TEXT: ®
  
  Contents
  CHAPTER 1: CLASSES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  CHAPTER 2: FEATS AND SCHOOLS  . . . . . . . . . . . . . . . . . . . . 
  CHAPTER 3: SPELLS AND SPELLWARE . . . . . . . . . . . . . . . . . 
  CHAPTER 4: PSIONICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  
  Introduction
  Fantasy Flight Games is pleased to present the second
  supplement for Dragonstar, the space fantasy cam-
  paign setting designed for the d20 System. The Player’s
  Companion is a valuable resource for both players and
  DMs and the perfect complement to the Starfarer’s
  Handbook and Guide to the Galaxy.
  Player’s Companion is a compendium of new classes,
  feats, spells, spellware, psionics rules, and more. Within
  these pages, you’ll find prestige classes like the arcane
  commando and dragon slayer, feats like Expert Gunner
  and Greater Dragonblood, and spellware enhancements
  like golem arms and magic touch.
  There are also  several legendary
  classes, such as the machine man
  and the rebel.
  How To Use This Book
  Player’s Companion is designed
  for both players and DMs. The
  book presents new options for
  both player characters and non-
  player characters, as well as
  new rules a DM can incorpo-
  rate into his campaign. To use
  the book effectively, you’ll
  need the d20 System core
  rules and the Starfarer’s
  Handbook. The Guide to the
  Galaxy will also be helpful for
  background information and set-
  ting context.
  The Open Game License
  Player’s Companion is published under the terms of
  the Open Game License and the d20 System Trademark
  License. The OGL allows us to use the d20 System core
  rules and to publish game products derived from and
  compatible with those rules.
  In fact, all rules-related material is designated as Open
  Game Content. You can use this material in your own
  works, as long as you follow the conditions of the Open
  Game License. 
  Not everything in this book is open, however. All
  game mechanics and rules-related material, and all
  game statistics derived fom the d20 System SRD, are
  designated as open game content. Background and set-
  ting information are designated as closed content.
  The following are designated as Product Identity
  pursuant to section 1(e) of the Open Game
  License, included in full at the end of this
  book: the Dragonstar name, logo, and
  trademark, the graphic design
  and trade dress of this book
  and all other products in the
  Dragonstar line, all graphics,
  illustrations, and diagrams in
  this book, and the names
  Mezzenbone, 
  Khelorn,
  Lazalius, Shul, Asamet, and
  Qesemet.
  INTRODUCTION
  3
  3r3
  
  Prestige Classes
  This section presents a number of new prestige class-
  es for inclusion in your Dragonstar campaign. The
  names and game statistics of these classes are designat-
  ed as Open Game Content. Background information
  and descriptive text are designated as closed content.
  Adamantine Infiltrator
  The Adamantine Order’s covert mission requires
  accurate and up to date intelligence on the organizations
  of the Dragon Empire, both friends and foes alike. To
  gather this intelligence, the Order must rely on men and
  women on the inside whose role as imperial agents is
  unknown. When the Order can find no one willing to act
  as its informants, they turn instead to a special breed of
  agent—the infiltrator—to fill the void.
  An infiltrator is the ultimate mimic, focusing his abil-
  ities toward a single goal: perfectly imitating a small
  number of individuals, whose lives he can assume for
  the Order. Having replaced a target, the infiltrator then
  takes on his place in the world, becoming the perfect
  mole and providing the Order with the extensive data it
  needs to continue its mission. 
  Hit Die: d6.
  REQUIREMENTS
  To become an adamantine infiltrator, a character must
  meet all of the following requirements.
  Charisma: 15+.
  Skills: Bluff 8 ranks, Disguise 8 ranks, Perform (act-
  ing) 8 ranks.
  Feats: Iron Will, Skill Focus (Perform [acting]).
  CLASS SKILLS
  The adamantine infiltrator’s class skills (and the key
  ability for each skill) are Bluff (Cha), Craft (Int),
  Decipher Script (Int, exclusive skill), Diplomacy (Cha),
  Disguise (Cha), Escape Artist (Dex), Forgery (Int),
  Gather Information (Cha), Hide (Dex), Innuendo (Wis),
  Knowledge (all skills taken individually) (Int), Listen
  (Wis), Open Lock (Dex), Move Silently (Dex), Perform
  (Cha), Profession (Wis), Read Lips (Int, exclusive skill),
  Search (Int), Sense Motive (Wis), Spot (Wis), and
  Tumble (Dex).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the adaman-
  tine infiltrator.
  Weapons and Armor Proficiency: An infiltrator is
  proficient with all simple weapons and light armor. Note
  that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  Assumed Identity (Ex): The infiltrator chooses a sin-
  gle person whose identity he will assume. Once chosen,
  he can only select a new identity upon improving the
  assumed identity ability (at 4th, 7th, and 10th levels).
  Through his use of disguise, mimicry, theatrics, and sub-
  tle misdirection, the infiltrator becomes so adept at con-
  vincing others that he is the person whose identity he
  has assumed that he acquires a +1 competence bonus to
  all Charisma checks and Charisma-based skill checks
  when acting in that identity. This bonus increases by +1
  every third level to a maximum of +4 at 10th level. 
  Every time the infiltrator acquires a new level of this
  CHAPTER ONE: CLASSES
  4
  4l4
  CHAPTER ONE
  CLASSES
  
  ability, he increases the bonus of any of the identities he
  already possesses and adds another identity. For exam-
  ple, a 7th-level infiltrator has three assumed identities.
  The first, gained with his first infiltrator level, grants a
  +3 competence bonus to Charisma checks and
  Charisma-based skill checks. The second, gained at 4th
  level, grants a +2 bonus. The third, gained at 7th level,
  grants a +1 bonus.
  Extend Cover (Ex): An infiltrator survives in his
  assumed identity by learning the ins and outs of the
  organization he has inflitrated, including the names,
  positions, and habits of others within that organization.
  At 2nd level, his knowledge of these matters is suffi-
  ciently complete that he can create a plausible tempo-
  rary identity for one other character (who may or may
  not be an infiltrator as well), who gains a +1 bonus on
  all Charisma checks and Charisma-based skill checks
  made while acting under that false identity. At 7th level,
  the infiltrator may grant the bonus to a number of other
  characters equal to half his class level.    
  Mimic Class Feature I (Ex): The infiltrator’s mimic-
  ry of his assumed identities becomes so great that he
  learns to imitate their class features in addition to their
  appearance and mannerisms. While assuming the iden-
  tity of another person, the infiltrator may use one of the
  class features gained by that person’s class at 1st level as
  if the infiltrator were also a member of that class. An
  infiltrator imitating a fighter, for example, would gain a
  bonus feat for as long as he maintained that identity,
  while one imitating a monk would gain the Unarmed
  Strike ability. Once he reverts to his own identity (or
  assumes another), he loses use of these class features.
  This ability has two restrictions. First, the infiltrator
  can gain no more than one 1st-level class ability at a
  time. In the example of the monk above, the infiltrator
  must choose between Unarmed Strike, stunning attack,
  and evasion, all of which are 1st-level class features of
  the monk. If the infiltrator chooses to mimic a multi-
  classed character, he may freely pick a 1st-level class
  feature from any of his classes. Second, the infiltrator
  cannot imitate any supernatural class features or spell-
  casting abilities. There are, after all, limits to what even
  an adamantine infiltrator can do through mimicry alone.
  At 8th level, the infiltrator’s mimicry becomes even
  more exceptional, allowing him to use up to two 1st-
  level class features while acting under an assumed iden-
  tity. 
  Bald-faced Liar (Ex): One can study a person for
  years and still miss out on little details like the names of
  childhood friends, beloved pets, and past events of sig-
  nificance. Any infiltrator worth his salt soon learns how
  to pull plausible (and sometimes correct!) answers to
  such queries out of thin air. Beginning at 4th level,
  whenever the character is asked a question about his
  CHAPTER ONE: CLASSES
  5
  5r5
  
  assumed identity to which he does not know the answer,
  he may make a check against his class level plus
  Intelligence modifier, if positive (DC 15). If successful,
  the infiltrator makes up a plausible enough answer to
  fool those who know the person he is impersonating.
  The infiltrator may only use this ability a number of
  times per day equal to 1 + his Wisdom modifier. At 9th
  level, the number of uses per day increases by 2.
  Self-Deception (Ex): At 5th level, the infiltrator has
  learned to compartmentalize his mind so that nothing
  short of supernatural or magical examination will reveal
  his true identity. This is because the infiltrator has
  learned a form of self-hypnosis, by which he convinces
  himself that he is in fact the person he is impersonating.
  The infiltrator’s true personality is submerged within his
  false persona but is nevertheless in control of his
  actions. This ability applies to every assumed identity
  the character currently possesses. If the infiltrator
  acquires additional identities as he gains further levels,
  this ability affects those new identities as well.
  Uncanny Resemblance (Ex): Over time, the infiltra-
  tor spends more of his life pretending to be someone
  else than he spends in his own identity. Consequently,
  his mimicry continues to increase to unheard of levels.
  At 6th level, the infiltrator gains a +3 bonus to all
  Disguise and Perform checks made while in an assumed
  identity. At 8th level, this bonus increases to +4. At 10th
  level, the bonus increases to +5.
  Mimic Class Features II (Ex): The infiltrator’s mim-
  icry has now become expert enough to include addition-
  al class features of his assumed identity. At 9th level, the
  infiltrator gains the ability to acquire the class features
  of the person he is currently impersonating beyond 1st
  level. The infiltrator can imitate the class features of
  only a single class per adventure, so he could not fully
  mimic the class features of a multiclass character,
  although he may select a new class at the beginning of a
  new adventure. In addition, the infiltrator is limited to
  class features available at one-half his class level
  (rounded down). Therefore, a 9th-level infiltrator could
  imitate class features of 4th level or lower, while a 10th-
  level infiltrator could imitate class features of 5th level
  or lower. Like mimic class features I, mimic class fea-
  tures II is usable for as long as the infiltrator maintains
  his identity. Once he reverts to his own identity (or
  assumes another), he loses use of the mimicked features. 
  The Adamantine Order
  PURPOSE
  The Adamantine Order is the primary intelligence
  agency of the Kingdom of Asamet and the Dragon
  Empire—in that order.
  LEADER
  Lord Shul (NE half-dragon/half-blood yuan-ti male
  Rog10/Asn10)
  CURRENT ACTIVITIES
  Originally founded as the intelligence arm of House
  Noros, the Adamantine Order quickly became associat-
  CHAPTER ONE: CLASSES
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  6l6
  TABLE 1-1: THE ADAMANTINE INFILTRATOR
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +1
  +2
  Assumed identity +1
  2nd
  +1
  +0
  +2
  +2
  Extend cover
  3rd
  +2
  +1
  +2
  +3
  Mimic class feature I (one class feature)
  4th
  +3
  +1
  +2
  +3
  Assumed identity +2, bald-faced liar
  5th
  +3
  +1
  +3
  +4
  Self-deception
  6th
  +4
  +2
  +3
  +4
  Uncanny resemblance
  7th
  +5
  +2
  +4
  +5
  Assumed identity +3, extend cover
  8th
  +6
  +2
  +4
  +5
  Mimic class feature I (two class features), uncanny
  resemblance
  9th
  +6
  +3
  +4
  +6 
  Mimic class feature II, bald-faced liar +2/day 
  10th
  +7
  +3
  +5
  +6
  Assumed identity +4, uncanny resemblance
  
  ed with the Kingdom of Asamet as a whole. Chromatic
  dragons of every house and their servants worked
  together to undermine the rival Kingdom of Qesemet by
  any means necessary. This included assassination, sabo-
  tage, disinformation campaigns, blackmail, and much
  more—no activity was too underhanded or dishonorable
  in pursuit of ultimate power in the galaxy. Under a suc-
  cession of devious leaders, the order achieved many
  remarkable victories in the war against the Golden
  Kingdom, but its operations were still limited in scope
  by the inescapable reality that the emperor was not a
  chromatic but a metallic dragon.
  That all changed when Mezzenbone ascended the
  imperial throne and the Red Age began. One of the Red
  Dragon’s first acts was to universalize the activities of
  the Adamantine Order, making it the primary intelli-
  gence service of the entire empire. The emperor lav-
  ished the order with funds, personnel, and magical and
  technological aid of all sorts. He expanded its mandate
  beyond the confines of the Kingdom of Asamet so that
  it could find—and eliminate—enemies of the Dragon
  Empire wherever they were found.
  Needless to say, Mezzenbone’s directives met with
  opposition in many quarters. The grand dukes of the
  Golden Kingdom understandably questioned the ulti-
  mate loyalties of the Adamantine Order. They doubted
  whether they could truly serve the interests of the entire
  empire and not just those of Asamet. This is a fair criti-
  cism and one that some within the order have attempted
  to correct. Strange though it may seem, the organiza-
  tion’s current leader, Lord Shul, has attempted to
  assuage these fears by bringing Qesemet-aligned agents
  into the order. He has met with little success, however,
  since few individuals who owe their allegiance to the
  Golden Kingdom can stomach the duplicity and double-
  dealings that are the hallmark of this agency.
  The Imperial Special Police Directorate was once
  more strongly associated with the Adamantine Order,
  which trained its agents. In recent years, a rift has grown
  between them. This is partly due to the growing self-
  confidence of the ISPD, which is now better able to
  stand on its own. It is also a reflection of different pri-
  orities. The Adamantine Order does, in its own way,
  serve the entire Dragon Empire. Its responsibilities are
  much wider and more diffuse. The order cannot afford
  to be as single-minded in pursuit of its goals as the
  ISPD, which has created unresolved tension between the
  two groups—a tension that Mezzenbone subtly encour-
  ages.
  The Adamantine Order is both an intelligence and
  counterintelligence agency. Its highest responsibility is
  defending the empire against enemies both foreign and
  domestic. Since its ascendancy at the beginning of the
  Red Age, it has focused its attention on defeating three
  groups of enemies: dissident partisans within the
  Kingdom of Asamet, the insurrection, and Outlanders.
  The order has the most experience dealing with the first
  of the three, since it has done so for untold millennia.
  The insurrection is frequently aided by Qesemet, which
  means that more delicate and deniable approaches to the
  order’s objectives are often required. Against
  Outlanders, the order is frequently less successful, since
  it rarely takes these primitive worlds seriously—a
  potentially fateful mistake, as the drow of the ISPD con-
  stantly explain, much to Lord Shul’s chagrin.
  CAMPAIGN INTEGRATION
  The Adamantine Order is, in some ways, a difficult
  organization to integrate into a Dragonstar campaign.
  Although it is obviously a potent antagonist, it is also
  not as obviously evil as the ISPD, for example. It regu-
  larly places the interests of the Iron Kingdom ahead of
  those of the empire as a whole, yes, but it does genuine-
  ly wish to defend the empire, if only because it is now
  controlled by the chromatic dragons. Consequently, the
  order sometimes acts nobly, even idealistically, despite
  its morally dubious methods. This makes the order a
  complex organization of villains. Agents of the
  Adamantine Order are not traditional “black hats” who
  cackle maniacally and undertake mad quests for person-
  al power no matter what the consequences. In some
  respects, this makes them perfectly suited to
  Dragonstar campaigns that take its eschewing of sim-
  ple good versus evil plots to heart.
  The Adamantine Order can be used in many different
  circumstances. In some cases, it might indeed be
  opposed to the actions of the player characters. In oth-
  ers, it might aid them. The order is secretive and even
  paranoid, which means that it rarely reveals its true
  plans to outsiders. This makes it a perfect vehicle for
  DMs looking to add mysterious conspiracies to their
  campaigns. Order agents often go undercover for
  months or years to achieve their goals, and almost any-
  one could conceivably be one of them—a great way to
  sow some of the order’s paranoia more widely.
  If the DM wants to run a morally ambiguous
  Dragonstar campaign in which the characters protect
  the empire by any means necessary, the Adamantine
  Order makes a good sponsor. Admittedly, good-aligned
  characters would probably be ill suited to such a game,
  but neutral and evil characters would work very well. If
  the DM is philosophically inclined, the question of how
  far is too far in defense of something as truly unique as
  the Dragon Empire could be examined. The Adamantine
  Order certainly does many things that no good person
  could condone. Yet, as the galaxy becomes a more dan-
  gerous and less stable place, it is becoming a valuable
  CHAPTER ONE: CLASSES
  7
  7r7
  
  tool in preventing the situation from degenerat-
  ing further. Adventures or campaigns based
  around this premise could be both exciting and
  thought-provoking.
  Arcane Commando
  The arcane commando is an armored spell-
  caster who combines magical abilities with
  potent combat training. Arcane commandos are
  masters of stealthy combat, moving quickly
  and silently into a situation, where they elim-
  inate their targets in the most direct—and
  often brutal—fashion available. While
  arcane commandos rely heavily on their
  arcane spells, they are equally dependent
  upon striking opponents when they are at a disad-
  vantage. They employ sneak attacks and ambushes
  to achieve their ends with a proficiency that is sec-
  ond only to those solely dedicated to them.
  Fortunately, arcane commandos can hold their
  own in direct confrontations as well. More fight-
  ers than spellcasters, they are among the most
  feared combatants in the Dragon Empire and
  with good reason.
  Hit Die: d6.
  REQUIREMENTS
  To become an arcane commando, a character
  must meet all of the following criteria.
  Base Attack Bonus: +5.
  Concentration: 4 ranks.
  Hide: 3 ranks.
  Move Silently: 3 ranks.
  Feats: Combat Casting, Point Blank Shot,
  Precise Shot, Still Spell.
  Spells: Ability to cast 1st-level arcane spells.
  CLASS SKILLS
  The arcane commando’s class skills (and the key
  ability for each skill) are Climb (Str), Concentration
  (Con), Craft (Int), Demolitions (Int), Freefall (Dex)
  Jump (Str), Hide (Dex), Listen (Wis), Move Silently
  (Dex), Profession (Wis), Spellcraft (Int), and Spot
  (Wis).
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  The following are features of the arcane commando.
  Weapons and Armor Proficiency: An arcane com-
  mando is proficient with all simple weapons and martial
  weapons and light, medium, and heavy armor. Note that
  CHAPTER ONE: CLASSES
  8
  8l8
  
  armor check penalties for armor heavier than leather
  apply to the skills Balance, Climb, Escape Artist, Hide,
  Jump, Move Silently, Pick Pocket and Tumble. Also,
  Swim checks suffer a –1 penalty for every 5 pounds of
  armor and equipment carried.
  Spells per Day: An arcane commando continues his
  training in arcane magic. Thus, when an arcane com-
  mando gains an even-numbered level, the character
  gains new spells per day as if he had also gained a level
  in an arcane spellcasting class he belonged to before he
  added the prestige class. He does not, however, gain any
  other benefit a character of that class would have
  gained, except for an increased effective level of spell-
  casting. This essentially means that he adds the level of
  arcane commando to the level of some other spellcast-
  ing class the character has, then determines spells per
  day, spells known, and caster level accordingly.
  If a character had more than one arcane spellcasting
  class before he became an arcane commando, he must
  decide to which class he adds each level of arcane com-
  mando for purposes of determining spells per day when
  he adds the new level.
  Armored Caster (Ex): The arcane commando
  becomes so skilled at casting spells while in armor that
  his arcane spell failure chance decreases by 10% at 1st
  level. It decreases by an additional 10% at 7th level, for
  a total 20% decrease.
  Sneak Attack (Ex): If an arcane commando catches
  his opponent in a situation in which he would be denied
  a Dexterity bonus to AC (whether he actually has a
  Dexterity bonus or not), the arcane commando’s attack
  deals +1d6 points of damage. This extra damage
  increases by +1d6 points every other level (+2d6 at 4th
  level, +3d6 at 6th level, and so on). Should the com-
  mando score a critical hit with a sneak attack, this extra
  damage is not multiplied.
  It takes precision and penetration to hit a vital spot, so
  ranged attacks can only count as sneak attacks if the tar-
  get is within 30 feet.
  With a sap or an unarmed strike, the arcane comman-
  do can make a sneak attack that deals subdual damage
  instead of normal damage. He cannot use a weapon that
  deals normal damage to deal subdual damage in a sneak
  attack, not even with the usual –4 penalty, because he
  must make optimal use of his weapon in order to exe-
  cute the sneak attack.
  An arcane commando can only sneak attack living
  creatures with discernible anatomies—undead, con-
  structs, oozes, plants, and incorporeal creatures lack
  vital areas to attack. Additionally, any creature immune
  to critical hits is similarly immune to sneak attacks.
  Also, the arcane commando must be able to see the tar-
  get well enough to pick out a vital spot and must be able
  to reach a vital spot. The arcane commando cannot
  sneak attack while striking at a creature with conceal-
  ment or by striking the limbs of a creature whose vitals
  are beyond reach.
  Improved Combat Casting (Ex): At 2nd level, the
  arcane commando’s bonus on Concentration checks
  from the Combat Casting feat increases to +6.
  Perfect Aim (Ex): Arcane commandos excel at elim-
  inating targets that have taken cover. At 5th level, when
  the arcane commando makes a ranged attack, enemies
  are treated as having one step less cover than they actu-
  ally have. Thus, a target that has nine-tenths cover is
  treated as having only three-quarters cover for the com-
  CHAPTER ONE: CLASSES
  9
  9r9
  TABLE 1-2: THE ARCANE COMMANDO
  Base
  Class Attack Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save Special
  Spells per Day
  1st
  +0
  +2
  +2
  +0
  Armored caster
  2nd
  +1
  +3
  +3
  +0
  Sneak attack +1d6
  +1 level of existing class
  3rd
  +2
  +3
  +3
  +1
  Improved combat casting
  4th
  +3
  +4
  +4
  +1
  Sneak attack +2d6
  +1 level of existing class
  5th
  +3
  +4
  +4
  +1
  Perfect aim
  6th
  +4
  +5
  +5
  +2
  Sneak attack +3d6
  +1 level of existing class
  7th
  +5
  +5
  +5
  +2
  Armored caster
  8th
  +6
  +6
  +6
  +2
  Perfect aim,
  sneak attack +4d6
  +1 level of existing class
  9th
  +6
  +6
  +6
  +3 
  Perfect aim
  10th
  +7
  +7
  +7
  +3
  Sneak attack +5d6
  +1 level of existing class
  
  mando. At 9th level, cover is treated as being two steps
  lower than it actually is.
  The Shadow Guards
  PURPOSE
  The Shadow Guards are the dreaded commandos of
  House Noros and spread terror among the enemies of
  the black dragons.
  LEADER
  Nix Erulis (CE half-dragon male Ftr6/Sor4/ArC10)
  CURRENT ACTIVITIES
  Every military organization in the Dragon Empire
  includes within its numbers elite units that are better
  trained and equipped, as well as more ruthless and deter-
  mined than their counterparts among the rank and file.
  The Shadow Guards of House Noros are but one partic-
  ularly noteworthy example. The Guards are small in
  number for several reasons. First, House Noros has lit-
  tle need for more than several squads of these comman-
  dos. The black dragons ruthlessly control the worlds of
  their domain, crushing dissent and rebellion with little
  regard for the loss of life—that of their own troops or
  those of their enemies.
  Even more significantly, the Shadow Guards are
  small in number due to the rigors of their training. The
  program the Guards follow is brutal and extremely
  demanding. Only the best are capable of surviving, let
  alone completing it. That is exactly as House Noros
  wishes it. For while many houses employ conventional
  training programs that deviate little from accepted wis-
  dom in these matters, the black dragons, under their
  grand duchess Ivaldor, have come to see that magical
  ability is as important an attribute as any other. Indeed,
  the Black Mother personally asked that her military
  commanders create a unit of magical soldiers, who com-
  bine sorcerous talent with superior combat skills. The
  Shadow Guards are the result.
  The Guards are employed primarily in the domains of
  House Noros, although they occasionally operate more
  widely within the Iron Kingdom. When they do, they do
  so at the behest of the grand dukes of Asamet. House
  Mazorgrim, for example, has asked to be lent several
  units of Shadow Guards on several occasions, a request
  that Noros has never refused, owing to their longstand-
  ing alliance with their red brethren. The Guards never
  operate in Qesemet space—at least not officially. There
  are reports of their having been involved in various
  activities within the Golden Kingdom, but they have
  never been confirmed, despite the best attempts of
  House Deserene to do so. 
  The Shadow Guards’ success in the field hinges on
  two things. The first is their use of unprepared spells. All
  Guards are sorcerers of varying degrees of power. They
  have been taught how to use their spells to augment their
  combat abilities, as well as to provide additional defens-
  es against mundane, technological, and magical attacks.
  The Shadow Guards were not the first to combine magic
  and arms, but they perfected it, if the propagandists of
  House Noros are to be believed. Even if this is untrue,
  there is no question that the Guards mesh magic and
  conventional combat tactics extremely effectively.
  The Guard’s second notable advantage is their reli-
  gious zeal. Although very few are blackguards or cler-
  ics, all are devoted to a chaotic evil aspect of the
  Trickster. This gives them remarkable stealth skills, the
  equal of many rogues. Shadow Guards learn to blend
  into their surroundings. They are masters of ambushes
  and laying traps. They can also undertake sabotage mis-
  sions with incredible skill. The Guard claims that their
  devotion to the Trickster is what gives them these abili-
  ties, a fact that may well be true, given that few other
  commando units within the Dragon Empire are as
  skilled in these areas as they.
  Interestingly, several new commando units on the
  model of the Shadow Guards have appeared, even with-
  in Qesemet’s territory. Their similarity to the Guards is
  suggestive. Some have gone so far as to claim that they
  were created by renegade members of the Noros unit,
  who fled their former patrons and now have taught their
  techniques to outsiders. Others claim that it is fear of the
  Guards’effectiveness that drives the appearance of these
  new units. With Mezzenbone’s ascendancy, conflict
  between Asamet and Qesemet may become more com-
  mon. It only makes sense for Qesemet to create its own
  commandos to counter the Shadow Guards.
  CAMPAIGN INTEGRATION
  The Shadow Guards work best as adversaries in most
  Dragonstar campaigns. They are the ultimate elite war-
  riors, examples of arcane commandos that use their
  magical abilities to strike fear in the hearts of their ene-
  mies. In this capacity, the DM can use them whenever
  he wishes to show the player characters that a villain
  means business. Sending a unit of Shadow Guards after
  them is a sure way to make it clear that their opponent
  will accept nothing less than complete victory at any
  cost. Shadow Guards also make great villains in their
  own right. A Guard leader will certainly be an impres-
  sive individual with many powerful abilities. As the
  leader of a raiding party in the Outlands, for example, he
  could challenge most player characters.
  CHAPTER ONE: CLASSES
  10
  10l10
  
  It is possible that the PCs might be members of the
  Shadow Guards. In such a case, the campaign will take
  on the character of a special ops story, with the PCs
  being sent on dangerous missions deep into enemy ter-
  ritory. The odds will be stacked against the characters,
  but their special training and remarkable abilities should
  be up to the task. Not all Shadow Guards need be evil,
  although most are. All are utterly ruthless and willing to
  do whatever it takes to complete their assignment. This
  means that DMs or players who are uncomfortable with
  such an uncompromising approach should avoid includ-
  ing Shadow Guard characters in their campaigns. If
  nothing else, the group can serve as a model for other
  arcane commandos of a less morally questionable sort.
  Celestial Guardsman
  Among the greatest defenders of good in the Dragon
  Empire are the members of the Celestial Guard, a broth-
  erhood of clerics and paladins (and the occasional
  ranger) whose dedication and zeal are second to none.
  Though the ascension of Mezzenbone to the Golden
  Throne has largely shunted these holy warriors to the
  Outlands, celestial guardsmen nevertheless continue to
  fight boldly against evil. They see protecting the weak
  and the innocent as necessary aspects of their vocation
  as well, which is why the Guard has found ample oppor-
  tunities to do good in the Outlands. Few evildoers dare
  face a celestial guardsman unprepared, for their right-
  eousness when enraged by injustice is truly terrifying—
  proof that even in the Red Age the ideals of Qesemet
  have not been forgotten in the galaxy.
  Hit Die: d10.
  REQUIREMENTS
  To become a celestial guardsman, a character must
  meet all of the following requirements.
  Alignment: Lawful good.
  Base Attack Bonus: +5.
  Diplomacy: 5 ranks.
  Knowledge (religion): 5 ranks.
  Feats: Cleave, Combat Casting, Power Attack.
  Special: Ability to cast 1st-level divine spells.
  CLASS SKILLS
  The celestial guardsman’s class skills (and the key
  ability for each skill) are Concentration (Con), Craft
  (Int), Diplomacy (Cha), Freefall (Dex), Heal (Wis),
  Knowledge (religion) (Int), Knowledge (the Outlands)
  (Int), Listen (Wis), Pilot (Dex), Profession (Wis),
  Spellcraft (Int), and Spot (Wis).
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the celestial
  guardsman.
  Weapons and Armor Proficiency: A celestial
  guardsman is proficient with all simple and martial
  weapons, light, medium, and heavy armor. Note that
  armor check penalties for armor heavier than leather
  apply to the skills Balance, Climb, Escape Artist, Hide,
  Jump, Move Silently, Pick Pocket and Tumble. Also,
  Swim checks suffer a –1 penalty for every 5 pounds of
  armor and equipment carried.
  Spells per Day: A celestial guardsman continues his
  training in divine magic. Thus, when a new guardsman
  level is gained, the character gains new spells per day as
  if he had also gained a level in a divine spellcasting class
  he belonged to before he added the prestige class. He
  does not, however, gain any other benefit a character of
  that class would have gained. If the character had more
  than one divine spellcasting class before becoming a
  celestial guardsman, the player must choose one class to
  which to add each celestial guardsman level for deter-
  mining spells per day and spells known.
  Smite Evil (Su): Once per day, a celestial guardsman
  of 1st level or higher may attempt to smite evil with one
  normal melee attack. He adds his Charisma modifier (if
  positive) to his attack roll and deals 1 extra point of
  damage per class level. If the guardsman smites a crea-
  ture that is not evil, the smite has no effect but it is still
  used up for that day. At 4th level, the guardsman may
  smite evil twice per day, and at 7th level he may smite
  evil three times per day. This ability is in addition to any
  other smite evil attempts the character may have as a
  result of levels in other classes.
  Protection from Evil (Sp): A number of times per day
  equal to his Charisma bonus, the celestial guardsman
  may cast the spell protection from evil as a caster of his
  class level.
  Holy Zeal (Ex): At 3rd level, the celestial guardsman
  can fill himself with zeal for his mission and temporari-
  ly gains +4 Strength, +4 Constitution, and a +2 morale
  bonus on Will saves, but suffers a –2 penalty to AC. 
  The increase in Constitution increases the guards-
  man’s hit points by 2 points per class level, but these hit
  points go away when the ability ends and the character’s
  Constitution score drops back to normal. In this state, a
  guardsman cannot use skills or abilities that require
  patience and concentration. He can use any of his feats
  except Expertise, item creation feats, metamagic feats,
  and Skill Focus (if it’s tied to a skill that requires
  patience or concentration).
  A fit of zeal lasts for a number of rounds equal to 3 +
  the character’s Charisma modifier. The guardsman may
  prematurely end the zeal voluntarily. At the end of the
  CHAPTER ONE: CLASSES
  11
  11r11
  
  zeal, the guardsman is fatigued (–2 to Strength, –2 to
  Dexterity, can’t charge or run) for the duration of that
  encounter. The guardsman can only use this ability once
  per encounter and only once per day at 3rd level and
  twice per day at 9th level. Using this ability is a free
  action, but the celestial guardsman can only do it on his
  turn.
  Righteous Vengeance (Ex): At 5th level, the celestial
  guardsman gains the ability to channel his zeal for good
  against those who have harmed his comrades in arms. If
  an enemy succeeds in doing damage against an ally of
  the guardsman in the round, the guardsman may make
  an attack of opportunity against that enemy. He may
  take a 5-foot step before making the attack (which does
  not itself provoke an attack of opportunity). This ability
  may be used multiple times in a single round, as long as
  the celestial guardsman is still able to make attacks of
  opportunity.
  Massive Damage Immunity (Ex): At 8th level, the
  celestial guardsman becomes immune to the effects of
  massive damage. The character never has to make
  Fortitude saves to avoid death from massive damage.
  Righteous Critical (Ex): At 10th level, whenever the
  celestial guardsman is eligible to use his righteous
  vengeance ability (see above), he increases his threat
  range by 1. This increase is added after all other increas-
  es due to magic, feats, or other abilities. Righteous crit-
  ical is usable as often as the guardsman is able to use
  righteous vengeance.
  The Celestial Guard
  PURPOSE
  The Guard exists to fight evil in the Outlands.
  LEADER
  Renesis Monds (LG dwarf male Pal8/Cel10)
  CURRENT ACTIVITIES
  The Celestial Guard began long ago as the bodyguard
  of King Khelorn of Qesemet but quickly evolved into
  something far more. There is little doubt as to why this
  happened. Khelorn was known as a just and honorable
  ruler who devoted his time on the throne to the better-
  ment of the Dragon Empire’s subjects. Despite the pro-
  fessed agnosticism of the empire toward matters of good
  and evil, Khelorn’s reign was one in which many caus-
  es and organizations associated with good gained great
  influence and power.
  The Celestial Guard was one of them. Its membership
  had always been heavily weighted toward paladins, who
  were drawn to the service of Khelorn and his family
  because of their obvious devotion to gods and ideals
  they held dear. The original Celestial Guardsmen often
  battled against the forces of Asamet and their minions
  across the galaxy. Of course, the founding of the Dragon
  Empire limited such battles to covert operations, since
  direct attacks were considered illegal and a breach of the
  Imperial Charter—a shock to many of the Guard’s most
  zealous members. They considered the acceptance of
  the Charter to be a sign of moral weakness, a willing-
  CHAPTER ONE: CLASSES
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  TABLE 1-3: THE CELESTIAL GUARDSMAN
  Base
  Class
  Attack Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  Spells
  1st
  +1
  +2
  +0
  +2
  Smite evil 1/day
  +1 level of existing class
  2nd
  +2
  +3
  +0
  +3
  Protection from evil
  +1 level of existing class
  3rd
  +3
  +3
  +1
  +3
  Holy zeal 1/day
  +1 level of existing class
  4th
  +4
  +4
  +1
  +4
  Smite evil 2/day
  +1 level of existing class
  5th
  +5
  +4
  +1
  +4
  Righteous vengeance
  +1 level of existing class
  6th
  +6
  +5
  +2
  +5
  +1 level of existing class
  7th
  +7
  +5
  +2
  +5
  Smite evil 3/day
  +1 level of existing class
  8th
  +8
  +6
  +2
  +6
  Massive damage immunity
  +1 level of existing class
  9th
  +9
  +6
  +3
  +6 
  Holy zeal 2/day
  +1 level of existing class
  10th
  +10
  +7
  +3
  +7
  Righteous critical
  +1 level of existing class
  
  ness to accommodate evil rather than confront it.
  Such a position did not garner the Guardsmen any
  accolades in many regions of the empire. Even some
  factions within Qesemet considered them dangerous
  fanatics and heretics to the principles of the Unification
  Church, which preached tolerance as a reflection of the
  totality of existence. The Guardsmen clung to the belief
  that evil was not, as many believed, a fundamental prin-
  ciple but rather a corruption of good. Therefore, it could
  be destroyed without diminishing the universe. 
  After a series of imperial condemnations, the
  Celestial Guard was reorganized and given the sole
  responsibility of protecting the grand dukes and their
  families. This move met with resistance from diehard
  supporters of the more strident positions of the past, but
  they eventually lost control of the Guard. It attracted
  fewer and fewer paladins and became better known as a
  sinecure for the scions of noble houses looking to give
  their sons and daughters a prestigious but undemanding
  position within the empire. 
  So it was for many years—until the ascension of
  Mezzenbone to the imperial throne. This event shook
  the Celestial Guard to its foundations. Despite the reor-
  ganization of the past, there were still a handful of
  Guardsmen who stayed true to the old ideals. Now that
  a red dragon ruled the empire, they saw it as their duty
  to oppose the evil that he represented and fostered. They
  could not do so within the empire’s borders or they
  would risk censure as they had in the past. Even as a
  covert agency, the Guard would be in danger if it dared
  to stand against Asamet in violation of the Charter.
  The Guard’s current grand master, Renesis Monds,
  was an idealistic man with a clever mind. He saw that
  the Outlands remained an open field for the battle
  against evil. The Charter did not govern actions on
  worlds not ruled directly by the empire. Until these
  worlds were incorporated into the empire, the Guard
  could act as it was called without fear of official retri-
  bution. Monds created several cadres of Celestial
  Guardsmen, whom he sent to the Outlands where they
  could fight evil directly.
  This approach has worked well enough over the last
  decade—too well, some would say. The imperial court
  has taken notice of the Guard’s activities, especially
  since they have started to interfere with House
  Mazorgrim’s own plans in the Outlands. The emperor
  cannot easily suppress the Guard for actions done out-
  side the empire. Even so, he realizes that the Guard
  could one day pose a threat. He is currently formulating
  plans to deal with these zealous defenders of good once
  and for all.
  CAMPAIGN INTEGRATION
  The Celestial Guard is a wonderful haven for PCs and
  NPCs that favor a more direct approach in dealing with
  evil. Rather than play the subtle game of politics and
  intrigue that is a hallmark of the Dragon Empire, the
  Guard prefers to operate according to a “simplistic”
  morality that defines evil as the enemy. There is no com-
  promise with evil. To do so is to betray good—or so say
  many Guardsmen. 
  Consequently, the DM can portray the Celestial
  Guard in one of two different ways, depending on his
  desires. The first is as a band of white knights who serve
  and protect the innocent even at the cost of their own
  lives. They serve the gods without question and do what
  they must to foster righteousness in the galaxy. The sec-
  ond is as a group of narrow-minded bigots who would
  prefer to bring down the empire in their crusade than
  take a more pragmatic approach in keeping with the
  Imperial Charter.
  Of course, there’s no reason the DM needs to choose.
  The Celestial Guard includes members of both varieties,
  as well as those in between. They can be used in a vari-
  ety of different adventures, whether as sympathetic
  heroes or misguided antagonists. They can also be
  patrons to characters who travel into the Outlands. In
  that region of space, the Guard is stretched very thin and
  can use all the help it can get. Even if the DM prefers to
  portray the organization in a questionable light, they
  make excellent patrons in most Dragonstar campaigns.
  Combat Ace
  The development of powered vehicles, especially
  spacecraft, is one of the most important events in the
  history of the galaxy. The Dragon Empire would be
  impossible without such vehicles, whose value and util-
  ity are immeasurable. One of their most common uses
  is, of course, warfare, an art at which the empire has
  excelled for thousands of years. Its use of vehicles to
  wage war is second to none, which has given rise to an
  entire class of soldier—the combat ace—that excels at
  using vehicles to battle against enemies.
  The fighter jocks of the Imperial Navy and assorted
  mercenary units are the most well known combat aces,
  but others abound. Aerospace fighter pilots still thrive in
  the skies of many worlds, doing battle miles above the
  surface. Likewise, both hover and ground vehicles have
  their aces as well. All of these pilots have an almost
  intuitive understanding of how to operate their vehicles
  for maximum effectiveness. Indeed, the relationship
  between a combat ace and his vehicle seems almost
  spiritual to outsiders, who can but marvel at its close-
  ness. Nevertheless, most aces would deny anything
  CHAPTER ONE: CLASSES
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  13r13
  
  supernatural about their abilities, emphasizing the long
  hours they put in to hone their talents, as well as the hard
  battles they have won to earn their place. Even so, it is
  hard not to be impressed by these men and women.
  They are modern-day knights whose steeds are made of
  metal and powered by electricity, but who are just as
  dedicated to their warcraft as their illustrious predeces-
  sors.
  Hit Die: d6.
  REQUIREMENTS
  To become a combat ace, a character must meet all of
  the following requirements.
  Base Attack Bonus: +5.
  Pilot: 8 ranks.
  Use Device: 6 ranks.
  Feats: Combat Ace, Gunner’s Eye.
  Special: Must have the pilot evasion class feature.
  CLASS SKILLS
  The combat ace’s class skills (and the key ability for
  each skill) are Climb (Str), Craft (Int), Freefall (Dex),
  Intuit Direction (Wis), Jump (Str), Navigate (Int), Pilot
  (Dex), Profession (Wis), Repair (Int), Spot (Wis), Swim
  (Str), Use Device (Int), and Use Rope (Dex).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the combat
  ace.
  Weapons and Armor Proficiency: A combat ace is
  proficient with all simple and martial weapons and with
  light armor. Note that armor check penalties for armor
  heavier than leather apply to the skills Balance, Climb,
  Escape Artist, Hide, Jump, Move Silently, Pick Pocket
  and Tumble. Also, Swim checks suffer a –1 penalty for
  every 5 pounds of armor and equipment carried.
  Combat Maneuvers (Ex): Once per day, beginning
  at 1st level (and increasing in frequency every other
  level), a combat ace may freely perform two standard
  vehicle combat actions (see Starfarer’s Handbook,
  pages 158–159) in a single round as if they were only
  one standard action. For example, he could attack and
  ram as a single standard action or even attack twice.
  Improved Speed Demon (Ex): At 2nd level, the
  combat ace improves the effectiveness of the pilot’s
  speed demon class feature. This improved ability
  increases the top speed of any vehicle operated by the
  combat ace by 10.
  Combat Initiative (Ex): Beginning at 2nd level and
  increasing by one every other level thereafter (4th, 6th,
  8th, and 10th level), the combat ace gains a +1 bonus to
  CHAPTER ONE: CLASSES
  14
  14l14
  
  initiative rolls during vehicle combat. This bonus is not
  usable during any other circumstances and the combat
  ace must be the pilot of the vehicle in order to gain the
  bonus. This ability stacks with other feats and abilities
  that grant a bonus to initiative. 
  Combat Dodge (Ex): At 4th level, the combat ace
  becomes so attuned to his vehicle that he may add his
  Dexterity bonus (if any) to his vehicle’s Armor Class
  while he is piloting it. This bonus stacks with other
  bonuses from magic or class abilities such as defensive
  maneuvering.
  Bonus Feat: At 6th and 8th levels, the combat ace
  may choose a single bonus feat from the pilot’s list of
  bonus feats (Starfarer’s Handbook, page 52). To this list
  are added the feats Expert Gunner and Hotshot,
  described on page 60 of this book.
  Improved Pilot Evasion (Ex): A number of times per
  day allowed by his levels in the pilot class, the combat
  ace may further minimize the effects of a successful
  attack against his vehicle. This ability works identically
  to the standard pilot evasion class feature, except that a
  failed save results only in half damage, while a success-
  ful save results in no damage. 
  Wraith Squadron
  PURPOSE
  Wraith Squadron is a band of mercenary combat aces
  nominally affiliated with Qesemet but willing to work
  wherever their services are needed—if the pay is right.
  LEADER
  Batulso Serthur (CG human male Pil8/Cmb10)
  CURRENT ACTIVITIES
  The Dragon Empire rules the stars as well as the plan-
  ets of the civilized galaxy. The ability to travel from one
  world to another is the result of the magical artifacts
  known as starcasters, but these wondrous devices
  would never have been conceived had there not also
  been spacegoing vessels. These vessels have formed the
  backbone of imperial might for more than five millennia
  and continue to be the primary means by which the
  empire exerts its unparalleled hegemony. 
  By decree, the kingdoms of Asamet and Qesemet no
  longer wage war with one another, not even in space.
  They have both agreed to settle their differences within
  the context of the imperial system. Consequently, the
  mighty starships of the empire are always used against
  external threats rather than internal ones—at least offi-
  cially. Unofficially, there is a secret war ongoing
  between the Iron and Golden Kingdoms, as there has
  been since the empire was born. The accession of
  Mezzenbone to the imperial throne has accelerated the
  pace of the war, as the forces of good feel ever-more
  threatened and the forces of evil see the Red Age as an
  opportunity not to be missed.
  There has always been a place in the empire for mer-
  cenary pilots and gunners, who use their skill with star-
  ships to win them wealth and position in exchange for
  unofficial service to one (or both!) of the factions in the
  secret war. These men and women are often ex-military
  types who have left behind a life of service to the empire
  for the lure of a fortune won in illicit warfare. Others are
  CHAPTER ONE: CLASSES
  15
  15r15
  TABLE 1-4: THE COMBAT ACE
  Base
  Class Attack
  Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Combat maneuvers 1/day
  2nd
  +2
  +1
  +3
  +1
  Improved speed demon, combat initiative +1
  3rd
  +3
  +1
  +3
  +1
  Combat maneuvers 2/day
  4th
  +4
  +2
  +4
  +2
  Combat dodge, combat initiative +2
  5th
  +5
  +2
  +4
  +2
  Combat maneuvers 3/day
  6th
  +6
  +3
  +5
  +3
  Bonus feat, combat initiative +3
  7th
  +7
  +3
  +5
  +3
  Combat maneuvers 4/day
  8th
  +8
  +3
  +6
  +3
  Bonus feat, combat initiative +4
  9th
  +9
  +4
  +6
  +4 
  Combat maneuvers 5/day
  10th
  +10
  +4
  +7
  +4
  Improved pilot evasion, combat initiative +5
  
  self-trained and lacking in the discipline needed to sur-
  vive in the Imperial Legions, while possessing talents
  equal to the best of its combat aces. Whatever their ori-
  gins, these mercenaries content themselves to work in
  the shadows, fighting battles that few will ever know
  and about which no bard will ever compose a song.
  Wraith Squadron is one of the few reasonably well-
  known groups of mercenary pilots and gunners. Of
  course, “reasonably well-known” is a relative term. The
  Squadron has garnered some fame within Qesement,
  especially within the domain of House Handor. Founded
  less than a generation ago by an Outlander named
  Batulso Serthur, the Squadron has always been more
  public in its activities than many of its competitors. Its
  name derives from the untraceable nature of Serthur
  himself, whose original homeworld is unknown and
  whose ultimate loyalties are mysterious. All that is
  known for certain is that he was born outside the Dragon
  Empire and cares little for his adopted homeland’s polit-
  ical structure. He saw clearly that the Red Age would be
  disastrous for the galaxy—especially the Outlands—and
  founded the Squadron to fight against it.
  That said, Wraith Squadron is still a mercenary com-
  pany. Profit is an important element in its decision to
  accept any job. Serthur rarely turns down genuine char-
  ity cases, but he does not seek them out. He prefers to
  work for wealthy patrons whose own goals coincide
  with his anti-imperial politics. That means nobles and
  merchants are his primary employers, as well as factions
  of the Unification Church that oppose Mezzenbone’s
  rule. Any mission that nets the Squadron both riches and
  a chance to strike against injustice is sure to catch the
  eye of its mysterious leader.
  Wraith Squadron has grown quite large over the years.
  Now, it consists of three-dozen pilots, all with their own
  vessels. The Squadron also maintains a large freighter
  called the Second Chance, which it uses as a mobile
  headquarters. Serthur’s pilots are a ragtag band com-
  prised of many races, all united in their desire to fight
  the secret war on behalf of good and make money in the
  process.
  CAMPAIGN INTEGRATION
  Wraith Squadron can be added to most Dragonstar
  campaigns without much difficulty. The merc company
  makes an excellent organization to which good-aligned
  player characters can belong. Although not members of
  the Insurrection, they do war against evil on behalf of
  Qesemet. Comprised primarily of pilots and gunners,
  there is room for mechanists and other support person-
  nel in the company. With access to so many starships,
  they travel across the galaxy with regularity, which is a
  boon for DMs looking for a wide-ranging campaign.
  If the PCs are in positions of power, they might con-
  ceivably hire Wraith Squadron for missions. Of course,
  Batulso Serthur demands fairly high fees for his men,
  which does put them out of the range of all but the
  wealthiest employers. Alternately, down-on-their-luck
  characters could attempt to sway Serthur with their tales
  of woe and appeal to his ideals. He is, after all, devoted
  to the cause of good at least as much as the pursuit of
  wealth. If the PCs can be sufficiently persuasive, they
  might be able to hire Wraith Squadron to aid their wor-
  thy cause.
  If the PCs are of an evil bent, Wraith Squadron could
  become an adversary. If they’re mercenary pilots, the
  Squadron might be rivals, although not necessarily vio-
  lent ones. After all, the world of combat aces is driven
  by one-upmanship and quests for status. Characters liv-
  ing in this world would undoubtedly see besting the
  Squadron as a good way to make a name for themselves
  and secure their place among the pantheon of galactic
  top guns. This is but one example of how to use this
  group in ways other than as literal foes.
  Dark Zone Explorer
  The Dark Zone is a wild and dangerous place whose
  worlds and inhabitants are largely unknown to the
  Dragon Empire. The empire has outlawed exploration of
  the Zone, believing it to be a deadly place from which
  no good can come. Of course, this hasn’t stopped many
  brave and curious individuals from flouting imperial
  sanction and venturing into the Dark Zone. Over the last
  few decades alone, the number of Dark Zone explorers
  has increased considerably, providing the galaxy with
  much more insight into this bizarre area of space. 
  Dark Zone explorers are both hardy and knowledge-
  able. The time they spend within the Zone has given
  them many insights into its hazards and creatures. The
  most successful of these have been able to channel those
  insights into useful abilities that enable them to survive
  within the Zone and to aid others who wish to travel
  within its black confines. Explorers of this sort have a
  reputation for being quirky and unconventional. That
  they are willing to circumvent or ignore a longstanding
  dictate of the empire is proof enough that they transcend
  ordinary modes of thought. Whether this makes them
  dangerous, foolish, or praiseworthy remains largely a
  matter of perspective.
  Hit Die: d8.
  REQUIREMENTS
  To become a Dark Zone explorer, a character must
  meet all of the following requirements.
  Base Attack Bonus: +5.
  CHAPTER ONE: CLASSES
  16
  16l16
  
