Heroic Paths

All PCs must choose a single heroic path at 1st level. This choice is permanent—a character can never change her heroic path or have more than one. There are no prerequisites for any heroic path; granted abilities are gained at the listed character level, regardless of which class a character selects. Sample heroic paths are presented below; others are possible, however, and many have yet to be discovered.

Unless otherwise noted, all heroic path abilities are extraordinary abilities. Spells granted by a heroic path are spell-like abilities and function at a caster level equal to the character’s current level. Ability score increases are inherent bonuses. Other abilities are explained in the individual entries for each heroic path.

Beast

Whereas some heroic paths allow characters to communicate with animals or mimic their abilities, the beast has simply become one. Long years of suffering under the yoke of the Night Kings and their foul minions has taken the last shred of civilization from the beast, forcing him to revert to a more primal state to cope with the loss and pain that surround him. By living on instinct alone, the beast is better able to control his surroundings and survive in the harsh world that Izrador has created. The beast lives by only one code—kill or be killed. He is loyal to those he trusts and dangerous to those he does not, and once he sets himself loose on an enemy there can be only one conclusion to the conflict.

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Beast Abilities by Level

Level Ability

1

Vicious assault, wild sense

2

Bestial aura

3

Magic fang (self only) 1/day

4

Bear's endurance (self only) 1/day

5

+1 Str or +1 Con

6

Vicious assault

7

Rage 1/day

8

Greater Magic Fang (self only) 1/day

9

Cat's grace (self only) 1/day

10

+1 Dex or Wis

11

Vicious assault

12

Enhanced bestial aura

13

Magic fang (self only) 2/day

14

Bull's strength (self only) 1/day

15

+1 Str or Con

16

Enhanced wild sense

17

Rage 2/day

18

Greater Magic Fang (self only) 2/day

19

Freedom of movement (self only) 1/day

20

+1 Dex or Wis

Beast Ability Descriptions

Vicious Assault
The beast is so vicious and aggressive that he can tear enemies to pieces with his bare hands. He gains two claw attacks. At 6th level and 11th level, the beast’s claws deal greater damage as shown on the chart below. Because these are natural attacks, the character may make both claw attacks at his normal BAB. He also qualifies for the Improved Natural Attack feat.
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Level

MediumSmall

1st

1d4

1d3

6th

1d6

1d4

11th

1d8

1d6

Wild Sense
At 1st and 16th level, the beast may choose either low-light vision or scent as a special quality. If the beast already has low-light vision and chooses that option, he becomes able to see three times as far as a human in poor lighting.
Bestial Aura
The beast is vicious and territorial, and at 3rd level can make animals or beasts aware of this force. Three times per day, the beast may turn animals as a good cleric turns undead (PHB), using his character level in place of his cleric level. However, once he reaches 3rd level the beast cannot use the wild empathy ability (if he has it) and suffers a –10 penalty to all Handle Animal checks. At 12th level the beast’s aura becomes stronger. He can now turn animals three additional times per day; however, all animals within 15 ft. of him always act negatively toward him. Horses buck in their stalls, watchdogs bay, caged animals rattle the bars, etc. In any case, a natural animal refuses to let the beast ride him.
Rage
As the barbarian ability.

Chanceborn

The chanceborn character is a child of fate, a master of destiny that can change his fortunes and those of his companions with but a thought. The chanceborn hero is often capricious and lighthearted even in the face of grave danger. He does not mind taking risks, regardless of the potential consequences to himself and even those around him. He trusts in the wheels of fate, and much to the consternation of those around him, he usually gets out of such situations without a scratch.

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Chanceborn Abilities by Level

Level Ability

1

Luck of heroes +1d4

2

Resistance 1/day

3

Unfettered 1 round/day

4

5% miss chance

5

Luck of heroes +1d6

6

Survivor 1/day

7

True strike 1/day

8

Unfettered 2 rounds/day

9

Take 10 1/day

10

Luck of heroes +1d8

11

Survivor 2/day

12

Aid 1/day

13

Unfettered 3 rounds/day

14

10% miss chance

15

Luck of heroes +1d10

16

Survivor 3/day

17

Prayer 1/day

18

Unfettered 4 rounds/day

19

Take 20 1/day

20

Luck of heroes +1d12

Chanceborn Ability Descriptions

Luck of Heroes
The chanceborn character has an uncanny knack for turning a failure into a success by the sheer force of his luck, and as such gains the listed luck die to be used once per day. After the chanceborn character makes any d20 roll but before he knows whether the outcome is a success or failure, he may choose to add one (and only one) of his luck dice to the roll.
Unfettered (Su)
For the listed number of rounds, the chanceborn may act as if under the effects of a freedom of movement spell. This ability may be activated even when it is not the chanceborn’s turn, and the rounds per day that it is used need not be sequential.
Miss Chance (Su)
Whether through turning at just the right moment, lucky gusts of wind, or minor inconveniences distracting his attackers, the chanceborn character is occasionally able to dodge attacks that should otherwise have hit him. He gains the listed miss chance (similar to the effects of concealment) against all attacks for which the attacker must make an attack roll.
Survivor
The chanceborn harnesses his luck to avoid certain death, calling on skills he didn’t know he had. The listed number of times per day, the chanceborn character may act as if he had one of the following rogue abilities in response to a single attack: defensive roll, evasion, slippery mind, or uncanny dodge. All normal rules for using these abilities (such as only being able to use evasion when wearing light or no armor) apply.
Take 10 and 20
The chanceborn is at times so confident that he creates his own luck. Before making a d20 roll, the chanceborn may decide to take 10 (at 9th level) or take 20 (at 19th level) on any d20 roll. Each ability may be used once per day. The action that is affected so does not take any longer to perform than normal, but the chanceborn is considered to have rolled a 10 or 20 on the die roll (this may cause the chanceborn to have rolled a critical threat when making an attack roll).

Charismatic

Aryth’s common folk do not dare to rise up against the rule of the Night Kings, lest their families and homes be destroyed. Occasionally a hero comes along who is so charismatic, however, that he can convince even the most reticent to aid those who fight against the Shadow. Such heroes often lead pockets of rebellion, inspiring others through their words and deeds and using their charm and power of personality to aid those in need. While their magical ability to manipulate others may be powerful, it is far more often the simple sense of hope they bring with them that is their greatest weapon.

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Charismatic Abilities by Level

Level Ability

1

Charm person 1/day

2

Remove fear 1/day

3

Hypnotism 1/day

4

Inspiring oration 1/day

5

+1 Cha

6

Leadership bonus feat

7

Aid 1/day

8

Daze monster 1/day

9

Inspiring oration 2/day

10

+1 Cha

11

Heroism 1/day

12

Natural leader +1

13

Charm monster 1/day

14

Inspiring oration 3/day

15

+1 Cha

16

Suggestion 1/day

17

Greater heroism 1/day

18

Natural leader +1

19

Inspiring oration 4/day

20

+1 Cha

Charismatic Ability Descriptions

Inspiring Oration (Su)
Once per day starting at 4th level, a charismatic can deliver an inspiring speech as a 1 round action. At the beginning of the charismatic’s next turn, all allies within 60 ft. may gain the benefits of one of the beneficial spell-like abilities the charismatic character is able to cast at his current level. The charismatic may assign different spell effects to different allies, if desired. This is a sonic, language-dependent effect and may not be used on unwilling targets.
Natural Leader
The charismatic gains a +1 bonus to his Leadership score each time this ability is gained.

Dragonblooded

Dragons are often associated with the purest of magical energies, and were once a more common sight on Aryth. It is even said that they sometimes took on different forms and intermingled with other species; perhaps it is from the results of these unions that the dragonblooded heroes of Aryth are descended. The dragonblooded have a natural feel for magic and the arcane energies that flow through the world. They are often hot-tempered and quick to anger, and the power they radiate make them among the most-sought-after by Izrador’s witch hunters.

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Dragonblooded Abilities by Level

Level Ability

1

Bolster spell

2

Bonus spell

3

Bonus spell energy +2

4

Quickened counterspelling

5

Bolster spell

6

Improved spellcasting

7

Bonus spell energy +2

8

Bonus spell

9

Spell penetration +1

10

Bolster spell

11

Bonus spell energy +2

12

Improved spellcasting

13

Spell penetration +2

14

Bonus spell

15

Bolster spell

16

Bonus spell energy +2

17

Spell penetration +3

18

Improved spellcasting

19

Frightful presence

20

Bolster spell

Dragonblooded Ability Descriptions

Bolster Spell
The dragonblooded chooses one spell that he knows. The save DC to resist this spell increases by one. This ability can only be applied to a spell once, and stacks with feats such as Spell Focus.
Bonus Spell
The dragonblooded learns a channeled spell of any school and level he can cast. If the dragonblooded cannot learn channeled spells when he gains this ability, the bonus spell is saved until such time as the hero is able to learn spells (usually after taking the Spellcasting feat).
Bonus Spell Energy
The dragonblooded’s maximum spell energy pool increases by two.
Quickened Counterspelling
Once per round, the dragonblooded may ready to counterspell with a move action rather than a standard action. He must still follow all other rules associated with counterspelling, including making a Spellcraft check to identify the spell being cast.
Spell Penetration
The dragonblooded gains the listed bonus when making caster level checks to surpass a target’s spell resistance.
Improved Spellcasting
The dragonblooded chooses one school of magic for which he has the Spellcasting feat. The spell energy cost or Constitution damage for all spells cast from that school are reduced by one (minimum one). Each time this ability is gained, a new school must be chosen. This reduction in cost does not stack with that of any other source, such as that gained by wizards for preparing spells or that provided by spell talismans.
Frightful Presence
The dragonblooded channels raw magical fury when he casts spells, unsettling his foes. Whenever the dragonblooded casts a spell, all enemies within 10 ft. per level of the spell cast must make a Will save (DC 10 + 1/2 dragonblooded’s HD + Dragonblooded’s Charisma modifier). Creatures with four or fewer HD that fail the save become panicked for 4d6 rounds and those with five or more HD become shaken for 4d6 rounds. Creatures with HD equal to or greater than the dragonblooded’s HD are immune to the effect. A creature that succeeds at its Will save is immune to the dragonblooded’s frightful presence for one day.

