Table of Contents
Vindr heitir með mönnum.
en váfuðr með goðum.
kalla gneggjuð ginnregin.
kalla í helju hviðuð.
Whether from the mists of time, the fog of war or simply out of the snowstorms that have isolated a village for several months, legends and meeting hall stories through the ages tell of the skald stepping out of the wilderness to both report on, and regale with, tales of the heroic, the villainous and the wild beasts of the realms. Rime-covered travellers who accept no charity and little comfort, they command instant respect and attention as they recount ancient history, recent news and tales of stirring deeds and futile gallantry. A never-ending campfire or well-tended hearth will be their nightly resting place once songs of joy, tales of battle, ballads of matrimony and dirges for the fallen have been recited.
Most people, young and old, know the history of the whole of the kingdom through the efforts of the skalds as these voyagers tread little-known paths and trails to ensure the fabric of the land is carefully stitched together with the thread of well-remembered knowledge and the extravagance of patriotic saga; whether a king, general, elder or beloved family member, the skald will recount the efforts and activities of such worthies as their actions dictate. But there is no overblown insincerity here; just the heart-affecting truth of love, war and death, laid bare for all to experience through song and story.
But the skald is more, much more, than a rambling raconteur. He is an ally to the weak and set-upon, a brave collaborator of all that is right and just for a region. Survival in these wild regions is a challenge for all and a skald on your side is a boon of untold worth. Not interested in self-glory or heavy riches, the skald will join with the noble, the wise, the caring and courageous in order to gain yet more chronicles of the demise of the wicked, the corrupt or the depraved, or at least become able to recount the valiant efforts of those who attempt to overthrow such villainy. Of course, skalds themselves can fall to a treacherous dagger, a poisoned cup or a serpentine tongue, but this just leads to even greater accounts of courageous defence and spirited defiance. The skald will challenge all ne’er-do-wells, proving once and for all that the Lur and Fidla are mightier than the sword.
Use normal Bard progression chart unless otherwise noted.
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival
Skills Ranks Per Level: 6 + Int modifier
Weapons And Armor Proficiency: A Skald is proficient with all simple weapons, plus long sword, short sword, seax, sap, short bow, and whip. Skalds are are also proficient with light armor and shields (except tower shields).
Bonus Feat: At first level the Skald gains one of the following bonus feats: Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Weapon Focus, Skill Focus: Knowledge (History), Skill Focus: Knowledge (Local), Skill Focus: Knowledge (Nobility), Skill Focus: Knowledge (Arcana), Skill Focus: Linguistics. Another bonus feat is gained at fourth level.
Skaldic (Bardic) Performance: As per the normal Bard ability, with the exception that most do not create magical effects. A Skald typically recites poetry and occasionally sings a funeral dirge. The following gained abilities are used through this ability: Inspire Courage; Battle Cry; Discouraging Speech; Gather Information; Dirge of the Fallen; Saving Grace; Power Word; Part Elements; and Counter Dirge
Skaldic Lore (Ex): Starting at 1st level the Skald can roll a skill check twice for the following Knowledge skills: Knowledge (History), Knowledge (local), Knowledge (Arcana), Knowledge (Nobility). You then take the higher result. This ability can be used once per day. This ability cannot be used with the ability Identify.
Skaldic Knowledge: The Skald’s knowledge is so great that he gains ½ his class level in the following Knowledge skills: Knowledge (History), Knowledge (Local), Knowledge (Arcana), Knowledge (Nobility) and may make all Knowledge skill checks untrained.
Identify (Ex): Using their Lore ability a Skald my attempt to Identify a magic item as the spell by substituting Knowledge (Arcane) for Spellcraft. This ability can only be used on one item once in a 24 hour period. If the check fails, then 8 hours must be spent studying the item before identify can be attempted again.
Inspire Courage (Ex): A 1st-level Skald can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Skald’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Skald levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Battle Cry (Ex): Once per battle, before making a charge, the Skald may use his Battle Cry. The Battle Cry will have no effect upon the round in which the charge happens, but the following round the Skald instills a +1 Morale bonus to attack in his allies.
Starting at 1st level with a target of 1 ally, and gaining an additional 1 ally at 3rd level, the Skald can also effect an additional 1 ally/2 points of Charisma modifier he possesses.
This ability starts with a range of a 5' line at 1st level, gaining an additional 5'/2 levels.
Discouraging Speech (Ex): At 2nd level the Skald gains a +2 bonus to the Demoralize Action or to the Intimidate Skill. The bonus increases by +1 at 5th, 10th, then again at 15th level.
Versatile Performance (Ex): As per the normal 2nd Level Bard ability.
Gather Information (Ex): Starting at 3rd level the Skald becomes skilled at gathering information. The Skald gains a bonus equal to ½ their Skald level for a number of rounds equal to their Charisma bonus plus their Skald level. This bonus is applied to the Diplomacy skill when used to gather information. This ability may be used a number of times per day equal to ½ their level plus their Charisma bonus.