  Feats: Alertness, Dark Zone Veteran, Skill Focus
  (Knowledge [Dark Zone]).
  CLASS SKILLS
  The explorer’s class skills (and
  the key ability for each skill) are
  Craft (Int), Freefall (Dex), Gather
  Information (Int), Heal (Wis), Intuit
  Direction 
  (Wis), 
  Knowledge
  (Dark Zone) (Int), Pilot (Dex),
  Profession (Wis), Search (Int),
  and Wilderness Lore (Wis).  
  Skill Points at Each
  Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are
  class features of the Dark
  Zone explorer.
  Weapons and Armor
  Proficiency: An explorer is
  proficient with all simple
  weapons and light armor.
  Note that armor check penal-
  ties for armor heavier than
  leather apply to the skills
  Balance, 
  Climb, 
  Escape
  Artist, Hide, Jump, Move
  Silently, Pick Pocket and
  Tumble. Also, Swim checks
  suffer a –1 penalty for every 5
  pounds of armor and equipment
  carried.
  Dark Zone Knowledge (Ex): In
  the course of his travels, a Dark Zone
  explorer becomes very familiar with
  this mysterious region of space—its
  planets, inhabitants, and unusual
  stellar phenomena. Beginning at
  1st level, he acquires the ability to
  draw on his knowledge to answer
  questions about the Dark Zone,
  just as if he had the bardic
  knowledge ability. For the purpos-
  es of this ability, the explorer is treated as a bard of his
  class level. Any other class levels that he possesses in
  classes that grant a similar ability, such as bard or lore-
  master, may be added to determine his effective level for
  this ability. The explorer may also add his Intelligence
  bonus to his Dark Zone knowledge check. 
  Dark Zone Survival (Ex): The explorer becomes so
  familiar with the worlds and conditions of the Dark
  Zone that he acquires a +4 competence bonus on all
  Intuit Direction and Wilderness Lore checks while trav-
  eling within the Zone.
  Dark Zone Combat (Ex): Beginning at 3rd level and
  increasing every three levels thereafter (6th and 9th), the
  explorer gains a +1 bonus to all attack and weapon
  damage rolls against creatures native to the Dark
  Zone. Creatures originating in other parts of
  the galaxy but which can be found in the
  Dark Zone do not qualify for this bonus.
  In a similar vein, creatures native to
  the Dark Zone but found elsewhere
  (such as mind flayers) do qualify. 
  Explorer’s Grace (Ex): At 4th
  level, the explorer may add his
  Wisdom bonus (if any) to all
  Fortitude and Reflex saving
  throws, to represent the hon-
  ing of his skills to avoid the
  dangers of the Dark Zone.
  Bonus Feat: At 5th level
  and again at 8th level, the
  explorer gains a bonus feat
  from the following list: Great
  Fortitude, 
  Iron 
  Will,
  Lightning Reflexes, Skill
  Focus, and Toughness.
  Resist Radiation (Ex): At
  7th level, the explorer gains
  the benefits of the Resist
  Radiation feat.
  Dark 
  Zone 
  Mastery
  (Ex): At 10th level, the
  explorer becomes so knowl-
  edgeable and experienced in
  dealing with the Dark Zone
  that he gains numerous advan-
  tages. First, he may take 10 on
  all 
  Dark 
  Zone 
  knowledge
  checks, even when he would other-
  wise be unable to due to stress or dis-
  tractions. All other restrictions for tak-
  ing 10 still apply, however. In addi-
  tion, the explorer becomes immune
  to the effects of radiation. 
  The Irindul Society
  PURPOSE
  The Irindul Society sponsors illegal expeditions into
  the forbidden depths of the Dark Zone.
  CHAPTER ONE: CLASSES
  17
  17r17
  
  LEADER
  Leksigo Inis (NG gnome male Rog6/Wiz4/Dze10)
  CURRENT ACTIVITIES
  The gnomes of the Forongorn Confederation were the
  first beings to achieve interstellar spaceflight. Explorers
  without peer, they visited other star systems and made
  contact with numerous races, including other gnomes
  from the planet Irindul III. During the days of the
  Confederation’s expansion across the galaxy, its explor-
  ers encountered a vast inky nebula that they dubbed the
  Dark Zone. The Confederation found the nebula
  strangely disconcerting and, despite their yen for adven-
  ture, steadfastly avoided it. The Dark Zone, however,
  fascinated the gnomes of Irindul III. For them, it was the
  ultimate symbol of the unknown—and had to be con-
  quered.
  The Irindulan gnomes sent many exploratory vessels
  into the Dark Zone and almost none of them ever
  returned. This did not deter the gnomes, who felt it was
  their duty to plumb the depths of the nebula, whatever
  the cost. Their Forongorn brethren attempted to dis-
  suade them from this path, but to no avail. It was only
  when a starship finally emerged from the Dark Zone that
  Irindulan attitudes changed toward it. The starship was
  crewed by mind flayers and it wrought havoc in the
  Irindul system before it was finally destroyed. The
  Confederation used it as proof that the Dark Zone was
  not safe and it formally forbade any further attempts to
  explore it. Every major interstellar government has
  upheld this interdict since then, including the Dragon
  Empire, which maintains it to this day.
  Of course, the gnomes of Irindul III continued to be
  fascinated by the Dark Zone. Indeed, its interdiction
  only made it a more attractive destination for their
  explorers. Furthermore, so little was known about the
  nebula and its mysterious inhabitants. That too con-
  tributed to its continued interest among the gnomes,
  who wondered about the nature of the mind flayers and
  their worlds within the Zone. In fact, they quickly
  became experts on the subject, scouring other worlds of
  the galaxy for information about the mind flayers that
  existed elsewhere, believing they might find clues about
  the true nature of the mysterious nebula.
  However, the Irindulans never breached the regula-
  tions against entering the Dark Zone—at least not in
  large numbers. A handful of daring gnomes and their
  allies sponsored illicit expeditions into the nebula. As
  ever, few returned. This did not blunt enthusiasm for the
  project, but it did cut down on the number of volunteers
  for such missions. Over the millennia, the number of
  trips into the Dark Zone dwindled, until even rumors of
  such things became almost legendary, even among the
  Irindulans and their allies. They still accumulated infor-
  mation and analyzed data, hoping to overcome the prob-
  lems of the past, but that is a far cry from actually vio-
  lating imperial law and braving almost-certain death in
  the Dark Zone. From time to time, a starship would skirt
  the edges of the nebula and return, but few expeditions
  were launched into its depths.
  In recent years, an organization calling itself the
  Irindul Society has appeared on several important
  worlds throughout the Dragon Empire. The Society pub-
  licly lobbies for the opening of the Dark Zone for explo-
  ration. Its members, including several veterans of the
  Royal Exploratory Service, believe that now is the right
  time to undertake this grand quest. The Dark Zone
  CHAPTER ONE: CLASSES
  18
  18l18
  TABLE 1-5: THE DARK ZONE EXPLORER
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Dark Zone knowledge
  2nd
  +2
  +2
  +1
  +2
  Dark Zone survival
  3rd
  +3
  +3
  +1
  +3
  Dark Zone combat +1
  4th
  +4
  +3
  +1
  +3
  Explorer’s grace
  5th
  +5
  +4
  +2
  +4
  Bonus feat
  6th
  +6
  +4
  +2
  +4
  Dark Zone combat +2
  7th
  +7
  +5
  +2
  +5
  Resist radiation
  8th
  +8
  +5
  +3
  +5
  Bonus feat
  9th
  +9
  +6
  +3
  +6 
  Dark Zone combat +3
  10th
  +10
  +7
  +3
  +7
  Dark Zone mastery
  
  remains one of the last frontiers of knowledge. The
  Society wishes to honor the memory of the earlier
  Irindul gnomes, who felt similarly and who risked so
  much to acquire what little knowledge there is about the
  nebula.
  The Society is generally viewed with suspicion by
  most subjects of the Dragon Empire. The Dark Zone is
  a galactic bugaboo and all “right-thinking” beings know
  that it is best left alone, lest its weird inhabitants—the
  mind flayers and worse—are aroused in anger.
  Nevertheless, the Society has launched several covert
  missions into the edges of the nebula. A few of them
  have returned with tales of barren, desolate worlds and
  the mind flayers’ strange biotechnological civilization.
  This has emboldened the Society to push for the lifting
  of the empire’s interdiction, as well as the mounting of
  new expeditions. The former seems unlikely, but the lat-
  ter is clearly a possibility. In fact, the Irindul Society’s
  membership is growing. Its leaders believe it is only a
  matter of time before it finally pieces together the truth
  about this phenomenon that has baffled the galaxy for
  thousands of years.
  CAMPAIGN INTEGRATION
  The Irindul Society can be used in several ways. The
  simplest is as a patron for player characters looking to
  explore the Dark Zone. In this case, they provide back-
  ing and support for adventurers undertaking this most
  dangerous of missions. The DM can use them as mere
  seekers after knowledge, but they might be more than
  that. It is possible that the Society has the tacit support
  of the empire (or certain factions within the empire),
  which seeks to explore the Zone but fears the political
  ramifications of doing so openly. 
  Alternately, the Society might be a mind flayer–run
  front organization, with the intention of drawing the
  empire into conflict with these strange aliens. These lat-
  ter two options are useful for DMs who like a little bit
  of conspiracy in their Dragonstar campaigns. These
  options allow the Society to be used either as outright
  villains or as dupes of villains. In either case, the Society
  may be the custodian of secret knowledge gleaned from
  their expeditions into the Dark Zone. This in itself might
  make the organization a valuable plot hook, as the play-
  er characters attempt to acquire this knowledge for
  themselves. Yet another possibility is that the Irindul
  Society is dedicated to pure science, and the conse-
  quences be damned. They may be well-meaning
  researchers whose actions verge on irresponsibility suf-
  ficient to cause galactic disaster, such as an invasion by
  the mind flayers or worse. The PCs may have no choice
  but to show them the error of their ways before it’s too
  late for the empire.
  Dragon Slayer
  In the Dragon Empire, slaying a dragon, whether of
  Asamet 
  or 
  Qesemet, 
  is 
  the 
  ultimate 
  crime.
  Consequently, the art of slaying these mighty creatures
  is both rare and illegal. Over the millennia, though,
  numerous individuals and groups have arisen that have
  practiced dragon slaying, some of them quite success-
  fully. These dragon slayers have learned that nimbleness
  is as important as strength, since dragons are far more
  powerful than almost any other mortal race. Few stand a
  chance going toe to toe with a dragon in ordinary melee
  combat.
  The dawn of the Red Age has seen the number of
  dragon slayers rise in the galaxy. Though still rare, they
  can be found among partisans of both draconic king-
  doms, as well as among anti-imperial groups who view
  the slaying of a dragon as the ultimate expression of
  their political philosophy. Slaying a dragon without
  cause is still a capital crime in the empire, but
  Mezzenbone has been known to look the other way
  when a death serves his agenda, which has only encour-
  aged the appearance of more examples of this rare breed
  of killers.
  Hit Die: d10.
  REQUIREMENTS
  To become a dragon slayer, a character must meet all
  of the following requirements.
  Base Attack Bonus: +8.
  Feats: Dodge, Improved Critical, Lightning Reflexes,
  Mobility.
  Knowledge (dragons): 8 ranks.
  Special: The character must have slain at least one
  dragon of any type. He can do this alone or with the
  assistance of others, but he must have actively partici-
  pated in the slaying.
  CLASS SKILLS
  The dragon slayer’s class skills (and the key ability
  for each skill) are Climb (Str), Craft (Int), Hide (Dex),
  Jump (Str), Listen (Wis), Move Silently (Dex),
  Profession (Wis), Spot (Wis), Swim (Str), and Tumble
  (Dex).
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the dragon
  slayer.
  Weapons and Armor Proficiency: A dragon slayer
  is proficient with all simple weapons and martial
  weapons, and with light and medium armor, but not with
  CHAPTER ONE: CLASSES
  19
  19r19
  
  shields.  Note that armor check penalties for armor
  heavier than leather apply to the skills Balance, Climb,
  Escape Artist, Hide, Jump, Move Silently, Pick Pocket
  and Tumble. Also, Swim checks suffer a –1 penalty for
  every 5 pounds of armor and equipment carried.
  Draconic Lore: The dragon slayer is so familiar with
  the nature and habits of dragons that, beginning at 1st
  level (and increasing every two levels thereafter),
  he gains a +1 competence bonus on any
  skill checks made during combat encoun-
  ters with dragons.
  Dragon Courage (Ex): Starting
  at 1st level, the dragon slayer
  adds his class level to all saving
  throws to resist a dragon’s
  frightful presence ability. This
  ability stacks with other save
  bonuses, such as resistance
  bonuses and luck bonuses. 
  Damage 
  Reduction 
  (Ex):
  Beginning at 2nd level and
  increasing every two levels
  thereafter, a dragon slayer
  gains 
  damage 
  reduction
  against a dragon’s physical
  attacks, but not its
  breath weapon
  or spells. The
  number asso-
  ciated with
  this ability is
  the number
  of points of dam-
  age 
  subtracted
  from 
  every
  p h y s i c a l
  attack made
  by a dragon
  against the
  dragon slayer.
  Slaying Attack (Ex):
  The dragon slayer
  can deliver
  d e a d l y
  strikes to
  enemy 
  drag-
  ons. Once per round,
  the dragon slayer can
  designate one of his attacks against a dragon as a slay-
  ing attack before the attack roll is made. A successful
  slaying attack made by a 2nd-level dragon slayer deals
  +1d6 points of damage. This bonus damage increase by
  +1d6 at every other dragon slayer level thereafter (4th,
  6th, 8th, and 10th). Should the dragon slayer score a
  critical hit with a slaying attack, the bonus damage is not
  multiplied. A dragon slayer can never deal subdual dam-
  age with a slaying attack. A dragon slayer can make a
  slaying attack with a ranged weapon but only within a
  range of 30 feet.
  Breath Resistance (Ex): At 10th level, the dragon
  slayer takes no damage from a dragon’s breath weapon
  if he makes his saving throw and half
  damage if he fails his save.
  The Zorzi
  PURPOSE
  The Zorzi is a cult of assassins
  dedicated to killing the greatest of all
  prey—dragons.
  LEADER
  Nebla Scourge (NE half-orc female
  Ftr3/Rog5/Asn5/Dsl7)
  CURRENT ACTIVITIES
  For as long as lesser races have
  existed, they have looked with envy
  and fear upon dragons. These great
  beasts are terrifying beyond belief.
  Huge, ancient, and impossibly powerful,
  their very existence reminds other beings
  that they are but ants compared to
  them—or so say many dragons. This
  arrogance is only amplified in the
  Dragon Empire, for as its name makes
  plain, it is dragons that rule the
  galaxy. For the last 5,000 years, a
  succession of draconic emperors
  has held the reins of ultimate
  power and no one, not even the
  most influential member of
  another species, will ever
  achieve the same level of
  might, no matter how hard he
  may try. The ascension of
  Mezzenbone is thus not all that
  great a change from the past,
  however much his political oppo-
  nents might protest. The fundamen-
  tal fact remains: Only dragons and their progeny enjoy
  true status and power in the Dragon Empire.
  Over the years, numerous insurrections and reform
  movements have arisen, each one dedicated to remaking
  the empire in its own image. Many have attempted to
  CHAPTER ONE: CLASSES
  20
  20l20
  
  oust the dragons from their thrones but none has ever
  succeeded. There are many reasons for these failures,
  but one is the obvious fact that dragons are puissant
  creatures with few equals among mortal beings. To chal-
  lenge a dragon is to court suicide. Consequently, most
  rebellions founder on their inability to bring down even
  a single dragon, let alone the entirety of the empire’s
  aristocracy. Lacking that ability, there is no hope for an
  end to the current system of governance.
  Even so, there are those who seek to overcome this
  handicap. During the Bronze Age, an orc warlord named
  Ugrek arose and dared to challenge the Dragon Empire.
  Nicknamed Zorzi, an Orc word meaning “slayer,”
  Ugrek did what few beings had ever done—slay not one
  but several dragons in personal combat. Ugrek’s victory
  was short-lived, as imperial forces converged on his
  stronghold in the Outlands and killed him along with all
  of his followers. However, the example of Ugrek Zorzi
  was not forgotten. Over the centuries, numerous indi-
  viduals have sought to reclaim the orc chieftain’s man-
  tle. For a variety of reasons, the prospect of killing a
  dragon holds great appeal.
  The most successful of these is the cult named after
  Ugrek, the Zorzi. The Zorzi arose late in the Copper Age
  among the orcs of the empire. Its earliest leaders had no
  political agenda of their own. Instead, they were simply
  interested in proving their combat skills by slaying drag-
  ons. Not surprisingly, very few achieved their goal. A
  few did, however, and they passed on their knowledge
  to others, who in turn passed it on to their students and
  followers. By the dawn of the Red Age, the Zorzi had
  amassed a respectable number of kills against dragons,
  usually minor lords of the Golden Kingdom, but some-
  times lords of Asamet or independent dragons in the
  Outlands. These assassins were nothing if not ecumeni-
  cal in their exploits.
  Mezzenbone’s accession has brought the Zorzi out of
  the shadows for the first time in centuries. While still
  illegal, the murder of dragons is now politically accept-
  able within certain factions of both Asamet and
  Qesemet. In addition, groups like the Insurrection see
  the assassination of dragons as an excellent way to bring
  about political change. Consequently, the Zorzi have
  found themselves busier than ever, accepting contracts
  from multiple factions, sometimes even working for bit-
  ter enemies at the same time. Although the cult is com-
  posed mostly of orcs and half-orcs, it is open to anyone
  who possesses the skills and courage to take on its
  unique vocation.
  Despite its newfound profile, the Zorzi remain
  strangely aloof from imperial politics. They appear not
  to have an agenda of their own. They accept work from
  anyone who can meet their high fees and don’t ask too
  many questions. Naturally, rumors have sprung up about
  their true intentions, the most common of which is that
  they serve evil outsiders seeking to throw the galaxy
  into chaos as a prelude to invasion. Others claim the cult
  serves the Adversary and its members are heralds of a
  universal war between good and evil. For their part, the
  Zorzi speak little of their true intentions, instead con-
  centrating on what they do best—slaying dragons.
  CAMPAIGN INTEGRATION
  The Zorzi are easy to use as villains in a Dragonstar
  campaign. They are stealthy and mysterious and true
  mercenaries. They appear to have no ethical principles
  CHAPTER ONE: CLASSES
  21
  21r21
  TABLE 1-6: THE DRAGON SLAYER
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save Save
  Special
  1st
  +1
  +0
  +2
  +0
  Draconic lore +1, dragon courage
  2nd
  +2
  +0
  +3
  +0
  Damage reduction 2/—, slaying attack +1d6
  3rd
  +3
  +1
  +3
  +1
  Draconic lore +2
  4th
  +4
  +1
  +4
  +1
  Damage reduction 4/—, slaying attack +2d6
  5th
  +5
  +1
  +4
  +1
  Draconic lore +3
  6th
  +6
  +2
  +5
  +2
  Damage reduction 6/—, slaying attack +3d6
  7th
  +7
  +2
  +5
  +2
  Draconic lore +4
  8th
  +8
  +2
  +6
  +2
  Damage reduction 8/—, slaying attack +4d6
  9th
  +9
  +3
  +6
  +3 
  Draconic lore +5
  10th
  +10
  +3
  +7
  +3
  Damage reduction 10/—, slaying attack +5d6, breath 
  resistance
  
  of their own. Money is their only master, which means
  they could conceivably work for anyone—provided the
  goal is to kill a dragon. The Zorzi are not generic assas-
  sins. Though many of them are quite skilled at murder,
  they do so only in pursuit of their ultimate quarry, a
  dragon lord of the empire. Consequently, they should
  appear only in adventures that include a
  dragon, half-dragon, or other dracon-
  ic scion. In most cases, nothing less
  than a full dragon will draw their atten-
  tion, but there may be exceptions from
  time to time. After all, a good DM
  keeps his players guessing.
  The Zorzi are also a convenient
  blank slate for a DM looking to
  add a dark conspiracy to his
  campaign. While the Zorzi
  may well be exactly as they
  appear 
  to 
  be—apolitical
  killers for hire—they might be
  much more. They are obviously
  a cult in the broad sense, since
  they use secrecy and initiation
  rituals to protect themselves.
  Whether they are also a cult
  that serves some dark master
  or has ulterior motives is up to
  the DM. The Zorzi can be as
  simple or complex as he wish-
  es, which makes them very
  easy to integrate into an ongo-
  ing campaign.
  Ecoterrorist
  Destruction 
  of 
  habitat.
  Poisoning 
  of 
  rivers 
  and
  streams. The use of animals
  for needless experimentation.
  Deforestation of entire worlds.
  These and other travesties are
  what the ecoterrorist fights
  against. The struggle against
  the greed and destruction of
  “the Dragon” gives the ecoter-
  rorist purpose and a sense of
  moral superiority. They have
  risen above the petty needs of
  the masses and follow a higher
  calling—the defense of nature.
  Ecoterrorists usually arise from the ranks of druids and
  rangers tired of seeing the continued desolation of the
  natural world. Finding the official channels glutted with
  autocrats and bureaucrats, they turn to a life of self-jus-
  tified vigilantism to achieve their goals. Soon, they find
  one another, like minds in the struggle; they form cells
  and identities. Some continue to work alone, finding
  that others, while of like mind, take their philosophies
  too far.
  Within the empire, there are no “official” organiza-
  tions that a budding ecoterrorist might join. Rumor sug-
  gests the growing divisions within the Druidic Society
  have given rise to a splinter group known as the
  Green Cabal. The Green Cabal is purported to be
  comprised of Druidic Society traditionalists and
  disenchanted progressives who see direct, often
  illegal action as the only way to ensure the
  survival of nature on many worlds within
  the empire. Rumors further suggest the
  Green Cabal has members within the
  Royal Exploratory Service. In this
  way, they hope to suppress
  knowledge of new discoveries
  that the Cabal deems would be
  exploited by the empire. 
  REQUIREMENTS
  To become an ecoterrorist, a character
  must fulfill the following criteria.
  Alignment: Chaotic good, neutral good,
  chaotic neutral.
  Skills: Animal Empathy 8 ranks,
  Gather Information or Intimidate 6 ranks,
  Knowledge 
  (nature) 
  8 
  ranks,
  Wilderness Lore 6 ranks.
  Feats: Skill Focus (Knowledge
  [nature]) 
  and 
  Skill 
  Focus
  (Knowledge [biology]) or Skill
  Focus (Knowledge [chemistry]).
  Spellcasting: Must be able to
  cast animal friendship and speak
  with plants.
  CLASS SKILLS
  The ecoterrorist’s class skills
  (and the key ability for each skill)
  are Bluff (Cha), Climb (Str),
  Concentration 
  (Con),
  Demolitions (Int), Diplomacy
  (Cha), Gather Information
  (Cha), Handle Animal (Cha),
  Hide (Dex), Intimidate (Cha),
  Knowledge (Nature) (Int), Move Silently (Dex) , Open
  Lock (Dex), Search (Int), Sense Motive (Wis),
  Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). 
  Skill Points at Each Level: 4 + Int modifier.
  CHAPTER ONE: CLASSES
  22
  22l22
  
  CLASS FEATURES
  All of the following are class features of the ecoter-
  rorist.
  Weapons and Armor Proficiency: An ecoterrorist is
  proficient with all simple weapons and light armor. Note
  that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  Spells per Day: An ecoterrorist continues his training
  in divine magic. Thus, when an ecoterrorist level is
  gained, the character gains new spells per day as if he
  had also gained a level in a divine spellcasting class he
  belonged to before he added the prestige class. He does
  not, however, gain any other benefit a character of that
  class would have gained. This essentially means that he
  adds the level of ecoterrorist to the level of some other
  divine spellcasting class the character has, then deter-
  mines spells per day and caster level accordingly.
  If a character had more than one divine spellcasting
  class before he became an ecoterrorist, he must decide
  to which class he adds each level of ecoterrorist for pur-
  poses of determining spells per day when he adds the
  new level.
  Radiation Resistance (Ex): The ecoterrorist has
  developed a resistance to the greatest scourge of the nat-
  uralist, radiation. The ecoterrorist gains radiation resis-
  tance 5 at 1st level, and this increases to 10 at 5th level
  and 15 at 10th level.
  Corrosive Touch (Su): The ecoterrorist can generate
  an acidic touch that destroys metal and plastic (as well
  as flesh). The character may, as a full attack action that
  does not provoke an attack of opportunity, make a melee
  touch attack that deals acid damage. The corrosive touch
  deals 1d6 points of acid damage at 2nd level, and this
  damage increases by 1d6 points of damage at 4th, 6th,
  and 8th level.
  Rallying Cry (Su): The ecoterrorist may give a rous-
  ing speech (requiring a Diplomacy check DC 15), which
  takes at least 1 minute, to imbue his allies with a +2
  morale bonus to saving throws against charm and fear
  effects and a +1 morale bonus to attack and weapon
  damage rolls. This effect lasts for 5 rounds plus the char-
  acter’s Cha modifier.
  Righteous Rage (Ex): If the ecoterrorist witnesses or
  has knowledge of a person or persons causing harm or
  exploiting an animal, plant, magical beast, or fey, he
  may whip himself into a frenzy to defend that creature
  from the offending parties. This rage is identical in all
  respects to the barbarian class ability, except it lasts for
  1 round per class level of the ecoterrorist. The ecoter-
  rorist may use this ability once per day at 4th level and
  twice per day at 10th level.
  Disrupt Circuitry (Sp): The ecoterrorist can gener-
  ate a disruptive force (provoking an attack of opportuni-
  ty, unless a Concentration check, DC 17, is made),
  which disables electronic equipment, robots, and soul-
  mechs. A piece of equipment may be disrupted for
  1d6+1 rounds, during which time it will cease to func-
  tion. Disabling a robot or soulmech requires a melee
  touch attack. The robot or soulmech is allowed a
  Fortitude save, DC 15. Failure means the robot or soul-
  mech is stunned for 1d6+1 rounds. The ecoterrorist can
  CHAPTER ONE: CLASSES
  23
  23r23
  TABLE 1-7: THE ECOTERRORIST
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  Spells per Day
  1st
  +0
  +2
  +2
  +0
  Radiation resistance 5
  2nd
  +1
  +3
  +3
  +0
  Corrosive touch 1d6
  +1 level of existing class
  3rd
  +2
  +3
  +3
  +1
  Rallying cry
  4th
  +3
  +4
  +4
  +1
  Righteous rage 1/day, 
  corrosive touch 2d6
  +1 level of existing class
  5th
  +3
  +4
  +4
  +1
  Radiation resistance 10
  6th
  +4
  +5
  +5
  +2
  Corrosive touch 3d6
  +1 level of existing class
  7th
  +5
  +5
  +5
  +2
  Disrupt circuitry
  8th
  +6
  +6
  +6
  +2
  Corrosive touch 4d6
  +1 level of existing class
  9th
  +6
  +6
  +6
  +3
  Elitism
  10th
  +7
  +7
  +7
  +3
  Radiation resistance 15,
  righteous rage 2/day
  +1 level of existing class
  
  use this ability a number of times per day equal to 1 +
  his Wisdom modifier.
  Elitism (Su): The ecoterrorist is so firm in his belief
  system that he may raise self-doubt and unease in others
  with a DC 20 Intimidate check. Those intelligent oppo-
  nents within 30 ft. suffer a –6 morale penalty to Will
  saves and a –4 morale penalty to attack and weapon
  damage rolls as they are forced to question their value
  system. This effect only works on creatures with Int
  scores of 7 and higher. The ecoterrorist can use this abil-
  ity a number of times per day equal to 1 + his Charisma
  modifier.
  The Green Cabal
  PURPOSE
  The Green Cabal is an ecoterrorist group that believes
  in defending the ecologies of the galaxy’s worlds by any
  means necessary, including violence.
  LEADER
  Davinna Lasala (CN half-elf female Drd8/Eco10)
  CURRENT ACTIVITIES
  The ancient Druidic Society is probably older than the
  Dragon Empire itself. No one knows for sure, but there
  is plenty of evidence to suggest it originated during the
  time of the Forongorn Confederation. Consequently, its
  members—primarily druids, as its name suggests—
  have always existed, fighting against the depredations of
  government and industry where they interfered with the
  course of the natural world. The Druidic Society has had
  its share of successes over the millennia, particularly
  with regard to establishing planetary preserves and lim-
  iting the exploitation of fragile worlds. Despite these
  successes, the Society has long been split between tradi-
  tionalists, who strongly oppose the development of vir-
  gin worlds, and progressives, who just as strongly
  believe that a middle path between the extremes is pos-
  sible. Since the dawn of the Red Age, the progressives
  have been in the ascendant.
  Among the traditionalists, there is growing anger and
  resentment. These druids and their allies believe that
  Mezzenbone is hell-bent on giving free rein to the aris-
  tocorps and other commercial interests, allowing them
  to despoil worlds without any concern for the creatures
  that live on them. These traditionalists scoff at their pro-
  gressive rivals, seeing them as little more than tools of
  the Dragon Empire. They feel that any attempt at
  accommodation or compromise is treason to the Mother
  and the natural world to which she gave birth.
  Since there can be no accord with those who would
  plunder the worlds of the galaxy for their own greedy
  ends, something must be done. A small group of tradi-
  tionalist druids and their supporters have created a ter-
  rorist organization known as the Green Cabal. The
  Cabal exists to protect the natural world at any cost. No
  method of defense is too extreme, especially if it under-
  mines the cause of the opposition. Unlike the Druidic
  Society, whose most hard-line members are still largely
  nonviolent, the Cabal is not averse to acts of destruction
  and violence. In addition to sabotage and vandalism, the
  ecoterrorists of this group have few qualms about killing
  those that commit “crimes against nature,” as well as
  those who aid and abet them.
  Like the Druidic Society itself, the Green Cabal has
  only a very loose hierarchy. It certainly has no central
  headquarters or base of operations. Instead, its members
  travel the galaxy in small cells, constantly moving so as
  to avoid capture by the ISPD and other imperial law
  enforcement agencies, which consider them extremely
  dangerous. The Cabal is extraordinarily secretive. Most
  of its members know only one or two other members in
  the group so as to minimize the damage should one of
  them be captured and successfully interrogated. In addi-
  tion, each cell has considerable autonomy. It plans its
  actions according to its own assessment of the local sit-
  uation, rarely receiving direct orders from the Cabal’s
  nominal head.
  Because of the autonomy granted to individual cells,
  there is a wide degree of variance in their activities.
  Some stay solidly within the bounds of good morality,
  avoiding collateral damage that might harm innocent
  bystanders, for example. Others show little compunc-
  tion about such things, believing that anything that
  undermines the empire’s techno-magical society serves
  their cause. Similarly, there is much variance in political
  matters as well. Some cells have allied themselves to
  houses of Asamet or the Insurrection, while others
  eschew all these groups as yet more “traitors” that prop
  up a wholly corrupt empire. Consequently, it is difficult
  for outsiders to know whether certain acts attributed to
  the Green Cabal are indeed their handiwork or just
  imperial propaganda—a fact that may well undermine
  their cause in the end.
  CAMPAIGN INTEGRATION
  The Green Cabal works equally well as a villain or an
  ally. It can be used as a villain in several ways, depend-
  ing on the interests of the player characters and the
  nature of the campaign. If the PCs work for the empire
  in some fashion, the Cabal could easily prove a threat to
  them. If they work for a corporation, it’s even easier to
  include them. Of course, misguided or deluded mem-
  CHAPTER ONE: CLASSES
  24
  24l24
  
  bers of the Cabal might turn up in other situations, mak-
  ing an already dangerous place even more deadly. As
  allies, the Cabal is, at best, erratic and unpredictable.
  Unless the characters are members themselves, they
  may find it impossible to rely upon the ecoterrorists,
  since they are both disorganized and prone to
  whimsy.
  The Green Cabal is also very useful in a
  Dragonstar campaign where the DM wishes
  to play up the lack of a clear-cut morality within
  the empire. The Cabal’s goals are in many ways
  noble. Many billions of people share them,
  including most druids and rangers. However,
  the Cabal isn’t willing to convince those who
  disagree through debate or discussion. For
  them, talk is cheap. They prefer decisive
  action—the more destructive to imperial
  interests the better. These facts make them
  ideal to include in games where the strug-
  gle between idealism and pragmatism is a
  central theme. How far is too far in
  defense of a genuine good? The Green
  Cabal provides an interesting touchstone
  to answering that question. Whether used
  as villains or as allies, no adventure in
  which these ecoterrorists appear will lack
  for controversy—the stuff of good story-
  telling.
  Imperial Arcanist
  The Imperial Society of Arcane Magic
  is an important institution of the Dragon
  Empire. It exists not only to advance the
  cause of magical research, but also to pro-
  mote wizards as the equals of sorcerers,
  despite their lack of dragon blood. Imperial
  arcanists, as the Society’s members are
  known, are scholarly and devoted wizards
  (and the occasional bard) who use their
  knowledge to improve their spellcasting abili-
  ties. Arcanists are also skilled researchers who
  seek out the forgotten lore and secrets of arcane
  magic. Consequently, arcanists possess a variety
  of techniques that no other arcane spellcasters pos-
  sess. In addition, the camaraderie of the Society is
  great. Its members regularly work together toward
  common goals and support one another in times of
  need. It is little wonder then that imperial arcanists have
  made great strides in recent centuries toward full recog-
  nition alongside their sorcerous colleagues. 
  Hit Die: d4.
  CHAPTER ONE: CLASSES
  25
  25r25
  
  REQUIREMENTS
  To become an imperial arcanist, a character must meet
  all of the following requirements.
  Alchemy or Scry: 6 ranks.
  Knowledge (arcana): 8 ranks.
  Spellcraft: 8 ranks.
  Feats: Scribe Scroll, any one metamagic feat, Spell
  Focus (any).
  Spells: Ability to cast arcane spells of 3rd level or
  higher.
  Special: Character must be a non-sorcerer and pay
  1,000 cr per spellcasting level in annual membership
  dues.
  CLASS SKILLS
  The imperial arcanist’s class skills (and the key abili-
  ty for each skill) are Alchemy (Int), Concentration
  (Con), Craft (Int), Knowledge (all skills, taken individ-
  ually) (Int), Profession (Wis), Research (Wis), Scry
  (Int), and Spellcraft (Int).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the imperial
  arcanist.
  Weapons and Armor Proficiency: An imperial
  arcanist gains no proficiency in any weapon or armor.
  Note that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  Spells per Day: An arcanist continues training in
  magic as well as her field of research. Thus, when an
  arcanist level is gained, the character gains new spells
  per day as if she had also gained a level in an arcane
  spellcasting class she belonged to before she added the
  prestige class. She does not, however, gain any other
  benefit a character of that class would have gained. This
  essentially means that she adds the level of arcanist to
  the level of some other spellcasting class the character
  has, then determines spells per day and caster level
  accordingly.
  If a character had more than one spellcasting class
  before she became an imperial arcanist, she must decide
  to which class she adds each level of arcanist for pur-
  poses of determining spells per day when she adds the
  new level.
  Membership: Imperial arcanists gain many benefits
  from their membership in the Imperial Society of
  Arcane Magic—and some drawbacks as well. In
  exchange for their annual membership dues and the
  promise to abide by the regulations and bylaws of the
  Society (including the rulings of its leaders), arcanists
  gain access to its academies and guild houses through-
  out the Dragon Empire. They may take lodging there for
  no fee and may purchase spell components and other
  arcane materials for half their normal costs. Imperial
  arcanists also gain access to the Society’s spell database.
  This grants them two new spells of any level they can
  cast to add to their spellbooks.    
  Secret: Thanks to the Society’s unparalleled libraries,
  imperial arcanists have access to all sorts of magical
  lore. At 2nd level and every two levels afterward (4th,
  6th, 7th, and 10th), the arcanist chooses one secret from
  the following list. She can’t choose the same secret
  twice.
  CHAPTER ONE: CLASSES
  26
  26l26
  TABLE 1-8: THE IMPERIAL ARCANIST
  Base
  Class Attack Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  Spells
  1st
  +0
  +0
  +0
  +2
  Membership
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +3
  Secret
  +1 level of existing class
  3rd
  +1
  +1
  +1
  +3
  Skill adept
  +1 level of existing class
  4th
  +2
  +1
  +1
  +4
  Secret
  +1 level of existing class
  5th
  +2
  +1
  +1
  +4
  School focus
  +1 level of existing class
  6th
  +3
  +2
  +2
  +5
  Secret
  +1 level of existing class
  7th
  +3
  +2
  +2
  +5
  Bonus feat
  +1 level of existing class
  8th
  +4
  +2
  +2
  +6
  Secret
  +1 level of existing class
  9th
  +4
  +3
  +3
  +6
  Skill mastery
  +1 level of existing class
  10th
  +5
  +3
  +3
  +7
  Secret
  +1 level of existing class
  
  •
  The arcanist’s effective caster level for all spells
  from a single school of magic is increased by 1.
  •
  The arcanist’s save DCs for all spells possessing a
  single descriptor (such as “mind-affecting” or
  “language-dependent”) are increased by 1
  •
  The DCs of all Spellcraft checks to identify spells
  cast by the arcanist are increased by a number
  equal to her class level
  •
  The arcanist gains a competence bonus equal to
  her class level on all Concentration checks
  •
  The arcanist gains a +2 bonus to Intelligence but
  solely for the purpose of determining bonus spells
  per level
  •
  The arcanist gains a bonus to all Will saves equal
  to half  her class level against spells cast by sor-
  cerers
  Skill Adept (Ex): At 3rd level, the arcanist may
  choose a number of Intelligence-based skills equal to
  her Intelligence bonus as her specialties. She gains a
  competence bonus on related skill checks equal to her
  class level.
  School Focus: At 5th level, the arcanist gains the
  Spell Focus feat for a magical school of her choosing.
  Bonus Feat: At 7th level, the arcanist may choose a
  single item creation or metamagic feat as a bonus feat.
  Skill Mastery (Ex): At 9th level, the arcanist may
  now take 10 on checks using skills she chose as her spe-
  cialty with the skill adept ability. The arcanist can take
  10 on these chosen skill checks even when stress or dis-
  tractions would otherwise prevent her from doing so.
  The Imperial Society of Arcane Magic
  PURPOSE
  The Society exists to advance the study and accep-
  tance of wizards within the Dragon Empire.
  LEADER
  Gwilm Halapaa (LN human male Wiz10/Ima10)
  CURRENT ACTIVITIES
  The close association between the practice of sorcery
  and dragons has always made it difficult for wizards in
  the Dragon Empire. Though their art is in many ways
  similar to that of sorcerers, the imperial aristocracy
  looks down upon it. That anyone with sufficient intelli-
  gence and effort can learn wizardry has made it a “com-
  moner’s art.” A mighty wizard need not be born to his
  power; he ascends to it through study and hard work.
  Unsurprisingly, this has stigmatized wizards and led to
  their political and social marginalization throughout the
  galaxy.
  During the Silver Age, a small number of wizards
  came together on the world of Aelding in the Casenore
  system to address this issue. Among them was a half-
  dragon of House Sarava named Ahl Verbeelo who,
  despite his ancestry, had taken up the practice of wiz-
  ardry, which he considered both more flexible and noble
  than the sorcery revered by his kinsmen. Verbeelo pro-
  posed the foundation of a great academy on Aelding,
  one that would train other wizards and increase their
  recognition in the empire. Like most of his compatriots,
  he believed that ignorance was at the root of imperial
  prejudice against wizards. If they could only see the
  strength and power of wizards with their own eyes, they
  would change their minds.
  To that end, the assembled wizards founded the
  Imperial Society of Arcane Magic, which would in turn
  administer the Vespar Academy of the Art. From the
  first, the majority of its members believed that the best
  path to acceptance was to show the empire the benefits
  to be gained by accepting wizards as the equal of sor-
  cerers. They believed that loyalty to the empire was
  paramount; no one should suspect wizards of being
  would-be insurrectionists. A minority, however, dis-
  agreed—sometimes violently. These wizards felt that
  the entire edifice of imperial power was built upon
  inequality and should be brought down from within.
  Naturally, some within this minority went so far as to
  argue that the galaxy should be ruled by a wizardly elite
  made up of the best and brightest of their number.
  While the majority opposed such notions, lest the
  grand dukes suspect the Society of sedition, they often
  found it difficult to do so. The Society has always laid
  great stress on the “artistic” nature of wizardly magic. It
  is an art that anyone with talent can learn. Unlike sor-
  cery, it is not a birthright. One is not born to wizardly
  ability; it must be earned through years of hard work.
  Consequently, there has always been a strain of egalitar-
  ian sentiment within the Society. While not every wiz-
  ard is a secret republican desiring the overthrow of the
  emperor and his court, most are at least moderately sup-
  portive of democratizing the political and social struc-
  ture of the Dragon Empire. This has not won the Society
  many friends among the houses.
  While Qesemet held the throne, the Society fared well
  enough as a semi-official guild for wizards, but it made
  few gains toward full social equality for these arcane
  spellcasters. House Sarava took some pride in the
  accomplishments of imperial arcanists, especially in the
  field of spell research. However, even the silver dragons
  had little interest in breaking the power of the sorcerers,
  on whose magical abilities they had depended for mil-
  lennia.
  CHAPTER ONE: CLASSES
  27
  27r27
  
  Ironically, it was the dawn of the Red Age that saw the
  Imperial Society reach new levels of influence.
  Mezzenbone, though hardly interested in genuine egali-
  tarianism, was nevertheless interested in cultivating a
  power base above and beyond that usually associated
  with the Iron Kingdom. The new emperor turned to the
  wizards, several of whom he placed into positions of
  authority throughout the empire. While this has gone
  some distance toward getting wizards closer to the
  nexus of galactic power, it has also tainted them in the
  eyes of many, who worry that the Society could become
  a tool of tyranny. Consequently, the organization’s
  egalitarian minority has become restive of late and
  may well break away in protest against the
  growing rapprochement with the imperial
  throne.
  CAMPAIGN INTEGRATION
  The Imperial Society of Arcane
  Magic can serve several purposes in a
  Dragonstar campaign. First and fore-
  most, it gives wizards a place to call
  home, which is very important in the
  sorcerer-dominated Dragon Empire.
  The Society’s vast spell database is a
  draw for almost any wizard who
  wishes to keep abreast of the latest
  magical formulae. Membership in
  the Society gives access to the data-
  base, which may be reason enough to
  include it in a campaign with one or
  more wizard player characters.
  Of course, the politics of the
  Society make a great campaign ele-
  ment as well. Torn between democ-
  rats and elitists, loyalists and rebels,
  the Imperial Arcanists are a diverse
  lot. The halls of the Vespar Academy
  echo with arguments, as each faction
  tries to chart the best course of action
  in the galaxy. More than anything,
  wizards wish acceptance from the
  empire, but how badly do they want
  it? 
  Will 
  they 
  risk 
  becoming
  Mezzenbone’s collaborators to gain what they seek?
  Would they be better off joining the Insurrection and
  fighting for a new and more just society? All of these
  questions can form the basis for exciting Dragonstar
  adventures or even entire campaigns. DMs looking to
  add an element of magical intrigue to their games
  should look no further than the Imperial Society of
  Arcane Magic. 
  Infowarrior
  Many things hold the Dragon Empire together and
  one of the most easily forgotten is information, specifi-
  cally the electronic data stored and exchanged by com-
  puters, robots, and other technological devices. Those
  who would control the empire long ago recognized this
  oft-overlooked fact and worked to exploit it. It was from
  these individuals that the infowarrior was born: an elec-
  tronic fighter who uses his knowledge of computers to
  gain control of them and access the secrets
  they hold within.
  Infowarriors come in many vari-
  eties. Some are professionals of
  the highest order, having trained
  for years to become the ultimate
  virtual invader. Others are ama-
  teurs who use their innate gifts
  to hack into computer systems
  for entertainment, personal
  profit, or merely as an intel-
  lectual challenge. Both types
  are much sought after in the
  empire. Organizations as
  diverse as the military, cor-
  porations, and even the gov-
  ernment 
  have 
  need 
  of
  infowarriors, as do rebel and
  criminal groups. With the
  dawn of the Red Age, the
  secret war between Asamet
  and Qesemet has intensified.
  Its battles are fought in the
  shadows 
  between 
  hidden
  forces whose identities and
  agendas are unknown to most
  imperial subjects. At the center
  of these shadowy battles are
  infowarriors, on whose actions
  the very fate of the Dragon
  Empire may one day depend.
  Hit Die: d6.
  REQUIREMENTS
  To become an Infowarrior, a character
  must meet all of the following requirements. 
  Cryptography: 4 ranks.
  Gather Information: 6 ranks.
  Research: 6 ranks.
  Use Device: 8 ranks.
  Feats: Hacker, Remote Operation.
  CHAPTER ONE: CLASSES
  28
  28l28
  
  CLASS SKILLS
  The infowarrior’s class skills (and the key ability for
  each 
  skill) 
  are Appraise 
  (Int), 
  Bluff 
  (Cha),
  Concentration (Con), Craft (Int), Cryptography (Int),
  Disable Device (Int), Gather Information (Cha),
  Knowledge (all skills, taken individually) (Int), Open
  Lock (Dex), Repair (Int), Research (Wis), Search (Int),
  and Use Device (Int).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the infowar-
  rior.
  Weapons and Armor Proficiency: An infowarrior
  gains no additional weapon or armor proficiencies. Note
  that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  Hacking (Ex): Beginning at 1st level and increasing
  every other level thereafter (3rd, 5th, 7th, 9th), the infor-
  warrior gains a +1 bonus to all Gather Information,
  Research, and Use Device checks made while attempt-
  ing to hack into a computer system or information net-
  work.
  Electric Scry (Sp): At 1st level, the infowarrior gains
  an ability identical to the spell electric scry, which he
  can use once per day as a sorcerer of his class level.
  Instant Reboot/Power Down (Sp): At 2nd level, the
  infowarrior gains an ability identical to the spells instant
  reboot and power down. This ability is usable once per
  day as a sorcerer of the infowarrior’s class level. The
  character must choose to use either instant reboot or
  power down as his one use for the day. He cannot use
  both.
  Detect Surveillance (Sp): At 3rd level, the infowar-
  rior gains the ability to detect surveillance as the spell.
  His caster level is equal to his class level. This ability is
  usable once per day.
  Greater Electric Scry (Sp): At 4th level, the infowar-
  rior gains an ability identical to the spell greater electric
  scry, usable once per day as a sorcerer of his class level.
  Master Programmer (Ex): At 6th level, the infowar-
  rior becomes so adept at writing custom computer pro-
  grams on the fly that he halves the amount of time it
  takes to write a program (round up), to a minimum of
  five minutes.
  Bonus Feat: At 8th level, the infowarrior may choose
  a single bonus feat from the following list: Alertness,
  Good Memory, Improved Initiative, and Information
  Junkie.
  Ghost in the Machine (Su): At 10th level, the
  infowarrior is so knowledgeable in the ways of comput-
  ers that he can transfer his soul into a machine or net-
  work once he has gained control of it (through the usual
  hacking methods). This transfer allows the character to
  double his hacking bonus while his soul resides in the
  computer to +10. In addition, it allows him total access
  to all data held within the system, even if it is encrypt-
  ed. The infowarrior also has control over any subsidiary
  computer or electronic devices operated by the comput-
  er as if he had hacked them himself. While his soul
  resides in the computer, the character is in a state of sus-
  pended animation, just as if he were under the effects of
  astral projection. If his body is killed while his soul is
  in the computer, the infowarrior is killed, although cast-
  CHAPTER ONE: CLASSES
  29
  29r29
  TABLE 1-9: THE INFOWARRIOR
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Hacking +1, electric scry
  2nd
  +1
  +0
  +2
  +2
  Instant reboot/power down
  3rd
  +1
  +1
  +3
  +3
  Hacking +2, detect surveillance
  4th
  +2
  +1
  +3
  +3
  Greater electric scry
  5th
  +2
  +1
  +4
  +4
  Hacking +3
  6th
  +3
  +2
  +4
  +4
  Master programmer
  7th
  +3
  +2
  +5
  +5
  Hacking +4
  8th
  +3
  +2
  +5
  +5
  Bonus feat
  9th
  +4
  +3
  +6
  +6 
  Hacking +5
  10th
  +4
  +3
  +6
  +6
  Ghost in the machine
  
  ing soul bind within a number of rounds equal to the
  character’s Intelligence bonus will capture the soul and
  preserve it until it can be returned to its original body or
  placed within a soulmech.
  The Guild of Tinkers
  PURPOSE
  The Guild is an illegal alliance of infowarriors work-
  ing to bring down the Dragon Empire from within.
  LEADER
  Ditenda Rujit (CN gnome male Mec7/Rog3/Inw10)
  CURRENT ACTIVITIES
  The Guild of Tinkers began its existence almost a
  thousand years ago. As its name suggests, it was origi-
  nally a haven for mechanists who loved nothing more
  than tinkering with devices of various sorts, especially
  electronic ones. These mechanists were generally a
  rough and tumble sort, self-trained men and women
  whose primary interest was in “improving” already
  existing devices, but with little regard for the theoretical
  underpinnings behind that technology. In a sense, the
  original tinkers were “mechanical artists” rather than
  inventors or engineers. They tried their best to bend
  technology to their wills in order to achieve effects they
  considered desirable. This earned the Guild a reputation
  as “a haven for madmen,” according to members of the
  more respectable Imperial Union of Mechanists and
  Engineers.
  From the first, the Guild showed little regard for the
  law, imperial or local. Members of the organization reg-
  ularly violated rules and regulations in pursuit of their
  unusual goals. Indeed, the tinkers held that, since they
  were not actually creating new technology but modify-
  ing old technology to work in new ways, any laws relat-
  ing to the development or dissemination of technology
  should not bind them. Such semantics held little weight
  in imperial courts of law, where tinkers were frequently
  charged with a wide variety of crimes, chief among
  them being infringement upon the secrets of other
  guilds. Naturally, the tinkers made the claim that trade
  secrets were themselves a violation of the Imperial
  Charter and that “information wants to be free.” Again,
  this line of reasoning held little weight and many tinkers
  found themselves sentenced to long terms on prison
  asteroids.
  About 150 years ago, the Guild changed its tactics
  thanks to an elven mechanist named Vannine Dra, who
  became the organization’s new leader. Dra was obsessed
  with the InfoNet and other computer networks. She
  believed that they offered the Guild the best way to con-
  tinue its work without interference from imperial
  authorities. Even the InfoNet is relatively unregulated.
  Not even the ISPD or Adamantine Order now possess
  the capabilities to police its activities effectively. By
  adopting these networks as its way of doing business,
  Dra argued that the Guild of Tinkers could not only con-
  tinue to operate as it always had but could also “evolve”
  into something else. Dra’s strategy proved fairly effec-
  tive. Many tinkers, especially younger members of the
  Guild, became enthralled with the notion of “improv-
  ing” computer systems by hacking into them. Their
  intent was not always malicious, of course. Indeed,
  many tinkers had little interest in anything except
  expressing themselves creatively through the medium of
  hacking.
  Of course, the purity of Dra’s original vision could not
  last. Many tinkers saw vast opportunities for making
  money by hacking into the right computer systems.
  They cultivated contacts with organized crime, includ-
  ing the Black Hole Syndicate, and helped them launder
  money and steal valuable data. Before long, the Guild
  was riddled with criminal agents, some of whom had lit-
  tle interest in its illustrious history or founding philoso-
  phy. This helped to bring the Guild to the attention of
  imperial law enforcement and espionage agencies,
  which rightly worried that it was a rogue element that
  could harm the stability of the empire. A series of high-
  profile crackdowns eventually led to the official dis-
  banding of the Guild and the prosecution of its leaders.
  The Guild of Tinkers probably would have faded into
  history had Mezzenbone not taken the throne. The new
  emperor was every bit as interested in keeping a lid on
  dissent as his predecessors. As might be expected,
  Mezzenbone took an even dimmer view of groups such
  as the tinkers. This encouraged many of the surviving
  members of the Guild to band together and fight against
  the empire. Although not technically part of the
  Insurrection, they share many goals with the rebels.
  Therefore, the two organizations occasionally work
  together in mutually beneficial endeavors. At its base,
  though, the Guild of Tinkers is a pretty anarchic group
  whose members have diverse goals. They are united
  only in their desire to see the Dragon Empire suffer at
  their hands. 
  CHAPTER ONE: CLASSES
  30
  30l30
  
