d20 Valent Games Permafrost
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Transcript of d20 Valent Games Permafrost
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worlds core and heat everything back up. About 80,000 people
live on the slopes and foothills of the Steaming Mountain.
Next is Crystalhome, a vast domed city made of magical crys-
tal. The wizard Laccia created this whole place on her own beforetraveling to the outer planes to look for help. That was six years
ago. Crystalhome is run by the Adepts, a band of monks whove
had to put their training on hold to deal with this town showing
up on their doorstep. Crystalhome is about thirty miles away from
the Steaming Mountain. The Planar Initiates, disciples of Laccia,
make their home here as well, using the crystal to peer into the
multiverse, seeking an answer. Crystalhome has about 150,000
inhabitants.
Last is the Great Dark, the vast system of catacombs beneaththe world where the cold has not yet penetrated. The core seekers
delve into these underground vaults and tombs, but they do not
make it their home. That right belongs to the Naga Cultists, who
draw their power from allegiance to the great snake-people, and
to the Servants of Death, who solemnly watch over those buried
here. Both of these groups have been seen above-ground in recent
years, and their inuence is growing as the Great Darks population
increases. There are only 20,000 humans and demihumans there,
but the population of monstrous humanoids is much larger.
In the snowy wilderness, one can nd few survivors. Those
who refuse to move to the Mountain, Crystalhome, or the Dark
eventually succumb to the blistering cold. Only three kinds of
people can be found here: the Knights of the Snows, whose fey
goddess protects them from the cold; the Iceborn Raiders, who
steal from others to survive; and the Mad Hermits who survived
when others perished, and have paid the price in their sanity.
Introduction
Permafrost is a world covered in ice and snow, a world of
deadly beauty and harsh lives. It is a story of a planets last hope
for survival, and of the people ghting to rescue it.
CreditsWriting, Layout: Colin Fredericks
Total Lack of Artwork: Colins Bank Account
Thanks to: Andrew Tatro
Setting and Backstory
Twenty years ago there was a major planar accident, an epic-level screwup of such magnitude that it pushed the prime material
plane out of its place in the cosmos. Ever since then the world has
been getting colder and colder. After two solid years of winter, the
people in the north started moving south. They went a l ittle farther
each time, hoping it would all just stop so they could live their lives.
Five years ago the northerners nally traveled so far south that
they ran into the people who had been moving north. The whole
world is in the worst ice age you can imagine the equators
frozen and the poles are wide-open portals to the paraelemental
plane of Ice. If not for magic, everyone would be dead. There areonly a quarter million people left alive.
There are three major outposts in this world still capable of
supporting life. First is the Steaming Mountain, where the Magma
Mages live. This active volcano is one of the few places thats still
warm enough to grow crops on a regular basis, as the ground itself
produces enough heat. The mages and their protectors, the Core
Seekers, are looking for a way to tap into the warmth left in the
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There is one thin ray of hope. Last year some people seemed to
fall deathly ill, eventually entering glowing cocoons and emerging
hale and healthy, with unexpected powers and different personali-
ties. Most of them were young, none more than twenty years old.Each had a message: they were archons, sent by the gods of the
Upper Planes to be reborn in living esh, to help the people of this
world. Some take this as an indication that Laccia succeeded in
her quest, but others point out that the cold is still growing.
Character Creation
For the most part, you can follow the normal procedures for
character creation as described in the core rules. Generate stats,
pick a race and class, pick skills and feats and so forth.
Most humanoid races in this world are the result of magi-
cal experimentation with humans. Elves come from fey blood,
orcs were the result of an epic curse against an entire kingdom,
dwarves came from people who wanted to be stronger and did
something about it, and halings were the result of a seriously
disturbed wizards perverted desire for children who never grew
up. Gnomes are the exception; theyre actually a different species
entirely. Most people dont know this, though its recorded (often in
allegorical form) in the various races religious texts.
None of the usual core classes are used in Permafrost. The
ten classes mentioned above are all there is (though the old NPC
classes are available as well if youre a masochist). To help those
who are more used to the traditional classes, heres a quick version
of each one:
* Core Seeker (CSe): A ranger-like class familiar with the under-
ground. Has trapnding.
* Crystalhome Adept (CAd): Take a monk, strip out some com-
bat abilities, and add a few crystal-themed powers. This is a
socially-oriented class.
* Iceborn Raider (IbR): A rogue-like class with powers related to
invisibility. Has sneak attack, but not trapnding.
* Knight of the Snows (KoS): The closest thing the setting has to
a paladin, with the ability to create cold-oriented weapons and
armor out of snow.
* Mad Hermit (MdH): Front-line warriors with the rage ability,
and minor perks from their insanity. Essentially replaces the
barbarian class.
* Magma Mage (MaM): Blow. Things. Up. If you want to play
artillery, this is where its at. Replaces the sorcerer.
* Naga Cultist (NaC): A social class. Where rogues got sneak
attack, these guys get poison and an entrancing gaze. If you
want to play an assassin-type, this is for you.
* Planar Initiate (PlI): A psion-derived class that really screws
with outsiders. Good choice for the know-it-alls, as they get an
ability similar to bardic knowledge. Not much in the damage
department.
* Reborn Archon (RbA): The only people with serious healing
powers, with a few archon-like abilities. Not particularly com-
bat-oriented, and does not turn undead.
* Servant of death (SoD): Necromancers who can turn into
the undead and have a powerful unliving ally; actually a very
druid-like class.
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If you want a front-liner, play a core seeker, knight of snows,
or mad hermit. Social and sneaky characters include crystalhome
adepts, iceborn raiders, and naga cultists. Artillery and support
comes from the magma mages, planar initiates, reborn archons,
and servants of death, though the servants can occasionally holdtheir own in combat.
Certain prestige classes will be forever unavailable in this
setting unless you intend to do some major conversion. However,
most of the core prestige classes t without any alteration.
Questions and Answers
Q: Will you be writing any more in this setting?
A: Almost certainly not. You are welcome to do so yourself;note that the entire text of this book is Open Gaming Content,
and you can do whatever you like with it, including writing expan-
sions and making money off them. In fact, you could include this
entire document in something you make under the OGL.
Q: What can I do in Permafrost besides save the world?
A: See page 41 for forty different plot ideas.
Q: Why all the new core classes?
A: I didnt feel like having them as prestige classes. This way I
could include more of the nifty abilities I thought up. Plus I think it
really hammers home the feel of the world: people work together
to survive, and will train almost anyone who comes to them be-
cause its just that important. On other worlds these organizations
might be considered prestigious groups, but here they give you the
basic training you need to deal with the cold. They cant afford to
be picky.
Q: Its only been 20 years; cant I play some old guy (or young
elf) with old class levels?
A: Short version: ask your GM. Long version: due to the pla-
nar disjunction clerics and druids will not be receiving any divinepower (spells and turning), and theres no one left to train most of
the other classes, but its not inconceivable that a few other folks
might be left.
Q: How do people outside the cities survive?
A: Poorly, and by the skin of their teeth. There is a 0th-level
spell on the adept (NPC class) spell list that protects a single plant
from the effects of ice and snow for a year, and this helps greatly.
Many experienced commoners in this world multiclass into adept
for this exact reason. And no, Im not going to bother statting up aspell thats nothing more than a plot device.
Q: Who has Turn Undead?
A: None of the basic classes in this setting have the Turn
Undead class ability. This was intentional. Undead become more
dangerous in this setting; outsiders become less so (thanks to the
Planar Initiates banishment ability).
Q: I hate psionics!
A: Thats not a question. I, personally, love psionics, and I
think theyre a good t for the planar initiate. If you dont have the
rules for psionics, I highly recommend http://d20srd.org
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Core Seeker
Headquartered with the magma mages at the Steaming
Mountain, core seekers are an order of well-trained subterranean
trackers and explorers.
Alignment: Any.
Hit Dice: d8
Skills
The core seekers class skills are: Balance, Climb, Craft, De-
cipher Script, Disable Device, Escape Artist, Heal, Hide, Jump,Knowledge (dungeoneering), Listen, Open Lock, Search, Spot,
Survival, Swim, Tumble, and Use Rope.
Skill points at 1st Level: (4 + Int modier) x4
Skill points at additional levels: 4 + Int modier
Class Features
Weapon and Armor Prociency: Core seekers are procient
with all simple and martial weapons, all armor, and all shields.
Allegiance to the Depths: At 1st level a core seeker gains +2
to Charisma and Charisma-related skill checks when dealing with
creatures who live underground. He also receives a +2 bonus on
Survival checks made underground.
Trapnding: As the 1st level rogue ability of the same name.
Terrain Mastery: At 2nd level the core seeker gains a +1
insight bonus on attack and damage rolls against subterranean
creatures not creatures who simply happen to be underground,
but those who live there habitually. This applies whether the core
seeker is underground or not. Unlike the Horizon Walker abilityof the same name, core seekers do not (yet) gain the Darkvision
ability that normally comes with underground terrain mastery.
Ore Hunter: Core seekers of 4th level or higher can name a
particular mineral, precious metal, gemstone, or the like, and seek
it out as if using the Locate Object spell. Unlike that spell, this
ability is not blocked by lead.
Darkvision: At 5th level and higher, a core seeker gains dark-
vision 30. If they already have darkvision, or gain it temporarilythrough a spell or other effect, its range is doubled.