Earthbonded

An earthbonded character is descended from dwarves and other races of the mountain fey who prefer living underground to the surface world. The character still shares some traits with those creatures, such as the ability to see normally in darkness and an affinity with stone of all kinds. Although the earthbonded can easily survive on the surface of Aryth, the character still prefers to have a roof of stone over her head whenever possible. This can lead her to be somewhat disagreeable after a long time on the surface, but she is a stalwart hero whose loyalty and prowess cannot be denied.

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Earthbonded Abilities by Level

Level Ability

1

Darkvision +30 ft.

2

Hold portal 1/day

3

+1 natural armor

4

Stonecunning

5

Soften earth and stone 1/day

6

Make whole 1/day

7

Spike stones 1/day

8

Improved stonecunning

9

Stone shape 1/day

10

+2 natural armor

11

Meld into stone 1/day

12

Tremorsense +30 ft.

13

Transmute rock to mud 1/day

14

Stoneskin 1/day

15

Move earth 1/day

16

Blindsense +30 ft.

17

Stone tell 1/day

18

+3 natural armor

19

Earthquake 1/day

20

Blindsight +30 ft.

Earthbonded Ability Descriptions

Stonecunning
As the dwarf racial ability. If the earthbonded already has the stonecunning ability, the distance at which he may notice unusual stonework increases to 20 ft. and the +2 bonus to Search checks increases to +4.
Improved Stonecunning
The earthbonded who merely passes within 5 ft. of a secret or concealed stone door is entitled to a Search check to notice it as if he were actively looking for it.

Faithful

Even though the gods have been lost to Aryth for thousands of years, the faith of mortals dies hard. The faithful hero knows that once the gods did bless her world, and she believes that someday these deities will return to herald a new age. The power of her faith is transformed by the magic of destiny into powerful effects that protect her and her allies from harm. The faithful hero rarely preaches what she believes, for she knows how absurd it sounds to most people she encounters. Still, they cannot deny the power that she wields.

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Faithful Abilities by Level

Level Ability

1

Bless 1/day

2

Protection from evil 1/day

3

Divine favor 1/day

4

Turn undead 1/day

5

+1 Wis

6

Aid 1/day

7

Bless weapon 1/day

8

Consecrate 1/day

9

Turn undead 2/day

10

+1 Wis

11

Daylight 1/day

12

Magic circle against evil 1/day

13

Prayer 1/day

14

Turn undead 3/day

15

+1 Wis

16

Holy smite 1/day

17

Dispel evil 1/day

18

Holy aura 1/day

19

Turn undead 4/day

20

+1 Wis

Faithful Ability Descriptions

Turn Undead (Su)
The faithful wields Aryth’s positive energy and turns it against the undead. The character gains the ability to turn undead as a cleric of her character level.

Fellhunter

The Fell are a real danger to the people of Eredane, as well as some of the most horrifying creatures found in the world of MIDNIGHT. Few things are more frightening than seeing an expired loved one crawling forth from the grave to assault the living. Fortunately for the people of Eredane, there are a few determined heroes born with the ability to dispatch these foul creatures and release their tortured spirits.

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Fellhunter Abilities by Level

Level Ability

1

Sense the dead, 10 ft.

2

Touch of the living +2

3

Ward of life: extraordinary special attacks

4

Sense the dead, 20 ft.

5

Disrupting attack 1/day

6

Sense the dead, 30 ft.

7

Touch of the living +4

8

Ward of life: ability damage

9

Sense the dead, 40 ft.

10

Disrupting attack 2/day

11

Sense the dead, 50 ft.

12

Touch of the living +6

13

Ward of life: ability drain

14

Sense the dead, 60 ft.

15

Disrupting attack 3/day

16

Sense the dead, 70 ft.

17

Touch of the living +8

18

Ward of life: energy drain

19

Sense the dead, 80 ft.

20

Disrupting attack 4/day

Fellhunter Ability Descriptions

Sense the Dead (Su)
As detect evil, except that the fellhunter can only sense the presence of undead at 15 ft. at 1st level. The detection distance increases by 5 feet every other level. This ability is a standard action and may be used at will. The fellhunter must make a character level check + his Wisdom modifier to detect the undead (DC 10 + 1 per HD of the undead).
Touch of the Living (Su)
Melee attacks made by the fellhunter are particularly effective against the undead. Those who follow this heroic path exude an aura that is painful and disruptive to the undead, allowing them to weaken the bonds holding the spirit to the corpse. All melee attacks made by the fellhunter which cause any damage to an undead creature inflict +1 point of damage per five character levels of the fellhunter. For example, a 3rd-level fellhunter would do 1 additional point of damage per attack, while an 11th-level fellhunter would do 3 additional points of damage per attack.
Ward of Life (Su)
The fellhunter gains immunity to the listed special attack when used by undead. Examples of extraordinary special attacks include a ghoul’s paralysis ability or a ghast’s stench ability.
Disrupting Attack (Su)
Before making a melee attack roll against an undead creature, the fellhunter may decide to attempt a disrupting attack. If the attack hits, the target must make a Will save (DC 10 + ½ fellhunter’s character level + fellhunter’s Cha modifier) or be destroyed. If the attack misses or if the fellhunter accidentally uses a disrupting attack against a creature that is not undead, the disrupting attack has no effect and the daily use of the ability is still used up.

Feyblooded

It is rare that even the elves encounter true fey any longer; like the outsiders that were trapped in vessels of flesh and blood or left to exist as bodiless spirits, the fey too were forever changed by the Sundering. Unlike the outsiders, however, the fey gain their power from Aryth rather than in spite of it, and where they are able they have become spirits of the land. Perhaps it is their influence that have brought the feyblooded into the world in these desperate times. These heroes are both clever and naive, fragile and powerful, and they have inherited both the otherworldly grace and the unnatural power of the true fey.

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Feyblooded Abilities by Level

Level Ability

1

Fey vision (low-light)

2

Disguise self 1/day

3

Ventriloquism 1/day

4

Unearthly grace (max +1)

5

Magic aura 1/day

6

Invisibility 1/day

7

Fey vision (enchantment)

8

Unearthly grace (max +2)

9

Nondetection 1/day

10

Glibness 1/day

11

Deep slumber 1/day

12

Unearthly grace (max +3

13

Fey vision (illusion)

14

False vision 1/day

15

Rainbow pattern 1/day

16

Unearthly grace (max +4)

17

Mislead 1/day

18

Seeming 1/day

19

Fey vision (all magic)

20

Unearthly grace (max +5)

Feyblooded Ability Descriptions

Fey Vision (Su)
The feyblooded gains the ability to see the world as the true fey would view it. At first level, this grants her low-light vision. If the character already has lowlight vision, she becomes able to see three times as far as a human in conditions of poor illumination. At 7th level, the feyblooded can detect enchantment magic at will. This abilities works exactly like the detect magic spell, except that it only revels the presence of magic from the enchantment school. At 13th level the feyblooded is able to detect illusion magic as well, and at 19th level this ability detects all magic auras.
Unearthly Grace (Su)
For the feyblooded, the concepts of self and spirit are intrinsically tied to their power. Each time this ability is gained, the feyblooded may choose either her AC, one of her saving throws, or Dexterity checks (including initiative rolls). She gains a divine bonus equal to her Charisma modifier (up to the maximum listed) to the chosen character trait. Once the Charisma modifier is added to a trait, the same trait cannot be chosen again and the bonus cannot later be increased. For instance, a 4th-level feyblooded with a Charisma of 13 chooses to apply the unearthly grace ability to his Will save, which gains a +1 insight bonus. When he reaches 8th level, the feyblooded decides to use his ability score increase to raise his Charisma score to 14. This means that when he applies unearthly grace to another character trait it gains a +2 insight bonus. In any case, regardless of the Charisma score’s increase, the insight bonus to his Will saves does not increase beyond the initial bonus granted.