  CAMPAIGN INTEGRATION
  The Guild of Tinkers can serve many purposes in a
  Dragonstar campaign, if only because the organization
  is so diverse. Its members run the gamut from idealistic
  rebels to criminal hackers to technological artists—and
  everything in between. The
  Guild does not make a very
  good patron for most player
  characters. The group rarely
  hires outsiders to do its dirty
  work, preferring to keep things
  strictly “within the family.” Of
  course, a PC infowarrior might
  well be asked to work for the
  Guild or its members, but that’s a
  very specific use of the group.
  More often than not, the charac-
  ters will hire a tinker to work for
  them. Tinkers enjoy taking free-
  lance contracts from outsiders,
  since it gives them variety and
  cash, two things they crave. The
  secret, of course, is finding the right
  tinker for the right job. Some, for example,
  have specialties or refuse to become
  involved in particular types of work,
  depending on their sensibilities. The DM
  can easily play up these differences to
  give life to the Guild.
  The Guild will rarely appear as an
  antagonist. However, the criminal con-
  nections of many tinkers mean that the
  group could easily be on opposite sides
  of the player characters. Tinkers are not
  always picky about their employers. They
  work for some fairly unsavory types if the
  money is right and it affords them the chance
  to do something unusual on a computer net-
  work. The DM should always bear that
  in mind: Tinkers live for novelty and
  innovation. Though far removed
  from their origins, they retain a love
  of the new and exciting. Few things catch
  their attention like the chance to do
  something no one else has ever done
  before.
  Imperial Legionnaire
  The Imperial Legions are the cornerstone of the
  Dragon Empire’s military might. The Legions are the
  massed armies of all the domains that serve the emper-
  or and ultimately answer to his authority. The Legions
  are called upon to perform a wide variety of missions
  across the galaxy, from police actions on worlds rocked
  by civil war to border protection to the invasion of
  Outlands worlds—and everything in between. The one
  constant are the men and women who make up the
  Legions. Trained in a combination of old and new com-
  bat techniques, they are the pinnacle of the warrior caste
  and the pride of the empire.
  While the term “legionnaire” technically refers to any
  member of the Legions, from lowly conscripts to sea-
  soned veterans, most imperial subjects use the
  term to refer specifically to the Legion’s
  elite, professional soldiers. In the popular
  imagination, an imperial legionnaire is a
  two-fisted soldier without equal.
  Equally skilled with pistol and
  sword, legionnaires defend the
  empire from all comers and live
  only to serve their emperor. For
  the most part, such stories have a
  basis in fact, but as any objec-
  tive observer will tell you, the
  truly elite troops of the
  Legions are rare things in the
  galaxy.
  Hit Die: d10.
  REQUIREMENTS
  To become an imperial legion-
  naire, a character must meet all of
  the following requirements.
  Base Attack Bonus: +6.
  Skills: Freefall 4 ranks, Jump 4
  ranks, Pilot 4 ranks.
  Feats:
  Point Blank Shot,
  Precise 
  Shot, 
  Rapid 
  Shot,
  Technical Proficiency.
  CLASS SKILLS
  The imperial legionnaire’s
  class skills (and the key ability
  for each skill) are Balance
  (Dex), Climb (Str), Craft (Int),
  Demolitions 
  (Int), 
  Freefall
  (Dex), Intimidate (Cha), Jump (Str),
  Pilot (Dex), Profession (Wis), Spot
  (Wis), and Swim.
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the imperial
  legionnaire.
  CHAPTER ONE: CLASSES
  31
  31r31
  
  Weapons and Armor Proficiency: A legionnaire is
  proficient with all simple and martial weapons and light,
  medium, and heavy armor. Note that armor check penal-
  ties for armor heavier than leather apply to the skills
  Balance, Climb, Escape Artist, Hide, Jump, Move
  Silently, Pick Pocket and Tumble. Also, Swim checks
  suffer a –1 penalty for every 5 pounds of armor and
  equipment carried.
  Sword and Gun Style (Ex): At 1st level, a legion-
  naire has extensive experience fighting with a blade in
  one hand and a ranged weapon in the other. When
  wielding a ranged weapon in one hand, he may wield a
  light melee weapon in the other. When using this abili-
  ty, the legionnaire may make an extra attack each round
  with his off-hand weapon at his highest attack bonus.
  When fighting in this manner, firing the ranged weapon
  in melee does not provoke an attack of opportunity. The
  legionnaire suffers no penalties to either weapon using
  this ability.
  Two-Gun Fighting (Ex): At 2nd level, the legion-
  naire gains the benefit of the Two-Gun Shooting feat. If
  he already possesses this feat, he may choose another
  feat from the list of fighter bonus feats, even if he does
  not possess any levels in fighter.
  Deadeye (Ex): At 3rd level, the legionnaire gains the
  Deadeye feat for free, even if he does not possess the
  prerequisites. If he already possesses the feat, he may
  choose another one from the fighter bonus feat list. 
  Uncanny Dodge (Ex): At 4th level, the legionnaire
  retains his Dexterity bonus to AC (if any) if caught flat-
  footed or struck by an invisible attacker. At 6th level, the
  legionnaire can no longer be flanked. Any character at
  least four levels higher than the character can still flank
  if he also possesses this uncanny dodge ability.
  Bonus Feat (Ex): Beginning at 5th level and contin-
  uing every two levels thereafter, the legionnaire gains a
  bonus feat from the list of fighter bonus feats. 
  Defensive Roll (Ex): Once per day, when a legion-
  naire would be reduced to 0 hit points or less by damage
  in combat (from a weapon or other blow, not a spell or
  special ability), he can attempt to roll with the damage.
  The character makes a Reflex saving throw (DC = dam-
  age dealt) and, if successful, takes only half damage
  from the blow. The legionnaire must be aware of the
  attack and able to react to it in order to execute the
  defensive roll. If his Dexterity bonus to AC is denied,
  the character cannot use this ability. 
  Legionnaire Step (Ex): At 10th level, the legionnaire
  learns to make a 5-foot step both before and after his
  attacks for the round. 
  White Legion Expeditionary Force
  PURPOSE
  The Expeditionary Force is the colonial military force
  of House Altara, dedicated to exploration and exploita-
  tion of the Outlands.
  LEADER
  Ochorro (CE half-dragon female Ftr9/Leg10)
  CURRENT ACTIVITIES
  The “Imperial Legions” is the blanket term used to
  describe the military might of the Dragon Empire. The
  name is very evocative and emphasizes the infantry that
  CHAPTER ONE: CLASSES
  32
  32l32
  TABLE 1-10: THE IMPERIAL LEGIONNAIRE
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Sword and gun style
  2nd
  +2
  +2
  +1
  +1
  Two-Gun Fighting
  3rd
  +3
  +3
  +1
  +1
  Deadeye
  4th
  +4
  +3
  +1
  +1
  Uncanny dodge
  5th
  +5
  +4
  +2
  +2
  Bonus feat
  6th
  +6
  +4
  +2
  +2
  Uncanny dodge
  7th
  +7
  +5
  +2
  +2
  Bonus feat
  8th
  +8
  +5
  +3
  +3
  Defensive roll
  9th
  +9
  +6
  +3
  +3 
  Bonus feat
  10th
  +10
  +7
  +3
  +3
  Legionnaire step
  
  is vital to the empire’s occupation and conquest of
  worlds. Unfortunately, the name also gives the impres-
  sion that the Legions consist of nothing beyond such
  troops, which is patently untrue. The Legions are, in
  fact, a very diverse group of organizations, united by
  their allegiance to the Golden Throne and their willing-
  ness to defend the empire against all threats. Each house
  of the empire maintains its own specialized units and
  uses them primarily for its own benefit, although, like
  all parts of the Legions, they serve the whole empire in
  times of trouble.
  The White Legion Expeditionary Force is an example
  of one such specialized unit. Formed over a half-millen-
  nium ago by the leaders of House Altara, the force
  serves several purposes. First and foremost, it is a rapid-
  reaction force to defend the holdings of the white drag-
  ons across the empire. Its legionnaires are well trained
  and rival those of other more powerful houses in terms
  of their weaponry and equipment. In addition, the force
  has access to fast starships that allow its troops to get
  from one end of the domain to the other with remarkable
  speed. This is the key to the force’s usefulness to House
  Altara and its reputation throughout the empire.
  The force is also a colonial military unit used in those
  Outlands territories held or administered by the white
  dragons. Indeed, it is in the Outlands that many legion-
  naires earned their spurs as warriors. House Altara has
  conquered comparatively few worlds of its own, but it is
  often given governorship of them because of its com-
  paratively weak political position within the empire.
  The process of annexing Outlands worlds is often bru-
  tal, but the Expeditionary Force has become quite adept
  at crushing dissent and turning Outlanders into model
  imperial subjects—whether they wish to or not.
  Ironically, the force has also become very familiar
  with a wide variety of alien cultures, which has in turn
  led to its third purpose: exploration. The Expeditionary
  Force is regularly assigned to accompany and protect
  imperial exploratory vessels of all sorts, including those
  of the Royal Exploratory Service. That last fact is a tes-
  tament to the force’s professionalism and skills in this
  area. It is rare to see such cooperation between
  Qesemet- and Asamet-based organizations, especially
  one that’s as solidly military in its nature as the
  Expeditionary Force. Yet, there are few other groups
  within the Dragon Empire that are as adept at dealing
  with the unknown. Perhaps unsurprisingly, a fair num-
  ber of individuals from outside Altara’s territory enlist
  in the White Legion in hopes of joining the
  Expeditionary Force. Many fail to make the grade, but
  enough do that it is a viable route for those hoping to
  spend their military service exploring the uncharted
  reaches of the galaxy.
  Since Mezzenbone came to the throne, the force has
  been busier than usual. The emperor has shown a great
  deal of favor to House Altara, which has been a loyal
  member of Asamet since the beginning. The force is
  another reason why. Mezzenbone believes—correctly—
  that House Altara will pacify worlds more quickly and
  efficiently than any other house within the empire.
  Furthermore, he hopes that the force will be able to
  extract valuable magic or technology from these worlds
  before it has the chance to fall into the hands of the
  Insurrection or others who oppose his rule.
  So far, this arrangement has worked very well. Yet,
  there is evidence that problems may be arising. The
  presence of so many from outside House Altara within
  the Expeditionary Force is beginning to have an effect.
  Where once the force’s military governors were brutal
  and remorseless, some now show a tendency toward
  conciliation and diplomacy. Many are more interested in
  learning from Outlanders than in subjugating them mer-
  cilessly. While this has aided the force in its efforts in
  some respects, it has also weakened the position of
  House Altara in the Outlands. No longer is it as feared
  as once it was, which has in turn encouraged rebellion
  among and sympathy for its enemies.
  CAMPAIGN INTEGRATION
  The White Legion Expeditionary Force can be used in
  many ways in a Dragonstar campaign. The simplest is
  as an example of a specialized organization within an
  Imperial Legion. Whether as a base for player character
  soldiers or as an antagonist, the force works well in most
  campaigns. In the latter capacity, it’s especially useful as
  an enemy in the Outlands. The force can function as a
  stereotypical occupying army against which the PCs can
  rally a rebellion.
  Of course, the Expeditionary Force can also be used
  in exploration-based games as well. Some legionnaires
  in the force have a genuine interest in the quest for
  knowledge, while others do not. In a game where the
  PCs are all explorers working for the Royal Exploratory
  Service, the force might be part of a “deal with the
  devil” to protect an exploratory mission. The legion-
  naires and explorers have no love for one another but
  most work together for a time, despite their mutual
  antipathy. Another variation is a campaign where the
  PCs are all good-aligned exploration-minded soldiers
  who joined the force to see the galaxy and must fight
  against its darker nature to achieve their dreams. In
  either case, the campaign plays off the Expeditionary
  Force’s complex nature to create adventures that empha-
  size interpersonal conflicts as much as combat. While
  very different from other legionnaire campaigns, this
  one offers many rich rewards for those willing to try.
  CHAPTER ONE: CLASSES
  33
  33r33
  
  Noetic Warrior
  The noetic warriors represent the pinnacle of the
  Noetic Order’s physical and spiritual training regime.
  Combining potent psionic abilities with combat skills,
  they are a testament to the power of mind over matter.
  Noetic warriors are skilled in both unarmed and melee
  combat. In addition, they
  have learned how to use
  their psionic abilities in
  tandem with their martial
  skills, creating a potent
  combination revered (and
  feared) 
  throughout 
  the
  galaxy.
  Noetic warriors are one of
  the most common representatives
  of the Noetic Order outside of its
  monasteries. That is because these war-
  riors are not always members of the order
  itself. The monks accept students from all
  over the Dragon Empire who show
  potential. So long as a
  student abides by the
  order’s rules while study-
  ing, it has few restrictions
  about whom its masters will
  teach. Consequently, noetic warriors
  can be found in a wide variety
  of occupations, not all of them
  devoted to the spiritual goals of the
  order that gave them birth.   
  Hit Die: d10.
  REQUIREMENTS
  To become a noetic war-
  rior, a character must meet all
  of the following requirements.
  Alignment: Any lawful.
  Base Attack Bonus:
  +7.
  Skills: Autohypnosis 4
  ranks, 
  Concentration 
  4
  ranks, Jump 4 ranks, Tumble
  4 ranks.
  Feats:
  Alertness, 
  Combat
  Reflexes, Combat Manifestation, Improved Initiative,
  Lightning Reflexes.
  Special: Must be able to manifest psionic powers.
  CLASS SKILLS
  The noetic warrior’s class skills (and the key ability
  for each skill) are Autohypnosis (Wis), Balance (Dex),
  Climb (Str), Concentration (Con), Craft (Int), Escape
  Artist (Dex), Hide (Dex), Jump (Str), Move Silently
  (Dex), Profession (Wis), Stabilize Self (Con), Swim
  (Str), Tumble (Dex), and Use Psionic Device (Cha).
  Skill Points at Each Level: 4 + Int
  modifier.
  CLASS FEATURES
  All of the following are class fea-
  tures of the noetic warrior.
  Weapons 
  and 
  Armor
  Proficiency: A noetic warrior is
  proficient with all simple weapons,
  but not with armor. Note that
  armor check penalties for
  armor heavier than leather
  apply to the skills Balance,
  Climb, Escape Artist, Hide,
  Jump, Move Silently, Pick
  Pocket and Tumble. Also,
  Swim checks suffer a –1
  penalty for every 5 pounds of
  armor and equipment carried.
  Power Points: Noetic warriors
  gain power points per day as shown on
  Table 1-11: The Noetic Warrior. These
  power points are added to the charac-
  ter’s previous total. Noetic warriors
  gain bonus power points based on their Wisdom. 
  Powers Discovered: Noetic warriors
  discover powers as shown on Table 1-
  11: The Noetic Warrior. The powers
  are added to the character’s previous
  total powers known. Psionic attack
  and defense modes are discov-
  ered as though the character
  were a psychic warrior of the
  same level as the prestige class
  (characters also retain all previ-
  ously discovered attack and
  defense modes).
  Unarmed Strike: A noetic war-
  rior fighting unarmed gains the
  benefits of the Improved Unarmed Strike feat and thus
  does not provoke attacks of opportunity from armed
  opponents that he attacks. If he has any monk levels, he
  uses the unarmed damage that is higher.
  Monk Multiclassing and Unarmed Attacks: The
  CHAPTER ONE: CLASSES
  34
  34l34
  
  multiclassing restrictions placed on monks do not apply
  to the noetic warrior. A monk who gains noetic warrior
  levels may continue to gain monk levels without restric-
  tion. If the noetic warrior has monk levels, his noetic
  warrior base attack bonus stacks with his monk unarmed
  attack bonus to determine the number of unarmed
  attacks he gets when making a full attack.
  Evasion (Ex): If a noetic warrior makes a successful
  Reflex saving throw against an attack that normally
  deals half damage on a successful save, the noetic war-
  rior instead takes no damage. Evasion can only be used
  if the noetic warrior is wearing light armor or no armor.
  Bonus Feat: At 3rd, 5th, 7th, and 9th level, a noetic
  warrior gains a bonus feat, which must be chosen from
  the following list: Blind-Fight, Deflect Arrows, Dodge,
  Cleave, Combat Manifestation, Expertise, Great Cleave,
  Improved Initiative, Improved Two-Weapon Fighting,
  Improved Unarmed Strike, Inertial Armor, Inner
  Strength, Mental Leap, Mobility, Psionic Dodge, Power
  Attack, Quick Draw, Speed of Thought, Spring Attack,
  Stunning Fist, Sunder, Talented, Trigger Power, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus, and
  Whirlwind Attack.
  Uncanny Dodge (Ex): At 4th level and above, the
  noetic warrior retains his Dexterity bonus to AC (if any)
  if caught flat-footed or struck by an invisible attacker. At
  6th level, he can no longer be flanked. Only a character
  who possess this uncanny dodge ability and is four lev-
  els higher than the noetic warrior can flank him.
  Improved Evasion (Ex): At 8th level, the noetic war-
  rior’s evasion ability improves. This improved ability
  works just like evasion, except that while the noetic
  warrior still takes no damage on a successful Reflex
  save, he now takes only half damage on a failed save. 
  Whirlwind Attack (Ex): At 10th level, a noetic war-
  rior gains the ability to make a Whirlwind Attack a num-
  ber of times per day equal to his Wisdom modifier. This
  ability functions exactly like the feat of the same name,
  except that it is limited in the number of times per day it
  can be used and the character need not meet all the pre-
  requisites. If the noetic warrior already possesses
  Whirlwind Attack, he may substitute another feat from
  the bonus feat list above.
  The Noetic Order
  PURPOSE
  The Noetic Order exists to develop the physical and
  spiritual well-being of its members, including the fos-
  tering of psionic abilities.
  LEADER
  Kasun Dowalgo (LN human male Psy8/Now10)
  CURRENT ACTIVITIES
  There have always been mystical orders in the galaxy.
  Men and women who have devoted themselves to per-
  sonal enlightenment can be found on nearly every
  world, even among the barbarians of the Outlands. Until
  the early Copper Age, however, there was no order with
  an empire-wide influence. That all changed when an
  elven psion named Henivol the Seeker had a remarkable
  vision. According to his later writings, Henivol’s vision
  revealed to him that the entire universe—matter and
  energy—is nothing more than the manifestation of the
  thoughts of the gods. By following a path of physical
  CHAPTER ONE: CLASSES
  35
  35r35
  TABLE 1-11: THE NOETIC WARRIOR
  Base
  Power
  Powers
  Class Attack Fort Ref
  Will
  Points
  Discovered
  Level Bonus
  Save Save Save
  Special
  per Day
  0
  1
  2
  3
  1st
  +0
  +2
  +2
  +2
  Unarmed Strike
  +3
  –
  –
  –
  –
  2nd
  +1
  +2
  +2
  +2
  Evasion
  +5
  –
  –
  –
  –
  3rd
  +2
  +3
  +3
  +3
  Bonus Feat
  +5
  –
  –
  –
  –
  4th
  +3
  +3
  +3
  +3
  Uncanny Dodge
  +5
  1
  –
  –
  –
  5th
  +3
  +4
  +4
  +4
  Bonus Feat
  +7
  2
  –
  –
  –
  6th
  +4
  +4
  +4
  +4
  Uncanny Dodge
  +7
  2
  1
  –
  –
  7th
  +5
  +5
  +5
  +5
  Bonus Feat
  +7
  2
  2
  –
  –
  8th
  +6
  +5
  +5
  +5
  Improved Evasion
  +9
  2
  2
  1
  –
  9th
  +6
  +6
  +6
  +6 
  Bonus Feat
  +9
  2
  2
  2
  –
  10th
  +7
  +6
  +6
  +6
  Whirlwind Attack
  +9
  2
  2
  2
  1
  
  deprivation and discipline, as well as mental rigor, one
  can commune with this Divine Consciousness and
  become one with it. He further claimed that, through
  this communion, mortal beings can take on divine char-
  acteristics, manipulating the laws of reality according to
  their own desires.
  Henivol set out to put his vision into practice. Using
  his own personal wealth (which was considerable,
  owing to his family’s commercial interests), the elf pur-
  chased a rundown orbital station in the Kulas system of
  House Aranath’s domain. Henivol gathered around him-
  self a small collection of followers who shared his inter-
  est in personal growth and enlightenment. These disci-
  ples helped to establish what eventually became known
  as the Noetic Order. Along with Henivol, they tested and
  developed new methods of harnessing the mental pow-
  ers of mortal beings, bringing them to new heights in the
  process.
  The Noetic Order slowly grew over the course of cen-
  turies. Its members took little interest in imperial poli-
  tics, preferring to busy themselves with their own spiri-
  tual concerns. This served the order well, for it gave
  them a degree of objectivity and aloofness that kept
  them out of galactic controversies. The order has always
  taken in students who share its interest in the Divine
  Consciousness. Its own ethical principles are broad
  enough to allow for many interpretations. Moreover, it
  shared the imperial prejudice against delving too deeply
  into the alignment of those who sought its wisdom.
  Besides, the order taught that good and evil were noth-
  ing more than imperfect reflections of divine thoughts
  that were really beyond such concepts. The true reality
  of existence was far more complicated and transcended
  such narrow notions. So long as a student obeyed the
  masters of the order and was respectful of its traditions,
  there was no problem.
  As its name suggests, the Noetic Order is concerned
  primarily with psionic abilities. However, not all of its
  adherents are psions or psychic warriors. Many are non-
  psionic monks who have channeled their inner powers
  in different—though no less impressive—directions.
  Over the centuries, it has expanded its original orbital
  base into a far more extensive facility, capable of hous-
  ing hundreds of aspirants and students. In addition,
  daughter stations have sprung up across the Dragon
  Empire. There are now branches of the Noetic Order in
  every domain, as well as a handful in the Outlands.
  The Noetic Order remains firmly apolitical, or at least
  tries to be. Over the centuries, it has become more diffi-
  cult, because the order has developed a reputation for
  being peerless crafters of dorje, crystal capacitators, and
  psionic items. They have no qualms about selling these
  items to outsiders. Indeed, they have developed quite a
  trade in them, particularly in the last hundred years, as
  psionics become more widely known and accepted in
  imperial society. This in turn has made the Noetic Order
  quite wealthy, which has led to a slight decline in its dis-
  cipline and its apolitical stance. While still quite
  removed from the mainstream of imperial society, the
  order is slowly acquiescing to its influence.
  Since the dawn of the Red Age, the Noetic Order has
  found itself in a difficult position. Its widespread nature
  and wealth has made it the target of pressure from the
  emperor and his court. They wish the order to support
  Mezzenbone’s initiatives more fully, as well as to share
  certain psionic techniques with the Adamantine Order
  and the ISPD. So far, the grand master of the order has
  politely resisted. How long he can hold out is anyone’s
  guess. Of course, if he bows to imperial pressure, he
  may face a revolt among the most traditional members
  of the order, which could tear the organization apart. For
  the time being, the matter remains unresolved.
  CAMPAIGN INTEGRATION
  Because of its relationship to psionics, the Noetic
  Order isn’t usable in every campaign. Some DMs have
  no interest in psionics and that is perfectly fine.
  Moreover, psionics don’t play a huge role in
  Dragonstar and can be easily ignored. Of course, the
  order could just as easily be used as a monk organiza-
  tion, without any reference to psionics. In that case, it
  provides a good home for monk player characters, as
  well as a philosophy in which they can ground them-
  selves. Purely as background color, the Noetic Order is
  very useful to a DM.
  The order could also be used either as a villain or an
  ally—or both. The rift between those who have become
  enamored of wealth and those who hold true to
  Henivol’s ideas is very real and growing. It makes a
  great plot hook for DMs looking to introduce the Noetic
  Order into a campaign. It’s also a great way to show that
  not all monks or psions have the same ideals. They are
  just as prone to corruption as anyone else. Alternately,
  the order could be the repository of secret spiritual wis-
  dom that the player characters could seek. In this way, it
  could be used as a plot hook in its own right, as the char-
  acters seek out the guidance of an ancient master on a
  lonely orbital monastery in some distant star system.
  Royal Marshal Inspector
  The Royal Marshal Service is one of the pillars of law
  and order within the Kingdom of Qesemet. The inspec-
  tors are its most important representatives. These men
  and women travel the worlds of the domain in pursuit of
  criminals and fugitives, as well as investigating crimes
  that fall within the service’s mandate. Many of them do
  CHAPTER ONE: CLASSES
  36
  36l36
  
  so independently, without much assistance from their
  fellow inspectors or even from the Marshal Service.
  Others gather around themselves a band of likeminded
  individuals, whose zeal for justice is as strong as theirs.
  In either case, the inspector has a duty to bring the guilty
  to account for their crimes, no matter what the cost.
  Royal marshal inspectors have jurisdiction only with-
  in the borders of Qesemet. This means they
  cannot legally pursue criminals into Asamet or
  the Outlands without receiving permission to do
  so, which is rarely given. Consequently, inspec-
  tors tend to adopt a restrained approach to law
  enforcement, lest the objects of their investiga-
  tions flee to safety elsewhere before they can
  be captured. This has given inspectors the
  reputation of being thoughtful and incor-
  ruptible agents of the law—a true rarity as
  the shadow of the Red Age grows longer.
  Hit Die: d10.
  REQUIREMENTS
  To become a royal marshal inspector,
  a character must meet all the following
  criteria.
  Base Attack Bonus: +5.
  Alignment: Lawful good or lawful
  neutral.
  Skills: Diplomacy 4 ranks, Gather
  Information 4 ranks, Knowledge (imper-
  ial law) 4 ranks, Sense Motive 4 ranks.
  Feats: Technical Proficiency
  CLASS SKILLS
  The royal marshal inspector’s class skills
  (and the key ability for each skill) are Climb
  (Str), Craft (Int), Diplomacy (Cha), Gather
  Information 
  (Cha), 
  Intimidate 
  (Cha),
  Knowledge (imperial law) (Int), Listen
  (Wis), Pilot (Dex), Search (Int), Sense
  Motive (Wis), Spot (Wis), and Wilderness
  Lore (Wis).
  Skill Points at Each Additional
  Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the
  royal marshal inspector.
  Weapon Proficiency: The royal marshal inspector is
  proficient with all simple and martial weapons as well
  as light and medium armor. Note that armor check
  penalties for armor heavier than leather apply to the
  skills Balance, Climb, Escape Artist, Hide, Jump, Move
  Silently, Pick Pocket and Tumble. Also, Swim checks
  suffer a –1 penalty for every 5 pounds of armor and
  equipment carried.
  Favored Criminal (Ex): Beginning at 1st level and
  increasing every other level thereafter (3rd, 5th, 7th, and
  9th) the royal marshal inspector gains a +1 attack bonus
  against a favored criminal. The inspector receives the
  same bonus on Listen, Search, Sense Motive, and Spot
  checks when using these skills against this specific tar-
  get. The bonus normally applies only to a single crimi-
  nal, and the inspector must announce the
  target before each adventure. 
  Mandate (Ex): A royal mar-
  shal inspector is empowered
  to act as an agent of the law
  within the Kingdom of
  Qesemet 
  and 
  its
  colonies. This means
  that any subjects of
  that kingdom, as well
  as any government
  officials within it,
  are obliged to pro-
  vide all reasonable
  assistance in com-
  pleting his current
  assignment. Failure
  to do so is a crime,
  as is any attempt to
  hinder the inspec-
  tor’s investigation.
  The character may
  add his class level as
  a 
  bonus 
  to 
  all
  Charisma checks
  and 
  Charisma-
  based skill checks
  made when interacting
  with others in an official
  capacity.
  Bonus Feat: At 2nd
  level, the character may
  select a single feat from the
  fighter’s list of bonus
  feats.
  Incorruptible (Su):
  At 4th level, the inspector
  becomes immune to the specific effects of any mind-
  affecting spells that would compel him to act contrary to
  the laws of Qesemet. This does not make him immune
  to such spells absolutely, only attempts to make him cir-
  cumvent his duties under the law. Thus, an inspector
  could be affected by charm person but only so long as
  its caster did not attempt to make the inspector act con-
  CHAPTER ONE: CLASSES
  37
  37r37
  
  trary to the law. The moment the caster makes such a
  demand of the inspector, the spell is immediately bro-
  ken.
  Posse (Ex): At 6th level, the inspector can form a
  posse made up of NPC royal marshals whose total lev-
  els do not exceed the character’s class level plus
  Charisma bonus (if any). The members of this posse are
  bound by the same restrictions as any other marshal.
  Royal marshals are typically paladins, though they may
  also have rogue or cleric levels.
  Improved Posse (Ex): At 8th level, the inspector’s
  posse can be made up of NPC marshals whose total lev-
  els do not exceed twice the character’s class level plus
  Charisma bonus (if any).
  Chief Inspector (Ex): At 10th level, the chief inspec-
  tor’s authority expands to allow him to cross into
  Asamet territory or the Outlands in pursuit of a fugitive
  or when investigating a lead directly related to his cur-
  rent case. In such cases, he may use any of his other
  class abilities in these areas as well, under agreements
  made between the two dragon kingdoms. However, he
  must not overstep the limitations of this ability or he
  may face prosecution in the Iron Kingdom. 
  Royal Marshal Service
  PURPOSE
  The Royal Marshal Service exists to maintain law and
  order within the Kingdom of Qesemet.
  LEADER
  Solorik Gija (LG human female Pal10/Roy10)
  CURRENT ACTIVITIES
  Although the Golden and Iron Kingdoms are both
  integral parts of the Dragon Empire, sharing many insti-
  tutions and laws, they are also governed separately.
  Indeed, when it comes to many aspects of internal
  affairs, Qesemet and Asamet are very different domains.
  One of the most profound differences comes with regard
  to law enforcement. Qesemet possesses several distinct
  law enforcement agencies, each with its own mandate
  and jurisdiction. In some cases, there are jurisdictional
  gray areas, which complicate the investigation of crimes
  and their subsequent prosecution. The dragons of
  Asamet mock their good brethren for this, arguing that
  it is both inefficient and costly. If Qesemet wishes to
  fight crime successfully, they say, it would make more
  sense to centralize legal authority and empower its
  agents more fully, as they have done in their domain.
  The Golden Kingdom has shown little interest in
  aping their evil counterparts. Instead, they make the
  case that the interests of their subjects are best served by
  maintaining several different agencies, lest any one
  become so powerful that it actually becomes an imped-
  iment to justice. The Royal Marshal Service is one of
  the most important of these agencies. Charged primari-
  ly with internal security, organized crime, and coun-
  terespionage activities, the marshals are Qesemet’s first
  line of defense against the worst threats that arise with-
  in its borders. That is, the marshals have jurisdiction
  only within the territories of the Golden Kingdom and
  not beyond it, at least not without special dispensation
  from their superiors. This means that they rarely venture
  into the Outlands or into areas held by Asamet. 
  The crimes the marshals investigate are typically
  “high profile” in nature, which is to say domain-wide in
  CHAPTER ONE: CLASSES
  38
  38l38
  TABLE 1-12: THE ROYAL MARSHAL
  Base
  Class Attack
  Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +1
  +0
  +1
  Favored criminal +1, mandate
  2nd
  +2
  +2
  +1
  +2
  Bonus feat
  3rd
  +3
  +2
  +1
  +2
  Favored criminal +2
  4th
  +4
  +3
  +1
  +3
  Incorruptible
  5th
  +5
  +3
  +2
  +3
  Favored criminal +3
  6th
  +6
  +4
  +2
  +4
  Posse
  7th
  +7
  +4
  +2
  +4
  Favored criminal +4
  8th
  +8
  +5
  +3
  +5
  Improved posse
  9th
  +9
  +5
  +3
  +5 
  Favored criminal +5 
  10th
  +10
  +6
  +3
  +6
  Chief inspector
  
  their implications. In principle, the marshals could
  involve themselves in anything that affects the whole of
  the Golden Kingdom. In fact, however, they rarely get
  involved in purely local matters, leaving such investiga-
  tions 
  to 
  planetary 
  law 
  enforcement 
  agents.
  Consequently, the marshals focus on organized crime,
  espionage, and terrorism, since these and similar crimes
  can impact the whole of Qesemet. As one might expect,
  the Black Hole Syndicate is a great enemy of the mar-
  shals, as are those members of the Insurrection that
  make no distinction between good and evil in their acts
  of rebellion.
  The Royal Marshal Service has always been known
  for its careful and indeed restrained approach to law
  enforcement. Its agents are not flamboyant or prone to
  act rashly. They are, if anything, methodical and slow-
  paced, since they understand that the key to success is in
  laying a proper foundation for the conclusion of the
  investigation. In addition, marshals recognize the limits
  of their mandate. They do not wish to act until they are
  certain of success. Otherwise, they risk sending their
  quarry into regions where they have no legal authority
  to act.
  Since Mezzenbone assumed the throne, the reputation
  of the Royal Marshal Service has increased consider-
  ably. Though Asamet only grudgingly respects the
  RMS’s abilities, most imperial subjects look upon the
  marshals as wholly incorruptible and beyond reproach.
  Their fame as fair and impartial lawmen is widely dis-
  seminated, which has added to their legend across the
  galaxy. As a new age dawns on the Dragon Empire,
  where naked ambition and the flouting of law for per-
  sonal gain is rewarded, the Royal Marshal Service
  stands out even more as a beacon of hope and justice
  under the law.
  CAMPAIGN INTEGRATION
  The Royal Marshal Service is an excellent addition to
  any Dragonstar campaign. Marshals make excellent
  patrons, since they often use independent agents to
  assist them in their investigations. The RMS is also a
  great organization to which a player character can
  belong. Marshals usually operate with minimal support
  from their headquarters, roaming Qesemet looking to
  solve crimes and fight enemies of the kingdom. Of
  course, their methodical nature might be problematic for
  players who enjoy more fast-paced adventures. 
  This isn’t to say that marshals are boring and lack
  moments of action, since that is certainly not true.
  However, the fact remains that the marshals acquired
  their sterling reputation by generally undertaking their
  work “by the book.” They are not vigilantes; they are
  agents of the law and they act like it. DMs should bear
  this in mind, whether marshals appear as PCs or NPCs.
  The Royal Marshal Service is an honorable institution
  where loose cannons and other such renegades have no
  place.
  As antagonists, marshals are implacable. They do not
  give up easily. Most look upon each investigation they
  take up as a test of their personal commitment to law
  and order. Thus, they rarely allow a criminal to escape
  unless they are dead or injured beyond their ability to
  continue the pursuit. This is an important element of the
  RMS that DMs should bear in mind. If the PCs run afoul
  of a marshal, he will not let up until he has either cap-
  tured them or is permanently taken out of the picture. It
  is little wonder that many criminals flee into the
  Outlands or even the Dark Zone to escape them.
  Unification Missionary
  The Unification Church is one of the greatest institu-
  tions in the Dragon Empire. Its clerics tend to the spiri-
  tual needs of billions of imperial subjects, providing
  sound doctrines that have kept the empire strong and
  relatively free of religious strife for millennia.
  Unfortunately, the worlds of the Outlands are not so
  blessed. They know nothing of the Church or the
  prophet 
  Nasuit’s 
  great 
  religious 
  revolution.
  Consequently, it falls to missionaries to teach these poor
  ignorant souls about the Church and its dogmas.
  Missionaries are unusual individuals who are willing to
  leave the empire and live among the Outlanders, learn-
  ing their ways so as to lead them to the Church’s own
  truths. Missionaries are selected for their religious
  knowledge and preaching ability. By their words alone,
  they are able to fascinate and inspire even the most
  jaded of listeners. Those who have heard their words
  often come to accept their wisdom and convert to the
  Unification Church—the very reason they are sent out
  into the wilds of the galaxy.
  Hit Die: d8.
  REQUIREMENTS
  To become a unification missionary, a character must
  meet all of the following requirements.
  Diplomacy: 8 ranks.
  Knowledge (religion): 8 ranks.
  Perform (oration): 8 ranks
  Spells: Ability to cast 3rd-level divine spells.
  CLASS SKILLS
  The Unification Missionary’s class skills (and the key
  ability for each skill) are Bluff (Cha), Concentration
  (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
  CHAPTER ONE: CLASSES
  39
  39r39
  
  Knowledge (arcana) (Int), Knowledge (religion) (Int),
  Profession (Wis), Scry (Int, exclusive skill), Sense
  Motive (Wis), and Spellcraft (Int).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the unifica-
  tion missionary.
  Weapons and Armor Proficiency: A unification
  missionary is proficient with all simple weapons and
  light armor. Note that armor check penalties for armor
  heavier than leather apply to the skills Balance, Climb,
  Escape Artist, Hide, Jump, Move Silently, Pick Pocket
  and Tumble. Also, Swim checks suffer a –1 penalty for
  every 5 pounds of armor and equipment carried.
  Spells per Day: A missionary continues his training
  in divine magic. Thus, when a new missionary level is
  gained, the character gains new spells per day as if he
  had also gained a level in a spellcasting class he
  belonged to before he added the prestige class. He does
  not, however, gain any other benefit a character of that
  class would have gained (improved chance of control-
  ling or rebuking undead, metamagic or item creation
  feats, and so on). This essentially means that he adds the
  level of missionary to the level of some other spellcast-
  ing class the character has, then determines spells per
  day and caster level accordingly.
  If a character had more than one spellcasting class
  before he became a unification missionary, he must
  decide to which class he adds each level of missionary
  for purposes of determining spells per day.
  Silver Tongue (Ex): Beginning at 1st level and every
  other level thereafter (3rd, 5th, 7th, and 9th), the mis-
  sionary gains a +1 bonus on all Charisma checks and
  Charisma-based skill checks used while preaching the
  gospel of the Unification Church. The bonus applies to
  these skills only when they are used for this purpose. 
  Bonus Language (Ex): Beginning at 2nd level and
  every other level thereafter (4th, 6th, 8th, 10th), the mis-
  sionary learns a new language for free. This language
  can be any one to which the character has been exposed,
  although at the DM’s discretion another language can be
  substituted.
  Fascinating Preacher (Ex): At 3rd level, the mis-
  sionary gains the ability to fascinate those who listen to
  his preaching about the faith of the Unification Church.
  Any creature to be fascinated must be able to see and
  hear the missionary and must be within 90 feet. The
  missionary must also see the creature. The creature must
  be able to pay attention to the missionary. The distrac-
  tion of a nearby combat or other dangers prevents the
  ability from working. The missionary makes a
  Diplomacy check, and the target can negate the effect
  with a Will saving throw equal to or greater than the
  missionary’s check result. If the saving throw succeeds,
  the missionary cannot attempt to fascinate that creature
  again for 24 hours. If the saving throw fails, the creature
  sits quietly and listens to the missionary’s sermon for up
  to 1 round per class level of the missionary. While fas-
  cinated, the target’s Spot and Listen checks suffer a –4
  penalty. Any potential threat (such as an ally of the mis-
  sionary moving behind the fascinated creature) allows
  CHAPTER ONE: CLASSES
  40
  40l40
  TABLE 1-13: THE UNIFICATION MISSIONARY
  Base
  Class Attack Fort
  Ref
  Will
  Level Bonus
  Save Save
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Silver tongue +1
  +1 level of existing class
  2nd
  +1
  +3
  +1
  +3
  Bonus language
  +1 level of existing class
  3rd
  +1
  +3
  +1
  +3
  Fascinating preacher,
  silver tongue +2
  +1 level of existing class
  4th
  +2
  +4
  +1
  +4
  Bonus language
  +1 level of existing class
  5th
  +2
  +4
  +2
  +4
  Silver tongue +3
  +1 level of existing class
  6th
  +3
  +5
  +2
  +5
  Courageous preacher,
  bonus language
  +1 level of existing class
  7th
  +3
  +5
  +2
  +5
  Silver tongue +4
  +1 level of existing class
  8th
  +4
  +6
  +3
  +6
  Bonus language
  +1 level of existing class
  9th
  +4
  +6
  +3
  +6 
  Great preacher,
  silver tongue +5
  +1 level of existing class
  10th
  +5
  +7
  +3
  +7
  Bonus language
  +1 level of existing class
  
  the fascinated creature a second saving throw against a
  new Diplomacy check result. Any obvious threat, such
  as casting a spell, drawing a sword, or aiming, automat-
  ically breaks the effect. 
  Courageous Preacher (Su): At 6th level, the mis-
  sionary gains the ability to inspire followers of the
  Unification Church to perform acts of zealous devotion.
  To be affected, an ally must hear the missionary preach
  for a full round. The effect lasts as long as the mission-
  ary preaches and for 5 rounds after the missionary stops
  preaching (or 5 rounds after the ally can no longer hear
  the missionary). While preaching, the missionary can
  fight but cannot cast spells, activate magic items by
  spell completion (such as scrolls), or activate magic
  items by magic word (such as wands). Affected allies
  receive a +2 morale bonus to saving throws against
  charm and fear effects and a +1 morale bonus to attack
  and weapon damage rolls. 
  Great Preacher (Su): At 9th level, the missionary
  gains the ability to inspire greatness in his followers.
  This ability can affect only one creature at this level and
  an additional creature at 10th level. To inspire greatness,
  the missionary must preach and the creature must hear
  the missionary preach for a full round, as with coura-
  geous preacher above. The creature must also be within
  30 feet. A creature inspired with greatness gains tempo-
  rary hit points, attack bonuses, and saving throw bonus-
  es as long as he or she hears the missionary continue to
  preach and for 5 rounds thereafter. 
  The target gains the following benefits:
  • +2d10 temporary hit points.
  • +2 sacred bonus on attack rolls.
  • +1 sacred bonus on Fortitude saves. 
  The Missionary Evangelists of Nasuit
  PURPOSE
  The Evangelists exist to spread the teachings of the
  Unification Church across the galaxy.
  LEADER
  Davilis Gastari (LG half-dragon male Clr10/Unm10)
  CURRENT ACTIVITIES
  Along with the office of the emperor, the Unification
  Church is one of the single most important institutions
  in the Dragon Empire. That’s not obvious to many out-
  siders, who underestimate the Church’s role. To them, it
  is just a loose framework of beliefs with so much room
  for individual interpretation that it’s barely a coherent
  entity at all. This observation is true as far as it goes, but
  it fails to take into account the fact that that loose frame-
  work of beliefs has kept the lid on religious strife for
  millennia. By creating a structure that could accommo-
  date a wide variety of beliefs, the prophet Nasuit laid
  one of the cornerstones of imperial rule. Without the
  Unification Church, there is little doubt that the Dragon
  Empire would never have lasted a hundred years, let
  alone five thousand.
  Even more important is the fact that the Church
  enables Outlanders to place themselves and their beliefs
  within this galaxy-spanning structure. The Church is the
  great assimilator. When an Outlander first encounters
  the empire, he may find it hard to imagine a place for
  himself. While he might take the existence of other
  races like himself as one means of doing so, he might
  also look on the Church as that means. Knowing that his
  own god is actually a reflection of the widely wor-
  shipped Father, for example, is comforting. The
  Outlander understands that he is not an outcast within
  the empire—and neither are his beliefs.
  To facilitate this understanding, the Unification
  Church sponsors dozens of missionary societies to
  spread the teachings of the faith to the far-flung worlds
  of the galaxy. Foremost among them are the Missionary
  Evangelists of Nasuit. Led by a half-dragon cleric of
  House Deserene, the Evangelists focus on the Outlands,
  which they believe to be most in need of their ministra-
  tions. They do this in two ways. The first—and most
  straightforward—is done when a new world is added to
  the empire’s territory. Evangelists visit that world, work
  with the local religious leaders, and instruct them in the
  Unification Church’s own doctrines so that they can
  make a smooth transition after being annexed. The
  Evangelists approach this as a solemn duty and under-
  take it with remarkable zeal, which may explain their
  equally remarkable success rate.
  The second way in which the Evangelists spread the
  teachings of the Church is covertly. Undercover mis-
  sionaries visit an Outlands world and work behind the
  scenes to make the world more pliable and ultimately
  accepting of the Church’s theology. This usually takes
  the form of public debates or discussions that subtly
  introduce Unification ideas to a world. It never involves
  undermining local authorities, however—at least not in
  the case of the Missionary Evangelists. While other mis-
  sionary societies might do so, they do not. They believe
  that even ignorant Outlanders should be treated with
  respect. After all, Nasuit believed that all but the most
  misguided of religions contained a shard of the ultimate
  truth that the Unification Church teaches. To treat local
  faiths with contempt would be to deny this.
  The Evangelists have recently found their position in
  the empire weakened. The advent of the Red Age has
  thrown them into disfavor. While there is no outright
  CHAPTER ONE: CLASSES
  41
  41r41
  
  persecution of them or their open-minded approach to
  missionary work, it is not patronized by the imperial
  court as it once was. Instead, more rapacious societies
  receive the lion’s share of imperial sanction. This makes
  the Evangelists’ work harder, as they must contend with
  fewer resources and a dwindling number of new mem-
  bers. Nevertheless, they soldier on in memory of the
  Church’s founder, who launched one of the greatest reli-
  gious revolutions in galactic
  history. 
  CAMPAIGN INTEGRATION
  The Missionary Evangelists of Nasuit can
  serve two valuable purposes in a Dragonstar cam-
  paign. First, in a game where the player characters
  begin as Outlanders, the Evangelists can be
  conduits of knowledge about the galaxy at
  large. They are good-aligned and
  open-minded. This makes them
  excellent contacts for the PCs, as
  they slowly acclimate themselves to
  the strange galaxy in which they have
  suddenly found themselves.
  In other types of Dragonstar cam-
  paigns, the Evangelists make great
  patrons or contacts for cleric charac-
  ters. They can sponsor missions to
  Outlands worlds, whether contacted
  or still unaware of the empire. In the
  latter case, this opens up the possibil-
  ity of covert operations, with cleric
  characters engaging in “guerril-
  la theology.” This is clearly an
  unusual type of campaign, but
  it can also be a rewarding one,
  as the characters struggle with con-
  vincing Outlanders of the truth of the
  Unification Church and thereby
  paving the way for their integration
  into the empire. 
  The Evangelists also provide a vehi-
  cle for DMs looking to send the charac-
  ters to more traditional fantasy worlds.
  The Evangelists work on hundreds of
  different planets, many of which might
  be locales for epic quests and adventures of a
  familiar and welcome sort. While such
  adventures aren’t always suitable as the
  focus of a Dragonstar game, they can make
  a nice change of pace.
  RES Trailblazer
  The Royal Exploratory Service is one of the oldest
  institutions of galactic exploration in the Dragon
  Empire. Its field agents, called trailblazers, travel into
  the Outlands and visit its many worlds, bringing back a
  wealth of cultural and scientific information. These men
  and women are trained to operate far from home and
  without technological support, since many
  Outlands worlds are not only remote but primi-
  tive. Unlike many other imperial exploratory ser-
  vices, the RES focuses on
  personal interaction and
  diplomacy. Trailblazers
  are trained to pick up
  languages quickly and to
  use social rather than combat
  skills to achieve their goals. 
  This prestige class repre-
  sents the basic level of
  training given to all trail-
  blazers, regardless of the
  team to which they are
  assigned. It is a trailblaz-
  er’s other classes that
  provide him with the
  skills and feats that mark
  him as suitable as either a
  Science or Contact Team
  member, for example. The
  RES actively recruits new
  trailblazers from among a
  wide variety of classes and
  races, in order to give it access
  to many resources. Consequently, nearly
  anyone who shares the
  Service’s goals and ideals
  may become a trailblazer.
  Hit Die: d8.
  REQUIREMENTS
  To become an RES trailblazer, a
  character must meet all of the follow-
  ing requirements.
  Alignment: Any non-evil.
  Skills:
  Diplomacy 
  8
  ranks, Gather Information 6
  ranks, Wilderness Lore 8 ranks.
  Feats: Alertness, Endurance, Track.
  CHAPTER ONE: CLASSES
  42
  42l42
  
  CLASS SKILLS
  The trailblazer’s class skills (and the key ability for
  each skill) are Bluff (Cha), Climb (Str), Craft (Int),
  Diplomacy (Cha), Gather Information (Cha), Hide
  (Dex), Intuit Direction (Wis), Jump (Str), Knowledge
  (nature) (Int), Listen (Wis), Navigate (Int), Pilot (Dex),
  Profession (Wis), Sense Motive (Wis), Spot (Wis),
  Search (Int), Swim (Str), and Wilderness lore (Wis).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the RES
  trailblazer.
  Weapons and Armor Proficiency: A trailblazer is
  proficient with all simple and martial weapons and light
  or medium armor. Note that armor check penalties for
  armor heavier than leather apply to the skills Balance,
  Climb, Escape Artist, Hide, Jump, Move Silently, Pick
  Pocket and Tumble. Also, Swim checks suffer a –1
  penalty for every 5 pounds of armor and equipment car-
  ried.
  Bonus Language: At 1st level and every other level
  thereafter (3rd, 5th, 7th, and 9th), the trailblazer gains a
  bonus language, which he may choose from any lan-
  guages available in the Dragonstar setting.
  Intuit Direction (Ex): Beginning at 1st level, the
  trailblazer may take 10 on any Intuit Direction check,
  even when stress or distractions would otherwise pre-
  vent him from doing so.
  Frontier Diplomat: Beginning at 2nd level and
  increasing every second level thereafter (4th, 6th, 8th,
  and 10th), the trailblazer gains a +2 bonus to all
  Diplomacy checks when dealing with inhabitants of the
  Outlands. This bonus can be used to counter the usual
  penalties for dealing with those from a different culture
  than oneself (see Starfarer’s Handbook, page 72).
  Trackless Step (Ex): Starting at 3rd level, a trailblaz-
  er leaves no trail in natural surroundings and cannot be
  tracked.
  Find the Path (Sp): Once per day, the trailblazer may
  use find the path as a spell-like ability, as a sorcerer of
  his class level.
  Disease Immunity (Ex): At 6th level, the trailblazer
  becomes immune to all diseases, including magical dis-
  eases such as mummy rot and lycanthropy, due to his
  extensive travel throughout the galaxy and exposure to
  its many ailments.
  Outlands Weapons: Because of his extensive travel
  among the worlds of the Outlands, the trailblazer gains
  the Exotic Weapon Proficiency feat in a weapon of his
  choice, usually one not commonly found in the Dragon
  Empire.
  The Royal Exploratory Service
  PURPOSE
  The RES pushes back the boundaries of ignorance by
  exploring the unknown regions of the galaxy.
  LEADER
  Velfana Sarde (CG elf female Drd9/Tra10)
  CURRENT ACTIVITIES
  Like so many institutions of the Dragon Empire, the
  Royal Exploratory Service began as an organ of the
  CHAPTER ONE: CLASSES
  43
  43r43
  TABLE 1-14: THE RES TRAILBLAZER
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Bonus language, intuit direction
  2nd
  +2
  +3
  +3
  +1
  Frontier diplomat +2
  3rd
  +3
  +3
  +3
  +1
  Bonus language, trackless step
  4th
  +4
  +4
  +4
  +1
  Frontier diplomat +4
  5th
  +5
  +4
  +4
  +2
  Bonus language, find the path
  6th
  +6
  +5
  +5
  +2
  Frontier diplomat +6, disease immunity
  7th
  +7
  +5
  +5
  +2
  Bonus language, outlands weapons
  8th
  +8
  +6
  +6
  +3
  Frontier diplomat +8
  9th
  +9
  +6
  +6
  +3
  Bonus language, outlands weapons
  10th
  +10
  +7
  +7
  +3
  Frontier diplomat +10
  