Trap Sense: As the 3rd level rogue ability of the same name.
This bonus starts at +1 at 6th level, and increases by an additional
point every four levels thereafter.
Stonefriend: Starting at 7th level a core seeker receives a +4
bonus on all saving throws against spells, spell-like effects, and
supernatural abilities involving stone, earth, or rock. Examples
include petrication, the Earthquake spell, or an Earth Mephits
breath weapon. They also receive DR 3/- against stone weapons
and any creature made of earth or stone (stone or clay golems,
xorn, earth elementals, gargoyles, etc.). None of these abilities
apply against metal.
Swift Tracker: As the 8th level ranger ability of the same
name.
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Burrow: Starting at 11th level core seekers gain the ability
to magically tunnel through solid stone, leaving a tunnel or not
as they see t. Every fteen minutes of burrowing (or portion
thereof) fatigues the core seeker, with fatigue becoming exhaustionand then unconsciousness as usual. At this speed, a core seeker can
burrow 750 feet before becoming fatigued.
Find the Path: As the 6th level Cleric spell of the same
name.
Stonewalking: A core seeker of at least 17th level can step
into a piece of stone at least as big as he is, stepping out of anotherup to a mile away. Each transport is a standard action. You must
designate a distance and direction; you come out at the closest
piece of stone to this location that does not put you in signicant
danger. This ability can be used up to three times per day.
The Core Seeker (d8) Spells per Day
Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Allegiance to the Depths, Trapnding
2nd +2 +3 +3 +0 Terrain Mastery
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Ore Hunter 0
5th +5 +4 +4 +1 Darkvision 0
6th +6/+1 +5 +5 +2 Trap Sense +1 1
7th +7/+2 +5 +5 +2 Stonefriend 1
8th +8/+3 +6 +6 +2 Swift Tracker 1 0
9th +9/+4 +6 +6 +3 1 0
10th +10/+5 +7 +7 +3 Trap Sense +2 1 1
11th +11/+6/+1 +7 +7 +3 Burrow 5 1 1 0
12th +12/+7/+2 +8 +8 +4 1 1 1 13th +13/+8/+3 +8 +8 +4 Tremor Sense 30 1 1 1
14th +14/+9/+4 +9 +9 +4 Trap Sense +3 2 1 1 0
15th +15/+10/+5 +9 +9 +5 Find the Path 1/day 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Stonewalking 3/day 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 Trap Sense +4 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Freedom 1/day 3 3 3 3
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Freedom: As the 9th level Wizard spell of the same name.
Spells
Beginning at 4th level, a core seeker gains the ability to cast a
small number of arcane spells, which are drawn from the spell list
below. A core seeker must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have an Intelligence score
equal to at least 10 + the spell level. The Difculty Class for a sav-
ing throw against a core seekers spell is 10 + the spell level + the
core seekers Intelligence modier.
Like other spellcasters, a core seeker can cast only a certainnumber of spells of each spell level per day. His base daily spell al-
lotment is given on Table: The core seeker. In addition, he receives
bonus spells per day if he has a high Intelligence score. When the
table indicates that the core seeker gets 0 spells per day of a given
spell level, he gains only the bonus spells he would be entitled to
based on his Intelligence score for that spell level. The core seeker
does not have access to any domain spells or granted powers, as a
cleric does.
A core seeker prepares and casts spells the way a wizard does.
A core seeker may prepare and cast any spell on the core seeker
spell list, provided that he can cast spells of that level, but he must
choose which spells to prepare during his daily studies.
Through 3rd level, a core seeker has no caster level. At 4th
level and higher, his caster level is one-half his ranger level.
Core seekers learn to cast a specialized set of spells, a bag of
tricks intended to help them survive the depths more effectively.
Some of them have use in combat, while others are intended for
stealth missions, deterring pursuit, or plain survival. Because the
survival of the core seekers is considered essential to the magmamagi, core seeker spellbooks come preloaded with every one of
these spells.
1st: Alarm, Detect Animals or Plants, Detect Secret Doors,
Detect Snares and Pits, Endure Elements, Feather Fall, Grease,
Hold Portal, Light, Magic Mouth, Pass without Trace, Spider
Climb
2nd: Arcane Lock, Invisibility, Locate Object, Misdirection,
Obscure Object, Phantom Trap, Rope Trick, Shatter, Snare, Wind
Wall3rd: Clairaudience/Clairvoyance, Darkvision, Daylight, Neu-
tralize Poison, Remove Disease, Tiny Hut
4th: Dispel Magic, Fire Trap, Freedom of Movement, Locate
Creature, Nondetection, Scrying, Stone Shape
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Crystalhome Adept
In the rst year of the conjunction, the great wizard Laccia
raised the city of Crystalhome in the great western mountains be-
fore heading towards the outer planes to seek assistance. Whethershe will ever succeed or not, Crystalhome may still be her greatest
achievement. This crystal of the domed city stays warm regard-
less of the chill outside, which led to its unfortunate but inevitable
overcrowding.
The adepts of Crystalhome former monks
who lived on the mountainside quickly learned
to repair their city, care for those within, and
keep the peace, lest their monastery be overrun.
The majority of their martial skills have atro-
phied, replaced with political acumen.
Alignment: any Lawful. These monks may
be an order in transition, but they still require
discipline and order from their novices.
Hit Dice: d6
Skills
The crystalhome adepts class skills are:
Appraise, Balance, Concentration, Craft,
Diplomacy, Gather Information, Knowledge,
Performance, Speak Language, and Use Magic
Item
Skill points at 1st Level: (6 + Int modier) x4
Skill points at additional levels: 6 + Int modier
Class Features
Weapon and Armor Prociency: Crystalhome adepts are
procient with all simple weapons and light armor, but no shields.
The Crystalhome Adept (d6)Level Base Attack
Bonus
Fort Ref Will Special
1st +0 +2 +0 +2 Crystalhome Authority, Stone Hands Style
2nd +1 +3 +0 +3 Defensive Awareness
3rd +2 +3 +1 +3 Crystal Repair
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Mediation Training
6th +4 +5 +2 +5
7th +5 +5 +2 +5 Crystal Sheath 1/day
8th +6/+1 +6 +2 +6 Crystalline Wall 3/day
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Evasion
11th +8/+3 +7 +3 +7 Mark of Justice 1/day
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8 Guardian
14th +10/+5 +9 +4 +9 Quest
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Tongue of the Sun and the Moon
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11 Crystalize
20th +15/+10/+5 +12 +6 +12
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Crystalhome Authority: Crystalhome adepts gain +2 to
Charisma and Charisma-based skill checks when in the city of
Crystalhome and acting in an ofcial capacity. They also receive
this bonus when dealing with ofcials from other major settle-
ments.
Stone Hands Style: Crystalhome adepts are always treated
as if they were armed. They may attack with their hands and
feet, dealing 1d6 nonlethal damage (1d4 for Small creatures). In
addition, they do not trigger an attack of opportunity when trip-
ping, sundering, grappling, bull rushing, or taking other similar
maneuvers barehanded.
Defensive Awareness: Crystalhome adepts of 2nd level or
higher are trained to be especially aware of their surroundingsduring a ght. They gain their Wisdom modier as a dodge bonus
to AC, and on any Spot and Listen checks made during combat.
Crystal Repair: Crystalhome adepts of 3rd level or higher
can use the Make Whole spell on any crystalline object small
enough to t in its area of effect. They can also restore ve hit
points per round of contact to any larger crystalline object as a
move action, as long as the object is not totally destroyed. There is
no limit to the number of times per day this ability can be used.
Mediation Training: Starting at 5th level crystalhome adepts
are specially trained to remain calm at all times, showing emotions
they want to portray rather than their true reactions and carefully
probing the emotions of others. They can apply their Wisdom
bonus as a competence bonus on any Charisma check or Cha-
risma-based skill check.
Crystal Sheath: At 7th level and above, crystalhome adepts
can coat themselves in crystal once per day, for one round per
level. They must be holding or touching a nonmagical crystal
object at the time. The buildings or walls of Crystalhome are
the usual target, but the crystal can be as small as a thumb-sizedpiece of amethyst. While this ability lasts, the crystalhome adepts
receives a +4 natural armor bonus to AC, as well as a +4 enhance-
ment bonus to unarmed damage and a +2 bonus on Reex and
Fortitude saving throws as the crystal refracts magical energy away
from the Adept. Their unarmed attacks are considered magical
adamantine for the purposes of damage reduction.
Crystalline Wall: Crystalhome adepts of 8th level or higher
can create a wall of warm crystal three times per day, identical in
effect to the Wall of Ice spell.
Evasion: As the 2nd level monk ability of the same name.
Mark of Justice: as the Cleric spell of the same name. Cryst-
alhome adepts can only use this ability on those they know to have
broken a law.
Quest: As the Cleric spell of the same name. Crystalhome
adepts can only use this ability on those they know to have broken
a law.
Guardian: At 13th level the crystalhome adepts receives a
special gift from the elders of his order: a Shield Guardian made
of pure amethyst crystal, especially attuned to serve and protect
him. The amulet normally used to control Shield Guardians is
unnecessary.
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Tongue of the Sun and the Moon: As the 17th level Monk
ability of the same name.