Giantblooded

A rare hero in the world of Aryth is known as giantblooded, though it is disputed whether or not the blood of giants truly flows through his veins. This hero grows to eight feet tall or more and is truly terrifying in battle. Though large in size, the giantblooded hero tends to have a subdued personality and often finds it more beneficial to blend in as best he can rather than draw the attention of those who would see all heroes destroyed.

  • Only human, orc, and dworg characters can choose the giantblooded heroic path.
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Giantblooded Abilities by Level

Level Ability

1

Size features

2

Rock throwing (30 ft., 1d10)

3

Intimidating size +2

4

Fast movement +5 ft.

5

+1 Str

6

Rock throwing (60 ft., 1d10)

7

Intimidating size +4

8

Fearsome charge +1

9

Rock throwing (60 ft., 2d6)

10

Size features

11

Intimidating size +6

12

Fast movement +5ft.

13

Rock throwing (90 ft., 2d6)

14

Intimidating size +8

15

+1 Str

16

Rock throwing (90 ft., 2d8)

17

Intimidating size +10

18

Fearsome charge +2

19

Rock throwing (120 ft., 2d8)

20

Size features

Giantblooded Ability Descriptions

Size Features
The giantblooded is a massive member of his own species, but his heritage does not unlock immediately. His body must be tempered and his blood tested before it begins to express the raw power within. At 1st level, the giantblooded is considered Large for the purposes of the size categories of the weapons he may use. However, this benefit comes with a tradeoff: the giantblooded’s bulk makes it harder for him to go unnoticed and more expensive to remain protected: he suffers a –4 penalty to Hide checks and his armor and shields cost and weigh twice the normal amounts. At 10th level, the giantblooded becomes a Large creature, with all the mechanics that come with it: his face and reach both increase to 10 ft. and he gains a +4 size bonus on grapple, bull rush, disarm, and similar checks, but he also suffers a –1 size penalty to Armor Class and a –1 size penalty on attack rolls. At 20th level, the giantblooded’s limbs and body grow so powerful that he seems to tower over his opponents. His natural reach increases to 15 ft.
Rock Throwing
Part of the giantblooded’s heritage is his capability to become a living siege engine, throwing rocks that lesser men would be hard put to even lift. So long as the giantblooded has loose boulders, broken masonry, or even the bodies of his foes about him, he will never lack for ammunition. The giantblooded’s thrown rocks have the listed range increment and damage.
Intimidating Size
While the giantblooded’s massive size makes him an easy mark should he run afoul of the servants of Izrador, it also gives him the leverage he needs to convince others to back down. The giantblooded gains the listed bonus to all Intimidate checks.
Fast Movement
Over time, the giantblooded learns to master his oversized frame and can propel himself with long strides. He gains the listed bonus to his base land speed.
Fearsome Charge
The giantblooded can use his immense size to add leverage and momentum to his charges. When using the charge action, the giantblooded may voluntarily suffer an additional –1 to his Armor Class for every 10 ft. traveled during the charge; if he successfully hits the target of his charge attack, he may then add a bonus to his damage roll equal to the penalty to his Armor Class. This additional damage is not added to the extra attacks granted by Cleave, attacks of opportunity, or other abilities. At 18th level, the giantblooded adds +2 to his damage roll for every –1 to his Armor Class.

Guardian

The hero born to the guardian’s path finds value in serving others. This often manifests as a loyal bond to an individual or group, or as a fierce devotion to a cause or ideology deemed righteous by the guardian and those he respects and trusts. A guardian may be among the most outspoken of those who rebel against the Shadow. The hero seeks out ways to further the fight against Izrador and the Night Kings and does not shy away from the danger such quests inevitably bring.

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Guardian Abilities by Level

Level Ability

1

Inspire valor (+1, 1/day)

2

Detect evil

3

Righteous fury (3)

4

Smite evil 1/day

5

+1 Con

6

Lay on hands

7

Righteous fury (6)

8

Smite evil 2/day

9

Inspire valor (+1, 2/day)

10

+2 Con

11

Righteous fury (9)

12

Aura of courage

13

Inspire valor (+2, 2/day)

14

Smite evil 3/day

15

+3 Con

16

Death ward

17

Righteous fury (12)

18

Smite evil 4/day

19

Inspire valor (+2, 3/day)

20

+4 Con

Guardian Ability Descriptions

Inspire Valor (Su)
The guardian character can inspire his allies the listed number of times per day. All allies within 30 ft. when the ability is activated gain a +1 morale bonus on attack rolls and saving throws against fear. It is a free action to initiate this ability, and its effects last for one round per character level of the guardian.
Detect Evil (Sp)
Starting at 2nd level, a guardian can use detect evil, as the spell, at will.
Righteous Fury (Su)
When using a melee weapon to attack an evil creature with damage reduction, the guardian may ignore the listed amount of damage reduction, regardless of the type of weapon needed to bypass it.
Smite Evil (Su)
The guardian may attempt to smite evil with a normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals one extra point of damage per character level. If the guardian character accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
Lay on Hands (Su)
Beginning at 2nd level, a guardian with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his character level times his Charisma bonus. Alternatively, a guardian can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The guardian decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)
Beginning at 3rd level, a guardian character is immune to fear (magical or otherwise). Allies within 10 feet of the guardian gain a +4 morale bonus on saving throws against fear effects.
Death Ward (Su)
At 16th level, a guardian becomes immune to all negative energy and death effects, as if constantly under the protection of a death ward spell with a caster level equal to his character level. This effect may be dispelled, but the guardian can resume it as a free action.

Healer

Whether through the link to the healing magic of Aryth or as an expression of their own intense concern for others, some heroes are able to perform great acts of healing without taxing their bodies, or indeed ever learning to cast another spell. A healer will be sought after by all the people he encounters—both the good and innocent, to help allay the abuses of the dark god’s minions, and the servants of Izrador, to prevent the aid and hope that the healer can offer the forces of good. Most healers therefore do all they can to hide their nature, often posing as herbalists or trained doctors to take attention away from the incredible feats of healing they perform.

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Healer Abilities by Level

Level Ability

1

Cure light wounds 1/day

2

Restoration, lesser 1/day

3

Cure light wounds 2/day

4

Cure moderate wounds 1/day

5

Remove disease 1/day

6

Cure moderate wounds 2/day

7

Cure serious wounds 1/day

8

Remove blindness/deafness 1/day

9

Cure serious wounds 2/day

10

Cure critical wounds 1/day

11

Neutralize poison 1/day

12

Cure critical wounds 2/day

13

Cure light wounds, mass 1/day

14

Restoration 1/day

15

Cure light wounds, mass 2/day

16

Heal 1/day

17

Restoration 2/day

18

Heal 2/day

19

Regenerate 1/day

20

Raise dead 1/day

Ironborn

The ironborn can withstand the blows of the mightiest creatures, fight on even while punctured by many blackfletched arrows, and resist the harshest conditions and most potent venoms. The ironborn can single-handedly turn the tide of a battle and rout vastly superior forces simply by refusing to fall. Ironborn characters tend to be loners, privately battling the pain of a thousand wounds, both physical and mental. They make loyal allies, however, and those who come to know them respect them a great deal.

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Ironborn Abilities by Level

Level Ability

1

Incredible resilience

2

+1 bonus on Fort saves

3

+1 natural armor

4

Improved healing

5

Dr 1/-

6

Elemental resistance 3

7

+2 bonus on Fort saves

8

+2 natural armor

9

Indefatigable

10

DR 2/-

11

Elemental resistance 6

12

+3 bonus on Fort saves

13

+3 natural armor

14

Improved healing

15

DR 3/-

16

Elemental resistance 9

17

+4 bonus on Fort saves

18

+4 natural armor

19

Indefatigable

20

DR 4/-

Ironborn Ability Descriptions

Incredible Resilience
The ironborn’s HD type for all character classes is increased by one step (d4 becomes d6 becomes d8, and so on). If the character already has a d12 for HD, he gains one additional hit point per level.
Elemental Resistance
The ironborn gains the listed resistance against acid, cold, electricity, and fire.
Improved Healing
The ironborn recovers from damage much more quickly than others. At 4th level, he regains hit points equal to one-half his character level every hour (this is in addition to any hit points regained from bedrest or a full night’s sleep). At 14th level, he recovers ability score damage at a rate of 1 point per hour.
Indefatigable
At 9th level, the ironborn is immune to effects that would cause him to be fatigued, and effects that would cause him to be exhausted instead cause him to be fatigued. At 19th level, the ironborn becomes immune to effects that would cause him to be exhausted.

Jack-of-All-Trades

The rare hero of Aryth dabbles in whatever it takes to survive and manages to become a jack-of-all-trades. Whether it is because their ancestry is varied, their birthplace one of shifting energies, or simply because they have the stuff of pure chaos in them, these heroes may become adept at any number of abilities and are among the most adaptable of heroes. These characters tend to favor experimentation over hard work and have ever-changing interests and passions as they shift focus from ones with which they have achieved basic proficiency. Still, the diversity of a jack-of-all-trade’s talents can often be just what it takes to get his companions out of a jam.

