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    worlds core and heat everything back up. About 80,000 people

    live on the slopes and foothills of the Steaming Mountain.

    Next is Crystalhome, a vast domed city made of magical crys-

    tal. The wizard Laccia created this whole place on her own beforetraveling to the outer planes to look for help. That was six years

    ago. Crystalhome is run by the Adepts, a band of monks whove

    had to put their training on hold to deal with this town showing

    up on their doorstep. Crystalhome is about thirty miles away from

    the Steaming Mountain. The Planar Initiates, disciples of Laccia,

    make their home here as well, using the crystal to peer into the

    multiverse, seeking an answer. Crystalhome has about 150,000

    inhabitants.

    Last is the Great Dark, the vast system of catacombs beneaththe world where the cold has not yet penetrated. The core seekers

    delve into these underground vaults and tombs, but they do not

    make it their home. That right belongs to the Naga Cultists, who

    draw their power from allegiance to the great snake-people, and

    to the Servants of Death, who solemnly watch over those buried

    here. Both of these groups have been seen above-ground in recent

    years, and their inuence is growing as the Great Darks population

    increases. There are only 20,000 humans and demihumans there,

    but the population of monstrous humanoids is much larger.

    In the snowy wilderness, one can nd few survivors. Those

    who refuse to move to the Mountain, Crystalhome, or the Dark

    eventually succumb to the blistering cold. Only three kinds of

    people can be found here: the Knights of the Snows, whose fey

    goddess protects them from the cold; the Iceborn Raiders, who

    steal from others to survive; and the Mad Hermits who survived

    when others perished, and have paid the price in their sanity.

    Introduction

    Permafrost is a world covered in ice and snow, a world of

    deadly beauty and harsh lives. It is a story of a planets last hope

    for survival, and of the people ghting to rescue it.

    CreditsWriting, Layout: Colin Fredericks

    Total Lack of Artwork: Colins Bank Account

    Thanks to: Andrew Tatro

    Setting and Backstory

    Twenty years ago there was a major planar accident, an epic-level screwup of such magnitude that it pushed the prime material

    plane out of its place in the cosmos. Ever since then the world has

    been getting colder and colder. After two solid years of winter, the

    people in the north started moving south. They went a l ittle farther

    each time, hoping it would all just stop so they could live their lives.

    Five years ago the northerners nally traveled so far south that

    they ran into the people who had been moving north. The whole

    world is in the worst ice age you can imagine the equators

    frozen and the poles are wide-open portals to the paraelemental

    plane of Ice. If not for magic, everyone would be dead. There areonly a quarter million people left alive.

    There are three major outposts in this world still capable of

    supporting life. First is the Steaming Mountain, where the Magma

    Mages live. This active volcano is one of the few places thats still

    warm enough to grow crops on a regular basis, as the ground itself

    produces enough heat. The mages and their protectors, the Core

    Seekers, are looking for a way to tap into the warmth left in the

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    There is one thin ray of hope. Last year some people seemed to

    fall deathly ill, eventually entering glowing cocoons and emerging

    hale and healthy, with unexpected powers and different personali-

    ties. Most of them were young, none more than twenty years old.Each had a message: they were archons, sent by the gods of the

    Upper Planes to be reborn in living esh, to help the people of this

    world. Some take this as an indication that Laccia succeeded in

    her quest, but others point out that the cold is still growing.

    Character Creation

    For the most part, you can follow the normal procedures for

    character creation as described in the core rules. Generate stats,

    pick a race and class, pick skills and feats and so forth.

    Most humanoid races in this world are the result of magi-

    cal experimentation with humans. Elves come from fey blood,

    orcs were the result of an epic curse against an entire kingdom,

    dwarves came from people who wanted to be stronger and did

    something about it, and halings were the result of a seriously

    disturbed wizards perverted desire for children who never grew

    up. Gnomes are the exception; theyre actually a different species

    entirely. Most people dont know this, though its recorded (often in

    allegorical form) in the various races religious texts.

    None of the usual core classes are used in Permafrost. The

    ten classes mentioned above are all there is (though the old NPC

    classes are available as well if youre a masochist). To help those

    who are more used to the traditional classes, heres a quick version

    of each one:

    * Core Seeker (CSe): A ranger-like class familiar with the under-

    ground. Has trapnding.

    * Crystalhome Adept (CAd): Take a monk, strip out some com-

    bat abilities, and add a few crystal-themed powers. This is a

    socially-oriented class.

    * Iceborn Raider (IbR): A rogue-like class with powers related to

    invisibility. Has sneak attack, but not trapnding.

    * Knight of the Snows (KoS): The closest thing the setting has to

    a paladin, with the ability to create cold-oriented weapons and

    armor out of snow.

    * Mad Hermit (MdH): Front-line warriors with the rage ability,

    and minor perks from their insanity. Essentially replaces the

    barbarian class.

    * Magma Mage (MaM): Blow. Things. Up. If you want to play

    artillery, this is where its at. Replaces the sorcerer.

    * Naga Cultist (NaC): A social class. Where rogues got sneak

    attack, these guys get poison and an entrancing gaze. If you

    want to play an assassin-type, this is for you.

    * Planar Initiate (PlI): A psion-derived class that really screws

    with outsiders. Good choice for the know-it-alls, as they get an

    ability similar to bardic knowledge. Not much in the damage

    department.

    * Reborn Archon (RbA): The only people with serious healing

    powers, with a few archon-like abilities. Not particularly com-

    bat-oriented, and does not turn undead.

    * Servant of death (SoD): Necromancers who can turn into

    the undead and have a powerful unliving ally; actually a very

    druid-like class.

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    If you want a front-liner, play a core seeker, knight of snows,

    or mad hermit. Social and sneaky characters include crystalhome

    adepts, iceborn raiders, and naga cultists. Artillery and support

    comes from the magma mages, planar initiates, reborn archons,

    and servants of death, though the servants can occasionally holdtheir own in combat.

    Certain prestige classes will be forever unavailable in this

    setting unless you intend to do some major conversion. However,

    most of the core prestige classes t without any alteration.

    Questions and Answers

    Q: Will you be writing any more in this setting?

    A: Almost certainly not. You are welcome to do so yourself;note that the entire text of this book is Open Gaming Content,

    and you can do whatever you like with it, including writing expan-

    sions and making money off them. In fact, you could include this

    entire document in something you make under the OGL.

    Q: What can I do in Permafrost besides save the world?

    A: See page 41 for forty different plot ideas.

    Q: Why all the new core classes?

    A: I didnt feel like having them as prestige classes. This way I

    could include more of the nifty abilities I thought up. Plus I think it

    really hammers home the feel of the world: people work together

    to survive, and will train almost anyone who comes to them be-

    cause its just that important. On other worlds these organizations

    might be considered prestigious groups, but here they give you the

    basic training you need to deal with the cold. They cant afford to

    be picky.

    Q: Its only been 20 years; cant I play some old guy (or young

    elf) with old class levels?

    A: Short version: ask your GM. Long version: due to the pla-

    nar disjunction clerics and druids will not be receiving any divinepower (spells and turning), and theres no one left to train most of

    the other classes, but its not inconceivable that a few other folks

    might be left.

    Q: How do people outside the cities survive?

    A: Poorly, and by the skin of their teeth. There is a 0th-level

    spell on the adept (NPC class) spell list that protects a single plant

    from the effects of ice and snow for a year, and this helps greatly.

    Many experienced commoners in this world multiclass into adept

    for this exact reason. And no, Im not going to bother statting up aspell thats nothing more than a plot device.

    Q: Who has Turn Undead?

    A: None of the basic classes in this setting have the Turn

    Undead class ability. This was intentional. Undead become more

    dangerous in this setting; outsiders become less so (thanks to the

    Planar Initiates banishment ability).

    Q: I hate psionics!

    A: Thats not a question. I, personally, love psionics, and I

    think theyre a good t for the planar initiate. If you dont have the

    rules for psionics, I highly recommend http://d20srd.org

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    Core Seeker

    Headquartered with the magma mages at the Steaming

    Mountain, core seekers are an order of well-trained subterranean

    trackers and explorers.

    Alignment: Any.

    Hit Dice: d8

    Skills

    The core seekers class skills are: Balance, Climb, Craft, De-

    cipher Script, Disable Device, Escape Artist, Heal, Hide, Jump,Knowledge (dungeoneering), Listen, Open Lock, Search, Spot,

    Survival, Swim, Tumble, and Use Rope.

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

    Skill points at additional levels: 4 + Int modier

    Class Features

    Weapon and Armor Prociency: Core seekers are procient

    with all simple and martial weapons, all armor, and all shields.

    Allegiance to the Depths: At 1st level a core seeker gains +2

    to Charisma and Charisma-related skill checks when dealing with

    creatures who live underground. He also receives a +2 bonus on

    Survival checks made underground.

    Trapnding: As the 1st level rogue ability of the same name.

    Terrain Mastery: At 2nd level the core seeker gains a +1

    insight bonus on attack and damage rolls against subterranean

    creatures not creatures who simply happen to be underground,

    but those who live there habitually. This applies whether the core

    seeker is underground or not. Unlike the Horizon Walker abilityof the same name, core seekers do not (yet) gain the Darkvision

    ability that normally comes with underground terrain mastery.

    Ore Hunter: Core seekers of 4th level or higher can name a

    particular mineral, precious metal, gemstone, or the like, and seek

    it out as if using the Locate Object spell. Unlike that spell, this

    ability is not blocked by lead.

    Darkvision: At 5th level and higher, a core seeker gains dark-

    vision 30. If they already have darkvision, or gain it temporarilythrough a spell or other effect, its range is doubled.

    Trap Sense: As the 3rd level rogue ability of the same name.

    This bonus starts at +1 at 6th level, and increases by an additional

    point every four levels thereafter.

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

    bonus on all saving throws against spells, spell-like effects, and

    supernatural abilities involving stone, earth, or rock. Examples

    include petrication, the Earthquake spell, or an Earth Mephits

    breath weapon. They also receive DR 3/- against stone weapons

    and any creature made of earth or stone (stone or clay golems,

    xorn, earth elementals, gargoyles, etc.). None of these abilities

    apply against metal.