Lore Master (Ex): At 5th level, the Skald becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A Skald can choose not to take 10 and can instead roll normally. In addition, once per day, the Skald can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Dirge of the Fallen (Ex): At 5th level the Skald may take a Full Round Action to break out into a song of his fallen comrades. This Dirge has an effective radius to all that can hear him, his allies gain a Morale bonus of +1 for every 5 Skald levels to their Will saves. Enemies of the Skald gain a Morale penalty of -1 for every 5 Skald levels to their Will saves.
Creature Lore (Ex): At 6th level the Skald may an appropriate Knowledge check to determine the creature’s weaknesses. If successful, the Skald is granted the Favored Enemy ability for a duration of one day. This ability may be used once per day for every 4 Skald levels. At 10th level the Skald may grant a +1 bonus on attack and damage rolls to his allies by sharing his knowledge of the creature with his companions.
Object Reading (Su): At 7th level, once per day plus their Charisma bonus, the skald may handle an object and can gain an insight into the object’s history - who or what has handled it, where it has been, when and why it was created, how it got to its current resting place and so on. A mundane object will reveal a number of facts equal to one half the skald’s level. Magical items will reveal a number of facts equal to one half the skald’s level plus their Charisma bonus. This ability does not work on artifacts, which are by nature very secretive items.
Saving Grace (Ex): At 7th level, a number of allies up to twice your charisma bonus gain a +2 bonus to either Fortitude, Reflex or Will saves. At this level the Skald has to decide on one of the three and becomes an expert at boosting that save. The effect lasts as long as the Skald is concentrating plus a number of rounds equal to the bonus of the same save.
Power Word (Su): At 8th level, a number of times per day equal to half their Charisma bonus, a Skald may use a Power Word as a standard action. This can have different effects as the Skald gains levels. Each Power Word has the same effect as the spell. A new word is gained every two levels.
Part Elements (Su): Through the Skald’s knowledge of the Arcane he gains the ability to “part” that particular element. At 9th level the Skald begins with the ability to Part Air, this power grants the Skald the ability to make a path through any barriers that are based on that particular element. Plus it causes 1d6 points of damage per two points of charisma bonus to air creatures on a successful ranged touch attack. At levels 12, 15 and 18 a new element is gained.
Arcane Healing (Sp): At 11th level the Skald learns secret arts of arcane healing. The Skald gains the ability to cast Cure Light Wounds and may cast it five times per day. Every two levels the Skald gains a new Cure spell and may cast it in the same manner as well. Each of the spells is cast at the Skalds level. At 16th level Cure Light Wounds, Mass is learned, and may be used three times per day.
Reveal Invisibility (Sp): With just a word the Skald is able to see past the barrier preventing sight. At 12th level, once per day plus the Skald’s Charisma bonus the Skald may cast the spell See Invisibility, but with the following limitations: at 12th level he may only see one creature, at 14th level two invisible creatures are seen, 16th level three creatures, and at 18th level four are seen. All other effects of the See Invisibility spell remain the same.
Counter Dirge (Su): With his further studies of the arcane the Skald has learned to blend it into his performances. With what seems like simple droning, at 15th level the Skald is able to disrupt any spell that is classed as Sonic and save herself and a number of allies up to her Charisma bonus from its effects. On a successful disruption (same mechanic as Counterspell) the effects are halved before any saving throw is made. On a failure, the skald takes full effect as he is unable to make a saving roll due to the concentration required to perform the Dirge. This ability has an effective range of 30 feet.
Heart’s Desire (Sp): At 20th level the Skald is granted his greatest of abilities. Through knowledge of ancient lore and perseverance, or maybe even divine favor the Skald is granted a Limited Wish. He may use this spell only once per week, but in doing so he receives 1 point of temporary Charisma damage and must pay a cost of 1000 XP in addition to the component costs to the spell.
1st Level - Bonus Feat, Skaldic (Bardic) Performance, Skaldic Lore (Ex), Skaldic Knowledge, Identify (Ex), Inspire Courage (Ex), Battle Cry (Ex)
2nd Level - Discouraging Speech (Ex), Versatile Performance (Ex)
3rd Level - Gather Information (Ex)
4th Level - 2nd Bonus Feat
5th Level - Lore Master (Ex), Dirge of the Fallen (Ex)
6th Level - Creature Lore (Ex)
7th Level - Object Reading (Ex), Saving Grace first save
8th Level - Power Word (Su)-Bane
9th Level - Part Elements
10th Level - Power Word (Su)-Cause Fear, Saving Grace second save
11th Level - Arcane Healing (Cure Light Wounds 5x/day)
12th Level - Power Word (Su)-Panic, Reveal Invisibility, Part Fire
13th Level - Saving Grace (Ex) third save, Cure Moderate Wounds 5x/day
14th Level - Power Word (Su)- Feeblemind
15th Level - Counter Dirge, Part Water, Cure Serious Wounds 5x/day
16th Level - Power Word (Su)- Blind, Mass Cure Light Wounds 3x/day
17th Level - Cure Critical Wounds 5x/day
18th Level - Power Word (Su)-Stun, Part Earth,
19th Level -
20th Level - Heart’s Desire
For some, there is only rage. They allow their emotions to control them and determine their survival in battle by channeling that overwhelming anger into increased strength and stamina. Others prevent the rage from controlling them and focus their rage into producing amazing abilities that help their comrades. This latter group is the Rage Casters.
