TEXT: By
  Charles Rice
  Additional Game Design By
  Chris Davis
  Cover Art 
  Jeremy Simmons
  Interior Art
  John Longenbaugh 
  Marcio Fiorito
  Layout
  Chris Davis
  Editing
  Andy Rau
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
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  terms of the d20 System License version 6.0.  A copy of this 
  License can be found at www.wizards.com/d20.
  Visit our Website:
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  Copyright 2004 © RPG Objects.  All rights Reserved.
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  Blood & Relics
  
  Page - 2
  Malcolm glanced up at the rear view mirror 
  as a ﬂash of lights alerted him to the 
  presence of pursuers.  Damn.  I thought 
  I’d lost them in that last switchback.  A 
  narrow dirt path branched off into the dark 
  forest that blanketed both sides of the desolate 
  country road. Without a second thought, Malcolm 
  hit the gas, banked hard, and veered onto the trail.  As 
  soon as he turned, he killed the lights, steering through the 
  darkness by feel and instinct as much as by sight.  Out of 
  the corner of his eye, he watched the girl sitting next to him 
  shift uncomfortably.  She was crying.  Why those thugs were 
  after her was beyond him, but Malcolm was damned if he 
  was going to let some misguided cult sacriﬁce a nine-year 
  old girl because of some religious delusion.  “Don’t worry, 
  sweetie.  They won’t catch us.”
  The girl shook her head, raising her hands up into the 
  sickly green illumination of the car’s speedometer.  Both 
  hands were wet with blood.  Malcolm checked the mirror 
  brieﬂy—no lights.  He hit the breaks and switched on the 
  overhead map light.  She was bleeding from her forehead as 
  well.  And from her side. 
  The overpowering smell of roses ﬁlled the cabin of the 
  car.  Malcolm tried to ignore the tight ball in the pit of his 
  stomach as he pulled the ﬁrst-aid kit from the glove box, 
  handed it to the girl, and gunned the engine again.  The 
  lights behind him had returned. 
  Malcolm could still remember the words of that crazy 
  old man he had met on a dusty Cairo side street a month 
  ago... a month that seemed an eternity.  “From the dawn of 
  time, they have walked among us, since Adam and Eve were 
  expelled from Paradise, ﬁghting a war of Blood.”  Seeing the 
  red soak through the bandages the snifﬂing girl had wrapped 
  around her hands, Malcolm thought he understood.  Or that 
  he was losing his mind.  
  Welcome to Blood and Relics, a supplement for the 
  Modern system that brings gothic conspiracy to life in the 
  modern world!  This edition of Blood and Relics focuses 
  on the Blood War between the Sang Real, servants of the 
  Higher Power, and those who serve the Dark Powers—the 
  butchering Caeder.  The Blood War has been fought in 
  secret since the dawn of the time, unnoticed by the bulk of 
  humanity; its battles have unfolded even in the halls of the 
  Vatican itself.  It is a war fought not only over lost artifacts 
  of power, but over knowledge and the soul itself.  Blood and 
  Relics provides a variety of new advanced classes for your 
  Modern game: Relic Seekers and Grave Robbers who hunt 
  ancient treasures in a personal bid for fortune and glory; dark 
  Cultists who worship and serve ﬁendish masters, currying 
  favor through offerings of blood; the Dark Warrior, who 
  willingly invites ﬁends by the dozen into his body to increase 
  his sinister power; to the Monitors, vigilant guardians of the 
  most precious treasure of all, the Sang Real; and lastly the 
  Believer, able to perform miracles of healing. 
  Blood and Relics also introduces a completely new system 
  for magic, one based on ritual, veneration, and sacriﬁce, to 
  represent the legendary abilities of priests and warlocks.  
  New monsters stalk the modern world as well, including 
  many new types of ﬁends—ranging in power and scope 
  from the lowly Servitor Fiends who serve and partner with 
  Cultists, to the powerful Caeder, the inhuman butchers who 
  have sought for millennia to eradicate the Sang Real.
  Next come a series of items pulled from the legends of 
  the world—artifacts sought by both sides in the Blood War.  
  Powerful Relics such as the Shroud of Turin, the Nails of 
  the True Cross, and the Lance of Longino (the Roman spear 
  that pierced Christ’s side, now a weapon for the enemies of 
  the Holy Blood) can be found here, as well as lesser-known 
  items such as Brandea (healing cloth buried for a time with 
  the Saints), Encolpion (a potent holy symbol given sacred 
  power by the small sliver of a relic contained inside), and 
  Liturgical Tomes containing lost rituals of power, both 
  sacred and profane.
  As if that weren’t enough, Blood and Relics also contains 
  a Secret History of the World, providing GMs with an 
  overview of the Blood War ranging from the Great Flood, 
  through the ﬂight of the Sang Real from Roman butchery, 
  through the horrors of the Inquisition, up to the present day!
  Disclaimer
  No disrespect is intended by this work toward the billions 
  of people who draw comfort from faith.  This work is a 
  fantasy, and is meant only for entertainment purposes, not to 
  attack or espouse a religious view of any kind.  Some of the 
  subjects dealt with in Blood and Relics may strike a nerve: 
  the Cruciﬁxion and Resurrection of Christ; the Inquisition; 
  the Holocaust.  These real events have been twisted and cast 
  in the light of fantasy, conspiracy, and whimsy in a fashion 
  meant to be enjoyable to everyone.  Wherever possible, care 
  has been taken to be fair to all the world’s religions.  Heroes 
  in Blood and Relics come from all religions and venerate 
  many different Higher Powers.  Catholic Priests, Islamic 
  Suﬁ, and Jewish Kabbalists walk side by side in the Light.
  Last, but certainly not least: I’m a writer, not an historian!  
  In most cases, historical inaccuracy is intentional, and was 
  done in the interest of making the game more fun. 
  Introduction
  
  Page - 3
  Chapter 1: Characters
  New Allegiances
  The Blood War is not merely a war of ﬂesh 
  and bone. Morality and vice are weapons 
  used by both sides to war over the souls 
  of their enemies. Some characters will fall prey 
  to temptation at the hands of ﬁends and their 
  servants, ﬁnding themselves changed—perhaps forever. 
  Because a character’s allegiance is so important in 
  determining his or her motives and standing in the War, it is 
  highly recommended that allegiances not be optional for d20 
  Modern games making extensive use of Blood and Relics.  
  The allegiances most important to the setting are detailed 
  below. Many rituals, feats, and classes have one or more of 
  these allegiances as prerequisites. A character can have more 
  than one allegiance, so long as the allegiances do not directly 
  contradict each other.  Multiple allegiances should be listed 
  in order of their priority and importance to the character.
  Avarice
  The character cares for one thing above all else: wealth and 
  its trappings.  Characters with this allegiance rarely have 
  real friends—only employers and employees, the loyalty of 
  whom extends only so far as does the character’s wealth. 
  Chastity
  A character with this allegiance believes that pleasures of the 
  ﬂesh should be tempered with love and devotion (usually in 
  the context of a marriage or committed relationship) or even 
  avoided altogether.  This allegiance is the opposite of lust.
  Dark Power
  The character bears allegiance to an otherworldly entity 
  associated with evil religions—often those focused on the 
  undead, human sacriﬁce, or similarly grim subjects.  The 
  existence and nature of these Dark Powers are hinted at 
  in the most ancient tomes; characters with this allegiance 
  seek to contact these powers directly, desirous of the power 
  such beings are rumored to grant to those who serve them 
  well.  No loyalty exists between followers of different Dark 
  Powers; they are quite willing to thwart or even kill each 
  other in the quest for ancient lore and powerful artifacts of 
  the past.  When this allegiance is chosen, a speciﬁc Dark 
  Power must be selected. Baal, Mammon, and the Dark Lord 
  (sometimes confused with the Lucifer of the Bible) are all 
  examples of suitable objects of this allegiance. 
  Diligence 
  Characters with this allegiance, the opposite of laziness, 
  believe in the power and value of hard work. They know that 
  to get ahead they need to apply themselves, maximizing their 
  talent and potential. 
  Generosity
  Characters with this allegiance renounce avarice and 
  use their wealth for the betterment of those around 
  them. They often donate to charity any ﬁnancial gain in 
  excess of what they need to live. 
  Gluttony
  Characters with this allegiance love food. Not only do they 
  seek out the most expensive and exotic foods, but they also 
  tend to turn to food as a form of comfort or companionship 
  when times are hard. 
  Higher Power
  The character has an allegiance to an otherworldly (and 
  usually benevolent) entity—most commonly one of those 
  deﬁned by the world’s major religions (Judaism, Christianity, 
  Hinduism, and Islam, to name only a few).  Depending on 
  the campaign, this higher power may take an active role in 
  the character’s affairs, or might simply be a philosophical 
  ideal to which the character strives to adhere.  
  Humility
  Rejecting pride, a humble character sees himself realistically 
  and is not afraid to rely on or seek aid from others when 
  necessary. Characters with this allegiance tend to let their 
  actions speak for them, shunning idle words and boasts. 
   
  Jealousy
  Characters with this allegiance want something that 
  rightfully belongs to someone else. The more an item (or 
  position, or relationship, or whatever the object of desire is) 
  means to its current possessor, the more desirable it becomes 
  to the character. Even worse, these characters do not treasure 
  anything once they have it; at that point they simply move on 
  to ﬁnd a new item or person to covet. 
  Kindness
  A kind-hearted person goes out of his way to supply help 
  to his friends when times are bad, but truly enjoys their 
  victories when times are good.  This allegiance is the 
  opposite of jealousy.
  Laziness
  Lazy characters just can’t be bothered. They’ll do it 
  tomorrow… or the day after. Characters with this allegiance 
  spend enormous amounts of energy on meaningless tasks 
  while ignoring what they really should be tending to. Even 
  when a character with this allegiance does do something, it is 
  always after a lengthy period of procrastination. 
  Lust
  Characters with this allegiance enjoy the, ahem, primal 
  urge a bit more than they ought. In their desire for new 
  experiences (or perhaps just afﬁrmation of their worth and 
  attractiveness), characters with this allegiance are always on 
  the prowl for their next “conquest.”
  Chapter 1: Characters
  
  Page - 4
  Chapter 1: Characters
  Moderation
  A person with this allegiance, the opposite of gluttony, 
  believes that all things (food included) are best enjoyed in 
  the proper amounts at the proper times and places.  
  Patience
  A character with this allegiance believes in counting to 
  ten before lashing out. A person who reacts in anger often 
  does so in a way he regrets later; a patient character always 
  manages his temper and approaches difﬁcult situations as 
  calmly as possible.  This allegiance is the opposite of anger.
  Pride
  Characters with this allegiance think they’re the center of the 
  universe. Everything they touch should turn to gold, their 
  opinions are always right, and everyone should follow their 
  lead in all situations. When characters of this allegiance also 
  happen to be especially talented (and thus usually right), it 
  becomes particularly annoying. 
  Wrath
  Characters with this allegiance suffer from an unreasonable 
  hostility most often directed at a speciﬁc group or allegiance. 
  However, some wrathful characters are just unhappy people 
  who lash out at whoever is around, and love nothing more 
  than a good, clean, old-fashioned brawl. Some characters 
  with this allegiance enjoy a fair ﬁght, while others just want 
  to bully you. 
  New Advanced 
  Classes
  This section presents advanced classes 
  suitable for gothic modern campaigns. 
  These classes will bring an element of the 
  supernatural to your Modern game without the 
  ﬂashy power of the traditional d20 magic system. 
  Believer
  We had ditched the car and were running through the 
  woods.  I felt like I’d been punched.  Next thing I know, 
  I’m lying on my back and I can’t move my legs. My 
  vision was fading, everything bleaching into a pale 
  blur… and then I was back.  It was the girl, Mary.  Her 
  hands were bleeding again, but though I was lying in 
  a pool of blood—my blood—I wasn’t.  “C’mon Mal, 
  they’re coming.”  That was all she said, pale blue eyes 
  wide and innocent.  At times like that, I can almost 
  believe she’s human. What the hell have I gotten myself 
  into?
  -- from the Journals of Malcolm Gideon
  The character is a true believer in a higher power.  There are 
  as many different kinds of Believer as there are religions: 
  Jewish Kabbalists, Cathari Monks, Catholic Contemplatives, 
  and Suﬁ Mystics, to name just a few.  Whatever their belief 
  system, all Believers have at least one thing in common: they 
  take their faith to the extreme, putting it before any worldly 
  considerations.  The spirit likewise takes precedence over 
  concerns of the body.  In accordance with these convictions, 
  all Believers must take vows of poverty, celibacy, and 
  chastity.
  Requirements
  To qualify to become a Believer, a character must fulﬁll the 
  following criteria.
  Skills:  Knowledge (theology) +6
  Feats:  Conviction (Higher Power), Faith’s Protection
  Allegiances: Higher Power
  Class Information
  The following information pertains to the Believer advanced 
  class.
  Hit Die:  1d6
  Action Points:  6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills:  The Believer’s class skills: Craft 
  (pharmaceutical) (Int), Decipher Script (Int), Diplomacy 
  (Cha), Knowledge (arcane lore, history, theology and 
  Table 1-1: The Beliver
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +0
  +2
  Turn Undead
  +0
  +0
  2nd 
  +1
  +2
  +0
  +3
  Lay on Hands 1d8
  +1
  +0
  3rd 
  +1
  +2
  +1
  +3
  Sacred Ritual
  +1
  +1
  4th 
  +2
  +2
  +1
  +4
  Lay on Hands (Blindness and Disease)
  +1
  +1
  5th
  +2
  +3
  +1
  +4
  Lay on Hands 2d8
  +2
  +1
  6th
  +3
  +3
  +2
  +5
  Spiritual Fortitude (Doubt), Sacred Ritual
  +2
  +2
  7th
  +3
  +4
  +2
  +5
  Immune to Poison, Lay on Hands (Poison)
  +2
  +2
  8th
  +4
  +4
  +2
  +6
  Turn Fiends
  +3
  +2
  9th
  +4
  +4
  +3
  +6
  Spiritual Fortitude (All), Sacred Ritual
  +3
  +3
  10th 
  +5
  +5
  +3
  +7
  Lay on Hands 3d8
  +3
  +3
  
  Page - 5
  Chapter 1: Characters
  philosophy) (Int), Read/Write Language (all), Research (Int), 
  Sense Motive (Wis), Treat Injury (Wis).
  Skill Points at Each level: 7 + Int modiﬁer.
  Class Features
  The following are features of the Believer advanced class.
  Turn Undead:  Starting at 1st level, the Believer has the 
  supernatural ability to turn undead—zombies, skeletons, 
  ghosts, vampires, and the like. (Note that Believers turn 
  undead whereas Cultists command them; see the Cultist 
  description for more information on their ability to rebuke, 
  command, and bolster undead).
  How Turning Works: A Believer can turn undead (and, 
  at high levels, certain other types of creatures) as an attack 
  action. Doing so does not provoke an attack of opportunity. 
  A Believer must present her holy symbol to make a turning 
  attempt, holding it in one hand in such a way that it is visible 
  to the creatures she wants to affect.
  Times per Day: A Believer may attempt to turn a number 
  of times per day equal to 3 + her Charisma modiﬁer.
  Range: The Believer turns the closest turnable creature 
  ﬁrst. She can’t turn creatures that are more than 60 feet away 
  or that have total cover.
  Turning Check: When a Believer makes a turn attempt, 
  make a turning check and consult the table below to 
  determine the most powerful creature you can affect. This 
  is a Charisma check (1d20 + Charisma modiﬁer). In a given 
  turning attempt, you can’t turn any creature whose Hit Dice 
  exceeds the result of your turning check.
  Turning Check Result
  Most Powerful Creature Affected 
  (Maximum Hit Dice)
  0 or lower
  Believer level –4
  1–3
  Believer level –3
  4–6
  Believer level –2
  7–9
  Believer level –1
  10–12
  Believer level
  13–15
  Believer level +1
  16–18
  Believer level +2
  19–21
  Believer level +3
  22 or higher
  Believer level +4
  Turning Damage: If your turning check result is high 
  enough to let you turn at least one creature within 60 feet, 
  roll 2d6 and add your Believer level and Charisma modiﬁer 
  to the result to determine the turning damage. The result is 
  the total number of undead (or other) creature Hit Dice you 
  can turn on this attempt.
  You may skip over already turned creatures that are still 
  within range so as to avoid wasting your turning capacity on 
  them.
  Effect and Duration of Turning: Turned creatures ﬂee from 
  the Believer by the best and fastest means available to them. 
  A turned creature ﬂees for 10 rounds (1 minute). If it can’t 
  ﬂee, it cowers (can take no actions, –2 penalty to Defense).
  If the Believer moves to within 10 feet of a cowering 
  turned creature, the creature overcomes the turning and can 
  act normally. (The Believer can be standing within 10 feet 
  of the creature without breaking the turning effect; she just 
  can’t approach any closer to the creature.) The Believer 
  (and anyone else) can attack a turned and cowering creature 
  with ranged attacks from more than 10 feet away without 
  breaking the turning effect.
  Destroying Undead: If the Believer has at least twice as 
  many Believer levels as the targeted undead has Hit Dice, 
  she destroys any creature that she would normally turn.
  Lay on Hands:  they shall lay hands on the sick, and 
  they shall be healed (Mark 16:18) This ability allows 
  the character to heal wounds, and, at higher levels, cure 
  blindness, disease, and poison.  Each use of this ability (for 
  any purpose) requires the expenditure of one action point.  
  All healing die rolls are modiﬁed by the character’s Believer 
  class level (so at 4th level, the character could heal 1d8+4 
  points of damage by spending an action point, then one 
  round later cure disease by spending another action point).
  Sacred Ritual: At the levels indicated, the believer gains 
  a Sacred Ritual bonus feat. The character must meet all 
  prerequisites for any feat so gained however
  Spiritual Fortitude: As the believer grows in power, her 
  faith grows proportionally until it is virtually unshakable. 
  Believers of 6th level and above are immune to the doubt 
  
  Page - 6
  Chapter 1: Characters
  spiritual afﬂiction (see the section on spiritual afﬂictions for 
  more information). 
  At 9th level, this ability grants immunity to all spiritual 
  afﬂictions, including possession.
  Immune to Poison:  if they drink any deadly thing, it 
  shall not hurt them (Mark 16:18) At 7th level and above, the 
  Believer is immune to poisons of all kinds.  At this level, the 
  character’s Lay on Hands ability may also cure poison in 
  others.
  Turn Fiends:  In my name shall they cast out devils (Mark 
  16:17) At 8th level, the Believer’s turning ability affects 
  ﬁends who have manifested bodily (in addition to undead). 
  This ability also helps to remove ﬁendish taint from the 
  spirits of those around the Believer.
  The Believer may make a turning check on a character 
  suffering from possession (or one of its preliminary stages) 
  as though the ﬁend itself were there. A successful turning 
  check against a possessed character grants a +4 bonus to 
  subsequent Exorcism skill checks made against that target.  
  This ability may also be used to help a character recover 
  from a spiritual afﬂiction. The Believer makes a turning 
  check as though the ﬁend making the spiritual attack were 
  present. If this check is successful, the afﬂicted character 
  gains an immediate Will save (at the normal DC for the ﬁend 
  in question) to throw off the spiritual afﬂiction. However, 
  all modiﬁers for the length of the condition are removed 
  by a successful turning check (in other words, the afﬂicted 
  character makes further saving throws to throw off the 
  afﬂiction as if the afﬂiction started the day of the Believer’s 
  successful turning check).
  Cultist
  We had ducked into some cave.  There was a symbol 
  above it, one I had seen back at the University.  If I ever 
  live through this I’ll have to ﬁgure out what it means.  
  Suddenly we turned the corner, and there was an altar 
  there, soaked in blood.  Oh hell. Not him.  “So glad you 
  could join us, Mr. Gideon.  Hand over the girl, and I’ll 
  let you live.  You see, I knew you could ﬁnd her—just 
  like you found this.”  He held up the Sacriﬁcial Blade… 
  the Blade I had found for him.  
  -- from the Journals of Malcolm Gideon
  Cultists seek after hidden mysteries—not in search of mere 
  trinkets, but in hopes of discovering the ancient, secret 
  power whispered at in the oldest tomes, a power lost more 
  completely than any vanished artifact or fallen civilization.  
  These twisted minds seek out the Dark Powers and pledge to 
  do anything they command in return for the aroma of power 
  or the merest hint of ancient mystery.  
  Requirements
  To qualify to become a Cultist, a character must fulﬁll the 
  following criteria.
  Skills:  Knowledge (arcane lore) +6
  Feats:  Conviction (Dark Power), Educated.
  Allegiances:  The character’s ﬁrst allegiance must be to a 
  Dark Power.
  Class Information
  The following information pertains to the Cultist advanced 
  class.
  Hit Die:  1d6
  Action Points:  6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills:  The Cultist’s class skills: Concentration 
  (Con), Craft (chemical, writing) (Int), Decipher Script (Int), 
  Diplomacy (Cha), Gather Information (Cha), Intimidate 
  (Cha), Knowledge (arcane lore, history, theology and 
  philosophy), Read/Write Language (all), Speak Language 
  (all), Research (Int).http://www.phpmyadmin.net/home_
  page/
  Skill Points per Level: 7 + Int modiﬁer.
  Class Features
  All of the following are features of the Cultist advanced 
  class.
  
  Page - 7
  Chapter 1: Characters
  Control Undead:  At 1st level, a Cultist may control, 
  rebuke, and bolster undead as an evil cleric of a level 
  equal to his Cultist level. The following notes describe the 
  different aspects of this ability.
  Cultists and Undead: A Cultist channels negative energy 
  to rebuke (awe) or command (control) undead, instead of 
  turning or destroying them. To do so, the Cultist makes the 
  equivalent of a turning check (see the Believer advanced 
  class description for more information on turning checks). 
  Creatures that would be turned are rebuked instead, and 
  those that would be destroyed are commanded.
  Rebuked: A rebuked creature cowers as if in awe (can take 
  no actions, –2 penalty to Defense) for 10 rounds.
  Commanded: A commanded creature falls under the 
  mental control of the Cultist. The Cultist can give mental 
  orders to a commanded creature as an attack action. The 
  Cultist can command any number of creatures whose total 
  Hit Dice don’t exceed her Cultist level. She may voluntarily 
  relinquish command in order to establish command over 
  different creatures.
  Dispel Turning: A Cultist may dispel the turning effect of 
  a Believer. To do so, the Cultist makes a turning check as if 
  attempting to rebuke. If the turning check result is equal to 
  or greater than the Believer’s original turning check, then 
  the creatures are no longer turned. The Cultist rolls turning 
  damage (like the Believer) to see how many Hit Dice worth 
  of creatures she can affect in this way.
  Bolster Undead: A Cultist may bolster creatures against 
  turning effects in advance. She makes a turning check 
  as if attempting to rebuke them, but the Hit Dice result 
  becomes the creatures’ effective Hit Dice as far as turning is 
  concerned (provided the result is higher than the creatures’ 
  normal Hit Dice). This bolstering effect lasts for 10 rounds.
  True Magic: Cultists also learn “true” magic through 
  their association with the forces of darkness. This can lead to 
  power others only dream of—if the Cultist is willing to pay 
  the price.  
  A Cultist may learn any number of spells. These spells 
  are only found in Profane Tomes (see the Campaign Guide 
  chapter for more information on Profane Tomes). Learning 
  a spell requires that a cultist be able to cast that spell and 
  also that she make a successful Knowledge (arcane lore) 
  skill check with a DC of 10 + 5 per spell level. If the Cultist 
  is incapable of casting a spell of that level or fails the skill 
  check, she knows the spell is a rite of power, but that is all—
  she cannot learn, cast, or identify it. 
  The power of the spells a cultist can cast depends on 
  her level. All Cultists are capable of casting any 0 or 1st 
  level spell they know. Cultists of 3rd-4th level are capable of 
  casting 2nd level spells, Cultists of 5th-6th level can cast 3rd 
  level spells, Cultists of 7th-8th level can cast 4th level spells, 
  and Cultists of 9th-10th level can cast 5th level spells. Cultists 
  can learn both arcane and divine spells.
  Simply knowing how to cast a spell does not mean the 
  Cultist has the power to make that knowledge a reality, 
  however; spellcasting also requires spell points. The cost to 
  cast a spell of a given level is summarized below:
  Spell Level
  Spell Point Cost
  0
  0*
  1st 
  1
  2nd 
  3
  3rd 
  5
  4th 
  7
  5th 
  9
  *A Cultist may cast up to 3 such spells each day with no spell point 
  cost. After the third spell, casting additional 0-level spells that day 
  costs one spell point each.
  Cultists receive no spell points for gaining levels. Cultists 
  receive spell points to fuel their magic by one or both of the 
  following methods: 1) making a pact with a Dark Power 
  gained through the Dark Disciple Profane Ritual, and/or 2) 
  making an offering of blood to a Dark Power (the Animal 
  Sacriﬁce, Bloodletting, or Human Sacriﬁce Profane Rituals).
  Bonus Feats:  At the levels indicated, the Cultist gains 
  a bonus feat from the following list, provided the character 
  meets all prerequisites for any feat so gained: Brainwashing, 
  Dark Magnetism, Frightful Presence, Henchmen, Ideologue, 
  Information Network, Inspired Leadership, Low Proﬁle, 
  Pentagram, Profane Ritual, or any Profane Ritual feat.
  Dark Initiate: When assisting in the performance of 
  a Profane Ritual, each character present with this class 
  ability grants the person performing the ritual (the character 
  actually making the skill check) a +2 cumulative bonus on 
  all Knowledge (arcane lore) skill checks.
  Darkness’ Embrace:  At 5th level, the Cultist gains 
  darkvision to a range of 60 feet.  However, upon acquiring 
  this ability, the Cultist shuns the light and suffers a –2 
  Table 1-2: The Cultist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Control Undead; True Magic
  +0
  +0
  2nd 
  +1
  +0
  +0
  +3
  Bonus Feat
  +1
  +0
  3rd 
  +1
  +1
  +1
  +3
  Dark Initiate
  +1
  +1
  4th 
  +2
  +1
  +1
  +4
  Bonus Feat
  +1
  +1
  5th
  +2
  +1
  +1
  +4
  Darkness’ Embrace
  +2
  +1
  6th
  +3
  +2
  +2
  +5
  Bonus Feat
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Dark Familiar
  +2
  +2
  8th
  +4
  +2
  +2
  +6
  Bonus Feat
  +3
  +2
  9th
  +4
  +3
  +3
  +6
  Dark Longevity
  +3
  +3
  10th 
  +5
  +3
  +3
  +7
  Perdition’s Legion
  +3
  +3
  
  Page - 8
  Chapter 1: Characters
  penalty to attack rolls and skill checks in daylight.  Also at 
  this level, undead and ﬁends recognize the character as a 
  “kindred spirit” and do not attack her unless provoked.
  Dark Familiar:  At 7th level, the Cultist gains an imp 
  familiar to act as a spy for her—in return for a human 
  sacriﬁce of at least 10 HD of intelligent beings.  Alternately, 
  the Cultist may bond a black cat or raven to herself for the 
  sacriﬁce of 6 HD of intelligent beings.  See the Human 
  Sacriﬁce and Profane Ritual feats for more information, but 
  note that this ritual can never fail so long as the sacriﬁce is 
  sufﬁcient.  
  Dark Longevity:  At 9th level, the Cultist adds 100 years 
  to her maximum age as a “gift” from her Dark Power.  
  However, the Cultist still suffers the normal effects of aging.  
  When the character exceeds her race’s normal maximum 
  age, she suffers the ability modiﬁers for being venerable (-3 
  to Str, Dex, and Con; +1 to Int, Wis, and Cha) again.  
  Perdition’s Legion:  At 10th level, the Cultist gains 
  a special form of the Henchmen feat, allowing her to 
  command not only other cultists of the Dark Power she 
  serves, but also undead (use the Follower Level in the 
  Henchmen table as the maximum HD of these undead). If 
  the Cultist already has the Henchmen feat, her Leadership 
  score is increased by +5.
  Dark Warrior
  He smiled at me.  I couldn’t believe the bastard’s 
  audacity.  If it weren’t for those cronies of his, I’d have 
  wrung his scrawny neck just for that smile.  “Really, 
  Mr. Gideon, don’t be cross.  I still need your services.  
  There are other trinkets I need you to ﬁnd.  And there’s 
  more money to be made.  It pays better than that silly 
  University, doesn’t it?” There was only one thing I 
  could do.  I smiled back.  God forgive me.  “I’m always 
  looking for extra work, Owen.”  
  -- from the Journals of Malcolm Gideon
  There met him two possessed with devils, coming out of 
  the tombs, exceeding ﬁerce, so that no man might pass 
  by that way. (Matthew 8:28)
  The Dark Warrior is one who willingly invites ﬁends into his 
  body in return for the power they bring to him.  These spirits 
  tend to be the weakest of ﬁends, but they provide the Dark 
  Warrior with superhuman strength and help to fuel his rage 
  and hatred towards the Light.
  Requirements
  To qualify to become a Dark Warrior, a character must fulﬁll 
  the following criteria.
  Base Attack Bonus: +2
  Skills: Intimidate 3 ranks.
  Feats:  Conviction (Dark Power), Toughness.
  Allegiances:  Avarice, Dark Power.
  Class Information
  The following information pertains to the Dark Warrior 
  advanced class.
  Hit Die: 1d10
  Action Points: 6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills:  The Dark Warrior’s class skills: Climb 
  (Str), Demolitions (Int), Drive (Dex), Gamble (Wis), 
  Intimidate (Cha), Jump (Str), Knowledge (arcane lore, 
  streetwise, tactics) (Int), Survival (Wis), Swim (Str), Treat 
  Injury (Wis).
  Skill Points per Level: 3 + Int modiﬁer.
  Class Features
  All of the following are features of the Dark Warrior 
  advanced class.
  Hatred:  A certain number of times per day, a Dark 
  Warrior can focus all of his hatred into one mighty blow.  
  The Dark Warrior adds his class level to the damage from 
  this attack.
  Bonus Feats:  At the levels indicated, a Dark Warrior 
  may choose a bonus feat from the following list, provided 
  the character meets all prerequisites for any feat so gained: 
  Cleave, Combat Reﬂexes, Frightful Presence, Heroic 
  
  Page - 9
  Chapter 1: Characters
  Table 1-3: The Dark Warrior
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Hatred 1/day
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Willing Manifestation (Contortions)
  +2
  +1
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th
  +3
  +3
  +3
  +1
  Blood Bond
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Hatred 2/day
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  8th
  +6
  +4
  +4
  +2
  Blood Oath
  +4
  +2
  9th
  +6
  +4
  +4
  +3
  Willing Manifestation (Poltergeist)
  +5
  +3
  10th 
  +7
  +5
  +5
  +3
  Legion
  +5
  +3
  Surge, Improved Damage Threshold, Low Proﬁle, Personal 
  Firearms Proﬁciency, Power Attack, Sunder.
  Willing Manifestation:  Beginning at 3rd level, the Dark 
  Warrior can relax his control over his body, allowing the 
  ﬁends within to manifest for a brief period of time.  At 3rd 
  level, the ﬁends can cause the Dark Warrior’s body to contort 
  as if possessed (see information about contortions in the 
  possession section) in order to frighten his foes.  At 9th level, 
  the ﬁends are able to use the Poltergeist ability.  Each of 
  these abilities requires the Dark Warrior to spend an action 
  point and lasts a number of rounds equal to the character’s 
  Dark Warrior level.
  Blood Bond:  At 5th level, a Dark Warrior invites a lesser 
  ﬁend of hatred into his body.  The warrior can channel that 
  ﬁend, bringing it to the fore and adding +2d4 to his strength 
  for 10 minutes per Dark Warrior level.  This ability may be 
  used once per day.
  Blood Oath:  At 8th level, a Dark Warrior pledges his 
  fealty to a Dark Power, offering to act as an agent of 
  hatred and rage against the light.  A second, more powerful 
  ﬁend of hatred takes up residence in the warrior’s body, 
  permanently raising his Strength by +2.  The character can 
  channel this ﬁend in addition to the lesser ﬁend gained via 
  the Blood Bond ability, allowing him an extra use of the 
  strength enhancement afforded by Blood Bond each day. The 
  character’s type changes from Humanoid to Fiend. 
  Legion:  And he was kept bound with chains and in 
  fetters, and he broke the bonds, and was driven of the devil 
  into the wilderness.  And Jesus asked him, What is thy name?  
  And he said, Legion.  (Luke 8:29-30)
  At this point, the Dark Warrior’s body is used as a home 
  for dozens of lesser ﬁends.  The character’s Constitution is 
  permanently raised by +2.  In addition, once per day, the 
  ﬁends can heal the character of 2 hit points per Dark Warrior 
  level, and allow the character to go without food or drink for 
  1 day per Dark Warrior level before suffering any ill effects.
  Grave Robber
  One born every minute.  The guards had loosened 
  their grip on me.  Before those morons knew what was 
  happening, their boss was on the ground, pinned right to 
  that altar of his.  I had the girl, and we were off, deeper 
  into the cave.  Too many guards outside.  “I knew you 
  wouldn’t let him take me, Mal.  It’s not my time.  And 
  you have a better heart than you think.”  Some sort 
  of wrought stone hallway, with a plaque above the 
  entranceway: ANCULA PERICULA—“Dangerous Servants.” 
  There was a time when I would have chuckled at such 
  silly superstitions. Let’s hope it’s not my time, either.  I 
  went inside at a run.  
  -- from the Journals of Malcolm Gideon
  The Grave Robber is the opposite of the Relic Seeker.  These 
  characters care nothing for history and have no qualms about 
  raping and pillaging archeological digs, ancient tombs, 
  museums, and anywhere they might ﬁnd rare items to bring 
  them power and wealth.  Upon acquiring the items they 
  seek, these characters either attempt to use the items or sell 
  them to private collectors at exorbitant prices.  Higher-level 
  Grave Robbers usually have the Leadership feat, and a 
  large number of servants at hand to enforce their will.  Such 
  lackeys serve the one thing high-level Grave Robbers have 
  in abundance: wealth (the Grave Robber’s allegiance to 
  avarice gives him a +2 bonus to his Leadership score with 
  those of the same allegiance).
  Requirements
  To qualify to become a Grave Robber, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +1
  Skills: Bluff +6, Forgery +6.
  Feats: Conviction (Avarice).
  Allegiance:  Avarice.
  Class Information
  The following information pertains to the Grave Robber 
  advanced class.
  Hit Die: 1d8
  Action Points:  6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills:  The Grave Robber’s class skills: Bluff 
  (Cha), Climb (Str), Decipher Script (Int), Diplomacy (cha), 
  Disable Device (Int), Forgery (Int), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane 
  lore, art, business, history, streetwise), Move Silently (Dex), 
  
  Page - 10
  Chapter 1: Characters
  Navigate (Int), Search (Int).
  Skill Points per Level:  7 + Int modiﬁer.
  Class Features
  All of the following are features of the Grave Robber 
  advanced class.
  Ends Justify the Means:  Grave Robbers are willing to 
  take great risks to satisfy their lust for power and wealth.  
  The greater the treasure they seek, the greater the risk they 
  are willing to take to acquire it.  A certain number of 
  times per day, the Grave Robber may add a bonus to an 
  attack roll or skill check equal to the Wealth bonus of 
  an item he is seeking. This bonus may not exceed the 
  character’s Grave Robber level. 
  Contacts:  As the Grave Robber rises in level, 
  he develops contacts among antiquarians, 
  mercenaries, researchers, and others in related 
  ﬁelds—anyone in a position to help him get 
  whatever items he seeks.  Examples of 
  low-level contacts might include workers 
  on archeological digs, who could tell 
  him about major discoveries in return 
  for monetary compensation. Mid-level 
  contacts would be academicians, skilled 
  mercenaries, pilots, and other specialists.  
  A high-level contact might be a wealthy 
  collector who funds the Grave Robber’s 
  expeditions in return for some of the 
  objects “acquired” on his journeys.
  Henchmen:  Grave Robbers are 
  fond of huge expeditions and tend 
  to take the most direct route to the 
  treasures they seek.  Where a Relic 
  Seeker would trade with a local 
  shepherd for mules to ride up 
  the side of a steep mountain, 
  a Grave Robber would 
  hire a demolitions 
  expert and blast a 
  path through for his 
  large vehicles.  
  Cannon Fodder:  
  One of the reasons 
  Grave Robbers like 
  to ﬁeld such large expeditions is their inclination to let others 
  take their risks for them.  Unlike the Relic Seeker, who 
  craves danger and excitement, the Grave Robber only wants 
  money and fame for his “efforts.”  A certain number of times 
  per day, when a Grave Robber would suffer damage, he can 
  instead have one of his followers take that damage.  The 
  precise manner in which this transfer of damage occurs is 
  determined by the GM and depends on the circumstances; 
  for instance, a Grave Robber about to fall into a deep pit 
  could grab onto a nearby worker, saving himself 
  while causing that worker to fall to his death.  
  Each time this ability is used, the Grave Robber 
  suffers a permanent –1 penalty to his Leadership 
  score.  Remember the power of greed, however; 
  by spending more money, the Grave Robber can 
  overcome these penalties and convince yet 
  more fools to follow him.
  Monitor
  A fork in the road.  How many times does life 
  come down to choices like this?  We make a 
  thousand of them every day, some so small 
  we don’t even notice that we’ve made a 
  choice at all, and the cumulative effect of 
  those choices ultimately shapes who we 
  are.  This time, however, the choice 
  was a little more obvious.  Left, or 
  right?  “Right, Mal.” My 
  Colt revolver was in 
  my hand—it was the 
  girl,  but it wasn’t 
  her voice.  Her 
  eyes were rolled 
  back in her head.  
  “Down the left 
  passageway lies only 
  death.” And then 
  she fell asleep in my 
  arms. 
  -- from the Journals of 
  Malcolm Gideon
  Table 1-4: The Grave Robber
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +2
  +0
  End Justify the Means 1/day
  +1
  +0
  2nd 
  +1
  +2
  +3
  +0
  Contact (Low-level)
  +2
  +0
  3rd 
  +2
  +2
  +3
  +1
  Henchmen
  +2
  +1
  4th 
  +3
  +2
  +4
  +1
  Cannon Fodder 1/day
  +3
  +1
  5th
  +3
  +3
  +4
  +1
  Ends Justify the Means 2/day
  +4
  +1
  6th
  +4
  +3
  +5
  +2
  Contact (Mid-level)
  +4
  +2
  7th
  +5
  +4
  +5
  +2
  Cannon Fodder 2/day
  +5
  +2
  8th
  +6
  +4
  +6
  +2
  Contact (High-level)
  +6
  +2
  9th
  +6
  +4
  +6
  +3
  Ends Justify the Means 3/day
  +6
  +3
  10th 
  +7
  +5
  +7
  +3
  Cannon Fodder 3/day
  +7
  +3
  
  Page - 11
  Chapter 1: Characters
  Monitors are sacred guardians, entrusted with the secrets 
  of the ancient world and charged with the awesome 
  responsibility of keeping those secrets and the power they 
  hold out of the wrong hands.  Monitors typically guard one 
  item, one person (such as one of the Sang Real), or one 
  location (such as Glastonbury).
  Requirements
  To qualify to become a Monitor, a character must fulﬁll the 
  following criteria.
  Base Attack Bonus: +2
  Skill: Knowledge (theology and philosophy) +3.
  Feats: Archaic Weapon Proﬁciency, Conviction (Higher 
  Power).
  Allegiances: One group devoted to protecting the past 
  (such as the Knights Templar), Higher Power.
  Class Information
  The following information pertains to the Monitor advanced 
  class.
  Hit Die: 1d8
  Action Points:  6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills: The Monitor’s class skills: Diplomacy (Cha), 
  Intimidate (Cha), Jump (Str), Knowledge (arcane lore, 
  history, tactics, theology and philosophy) (Int), Listen (Wis), 
  Ride (Dex), Sense Motive (Wis), Spot (Wis).
  Skill Points per Level:  3 + Int modiﬁer.
  Class Features
  All of the following are features of the Monitor advanced 
  class.
  Monitor’s Wrath:  Monitors bear a special enmity for 
  those who would plunder the past for their own selﬁsh 
  purposes, and for the creatures of darkness.  They gain 
  the listed bonus to Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against ﬁends, 
  undead, Grave Robbers, or anyone who has stolen from a 
  site of power or threatened their guarded item. Likewise, 
  the Monitor receives the same bonus to weapon damage 
  rolls against creatures of this type. A Monitor also receives 
  the damage bonus with ranged weapons, but only against 
  targets within 30 feet (the Monitor cannot strike with deadly 
  accuracy beyond that range). The Monitor’s damage bonus 
  applies to undead and ﬁends even if those creatures are 
  immune to critical hits, because Monitors have trained and 
  studied these creatures for weaknesses.
  Divine Health: A Monitor is immune to all diseases, 
  including magical diseases.  In addition, the Monitor no 
  longer suffers penalties due to age, and will live 100 years 
  longer than his usual maximum age.  
  Bonus Feats:  At the levels indicated, the Monitor 
  chooses a bonus feat from the following list, provided the 
  Table 1-5: The Monitor
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Monitor’s Wrath +1
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Divine Health
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Monitor’s Wrath +2
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Aura of Courage 
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Monitor’s Wrath +3
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Immortal
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Monitor’s Wrath +4
  +5
  +2
  
  Page - 12
  Chapter 1: Characters
  character meets all prerequisites for any feat so gained: 
  Advanced Two-Weapon Fighting, Agile Riposte, Alertness, 
  Armor Proﬁciency (Light, Medium), Athletic, Combat 
  Expertise, Combat Reﬂexes, Heroic Surge, Improved 
  Disarm, Toughness, Weapon Finesse, Weapon Focus.
  Aura of Courage: Beginning at 5th level, a monitor is 
  immune to fear (magical or otherwise). Allies within 10 
  feet of the monitor gain a +4 morale bonus to saving throws 
  against fear effects. Granting the morale bonus to allies is a 
  supernatural ability. 
  Immortal:  Through long association with the 
  rejuvenating effects of sites of power, Monitors receive the 
  gift of immortality.  Each group of Monitors has a Holy Site 
  associated with this ability; if the Monitor is separated from 
  that site for more than a year, all previously-ignored aging 
  effects immediately take effect on the character (including 
  death, if the character is past the maximum age for his 
  race).  For the Knights Templar, this location is Glastonbury 
  Monastery and the fountains there (although it is rumored 
  that the ancient Cave of Bethlehem could serve this purpose 
  as well).  Monitors of different Higher Powers have their 
  own locations, rumored to be hiding right under the noses 
  of unbelievers; possible Holy Sites might include such 
  locations as Mecca, the Valley of Kings, the Wailing Wall, 
  the Church of the Holy Sepulcher, Stonehenge, and many 
  more obscure locations, some lost to antiquity.   No group 
  of Monitors has more than one or two sites that provide 
  rejuvenation.
   
  Relic Seeker
  We made our way through the tunnels at a run.  I could 
  hear footsteps behind us, but with the echoes and 
  dripping water, it was impossible to tell how close they 
  were.  Suddenly, a light at the end of the tunnel.  At the 
  exit, a long stone ladder leading down… way down.  I 
  hate heights.  
  -- from the Journals of Malcolm Gideon 
  Part archeologist, part adventurer, the Relic Seeker explores 
  ancient and unknown ruins, seeking artifacts of the past in a 
  quest for knowledge.  Characters enter this advanced class 
  for a variety of reasons, from the love of pure scientiﬁc 
  discovery to the more mercenary quest for glory.  However, 
  what separates this class from the Grave Robber and the 
  Monitor classes is that the Relic Seeker wants what he ﬁnds 
  to be available to the public, for all to see.  Monitors hide 
  their discoveries away, for fear that they might fall into the 
  wrong hands.  The Grave Robber, in his quest for money and 
  power, either keeps his prize (if he can ﬁgure out how to use 
  it) or sells it to a private collector (who is likely to keep it in 
  a private vault). 
  Requirements
  To qualify to become a Relic Seeker, a character must 
  fulﬁll the following criteria.
  Skills: Knowledge (arcane lore) 6 ranks, Knowledge (art) 
  6 ranks, Knowledge (history) 6 ranks.
  Feats: Studious.
  Class Information
  The following information pertains to the Relic Seeker 
  advanced class.
  Hit Die:  1d8
  Action Points:  6 + ½ character level, rounded down, 
  every time the character attains a level in this class.
  Class Skills:  The Relic Seeker’s class skills: Balance 
  (Dex), Climb (Str), Decipher Script (Int), Disable Device 
  (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (arcane lore, history) (Int), Listen (Wis), Move 
  Silently (Dex), Navigate (Int), Research (Int), Ride, 
  Search (Int), Spot (Wis), Survival (Wis), Swim (Str), 
  Tumble (Dex).
  Skill Points per Level:  7 + Int modiﬁer.
  