Crystallize: As the Metacreativity psionic power of the same
name. Usable with a touch attack, once per day. The Fortitude saveis DC 10 + half the adepts level + his or her Wisdom modier,
and even if the save is failed, the target is slowed. The power may
be used again to reverse the effect, by the same Adept or another.
Iceborn Raider
Iceborn raiders are those who have turned to assault and
robbery to survive in this dark time. Their favorite targets are the
caravans of food from the Steaming Mountain to Crystalhome,and the sleds loaded with supplies that go the other way. Their
connection to the plane of Ice and their need for stealth have
furnished them with a number of abilities that allow them to act
covertly.
Alignment: any Evil. The Raiders steal food and supplies
from those who would die without it; no one can claim that what
they do is good.
Hit Dice: d8
Skills
The iceborn raiders class skills are: Appraise, Balance, Bluff,
Disable Device, Disguise, Forgery, Gather Information, Handle
Animal, Hide, Intimidate, Move Silently, Ride, and Survival
Skill points at 1st Level: (6 + Int modier) x4
Skill points at additional levels: 6 + Int modier
Class Features
Weapon and Armor Prociency: Iceborn raiders are
procient with all simple weapons, light and medium armor, and
shields
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No Allegiance: An iceborn raider gains a +2 bonus on Will
saves, but a 2 penalty on Charisma checks and Charisma-based
skill checks against any non-raiders who know his true profession.
Too many people have had their food and belongings stolen by the
Iceborn to trust one of them. Use of the Disguise skill is recom-
mended.
Lightning Ambush: If allowed to act during a surprise
round, an iceborn raider takes a full round worth of
actions rather than just a standard action.
Sneak Attack: As the rogue ability of the same
name. 1d6 at 2nd level, +1d6 more every four levels
thereafter.
Invisibility Pool: The iceborn raider receives a
pool of Invisibility tokens equal to one per two class lev-
els. This pool rells each morning. The iceborn raider
may spend a single token from this pool as a standard
action to turn invisible for to one minute per level. Start-
ing at 7th level the iceborn raider may instead spend
two tokens to turn himself invisible as a move action, or
three tokens to do so as a quickened action.
Other class abilities also spend tokens from thispool, but such expenditures do not necessarily turn the
iceborn raider invisible. Access to a Ring of Invisibility
or other constant-use invisibility item grants the iceborn
raider an additional ve tokens per day.
Transparent Weapons: The iceborn raider spends
an Invisibility token and takes a full round to make his
weapons (or 20 pieces of ammunition) transparent. For the next
hour he receives a +2 circumstance bonus to hit any foe using
vision to detect him.
Unseen Attack:The iceborn raider can use his invisibility to
unsettle foes and confuse them as to his true plan of attack. He
spends two invisibility tokens and vanishes for a single second.
The iceborn raider may use this ability to render an opponent at-
The Iceborn Raider (d8)Level Base Attack
Bonus
Fort Ref Will Special
1st +0 +0 +2 +0 No Allegiance, Lightning Ambush
2nd +1 +0 +3 +0 Sneak Attack +1d6
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Invisibility Pool
5th +3 +1 +4 +1 Transparent Weapons
6th +4 +2 +5 +2 Sneak Attack +2d6
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Unseen Attack
9th +6/+1 +3 +6 +3 Like Seeks Like
10th +7/+2 +3 +7 +3 Sneak Attack +3d6
11th +8/+3 +3 +7 +3 Evasion
12th +9/+4 +4 +8 +413th +9/+4 +4 +8 +4 Ethereal Step
14th +10/+5 +4 +9 +4 Sneak Attack +4d6
15th +11/+6/+1 +5 +9 +5
16th +12/+7/+2 +5 +10 +5 Eternal Invisibility
17th +12/+7/+2 +5 +10 +5 Ethereal Jaunt
18th +13/+8/+3 +6 +11 +6 Sneak Attack +5d6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Invisible Master
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footed until his next action. Opponents are allowed Sense Motive
or Listen check (DC = 10 + the raiders class level + Dexterity
modier) to resist.
Like Seeks Like: The iceborn raider has spent so much time
invisible that he is attuned to the resonance of the unseen world.
While invisible, the iceborn raider can see invisible and ethereal
creatures as if using the See Invisible spell.
Evasion: As the 2nd level Rogue ability of the same name.
Use of this ability costs one Invisibility token.
Ethereal Step: Take a move action to become ethereal until
the end of your next round. Use of this ability costs two Invisibility
tokens.
Eternal Invisibility: The iceborn raiders Invisibility power
now has an unlimited duration. Turning invisible no longer costs
the iceborn raider an Invisibility token. However, the costs for
faster invisibility and other abilities remain the same.
Ethereal Jaunt: As the 7th level Sorcerer spell of the same
name. Activating this ability costs ve invisibility tokens.
Invisible Master: At 20th level an iceborn raiders powers ofstealth become so developed that practically nothing can prevent
their use. He remains invisible even after attacking, and cannot be
detected via hearing, tremorsense, scent, blindsense, or ay other
natural sense. Only True Seeing and other suitable divinatory
spells of 6th level or greater will reveal his location.
Knight of the Snows
The Knights of the Snows are descended from the Order of
Polaris, a group of warriors who stayed in the frozen north to
protect the last people who remained behind. Many had assumedthey died in the cold, but three years ago they returned from the
north, with stories of a fae goddess of the northern snows who
protects them.
Alignment: any Lawful. The knight of the snows is sworn to
a sacred order of protectors. Though many swear to gain power,
those who break their oaths are ejected from the order. Only those
who keep their word are allowed to remain.
Hit Dice: d10
Skills
The knight of the snows class skills are: Balance, Craft, Escape
Artist, Handle Animal, Intimidate, Jump, Listen, Profession, Ride,
Spot, and Survival
Skill points at 1st Level: (2 + Int modier) x4
Skill points at additional levels: 2 + Int modier
Class Features
Weapon and Armor Prociency: Knights of the snows are
procient with all simple and martial weapons, all armor, and all
shields.
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Allegiance to Ice: At 1st level a knight of the snows gains +2
to Charisma and Charisma-related skill checks when dealing with
creatures of the Cold subtype. He gains Cold Resistance 5 and
general immunity to the effects of cold weather.
Touch of Frost: The knight of the snows may cast the spell
Ray of Frost at will, though the range is reduced to touch.
Iceblade: At 2nd level a knight of the snows can sculpt snow
or ice into any medium-sized martial weapon, taking one minute,
once per day. The blade lasts until the knight of the snows fails a
saving throw against any re- or heat-oriented spell. If the knight
of the snows already has a magical weapon, this ability instead
coats that blade with ice, giving it the Frost special ability. This
improvement likewise fails in the face of re.
The Knight of the Snows (d10) Spells per Day
Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Allegiance to Ice, Touch of Frost
2nd +2 +3 +0 +0 Iceblade 1/day
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Icewalker 0
5th +5 +4 +1 +1 Frozen Armor 1/day 0
6th +6/+1 +5 +2 +2 1
7th +7/+2 +5 +2 +2 Improved Girding 2/day 1
8th +8/+3 +6 +2 +2 Polar Shelter 1 0
9th +9/+4 +6 +3 +3 1 0
10th +10/+5 +7 +3 +3 Quenching Blow 1 1
11th +11/+6/+1 +7 +3 +3 Diamond Girding 3/day 1 1 0
12th +12/+7/+2 +8 +4 +4 1 1 1 13th +13/+8/+3 +8 +4 +4 Frozen Palace 1 1 1
14th +14/+9/+4 +9 +4 +4 2 1 1 0
15th +15/+10/+5 +9 +5 +5 Snow Devils 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 Eternal Snow 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Sheath of Everlasting Ice 3 3 3 3
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Icewalker: At 4th level a knight of the snows need not make
Balance checks to walk or run normally on ice and snow. Snowy
areas up to hip-deep are considered normal terrain, and the knight
of the snows is untrackable on snow or ice.
Frozen Armor: At 5th level a knight of the snows can sculpt
snow or ice into any light or medium armor, taking one minute,
once per day. The armor lasts until the knight of the snows fails a
saving throw against any re- or heat-oriented spell. If the knight
of the snows already has a magical suit of armor, this ability
instead coats that armor with ice, giving it Cold Resistance. This
improvement likewise fails in the face of re.
Improved Girding: At 7th level the knight of the snows may
use the Iceblade and Frozen Armor abilities one more per day.In addition, Iceblade now creates +1 Frost weapons, or upgrades
existing magical weapons to Freezing Burst. Frozen Armor now
creates +1 Cold Resistance armor, or upgrades existing magical
armor to Greater Cold Resistance.
Polar Shelter: At 8th level the knight of the snows may call
a structure forth from ice and snow. Resembling a house made of
blocks of ice, this building has all the qualities of one created with
the Secure Shelter, with the exception that it is insulated against
nonmagical cold weather and provides Cold Resistance 5 to thosewithin. This ability takes ten minutes to use, and houses one per-
son per class level. The polar shelter spontaneously melts one hour
after sunrise.
Quenching Blow: At 10th level a knight of the snows with
an iceblade drawn may cast Quench as a standard action, once
per round. He must touch the edge of the re, and make a caster
level check as normal for any magical res (remember that his
caster level is half his character level). He can also use this ability
with a readied action to counter a re-based spell, or with a touch
attack to damage an elemental (re) creature. These uses destroy
the power of the iceblade, returning it to its natural state (plain old
snow, or an enchanted weapon, depending on the particular use
of the ability).