    Swift Tracker: As the 8th level ranger ability of the same

    name.

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    Burrow: Starting at 11th level core seekers gain the ability

    to magically tunnel through solid stone, leaving a tunnel or not

    as they see t. Every fteen minutes of burrowing (or portion

    thereof) fatigues the core seeker, with fatigue becoming exhaustionand then unconsciousness as usual. At this speed, a core seeker can

    burrow 750 feet before becoming fatigued.

    Find the Path: As the 6th level Cleric spell of the same

    name.

    Stonewalking: A core seeker of at least 17th level can step

    into a piece of stone at least as big as he is, stepping out of anotherup to a mile away. Each transport is a standard action. You must

    designate a distance and direction; you come out at the closest

    piece of stone to this location that does not put you in signicant

    danger. This ability can be used up to three times per day.

    The Core Seeker (d8) Spells per Day

    Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th

    1st +1 +2 +2 +0 Allegiance to the Depths, Trapnding

    2nd +2 +3 +3 +0 Terrain Mastery

    3rd +3 +3 +3 +1

    4th +4 +4 +4 +1 Ore Hunter 0

    5th +5 +4 +4 +1 Darkvision 0

    6th +6/+1 +5 +5 +2 Trap Sense +1 1

    7th +7/+2 +5 +5 +2 Stonefriend 1

    8th +8/+3 +6 +6 +2 Swift Tracker 1 0

    9th +9/+4 +6 +6 +3 1 0

    10th +10/+5 +7 +7 +3 Trap Sense +2 1 1

    11th +11/+6/+1 +7 +7 +3 Burrow 5 1 1 0

    12th +12/+7/+2 +8 +8 +4 1 1 1 13th +13/+8/+3 +8 +8 +4 Tremor Sense 30 1 1 1

    14th +14/+9/+4 +9 +9 +4 Trap Sense +3 2 1 1 0

    15th +15/+10/+5 +9 +9 +5 Find the Path 1/day 2 1 1 1

    16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1

    17th +17/+12/+7/+2 +10 +10 +5 Stonewalking 3/day 2 2 2 1

    18th +18/+13/+8/+3 +11 +11 +6 Trap Sense +4 3 2 2 1

    19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2

    20th +20/+15/+10/+5 +12 +12 +6 Freedom 1/day 3 3 3 3

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    Freedom: As the 9th level Wizard spell of the same name.

    Spells

    Beginning at 4th level, a core seeker gains the ability to cast a

    small number of arcane spells, which are drawn from the spell list

    below. A core seeker must choose and prepare his spells in advance.

    To prepare or cast a spell, a ranger must have an Intelligence score

    equal to at least 10 + the spell level. The Difculty Class for a sav-

    ing throw against a core seekers spell is 10 + the spell level + the

    core seekers Intelligence modier.

    Like other spellcasters, a core seeker can cast only a certainnumber of spells of each spell level per day. His base daily spell al-

    lotment is given on Table: The core seeker. In addition, he receives

    bonus spells per day if he has a high Intelligence score. When the

    table indicates that the core seeker gets 0 spells per day of a given

    spell level, he gains only the bonus spells he would be entitled to

    based on his Intelligence score for that spell level. The core seeker

    does not have access to any domain spells or granted powers, as a

    cleric does.

    A core seeker prepares and casts spells the way a wizard does.

    A core seeker may prepare and cast any spell on the core seeker

    spell list, provided that he can cast spells of that level, but he must

    choose which spells to prepare during his daily studies.

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

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

    Core seekers learn to cast a specialized set of spells, a bag of

    tricks intended to help them survive the depths more effectively.

    Some of them have use in combat, while others are intended for

    stealth missions, deterring pursuit, or plain survival. Because the

    survival of the core seekers is considered essential to the magmamagi, core seeker spellbooks come preloaded with every one of

    these spells.

    1st: Alarm, Detect Animals or Plants, Detect Secret Doors,

    Detect Snares and Pits, Endure Elements, Feather Fall, Grease,

    Hold Portal, Light, Magic Mouth, Pass without Trace, Spider

    Climb

    2nd: Arcane Lock, Invisibility, Locate Object, Misdirection,

    Obscure Object, Phantom Trap, Rope Trick, Shatter, Snare, Wind

    Wall3rd: Clairaudience/Clairvoyance, Darkvision, Daylight, Neu-

    tralize Poison, Remove Disease, Tiny Hut

    4th: Dispel Magic, Fire Trap, Freedom of Movement, Locate

    Creature, Nondetection, Scrying, Stone Shape

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    Crystalhome Adept

    In the rst year of the conjunction, the great wizard Laccia

    raised the city of Crystalhome in the great western mountains be-

    fore heading towards the outer planes to seek assistance. Whethershe will ever succeed or not, Crystalhome may still be her greatest

    achievement. This crystal of the domed city stays warm regard-

    less of the chill outside, which led to its unfortunate but inevitable

    overcrowding.

    The adepts of Crystalhome former monks

    who lived on the mountainside quickly learned

    to repair their city, care for those within, and

    keep the peace, lest their monastery be overrun.

    The majority of their martial skills have atro-

    phied, replaced with political acumen.

    Alignment: any Lawful. These monks may

    be an order in transition, but they still require

    discipline and order from their novices.

    Hit Dice: d6

    Skills

    The crystalhome adepts class skills are:

    Appraise, Balance, Concentration, Craft,

    Diplomacy, Gather Information, Knowledge,

    Performance, Speak Language, and Use Magic

    Item

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

    Skill points at additional levels: 6 + Int modier

    Class Features

    Weapon and Armor Prociency: Crystalhome adepts are

    procient with all simple weapons and light armor, but no shields.

    The Crystalhome Adept (d6)Level Base Attack

    Bonus

    Fort Ref Will Special

    1st +0 +2 +0 +2 Crystalhome Authority, Stone Hands Style

    2nd +1 +3 +0 +3 Defensive Awareness

    3rd +2 +3 +1 +3 Crystal Repair

    4th +3 +4 +1 +4

    5th +3 +4 +1 +4 Mediation Training

    6th +4 +5 +2 +5

    7th +5 +5 +2 +5 Crystal Sheath 1/day

    8th +6/+1 +6 +2 +6 Crystalline Wall 3/day

    9th +6/+1 +6 +3 +6

    10th +7/+2 +7 +3 +7 Evasion

    11th +8/+3 +7 +3 +7 Mark of Justice 1/day

    12th +9/+4 +8 +4 +8

    13th +9/+4 +8 +4 +8 Guardian

    14th +10/+5 +9 +4 +9 Quest

    15th +11/+6/+1 +9 +5 +9

    16th +12/+7/+2 +10 +5 +10

    17th +12/+7/+2 +10 +5 +10 Tongue of the Sun and the Moon

    18th +13/+8/+3 +11 +6 +11

    19th +14/+9/+4 +11 +6 +11 Crystalize

    20th +15/+10/+5 +12 +6 +12

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    Crystalhome Authority: Crystalhome adepts gain +2 to

    Charisma and Charisma-based skill checks when in the city of

    Crystalhome and acting in an ofcial capacity. They also receive

    this bonus when dealing with ofcials from other major settle-

    ments.

    Stone Hands Style: Crystalhome adepts are always treated

    as if they were armed. They may attack with their hands and

    feet, dealing 1d6 nonlethal damage (1d4 for Small creatures). In

    addition, they do not trigger an attack of opportunity when trip-

    ping, sundering, grappling, bull rushing, or taking other similar

    maneuvers barehanded.

    Defensive Awareness: Crystalhome adepts of 2nd level or

    higher are trained to be especially aware of their surroundingsduring a ght. They gain their Wisdom modier as a dodge bonus

    to AC, and on any Spot and Listen checks made during combat.

    Crystal Repair: Crystalhome adepts of 3rd level or higher

    can use the Make Whole spell on any crystalline object small

    enough to t in its area of effect. They can also restore ve hit

    points per round of contact to any larger crystalline object as a

    move action, as long as the object is not totally destroyed. There is

    no limit to the number of times per day this ability can be used.

    Mediation Training: Starting at 5th level crystalhome adepts

    are specially trained to remain calm at all times, showing emotions

    they want to portray rather than their true reactions and carefully

    probing the emotions of others. They can apply their Wisdom

    bonus as a competence bonus on any Charisma check or Cha-

    risma-based skill check.

    Crystal Sheath: At 7th level and above, crystalhome adepts

    can coat themselves in crystal once per day, for one round per

    level. They must be holding or touching a nonmagical crystal

    object at the time. The buildings or walls of Crystalhome are

    the usual target, but the crystal can be as small as a thumb-sizedpiece of amethyst. While this ability lasts, the crystalhome adepts

    receives a +4 natural armor bonus to AC, as well as a +4 enhance-

    ment bonus to unarmed damage and a +2 bonus on Reex and

    Fortitude saving throws as the crystal refracts magical energy away

    from the Adept. Their unarmed attacks are considered magical

    adamantine for the purposes of damage reduction.

    Crystalline Wall: Crystalhome adepts of 8th level or higher

    can create a wall of warm crystal three times per day, identical in

    effect to the Wall of Ice spell.

    Evasion: As the 2nd level monk ability of the same name.

    Mark of Justice: as the Cleric spell of the same name. Cryst-

    alhome adepts can only use this ability on those they know to have

    broken a law.

    Quest: As the Cleric spell of the same name. Crystalhome

    adepts can only use this ability on those they know to have broken

    a law.

    Guardian: At 13th level the crystalhome adepts receives a

    special gift from the elders of his order: a Shield Guardian made

    of pure amethyst crystal, especially attuned to serve and protect

    him. The amulet normally used to control Shield Guardians is

    unnecessary.

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    Tongue of the Sun and the Moon: As the 17th level Monk

    ability of the same name.