  Page - 13
  Chapter 1: Characters
  Class Features
  All of the following are features of the Relic Seeker 
  advanced class.
  Evasion (Ex): If a Relic Seeker makes a successful Reﬂex 
  save against an attack that normally deals half damage on a 
  successful save, the Relic Seeker instead takes no damage. 
  Evasion can only be used if the Relic Seeker is wearing light 
  armor or no armor.  At 10th level, the Relic Seeker takes only 
  half damage on a failed save. 
  If the Relic Seeker already has Evasion or Improved 
  Evasion from another source, when he gains these abilities 
  through this class he may select either Improved Initiative or 
  Lightning Reﬂexes as a bonus feat instead.
  Improvised Tools (Ex):  At 2nd level and above, the Relic 
  Seeker suffers no penalties to skill checks for being without 
  tools or proper equipment.  If the Relic Seeker needs to 
  climb, he can use vines; if he needs to repair a vehicle, he 
  can use a Swiss army knife and duct tape; if he needs to treat 
  an injury, he can ﬁnd the right rare jungle herbs.  In short, 
  Relic Seekers are masters at “making do.”
  Uncanny Dodge (Ex): At 3rd level and above, a Relic 
  Seeker retains his Dexterity bonus to Defense (if any) if 
  caught ﬂat-footed or struck by an invisible attacker. 
  At 5th level, the Relic Seeker can no longer be ﬂanked. 
  At 7th level, the Relic Seeker gains a +1 bonus to Reﬂex 
  saves made to avoid traps (including Evasion Saving throws) 
  and a +1 dodge bonus to Defense against attacks by traps.  
  At 9th level, this bonus rises to +2. 
  If a Relic Seeker gains an Uncanny Dodge ability through 
  this class which he has already gained from another source, 
  he gains the next higher ability instead. Once the Relic 
  Seeker gains all the abilities from this tree, he may select 
  bonus feats from the Relic Seeker’s bonus feat list. 
  Improvised Weapons (Ex):  At 4th level, the Relic Seeker 
  never wants for a weapon, in the same way that he is never 
  without tools.  The character may use (as a weapon) any item 
  not designed to be a weapon with no penalty to his attack 
  roll.
  Bonus Feats: At the levels indicated, the Relic Seeker 
  gains a bonus feat from the following list, provided the 
  character meets all prerequisites for any feat so gained: 
  Acrobatic, Alertness, Combat Expertise, Defensive 
  Martial Arts, Dodge, Educated, Guide, Mobility, Renown, 
  Stealthy, and Windfall.
  Miraculous Escape (Ex): At 9th level, when the Relic 
  Seeker spends an action point to avoid a trap, he adds the 
  highest two dice to his roll rather than the highest die. 
  Witch
  Witches (and their male equivalents, Warlocks) are an 
  anomaly in the Blood War. Capable of using magic through 
  their study of ancient pagan religions and forgotten rites, 
  these children of the night ﬁnd themselves on both sides of 
  the conﬂict. Because of this, they are often distrusted by both 
  sides, and frequently ﬁnd themselves the target of scorn and 
  hatred even from those on the same side. 
  Requirements
  To qualify to become a Witch, a character must fulﬁll the 
  following criteria.
  Skills: Knowledge (arcane lore) 6 ranks, Craft (chemical) 
  6 ranks.
  Feats: Iron Will.
  Class Information
  The following information pertains to the Witch advanced 
  class.
  Hit Die: 1d6
  Action Points: 6 plus one-half character level, rounded 
  down.
  Class Skills:  The witch’s class skills are Bluff (Cha), 
  Concentration (Con), Craft (chemical, pharmaceutical) (Int), 
  Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), 
  Gather Information (Cha), Intimidate (Cha), Knowledge 
  (arcane lore, behavioral sciences, current events, history, 
  theology and philosophy) (Int), Listen (Wis), Sense Motive 
  (Wis), Spot (Wis), Survival (Wis) and Treat Injury (Wis).
  Skill Points at Each Level: 7 + Int modiﬁer.
  Class Features
  All of the following are features of the Witch advanced class.
  Summon Familiar: The Witch has the ability to obtain 
  a familiar. A familiar is a magical beast, superﬁcially 
  resembling a natural creature, that is linked to its master. A 
  familiar grants special abilities to its master, as described 
  below. A special ability granted by a familiar only applies 
  Table 1-6: The Relic Seeker
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +2
  +1
  Evasion
  +1
  +0
  2nd 
  +1
  +0
  +3
  +2
  Improved Tools
  +2
  +0
  3rd 
  +2
  +1
  +3
  +2
  Uncanny Dodge (Dex bonus to AC)
  +2
  +1
  4th 
  +3
  +1
  +4
  +2
  Improvised Weapons
  +3
  +1
  5th
  +3
  +1
  +4
  +3
  Uncanny Dodge (can’t be ﬂanked)
  +4
  +1
  6th
  +4
  +2
  +5
  +3
  Bonus Feat
  +4
  +2
  7th
  +5
  +2
  +5
  +4
  Uncanny Dodge (+1 vs. traps)
  +5
  +2
  8th
  +6
  +2
  +6
  +4
  Bonus Feat
  +6
  +2
  9th
  +6
  +3
  +6
  +4
  Uncanny Dodge (+2 vs. traps); Miraculous Escape
  +6
  +3
  10th 
  +7
  +3
  +7
  +5
  Improved Evasion
  +7
  +3
  
  Page - 14
  Chapter 1: Characters
  Alertness (Ex): The presence of a familiar sharpens its 
  master’s senses. While the familiar is within 5 feet of its 
  master, the Witch gains the Alertness feat.
  Empathic Link (Su): The Witch has an empathic link with 
  the familiar out to a distance of one mile. The Witch can’t 
  see through the familiar’s eyes, but the two of them can 
  communicate telepathically. Note that the relatively low 
  Intelligence of a low-level Witch’s familiar limits what it 
  is able to communicate or understand, and even intelligent 
  familiars see the world differently than humans.
  Speak with Familiar/Speak with Master (Ex): A Witch 
  of 5th level or higher and her familiar can communicate 
  verbally as if they were using a common language. Other 
  creatures do not understand the communication without 
  magical help.
  Speak with Animals of Its Type (Ex): The familiar of a 
  Witch of 7th level or higher can communicate with animals 
  of approximately the same type as itself: bat and rat familiars 
  with rodents, cats with felines, ferrets with creatures of 
  the family Mustelidae (weasels, minks, polecats, ermines, 
  skunks, wolverines, and badgers), hawks and owls with 
  birds, snakes with reptiles, and toads with amphibians. 
  This communication is limited by the Intelligence of the 
  conversing creatures.
  Spell Resistance (Ex): The familiar of a Witch of 9th level 
  or higher gains spell resistance equal to the Witch’s level + 
  5.
  Familiar
  Special Beneﬁt
  Bat
  Witch gains +3 bonus on Listen checks
  Cat
  Witch gains +3 bonus on Move Silently checks
  Owl
  Witch gains +3 bonus on Spot checks in dusk or 
  darkness
  Rat
  Witch gains +2 bonus on Fortitude saves
  Tiny Viper
  Witch gains +3 bonus on Bluff checks
  Toad
  Witch gains +3 hit points
  Note: Because of their afﬁnity with creatures of darkness, 
  ferrets and hawks are available as familiars only to Witches 
  in the service of darkness.
  when the Witch and the familiar are within one mile of each 
  other.
  For the purposes of determining familiar special abilities, 
  count only Witch levels. Any levels from classes other than 
  Witch are not included in this calculation unless speciﬁcally 
  stated otherwise.
  Depending on what kind of creature the familiar is, the 
  master gains a special beneﬁt, as summarized on the familiar 
  table.
  Familiar Qualities: Use the basic statistics for a creature 
  of its type, with the following changes.
  Hit Dice: Treat as the Witch’s character level (for effects 
  related to Hit Dice). Use the familiar’s normal total if it is 
  higher.
  Hit Points: One-half the Witch’s total, rounded down. 
  Action Points: A familiar cannot gain or spend action 
  points, and a Witch cannot spend an action point through her 
  familiar.
  Attacks: Use the Witch’s base attack bonus. Use the 
  familiar’s Dexterity modiﬁer or Strength modiﬁer, whichever 
  is greater, to determine the familiar’s melee attack bonus 
  with unarmed attacks. Damage equals that of a normal 
  creature of its type.
  Saving Throws: The familiar uses the Witch’s base saving 
  throw bonuses if they’re better than the familiar’s. The 
  familiar uses its own ability modiﬁers for saves, and does not 
  enjoy other bonuses that the Witch may have (such as from 
  feats).
  Skills: For each skill, use either the normal skill ranks for 
  a creature of its type or the Witch’s skill ranks, whichever 
  is better. In either case, the familiar uses its own ability 
  modiﬁers. Regardless of a familiar’s total skill modiﬁers, 
  some skills may remain beyond the ability of the familiar to 
  perform (such as Craft, for instance) at the GM’s discretion. 
  Familiar Special Abilities: Familiars have special 
  abilities, or impart abilities to their Witch, depending on the 
  level of the Witch.
  Natural Armor (Ex): This number represents a bonus 
  to the familiar’s existing natural armor bonus to Defense. 
  Add the given value directly to the familiar’s Defense. It 
  represents a familiar’s preternatural toughness.
  Familiar’s Intelligence (Ex): The familiar’s Intelligence 
  score. (Normal creatures of its type have a much lower 
  Intelligence score.)
  Table 1-7: The Witch
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +0
  +2
  Summon Familiar
  +0
  +0
  2nd 
  +1
  +2
  +0
  +3
  Herbal Lore
  +1
  +0
  3rd 
  +1
  +2
  +1
  +3
  Darkshape 1/day
  +1
  +0
  4th 
  +2
  +2
  +1
  +4
  Brew Potion
  +1
  +0
  5th
  +2
  +3
  +1
  +4
  Creature of the Night
  +2
  +1
  6th
  +3
  +3
  +2
  +5
  Darkshape 2/day
  +2
  +1
  7th
  +3
  +4
  +2
  +5
  Witch’s Brew
  +2
  +1
  8th
  +4
  +4
  +2
  +6
  Witch’s Delight
  +3
  +1
  9th
  +4
  +4
  +3
  +6
  Darkshape 3/day
  +3
  +2
  10th 
  +5
  +5
  +3
  +7
  Object of Desire
  +3
  +2
  
  Page - 15
  Chapter 1: Characters
  Witch  
  Level 
  Natural 
  Armor  
  Int 
  Special
  1st–2nd 
  +1 
  6 Alertness, improved evasion, empathic 
  link
  3rd–4th 
  +2 
  7 
  --- 
  5th–6th 
  +3 
  8 
  Speak with master
  7th–8th 
  +4 
  9 
  Speak with animals of its kind
  9th–10th 
  +5 
  10 
  —
  Herbal Lore: The Witch is highly skilled at concocting 
  chemicals of all kinds out of common herbal combinations. 
  A Witch with this ability reduces the wealth cost of any 
  poison or acid made with the Craft (chemical) skill or any 
  remedy made with the Craft (pharmaceutical) skill by half 
  (rounded up). Note that this ability does not apply to potions 
  (see below).
  Darkshape: A certain number of times each day, a Witch 
  may assume the form of the following creatures: bat, black 
  cat, raven, owl, or wolf.  The Witch may only change shape 
  at night. While in her animal form, she retains all her own 
  skills and mental abilities, but gains the animal’s physical 
  abilities.
  Brew Potion: Through their studies of alchemy and 
  natural herbalism, Witches can brew potions that carry 
  magical effects. 
  The Witch can create a potion which reproduces the effect 
  of any spell of 3rd level or lower, so long as she knows the 
  recipe for that spell (see below for information on spell 
  recipes). The spell must be one which targets a character or 
  characters. Brewing a potion takes one day. When the Witch 
  creates a potion, she sets the caster level; the caster level 
  must be sufﬁcient to cast the spell in question and no higher 
  than the Witch’s own level.
  The purchase DC of the raw material to brew a potion is 
  15 + the potion’s spell level + the potion’s caster level.
  The Witch must also spend experience points to brew a 
  potion. The XP cost is equal to the spell level x the caster 
  level x the purchase DC of the raw materials. If the spell 
  requires a material component or carries an experience point 
  cost of its own, the material component must be used and the 
  XP cost paid in addition to the normal cost of creating the 
  potion.
  Finally, to complete the potion, the Witch makes a Craft 
  (chemical) skill check. The DC for the check is 10 + the 
  spell level + the caster level. If the check fails, she fails to 
  create the potion; any raw materials are used up but XP are 
  not spent. The Witch can try again the next day. 
  When the Witch creates a potion, she makes any choices 
  that would normally be made upon casting the spell. The 
  person who drinks the potion is the considered target of the 
  spell.
  Learning Potion Recipes: Starting at 4th level, the Witch’s 
  studies reveal to her an alchemical potion recipe at a rate of 
  one recipe for each class level (starting at 4th). At 4th and 5th 
  level, the Witch learns a recipe for a 1st or 2nd level arcane 
  or divine spell. At 6th level and higher, the Witch acquires a 
  recipe for a 1st-3rd level arcane or divine spell.
  Creature of the Night: Witches live by the light of the 
  moon and prefer evening’s darkness to the daytime sun. At 
  5th level, the Witch gains low-light vision and heals 1 HP/
  hour at night. 
  Witch’s Brew: This ability allows the Witch to make 
  any potion or poison seem like normal nutritious food. No 
  method—mundane or magical—can reveal the potion or 
  poison for what it is. Applying this ability raises the wealth 
  DC and the Craft (chemical) DC of any potion or poison by 
  +5.
  Witch’s Delight: This ability causes any potion or poison 
  crafted by the Witch to seem so tempting that anyone offered 
  such a “delight” must succeed at a Will saving throw (DC 20 
  + the Witch’s Charisma modiﬁer) or be unable to refuse. 
  Object of Desire: At 10th level, the Witch gains the 
  supernatural ability to appear young and beautiful regardless 
  of her current age. The witch still suffers all normal aging 
  effects for her actual age, but appears to be perpetually 
  middle-aged. Her magic can also be channeled to make her 
  
  Page - 16
  Chapter 1: Characters
  even more appealing for brief periods; by spending an action 
  point, the Witch can boost her Charisma by 2d4 points for 
  ten hours.   
  New Skills
  Knowledge 
  (Arcane Lore) 
  New Use: Profane Ritual
  Knowledge is power. Characters who serve the 
  Dark Powers pore over hidden tomes, looking 
  for keys to unlock the whispered promises of their sinister 
  patrons. Those with sufﬁcient knowledge can tap into the 
  hidden mysteries of magic, witchcraft, and the occult. 
  Knowledge of the occult is important even for characters 
  who do not serve the Dark Powers, for it unlocks the secret 
  history of the world and sheds light on the dark events 
  swirling and converging around our times.
  Performing Profane Rituals requires a successful 
  Knowledge (arcane lore) check, as indicated the respective 
  feat.
  Profane Rituals may not be performed unless the character 
  has the Profane Ritual feat, and then only at –4 unless the 
  character also has the speciﬁc feat for the ritual itself.
  Knowledge 
  (Behavioral Sciences)
  New Use: Psychotherapy
  Modern understanding of psychology and psychotherapy 
  can bring relief to those suffering from brainwashing, mental 
  illness, or spiritual afﬂictions. 
  This use of the Knowledge (behavioral sciences) skill to 
  alleviate mental and spiritual suffering is a lengthy process; 
  only one check may be made per week for any given subject.  
  Each attempt requires the character making the skill check to 
  spend at least one hour in a quiet and private setting talking 
  to the character he is attempting to aid (by contrast, most 
  other Knowledge skill checks are reaction or full-round 
  actions).
  Successful skill checks either alleviate the symptoms of 
  mental illnesses for a week (for serious illnesses) or slowly 
  reduce the effects of a minor illness (such as stress) or 
  spiritual afﬂiction in the patient. Because this type of therapy 
  is more of a process than a procedure (unlike other medical 
  practices in which patients take a pill and are either cured or 
  not) many discount it and treat it as a “junk science.”
  Psychotherapy can be aided tremendously by the 
  application of psychotropic drugs and hormonal treatments. 
  In such circumstances, the Craft (pharmaceutical) skill may 
  be used to generate bonuses to this skill check, and can also 
  aid any Will saving throws a subject must make during the 
  therapy process. 
  Characters without the Psychotherapy feat suffer a –4 
  penalty when making Knowledge (behavioral sciences) skill 
  checks for Psychotherapy. 
  Knowledge 
  (Theology and Philosophy)
  New Use: Sacred Ritual
  As noted above, knowledge is power—and for the forces 
  of light, no knowledge is more powerful than that contained 
  in the Holy Scriptures. The verses of the Scriptures are 
  studied constantly for hints of their deeper meanings and 
  for clues to the power they hold. Characters with sufﬁcient 
  knowledge can even use that hidden power to work 
  “miracles.” 
  Prophecy (Wis; Exclusive)
  You are gifted (or cursed) with the ability to divine the 
  future. In the modern world, few believe in precognition; 
  many with this ability are scorned or even institutionalized. 
  The unfortunate fact that seeing the future frequently leads 
  to real insanity doesn’t make this situation any easier, and 
  characters with prophetic vision are often haunted by what 
  they see. To make matters worse, those who know that this 
  power is real often seek to use those who possess it for their 
  own selﬁsh ends. 
  Check: The Prophecy skill can be used to provide an 
  accurate forecast of a single event in the future.  The 
  character must be able to describe in general terms the 
  circumstances they wish to see; upon a successful check 
  and at the GM’s discretion, the character receives a vision 
  of the way that event is most likely to play out.  In addition 
  to knowledge of future, a successful Prophecy skill check 
  grants the character a free action point for use on a single 
  skill check or attack roll during the forecasted event. 
  However, if the Prophecy check fails, the character receives 
  no information about the event and the GM gains a free 
  action point to an opponent’s skill check.  The use of this 
  skill is always subject to the GM’s judgment.
  The further into the future events are forecast, the murkier 
  the future becomes. 
  Event
  DC
  Forecast event less than 24 hours in the future
  20
  Forecast event 1-2 days in the future
  25
  Forecast event 3 days in the future
  30
  Forecast event 4 days in the future
  35
  Forecast event 5 or more days in the future
  40
      Action: A prophecy check takes 24 hours; this time must 
  be spent in meditation or prayer.
  Try Again: Varies. Prophecy checks to aid speciﬁc events 
  may not be retried. Attempts to foresee broader or less 
  speciﬁc occurrences, such as someone’s destiny, may be 
  retried at the GM’s discretion.
  Special: Characters with the Second Sight feat gain access 
  to the Prophecy skill.
  Characters with 5 or more ranks in Concentration gain a 
  +2 bonus on Prophecy skill checks, since they notice small 
  details during their visions that others might overlook.
  
  Page - 17
  Chapter 1: Characters
  New General Feats
  Antithesis 
  You have a deep hatred for one allegiance 
  or group.
  Prerequisite:  Enemy (same group), BAB 9+
  Effect:  When you are combating minions or 
  representatives of your antithesis, you gain an additional +2 
  bonus to attack rolls and skill checks.  You will not willingly 
  deal with your antithesis on friendly terms, and when you 
  must deal with forces friendly to them, you suffer a –4 
  penalty to all Charisma-based skill checks.
  Special:  A character may only take this feat once.
  Astrology 
  You use the stars to aid your forecasts of the future. 
  Prerequisite: Second Sight, Knowledge (arcane lore) 5 
  ranks.
  Effect: When making a Prophecy skill check, you may 
  use your Knowledge (arcane lore) skill to assist you. Before 
  making your Prophecy check, make a Knowledge (arcane 
  lore) skill check (DC 15) to gain a +2 circumstance bonus on 
  your Prophecy skill check. If your Knowledge (arcane lore) 
  skill check is 20-24, the circumstance bonus is +3; 25-29, 
  +4; and so forth.
  Special: The effects of this feat stack with similar feats 
  (such as Palm Reading).
  Brainwashing 
  You are familiar with the “art” of coercion and are able to 
  radically alter the personalities of those under your control.
  Prerequisite:  Knowledge (behavioral sciences) 8 ranks, 
  Psychotherapy.
  Effect:  By depriving a character under your control of 
  basic necessities (typically food and sleep), while at the 
  same insisting on your love and devotion to the character’s 
  well-being (even if the character is imprisoned and 
  forcefully denied food and sleep), you cause the victim to 
  take one point of Wisdom ability damage each day.  When 
  the victim’s Wisdom reaches zero, you may remove one 
  allegiance from the victim and replace it with an allegiance 
  of your choice.
  A character must be allowed to heal one point of ability 
  damage before subsequent brainwashing attempts can be 
  made. After the victim has recovered one point of Wisdom, 
  brainwashing may begin again, taking only one day to again 
  reduce Wisdom to zero and replace another of the character’s 
  allegiances. Obviously, once a character has been broken, 
  replacing all of his former allegiances is an easy task.
  Special:  If losing an allegiance causes a character to no 
  longer qualify for a feat (typically Conviction or Faith’s 
  Protection), the character temporarily loses access to that 
  feat until he regains any requisite allegiances. 
  Characters who have had their allegiances altered as a 
  result of brainwashing may not voluntarily remove that 
  allegiance when they gain a level. Only deprogramming can 
  restore to a brainwashed character his freedom of choice.
  Deprogramming is essentially brainwashing in reverse, 
  and requires use of the Brainwashing feat. The character is 
  locked in a room where a deprogrammer (often accompanied 
  by friends and family) forcefully tells the character their 
  feelings for him and tries to explain that he has been 
  brainwashed by people who merely seek to use and 
  manipulate him. This process inﬂicts one point of Wisdom 
  ability damage per hour; when the target’s Wisdom drops 
  to zero, he loses all allegiances and enters a period of deep 
  confusion followed by reﬂection. During this time, the target 
  cannot gain or change allegiances by any means. 
  After the target’s Wisdom has returned to its maximum, 
  the period of confusion ends, and the target is free to gain 
  allegiances the next time he gains a level. 
  Conviction (Asceticism)
  You live a simple life away from the temptations of the 
  world.
  Prerequisite:  Any two of the following allegiances: 
  Chastity, Diligence, Generosity, Higher Power, Humility, 
  Kindness, Moderation or Patience. 
  Effect:  Your willingness to place the needs of others 
  before yourself is almost universally respected, and you gain 
  a +2 bonus to all Charisma-based skills when dealing with 
  any allegiance which may be used as a prerequisite for this 
  feat. 
  You gain a +2 morale bonus on Will saving throws to 
  avoid corruption, including saves to resist possession, 
  brainwashing, and spiritual afﬂictions. You also gain a +2 
  morale bonus on all saving throws to resist environmental 
  damage from heat, cold, hunger, etc.  
  However, due to your strong devotion to acts of charity, 
  you suffer a –4 Wealth Bonus penalty and a –2 penalty to 
  all Charisma-based skills when dealing with characters who 
  have the avarice allegiance.
  Special: If the allegiance prerequisites for this feat are 
  ever removed or revoked by the GM (because you are not 
  roleplaying the allegiance), you may not gain the beneﬁts 
  of this feat until you have re-established the required 
  allegiances. Acquiring (or re-acquiring) an allegiance 
  requires you to gain at least one level.
  Conviction (Avarice)
  You love one thing above all else: money.
  Prerequisite: Avarice must be your ﬁrst and most 
  important allegiance. 
  Effect: You can buy loyalty and goodwill among those 
  who share your love of wealth. Diplomacy is added to your 
  permanent class skill list, and you gain a +2 bonus on any 
  Diplomacy checks in which bribery is involved. 
  Once per level, you may also make Wealth checks to 
  permanently increase your Leadership score, allowing 
  you access to more followers than you would normally be 
  entitled to. By making a Wealth check (DC equal to your 
  
  Page - 18
  Chapter 1: Characters
  current Leadership score), you receive a permanent +1 bonus 
  to your Leadership score. 
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether, or from its position as your ﬁrst 
  allegiance) or revoked by the GM (because you are not 
  roleplaying the allegiance), you may not gain the beneﬁts of 
  this feat until you have re-established the required allegiance 
  as your ﬁrst allegiance. Acquiring an allegiance or changing 
  the order of allegiances requires you to gain at least one 
  level.
  Conviction (Dark Power)
  You serve the Dark Powers loyally and willingly.
  Prerequisite: Your ﬁrst allegiance must be to a Dark 
  Power.
  Effect: Knowledge (arcane lore) is added to your 
  permanent class skill list. You also gain a +2 bonus to all 
  skill checks related to Profane Rituals. 
  You may take Profane Ritual feats any time you are 
  entitled to take a bonus feat (although you must meet the 
  prerequisites for any feat selected). 
  You may not perform Sacred Rituals without ﬁrst 
  renouncing your allegiance to your Dark Power (thereby 
  losing this feat).
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or from its position as your ﬁrst 
  allegiance) or revoked by the GM (because you are not 
  roleplaying the allegiance), you may not gain the beneﬁts of 
  this feat until you have re-established the required allegiance 
  as your ﬁrst allegiance. Acquiring an allegiance or changing 
  the order of allegiances requires you to gain at least one 
  level.
   
  Conviction (Higher Power) 
  You are devoted to the Higher Powers.
  Prerequisite: Your ﬁrst allegiance must be to a Higher 
  Power.
  Effect: Knowledge (theology and philosophy) is added to 
  your permanent class skill list. You also gain a +2 bonus to 
  all checks related to Sacred Rituals.
  You may take Sacred Ritual feats any time you are 
  entitled to take a bonus feat (although you must meet the 
  prerequisites for any feat selected)
  You may not perform Profane Rituals without ﬁrst 
  renouncing your allegiance to your Higher Power (thereby 
  losing this feat).
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or from its position as your ﬁrst 
  allegiance) or revoked by the GM (because you are not 
  roleplaying the allegiance), you may not gain the beneﬁts of 
  this feat until you have re-established the required allegiance 
  as your ﬁrst allegiance. Acquiring an allegiance or changing 
  the order of allegiances requires you to gain at least one 
  level.
  Conviction (Wrath) 
  You believe in the sweetness of revenge.
  Prerequisite: Your ﬁrst allegiance must be to wrath.
  Effect: During combat, you may designate one opponent 
  as the target of your wrath. You gain a +1 morale bonus to 
  attack and damage rolls made against that opponent. Once an 
  opponent has been selected, you may not choose another for 
  one minute (10 rounds). 
  This morale bonus stacks with any bonuses granted by the 
  Antithesis or Enemy feats. 
  Special: If the allegiance prerequisite for this feat is ever 
  removed (either altogether or from its position as your ﬁrst 
  allegiance) or revoked by the GM (because you are not 
  roleplaying the allegiance), you may not gain the beneﬁts of 
  this feat until you have re-established the required allegiance 
  as your ﬁrst allegiance. Acquiring an allegiance or changing 
  the order of allegiances requires you to gain at least one 
  level.
  Dark Magnetism 
  Your charisma appeals strongly to those who serve the Dark 
  Powers of the world.
  Prerequisite: Cha 13+, Allegiance (Dark Power), 
  Conviction (Dark Power) and Henchmen.
  Effect: When dealing with followers who share your 
  allegiance to the same Dark Power, your Leadership score 
  is increased by +5 and all your followers gain Conviction 
  (Dark Power) as a free feat. 
  Special: Should you ever lose or renounce your allegiance 
  to your Dark Power, your Leadership score is reduced 
  by one-half and you immediately lose all your followers. 
  Recruiting new followers (at your substantially reduced 
  Leadership score) will take 2-8 months. 
  Enemy—One Allegiance 
  You detest one allegiance or group.
  Effect:  You gain a +2 bonus to attack rolls and skill 
  checks when combating your chosen enemy.  When you 
  must deal with your enemy peacefully, or when you deal 
  with groups allied with your enemy, you suffer a –2 penalty 
  to all Charisma-based skills.
  Special:  A character may take this feat more than once.  
  Each time, it applies to a different group or allegiance.
  Faith’s Protection 
  (Dark or Higher Power)
  Your faith in your Higher Power (or a Dark Power) sees you 
  through rough times.
  Prerequisite:  Conviction (Dark Power) or Conviction 
  (Higher Power).
  Effect:  Your faith protects you in times of need, allowing 
  you to reroll any failed saving throw from a magical, 
  demonic, or evil source (including such sources as demonic 
  
  Page - 19
  Chapter 1: Characters
  poison and Profane Rituals). Conviction (Dark Power) 
  functions in the same manner, except that it works against 
  holy attacks and effects (including Sacred Rituals).  Use of 
  this feat requires you to spend an action point. 
  Friends in High Places 
  You have friends in the upper levels of your secret society 
  who are willing to give you greater latitude. 
  Prerequisite: Full membership in an organization or 
  secret society.
  Effect: When you spend an action point to modify 
  Requisition checks, you may count the highest two dice 
  rather than only the highest die. 
  Henchmen 
  You have a group of followers.
  Prerequisite: You must be at least 3rd level.
  Beneﬁt: You have a group of followers who assist you out 
  of loyalty, serve you for pay, or obey you from fear.
  Leadership Score: A character’s Leadership score equals 
  his level plus his Charisma modiﬁer. In order to take into 
  account negative Charisma modiﬁers, the Leadership table 
  allows for very low Leadership scores, but the character 
  must still be 6th level or higher in order to gain the 
  Leadership feat and thus attract a cohort. Outside factors 
  can affect a character’s Leadership score, as detailed in the 
  Leadership Modiﬁers table.
  Number of Followers by Level: The character can lead 
  up to the indicated number of characters of each level. 
  Followers: A leader attracts followers who share at least 
  one of the character’s allegiances. As the leader’s Leadership 
  rises, he can attract more followers. If his Leadership goes 
  down, followers may desert.
  Replacing Followers: If a leader loses a cohort or 
  followers, he can generally replace them, up to the maximum 
  allowed by his current Leadership score. It takes time (1d4 
  months) to recruit replacements. If the leader is to blame for 
  the deaths of followers, it takes extra time to replace them, 
  up to a full year (and note that the leader also picks up a 
  reputation of failure, which decreases his Leadership score).
  Bonus: Charismatic heroes may take this feat as a bonus 
  feat.
  Ideologue 
  You are able to impress your values on your followers.
  Prerequisite: Cha 15+, character level 7, Henchmen, 
  Inspired Leadership.
  Effect: For every eight ranks you have in Diplomacy, 
  your followers gain an allegiance in common with you. If 
  you have the Antithesis or Enemy feats, all of your followers 
  gain that feat as a free feat. If you have the Faith’s Protection 
  feat, all of your followers gain that feat for free as well.
  Special: Any perceived wavering on the part of an 
  ideologue throws his followers into confusion and may 
  cause some followers to leave the ideologue’s service. Any 
  time a character with this feat changes allegiances (whether 
  voluntarily or because one of his allegiances was revoked by 
  the GM), his Leadership score is penalized by two for each 
  allegiance changed, and his followers lose the beneﬁts of this 
  feat for one month. 
  Information Network 
  Your extensive network of informants on the ground can 
  alert you of trouble.
  Prerequisite:  Henchmen.
  Effect:  Each follower you devote to the task of keeping 
  tabs on things grants you a +1 bonus to Gather Information 
  or Spot skill checks.  Note, however, that some information 
  is not free; you must still pay any special costs or “fees” 
  associated with certain types of restricted information.
  Table 1-8: Henchman
  Score 
  Leadership
  Number of Followers by Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or less
  -
  -
  -
  -
  -
  -
  2
  -
  -
  -
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  4
  -
  -
  -
  -
  -
  -
  5
  -
  -
  -
  -
  -
  -
  6
  -
  -
  -
  -
  -
  -
  7
  -
  -
  -
  -
  -
  -
  8
  -
  -
  -
  -
  -
  -
  9
  -
  -
  -
  -
  -
  -
  10
  5
  -
  -
  -
  -
  -
  11
  6
  -
  -
  -
  -
  -
  12
  8
  -
  -
  -
  -
  -
  13
  10
  1
  -
  -
  -
  -
  14
  15
  1
  -
  -
  -
  -
  15
  20
  2
  1
  -
  -
  -
  16
  25
  2
  1
  -
  -
  -
  17
  30
  3
  1
  1
  -
  -
  18
  35
  3
  1
  1
  -
  -
  19
  40
  4
  2
  1
  1
  -
  20
  50
  5
  3
  2
  1
  -
  21
  60
  6
  3
  2
  1
  1
  22
  75
  7
  4
  2
  2
  1
  23
  90
  9
  5
  3
  2
  1
  24
  110
  11
  6
  3
  2
  1
  25+
  135
  13
  7
  4
  2
  2
  Table 1-9: Leadership Modifiers
  General Leadership Modiﬁers
  The Leader Has a Reputation of
  Leadership Modiﬁer
  Great Success
  +2
  Great Failure
  -2
  Each +2 Reputation
  +1
  Follower-only Leadership Modiﬁers
  The Leader:
  Leadership Modiﬁer
  Has a base of operations
  +2
  Has a Headquarters
  +4
  Has the Home Turf feat
  +1 
  Moves around a lot
  -1
  Caused the death of other followers
  -1
  
  Page - 20
  Chapter 1: Characters
  Inspired Leadership 
  You inspire your followers to work together efﬁciently.
  Prerequisite: Cha 13+, character level 5, Henchmen.
  Effect: All of your followers gain Teamwork as a free feat 
  when working together towards a common goal. 
  Investment 
  The character is a recognized leader of a religious order, and 
  is accorded special deference by those who believe.
  Prerequisites:  Allegiance (Dark or Higher Power), 
  Conviction (Dark or Higher Power), Knowledge (arcane lore 
  or theology and philosophy) 5 ranks.
  Effect:  The character gains a +1 bonus to Charisma-based 
  skill checks when dealing with anyone who bears allegiance 
  to the same Dark or Higher Power.  The character gains a 
  +2 bonus to Charisma-based skill checks with those who 
  have the Faith’s Protection feat to the same Dark or Higher 
  Power.  These bonuses stack with the +2 bonus the character 
  normally receives from those with whom he shares an 
  allegiance.  In addition, the character gains a +2 bonus on 
  all Knowledge (theology and philosophy) skill checks when 
  performing a Sacred (or Profane) Ritual.
  Numerology 
  You can use your knowledge of arcane number theory to aid 
  your attempts to forecast the future.
  Prerequisite: Second Sight, Knowledge (physical 
  sciences) 5 ranks.
  Effect: When making a Prophecy skill check, you may 
  use your Knowledge (physical sciences) skill to assist you. 
  Before making your Prophecy check, make a Knowledge 
  (physical sciences) skill check (DC 15) to gain a +2 
  circumstance bonus on your Prophecy skill check. If your 
  Knowledge (physical sciences) skill check is 20-24, the 
  bonus is +3, 25-29, +4; and so forth.
  Special: The effects of this feat stack with similar feats 
  (such as Palm Reading). 
  Palm Reading  
  By studying patterns in the palm of a subject, you gain 
  increased insight into her future.
  Prerequisite: Second Sight, Spot 5 ranks.
  Effect: When making a Prophecy skill check to foresee 
  the future on a subject, you may use your Spot skill to assist 
  you. Before making your Prophecy check, make a Spot skill 
  check (DC 15) while studying the palm of the individual 
  whose future you wish to forecast.  Success grants a +2 
  circumstance bonus to your Prophecy skill check. If your 
  Spot skill check is 20-24, the bonus is +3; 25-29, +4; and so 
  forth.
  Special: The effects of this feat stack with similar feats 
  (such as Numerology).
  Pentagram 
  You can draw a protective symbol with which to cage a 
  ﬁend or other servant of darkness.
  Prerequisite:  Knowledge (arcane lore) 5 ranks.
  Effect:  Successfully drawing a pentagram requires a 
  Knowledge (arcane lore) skill check (DC 20).  A ﬁend 
  cannot pass over the lines of a properly drawn pentagram.  
  If the pentagram is drawn around the creature, it is trapped 
  inside (although doing so almost certainly involves holding it 
  still, physically or magically, while the pentagram is drawn).  
  Normal:  Characters without this feat suffer a –4 penalty 
  to their Knowledge (arcane lore) skill when attempting a 
  skill check to create a binding pentagram.
  Profane Ritual 
  You have delved into the darker mysteries.
  Prerequisite:  Allegiance (Dark Power).
  Effect:  This feat allows you to perform Profane Rituals at 
  a –4 penalty to your Knowledge (arcane lore) skill.
  Special: You cannot perform a Sacred Ritual without ﬁrst 
  revoking your allegiance to your Dark Power (and losing 
  access to this feat).
  Psychotherapy 
  You are skilled in the treatment of mental illness.
  Prerequisite:  Knowledge (behavioral sciences) 4 ranks.
  Effect:  You can alleviate and sometimes remove 
  conditions associated with mental illness, including those 
  caused by some spiritual afﬂictions (see the individual 
  spiritual afﬂiction entries for information on when 
  Psychotherapy can and cannot help).
  Special:  Characters without this feat suffer a –4 penalty 
  to their Knowledge (behavioral sciences) skill check when 
  attempting to alleviate mental illness or spiritual afﬂictions.
   
  Sacred Ritual 
  You have delved into the deeper mysteries of faith.
  Prerequisite:  Allegiance (Higher Power).
  Effect:  This feat allows you to perform Sacred Rituals at 
  a –4 penalty to your Knowledge (theology and philosophy) 
  skill.
  Special: You cannot perform a Profane Ritual without ﬁrst 
  revoking your allegiance to your Higher Power (and losing 
  access to this feat).
  Scriptural Interpretation 
  You increase your insight into the future through your 
  knowledge of the works of the great Biblical prophets of the 
  past.
  Prerequisite: Second Sight, Knowledge (theology and 
  philosophy) 5 ranks.
  Effect: When making a Prophecy skill check, you can 
  use your Knowledge (theology and philosophy) skill to 
  assist you. Before making your Prophecy check, make a 
  
  Page - 21
  Chapter 1: Characters
  Knowledge (theology and philosophy) skill check (DC 15) to 
  gain a +2 circumstance bonus on your Prophecy skill check. 
  If your Knowledge (theology and philosophy) skill check is 
  20-24, the bonus is +3; 25-29, +4; and so forth.
  Special: The effects of this feat stack with similar feats 
  (such as Palm Reading).
  Second Sight 
  You are gifted (some would say cursed) with the ability to 
  see the future.
  Effect: Prophecy is added to your permanent class skill 
  list. This feat grants access to the Prophecy skill.
  Normal: Only characters that have this feat may acquire 
  ranks in the Prophecy skill. 
  Self-Help 
  You have an incredible capacity to heal yourself—either 
  through sheer resiliency or by participating in various 
  “self help” methods (which range from reading books to 
  participating in twelve-step programs).
  Prerequisite: Wisdom 13+.
  Effect: You gain a +4 bonus to all Will saving throws to 
  recover from mental trauma or spiritual afﬂictions. When 
  supported by friends who also have this feat, you are even 
  better able to heal from emotional and spiritual trauma. Each 
  ally who also has this feat grants you an additional +2 bonus 
  to these saving throws, to a maximum total bonus of +8 for 
  two or more allies.
  Teamwork—Specific Group 
  You have trained to ﬁght effectively alongside members of 
  your secret society. 
  Prerequisite:  Allegiance (secret society).
  Effect: Whenever the character is in an engagement with 
  someone with the Teamwork feat for the same group (such 
  as the Doctrine or the Knights Templar), he gains a +2 bonus 
  to attack rolls and related skill checks.
  Profane Ritual Feats
  Profane Rituals venerate the Dark Powers, 
  and typically involve offering sacriﬁces 
  (most often blood) in return for profane 
  power. Profane Rituals are by deﬁnition 
  evil, and a character that performs one of these 
  rites immediately renounces any allegiances to 
  good factions or organizations, including the Higher Power 
  allegiance, the good allegiance or an allegiance to any 
  church of Light. 
  Animal Sacrifice 
  You may gain a small boon from your Dark Power through 
  the sacriﬁce of animals—typically those with ritual 
  signiﬁcance, such as black cats, ravens, goats, and so forth.
  Prerequisite:  Profane Ritual, Knowledge (arcane lore) 5 
  ranks.
  Arcane Lore DC: 15
  Time to Perform: 1 hour
  Duration: 12 hours
  Effect: By sacriﬁcing a small animal (typically 1 HD or 
  less) you and one ally/level (who must share your allegiance 
  to the same Dark Power), gain a +1 profane bonus to 
  attack rolls and saving throws.  Characters who possess 
  the Conviction (Dark Power) feat to the Dark Power being 
  venerated gain double these bonuses, for twice as long.
  You may also perform this ritual to gain one bonus spell 
  point that lasts for one day or until spent in the casting of a 
  spell. You may only perform this ritual to gain a spell point 
  once per day. 
  Normal:  Characters without the Profane Ritual feat 
  may not perform this ritual.  Characters without the Animal 
  Sacriﬁce feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Special:  If this ritual is performed over a Blood Altar, you 
  gain a +3 bonus to your Knowledge (arcane lore) skill check.
  Black Bargain 
  You sacriﬁce to your Dark Power in exchange for the 
  services of a servitor ﬁend.
  Prerequisites:  Black Mass, Blood Altar, Bloodletting, 
  Human Sacriﬁce, Profane Ritual, Knowledge (arcane lore) 
  10 ranks.
  Arcane Lore DC: 25
  Time to Perform: 10 hours
  Duration: 1 week plus 1 week per Cultist level
  Effect:  By sacriﬁcing a number of HD of intelligent 
  creatures equal to three times the HD of the servitor ﬁend 
  whose services you wish to obtain, you gain the services of 
  that ﬁend.  The bargain may be extended by one week for 
  each additional 5 HD sacriﬁced to your Dark Power. 
  Normal:  Characters without the Profane Ritual feat 
  may not perform this Ritual.  Characters without the Black 
  Bargain feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Special:  If this ritual is performed over a Blood Altar, you 
  gain a +3 to your Knowledge (arcane lore) skill check. If the 
  caster successfully draws a pentagram before performing this 
  ritual, he may summon the ﬁend into that structure, trapping 
  it. This allows the caster to extend the time of service by up 
  to four weeks, but a creature forced into service under these 
  circumstances will seek a way to wreak its revenge (although 
  it is incapable of directly harming the person performing the 
  ritual).
  Black Calling 
  This ritual allows a ﬁend to physically manifest through the 
  body of a virgin woman.  This is the only way the Caeder 
  (as opposed to greater ﬁends such as Baal, Lucifer, and 
  Mammon) can escape from Hell to manifest in the mortal 
  world. The ﬁend is born as a helpless innocent and must 
  be protected for a short time, after which its dark presence 
  begins to fully manifest, warping the human body it inhabits 
  
  Page - 22
  Chapter 1: Characters
  into a representation of the ﬁend within.
  Prerequisites: Animal Sacriﬁce, Human Sacriﬁce, 
  Profane Ritual, Knowledge (arcane lore) 10 ranks.
  Arcane Lore DC: 15 plus 1 per ﬁend’s HD
  Time to Perform: 9 months
  Duration: permanent
  Effect:  This ritual may only be cast on behalf of a speciﬁc 
  Dark Power, and the person performing this ritual must 
  have an allegiance to that Dark Power.  This ritual requires 
  1 HD of animal blood each month for 9 months.  After this 
  time, a female victim must be chosen as the target of the 
  spell.  If the girl is a virgin, she must make a Will save (DC 
  20) or become impregnated with the ﬁend on whose behalf 
  this ritual is being performed.  If the girl is not a virgin, no 
  save is necessary, and the ritual fails.  After the girl becomes 
  pregnant, 1 HD of animal blood must be sacriﬁced each 
  month for another 9 months to “feed” the child.  If this 
  sacriﬁce is not made, the ritual fails, and the girl may never 
  be the target of a similar ritual again.
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Black Calling 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Black Mass 
  By reinforcing your belief in the Dark Power that you serve, 
  you may gain a small boon.
  Prerequisite: Bloodletting, Profane Ritual, Knowledge 
  (arcane lore) 5 ranks.
  Arcane Lore DC: 15 
  Time to Perform: 1 hour
  Duration: 1 hour per point of skill in Knowledge (arcane 
  lore)
  Effect:  This ritual is a perverse form of the Catholic 
  Mass, with real ﬂesh and real blood consumed as part of 
  the “communion.”  Anyone who takes part and who also 
  possess the Conviction (Dark Power) feat to the character’s 
  Dark Power gains +1d4 Strength and is healed 1 point of 
  damage for each point of skill in Knowledge (arcane lore) 
  the character possesses. 
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Black Mass 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Special:  If the sacriﬁce for this ritual is performed 
  over a Blood Altar, the character gains a +3 bonus to his 
  Knowledge (arcane lore) skill check.
  Blood Altar 
  You have learned the ﬁrst step to appeasing the Dark Powers: 
  erecting an altar to soak up blood sacriﬁces made to them.
  Prerequisite:  Profane Ritual, Knowledge (arcane lore) 5 
  ranks.
  Arcane Lore DC: 20 
  Time to Perform: 6 hours
  Duration: permanent 
  Effect:  This ritual consecrates an altar to the Dark 
  Powers, making it ready for sacriﬁce.  Three HD worth of 
  blood (your own or someone else’s) must soak the altar 
  while this ritual is being performed, or the skill check 
  automatically fails.  When drawing blood from yourself or 
  another victim, the GM may require the damage to be rolled 
  randomly (3d8) or simply assess average damage to the 
  creature whose blood is being shed (13 points of damage). 
  Any subsequent Knowledge (arcane lore) skill checks to 
  perform Profane Rituals over a Blood Altar receive a +3 
  bonus.
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Blood Altar 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Bloodletting 
  By sacriﬁcing a portion of your own lifeblood, you may 
  attempt to curry favor with your dark masters.
  Prerequisite:  Profane Ritual, Knowledge (arcane lore) 8 
  ranks.
  Arcane Lore DC: 15 
  Time to Perform: 1 hour
  Duration: see below 
  Effect:  When performing this ritual, you open a vein 
  and allow your blood to slowly trickle out while you chant 
  prayers to your Dark Power, taking 1d6 points of damage 
  in the process. If the skill check to perform this ritual is not 
  successful, the ritual ends and your blood coagulates and 
  stops running. 
  If the skill check is successful, your blood continues to 
  ﬂow, and each round you continue this ritual you take 1d6 
  additional points of damage and gain one spell point. These 
  spell points last until spent in the casting of a spell or for one 
  day/Cultist level plus one day/die of damage suffered. 
  Only one such ritual may affect you at any given time.
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Bloodletting 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Special:  If this ritual is performed over a Blood Altar, the 
  character gains a +3 bonus to his Knowledge (arcane lore) 
  skill check.
  Dark Disciple 
  You contact a Dark Power and gain magical power at a 
  terrible price.
  Prerequisite: Bloodletting, Human Sacriﬁce, Profane 
  Ritual, Knowledge (arcane lore) 10 ranks.
  Arcane Lore DC: 25 
  Time to Perform: 10 hours
  Duration: permanent 
  Effect: If the skill check to perform this ritual is 
  successful, the Dark Power appears and whispers secrets 
  of power to you. These secrets blast you either physically 
  or mentally, reducing either your Constitution, Wisdom, or 
  
  Page - 23
  Chapter 1: Characters
  Charisma by 1d6 points (determined randomly). 
  You gain one permanent spell point per ability point lost 
  to this ritual. These spell points may be used each day to 
  perform magical spells, recovering when you receive at least 
  eight hours of rest.
  You may perform this ritual only once each week. If this 
  ritual ever reduces an ability score to zero, you are killed by 
  power your fragile human form is incapable of handling.  
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Dark Disciple 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Special:  If this ritual is performed over a Blood Altar, the 
  character gains a +3 bonus to his Knowledge (arcane lore) 
  skill check.
  Death Harvest 
  You are able to reap the death that you have sown.
  Prerequisite: Human Sacriﬁce, Profane Ritual, 
  Knowledge (arcane lore) 8 ranks.
  Arcane Lore DC: 10 plus 5 per zombie 
  Time to Perform: 1 hour per zombie
  Duration: permanent
  Effect:  To perform this ritual, you must ﬁrst have 
  successfully performed the Human Sacriﬁce ritual.  Having 
  thus sacriﬁced to your Dark Power, you may “plant” the 
  corpses, harvesting them the next night as zombies.  
  The base DC for this Knowledge (arcane lore) skill 
  check is 10.  For each zombie beyond the ﬁrst the character 
  attempts to raise, the DC of the check rises by 5.  Any corpse 
  not raised turns immediately to dust.  
  For example, a character sacriﬁces six people to his Dark 
  Power and attempts to raise them the next night.  The DC for 
  this ritual is 35.  The cultist rolls a 20, meaning that three of 
  the corpses have been “harvested” while the other three turn 
  to dust.
  Normal: Characters without the Profane Ritual feat 
  may not perform this ritual.  Characters without the Death 
  Harvest feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Special:  If the corpses planted for this ritual were killed 
  on a Blood Altar, the character gains a +3 bonus to his skill 
  check.
  Glutton’s Feast 
  By succumbing to gluttony during a specially prepared feast, 
  you gain power.
  Prerequisite: Allegiance (Gluttony), Black Mass, 
  Perdition’s Prayer, Profane Ritual, Knowledge (arcane lore) 
  5 ranks.
  Arcane Lore DC: 20 
  Time to Perform: 1 hour
  Duration: 10 minutes per skill point in Knowledge 
  (arcane lore)
  Effect: This ritual affects one person for each ﬁve ranks 
  in Knowledge (arcane lore) you possess, plus an additional 
  person for each Cultist level you possess. Those eating this 
  meal gain the effects of both the Black Mass and Perdition’s 
  Prayer rituals.
  Anyone participating in this ritual who also has the 
  Gluttony allegiance gains these bonuses for one hour per 
  skill point. 
  Normal: Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Glutton’s 
  Feast feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Human Sacrifice 
  You offer blood in return for power.
  Prerequisite:  Bloodletting, Profane Ritual, Knowledge 
  (arcane lore) 10 ranks.
  Arcane Lore DC: 20 
  Time to Perform: 10 hours
  Duration: until used
  Effect:  This ritual requires you to spend Wealth (DC 20) 
  and sacriﬁce at least 10 HD of human beings (animals will 
  not serve for this ritual).  For each HD of creatures sacriﬁced 
  to your Dark Lord, you gain one spell point. These spell 
  points last until they are used. Only one such ritual may 
  affect you at any given time. 
  Normal: Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Human 
  Sacriﬁce feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Special:  If this ritual is performed over a Blood Altar, you 
  gain a +3 bonus to his Knowledge (arcane lore) skill check.
  Jealous Rage 
  Your envy and rage fuel your prowess and ferocity in battle. 
  Prerequisite: Allegiance (Wrath), Profane Ritual, 
  Knowledge (arcane lore) 5 ranks.
  Arcane Lore DC: 20 
  Time to Perform: full round
  Duration: 10 minutes per rank in Knowledge (arcane 
  lore).
  Effect: The target of this ritual gains a +2 bonus to 
  damage. If the target of this ritual possesses the Wrath 
  allegiance this ritual instead lasts one hour per skill point. 
  The target of this ritual may also spend action points to 
  increase damage for the duration of the ritual. 
  Normal: Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Jealous Rage 
  feat suffer a –4 penalty to their Knowledge (arcane lore) skill 
  when attempting this skill check.
  Special:  If the preparations for this ritual are performed 
  over a Blood Altar, you gain a +3 bonus to your Knowledge 
  (arcane lore) skill check.
  Night Afflictions 
  You plague a target with nightmares, robbing him of sleep.
  Prerequisite: Profane Ritual, Knowledge (arcane lore) 5 
  ranks.
  
  Page - 24
  Chapter 1: Characters
  Arcane Lore DC: 15 
  Time to Perform: 4 hours
  Duration: see below
  Effect: This ritual allows you to send vivid nightmares to 
  a target. The effect of these nightmares on the target’s health 
  progressively worsens over successive nights of this dream 
  attack. The caster makes preparations for the ritual (taking 
  ten minutes) and then enters a deep, magically-induced 
  slumber lasting four hours. If the skill check is successful, 
  the caster enters the target’s dreams to terrorize him.
  This ritual is resisted with a Will save (DC 15). This 
  save DC is modiﬁed as follows: caster knows nothing of 
  target (impossible, ritual automatically fails), caster knows 
  little of target other than name or general appearance (-5), 
  caster knows target’s name, general appearance and current 
  location (+0), caster knows biographical details about 
  target—especially childhood fears or traumas (+5), caster 
  has a piece of victim’s hair, clothing or ﬁngernails (+10), for 
  each ﬁve points by which the Knowledge (arcane lore) skill 
  check exceeds the minimum need for success (+1).
  If this ritual is performed successfully for one night, the 
  target is shaken for 1-6 hours after waking.  
  If this ritual is performed successfully on two consecutive 
  nights against the same target, the target is fatigued until he 
  has an opportunity to sleep peacefully for eight hours. 
  If this ritual is performed successfully on three consecutive 
  nights, the target is exhausted until he has an opportunity to 
  sleep peacefully for eight hours. 
  After performing this ritual three consecutive times, the 
  caster is able to act as if he had the Frightful Presence feat 
  when interacting with the target, since he is literally the 
  subject of the victim’s nightmares. 
  Normal: Characters without the Profane Ritual feat 
  may not perform this ritual.  Characters without the Night 
  Afﬂictions feat suffer a –4 penalty to their Knowledge 
  (arcane lore) skill when attempting this skill check.
  Special:  If the preparations for this ritual are performed 
  over a Blood Altar, you gain a +3 bonus to your Knowledge 
  (arcane lore) skill check.
  Perdition’s Prayer 
  You call on your Dark Power for protection.
  Prerequisite:  Profane Ritual.
  Arcane Lore DC: 15 
  Time to Perform: full round
  Duration: 1 round per point of skill in Knowledge (arcane 
  lore).
  Effect:  By calling on your Dark Power, you and all 
  characters within 30 feet who share your allegiance to the 
  Dark Power gain a +1 luck bonus to attack rolls, weapon 
  damage rolls, saves, and skill checks, while foes suffer a –1 
  penalty on such rolls. Characters with the Conviction (Dark 
  Power) feat gain double these bonuses for twice as long.
  Normal:  Characters without the Profane Ritual feat may 
  not perform this ritual.  Characters without the Perdition’s 
  Prayer feat suffer a –4 penalty to their Knowledge (arcane 
  lore) skill when attempting this skill check.
  Sacred Ritual Feats
  Absolution 
  You call on your Higher Power to 
  cleanse a troubled soul.
  Prerequisite: Bless, Conviction (Higher 
  Power), Faith’s Protection, Prayer, Sacred Ritual, 
  Knowledge (theology and philosophy) 10 ranks.
  Theology and Philosophy DC: 20 
  Time to Perform: 1 hour
  Duration: Instantaneous
  Effect: If you succeed at a Knowledge (theology and 
  philosophy) skill check (DC 20), the target of this ritual is 
  completely cleansed of all spiritual afﬂictions, including 
  possession.
  Normal: Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Absolution 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special: If you attempt this ritual on someone who is 
  genuinely unrepentant (such as a character with Conviction 
  [Dark Power]) the skill check to perform this ritual 
  automatically fails.  
  Bless 
  You call on your Higher Power for protection.
  Prerequisite: Sacred Ritual, Knowledge (theology and 
  philosophy) 3 ranks.
  Theology and Philosophy DC: 15 
  Time to Perform: full round
  Duration: 1 minute per skill rank in Knowledge (theology 
  and philosophy) 
  Effect:  Your allies gain a morale bonus of +1 to their 
  attack rolls and a morale bonus of +1 to saving throws 
  against fear effects.  Characters receiving this blessing who 
  also have the Conviction (Higher Power) feat receive double 
  these bonuses for twice as long. Characters with the Faith’s 
  Protection feat receive the same bonus as those with the 
  Conviction (Higher Power) feat but for 1 hour for each rank 
  in Knowledge (theology and philosophy) you possess.
  Normal:  Characters without the Sacred Ritual feat 
  may not perform this ritual.  Characters without the Bless 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on consecrated ground, 
  the character gains a +3 bonus to his Knowledge (theology 
  and philosophy) skill check.
  Castigation 
  This ritual allows the power of belief to damage the creatures 
  of darkness.
  Prerequisite: Conviction (Higher Power), Sacred Ritual, 
  Knowledge (Theology and Philosophy) 5 ranks.
  Theology and Philosophy DC: 20 
  Time to Perform: attack action
  
  Page - 25
  Chapter 1: Characters
  Duration: Instantaneous 
  Effect: You may use this ritual to damage ﬁends and the 
  undead. You must have a holy symbol to perform this ritual. 
  If the skill check is successful, one target creature takes 
  1d6 damage plus an additional point of damage for each two 
  ranks of Knowledge (theology and philosophy) you possess. 
  This damage completely ignores all forms of damage 
  reduction a creature possesses.
  Normal:  Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Castigation 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on consecrated ground 
  the character gains a +3 bonus to his Knowledge (theology 
  and philosophy) skill check.
  Consecrate Ground 
  This Ritual allows you to bless an area with the power of 
  your faith.
  Prerequisite:  Consecrate Item, Conviction (Higher 
  Power), Sacred Ritual, Knowledge (theology and 
  philosophy) 8 ranks.
  Theology and Philosophy DC: 10 plus 1 per 10 square 
  feet 
  Time to Perform: 1 hour
  Duration: 24 hours 
  Effect:  A small area is consecrated, granting a +3 sacred 
  bonus to all attempts to turn undead, and to all Knowledge 
  (theology and philosophy) skill checks to perform Sacred 
  Rituals, made within that area.  Undead in this area suffer a 
  –1 penalty to attack and damage rolls and to saving throws.  
  Successive applications of this ritual on the same ground 
  increase the duration from one day to one week, from one 
  week to one year, from one year to one decade and from one 
  decade to permanence.  
  Materials must be provided for this ritual to function, 
  requiring the character to make a Wealth check (DC 10 +1 
  per 10 square feet being consecrated) each time this ritual 
  is performed.  The nature of these materials are varies 
  depending on the Higher Power to whom the site is being 
  consecrated, but typically involves incense, holy water, 
  valuable objects, and so forth.
  Normal:  Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Consecrate 
  Ground feat suffer a –4 penalty to their Knowledge (theology 
  and philosophy) skill when attempting this skill check.
  Consecrate Item 
  This ritual allows you to specially prepare an item to ﬁght 
  evil.
  Prerequisite:  Sacred Ritual, Knowledge (theology and 
  philosophy) 5 ranks.
  Theology and Philosophy DC: 15
  Time to Perform: 1 hour
  Duration: 1 hour per rank in Knowledge (theology and 
  philosophy)
  Effect:  If used on a weapon, this ritual grants that +1 
  enhancement bonus to attack rolls made with that weapon.  
  If the character wielding the weapon has the Faith’s 
  Protection feat, the weapon also does +2 damage vs. ﬁends 
  and undead. Note that no item with moving parts may be 
  consecrated with this ritual. Thus, while bullets may be 
  consecrated, a ﬁrearm of any kind may not.  
  If this ritual is performed on a mastercraft weapon or item 
  and you spend an action point during the performance of this 
  ritual, its effects are permanent.   
  This ritual may also be used to create holy water (one ﬂask 
  per successful performance of this ritual).
  Normal:  Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Consecrate 
  Item feat suffer a –4 penalty to their Knowledge (theology 
  and philosophy) skill when attempting this skill check.
  Exorcism 
  Then certain of the vagabond Jews, exorcists, took upon 
  them to call over them which had evil spirits the name 
  of the Lord Jesus, saying, We adjure you by Jesus whom 
  Paul preacheth. 
  -(Acts 19:13)
  Exorcism allows you to assist in the removal of supernatural 
  compulsion—most commonly in the form of demonic 
  possession or black magic. Exorcism is an ancient practice 
  and is mentioned in as far back as Egyptian and Babylonian 
  literature.
  Prerequisite:  Sacred Ritual, Knowledge (arcane lore) 3 
  ranks, Knowledge (theology and philosophy) 3 ranks.
  Theology and Philosophy DC: varies
  Time to Perform: varies
  Duration: Instantaneous 
  Effect: This ritual allows you to remove supernatural 
  compulsions and afﬂictions.  See the section on spiritual 
  afﬂictions and possession for more information on this.  
  This ritual can also aid a character in shrugging off more 
  mundane magical compulsions such as the Charm magic 
  some demons are capable of employing.  A Knowledge 
  (theology and philosophy) skill check (DC 15) can grant a 
  character under the effect of any Charm spell a new save 
  with a +2 bonus.  Each ﬁve points by which the skill check 
  exceeds the base DC increases this bonus by +1.
  Normal:  Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Exorcism 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Flaming Sword
  You can transform a mundane weapon into a ﬂaming angelic 
  sword for a brief period of time. This holy ﬁre is especially 
  dangerous when wielded against ﬁends.
  Prerequisite: Consecrate Item, Sacred Ritual, Knowledge 
  (theology and philosophy) 8 ranks.
  