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Jack-of-All-Trades Abilities by Level

Level Ability

1

Spell choice: 0-level 1/day

2

Spontaneous spell: 0-level 1/day

3

Skill boost

4

Ability boost

5

Save boost

6

Spell choice: 1st-level 1/day

7

Bonus feat

8

Ability boost

9

Save boost

10

Spell choice: 2nd-level 2/day

11

Skill boost

12

Ability boost

13

Spontaneous spell: 1st-level 1/day

14

Bonus feat

15

Save boost

16

Spell choice: 3rd-level 1/day

17

Skill boost

18

Ability boost

19

Spontaneous spell: 2nd-level 1/day

20

Skill boost

Jack-of-All-Trades Ability Descriptions

Spell Choice (Sp)
The jack-of-all-trades gains the ability to cast spells as spell-like abilities. Each time he gains this ability, he chooses a single spell of the listed level from the channeler spell list. He may not choose Greater Conjuration or Greater Evocation spells. He may thereafter cast the spell as a spell-like ability 1/day. This ability does not mean that the Jack-of-all-trades has learned the spell for the purposes of channeled spellcasting (i.e., he cannot cast the spell with spell energy).
Spontaneous Spell (Sp)
The jack-of-all-trades gains the ability to cast whatever spell he needs as a spell-like ability. Once per day at the listed level, he may cast any spell of the appropriate level from the channeler list as a spell-like ability. He may not cast Greater Conjuration or Greater Evocation spells.
Skill Boost
The jack-of-all-trades gains a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice with this ability.
Ability Boost
The jack-of-all-trades gains a +1 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.
Save Boost
The jack-of-all-trades gains a +1 competence bonus to a saving throw of his choice. The character may not choose the same saving throw twice.
Bonus Feat
The jack-of-all-trades gains a bonus feat. He must meet all of the feat’s prerequisites, as normal.

Mountainborn

The dwarves of the Kaladruns are not the only denizens of Aryth’s mountainous regions. From the refugee Asmadarins that hide on the Terrace of the Elders to the tribes of Erunsil that live amidst the low peaks of the Highhorns, many of Aryth’s denizens took to the mountains after Izrador’s invasion was complete. Mountainborn heroes are tough and hardy, able to withstand the deadly environment of their homes and trained to overcome the physical challenges of living on the slopes. When they descend from their homes for whatever purpose lies in their heart, they often find life off the mountain easy in comparison. The mountainborn are practical, however, and do not take for granted their lives or their relative freedom.

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Mountainborn Abilities by Level

Level Ability

1

Mountaineer +2

2

Endure elements (self only) 1/day

3

Ambush (1 minute)

4

Rallying cry 1/day

5

+1 Con

6

Mountaineer +4

7

Pass without trace (self only) 1/day

8

Ambush (+2 damage)

9

Rallying cry 2/day

10

+2 Con

11

Mountaineer +6

12

Meld into stone 1/day

13

Ambush (5 rounds)

14

Rallying cry 3/day

15

+3 Con

16

Mountaineer +8

17

Stone Tell 1/day

18

Ambush (sniping)

19

Rallying cry 4/day

20

+4 Con

Mountainborn Ability Descriptions

Mountaineer
The mountainborn excels at the skills needed to survive in the treacherous mountain environment. As a result, he gains the listed bonus to all Climb, Jump, and Balance checks, as well as all Survival checks made in mountainous terrain.
Rallying Cry
Mountainborn survive in an environment where communication between members of a hunting party or warband is the key to avoid being surprised or ambushed by hidden foes. They may raise powerful cries that help their allies coordinate attacks against their enemies. When the mountainborn fails to be surprised in an ambush, he can raise this cry as a free action, even when it is not his turn, in order to grant his allies a +4 bonus to any roll to avoid being surprised. Even if his allies are surprised, they are not considered flat-footed during the surprise round thanks to the mountainborn’s warning call.
Ambush
Ambush tactics are a way of life in the rough and rocky terrain of the mountains, where the advantages of surprise and higher ground can mean the difference between survival and death. At 3rd level, the mountainborn can use the Hide skill to conceal both himself and his allies in preparation for an ambush. Concealing a character in this way requires 1 minute (each size category of the creature above Medium doubles the amount of time required), and anyone the mountainborn conceals may use the mountainborn’s ranks in Hide instead of their own. The mountainborn and any characters he conceals are considered to be taking 10 on their Hide checks for this purpose. At 7th level, characters the mountainborn concealed gain a +2 bonus to damage on all attacks against flat-footed foes within 30 ft. This benefit only applies during the surprise round and the first regular round of combat. At 13th level, the mountainborn can conceal allies in half the normal time. At 18th level, characters the mountainborn concealed can fire ranged weapons with impunity. When using the sniping action, such characters only suffer a –4 to their Hide checks on the surprise round and first round of combat, rather than the usual –20. Each round, the penalty to Hide checks while sniping increases by 4, until it reaches the normal penalty of –20.

Naturefriend

A rare hero of Aryth is born with a connection to the natural world that goes beyond a simple affinity for nature. She understands how all the plants, animals, and weather of the world interact with one another and with the other creatures of Aryth. This hero has abilities that help her interact with nature and allow her to call upon its help in times of need. She often looks for like-minded companions with whom she can work to turn back the Shadow before it utterly befouls the world with its dark taint.

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Naturefriend Abilities by Level

Level Ability

1

Natural bond

2

Calm animals 1/day

3

Entangle 1/day

4

Obscuring mist 1/day

5

Animal friend

6

Animal messenger 1/day

7

Wood shape 1/day

8

Gust of wind 1/day

9

Speak with animals 1/day

10

Plant friend

11

Speak with plants 1/day

12

Call lightning 1/day

13

Dominate animal 1/day

14

Spike growth 1/day

15

Elemental friend

16

Sleet storm 1/day

17

Summon nature's ally IV 1/day

18

Command plants 1/day

19

Ice storm 1/day

20

One with nature

Naturefriend Ability Descriptions

Natural Bond
The naturefriend has an instinctive connection with the natural world. She gains wild empathy (as the wildlander ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skills later, she gains a +2 bonus when using them.
Animal Friend (Su)
Starting at 5th level, animals must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Handle Animal checks.
Plant Friend (Su)
Starting at 10th level, plant creatures must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.
Elemental Friend (Su)
Starting at 15th level, elementals must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus on all Diplomacy checks involving elementals.
One with Nature
At 20th level, the naturefriend becomes intrinsically tied with nature. She may use commune with nature as a spell-like ability at will.

Northblooded

Born in the frozen tundra of the northlands, the northblooded has a hardy constitution that inures her to both the harsh climate of her homeland as well as the pain and inconvenience of injuries of all kinds. Northblooded tend to be grim and see humor as a waste of breath. They speak in short phrases and always come quickly to the point, not having the patience to dally even when the chilling wind is not freezing their words. Northblooded heroes are most often orcs or Dorns from the Northlands who have decided to take up arms against their oppressors, but some Erunsil and displaced individuals of other races also find that they too have souls of ice.

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Northblooded Abilities by Level

Level Ability

1

Northborn

2

Cold resistance 5

3

Battle cry 1/day

4

Howling winds 1/day

5

+1 Con

6

Aura of warmth

7

Battle cry 2/day

8

Howling winds 2/day

9

Cold resistance 15

10

+2 Con

11

Improved battle cry

12

Howling winds 3/day

13

Frost weapon 1/day

14

Battle cry 3/day

15

+3 Con

16

Cold immunity

17

Battle cry 4/day

18

Greater frost weapon

19

Frost weapon 2/day

20

+4 Con

Northblooded Ability Descriptions

Northborn
The northblooded character is familiar with and comfortable in the frigid northern lands. As a result she is immune to the nonlethal damage caused by cold weather or exposure, and is considered to have wild empathy (as the wildlander ability) when interacting with animals native to cold environments. Finally, she gains a +2 bonus to Survival checks in cold environments.
Battle Cry
Northblooded are steeped in the combat traditions of the Dorns and orcs that predominately populate the frozen northern lands. Their wild battle cries inspire them to great feats during battle. As a free action, a northblooded can shout a battle cry that grants him 1 bonus hit point per character level. These bonus hit points last until the end of the current combat, and in any case are lost first when damage is suffered. At 11th level the battle cry improves, granting the northblooded a +1 morale bonus to attack and damage rolls in addition to the temporary hit points.
Howling Winds (Su)
The cold, searing winds of the north can bring portents of boon or danger when heard by the experienced ears of a northblooded. Once per day at 4th level, the northblooded can listen to the winds and determine information as if he had cast commune with nature, except that he may only learn the answer to a single question. This ability cannot be used underground or in perfectly still conditions, although the slightest wind is enough to provide clues to a northman’s trained ear. At 8th level the northblooded can use this ability twice per day and may gain the answers to two questions per use. At 12th level the northblooded can use this ability three times per day and may gain the answers to three questions per use.
Aura of Warmth (Su)
The northblooded can extend his natural resistance to cold-based dangers to his friends. All characters who remain within 10 feet of a northblooded character receive a +4 circumstance bonus to Fortitude saves versus cold weather conditions.
Frost Weapon (Su)
As a free action, the northblooded can imbue one weapon he is holding with the icy chill of his homeland. The weapon gains the frost special weapon quality for 1 round per character level of the northblooded. At 16th level, the weapon gains the icy burst special weapon quality whenever this ability is used.

