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Amberos Play Guide

3.5E D&D OGL rules tailored for playing in my home campaign world, Amberos.

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Stormonu
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (4 votes)
2K views905 pages

Amberos Play Guide

3.5E D&D OGL rules tailored for playing in my home campaign world, Amberos.

Uploaded by

Stormonu
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Amberos Play Guide

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Amberos Play Guide

Amberos
Guide for Play

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Amberos Play Guide

THE BASICS............................................................... 4
ADVENTURING.................................................... 364
THE CORE MECHANIC ...............................................4
CARRYING, MOVEMENT, & EXPLORATION ........... 364
DICE ..........................................................................4
EXPLORATION ....................................................... 368
ABILITY SCORES ........................................................4
TREASURE ............................................................. 371
THE ABILITIES ...........................................................5
EXPERIENCE .......................................................... 373
DESCRIPTION .............................................................6
COMBAT................................................................ 374
RACES.........................................................................9
HOW COMBAT WORKS.......................................... 374
FAVORED CLASS ........................................................9
COMBAT STATISTICS ............................................. 374
RACE AND LANGUAGES ............................................9
ACTIONS IN COMBAT ............................................ 377
SMALL CHARACTERS .................................................9
INJURY AND DEATH .............................................. 385
CORE RACES OF AMBEROS ......................................10
MOVEMENT, POSITION, AND DISTANCE ............... 389
OTHER RACES..........................................................24
COMBAT MODIFIERS ............................................. 391
CLASSES...................................................................26 SPECIAL ATTACKS ................................................ 393
SPECIAL INITIATIVE ACTIONS ............................... 398
MONSTER HIT DICE .................................................26
LEVEL ADJUSTMENT ADVANCEMENT ......................26 SOCIAL ENCOUNTERS...................................... 400
MULTICLASSING ......................................................27
SOCIAL STATISTICS ............................................... 400
CLASS DESCRIPTIONS ..............................................28
ACTIONS IN A SOCIAL ENCOUNTER ...................... 401
PRESTIGE CLASSES ................................................113
COURTLY INTRIGUE .............................................. 407
SKILLS.................................................................... 180
SKILL CHALLENGES ......................................... 410
SKILLS SUMMARY .................................................180
SETTING UP A SKILL CHALLENGE ......................... 410
USING SKILLS ........................................................180
PERFORMING A SKILL CHALLENGE ...................... 410
SIMPLE SKILL CHECKS ..........................................180
RESULTS OF A SKILL CHALLENGE ......................... 410
COMPLEX SKILL CHECKS ......................................180
EXAMPLE SKILL CHALLENGE................................ 410
OPPOSED SKILL CHECKS .......................................181
DIFFICULTY CLASS ................................................181 SPECIAL ABILITIES & CONDITIONS ............ 416
SKILL DESCRIPTIONS .............................................182
SPECIAL ABILITIES ................................................ 416
FEATS .....................................................................208 CONDITIONS.......................................................... 427
FEATS SUMMARY ..................................................208 PSIONICS............................................................... 432
FEAT TYPES ...........................................................226
MANIFESTING ....................................................... 432
FEAT DESCRIPTIONS ..............................................230
HERO POINTS.......................................................296 SPELLS................................................................... 433

USING HERO POINTS..............................................296 SPELLCASTING ...................................................... 433


GAINING HERO POINTS ..........................................296 CASTING SPELLS ................................................... 433
COUNTERSPELLING ............................................... 434
RELIGION .............................................................. 298 METAMAGICED SPELLS ......................................... 436
NATURALLY METAMAGICED SPELLS .................... 437
GODS OF AMBEROS ...............................................298
SPELL DESCRIPTIONS ............................................ 438
OTHER INFORMATION .....................................303 ARCANE SPELLS .................................................... 444
DIVINE SPELLS ...................................................... 446
VITAL STATISTICS .................................................311
SPELL LISTS .......................................................... 449
FAMILY MATTERS .................................................313
SPELL DESCRIPTIONS ............................................ 516
SOCIAL STATUS AND FORMER OCCUPATION .........314
SOCIAL CLASS .......................................................317 MAGIC ITEMS...................................................... 713
REASONS FOR ADVENTURING ................................318
MAGIC ITEMS AND DETECT MAGIC....................... 713
EQUIPMENT.......................................................... 320 POWER COMPONENTS ........................................... 713
USING ITEMS ......................................................... 713
WEAPONS ..............................................................320
UNUSUAL MAGIC ITEMS ....................................... 715
ARMOR ..................................................................341
CHARGES, DOSES, AND MULTIPLE USES .............. 715
MISCELLANEOUS GEAR .........................................350
PURCHASING MAGIC ITEMS .................................. 715
SPECIAL MATERIALS .............................................360
MAGIC ITEM DESCRIPTIONS .................................. 716

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MAGIC ITEM HISTORIES ........................................ 717
CREATING MAGIC ITEMS ....................................... 718
MUNDANE MAGIC ITEMS ...................................... 724
ARMOR .................................................................. 724
WEAPONS .............................................................. 730
POTIONS AND OILS ............................................... 743
RINGS .................................................................... 744
RODS ..................................................................... 749
SCROLLS................................................................ 754
STAFFS .................................................................. 756
STAFF DESCRIPTIONS ............................................ 756
WANDS.................................................................. 759
WONDEROUS ITEMS .............................................. 759
INTELLIGENT ITEMS .............................................. 791
CURSED ITEMS ...................................................... 794
ARTIFACTS ............................................................ 801
TECHNOLOGICAL ITEM CREATION ............ 814
PURCHASING TECHNOLOGICAL DEVICES .............. 814
PURCHASING TECHNOLOGICAL DEVICES .............. 815
ACTIVATING TECHNOLOGICAL DEVICES ............... 815
CREATING TECHNOLOGICAL ITEMS ....................... 815
TECHNOLOGICAL ITEMS ........................................ 822
TECHNOLOGICAL DEVICE DESCRIPTIONS .............. 824
CONSTRUCT CONSTRUCTION ................................. 846
CONSTRUCT TEMPLATE ......................................... 851
WARRIORS OF DISHNU..................................... 854
WARRIOR OF DISHNU (TEMPLATE) ....................... 854
WARRIOR FEATS ................................................... 856
SPECIAL WEAPONS ................................................ 857
EXAMPLE WARRIORS OF DISHNU .......................... 857
WORLD BUILDING ............................................. 860
WILDERNESS, WEATHER, & ENVIRONMENT ......... 860
WILDERNESS ......................................................... 868
WEATHER .............................................................. 879
THE ENVIRONMENT ............................................... 883
PLANES .................................................................. 887
WHAT IS A PLANE?................................................ 887
PLANE DESCRIPTIONS............................................ 891
PERSONALITIES OF AMBEROS ...................... 901

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The Basics Rounding Fractions
In general, if you wind up with a fraction, round
down, even if the fraction is one–half or larger.
The Core Mechanic Exception: Certain rolls, such as damage and hit points,
Whenever you attempt an action that has some have a minimum of 1.
chance of failure, you roll a twenty–sided die (d20). To
determine if your character succeeds at a task you do Multiplying
this: Sometimes a rule makes you multiply a number or
• Roll a d20. a die roll. As long as you’re applying a single multiplier,
• Add any relevant modifiers. multiply the number normally. When two or more
• Compare the result to a target number. multipliers apply to any abstract value (such as a modifier or
a die roll), however, combine them into a single multiple,
If the result equals or exceeds the target with each extra multiple adding 1 less than its value to the
number, your character succeeds. If the result is lower first multiple. Thus, a double (×2) and a double (×2) applied
than the target number, you fail. to the same number results in a triple (×3, because 2 + 1 =
3).
Dice When applying multipliers to real–world values
Dice rolls are described with expressions such (such as weight or distance), normal rules of math apply
as “3d4+3,” which means “roll three four–sided dice instead. A creature whose size doubles (thus multiplying its
and add 3” (resulting in a number between 6 and 15). weight by 6) and then is turned to stone (which would
The first number tells you how many dice to roll multiply its weight by a factor of roughly 3) now weighs
(adding the results together). The number immediately about 18 times normal, not 10 times normal. Similarly, a
after the “d” tells you the type of die to use. Any blinded creature attempting to negotiate difficult terrain
number after that indicates a quantity that is added or would count each square as 4 squares (doubling the cost
subtracted from the result. twice, for a total multiplier of ×4), rather than as 3 squares
d%: Percentile dice work a little differently. You (adding 100% twice).
generate a number between 1 and 100 by rolling two
different ten–sided dice. One (designated before you Ability Scores
roll) is the tens digit. The other is the ones digit. Two 0s
represent 100.

Score Mod 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 –––Can’t cast spells tied to this ability –––
2–3 –4 –––Can’t cast spells tied to this ability –––
4–5 –3 –––Can’t cast spells tied to this ability –––
6–7 –2 –––Can’t cast spells tied to this ability –––
8–9 –1 –––Can’t cast spells tied to this ability –––
10–11 0 – – – – – – – – – –
12–13 +1 – 1 – – – – – – – –
14–15 +2 – 1 1 – – – – – – –
16–17 +3 – 1 1 1 – – – – – –
18–19 +4 – 1 1 1 1 – – – – –
20–21 +5 – 2 1 1 1 1 – – – –
22–23 +6 – 2 2 1 1 1 1 – – –
24–25 +7 – 2 2 2 1 1 1 1 – –
26–27 +8 – 2 2 2 2 1 1 1 1 –
28–29 +9 – 3 2 2 2 2 1 1 1 1
30–31 +10 – 3 3 2 2 2 2 1 1 1
32–33 +11 – 3 3 3 2 2 2 2 1 1
34–35 +12 – 3 3 3 3 2 2 2 2 1
36–37 +13 – 4 3 3 3 3 2 2 2 2
38–39 +14 – 4 4 3 3 3 3 2 2 2
40–41 +15 – 4 4 4 3 3 3 3 2 2
42–43 +16 – 4 4 4 4 3 3 3 3 2
44–45 +17 – 5 4 4 4 4 3 3 3 3
Etc.

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Ability Modifiers (monks, wizards, and sorcerers), and for anyone who wants
Each ability, after changes made because of to be a skilled archer.
race, has a modifier ranging from –5 to +5. Table: You apply your character’s Dexterity modifier to:
Ability Modifiers and Bonus Spells shows the modifier
for each score. It also shows bonus spells, which you’ll • Ranged attack rolls, including those for attacks
need to know about if your character is a spellcaster. made with bows, crossbows, throwing axes, and
The modifier is the number you apply to the other ranged weapons.
die roll when your character tries to do something • Armor Class (AC), provided that the character can
related to that ability. You also use the modifier with react to the attack.
some numbers that aren’t die rolls. A positive modifier • Reflex saving throws, for avoiding fireballs and
is called a bonus, and a negative modifier is called a other attacks that you can escape by moving
penalty. quickly.
• Acrobatics and Stealth. These are the skills that
Abilities And Spellcasters have Dexterity as their key ability.
The ability that governs bonus spells depends
on what type of spellcaster your character is: Constitution (CON)
Intelligence for wizards; Wisdom for clerics, druids, Constitution represents your character’s health and
paladins, and rangers; or Charisma for sorcerers and stamina. A Constitution bonus increases a character’s hit
bards. In addition to having a high ability score, a points, so the ability is important for all classes.
spellcaster must be of high enough class level to be able You apply your character’s Constitution modifier
to cast spells of a given spell level. (See the class to:
descriptions for details.)
• Each roll of a Hit Die (though a penalty can never
The Abilities drop a result below 1—that is, a character always
Each ability partially describes your character gains at least 1 hit point each time he or she
and affects some of his or her actions. advances in level).
• Fortitude saving throws, for resisting poison and
Strength (STR) similar threats.
Strength measures your character’s muscle and • There are no Constitution skills.
physical power. This ability is especially important for
fighters, barbarians, paladins, rangers, and monks If a character’s Constitution score changes enough
because it helps them prevail in combat. Strength also to alter his or her Constitution modifier, the character’s hit
limits the amount of equipment your character can points also increase or decrease accordingly.
carry.
You apply your character’s Strength modifier Intelligence (INT)
to: Intelligence determines how well your character
• Melee attack rolls. learns and reasons. This ability is important for wizards
• Damage rolls when using a melee weapon or a because it affects how many spells they can cast, how hard
thrown weapon (including a sling). their spells are to resist, and how powerful their spells can
(Exceptions: Off–hand attacks receive only be. It’s also important for any character who wants to have a
one–half the character’s Strength bonus, while wide assortment of skills.
two–handed attacks receive one and a half You apply your character’s Intelligence modifier
times the Strength bonus. A Strength penalty, to:
but not a bonus, applies to attacks made with a
bow that is not a composite bow.) • The number of languages your character knows at
• Athletics checks. These are the skills that have the start of the game.
Strength as their key ability. • The number of skill points gained each level. (But
• Strength checks (for breaking down doors and your character always gets at least 1 skill point per
the like). level.)
• Craft, Linguistics, Disable Device, Linguistics,
Dexterity (DEX) Knowledge, and Spellcraft checks. These are the
Dexterity measures hand–eye coordination, skills that have Intelligence as their key ability.
agility, reflexes, and balance. This ability is the most
important one for rogues, but it’s also high on the list A wizard gains bonus spells based on her Intelligence
for characters who typically wear light or medium score. The minimum Intelligence score needed to cast a
armor (rangers and barbarians) or no armor at all wizard spell is 10 + the spell’s level.

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An animal has an Intelligence score of 1 or 2. A character does retroactively get additional skill points for
creature of humanlike intelligence has a score of at least previous levels if she increases her intelligence.
3.
Description
Wisdom (WIS)
Wisdom describes a character’s willpower, Alignment
common sense, perception, and intuition. While A creature’s general moral and personal attitudes
Intelligence represents one’s ability to analyze are represented by its alignment: lawful good, neutral good,
information, Wisdom represents being in tune with and chaotic good, lawful neutral, neutral, chaotic neutral, lawful
aware of one’s surroundings. Wisdom is the most evil, neutral evil, or chaotic evil.
important ability for clerics and druids, and it is also Alignment is a tool for developing your character’s
important for paladins and rangers. If you want your identity. It is not a straitjacket for restricting your character.
character to have acute senses, put a high score in Each alignment represents a broad range of
Wisdom. Every creature has a Wisdom score. personality types or personal philosophies, so two characters
You apply your character’s Wisdom modifier of the same alignment can still be quite different from each
to: other. In addition, few people are completely consistent.
• Will saving throws (for negating the effect of
Good Vs. Evil
charm person and other spells).
Good characters and creatures protect innocent life.
• Perception, Profession, and Survival checks.
Evil characters and creatures debase or destroy innocent life,
These are the skills that have Wisdom as their
whether for fun or profit.
key ability.
“Good” implies altruism, respect for life, and a
concern for the dignity of sentient beings. Good characters
Clerics, druids, paladins, and rangers get bonus
make personal sacrifices to help others.
spells based on their Wisdom scores. The minimum
“Evil” implies hurting, oppressing, and killing
Wisdom score needed to cast a cleric, druid, paladin, or
others. Some evil creatures simply have no compassion for
ranger spell is 10 + the spell’s level.
others and kill without qualms if doing so is convenient.
Others actively pursue evil, killing for sport or out of duty to
Charisma (CHA) some evil deity or master.
Charisma measures a character’s force of People who are neutral with respect to good and
personality, persuasiveness, personal magnetism, ability evil have compunctions against killing the innocent but lack
to lead, and physical attractiveness. This ability the commitment to make sacrifices to protect or help others.
represents actual strength of personality, not merely Neutral people are committed to others by personal
how one is perceived by others in a social setting. relationships.
Charisma is most important for paladins, sorcerers, and Being good or evil can be a conscious choice. For
bards. It is also important for clerics, since it affects most people, though, being good or evil is an attitude that
their ability to turn undead. Every creature has a one recognizes but does not choose. Being neutral on the
Charisma score. good–evil axis usually represents a lack of commitment one
You apply your character’s Charisma modifier way or the other, but for some it represents a positive
to: commitment to a balanced view. While acknowledging that
good and evil are objective states, not just opinions, these
• Deception, Handle Animal, Persuade, Perform, folk maintain that a balance between the two is the proper
and Spellcraft (Use Magic Device) checks. place for people, or at least for them.
These are the skills that have Charisma as their Animals and other creatures incapable of moral
key ability. action are neutral rather than good or evil. Even deadly
• Checks that represent attempts to influence vipers and tigers that eat people are neutral because they
others. lack the capacity for morally right or wrong behavior.
• Turning checks for clerics and paladins
attempting to turn zombies, vampires, and Law Vs. Chaos
other undead.
Lawful characters tell the truth, keep their word,
respect authority, honor tradition, and judge those who fall
Sorcerers and bards get bonus spells based on their
short of their duties.
Charisma scores. The minimum Charisma score needed
Chaotic characters follow their consciences, resent
to cast a sorcerer or bard spell is 10 + the spell’s level.
being told what to do, favor new ideas over tradition, and do
what they promise if they feel like it.
When an ability score changes, all attributes
associated with that score change accordingly. A

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“Law” implies honor, trustworthiness, those in need, and speaks out against injustice. A lawful
obedience to authority, and reliability. On the good character hates to see the guilty go unpunished.
downside, lawfulness can include close–mindedness, Lawful good is the best alignment you can be
reactionary adherence to tradition, judgmentalness, and because it combines honor and compassion.
a lack of adaptability. Those who consciously promote
lawfulness say that only lawful behavior creates a Neutral Good, “Benefactor”
society in which people can depend on each other and A neutral good character does the best that a good
make the right decisions in full confidence that others person can do. He is devoted to helping others. He works
will act as they should. with kings and magistrates but does not feel beholden to
“Chaos” implies freedom, adaptability, and them.
flexibility. On the downside, chaos can include Neutral good is the best alignment you can be
recklessness, resentment toward legitimate authority, because it means doing what is good without bias for or
arbitrary actions, and irresponsibility. Those who against order.
promote chaotic behavior say that only unfettered
personal freedom allows people to express themselves
fully and lets society benefit from the potential that its
Chaotic Good, “Rebel”
individuals have within them. A chaotic good character acts as his conscience
Someone who is neutral with respect to law directs him with little regard for what others expect of him.
and chaos has a normal respect for authority and feels He makes his own way, but he’s kind and benevolent. He
neither a compulsion to obey nor a compulsion to rebel. believes in goodness and right but has little use for laws and
She is honest but can be tempted into lying or deceiving regulations. He hates it when people try to intimidate others
others. and tell them what to do. He follows his own moral
Devotion to law or chaos may be a conscious compass, which, although good, may not agree with that of
choice, but more often it is a personality trait that is society.
recognized rather than being chosen. Neutrality on the Chaotic good is the best alignment you can be
lawful–chaotic axis is usually simply a middle state, a because it combines a good heart with a free spirit.
state of not feeling compelled toward one side or the
other. Some few such neutrals, however, espouse Lawful Neutral, “Judge”
neutrality as superior to law or chaos, regarding each as A lawful neutral character acts as law, tradition, or
an extreme with its own blind spots and drawbacks. a personal code directs her. Order and organization are
Animals and other creatures incapable of paramount to her. She may believe in personal order and
moral action are neutral. Dogs may be obedient and cats live by a code or standard, or she may believe in order for
freespirited, but they do not have the moral capacity to all and favor a strong, organized government.
be truly lawful or chaotic. Lawful neutral is the best alignment you can be
because it means you are reliable and honorable without
The Nine Alignments being a zealot.
Nine distinct alignments define all the possible
combinations of the lawful–chaotic axis with the good– Neutral, “Undecided”
evil axis. A neutral character does what seems to be a good
Each alignment description below depicts a idea. She doesn’t feel strongly one way or the other when it
typical character of that alignment. Remember that comes to good vs. evil or law vs. chaos. Most neutral
individuals vary from this norm, and that a given characters exhibit a lack of conviction or bias rather than a
character may act more or less in accord with his or her commitment to neutrality. Such a character thinks of good
alignment from day to day. Use these descriptions as as better than evil—after all, she would rather have good
guidelines, not as scripts. neighbors and rulers than evil ones. Still, she’s not
The first six alignments, lawful good through personally committed to upholding good in any abstract or
chaotic neutral, are the standard alignments for player universal way.
characters. Some neutral characters, on the other hand, commit
The three evil alignments are for monsters and themselves philosophically to neutrality. They see good,
villains. evil, law, and chaos as prejudices and dangerous extremes.
They advocate the middle way of neutrality as the best, most
Lawful Good, “Crusader” balanced road in the long run.
A lawful good character acts as a good person Neutral is the best alignment you can be because it
is expected or required to act. She combines a means you act naturally, without prejudice or compulsion.
commitment to oppose evil with the discipline to fight
relentlessly. She tells the truth, keeps her word, helps

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Chaotic Neutral, “Free Spirit” other hand, she doesn’t have the restless nature or love of
A chaotic neutral character follows his whims. conflict that a chaotic evil villain has.
He is an individualist first and last. He values his own Some neutral evil villains hold up evil as an ideal,
liberty but doesn’t strive to protect others’ freedom. He committing evil for its own sake. Most often, such villains
avoids authority, resents restrictions, and challenges are devoted to evil deities or secret societies.
traditions. A chaotic neutral character does not Neutral evil is the most dangerous alignment
intentionally disrupt organizations as part of a because it represents pure evil without honor and without
campaign of anarchy. To do so, he would have to be variation.
motivated either by good (and a desire to liberate
others) or evil (and a desire to make those different Chaotic Evil, “Destroyer”
from himself suffer). A chaotic neutral character may A chaotic evil character does whatever his greed,
be unpredictable, but his behavior is not totally random. hatred, and lust for destruction drive him to do. He is
He is not as likely to jump off a bridge as to cross it. hottempered, vicious, arbitrarily violent, and unpredictable.
Chaotic neutral is the best alignment you can If he is simply out for whatever he can get, he is ruthless
be because it represents true freedom from both and brutal. If he is committed to the spread of evil and
society’s restrictions and a do–gooder’s zeal. chaos, he is even worse. Thankfully, his plans are
haphazard, and any groups he joins or forms are poorly
Lawful Evil, “Dominator” organized. Typically, chaotic evil people can be made to
A lawful evil villain methodically takes what work together only by force, and their leader lasts only as
he wants within the limits of his code of conduct long as he can thwart attempts to topple or assassinate him.
without regard for whom it hurts. He cares about Chaotic evil is sometimes called “demonic”
tradition, loyalty, and order but not about freedom, because demons are the epitome of chaotic evil.
dignity, or life. He plays by the rules but without mercy Chaotic evil is the most dangerous alignment
or compassion. He is comfortable in a hierarchy and because it represents the destruction not only of beauty and
would like to rule, but is willing to serve. He condemns life but also of the order on which beauty and life depend.
others not according to their actions but according to
race, religion, homeland, or social rank. He is loath to
break laws or promises.
This reluctance comes partly from his nature
and partly because he depends on order to protect
himself from those who oppose him on moral grounds.
Some lawful evil villains have particular taboos, such
as not killing in cold blood (but having underlings do it)
or not letting children come to harm (if it can be
helped). They imagine that these compunctions put
them above unprincipled villains.
Some lawful evil people and creatures commit
themselves to evil with a zeal like that of a crusader
committed to good. Beyond being willing to hurt others
for their own ends, they take pleasure in spreading evil
as an end unto itself. They may also see doing evil as
part of a duty to an evil deity or master.
Lawful evil is sometimes called “diabolical,”
because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment
because it represents methodical, intentional, and
frequently successful evil.

Neutral Evil, “Malefactor”


A neutral evil villain does whatever she can
get away with. She is out for herself, pure and simple.
She sheds no tears for those she kills, whether for
profit, sport, or convenience. She has no love of order
and holds no illusion that following laws, traditions, or
codes would make her any better or more noble. On the

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Races
There is an unusual abundance of beings on
Amberos who are intelligent enough to be able to take
up the mantle of an adventurer. The core races
available on Amberos are listed below, along with a
brief description of each race. Additional player races
can be found in the Bestiary Malfearous and Bestiary
Nefarious accessory. Check with your GM for
approval to play the non–standard races.

Favored Class
A character’s favored class doesn’t count
against him or her when determining experience point
penalties for multiclassing.

Race And Languages


All characters know how to speak Common.
Many races also speaks a racial language, as
appropriate. A character who has an Intelligence bonus
at 1st level speaks other languages as well, one extra
language per point of Intelligence bonus as a starting
character.
Class–Related Languages: Clerics, druids, and wizards
can choose certain languages as bonus languages even
if they’re not on the lists found in the race descriptions.
These class–related languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Druidic, Sylvan.
Bard, Battlemage, Mage, Sorcerer,Wizard: Draconic.

Small Characters
A Small character gets a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4
size bonus on Stealth (Hide) checks. A Small
character’s carrying capacity is three–quarters of that of
a Medium character.
A Small character generally moves about two–
thirds as fast as a Medium character.
A Small character must use smaller weapons
than a Medium character.

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Core Races of Amberos genders among the Aegyptians usually shave themselves
bald. Eye color among aegyptians is usually gray, light blue
or brown, with green being rare. Among the nobility, there
Humans
is a preponderance of green eye color.
The current Amberos is one that is dominated
Aegyptians have the following special traits:
by the race of men. While there are nine major
subgroups of humans, as a whole they control 80% or • +1 Intelligence, –1 Constitution; Aegyptians
more of Ambero’s surface. harbor many secrets they have learned from their
While the different subgroups of humans have goddess, Shame. However, despite the harsh
slightly different features, attitudes and routes of landscape they live in, Aegyptian inbreeding has
worship, they all share some basic characteristics. caused some racial fraility.
All humans share the following traits: • Khopesh weapon familiarity. Regardless of
class, all Aegyptians treat the Khopesh as a
• Medium: As Medium creatures, humans have martial weapon instead of an exotic weapon.
no special bonuses or penalties due to their • Knowledge is a racial skill. Regardless of your
size. class, all knowledge skills are treated as class
• Human base land speed is 30 feet. skills.
• One extra feat at 1st level. • Diligent feat. Aegyptians study hard, and as such
they are familiar with the value of many things.
• 4 extra skill points at 1st level and 1 extra
They gain the diligent feat for free.
skill point at each additional level.
• Aegyptian blood; There are many technological
• Automatic Language: Common. Bonus
wonders from the past that will only work in
Languages: Any (other than secret languages,
aegyptian hands
such as Druidic). See the Linguistics (Speak
Language) skill. • Favored Class: Cleric, Mage or Scienctist
• Favored Class: Any. When determining
whether a multiclass human takes an Afarian
experience point penalty, his or her highest– Afarians make up the majority of humankind on
level class does not count. Amberos. Comprising a vast mix of cultures, Afarians
represent those humans brought to Amberos by the Elder
Human Subtypes Gods following the Dark Age of Amberos.
The gods of Amberos have magically infused Afarians have a generally light complexion,
humans with their own desires and abilities , creating ranging from a bronze to near–white skin tone. Hair color
subgroups of humans that can be found across the ranges from black to golden blonde and can be straight,
continent. While there are basic humans that can match kinky or curly. Eye color ranges from gray through light
the outward appearance of the subraces below, the blue, green, and brown shades.
following human subtypes have been touched by the Afarians use the normal human traits, with the
gods of Amberos to give them slightly different abilties following addition.
and outlooks than the norm. The default for human • Racial Class Skill: At 1st level, an Afarian human
characters is Afarian. chooses one skill of his choice (If the skill has
several subsets, he may choose 2 subskills). The
Aegyptian skill becomes a class skill regardless of what class
the character advances in.
Also known as Shame’s folk, the Aegyptians
derive from the people that the godess Shame herself
was born of. In ancient times, her people came in Aharati
conflict with the Dhoric, and they were punished for the Known as Belli’s chosen, the Aharati are a nature–
crimes they commited against the Elder Gods. loving branch of humankind with a strong nomadic streak.
However, Shame was able to secretly commune with Compared to the other groups of humans, Aharati culture is
her people during the time of their punishment, and primative, though far from barbaric. Tribes of Aharati
they were able to retain many of the technological generally thrive in the wilder areas of Amberos, including
secrets they had learned from the past. the Lands of Sarve and the Wild Wastes of the continent’s
Aeguptians generally have a lightly tanned southwest.
appearance due to the amount of sun they are under, but Aharati have a bronze complexion, and they are
overall have a light complexion. It is not unknown for sometimes nicknamed “Red men”. Hair color is generally
harem girls who have never been outdoors to have straight and black, and eye color is usually brown, with gray
milky white skin, for example. Hair is generally being very rare.
straight and black, though some subjects do have Aharati gain the following additional special traits:
slightly kinky hair. Male nobles and priests of all

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• +1 Dexterity, –1 Intelligence; Aharati are • Aztech blood: Some items are usuable only by
quick on their feet, but are less inclined to take those with Aztech blood, namely many mystic
up intellectual pursuits items and technological items.
• +5 feet to base movement rate when in light • Favored Class: Fighter or Cleric.
armor or wearing no armor. This stacks
with the fast movement from the barbarian and Dhoric
monk class. The Dhoric are the people of the god Dhorian,
• Stealth (Hide), Survival (Wilderness Lore), who, before Dhorian rose to be a god, were the people ruled
Athletics (Swim) are racial skills. Despite by Kas who had come from the mountain Tsre Vestu. They
your class, these three skills are always are the stock of the original humans of Amberos, and are
considered class skills. Aharati are experts at generally considered to be of sterner stuff than the other
surviving in the wilderness and surprising their subgroups of humankind.
prey. Dhorics generally have a light complexion, and
• Run feat. Aharati are swift racers who are near–albinoism among nobility is not unheard of. Hair is
constantly on the move. They gain the run feat usually straight, though some specimens have been known
for free. to have kinky hair. Hair color is almost always blonde, with
• Bow weapon familiarity. All Aharati youth other colors indicating mixed–blood heritage. Eye color is
are raised to know how to shoot a bow and do generally light blue, though gray eyed–individuals can be
not suffer penalties to hit with any non– found. However, gray eyes are often considered a “flaw”.
crossbow bow. Dhorics gain the following additional special traits:
• Favored Class: Ranger or Druid • Strength +1, Wisdom –1; Dhorics are known for
their athleticism, but equally known for their
Aztech arrogance that sometimes blind their common
The aztech are an offshoot of the Aegyptian sense.
people, isolated from the rest of the continent just prior • Atheletics (Jump), Athletics (Climb) and
to the ancient Wars of Technology. The aztech are only Acrobatics (Balance) are racial skills. Despite
found in the Lost Vale region, where their culture has your class, these three skills are always considered
degraded to a primative, tribal state. There are two class skills. Dhorics are generally athletic and
major camps among the Azech – those who have excel at physical skills.
devoted themselves to the bloody demi–god • Athletic feat. The Dhoric prize physical fitness,
Tzuchamus, and those who have followed the peaceful and as such they gain the Athletic feat for free.
path of the demi–god Aztech. • Short sword weapon familiarity. All Dhorics are
Aztech have a dark, chestnut complexion, and proficient with the short sword and do not suffer
their skin is often described as “rough”. Hair color is non–proficiency penalties.
generally black with a rarity of dark brown or white • Favored Class: Fighter or Knight
hair, and eye color is usually brown, with green being
exceptionally rare. Ghan
Aztech gain the following additional special Ghan was a famous Khan of the Nippon during the
traits: Dark Ages whose people were taken under the wing of the
• +1 Dexterity, –1 Intelligence; The Aztech god of battle, Titanicus. He manipulated the bloodlines of
are generally slightly more agile than other Ghan’s people to suit his own purposes, and thus they came
humans, but their primitive culture somewhat to be their own subgroup of humanity.
stymies their ability to learn. Ghan gain the following additional special traits:
• Persuade (Intimidate), Knowledge • +1 Dexterity, –1 Wisdom; The Ghan are swift and
(Architechure) and Survival (Wilderness good with ranged weapons, but some of their will
Lore) are racial skills. Regardless of your has been taken from them to suit them to
class, the Aztech treat these skills as class Titanicus’s purpose
skills. • Handle Animal (Animal Handling), Handle
• Self–sufficient feat. All Aztech are taught to Animal (Ride), and Survival (Wilderness Lore)
handle themselves in the wilderness and gain are racial skills. Regardless of class, the Ghan
the self–sufficient feat for free. treats these skills as class skills.
• Blowgun and macahuitl weapon familiarity. • Shortbow weapon familiarity. All Ghan are
All Aztech treat the blowgun as a simple trained in the use of a shortbow, and can use it
weapon and the aztech macahuitl as a martial without non–proficiency penalty.
weapon, instead of an exotic weapon.

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• Mounted Combat feat. All Ghan are trained Ubuntis have a dark, almost charcoal skin color.
in riding and fighting from horseback, and as Their hair is generally black and curly, though some have
such they gain the mounted combat feat for streaks of stark white hair. Eye color is usually brown, with
free. gray or green being exceptionally rare.
• Ghan blood: Some items are usuable only by Ubuntis gain the following additional traits:
those with Ghan blood, and some creatures • +1 Strength, +1 Dexterity, +1 Constitution, –1
created by Titanicus will only bow to the Ghan Intelligence, –1 Wisdom, –1 Charisma; Ubuntis
• Favored Class: Fighter or Rogue. are generally stronger, quicker and healthier than
most humans, but care less for intellectual and
social pursuits than other humans.
Nippon • Craft, Persuade (Intimidate), and Survival
The Nippon are the humans from which the (Wilderness Lore) are racial skills. Regardless
god Gosend arose. When the War of Technology of class, Ubuntis treat the three skills as class skills.
threatened to engulf Amberos, Gosend sent his people • Endurance Feat. Ubuntis are hardy folk
to the far north and led them to a continent known as accustomed to adversity. They gain the endurance
Ashia. Those who could not flee the coming feat for free.
destruction he secreted away in the land of Chiamung • Spear weapon familiarity. All Ubuntis know
on Amberos, while some became trapped in the off– how to use a halfspear and longspear, even if just
shore landmass known as Spi Dak Su. for hunting. They do not suffer non–proficiency
Nippon are slightly shorter than most of the penalty with spears.
other human subgroups. Their skin color has a • Favored Class: Barbarian or Ranger
yellowish tint to it. Hair is generally straight, and color
is usually black, though some brown or white hair does Randese
occur. The eyes have epicathical folds, and irises are The Randese are an offshoot of the Ghan who
usually a brown color, with gray and green being very managed to pull away from the influence of Titanicus and
rare. create an empire of their own – known as Randu. The
Nippon have the following additional traits: Randese have adopted some of western Amberos culture
• Charisma +1, Strength –1; The Nippon are and married it to some of Nippon and Skierian culture to
known for the multi–layered aspect of their create a racial and cultural distiction from the other human
interactions, but their slightly smaller size subgroups. Randese culture is generally further progressed
makes them somewhat physically weaker than than the semi–nomadic Ghan roots, though it is nowhere as
other humans. structured as the Nippon.
• Persuade (Diplomacy), Knowledge (Nobility Randese have a ruddy skin complexion, mostly due
and Royalty) and Perception (Sense Motive) to the harsh desert conditions they dwell in. Hair color is
are racial skills. Despite your class, these often brown or black and generally straight, though kinky or
three skills are always considered class skills. curly hair may appear in those with non–Ghan ancestors. A
• Access to the oriental classes. Randese’s eyes have a slight to pronounced epicanthal fold,
• Favored Class: Samuria, Shugenja or Monk and eye color is usually gray, brown or light blue.
Randese have the following additional abilities:
• +1 Dexterity, –1 Wisdom; like the Ghan, the
Ubunti Randese are known for their agility, but are more
While there have been accounts of Ubuntis as impulsive than most other human subgroups.
far back as the time of Kas, no one has been able to • Knowledge (Religion), Knowledge (character’s
determine exactly where the Ubuntis originally hailed choice) and Handle Animal (Ride) are racial
from. Many theories have placed the Ubuntis skills. You can choose one knowledge skill as a
originating from lands in the east beyond Amberos, racial skill. Regardless of class, you treat the three
perhaps being the original inhabitants of Hadjept–Tuu, skills as class skills.
the sinking lands. In the early days of Amberos, the • Combat Reflexes. The Randese hone their
Ubuntis were often servants or second–class citizens to weapon skills to react to any enemy with blinding
the native Kasian/Dhorics. However, when the War of speed. They gain the combat reflexes feat for free.
Technology ended with the shattering of humanity’s • Scimitar weapon familiarity. All Randese are
civilization, the Ubuntis scattered into the wildernesses trained in the use the scimitar, and do not suffer
of Amberos and the islands beyond. Today, tribes of non–proficiency penalties for its use.
Ubuntis can be found in Aroknec, Oonala, the Ksiki • Access to Arabic classes
Colonies and in scattered pockets across the Amberos • Favored Class: Fighter or Knight
mainland.

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Skeirian
The Skeirian are mix of Randese and Ubunti blood that,
during the Dark Age, was under the rule of The Dark
One and his devilish minions, who often mixed their
tainted blood with that of the Skeirian people.
Skeirians have a coppery skin color, with some
mix of darker or lighter shades. Hair is usually brown,
black or gray, with gray being the most unusual and
oten indicating fiendish ancestors. Eyes have a slight
epicanthal fold, and are usually gray or brown. A
reddish or blue tint to the eye may indicate fiendish
ancestors.
• Skeirians gain the following additional traits:
• +1 Wisdom, –1 Strength; the Skeirians are
full of guile and willful, making up for a slight
lack in Strength.
• Skeirian Blood; Because of the mixed
bloodlines, a Skeirian can use the skill
Spellcraft (Use Magic Device) to emulate
Fiendish qualities to activate magic items or
enter areas that allow access to fiendish
creatures.
• Knowledge (Arcana), Spellcraft (Any one)
and Spellcraft (Use Magic Device) are a
racial skill. Regardless of class, you treat the
skill as a class skill.
• Investigator feat. Skieriens let no
opportunity pass them up, and are always on
the watch for information or items to improve
their station in life. They gain the investigator
feat for free.
• Chakram and Tiger Claw familiarity. A
Skeirian may treat the weapons listed above as
martial weapons instead of exotic weapons.
• Access to Oriental and Arabic classes
• Favored Class: Sorcerer or Shandruid

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Draemani (Half–elf)
As in the ancient days when the elves couried
favor with the dwarves of the hills and mountains,
many elves have fallen in love with humanity, and
vice–versa. The results of these unions have not yet
produced a race unique on Amberos, but instead a mix
of the two races. It is partially believed that something
in humanity is too strong – or too weak – to fully fuse
with elvin blood.
These half–elves are known by the elvin word
for their kind: Draemani, which means “awakened
dreamer”.
• Medium: As Medium creatures,
draemani have no special bonuses or
penalties due to their size.
• Draemani base land speed is 30 feet.
• Dreamtype: Immunity to sleep spells
and similar magical effects, and a +2
racial bonus on saving throws against
enchantment spells or effects.
• Low–Light Vision: A draemani can see
twice as far as a human in starlight,
moonlight, torchlight, and similar
conditions of poor illumination. She
retains the ability to distinguish color
and detail under these conditions.
• Excel: At 1st level, a draemani can
choose to take a +2 bonus to one ability
score, but must likewise take a –2
penalty to another ability score of his
choice. If this ability is not taken at 1st
level, it may not be taken later.
• Keen Senses: +2 racial bonus on
Perception checks.
• Between Two Worlds: +2 racial bonus
on Persuade (Diplomacy) and Persuade
(Gather Information) checks. Also, a
draemani deals +1 damage/4 levels
when dealing resolve damage in a social
encounter.
• Elvin Blood: For all effects related to
race, a draemani is considered an elf.
• Automatic Languages: Common and
Elven. Bonus Languages: Any (other
than secret languages, such as Druidic).
• Favored Class: Any. When
determining whether a multiclass half–
elf takes an experience point penalty,
her highest–level class does not count.