  Page - 26
  Chapter 1: Characters
  Theology and Philosophy DC: 20
  Time to Perform: 1 hour
  Duration: 1 minute per point of Knowledge (theology and 
  philosophy) possessed by the caster
  Effect: This ritual may only be performed on an archaic 
  melee weapon or on up to ten rounds of ammunition for an 
  archaic missile weapon. If the weapon upon which this ritual 
  is performed has been previously consecrated, the effects 
  of this ritual last for 10 minutes per rank of Knowledge 
  (theology and philosophy). Upon completion of the ritual, 
  the weapon is wreathed in ﬂame that inﬂicts an extra +1d6 
  damage upon a successful attack. Against ﬁends, this damage 
  inﬂicts an extra +2d6 damage that ignores a ﬁend’s damage 
  resistance and even damages ﬁends completely immune to 
  ﬁre. 
  Normal: Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Flaming 
  Sword feat suffer a –4 penalty to their Knowledge (theology 
  and philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on a consecrated 
  weapon, the character gains a +3 bonus to his Knowledge 
  (theology and philosophy) skill check.
  Prayer 
  You call on your Higher Power for protection.
  Prerequisite: Sacred Ritual.
  Theology and Philosophy DC: 15
  Time to Perform: full round
  Duration: 1 round per point of skill in Knowledge 
  (theology and philosophy). 
  Effect:  When you call on your Higher Power, all 
  characters within 30 feet with an allegiance to a Higher 
  Power gain a +1 luck bonus on attack rolls, weapon damage 
  rolls, saves, and skill checks, while foes suffer a –1 penalty 
  on such rolls. Characters with the Conviction (Higher 
  Power) feat gain double these bonuses for twice as long.  
  Normal:  Characters without the Sacred Ritual feat 
  may not perform this ritual.  Characters without the Prayer 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on consecrated ground, 
  the character gains a +3 bonus to his Knowledge (theology 
  and philosophy) skill check.
  Ritual Purity 
  Your devotion to your Higher Power protects you from 
  temptation.
  Prerequisite: Bless, Prayer, Sacred Ritual, Knowledge 
  (theology and philosophy) 5 ranks.
  Theology and Philosophy DC: 20
  Time to Perform: 24 hours
  Duration: see below 
  Effect: Upon successfully performing this ritual, the caster 
  grants the target a bonus to saving throws vs. corruption 
  (including spiritual afﬂictions and spells cast by Cultists or 
  ﬁends). The amount of the bonus depends on the faith of the 
  ritual’s target, as follows (if the target has none of these, the 
  ritual automatically fails, as the target is already impure): 
  Allegiance (Higher Power) +1, Conviction (Higher Power) 
  +2, Faith’s Protection +2, Conviction (Asceticism) +2. All of 
  these bonuses are cumulative, so a character with all of the 
  listed allegiances and feats would gain a +7 bonus to saving 
  throws. This bonus lasts until the character fails a saving 
  throw against any form of corruption or loses access to any 
  of the feats or allegiances that gave him a bonus from this 
  ritual. 
  After losing the protection of this feat, a character must 
  spend a week in penitent prayer and introspection, after 
  which the ritual may be performed again. 
  This ritual requires a Wealth check (DC 15), incense, and 
  holy water to perform.  
  Normal: Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Ritual Purity 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on consecrated ground, 
  the character gains a +3 bonus to his Knowledge (theology 
  and philosophy) skill check.
  Sentinel 
  Your Higher Power allows you to emulate the vigilance of 
  his most exalted servants, the seraphim. 
  Prerequisite: Bless, Sacred Ritual, Prayer, Knowledge 
  (theology and philosophy) 8 ranks.
  Theology and Philosophy DC: 15
  Time to Perform: 1 hour
  Duration: 1 hour for each point of Knowledge (theology 
  and philosophy).
  Effect: The target of this ritual gains a +2 bonus to 
  Spot and Listen checks (cumulative with the Alertness 
  feat). For the duration of this ritual, the target may make a 
  Concentration skill check (DC 15) as an attack action to gain 
  an additional +2 bonus on Spot and Listen checks for the 
  next minute (10 rounds). Finally, if the target of this ritual 
  spends an action point to aid a Spot or Listen skill check, 
  he adds all three dice to the skill check rather than only the 
  highest die. 
  This duration is doubled if the target of this ritual 
  possesses the Faith’s Protection feat.
  Normal: Characters without the Sacred Ritual feat may 
  not perform this ritual.  Characters without the Sentinel 
  feat suffer a –4 penalty to their Knowledge (theology and 
  philosophy) skill when attempting this skill check.
  Special:  If this ritual is performed on consecrated ground, 
  the character gains a +3 bonus to his Knowledge (theology 
  and philosophy) skill check.
  
  Page - 27
  Chapter 2: Spiritual Afflictions
  A character suffering from despair (when he can be roused 
  from his brooding at all) acts as if exhausted (-6 penalty to 
  effective Strength and Dexterity).  Characters suffering from 
  this afﬂiction are also usually sleep-deprived; their dreams 
  are so troubling that afﬂicted characters try to avoid sleep at 
  all costs.
  An afﬂicted character may make a new Will save once 
  per week to shake off their despair.  However, despair 
  gains momentum as it lingers, and each failed weekly save 
  imposes a cumulative –1 penalty on the next such save.  
  Thus, a character that has failed two Will saves to shake off 
  despair suffers a –2 penalty to his next Will save to recover.
  Time is of the essence once a character succumbs to 
  despair.  If this condition is not removed within four weeks, 
  the character must also make a weekly Will saving throw 
  (DC 20) or either commit suicide or join forces with a Dark 
  Power (50% chance of each).
  Certain skills can be used to remove the despair condition 
  from a character.  A Knowledge (theology and philosophy) 
  skill check (DC 20; a -4 penalty is applied to the skill 
  check if the character does not have the Exorcism feat) 
  completely removes the despair condition.  Despair can 
  also be treated by application of the Knowledge (behavioral 
  sciences) skill (DC 20; a -4 penalty is applied to the skill 
  check if the character does not have the Psychotherapy feat). 
  Successfully treating this afﬂiction in this manner changes 
  the character’s condition from despair to malaise.
   
  Doubt  
  All ﬁends can afﬂict their foes with doubt.  Doubt is one of 
  the most powerful tools in the Dark Powers’ arsenal, for the 
  easiest foe to conquer is the one who believes in nothing.  
  If a targeted character fails a Will save and succumbs to 
  doubt, he suffers a –2 penalty to all Will saves and loses any 
  allegiance to a Higher Power (along with any associated 
  beneﬁts such as the Faith’s Protection or Conviction feats).  
  Furthermore, a character afﬂicted by doubt slowly begins 
  to forget about the Blood War, rationalizing to himself that 
  it was all just an illusion—those creatures he saw must have 
  been a trick of the light; the corporate world of court dates 
  and paychecks and forty-hour workweeks is the real world.
  The character may make a new Will save once per week 
  to shake off doubt.  However, doubt gains momentum as it 
  lingers, and each failed weekly save imposes a cumulative 
  –1 penalty on the next such save.  Thus, a character who has 
  failed two Will saves to shake off doubt suffers a –4 penalty 
  on his next Will save to recover (-2 for the doubt condition 
  Chapter 2: Spiritual Afflictions
  Brainwashed (New Condition)
  This condition (and the methods of removing it) are 
  detailed in the description of the Brainwashing feat.
  Magic, Mystery, and the 
  Soul
  For we wrestle not against ﬂesh and 
  blood, but against principalities, against powers, 
  against the rulers of the darkness of this world, 
  against spiritual wickedness in high places. 
  (Ephesians 6:12)
  The Blood War isn’t just about tracking down lost artifacts 
  and ﬁnding ancient tomes ﬁlled with rituals of Power—it’s 
  a war over the very hearts and minds of the combatants.  
  Victory and defeat in the Blood War are not always simple 
  matters of life or death.  There are far worse fates in store 
  for those who would do battle with the Caeder and their 
  minions—the loss of self, the loss of soul.  Some of the 
  creatures in Blood and Relics have the power to taint the 
  souls of those who would stand against them, spreading 
  hatred and corruption like a cancer.  The most powerful of 
  these beings can take over the bodies of the weak-minded, 
  manipulating their victims like puppeteers… acting through 
  them while remaining cloaked in protective shadow.
  Spiritual Afflictions
   
  Resisting Spiritual Afflictions  
  Spiritual afﬂictions are resisted with 
  Will saving throws. The more powerful 
  the ﬁend, the more difﬁcult it is to resist its 
  compulsions.  The save DC to resist a ﬁend’s 
  afﬂictions is 10 + ½ the ﬁend’s HD + the ﬁend’s Charisma 
  modiﬁer.  Thus, the compulsions of Marcus Adrastus, the 
  dreaded Lord of Deceit, require a Will save (DC 24) to resist: 
  10 + 8 (half of Marcus’ 16 HD) + 6 (for his Charisma score 
  of 24).
   
  Range of Spiritual Attacks
  Spiritual attacks normally have a range of 10’ for each HD 
  of the creature making the attack.  However, if the creature 
  has a piece of its target—such as hair, a ﬁngernail, a piece of 
  skin—then a spiritual attack may be made at any range.
  Despair  
  Only the most powerful entities can directly evoke this 
  emotion in a target.  Usually, this afﬂiction requires an 
  indirect cause, such as another untreated spiritual afﬂiction.  
  Whatever the cause, this is a very serious afﬂiction; an 
  affected character is so ﬁlled with doubt and self-loathing 
  that he is in danger of committing suicide.  Some characters 
  given over to despair even abandon all hope and join forces 
  with the Dark Powers.
  
  Page - 28
  Chapter 2: Spiritual Afflictions
  and another -2 for the two previous failed saves).
  If doubt lingers for more than four weeks, it can turn into 
  malaise.  After the character has failed four consecutive Will 
  saves against doubt, he must also make a weekly Will save 
  (DC 20) or succumb to the malaise spiritual afﬂiction.
  Fortunately, doubt is one of the easiest spiritual 
  afﬂictions to dispel.  A successful Knowledge (theology and 
  philosophy) skill check (DC 15; a -4 penalty is applied to the 
  skill check if the character does not have the Exorcism feat) 
  removes the doubt condition from a character.
  Science is ill-suited to combat doubt, and so the 
  Knowledge (behavioral sciences) skill cannot be used to 
  alleviate this condition. 
  Envy
  Envy is the desire for the possessions or accomplishments 
  of another. Since there’s always someone richer or better 
  looking to be envied, this spiritual afﬂiction turns people—
  even friends and allies—against one another. Rather than 
  enjoy the successes of their friends and colleagues, envious 
  characters scheme, plot, and spread discord. According to 
  the First Prophecy of Fatima, those condemned to Hell for 
  envy are immersed in freezing water until they succumb 
  to hypothermia and die, after which they are healed so the 
  process can begin anew.
  Afﬂicted characters advance through several stages of 
  envy (described below) if the condition is not removed.  An 
  afﬂicted character may make a new Will save once per week 
  to shake off envy. However, this condition gains momentum 
  as it lingers, and each failed save imposes a cumulative –1 
  penalty on further saving throws to shake off this condition. 
  Thus, a character that has failed two Will saves to shake off 
  envy suffers a –2 penalty to his next Will save to recover. 
  Characters at an advanced stage of this afﬂiction only 
  retreat one stage (from paranoia to obsession or obsession to 
  jealousy) if they make this saving throw. Thus, a character 
  might seem to recover, only to relapse into a more advanced 
  stage later. 
  A Knowledge (theology and philosophy) skill check (DC 
  20; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the envy 
  condition from a character.
  Envy can also be treated by application of the Knowledge 
  (behavioral sciences) skill (DC 20; a -4 penalty is 
  applied to the skill check if the character does not have 
  the Psychotherapy feat). If the condition has advanced, 
  characters successfully treated with Knowledge (behavioral 
  sciences) retreat one stage, requiring one or more additional 
  skill checks to completely cure.
  Jealousy
  In its earliest stage of jealousy, envy is little more than a 
  nuisance. 
  When a character succumbs to this spiritual afﬂiction, 
  the GM chooses one other character to be the object of 
  his ire. This person may be chosen for a wide variety of 
  reasons—higher Reputation or Wealth, a higher skill level 
  in an area the character prides himself in, higher ability 
  scores, or a higher level in one the character’s classes could 
  all be reasons for the afﬂicted character to envy someone he 
  knows. The initial target of this insidious afﬂiction is a close 
  friend of the victim; sometimes this jealousy is even directed 
  at a victim’s spouse or signiﬁcant other. 
  During this early stage, the victim feels as though his eyes 
  have been opened. The person he thought was his friend is 
  suddenly seen as the source of all his problems. If not for 
  that person, life would be much better. At this stage, the 
  afﬂicted character suffers a –2 penalty to all Charisma-based 
  skill checks when dealing with that person. 
  Obsession
  If left unchecked for four weeks, jealousy evolves into 
  obsession. At this stage, the obsessed character is consumed 
  with thoughts of the object of his jealousy. Perhaps he must 
  constantly strive to do everything better than a rival. A 
  spouse could ﬁnd her obsessed mate following her, calling or 
  returning home unexpectedly to check on her, and so forth. 
  The afﬂicted character is constantly consumed with these 
  thoughts and compulsions, and sleep becomes difﬁcult. After 
  a week of obsessing, the character becomes fatigued; after 
  two weeks, he becomes exhausted.    
  Paranoia
  If left unchecked for an additional four weeks, jealousy 
  ﬁnally advances to paranoia. At this stage, the character’s 
  envy can turn violent. Each week this condition persists, 
  the victim of this afﬂiction must make a Will save (DC 20) 
  or attack the object of his obsession (gaining a +2 bonus to 
  damage). 
  Even if the victim of this afﬂiction manages to kill the 
  object of his obsession, he is not free. He either ﬁnds a new 
  target of envy, succumbs to paranoid hatred of the entire 
  group his rival reminds him of (see the hatred entry for 
  more information) or he feels deep guilt over his actions 
  and plunges into despair (equal chance of each of these 
  possibilities).
  Gluttony
  Gluttony is an abnormal desire for food. In that it is a desire 
  to over-indulge in a bodily pleasure, it is closely associated 
  with lust. According to the First Prophecy of Fatima, those 
  condemned to Hell for gluttony are force-fed rats, toads, and 
  snakes until they burst, after which they are healed and the 
  process begins anew.
  Characters suffering from this afﬂiction must make a Will 
  save (DC 20) when exposed to food or indulge in binge 
  eating. This causes the afﬂicted character to act as if fatigued 
  for the next hour (regardless of whether the character rests or 
  is active). 
  Afﬂicted characters advance through several stages of 
  gluttony if the condition is not removed.  A character may 
  make a new Will save once per week to shake off gluttony. 
  However, this condition gains momentum as it lingers, and 
  each failed save imposes a cumulative –1 penalty on further 
  
  Page - 29
  Chapter 2: Spiritual Afflictions
  saving throws to shake off this condition. Thus, a character 
  that has failed two Will saves to shake off gluttony suffers 
  a –2 penalty to his next Will save to recover. Characters at 
  an advanced stage of this afﬂiction only retreat one stage if 
  they make this saving throw. Thus, a character might seem to 
  recover, only to relapse into a more advanced stage later.
  Later Stages of Gluttony 
  If gluttony lingers for more than four weeks, it becomes a 
  much more serious condition. 
  Some characters with advanced stages of this afﬂiction 
  suffer from obesity, gaining ten pounds and losing one point 
  from either Strength, Dexterity, or Constitution (determined 
  randomly) each month. This ability damage remains until a 
  character completely removes the gluttony afﬂiction (both 
  the more advanced and initial stages). At that time, the 
  character may make a Fortitude save each month (DC 15, 
  modiﬁed by the reduced Constitution score if applicable); 
  success means the character loses ten pounds and gains back 
  one lost ability point (determined randomly—ability scores 
  may return in a different order than they were lost).
  Other characters graduate to a binge-eating disorder such 
  as bulimia. A character suffering from bulimia does not 
  gain weight, but still suffers from fatigue after binging (and 
  purging). This condition is extremely hard on the body, as 
  purging is meant as a last-ditch defense—not a constant 
  stress to be placed on the body. A character suffering from 
  this disorder must make a Fortitude save each month 
  (DC 15) or lose one point of Constitution due to this 
  physiological stress. 
  Finally, the rarest form of this afﬂiction—a condition 
  known as anorexia—is suffered by those who are also 
  suffering the vanity afﬂiction. At ﬁrst, the character 
  seems (on the surface, at least) to be recovering normally 
  from the gluttony afﬂiction. As time goes on, however, it 
  becomes apparent that the character’s view of himself has 
  lost touch with reality. No matter how little the character 
  eats, he still sees himself as overweight. Characters 
  suffering from anorexia lose ten pounds and one point of 
  Strength, Dexterity, or Constitution (determined randomly) 
  each month.  This ability damage is permanent until the 
  character removes both his advanced gluttony afﬂiction 
  and his vanity afﬂiction. At that time, a character may 
  make a Fortitude save each month (DC 15, modiﬁed by the 
  reduced Constitution score if applicable); success means the 
  characters gains ten pounds and gains back one lost ability 
  point (determined randomly—ability scores may return in a 
  different order than they were lost).
  A Knowledge (theology and philosophy) skill check (DC 
  15; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the gluttony 
  afﬂiction from a character.  
  Gluttony can also be treated by application of the 
  Knowledge (behavioral sciences) skill (DC 15; a -4 penalty 
  is applied to the skill check if the character does not have the 
  Psychotherapy feat). If the condition has advanced beyond 
  its initial stage, characters successfully treated with this 
  skill move back one stage, requiring a second skill check to 
  completely cure.
  Greed
  Greed is the desire for money and all the trappings that 
  come with it. This afﬂiction is closely related to envy, since 
  characters suffering from greed often covet the possessions 
  and wealth of another. Vanity, gluttony, and lust are also 
  tied to this afﬂiction, since they encompass some of 
  those aforementioned “trappings.”  According to the First 
  Prophecy of Fatima, those condemned to Hell for greed will 
  be boiled alive daily in the ﬁnest, most expensive oil money 
  can buy, only to be healed so the process can begin anew the 
  next day.
  Characters accustomed to the ﬁner things in life have a 
  harder time shaking off this afﬂiction. Any Will save to resist 
  or recover from this afﬂiction suffers a penalty equal to the 
  character’s Wealth modiﬁer. 
  When faced with an opportunity to increase his Wealth 
  bonus, a character suffering from greed must make a Will 
  save (DC 20) to avoid taking that action, no matter how 
  dangerous or unethical it is. (Note that this could even 
  require a character to make a Will save to take a new feat 
  other than Windfall.) A character must also make a Will save 
  (DC 20) to take any action that would lower the character’s 
  Wealth modiﬁer. 
  A character may make a new Will save once per week 
  to shake off the greed afﬂiction. However, this condition 
  gains momentum as it lingers, and each failed save imposes 
  a cumulative –1 penalty on further saving throws to shake 
  off this condition. Thus, a character that has failed two Will 
  saves to shake off greed suffers a –2 penalty to his next 
  Will save to recover. Characters at an advanced stage of 
  this afﬂiction only retreat one stage if they make this saving 
  throw. Thus, a character might seem to recover, only to 
  relapse into a more advanced stage later. 
  Advanced Stages of Greed
  This condition worsens after four unsuccessful attempts to 
  shake it off. Characters suffering from a more serious stage 
  of this afﬂiction must make a Will saving throw each week 
  (DC 20) or attempt some form of theft or illegal action to 
  increase their Wealth modiﬁer. A character suffering from an 
  advanced stage of this condition will never spend his Wealth 
  on anyone but himself. In addition, a character suffering 
  from the advanced stages of greed must make weekly saving 
  throws to avoid acquiring the envy and vanity afﬂictions 
  (DC 20 each). 
  A Knowledge (theology and philosophy) skill check (DC 
  15; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the greed 
  afﬂiction from a character.  
  Greed can also be treated by application of the Knowledge 
  (behavioral sciences) skill (DC 15; a -4 penalty is applied 
  to the skill check if the character does not have the 
  Psychotherapy feat). If the condition has advanced beyond 
  its initial stage, characters successfully treated with this 
  
  Page - 30
  Chapter 2: Spiritual Afflictions
  skill move back one stage, requiring a second skill check to 
  completely cure.
  Hate  
  When brother turned against brother at Shiloh, we were 
  there. When paranoia about the forces of darkness sent 
  innocent men and women to the gallows of Salem, we 
  were there. At the tortures of the Inquisition and on the 
  train to Auschwitz… we were there.
  -- found scrawled on the wall of a Hatemonger lair in 
  Berlin, circa 1943
  Hate is among the deadliest weapons of the Dark Powers, 
  for through it they are able to turn otherwise good men 
  and women against one another over minor differences of 
  religion or race.  Hatemongers are especially skilled at subtly 
  fanning the ﬂames of hatred through the use of this spiritual 
  afﬂiction.  
  When a creature attempts to imbue a victim with the 
  hatred spiritual afﬂiction, it must choose a group or 
  allegiance against which the hatred will be directed. If the 
  chosen group is a majority faction (it is not outnumbered 
  by another group or allegiance in the area), this attack 
  automatically fails. Otherwise, the target must make a Will 
  saving throw as normal to resist falling under the afﬂiction’s 
  sway.
  Irritability
  When hate toward a certain group takes hold, it manifests 
  itself as irritability. The afﬂicted character tries to avoid 
  members of the targeted group or allegiance, and suffers a 
  –2 penalty to all non-Intimidate Charisma-based skill checks 
  when forced to deal with them. He is prone to using hateful 
  stereotypes in his language, and will use any subversive 
  (non-violent) means at his disposal to disadvantage the group 
  or allegiance in question.
  An afﬂicted character may make a new Will save once 
  per week to shake off irritability. However, this condition 
  gains momentum as it lingers, and each failed save imposes 
  a cumulative –1 penalty on further saving throws to shake 
  off this condition. Thus, a character that has failed two Will 
  saves to shake off irritability suffers a –2 penalty to his next 
  Will save to recover. 
  This condition may be removed with a Knowledge 
  (theology and philosophy) or Knowledge (behavioral 
  sciences) skill check (DC 15; a -4 penalty is applied to the 
  skill check if the character does not have the Exorcism or 
  Psychotherapy feat, respectively).
  Animosity
  If left unchecked for four weeks, irritability worsens to 
  animosity. The afﬂicted character now functions as if he 
  possessed the Enemy feat directed at the group or allegiance 
  in question.  A character suffering from animosity is prone 
  to making attacks on property owned by members of the 
  targeted group or allegiance; examples of such attacks 
  include defacement using grafﬁti with loaded or hateful 
  language, throwing bricks through windows, and other 
  cowardly displays of hatred and bias. 
  If this condition has taken root in a community and begun 
  to spread (see below), an afﬂicted character at this stage 
  also attempts to join any gangs or political parties espousing 
  a message of animus towards the object of his hatred. 
  Belonging to such a group reinforces this condition and 
  imposes a further –2 penalty to any saving throw to shake of 
  animosity.  
  A character may make a new Will save once per week 
  to shake off animosity (reducing this condition back to 
  irritability). However, this condition gains momentum as 
  it lingers, and each failed save imposes a cumulative –1 
  penalty on further saving throws to shake off this condition. 
  Thus, a character that has failed two Will saves to shake 
  off animosity suffers a –2 penalty to his next Will save to 
  recover.
  This condition may be removed with a Knowledge 
  (theology and philosophy) skill check (DC 20; a -4 penalty 
  is applied to the skill check if the character does not have the 
  Exorcism feat).
  This condition may also be reduced to irritability with a 
  Knowledge (behavioral sciences) skill check (DC 15; a -4 
  penalty is applied to the skill check if the character does 
  not have the Psychotherapy feat). Further applications of 
  Knowledge (behavioral sciences) beyond the ﬁrst have 
  no further effect, however; modern psychotherapeutic 
  techniques are incapable of removing this condition outright. 
  Hatred
  After four weeks, animosity worsens to hatred. The afﬂicted 
  character now functions as if he possessed the Antithesis feat 
  directed at the group or allegiance in question. A character 
  suffering from hatred is prone to making attacks on members 
  of the targeted group of allegiance when he feels he can do 
  so without legal or social repercussions. Such attacks often 
  take the form of beatings or abuse, but can even escalate to 
  murder. Despite this compulsion to commit violence, the 
  character remains in control of his actions and will not take 
  an action certain to result in incarceration (or worse). 
  Even if this condition has not taken root in the character’s 
  community (see below), he attempts to contact others with 
  similar views via the Internet and (depending on his drive 
  and Charisma) either maintains a long-distance afﬁliation 
  with such groups, relocates to join a selected group, or starts 
  his own group seeking to convert others to his cause. 
  Characters at this level of hate may take the Henchmen, 
  Dark Magnetism, Ideologue, Information Network, or 
  Inspired Leadership feats any time they are eligible for a 
  bonus feat (these feats are added to any list of bonus feats 
  from which the character is normally allowed to choose). 
  Note that the character must still meet any prerequisites to 
  take one of these feats.
  A character may make a new Will save once per week to 
  shake off hatred (reducing this condition back to animosity). 
  
  Page - 31
  Chapter 2: Spiritual Afflictions
  However, this condition gains momentum as it lingers, and 
  each failed save imposes a cumulative –1 penalty on further 
  saving throws to shake off this condition. Thus, a character 
  that has failed two Will saves to shake off hatred suffers a –2 
  penalty to his next Will save to recover.
  Hatred may be reduced to animosity, or removed 
  altogether, through the successful application of the 
  Knowledge (theology and philosophy) skill (DC 15 and 25 
  respectively; a -4 penalty is applied to the skill check if the 
  character does not have the Exorcism feat). 
  This condition may also be reduced to animosity with a 
  Knowledge (behavioral sciences) skill check (DC 15; a -4 
  penalty is applied to the skill check if the character does 
  not have the Psychotherapy feat). Further applications of 
  Knowledge (behavioral sciences) beyond the ﬁrst have 
  no further effect, however; modern psychotherapeutic 
  techniques are incapable of removing this condition outright.
  Genocidal Mania
  After four weeks, hatred worsens to genocidal mania. At 
  this stage, the afﬂicted character seeks to kill members of the 
  hated group or allegiance at every opportunity, and is willing 
  to take extreme risks to see them harmed or even eradicated. 
  The character relocates to join like-minded individuals if this 
  condition has not already taken root in his area, or (given 
  sufﬁcient drive and resources) he seeks to found such a 
  group where he is.
  If the GM has access to Blood and Guts: War on Terror, he 
  may give NPCs suffering from this stage of hate levels in the 
  Terrorist or Demagogue advanced classes presented in that 
  book. 
  A character at this stage of hatred is beyond mundane 
  help. Only the Absolution Sacred Ritual can help a character 
  suffering from genocidal mania. Modern psychotherapy 
  is of little help to those suffering from this condition. 
  Psychotropic drugs may allow a character suffering from 
  this condition to return to a semblance of normality, but 
  any lapse in medication immediately returns a character 
  to this condition. Incarceration is also of dubious value, 
  since characters suffering from this stage of hate ﬁnd fertile 
  ground for their views in the racially divided gang societies 
  of most modern prisons. If incarcerated, a character with this 
  level of hate will invariably end up in solitary conﬁnement to 
  protect other inmates from his violent tendencies. 
  The Viral Nature of Hate
  One of the most insidious things about this spiritual afﬂiction 
  is its tendency to spread like a ﬁre, constantly growing larger 
  and more intense. If this condition (in any form) lingers in 
  a victim for more than 4 weeks, it begins to spread to his 
  associates, who must make weekly unmodiﬁed Will saves 
  (DC 10 plus the Charisma modiﬁer of the afﬂicted character) 
  or fall victim to irritability aimed at the same group of the 
  original afﬂicted character. 
  Lust
  Lust is an unnatural desire for sexual pleasure. Because it 
  is an immoderate desire for a bodily pleasure, it is closely 
  associated with gluttony. Since this afﬂiction often leads a 
  character to covet partners already committed to another, 
  it is also associated with envy. Last but not least, this 
  condition also lends itself to vanity, since a character in 
  constant pursuit of gratiﬁcation also tends to place inordinate 
  emphasis on surface “beauty” both in himself and others. 
  According to the First Prophecy of Fatima, those condemned 
  to Hell for lust are smothered in painful, disﬁguring kisses of 
  ﬂame, after which they are healed so the process can begin 
  anew.
  Use the other afﬂictions presented in this chapter as 
  guidelines for how this afﬂiction takes root. Because the 
  type, nature, and amount of “adult content” varies widely 
  from game to game, GMs and players should work together 
  to make sure that this afﬂiction, if used in a game, is handled 
  in a way with which everyone is comfortable.
  In its more serious stages, this afﬂiction leads to such 
  unpleasantness as aberrant sexual behavior (including 
  loathsome practices like pedophilia and bestiality) and 
  sexually transmitted diseases. Again, the way this is handled 
  will vary from game to game, but a sense of tasteful 
  discretion (both from players and GMs) is probably best 
  suited to depictions of this afﬂiction.
  As noted above, advanced forms of this afﬂiction also lead 
  to other afﬂictions such as envy and vanity (in fact, inﬂicting 
  these on a character with an advanced form of lust might be 
  the most tactful way to handle it for PG-13 games). 
  A Knowledge (theology and philosophy) skill check (DC 
  15; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the lust 
  condition from a character.
  Sexual addictions and aberrant sexual behavior can 
  be treated through modern scientiﬁc methods; thus the 
  lust afﬂiction can also be treated by application of the 
  Knowledge (behavioral sciences) skill (DC 15; a -4 penalty 
  is applied if the character does not have the Psychotherapy 
  feat).
  Malaise 
  In the modern world, this afﬂiction is often diagnosed 
  as depression.  The character is tired, dispirited, and 
  disinterested in the things that once brought him joy.  
  A character suffering from malaise is fatigued (-2 penalty 
  to effective Strength and Dexterity).  Rest cannot cure this 
  condition—in fact, it usually serves to make it worse.  If 
  the character performs an action that causes fatigue, the 
  character becomes exhausted until he rests for 8 hours.
  The character may make a Will save once per week to 
  shake off malaise.  However, malaise gains momentum as it 
  lingers, and each failed weekly save imposes a cumulative 
  –1 penalty on the next save.  Thus, a character that has failed 
  two Will saves to shake off malaise will suffer a –2 penalty 
  to his next Will save to recover.  Characters suffering from 
  
  Page - 32
  Chapter 2: Spiritual Afflictions
  doubt also suffer an additional –2 penalty to saves to recover 
  from malaise.
  Advanced stages of malaise
  If malaise lingers for more than four weeks, it worsens into 
  the sloth condition. A character suffering from this afﬂiction 
  has no time for work and will frequently be found engaged 
  in meaningless activities such as watching television or 
  playing video or role-playing games for hours on end. 
  A character suffering from sloth must make a Will save 
  (DC 15) to do anything that sounds hard (like adventuring). 
  In addition to suffering from malaise, a character suffering 
  from sloth also suffers a –4 initiative penalty when called 
  upon to react suddenly (he’ll get around to it, OK?). 
  If sloth lingers for more than four weeks, it can turn into 
  despair.  After the character has failed four consecutive Will 
  saves against sloth, he must also save each week (DC 20) or 
  gain the despair afﬂiction. 
  A Knowledge (theology and philosophy) skill check (DC 
  20; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the malaise 
  condition from a character.  
  Malaise can also be treated by application of the 
  Knowledge (behavioral sciences) skill (DC 20; a -4 penalty 
  is applied to the skill check if the character does not have the 
  Psychotherapy feat). 
  Vanity
  Vanity is a useful tool for servants of the Dark Powers 
  because it isolates individuals from one another, causing 
  each to focus on himself and to willingly ignore the impact 
  of the Blood War on those around him. Vanity also serves 
  the Dark Powers because it is often easier to seduce the truly 
  noble through vanity than through other methods. Luring 
  the righteous into becoming self-righteous is often easier 
  than inﬂicting doubt or fear. According to the First Prophecy 
  of Fatima, those condemned to Hell for vanity are broken 
  on the rack, left crippled and disﬁgured, unable to stand up 
  straight and proud. After a time they are healed, so that the 
  process may begin anew. 
  One of the things that makes vanity more difﬁcult to 
  resist is the lure of fame. Characters attempting to resist 
  or recover from vanity suffer a penalty to their Will save 
  equal to their Reputation modiﬁer. 
  Self-absorption
  Vanity ﬁrst manifests as arrogant self-absorption. Characters 
  suffering from self-absorption suffer a –2 penalty to all 
  Charisma-based skill checks.
  A character may make a new Will save once per week 
  to shake off self-absorption. However, this condition gains 
  momentum as it lingers, and each failed save imposes a 
  cumulative –1 penalty on further saving throws to shake 
  off this condition. Thus, a character that has failed two Will 
  saves to shake off self-absorption suffers a –2 penalty to his 
  next Will save to recover. 
  This condition may be removed with a Knowledge 
  (theology and philosophy) or Knowledge (behavioral 
  sciences) skill check (DC 15; a -4 penalty is applied to the 
  skill check if the character does not have the Exorcism or 
  Psychotherapy feat, respectively).
  Narcissism
  If self-absorption is allowed to linger for more than four 
  weeks, it turns into narcissism. A character suffering from 
  narcissism is so self-involved that he suffers a penalty to 
  all attack and initiative checks equal to 1 + his Reputation 
  modiﬁer. Once narcissism takes hold of a character, the 
  outward effects of vanity will seem to those who do not 
  closely watch the character’s behavior to actually diminish; 
  a narcissistic character loses his self-absorption penalty 
  and gains a bonus to all Bluff, Diplomacy, and Gather 
  Information skill checks equal to his Reputation. The 
  character is smooth and glib on the surface, and many will 
  fall for his shows of “concern” and “attention.”
  If narcissism is allowed to linger, it festers, leading ﬁrst 
  to envy (as the character attempts to compete with all those 
  who are perceived as better or more beautiful), then to 
  malaise and inevitably to despair. 
  The character may make a new Will save once per 
  week to shake off narcissism.  However, narcissism gains 
  momentum as it lingers and each failed weekly save imposes 
  a cumulative –1 penalty on the next save.  Thus, a character 
  that has failed two Will saves to shake off narcissism will 
  suffer a –2 penalty to his next Will save to recover.
  A Knowledge (theology and philosophy) skill check (DC 
  15; a -4 penalty is applied to the skill check if the character 
  does not have the Exorcism feat) can remove the vanity 
  condition from a character.  
  Vanity can also be treated by application of the 
  Knowledge (behavioral sciences) skill (DC 15; a -4 penalty 
  is applied to the skill check if the character does not have 
  the Psychotherapy feat). A successful use of this skill on 
  a narcissistic character moves the condition back to self-
  absorption; a second skill check is required to completely 
  cure the character.
  Possession
  Possession has been accepted as a reality 
  by the faithful from ancient times up to the 
  present day.  The Babylonian Talmud, for 
  example, contains a formula for exorcism, 
  and the powers of the exorcist were conferred on 
  King Solomon directly by God.  There are many 
  tales in the New Testament of Christ curing the possessed—
  he even expressly passed this power to his disciples, and 
  promised it to believers in general.  In the Middle Ages, 
  Pope Innocent VIII conferred this power on every priest in 
  the Catholic Church, and some priests still hold the title of 
  exorcist in the present-day Catholic Church.  Indeed, the call 
  to renounce the devil’s works as a prelude to baptism and 
  communion in the Catholic Church is part of what is known 
  as “baptismal exorcism”—the removal of any evil spirit 
  
  Page - 33
  Chapter 2: Spiritual Afflictions
  that may be troubling the individual, ritually cleansing and 
  freeing him from any outside inﬂuence so that his sins may 
  be expunged.
  The Stages of Possession
  Possession is a disease like any other.  For those who know 
  what to look for, the symptoms are unmistakable.  In its 
  earliest stage, obsession, possession is mistaken for a more 
  common mental illness or spiritual afﬂiction.  However, 
  as the inﬂuence of the ﬁend grows and progresses to 
  manifestation, the signs become clearer.  If left unchecked, 
  the ﬁend eventually gains bodily control over the victim, and 
  the ﬁnal stage, possession, takes hold.
  Range of Possession
  Possession attempts normally have a range of 10’ for each 
  HD of the creature making the attack.  However, if the 
  creature has a piece of his target—such as hair, a ﬁngernail 
  or a piece of skin—then a possession attempt may be made 
  at any range.
     
  Obsession
  This earliest stage involves a general torment of the spirit, 
  during which a ﬁend tempts and leads the target spirit 
  toward sin. If successful, this attack weakens the spirit 
  and makes the body a better “home” for the ﬁend.  If the 
  individual under assault has the Faith’s Protection feat, 
  this stage of possession always ﬁrsts manifest itself as the 
  doubt afﬂiction, since Faith’s Protection protects from 
  manifestation and possession.  With other victims, malaise 
  and hate are preferred, as these tend to isolate the victim and 
  make it less likely that he will receive help in time.
  Obsession is resisted by a Will save, with the DC 
  determined as follows:  
  Fiend knows victim’s name:  DC 10
  Fiend has seen victim, or conversed with him personally: DC 
  15
  Fiend has something personal belonging to the victim, such 
  as a piece of clothing: DC 20
  Fiend has a piece of the victim, such as hair or ﬁngernails: 
  DC 25 
  Manifestation
  Once a character has failed a save against obsession, the 
  ﬁend has a foothold inside his body—a small one to be 
  sure, but through that small opening the ﬁend will seek to 
  grow inside the character’s body until at last it can begin to 
  manifest itself.
  A character suffering from obsession must make a Will 
  save every week (DC equal to the original save DC to resist 
  obsession).  Note that characters “merely” suffering from a 
  normal spiritual afﬂiction suffer no chance of manifestation; 
  it is only when that afﬂiction is imposed on a character with 
  the express purpose of leading to possession that this save 
  need be made.  If a character fails this save, his condition 
  begins to deteriorate, as shown on the table below.  A 
  character’s initial Possession Clock value is equal to the 
  Charisma modiﬁer of the possessing ﬁend or 1, whichever 
  is higher.  Each day thereafter, the victim adds one to his 
  Possession Clock until its value reaches 19.  At that point, 
  the character acquires the Fiendish Vessel template, and is 
  treated as an NPC (the ﬁend controls every action of the 
  character). 
  All of the effects listed on the possession table are 
  cumulative.  Thus, a character with a Possession Clock 
  value of 8 would be frothing at the mouth, blind, deaf, and 
  dumb.  Although many of these symptoms are attempts by 
  the victim’s body to deny control to his possessor, they often 
  play into the ﬁend’s hands, cutting the character off from the 
  outside world and leaving him isolated with only the voice 
  of the beast within.
  Possession Clock
  Condition
  1-2
  Mute
  3-4
  Deaf
  5-6
  Blind
  7-8
  Frothing at the mouth
  9-10
  Projectile vomiting
  11-12
  Seizures
  13-14
  Contortions
  15-16
  Poltergeist
  17-18
  Direct manifestation
  19-20
  Fiendish Vessel
  Mute
  A mute character cannot speak and suffers a –4 penalty to all 
  Charisma-based skill checks.  
  Deaf
  The character cannot hear and suffers a –4 penalty on 
  initiative checks. The character cannot make Listen checks.
  Blind
  The character cannot see at all, and thus everything has total 
  concealment to him or her. The character has a 50% chance 
  to miss in combat. Furthermore, the blinded character has an 
  effective Dexterity of 3, along with an additional –4 penalty 
  on the use of Strength-based and Dexterity-based skills. This 
  –4 penalty also applies to Search checks and any other skill 
  checks for which the GM deems sight to be important. The 
  character cannot make Spot checks or perform any other 
  activity that requires vision (such as reading).
  Frothing
  From this point on, the ﬁend can see and hear everything 
  that happens in the victim’s presence, even though the victim 
  himself is blind and deaf.  The character occasionally froths 
  at the mouth like a rabid animal, thrashing around wildly 
  and speaking in tongues.  Anyone witnessing this display 
  must make a Will saving throw (DC 10) or be shaken for 1-6 
  rounds, suffering a –2 penalty on all skill checks made while 
  shaken (including Exorcism checks).
  
  Page - 34
  Chapter 2: Spiritual Afflictions
  Projectile Vomiting
  The character goes into occasional ﬁts of vomiting as if he 
  had recently eaten an enormous amount of food, regardless 
  of when the character’s last meal was.  Anyone witnessing 
  this display must make a Will saving throw (DC 15) or be 
  shaken for 1-8 rounds, suffering a –2 penalty on all skill 
  checks made while shaken (including Exorcism checks).
  Seizures
  The character goes into violent ﬁts similar to those caused 
  by epilepsy.  Every hour, the character must make a Will 
  save (DC 10 + ½ his Possession Clock value, rounded down) 
  or suffer a ﬁt lasting 1-10 rounds.  While in the throes of 
  a ﬁt, the character suffers 1-2 points of nonlethal damage 
  per round unless restrained (by being held down, having 
  something placed under the tongue, and so forth). Anyone 
  witnessing this display must make a Will saving throw (DC 
  18) or be shaken for 1-10 rounds, suffering a –2 penalty 
  on all skill checks made while shaken (including Exorcism 
  checks).
  Contortions
  At this stage, the ﬁend begins to literally torture the body of 
  its victim, causing it to move, bend, and contort in unnatural, 
  even impossible ways.  Instances of a victim’s head rotating 
  completely around the neck are not unknown. Anyone 
  witnessing this display must make a Will saving throw (DC 
  20) or be panicked for 1-8 minutes.
  Poltergeist
  At this stage, the ﬁend is able to manifest a “telekinetic 
  tantrum” through the possessed.  Anyone in the room when 
  this manifestation occurs suffers an attack with a BAB equal 
  to the Charisma modiﬁer of the possessing ﬁend.  Damage 
  is 1d6 plus the Charisma modiﬁer of the ﬁend.  This ability 
  may be performed a number of times per day equal to the 
  ﬁend’s Charisma modiﬁer or 1, whichever is higher.  This 
  telekinetic attack is mostly likely to be used on any potential 
  exorcists; ﬂying debris has killed more than one hapless 
  exorcist. Anyone witnessing this display must make a Will 
  saving throw (DC 20) or be panicked for 1-8 minutes.
  Direct Manifestation
  Direct manifestation is similar to poltergeist (described 
  above), except that it allows the possessing ﬁend limited 
  conscious control of its victim.  A number of rounds per day 
  equal to the ﬁend’s Charisma modiﬁer, the ﬁend may exert 
  direct control over the victim. During these periods of direct 
  control, the ﬁend can use any ritual or spell-like ability at 
  its disposal through the victim.  Each such manifestation 
  inﬂicts damage equal to 1d6 plus the ﬁend’s Charisma 
  modiﬁer on the victim, so repeated use of this ability may 
  kill the victim, denying the ﬁend its prize.  For the exorcist, 
  both the manifestation and its withering effect on the victim 
  are matters of great concern, as a victory over a ﬁend by the 
  death of the victim is a hollow one indeed.
  Fiendish Vessel
  At this point, the ﬁend has complete control over the victim’s 
  actions, and may act freely.  If the ﬁend believes it can get 
  away with deception, it will often feign a “recovery” to 
  convince exorcists or other observers that the victim has 
  been freed of malign inﬂuence.  If such a ruse seems unlikely 
  to be successful, the ﬁend attempts to depart with its new 
  host and will attack if restrained.  At this stage, the Fiendish 
  Vessel template is applied to the victim.
   
  Performing an Exorcism
  Successfully performing an Exorcism requires a Knowledge 
  (theology and philosophy) skill check.  This check suffers 
  a –4 penalty if the character does not have the Exorcism 
  feat.  The DC of this check depends on the seriousness of the 
  victim’s condition.  If the condition is recognized early on, 
  the ritual is relatively easy to perform.  In the later stages, 
  this ritual is both more difﬁcult and more dangerous, as the 
  ﬁend uses any means at its disposal to destroy the exorcist.
   
  The Exorcist’s Tools
   An Exorcist needs a Bible (devoted to any Higher Power), a 
  Holy Symbol, and Holy Water.  If an exorcist does not have 
  all of these tools, he suffers a –4 penalty to his Knowledge 
  (theology and philosophy) check.
  Exorcising Obsession
   At this stage, the Knowledge (theology and philosophy) 
  DC is 10 and requires one hour to perform.  Any personal 
  material possessed by the ﬁend tying it to the victim (such 
  as hair or ﬁngernails) is destroyed by the power of the ritual, 
  seriously hampering the ﬁend’s ability to possess the same 
  target again.
  Exorcising Manifestation
   Once a character has reached this stage of possession, 
  exorcism becomes much more difﬁcult.  The DC for a skill 
  check made to exorcise a manifestation is equal to 10 plus 
  the victim’s Possession Clock value.  Thus, a character under 
  assault by a ﬁend with an 18 Charisma (initial Possession 
  Clock value of 4), who has been under the ﬁend’s inﬂuence 
  for 6 days (current Possession Clock value of 10), would 
  require a Knowledge (theology and philosophy) check of 
  20 to free. An exorcism at this stage takes one hour per DC 
  to perform.  Thus, an exorcism ritual for the victim in the 
  previous example would take 20 hours to perform.  Any 
  personal material possessed by the ﬁend tying it to the victim 
  (such as hair or ﬁngernails) is destroyed by the power of the 
  ritual, seriously hampering the ﬁend’s ability to possess the 
  same target again.
  Exorcising Possession
  Once a character reaches the Fiendish Vessel stage on 
  the Possession table, the Exorcism DC becomes 30, and 
  increases by 1 every day thereafter.  At some point (GM’s 
  discretion), the bond between host and master becomes 
  
  Page - 35
  Chapter 2: Spiritual Afflictions
  effectively permanent, after which the only way to free the 
  tormented victim is to kill him.  Also, exorcism at this point 
  become dangerous in the extreme, as the ﬁend will lash out 
  at any exorcist with all of its power.
  However, if exorcism is successfully executed at this 
  point, both ﬁend and victim must succeed at a Fortitude save 
  (DC 20) or perish.  Any personal material possessed by the 
  ﬁend tying it to the victim (such as hair or ﬁngernails) is 
  destroyed by the power of the ritual, seriously hampering the 
  ﬁend’s ability to possess the same target again.
  