Painless

Painless heroes have become completely detached from a world they view as dark and hopeless. They are often so overwhelmed by the realization that nothing anyone does can defeat the power of a god and his mortal armies that they cease to care about their own or others’well-being. It is, after all, hopeless. In ceasing to care, however, the painless transform themselves into ideal warriors against the Shadow. Some painless are driven to mania by their disconnect from the world, a state of extreme agitation that gives them a great deal of energy. Others attempt to keep their mental anguish private, living their everyday lives without burdening those around them with their thoughts. The painless are often found among dwarves and elves, whose lands are besieged by the forces of the dark lord, although there are those of all the races that feel hopeless and desperate when faced with the long odds against their survival and liberation.

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Painless Abilities by Level

Level Ability

1

Painless +5

2

Nonlethal DR 3/-

3

Uncaring mind +1

4

Retributive rage (attack)

5

Ferocity

6

Painless +10

7

Nonlethal DR 6/-

8

Uncaring mind +2

9

Last stand 1/day

10

Increased damage threshold -15

11

Painless +15

12

Nonlethal DR 9/-

13

Uncaring mind +3

14

Retributive rage (damage)

15

Increased damage threshold -20

16

Painless +20

17

Nonlethal DR 12/-

18

Uncaring mind +4

19

Last stand 2/day

20

Increased damage threshold -25

Painless Ability Descriptions

Painless
The painless gains one extra hit point per character level. Additionally, he gains the listed bonus to any skill checks or saving throws made to resist pain (symbol of pain, Concentration checks to cast spells while taking continual damage, etc.).
Nonlethal DR
The painless can ignore most forms of pain that do not cause real damage. He gains the listed amount of damage reduction against nonlethal damage.
Uncaring Mind
The painless character is so removed from this world that it is difficult to affect his mind with attacks. The character gains the listed bonus to Will saving throws against Enchantment spells and effects.
Retributive Rage
For the painless, the pain that should be caused by wounds are channeled into raw fury instead. Once per round when the painless suffers damage equal to twice his character level from a single attack, he may channel the pain it would cause. His next melee attack gains a bonus equal to his character level. If the painless does not make an attack on his turn, the rage dissipates. Multiple attacks in the same round that would cause retributive rage do not stack. For instance, a 4th-level painless might be hit by an orc’s vardatch for 11 points of damage at the beginning of the round, then suffer 19 points of damage from a fireball later in the round, both before his turn. On his turn, the painless still only gains a +4 bonus to his first attack roll. At 14th level, if the attack hits, the bonus is added to damage as well.
Ferocity
Starting at 5th level, the painless does not fall unconscious when below 0 hit points. He may continue to fight without penalty even while disabled or dying.
Increased Damage Threshold
The painless can fight on long after others would have collapsed and died, remaining alive (though still dying) until he reaches the listed hit points. He dies instantly upon reaching his new damage threshold.
Last Stand
Once per day at 11th level, a painless character who has suffered damage equal to at least half of his hit point total can declare a last stand as a free action. For one minute the character gains spell resistance 10 + character level, damage reduction 15/—, and energy resistance (all) 30. He may act normally during this time, but at the end of the minute the character drops to one hit point above his damage threshold and is unconscious. If he does not receive healing before his turn on the next round, he dies. For instance, a 15th-level painless would be able to fight for 10 rounds once declaring his last stand, but at the end of the 10th round he would immediately fall to –19 hit points and would die the next round if he did not receive healing from another source or character before his turn. At 18th level, the character may use this ability twice per day.

Pureblood

Pureblood characters represent the pinnacle of Erenlander lineage, perfectly combining the best traits of both the Dorns and the Sarcosans from which the race was born. Their ancestors were the heroes of men that forged nations, led clans, discovered new lands, and defied Izrador throughout the centuries. They are versatile and talented, exhibiting a variety of abilities that make them excellent adventurers. They combine physical stamina and skill with a keen mind and sharp perceptions—characteristics that make them wellsuited to aiding those who would fight against the dark god and his minions. Yet they are able to hide those traits that separate them from the common crowd, waiting until the perfect moment to unveil their heritage and lead the fight against the Night Kings.

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Pureblood Abilities by Level

Level Ability

1

Master adventurer +2

2

Blood of kings +2

3

Bonus feat

4

Skill mastery

5

Ability increase

6

Master adventurer +4

7

Blood of kings +4

8

Bonus feat

9

Skill mastery

10

Ability increase

11

Master adventurer +6

12

Blood of kings +6

13

Bonus feat

14

Skill mastery

15

Ability increase

16

Master adventurer +8

17

Blood of kings +8

18

Bonus feat

19

Skill mastery

20

Ability increase

Pureblood Ability Descriptions

Master Adventurer
The pureblood excels at several skills necessary for survival in the hard life of an adventurer. He chooses three skills at first level and gains the listed bonus to those skills. Each time the bonus increases, it increases for those three skills only. The pureblood may not choose any Charisma-based skills, as these receive unique bonuses as shown below.
Blood of Kings
The pureblood is a leader among men and a foe to be feared. His ancestors’ blood has been spilled for all the free peoples of Eredane, and his features are akin to those whose gaze has stricken fear into the heart of the darkest orcs and most fell generals. One of the pureblood’s greatest virtues is that he has a powerful personality and heroic lineage, but may still manipulate the dark one’s forces without them ever realizing he is anything but a common Erenlander. This allows him to choose one of two aspects at the beginning of each day: he may act as a canny and subtle hero, gaining the listed bonus to any Charisma-based skill used while interacting with a member of the dark god’s forces. If he chooses, however, he may reveal himself as a hero among men, and for that day gains the listed bonus to all Charisma-based skills when interacting with enemies of the Shadow. The Intimidate skill is the one exception, and may only be used against enemies when the other bonuses apply to allies, and vice versa.
Skill Mastery
Each time the pureblood gains this ability he can choose a single skill. He may thereafter take 10 when using this skill, even if stress and distractions would normally prevent him from doing so.
Ability Increase
The pureblood gains a +1 untyped bonus to an ability score of his choice.

Quickened

The quickened hero seems to exist on another, faster, level of reality. Where others walk, he sprints. While others bring their weapons to bear, he has often already landed his first blow. It is as difficult to hit a quickened with an attack as it is to get the drop on him. He tends to live life to its fullest extent, working as hard as he plays, and is as quick in judgment and action as he is on his feet. A quickened character’s energy can be tiring to those around him, and keeping up with his explosive personality can be an ally’s toughest challenge.

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Quickened Abilities by Level

Level Ability

1

+2 bonus to initiative

2

+1 dodge bonus to AC

3

Fast movement +5 ft.

4

Burst of speed 1/day

5

+1 Dex

6

+2 bonus to initiative

7

+1 dodge bonus to AC

8

Fast movement +5 ft.

9

Burst of speed 2/day

10

+1 Dex

11

+6 bonus to initiative

12

+1 dodge bonus to AC

13

Fast movement +5 ft.

14

Burst of speed 3/day

15

+1 Dex

16

+8 bonus to initiative

17

+1 dodge bonus to AC

18

Fast movement +5 ft.

19

Burst of speed 4/day

20

+1 Dex

Quickened Ability Descriptions

Fast Movement
The quickened can move like the wind. He gains the listed bonus to his base land speed.
Burst of Speed
The quickened can activate a burst of speed as a free action the listed number of times per day. While using burst of speed, the quickened may make one extra attack or move action each round, either before or after his regular actions. A burst of speed lasts for a number of rounds equal to 3 + the quickened’s Con modifier. At the end of this period, the character is considered fatigued for the duration of the encounter (–2 penalty to Str and Dex, cannot run or charge).

Seaborn

Across Eredane are those who are more comfortable floating in the water than standing on their feet. The gnomes, by virtue of their livelihood and role in the post-invasion world, are often of such demeanor, but there are many others who share their affinity for life on the water. Some Dorns and Sarcosans whose families still live in the cities and towns that line the Pellurian coastline find themselves drawn to its often icy waters. For many, the time they spend swimming and fishing is the only shred of freedom they hold on to, as life in most of these settlements is very harsh and tightly regulated by the traitorous lords who now rule them. The seaborn may often leave the comforts of their coastal homes in pursuit of some higher good, but they always long to return to the waves.

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Seaborn Abilities by Level

Level Ability

1

Dolphin's grace

2

Deep lungs

3

Aquatic blindsight 30 ft.

4

Aquatic ally II, 1/day

5

Blur 1/day

6

Deep lungs

7

Dolphin's grace

8

Aquatic ally III, 2/day

9

Fog cloud 1/day

10

Aquatic adaptation

11

Aquatic blindsight 60 ft.

12

Aquatic ally IV, 3/day

13

Displacement 1/day

14

Cold resistance 5

15

Dolphin's grace

16

Aquatic ally V, 4/day

17

Aquatic emissary

18

Assist allies

19

Aquatic blindsight 90 ft.