    Crystallize: As the Metacreativity psionic power of the same

    name. Usable with a touch attack, once per day. The Fortitude saveis DC 10 + half the adepts level + his or her Wisdom modier,

    and even if the save is failed, the target is slowed. The power may

    be used again to reverse the effect, by the same Adept or another.

    Iceborn Raider

    Iceborn raiders are those who have turned to assault and

    robbery to survive in this dark time. Their favorite targets are the

    caravans of food from the Steaming Mountain to Crystalhome,and the sleds loaded with supplies that go the other way. Their

    connection to the plane of Ice and their need for stealth have

    furnished them with a number of abilities that allow them to act

    covertly.

    Alignment: any Evil. The Raiders steal food and supplies

    from those who would die without it; no one can claim that what

    they do is good.

    Hit Dice: d8

    Skills

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

    Disable Device, Disguise, Forgery, Gather Information, Handle

    Animal, Hide, Intimidate, Move Silently, Ride, and Survival

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

    Skill points at additional levels: 6 + Int modier

    Class Features

    Weapon and Armor Prociency: Iceborn raiders are

    procient with all simple weapons, light and medium armor, and

    shields

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    No Allegiance: An iceborn raider gains a +2 bonus on Will

    saves, but a 2 penalty on Charisma checks and Charisma-based

    skill checks against any non-raiders who know his true profession.

    Too many people have had their food and belongings stolen by the

    Iceborn to trust one of them. Use of the Disguise skill is recom-

    mended.

    Lightning Ambush: If allowed to act during a surprise

    round, an iceborn raider takes a full round worth of

    actions rather than just a standard action.

    Sneak Attack: As the rogue ability of the same

    name. 1d6 at 2nd level, +1d6 more every four levels

    thereafter.

    Invisibility Pool: The iceborn raider receives a

    pool of Invisibility tokens equal to one per two class lev-

    els. This pool rells each morning. The iceborn raider

    may spend a single token from this pool as a standard

    action to turn invisible for to one minute per level. Start-

    ing at 7th level the iceborn raider may instead spend

    two tokens to turn himself invisible as a move action, or

    three tokens to do so as a quickened action.

    Other class abilities also spend tokens from thispool, but such expenditures do not necessarily turn the

    iceborn raider invisible. Access to a Ring of Invisibility

    or other constant-use invisibility item grants the iceborn

    raider an additional ve tokens per day.

    Transparent Weapons: The iceborn raider spends

    an Invisibility token and takes a full round to make his

    weapons (or 20 pieces of ammunition) transparent. For the next

    hour he receives a +2 circumstance bonus to hit any foe using

    vision to detect him.

    Unseen Attack:The iceborn raider can use his invisibility to

    unsettle foes and confuse them as to his true plan of attack. He

    spends two invisibility tokens and vanishes for a single second.

    The iceborn raider may use this ability to render an opponent at-

    The Iceborn Raider (d8)Level Base Attack

    Bonus

    Fort Ref Will Special

    1st +0 +0 +2 +0 No Allegiance, Lightning Ambush

    2nd +1 +0 +3 +0 Sneak Attack +1d6

    3rd +2 +1 +3 +1

    4th +3 +1 +4 +1 Invisibility Pool

    5th +3 +1 +4 +1 Transparent Weapons

    6th +4 +2 +5 +2 Sneak Attack +2d6

    7th +5 +2 +5 +2

    8th +6/+1 +2 +6 +2 Unseen Attack

    9th +6/+1 +3 +6 +3 Like Seeks Like

    10th +7/+2 +3 +7 +3 Sneak Attack +3d6

    11th +8/+3 +3 +7 +3 Evasion

    12th +9/+4 +4 +8 +413th +9/+4 +4 +8 +4 Ethereal Step

    14th +10/+5 +4 +9 +4 Sneak Attack +4d6

    15th +11/+6/+1 +5 +9 +5

    16th +12/+7/+2 +5 +10 +5 Eternal Invisibility

    17th +12/+7/+2 +5 +10 +5 Ethereal Jaunt

    18th +13/+8/+3 +6 +11 +6 Sneak Attack +5d6

    19th +14/+9/+4 +6 +11 +6

    20th +15/+10/+5 +6 +12 +6 Invisible Master

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    Page 11

    footed until his next action. Opponents are allowed Sense Motive

    or Listen check (DC = 10 + the raiders class level + Dexterity

    modier) to resist.

    Like Seeks Like: The iceborn raider has spent so much time

    invisible that he is attuned to the resonance of the unseen world.

    While invisible, the iceborn raider can see invisible and ethereal

    creatures as if using the See Invisible spell.

    Evasion: As the 2nd level Rogue ability of the same name.

    Use of this ability costs one Invisibility token.

    Ethereal Step: Take a move action to become ethereal until

    the end of your next round. Use of this ability costs two Invisibility

    tokens.

    Eternal Invisibility: The iceborn raiders Invisibility power

    now has an unlimited duration. Turning invisible no longer costs

    the iceborn raider an Invisibility token. However, the costs for

    faster invisibility and other abilities remain the same.

    Ethereal Jaunt: As the 7th level Sorcerer spell of the same

    name. Activating this ability costs ve invisibility tokens.

    Invisible Master: At 20th level an iceborn raiders powers ofstealth become so developed that practically nothing can prevent

    their use. He remains invisible even after attacking, and cannot be

    detected via hearing, tremorsense, scent, blindsense, or ay other

    natural sense. Only True Seeing and other suitable divinatory

    spells of 6th level or greater will reveal his location.

    Knight of the Snows

    The Knights of the Snows are descended from the Order of

    Polaris, a group of warriors who stayed in the frozen north to

    protect the last people who remained behind. Many had assumedthey died in the cold, but three years ago they returned from the

    north, with stories of a fae goddess of the northern snows who

    protects them.

    Alignment: any Lawful. The knight of the snows is sworn to

    a sacred order of protectors. Though many swear to gain power,

    those who break their oaths are ejected from the order. Only those

    who keep their word are allowed to remain.

    Hit Dice: d10

    Skills

    The knight of the snows class skills are: Balance, Craft, Escape

    Artist, Handle Animal, Intimidate, Jump, Listen, Profession, Ride,

    Spot, and Survival

    Skill points at 1st Level: (2 + Int modier) x4

    Skill points at additional levels: 2 + Int modier

    Class Features

    Weapon and Armor Prociency: Knights of the snows are

    procient with all simple and martial weapons, all armor, and all

    shields.

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    Page 12

    Allegiance to Ice: At 1st level a knight of the snows gains +2

    to Charisma and Charisma-related skill checks when dealing with

    creatures of the Cold subtype. He gains Cold Resistance 5 and

    general immunity to the effects of cold weather.

    Touch of Frost: The knight of the snows may cast the spell

    Ray of Frost at will, though the range is reduced to touch.

    Iceblade: At 2nd level a knight of the snows can sculpt snow

    or ice into any medium-sized martial weapon, taking one minute,

    once per day. The blade lasts until the knight of the snows fails a

    saving throw against any re- or heat-oriented spell. If the knight

    of the snows already has a magical weapon, this ability instead

    coats that blade with ice, giving it the Frost special ability. This

    improvement likewise fails in the face of re.

    The Knight of the Snows (d10) Spells per Day

    Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th

    1st +1 +2 +0 +0 Allegiance to Ice, Touch of Frost

    2nd +2 +3 +0 +0 Iceblade 1/day

    3rd +3 +3 +1 +1

    4th +4 +4 +1 +1 Icewalker 0

    5th +5 +4 +1 +1 Frozen Armor 1/day 0

    6th +6/+1 +5 +2 +2 1

    7th +7/+2 +5 +2 +2 Improved Girding 2/day 1

    8th +8/+3 +6 +2 +2 Polar Shelter 1 0

    9th +9/+4 +6 +3 +3 1 0

    10th +10/+5 +7 +3 +3 Quenching Blow 1 1

    11th +11/+6/+1 +7 +3 +3 Diamond Girding 3/day 1 1 0

    12th +12/+7/+2 +8 +4 +4 1 1 1 13th +13/+8/+3 +8 +4 +4 Frozen Palace 1 1 1

    14th +14/+9/+4 +9 +4 +4 2 1 1 0

    15th +15/+10/+5 +9 +5 +5 Snow Devils 2 1 1 1

    16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1

    17th +17/+12/+7/+2 +10 +5 +5 Eternal Snow 2 2 2 1

    18th +18/+13/+8/+3 +11 +6 +6 3 2 2 1

    19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2

    20th +20/+15/+10/+5 +12 +6 +6 Sheath of Everlasting Ice 3 3 3 3

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    Page 13

    Icewalker: At 4th level a knight of the snows need not make

    Balance checks to walk or run normally on ice and snow. Snowy

    areas up to hip-deep are considered normal terrain, and the knight

    of the snows is untrackable on snow or ice.

    Frozen Armor: At 5th level a knight of the snows can sculpt

    snow or ice into any light or medium armor, taking one minute,

    once per day. The armor lasts until the knight of the snows fails a

    saving throw against any re- or heat-oriented spell. If the knight

    of the snows already has a magical suit of armor, this ability

    instead coats that armor with ice, giving it Cold Resistance. This

    improvement likewise fails in the face of re.

    Improved Girding: At 7th level the knight of the snows may

    use the Iceblade and Frozen Armor abilities one more per day.In addition, Iceblade now creates +1 Frost weapons, or upgrades

    existing magical weapons to Freezing Burst. Frozen Armor now

    creates +1 Cold Resistance armor, or upgrades existing magical

    armor to Greater Cold Resistance.

    Polar Shelter: At 8th level the knight of the snows may call

    a structure forth from ice and snow. Resembling a house made of

    blocks of ice, this building has all the qualities of one created with

    the Secure Shelter, with the exception that it is insulated against

    nonmagical cold weather and provides Cold Resistance 5 to thosewithin. This ability takes ten minutes to use, and houses one per-

    son per class level. The polar shelter spontaneously melts one hour

    after sunrise.

