racial bonus to Appraise and Profession (sailor) skills; Weapon Familiarity (suffer only -2 penalty when using weapons without proficiency); racial Sneak Attack (+1d6) that stacks with the rogue ability of the same name.
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Ikuna:

The cannibalistic tribes of the Ikuna lands are a constant plague upon the neighbouring nations. From their homeland south of the Hills of the Dead, the Ikunas wage a war of terror upon the Zadjites, Azimbans, and anyone venturing into the southern waters. Few dare go into these lands; likewise, an Ikuna raiding party on the warpath is something best avoided.

Appearance: Black-skinned with wavy hair and slightly green-tinted eyes that give them a preternatural, fearsome appearance. The Ikuna warriors are heavily muscled and move with pantherish grace, clad only in loincloths. The women, who are often shamans and tribal priestesses, adorn themselves with necklaces of bone and teeth.

Religion: The Ikunas worship several tribal gods, some of which are simply deified serpents, giant bats and great lizards from the nearby jungles of Yalotha. But also on the blood-stained altars in the witch-houses of the Ikuna are grotesque idols of older demon-gods and grinning, inhuman skulls of unnatural proportions.

Culture: Characters of Ikuna ancestry can be portrayed as either Degenerates or Savages.

Language: Ikuna, plus Azimban as a bonus language.

Racial Traits: +2 racial bonus to Stealth and Swim skills; +1 racial bonus to attack rolls with Ikuna knifes and clubs; natural attack with filed teeth (deals 1d4 lethal damage when grappling); Scent; Cannibalize as a bonus feat.

Cannibalize [General Feat]:
By consuming the vital organs of a fallen foe, you gain a portion of its power.
Prerequisites: Taint 1+.

Benefits: You may cannibalize a corporal creature of your own creature type that has either a heart or a brain, and must remove and eat said organ within 10 minutes of its death. After consuming the organ, which takes 1 minute, you gain a temporary enhancement bonus to your ability score equal to the highest ability score bonus of the slain creature. For example, if a barbarian eats the brain or heart of a 5th-level warrior whose highest ability score is Con 16, the barbarian gains an enhancement bonus of +3 to Constitution for 5 hours.

The effect lasts 1 hour per Hit Dice of the slain creature. You cannot cannibalize aberrations, constructs, oozes, plants, or undead or creatures immune to critical hits. You can only cannibalize one creature per day.)
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Jairanian:

Dwellers in the desert-cities of the west, the Jairanians are renowned as master craftsmen, breeders of fine horses, and cunning thieves. Mercenaries from the cities of Jairan are employed across the continent.

Appearance: Light brown skin, deep brown eyes, wearing loose pants and short vests.

Religion: Various grim gods are worshipped among the Jairanians, including Yadar, Othabbhon, and even Al-Tawir.

Culture: Jairanians from the desert can either be Nomads, or, more rarely, Civilized. City-dwelling Jairanians are Civilized, with part of their upper class being Decadent.

Language: Jairanian, plus Khazistani as a bonus language.

Racial Traits: +2 racial bonus to Craft and Diplomacy: Gather Information skills; +2 to all saving throws against magic; Stealthy as a bonus feat.
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Khazistani:

Conquering horsemen of the northwestern steppes, the Khazis or Khazistanis are a proud people, and justly so. From humble nomadic roots, they have established an empire with glittering cities stretching from the Eastern Sea to the deserts of Jairan, with caravans bringing tribute and loot to the proud nobles of Khazabad. The ruling warrior caste consists of mounted archers riding magnificent purebred horses.

Appearance: Tan-skinned, brown-eyed and black-haired. The Khazis are generally lithe of build, although large individuals certainly exist. The men sometimes wear turbans and grow long moustaches or beards. The women usually wear veils and robes.

Religion: The Khazis primarily worship Yadar and Nhakhramat, neither of which are native Khazistani gods, but whose cults have replaced former elemental and ancestor worship.

Culture: Almost all Khazistanis are Civilized, with the small portion clinging to a more traditional, ancestral lifestyle still being Nomads. As a still vigorous, only recently conquering people, almost none of their upper class are as of yet Decadent.

Language: Khazistani, plus Yar-Ammonite as a bonus language.

Racial Traits: +2 racial bonus to Ride and Perception skills; +1 racial bonus to attack rolls with all bows; Khazistani Bow-Mastery as a bonus feat; Mounted Archery as a bonus feat.

Khazistani Bow-Mastery [General Feat]:
Your skill with the composite bow is legendary.

Prerequisite: Dex 15; Point Blank Shot; must be trained by someone who already has this feat.

Benefit: You automatically gain weapon proficiency with the Khazistani shortbow. Furthermore, any hit within point blank range (30 feet) with this weapon deals an additional +2 points of damage.)
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Khazrajite:

The nomadic tribes of the northwestern desert are descended from Khazistani stock. Calling themselves the Khazraj, they are a free-willed, fierce and stubborn lot; a constant menace to caravans and travelers.

Appearance: The Khazrajites are physically identical to the people of Khazistan, but of a slightly darker tan due to their exposure to the desert sun. Adult men usually grow thick, black beards, and wear white khaftan robes and silver-hilted scimitars.

Religion: Chief among the gods of the desert is Al-Tawir, the Ancient One, although his name is more often used in curses than in prayer. Still, the nomads fear the Lord of the Empty Wastes and make small offerings to avoid getting lost or suffering from hunger and thirst.

Culture: These fierce desert tribesmen, the more rustic brothers of the Khazistanis, are invariably Nomads.

Language: Khazistani, plus Yar-Ammonite as a bonus language. Khazrajites and Khazistanis speak almost identical dialects.