Role: The Rage Caster excels at improving combat for their comrades. Their rage is used to harness runes that contain incredible powers.
Alignment: Any non-lawful
Class Skills: Acrobatics (Dex), Diplomacy (Cha), Heal (Int), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis)
Skill Ranks: 4 + Int modifier
Weapons and Armor Proficiency: A Rage Caster is proficient with all simple weapons and the medicine staff. The Rage Caster is proficient with light armor, but not shields.
Fast Movement: A Rage Caster’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Rage Caster’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Rage Caster’s land speed.
Bonus Feat: The Rage Caster gains Inscribe Rune as a bonus feat at 1st level.
Inscribe Rune: This feat allows you to inscribe any symbol of power you know onto a stone, bead, bone, or a piece of wood, which hangs from your Medicine Staff. You must inscribe each new rune on a different fetish.
Medicine Staff: This six-foot long piece of wood is smooth from years of being passed down from Rage Caster to Rage Caster. Feathers, small animal skulls, sticks, and other fetishes hang from the staff, creating a rhythm as you walk. The Medicine Staff acts as a focus for the Rage Caster’s Rune Powers. In combat, the Medicine Staff is treated as a quarterstaff with only one attacking end.
The Medicine Staff is with a magical resistance to breaking and being Sundered.
At 1st level, the Rage Caster must create a fetish made of leather and inscribe it with a particular rune. This rune protects the staff, giving it a hardness of 5 and hit points equaling 10 + the Rage Caster’s Wisdom modifier.
At 7th level, the Rage Caster must create a fetish made of turtle shell (or similar substance) and inscribe a specific rune into it. This rune increases the hardness to 10 and hit points to 15 + the Rage Caster’s Wisdom modifier. This rune also grants the Medicine Staff a +1 bonus to attack and damage rolls. These bonuses stack with other attack and damage bonuses.
At 13th level, the Rage Caster must create a fetish made of steel and inscribe a particular rune into it. This rune increases the hardness of the staff to 15 and the hit points to 20 + the Rage Caster’s Wisdom modifier. This rune increases the attack and damage bonus to +2.
At 19th level, the Rage Caster must create a fetish made of dragon scale and inscribe a particular rune into it. This rune increases the hardness of the staff to 20 and the hit points to 25 + the Rage Caster’s Wisdom modifier. This rune increases the attack and damage bonus to +3.
Rage: A Rage Caster can call upon the anger of their ancestors, granting her the ability to power her rune spells. Starting at 1st level, the Rage Caster can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for two additional rounds. Temporary increases to Constitution, such as those gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A Rage Caster can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a Rage Caster gains a +4 morale bonus to her Constitution and Wisdom, as well as a +2 morale bonus to Will saves. In addition, she takes a -2 penalty to Armor Class. The increase in Constitution grants the Rage Caster 2 hit points per Hit Die, but these disappear when rage ends and are not lost first like temporary hit points. While in rage, the Rage Caster cannot use any Intelligence-based skills.
A Rage Caster can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A Rage Caster cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a Rage Caster falls unconscious, her rage ends immediately, placing her in peril of death.
Minor Rune Power: At 1st level, the Rage Caster inscribes their first rune. The Rage Caster may select one Druid orison as their Minor Rune Power. This orison follows all of the normal rules for orisons.
Rune Powers (Ex)
As a Rage Caster increases in level, she learns new ways to channel her rage into the runes, bringing forth new powers. Starting at 2nd level, the Rage Caster gains a rune power. She gains another rune power every two levels of Rage Caster she has gained after 2nd level. A Rage Caster gains the benefits of these runes only while raging. Rune Powers can be used once per rage.
Accuracy Rune All allies within 30 ft. of the Rage Caster gain a +1 bonus to attacks made with ranged weapons. This bonus increases by +1 for every four levels of Rage Caster attained.
Bleeding Rune: The Rage Caster may target one enemy that she can see. That enemy must make a Fortitude save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or take 2 points of bleeding damage the next time that enemy takes damage in combat. The Rage Caster must at least 12th level in order to take this rune power.
Blindness Rune: The Rage Caster may attempt to blind one enemy that she can see. The enemy must make a Fortitude save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be permanently blinded. The Rage Caster must be at least 4th level in order to take this rune power.
Chaos Rune: Allies within 30 ft. have a 25% chance to ignore extra damage from critical hits and sneak attacks. This effect lasts a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must at least 6th level to take this rune power.
Clarity Rune: The Rage Caster can select one comrade that she can see. That comrade may re-roll a failed Will save as an immediate action, the after a first Will save is attempted but before the results have been revealed by the DM. The Rage Caster must be at least 8th level to take this rune power.
Confusion Rune: The Rage Caster may attempt to confuse one enemy that she can see. The enemy must make a Will save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be gain the confused condition for a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 8th level in order to take this rune power.
Dragon Rune: Allies within 30 ft. gain a +1 bonus to Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This effect lasts a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 6th level to take this rune power.
Elemental Rune: Attacks of allies within 30 ft. deal an extra 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chose when the Rage Caster begins her rage. This effect lasts a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 8th level to take this rune power.
Energy Rune: While raging, the Rage Caster’s allies gain resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to ½ her Rage Caster level (minimum 1). The energy type is chosen when this rune power is selected and cannot be changed. This effect lasts a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 14th level to take this rune power.