  Page - 36
  Chapter 3: Secret Societies
  This chapter details the cults and secret societies that 
  characters may join or ﬁght against in the course of a Blood 
  and Relics campaign. First is a deﬁnition of the words “cult” 
  and “secret society” as Blood and Relics uses them, then a 
  description of the steps required to learn of and then join a 
  cult or secret society.  Lastly, this section details a number of 
  ready-to-use organizations.
   
  Cults and Secret Societies Defined
  A quick trip to www.religioustolerance.org (type the word 
  “cult” into the site’s search engine) will give you a brief 
  idea about how difﬁcult it is to deﬁne the word “cult” in 
  the modern world. In ancient times, the word referred to 
  religions in general. Today, however, depending on the 
  context in which it is used, the word has a very speciﬁc 
  (and very loaded) meaning. Depending on who you talk 
  to, the word could apply to anything from small occult 
  organizations to all non-Judeo-Christian religions (which 
  would place a very high percentage of the world’s population 
  in the thrall of a “cult”).  The most common deﬁnition of the 
  word in the modern vernacular seems to be “any religion I 
  haven’t heard of that strikes me as dangerous or as a scam.” 
  Obviously, this is a very subjective deﬁnition. 
  For the purposes of Blood and Relics, any secret 
  organization devoted to a Dark Power is a cult. Any secret 
  organization devoted to a Higher Power or a neutral power is 
  a secret society. Despite their radically different allegiances, 
  cults and secret societies share many organizational 
  characteristics, and are referred to interchangeably 
  throughout this chapter.
  Learning of a Secret Society
  Just learning of the existence of a cult or secret society 
  requires a Knowledge (arcane lore) skill check (DC of 
  20). Learning about speciﬁc historic events with which 
  that society has been associated requires a fair amount of 
  research—Knowledge (history) or Research skill checks for 
  commonly accepted knowledge, and Knowledge (arcane 
  lore) skill checks for secret knowledge (see “A Secret 
  History of the World” for more information). 
  Joining a Secret Society
  Each organization has minimum standards for admission, 
  and most are careful not to divulge too much sensitive 
  information to new inductees.  The lowest level of 
  membership is known as afﬁliate membership. Afﬁliate 
  members are given basic information about the secret 
  society’s goals and immediate plans, but are not entrusted 
  with sensitive information or allowed to requisition 
  equipment from the organization. In a sense, afﬁliate 
  members are undergoing a probationary period during which 
  they are carefully monitored by observers to ensure that they 
  are compatible with the organization’s 
  particular needs and goals.
  Secret Society Benefits
  Every time an afﬁliate member gains a level, she may make 
  an indoctrination check (DC 10) to be admitted as a full 
  member of the secret society.  An indoctrination check is a 
  level check (d20 + character level).
  Success grants her membership and the ability to 
  requisition equipment from the secret society. Every level 
  thereafter she may make another indoctrination check (the 
  DC increases with each success; see the table below) to 
  advance higher in the organization. Increased rank brings 
  with it increased requisition bonuses as well as access to the 
  organization’s deeper mysteries—the hidden knowledge that 
  secret societies horde for their own beneﬁt (or for mankind’s 
  protection).  These pieces of hidden knowledge are called 
  Secret Mysteries, and as characters rise in rank, they gain 
  access to more and more of them. The exact beneﬁts of each 
  Secret Mystery are detailed in the descriptions of individual 
  organizations.
  Rank
  Indoctrination 
  DC
  Beneﬁt
  1
  10
  Requisition Privilege 
  2
  14
  Secret Mystery 1
  3
  16
  +2 Requisition
  4
  18
  Secret Mystery 2
  5
  20
  +4 Requisition
  6
  22
  Secret Mystery 3; Prestige class
  7
  24
  +6 Requisition
  8
  26
  Secret Mystery 4
  9
  28
  +8 Requisition
  10
  30
  Secret Mystery 5
  Frater Torquemada
  I know thy works, and thy labor, and thy 
  patience, and how thou canst not bear 
  them which are evil: and thou hast tried 
  them which say they are apostles, and are not, 
  and hast found them liars
  --Revelation 2:2
  History
  In 1483, Spain was being overrun by ﬁends led by the 
  Caeder Celestan, despite the empowerment of an Inquisition 
  and the combined efforts of the entire Spanish clergy to 
  combat the problem. 
  It was at this time that Tomas de Torquemada, Queen 
  Isabella’s confessor and personal conﬁdante, was promoted 
  to the rank of Grand Inquisitor. He put the Caeder infestation 
  down with a cruelty unmatched even in the bloody annals 
  of the Inquisition. Torture and coercion were used on a daily 
  basis to root out and destroy the forces of evil, and many 
  innocents fell to the Spanish Inquisition’s wrath. In the end, 
  the ﬁends were defeated and Spain was saved.
  Chapter 3: Secret Societies
  
  Page - 37
  Chapter 3: Secret Societies
  Many today believe that this brutal but efﬁcient method 
  is the only way to combat the ﬁends hiding among the 
  innocent. Dissatisﬁed with the codes of conduct enforced 
  upon the Doctrine, one group split away (and was promptly 
  excommunicated from the Catholic Church), vowing to use 
  the tactics of Torquemada and the Inquisition to ﬁght evil by 
  any means available. 
  These schismatics call themselves the Frater Torquemada, 
  the Brothers of Torquemada.  
  Frater Torquemada Today
  Membership: Estimated between 20-50.
  Current Headquarters:  Valladolid, Spain.
  Symbol: Cruciﬁx.
  Modern History: The Frater are considered a rogue 
  organization and have few friends. The Knights Templar, 
  themselves once the innocent victims of the Inquisition’s 
  zeal, will have nothing to do with this organization, and the 
  Doctrine have been ordered to hunt down and exterminate 
  them. 
  With the Caeder hunting them as well, it is a wonder 
  this secret society survives. Yet the Frater has many secret 
  friends in both the Knights Templar and the Doctrine who 
  see their tactics as necessary, if not desirable. It is believed 
  that some members of this organization still secretly pretend 
  to serve the Doctrine, warning their more scrupulous 
  brothers when the organization is about to strike. 
  The Frater Torquemada does maintain good relations with 
  some other Catholic splinter secret societies, most notably 
  the Seers of Fatima. 
  Afﬁliate Membership Requirements: Allegiance: Higher 
  Power, Allegiance: Frater Torquemada, Allegiance: Catholic 
  Church, Conviction (Higher Power), Knowledge (theology 
  and philosophy) 5 ranks.
  Recruitment Methods: By invitation only (dealing with 
  ﬁends and cultists in an extraordinarily cruel fashion seems 
  to be the best way to be invited to join this secret society).
  Benefits of Membership
  Secret Mystery 1: +2 melee damage bonus vs. ﬁends.
  Secret Mystery 2: +2 to saving throws against spiritual 
  afﬂictions.
  Secret Mystery 3: Recant: Members of the Frater 
  Torquemada inducted into this Secret Mystery are taught the 
  lost Sacred Ritual of Contrition, which allows those with 
  allegiances to sin or to the Dark Powers a chance to change 
  their ways. This ritual requires a Knowledge (theology and 
  philosophy) skill check (DC 15) to perform successfully. 
  If the skill check succeeds, the target of this ritual may 
  voluntarily change his allegiances. (Allegiances may 
  normally only be changed upon gaining a new level.)
  Secret Mystery 4: +1 melee damage bonus vs. ﬁends 
  (cumulative with Secret Mystery 1 for a total damage bonus 
  of +3).
  Secret Mystery 5: Frightful Presence is acquired as a free 
  feat. The character’s hatred of ﬁends is so well known that 
  even Servitor Fiends can be affected by this feat.
   
  Inquisitor
  Inquisitors are the most extreme of extremists. They believe 
  that the evils stalking mankind are so deadly that they must 
  be dealt with by any means necessary. Even the harming 
  of innocents is justiﬁed in this struggle, since the ultimate 
  goal is the safety of the entire world. Many Inquisitors feel 
  righteously justiﬁed in their endeavor, but a few believe they 
  have damned themselves for the betterment of mankind. 
  Requirements
  To qualify to become an Inquisitor, a character must fulﬁll 
  the following criteria.
  Base Attack Bonus: +2
  Skills: Knowledge (theology and philosophy) 10 ranks, 
  Sense Motive 10 ranks.
  Feats: Conviction (Higher Power), Faith’s Protection.
  Secret Mysteries: Frater Torquemada Secret Mystery 3.
  Class Information
  The following information pertains to the Inquisitor 
  advanced class.
  Hit Die: 1d8
  Action Points: 7 plus one-half character level, rounded 
  down, every time the character gains a new level in this 
  class.
  Class Skills:  The Inquisitor’s class skills (and the key 
  ability for each) are Bluff (Cha), Concentration (Con), 
  Decipher Script (Int), Diplomacy (Cha), Gather Information 
  Table 3-1: The Inquistor
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +0
  +2
  Detect Allegiances
  +1
  +0
  2nd 
  +1
  +2
  +0
  +3
  Inﬂict Wounds 2d8
  +1
  +0
  3rd 
  +2
  +2
  +1
  +3
  Bonus feat
  +2
  +1
  4th 
  +3
  +2
  +1
  +4
  Detect Lies
  +2
  +1
  5th
  +3
  +3
  +1
  +4
  Inﬂict Wounds 3d8; Torturer’s Art
  +3
  +1
  6th
  +4
  +3
  +2
  +5
  Bonus feat
  +3
  +2
  7th
  +5
  +4
  +2
  +5
  Forced Confession
  +4
  +2
  8th
  +6
  +4
  +2
  +6
  Forced Contrition
  +4
  +2
  9th
  +6
  +4
  +3
  +6
  Bonus feat
  +5
  +3
  10th 
  +7
  +5
  +3
  +7
  Inﬂict Wounds 4d8
  +5
  +3
  
  Page - 38
  Chapter 3: Secret Societies
  (Cha), Intimidate (Cha), Investigate (Int), Knowledge 
  (arcane lore, behavioral sciences, civics, history, theology 
  and philosophy) (Int), Research (Int), Search (Int) and Sense 
  Motive (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following are features of the Inquisitor advanced class.
  Detect Allegiances: The Inquisitor has the supernatural 
  power to detect the allegiances of those he studies, provided 
  he is within 60 feet of the subject. This ability may be used 
  on one subject each round. The ﬁrst time a subject is studied, 
  the Inquisitor gains knowledge of the subject’s ﬁrst and 
  most important allegiance. The second time (requiring an 
  additional round), the Inquisitor learns the subject’s second 
  allegiance; a third round of study reveals all of the subject’s 
  allegiances. 
  Inﬂict Wounds: The Inquisitor may inﬂict the listed 
  amount of damage, plus damage equal to his Inquisitor 
  level, on a successful touch attack. This ability requires the 
  Inquisitor to spend an action point. 
  Bonus Feats: At 3rd, 6th and 9th level, the Inquisitor gains 
  a bonus feat from the following list: Alertness, Antithesis, 
  Armor Proﬁciency (light), Attentive, Brainwashing, Combat 
  Expertise, Conviction (Asceticism), Deceptive, Educated, 
  Enemy, Focused, Friends in High Places, Henchmen, 
  Ideologue, Information Network, Inspired Leadership, 
  Investment, Low Proﬁle, Studious, Teamwork, and 
  Trustworthy. The Inquisitor must meet the prerequisites for 
  any feat chosen through this ability.
  Detect Lies: At this level, the Inquisitor gains the 
  supernatural ability to detect when someone knowingly lies 
  to him. This ability does not work on a subject who believes 
  he is telling the truth, nor does it function on those incapable 
  of making such a distinction (such as small children or 
  pathological liars).
  Torturer’s Art: When the Inquisitor inﬂicts damage on a 
  helpless target, he may use this ability to adjust any damage 
  that would reduce a target to negative hit points to instead 
  reduce that target to 0 hit points.
  Forced Confession: If the target of this ability fails a 
  Will saving throw (DC 10 plus the Inquisitor’s Charisma 
  modiﬁer), he must answer the Inquisitor’s last question 
  truthfully to the best of his knowledge and ability. 
  If the Inquisitor uses this ability on a subject with exactly 
  0 hit points, the saving throw DC is 20 plus the Inquisitor’s 
  Charisma modiﬁer.
  Forced Contrition: If the target of this ability fails a 
  Will saving throw (DC 10 plus the Inquisitor’s Charisma 
  modiﬁer), he must change one of his allegiances, starting 
  with the least important allegiance not already changed in 
  this manner. Successive applications of this class ability 
  may change all of a target’s allegiances, possibly denying 
  him access to certain feats or class abilities based on those 
  allegiances.
  Like the Recant ability (Frater Torquemada Secret 
  Mystery 3), this ability allows the instantaneous changing of 
  allegiances (allegiances can normally only be changed when 
  a subject gains a level, unless an allegiance is revoked by 
  the GM). When the target of this ability gains a new level, 
  he may at that time attempt to regain lost allegiances or to 
  give up allegiances gained via Forced Contrition. Doing 
  so requires a successful saving throw equal to that which 
  caused him to recant.
  If the Inquisitor uses this ability on a subject with exactly 
  0 hit points, the saving throw DC is 20 plus the Inquisitor’s 
  Charisma modiﬁer.
  Typical Frater Torquemada
  Frater Torquemada Initiate (Dedicated Hero 3) CR 3; 
  Medium-size Humanoid; HD 3d6+3; HP 14; Mas 13; Init -1; 
  Spd 30 ft; Defense 11, touch 11, ﬂatfooted 12 (-1 Dex, +2 
  class); BAB +2; Grap +3; Atk +3 melee (1d8+1, longsword), 
  
  Page - 39
  Chapter 3: Secret Societies
  or +5 melee (1d8+3 longsword vs. Dark Power); FS 5 ft by 
  5 ft; Reach 5 ft; SQ see below; AL Higher Power, Frater 
  Torquemada, Catholic Church; SV Fort +3, Ref +0, Will +4; 
  AP 1; Rep +1; Str 12, Dex 8, Con 13, Int 10, Wis 15, Cha 14. 
     Occupation: Academic (Decipher Script, Knowledge 
  [theology and philosophy], Research). 
     Skills: Knowledge (arcane lore) +6, Knowledge (history) 
  +6, Knowledge (theology and philosophy) +9, Sense Motive 
  +8, Treat Injury +8. 
     Feats: Archaic Weapons Proﬁciency, Conviction (Higher 
  Power), Enemy (Dark Power), Faith’s Protection. 
     Talents (Dedicated Hero): Empathy, Skill Emphasis. 
     Possessions: Wealth +8; Longsword; Cruciﬁx.
  Frater Torquemada Member (Dedicated Hero 3/Believer 
  4) CR 7; Medium-size Humanoid; HD 3d6+3 plus 4d6+4; 
  HP 32; Mas 13; Init -1; Spd 30 ft; Defense 16, touch 12, 
  ﬂatfooted 16 (-1 Dex, +3 class, +4 Equipment); BAB +4; 
  Grap +5; Atk +5 melee (1d8+1, Longsword), or +7 melee 
  (1d8+3/+5 longsword vs. Dark Power/Fiends); FS 5 ft by 5 
  ft; Reach 5 ft; SQ Secret Mystery 1 (+2 damage vs. ﬁends), 
  Secret Mystery 2 (+2 saves vs. spiritual afﬂictions), Secret 
  Mystery 3 (Recant); AL Higher Power, Frater Torquemada, 
  Catholic Church; SV Fort +5, Ref +1, Will +9; AP 3; Rep 
  +2; Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 14. 
     Occupation: Academic (Decipher Script, Knowledge 
  [theology and philosophy], Research). 
     Skills: Diplomacy +12, Knowledge (arcane lore) +6, 
  Knowledge (history) +6, Knowledge (theology and 
  philosophy) +13, Research +6, Sense Motive +13, Treat 
  Injury +13. 
     Feats: Archaic Weapons Proﬁciency, Armor Proﬁciency 
  (light), Conviction (Higher Power), Enemy, Faith’s 
  Protection, Sacred Ritual. 
     Talents (Dedicated Hero): Empathy, Skill Emphasis. 
     Talents (Believer): Turn Undead, Lay On Hands 1d8, 
  Speak in Tongues, Lay On Hands (Blindness and Disease). 
     Possessions: Wealth +10; Longsword; Cruciﬁx; 
  Undercover Vest.
  Frater Torquemada Leader (Dedicated Hero 3/Believer 
  4/Inquisitor 3) CR 10; Medium-size Humanoid; HD 3d6+6 
  plus 4d6+8 plus 3d8+6; HP 59; Mas 14; Init -1; Spd 30 
  ft; Defense 18, touch 14, ﬂatfooted 18 (-1 Dex, +5 class, 
  +4 Equipment); BAB +6; Grap +7; Atk +7 melee (1d8+1, 
  longsword), or +9 melee (1d8+3/+6 longsword vs. Dark 
  Power/Fiends); Full Atk +7/+2 melee (1d8+1, longsword), 
  or +9/+4 melee (1d8+3/+6 longsword vs. Dark Power/
  ﬁends); FS 5 ft by 5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 
  damage vs. ﬁends), Secret Mystery 2 (+2 saves vs. spiritual 
  afﬂictions), Secret Mystery 3 (Recant), Secret Mystery 4 (+1 
  damage vs. ﬁends); AL Higher Power, Frater Torquemada, 
  Catholic Church; SV Fort +8, Ref +2, Will +12; AP 5; Rep 
  +3; Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 14. 
     Occupation: Academic (Decipher Script, Knowledge 
  [theology and philosophy], Research). 
     Skills: Bluff +7, Diplomacy +15, Intimidate +10, 
  Knowledge (arcane lore) +6, Knowledge (history) +6, 
  Knowledge (theology and philosophy) +13, Prophecy +10, 
  Research +6, Sense Motive +13, Treat Injury +13. 
     Feats: Archaic Weapons Proﬁciency, Armor Proﬁciency 
  (light), Conviction (Higher Power), Enemy, Faith’s 
  Protection, Henchmen, Sacred Ritual. 
     Talents (Dedicated Hero): Empathy, Skill Emphasis. 
     Talents (Believer): Turn Undead, Second Sight, Lay On 
  Hands 1d8, Speak in Tongues, Lay On Hands (Blindness and 
  Disease). 
     Talents (Inquisitor): Detect Allegiances, Inﬂict Wounds 
  2d8. 
     Possessions: Wealth +12; Longsword; Cruciﬁx; 
  Undercover Vest.
  The Doctrine
  Holy Office of The Congregation 
  of the Doctrine of Faith 
  Origin:  Tool for the 
  Wicked
  The Holy Ofﬁce traces its origins back to 1230, when 
  Pope Gregory IX forever invested it with the power to 
  ﬁght heresy.  It was called the Inquisition.  The Dark Lord 
  however, quickly perverted this order—founded with the 
  best of intentions—for his own foul purposes, and in 1252, 
  the practice of torture to elicit confessions was approved.  
  Hatemongers, summoned and controlled by Marcus 
  Adrastus, now had the perfect vehicle with which to hunt 
  down their enemies.
  In addition to perpetrating such horrors as forced 
  conversions under torture, the Inquisition was also the 
  enemy of knowledge; it quickly established an index of 
  banned books, including works by every Protestant scientist.  
  Many great scientists of the seventeenth century were 
  subjected to intimidation, torture, and execution at the hands 
  of the Inquisition.  Galileo Galilei, inventor of the telescope 
  and one of the greatest scientists to ever live, had to recant 
  many of his ideas to avoid being burnt at the stake.
  1978: The Twenty-Five Days War
  In 1978, the newly elected Pope John Paul I received a 
  vision: ﬁends walked the halls of the Vatican posing as 
  priests and cardinals, and the Dead Sea Scrolls, reliquaries 
  of the ancient power and knowledge of the Qumran Essenes, 
  were being smuggled out of Qumran and destroyed by 
  ﬁendish agents working at the dig site.
  Some believe that John Paul I was a Sang Real—certainly, 
  he was able to see ﬁends as clear as day.  This blessing 
  would prove to be his undoing, as the Holy Father was 
  forced into the front line of every battle, directing his priests 
  while the ﬁends unleashed all their anger and frustration at 
  him.
  In the end, the battle was won, but at a cost: the Caeder 
  no longer roamed the Vatican halls and the taint of evil was 
  
  Page - 40
  Chapter 3: Secret Societies
  removed from the Doctrine… and John Paul I lay 
  dying in the arms of his best friend and eventual 
  successor, the ﬁrst non-Italian Pope elected in 
  centuries.  It was felt a true break was needed 
  from the past. 
  The Doctrine Today
  Membership:  120.
  Current Headquarters:  A small 
  non-descript ofﬁce in Vatican City.
  Symbol:  A sword with a cruciﬁx 
  handle.
  Modern History: The Doctrine is 
  disliked by Catholics who know of 
  it (a very small number, to be sure).  
  Priests recruited for the Doctrine 
  tend to be young mavericks, with 
  little regard for the dangers they 
  must face, and even less regard 
  for the tradition and dogma of the 
  Church.  
  The Doctrine has also assumed 
  responsibility for the protection 
  of the Pope. This act was harshly 
  criticized as a way for the group to 
  grab power and inﬂuence from the 
  Holy Father. These criticisms lessened after 
  the 1981 attempt on the Pope’s life, when 
  nearly two dozen members of the order died 
  in the Holy Father’s defense.
  The Knights Templar regard the Doctrine 
  with a great deal of suspicion, having seen 
  how easily the Inquisition was turned to 
  the service of the Dark Lord.  Although 
  the two organizations share an almost 
  identical mission, and many of the same 
  methods of achieving that mission, their 
  leaders have forbidden them to work 
  together.  In the ﬁeld, however, individual 
  agents often form alliances unknown to 
  their superiors.
  The Doctrine also shares a problem 
  with the Knights Templar. Great men, men 
  fervently committed to the battle against darkness, lead both 
  organizations. Unfortunately, these great men are both aged 
  and ill, nearing death. The future of both organizations seems 
  increasingly uncertain. 
  Afﬁliate Membership Requirements: Allegiance: 
  Higher Power, Allegiance: Catholic Church, Allegiance: 
  The Doctrine, Conviction (Higher Power), Investment, 
  Knowledge (theology and philosophy) 5 ranks.
  Recruitment Methods:  Inductees to the Doctrine 
  are always Catholic priests who are carefully screened, 
  analyzed, and proﬁled. Potential inductees are subjected 
  to numerous physical and psychological trials; only those 
  actually chosen for the organization are told of its existence.
  Benefits of Membership
  Secret Mystery 1: +2 bonus on all Knowledge 
  (theology and philosophy) skill checks. Upon 
  induction into this order, members of the Doctrine 
  are also given a silver short sword consecrated 
  by Pope John Paul II (a 10th level Believer). 
  This weapon’s handle is a stylized cruciﬁx; 
  it is carried under the member’s priestly 
  vestments. This weapon is often used to 
  identify fellow Doctrine members 
  (and can be recognized even 
  by outsiders with a Knowledge 
  [arcane lore] skill check [DC 
  15]).
  Secret Mystery 2: Healing 
  Touch: All healing die rolls are 
  increased by +1 per die. This bonus 
  applies to Treat Injury skill checks 
  (including Surgery) as well as to magical 
  healing. 
  Secret Mystery 3: Liturgical Insight: 
  May use the Castigation Sacred Ritual one 
  additional time each day. 
  Secret Mystery 4: May requisition a 
  medium Encolpion (DC 20) or a major 
  Encolpion (DC 25). Believers inducted into 
  this secret mystery are taught the methods of 
  making these items. 
  Private Libraries: Members of the 
  Doctrine inducted into this mystery 
  also gain access to some of the 
  rarest religious documents in 
  history, many of which have never 
  been made public. If the member 
  has physical access to these ﬁles 
  (requiring a trip to either Canterbury 
  Cathedral, Notre Dame Cathedral, 
  or Vatican City) he may add his 
  Requisition modiﬁer as a circumstance 
  bonus to all Research skill checks.
  Secret Mystery 5: May requisition 
  Brandea (DC 25). 
  Papal Libraries: Members of the Doctrine inducted into 
  the ﬁnal mystery are given access to the Pope’s exclusive 
  library, which among other things contains explosive 
  documents relating directly to the Blood War—including the 
  ﬁnal prophecy of Fatima (see the Seers of Fatima description 
  for more information on this) and copies of the Dead Sea 
  Scrolls which have not been made public. These books may 
  not be removed, but allow a character with access to these 
  ﬁles (requiring a trip to Vatican City) to add his Requisition 
  modiﬁer as a circumstance bonus to all Knowledge (theology 
  and philosophy) and Prophecy skill checks. 
  
  Page - 41
  Chapter 3: Secret Societies
  Exorcist
  Although all those loyal to a Higher Power may successfully 
  employ exorcism, this power was speciﬁcally granted to the 
  followers of the Son of Light and has been honed to a razor’s 
  edge by the members of the Doctrine. The forces of darkness 
  have learned to fear the power of these divine messengers, 
  who take great pleasure in dispatching ﬁends and the undead.
  Requirements
  To qualify to become an Exorcist, a character must fulﬁll the 
  following criteria.
  Feats: Castigation, Conviction (Higher Power), Exorcism, 
  Sacred Ritual. 
  Skills: Knowledge (theology and philosophy) 10 ranks, 
  Speak (Latin), Read/Write (Latin).
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Exorcist advanced 
  class.
  Hit Die: 1d8
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a new level in this class.
  Class Skills:  The Exorcist’s class skills (and the key 
  ability for each) are Concentration (Con), Decipher 
  Script (Int), Diplomacy (Cha), Gather Information (Cha), 
  Intimidate (Cha), Investigate (Int), Knowledge (arcane 
  lore, art, behavioral sciences, civics, current events, history, 
  theology and philosophy) (Int), Listen (Wis), Read/Write 
  Language (all), Research (Int), Search (Int), Sense Motive 
  (Wis), Speak Language (all), Spot (Wis), and Treat Injury 
  (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following are features of the Exorcist advanced class.
  Power of Faith: The Exorcist gains the listed damage 
  bonus when performing the Castigation Sacred Ritual to 
  damage demons and the undead.
  Divine Fervor: The Exorcist believes that his Higher 
  Power protects him from the forces of darkness. This bonus 
  is added to all saving throws against Profane Rituals, the 
  magic of cultists, and any saving throw against ﬁendish 
  attack (including possession and spiritual afﬂictions). The 
  Exorcist also adds this bonus to melee damage rolls against 
  cultists, ﬁends, and the undead. 
  Bonus Feats: At 3rd, 6th, and 9th level, the Exorcist 
  gains a bonus feat from the following list: Alertness, 
  Archaic Weapon Proﬁciency, Educated, Faith’s Protection, 
  Psychotherapy, Studious, Teamwork, or any Sacred Ritual 
  feat. The Exorcist must meet the prerequisites for any feat 
  chosen through this ability.
  Lay On Hands: This ability functions as the Believer 
  ability of the same name. If the Exorcist already has this 
  ability from another class, these effects are cumulative with 
  the ability he already has. The Exorcist’s class level (along 
  with any Believer levels he possesses) is also added to the 
  healing effect in the manner described in the Believer class. 
  This ability requires the Exorcist to spend an action point.
  Adjuration of the Faithful: Through skilled oratory, 
  the Exorcist is able to instill divine fervor in the faithful. If 
  the Exorcist succeeds at a Diplomacy check (DC 20), all 
  those with the Faith’s Protection feat within a radius of 10’/
  Exorcist level gain the Exorcist’s divine fervor bonus for one 
  round per Exorcist level. This ability requires the Exorcist to 
  spend an action point. This ability stacks with the Inspiration 
  abilities available to Charismatic Heroes.
  Typical Doctrine
  Doctrine Initiate (Charismatic Hero 3) CR 3; Medium-
  size Humanoid; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 30 
  ft; Defense 11, touch 11, ﬂatfooted 11 (+0 Dex, +1 class); 
  BAB +1; Grap +0; Atk +0 melee (1d3 unarmed); FS 5 ft by 
  5 ft; Reach 5 ft; SQ see below; AL Higher Power, Catholic 
  Church, Doctrine; SV Fort +3, Ref +2, Will +2; AP 1; Rep 
  +2; Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 15. 
     Occupation: Religious (Knowledge [history], Knowledge 
  [streetwise], Knowledge [theology and philosophy]). 
     Skills: Bluff +8, Diplomacy +10, Gather Information +10, 
  Intimidate +8, Knowledge (arcane lore) +8, Knowledge 
  (behavioral sciences) +8, Knowledge (history) +8, 
  Knowledge (streetwise) +8, Knowledge (theology and 
  philosophy) +8, Read/Write Language (Latin, Hebrew, 
  Ancient Greek), Speak Language (Latin, Hebrew, Ancient 
  Greek). 
  Table 3-2: The Exorcist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Power of Faith +1d6
  +0
  +0
  2nd 
  +1
  +0
  +0
  +3
  Divine Fervor +1
  +1
  +0
  3rd 
  +1
  +1
  +1
  +3
  Bonus feat
  +1
  +0
  4th 
  +2
  +1
  +1
  +4
  Power of Faith +2d6; Divine Fervor +2
  +1
  +0
  5th
  +2
  +1
  +1
  +4
  Lay On Hands +1d8
  +2
  +1
  6th
  +3
  +2
  +2
  +5
  Bonus feat; Divine Fervor +3
  +2
  +1
  7th
  +3
  +2
  +2
  +5
  Adjuration of the Faithful
  +2
  +1
  8th
  +4
  +2
  +2
  +6
  Power of Faith +3d6; Divine Fervor +4
  +3
  +1
  9th
  +4
  +3
  +3
  +6
  Bonus feat
  +3
  +2
  10th 
  +5
  +3
  +3
  +7
  Lay On Hands +2d8; Divine Fervor +5
  +3
  +2
  
  Page - 42
  Chapter 3: Secret Societies
     Talents (Dedicated Hero): Skill Emphasis, Faith’s 
  Protection.
     Talents (Exorcist): Power of Faith +1d6, Divine Fervor 
  +1. 
     Possessions: Wealth +7; Cruciﬁx; Consecrated 
  Longsword; Encolpion.
  Isayeret Omega
  The Beginning of the End
  In 1995, two comets streaked across the 
  Jerusalem sky, leaving a glowing cross that 
  was visible for hours. Astronomers watching the 
  night sky for decades on behalf of a small unit of 
  the Israeli Army, Isayeret Omega, successfully coordinated a 
  curfew (citing terrorist threats) to ensure that very few of the 
  city’s residents saw the astral phenomenon. 
  Prior to 1995, this special unit had been small, boasting 
  no more than two dozen soldiers devoted to scouring the 
  Middle East for undead and demonic presences. With so 
  many ancient sites of power in the area, including the 
  Pyramids (magical prisons built by ancient cultures to 
  imprison demons and magical creatures), Isayeret Omega 
  was very active in the 60’s and 70’s. However, after secret, 
  closed-door meetings with the Knesset, Isayeret Omega’s 
  commander General Aryeh Eshel petitioned for and received 
  increased funding and manpower. 
  They needed it. 
  Less than twelve hours after the “Omega Cross” appeared 
  in the sky, the catacombs beneath Jerusalem erupted with 
  undead. For the last eight years, the Isayeret Omega has 
  devoted its efforts to two missions: ﬁghting undead under 
  the streets of Jerusalem, and scouring Russia for the Dark 
  Legacy.  
  Isayeret Omega Defined
  Isayeret is a Hebrew word meaning “reconnaissance unit.” 
  This word is generally applied to Israeli special operations 
  forces, and is sometimes transliterated into English as 
  Sayeret or Sayerot. Omega is the last letter of the Greek 
  alphabet and is often used to denote the end of things—in 
  this case, the end of time. This unit is therefore the Israeli 
  preparation for the end of time.  
  Isayeret Omega Today
  Membership: 75 (Isayeret Omega has received funding 
  for an additional 50 members, who are currently being 
  trained as quickly as possible to aid in the ﬁght against the 
  creatures beneath the streets of Jerusalem).  
  Current Headquarters:  Jerusalem, Israel.
  Symbol: Blue Star of David on a white background.
  Afﬁliate Membership Requirements: Allegiance: 
  Isayeret Omega, Allegiance: Israeli Army (Active Duty), 
  Allegiance: Higher Power, Knowledge (tactics) 5 ranks, 
  Teamwork (Isayeret Omega).
     Feats: Conviction (Higher Power), Investment, Sacred 
  Ritual, Trustworthy. 
     Talents (Charismatic Hero): Coordinate, Inspiration. 
     Possessions: Wealth +7; Cruciﬁx.
  Doctrine Member (Charismatic Hero 3/Dedicated Hero 
  4) CR 7; Medium-size Humanoid; HD 7d6+7; HP 32; Mas 
  12; Init +0; Spd 30 ft; Defense 14, touch 14, ﬂatfooted 
  14 (+0 Dex, +4 class); BAB +4; Grap +3; Atk +5 melee 
  (1d8 consecrated longsword); FS 5 ft by 5 ft; Reach 5 
  ft; SQ Secret Mystery 1 (+2 Knowledge [theology and 
  philosophy], Secret Mystery 2 (Healing Touch), Secret 
  Mystery 3 (Liturgical Insight); AL Higher Power, Catholic 
  Church, Doctrine; SV Fort +5, Ref +3, Will +5; AP 3; Rep 
  +4; Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 16. 
     Occupation: Religious (Knowledge [history], Knowledge 
  [streetwise], Knowledge [theology and philosophy]). 
     Skills: Bluff +8, Diplomacy +10, Gather Information +10, 
  Intimidate +8, Knowledge (arcane lore) +12, Knowledge 
  (behavioral sciences) +8, Knowledge (history) +12, 
  Knowledge (streetwise) +12, Knowledge (theology and 
  philosophy) +17, Read/Write Language (Latin, Hebrew, 
  Ancient Greek), Sense Motive +8, Speak Language (Latin, 
  Hebrew, Ancient Greek), Treat Injury +8. 
     Feats: Archaic Weapons Proﬁciency, Conviction (Higher 
  Power), Investment, Sacred Ritual, Trustworthy, Weapon 
  Focus (longsword), Castigation. 
     Talents (Charismatic Hero): Coordinate, Inspiration. 
     Talents (Dedicated Hero): Skill Emphasis, Faith’s 
  Protection. 
     Possessions: Wealth +7; Cruciﬁx; Consecrated 
  Longsword.
  Doctrine Leader (Charismatic Hero 3/Dedicated 
  Hero 4/Exorcist 3) CR 10; Medium-size Humanoid; HD 
  7d6+3d8+10; HP 49; Mas 12; Init +0; Spd 30 ft; Defense 
  15, touch 15, ﬂatfooted 15 (+0 Dex, +5 class); BAB +5; 
  Grap +4; Atk +6 melee (1d8 consecrated longsword); FS 5 
  ft by 5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 Knowledge 
  [theology and philosophy]), Secret Mystery 2 (Healing 
  Touch), Secret Mystery 3 (Liturgical Insight), Secret 
  Mystery 4 (Papal Libraries); AL Higher Power, Catholic 
  Church, Doctrine; SV Fort +6, Ref +4, Will +8; AP 3; Rep 
  +4; Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 16. 
     Occupation: Religious (Knowledge [history], Knowledge 
  [streetwise], Knowledge [theology and philosophy]). 
     Skills: Bluff +8, Diplomacy +13, Gather Information +10, 
  Intimidate +8, Knowledge (arcane lore) +15, Knowledge 
  (behavioral sciences) +8, Knowledge (history) +15, 
  Knowledge (streetwise) +15, Knowledge (theology and 
  philosophy) +20, Read/Write Language (Latin, Hebrew, 
  Ancient Greek), Sense Motive +11, Speak Language (Latin, 
  Hebrew, Ancient Greek), Treat Injury +11. 
     Feats: Archaic Weapons Proﬁciency, Conviction (Higher 
  Power), Investment, Sacred Ritual, Trustworthy, Weapon 
  Focus (longsword), Castigation, Prayer, Consecrate Item. 
     Talents (Charismatic Hero): Coordinate, Inspiration. 
  
  Page - 43
  Chapter 3: Secret Societies
  Recruitment Methods:  Members of the Israeli Army 
  (including draftees) who meet (most of) the minimum 
  requirements and who show promise can be sworn to secrecy 
  and transferred to the unit. Members of the Israeli military 
  and intellectual elite who become involved in supernatural 
  incidents may be offered training until they meet the 
  minimum requirements, at which point they are inducted into 
  the organization.
  Benefits of Membership
  Secret Mystery 1: Small Unit Tactics (Cover Fire): 
  When ﬁghting with teammates who have a Teamwork feat 
  in common with you, a Knowledge (tactics) skill check (DC 
  15) allows you to lay down cover ﬁre, adding your teamwork 
  bonus (+2) to the Defense of any one ally as a circumstance 
  bonus. 
  Omega Armory: You may requisition consecrated 
  ammunition (DC 15 for one clip, +5 to the DC for each 
  additional clip). You may only requisition ammunition once 
  every two weeks.  
  Secret Mystery 2: Omega Slayer: You gain a +2 damage 
  bonus when ﬁghting ﬁends and undead. This bonus applies 
  to melee attacks and ranged attacks made at 30 ft. or less. 
  Secret Mystery 3: Advanced Unit Tactics: Your teamwork 
  bonus to attack and skill checks is increased by +1.
  Secret Mystery 4: Small Unit Tactics (Cross Fire): When 
  you and an ally with a Teamwork feat in common attack the 
  same target, you may make a Knowledge (tactics) skill check 
  (DC 20) to ﬂank your target with ranged weapons. 
  Secret Mystery 5: Lightning Strike: You add your 
  teamwork modiﬁer to initiative checks. This bonus stacks 
  with all other initiative bonuses. 
  Omega Knight
  The Omega Knights are the elite operatives of Isayeret 
  Omega. They work to accomplish two goals: cleanse the 
  catacombs under Jerusalem, and locate and eliminate 
  the Dark Legacy. Soldiers selected for this unit tend to 
  be older, grizzled veterans of anti-terrorist campaigns 
  against Hezbollah and similar factions; most are fanatical 
  believers in the state. They are accomplished, competent, 
  and completely and utterly ruthless in the pursuit of their 
  objectives. 
  Requirements
  To qualify to become an Omega Knight, a character must 
  fulﬁll the following criteria.
  Base Attack Bonus: +5
  Skills: Knowledge (arcane lore) 5 ranks, Knowledge 
  (tactics) 10 ranks.
  Feats: Track.
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Omega Knight 
  advanced class.
  Hit Die: 1d10
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a new level in this class.
  Class Skills:  The Omega Knight’s class skills (and the 
  key ability for each) are Climb (Str), Craft (structural) (Int), 
  Demolitions (Int), Drive (Dex), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (arcane lore, civics, current 
  events, history, tactics) (Int), Move Silently (Dex), Spot 
  (Wis), Survival (Wis), and Swim (Str).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following are features of the Omega Knight advanced 
  class.
  Weapon Focus: At 1st level, the Omega Knight receives 
  this feat for free, applied to one weapon of his choice.
  Omega Knight: The character gains the listed bonus to 
  attack rolls and skill checks when ﬁghting undead and ﬁends. 
  Bonus Feats: At 3rd, 6th, and 9th level, the Omega Knight 
  gains a bonus feat from the following list: Advanced 
  Firearms Proﬁciency, Alertness, Antithesis, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), Dodge, 
  Endurance, Enemy, Mobility, Shot on the Run, Spring 
  Attack. The Omega Knight must meet any prerequisites for a 
  selected feat.
  Weapon Specialization: At 4th level, the Omega Knight 
  gains a +2 damage bonus when using the weapon to which 
  he applied Weapon Focus at 1st level.
  Forbidden Lore (Damage Reduction): Omega Knights 
  study the bodies and internal arrangements of ﬁends and 
  undead, looking for weaknesses. Beginning at 7th level, the 
  Table 3-3: The Omega Knight
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Weapon Focus
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Omega Knight +1
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th 
  +3
  +2
  +2
  +1
  Weapon Specialization
  +2
  +1
  5th
  +3
  +3
  +3
  +1
  Omega Knight +2
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Forbidden Lore (Damage Reduction)
  +4
  +2
  8th
  +6
  +4
  +4
  +2
  Omega Knight +3
  +4
  +2
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th 
  +7
  +5
  +5
  +3
  Forbidden Lore (Critical)
  +5
  +3
  
  Page - 44
  Chapter 3: Secret Societies
  Omega Knight can bypass the damage reduction of any ﬁend 
  or undead by succeeding at a Knowledge (arcane lore) skill 
  check (DC 10 plus the creature’s damage reduction). This 
  check is made each time the Omega Knight successfully 
  attacks the creature.
  Forbidden Lore (Critical): At 10th level, the Omega 
  Knight’s knowledge of ﬁends has grown, and on a successful 
  Knowledge (arcane lore) skill check (DC 20), any successful 
  attack against a ﬁend threatens a critical. This check is 
  made each time the Omega Knight successfully attacks the 
  creature. The Omega Knight must still roll to conﬁrm this 
  critical as normal. 
  Typical Isayeret Omega
  Isayeret Omega Initiate (Strong Hero 3) CR 3; Medium-
  size Humanoid; HD 3d8+6; HP 20; Mas 15; Init +2; Spd 25 
  ft; Defense 19, touch 14, ﬂatfooted 17 (+2 Dex, +2 class, +5 
  equipment); BAB +3; Grap +4; Atk +4 melee (1d6+2, gun 
  butt), or +6 ranged (2d6, HK MP5 submachine gun); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ see below; AL Higher Power, Israel, 
  Isayeret Omega; SV Fort +4, Ref +3, Will +1; AP 1; Rep +0; 
  Str 13, Dex 14, Con 15, Int 12, Wis 10, Cha 8.
  Occupation: Military (Knowledge [tactics], Survival).
  Skills: Climb +4, Craft (structural) +2, Jump +4, 
  Knowledge (arcane lore) +2, Knowledge (streetwise) +3, 
  Knowledge (tactics) +5, Profession +3, Survival +3, Swim 
  +4.
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Personal Firearms Proﬁciency, Point Blank Shot, 
  Teamwork (Isayeret Omega).
  Talents (Strong Hero): Extreme Effort, Melee Smash.
  Possessions: Wealth +6, HK MP5 (submachine gun), 2 
  boxes 9mm ammunition, light duty vest.
  Isayeret Omega Member (Strong Hero 3/Soldier 4) CR 7; 
  Medium-size Humanoid; HD 3d8+9 plus 4d10+12; HP 57; 
  Mas 16; Init +2; Spd 25 ft; Defense 22, touch 16, ﬂatfooted 
  20 (+2 Dex, +4 class, +6 equipment); BAB +6; Grap +7; Atk 
  +7 melee (1d6+2, gun butt), or +10 ranged (2d6+2, HK MP5 
  submachine gun); Full Atk +7/+2 melee (1d6+2, gun butt), 
  or +10/+5 ranged (2d6+2, MK MP5 submachine gun);FS 
  5 ft by 5 ft; Reach 5 ft; SQ Secret Mystery 1 (Small Unit 
  Tactics), Secret Mystery 2 (Omega Slayer), Secret Mystery 3 
  (Advanced Unit Tactics); AL Higher Power, Israel, Isayeret 
  Omega; SV Fort +7, Ref +5, Will +2; AP 3; Rep +0; Str 13, 
  Dex 14, Con 16, Int 12, Wis 10, Cha 8.
  Occupation: Military (Knowledge [tactics], Survival).
  Skills: Climb +3, Craft (structural) +2, Drive +6, Jump 
  +6, Knowledge (arcane lore) +6, Knowledge (streetwise) +3, 
  Knowledge (tactics) +11, Listen +1, Profession +3, Spot +2, 
  Survival +5, Swim +4.
  Feats: Advanced Firearms Proﬁciency, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Personal Firearms 
  Proﬁciency, Point Blank Shot, Teamwork (Isayeret Omega), 
  Track.
  Talents (Strong Hero): Extreme Effort, Melee Smash.
  