Racial Traits: +2 racial bonus to Ride and Survival skills; +1 racial bonus to attack rolls with scimitar; Endurance as a bonus feat; Improved Critical (scimitar) as a bonus feat.
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Khoran:

The Isles of the Sea Reavers are inhabited by dangerous men and cunning women from many nations, and their couplings have brought forth many who are born as natives of the isles, in the fortified pirate-city of Khora. Such children usually inherit the worst traits of both parents.

Appearance: The skin-tone of Khorans range from the icy white of Tharag Thulans to the night-black of Ikunas, but is usually somewhere in-between. They dress in gaudy pantaloons and adorn themselves with gold earrings and ivory-hilted knives pilfered from burning merchant-vessels.

Religion: The gods are more feared than worshipped in the lawless port of Khora, but even the Sea Reavers occasionally offer sacrifice to the gods of the sea and the sky. Akhlathu, the god of twisted fate, is also a popular patron of many pirate crews.
Culture: The mongrel Khorans are mostly Civilized or Decadent, but encompass a small stratum of Nomads and an even smaller one of Degenerate throwbacks.

Language: Khorans don’t speak a proper language of their own, but a dialect of Susrahnian, with a few words from various languages thrown in for good measure. Roll randomly for bonus language.

Racial Traits: +2 racial bonus to Intimidate and Profession (sailor) skills; +1 racial bonus to attack rolls with all axes, crossbows and knives; Ferocity (continue fighting even while disabled and dying); always treat Profession (sailor) as class skill.
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Lamuran:

The men of Lamu are regarded as a degenerate and evil people by other nations, a belief that mainly springs from ignorance, but is strengthened by the fact that some Lamurans have unnaturally keen eyesight in the dark, and that they worship many weird and loathsome gods in the isolation of their remote hill kingdom.

Appearance: Gaunt of build and pale-skinned, with long flowing hair, although the priests are often shaven-headed. Decadent Lamurans dress in flowing robes and wear distinctive tall caps, often wound around with turbans, while the more wholesome Civilized men prefer simpler clothing and sturdy armor.

Religion: The cult of Yot-Kamoth is best-known, but a multitude of other deities is worshipped.

Culture: The Lamurans, corrupted by their worship of sinister Yot-Kamoth, are mostly Decadent, but retain both a significant Civilized stratum in and around their cities and of Degenerates in the more remote parts of their realm.

Language: Lamuran, plus Susrahnite as a bonus language.

Racial Traits: +2 racial bonus to Stealth and Sleight of Hand skills; Uncanny Luck (once per day, reroll any die roll and keep best result); Eyes of the Cat as a bonus feat.
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Mazanian:

Deep in the southern jungles rise the moss-grown palisade walls of the Mazanians, a matriarchal society whose female warriors raid into the surrounding lands for male slaves. The jungle kingdom is ruled by the black sorcerer-queen of Boma-Ya, the forbidden city of the amazons.

Appearance: Female Mazanians are all stunningly beautiful, since all girls with the slightest physical flaw are quickly abandoned in the jungle. These copper-skinned warriors are not shy about using their charms to distract male opponents.

Religion: The gods of the Mazanians are not well-known. Some say they worship female snake-beings, others that their queen is the thrall of a male demon-god.

Culture: Mazanians are invariably Savages, but some Civilized individuals might exist among their upper classes.

Language: Mazanian, plus Shoma as a bonus language.

Racial Traits: +2 racial modifier to Charisma; +2 racial bonus to Heal and Intimidate skills; Improved Feint and Two-Weapon Fighting as bonus feats.
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Nabastissean:

The sun-drenched land of Nabastis consists of a collection of city-states ruled by petty kings with their own armies of bronze-armored pikemen. While the interior terrain is dominated by rolling hills and forest-covered mountains, the coast has sandy coves nestled amid jagged cliffs. The trade cities along the coast are protected by fleets of trireme galleys. The great city of Khargamum is well-known for the temple of Apsis, with its vast library-halls.

Appearance: Bronze-skinned, with gleaming white teeth and curly black hair, and short of stature. The Nabastisseans dress in brightly colored robes, and don breastplates and full helmets when going to war.

Religion: The Nabastisseans have few gods of their own, but tolerate the temples of foreign gods to be built in their cities. The coastal peoples usually make small offerings to the gods of the sea before setting out on voyages of trade or war.

Culture: Nabastisseans are usually Civilized, but a sizeable and increasing proportion of their upper classes has become Decadent.

Language: Nabastissean, plus Taraamite as a bonus language.

Racial Traits: +2 racial modifier to Dexterity; +2 racial bonus to Profession (Sailor) and Swim skills; +1 circumstance bonus to attack rolls at sea; +2 circumstance bonus to AC when fighting in formation with others of the same race; always treat Profession (sailor) as class skill.
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Shoma:

The kingdom of Shoma is rich in gold, to the extent that even the king’s great herds of cattle wear golden ornaments. There are many skilled artisans and goldsmiths among the Shoma. Outside of the capital city of Katanga, the land is peopled by semi-nomadic tribes.

Appearance: Dark brown skin, with close-cropped curly black hair. The tribal Shoma dress in simple loincloths. City-dwellers wear more elaborate clothing, such as brightly colored robes and cloaks; even commoners are often adorned with golden jewelry.

Religion: Nataka, the ivory woman, is worshipped among the nobles and upper class, while various tribal gods are revered by commoners.

Culture: City-dwelling Shomas are a mix of Civilized and Savage people, while most of the tribal pastoralists are Nomads.

Language: Shoma, plus Azimban as a bonus language.

Racial Traits: +2 racial bonus to Craft and Survival skills; +1 racial bonus to attack rolls with all spears and bows; +10 racial bonus to Speed; Run as a bonus feat.
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Susrahnite:

The fertile plains of Susrah are home to a race renowned for their skill in war and their religious devotion.