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Dwarves approximate depth underground as naturally as a
It is said that the dwarves of Amberos came human can sense which way is up.
from the mighty mountain Tsre Vestu, where they • Weapon Familiarity: Dwarves may treat dwarven
mined, built and repaired the mazework of tunnels that waraxes and dwarven urgroshes as martial
line the mysterious mountain maze. When the weapons, rather than exotic weapons.
mountain was shattered by the cataclysm Stormonu • Stability: A dwarf gains a +4 racial bonus on
unleashed at its peak, many dwarves found their way ability checks made to resist being bull rushed or
out of the mountain into the just–risen continent of tripped when standing on the ground (but not when
Amberos. climbing, flying, riding, or otherwise not standing
The dwarves once ruled a mighty empire firmly on the ground).
known as the Dur–Wundar Empire, but when Ziga • Poison Resistant: +2 racial bonus on saving
created her evil races and twisted the goblinoids into throws against poison.
foul shapes, they drove into the earth, battering • Spell Resistant: +2 racial bonus on Fortitude
themselves against the dwarven kingdom. Unable to saving throws against spells and spell–like effects.
corrupt the dwarven leadership as she had done with the • Goblinbane: +1 racial bonus on attack rolls
goblinoids, Ziga struck at the disenfranchised among against orcs and goblinoids.
the dwarves whom she could twist with desires to • Beneath the Pillars: +4 dodge bonus to Armor
overthrow the ruling monarchy, creating the mad derro Class against monsters of the giant type. Any time
dwarves. It was these dwarves and the demons they a creature loses its Dexterity bonus (if any) to
summoned that helped to bring ruin to the ancient Armor Class, such as when it’s caught flat–footed,
empire. it loses its dodge bonus, too.
There are several distinct subgroups of • Greed: +2 racial bonus on Knowledge (Appraise).
dwarves on Amberos, but the race that most deals with • Craftsmanship: +2 racial bonus on Craft.
the surface world is the Hill Dwarves, who abandoned • Automatic Languages: Common and Dwarven.
the deep mining of the earth to mingle with the races of Bonus Languages: Giant, Gnome, Goblin, Orc,
the surface world. Terran, and Undercommon.
Only the hill dwarves of Amberos are covered
• Favored Class: Fighter. A multiclass dwarf ’s
here. A Hill Dwarf has the following racial abilities:
fighter class does not count when determining
• +2 Constitution, –2 Charisma. whether he takes an experience point penalty for
• Medium: As Medium creatures, dwarves have multiclassing
no special bonuses or penalties due to their
size.
• Dwarf base land speed is 20 feet. However,
dwarves can move at this speed even when
wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other
creatures, whose speed is reduced in such
situations).
• Darkvision: Dwarves can see in the dark up to
60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and
dwarves can function just fine with no light at
all.
• Stonecunning: This ability grants a dwarf a
+2 racial bonus on Perception (Spot) checks to
notice unusual stonework, such as sliding
walls, stonework traps, new construction (even
when built to match the old), unsafe stone
surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised
as stone also counts as unusual stonework. A
dwarf who merely comes within 10 feet of
unusual stonework can make a Perception
(Spot) check as if he were actively searching,
and a dwarf can use the Perception (Spot) skill
to find stonework traps as a rogue can. A
dwarf can also intuit depth, sensing his

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Elves There are other subgroups of elves known to
The elves of Amberos claim to come from the Amberos; often these elves were transformed to live in
dreamlands of Aurora, where they are the living dreams specific areas of the world or their transformation allowed
of the ancient gods. Certainly, the elves have a beauty them to perform special duties; the magical and mutable
and haughtiness to match the Ancient Ones, and their nature of the elven form allowed for many varieties of elves
immortal lifespans give more credence to their claims. to come into existence such as light elves, coral elves, sea
Unlike the mortal races, elves do not die. elves and falcon elves.
However, the years can wear heavily on their mortal However, the greatest shame to the elvin race is the
frames, and after a time – usually a thousand years – drow – the fallen elves whose dark hearts embraced Ziga’s
elves feel the need to leave the mortal realm and return evil and plotted to overthrow the rightful rulers of the
to the dreamlands of Aurora. ancient elvin kingdom. These elves, whose skin blackened
Elves first arrived on Amberos during with their dark deeds, fled to the deep earth when Ziga’s
following the sundering of the great mountain Tsre plans failed. If ever elves were to know hate, it is directed
Vestu. The mighty cataclysm that rocked the mountain at these traitors to their kind.
and raised the continent of Amberos from the sea Another branch of elvindom are the shadow elves,
likewise tore a hole to the dreamlands, and through it those whom have given themselves over to the dark secrets
passed curious elves to the mortal realm, taking bodily of Gwieze, the lord of shadows.
forms as they passed from dream to reality. Lastly, there is a final branch of elfdom that is no
The elves competed with humans in the early longer elf. In the time where the great dragon Guaradrell
years of history; the elves point to many calamitities rampaged across Amberos, spreading death in his wake, the
humans created (including the rift to Aurora) as reasons newly created god of death, Jhalah, threatened to devour the
to reign them in and rule them. When humans awoke dead elves slain by the mighty dragon’s rampage. However,
the ire of the Ancient Ones at the end of the in return for sparing the elvin souls so that they could return
Technological War, the elves were able to enslave to Aurora to dwell in peace, the great Ymin (King) of the
humans and solidify their positions upon Amberos, Elves struck a bargain with the lord of the dead. Several
creating the Evanthium Coridium. As the fantasy of elvin nobles became the progenitors of priests to find and
Aurora merged with reality of Amberos under elvin feed Jhalah in return for immunity to his soul–devouring
magic, uncounted years passed. hunger. However, late in the Elvin Golden Age, Jhalah and
However, the elves were eventually undone by these priests plotted with Ziga against the elves. In his
the goddess Ziga, whose claims of elfdom were spurned greed to increase the slaughter, Jhalah betrayed Ziga. In her
as were her dark, goblinoid ways. Seeking revenge, she anger, she plucked out the left eye of each of Jhalah’s
laid the undoing of the elves and inspired the treacherous elvin priests and imprisoned their soul within
disaffected among the elves to join her in rebellion the eye. These foul priests became the creatures known as
against the great Ymin of the elves. Yet, she herself occulus, who to this day still serve as the eyes to their
was betrayed and her plans, to an extent, were hungry master.
thrwarted. But the leader of the Evanthium Coridium Only High and Gray elves are detailed here.
fell, and with his death, the connection to Aurora was
severed, stranding the Amberos elves forever after on High Elf
Amberos. High Elves have the following abilites:
There are three major branches of elfdom that • +2 Dexterity, –2 Constitution.
mingle with the surface races. The most common are • Medium: As Medium creatures, elves have no
the High Elves, either from the ancient Elvin Kingdom special bonuses or penalties due to their size.
of the Evan Cordum or from splinter kingdoms spread • Elf base land speed is 30 feet.
across Amberos. • Dreamborn. Immunity to magic sleep effects, and
The second group, the gray elves, are actually a +2 racial saving throw bonus against
nobles among the elves, who gain their pale skin and enchantment spells or effects.
vast intellect via special conconcotions they administer
• Low–Light Vision: An elf can see twice as far as a
to their kind. The secrets of these concontions are a
human in starlight, moonlight, torchlight, and
highly guarded secret among the elves, and if it were
similar conditions of poor illumination. She retains
not for these infusions, they would be mere high elves.
the ability to distinguish color and detail under
The last group, the wild elves, arose from
these conditions.
those elf clans who refused to become part of the once–
• Weapon Proficiency: Elves receive the Martial
vast Evan Cordum. The wild elves are more in tune
Weapon Proficiency feats for the longsword,
with their natural heritage than the other two branches
rapier, longbow (including composite longbow),
of elves, and often see high (and especially gray) elves
and shortbow (including composite shortbow) as
as corrupt as the drow.
bonus feats.

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• Keen Senses: +2 racial bonus on Perception
checks. An elf who merely passes within 5 feet
of a secret or concealed door is entitled to a
Perception (Spot) check to notice it as if she
were actively looking for it.
• Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s
wizard class does not count when determining
whether she takes an experience point penalty
for multiclassing.

Gray Elf
Gray Elves have the following abilities:
• +2 Intelligence, –2 Strength.
• Medium: As Medium creatures, elves have no
special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Dreamborn: Immunity to magic sleep
effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
• Low–Light Vision: An elf can see twice as far
as a human in starlight, moonlight, torchlight,
and similar conditions of poor illumination.
She retains the ability to distinguish color and
detail under these conditions.
• Weapon Proficiency: Elves receive the
Martial Weapon Proficiency feats for the
longsword, rapier, longbow (including
composite longbow), and shortbow (including
composite shortbow) as bonus feats.
• Keen Senses: +2 racial bonus on Perception
checks. An elf who merely passes within 5 feet
of a secret or concealed door is entitled to a
Perception (Spot) check to notice it as if she
were actively looking for it.
• Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s
wizard class does not count when determining
whether she makes an experience point penalty
for multiclassing.

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Gnomes • Gnome base land speed is 20 feet. A gnomes
The gnomes of Amberos are the ancient slower base speed adds a –4 racial penalty to
offshoots of magical union of elves and dwarves. Athletics (Jump) skill checks.
Before the Age of Technology and the rise of the • Low–Light Vision: A gnome can see twice as far
Amberos gods, the elves and the dwarves came together as a human in starlight, moonlight, torchlight, and
and attempted to hammer out a peace between their similar conditions of poor illumination. He retains
kind. As part of the peace, the two races joined their the ability to distinguish color and detail under
magical prowress together and created the gnomish these conditions.
race, whom was to be a liason between elves and • Weapon Familiarity: Gnomes may treat gnome
dwarves. hooked hammers as martial weapons rather than
Unfortunately for the two races, the gnomes exotic weapons.
proved to be too full of mischeviousness, and their • Illusion Resistant: +2 racial bonus on saving
pranks instead drove a wedge between the two races, throws against illusions.
rather than bring them together. • Natural Illusionist: Add +1 racial bonus to the
When the War of Technology broke out, the Difficulty Class for all saving throws against
elves retreated to their forests and the dwarves to the illusion spells cast by gnomes.
earth. The trouble–making gnomes were left to fend for • Goblinbane: +1 racial bonus on attack rolls
themselves, and they became a wandering race that against kobolds and goblinoids.
seemed to disappear completely during the Elvin • Beneath the Pillars: +4 dodge bonus to Armor
Golden Age. Many believe the gnomes during that Class against monsters of the giant type. Any time
time had been captured by the shadowy lord Gwieze, a creature loses its Dexterity bonus (if any) to
but the gnomes refute the claim, only speaking they Armor Class, such as when it’s caught flat–footed,
were “elsewhere” at the time. it loses its dodge bonus, too.
However, after the defeat of Gwieze and his • Keen Eyes: +2 racial bonus on Perception (Listen)
Shadow Empire, it does appear that the gnomish race checks.
resurfaced in the area now known as Llinn, for the • Keen Nose: +2 racial bonus on Craft (alchemy)
goddess Discoff led the halfings she had freed to the checks.
gnomes for them to nurture and protect. Since that
• Automatic Languages: Common and Gnome.
time, gnomes and hillenfaey have been fast friends, a
Bonus Languages: Draconic, Dwarven, Elven,
practice that still continues to this day.
Giant, Goblin, and Orc. In addition, a gnome can
As for where the gnomes had been during half
speak with a burrowing mammal (a badger, fox,
of the Elvin Golden Age, no gnome will say, and those
rabbit, or the like, see below). This ability is innate
who lived through the mysterious times have not even
to gnomes. See the speak with animals spell
passed the knowledge down to their heirs, so it has
description.
become one of the great mysteries of Amberos.
• Spell–Like Abilities: 1/day—speak with animals
The gnomes have, over the years, split into
(burrowing mammal only, duration 1 minute). A
three distinct subgroups. The most common are the
gnome with a Charisma score of at least 10 also
rock gnomes, who live near the surface and deal with
has the following spell–like abilities: 1/day—
the surface world on a regular basis; these gnomes
dancing lights, ghost sound, prestidigitation.
favor both parentages nearly equally. The deep gnomes
Caster level 1st; save DC 10 + gnome’s Cha
of Amberos have taken to the dark depths of the
modifier + spell level.
underworld; these gnomes have taken to their dwarven
parentage. The last subgroup, the forest gnomes, live in • Favored Class: Bard. A multiclass gnome’s bard
the wildernesses untouched by humans. These gnomes class does not count when determining whether he
favor their elvin heritage. Only rock gnomes are takes an experience point penalty.
detailed here.
Rock Gnomes have the following abilities:
• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a
+1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Stealth
(Hide) checks, but he uses smaller weapons
than humans use, and his lifting and carrying
limits are three–quarters of those of a Medium
character.

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Hillenfaey
The hillenfaey race is perhaps one of the more
unusual races of Amberos. Created as slaves to the evil
god Gwieze and his Shadow Empire, the hillenfaey
were set free when the empire was destroyed.
Hillenfaeys were once racial stock of either elf or
human decent (the exact stock is unknown),
miniaturized by Gwieze to act as diminutive warriors
and assassins.
When the Shadow empire fell, the hillenfaey
race was freed of their evil by the goddess Discoff, who
set them free to pursue their own livlihood.
The halfings once had an ancient empire in the
northeast portion of Amberos known as Luthinway, that
survived from the Dark Ages until the First Dragon
War, when it was absorbed by the Empire of Swordfall.
Despite the fact that Swordfall’s Empire no longer
exists, the halfings seem in no hurry to put together
another empire – they seem content to let the other
races think they are running the show while they do as
they have always done.
There are four subgroups of halfings on
Amberos. The most populous is the Kendling, with
Hairfoot and Stout following second and the race of
Deep Halfing being very rare.
All three hillenfaey groups have the following
abilities:

• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a hillenfaey gains
a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on
Stealth (Hide) checks, but she uses smaller
weapons than humans use, and her lifting and
carrying limits are three–quarters of those of a
Medium character.
• Hillenfaey base land speed is 20 feet. A
hillenfaey’s slower base speed adds a –4 racial
penalty to Athletics (Jump) skill checks.
• Lightfoot: +2 racial bonus on Athletics, and
Stealth checks.
• Hardy: +1 racial bonus on all saving throws.
• Fearless: +2 racial bonus on saving throws
against fear: This bonus stacks with the
hillenfaey’s +1 bonus on saving throws in
general.
• Slinger: +1 racial bonus on attack rolls with
thrown weapons and slings.
• Keen Hearing: +2 racial bonus on Perception
(Listen) checks.
• Automatic Languages: Common and
Hillenfaey. Bonus Languages: Dwarven,
Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass
hillenfaey’s rogue class does not count when
determining whether she takes an experience
point penalty for multiclassing
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Hellchilde • Spell–like abilities: A Hellchilde can use the
Since the Dark Age, noble families of the following spell–like abilities once per day if they
realm once known as Al–Baqua have had dealings with have a Charisma of 10 or better. Arcane Mark,
genies, demons and devils to cement their power. Their Shadows, and Dancing Lights.
ancient dealings have forever marked their descendants • Human Blood. For all effects related to race, a
as the Hellchilde. The descentants of these families Hellchilde is considered a human.
have the innate ability to tap into the magical pacts that • Shadowy: +2 racial bonus on Deception (Bluff)
their forefathers forged with these outsiders. and Stealth (Hide) checks.
Likewise, family members of the Mytears • Transformation: When a Hellchilde casts a spell,
family and its associates of the lands of Riddlekill have their appearance changes to a terrifying demonic
manifested several Hellchilde bloodlines, apparently shape (as described above). This transformation
due to their ancient connection to the otherworldly lasts for 1 round per level of the spell cast (For
forces behind the Skyland Hold. Unlike the Hellchilde example, a phantasmal killer spell, a 4th level spell,
of the Skienlands, those with association to the Mytears would transform the Hellchilde for 4 rounds).
family have fiendish connections, and tend towards While transformed, the Hellchilde gains several
both Lawful and Evil outlooks. benefits. They gain a +2 bonus to Will saves, +1
These ancient pacts have made the Hellchilde Caster Level and two natural claw attacks that deal
both something more and less human, granting them 1d4+Str modifier. At 5th level, when transformed,
access to powers and abilities, but in return taking a toll the Hellchilde gains a +1 natural armor bonus.
on the Hellchilde’s mortal frame. This natural armor bonus increases by +1 for every
Hellchildes are all albino near–humans, with 4 levels thereafter. Thus a Hellchilde has a natural
pasty white skin and pink eyes that are somewhat armor bonus of +1 at 5th–8th level, +2 at 9th–12th
sensative to bright light. level, +3 at 13th–16th level, +4 at 17th+ level.
Hellchilde, like mageborn, have a natural The use of supernatural or spell–like abilities does not cause
knack for spellcasting, though it is more broad than the Hellchilde to transform.
mageborn skill. However, when a Hellchilde casts a • Light Sensativity: When a Hellchilde is exposed
spell, their body undergoes a terrifying transformation – suddenly to light, or is in areas of bright light (such
their skin turns a flaming red, their eyes become yellow as a Sunlight spell), they must make a DC 15 Fort
with black snake–like slits, horns protrude from their save or be dazzled for a round. Thereafter, they
forehead, a reptilian tail sprouts from their back and suffer a –1 penalty to hit rolls and sight–based skill
their feet become cloven hooved. While the checks in bright light (no save).
transformation usually only lasts a brief time, it can be • Automatic Languages: Trade (or Common) and
quite startling to those who have never encountered a Infernal. Bonus Languages: Abyssmal, Aquan,
Hellchilde before. Auren, Draconic, Dwarven, Elvin, Ignan, Terran,
Though this demonic appearance is universal Giant, Gnomish, or Goblinoid.
to the Hellchilde and only manifests itself when the Favored Class: Sorcerer. A multiclass Hellchilde’s
Hellchilde cast spells, they ancient pacts that Hellchilde sorcerer’s class does not count when determining whether
draw on them is not limited to demonic bonds; she makes an experience point penalty for multiclassing.
Hellchilde have also bonded themselves to fey, genie
and even draconic pacts that they draw their unusual
abilities from.
Despite their outward appearance and the
dealings of their ancestors, the majority of the
Hellchilde are not evil, though they do tends towards
questionable behavior and ethics.
Hellchilde have the following abilities:
• –2 Constitution, +2 Charisma.
• Medium: As Medium creatures, Hellchilde
have no special bonuses or penalties due to
their size.
• Hellchilde base speed is 30 feet.
• Low–Light Vision: A Hellchilde can see
twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. He retains the ability to
distinguish color and detail under these
conditions.

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Mageborn
Born of human parentage, mageborn are a
relatively new “race” to Amberos. They are the rare
offspring of two powerful human spellcasters.
Though technically human, as the offspring of
arcane spellcasters they have an innate knack for
magical ability, harkening back to the age when men
were a magical race. In fact, part of their name stems
from the fact that the humans of Amberos possessed
innate magical power, and that the ability was taken by
the god Phromus and forged into the goddess Magus.
Mageborn have the following abilities
• +2 Int, +2 Cha, –2 Str, –2 Con. Mageborn
have a natural intellect and charisma that
exceeds their peers.
• Medium: As Medium characters, mageborn
have no special bonuses or penalties due to
their size.
• Mageborn base land speed is 30 feet.
• Natural Caster: +1 Arcane Caster Level. A
Mageborn acts as if one level higher than
normal for the purposes of determining the
damage, duration, range and caster level (for
overcoming spell resistance and caster checks)
when casting an arcane spell. It does not
affect the number of spells per day, spell
points or spells known for arcane caster
classes.
• Knowledge (Arcana), Spellcraft (Arcane)
and Spellcraft (Use Magic Device) are
racial skills. Regardless of the class a
mageborn advances in, they treat Knowledge
(Arcana), Spellcraft (Arcane) and Spellcraft
(Use Magic Device) skill as a class skill.
• Prestidigitation. As long as the mageborn
has at least one unused spell slot available and
at least a 10 Intelligence, he can use the
prestidigitation spell at will. Caster level is
equal to character level.
• Human blood. For the purposes of spell
effects, special abilities or class entry
restrictions, a mageborn is treated as human.
• Automatic Language: Common. Bonus
Languages: Any (other than secret languages,
such as Druidic). See the Linguistics (Speak
Language) skill.
• Favored Class: Mage. A multiclass
mageborn does not count his Mage class when
determining whether he takes an experience
point penalty for multiclassing.

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Orkan (Half–Orc)
During the Dark Age, the Skyland Hold often
used orcs as mercenaries for their armies. However, the
orcs often squabbled as much with themselves as with
their enemies, and while though they were easy to use
as fodder, their commander's lack of intelligence often
cost the Skyland Hold both time and resources. In the
capital of the Skyland Hold, the dark council brought
the best and the most vile of the orcs and using magic
and coersion, alchemically mated them with humans.
The eventual result were the orkan, or more commonly
referred to as orkans; a race of mixed human and orc
blood who loyalty lay with the Skyland Hold. Smarter
than their orcish kin, but just as strong and cruel, orkans
quickly began to lead the orcish armies. As a race,
orkans bred true among their own kind, or could use
human or orcish mates to produce more of their own
kind. When the Skyland Hold fell, the orkans were
scattered with the orcish tribes. Many still rule or work
with orcs, often as leaders – many of whom “rule” in
the Dark Valley. Some orkans have become civilized
and become accepted into human society across
Amberos, though many are leery of their orcish
ancestry.
Orkans have the following abilities:
• +2 Strength, –2 Charisma.
• Medium: As Medium creatures, orkans
have no special bonuses or penalties
due to their size.
• Orkan base land speed is 30 feet.
• Darkvision: Orkans (and orcs) can see
in the dark up to 60 feet. Darkvision is
black and white only, but it is otherwise
like normal sight, and orkans can
function just fine with no light at all.
• Intimidating Nature: Orkans gain a
+4 racial bonus to Persuade (Intimidate)
skill checks.
• Orc Blood: For all effects related to
race, a orkan is considered an orc.
• Automatic Languages: Common and
Orc. Bonus Languages: Draconic,
Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass
orkan’s barbarian class does not count
when determining whether he takes an
experience point penalty.

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Titanborn (Half–giant) advantageous to him. A titanborn is also
The titanborn are a true–breeding race who considered to be one size larger when determining
were created by Amberos titans as slave labor force for whether a creature’s special attacks based on size
the various projects and whims of those powerful (such as improved grab or swallow whole) can
creatures. From the Time of No Time following the affect him. A titanborn can use weapons designed
sleep of the Ancient Ones until the upheaval that for a creature one size larger without penalty.
brought Amberos to the surface, the titanborns lived in However, his space and reach remain those of a
the celestial realms with their Titan overlords and creature of his actual size. The benefits of this
traveled to the island chains of the other titanborn races racial trait stack with the effects of powers,
(such as the guad and the zamadons / amazons / abilities, and spells that change the subject’s size
hermaphrodites) in the world below for trade and to category.
perform their duties in the Mortal Realm. • Automatic Language: Common, Giant. Bonus
When Amberos cataclysmically rose from the Languages: Draconic, Dwarf, Gnoll, Ignan.
ocean, many titanborns were killed or found their star– • Favored Class: Fighter.
faring vessels destroyed by the resultant changes.
Some titanborns were legitimately stranded, while
others used the cataclysm to throw off the yoke of their
Titan overlords.
In the ages that passed, many of the titanborns
remained on Amberos and developed nomadic
communities off the main continent in the island chains
to the west. During the elvin golden age, many were
lured by the fairy tale–like occurances on the mainland
to visit and in some cases, make homes on the
continent.
Communities of titanborns are rare on
Amberos, and there is no country dedicated to
harboring the race. Most titanborns come from the
western lands, though because of their nomadic nature a
few can be found all the way in the far east of Randu.

• +4 Strength, +2 Constitution, –2 Dexterity,


–2 Intelligence, –2 Charisma: Titanborn are
tough and strong, but not too nimble. They
tend to be slow thinkers and are often consider
crude by others.
• Giant: Titanborn are not subject to spells or
effects that affect humanoids only, such as
charm person or dominate person.
• Medium: As Medium creatures, titanborn
have no special bonuses or penalties due to
their size.
• Titanborn base land speed is 30 feet.
• Low–Light Vision: A titanborn can see twice
as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. He retains the ability to
distinguish color and detail under these
conditions.
• Powerful Build: The physical stature of
titanborn lets them function in many ways as if
they were one size category larger. Whenever
a titanborn is subject to a size modifier or
special size modifier for an opposed check
(such as during grapple checks, bull rush
attempts, and trip attempts), the titanborn is
treated as one size larger if doing so is

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Other Races Bralani +11 Ranger
The following list of races can be found in the Genie, Janni +11 Rogue
System Refererence Document, Bestiary Malfearous Hound Archon (Celestial) +11 Fighter
and Bestiary Nefarious and are acceptable for use as Troll +11 Fighter
player characters, IF the gamemaster allows. These Barbazu (Devil) +12 Fighter
races are considered to be much more rare than the Lamassu +12 Cleric
races listed above. Ogre Mage +12 Sorceror
Succubus +12 Rogue
System Reference Document Genie, Djinni +13 Ranger
Lamia +13 Cleric
Race ECL Favored Class Lillend +13 Bard
Elf, Aquatic +0 Wizard Nymph +13 Druid
Elf, Wild +0 Sorceror Kyton (Devil) +14 Ranger
Goblin +0 Rogue Rakshasa +14 Sorceror
Orc +0 Barbarian Salamander +14 Fighter
Aasimar +1 Paladin Shambling Mound +14 Fighter
Dwarf, Duergar +1 Fighter Ettin +15 Barbarian
Hobgoblin +1 Fighter Genie, Efreet +15 Fighter
Merfolk (Aquatic only) +1 Bard Zelekhut (Inevitable) +15 Fighter
Tiefling +1 Rogue Couatl +16 Sorceror
Elf, Drow +2 Wizard / Cleric Erinyes (Devil) +16 Fighter
Gnoll +3 Ranger Giant, Hill +16 Barbarian
Grig (sprite) +3 Bard Giant, Frost +18 Fighter
Lizardfolk +3 Druid Giant, Stone +18 Barbarian
Locathah (Aquatic only) +3 Fighter Vrock (Demon) +18 Fighter
Nixie (sprite) +3 Rogue Athach +19 Barbarian
Svirfneblin (Gnome) +3 Rogue Giant, Fire +19 Fighter
Bugbear +4 Rogue Astral Deva (Angel) +20 Cleric
Dretch (Demon) +4 Fighter Trumpet Archon (Celestial) +20 Cleric
Grimlock +4 Barbarian
Lycanthrope, Wererat +4 Special
Pixie (sprite) +4 Sorceror
Sahuagin (Aquatic only) +4 Ranger Bestiary Malfeareous
Troglodyte +4 Cleric Race ECL Favored Class
Derro (sane) +5 Sorceror Acidion +3 Rogue
Lycanthrope, Werewolf +5 Special Amazon +3 Fighter
Psuedodragon +5 Rogue Animalfolk Varies Varies
Skum +5 Rogue Asqua +5 Wizard
Triton +5 Druid Backknife +2 Rogue
Azer +6 Fighter Bejorn +12 Rogue
Centaur +6 Ranger Burglarcat +0 Rogue
Lycanthrope, Wereboar +6 Special Cadriff +2 Ranger
Ogre +6 Barbarian Chita +2 Monk
Sahuagin, 4–armed (Aquatic +6 Ranger Darkknight Bat +3 Rogue
only) Devilhand +11 Fighter
Aranea +7 Sorceror Dragonfolk, Algalue +4 Wizard or Fighter
Satyr +7 Bard Dragonfolk, Tyres Haul +2 Sorceror
Doppledanger +8 Rogue Dreader +3 Ranger
Minotaur +8 Barbarian Dwarf, Coral +0 Fighter
Salamander, Flamebrother +8 Fighter Dwarf, Desert +0 Ranger
Ettercap +9 Rogue Dwarf, Ice +1 Fighter
Gargoyle +9 Fighter Dwarf, Sand +1 Ranger
Lycanthrope, Werebear +9 Special Dwarf, Star +0 Fighter
Lycanthrope, Weretiger +9 Special Elf, Ash +14 Wizard
Xill +9 Ranger Elf, Falcon +2 Wizard
Drider +10 Sorceror Elf, Light +14 Wizard
Harpy +10 Bard Elf, Serf +2 Ranger
Elf, Shadow +5 Rogue
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Enfolder Bat +3 Cleric Bestiary Nefarious
Gauz De +3 Sorceror Race ECL Favored Class
Glemli +1 Bard Araby +0 Fighter
Hillenfaey, Deep +1 Rogue Baquada (Aquatic only) +0 Fighter
Hillenfaey, Hairfoot +0 Cleric Dwelf +0 Bard
Hillenfaey, Stout +0 Fighter Gnomling +0 Druid
Harmonic Nightingale +0 Bard Orev +0 Barbarian
Hauk +1 Rogue Cactus Folk +1 Ranger
Javana +1 Ranger Shaakasti (Aquatic only) +1 Sorcerer
K’less Tau +14 Sorceror Fowler +2 Rogue
Khao Toji +8 Ranger Dipteran (Instectoid) +2 Rogue
Lycan, Badger +1 Ranger Mantisfolk (Insectoid) +2 Barbarian
Lycan, Bear +1 Barbarian Roachfolk (Insectoid) +2 Sorcerer
Lycan, Boar +1 Fighter Zaramian +2 Fighter
Lycan, Hawk +1 Paladin Blooded Aspii +3 Rogue
Lycan, Rat +1 Rogue Bastuu–I +3 Cleric
Lycan, Raven +1 Bard Fettered +3 Rogue
Lycan, Serpent +1 Sorceror Antfolk (Insectoid) +3 Ranger
Lycan, Thrush +1 Wizard Beetlefolk (Insectoid) +3 Fighter
Lycan, Tiger +1 Monk Low Ister–suul +3 Rogue
Lycan, Wolf +1 Druid Auraling +4 Sorcerer
Makalk Mereka +1 Bard Elogre +4 Ranger or
Menten, Thrallkin +2 Psion Sorcerer
Owl of Wisdom +0 Cleric Geshara +4 Barbarian
Pirate Parrot +0 Rogue Mamaluke +4 Fighter
Rogue Raven +0 Rogue Po–pei +4 Ranger
Slugknife +15 Rogue Sesenti (Aquatic only) +4 Rogue
Slugknife +3 Rogue Acephos +5 Fighter
Swashbuckler Sparrow +0 Fighter Horesse +5 Barbarian
Taurii +3 Fighter Ister–suul +5 Fighter
Troll, Common +11 Fighter Serpenti +5 Fighter
Turkon +10 Fighter Werebee (Lycanthrope) +6
Warhawk +0 Paladin Maiden of Nature +7
Wizard Jay +0 Wizard Haraka +8 Rogue
Zamadon +4 Fighter Perii +8 Barbarian
Vengal +8 Ranger
High Ister–suul +9 Sorcerer
True Aspii (Aspii) +10 Sorcerer
Wereshark (Lycanthope) +10
Wereoctopus +11
(Lycanthrope)
Ister–suul Chosen One +14 Cleric
Xlexi +15 Fighter

Author’s Note – Racial Feel


If you wish to make the standard races presented earlier have even greater appeal, the GM may wish to rule that choosing any
non–standard race automatically uses the slow XP advancement table or increase the level adjustment by +1. This makes choosing
the races that actually dominate Amberos much more likely among players, and can help to set an appropriate tone of “fitting in” on
the adventuring world. If you increase the level adjustment of non–standard races by +1, it is suggested that you require players who
take half–elf (draemani), half–giant (titanborn), half–orc (orkan), kobold, mageborn, or Hellchilde as a race use the slow XP
advancement to reflect the fewer numbers of these individuals across the continent.
Those of you who don’t care about seeing a party filled with a wide mix of creatures can freely ignore this option. After all,
the PCs are exceptional individuals in the first place.

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Classes thereafter. A character likewise gains a bonus to one ability
score every four levels, starting at 4th level. The table also
The level advancement table is shown below, shows the maximum Class/Cross–class totals a character
showing the XP needed to achieve each level. Also, as can have in a given skill.
a character gains experience, he gains a general feat at
1st level and then again at 3rd level and every two levels
– Base Attack Bonus – – Saves – – Skill Ranks –
Level XP Slow XP Feat Ability Poor Medium Good Good Poor Class Cross–
Mod Class
1 0 0 1st +0 +0 +1 +2 +0 4 1
2 1,000 1,200 +1 +1 +2 +3 +0 5 2
3 2,500 3,000 2nd +1 +2 +3 +3 +1 6 3
4 5,000 6,000 1st +2 +3 +4 +4 +1 7 4
rd
5 8,000 9,600 3 +2 +3 +5 +4 +1 8 5
6 12,00 14,400 +3 +4 +6 +5 +2 9 6
7 18,000 21,600 4th +3 +5 +7 +5 +2 10 7
8 26,000 31,200 2nd +4 +6 +8 +6 +2 11 8
th
9 38,000 45,600 5 +4 +6 +9 +6 +3 12 9
10 54,000 64,800 +5 +7 +10 +7 +3 13 10
11 78,000 93,600 6th +5 +8 +11 +7 +3 14 11
12 108,000 129,600 3rd +6 +9 +12 +8 +4 15 12
th
13 158,000 189,600 7 +6 +9 +13 +8 +4 16 13
14 218,000 261,600 +7 +10 +14 +9 +4 17 14
15 318,000 381,600 8th +7 +11 +15 +9 +5 18 15
16 468,000 561,600 4th +8 +12 +16 +10 +5 19 16
th
17 668,000 801,600 9 +8 +12 +17 +10 +5 20 17
18 976,000 1,171,200 +9 +13 +18 +11 +6 21 18
19 1,368,000 1641,600 10th +9 +14 +19 +11 +6 22 19
20 1,968,000 2,361,600 5th +10 +15 +20 +12 +6 23 20
st
NPCs and monsters gain a bonus feat at 1 level, then wizard class hit dice. This choice does not need to be the
an additional feat at every level divisible by 3 (3rd, 6th, same as the order chosen for skill points.
9th, 12th, 15th, and 18th).
A character with two or more classes uses the Level Adjustment Advancement
slow XP column to determine the XP needed to Listed below is the LA advancement table. Some
advance to next level. A character does not count his races impose a Level Adjustment (LA) when taken.
favored class or his first prestige class towards the “Levels” in LA provide minimal benefits as shown below.
number of classes for determining XP needed. For LA levels are assumed to be taken after racial Hit Dice or
example, a elf fighter 4/wizard 5/eldritch knight 3 (12th class levels, in that order and are never considered a
level character) would count as having “one class” and character’s first class. LA levels never count as the “highest
need 158,000 XP to reach 13th level. level class” and do not impose a multiclass XP penalty.

Monster Hit Dice Level BAB Fort Reflex Will


Some monsters have starting hit dice, which 1 +0 +0 +0 +0
can grant them Fortitude, Reflex and Will bonuses, as 2 +1 +0 +0 +0
well as Base Attack Bonuses, Hit Points and skill 3 +1 +1 +1 +1
points. 4 +2 +1 +1 +1
When calculating skill points, use the 5 +2 +1 +1 +1
character’s class or hit dice first, whichever is preferred 6 +3 +2 +2 +2
to calculate “1st level” skill points. For example, a 7 +3 +2 +2 +2
bugbear character may choose to apply a level of rogue 8 +4 +2 +2 +2
first before hit dice (granting (8 + int mod) X4 skill 9 +4 +3 +3 +3
points instead of (2+ int mod) X4 skill points). 10 +5 +3 +3 +3
Likewise, when determining hit points, you 11 +5 +3 +3 +3
may use your class level or HD first to determine “1st 12 +6 +4 +4 +4
level” hit points. For example, a Vrock wizard may 13 +6 +4 +4 +4
choose his racial hit dice first (1d8), instead of the 14 +7 +4 +4 +4
15 +7 +5 +5 +5

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16 +8 +5 +5 +5 Class Features: A multiclass character gets all the class
17 +8 +5 +5 +5 features of all his or her classes but must also suffer the
18 +9 +6 +6 +6 consequences of the special restrictions of all his or her
19 +9 +6 +6 +6 classes. (Exception: A character who acquires the barbarian
20 +10 +6 +6 +6 class does not become illiterate.)
In the special case of turning undead, both clerics
Hit Points per level: 1d4 and experienced paladins have the same ability. If the
character’s paladin level is 4th or higher, her effective
Skill Points per Level: 2 + Int modifier turning level is her cleric level plus her paladin class level
minus 3.
When determining class skills for LA, use In the special case of uncanny dodge, both
racial skills if the character has Hit Dice or use the experienced barbarians and experienced rogues have the
character’s starting class, in that order. same ability. When a barbarian/rogue would gain uncanny
dodge a second time (for her second class), she instead gains
improved uncanny dodge, if she does not already have it.
Multiclassing Her barbarian and rogue levels stack to determine the rogue
A character may add new classes as he or she level an attacker needs to flank her.
progresses in level, thus becoming a multiclass In the special case of obtaining a familiar, a
character. The class abilities from a character’s character stacks all applicable classes to determine the
different classes combine to determine a multiclass familiar’s natural armor, Intelligence score, and special
character’s overall abilities. abilities.
Multiclassing improves a character’s Feats: A multiclass character gains feats based on character
versatility at the expense of focus. levels, regardless of individual class level
Ability Increases: A multiclass character gains ability score
Class And Level Features increases based on character level, regardless of individual
As a general rule, the abilities of a multiclass class level.
character are the sum of the abilities of each of the Spells: The character gains spells from all of his or her
character’s classes. spellcasting classes and keeps a separate spell list for each
Level: “Character level” is a character’s total number class. If a spell’s effect is based on the class level of the
of levels. It is used to determine when feats and ability caster, the player must keep track of which class’s spell list
score boosts are gained. the character is casting the spell from, with the following
“Class level” is a character’s level in a exceptions.
particular class. For a character whose levels are all in A cleric/druid may forego spellcasting in one class
the same class, character level and class level are the to advance spellcasting in the other class on a one–for–one
same. level basis.
“Dabbling”: You cannot take more than 2 classes A cleric/ranger or druid/ranger may forego casting
(excluding prestige classes) unless you have 5 or more spells as a ranger to add ½ his ranger class to his cleric or
levels in all classes. You cannot take levels from more druid level for determining spells per day and caster level.
than 3 base classes and 2 prestige classes in total. A cleric/paladin or druid/paladin may forego
Prestige Classes: You cannot take a second prestige casting spells as a paladin to add ½ his paladin class to his
class until you take all the levels in any current prestige cleric or druid level for determining spells per day and
class you already have. caster level.
Hit Points: A character gains hit points from each class A mage/sorcerer, mage/wizard or sorcerer/wizard
as his or her class level increases, adding the new hit may forego casting spells in one class to advance
points to the previous total. spellcasting in the other class on a one–for–one level basis.
Base Attack Bonus: Add the base attack bonuses A battlemage/mage, battlemage/sorcerer or
acquired for each class to get the character’s base attack battlemage/wizard may forego casting spells as a battlemage
bonus. to add ½ his battlemage level to advance spellcasting in the
Saving Throws: If the class’s saving throw for any of other class, or may forego his mage, sorcerer or wizard
his classes is a Good saving throw, he advances in that spellcasting to add to his battlemage spells per day, spells
save as a Good save (2 + 1/2 levels). If none of the known and caster level.
classes have the save as a Good save, the character Once any of the above options is taken, it cannot be
advances as if the save were Poor (+1/3 levels). changed at a later time.
Skills: If a skill is a class skill for any of a multiclass
character’s classes, it is a class skill for all classes.
If a skill is not a class skill for any of a
multiclass character’s classes, the maximum rank for
that skill is one–half the maximum for a class skill.
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Class Descriptions
The Barbarian
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +1 +0 +2 +0 +0 Totem ability, rage 1x/day
2 +2 +1 +3 +0 +0
3 +3 +1 +3 +1 +1 Totem ability
4 +4 +2 +4 +1 +1 Rage 2x/day
5 +5 +2 +4 +1 +1 Totem ability
6 +6 +3 +5 +2 +2
7 +7 +3 +5 +2 +2 Totem ability
8 +8 +4 +6 +2 +2 Rage 3x/day
9 +9 +4 +6 +3 +3 Totem ability
10 +10 +5 +7 +3 +3
11 +11 +5 +7 +3 +3 Totem ability
12 +12 +6 +8 +4 +4 Rage 4x/day
13 +13 +6 +8 +4 +4 Totem ability
14 +14 +7 +9 +4 +4
15 +15 +7 +9 +5 +5 Totem ability
16 +16 +8 +10 +5 +5 Rage 5x/day
17 +17 +8 +10 +5 +5 Totem ability
18 +18 +9 +11 +6 +6
19 +19 +9 +11 +6 +6 Totem ability
20 +20 +10 +12 +6 +6 Rage 6x/day
Background: Most barbarians hail from nomadic or
Barbarian semi–nomadic tribes that dwell in the wilderness far from
Living on the edge of civilization, barbarians are civilization and under constant assault – or threat of
powerful warriors who protect and do battle for their assault – by outside forces.
clans. Imbimed with the power of the clan’s warrior Races: Humans and orkan make up the largest number of
totem, barbarians are a step up from the common folk barbarians on Amberos. Titanborn and dwarves who
they dwell with in their nomadic or semi–nomadic tribes. have been cast out or lost their clan sometimes degenerate
Barbarians tend to prefer the simple life into barbaric demeanors. Wild elves who avoid the Evan
uncluttered by the laws of civilization, but can be easily Cordum can sometimes be found as barbarians. Gnomes
influenced by goods, food, drink and wealth of civilized and Hillenfaeys are very rarely Hillenfaeys, though the
areas. They are often attracted to civilized areas for such dangerous area of the Golens has spawned a few
trinkets, and yet are easily reviled by the “corrupt” mores Hillenfaey and gnome tribes of barbarians.
and laws they may encounter in such structured societies. Other Classes: Barbarians tend to get along best with
While many barbarians are seen as uncouth by other martial classes – fighters and rangers mostly.
civilized society, barbarians can have complex social Barbarians often find themselves in disagreement with a
mores and laws that rival civilized society. They tend to paladin’s lawful nature, and they are often apprehensive
stress such ideals as ruling by the strong and stressing around any class capable of utilizing spells, though they
freedom over devotion to station and social duty. At the tend to be more comfortable around druids than any other
same time, barbarians tend to have disdain for the idly spellcaster.
rich, debutaunts and lazy poor – a barbarian has a duty, as
do all his people, and to not fulfill that purpose – or any Alignment: Any nonlawful.
purpose, for that matter, is offensive to the barbarian’s
mores. Hit Die: d12.
Alignment: Barbarians may be of any non–lawful
alignment. Class Skills
Religion: Barbarians are often not only religious, but The barbarian’s class skills (and the key ability
supersticious to a fault. Besides worshipping primitive for each skill) are Athletics (Str), Craft (Int), Handle
gods, barbarians often worship nature spirits – usually Animal (Cha), Persuade (Intimidate) (Cha), Perception
with their totem spirit being the most respected and (Wis), and Survival (Wis).
feared. Many barbarians worship Aspus, Lorius, Ko Skill Points at 1st Level: (4 + Int modifier) x4.
Kassa, Titanticus, Visha, Vermnia, or Belli, depending on Skill Points at Each Additional Level: 4 + Int modifier.
their moral outlook.
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armor worn. This speed increase also grants you
Class Features a +4 bonus to Athletics (Jump) checks.
All of the following are class features of the barbarian. Frightful Presence (Su): The barbarian exudes an
Weapon and Armor Proficiency: A barbarian is uneasy presence in a 10 foot radius. Enemies
proficient with all simple and martial weapons, light who enter into this area must make a Will save
armor, medium armor, and shields (except tower shields). DC 10 + ½ barbarian level + Cha modifier or be
shaken for 1 minute. If a creature successfully
Totem Ability (Ex): At every odd level (1st, 3rd, 5th, 7th, saves against this aura, it cannot be affected
9th, 11th, 13th, 15th, 17th and 19th) a barbarian chooses a again for 24 hours.
totem ability from the list below. A barbarian normally Horse Friend (Ex): The barbarian gains a Light
cannot change his totem ability once it has been taken, Warhorse or an equivilant riding animal as an
though powerful magic or a life–changing event can alter animal companion. This animal advances as the
the character’s totem, if the GM is willing to allow the Druidic animal companion, as if the barbarian
change. were a druid of the same level. The animal
companion cannot be changed to another
Totem Abilities creature at higher levels.
AC bonus (Ex): You gain a natural armor bonus of +1. Improved Grab (Ex): If the barbarian hits an opponent
Every 6 levels, the bonus increases by +1 (Thus with a natural or unarmed attack, he can
+1 at 1st –5th level, +2 at 6th–11th level, and +3 at immediately attempt to start a grapple without
12th – 17th level and +4 at 18th+ level). invoking an attack of opportunity.
Catspaw (Ex): The barbarian gains two natural claw Improved Reach (Ex): The barbarian can take a –2
attacks that deal 1d6 + Str bonus on a hit. penalty to hit to extend his reach by 5 feet. The
Climb Speed (Ex): You gain a climb speed equal to penalty to hit remains until the barbarian’s next
one–half his base land speed (round down to the turn. This does not affect Threaten squares when
nearest 5–foot interval). This also grants you a determining attacks of opportunity.
+8 racial bonus to Athletics (Climb) checks. Leaper (Ex): You gain a +5 bonus to Athletics (Jump)
Combat Feat: You may take a combat feat from the list skill checks and does not suffer any penalty to
of general feats. You may ignore ability score Athletics (Jump) checks without a running start.
requirements, but must meet all other Maul (Ex): The barbarian gains the ability, once per
requirements to take the feat. round, to follow up any successful attack he has
Damage Reduction (Ex): You must have a base just made with an additional attack at the same
Fortitude save of +5 or better to take this ability. bonus. If this extra attack hits, it deals the same
The barbarian gains Damage Reduction 2/–. damage as the initial attack.
Subtract 2 from the damage the barbarian takes Poison Resistant (Ex): You gain a +4 bonus to Fortitude
each time he is dealt damage from a weapon or a saves against poison attacks. At 10th level, you
natural attack. At 7th level, and every three does not suffer secondary effects from poison.
barbarian levels thereafter (10th, 13th, 16th, and Trap Sense (Ex): The barbarian gains a +1 bonus on
19th level), this damage reduction rises by 2 Reflex saves made to avoid traps and a +1 dodge
points. Damage reduction can reduce damage to bonus to AC against attacks made by traps.
0 but not below 0. These bonuses rise by +1 every three barbarian
Evasion (Ex): You must have a base Reflex save of +3 or levels thereafter. Trap sense bonuses gained from
better to take this ability. The barbarian can multiple classes stack.
avoid even magical and unusual attacks with Uncanny Dodge (Ex): You must have a base Reflex save
great agility. If he makes a successful Reflex of +1 or better to take this ability. The barbarian
saving throw against an attack that normally retains his Dexterity bonus to AC (if any) even if
deals half damage on a successful save, he he is caught flat–footed or struck by an invisible
instead takes no damage. Evasion can be used attacker. However, he still loses his Dexterity
only if the barbarian is wearing light armor or no bonus to AC if immobilized. If a barbarian
armor. A helpless barbarian does not gain the already has uncanny dodge from a different
benefit of evasion. class, he automatically gains improved uncanny
Fast Movement (Ex): Your land speed for his race dodge (see below) instead.
increased by +10 feet. This benefit applies only Uncanny Dodge (Ex): You retain your Dexterity bonus
when he is wearing no armor, light armor, or to AC (if any) even if he is caught flat–footed or
medium armor and not carrying a heavy load. struck by an invisible attacker. However, he still
Apply this bonus before modifying the loses his Dexterity bonus to AC if immobilized.
barbarian’s speed because of any load carried or If a barbarian already has uncanny dodge from a