  Page - 45
  Chapter 3: Secret Societies
  of Arimathea.  This Church of the Nazarene had long ago 
  merged with a local Celtic sect of Druids.  When these three 
  seemingly disparate philosophies collided, the Cathari were 
  born.  It was a powerful combination that spread like wildﬁre 
  throughout Europe and shook the Church of Rome to its 
  core.
  The Cathari depicted the Blood War as a clash of dualistic 
  forces—good and evil, objective reality and subjective 
  unreality.  Matter, including the human body, was evil, 
  created by Satan.  The soul, created by God, was the essence 
  of good, and was constantly struggling to escape the evil 
  body in which it was trapped.  Thus the Blood War was 
  being fought in the body and soul of every living being, as 
  well as in the vast reaches of the cosmos.
  In order to free the soul from its bodily prison, a potential 
  Cathari underwent a ritual known as the Consolamentum.  
  This ritual began with a probationary period of fasting and 
  religious instruction, culminating in a baptism by those who 
  had already passed through the Consolamentum.  During this 
  baptism, the worshipper took vows of celibacy and poverty, 
  and pledged to eat a strictly vegetarian diet; at the conclusion 
  of the rite, the candidate was given the title “Perfect” and 
  allowed to participate in religious activities (which included 
  reciting the Lord’s Prayer) with the other Cathari.
  Although ostensibly Christian, the Cathari reinterpreted or 
  rejected most of the Bible. The Cathari taught a simpler form 
  of worship, one which took place deep in secluded forests 
  and hidden underground in caves, where they could be closer 
  to God and farther away from the subjective distractions of 
  the material world.  Men and women were equals, God was 
  a cosmic force, suicide was sacred, and Marriage, Baptism 
  and Communion were all rejected as false sacraments.  Even 
  more extreme, they saw the Catholic Church as a corrupt 
  organization too tied to the possessions and trappings of the 
  material world—more an offshoot of Imperial Rome than the 
  child of Christ’s teachings. 
  A ﬂedgling movement in the mid-twelfth century, the 
  Cathari developed strong ties with others groups that shared 
  their view of the world, such as Islamic Suﬁ mystics and 
  Jewish Kabbalists, and by the end of the 12th century, eleven 
  Cathari Bishops were operating in France, Germany, and 
  even Italy itself.  The Pope panicked.
  In 1209, the Catholic Church, outraged by the Cathari’s 
  rejection of church doctrine and authority, declared a crusade 
  against the ﬂedgling movement, appointing Simon de 
  Montfort to lead the campaign.  The Cathari took refuge in 
  Montsegur Castle, an impregnable mountain fortress.  The 
  Church, denied an easy victory, formed the Inquisition at the 
  Fourth Lateran Council in 1215.  If the Cathari could not be 
  found, the farmers and merchants who followed them could, 
  as could the Suﬁ mystics and Kabbalists they had befriended.  
  In the Inquisition, the most powerful of the Caeder, the Lord 
  of Deceit, saw a chance to ﬁnally rid himself of the Sang 
  Real.  Assuming the role of the Chief Inquisitor, Marcus 
  Adrastus unleashed a new, even more terrible dark age on 
  Europe, where the accused—even witnesses—were rent to 
  shreds, baked one limb at a time, and forced to confess on 
  Talents (Soldier): Weapon Focus (HK MP5), Weapon 
  Specialization (MK MP5), Tactical Aid.
  Possessions: Wealth +6, HK MP5 (9mm submachine 
  gun), 2 boxes 9mm ammunition, tactical vest.
  Isayeret Omega Leader (Strong Hero 3/Soldier 4/Omega 
  Knight 3) CR 10; Medium-size Humanoid; HD 3d8+9 plus 
  4d10+12 plus 3d10+9; HP 83; Mas 16; Init +2; Spd 25 ft; 
  Defense 24, touch 18, ﬂatfooted 22 (+2 Dex, +6 class, +6 
  equipment); BAB +8; Grap +10; Atk +11 melee (1d6+3, 
  gun butt), or +12 ranged (2d6+2, HK MP5 submachine 
  gun); Full Atk +11/+6 melee (1d6+3, gun butt), or +12/+6 
  ranged (2d6+2, HK MP5 submachine gun); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ Secret Mystery 1 (Small Unit Tactics [Cover 
  Fire]), Secret Mystery 2 (Omega Slayer), Secret Mystery 
  3 (Advanced Unit Tactics), Secret Mystery 4 (Small Unit 
  Tactics [Cross Fire]); AL Higher Power, Israel, Isayeret 
  Omega; SV Fort +9, Ref +7, Will +3; AP 5; Rep +1; Str 14, 
  Dex 14, Con 16, Int 12, Wis 10, Cha 8.
  Occupation: Military (Knowledge [tactics], Survival).
  Skills: Climb +5, Craft (structural) +2, Drive +7, Jump 
  +8, Knowledge (arcane lore) +9, Knowledge (streetwise) 
  +3, Knowledge (tactics) +14, Listen +1, Move Silently +5, 
  Profession +3, Spot +5, Survival +8, Swim +5.
  Feats: Advanced Firearms Proﬁciency, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Dodge, Personal 
  Firearms Proﬁciency, Point Blank Shot, Precise Shot, 
  Teamwork (Isayeret Omega), Track.
  Talents (Strong Hero): Extreme Effort, Melee Smash.
  Talents (Soldier): Weapon Focus (HK MP5), Weapon 
  Specialization (HK MP5), Tactical Aid.
  Talents (Omega Knight): Weapon Focus (gun butt), 
  Omega Knight +1.
  Possessions: Wealth +6, HK MP5 (submachine gun), 2 
  boxes 9mm ammunition, tactical vest.
  Knights Templar
  Roots: The Cathari
  The word Cathar is derived from the 
  Greek katheroi (meaning “pure”).  The 
  Cathari were the spiritual descendants of 
  Manicheanism, a philosophy that attempted 
  to merge Judaism, Christianity, and Zoroastrianism 
  into a single religion.   Some aspects of this philosophy 
  arguably inﬂuenced Christian canon (the climactic battle 
  of good versus evil in the apocalyptic ﬁnal book of the 
  Bible, Revelation, strongly echoes Zoroastrian themes).  
  Unfortunately, many proponents of Zoroastrianism were 
  dealt with brutally—most notably the movement’s founder 
  Mani, who was cruciﬁed in 276 CE for heresy.
  The Cathari movement was born when knights brought 
  Manicheanism back to southern France from the Crusades.  
  This philosophy merged with the teachings of the Church 
  of the Nazarene, a hidden branch of Christianity that traced 
  its roots all the way back to Mary Magdalene and Joseph 
  
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  Chapter 3: Secret Societies
  the rack.
  So, in 1244, 205 Cathari opened the gates to Montsegur 
  Castle and marched down the mountain, singing, into the 
  bonﬁres prepared for them in the ﬁeld below—a place 
  known to this day as the Field of the Burned.  Montsegur 
  Castle was ransacked from top to bottom, its walls knocked 
  down and ﬂoors ripped up in a vain attempt to ﬁnd the 
  enormous treasure the Cathari supposedly possessed.  What 
  the Inquisition did not know was that the treasure (which 
  included the Shroud of Turin) had made the impossible 
  descent down the far side of the mountain to freedom—
  accompanied by the Cathari’s three most learned Priests and 
  the Order’s greatest treasure, two twin girls—the Sang Real.  
  These refugees would ﬂee, as planned, to found the 
  Knights Templar.
  Modern Membership:  None.  The Cathari were wiped 
  out at the Field of the Burned, except for the few who 
  escaped to found the Knights Templar.
  Phase 2: Knights Templar
  Lions in war, lambs at the hearth.  Rough knights on 
  the battleﬁeld, pious monks in the chapel.  Formidable 
  to the enemies of Christ, gentleness itself toward His 
  friends.  
  -- motto of the Knights Templar.  
  In 1118, the Cathari realized the end was near for their 
  movement.  A secret council decided that their greatest 
  Knight, Hugh de Payens, would form a new order—one 
  with no apparent ties to the Cathari; one that would draw 
  thousands of eager recruits by blending the two great 
  passions of the Middle Ages: religious zeal and skill at arms.  
  Thus, de Payens and the eight greatest Knights of the Cathari 
  traveled to Jerusalem to pledge never-ending loyalty to the 
  Patriarch who governed the beleaguered city.  Their goal was 
  two-fold: to draw recruits to the movement by tapping into 
  the Crusading spirit, and to secure several important artifacts 
  known to be hidden in the holy city from the days of James 
  and Joseph of Arimathea.
  At ﬁrst, this plan was enormously successful, and as 
  money and recruits poured into the organization, several 
  castles were constructed and important relics hidden inside.  
  Soon, the order was entrusted with the protection and even 
  the governance of the Holy Land.  In fact, it may be said 
  that the movement was too successful.  Rival movements, 
  particularly the Hospitalers and Teutonic Knights (the latter 
  known to be in league with the Dark Lord), began spreading 
  rumors of abuses committed by and within the Templar 
  order, accusing them of the most terrible acts of heresy.  
  In the end, the Templar order was destroyed, its leaders 
  burned at the stake.  This caused the surviving Knights to 
  adopt a new strategy, one they maintain to this day: they 
  went underground.  Despite its tragic end, the Knights’ ill-
  fated public phase is considered a success by its modern 
  leadership.  Dozens of relics, many far too powerful to be 
  allowed to fall into the wrong hands, were successfully 
  secured, smuggled out of the Holy Land and scattered 
  around the world.
  During World War II, the Knights clashed again with their 
  old rivals, the Teutonic Knights, who had joined forces with 
  Hitler and who fed his megalomania with whispered tales 
  of occult power.  The Teutonic Knights began searching for 
  powerful relics all over the world, bargaining with Celestan 
  for secret rituals lost to time—rituals that could bind Servitor 
  demons.  Some of these demons, notably the Hatemongers, 
  helped to fuel the ﬁres of Nazi hate in the hearts of the 
  German people.
  Throughout the years of war, the Knights Templar and 
  Teutonic Knights clashed countless times, but when the 
  Knights Templar succeeded in imprisoning Celestan, the 
  Teutonic Knights ﬁnally collapsed.  In punishment for the 
  Teutonic Knights’ failure, Celestan turned the Hatemongers 
  and other bound Servitor Fiends against them.  Without the 
  Servitors, the Teutonic Knights could no longer deliver their 
  promised occult secrets to the Nazis—and so they too turned 
  on the Knights.  Their inﬂuence broken, the few remaining 
  Teutonic Knights retreated into the shadows.
  The Knights Templar Today
  Membership:  Approximately 50.
  Current Headquarters:  Glastonbury Abbey.
  Symbol: A red cross on a white background, symbolizing 
  the blood of Christ. 
  Modern History: Since 1823, the Knights Templar have 
  been led by Lord Henry McNaughton, a Scottish nobleman 
  born in Edinburgh in 1790.  Despite the rejuvenating 
  presence of the Glastonbury fountains, McNaughton’s health 
  is failing, and many Templars fear for what will happen to 
  the movement upon his death.  Worse, as their leader’s health 
  fails, the Templars are being brutally assailed by unknown 
  foes, making the movement, small at the best of times, too 
  understaffed to pursue its prime missions of recovering lost 
  items of power and protecting the Sang Real. 
  Afﬁliate Membership Requirements:  Allegiance: 
  Sang Real, Allegiance: Higher Power, Allegiance: Knights 
  Templar, Conviction (Higher Power), Knowledge (theology 
  and philosophy) 5 ranks.
  Recruitment Methods:  Individual members of the 
  Knights recruit those who they feel would make worthy 
  additions to their ranks, subject to approval by the 
  leadership.
  Benefits of Membership
  Secret Mystery 1: Secret History: +2 bonus on all 
  Knowledge (theology and philosophy) and Knowledge 
  (history) skill checks.
  Secret Mystery 2: Know Your Enemy: On a successful 
  Knowledge (theology and philosophy), a Templar can 
  inﬂict an extra 1d6 damage against ﬁends. This skill check 
  (DC equal to the creature’s Defense) is made upon each 
  successful attack against a ﬁend.
  Secret Mystery 3: Expert Swordsman: +1 to attack and 
  damage rolls when using swords. This bonus stacks with 
  
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  Chapter 3: Secret Societies
  any other bonuses gained through Weapon Focus or Weapon 
  Specialization.
  Secret Mystery 4: May requisition a medium Encolpion 
  (DC 20) or a major Encolpion (DC 25). Believers inducted 
  into this secret mystery are taught the methods of making 
  these items.
  Secret Mystery 5: May requisition Brandea (DC 25). May 
  also requisition a sword forged around a Shard of Excalibur 
  (DC 30).
  Knights of the Old Table
  When the Round Table burned in Mordred’s ﬁres we 
  were there to slay the beast. 
  At Agincourt and Auschwitz the brands of terrible 
  justice shone in the sooty sun.
  Till the End Times we will walk the Earth striking down 
  the foes of light.
  -- motto of the Knights of the Old Table 
  The Knights of the Old Table are the elite warriors of the 
  Knights Templar. Although there may have been as many as 
  thirty knights active at the same time in the past, no more 
  than twelve have ever been sworn in since the Inquisition. 
  Eight have been active in recent years, but four of these have 
  been slain in the last twelve months.
  Since modern weapons are all but useless against the 
  Caeder, the ranks of this order include some of the most 
  highly skilled swordsmen and -women in the entire world; 
  they practice constantly between real battles to maintain 
  their edge. 
  Requirements
  To qualify to become a Knight of the Old Table, a character 
  must fulﬁll the following criteria.
  Base Attack Bonus: +8
  Skills: Knowledge (theology and philosophy) 8 ranks, 
  Knowledge (tactics) 10 ranks.
  Feats: Archaic Weapon Proﬁciency and Weapon Focus 
  (longsword).
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Knight of the Old 
  Table advanced class.
  Hit Die: 1d10
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a level in this class.
  Class Skills:  The Knight of the Old Table’s class skills 
  (and the key ability for each) are Balance (Dex), Bluff 
  (Cha), Diplomacy (Cha), Drive (Dex), Intimidate (Cha), 
  Knowledge (arcane lore, current events, history, tactics, 
  theology and philosophy) (Int) and Sense Motive (Wis).
  Skill Points at Each Level: 3 + Int modiﬁer.
  Class Features
  The following are features of the Knight of the Old Table 
  advanced class.
  Master Fencer: The Knight of the Old Table trains 
  extensively with his sword, and is able to feint with the Bluff 
  skill as a move action.
  Knight Protector: Knights of the Old Table frequently 
  ﬁnd themselves protecting important charges, whether one 
  of the Sang Real or an important religious leader. These 
  Knights are speciﬁcally trained to use themselves as human 
  shields and are able to ﬁght effectively while defending 
  another. Each Knight with this ability may designate one 
  willing ally to protect, granting him one step of cover 
  without penalizing the knight (if one Knight is protecting a 
  target, the target gains one-quarter cover; two Knights grant 
  one-half cover, and so forth, to a maximum of nine-tenths 
  cover with four Knights guarding the same target).
  Bonus Feats: At 3rd and 6th level, the knight gains a 
  bonus feat from the following list: Agile Riposte, Combat 
  Expertise, Combat Reﬂexes, Deceptive, Dodge, Improved 
  Disarm, Lightning Reﬂexes, and Mobility. The Knight must 
  meet the prerequisite for any feat selected.
  Superior Lunge: The Knight gains an additional bonus 
  +2 to attack and damage rolls when making charge attacks 
  with a sword. 
  Master of Defense: The Knight gains the listed modiﬁer 
  as a Dodge bonus to Defense when ﬁghting with a sword. 
  Anything that would render the knight ﬂat-footed or deprive 
  him of his Dexterity bonus also causes him to lose this 
  bonus. The knight loses this beneﬁt when wearing medium 
  Table 3-4: The Knight of the Old Table
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +0
  +2
  +0
  Master Fencer
  +1
  +0
  2nd 
  +2
  +0
  +3
  +0
  Knight Protector
  +1
  +0
  3rd 
  +3
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th 
  +4
  +1
  +4
  +1
  Superior Lunge
  +2
  +0
  5th
  +5
  +1
  +4
  +1
  Master of Defense +1
  +3
  +1
  6th
  +6
  +2
  +5
  +2
  Bonus Feat
  +3
  +1
  7th
  +7
  +2
  +5
  +2
  Stop Time
  +4
  +1
  8th
  +8
  +2
  +6
  +2
  Void the Foot
  +4
  +1
  9th
  +9
  +3
  +6
  +3
  Play the Fool
  +5
  +2
  10th 
  +10
  +3
  +7
  +3
  Master of Defense +2
  +5
  +2
  
  Page - 48
  Chapter 3: Secret Societies
  or heavy armor.
  Stop Time: Stop Time is a fencing technique wherein 
  the fencer changes the tempo of his attacks suddenly in an 
  effort to gain the upper hand in a duel. Once per combat, a 
  Knight with this ability may re-roll initiative after a battle 
  has begun with a special initiative bonus equal to his Reﬂex 
  save modiﬁer (all the Knight’s usual bonuses stack with this 
  special bonus). The Knight must abide by this new initiative 
  result. 
  Void the Foot: Footwork is extremely important during 
  combat. Voiding the Foot is a medieval term for shifting 
  one’s weight to the back foot, allowing a swordsman to 
  smoothly move away from his opponent or pivot to an 
  unprotected angle while still defending himself. Using this 
  ability (which requires the knight to spend an action point) 
  grants the Knight a Dodge bonus to Defense equal to his 
  Reﬂex save modiﬁer until the start of the knight’s next 
  action. 
  Play the Fool: Play the Fool is a fencing technique 
  wherein an attack is unexpectedly launched using the empty 
  off-hand, foot, or head. Since your opponent’s attention is 
  naturally focused on your weapon, this attack can catch your 
  opponent off guard. This ability allows a character to feint 
  as a free action with an unarmed attack, gaining a bonus to 
  his Bluff skill check equal to his Reﬂex save modiﬁer. If 
  the attacker successfully feints, this attack does not provoke 
  an attack of opportunity from the target, even if he would 
  normally be entitled to one. This ability may only be used 
  once per combat, since it depends on surprise. This ability 
  requires the Knight to spend an action point.  
  Typical Knights Templar
  Knights Templar Initiate (Dedicated Hero 3) CR 3; 
  Medium-size Humanoid; HD 3d6+6; HP 17; Mas 14; Init +1; 
  Spd 30 ft; Defense 13, touch 13, ﬂatfooted 12 (+1 Dex, +2 
  class); BAB +2; Grap +4; Atk +5 melee (1d8+2, longsword), 
  or +3 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ see 
  below; AL Sang Real, Higher Power, Knights Templar; SV 
  Fort +4, Ref +2, Will +6; AP 1; Rep +1; Str 14, Dex 13, Con 
  14, Int 10, Wis 15, Cha 8. 
     Occupation: Military (Drive, Knowledge [tactics]). 
     Skills: Knowledge (tactics) +6, Knowledge (theology and 
  philosophy) +6, Listen +8, Spot +11, Treat Injury +8. 
     Feats: Archaic Weapons Proﬁciency, Armor Proﬁciency 
  (light), Conviction (Higher Power), Iron Will, Weapon Focus 
  (longsword). 
     Talents (Dedicated Hero): Skill Emphasis (Spot), Aware. 
     Possessions: Wealth +6; Longsword.
  Knights Templar Member (Dedicated Hero 3/Monitor 
  4) CR 7; Medium-size Humanoid; HD 3d6+6 plus 4d8+8; 
  HP 43; Mas 14; Init +2; Spd 30 ft; Defense 20, touch 16, 
  ﬂatfooted 18 (+2 Dex, +4 class, +4 Equipment); BAB +5; 
  Grap +7; Atk +9 melee (1d8+3, longsword), or +7 ranged 
  (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ Secret Mystery 
  1 (+2 Knowledge [history] and Knowledge [theology and 
  philosophy]), Secret Mystery 2 (Know Your Enemy), Secret 
  Mystery 3 (Expert Swordsman); AL Sang Real, Higher 
  Power, Knights Templar; SV Fort +6, Ref +5, Will +7; AP 3; 
  Rep +1; Str 14, Dex 14, Con 14, Int 10, Wis 15, Cha 8. 
     Occupation: Military (Drive, Knowledge [tactics]). 
     Skills: Knowledge (tactics) +9, Knowledge (theology and 
  philosophy) +9, Listen +11, Spot +14, Treat Injury +8. 
     Feats: Archaic Weapons Proﬁciency, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Conviction (Higher 
  Power), Iron Will, Power Attack, Weapon Focus. 
     Talents (Dedicated Hero): Skill Emphasis, Aware. 
     Talents (Monitor): Monitor’s Wrath +1, Divine Health, 
  Monitor’s Wrath +2. 
     Possessions: Wealth +8; Mastercraft Longsword; 
  Concealable Vest.
  
  Page - 49
  Chapter 3: Secret Societies
  Knights Templar Leader (Dedicated Hero 3/Monitor 7) 
  CR 10; Medium-size Humanoid; HD 3d6+6 plus 7d8+14; 
  HP 63; Mas 14; Init +2; Spd 30 ft; Defense 24, touch 18, 
  ﬂatfooted 20 (+2 Dex, +6 class, +6 Equipment); BAB +7; 
  Grap +9; Atk +12 melee (1d8+4, Consecrated Longsword), 
  or +9 ranged (by weapon); Full Atk +12/+7 melee (1d8+4, 
  Consecrated Longsword), or +9/+4 ranged (by weapon); FS 
  5 ft by 5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 Knowledge 
  [history] and Knowledge [theology and philosophy]), Secret 
  Mystery 2 (Know Your Enemy), Secret Mystery 3 (Expert 
  Swordsman), Secret Mystery 4 (Requisition Encolpion); AL 
  Sang Real, Higher Power, Knights Templar; SV Fort +8, Ref 
  +7, Will +9; AP 5; Rep +2; Str 14, Dex 14, Con 14, Int 10, 
  Wis 16, Cha 8. 
     Occupation: Military (Drive, Knowledge [tactics]). 
     Skills: Knowledge (tactics) +13, Knowledge (theology and 
  philosophy) +13, Listen +14, Spot +18, Treat Injury +9. 
     Feats: Alertness, Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), Combat 
  Reﬂexes, Conviction (Higher Power), Iron Will, Power 
  Attack, Weapon Focus. 
     Talents (Dedicated Hero): Skill Emphasis, Aware. 
     Talents (Monitor): Monitor’s Wrath +1, Divine Health, 
  Monitor’s Wrath +2, Aura of Courage, Monitor’s Wrath +3. 
     Possessions: Wealth +10; Consecrated Longsword; 
  Tactical Vest; Encolpion.
  Salem Seven
  History: The Blood 
  War Comes to 
  America
  The Salem Seven’s existence in North America 
  predates the creation of the United States itself. Having 
  learned from their experiences in Greece and Egypt that the 
  Blood War was far older than Christ or even Moses (though 
  the servants of light and darkness were often known by other 
  names in these cultures), the Knights Templar agreed to 
  dispatch a small contingent of so-called witches to America 
  to guard against further tragedies like that experienced by 
  the Jamestown colonists. Due to hysteria over “black magic” 
  and their occult practices, these heroes and heroines were 
  anxious to leave Europe and make a fresh start in a land they 
  hoped would be more tolerant of their ways. 
  Over time, these witches began to congregate around the 
  town of Salem, Massachusetts, drawn by the presence of 
  ancient native ruins in the area with the power to enhance 
  the witches’ ritual magic. By the fateful Christmas morning 
  in 1691 when a cloaked rider arrived at Salem with a Caeder 
  in pursuit, there were seven active covens in the small 
  township, led by Bridget Bishop, Sarah Good, Martha Cory, 
  Tituba (a Trinidadian Obeah woman), Rebecca Nurse, Sarah 
  Osburn, and Rachel Clenton. The rider, a member of the 
  Knights Templar, asked Sarah Good to watch his charge—a 
  Sang Real girl named Dorcas—until he was able to deal with 
  the Caeder following him.
  Although there was a Caeder in pursuit of the Knight, 
  it was not the only threat to the fugitive Sang Real. The 
  Caeder had dispatched several Hatemongers in the guise of 
  wandering merchants to ensure the child’s capture.  Unable 
  to directly assault a town that was home to so many powerful 
  practitioners of magic, the Hatemongers began twisting the 
  minds of weak young girls in the town while simultaneously 
  heightening paranoia among the village elders.  As traveling 
  judges arrived to hear cases, they too fell under the sway of 
  hate and paranoia. 
  When the Knight ﬁnally returned eleven months later, 
  he found a nightmarish scene awaiting him.  While he had 
  been busy organizing a force to hunt and destroy the Caeder 
  (a loathsome ﬁend named Absolla), twenty of the Salem 
  witches, including the leaders of all seven covens, had 
  been killed on the gallows of the witch trials. Not until the 
  combined might of the Knights and the surviving witches 
  drove out the last of the Hatemongers was sanity restored to 
  the town. The child Dorcas was unharmed.
  The Knights never forgot the service and sacriﬁce of 
  the Salem Seven, and over the years following the witch 
  trials, the order helped the decimated covens reestablish 
  themselves in different parts of the country.
  The Salem Seven Today
  The seven covens of the Salem Seven are alive and well 
  today. The covens bear the names of their legendary 
  leaders slain at the witch trials and can be found in the 
  following locations: Salem, Massachusetts (Good Coven); 
  Birmingham, Alabama (Bishop Coven); Gary, Indiana (Cory 
  Coven); Waco, Texas (Tituba Coven); Sioux Falls, South 
  Dakota (Nurse Coven); Grand Junction, Colorado (Osburn 
  Coven); Klamath Falls, Oregon (Clenton Coven).
  Membership: Approximately 50 (each coven strives to 
  maintain a minimum of seven and a maximum of twelve full 
  members).  
  Current Headquarters: Salem, Massachusetts.
  Symbol: A raven against the backdrop of a full moon.
  Modern History: As one of the major secret societies 
  in North America, the Salem Seven have become involved 
  in supernatural occurrences throughout Canada, the United 
  States, Mexico, and even South America. Recently, the latter 
  has become an area of intense focus for the group, as the 
  end of the Mayan world looms in 2012. Some members of 
  Isayeret Omega believe this might have a connection to the 
  Dark Legacy, and have asked the Seven to check into it.
  Afﬁliate Membership Requirements: Allegiance (Salem 
  Seven), Knowledge (arcane lore) 5 ranks. The Salem Seven 
  do not accept witches with an allegiance to a Dark Power, 
  nor do they allow their members to learn Profane Rituals.
  Recruitment Methods: Afﬁliate members are given 
  increasingly dangerous assignments while they are watched 
  carefully for signs that they serve a Dark Power. Once 
  an afﬁliate member has proved herself in the eyes of her 
  observers, she is inducted into full membership.
  
  Page - 50
  Chapter 3: Secret Societies
  Benefits of Membership
  Secret Mystery 1: May requisition potions (the 
  Requisition DC is 150% higher than the DC to purchase raw 
  materials for the potion).
  Secret Mystery 2: Secret Garden: Characters inducted 
  into this mystery gain access to secret gardens of rare 
  mystical herbs. While in one of the seven coven headquarter 
  cities, any Craft (pharmaceutical) skill check, or any Craft 
  (chemical) skill check made to craft a potion, poison, or 
  acid, gains a circumstance bonus equal to the character’s 
  Requisition bonus. 
  Secret Mystery 3: Coven Leadership: Characters inducted 
  into this mystery gain access to secret locations of power 
  (one in each coven headquarters). Any ritual performed 
  in one of these locations gains a circumstance bonus to 
  relevant Knowledge (arcane lore) skill checks equal to her 
  Requisition modiﬁer.
  Secret Mystery 4: May requisition potions (DC 100% 
  higher than the raw materials cost). 
  Secret Mystery 5: May requisition potions (DC 50% 
  higher than the raw materials cost).
  Coven Enchantress
  The Coven Enchantress is a highly skilled witch capable of 
  calling down exceptionally powerful curses when it suits her 
  purposes. She is also able to tap the ambient magical energy 
  of her coven to perform occult rituals. 
  Requirements
  To qualify to become a Coven Enchantress, a character must 
  fulﬁll the following criteria.
  Skills: Knowledge (arcane lore) 10 ranks, Craft (chemical) 
  10 ranks.
  Class Ability: Brew Potion.
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Coven Enchantress 
  advanced class.
  Hit Die: 1d6
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a level in this class.
  Class Skills:  The Coven Enchantress’ class skills (and the 
  key ability for each) are Bluff (Cha), Concentration (Con), 
  Craft (chemical, pharmaceutical) (Int), Diplomacy (Cha), 
  Disguise (Cha), Gather Information (Cha), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (arcane lore, earth and 
  life sciences, history, physical sciences) (Int), Navigate (Int), 
  Sense Motive (Wis), Survival (Wis) and Swim (Str).
  Skill Points at Each Level: 7 + Int modiﬁer.
  Class Features
  The following are features of the Coven Enchantress 
  advanced class.
  Evil Eye: At 1st level, the Coven Enchantress gains the 
  supernatural ability to inﬂict a minor curse by making eye 
  contact with a target. The range of this ability is 30 feet. This 
  ability may be used automatically against an unsuspecting 
  target. The Coven Enchantress may use the Bluff skill 
  (resisted by the target’s Sense Motive skill) to establish eye 
  contact with an unwilling or suspicious target. Once eye 
  contact has been established, the target (whether willing or 
  unwilling) may make a Will saving throw to resist this attack 
  (DC 15 + the Coven Enchantress’ Charisma modiﬁer). If this 
  saving throw fails, the target is shaken. 
  This effect lasts until cured by a Believer of 5th level or 
  higher, or until the Coven Enchantress who inﬂicted the 
  attack is killed or voluntarily revokes the effect. 
  A Coven Enchantress may inﬂict the Evil Eye on a 
  maximum of one target per Coven Enchantress level. If she 
  exceeds her limit, the oldest Evil Eye automatically expires 
  upon the inﬂiction of this ability on a new target.
  Synergistic Magic: The witch’s coven is among history’s 
  most feared occult groups. Calling on the power of her 
  coven, the Coven Enchantress can tap the ambient energy 
  of her sister witches to perform much more powerful magic 
  than she could on her own. The Coven Enchantress gains a 
  +1 circumstance bonus to all Craft (chemical) (potions only), 
  Knowledge (arcane lore), and Prophecy skill checks for 
  every two members of the coven present. 
  When determining the number of coven members present 
  (for this and for the more powerful abilities detailed below), 
  afﬁliate members each count as ½ person, full members 
  are counted normally, and fellow witches or Coven 
  Enchantresses count as two people. 
  At higher levels, the Coven Enchantress is able to perform 
  Table 3-5: The Coven Enchantress
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Evil Eye; Synergistic Magic
  +0
  +0
  2nd 
  +1
  +0
  +0
  +3
  Bonus Feat
  +1
  +0
  3rd 
  +1
  +1
  +1
  +3
  Hex
  +1
  +0
  4th 
  +2
  +1
  +1
  +4
  Poison Immunity
  +1
  +0
  5th
  +2
  +1
  +1
  +4
  Clairvoyance
  +2
  +1
  6th
  +3
  +2
  +2
  +5
  Witchshape
  +2
  +1
  7th
  +3
  +2
  +2
  +5
  Witch’s Flight
  +2
  +1
  8th
  +4
  +2
  +2
  +6
  Witch’s Curse
  +3
  +1
  9th
  +4
  +3
  +3
  +6
  Bonus Feat
  +3
  +2
  10th 
  +5
  +3
  +3
  +7
  Witch’s Doom
  +3
  +2
  
  Page - 51
  Chapter 3: Secret Societies
  powerful magics with the help of her coven. All such 
  abilities are treated as rituals and have a casting time of one 
  hour. 
  Bonus Feats: At 2nd and 9th level, the Coven Enchantress 
  gains a bonus feat from the following list: Alertness, 
  Astrology, Deceptive, Educated, Frightful Presence, Low 
  Proﬁle, Medical Expert, Numerology, Palm Reading, Second 
  Sight and Stealthy. The Coven Enchantress must meet the 
  prerequisites for any feat selected.
  Hex: This ability functions as the Evil Eye ability, except 
  that it has no maximum range when three or more coven 
  members assist the Coven Enchantress in the performance of 
  this ability (if no other coven members are present, the range 
  is 30’). 
  To place a hex on a target, the Coven Enchantress leading 
  the ritual must succeed at a Knowledge (arcane lore) skill 
  check (DC 20). If the caster’s skill check is successful, the 
  target can resist the hex with a Will save (DC 15) modiﬁed 
  as follows: caster knows nothing of target (impossible, ritual 
  automatically fails); caster knows little of target other than 
  name or general appearance (-5); caster knows target’s name, 
  general appearance, and current location (+0); caster knows 
  biographical details about target or possesses a piece of the 
  target’s clothing (+5); caster has a piece of victim, such as 
  hair or ﬁngernails (+10); for each ﬁve points by which the 
  caster’s Knowledge (arcane lore) skill check exceeded the 
  minimum needed for success (+1).
  Poison Immunity: Coven Enchantresses gain a 
  supernatural immunity to poisons of all types. 
  Clairvoyance: This ability allows the Coven Enchantress 
  to magically observe a speciﬁed person or location, and 
  requires the presence of seven coven members and a 
  successful Knowledge (arcane lore) skill check (DC 20) 
  to perform successfully.  If the skill check is successful, 
  the Coven Enchantress sees and hears all that transpires 
  at the speciﬁed location for one minute, after which time 
  a second skill check must be made to continue observing 
  (a new check must be made every minute thereafter or the 
  clairvoyance ends). If the Coven Enchantress speciﬁed that 
  she is observing a speciﬁc person, that person may make a 
  Knowledge (arcane lore) skill check (DC equal to the Coven 
  Enchantress’ skill check to enact the clairvoyance) to detect 
  that he is being watched. 
  Witchshape: At 6th level, the Coven Enchantress can 
  change her appearance to that of any other humanoid, male 
  or female, of any age, of a size ranging from three to seven 
  feet. This ability grants a +10 bonus to Disguise checks, and 
  requires her to spend an action point.  
  Witch’s Flight: This ability requires the presence of seven 
  coven members and a successful Knowledge (arcane lore) 
  skill check (DC 25) to perform successfully.
  This ritual grants the Coven Enchantress the power of 
  ﬂight for one hour per Coven Enchantress level. Maximum 
  ﬂight speed is 40 feet per round (30 if carrying a medium 
  or heavy load). For long distance ﬂight, this ritual allows 
  the Coven Enchantress to cover 8 mph (6 mph carrying a 
  medium or heavy load). 
  
  Page - 52
  Chapter 3: Secret Societies
  Witch’s Curse: This ability functions like the Hex 
  ability, except it requires ﬁve coven members to be present, 
  the penalty for being shaken is increased by –1 (to a total 
  penalty of –3), and the target’s saving throw DC is increased 
  by ﬁve. 
  Witch’s Doom: This ability functions like the Hex ability 
  except it requires seven coven members to be present, 
  the penalty for being shaken is increased by –2 (to a total 
  penalty of –4), and the target’s saving throw DC is increased 
  by ten.
  Typical Salem Seven
  Salem Seven Initiate (Smart Hero 3) CR 3; Medium-size 
  Humanoid; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 30 ft; 
  Defense 11, touch 11, ﬂatfooted 11 (+0 Dex, +1 class); BAB 
  +1; Grap +0; Atk +0 melee (1d6+-1, weapon), or +1 ranged 
  (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ see below; 
  AL Salem Seven; SV Fort +2, Ref +1, Will +6; AP 1; Rep 
  +1; Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13. 
     Occupation: Student (Knowledge [arcane lore], 
  Knowledge [history], Research). 
     Skills: Computer Use +8, Craft (chemical) +8, Craft 
  (pharmaceutical) +8, Decipher Script +8, Knowledge (arcane 
  lore) +11, Knowledge (behavioral sciences) +8, Knowledge 
  (earth and life sciences) +8, Knowledge (physical sciences) 
  +8, Knowledge (theology and philosophy) +8, Navigate +8, 
  Research +8. 
     Feats: Astrology, Combat Expertise, Iron Will, Second 
  Sight. 
     Talents (Smart Hero): Savant (Craft [chemical]), Savant 
  (Knowledge [arcane lore]). 
     Possessions: Wealth +6.
  Salem Seven Member (Smart Hero 3/Witch 4) CR 7; 
  Medium-size Humanoid; HD 3d6+3 plus 4d6+4; HP 32; 
  Mas 12; Init +0; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 
  12 (+0 Dex, +2 class); BAB +3; Grap +2; Atk +2 melee (by 
  weapon), or +3 ranged (by weapon); FS 5 ft by 5 ft; Reach 
  5 ft; SQ Secret Mystery 1 (Requisition potions 150% cost), 
  Secret Mystery 2 (Secret Garden), Secret Mystery 3 (Coven 
  Leadership); AL Salem Seven; SV Fort +4, Ref +2, Will 
  +10; AP 3; Rep +1; Str 8, Dex 10, Con 12, Int 15, Wis 14, 
  Cha 13. 
     Occupation: Student (Knowledge [arcane lore], 
  Knowledge [history], Research). 
     Skills: Computer Use +8, Craft (chemical) +12, Craft 
  (pharmaceutical) +12, Decipher Script +8, Intimidate +8, 
  Knowledge (arcane lore) +15, Knowledge (behavioral 
  sciences) +12, Knowledge (earth and life sciences) +8, 
  Knowledge (physical sciences) +8, Knowledge (theology 
  and philosophy) +12, Navigate +8, Prophecy +11, Research 
  +8. 
     Feats: Astrology, Combat Expertise, Henchmen, Iron Will, 
  Second Sight. 
     Talents (Smart Hero): Savant (Craft [chemical]), Savant 
  (Knowledge [arcane lore]). 
     Talents (Witch): Summon Familiar (BNR), Herbal Lore, 
  Darkshape 1/day, Brew Potion (BNR). 
     Possessions: Wealth +8.
  Salem Seven Leader (Smart Hero 3/Witch 4/Coven 
  Enchantress 3) CR 10; Medium-size Humanoid; HD 3d6+3 
  plus 4d6+4 plus 3d6+3; HP 46; Mas 12; Init +0; Spd 30 ft; 
  Defense 13, touch 13, ﬂatfooted 13 (+0 Dex, +3 class); BAB 
  +4; Grap +3; Atk +3 melee (1d6+-1, weapon), or +4 ranged 
  (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ Secret 
  Mystery 1 (Requisition potions 150% cost), Secret Mystery 
  2 (Secret Garden), Secret Mystery 3 (Coven Leadership), 
  Secret Mystery 4 (Requisition potions 100% cost); AL Salem 
  Seven; SV Fort +5, Ref +3, Will +13; AP 5; Rep +1; Str 8, 
  Dex 10, Con 12, Int 15, Wis 14, Cha 13.
  Occupation: Student (Knowledge [arcane lore], 
  Knowledge [history], Research).
  Skills: Computer Use +8, Craft (chemical) +15, Craft 
  (pharmaceutical) +15, Decipher Script +8, Intimidate +11, 
  Knowledge (arcane lore) +18, Knowledge (behavioral 
  sciences) +12, Knowledge (earth and life sciences) +11, 
  Knowledge (physical sciences) +11, Knowledge (theology 
  and philosophy) +12, Navigate +8, Prophecy +14, Research 
  +8, Sense Motive +5, Survival +5.
  Feats: Armor Proﬁciency (light), Astrology, Combat 
  Expertise, Henchmen, Iron Will, Numerology, Second Sight.
  Talents (Smart Hero): Savant (Craft [chemical]), Savant 
  (Knowledge [arcane lore]).
  Talents (Witch): Summon Familiar (BNR), Herbal Lore, 
  Darkshape 1/day, Brew Potion (BNR).
  Talents (Coven Enchantress): Synergistic Magic, Evil 
  Eye, Hex.
  Possessions: Wealth +10.
  Seers of Fatima
  History
  In 1917, World War I, the “war to end all 
  wars,” was raging across Europe. America 
  was preparing to enter the conﬂict, and it seemed 
  as if the war over Europe—which was now 
  marked by trenches crisscrossing the ravaged countryside 
  and “major victories” that gained ten feet of territory—was 
  going to last forever. 
  It was a time in which three young children in Portugal 
  should have been the last thing on the minds of the world’s 
  great leaders. And indeed, for months after the Visitation—
  when the Virgin Mary appeared in Fatima, Portugal and gave 
  one prophecy to each of the three children—they seemed to 
  go unnoticed. 
  But then, after a consultation with her confessor, the 
  third child revealed her Prophecy, the Final Prophecy, to a 
  waiting emissary from Pope Benedict XV. At a time when 
  Caeder walked the halls of the Vatican in human form, this 
  prophecy, which referred to the Dark Legacy and the coming 
  of the Antichrist, was a death sentence to the children. 
  
  Page - 53
  Chapter 3: Secret Societies
  Although the ﬁrst Prophecy had been revealed to the 
  public, the second (a lengthy monologue describing a war 
  even worse than the one tearing Europe apart) was discussed 
  in only the most general terms. But the Final Prophecy 
  detailing the End Times was kept strictly secret.
  Within a month, two of the three seers were dead despite 
  the best efforts of Pope Benedict, a good man who worked 
  with all sides to attempt to end World War I (many of his 
  proposed peace were treaties ignored by all sides of the 
  conﬂict). The last of the three, who had been given the 
  Prophecy of the Dark Legacy, slipped away. 
  She was seen thereafter only in the dreams of dying 
  soldiers in muddy trenches—men whose lives were 
  miraculously saved and into whose ears a portion of the 
  wisdom of Our Lady was whispered. Afterwards the lives 
  of these men were changed; men who had been drunks, who 
  beat their wives and reveled in the brutality of war, became 
  good, gentle men who worked to make a world of peace.  
  The Seers Today
  Membership: Approximately 20.
  Current Headquarters:  Geneva, Switzerland.
  Symbol: The image of the Virgin Mary (most commonly 
  in the form of a small statuette attached to Rosary Beads).
  Modern History: By the standards of groups like the 
  Knights Templar, the Seers are one of the most “modern” 
  secret organizations participating in the Blood War. Small 
  even by the standards of other secret societies, this group has 
  recently begun making overtures to other secret societies, 
  particularly those afﬁliated with the Catholic Church (such 
  as the Doctrine and the Frater Torquemada). The reasons for 
  this are the Third Prophecy and the Dark Legacy. The Seers 
  work to prevent these events, as well as to keep knowledge 
  of them out of the hands of those who might pervert such 
  knowledge, and are searching for trustworthy allies to join 
  their cause. 
  The Third Prophecy of Fatima, given to the third child 
  so long ago, concerned the Dark Legacy—a creature born 
  of the unholy union between a Caeder and a Sang Real. 
  The Seers believe that even now, this creature is living as a 
  child among unsuspecting family, and that when it reaches 
  maturity in 2012, it will attempt to conquer the world… and 
  succeed. The Mayans predicted that the year 2012 would 
  be the end of the world; Nostradamus called him Mabus 
  and Our Lady of Fatima called him the Dark Legacy. But 
  the Seers have decided another name for this creature is 
  appropriate: the Antichrist. 
  Afﬁliate Membership Requirements: Allegiance: Higher 
  Power, Allegiance: Seers of Fatima, Allegiance: Catholic 
  Church, Second Sight, Prophecy 5 ranks, Knowledge 
  (theology and philosophy) 3 ranks.
  Recruitment Methods: The Seers seek out those among 
  the faithful (Christians, with Catholics being preferred) 
  who have the sight. These individuals are mentored by the 
  Seers, often for years, without learning who their mysterious 
  benefactors are. Only when the upper echelons of the group 
  feel an individual is ready is he or she inducted into the 
  
  Page - 54
  Chapter 3: Secret Societies
  Requirements
  To qualify to become a Prophet of Fatima, a character must 
  fulﬁll the following criteria.
  Feats: Second Sight.
  Skills: Prophecy 10 ranks, Sense Motive 10 ranks.
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Prophet of Fatima 
  advanced class.
  Hit Die: 1d6
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a level in this class.
  Class Skills:  The Prophet of Fatima’s class skills (and the 
  key ability for each) are Concentration (Con), Diplomacy 
  (Cha), Investigate (Int), Knowledge (arcane lore, behavioral 
  sciences, current events, history, theology and philosophy) 
  (Int), Listen (Wis), Prophecy (Wis), Research (Int), Search 
  (Int), Sense Motive (Wis) and Spot (Wis).
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following are features of the Prophet of Fatima 
  advanced class.
  Prescience: Prophets are always a few seconds ahead of 
  their opponents. The Prophet adds the listed modiﬁer to all 
  Prophecy skill checks, initiative checks, and Reﬂex saving 
  throws.
  Flash of Insight: Beginning at 2nd level, because of her 
  ability to react to events slightly before they happen, a 
  Prophet adds her Prescience modiﬁer to all action point rolls.
  At 4th level, the Prophet may spend an action point to 
  increase the damage of an attack by the amount of the action 
  point roll plus her Prescience modiﬁer.
  At 6th level, the Prophet may spend an action point to 
  increase her defense until the start of her next action by the 
  amount of the action point roll plus her Prescience modiﬁer.
  Insightful Strike: When a Prophet with this ability scores 
  a critical threat, she may spend an action point to conﬁrm the 
  threat rather than rolling to conﬁrm it. 
  Fate Weaver: The most powerful Prophets actually seem 
  able to manipulate fate to their will. At 10th level, the Prophet 
  uses d10 for fate roles instead of d6.
  Table 3-6: The Prophet of Fatima
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Prescience +1
  +0
  +1
  2nd 
  +1
  +0
  +0
  +3
  Flash of Insight
  +1
  +1
  3rd 
  +1
  +1
  +1
  +3
  Prescience +2
  +1
  +1
  4th 
  +2
  +1
  +1
  +4
  Flash of Insight (Damage)
  +1
  +2
  5th
  +2
  +1
  +1
  +4
  Prescience +3
  +2
  +2
  6th
  +3
  +2
  +2
  +5
  Flash of Insight (Defense)
  +2
  +2
  7th
  +3
  +2
  +2
  +5
  Prescience +4
  +2
  +3
  8th
  +4
  +2
  +2
  +6
  Insightful Strike 
  +3
  +3
  9th
  +4
  +3
  +3
  +6
  Prescience +5
  +3
  +3
  10th 
  +5
  +3
  +3
  +7
  Fate Weaver
  +3
  +4
  organization. Of course, the group’s needs and the talent of 
  the individual (especially precognitive talent) could speed up 
  this process signiﬁcantly.
  Benefits of Membership
  Secret Mystery 1: +2 bonus to Prophecy and Knowledge 
  (theology and philosophy) skill checks. 
  Secret Mystery 2: The First Prophecy: The full details 
  of the First Prophecy are made known to the character. 
  This prophecy describes, in stark detail, the punishment of 
  souls in Hell. This gives the Seer a special insight into the 
  mindset of ﬁends, and fortiﬁes him to fend off their attacks. 
  This grants a +2 bonus to saving throws vs. spiritual attacks, 
  black magic, and possession.
  Secret Mystery 3: Prophecy Hall: Members of the Seers 
  inducted into this mystery gain access to the secret writings 
  of prophets from throughout the ages, arduously collected 
  by the Seers. This grants a character in Geneva a bonus to 
  Prophecy skill checks equal to his Requisition modiﬁer. 
  Secret Mystery 4: The Second Prophecy: Although this 
  prophecy contains explicit details about the Second World 
  War, it also reveals many of the weaknesses of Servitor 
  Fiends and the cultists who work with them. Once per day, 
  Seers inducted into this mystery may render any Servitor 
  Fiend or cultist ﬂat-footed for one round by making a 
  Prophecy skill check (DC 20) and spending an action point.
  Secret Mystery 5: The Third Prophecy: This prophecy, 
  concerning the End Times, gives the Seers much information 
  on the Caeder and their weaknesses. This knowledge 
  functions exactly like the Second Prophecy ability (Secret 
  Mystery 4), but works against the Caeder and other greater 
  ﬁends. This mystery also grants the Seer a +1 bonus to melee 
  attack and damage rolls against all ﬁends.  
  Prophet of Fatima
  The Seers of Fatima work constantly to improve the 
  accuracy and acuity of their visions, always seeking the 
  identity of the elusive Dark Legacy. They have learned to 
  train their best and brightest to live not in the moment, but 
  always a crucial few seconds ahead. This talent has saved 
  the lives of many of their members, and the group believes it 
  vital to their future survival. 
  
  Page - 55
  Chapter 3: Secret Societies
  Typical Seers of Fatima
  Seers of Fatima Initiate (Dedicated Hero 3) CR 3; 
  Medium-size Humanoid; HD 3d6+3; HP 14; Mas 13; Init 
  +0; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 12 (+0 Dex, 
  +2 class); BAB +2; Grap +1; Atk +1 melee (by weapon), or 
  +2 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ see 
  below; AL Higher Power, Seers of Fatima, Catholic Church; 
  SV Fort +3, Ref +1, Will +4; AP 1; Rep +1; Str 8, Dex 10, 
  Con 13, Int 12, Wis 15, Cha 14.
  Occupation: Religious (Knowledge [arcane lore], 
  Knowledge [theology and philosophy], Sense Motive).
  Skills: Craft (pharmaceutical) +7, Knowledge (arcane 
  lore) +9, Knowledge (theology and philosophy) +9, 
  Prophecy +8, Sense Motive +8, Treat Injury +10.
  Feats: Educated, Sacred Ritual, Scriptural Interpretation, 
  Second Sight.
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1.
  Possessions: Wealth +7; Cruciﬁx.
  Seers of Fatima Member (Dedicated Hero 3/Believer 
  4) CR 7; Medium-size Humanoid; HD 3d6+3 plus 4d6+4; 
  HP 32; Mas 13; Init +0; Spd 30 ft; Defense 13, touch 13, 
  ﬂatfooted 13 (+0 Dex, +3 class); BAB +4; Grap +3; Atk +3 
  melee (by weapon), or +4 ranged (by weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ Secret Mystery 1 (+2 to Prophecy and 
  Knowledge [theology and philosophy]), Secret Mystery 
  2 (First Prophecy), Secret Mystery 3 (Prophecy Hall); AL 
  Higher Power, Seers of Fatima, Catholic Church; SV Fort 
  +5, Ref +2, Will +8; AP 3; Rep +2; Str 8, Dex 10, Con 13, 
  Int 12, Wis 15, Cha 14.
  Occupation: Religious (Decipher Script, Knowledge 
  [theology and philosophy], Sense Motive).
  Skills: Craft (pharmaceutical) +7, Decipher Script +5, 
  Diplomacy +6, Knowledge (arcane lore) +11, Knowledge 
  (history) +5, Knowledge (theology and philosophy) +11, 
  Prophecy +12, Sense Motive +12, Treat Injury +14.
  Feats: Conviction (Higher Power), Faith’s Protection, 
  Prayer, Sacred Ritual, Second Sight, Surgery.
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1.
  Talents (Believer): Turn Undead, Lay On Hands 1d8, Lay 
  on Hands (Blindness and Disease).
  Possessions: Wealth +7; Cruciﬁx.
  Seers of Fatima Leader (Dedicated Hero 3/Believer 4/
  Prophet of Fatima 3) CR 10; Medium-size Humanoid; HD 
  3d6+6 plus 4d6+8 plus 3d6+6; HP 56; Mas 14; Init +0; Spd 
  30 ft; Defense 14, touch 14, ﬂatfooted 14 (+0 Dex, +4 class); 
  BAB +5; Grap +4; Atk +4 melee (1d6+-1, weapon), or +5 
  ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Secret Mystery 1 (+2 to Prophecy and Knowledge [theology 
  and philosophy]), Secret Mystery 2 (First Prophecy), Secret 
  Mystery 3 (Prophecy Hall), Secret Mystery 4 (Second 
  Prophecy); AL Higher Power, Seers of Fatima, Catholic 
  Church; SV Fort +7, Ref +3, Will +12; AP 5; Rep +3; Str 8, 
  Dex 10, Con 14, Int 12, Wis 16, Cha 14.
  Occupation: Religious (Decipher Script, Knowledge 
  [theology and philosophy], Sense Motive).
  Skills: Craft (pharmaceutical) +7, Decipher Script +5, 
  Diplomacy +9, Knowledge (arcane lore) +14, Knowledge 
  (history) +8, Knowledge (theology and philosophy) +14, 
  Prophecy +16, Sense Motive +16, Treat Injury +15.
  Feats: Conviction (Higher Power), Faith’s Protection, 
  Prayer, Sacred Ritual, Scriptural Interpretation, Second 
  Sight, Surgery.
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1.
  Talents (Believer): Turn Undead, Lay On Hands 1d8, Lay 
  On Hands (Blindness and Disease).
  Talents (Prophet of Fatima): Prescience +1, Flash of 
  Insight, Prescience +2.
  Possessions: Wealth +7; Encolpion.
  Teutonic Knights
  One of the three “crusading” orders (the 
  other two being the Knights Templar and 
  the Hospitalers), the Teutonic Knights 
  were from their very inception a Germanic 
  order. Despite their shared general goals, this 
  organization has been a rival to the Knights 
  Templar since the time of the Crusades. At ﬁrst, the reasons 
  were merely the desire for personal power and prestige as 
  the two organizations vied for Papal appointments and the 
  favor of kings. 
  However, at some point the hatred the leaders of the 
  Teutonic Knights felt towards the Knights Templar became 
  so intense that they turned to an otherworldly power to 
  aid them in their struggles against the rival organization. 
  Celestan helped the organization bring down the Templars 
  through accusations of heinous rituals performed in service 
  to the Dark Powers. It is a bleak irony that the Knights’ 
  accusers were the ones guilty of trafﬁcking with sinister 
  powers.
  Hidden War
  The rivalry between the Teutonic Knights and the remnants 
  of the Knights Templar came to a climax in World War II, 
  when the group allied itself to the Nazi regime. This alliance 
  brought the Teutonic Knights even more inﬂuence than 
  they had known during the Middle Ages; the Nazis listened 
  eagerly to every hint of occult artifacts that might aid a 
  German victory. 
  Hatemongers sowed the seeds of racism throughout 
  Germany while members of the organization combed Europe 
  and Africa for lost items of power, battling the Templars time 
  and again. In the end, the tables were turned on the Teutonic 
  Knights: they lost control of their demonic allies, the Nazis 
  turned on them, their dark patron Celestan was imprisoned 
  in the Middle East, and the Templars were ﬁnally triumphant 
  over their old foes.
  