Appearance: Broad-shouldered, with hooked noses and black, curly hair, the Susrahnites are dressed in flowing robes. The men braid their long beards. The women are lithe, wearing golden armbands and necklaces of pearl; they are prized as slaves in Taraamite seraglios.

Religion: Nowhere, except perhaps in Yar-Ammon, can there be found as many gods as in the city-states of Susrah. Above the hundreds of lesser gods arise the names of greater deities such as Baal-Khardah, Belet-Lil, Maggash, and Yammosh.

Culture: Susrahnites are a people both Civilized and Decadent, although Decadents are more commonly found among the upper classes. Some men and women of Susrah are Enlightened.

Language: Susrahnite, plus Taraamite as a bonus language.

Racial Traits: +2 racial bonus to Appraise and Knowledge (religion) skills; +1 racial bonus to attack rolls with all weapons; Improved Initiative as a bonus feat.
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Taikangian:

The realm of Taikang is near-mythical, a land of teeming yellow masses, bamboo towers, and serpentine dragons. Few westerners have ventured here, but merchants who brave the unknown can make a fortune when they return with caravans of silks, lotus flowers and painted ceramics.

Appearance: Lithe and yellow-skinned, with slanted eyes and long, black hair. Both men and women dress in silk if they can afford it, although the commoners often wear little more than a loincloth.

Religion: The chief god of the Taikangians is Wa-Ying, the so-called «Emperor of Hell».

Culture: Taikang is a legendary land, but judging by what legends are told of it in the west and by what Taikangians have ventured forth from their homeland, they seem to be a wicked and almost uniformly Decadent people. But who knows? Maybe they still retain a few more wholesome, Civilized individuals – or some utterly Degenerate ones...

Language: Taikangian, plus Bhangari as a bonus language.

Racial Traits: +2 racial bonus to Escape Artist and Acrobatics skills; +2 racial bonus to all grapple checks; Improved Unarmed Strike as a bonus feat.
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Taraamite:

The plains and highlands of Taraam are inhabited by a people known both for the sophistication of their culture and their talent for intrigue. A caste of mounted warriors is the backbone of their army, which threatens the lesser cities of Susrah and Nabastis with destruction unless tribute continues to flow into the thousand-columned palace of Achad. Taraam’s royal palace is a also a place of thousand intrigues, filled with eunuchs and astrologer-priests of the court.

Appearance: Male Taraamites usually favor short, trimmed beards. Warriors carry straight short swords and lances, and dress in robes decorated according to their status, with the king’s personal guard wearing gold-trimmed robes and circlets of gold, in the fashion of princes.

Religion: Ahyada, the «High God», is the chief god of the Taraamites, served by an influential priesthood of astrologers and omen-readers.

Culture: Taraamite commoners are almost invariably Civilized, just as the upper classes of this people are almost invariably Decadent. Exceptions to this generalisation do exist, but are very rare.

Language: Taraamite, plus Susrahnite as a bonus language.

Racial Traits: +2 racial bonus to Diplomacy and Knowledge (all) skills; Ride-By Attack as a bonus feat; +4 racial bonus to saving throws against poison.
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Tharag Thulan:

Also known as Tharagians, these northern tribesmen inhabit the cold wastes at the edge of the world. In each generation, there are always some northerners who leave their ancestral lands to escape the ancient blood-feuds of their clans and explore the decadent empires of the south.

Appearance: Dressed in wolf-skin cloaks and tall boots of wolverine-fur, these barbarians of the north have long, yellow beards, white skin, and piercing blue eyes.

Religion: The Tharag Thulans revere the Moon-God, the Wolf-God, and the Skull-God.

Culture: These remote northern barbarians are mostly Savages. Some clans and individuals are Nomads, and as well as rare Civilized half-breeds.

Language: Tharag Thulan, plus Lamuran as a bonus language.

Racial Traits: +2 racial modifier to Strength; +2 racial bonus to Climb and Survival skills; +2 racial bonus to saving throws against poison and disease.
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Yar-Ammonite:

Also known as the «kingdom of tombs», Yar-Ammon is a land covered with desert and haunted by ancient sorceries. The silent streets and broad ceremonial avenues of black-templed Amenti is an awesome sight to behold. The papyrus used by the scribes and sorcerers of Yar-Ammon is harvested from the inland marshes of Fakhuum.

Appearance: Tall and slender, with bronze skin, dark hair and black eyes. The nobles and priests wear golden pectorals and masks carved with beastly visages, while commoners dress in simple garments of white linen.

Religion: Yar-Ammon is well known for its large pantheon of beast-headed were-gods. The land is littered with giant statues and weathered sphinxes carved in their image. But the ancient practices of the beast-cults were outlawed a generation ago, when the royal house of Amenti established the cult of Zothur, the First One. Yet, there are many among the common folk who still follow the old ways.

Culture: Children of an old culture steeped deeply in sorcerous mysteries, Yar-Ammonites are a mixture of Civilized, Decadent and Enlightened people.

Language: Yar-Ammonite, plus Khazistani as a bonus language.

Racial Traits: +2 racial modifier to Intelligence; +2 racial bonus to Knowledge (arcana) and Perception skills; Stonecunning (+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground).
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Zadjite:

The turbaned fire-worshippers of Zadj are an offshoot of the Jairanian race in the west. They have exploited the riches of their new homeland well, and grown rich as spice merchants and slave-traders. Having brought with them a high level of culture from Jairan, the Zadjites are skilled artisans and Iraab, the marble capital by the sea, is a center of learning as well as rich trade and exquisite craftmanship. The interior plains and forests of Zadj are dominated by the fortress-city of Al-Qazir, also known as the City of Slave Sultans, for it is held by a council of slavelords who only pay lip service to the emir of Iraab.