    Quenching Blow: At 10th level a knight of the snows with

    an iceblade drawn may cast Quench as a standard action, once

    per round. He must touch the edge of the re, and make a caster

    level check as normal for any magical res (remember that his

    caster level is half his character level). He can also use this ability

    with a readied action to counter a re-based spell, or with a touch

    attack to damage an elemental (re) creature. These uses destroy

    the power of the iceblade, returning it to its natural state (plain old

    snow, or an enchanted weapon, depending on the particular use

    of the ability).

    Diamond Girding: At 11th level the knight of the snows may

    use the Iceblade and Frozen Armor abilities once more per day.

    In addition, the enhancement bonus of items created with these

    abilities increases to +3, and magical objects improved by these

    abilities improve their existing enhancement bonus by +1.

    Frozen Palace: At 13th level the knight of the snows improveson his polar shelter. The structure is immense, up to three ten-foot

    cubes per class level, and is capable of housing three times as many

    people. Its walls are as strong as a foot of hewn masonry (hardness

    8, 90 HP, break DC 35), making it almost impervious to assault. It

    is otherwise identical to the polar shelter.

    Snow Devils: At 15th level a knight of the snows wearing

    frozen armor can split pieces of it from him, forming them into

    deadly servants. For each point he sacrices from his armor bonus

    to AC (not the enhancement bonus), he is served by one greaterCold Elemental. Use the statistics for a greater Air Elemental, with

    the Air subtype altered to Cold and all other abilities intact. The

    elementals follow his commands to the best of their ability. The

    elementals disappear after 10 minutes per character level, but the

    armor remains damaged until it is recreated.

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    Page 14

    Eternal Snow: At 17th level the Iceblade and Frozen Armor

    abilities of the knight of the snows are no longer subject to de-

    struction by re, magical or otherwise.

    Sheath of Everlasting Ice: At 20th level, the knight of the

    snows can imprison an enemy forever in ice, once per month. This

    ability functions as the 9th level Sorcerer spell Imprisonment, with

    the exception that the target is encased in an opaque block of ice

    rather than imprisoned beneath the earth. No natural or non-epic

    magical re can melt this ice.

    Spells

    Beginning at 4th level, a knight of the snows gains the ability

    to cast a small number of divine spells, which are drawn from thespell list below. A knight of the snows must choose and prepare her

    spells in advance.

    To prepare or cast a spell, a knight of the snows must have a

    Charisma score equal to at least 10 + the spell level. The Difculty

    Class for a saving throw against a knight of the snowss spell is 10

    + the spell level + the knight of the snowss Charisma modier.

    Like other spellcasters, a knight of the snows can cast only

    a certain number of spells of each spell level per day. Her base

    daily spell allotment is given on Table: The Knight of the Snows.

    In addition, she receives bonus spells per day if she has a high

    Wisdom score. When Table: The knight of the snows indicates

    that the knight of the snows gets 0 spells per day of a given spell

    level, she gains only the bonus spells she would be entitled to based

    on her Wisdom score for that spell level The knight of the snows

    does not have access to any domain spells or granted powers, as a

    cleric does.

    A knight of the snows prepares and casts spells the way a pala-

    din does. A knight of the snows may prepare and cast any spell on

    the knight of the snows spell list, provided that she can cast spells

    of that level, but she must choose which spells to prepare during

    her daily meditation.

    Through 3rd level, a knight of the snows has no caster level.

    At 4th level and higher, her caster level is one-half her knight of

    the snows level.

    Knights of the snows obtain their spells by worshipping the

    Snowake Queen, a benevolent faerie goddess whose domainhas expanded from the uttermost north to cover almost the entire

    northern hemisphere. While she is not very powerful as goddesses

    go, she is still capable of giving some aid to those who are faithful

    to her. Those who are unfaithful will nd her aid withdrawn, along

    with their spells and other class features.

    1st: Chill Touch, Detect Animals or Plants, Detect Snares and

    Pits, Endure Elements, Feather Fall, Light, Ray of Frost

    2nd: Chill Metal, Continual Flame, Darkvision, Detect

    Thoughts, Levitate, Resist Energy3rd: Dispel Magic, Protection from Energy, Quench, Sleet

    Storm, Water Walk, Wind Wall

    4th: Cone of Cold, Fire Shield, Freedom of Movement, Ice

    Storm, Wall of Ice

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    Mad Hermit

    When a mans family is starves to death around him, what

    happens to him? When he comes back from a search for rewood

    and nds his house and children crushed by frost giants, can hismind survive? Mad hermits are those poor individuals who have

    been alone in the cold, taunted by ice spirits and the remains of

    their past until they have nothing left. Many of them are

    dangerous, for they have nothing left to lose not even

    their minds.

    Alignment: any Chaotic. Mad hermits are quite insane,

    barely falling into the already vague categories used to de-

    scribe mental instability. They retain their previous morality,

    but have little care for laws and restrictions.

    Hit Dice: d10

    Skills

    The mad hermits class skills are: Balance, Handle

    Animal, Hide, Intimidate, Jump, Profession, Sense Motive,

    Spot, Survival

    Skill points at 1st Level: (2 + Int modier) x4

    Skill points at additional levels: 2 + Int modier

    Class Features

    Weapon and Armor Prociency:

    Mad hermits are procient with all simple weapons and

    with light armor, but not shields.

    Allegiance to Madness: The mad hermit is quite familiar

    with insanity. He gains a +2 on Charisma checks and Charisma-

    based skill checks made against any insane humanoid, and a +2 to

    any skill check relating to Aberrations (such as intimidating one or

    understanding its approach to existence). Unfortunately, you also

    The Mad Hermit (d10)Level Base Attack

    Bonus

    Fort Ref Will Special

    1st +1 +2 +0 +2 Allegiance to Madness,

    Scorn Sanity, Rage

    2nd +2 +3 +0 +3 Invisible Friend

    3rd +3 +3 +1 +3 Fists of Rage

    4th +4 +4 +1 +4 Growing Madness

    5th +5 +4 +1 +4 Crushing Grasp

    6th +6/+1 +5 +2 +5

    7th +7/+2 +5 +2 +5 Rend 2d6

    8th +8/+3 +6 +2 +6 Damage Reduction 1/-

    9th +9/+4 +6 +3 +6

    10th +10/+5 +7 +3 +7 Greater Madness

    11th +11/+6/+1 +7 +3 +7 Damage Reduction 2/-

    12th +12/+7/+2 +8 +4 +813th +13/+8/+3 +8 +4 +8 Indomitable Will

    14th +14/+9/+4 +9 +4 +9 Damage Reduction 3/-

    15th +15/+10/+5 +9 +5 +9

    16th +16/+11/+6/+1 +10 +5 +10

    17th +17/+12/+7/+2 +10 +5 +10 Damage Reduction 4/-

    18th +18/+13/+8/+3 +11 +6 +11

    19th +19/+14/+9/+4 +11 +6 +11 Terrifying Rage

    20th +20/+15/+10/+5 +12 +6 +12 Damage Reduction 5/-

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    * Panic Attacks: Evasion, as the rogue ability

    * Paranoia: Uncanny Dodge, as the barbarian ability

    * Phobia/Mania: Favored Enemy, as the ranger ability

    * Piblokto: Endure Elements (cold only)

    * Schizophrenia: Trap Sense +2, as the rogue ability

    Crushing Grasp: The mad hermits unarmed strike damage

    rises to 1d10, and he gains the benet of the Improved Grapple

    feat. While in a grapple he may deal nonlethal damage if desired.

    Damage Reduction: Starting at 8th level the mad hermit

    receives damage reduction 1/-. The damage reduction increases

    by +1 for every three levels afterward (11th, 14th, etc.)

    Greater Madness: At 10th level the mad hermit becomes

    even less sane, falling deeper into madness. Use the list below to

    nd your new class feature.

    * Agoraphobia: Burrow 5

    * Amnesia: Slippery Mind, as the rogue ability

    * Avoidant: Hide in Plain Sight, as the ranger ability

    * Bipolar: Ignore any Enchantment (Compulsion) effect of 5thlevel or lower

    * Impulse Control: Opportunist, as the rogue ability

    * OCD: Diamond Body, as the monk ability

    * Panic Attacks: Improved Evasion, as the monk ability

    * Paranoia: Improved Uncanny Dodge, as the barbarian ability

    * Phobia/Mania: Favored Enemy (Must choose the same enemy

    as before; stacks)

    * Piblokto: Cold resistance 20

    * Schizophrenia: See Invisible, always on

    Indomitable Will: as the barbarian class feature of the same

    name

    Terrifying Rage: Those who see the rage of a mad hermit of

    19th level or greater are sure to fear for their lives. Any enemies

    who can sense the mad hermit in any way must make a Will save

    (DC = 10 + half the hermits class level + his Charisma modier)

    or become shaken for the duration of the rage.

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    Magma Mage

    Magma mages are individuals whose minds are attuned to the

    depths of the planet, to the warmth pushed away by the worlds

    unending conjunction with Ice. From their home on the SteamingMountain they seek to call the paraplane of Magma closer to the

    prime material, to end the conjunction.

    Magma mages are often found delving into the Great Dark,

    and have a skill or two to help them out in these situations. Their

    protectors, the Core Seekers, make sure that the mages keep them-

    selves t and ready.

    Alignment: any Chaotic. The endless ows of the Core are

    not for the faint of heart or those with unbending minds.

    Hit Dice: d4

    Skills

    The magma mages class skills are: Climb, Concentration,

    Craft, Diplomacy, Knowledge, Listen, Spellcraft, and Use Rope

    Skill points at 1st Level: (2 + Int modier) x4Skill points at additional levels: 2 + Int modier

    Class Features

    Weapon and Armor Prociency:

    Magma mages are procient with simple weapons and light

    armor, but not shields. They still suffer the standard arcane spell

    failure chances.

    Allegiance to the Core: At 1st level a magma mage gains +2

    to Charisma and Charisma-related skill checks when dealing with

    creatures of the Fire or Earth subtypes. He gains Fire Resistance 5

    and general immunity to the effects of smoke inhalation.