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different class, he automatically gains improved equivilant special ability or a special ability
uncanny dodge (see below) instead. worth up 3,750 gp to the armor (ex., Light
Greater Rage (Ex): You must have 11 barbarian levels Fortification, Slick, Shadow, etc.). This bonus
to take this ability. A barbarian’s bonuses to lasts for 1 minute. The special ability is chosen
Strength and Constitution during his rage each when this ability is selected and can only be
increase to +6, and his magic bonus on Will changed when the barbarian increases in level. If
saves increases to +3. The penalty to AC remains the armor is already empowered with any spirit
at –2. defense ability, this ability overlays that power
Indomitable Will (Ex): You must have a base Will save and does not stack. You may take this ability
of 5+. While in a rage, the barbarian gains a +4 more than once, either for a different defense or
bonus on Will saves to resist enchantment spells. another use of the same ability.
This bonus stacks with all other modifiers, Spirit Defense, Greater (Su): You must have 7 levels of
including the magic bonus on Will saves he also barbarian to take this ability. As a free action
receives during his rage. once a day, the barbarian can add to his weapon
Tireless Rage (Ex): You must have 17 levels of a +2 bonus equivilant special ability or a special
barbarian to take this ability. A barbarian with ability worth up to 18,000 gp to armor (ex. Spell
this ability no longer becomes fatigued at the end Resistance (13), Improved Slick, Improved
of his rage. Silent Moves, etc.). This bonus lasts for 1
Mighty Rage (Ex): You must have 19 levels of barbarian minute. The special ability is chosen when
to take this ability. When taken, a barbarian’s selecting this ability and can only be changed
bonuses to Strength and Constitution during his when the barbarian increases in level. If the
rage each increase to +8, and his magic bonus on armor is already empowered with any spirit
Will saves increases to +4. The penalty to AC defense ability, this ability overlays that power
remains at –2. and does not stack. You may take this ability
Spirit Strike (Su): You must have 5 levels of barbarian more than once, either for a different greater
to take this ability. As a free action once a day, spirit defense ability or another use per day of
the barbarian can add to his weapon a +1 bonus the same ability.
equivilant special ability to the weapon (ex. Spirit Defense, Superior (Su): You must have 11 levels
Bane, Defending, Flaming, Frost, etc.). When of barbarian to take this ability. As a free action
selecting this ability, you set the special ability, once a day, the barbarian can add to his armor or
and can only change it when you gain a level. shield a +3 bonus equivilant special ability or a
This bonus lasts for 1 minute. You may take this special ability worth up to 42,000 gp to the
ability more than once; each time it allows you armor or shield (ex. Ghost Touch,
to use spirit strike an additional time per day and Invulnerability, Greater Slick, Greater Shadow,
can be used for a different ability. Spirit strikes etc.). This bonus lasts for 1 minute. The special
cannot be stacked to take a higher bonus ability ability is chosen when selecting this ability and
and applying a new spirit strike to a weapon can only be changed when the barbarian
overrides (does not stack) with any previous increases in level. If the armor or shield is
spirit strikes applied to a weapon. already empowered with any spirit defense
Spirit Strike, Greater (Su): You must have 9 levels of ability, this ability overlays that power and does
barbarian to take this ability. As a free action not stack. You may take this ability more than
once a day, the barbarian can add to his weapon once, either for a different superior spirit strike
a +2 bonus equivilant special ability to the ability or another use per day of the same ability.
weapon (ex. Anarchic, Axiomatic, Disruption,
Flaming Burst, etc.). This bonus lasts for 1 Rage (Ex): A barbarian can fly into a rage a certain
minute. The special ability is chosen when number of times per day. In a rage, a barbarian
selecting this ability and can only be changed temporarily gains a +4 bonus to Strength, a +4 bonus to
when the barbarian increases in level. If the Constitution, and a +2 magic bonus on Will saves, but he
weapon is already empowered with the Spirit takes a –2 penalty to Armor Class. The increase in
Strike ability, this ability overlays that power and Constitution increases the barbarian’s hit points by 2
does not stack. You may take this ability more points per level, but these hit points go away at the end of
than once, either for a different greater spirit the rage when his Constitution score drops back to
strike ability or another use per day of the same normal. (These extra hit points are not lost first the way
ability. temporary hit points are.)
Spirit Defense (Su): You must have 3 levels of barbarian While raging, a barbarian cannot use any
to take this ability. As a free action once a day, Charisma–, Dexterity–, or Intelligence–based skills
the barbarian can add to his armor or shield a +1 (except for Acrobatics (Balance), Acrobatics (Escape

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Artist), Persuade (Intimidate), and Handle Animal
(Ride)), or any abilities that require patience or
concentration, nor can he cast spells or activate magic
items that require a command word, a spell trigger (such
as a wand), or spell completion (such as a scroll) to
function. He can use any feat he has except Combat
Expertise, item creation feats, and metamagic feats. A fit
of rage lasts for a number of rounds equal to 3 + the
character’s (newly improved) Constitution modifier. A
barbarian may prematurely end his rage. At the end of the
rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength,
–2 penalty to Dexterity, can’t charge or run) for the
duration of the current encounter (unless he is a 17th–
level barbarian, at which point this limitation no longer
applies; see below).
A barbarian can fly into a rage only once per
encounter. At 1st level he can use his rage ability once per
day.
At 4th level and every four levels thereafter, he
can use it one additional time per day (to a maximum of
six times per day at 20th level). Entering a rage takes no
time itself, but a barbarian can do it only during his
action, not in response to someone else’s action.

Adrenaline surge
A barbarian may expend a feat to gain a
Adrenaline surge. By expending the feat, the barbarian
gains a adrenaline surge of 1 + Con modifier (minimum
of 1) and one Adrenaline surge ability. When using a
Adrenaline surge ability, he treats his fighter level as
equal to half his barbarian level. The barbarian may
choose to spend future feats on fighter abilities, but does
not gain an automatic Adrenaline surge ability at 5th, 10th
or 15th level as the fighter does.

Ex–Barbarians
A barbarian who becomes lawful loses the ability to rage
and cannot gain more levels as a barbarian. He retains all
the other benefits of the class (damage reduction, fast
movement, trap sense, and uncanny dodge).

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The Bard
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +0 +0 +2 +2 Armored Caster, bardic music, bardic knowledge 1x/day
2 +1 +1 +0 +3 +3 Familiar
3 +2 +2 +1 +3 +3
4 +3 +3 +1 +4 +4
5 +3 +3 +1 +4 +4 Bardic knowledge 2x/day
6 +4 +4 +2 +5 +5
7 +5 +5 +2 +5 +5
8 +6 +6 +2 +6 +6
9 +6 +6 +3 +6 +6
10 +7 +7 +3 +7 +7 Bardic knowledge 3x/day
11 +8 +8 +3 +7 +7
12 +9 +9 +4 +8 +8
13 +9 +9 +4 +8 +8
14 +10 +10 +4 +9 +9
15 +11 +11 +5 +9 +9 Bardic knowledge 4x/day
16 +12 +12 +5 +10 +10
17 +12 +12 +5 +10 +10
18 +13 +13 +6 +11 +11
19 +14 +14 +6 +11 +11
20 +15 +15 +6 +12 +12 Bardic knowledge 5x/day
However, it is not uncommon for other classes to
Bard somewhat look down at bards, as their strengths do not
The bard is the jack–of–all–trades of the match the single–minded pursuits of the other classes.
adventuring profession. They have skills in a wide
variety of areas, but they are not the master of any Hit Die: d6.
particular skill. Bards are able to fight, to heal, negotiate
and have some magical skills with magic spells. Their Class Skills
ability to perform through song, music or dance has The bard’s class skills (and the key ability for
magical powers that can enrapture, inspire or break each skill) are Acrobatics (Dex), Athletics (Str),
magical or mundane bonds. Bards are also storehouses of Deception (Cha), Craft (Int), Linguistics (Int), Knowledge
mundane knowledge, and they often have useful bits of (all skills, taken individually) (Int), Perception (Wis),
trivia for any occasion. Persuade (Cha), Perform (Cha), Profession (Wis), Stealth
Alignment: Bards may be of any alignment, though they (Dex), , Spellcraft (Arcane & Use Magic Device)
tend to favor Chaotic outlooks of freedom and free– (Varies).
roaming. Skill Points at 1st Level: (6 + Int modifier) x4.
Religion: Bards often pay lip service to the gods, and Skill Points at Each Additional Level: 6 + Int modifier.
rarely devote themselves to just one diety. Harp, Magius,
Lorius and Opheus tend to be favored by good bards, Class Features
while evil bards tend to favor Morian or Gwieze.
All of the following are class features of the
Background: Bards come from a wide variety of
bard.
backgrounds, but are often alike in that they have traveled
Weapon and Armor Proficiency: A bard is proficient
extensively and are innately curious.
with all simple weapons, plus the longsword, rapier, sap,
Races: Half–elves and gnomes tend to comprise the
short sword, shortbow, and whip. Bards are proficient
largest number of bards, with humans and elves a close
with light armor and shields (except tower shields).
second. Dwarf bards rarely leave their underground
Like other spellcaster, a bard wearing armor or
realms, but do exist. Orkan, titanborn rarely become
using a shield incurs a chance of arcane spell failure if the
bards, preferring to devote more energy to martial
spell in question has a somatic component (most do).
pursuits than to the generalization of skills of the bard.
Spells: A bard casts arcane spells, which are drawn from
Other Classes: Bards tend to get along fabulously will
the bard spell list. He can cast any spell he knows without
all the classes. They can often fill in for a fallen or
preparing it ahead of time. Every bard spell has a verbal
missing member, and their skills allow them to enhance
component (singing, reciting, or music). To learn or cast a
the abilities of all the others around them.

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spell, a bard must have a Charisma score equal to at least Level 0 1st 2nd 3rd 4th 5th 6th
10 + the spell. The Difficulty Class for a saving throw 1st 4 21 — — — — —
against a bard’s spell is 10 + the spell level + the bard’s 2nd 5 3 — — — — —
Charisma modifier. 3rd 6 3 — — — — —
Like other spellcasters, a bard can cast only a 4th 6 4 21 — — — —
certain number of spells of each spell level per day. His 5th 6 4 3 — — — —
base daily spell allotment is given on Table: The Bard. In 6th 6 4 3 — — — —
addition, he receives bonus spells per day if he has a high 7th 6 5 4 21 — — —
Charisma score. When Table: Bard Spells Known 8th 6 5 4 3 — — —
indicates that the bard gets 0 spells per day of a given 9th 7 5 4 3 — — —
spell level, he gains only the bonus spells he would be 10th 7 5 5 4 21 — —
entitled to based on his Charisma score for that spell 11th 7 6 5 4 3 — —
level. 12th 7 6 5 4 3 — —
The bard’s selection of spells is extremely 13th 7 6 5 5 4 21 —
limited. A bard begins play knowing four 0–level spells of 14th 7 6 6 5 4 3 —
your choice. At most new bard levels, he gains one or 15th 7 6 6 5 4 3 —
more new spells, as indicated on Table: Bard Spells 16th 8 7 6 5 5 4 21
Known. (Unlike spells per day, the number of spells a 17th 8 7 6 6 5 4 3
bard knows is not affected by his Charisma score; the 18th 8 7 6 6 5 4 3
numbers on Table: Bard Spells Known are fixed.) 19th 8 7 7 6 5 5 4
At any level, a bard can choose to learn a new 20th 8 7 7 6 6 5 4
spell in place of one he already knows. In effect, the bard
“loses” the old spell in exchange for the new one. The Armored Caser: A bard is skilled in casting spells in
new spell’s level must be the same as that of the spell armor. When casting in armor, he may take 10 on a
being exchanged. A bard may swap only a single spell at Spellcasting (Arcane) skill check..
any given level, and must choose whether or not to swap Bardic Knowledge: A bard may make a special bardic
the spell at the same time that he gains new spells known knowledge check once per day. He may add ½ his bard
for the level. level to any one Knowledge check once a day, and may
As noted above, a bard need not prepare his even use Knowledge checks untrained without penalty..
spells in advance. He can cast any spell he knows at any A bard may make a Bardic Knowledge check twice a day
time, assuming he has not yet used up his allotment of starting at 5th level, three times a day at 10th level, four
spells per day for the spell’s level. times a day at 15th level and five times a day at 20th level.
Bardic Music: Once per day per two bard levels, a bard
Table: The Bard Spells Per Day can use his song or poetics to produce magical effects on
Level 0 1st 2nd 3rd 4th 5th 6th those around him (usually including himself, if desired).
1st 2 0 — — — — — While these abilities fall under the category of bardic
2nd 3 1 — — — — — music and the descriptions discuss singing or playing
3rd 3 2 — — — — — instruments, they can all be activated by reciting poetry,
4th 3 2 0 — — — — chanting, singing lyrical songs, singing melodies,
5th 4 3 1 — — — — whistling, playing an instrument, or playing an instrument
6th 4 3 2 — — — — in combination with some spoken performance.
7th 4 3 2 0 — — — To use bardic music, the bard selects a spell off
8th 4 4 3 1 — — — his known spell list and weaves it into a Performance
9th 5 4 3 2 — — — check. The saving throw against the bardic music ability
10th 5 4 3 2 0 — — becomes equal to 10 + ½ his Perform total, if any save is
11th 5 4 4 3 1 — — allowed. The bard must have ranks in Perform equal to
12th 5 5 4 3 2 — — twice the level of the spell to use an ability with his bardic
13th 5 5 4 3 2 0 — music.
14th 6 5 4 4 3 1 — Instead of using bardic music to cast extra spells,
15th 6 5 5 4 3 2 — a bard can use bardic music in a social encounter (where
16th 6 5 5 4 3 2 0 appropriate) to affect up to one target per level. The bard
17th 6 6 5 4 4 3 1 makes one Perform check and compares it to the Resolve
18th 6 6 5 5 4 3 2 DC of each opponent, damaging the Resolve points of any
19th 6 6 5 5 4 4 3 opponent he exceed the Resolve DC by. This effect lasts
20th 6 6 6 5 4 4 4 for 1 round/2 levels of bard.

Table: Bard Spells Known

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Familiar: At 2nd level and higher, a bard can take a A bard uses ½ his level when determining the special
familiar by paying the required 100 gp and taking a feat. abilities granted to his familiar.

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The Battlemage
Level Base Attack Caster Fort Reflex Will Special Spells Per Day
Bonus Level Save Save Save
0 1 2 3 4 5 6 7 8 9
1 +0 +0 +2 +0 +2 Armor Caster, 2 0 – – – – – – – –
Bonus Feat
2 +1 +1 +3 +0 +3 Metamagic Feat 2 1 – – – – – – – –
3 +2 +2 +3 +1 +3 3 1 – – – – – – – –
4 +3 +3 +4 +1 +4 Bonus Feat 3 2 0 – – – – – – –
5 +3 +3 +4 +1 +4 3 2 1 – – – – – – –
6 +4 +4 +5 +2 +5 3 2 1 0 – – – – – –
7 +5 +5 +5 +2 +5 3 3 2 1 – – – – – –
8 +6 +6 +6 +2 +6 Bonus Feat 3 3 2 1 0 – – – – –
9 +6 +6 +6 +3 +6 4 3 2 2 1 – – – – –
10 +7 +7 +7 +3 +7 Metamagic Feat 4 3 3 2 1 0 – – – –
11 +8 +8 +7 +3 +7 4 4 3 2 2 1 – – – –
12 +9 +9 +8 +4 +8 Bonus Feat 4 4 3 3 2 1 0 – – –
13 +9 +9 +8 +4 +8 4 4 3 3 2 2 1 – – –
14 +10 +10 +9 +4 +9 4 4 4 3 3 2 1 0 – –
15 +11 +11 +9 +5 +9 4 4 4 3 3 2 2 1 – –
16 +12 +12 +10 +5 +10 Bonus Feat 4 4 4 4 3 3 2 1 0 –
17 +12 +12 +10 +5 +10 4 4 4 4 3 3 2 2 1 –
18 +13 +13 +11 +6 +11 4 4 4 4 4 3 3 2 2 0
19 +14 +14 +11 +6 +11 Bonus Feat 4 4 4 4 4 3 3 2 2 1
20 +15 +15 +12 +6 +12 Metamagic Feat 4 4 4 4 4 4 3 3 2 2

Battlemage knowledge. Battlemages tend to be neutral towards most


For the longest time, warriors have been trying other classes, and adopt relationships based their ability to
to find the perfect balance of martial skill and magical contribute to the group’s efforts on and off the battlefield.
knowledge to be the deadliest opponent they can be on
the field. While there are many who divide their Hit Dice: d8
attention between intense book study and grueling
practice of weapons, the Battlemage follow a regime in Class Skills
which they engaged in both activities, dueling in the The Battlemage’s class skills (and the key ability
morning and studying their tomes of magic at night. for each skill) are Acrobatics (Dex), Athletics (Str), Craft
Alignment: Battlemages can be of any alignment. (Int), Handle Animal (Cha), Knowledge (All skills, taken
Religion: Battlemages often pay lip service to some seperately) (Int), Perception (Wis), Persuade (Cha), and
god, but rarely engage in regular religious devotion. Spellcraft (Arcane & Use Magic Device).
Background: Battlemages tend to come from well–to–
do families that can afford the costs to send the Skill points at 1st level: (2 + Int modifier) X 4
battlemage to both wizardly and martial training. Skill points at each additional level: 2 + Int modifier
Battlemages often have had some sort of formal
schooling, though it is not uncommon for many Class Features
battlemages to excel at physical activities while barely
Weapon and Armor Proficiency: Battlemages are skilled
be capable of completing rigorous academic standards.
with all simple and martial weapons. They are proficient
Races: Elves make a large number of battlemages,
with light and medium armors, as well as shields. They do
with draemani and humanity making a close second.
not begin with proficiency with heavy armors. Armor of
Some orkan and titanborn relish learning the skills of
any type interferes with a Battlemage’s ability to cast spells
sword and spell, and their numbers are quite high.
requiring movement. Note that armor heavier than leather
Gnomes and Hillenfaeys sometimes take up the mantle
apply to the skills balance, climb, escape artist, hide, jump,
of battlemage, but very rarely. Kobolds tend to prefer
move silently, sleight of hand and tumble.
dedicating their skill to learning magic, but occasionally
Armored Caster: A battlemage is skilled at casting spells
a relentlessly brave kobold battlemage will appear.
in armor. He may take 10 when making Spellcraft (Arcane)
Other Classes: Battlemages tend to foster
skill checks to cast spells in armor.
relationships with both fighter–types and arcane
Spells: A Battlemage casts arcane spells. He is limited to a
spellcasters, as they share many of the talents and
certain number of spells of each spell level per day,
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according to his class level. A Battlemage must prepare Armor Casting: Starting at 1st level, the battlemage gains
spells ahead of time by getting a good night’s sleep and the Armor Casting feat for free.
spending 1 hour studying his spellbook. While Familiars: Unlike wizards or sorcerers, Battlemages are
studying the Battlemage decides which spells to unable to normally attract familiars. Since Battlemages
prepare. often engage in deadly hand–to–hand combat, familiars are
At first level, a Battlemage can cast two 0th simply too vulnerable to attack for most Battlemage’s tastes.
level spells and zero 1st level spells. At any levels Also, most familiars are the product of a deep tie to magical
where the available spells for a given level is listed as 0 skill, a skill a Battlemage does not normally develop. If a
and not a slash, the Battlemage may cast spells of that Battlemage desires to attract a familiar, not only must he put
level only if he gains a spell bonus due to high up the normal fees to acquire one, but you must also spend a
intelligence. For example, at 1st level, if the Battlemage feat to acquire the familiar.
has a 12+ intelligence, he can cast at least one 1st level Bonus Feats: At first level, then at 4th, 8th, 12th, 16th and 19th
spell thanks to the bonus spell he gains for high level the Battlemage gains a bonus feat. This bonus feat
intelligence. must come from the fighter bonus feat list. Battlemages do
Battlemages begin with three 0th level spells not qualify for fighter–only feats such as weapon
and one 1st level spell in their spellbooks for free. They specialization, however.
must purchase or otherwise acquire other spells they Metamagic Feats: At 2nd level, and then at 10th and 20th
wish to put in their spellbooks. When a Battlemage level, a Battlemage may choose a metamagic or item
advances in level, he gains one spell of each spell level creation feat.
he can cast for free to add to his spellbook.
If a Battlemage multiclasses as a wizard, Adrenaline surge
sorcerer or mage, he ceases to use the battlemage’s A battlemage may spend a feat to gain a
spell advancement table and instead uses the adrenaline surge and access to adrenaline surge abilities. A
appropriate spellcasting class’s spell progression. The battlemage’s adrenaline surge has a total number of uses per
character adds half his battlemage level to the day equal to 3 + ¼ battlemage level (Thus 1 at 1st–3rd level,
spellcasting classes effective level for determining 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th – 15th level, 5 at
spells per day, spells known, spell points and caster 16th–19th level and 6 at 20th+ level).
level.
Battlemages cannot specialize in a school of
magic, though most of their spells are offensive in
nature. Nor is a Battlemage dedicated enough to
Summon Familiar
receive spell mastery. They do not have enough You have sought out a familiar
mastery of weapons to gain Weapon Specialization. Prerequisite: Ability to cast 1st level arcane spells or
Battlemages acquire and must scribe spells higher.
into a spellbook as a wizard. A given spell costs 100 gp Benefits: By expending 100 gp in materials, you may
+ 100 gp/page to scribe into a spellbook. A spell takes summon and keep a familiar as if a wizard.
up its spell level + 1 page of space in a spellbook.

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The Chosen One


Level Base Caster Fort Ref Will
Attack Level Save Save Save
Bonus Special
1 +1 +0 +0 +0 +2 Alignment Aura, Detect Alignment, Smite (1d6) 1x/ day
2 +2 +1 +0 +0 +3 Divine Grace, Power of Life and Death
3 +3 +2 +1 +1 +3 Divine Aura, Divine Health, Smite (2d6) 1x/day
4 +4 +3 +1 +1 +4 1st Domain Power, Armored Casting, Divine Spells
5 +5 +3 +1 +1 +4 Planar Ally, Smite (3d6) 2x/day
6 +6 +4 +2 +2 +5
7 +7 +5 +2 +2 +5 2nd Domain Power, remove/inflict malady 1x/day, smite
(4d6) 2x/day
8 +8 +6 +2 +2 +6
9 +9 +6 +3 +3 +6 Smite (5d6) 3x/day
10 +10 +7 +3 +3 +7 Remove/inflict malady 2x/day
11 +11 +8 +3 +3 +7 Smite (6d6) 3x/day
12 +12 +9 +4 +4 +8
13 +13 +9 +4 +4 +8 Remove/inflict malady 3x/day, smite (7d6) 4x/day
14 +14 +10 +4 +4 +9
15 +15 +11 +5 +5 +9 Smite (8d6) 4x/day
16 +16 +12 +5 +5 +10 Remove/inflict malady 4/xday
17 +17 +12 +5 +5 +10 Smite (9d6) 5x/day
18 +18 +13 +6 +6 +11
19 +19 +14 +6 +6 +11 Remove/inflict malady 5x/day, Smite (10d6) 5x/day
20 +20 +15 +6 +6 +12

Chosen One some way during their life – many claiming to have been
Over the ages, the gods of Amberos have marked at birth – to champion their diety.
always employed mortal champions for their causes. Races: Chosen ones come from all races excepting those
Where it is generally the job of the clergy and clerics to with gods that tend to be aloof of mortal affairs or those
spread word of a god and inspire worship of these lacking gods – such as among elves on Amberos.
divine beings, Chosen Ones are the warriors and Other Classes: Chosen ones tend to defer to clerics of the
champions of the gods, fighting against enemies and same diety, though some have been known to clash with
foes of the divine in a deities name. clerical sects who abhor combat. Lawful Good chosen ones
Alignment: Chosen Ones may be of any alignment, may find common ground with Paladins of the same diety,
though they tend more towards alignment extremes though chosen ones of differing alignments or chosen
such as Lawful Good, Chaotic Evil or True Neutral. deities may find themselves in direct conflict with such
Like clerics, a chosen one’s alignment must be within champions. Chosen ones tend to be reserved around other
one step of his diety’s (i.e., only one step in the classes; friendship or enimity tends to be based on their
Lawful–Chaos axis or one step in the Good–Evil axis, usefulness in the chosen one’s cause.
but not both).
Religion: All chosen ones must chose a diety that the Hit Dice: 1d10
chosen one champions. Unlike paladins or some Starting Money: 200 gp + (6d4 x 10 gp)
clerics, chosen ones MUST choose a diety or pantheon
from which they draw their power. Note that if a Class Skills
chosen one ever ceases to promote the diety or The chosen one’s class skills (and the key ability
pantheon he has chosen, he will not be able to advance for each skill) are Athletics (Str), Craft (Int), Handle Animal
in this class ever after again – even if the character (Cha), Knowledge (Religion) (Int), Perception (Wis),
chooses a new diety or pantheon to follow later on. Persuade (Cha), Profession (Int), and Spellcraft (Divine &
Background: Chosen ones are exemplary models of Use Magic Device).
the god they champion, and come from a wide variety
of backgrounds. Most chosen ones have taken up their Skill Points at first Level: (2 + Int modifier) X 4
cause after a particularly close brush with the presence Skill Points as Each Additional Level: 2 + Int Modifier.
of the diety of their calling. Some claim to have spoken
directly to or have been spoken to the diety they
champion, while others claim to have been marked in

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Class Features Planar Ally (Su): At 4th level, the chosen one gains the
All of the following are class features of the Chosen assistance of a specific planar ally. The chosen planar ally
One. can be summoned to the chosen one’s presence once per day
Weapons and Armor Proficiency: Chosen ones are for up to one hour/2 levels of chosen one. Consult the table
proficient with all simple and martial melee weapons. below for a list of planar allies that can be summoned.
They are proficient with light, medium and heavy If the summoned planar ally is slain, it may be
armors, as well as shields. Note that armor heavier replaced after the chosen one makes prayers to his or her
than leather apply to the skills balance, climb, escape diety for a 24 hour period.
artist, hide, jump, move silently, sleight of hand and If a chosen one uses a Planar Ally spell to summon
tumble. A chosen one who cast spells in armor must his planar ally, he does not need to expend any experience
make a Spellcraft (Divine) skill check to successfully when casting the spell for the first time that day. The
cast the spell. chosen one cannot use the Planar Ally spell to summon his
Alignment Aura (Ex): The power of a chosen one’s planar ally if the ally is slain or if the planar ally’s HD
aura of Law/Chaos and Good/Evil equals his chosen exceed that which can be called by the spell in question.
one’s level, just like the aura of a cleric. Armored Caster (Ex): Starting at 4th level, the chosen one
Detect (Su): At will, a chosen one can detect Law (if is trained in casting in armor. He may take 10 on a
chaotic), detect Chaos (if lawful), detect Good (if evil) Spellcraft (Divine) skill check when attempting to cast in
or detect Evil (if good). Nuetrals may detect for the armor.
presence of either form. Only one form of detect may Spells: Starting at 4th level, a chosen one can begin casting
be used at a time. a handful of spells from the cleric list. The chosen one’s
Smite (Su): At 1st level, the chosen one must take the spellcasting ability is Wisdom–based, and he must possess a
ability to Smite Law (if Chaotically aligned), Smite minimum Wisdom of 10 + spell level to cast spells of any
Chaos (if Lawfully aligned), Smite Good (if Evilly given level. A chosen one’s caster level is ½ his level in
aligned) or Smite Evil (if Good aligned). Only one chosen one.
form of smiting may be chosen, even if the character The list of known spells for a chosen one is 2 at 4th
qualifies for more than one form. A True Neutral level (if Wisdom is 14 or higher), plus one additional spell
chosen one may choose one of the four abilities listed per level. The additional spell can be from any level the
above. Thereafter, the chosen one may attempt a smite chosen one can cast.
with one normal melee attack. The chosen one adds his Chosen One spells per
Charisma modifier to her attack roll and deals 1d6 extra day
point of damage per two chosen one levels. For Level 1 2 3 4
example, a 11th level chosen one with a 16 Charisma 1st–3rd – – – –
(+3 modifier) would deal an additional +6d6 points of 4th 0 – – –
damage with the smite attack. If the chosen one 5 –6th 1 – – –
th

accidentally smites a foe that does not meet the 7th 1 0 – –


alignment requirement, the smite has no effect, but the 8 –9th 1 1 – –
th

ability is still used up for that day. 10th 1 1 0 –


At 5th level, and every 4 levels thereafter, the 11th 2 1 1 –
chosen one may smite one additional time per day as 12th 2 1 1 –
indicated on the class chart. 13th 2 1 1 0
Divine Grace(Su): At 2nd level, the chosen one gains a 14th 2 2 1 1
bonus equal to his charisma modifier on all saving 15th 3 2 1 1
throws. 16th 3 2 1 1
Power of Life And Death (Su): Beginning at 2nd 17th 3 2 2 1
level, the chosen one gains the ability to cure wounds 18th 3 2 2 1
(if good or neutrally aligned) or cause wounds (if evilly 19th 3 3 2 2
aligned) on himself or others by touch. If used in 20th 4 3 3 2
combat, this requires a touch attack to be successful.
The chosen one can cure or cause a total number of hit Chosen One Spells Known
points equal to his chosen one level X his Charisma Level 1st 2nd 3rd 4th
bonus. st
1 –3 rd
– – – –
Divine Health (Ex): At 3rd level, the chosen one gains 4th 2 – – –
immunity to disease, including supernatural and 5th 3 – – –
magical diseases (such as mummy rot or lycanthropy). 6th 4 – – –
Evil chosen ones can choose to be carriers of disease 7th 4 1 – –
and not be affected by them. 8th 4 2 – –
9th 4 3 – –

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10th 4 3 1 – 11th level the chosen one can neutralize poison with a use of
11th 4 3 2 – remove malady. At 13th level, the chosen one can use
12th 4 3 3 – Lesser Restoration with a use of remove malady. At 15th
13th 4 3 3 1 level, a chosen one can negate a negative level with a use of
14th 4 3 3 2 remove malady.
15th 4 3 3 3 This ability can be used one additional time per day
16th 4 4 3 3 for every three levels after 7th (twice per day at 10th, three
17th 4 4 4 3 times at 13th, four times at 16th, and five times at 19th+
18th 4 4 4 4 level).
19th 5 4 4 4 At 7th level, an evil–aligned chosen one can produce a
20th 5 5 4 4 contagion effect, as the spell, once per day. As the chosen
one gains level, she may inflict additional maladies as
follows. At 9th level, a chosen one can inflict
1st Domain Power (Su): At 4th level, the chosen one blindness/deafness as per the spell with a use of inflict
gains one of the domain abilities of the god he malady. At 11th level the chosen one can poison an
worships. The chosen domain ability cannot be opponent, as per the spell, with a use of inflict malady. At
changed once chosen. If the chosen one desires and is 13th level, the chosen one can use ray of enfeeblement with a
of good alignment, he may take the ability to Turn use of inflict malady. At 15th level, a chosen one can use
Undead instead of taking a domain power. If the vampiric touch with a use of the inflict malady ability.
chosen one is of evil alignment, he may choose to take This ability can be used one additional time per day
the ability to Rebuke Undead instead of taking a for every three levels after 7th (twice per day at 10th, three
domain power. times at 13th, four times at 16th, and five times at 19th+
In addition to gaining the domain ability, the level).
chosen one may add the spells on his chosen domain A nuetrally–aligned chosen one can choose to
list to his spell list. If the chosen one takes the ability to inflict or remove malady when this ability is gained, but
turn undead, he adds the spells from the Good domain must choose which version they will use, and it cannot be
to his spell list. If the chosen one takes the ability to changed at a later date.
rebuke undead, he adds the spells from the Evil domain
to his spell list. The chosen one does not gain an Adrenaline Surge
additional memorized domain spell per day, however. A chosen one may expend a feat to gain a
2nd Domain Power (Su): At 7th level, the chosen one Adrenaline surge. By expending the feat, the chosen gains a
gains one of the domain abilities of the god he adrenaline surge of 2 + Con modifier (minimum of 1) and
worships. A chosen one may choose the same domain one Adrenaline surge ability. The chosen one may choose
that he chose at 4th level. In such a case, the effect to spend future feats on fighter abilities, but does not gain an
granted by the chosen domain is doubled, or performed automatic Adrenaline surge ability at 5th, 10th or 15th level as
twice as often – the former if the domain ability is a the fighter does.
constant use ability, the latter if the domain ability has a
number of uses per day. The chosen domain ability Chosen One Planar Ally
cannot be changed once chosen. Turning or Rebuking
undead may be taken as a choice instead of a domain A chosen one’s planar ally may be one of the following
power, as noted in the 1st Domain Power ability. creatures initially
In addition to gaining the domain ability, the
Creature Alignment
chosen one may add the spells on his chosen domain
list to his spell list. If the chosen one takes the ability to Quasit CE
turn undead, he adds the spells from the Good domain Lemure (Devil) LE
to his spell list. If the chosen one takes the ability to Vargouille NE
rebuke undead, he adds the spells from the Evil domain Lantern Archon LG
to his spell list. The chosen one does not gain an Homonculus CG,CN
additional memorized domain spell per day, however. Fomorian Worker LN
Remove/Inflict Malady (Sp): At 7th level, a good– Celestial Warhorse LG, NG, CG
aligned chosen one can produce a remove disease Fiendish Light Warhorse LE, NE, CE
effect, as the spell, once per day. As the chosen one Anarchic Light Warhorse CG, CN, CE
gains level, she may remove additional maladies as Axiometric Light Warhorse LG, LN, LE
follows. At 9th level, a chosen one can negate Elemental Light Warhorse N
blindness/deafness with a use of remove malady. At
Chosen One Level Bonus Natural Str Int Adj. Special
HD Armor Adj.

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Adj.
5th–7th +2 +4 +1 +2 Empathic link, improved evasion, share spells &
saving throws
8th–10th +4 +6 +2 +4 Improved speed
11th–14th +6 +8 +3 +6 Command creatures of its kind
15th–20th +8 +10 +4 +8 Spell resistance
Chosen one’s Planar Ally Basics: Use the base Improved Speed (Ex): The ally’s speed increases by 10 feet.
statistics for a creature of the ally’s kind, but make Command (Sp): Once per day per two chosen one levels of
changes to take into account the attributes and its master, a ally can use this ability to command other any
characteristics summarized on the table and described normal animal of approximately the same kind as itself (for
below. warhorses and warponies, this category includes donkeys,
Bonus HD: Extra Hit Dice appropriate to the creature’s mules, and ponies), as long as the target creature has fewer
type, each of which gains a Constitution modifier, as Hit Dice than the ally. This ability functions like the
normal. Extra Hit Dice improve the ally’s base attack command spell, but the ally must make a DC 17 Will save
and base save bonuses. A special ally’s base attack to succeed if it’s being ridden at the time. If the check fails,
bonus is equal to that of a cleric of a level equal to the the ability does not work that time, but it still counts against
ally’s HD, regardless of how it would normally the ally’s daily uses. Each target may attempt a Will save
advance. An ally has good Fortitude and Reflex saves. (DC 10 + 1/2 chosen one’s level + chosen one’s Cha
The ally gains additional skill points or feats for bonus modifier) to negate the effect.
HD as normal for advancing a monster’s Hit Dice. Spell Resistance (Ex): An ally’s spell resistance equals its
Natural Armor Adj.: The number on the table is an master’s chosen one level + 5. To affect the ally with a
improvement to the ally’s existing natural armor bonus. spell, a spellcaster must get a result on a caster level check
Str Adj.: Add this figure to the ally’s Strength score. (1d20 + caster level) that equals or exceeds the ally’s spell
Int Adj.: Add this figure to the ally’s Intelligence score. resistance.
Empathic Link (Su): The chosen one has an empathic
link with her ally out to a distance of up to 1 mile. The Advanced Planar Allies: Instead of increasing his planar
chosen one cannot see through the ally’s eyes, but they allies abilities while leveling up, a chosen one may replace
can communicate empathically. his current ally with a new, more powerful being. The table
Note that even intelligent allies see the world below shows at which level a new creature becomes
differently from humans, so misunderstandings are available. When determining what additional abilities the
always possible. Because of this empathic link, the planar allies gains from the table above, subtract the
chosen one has the same connection to an item or place chosen’s one level from the number in parentheses. For
that her ally does, just as with a master and his familiar example, if a 12th level chosen one took a Hell Hound as a
(see Familiars). planar ally, it would gain the ally abilities as if the chosen
Improved Evasion (Ex): When subjected to an attack one were 4th level.
that normally allows a Reflex saving throw for half
damage, an ally takes no damage if it makes a
successful saving throw and half damage if the saving
throw fails.
Share Spells: At the chosen one’s option, she may have
any spell (but not any spell–like ability) she casts on
herself also affect her ally. The ally must be within 5
feet at the time of casting to receive the benefit. If the
spell or effect has a duration other than instantaneous, it
stops affecting the ally if it moves farther than 5 feet
away and will not affect the ally again even if it returns
to the chosen one before the duration expires.
Additionally, the chosen one may cast a spell with a
target of “You” on her ally (as a touch range spell)
instead of on herself. A chosen one and her ally can
share spells even if the spells normally do not affect
creatures of the ally’s type (magical beast).
Share Saving Throws: For each of its saving throws,
the ally uses its own base save bonus or the chosen
one’s, whichever is higher. The ally applies its own
ability modifiers to saves, and it doesn’t share any other
bonuses on saves that the master might have.