  Kingdom of Qesemet before the foundation of the
  empire itself. The Golden Kingdom has always been
  interested in expanding knowledge for its own sake. The
  grand dukes of the kingdom have a long tradition of
  funding explorers and missionaries who travel into the
  Outlands, both to bring those worlds into the kingdom
  but also to bring back unusual knowledge. 
  During the great war between the two kingdoms, the
  RES served as an intelligence service for Qesemet. Its
  trailblazers traveled into enemy-held territory and used
  their remarkable covert skills to gather information and
  report back to their superiors. The RES proved so effec-
  tive that the dragons of Asamet eventually began target-
  ing its agents specifically, which only encouraged the
  trailblazers to hone their talents even further. In the
  process, they also developed a hatred for the Iron
  Kingdom and its minions, a hatred that continued well
  after the signing of the Imperial Charter that ended hos-
  tilities between the two realms.
  Since the foundation of the empire, the RES has
  remained under the protection of Qesemet, even if its
  mandate has been expanded somewhat to include
  worlds in or near Asamet space. In general, trailblazers
  avoid having anything to do with the Iron Kingdom,
  since more often than not Asamet wishes to acquire
  knowledge for selfish ends, many of which threaten the
  safety of the Golden Kingdom. Mostly, though, the RES
  works in the Outlands, where it can go about its business
  in relative peace, since neither dragon kingdom has a
  sizable presence along the wild fringe of the empire.
  The trailblazers that make up the RES are divided into
  several different teams, none of which are immutable.
  That is, members of the RES frequently move from one
  team to another, depending on their skills, desires, and
  the needs of the Service. The three most prevalent team
  types are Explorer, Contact, and Science. The first two
  are by far the most prevalent. They engage in explo-
  ration of unknown worlds and first contact with primi-
  tive races respectively. Rounding out the teams are the
  Science Teams, which investigate unusual phenomena
  of both a scientific and magical nature.
  Over the last few centuries, the RES has engaged in
  an extensive examination of the Outlands, exploring and
  cataloging both known and previously unknown planets
  and races. This has led to the creation of an immense
  database, known as the Survey, which provides basic
  information on every world in the known galaxy. The
  RES adds to its contents every year and expands and
  corrects older entries as new information comes to light.
  This alone makes the Service invaluable to the Dragon
  Empire, as even Asamet finds much use in the Survey.
  Of late, however, the trailblazers of the RES have
  been focusing on other matters more intensively. Shortly
  before the dawn of the Red Age, Science Teams work-
  ing in the Outlands concluded that there was an
  increased incidence of outsider activity in the region,
  almost all of it fiendish in nature. The RES now believes
  that the galaxy may be seeing a rise in the number of
  evil outsiders for purposes still unknown. Whether this
  is connected to Mezzenbone’s assumption of imperial
  rule is yet to be determined.
  Under Mezzenbone, the pace of exploration and con-
  quest of the Outlands has quickened. Therefore, the RES
  is never without work, even if it would prefer to operate
  under better conditions. The organization’s goals remain
  the same as ever—acquiring knowledge of the galaxy—
  even though Asamet now controls the empire.
  CAMPAIGN INTEGRATION
  The Royal Exploratory Service is easily added to any
  Dragonstar campaign. On the most basic level, RES
  trailblazers are heroic explorers who provide a great
  way to introduce the player characters to exploration
  adventures. They make excellent patrons or allies as
  well. In games where the PCs begin the campaign as
  Outlanders, an RES Contact Team might be the first
  imperial subjects they meet. Consequently, they could
  serve as a bridge between an ordinary fantasy world and
  the wider reality of the Dragon Empire.
  At the same time, the Service is an espionage agency.
  DMs looking for ways to add intrigue and suspense to
  their campaigns might find the RES to their liking.
  Unlike more traditional espionage agencies, the Service
  has a wider mandate and draws from a somewhat unusu-
  al pool of agents. In addition, its extensive operations in
  the Outlands give the DM a great way to employ a wide
  variety of exotic locales. Missions against agents of
  Asamet can take place on any number of fantasy worlds,
  which is an incredible boon for DMs that want to intro-
  duce unusual settings to his Dragonstar campaign.
  Finally, the RES is busy investigating the sudden
  appearance of evil outsiders in the Outlands. If the DM
  wants to include elements of occult horror or supernat-
  ural conspiracies in his campaign, the RES is a good
  conduit through which to do so. Even as an aside to a
  “normal” campaign, these elements can serve useful
  purposes. Because Dragonstar doesn’t deal heavily
  with outsiders, their presence can add a sense of mystery
  to the setting, which is invaluable. Even in a campaign
  setting as epic and civilized as the Dragon Empire,
  there’s always room for a little mystery.
  CHAPTER ONE: CLASSES
  44
  44l44
  
  Scientific Arcanist
  The Guild of Scientific Spellcraft advocates the use of
  scientific methods and techniques in the study and prac-
  tice of arcane magic. Its members seek out the underly-
  ing principles of magic, so that they may better pursue
  their own craft. Scientific arcanists are thus very unusu-
  al individuals in the Dragon Empire. They have little
  interest in combining technology and magic, but they do
  see value in adopting the scientific method to improve
  their own talents. Consequently, scientific arcanists
  excel at metamagic and possess many other abilities that
  enable them to work the stuff of raw arcane energy,
  shaping it and twisting it into whatever forms they wish.
  Though few take up the vocation of scientific spellcraft,
  there can be no denying its effectiveness.
  Hit Die: d4.
  REQUIREMENTS
  To become a scientific arcanist, a character must meet
  all of the following requirements.
  Skills: Knowledge (arcana) 10 ranks, Knowledge
  (physics) 10 ranks, Spellcraft 12 ranks.
  Feats: Any three metamagic feats, Skill Focus
  (Spellcraft), Technical Proficiency.
  Spells: Ability to cast 4th-level arcane spells.
  CLASS SKILLS
  The scientific arcanist’s class skills (and the key abil-
  ity for each skill) are Alchemy (Int), Concentration
  (Con), Craft (Int), Knowledge (all skills, taken individ-
  ually) (Int), Profession (Wis), Repair (Int), Research
  (Wis), Scry (Int), Spellcraft (Int), Use Device (Int), and
  Use Magic Device (Cha, exclusive skill).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the scientif-
  ic arcanist.
  Weapons and Armor Proficiency: A scientific
  arcanist gains no proficiency in any weapon or armor.
  Note that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  Spells per Day: A scientific arcanist continues train-
  ing in magic as well as her field of research. Thus, when
  a scientific arcanist level is gained, the character gains
  new spells per day as if she had also gained a level in a
  spellcasting class she belonged to before she added the
  prestige class. She does not, however, gain any other
  benefit a character of that class would have gained
  (improved chance of controlling or rebuking undead,
  metamagic or item creation
  feats, and so on).
  CHAPTER ONE: CLASSES
  45
  45r45
  
  This essentially means that she adds the level of scien-
  tific arcanist to the level of some other spellcasting class
  the character has, then determines spells per day and
  caster level accordingly.
  If a character had more than one spellcasting class
  before she became a scientific arcanist, she must decide
  to which class she adds each level of scientific arcanist
  for purposes of determining spells per day when she
  adds the new level.
  Improved Counterspell (Su): At 1st level, the scien-
  tific arcanist gains the ability to counterspell even if she
  does not currently have the same spell memorized as the
  one she wishes to counterspell. Instead, she may counter
  with a different spell if she expends a prepared spell of
  one level higher than the spell to be countered. For
  example, a sorcerer casts lightning bolt against the sci-
  entific arcanist and she wishes to counterspell but does
  not have lightning bolt prepared. With this ability, she
  could counterspell with improved invisibility, since it is
  a 4th-level spell. This ability still requires the scientific
  arcanist first to make a Spellcraft check to determine her
  opponent’s spell. The scientific arcanist can only
  counter arcane spells with this ability.
  Metamagic Feat: At 2nd level and every three levels
  thereafter (5th and 8th), the scientific arcanist gains a
  bonus metamagic feat.
  Arcane Ray (Su): At 3rd level, the scientific arcanist
  can convert one of her prepared spells to pure arcane
  energy, which she may then cast as a ray. The character
  must make a ranged touch attack to succeed. The arcane
  ray has close range (25 feet + 5 feet per caster level) and
  inflicts 1d6 points of damage per level of the spell con-
  verted. Thus, a 2nd-level spell that is converted deals
  2d6 points of damage, while a 5th-level spell deals 5d6
  points of damage.
  At 3rd level, the scientific arcanist can convert only
  spells of 5th level or lower. At 6th level, she may con-
  vert spells of up to 9th level. At 9th level, converted
  spells deal 1d8 points of damage per level of the spell
  converted, to a maximum of 9d8 points of damage.   
  Energy Conversion (Ex): At 4th level, the scientific
  arcanist may convert the energy type (acid, cold, fire,
  electricity, or sonic) of a spell to another type at the cost
  of an additional spell slot of the same level. Thus, to
  convert a fireball to a sonicball would cost two 3rd-level
  spell slots. In all other respects, the spell is prepared and
  cast exactly the same as normal.
  Metamagic Mastery (Ex): At 10th level, the scien-
  tific arcanist may lower the effective level of all spells
  affected by metamagic feats by one. Thus, if she wishes
  to cast a maximized fireball, its effective level is only 5
  rather than 6 as is usual for the Maximize Spell feat.
  This ability is usable on a number of spells per day equal
  to the scientific arcanist’s Intelligence modifier (mini-
  mum 1). 
  The Guild of Scientific Spellcraft
  PURPOSE
  The Guild promotes cooperation between magic and
  technology, with an emphasis on magic as the highest
  form of mortal endeavor.
  LEADER
  Teja Rijala (N human female Sor10/Sar10)
  CHAPTER ONE: CLASSES
  46
  46l46
  TABLE 1-15: THE SCIENTIFIC ARCANIST
  Base
  Class Attack Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Improved counterspell
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +3
  +1 level of existing class
  3rd
  +1
  +1
  +1
  +3
  Arcane ray
  +1 level of existing class
  4th
  +2
  +1
  +1
  +4
  Energy conversion
  +1 level of existing class
  5th
  +2
  +1
  +1
  +4
  +1 level of existing class
  6th
  +3
  +2
  +2
  +5
  Arcane ray
  +1 level of existing class
  7th
  +3
  +2
  +2
  +5
  +1 level of existing class
  8th
  +4
  +2
  +2
  +6
  +1 level of existing class
  9th
  +4
  +3
  +3
  +6
  Arcane ray
  +1 level of existing class
  10th
  +5
  +3
  +3
  +7
  Metamagic mastery
  +1 level of existing class
  
  CURRENT ACTIVITIES
  In the Dragon Empire, magic and technology are the
  two pillars upon which galactic governance rests.
  Neither rules the day, for both have their limits and
  unique fields of expertise. Consequently, there have
  long been those who have believed that the secret to true
  power was in the mastery of both. The Guild of
  Scientific Spellcraft is made up of those who share this
  belief. Guildsmen combine the boons of technology
  with the magical aptitudes to gain greater powers than
  would be possible by limiting themselves to only one. In
  this respect, they are much like the technomancers,
  except that the Guild emphasizes magic over technolo-
  gy, which it considers the highest form of mortal activi-
  ty. This attitude has its origins in the original founders of
  the Guild, many of whom were sorcerers and who asso-
  ciated magic with nobility. To this day, there are a sur-
  prisingly large number of sorcerers among its members,
  including the majority of its governing council.
  Despite this, the Guild does not disdain technology—
  far from it. They recognize it as the key to the control of
  the galaxy. Without many technological wonders, the
  Dragon Empire would be impossible. Consequently,
  many Guildsmen are as astute in the fields of science
  and technology as any mechanist. They cultivate under-
  standing of their inner workings and governing princi-
  ples, since they see in them the foundations of the uni-
  verse itself. Guildsmen likewise respect the skills of
  mechanists and other workers of technology. They con-
  sider them the finest craftsmen in the galaxy, particular-
  ly gnomes and dwarves, who were among the first to
  raise technology to its present levels of sophistication.
  Yet, technology is a craft, not an art. It is menial and
  even crude. It is also profoundly limited. Technology
  can build starships but it is magic that allows them to
  live up to their name. Without the starcasters that only
  magic can fashion, these mighty vessels could not form
  the basis for a galactic empire. Magic is thus the true
  key to the universe. 
  These attitudes reveal the Guild’s primary focus:
  using technology to enhance the efficacy of magic. The
  Guild was thus an early proponent of such advances as
  spellbook software, scrollware, and spellware, among
  other developments. Indeed, the Guild excels at the cre-
  ation of spellware, the sale of which has made the orga-
  nization quite wealthy, far more so than almost any
  other non-governmental group in the galaxy. Guildsmen
  are much sought after when a noble or aristcorp wishes
  to produce certain types of magical technology. Unlike
  the technomancers, scientific spellcasters have little
  interest in simply using magic to enhance technology.
  They prefer the opposite path, namely using the princi-
  ples of science and technology to create newer—and
  more impressive—forms of magic.
  Unsurprisingly, the Guild is viewed with suspicion by
  mechanists and technomancers, who consider it a snob-
  bish clique. Such criticisms are certainly valid in many
  respects. In fact, many wizards are dubious of the Guild,
  if only because of the preponderance of sorcerers in its
  ranks. Many of the group’s leaders have pretensions of
  nobility and seek to make alliances with royal houses
  and the grand dukes. Not all Guildsmen follow this pat-
  tern, of course, but enough do that it has led to some
  resentment among wizards and those with more democ-
  ratic sensibilities. At the same time, the Guild is home to
  many scientific arcanists of remarkable skill. It would
  be an exaggeration to say the Dragon Empire depends
  on them, but it would likewise be an error to discount
  the positive influence they have had over the millennia.
  Without scientific arcanists, the galaxy would be a far
  less pleasant and well-governed place.
  CAMPAIGN INTEGRATION
  The Guild of Scientific Spellcraft can serve two pri-
  mary purposes in a Dragonstar game. The first is to
  provide an organization devoted to the other side of the
  magic/technology spectrum, a counterpoint to techno-
  mancers and others like them. Guildsmen are, as their
  name suggests, scientific arcanists rather than magical
  engineers. They see in technology a methodology to
  emulate in the development of magic but have relative-
  ly little interest in augmenting technology through
  magic. They prefer to leave such menial work to tech-
  nomancers and mechanists, toward whom they show
  respect tempered with arrogance. After all, Guildsmen
  know that theirs is the truly noble calling.
  The second purpose of the Guild is to provide anoth-
  er hook for DMs wishing to develop the sorcerer/wizard
  divide in their Dragonstar campaigns. While sorcerers
  and wizards are not blood enemies, there is friction
  between them. Sorcerers see themselves as the rightful
  lords of arcane magic, owing to their draconic heritage.
  The Guild shares this prejudice and carries it forward to
  new heights. Of course, the irony is that wizards are just
  as capable of becoming scientific arcanists as sorcerers,
  which causes further strife within the organization.
  Legendary Classes
  Legendary classes present high-level options for char-
  acters on the verge of greatness, whose names will be
  scribed eternally and against whose deeds each man
  shall measure his own. Although similar in concept and
  appearance to prestige classes, they represent far more.
  They describe the pinnacle of a profession or culture,
  CHAPTER ONE: CLASSES
  47
  47r47
  
  the kind of opportunity that only appears once in a gen-
  eration. Someone who decides to walk the path of a leg-
  endary class may be fulfilling his people’s oldest myth
  or a society’s greatest fear. It is never an easy path, nor
  one many would choose. Those who do take up the
  mantle award themselves great power as well as great
  danger, and only the boldest are able to fulfill their des-
  tiny.
  The names and game statistics of the legendary class-
  es and the game rules derived from the d20 System
  Reference Document are designated as Open Game
  Content.
  CLASS MECHANICS
  Legendary classes have all the same progressions as
  normal classes: base attack bonus, saving throws, and
  special abilities. They also have unique class skill pack-
  ages and proficiencies. Like a prestige class, there are
  prerequisites that must be fulfilled before the first leg-
  endary class level may be selected. Some of these are
  left open for the DM’s discretion, so that he can cus-
  tomize them to his home campaign. This allows the DM
  to include feats from official sources that have not been
  released as Open Game Content.
  THE PREPARATION
  A character must announce his intention to take a leg-
  endary class well in advance of ever taking a level in it.
  In game terms, this represents the character trying to
  catch the attention of a deity or powerful extra-planar
  being, applying for a position within an organization, or
  channeling the spirits of his ancestors. Two levels before
  the character takes his first legendary class level, he
  must announce his commitment. This means that if
  Dorin decides to become a legendary rebel at 13th level,
  he must announce his intention no later than the point at
  which he reaches 11th level. Once the character has
  announced the level at which he will become a legend,
  there is no turning back.
  Each legendary class has among its prerequisites a list
  of quests, each of which must be fulfilled in between the
  time of commitment and the acquisition of the first level
  of the class. The character may not complete them
  before he announces his intentions. Once each quest has
  been fulfilled and all other prerequisites are met, the
  character may take a legendary class level. 
  Legends wait for no man. If some or all of the quests
  go unfulfilled, the character may not advance in level
  until they are. All excess experience gained in the mean-
  time is lost. This means that in the above example, if
  Dran reached 77,999 experience points without com-
  pleting the quests, he would gain no more experience
  until he had done so. The character need not meet all the
  prerequisites of the class upon announcing his inten-
  tions, but he must meet them before taking the first leg-
  endary class level. If he does not, the same penalty
  described above applies.
  THE POWER
  Legendary characters have access to powers and abil-
  ities beyond the reach of those who have chosen ordi-
  nary lives and less impressive legacies. They also wield
  greater control over the development of their powers
  than other characters, having choices to make as they
  rise in level and power. Even though two characters
  march down the same path, each may end up quite dif-
  ferently depending on these choices. 
  For each legendary class level gained, the character
  may choose one special ability from those listed. The
  power and scope of this ability are determined at that
  time and do not increase as the character goes up in lev-
  els. This is known as the ability’s power level. No power
  may be chosen more than once. This always means a
  sacrifice for the character, but sometimes the rewards of
  patience are worth the wait.
  EXAMPLE POWERS OF A 5TH-LEVEL REBEL
  Hidden Allies I: Once per week, the rebel can gain
  resources equivalent in value to 5,000 cr from secret
  allies and supporters.
  Master of the Covert Arts II: The rebel gains a +10
  legendary bonus on Disguise, Hide, Innuendo, and
  Move Silently checks.
  Relentless III: The rebel gains a +3 legendary bonus
  on saving throws to resist the effects of drowning,
  fatigue, exposure, starvation, or thirst. When his hit
  points drop below 0, he can continue taking partial
  actions until his hit points drop below –3.
  Enhanced Constitution IV: The rebel gains a +4 leg-
  endary bonus to Constitution.
  Enhanced Charisma: The rebel gains a +5 legendary
  bonus to Charisma.
  THE PRICE
  Once a character has begun to walk the path of a leg-
  end, he may not turn back even if his faith is shattered
  or his kingdom lost. The forces acting upon him are
  great, and he cannot resist the tidal wave of fate he has
  chosen to ride. Once a character chooses to take a leg-
  endary class level, he may not choose any other classes
  until the legendary class has been completed. Although
  this may seem restrictive, it is a small price to pay for
  the power and prestige afforded a legend.
  CHAPTER ONE: CLASSES
  48
  48l48
  
  The Faithful Servant
  Although extraordinarily powerful, the emperor is not
  the sole source of power in the Dragon Empire. Without
  the cooperation of the grand dukes, the empire would
  not have lasted for millennia. The leaders of the royal
  houses provide much needed stability and act as a
  check—albeit a mild one—against imperial malfea-
  sance. Even under a tyrant like Mezzenbone, the grand
  dukes wield remarkable influence and only a fool would
  fail to recognize the central role they play in the galaxy.
  To assist them in this role, many grand dukes employ
  a favored minion, an individual of draconic ancestry
  whom they trust above all others and to whom they turn
  when troubles arise. These faithful servants represent
  the pinnacle of power among the servitors of the grand
  dukes. There is, at most, only one such person serving
  each royal house and they enjoy the complete confi-
  dence of their draconic masters. Part troubleshooters
  and part diplomats, faithful servants act as the grand
  dukes’ senses, limbs, and if need be, weapons.
  Depending on the nature of their lord, a faithful servant
  is either revered or feared within his house’s territory.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a faithful servant, a character
  must fulfill the following requirements.
  Alignment: Same as the grand duke the
  character serves.
  Charisma: 15+.
  Skills: Diplomacy or Intimidate 15 ranks,
  Gather Information 12 ranks, Knowledge
  (appropriate royal house) 7 ranks. 
  Feats:
  Dragonblood, 
  Leadership,
  Technical Proficiency, any one feat of the
  DM’s choice.
  QUESTS
  • The character must travel to at least five
  different worlds within the territory of the grand duke he
  wishes to serve and stay on each world for at least a
  week. While there, he must execute a special mission
  that serves the interests of the grand duke. Naturally,
  what constitutes the “interests” of the grand duke varies
  from royal house to royal house.
  • The character must win a personal audience with the
  grand duke of his intended royal house, during which he
  must convince his master to accept him as his faithful
  servant. The character has only this one chance and,
  should he fail, he can never again seek to serve the same
  grand duke.
  CHAPTER ONE: CLASSES
  49
  49r49
  
  CLASS SKILLS
  The faithful servant’s class skills (and the key ability
  for each skill) are Bluff (Cha), Craft (Int), Diplomacy
  (Cha), Gather Information (Cha), Innuendo (Wis),
  Intimidate (Cha), Knowledge (all skills, taken individu-
  ally) (Int), Listen (Wis), Profession (Wis), Sense Motive
  (Wis), Spot (Wis), and Search (Int). 
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All the following are class features of the faithful ser-
  vant legendary class.
  Weapons and Armor Proficiency: A faithful servant
  is proficient with all simple and martial weapons, and
  light and medium armor. Note that armor check penal-
  ties for armor heavier than leather apply to the skills
  Balance, Climb, Escape Artist, Hide, Jump, Move
  Silently, Pick Pocket, and Tumble. Also, Swim checks
  suffer a –1 penalty for every 5 pounds of armor and
  equipment carried.
  FAITHFUL SERVANT ABILITIES
  Ducal Resources (Ex): Being a faithful servant, the
  character has ready access to funds, equipment, and
  other resources from his master. Once per week per
  power level, the character may obtain assistance worth
  no more than 10,000 cr per power level. Naturally, such
  assistance is available only in civilized regions of the
  galaxy where the faithful servant’s grand duke has influ-
  ence. It is largely unusable in the Outlands, Dark Zone,
  or the territories of other grand dukes, unless the DM
  determines otherwise. Durable goods, equipment, and
  other resources remain the property of the royal house
  and must be returned when they are no longer required.
  Draw of Power (Ex): The faithful servant gains a +1
  bonus to his Leadership score per power level but can
  only attract followers dedicated to his grand duke.
  Enhanced Charisma: The character gains a +1 leg-
  endary bonus to his Charisma per power level. This is a
  one-time bonus.
  Enhanced Wisdom: The character gains a +1 leg-
  endary bonus to his Wisdom per power level. This is a
  one-time bonus.
  Master Diplomat (Ex): Due to the character’s close
  association with his grand duke, he is better able to con-
  vince others to act as he—and his master—see fit. He
  gains a +5 bonus per power level on Bluff, Diplomacy,
  and Intimidate checks.
  Smite Enemy (Ex): Once per day per power level,
  the faithful servant can smite any being whose align-
  ment is diametrically opposed to that of his grand duke.
  This attack gains a +1 bonus to the attack roll and a +2
  bonus to the damage roll per power level.
  The Galactic Conqueror
  Many factions within the Dragon Empire do not like
  to admit it, but the present extent of the empire owes at
  least as much to violence as to diplomacy—if not more
  so. Both the kingdoms of Asamet and Qesemet incorpo-
  rate new worlds into their territories by force of arms.
  The Imperial Legions exist as much to seize worlds as
  to protect the empire from external and internal threats.
  There is no denying that the greatest civilization the
  galaxy has known is built on a long history of conquest.
  Seizing an entire world in the name of the empire
  requires an unusual set of skills. Few individuals pos-
  sess the talents necessary to become a galactic con-
  queror. Those who do are rightly renowned for their mil-
  itary prowess and often employed by the Legions, indi-
  vidual royal houses, or other military organizations. A
  galactic conqueror is a general without equal, whose
  skill and leadership are so great as to force entire worlds
  to bow down before him.
  Hit Die: d10.
  CHAPTER ONE: CLASSES
  50
  50l50
  TABLE 1-16: THE FAITHFUL SERVANT
  Base
  Class
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +2
  Faithful Servant Ability I
  2nd
  +1
  +3
  +0
  +3
  Faithful Servant Ability II
  3rd
  +2
  +3
  +1
  +3
  Faithful Servant Ability III
  4th
  +3
  +4
  +1
  +4
  Faithful Servant Ability IV
  5th
  +3
  +4
  +1
  +4
  Faithful Servant Ability V
  
  REQUIREMENTS
  To qualify to become a galactic conqueror, a charac-
  ter must fulfill the following requirements.
  Base Attack Bonus: +12.
  Skills: Intimidate 15 ranks, Profession (soldier) 12
  ranks, Sense Motive 7 ranks.
  Feats: Iron Will, Leadership, Martial Weapon
  Proficiency, Technical Proficiency, any one feat of the
  DM’s choice.
  QUESTS
  • The character must win no fewer than three sepa-
  rate battles against an enemy that either outnumbers
  him and his forces or that possesses other advan-
  tages, such as better magical or technological
  equipment. These victories must be recorded in
  such a way that they can be verified by and
  known to parties that did not participate in them. 
  • The character must succeed in conquering
  an entire world. He cannot merely direct the
  invasion and conquest of the world; he must be
  personally involved in the operation. The char-
  acter must fight alongside his forces and sur-
  vive to boast of his victory to the entire
  galaxy.
  CLASS SKILLS
  The galactic conqueror’s class skills (and
  the key ability for each skill) are Bluff (Cha),
  Climb (Dex), Craft (Int), Demolitions (Int),
  Diplomacy (Cha), Freefall (Dex), Intimidate (Cha),
  Jump (Str), Pilot (Dex), and Profession (Wis), and
  Sense Motive (Wis).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All the following are class features of the galactic
  conqueror legendary class.
  Weapons and Armor Proficiency: A galactic con-
  queror is proficient with all simple and martial weapons,
  and all armor. Note that armor check penalties for armor
  heavier than leather apply to the skills Balance, Climb,
  Escape Artist, Hide, Jump, Move Silently, Pick Pocket,
  and Tumble. Also, Swim checks suffer a –1 penalty for
  every 5 pounds of armor and equipment carried.
  GALACTIC CONQUEROR ABILITIES
  Armor Optimization (Ex): Thanks to his years of
  experience as a soldier, the galactic conqueror acquires
  an almost innate understanding of how to use even the
  most minimal form of armor to gain greater protection.
  CHAPTER ONE: CLASSES
  51
  51r51
  
  He gains a +1 legendary bonus to AC per power level.
  This bonus stacks with all other AC bonuses and the
  galactic conqueror keeps this bonus even if he is caught
  flat-footed or if he would not normally be allowed an
  AC modifier for any reason.
  Battle Hardened (Ex): The galactic conqueror gains
  damage reduction 1/— per power level. 
  Enhanced Constitution: The character gains a +1
  legendary bonus to his Constitution per power level.
  This is a one-time bonus.
  Enhanced Charisma: The character gains a +1 leg-
  endary bonus to his Charisma per power level. This is a
  one-time bonus.
  Galactic Legions: The character gains an additional
  group of followers that do not count against his normal
  Leadership limit. For each power level, the character
  gains the listed number of followers per level for his
  current Leadership score, except these followers must
  all be members of the warrior NPC class. It takes a day
  per power level to gather these followers, as the charac-
  ter sends out a call to the warriors nearest to his location.
  The character can replace slain warriors at a rate of 10
  per day using this method.
  Rally Round the Standard (Ex): The charisma of
  the galactic conqueror is such that he can inspire those
  fighting by his side to new heights of valor. All allies
  within 30 feet of the character gain 1d10 temporary hit
  points per power level These hit points last for a number
  of minutes equal to the character’s power level.
  The Machine Man
  Few things better exemplify the wonders of the
  Dragon Empire than the existence of soulmechs. The
  souls of sentient beings hosted within an artificial body,
  soulmechs find themselves in an unusual position in the
  galaxy. Many races hate and fear them, seeing them as
  unholy abominations. Others accept them as evidence of
  the empire’s magical and technological greatness. While
  this diversity of opinion is encouraging to the vast
  majority of soulmechs, there is a handful that does not
  find it so. To them, it is only another reminder that they
  are not like other races, however much they try. 
  These soulmechs aspire to transcend their program-
  ming and become true hybrid beings that exemplify the
  advantages of both organic and inorganic life. Known as
  machine men, these individuals seek nothing less than to
  bridge the gap between ordinary living beings and true
  constructs. Machine men are rare in the extreme and
  many within the empire question their existence at all.
  Yet all things are possible, and though difficult, the path
  of the machine man is a very real one that some soul-
  mechs choose for themselves.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a machine man, a character
  must fulfill the following requirements.
  Race: Soulmech.
  Charisma: 13+.
  Skills: Repair 10 ranks, Sense Motive 7 ranks, Use
  Device 15 ranks.
  Feats: Iron Will, Skill Focus (Use Device), Technical
  Proficiency, any one feat of DM’s choice.
  QUESTS
  • The character must seek out the person who created
  him, if his creation was voluntary, and convince him to
  journey to a religious or philosophical site where they
  will together spend no less than one month discussing
  the nature of mortal existence with the priests or
  philosophers there. The goal is not necessarily to come
  to any conclusions but to grapple with the very issues at
  the heart of a soulmech’s unusual existence. If the soul-
  mech’s creation was involuntary, he must seek out his
  creator and destroy him.
  • The character must do something no other soulmech
  CHAPTER ONE: CLASSES
  52
  52l52
  TABLE 1-17: THE GALACTIC CONQUEROR
  Base
  Class
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Galactic Conqueror Ability I
  2nd
  +2
  +3
  +3
  +0
  Galactic Conqueror Ability II
  3rd
  +3
  +3
  +3
  +1
  Galactic Conqueror Ability III
  4th
  +4
  +4
  +4
  +1
  Galactic Conqueror Ability IV
  5th
  +5
  +4
  +4
  +1
  Galactic Conqueror Ability V
  
  has ever done before, such as becoming a cleric of a
  human-only sect, win an empire-wide love poetry con-
  test, or develop a new arcane spell. The character must
  show that he has the flexibility to look beyond his limi-
  tations, both physical and societal, and expand the hori-
  zons available to soulmechs.
  CLASS SKILLS
  The machine man’s class skills (and the key ability for
  each skill) are Craft (Wis), Disable Device (Dex),
  Knowledge (all skills, taken individually) (Int), Pilot
  (Dex), Profession (Wis), Repair (Int), Research (Wis),
  Sense Motive (Wis), and Use Device (Int). 
  Skill Points at Each Level: 6 + Int modifier.
  CLASS FEATURES
  All the following are class features of the machine
  man legendary class.
  Weapons and Armor Proficiency: A machine man is
  proficient with all simple weapons and light armor. Note
  that armor check penalties for armor heavier than
  leather apply to the skills Balance, Climb, Escape Artist,
  Hide, Jump, Move Silently, Pick Pocket, and Tumble.
  Also, Swim checks suffer a –1 penalty for every 5
  pounds of armor and equipment carried.
  MACHINE MAN ABILITIES
  Enhanced Charisma: The character gains a +1 leg-
  endary bonus to his Charisma per power level. This is a
  one-time bonus.
  Enhanced Dexterity: The character gains a +1 leg-
  endary bonus to his Dexterity per power level. This is a
  one-time bonus.
  Improved Healing (Su): The character gains the
  ability to heal on his own and by divine magic. The
  character may heal 2 points of damage per day per
  power level naturally and may benefit from one divine
  healing spell per day per power level. 
  Improved Upgrades: Normally, a soulmech pays
  one-half the market price for upgrades in XP. This abil-
  ity reduces the XP cost of upgrades by 10% per power
  level.
  Machine Will (Ex): The character gains a +2 leg-
  endary bonus on Will saves per power level against all
  mind-affecting spells. 
  Living Body (Su): The character gains the ability to
  improve his physical ability scores through magic or as
  he advances in level, with a maximum improvement of
  +1 per power level.
  Transcend Form (Su): For each power level, the
  character may choose one of the following abilities: the
  senses of taste and smell, the ability to breathe, the abil-
  CHAPTER ONE: CLASSES
  53
  53r53
  
  ity to eat and drink (including ingest potions and drugs),
  the ability to use spellware, and invulnerability to mind-
  affecting spells. 
  The Master Roboticist
  Robots occupy an important niche within the Dragon
  Empire. Because they are constructs, robots can be
  employed in occupations living beings consider either
  too dangerous or too menial—or both. Since its founda-
  tion, the empire has allocated immense resources to the
  development and production of newer and more sophis-
  ticated robots. Those that exist today represent the
  height of imperial technology and provide much needed
  assistance in a wide variety of endeavors.
  Yet, many mechanists remain dissatisfied. While they
  recognize that robotics is indeed a high art within the
  empire, they believe it can reach still greater heights.
  These individuals throw themselves into research, hop-
  ing to make breakthroughs that will revolutionize the
  science of robotics. Those that succeed are known as
  master roboticists. Their insights and abilities far out-
  strip those of their colleagues. They are the envy of
  mechanists everywhere, particularly those that consider
  the development of robots to be the ultimate calling of
  their profession. 
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a master roboticist, a character
  must fulfill the following requirements.
  Skills: Craft (robotics) 15 ranks, Repair 12 ranks,
  Research 10 ranks, Use Device 12 ranks.
  Feats: Gearhead, Remote Operation, Skill Focus
  (Craft [robotics]), Technical Proficiency, any one feat of
  the DM’s choice.
  Special: Class ability to perform a major upgrade.
  QUESTS
  • The character must create five different robots, at
  least one of which must be of Huge size or larger.
  Between them, these robots must possess class levels
  equal to the would-be master roboticist’s own.
  • The character must create a robot possessing an AI
  module and whose class levels are equal to his own.
  CLASS SKILLS
  The master roboticist’s class skills (and the key abili-
  ty for each skill) are Appraise (Int), Craft (Int), Disable
  Device (Int), Knowledge (any science or technical
  knowledge skills, taken individually) (Int), Open Lock
  (Dex), Profession (Wis), Repair (Int), Research (Wis),
  Search (Int), and Use Device (Int).
  Skill Points at Each Level: 8 + Int modifier.
  CLASS FEATURES
  All the following are class features of the master
  roboticist legendary class.
  Weapons and Armor Proficiency: A master roboti-
  cist is proficient with all simple weapons and light
  armor. Note that armor check penalties for armor heav-
  ier than leather apply to the skills Balance, Climb,
  Escape Artist, Hide, Jump, Move Silently, Pick Pocket,
  and Tumble. Also, Swim checks suffer a –1 penalty for
  every 5 pounds of armor and equipment carried.
  MASTER ROBOTICIST ABILITIES
  Superior Efficiency: The master roboticist is so
  expert at his craft that he can construct robots more
  quickly and cheaply than lesser members of his voca-
  tion. For every power level, the time and credits cost of
  building and upgrading robots is reduced by 10%. If the
  master roboticist is a soulmech attempting to upgrade
  CHAPTER ONE: CLASSES
  54
  54l54
  TABLE 1-18 THE MACHINE MAN
  Base
  Class Attack Fort
  Ref
  Will
  Level Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +2
  Machine Man Ability I
  2nd
  +1
  +3
  +0
  +3
  Machine Man Ability II
  3rd
  +2
  +3
  +1
  +3
  Machine Man Ability III
  4th
  +3
  +4
  +1
  +4
  Machine Man Ability IV
  5th
  +3
  +4
  +1
  +4
  Machine Man Ability V
  
  himself, the XP cost of doing so is not
  affected by this ability.
  Enhanced Dexterity: The character
  gains a +1 legendary bonus to his
  Dexterity per power level. This is a
  one-time bonus.
  Enhanced Intelligence: The charac-
  ter gains a +1 legendary bonus to his
  Intelligence per power level. This is a
  one-time bonus.
  Find Weakness (Ex): The master
  roboticist can instinctively recognize
  weaknesses in robots. When attacking
  one, the critical multiplier of his
  weapon is increased by the power level
  of this ability. If the robot is destroyed
  by his attack, the character may imme-
  diately make another attack at the same
  attack bonus as if he possessed the
  Cleave feat.
  Robotic Control (Su): The charac-
  ter’s knowledge of the command sys-
  tems of robots is so great that he can
  turn, rebuke, or control them just as a
  cleric does undead. The master roboti-
  cist may choose at the time he selects
  this ability whether he wants to be able
  to turn or rebuke and once he has made
  this choice he can never change it. This
  ability is usable once per day per power
  level, as a cleric of the character’s level,
  using his Intelligence modifier instead
  of Charisma when making the check.
  Robot Servants: The master roboti-
  cist can create a number of robot ser-
  vants equal to the power level of this
  ability. Each robot can have up to two
  Hit Dice per power level, as well as
  upgrades worth no more than 500 cr per
  power level. The robots require neither
  money nor time to create. They can be
  destroyed, but the master roboticist can
  immediately replace them with new
  robots of his design.
  Unsurpassed Technician: The mas-
  ter roboticist is very proficient in all
  matters technical. Consequently, the
  character gains a +5 bonus per power
  level to all Craft, Disable Device,
  Repair, and Use Device checks.
  CHAPTER ONE: CLASSES
  55
  55r55
  
  The Rebel
  Few claim that the Dragon Empire is a utopia. Even
  its most ardent defenders admit that there is much work
  to be done to make the galaxy a truly fair and peaceful
  place, where all races can live in harmony and seek their
  own destinies without fear of oppression. Even under
  the rule of Qesemet, inequality and injustice were com-
  monplace in many regions, leading to rebellions and
  political unrest against imperial rule.
  With the arrival of the Red Age, the situation has only
  gotten worse. Insurrectionists have arisen in every cor-
  ner of the galaxy, hoping to cast down the empire and
  establish a democratic order. The rebel is a paragon
  among the insurrectionists, a perfect example of its
  ideals. Equal parts terrorist and philosopher, the rebel is
  either the last hope for peace and justice in the galaxy or
  an anarchist without concern for the chaos he wreaks—
  or maybe a little of both.
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a rebel, a character must fulfill
  the following requirements.
  Skills: Bluff 15 ranks, Hide 10 ranks, Innuendo 10
  ranks, Move Silently 10 ranks, Sense Motive 7 ranks.
  Feats: Alertness, Leadership, any one feat of the
  DM’s choice.
  Special: The character must have suffered at the
  hands of agents of the Dragon Empire. Whether that suf-
  fering is just (in the case of a rightly convicted criminal)
  or unjust (in the case of political dissident) does not mat-
  ter. Rebels are born from a personal hatred of the empire
  and nothing less suffices as a crucible of insurrection.
  QUESTS
  • The character must convince the members of insur-
  rectionist cells on at least five different worlds in at least
  two domains of the Dragon Empire to accept him as
  their leader. This can be done through any means the
  character wishes, but the insurrectionists must accept
  him willingly and cannot be coerced or magically
  enthralled.
  • The character must succeed in striking a major
  destructive blow against an imperial facility or institu-
  tion. He must do this with no more than five other com-
  panions, using only those technological and magical
  items that they can carry with them. The blow can take
  many forms depending on the circumstances, but it must
  be permanently destructive, such as sabotaging an ISPD
  courier ship or blowing up a military installation.
  Having done this, the character must then publicly
  announce responsibility for the action on the InfoNet or
  some other public information system.
  CLASS SKILLS
  The rebel’s class skills (and the key ability for each
  skill) are Bluff (Cha), Craft (Int), Demolitions (Int),
  Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
  Gather Information (Cha), Intimidate (Cha), Hide
  (Dex), Move Silently (Dex), Profession (Wis), Sense
  Motive (Wis), and Urban Lore (Wis).
  Skill Points at Each Level: 8 + Int modifier.
  CLASS FEATURES
  All the following are class features of the rebel leg-
  endary class.
  Weapons and Armor Proficiency: A rebel is profi-
  cient with all simple weapons and light armor. Note that
  armor check penalties for armor heavier than leather
  apply to the skills Balance, Climb, Escape Artist, Hide,
  Jump, Move Silently, Pick Pocket, and Tumble. Also,
  Swim checks suffer a –1 penalty for every 5 pounds of
  armor and equipment carried.
  CHAPTER ONE: CLASSES
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  TABLE 1-19: THE MASTER ROBOTICIST
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Master Roboticist Ability I
  2nd
  +1
  +0
  +3
  +3
  Master Roboticist Ability II
  3rd
  +2
  +1
  +3
  +3
  Master Roboticist Ability III
  4th
  +3
  +1
  +4
  +4
  Master Roboticist Ability IV
  5th
  +3
  +1
  +4
  +4
  Master Roboticist Ability V
  
  CHAPTER ONE: CLASSES
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  REBEL ABILITIES
  Enhanced Charisma: The character gains a +1 leg-
  endary bonus to his Charisma per power level. This is a
  one-time bonus.
  Enhanced Constitution: The character gains a +1
  legendary bonus to his Constitution per power level.
  This is a one-time bonus.
  Hidden Allies (Ex): Because of the esteem in which
  the rebel is held among certain segments of galactic
  society, he may draw upon their resources to aid him in
  his battle against the Dragon Empire. Once per week per
  power level, the character may obtain aid worth no more
  than 5,000 cr per power level. This aid can take the form
  of cash, equipment, magic items, or simple information.
  The DM is the final arbiter as to both likelihood of such
  aid being available in certain locales and the cost of
  intangibles, such as information. Durable resources
  remain the property of their original owners and must be
  returned when the rebel no longer needs them to com-
  plete his objective.
  Master of the Covert Arts: Because of the necessity
  that the ISPD or other imperial authorities never catch
  him, the rebel is a master of remaining unseen. He gains
  a +5 legendary bonus per power level on Disguise,
  Hide, Innuendo, and Move Silently checks.
  Propagandize (Ex): Through the power of his orato-
  ry alone, the rebel is able to make other creatures friend-
  lier to his cause. Once per power level per day, the rebel
  can designate one creature per point of Charisma and
  alter their reactions to him, his allies, and anyone else
  associated with the Insurrection. This creature reacts as
  if he were one level friendlier per power level, as
  detailed in the core rules (see Handling NPCs, NPC
  Attitudes, DMG). There is no save against this ability,
  but a targeted creature must have less HD than the rebel
  for it to take effect.
  Relentless (Ex): The rebel never tires in pursuit of his
  goal. He gains a +1 legendary bonus per power level on
  any saving throw made to resist the effects of drowning,
  fatigue, exposure, starvation, or thirst. When his hit
  points drop below 0, the rebel nevertheless remains con-
  scious and may perform partial actions. Even so, he con-
  tinues to lose one hit point per round. Until he reaches a
  negative hit point total exceeding the power level of this
  ability, the character remains conscious but disabled.
  Once his negative hit points drop below the power level
  of this ability, the rebel falls unconscious and is dying.
  He dies when he reaches –10 hit points just like any
  other character.
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  TABLE 1-20: THE REBEL
  Base
  Class
  Attack Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +0
  +2
  +2
  Rebel Ability I
  2nd
  +2
  +0
  +3
  +3
  Rebel Ability II
  3rd
  +3
  +1
  +3
  +3
  Rebel Ability III
  4th
  +4
  +1
  +4
  +4
  Rebel Ability IV
  5th
  +5
  +1
  +4
  +4
  Rebel Ability V
  
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  59r59
  Feats
  The following section presents a number of new feats
  for use in the Dragonstar campaign setting. This sec-
  tion is designated as Open Game Content.
  Blood Bond [Bloodline]
  You can channel the power that flows through your
  veins into a specific weapon, making it more effective in
  combat.
  Prerequisite: Base attack bonus +9, Cha 15+, Greater
  Dragonblood, Improved Critical (weapon), Weapon
  Focus (weapon), Weapon Specialization (weapon).
  Benefit: You must choose a single melee weapon
  with which to form a blood bond. Once you have cho-
  sen it, you must invest it with a portion of your essence
  by reducing your total hit points by 5. In exchange, you
  gain a +2 bonus to all attack rolls and a +4 bonus to all
  damage rolls while using this particular weapon. These
  bonuses are limited to the particular weapon with which
  you have chosen to bond and no other, not even another
  weapon of the same type.
  Special: If your bonded weapon is ever destroyed or
  lost for more than a month, you regain your lost hit
  points and no longer gain the bonuses associated with a
  blood bond. You can gain a new blood bond weapon if
  you again invest 5 hit points into a weapon of your
  choice. This feat cannot be chosen more than once.
  Therefore, you may never have more than one bonded
  weapon at a time.
  Combat Awareness [General]
  You have an unnatural ability to predict your oppo-
  nent’s attacks.
  Prerequisites: Alertness, Sense Motive skill.
  Benefit: After spending four combat rounds observ-
  ing a single opponent as a move-equivalent action, you
  may add your Intelligence modifier to your Armor Class
  against this opponent.
  Dark Zone Veteran [General]
  You have braved the dangers of the Dark Zone—and
  survived.
  Prerequisites: Character level 3+.
  Benefit: Your experiences on the barren worlds of the
  Dark Zone have toughened you, giving you a +1 bonus
  to your Fortitude saves. In addition, you gain a +4 bonus
  to your Wilderness Lore checks on any Dark Zone plan-
  et.
  Dead Eye [General]
  You are exceptionally skilled at dealing damage with
  ranged weapons.
  Prerequisite: Base attack bonus +5, Crack Shot.
  Benefit: Against targets within 30 feet, as a full-round
  action, you may make a single ranged attack and apply
  your Dexterity modifier to damage as well as to your
  attack roll. This feat has no effect against creatures that
  are not subject to critical hits, such as constructs and
  undead.
  Normal: Your Dexterity modifier applies only to your
  attack roll.
  CHAPTER TWO
  FEATS AND SCHOOLS
  
  Destructive Spell [Metamagic]
  You can increase the destructiveness of your spells.
  Prerequisite: Spellcaster level 5+.
  Benefit: You can increase the maximum damage of
  any spell by a number of dice equal to your spellcasting
  ability modifier. Thus, a 10th-level sorcerer with a 15
  Charisma would increase the maximum damage of his
  fireball to 12d6. Of course, the other rules for determin-
  ing spell damage remain the same. In the example, the
  sorcerer’s fireball would still only inflict 10d6 points of
  damage, since he is of insufficient level to do any more.
  A Destructive Spell uses up a spell slot one level higher
  than its actual level.
  Expert Gunner [General]
  You are adept firing weapons from a vehicle.
  Prerequisite: Gunner.
  Benefit: The penalty on ranged attack rolls for your
  vehicle’s speed is quartered. For example, the penalty to
  a ranged attack from a vehicle moving at speed 20
  would be –2 instead of –6 (see Vehicle Combat,
  Starfarer’s Handbook, page 157). 
  Good Memory [General]
  You are better able to retain information you aquire.
  Prerequisite: Int 13+.
  Benefit: You gain a +2 bonus to any three Knowledge
  skills of your choice.
  Greater Dragonblood [Bloodline]
  You have learned to draw upon your draconic her-
  itage, gaining additional benefits that set you apart from
  others with the same heritage.
  Prerequisite: Dragonblood.
  Benefit: You may choose a single elemental descrip-
  tor (acid, cold, fire, electricity, or sonic) appropriate to
  the type of dragon to whom you are related. You gain
  resistance 5 against that energy type. This effect is per-
  manent and does not stack with spells such as resist ele-
  ments and protection from elements.
  Hotshot [General]
  You are a pilot without equal.
  Prerequisites: Dex 13+, Pilot skill, Technical
  Proficiency.
  Benefit: You gain a +4 bonus to all Pilot checks made
  while attempting a maneuver (see Vehicle Combat,
  Starfarer’s Handbook, pages 153–154).
  Imperial Education [General]
  You have attended a university or institution of high-
  er learning in the Dragon Empire.
  Prerequisite: Int 11+.
  Benefit: You may choose three Knowledge skills as
  your specialties, gaining a +1 bonus on all checks with
  them. In addition, these Knowledge skills are now con-
  sidered class skills for you.
  Instinctual Defense [Bloodline]
  Casting defensively is almost instinctual, thanks to
  your draconic heritage.
  Prerequisites: Concentration skill, Dragonblood.
  Benefit: If you fail your Concentration check while
  casting defensively, you may choose not to lose the spell
  but only provoke an attack of opportunity instead.
  Normal: The character must make a Concentration
  check (DC 15 + the level of the spell the character is
  casting) to avoid provoking an attack of opportunity.
  The character loses the spell if he fails.
  Special: If you are hit by the attack of opportunity
  provoked by the failed Concentration check, you must
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  60l60
  
  make yet another Concentration check or lose the spell
  as normal.
  Internal Compass [General]
  You have an unshakeable sense of direction.
  Benefit: You gain a +2 bonus on all Intuit Direction
  and Navigate checks.
  Jury Rig [General]
  You have a knack for finding just the right parts for
  repairs.
  Prerequisite: Repair skill.
  Benefit: Except in the most unusual of circumstances
  (DM’s option), you can always find substitute parts for
  any repair attempt. You never suffer the “have no parts”
  penalty to DC for your Repair checks (see Starfarer’s
  Handbook, page 82). Likewise, the circumstance penal-
  ty for using improvised tools is dropped to –1. 
  Normal: If you’re forced to use improvised tools, you
  suffer a –2 circumstance penalty. Only mechanists and
  characters with at least 5 ranks in a corresponding Craft
  skill can attempt a repair job with a DC higher than 20.
  Legion Etiquette [General]
  You know how to talk to soldiers and gain their trust.
  Prerequisites: Legion Training.
  Benefit: You gain a +2 bonus to all Charisma checks
  and Bluff, Diplomacy, Intimidate, and Sense Motive
  checks when dealing with members of the Imperial
  Legions.
  Legion Training [General]
  You have received basic training for service in the
  Imperial Legions.
  Benefit: You gain Martial Weapon Proficiency
  (assault carbine) and Simple Weapon Proficiency
  (heavy autopistol).
  Minor Magic [Bloodline]
  You can cast 0-level arcane spells (cantrips), thanks to
  your draconic heritage.
  Prerequisites: Knowledge (arcana) skill, Greater
  Dragonblood.
  Benefit: You manifest instinctual knowledge of a
  number 0-level arcane spells equal to your Charisma
  modifier. You may cast one of these spells per day
  unprepared, as if a sorcerer of the same character level.
  Special: This feat may be taken multiple times, each
  time giving you an additional spell slot per day but not
  the knowledge of any additional spells. You may never
  take this feat more times than your Charisma modifier.
  Resist Radiation [General]
  You are highly resistant to the effects of radiation
  exposure.
  Benefit: You gain a +4 bonus on Fortitude saves
  against radiation. In addition, your chance of contract-
  ing radiation poisoning is reduced to 5% per dose to
  which you have been exposed.
  Special: You may only take this feat as a 1st-level
  character.
  Robotic Familiar [General]
  You may replace your normal familiar with a robotic
  one.
  Prerequisites: Ability to summon a familiar.
  Benefit: You can choose a robot of Small size or less
  to be your familiar. This feat functions exactly like the
  summon familiar class ability, except that the robot is
  not actually summoned but constructed specifically for
  the purpose. The summoner must pay the cost of con-
  struction. The robot then gains all the benefits of a nor-
  mal familiar, except that it has no special ability. The
  robot familiar does not grant you any bonuses beyond
  those common to all familiars. 
  Special: You may freely upgrade your robotic famil-
  iar as you wish. If, in upgrading, it gains an ability cov-
  ered by a familiar special ability, such as speech, it does
  not gain any other ability instead. 
  Savant [General]
  You have special insights into narrow topics of inves-
  tigation.
  Prerequisites: Int 15+, Knowledge (any) skill.
  Benefit: You gain a +4 insight bonus on skill checks
  in a single Knowledge skill in which you already have
  ranks.
  Special: This feat may be taken multiple times, but
  each time it must apply to a different Knowledge skill in
  which you already have ranks.
  Science of Magic [Metamagic]
  You have studied esoteric mathematical models of
  magical effects and can manipulate the formulae of
  these models to increase the power of your spells.
  Prerequisites: Int 15+, Heighten Spell, Knowledge
  (arcana) skill.
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  61r61
  