  Page - 56
  Chapter 3: Secret Societies
  In the aftermath of the war, it appeared the Teutonic 
  Knights were ﬁnally a memory. The Templars scoured 
  Europe throughout the 50’s looking for signs of the group’s 
  rebirth, but no trace of any surviving members could be 
  found. Recently, however, encounters with Teutonic Knights 
  have been reported in the Middle East, where the group 
  searches for their lost master, Celestan. If they manage to 
  free the vermin lord, the Teutonic Knights will again be a 
  danger to all servants of the Higher Powers.  
  Teutonic Knights Today
  Membership: Membership estimates from the end of 
  World War II vary from as few as one dozen surviving 
  members to as many as ﬁfty. Recruitment has doubtless 
  continued since that time.
  Current Headquarters: Alexandria, Egypt. (The Teutonic 
  Knights make their home in hidden catacombs beneath the 
  city. These catacombs contain not only thousands of corpses 
  to be animate as needed, but also many lost books of profane 
  lore.)  
  Symbol: An ankh.
  Afﬁliate Membership Requirements: Allegiance: Dark 
  Power (Celestan), Allegiance: Teutonic Knights, Allegiance: 
  Avarice, Knowledge (arcane lore) 5 ranks, Profane Ritual.
  Recruitment Methods: The Teutonic Knights will 
  use any means at their disposal to accomplish their goal 
  of regaining the patronage of the ﬁend Celestan. They 
  have even gone to such extremes as blackmailing and 
  brainwashing to gain valuable “recruits”—particularly in the 
  Egyptian Antiquities Bureau. 
  Benefits of Membership
  Secret Mystery 1: +2  to Knowledge (arcane lore) and 
  Knowledge (history) skill checks.
  Secret Mystery 2: +2 bonus to all checks to rebuke or 
  command undead.
  Secret Mystery 3: Turning checks can rebuke or 
  command rats and other vermin in addition to undead.
  Secret Mystery 4: +4 bonus to the total HD of undead 
  that may be rebuked or commanded.
  Secret Mystery 5: Lost Library of Alexandria: The most 
  powerful cultists are able to requisition profane tomes found 
  in the catacombs. The DC to requisition a profane tome 
  is equal to 15 plus the tome’s total profane power bonus. 
  The DC to requisition a profane tome containing spells is 
  increased by 5 per spell level.
  Black Knight
  Black Knights are the elite of the Teutonic Knights; all have 
  taken foul oaths to the vermin lord, whose release from 
  prison they constantly seek.
  Requirements
  To qualify to become a Black Knight, a character must fulﬁll 
  the following criteria. 
  Skills: Knowledge (arcane lore) 10 ranks, Knowledge 
  (history) 5 ranks.
  Feats: Conviction (Dark Power—Celestan), Profane 
  Ritual.
  Secret Mysteries: Secret Mystery 3.
  Class Information
  The following information pertains to the Black Knight 
  advanced class.
  Hit Die: 1d10
  Action Points: 7 plus one-half character level, rounded 
  down, each time the character gains a level in this class.
  Class Skills:  The Black Knight’s class skills (and the 
  key ability for each) are Climb (Str), Decipher Script (Int), 
  Disable Device (Int), Forgery (Int), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (arcane lore, art, business, 
  current events, history, tactics, theology and philosophy) 
  (Int), Move Silently (Dex), Research (Int), Search (Int), and 
  Sense Motive (Wis).  
  Skill Points at Each Level: 5 + Int modiﬁer.
  Class Features
  The following are features of the Black Guard advanced 
  class.
  Dark Calling: Vermin can sense the Black Knight’s 
  connection to their dark lord, and are willing to ﬁght to the 
  death for him. Any vermin (rats, spiders, bats, etc.) within 
  range (10 feet times the character’s Black Knight level) gain 
  a +2 morale bonus to attack and damage rolls.
  Immune to Disease: Because of his intimate contact with 
  the foul vermin that serve Celestan, the Black Knight is 
  Table 3-7: The Black Knight
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +0
  +0
  Dark Calling
  +1
  +0
  2nd 
  +1
  +3
  +0
  +0
  Immune to Disease
  +1
  +0
  3rd 
  +2
  +3
  +1
  +1
  Inﬂict Wounds 2d8
  +2
  +0
  4th 
  +3
  +4
  +1
  +1
  Contagious Touch
  +2
  +0
  5th
  +3
  +4
  +1
  +1
  Vermin Swarm 1/day
  +3
  +1
  6th
  +4
  +5
  +2
  +2
  Inﬂict Wounds 3d8
  +3
  +1
  7th
  +5
  +5
  +2
  +2
  Vermin Shape
  +4
  +1
  8th
  +6
  +6
  +2
  +2
  Sneak Attack +2d6
  +4
  +1
  9th
  +6
  +6
  +3
  +3
  Inﬂict Wounds 4d8
  +5
  +2
  10th 
  +7
  +7
  +3
  +3
  Sneak Attack +4d6; Vermin Swarm 2/day
  +5
  +2
  
  Page - 57
  Chapter 3: Secret Societies
  completely immune to all forms of disease.
  Inﬂict Wounds: The Black Knight can inﬂict the listed 
  amount of damage with a successful touch attack. This 
  damage is increased by +1 per Black Knight level thereafter. 
  This ability requires the Black Knight to spend an action 
  point.
  Contagious Touch: Anyone damaged by the Black 
  Knight’s Inﬂict Wounds ability must also make a Fortitude 
  save or contract anthrax. The DC of this saving throw is 10 
  plus the attacking character’s Black Knight level.
  Vermin Swarm: Characters with this ability can summon 
  a swarm of rats and/or spiders to attack a target within 10 
  feet per Black Knight level. The target suffers 1d4 damage 
  plus one point per Black Knight level. A character targeted 
  with this attack must also make a Fortitude save (DC 15) or 
  contract anthrax. 
  Vermin Shape: At 7th level, the Black Knight can 
  shapechange into the form of a Tiny or smaller vermin 
  creature. This form is unsuited to combat (the Black Knight 
  cannot make a meaningful attack in this form, but can 
  summon a vermin swarm; the Black Knight’s hit points are 
  unchanged) but useful for scouting, spying, and exploring 
  collapsed tombs and tunnels. This ability requires the Black 
  Knight to expend an action point.
  Sneak Attack: The Black Knight gains the listed damage 
  against a ﬂat-footed, surprised, or helpless target, as well as 
  against any target deprived of his Dexterity bonus for any 
  reason. 
  Typical Teutonic Knights
  Teutonic Knights Initiate (Smart Hero 3) CR 3; Medium-
  size Humanoid; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 30 
  ft; Defense 11, touch 11, ﬂatfooted 11 (+0 Dex, +1 class); 
  BAB +1; Grap +3; Atk +3 melee (1d6+2, by weapon), or +1 
  ranged (1d6+0, by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  see below; AL Dark power, Teutonic Knights, Avarice; 
  SV Fort +2, Ref +1, Will +3; AP 1; Rep +1; Str 14, Dex 
  10, Con 12, Int 15, Wis 13, Cha 8.
  Occupation: Academic (Knowledge [arcane lore], 
  Knowledge [history], Research).
  Skills: Computer Use +8, Craft (chemical) +8, Craft 
  (pharmaceutical) +8, Decipher Script +8, Knowledge (arcane 
  lore) +13, Knowledge (current events) +8, Knowledge 
  (history) +10, Knowledge (tactics) +8, Knowledge (theology 
  and philosophy) +8, Research +8, Search +8.
  Feats: Animal Sacriﬁce, Conviction (Dark Power), 
  Educated, Profane Ritual.
  Talents (Smart Hero): Savant, Exploit Weakness.
  Possessions: Wealth +8.
  Teutonic Knights Member (Smart Hero 3/Cultist 4) CR 7; 
  Medium-size Humanoid; HD 3d6+3 plus 4d6+4; HP 32; Mas 
  12; Init +0; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 12 
  (+0 Dex, +2 class); BAB +3; Grap +5; Atk +5 melee (1d6+2, 
  by weapon), or +3 ranged (1d6+0, by weapon); FS 5 ft by 5 
  ft; Reach 5 ft; SQ Secret Mystery 1, Secret Mystery 2, Secret 
  Mystery 3; AL Dark power, Teutonic Knights, Avarice; SV 
  Fort +3, Ref +2, Will +8; AP 3; Rep +2; Str 14, Dex 10, Con 
  12, Int 15, Wis 14, Cha 8.
  Occupation: Academic (Knowledge [arcane lore], 
  Knowledge [history], Research).
  Skills: Computer Use +8, Craft (chemical) +12, Craft 
  (pharmaceutical) +8, Decipher Script +12, Diplomacy +3, 
  Gather Information +3, Intimidate +3, Knowledge (arcane 
  lore) +17, Knowledge (current events) +8, Knowledge 
  (history) +14, Knowledge (tactics) +8, Knowledge (theology 
  and philosophy) +12, Research +12, Search +8.
  Feats: Animal Sacriﬁce, Blood Altar, Bloodletting, 
  Conviction (Dark Power), Educated, Human Sacriﬁce, 
  Profane Ritual.
  Talents (Smart Hero): Savant, Exploit Weakness.
  Talents (Cultist): Control Undead, True Magic, Dark 
  Initiate.
  Possessions: Wealth +8.
  
  Page - 58
  Chapter 3: Secret Societies
  Teutonic Knights Leader (Smart Hero 3/Cultist 4/Black 
  Knight 3) CR 10; Medium-size Humanoid; HD 3d6+3 plus 
  4d6+4 plus 3d10+3; HP 52; Mas 12; Init +0; Spd 30 ft; 
  Defense 14, touch 14, ﬂatfooted 14 (+0 Dex, +4 class); BAB 
  +5; Grap +7; Atk +8 melee (1d6+3, sacriﬁcial blade), or 
  +5 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Secret Mystery 1, Secret Mystery 2, Secret Mystery 3, Secret 
  Mystery 4; AL Dark power, Teutonic Knights, Avarice; SV 
  Fort +6, Ref +3, Will +9; AP 5; Rep +2; Str 14, Dex 10, Con 
  12, Int 15, Wis 14, Cha 8.
  Occupation: Academic (Knowledge [arcane lore], 
  Knowledge [history], Research).
  Skills: Computer Use +8, Craft (chemical) +12, Craft 
  (pharmaceutical) +8, Decipher Script +15, Diplomacy +3, 
  Gather Information +3, Intimidate +6, Knowledge (arcane 
  lore) +20, Knowledge (current events) +8, Knowledge 
  (history) +17, Knowledge (tactics) +8, Knowledge (theology 
  and philosophy) +15, Research +15, Search +8, Sense 
  Motive +5.
  Feats: Animal Sacriﬁce, Blood Altar, Bloodletting, 
  Conviction (Dark Power), Death Harvest, Educated, Human 
  Sacriﬁce, Profane Ritual.
  Talents (Smart Hero): Savant, Exploit Weakness.
  Talents (Cultist): Control Undead, True Magic, Dark 
  Initiate.
  Talents (Black Knight): Dark Calling, Immune to 
  Disease, Inﬂict Wounds 2d8.
  Possessions: Wealth +8, Sacriﬁcial Blade +1 (+2 to 
  profane rituals).
  
  Page - 59
  Chapter 4: Campaign Guide
  Chapter 4: Campaign Guide
  Gamemastering 
  Blood and Relics
  The Feel of the Game: A 
  Question of Taste
  Gamemasters intending to run a Blood and Relics campaign 
  may notice in it a number of thematic and stylistic 
  similarities to D20 Fantasy.  This is intentional; part of the 
  beauty of the Modern design is the mixing of magic and the 
  modern world, and Blood and Relics has tried to capture and 
  use to good effect this combination of the fantastic and the 
  mundane.  Characters will explore dungeons, search out lost 
  magical artifacts, learn ancient rituals of power, and ﬁght 
  evil creatures in the name of the Light—not unlike a band 
  of D20 Fantasy adventurers.  However, there are important 
  differences—some of them quite subtle—between Blood 
  and Relics and D20 Fantasy; the GM can make Blood and 
  Relics a unique gaming experience by making sure these 
  differences are highlighted to some degree in each game 
  session.
  Morality is Important
  Questions of good and evil are always of importance in a 
  fantasy setting, and although they are often treated somewhat 
  simplistically,  moral distinctions form an integral part 
  of many games.  In Blood and Relics, these distinctions 
  are both blurred and taken a step further—an oxymoron, 
  perhaps, but one that serves to give the game some of its 
  ﬂavor.  
  Alignment is not a part of the Modern rules.  Rather than 
  saying a character is “Lawful Good,” the Modern rules 
  say that a character has an allegiance to (for example) the 
  CIA.  The CIA is an organization that, in the eyes of most 
  Americans, is beneﬁcial to the health and security of their 
  country.  However, some of the methods used historically by 
  that organization are repugnant even to those who support 
  the organization’s mission.  Is such an organization “good” 
  or “evil”?  Allegiances bring this blurry ethos of modern life 
  into the game.  To add further complexity, a character can 
  have more than one allegiance, and the order in which those 
  allegiances are chosen denotes their relative importance to 
  the character.  A character with his ﬁrst allegiance to the CIA 
  and his second allegiance to the United States would act to 
  protect the CIA, even to the detriment of the United States, 
  but would put the United States ahead of everything else.  
  Ask that character if he’s a patriot, and he would likely say 
  yes—even though he was willing to illegally cover up an 
  indiscretion by a fellow agent to help the agency save face.  
  In this way, the “lines in the sand” mentality expressed by 
  alignment has been reﬁned, made more realistic, and blurred.  
  Morality is subjective.  Characters 
  are deﬁned by what they love and 
  what actions they take in defense of 
  that love; there is no convenient spell 
  that can detect who’s on your side and who isn’t.
  Allegiances are optional in the Modern rules, but not 
  in Blood and Relics, where they are a central theme.  A 
  character’s worldview is front and center in Blood and 
  Relics; enemies here don’t want your death as much as 
  they want your soul.  The battleground in Blood and Relics 
  is often as metaphysical as it is physical.  What does a 
  character who loves money above all else do when he is 
  promised riches beyond his wildest dreams in return for 
  some information on his friends?  Nothing too dangerous 
  or revealing, just some… background information.  These 
  compromises are important.  Spiritual afﬂictions, launched 
  by the enemies of Light, can shake the faith of the most 
  ardent apostle, and the tools of doubt are among the enemy’s 
  greatest weapons.  GMs should encourage players to not 
  only role-play their characters’ allegiances, but to role-play 
  the order—the priority—of those allegiances.  What does a 
  character with a ﬁrst allegiance to the Sang Real do when, 
  in the midst of protecting him, he receives a phone call from 
  a wife who has gone into labor?  These choices are hard 
  enough in everyday life, but in Blood and Relics they’re 
  even tougher; you can never be sure that voice on the other 
  end of the line really is your wife.
  Secrecy is a Shield
  Magic is not something to be triﬂed with.  Spells are not 
  idly thrown like “ﬁre and forget” missiles across city 
  squares, with a quick nap rejuvenating a spellcaster’s ability 
  to sling more magic.  Blood and Relics uses ritual in the 
  place of magic, and those rituals should be treated as risky 
  and dangerous—things to be kept hidden from the eyes of 
  the average man and woman on the street.  Magic items 
  are hidden carefully away, used only in times of absolute 
  necessity, because taking the Shroud soaked in the blood of 
  Christ for granted is sheer folly.
  Blood and Relics does not impose a lot of new rules on 
  the game to represent these conditions.  Indeed, from the 
  perspective of pure game mechanics, there is little reason 
  why the Shroud of Turin could not be used all the time by 
  enterprising characters.  Rather, it’s left to GMs and players 
  to take into account the importance that secrecy and caution 
  play in the world of Blood and Relics.  The cloak of secrecy 
  that prohibits the reckless use of magic and artifacts was 
  adopted by both the warriors of Shadow and Light after 
  tragedy upon tragedy taught these groups that open displays 
  of power only made them the targets of the mundane 
  world—a world that outnumbered them too greatly to be 
  ignored.  Using the Shroud on a regular basis means that 
  sooner or later, someone is going to realize that the character 
  has it… and will try to take it from them.  This method of 
  encouraging characters to take their responsibilities seriously 
  is more effective and realistic than artiﬁcial game mechanics.  
  A character who throws caution to the wind and makes 
  
  Page - 60
  Chapter 4: Campaign Guide
  reckless use of magic powers and artifacts should encounter 
  increasing resistance to his actions.  For example, grave 
  robbers hired by distant museums might want the want the 
  Shroud and try to acquire it by whatever means necessary.  If 
  the grave robbers fail to snatch the prize from the character, 
  the character’s continued ﬂaunting of his possession 
  (wearing it into every battle, signiﬁcant or otherwise) might 
  attract the attention of even less pleasant enemies—perhaps 
  a vampire who thinks that the burial cloth would ease his 
  tortured rest, or that its holy energy would end his eternal 
  suffering.  Eventually, the Caeder, and even organizations 
  ostensibly on the character’s side (like the Knight Templar) 
  would come after the object for their own purposes.  In short, 
  treat secrecy as a lesson, not a game mechanic.  You may 
  need to teach it to your players, but once they learn it, the 
  world will seem a little different, a little spookier—and the 
  game will beneﬁt. 
  Sang Real
  The single element most important to the theme of Blood 
  and Relics is the Sang Real.  There are no game statistics 
  in this book for the Sang Real, nor are any likely to be 
  provided in the near future. The Sang Real are not simply 
  angelic beings to be pitted against the Caeder; their essential 
  nature and purpose is a complete mystery.  How does the 
  GM represent a mystery that walks the corridors of his 
  campaign? 
  The ﬁrst thing to stress is that the Sang Real are rare.  
  Realistically, characters might go through an entire campaign 
  without seeing a single one.  There are usually no more than 
  two or three of these beings alive at any one time.  
  Secondly, even when encountered, the Sang Real do not 
  easily trust others.  Young Sang Real are accustomed to 
  being targets, hunted by all sides—by those who wish to 
  protect them, by those who wish to pervert the power they 
  possess for personal use, and by the ﬁends who have pledged 
  their eradication.  Older Sang Real tend to be secretive in the 
  extreme, having lived their entire lives as the targets of one 
  conspiracy or another.  
  So, when a Sang Real is encountered, it should feel 
  important.  If they meet a young Sang Real, the characters 
  have just happened upon a solemn responsibility, and will 
  likely gain much more danger than beneﬁt from the presence 
  of the young boy or girl in their midst.  If they meet an older 
  Sang Real, the characters will have to deal with an incredibly 
  powerful, exceptionally dangerous, possibly paranoid being 
  who knows he or she has a mission to accomplish, but would 
  likely just prefer to be left alone.
  Either way, the abilities of a Sang Real must not be set 
  in stone for players to peruse.  The ability of a Sang Real 
  should be determined more by the dramatic needs of the 
  story than by a set of statistics.  This does not mean that 
  every character who dies protecting a Sang Real gets a free 
  resurrection, but the power is there should the GM deem it 
  appropriate to the story.  What that means will vary from 
  campaign to campaign, but it is a question every Blood and 
  Relics GM should be prepared to address.  Blood and Relics 
  provides guidelines for handling these situations, but there 
  are no answers set in stone.
  A Secret History of 
  the World
  About this Timeline
  This timeline is broken down into two sections.  
  The ﬁrst entries deal with historical events, and 
  are in italics.  Biblical events are also listed in italics.  The 
  author makes no claim that these events are historically true 
  or untrue in “real world” history, but for the purposes of 
  the Blood and Relics setting, these are treated as historical 
  events.  If a character wishes to know or remember 
  information from this italicized timeline, he must make a 
  Knowledge (history) or Research skill check (DC 15).  
  The second entries deal with the secret history of the 
  world, known to only a few.  Events not in italics may, 
  at the GM’s discretion, be revealed to a character who 
  makes a Knowledge (arcane lore) skill check (DC 20), or a 
  Knowledge (history) or Research skill check (DC 25).
  In the Beginning
  The following description is paraphrased from the Lost 
  Scroll.  This document, one of the Dead Sea Scrolls, has 
  been in the possession of the Pope since it was unearthed at 
  Qumran in 1973.  
  “In the beginning, before Adam and Eve, there was a 
  War in Heaven—a War between Light and Darkness, 
  Lies and Truth, Shadow and Substance.  The forces of 
  Darkness, led by the Dark Lord, had once been counted 
  as champions of Light.  They were defeated after three 
  days of War by the Son of Light himself, who appeared 
  in a chariot with a thousand wheels, on each wheel a 
  thousand eyes and within each eye a thousand suns.  
  The Dark Horde was cast down into the mouth of the 
  Pit and sealed there, to endure an eternity of hate and 
  torment.  But when these creatures began, one by one, 
  to wriggle free of their bonds, they found a new world 
  hanging between Light and Darkness: a world of men, 
  the favored creations of their Foe.  And so, wracked 
  by torments that followed them even outside the walls 
  of their hellish prison, they vowed to corrupt as many 
  of these creations as possible, to make them venerate 
  the Shadow instead of the Light.  But they found their 
  eternal foes watching them; the Lords of Light had not 
  grown lax.  And so the Blood War continued, but this 
  time the battleground was Earth.  Men and women were 
  recruited by both sides, for man had been given the 
  greatest gift of all: the gift of choice… choice between 
  Shadow and Light.
   
  
  Page - 61
  Chapter 4: Campaign Guide
  The War to End All Wars 
  There were Giants on the Earth in those days.
  The Dark Lord and his followers begin to mate with 
  humans, creating a race known since the Middle Ages as 
  the Caeder—the “Butchers.”  The Dark Horde also mates 
  with animals, producing horrible abominations (thankfully 
  sterile) whose ravages and depredations plunge the world 
  into Darkness. 
  The sons of God saw the daughters of men that they 
  were fair; … and they bare children to them, the same 
  became mighty men which were of old, men of renown.  
  The Lords of Light have children with the men and women 
  they were sent to protect.  These offspring are possessed 
  of extraordinary powers.  Originally called the Covenant 
  Bearers by Jewish theologians, these blessed offspring have 
  been known since the Middle Ages as the Sang Real, the 
  “Royal Blood.” (Scholars will note that technically speaking, 
  the title “Sang Real” only applies to the strain of Covenant 
  Bearers directly descended from Christ, who possess 
  much more power than do “standard” Covenant Bearers; 
  nevertheless, the term is often used generally to describe this 
  entire race of semi-divine offspring.)
  This phase of the Blood War is marked by open conﬂict on 
  a worldwide scale; it is a time of monsters, of Chimerae and 
  Medusae and Giants.  For centuries, the war continues with 
  the Lord of Light himself taking part—and yet the Shadow 
  slowly begins to consume the Light.
  And God saw that the wickedness of man was great in 
  the earth, and that every imagination of the thoughts 
  of his heart was only evil continually. The Earth also 
  was corrupt before God, and the Earth was ﬁlled with 
  violence.
  In order to stem the seemingly endless tide of the Dark 
  Lord and his Caeder, the entire Earth is swept clean by 
  a tremendous ﬂood.  Only Noah, his family, and certain 
  creatures chosen by the Lord of Light are spared. Noah is 
  the ﬁrst of the Sang Real to make a personal Covenant with 
  God.  And as the Flood brings a close to the most open, most 
  widespread, most violent phase of the Blood War, the Lord 
  of Light lays down his bow of war and marks the clouds 
  with a rainbow, a symbol of peace.
  1500 BCE:  Abraham leads a nomadic Jewish people from 
  Sumer to Canaan, then to Egypt. 
  1250 BCE:  Philistines move into Palestine.  Moses leads 
  the Jews from Egypt to Palestine.
  1230 BCE:  Jewish leader Joshua conquers a portion of 
  Palestine.
  1020 BCE:  David defeats the Philistines and unites Israel.  
  Capital city Jerusalem.
  930 BCE:  David’s son Solomon constructs a Jewish temple 
  in Jerusalem.
  922 BCE:  Solomon dies.  Jewish kingdom splits into two 
  nations: Israel in the north, Judea in the south.
  722 BCE:  Assyria conquers Israel and forcefully relocates 
  the Jews.
  587 BCE:  Babylonians conquer Judea and forcefully 
  relocate the Jews.
  550 BCE:  Probable date of the composition of the Old 
  Testament.
  538 BCE:  Persia conquers Babylon, frees Jews.
  515 BCE:  Jews rebuild temple in Jerusalem.
  332 BCE:  Judea conquered by Alexander the Great.
  323 BCE:  Alexander dies.  Control of Judea passes to 
  Ptolemaic rulers of Egypt.
  301 BCE:  Jews settle in Alexandria, capital of Ptolemaic 
  Egypt.
  300 BCE:  Seleucus I founds Antioch.  Jews settle in Antioch 
  under a promise of Greek citizenship.
  260 BCE:  Jewish scholars in Alexandria translate the Old 
  Testament from Hebrew to Greek.  This text is called the 
  Septuagint.
  198 BCE:  Seleucid leader Antiochus III conquers Palestine.
  196 BCE:  The Essenes, an ascetic Jewish sect, occupy 
  Qumran.
  170 BCE:  Jews in Palestine rebel against Antiochus IV.
  168 BCE:  Judaism outlawed in Palestine.  Only Greek 
  deities may be worshipped.
  167-78 BCE:  Age of “Imperial” Judaism.  Judea gains 
  independence; rulership changes hands many times in 
  this era.  Frequent clashes both without (the borders of 
  Judea expand greatly during this period) and within (as 
  Maccabeans, Pharisees, and Sadducees ﬁght for control of 
  church and state).
  100 BCE:  Essenes living in Qumran compose the Dead Sea 
  Scrolls.   
  
  Page - 62
  Chapter 4: Campaign Guide
  63 BCE:  Judea conquered by Roman Empire.
  50 BCE:  Antipater is named ruler of Judea in return for 
  aiding Julius Caesar during Rome’s civil war.
  44 BCE:  Assassination of Julius Caesar. 
  43 BCE:  Assassination of Antipater.  Antigonus seizes 
  control of Judea.
  37 BCE:  Herod, son of Antipater, beheads Antigonus and is 
  named ruler of Judea by Rome.
  The assassination of his father leaves Herod deeply paranoid. 
  Marcus Adrastus, the most powerful of the Caeder, sends 
  one his Hatemonger minions to serve as Herod’s advisor in 
  preparation for the coming of Christ.  The creature slowly 
  heightens Herod’s paranoia.
  29 BCE:  Herod murders his wife and her mother and father.
  Seeing plots swirling all around him, Herod is advised by his 
  servant, the Hatemonger, that his wife is slowly poisoning 
  him.  
  20 BCE:  Herod rebuilds the temple of Jerusalem.
  6 BCE:  Birth of Christ in Bethlehem.  The boy King is 
  visited by three Magi from the East, who present him with 
  gifts.  Joseph then takes Mary and Jesus into Egypt. 
  Unknown to Mary and Joseph, the Magi are Monitors. These 
  followers of the Light are sworn to protect the Covenant 
  Bearers, and follow the endangered family into Egypt to 
  guard them.  They keep danger at bay until it is safe for 
  the boy to return to Judea, where the mad King Herod has 
  embarked on a bloodthirsty campaign of murder.
   
  6 BCE:  Slaughter of the Innocents: Herod receives a 
  prophecy that a new King of the Jews has been born, and 
  orders the execution of all boys less than two years of age.  
  Herod’s own sons are killed as part of this genocide. 
  4 BCE:  Herod deposed by Roman Emperor Augustus.  First 
  Roman tax census.
  26 CE:  Pontius Pilate appointed ruler of Judea.
  27 CE:  John the Baptist preaches in Judea as“the voice 
  of one crying out in the wilderness.”  John baptizes in the 
  Jordan river all who approach him and confess their sins.  
  Christ is among those baptized.
  John the Baptist also performs another ritual for Christ: his 
  marriage to Mary Magdalene.
  28 CE:  Temptation of Christ by the Dark Lord.
  29 CE:  John the Baptist is killed by the son of Herod. Jesus 
  begins to preach and minister to the people, healing “diverse 
  diseases and torments, and those that were possessed by 
  devils, and those that were lunatic.”
  30 CE:  Jesus is cruciﬁed.  James, Christ’s brother, becomes 
  the leader of the ﬂedgling Christian movement.
  On the Cross, Christ entrusts his two greatest possessions to 
  the two men he trusts most in the world.  To his half-brother 
  James (son of Mary and Joseph), he entrusts the ﬂedgling 
  ministry of the Christian church.  To Joseph of Arimathea, 
  he entrusts his blood—Mary Magdalene and her children.  
  Centuries later, Chretien de Troyes will write of this in 
  allegory, stating that Joseph received the San Greal—the 
  Holy Grail—from Christ.  This artifact, sought after in vain 
  by treasure seekers for nearly a thousand years, can never 
  be found.  There is no “Cup of Christ,” no San Greal—what 
  Christ entrusted to Joseph was the Sang Real, the Royal 
  Blood, and from de Troyes’ fateful mistranslation (“San 
  Greal” instead of “Sang Real”) much of the history of the 
  world has been decided.
   
  40 CE:  Paul, a Jew from the city of Tarsus in Asia Minor, 
  begins preaching the Gospel throughout the Mediterranean.
  49 CE:  Paul preaches in Greece.
  60 CE:  Probable date of the composition of the Gospels 
  of Matthew, Mark, Luke, and John.  However, the ﬁrst 
  manuscripts of these gospels do not appear until over 50 
  years later.  Paul is arrested and imprisoned in Rome.  
  Writes many important Christian texts while imprisoned, 
  including Ephesians, Philemon, Colossians, Timothy, and 
  Titus.
  It is at this time that the Roman Empire becomes aware of 
  Christ’s secret marriage, and of his children.  A concerted 
  effort is made to destroy the ﬂedgling Christian church by 
  lopping off its head, and to ﬁnd and destroy Christ’s heirs, 
  now in their 30’s.
  61 CE:  Peter cruciﬁed in Rome.
  63 CE:  Joseph of Arimathea founds Glastonbury Monastery 
  in Britain.
  Hunted by the Roman authorities, who have fallen under the 
  sway of the Dark Lord and his Caeder, a second Joseph and 
  Mary ﬂee into the night—ﬁrst to Britain, where they found 
  the Glastonbury monastery, then to the south of France, 
  where they will found the Cathari movement.
  64 CE:  Nero sets ﬁre to Rome, blames Christians.
  Nero had fallen under the sway of the Lady of Flame, 
  Marilonis, who demands sacriﬁces by ﬁre.  Through this 
  
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  dark sacriﬁce, Nero gains the power to destroy Paul and 
  James, an act the mad emperor thought would end his 
  “Christian problem” forever and make him the greatest 
  emperor in the history of the Roman Empire.
  67 CE:  James, brother of Christ, dies.  Paul dies. 
  James and Paul die on the same day, having been tortured for 
  any information as to the whereabouts of Mary Magdalene 
  and her children.
  68 CE:  Nero commits suicide and is succeeded by 
  Vaspasian.
  When Nero’s Empire continued to crumble, despite the 
  successful execution of many of his “enemies,” he falls into 
  a state of deep depression and self-loathing.  Eventually, he 
  takes his own life.
  70 CE:  Roman General Titus destroys Jerusalem and the 
  temple there.  Jews disperse throughout Armenia, Iraq, Iran, 
  Arabia, Egypt, Italy, Spain, and Greece.
  93 CE:  Emperor Domitian orders an Empire-wide 
  persecution of Christians and Jews that amounts to a 
  declaration of war on the Christian movement.
  110 CE:  Ignatius of Antioch writes that the Christian 
  church is “Katholikos,” or “Universal.”
  117 CE:  Earliest known manuscript of the Gospel of John. 
  132 CE:  Jews ﬁght back against Roman persecution, seize 
  Jerusalem.
  136 CE:  Jewish revolt in Jerusalem crushed.  Jews 
  forbidden to enter Holy City on pain of death.  Jerusalem 
  renamed Aelia Capitolina by Emperor Hadrian.
  150 CE:  Gospels of Matthew, Mark, Luke, and John all 
  extant, and their ﬁnal form is authorized.
  250 CE:  Empire-wide persecution of Christians ordered by 
  Emperor Decius.
  276 CE:  Mani attempts to organize several disparate 
  movements, including Judaism, Christianity, and 
  Zoroastrianism, into one religion and is cruciﬁed.  This 
  movement is forever after known as the Manichean 
  movement.
  300 CE:  Population of Roman Empire 60 million, 15 
  million of which are Christian.
  301 CE:  King of Armenia converted to Christianity by 
  Gregory the Illuminator.
  303 CE:  Emperor Diocletian orders even greater 
  persecution of Christians.
  311 CE:  Donatus argues for separation of Church and 
  state, and claims that Christ was a man and not a God.
  312 CE:  Roman Emperor Constantine converts to 
  Christianity.
  313 CE:  Edict of Milan ends persecution of Christians.  
  Christian church ofﬁcially recognized by the Roman 
  government.
  314 CE:  First pronouncement of heresy, against 
  Donatism—a movement which claims that Christ was a man, 
  not God incarnate, and which also claims that communities 
  should select their own priests and bishops based on the 
  worth and piety of the individual men.
  316 CE:  Donatism begins to spread throughout Africa.
  318 CE:  Arius founds the “Arian” movement in Alexandria, 
  teaching that Christ was a man and not divine.
  320 CE:  Arius is expelled from Alexandria.  Wanders 
  through the Eastern Roman Empire gaining converts.
  323 CE:  Constantine builds a church to Peter around his 
  grave.
  325 CE:  Council of Nicaea formalizes early Christian 
  doctrine, including the Canon of the Old and New 
  Testaments, and declares heretical any assertion that Jesus is 
  not divine.
  340 CE:  Goths converted to Christianity.
  350 CE:  Ninian founds the church at Candida Casa in 
  Whithorn, in Galloway, Scotland.
  358 CE:  Monastery of Annesos in Persia establishes the 
  “perfect Christian monastic life” of constant penance, 
  meditation, poverty, and humility.
  360 CE:  First French monastery founded in Liguge by 
  Martin of Tours, future ﬁrst Bishop of France.  Vandals 
  convert to Christianity.
  371 CE:  Martin of Tours converts pagans.
  375 CE:  Jewish Talmud composed as a manual for the 
  perfect Jewish life.
  376 CE:  Visigoths convert to Arian Christianity.
  379 CE:  Roman Empire bans Arianism.
  
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  380 CE:  Pope Theodosius I declares Arianism heresy.
  400 CE:  Jerome translates Bible into Latin in a work titled 
  the Vulgate.
  410 CE:  Visigoths sack Rome.
  431 CE:  Palladius named ﬁrst Bishop of Ireland.  Third 
  Ecumenical Council in Ephesus proclaims that there is only 
  one nature to Jesus (divine), and that Mary was the “mother 
  of God.”
  432 CE:  Roman missionary Patrick taken prisoner in 
  Ireland.
  450 CE:  First British monasteries in Wales.
  473 CE:  The Caeder Hengest sweeps across Britain in 
  search of the Sang Real, leading a horde of Saxons blinded 
  by dark magic.  More cunning than most of his kind, 
  Hengest knows his target had ﬂed England centuries before.  
  He also knows that the child will not be able to abide the 
  suffering of innocents on his behalf, so he cuts a swath of 
  ﬁre, rape, and torture across the land.  The boy he seeks, 
  Arthur, is only eight years old.
  476 CE:  “Fall” of Western Roman Empire as a barbarian 
  becomes Emperor for the ﬁrst time.  
  Although this is the traditional date given for the “fall” of 
  the Roman Empire and the beginnings of the Dark Ages, the 
  Caeder continue to exert a strong inﬂuence over the heirs to 
  the Roman Empire, ﬁrst by manipulating various barbarian 
  leaders into ﬁnding and wiping out many of the Caeder’s 
  enemies.  Later the Popes of the Catholic Church fall under 
  their malign inﬂuence; Marcus Adrastus will be especially 
  successfully at causing the worst of the Inquisition’s 
  atrocities.
  485 CE: Arthur, closer than Hengest would have ever 
  dreamed, is ﬁnally deemed ready to end the suffering of 
  the British people at the hands of the Caeder and his Saxon 
  followers.  Armed with Excalibur and accompanied by a host 
  of twelve brave knights, Arthur crosses the English Channel 
  and battles Hengest’s forces twelve times.  In the climactic 
  battle, both Arthur and Hengest are killed, and the sword 
  Excalibur is shattered into a dozen shards.  
  530 CE:  Benedictine Monk Cassiodorus urges all Monks to 
  copy classic manuscripts.
  533 CE:  Mercurius takes the name John II upon election as 
  Pope—the ﬁrst Pope to change names upon ascension.
  588 CE:  Visigoths ruling Spain abandon Arianism and 
  convert to Catholicism.
  612 CE:  Visigoth king of Spain orders all Jews to convert to 
  Christianity.
  620 CE:  Visigoth persecution of Jews in Spain intensiﬁes.
  636 CE:  Arabs capture Jerusalem, allow Jews to return.
  639-642 CE:  Arabs conquer Syria, then Egypt, both part of 
  the Eastern Roman Empire.
  670 CE:  Whitby monk translates the Bible into “vernacular 
  German,” a language known today as Old English.
  694 CE:  Visigoth kings order the enslavement of all Jews in 
  Spain.
  698 CE:  Arabs capture Carthage. 
  711 CE:  Arabs conquer southern Spain (with help from 
  Jewish dissidents).
  732 CE:  Arab defeat at Battle of Tours halts their advance 
  into Europe.
  800 CE:  Charles III crowned Emperor of the “Holy Roman 
  Empire” by Pope Leo III and introduces the age of the 
  “Divine Right of Kings” in Europe, where church and state 
  operate hand in hand.
  1009 CE:  Arabs destroy the Church of the Holy Sepulchre 
  in Jerusalem.
  1022 CE:  The “Catharist Heresy” begins to gain 
  momentum in southern France.  
  1045 CE:  Rampant corruption in the Papacy.  Pope 
  Benedict IX marries and sells the Papacy to his godfather.
  1070 CE:  Hospital of St. John established in Jerusalem.
  1095 CE:  Pope Urban II calls for a Crusade against the 
  Muslims.
  1098 CE:  Crusaders recapture Antioch.
  1113 CE:  Hospital of St. John recognized as a separate 
  order, the Hospitallers.
  1118 CE:  Hugh de Payens founds the Knights Templar 
  with only eight Knights, directing them to protect travelers 
  to and from the Holy Land of Jerusalem.  The Patriarch 
  of Jerusalem grants them the title “pauvres chevalier du 
  temple,” Poor Knights of the Temple.  
  Hugh de Payens is a Cathar, as are the eight knights who 
  serve him.  They have an ulterior motive for swearing 
  allegiance to the Patriarch: the recovery of artifacts hidden 
  
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  in the city, whose locations were handed down from Mary 
  Magdalene and Joseph of Arimathea and are known to the 
  Cathari.  With all the conﬂict in and around the city, it is 
  feared that these artifacts might fall into the wrong hands.  
  Thus, while protecting pilgrims to and from the Holy Land, 
  the Knights also smuggle valuable artifacts out of the area.
  1128 CE:  Recruits begin to ﬂock to the Knights Templar 
  in great numbers.  The Knights organization breaks down 
  into four groups:  the Knights; the Sergeants, who serve as 
  Infantry to compliment the Knights on the battleﬁeld; the 
  Farmers; and the Chaplains.
  1140 CE:  The Templars build Castle Safed. 
  1143 CE:  The Templars build Castle Karak of the Desert.
  1144 CE:  Second Crusade called to rescue Jerusalem, 
  which is under constant siege by Arab forces.
  1187 CE:  Arabs led by Saladdin retake Jerusalem.
  1189 CE:  Third Crusade led by Richard I, the “lion-
  hearted.”
  1190 CE:  Teutonic Knights founded by German lords to 
  ﬁght in the Crusades.
  Although the truth is not revealed for over 700 years, the 
  Teutonic Knights are in league with the Dark Lord.  These 
  “Crusaders” will help bring about the fall of the Knights 
  Templar in the Middle Ages, testifying before various 
  Inquisition tribunals.
  1205 CE:  Pope Innocent III forbids any granting of legal 
  aid to those accused of heresy.
  1206 CE:  Francis of Assisi takes up a life of poverty and 
  devotion to God.
  .
  1208 CE:  A Papal Legate converting Cathars to 
  Catholicism in southern France is murdered.  This is used as 
  the pretext for Pope Innocent III to launch a Crusade against 
  the Cathars.
  1210 CE:  Franciscan Order recognized by the Pope.
  1215 CE:  The Fourth Lateran Council decrees that 
  anyone convicted of heresy shall be handed over to the civil 
  authorities for execution.  If civil authorities do not work 
  diligently to clear their realm of heretics, they shall be 
  excommunicated, and their vassals given the right to revolt 
  against them.
  1216 CE:  Dominican Order founded.
  1217 CE:  The Templars build Castle Pilgrim.
  1226 CE:  Carmelite Order founded.
  1230 CE:  Pope Gregory IX institutes the Inquisition as a 
  permanent tribunal to deal with heresy.
  1232 CE:  Pope Gregory IX orders the Inquisition to employ 
  Dominican monks “or other suitable agents” to seek out and 
  punish heretics.
  1252 CE:  Pope Innocent IV approves the use of torture by 
  the Inquisition to illicit confessions.
  1260 CE:  Although it has long been considered a sin for 
  priests to participate in torture (previously, torture was 
  conducted by lay persons outside the presence of a priest), 
  Alexander IV authorizes Inquisitors to absolve one another 
  of this sin.  Examinations by priests soon begin to take place 
  in torture chambers.
  It is at this point that modern scholars of the secret history 
  believe Marcus Adrastus began to inﬂuence the Inquisition 
  for his own evil ends: the discovery and elimination of the 
  Sang Real and their servants.
  1286 CE:  Formal complaint lodged with the Pope by the 
  consuls of Carcasonne against the Inquisitor Jean Garland 
  for “inﬂicting torture in an absolutely inhuman manner.”
  1290 CE:  The Zohar, the most sacred in Jewish Kabbalism, 
  is published in southern France.
  1291 CE:  The Crusades end as the Templars, Hospitallers, 
  and Teutonic Knights are forever driven out of the Middle 
  East by Arab forces.
  1307 CE:  On the 13th of October, agents of the Inquisition 
  carry out a secret order to arrest all members of the 
  Knights Templar.  Through the use of torture, confessions 
  are obtained from almost all members of the organization, 
  including the Grand Master of the Knights Jacques de 
  Molay.
  1309 CE:  The Teutonic Knights conquer Prussia and 
  establish a theocratic state.  Cyprus conquered by the 
  Hospitallers.
  1310 CE:  Fifty-four Templars are burned at the stake for 
  renouncing the confessions given under torture.
  1313 CE:  The Inquisition destroys the Knights Templar, 
  whose possessions are divided up between the Pope, the 
  Hospitallers, and the King of France.
  During the secret trial of the Templars, conducted by the 
  Pope himself, the Templars ﬁght back with evidence that 
  they are the servants of the Sang Real, the descendants of 
  Christ, and thus immune to the “lesser” Papal authority.  
  
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  This causes the Pope to destroy the Templars and burn all 
  documents in their possession concerning the Sang Real. 
  Those documents are ﬁrst examined by the Grand Inquisitor, 
  Marcus Adrastus, who uses them to hunt down and destroy 
  all the Knights Templar and the Sang Real save one.
  1314 CE:  Jacques de Molay, leader of the Knights Templar 
  is burned at the stake.
  As Jacques de Molay burns, he calls to God for the King of 
  France and the Pope to account for their sins.  Both are dead 
  within a year.
  1347 CE:  The Black Death, or simply the Plague, begins 
  wiping out entire villages all across Europe, eventually 
  claiming an estimated 25% of Europe’s population.
  1378 CE:  British theologian John Wycliffe argues that the 
  church has fallen into sin and should give up all property.
  1391 CE:  The Jewish community of Barcelona is decimated.  
  Hundreds of thousands of Jews are killed; many more 
  are forcibly baptized.  Any Jew who, after being forcibly 
  baptized, returns to Judaism is deemed a heretic and handed 
  over to the Inquisition for torture and execution. 
  1396 CE:  John Wycliffe’s English translation of the Bible is 
  declared heretical by the Church. The Latin Vulgate remains 
  the only authorized version of the Bible used by the Catholic 
  Church.
  1480 CE:  The Spanish Inquisition attempts to forcibly 
  convert Jews to Christianity through torture.
  1484 CE:  Pope Innocent VIII orders the Inquisition to wipe 
  out witchcraft.
  1486 CE:  Torquemada is named Grand Inquisitor.
  1486 CE:  Pico della Mirandola, a Kabbalist, attempts to 
  reconcile all religions and philosophies.
  1492 CE:  Pope Alexander VI and his son Cesare Borgia 
  become famous for their cruelty.  The Inquisition is at its 
  height.  Jews and Muslims expelled from Spain.
  1503 CE:  Michel de Nostredame, popularly known today as 
  Nostradamus, born in St. Remy, France.   
  1506 CE:  Work begins to rebuild St. Peter’s Basilica.
  1513 CE:  Giovanni de Medici elected Pope.
  1514 CE:  Raphael appointed chief architect for St. Peter’s 
  Basilica.
  1515 CE:  Pope Leo IX authorizes pre-press censorship. 
  1516 CE:  Jewish Ghetto established in Venice.
  1517 CE:  Protestant Reformation begins in Wittenburg.  
  Martin Luther publishes “95 Theses” railing against Church 
  abuses, including the practice of selling indulgences (one 
  of the most corrupt practices in the history of the church, 
  whereby a person could buy absolution from sin).
  1525 CE:  Leader of the Teutonic Knights appointed Duke of 
  Prussia.
  1526 CE:  German translation of the Bible published by 
  Martin Luther.
  1530 CE:  Turks defeat Hospitallers and drive them out of 
  Cyprus.  Hospitallers ﬂee to Malta, where they are protected 
  by the king of Spain.
  1534 CE:  Michelangelo paints the Sistine Chapel in Rome.
  1536 CE:  William Tyndale is burned at the stake for 
  translating the Bible into English.
  1559 CE:  Begun in 1515, the “Pauline Index of Forbidden 
  Works” now numbers 583 authors.
  1600 CE:  Giordano Bruno executed for claiming the 
  universe is inﬁnite.
  1607 CE: Jamestown is founded by 214 British settlers 
  on the banks of the James River in what is now known as 
  Virginia. Captain John Smith, the leader of the expedition, 
  helps the settlers build a fort and plant crops, then departs 
  for Britain to bring back the colony’s governor. When he 
  returns in 1609, the fort is abandoned and only 60 colonists 
  remain alive.
  The colonists huddle in the woods like animals, half-starved 
  and wild. John Smith puts eight who have slipped incurably 
  into madness to death within days of his arrival. The ones 
  who can be saved mutter incoherently about a “Beast” that 
  came from the woods. Only the intervention of Algonquian 
  warriors saves the colonists from this creature. 
  John Smith and a young farmer named John Rolfe lead a 
  contingent of Powhatan’s warriors after the beast. Although 
  the safety of the colony is surely the main motivation, Rolfe 
  had fallen in love with Pocahontas, Powhatan’s daughter. 
  When the combined British-Algonquian hunting expedition 
  succeeds in slaying the beast, Rolfe is awarded Pocahontas’ 
  hand and a new prosperity settles over the colony.
  1626 CE:  St. Peter’s Basilica inaugurated in Rome.
  1627 CE:  After three years of living in harsh, stormy 
  
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  conditions along the shores of bleak, rocky Cape Ann, 
  Massachusetts settlers explore inland to ﬁnd a more 
  suitable location for a permanent settlement. They call this 
  town Naumkeag, after an American Indian word meaning 
  “comfort haven.”  
  1629 CE: Naumkeag renamed Salem after Shalom, the 
  Hebrew word for peace.  
  Among the early inhabitants of Salem are related groups, 
  or Covens, of Witches who practice magic and delve into 
  the deeper mysteries. These mysterious groups, originally 
  consisting of seven women who are each the seventh 
  daughter of a seventh daughter, are the ﬁrst and perhaps most 
  powerful force for Light in the New World. 
  1648 CE:  Cossacks led by Bogdan Chmielnicki slaughter 
  200,000 Polish Jews.
  1692 CE: In January, two young girls fall ill in Salem, 
  Massachusetts. When the cause is diagnosed as 
  “bewitchment” by a local physician, a witch-hunt begins. 
  By November, nineteen men and women have been put to 
  death, largely on the basis of “spectral evidence” and the 
  ﬁts and accusations of so called “afﬂicted” young women. 
  A letter showing the disturbing lack of jurisprudence with 
  which the trials were conducted, in which protestations 
  of innocence led to execution while confessions of guilt 
  coupled with accusations of other community members lead 
  to exoneration, causes Governor William Phipps to disallow 
  “spectral evidence” in legal courts.  After this ruling, no 
  one is found guilty of witchcraft by the Salem courts, all 
  prisoners pending trial are released, and all those pending 
  execution are pardoned by the Governor. 
  1736 CE:  Israel Baal Shem Toy founds Hasidic Judaism.
  1768 CE:  Massacre of Jews by Cossacks in Poland.
  1797 CE:  Isabella Baumfree born in Ulster County, New 
  York.
  1834 CE:  Spanish Inquisition ofﬁcially ends.
  1843 CE: Isabella Baumfree, after a religious epiphany, 
  changes her name to Sojourner Truth and begins preaching 
  throughout Long Island and Connecticut about “God’s truth 
  and plan for salvation.” Soon, social issues such as the 
  abolition of slavery and women’s suffrage begin making their 
  way into Sojourner’s sermons. 
  Sojourner Truth is the rare Sang Real willing to risk public 
  exposure. Her presence inﬂuences leaders of the time—men 
  such as Abraham Lincoln, William Lloyd Garrison and 
  Fredrick Douglass. During the Civil War, she is reportedly 
  seen healing the dying and praying over the dead, but these 
  accounts are dismissed as the fevered dreams of wounded 
  men. 
  Following the end of the Civil War in 1865, Sojourner Truth 
  travels west on foot to minister to the troubled and turbulent 
  American territories and is never seen again. 
  1881 CE:  Pogroms against Russian Jews cause millions 
  to migrate (an estimated 2.5 million Jews immigrate to the 
  United States).
  1897 CE:  Theodor Herzl, a Palestinian Jewish leader, calls 
  for the creation of a Jewish Homeland in Palestine at the 
  First Zionist Congress held in Switzerland.
  1908 CE:  Inquisition renamed “Holy Ofﬁce.”
  1917 CE:  Use of torture by the Catholic Church is ﬁnally 
  abolished. 
   Three shepherd children see the Virgin Mary in Fatima, 
  Portugal.
  These three young Sang Real, two girls and one boy, receive 
  three visions from the Blessed Mother (Christ’s mother 
  Mary). 
  The ﬁrst is a horriﬁc vision of the punishment and torment 
  inﬂicted upon the “poor sinners” in Hell. 
  The second vision is a prediction of World War II. The 
  details of this prediction are astonishingly accurate, and are 
  consulted at various times during the war by the Knights 
  Templar, allowing them to gain a crucial advantage over 
  their bitter rivals, the Teutonic Knights.
  Details of the last vision are not made public, but are 
  instead delivered by hand to the Pope. At this point, the 
  story of the “three seers,” the Sang Real of Fatima, becomes 
  unclear. Two of the children die almost immediately under 
  mysterious circumstances. The third slips away into the night 
  and is never seen again. 
  1918 CE: First appearance of the Seers. Mysterious 
  sightings of children healing wounded soldiers are reported 
  multiple times during the worst battles of World War I. 
  These children also impart to wounded soldiers predictions 
  concerning the End Times and something they refer to as 
  the “Dark Legacy.” Despite concerted efforts by the Knights 
  Templar and other groups to contact these children, they 
  seem able to sense the approach of strangers and elude their 
  pursuers with ease. 
  1941 CE:  Hitler begins to plan his “Final Solution” for the 
  “Jewish Problem.”  Extermination camps will eventually kill 
  6 million Jews, roughly half of the world population of Jews 
  
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  (there are an estimated 11 million Jews world wide prior to 
  World War II).
  Although the public deeds of the Nazis are well documented 
  and publicized, the story of the secret war waged during this 
  time, every bit as hard-fought and important as the public 
  war, is not.  Teutonic Knights, serving Hitler, ﬁght against 
  the Knights Templar over ancient maps, texts, and objects of 
  power.
  1945 CE:  Early Christian texts discovered at Nag 
  Hammadi, Egypt.
  1947 CE:  Dead Sea Scrolls discovered near Qumran in 
  Egypt.
  1948 CE:  Jewish state of Israel founded.
  1965 CE: Pope Paul VI  renames the Holy Ofﬁce (itself the 
  renamed Inquisition) the “Congregation of the Doctrine of 
  Faith.”  This institution, charged with the same task as the 
  original Inquisition (combating heresy), remains in effect to 
  the present day.  
  1966 CE:  The Index of Forbidden Books is abolished.
  1978 CE:  Pope John Paul I dies after 25 days as Pope.  
  Pope John Paul II becomes ﬁrst non-Italian Pope in 
  centuries, and the ﬁrst ever Pope from Poland.
  Through a holy revelation, John Paul discovers a secret 
  hidden from the world for millennia: Caeder walk the halls 
  of the Vatican.  Unknown to the outside world, battle rages 
  uninterrupted for twenty-ﬁve days; in the end, as the Caeder 
  ﬂee into the night, John Paul lies dying in the arms of his 
  successor.
  The ﬁrst act of this new Pope is to reinvest the Holy Ofﬁce.  
  A new generation of priests is secretly recruited and trained 
  to wage war on the ﬁends hidden among humanity.
  1981 CE:  Pope John Paul II is nearly assassinated by a 
  lone gunman.
  This attempt on the Pope’s life occurs on the 64th anniversary 
  of the Fatima sightings in 1917. Twenty-three bodyguards, 
  members of the Doctrine, are killed in the attack. After thirty 
  minutes, paramedics on the scene pronounce the wounded 
  Pope dead. Then, from the crowd steps a child who heals the 
  Pope and whispers a message to him before disappearing 
  back into the throng of stunned onlookers. The Pope later 
  credits “Our Lady of Fatima” with saving his life and adds 
  that Her message is more urgent than ever before. 
  1995 CE: Two comets streak across the sky, their tails 
  unusually luminescent, causing light trails to stay visible 
  in the sky for several minutes after their departure. These 
  comets are reported as UFOs the world over. In Jerusalem, 
  however, the comets can be seen to cross paths to form a 
  glowing cross in the sky. The Knesset meets in closed-door 
  sessions that last until dawn the next day. On the morning 
  of April 17th they call in military commanders and order the 
  creation of a top-secret special operations unit, or isayeret. 
  Items of Legend
  These lost items of power are fought over 
  by both sides of the Blood War. Some 
  groups (such as the Knights Templar and 
  even a few governments) realize the dangerous 
  power inherent in these items and simply hide 
  them away. Others, notably the Teutonic Knights, hope to 
  use these artifacts to increase their own power and inﬂuence.
  Brandea 
  (Wondrous Item—Major)
  Brandea is cloth (typically high-quality cloth such as silk) 
  that has been laid with the body of a Martyr, Saint, or 
  Apostle, and has become sacred itself as a result.  Cloth 
  which is to become Brandea must ﬁrst be brought to a 
  high state of ritual purity, or it will burst into ﬂames upon 
  contact with the holy remains.  Purifying the cloth requires a 
  Consecrate Item ritual performed by a Believer of 10th level.  
  The cloth must then be buried with a person of suitable 
  holiness for a year.  After the year has passed, the cloth 
  becomes sacred, and is called Brandea.
  Brandea is incredibly fragile, and if it is handled by 
  someone without the Faith’s Protection feat, it becomes 
  useless.  Brandea is typically carried in a consecrated box 
  of gold to prevent it from being spoiled before use.  When 
  Brandea is laid over a wound, the injured person is healed.  
  If the injured person does not have the Faith’s Protection 
  feat, he is healed 3d8+10 points of damage and is completely 
  cured of all poison and disease.  A character with the Faith’s 
  Protection feat is fully healed by the Brandea—all damage, 
  disease, poison, and spiritual afﬂictions are removed.  In 
  either case, the Brandea becomes sullied and loses all of its 
  healing properties after one use. 
  Encolpion 
  (Wondrous Item—Medium/Major)
  An Encolpion is a holy symbol containing a small sacred 
  item, which is placed inside it during construction and 
  then consecrated by a Believer of 8th level or higher.  In 
  medieval times, Encolpion were constructed around slivers 
  of the Chains of St. Peter.  Major Encolpion might even be 
  fashioned around a sliver of bone or hair from a Martyr or 
  Saint of some signiﬁcance.
  A Medium Encolpion provides a +2 sacred bonus to 
  Turning checks.
  A Major Encolpion provides a +3 sacred bonus to Turning 
  checks, and grants the wearer a +1 sacred bonus to Defense.
  