    Summon Familiar: Magma Magi gain the assistance of a

    familiar in the same way a sorcerer of the same level would. They

    can choose any creature that lives underground, including bats,

    rats, snakes, or toads.

    Improved Familiar: At 5th level the magma mage gains the

    assistance of a creature from the Core: a Magma Mephit. The

    Mephits alignment matches the characters, though it may tend

    more towards the chaotic. The mephits intelligence and naturalarmor increase as other familiars would, and it gains special abili-

    ties as normal.

    Invoke Signature: See page 35.

    Magma Substitution: At 9th level any re-based spell cast

    by the magma mage becomes an explosion of molten rock. Such

    spells deal half their damage as re, and the rest as ordinary

    non-energy damage (the type dealt by weapons, falls, etc.). This

    damage is treated as magic and adamantine for the purposes ofdamage reduction. This ability cannot be turned off as it is a

    permanent change to the way the magma mage uses magic.

    Deep Mage: At 13th level the magma mage becomes at home

    in the deep places of the world. Being closer to the core makes

    his spells easier to cast and more powerful. Save DCs for his spells

    increase by one when he is underground.

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    Volcanic Vent: At 17th level the magma mage can use one

    eighth-level spell slot to create a tiny, permanent volcanic vent

    in the ground, producing about as much heat as a campre. By

    burning more spell slots, the magma mage can make the volcano

    larger and more powerful. Three spell levels can be sacriced to

    increase the damage dealt by the vent by 1d6. Four spell levels can

    be sacriced to increase its radius by ve feet. At the end of the

    day, if more than seventy spell levels have been sacriced to the

    volcano its damage and radius are permanently increased by 1d6

    and ve feet, to a maximum of 20d6 and one thousand feet.

    The Magma Mage (d4) Spells per Day

    Level Base Attack

    Bonus

    Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1st +0 +0 +0 +2 Allegiance to the Core, Summon Familiar 5 3

    2nd +1 +0 +0 +3 6 4

    3rd +1 +1 +1 +3 6 5

    4th +2 +1 +1 +4 6 6 3

    5th +2 +1 +1 +4 Improved Familiar 6 6 4

    6th +3 +2 +2 +5 6 6 5 3

    7th +3 +2 +2 +5 6 6 6 4

    8th +4 +2 +2 +6 Invoke Signature 6 6 5 3

    9th +4 +3 +3 +6 Magma Substitution 6 6 6 4

    10th +5 +3 +3 +7 6 6 5 3

    11th +5 +3 +3 +7 6 6 6 4

    12th +6/+1 +4 +4 +8 6 6 5 3 13th +6/+1 +4 +4 +8 Deep Mage 6 6 6 4

    14th +7/+2 +4 +4 +9 6 6 5 3

    15th +7/+2 +5 +5 +9 6 6 6 4

    16th +8/+3 +5 +5 +10 6 6 5 3

    17th +8/+3 +5 +5 +10 Volcanic Vent 6 6 6 4

    18th +9/+4 +6 +6 +11 6 6 5 3

    19th +9/+4 +6 +6 +11 6 6 6 4

    20th +10/+5 +6 +6 +12 6 6 6 6

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    Spells

    A magma mage casts arcane spells which are drawn from the

    spell list below. He can cast any spell he knows without preparing

    it ahead of time.

    To learn or cast a spell, a magma mage must have an Intel-

    ligence score equal to at least 10 + the spell level. The Difculty

    Class for a saving throw against a magma mages spell is 10 + the

    spell level + the magma mages Intelligence modier.

    Like other spellcasters, a magma mage can cast only a certain

    number of spells of each spell level per day. His base daily spell al-

    lotment is given on the table on this page. In addition, he receives

    bonus spells per day if he has a high Charisma score.

    A magma mages selection of spells is extremely limited. A

    magma mage begins play knowing four 0-level spells and two

    1st-level spells of your choice. At each new magma mage level,

    he gains one or more new spells, as indicated on the table. (Un-

    like spells per day, the number of spells a magma mage knows is

    not affected by his Intelligence score; the numbers on this table

    are xed.) These new spells can be common spells chosen from

    the magma mage spell list, or they can be unusual spells that the

    magma mage has gained some understanding of by study. Themagma mage cant use this method of spell acquisition to learn

    spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered magma

    mage level after that (6th, 8th, and so on), a magma mage can

    choose to learn a new spell in place of one he already knows. In

    effect, the magma mage loses the old spell in exchange for the

    new one. The new spells level must be the same as that of the

    spell being exchanged, and it must be at least two levels lower than

    the highest-level magma mage spell the magma mage can cast. A

    magma mage may swap only a single spell at any given level, and

    must choose whether or not to swap the spell at the same time that

    he gains new spells known for the level.

    Unlike a wizard or a cleric, a magma mage need not prepare

    his spells in advance. He can cast any spell he knows at any time,

    Magma Mage spells knownLevel 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1st 4 2

    2nd 5 2

    3rd 5 3

    4th 6 3 1

    5th 6 4 2

    6th 7 4 2 1

    7th 7 5 3 2

    8th 7 5 3 2 1

    9th 7 5 4 3 2

    10th 7 5 4 3 2 1

    11th 7 5 5 4 3 2

    12th 7 5 5 4 3 2 1

    13th 7 5 5 4 4 3 2

    14th 7 5 5 4 4 3 2 1

    15th 7 5 5 4 4 4 3 2

    16th 7 5 5 4 4 4 3 2 1

    17th 7 5 5 4 4 4 3 3 2

    18th 7 5 5 4 4 4 3 3 2 1

    19th 7 5 5 4 4 4 3 3 3 2

    20th 7 5 5 4 4 4 3 3 3 3

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    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 hell

    cast.

    Magma Mages learn spells dealing with re and earth. They

    learn spells of force and movement to push the currents of the

    Core, pure magic to unweave the bindings others put on them,

    and conjurations to call aid from the Plane of Magma. The great

    majority of their spells are offensive.

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

    1st: Detect Secret Doors, Endure Elements, Faerie Fire, Flam-

    ing Hands, Hold Portal, Magic Stone, Obscuring Mist, Sleep,

    Summon Monster I

    2nd: Arcane Lock, Continual Flame, Darkvision, Find Traps,Fire Trap, Flaming Sphere, Fog Cloud, Heat Metal, Knock, Lo-

    cate Object, Magic Mouth, Resist Energy, Pyrotechnics, Scorching

    Ray, Soften Earth and Stone, Summon Monster II

    3rd: Daylight, Deep Slumber, Dispel Magic, Explosive Runes,

    Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Protection

    from Energy, Stinking Cloud, Stone Shape, Summon Monster III

    4th: Dimension Door, Fire Shield, Fire Trap, Lesser Globe of

    Invulnerability, Locate Creature, Resilient Sphere, Spike Stones,

    Stoneskin, Summon Monster IV, Wall of Fire

    5th: Cloudkill, Dismissal, F lame Strike, Passwall, Permanency,Summon Monster V, Symbol of Sleep, Telekinesis, Teleport,

    Transmute Rock/Mud, Wall of Stone,

    6th: Acid Fog, Disintegrate, Find the Path, Flesh to Stone,

    Forceful Hand, Globe of Invulnerability, Greater Dispel Magic,

    Move Earth, Stone to Flesh, Summon Monster VI, Wall of Iron,

    Word of Recall

    7th: Banishment, Delayed Blast Fireball, Grasping Hand,

    Greater Teleport, Phase Door, Plane Shift, Statue, Summon

    Monster VII

    8th: Clenched Fist, Dimensional Lock, Earthquake, Fire

    Storm, Horrid Wilting, Incendiary Cloud, Iron Body, Maze, Re-

    pel Metal or Stone, Summon Monster VIII, Sunburst, Telekinetic

    Sphere, Temporal Stasis

    9th: Crushing Hand, Etherealness, Freedom, Gate, Implosion,

    Imprisonment, Mages Disjunction, Meteor Swarm

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    Page 22

    Naga Cultist

    When the cold came, the animals who could do so went under-

    ground. With the snakes went the Naga, the powerful and magical

    snake-beings who once ruled the equatorial regions. Some say theystill rule, behind the scenes, and their cultists carry their will into

    the world above.

    Alignment:Any. As there are many kinds of Naga, there

    are many who follow them.

    Hit Dice: d8

    Skills

    The naga cultists class skills are: Bluff, Climb, Disable

    Device, Escape Artist, Forgery, Gather Information, Hide,

    Intimidate, Knowledge (arcana), Listen, Move Silently, Per-

    form (oratory), Profession, Sense Motive, Sleight of Hand,

    Spot, Survival, Tumble, Use Rope

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

    Skill points at additional levels: 6 + Int modier

    Class Features

    Weapon and Armor Prociency:

    Naga cultists are procient with all simple and martial

    weapons, all light and medium armor, but no shields

    Serpent Afnity: Naga cultists gain +2 on Charisma

    checks and Charisma-based skill checks made against any

    serpentine creatures, including nagas, dragons, couatl, salaman-

    ders, and (should they be able to talk to them) actual snakes.

    Poison Use: As per the 1st level assassin class ability of the

    same name.

    Bewitching Gaze: While not as strong as the gaze of a true

    naga, the naga cultists eyes carry a strange attraction to those who

    The Naga Cultist (d8)Level Base Attack

    Bonus

    Fort Ref Will Special

    1st +0 +0 +2 +0 Serpent Afnity, Poison Use

    2nd +1 +0 +3 +0 Bewitching Gaze

    3rd +2 +1 +3 +1

    4th +3 +1 +4 +1 Sting (1d2)

    5th +3 +1 +4 +1

    6th +4 +2 +5 +2

    7th +5 +2 +5 +2 Sting (1d6)

    8th +6/+1 +2 +6 +2

    9th +6/+1 +3 +6 +3

    10th +7/+2 +3 +7 +3 Sting (1d6)

    11th +8/+3 +3 +7 +3 Captivating Gaze

    12th +9/+4 +4 +8 +4

    13th +9/+4 +4 +8 +4 Sting (1d8)

    14th +10/+5 +4 +9 +4

    15th +11/+6/+1 +5 +9 +5

    16th +12/+7/+2 +5 +10 +5 Sting (1d10)

    17th +12/+7/+2 +5 +10 +5

    18th +13/+8/+3 +6 +11 +6

    19th +14/+9/+4 +6 +11 +6 Sting (2d6)

    20th +15/+10/+5 +6 +12 +6 Aberrant Form

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    stare into them. Any characters who meets the gaze of a naga

    cultist basically anyone conversing with him have their attitude

    towards him and his allies improved by one step. This ability al-

    lows a saving throw for those the naga cultist has shown ill will

    towards in the past, with Will DC 10 + half the cultists class level

    + his Charisma modier. Those actively hostile towards the naga

    cultist need not save; they are unaffected.