  Benefit: By manipulating magical mathematical for-
  mulae during casting, you can increase your effective
  caster level and the spell’s effective level when casting
  a spell, without having to prepare that spell in a higher
  slot or losing a higher slot upon casting. It takes longer
  than normal to cast a spell with Science of Magic. If its
  normal casting time is 1 action, casting a metamagic
  spell is a full-round action. For spells with a longer cast-
  ing time, it takes twice as long to cast the spell.
  Using Science of Magic requires a Knowledge
  (arcana) check. Choose the number of magical formulae
  you attempt to manipulate. The DC is 10 + spell level +
  formulae modifier (see Table 2-1). If the check is suc-
  cessful, you gain the listed increases in caster level and
  spell level for determining the spell’s effects. If your
  Knowledge (arcana) check fails, the spell is not cast,
  and you lose the spell or spell slot.
  Scion of Asamet [Bloodline]
  Within your veins flows the blood of a noteworthy
  dragon of the Iron Kingdom.
  Prerequisites: Dragonblood.
  Benefit: You receive a +2 bonus on Diplomacy and
  Intimidate checks when dealing with inhabitants of
  Asamet worlds. In addition, the DCs of your attempts to
  influence the attitudes of NPCs within the Iron
  Kingdom are decreased by 5.
  Scion of Qesemet [Bloodline]
  Within your veins flows the blood of a noteworthy
  dragon of the Golden Kingdom.
  Prerequisite: Dragonblood.
  Benefit: You receive a +2 bonus on Diplomacy and
  Sense Motive checks when dealing with inhabitants of
  Qesemet worlds. In addition, the DCs of your attempts
  to influence the attitudes of NPCs within the Golden
  Kingdom are decreased by 5.
  Sense Enchantment [Bloodline]
  Your draconic heritage opens your eyes to the magic
  that suffuses the universe.
  Prerequisite: Greater Dragonblood.
  Benefit: You can sense whether an object, place, or
  creature is magical or operating under the effects of
  magic, whether it be a spell, an artifact, or some other
  form of enchantment. This feat functions much like a
  weakened version of the spell detect magic, except that
  it does not function automatically. Instead, you must
  make a Wisdom check against DC 15. If successful, you
  can recognize the presence of any magical auras in the
  area, as well as their number and relative strength. 
  Special: You cannot retry the check or take 10 or 20
  when using this feat.
  Skill Adept [General]
  You are renowned for your aptitude in a single skill.
  Prerequisite: Skill Focus (any).
  Benefit: You gain an additional +3 bonus on all
  checks with that skill.
  Special: You can gain this feat multiple times. Each
  time you take this feat, it applies to a new skill.
  Spread Control [Metamagic]
  You are able to control your spread-based area of
  effect spells.
  Benefit: When you cast a spell with a spread-based
  area of effect (such as fireball), you can reduce its area
  of effect as you wish. You can control both the spell’s
  point of origin, as well as how far from that point the
  effect spreads, up to its full area. A spread controlled
  spell takes up a spell slot one level higher than normal.
  CHAPTER TWO: FEATS AND SCHOOLS
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  TABLE 2-1: FORMULAE MODIFIERS
  Number of
  Formulae
  Caster
  Spell
  Formulae
  Modifier
  Level Bonus
  Level Bonus
  1
  +2
  +1
  +1
  2
  +4
  +2
  +1
  3
  +6
  +2
  +2
  4
  +8
  +3
  +2
  5
  +10
  +3
  +3
  
  Touch to Ray [Metamagic]
  You can cast touch spells as ray spells.
  Benefit: Any spell with a range of “touch” can be pre-
  pared or cast as a ranged touch attack with a range of
  close (25 ft. + 5 ft. for every 2 full caster levels). A touch
  spell prepared or cast with Touch to Ray uses up a spell
  slot two levels higher than the spell’s actual level.
  Zero-G Casting [General]
  You are adept at casting spells in microgravity or zero
  gravity.
  Prerequisites: Dex 13+, Concentration skill.
  Benefit: You gain a +4 bonus on all Concentration
  checks made as a result of casting a spell in micrograv-
  ity or zero gravity.  
  Zero-G Control [General]
  You are adept at maintaining control in microgravity
  or zero gravity.
  Prerequisites: Dex 13+, Freefall skill.
  Benefit: You gain a +2 bonus on all Freefall checks.
  In addition, when attempting to right yourself after hav-
  ing spun out of control, you do not lose your Dexterity
  bonus to AC.
  Normal: Attempting to right yourself is a move-
  equivalent action that provokes an attack of opportunity.
  In addition, you lose your Dexterity bonus to AC and
  opponents get a +4 circumstance bonus on attack rolls
  against you.
  Schools
  This section lists several specialized schools, paths,
  and traditions that characters can take advantage of to
  develop their skills and abilities in Dragonstar. The
  game rules and mechanics describing each lesson are
  designated as Open Game Content. Background infor-
  mation and flavor text is designated as closed content.
  There are countless organizations, orders, factions,
  and institutions in the Dragonstar setting, and many of
  them offer specialized training to their members, stu-
  dents, or employees. This section presents a number of
  such “schools,” along with the organizations that often
  offer an opportunity to participate in them. Note that
  many of these are formal schools or institutions, but oth-
  ers are very informal traditions or loose associations.
  Anyone who finds and trains under these masters of
  the ancient arts is called a student. A student may pay
  credits and spend XP to learn a master’s secrets and
  apply them in his own adventures. Typically, each mas-
  ter offers a series of 10 lessons, each progressively more
  difficult to learn. Once a student has learned five or
  more lessons from a single master, he may in turn teach
  others the tricks he knows. Each master’s body of
  knowledge is known as a school, though his body of
  knowledge is rarely presented in a codified manner.
  Instead, each master draws on his experience and the
  bits of knowledge gleaned from older masters to form
  the basis of his instructions. Despite this scattershot
  approach, over the decades and centuries, a few typical
  schools have emerged that share the same lessons and
  knowledge.
  Each lesson must be studied in order, from the first to
  last. A student cannot initially master the third lesson
  and then proceed to the fifth or first. Furthermore, it
  becomes progressively more difficult for a student to
  learn the ways of more than one school. The first school
  a student studies with is known as his primary school.
  When training in schools other than his primary one, a
  student must pay twice the XP costs as he struggles to
  juggle his original training and his new talents.
  The level cap listed on the table reflects the general
  worldliness and experience a student should have before
  attempting to master a specific talent. A school’s teach-
  ings draw on both the master’s and the pupil’s experi-
  ences and knowledge. A student may attempt to learn a
  lesson if he does not meet the level cap but he must pay
  an additional 20% XP to complete his training. The stu-
  dent struggles to keep up with the master and must
  devote additional energy to learning talents that are
  beyond his understanding.
  COSTS AND TRAINING TIME
  XP
  Credit
  Time
  Level
  Lesson
  Cost
  Cost
  Cost
  Cap
  1
  100
  500
  1 week
  1
  2
  300
  1,000
  1 day
  2
  3
  600
  1,500
  2 days
  4
  4
  1,000 2,000
  3 days
  6
  5
  1,500 2,500
  4 days
  8
  6
  2,100 3,000
  1 week
  10
  7
  2,800 4,000
  10 days
  12
  8
  3,600 5,000
  2 weeks
  15
  9
  4,500 7,000
  3 weeks
  18
  10
  5,500 10,000
  1 month
  20
  Celestial Wind
  With the advance of technology, the mortal races have
  taken to the stars with a passion born of freedom. The
  freedom to roam and explore as never before has, for
  some, become the central focus of life. For those who
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  63r63
  
  dedicate their lives to the stars and open space, or to the
  open air, to travel is its own calling and its own reason.
  This was the beginning of the school called the Celestial
  Wind—a dedicated handful of pilots determined to
  make the most of their lives and their technology. The
  Celestial Wind began during the rule of House Sarava,
  but it claims that its philosophical roots date from the
  beginning of space exploration with the Forongorn
  Confederation.
  Motto: Follow the Wind
  ROYAL EXPLORATORY SERVICE
  Many of those who feel a calling to the Celestial Wind
  also feel naturally drawn to the Royal Exploratory
  Service. Both the RES and this school seek to travel
  where others do not and to see what no one else in the
  Dragon Empire has seen. The RES is home to many of
  the students of this school who love travel for its own
  sake, and the RES benefits from their piloting expertise.
  The masters of the Celestial Wind in the RES are gener-
  ally willing to share their knowledge with anyone who
  shares their passion and interest.
  IMPERIAL SPECIAL POLICE DIRECTORATE
  The ISPD has been charged with duties that require
  travel, and the drow have never seen any reason to be
  second best at what they do. While most of the masters
  of the Celestial Wind in the ISPD do not share the love
  of travel of other masters, they do see the skills and
  techniques of this school as extremely useful tools.
  Theirs may not be the same benevolent interest, but they
  are just as accomplished as their associates in the RES.
  Naturally the drow of the ISPD do not as selflessly or
  freely share their knowledge, but the techniques of the
  Celestial Wind can almost always be bought from them.
  LESSONS
  Lesson 1: G Adaptation
  One of the first challenges presented to students of the
  Celestial Wind is adapting to the void of outer space. To
  prepare for it, students must train in atmospheric freefall
  and in artificial or actual zero-g environments. This
  helps students develop the ability to move and act with-
  out unduly affecting their position. This technique
  grants a +2 competence bonus on Freefall checks.
  Lesson 2: Maneuverability
  Masters of the Celestial Wind often spend a great deal
  of time in their vehicles. It is important that students
  learn how to maneuver their vehicles under all condi-
  tions. This lesson teaches students how to compensate
  for high speed while maneuvering, so as to maintain
  their vehicle’s mobility regardless of speed or condi-
  tions. This technique reduces the penalty to Pilot checks
  due to vehicle speed by 2.
  Lesson 3: Awareness
  The galaxy is filled with a number of threats, and
  explorers who dare to go where others do not naturally
  face an undue number of those threats. The Celestial
  Wind tries to impress on its students the importance of
  detecting and identifying those threats first. Masters of
  the school familiarize their students with various forms
  of electronic sensors and teach them to coax the most
  information from the devices. Students must also learn
  to recognize the data patterns that may represent uniden-
  tified vessels at long range. This technique grants a +2
  bonus on Use Device checks to operate vehicle sensors,
  including target acquisition and using guided weapons.
  Lesson 4: Speed
  Patience can be a virtue, but to the Celestial Wind it is
  generally more important to reach a destination as
  quickly as possible. Students study applied physics and
  learn the maneuvers and tricks that can be used to push
  their vehicles beyond normal limits. This technique
  allows the student to increase the top speed of any vehi-
  cle he pilots by 2.
  Lesson 5: Navigation Sense
  Being good pilots is of little use if students do not
  know where they are or where they are going. As the
  students’ skills improve, their masters increasingly
  stress the importance of navigation. The ability to navi-
  gate is essential to successful space travel and students
  are forced to display or develop an affinity with the
  charts and formulae central to navigation. This tech-
  nique grants a +2 bonus on Navigate checks.
  Lesson 6: Evasive Pilot
  It is not uncommon for advocates of the Celestial
  Wind to let their wanderlust take them into unwelcome
  territory. Their role as scouts, not to mention their sur-
  vival as individuals and as a school, would be sacrificed
  if they could not successfully return from their travels.
  Once students have demonstrated the appropriate level
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  64l64
  
  of ability with their vehicles, their masters pass on a
  variety of small and subtle tactical maneuvers designed
  to improve the survivability of a vehicle and its passen-
  gers. This technique grants a +1 dodge bonus to AC for
  any vehicle piloted by the student.
  Lesson 7: Improved Control
  Advanced students of the Celestial Wind learn to coax
  even more speed from their vehicles. These improved
  skills allow students to more rapidly reach top speeds
  and to more safely bring their vehicles to a stop. This
  technique increases the acceleration and deceleration of
  any vehicle piloted by the student by 1.
  Lesson 8: Improved Speed
  Members of the Celestial Wind are often infamous for
  not being satisfied with a good thing. They insist on
  having the best and on being the best. As a matter of
  pride, masters of the Celestial Wind pass on to their stu-
  dents all they know about how to coax ever greater
  speed from their vehicles. This technique increases the
  top speed of any vehicle piloted by the student by an
  additional 2.
  Lesson 9: Cautious Maneuvers
  One of the most difficult lessons a pilot can learn is
  how to prevent his vehicle from being detected by
  enemy sensors. There are some tricks that can be used to
  minimize an opponent’s ability to detect a ship. Students
  learning this lesson must train on simulators and in
  staged encounters, all with the goal of learning how to
  minimize their vehicles’ effect on the environment.
  Sometimes this lesson may be the difference between
  detection and evasion. This technique allows the student
  to increase the stealth rating of any vehicle by 2.
  Lesson 10: Mastery
  The difference between a pilot who has learned most
  of the lessons the Celestial Wind has to offer and one
  who has reached the pinnacle of the art is really a small
  one. But the difference is also telling when the two are
  compared. This final lesson generally encompasses
  everything the master knows about how to get the most
  out of any vehicle, and once the student has learned this
  lesson, the two usually part ways. This technique grants
  a +4 competence bonus on all Pilot checks.
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  Children of the Blade
  The advance of technology has developed a variety of
  powerful ranged weapons. Some, however, remain ded-
  icated to the practice of hand-to-hand combat. Whether
  it is out of devotion to a more “honest” form of fighting,
  or merely a passing interest in an obsolete style of com-
  bat, the Children of the Blade continue to learn and mas-
  ter the art of sword fighting in an age of blasters and
  starships.
  Motto: Live by the Sword, Die by the Sword
  THE ETERNAL ORDER OF NIGHT
  The blackguards of the Eternal Order do not always
  agree on how to serve their dark god. There are some
  among their number who favor the use of archaic, prim-
  itive weapons in battle—or modern variants of those
  weapons. Some claim it increases the emotional power
  and intimidating fear, others that it merely makes the
  murders and other evil deeds more personal and thus
  more evocative. Individual reasons may vary between
  masters, but there can be no doubt that several of the
  powerful blackguards to be found in the Eternal Order
  are also masters of the Children of the Blade fighting
  school.
  ROYAL EXPLORATORY SERVICE
  The duties of the Royal Exploratory Service bring its
  agents into contact with primitive worlds on the edge of
  known space on a regular basis. There are a growing
  number of these agents who favor the use of archaic
  melee weapons as a solid defense on backwater planets.
  Blasters and lasers would call attention to an agent
  working among primitives who do not know of such
  things. Where discretion is important, it is clear that the
  proponents of this school are most effective on undevel-
  oped planets.
  LESSONS
  Lesson 1: Quick Reflexes
  In any battle, quick thinking and quicker reactions can
  keep a person alive. By placing students in dangerous
  situations and inflicting dosed electric shocks, the
  Children teach their students to react quickly and to use
  their intuition. In times of battle when fast reflexes and
  intuitive decision-making are called for, this training
  becomes very useful. This technique grants students a
  +1 bonus to attack rolls on any attacks of opportunity.
  Lesson 2: Parry
  Once the Children have imparted improved reflexes
  on their students, they teach the ability to use those reac-
  tions to defend. By watching melee opponents, the
  Children learn to see what movements come before an
  attack. Such perceptive wisdom when facing a real
  opponent allows the Children to better prepare them-
  selves to fend off an attack. This technique grants a +2
  dodge bonus against melee attacks. This technique is
  effective against only a single melee opponent. If the
  student is in combat with more than one opponent, she
  must select which opponent to use the technique against
  and this decision lasts until the student’s next turn.
  Lesson 3: Grace of the Fallen
  During a lifetime of battles, the Children of the Blade
  find themselves in disadvantageous positions with regu-
  larity. As part of their training in dealing with not only
  other melee fighters but also ranged attacks, the
  Children study how to use cover and move as fluidly as
  possible. This technique allows the student to stand up
  from a prone position as a free action, rather than a
  move-equivalent action.
  Lesson 4: Strike the Craven Blade
  Mastery of melee combat requires that the Children
  not only control their own weapon, but that they learn
  control of their opponents’weapons as well. By learning
  to anticipate the moves and attacks of their enemies, stu-
  dents learn how to attack their opponents’ weapons
  effectively. This technique grants a +2 competence
  bonus to disarm attempts and attacks against the oppo-
  nent’s weapon.
  Lesson 5: Rain of Steel
  Though the Children focus on the use of archaic
  weapons, they also train to use those weapons at a dis-
  tance. At times, there can be no substitute for ranged
  attacks and students of this school learn to use their
  melee weapons as thrown weapons for those moments
  of desperation. Thrown melee weapons of the student’s
  size or smaller have a range increment of 10 ft. Thrown
  melee weapons one size category larger than the wield-
  er have a range increment of only 5 ft.
  Lesson 6: Shielding Blade
  The true test of the Children’s philosophy is when
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  they face an opponent using ranged attacks. The same
  lessons of observing one’s opponent are of use against
  more distant opponents. With careful observation, tim-
  ing, and quick reflexes, the Children can often avoid
  ranged attacks. This technique grants a +2 dodge bonus
  against ranged attacks, as long as the student is not in
  melee combat with any other opponents. Like parry, this
  technique is only useful against one opponent at a time.
  Lesson 7: Favored Weapon
  The majority of the training the school focuses on
  revolves around movements and tricks that can be
  applied to any weapon. This lesson is instead centered
  on a specific weapon. The Children who are the accept-
  ed masters of the student’s chosen weapon design a
  series of exercises and challenges. When the student has
  passed all challenges, he has mastered this technique.
  Favored weapon grants the student a +1 bonus to attack
  rolls with one melee weapon type.
  Furthermore, the selected weapon type is considered
  one size category smaller for the student. Thus, a human
  might learn to wield a large weapon in one hand, though
  even with this technique he could not wield two such
  weapons. A Medium-size student might also learn to
  wield a Medium-size weapon as if it were light, making
  it easier to fight with two such weapons.
  Lesson 8: Grace of the Cat
  As part of their continuing training, the Children of
  the Blade stress mastery of acrobatic movement.
  Masters of the school teach their students by leaving
  them unarmed and surrounded by opponents. Students
  must learn to move with fluidity and grace until they can
  escape the mock battle without injury. This technique
  grants a +2 competence bonus on all Balance, Escape
  Artist, and Tumble checks.
  Lesson 9: Smite
  The Children of the Blade generally view their skills
  as a defensive art. Despite this predisposition, their abil-
  ities naturally also include more effective attacks with
  their weapons of choice. By practicing quick strikes at
  vital points and learning how to discern the most vul-
  nerable areas of an opponent, the Children learn how
  best to strike down their foes. This technique enables the
  student to smite once per day, and the smite must be
  declared before any rolls are made. The smite attack
  receives a bonus on the attack roll equal to the student’s
  Wisdom modifier (if positive) and a damage bonus
  equal to character level.
  Lesson 10: The Art of Defense
  The final mastery for the Children of the Blade is to
  learn the art of defense. Multiple attackers challenge
  students so that they might learn how better to defend
  themselves against several attacks while still maintain-
  ing the ability to inflict damage themselves. This tech-
  nique allows the student to use the total defense option
  in combat and still make a single melee attack. The stu-
  dent gains the normal benefits for fighting with total
  defense and may move his normal speed, plus make one
  attack at his full base attack bonus.
  Duelists
  The Duelists are a school of pistoleers who train to
  make themselves the masters of one-on-one ranged
  combat. Many use these skills to battle in duels of
  honor, but the drow have been known to master the tech-
  niques of the Duelist in order to assassinate or intimi-
  date their enemies.
  Motto: For Honor.
  THE CELESTIAL GUARD
  The paladins dedicated to the Warrior are devout pro-
  ponents of honor in battle. As elite soldiers in the service
  of Qesemet, they pride themselves on their ability to
  face any enemy on any field of battle. The drive to be
  the best has led many of the Celestial Guard to master
  the school of the Duelists. Their mastery renders them
  better able to face their many enemies with honor.
  IMPERIAL SPECIAL POLICE DIRECTORATE
  The drow elves have always sought power. Their
  ascension to the ranks of the ISPD did not change their
  demeanor. Coupled with their ambition are keen minds
  and quick reflexes that make the drow extremely dan-
  gerous opponents in battle. Recognizing the advantages
  offered by the Duelists’ school, several experienced
  drow operatives adopted the techniques, using torture
  and espionage to steal the school’s secrets from other
  masters.
  What the paladins of the Celestial Guard use for hon-
  orable combat, the drow twisted to their own dark ends.
  Drow do not care for honor, but mastery of ranged
  weapons enhances their already formidable talents as
  assassins. The skills of the Duelist masters among the
  drow have only added to their already dangerous repu-
  tation.
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  LESSONS
  Lesson 1: Combat Stance
  The combat stance technique is the most basic lesson
  of the Duelists. Students learn how to stand and carry
  themselves in a firefight. Aside from forming the basis
  of the first circle technique and improved accuracy, this
  lesson also assists students in ignoring distractions and
  reacting to the environment without disrupting their
  aim. Combat stance grants the student a +4 dodge bonus
  to AC against attacks of opportunity caused when mak-
  ing a ranged attack within a threatened area. This tech-
  nique works only if the student is using a one-handed
  ranged weapon, such as a blaster pistol or laser pistol.
  Lesson 2: First Circle
  The circle techniques of the Duelist school teach stu-
  dents to deal with their opponents with precision. The
  first circle technique imparts the basis of that precision,
  but is somewhat limited in its range. Beginning students
  work with the narrowest circles where their environ-
  ment is more easily understood and mastered. Greater
  ranges and more expansive areas are the province of
  more experienced Duelists. The first circle grants
  Duelists a +1 bonus to attack rolls with a one-handed
  ranged weapon against targets within one range incre-
  ment. Attacks on targets outside that range receive no
  bonus.
  Lesson 3: Careful Shot
  Once Duelists have mastered the basic accuracy of the
  first circle, the school requires that they take care to
  master the narrow environment in which they battle.
  While they still practice in the limited range of the first
  circle, the careful shot technique itself is of benefit at
  any range. Students who master this technique may
  reduce their target’s cover bonus to AC by 1 and reduce
  their miss chance due to concealment by 10%.
  Lesson 4: Duelist Demeanor
  It has often been said that the real duel is in the eyes.
  The last lesson that an aspiring Duelist must learn
  before advancing to the second circle is that of
  demeanor. They must master what has been referred to
  as the death mask. According to masters of the tech-
  nique, this is intended to prevent the opponent from
  reading one’s intentions during a duel. In practical
  terms, this technique is helpful in both frightening and
  tricking opponents. It also allows the Duelists to more
  easily see through the feints and tricks of others, just as
  they become practiced in studying themselves. Duelist
  demeanor grants a +4 competence bonus on Intimidate
  checks and a +2 bonus on Bluff and Sense Motive
  checks used in a combat situation.
  Lesson 5: Second Circle
  When students of the Duelist school have mastered
  the lessons of the first circle, they move on to the sec-
  ond. The second circle requires that the students master
  an increased range and improves their precision at near-
  er ranges to a deadly degree. The second circle grants a
  +1 bonus to attack rolls with a one-handed ranged
  weapon against targets within two range increments, as
  well as a +2 bonus to weapon damage rolls to targets
  within one range increment.
  Lesson 6: Dead Aim
  Duelists master the techniques of improved precision
  and range, but there comes a time when striking one’s
  target is no longer enough. The dead aim technique
  teaches Duelists greater precision and allows them to
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  more easily hit their targets in vital areas. This doubles
  the threat range of pistols, but the ability is only effec-
  tive within one range increment.
  Lesson 7: True Aim
  As Duelists approach the third circle and true mastery
  of their school, they learn to develop an almost super-
  natural aim. Through meditation and practice, they learn
  to focus their will onto their weapon and target.
  Experienced Duelists learn that the attacker, the
  weapon, and the target are all part of a single concerted
  act of firing. When they have learned and accepted this,
  they have mastered this technique. True aim grants the
  student a +20 insight bonus on a single ranged attack
  roll, but the student must first use a move-equivalent
  action to focus and aim properly. True aim is usable only
  three times per day.
  Lesson 8: Third Circle
  The third circle is the last of the circle techniques
  taught by the Duelists. Once the lessons of the second
  circle have been mastered, the third circle may be
  learned. It expands on the previous circles and teaches
  accuracy at greater ranges. The third circle grants a +1
  bonus to attack rolls with one-handed ranged weapons
  at up to three range increments and a +2 bonus on
  weapon damage rolls to targets within two range incre-
  ments.
  Lesson 9: Deflection
  The technique of deflection is simple in principle but
  extremely difficult to master. Duelists learn to use the
  energy of their own pistols as an active defense against
  other ranged attacks. With perfect timing and precise
  aim, Duelists can shoot down or deflect an enemy’s
  ranged attack. Physical weapons, such as arrows or
  rocks, are destroyed while energy weapons such as
  blasters or lasers are merely diverted. In order to deflect
  a ranged attack, the Duelist must have readied an action.
  When an enemy fires, the Duelist may then choose to
  deflect that attack by making an attack roll of his own.
  He must roll well enough to strike the same AC as the
  enemy, though he suffers a –4 penalty in the attempt.
  The Duelist must declare his intention to deflect an
  enemy’s attack before the attack roll is made. Mastery of
  this school allows no room for hesitation. This ability
  can only be used with an energy weapon, such as a
  blaster pistol or laser pistol.
  Lesson 10: Dragon’s Eye
  The last lesson learned by master Duelists is the most
  deadly. By combining the techniques of dead aim and
  true aim with their mastery of the third circle, the
  Duelist masters may learn the lesson of the dragon’s
  eye. This technique teaches students to find an enemy’s
  weakness and to strike it at any range. Once per day, the
  Duelist may declare that a single ranged attack with a
  one-handed weapon automatically hits and threatens a
  critical. A normal attack roll is still required to confirm
  the critical hit.
  Fate Reavers
  In an empire where the worship of the Destroyer and
  the Reaper is acceptable, there will always be those who
  revel in the chaos and entropy that greets the end of all
  things. Most of those who are aware of the Fate Reavers
  believe that this school began with the worship of either
  the Destroyer or the Reaper. Some argue that the black-
  guard orders are to blame. A few claim that the follow-
  ers of the Dualist heresy founded the school, but upon
  examination it is clear that the Fate Reavers existed
  before Dualism.
  The Fate Reavers were given the name by detractors
  who claim the school seeks to channel the forces of
  entropy and chaos and to cheat or destroy fate itself. The
  few public statements made by masters of this school
  make it clear that they do not believe in fate, but the
  name has stuck.
  Motto: Touch the Darkness
  THE HELL HOUNDS
  These elite blackguards are trained for campaigns of
  desolation and dedicated to the Destroyer. Some of their
  number are students of the Fate Reavers, though masters
  of the school are rare even here. They are often eager to
  share their lore with fellow Hell Hounds, though others
  seeking them out to learn the techniques of the Fate
  Reavers may simply find themselves victims of them
  instead. Rumors persist, however, that some—if not
  all—of the master Fate Reavers in the Hell Hounds are
  open to bribery to teach all that they know.
  THE DESTROYER AND THE REAPER
  Little can be done to dissuade the clergy of the
  Destroyer and the Reaper from spreading the teachings
  of death and destruction. Such is the school of the Fate
  Reavers, and the faiths of these two gods of the
  Unification Church are rife with students. To the faith-
  ful, sometimes to those who are simply willing to pay
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  for the privilege, the lessons of the Fate Reavers are
  gladly given. To the priests of these dark gods, it is clear
  that the more who know the art of destruction, the more
  readily is the will of their gods carried out.
  LESSONS
  Lesson 1: The Rush
  The first lesson potential Fate Reavers must master is
  to feel the pull of darkness and choose to follow it. For
  some this lesson comes quickly, while others must
  spend countless hours in meditation, embracing their
  inner demons to entice the darkness to come to them.
  This technique grants the student a +1 competence
  bonus to attack rolls and skill checks for one minute.
  When the rush ends, the student suffers a –2 competence
  penalty to attack rolls and skill checks for one minute.
  Only characters of non-good alignment may learn this
  technique.
  Lesson 2: Anger
  Having learned to call on the darkness, students of the
  Fate Reavers next learn to channel the darkness into a
  supernatural rage. The anger lasts a number of rounds
  equal to half the student’s base attack bonus. During this
  time, the Fate Reaver gains a +2 bonus on attack and
  weapon damage rolls with melee weapons. Using anger
  is a free action. Only characters of non-good alignment
  may learn this technique.
  Lesson 3: Quickened Step
  While progressing through the lessons of this school,
  students feel the exhilaration of connecting with the
  dark gods. To master this technique, the student must
  demonstrate an ability to call on the darkness for energy
  and ferocity at will. This increases the student’s speed
  by 10 feet. Only characters of non-good alignment may
  learn this technique.
  Lesson 4: Tainted Soul
  The path of darkness is an easy one to walk, but it
  must be by the choice of the student. This lesson begins
  to show the real costs of that choice. The dark gods are
  no longer content with touching the student’s body, but
  begin to infiltrate his mind. This gifts the student with a
  talent for deceit, but also bestows minor physical
  changes. This technique grants a +4 competence bonus
  on Bluff and Innuendo checks. The student also mani-
  fests a minor demonic attribute. These changes might be
  vestigial horns, demonic eyes, sharpened teeth, a forked
  tongue, or any other minor change the DM considers
  appropriate. Only characters of evil alignment may learn
  this or subsequent techniques.
  Lesson 5: Smite Good
  Once the physical change has begun, the student of
  the Fate Reavers falls more firmly into the grasp of
  darkness. The student develops the ability to smite
  good. Once per day, the Fate Reaver can make a smite
  attack with a bonus to the attack roll equal to his
  Charisma bonus (if positive) and additional damage
  equal to his character level. If the student attempts to
  smite an opponent who is not good, the smite attempt
  fails and he may not attempt it again that day.
  Lesson 6: Fury
  The anger of Fate Reavers who have progressed past
  the first physical changes develops into a palpable,
  burning rage. This technique allows the student to call
  on a fury three times per day as a free action, though he
  can no longer use the anger technique. The fury lasts a
  number of rounds equal to half the student’s base attack
  bonus. While in the fury, the student gains a +3 bonus on
  attack rolls and damage rolls with melee weapons.
  Lesson 7: Touch the Darkness
  To extend their power, Fate Reavers must reach for
  the darkness and actively take it. To accomplish this
  requires significant time and willpower and it brings the
  taint of outer planar evil into the Fate Reaver’s body and
  soul. This technique grants the student immunity to
  energy-draining effects and fear, as well as fire resis-
  tance 5. These abilities are accompanied by significant
  physical changes in the student. Such changes might be
  bony spikes and protrusions along the spine, a change in
  skin tone and texture, or the growth of vestigial wings or
  tail.
  Lesson 8: Hastened Rage
  After a Fate Reaver has touched the darkness, a sliver
  of the power and fury of the lower planes stays forever
  with him. This bond constantly pulls at him, anchoring
  him to the dark gods, but it can also be used to the stu-
  dent’s advantage. When this technique is mastered, the
  Fate Reaver may act as though hasted for up to one
  round per character level each day. The student may use
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  this ability as often as desired provided the total number
  of rounds in one day does not exceed his character level.
  Lesson 9: Blood of Fire
  Masters of the Fate Reavers learn to widen the trickle
  of power from the sliver of the lower planes within
  them. The process is one of meditation and sensation,
  similar to the most basic lessons. The results are more
  powerful because the source of power is within the Fate
  Reaver himself. This technique grants fast healing 1.
  Lesson 10: Embrace the Darkness
  Having given themselves over completely to the dark-
  ness, students need only to embrace what they have
  become. This is the most difficult lesson and most Fate
  Reavers never master it. This technique changes the stu-
  dent’s creature type to outsider (evil) and grants damage
  reduction of 10/+1. As a result, the Fate Reaver cannot
  be affected by magic that only affects humanoids.
  Guardians of Dorrugan
  Early in the history of the Dragon Empire, the worlds
  ruled by the dragon emperor Khelorn enjoyed a golden
  age. When his millenium of rule came to its end, how-
  ever, many believed that the empire would not survive
  the transition to a weaker ruler. A dwarven paladin
  named Dorrugan understood the dangers of handing
  over control of the empire to another dragon. In order to
  help his home domain of Golion survive what he
  believed would be renewed warfare, he established an
  order of defenders sworn to protect the welfare of the
  mortal races of Golion.
  His concern was misplaced, but Dorrugan died
  always believing that the end could come at any time.
  The order he built was eventually disbanded, though the
  philosophies they held dear and the lessons they taught
  are carried on by the school known as the Guardians of
  Dorrugan. Their focus is not on protecting the welfare of
  all, but individual students of the school usually attach
  themselves to someone they believe is worthy of pro-
  tecting—or who buys their services.
  Motto: Wide Stands the Shield
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  TASK FORCE SANCTUARY
  Some of the paladins of Task Force Sanctuary are pro-
  ponents of the Guardians of Dorrugan. These paladins
  take their role as protectors of the welfare of soldiers
  and citizens to a more personal level. They may be
  sworn to the protection of their commanding officer, an
  influential civilian, or another paladin or cleric of their
  order. Masters of this school are generally willing to
  teach their lessons to anyone of good alignment, though
  most prefer having other paladins as students.
  MENEER
  As the throneworld of House Golion, Meneer has
  always had the largest population of master Guardians.
  Though there is no real organization to the masters of
  Meneer, most do maintain communication and a loose
  association. On Meneer, the lessons of the Guardians
  can be bought for the right price.
  LESSONS
  Lesson 1: Name Charge
  The most basic ability of the Guardians is to name the
  charge they will protect. A Guardian may have only one
  charge at any one time. The ritual to name a charge
  requires one minute, but may be performed any number
  of times. While a charge is named, the Guardian gains a
  +1 bonus to Will saving throws as long as she stays
  within 10 feet of her charge. This technique grants no
  benefits to the charge, but the connection it establishes
  is the basis for many more powerful abilities.
  Lesson 2: Protect Charge I
  Guardians must learn to protect their charges at all
  times. Through magical rituals, the student gains a
  supernatural ability to deflect attacks directed at the
  charge. The Guardian must be within 10 feet of the
  charge in order for this ability to function. This tech-
  nique grants the charge a +1 deflection bonus to AC.
  Lesson 3: Guardian’s Watch
  The training of Guardians includes surprise attacks as
  well as magical and technological illusions. These tricks
  and traps are designed to keep the student in a state of
  heightened awareness and to develop more attuned
  senses. This technique grants a +1 bonus to Listen and
  Spot skill checks and makes Listen and Spot class skills
  for the Guardian.
  Lesson 4: Protect Charge II
  As students’ skills and abilities improve, their super-
  natural ability to protect a charge is increased as well.
  This technique is similar to protect charge I but has been
  developed more thoroughly. As long as the Guardian is
  within 10 feet of the charge, the charge is granted a +2
  deflection bonus to AC.
  Lesson 5: Improved Aid Another
  Guardians must learn more effective ways of fighting
  in concert with another person. The principle focus of
  this training is learning to distract and delay the oppo-
  nent so that the student’s charge gains greater protec-
  tion. Often, however, the charge is an active combatant
  as well and the Guardians train to improve their charge’s
  chance to harm the opponent. This technique grants
  twice the normal bonus when the Guardian aids another
  in combat. That is, the charge gains a +4 circumstance
  bonus to attack the opponent or a +4 circumstance
  bonus to AC against that opponent.
  Lesson 6: Protect Charge III
  As students’ skills and abilities improve, their super-
  natural ability to protect a charge is increased as well.
  This technique is similar to protect charge I but has been
  developed more thoroughly. As long as the Guardian is
  within 10 feet of the charge, the charge is granted a +3
  deflection bonus to AC.
  Lesson 7: Shield Other
  Guardians learn to develop a supernatural connection
  to their charges. This connection is used to shield the
  charge from any damage taken. This technique requires
  a full round to activate and lasts for one full hour. While
  this technique is active, one-half (round down) of all hit
  point damage that would be taken by the charge is
  instead suffered by the Guardian. The charge must be
  within 10 feet of the Guardian when this ability is acti-
  vated but may move beyond that range later.
  Lesson 8: Protect Charge IV
  As students’ skills and abilities improve, their super-
  natural ability to protect a charge is increased as well.
  This technique is similar to protect charge I but has been
  developed more thoroughly. As long as the Guardian is
  within 10 feet of the charge, the charge is granted a +4
  deflection bonus to AC.
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  Lesson 9: Danger Sense
  The Guardians’ continued awareness training can be
  expanded to an almost supernatural degree. Their
  trained alertness to surroundings becomes an automatic
  thing, and students sometimes find themselves reacting
  to a threat before they realized one existed. Any time the
  student is required to make a check to determine sur-
  prise, she may roll three times and take whichever result
  is the best. This technique also grants a +4 bonus on ini-
  tiative checks.
  Lesson 10: Protect Charge V
  As students’ skills and abilities improve, their super-
  natural ability to protect a charge is increased as well.
  This technique is similar to protect charge I but has been
  developed more thoroughly. As long as the Guardian is
  within 10 feet of the charge, the charge is granted a +5
  deflection bonus to AC.
  Ios
  The Dragon Empire is a techno-magical society in
  that technology and magic have equally important roles.
  Space travel would be impossible in its current scale if
  not for the collaboration of technology and magic.
  While technological devices may be mass-produced,
  however, magic remains the work of dedicated and tal-
  ented individuals. Furthermore, the society ruled by the
  dragons favors sorcerers over wizards for their natural
  affinity with magic. All these factors often leave wiz-
  ards, who master magic through study and effort, sec-
  ond-class citizens.
  Early in the founding of the Dragon Empire, several
  powerful wizards came together in an effort to combat
  the established prejudice against them. While they failed
  to create any lasting political or social legacy, they did
  manage to establish a school of study known simply as
  Ios. This school has been dedicated to expanding the
  capabilities of the mortal intellect, particularly where it
  relates to arcane magic. The lessons of this school are
  only offered to arcane spellcasters who prepare their
  spells.
  Motto: Scire, Iubere (“To Know, To Command”)
  IMPERIAL SOCIETY OF ARCANE MAGIC
  With a few rare exceptions, every master of Ios is also
  a member of the Imperial Society of Arcane Magic. This
  grants an additional benefit to wizards who elect mem-
  bership in the society—potential access to the school of
  Ios. While not all students of this school choose to pur-
  sue a membership, it does make an excellent forum for
  the exchange of ideas, formulae, and lessons. The ease
  with which wizards may find masters of this school is
  one of the few advantages they have in the Dragon
  Empire.
  ELVEN NATION
  While the Elven Nation’s political power is waning
  under the rule of Mezzenbone, they remain one of the
  organizations most supportive of wizards. By the time
  an elven wizard has learned enough to master this
  school, she has usually also gained sufficient respect
  from her peers to be granted significant social standing.
  Most wizards with some elven blood who seek the tech-
  niques of Ios look for a master in the Elven Nation first.
  LESSONS
  Lesson 1: Focus
  The first technique of Ios is central to all of its teach-
  ings. Students must learn to focus their minds so as to
  take in everything around them, or to concentrate on one
  thing to the exclusion of all else. That focus serves the
  student well in absorbing new information or concen-
  trating on the tasks at hand. This technique grants a +2
  competence bonus on Concentration checks.
  Lesson 2: Study
  The ability to learn new things and to find hidden
  information is forever crucial to wizards. Ios masters
  recognize this fact and teach their students how to
  search the morass of information available in the mod-
  ern world. The ability to find what information they
  need serves the students well when they have access to
  libraries and databases. This technique grants a +2 com-
  petence bonus to Research checks.
  Lesson 3: Learning
  The learning technique is the first lesson of improved
  recall that Ios teaches its students. Through their per-
  sonal experience, as well as the training of previous
  lessons, students encounter a wide variety of informa-
  tion. This technique grants students a greater recall of
  information encountered, allowing them to make
  Knowledge checks untrained. Learning also provides a
  +2 competence bonus on Knowledge checks for
  Knowledge skills in which the student has at least 1
  rank.
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  Lesson 4: Lore I
  Once their minds have been focused and enhanced,
  students are ready to begin applying their full mental
  faculties to true magical abilities. This lesson is not a
  matter of greater recall, as preparing spells is not really
  a matter of memory or recall, but of magical finesse and
  power. Nevertheless, the focus and recall learned in ear-
  lier lessons prepare students for increased precision in
  magical learning and improved recognition in arcane
  matters. This technique grants the student a bonus 1st-
  level spell, just as if earned through having a high spell-
  casting ability score. Lore I also pro-
  vides a +1 competence bonus on
  Spellcraft checks.
  Lesson 5: Memory
  To master this lesson, stu-
  dents perform a series of
  mental 
  exercises 
  and
  recall enhancement med-
  itations. Some students
  show greater improve-
  ment than others, but
  there is always some
  marked increase in the
  students’ recall abilities,
  particularly of visual or
  textual materials. This
  technique grants the
  student an eidetic mem-
  ory, allowing precise
  recall of one page of
  material per point of
  Intelligence over 10.
  The student can “clear”
  his memory at will or by
  copying 
  the 
  recalled
  information, 
  allowing
  him to store new informa-
  tion. This ability does
  allow a wizard to pre-
  pare spells without a
  spellbook, as long as he
  chooses the appropriate
  pages of his spellbook as the information he can recall
  from memory.
  Lesson 6: Lore II
  This lesson is similar to lore I, but more effective due
  to improved mental abilities. This technique grants a
  bonus 2nd-level spell, just as if earned through having a
  high spellcasting ability score. Lore II also increases the
  competence bonus on Spellcraft checks to +2.
  Lesson 7: Instant Recall
  The Ios student’s improved recall and arcane finesse
  abilities lead students to improve their recall abilities of
  prepared spells. Instant recall is similar to some magical
  devices used to restore prepared spells but is accom-
  plished using only the student’s own magical under-
  standing and mental prowess. This technique allows the
  student to make a Concentration check once
  per day to recall a spell already cast. The
  DC of this check is 15 + twice the spell’s
  level. Instant recall requires a full
  round action and the spell to be
  recalled must have been cast no
  more than one minute/character
  level before the check is made.
  Lesson 8: Lore III
  This lesson is similar to
  lore I, but more effective due
  to improved mental abilities.
  This technique grants a
  bonus 3rd-level spell, just as
  if earned through having a
  high spellcasting ability
  score. Lore III also increas-
  es the competence bonus on
  Spellcraft checks to +3.
  Lesson 9: Metamagic
  Mastery
  One of the challenges of
  Ios is to train students to
  be both precise and flexi-
  ble of mind. Most stu-
  dents never achieve this
  level of mastery, but those
  that do find their ability to
  make changes to their spells
  improves. Using metamagic feats to improve or simply
  alter spells becomes less taxing. This technique reduces
  the spell level increases from metamagic feats by one, to
  a minimum increase of one level. Prepared spells whose
  effective level is not changed by metamagic feats are not
  affected by this technique.
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  Lesson 10: Lore IV
  This lesson is similar to lore I, but more effective due
  to improved mental abilities. This technique grants a
  bonus 4th-level spell, just as if earned through having a
  high spellcasting ability score. Lore IV also increases
  the competence bonus on Spellcraft checks to +4.
  Order of the Wolfpack
  In the political environment of the Dragon Empire,
  the supporters of unpopular beliefs may often find them-
  selves fighting against superior numbers and superior
  firepower. Facing such a situation, it is common to take
  to hiding and attack from concealment where the
  chances of survival are greater. Over the centuries, mas-
  ters of these tactics have fashioned a school of combat
  focused on this style of guerilla warfare. By presenting
  no target to their enemies, the members of the Wolfpack
  increase their own survivability and effectiveness in
  dangerous situations.
  Motto: Strike True From Shadow
  SPECIAL OUTLANDS ARMY RECON
  The paladins of Special Outlands Army Recon are
  called on to face and defeat a variety of dangerous situ-
  ations. In the course of their missions, SOLAR paladins
  often fight against heavy odds and have learned to
  undertake guerilla campaigns as a means of ensuring the
  success of their sacred trusts. Some experienced
  SOLAR paladins are also Masters of the Wolfpack, and
  many of their promising young followers are taught the
  fundamentals of this school.
  THE INSURRECTION
  The political movement known as the Insurrection has
  a number of factions, some more prone to militant rev-
  olutionary activities than others. All of these factions
  agree, however, that they are a minority facing the com-
  bined might of the Imperial Legions, the ISPD, and the
  personal power of the dragon lords they oppose.
  Christopher Talrenz is a capable and charismatic leader
  of one of the many cells that make up the Insurrection.
  He supports the active preparation for war with the
  empire and has been known to teach his followers his
  combat skills—which he learned as a member of the
  Imperial Legions himself—as well as his own philoso-
  phy of war.
  Talrenz has taught those who listen that their weak-
  nesses can become strengths with the right frame of
  mind. They are quick to react and flexible, having the
  autonomy that comes with a lack of central organiza-
  tion. They are well concealed and difficult to target,
  while the empire is rigid and slow. Talrenz and many of
  his followers are Masters of the Wolfpack and are will-
  ing to teach what they know to anyone who will help
  them combat the empire.
  LESSONS
  Lesson 1: Eyes of the Wolf
  The first lesson of the Wolfpack is silence and alert-
  ness. Students are taught to pay attention to what hap-
  pens around them, for a lapse of awareness often has
  grievous consequences. The Wolfpack teaches students
  to be wary of their surroundings and alert for changes,
  but also to watch for means of escape in case their bat-
  tle turns against them. It is better to strike hard and fade
  away than remain and become a target for the enemy. By
  practicing this technique, the student gains a +2 compe-
  tence bonus to Listen and Spot checks.
  Lesson 2: Vanishing
  The second lesson of the Wolfpack is the ability to
  disappear. It is crucial before battle to vanish behind
  cover and concealment. It is equally important to retain
  the ability to disappear during a fight. The hit-and-run
  tactics of the Wolfpack require this flexibility and
  mobility of its students. The vanishing technique grants
  the student a +4 circumstance bonus to Hide checks
  when he has any degree of cover or concealment.
  Lesson 3: Cautious Step
  When the wolf moves, it is with care and silence. If
  one’s enemy is forewarned, a battle against the odds
  grows even more dangerous. The third lesson of the
  Wolfpack is the cautious step. In this students learn the
  tricks of the masters in how to move without being
  heard. Mastery of the cautious step grants the student a
  +2 competence bonus on Move Silently checks.
  Lesson 4: Wolf’s Grace
  The strength of the Wolfpack is in making themselves
  more difficult to harm. This technique teaches students
  how to move in combat so as to protect themselves more
  effectively. By improving their reflexes and learning to
  move in unexpected ways that will confuse attackers,
  masters of the wolf’s grace technique gain a +1 dodge
  bonus to AC.
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  Lesson 5: Silent Stroke
  It is well known among the Wolfpack that the first
  stroke must count the most. If the enemy can be routed
  or destroyed with the initial attack, so much the better.
  If they survive, the Wolfpack often must retreat or stand
  and face defeat. The silent stroke technique teaches stu-
  dents how to make their first strike most effective. The
  student gains +1d6 points of bonus damage in the first
  attack of any battle. If the first attack misses the intend-
  ed target, the extra damage is lost.
  Lesson 6: Wolf’s Swiftness
  Reaching a battlefield before the enemy and being
  able to retreat when necessary are central to the survival
  of the Wolfpack. The wolf’s swiftness technique
  improves the student’s mobility by training to increase
  speed and endurance. The wolf’s swiftness technique
  increases the student’s base speed by 5 feet.
  Lesson 7: Fluid Motion
  Students of the Wolfpack continually train themselves
  to be as flexible as possible, both in mind and body.
  They must be able to apply themselves to whatever
  tasks may help them succeed in their missions. The goal
  of increasing flexibility is to reach the point of fluidity,
  where the body flows smoothly from one position to
  another with ease, grace, and finesse. The fluid motion
  technique improves the dodge bonus to AC from wolf’s
  grace to +2.
  Lesson 8: Cloak of Shadow
  The members of the Wolfpack use concealment where
  they can to improve their chances to survive. When
  there is nowhere to hide, they learn to rely on their train-
  ing to obscure themselves. The cloak of shadows tech-
  nique teaches the student to conceal his exact location
  using tricks of movement and dress. This provides the
  student with a natural 10% miss chance when no con-
  cealment is available.
  Lesson 9: Improved Mobility
  To survive when the fight goes against them, the
  Wolfpack must remain mobile and unrestrained. This
  technique teaches the student ways to move that will
  improve mobility, as well as the determination to keep
  going when others might give up. This grants a +4
  dodge bonus to the student’s AC against attacks of
  opportunity caused by moving within a threatened area.
  Additionally, the student gains a +2 resistance bonus on
  Will saves against any effect that would hinder or slow
  them, such as the hold person or slow spells.
  Lesson 10: Last Laugh
  The guerilla tactics of the Wolfpack help them to sur-
  vive confrontations against stronger foes. Their choice
  of methods, however, also means that they retreat from
  battle regularly after they inflict some damage on their
  foes. It is no wonder that the masters of the Wolfpack
  have learned how to make the most of such retreats. By
  taking the last laugh, a student may take a double move
  action—moving twice his speed as usual—and still
  make a single ranged attack at a –4 penalty on the attack
  roll. This attack may be made at any point during the
  move.
  Soldiers of the Iron Star
  Some believe that the school known as the Soldiers of
  the Iron Star is older than the empire itself. It is believed
  to have begun on a primitive and dangerous world orig-
  inally contacted by the Star League in the pre-Imperial
  era. On this unnamed homeworld, conditions were said
  to have been almost unlivable and war and death were
  common plagues. In that place of daily trial and toil,
  there arose a band of warriors dedicated to building and
  defending something worthwhile and sworn to holding
  back chaos and destruction with their very lives if need
  be.
  With the contact of the Star League, their order spread
  into the stars. With the rise of the Dragon Empire, many
  masters of the Iron Star school were inducted or volun-
  teers for service in the armies of the twin kingdoms.
  Their lore has continued to thrive through millennia of
  conflict and is now found most often in the service of
  the Imperial Legions.
  Motto: Determination, Endurance, Perseverance
  IMPERIAL LEGIONS
  Students of the Iron Star school seem naturally drawn
  into service in the Imperial Legions. The school teaches
  its students to stand fast in the face of death and destruc-
  tion, and few organizations offer as many opportunities
  to prove one’s beliefs as the legions. Masters of the Iron
  Star often find themselves rising in the ranks of the
  armies they serve, so they most often end up in positions
  of command. Some of these commanders even go so far
  as to train entire units of their soldiers in the techniques
  of the Iron Star.
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  THE INSURRECTION AND THE PALADIN ORDERS
  There are many who follow the beliefs of the Iron Star
  but do not find service in the Imperial Legions satisfac-
  tory. Most often, members of the paladin orders or free-
  dom fighters in the Insurrection discover the school of
  the Iron Star after they have dedicated themselves to
  their respective organizations. Indeed, masters of the
  Iron Star may be found anywhere that soldiers seek to
  improve their world through strength and steadfast
  courage, though they are more common in these organi-
  zations than in more peaceful or scholarly groups.
  LESSONS
  Lesson 1: Courage
  Students of the Iron Star are regularly placed in fear-
  ful situations. A soldier who will break under frighten-
  ing conditions will be of no use to the school or his com-
  patriots. Students face regular tests of courage and are
  carefully brought face-to-face with danger and horror.
  These trials, while unpleasant, make the student a
  stronger soldier, better able to face the realities of war
  without breaking. Courage grants the student a +4
  morale bonus against both mundane and magical fear
  effects.
  Lesson 2: Soldier’s Fortitude
  As soon as the student has the courage to face his
  fears, the Iron Star tests his ability to survive what he
  has learned to face. Through privation and endurance
  training, students are taught to survive a little longer
  than otherwise possible. This technique grants a +1
  morale bonus on all Fortitude saving throws.
  Lesson 3: Lesser Armor
  Once a student is able to face greater threats and sur-
  vive, the Iron Star teaches how to prevent those threats
  from causing harm at all. This technique improves the
  student’s ability to withstand physical attacks, teaching
  ways to shrug off glancing blows. Lesser armor grants a
  +2 natural armor bonus to Armor Class, or improves the
  student’s natural armor by +2.
  Lesson 4: Lasting Strength
  The trials of strength and endurance that students of
  the Iron Star face may change them for life. These chal-
  lenges, however, also make them stronger and more able
  to face any danger. The lasting strength technique grants
  the student +1 hit point per level.
  Lesson 5: Damage Reduction
  During their training, students of the Iron Star face
  untold dangers and must learn to face them and survive.
  Part of this training is learning to minimize the effect of
  any injuries suffered. This technique grants the student
  damage reduction 1/—.
  Lesson 6: Greater Armor
  In order to prepare students for surviving the worst
  battles, masters of the Iron Star arrange to have them
  beaten repeatedly until they have mastered the art of
  turning aside and ignoring ever-greater blows. Building
  on their ability to withstand glancing blows learned with
  the lesser armor technique, this technique teaches stu-
  dents to face more solid hits and greater threats without
  harm. Greater armor improves the student’s natural
  armor bonus by +1.
  Lesson 7: Determination
  The first of the triad of the Iron Star, determination
  teaches the student to carry on despite any challenges.
  The singularity of purpose taught by the Iron Star bene-
  fits students who face unnatural influences. This tech-
  nique grants a +2 morale bonus on Will saving throws.
  Lesson 8: Endurance
  In times of great stress, the Soldiers of the Iron Star
  must be able to pull through with reserves of strength.
  Not only must they survive their trials, but they also
  learn to dig deep and find a second strength to help them
  when they need it most. Once per day, the student can
  gain a +4 enhancement bonus to Strength and
  Constitution. The effects of this technique last for one
  round per character level.
  Lesson 9: Perseverance
  The ability to face physical dangers is not enough. At
  times, the Soldiers of the Iron Star must do battle in
  places where the environment itself strikes out and tries
  to bring them down. To defeat such challenges, students
  must face and survive the fiercest and deadliest envi-
  ronments available. This survival training grants them
  cold and fire resistance 10, but only for the purposes of
  environmental hazards.
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  Lesson 10: Iron Body
  The greatest masters of the school learn to improve
  their ability to withstand damage. While they cannot
  match the imperviousness of dragons, masters of the
  Iron Star do learn to shrug off some of the damage from
  even the worst attacks. This technique increases the stu-
  dent’s damage reduction to 2/—.
  Vigil of Sakar
  In the advanced civilization of the Dragon Empire,
  information is a powerful and valuable commodity. As
  with any commodity, the demand convinces many to
  provide a supply and the competition among suppliers
  provides for higher-quality services. The Vigil of Sakar
  is a school of dedicated individuals specializing in
  covert operations and information brokerage. It is com-
  monly believed that Sakar is either an old god predating
  the Unification Church or a secret name for the system
  where the school was founded.
  Motto: From the Heart and Mind
  ADAMANTINE ORDER
  The Adamantine Order has a long history of covert
  operations and intelligence gathering. Students of the
  Vigil of Sakar are naturally drawn to the Order as the
  natural place to use their skills freely. While working
  under the auspices of the Kingdom of Asamet is hardly
  the best condition in which to operate, it does provide a
  unique opportunity for the students of this school to
  hone and master their skills.
  HOUSE ARANATH
  Many of those who have interest in secrets and infor-
  mation are not given to an evil disposition. Such people
  usually feel uncomfortable about joining the
  Adamantine Order out of a natural fear of working with-
  in the kingdom of the chromatic dragons. Fortunately,
  House Aranath has always been welcoming to the stu-
  dents of the Vigil of Sakar, so long as they are willing to
  work for the good of the house and the Kingdom of
  Qesemet. Many of the greatest masters of the school can
  be found on the homeworld of the brass dragons.
  LESSONS
  Lesson 1: Eyes of Sakar
  The students of the Vigil must first learn to see.
  Awareness of one’s surroundings is essential to success,
  and the masters teach this lesson through a barrage of
  subtle visual cues and stimuli. Students learning this les-
  son suffer from headaches, nausea, and confusion.
  Those who master the technique are granted a +2 com-
  petence bonus to Spot and Search checks.
  Lesson 2: Path of Sakar
  Students must learn to walk in the footsteps of Sakar.
  While training for this technique, painful electric shocks
  are most often used to communicate the master’s dis-
  pleasure when the student is seen. In the end, the student
  learns to hide and move in silence. This technique grants
  a +2 competence bonus to Move Silently and Hide in
  Shadows checks.
  Lesson 3: Tongue of Sakar
  The tongue of Sakar is the gift of language and words.
  Students learning this technique are blindfolded for the
  training and must learn to rely on their hearing. They
  may be given instructions in a variety of languages and
  learn to decipher the meaning on their own. This tech-
  nique grants a +2 competence bonus on Listen and
  Innuendo checks. The character also receives one bonus
  language.
  Lesson 4: Secrecy
  After students learn the basic lessons of Sakar, they
  are taught the beginnings of the more arcane lessons.
  Through ritual and trance, students learn to keep them-
  selves mystically hidden. This technique allows the stu-
  dent to use nondetection as a spell-like ability once per
  day, as if cast by a sorcerer of the student’s character
  level. The student may only use this ability on himself.
  Lesson 5: Understanding
  The Vigil of Sakar seeks to understand patterns of
  information as well as the way others think and feel. The
  training for this lesson includes both complex analytical
  problems as well as an intuitive grasp of information
  flow. This technique grants a +2 competence bonus on
  all Gather Information, Research, and Sense Motive
  checks.
  Lesson 6: Cryptolinguistics
  The Vigil of Sakar continues to master language and
  secrets as their abilities increase. The training includes
  word and diagram puzzles as well as mathematical for-
  CHAPTER TWO: FEATS AND SCHOOLS
  78
  78l78
  