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  Chapter 4: Campaign Guide
  Hilt of Excalibur 
  (Major Artifact)
  This artifact is the most powerful remnant of the sword 
  Excalibur, shattered during the climactic battle between 
  Arthur and the Caeder Hengest.  It is said that if all twelve 
  shards are ever gathered together with the hilt, the sword will 
  magically remake itself.
  If a blade is reattached to the hilt, that weapon gains a 
  +3 enhancement bonus, may make one extra attack each 
  round at the attacker’s highest base attack bonus, is +5 vs. 
  ﬁends and undead, and inﬂicts an additional +2d6 damage 
  vs. ﬁends and undead.  Joining a normal blade to this hilt 
  requires a Craft (mechanical) check DC 20.    However, 
  this bond between hilt and blade is not entirely stable, 
  and if a natural 1 is rolled on an attack roll, the weapon 
  breaks and must be reforged.
  Lance of Longino 
  (Major Artifact)
  But one of the soldiers with a spear pierced his side… 
  (John 19:34)
  This weapon, originally wielded by a Roman soldier 
  named Longino, was the spear that pierced the body of 
  Christ while he was on the Cross (whether to desecrate his 
  already dead corpse or to check for signs of life is unclear).  
  It has been warped by millennia of profane veneration into 
  a horrible weapon.  The current location of the spear is 
  unknown, but both the Knights Templar and the Caeder seek 
  it fervently—the Templars to lock it away or destroy it (if 
  such is even possible), the Caeder to employ it against their 
  enemies.
  This weapon is a Long Spear +3, inﬂicts +2d6 damage 
  against anyone with the Faith’s Protection feat dedicated 
  to a Higher Power, +5 vs. the Sang Real, and inﬂicts an 
  additional +2d6 damage vs. the Sang Real (cumulative with 
  the +2d6 damage vs. the Faithful).  Furthermore, wounds 
  inﬂicted by the Lance continue to bleed, inﬂicting an 
  additional point of damage each round.  The bleeding effects 
  of multiple wounds from the weapon are cumulative (two 
  wounds inﬂict two points of damage per round, and so on).  
  Bleeding can only be stopped by a Treat Injury check (DC 
  15), or by magical healing (the Lay On Hands ability, the 
  application of Brandea, etc.).
  Nails of the True Cross 
  (Minor Artifacts)
  How many of these artifacts exist is not entirely clear.  Prior 
  to the Middle Ages, Christ was depicted cruciﬁed in the 
  normal Roman manner: four nails used, with the victim’s 
  arms spread out and feet side by side.  In the Middle Ages, 
  the image of Christ cruciﬁed with three nails, with one foot 
  on top of the other, became prevalent.  Scholars familiar with 
  methods of Roman execution at the time of Christ’s death 
  would expect there to be four nails in existence, but the 
  Shroud of Turin bears evidence that only three were used in 
  the cruciﬁction.  
  Furthermore, there are many legends swirling around 
  these objects, which were imbued with power when they 
  were soaked with the Blood of Christ.  The Roman Emperor 
  Constantine supposedly had one of the nails incorporated 
  into his horse’s bridle, granting his mount protection in 
  battle.  Gregory, Bishop of Tours in the late 6th century, 
  relates a tale in which one of the nails was thrown into the 
  Adriatic during a storm that threatened a ship—and that the 
  waters became as smooth as glass.
  A small weapon, such as an arrow or bullet, can be 
  forged around one of these items, granting that weapon a +2 
  enhancement bonus and forcing any ﬁend or undead creature 
  struck with the weapon to make a Fortitude save (DC 23) or 
  be instantly destroyed.
  If a Nail is incorporated into an object that is not a 
  weapon, the GM should determine the results, but the item 
  will not grant more than +4 worth of bonuses (which may be 
  divided among different uses for the item).  For example, the 
  Bridle of Constantine would grant a +2 bonus to Ride checks 
  and a +2 bonus to the Defense of the mount wearing it (total 
  bonuses +4).  
  If a Nail is incorporated into armor, the armor gains 
  a +1 enhancement bonus, and the wearer gains Damage 
  Reduction 5/+1.
  Powers for the Faithful: Believers may use the Nails to 
  enhance their healing powers.  Note that a Believer can use 
  the Nails for this purpose regardless of religion (the fact that 
  a Jewish Kabbalist might not believe in Christ’s divinity 
  matters to the Kabbalist, but it apparently does not matter to 
  
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  Chapter 4: Campaign Guide
  the Nails).  
  If a Nail is touched to a wound while a Believer is using 
  his Lay On Hands ability, that Believer adds 10 to his 
  effective Believer level for the purposes of determining 
  the healing effect.  Thus, all Believers heal +10 points of 
  damage, but a low-level Believer could also be allowed 
  to Cure Poison or Disease while applying the the Nail, 
  something he normally could not do.
  Sacrificial Blade 
  (Minor/Medium/Major Artifact)
  A sacriﬁcial blade is a grisly knife designed to disembowel 
  a sacriﬁce with surgical precision. These foul weapons can 
  be used in combat, where they are treated as a dagger with 
  a +1 enhancement bonus. However, the real power of the 
  sacriﬁcial blade is in its ability to aid the practitioners of 
  dark magic.
  A sacriﬁcial blade grants a circumstance bonus to 
  Knowledge (arcane lore) skill checks when performing 
  the following rituals: Animal Sacriﬁce, Black Bargain, 
  Bloodletting, and Human Sacriﬁce.
  Minor blades provide a +2 bonus to this skill check, 
  medium blades a +4 bonus, and major blades a +6 bonus. 
  Shards of Excalibur 
  (Minor Artifacts)
  These minor artifacts were created in 485 CE, when the Sang 
  Real Arthur engaged in battle against the Caeder Hengest—a 
  battle which claimed the life of both combatants.  The killing 
  stroke released such tremendous energy that the Arthur’s 
  sword Excalibur was shattered into a dozen shards.  It is 
  believed that if all the Shards could be gathered together 
  with the blade’s hilt, the sword would magically remake 
  itself.
  Nowhere nearly as powerful as the original, fully-forged 
  sword, these broken metal shards still impart great power 
  when a sword (or other edged weapon) is forged around 
  them.  They grant any such weapon a +2 enhancement bonus 
  (increased to +4 vs. ﬁends).  Such a weapon also inﬂicts 
  +2d6 additional damage vs. ﬁends.  Joining a normal blade 
  to this hilt requires a Craft (mechanical) check DC 20.  
  Shroud of Turin 
  (Major Artifact)
  When the evening came, there was a rich man of 
  Arimathea, named Joseph, who was himself Jesus’ 
  disciple. He went to Pilate, and begged the body 
  of Jesus.  And when Joseph had taken the body, he 
  wrapped it in a clean linen cloth. (Matthew 27:57-
  27:59)
  This relic, one of the most holy in all the world, is the burial 
  shroud of Christ.  As Christ ascended, his image was burned 
  indelibly into the cloth, imbuing it with a powerful holy aura. 
  The Shroud then disappeared for more than a millennium, 
  ﬁnally resurfacing in 1349, when it appeared in the hands of 
  a French knight during the Hundred Years War.  
  Over the next 150 years, the Shroud was wielded and lost 
  by several owners and resided in many different locations, 
  until at last it was given a permanent home in the Royal 
  Chapel of Chambéry Castle.  The Shroud was placed in 
  an iron cage which was then locked with four locks, each 
  opened with a different key.  These keys are divided among 
  three different people.
  In 1532, an Inquisitor, under secret orders to determine the 
  validity of the Shroud, was given access to the artifact.  He 
  attempted to burn the cloth, boil it in oil, then soak and wash 
  it over the course of several days to see if the image of Christ 
  could be removed from it.  None of these had any effect on 
  the Shroud, which the Inquisitor then judged to be authentic. 
  Hardly had the Inquisitor’s experiments ended when a battle 
  broke out and the church was consumed by ﬂames.  In the 
  aftermath of the blaze, a cloth shroud damaged by ﬁre was 
  recovered.  Although the Inquisitor realized that this Shroud 
  must be a clever forgery left behind to cover the theft of the 
  real artifact, he said nothing; after charging the local nuns to 
  repair the “relic,” he returned to Rome, never to return.
  The Shroud of Turin is immune to all forms of attack, and 
  would grant any warrior wrapped in it +10 Defense and 20 
  Resistance to Fire, Acid, Electricity, and Cold.
  Powers for the Faithful:  Believers may use the Shroud 
  to enhance their healing powers.  Note that a Believer can 
  use the Shroud for this purpose regardless of religion (the 
  fact that a Jewish Kabbalist might not believe in Christ’s 
  divinity matters to the Kabbalist; it apparently does not 
  matter to the Shroud).  
  If a Believer wraps a wounded character in the Shroud, he 
  can either heal the character by 1d8 HP +1/ Believer level 
  without spending an action point, or he may heal as much 
  as he is able (through the Lay On Hands ability) +20 HP by 
  spending an action point.
  Other rituals which tap hidden powers of the Shroud could 
  well exist, hidden away from prying eyes in forgotten tomes 
  or ancient scrolls.
  Slivers of the True Cross
  (Minor Artifacts)
  Throughout the Middle Ages, slivers of the True Cross 
  were distributed throughout Europe and used by priests to 
  enhance their rituals.  The Second Council of Nicaea in 787 
  commanded that relics be used to consecrate holy ground; 
  Slivers of the True Cross were most often used for this 
  purpose.
  These Relics add +4 to any holy Ritual (+6 to any Ritual 
  of Consecration).  If touched to a wound by a Believer while 
  using his Lay On Hands ability, the character adds +5 to 
  his effective level (allowing him to heal more damage, or 
  possibly allowing a lower-level Believer to cure Poison or 
  Disease).
  
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  Chapter 4: Campaign Guide
  Tomes
  (Wondrous Items)
  In the beginning was the Word, and 
  the Word was with God, and the Word was 
  God  (James 1:1)
  Tomes are books or scrolls that describe the proper 
  methods of performing Sacred or Profane Rituals.  It 
  is possible for a tome to contain more than one such 
  ritual, and some tomes are rumored to exist that contain 
  long-lost rituals unknown to modern sages.  If a 
  character were to ﬁnd one of these lost rituals, he could, 
  once he met the ritual’s prerequisites, take it as a feat.
  Power: Liturgical and Profane tomes grant bonuses 
  to Knowledge (theology and philosophy) or Knowledge 
  (arcane lore) skill checks respectively made while 
  consulting them.  To gain a tome’s bonus (if any), the 
  following conditions must be met.  First, the character 
  must possess the appropriate Read/Write Language 
  skill for the tome in question.  The character must then 
  succeed at a Decipher Script or Research skill check 
  (DC 15 + tome power bonus) to discern the hidden 
  symbolisms within the text.  The character must read from 
  the tome while he is actually performing the ritual.
  Language: The exact language used in holy texts is very 
  important.  The earliest texts were written in Hebrew and 
  Aramaic, then translated into Greek, then Latin, and then 
  ﬁnally English and the other Romance languages (French, 
  Spanish, etc.).  With each translation, some of the power of 
  the tome is lost.  
  Rituals: Tomes contain one or more ritual feats. Liturgical 
  tomes contain scared rituals and profane tomes contain 
  profane rituals. While using the tome, a character can 
  perform the inscribed rituals as if they posses the respective 
  ritual feat (see characters chapter).  For example, a character 
  possessing a +5 Liturgical Tome with Bless can perform the 
  Bless Ritual with a +5 bonus to his Knowledge (theology 
  and philosophy) skill check.
  Feat Bonus:  If a character possesses the feat for the ritual 
  inscribed in the tome, he gains an additional beneﬁt.  He may 
  use the tome’s power bonus to modify the ritual’s duration, 
  range, damage, save bonus, or save DC.   For example, a 
  character with a +5 Liturgical Tome of Bless could raise the 
  damage bonus of that ritual to +6 (the original +1, plus the 
  +5 bonus).
  Spells (Profane Tomes): Unlike their liturgical 
  counterparts, Profane Tomes also contain spells that are 
  sought after by Cultists.  The number of spells and maximum 
  level are determined by the materials used to create the tome.
  Materials (Profane Tomes):  Profane Tomes are infused 
  with the power of the Dark Lord and are fashioned out of 
  materials that make accessing the infernal realms easier.  The 
  materials used to construct a tome modify the power bonus 
  granted by the Profane Tome. 
  Creating Tomes 
  Characters with sufﬁcient ranks in Craft (writing) and 
  Knowledge (philosophy and theology) or Knowledge (arcane 
  lore) can create their own tome.
  Requirements: To create a liturgical or profane tome, 
  a character must have twice as many ranks in Knowledge 
  (philosophy and theology) or Knowledge (arcane lore) as the 
  power bonus granted by the tome, and must have any feats 
  or spells he intends to inscribe in the book.  For example, to 
  create a +5 Liturgical Tome with Bless, a character would 
  need 10 ranks of Knowledge  (philosophy and theology) and 
  the Bless Sacred Ritual feat.  
  Craft DC: The character must make a Craft (writing) 
  skill check to create the actual tome. The DC of the Craft 
  (writing) check is 15 plus the tome’s power bonus plus 2 per 
  feat or spell (that would be 22 for the above example). 
  Wealth DC: The minimum Wealth cost is 10, but the 
  character gains a +1 bonus to the Craft (writing) check for 
  every 2 points by which he exceeds the Wealth DC cost of 
  the book (maximum +10).
  Unique Tomes
  Following are some unique tomes with some additional 
  special features.  The Craft DC’s for these tomes only factor 
  in the power bonus, feats, and spells.
  Black Tome 
  Simon Freilich, a German Mystic who served a small group 
  of powerful Caeder in the 12th century, created these tomes 
  in the wake of conﬂict with the newly-formed Knights 
  Templar.  Freilich’s cult had been smashed, and the Caeder 
  
  Page - 72
  Chapter 4: Campaign Guide
  he served banished or imprisoned, during a bloody purge led 
  by the Knights. In a ﬁnal, desperate act, Freilich and his few 
  remaining followers sacriﬁced themselves, soaking these 
  tomes with their blood.  The life essence of the dying cultists 
  rendered the tomes nearly indestructible. Of the twenty-four 
  Black Tomes made during Freilich’s grisly ﬁnal act, the 
  Knights Templar have destroyed sixteen. Senior members 
  of the Knights (Secret Mystery 3 and above) are told of the 
  tomes and are charged with seeking out and destroying the 
  remaining eight. 
  Physical Appearance: Each Black Tome is written in 
  Abyssal and bound in ﬁend’s skin.    
  Power: The Black Tome has a Profane power of +10 (+5 
  base, +5 ﬁend’s skin). The Decipher Script DC to understand 
  the magical contents of the book is 25. Each Black Tome 
  contains the following Profane Rituals: Animal Sacriﬁce, 
  Black Bargain, Black Calling, Black Mass, Blood Altar, 
  Bloodletting, Dark Disciple, Death Harvest, Glutton’s Feast, 
  Human Sacriﬁce, Jealous Rage, Night Afﬂictions, Perdition’s 
  Prayer. 
  Craft DC: 48 (+10 power, +28 feats)
  Confessor’s Eye
  Lost for more than a century and written by Torquemada, 
  this sacred tome deals strictly with the role of a priest as 
  Confessor (a role Torquemada ﬁlled for the Queen of Spain). 
  It details the necessity for trust and honesty between the 
  Confessor and the confessing and goes into great detail about 
  how the Confessor should strive to lead his “child” into the 
  light. 
  Physical Appearance: Originally the tome was bound in 
  plain leather, as beﬁts Torquemada, who lived as a simple 
  Friar for most of his life even though his connections to 
  the royal family could have garnered him the grandest of 
  appointments. Since that time owners have added ivory and 
  silver to the cover to make the book more attractive as well 
  as to reinforce it. The book contains no title; only an eye 
  carved in the spine identiﬁes it. 
  Power: The Confessor’s Eye has a Liturgical power of +4 
  (+8 base, -4 for being written in Latin). The Decipher Script 
  DC to understand the magical contents of the book is 19. 
  The book contains the following rituals to aid the Confessor 
  in caring for his ﬂock: Absolution, Bless, Castigation, 
  Exorcism and Prayer 
  Special Features: This book contains a great deal of 
  Table 4-3: Profane Language
  D20 Roll
  Language
  Modiﬁer to 
  Profane Power
  1-5
  Abyssal
  +0
  6-10
  Akkadian
  -2
  11-20
  Roll on Liturgical Language
  Modifiers to Profane Language
  Tome Type
  d20 Roll Modiﬁer
  Minor Tome  
  -5
  Medium Tome 
  +0
  Major Tome 
  +5 
  Table 4-4 Profane Tome Materials
  D20 Roll
  Material
  Power 
  Modiﬁer Spells /Max Level
  1-2
  Animal bone/leather
  +0
  None
  3-4
  Human blood ink
  +1
  1-2/0-2
  5-6
  Human bone
  +2
  1-3/0-3
  7-8
  Human skin
  +3
  1-4/1-4
  9-10
  Fiend blood
  +4
  2-5/1-4
  11-12
  Fiend skin
  +5
  3-6/1-4
  13-14
  Sang Real blood
  +6
  2-8/2-5
  15-16
  Sang Real skin
  +8
  3-10/2-5
  17-18
  Roll twice
  19-20
  Roll thrice
  *Roll twice and consult this chart for each result, ignoring results of 
  17+ 
  Modifiers to Profane Materials
  Tome Type
  d20 Roll Modiﬁer
  Minor Tome  
  -2
  Medium Tome 
  +0
  Major Tome 
  +2 
  Table 4-1: Tome Power
  D20 Roll
  Knowledge Bonus
  1-5
  +1
  6-8
  +2
  9-10
  +3
  11-13
  +4
  14-15
  +5
  16-18
  +6
  19
  +8
  20
  +10
  Modifiers to Tome Power roll
  Tome Type
  d20 Roll Modiﬁer
  Minor Tome  
  -2
  Medium Tome 
  +0
  Major Tome 
  +2 
  Table 4-2: Liturgical Language
  D20 Roll
  Language
  Modiﬁer to 
  Liturgical Power
  1-5
  Ancient Hebrew/Aramaic
  +0
  6-10
  Ancient Greek/Hebrew
  -2
  11-15
  Latin
  -4
  16-18
  Modern
  -6
  19 
  Second translation
  *Roll 1d20 twice
  20
  Third translation
  *Roll 1d20 thrice 
  *consult this table for each result, ignoring results of 19-20; apply 
  both results
  Modifiers to Liturgical Language
  Tome Type
  d20 Roll Modiﬁer
  Minor Tome  
  -2
  Medium Tome 
  +0
  Major Tome 
  +2 
  
  Page - 73
  Chapter 4: Campaign Guide
  insight into the care of a priest’s ﬂock and his ability to lead 
  them into the light. A character that possesses one of these 
  works and reads it weekly gains a circumstance bonus equal 
  to the book’s Liturgical power on all Diplomacy skill checks. 
  Translations: Many translations of this tome exist in 
  Spanish, French and English. About 80% of the translations 
  are in Spanish and date from the 15th-16th centuries. 
  These editions, written by men with little knowledge of 
  the sacred mysteries, rarely contain any rituals, but a few 
  have been found that contain the Bless and Exorcism rituals 
  intact. Translations usually have a Liturgical power of –2 
  or worse (+8 base, -4 Latin, -6 for a second translation to a 
  modern tongue).
  Craft DC: 29 (+4 power, +10 feats).
  Monsignor Melotti’s Tome Of 
  The Vampire Slayer
  This tome was written sometime in the 16th century in the 
  wake of series of vampire attacks in Italy by a Monsignor 
  unknown except for this book. Various attempts have been 
  made to ﬁnd out more of the life of Monsignor Melotti but 
  have met with no success, leading some to conclude that he 
  was not real and perhaps was a nom de plume adopted by 
  this book’s true author. 
  Physical Appearance: The tome is a 16th century folio 
  pamphlet small enough to be carried in a backpack, duffel 
  bag or tucked into a jacket. The outside of the folio case is 
  bone which serves to protect this scroll from the elements. 
  Power: Melotti’s Tome has a Liturgical power of +2 (+6 
  base, -4 for being written in Latin). The Decipher Script 
  DC to understand the magical contents of the book is 17. 
  The book contains the following rituals to aid in combat 
  against vampires: Bless, Castigation, Consecrate Ground and 
  Consecrate Item.
  Special Features: This book contains a great deal of 
  information about the weaknesses of vampires. A character 
  that has spent at least a month studying this tome may 
  make a Knowledge (arcane lore) skill check to identify the 
  weaknesses of the particular vampire he is combating. 
  This tome is known and feared by vampires. A character 
  with the ability to turn undead that presents this tome to a 
  vampire gains a +2 equipment bonus to turning checks.
  Finally, and most tantalizing, is the “Melotti Formula” 
  contained in the book. This details the formulation (through 
  alchemical methods common at the time) of a blood poison 
  painful to vampires. Making this poison requires a Craft 
  (chemical) skill check with a DC of 25 and has a Wealth cost 
  of 20 for 4 doses. 
  If this poison enters the bloodstream of a vampire the 
  creature loses 1d6 points of Strength and then an hour later 
  loses 1d6 more points of Strength. This compound somehow 
  affects the vampire even though they are immune to all other 
  poisons (it is believed that one of the poison’s compounds 
  affects the already weak circulatory system of the vampire 
  causing a sort of cardiac arrest). Each time the vampire feeds 
  he regains 1-4 points of Strength as the fresh blood in his 
  system dilutes the poison.
  If the vampire’s Strength is reduced to 0 through 
  applications of this poison the creature becomes comatose 
  for one month, at which time it will awaken with a Strength 
  of 1 and a ravenous hunger (any erstwhile hunters are 
  advised to dispatch the creature before this time).
  Translations: None. Only one copy of this tome is known 
  to exist. Anfri Llewellen is known to be seeking this book 
  in the hopes that it will allow him to end his unnatural 
  existence (it will not).
  Craft DC: 25 (+2 power, +8 feats).
  Celestinian Bible
   Despite its benign-sounding name, this tome is one of the 
  most perverse books ever written and instructs the Cult of 
  Celestan about the foul practices of his worship. These books 
  are written and distributed by the Teutonic Knights to expand 
  the ranks of their membership. 
  Physical Appearance: These books are bound in white 
  leather of the ﬁnest quality. This leather is extremely soft and 
  supple to the touch. Many have the word “Bible” inscribed 
  on the cover in gold leaf.
  Power: The Celestinian Bible has a Profane power of +4 
  (+0 for being written in Akkadian, +3 for human skin cover 
  and +1 for human blood ink). The Decipher Script DC of the 
  book’s magical contents is 19. While this book contains no 
  spells it does contain the following rituals: Animal Sacriﬁce, 
  Black Mass, Bloodletting, Death Harvest and Human 
  Sacriﬁce.  
  Special Features: Anyone who reads more than half 
  of this book must make a Will save (DC 20) or have 
  his allegiances changed to the following: Dark Power 
  (Celestan), Teutonic Knights, Avarice. This is a magical 
  form of brainwashing and can be reversed through 
  deprogramming. 
  Translations: These books are still in production today 
  by the Teutonic Knights and are often sent in unmarked 
  envelopes to scholars of antiquities and religious studies at 
  universities and museums around the world. This gains the 
  Teutonic Knights many valuable new recruits.  
  Craft DC: 29 (+4 power, +10 feats).
  Power Walks Among Us
  Written in prison by an unknown condemned sorcerer, 
  awaiting execution for consorting with the Devil.
  Physical Appearance: Loose papers that have been bound 
  together with a simple covering. The author’s identity is 
  unknown. 
  Contents: This innocuous book has a Profane power of +0 
  (+0 for being written in Akkadian, +0 for being constructed 
  of simple paper). The Decipher Script for the books magical 
  contents is 15 plus the level of the spell. This book contains 
  the following rituals: Bloodletting and Human Sacriﬁce. It 
  contains the following spells: Cause Fear, Daze, Hold Portal, 
  Message, Ray of Fatigue and Sleep.
  Special Features: In addition to its spells and rituals this 
  
  Page - 74
  Chapter 4: Campaign Guide
  tome bears an insidious curse: it contains the essence of the 
  sorcerer condemned to death. Anyone who reads the book, 
  even for an instant, must make a Will save (DC 20) or be 
  possessed by the high level cultist who wrote it. 
  It is a wonder that no one has perused the contents of the 
  tome before now, but it is only a matter of time. 
  Translations: None. Only one of these books exists and 
  that is tucked away in the storeroom of some museum, 
  completely unknown to those who work there. 
  Craft DC: 31 (+0 power, +16 feats)
  Servants of 
  Darkness 
  Absolla, Lord of 
  Vanity (Unique Fiend, 
  Caeder)
  Absolla has been worshipped as a god in both Babylonia 
  and Sumeria because of his grace and beauty.  Anyone 
  who looks at him tends to fall under his sway and ﬁnd him 
  reasonable and charming.  The horrors perpetrated in his 
  name eventually catch up to him, however, at which point 
  he slips away to begin the cycle again.  One of the most 
  vile and wretched ﬁends in existence, 
  Absolla was 
  one of the driving forces behind 
  Sodom and Gomorrah, but 
  managed to escape the 
  cities he had helped doom 
  just in time.  Finally, in 
  the 17th century, Absolla’s 
  luck ran out when he 
  pursued a Sang Real and 
  her Knight Protector into 
  Salem, Massachusetts.  Now 
  he desperately seeks to return 
  to wreak his vengeance on the 
  witches of Salem through his 
  new Massachusetts cult, led by 
  Cordelia Dossman. 
  Telepathy (Su): Absolla can 
  communicate telepathically 
  with any creature within 100 
  feet that has a language.
  Immunity to Poison (Ex):  
  Absolla is completely unaffected 
  by human medicines and poisons.
  Fire Resistance 20 (Ex):  
  Absolla ignores the ﬁrst twenty 
  points of Fire damage 
  inﬂicted on him each round.
  Damage Reduction 
  5/+1 (Ex):  This damage 
  reduction does not protect 
  against any weapon 
  Consecrated by a Believer of 8th level or higher or against 
  holy water drawn from a Holy Site (such as the fountains of 
  Glastonbury) or created by a Believer of 8th level or higher.
  Fascinate (Su):  Three times per day, Absolla can force 
  anyone who looks at him to make a Will save (DC 15) or fall 
  in love with him.  This effect lasts for 10 days.  Anyone who 
  fails three such saving throws is permanently enamored of 
  Absolla and will to do almost anything to please him.
  Absolla, Lord of Vanity: CR 7; Medium-size Outsider; HD 
  10d8+20; HP 85; Mas 14; Init +3; Spd 30 ft, 60 ft. Flight 
  (good); Defense 22, touch 13, ﬂatfooted 19 (+3 Dex, +9 
  natural); BAB +10; Grap +12; Atk +12 melee (1d6+2, slam); 
  FS 5 ft by 5 ft; Reach 10 ft; SQ darkvision, poison immunity, 
  ﬁre resistance 20, damage reduction 5/+1, fascinate; AL The 
  Dark Lord, Evil; SV Fort +9, Ref +10, Will +8; AP 5; Rep 
  +3; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 20.
  Skills: Diplomacy +18, Gather Information +18, Bluff 
  +18, Diplomacy +7, Knowledge (theology and philosophy) 
  +13, Knowledge (arcane lore) +13, Intimidate +18.
  Feats: Archaic Weapon Proﬁciency, Enemy (Sang Real), 
  Perdition’s Prayer, Profane Ritual.
  Celestan, Lord of Vermin (Unique 
  Fiend, Caeder)
  In life, Celestan was a great Roman nobleman, known 
  for his cleanliness, fastidious appearance, and love 
  of physical beauty (both his own and 
  others’).  In his heart, however, he was 
  as vile as the blackest villain.  After 
  committing to serve the Dark 
  Lord, Celestan’s inner hideous 
  qualities manifested physically.  
  Now, this creature reeks 
  from its foul contact with the 
  thousands of vermin that serve 
  it.  Celestan’s rats crawl all over 
  his body, as the creatures desire 
  to be close to their lord.  In 
  combat, Celestan hundreds 
  of the creatures at his 
  enemies in waves, sowing 
  confusion and hindering 
  their ability to ﬁght.  It is not 
  known where this creature 
  currently resides—only that it 
  was imprisoned by one of the 
  Knights Templar during World 
  War II.  The Cultists who 
  hear the dark call of this 
  foul monster work both to 
  take revenge on the Sang 
  Real who imprisoned their 
  lord and to ﬁnd and free 
  him from his prison.
  
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  Chapter 4: Campaign Guide
  Telepathy (Su): Celestan can communicate telepathically 
  with any creature within 100 feet that has a language. 
  Disease (Ex):  Any creature bitten by Celestan must make 
  a successful Fortitude save (DC 22) or contract a curable, 
  highly virulent disease (Injury; Incubation 1 day; Initial 
  Damage 1d6 Con; Secondary Damage 1d6 Con; Treat Injury 
  DC 22).
  Vermin Horde (Su): Celestan may send a swarm of rats 
  to engulf a target.  An engulfed target who does nothing but 
  try to fend off these rats takes 1 point of damage per round; 
  otherwise, these rats inﬂict 1d4 +4 points of damage per 
  round (per swarm), and render concentration impossible.  
  Anyone who takes damage from a vermin horde must 
  make a Fortitude save (DC 12) or contract the same disease 
  transmitted by Celestan’s bite. Celestan may summon one 
  horde per round at will.
  Immunity to Poison (Ex): Celestan is completely 
  unaffected by human medicines and poisons.
  Fire Resistance 10 (Ex): Celestan ignores the ﬁrst ten 
  points of Fire damage inﬂicted on him each round.
  Damage Reduction 10/+2 (Ex):  This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Celestan, Lord of Vermin: CR 12; Huge Outsider; 
  HD 12d8+60; HP 147; Mas 20; Init -2; Spd 50 ft; 
  Defense 22, touch 6, ﬂatfooted 22 (-2 Dex, -2 size, 
  +16 natural); BAB +12; Grap +29; Atk +19 melee 
  (2d6+9, claw), or +19 melee (2d8+9, bite and 
  disease); Full Atk +19 melee (2d6+9, 2 claws), 
  +19 ranged (2d8+9, bite and disease); FS 
  15 ft by 15 ft; Reach 10 ft; SQ disease, 
  immunity to poison, ﬁre resistance 10, 
  damage reduction 10/+2, vermin swarm; 
  AL The Dark Lord, Evil; SV Fort +13, 
  Ref +6, Will +10; AP 0; Rep +3; Str 28, 
  Dex 6, Con 20, Int 16, Wis 14, Cha 15.
  Skills: Speak Abyssal, Speak Ancient Greek, Speak 
  Latin, Read/Write Ancient Greek, Read/Write Latin, 
  Climb +19, Intimidate +17, Knowledge (arcane lore) 
  +18, Knowledge (history) +18, Listen +17, Navigate 
  +18, Sense Motive +17, Spot +17.  
  Feats: Antithesis (Sang Real), Archaic Weapon 
  Proﬁciency, Conviction, Frightful Presence, Power 
  Attack.
  Marcus Adrastas, Lord of 
  Deceit (Unique Fiend, Caeder)
  The most powerful of the Caeder, Marcus is the 
  most subtle, most intelligent, and most cunning 
  of all ﬁends.  Unlike most other ﬁends, he 
  operates in plain sight, making the most of his 
  abilities to change shape and inﬂuence others 
  and dispatching agents to carry out his plans.  
  Marcus operates a religious bookstore in Paris under the 
  name Adrienne Marcus.  Within twenty-four hours of any 
  report that sounds like it might lead him to the Sang Real, 
  Marcus will have agents there, combing the area with all 
  the efﬁciency of police scouring a crime scene for clues.  
  Although he hasn’t yet found the Sang Real, he has found 
  (and killed) several of the Knights Templar.  Marcus seeks 
  to avoid direct confrontation at all costs, knowing that his 
  immortality is the key to his victory; as long as he can avoid 
  being destroyed, as Hengest was, or imprisoned, as Celestan 
  was, he will eventually triumph.  Marcus will sacriﬁce any 
  number of his followers to ensure his survival, and seeks to 
  avoid becoming known to the Templars at all.
  Telepathy (Su): Marcus can communicate telepathically 
  with any creature within 100 feet that has a language.
  Alter Self (Su):  Marcus can assume any humanoid shape 
  at will and can maintain each form indeﬁnitely.  Marcus 
  prefers to appear as a non-descript human male in his late 
  ﬁfties, and only exposes his wings (and thus his true nature) 
  in truly dire circumstances.  
  Dominate Monster (Su): Marcus can inﬂuence the minds 
  of those around him through magical means, as well as 
  through his considerable guile.  This ability may be used 
  once per round, three times per day, and is resisted 
  by a Will save (DC 25).
  Vampiric Touch (Su): If forced into melee 
  combat, Marcus can inﬂict 6d6 points of damage 
  on a successful touch attack; each time he 
  uses this ability, he is healed by an amount 
  equal to the damage inﬂicted on his 
  target.  Marcus may use this ability once 
  per round, three times per day.
  Immunity to Poison (Ex):  Marcus 
  is completely unaffected by human 
  medicines and poisons.
  Immunity to Ballistic Attacks 
  (Ex):  Marcus has perfected the skill 
  of subtly altering his shape to allow 
  bullets to simply pass through him.  
  He is so skilled at this that attackers 
  almost always feel they have just 
  missed him.  A Spot check (DC 
  20) allows anyone witnessing this 
  in combat to identify this ability as 
  supernatural.
  Fire and Cold Resistance 20 (Ex):  
  Marcus ignores the ﬁrst twenty points of 
  Fire and Cold damage inﬂicted on him each 
  round.
  Damage Reduction 15/+2 (Ex): This 
  damage reduction does not protect against 
  any weapon Consecrated by a Believer 
  of 8th level or higher or against 
  holy water drawn from a Holy 
  Site (such as the fountains of 
  Glastonbury) or created by a 
  Believer of 8th level or higher.
  
  Page - 76
  Chapter 4: Campaign Guide
  Marcus Adrastas, Lord of Deceit CR 12; Medium-size 
  Outsider; HD 16d8+32; HP 137; Mas 15; Init +3; Spd 30 ft, 
  60 ft Flight (good); Defense 22, touch 13, ﬂatfooted 19 (+3 
  Dex, +9 natural); BAB +16; Grap +17; Atk +17 melee (6d6, 
  vampiric touch), or +19 ranged (2d6, Beretta 93R); Full Atk 
  +17 melee (6d6, vampiric touch), or +19/+14/+9 ranged 
  (2d6, Beretta 93R); FS 5 ft by 5 ft; Reach 5 ft; SQ immunity 
  to poison, immunity to ballistic attacks, ﬁre resistance 20, 
  cold resistance 20, damage reduction 15/+2, alter self; AL 
  The Dark Lord, Evil; SV Fort +12, Ref +13, Will +14; AP 8; 
  Rep +3; Str 12, Dex 16, Con 15, Int 20, Wis 19, Cha 24.
  Skills:  Bluff +22, Computer Use +13, Craft (chemical) 
  +20, Diplomacy +27, Disguise +20, Gather Information +20, 
  Intimidate +27, Investigate +15, Knowledge (arcane lore) 
  +20, Knowledge (history) +15, Knowledge (theology and 
  philosophy) +15, Knowledge (ritual) +20, Research +20, 
  Sense Motive +10, Speak Latin, Read/Write Latin, Speak 
  Ancient Greek, Read/Write Ancient Greek, Speak Spanish, 
  Read/Write Spanish, Speak French, Read/Write French, 
  Speak English, Read/Write English
  Feats: Antithesis (Higher Power), Archaic Weapon 
  Proﬁciency, Conviction (Dark Power), Enemy (Higher 
  Power), Faith’s Protection, Profane Ritual.
  Possessions: Beretta 93R.
  The Four Horsemen
  And power was given unto them over the fourth part of 
  the earth, to kill with sword, and with hunger, and with 
  death, and with the beasts of the earth.
  -- the Revelation of Saint John the Divine 6:8
  Horseman of Conquest
  And I saw, and behold a white horse: and he that sat on 
  him had a bow; and a crown was given unto him: and 
  he went forth conquering, and to conquer.
  -- the Revelation of Saint John the Divine 6:2
  The Horseman of Conquest will be released when the First 
  Seal is broken. Upon his release, he will seek out the Dark 
  Legacy and protect him.
  Telepathy (Su): Horsemen can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Horsemen have Darkvision to a range of 
  120 feet.
  Damage Reduction 10/+2 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Immunities: The Horsemen are immune to heat, cold, 
  poison, and critical hits.
  Summon Steed (Su): A Horseman can call an apocalypse 
  steed to serve as his mount. If his mount is killed, he may 
  call another (which takes 24 hours to arrive). 
  White Bow (Su): The Horseman of Conquest carries a 
  Compound Bow +5, called the White Bow. If he is ever 
  disarmed, the Horseman can call the White Bow to his hand 
  at will. Calling the White Bow is a move action if it is in the 
  possession of another; otherwise it is a free action. Should 
  the Horseman ever be killed, this bow will turn to dust.
  The Horseman of Conquest: CR 15; Medium-size 
  Outsider; HD 20d8+60; HP 180; Mas 16; Init +5; Spd 40 ft; 
  Defense 24, touch 15, ﬂatfooted 19 (+5 Dex, +9 natural); 
  BAB +20; Grap +23; Atk +31 ranged (1d8+8 White Bow), 
  or +23 melee (1d8+3 longsword); Full Atk +31/+26/+21/+16 
  ranged (1d8+8 White Bow), or +23/+18/+13/+8 melee 
  (1d8+3 longsword); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, 
  darkvision, damage reduction 10/+2, immunities, summon 
  steed, white bow; AL Dark Legacy, Evil, Wrathful; SV Fort 
  +15, Ref +17, Will +13; AP 10; Rep +9; Str 16, Dex 20, Con 
  16, Int 14, Wis 13, Cha 20.
  Skills: Knowledge (arcane lore) +22, Survival +21, Ride 
  +25. Spot +21, Listen +21, Concentration +23, Knowledge 
  (history) +22, Intimidate +25, Sense Motive +21, Search 
  +22.
  Feats: Antithesis (Higher Power), Archaic Weapon 
  Proﬁciency, Enemy (Higher Power), Far Shot, Frightful 
  Presence, Renown, Track.
  Possessions: Compound Bow +5, Longsword.
  Horseman of War
  And there went out another horse that was red: and 
  power was given to him that sat thereon to take peace 
  from the earth, and that they should kill one another: 
  and there was given unto him a great sword.
  -- the Revelation of Saint John the Divine 6:4
  The Horseman of War will be released when the Second 
  Seal is broken. Upon his release, he will seek out the Dark 
  Legacy, sparking major wars all along his path. 
  Telepathy (Su): Horsemen can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Horsemen have Darkvision to a range of 
  120 feet.
  Damage Reduction 10/+2 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Immunities: The Horsemen are immune to heat, cold, 
  poison, and critical hits.
  Summon Steed (Su): A Horseman can call an apocalypse 
  steed to serve as his mount. If his mount is killed, he may 
  call another (which takes 24 hours to arrive). 
  Instill Hate (Su): The Horseman of War can instill hate 
  in a target at a range of 200 feet as free action. This effect is 
  negated by a successful Will save (DC 22).
  
  Page - 77
  Chapter 4: Campaign Guide
  Blood Sword (Su): The Horseman of War carries a 
  Longsword +5, called the Blood Sword. If he is ever 
  disarmed, the Horseman can call the Blood Sword to his 
  hand. Calling the Blood Sword is a move action if it is in the 
  possession of another; otherwise it is a free action. Should 
  the Horseman ever be killed, this sword will turn to dust.
  Horseman of War: CR 16; Medium-size Outsider; HD 
  20d8+100; HP 220; Mas 20; Init +2; Spd 40 ft; Defense 21, 
  touch 12, ﬂatfooted 19 (+2 Dex, +9 natural); BAB +20; Grap 
  +25; Atk +30 melee (1d8+10, Blood Sword), or +22 ranged 
  (1d8, compound bow); Full Atk +30/+25/+20/+15 melee 
  (1d8+10 Blood Sword) or +22/+17/+12/+7 ranged (1d8 
  compound bow); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, 
  darkvision, damage reduction 10/+2, immunities, summon 
  steed, blood sword, instill hate; AL Dark Legacy, Evil, 
  Wrathful; SV Fort +17, Ref +14, Will +14; AP 10; Rep +9; 
  Str 20, Dex 14, Con 20, Int 10, Wis 14, Cha 15.
  Skills: Intimidate +22, Ride +22, Survival +22, Spot +22, 
  Listen +22, Knowledge (arcane lore) +20, Search +20, Sense 
  Motive +22.
  Feats: Antithesis (Higher Power), Archaic Weapon 
  Proﬁciency, Enemy (Higher Power), Frightful Presence, 
  Power Attack, Renown, Track.
  Possessions: Compound Bow, Longsword +5.
  Horseman of Famine
  And I beheld, and lo a black horse; and he that sat on 
  him had a pair of balances in his hand.
  -- the Revelation of Saint John the Divine 6:5
  The Horseman of Famine is unleashed when the Third 
  Seal is broken. Upon his release, he will seek out the Dark 
  Legacy, leaving unprecedented famine in his path. 
  Telepathy (Su): Horsemen can communicate telepathically 
  with any creature within 100 feet that has a language.
  Darkvision (Ex): Horsemen have Darkvision to a range of 
  120 feet.
  Damage Reduction 10/+2 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Immunities: The Horsemen are immune to heat, cold, 
  poison, and critical hits.
  Summon Steed (Su): A Horseman can call an apocalypse 
  steed to serve as his mount. If his mount is killed, he may 
  call another (which takes 24 hours to arrive).
  Touch of Hunger (Ex): Any creature hit by the Horseman 
  of Famine’s claw attack must make a Fortitude save (DC 
  20) or suffer 1-4 points of Constitution and Strength ability 
  damage due to extreme hunger. This ability damage heals at 
  the normal rate of one point per day.
  Hunger Strike (Su): The Horseman of Famine may instill 
  hunger in a target at a range of 200 feet as an attack action. 
  This effect is negated by a Fortitude save (DC 24). A target 
  that fails the saving throw against this attack is fatigued until 
  he is able to eat a normal meal and rest for eight hours. 
  If a target that fails the save against this attack is already 
  fatigued (for any reason), that target becomes exhausted until 
  he is able to rest for 24 hours and eat three normal meals.
  Horseman of Famine: CR 18; Medium-size Outsider; HD 
  20d8+140; HP 260; Mas 24; Init +0; Spd 40 ft; Defense 
  19, touch 10, ﬂatfooted 19 (+9 natural); BAB +20; Grap 
  +20; Atk +20 melee (1d6+ability drain, claw); Full Atk 
  +20/+15/+10/+5 melee (1d6+ ability drain, claw); FS 5 ft by 
  5 ft; Reach 5 ft; SQ telepathy, darkvision, damage reduction 
  10/+2, immunities, summon steed, touch of hunger, hunger 
  strike; AL Dark Legacy, Evil, Wrathful; SV Fort +19, Ref 
  +12, Will +16; AP 10; Rep +9; Str 10, Dex 10, Con 24, Int 
  10, Wis 14, Cha 18.
  Skills: Intimidate +24, Ride +20, Knowledge (arcane lore) 
  +20, Survival +22, Spot +24, Listen +24, Search +20, Sense 
  Motive +22.
  Feats: Alertness, Antithesis (Higher Power), Archaic 
  Weapon Proﬁciency, Enemy (Higher Power), Frightful 
  Presence, Renown, Track.
  Horseman of Death
  And I looked, and behold a pale horse: and his name 
  that sat on him was Death, and Hell followed with him. 
  -- the Revelation of Saint John the Divine 6:8
  The ﬁnal, most dangerous Horseman, this creature is almost 
  always accompanied by lesser ﬁends and undead, who seem 
  instinctively to know where he is—drawn to the aura of 
  death that surrounds him.
  Telepathy (Su): Horsemen can communicate telepathically 
  with any creature within 100 feet that has a language.
  Darkvision (Ex): Horsemen have Darkvision to a range of 
  120 feet.
  Damage Reduction 10/+2 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Immunities: The Horsemen are immune to heat, cold, 
  poison, and critical hits.
  Summon Steed (Su): A Horseman can call an apocalypse 
  steed to serve as his mount. If his mount is killed, he may 
  call another (which takes 24 hours to arrive).
  Death Touch (Ex): Any creature hit by the Horseman of 
  Death’s claw attack must make a Fortitude save (DC 25) or 
  die.
  Death Gaze (Su): The Horseman of Death may slay any 
  foe that falls under his gaze at a range of 200 feet as an 
  attack action. This effect is negated by a Fortitude save (DC 
  20).
  