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Abyssal Greater Basilisk 14 CE
Creature ECL Align Ghaele 14 CG
6th Level (level – 2) 4 Fiendish Blue Young Adult 14 LE
Elemental, Small 4 Any Dragon
Gibbering Mouther 4 Any Chaotic 18th Level (level – 14) 16
Fiendish Spider, Medium 4 Any Evil Fiendish Beholder 16 Any Evil
Celestial Black Bear 4 Any Good Leonal 16 Any Good
Dretch (Demon) 4 CE Marut (Inevitable) 16 Any Lawful
Celestial Hippogriff 4 CG Celestial Charger (Unicorn) 16 CG
Imp (Devil) 4 LE Fiendish Old White Dragon 16 CE
Celestial Lion 4 LG Celestial Adult Brass Dragon 16 CG
8th Level (level – 4) 6 Ice Devil 16 LE
Elemental, Medium 6 Any Celestial Half–dragon 16 LG
Mephit 6 Any Lamamasu (lammasu)
1
Yeth Hound 6 Any Evil The genie will not use its wish ability while acting as a bound ally
Shadow Mastiff 6 Any Evil until the Chosen One is at least 18th level. Using its wish abilities
Night Hag 6 Any Evil frees it from its duties as a planar ally, and it is dismissed as soon
Avoral Guardinal 6 Any Good as it uses the 3rd wish. Another genie can never be again
summoned as an ally if this done.
Unicorn 6 Any Good
Dretch (demon) 6 CE
Characters with a neutral portion of their alignment may
Blink Dog 6 CG
Hell Hound 6 LE summon creatures one step from their own neutral portion
of their alignment. For example, Lawful Neutral characters
Hound Archon 6 LG
may choose creatures from the Lawful Good or Lawful Evil
10th Level (level – 6) 8
Elemental, Large 8 Any list. Characters of Chaotic Neutral alignment may choose
creatures from the Chaotic Good or Chaotic Evil list.
Fiendish Annis (hag) 8 Any Evil
Unicorn 8 Any Good Neutral evil characters may choose from the Lawful Evil or
Babau (Demon) 8 CE Chaotic Evil lists, while Neutral Good characters may
choose from the Lawful Good or Chaotic Good lists. True
Bralani Eladrin 8 CG
Hellcat (Devil) 8 LE Neutral characters are restricted to the Neutral list.
Celestial Gold Dragon 8 LG
Wyrmling Adrenaline surge
12th Level (level – 8) 10 A chosen one may spend a feat to gain a adrenaline
Elemental, Huge 10 Any surge and access to adrenaline surge abilities. A
Hell Hound 10 Any Evil battlemage’s adrenaline surge has a total number of uses per
Lammasu 10 Any Good day equal to 3 + ¼ chosen one level (Thus 1 at 1st–3rd level,
Vrock (Demon) 10 CE 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th – 15th level, 5 at
Lillend 10 CG 16th–19th level and 6 at 20th+ level).
Bone Devil 10 LE
Hound Archon 10 LG Ex–Chosen Ones
Noble Djinni (Genie)1 10 N, CG If a chosen one willingly revokes his service to his
Efreeti (Genie)1 10 N, LE god or performs an act contrary to his faith, he immediately
14th Level (level – 10) 12 looses all of his supernatural abilities and cannot advance as
Elemental, Greater 12 Any a chosen one until he atones for the deed. Many deities are
Devourer 12 Any Evil unwilling to restore a chosen one to a state of grace once
Leonal (guardinal) 12 Any Good they fall, and may choose to refuse to allow a chosen one to
Zelekhut (inevitable) 12 Any Lawful return to service in their name. Such chosen ones must
Retriever (demon) 12 CE either find another patron diety to serve or continue to
Celestial Juvenile Copper 12 CG advance in another class.
Dragon
Barbed Devil 12 LE
Lammasu 12 LG
16th Level (level – 12) 14
Bebilith (Demon) 14 Any Evil
Celestial Juvenile Silver 14 Any Good
Dragon
Kolyarut (inevitable) 14 Any Lawful

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The Cleric
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Armored Caster, Aura, Turn or Rebuke Undead,
Divine Spellcasting, Domain Powers, Spontaneous
Spellcasting
2 +1 +2 +3 +0 +3
3 +2 +3 +3 +1 +3
4 +3 +4 +4 +1 +4
5 +3 +5 +4 +1 +4 Divine Feat
6 +4 +6 +5 +2 +5
7 +5 +7 +5 +2 +5
8 +6 +8 +6 +2 +6
9 +6 +9 +6 +3 +6
10 +7 +10 +7 +3 +7 Divine Feat
11 +8 +11 +7 +3 +7
12 +9 +12 +8 +4 +8
13 +9 +13 +8 +4 +8
14 +10 +14 +9 +4 +9
15 +11 +15 +9 +5 +9 Divine Feat
16 +12 +16 +10 +5 +10
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Summon Avatar
Cleric known for becoming clerics, but occasionally do take up the
A cleric is a semi–militant arm of a religious mantle in the name of Discoff (or Fir for gnomes).
organization. Unlike lay clergy, clerics are often called Titanborn occasionally will champion the old Titans or
up to fight for their cause or to proselytize in dangerous Ancient Ones, while orkan tend to follow human gods.
areas where their presence may be unwanted. Elves, who do not normally worship gods, only take up
Alignment: A cleric’s alignment must be within one clericship under the most dire of circumstances, and tend to
step of his deity’s (that is, it may be one step away on dedicate themselves to Hamma.
either the lawful–chaotic axis or the good–evil axis, but Other Classes: Clerics tend to base their association with
not both). A cleric may not be neutral unless his deity’s other classes on the individual’s moral and religious
alignment is also neutral. convictions than profession. However, most good–aligned
Religion: Clerics are devoted to one of the many gods clerics tend to frown on the activities of invokers with
of Amberos, a pantheon or even to one of the sleeping Infernal or Shadow pacts.
Ancient Ones or Elder Ones. In rare cases, clerics have
emerged from cults based either off little more than Hit Die: d8.
devotion to an object, specific ideal or emotion – such
as the Cult of the Sword and Tuma’s Waybreath. Class Skills
Background: Most clerics have been raised in a The cleric’s class skills (and the key ability for each skill)
secular life since at least puberty and have a strong faith are Athletics (Str), Craft (Int), Persuade (Cha), Knowledge
in a deity or ideal that guided their actions throughout (History) (Int), Knowledge (Religion) (Int), Knowledge
most of their life. At some point in their life, most (The Planes) (Int), Profession (Wis), and Spellcraft (Divine
clerics decided to take up arms against the enemies of & Use Magic Device ) (Int).
the faith, taking the battle to wherever such individuals Domains and Class Skills: A cleric who chooses the
might attempt to prey on the faithful – or to nip such Animal or Plant domain adds Knowledge (Nature) (Int) to
enemies in the bud before they can reach the homes and the cleric class skills listed above. A cleric who chooses the
hearts of the faithful. Knowledge domain adds all Knowledge (Int) skills to the
Races: Any race with a patron diety or a strong zeal list. A cleric who chooses the Travel domain adds Survival
for an ideal can produce a cleric. Humanity and its (Wis) to the list. A cleric who chooses the Trickery domain
derivatives tends to be the most numerous (and addsDeception (Bluff) (Cha), Deception (Disguise) (Cha),
fractious), with dwarves producing the second–largest and Stealth (Hide) (Dex) to the list. See Deity, Domains,
number of clerics. Hillenfaeys and gnomes are not and Domain Spells, below, for more information.
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details). Clerics who don’t worship a specific deity but
Skill Points at 1st Level: (21 + Int modifier) x 4. choose the Chaotic, Evil, Good, or Lawful domain have a
Skill Points at Each Additional Level: 21 + Int similarly powerful aura of the corresponding alignment.
modifier. Divine Spellcasting: A cleric casts divine spells, which are
1
Clerics with domain–granted class skills may gain additional drawn from the cleric spell list. When a cleric gains access
skill points. See the domain abilities for specifics. to a new level of spells, he selects from that list 6 + Wis
modifier as spells he may draw from when preparing spells.
Class Features To this total, he adds his two domain spells. At each level, a
All of the following are class features of the cleric. cleric may choose to swap out up to one spell of each level
Weapon and Armor Proficiency: Clerics are for a different spell on the cleric spell list of the same level.
proficient with all simple weapons, with light and A cleric can use scrolls or spell–trigger items containing
medium armor, and with shields (except tower shields). clerical spells not on his selected list of spells.
A cleric who chooses the War domain receives A cleric’s alignment may restrict him from casting
the Weapon Focus feat related to his deity’s weapon as certain spells opposed to his moral or ethical beliefs; see
a bonus feat and heavy armor profiency. He also Chaotic, Evil, Good, and Lawful Spells, below. A cleric
receives the appropriate Martial Weapon Proficiency must choose and prepare his spells in advance (see below).
feat as a bonus feat, if the weapon falls into that To prepare or cast a spell, a cleric must have a Wisdom
category. score equal to at least 10 + the spell level. The Difficulty
Armored Caster: A cleric is trained in casting spells Class for a saving throw against a cleric’s spell is 10 + the
in armor. They may take 10 on a Spellcasting (Divine) spell level + the cleric’s Wisdom modifier.
skill check when casting in armor, or using a shield. Like other spellcasters, a cleric can cast only a
Aura (Ex): A cleric of a chaotic, evil, good, or lawful certain number of spells of each spell level per day. His base
deity has a particularly powerful aura corresponding to daily spell allotment is given on Table: The Cleric. In
the deity’s alignment (see the detect evil spell for addition, he receives bonus spells per day if he has a high
Wisdom score.
Table: Cleric Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1 +1 – – – – – – – –
2 4 2 +1 – – – – – – – –
3 4 2 +1 1 +1 – – – – – – –
4 5 3 +1 2 +1 – – – – – – –
5 5 3 +1 2 +1 1 +1 – – – – – –
6 5 3 +1 3 +1 2 +1 – – – – – –
7 6 4 +1 3 +1 2 +1 1 +1 – – – – –
8 6 4 +1 3 +1 3 +1 2 +1 – – – – –
9 6 4 +1 4 +1 3 +1 2 +1 1 +1 – – – –
10 6 4 +1 4 +1 3 +1 3 +1 2 +1 – – – –
11 6 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 – – –
12 6 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 – – –
13 6 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 – –
14 6 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 – –
15 6 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1 –
16 6 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1 –
17 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 2 +1 1 +1
18 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1 2 +1
19 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 3 +1 3 +1
20 6 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1 4 +1
Domain Spells: A cleric also gets one domain spell of cleric may prepare and cast any spell on the cleric spell list,
each spell level he can cast, starting at 1st level. When a provided that he can cast spells of that level, but he must
cleric prepares a spell in a domain spell slot, it must choose which spells to prepare during his daily meditation.
come from one of his two domains (see Deities, Deity, Domains, and Domain Spells: A cleric’s deity
Domains, and Domain Spells, below). influences his alignment, what magic he can perform, his
Clerics meditate or pray for their spells. Each values, and how others see him. A cleric chooses two
cleric must choose a time at which he must spend 1 domains from among those belonging to his deity. A cleric
hour each day in quiet contemplation or supplication to can select an alignment domain (Chaos, Evil, Good, or Law)
regain his daily allotment of spells. Time spent resting only if his alignment matches that domain.
has no effect on whether a cleric can prepare spells. A

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If a cleric is not devoted to a particular deity, commanded. Unintelligent undead gain no additional
he still selects two domains to represent his spiritual saving throw.
inclinations and abilities. The restriction on alignment Turning undead or Rebuking Undead is a standard
domains still applies. action that does not provoke an attack of opportunity. All
Each domain gives the cleric access to a undead within a 30 foot burst of the cleric must make a Fort
domain spell at each spell level he can cast, from 1st on save DC 10 + ½ cleric level + Wis modifier or they take 1d6
up, as well as a granted power. The cleric gets the damage/2 cleric levels damage and are checked from
granted powers of both the domains selected. moving toward the cleric. Undead who make the save are
With access to two domain spells at a given immune to further attempts of turning by the cleric for one
spell level, a cleric prepares one or the other each day in day.
his domain spell slot. Domain spells may also be Bolstering undead is a standard action that does not
prepared to fill the cleric’s normal spell slots, even if provoke an attack of opportunity that may be used by evil
they only appear on a domain list. clerics. All undead within a 30 foot burst of the cleric gain
Spontaneous Casting: A cleric can choose to swap out 3 temporary hit points per level of the cleric, up to twice the
any prepared spell for a spell from either one of his two maximum hit points of the undead creature. The effects last
domains of equal or lower level. Spontaneously casting one minute. An evil undead cleric can use bolstering to
such a spell increases the casting time to at least one increase his own hit points.
full–round action. Divine Feats: At 5th, 10th and 15th level, a cleric gains his
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t choice of a divine feat. The cleric must meet the
cast spells of an alignment opposed to his own or his prerequisites for the feat to be taken.
deity’s (if he has one). Spells associated with particular Summon Avatar (Sp): At 20th level, the cleric gains the
alignments are indicated by the chaos, evil, good, and ability to once a week make a plea directly to the god he
law descriptors in their spell descriptions. worships. The god responds by sending his avatar to the
Turn or Rebuke Undead (Su): Any cleric, regardless presence of the cleric to answer his plea. Generally, the
of alignment, has the power to affect undead creatures avatar is friendly towards the cleric, and will use its abilities
by channeling the power of his faith through his holy to benefit the cleric as it sees fit, including possibly even
(or unholy) symbol. fighting the cleric’s enemies. The avatar stays up to 2
A good cleric (or a neutral cleric who worships minutes, but is under no compulsion to stay once
a good deity) can turn or destroy undead creatures. An summoned. If summoned for trivial matters or duped, it
evil cleric (or a neutral cleric who worships an evil may even strip the cleric of the use of this ability – and any
deity) instead rebukes or commands such creatures. A others it so chooses.
neutral cleric of a neutral deity must choose whether his Bonus Languages: A cleric’s bonus language options
turning ability functions as that of a good cleric or an include Celestial, Abyssal, and Infernal (the languages of
evil cleric. good, chaotic evil, and lawful evil outsiders, respectively).
Once this choice is made, it cannot be These choices are in addition to the bonus languages
reversed. This decision also determines whether the available to the character because of his race.
cleric can cast spontaneous cure or inflict spells (see
above). Ex–Clerics
A cleric may attempt to turn undead a number A cleric who grossly violates the code of conduct
of times per day equal to 3 + his Charisma modifier. A required by his god loses all spells and class features, except
cleric with 5 or more ranks in Knowledge (religion) for armor and shield proficiencies and proficiency with
gets a +2 bonus on turning checks against undead. simple weapons. He cannot thereafter gain levels as a cleric
Commanding undead is a standard action that of that god until he atones (see the atonement spell
does not provoke an attack of opportunity usable by description).
evil clerics. All undead within a 30 foot burst of the
evil cleric must make a DC 10 + ½ cleric level + Wis
modifier Will saving throw. Any undead who fail the
Speciality Clerics
save fall under the command of the evil cleric. At any Speciality clerics for the gods of Amberos exists;
one time, the cleric may command any number of these clerics have specialized abilities that set them apart
undead whose total Hit Dice do not exceed his level. from general clerics. The Gods of Amberos supplement has
He may voluntarily relinquish command on any details about Amberosian speciality clerics.
commanded undead creature in order to command new
ones. Intelligent undead gain a new saving throw
whenever the cleric attempts to force the undead to do
something against its nature, and may also attempt to
wrest free of control once each new day it is

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The Druid
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Animal companion, nature sense, wild
empathy, divine spellcasting,
spontaneous spellcasting
2 +1 +2 +3 +0 +3 Woodland stride
3 +2 +3 +3 +1 +3 Trackless step
4 +3 +4 +4 +1 +4 Resist nature’s lure
5 +3 +5 +4 +1 +4 Wild shape (1x/day)
6 +4 +6 +5 +2 +5 Wild shape (2x/day)
7 +5 +7 +5 +2 +5 Wild shape (3x/day)
8 +6 +8 +6 +2 +6 Wild shape (Large)
9 +6 +9 +6 +3 +6 Venom immunity
10 +7 +10 +7 +3 +7 Wild shape (4x/day)
11 +8 +11 +7 +3 +7 Wild shape (tiny)
12 +9 +12 +8 +4 +8 Wild shape (plant)
13 +9 +13 +8 +4 +8 A thousand faces
14 +10 +14 +9 +4 +9 Wild shape (5x/day)
15 +11 +15 +9 +5 +9 Timeless body, wild shape (Huge)
16 +12 +16 +10 +5 +10 Wild shape (elemental 1x/day)
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11 Wild shape (6x/day, elemental 2x/day)
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Wild shape (elemental 3x/day, Huge
elemental)
elves rarely worship gods. Elvin druids simply draw on the
Druid power of nature itself.
While elves and other fey knew the secrets of Background: Druids who worship Belli are usually raised
the wild known as the Aunn, it was humanity who to assume the position from an early age (as early as
learned to manipulate the power of the Aunn without puberty), while other druids generally “come into” their
having to placate it. ability after a long stretch of familiarization with the
The most powerful human druid was Druidus, wilderness of nature.
from which the druid name came. His mastery of the Races: Humans and draemani are the most common druids,
Aunn was unrivaled even by the elvin princes and kings having been organized under the auspices of Belli. Elves
of his time. In a time when elves saw humans as have the second largest numbers, having an innate
nothing but cattle to be hered and enslaved, Druidus understanding of the Aunn power of natue. Some
managed to fight elves back and even wrest the mighty Hillenfaeys have a knack at being druids due to their rustic
Kennestone Forest from elvin and fey grasp. Druidus livilhoods. Gnomes, dwarves, orkan are the least likely to
established the first human orders, which still exist to produce druids. Kobolds tend to scorn being a druid, seeing
this day, extending out of the lands of Kennestone and at as “losing sight” of kobold’s goals of returning back to
across the continent. dragonkind.
Eventually, the other races came to learn how Other Classes: Druids tend to remain aloof around other
Druidus had mastered and shaped the Aunn to his will, classes, perhaps tending to be on the best terms with rangers
and these other races developed druids of their own. As and barbarians. They often scorn city–born rogues as an
time passed, other races developed their own druidic example of all that is wrong with civilization, but don’t go
orders, and even the once human–only druidic order of out of their way to cause problems with such individuals.
Kennestone eventually began to accept non–humans
into its ranks. Hit Die: d8.
Alignment: A druid must be of Neutral good, lawful
neutral, neutral, chaotic neutral, or neutral evil. Class Skills
Religion: Human druids generally revere Belli, but The druid’s class skills (and the key ability for each skill)
other races who take up druidship rarely worship a god are Athletics (Str), Craft (Int), Persuade (Cha), Handle
and gain their powers directly from nature. Note that Animal (Cha), Knowledge (Nature) (Int), Perception

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(Listen) (Wis), Perception (Wis), Profession (Wis) of that level, but she must choose which spells to prepare
Spellcraft (Divine) (Int), and Survival (Wis). during her daily meditation.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int Table: Druid Spells Per Day
modifier. Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Class Features 1 3 1 – – – – – – – –
All of the following are class features of the 2 4 2 – – – – – – – –
druid. 3 4 2 1 – – – – – – –
Weapon and Armor Proficiency: Druids are 4 4 3 2 – – – – – – –
proficient with the following weapons: club, dagger, 5 4 3 2 1 – – – – – –
dart, quarterstaff, scimitar, sickle, shortspear, sling, and 6 4 3 3 2 – – – – – –
spear. They are also proficient with all natural attacks 7 4 4 3 2 1 – – – – –
(claw, bite, and so forth) of any form they assume with 8 4 4 3 3 2 – – – – –
wild shape (see below). 9 4 4 4 3 2 1 – – – –
Druids are proficient with light and medium 10 4 4 4 3 3 2 – – – –
armor but are prohibited from wearing metal armor; 11 4 4 4 4 3 2 1 – – –
thus, they may wear only padded, leather, or hide 12 4 4 4 4 3 3 2 – – –
armor. (A druid may also wear wooden armor that has 13 4 4 4 4 4 3 2 1 – –
been altered by the ironwood spell so that it functions 14 4 4 4 4 4 3 3 2 – –
as though it were steel. See the ironwood spell 15 4 4 4 4 4 4 3 2 1 –
description) Druids are proficient with shields (except 16 4 4 4 4 4 4 3 3 2 –
tower shields) but must use only wooden ones. 17 4 4 4 4 4 4 4 3 2 1
A druid who wears prohibited armor or carries 18 4 4 4 4 4 4 4 3 3 2
a prohibited shield is unable to cast druid spells or use 19 4 4 4 4 4 4 4 4 3 3
any of her supernatural or spell–like class abilities 20 4 4 4 4 4 4 4 4 4 4
while doing so and for 24 hours thereafter.
Divine Spellcasting: A druid casts divine spells, which Spontaneous Casting: A druid can channel stored spell
are drawn from the druid spell list. When a druid gains energy into summoning spells that she hasn’t prepared
access to a new level of spells, he selects from that list ahead of time. She can “lose” a prepared spell in order to
6 + Wis modifier as spells he may draw from when cast any summon nature’s ally spell of the same level or
preparing spells. At each level, a druid may choose to lower. Chaotic, Evil, Good, and Lawful Spells: A druid
swap out up to one spell of each level for a different can’t cast spells of an alignment opposed to her own or her
spell on the cleric spell list of the same level. Druids deity’s (if she has one). Spells associated with particular
are not restricted from using scroll or spell trigger items alignments are indicated by the chaos, evil, good, and law
for druid spells not on their chosen list. descriptors in their spell descriptions.
A druid’s alignment may restrict her from Bonus Languages: A druid’s bonus language options
casting certain spells opposed to her moral or ethical include Sylvan, the language of woodland creatures.
beliefs; see Chaotic, Evil, Good, and Lawful Spells, This choice is in addition to the bonus languages
below. A druid must choose and prepare her spells in available to the character because of her race.
advance (see below). A druid also knows Druidic, a secret language
To prepare or cast a spell, the druid must have known only to druids, which she learns upon becoming a 1st
a Wisdom score equal to at least 10 + the spell level. level druid. Druidic is a free language for a druid; that is,
The Difficulty Class for a saving throw against a she knows it in addition to her regular allotment of
druid’s spell is 10 + the spell level + the druid’s languages and it doesn’t take up a language slot. Druids are
Wisdom modifier. forbidden to teach this language to nondruids.
Like other spellcasters, a druid can cast only a Druidic has its own alphabet.
certain number of spells of each spell level per day. Her Animal Companion (Ex): A druid may begin play with an
base daily spell allotment is given on Table: The Druid. animal companion selected from the following list: badger,
In addition, she receives bonus spells per day if she has camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
a high Wisdom score. She does not have access to any heavy), owl, pony, snake (Small or Medium viper), or wolf.
domain spells or granted powers, as a cleric does. If the campaign takes place wholly or partly in an aquatic
A druid prepares and casts spells the way a environment, the following creatures are also available:
cleric does, though she cannot lose a prepared spell to crocodile, porpoise, Medium shark, and squid. This animal
cast a cure spell in its place (but see Spontaneous is a loyal companion that accompanies the druid on her
Casting, below). A druid may prepare and cast any spell adventures as appropriate for its kind.
on the druid spell list, provided that she can cast spells A 1st–level druid’s companion is completely
typical for its kind except as noted below. As a druid

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advances in level, the animal’s power increases as back. Changing form (to animal or back) is a standard action
shown on the table. If a druid releases her companion and doesn’t provoke an attack of opportunity.
from service, she may gain a new one by performing a The form chosen must be that of an animal the
ceremony requiring 24 uninterrupted hours of prayer. druid is familiar with.
This ceremony can also replace an animal companion A druid loses her ability to speak while in animal
that has perished. form because she is limited to the sounds that a normal,
A druid of 4th level or higher may select from untrained animal can make, but she can communicate
alternative lists of animals (see below). Should she normally with other animals of the same general grouping as
select an animal companion from one of these her new form. (The normal sound a wild parrot makes is a
alternative lists, the creature gains abilities as if the squawk, so changing to this form does not permit speech.)
character’s druid level were lower than it actually is. A druid can use this ability more times per day at
Subtract the value indicated in the appropriate list 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The
header from the character’s druid level and compare the Druid. In addition, she gains the ability to take the shape of
result with the druid level entry on the table to a Large animal at 8th level, a Tiny animal at 11th level, and
determine the animal companion’s powers. a Huge animal at 15th level.
(If this adjustment would reduce the druid’s The new form’s Hit Dice + Level Adjustment can’t
effective level to 0 or lower, she can’t have that animal exceed the character’s druid level.
as a companion.) At 12th level, a druid becomes able to use wild
Nature Sense (Ex): A druid gains a +2 bonus on shape to change into a plant creature with the same size
Knowledge (nature) and Survival checks. restrictions as for animal forms. (A druid can’t use this
Wild Empathy (Ex): A druid can improve the attitude ability to take the form of a plant that isn’t a creature.) At
of an animal. This ability functions just like a Persuade 16th level, a druid becomes able to use wild shape to change
(Diplomacy) check made to improve the attitude of a into a Small, Medium, or Large elemental (air, earth, fire, or
person. The druid rolls 1d20 and adds her druid level water) once per day. These elemental forms are in addition
and her Charisma modifier to determine the wild to her normal wild shape usage. In addition to the normal
empathy check result. effects of wild shape, the druid gains all the elemental’s
The typical domestic animal has a starting extraordinary, supernatural, and spell–like abilities. She also
attitude of indifferent, while wild animals are usually gains the elemental’s feats for as long as she maintains the
unfriendly. wild shape, but she retains her own creature type.
To use wild empathy, the druid and the animal At 18th level, a druid becomes able to assume
must be able to study each other, which means that they elemental form twice per day, and at 20th level she can do
must be within 30 feet of one another under normal so three times per day. At 20th level, a druid may use this
conditions. Generally, influencing an animal in this way wild shape ability to change into a Huge elemental.
takes 1 minute but, as with influencing people, it might Venom Immunity (Ex): At 9th level, a druid gains
take more or less time. immunity to all poisons.
A druid can also use this ability to influence a A Thousand Faces (Su): At 13th level, a druid gains the
magical beast with an Intelligence score of 1 or 2, but ability to change her appearance at will, as if using the alter
she takes a –4 penalty on the check. self spell, but only while in her normal form.
Woodland Stride (Ex): Starting at 2nd level, a druid Timeless Body (Ex): After attaining 15th level, a druid no
may move through any sort of undergrowth (such as longer takes ability score penalties for aging and cannot be
natural thorns, briars, overgrown areas, and similar magically aged. Any penalties she may have already
terrain) at her normal speed and without taking damage incurred, however, remain in place.
or suffering any other impairment. However, thorns, Bonuses still accrue, and the druid still dies of old
briars, and overgrown areas that have been magically age when her time is up.
manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid Ex–Druids
leaves no trail in natural surroundings and cannot be A druid who ceases to revere nature, changes to a
tracked. She may choose to leave a trail if so desired. prohibited alignment, or teaches the Druidic language to a
Resist Nature’s Lure (Ex): Starting at 4th level, a nondruid loses all spells and druid abilities (including her
druid gains a +4 bonus on saving throws against the animal companion, but not including weapon, armor, and
spelllike abilities of fey. shield proficiencies). She cannot thereafter gain levels as a
Wild Shape (Su): At 5th level, a druid gains the ability druid until she atones (see the atonement spell description).
to turn herself into any Small or Medium animal and
back again once per day. Her options for new forms
include all creatures with the animal type. This ability
The Druid’s Animal Companion
functions like the polymorph spell, except as noted A druid’s animal companion is different from a
here. The effect lasts for 1 hour, or until she changes normal animal of its kind in many ways. A druid’s animal

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companion is superior to a normal animal of its kind and has special powers, as described below.
Level Bonus Natural Str/Dex Bonus Special
HD Armor Adj. Tricks
Adj.
1st–2nd +0 +0 +0 1 Link, share spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved evasion
18th–20th +12 +12 +6 7
casting to receive the benefit. If the spell or effect has a
Animal Companion Basics: Use the base statistics for duration other than instantaneous, it stops affecting the
a creature of the companion’s kind, but make the animal companion if the companion moves farther than 5
following changes. feet away and will not affect the animal again, even if it
Class Level: The character’s druid level. The druid’s returns to the druid before the duration expires.
class levels stack with levels of any other classes that Additionally, the druid may cast a spell with a
are entitled to an animal companion for the purpose of target of “You” on her animal companion (as a touch range
determining the companion’s abilities and the spell) instead of on herself. A druid and her animal
alternative lists available to the character. companion can share spells even if the spells normally do
Bonus HD: Extra eight–sided (d8) Hit Dice, each of not affect creatures of the companion’s type (animal).
which gains a Constitution modifier, as normal. Evasion (Ex): If an animal companion is subjected to an
Remember that extra Hit Dice improve the animal attack that normally allows a Reflex saving throw for half
companion’s base attack and base save bonuses. An damage, it takes no damage if it makes a successful saving
animal companion’s base attack bonus is the same as throw.
that of a druid of a level equal to the animal’s HD. An Devotion (Ex): An animal companion gains a +4 magic
animal companion has good Fortitude and Reflex saves bonus on Will saves against enchantment spells and effects.
(treat it as a character whose level equals the animal’s Multiattack: An animal companion gains Multiattack as a
HD). An animal companion gains additional skill points bonus feat if it has three or more natural attacks and does
and feats for bonus HD as normal for advancing a not already have that feat. If it does not have the requisite
monster’s Hit Dice. An animal does not increase in three or more natural attacks, the animal companion instead
size when gaining additional HD as an animal gains a second attack with its primary natural weapon, albeit
companion. at a –5 penalty.
Natural Armor Adj.: The number noted here is an Improved Evasion (Ex): When subjected to an attack that
improvement to the animal companion’s existing normally allows a Reflex saving throw for half damage, an
natural armor bonus. animal companion takes no damage if it makes a successful
Str/Dex Adj.: Add this value to the animal companion’s saving throw and only half damage if the saving throw fails.
Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the Alternative Animal Companions
total number of “bonus” tricks that the animal knows in A druid of sufficiently high level can select her
addition to any that the druid might choose to teach it animal companion from one of the following lists, applying
(see the Handle Animal skill). These bonus tricks don’t the indicated adjustment to the druid’s level (in parentheses)
require any training time or Handle Animal checks, and for purposes of determining the companion’s characteristics
they don’t count against the normal limit of tricks and special abilities.
known by the animal. The druid selects these bonus
tricks, and once selected, they can’t be changed.
4th Level or Higher (Level –3)
Link (Ex): A druid can handle her animal companion
Ape (animal)
as a free action, or push it as a move action, even if she
Bear, black (animal)
doesn’t have any ranks in the Handle Animal skill. The
Bison (animal)
druid gains a +4 circumstance bonus on all wild
Boar (animal)
empathy checks and Handle Animal checks made
Cheetah (animal)
regarding an animal companion.
Crocodile (animal)1
Share Spells (Ex): At the druid’s option, she may have
Dire badger
any spell (but not any spell–like ability) she casts upon
Dire bat
herself also affect her animal companion. The animal
Dire chickenBM
companion must be within 5 feet of her at the time of
Dire weasel

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FalconiBM Elephant (animal)
Leopard (animal) Octopus, giant (animal)1
1
Lizard, monitor (animal) Available only in an aquatic environment
Shark, Large (animal)1
Snake, constrictor (animal) 16th Level or Higher (Level –15)
Snake, Large Viper (animal) Dire shark1
Wolverine (animal) Dire tiger
1
Available only in an aquatic environment Squid, giant (animal)1
Triceratops (dinosaur)
7th level or Higher (Level –6) Tyrannosaurus (dinosaur)
1
ApoliiBN Available only in an aquatic environment
Bear, brown (animal)
Dire wolverine A druid may have more than one animal
Crocodile, giant (animal) companion at a time. If a druid chooses to have more than
Deinonychus (dinosaur) one companion, he gains one animal advancement point per
Dire ape level. Animal advancement points can be spent to purchase
Dire boar new companions, or to advance a single animal companion.
Dire wolf Animal advancement points can be saved from level to
Elasmosaurus (dinosaur)1 level, but once spend, they cannot be unspent unless the
Lion (animal) animal companion they were spent on is slain or released
Rhinoceros (animal) from service. An animal companion cannot be acquired and
Snake, Huge viper (animal) advanced at the same level.
Tiger (animal) For example, Faith the druid starts her career as a
1
Available only in an aquatic environment 1st level druid with 1 animal advancement point, which she
spends to acquire a wolf companion. At 2nd level, she
10th level or Higher (Level –9) acquires another advancement point and can spend it to
Bear, polar (animal) acquire another 1–point animal companion (such as a light
Dire Lion horse) or save it to advance her current companion. At 4th
Megaraptor (dinosaur) level, Faith could have up to four 1–point animal
Shark, Huge (animal)1 companions (all unadavanced), one 1–point animal
Snake, giant constrictor (animal) companion advanced once (having spent 3 points on the
Whale, orca (animal)1 companion) or release her current companion(s) and acquire
1
Available only in an aquatic environment one 4–point animal companion. If Faith chose to advance
her original wolf companion, she could not later redistribute
those points unless she dismisses the wolf companion.
13th Level or Higher (Level –12)
Dire bear

Advancement Bonus Natural Str/Dex Bonus Special


Points HD Armor Adj. Tricks
Adj.
0–2 +0 +0 +0 1 Link, share spells
3–5 +2 +2 +1 2 Evasion
6–8 +4 +4 +2 3 Devotion
9–11 +6 +6 +3 4 Multiattack
12–14 +8 +8 +4 5
15–17 +10 +10 +5 6 Improved evasion
18–20 +12 +12 +6 7

Animal Advancement Dog 1 PorpoiseA 1


Points Eagle 1 RhuthaN 1
Badger 1 Hawk 1 Riding Dog 1
Camel 1 Horse, heavy 1 Shark, mediumA 1
Cobra NewtN 1 Horse, light 1 Snake, medium 1
CrocodileA 1 IchneumonN 1 viper
Dire Rat 1 Owl 1 Snake, small 1
Pony 1 SquidA 1
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Wolf 1 Bear, brown 7 Bear, polar 10
Ape 4 Cobra 7 Dire lion 10
Bear, black 4 AvenclaarN Lion AvenclaarN 10
Bison 4 CobraconN 7 Megaraptor 10
Boar 4 Crocodile, giant 7 Shark, hugeA 10
Cheetah 4 Deinonychus 7 Snake, giant 10
Crocodile 4 Dire ape 7 constrictor
Dire badger 4 Dire boar 7 Whale, orcaA 10
Dire bat 4 Dire wolf 7 Bear AvenclaarN 13
Dire chickenN 4 Dire wolverine 7 Dire bear 13
Dire weasel 4 Eagle AvenclaarN 7 Elephant 13
FalconiN 4 ElasmosaurusA 7 Octopus, giantA 13
Leopard 4 Fauna TreeN 7 Dire sharkA 16
Lizard, monitor 4 Lion 7 Dire tiger 16
Shark, largeA 4 Mouse 7 Squid, giantA 16
Snake, 4 AvenclaarN Triceratops 16
constrictor Rhinoceros 7 Tyrannosaurus 16
Snake, large 4 Snake, huge 7
viper viper
Wolverine 4 Tiger 7
ApolliN 7 Wolf AvenclaarN 7
A = Aquatic only

Author’s Note: Companionless Adventurers.


As an optional rule, you might want to allow characters who choose not to take an animal companion to take a feat
instead. Every level where the animal companion would normally gain an ability increase, the character can instead
take another feat. It is suggested for Knights, Rangers and Paladins that this additional feat be a Fighter feat (no
Fighter–only feats, however). For Druids this should be a metamagic, divine or item creation feat. For Wizards who
do not take a familiar they may take a metamagic feat instead. If a character chooses to take the bonus feat, they can
NEVER gain a companion, familiar or special mount.

M = Introduced in Bestiary Malfearous


N = Introduced in Bestiary Nefarious

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The Fighter
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +1 +0 +2 +0 +0 Bonus feat, adrenaline surge
2 +2 +1 +3 +0 +0 Bonus feat
3 +3 +2 +3 +1 +1
4 +4 +3 +4 +1 +1 Bonus feat
5 +5 +3 +4 +1 +1 Adrenaline surge feat
6 +6 +4 +5 +2 +2 Bonus feat
7 +7 +5 +5 +2 +2
8 +8 +6 +6 +2 +2 Bonus feat
9 +9 +6 +6 +3 +3
10 +10 +7 +7 +3 +3 Bonus feat, adrenaline surge feat
11 +11 +8 +7 +3 +3
12 +12 +9 +8 +4 +4 Bonus feat
13 +13 +9 +8 +4 +4
14 +14 +10 +9 +4 +4 Bonus feat, adrenaline surge feat
15 +15 +11 +9 +5 +5
16 +16 +12 +10 +5 +5 Bonus feat
17 +17 +12 +10 +5 +5
18 +18 +13 +11 +6 +6 Bonus feat
19 +19 +14 +11 +6 +6
20 +20 +15 +12 +6 +6 Bonus feat, adrenaline surge feat,
master of the battlefield
Hit Die: d10.
Fighter
Soldier, mercenary, man–at–arms, gladiator Class Skills
and many more names describe the fighter. A master of The fighter’s class skills (and the key ability for each skill)
weapons and weapon styles, the fighter is not only good are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle
at fighting, but seeks out combat for any one of myriad Animal (Cha), Knowledge (Architecture & Engineering)
reasons. Whether heavily armed and armored or flashy (Int), Knowledge (Tactics & Strategy) (Int), Knowledge
and fleet of foot, fighters take the battle to their enemy (Nobility and Royalty) (Int), Perception (Wis), Persuade
with skill unmatched by any other profession. The true (Cha) and Profession (Wis).
fighter fights without magical spells at his disposal,
depending on wit, skill and training alone to take down Skill Points at 1st Level: (2 + Int modifier) x 4.
even the most awesome of foes. Skill Points at Each Additional Level: 2 + Int modifier.
Alignment: Fighters can be of any alignment.
Religion: It is not uncommon for fighters to at least Class Features
pay lip service to some diety – after all their profession
All of the following are class features of the fighter.
puts them in constant danger of dying any day.
Weapon and Armor Proficiency: A fighter is proficient
Fighters can worship (or not worship) any god, but tend
with all simple and martial weapons and with all armor
to take interest in martial deites, such as Gosend, Visha
(heavy, medium, and light) and shields (including tower
and Titanicus.
shields).
Background: Fighters come from all walks of life,
Bonus Feats: At 1st level, a fighter gets a bonus combat–
though they tend to have athletic escapades in their
oriented feat in addition to the feat that any 1st–level
history. Most fighters are of at least freeman status –
character gets and the bonus feat granted to a human
the wealth to purchase weapons and armor and leave a
character. The fighter gains an additional bonus feat at 2nd
plot of land behind requires a bit of economic freedom.
level and every two fighter levels thereafter (4th, 6th, 8th,
Races: Fighters can be found in all the races in about
10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats
equal mix.
must be drawn from the feats noted as fighter bonus feats. A
Other Classes: Fighters tend to treat all other classes
fighter must still meet all prerequisites for a bonus feat,
on their own merit, though it’s not uncommon for them
excluding ability score minimums, but including base attack
to look down on any individual who does not share
bonus minimums.
their martial prowress.

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These bonus feats are in addition to the feat that a grants the fighter a bonus feat, but restricts him from taking
character of any class gets from advancing levels. A certain feat chains, in a manner similar to a specialist
fighter is not limited to the list of fighter bonus feats wizard. Likewise, several new feat chains have been
when choosing these feats. introduced and many feats are available to fighters only at
Style Type Specialization: A 1st level fighter may higher levels.
choose to specialize in a style. Style specialization
Speciality Bonus Feat 1st Denied Chain 2nd Denied Chain
Armor Specialization Armor Focus Dodge Weapon Expertise
Avoidance Style Dodge Power Attack Mounted Combat
Exotic Weapondry Style Exotic Weapon (Broad) Weapon Focus Armor Focus
Proficiency
Light Weapon Style Weapon Finesse Power Attack Mounted Combat
Mounted Combat Style Mounted Combat Improved Unarmed Combat Dodge
Power Combat Style Power Attack Dodge Combat Expertise
Ranged Weapon Style Point Blank Shot Power Attack Weapon Focus (Melee
Weapons)
Single Weapon Style Weapon Focus (One– Two Weapon Fighting Point Blank Shot
handed)
Two Weapon Style Two–Weapon Fighting Power Attack Point Blank Shot
Two–handed Weapon Style Weapon Focus (Two– Two Weapon Fighting Point Blank Shot
handed)
Unarmed Combat Style Improved Unarmed Strike Mounted Combat Point Blank Shot
Weapon and Shield Style Improved Shield Bash Point Blank Shot Improved Unarmed Strike
Expertise Style Weapon Expertise Power Attack Mounted Combat
Weapon Specialist Weapon Focus Armor Focus Improved Unarmed Strike
Axe Style
Sword Style
Hammer Style
Bludgeon Style
do not have an additional cost to endow multiple attacks.
Adrenaline surge: At 1st level, 5th level, 10th level, 15th Any Adrenaline surge ability that allows you to
level and 20th level, the fighter gains an adrenaline endow your “next attack” with an ability must be used
surge ability from the list below. These adrenaline before the next round of combat begins. You cannot “carry
surge abilities can also be taken as fighter feats. All a charge” from round to round with an ability use.
adrenaline surge abilities are extraordinary abilities. The fighter’s Adrenaline surge has a total number
Unlike fighter bonus feats, a fighter must meet the of uses per day equal to 3 + ¼ Fighter level (Thus 4 at 1st–
ability requirement restrictions of a adrenaline surge 3rd level, 5 at 4th–7th level, 6 at 8th–11th level, 7 at 12th – 15th
feat to acquire the feat. level, 8 at 16th–19th level and 9 at 20th+ level).
Any adrenaline surge feat that allows you to Master of the Battlefield: At 20th level, the fighter is the
endow a single attack as a swift action can be used to undisputed lord of the battlefield, capable of using a variety
endow up to all of your attacks for the round at an of tactics to prevent foes from acting aganst him. Each
additional cost equal to the initial cost for the first round, the fighter can select one opponent. Whenever that
attack. You cannot pay for additional uses with opponent attempts an action within 30 feet of the fighter,
adrenaline surge feats that use an immediate action, nor they must perform a Will save, DC 20 + Fighter’s Charisma
can you use the swift action single–attack abilities to modifier to be able to complete the action. A foe who
endow Attacks of Opportunity. However, swift actions successfully saves against this ability is immune to this
that affect all attacks until your next action DO endow effect for 24 hours.
your Attacks of Opportunity as well as your normal
attacks. Likewise, swift actions that affect all attacks

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Feat Description Level Adrenaline


surge uses
(base)
Assume weapon skill Use exotic weapon as if proficient 1 1
Deadly aggression Gain insight bonus to hit and damage equal to half fighter level for 1 1
short time
Devastating blow Deal +1 damage plus +1d6 damage/4 levels 1 1
Follow–up You may take an immediate 5–foot step 1 1
Fortify You gain a bonus equal to ½ fighter level to next Fort save 1 1
Gird life You gain 2 temporary hit points per level for a short time 1 1
Hamper Defense Damage a foe to grant allies a +2 bonus to hit opponent 1 1
Light Armor Defense You gain a bonus to AC equal to ½ fighter level 1 –
Mental prowress You gain a bonus equal to ½ fighter level to next Will save 1 1
Onslaught against You prevent a spellcaster from safely retreating 5 feet to cast a spell or 1 1
magic cast defensively
Replenish You regain your fighter level X Con modifier hit points 1 1
Skillmonger Turn two skills into class skills 1 –
Slip aside You add your fighter level to AC for one round 1 1
Speed boost Gain +10 feet to base movement rate for one round 1 1
Strength boost Gain +4 Str for short time 1 1
Surge You ignore movement penalties for armor or encumberance 1 –
Swift and deadly strike You add your Dex and Str modifier to hit and damage 1 1
Timely avoidance You gain a bonus to your next Reflex save equal to ½ your fighter 1 1
level
Unarmored defense You gain a bonus to AC equal to 2 + ½ fighter level 1 –
Unerring shot You ignore miss chance or cover with ranged attacks 1 1
Signature armor You can upgrade your armor to a magical quality at a discount 2 –
Signature weapon You can upgrade your weapon to a magical quality at a discount 2 –
5th Level Adrenaline surge Feats
Armor specialization Increase Armor Bonus by +1, Max Dex by +1 and decrease Spell 4 –
Failure by –5%/5 levels
Weapon specialization Gain +2 to damage, +1/4 additional levels 4 –
Axe mastery Ignore 5 Hardness or DR 1/–, increases by +1/4 levels 4 –
Blade mastery Reroll a missed attack once a round 4 –
Bludgeon mastery Ignore one point of Armor bonus per 4 levels 4 –
Firearm mastery Double range increments of smokepowder weapons 4 –
Knife mastery Make an extra attack when making a full attack, all attacks at –2 to hit 4 –
Polearm mastery Can threaten opponents close and at reach 4 –
Projectile mastery Opponent loses Dexterity bonus to AC when using projectile weapons 4 –
Staff mastery +1 shield bonus to AC and can fight as if using Two–Weapon Fighting 4 –
Thrown mastery Draw thrown weapons as free action, throw light weapons at double 4 –
rate
Whip mastery Can grapple foes without being grappled back 4 –
Against the Wind You can use ranged weapons in high winds 5 –
Agility boost Gain +4 Dex for short time 5 1
Armor boost Convert armor bonus to DR – 5 –
Armor Enhancement +1 armor bonus enhancement/3 levels 5 1
Assume feat Use entry–level fighter feat 5 1
Back to Back Share ally square to avoid flanking 5 –
Bleeding wound Deal 1 Con damage with slashing or piercing weapons 5 1
Blinding strike Opponent fails save is blinded for short time 5 1
Body of iron Gain DR 2/– until next action 5 1
Constitution boost Gain +4 Con for short time 5 1
Counterstrike Attack opponent who just missed you in combat 5 2
Craft magic item You can make some magic items by using the Craft skill 5 –
Defensive advice You grant ally in 30 ft. a +1 magic bonus/5 levels to AC 5 1