Diamond Girding: At 11th level the knight of the snows may
use the Iceblade and Frozen Armor abilities once more per day.
In addition, the enhancement bonus of items created with these
abilities increases to +3, and magical objects improved by these
abilities improve their existing enhancement bonus by +1.
Frozen Palace: At 13th level the knight of the snows improveson his polar shelter. The structure is immense, up to three ten-foot
cubes per class level, and is capable of housing three times as many
people. Its walls are as strong as a foot of hewn masonry (hardness
8, 90 HP, break DC 35), making it almost impervious to assault. It
is otherwise identical to the polar shelter.
Snow Devils: At 15th level a knight of the snows wearing
frozen armor can split pieces of it from him, forming them into
deadly servants. For each point he sacrices from his armor bonus
to AC (not the enhancement bonus), he is served by one greaterCold Elemental. Use the statistics for a greater Air Elemental, with
the Air subtype altered to Cold and all other abilities intact. The
elementals follow his commands to the best of their ability. The
elementals disappear after 10 minutes per character level, but the
armor remains damaged until it is recreated.
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Eternal Snow: At 17th level the Iceblade and Frozen Armor
abilities of the knight of the snows are no longer subject to de-
struction by re, magical or otherwise.
Sheath of Everlasting Ice: At 20th level, the knight of the
snows can imprison an enemy forever in ice, once per month. This
ability functions as the 9th level Sorcerer spell Imprisonment, with
the exception that the target is encased in an opaque block of ice
rather than imprisoned beneath the earth. No natural or non-epic
magical re can melt this ice.
Spells
Beginning at 4th level, a knight of the snows gains the ability
to cast a small number of divine spells, which are drawn from thespell list below. A knight of the snows must choose and prepare her
spells in advance.
To prepare or cast a spell, a knight of the snows must have a
Charisma score equal to at least 10 + the spell level. The Difculty
Class for a saving throw against a knight of the snowss spell is 10
+ the spell level + the knight of the snowss Charisma modier.
Like other spellcasters, a knight of the snows can cast only
a certain number of spells of each spell level per day. Her base
daily spell allotment is given on Table: The Knight of the Snows.
In addition, she receives bonus spells per day if she has a high
Wisdom score. When Table: The knight of the snows indicates
that the knight of the snows gets 0 spells per day of a given spell
level, she gains only the bonus spells she would be entitled to based
on her Wisdom score for that spell level The knight of the snows
does not have access to any domain spells or granted powers, as a
cleric does.
A knight of the snows prepares and casts spells the way a pala-
din does. A knight of the snows may prepare and cast any spell on
the knight of the snows spell list, provided that she can cast spells
of that level, but she must choose which spells to prepare during
her daily meditation.
Through 3rd level, a knight of the snows has no caster level.
At 4th level and higher, her caster level is one-half her knight of
the snows level.
Knights of the snows obtain their spells by worshipping the
Snowake Queen, a benevolent faerie goddess whose domainhas expanded from the uttermost north to cover almost the entire
northern hemisphere. While she is not very powerful as goddesses
go, she is still capable of giving some aid to those who are faithful
to her. Those who are unfaithful will nd her aid withdrawn, along
with their spells and other class features.
1st: Chill Touch, Detect Animals or Plants, Detect Snares and
Pits, Endure Elements, Feather Fall, Light, Ray of Frost
2nd: Chill Metal, Continual Flame, Darkvision, Detect
Thoughts, Levitate, Resist Energy3rd: Dispel Magic, Protection from Energy, Quench, Sleet
Storm, Water Walk, Wind Wall
4th: Cone of Cold, Fire Shield, Freedom of Movement, Ice
Storm, Wall of Ice
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Mad Hermit
When a mans family is starves to death around him, what
happens to him? When he comes back from a search for rewood
and nds his house and children crushed by frost giants, can hismind survive? Mad hermits are those poor individuals who have
been alone in the cold, taunted by ice spirits and the remains of
their past until they have nothing left. Many of them are
dangerous, for they have nothing left to lose not even
their minds.
Alignment: any Chaotic. Mad hermits are quite insane,
barely falling into the already vague categories used to de-
scribe mental instability. They retain their previous morality,
but have little care for laws and restrictions.
Hit Dice: d10
Skills
The mad hermits class skills are: Balance, Handle
Animal, Hide, Intimidate, Jump, Profession, Sense Motive,
Spot, Survival
Skill points at 1st Level: (2 + Int modier) x4
Skill points at additional levels: 2 + Int modier
Class Features
Weapon and Armor Prociency:
Mad hermits are procient with all simple weapons and
with light armor, but not shields.
Allegiance to Madness: The mad hermit is quite familiar
with insanity. He gains a +2 on Charisma checks and Charisma-
based skill checks made against any insane humanoid, and a +2 to
any skill check relating to Aberrations (such as intimidating one or
understanding its approach to existence). Unfortunately, you also
The Mad Hermit (d10)Level Base Attack
Bonus
Fort Ref Will Special
1st +1 +2 +0 +2 Allegiance to Madness,
Scorn Sanity, Rage
2nd +2 +3 +0 +3 Invisible Friend
3rd +3 +3 +1 +3 Fists of Rage
4th +4 +4 +1 +4 Growing Madness
5th +5 +4 +1 +4 Crushing Grasp
6th +6/+1 +5 +2 +5
7th +7/+2 +5 +2 +5 Rend 2d6
8th +8/+3 +6 +2 +6 Damage Reduction 1/-
9th +9/+4 +6 +3 +6
10th +10/+5 +7 +3 +7 Greater Madness
11th +11/+6/+1 +7 +3 +7 Damage Reduction 2/-
12th +12/+7/+2 +8 +4 +813th +13/+8/+3 +8 +4 +8 Indomitable Will
14th +14/+9/+4 +9 +4 +9 Damage Reduction 3/-
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 Damage Reduction 4/-
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Terrifying Rage
20th +20/+15/+10/+5 +12 +6 +12 Damage Reduction 5/-
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* Panic Attacks: Evasion, as the rogue ability
* Paranoia: Uncanny Dodge, as the barbarian ability
* Phobia/Mania: Favored Enemy, as the ranger ability
* Piblokto: Endure Elements (cold only)
* Schizophrenia: Trap Sense +2, as the rogue ability
Crushing Grasp: The mad hermits unarmed strike damage
rises to 1d10, and he gains the benet of the Improved Grapple
feat. While in a grapple he may deal nonlethal damage if desired.
Damage Reduction: Starting at 8th level the mad hermit
receives damage reduction 1/-. The damage reduction increases
by +1 for every three levels afterward (11th, 14th, etc.)
Greater Madness: At 10th level the mad hermit becomes
even less sane, falling deeper into madness. Use the list below to
nd your new class feature.
* Agoraphobia: Burrow 5
* Amnesia: Slippery Mind, as the rogue ability
* Avoidant: Hide in Plain Sight, as the ranger ability
* Bipolar: Ignore any Enchantment (Compulsion) effect of 5thlevel or lower
* Impulse Control: Opportunist, as the rogue ability
* OCD: Diamond Body, as the monk ability
* Panic Attacks: Improved Evasion, as the monk ability
* Paranoia: Improved Uncanny Dodge, as the barbarian ability
* Phobia/Mania: Favored Enemy (Must choose the same enemy
as before; stacks)
* Piblokto: Cold resistance 20
* Schizophrenia: See Invisible, always on
Indomitable Will: as the barbarian class feature of the same
name
Terrifying Rage: Those who see the rage of a mad hermit of
19th level or greater are sure to fear for their lives. Any enemies
who can sense the mad hermit in any way must make a Will save
(DC = 10 + half the hermits class level + his Charisma modier)
or become shaken for the duration of the rage.
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Magma Mage
Magma mages are individuals whose minds are attuned to the
depths of the planet, to the warmth pushed away by the worlds
unending conjunction with Ice. From their home on the SteamingMountain they seek to call the paraplane of Magma closer to the
prime material, to end the conjunction.
Magma mages are often found delving into the Great Dark,
and have a skill or two to help them out in these situations. Their
protectors, the Core Seekers, make sure that the mages keep them-
selves t and ready.
Alignment: any Chaotic. The endless ows of the Core are
not for the faint of heart or those with unbending minds.
Hit Dice: d4
Skills
The magma mages class skills are: Climb, Concentration,
Craft, Diplomacy, Knowledge, Listen, Spellcraft, and Use Rope
Skill points at 1st Level: (2 + Int modier) x4Skill points at additional levels: 2 + Int modier
Class Features
Weapon and Armor Prociency:
Magma mages are procient with simple weapons and light
armor, but not shields. They still suffer the standard arcane spell
failure chances.
Allegiance to the Core: At 1st level a magma mage gains +2
to Charisma and Charisma-related skill checks when dealing with
creatures of the Fire or Earth subtypes. He gains Fire Resistance 5
and general immunity to the effects of smoke inhalation.
Summon Familiar: Magma Magi gain the assistance of a
familiar in the same way a sorcerer of the same level would. They
can choose any creature that lives underground, including bats,
rats, snakes, or toads.