  mulae with hidden meanings. Students study patterns
  and symbology in order to master the science of cryp-
  tolinguistics. This technique grants a +2 competence
  bonus on Cryptography and Decipher Script checks, and
  makes Cryptography and Decipher Script class skills.
  Lesson 7: Misdirection
  The training of the Vigil of Sakar includes the ability
  to confuse and misdirect others with the power of
  words. Students focus on word tricks, confident presen-
  tation, and fast talking to confuse others. This technique
  grants a +4 competence bonus to Bluff and Diplomacy
  checks made outside of combat. Also, Bluff and
  Diplomacy are considered class skills.
  Lesson 8: Vision
  True mastery of information and knowledge relies not
  only on the natural cognitive process, but also on super-
  natural abilities. In a universe steeped with magic, the
  Vigil seeks to know everything it can, and the vision
  technique turns to magic to accomplish this. Through
  trance-like meditation, the student learns to see other
  places, people, and things. This spell-like ability func-
  tions like the scrying spell with a caster level equal to
  the student’s character level.
  Lesson 9: Will of Sakar
  The lessons of Sakar include not only discerning the
  secrets of others, but also the concealment of one’s own
  secrets. As the masters say, it is the will of Sakar that
  each person conceal himself from the prying eyes of
  others for safety. Achieving this goal requires long peri-
  ods of intense exertion of will amid magical enhance-
  ment. The masters probe at the student with magical
  means. Until the student can turn aside each magical
  probe, the master continues with instruction, reprimand,
  or punishment. This technique grants the spell-like abil-
  ity to use mind blank once per day as a sorcerer of the
  student’s character level. Activating the effect requires
  10 minutes of meditation, and the will of Sakar can only
  be used on the student.
  Lesson 10: Omniscience
  The final lesson of the Vigil of Sakar is omniscience.
  This power allows the student to learn the lore of crea-
  tures, places, and things of power. Students must work
  to study the auras of legendary heroes and places, mak-
  ing it a difficult lesson to master. Learning this lesson
  requires extensive travel unless suitable legendary
  things or creatures are close at hand. This spell-like abil-
  ity is usable only once per day, and functions as the
  vision spell cast by a sorcerer of the student’s character
  level.
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  CHAPTER THREE: SPELLS AND SPELLWARE
  80
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  CHAPTER THREE: SPELLS AND SPELLWARE
  Spells
  This section presents new spells and clerical domains
  for use in Dragonstar the names and game mechanics
  of the spells and domains are designated as Open Game
  Content.
  New Cleric Domains
  DRAGON DOMAIN
  Deities: The Destroyer, the Judge, the Lover, the
  Mother, the Reaper, the Creator, the Adversary.
  Granted Power: Once per day, you can manifest
  frightful presence as a standard action. Enemies within
  a radius equal to 5 feet per cleric level are subject to the
  effect if they have fewer HD than you. Creatures failing
  a Will save (DC 10 + 1/2 your cleric level + your
  Charisma modifier) are panicked for 1d6 rounds.
  Dragons are immune to this power.
  Dragon Domain Spells
  1 Dragonsight. The range of your darkvision is dou-
  bled and your vision is enhanced.
  2 Scales of the Dragon. Subject gains +1 natural
  armor per three levels and DR/—.
  3 Fly*. Subject flies at speed of 90.
  4 Breath Weapon. Energy attack deals 1d6 points
  damage per two caster levels.
  5 Stamina of the Dragon. You gain enhancement
  bonus to Constitution and energy resistance.
  6 Dragon Magic. You gain spell-like abilities based
  on the dragon type you invoke.
  7 Might of the Dragon. Subject gains draconic qual-
  ities and attacks.
  8 Call Dragon. Summon a dragon and request a ser-
  vice of it.
  9 Wyrm. You assume the form of a great dragon.
  * Indicates spell from PHB.
  TECHNOLOGY DOMAIN
  Deities: The Father, the Judge, the Magus, the
  Merchant, the Smith, the Trickster, the Creator, the
  Adversary.
  Granted Power: Repair and Use Device are class
  skills. You can rebuke or command normal robots (but
  not soulmechs) as an evil cleric rebukes undead. Doing
  so counts against the maximum number of times per day
  you can turn/rebuke undead.
  Technology Domain Spells
  1 Assimilate. You directly access information from
  datachips.
  2 Refuel*. You instantly fill or charge an empty fuel
  tank, battery, or energy cell.
  3 Haywire. Makes robots behave erratically for 1
  round/level.
  4 Technobabble. Affected creatures lose benefit of
  the Technical Proficiency feat.
  5 Control High-Tech Devices. You can control any
  high-tech device you can see.
  6 Enter the Datastream. You transform yourself into
  and travel as an electronic signal.
  7 Cyborg. You transform yourself into a synthesis of
  organic being and machine.
  8 Robotic Guardians. Creates 1d4 military robots.
  9 Technological Ruin. Ruins all high-tech devices in
  CHAPTER THREE
  SPELLS AND SPELLWARE
  
  the area except those you carry.
  * Indicates spell from Starfarer’s Handbook.
  New Spells
  Several spells below target high-tech devices. For
  purposes of these spells, a high-tech device is any
  device with electronic or sophisticated mechanical
  parts. Soulmechs are considered high-tech devices.
  ANTI-TECHNOLOGY SHELL
  Abjuration
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 minutes/level (D)
  Saving Throw: See text
  Spell Resistance: See text
  Anti-technology shell creates an invisible, mobile bar-
  rier that prevents high-tech devices from functioning
  within its radius and also protects creatures within the
  radius against attacks from high-tech devices. Attacks
  from high-tech devices simply cannot penetrate the area
  of effect. Bullets stop short and fall to the ground.
  Energy beams dissipate harmlessly. Even gas from a
  nausea grenade is repelled from an anti-technology
  shell. High-tech devices brought into the radius cease
  functioning as long as they remain within the area of
  effect.
  Anti-technology shell protects against soulmechs. A
  soulmech entering or caught within the area of the spell
  must succeed at a Will save or be rendered helpless for
  as long as he remains in the radius. A soulmech with
  spell resistance can resist the anti-technology shell. The
  soulmech’s Will save and spell resistance (if applicable)
  do not protect any of the soulmech’s equipment from
  this spell’s effects.
  ARCHON’S BLESSING
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Clr 4, Pal 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Area: 10-ft.-radius emanation from creature touched
  Duration: 1 minute/level (see text)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes (see text)
  Archon’s blessing surrounds the touched creature with
  an emanation that protects those within the radius and
  hinders evil creatures. The creature touched radiates
  light equal to a daylight spell. Against attacks from evil
  creatures, those within the radius enjoy a +2 deflection
  bonus to AC and a +2 resistance bonus to saves.
  Furthermore, the spell blocks attempts to possess or
  mentally control creatures within the radius (in the same
  manner as protection from evil). Evil creatures within
  the radius must succeed at a Will save or suffer a –2
  morale penalty to attacks, AC, and saves for one day or
  until they successfully strike the creature emanating the
  spell.
  ARMS OF THE MARILITH
  Illusion (Figment)
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When the target of this spell moves his arms rapidly,
  illusory duplicates of his limbs and whatever is held in
  hand appear. These illusory arms move as if attacking
  and defending, masking the recipient’s actual attacks,
  defenses, and feints. As a result, the recipient enjoys a
  +2 circumstance bonus to melee attack rolls and feint
  (Bluff) checks, and a +2 dodge bonus to AC against
  melee attacks.
  ASSIMILATE
  Transmutation
  Level: Sor/Wiz 1, Technology 1
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  While casting this spell, you press a datachip against
  your head (or otherwise close to your brain, as dictated
  by your anatomy) and gain direct access to the informa-
  tion stored on the datachip. For the duration of the spell,
  you gain a +2 circumstance bonus on skill checks appro-
  priate to the datachip.
  Focus: The datachip to be assimilated.
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  BLIND AS A BAT
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  You bestow upon the creature touched the ability to
  “see” by emitting high-frequency sounds inaudible to
  most creatures. The creature gains the blindsight ability
  with a range of 120 feet. A silence spell negates this
  ability. While blind as a bat is in effect, the target crea-
  ture’s normal vision is limited to a range of 10 feet.
  Material Component: A bat’s ear.
  BREATH WEAPON
  Evocation [see text]
  Level: Dragon 4
  Components: V
  Casting Time: 1 action
  Range: See text
  Area: See text
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  When you prepare this spell, you choose one of the
  following types of breath weapon: acid, lightning, fire,
  cold, space, or radiation. This choice determines the
  descriptor of the breath weapon spell. You must also
  choose whether breath weapon takes effect as a line or
  a cone. Once these choices are made, they cannot be
  changed for that particular casting of breath weapon.
  You can prepare more than one breath weapon spell in
  order to vary damage types and areas of effect.
  Upon casting breath weapon, you exhale destructive
  energy. Breath weapon inflicts 1d6 points of damage per
  two caster levels (maximum 10d6) to all creatures
  caught in the area of effect. A line area of effect is 5 feet
  wide, 5 feet high, and 10 feet long per caster level. A
  cone area of effect has a length of 5 feet per caster level
  and is as high and wide as its length.
  BOLTS OF FROST
  Evocation [Cold]
  Level: Drd 3, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft. 2/levels)
  Effect: Ray
  Duration: 1 bolt of frost/level
  Saving Throw: None
  Spell Resistance: Yes
  With this spell, you become able to project one bolt of
  frost per attack for the duration of the spell at any target
  within range. If your base attack bonus is high enough
  and you take the full attack action, you can project more
  than one bolt per round. You must succeed at a ranged
  touch attack with a bolt to deal damage. A bolt deals 1d6
  points of cold damage +1 point of piercing damage per
  two caster levels (maximum +5). All bolts of frost must
  be expended within 10 minutes of the initial casting.
  CALL DRAGON
  Conjuration (Calling) [see text]
  Level: Dragon 8
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned dragon
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you conjure a specific type of
  dragon (but not a specific dragon). You may ask the
  dragon to perform one task for you, and the dragon may
  request some service in return. The more demanding
  your request, the greater return favor the dragon
  demands. This bargaining takes at least one round, so
  any actions by the dragon begin in the round after it
  arrives. If you agree to the service, the dragon performs
  the task you requested, reports back to you afterward (if
  possible), and then returns to its home. You are honor
  bound to perform the return favor. The dragon may
  accept some form of payment, such as a magic item, in
  return for its service. Call dragon’s descriptor is either
  evil or good, depending on the type of dragon called.
  Dragon Called
  Descriptor
  Age of Dragon
  Black dragon
  Evil
  Mature adult
  Blue dragon
  Evil
  Adult
  Brass dragon
  Good
  Adult
  Bronze dragon
  Good
  Young Adult
  Copper dragon
  Good
  Adult
  Gold dragon
  Good
  Young adult
  Green dragon
  Evil
  Adult
  Red dragon
  Evil
  Young adult
  Silver dragon
  Good
  Young adult
  White dragon
  Evil
  Mature Adult
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  CELESTIAL LIGHT
  Conjuration (Healing) [Good]
  Level: Clr 3, Pal 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: 30 ft.
  Target: One creature
  Duration: 1 round/level, up to 10 rounds
  Saving Throw: Will half (harmless) (see text)
  Spell Resistance: Yes (harmless) (see text)
  This spell channels positive energy into a creature
  within range. For the duration, the creature enjoys the
  benefits of fast healing. At the beginning of each of the
  creature’s turns, it heals 1 hit point of damage per four
  caster levels. Fast healing does not permit a creature to
  regrow or reattach lost body parts, nor does it heal dam-
  age from starvation, thirst, or suffocation. If the creature
  has suffered subdual damage, it heals that damage first.
  Celestial light damages an undead target. An undead tar-
  get is permitted a Will save and SR. If the spell is suc-
  cessful, celestial light inflicts 1d2 points of damage per
  round for the duration of the spell on the undead crea-
  ture’s turn. Soulmechs cannot be healed by this spell.
  CHANGE PLACES
  Transmutation [Teleportation]
  Level: Sor/Wiz 3
  Components: V
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: You and one creature within range weighing
  no more than 50 lb./level
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You instantly switch places with your target upon
  casting this spell, but your target is allowed a Will save
  to negate the exchange and you must overcome your tar-
  get’s spell resistance. Your target must be visible to you,
  within range, and cannot weigh more than 50 pounds
  per caster level. If you or your target cannot fit into the
  other location due to the exchange, the spell automati-
  cally fails. After using change places, you and your tar-
  get cannot take any other actions until your next turn.
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  CHARIOT OF THE VOID
  Conjuration (Creation)
  Level: Clr 9, Drd 9
  Components: V, S, DF
  Casting Time: 1 full round
  Range: 10 ft.
  Effect: Magical chariot capable of space travel
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  By means of this spell, you conjure a Huge ebon char-
  iot that twinkles with thousands of pinpoints of light as
  if it were constructed of a clear night sky. The chariot
  can carry yourself and 6 passengers, and you must act as
  the pilot. It also has compartments that can store 1,000
  pounds of additional cargo. You alone control the chari-
  ot’s speed and direction of travel. If necessary, you make
  Pilot checks with a +10 handling bonus when control-
  ling the chariot.
  The chariot can travel on land, through the air, or
  through the void of space itself. It has a maximum speed
  of 25 (1,250 feet per round or 142 miles per hour on
  land; multiply by 10 for flight speed and by 100 for
  space speed). Acceleration and deceleration between
  modes of travel is instantaneous, and passengers and
  cargo are protected by the sudden changes. For example,
  a chariot of the void traveling at 400 feet per round
  (speed 8) on the ground switches to flight and immedi-
  ately accelerates to 4,000 feet per round (speed 8 for air
  travel). Within a mode of travel, the chariot has acceler-
  ation and deceleration values of 5.
  A chariot of the void is capable of extreme accelera-
  tion in space. By reducing the spell’s duration by two
  hours, you can cause the chariot to travel 10 times faster
  than normal through space for one hour. For example,
  the chariot’s normal maximum speed in space is 14,200
  miles per hour. If you reduce the chariot’s duration by
  two hours, you can travel through space at 142,000
  miles per hour for one hour.
  Passengers and cargo in the chariot while it is moving
  enjoy immunity to air-based attacks, cold, heat, radia-
  tion, and exposure to vacuum. The chariot provides 1g
  of artificial gravity. The chariot’s vehicle stat block fol-
  lows:
  Chariot of the Void: Huge Vehicle; hp 80; Top Spd 25;
  Acc 5; Dec 5; Hand +10; Stealth 4; AC 3; SQ vehicle,
  hardness 10; Fuel None.
  CLOUD THE MIND
  Illusion (Phantasm) [Mind-Affecting]
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 creature/level
  Duration: 1 minute/level (D)
  Saving Throw: Will disbelief (see text)
  Spell Resistance: Yes
  With this spell, you render yourself invisible to up to
  1 creature per level that is within both range and sight
  when cloud the mind is cast. From the perspective of the
  affected creatures, you vanish from sight. Your gear
  vanishes as well.
  Items dropped or put down by you remain invisible to
  the affected creatures, but items picked up do not disap-
  pear from sight, even if tucked into your clothing or a
  pouch. Likewise, cloud the mind cannot mask light, but
  the source of light could be rendered invisible. If some
  item you carry when casting the spell extends more than
  10 feet from you, it remains invisible to the affected
  creatures. Of course, cloud the mind has no effect upon
  any noise you make or odor you might emit.
  Should you take any action that would normally can-
  cel the invisibility spell (such as making an attack),
  affected creatures in a position to witness the action are
  permitted a Will save. If an affected creature makes its
  Will save, cloud the mind is negated for that creature.
  Material Component: A strip of black cloth.
  CONTROL HIGH-TECH DEVICES
  Transmutation
  Level: Technology 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Any high-tech device up to 2 pounds/level
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You can control any high-tech device within range
  that you can see. Your ability to control these devices
  does not impart to the device the ability to do anything
  it normally could not do. Furthermore, you can actively
  control only one device at a time, doing so as a standard
  action. You can switch control from one device to
  another as a free action. If the device is in the possession
  of a creature, a Will save negates the control attempt.
  Once control is established, you can cause the device to
  function (or malfunction) as you wish, subject to the
  normal limits of the device’s capabilities, so long as you
  maintain concentration on the control. Sentient crea-
  tures such as soulmechs cannot be affected by control
  high-tech devices.
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  CYBORG
  Transmutation
  Level: Technology 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  By means of this spell, you transform into a powerful
  synthesis of creature and machine. Flesh and blood are
  replaced by advanced materials impervious to harm.
  You become faster, your Strength and Dexterity
  increase, your senses sharpen, and your combat ability
  improves. While in cyborg form, you cannot cast spells,
  even from magic items. You are also recognizable as
  yourself, which means that cyborg is not a useful dis-
  guise.
  For the spell’s duration, you have DR 10/—, a +4 nat-
  ural armor bonus to AC, and a +4 enhancement bonus to
  both Strength and Dexterity. Your ground speed increas-
  es by 10 feet. Advanced sensors grant you darkvision
  (60 feet) and a +2 circumstance bonus to Listen and
  Spot checks. Furthermore, you function as if you had a
  built in multiscanner. You gain a +1 bonus on attack
  rolls for every three caster levels. One of your arms
  effectively becomes a blaster carbine with a bayonet
  attachment. Treat the bayonet as a short sword. You can
  fight with your transformed arm as if you had the appro-
  priate weapon proficiencies. The spell powers the
  blaster carbine; it effectively has an unlimited number of
  shots.
  Soulmechs cannot be affected by this spell.
  DEPTHS OF DESPAIR
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: All living creatures within a 10-ft. radius
  Duration: 1 round/2 levels, up to 10 rounds
  Saving Throw: Will partial
  Spell Resistance: Yes
  This spell causes its subjects to experience feelings of
  overwhelming despair. Affected creatures suffer a –2
  morale penalty to saving throws, attack rolls, ability
  checks, skill checks, and weapon damage rolls.
  Furthermore, an affected creature is 25% likely each
  round to be unable to take any action except defend
  itself. A successful Will save halves this spell’s duration.
  DIRE STRIKE
  Divination
  Level: Rgr 2
  Components: S, F
  Casting Time: 1 full round
  Range: Personal
  Target: You
  Duration: 1 round
  You gain knowledge about how to best strike a
  favored enemy. Dire strike is good for one attack only,
  and the knowledge lasts only one round. You inflict
  +1d6 points of damage per caster level (maximum 5d6)
  with a successful attack, but the additional damage is
  contingent on the same limitations imposed on a sneak
  attack. Additional damage from dire strike stacks with
  regular sneak attack damage dice.
  Focus: The weapon you will use for the attack.
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  DRAGON MAGIC
  Evocation [see text]
  Level: Dragon 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (see text)
  You invoke the magical essence of dragonkind and
  infuse it into your body, granting you certain spell-like
  abilities. You can use each spell-like ability one time
  before the spell’s duration expires. Invoking a dragon’s
  magical essence is either good or evil. The type of
  essence invoked determines dragon magic’s descriptor
  as well what spell-like abilities are gained.
  All spell-like abilities are standard actions that pro-
  voke attacks of opportunity. They can be disrupted just
  as a spell can be, but they cannot be counterspelled nor
  used to counterspell. They do not require any compo-
  nents as they are not really spells. Saving throws against
  spell-like abilities are normal for the spell, but all spell-
  like abilities are subject to spell resistance. The type of
  saving throw (Fortitude, Reflex, or Will) is determined
  by the spell, but the DC is based on dragon magic.
  DRAGONSIGHT
  Transmutation
  Level: Sor/Wiz 1, Dragon 1
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  You augment your natural powers of sight. The range
  of your darkvision (if any) doubles. Your low-light
  vision (if any) and normal vision become more acute.
  You gain a +2 competence bonus on Spot checks.
  Reduce range penalties for missile weapon attacks by
  50% while dragonsight remains in effect.
  ENTER THE DATASTREAM
  Transmutation
  Level: Sor/Wiz 6, Technology 6
  Components: V
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  By means of this spell, you confer upon yourself the
  ability to become an electronic datastream that can be
  transmitted between devices designed to transmit and
  receive such data. You could, for example, enter a per-
  sonal communicator and exit a home holo-entertainment
  center hundreds of miles away. Movement as a datas-
  tream is effectively at the speed of light, and can be used
  for interplanetary travel, assuming the trip’s time does
  not exceed the spell’s duration. There is no limit to the
  number of times you can enter the datastream during
  the spell’s duration. Changing to an electronic datas-
  tream is a standard action. At the end of your transmis-
  sion, you return to your normal form automatically, but
  cannot act again until your next turn. Enter the datas-
  tream does not grant any special knowledge about
  potential destinations.
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  TABLE 3-1: DRAGON MAGIC
  Essence
  Descriptor
  Spell-like Abilities
  Black dragon
  Evil
  Darkness, insect plague, plant growth
  Blue dragon
  Evil
  Hallucinatory terrain, mirage arcana, veil
  Brass dragon
  Good
  Control winds, speak with animals, suggestion
  Bronze dragon
  Good
  Control water, detect thoughts, polymorph self
  Copper dragon
  Good
  Move earth, stone shape, transmute rock to mud
  Gold dragon
  Good
  Bless, geas/quest, water breathing
  Green dragon
  Evil
  Dominate person, plant growth, water breathing
  Red dragon
  Evil
  Discern location, eyebite, suggestion
  Silver dragon
  Good
  Control weather, feather fall, polymorph self
  White dragon
  Evil
  Fog cloud, gust of wind, wall of ice
  
  ESURIENCE
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  By means of this spell, you inflict several days’ worth
  of starvation on your target all in the blink of an eye.
  Your victim suffers 1d6 points of subdual damage per
  caster level (maximum 10d6). Furthermore, your victim
  is fatigued until it is able to eat and rest for at least 8
  hours. A fatigued creature suffers an effective penalty of
  –2 to Strength and Dexterity, and it cannot run or
  charge. Subdual damage inflicted by esurience cannot
  be healed (even by magical means) until the creature has
  recovered from the fatigue. A successful Fortitude save
  halves the subdual damage inflicted. Soulmechs are
  immune to esurience.
  Material Component: A handful of dust.
  FIRE BLIGHT
  Evocation [Fire]
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell creates a burst of magical emerald flame in
  a 10-ft.-radius spread that inflicts 1d4 points of fire
  damage per caster level (maximum 10d4). Each creature
  caught in the blast is also sickened, as the greenish
  tongues of debilitating energy lick about their bodies. A
  sickened creature suffers a –2 penalty on attack rolls,
  weapon damage rolls, saves, skill checks, and ability
  checks for the duration of the spell. A successful
  Fortitude save reduces damage to half. Soulmechs are
  immune to the sickening effects of fire blight.
  FLESH TO MY FLESH
  Necromancy [Death]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One living creature with no more than 100 hit
  points
  Duration: Instantaneous (see text)
  Saving Throw: None
  Spell Resistance: Yes
  With a successful melee touch attack after casting
  flesh to my flesh, you instantly slay any living creature
  that has no more than 100 hit points. Furthermore, the
  corpse is stripped of its flesh and muscle. The tissue is
  added to your own body, increasing your mass by one-
  half the original weight of your victim. Your size
  increases according to the table. These changes last 10
  minutes per caster level. Effects of multiple flesh to my
  flesh spells on the same caster are cumulative.
  * Adjustments 
  to 
  Strength, 
  Dexterity, 
  and
  Constitution are cumulative per size category. For
  example, an elven wizard (Medium-size, weighing 100
  pounds) casts flesh to my flesh and touches a hill giant
  that currently has 95 hit points. The hill giant dies
  instantly. The hill giant corpse is stripped of flesh and
  bone, and the wizard gains 3,500 pounds. His size
  increases from Medium-size to Large. He gains a +8
  bonus to Strength, a –2 penalty to Dexterity, etc.
  A soulmech can be slain with flesh to my flesh, but the
  caster cannot absorb the soulmech’s mass.
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  TABLE 3-2: FLESH TO MY FLESH
  Natural
  AC/
  Adjusted Mass
  New Size
  Str*
  Dex*
  Con*
  AC
  Attack
  Reach
  8–60 lb.
  Small
  +0
  +0
  +0
  Same
  +1
  5 ft.
  61–500 lb.
  Medium
  +4
  –2
  +2
  Same
  +0
  5 ft.
  501–4000 lb.
  Large
  +8
  –2
  +4
  +2
  –1
  10 ft.
  4,001–32,000 lb.
  Huge
  +8
  –2
  +4
  +3
  –2
  15 ft.
  32,001–250,000 lb.
  Gargantuan
  +8
  +0
  +4
  +4
  –4
  20 ft.
  More than 250,000 lb. Colossal
  +8
  +0
  +4
  +5
  –8
  25 ft.
  
  GLOM
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object up to 1/2 pound per level
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: None
  This spell creates a shimmering whip of force that
  lashes out in order to retrieve an object or disarm a foe.
  An unattended object weighing no more than 1/2 pound
  per level is automatically moved from its current loca-
  tion to the caster’s hands. If the desired object is fixed in
  place (but not held by a creature), glom can break the
  fixture as if it had a Strength of 12 + caster level (max-
  imum Strength 22).
  Glom can also be used to disarm a foe, assuming the
  item to be disarmed is not heavier than permitted by this
  spell. This is resolved as a normal disarm attempt, but
  the caster does not provoke an attack of opportunity.
  The caster and the target make opposed attack rolls.
  Glom is treated as a Medium-size weapon. The caster
  enjoys a +2 circumstance bonus. If the caster beats his
  target’s attack roll by 5 or more, glom moves the target’s
  weapon (or other held item) into the caster’s hands.
  Otherwise, the weapon or item falls to the ground at the
  target’s feet.
  GOWK STORM
  Transmutation
  Level: Drd 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius emanation
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Fortitude partial (see text)
  Spell Resistance: No
  This spell changes the weather in the area of effect,
  creating a powerful but short-lived storm. The heavy
  rains and winds reduce visibility ranges by three quar-
  ters, imposing a –8 penalty to all Spot, Search, and
  Listen checks. Gowk storm makes most primitive
  ranged weapon attacks impossible. Siege weapons
  (including boulders tossed by giants) and high-tech
  weapons have a –4 penalty to attack. The weather
  effects automatically extinguish candles, torches, and
  similar unprotected flames. They cause protected
  flames, such as those of lanterns, to dance wildly and
  have a 50% chance per round to extinguish these lights.
  There are additional effects possible due to the high
  winds. A successful Fortitude save negates these addi-
  tional wind effects (which are summarized below).
  Creature Size*
  Wind Effects on Creatures
  Small or smaller
  Blown away
  Medium-size
  Knocked down
  Large or Huge
  Checked
  * Flying or airborne creatures are treated as one size
  class smaller than their actual size, so an airborne
  Gargantuan dragon is treated as Huge for purposes of
  wind effects.
  Blown Away: Creatures on the ground are knocked
  prone and rolled 1d4x10 feet, sustaining 1d4 points of
  subdual damage per 10 feet. Flying creatures are blown
  back 2d6x10 feet and sustain 2d6 points of subdual
  damage due to battering and buffering.
  Knocked Down: Creatures are knocked prone by the
  force of the wind. Flying creatures are instead blown
  back 1d6x10 feet.
  Checked: Creatures are unable to move forward
  against the force of the wind. Flying creatures are blown
  back 1d6x5 feet.
  Focus: A pair of brass cymbals.
  HAYWIRE
  Transmutation
  Level: Sor/Wiz 3, Technology 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One robot per 3 levels, all of which must be
  within 30 ft. of each other
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell causes affected robots to behave erratically.
  Any time an affected robot makes an attack roll, skill
  check, or ability check, any roll on the d20 less than 11
  (not counting modifiers) is determined by referring to
  the table below. Results of 11 or higher (not counting
  modifiers) are determined normally.
  d20 Roll Effect
  1–2
  Loss of coordination: The robot suffers a
  cumulative –1 penalty to Dexterity (maxi-
  mum –5).
  3–4
  Power loss: The robot suffers a cumulative
  5-ft. drop in all of its movement categories.
  5–6
  Jammed: The robot must repeat whatever
  action it just attempted (to include move-
  ment) next round.
  7–8
  Overload: The robot suffers 2d6 points of
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  internal damage that bypasses hardness.
  9–10
  I/O Error: The robot suffers a cumulative
  –1 level reduction in all of its programming
  (maximum –5). Each level of programming
  reduction imposes a –1 penalty to all
  attacks, skill checks, ability checks, and
  saving throws.
  11+
  Determine results of action normally.
  Soulmechs are not true robots and are immune to hay-
  wire.
  Material Component: A burned-out circuit board.
  HIDE IN TIME
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/2 levels (D)
  Upon casting this spell, you slip into the temporal gap
  between the present and the future. For up to one round
  per two caster levels, you are effectively invisible, unde-
  tectable, and impervious to harm. Nothing short of
  extremely powerful magic such as limited wish can
  affect you. An antimagic field negates the spell so long
  as the field remains in the area. Dispel magic cannot
  cancel hide in time (except as a counterspell), but
  greater dispelling cast as an area dispel might.
  While hidden in time, you are still aware of what tran-
  spires around you, but you cannot interact with the
  world in any way. You cannot even move more than 5
  feet from your position when hide in time was cast.
  Although you cannot affect the world, you can cast
  spells and use magic items to affect yourself. Once hide
  in time ends, you reenter the normal time stream and can
  act and be affected normally. If the area into which you
  would appear is now occupied by another solid object,
  you are shunted into the astral plane just as if you had
  attempted to dimension door into a solid body.
  HYPOTHERMIA
  Transmutation [Cold]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature
  Duration: 1 round/2 levels, up to 5 rounds
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  With this spell, you cause a creature’s body tempera-
  ture to drop dangerously. Each round, the affected crea-
  ture suffers 1d6 points of subdual damage from cold, but
  the target is allowed a Fortitude save each round to
  negate that round’s damage. A creature that has suffered
  subdual damage from hypothermia is fatigued until it
  recovers the subdual damage taken. A fatigued creature
  suffers an effective penalty of –2 to Strength and
  Dexterity, and it cannot run or charge. A creature ren-
  dered unconscious due to hypothermia takes 1d6 points
  of cold damage per round for the duration of the spell
  (Fortitude saves still apply). Soulmechs are immune to
  hypothermia.
  IMPECCABLE TIMING
  Divination
  Level: Brd 3, Clr 3, Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 5 rounds (see text)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature affected by this spell gains a +20 insight
  bonus to a single attack roll, skill check, or ability check
  that results from the ready action. The affected creature
  has 5 rounds after the spell’s casting, during which time
  it can benefit from impeccable timing only once (and
  then the spell ends).
  Focus: An hourglass.
  INFERNAL DARKNESS
  Necromancy [Evil]
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 1 action
  Range: 30 ft.
  Target: One creature
  Duration: 1 round/level, up to 10 rounds
  Saving Throw: Will half (see text)
  Spell Resistance: Yes
  You channel negative energy into one creature that is
  within range. Against a living creature, the energy
  inflicts 1d4 points of damage per round on the creature’s
  turn for the spell’s duration. A successful Will save
  reduces damage to 1d2 points per round. Against an
  undead creature, infernal darkness heals 1d4 points of
  damage per round on the creature’s turn. This functions
  as fast healing.
  Soulmechs are immune to infernal darkness.
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  JADE SHARD
  Conjuration (Creation)
  Level: Sor/Wiz 3
  Components: V, S, F
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One jade shard/four levels
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create one jade shard for every four caster levels.
  These shards fly at your enemies, striking with a ranged
  touch attack for 2d6 points of piercing damage. Each
  jade shard requires a separate ranged touch attack and
  has a critical hit threat range of 19–20/x2. Due to the
  magical properties of the jade created by this spell, each
  shard does an additional 2d6 points of piercing damage
  against poisonous creatures. This bonus damage is not
  multiplied in the event of a critical. All jade shards must
  be fired at enemies that are within 30 feet of each other.
  Focus: A piece of jade.
  KALEIDOSCOPIC WHIRLWIND
  Evocation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-foot-radius emanation
  Duration: Concentration, up to 7 rounds (D)
  Saving Throw: See text
  Spell Resistance: Yes
  This spell causes a brilliant display of shifting colors
  to flash and spin within a 20-foot-radius circle that
  emanates from the target point. Each round, including
  the round in which the spell is cast, the spell has a dif-
  ferent effect on all creatures caught within the radius.
  You can cause the center of the emanation to move 20
  feet per round as long as you don’t lose line of sight.
  Round
  Effect
  1
  Blinded for 2d4 rounds (Fortitude negates)
  2
  4d6 points of fire damage (Reflex half)
  3
  4d6 points of acid damage (Reflex half)
  4
  4d6 points of electricity damage (Reflex
  half)
  5
  Poison (initial/secondary 1d6 points tem-
  porary Constitution damage; Fortitude
  negates)
  6
  Confused for 2d4 rounds (as confusion;
  Will negates)
  7
  Slowed for 2d4 rounds (as slow; Will
  negates)
  Material Component: A prism.
  LASTING WOUNDS
  Transmutation
  Level: Clr 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell destroys your target’s ability to heal hit
  point damage. Neither natural nor magical means of
  healing restore lost hit points to the target. Lasting
  wounds negates abilities such as fast healing and regen-
  eration as well. Lasting wounds cannot be dispelled, but
  it can be removed with a break enchantment, limited
  wish, miracle, remove curse, or wish spell. Soulmechs
  are immune to lasting wounds.
  Arcane Material Component: A lump of clay.
  LOGORREHIC ENCHANTMENT
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature able to cast spells
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A target who fails his saving throw against this spell
  is compelled to cast a known spell each round for the
  spell’s duration. He can take another action during the
  round as appropriate (e.g., a move), but each round must
  cast a known spell of his choice. Logorrehic enchant-
  ment can put an enemy spellcaster at a noticeable disad-
  vantage. If the target runs out of spells before the dura-
  tion expires, the spell expires immediately.
  MASTER OF THE HUNT
  Divination
  Level: Rgr 3
  Components: V, S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  You can only cast this spell in your favored terrain.
  The spell grants a +1 insight bonus per three caster lev-
  els (maximum +5) to Hide, Intuit Direction, Knowledge
  (nature), Listen, Move Silently, Spot, and Wilderness
  Lore checks while operating in your favored terrain.
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  MIGHT OF THE DRAGON
  Transmutation
  Level: Dragon 7
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell transforms your target into a dragon-like
  humanoid. The affected creature gains a +8 enhance-
  ment bonus to Strength and a +2 enhancement bonus to
  Constitution. It becomes immune to sleep and paralysis.
  The target also grows wings that allow it to fly at its
  base speed with average maneuverability. Might of the
  dragon does not modify armor or clothing to accommo-
  date these wings, but the spell does provide the target
  with a +4 natural armor bonus to AC. The target’s head,
  jaws, and hands also change to permit bite and claw
  attacks, inflicting damage according to the following
  table. If the target already had bite and claw attacks, it
  uses whichever are better.
  Bite
  Claw
  Size
  Damage
  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
  MISERICORDE
  Conjuration (Creation) [Death]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Effect: One magical dagger
  Duration: 1 round
  Saving Throw: Fortitude partial
  Spell Resistance: No
  This spell creates a blade of ebon material in your
  hand. By making a touch attack with the misericorde
  against a wounded creature, you inflict 1d4 points of
  piercing damage +1 point per four caster levels (maxi-
  mum +5). Furthermore, your target must make a
  Fortitude save against DC 10 + your relevant ability
  modifier + damage inflicted or die instantly. Creatures
  immune to critical hits or death from massive damage
  cannot be killed instantly by the misericorde, but they
  can still be damaged. Soulmechs can be affected by mis-
  ericorde.
  Material Component: A sliver of ebony.
  MUSIC OF THE SPHERES
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 4
  Components: V, S, F
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: All allies within range
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell fills the area with the ethereal music pro-
  duced by the movements of heavenly bodies. All allies
  within range at the time of casting are filled with
  courage and confidence. They gain 2d8 temporary hit
  points and a +2 morale bonus to saving throws, attack
  rolls, ability checks, skill checks, and weapon damage
  rolls. At the time of casting, the music of the spheres
  also dispels harmful mind-affecting effects within range
  with a successful caster level check for each effect
  (1d20 + 1 per caster level, maximum +20).
  Focus: Two small metal spheres crafted so that they
  ring when rolled together in one hand (25 credits each).
  NERVE GAS
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Invisible cloud spreads 30 ft. wide and 20 ft.
  high
  Duration: Cloud dissipates after 1 round
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  This spell creates a cloud of poisonous, odorless, col-
  orless, tasteless gas that is absorbed through the eyes,
  lungs, and skin. Creatures caught in the spread must
  make a Fortitude save or suffer 1d6 points of temporary
  ability score damage to Dexterity and Constitution and
  be blinded for 2d4 hours. One minute after initial expo-
  sure, creatures that were exposed to the nerve gas must
  make another Fortitude save or suffer 1d8 points of tem-
  porary ability score damage to Dexterity and
  Constitution. Nerve gas cannot be cast underwater.
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  PANIC ATTACK
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 3, Clr 3, Sor/Wiz 3
  Components: V, F
  Casting Time: 1 action
  Range: Touch
  Target: Weapon touched
  Duration: 1 round/level (see text)
  Saving Throw: Will negates (harmless, object) (see
  text)
  Spell Resistance: Yes (harmless, object) (see text)
  You imbue a weapon with the ability to induce fright
  in a creature struck and damaged by the weapon. A
  frightened creature suffers a –2 morale penalty on attack
  rolls, weapon damage rolls, and saving throws. It flees
  from the wielder as well as it can. If unable to flee, the
  creature may fight. Fright lasts for 1d4 rounds. A suc-
  cessful Will save resists the fright. The affected weapon
  can induce fear only once per round. Only the first suc-
  cessful attack against a creature in any given round
  invokes the weapon’s fright-causing power. Bows,
  crossbows, and slings targeted by this spell bestow the
  fright-causing power upon their ammunition. Creatures
  with 6 or more Hit Dice are immune. Panic attack coun-
  ters remove fear.
  Focus: The weapon touched.
  POUNCE
  Transmutation
  Level: Rgr 3
  Components: V, S, F
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You gain a +30 bonus on Jump checks and are not
  limited by the usual maximum distances for jumping (as
  per the jump spell). Furthermore, if you leap at least 10
  feet into combat with a foe, you can make a full attack
  even though you have just taken a move action.
  Remember that pounce bestows no protection against
  provoking attacks of opportunity.
  Focus: The paw of a dire lion or a dire tiger.
  ROBOTIC GUARDIANS
  Conjuration (Creation)
  Level: Technology 8
  Components: V, S, DF
  Casting Time: 1 full round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Two or more robots, no two of which can be
  more than 30 ft. apart
  Duration: 1 hour/level or 1 day/level (D) (see text)
  Saving Throw: None
  Spell Resistance: No
  This spell creates 1d4 military robots (see Starfarer’s
  Handbook, 
  page 
  123). 
  The 
  robots 
  are 
  under your command. They aid you in battle, perform
  specific missions, serve as bodyguards, and so forth.
  The robots remain with you for one hour per caster level
  unless you dismiss them. If the robots are created only
  for guard duty, however, the duration of the spell is one
  day per caster level. In this case, the robots can only be
  ordered to guard a specific site or location. Robots sum-
  moned for guard duty cannot move outside the spell’s
  range, which is measured from the point where each
  first appeared.
  SAVE TIME
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, M
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute (see text)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  This spell enables the creature touched to complete
  any one skill check in 1/20th the time it would normal-
  ly take. For a skill that can normally be checked in 1
  round, the skill check becomes a free action. For a skill
  that takes longer, divide the normal time required by 20,
  but the skill check requires at least a standard action in
  any event. The creature can save time when taking 20 on
  a skill check, but all the normal restrictions on taking 20
  still apply. Also, save time only affects the touched crea-
  ture, not any materials the creature may be working
  with. This spell cannot, for example, make chemical
  reactions take place quicker than normal and so cannot
  be used to craft alchemist’s fire. Save time lasts until the
  target completes his next skill check, but the skill check
  must be started within one minute of casting save time.
  Material Component: A bit of quicksilver.
  SCALES OF THE DRAGON
  Transmutation
  Level: Sor/Wiz 2, Dragon 2
  Components: V, S, M/DF
  Casting Time: 1 action
  Range: Touch
  Target: Living creature touch
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
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  Scales of the dragon makes the flesh of the creature
  you touch more resistant to injury. The creature gains a
  +1 natural armor bonus to AC for every 3 caster levels
  (maximum +5). The spell also grants DR 1/— to the
  creature per 4 caster levels (maximum DR 5/—). Scales
  of the dragon causes the affected creature’s flesh to
  become noticeably scaly. The natural armor bonus and
  DR granted by this spell do not stack with natural armor
  bonuses and DR from other sources.
  Material Component: The skin of any reptile.
  STAMINA OF THE DRAGON
  Abjuration
  Level: Dragon 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Stamina of the dragon grants you a +1 enhancement
  bonus to Constitution for every four caster levels (max-
  imum +5). It further bestows resistance to two of the fol-
  lowing attack forms (chosen at the time of casting):
  acid, electricity, fire, cold, space, or radiation.
  Resistance allows you to ignore 10 points of damage per
  four caster levels (maximum 50 points) from the chosen
  attack forms each round. You cannot have more than
  one stamina of the dragon spell in effect on your person
  at once.
  STEAL BREATH
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 3 rounds
  Saving Throw: Fortitude negates (see text)
  Spell Resistance: Yes
  This spell forcibly removes oxygen from your target
  and prevents breathing for its duration. Each round of
  the spell’s duration, the target must make a Fortitude
  save. Each successful Fortitude save grants a +2 cir-
  cumstance bonus on successive Fortitude saves against
  the same casting of this spell. Results depend on the
  number of failed Fortitude saves.
  Number of Failed
  Fortitude Saves
  Effect
  1
  Creature is rendered unconscious.
  2
  Creature drops to –1 hit points
  and is dying.
  3
  Creature dies from suffocation.
  Obviously, steal breath only affects creatures that
  must breathe oxygen to live.
  TECHNOBABBLE
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 4, Technology 4
  Components: V, S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: All creatures in a 15-ft. radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  By means of this spell, you confuse and confound
  your foe’s ability to use high-tech devices. Affected
  creatures are treated as if they did not have the Technical
  Proficiency feat. This means that they suffer a –4 cir-
  cumstance penalty on all ability checks, skill checks,
  and attack rolls using high-tech devices. Furthermore,
  affected creatures cannot use feats or skills that have
  Technical Proficiency as a prerequisite (e.g., the
  Starship Piloting feat or Use Device skill).
  TECHNOLOGICAL RUIN
  Transmutation
  Level: Drd 9, Technology 9
  Components: V
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: All high-tech devices within a 30-ft.-radius
  burst
  Duration: Instantaneous
  Saving Throw: Will negates (object) (see text)
  Spell Resistance: No
  All high-tech devices within the radius of the spell,
  except for those you carry or touch, are ruined. A ruined
  device is effectively sabotaged or destroyed: firearms
  cease firing, robots grind to a halt, multiscanners shut
  off, etc. All nonmagical high-tech devices avoid ruin
  with a successful Will save only if carried, touched, or
  directly controlled by a creature at the time the spell is
  cast. A magical high-tech device, such as a +1 combat
  hardsuit, is allowed a Will save using either the device’s
  Will save bonus or its possessor’s Will save bonus,
  whichever is higher. A special caster level check (1d20
  + 1 per caster level) sets the Repair check DC for fixing
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  93
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  a ruined device. A soulmech caught in the area of tech-
  nological ruin is killed if he fails his Will save.
  WYRM
  Transmutation
  Level: Dragon 9
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 30 minutes/level
  You transform into a dragon-like creature. All equip-
  ment held or carried when the spell is cast changes to
  become part of your new form and is unusable as a
  result. While in dragon form, you can cast spells, but
  spell-like and supernatural abilities are not
  usable. You retain your extraordinary abilities,
  and your new form grants several
  new abilities:
  • Size increases to
  Gargantuan. This
  imposes a –4
  size penalty to
  AC and attack
  rolls.
  • Your physical ability
  scores change to the follow-
  ing: Strength 35, Dex 10, Con 25.
  If your Strength or Constitution are
  normally higher than these values,
  use your normal Strength or
  Constitution.
  • You gain a +32 natural
  armor bonus to AC.
  • Your speed becomes 60 feet, fly
  250 feet (clumsy).
  • You make one bite attack and two claw
  attacks with the full attack option.
  Bite damage is 4d6 at your full
  adjusted attack bonus
  plus your adjusted
  Strength 
  bonus.
  Claw attacks inflict
  2d8 points of damage at your adjusted attack bonus –5
  plus one-half your adjusted Strength bonus.
  • Your type becomes Dragon.
  • You become immune to sleep and paralysis effects.
  Furthermore, you acquire SR 25.
  • You gain the blindsight extraordinary ability with a
  range of 330 feet. Furthermore, you are affected by
  dragonsight while in dragon form.
  For the duration of the spell, you can switch between
  dragon form and your normal form as a free action. The
  change takes place either immediately before or after
  your regular action, but not during your regular action.
  Material Component: The heart of a dragon able to
  polymorph self.
  Spellware
  The following is a list of new spellware available for
  use in the Dragonstar universe. The items listed below
  conform to the rules for the use and creation of spell-
  ware found on pages 87–88 of Guide to the Galaxy. The
  names, game rules, and mechanics of the spellware
  enhancements are designated as Open Game Content.
  Armored Skeleton: This full-body enhance-
  ment can be used on both the living
  and the dead (usually as preparation for
  reanimating the body). The process uses
  arcane augmentation therapies to fuse
  metal alloys with the subject’s
  bones. The result gives the sub-
  ject a +4 natural armor
  bonus to Armor Class
  against crushing and blud-
  geoning 
  damage. 
  This
  spell is particularly effective
  when 
  applied 
  to 
  skeletal
  undead, and is a standard component
  for the elite undead units in
  Mezzenbone’s service.
  Caster Level:
  1st;
  Prerequisites:
  Implant Spellware, mage armor; Market
  Price: 2,000 cr; XP Cost: 80; Check
  DC: 12 for skeletal undead, 18 for
  living subjects.
  Balancing Tail: This major
  body enhancement involves the
  addition of an animated, magi-
  cally created tail, seamlessly
  grafted to the body and spine of
  the subject through runic
  surgery. The tail is com-
  pletely under the control of
  the subject once the procedure
  is completed, functioning just as though it
  were one of his or her natural limbs. The tail adds a +10
  circumstance bonus to all Balance, Freefall, and Tumble
  checks. The tail is not prehensile and cannot be used to
  wrap around or pick up anything. It is not long enough
  or thick enough to be used for an effective tail sweep, as
  described in the MM. It can be given any color or
  appearance desired, from fur to skin to scales to a sim-
  ple metal or bone skeleton.
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  Caster Level: 7th; Prerequisites: Implant Spellware,
  cat’s grace; Market Price: 12,000 cr; XP Cost: 480;
  Check DC: 15.
  Dragon’s Breath: A natural extension of spellware
  technology, breath weapon modification has had a rocky
  history in the Dragon Empire. The initial research into
  the procedure was quashed under the early days of the
  empire, as the dragons considered such technology “pre-
  sumptive,” “impudent,” and “an attempted violation of
  the natural order.” The originators of the technology
  were arrested and prosecuted in an attempt to put an end
  to that avenue of inquiry.
  It wasn’t long, however, before another group set out
  on the same path, this time going underground in an
  attempt to evade the empire’s agents. They managed to
  succeed and bring the procedure to fruition, but the
  empire banned the procedure from use by any licensed
  spellware practitioners. The procedure remains avail-
  able in shadowy corners of the empire, but anyone
  caught bearing the implant is automatically found guilty
  of a felony violation of imperial law, punishable by a
  sentence of no less than 20 years in an imperial penal
  colony and removal of the offending implant.
  Despite the consequences for being caught with the
  enhancement, it has become very popular in some cir-
  cles. Dragons, dragonkin and some sorcerers, howev-
  er—even those who find themselves on the wrong side
  of the law on a regular basis—find the implant offensive
  and go out of their way to make sure that those who pos-
  sess it find their way in society (lawful or otherwise)
  barred. Still, among those who enjoy flouting the
  empire’s authority, a bit of cleverly disguised and useful
  contraband is hardly something to worry about. 
  Dragon’s breath come in acid, cold, fire, gas, and
  electricity versions. Arcane tissue implants and bio-
  modification are used to graft special glands in the
  throat, enabling the subject to breathe out the appropri-
  ate substance in a line or cone as indicated by the type.
  Only one type of breath weapon can be installed at any
  one time. A cone effect is 15 ft. wide at the base, while
  a line is three feet high, three feet wide, and 30 feet long.
  A breath weapon implant can be used only once a day. 
  Caster Level: 9th; Prerequisites: Implant Spellware,
  spell as listed above; Check DC: 18.
  Energy Wings: Flight has long been a dream of
  almost every sentient race throughout the galaxy. While
  magic could allow a select few to achieve it, the rest of
  the world had to either be born with wings or settle for
  riding in metal ships to sail among the clouds (and
  stars). Wings are inconvenient for fitting into the
  cramped quarters of a space vessel, though, and it’s a
  rare individual that owns their own star or airship, free
  to travel where they will. 
  To this end, this enchantment was researched and
  designed. Special twin elongated comma-shaped
  implants are placed in the subject’s back, right between
  the shoulder blades. Typically the implants are made of
  metal alloys, ranging from silver to gold to mithral.
  Upon the bearer’s mental command, energies are sum-
  moned and shaped into wings—glowing incorporeal
  creations that can bear their owner aloft. Similar ver-
  sions exist that draw upon the plane of shadow. They’re
  commonly referred to as angel wings, though the shad-
  ow versions garner less enlightened nicknames.
  Owners of energy wings can fly with a speed of 90
  feet with a good maneuverability rating. They can carry
  as much as the bearer’s maximum load, plus any armor
  he wears. The duration of the effect is one hour per use,
  with a maximum of three uses per day. Should the effect
  end while the character is in mid-air, the subject will
  descend 60 feet per round for 1d6 rounds. If it does not
  reach the ground in that time, it falls the rest of the dis-
  tance. Assuming the character possesses some means
  which will allow him to survive in space, the wings
  allow full flight and maneuverability, even in a vacuum.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  fly ; Market Price: 35,000 cr; XP Cost: 1,400; Check
  DC: 15.
  Enhanced Hearing: The character’s ears and aural
  nerves are enhanced and modified through runic surgery
  to expand both the range and accuracy of hearing in the
  subject. Typically, the ears are elongated and pointed for
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  TABLE 3-3: DRAGON’S BREATH
  Weapon Type
  Damage (DC)
  Required Spell
  Market Price
  XP Cost
  Acid (Line)
  6d4 (16)
  acid arrow
  30,000 cr
  1,200
  Cold (Cone)
  8d6 (17)
  cone of cold
  50,000 cr
  2,000
  Fire (Line)
  6d8 (19)
  fireball
  60,000 cr
  2,400
  Gas (Cone)
  6d10 (20)
  cloudkill
  70,000 cr
  2,800
  Lightning (Line)
  6d6 (18)
  lightning bolt
  40,000 cr
  1,600
  