20

Aquatic ally VI, 5/day

Seaborn Ability Descriptions

Dolphin’s Grace
The seaborn gains a swim speed of 20 ft. She need not make a Swim check to travel through calm water, and she gains a +8 bonus to all Swim checks made to avoid hazards in the water. Each time the character gains this ability (or the first time, if she already had a swim speed) her swim speed increases by 20 ft.
Deep Lungs
At 2nd level, the seaborn may hold her breath for a number of rounds equal to three times her Constitution score. If she may already hold her breath for longer than normal because of her race, increase the multiplier by one. The multiplier for both types of seaborn increases again at 6th level.
Aquatic Blindsight
Seaborn can sense vibrations in the water around them, giving them blindsight to the listed range even when the water is too murky or violent to allow them to use normal vision. This ability only works if the seaborn is completely submerged, and only allows the character to detect creatures or objects that are in the same body of water.
Aquatic Ally (Su)
Seaborn become default protectors of their realm, much as druids and elves do on land. They may therefore summon aquatic allies as if casting the spell summon nature’s ally of the appropriate number and level as listed on the chart. For instance, at 12th level the seaborn may summon aquatic allies three times per day, and may summon aquatic creatures as if casting summon nature’s ally IV each time the power is used. The animals are not actually summoned or teleported as per the spell, but rather are magically drawn to the character. Only animals appropriate to the geographical surroundings may appear. The animals arrive 1d4+1 minutes after the character calls to them and remain to serve the character for 1 minute per character level.
Aquatic Adaptation
At 10th level the seaborn has completely adapted to life underwater. She may still breathe air and may exist out of water indefinitely, but she may also breathe water through small gills that have grown on her neck and back. Additionally, the seaborn does not suffer pressure damage from swimming below 100 ft. in depth.
Aquatic Emissary (Su)
At 17th level the seaborn is blessed with the understanding of all creatures of the rivers and seas. She may speak to any aquatic animal or creature as if using its native tongue and understands all such creatures if they attempt to communicate with her. All such communications are limited by the aquatic creatures’ intelligence.
Assist Allies (Su)
At 18th level the seaborn can interact with water on a supernatural level. She may ferry her allies through the water by controlling the currents around them, granting them swim speeds equal to their base land speeds so long as they remain within 30 ft. She may ferry one ally per three character levels, and may channel oxygen directly to them such that they may hold their breaths for a number of minutes equal to their Constitution scores (rather than the norm, which is a number of rounds equal to twice their constitution scores).

Seer

Seers are gifted with second sight, an ancient and mysterious gift. Visions come to them in their sleep, as they fill their canteens in clear, reflective pools, and in self-induced trances. Seer characters are often introspective, searching always within themselves for the answers they cannot glean from their visions.

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Seer Abilities by Level

Level Ability

1

Alarm (mental alarm only) 1/day

2

Augury 1/day

3

Seer sight (day/level, 1/day)

4

Clairaudience/clairvoyance 1/day

5

Locate object 1/day

6

Seer sight (day/level, 2/day)

7

Locate creature 1/day

8

Speak with dead 1/day

9

Seer sight (month/level, 2/day)

10

Divination 1/day

11

Scrying 1/day

12

Seer sight (month/level, 3/day)

13

Arcane eye 1/day

14

Divination 2/day

15

Seer sight (year/level, 3/day)

16

Prying eyes 1/day

17

Legend lore 1/day

18

Seer sight (year/level, 4/day)

19

Commune 1/day

20

Vision 1/day

Seer Ability Descriptions

Special
At his discretion, the DM may activate one of the seer’s spell-like abilities (though not when doing so would endanger the seer, such as during combat) in order to convey useful story information to the party. Additionally, because the seer’s powers do not actually rely on communication with a divine entity, all of her spelllike abilities convey information using sight, sound, smell, and other sensory information, rather than actual words. For instance, augury would provide a positive or negative feeling when the seer thinks about a particular course of action, rather than the words “weal” or “woe.” Likewise, when using speak with dead, a seer can experience what the body saw, felt, heard, etc. about specific events or topics, but cannot ask it actual questions.
Seer Sight (Su)
The seer can divine information from an object, place, or person that she is touching. She can see all events that occurred to or near the target, as far back into the past as the listed amount of time. Using this ability requires uninterrupted concentration, during which the information is transferred to her as a series of quick flashes in her mind. The seer may choose to look back several days, several months, or several years. If looking back over days, the seer gains a detailed understanding of all of the day’s events. If looking back over months, the seer gains a comprehensive understanding of events of each week, with dramatic events being highlighted. If looking back over years, the seer gains a general understanding of events of each season, with dramatic events being highlighted. Each day, month, or hour observed requires one minute of concentration. After using this ability, the seer is dazed for one minute.

Speaker

In a land where speech decrying Izrador and the Night Kings has been banned, the power of words can never be underestimated. Speakers have taken this power to an entirely new level by honing their vocal emanations into a source of great power. They can shatter doors with a shout, cause intense pain by wailing at their enemies, and affect reality with nothing more than a single word. The speaker often sees himself as a leader because of the power of his words—those who do not heed the words he uses are fools. Others use their powers more humbly, seeing themselves as speaking for an entire population of the downtrodden and defeated. A speaker tends to choose his words carefully, and the first indication of his power may be the last thing his enemies hear.

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Speaker Abilities by Level

Level Ability

1

Comprehend languages 1/day

2

Persuasive speaker +2

3

Power word (opening)

4

Whispering wind 1/day

5

Cha +1

6

Power word (shattering)

7

Persuasive speaker +4

8

Tongues 1/day

9

Power word (silence)

10

Cha +1

11

Persuasive speaker +6

12

Shout 1/day

13

Power word (slumber)

14

Language savant

15

Cha +1

16

Power word (charming)

17

Persuasive speaker +8

18

Shout, greater 1/day

19

Power word (holding)

20

Cha +1

Speaker Ability Descriptions

Persuasive Speaker: The speaker gains the listed bonus to all Charisma-based skill checks in which verbal persuasion plays a role.

Power Words (Su)
The speaker learns primal words that, when intoned, have powerful and amazing results. As he grows in power, the speaker continues to learn new words that can be used against his enemies. Using a word of power is a standard action that does not provoke an attack of opportunity, and the character must be able to speak. The speaker can use any power word he knows at will, but he may invoke a maximum number of power words per day equal to 3 + his Charisma modifier. All words have a range of 60 ft., effects and saving throws as per the spell descriptions referenced (DC = spell level + speaker’s Charisma modifier), and are cast with a caster level equal to the speaker’s character level. The following words are learned throughout the character’s development.
Word of Opening: When intoned, this word can be made to open any door, even those locked by magical means. The speaker character can target any door or item as if he had cast a knock spell. Word of Shattering: When intoned, this word shatters objects and some creatures as if the character had cast a shatter spell. Word of Silencing: When the speaker invokes this word, one creature, object, or point in space is silenced as if targeted by a silence spell. Word of Slumber: When the speaker invokes this word, one creature of 10 HD or less is put to sleep as if targeted by a deep slumber spell. Word of Charming: When the speaker invokes this word, one creature is charmed as if targeted by a charm monster spell. Word of Immobilization: When the speaker invokes this word, one creature is held as if targeted by a hold monster spell.
Language Savant (Su)
The speaker character is so in tune with the power of the spoken word that he can understand any language spoken to him. Once he has heard a language being spoken for 10 minutes, he may speak that language fluently for the rest of the day.

Spellsoul

There are many in the lands of Aryth who are born with the spark of magic within them, but for some reason or another never learn to use it beyond a minor enchantment or useful trick. Still, the arcane energies that flow within them yearn to find an outlet, and the spellsoul often finds himself in the company of a more powerful spellcaster at some point in his life. When magic is used around a spellsoul, he can feel it almost as if he had shaped the magic himself. He is able to lend his energy to power the spells of others, and to use the energy within him to shape and change any magic that is cast in his presence.