Improved Familiar: At 5th level the magma mage gains the
assistance of a creature from the Core: a Magma Mephit. The
Mephits alignment matches the characters, though it may tend
more towards the chaotic. The mephits intelligence and naturalarmor increase as other familiars would, and it gains special abili-
ties as normal.
Invoke Signature: See page 35.
Magma Substitution: At 9th level any re-based spell cast
by the magma mage becomes an explosion of molten rock. Such
spells deal half their damage as re, and the rest as ordinary
non-energy damage (the type dealt by weapons, falls, etc.). This
damage is treated as magic and adamantine for the purposes ofdamage reduction. This ability cannot be turned off as it is a
permanent change to the way the magma mage uses magic.
Deep Mage: At 13th level the magma mage becomes at home
in the deep places of the world. Being closer to the core makes
his spells easier to cast and more powerful. Save DCs for his spells
increase by one when he is underground.
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Volcanic Vent: At 17th level the magma mage can use one
eighth-level spell slot to create a tiny, permanent volcanic vent
in the ground, producing about as much heat as a campre. By
burning more spell slots, the magma mage can make the volcano
larger and more powerful. Three spell levels can be sacriced to
increase the damage dealt by the vent by 1d6. Four spell levels can
be sacriced to increase its radius by ve feet. At the end of the
day, if more than seventy spell levels have been sacriced to the
volcano its damage and radius are permanently increased by 1d6
and ve feet, to a maximum of 20d6 and one thousand feet.
The Magma Mage (d4) Spells per Day
Level Base Attack
Bonus
Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Allegiance to the Core, Summon Familiar 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Improved Familiar 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 Invoke Signature 6 6 5 3
9th +4 +3 +3 +6 Magma Substitution 6 6 6 4
10th +5 +3 +3 +7 6 6 5 3
11th +5 +3 +3 +7 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 5 3 13th +6/+1 +4 +4 +8 Deep Mage 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 5 3
17th +8/+3 +5 +5 +10 Volcanic Vent 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6
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Spells
A magma mage casts arcane spells which are drawn from the
spell list below. He can cast any spell he knows without preparing
it ahead of time.
To learn or cast a spell, a magma mage must have an Intel-
ligence score equal to at least 10 + the spell level. The Difculty
Class for a saving throw against a magma mages spell is 10 + the
spell level + the magma mages Intelligence modier.
Like other spellcasters, a magma mage can cast only a certain
number of spells of each spell level per day. His base daily spell al-
lotment is given on the table on this page. In addition, he receives
bonus spells per day if he has a high Charisma score.
A magma mages selection of spells is extremely limited. A
magma mage begins play knowing four 0-level spells and two
1st-level spells of your choice. At each new magma mage level,
he gains one or more new spells, as indicated on the table. (Un-
like spells per day, the number of spells a magma mage knows is
not affected by his Intelligence score; the numbers on this table
are xed.) These new spells can be common spells chosen from
the magma mage spell list, or they can be unusual spells that the
magma mage has gained some understanding of by study. Themagma mage cant use this method of spell acquisition to learn
spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered magma
mage level after that (6th, 8th, and so on), a magma mage can
choose to learn a new spell in place of one he already knows. In
effect, the magma mage loses the old spell in exchange for the
new one. The new spells level must be the same as that of the
spell being exchanged, and it must be at least two levels lower than
the highest-level magma mage spell the magma mage can cast. A
magma mage may swap only a single spell at any given level, and
must choose whether or not to swap the spell at the same time that
he gains new spells known for the level.
Unlike a wizard or a cleric, a magma mage need not prepare
his spells in advance. He can cast any spell he knows at any time,
Magma Mage spells knownLevel 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 7 5 3 2 1
9th 7 5 4 3 2
10th 7 5 4 3 2 1
11th 7 5 5 4 3 2
12th 7 5 5 4 3 2 1
13th 7 5 5 4 4 3 2
14th 7 5 5 4 4 3 2 1
15th 7 5 5 4 4 4 3 2
16th 7 5 5 4 4 4 3 2 1
17th 7 5 5 4 4 4 3 3 2
18th 7 5 5 4 4 4 3 3 2 1
19th 7 5 5 4 4 4 3 3 3 2
20th 7 5 5 4 4 4 3 3 3 3
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assuming he has not yet used up his spells per day for that spell
level. He does not have to decide ahead of time which spells hell
cast.
Magma Mages learn spells dealing with re and earth. They
learn spells of force and movement to push the currents of the
Core, pure magic to unweave the bindings others put on them,
and conjurations to call aid from the Plane of Magma. The great
majority of their spells are offensive.
0th: Dancing Lights, Detect Magic, Flare, Light, Mage Hand
1st: Detect Secret Doors, Endure Elements, Faerie Fire, Flam-
ing Hands, Hold Portal, Magic Stone, Obscuring Mist, Sleep,
Summon Monster I
2nd: Arcane Lock, Continual Flame, Darkvision, Find Traps,Fire Trap, Flaming Sphere, Fog Cloud, Heat Metal, Knock, Lo-
cate Object, Magic Mouth, Resist Energy, Pyrotechnics, Scorching
Ray, Soften Earth and Stone, Summon Monster II
3rd: Daylight, Deep Slumber, Dispel Magic, Explosive Runes,
Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Protection
from Energy, Stinking Cloud, Stone Shape, Summon Monster III
4th: Dimension Door, Fire Shield, Fire Trap, Lesser Globe of
Invulnerability, Locate Creature, Resilient Sphere, Spike Stones,
Stoneskin, Summon Monster IV, Wall of Fire
5th: Cloudkill, Dismissal, F lame Strike, Passwall, Permanency,Summon Monster V, Symbol of Sleep, Telekinesis, Teleport,
Transmute Rock/Mud, Wall of Stone,
6th: Acid Fog, Disintegrate, Find the Path, Flesh to Stone,
Forceful Hand, Globe of Invulnerability, Greater Dispel Magic,
Move Earth, Stone to Flesh, Summon Monster VI, Wall of Iron,
Word of Recall
7th: Banishment, Delayed Blast Fireball, Grasping Hand,
Greater Teleport, Phase Door, Plane Shift, Statue, Summon
Monster VII
8th: Clenched Fist, Dimensional Lock, Earthquake, Fire
Storm, Horrid Wilting, Incendiary Cloud, Iron Body, Maze, Re-
pel Metal or Stone, Summon Monster VIII, Sunburst, Telekinetic
Sphere, Temporal Stasis
9th: Crushing Hand, Etherealness, Freedom, Gate, Implosion,
Imprisonment, Mages Disjunction, Meteor Swarm
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Naga Cultist
When the cold came, the animals who could do so went under-
ground. With the snakes went the Naga, the powerful and magical
snake-beings who once ruled the equatorial regions. Some say theystill rule, behind the scenes, and their cultists carry their will into
the world above.
Alignment:Any. As there are many kinds of Naga, there
are many who follow them.
Hit Dice: d8
Skills
The naga cultists class skills are: Bluff, Climb, Disable
Device, Escape Artist, Forgery, Gather Information, Hide,
Intimidate, Knowledge (arcana), Listen, Move Silently, Per-
form (oratory), Profession, Sense Motive, Sleight of Hand,
Spot, Survival, Tumble, Use Rope
Skill points at 1st Level: (6 + Int modier) x4
Skill points at additional levels: 6 + Int modier
Class Features
Weapon and Armor Prociency:
Naga cultists are procient with all simple and martial
weapons, all light and medium armor, but no shields
Serpent Afnity: Naga cultists gain +2 on Charisma
checks and Charisma-based skill checks made against any
serpentine creatures, including nagas, dragons, couatl, salaman-
ders, and (should they be able to talk to them) actual snakes.
Poison Use: As per the 1st level assassin class ability of the
same name.
Bewitching Gaze: While not as strong as the gaze of a true
naga, the naga cultists eyes carry a strange attraction to those who
The Naga Cultist (d8)Level Base Attack
Bonus
Fort Ref Will Special
1st +0 +0 +2 +0 Serpent Afnity, Poison Use
2nd +1 +0 +3 +0 Bewitching Gaze
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Sting (1d2)
5th +3 +1 +4 +1
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Sting (1d6)
8th +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3
10th +7/+2 +3 +7 +3 Sting (1d6)
11th +8/+3 +3 +7 +3 Captivating Gaze
12th +9/+4 +4 +8 +4
13th +9/+4 +4 +8 +4 Sting (1d8)
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5
16th +12/+7/+2 +5 +10 +5 Sting (1d10)
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Sting (2d6)
20th +15/+10/+5 +6 +12 +6 Aberrant Form
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stare into them. Any characters who meets the gaze of a naga
cultist basically anyone conversing with him have their attitude
towards him and his allies improved by one step. This ability al-
lows a saving throw for those the naga cultist has shown ill will
towards in the past, with Will DC 10 + half the cultists class level
+ his Charisma modier. Those actively hostile towards the naga
cultist need not save; they are unaffected.
Sting: Naga cultists of 4th level or greater gain a concealed
stinger in their hands, which allows them to deliver a venomous
blow with a barehanded strike (not a touch attack). The Fortitude
DC for these poisons is 10 + half level + Con bonus. The poisons
deal ability damage of a type determined by the cultists align-
ment: Lawful cultists deal Dexterity damage, Neutral cultists deal
Constitution damage, and Chaotic clerics deal Strength damage.This magical poison cannot reduce a characters attributes below
1. The amount of ability damage dealt is listed on table above.
Naga cultist poison is magical; the have no poison glands to milk
and cannot create more than they need.