Appearance: Swarthy, turbaned, wearing colorful robes and gold-hilted curved daggers. The raven-haired Zadjite women are famed for their sensual beauty; they are often scantily clad and adorned with glittering jewelry.

Religion: The Zadjites hold «the Sacred Flame», a nameless elemental god, above all others.

Culture: This wealthy and callous people of tradesmen is mostly Decadent, with only a smattering of Civilized individuals remaining, virtually none of them among the upper classes.

Language: Zadjite, plus Old Jairanian as a bonus language.

Racial Traits: +2 racial bonus to Craft and Knowledge (geography) skills; +1 racial bonus to all saving throws; Zadjite Whip-Mastery as a bonus feat.

Zadjite Whip-Mastery [General Feat]:
Your skill with the lash is legendary.

Prerequisite: Dex 15; must be trained by someone who already has this feat.

Benefit: You automatically gain weapon proficiency with the whip. Furthermore, you deal normal (lethal) damage with the weapon, and can deal damage to any creature regardless of its armor bonus. You do not provoke attacks of opportunity when fighting with the whip.

Normal: The whip is an exotic weapon which requires Exotic Weapon Proficiency (whip). A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.)
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Zorabi:

These tribesmen inhabit the Zorab mountains that jut up between Lamu and Khazistan. The southernmost tribes have accepted the overlordship of the Khazistanis, at least in name, while the rest are opportunistic raiders who feud incessantly among themselves.

Appearance: These mountain wolves wear white turbans and heavy cloaks, and are armed with scimitars and shortbows. They have long black beards, and their brown skin is wrinkled by the sun and mountain winds.

Religion: There are few priests among the Zorabi, but worship of certain Lamuran gods is probable.

Culture: Zorabi are invariably Nomads.

Language: Susrahnite, plus Lamuran as a bonus language.

Racial Traits: +2 racial modifier to Constitution; +2 racial bonus to Climb and Survival skills; Track as a bonus feat.

The Races are then divided by Archetypes. So, for example, two people may come from the same Race, but one of them grew up Civilized in the cities while the other grew up on the fringe, a barbarian.

The Archetypes can be found here -

Racial Archetypes

Savage:

Savages include warriors from the frozen north and witch-doctors from the snake-infested jungles of the south. Savages tend to have a close connection with nature, but remain ignorant of many developments that more civilized people take for granted.

Savages have the following cultural traits:

Ability Adjustment: +2 to Strength

Sturdy: Permanent benefit as per the endure elements spell (select either cold or heat, as appropriate based on the origin of the savage), and a +1 natural bonus to Armor Class.

Feral: Savages gain a +2 racial bonus to Perception checks.

Superstitious: Savages suffer a –4 penalty on saving throws against creatures with the frightful presence ability. Exception: If the character has more levels in spellcasting classes than non-spellcasting classes, the character instead casts spells with a +1 bonus to effective caster level.

Human Races that can take this archetype: Djaka, Ikuna, Mazanian, Shomas, Tharag Thulans

Nomadic:

Nomads roam the empty wastes beyond the civilized cities; quick to strike and bound by no laws. Nomads live with their animals and usually ride into battle with them; they feel ill at ease without them.

Nomads have the following cultural traits:

Ability Adjustment: +2 to Dexterity

Proud: Iron Will as bonus feat.

Unpredictable: The character gains a «wild card» feat. As a standard action, the character can select any feat for which he meets the prerequisites. The selected feat remains active for the rest of the day. After the character rests for eight hours, the wild card feat slot resets to empty.

Bowlegged: Base land speed 20 ft.

Human Races that can take this archetype: Jairanians, Khazistani, Khazrajite, Khorans, Shomas, Tharag-Thulans, Zorabi

Civilized:

Savages and nomads eventually gather together to cultivate the land, build great cities, develop trade, and study medicine, mathematics and languages. In the civilized lands dwell noble knights, wise kings, and learned sages — as well as greedy merchants and cunning thieves.

Civilized people have the following cultural traits:

Ability Adjustment: +2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature.

Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level.

Frail: Civilized people have a -2 penalty to saving throws against poison and disease.

Human Races that can take this archetype: Azibans, Bhangari, Ghazorite, Jairanians (rare), Khazistani, Khorans, Lamurans, Mazanian, Nabastissean, Shomas, Susrahnites, Taikangian, Taraamite, Tharg-Thulans, Yar-Ammonite, Zadjite.

Enlightened:

A few great civilizations rise above others and gain half-mythical status. Learned beyond normal men, people of enlightened cultures are builders of cyclopean pyramids and towers that pierce the skies. Their magnificent buildings can last forever, and likewise the flesh of the enlightened ones can withstand the passage of time like no other mortals.

Enlightened people have the following cultural traits:

Ability Adjustment: +2 to Wisdom

Uncanny: Once per day, the enlightened can re-roll any dice roll, but must keep the second result, regardless of the outcome.

Also, enlightened characters who reach at least 2nd level before the normal human Middle Age (35 years) gain longevity and use the following age categories instead: Middle Age (100 years), Old (200 years), Venerable (300 years), Maximum Age (300 + 3d100 years).

Expert Builder: Enlightened ones receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Conceited: Too confident in their own abilities, enlightened ones often underestimate their enemies. They suffer a -4 penalty to Initiative checks.

Human Races that can take this archetype: Yar-Ammonite

Decadent:

Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests and wicked slave-traders. Demon-worship, human sacrifice and drug abuse is all too common in these cultures.

Decadent people have the following cultural traits:

Ability Adjustment: +2 to Charisma

Insidious: +2 bonus to Bluff, Knowledge and Stealth checks, and an additional +1d6 of sneak attack damage if the character has the sneak attack class ability.