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Feat Description Level Adrenaline
surge uses
(base)
Defensive stance You gain +1 AC and Uncanny Dodge for a short time 5 –
Demoralize Drop a foe to make foe’s allies shaken 5 1
Evasion You take no damage from an attack on a successful Reflex save 5 –
Furious strike You ignore up to 5 points of DR 5 1
Hail of blows You gain an extra attack at your highest BAB 5 2
Heavily Armored Gain additional +1 armor bonus with armor/4 levels 5 –
Hobble Opponent’s speed is reduced 5 1
Intercept Interrupt opponent’s movement to close with them and attack 5 1
Improved adrenaline You gain 2 extra adrenaline surge points 5 –
surge
Maiming strike If opponent fails save, –2 to hit and loses 5 feet of movement 5 1
Maximized attack Your next attack deals maximum damage 5 2
Moment of opportunity You gain an immeditate attack of opportunity 5 1
Offensive advice You grant one ally in 30 ft. a +1 magic bonus to hit/5 levels 5 1
Offensive stance You gain +1 to hit and an extra attack with your primary weapon, but 5 –
have –2 to AC
Parry Opponent takes a penalty to hit you equal to your fighter level 5 1
Penetration You ignore an opponent’s Armor bonus equal to twice your Wisdom 5 1
for a round
Shared Shield Ally gains your shield bonus 1 –
Shield against harm Shield grants 5 points of energy resistance 5 1
Skill boost Gain bonus of 2 X Fighter level to a Skill check for short time 5 1
Smite You gain +4 to hit and damage bonus equal to fighter level on next 5 1
attack
Strike true You ignore cover/concealment until your next action 5 1
Stunning blow If opponent fails save, you attack stuns opponent for one round 5 1
Uncanny dodge You retain your Dex bonus to AC even when flat–footed 5 –
Improved Weapon Use weapon special traits without invoking attack of opportunity 6 –
Focus
Improved Weapon +1d6 damage when you threaten or confirm a critical 6 1
Specialization
Reign of destruction All your attacks with your primary hand use your highest base attack 6 1
bonus for one round
Armor Mastery Increases speed in armor and reduce armor check penalty by –1 8 –
Greater Weapon Focus Add a special quality to a weapon 8 –
10th Level Adrenaline surge Feats
Assume pinnacle feat Use end–level fighter feat 10 1
Blowback Opponent fails save and is knocked back, possibly knocked prone 10 2
Crippling strike Opponent fails save and takes physical ability damage 10 2
Crushing impact +1 to hit, +2 damage with bludgeon weapons. Critical attack stuns 10 –
opponent who fails save
Defense against magic Gain Spell Resistance against next spell attack 10 1
Disrupting blow If opponent fails save, dismissable spell on target is dismissed 10 1
Foil action If opponent fails save, they lose their action for the round 10 2
Head blow If opponent fails save, they are stunned one round 10 2
Impede If opponent fails save, they cannot move 10 2
Instant critical Your next attack is automatically a critical 10 2
Piercing strike +1 to hit, +2 damage with bludgeon weapons. Critical attack impales 10 –
opponent who fails save
Sever limb You cut off an opponent’s limb (but not the head) 10 3
Shatter defenses You reduce opponent’s armor, natural armor or dex bonus to AC for 10 2
one round
Shrug magic You gain a +4 bonus on saves against spells or spell–like abilities and 10 –
do not suffer partial spell effects

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Feat Description Level Adrenaline
surge uses
(base)
Slashing fury +1 to hit, +2 damage with slashing weapons. Critical attack deals 10 –
extra damage to opponent
Greater Weapon May reroll damage dice 12 –
Specialization
Perfect Weapon Focus You gain an extra attack, but all your attacks gain a –2 penalty 12 1
15th Level Adrenaline surge Feats
Behead Cut off opponent’s head, killing them 15 3
Deadly Sniper All ranges are point blank and deal +2d6 damage 15 3
Fearsome Stroke Attack causes fear and you regain hit points 15 3
Fell Stroke If opponent fails save, is stunned and takes continous damage 15 3
Fencing Master Gain +2 bonus to attack, +2d6 damage and make extra attack with 15 3
light weapon
Master and Commander Gain pool of points to disperse among allies equal to your level 15 3
Mighty Stroke Add twice level to damage 15 3
Perfect Weapon Attacks with chosen weapon deal at least average damage, once a day, 15 – (1)
Specialization deal maximum damage
Saddlemaster Gain pool of points to split between rider and mount 15 3
Skirmisher Gain +10 to movement, extra move action and do not provoke attacks 15 3
of opportunity for movement
Slay If opponent fails save, is killed 15 3
Stalwart Defense Gain heavy fortification, +4 to AC, DR 3/– and immune to several 15 3
conditions for 1 minute
Strategic Master Can negate feats used against you 15 3
Whirling Dervish Attack all opponents within movement rate, dealing +2d6 damage and 15 3
move after attack
Final Attack You gain a fourth attack at a –15 penalty to hit 16 -
armor’s magic bonus to DR, nor can you convert a shield
Against the Wind bonus to DR. Adamantine DR stacks with armor
Strong winds don’t prevent you from using conversion, but not other DR sources (such as Body of Iron
ranged attacks or a Barbarian’s DR ability). The change lasts until you
th
Prerequisite: Fighter 5 level, Far Shot choose to change it again.
Benefit: As a standard action, you can use a ranged Useage: –
attack despite high winds, a gust of wind spell or even
through a wind wall to strike an opponent within your Armor Enhancement
ranged weapon’s first range increment. You suffer a –4 You use your armor to make connecting a blow
penalty to your attack roll. At 10th level, you can can more difficult
use your ranged weapon within two range increments at Prerequisite: Fighter 5th level
a –6 penalty to hit and at 15th level, you can use your Benefit: As an immediate action, you gain a +1 armor
ranged weapon within three range increments at a –8 magic bonus to your AC for every three fighter levels you
penalty to hit. have (Thus +1 AC at 5th level, +2 AC at 6th–8th level, +3 AC
Usage: – at 9th–11th level, +4 AC at 12th–14th level, +5 AC at 15th–17th
Speical: A ranger who takes this feat that has taken the level and +6 AC at 18th+ level. This effect lasts for one
Archery combat style treats his Fighter level as equal to minute. This ability does not stack with the armor bonus
his Ranger level for purposes of determining how far he from Heavily Armored.
use his ranged weapon. Usage: 1

Armor Boost Armor Mastery


You let your armor soak damage for you You are a master with the use of a particular type
Prerequisite: Fighter 5th level, proficiency with armor, of armor.
Armor Focus Prerequisites: Armor Specialization, Fighter 8+ Level
Benefit: As a swift action, you can convert your Benefit: Choose a type of armor you are specialized in. If
armor’s armor bonus to DR X/– on a two points of AC– you choose a light armor, you gain a +5 foot bonus to your
for–one point of DR basis. You cannot convert an base movement. If you choose a medium armor, your

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movement rate is not reduced by the armor. If you or Greater Two–weapon fighting. Use of this feat costs one
choose a heavy armor, your movement rate is only use of your adrenaline surge. You may use the assumed feat
reduced by 5 feet. Likewise, the armor check penalty for 1 minute. At 10th–14th level, you may assume one
for the chosen armor is reduced by –1 for you. The pinnacle feat at a time. At 15th–19th level, you may assume
check penalty cannot be greater than 0. up two pinnacle feats at one. At 20th+ level, you may
Note: Shield Mastery is a separate feat. assume any number of pinnacle feats at once.
Usage: – Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you
Armor Specialization gain with this feat unless you actually possess the feat.
You are comfortable with a specific armor
type. Assume Weapon Skill
Prerequisite: Armor Proficiency, Armor Focus, You gain a sudden burst of insight that allows you
Fighter 4+ level to use an exotic weapon proficiently.
Benefit: Choose an armor type (leather, chain mail, Prerequisite: Fighter 1st level
full plate, etc.) when you choose this feat. While you Benefit: As a swift action, you endow yourself with the
wear the armor you have chosen, you gain a +1 class skill to wield an exotic weapon as if you had the appropriate
bonus to AC and the armor check penalty is reduced by exotic weapon proficiency. You retain proficiency for one
+1 per 4 levels (Thus at 4th–7th level, you gain +1, at minute. You may endow yourself with skill to utilize more
8th–11th level you gain +2, at 12th – 15th level you gain than one exotic weapon at a time, but each different weapon
+3, at 16th–19th level ou gain +4 and at 20th level you type requires a separate use of this feat.
gan +5). Usage: 1
Usage: –
Axe Mastery
Assume Feat Your skill with an axe is unmatched.
You gain a sudden burst of insight for performing a Prerequisites: Weapon Focus (any axe), Fighter 4+ level
martial maneuver. Benefit: You ignore 5 points of Hardness or 2 points of
Prerequisite: Fighter 5th level DR/– when attacking opponents or objects with an axe
Benefit: As a swift action, you can endow yourself weapon you are proficient with. You do not ignore other
with one of the following feats, as if you met all the types of DR when attacking creatures.
prerequisites for the feat. Combat Reflexes, Power For every 4 levels past 4th level, you increase the
Attack, Combat Expertise, Improved Unarmed Strike, amount of Hardness/DR you bypass by 1.
Improved Grapple, Cleave, Mounted Combat, Weapon Weapons: Battleaxe, greataxe, halbard, handaxe, hatchet,
Finesse, Dodge, Mobility, Spring Attack, Precise Shot, throwing axe, urgosh, and waraxe.
Far Shot, Rapid Shot, Mounted Archery, Shot on the Usage: –
Run, Shield Bash, or Two–weapon Fighting. You retain Special: A barbarian who takes this feat treats his Fighter
the use of the chosen feat for one minute. Use of this level as equal to his Barbarian level for determining the
feat costs one use of your adrenaline surge. At 5th–9th amount of Hardness/DR bypassed.
level, you may only assume one feat at a time. At
levels 10th–14th, you can assume up to two feats from Back to Back
this list at one time. At 15th–19th level, you can assume You are skilled in fighting in close quarters.
up to three feats from this list at one time, and at 20th+ Prerequisites: Fighter 5th level, Dex 13+
level, you can assume any number of the above feats at Benefit: You can share a square with an ally the same size
once. or larger than you. You do not suffer the penalties from
Usage: 1 per feat. squeezing and cannot be flanked while sharing a square.
Special: You cannot use the feat prerequisites for a You cannot share a square with more than one ally.
feat you gain with this feat unless you actually possess Usage: –
the feat. Special: These benefits do not automatically pass to your
ally, who is considered squeezing into the square if they do
Assume Pinnacle Feat not possess the same feat.
You gain a sudden burst of insight for
performing a masterful martial maneuver Behead
Prerequisite: Fighter 10th level, Assume Feat You can behead an opponent with a single stroke.
Benefit: As a swift action, you can endow yourself Prerequisites: Sever Limb, Fighter 15+ level, Str 19+
with one of the following feats, as if you met all the Benefit: As a full–round action you may make a single
prerequisites for the feat: Tactical Strike, Whirlwind strike against an opponent. If the attack is successful, the
Attack, Improved Critical, Spirited Charge, Multishot victim must make a Fort save (DC 10 + ½ character level +

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Str mod). If the save is successful, the opponent takes Prerequisite: Fighter 5th level, Power Attack
normal maximum damage from your attack. Failure to Benefit: As a swift action, you endow yourself with the
make the save means the opponent is beheaded. For power to knock an opponent flying with your next attack. If
most living creatures, this means instant death. you successfully strike the opponent, they take normal
Creatures immune to critical hits are generally damage and must make a Fort save DC 10 + ½ Fighter level
unaffected by this special attack, as are creatures + Str mod or be sent back 5 feet. If the opponent fails the
without a discernable head. save by 5 or more, they are knocked prone as well. For
Usage: 3 every additional 5 levels of fighter you have, you can knock
Special: A barbarian who takes this feat treats his the opponent an additional 5 feet away. Thus at 5th–9th level
Fighter level as equal to his Barbarian level for you knock an opponent 5 feet, at 10th–14th level 10 feet, at
determining the Fort save. 15th–19th level 15 feet and at 20th+ level 20 feet.
If an opponent is unable to move the full distance,
Blade Mastery they suffer 1d6 damage for each 5 feet they are unable to
Your skill with swords is unmatched. move.
Prerequisties: Weapon Focus (any blade), Fighter 4+ If you knock an opponent into another foe, the
level initial target of your attack stops in that space (and takes
Benefit: Once per round, if you miss with a bladed damage) and the second opponent must make a Fort save at
weapon you are proficient with, you may reroll the the same DC as the initial attack, with a +4 bonus to the
attack. You must accept the results of the second roll, save, or be knocked prone.
even if it is worse. Usage: 1
Weapons: Assassin sword, bastard sword, camel
sword, dueler’s blade, falchion, giantblade, greatsword, Bludgeon Mastery
katana, khopesh, kris longsword, longsword, no–dachi, Your skill with blunt weapons is unmatched.
rapier, scimitar, saber, scorpion sword, short sword, Prerequisite: Weapon Focus (any bludgeon), Fighter 4+
swordspear, two–bladed scimitar, two–bladed sword level
and whipsword. Benefit: When attacking armored foes with a bludgeon
Usage: – weapon in which you are proficient, you can ignore 1 point
of Armor bonus. For every 4 levels past 4th, you can ignore
Bleeding Wound an additional point of Armor bonus. Thus 1 point at 4th–7th
You leave your opponent with bleeding wounds level, 2 points of Armor at 8th–11th level, 3 points of Armor
Prerequisite: Fighter 5th level, Combat Expertise at 12th–15th level, 4 points of Armor at 16th–19th level and 5
Benefit: As a swift action, you cause all attacks with points of Armor at 20th+ level.
slashing or piercing weapons to deal 1 point of Weapons: Club, dire flail, flail, flailsword, gauntlet,
temporary Constitution damage, in addition to your greatclub, greatmace, heavy flail, heavy mace, light
normal damage. This effect to your attacks lasts until hammer, light mace, morningstar, multi–headed flail,
your next action. Constitution damage inflicted with nunchaka, sap, warhammer and warmace.
this feat can be negated by a DC 15 Survival (Heal) Usage: –
check. Increase the DC by 1 for each additional point of
Constitution damage inflicted. Body of Iron
Useage: 1 You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Blinding Strike Benefit: As a swift action, you gain DR 2/– until your next
You can temporarily blind an opponent with a hit action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th)
Prerequisite: Fighter 5th level, Combat Expertise you can increase the DR by 1. Thus you gain DR 2/– at 5th–
Benefit: As a swift action, you cause your next attack 7th, DR 3/– at 8th–10th, DR 4/– at 11th–13th, DR 5/– at 14th–
to blind your opponent on a successful hit, in addition 16th, DR 5/– at 17th–19th and DR 6/– at 20th.
to your normal damage. The victim must succeed a Usage: 1
Fort save (DC 10 + ½ Fighter level + Int Mod) or be Special: A barbarian who takes this feat treats his Fighter
blinded for 1d4+1 rounds. A Survival (Heal) DC 15 level as equal to his Barbarian level for determining the DR
check can remove this condition. Creatures immune to bonus. The DR from this feat stacks with the Barbarian’s
critical attacks or that do not see cannot be affected by natural DR.
this ability.
Usage: 1 Boost, Agility
You make yourself more agile for a short period of time
Blowback Prerequisite: Fighter 5th level, Dex 13+
You knock an opponent flying with a hit

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Benefit: As a swift action, you gain a +4 Dexterity level to gain a bonus that costs fewer uses of your
magic bonus. At 10th level, the bonus increases to +6, adrenaline surge.
and at 15th level, the bonus increases to +8. This bonus
lasts for 3 + ½ fighter levels in rounds. Counterstrike
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at While your opponent is occupied trying to hit you,
15th level. You may choose to decrease your effective you strike.
level to gain a bonus that costs fewer uses of your Prerequisites: Fighter 5th level, Combat Reflexes
adrenaline surge. Benefit: As an immediate action, you can make an attack
using your highest BAB against an opponent that has just
Boost, Constitution attempted to strike you in combat and missed. This attack
You make yourself more resilient for a short does not count against your attacks of opportunity for the
period of time round.
Prerequisite: Fighter 5th level, Con 13+ Usage: 2
Benefit: As a swift action, you gain a +4 Constitution
magic bonus. This bonus lasts for 3 + ½ fighter level in Craft Magic Item
rounds. Raising your Constitution with this boost does You know the secret craft to create items of magic,
not increase your adrenaline surge. At 10th level, the without need to cast spells.
bonus increases to +6 and at 15th level, the bonus Prerequisites: Fighter 5th level, Spellcraft (Use Magic
increases to +8. Device) 4+ ranks, Craft (any one) 5+ ranks
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at Benefit: Choose a Craft skill you have ranks in. You may
15th level. You may choose to decrease your effective create a limited range of magic items by use of your craft
level to gain a bonus that costs fewer uses of your skill. You cannot create spell completion items (such as
adrenaline surge. wands, scrolls or staves).
For the purpose of crafting magic items, you treat
Boost, Skill your caster level as equal to your fighter level. You must
You can perform an astounding skill stunt pay ½ the normal item cost in materials and 1/25 the item
Prerequisite: Fighter 5th level cost in XP. You can fashion up to 1,000 gp of magic items
Benefit: As an immediate action, you gain a bonus to per day. An appropriate Craft check (DC 15 + required
your next skill check equal to twice your fighter level. Caster Level) must be made for each day’s work.
You may only apply this skill bonus to a fighter class A sample list of the type of items you can create,
skill (Climb, Craft, Handle Animal, Persuade based on your Craft skill, is listed below.
(Intimidate), Athletics (Jump), Handle Animal (Ride),
Athletics (Swim) or skills chosen through Skillmonger). Craft Skill Magic Item Type
Usage: 1 Craft (Armorsmith) Magic armor, Bracers,
Helmets and Shields
Boost, Speed Craft (Blacksmith) Bottles, Chimes, Cubes,
You move with sudden determination Flasks, Horseshoes,
Prerequisite: Fighter 1st level, Dex 13+ Shackles,
Benefit: As a swift action, you gain +10 feet to your Craft (Bowyer/Fletcher) Magic bows, arrows and
base movement rate. At 10th level, if you are wearing bolts
light or medium armor and carrying a light load, you Craft (Brewing) Potions, Elixers and Oils
gain +20 feet to your base movement rate. At 15th level, Craft (Carpentry) Wondrous items
if you are wearing light armor and carrying a light load, (composed of wood)
you gain +30 feet to your base movement rate. Craft (Jewelry) Amulets, Beads,
Usage: 1 Brooches, Circlets,
Crowns, Diadems,
Earrings, Figurines,
Boost, Strength Gems, Headbands,
You can suddenly increase your strength for a Periapt, Phylacteries,
short period of time Tokens and Rings
Prerequisite: Fighter 5th level, Str 13+ Craft (Leatherworking) Backpacks, Belts,
Benefit: As a swift action, you gain a +4 Strength Quivers, Pouches and
magic bonus. At 10th level, the bonus increases to +6, Ropes
and at 15th level, the bonus increases to +8. This bonus Craft (Musical Drums, Harps, Horns,
lasts for 3 + ½ fighter level in rounds. Instruments) Lyres, and Pipes
Usage: 1 at 1st–9th level, 2 at 10th–14th level and 3 at Craft (Tailor) Bags, Boots, Breeches,
15th level. You may choose to decrease your effective Cape, Cloaks, Dresses,

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Hats, Gloves, Pants, Prerequisite: Point Blank Shot, Far Shot, Precise Shot,
Mantle, Slippers, Shirts, Dex 17+, Fighter 15th level
Surcoats and Vests Benefit: As a swift action, you make all distances up to
Craft (Weaponsmith) Magic weapons (but not your maximum range are considered point blank range for
bows, arrows or bolts), you. This lasts until your next action. You can make sneak
Scabbards attacks or other precision–based damage attacks within this
range, although targets are no more susceptible to them than
Certain items have been purposely excluded usual. Also, your ranged attacks inflict +2d6 points of
from the list – for example creating manuals and tomes damage.
with Craft (Bookbinding), the ability to create Robes Usage: 3
with Craft (Tailor), the ability to create pearls, orbs, Special: A ranger who takes this feat treats his Fighter level
ioun stones and crystal balls with Craft (Jewelry). This as equal to his Barbarian level for determining access to this
is intention, as these items tend to be the purvue of feat.
spellcasters alone.
Usage: – Defense Against Magic
Special: You may take this multiple times, each time You have trained yourself to shrug off magic
for a different craft skill. Prerequisites: Fighter 10th level, Spellcraft 5+ ranks,
Onslaught Against Magic
Crippling Strike Benefit: As an immediate action, you gain Spell Resistance
You can disable a foe with a blow equal to 10 + ½ your fighter level + Con modifier against
Prerequisites: Fighter 10th level, Combat Expertise the next spell cast against you.
Benefit: As a swift action, you can endow your next Usage: 1
strike to deal ability damage. If you successfully hit,
you deal normal damage and the victim must make a Defense, Unarmored
Fort save (DC 10 + ½ Fighter level + Int Mod) or take You are skilled at defending yourself without armor.
1d4 points of ability damage to Strength, Constitution Prerequisites: Fighter 1st level, Dex 13+
or Dexterity (your choice). Creatures immune to Benefit: While wearing no armor and using a shield no
critical attacks cannot be affected by this ability. greater than a buckler, you gain a defense bonus to your AC
Usage: 2 equal to +2 plus ½ your fighter level.
Usage: –
Crushing Impact Special: If you so choose, you can trade in any armor and
Your blows with a bludgeoning weapon crush limbs shield proficiency you have for another feat on a 1 for 1
Prerequisites: Fighter 10th level, Weapon Focus with a basis, starting with heavy armor proficiency. Thus
bludgeoning weapon discarding Heavy Armor Proficiency gives you 1 feat,
Benefit: You gain a +1 bonus to hit and +2 bonus to discarding Medium Armor Proficiency gives you 2 feats in
damage with bludgeoning weapons; using this ability total, discarding Light Armor Proficiency gives you 3 feats
does not cost a use of your adrenaline surge. in total, and discarding Shield Proficiency gives you a grand
Also, when you score a critical threat with a total of 4 feats. You may only perform this trade if you are
bludgeoning weapon, the victim of your attack must a 1st level character.
make a Fort save (DC 10 + ½ level + Str mod) or be Rangers or Barbarians who take this fighter feat
stunned for a round. Creatures immune to critical hits treat their Fighter level equal to their Ranger or Barbarian
are immune to the stun effect. level for purposes of determine the defense bonus.
Usage: 1 for critical strike ability
Defense, Light Armor
Deadly Aggression You are skilled at defending yourself with little armor
You deal devastating damage with your attacks protection.
Prerequisite: Fighter 1st level, Str 13+ Prerequisites: Fighter 1st level
Benefit: As a swift action you gain an insight bonus to Benefit: While wearing light or no armor and using shield
hit and damage equal to ½ your fighter level. This no greater than a light shield, you gain a defense bonus to
bonus lasts for a number of rounds equal to your you AC equal to ½ your fighter level (min 1). The use of
Constitution modifier. this feat does not cost any uses of your adrenaline surge.
Usage: 1 at 1st–9th level, 2 at 10th+ level Usage: –
Special: If you so choose, you can trade in any non–light
armor proficiency you have for another feat on a 1 for 1
Deadly Sniper
basis, starting with heavy armor proficiency. Thus
They can run, but they’ll only die tired. discarding Heavy Armor Proficiency gives you 1 feat,

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discarding Medium Armor Proficiency gives you 2 You must deal at least one point of damage to dismiss the
feats in total. You cannot discard Light armor or Shield spells. The victim makes a Will save of DC 15 + ½ Fighter
proficiency. You may only perform this trade if you level + Con modifier to retain the spell in effect. At 15th
are a 1st level character. level, you can attempt to disrupt spells that are not
Rangers or Barbarians who take this fighter dismissable.
feat treat their Fighter level equal to their Ranger or Usage: 1 for dismissable spell, 2 for non–dismissable spell
Barbarian level for purposes of determine the defense
bonus. Evasion
You can avoid magical and unusual attacks with great
Defensive Advice agility.
You warn your ally against danger. Prerequisite: Fighter 5th level, Dex 13+
Prerequisite: Fighter 5th level, Cha 13+ Benefit: While wearing light or no armor, if you make a
Benefit: As a swift action, you can grant one ally successful Reflex saving throw against an attack that
within 30 feet who can hear you a +1 magic bonus to normally deals damage on a successful save, you instead
AC for 1 round. For every 5 levels past 5th, you can take no damage. If you are helpless, you do not gain the
increase the magic bonus by +1 (Thus +1 at 5th–9th benefit of this feat.
level, +2 at 10th–14th level, +3 at 15th–19th level and +4 Usage: –
at 20th+ level)
Usage: 1 Gird Life
Special: A paladin or knight who takes this ability uses You prepare yourself to survive an attack
their full paladin or knight level to determine the magic Prerequisite: Fighter 1st level
bonus granted by this feat. Benefit: As a swift action, you gain 2 temporary hit points
per Fighter level. These temporary hit points remain for one
Demoralize minute.
As you take down a foe, others fear your Usage: 1
prowress.
Prerequisite: Fighter 5th level Fearsome Stroke
Benefit: When you drop a foe, all the foe’s allies who Your deadly attack terrifies foes and restores your
are of the same or lower HD/levels within 60 ft. suffer a vigor.
–2 morale penalty to attack and damage rolls. This Prerequisite: Beserk Attack, Unnerve, Cha 17+, Fighter
effect lasts for 1 minute. 15th level
Usage: 1 Benefit: As a free action when you drop a foe, you force all
opponents within 30 feet to make a Will save (DC 10 + ½
Devastating Blow your level + Cha modifier) or be frightened for 1 round.
You deal extra damage with an attack Those who make the save are still shaken unless they have
Prerequisite: Fighter 1st level, Str 13+ more levels/HD than you. Likewise, you gain Fast Healing
Benefit: As a swift action, you can endow one or more 5 for a number of rounds equal to ½ your level.
of your next attacks to deal an extra 1d6 damage. For Usage: 3
every 4 levels past 1st, you may deal an additional 1d6 Special: A barbarian who takes this feat treats his Fighter
damage. Thus you deal +1d6 at 1st–4th level, +2d6 at level as equal to his Barbarian level for determining the Will
5th–8th level, +3d6 at 9th–12th level, +4d6 at 13th–16th save and duration of the Fast Healing.
level and +5d6 at 17th+ level. You must endow each
attack seperately. Fell Stroke
Creatures immune to critical attacks cannot be You leave an opponent bleeding on the battlefield
affected by this ability. Prerequisite: Fighter 15th level, Power Attack
Usage: 1 per attack at 1st–12th level, 2 per attack at Benefit: As a full attack action, you empower your next
13th+ level strike to become a devastating blow. If you hit your
opponent, they take normal damage and must make a Fort
Disrupting Blow save DC 10 + ½ Fighter level + Str modifier or they are
Your mighty blows disrupts spellcasters dazed. Each round , the victim makes another Fort save (as
Prerequisite: Fighter 10th level, Onslaught Against a free action) to shake off the dazed condition. If they fail
Magic the save, they take ½ of the initial damage again
Benefit: As a swift action, you empower your next immediately. This condition lasts until the opponent makes
attack, on a successful strike, to automatically dismiss the saves or a number of rounds pass equal to ½ your fighter
the highest level dismissable spell or a spell requiring level.
concentration a spellcaster has in effect on their person. Usage: 3

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Follow–Up
Fencing Master You hound an opponent
You are an agile master of combat Prerequisite: Fighter 5th level
Prerequisite: Combat Reflexes, Weapon Finesse, Dex Benefit: As an immediate action, you can take a 5 ft. step.
17+, Fighter 15 levels This does not count against the normal 5 ft. step you can
Benefit: As a swift action, when using a light weapon take in a round, and can be used in–between attacks (or even
or rapier, you gain a +2 magic bonus to attack rolls, between cleave attacks).
inflict an extra +2d6 points of damage and gain an Usage: 1
additional attack each round at your highest attack
bonus – even when making only a single attack action. Fortify
This effect lasts until your next action. You summon up great fortitude
Usage: 3 Prerequisite: Fighter 1st level, Great Fortitude
Benefit: As an immediate action, you gain a bonus to your
Final Attack next Fort save equal to ½ your Fighter level. The bonus
You can make up to four attacks in a round. must be used before your next action or it is lost.
Prerequisite: Fighter 16th level, Third Attack Usage: 1
Benefit: When you make a full attack, you gain an
fourth attack at a –15 penalty to hit. Furious Strike
Usage: - You shatter your opponent’s defenses
Special: Chosen Ones, Barbarians, Knights, Rangers, Prerequisite: Fighter 5th level, Power Attack, Str 13+
Paladins treats his class level for determine Benefit: As a swift action, you can ignore up to 5 points of
qualification for this feat. DR when attacking with melee weapons. This effect lasts
until your next action. At 10th level, you can ignore up to 10
Firearm Mastery points of DR when attacking with a weapon.
Your skill with firearms is unmatched Usage: 1 to ignore DR 5, 2 to ignore DR 10
Prerequisite: Weapon Focus (any firearm), Fighter 4+
level Hail of Blows
Benefit: Whenever you use a firearm you are You strike again and again
proficient with, you double the range increment of the Prerequisite: Fighter 5th level
weapon. The “point blank” range for ignoring armor Benefit: You may activate Hail of Blows as a swift action.
does not increase, however. As part of a full attack, you gain an extra attack at your
Weapons: Blunderbuss, hand cannon, longarm, and highest base attack bonus. This is a haste effect. This effect
pistol (all). lasts for a number of rounds equal to ½ your fighter level.
Usage: – Usage: 2

Foil Action Hamper Defense


You can prevent a foe from acting aganst you You create an opening in an oppenent’s defense
Prerequisite: Fighter 10th level, Perception (Sense that others can exploit
Motive) 5+ ranks Prerequisite: Fighter 1st level
Benefit: As an immediate action, you can interfere or Benefit: If you successfully cause damage to a foe with an
otherwise distract an opponent, causing them to lose attack, as a free action you grant any ally a +2 circumstance
their action. The victim makes a Will save DC 10 + ½ bonus to hit the opponent until your next turn. This bonus
fighter level + Str modifier. If the check is failed, the does not stack with multiple hits.
opponent’s standard action or move action is lost (as Usage: 1
chosen by the fighter). If the foiled action had a limited
number of uses per day or required components, they
are considered used and lost for the day. The fighter
Head Blow
must be within 5 feet of the opponent to foil an action. You hit your opponent in the head, knocking them
At 15th level, a fighter can foil an action from up to 10 senseless
ft. away with a ranged attack, natural reach or a reach Prerequisite: Fighter 10th level, Combat Expertise
weapon and at 20th level, the fighter can foil an action Benefit: As a swift action, you cause your next attack to
up to 15 ft. away with a ranged attack, natural reach or knock your opponent senseless. If you hit and deal at least 1
a weapon with reach. point of damage to your opponent, they must make a Fort
Usage: 2 save (DC 10 + ½ fighter level + Str modifier) or be stunned
for 1 round. At 15th level, even if the victim makes the save,
they are still dazzled for 1d4+1 rounds. You must be able to

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reach the opponent’s head for this ability to work, and Prerequisite: Fighter 5th level
the opponent must not be immune to critical hits. Benefit: You gain 2 more uses of your Adrenaline surge.
Uses: 2. Special: You may take this ability more than once. Its
effects stack.
Heavily Armored Usage: –
You have reinforced the armor you wear.
Prerequisites: Proficient with armor, Craft Inspiring Presence
(Armorsmith) 6+ ranks, Fighter 5th level Your allies take heart in your presence on the
Benefit: Any masterwork or better armor you employ battlefield.
(not counting a shield) grants you an additional +1 Prerequisites: Fighter 1st level, Cha 13+
armor bonus to AC per 4 fighter levels if you pay ¼ of Benefit: As a swift action, all allies within 30 feet of you
the armor’s total cost as a one–time cost. You must gain a +1 magic bonus to hit and damage rolls and a +4
maintain the armor (i.e., have access to it) for it to bonus to Will saves. This effect lasts for 1 minute.
retain this bonus. The armor does not gain this bonus Usage: 1
when worn or used by others. You may also apply this Special: A paladin or knight who takes this ability uses
feat to magical armor, but the additional AC bonus does their full paladin or knight level to determine the magic
not affect the item’s magic bonus, only the base armor bonus granted by this feat.
bonus.
Usage: – Instant Critical
Paladins or Chosen Ones who take this fighter Your blow is well–placed and deadly
feat treat their Fighter level equal to their Paladin or Prerequisite: Fighter 10th level, Improved Critical
Chosen One level for purposes of determine the armor Benefit: As a swift action, you empower your next attack to
bonus. automatically critical on a successful hit, regardless of the
weapon’s critical range. You do not need to roll to confirm
Hobble the critical. This is not the same as rolling a natural 20 on
You reduce the movement rate of an opponent the attack roll.
Prerequisite: Fighter 5th level, Combat Expertise You cannot use this ability on an opponent that is
Benefit: As a swift action, you cause your next attack immune to critical hits.
to slow down the movement rate of your opponent if Usage: 2
you successfully hit. The opponent receives a Fort save
DC 10 + ½ fighter level + Str modifier to avoid this Intercept
effect. You deal normal damage if you hit, regardless You move to stop a foe’s advance
whether the victim makes his save or not.. If your Prerequisite: Fighter 5th level
opponent fails the save and is a biped, their movement Benefit: As a standard action, state you are preparing to
rate is halved. If your opponent is a quadraped, their intercept. Then, as an immediate action, you can move up
movement rate is reduced by ¼. Creatures with six or to your base movement rate and conduct a single attack
more legs are unaffected by this feat. Creatures when an opponent moves. Your action interrupts the
immune to critical attacks cannot be affected by this opponent’s movement at any point you choose, who
ability. completes his action after you finish your action.
Usage: 1 Usage: 1

Impede Knife Mastery


A foe you threaten can’t move Your skill with short blades is unmatched.
Prerequisite: Fighter 10th level Prerequisite: Weapon Focus (any knife), Fighter 4+ level
Benefit: As an immediate action, you engage an Benefit: When making a full attack with a knife that you
opponent you are currently meleeing with in such a way are proficient with, you can make an extra attack at your
that they cannot move from their current position highest base attack bonus, but all your attacks take a –2
without making a successful Reflex DC 10 + ½ Fighter penalty to hit.
level + Int modifier save. Even if the opponent makes Weapons: Assassin dagger, dagger, dirk, double dagger,
the save and attempts to move away – even a 5 ft. shift, knife, kris dagger, kukri, punching dagger, sai, siangham,
you gain an attack of opportunity against that opponent. spiked gauntlet, and stilleto.
Usage: 2. Usage: –

Improved Adrenaline surge Maiming Strike


You can perform extraordinary abilities more You may disable your opponent with a single blow
often Prerequisite: Fighter 5th level, Combat Expertise

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Benefit: As a swift action, you may endow your next Moment of Opportunity
attack to maim the opponent. On a successful hit, you You force your opponent to lower his defenses
deal normal damage and the victim must make a Fort Prerequisite: Fighter 5th level, Combat Reflexes
save (DC 10 + ½ Fighter level + Str modifier) or suffer Benefit: As an immediate action, you force a hole into your
a –2 penalty to hit for the rest of the combat, and lose 5 opponent’s defenses allowing you an attack of opportunity.
feet of movement. Multiple maiming strike effects This attack of opportunity counts against the normal
stack. A successful Survival (Heal)ing DC 15 skill allotment of attacks of opportunity you gain in a round.
check removes one accruement of maiming strike Usage: 1
penalties from the victim.
Usage: 1
Offensive Advice
You guide an ally’s attack with your encouraging
Master and Commander words.
You can efficiently direct your allies in Prerequisite: Fighter 5th level, Cha 15+
combat. Benefit: As a swift action, you can grant one ally within 30
Prerequisite: Combat Advice, Defensive Advice, ft. who can hear you a +1 magic bonus to hit. This effect
Inspiring Presence, Cha 17+, Fighter 15th level lasts for one round. For every 5 levels past 5th, you grant an
Benefit: As a swift action, you gain a pool of addtitional +1 magic bonus to hit. Thus, +1 at 5th–9th level,
command points equal to your level that you can +2 at 10th–14th level, +3 at 15th–19th level and +4 at 20th+
distribute to your allies as you choose. These points level.
become magic bonuses to individual attack rolls, Usage: 1
damage rolls, saving throws or skill checks. Your allies Special: A paladin or knight who takes this ability uses
must be within 30 feet and able to see and hear you to their full paladin or knight level to determine the magic
be able to gain these bonuses, but after gaining the bonus granted by this feat.
bonus they do not need to be near you to retain the
bonuses. The bonuses last for 1 minute, and cannot be
changed once assigned.
Offensive Stance
Usage: 3 You assume a posture that offers a better chance to
Special: A paladin or knight who takes this ability uses hit.
their full paladin or knight level to determine the magic Prerequisite: Fighter 5th level, Str 11+
bonus granted by this feat. Benefit: As a swift action, you gain a +1 bonus to hit with
all your attacks. You also gain an extra attack with your
primary weapon, although at a –5 penalty to hit. However,
Maximized Attack your stance gives you a –2 penalty to AC. You can maintain
You put everything into your next blow this stance for 3 + ½ fighter levels in rounds.
Prerequisite: Fighter 5th level, Weapon Focus Usage: –
Benefit: As a swift action, you empower a weapon
with which you have weapon focus to deal maximum
damage on your next attack.
Onslaught Against Magic
Usage: 2 You relentlessly harass spellcasters
Prerequisite: Fighter 1st level, Spellcraft 1+ ranks
Benefit: As an immediate action, you can prevent a
Mental Prowress spellcaster you threaten from casting defensively. If the
You exert great will over your actions spellcaster attempts to take a 5 foot step out of a space you
Prerequisite: Fighter 1st level, Iron Will threaten to cast a spell, you gain an attack of opportunity
Benefit: As an immediate action, you gain a bonus to against the spellcaster.
your next Will save equal to ½ your Fighter level. The Usage: 1
bonus must be used before your next action or it is lost. Normal: A spellcaster can take a 5 foot step without
Usage: 1 provoking an attack of opportunity.

Mighty Stroke Parry


You tear into a foe. You can thwart an opponent’s attack
Prerequisite: Power Attack, Cleave, Str 17+, Fighter Prerequisite: Fighter 5th level, Combat Expertise
15th level Benefit: As an immediate action, you can cause an single
Benefit: As a swift action when you make a full attack, opponent of your choice to suffer a penalty to hit you equal
you gain a bonus to damage equal to twice your fighter to your fighter level. You must use this ability before the
level to each attack. attack roll is made.
Usage: 3 You cannot use this ability when flat–footed.
Useage: 1

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Weapons: composite longbow, composite short bow, foot
Penetration bow, greatcrossbow, hand crossbow, heavy crossbow, light
You are good at finding holes in your crossbow, longbow, repeating crossbow, short bow, and
opponent’s armor sling.
Prerequisites: Fighter 5th level, Wis 11+ Usage: –
Benefit: As a swift action, you may endow all of your
attacks for the round to ignore a single opponent’s Reign of Destruction
Armor Bonus up to equal to twice your Wisdom You hammer your opponent with a series of blows
modifier (minimum +1). You cannot treat the victim’s Prerequisite: Fighter 6th level, Str 13+, Dex 13+
Armor Bonus as less than 0 by means of this feat. Benefit: As a full–attack action all of your melee attacks
Usage: 2 with your primary hand use your highest Base Attack
Bonus.
Piercing Strike Usage: 1 at 6th–10th level, 2 at 11th – 15th level, 3 at 16th+
Your attacks with piercing weapons bores level
deep into opponents
Prerequisite: Fighter 10th level, Weapon Focus with a Replenish
piercing weapon You can shrug off damage you have taken
Benefit: You gain a +1 bonus to hit and a +2 bonus to Prerequisite: Fighter 1st level
damage with all piercing weapons; the use of this Benefit: As a full round action, you regain a number of hit
ability does not cost a use from your adrenaline surge. points equal to your Fighter level X Constitution modifier
Also, if you score a critical threat with a (minimum 1/level).
piercing weapon, the victim must make a Fort save (DC Usage: 1 at 1st–5th level, 2 at 6th–10th level, 3 at 11th – 15th
10 + ½ fighter level + Str mod) or the victim is impaled level and 4 at 16th+ level. At 6th+ level, you may choose to
by the weapon. A victim who remains impaled suffers replenish at a lower level if you desire to spend less uses of
1 point of damage per round of strenuous activity, and your adrenaline surge.
suffers damage equal to the base weapon damage if the
impaled weapon is removed (as a move–equivilant Sever Limb
action). If you are still holding a weapon you have You can sever an opponent’s limb with a single
impaled a foe with, you may wrench the weapon free as blow.
a move–equivilant action, causing damage to the Prerequisite: Power Attack, Cleave, Great Cleave, Fighter
opponent as noted above. Creatures immune to critical 10+, Strength 15+
hits are unharmed by being impaled (though it still Benefits: As part of a full attack action when using a
takes a move–equivialant action to remove the slashing weapon, you may nominate an attack as a sever
offending weapon). limb attack. If you score a hit, you deal maximum damage
Usage: 1 and the victim must make an immediate Fort save (DC 10 +
½ your Base attack bonus + Str mod) or lose a limb of your
Polearm Mastery choice.
Your skill with a polearm is unmatched Loss of a leg reduces the victim’s movement by
Prerequisite: Weapon Focus (any polearm), Fighter one fraction of the total number of legs (thus a biped would
4+ level lose ½ it’s movement rate with the loss of a leg, wheras a
Benefit: When using a polearm you are proficient six–legged beast would lose 1/6 it’s movement rate).
with, you can “choke up” on a weapon to strike at close Loss of an arm reduces manual dexterity by 4 (in
range, although you suffer a –2 penalty to hit those regard for skill checks, but not AC). This is a one–time
within 5 feet. loss, regardless of the number and of course prevents the
Weapons: Guisarme, longspear, pike, and ranseur. use of the lost limb. A creature forced to use its offhand
Usage: – suffers a –2 penalty to attacks and skill rolls.
Loss of a tail reduces the creature’s balance (–4
Projectile Mastery penalty to balance checks) and prevents its from using any
Your skill with ranged projectiles is sort of tail attack.
unmatched. Loss of a wing is similar to the loss of a leg, but a
Prerequisite: Weapon Focus (any projectile), Fighter creature with less that 2 wings remaining cannot fly, and if
4+ level currently airborne, plummets uncontrollably to the earth.
Benefit: When using a projectile ranged weapon in You cannot behead a creature with this ability.
which you are proficient, your opponent loses any A creature that has lost a limb continues to suffer
Dexterity bonuses to AC. damage from massive blood loss, taking 1d6 damage per
round until the wound is bound or otherwise healed.