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Spellsoul Abilities by Level

Level Ability

1

Untapped potential

2

Metamagic aura 1/day (enlarge)

3

Resistance +1

4

Bonus raw energy +2

5

Metamagic aura (extend spell)

6

Metamagic aura (2/day)

7

Resistance +2

8

Metamagic aura (reduce spell)

9

Bonus raw energy +2

10

Metamagic aura 3/day

11

Metamagic arua (attract)

12

Resistance +3

13

Bonus raw energy +2

14

Metamagic aura (empower)

15

Metamagic aura 4/day

16

Resistance +4

17

Metamagic aura (maximize)

18

Bonus raw energy +2

19

Resistance +5

20

Metamagic aura (redirect)

Spellsoul Ability Descriptions

Untapped Potential
The spellsoul has a number of raw energy points (similar to spell points) equal to 1 + his Intelligence, Wisdom, or Charisma modifier, whichever is highest. This raw energy may not be used to cast spells. In fact, the spellsoul character can never take the Magecraft feat or any Spellcasting feats. The spellsoul may share this raw energy with spellcasters near him, however. Any time a spell is being cast within 30 ft. of the spellsoul, he may give up raw energy to power the spell as if it was spell energy. This works in all ways as if the spell energy was coming from the spellcaster, and is a free action. The spellsoul may not suffer spell damage in order to power another’s spells; he may, however, contribute raw energy to partially power a spell, in which case the other character must pay the remainder of the spell energy or suffer spell damage normally. Raw energy is recovered in the same way as spell energy.
Metamagic Aura (Su)
Beginning at 2nd level, the spellsoul is able to use his awareness of magic to shift and shape spells cast in the area around him. This ability manifests itself in various forms of metamagic that the character can use to alter spells as they are cast. Some of the abilities can be used to enhance the spells cast by his allies, while others can be used to weaken or even nullify spells cast by his enemies. Any time a spell is cast within 30 ft. of the spellsoul, he can choose to use any metamagic ability to which he has access to modify the spell. Only abilities gained through this heroic path may be used in this manner. Doing so is a free action. The spellsoul can target any spell whose level is equal to or less than half the spellsoul’s character level (rounded down). Thus, a 4th level spellsoul could affect up to 2nd-level spells with his metamagic aura. The character must know a spell is being cast to use this ability. Thus, a spellsoul could not affect a silent spell being cast by an invisible opponent. Quickened spells and other spell-like abilities that are free actions cannot be modified by this ability. The spellsoul does not need to know which spell is being cast in order to affect it, although it is helpful. He may identify the spell by making a successful Spellcraft check (DC 15 + spell level). If unsuccessful, he may still attempt to modify the spell, but the effects applied may be helpful, superfluous, or dangerous, depending on the actual spell. Knowing what spell is being cast is a tactical factor, but in no way affects the spellsoul’s ability; for instance, an allied caster might explain a round ahead of time that he is going to cast a fireball, and that he wants the spellsoul to empower it. If the caster changes his mind and casts a lightning bolt instead, the spellsoul’s ability would still empower it. The following abilities can be applied to a spell via the spellsoul’s metamagic aura:

2nd: Enlarge Spell—As the feat.

5th: Extend Spell— As the feat.

8th: Reduce Spell—All variable, numeric effects of a reduced spell are decreased by one-half. Areduced spell deals half as much damage as normal, affects half as many targets as normal, etc., as appropriate. Saving throws and opposed rolls (such as that made to overcome spell resistance) are not affected. Spells without random variables are not affected.

11th: Attract Spell—The spellsoul becomes the target of the spell being cast. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spellcaster and a range of Close, Medium, or Long. If both of these conditions are met, the spellsoul becomes the new target of the spell. Thus, if a legate casts cause fear on one of the spellsoul’s companions, the spellsoul may force the spell to target him instead. Area of effect spells still affect others, but are centered on the spellsoul.

14th: Empower Spell— As the feat.

17th: Maximize Spell— As the feat.

20th: Redirect Spell—The spellsoul may redirect the spell to any point within its normal range. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spellcaster and a range of Close, Medium, or Long.

Resistance (Su)
The spellsoul gains the listed bonus on saving throws against spells and spell-like effects.
Bonus Raw Energy
The spellsoul’s maximum number of raw energy points increases by +2.

Shadow Walker

Some heroes walk more easily in the night, hidden away from the prying eyes of the Night Kings’minions. They prefer the pale light of the moon and stars to the bright, revealing rays of the sun. The power that flows through them grants them the ability to obfuscate their movements and to hastily retreat, on foot as well as through the shadows themselves. Shadow walkers are often mistaken for enemies of the peoples of Aryth because of their nocturnal ways, but a shadow walker hero may be a more effective insurgent than those who continue to fight openly.

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Shadow Walker Abilities by Level

Level Ability

1

Darkvision +60 ft.

2

Shadow veil +2

3

Expeditious retreat 1/day

4

Shadow jump 10 ft.

5

Blur 1/day

6

Shadow veil +4

7

Undetectable alignment 1/day

8

Shadow jump 20 ft.

9

Displacement 1/day

10

Shadow veil +6

11

Hide in plain sight

12

Shadow jump 30 ft.

13

Expeditious retreat 2/day

14

Shadow veil +8

15

Blur 2/day

16

Shadow jump 40 ft.

17

Undetectable alignment 2/day

18

Shadow veil +10

19

Displacement 2/day

20

Shadow jump 50 ft.

Shadow Walker Ability Descriptions

Shadow Veil
The shadow walker seems to blend into the shadows more easily than others, covering himself with a veil of darkness. He gains the listed bonus to all Hide checks.
Shadow Jump (Su)
A shadow walker can become one with the shadows, stepping into and traveling through them as if they were rivers of darkness. The shadow walker can move the distance shown as a standard action, bypassing any barriers as if they did not exist, so long as he begins and ends his jump in shadowed areas. Thus, a character hiding behind a boulder could shadow jump to the other side of the boulder to avoid searching foes. Moving in this way never provokes attacks of opportunity.

Steelblooded

The steelblooded hero often finds himself falling into the life of a mercenary, as often aiding rebels as he does the armies of the Night Kings. When it becomes obvious that his powers go beyond simple skill or training, however, most steelblooded recognize that they have been chosen by Aryth to defend her with strength of arms, and forsake any allegiance they once had to the Shadow in the north. His natural affinity for weapons makes him an excellent warrior and trainer.

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Steelblooded Abilities by Level

Level Ability

1

Bonus feat

2

Offensive tactics +1

3

Strategic blow (DR 3)

4

Skill warrior

5

Bonus feat

6

Strategic blow (DR 6)

7

Offensive tactics +2

8

Skilled warrior

9

Strategic blow (DR 9)

10

Bonus feat

11

Offensive tactics +3

12

Strategic blow (DR 12)

13

Skilled warrior

14

Untouchable

15

Bonus feat

16

Strategic blow (DR 15)

17

Offensive tactics +4

18

Skilled warrior

19

Untouchable

20

Bonus feat

Steelblooded Ability Descriptions

Bonus feat
At 1st, 5th, 10th, 15th, and 20th level, the steelblooded gains his choice of one of the following bonus feats: Exotic Weapon Proficiency, Improved Weapon Focus, Improved Weapon Specialization, Martial Weapon Proficiency, Weapon Focus, Weapon Specialization. The steelblooded must meet all of the prerequisites for these feats as normal except for the requisite fighter levels; instead of the required fighter level, the steelblooded must have a BAB equal to the fighter level required.
Offensive Tactics
When the steelblooded uses the full attack action, he gains the listed bonus to either his first attack roll of the round or to all damage rolls for the round. The steelblooded must choose whether to apply his bonus to attack or damage at the beginning of the round before any rolls are made.
Strategic Blow
The steelblooded learns to take advantage of the weak points in his opponents’ defenses, even those that seem immune to harm. He may ignore the listed amount of damage reduction when making melee attacks.
Skilled Warrior
Each time this ability is gained, the steelblooded may choose one of the following attack actions that imposes a penalty to attack rolls: fighting with weapons with which he is not proficient, fighting defensively, fighting with two weapons, or making an attack in a grapple. The steelblooded may thereafter perform the chosen attack action while only suffering half the normal penalty. Each attack action may only be chosen once.
Untouchable
At 14th level, whenever the steelblooded performs a special attack action that would normally provoke an attack of opportunity, he does not provoke (such as when initiating a grapple, attempting to disarm a weapon, and so on). At 19th level, the steelblooded never provokes attacks of opportunity due to movement or for performing any move action, standard action, or full-round action that would normally provoke.

Sunderborn

When the Sundering closed the world of Aryth off from the other planes of existence, many creatures from those planes were trapped on the world. Even now, thousands of years later, creatures from other planes roam the world in search of a way home. Over the centuries some of these creatures formed relationships with mortals from this world, leading to the blood of outsiders being found in some rare lineages. When combined with the power of heroes, this link grants a character unique abilities. Sunderborn characters are caught between two worlds—their personalities often seem scattered or confusing to those that do not know them well. They are as comfortable around outsiders as they are around mortals, and they relish any chance to interact or communicate with others of their kind.

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Sunderborn Abilities by Level

Level Ability

1

Detect outsider

2

Blood of the planes +2

3

Summon monster I 1/day

4

Planar fury 1/day

5

Blood of the planes +4

6

Summon monster II 1/day

7

Spirit sight

8

Blood of the planes +6

9

Summon monster III 1/day

10

Planar fury 2/day

11

Blood of the planes +8

12

Summon monster IV 1/day

13

Spirit sight

14

Blood of the planes +10

15

Summon monster V 1/day

16

Planar fury 3/day

17

Blood of the planes +12

18

Summon monster VI 1/day

19

Spirit sight

20

Blood of the planes +14

Sunderborn Ability Descriptions

Detect outsider (Sp)
This ability works just like the detect evil spell, except that it reveals the presence of creatures of the outsider type. This ability may be used at will.
Blood of the Planes
Outsiders can sense the common blood flowing in the veins of the sunderborn character. This grants him the listed bonus on all Charisma-based skill checks when dealing with outsiders, no matter their origin or alignment.
Monster Summoning (Sp)
The sunderborn have an inherent connection to the many spirits strewn throughout Aryth. As such, they may summon spirits as spell-like abilities. However, as the ability is intuitive rather than practiced and studied, the sunderborn character has no control over what will answer his call. The type and even number are determined randomly by the DM each time. For instance, if a sunderborn used his summon monster IV ability, the DM would first roll 1d4 to determine whether the ability calls forth a single creature from the summon monster IV list, 1d3 creatures from the summon monster III list, and so on. Once the level and number of creatures have been determined, the DM rolls randomly to determine which creature(s) from the list answer the call.
Planar Fury
Starting at 3rd level, the sunderborn can focus the rage and frustration of the countless outsiders trapped on Aryth. This works exactly like a barbarian’s rage ability except that all bonuses and penalties are halved (+2 Str and Con, +1 to Will saves, –1 to AC). The character is fatigued as normal following the rage. If the character has rage abilities from another source, they do not stack with those gained by planar fury.
Spirit Sight (Su)
The sunderborn begins to see the world as his outsider kin do. At 7th level, he gains darkvision within 60 ft. If he already had darkvision, the range doubles. At 13th level, the sunderborn becomes able to see perfectly in any darkness, even magical darkness. At 19th level, the sunderborn can see invisible creatures.