Arcane Adept: Add +1 to the DC of any saving throw when casting spells.

Corrupt: -2 penalty to Will saving throws.

Human Races that can take this archetype: Azibans, Bhangari, Ghazorite, Jairanians, , Lamurans, Nabastissean, Susrahnites, Taikangian, Taraamite, Yar-Ammonite, Zadjite

Degenerate:

The last survivors of decadent civilizations start to feud over dwindling resources, or are driven away by stronger cultures. Fleeing into the wilderness, or deep underground beneath their ruins, they start to inbreed and devolve into something no longer entirely human. Degenerates may outwardly resemble savages, but they carry the evil taint of fallen empires.

Degenerates have the following cultural traits:

Ability Adjustment: +2 to Constitution

Nocturnal: Degenerates can see twice as far as normal humans in conditions of dim light.

Ferocious: Once per day, when a degenerate is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Unwholesome: Degenerates always have a physical deformity or a mental illness, caused by inbreeding, that sets them apart from other humans. This unwholesomeness can never be fully concealed.

Degenerates suffer a -4 penalty on Bluff and Diplomacy checks (except when interacting with other degenerates), and the initial reaction of other cultural archetypes will never be better than Unfriendly.

Human Races that can take this archetype: Djaka, Ikuna, Khorans, Lamurans, Taikangian

The following outlines restrictions on how many magical powers work in this game.

Rules on the Restriction of Magic:

Magic in the World of Xoth is darker and more subtle than in typical high fantasy novels and game worlds of recent decades. The core magic rules of the Pathfinder system are based on the assumption that magic pervades the world and is used almost as a substitute for technology. But, ironically, having too much magic takes away much of the wonder and awe of magic.

At the same time, taking away too much magic or making the magic rules overly restrictive and harsh tends to alienate players, who might consider it unfair that only non-player character should have access to powerful magic. Plus, tampering with the magic rules puts an additional burden on the players, who have to learn the new rules.

Thus, the philosophy of this book is to change as little as possible of the actual magic rules. The sword and sorcery feel can be achieved in a campaign by restricting or changing a few key elements of the core rules which interfere with the lowmagic paradigm, without totally abandoning the fantasy that players expect and enjoy.

Restricting Spell Lists

First of all, certain spells from the core rules simply do not fit well in a sword and sorcery world. Any class with access to spells must have a spell list customized for the proper atmosphere. The following general categories are excluded:

Artillery Spells: Spells that turn the spellcaster into a walking piece of artillery, able to wipe out a small army of opponents with a single spell. Fireball and its derivatives (delayed blast fireball, meteor swarm, flame strike, etc.) fall into this category, as do magic missile, lightning bolt and disintegrate.

Convenience Spells: Rope trick is only a 2nd-level spell, yet it creates an extradimensional space where an entire party can hide from the rest of the world; hardly a staple of sword and sorcery. The spell create water is certainly convenient, but the wilderness becomes a more dangerous (and interesting) place without such spells. Similarly, characters should rely on their swimming skills and their Constitution scores instead of depending on water breathing and so on.

Instant Transportation: Teleport and its varieties make a mockery of long wilderness treks and quests into uncharted waters. Neither should dimension door and other short-range teleportation spells be allowed, because they make it too easy to circumvent defenses and penetrate castle and city walls. In a low-magic world, there are simply no adequate countermeasures against such spells.

This part is very important for those who want to heal -

Life-Restoring Magic: Healing and curative spells do not exist unless they drain the life force from some unwilling victim (this is why Vampiric Touch is acceptable, but not Cure Light Wounds or Cure Disease.

Healing Checks as well as making curing potions for certain herbs will be the best way to survive.

Death is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.

Powerful Low-Level Divinations: Detect magic might seem innocent enough, but in the hands of power-gamers it tends to be used as a “radar” to scan areas for anything interesting (such as magical items or traps). The game plays better if there is no such clear distinction of what is magical and what is not. Detect evil does not apply to a world without alignments. Comprehend languages is a mere 1st-level spell, but allows you to understand all written languages. That might not seem very important when dungeon-crawling, but if such a spell exists, there is little point in learning ancient and forgotten languages, and the role-playing aspects of trying to decipher ancient grimoires are lost.

Shapeshifting: No spellcasters are able to change shape (via alter self, polymorph, elemental body, beast shape, shapechange, enlarge person, etc.) in the World of Xoth.

It is said that the Ur-Druids, priests of the ancient goddess Xu-Neb-Ur-Hat, were able to take on a variety of shapes, but modern druids do not have the wild shape ability.

“Superhero” Spells: Flying (through the levitate, fly or wind walk spells) and turning invisible (through invisibility and improved invisibility) or gaseous (via gaseous form) are examples of powers rarely seen in sword and sorcery stories. These abilities are especially powerful (and therefore unbalancing) in low-magic settings, where there are few countermeasures available.

Magical items that duplicate these types of spells should also be removed from the game, of course. Though in rare situations they may be permitted.

Note that skills become more important for characters when magic spells are restricted. Skills such as Climb, Heal, Sense Motive, Swim, Survival, and the various Knowledge skills are good substitutes for many of the spells listed above.

Restricting Magical Items

Characters should rely on their abilities, not their equipment, which could be destroyed, lost or stolen at any time. In stark contrast to a high fantasy campaign, magical weapons, armor and wondrous items in a sword and sorcery setting should be extremely rare. The very concept that these items can be created through a mechanistically simple process seriously undermines the wondrousness of magic. In a typical campaign using the core rules, the rulebook is nothing more than a shopping catalog of items, since everything has a price and can be bought or manufactured by the player characters.