Captivating Gaze: Starting at 11th level, the naga cultists
Bewitching Gaze works even on those actively hostile to him, such
as opponents engaging him in combat. Those he has borne ill will
are still not affected, including individuals he has attacked.
Aberrant Form: At 20th level a naga cultists creature type
changes to Aberration. He is no longer subject to spells that affect
only humanoids. His will save gains an inherent bonus of +4, he
acquires darkvision to a range of sixty feet, and he becomes im-
mune to poisons of all types, including his own.
Planar Initiate
While most people are concentrating on living their lives as
best they can under the fall of snow, the planar initiates seek a solu-
tion in the most distant reaches of the multiverse. They see theirrivals, the magma mages, as part of a two-pronged attempt to nd
a solution outside the prime material.
Despite their usually cloistered nature, planar initiates often
feel a great deal of wanderlust, and many eventually are compelled
to visit the distant worlds they have observed.
Alignment: Any. Planar initiates reect all the variety of the
outer planes. The only thing that is necessary is a drive for knowl-
edge.
Hit Dice: d4
Skills
The planar initiates class skills are: Concentration, Craft,
Decipher Script, Gather Information, Heal, Knowledge (any),
Search, Speak Language, Spellcraft, Survival, and Use Magic
Device
Skill points at 1st Level: (4 + Int modier) x4
Skill points at additional levels: 4 + Int modier
Class Features
Weapon and Armor Prociency: Planar initiates are pro-
cient with all simple weapons, but not with any armor or shields.
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Allegiance to the Stars: Planar initiates study the outer planes
in depth, including their culture. They receive +2 on Charisma
and Charisma-based skill checks against creatures from the outer
planes (but not against elementals, genies, and other inner-planar
creatures).
Banish Outsiders: As per the 1st level cleric ability to turn
undead, but instead banishes
or destroys outsiders of any
alignment. Those so banished
cannot leave their home plane
for a full minute. Usable a
number of times per day equal
to 3 + Cha modier. Planarinitiates cannot use this ability
while in the inner planes, nor
can they banish a creature
from its home plane.
Astral Scribe: Years ago
the mightiest planar initiates
forged a pact with a race of
knowledge-hungry creatures
native to the astral plane. Aftertaking a full minute to summon
one of these creatures the
planar initiate can question it
in detail about the world and
its history. This works as the
Bardic Knowledge class ability, substituting levels of planar initiate
for bard levels.
Planar Native: A 7th level or higher planar initiate can take a
full day to forge a strong magical connection to a particular plane.
When on that plane, the planar initiate is treated as a native for all
purposes, and does not suffer the penalties that those unfamiliar
with the plane might suffer. Environmental problems still apply,
The Planar Initiate (d4)Level Base Attack
Bonus
Fort Ref Will Special Power
Points/Day
Powers
Known
Maximum
Power Level
1st +0 +0 +0 +2 Allegiance to the Stars 2 3 1st
2nd +1 +0 +0 +3 Banish Outsiders 6 5 1st
3rd +1 +1 +1 +3 11 7 2nd4th +2 +1 +1 +4 Astral Scribe 17 9 2nd
5th +2 +1 +1 +4 25 11 3rd
6th +3 +2 +2 +5 35 13 3rd
7th +3 +2 +2 +5 Planar Native 46 15 4th
8th +4 +2 +2 +6 58 17 4th
9th +4 +3 +3 +6 72 19 5th
10th +5 +3 +3 +7 88 21 5th
11th +5 +3 +3 +7 106 22 6th
12th +6/+1 +4 +4 +8 126 24 6th
13th +6/+1 +4 +4 +8 Planar Anchor 147 25 7th
14th +7/+2 +4 +4 +9 170 27 7th
15th +7/+2 +5 +5 +9 195 28 8th
16th +8/+3 +5 +5 +10 221 30 8th
17th +8/+3 +5 +5 +10 250 31 9th
18th +9/+4 +6 +6 +11 280 33 9th
19th +9/+4 +6 +6 +11 311 34 9th
20th +10/+5 +6 +6 +12 343 36 9th
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such as the howling winds of Pandemonium or the ames of the
Elemental Plane of Fire.
Planar Anchor: A 13th level or higher planar initiate can use
his Banish Outsiders ability on a single creature to send it away
from the plane he is currently on. He must make a turning check
as usual. Success banishes the creature to a pocket dimension for
one minute. The dimension is vacant of all but air, but the creature
can use any of its equipment and/or abilities that do not require
planar travel. When the minute is up, the creature returns to its
previous location, or the closest available safe location (as per
Dimension Door).
Powers
Planar initiates have access to psionic powers. An initiates
ability to manifest powers is limited by the power points he has
available. His base daily allotment of power points is given on
Table: The Planar Initiate. In addition, he receives bonus power
points per day if he has a high Intelligence score.
An initiate begins play knowing three 1st level powers of
your choice. Each time he achieves a new level, he unlocks the
knowledge of new powers. Choose the powers known from the list
below. A planar initiate can manifest any power that has a powerpoint cost equal to or lower than his manifester level. To learn or
manifest a power, a psion must have an Intelligence score of at
least 10 + the powers level.
The number of times an initiate can manifest powers in a day
is limited only by his daily power points.
An initiate simply knows his powers; they are ingrained in his
mind. He does not need to prepare them (in the way that some
spellcasters prepare their spells), though he must get a good nights
sleep each day to regain all his spent power points.
The Difculty Class for saving throws against planar initiate
powers is 10 + the powers level + the initiates Intelligence modi-
er.
Planar Initiates learn primarily those powers dealing with
travel to other planes, and those that call forces from beyond.
They also learn powers that involve divination, mental offense and
defense, and some utility spells to assist or protect them in their
travels. Most of their offensive powers are mental in nature.
Magic and psionics in this setting are considered two aspects
of the same force. Any ability that affects magic will affect psionics,
and vice versa.
1st: Astral Construct, Astral Traveler, Burst, Call to Mind,
Conceal Thoughts, Deceleration, Detect Psionics, Detect Tele-
portation, Ecto Protection, Empty Mind, Entangling Ectoplasm,
Far Hand, Know Direction and Location, Missive, My Light,
Precognition, Sense Link
2nd: Body Equilibrium, Clairvoyant Sense, Cloud Mind, De-tect Hostile Intent, Dimension Swap, Energy Adaptation (speci-
ed), Identify, Knock, Levitate, Mass Missive, Object Reading,
Sensitivity to Psychic Impressions, Thought Shield, Tongues
3rd: Astral Caravan, Danger Sense, Darkvision, Dismiss
Ectoplasm, Dispel Psionics, Ectoplasmic Cocoon, Hustle, Mental
Barrier, Mind Trap, Psionic Blast, Time Hop
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4th: Aura Sight, Correspond, Detect Remove Viewing, Di-
mension Door, Dismissal, Divination, Energy Adaptation, Fly,
Freedom of Movement, Intellect Fortress, Mindwipe, Quintes-
sence, Remote Viewing, Schism, Trace Teleport
5th: Adapt Body, Catapsi, Incarnate, Plane Shift, Power Resis-
tance, Shatter Mind Blank, Teleport, Teleport Trigger, Tower of
Iron Will, True Seeing
6th: Aura Alteration, Banishment, Cloud Mind (mass), Dispel-
ling Buffer, Null Psionics Field, Overland Flight, Remove View
Trap, Retrieve, Temporal Acceleration
7th: Divert Teleport, Dream Travel, Ethereal Jaunt, Mind
Blank (personal), Reddopsi, Phase Door, Sequester
8th: Astral Seed, Bend Reality, Hypercognition, Mind Blank,
Teleport (greater), Time Hop (mass)
9th: Apopsi, Etherealness, Genesis, Metafaculty, Microcosm,Reality Revision, Teleportation Circle, Time Regression
Reborn Archon
Young men and women of all races and backgrounds have
awoken to nd themselves shining with the power of the upper
planes. While the original soul is gone, and only scraps of itspersonality remain, the archons drive and power restore the body
and give the person new purpose: to bring light and hope to the
world.
Reborn archons most often take the bodies of those who would
otherwise have died, typically from diseases such as pneumonia. It
is very rare for them to displace an existing soul, and in such cases
those souls were often headed for the lower planes.
Alignment: any Good. Reborn Archons are literally that;celestial messengers and warriors born to mortal women.
Hit Dice: d6
Skills
The reborn archons class skills are: Concentration, Diplo-
macy, Heal, Knowledge (any), Listen, Perform, Sense Motive,
Spellcraft, Spot
Skill points at 1st Level: (4 + Int modier) x4
Skill points at additional levels: 4 + Int modier
Class Features
Weapon and Armor Prociency: Reborn archons are pro-
cient with all simple weapons, but not with any armor or shields.
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Allegiance to Heaven: The reborn archon gains a +2 on
Bluff, Diplomacy, Gather Information, Sense Motive, and any
Charisma checks made when dealing with good-aligned outsiders.