Entangling Rune: This rune causes roots, stems, and leaves to grow to grab the target. The target must make a Reflex save (DC equal to ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or gain the entangled condition.
Exhaustion Rune: The Rage Caster may attempt to exhaust one enemy that she can see. The enemy must make a Fortitude save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be gain the exhausted condition for a number of rounds equal to the Rage Caster’s Wisdom modifier.
Ferocity Rune All allies within 30 ft. of the Rage Caster gain +1 to attack rolls while taking -1 to Armor Class. The Rage Caster must be at least 4th level to take this rune power.
Greater Healing Rune: The Rage Caster may select a number of comrades equal to her Wisdom modifier to be affected by cure critical wounds. The Rage Caster must be at least 14th level in order to take this rune power.
Growth Rune: The Rage Caster may cast enlarge person on one comrade within 30 ft. This effect lasts a number of rounds equal to the Rage Caster’s Wisdom modifier.
Healing Rune: The Rage Caster may select a number of comrades equal to her Wisdom modifier to be affected by cure moderate wounds. The Rage Caster must be at least 10th level in order to take this rune power.
Improved Healing Rune: The Rage Caster may select a number of comrades equal to her Wisdom modifier to be affected by cure serious wounds. The Rage Caster must be at least 12th level in order to take this rune power.
Intimidation Rune: The Rage Caster can make an Intimidate check against one adjacent foe as a move action. If the Rage Caster successfully demoralizes her opponent, the foe gains the shaken condition for a number of rounds equal to the Rage Caster’s Wisdom modifier.
Lesser Healing Rune: The Rage Caster may select a number of comrades equal to her Wisdom modifier to be affected by cure light wounds. The Rage Caster must be at least 8thh level in order to take this rune power.
Panic Rune: The Rage Caster may attempt to incite panic in one enemy that she can see. The enemy must make a Will save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be gain the panicked condition for a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at lest 6th level in order to take this rune power.
Staggering Rune: The Rage Caster may attempt to stagger one enemy that she can see. The enemy must make a Fortitude save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be gain the staggered condition for a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 6th level in order to take this rune power.
Stunning Rune: The Rage Caster may attempt to stun one enemy that she can see. The enemy must make a Fortitude save (DC equal to 10 + ½ the Rage Caster’s level + the Rage Caster’s Wisdom modifier) or be stunned for a number of rounds equal to the Rage Caster’s Wisdom modifier. The Rage Caster must be at least 8th level in order to take this rune power.
Uncanny Dodge (Ex): At 2nd level, a Rage Caster gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A Rage Caster with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
If a Rage Caster already has uncanny dodge from different class, she automatically gains improved uncanny dodge (see below) instead.
Runic Counterspell (Ex): At 3rd level, a Rage Caster gains the ability to expend a use of one of her Rune Powers to gain a bonus to her saving throws against spells targeting her. Once per rage, when a Rage Caster is targeted by a spell that allows a saving throw, the Rage Caster can expend the use of one of her Rune Powers to gain a +1 circumstance bonus to that saving throw. This bonus stacks with the bonuses normally given with rage. This bonus increases by +1 for every three Rage Caster levels thereafter (6th, 9th, 12th, 15, and 18th).
Improved Uncanny Dodge (Ex): At 5th level and higher, a Rage Caster can no longer be flanked. This defense denies a rogue the ability to sneak attack the Rage Caster by flanking her, unless the attacker has at least four more rogue levels than the target has Rage Caster levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction (Ex): At 7th level, the Rage Caster gains damage reduction. Subtract 1 from the damage the Rage Caster takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three Rage Caster levels thereafter (13th, 16th, and 19th), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, when a Rage Caster enters rage, the morale bonus to her Constitution and Wisdom increase to +6 and the morale bonus to her Will save increase to +3.
Indomitable Will (Ex.): While in rage, a Rage Caster of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage (Ex): Starting at 17th level, a Rage Caster no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex): At 20th level, when a Rage Caster enters rage, the morale bonus to her Constitution and Wisdom increase to +8 and the morale bonus to Will save increases to +4.
Base Class: Druid
Medicine Man (Ex)
A Vikmordere Shaman gains a +2 bonus on Knowledge (nature) and Heal checks; this is a modification of the druid’s Nature Sense (Ex).
Tribal Defender (Su)
Vikmordere Shaman gains a +1 insight bonus to AC against [evil] outsiders and aberrations. This bonus increases by +1 every 4th level. This ability replaces the Wild Empathy (Ex) class feature.
The Vikmordere Shaman may choose one of the following domains: Ancestor, Fireside, Provider or Xenophobe. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to his druid level.
Medicine Bundle (Sp)
Vikmordere Shaman forms a powerful bond with a Medicine Bundle. Once per day the Vikmordere Shaman’s medicine bundle allows him to cast any one spell that the Vikmordere Shaman is capable of casting. The spell is treated like any other spell cast by the Vikmordere Shaman, including casting time, duration, and other effects dependent on the druid’s level. The spell cannot be modified by metamagic feats or other abilities. The Vikmordere Shaman can choose to lose his charged spell and replace it with Remove Disease. If a Vikmordere Shaman attempts to cast a spell without his medicine bundle worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. This spell can not be cast while in a wild shape form. This feature replaces the druid’s Natures Bond (Ex) Class feature.