In the World of Xoth, most permanent magical items are unique, many being left-overs from earlier ages when spellcasters were presumably more powerful. All such items should have evocative names and detailed background stories. For example, a gem of brightness might be called the Jewel of Lar-Karakshat; it will probably be the only gem of its kind in the campaign world and finding it will be an adventure in itself. In short, treat permanent magic items as if they were artifacts or relics in high fantasy campaigns. Such items will never be for sale.

As a consequence, item creation feats are not available to characters. The only exception is Craft Potion and Scribe Scroll.

Summoning Spells

Summoning spells are modified as follows in the World of Xoth:
The only creature types that can be summoned with summon monster or summon nature’s ally are animals, vermin, and elementals.
Summoned animals must always be appropriate to the current environment and climate (for example, summoning a tiger in an arctic climate is not possible), and no animals can be summoned inside a wholly «artificial» (man-made) structure.

Vermin can be summoned anywhere.

Summoning elementals requires the presence of a certain amount of elemental material: For air elementals, there must be at least a Moderate wind force in the area. For earth elementals, there must be natural soil, sand or dust, not rocks or worked stone or metal. For fire elementals, there must be a fire larger than a torch, such as a brazier or a bonfire. For water elementals, there must be a pool, river or lake.

Outsiders can be summoned via the planar ally and planar binding spells. In the World of Xoth, outsiders are not demons and devils as described in the core rules, but abominations from the black gulfs of the cosmos.

The Sign of Xoth

Since there is no alignment system in the World of Xoth, protection from evil is called protection from witchcraft, and is also known as the sign of Xoth.

The spell is identical to the description in the rulebook, except replace all instances of «evil creatures» with «magicusing creatures and supernatural creatures». Note that any spellcaster is a «magic-using creature» under this definition. A «supernatural creature» is a creature that has one or more supernatural (Su) or spell-like (Sp) abilities.

Magic circle against evil is called magic circle against witchcraft (or simply magic circle or circle of Xoth).

Magic Users of Xoth the Sorcerer and variations:

Sorcerer

“About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself; little drums of vulture-skin, and crotali made from the bones and teeth of the crockodrill, used as an accompaniment to certain incantations. The mosaic floor was partly covered with the skins of enormous black and silver apes (…). Books were piled everywhere: ancient volumes bound in serpent-skin, with verdigris-eaten clasps, that held the frightful lore of Atlantis, the pentacles that have power upon the demons of the earth and the moon, the spells that transmute or disintegrate the elements; and runes from a lost language of Hyperborea, which, when uttered aloud, were more deadly than poison or more potent than any philtre.” — Clark Ashton Smith: The Last Incantation

The sorcerer archetype can fill a number of roles, depending on the society and the sorcerer’s place in it. Among savage tribes, from the frozen wastes of the north to the steaming jungles of the south, he is a shaman or witch-doctor, who speaks with ancestor spirits and spirits of the mountains, commands animals and the souls of the dead, and curses his enemies with powerful juju. He declares taboos and crafts masks and drums to terrify his enemies; he beseeches the powerful beast-gods of the wilderness for aid; and he knows the secrets of strange herbs and deadly poisons. Such shamans often multiclass into the sorcerer class from the barbarian class, giving them improved combat ability, better Fortitude saves, and useful wilderness skills such as Handle Animal and Survival.

In more civilized lands, sorcerers often take the role of priests, acting as mouthpieces of real or imagined gods. These sorcerer-priests perform rituals and offer sacrifice to the numerous gods and demons that are said to control various aspects of human life. They study the past in libraries filled with great ironbound books and crumbling papyrus scrolls, and interpret omens and portents and study the night skies to determine the future.

Priests build temples in honour of the gods and craft gem-adorned idols in their likeness, amassing hoards of treasure that rival even that of kings and emperors. Even if true gods do not exist, organized religion serve the priests and their cults well. Members of secret or forbidden cults often multiclass with the rogue class, giving them skills with which to disguise and hide from persecution, as well as deadly sneak attacks. Some cults have prestige classes which offer specialized abilities related to the cult’s teachings and purpose.

Finally, there are sorcerers who choose to live in isolation, performing weird experiments and abominable studies far away from people, but most sorcerers are possessed of an ambition that drives them to seek power over human society. Whether controlling a kingdom from behind the scenes, or ruling openly as a sorcerer-king, a lone sorcerer is as deadly as a spider and weaves his webs of intrigue across the land. His mere presence frightens lesser men, and his serpent-gaze enslaves the wills of kings. He summons demons and abominations to do his bidding, and knows the ancient words of power. He augments his spells with alchemical powders and strange elixirs.

Some sorcerers band together in covens or sorcerous circles to gain greater power, but such organizations are frequently troubled by infighting as each member schemes to take advantage of the others.

Successful covens are typically headed by a strong leader who demands total obedience from the junior members. Still, it can be advantageous for novice sorcerers to join such magical circles because they offer easy access to spells and other forbidden knowledge. Such “true sorcerers” do not usually dilute their devotion to sorcerous studies with multiclassing, except perhaps to take levels in certain prestige classes that represent covens of sorcerers.

Game Rule Information

Sorcerers have the following game statistics.

Abilities: Intelligence determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have an Intelligence score of 10 + the spell’s level. A sorcerer gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a sorcerer’s spell is 10 + the spell’s level + the sorcerer’s Intelligence modifier. Abbreviation:

Sor Hit Die: d4

Class Skills

The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sorcerer’s movements, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells, which are drawn from the sorcerer spell list (see below). He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have an Intelligence score equal to at least 10 + the spell level.

The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Intelligence modifier. A sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table below.