    Sting: Naga cultists of 4th level or greater gain a concealed

    stinger in their hands, which allows them to deliver a venomous

    blow with a barehanded strike (not a touch attack). The Fortitude

    DC for these poisons is 10 + half level + Con bonus. The poisons

    deal ability damage of a type determined by the cultists align-

    ment: Lawful cultists deal Dexterity damage, Neutral cultists deal

    Constitution damage, and Chaotic clerics deal Strength damage.This magical poison cannot reduce a characters attributes below

    1. The amount of ability damage dealt is listed on table above.

    Naga cultist poison is magical; the have no poison glands to milk

    and cannot create more than they need.

    Captivating Gaze: Starting at 11th level, the naga cultists

    Bewitching Gaze works even on those actively hostile to him, such

    as opponents engaging him in combat. Those he has borne ill will

    are still not affected, including individuals he has attacked.

    Aberrant Form: At 20th level a naga cultists creature type

    changes to Aberration. He is no longer subject to spells that affect

    only humanoids. His will save gains an inherent bonus of +4, he

    acquires darkvision to a range of sixty feet, and he becomes im-

    mune to poisons of all types, including his own.

    Planar Initiate

    While most people are concentrating on living their lives as

    best they can under the fall of snow, the planar initiates seek a solu-

    tion in the most distant reaches of the multiverse. They see theirrivals, the magma mages, as part of a two-pronged attempt to nd

    a solution outside the prime material.

    Despite their usually cloistered nature, planar initiates often

    feel a great deal of wanderlust, and many eventually are compelled

    to visit the distant worlds they have observed.

    Alignment: Any. Planar initiates reect all the variety of the

    outer planes. The only thing that is necessary is a drive for knowl-

    edge.

    Hit Dice: d4

    Skills

    The planar initiates class skills are: Concentration, Craft,

    Decipher Script, Gather Information, Heal, Knowledge (any),

    Search, Speak Language, Spellcraft, Survival, and Use Magic

    Device

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

    Skill points at additional levels: 4 + Int modier

    Class Features

    Weapon and Armor Prociency: Planar initiates are pro-

    cient with all simple weapons, but not with any armor or shields.

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    Allegiance to the Stars: Planar initiates study the outer planes

    in depth, including their culture. They receive +2 on Charisma

    and Charisma-based skill checks against creatures from the outer

    planes (but not against elementals, genies, and other inner-planar

    creatures).

    Banish Outsiders: As per the 1st level cleric ability to turn

    undead, but instead banishes

    or destroys outsiders of any

    alignment. Those so banished

    cannot leave their home plane

    for a full minute. Usable a

    number of times per day equal

    to 3 + Cha modier. Planarinitiates cannot use this ability

    while in the inner planes, nor

    can they banish a creature

    from its home plane.

    Astral Scribe: Years ago

    the mightiest planar initiates

    forged a pact with a race of

    knowledge-hungry creatures

    native to the astral plane. Aftertaking a full minute to summon

    one of these creatures the

    planar initiate can question it

    in detail about the world and

    its history. This works as the

    Bardic Knowledge class ability, substituting levels of planar initiate

    for bard levels.

    Planar Native: A 7th level or higher planar initiate can take a

    full day to forge a strong magical connection to a particular plane.

    When on that plane, the planar initiate is treated as a native for all

    purposes, and does not suffer the penalties that those unfamiliar

    with the plane might suffer. Environmental problems still apply,

    The Planar Initiate (d4)Level Base Attack

    Bonus

    Fort Ref Will Special Power

    Points/Day

    Powers

    Known

    Maximum

    Power Level

    1st +0 +0 +0 +2 Allegiance to the Stars 2 3 1st

    2nd +1 +0 +0 +3 Banish Outsiders 6 5 1st

    3rd +1 +1 +1 +3 11 7 2nd4th +2 +1 +1 +4 Astral Scribe 17 9 2nd

    5th +2 +1 +1 +4 25 11 3rd

    6th +3 +2 +2 +5 35 13 3rd

    7th +3 +2 +2 +5 Planar Native 46 15 4th

    8th +4 +2 +2 +6 58 17 4th

    9th +4 +3 +3 +6 72 19 5th

    10th +5 +3 +3 +7 88 21 5th

    11th +5 +3 +3 +7 106 22 6th

    12th +6/+1 +4 +4 +8 126 24 6th

    13th +6/+1 +4 +4 +8 Planar Anchor 147 25 7th

    14th +7/+2 +4 +4 +9 170 27 7th

    15th +7/+2 +5 +5 +9 195 28 8th

    16th +8/+3 +5 +5 +10 221 30 8th

    17th +8/+3 +5 +5 +10 250 31 9th

    18th +9/+4 +6 +6 +11 280 33 9th

    19th +9/+4 +6 +6 +11 311 34 9th

    20th +10/+5 +6 +6 +12 343 36 9th

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    such as the howling winds of Pandemonium or the ames of the

    Elemental Plane of Fire.

    Planar Anchor: A 13th level or higher planar initiate can use

    his Banish Outsiders ability on a single creature to send it away

    from the plane he is currently on. He must make a turning check

    as usual. Success banishes the creature to a pocket dimension for

    one minute. The dimension is vacant of all but air, but the creature

    can use any of its equipment and/or abilities that do not require

    planar travel. When the minute is up, the creature returns to its

    previous location, or the closest available safe location (as per

    Dimension Door).

    Powers

    Planar initiates have access to psionic powers. An initiates

    ability to manifest powers is limited by the power points he has

    available. His base daily allotment of power points is given on

    Table: The Planar Initiate. In addition, he receives bonus power

    points per day if he has a high Intelligence score.

    An initiate begins play knowing three 1st level powers of

    your choice. Each time he achieves a new level, he unlocks the

    knowledge of new powers. Choose the powers known from the list

    below. A planar initiate can manifest any power that has a powerpoint cost equal to or lower than his manifester level. To learn or

    manifest a power, a psion must have an Intelligence score of at

    least 10 + the powers level.

    The number of times an initiate can manifest powers in a day

    is limited only by his daily power points.

    An initiate simply knows his powers; they are ingrained in his

    mind. He does not need to prepare them (in the way that some

    spellcasters prepare their spells), though he must get a good nights

    sleep each day to regain all his spent power points.

    The Difculty Class for saving throws against planar initiate

    powers is 10 + the powers level + the initiates Intelligence modi-

    er.

    Planar Initiates learn primarily those powers dealing with

    travel to other planes, and those that call forces from beyond.

    They also learn powers that involve divination, mental offense and

    defense, and some utility spells to assist or protect them in their

    travels. Most of their offensive powers are mental in nature.

    Magic and psionics in this setting are considered two aspects

    of the same force. Any ability that affects magic will affect psionics,

    and vice versa.

    1st: Astral Construct, Astral Traveler, Burst, Call to Mind,

    Conceal Thoughts, Deceleration, Detect Psionics, Detect Tele-

    portation, Ecto Protection, Empty Mind, Entangling Ectoplasm,

    Far Hand, Know Direction and Location, Missive, My Light,

    Precognition, Sense Link

    2nd: Body Equilibrium, Clairvoyant Sense, Cloud Mind, De-tect Hostile Intent, Dimension Swap, Energy Adaptation (speci-

    ed), Identify, Knock, Levitate, Mass Missive, Object Reading,

    Sensitivity to Psychic Impressions, Thought Shield, Tongues

    3rd: Astral Caravan, Danger Sense, Darkvision, Dismiss

    Ectoplasm, Dispel Psionics, Ectoplasmic Cocoon, Hustle, Mental

    Barrier, Mind Trap, Psionic Blast, Time Hop

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    4th: Aura Sight, Correspond, Detect Remove Viewing, Di-

    mension Door, Dismissal, Divination, Energy Adaptation, Fly,

    Freedom of Movement, Intellect Fortress, Mindwipe, Quintes-

    sence, Remote Viewing, Schism, Trace Teleport

    5th: Adapt Body, Catapsi, Incarnate, Plane Shift, Power Resis-

    tance, Shatter Mind Blank, Teleport, Teleport Trigger, Tower of

    Iron Will, True Seeing

    6th: Aura Alteration, Banishment, Cloud Mind (mass), Dispel-

    ling Buffer, Null Psionics Field, Overland Flight, Remove View

    Trap, Retrieve, Temporal Acceleration

    7th: Divert Teleport, Dream Travel, Ethereal Jaunt, Mind

    Blank (personal), Reddopsi, Phase Door, Sequester

    8th: Astral Seed, Bend Reality, Hypercognition, Mind Blank,

    Teleport (greater), Time Hop (mass)

    9th: Apopsi, Etherealness, Genesis, Metafaculty, Microcosm,Reality Revision, Teleportation Circle, Time Regression

    Reborn Archon

    Young men and women of all races and backgrounds have

    awoken to nd themselves shining with the power of the upper

    planes. While the original soul is gone, and only scraps of itspersonality remain, the archons drive and power restore the body

    and give the person new purpose: to bring light and hope to the

    world.

    Reborn archons most often take the bodies of those who would

    otherwise have died, typically from diseases such as pneumonia. It

    is very rare for them to displace an existing soul, and in such cases

    those souls were often headed for the lower planes.

    Alignment: any Good. Reborn Archons are literally that;celestial messengers and warriors born to mortal women.