Wind Whisper (Sp)
Starting at 2nd level the Vikmordere Shaman gains the ability to use whispering wind at will; this ability replaces the Woodland Stride (Ex).
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Arctic Endurance (Ex)
At 4th level, a Vikmordere Shaman ignores the effects of a cold climate as if using endure elements. He is also immune to being dazzled. This ability replaces resist Nature’s Lure (Ex).
Further character advancement follows the Druid’s normal level progression.
Part reconnaissance expert, part healer, part spy, part guardian, the “Divine” or Hidden Watchers are a highly trained lawful order which exists to keep the Law upheld and the destructive forces of Chaos at bay, no matter what the odds. Attack is the best form of defence, sabotage another vital tool.
Hidden Watchers are so called because their true motives are almost always unknown. Members never reveal their affiliation to the group, preferring to poison themselves before revealing themselves to their enemy. Orders always come from an unknown source, often through undead members of the order who have nothing left to fear from death, or they pursue their own sanctioned missions. They can be called on at any time to face the forces of Chaos in all their forms, from leading armies to protect an assigned area from raids and invasion to seeking out a powerful enemy on a solo mission in some forsaken site. Whilst they are Watchers, they are no hill-top generals; they will always be in the thick of the action, taking the war to the home of Chaos when necessary.
Originally an open order, visibly working with lawful clerics and paladins, the group became closed, secretive and then hidden as some of the members’ histories came into the open. For whilst anyone can become a member of the Hidden Watch, this is only so for as long as they work to uphold the law. Watchers that renounce their Lawful Neutral status return to their former profession, losing all Hidden Watcher abilities and experience. Those that temporarily lose their Lawful Neutral status lose one level of experience and two points of both Wisdom and Constitution until other Watchers track them down and restore them. Even then, one point of Wisdom is permanently lost and the character is placed at the beginning of their current level. Hidden Watchers know that lambs should stay in the fold, not stray to experience the worst of the outside world.
Life becomes harder the more experienced a Hidden Watcher becomes, for they are less and less able to reveal their true selves to others. Whilst they may be respected for their untaintable character, Watchers are also feared for the justice they mete out. However the rewards are bountiful for the candidate that successfully passes the initiation – usually a run-in with powerful undead set to test the character. Recruits can continue their own profession until they feel ready to take up the challenge, but once they have made their decision, there is no turning back. For there is no job a Hidden Watcher will not undertake once they have taken ‘the Token’ and been given instructions.
So to sum up, the Hidden Watchers are a Military Unit based on a Cell structure, dedicated to fighting chaos and injustice and any deviation is punished harshly. Many of the uninformed ask, “Do they have a set code to follow?” There isn’t really a code per say. Honour among them exists, loyalty to a fairly narrow band of beliefs. Think of a run-in with powerful undead; bravery will have to be demonstrated, perhaps fighting to the last. Uphold the Law for everyone, for even your enemy may have the Law on his side. Other than that, work on ensuring Chaos doesn’t gain a foothold.
Hit Dice; d12
At least one level of rogue class; crypts need to be unlocked, traps need to be found, script needs to be deciphered, lips need to be read and so on.
Ability to cast both Cure Light Wounds and Protection from Chaos at least once per day
Base attack bonus +4
Alignment: Lawful Neutral (however, paladin skills are maintained if that was a previous class)
Feats: Dodge, Blind-Fight
Skills: Gather Information; 4 ranks
Decipher script; 4 ranks
Heal; 2 ranks
Knowledge (religion or undead); 4 ranks
Wilderness Lore; 2 ranks
Bluff; 2 ranks
Class skills: Appraise; Balance; Bluff; Climb; Decipher Script; Diplomacy; Disguise; Escape Artist; Gather Information; Handle Animal; Hide; Intuit Direction; Jump; Listen; Move Silently; Profession; Ride; Search; Sense Motive; Spot; Swim; Use Rope; Wilderness Lore.
Skill points at each level: 4 + intelligence modifier
All simple and martial weapons; up to 3 exotic weapons in place of 6 martial weapon.
Light and medium armour, but not chainmail – as silent a movement ability as possible is required; all small shields and bucklers.
From 1st level, able to cast a small number of divine spells, based on the average of the wisdom and intelligence modifier, rounded down. These are in addition to any spells the character may previously have been able to cast and spells given within the Special category.
|Class Level||Base Attack Bonus||Fort||Ref||Will||Special||Spells per day|
|Mobility, Law’s Call|
|Favoured Enemy, Thwart Glyph|
|Ferocity, Walk Don’t Run|
|Smite Chaos, Natural Armour +1|
|Sneak Attack +1d6 or Uncanny Dodge|
|Divine Wrath, Law’s Answer|
|Crippling Strike Against Chaos|
|Natural Armour +2 or Skill Mastery; Hide, Listen, Search, Spot.|
|Lay on Hands|
Law’s Call – signals Watchers that another Watcher is in danger.