In addition, he receives bonus spells per day if he has a high Intelligence score. The sorcerer does not need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Bonus Feats: The sorcerer gains a bonus feat at 1st level and every 4 levels thereafter. The sorcerer must meet the usual requirements of the selected feat.

Sinister Presence (Ex): Sorcerers are loathed and feared by most. At 1st level, the sorcerer has already entered a path of study which sets him apart from normal men. As a standard action, once per encounter, the sorcerer may loudly declare his name and occupation to all who listen. Following this declaration, all who wish to attack the sorcerer, whether physically or with spells, must make a Will save (DC 10 + half sorcerer’s level + sorcerer’s Charisma modifier).

Those who fail the saving throw are unable to attack the sorcerer for the duration of the encounter. However, if the sorcerer attacks or casts a spell on an affected creature, that creature is immediately free to act against the sorcerer again. Those affected must be able to see and hear the sorcerer.

Creatures of a different creature type than the sorcerer get a +4 bonus to the saving throw. Creatures that do not share a common language with the sorcerer get a +2 bonus to the saving throw. These bonuses stack. Constructs, oozes, plants and vermin are never affected.

Master of Lost Languages and Ancient Mysteries (Ex): A 5th-level sorcerer can make a special knowledge check with a bonus equal to his magician level + his Intelligence modifier to see whether he knows some relevant information about cryptic symbols and names, legendary items, or noteworthy places. The Difficulty Class is determined by the table below. A successful check will not reveal the powers of a magic item but may give a hint as to its general function. A sorcerer may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC Type of Knowledge 10 Common, known by at least a substantial minority of the local population. 20 Uncommon but available, known by only a few people in the area. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Permanent Sinister Presence (Ex): At 10th level, the sorcerer receives the benefits of the Sinister Presence ability without having to spend a standard action to activate it. Unless the sorcerer takes measures to conceal his true nature (which requires a Disguise check against DC 15), all who see him will immediately recognize his aura of power and authority. Note that this can also attract unwelcome attention from peasant mobs, local nobles, other sorcerers, and powerful demons.

Thou Shall Whisper My Name In Fear (Su): A 15th-level sorcerer can sense when another creature speaks his name aloud. The range is 100 miles per level of the sorcerer. When it occurs, the sorcerer knows the exact location and the name of the speaker, and can use this information to scry on that individual using a scrying spell (which must be cast as usual) with firsthand knowledge of the target. The sorcerer is free to ignore any mention of his name as background noise; his concentration cannot be disrupted as a result of other creatures speaking his name.

Unmortal (Su): After reaching 20th level, the sorcerer can ignore several mortal limitations. He does not become undead, but his body is sustained magically and he no longer needs to eat or sleep. The unmortal sorcerer does not suffer ability score penalties for aging and cannot be magically aged. Bonuses still accrue. Any penalties he has already incurred, however, remain in place. The unmortal sorcerer cannot die from old age; he is immortal save for violent death or hostile magic.

Starting Gear

Depending on his cultural background, the sorcerer can choose any of the following starting gear options:

Shaman: 1d6 x 10 gp worth of equipment, which typically includes a loincloth, a bone necklace or a belt with shrunken monkey scalps, a fur cloak, a handful of exotic bird feathers, a few doses of poison, and a staff.

Apprentice: 2d6 x 10 gp worth of equipment, which typically includes an embroidered, long-sleeved robe, sandals, a waterskin, several small pouches filled with powders, some glass vials, a metal-tipped staff, and a rune-carved dagger.

Priest: 3d6 x 10 gp worth of equipment, which typically includes a priest’s hooded robe, sandals, a gold ring or small gem, a small figurine of a god or goddess, a few blocks of incense, and an ornately carved staff.

Sorcerer Spell List Sorcerers choose their spells from the following list (an asterisk denotes a new spell). Note that spell acquisition is not automatic; see the Magic chapter for details. Also, certain cults and covens may have mastered unique spells not listed here.

0 level – Arcane Mark, Dancing Lights, Disrupt Undead, Daze, Ghost Sound, Guidance, Know Direction, Mage Hand, Message, Prestidigitation, Resistance

1st level – Animal Messenger, Animate Rope, Calm Animals, Cause Fear, Charm Person, Chill Touch, Command, Disguise Self, Fertility Charm*, Hand of Revelations*, Hold Portal, Hypnotism, Mage Armor, Magic Fang, Magic Weapon, Obscuring Mist, Pass without Trace, Protection from Evil, Ray of Enfeeblement, Sanctuary, Scare, Sleep, Speak with Animals, Spectral Hand, Summon Swarm, Unseen Servant, Ventriloquism, Witch-Fire*

2nd level – Aid, Arcane Lock, Augury, Barkskin, Command Undead, Death Knell, Delay Poison, Enthrall, False Life, Fog Cloud, Ghoul Touch, Gust of Wind, Hold Animal, Hypnotic Pattern, Incantation of the Broken Limb*, Knock, Phantom Trap, Protection from Arrows, Pyrotechnics, Remove Paralysis, Shield Other, Whispering Wind

3rd level – Bestow Curse, Deep Slumber, Dispel Magic, Dominate Animal, Explosive Runes, Glyph of Warding, Greater Magic Fang, Greater Magic Weapon, Halt Undead, Hold Person, Keen Edge, Locate Object, Magic Circle against Evil, Nondetection, Obscure Object, Prayer, Remove Curse, Sepia Snake Sigil, Speak with Dead, Suggestion, Summon Animal*, Ray of Exhaustion, Vampiric Touch

4th level – Altar-Fire*, Animate Dead, Black Tentacles, Charm Monster, Confusion, Contagion, Curse of Green Decay*, Death Ward,
Detect Scrying, Dimensional Anchor, Dismissal, Divination, Drums of Panic*, Enervation, Fear, Fire Trap, Lesser Geas, Phantasmal Killer, Poison, Resilient Sphere, Solid Fog, Spell Immunity