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Binding the wound takes a full–round action and a DC electricity, fire, ice or sonic). At 10th level, the energy
20 heal check. Creatures immune to critical hits do not resistance increases to 10, and at 15th level, the energy
suffer this extra damage. If the victim is rendered resistance increases to 15, and at 20th level, the energy
unconscious, they continue to suffer damage until aided resistance increases to 20. A large shield grants an extra 5
or dead. points of energy resistance, and a tower shield grants an
Usage: 3 extra 10 points of energy resistance.
Usage: 1 at 5th–14th level, 2 at 15th+ level
Saddlemaster
Your mounted combat skills improve every Shield Mastery
aspect of your combat abilities, as well as those of your You are unmatched in your skill with a shield.
mount. Prerequisite: Shield Specialization, Fighter 6+ level
Prerequisites: Mounted Combat, Animal Affinity, Benefit: Once per round, you may make a block roll on
Power of the Steed, Dex 17+, Fighter 15th level 1d20 + Dex mod + Shield bonus + Base attack bonus. The
Benefit: While mounted, you have a pool of points DC is the to hit roll of the opponent. If you succeed, your
equal to your level that you can use each round to add shield harmlessly absorbs all the damage from a blow.
to your (or your mount’s) attack rolls, damage rolls, You may not attempt more than one block per
skill checks, or saving throws. You cannot add more attack made against you and it counts as taking an attack of
than +5 to any single roll. This bonus lasts for 1 opportunity.
minute. Special: If you have Combat Reflexes, you may perform a
Usage: 3 number of blocks up to your maximum number of attacks of
Special: A paladin or knight treats his Fighter level as opportunity, but only once from a given opponent.
equal to his Paladin or Knight level for determining his
ability to qualify for this feat. Shield Specialization
You are exceptionally skilled in the use of a shield.
Prerequisite: Shield Proficiency, Shield Focus, Fighter 4+
level.
Shared Shield Benefit: Choose a specific shield type (Buckler, Small,
You use your shield to protect others Medium, Large, Tower). You gain an additional +1 bonus
Prerequisites: Fighter 5th level, Dex 13+ to AC per 5 levels with the chosen shield type (Thus you
Benefit: You can share the shield bonus from a shield gain +1 AC at 1st–4th level, +2 AC at 5th–9th level, +3 AC at
with one adjacent ally who does not have a shield. If 10th–14th level, +4 AC at 15th–19th level and +5 AC at 20th
you move more than 5 feet from your ally, the shield level).
bonus is lost. The bonus lasts for 1 minute or until you
or your ally are no longer adjacent. Shrug Magic
Usage: 1 You can shake off magical effects without
suffering harm
Shatter Defenses Prerequisite: Fighter 10th level, Con 17+
You ignore an opponent’s ability to stop your Benefit: You gain a +4 bonus on saves against spells or
blows spell–like abilities. If you make your save against a spell,
Prerequisite: Fighter 10th level, Penetration, Improved you do not suffer any partial effects.
Critical Usage: 1 to ignore a partial effect.
Benefit: As a free action, you may reduce an
opponent’s armor bonus, natural armor bonus or Signature Armor
Dexterity modifier to AC of a value equal to ½ your You have a special suit of armor you favor
fighter level if you make a successful touch attack. Prerequisite: Masterwork or better armor, Fighter 2+
You may only choose to ignore one of the three Level
bonuses. This effect lasts until your next action. Benefit: You may spend XP or gold to improve your
Usage: 2 armor. The maximum you may improve the armor is
dictated by character level and is shown on the table below.
Shield Against Harm You must pay for each improvement along the way, thus to
You use your shield to avoid energy damage take masterwork armor with no bonus and make it into a +5
Prerequisite: Fighter 5th level, proficiency with shield, armor costs 12,500 gp, not 4,500 gp.
small shield or larger
Benefit: As an immediate action, you can give up your Table 7: Signature Armor Costs
shield bonus to AC to grant yourself 5 points of energy
Level Bonus XP GP
resistance against an energy–based attack (acid,

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1–2 +1 20 500 chose, for example to add Flaming Burst to your +1 weapon
3–4 +2 60 1,500 (increasing it’s effective bonus to +3, your current
5–6 +3 100 2,500 maximum), you may not later remove the ability.
7–8 +4 140 3,500 Usage: –
9–10 +5 180 4,500
11–12 +6* 220 5,500 Slashing Fury
13–14 +7* 260 6,500 Your strikes with edged weapons cut deeply into
15–16 +8* 300 7,500 foes
17–18 +9* 340 8,500 Prerequisite: Fighter 10th level, Weapon Focus with a
19–20 +10 380 9,500 slashing weapon
* Armor cannot actually have this bonus, but is used to Benefit: You gain a +1 bonus to hit and +2 bonus to
calculate additional abilities (ghost touch, damage damage with all slashing weapons. Also, if you score a
reduction, etc.). critical threat with a slashing weapon, the victim must make
a Fort save (DC 10 + ½ fighter level + Str mod) or lose an
Once your armor has been improved, you may additional +2d6 hit points to bleeding wounds. Creatures
not degrade it. Thus, as a 5th level character if you immune to critical attacks or that do not have a circulatory
chose, for example to add Spell Resistance to your +1 system are immune to the extra damage.
armor (increasing it’s effective bonus to +3, your Usage: 1
current maximum), you may not later remove the
ability. Slay
Usage: –
You kill a foe with a single blow
Prerequisite: Fighter 15th level, Str 17+
Signature Weapon Benefit: As a swift action, you empower your next attack to
You have a weapon you are well–known by. kill a foe if it hits. The victim must make a Fort save (DC 17
Prerequisite: Masterwork or better weapon, Fighter + Str mod) or be instantly slain. Even if the victim makes
2+ level the save, they still suffer normal damage from your attack.
Benefit: You may spend gold or XP to improve your Usage: 3
weapon. The maximum you may improve your weapon
is dictated by character level and is shown on the table Skillmonger
below. Note that you must pay for every improvement
You trade in some combat ability for skill use.
along the way; thus to take an item from no bonus to a
Prerequisite: Fighter 1st level, Int 11+
+5 weapon requires 25,000 gp or 1,040 XP – not 9,000
Benefit: When you take this feat, choose any two skills
gp or 360 XP.
(For skills with subsets, such as Knowledge, you must
specifiy which subskill this feat works for). You gain these
Table 8: Signature Weapon Costs skills as class skills for your Fighter class, and gain 2
Level Bonus XP GP additional skill points per level.
1–2 +1 40 1,000 Usage: –
3–4 +2 120 3,000
5–6 +3 240 6,000 Skirmisher
7–8 +4 280 7,000 You dodge and weave through opponents during a
9–10 +5 360 9,000 fight.
11–12 +6* 440 11,000 Prerequisites: Dash, Mobility, Spring Attack, Dex 17+,
13–14 +7* 520 13,000 Fighter 15th level
15–16 +8* 600 15,000 Benefit: As a swift action, you increase your base
17–18 +9* 680 17,000 movement by +10 feet and you gain an extra move action
19–20 +10* 760 19,000 each round. You also do not provoke attacks of opportunity
* Weapon cannot actually have this bonus, but is used from moving. This ability lasts for 1 minute per use.
to calculate additional abilities (ghost touch, keen, etc.). Usage: 3
Special: A ranger who takes the two–weapon style tree
Once your weapon has been improved, you treats his Fighter level as equal to his Ranger level for
may not degrade it. Thus, as a 5th level character if you

Behind The Curtain: Signature Weapon and the Signature Armor feats are designed to make it more attractive for
fighters to stick with a single quality weapon they have acquired or used from a low level. It is not really designed for
low–magic campaigns, but instead to recreate the feel of a fighter whose weapon and armor has grown along with his
own legend.

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determining his ability to qualify for the feat. Strategic Master
You own the battlefield.
Slip Aside Prerequisite: Combat Expertise, Parry, Int 17+, Fighter
You nimbly avoid blows for a short time 15th level
Prerequisite: Fighter 1st level, Dodge, Dex 11+ Benefit: As an immediate action, you can deny any one
Benefit: As an immediate action, you can add your opponent you threaten the use of any feats for 1 round. Any
Fighter level to your AC as a competence bonus until activated feat effects the target has are likewise supressed
your next action. for 1 round. The feat suppression endures even if the
Usage: 1 opponent later moves away from your threatened squares.
Also, any spellcaster you threaten cannot cast defensively.
Smite Usage: 3
You strike a foe with deadly blows
Prerequisite: Fighter 5th level, Str 11+, Deadly Strike True
aggression You can strike a target without fail
Benefit: As a swift action you gain a +4 insight bonus Prerequisite: Fighter 5th level
to hit and an insight bonus to damage equal to twice Benefit: As a swift action, you can ignore any concealment
your fighter level on your next attack. and/or cover bonus the target may have until your next
Usage: 1 action.
Paladins or Chosen Ones who take this fighter Usage: 1
feat treat their Fighter level equal to their Paladin or
Chosen One level for purposes of determine the damage Stunning Blow
bonus and qualification for this feat. You can stun a foe with a blow from your weapon
Prerequisites: Fighter 5th level, Wis 13+
Spear Mastery Benefit: As a swift action, you can endow your next attack
Your skill with a spear is unmatched. to stun an opponent on a successful hit. The victim gains a
Prerequisite: Weapon Focus (Spear), Fighter 4+ level Fort save (DC 10 + ½ Fighter level + Str modifier) to avoid
Benefit: When you use a spear in which you are being stunned until your next action. A stunned character
proficient, any foe who attempts to take a full attack can’t act and is considered flat–footed against any attack
while in your threatened area immediately provokes an made against him. Attackers likewise gain a +2 bonus on
attack of opportunity from you. attack rolls against the stunned opponent.
Weapons: Javelin, longspear, shortspear, spear, Usage: 2
swordspear, and urgosh.
Usage: – Surge
You can temporarily ignore a heavy load.
Staff Mastery Prerequisities: Fighter 1st level, Endurance
Your skill with a staff is unmatched. Benefit: As a swift action, you can ignore the movement
Prerequisite: Weapon Focus (Staff), Fighter 4+ level penalties for wearing medium or heavy armor, or carrying a
Benefit: When you use a staff in which you are medium or heavy load. This ability lasts for a number of
proficient, you gain a +1 shield bonus to AC and can rounds equal to twice your Constitution modifier (min. 1
fight with it as a double weapon as if you had the Two– round). After this time, you are considered fatigued and
weapon fighting feat. must rest for 1 minute to recuperate. At 10th level, you are
Weapons: quarterstaff and warstaff. not fatigued at the end of your surge, but you cannot reuse
the ability for 1 minute.
Stalwart Defense Usage: –
Your reliance on armor makes you nearly
invincible. Swift and Deadly Strike
Prerequisites: Defensive Stance, Armor Focus, Armor You can combine your Dexterity and Strength to
Mastery, Con 17+, Fighter 15th level harm an opponent
Benefit: As a swift action, you gain heavy fortification Prerequisites: Fighter 1st level, Str 13+, Dex 13+
(75% to ignore critical hits), gain a +4 competance Benefit: As a swift action you can endow all your attacks
bonus to AC, DR 3/– and cannot be dazzled, dazed, for the round to use both your Strength and Dexterity
stunned, sickened, nauseated, fatigued or exausted. modifier to hit and to damage rolls, instead of only your
This effect lasts for 1 minute. Strengh (or Dexterity to hit if using Weapon Finesse). The
Usage: 3 Dexterity bonus to damage follows the same rules as
Strength (1 ½ Dex modifier with two–handed weapons, ½
Dex modifier on off–hand weapons).

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Usage: 1 weapon (Trippable, Disarming, etc.) without provoking an
attack of opportunity or allowing the opponent to counter
Thrown Mastery your move. This effect only works with the weapon you
Your ability with thrown weapons is have Weapon Focus with.
unmatched. Special: Fighter’s Improved Weapon Focus counts as
Prerequisite: Weapon Focus (thrown weapon), Weapon Focus for any feat or ability that would require
Fighter 4+ level Weapon Focus.
Benefit: When using a thrown weapon you are Usage: –
proficient with, you can draw the weapon for throwing
as a free action, as if it were ammunition. Unlike Weapon Focus, Greater
normal ammunition, your thrown weapon is not Your skill with a given weapon is impressive.
destroyed or rendered useless and can be retrieved. Prerequisites: Weapon Focus with selected weapon,
Also, when using light thrown weapons, you can take a fighter 8+ level
–2 penalty to all your attacks to double the number of Benefit: You may add one of the following qualities to a
attacks you make with thrown weapons. However, weapon that you Weapon Focus with: Defensive,
when dealing sneak attack damage, you only deal sneak Disarming, Entangling, Light, Ranged or Trippable. The
attack or precision–based damage with one of the two weapon only has this quality while you are wielding it.
thrown weapons. If you select Ranged, the weapon’s range
Usage: – increment is considered 10 feet.
You cannot select Light with a two–handed
Timely Avoidance weapon.
You quickly move out of the way of danger Special: Greater weapon focus counts as Weapon Focus for
Prerequisite: Fighter 1st level, Lightning Reflexes any feat or ability that would require Weapon Focus.
Benefit: As an immediate action, you gain a bonus to Usage: –
your next Reflex save equal to ½ your Fighter level.
The bonus must be used before your next action or it is Weapon Focus, Perfect
lost. Your skill with a weapon is unrivalled
Usage: 1 Prerequisites: Weapon Focus and Improved Weapon
Focus with selected weapon, fighter 12+ level
Uncanny Dodge Benefit: When making a full attack with the weapon you
You can react to danger before your senses have Weapon Focus with, as a swift action you may make
would normally allow you to. an extra attack with the weapon at your highest BAB. All of
Prerequisite: Fighter 5th level, Dex 15+ your attacks for the round suffer a –2 penalty. You cannot
Benefit: You retain your Dexterity bonus to AC even use this feat with an off–hand weapon.
when flat–footed or struck by an invisible attacker. This effect lasts for one minute per use
Usage: – Special: Fighter’s Perfect Weapon Focus counts as
Special: If you already have the Uncanny Dodge Weapon Focus for any feat or ability that would require
ability through another class or feat (such as Defensive Weapon Focus.
Stance), you gain the benefits of Improved Uncanny Usage: 1
Dodge (see the rogue class for description).
Weapon Specialization
Unerring Shot You deal more damage with a weapon you are
Your ranged attack doesn’t miss intimately familiar with.
Prerequisites: Point Blank Shot, Fighter 1+ level Prerequisites: Proficiency with selected weapon,
Benefit: When using a ranged weapon you ignore up (Fighter’s) Weapon Focus with selected weapon, fighter
to a 5% miss chance per level or 1 point of cover. level 4th.
Usage: 1 for up to 20% cover or 4 points of cover, 2 for Benefit: Choose one type of weapon for which you have
25%–50% miss chance or 10 points of cover. already selected the Weapon Focus feat. You can also
choose unarmed strike or grapple as your weapon for
purposes of this feat. You deal extra damage when using
Weapon Focus, Improved this weapon. You gain a +2 bonus on all damage rolls, plus
You are greatly skilled with one particular +1 per 4 additional fighter levels you have when using the
weapon selected weapon. (Thus you gain +2 at 4th–7th, +3 at 8th–11th,
Prerequisites: Weapon Focus with selected weapon, +4 at 12th–15th, +5 at 16th–19th, +6 at 20th+)
Fighter 6+ level
Benefit: Choose a weapon with which you have
weapon focus. You may use any special ability of the

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Special: You can gain this feat multiple times. Its Benefit: Choose one type of weapon for which you have
effects do not stack. Each time you take the feat, it already selected the Weapon Specialization feat. When you
applies to a new type of weapon. score a hit with your chosen weapon, you treat any roll for
Usage: – damage that rolls below average as an average result. Once
per day as a swift action, you may choose to make any
Weapon Specialization, Greater damage result with the weapon’s damage dice deal
Few match your skill with a given weapon. maximum damage. You cannot maximixe any extra
Prerequisites: Proficiency with selected weapon, weapon the damage does, such as the extra damage with
Greater Weapon Focus with selected weapon, Weapon improved Weapon Specialization, Weapon burst magical
Focus with selected weapon, Weapon Specialization abilities, sneak attack damage or the like.
with selected weapon, fighter level 12th. Special: You may take this feat multiple times. Each time
Benefit: When rolling for damage, you may choose to you take it, it applies to a different weapon.
reroll your damage dice. You must take the second Usage: 1 to deal maximum damage
result, regardless whether it is better or worse.
Special: You can gain this feat multiple times. Its Whirling Dervish
effects do not stack. Each time you take Improved You are a whirlwind of attacks
Weapon Specialization, it apples to a new weapon. Prerequisites: Mobility, Whirlwind Attack, Dex 17+,
Usage: – Fighter 15th level
Benefit: As a full–attack action, you make a single attack
Weapon Specialization, Improved [General, roll and apply the result to all opponents within your base
movement rate. You are assumed to move to each
Fighter] opponent, so you must be able to reach the opponent to
You have learned to land deadlier blows more harm them, though you do not provoke attacks of
often. opportunity for the “movement”. You deal your normal
Prerequisites: Weapon Focus with selected weapon, damage +2d6 points to each opponent whose AC you beat.
Weapon Specialization with selected weapon, fighter After concluding the attack, you may move to any
level 6th. unoccupied square with reach by your base movement rate.
Benefit: When you threaten or confirm a critical, as a When you use Whirling Dervish, you also forfeit any bonus
free action, you gain a +1d6 bonus to damage with the or extra attacks granted by other feats or abilities (such as
weapon you have chosen. You gain an additional +1d6 the Cleave feat or the haste spell).
damage with the weapon for every 5 levels of fighter Usage: 3
past 5th level. (Thus you gain +1d6 at 6th–9th, +2d6 at
10th–14th, +3d6 at 15th–19th level and +4d6 at 20th
level). If you fail to confirm the critical, you deal only
Whip Mastery
+1d6 damage. This damage stacks with the damage Your skill with whips and chains is unmatched
from weapon specialization. Prerequisites: Weapon Focus (whip), Fighter 4+ level
Special: You can gain this feat multiple times. Its Benefit: When using a whip or chain weapon, you may
effects do not stack. Each time you take Improved make grapple attacks with the weapon without provoking an
Weapon Specialization, it apples to a new weapon. attack of opportunity. If you make a successful grapple
Usage: 1 attempt, you opponent is considered grappled, but you are
not.
Weapons: chain, multi–chain, multi–tailed whip, spiked
Weapon Specialization, Perfect chain, and whip.
You are deadly with your chosen weapon Usage: –
Prerequisite: (Fighter’s) Weapon Specialization with
chosen weapon, Fighter 15+

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The Knight
Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
Bonus
1 +1 +0 +2 +0 +2 Mounted Combat, Path of Glory
2 +2 +1 +3 +0 +3 Voice of Command +1, Faithful Mount (Mounted)
3 +3 +2 +3 +1 +3 Knight’s Weapon, Knight’s Armor
4 +4 +3 +4 +1 +4 Courage, Path of Glory +2
5 +5 +3 +4 +1 +4 Bonus Feat
6 +6 +4 +5 +2 +5 Leadership, Voice of Command +2
7 +7 +5 +5 +2 +5
8 +8 +6 +6 +2 +6 Improved Path of Glory +3
9 +9 +6 +6 +3 +6
10 +10 +7 +7 +3 +7 Bonus Feat
11 +11 +8 +7 +3 +7
12 +12 +9 +8 +4 +8 Path of Glory +4, Voice of Command +3
13 +13 +9 +8 +4 +8
14 +14 +10 +9 +4 +9
15 +15 +11 +9 +5 +9 Bonus Feat
16 +16 +12 +10 +5 +10 Greater Path of Glory +5
17 +17 +12 +10 +5 +10
18 +18 +13 +11 +6 +11 Voice of Command +4
19 +19 +14 +11 +6 +11
20 +20 +15 +12 +6 +12 Bonus Feat, Path of Glory +6
evil within and from outside their homeland. Many young
Knight knights who hunger for combat or glory become
There are a great many countries on Amberos adventuring knights, wandering the countryside in search of
who employ knights in their service, including the most combat, glory and treasure.
famous of the knightly orders, the Knights of the South, Races: Knighthood is mostly a human concept, though
Vegan Knights, March Riders, Randese Saracens, dwarves, gnomes, elves and even the goblinoids have strong
Skeinland Rhuks, Mogul Handle Animal (Ride)rs and parallels and mindsets that equate to knightly orders. Oddly
so forth. While each of these orders have their own enough, both gnomish and elvin knights are often skilled
prestige class, the knight class is meant to fill in for also in magic arts. There are no standing hillenfaey knightly
knights from just about any country, and those who orders on Amberos, though hillenfaey joining human
may not qualify for the “elite” levels of the prestige knightly orders is not unknown. The goblinoid races had
classes. knightly orders back in Elvin Golden Age, but Ziga’s
Alignment: Knights may be of any Lawful alignment, corruption destroyed the original orders. Some goblinoids
though those of evil alignments tend to have short have created corrupted versions of the old orders in the Dark
careers. There are very few knightly orders of evil Valley, but most human–raised half–orcs join one of the
alignment, and more often than not an evil knight finds more prestigious human knightly orders – if they can
he must stand on his own to survive. overcome the prejudice and snobbery common to such elite
Religion: It is not unusual for a knight to have a patron groups.
deity, usually a god of justice and/or war. On Amberos, Other Classes: Knights recognize and praise martial skill,
many western knights proclaim Dhorian, Visha or and tend to get along well with fighters, rangers and
Gosend as their patron. In the east, Titanicus is by far paladins – as long as they, the knights, are in charge.
the most favorite patron deity. It is not uncommon for Knights tend to chaff at the presence of barbarians, who
adventuring knights to take Competius as their patron. offend most knights senses with their chaotic and
Many knights are known to proclaim their actions in the undisciplined nature.
name of the their deity – with or without the deities With most other classes, knights tend to work well
permission. with others when they are given, or at least believe, they are
Background: Knights generally come from a lineage in charge.
of well–to–do families. Over a period of many decades
these families have pledged their arms and armor to the Hit Dice: 1d10
protection and advancement of their homeland. Starting Money: 200 gp + (6d4 x 10 gp)
Knights are considered the vassals of their kingdom or
country, drawn upon to protect their country from both

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Class Skills taxing, and afterwards the knight is considered
The knight’s class skills (and the key ability fatigued until he is able to rest for 1 minute. At 1st
for each skill) are Athletics (Str), Craft (Int), Handle level, the knight can ignore an armor check penalty
Animal (Cha), Knowledge (Heraldry, Nobility and of –1. At 4th level, the knight can ignore an armor
Royalty & Strategy and Tactics) (Int), Perception (Wis) check penalty of –2. At 8th level, the knight can
and Persuade (Cha). ignore an armor check penalty of –3. At 12th level,
the knight can ignore an armor check penalty of –4.
Skill Points at first Level: (2 + Int modifier) X 4 At 16th level the knight can ignore an armor check
Skill Points as Each Additional Level: 2 + Int penalty of –5. At 20th level, a knight can ignore an
Modifier. armor check penalty of –6.
Mounted Knight: The knight gains a +1 bonus to
Handle Animal (Ride) skill checks as well as
Class Features Reflex saves while mounted. The knight also gains
All of the following are class features of the Knight. the use of the Spirited Charge feat, even if he does
Weapons and Armor Proficiency: Knights are not normally meet the requirements. For every
proficient with all simple and martial melee weapons. four levels, the knight gains an additional +1 bonus
They do not start with proficiency with martial ranged to Handle Animal (Ride) checks and Reflex saves.
weapons. It should be noted that most knightly orders Thus the bonus is +2 at 4th level, +3 at 8th level, +4
look down upon the use of ranged weapons. They are at 12th level, +5 at 16th level and +6 at 20th level.
proficient with light, medium and heavy armors, as well Voice of Command (Su): A knight is expected to be able
as shields. Note that armor heavier than leather apply to lead others in battle. Starting at 2nd level, as a free action
to the skills balance, climb, escape artist, hide, jump, a knight can issue a command to one individual within 30
move silently, sleight of hand and tumble. Also swim feet that grants that being a +1 bonus to hit, damage, AC or
checks suffer a –1 penalty for every 5 pounds of armor to a skill roll of the knight’s choosing. The bonus lasts for 1
and equipment carried. round, and the knight may use this ability once per level per
Path of Glory: At 1st level, a knight selects one of two day. At 6th level, the bonus increases to +2, at 12th the
paths. The knight either selects the path of a mounted bonus increases to +3 and at 18th level, the bonus increases
knight or a foot knight. A knight cannot change his to +4. This is a language–depandant ability.
path once chosen, and only gains those abilities related Faithful Mount: At 2nd level or above, a knight that has
to his path. chosen the mounted path of glory gains a special mount. A
Foot Knight: The knight gains a bonus to his knight’s mount becomes a special friend and ally. The
AC equal to his Charisma modifier while in knight must purchase or otherwise obtain the mount to enact
medium or heavy armor. Also, once per day the bonding (which must be an above–average specimen,
per two levels, the knight can ignore the with according above–average price), and the mount will
restrictive nature of his armor and move at his serve faithfully until it dies. As the knight gains levels, the
normal base movement rate and ignore up to mount advances as shown on the table below.
his Path of Glory bonus on armor penalty
checks for 1 minute. However, doing so is

Class Level Bonus Natural Str/Dex Bonus Special


HD Armor Adj. Adj. Tricks
2nd–4th +0 +0 +0 1 Link, share spells
5th–8th +2 +2 +1 2 Evasion
9th–11th +4 +4 +2 3 Devotion
12th–14th +6 +6 +3 4 Multiattack
15th–17th +8 +8 +4 5
18th–20th +10 +10 +5 6 Improved evasion

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Class Level: The character’s knight level. The knight’s class levels stack with levels of any other classes that are
entitled to a Faithful mount for the purpose of determining the companion’s abilities.
Bonus HD: Extra eight–sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember
that extra Hit Dice improve the Faithful mount’s base attack and base save bonuses. An Faithful mount’s Base
attack bonus is the same as that of a knight of a level equal to the animal’s HD. An Faithful mount has good
Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An Faithful mount gains
additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. It does not increase
in size, regardless of the extra HD it recieves
Natural Armor Adj.: The number noted here is an improvement to the Faithful mount’s existing natural armor
bonus.
Str/Dex Adj.: Add this value to the Faithful mount’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in
addition to any that the knight might choose to teach it (see the Handle Animal skill). These bonus tricks don’t
require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known
by the animal. The knight selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A knight can handle her Faithful mount as a free action, or push it as a move action, even if she doesn’t
have any ranks in the Handle Animal skill. The knight gains a +4 circumstance bonus on all wild empathy checks
and Handle Animal checks made regarding an Faithful mount.
Share Spells (Ex): At the knight’s option, she may have any spell (but not any spell–like ability) she casts upon
herself also affect her Faithful mount. The Faithful mount must be within 5 feet of her at the time of casting to
receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the Faithful mount if the
companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the knight
before the duration expires.
Additionally, the knight may cast a spell with a target of “You” on her Faithful mount (as a touch range
spell) instead of on herself. A knight and her Faithful mount can share spells even if the spells normally do not
affect creatures of the companion’s type (animal).
Evasion (Ex): If an Faithful mount is subjected to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An Faithful mount gains a +4 magic bonus on Will saves against enchantment spells and effects.
Multiattack: An Faithful mount gains Multiattack as a bonus feat if it has three or more natural attacks and does
not already have that feat. If it does not have the requisite three or more natural attacks, the Faithful mount instead
gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage,
an Faithful mount takes no damage if it makes a successful saving throw and only half damage if the saving throw
fails.

Notes: Paladin/Knights: A paladin may add his paladin levels to his Knight levels to determine his Faithful
mount’s abilities. If a paladin/knight takes a special mount (as part of his paladin abilities), he subtracts the special
mount’s level modifier from his Faithful Mount level.
Druid/Knights: A druid/knight may have both a Faithful mount and an animal companion. The abilities
for each are kept separated.
Ranger/Knights: A ranger/knight may have both a Faithful mount and an animal companion. The
abilities for each are kept separated.

Knight’s Weapon: Starting at 3rd level, a knight’s The knight must pay the gold indicated on the
devotion to his weapon allows him to improve the table below and leave the weapon with a blacksmith or
weapon by investing large sums of money to improve it. other artisan for 1 day per 1,000 gp spent. The knight
The table below shows the maximum total bonus the must pay for each improvement along the way; thus if a
knight may have at a particular level. Note that the 16th level knight decided to advance his weapon from
weapon cannot exceed an magic bonus of +5, but can having no bonus to having a +8 bonus, the cost would be
have additional abilities (Lawful, Flaming, etc.) that have 64,000 gp – not 15,000 gp.
an effective maximum bonus as shown on the table Abilities added to a weapon cannot be later
below. removed. If the chosen weapon is lost or destroyed, the
knight must expend a total sum of gold equal to the

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original weapon and 1/25th in XP to acquire a new Trample, Two–Weapon Fighting, Weapon Focus,
weapon. For example, it would cost 64,000 gp and 2,560 Whirlwind Attack.
XP to replace the weapon from the example above. Leadership: At 6th level, the knight receives the
leadership feat for free.
Level Max Cost Improved Path of Glory: At 8th level, the knight’s
Bonus dedication and fame earn him additional abilities, as
3rd–4th +1 1,000 gp follows.
5th–7th +2 3,000 gp Foot Knight: At this point, the knight has
8th– 9th +3 6,000 gp learned to count on his armored protection while
10th–11th +4 7,000 gp cutting a swath through his enemies. While
12th–13th +5 9,000 gp wearing medium or heavy armor, the knight
14th +6* 11,000 gp gains the use of the Whirlwind Attack feat, even
15th +7* 13,000 gp if he does not meet the requirements to use it.
16th +8* 15,000 gp Mounted Knight: A mounted knight can strike
17th – 18th +9* 17,000 gp opponents anywhere along the path of his
19th –20th +10* 19,000 gp mount’s movement, not merely before or after
* A magic weapon cannot have a bonus exceeding +5, but the mount’s movement. If the mount moves
may have additional abilities to increase its effective more than a 5 foot adjustment, the knight only
bonus. gains one attack, regardless of the number of
attacks the knight normally gets. This is treated
Knight’s Armor: Similar to knight’s weapon, but this for all intents and purposes as a Spring Attack,
ability allows the knight to improve his armor. though the knight need not meet the
requirements to use this ability.
Greater Path of Glory: At 16th level, the knight’s
Level Max Cost
dedication and fame earn him abilities far beyond those of
Bonus
other mortals.
3rd–4th +1 500 gp
Foot Knight: The knight no longer tires when
5th–7th +2 1,500 gp
using his ability to ignore armor check penalties.
8th– 9th +3 2,500 gp
Also, at this point the knight has learned to hack
10th–11th +4 3,500 gp
his way through enemies unimpeded. As a
12th–13th +5 4,500 gp
special charge attack, you may move your
14th +6* 5,500 gp
normal movement rate and make a melee attack,
15th +7* 6,500 gp
using your full base attack bonus, against each
16th +8* 7,500 gp
enemy you encounter while moving who is in
17th – 18th +9* 8,500 gp
your “front” threaten zone (those squares in the
19th –20th +10* 9,500 gp
direction of your movement, and the adjacent
*Magic armor cannot generally have a bonus this high, corner squares). You must move in straight line
but may have a bonus of up to +5 to AC and additional while performing this move, and you may move
abilities to effectively make its bonus this high. through the square of an enemy you successfully
strike (regardless whether you kill them or not).
Courage: At 4th level and above, the knight is immune to You are still subject to attacks of opportunity
all fear effects. when moving through enemy spaces or
Knight’s Weapon Specialization: At 4th level, a knight threatened areas. When you perform this attack,
may spend a feat to gain Weapon Specialization with his you forfeit any bonus or extra attacks granted by
Knight’s Weapon. The feat only works with the knight’s other feats, spells or abilities, and must end your
specific knightly weapon; he does not gain the weapon move in a space unoccupied by an active enemy.
specialization bonus for even mundane versions of his Mounted Knight: A mounted knight and his
knightly weapon. mount are so in tune that the knight may make a
Bonus Feat: Starting at 5th level and every five levels full attack regardless of how far your mount
past 5th, the knight gains a bonus feat drawn from the list moves in a round.
below: Blind–fight, Cleave, Combat Reflexes, Dodge, Code of Conduct: Though each country has its own
Endurance, Exotic Weapon Proficiency, Expertise, Great unique set of morals that knights are expected to live by,
Cleave, Great Fortitude, Improved Bull Rush, Improved there are several broad patterns common to all knights.
Critical, Improved Disarm, Improved Initiative, Improved Knights are expected to obey the leaders of their
Two–Weapon Fighting, Iron Will, Knight’s Weapon country, even going to war at their behest. Some
Specialization, Lightning Reflexes, Mobility, Power organizations also answer to other powers – be it
Attack, Quick Draw, Handle Animal (Ride)–By Attack, churches, wizardly orders or whatnot. Second, knights
Spirited Charge, Spring Attack, Sunder, Toughness,

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represent the social elite of their homeland, and are • Mercy to enemies who beg for it
expected to extol the virtues of nobility, whatever those • The weapons of war are varied; there is no
virtues may be. In the western half of Amberos, this shame in the use of any implement of war*
means humility, a strong sense of justice, mercy for * Knights of the Silkna Kingdom have no compunction
enemies who ask for it, and a sense of fair play. In the against using ranged weapons or spells to defeat an
Randu–dominated East, the virtues of nobility are piety, enemy, but consider poison and other “terror tactics” to be
ruthlessness to enemies and adherance to a word of honor out of bounds
– in other words, a promise made is a promise kept,
whether a promise of aid or a promise of vengenance. Randu/Skienlands (Lawful Neutral, Lawful Evil)*
Most of the country entries for Amberos have a list of • Only divine magic and the magic of the Wa–
knightly virtues for that country. The GM may set the Atari/Wri–Atari is sacred – all other spellcasting
knightly code for his own world as he sees fit. is an affront and must be punished
Failure to uphold the knightly code results in • Loyalty to the home country above all else
immediately becoming an ex–knight until proper • Spells are the tools of the weak and should be
restitution is made by magical means, such as atonement, avoided.
or through role–playing. • Mercy to those who have proved their mettle in
combat
The knightly codes for some of the prominent * Randese knights commonly use ranged weapondry and
countries of Amberos are summarized as follows. The do not frown on its use
alignment in parantheses shows what sort of characters
the code generally appeals to. Misake/Barbed March/Principalites of Xatmas (Lawful
Neutral, Lawful Evil)*
Knights of the South (Lawful Neutral, Lawful Good)
• A trial of arms cannot be refused
• Honor and Bravery both on the field and off
• A victory by an means is better than defeat
• Humility in one’s actions
• Honor and integrity when dealing with a foe (off
• A knight’s actions and words should act in the battlefield)
concert
• No wrong can go unpunished
• A knight’s word is his bond
• Mercy is for the coward and weak–willed
• The knight defends the innocent and helpless • Death in combat is the fate of the warrior –
• Evil cannot go unpunished fleeing a combat or refusing to face an enemy is
• Mercy to enemies who ask for it shameful
• A warrior has the right to die in honorable * Misake/Barbed March knights use ranged weapondry
combat, face to face with his foe* when closing with an enemy, then prefer to melee.
* Knights of the South frown on the personal use of Staying at range is frowned upon and can result in charges
ranged weapons, but will not punish others for their use. of cowardice (and execution or defrockment).

Kingdom of Vall Vega (Lawful Neutral, Lawful Good, Adrenaline surge


Lawful Evil) and allies
A knight may expend a feat to gain a Adrenaline
• Humility in one’s actions
surge. A knight’s adrenaline surge has a total number of
• Lawbreakers must be brought to justice
uses per day equal to 1 + ¼ chosen one level (Thus 1 at
• Mercy to enemies who beg for it 1st–3rd level, 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th
• Ranged Weapons are the weapons of coward.* – 15th level, 5 at 16th–19th level and 6 at 20th+ level).
* Knights of Vall Vega generally kill enemies who use
ranged weapons against them. They do not allow the use
of ranged weapondry among their ranks, and have great
Ex–Knights
disdain for those they affiliate with who do use them. A knight who ceases to be lawful or greviously
violates the knightly code for his country can no longer
Silkna Kingdom (Lawful Good, Lawful Neutral) advance as a knight until restitution is made. Any
• Those who wield magic have the right and duty followers gained by the free Leadership feat is lost, as is
to rule any special powers formerly held by the knight’s mount.
All other abilities remain unchanged.
• Evil cannot go unpunished

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The Mage
Level Base Caster Fort Ref Will Special Spell Spell
Attack Level Save Save Save Points level
Bonus limit
1 +0 +1 +0 +0 +2 Scribe Scroll 1 1
2 +1 +2 +0 +0 +3 Summon Familiar 4 1
3 +1 +3 +1 +1 +3 8 2
4 +2 +4 +1 +1 +4 18 2
5 +2 +5 +1 +1 +4 25 3
6 +3 +6 +2 +2 +5 Metamagic Feat 39 3
7 +3 +7 +2 +2 +5 58 4
8 +4 +8 +2 +2 +6 78 4
9 +4 +9 +3 +3 +6 104 5
10 +5 +10 +3 +3 +7 132 5
11 +5 +11 +3 +3 +7 164 6
12 +6 +12 +4 +4 +8 Metamagic Feat 200 6
13 +6 +13 +4 +4 +8 240 7
14 +7 +14 +4 +4 +9 284 7
15 +7 +15 +5 +5 +9 332 8
16 +8 +16 +5 +5 +10 384 8
17 +8 +17 +5 +5 +10 440 9
18 +9 +18 +6 +6 +11 Metamagic Feat 500 9
19 +9 +19 +6 +6 +11 564 9
20 +10 +20 +6 +6 +12 632 9

Mage Bonus Spell Points by Level


Int
Score 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17+
10–11 0 0 0 0 0 0 0 0 0
12–13 1 1 1 1 1 1 1 1 1
14–15 1 3 3 3 3 3 3 3 3
16–17 1 3 6 6 6 6 6 6 6
18–19 1 3 6 11 11 11 11 11 11
20–21 2 4 7 12 20 20 20 20 20
22–23 2 6 9 14 22 35 35 35 35
24–25 2 6 12 17 25 38 59 59 59
26–27 2 6 12 22 30 43 64 98 98
28–29 3 7 13 23 39 52 73 107 162
30–31 3 9 15 25 41 67 88 122 177
32–33 3 9 18 28 44 70 112 146 201
34–35 3 9 18 33 49 75 117 185 240
36–37 4 10 19 34 58 84 126 194 304
38–39 4 12 21 36 60 99 141 209 319
40–41 4 12 24 39 63 102 165 233 343
42–43 4 12 24 44 68 107 170 272 382
44–45 5 13 25 45 77 116 179 281 446
they then shape and draw forth in a manner similar to a
Mage sorcerer. They are, generally speaking, the best of both
The mage is a wizard–type character whom worlds.
not only learns his magic from books, but also has Alignment: Mages can be of any alignment, but the pursuit
natural talent to draw from as well. Unlike wizards, of power among their kind often finds them with a more
mages do not need to memorize rigid formulas to cast neutral outlook on life. While extremists in alignment can
their spells. They are instead capable of using be found, they are generally rare and often doomed to short
spellbooks to guide their knowledge of magic, which careers.

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Religion: Few mages openly or aggressively worship a Persuade (Cha), Profession (Int), and Spellcraft (Arcane &
diety. Those that do tend to prefer to administer only Use Magic Device ) (Int).
lip service to such gods, relying on their own growing
power instead. Those mages who do worship gods tend Class Features
to favor Magius (if of good or neutral alignment) or Spells: Magic is the lifeblood of a mage. A mage retains a
Kerundinius (if of evil alignment). spellbook from which they may draw spells, but they need
Background: Mages generally come from well–to–do not memorize the spells ahead of time. A mage instead
families with the means to send their children to expends spell points to summon forth spells.
expensive schools or afford to apprentice the character The table below shows the base casting level of
to some established mage. In some cases, elder mages any spell cast by a mage character. The base casting level is
have been know to teach their own children in the ways dependant on the level of the spell, not the character’s class
of magic, though apprenticeship with another mage is level. Thus, when a mage casts a 3rd level spell, the base
generally the preferred method. Mages have also been casting level is considered to be 5, regardless whethere the
known to adopt orphans or the less fortunate who character is 5th level, 10th level, 15th level or beyond.
display some natural talent and train them into mages. Each additional spell point put into a spell
It is very unusual and exceptionally rare for a increases the effective casting level by one. A mage cannot
Mage to be self–trained; while the process does require put more spell points into a spell than he has current mage
some natural talent, the use and access to spells that a levels.
Mage requires is something that must be funded or When employing metamagic feats on spells, a
purchased from other sources. Only the most talented mage adds 2 spell points per each level the metamagic feat
few can muster the ability to learn the basics of would normally add to a spell. (thus Quickening a spell
Magehood without outside help. would add 8 spell points to the spell’s cost). The maximum
Races: Most mages are human, though there are a few spell point limit is still in effect when increasing the casting
among elves, half–elves and gnomes. Both Hillenfaeys level of a spell and/or adding metamagic feats.
and dwarves generally avoid magic, so there are The save DC for spells cast by a mage are based of
exceptionally few from the latter two races. Half–orc Intelligence. A spell’s save DC is normally 10 + spell level
mages are beyond rare – their limited intelligence and + Int mod.
the orcish scorn for magic usually results in half–orcs To cast a spell of a given level, a mage needs an
seeking some other profession. intelligence of 10 + spell level of the spell in question.
Other Classes: Mages usually can get along well with Gaining spells: A 1st level mage starts with all cantrips and
other arcane spellcasters such as wizards, other mages two free 1st level spells in their spellbook. Each additional
or sorcerers, and may prefer their company to those of level the character gains, the mage gains an additional spell
other professions. It is not uncommon for mages to see of whichever level the mage desires to add to their
themselves above physical melee or common labor, yet spellbook for free. All additional spells must be researched,
only a fool of a mage would not recognize the benefit purchased or otherwise found through adventuring.
of keeping a fighter–type or two around. A mage can only add spells he has deciphered to
Mages are often in possession of valuable his spellbook. Deciphering an unknown spell requires a
and/or powerful items, and thus tend to be suspicious spellcraft check at DC 15 + spell’s level. Once deciphered,
and careful around rogues and bards. However, a rogue the spell can be added to the spellbook, cost 100 gp per page
stealing for the mage is a far better companion than one it takes up. A spell normally takes one page for each spell
stealing from him. As for bards, mages often treat such level. Cantrips take half a page apiece.
characters as a rogue with access to spells Regaining spells: A mage character regains spell points
Most mages are aloof around clerics and after a full night’s rest (8 hours) and after perusing their
paladins. While a mage may see the benefit of having spellbook for one additional hour. A mage may borrow
such companions around for protection and/or healing, another mage’s or wizard’s spellbook to memorize spells,
they are often seen as a sort of rival to the mage’s but can only cast spells from spellbooks available to him. If
power and ability. a mage borrows another individual’s spellbook, they must
Monks draw few strong reactions from mages; decipher any spells they wish to have access to. Unlike
most mages will judge their association with a monk on wizards, mages do not memorize specific spells, but instead
the personality and attitude of the monk himself. keep a mental note of the details of numerous spells in mind
until the need to cast arises. At the time of casting, the
Hit points: 1d4 mage expends the spell power to cast the spell. The
Starting Money: 2d4 x 20 gp. memory of the spell is not lost for the day, only the power to
Class Skills draw upon that knowledge.
The mage’s class skills and the associated If a mage loses access to a spellbook during the
ability score are Craft (Int), Knowledge (All) (Int), day, there is no effect on which spells he can cast until the
next rememorization period occurs. At the next

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rememorization period, the mage can only include in to him from spellbooks in his possession or that are
his list of castable spells any spells that are accessable otherwise readily available to him.