Mobility – +4 to AC against attacks of opportunity in threatened area.
|Abjuration||Watchers rely on one another and assist each other in times of need. Law’s Call helps this. It creates a coloured signal in the sky that other Watchers may see or sense. Watchers cast this spell upon themselves, which arms it for one day. If the Watcher suffers certain problems, the Call goes out, coloured depending on the problem – falling unconscious due to combat (RED), falling unconscious but not due to combat (ORANGE), damage due to critical hunger or thirst (YELLOW), or voluntarily (BLUE)|
|Level: Paladin 1|
|Components: V, S, M, DF|
|Casting time: 1 round|
|Range: 1 mile/Watcher level squared|
|Duration: 1 day|
|Saving throw: None|
|Spell resistance: Yes (harmless)|
|The Call lasts until the Watcher dismisses it or for one full day after the Watcher dies. After the death of a Watcher, the Call becomes white. The Call can be seen in the sky above the Watcher no matter how far below ground or sea the Watcher is. Only other Watchers can see the Call, if they are in range. Visual restraints – fog, rain, magic – will restrict lines of sight. At 10th level, a Watcher has a 10% chance to ‘sense’ the Call no matter what. The call looks like a glowing mace. The components include a brief service, a candle and the Watcher’s token.|
Favoured Enemy – as the ranger feat, but a specific Chaos creature from a knowledge realm. +1 at 2nd level, +2 at 6th, +3 at 10th.
Thwart Glyph – +4 on Search and Disable Device checks to locate, disable or bypass magic glyphs, runes and symbols
Ferocity – can continue to fight and take full actions down to -5hp
Walk Don’t Run – a number of times equal to your dexterity modifier per day, you can walk at one-and-a-half times your normal base movement rate through melee and threatened areas and not attract attacks of opportunity.
Fighting Feat – either two-weapon fighting or ambidexterity or improved two-weapon fighting if two-weapon fighting already in place. If a character already has all three of these, nothing is gained at this level.
Smite Chaos – once per day, you may attempt to smite a Chaos creature. You add your charisma bonus to your attack role and get one extra hit point of damage per level.
Natural Armour +1 – your body becomes more resilient and gains natural protection. At 9th level, the protection goes up to +2. This reflects the hardship Hidden Watchers go through; the days spent in the cold and wind and rain, the hours spent on the move so muscles become hardened, the calluses that develop over time, and so on.
Sneak Attack +1d6 – as the rogue ability. This stacks with any previous sneak attack rating.
Uncanny Dodge – as the rogue ability. This stacks with any previous uncanny dodge rating.
Divine Wrath – once per day, you call on the power of Law when in battle. You get +3 on attack, damage and save rolls for a number of rolls (not rounds) equal to your Charisma bonus. During this time, you also have damage resistance 5/magic if fighting Chaos creatures.
Law’s Answer – allows Watchers to answer a Law’s Call
|Transmutation||This spell compliments Law’s Call. On seeing or sensing a Call, a Watcher is able to teleport herself or another Watcher to the side of whoever sent the Call. A risk is taken when answering, but the colour of the Call does give some clues. There are tales of Watchers being trapped when answering, such as the demon that beat a Watcher unconscious and put the body in a chest just big enough for two humans…. A Watcher can cast the spell on themselves or another willing Watcher,|
|Level: Paladin 4|
|Components: V, S, DF|
|Casting time: 1 round|
|Target: One Watcher|
|Saving throw: None|
|Spell resistance: Yes (harmless)|
|if they have seen the Call. Any items carried will teleport without error, but no other living creature will make the jump. The Watcher will appear in the nearest safe point to her comrade, away from but close to any natural danger the Calling Watcher has been placed in, e.g. on the banks of a lava river the Watcher is suspended over.The components include a brief service, placing your shield hand over your eyes and looking into the distance at the Call and the Watcher’s token.|
Crippling Strike Against Chaos – as the rogue special ability. If a sneak attack is used to deliver the strike, the recipient also takes one temporary point of strength or dexterity damage.
Skill Mastery – as the rogue special ability. Applies an immediate ‘take ten’ (+10) bonus to Hide, Search and Listen skill rolls.
Natural Healing – you can recover twice your character level in hit points per night, PLUS one point of temporary ability damage if active or four points if able to rest for 24 hours.
Lay on Hands – able to heal 2hp per Watcher level plus 1hp for any other levels gained.
The name of the primary dwarven protector deity is only ever spoken by dwarves with the utmost respect and reverence. Dwarven society is one lead by warriors and the vast majority of these warriors (and other dwarves for that matter) worship this protector deity. However, a special few are so utterly devoted to their deity that he bestows upon them special powers, so that they might better serve his cause. The “Fists” (as they are most often called) are devoted followers of this deity, granted powers in return for extreme devotion to their god and his edicts. They show the utmost respect for clerics of the deity and they can often be found serving them in various capacities.
The “Fists” are divided into two parts. The first are the “Hammers” who tend to guard the sacred temples to the deity and the clerics themselves, at other times it means leading special quests to recover religious artefacts. However, sometimes the deity wants specialists to cut through the world’s problems to further the needs of the Dwarven nation. For this he uses the “Axes”. Whatever the task assigned, it is always extremely perilous and there is little in the way of personal reward for the “Fist” other than the favour of their deity and his clerics.