5th level – Break Enchantment, Cloudkill, Commune with Nature, Contact Other Plane, Control Winds, Curse of Double Death*, Dominate Person, Dream, False Vision, Greater Command, Hold Monster, Insect Plague, Lesser Planar Binding, Lifeleech*, Lover’s Curse*, Magic Jar, Mark of Justice, Nightmare, Scrying, Sending, Shapeshift*, Slay Living, Snake Staff*, Summon Greater Animal*, Symbol of Pain, Symbol of Sleep, Telekinesis, Waves of Fatigue

6th level – Banishment, Circle of Death, Create Undead, Creeping Doom, Eyebite, Forbiddance, Geas/Quest, Greater Dispel Magic, Legend Lore, Mass Suggestion, Planar Binding, Programmed Image, Spellstaff, Sticks to Serpents*, Stone Tell, Symbol of Fear, Symbol of Persuasion

7th level – Banishment, Control Weather, Finger of Death, Instant Summons, Mass Hold Person, Power Word Blind, Sequester, Raise the Ancient Lizard-Gods*, Sorcery of the Skull*, Soul Vulture*

8th level – Demand, Greater Planar Binding, Mass Charm, Power Word Stun, Protection from Spells, Telekinetic Sphere, Trap the Soul

9th level – Dominate Monster, Earthquake, Gate, Power Word Kill, Temporal Stasis, Weird

Level BAB Fort Ref Will Special Spells per Day 1st +0 +0 +0 +2 Bonus Feat, Sinister Presence 3/1 2nd +1 +0 +0 +3 4/2 3rd +1 +1 +1 +3 4/2/1 4th +2 +1 +1 +4 Bonus Feat 4/3/2 5th +2 +1 +1 +4 Master of Lost Languages 4/3/2/1 and Arcane Mysteries 6th +3 +2 +2 +5 4/3/3/2 7th +3 +2 +2 +5 4/4/3/2/1 8th +4 +2 +2 +6 Bonus Feat 4/4/3/3/2 9th +4 +3 +3 +6 4/4/4/3/2/1 10th +5 +3 +3 +7 Permanent Sinister Presence 4/4/4/3/3/2 11th +5 +3 +3 +7 4/4/4/4/3/2/1 12th +6/+1 +4 +4 +8 Bonus Feat 4/4/4/4/3/3/2 13th +6/+1 +4 +4 +8 4/4/4/4/4/3/2/1 14th +7/+2 +4 +4 +9 4/4/4/4/4/3/3/2 15th +7/+2 +5 +5 +9 Thou Shall Whisper My 4/4/4/4/4/4/3/2/1 Name In Fear 16th +8/+3 +5 +5 +10 Bonus Feat 4/4/4/4/4/4/3/3/2 17th +8/+3 +5 +5 +10 4/4/4/4/4/4/4/3/2/1 18th +9/+4 +6 +6 +11 4/4/4/4/4/4/4/3/3/2 19th +9/+4 +6 +6 +11 4/4/4/4/4/4/4/4/3/3 20th +10/+5 +6 +6 +12 Bonus Feat, Unmortal 4/4/4/4/4/4/4/4/4/4

Taint of Sorcery:

The Taint of Sorcery:

Using this optional rule, the magic-user has a choice between staying sane and “human”, or wielding terrible spells at the cost of his sanity.

Note that this is one of the reasons why master sorcerers prefer to have thralls (apprentices or acolytes) working for them, casting tainted magic so they don’t have to do it themselves.

Some spells are considered tainted, black magic spells; typically spells which summon evil beings, or which inflict fear, harm, or pain upon others (the specific list of tainted spells is left up to the DM to create based on his own campaign).

When casting a black magic spell, the caster must make a Will save at DC 10 + half current Taint score + spell level or gain a point of Taint.

Taint warps the mind, setting the sorcerer on the path to madness and death. A character who has a Taint score equal or greater than to 25% of his Wisdom score is mildly tainted.

A character who has a Taint score equal to or greater than 50% of his Wisdom score is moderately tainted. A character who has a Taint score equal to 75% or more of his Wisdom score is severely tainted.

The DM should apply one of the following penalties as soon as a character acquires the appropriate level of taint.

Mild Mental Taint Effects
— Mild paranoia (Will save [DC 13] to avoid turning against ally or henchman, once every 3d6 days).

— Disorientation (-2 on Perception checks).

— Increased aggressiveness (Will save [DC 13] to avoid combat at the slightest provocation).

— Mild hallucinations (during every round of combat, has 5% chance of attacking nonexistent foe).

— Nightmares (has 20% chance to prevent restful sleep).

Moderate Mental Taint Effects
— Hears voices of evil spirits (-4 on Perception checks).

— Severe paranoia (Will save [DC 15] to avoid turning against ally or henchman, once every 3d6 days).

— Fits of uncontrollable disturbing laughter (-4 on Bluff and Diplomacy checks).

— Prone to fits of extreme rage (Will save [DC 15] to avoid combat at the slightest provocation).

— Addiction to exotic drug (must consume drug worth at least 50 gp per dose once every 1d6 days).

— Cannibalism (must consume freshly killed human flesh once every 2d6 days).

— Deviant sexual behaviour (must engage in sexual behaviour that is considered illegal by local law once every 2d6 days).

— Minor obsession (treat as lesser geas spell).

Severe Mental Taint Effects

— Irresistible murderous urges (Will save [DC 18] to avoid combat at the slightest provocation).

— Fits of lunatic paranoia (Will save [DC 18] to avoid turning against ally or henchman, once every 3d6 days).

— Utter megalomania (Will save [DC 18] to retreat from combat, even