    Hit Dice: d6

    Skills

    The reborn archons class skills are: Concentration, Diplo-

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

    Spellcraft, Spot

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

    Skill points at additional levels: 4 + Int modier

    Class Features

    Weapon and Armor Prociency: Reborn archons are pro-

    cient with all simple weapons, but not with any armor or shields.

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    Allegiance to Heaven: The reborn archon gains a +2 on

    Bluff, Diplomacy, Gather Information, Sense Motive, and any

    Charisma checks made when dealing with good-aligned outsiders.

    He gains the same bonus against non-good outsiders, but the Di-

    plomacy bonus is replaced with a bonus to Intimidate. Creatures

    from the inner planes may or may not be subject to these modi-

    ers, depending on their knowledge of the outer planes.

    Augmented Healing: Starting at 4th level, any spell the

    reborn archon casts that restores hit point or ability damage now

    returns either an extra +1 ability point, or +1 hit point per caster

    level (up to double the spells normal maximum amount), as ap-

    propriate.

    The Reborn Archon (d6) Spells per Day

    Level Base Attack

    Bonus

    Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1st +0 +2 +0 +2 Allegiance to Heaven 3 1

    2nd +1 +3 +0 +3 4 2

    3rd +1 +3 +1 +3 4 2 1 4th +2 +4 +1 +4 Augmented Healing 5 3 2

    5th +2 +4 +1 +4 5 3 2 1

    6th +3 +5 +2 +5 5 3 3 2

    7th +3 +5 +2 +5 Aura of Menace, Invoke Signature 4 3 2 1

    8th +4 +6 +2 +6 4 3 3 2

    9th +4 +6 +3 +6 4 3 2 1

    10th +5 +7 +3 +7 4 3 3 2

    11th +5 +7 +3 +7 Archon Immunities 4 3 2 1

    12th +6/+1 +8 +4 +8 4 3 3 2

    13th +6/+1 +8 +4 +8 4 3 2 1

    14th +7/+2 +9 +4 +9 Conduit to Beyond 4 3 3 2

    15th +7/+2 +9 +5 +9 4 3 2 1

    16th +8/+3 +10 +5 +10 4 3 3 2

    17th +8/+3 +10 +5 +10 Close to the Surface 4 3 2 1

    18th +9/+4 +11 +6 +11 4 3 3 2

    19th +9/+4 +11 +6 +11 4 4 3 3

    20th +10/+5 +12 +6 +12 Ascension 4 4 4 4

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    Aura of Menace: While the Reborn Archon is a beacon of

    hope, archons themselves are fearsome warriors, and this becomes

    plain to those who anger them. Any hostile creature within 10 feet

    of an angry reborn archon of 7th level or higher must make a Will

    save, DC 10 + 1/2 level + Cha, or suffer a 2 penalty on attacks,

    saves, and armor class for 24 hours, or until they strike the reborn

    archon.

    Invoke Signature: See page 35.

    Archon Immunities:At 11th level and above, reborn archon

    are immune to electricity and petrication, and receive a +4 bonus

    on saves against poison.

    Conduit to Beyond: reborn archon of 14th level and highercan speak with the souls of those who passed on to the upper planes.

    This can function either as the Commune spell, or as the Speak

    with Dead spell. There is no cost for using this ability. The reborn

    archon may use the Speak with Dead ability no more than three

    times per day, with the usual limit of not contacting a particular

    person more than once per week. Use of the Commune prevents

    further use of this ability (either version) for one full week.

    Close to the Surface: It is obvious to all onlookers that the

    reborn archons body is merely a conduit for much greater celestialpower. A 17th level reborn archon gains the Leadership feat, or if

    he already has it, gains a +4 bonus to his leadership score. He may

    gain celestials as followers, treating their level as their CR+1.

    Ascension: The reborn archon sheds his mortal form like

    a buttery hatching from a chrysalis. His creature type becomes

    outsider. He receives DR 10/evil, re and cold resistance 20, and

    SR 5 + class level. Finally, his hit dice change to d8 from now on,

    and receives a bonus of +20 to his current hit point total.

    Spells

    A reborn archon casts divine spells, which are drawn from

    the spell list below. A reborn archon must choose and prepare his

    spells in advance (see below).

    To prepare or cast a spell, a reborn archon must have a Wis-

    dom score equal to at least 10 + the spell level. The Difculty Class

    for a saving throw against a reborn archons spell is 10 + the spell

    level + the reborn archons Wisdom modier.

    Like other spellcasters, a reborn archon can cast only a certainnumber of spells of each spell level per day. His base daily spell

    allotment is given on Table: The Reborn Archon. In addition, he

    receives bonus spells per day if he has a high Wisdom score.

    Reborn Archons pray for their spells at dawn each day, at

    which time he must spend 1 hour each day in quiet contemplation

    or supplication to regain his daily allotment of spells. Time spent

    resting has no effect on whether a reborn archon can prepare

    spells. A reborn archon may prepare and cast any spell on the

    reborn archon spell list, provided that he can cast spells of thatlevel, but he must choose which spells to prepare during his daily

    meditation.

    A reborn archon can channel stored spell energy into healing

    spells that the cleric did not prepare ahead of time. The cleric can

    lose any prepared spell that is not a domain spell in order to cast

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    any spell that restores lost hit point damage, ability damage, or

    unwanted status effects (such as disease, level drain, or poison).

    Reborn Archons are capable spellcasters, but have access to a

    fairly narrow range of power. They are focused on healing, aiding

    and protecting others, and divination. They have some other-pla-

    nar and light-based magic, but few to no direct offensive spells.

    0th: Cure Minor Wounds, Detect Magic, Detect Poison, Guid-

    ance, Light, Purify Food and Drink, Resistance, Virtue

    1st: Bless, Bless Water, Comprehend Languages, Cure Light

    Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Ele-

    ments, Protection from Evil, Remove Fear, Sanctuary, Shield of

    Faith

    2nd: Aid, Align Weapon (good only), Augury, Bears Endur-ance, Bulls Strength, Cats Grace, Consecrate, Cure Moderate

    Wounds, Delay Poison, Eagles Splendor, Gentle Repose, Lesser

    Restoration, Owls Wisdom, Remove Paralysis, Resist Energy,

    Shield Other, Status,

    3rd: Create Food and Water, Cure Serious Wounds, Helping

    Hand, Locate Object, Magic Circle against Evil, Magic Vestment,

    Prayer, Protection from Energy, Remove Blindness/Deafness,

    Remove Curse, Remove Disease, Water Breathing, Water Walk

    4th: Air Walk, Cure Critical Wounds, Death Ward, Discern

    Lies, Dismissal, Divination, Divine Power, Freedom of Movement,Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poison,

    Restoration, Sending, Spell Immunity, Tongues

    5th: Atonement, Awaken, Break Enchantment, Commune,

    Dispel Evil, Disrupting Weapon, Hallow, Mass Cure Light

    Wounds, Raise Dead, Righteous Might, Scrying, Spell Resistance,

    True Seeing

    6th: Banishment, Find the Path, Heal, Heroes Feast, Mass

    (stat boost), Mass Cure Moderate Wounds, Planar Ally, Word of

    Recall

    7th: Greater Restoration, Greater Scrying, Holy Word, Mass

    Cure Serious Wounds, Refuge, Regenerate, Resurrection, Sun-

    beam

    8th: Antimagic Field, Discern Location, Greater Planar Ally,

    Holy Aura, Mass Cure Critical Wounds, Sunburst

    9th: Mass Heal, Miracle, True Resurrection

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    Servant of Death

    Before the great conjunction these people might merely have

    been gravekeepers or morticians. Now, with so much of the world

    dead or dying, the powers of death have grown substantially. Aservant of death understands the difference between natural and

    unnatural death, knowing when both are necessary. He knows the

    secrets of the deep places in the world, and has heard rumors of

    the things buried in the vast subterranean catacombs.

    Alignment: Any neutral. Servants of Death are not allowed

    to bring their personal beliefs into their work, and those with the

    most extreme views end up in other professions before being initi-

    ated.

    Hit Dice: d6

    Skills

    The servant of deaths class skills are: Appraise, Concentration,

    Craft, Decipher Script, Heal, Intimidate, Knowledge (religion),

    Listen, Profession, Spellcraft, Spot, and Use Rope

    Skill points at 1st Level: (4 + Int modier) x4Skill points at additional levels: 4 + Int modier

    Class Features

    Weapon and Armor Prociency: Servants of death are

    procient with all simple weapons, and all light armor, but not

    with any shields.

    Corpse Empathy: Because of their profession servants of

    death receive +2 on Charisma checks and Charisma-related skill

    checks when dealing with the undead.

    Undead Companion: Starting at 1st level, the servant of

    death obtains an undead assistant from the masters of his order.

    This companion starts as a 1 HD human skeleton, with an Intel-

    ligence score of 6. This creature speaks the servants languages.

    If this companion is destroyed, the servant of death may spend a

    day and 100 gp per level to reanimate its remains. As the servants

    class level increases, the companion becomes more powerful, as

    indicated on the table below. The Might bonus applies to the

    creatures natural armor class, turn resistance, and bonus hit dice.

    This companion does not count against the usual limit on the hitdice of undead followers that can be controlled.

    Servant of Deaths Undead CompanionSoD Level Might Str & Dex Int Special

    1-2 +0 +0 6 Share Spells, Turn Resistance

    3-5 +2 +1 7 Alignment Drift

    6-8 +4 +2 8 Energy Drain

    9-11 +6 +3 9 Incorporeal

    12-14 +8 +4 10 Spell Resistance

    15-17 +10 +5 11 Improved DR

    18-20 +12 +6 12 Despair

    Share Spells: As a druids animal companion

    Turn Resistance: The companion gains +4 turn resistance

    Alignment Drift: The companions alignment changes to match

    the servants.

    Energy Drain: As the 18th level servant of death ability

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    Incorporeal: The companion becomes permanently incorporeal

    Spell Resistance: The companion gains spell resistance equal to 5

    plus the servant of deaths level.