Fighters most often find themselves joining the “Fists”, although rogues, rangers, clerics and even barbarians have been known to join their ranks.
“The Fists” can be identified by a special single tattoo on their chest – showing the symbol of the deity. All the “Hammers” wield war hammers just like their god and the “Axes” wield a form of axe. Many of their granted powers are based on the use of these weapons. “Fists” are free to use other weapons, but they still require a war hammer or axe as a focus for the granted powers.
Hit Die: d10
Religion: Dwarven protector deity
Base Attack Bonus: +7
Knowledge (Religion): 3 ranks
One of the following skills:
Blacksmith: 3 ranks
Weaponsmith: 3 ranks
Armourer: 3 ranks
Feats (Hammers): Weapon Focus (Warhammer), Power Attack, Sunder
Feats (Axes): Weapon Focus (Type of axe), Power Attack, Cleave
Special: Must submit to a special religious ceremony conducted by a cleric of the protector deity of at least 7th level. At the end of the ceremony, if a tattoo appears on one of the dwarf’s chest, then he has selected to become a Fist of the Protector.
|Level||Attack Bonus||Fort Save||Ref Save||Will Save||Special|
Hurl Weapon 1/day,
Hurl Weapon 2/day,
Whirling Weapon Shield 1/day
Hurl Weapon 3/day,
Whirling Weapon Shield 2/day, Forged Weapon Immunity 2/+1
Hurl Weapon 4/day,
Whirling Weapon Shield 3/day, Forged Weapon Immunity 4/+2
Hurl Weapon 5/day,
Whirling Weapon Shield 4/day, Forged Weapon Immunity 6/+3
The class skills of this class are very similar to those of Fighters, with some extra skills based on their religious training and beliefs. The Fists’ class skills (and key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis).
Skill points at each level: 2 + Int modifier
Weapon and Armour Proficiency: Fists are proficient with all simple and martial weapons, all armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Hurl Weapon: The character can hurl his weapon just as if it was a thrown weapon. He receives no attack penalty for an unfamiliar weapon (a war hammer can’t usually be thrown). The hurled war hammer or axe has a range increment of 20 feet and will automatically return to the hand of the character after the attack. Hurling counts as a normal attack action (not full) but only one attack (i.e. the throw itself) can be made during the round in which the war hammer or axe is hurled.
Protector’s Blessing: The character receives a +3 circumstance bonus to any fortitude saves required for effects relating to stone or earth (e.g. surviving a stone to flesh spell).
Imbue Weapon: Once per day the character can imbue his war hammer or axe with the Protector’s essence. This effect lasts for a number of rounds equal to the Fist’s level (not his total character level) and provides a +1 enhancement bonus to the weapon. The enhancement does allow the character to strike creatures only hit by magical weapons (indeed for the duration of effect the weapon is magical). This effect stacks with the bonus of a war hammer or axe that already has a magical bonus. If the weapon was a masterwork weapon then it still has a +1 bonus but is now magical. Regardless of the weapon’s existing magical bonus the total bonus can never exceed +5.
Whirling Weapon Shield: The character can whirl his war hammer or axe around his hand spinning it in a ferociously fast circle (using a leather thong attached to the handle of the weapon). He receives the equivalent of half cover (+4 AC, +2 reflex saves) while the whirling shield is maintained. The character can move at half his normal movement rate while maintaining the whirling shield, which can be maintained for the number of rounds equal to twice his Con bonus (e.g. Con 14 = 4 rounds). Once started it can be stopped at any time, though the ability is considered “used”.
Protector’s Tremor: Once per day the character can slam his weapon into the ground and call upon his patron’s power. The ground in a 50 foot radius will shake violently causing all two legged beings of Large size or smaller to make a Balance Skill check against DC 15 or fall over prone for one round (it can not discriminate between friend or foe – but Fists of the Protector or clerics of the Protector are unaffected.)
Fighter Feat: Choose any one fighter feat listed in the PHB p37.
Giant Killer: Whenever in combat against giants or giant kind the character receives double his normal threat range for his weapon. This effect stacks with the improved critical feat and any other similar effect.
(Common enemy of the dwarves – the Protector is skilled at defeating them.)
Forged Weapon Immunity: The character can make himself partially invulnerable to forged weapons using the damage reduction indicated against any forged weapon used against him. This effect can be used once per day and lasts for three rounds. A forged weapon usually means any bladed weapon (sword, dagger, scimitar, axe, falchion or spear).
(This represents the Protector’s mastery of the forge. It is said by dwarves that the Protector controls all the forges in the world. The Protector himself is immune to all forged weapons.)
Your family has a history of protecting those in need, standing steadfast in the face of danger. You use your magical abilities to do the same.
Class Skill: Heal
Bonus Spells: sleep (3rd), bear’s endurance (5th), hold person (7th), resilient sphere (9th), wall of force (11th), repulsion (13th), forcecage (15th), mass charm monster (17th), teleportation circle (19th)
Bonus Feats: Arcane Strike, Combat Casting, Dodge, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Skill Focus: Heal, Spell Focus, Spell Penetration
Bloodline Arcana: When using any of your Bonus Spells in defense of another person(s), increase the DC by +2 and the duration by 50%.