Spell Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Base Casting Cost 1* 1 2 3 5 7 9 11 13 15
* The first three 0th level spells a mage casts per day are free. Each additional 0th level spell costs 1 spell point.

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The Martial Artist


Level Base Caster Fort Ref Will Special
Attack Level Save Save Save
1 +1 +0 +2 +2 +0 Bonus Feat, Flurry of Blows, Unarmed Strike
2 +2 +1 +3 +3 +0 Bonus Feat, Fast Movement
3 +3 +1 +3 +3 +1 Final Strike 1x/day
4 +4 +2 +4 +4 +1 Bonus Feat
5 +5 +2 +4 +4 +1 Ki strike (magic)
6 +6 +3 +5 +5 +2 Bonus Feat, Final Strike 2x/day
7 +7 +3 +5 +5 +2
8 +8 +4 +6 +6 +2 Bonus Feat
9 +9 +4 +6 +6 +3 Final Strike 3x/day
10 +10 +5 +7 +7 +3 Bonus Feat
11 +11 +5 +7 +7 +3
12 +12 +6 +8 +8 +4 Bonus Feat, Final Strike 4x/day
13 +13 +6 +8 +8 +4
14 +14 +7 +9 +9 +4 Bonus Feat
15 +15 +7 +9 +9 +5 Final Strike 5x/day
16 +16 +8 +10 +10 +5 Bonus Feat
17 +17 +8 +10 +10 +5
18 +18 +9 +11 +11 +6 Bonus Feat, Final Strike 6x/day
19 +19 +9 +11 +11 +6
20 +20 +10 +12 +12 +6 Bonus Feat

Level Flurry of Blows Unarmed Unavoidable Unavoidable Punishing Punishing AC


Damage Strike Strike Strike Strike Bonus
Damage Damage
1 –1/–1 1d6 – – – – +0
2 +0/+0 1d6 – – – – +0
3 +1/+1 1d6 +7 1d8 +7 1d6 +0
4 +2/+2 1d8 +8 1d10 +8 1d6 +0
5 +4/+4 1d8 +9 1d10 +9 1d8 +1
6 +5/+5/+0 1d8 +15 1d10 +10 2d8 +1
7 +6/+6 1d8 +16 1d10 +11 2d8 +1
8 +7/+7 1d10 +17 2d6 +12 2d10 +1
9 +9/+9 1d10 +18 2d6 +13 2d10 +1
10 +10/+10 1d10 +19 2d6 +14 2d10 +2
11 +11/+11 1d10 +22 2d6 +15 3d10 +2
12 +12/+12 2d6 +23 2d8 +16 6d6 +2
13 +13/+13 2d6 +24 2d8 +17 6d6 +2
14 +14/+14 2d6 +25 2d8 +18 6d6 +2
15 +15/+15 2d6 +34 2d8 +19 6d6 +3
16 +16/+16 2d8 +38 2d10 +20 8d8 +3
17 +17/+17 2d8 +39 2d10 +21 8d8 +3
18 +18/+18 2d8 +40 2d10 +22 8d8 +3
19 +19/+19 2d8 +41 2d10 +23 8d8 +3
20 +20/+20 2d10 +42 3d6 +24 8d10 +4
Martial Artist defeat foes, it was Gosend who strove to simply master the
Since at least the time of Gosend, the art of art of the unarmed fight.
unarmed combat has been popular on Amberos. It was While not all Martial Artists are worshippers of Gosend, his
not until Fir that weapons were created, and both style of unarmed attack has brought about much of the
Gosend and his son Menos who helped to perfect the current forms of unarmed combat among intelligent beings
unarmed arts. While Menos brought to light the art of – being a master wrester, martial artist and boxer.
embodying the ability with supernatural abilities to Some Martial Artists have brought the simplest
weapons into the art of unarmed combat – there are even

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Martial Artists who can turn ordinary and mundane AC Bonus (Ex): When unarmored and unencumbered, the
items into deadly weapons. Unlike the fighter, these Martial Artist adds her Wisdom bonus (if any) to her AC. In
weapons are an extention of the Martial Artist’s body addition, a Martial Artist gains a +1 bonus to AC at 5th
more than simply a clumsily–wielded tool. level. This bonus increases by 1 for every five Martial Artist
Alignment: Martial Artists may be of any alignment, level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
though they tend more towards Lawful alignments, as These bonuses to AC apply even against touch
the training to become a living weapon takes much attacks or when the Martial Artist is flat–footed. She loses
dedication and training. these bonuses when she is immobilized or helpless, when
she wears any armor, when she carries a shield, or when she
Religion: Some Martial Artists are very religious, and carries a medium or heavy load.
their martial studies figure prominently into religious Flurry of Blows (Ex): When unarmored, a Martial Artist
rituals and meditation. However, most Martial Artists may strike with a flurry of blows at the expense of accuracy.
at best have only make a nod toward religious beliefs – When doing so, she may make one extra attack in a round at
their focus is more on the fight ahead than the world her highest base attack bonus, but this attack takes a –2
beyond. penalty, as does each other attack made that round. The
Background: For the most part, Martial Artists are resulting modified base attack bonuses are shown in the
generally from athletic backgrounds. Since the life of Flurry of Blows Attack Bonus column on Table: The
an Martial Artist is often brutal and filled with pain, Martial Artist. This penalty applies for 1 round, so it also
most successful Martial Artists come from the lower or affects attacks of opportunity the Martial Artist might make
harder side of life, and it is not uncommon for them to before her next action. When a Martial Artists reaches 5th
have had lives as common laborers, thugs, bullies or be level, the penalty lessens to –1, and at 9th level it
involved in other professions requiring rigorous and disappears. A Martial Artist must use a full attack action to
demanding physical labor. strike with a flurry of blows. When using flurry of blows, an
Many Martial Artists have also had military or Martial Artist may attack only with unarmed strikes or with
militant school training from which they learned the special weapons (kama, nunchaku, quarterstaff, sai,
basics of their craft. Whether a student from a local shuriken, and siangham). She may attack with unarmed
wresting house or under the tutage of a master martial strikes and special weapons interchangeably as desired.
artist, many of the successful Martial Artists have had When using weapons as part of a flurry of blows, a Martial
pratical prior experience in combat in some form or Artist applies her Strength bonus (not Str bonus x 1½ or x
another. ½) to her damage rolls for all successful attacks, whether
Races: Martial Artists can come from any race, though she wields a weapon in one or both hands. The Martial
those who build is stockier and larger tend to have a Artist can’t use any weapon other than a special weapon as
better knack for the skills of unarmed combat. part of a flurry of blows.
Other Classes: Martial Artists have no special like or In the case of the quarterstaff, each end counts as a
dislike of other classes, though they are often in awe of separate weapon for the purpose of using the flurry of blows
monk’s supernatural abilities. ability. Even though the quarterstaff requires two hands to
use, a Martial Artist may still intersperse unarmed strikes
Hit Dice: 1d10 with quarterstaff strikes, assuming that she has enough
Starting Money: 1d4 x 10 gp attacks in her flurry of blows routine to do so.
Class Skills Unarmed Strike: At 1st level, a Martial Artist gains
The martial artist’s class skills (and the key Improved Unarmed Strike as a bonus feat. A Martial
ability for each skill) are Acrobatics (Dex), Athletics Artist’s attacks may be with either fist interchangeably or
(Str), Craft (Int), Handle Animal (Cha), Knowledge even from elbows, knees, and feet. This means that a
(Arcana, History & Religion), Perception (Wis), Martial Artist may even make unarmed strikes with her
Persuade (Cha), Perform (Cha), and Profession (Wis). hands full. There is no such thing as an off–hand attack for a
Skill Points at first Level: (2 + Int modifier) X 4 Martial Artist striking unarmed. A Martial Artist may thus
Skill Points as Each Additional Level: 2 + Int apply her full Strength bonus on damage rolls for all her
Modifier. unarmed strikes.
Usually a Martial Artist’s unarmed strikes deal
lethal damage, but she can choose to deal nonlethal damage
Class Features instead with no penalty on her attack roll. She has the same
All of the following are class features of the Martial choice to deal lethal or nonlethal damage while grappling.
Artist. A Martial Artist’s unarmed strike is treated both as
Weapons and Armor Proficiency: An Martial Artist a manufactured weapon and a natural weapon for the
starts with proficiency with all simple weapons and the purpose of spells and effects that enhance or improve either
kama, nunchuka, sai, shuriken and siagham. A Martial manufactured weapons or natural weapons.
Artist starts with proficiency in light armor and shields.

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A Martial Artist also deals more damage with Martial Artist would make one attack at +16 to hit and deal
her unarmed strikes than a normal person would, as 4d6 damage.
shown on Table: The Martial Artist. The unarmed A martial artist can perform a Final strike once per
damage on Table: The Martial is for Medium monks. A day at 3rd level, and an additional time per day for every
Small Martial Artist deals less damage than the amount three additional levels (Thus 2x/day at 6th, 3x/day at 9th,
given there with her unarmed attacks, while a Large 4x/day at 12th, 5x/day at 15th, and 6x/day at 18th).
monk deals more damage; see Table: Small or Large Ki Strike (Su): At 5th level, a martial artist’s unarmed
Martial Artist Unarmed Damage. attacks are empowered with ki. Her unarmed attacks are
Note: Monk levels and Martial Artist levels stack for treated as magic weapons for the purpose of dealing damage
the purposes of flurry of blows and unarmed strike. to creatures with damage reduction.
Bonus Feats: At 1st level, a Martial Artist gets a bonus
combat–oriented feat in addition to the feat that any
1st–level character gets and the bonus feat granted to a
human character. The Martial Artist gains an additional
bonus feat at 2nd level and every two Martial Artist
levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th,
18th, and 20th). These bonus feats must be drawn from
the list of fighter feats or the list below. A Martial Artist
must still meet all prerequisites for a bonus feat,
including ability score and base attack bonus
minimums, except where noted below. A Martial Artist
may only take Weapon Specialization for unarmed
attacks, grappling or for weapons that can be used with
unarmed attacks.
These bonus feats are in addition to the feat
that a character of any class gets from advancing levels.
A Martial Artist is not limited to the list of fighter
bonus feats when choosing these feats.
Fast Movement (Ex): At second level, the Martial
Artist gains a +10 foot speed bonus to his base
movement rate. This bonus only applies when the
Martial Artist is in light or no armor and carries a light
load.
Final Strike (Ex): At 3rd level, the martial artist can
make a sudden and deadly strike a certain number of
times per day. As a full attack action, the martial artist
names their target and can make an attack in one of the
two following manners listed below. If the attack
misses, the attempt is lost for the day. When a martial
artist performs a Final Strike attack, he gains a +4
insight bonus to the attack roll, regardless of the version
he chooses.
Unavoidable Strike: The martial artist adds together all
of his base attack bonuses and adds his Strength
modifier and any other attacks bonuses to this total and
makes a single attack. This attack deals his normal
unarmed attack damage, upsized one die plus 1 ½ her
Strength modifier. For example, a 12th level Martial
Artist would make one attack at a +23 to hit and deal
2d8 damage with a successful hit.
Punishing Strike: The martial artist makes one attack
using his highest base attack bonus, plus Strength
modifier and any other attack bonuses. If she hits with
the attack she deals her base unarmed damage for each
attack the character would have normally gained. Add
to this total the character’s Strength modifier and any
other additional damage. For example, a 12th level

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The Monk
Level BAB Caster Fort Reflex Will Special
Level Save Save Save
1 +0 +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Insightful Defense,
Monk Talent, Unarmed Strike
2 +1 +1 +3 +3 +3 Weapon skill
3 +2 +2 +3 +3 +3 Bonus Feat, Monk Talent
4 +3 +3 +4 +4 +4
5 +3 +3 +4 +4 +4 Bonus Feat, Monk Talent
6 +4 +4 +5 +5 +5
7 +5 +5 +5 +5 +5 Monk Talent
8 +6 +6 +6 +6 +6
9 +6 +6 +6 +6 +6 Monk Talent
10 +7 +7 +7 +7 +7
11 +8 +8 +7 +7 +7 Monk Talent
12 +9 +9 +8 +8 +8
13 +9 +9 +8 +8 +8 Monk Talent
14 +10 +10 +9 +9 +9
15 +11 +11 +9 +9 +9 Monk Talent
16 +12+7 +12 +10 +10 +10
17 +12 +12 +10 +10 +10 Monk Talent
18 +13 +13 +11 +11 +11
19 +14 +14 +11 +11 +11 Monk Talent
20 +15 +15 +12 +12 +12
since birth to achieve the sublime abilities that the class
Monk grants. In some cultures, such as among Nippon humans, it
In the earliest of days before the creation of is customary to enter into a monstaic order upon reaching
weapons, unarmed combat was one of the only ways to “age of retirement”, though such monks rarely have the time
protect oneself. As weapons came into creation, to learn the more esoteric abilities.
Gosend – then his son Menos – taught methods of Races: Monks are almost exclusively human. Occasionally,
turning the body into a weapon, while also discovering other races will be inducted into a human monestary to learn
the means for the body to transcend its mortal to become a monk, but such creatures are singular at best.
limitations. Other Classes: Monks tend to remain neutral towards most
These teachings were kept primarily among other classes, though they are often draw positively to
the Nippon, who perfected these teachings over the clerics, Priests, chosen ones and paladins who worship
years until they developed monastic orders that to this Gosen or Menos.
day continue to teach these techniques.
During the Dark Age, mindful members of Alignment: Any lawful.
these monastic orders travelled in secret teaching the Hit Die: d8.
populace means to protecting themselves from the Class Skills
deprivations of the likes of the Skyland Hold, and also The monk’s class skills (and the key ability for each skill)
work against the powers of that foul land. These are Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge
wanderers eventually established the Brotherhood, (Arcana) (Int), Knowledge (Religion) (Int), Perception
which in turn established the nation known as the (Wis), Perform (Cha), Persuade (Cha), Profession (Wis),
Brotherhood of Glory. From these established monastic and Stealth (Dex).
orders, Brothers have spread their skills across the
continent, leaving monastic orders in nearly every Skill Points at 1st Level: (4 + Int modifier) x4.
country across Amberos or knowledge of their Skill Points at Each Additional Level: 4 + Int modifier.
techiniques in many semi–secret conclaves that have
spawned myriad monks over the ages. Bonus Feat: At 1st, 3rd and 5th feat, the monk gains a bonus
Alignment: Monks can be of any lawful alignment. feat from the list of monk feats available.
Religion: Most monks revere either Gosend or Menos, Insightful Defense: At 1st level, when unarmored and
though outright worship is rare. Evil monks are unencumbered, the monk adds her Wisdom bonus (if any) to
sometimes known to worship Morian or Gwieze. her AC.
Background: Becoming a monk takes years of Weapon Skill: At 2nd level, monks train with the use of
aesthetic practice, and most monks have been training weapons to augment their unarmed attacks. While generally

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striking more devastating blows with unarmed attacks, (Touch; Fort DC 10 + ½ monk levels + Wis modifier; Init:
the monk’s armed attacks are generally more accurate. 1d10 Con; Sec: 1d10 Con).
When attacking with a weapon a monk is proficient in, This ability may be used once per day.
he uses a fighter’s Base Attack Bonus. This also affects Damage Reduction (Ex): You must have a base Fort save
the monk flurry of blows attack bonus when using of +5 or higher.
monk’s weapons, as shown on the table below. A The monk gains DR 1/–. This increases by 1 every
monk uses his normal BAB, not his weapon BAB to 5 levels.
determine qualification for a prestige class or feat. Defensive Stance (Ex): You must have a Base Attack
Bonus of +1 or higher and the Stability ability to take
Table: Monk Weapon Skill Attack Bonus Defensive Stance.
When a monk adopts a defensive stance, she gains
Monk Level Weapon BAB Weapon Flurry of phenomenal strength and durability, but he cannot move
Blows from the spot she is defending. He gains +2 to Strength, +4
1st +1 –1/–1 to Constitution, a +2 magic bonus on all saves, and a +4
2nd +2 +0/+0 dodge bonus to AC. The increase in Constitution increases
3rd +3 +1/+1 the defender’s hit points by 2 points per level, but these hit
4th +4 +2/+2 points go away at the end of the defensive stance when the
5th +5 +4/+4 Constitution score drops back 4 points. These extra hit
6th +6 +5/+5/+0 points are not lost first the way temporary hit points are.
7th +7 +6/+6 While in a defensive stance, a defender cannot use skills or
8th +8 +7/+7 abilities that would require her to shift his position. A
9th +9 +9/+9 defensive stance lasts for a number of rounds equal to 3 +
10th +10 +10/+10 the character’s (newly improved) Constitution modifier. A
11th +11 +11/+11 monk may end her defensive stance voluntarily prior to this
12th +12 +12/+12 limit. At the end of the defensive stance, the monk is winded
13th +13 +13/+13 and takes a –2 penalty to Strength for the duration of that
14th +14 +14/+14 encounter. A monk can only use his defensive stance once a
15th +15 +15/+15 day. For every 4 monk levels, and never more than once in a
16th +16 +16/+16 given encounter, the monk can use defensive stance an
17th +17 +17/+17 additional time per day. Using the defensive stance takes no
18th +18/+2 +18/+18/+2 time itself, but a monk can only do so during her action.
19th +19 +19/+19 Devotion: You must have a Will save of +5 or better and
20th +20 +20/+20 the Still Mind Ability.
The monk can cast a handful of divine spells, as
Monk Talent: At every odd level, a monk gains a shown on the table below. To cast a spell, a monk must
special talent from the list below. Some monk talents have a Wisdom of 10 + Spell level. The spells are chosen
have special requirements before they may be taken. from the Sun, Travel, Law and Protection domains. The
Abundant Step (Su): You must have 10 monk levels to monk’s caster level is equal to ½ his monk level.
take this ability.
A monk with this ability can slip magically Level Caster 1st 2nd 3rd 4th
between spaces, as if using the spell dimension door, Level
once per day. Her caster level for this effect is equal to 4–5 2 0 – – –
her monk level. 6–7 3 1 – – –
Charm Touch (Su): You must have the Diamond Body 8–9 4 1 0 – –
ability to take Charm Strike.
Declare you are using the charm strike before Devotion, Greater: You must have a Will save of +7 or
you make an attack roll. If you hit with a unarmed better, 10 levels of monk and the Devotion ability to take
touch attack you do not deal damage but instead the Greater Devotion.
victim must make a Will DC 10 + 1/2 monk level + The monk continues to progress in being able to
Wis modifier save or fall under the effects of a Charm cast a handful of spells, as shown on the table below. To
Person spell that lasts 1 minute/level. You can only cast a spell, the monk must have a Wisdom of 10 + Spell
attempt a charm strike on an individual once per day, level. The spells are chosen from the Sun, Travel, Law and
and may only keep on individual charmed at a time. Protection domains. The monk’s caster level is equal to ½
Cobra Fang (Su): You must have 7 monk levels to his monk level.
take Cobra Fang.
As a full–attack action, you can make a single Level Caster 1st 2nd 3rd 4th
unarmed strike that poisons the target. Cobra Fang Level

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10 5 1 1 – – One of the resistance you have with Elemental
11 5 1 1 0 – Temperance is changed to an immunity to that element.
12 6 1 1 1 – Elemental Temperance (Su): You must have the Elemental
13 6 1 1 1 – Temperance ability and a base Fortitude save of +8.
14 7 2 1 1 0 One of the resistance you have with Elemental
Affinity is upgraded to energy resistance 15. You may
Devotion, Supreme: You must have a Will save of +9 select this ability multiple times, once for each Elemental
or better, 15 levels of Monk and the Greater Devotion Affinity you have.
ability to take Supreme Devotion. Empty Body (Su): You must have a Will save of +10 to
The monk continues to progress in being able take Empty Body.
to cast a handful of spells, as shown on the table below. A monk with this ability can assume an ethereal
To cast a spell, the monk must have a Wisdom of 10 + state for 1 round per monk level per day, as though using the
Spell level. The spells are chosen from the Sun, Travel, spell etherealness. She may go ethereal on a number of
Law and Protection domains. The monk’s caster level different occasions during any single day, as long as the
is equal to ½ his monk level. total number of rounds spent in an ethereal state does not
exceed her monk level.
Level Caster 1st 2nd 3rd 4th Essence of the Wind (Su): You must have a Reflex save of
Level +8 to take Essence of the Wind.
A monk with this ability can blink as per the spell,
15 7 2 1 1 1
once per day. The caster level is equal her monk level.
16 8 2 2 1 1
Evasion (Ex): You must have a base Reflex save of +3 to
17 8 2 2 2 1
take this ability.
18 9 3 2 2 1
If a monk makes a successful Reflex saving throw
19 9 3 3 3 2
against an attack that normally deals half damage on a
20 10 3 3 3 3
successful save, she instead takes no damage. Evasion can
be used only if a monk is wearing light armor or no armor.
Diamond Body (Su): You must have the Purity of A helpless monk does not gain the benefit of evasion.
Body ability to take Diamond Body and have a base Focus Ki (Su): You must have the Ki strike ability.
Fortitude save of +8. By taking a full–round action to focus your “inner
The monk gains immunity to poisons of all breath”, you gain a +2 competence bonus to any one ability
kinds. score, skill roll, saving throw or to your Base attack bonus.
Diamond Soul (Su): You must have the Diamond The bonus lasts for one minute. Once you have chosen
Body ability and a base Fortitude save of +8 to take which attribute will gain the bonus, you cannot change it for
Diamond Soul. the remainder of the enhancement. You may use this ability
A monk with this ability gains spell resistance once per day per 5 levels.
equal to her current monk level + 10. In order to affect Fast Movement (Ex): You must have at least 3 levels of
the monk with a spell, a spellcaster must get a result on monk to take this ability. At every level divisable by 3, the
a caster level check (1d20 + caster level) that equals or fast movement bonus increases by +10 feet. (Thus, you gain
exceeds the monk’s spell resistance. +10 at 3rd, +20 ft. at 6th, +30 ft. at 9th, +40 ft. at 12th, +50 ft.
Dragon Punch (Su): You must have the Ki Strike, and at 15th and +60 ft. at 18th)
a BAB of +6 or better to take Dragon Punch. Flow Like Water (Su): You must have a Reflex save of +5
As an attack action, you make a single to take Flow Like Water.
unarmed attack at your highest BAB. If you hit, you Once per day, for up to 1 round/2 levels, you act as
deal your normal unarmed attack damage plus +1d4 if under a Haste spell. The monk’s caster level is equal to
elemental damage (acid, cold, fire or sonic) per 2 monk her monk level. This is a haste effect.
levels you possess. This ability can be used once per Flurry of Blows (Ex): When unarmored, a monk may strike
day per 5 levels of monk you possess. You cannot use with a flurry of blows at the expense of accuracy.
this ability more than once per round. When doing so, she may make one extra attack in a
Elemental Affinty (Su): You must have a base round at her highest base attack bonus, but this attack takes
Fortitude save of +5. a –2 penalty, as does each other attack made that round. The
The monk gains energy resistance acid, cold, resulting modified base attack bonuses are shown in the
electricity, fire or sonic 5. The choice of resistance Flurry of Blows Attack Bonus column on Table: The Monk.
must be decided when this ability is taken and cannot This penalty applies for 1 round, so it also affects attacks of
be changed. This ability may be taken multiple times, opportunity the monk might make before her next action.
each for a different resistance type. When a monk reaches 5th level, the penalty lessens to –1,
Elemental Granduer (Su): You must have the and at 9th level it disappears. A monk must use a full attack
Elemental Affinty ability, the Elemental Temperance action to strike with a flurry of blows.
ability and a base Fortitude save of +11.

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When using flurry of blows, a monk may attack the barbarian by flanking him, unless the attacker has
attack only with unarmed strikes or with special monk at least four more rogue levels than the target has monk
weapons (kama, nunchaku, quarterstaff, sai, shuriken, levels. If a character already has uncanny dodge (see above)
and siangham). She may attack with unarmed strikes from a second class, the character automatically gains
and special monk weapons interchangeably as desired. improved uncanny dodge instead, and the levels from the
When using weapons as part of a flurry of blows, a classes that grant uncanny dodge stack to determine the
monk applies her Strength bonus (not Str bonus x 1–1/2 minimum level a rogue must be to flank the character.
or x 1/2) to her damage rolls for all successful attacks, Iron Body (Su): You must have a Fortitude save of +10
whether she wields a weapon in one or both hands. The and the Diamond Body ability to take Iron Body.
monk can’t use any weapon other than a special monk Once per day, you can use the wizard spell Iron
weapon as part of a flurry of blows. Body as a supernatural ability. Your caster level is equal to
In the case of the quarterstaff, each end counts your monk level.
as a separate weapon for the purpose of using the flurry Ki Strike (Adamantine): You must have the Ki Strike
of blows ability. Even though the quarterstaff requires (magic), Ki Strike (Lawful) and a base Fortitude save of
two hands to use, a monk may still intersperse unarmed +10 or better to take this ability.
strikes with quarterstaff strikes, assuming that she has The monk’s unarmed attacks are treated as
enough attacks in her flurry of blows routine to do so. adamantine weapons for the purpose of dealing damage to
When a monk reaches 11th level, her flurry of blows creatures with damage reduction and bypassing hardness.
ability improves. In addition to the standard single extra Ki Strike (Cold Iron): You must have the Ki strike (magic)
attack she gets from flurry of blows, she gets a second ability to take Ki Strike (Cold Iron).
extra attack at her full base attack bonus. The monk’s unarmed attacks are treated as cold
iron weapons for the purpose of dealing damage to creatures
Level Flurry of Blows Unarmed with damage reduction.
Attack Bonus Damage 1 Ki Strike (Energy): You must have the Ki strike (magic)
1st –2/–2 1d6 ability and a base Fortitude save of +10 to take this ability.
2nd –1/–1 1d6 Half of the monk’s unarmed damage from attacks
3rd +0/+0 1d6 are treated as a form of energy (acid, cold, fire or sonic).
4th +1/+1 1d8 The energy type must be selected when this ability is taken
5th +2/+2 1d8 and cannot be changed.
6th +3/+3 1d8 Ki Strike (Good): You must have the Ki strike (magic)
7th +4/+4 1d8 ability to take Ki Strike (Lawful).
8th +5/+5/+0 1d10 The monk’s unarmed attacks are also treated as
9th +6/+6 1d10 good–aligned weapons for the purpose of dealing damage to
10th +7/+7 1d10 creatures with damage reduction.
11th +8/+8/+8 1d10 Ki Strike (Evil): You must have the Ki strike (magic)
12th +9/+9/+9 2d6 ability to take Ki Strike (Lawful).
13th +9/+9/+9 2d6 The monk’s unarmed attacks are also treated as
14th +10/+10/+10 2d6 evil–aligned weapons for the purpose of dealing damage to
15th +11/+11/+11 2d6 creatures with damage reduction.
16th +12/+12/+12 2d8 Ki Strike (Magic): The monk’s unarmed attacks are
17th +12/+12/+12 2d8 empowered with ki. Her unarmed attacks are treated as
18th +13/+13/+13 2d8 magic weapons for the purpose of dealing damage to
19th +14/+14/+14 2d8 creatures with damage reduction. You may only have one
20th +15/+15/+15 2d10 Ki strike active at a time. At 15th level, you may have up to
two Ki strike abilities active at one time.
Improved Evasion (Ex): The monk must have the Ki Strike (Lawful): You must have the Ki strike (magic)
Evasion ability and a Reflex base save of +6. The ability to take Ki Strike (Lawful).
monks evasion ability improves. She still takes no The monk’s unarmed attacks are also treated as
damage on a successful Reflex saving throw against lawful weapons for the purpose of dealing damage to
attacks, but henceforth she takes only half damage on a creatures with damage reduction.
failed save. A helpless monk does not gain the benefit Ki Strike (Silver): You must have the Ki strike (magic)
of improved evasion. ability to take Ki Strike (Silver).
Improved Uncanny Dodge (Ex): You must have the The monk’s unarmed attacks are also treated as
Uncanny Dodge ability to take Improved Uncanny silver weapons for the purpose of dealing damage to
Dodge. creatures with damage reduction.
With this ability, the monk can no longer be
flanked. This defense denies a rogue the ability to sneak

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Martial Secret: You may take a martial artist feat. Tongue of the Sun and Moon (Ex): You must have
You may ignore ability score requirements for the feat, Linguistics as a trained skill and have at least 10 ranks in the
but must meet all other requirements. skill.
Natural Avoidance (Ex): You gain a dodge bonus to A monk with this ability can speak with any living
AC of +1. This increases by +1 every 4 monk levels creature that knows a language.
thereafter. Slow Fall (Ex): You must be trained in the Acrobatics
Purity of Body (Su): You must have a base Fortitude (Tumble) skill to take this ability and have a base Reflex
saving throw of +4 to take this ability. save of +4 or better.
A monk with this ability gains a +8 bonus to If the monk is within arm’s reach of a wall can use
saves against all diseases. it to slow her descent.
Quivering Palm (Su): You must have 15 monk levels When first using this ability, she takes damage as if
to take Quivering Palm. the fall were 20 feet shorter than it actually is. The monk’s
With this ability, a monk can set up vibrations ability to slow her fall (that is, to reduce the effective
within the body of another creature that can thereafter distance of the fall when next to a wall) improves by 10 feet
be fatal if the monk so desires. She can use this with every other monk level until at 20th level she can use a
quivering palm attack once a day, and she must nearby wall to slow her descent and fall any distance
announce her intent before making her attack roll. without harm.
Constructs, oozes, plants, undead, incorporeal creatures, Stability: The monk gains a +4 bonus on ability checks
and creatures immune to critical hits cannot be affected. made to resist being bull rushed or tripped when standing on
Otherwise, if the monk strikes successfully and the the ground (but not when climbing, flying, riding, or
target takes damage from the blow, the quivering palm otherwise not standing firmly on the ground).
attack succeeds. Thereafter the monk can try to slay the Stamina: You gain +2 hit points each level
victim at any later time, as long as the attempt is made Still Mind: The monk gains a +2 bonus on saving throws
within a number of hours equal to her monk level. To against spells and effects from the school of enchantment.
make such an attempt, the monk merely wills the target Uncanny Dodge (Ex): You must have a Will save of +3 or
to die (a free action), and unless the target makes a better to take Uncanny Dodge.
Fortitude saving throw (DC 10 + 1/2 the monk’s level + A monk with this ability retains her Dexterity
the monk’s Wis modifier), it dies. If the saving throw is bonus to AC (if any) even if he is caught flat–footed or
successful, the target is no longer in danger from that struck by an invisible attacker. However, he still loses his
particular quivering palm attack, but it may still be Dexterity bonus to AC if immobilized. If a monk already
affected by another one at a later time. has uncanny dodge from a different class, she automatically
Rend: You must have a Base Attack Bonus of +6 or gains improved uncanny dodge instead.
more to take this ability. Undetectable (Su): You must have the Still Mind ability a
A monk with this ability who hits with two or base Will save of +10 or better.
more unarmed strikes on a single opponent rends that The monk acts as if under a constant nondetection
opponent, dealing additional damage to twice her spell with a caster level equal to his monk level.
unarmed damage plus 1 ½ her Strength bonus. Wallwalking (Su): You must have the Fast Movement
This ability cannot be used in a round in which ability and Focus Ki ability.
the monk flurries. As part of a move action, you can run up a vertical
Repel the Earth (Su): You must have the Diamond surface. If you do not reach a horizontal surface at the end
Soul ability to take this ability. of your movement, you fall.
Once per day, the monk can use overland Waterwalking (Su): You must have the Fast Movement
flight on himself and his gear as a supernatural ability. ability, Focus Ki ability and Wallwalking ability.
Timeless Body (Ex): You must have the Diamond As part of a move action, you can walk on the
Body ability to take Timeless Body. surface of water at up to ½ your normal movement rate. If
With this ability, a monk no longer takes you end your movement while still on the surface of water,
penalties to her ability scores for aging and cannot be you fall in and cannot use this ability again until you leave
magically aged. Any such penalties that she has already the water’s confines.
taken, however, remain in place. Walk Unseen (Su): You must have the Diamond Soul
Bonuses still accrue, and the monk still dies of ability to take Walk Unseen.
old age when her time is up. Once per day, the monk can make himself
Likewise, any time the monk would take invisible. This otherwise acts like an improved invisibility
ability damage or drain, the attacker must make a level spell cast at the monk’s level.
check (1d20 + attacker’s level and/or HD vs. a DC of Warrior’s Heart (Ex): This ability must be taken at 1st
10 + monk’s level) to affect the monk. level.
The monk’s base attack bonus advances as a
fighter (+1 each level) instead of the normal progression.

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Wholeness of Body (Su): You must have the Purity of
Body ability to take this ability.
A monk with this ability can heal her own
wounds. She can heal 1d4 hit points per monk level to
herself each day, and she can spread this healing out
among several uses.
Unarmed Strike: At 1st level, a monk gains Improved
Unarmed Strike as a bonus feat. A monk’s attacks may
be with either fist interchangeably or even from elbows,
knees, and feet. This means that a monk may even
make unarmed strikes with her hands full. There is no
such thing as an off–hand attack for a monk striking
unarmed. A monk may thus apply her full Strength
bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal
damage, but she can choose to deal nonlethal damage
instead with no penalty on her attack roll. She has the
same choice to deal lethal or nonlethal damage while
grappling.
A monk’s unarmed strike is treated both as a
manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve
either manufactured weapons or natural weapons.
A monk also deals more damage with her
unarmed strikes than a normal person would, as shown
on Table: The Monk. The unarmed damage on Table:
The Monk is for Medium monks. A Small monk deals
less damage than the amount given there with her
unarmed attacks, while a Large monk deals more
damage; see Table: Small or Large Monk Unarmed
Damage.
Perfect Self: At 20th level, a monk becomes a magical
creature. She is forevermore treated as an outsider
rather than as a humanoid (or whatever the monk’s
creature type was) for the purpose of spells and magical
effects. Additionally, the monk gains damage reduction
10/magic, which allows her to ignore the first 10 points
of damage from any attack made by a nonmagical
weapon or by any natural attack made by a creature that
doesn’t have similar damage reduction. Unlike other
outsiders, the monk can still be brought back from the
dead as if she were a member of her previous creature
type.

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The Paladin
Level BAB Caster Fort Reflex Will Special
Level
1 +1 +0 +2 +0 +0 Aura of good, detect evil, smite evil (1d6) 1x/day
2 +2 +1 +3 +0 +0 Divine grace, lay on hands
3 +3 +2 +3 +1 +1 Aura of courage, divine health, smilte evil (2d6)
2x/day
4 +4 +3 +4 +1 +1 Armored Caster, divine spells, Turn undead
5 +5 +3 +4 +1 +1 Divine bond
6 +6 +4 +5 +2 +2 Smite evil (3d6) 3x/day,
7 +7 +5 +5 +2 +2 Remove malady 1x/day
8 +8 +6 +6 +2 +2 Aura of resolve
9 +9 +6 +6 +3 +3 Smite evil (4d6) 4x/day
10 +10 +7 +7 +3 +3 Remove malady 2x/day
11 +11 +8 +7 +3 +3 Aura of justice
12 +12 +9 +8 +4 +4 Smite evil (5d6) 5x/day
13 +13 +9 +8 +4 +4 Remove malady 3x/day
14 +14 +10 +9 +4 +4 Aura of faith
15 +15 +11 +9 +5 +5 Smite evil (6d6) 6x/day
16 +16 +12 +10 +5 +5 Remove malady 4x/day
17 +17 +12 +10 +5 +5 Aura of righteousness
18 +18 +13 +11 +6 +6 Smite evil (7d6) 7x/day
19 +19 +14 +11 +6 +6 Remove malady 5x/day
20 +20 +15 +12 +6 +6 Holy champion
of paladinhood in defense of Hamma and elvinkind, but
Paladin their numbers are very, very rare. There are no recorded
Paladins are holy warriors who quest to cases of halfing, gnome or kobold paladins, though there is
vanquish evil in the name of the god they worship. no reason they could occur if conditions were right.
Heavily armored and bearing powerful weapons, they Other Classes: Paladins tend to expect others to hold the
smite evil where they find it – whether in the wildness strong ideals and religious beliefs that they do. They tend to
beyond civilization or within the cult hidden beneath scorn rogues and are uncomfortable around barbarians, but
the most powerful of cities. can tolerate their presence as long as they are willing to
Often described as beacons of light, paladins work in behest of the group and confine themselves to non–
do their utmost to promote lawful behavior, justice and evil acts.
to spread the most good to the most individuals that Paladins tend to get along with monks, clerics,
they can muster. As pillars of goodness, they have Priests, and chosen ones who worship the same god as the
strong moral codes and disciplines designed to shine the paladin, or a god friendly to the god the paladin has chosen.
light of goodness wherever they travel. A paladin will never willingly work with a religious
Alignment: Paladins must be Lawful good in character he knows to worship an evil god.
alignment Paladins will not willingly associate with invokers
Religion: Paladins tend to favor good martial gods, who have taken a Infernal or Madness pact, and will
including Gosend, Dhorian, and Visha. Some worship strongly dislike those with a Shadow pact.
Competius or Zzadassa, though it is not very numerous.
Paladins of Titanicus and Silamus are known, but Alignment: Lawful good.
extremely rare. Hit Die: d10.
Background: Paladins are marked both by an Class Skills
outstanding upbringing and a marked devotion to a The paladin’s class skills (and the key ability for each skill)
diety or good ideal. Even in their early life they tend to are Athletics (Str), Craft (Int), Handle Animal (Cha),
be champions against bullies and exemplar in word and Knowledge (Nobility and Royalty & Religion) (Int),
deed. Though it is possible for a paladin to emerge Perception (Wis), Persuade (Cha), Survival (Heal) (Wis),
from a “change of heart”, such individuals are and Profession (Wis).
exceptionally rare, and often face scorn or hatred from
former individuals they may have wronged. Skill Points at 1st Level: (2 + Int modifier) x4.
Races: Humans make up the bulk of paladins. Orkans, Skill Points at Each Additional Level: 2 + Int modifier.
half–elves and dwarves are the second–largest group to
become paladins. Elves sometimes take up the mantle

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Class Features 1st–3rd – – – –
All of the following are class features of the paladin. 4th–5th 0 – – –
Weapon and Armor Proficiency: Paladins are 6th–7th 1 – – –
proficient with all simple and martial weapons, with all 8th–9th 1 0 – –
types of armor (heavy, medium, and light), and with 10th 1 1 – –
shields (except tower shields). 11th 1 1 0 –
Aura of Good (Ex): The power of a paladin’s aura of 12th–13th 1 1 1 –
good (see the detect good spell) is equal to her paladin 14th 2 1 1 0
level. 15th 2 1 1 1
Detect Evil (Sp): At will, a paladin can use detect evil, 16th 2 2 1 1
as the spell. 17th 2 2 2 1
Smite Evil (Su): Once per day, a paladin may attempt 18th 3 2 2 1
to smite evil with one normal melee attack. She adds 19th 3 3 3 2
her Charisma bonus (if any) to her attack roll and deals 20th 3 3 3 3
+1d6 extra points of damage per three paladin levels Spells: Beginning at 4th level, a paladin gains the ability to
(Thus +1d6 at 1st–2nd, +2d6 at 3rd–5th, +3d6 at 6th–8th, cast a small number of divine spells, which are drawn from
+4d6 at 9th–11th, +5d6 at 12th–14th, +6d6 at 15th–17th, the paladin spell list. A paladin must choose and prepare her
+7d6 at 18th+ level). If the paladin accidentally smites spells in advance.
a creature that is not evil, the smite has not effect, but To prepare or cast a spell, a paladin must have a
the ability is still used up for that day. Charisma score equal to at least 10 + the spell level. The
Divine Grace (Su): At 2nd level, a paladin gains a Difficulty Class for a saving throw against a paladin’s spell
bonus equal to her Charisma bonus (if any) on all is 10 + the spell level + the paladin’s Charisma modifier.
saving throws. Like other spellcasters, a paladin can cast only a
Lay on Hands (Su): Beginning at 2nd level, a paladin certain number of spells of each spell level per day. Her
with a Charisma score of 12 or higher can heal wounds base daily spell allotment is given on Table: The Paladin. In
(her own or those of others) by touch. Each day she can addition, she receives bonus spells per day if she has a high
heal a total number of hit points of damage equal to her Wisdom score. When Table: The Paladin indicates that the
paladin level x her Charisma bonus. A paladin may paladin gets 0 spells per day of a given spell level, she gains
choose to divide her healing among multiple recipients, only the bonus spells she would be entitled to based on her
and she doesn’t have to use it all at once. Using lay on Charisma score for that spell level The paladin does not
hands is a standard action. have access to any domain spells or granted powers, as a
Alternatively, a paladin can use any or all of cleric does.
this healing power to deal damage to undead creatures. A paladin prepares and casts spells the way a cleric
Using lay on hands in this way requires a successful does, though she cannot lose a prepared spell to
melee touch attack and doesn’t provoke an attack of spontaneously cast a cure spell in its place. A paladin may
opportunity. The paladin decides how many of her daily prepare and cast any spell on the paladin spell list, provided
allotment of points to use as damage after successfully that she can cast spells of that level, but she must choose
touching an undead creature. which spells to prepare during her daily meditation.
Aura of Courage (Su): Beginning at 3rd level, a Through 3rd level, a paladin has no caster level. At
paladin is immune to fear (magical or otherwise). Each 4th level and higher, her caster level is equal to her paladin
ally within 10 feet of her gains a +4 magic bonus on level –3.
saving throws against fear effects. Divine Bond (Sp): Upon reaching 5th level, a paladin forms
This ability functions while the paladin is a divine bond with her god. This bond can take one of two
conscious, but not if she is unconscious or dead. forms.
Divine Health (Ex): At 3rd level, gains immunity to all The first is a bond with a celestial spirit that bonds
diseases, including supernatural and magical diseases. to the paladin’s weapon, causing it to shed light like a torch
Turn Undead (Su):When a paladin reaches 4th level, for 1 minute per paladin level. At 5th level, this spirit gives
she gains the supernatural ability to turn undead. She the weapon a +1 bonus. For every three levels beyond 5th,
may use this ability a number of times per day equal to the weapon gains another +1 bonus, to a maximum of +6 at
3 + her Charisma modifier. She turns undead as a cleric 20th level. These bonuses can be added to the weapon or
of three levels lower would. they can be used to add any of the following weapon
Armored Caster: At 4th level, when the paladin gains properties: axiomatic, brilliant energy, defending,
spells, he is trained to cast spells while in armor and/or disruption, flaming, flaming burst, holy, keen, merciful, and
employing a shield. A paladin can take 10 when speed. These bonuses do not stack with any properties the
making Spellcraft (Divine) skill checks to cast in armor. weapon already has. If the weapon is not magical, at least a
+1 bonus must be added before any other abilities can be
Level 1st 2nd 3rd 4th

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added. The celestial spirit refuses to work in the hands overcoming damage reduction. Any attack made against an
of anyone other than the paladin. enemy within 10 feet of her is treated as good aligned for
If a weapon bearing a celestial spirit is the purposes of overcoming damage reduction.
destroyed, the paladin loses the use of this ability for 30 This ability functions while the paladin is
days, or until she gains a level. During this 30–day conscious, but not if she is unconscious or dead.
period, the paladin takes a –1 penalty on attack and Aura of Righteousness (Su): At 17th level, a paladin gains
weapon damage rolls. DR 5/evil and immunity to compulsion spells and spell–like
The second bond allows a paladin to gain the abilities. Each ally within 10 feet of her gains a +4 magic
service of an unusually intelligent, strong, and loyal bonus on saving throws against compulsion effects.
steed to serve her in her crusade against evil. This This ability functions while the paladin is
mount is usually a heavy warhorse (for a Medium conscious, but not if she is unconscious or dead.
paladin) or a warpony (for a Small paladin). Holy Champion (Su): At 20th level, a paladin becomes a
The paladin’s mount makes its home on the conduit for the power of her god. Her DR increases to
home plane of the paladin, and normally accompanies 10/evil. Whenever she uses smite evil against an evil
her on adventures and other activities. If slain, the outsider, the outsider is also subject to a banishment, using
paladin may not summon another mount for thirty days her paladin level as the caster level (her weapon and holy
or until she gains a paladin level, whichever comes symbol automatically count as objects that the subject
first, even if the mount is somehow returned from the hates). In addition, whenever she channels positive energy,
dead. During this thirty–day period, the paladin takes a she channels the maximum possible amount.
–1 penalty on attack and weapon damage rolls. Code of Conduct: A paladin must be of lawful good
The paladin’s mount is superior to a normal alignment and loses all class abilities if she ever willingly
mount of its kind and has special powers, as described commits an evil act.
below. Additionally, a paladin’s code requires that she
A paladin’s mount is treated as a magical respect legitimate authority, act with honor (not lying, not
beast, not an animal, for the purpose of all effects that cheating, not using poison, and so forth), help those in need
depend on its type (though it retains an animal’s HD, (provided they do not use the help for evil or chaotic ends),
Base attack bonus, saves, skill points, and feats). and punish those who harm or threaten innocents.
Remove Malady (Sp): At 7th level, a paladin can Associates: While she may adventure with characters of any
produce a remove disease effect, as the spell, once per good or neutral alignment, a paladin will never knowingly
day. As the paladin gains level, she may remove associate with evil characters, nor will she continue an
additional maladies as follows. At 9th level, a paladin association with someone who consistently offends her
can negate blindness/deafness with a use of remove moral code. A paladin may accept only henchmen,
malady. At 11th level the paladin can neutralize poison followers, or cohorts who are lawful good.
with a use of remove malady. At 13th level, the paladin
can use Lesser Restoration with a use of remove Ex–Paladins
malady. At 15th level, a paladin can negate a negative A paladin who ceases to be lawful good, who willfully
level with a use of remove malady. commits an evil act, or who grossly violates the code of
This ability can be used one additional time conduct loses all paladin spells and abilities (including the
per day for every three levels after 7th (twice per day at service of the paladin’s mount, but not weapon, armor, and
10th, three times at 13th, four times at 16th, and five shield proficiencies). She may not progress any farther in
times at 19th+ level). levels as a paladin. She regains her abilities and
Aura of Resolve (Su): At 8th level, a paladin is advancement potential if she atones for her violations (see
immune to charm spells and spell–like abilities. Each the atonement spell description), as appropriate.
ally within 10 feet of her gains a +4 magic bonus on Like a member of any other class, a paladin may be a
saving throws against charm effects. multiclass character, but multiclass paladins face a special
This ability functions while the paladin is restriction. A paladin who gains a level in any class other
conscious, but not if she is unconscious or dead. than paladin may never again raise her paladin level, though
Aura of Justice (Su): At 11th level, a paladin can she retains all her paladin abilities.
expend two uses of her smite evil ability to grant the
ability to smite evil to all allies within 10 feet, using her
bonuses.
Adrenaline surge
Allies must use this smite evil ability by the A paladin may expend a feat to gain a Adrenaline
start of the paladin’s next turn. Using this ability is a surge. By expending the feat, the paladin gains a adrenaline
free action. Evil creatures gain no benefit from this surge that has a total number of uses per day equal to 1 + ¼
ability. paladin level (Thus 1 at 1st–3rd level, 2 at 4th–7th level, 3 at
Aura of Faith (Su): At 14th level, a paladin’s weapons 8th–11th level, 4 at 12th – 15th level, 5 at 16th–19th level and 6
are treated as good aligned for the purposes of at 20th+ level).