  maximum efficiency, leading to the common name “elf
  ears” for this spellware option. To an observer, a human
  with this modification could easily pass as a half-elf.
  This procedure alone, however, would be insufficient to
  let a human pass as a full-blooded elf. Subjects who
  have undergone this procedure gain a +10 circumstance
  bonus on Listen checks.
  Caster Level: 3rd; Prerequisites:, Implant Spellware;
  Market Price: 2,000 cr; XP Cost: 80; Check DC: 12.
  Fascinating Gaze: This enhancement is commonly
  used by unscrupulous individuals in the entertainment,
  public service, and diplomatic fields, especially since it
  is undetectable except from its effects on others. The
  procedure involves delicate runic surgery on the corneas
  of the individual receiving the implant. Once completed,
  the recipient can hypnotize up to 5 HD of creatures per
  day by meeting their gaze. The individual using the fas-
  cinating gaze must make eye contact with the intended
  target. This power does not work through recordings or
  transmissions, only in person. If the target fails a Will
  save (DC 12), the creature is hypnotized. If the saving
  throw succeeds, the effect is negated. The effect lasts for
  2d4 rounds. A target who fails his save does not remem-
  ber being affected.
  In order to use this effect in combat, the bearer of the
  spellware must use total defense actions for the round
  prior to using the gaze attack (see Miscellaneous
  Actions, PHB). The target gains a +2 to his Will save to
  represent the difficulty of making full eye contact dur-
  ing combat. If the bearer is able to isolate the target from
  distractions before attempting to hypnotize him, the tar-
  get suffers a –2 penalty on his Will save.
  While hypnotized, a creature’s Spot and Listen checks
  suffer a –4 penalty. Any potential threat automatically
  negates the effect, as does shaking or slapping the crea-
  ture. Freeing a creature from this effect is a standard
  action. The bearer may make brief and reasonable
  requests of the hypnotized creature, assuming that com-
  munication between the two is possible. The affected
  creature reacts as though it were two steps friendlier in
  attitude (see NPC Attitudes, Handling NPCs, DMG).
  Once the effect has ended, the creature retains its new
  attitude toward the bearer, but only as regards that par-
  ticular suggestion or request. Caster Level: 1st;
  Prerequisites: Implant Spellware, hypnotism; Market
  Price: 2,000 cr; XP Cost: 80; Check DC: 12.
  Golem Arms: This enhancement was originally only
  undertaken following severe trauma, where dismember-
  ment had occurred and the limb was irrecoverable. A
  prosthetic was fashioned and put in place of the original.
  As time passed and research into the process gained
  ground, the prosthetic grew more and more sophisticat-
  ed, capable of integrating additional enhancements such
  as tools, computers, and weaponry. Now, with the com-
  plete range of motor skills, sensory capabilities, and
  super-fine control granted by a combination of magic
  and science, many individuals are opting to have one or
  both arms replaced with what they consider to be supe-
  rior alternatives. 
  A golem arm is considered to have a Strength of 18. It
  is constructed of metal and plastics, with an array of
  cosmetic choices available. It has hardness 18, 140 hp
  (only for use if the arm is specifically targeted in an
  attack). There are a number of possible accessories, as
  listed below. The accessories are integral, installed inter-
  nally with a pop-out mount and controlled by the men-
  tal commands of the subject. The XP cost is the same as
  the cost for the base arm, regardless of the attachment
  chosen. Only one accessory can be attached per arm.
  Accessories that require a microcell or minicell use a
  specialized rechargeable cell capable of supplying 50
  uses.
  Of the available accessories, the only one not simply
  a customized variant of standard equipment is the elec-
  trostunner. The electrostunner uses stun gauntlet tech-
  nology and incorporates it into the arm itself. See
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  TABLE 3-4: GOLEM ARMS
  Golem Arm Type
  Market Price
  Golem arm
  48,000 cr
  Golem arm w/Blaster pistol
  49,500 cr
  Golem arm w/Electrostunner
  49,500 cr
  Golem arm w/Multiscanner and datapad
  52,000 cr
  Golem arm w/Diagnostic monitor
  48,500 cr
  Golem arm w/Electronic lockpick fingers (masterwork)
  50,000 cr
  Golem arm w/Laser torch
  49,000 cr
  Golem arm w/Toolkit fingers (masterwork)
  49,000 cr
  
  Starfarer’s Handbook, page 103, for more information.
  Caster Level: 12th; Prerequisites: Implant Spellware,
  bull’s strength; XP Cost: 1920; Check DC: 18.
  Image Recording: This enhancement allows the pro-
  jection of images from the memory of the subject for
  viewing by others. This is possible through delicate
  arcane organ augmentation to the retinas of the subject’s
  eyes, imbuing them with the power to not only receive
  images but also project them. This is a popular modifi-
  cation for individuals in entertainment, journalism, and
  law enforcement, both at the local and imperial levels. 
  It’s also become popular among those in the shadier
  side of society, as subjects with this modification are
  rumored to keep the last image they see before death in
  their eyes for others to find. Given that the spellware is
  utterly invisible to observers, it allows a measure of
  security should they meet their end at someone else’s
  hands. This has also led to a rash of mutilated corpses
  where the eyes have been removed to circumvent this
  possibility. 
  The images shown must be events that the individual
  personally witnessed. Imagined or created images can-
  not be shown. Imperfectly remembered images will be
  portrayed with blurs or blank spots visible in the affect-
  ed areas. The images have full visual and sensory range,
  including sound, scent, and thermal qualities; in short,
  the full memory is displayed.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  major image; Market Price: 30,000 cr; XP Cost: 1,200;
  Check DC: 18.
  Immolator: While most forms of spellware are
  designed to give some measure of utility and benefit to
  the recipient, this particular enhancement is anything
  but beneficial. This was one of the first designs to come
  out of the Emperor Mezzenbone’s private R&D corps. It
  sees heavy use at the hands of the Imperial Special
  Police Directorate with “recruited” special agents, much
  to the eternal loathing of all those unlucky enough to fall
  into their clutches.
  An immolator is a small module implanted by means
  of runic surgery near the cortex of the subject’s brain. It
  is very small and consists only of a tiny metal cylinder.
  Immolators are set to respond to both a command word
  and a specific individual. By implanting and activating
  the device (steps that can be done separately; the activa-
  tion can take place at anytime thereafter, so long as the
  controller and the device are within 50 feet of one anoth-
  er). Upon the utterance of the command word by the
  designated controller, the device serves as the grounding
  point for a fireball spell, instantly immolating the person
  bearing the implant and inflicting 5d6 points of fire
  damage to everything within a 20-foot radius spread.
  The bearer of the implant receives no saving throw,
  while others in the area can make a Reflex save (DC 14)
  for half damage.
  The distance between the immolator and the con-
  troller is irrelevant. The activation procedure forms an
  astral link between the two, enabling the immolator to
  be activated any time, from anywhere. Any attempt to
  remove the immolator results in detonation of the fire-
  ball. If the blast is not somehow contained or dispelled,
  the subject dies. Should the controller be killed or oth-
  erwise unable to fulfill his job, control of the device can
  be transferred to another agent of the emperor in a ritu-
  al that takes 1d6+3 hours to complete. 
  Immolators are always installed without the subject’s
  consent, and often without his or her knowledge (unless
  that knowledge is later required for “motivational” pur-
  poses). Immolators are restricted to use by the Imperial
  Special Police Directorate only. Anyone in the civilian
  sector caught implanting an immolator is subject to no
  less than 50 years in an imperial penal colony. Due to
  the involuntary nature of the procedure, the subject is
  not charged XP for implantation of the device.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  fireball; Market Price: 90,000 cr; XP Cost: —; Check
  DC: 15.
  Magic Touch: The ability to sense the presence of
  magic is one that had long been the exclusive province
  of those either consecrated to the gods or blessed with
  the ability to wield magical power from birth. While
  those individuals can still gaze unaided upon the magi-
  cal auras of the universe, a cunning procedure has been
  invented to allow mundane individuals to find and read
  magical auras for themselves. This form of spellware
  has been dubbed “the magic touch.”
  Through arcane biotherapy, the epidermis of the sub-
  ject’s body is rendered nominally sensitive to magical
  auras. Any magical aura can be detected through this
  method, though naturally some are more noticeable than
  others, giving the subject a warm tingling sensation in
  the part of the body in contact with the object in ques-
  tion. In addition, the enhancement allows the subject to
  determine the single most basic function of any magic
  item being sensed, just as with the identify spell.
  The subject must touch the object in question to detect
  the presence of magic. Magic-using individuals can be
  detected this way, along with any true magical items.
  Spellware cannot be detected in this fashion. This
  enhancement is affected by any magic designed to mis-
  lead a detect magic spell. Clothing ordinarily blocks this
  sensation, but particularly strong auras—such as those
  found in artifacts or holy sites—can sometimes still be
  felt through the garment.
  The aura strength of an item can be determined as per
  the following table. Only strong or overwhelming mag-
  ical auras can be felt through a single layer of clothing.
  Overwhelming auras can be felt by merely being within
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  a few feet of the object at the DM’s discretion. If auras
  overlap or fall into more than one strength category,
  magic touch indicates only the stronger of the two.
  Lingering auras are always dim, but even weak magic
  leaves an impression on the universe. The length of time
  an aura lingers depends on its original strength.
  Lingering auras can only be detected if the magical
  effect physically touched a surface that the character can
  touch with his or her skin. 
  Caster Level: 1st; Prerequisites: Implant Spellware,
  detect magic, identify; Market Price: 5,000 cr; XP Cost:
  200; Check DC: 12.
  Mental Accelerator: This modification provides a
  subtle enhancement to the mental faculties of the recip-
  ient. Arcane biotherapy is combined with delicate organ
  modification to enhance the brain’s synaptic rate. This
  increase does not transfer to the rest of the body, only
  the brain, providing a +2 bonus on initiative checks and
  rendering the user immune to surprise.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  haste; Market Price: 16,000 cr; XP Cost: 640; Check
  DC: 18.
  Piloting Rig: This enhancement uses runic surgery
  and arcane biotherapy to alter the neurochemical relays
  between the brain and the nervous system in specific
  ways. The effects include enhancing peripheral vision
  by repositioning the eyes slightly and granting them
  greater mobility, boosting hand-eye coordination by
  shortening the distance between nerve endings and
  bathing them in conductive fluid, and refining the spa-
  tial centers of the brain to more quickly and easily com-
  pute the necessary trajectories and course corrections
  necessary for everything from intersystem course com-
  putation to evasive maneuvers in an asteroid field.
  This enhancement is popular among pilots in all
  reaches of the galaxy. The imperial fleet rewards fighter
  pilots promoted into elite units with this enhancement as
  a bonus for their superior service, meaning that in addi-
  tion to its overall usefulness, this particular bit of spell-
  ware is often indicative that its bearer is the best of the
  best. As a result, many pilots opt to make the internal
  procedure more noticeable by purchasing partial eye
  socket replacements made of metal or plastic that
  remain visible after the procedure is completed.
  This enhancement provides a +10 circumstance bonus
  on all Pilot skill checks, as well as giving a +4 bonus to
  Spot and Search skill checks. A side benefit of this pro-
  cedure is that it also grants the user a +1 circumstance
  bonus to ranged attack rolls when the target has at least
  1/4 cover.
  Caster Level: 3rd; Prerequisites: Alertness, Implant
  Spellware, cat’s grace; Market Price: 15,000 cr; XP
  Cost: 600; Check DC: 15.
  Scent of Emotion: This ingenious enhancement
  allows the bearer to subtly influence the emotional
  states of those around her. By releasing magically
  enhanced pheromones, she can induce a specified emo-
  tion in all living creatures within a 15-ft. radius. Targets
  of the emotional change are allowed a Will save (DC
  14); if successful, the spellware effect is negated for 15
  minutes, at which time another check may be made. The
  target may make a total of three saves per exposure to
  the spellware’s effects. If he makes all three saves, he is
  immune to the emotional influence of the spellware for
  the rest of the encounter. 
  This spellware can only have one version implanted at
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  TABLE 3-5: MAGIC TOUCH
  Functioning
  Strength
  Spell Level
  Item Caster Level
  Dim
  0-level or lingering aura
  Lingering aura
  Faint
  1st–3rd
  1st–5th
  Moderate
  4th–6th
  6th–11th
  Strong
  7th–9th
  12th–20th
  Overwhelming
  Artifact or deity-level
  Beyond mortal
  magic
  caster
  Aura Strength
  Duration
  Faint
  1d6 minutes
  Moderate
  1d6x10 minutes
  Strong
  1d6 hours
  Overwhelming
  1d6 days
  
  any given time. Each installation can only induce a sin-
  gle emotion from the given list, chosen at the time of
  installation. It does not allow the bearer of the scent to
  sense the emotional state of her targets. The bearer can-
  not be affected by her own spellware. 
  The pheromones are released for as long as the bear-
  er maintains concentration, up to a maximum duration
  of one hour per day. Targets who fail their Will saves
  remain under the influence of the chosen emotion for as
  long as the target remains within the area of effect plus
  1d4+1 hours afterward. The available emotions and
  their specific effects are listed below.
  Caster Level: 7th; Prerequisites: Implant Spellware,
  charm person, emotion; Market Price: 56,000 cr; XP
  Cost: 2,240; Check DC: 12.
  Skill Amplifiers: This set of modifications actually
  comes in six varieties, one for each ability-based skill
  group. The “skill amp” enhancement, as it is commonly
  called, is actually a series of smaller week-long proce-
  dures and implants done over a six-month period of
  time. At the end of the procedure, the subject’s muscu-
  lar-skeletal, nervous, or neurochemical systems have
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  TABLE 3-6: SCENT OF EMOTION
  Emotion
  Effect
  Despair
  Enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, abil-
  ity checks, skill checks, and weapon damage rolls. 
  Fear
  Enchanted creatures flee from the bearer whenever they are in sight of her.
  Friendship
  Enchanted creatures react more positively toward others. Their attitude shifts to
  the next more favorable reaction type—hostile to unfriendly, unfriendly to indif-
  ferent, indifferent to friendly, or friendly to helpful (see NPC Attitudes, Handling
  NPCs, DMG). Creatures involved in combat, however, continue to fight back as
  normal.
  Hate
  Enchanted creatures react negatively toward others. Their attitude shifts to the next
  less favorable reaction—helpful to friendly, friendly to indifferent, indifferent to
  unfriendly, and unfriendly to hostile (see NPC Attitudes, Handling NPCS, DMG). 
  Hope
  Enchanted creatures gain a +2 morale bonus to saving throws, attack rolls ability
  checks, skill checks, and weapon damage rolls.
  Love
  Enchanted creatures fall deeply in love with the bearer, acting as though they were
  under the effect of a charm person spell. Enchanted creatures will see the bearer
  and her words and actions in the most favorable light possible.
  Rage
  Enchanted creatures gain a +2 morale bonus to Strength and Constitution scores,
  a +1 morale bonus on Will saves, and a –1 penalty to AC. They are compelled to
  fight regardless of danger.
  TABLE 3-7: SKILL AMPLIFIERS
  Ability
  Skills Affected and Bonuses
  Charisma
  Animal Empathy, Bluff, Diplomacy, Disguise, Gather Information, Handle
  Animal, Intimidate, Perform, Use Magic Device; 1 bonus 1st-level spell for sor-
  cerers and bards
  Constitution
  Concentration; +1 hit point per level
  Dexterity
  Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick Pocket, Pilot,
  Repair, Research, Ride, Tumble, Use Rope; +1 dodge bonus to Armor Class
  Intelligence
  Alchemy, Appraise, Craft, Cryptography, Demolitions, Decipher Script, Disable
  Device,  Forgery, Knowledge (any), Navigate, Read Lips, Scry, Search, Speak
  Language ,Use Device;  1 bonus 1st-level spell for wizards
  Strength
  Climb, Jump, Swim; +1 damage on all successful melee attacks
  Wisdom
  Heal, Innuendo, Intuit Direction, Listen, Profession, Sense Motive, Spot, Urban
  Lore, Wilderness Lore; 1 bonus 1st-level spell for clerics, druids, paladins, and
  rangers
  
  undergone a detailed fine-tuning. The base ability
  remains the same, but the system attached to it functions
  better as a whole in the tasks it is asked to perform. For
  each amplifier implanted, the subject receives a +4 cir-
  cumstance bonus to the skills based on that particular
  ability.
  Caster Level: 13th; Prerequisites: Implant Spellware,
  limited wish; Market Price: 35,000 cr; XP Cost: 1,400;
  Check DC: 15.
  Sonic Cry: When spellware first spread across the
  stars, one of the sources arcane surgeons first looked to
  for inspiration was nature itself. In myriad forms across
  hundreds of planets, examples were noted and studied,
  leading to some of the more common spellware designs
  available today. Among these designs was one for a
  sonic attack, similar to methods of defense used
  throughout the animal kingdom, with amazing success.
  Using arcane organ modification, the vocal cords and
  diaphragm of a subject with sonic cry are magically
  altered. The subject keeps his normal speaking and
  singing voices, but is thereafter able to utter a piercing
  cry capable of causing damage to the hearer. The cry
  inflicts 2d6 points of damage upon everyone within a
  30-ft. cone. Everyone within the area of effect is also
  deafened for 2d6 rounds. A successful Fortitude save
  (DC 14) negates the deafness and reduces the damage
  by half. Soulmechs suffer damage as normal but cannot
  be deafened. Crystalline creatures take 7d6 points of
  damage; a successful Fortitude saving throw reduces
  the damage by half. Characters holding fragile items
  can negate damage to the items with a successful
  Reflex save. Deafened characters suffer a –4 penalty to
  initiative and a 20% chance of miscasting any spell
  with a verbal component.
  Caster Level: 7th; Prerequisites: Implant Spellware,
  shout; Market Price: 36,000 cr; XP Cost: 1,440; Check
  DC: 12.
  Spinnerets: The drow’s reverence for their Spider
  Goddess is well known throughout most of the galaxy.
  Mezzenbone’s ascension to the Dragon Empire throne
  has increased the presence of the drow in all levels of
  society, bringing with it greater tolerance and knowl-
  edge of drow culture, albeit unwillingly in some areas.
  As a result, many drow have taken to openly showing
  their devotion to the Spider Goddess. This enables
  them to both flaunt their long-oppressed religion in the
  face of those who find it inimical and to express deep
  levels of devotion within their own orders. Naturally,
  drow culture being as it is, it is hard to tell which moti-
  vation they find more attractive. 
  In additions to tattoos or other forms of body decora-
  tion, a number of drow are having spinnerets implant-
  ed. The spinneret is a small implant placed in the fore-
  arm. When used, it ejects material that forms a magical
  web, entrapping any unlucky enough to be captured
  within its sticky strands. This trend is much more com-
  mon among female drow, the traditional members of the
  Spider Goddess’s clergy, but is not unknown among
  males. This spellware design was not intended as any-
  thing more than a useful, non-lethal method of capturing
  targets, but its adoption by the drow has left more than
  one non-drow user suspected of evil tendencies.
  A web can be flung up to 25 feet away. Enough web
  is created to trap one Large creature, two Medium-size
  creatures, three Small creatures, and so on. The webs
  last for one hour each. The spinnerets can make up to
  three webs per day. 
  A creature within the web’s strands is entangled.
  Entangled creatures suffer a –2 penalty to attack, a –4
  penalty to effective Dexterity, and cannot move. Any
  attempt to cast a spell while entangled requires a suc-
  cessful Concentration check (DC 15) or the spell will be
  lost. A successful Reflex save (DC 15) allows a creature
  to avoid becoming entangled. A Strength check (DC 20)
  or an Escape Artist check (DC 25) can allow a stuck
  creature to break free. The strands of the web are flam-
  mable, and creatures trapped within flaming webs take
  2d4 points of damage.
  Caster Level: 3rd; Prerequisites: Implant Spellware,
  web; Market Price: 12,000 cr; XP Cost: 480; Check DC:
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  12.
  Voice Modulator: This enhancement sees great use
  in the entertainment industries, as well as among those
  in more illicit professions. Through arcane organ aug-
  mentation, the subject’s vocal cords and throat are
  enhanced to allow them to replicate any sound made by
  a living creature. In addition, the spellware allows the
  bearer to project his or her voice, making it seem as
  though it issues from somewhere else (such as from
  another creature, a statue, behind a door, down a pas-
  sage, etc.). The range of the effect is anywhere within a
  25-ft.radius. Listeners who make a successful Will save
  (DC 13) realize the sound is illusory, but still hear it.
  The effect lasts for as long as the bearer maintains con-
  centration.
  If the bearer’s voice is not disguised and the listener
  recognizes it, he will know who is actually making the
  sound. If the bearer is imitating another person or crea-
  ture, the character must make a Charisma check (see
  table below for DC) to see how successfully he emulates
  the chosen person or creature.
  Sound Type
  DC
  Same PC race, same gender
  12
  Same PC race, different gender
  14
  Different PC race
  14
  Non-PC race
  16
  Non-verbal creature
  variable
  Caster Level: 3rd; Prerequisites: Implant Spellware,
  alter self, ventriloquism; Market Place: 18,000 cr; XP
  Cost: 720; Check DC: 15.
  Divine Spellware
  Gods’ Favor: This enhancement grants the character
  the ability to move and attack normally for the duration
  of the effect, even when under the influence of magic
  designed to paralyze or entangle, such as hold person,
  paralysis, or web. This also functions underwater and in
  the vacuum of space. It does not grant the ability to
  breathe underwater or in space.
  Caster Level: 7th; Prerequisites: Implant Spellware,
  cleric of paladin’s deity, freedom of movement; Market
  Price: 56,000 cr; XP Cost: 2,240; Check DC: 15.
  Cleansing Light: This spellware enhancement is of
  great use to paladins who spend their time attempting to
  grant rest to the spirits of the undead. This particular
  design is typically only granted after the paladin has
  proved his prowess against undead beyond question.
  Once installed, it is considered a mandate from within
  the faith to take up the fight against undead abomina-
  tions without ceasing.
  This design allows the paladin to project a blast of
  light from his open palm. He must succeed at a ranged
  touch attack in order to strike his target, with a range of
  150 feet. A creature struck by this attack takes 3d8
  points of damage. An undead creature takes 5d6 points
  of damage, and undead who are vulnerable to sunlight
  take 5d8 points of damage. A successful Fortitude save
  (DC 15) halves the damage.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  cleric of paladin’s deity, searing light; Market Price:
  35,000 cr; XP Cost: 1,400; Check DC: 12.
  Divine Sight: This enhancement allows the paladin to
  call upon divine power and reveal the presence of invis-
  ible assailants in her presence. This power works in a
  25-ft. radius from the paladin, rendering any invisible
  forms in the area visible and outlining them in glowing
  blue light, enabling the paladin to determine those being
  revealed by the effect, even in a crowd. The power can
  be used three times per day and lasts for 10 minutes each
  time. Creatures without a visible form, such as an invis-
  ible stalker, remain invisible. The paladin is the only one
  who can see the invisible creatures; their invisibility is
  not stripped from them. They are merely revealed to the
  paladin, who may then take action as she chooses.
  Caster Level: 5th; Prerequisites: Implant Spellware,
  cleric of paladin’s deity, invisibility purge; Market
  Price: 30,000 cr; XP Cost: 1,200; Check DC: 12.
  Heavenly Shield: This enhancement allows the pal-
  adin to deflect attacks for a total of five minutes per use.
  The effect can be used two times per day, either on the
  paladin herself or another creature touched. The
  enhancement creates a shimmering, magical field
  around the touched creature that averts attacks. It grants
  the subject a +2 deflection bonus to AC against incom-
  ing attacks.
  Caster Level: 1st; Prerequisites: Implant Spellware,
  cleric of paladin’s deity, shield of faith; Market Price:
  3,000 cr; XP Cost: 120; Check DC: 12.
  CHAPTER THREE: SPELLS AND SPELLWARE
  101
  101r101
  
  CHAPTER FOUR: PSIONICS
  102
  102l102
  Introduction
  Like the art of magic, psionics are an ancient disci-
  pline in the Dragon Empire. And just as with magic, sci-
  entists have sought ways to combine technology with
  psionics to create tools that are not limited by the laws
  of physics. While not as completely successful as they
  were with magic, scientists did happen upon a few very
  important discoveries. As the awareness about the exis-
  tence of psionics and how they worked grew, new tech-
  nologies were developed to enhance the quiet mind with
  the enlightenment of the soul. It was soon discovered
  that the psionically active mind was able to link its
  power to the latent energy patterns of crystals and their
  matrices.
  The age of psionic enlightenment began when artifi-
  cial crystals were first grown. Now that the natural
  matrices of latent energy could be created at a pittance
  of the cost of mining, it became standard practice to
  engineer psionic individuals. Many of these fields are
  still very new and unproven, but this hasn’t stopped the
  unscrupulous from experimenting.
  Each citizen of the empire has his or her own beliefs
  about psionics, what they are, and how they work.
  Indeed many are skeptical and prejudiced out of fear.
  The bottom line, however, is not what is true, but who is
  using them, and more importantly, how they are being
  used.
  The names and game mechanics of classes, feats,
  items, and powers in this section, as well as all game
  rules derived from the d20 System Reference
  Document, are designated as Open Game Content.
  The Races and Psionics
  Most of the races in the Dragonstar setting can man-
  ifest psionic powers without modification. Psionic abil-
  ity is usually not a function of race but of mental train-
  ing and potential.
  Soulmechs and Psionics
  The standard soulmech neural net will allow an indi-
  vidual to use psionics. A soulmech needs a special
  upgrade to the neural net to be able to manifest psionic
  powers. The cost of this upgrade, in credits and XP, is
  the same as the cost for the crystalware for creating a
  bio-psion (see page 119). Assume, however, that this
  cost has been paid for at character creation. This allows
  a soulmech to begin or multiclass as a psionicist without
  paying the cost in experience or credits.
  Because of the dual nature of soulmechs—they are
  both constructs and living beings—many powers affect
  them differently than they might a flesh and blood crea-
  ture, or even a standard construct. When a power desig-
  nates the target as a creature or humanoid, assume that
  the power also works on soulmechs. Soulmechs retain
  their natural magical immunities and susceptibilities for
  psionic effects. Psionic attack modes affect soulmechs a
  bit differently. Any result that would cause Strength,
  Dexterity, or Constitution damage instead stuns a soul-
  mech for a number of rounds equal to the ability dam-
  age. See the Guide to the Galaxy (page 118) for further
  details on psionics and soulmechs.
  Soulmechs cannot use crystalware. Because of this
  restriction, soulmechs may not become bio-psions, as
  that would require a crystalware implant. 
  CHAPTER FOUR
  PSIONICS
  
  Tsalokhi (s-Humans)
  There aren’t many people who live on the edge of the
  Dark Zone who can claim to be truly free. The mind
  flayers once held dominion over the area of the galaxy
  the tsalokhi call home. It is therefore quite remarkable
  that the tsalokhi have been free of mind flayer control
  for many generations.
  Natural evolution and active breeding programs led
  the tsalokhi to develop genetic psionic traits. There isn’t
  a tsalokhi born that does not have some trace of psionic
  talent. If it wasn’t for the mind flayers’ overconfidence,
  the tsalokhi would never have succeeded in remaking
  themselves into a race of people naturally gifted at
  resisting the considerable psionic prowess of their for-
  mer masters. For many years, the tsalokhi enjoyed a
  freedom that few, even those of the Dragon Empire,
  have known. They became complacent.
  In their arrogance and pride, the tsalokhi refused to
  acquiesce to the Dragon Emperor’s demands of sub-
  servience and their society was destroyed. Today, the
  few surviving tsalokhi have had some trouble adapting
  to lives in the Dragon Empire. Despite their difficulty,
  tsalokhi have earned the respect of many for their sur-
  vival skills, strange powers, and inborn tenacity. The
  tsalokhi survive in the Dragon Empire as individuals on
  the fringe of society waiting for their chance to claim
  freedom once again.
  Personality: The dichotomy of superiority and sub-
  servient survival that coexists within each individual
  creates an air of uncertainty around the tsalokhi. On the
  surface, a tsalokhi may seem aloof and contemplative.
  This, however, is not indicative of most actions they
  take. Often enough, seemingly rash and random acts
  have one common denominator—survive at all costs.
  Tsalokhi also tend to patronize the other races of the
  Dragon Empire. Despite their history of subjugation to
  first the mind flayers of the Dark Zone and then to the
  Dragon Empire, tsalokhi honestly feel they are geneti-
  cally superior to any race that hasn’t remade itself. If
  those in the Dragon Empire were truly of the same cal-
  iber, they would have found a way to throw off the yoke
  of the dragons long ago. The tsalokhi are still trying to
  find their place in the Dragon Empire and are still form-
  ing their lasting racial reputation as a whole. The key
  traits of tsalokhi are aloofness, attitudes of superiority,
  and rash unpredictability. While their unpredictability
  usually has a specific focus, often survival, most people
  are hard pressed to understand the contradictory moti-
  vations of the tsalokhi.
  Physical Description: At first glance, a tsalokhi
  resembles a tall, thin human. This is where the resem-
  blance ends, however.  Tsalokhi have a slightly bluish
  tinge to their thin skin and their skulls are enlarged, giv-
  ing their heads a bulbous appearance. They often shave
  their thick and silky hair into intricate patterns.
  Complimenting this odd grooming habit, tsalokhi sport
  colorful tattoos and numerous body piercings. Hair
  color and eye color are as varied as any human’s, but
  rare metallic shades are valued above all others.
  Tsalokhi are as careful and fanatical about cleanliness
  and a groomed appearance as they are wild and chaotic
  with their choice of fashion.
  Relations: Tsalokhi are relatively rare in the Dragon
  Empire and find it hard to get along with most everyone
  due to a combination of their superior aloofness and bit-
  terness towards the empire. Most other races have a hard
  time dealing with these attitudes and usually treat the
  tsalokhi with some measure of disdain. The only races
  that frequently tolerate being treated as inferior are the
  various hybrid races and soulmechs, who put up with
  prejudice throughout the empire on a regular basis. As a
  whole, tsalokhi are not a very popular people in the
  Dragon Empire, and that is largely due to excessive
  hubris. A few tsalokhi, however, have integrated suc-
  cessfully into imperial society.
  Alignment: The majority of tsalokhi who survived
  the Dragon Empire’s invasion are chaotic by nature. It
  was the politicians who incited the Dragon Empire and
  the survivalists who fled prior to the invasion. Both of
  these factions exhibit chaotic tendencies. However,
  some few are true contemplatives and philosophers—
  students of thought. These few are usually lawful and
  are usually disdained by fellow tsalokhi as indecisive
  and weak.
  Tsalokhi Lands: Most tsalokhi are nomads and do
  not have a world that they can call home. After the
  Dragon Empire’s invasion, the tsalokhi abandoned their
  home world of Tsalokhiin. Many travel the stars in
  search of a new home where they find limited accep-
  tance on other inhabited worlds throughout the empire.
  Some seek to find a new planet to call their own.
  Regardless of where they go, and why, tsalokhi do not
  have anywhere they can call tsalokhi lands. They could
  repopulate Tsalokhiin, but most look back at the near
  past with distaste. A small enclave, however, has peti-
  tioned the emperor for colonization rights on Tsalokhiin.
  Religion: Living outside the influence of the
  Unification Church, it is a wonder that the tsalokhi have
  a similar concept of deific archetypes. Through their
  own self-realization during the time they remade them-
  selves, the tsalokhi concluded as a culture that there
  really are only two all encompassing Powers in the uni-
  verse. While Dualist and tsalokhi concepts might slight-
  ly differ in various minor ideologies and dogmatic prac-
  tices, for all intents and purposes they are one and the
  same. Most tsalokhi believe there are two opposing
  CHAPTER FOUR: PSIONICS
  103
  103r103
  
  deities that represent all
  polar conflicts in the uni-
  verse. This, however, is not
  necessarily a rule among
  tsalokhi. After the invasion
  and during their integration
  into the Dragon Empire,
  many tsalokhi had a crisis
  of faith. The Unification
  Church was quick to jump
  in and fill the void.
  Traditionally, tsalokhi did
  not worship the Creator or
  Adversary, but rather they
  worshipped both as two
  integral parts of the uni-
  verse—two aspects of the
  same entity. Today, one
  would be as likely to see a
  tsalokhi paying homage to
  the Creator or Adversary as
  any of the Unification
  deitypes.
  Language: All tsalokhi
  speak Tsalokhi, which is a
  silent, telepathic language.
  Tsalokhi 
  also 
  speak
  Common, as this was the
  language spoken by their
  primitive ancestors before
  they remade themselves. 
  Names: Parents usually
  name their children after a
  legendary hero or leader
  from the time when they began
  their genetic breeding programs.
  Additionally, any tsalokhi who
  made a stand, successful or not,
  against the mind flayers are eligible
  for immortality. Indeed, tsalokhi
  carry the superstition that when one of their
  children is given the name of a hero, leader,
  or martyr of the past, that great personality
  will live on and make the child great. As such,
  children often remain nameless until they become
  old enough to exhibit a recognizable personality.
  Tsalokhi surnames are traced back to the original prim-
  itive clans that once populated their planet before mind
  flayer oppression.
  Tsalokhi Male Names: Tsalo, Czilkh, Khabbo,
  Llokn, Whven, Bhylmn, Fjolmod.
  Tsalokhi Female Names: Ngoma, Lldoli, Gzarrt,
  Yvaal, Pfiilna, Ksukhee, Fjotra.
  Tsalokhi Surnames: Sakiir, Inson, B’Coultra, bin
  Zhouten, 
  ben 
  Chindu,
  Ulfhedin. 
  Surnames 
  are
  sometimes prefaced with an
  honorific attributed to their
  social caste. Because the
  mind flayers instituted the
  social castes, most tsalokhi
  have chosen to abolish the
  honorific. A few, however,
  still use them to show humil-
  ity and as a reminder of how
  far a people can fall when
  even the smallest freedoms
  are relinquished. Common
  honorifics include: bin, ben,
  B’, xel, ple, jhu.
  Adventurers: Tsalokhi, by
  nature, are survivors. They
  thrive on challenge and tak-
  ing rash actions. It took their
  society being destroyed for
  them to realize just how com-
  placent they had become.
  The dangers inherent in
  adventuring are just the tonic
  needed for a prideful race to
  regain its identity. When
  resisting the urge to seek
  challenge, the nomadic tsalokhi find
  adventure as they search for a new
  home.
  TSALOKHI RACIAL TRAITS
  • 
  +2 
  Constitution, 
  +2
  Intelligence, 
  –2 
  Charisma:
  Tsalokhi, through years of mental
  training and meditation, have
  actively bred extreme intelli-
  gence, but tend to be aloof around
  other races, which they deem to be
  inferior.
  • Medium-size: As Medium-size crea-
  tures, tsalokhi have no special bonuses or
  penalties due to their size.
  • Tsalokhi base speed is 30 feet. A tsalokhi
  gains the feat Speed of Thought for free (see Feat
  Descriptions, Psionics Handbook) but must meet all the
  prerequisites of the feat to be able to use it.
  • +1 racial bonus on Will saves against psionic attack
  modes.
  • Psionic Abilities: Tsalokhi with Charisma scores of
  10 or higher may use the 0-level power missive at will.
  Additionally they may use the Psionic Attack Mode
  CHAPTER FOUR: PSIONICS
  104
  104l104
  
  mind thrust and the Psionic Defense Mode empty mind
  each once per day. All tsalokhi have the psionic template
  (see Monsters, Psionics Handbook).
  • Tsalokhi may always take Knowledge (psionics) as
  a class skill and receive a +4 racial bonus on checks
  using this skill.
  • If using the s-Template Variance below, the tsalokhi,
  or s-human, does not gain the bonus feat or skill points,
  as they are too single-minded and focused on survival to
  be flexible and well rounded like true humans.
  • Automatic Languages: Common and Tsalokhi.
  Tsalokhi is a silent telepathic language.  Bonus
  Languages: Draconic and any other language or lan-
  guages that are very commonly used on the planet they
  have taken as their new home.
  • Favored Class: Psion or psychic warrior, chosen at
  character creation. A tsalokhi’s psion or psychic warrior
  class does not count when determining whether he suf-
  fers an XP penalty for multiclassing. The tsalokhi have
  actively bred psionics into their gene pool and thus
  make exceptional psionicists. Tsalokhi are considered
  true psionicists and may not take any levels in the bio-
  psion class.
  • Level Adjustment +1: Their many psionic talents
  make tsalokhi slightly more powerful than other com-
  mon races in the Dragon Empire.
  ALTERNATE S-TEMPLATE VARIANCE
  Many tsalokhi stories circulate through the Dragon
  Empire of dwarves, elves, gnomes, halflings, and even
  orcs who lived on or near their home planet of
  Tsalokhiin. These other races, which maintain more tra-
  ditional physical traits, either keep their abilities secret
  or have not tried to integrate into the Dragon Empire;
  some believe they were all killed in the invasion of
  Tsalokhiin. In any case, it is possible that a few rare such
  individuals exist in the Dragon Empire.
  Treat the tsalokhi racial traits as a template, which
  would be added to the standard race. The extra racial
  traits added in the Starfarer’s Handbook should be used
  when using the s-template variance. The s-template may
  not be added to half-dragons or dragons. Half-Dragons
  could only have this template if the non-dragon parent
  had the s-template. Dragons should use the standard
  psionic template, as they were never privy to the secret
  genetic breeding program on Tsalokhiin. Tsalokhi are
  considered s-humans, however s-humans only get the
  above racial traits and do not gain the additional feat or
  skill points. The s-template has a level equivalent of +1.
  Original Psionic Classes
  Psion
  Psions have found life difficult in the Dragon Empire.
  For many thousands of years, their profession was mis-
  understood. They had to deal with prejudice and fear
  wherever they went. It wasn’t until recently, during the
  age of psionic enlightenment, that psions became
  accepted throughout the Dragon Empire. This accep-
  tance was hard fought and came at a cost. A psion can
  now walk openly in the streets and declare himself a
  psion without fear of legal reprisal, but many of his indi-
  vidual freedoms and privacy have been compromised
  for this right. Unlike magic, psionics are an art for which
  the ruling elite—the dragons—do not have a natural
  aptitude. As a result, they remain suspicious of its
  unconstrained use.
  Despite the empire’s grudging acceptance of psionics
  as a viable talent, the restrictions are fairly significant.
  Psions are required to register with the Imperial
  Committee for Psionic Oversight, which is itself over-
  seen by the ISPD. Frequent activity reports to the ICPO
  by each individual psion ensure continued registration
  in good standing with the empire. Further, psions must
  report to local imperial administration at every port to
  which they travel. Any violation of the Psionic Code—
  a document dictating what a psion is and is not allowed
  to do regarding manifestation of their powers—can be
  punishable according to the laws of the ruling jurisdic-
  tion.
  GAME RULE INFORMATION
  The following new rules apply to psions.
  New Class Skills
  The psion’s new class skills vary by the psion’s pri-
  mary discipline.
  • The egoist’s new class skill (and its key abil-
  ity) is Freefall (Dex).
  • The nomad’s new class skills (and the key
  ability for each skill) are Pilot (Dex) and Navigate (Int).
  • The savant’s new class skills (and the key
  ability for each skill) are Freefall (Dex) and Use Device
  (Int).
  • The shaper’s new class skill (and its key abil-
  ity) is Repair (Int).
  • The seer’s new class skills (and the key abil-
  ity for each skill) are Cryptography (Int) and Research
  (Wis).
  CHAPTER FOUR: PSIONICS
  105
  105r105
  