    Improved DR: The companions damage reduction increases to

    10/magic and bludgeoning.

    Despair: As the mummy ability of the same name. This ability

    never affects the servant of death, though it may affect his allies.

    Aegis of Life: Servants of 2nd level or higher gain +4 on sav-

    ing throws against any undead ability that allows a save, including

    level and ability drain.

    Silence of the Grave: Starting at 3rd level, when underground

    or in graveyard-like surroundings, the Servant of death cannot be

    tracked. He may choose to leave a trail if so desired.

    The Servant of Death (d6) Spells per Day

    Level Base Attack

    Bonus

    Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1st +0 +2 +0 +2 Undead Companion, Corpse Empathy 3 1

    2nd +1 +3 +0 +3 Aegis of Life 4 2

    3rd +1 +3 +1 +3 Silence of the Grave 4 2 1 4th +2 +4 +1 +4 5 3 2

    5th +2 +4 +1 +4 Aspect of Death 1/day 5 3 2 1

    6th +3 +5 +2 +5 Aspect of Death 2/day 5 3 3 2

    7th +3 +5 +2 +5 Aspect of Death 3/day, Invoke Signature 4 3 2 1

    8th +4 +6 +2 +6 Aspect of Death (incorporeal) 4 3 3 2

    9th +4 +6 +3 +6 Horde of the Undead 4 3 2 1

    10th +5 +7 +3 +7 Aspect of Death 4/day 4 3 3 2

    11th +5 +7 +3 +7 Aspect of Death (deathwalker) 4 3 2 1

    12th +6/+1 +8 +4 +8 Aspect of Death (immunities) 4 3 3 2

    13th +6/+1 +8 +4 +8 Stolen Face 4 3 2 1

    14th +7/+2 +9 +4 +9 Aspect of Death 5/day 4 3 3 2

    15th +7/+2 +9 +5 +9 Eternal Life 4 3 2 1

    16th +8/+3 +10 +5 +10 Aspect of Death (despair) 4 3 3 2

    17th +8/+3 +10 +5 +10 4 3 2 1

    18th +9/+4 +11 +6 +11 Aspect of Death (energy drain) 4 3 3 2

    19th +9/+4 +11 +6 +11 4 4 3 3

    20th +10/+5 +12 +6 +12 Aspect of Death (more immunities) 4 4 4 4

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    Aspect of Death: This complex and expanded ability is de-

    scribed below.

    Invoke Signature: See page 35.

    Horde of the Undead: At 9th level and higher a servant ofdeath may have up to twice the normal amount of undead min-

    ions gained through Animate Dead and similar spells.

    Stolen Face: At 13th level a servant of death can choose to

    look like any particular dead humanoid, if given the chance to

    examine its corpse. Lasts until canceled; must reexamine corpse to

    reactivate. +20 to Disguise checks.

    Eternal Life: Starting at 15th level a servant of death contin-ues to age normally, but does not die due to old age. She receives

    +1 to her Intelligence and Wisdom, but suffers -1 to her Constitu-

    tion, Strength, and Dexterity (to a minimum of 3 in each) for every

    20 years that pass.

    Aspect of Death

    For one hour per day the servant of death can take on an un-

    healthy pallor, appearing more like one of the undead. He receives

    Darkvision 60, +2 temporary hit points per level, and immunityto poison, sleep, paralysis, stunning, disease, and death effects.

    His Constitution score disappears (it is not zero; it simply does

    not exist), and his Charisma score is reduced by four points. He

    applies his Charisma modier to Constitution checks, and has no

    attribute that modies fortitude saves. He is treated as undead for

    the purpose of healing spells and most positive-energy effects. If

    successfully turned or rebuked, he becomes shaken for 1d4 rounds,

    but suffers no other effect. He may activate this ability once per

    day, starting at 5th level, canceling it at will.

    At 6th, 7th, 10th, 14th, and 18th levels, and every four levels

    thereafter, the servant of death can use this ability one more time

    per day. He need not cancel the ability before reactivating it.

    At 8th level the servant of death becomes incorporeal when he

    uses his Aspect of Death ability.

    At 11th level the servant of death is recognized as an ally by

    other undead when using Aspect of Death. They treat him as one

    of their own kind, believing him to belong in their company. Intel-

    ligent undead may make a Will save (DC 12 + half his class level +

    his Charisma modier) to shake free of this compulsion.

    At 12th level the servant of death becomes immune to critical

    hits, nonlethal damage, ability drain, energy drain, ability score

    damage, fatigue, and exhaustion while using Aspect of Death.

    At 16th level, the mere sight of a servant of death using this

    ability paralyzes his foes with fear. The viewer must succeed on a

    Will save, DC 10 + half level + Cha modier, or be paralyzed with

    fear for 1d4 rounds. Whether or not the save is successful, that

    creature cannot be affected again by the same Servant of deathdespair ability for 24 hours.

    At 18th level the servant of death drains energy from those

    he touches while using the Aspect of Death ability. He inicts one

    negative level per touch, up to a max of half his level. A successful

    Fortitude save, DC 10 + half level + Cha modier, negates this.

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    Each level so drained gives the servant 8 temporary hit points,

    which last for an hour.

    At 20th level, while using Aspect of Death, the servant of

    death becomes immune to all mind-affecting effects, and any effect

    that requires a Fortitude save, unless it also works on (incorporeal)objects or is harmless. In addition, at all times, a 20th level or

    higher SoDs type becomes undead.

    Spells

    A servant of death casts arcane spells which are drawn from

    the spell list below. She must choose and prepare her spells ahead

    of time (see below).

    To learn, prepare, or cast a spell, the servant must have an In-

    telligence score equal to at least 10 + the spell level. The Difculty

    Class for a saving throw against a wizards spell is 10 + the spell

    level + the servants Intelligence modier.

    Like other spellcasters, a servant of death can cast only a

    certain number of spells of each spell level per day. Her base daily

    spell allotment is given on Table: The Servant of Death. In addi-

    tion, she receives bonus spells per day if she has a high Intelligence

    score.

    Unlike a bard or sorcerer, a servant of death may know any

    number of spells. She must choose and prepare her spells ahead of

    time by getting a good nights sleep and spending 1 hour studying

    her spellbook. While studying, the servant of death decides which

    spells to prepare.

    Servants of Death cast primarily those spells that deal with

    necromancy and the undead: creating them, healing them, re-

    moving the effects they have on others. However, it comes as a

    surprise to many that Servants of Death are capable of inspiring

    and protecting the living as well as the dead. They also have some

    familiarity with pure magic.

    0th: Daze, Detect Magic, Detect Poison, Disrupt Undead,

    Inict Minor Wounds, Light, Purify Food and Drink, Read Magic,

    Touch of Fatigue

    1st: Bane, Cause Fear, Comprehend Languages, Deathwatch,

    Detect (Alignment), Detect Undead, Doom, Hide from Undead,

    Inict Light Wounds, Protection from (Alignment), Ray of En-

    feeblement, Remove Fear, Sanctuary, Sleep, Unseen Servant

    2nd: Align Weapon, Augury, Calm Emotions, Command Un-dead, Consecrate, Darkness, Death Knell, Desecrate, False Life,

    Gentle Repose, Ghoul Touch, Inict Moderate Wounds, Locate

    Object, Remove Paralysis, Restoration (Lesser), Scare, Spectral

    Hand, Status,

    3rd: Animate Dead, Bestow Curse, Blindness/Deafness,

    Contagion, Daylight, Deeper Darkness, Dispel Magic, Explosive

    Runes, Gaseous Form, Glyph of Warding, Halt Undead, Illusory

    Script, Inict Serious Wounds, Magic Circle against (Alignment),

    Prayer, Ray of Exhaustion, Remove Blindness/Deafness, Remove

    Curse, Remove Disease, Sepia Snake Sigil, Speak with Dead,Vampiric Touch

    4th: Crushing Despair, Death Ward, Discern Lies, Dismissal,

    Divination, Enervation, Fear, Good Hope, Inict Critical Wounds,

    Neutralize Poison, Poison, Restoration, Spell Immunity, Tongues

    5th: Blight, Break Enchantment, Commune, Dispel (Align-

    ment), Disrupting Weapon, Hallow, Inict Light Wounds (Mass),

    Magic Jar, Mark of Justice, Permanency, Raise Dead, Scrying,

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    Slay Living, Symbol of Sleep, True Seeing, Unhallow, Waves of

    Fatigue

    6th: Antilife Shell, Create Undead, Circle of Death, Dispel

    Magic (Greater), Eyebite, Glyph of Warding (Greater), Guards

    and Wards, Harm, Inict Moderate Wounds (Mass), Symbol of

    Fear, Undeath to Death7th: Antimagic Field, Control Undead, Destruction, Finger

    of Death, Inict Serious Wounds (Mass), Power Word Blind,

    Repulsion, Restoration (Greater), Resurrection, Scrying (Greater),

    Sequester, Symbol of Weakness, Waves of Exhaustion, Wish

    (Limited)

    8th: Create Greater Undead, Clone, Create Greater Undead,

    Discern Location, Horrid Wilting, Inict Critical Wounds (Mass),

    Mind Blank, Protection from Spells, Screen, Spell Immunity

    (Greater), Symbol of Death, Temporal Stasis9th: Astral Projection, Energy Drain, Foresight, Mages

    Disjunction, Soul Bind, True Resurrection, Wail of the Banshee,

    Wish

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    Other Game Mechanics

    Spell Loss, and its Rewards

    You may notice that the magma mage, reborn archon, andservant of death all lose access to low-level spells as they go on.

    This was done with the intention of simplifying these classes, mak-

    ing it so people dont have to keep track of several dozen spells for

    high-level characters. If you absolutely need a lower-level spell,

    you can always use a higher-level slot to cast it.

    Spellcasters in this setting gain special benets each time their

    class makes them lose access to a level of spells. First, they retain

    knowledge of all spells of that level that they already knew (allow-

    ing them to cast these spells with higher-level slots). Second, each

    time they lose a lev