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Paladin Bonus Natural Str Int Special


Level HD Armor Adj.
Adj.
5th–7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws
8th–10th +4 +6 +2 7 Improved speed
11th–14th +6 +8 +3 8 Command creatures of its kind
15th–20th +8 +10 +4 9 Spell Resistance

The Paladin’s Mount first, even if the mount is somehow returned from the dead.
Divine Bond (Special Mount) (Sp): Upon reaching 5th During this thirty–day period, the paladin takes a –1 penalty
level, a paladin gains the service of an unusually on attack and weapon damage rolls.
intelligent, strong, and loyal steed to serve her in her The paladin’s mount is superior to a normal mount
crusade against evil (see below). of its kind and has special powers, as described below.
The paladin’s mount makes its home on the A paladin’s mount is treated as a magical beast, not
home plane of the paladin, and normally accompanies an animal, for the purpose of all effects that depend on its
her on adventures and other activities. If slain, the type (though it retains an animal’s HD, Base attack bonus,
paladin may not summon another mount for thirty days saves, skill points, and feats).
or until she gains a paladin level, whichever comes
Mount Level Unicorn –5
Modifier Bulette –7
Bison/Bull –0 Dire Bear –7
Boar* –0 Very Young Bronze Dragon* –7
Camel –0 Very Young Silver Dragon –7
Donkey* –0 Wymling Gold Dragon* –7
Krenshar* –0 Criosphinx –8
Mule –0 Phase Spider –8
Riding Dog –0 Young Brass Dragon* –8
Warhorse –0 Dire Tiger –9
Warpony* –0 Dragonne –9
Wolf* –1 Young Copper Dragon* –9
Cheetah* –2 Behir –10
Crocodile* –2 Gynosphinx –10
Dire Wolf –3 Juvenile Brass Dragon* –10
Giant Owl –3 Very Young Gold Dragon –10
Hippogriff –3 Young Silver Dragon –10
Lion –3 Juvenile Copper Dragon* –11
Pegasus –3 Lammasu –11
Rhinoceros –3 Young Brass Dragon* –11
Wolverine* –3 Androsphinx –12
Ankheg –4 Arrowhawk –12
Brown Bear –4 Dragon Turtle –12
Deinonychus –4 Young Gold Dragon –12
Dire Boar –4 Young Adult Brass Dragon –13
Giant Crocodile –4 Juvenile Bronze Dragon –14
Owlbear –4 Juvenile Silver Dragon –14
Tiger –4 Young Adult Copper Dragon –15
Griffon –5 * may be taken by a small–sized rider (only)

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Behind the Curtain – Paladin Mounts of Amberos


Many players may wonder why the paladin’s mount is handled so differently on Amberos. Why not just leave
it as a creature summoned from the celestial plane? Often, mounts are simply a hinderance in dungeons, so why burden
the Paladin with leaving the creature at a dungeon enterance or abandoned some other place?
The reason for the change is mostly due to the game history of Amberos. The link of a paladin and his mount
is a gift of Urdeus, the twin of night, and these mounts were designed to be companions to paladins on their long
crusade. On Amberos, it is customary that the paladin’s mount follow its master to the very doorstep of dungeons and
other locations that it might not be able to traverse itself. Many paladins also travel long distances, and require their
mount be present for days or months at a time. Likewise, not every adventure takes place in a dungeon.
Finally, there is a poor horse–shaped stone statue, standing on a wooden raft that sits at the edge of the Golens.
This statue was once the warhorse of Mordor Darrow, and the creature was turned to stone during an Atonement mission
in the vast swamp. Mordor makes a yearly pilgrimage to this site to remind himself of his own past failings. Many other
paladins – usually in the service of the Knights of the South, likewise make this pilgrimage to find the raft and touch the
stone horse, reminding themselves of the price of failure to friends and companions.

Paladin’s Mount Basics: Use the base statistics for a duration other than instantaneous, it stops affecting the
creature of the mount’s kind, but make changes to take mount if it moves farther than 5 feet away and will not
into account the attributes and characteristics affect the mount again even if it returns to the paladin before
summarized on the table and described below. the duration expires. Additionally, the paladin may cast a
Bonus HD: Extra eight–sided (d8) Hit Dice, each of spell with a target of “You” on her mount (as a touch range
which gains a Constitution modifier, as normal. Extra spell) instead of on herself. A paladin and her mount can
Hit Dice improve the mount’s base attack and base save share spells even if the spells normally do not affect
bonuses. A special mount’s Base attack bonus is equal creatures of the mount’s type (magical beast).
to that of a cleric of a level equal to the mount’s HD. A Share Saving Throws: For each of its saving throws, the
mount has good Fortitude and Reflex saves (treat it as a mount uses its own base save bonus or the paladin’s,
character whose level equals the animal’s HD). The whichever is higher. The mount applies its own ability
mount gains additional skill points or feats for bonus modifiers to saves, and it doesn’t share any other bonuses
HD as normal for advancing a monster’s Hit Dice. on saves that the master might have.
Natural Armor Adj.: The number on the table is an Improved Speed (Ex): The mount’s speed increases by 10
improvement to the mount’s existing natural armor feet.
bonus. Command (Sp): Once per day per two paladin levels of its
Str Adj.: Add this figure to the mount’s Strength score. master, a mount can use this ability to command other any
Int: The mount’s Intelligence score. normal animal of approximately the same kind as itself (for
Exemplary Specimen (Ex): The paladin’s mount is warhorses and warponies, this category includes donkeys,
considered to be an exemplary specimen of it’s kind. mules, and ponies), as long as the target creature has fewer
Empathic Link (Su): The paladin has an empathic link Hit Dice than the mount. This ability functions like the
with her mount out to a distance of up to 1 mile. The command spell, but the mount must make a DC 17 Will
paladin cannot see through the mount’s eyes, but they save to succeed if it’s being ridden at the time. If the check
can communicate empathically. fails, the ability does not work that time, but it still counts
Note that even intelligent mounts see the against the mount’s daily uses. Each target may attempt a
world differently from humans, so misunderstandings Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha
are always possible. Because of this empathic link, the modifier) to negate the effect.
paladin has the same connection to an item or place that Spell Resistance (Ex): A mount’s spell resistance equals its
her mount does, just as with a master and his familiar master’s paladin level + 5. To affect the mount with a spell,
(see Familiars). a spellcaster must get a result on a caster level check (1d20
Improved Evasion (Ex): When subjected to an attack + caster level) that equals or exceeds the mount’s spell
that normally allows a Reflex saving throw for half resistance.
damage, a mount takes no damage if it makes a
successful saving throw and half damage if the saving
throw fails.
Share Spells: At the paladin’s option, she may have
any spell (but not any spell–like ability) she casts on
herself also affect her mount.
The mount must be within 5 feet at the time of
casting to receive the benefit. If the spell or effect has a

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The Priest
Level Base Caster Fort Reflex Will Special
Attack Level
Bonus
1 +0 +1 +2 +0 +2 Armored Casting, Spells, Domain
Spells, Turn Undead
2 +1 +2 +3 +0 +3
3 +2 +3 +3 +1 +3
4 +3 +4 +4 +1 +4
5 +3 +5 +4 +1 +4 Divine Feat
6 +4 +6 +5 +2 +5
7 +5 +7 +5 +2 +5
8 +6 +8 +6 +2 +6
9 +6 +9 +6 +3 +6
10 +7 +10 +7 +3 +7 Divine Feat
11 +8 +11 +7 +3 +7
12 +9 +12 +8 +4 +8
13 +9 +13 +8 +4 +8
14 +10 +14 +9 +4 +9
15 +11 +15 +9 +5 +9 Divine Feat
16 +12 +16 +10 +5 +10
17 +12 +17 +10 +5 +10
18 +13 +18 +11 +6 +11
19 +14 +19 +11 +6 +11
20 +15 +20 +12 +6 +12 Diefic Aspect
Priest elves, kobolds and titanborn, who lack a progenitor god,
Where clerics are worshippers of dieties who rarely, if ever, become Priests.
are tied to ritualistic shows of faith, a Priest is an often– Other Classes: Priests can get along with just about any
spontaneous religious zealot of his faith. Pure faith in class – the individual beliefs of a being tend to be more
his diety and a righteous certainity drives his ability to determinate than class for attitudes toward such beings.
call upon the miracles of his diety or belief to make that However, of all the classes, good–aligned Priests tend to
power manifest. look down upon invokers, especially those who have taken
Alignment: A Priest’s alignment must be within one Infernal or Shadow pacts.
step of his deity’s (that is, it may be one step away on
either the lawful–chaotic axis or the good–evil axis, but Hit Die: d8
not both). A Priest may not be neutral unless his deity’s
alignment is also neutral. Class Skills
Religion: Priests are highly devoted to their god or The Priest’s class skills (and the key ability for each skill)
pantheon. Feeling that they have been marked or are Athletics (Str), Craft (Int), Knowledge (The Planes)
chosen by their god, they tend to be zealous in their (Int), Knowledge (Religion) (Int), Persuade (Cha),
devotion, though most that travel with a group have Perception (Sense Motive) (Wis), Profession (Wis), and
learned not impose their beliefs on others in the group, Spellcraft (Divine & Use Magic Device) (Int).
though they are not above a display of their faith to Skill Points at 1st Level: (2 + Int modifier) x4.
move others to the worship of their diety. Skill Points at Each Additional Level: 2 + Int modifier.
Background: Priests come from a wide variety of
backgrounds, but they all share one common element. Class Features
At some point in their life, they had an astounding
All of the following are class features of the Priest.
religious event occur that they believe has marked them
Weapon and Armor Proficiency: Priests are proficient
by the god they promote.
with all simple weapons, with light and medium armor, and
Races: Humanity and its derivitives seems the most
with shields (except tower shields). A Priest is also
easily swayed into becoming a Priest. Dwarves
proficient with her deity’s favored weapon.
occasionally produce Priests dedicated to Deor or Fir.
Although a Priest is not proficient with heavy
Gnomes on occasion become Priests to Fir or Discoff,
armor, wearing it does not interfere with her spellcasting.
while Hillenfaeys on rare occasions are moved by the
spirit of Discoff to become a Priest in her service. Both

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Armored Casting: A Priest is trained to cast spells in spells and three 1st–level spells of your choice. At each new
armor. They may take 10 when using Spellcasting Priest level, she gains one or more new spells, as indicated
(Divine) to cast spells in armor. on Table: Priest Spells Known. Unlike spells per day, her
Spells: A Priest casts divine spells (the same type of Charisma score does not affect the number of spells a Priest
spells available to clerics), which are drawn from the knows; the numbers on Table: Priest Spells Known are
cleric spell list. She can cast any spell she knows fixed.
without preparing it ahead of time the way a cleric At each new level, a Priest can choose to learn a
must. new spell in place of one she already knows. In effect, the
To cast a spell, a Priest must have a Charisma Priest “loses” the old spell in exchange for the new one. The
score of 10 + the spell’s level (Cha 10 for 0–level new spell’s level must be the same as that of the spell being
spells, Cha 11 for 1st–level spells, and so forth). The exchanged, and it must be at least two levels lower than the
Difficulty Class for a saving throw against a Priest’s highest–level Priest spell the Priest can cast. A Priest may
spell is 10 + the spell’s level + the Priest’s Wisdom swap only a single spell at any given level, and must choose
modifier. whether or not to swap the spell at the same time that she
Like other spellcasters, a Priest can cast only a gains new spells known for the level.
certain number of spells of each spell level per day. Her Unlike a cleric, a Priest need not prepare her spells
base daily spell allotment is given on Table: The Priest. in advance. She can cast any spell she knows at any time,
In addition, she receives bonus spells for a high assuming she has not yet used up her spells per day for that
Charisma. spell level.
Unlike a cleric, a Priest’s selection of spells is
limited. A Priest begins play knowing four 0–level
Table: Priest Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 +1
2 6 4 +1
3 6 5 +1
4 6 6 +1 3 +1
5 6 6 +1 4 +1
6 6 6 +1 5 +1 3 +1
7 6 6 +1 6 +1 4 +1
8 6 6 +1 6 +1 5 +1 3 +1
9 6 6 +1 6 +1 6 +1 4 +1
10 6 6 +1 6 +1 6 +1 5 +1 3 +1
11 6 6 +1 6 +1 6 +1 6 +1 4 +1
12 6 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
13 6 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
14 6 6 +1 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
15 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
16 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
17 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
18 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 5 +1 3 +1
19 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 6 +1 4 +1
20 6 6 +1 6 +1 6 6 +1 6 +1 6 +1 6 +1 6 +1 6 +1
12 9 7 6 6 5 4 3
Table: Priest Spells Known 13 9 7 6 6 5 5 4
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 14 9 7 7 6 6 5 4 3
1 4 3 15 9 7 7 6 6 5 5 4
2 5 4 16 9 8 7 7 6 6 5 4 3
3 5 4 17 9 8 7 7 6 6 5 5 4
4 6 5 3 18 9 8 7 7 7 6 6 5 4 3
5 6 5 4 19 9 8 8 7 7 6 6 5 5 4
6 7 5 4 3 20 9 8 8 7 7 7 6 6 5 5
7 7 6 5 4
8 8 6 5 4 3 Domain Spells: A Priest also gets one domain spell of each
9 8 6 5 5 4 spell level she can cast, starting at 1st level. When a Priest
10 9 6 6 5 4 3 prepares a spell in a domain spell slot, it must come from
11 9 7 6 5 5 4

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one of her two domains (see Deities, Domains, and commanded. Unintelligent undead gain no additional
Domain Spells, below). saving throw.
Deity, Domains, and Domain Spells: A Priest’s deity Turning undead or Rebuking Undead is a standard
influences her alignment, what magic she can perform, action that does not provoke an attack of opportunity. All
her values, and how others see her. A Priest chooses undead within a 30 foot burst of the Priest must make a Fort
two domains from among those belonging to her deity. save DC 10 + ½ Priest level + Wis modifier or they take 1d6
A Priest can select an alignment domain (Chaos, Evil, damage/2 Priest levels damage and are checked from
Good, or Law) only if her alignment matches that moving toward the Priest. Undead who make the save are
domain. immune to further attempts of turning by the Priest for one
If a Priest is not devoted to a particular deity, day.
she still selects two domains to represent her spiritual Bolstering undead is a standard action that does not
inclinations and abilities. The restriction on alignment provoke an attack of opportunity that may be used by evil
domains still applies. Priests. All undead within a 30 foot burst of the Priest gain
Each domain gives the Priest access to a 3 temporary hit points per level of the Priest, up to twice the
domain spell at each spell level she can cast, from 1st maximum hit points of the undead creature. The effects last
on up, as well as a granted power. The Priest gets the one minute. An evil undead Priest can use bolstering to
granted powers of both the domains selected. increase his own hit points.
Domain spells may also be cast as regular Divine Feat: At 5th level and every 5 levels thereafter, the
spells. Priest gains a free divine feat of his choice. He must meet
Chaotic, Evil, Good, and Lawful Spells: A Priest can’t the divine feat’s requirements to take the feat.
cast spells of an alignment opposed to his own or his Diefic Aspect (Su): At 20th level, the Priest can channel the
deity’s (if she has one). Spells associated with direct essence of his diety for a short time, becoming a
particular alignments are indicated by the chaos, evil, living embodiment of his god. This is a full–round action to
good, and law descriptors in their spell descriptions. initiate, and transforms the Priest into an Avatar of his diety,
Turn or Rebuke Undead (Su): Any Priest, regardless under the control of the Priest (though the avatar cannot be
of alignment, has the power to affect undead creatures used to act in a manner contrary to the diety’s nature). This
by channeling the power of his faith through his holy change lasts for one minute or until the Avatar is banished
(or unholy) symbol. or destroyed. The latter kills the Priest as well, while in all
A good Priest (or a neutral Priest who other cases the Priest returns back to his former self and is
worships a good deity) can turn or destroy undead exhausted. This ability can be used once per week.
creatures. An evil Priest (or a neutral Priest who Bonus Languages: A Priest’s bonus language options
worships an evil deity) instead rebukes or commands include Celestial, Abyssal, and Infernal (the languages of
such creatures. A neutral Priest of a neutral deity must good, chaotic evil, and lawful evil outsiders, respectively).
choose whether his turning ability functions as that of a These choices are in addition to the bonus languages
good Priest or an evil Priest. available to the character because of his race.
Once this choice is made, it cannot be
reversed. This decision also determines whether the Ex–Priests
Priest can cast spontaneous cure or inflict spells (see A Priest who grossly violates the code of conduct
above). required by his god loses all spells and class features, except
A Priest may attempt to turn undead a number for armor and shield proficiencies and proficiency with
of times per day equal to 3 + his Charisma modifier. A simple weapons. She cannot thereafter gain levels as a Priest
Priest with 5 or more ranks in Knowledge (Religion) of that god until she atones (see the atonement spell
gets a +2 bonus on turning checks against undead. description).
Commanding undead is a standard action that
does not provoke an attack of opportunity usable by
evil Priests. All undead within a 30 foot burst of the
evil Priest must make a DC 10 + ½ Priest level + Wis
modifier Will saving throw. Any undead who fail the
save fall under the command of the evil Priest. At any
one time, the Priest may command any number of
undead whose total Hit Dice do not exceed his level.
She may voluntarily relinquish command on any
commanded undead creature in order to command new
ones. Intelligent undead gain a new saving throw
whenever the Priest attempts to force the undead to do
something against its nature, and may also attempt to
wrest free of control once each new day it is

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The Ranger
Level BAB Caster Fort Reflex Will Special
Level
1 +1 +0 +2 +2 +0 1st favored enemy, Track, wild empathy
2 +2 +1 +3 +3 +0 Combat style
3 +3 +2 +3 +3 +1 Endurance, swift strike
4 +4 +3 +4 +4 +1 Animal Companion
5 +5 +3 +4 +4 +1 2nd favored enemy
6 +6 +4 +5 +5 +2 Improved combat style
7 +7 +5 +5 +5 +2 Woodland stride, Improved swift strike
8 +8 +6 +6 +6 +2 Swift tracker
9 +9 +6 +6 +6 +3 Evasion
10 +10 +7 +7 +7 +3 3rd favored enemy, Hide in plain sight
11 +11 +8 +7 +7 +3 Combat style mastery
12 +12 +9 +8 +8 +4 Swift strike mastery
13 +13 +9 +8 +8 +4 Camouflage
14 +14 +10 +9 +9 +4
15 +15 +11 +9 +9 +5 4th favored enemy
16 +16 +12 +10 +10 +5
17 +17 +12 +10 +10 +5 Combat swiftness
18 +18 +13 +11 +11 +6
19 +19 +14 +11 +11 +6
20 +20 +15 +12 +12 +6 5th favored enemy, determined hunter
relationships with druids and barbarians, both who share the
Ranger ranger’s skill in the wilderness.
Rangers are warriors and trackers in the
wilderness, using their skills and knowledge of the Hit Die: d10.
wilds to hunt down and slay the foes that foul the Class Skills
wilderness. The ranger’s class skills (and the key ability for
Rangers tend to use guerilla tactics against each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int),
their enemies, using their natural terrain to the enemie’s Handle Animal (Cha), Knowledge (Dungeoneering,
disadvantage. While some rangers are excellent Geography, Nature & Strategy and Tactics) (Int), Perception
marksmen with the bow, other are masters of fighting (Wis), Persuade (Cha), Profession (Wis), Stealth (Dex), and
hand–to–hand with two weapons, taking the fight Survival (Wis).
directly to their enemy’s doorstep.
Alignment: A ranger may be of any alignment Skill Points at 1st Level: (6 + Int modifier) x 4.
Religion: Rangers often revere Belli, Lorius or Skill Points at Each Additional Level: 6 + Int modifier.
Vermnia. Evil rangers often align themselves with
Gwieze or Titanicus. Class Features
Background: Rangers often come from rustic All of the following are class features of the ranger.
backgrounds where they have ample chance to wander Weapon and Armor Proficiency: A ranger is proficient
the wilderness. Many rangers are often hunters, with all simple and martial weapons, and with light armor
lumberjacks or the like, skilled with a wide variety of and shields (except tower shields).
laborer’s weapons and tools. A ranger who cast spells in armor must make a
Races: Elves and humans make up equal number of Spellcraft (Divine) skill check to successfully cast the spell.
rangers, and half–elves tend to likewise be skilled as Favored Enemy (Ex): At 1st level, a ranger may select a
rangers. Orkans are sometimes drawn to a ranger’s type of creature from among those given on Table: Ranger
skillset, and dwarves make excellent rangers in the Favored Enemies. The ranger gains a +2 bonus on
wilderness of the underdark. Both Hillenfaey and Deception, Perception, Persuasion (Intimidate) and Survival
gnomes have a knack for outdoor skills, and easily pick checks when using these skills against creatures of this type.
up on becoming rangers. Titanborn, Hellchilde and Likewise, he gets a +1d6 bonus on weapon damage rolls
mageborn often scorn the way of the ranger, seeking against such creatures.
other pursuits. At 5th level and every five levels thereafter (10th,
Other Classes: Rangers tend to be neutral towards 15th, and 20th level), the ranger may select an additional
most classes, though they tend to be put–off by favored enemy from those given on the table. In addition, at
paladin’s civilized zeal. Rangers often develop firm each such interval, the bonus against any one favored enemy

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(including the one just selected, if so desired) increases Animal Companion (Ex): At 4th level, a ranger gains an
by 2. animal companion selected from the following list: badger,
If the ranger chooses humanoids or outsiders camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
as a favored enemy, he must also choose an associated heavy), owl, pony, snake (Small or Medium viper), or wolf.
subtype, as indicated on the table. If a specific creature If the campaign takes place wholly or partly in an aquatic
falls into more than one category of favored enemy, the environment, the following creatures may be added to the
ranger’s bonuses do not stack; he simply uses ranger’s list of options: crocodile, porpoise, Medium shark,
whichever bonus is higher. and squid. This animal is a loyal companion that
Track: A ranger gains Track as a bonus feat. accompanies the ranger on his adventures as appropriate for
Wild Empathy (Ex): A ranger can improve the attitude its kind.
of an animal. This ability functions just like a Persuade This ability functions like the druid ability of the
(Diplomacy) check to improve the attitude of a person. same name, except that the ranger’s effective druid level is
The ranger rolls 1d20 and adds his ranger level and his his ranger level - 3. A ranger may select from the alternative
Charisma bonus to determine the wild empathy check lists of animal companions just as a druid can, though again
result. The typical domestic animal has a starting his effective druid level is half his ranger level. Like a druid,
attitude of indifferent, while wild animals are usually a ranger cannot select an alternative animal if the choice
unfriendly. would reduce his effective druid level below 1st.
To use wild empathy, the ranger and the Spells: Beginning at 4th level, a ranger gains the ability to
animal must be able to study each other, which means cast a small number of divine spells, which are drawn from
that they must be within 30 feet of one another under the ranger spell list. A ranger must choose and prepare his
normal visibility conditions. Generally, influencing an spells in advance (see below).
animal in this way takes 1 minute, but, as with To prepare or cast a spell, a ranger must have a
influencing people, it might take more or less time. Wisdom score equal to at least 10 + the spell level. The
The ranger can also use this ability to Difficulty Class for a saving throw against a ranger’s spell is
influence a magical beast with an Intelligence score of 10 + the spell level + the ranger’s Wisdom modifier.
1 or 2, but he takes a –4 penalty on the check. Like other spellcasters, a ranger can cast only a
Combat Style (Ex): At 2nd level, a ranger must select certain number of spells of each spell level per day. His base
one of two combat styles to pursue: archery or two daily spell allotment is given on Table: The Ranger. In
weapon combat. This choice affects the character’s addition, he receives bonus spells per day if he has a high
class features but does not restrict his selection of feats Wisdom score. When Table: The Ranger indicates that the
or special abilities in any way. ranger gets 0 spells per day of a given spell level, he gains
If the ranger selects archery, he is treated as only the bonus spells he would be entitled to based on his
having the Rapid Shot feat, even if he does not have the Wisdom score for that spell level. The ranger does not have
normal prerequisites for that feat. access to any domain spells or granted powers, as a cleric
If the ranger selects two–weapon combat, he is does.
treated as having the Two–Weapon Fighting feat, even A ranger prepares and casts spells the way a cleric
if he does not have the normal prerequisites for that does, though he cannot lose a prepared spell to cast a cure
feat. spell in its place. A ranger may prepare and cast any spell on
The benefits of the ranger’s chosen style apply the ranger spell list, provided that he can cast spells of that
only when he wears light or no armor. He loses all level, but he must choose which spells to prepare during his
benefits of his combat style when wearing medium or daily meditation.
heavy armor. Through 3rd level, a ranger has no caster level. At
Endurance: A ranger gains Endurance as a bonus feat 4th level and higher, his caster level is his ranger level –3.
at 3rd level.
Swift Strike: At 3rd level, depending on the combat Table: Ranger Spells Per Day
style the ranger has chosen, he gains a bonus feat. If
the ranger chose the two–weapon combat style, the Level 1st 2nd 3rd 4th
ranger gains Spring Attack as a feat, even if he would 1st–3rd – – – –
not otherwise meet the requirements. If the ranger 4th–5th 0 – – –
chose the archery combat style, he gains the Shot on the 6th–7th 1 – – –
Run feat, even if he would not othewise meet the 8th–9th 1 0 – –
requirements. 10th 1 1 – –
The benefits of the ranger’s chosen style apply 11th 1 1 0 –
only when he wears light or no armor. He loses all 12th 1 1 1 –
benefits of his combat style when wearing medium or 13th 1 1 1 –
heavy armor. 14th 2 1 1 0
15th 2 1 1 1

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16th 2 2 1 1 Combat Style Mastery (Ex): At 11th level, a ranger’s
17th 2 2 2 1 aptitude in his chosen combat style (archery or two weapon
18th 3 2 2 1 combat) improves again. If he selected archery at 2nd level,
19th 3 3 3 2 he is treated as having the Improved Precise Shot feat, even
20th 3 3 3 3 if he does not have the normal prerequisites for that feat.
If the ranger selected two–weapon combat at 2nd
Improved Combat Style (Ex): At 6th level, a ranger’s level, he is treated as having the Greater Two–Weapon
aptitude in his chosen combat style (archery or two– Fighting feat, even if he does not have the normal
weapon combat) improves. If he selected archery at 2nd prerequisites for that feat.
level, he is treated as having the Manyshot feat, even if As before, the benefits of the ranger’s chosen style
he does not have the normal prerequisites for that feat. apply only when he wears light or no armor. He loses all
If the ranger selected two–weapon combat at benefits of his combat style when wearing medium or heavy
2nd level, he is treated as having the Improved Two– armor.
Weapon Fighting feat, even if he does not have the Swift Strike Mastery (Ex): At 12th level, a ranger’s
normal prerequisites for that feat. aptitude in his chosen combat style (archery or two–weapon
As before, the benefits of the ranger’s chosen combat) improves. If he selected archery at 2nd level, he is
style apply only when he wears light or no armor. He treated as having the Greater Shot on the Run feat, even if
loses all benefits of his combat style when wearing he does not have the normal prerequisites for that feat.
medium or heavy armor. If the ranger selected two–weapon combat at 2nd
Improved Swift Strike (Ex): At 7th level, a ranger’s level, he is treated as having the Greater Spring Attack feat,
aptitude in his chosen combat style (archery or two– even if he does not have the normal prerequisites for that
weapon combat) improves. If he selected archery at 2nd feat.
level, he is treated as having the Improved Shot on the As before, the benefits of the ranger’s chosen style
Run feat, even if he does not have the normal apply only when he wears light or no armor. He loses all
prerequisites for that feat. benefits of his combat style when wearing medium or heavy
If the ranger selected two–weapon combat at armor.
2nd level, he is treated as having the Improved Spring Camouflage (Ex): A ranger of 13th level or higher can use
Attack feat, even if he does not have the normal the Stealth (Hide) skill in any sort of natural terrain, even if
prerequisites for that feat. the terrain doesn’t grant cover or concealment.
As before, the benefits of the ranger’s chosen Combat Swiftness (Ex): At 17th level, a ranger’s aptitude
style apply only when he wears light or no armor. He with his chosen combat style (archery or two–weapon
loses all benefits of his combat style when wearing combat), improves again. If he selected archery at 2nd level,
medium or heavy armor. he is tread as having the Perfect Shot on the Run feat, even
Woodland Stride (Ex): Starting at 7th level, a ranger if he does not have the normal prerequisites for that feat.
may move through any sort of undergrowth (such as If the ranger selected two–weapon combat at 2nd
natural thorns, briars, overgrown areas, and similar level, he is treated as having the Perfect Spring Attack feat,
terrain) at his normal speed and without taking damage even if he does not have the normal prerequisites for that
or suffering any other impairment. feat.
However, thorns, briars, and overgrown areas As before, the benefits of the ranger’s chosen style
that are enchanted or magically manipulated to impede apply only when he wears light or no armor. He loses all
motion still affect him. benefits of his combat style when wearing medium or heavy
Swift Tracker (Ex): Beginning at 8th level, a ranger armor.
can move at his normal speed while following tracks Determined Hunter (Ex): At 20th level as a full–attack
without taking the normal –5 penalty. He takes only a – action, the ranger can move double his movement rate and
10 penalty (instead of the normal –20) when moving at still make his full complement of ranged or melee attacks.
up to twice normal speed while tracking. If the ranger moves a distance equal to at least his base
Evasion (Ex): At 9th level, a ranger can avoid even speed, he gains a +5 competance bonus to AC while doing
magical and unusual attacks with great agility. If he this.
makes a successful Reflex saving throw against an A ranger can only use this ability while in light
attack that normally deals half damage on a successful armor or no armor and is not carrying a medium or heavy
save, he instead takes no damage. Evasion can be used load.
only if the ranger is wearing light armor or no armor. A
helpless ranger does not gain the benefit of evasion. Multiple Animal Companions
Hide in Plain Sight (Ex): While in any sort of natural It is not recommended that a ranger be allowed to
terrain, a ranger of 10th level or higher can use the attract multiple animal companions. However, if the GM
Stealth (Hide) skill even while being observed. does allow rangers to take multiple animal companions, the
ranger gains 1 animal advancement point at 4th level, and 1

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additional point every other level beyond 4th (thus 1
point at 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th).

Adrenaline surge
A ranger may expend a feat to gain a
Adrenaline surge. By expending the feat, the ranger
gains a adrenaline surge that has a total number of uses
per day equal to 1 + ¼ chosen one level (Thus 1 at 1st–
3rd level, 2 at 4th–7th level, 3 at 8th–11th level, 4 at 12th –
15th level, 5 at 16th–19th level and 6 at 20th+ level).

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The Rogue
Level BAB Caster Fort Reflex Will Special
Level
1 +0 +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2 +1 +1 +0 +3 +0 Evasion
3 +2 +1 +1 +3 +1 Sneak attack +2d6, trap sense +1
4 +3 +2 +1 +4 +1 Uncanny dodge
5 +3 +2 +1 +4 +1 Sneak attack +3d6
6 +4 +3 +2 +5 +2 Trap sense +2
7 +5 +3 +2 +5 +2 Sneak attack +4d6
8 +6 +4 +2 +6 +2 Improved uncanny dodge, improved
sneak attack
9 +6 +4 +3 +6 +3 Sneak attack +5d6, trap sense +3
10 +7 +5 +3 +7 +3 Special ability
11 +8 +5 +3 +7 +3 Sneak attack +6d6
12 +9 +6 +4 +8 +4 Trap sense +4
13 +9 +6 +4 +8 +4 Sneak attack +7d6, special ability
14 +10 +7 +4 +9 +4
15 +11 +7 +5 +9 +5 Greater sneak attack, sneak attack
+8d6, trap sense +5
16 +12 +8 +5 +10 +5 Special ability
17 +12 +8 +5 +10 +5 Sneak attack +9d6
18 +13 +9 +6 +11 +6 Trap sense +6
19 +14 +9 +6 +11 +6 Sneak attack +10d6, special ability
20 +15 +10 +6 +12 +6 Master Strike

Rogue Hit Die: d6.


Living off the scraps of society, the rogue is a
n’er–do–well who will willingly take advantage of Class Skills
almost any individual he encounters. Rogues tend to be The rogue’s class skills (and the key ability for each skill)
more concerned with the outcome of any action they are Acrobatics (Dex), Athletics (Str), Deception (Cha),
attempt, moreso than the morality of action of itself. Disable Device (Int), Linguistics (Int), Knowledge
Most rogues are carefree and aloof, with a (Appraise & Local) (Int), Persuade (Cha), Perform (Cha),
feeling that the world owes them whatever riches and Profession (Wis), Spellcraft (Use Magic Device), and
accoutrements the rogue is willing to lay his hands on. Stealth (Dex).
Alignment: Rogues may be of any alignment.
Religion: Rogues tend to be aloof towards religion, Skill Points at 1st Level: (8 + Int modifier) x 4.
though they often mutter prayers to Discoff or Shame Skill Points at Each Additional Level: 8 + Int modifier.
when the outcome of some roguish activity they are
engaged in seems doubtful. Many also murmur wards Class Features
to stave off death or punishment from Jhalah, Silamus
All of the following are class features of the rogue.
or Zzadassa. Evil rogues sometimes fall in league with
Weapon and Armor Proficiency: Rogues are proficient
Morian, Gwieze, Ziga or The Dark One.
with all simple weapons, plus the hand crossbow, rapier,
Background: Rogues can come from all walks of life,
sap, shortbow, and short sword. Rogues are proficient with
from noble debutaunts, offpring of shady merchants to
light armor, but not with shields.
lowly outcasts or the offspring of bandits. Almost all
Sneak Attack: If a rogue can catch an opponent when he is
rogues share one trait – a penchant for trouble and
unable to defend himself effectively from her attack, she can
rebelliousness as they grew up.
strike a vital spot for extra damage. The rogue can use sneak
Races: Any race can produce rogues, though dwarven
attack once a round, even if multiple attacks would qualify
and elvin rogues are the most uncommon.
for a sneak attack strike. The rogue does not need to declare
Other Classes: Most classes tend to be cautious
she is using sneak attack until the attack roll is confirmed as
around the rogue, and often for good reason. Most
a hit or miss. If the attack is a success, the attack deals extra
especially, Paladins and other lawful–aligned characters
damage any time her target would be denied a Dexterity
tend to have the most trouble with a rogue’s actions.
bonus to AC (whether the target actually has a Dexterity
bonus or not), or when the rogue flanks her target. This
Alignment: Any.

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extra damage is 1d6 at 1st level, and it increases by 1d6 allow her to do so. She retains her Dexterity bonus to AC (if
every two rogue levels thereafter. Should the rogue any) even if she is caught flat–footed or struck by an
score a critical hit with a sneak attack, this extra invisible attacker. However, she still loses her Dexterity
damage is not multiplied. bonus to AC if immobilized.
If the rogue misses with a sneak attack, the use If a rogue already has uncanny dodge from a
is not lost, but the rogue cannot attempt to sneak attack different class she automatically gains improved uncanny
the target again until next round. dodge (see below) instead.
Ranged attacks can count as sneak attacks only Improved Sneak Attack (Ex): A rogue of 8th level or
if the target is within 30 feet. higher can make up to two sneak attacks a round when
With a sap (blackjack) or an unarmed strike, a making a sneak attack. The attacks must normally qualify
rogue can make a sneak attack that deals nonlethal for sneak attack to be use.
damage instead of lethal damage. She cannot use a Improved Uncanny Dodge (Ex): A rogue of 8th level or
weapon that deals lethal damage to deal nonlethal higher can no longer be flanked.
damage in a sneak attack, not even with the usual –4 This defense denies another rogue the ability to
penalty. sneak attack the character by flanking her, unless the
A rogue can sneak attack only living creatures attacker has at least four more rogue levels than the target
with discernible anatomies—undead, constructs, oozes, does.
plants, and incorporeal creatures lack vital areas to If a character already has uncanny dodge (see
attack. Any creature that is immune to critical takes above) from a second class, the character automatically
only half damage from sneak attacks. The rogue must gains improved uncanny dodge instead, and the levels from
be able to see the target well enough to pick out a vital the classes that grant uncanny dodge stack to determine the
spot and must be able to reach such a spot. A rogue minimum rogue level required to flank the character.
cannot sneak attack while striking a creature with Special Abilities: On attaining 10th level, and at every three
concealment or striking the limbs of a creature whose levels thereafter (13th, 16th, and 19th), a rogue gains a
vitals are beyond reach. special ability of her choice from among the following
Trapfinding: Only rogues can use the Perception options.
(Spot) skill to locate traps when the task has a DC Bleeding Attack (Ex): A rogue with this ability can cause
higher than 20. Finding a nonmagical trap has a DC of living opponents to bleed when hitting them with sneak
at least 20, or higher if it is well hidden. Finding a attack. This attack causes the target to take 1 additional
magic trap has a DC of 25 + the level of the spell used point of damage each round for each die of the rogue’s
to create it. sneak attack (i.e., 4d6 sneak attack equals 4 points of bleed).
A rogue who beats a trap’s DC by 10 or more Bleeding creatures take that amount of damage at the start
with a Disable Device check can study a