He gains the same bonus against non-good outsiders, but the Di-
plomacy bonus is replaced with a bonus to Intimidate. Creatures
from the inner planes may or may not be subject to these modi-
ers, depending on their knowledge of the outer planes.
Augmented Healing: Starting at 4th level, any spell the
reborn archon casts that restores hit point or ability damage now
returns either an extra +1 ability point, or +1 hit point per caster
level (up to double the spells normal maximum amount), as ap-
propriate.
The Reborn Archon (d6) Spells per Day
Level Base Attack
Bonus
Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Allegiance to Heaven 3 1
2nd +1 +3 +0 +3 4 2
3rd +1 +3 +1 +3 4 2 1 4th +2 +4 +1 +4 Augmented Healing 5 3 2
5th +2 +4 +1 +4 5 3 2 1
6th +3 +5 +2 +5 5 3 3 2
7th +3 +5 +2 +5 Aura of Menace, Invoke Signature 4 3 2 1
8th +4 +6 +2 +6 4 3 3 2
9th +4 +6 +3 +6 4 3 2 1
10th +5 +7 +3 +7 4 3 3 2
11th +5 +7 +3 +7 Archon Immunities 4 3 2 1
12th +6/+1 +8 +4 +8 4 3 3 2
13th +6/+1 +8 +4 +8 4 3 2 1
14th +7/+2 +9 +4 +9 Conduit to Beyond 4 3 3 2
15th +7/+2 +9 +5 +9 4 3 2 1
16th +8/+3 +10 +5 +10 4 3 3 2
17th +8/+3 +10 +5 +10 Close to the Surface 4 3 2 1
18th +9/+4 +11 +6 +11 4 3 3 2
19th +9/+4 +11 +6 +11 4 4 3 3
20th +10/+5 +12 +6 +12 Ascension 4 4 4 4
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Aura of Menace: While the Reborn Archon is a beacon of
hope, archons themselves are fearsome warriors, and this becomes
plain to those who anger them. Any hostile creature within 10 feet
of an angry reborn archon of 7th level or higher must make a Will
save, DC 10 + 1/2 level + Cha, or suffer a 2 penalty on attacks,
saves, and armor class for 24 hours, or until they strike the reborn
archon.
Invoke Signature: See page 35.
Archon Immunities:At 11th level and above, reborn archon
are immune to electricity and petrication, and receive a +4 bonus
on saves against poison.
Conduit to Beyond: reborn archon of 14th level and highercan speak with the souls of those who passed on to the upper planes.
This can function either as the Commune spell, or as the Speak
with Dead spell. There is no cost for using this ability. The reborn
archon may use the Speak with Dead ability no more than three
times per day, with the usual limit of not contacting a particular
person more than once per week. Use of the Commune prevents
further use of this ability (either version) for one full week.
Close to the Surface: It is obvious to all onlookers that the
reborn archons body is merely a conduit for much greater celestialpower. A 17th level reborn archon gains the Leadership feat, or if
he already has it, gains a +4 bonus to his leadership score. He may
gain celestials as followers, treating their level as their CR+1.
Ascension: The reborn archon sheds his mortal form like
a buttery hatching from a chrysalis. His creature type becomes
outsider. He receives DR 10/evil, re and cold resistance 20, and
SR 5 + class level. Finally, his hit dice change to d8 from now on,
and receives a bonus of +20 to his current hit point total.
Spells
A reborn archon casts divine spells, which are drawn from
the spell list below. A reborn archon must choose and prepare his
spells in advance (see below).
To prepare or cast a spell, a reborn archon must have a Wis-
dom score equal to at least 10 + the spell level. The Difculty Class
for a saving throw against a reborn archons spell is 10 + the spell
level + the reborn archons Wisdom modier.
Like other spellcasters, a reborn archon can cast only a certainnumber of spells of each spell level per day. His base daily spell
allotment is given on Table: The Reborn Archon. In addition, he
receives bonus spells per day if he has a high Wisdom score.
Reborn Archons pray for their spells at dawn each day, at
which time he must spend 1 hour each day in quiet contemplation
or supplication to regain his daily allotment of spells. Time spent
resting has no effect on whether a reborn archon can prepare
spells. A reborn archon may prepare and cast any spell on the
reborn archon spell list, provided that he can cast spells of thatlevel, but he must choose which spells to prepare during his daily
meditation.
A reborn archon can channel stored spell energy into healing
spells that the cleric did not prepare ahead of time. The cleric can
lose any prepared spell that is not a domain spell in order to cast
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any spell that restores lost hit point damage, ability damage, or
unwanted status effects (such as disease, level drain, or poison).
Reborn Archons are capable spellcasters, but have access to a
fairly narrow range of power. They are focused on healing, aiding
and protecting others, and divination. They have some other-pla-
nar and light-based magic, but few to no direct offensive spells.
0th: Cure Minor Wounds, Detect Magic, Detect Poison, Guid-
ance, Light, Purify Food and Drink, Resistance, Virtue
1st: Bless, Bless Water, Comprehend Languages, Cure Light
Wounds, Detect Evil, Detect Undead, Divine Favor, Endure Ele-
ments, Protection from Evil, Remove Fear, Sanctuary, Shield of
Faith
2nd: Aid, Align Weapon (good only), Augury, Bears Endur-ance, Bulls Strength, Cats Grace, Consecrate, Cure Moderate
Wounds, Delay Poison, Eagles Splendor, Gentle Repose, Lesser
Restoration, Owls Wisdom, Remove Paralysis, Resist Energy,
Shield Other, Status,
3rd: Create Food and Water, Cure Serious Wounds, Helping
Hand, Locate Object, Magic Circle against Evil, Magic Vestment,
Prayer, Protection from Energy, Remove Blindness/Deafness,
Remove Curse, Remove Disease, Water Breathing, Water Walk
4th: Air Walk, Cure Critical Wounds, Death Ward, Discern
Lies, Dismissal, Divination, Divine Power, Freedom of Movement,Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poison,
Restoration, Sending, Spell Immunity, Tongues
5th: Atonement, Awaken, Break Enchantment, Commune,
Dispel Evil, Disrupting Weapon, Hallow, Mass Cure Light
Wounds, Raise Dead, Righteous Might, Scrying, Spell Resistance,
True Seeing
6th: Banishment, Find the Path, Heal, Heroes Feast, Mass
(stat boost), Mass Cure Moderate Wounds, Planar Ally, Word of
Recall
7th: Greater Restoration, Greater Scrying, Holy Word, Mass
Cure Serious Wounds, Refuge, Regenerate, Resurrection, Sun-
beam
8th: Antimagic Field, Discern Location, Greater Planar Ally,
Holy Aura, Mass Cure Critical Wounds, Sunburst
9th: Mass Heal, Miracle, True Resurrection
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Servant of Death
Before the great conjunction these people might merely have
been gravekeepers or morticians. Now, with so much of the world
dead or dying, the powers of death have grown substantially. Aservant of death understands the difference between natural and
unnatural death, knowing when both are necessary. He knows the
secrets of the deep places in the world, and has heard rumors of
the things buried in the vast subterranean catacombs.
Alignment: Any neutral. Servants of Death are not allowed
to bring their personal beliefs into their work, and those with the
most extreme views end up in other professions before being initi-
ated.
Hit Dice: d6
Skills
The servant of deaths class skills are: Appraise, Concentration,
Craft, Decipher Script, Heal, Intimidate, Knowledge (religion),
Listen, Profession, Spellcraft, Spot, and Use Rope
Skill points at 1st Level: (4 + Int modier) x4Skill points at additional levels: 4 + Int modier
Class Features
Weapon and Armor Prociency: Servants of death are
procient with all simple weapons, and all light armor, but not
with any shields.
Corpse Empathy: Because of their profession servants of
death receive +2 on Charisma checks and Charisma-related skill
checks when dealing with the undead.
Undead Companion: Starting at 1st level, the servant of
death obtains an undead assistant from the masters of his order.
This companion starts as a 1 HD human skeleton, with an Intel-
ligence score of 6. This creature speaks the servants languages.
If this companion is destroyed, the servant of death may spend a
day and 100 gp per level to reanimate its remains. As the servants
class level increases, the companion becomes more powerful, as
indicated on the table below. The Might bonus applies to the
creatures natural armor class, turn resistance, and bonus hit dice.
This companion does not count against the usual limit on the hitdice of undead followers that can be controlled.
Servant of Deaths Undead CompanionSoD Level Might Str & Dex Int Special
1-2 +0 +0 6 Share Spells, Turn Resistance
3-5 +2 +1 7 Alignment Drift
6-8 +4 +2 8 Energy Drain
9-11 +6 +3 9 Incorporeal
12-14 +8 +4 10 Spell Resistance
15-17 +10 +5 11 Improved DR
18-20 +12 +6 12 Despair
Share Spells: As a druids animal companion
Turn Resistance: The companion gains +4 turn resistance
Alignment Drift: The companions alignment changes to match
the servants.
Energy Drain: As the 18th level servant of death ability
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Incorporeal: The companion becomes permanently incorporeal
Spell Resistance: The companion gains spell resistance equal to 5
plus the servant of deaths level.
Improved DR: The companions damage reduction increases to
10/magic and bludgeoning.
Despair: As the mummy ability of the same name. This ability
never affects the servant of death, though it may affect his allies.