Bloodline Powers: Your heritage grants you great abilities, as the spirits of your ancestors aid you in defending yourself and others.
Healing Touch (Su) The healing spirit of your ancestors courses through you, allowing you to infuse yourself or others with their warmth. At 1st level, you gain the ability to cure wounds with a touch. You can heal 1d6 points of damage for every two caster levels you possess. You may use this ability a number of times equal to 1/2 your caster level (minimum 1) plus your Charisma modifier.
Curing Touch (Su) Your ancestors give you the ability to use a more potent version of the healing touch to remove certain conditions from your charge. At 3rd level, in addition to the effects of the healing touch, you may remove the fatigued, shaken or sickened conditions from someone you are protecting. A use of this ability counts as a use of the healing touch ability.
Loyal Guardian (Su) Your ancestors aid you in your defense of others. At 9th level, you may select one person to guard. That person gains a bonus to their Armor Class equal to your Charisma modifier. Additionally, once per day, if your charge is hit with a melee or ranged attack, you may spend an immediate action so that the attack automatically hits you instead.
Mobile Guardian (Su) The knowledge of your ancestors further aids in your defenses. At 15th level, your base speed increases by 20 ft. per round and you gain the use of the Spring Attack feat, even if you don’t meet the prerequisites.
Ancestral Defenses (Su) The spirits of your ancestors have manifested themselves in order to protect you. You gain a permanent +4 insight bonus to initiative, you become immune to critical hits and you cannot be flanked.
The rage of one of your ancestors burns deep within you fueling your power and your anger.
Class Skill: Survival
Bonus Spells: Bull Strength 3rd, Ancestral Communion 5th, Locate Weakness 7th, Stoneskin 9th, Aspect of the Wolf 11th, Enemy Hammer 13th, Firebrand 15th, Iron body 17th, Fiery Body 19th
Bonus Feats: Arcane Strike, Combat Casting, Diehard, Endurance, Improved Counterspell, Lightning Reflexes, Toughness, Skill Focus (Intimidate), Skill Focus (Survival)
Bloodline Arcana: You gain darkvision 60’ due to the burning anger within your very soul. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled
Bloodline Powers: The fury of your ancient ancestor is so strong that you feel it boil deep with in you and must take care of it before it consumes your vary being.
Burning Rage (Ex) At 1st level, you can call upon your ancestor’s fury to aid you in combat, granting you a morale bonus on attack rolls, damage rolls, and will saving throws equal to ½ your sorcerer level (minimum 1) for 1d4 rounds + your level . You can use this ability a number of times per day equal to 3+your Charisma modifier.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you gain immunity to fear, and your natural armor bonus increases to +2.
Scream of the Wendigo (Sp) At 9th level, you can let a scream of pure rage, deafening any creature within its area for 2d6 rounds and dealing 5d6 points of sonic damage. For all effects treat as the Shout spell. This can be used once per day.
Burning Fury (Sp) At 15th level your Burning Rage ability grows at such a fury that you no longer rage. You now go into a Berserk fury. You now grow claws (1d8 damage) and you are engulfed with flames as per the Flame Shield spell for 1d6 rounds. You still gain all effects from the Burning Rage ability. The Burning Fury can be used only once per day.
Summon Ancient (Sp) At 20th level you become closer to the spirit within you and have gained the ability to ask it to join you in battle for a short time. Once per week you make a Diplomacy skill check at DC20 to summon your ancestor spirit, but at a cost. During this time you lose the ability to cast spells. Your ancestor spirit is dangerous and uncontrollable. Use the stat block for a Wendigo in Bestiary 2.
Your ancestors guide you with their deep understanding and knowledge of the inner workings of the powers you may never understand.
Class Skill: History
Bonus Spells: 3rd Protection from Chaos/Good/Law/Evil, 5th Ancestral Communion, 7th Speak w/Dead, 9th Scrying, 11th Cleanse, 13th Undeath to Death, 15th Vision, 17th Moment of Prescience, 19th Foresight
Bonus Feats: Combat Casting, Magical Aptitude, Skill Focus(History), Skill Focus(Spellcraft), Improved Counterspell, Spell Focus(Divination), Spell Specialization, Lightning Reflexes, Improved Initiative
Bloodline Arcana: Whenever you cast your bonus spells or a divination spell, increase the spells DC by +2. You also get a bonus of +2 to your Spellcraft checks at 1st, and at 3rd level that bonus increases to +5.
Bloodline Power: You have always had a deep connection with your ancestors as well as the ancients who guide you.
Detection (Su) At 1st level you can cast Identify once per day plus your Charisma modifier.
Knowledge (Ex) At 3rd level you gain Skill Focus on Knowledge (History)
Ancestor’s Sight (Su) At 9th level you gain the ability of Psychometry. By making a DC20 check you can determine whether an object is magical, and if so what enchantments it has. You can use this ability once per day plus your Charisma modifier.
Ancestor’s Knowledge (Ex) At 15th level all your Divination spell and bonus spells are granted a +2 to their DC
Ancestor Lord (Ex) At 20th level, you have learned much from your ancestors. You gain a +4 competence bonus to Intelligence. Once per week, as a spell-like ability, your ancestors grant you a bonus to a Knowledge skill check equal to your level.
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