Tactician

There are those who claim the spirits of ancient generals wait for those worthy to take up their mantle. Those who follow the heroic path of the tactician may be the spiritual heirs to these worthies. Their skill in commanding is unparalleled, whether desperate peasants organizing their hamlet against attacking Fell or seasoned generals rallying their veteran troops to a last stand. Though usually somewhat skilled at arms, the tacticians excel at directing others in combat, getting the most from the skills possessed by their allies.

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Tactician Abilities by Level

Level Ability

1

Aid another

2

Combat overview 1/day

3

Coordinated initiative 1/day

4

Coordinated attack 1/day

5

Aid another +1

6

Combat overview 2/day

7

Coordinated initiative 2/day

8

Coordinated attack 2/day

9

Aid another +2

10

Combat overview 3/day

11

Coordinated initiative 3/day

12

Coordinated attack 3/day

13

Directed attack 1/day

14

Aid another +3

15

Combat overview 4/day

16

Coordinated initiative 4/day

17

Coordinated attack 4/day

18

Telling blow 1/day

19

Aid another +4

20

Perfect assault 1/day

Tactician Ability Descriptions

Aid Another
The tactician is so adept at helping others find their way in the heat of battle that she may use the aid another combat action as a move action instead of a standard action. At higher levels, those she assists with the aid another action gain the listed bonus as an insight bonus to their attack roll or AC, whichever option the tactician chose.
Combat Overview
The tactician is able to see the battle and its effects in her mind and may thereby organize her allies optimally. Use of this ability is a move action, and allows a single ally within 60 ft. to do one of the following things:

—Avoid an attack of opportunity. Any single attack of opportunity to which an opponent would otherwise be entitled is avoided entirely by the tactician’s ally. This ability must be declared on the tactician’s turn and the ally and opponent who are affected must be declared at that time. If circumstances change such that the attack of opportunity is not provoked, the ability still counts as used.

—Treat one opponent as if he was flat-footed against the ally. Foes with the uncanny dodge ability may are immune to this effect.

—Avoid being flat-footed against one foe for the round.

Coordinated Initiative
The tactician must declare the use of this ability as a free action before initiative is determined in a combat. When activated, coordinated initiative allows all of the tactician’s allies within 30 ft. to use her initiative instead of theirs.
Coordinated Attack
Use of this ability is a full-round action, and the tactician’s allies must delay their own actions until the tactician’s initiative if they wish to gain its benefits. On her initiative, the tactician calls out a single target and all of her allies within 30 ft. may immediately make their normal melee or ranged weapon attack rolls against that target. These attacks all receive a +1 bonus to both attack and damage for every ally involved, up to a maximum of +5.
Directed Attack
As a full-round action, the tactician may add half of her base attack bonus to one ally’s attack bonus within 30 feet. This bonus is applied to the next single attack made by the ally.
Telling Blow
Using this ability is a standard action. From the moment this ability is activated until the tactician’s next turn, all allies within 30 ft. of the tactician may re-roll all weapon damage rolls once, taking the higher of the two rolls.
Perfect Assault
Using this ability is a full-round action. All of the tactician’s allies within 30 ft. automatically threaten a critical hit with their successful attack that round.

Warg

Characters with the blood of animals can be found in all corners of Aryth. They at once have antisocial tendencies and a pack mentality—once they choose their companions, they defend them loyally and to the death. Wargs are ferocious in combat, favoring quick, brutal strikes over fancy maneuvers and strategic planning. They have a strong affinity with animals, and their animal companions grow stronger along with their masters. A warg must choose a single type of animal of size Large or smaller as his bonded creature when this path is chosen. His warg abilities apply only to this type of animal. Most wargs choose an animal that can be selected as an animal companion at 2nd level; more powerful animals may be chosen, but the warg may not attract an animal companion of that type until he has gained the animal companion ability an appropriate number of times. Dire animals may not be chosen, as dire animals in MIDNIGHT are intelligent magical beasts. Halfling wargs can choose immature wogrens as their bonded creature, even though wogrens are magical beasts.

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Warg Abilities by Level

Level Ability

1

Wild empathy

2

Animal companion

3

Wild sense (sight or scent)

4

Charm animal 1/day

5

Wild shape (Medium, 1/day)

6

Animal companion

7

Speak with animals 1/day

8

Wild shape (Medium, 2/day)

9

Wild sense (sight or scent)

10

Animal companion

11

Wild shape (Large, 2/day)

12

Charm animal 2/day

13

Ferocity

14

Animal companion

15

Wild shape (Large, 3/day)

16

Wild sense (sight or scent)

17

Speak with animals 2/day

18

Animal companion

19

Wild shape (Huge, 3/day)

20

Wild sense (blindsense)

Warg Ability Descriptions

Wild Empathy
As the wildlander ability of the same name. If the warg already has this ability or gains it later, he gains a +2 to all wild empathy checks.
Animal Companion
As the wildlander class ability. Each time the warg gains this ability, he either gains a new animal companion of his chosen type or his animal companion improves by one rank.
Wild Sense
Each time the warg gains this ability, he may choose either sight or scent. If he chooses sight, he gains low-light vision. If he already had low-light vision, he can now see three times as far as a human in poor lighting (or four times as far if he chooses it again, or five times as far, and so on). If he chooses scent, he gains the scent ability. If he already has scent, the range at which he can detect opponents doubles. At 20th level, the warg’s senses are so acute that he gains blindsense to a range of 30 ft.
Wild Shape
As the druid class ability from the PHB, with a maximum size as listed. The warg may only wild shape into his bonded animal type (or its dire version) is the listed size or smaller. For instance, a warg that chose the wolf as his bonded animal type could wild shape into a wolf at 5th level or a dire wolf at 11th level. On the other hand, a warg that chose the brown bear as his bonded animal type could not wild shape into that form until 11th level.
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  • Earth Elemental, Large (Creature)
  • Earth Elemental, Medium (Creature)
  • Earth Elemental, Primal (Epic Creature)
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  • Earth, 2030 AD
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  • Earthquake (Spell)
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  • Gorgon (Creature)
  • Gorilla, Behemoth (Epic Creature)
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  • Halfling Burrow (Spell) (Midnight)
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  • Hallow (Spell)
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  • Halls of Origination (1COT31)
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  • Halmuth Bruil
  • Halt Undead (Spell)
  • Hamatula (Creature)
  • Hammer Ward
  • Hammer
  • Hammersring Hall
  • Hamurza Warbringer
  • Handle Animal (Skill)
  • Handle Animal
  • Hapij Sabban
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  • Harm (Spell)
  • Harod Blaendryn
  • Harper
  • Harpers
  • Harpy (Creature)
  • Harpy Archer (Creature)
  • Harrold Farrier
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  • Haste (Spell)
  • Hatching a Plan (1COT33)
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  • Hawk (Creature)
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  • Hayley Paige Henson
  • Heal (Skill)
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  • Heal, Mass (Spell)
  • Heal
  • Heart of the Beast
  • Heat Metal (Spell)
  • Heavy weapons
  • Hecatoncheires (Epic Creature)
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  • Help:Editing
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  • Henry Phillip Winthrop, Sr
  • Henry Phillip Winthrop
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  • How to format a prestige class in wikitext without really trying
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  • Hydra (Creature)
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  • Hydra, Eleven-Headed (Creature)
  • Hydra, Five-Headed (Creature)
  • Hydra, Nine-Headed (Creature)
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  • Hydra, Six-Headed (Creature)
  • Hydra, Ten-Headed (Creature)
  • Hydra, Twelve-Headed (Creature)
  • Hyena (Creature)
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  • Hypnotism (Spell)
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  • Ice Devil (Creature)
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  • Identify (Spell)
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  • Illis Khendarhine
  • Illusory Script (Spell)
  • Illusory Wall (Spell)
  • Ilmaryn Oakheart
  • Iltkazar
  • Ilvastarr Villa
  • Ilyykur's Mantle (Spell)
  • Ilzimmer
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  • Imaskar
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