Aegis of Life: Servants of 2nd level or higher gain +4 on sav-
ing throws against any undead ability that allows a save, including
level and ability drain.
Silence of the Grave: Starting at 3rd level, when underground
or in graveyard-like surroundings, the Servant of death cannot be
tracked. He may choose to leave a trail if so desired.
The Servant of Death (d6) Spells per Day
Level Base Attack
Bonus
Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Undead Companion, Corpse Empathy 3 1
2nd +1 +3 +0 +3 Aegis of Life 4 2
3rd +1 +3 +1 +3 Silence of the Grave 4 2 1 4th +2 +4 +1 +4 5 3 2
5th +2 +4 +1 +4 Aspect of Death 1/day 5 3 2 1
6th +3 +5 +2 +5 Aspect of Death 2/day 5 3 3 2
7th +3 +5 +2 +5 Aspect of Death 3/day, Invoke Signature 4 3 2 1
8th +4 +6 +2 +6 Aspect of Death (incorporeal) 4 3 3 2
9th +4 +6 +3 +6 Horde of the Undead 4 3 2 1
10th +5 +7 +3 +7 Aspect of Death 4/day 4 3 3 2
11th +5 +7 +3 +7 Aspect of Death (deathwalker) 4 3 2 1
12th +6/+1 +8 +4 +8 Aspect of Death (immunities) 4 3 3 2
13th +6/+1 +8 +4 +8 Stolen Face 4 3 2 1
14th +7/+2 +9 +4 +9 Aspect of Death 5/day 4 3 3 2
15th +7/+2 +9 +5 +9 Eternal Life 4 3 2 1
16th +8/+3 +10 +5 +10 Aspect of Death (despair) 4 3 3 2
17th +8/+3 +10 +5 +10 4 3 2 1
18th +9/+4 +11 +6 +11 Aspect of Death (energy drain) 4 3 3 2
19th +9/+4 +11 +6 +11 4 4 3 3
20th +10/+5 +12 +6 +12 Aspect of Death (more immunities) 4 4 4 4
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Aspect of Death: This complex and expanded ability is de-
scribed below.
Invoke Signature: See page 35.
Horde of the Undead: At 9th level and higher a servant ofdeath may have up to twice the normal amount of undead min-
ions gained through Animate Dead and similar spells.
Stolen Face: At 13th level a servant of death can choose to
look like any particular dead humanoid, if given the chance to
examine its corpse. Lasts until canceled; must reexamine corpse to
reactivate. +20 to Disguise checks.
Eternal Life: Starting at 15th level a servant of death contin-ues to age normally, but does not die due to old age. She receives
+1 to her Intelligence and Wisdom, but suffers -1 to her Constitu-
tion, Strength, and Dexterity (to a minimum of 3 in each) for every
20 years that pass.
Aspect of Death
For one hour per day the servant of death can take on an un-
healthy pallor, appearing more like one of the undead. He receives
Darkvision 60, +2 temporary hit points per level, and immunityto poison, sleep, paralysis, stunning, disease, and death effects.
His Constitution score disappears (it is not zero; it simply does
not exist), and his Charisma score is reduced by four points. He
applies his Charisma modier to Constitution checks, and has no
attribute that modies fortitude saves. He is treated as undead for
the purpose of healing spells and most positive-energy effects. If
successfully turned or rebuked, he becomes shaken for 1d4 rounds,
but suffers no other effect. He may activate this ability once per
day, starting at 5th level, canceling it at will.
At 6th, 7th, 10th, 14th, and 18th levels, and every four levels
thereafter, the servant of death can use this ability one more time
per day. He need not cancel the ability before reactivating it.
At 8th level the servant of death becomes incorporeal when he
uses his Aspect of Death ability.
At 11th level the servant of death is recognized as an ally by
other undead when using Aspect of Death. They treat him as one
of their own kind, believing him to belong in their company. Intel-
ligent undead may make a Will save (DC 12 + half his class level +
his Charisma modier) to shake free of this compulsion.
At 12th level the servant of death becomes immune to critical
hits, nonlethal damage, ability drain, energy drain, ability score
damage, fatigue, and exhaustion while using Aspect of Death.
At 16th level, the mere sight of a servant of death using this
ability paralyzes his foes with fear. The viewer must succeed on a
Will save, DC 10 + half level + Cha modier, or be paralyzed with
fear for 1d4 rounds. Whether or not the save is successful, that
creature cannot be affected again by the same Servant of deathdespair ability for 24 hours.
At 18th level the servant of death drains energy from those
he touches while using the Aspect of Death ability. He inicts one
negative level per touch, up to a max of half his level. A successful
Fortitude save, DC 10 + half level + Cha modier, negates this.
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Each level so drained gives the servant 8 temporary hit points,
which last for an hour.
At 20th level, while using Aspect of Death, the servant of
death becomes immune to all mind-affecting effects, and any effect
that requires a Fortitude save, unless it also works on (incorporeal)objects or is harmless. In addition, at all times, a 20th level or
higher SoDs type becomes undead.
Spells
A servant of death casts arcane spells which are drawn from
the spell list below. She must choose and prepare her spells ahead
of time (see below).
To learn, prepare, or cast a spell, the servant must have an In-
telligence score equal to at least 10 + the spell level. The Difculty
Class for a saving throw against a wizards spell is 10 + the spell
level + the servants Intelligence modier.
Like other spellcasters, a servant of death can cast only a
certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table: The Servant of Death. In addi-
tion, she receives bonus spells per day if she has a high Intelligence
score.
Unlike a bard or sorcerer, a servant of death may know any
number of spells. She must choose and prepare her spells ahead of
time by getting a good nights sleep and spending 1 hour studying
her spellbook. While studying, the servant of death decides which
spells to prepare.
Servants of Death cast primarily those spells that deal with
necromancy and the undead: creating them, healing them, re-
moving the effects they have on others. However, it comes as a
surprise to many that Servants of Death are capable of inspiring
and protecting the living as well as the dead. They also have some
familiarity with pure magic.
0th: Daze, Detect Magic, Detect Poison, Disrupt Undead,
Inict Minor Wounds, Light, Purify Food and Drink, Read Magic,
Touch of Fatigue
1st: Bane, Cause Fear, Comprehend Languages, Deathwatch,
Detect (Alignment), Detect Undead, Doom, Hide from Undead,
Inict Light Wounds, Protection from (Alignment), Ray of En-
feeblement, Remove Fear, Sanctuary, Sleep, Unseen Servant
2nd: Align Weapon, Augury, Calm Emotions, Command Un-dead, Consecrate, Darkness, Death Knell, Desecrate, False Life,
Gentle Repose, Ghoul Touch, Inict Moderate Wounds, Locate
Object, Remove Paralysis, Restoration (Lesser), Scare, Spectral
Hand, Status,
3rd: Animate Dead, Bestow Curse, Blindness/Deafness,
Contagion, Daylight, Deeper Darkness, Dispel Magic, Explosive
Runes, Gaseous Form, Glyph of Warding, Halt Undead, Illusory
Script, Inict Serious Wounds, Magic Circle against (Alignment),
Prayer, Ray of Exhaustion, Remove Blindness/Deafness, Remove
Curse, Remove Disease, Sepia Snake Sigil, Speak with Dead,Vampiric Touch
4th: Crushing Despair, Death Ward, Discern Lies, Dismissal,
Divination, Enervation, Fear, Good Hope, Inict Critical Wounds,
Neutralize Poison, Poison, Restoration, Spell Immunity, Tongues
5th: Blight, Break Enchantment, Commune, Dispel (Align-
ment), Disrupting Weapon, Hallow, Inict Light Wounds (Mass),
Magic Jar, Mark of Justice, Permanency, Raise Dead, Scrying,
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Slay Living, Symbol of Sleep, True Seeing, Unhallow, Waves of
Fatigue
6th: Antilife Shell, Create Undead, Circle of Death, Dispel
Magic (Greater), Eyebite, Glyph of Warding (Greater), Guards
and Wards, Harm, Inict Moderate Wounds (Mass), Symbol of
Fear, Undeath to Death7th: Antimagic Field, Control Undead, Destruction, Finger
of Death, Inict Serious Wounds (Mass), Power Word Blind,
Repulsion, Restoration (Greater), Resurrection, Scrying (Greater),
Sequester, Symbol of Weakness, Waves of Exhaustion, Wish
(Limited)
8th: Create Greater Undead, Clone, Create Greater Undead,
Discern Location, Horrid Wilting, Inict Critical Wounds (Mass),
Mind Blank, Protection from Spells, Screen, Spell Immunity
(Greater), Symbol of Death, Temporal Stasis9th: Astral Projection, Energy Drain, Foresight, Mages
Disjunction, Soul Bind, True Resurrection, Wail of the Banshee,
Wish
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Other Game Mechanics
Spell Loss, and its Rewards
You may notice that the magma mage, reborn archon, andservant of death all lose access to low-level spells as they go on.
This was done with the intention of simplifying these classes, mak-
ing it so people dont have to keep track of several dozen spells for
high-level characters. If you absolutely need a lower-level spell,
you can always use a higher-level slot to cast it.
Spellcasters in this setting gain special benets each time their
class makes them lose access to a level of spells. First, they retain
knowledge of all spells of that level that they already knew (allow-
ing them to cast these spells with higher-level slots). Second, each
time they lose a lev