  Page - 78
  Chapter 4: Campaign Guide
  Horseman of Death: CR 20; Medium-size Outsider; HD 
  20d8+180; HP 300; Mas 2428 Init +2; Spd 40 ft; Defense 
  21, touch 12, ﬂatfooted 19 (+2 Dex, +9 natural); BAB +20; 
  Grap +26; Atk +26 melee (1d10+6, death touch); Full Atk 
  +26/+21/+16/+11 (1d10+6, death touch); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ telepathy, darkvision, damage reduction 
  10/+2, immunities, summon steed, death touch, death gaze; 
  AL Dark Legacy, Evil, Wrathful; SV Fort +21, Ref +14, Will 
  +14; AP 10; Rep +9; Str 22, Dex 14, Con 28, Int 10, Wis 14, 
  Cha 20.
  Skills: Intimidate +25, Ride +22, Knowledge (arcane lore) 
  +20, Survival +22, Spot +24, Listen +24, Search +20, Sense 
  Motive +22.
  Feats: Alertness, Antithesis (Higher Power), Archaic 
  Weapon Proﬁciency, Enemy (Higher Power), Frightful 
  Presence, Renown, Track.
  Servitor Fiends
  Apocalypse Steed (Fiend)
  These creatures are always encountered as the mount of a 
  Horseman. They are twisted mockeries of true horses and 
  take on the aspect of whatever Horseman they are currently 
  serving.  
  Flaming Hooves (Su): In addition to inﬂicting extra 1d4 
  ﬁre damage on a successful attack, an apocalypse steed’s 
  hooves set combustible materials aﬂame. 
  Smoke (Su): During the excitement of battle, an 
  apocalypse steed snorts and neighs with rage. This snorting 
  ﬁlls a 15-foot cone with a hot, sulfurous smoke that chokes 
  and blinds opponents. Anyone in the cone must succeed on 
  a DC 16 Fortitude save or suffer a –2 penalty on all attack 
  and damage rolls until 1d6 minutes after leaving the cone. 
  The cone lasts 1 round, and the apocalypse steed uses it 
  once as a free action during its turn each round. The save 
  DC is Constitution-based. Because of the smoke it gives 
  off, an apocalypse steed has concealment against creatures 
  5 feet away and total concealment against creatures 10 feet 
  or farther away. The smoke does not obscure the apocalypse 
  steed’s vision at all.
  Damage Reduction 10/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Carrying Capacity: One Horseman is a light load for 
  an apocalypse steed. If the rider carries a passenger (a rare 
  event), this is considered a medium load. An apocalypse 
  steed can ﬁght while carrying a rider.
  Apocalypse Steed: CR 5; Large Outsider; HD 8d8+24; HP 
  60; Mas 16; Init +2; Spd 40 ft, ﬂy 80ft (good); Defense 25, 
  touch 11, ﬂatfooted 23 (-1 Size, +2 Dex, +14 natural); BAB 
  +8; Grap +16; Atk +12 melee (1d8+4, hoof plus 1d4 ﬁre); 
  Full Atk +12 melee (1d8+4, 2 hooves plus 1d4 ﬁre); FS 10 ft 
  by 10 ft; Reach 10 ft; SQ darkvision, smoke, ﬂaming hooves, 
  damage reduction 10+1; AL Horsemen, Dark Power; SV 
  Fort +9, Ref +8, Will +8; AP 8; Rep +3; Str 18, Dex 14, Con 
  16, Int 12, Wis 14, Cha 12.
  Skills: Balance +7, Intimidate +12, Jump +15, Knowledge 
  (arcane lore) +12, Listen +13, Spot +13, Swim +10, Survival 
  +8.
  Feats: Enemy (Higher Power), Endurance, Run.
  Advancement: None.
  Bloat Fiend
  These lazy, disgusting ﬁends are some of the least intelligent 
  of the Servitor Fiends; if not under the direction of a strong-
  willed master, bloat ﬁends are content to wallow in their 
  own ﬁlth, eating everything they can lay their hands on.  
  However, they are still summoned by Cultists for their brute 
  strength, which is formidable enough to crush the life out of 
  the enemies of the Dark Lord.
  Telepathy (Su): Bloat ﬁends can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Bloat ﬁends have Darkvision to a range 
  of 60 feet.
  Immune to Cold (Ex):  Bloat ﬁends are immune to cold 
  damage of all kinds. The thick blubbery hide possessed by 
  these creatures allows them to endure cold attacks or arctic 
  environments in complete comfort.  
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a Holy Site (such as the fountains of Glastonbury) or 
  created by a Believer of 8th level or higher.
  Instill Gluttony (Su): The bloat ﬁend can instill gluttony 
  in a target at a range of 50 feet as an attack action. This 
  effect is negated by a successful Will save (DC 11).
  Crush (Ex): Bloat ﬁends are skilled at crushing their 
  opponents, suffocating them in folds of disgusting, blubbery 
  ﬂesh. They may make grapple attacks without provoking 
  attacks of opportunity, inﬂicting 1d8 on a successful grapple. 
  If a bloat ﬁend succeeds in maintaining a grapple beyond one 
  round, the grappled creature suffers suffocation in addition to 
  the grapple damage (see the rules on strangulation for more 
  information). 
  Ingestion (Ex): Bloat ﬁends have the disgusting ability 
  to eat anything and not only derive nourishment from it, but 
  actually heal damage in doing so.  Consuming an inanimate 
  object restores HP to the bloat ﬁend equal to the hardness of 
  the object, up to the blood ﬁend’s maximum HP.  Ingestion is 
  a full round action, but provokes no attacks of opportunity.
  Bloat Fiends CR 3; Large Outsider; HD 5d8+25; HP 48; 
  Mas 20; Init -2; Spd 10 ft; Defense 21, touch 7, ﬂatfooted 21 
  (-1 Size, -2 Dex, +14 natural); BAB +5; Grap +15; Atk +11 
  melee (1d8+6, slam); Full Atk +11 melee (1d8+6, slam); FS 
  10 ft by 10 ft; Reach 10 ft; SQ darkvision, telepathy, immune 
  to cold, damage reduction 5/+1, instill gluttony, crush, 
  ingestion; AL Gluttony, Dark Power; SV Fort +9, Ref –1, 
  Will +0; AP 2; Rep +0; Str 24, Dex 6, Con 20, Int 12, Wis 8, 
  
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  Chapter 4: Campaign Guide
  Cha 8.
  Skills:  Intimidate +7, Knowledge (history) +6, 
  Knowledge (theology and philosophy) +8, Knowledge 
  (arcane lore) +8.
  Feats:  Archaic Weapon Proﬁciency, Enemy (Higher 
  Power), Perdition’s Prayer.
  Advancement:  8-12 HD (Huge).
  Green-Eyed Monster
  These nasty, loathsome little creatures prefer to stay in the 
  shadows and sow discord and distrust. They only attack 
  from surprise, preferring a target that is weakened or asleep, 
  unless they feel conﬁdent they can win with no danger to 
  themselves.
  Telepathy (Su): Green-eyed monsters can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Green-eyed monsters have Darkvision 
  to a range of 60 feet.
  Instill Envy (Su): The green-eyed monster can instill 
  envy in a target at a range of 50 feet as an attack action. This 
  effect is negated by a successful Will save (DC 11).
  Poison (Ex): On a successful bite attack, the green-eyed 
  monster delivers a paralytic poison to its victim. This poison 
  has a Fortitude save DC of 15, initial damage of 1-6 points 
  of Dexterity and secondary damage of 1-6 points of Strength. 
  Poison Immunity (Ex): Green-eyed monsters are immune 
  to poisons of all kinds.
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Green-Eyed Monster: CR 3; Small Outsider; HD 5d8+5; 
  HP 28; Mas 12; Init +7; Spd 30 ft, ﬂy 30 ft (clumsy); 
  Defense 19, touch 14, ﬂatfooted 16 (+1 Size, +3 Dex, +5 
  natural); BAB +5; Grap +1; Atk +5 melee (1d6+poison, 
  bite), or +5 ranged (by weapon); Full Atk +8 melee 
  (1d6+poison, bite), or +5 ranged (by weapon); FS 5 ft by 5 
  ft; Reach 5 ft; SQ telepathy, darkvision, instill envy, poison, 
  poison immunity, damage reduction 5/+1; AL Envy, Dark 
  Power; SV Fort +5, Ref +7, Will +4; AP 2; Rep +0; Str 10, 
  Dex 16, Con 12, Int 14, Wis 10, Cha 8.
  Skills:  Disable Device +6, Hide +17, Intimidate +7, 
  Knowledge (arcane lore) +10, Knowledge (history) +10, 
  Move Silently +17, Search +6, Read/Write Abyssal, Speak 
  Abyssal, Read/Write 1 modern language, Speak 1 modern 
  language.
  Feats: Archaic Weapon Proﬁciency, Improved Initiative, 
  Stealthy.
  Advancement: By character class.
  Green-Eyed Monster Fast Hero 3: CR 6; Small Outsider; 
  HD 5d8+5 plus 3d8+3; HP 45; Mas 12; Init +7; Spd 30 ft, 
  ﬂy 30 ft (clumsy); Defense 23, touch 18, ﬂatfooted 20 (+1 
  Size, +3 Dex, +5 natural, +4 class); BAB +7; Grap +3; Atk 
  +10 melee (1d6+poison, bite), or +10 ranged (by weapon); 
  Full Atk +10 melee (1d6+poison, bite), or +10/+5 ranged 
  (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, 
  darkvision, instill envy, poison, poison immunity, damage 
  reduction 5/+1; AL Envy, Dark Power; SV Fort +6, Ref +9, 
  Will +5; AP 3; Rep +1; Str 10, Dex 17, Con 12, Int 14, Wis 
  10, Cha 8.
  Skills:  Disable Device +9, Escape Artist +8, Hide +20, 
  Intimidate +7, Knowledge (arcane lore) +13, Knowledge 
  (history) +10, Move Silently +20, Read/Write Abyssal, 
  Search +6, Sleight of Hand +7, Speak Abyssal, Read/Write 1 
  modern language, Speak 1 modern language.
  Feats: Archaic Weapon Proﬁciency, Dodge, Improved 
  Initiative, Stealthy, Weapon Finesse (bite).
  Talents (Fast Hero): Evasion, Uncanny Dodge 1. 
  Hatemonger Fiend
  Living embodiments of rage, these Servitor Fiends are still 
  cunning enough to stay behind the scenes, causing far more 
  trouble by inciting hatred and racism than they could with 
  brute strength alone.  Still, brute strength is not lacking in 
  these ﬁends, and once tracked down and exposed, a vicious 
  ﬁght can be expected.  Lesser versions of these ﬁends can 
  only gain entrance to our world by being invited into willing 
  hosts—most commonly Dark Warriors.
  Telepathy (Su): Hatemongers can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Hatemongers have Darkvision to a 
  range of 60 feet.
  Alter Self (Su): Hatemongers can assume any humanoid 
  shape at will, and can maintain each form indeﬁnitely. 
  Hatemongers typically take the form of a member of any 
  majority group.
  Instill Hatred (Su): The hatemonger can instill hate in a 
  target at a range of 50 feet as an attack action. This effect is 
  negated by a successful Will save (DC 14).
  Immune to Fire (Ex): Hatemongers are immune to ﬁre of 
  all kinds.  Many of these creatures have enjoyed going to the 
  stake in the past, then stepping out of the ﬂames en masse to 
  rend their “executioners” to pieces.
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Rage (Ex): By ﬂying into a ﬁt of rage, the hatemonger 
  temporarily gains +4 to Strength, +4 to Constitution, and a 
  +2 morale bonus on Will saves, but suffers a –2 penalty to 
  AC. 
  The increase in Constitution increases the hatemonger’s 
  hit points by 2 points per level, but these hit points go away 
  when the rage ends and the Constitution score drops back 
  to normal. While raging, a hatemonger cannot use skills 
  or abilities that require patience and concentration. One 
  reason indulging in rage is considered a guilty pleasure by 
  hatemongers is the fact that of all its skills, only Intimidate 
  
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  Chapter 4: Campaign Guide
  may be used while enraged.  
  A ﬁt of rage lasts for a number of rounds equal to 3 + the 
  hatemonger’s (newly improved) Constitution modiﬁer. The 
  hatemonger may prematurely end the rage voluntarily. At the 
  end of the rage, the hatemonger is fatigued (–2 to Strength, 
  –2 to Dexterity, can’t charge or run) for the duration of that 
  encounter. The hatemonger can only ﬂy into a rage once 
  per encounter, but may do so at will. Entering a rage takes 
  no time itself, but the hatemonger can only do so during his 
  action.
  Hatemonger: CR 3; Medium-size Outsider; HD 5d8+10; HP 
  40; Mas 14; Init +0; Spd 30 ft, ﬂy 30 ft (clumsy); Defense 
  19, touch 10, ﬂatfooted 19 (+9 natural); BAB +5; Grap +8; 
  Atk +8 melee (1d6+3, slam); Full Atk +8 melee (1d6+3, 
  slam); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, darkvision, 
  instill hate, immune to ﬁre, damage reduction 5/+1, rage; AL 
  Wrathful, Dark Power (most often Marcus Adrastus); SV 
  Fort +6, Ref +4, Will +4; AP 2; Rep +0; Str 16, Dex 10, Con 
  14, Int 16, Wis 10, Cha 14.
  Skills: Bluff +6, Diplomacy +10, Forgery +9, Gather 
  Information +10, Intimidate +10, Knowledge (history) +6, 
  Knowledge (theology and philosophy) +6, Knowledge 
  (arcane lore) +6, Sense Motive +8, Speak Ancient Hebrew, 
  Speak Latin, Speak Abyssal, Speak 2 Modern Languages, 
  Read/Write Abyssal, Read/Write Ancient Hebrew, Read/
  Write Latin, Read/Write 2 Modern Languages. 
  Feats:  Archaic Weapon Proﬁciency, Conviction 
  (Wrathful), Enemy (Higher Power).
  Advancement: By character class (usually Cultist or Dark 
  Warrior).
  Hatemonger (Raging): CR 3; Medium-size Outsider; 
  HD 5d8+20; HP 50; Mas 16; Init +0; Spd 30 ft, ﬂy 30 ft 
  (clumsy); Defense 17, touch 8, ﬂatfooted 17 (+9 natural, -2 
  raging); BAB +5; Grap +10; Atk +10 melee (1d6+5, slam); 
  Full Atk +10 melee (1d6+5, slam); FS 5 ft by 5 ft; Reach 
  5 ft; SQ telepathy, darkvision, instill hate, immune to ﬁre, 
  damage reduction 5/+1, rage; AL Wrathful, Dark Power 
  (most often Marcus Adrastus); SV Fort +8, Ref +4, Will +6; 
  AP 2; Rep +0; Str 20, Dex 10, Con 18, Int 16, Wis 10, Cha 
  14.
  Skills: Bluff +6, Diplomacy +10, Forgery +9, Gather 
  Information +10, Intimidate +10, Knowledge (history) +6, 
  Knowledge (theology and philosophy) +6, Knowledge 
  (arcane lore) +6, Sense Motive +8, Speak Ancient Hebrew, 
  Speak Latin, Speak Abyssal, Speak 2 Modern Languages, 
  Read/Write Abyssal, Read/Write Ancient Hebrew, Read/
  Write Latin, Read/Write 2 Modern Languages. 
  Feats:  Archaic Weapon Proﬁciency, Conviction 
  (Wrathful), Enemy (Higher Power).
  Advancement: By character class (usually Cultist or Dark 
  Warrior).
  Hatemonger Smart Hero 1/Cultist 2: CR 7; Medium-size 
  Outsider; HD 5d8+10 plus 1d6+2 plus 2d6+4; HP 57; Mas 
  14; Init +0; Spd 30 ft, ﬂy 30 ft (clumsy); Defense 20, touch 
  11, ﬂatfooted 20 (+9 natural, +1 class); BAB +6; Grap +9; 
  Atk +9 melee (1d6+3, slam); Full Atk +9 melee (1d6+3, 
  slam); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, darkvision, 
  instill hate, immune to ﬁre, damage reduction 5/+1, rage; AL 
  Wrathful, Dark Power (most often Marcus Adrastus); SV 
  Fort +6, Ref +4, Will +8; AP 3; Rep +1; Str 16, Dex 10, Con 
  14, Int 17, Wis 10, Cha 14.
  Skills: Bluff +6, Concentration +4, Craft Writing (writing) 
  +7, Decipher Script +10, Diplomacy +10, Forgery +10, 
  Gather Information +11, Intimidate +11, Knowledge 
  (history) +11, Knowledge (theology and philosophy) +9, 
  Knowledge (arcane lore) +11, Sense Motive +8, Research 
  +8, Speak Ancient Hebrew, Speak Latin, Speak Abyssal, 
  Speak 2 Modern Languages, Read/Write Abyssal, Read/
  Write Ancient Hebrew, Read/Write Latin, Read/Write 2 
  Modern Languages. 
  Feats:  Archaic Weapon Proﬁciency, Conviction 
  (Wrathful), Educated (arcane lore, history), Enemy (Higher 
  Power), Profane Ritual.
  Talents (Smart Hero): Linguist.
  Talents (Cultist): Control Undead, True Magic.
  Hatemonger Smart Hero 1/Cultist 2 (Raging): CR 7; 
  Medium-size Outsider; HD 5d8+20 plus 1d6+4 plus 2d6+8; 
  HP 73; Mas 18; Init +0; Spd 30 ft, ﬂy 30 ft (clumsy); 
  Defense 18, touch 9, ﬂatfooted 18 (+9 natural, +1 class, -2 
  raging); BAB +6; Grap +11; Atk +11 melee (1d6+5, slam); 
  Full Atk +11 melee (1d6+5, slam); FS 5 ft by 5 ft; Reach 
  5 ft; SQ telepathy, darkvision, instill hate, immune to ﬁre, 
  damage reduction 5/+1, rage; AL Wrathful, Dark Power 
  (most often Marcus Adrastus); SV Fort +8, Ref +4, Will +10; 
  AP 3; Rep +1; Str 20, Dex 10, Con 18, Int 17, Wis 10, Cha 
  14.
  Skills: Bluff +6, Concentration +4, Craft Writing (writing) 
  +7, Decipher Script +10, Diplomacy +10, Forgery +10, 
  Gather Information +11, Intimidate +11, Knowledge 
  (history) +11, Knowledge (theology and philosophy) +9, 
  Knowledge (arcane lore) +11, Sense Motive +8, Research 
  +8, Speak Ancient Hebrew, Speak Latin, Speak Abyssal, 
  Speak 2 Modern Languages, Read/Write Abyssal, Read/
  Write Ancient Hebrew, Read/Write Latin, Read/Write 2 
  Modern Languages. 
  Feats:  Archaic Weapon Proﬁciency, Conviction 
  (Wrathful), Educated (arcane lore, history), Enemy (Higher 
  Power), Profane Ritual.
  Talents (Smart Hero): Linguist.
  Talents (Cultist): Control Undead, True Magic.
  Pennypincher Fiend
  Also known as “Hell’s Bankers,” pennypincher ﬁends use 
  the power of greed to aid the cause of the Dark Powers on 
  Earth. These creatures know that the road to Hell is paved 
  with gold, and use ﬁnancial tricks to either subvert good 
  men and women or bankrupt them, stealing their money and 
  diverting it to cults in the service of the Dark Powers (and of 
  course the pennypincher himself keeps a healthy share). 
  
  Page - 81
  Chapter 4: Campaign Guide
  Telepathy (Su): Pennypinchers can communicate 
  telepathically with any creature within 100 feet that has a 
  language.
  Darkvision (Ex): Pennypinchers have Darkvision to a 
  range of 60 feet.
  Instill Greed (Su): A pennypincher may instill greed in a 
  target to a range of 50 feet as an attack action. This effect is 
  negated by a successful Will save (DC 13).
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  All that Glitters (Ex): A pennypincher can make things 
  appear much more valuable than they truly are. On a 
  successful Bluff skill check (DC 15), the pennypincher 
  may increase the perceived value of an item by +1. For 
  each ﬁve points by which the skill check exceeds the DC, 
  the perceived value is increased by an additional +1. This 
  perceived value is in fact illusory and will fade in one hour.  
  Root of All Evil (Ex): Pennypinchers are masters at using 
  greed against their targets. By exploiting the promise of 
  wealth and its own power to instill greed, a pennypincher 
  may make a wealth check (d20 + Wealth bonus) and add half 
  the result (round down) as a bonus to any Bluff, Diplomacy, 
  or Gather Information skill check. 
  The pennypincher’s Wealth bonus is always at least +18. 
  This Wealth check reduces the pennypincher’s Wealth bonus 
  normally, but the creature will subsequently do everything 
  in its power to gain that wealth (and more) back from its 
  victim; even their service to the Dark Powers is a secondary 
  concern. However, they do use their wealth to support the 
  various cults that have sprung up in worship of the Dark 
  Powers—their nickname of “Hell’s Bankers” is not without 
  merit. These creatures are masters of pyramid schemes and 
  numerous other illicit methods of gaining wealth.  
  Pennypincher: CR 3; Medium-size Outsider; HD 5d8+10; 
  HP 33; Mas 14; Init +0; Spd 30 ft, ﬂy 30 ft (clumsy); 
  Defense 19, touch 10, ﬂatfooted 19 (+9 natural); BAB +5; 
  Grap +7; Atk +7 melee (1d6+2, slam); Full Atk +7 melee 
  (1d6+2, slam); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, dark 
  vision, instill greed, damage reduction 5/+1, all that glitters, 
  root of all evil; AL Avarice, Dark Power; SV Fort +6, Ref 
  +4, Will +5; AP 2; Rep +0; Str 14, Dex 10, Con 14, Int 14, 
  Wis 12, Cha 12.
  Skills: Profession (any one) +9, Gambling +9, Bluff +9, 
  Diplomacy +9, Gather Information +9, Knowledge (arcane 
  lore) +6, Speak Abyssal, Read/Write Abyssal, Speak Latin, 
  Read/Write Latin, Speak any 2 modern languages, Read/
  Write any 2 modern languages. 
  Feats: Archaic Weapon Proﬁciency, Conviction (Avarice), 
  Windfall.
  Advancement: By class (usually Cultist or Witch).
  Pennypincher Smart Hero 1/Witch 2: CR 6; Medium-size 
  Outsider; HD 5d8+10 plus 1d6+2 plus 2d6+4; HP 50; Mas 
  14; Init +0; Spd 30 ft, ﬂy 30 ft (clumsy); Defense 20, touch 
  11, ﬂatfooted 20 (+9 natural, +1 class); BAB +6; Grap +8; 
  Atk +8 melee (1d6+2, slam); Full Atk +8 melee (1d6+2, 
  slam); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, dark vision, 
  instill greed, damage reduction 5/+1, all that glitters, root of 
  all evil; AL Avarice, Dark Power; SV Fort +8, Ref +4, Will 
  +9; AP 3; Rep +1; Str 14, Dex 10, Con 14, Int 15, Wis 12, 
  Cha 12.
  Skills: Bluff +11, Craft (chemical) +10, Diplomacy 
  +9, Gather Information +11, Gambling +9, Intimidate +5, 
  Knowledge (arcane lore) +10, Profession (any one) +9, 
  Research +7, Sense Motive +5, Speak Abyssal, Read/Write 
  Abyssal, Speak Latin, Read/Write Latin, Speak any 2 
  modern languages, Read/Write any 2 modern languages. 
  Feats: Archaic Weapon Proﬁciency, Conviction (Avarice), 
  Iron Will, Windfall.
  Talents (Smart Hero): Savant (arcane lore).
  Talents (Witch): Summon Familiar, Herbal Lore.
  Slug Fiend
  Loathed even by other ﬁends, these despicable creatures 
  resemble worms with human heads. They are pressed 
  into service by the servants of darkness when brute force 
  and muscle (or cannon fodder) is needed. They also make 
  adequate watchdogs (under close supervision). These 
  creatures are valued by their masters only because they can 
  be quite dangerous in close combat.  
  Telepathy (Su): Slugs can communicate telepathically 
  with any creature within 100 feet that has a language.
  Darkvision (Ex): Slugs have Darkvision to a range of 60 
  feet.
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Damage Reduction 10 vs. bludgeoning weapons: Slugs 
  ignore the ﬁrst 10 damage of any bludgeoning attack.
  Instill Sloth (Su): A slug may instill malaise in a target to 
  a range of 80 feet as an attack action. This effect is negated 
  by a successful Will save (DC 12).
  Slow (Su): Three times per day, a slug can slow up to 
  8 targets at a range of 45 feet. This effect is negated by a 
  successful Will save (DC 14).  
  Slug Fiend: CR 4; Huge Outsider; HD 8d8+32; HP 68; Mas 
  21; Init -3; Spd 10 ft; Defense 21, touch 5, ﬂatfooted 21 (-
  2 Size, -5 Dex, +16 natural); BAB +8; Grap +26; Atk +16 
  melee (2d6+10, slam); Full Atk +16 melee (2d6+10, slam); 
  FS 15 ft by 15 ft; Reach 10 ft; SQ telepathy, darkvision, 
  damage reduction 5/+1, instill sloth, slow; AL Sloth, Dark 
  Powers; SV Fort +12, Ref +3, Will +5; AP 4; Rep +0; Str 30, 
  Dex 4, Con 18, Int 6, Wis 8, Cha 6.
  Skills: Intimidate +9, Knowledge (arcane lore) +4, Spot 
  +5, Listen +5.
  
  Page - 82
  Chapter 4: Campaign Guide
  Feats: Archaic Weapon Proﬁciency, Enemy (Higher 
  Power), Great Fortitude, Improved Damage Threshold.
  Advancement: None (these creatures have decidedly no 
  life skills or plans for the future).
  Succubus
  Like vanity ﬁends, succubi serve as spies in the service of 
  the Dark Powers. However, these creatures are even smarter 
  and subtler than most vanities. They delight in wreaking 
  havoc on the trust of others, especially those in committed 
  relationships, and are loyal and exceptionally dangerous 
  servants of the Dark Lord.
  Telepathy (Su): Succubi can communicate telepathically 
  with any creature within 100 feet that has a language.
  Darkvision (Ex): Succubi have Darkvision to a range of 
  60 feet.
  Instill Lust (Su): A succubus may instill lust in a target to 
  a range of 50 feet as an attack action. This effect is negated 
  by a successful Will save (DC 16). 
  Charm Person (Su): A succubus may use charm person 
  as a supernatural ability three times per day. The Will save 
  DC to resist this ability is 14.
  Soul Kiss (Su): If a succubus can embrace and kiss her 
  target (requiring a successful grapple check) she drains 
  1-4 points of Constitution from her target. The succubus 
  is healed by two hit points for each point of Constitution 
  drained. Although the succubus does not trigger an attack 
  of opportunity when making this grapple check, her low 
  grapple modiﬁer means this attack is usually performed 
  only on unsuspecting (usually sleeping) targets. This 
  attack is very pleasurable to its victim, and will not wake a 
  sleeping target. A charmed target will willingly submit to the 
  succubus’ Soul Kiss.
  Damage Reduction 5/+1 (Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Succubus CR 3; Medium-size Outsider; HD 5d8+5; HP 28; 
  Mas 12; Init +2; Spd 30 ft, ﬂy 30 ft (clumsy); Defense 21, 
  touch 12, ﬂatfooted 19 (+2 Dex, +9 natural); BAB +5; Grap 
  +5; Atk +5 melee (1d6, slam), or +7 ranged (by weapon); 
  Full Atk +5 melee (1d6, slam), or +7 ranged (by weapon); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, darkvision, damage 
  reduction 5/+1, instill lust, charm person, soul kiss; AL Lust, 
  Dark Power; SV Fort +4, Ref +4, Will +4; AP 2; Rep +2; Str 
  10, Dex 14, Con 12, Int 16, Wis 12, Cha 18.
  Skills: Bluff +12, Craft (chemical) +11, Diplomacy +14, 
  Gather Information +14, Knowledge (arcane lore) +11, 
  Knowledge (behavioral sciences) +7, Knowledge (history) 
  +7, Speak Abyssal, Read/Write Abyssal, Speak Ancient 
  Greek, Read/Write Ancient Greek, Speak any 2 modern 
  languages, Read/Write any 2 modern languages.
  Feats: Archaic Weapon Proﬁciency, Profane Ritual, 
  Trustworthy.
  Advancement: By class (most often Cultist or Witch).
  Succubus Dedicated Hero 2/Cultist 2 CR 7; Medium-size 
  Outsider; HD 5d8+5 plus 2d6+2 plus 2d6+2; HP 46; Mas 12; 
  Init +2; Spd 30 ft, ﬂy 30 ft (clumsy); Defense 24, touch 15, 
  ﬂatfooted 22 (+2 Dex, +9 natural, +3 class); BAB +7; Grap 
  +7; Atk +7 melee (1d6, slam), or +9 ranged (by weapon); 
  Full Atk +7 melee (1d6, slam), or +9 ranged (by weapon); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, darkvision, damage 
  reduction 5/+1, instill lust, charm person, soul kiss; AL Lust, 
  Dark Power; SV Fort +6, Ref +4, Will +9; AP 4; Rep +3; Str 
  10, Dex 14, Con 12, Int 17, Wis 12, Cha 18.
  Skills: Bluff +12, Concentration +6, Craft (chemical) +13, 
  Decipher Script +10, Diplomacy +16, Gather Information 
  +16, Investigate +5, Knowledge (arcane lore) +17, 
  Knowledge (behavioral sciences) +11, Knowledge (history) 
  +11, Listen +5, Speak Abyssal, Read/Write Abyssal, Speak 
  Ancient Greek, Read/Write Ancient Greek, Speak any 2 
  modern languages, Read/Write any 2 modern languages.
  Feats: Archaic Weapon Proﬁciency, Conviction (Dark 
  Power), Educated (arcane lore, history), Profane Ritual, 
  Trustworthy. 
  Talents (Dedicated Hero): Empathy.
  Talents (Cultist): Control Undead, True Magic.
  Vanity Fiend
  Vanities are graceful and beautiful ﬁends. They are most 
  often deployed as scouts by the forces of darkness, using 
  their wile and honeyed tongues to convert the righteous 
  to the side of darkness. These ﬁends are knowledgeable 
  theologians and delight in debating the truly righteous, 
  tricking them into the service of darkness through semantics.
  Telepathy (Su): Vanities can communicate telepathically 
  with any creature within 100 feet that has a language.
  Darkvision (Ex): Vanities have Darkvision to a range of 
  60 feet. 
  Blinding Beauty (Su): Three times per day, a vanity can 
  literally blind anyone within 50 ft. with its sheer beauty. This 
  ability requires a Will save to resist (DC 15). Targets that fail 
  their saving throw are blinded for 1-4 rounds.  
  Shield of Vanity (Ex): The vanity gains a bonus on all 
  saving throws equal to its Charisma modiﬁer
  Instill Vanity (Su): Vanity ﬁends can instill vanity in a 
  target at a range of 50 feet as an attack action. This effect is 
  negated by a successful Will save (DC 17) (remember that 
  Reputation modiﬁes saves against vanity as well). 
  Damage Reduction 5/+1(Ex): This damage reduction 
  does not protect against any weapon Consecrated by a 
  Believer of 8th level or higher or against holy water drawn 
  from a site of power (such as the fountains of Glastonbury) 
  or created by a Believer of 8th level or higher.
  Vanity Fiend: CR 3; Medium-size Outsider; HD 5d8+15; 
  HP 38; Mas 16; Init +2; Spd 30 ft, ﬂy 30 ft (clumsy); 
  Defense 21, touch 12, ﬂatfooted 19 (+2 Dex, +9 natural); 
  BAB +5; Grap +5; Atk +5 melee (1d6, slam), or +7 ranged 
  (by weapon); Full Atk +5 melee (1d6+, slam), or +7 ranged 
  (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ telepathy, 
  darkvision, damage reduction 5/+1, blind beauty, shield 
  
  Page - 83
  Chapter 4: Campaign Guide
  of vanity, instill vanity; AL Prideful, Dark Power (almost 
  always Absolla); SV Fort +12, Ref +11, Will +8; AP 2; Rep 
  +2; Str 10, Dex 14, Con 16, Int 10, Wis 8, Cha 20.
  Skills: Knowledge (arcane lore) +8, Knowledge (theology 
  and philosophy) +8, Diplomacy +13, Gather Information 
  +13, Read/Write Latin, Speak Latin, Read/Write Abyssal, 
  Speak Abyssal, Read/Write two modern languages, Speak 2 
  modern languages.
  Feats: Archaic Weapon Proﬁciency, Night Afﬂictions, 
  Profane Ritual.
  Advancement: By character class (most often Cultist or 
  Witch).
  Vanity Fiend Charismatic Hero 1/Witch 2: CR 7; 
  Medium-size Outsider; HD 5d8+15 plus 1d6+3 plus 2d6+6; 
  HP 58; Mas 16; Init +2; Spd 30 ft, ﬂy 30 ft (clumsy); 
  Defense 22, touch 13, ﬂatfooted 20 (+2 Dex, +9 natural, 
  +1 class); BAB +6; Grap +6; Atk +6 melee (1d6+, slam), 
  or +8 ranged (by weapon); Full Atk +6 melee (1d6, slam), 
  or +8 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  telepathy, darkvision, damage reduction 5/+1, blind beauty, 
  shield of vanity, instill vanity; AL Prideful, Dark Power 
  (almost always Absolla); SV Fort +15, Ref +12, Will +13; 
  AP 4; Rep +4; Str 10, Dex 14, Con 16, Int 10, Wis 8, Cha 21.
  Skills: Bluff +11, Diplomacy +13, Craft (chemical) +10, 
  Gather Information +13, Knowledge (arcane lore) +12, 
  Knowledge (theology and philosophy) +10, Read/Write 
  Latin, Speak Latin, Read/Write Abyssal, Speak Abyssal, 
  Read/Write two modern languages, Speak 2 modern 
  languages.
  Feats: Archaic Weapon Proﬁciency, Iron Will, Night 
  Afﬂictions, Profane Ritual.
  Talents (Charismatic Hero): Charm.
  Talents (Witch): Summon Familiar, Herbal Lore.
  Fiendish Vessel (Template)
  A tortured soul, a prisoner inside its own body, a Fiendish 
  Vessel is someone who has been possessed by a ﬁend.  
  Fiends use these poor vessels for disguise—or, in the case of 
  ﬁends who have been trapped in a body (such as Celestan), 
  as a way to inﬂuence the mortal world from within their 
  prisons.
  Template Traits:
  Fiendish Vessel is a template that may be added to any 
  human or animal (referred to hereafter as the “base 
  creature”).  The creature’s type changes to “ﬁend.”  It uses 
  all the base creature’s statistics and special abilities except as 
  noted here.
  Challenge Rating: Same as base creature, +1 for every 4 
  HD of the possessing ﬁend.
  Defense: The base creature’s natural armor improves by 
  an amount based on its size: Tiny or smaller +2, Small +5, 
  Medium-size +9, Large +14, Huge +16, Gargantuan +18, 
  Colossal +20.
  Attacks: A Fiendish Vessel retains all the attacks of the 
  base creature, and gains claw and bite attacks if it did not 
  have them already.
  Damage: If the base creature does not already have bite 
  and claw attacks, use the damage values in the table below.  
  Otherwise, use the values below or the creature’s damage, 
  whichever is greater.
  Size
  Bite Damage
  Claw Damage
  Fine
  1
  -- 
  Diminutive
  1d2
  1
  Tiny
  1d3
  1d2
  Small
  1d4
  1d3
  Medium-Size
  1d6
  1d4
  Large
  1d8
  1d6
  Huge
  2d6
  2d8
  Gargantuan
  2d8
  2d6
  Colossal
  4d6
  2d8
  Special Attacks: A Fiendish Vessel retains all the special 
  attacks of the base creature, and also gains all of the special 
  attacks of the possessing ﬁend.
  Special Qualities: A Fiendish Vessel retains all the special 
  qualities of the base creature, and also gains special qualities 
  and all the weaknesses (such as vulnerability to holy water) 
  of the possessing ﬁend.
  Saves: Same as the base creature.
  Abilities: A Fiendish Vessel uses the Physical Abilities of 
  the base creature, each at +2, and the mental abilities of the 
  possessing ﬁend.
  Skills: A Fiendish Vessel uses the skills of the possessing 
  ﬁend, but uses any racial bonuses to skills allowed to the 
  base creature.
  Feats: A Fiendish Vessel uses the feats of the possessing 
  ﬁend.
  Allegiances: As the possessing ﬁend. 
  Cultists
  Anfri Llewelyn
  Anfri Llewelyn died October 31st, 1324 in his native Wales, 
  where he lived as a monk, copying scrolls for the Church. 
  Since that time, this poor creature has wandered the world, 
  feeding, learning, and even destroying the creature that killed 
  him—all the while growing in dark power. Over time, Anfri 
  gathered around himself a cult to the Dark Powers.
  Anfri has recently been searching for a way to become 
  mortal again, and his research has discovered a possible 
  answer. He believes that if he could drink the blood of a 
  Sang Real, he would be healed of his “disease” of undeath.
  Odd as it may seem, Anfri could prove a helpful ally in the 
  hunt for the Dark Legacy.
  Anfri Llewelyn 14th Level (Smart Hero 4/Cultist 10): 
  CR 16; HD 14d12; hp 119; Mas n/a; Init +8; Spd 30 ft.; 
  Defense 24, touch 18, ﬂat-footed 20 (+4 class, +6 natural, 
  +4 Dexterity); BAB +7; Melee Atk +13 melee (1d6+6 
  slam); Full Atk +13/+11 melee (1d6+6 slam); FS 5 ft. by 5 
  ft.; Reach 5 ft.; SQ Savant: Knowledge (history), Linguist, 
  
  Page - 84
  Chapter 4: Campaign Guide
  Control Undead, True Magic, Dark Initiate, Darkness’ 
  Embrace, Dark Familiar, Dark Longevity, Perdition’s 
  Legion, Blood Drain, Create Spawn, Domination (DC 22), 
  Alternate Form, Children of the Night, Damage Reduction 
  15/+1 or consecrated, Fast Healing 5, Gaseous Form, Cold 
  Resistance 20, Electricity Resistance 20, Spider Climb, Turn 
  Resistance +4, Darkvision 60’; AL Dark Power, Chaos, Evil; 
  Occupation: Academic (Research, Decipher Script); Wealth: 
  +6; SV Fort +4, Ref +10, Will +11; AP 13; Rep +5; Str 22, 
  Dex 18, Con n/a, Int 20, Wis 14, Cha 22.
  Skills: Craft (chemical) +13, Decipher Script +25, 
  Knowledge (arcane lore) +24 (+26 for Profane Rituals), 
  Knowledge (art) +12, Knowledge (history) +24, Knowledge 
  (theology and philosophy) +22, Research +25, Knowledge 
  (physical sciences) +12, Search +20, Investigate +12, 
  Forgery +12, Repair +12, Disable Device +9, Read/Write 
  Latin, Speak Latin, Read/Write French, Speak French, 
  Read/Write English, Speak English, Read/Write Gaelic, 
  Speak Gaelic, Read/Write Hebrew, Speak Hebrew, Read/
  Write Welsh, Speak Welsh, Read/Write Spanish, Speak 
  Spanish, Read/Write Italian, Speak Italian, Read/Write 
  Ancient Hebrew, Read/Write Ancient Greek, Read/Write 
  Ancient Aramaic, Read/Write Abyssal, Speak Abyssal, Read/
  Write Akkadian, Diplomacy +16, Gather Information +19, 
  Intimidate +19, Hide +17, Move Silently +17, Bluff +14, 
  Listen +10, Sense Motive +10, Spot +10.
  Feats: Alertness, Black Calling, Blood Altar, Combat 
  Reﬂexes, Conviction (Dark Power), Dark Magnetism, 
  Death Harvest, Dodge, Educated (History and Arcane Lore), 
  Enemy (Knights Templar), Henchmen, Human Sacriﬁce, 
  Improved Initiative, Inspired Leadership, Lightning 
  Reﬂexes, Low Proﬁle, Profane Ritual, Studious.
  Special: Anfri has no energy drain and no weakness to 
  direct sunlight. 
  Possessions: Various possessions. Anfri lives a relatively 
  spartan life while conducting his private hunt for the Sang 
  Real.
  Cordelia Dossman
  Cordelia (who writes under the name Charlotte Darrow) has 
  always enjoyed scaring people. Really scaring them.  As she 
  got older, her work in young adult horror ﬁction earned her a 
  comfortable income, allowing her to pursue her true passion: 
  researching the occult.  It was during this research that she 
  ﬁrst encountered an old tome, blackened from a medieval 
  book burning, which contained the Black Calling… and a 
  picture of Absolla.  Cordelia immediately fell in obsessive 
  love with the beautiful, angelic Caeder, researching more 
  and more about him until she realized the information in the 
  tome would allow her to actually serve him.  Since then, her 
  every action has been directed to that end.   
  Cordelia Dossman 7th Level (Smart Hero 3/Cultist 4):  CR 
  7; HD 7d6+7; HP 34; Massive Damage 12; AP 8; Init +1 (+1 
  Dexterity); Spd 30 ft.; Defense 15, Touch 15, Flat-Footed 14 
  (+1 Dexterity +4 Class); BAB +3 (+3 melee, +4 ranged); AL 
  Absolla (Lord of Vanity), The Dark Lord, The Dark Powers; 
  Occupation: Celebrity—Craft (writing); Wealth +8; Rep +0; 
  SV Fort +3, Ref  +3, Will +5; Str 10, Dex 12, Con 12, Int 18, 
  Wis 8, Cha 10.
  Skills:  Craft (chemical) +12, Craft (writing) +15, 
  Decipher Script +14, Knowledge (arcane lore) +10, 
  Knowledge (theology and philosophy) +14, Knowledge 
  (ritual) +16, Knowledge (popular culture) +10, Craft 
  (pharmaceutical) +12, Computer Use +8, Research +10, 
  Gather Information +7, Profession (horror writer) +9, 
  Knowledge (history) +12, Intimidate +4, Read/Write Latin, 
  Read/Write Hebrew, Read/Write Abyssal, Read/Write 
  Aramaic, Speak Latin, Speak Hebrew.
  Talents and Feats: Savant: Knowledge (ritual), Plan, 
  Simple Weapons, Educated: Knowledge (ritual), and 
  Knowledge (history), Conviction (Absolla), Personal 
  Firearms Proﬁciency, Low Proﬁle (from Cultist), Profane 
  Ritual, Animal Sacriﬁce, Human Sacriﬁce, Black Calling.
  Possessions:  Black Tome (see entry), Glock 20
  Quote: “I don’t consider myself as much a writer as a 
  weaver—a weaver of little girls’ nightmares.”
  
  Page - 85
  Chapter 4: Campaign Guide
  Table A-1: New General Feats
  Feat
  Prerequisite
  Beneﬁt
  Antithesis
  Enemy (same group), BAB 9+
  +2 attack rolls and skill checks vs enemy
  Astrology
  Second Sight, Knowledge (Arcane Lore) 5 ranks
  Brainwashing 
  Knowledge (behavioral sciences) 8 ranks, Psychotherapy
  Cause allegiance change
  Conviction (Asceticism)
  Any two of the following allegiances: Chastity, Diligence, 
  Generosity, Higher Power, Humility, Kindness, Moderation 
  or Patience. 
  See feat
  Conviction (Avarice)
  Avarice must be your ﬁrst and most important allegiance.
  See feat
  Conviction (Dark Power)
  Your ﬁrst allegiance must be to a Dark Power
  Knowledge (arcane lore)  class skill. +2 
  bonus to Profane Rituals. 
  Conviction (Higher Power) 
  Your ﬁrst allegiance must be to a Higher Power
  Knowledge (theology and philosophy) 
  class skill . +2 bonus to Sacred Rituals.
  Conviction (Wrath) 
  Your ﬁrst allegiance must be to wrath.
  +1 morale bonus to attack and damage 
  Dark Magnetism 
  Cha 13+, Allegiance (Dark Power), Conviction (Dark Power) 
  and Henchmen.
  Leadership +5
  Enemy - One Allegiance 
  None
  +2 attack rolls and skill checks vs enemy
  Faith’s Protection 
  Conviction (Dark Power) or Conviction (Higher Power)
  Reroll any failed saving throw 
  Friends in High Places 
  Full membership in an organization or secret society
  Bonus to Requisition checks
  Henchmen
  You must be at least 3rd level
  Group of followers
  Ideologue
  Cha 15+, character level 7, Henchmen, Inspired Leadership
  Improve followers
  Information Network 
  Henchmen
  +1 Gather Information or Spot skill checks 
  per follower
  Inspired Leadership 
  Cha 13+, character level 5, Henchmen.
  Followers gain Teamwork as a free feat
  Investment
  Allegiance (Dark or Higher Power), Conviction (Dark or 
  Higher Power), Knowledge (arcane lore or theology and 
  philosophy) 5 ranks
  See feat
  Numerology 
  Second Sight, Knowledge (physical sciences) 5 ranks
  Prophecy bonus
  Palm Reading  
  Second Sight, Spot 5 ranks
  Prophecy bonus
  Pentagram
  Knowledge (arcane lore) 5 ranks
  Protect against ﬁends
  Profane Ritual 
  Allegiance (Dark Power)
  Perform Profane Rituals at a –4 penalty
  Psychotherapy
  Knowledge (behavioral sciences) 4 ranks
  Alleviate and remove mental illness
  Sacred Ritual 
  Allegiance (Higher Power)
  Perform Sacred Rituals at a –4 penalty
  Scriptural Interpretation 
  Second Sight, Knowledge (theology and philosophy) 5 ranks
  Prophecy bonus
  Second Sight 
  None
  Prophecy class skill list. 
  Self-Help 
  Wisdom 13+
  +4 Will saving throws to recover from 
  mental trauma 
  Teamwork - Speciﬁc Group 
  Allegiance (secret society)
  +2 attack rolls and related skill checks 
  w/team
  
  Page - 86
  Chapter 4: Campaign Guide
  Table A-2: Sacred Ritual Feats
  Feat
  Prerequisite
   DC
  Time 
  Duration
  Effect
  Absolution
  Bless, Faith’s Protection, Prayer, 
  Knowledge (theology and 
  philosophy) 10 ranks
  20
  1 hour
  Instantaneous
  Target cleansed of all 
  spiritual afﬂictions, including 
  possession
  Bless
  Knowledge (theology and 
  philosophy) 3 ranks
  15
  full round
  1 minute per rank
  +1 attack rolls and morale 
  bonus +1 to saving throws 
  vs fear 
  Castigation
  Knowledge (Theology and 
  Philosophy) 5 ranks
  20
  attack
  Instantaneous
  1d6 + 1 per 2 skill ranks 
  damage to ﬁends and undead.
  Consecrate Ground 
  Consecrate Item, Knowledge 
  (theology and philosophy) 8 ranks
  10 + 1 per 
  10 sq ft.
  1 hour
  24 hours
  +3 bonus to scared rituals and 
  turn undead
  Consecrate Item 
  Knowledge (theology and 
  philosophy) 5 ranks
  15
  1 hour
  1 hour per  Knowledge 
  (theology and 
  philosophy)
  +1 enhancement bonus attack 
  rolls w/weapon
  Exorcism
  Knowledge (arcane lore) 3 
  ranks, Knowledge (theology and 
  philosophy) 3 ranks
  varies
  varies
  Instantaneous
  Grant new save against 
  afﬂictions
  Flaming Sword
  Consecrate Item, Knowledge 
  (theology and philosophy) 8 ranks
  20
  1 hour
  1 min per Knowledge 
  (theology and 
  philosophy) 
  +1d6 damage / +2d6 damage 
  vs ﬁends
  Prayer
  15
  full round
  1 round per  
  Knowledge (theology 
  and philosophy)
  +1 attack rolls, weapon 
  damage rolls, saves,  skill 
  checks -1 to foes
  Ritual Purity 
  Bless, Prayer, Knowledge 
  (theology and philosophy) 5 ranks
  20
  24 hours
  See feat
  See feat
  Sentinel
  Bless, Prayer, Knowledge 
  (theology and philosophy) 8 ranks
  15
  1 hour
  1 hour per Knowledge 
  (theology and 
  philosophy)
  +2 bonus to Spot and Listen 
  checks 
  *All Sacred Ritual Feats have Allegiance (Higher Power) and Sacred Ritual as a prerequisite
  Table A-3: Profane Ritual Feats
  Feat
  Prerequisite*
   DC
  Time 
  Duration
  Effect
  Animal Sacriﬁce 
  Knowledge (arcane lore) 5 ranks
  15
  1 hour
  12 hours
  +1 attack and saves / 
  gain one spell point
  Black Bargain 
  Black Mass, Blood Altar, 
  Bloodletting, Human Sacriﬁce, 
  Knowledge (arcane lore) 10 ranks
  25
  10 hours
  1 week + 1 week per 
  Cultist level
  Gain services of that 
  ﬁend.
  Black Calling 
  Animal Sacriﬁce, Human Sacriﬁce, 
  Knowledge (arcane lore) 10 ranks.
  15 + 1 per 
  HD
  9 months
  permanent
  See feat
  Black Mass 
  Bloodletting, Profane Ritual, 
  Knowledge (arcane lore) 5 ranks
  15
  1 hour
  1 hour per point of skill 
  in Knowledge (arcane 
  lore)
  +1d4 Strength and heal 
  1 hp per Knowledge 
  (arcane lore) 
  Blood Altar 
  Profane Ritual, Knowledge (arcane 
  lore) 5 ranks
  20
  6 hours
  permanent
  Consecrates an altar 
  Bloodletting
  Profane Ritual, Knowledge (arcane 
  lore) 8 ranks
  15
  1 hour
  See feat
  Gain spell points
  Dark Disciple 
  Bloodletting, Human Sacriﬁce, 
  Knowledge (arcane lore) 10 ranks
  25
  10 hours
  permanent
  Gain spell points per day
  Death Harvest 
  Human Sacriﬁce, Knowledge 
  (arcane lore) 8 ranks
  10 + 5 per 
  zombie
  1 hour per 
  zombie
  permanent
  Create zombie
  Glutton’s Feast 
  Allegiance (Gluttony), Black Mass, 
  Perdition’s Prayer, Knowledge 
  (arcane lore) 5 ranks
  20
  1 hour
  10 minutes per skill 
  point in Knowledge 
  (arcane lore)
  Gain the effects of 
  the Black Mass and 
  Perdition’s Prayer rituals
  Human Sacriﬁce 
  Bloodletting, Profane Ritual, 
  Knowledge (arcane lore) 10 ranks
  20
  10 hours
  until used
  Gain 1 spell point per 
  10 HD
  Jealous Rage 
  Allegiance (Wrath), Profane Ritual, 
  Knowledge (arcane lore) 5 ranks
  20
  full round
  10 minutes per rank 
  in Knowledge (arcane 
  lore)
  +2 bonus to damage
  Night Afﬂictions 
  Profane Ritual, Knowledge (arcane 
  lore) 5 ranks
  15
  4 hours
  See feat
  Send vivid nightmares to 
  a target
  Perdition’s Prayer 
  Profane Ritual
  15
  full round
  1 round per point of 
  skill in Knowledge 
  (arcane lore)
  +1 attack rolls, weapon 
  damage rolls, saves,  
  skill checks -1 to foes
  *All Profane Ritual Feats have Allegiance (Dark Power) and Profane Ritual as a prerequisite
  
  Page - 87
  Chapter 4: Campaign Guide
  Open game license
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  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Blood and Relics Copyright 2004, RPGObjects; Author Charles Rice 
  open gaming content
  Designation of Product Identity: The following terms are designated as product 
  identity as outline in section 1(a) of the Open Gaming License: Blood and Relics, 
  Caeder, The Doctrine, Frater Torquemada, Malcolm Gideon and the Journal of 
  Malcolm Gideon, Marcus Adrastus, and Celestan.
  Designation of Open Gaming Content: The following sections of Blood and Relics 
  are designated as open gaming content except for terms deﬁned as product identity 
  above.  All illustrations, pictures, and diagrams are Product identity and property of 
  RPGObjects™.
  Introduction:  This entire chapter is closed content.
  Chapter 1: The class descriptions and ﬁction (italicize text) are closed content. All 
  other text in this chapter is open content.
  Chapter 2: This entire section is open content.
  Chapter 3: The class requirements, information, and features are open content.  The 
  Secret Mysteries are open content.  All other text is closed content.
  Chapter 4: The Items of Legends, Tomes, and Servants of Darkness sections are open 
  content. All other text is closed content.
  Feat Tables:  This entire section is open content.
  
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