  • The telepath’s new class skills (and the key
  ability for each skill) are Cryptography (Int) and Urban
  Lore (Wis).
  Class Features
  All of the following are class features of the psion.
  Weapons and Armor Proficiency: When a psion
  takes the Technical Proficiency feat, he gains proficien-
  cy with all high-tech simple firearms.
  Technical Powers: When a psion takes the Technical
  Proficiency feat, the technical powers detailed later in
  this chapter become available (see page 123).
  Crystalware: Crystalware requires that a psionically
  enhanced crystal be implanted into the psion. This is an
  invasive procedure and causes the psion’s connection to
  his inner power to become partially disrupted. Because
  of this disruption, the psion loses the use of 1 power
  point per level of the power imbued into the crystalware
  (see page 119).
  Psionic Code: Psions who have registered with the
  Imperial Committee for Psionic Oversight (ICPO) agree
  to follow the Psionic Code. The Psionic Code is a docu-
  ment that dictates when, where, and how a psion is
  allowed to manifest his powers. The document is filled
  with thousands of words of legal jargon, and each local
  jurisdiction has its own interpretation of the legalese.
  Despite what may seem an overwhelming amount of
  rules a registered psion has to know, they can generally
  be encapsulated in two principles:
  1. One shall not use psionics to subvert the authority
  of the empire or those the empire invests with its author-
  ity.
  2. One shall not unfairly garner fortune, standing, or
  influence by using psionics in a coercive, seductive, or
  subversive way against another citizen of the Dragon
  Empire.
  True Psionicist: Psions are considered true psioni-
  cists as they come by their talents naturally. As such,
  psions may not take levels in the bio-psion class.
  Similarly, a bio-psion may not multiclass as a psion.
  Psicrystals: When a psion begins play with the
  Technical Proficiency feat, he may choose an alternate
  type of psicrystal. The alternate type is called a psicrys-
  tal II. A psicrystal II has two components, one of which
  is implanted into the psion’s brain. The other component
  is a psicrystal in all respects except as detailed by the
  chart below. The implant of this psicrystal does not
  result in the loss of the use of any power points.
  Psion
  Psicrystal II
  Level
  Intelligence
  Special
  1–2
  6
  Sighted, integral link
  3–4
  7
  Remote connection
  5–6
  8
  Self-propulsion
  7–8      
  9
  Communicate in digital
  9–10
  10
  11–12
  11
  13–14
  12
  Sight link
  15–16
  13
  Channel power
  17–18
  14
  19–20
  15
  Intelligence: The psicrystal II’s Intelligence score.
  This works identically to the psicrystal’s Intellgience
  score.
  Sighted, Self-propulsion, Sight Link, and Channel
  Power: These abilities work identically to the psicrys-
  tal’s abilities.
  Integral Link: This ability works like a data connec-
  tion. The transmittal of data is used to communicate
  with the psion. The implanted component translates the
  data stream into coherent information that the psion can
  understand.  This transferal of data from the psicrystal II
  to the psion works similarly to a modem connection and
  has a maximum range of one mile.
  Remote Connection: This ability allows the psion to
  connect to the Net through his psicrystal II (see page
  119). The computer terminal or datapad the psicrystal II
  is using to access the Net must have a net crystal
  upgrade.
  Communicate in Digital: This allows the psicrystal II,
  and thus the psion, to communicate directly with a com-
  puter.
  Psychic Warrior
  Not unlike the psion, psychic warriors have often had
  to conceal their psionic talents. Fortunately, however,
  the psychic warrior has other abilities that helped com-
  pensate for the repression of their psionic powers. As
  long as they didn’t stay in one place too long, a psychic
  warrior was usually able to pass himself off as a fighter
  or monk. Because of this deception, many found homes
  and professions within several monastic orders through-
  out the Dragon Empire.
  Because they did not meet the same level of volatile
  prejudice that psions did, psychic warriors have not
  been affected in the same way by the age of psionic
  enlightenment. While they have enjoyed the freedom to
  use their psionic powers openly, though subject to the
  restrictions of the Psionic Code, they have also found
  acceptance in a variety of monastic orders that allow
  CHAPTER FOUR: PSIONICS
  106
  106l106
  
  them to use and develop their powers more freely. Most
  of the monastic orders, however, have registered their
  psionic brethren by proxy. This allows the psychic war-
  riors to remain anonymous.
  Even though psychic warriors have been able to legal-
  ly avoid registration with the ICPO, their actions are still
  bound by the Psionic Code. It is just a matter of time
  before an anonymously registered member of one of the
  various monastic orders knowingly and maliciously
  breaks one of the rules mandated for all psionicists.
  When this time comes, it is likely that the Dragon
  Empire will not allow the orders to register by proxy any
  longer. 
  GAME RULE INFORMATION
  The following new rules apply to psychic warriors.
  New Class Skills
  The psychic warrior’s new class skill (and its key abil-
  ity) is Freefall (Dex).
  Class Features
  All of the following are class features of the psychic
  warrior.
  Weapons and Armor Proficiency: When a psychic
  warrior takes the Technical Proficiency feat, he auto-
  matically becomes proficient with all high-tech simple
  and martial weapons and all high-tech armor.
  Technical Powers: When a psychic warrior takes the
  Technical Proficiency feat, the technical powers detailed
  later in this chapter become available (see page 123).
  Crystalware: Crystalware requires that a psionically
  enhanced crystal be implanted into the psychic warrior.
  This is an invasive procedure and causes the psychic
  warrior’s connection to his inner power to become par-
  tially disrupted. Because of this disruption, the psychic
  warrior loses the use of 1 power point per level of the
  power imbued into the crystalware (see page 119).
  Psionic Code: Psychic warriors who have either reg-
  istered personally or had their monastic order register by
  proxy for them are required to follow the Psionic Code.
  The Psionic Code is a document that dictates when,
  where, and how a psychic warrior is allowed to manifest
  his powers. The document is filled with thousands of
  words of legal jargon, and each local jurisdiction has its
  own interpretation of the legalese. Despite what may
  seem an overwhelming amount of rules a registered psy-
  chic warrior has to know, they can generally be encap-
  sulated in two principles:
  1. One shall not use psionics to subvert the authority
  of the empire or those the empire invests with its author-
  ity.
  2. One shall not unfairly garner fortune, standing, or
  influence by using psionics in a coercive, seductive, or
  subversive way against another citizen of the Dragon
  Empire.
  True Psionicist: Psychic warriors are considered true
  psionicists as they come by their talents naturally. As
  such, psychic warriors may not take levels in the bio-
  psion class. Similarly, a bio-psion may not multiclass as
  a psychic warrior.
  New Bonus Feats: The psychic warrior can choose
  bonus feats from all new psionic feats and the following
  list, in addition to the standard ones: Autofire, Crack
  Shot, Gunner, Improved Far Shot, Improved Shot on the
  Run, Mobile Shot, Pressing Attack, Speed Load, Two-
  Gun Shooting.
  New Psionic Class
  Bio-psion
  Technology is a byproduct of both the ambitious and
  creative. Many wonderful things have been invented,
  making life more comfortable. The good intentions of
  these creators have also given birth to many horrible
  things—truths have been discovered that were better left
  hidden. Then there are those creations that ride the fine
  line between morally acceptable and ethically criminal:
  Should mortals play at being gods?
  Bio-psions are one of the focal points for this moral-
  istic argument. Despite the bitter feud between the pro-
  ponents and antagonists, bio-psions have been created
  and now cannot legally be denied their right to exist.
  Since creation is expensive, bio-psions often find them-
  selves indebted to their financier. In many cases, the
  imperial government itself funds creation of a bio-psion.
  At least two different organizations—one sponsored by
  House Golion and the other by the ISPD—openly
  recruit volunteers. Regardless of the method of funding
  the creation of a bio-psion, they are always created with
  a specific purpose in mind.
  Adventures: Bio-psions don’t find many opportuni-
  ties to adventure, at least not for personal reasons. That
  is, unless they try to flee from their indentured servi-
  tude, and then their lives become one big adventure.
  Despite the figurative and sometimes literal collars they
  wear, bio-psions can often act as liaisons for their mas-
  ter, who might hire a group of adventurers to perform a
  specific task. In most cases, the bio-psion would be sent
  along with the adventurers to ensure the successful com-
  pletion of a job, within the acceptable parameters set.
  CHAPTER FOUR: PSIONICS
  107
  107r107
  
  While acting as the eyes and ears of an employer in this
  fashion, bio-psions are often given a limited form of
  autonomy to make their own decisions. Any decisions
  determined to be detrimental to their master will be rec-
  onciled after the mission is completed.
  Characteristics: Whether volunteers or forcefully
  conscripted into service, bio-psions are engineered
  psionicists. They are built and molded into a
  tool for a particular purpose. While most are
  not designed specifically for combat but as
  acting agents for their master, some com-
  bat ability is usually necessary.
  Bio-psions are also not the
  best psionicists, but they are
  more closely linked to
  technology and the Dragon
  Empire than true psioni-
  cists.
  Alignment: Bio-psions
  may be of any alignment.
  Volunteers most often
  exhibit at least one ele-
  ment of their masters’
  alignments, usually being
  within one step on the
  alignment chart. They
  gladly and willingly carry
  out the orders of their supe-
  riors and are fanatically loyal
  to their created purpose. Those conscripted into ser-
  vice include slaves, convicts, and unfortunates down
  on their luck. These few usually don’t conform to
  their masters’ alignments and are often submis-
  sive in nature.
  Religion: Bio-psions don’t usually fol-
  low any specific faith. They often pay
  homage, though, to the deity that meant the most to
  them prior to the procedure. Volunteers often worship or
  convert to the worship of their master’s deity. Those
  unfortunate enough to be forcefully transformed into a
  bio-psion often pray to the Father, the Mother, and
  sometimes the Judge to deliver them safely from their
  unjust bondage.
  Background: Bio-psions can come from just about
  anywhere. Volunteers are often already in their master’s
  employ. They might be a bodyguard, soldier, or some-
  one ambitious enough to want a more highly ranking
  position. Some will volunteer out of patriotism to a
  domain or the empire and hear the call as a commoner,
  aristocrat, or any station in between. The conscripted are
  usually not free prior to the procedure, and may be
  slaves, indentured servants, or convicts still serving a
  sentence.
  Races: Characters or any race except soulmech are
  eligible to become bio-psions. Dwarves and gnomes are
  probably the best able to survive the invasive surgery
  required, as they have high natural fortitudes. The job,
  however, for which they are created often determines
  what race is the best fit. Those whose purpose requires
  the use of the psychometabolism discipline require
  decent strength, so orcs or half-orcs work best, while
  elves and halflings would not. Conversely, elves and
  halflings would be best suited for any positions
  requiring use of the psychoportation discipline.
  Drow, on the other hand, find it difficult to survive
  the transformation, but if they do, they make great
  practitioners of the metacre-
  ative, 
  psychoportive, 
  and
  telepathy disciplines.
  Other Classes: Designed
  as a specific tool, bio-
  psions often lack diversity
  in skill. Because of this
  single-minded focus,
  bio-psions often excel
  at tasks specifically
  related 
  to 
  their
  goals. Finding a
  way to get beyond
  any other obstacles
  can lead to extreme
  difficulty. Because of the
  narrow scope of their special-
  ization, bio-psions often
  require other individuals
  with different skill back-
  grounds to assist them. This
  may be a team of several bio-
  psions all designed to perform
  different tasks. More often, however, others
  with more diverse abilities are hired or assigned to work
  alongside the bio-psion.
  GAME RULE INFORMATION
  Bio-psions have the following game statistics.
  Abilities: Constitution is the most important ability
  for bio-psion, because it is the ability they most rely on
  to survive the surgery required to become a psionicist.
  As with psions and psychic warriors, however, all abili-
  ty scores could be useful. Each discipline requires a
  good score in a different ability for optimal perfor-
  mance.
  Alignment: Any.
  Hit Die: d6.
  Starting Gold: Same as psion.
  CHAPTER FOUR: PSIONICS
  108
  108l108
  
  Class Skills
  The bio-psion’s class skills (and the key ability for
  each skill) are Autohypnosis (Wis), Balance (Dex),
  Concentration (Con), Craft (Int), Freefall (Dex),
  Knowledge (psionics) (Int), Profession (Wis), Psicraft
  (Int), Remote View (Int), Repair (Int), Research (Wis),
  Stabilize Self (Str), Urban Lore (Wis), Use Device (Int),
  and Use Psionic Device (Cha).
  Skill Points at 1st level: (4 + Int modifier) x 4.
  Skill Points at Each Additional Level: 4 + Int mod-
  ifier.
  Class Features
  All of the following are class features of the bio-
  psion.
  Weapon and Armor Proficiency: Bio-psions are
  proficient with all simple weapons and all light or medi-
  um armor. Additionally, a bio-psion may choose up to
  two martial weapon proficiencies. Armor check penal-
  ties for some types of armor apply to the skills Balance,
  Climb, Escape Artist, Hide, Jump, Move Silently, Pick
  Pocket, Pilot, and Tumble. Also, Swim checks suffer a
  –1 penalty for every five pounds of armor and equip-
  ment carried.
  Powers: A bio-psion manifests powers similarly to a
  psion or psychic warrior. All the rules regarding the
  minimums for key ability scores apply to the bio-psion.
  A bio-psion may choose any psionic power and is not
  restricted by a specific power list. A bio-psion may
  choose a power of a level equal to the psion level of that
  power, assuming of course that the bio-psion can devel-
  op a power of that level. If the power only has a psychic
  warrior level, then the bio-psion may choose that power
  when he can develop a power equal to the psychic war-
  rior level of the power. A bio-psion may never choose
  powers greater than 6th level.
  CHAPTER FOUR: PSIONICS
  109
  109r109
  TABLE 4-1: THE BIO-PSION
  Base
  Attack
  Fort
  Ref
  Will
  Power
  Powers Discovered
  Level
  Bonus
  Save
  Save
  Save
  Special
  Pts/Day
  0
  1
  2
  3
  4
  5
  6
  1
  +0
  +2
  +0
  +0
  Crystalware affinity,
  pseudo-psionicist
  5
  —
  — — — — — —
  2
  +1
  +3
  +0
  +0
  5
  1
  — — — — — —
  3
  +2
  +3
  +1
  +1
  5
  2
  — — — — — —
  4
  +2
  +4
  +1
  +1
  Psionic combat mode
  5/10
  3
  — — — — — —
  5
  +3
  +4
  +1
  +2
  7/15
  3
  1
  — — — — —
  6
  +3
  +5
  +2
  +2
  Crystalware implant
  9/20
  3
  2
  — — — — —
  7
  +4
  +5
  +2
  +2
  11/25
  3
  3
  — — — — —
  8
  +5
  +6
  +2
  +3
  Psionic combat mode
  13/34
  3
  3
  1
  — — — —
  9
  +5
  +6
  +3
  +3
  15/41
  3
  3
  2
  — — — —
  10
  +6/+1
  +7
  +3
  +4
  Integral Psionic Item
  17/50
  3
  3
  3
  — — — —
  11
  +6/+1
  +7
  +3
  +4
  19/59
  3
  3
  3
  1
  — — —
  12
  +7/+2
  +8
  +4
  +4
  Crystalware implant,
  psionic combat mode
  21/70
  3
  3
  3
  2
  — — —
  13
  +7/+2
  +8
  +4
  +5
  23/81
  3
  3
  3
  3
  — — —
  14
  +8/+3
  +9
  +4
  +5
  25/94
  3
  3
  3
  3
  1
  — —
  15
  +8/+3
  +9
  +5
  +6
  27/107
  3
  3
  3
  3
  2
  — —
  16
  +9/+4
  +10
  +5
  +6
  Psionic combat mode
  29/122
  3
  3
  3
  3
  3
  — —
  17
  +9/+4
  +10
  +5
  +6
  31/137
  3
  3
  3
  3
  3
  1
  —
  18
  +10/+5
  +11
  +6
  +7
  Crystalware implant
  33/154
  3
  3
  3
  3
  3
  2
  —
  19
  +10/+5
  +11
  +6
  +7
  35/173
  3
  3
  3
  3
  3
  3
  —
  20
  +11/+6/+1
  +12
  +6
  +8
  Two psionic combat
  modes,
  integral psionic item
  37/192
  3
  3
  3
  3
  3
  3
  1
  
  Power Points: A bio-psion starts with five power
  points per day and does not start gaining more power
  points until 5th level. At 5th level and each level there-
  after, a bio-psion gains two power points automatically.
  Because the crystalware implant used to create a bio-
  psion is a modification of a standard crystal capacitor, a
  bio-psion may choose to purchase upgrades to his power
  point total. Table 4-1 shows two numbers separated by a
  slash. The first number is the automatic number of
  power points a bio-psion has at each level. The second
  number is the maximum amount a bio-psion can
  upgrade to at each level.  If the power point total is
  upgraded to the maximum for that level, and that
  amount is more than the automatic upgrade upon gain-
  ing a new level, then no new power points are gained.
  The credit and experience point costs of these upgrades
  are detailed later in this chapter (see page 119).
  Crystalware Affinity: Unlike normal psions or psy-
  chic warriors, a bio-psion can use crystalware without
  committing any permanent power points. The bio-psion
  implant includes the artificial link, so the bio-psion
  never has to have an artificial link applied to any crys-
  talware he might have implanted.
  Pseudo-psionicist: A bio-psion is a created psionicist.
  As such, a bio-psion is restricted from multiclassing as
  a psion or psychic warrior. Similarly, a character who is
  already a psion or psychic warrior may not multiclass as
  a bio-psion. To choose bio-psion as your initial charac-
  ter class, the credit and experience point costs for the
  bio-psion implant are considered paid in full.
  Crystalware Implant: At 6th, 12th, and 18th level, a
  bio-psion does not have to pay the experience point cost
  of one crystalware implant. Keep a record of the experi-
  ence point cost. The bio-psion cannot gain a crystalware
  implant that would cost more in experience than he has
  before he would be reduced to the next lowest level
  (e.g., a 6th-level bio-psion who has 17,000 XP could not
  receive crystalware that would cost more than 2,000
  XP).  A bio-psion still has to pay the cost in credits for
  the crystalware.
  Integral Psionic Item: At 10th and 20th level, a bio-
  psion is able to receive a special kind of crystalware
  implant. Any psionic item that requires charges to work
  may be implanted into the bio-psion. The bio-psion
  must pay double the XP cost of the item, as if he were
  going to create it. The bio-psion has the ability to
  recharge the psionic item with his pool of power points.
  It costs five power points per charge to recharge a psion-
  ic item. The normal number of XP must be expended to
  recharge the integral psionic item. Integral psionic items
  are considered crystalware, so bio-psions do not lose the
  use of power points when they are implanted.
  Original Prestige Classes
  Metamind
  With the general mindset of the empire being one of
  ambition, metaminds fit into the fast-paced society of
  the Dragon Empire very well. While they are respected
  for their single-minded approach to gaining as much
  power as quickly as they can, metaminds are also
  regarded with more suspicion and paranoia than the
  average psionicist. Despite the restrictions of psionic
  registration within the empire, many metaminds rise to
  positions of power on sheer tenacity alone.
  If a metamind’s ambition turns completely toward a
  personal race for the most possible psychic power, he
  can often be found among the anonymous psionic
  brethren of the various monastic orders that support
  their kind. Even though he doesn’t seek secular or spir-
  itual leadership, a powerful metamind often serves as
  the head of these monastic orders. 
  CLASS FEATURES
  All of the following are class features of the meta-
  mind.
  Weapon and Armor Proficiency: When a metamind
  takes the Technical Proficiency feat, he automatically
  becomes proficient with all high-tech simple weapons.
  Pyrokineticist
  Fire has traditionally been the most dangerous ele-
  ment aboard a ship, from the archaic cutters and
  galleons to the modern submarines and spacecraft. Ship
  captains and crewmembers alike know that fire could
  doom them to slow asphyxiation while traveling in the
  vacuum of space—and that is the best-case scenario. As
  such, pyrokineticists are often banned from starships, or
  if discovered en route, ejected—many times without
  space suits or escape pods—into the depths of space.
  Many a mutiny has been staged when the captain
  refused to abandon a pyrokineticist.
  Because of the prejudice against fire, pyrokineticists
  find it difficult to travel from planet to planet, let alone
  planetary system to system. Because of an extreme
  focus on fire and obvious gleeful love of open flame, a
  pyrokineticist finds it hard to hide his chosen profession.
  Pyrokineticists rarely receive the opportunity to leave
  their home world, and when they do, it is usually under
  strictly enforced restrictions on the use of their powers.
  CHAPTER FOUR: PSIONICS
  110
  110l110
  
  CLASS FEATURES
  All of the following are class features of the pyroki-
  neticist.
  Weapon and Armor Proficiency: When a pyroki-
  neticist takes the Technical Proficiency feat, he auto-
  matically becomes proficient with all high-tech simple
  weapons.
  Special Fire Abilities: The pyrokineticist has several
  abilities tied to the element of fire. All of these abilities
  work normally under normal conditions. In the vacuum
  of space, however, fire does not have oxygen to burn.
  See the section on powers and power clarifications in
  this chapter for further details on ectoplasmic fire. For
  example, the touch aflame ability will not set any flam-
  mable materials on fire by its touch alone while in an
  airless environment, but the pyrokineticist can cause an
  object or foe to light up using unstable ectoplasm much
  like alchemist’s fire. 
  Slayer
  The biggest threat to the sovereignty of the Dragon
  Empire, other than its own internal strife, appears to be
  the mind flayers of the Dark Zone. While this generally
  keeps slayers gainfully employed, it also shortens their
  life expectancy drastically. Regardless of the rampant
  paranoia against psionicists and the resultant repression
  of personal freedoms, slayers are often accepted grate-
  fully into most social circles. Indeed, many slayers are
  hired to protect various nobles, cities, and planets, while
  those that are unscrupulous accept employment as
  assassins that target other psionicists. The ISPD main-
  tains a unit of slayers trained to hunt down and destroy
  those psioncists who are seen as a threat to the Dragon
  Empire.
  NEW CLASS SKILLS
  The slayer’s new class skill (and its key ability) is
  Urban Lore (Wis).
  CLASS FEATURES
  All of the following are class features of the slayer.
  Weapon and Armor Proficiency: When a slayer
  takes the Technical Proficiency feat, he automatically
  becomes proficient with all high-tech simple and martial
  weapons and all high-tech armor.
  Soulknife
  Of all the psionicists in the Dragon Empire,
  soulknives find it the easiest to travel incognito without
  consciously trying to hide their abilities. They rarely
  exhibit their psionic powers or try to draw attention to
  themselves in any other way, as their professions as per-
  sonal bodyguards and assassins require a certain level of
  discretion. Despite the popular use of soulknives, most
  approach them with trepidation and fear, much like a
  rich businessman approaching a street thug in a dark
  alley. Their penchant for violence is infamous, and few
  can be sure what might trigger a display of grisly car-
  nage.
  CLASS FEATURES
  All of the following are class features of the soulknife.
  Weapon and Armor Proficiency: When a soulknife
  takes the Technical Proficiency feat, he automatically
  becomes proficient with all high-tech simple weapons
  and all high-tech light armor.
  New Prestige Classes
  The following new prestige classes are designed for
  inclusion in Dragonstar campaigns that feature psion-
  ics prominently.
  Cyberkineticist
  As the age of psionic enlightenment surged across the
  Dragon Empire, many psionicists seized the opportuni-
  ty to enhance their powers with technology. One of the
  ways they found to do this was to increase the ability to
  remote view by using electronic surveillance equipment
  as a viewing device. Cyberkineticists have perfected the
  practice and have consequently become some of the best
  surveillance experts in the galaxy.
  Cyberkineticists are very rarely found on the front
  lines during any battles or skirmishes. They feel content
  to sit back and watch through their sensors, analyzing
  the best course of action for the troops in the field.
  Indeed, a cyberkineticist’s skills are very useful to mili-
  tary commanders, prison wardens, highly secure gov-
  ernment buildings, and other organizations with a pre-
  mium on surveillance.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a cyberkineticist, a character
  must fulfill all the following criteria.
  Manifesting: Ability to manifest psionic powers.
  Base Attack Bonus: +3.
  Skills: Knowledge (electronics) 5 ranks, Remote
  View 8 ranks, Repair 5 ranks, Use Device 8 ranks.
  Feats: Gearhead, Technical Proficiency.
  CHAPTER FOUR: PSIONICS
  111
  111r111
  
  CLASS SKILLS
  The cyberkineticist’s class skills (and the key ability
  for each skill) are Autohypnosis (Wis), Concentration
  (Con), Craft (Int), Knowledge (electronics) (Int),
  Knowledge (psionics) (Int),Navigate (Int), Pilot (Dex),
  Profession (Wis), Psicraft (Int), Remote View (Int),
  Repair (Int), Use Device (Int), and Use Psionic Device
  (Cha).
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the cyberki-
  neticist prestige class. 
  Weapon and Armor Proficiency: The cyberkineti-
  cist gains no additional weapon or armor proficiencies.
  Armor check penalties for some types of armor apply to
  the skills Balance, Climb, Escape Artist, Hide, Jump,
  Move Silently, Pick Pocket, Pilot, and Tumble. Also,
  Swim checks suffer a –1 penalty for every five pounds
  of armor and equipment carried.
  Power Points: Cyberkineticists gain extra power
  points per day, which are added to the character’s previ-
  ous total. Cyberkineticists gain bonus power points
  based on their Wisdom scores.
  Powers Discovered: A cyberkineticist discovers
  powers as listed in Table 4-2: The Cyberkineticist.
  These powers are added to the character’s previous
  powers known. Psionic attack and defense modes are
  discovered as though the character had a number of
  psion levels equal to his levels in the prestige class.
  Detect Electronic Surveillance (Sp): At 1st level, a
  cyberkineticist is able to detect attempts to spy upon
  him electronically. This ability works as the spell detect
  electronic surveillance. This ability is always active as
  long as the cyberkineticist has at least 3 power points in
  his power point pool.
  Electrical Affinity (Ex): At 1st level, a cyberkineti-
  cist gains the benefit of rigorous training on all manner
  of electrical devices. The character gains a +2 bonus on
  all skill checks pertaining to electrical devices, electron-
  ics, and electricity. Additionally, cyberkineticists gain
  electricity resistance 5.
  Electrical Remote Viewing (Sp): At 3rd level, a
  cyberkineticist is able to manifest some powers through
  electronic surveillance sensors. This ability works as the
  power electrical remote viewing. This ability may be
  used at will as long as the cyberkineticist has at least 3
  power points in his power point pool.
  Greater Electrical Remote Viewing (Sp): At 5th
  level, a cyberkineticist gains a greater ability to manifest
  powers through electronic surveillance sensors. This
  ability works as the power greater electrical remote
  viewing. This ability may be used at will as long as the
  cyberkineticist has at least 9 reserve power points in his
  power point pool. 
  Network Viewing (Ex): At 7th level, a cyberkineti-
  cist is able to use his electrical remote viewing or greater
  electrical remote viewing abilities on multiple monitors
  CHAPTER FOUR: PSIONICS
  112
  112l112
  TABLE 4-2: THE CYBERKINETICIST
  Base
  Powers
  Class
  Attack
  Fort Ref
  Will
  Power
  Discovered
  Level
  Bonus
  Save Save Save Special
  Pts/Day
  0
  1
  2
  3
  1st
  +0
  +0
  +0
  +2
  Electrical affinity, detect
  electronic surveillance
  +3
  — — — —
  2nd
  +1
  +0
  +0
  +3
  +5
  1
  — — —
  3rd
  +1
  +1
  +1
  +3
  Electrical remote
  viewing
  +5
  2
  1
  — —
  4th
  +2
  +1
  +1
  +4
  +5
  3
  2
  — —
  5th
  +2
  +1
  +1
  +4
  Greater electrical
  remote viewing
  +7
  3
  2
  1
  —
  6th
  +3
  +2
  +2
  +5
  +7
  3
  3
  1
  —
  7th
  +3
  +2
  +2
  +5
  Network viewing
  +7
  3
  3
  2
  —
  8th
  +4
  +2
  +2
  +6
  +9
  3
  3
  2
  1
  9th
  +4
  +3
  +3
  +6
  +9
  3
  3
  2
  2
  10th
  +5
  +3
  +3
  +7
  Superior electrical
  remote viewing
  +9
  3
  3
  3
  2
  
  simultaneously. A Concentration check is required to
  maintain this kind of focus (DC 15 + number of moni-
  tors viewing a different scene). A maximum number of
  monitors may be viewed in this manner equal to the
  cyberkineticist’s level plus any other psionicist levels he
  may have, plus his Intelligence modifier (if positive).
  Superior Electrical Remote Viewing (Su): At 10th
  level, a cyberkineticist is able to manifest all powers, as
  well as psionic attack modes, through electronic surveil-
  lance sensors. This ability works similarly to the power
  greater electrical remote viewing, except there is no
  restriction on which powers may be used through
  the sensors. Any power not covered by greater
  electrical remote viewing only has a 5% chance
  per manifester level of working. This abili-
  ty may be used three times per
  day and only if the cyberkineti-
  cist has 17 reserve power
  points in his power point
  pool.
  Netwalker
  Netwalkers are a
  strange and reclu-
  sive lot. They
  tend to spend all
  day, and in many
  cases all night
  as 
  well,
  uplinked to their
  computers. They are
  addicted to surfing
  the Net, but their
  obsession has made
  them popular as the
  Dragon 
  Empire
  grows in size. Their
  ability to expedite communication has
  its uses commercially, militarily,
  and in most business
  endeavors.
  Netwalkers are usually
  independent, like most computer hackers, but will often
  find themselves in professions having to do with com-
  munications, computer science, and even teaching.
  Some will join the military and serve as communication
  specialists, code breakers, and covert operatives, as long
  as a minimum of actual combat can be assured. A very
  few use their unique skills to subvert the authority of the
  empire, commit other crimes, and generally create chaos
  across the Net.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become a netwalker, a character must
  fulfill all the following criteria.
  Manifesting: Must be able to manifest psionic pow-
  ers.
  Skills: Net Talk 8 ranks, Remote View 5 ranks,
  Research 5 ranks, Use Device 8 ranks.
  Feats: Hacker, Technical Proficiency.
  Special: Must have a net crystal crystalware
  implant.
  CLASS SKILLS
  The netwalker’s class skills (and the
  key ability for each skill) are Autohypnosis
  (Wis), Concentration (Con), Craft (Int),
  Cryptography (Int), Decipher Script (Int, exclu-
  sive skill), Knowledge (psionics) (Int), Psicraft
  (Int), Profession (Wis), Remote View (Int), Repair
  (Int), Research (Wis), Search (Int), Use Device
  (Int), and Use Psionic Device (Cha).
  Skill Points at Each Level: 6 + Int
  modifier.
  CLASS FEATURES
  All of the following are class fea-
  tures of the netwalker prestige
  class.
  Weapon 
  and 
  Armor
  Proficiency: The net-
  walker gains no addi-
  tional weapon or
  armor proficiencies.
  Armor check penal-
  ties for some types of
  armor apply to the
  skills Balance, Climb,
  Escape 
  Artist, 
  Hide,
  Jump, Move Silently, Pick
  Pocket, Pilot, and Tumble.
  Also, Swim checks suffer a –1 penalty for
  every five pounds of armor and equipment carried.
  Power Points: Netwalkers gain extra power points
  per day, which are added to the character’s previous
  total. Netwalkers receive bonus power points as any pre-
  vious existing psionic class, except their relevant ability
  score is Intelligence. 
  Powers Discovered: A netwalker discovers powers
  per his previous psionic class. Each level of netwalker
  adds a virtual level to his existing psionic class for the
  purpose of developing new powers. If the netwalker has
  more than one existing psionic class, then he chooses
  CHAPTER FOUR: PSIONICS
  113
  113r113
  
  one to gain a virtual level for the purposes of develop-
  ing new powers. These virtual levels add to the net-
  walker’s manifester level. Psionic attack and defense
  modes are discovered as though the character had a
  number of levels in the psychic warrior class equal to his
  levels in the prestige class.
  Hyper Search (Ex): At 1st level, netwalkers gain the
  ability to increase their research speed while uplinked
  with the Net. When making a Research check, a net-
  walker may take 10 without spending any additional
  time on the task, even when stress or distraction would
  otherwise prevent him from doing so. He may take 20
  on Research checks when otherwise allowed to do so,
  and these tasks take no more time than taking 10 ordi-
  narily would.
  Remote Uplink (Su): At 1st level, a netwalker can
  link to the Net from anywhere, so long as he is within
  100 feet of a computer with a net crystal upgrade. This
  ability may be used at will as long as the netwalker has
  at least 1 power point in his power point pool.
  Understand Digital (Ex): At 3rd level, due to their
  nearly constant connection with the Net, netwalkers
  have gained the ability to understand Digital. This
  allows them to receive and transmit data directly to and
  from a computer without having to go through a stan-
  dard interface. This doubles the speed for all program-
  ming, research, communication, and hacking tasks per-
  formed while uplinked to the Net.
  Transmit Consciousness (Su): At 6th level, a net-
  walker can transmit his consciousness alongside a nor-
  mal data stream. This allows him to gain access to com-
  puters across the empire more quickly. A netwalker can-
  not transmit his consciousness any faster than he could
  normally transmit data. When his consciousness has
  been transmitted, the netwalker’s body is considered
  completely unaware and helpless. This can present a
  problem if the time of the transmission is extended. The
  netwalker must insure that his body is taken care of
  while he is away.
  Normally, if a netwalker wanted to access a computer
  eight light years away, it would take him a specific
  amount of time dependant on the speed of his net crys-
  tal upgrade. This might take days, weeks, or even
  months. It would take the same amount of time to trans-
  mit the data back to his computer for perusal.
  When a netwalker transmits his consciousness, how-
  ever, it allows him direct and immediate access to the
  information found on the computer and the local net-
  work it is linked to. He can then send out communica-
  tions from that computer or return to his body with the
  information. Returning to the body is instantaneous and
  any data traveling back with his consciousness returns at
  the same speed. This allows a netwalker to cut down on
  data and information retrieval time by exponential
  degrees.
  Remote Phase Uplink (Su): At 8th level, a netwalk-
  er is able to physically enter the Net. As long as he has
  access to the remote uplink ability, a netwalker can
  cause his body to flicker in and out of existence with a
  strobelike effect. This is a partial transmission of his
  CHAPTER FOUR: PSIONICS
  114
  114l114
  TABLE 4-3: THE NETWALKER
  Base
  Class
  Attack
  Fort
  Ref
  Will
  Power
  Powers
  Level
  Bonus
  Save
  Save
  Save
  Special
  Pts/Day Discovered
  1st
  +0
  +0
  +0
  +2
  Hyper search,
  remote uplink +5
  +1 level in existing class
  2nd
  +1
  +0
  +0
  +3
  +5
  +1 level in existing class
  3rd
  +1
  +1
  +1
  +3
  Understand
  digital
  +7
  +1 level in existing class
  4th
  +2
  +1
  +1
  +4
  +7
  +1 level in existing class
  5th
  +2
  +1
  +1
  +4
  +7
  +1 level in existing class
  6th
  +3
  +2
  +2
  +5
  Transmit 
  consciousness +9
  +1 level in existing class
  7th
  +3
  +2
  +2
  +5
  +9
  +1 level in existing class
  8th
  +4
  +2
  +2
  +6
  Remote phase
  uplink
  +11
  +1 level in existing class
  9th
  +4
  +3
  +3
  +6
  +11
  +1 level in existing class
  10th
  +5
  +3
  +3
  +7
  Transmit body +11
  +1 level in existing class
  
  physical body into the Net. The netwalker is affected as
  though the displacement spell had been cast on him. The
  spell true seeing and similar effects reveal the displaced
  being’s true location, but because the netwalker is not
  entirely on the physical plane, the 50% miss chance still
  applies. A magical weapon with the ghost touch ability
  affects the netwalker normally if his true location can be
  determined. This ability may be used three times per
  day.
  Transmit Body (Su): At 10th level, a netwalker is
  able to physically transmit his body alongside a normal
  data stream. This ability works like the transmit con-
  sciousness ability, except that the entire physical body is
  transferred from location to location. While in transit,
  the netwalker’s body does not need to breathe or eat.
  The netwalker can, as a full-round action that pro-
  vokes attacks of opportunity, transmit his body
  into the local network. The next round, as a
  move-equivalent action, the netwalker can
  reappear anywhere within 100 feet of a com-
  puter with a net crystal upgrade that is con-
  nected to the local network. After reap-
  pearing, the netwalker can make a
  Concentration check (DC 15 + 1
  per 1 mile from original location)
  to be able continue acting in the
  round. This function may be used
  once per day. The use of this ability
  can be dangerous. If
  the originating net
  crystal upgrade is
  destroyed, the net-
  walker’s body will be
  shunted into the astral plane.
  Ascetic of the
  Noetic Order
  The Noetic Order is a secretive and mysteri-
  ous monastic organization. Perhaps
  it was due to this secrecy, or
  maybe another more
  mysterious reason, but the
  Noetic Order has existed
  openly since the time of Emperor
  Kupric. Ascetics of the Noetic Order are monks, psions,
  and psychic warriors who have attuned their minds to
  the divine thoughts so closely that they have been
  charged to serve as missionaries.
  Ascetics travel throughout the Dragon Empire teach-
  ing their Noetic philosophy. When they have a chance,
  they also try to bring any of their wayward brethren
  back into the fold. Recently, as the age of psionic
  enlightenment has spread across the galaxy, ascetics
  have found themselves acting as liaisons and merchants
  for the psionic craftsmen of the Noetic Order. While this
  more secular job doesn’t really appeal to an ascetic of
  the Noetic Order, they do understand the necessity.
  Hit Die: d6.
  REQUIREMENTS
  To qualify to become an ascetic of the Noetic Order,
  a character must fulfill all the following criteria.
  Base Attack Bonus: +3.
  Manifesting: Must be able to manifest psionic pow-
  ers.
  Skills: Hide: 8 ranks, Listen: 5 ranks, Move Silently:
  8 ranks, Spot: 5 ranks.
  Feats: Delay Power, Dodge, Psionic Dodge, and one
  other metapsionic feat.
  Special: Must be a member in good standing of the
  Noetic Order.
  CLASS SKILLS
  The ascetic’s class skills (and the key
  ability for each skill) are Autohypnosis
  (Wis), Balance (Dex), Concentration
  (Con), Craft (Int), Freefall (Dex), Hide
  (Dex), 
  Knowledge
  (psionics) (Int), Listen
  (Wis), Move Silently
  (Dex), 
  Profession
  (Wis), 
  Psicraft 
  (Int),
  Remote View (Int), Repair
  (Int), Research (Wis), Spot (Wis),
  Stabilize Self (Str), Urban Lore
  (Wis), Use Device (Int), and
  Use Psionic Device (Cha).
  Skill Points at Each Level: 4
  + Int modifier.
  CLASS FEATURES
  All of the following are class
  features of the ascetic of the
  Noetic Order.
  Weapon 
  and 
  Armor
  Proficiency: Ascetics of the Noetic
  Order are trained in the same weapons as monks. They
  gain proficiency with all basic peasant weapons and
  special weapons with which monks are proficient. The
  are not proficient with any armor or with shields. Armor
  check penalties for some types of armor apply to the
  skills Balance, Climb, Escape Artist, Hide, Jump, Move
  Silently, Pick Pocket, Pilot, and Tumble. Also, Swim
  CHAPTER FOUR: PSIONICS
  115
  115r115
  
  checks suffer a –1 penalty for every five pounds of
  armor and equipment carried.
  Power Points: Ascetics of the Noetic Order gain
  extra power points per day, which are added to the char-
  acter’s previous total. Ascetics receive bonus power
  points as other psionic classes, except their relevant
  ability score is Dexterity.
  Powers Discovered: An ascetic of the Noetic Order
  discovers powers as his previous psionic class. Each
  level of ascetic of the Noetic Order adds a virtual level
  to his existing psionic for the purposes of developing
  new powers. If the ascetic has more than one existing
  psionic class, he chooses which one to increase a level
  for the purposes of developing new powers. These vir-
  tual levels add to the ascetic’s manifester level. Psionic
  attack and defense modes are discovered as though the
  character were a psychic warrior of the same level as the
  prestige class.
  Bonus Metapsionic Feats: At 3rd level, an ascetic of
  the Noetic Order may choose his first bonus metapsion-
  ic feat. He may choose additional metapsionic feats at
  5th, 7th, and 9th levels. An ascetic must first meet the
  prerequisites of any feat before he may take that feat as
  one of his bonus feats. These bonus feats are in addition
  to the feats that a character gets every three character
  levels.
  Hide Power: At 1st level, an ascetic of the Noetic
  Order receives the Hide Power metapsionic feat for free.
  This is a bonus feat and is in addition to any feats that
  the character gets every three character levels.
  Danger Sense (Sp): At 1st level, an ascetic of the
  Noetic Order is able to intuitively sense when he is in
  danger. This ability works as the power danger sense as
  cast by a psion of the ascetic’s character level.
  Additionally, this ability grants the ascetic of the Noetic
  Order a +4 circumstance bonus on ability or skill checks
  to avoid being surprised. This ability is always active as
  long as the acetic has at least 5 power points in his
  power point pool.
  Nondetection (Sp): At 6th level, an ascetic of the
  Noetic Order is able to hide his presence from spying
  eyes. This ability works as the power nondetection as
  cast by a psion of the ascetic’s character level. This abil-
  ity is considered to always be active as long as the
  ascetic has at least 5 power points in his power point
  pool.
  Adapt Body (Sp): At 8th level, an ascetic of the
  Noetic Order is able to adapt his body to various hostile
  environments. This ability works as the power adapt
  body as cast by a psion of the ascetic’s character level.
  The ascetic may use this ability once per day without
  power point expenditure. He may spend the normal
  power points required by the power to use it more than
  once per day.
  Join the Circle (Su): Ascetics of the Noetic Order
  train rigorously to gain this final ability. At 10th level, a
  group of ascetics of the Noetic Order may all join
  together in a circle and manifest powers with a greater
  CHAPTER FOUR: PSIONICS
  116
  116l116
  TABLE 4-4: THE ASCETIC OF THE NOETIC ORDER
  Base
  Class
  Attack Fort Ref
  Will
  Power
  Level
  Bonus
  Save Save Save
  Special
  Pts/Day Powers Discovered
  1st
  +0
  +0
  +2
  +0
  Hide Power feat,
  danger Sense
  +3
  +1 in existing psionic class
  2nd
  +1
  +0
  +3
  +0
  +5
  +1 level in existing class
  3rd
  +2
  +1
  +3
  +1
  Bonus metapsionic
  feat
  +5
  +1 level in existing class
  4th
  +3
  +1
  +4
  +1
  +5
  +1 level in existing class
  5th
  +3
  +1
  +4
  +1
  Bonus metapsionic
  feat
  +7
  +1 level in existing class
  6th
  +4
  +2
  +5
  +2
  Nondetection
  +7
  +1 level in existing class
  7th
  +5
  +2
  +5
  +2
  Bonus metapsionic
  feat
  +7
  +1 level in existing class
  8th
  +6/+1
  +2
  +6
  +2
  Adapt body
  +9
  +1 level in existing class
  9th
  +6/+1
  +3
  +6
  +3
  Bonus metapsionic
  feat
  +9
  +1 level in existing class
  10th
  +7/+2
  +3
  +7
  +3
  Join the circle
  +9
  +1 level in existing class
  
  ability than they are capable of individually. Ascetics of
  the Noetic Order often need this power to protect the
  secrecy and security of their order. This ability works as
  the power metaconcert. The acetic may use this ability
  once per day without any power point expenditure or
  requirements. If an ascetic wishes to use this ability
  more than once, he must expend 9 power points as the
  power normally requires.
  Original Psionic Skills
  Each of the skills detailed in the Psionics Handbook
  is listed in the following section. Most of these skills are
  unmodified from their original descriptions. However,
  the technology and unique environments of the
  Dragonstar setting expand the scope and function of
  many skills.
  AUTOHYPNOSIS [WIS; TRAINED ONLY; BIO-
  PSION, PSION, PSYCHIC WARRIOR ONLY]
  You have trained your mind to resist fear, pain, and
  toxins. You can survive without air for a short time, even
  in the vacuum of space. 
  Special: You may make an Autohypnosis check to
  resist asphyxiation (DC 20).
  Resist asphyxiation: In response to being exposed to
  the vacuum of space without any protective clothing or
  breathing apparatus, you can make an Autohypnosis
  check to remain conscious after you have expelled all
  your breath. A successful check grants you a +4 circum-
  stance bonus to your Constitution check each round to
  keep from passing out for lack of air. Additionally, you
  can make this skill check when the threat of drowning or
  other forms of suffocation are imminent.
  CONCENTRATION [CON]
  You are trained at focusing your mind. The alternate
  uses of this ability outlined in both the Psionics
  Handbook and the Starfarer’s Handbook work the same
  for psionicists in the Dragonstar setting.
  Special: If you are attempting to multitask while
  using the Net, Concentration checks are required to
  maintain multiple, simultaneous tasks (the DC is equal
  to 15 + 5 per extra task beyond the first two.) 
  Multitasking: Net crystals are capable of handling an
  unlimited amount of multi-directional data streams. The
  average mind is capable of handling several minor or
  inconsequential tasks at once as well. The use of a net
  crystal, however, requires mental focus and concentra-
  tion and makes it very difficult to multitask. To add an
  additional task requires a Concentration check (DC 15).
  Concentration checks (DC 20 + 5 per extra task after the
  first two) are required to maintain your multitasking
  under extreme or dangerous conditions.
  KNOWLEDGE (PSIONICS) [INT; TRAINED ONLY]
  You are knowledgeable about the mechanics of psion-
  ics and how they interact with the laws of physics. 
  Special: As with other knowledge skills, your knowl-
  edge of psionics is limited to your degree of contact with
  psionic manifestations. Even if you have had significant
  experience with psionic powers, you may not know that
  the manifestations were psionic, instead confusing them
  for arcane magic. Psionicists have hidden their powers
  behind the veil of magic for many thousands of years, so
  very few non-psionicists actually have detailed knowl-
  edge of the art.
  PSICRAFT [INT; TRAINED ONLY]
  Because the open practice of psionics is a relatively
  new phenomenon in the Dragon Empire, no changes
  have been evidenced to date. There are no modifications
  to this skill.
  REMOTE VIEW [INT; BIO-PSION, PSION ONLY]
  As with scry, psionic surveillance can be more effec-
  tive and harder to detect than anything technology could
  create.
  Special: This skill does not work with electronic sur-
  veillance devices, and it will not help you to detect such
  surveillance. It is only used for psionic remote viewing.
  STABILIZE SELF [CON; TRAINED ONLY; BIO-
  PSION, PSION, PSYCHIC WARRIOR ONLY]
  High-tech firearms make combat exceptionally dan-
  gerous in the Dragon Empire, and this is often a crucial
  skill.
  Special: You can subconsciously stabilize your trau-
  ma symbiote. It is more difficult to stabilize a symbiote
  (DC 20) using this skill than it is to stabilize yourself.
  USE PSIONIC DEVICE [CHA; TRAINED ONLY;
  BARD, BIO-PSION, PSION, PSYCHIC WARRIOR,
  ROGUE ONLY]
  Regardless of whether an item is a hybrid of technol-
  ogy and psionics or a standard psionic item, all psionic
  items work the same across the known galaxy. There are
  no modifications to this skill.
  CHAPTER FOUR: PSIONICS
  117
  117r117
  
  Original Psionic Feats
  Most of the original feats are unchanged. The ones
  listed here are those affected by new rules unique to the
  Dragonstar setting.
  BODY FUEL
  Soulmechs and any other robots or constructs may not
  “burn” physical ability points (Str, Dex, or Con).  Any
  other creature or being that cannot alter an ability score,
  or does not have a particular ability score, may not
  burn that ability score.
  CRAFT PSIONIC ARMS AND
  ARMOR
  You must have the Technical
  Proficiency feat to create psion-
  ic, high-tech weapons and
  armor.
  CRAFT UNIVERSAL ITEM
  You must have the
  Technical Proficiency feat
  to create high-tech miscel-
  laneous psionic items.
  FELL SHOT
  You can use this feat with
  high-tech ranged weapons,
  such as firearms, in addition
  to 
  archaic 
  projectile
  weapons.
  MENTAL LEAP
  Gravity 
  can
  affect the dis-
  tance and height
  you can leap.
  You 
  may 
  use
  Mental Leap under
  any gravity condi-
  tions beyond the norm.
  Apply the modifiers for
  gravity first, and then double
  the distances for mental leap.
  PSIONIC METABOLISM
  Soulmechs do not have a metabolism, and so cannot
  gain the benefits of this feat. 
  RAPID METABOLISM
  Soulmechs do not have a metabolism, and so cannot
  gain the benefits of this feat.
  RETURN SHOT
  This feat only works against thrown or archaic missile
  weapons, such as arrows, stones, or crossbow bolts. You
  cannot use this feat to snatch a bullet or energy pulse
  and fire it back at your foe.
  New Psionic
  Feats
  The following new feats
  can be incorporated into a
  Dragonstar
  campaign
  that emphasizes psionic
  characters.
  IMPLANT
  CRYSTALWARE
  [ITEM CREATION]
  You can psionically
  enhance living beings
  with crystalware.
  P r e r e q u i s i t e s :
  Psionic Manifester level
  5th+, 
  Technical
  Proficiency.
  Benefits: You can
  create any crystalware
  whose prerequisites you
  meet. Implanting crystalware
  in a patient takes 1 hour
  for each 1,000 credits in
  its price and costs half
  its price in raw materials,
  supplies, and equipment. The
  base price of a crystalware implant
  is the level of the power squared (0-level powers
  are considered 1st level) x the manifester level
  (minimum of 5th) x 2,000 credits ÷ (5 ÷
  charges per day up to a maximum of 5) x 2. The
  recipient of the crystalware must spend 1/25 of
  the enhancement’s price in XP.
  The surgeon is essentially implanting a modified
  power stone into the patient. A link is created between
  the patient and the power stone. If the patient is a non-
  psionic, the surgeon must create an artificial link, which
  CHAPTER FOUR: PSIONICS
  118
  118l118
  
  requires the recipient to spend double the XP cost. This
  artificial link need be done only once as it can be
  extended to all future crystalware implants.
  More details on crystalware will be outlined later in
  this chapter (see below). 
  INERTIAL DAMPENING [PSIONIC]
  Your mind gives you more control over your body in
  low-g or zero-g environments.
  Prerequisites: Dexterity 13+, the Freefall skill,
  reserve power points 3+.
  Benefits: You no longer need to make Freefall skill
  checks while in very low-g. You receive a +8 circum-
  stance bonus to all Freefall checks while in zero-g.
  NET SURFER [GENERAL]
  You are naturally gifted at using the Net.
  Prerequisites: Technical Proficiency.
  Benefits: You get a +2 bonus on all Concentration,
  Research, and Use Device checks when using the Net.
  PSIONIC G-TOLERANCE [PSIONIC]
  Your mind allows you to ignore alternate gravity.
  Prerequisites: Dex 13+, reserve power points 5+,
  Inertial Dampening, at least one of the following feats:
  High-G 
  Tolerance, 
  Low-G 
  Tolerance, 
  Zero-G
  Tolerance.
  Benefits: You may treat any gravity environment as if
  it were 1g in all respects. You must have the specific
  gravity tolerance feat to affect that type of gravity envi-
  ronment with this feat. If you have all the gravity toler-
  ance feats, then this feat will work in all gravity envi-
  ronments. You don’t have to ignore the gravity if you
  wish to benefit from the effects. In all cases, however,
  the penalties to Dexterity or Strength are negated.
  New Equipment
  The following new equipment can be incorporated
  into Dragonstar campaigns that emphasize psionics.
  Crystalware
  The creation of crystalware implants works similarly
  to the creation of spellware. The surgeon needs the new
  item creation feat Implant Crystalware and must have
  ranks in Profession (surgeon). At least half of the cost in
  raw materials, equipment, and supplies must be in the
  form of a crystal or gem, which is empowered and then
  used as the actual crystalware implant. In some cases,
  the gem may need to be so expensive that finding one is
  worth an adventure or two. See the Creating Spellware
  section of the Guide to the Galaxy (page 88) for further
  details on how to create and implant crystalware.
  Bio-psion implant: To become a bio-psion, a charac-
  ter must have this implant, which is a modified crystal
  capacitor. The crystalware is implanted in the middle of
  the patient’s brain and requires a Fortitude save (DC 15)
  to survive the surgery. A failed save results in death. The
  modifications to the crystal capacitor allow a non-psion-
  ic to become psionic. The crystalware replenishes its
  own power points every 24 hours, regardless of whether
  it is completely depleted or not. Once this crystalware
  enhancement is implanted, the patient may never
  become a true psionicist because any real connection to
  his own inner power is destroyed when the brain surgery
  is performed. A bio-psion implant does not take up an
  available crystalware implant slot.
  Manifester Level:
  9th;
  Prerequisites:
  Implant
  Crystalware, Create Crystal Capacitor, psychic chirur-
  gy; Market Price: 162,000 cr; XP Cost: 6,480; Check
  DC: 20.
  Bio-psion implant upgrade: Bio-psions have the
  ability to purchase upgrades for their bio-psion implant
  at 4th level. This increases the amount of power points
  the bio-psion has available to use on powers or psionic
  combat modes. Since the surgery has already been done,
  the only cost incurred is the credit and experience point
  cost for each additional power point added to the
  implant’s capacity.
  Manifester Level:
  9th;
  Prerequisites:
  Implant
  Crystalware, Create Crystal Capacitor; Market Price:
  1000 cr; XP Cost: 40; Check DC: 10.
  Standard crystalware implant: Any character,
  unless otherwise restricted, can receive a crystalware
  implant. These implants grant the patient the use of a
  single psionic power up to a maximum of five times per
  day. A maximum of six implants per individual is
  allowed. Once the daily charges have been used, a
  psionicist may channel power points through the
  implant to manifest the power. The psionicst loses a
  number of power points permanently from their power
  point pool, equal to the level of the power imbued into
  the implant. The market price below assumes a 1st-level
  power at a manifester level of 5 is being used. See the
  Implant Crystalware feat above for the full equation to
  calculate the market price and XP cost for higher-level
  powers and higher manifester levels.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Encode Stone, the power being imbued
  into the implant; Market Price: 4,000 cr (1/day), 8,000
  cr (2/day), 11,976 cr (3/day), 16,000 cr (4/day), 20,000
  cr (5/day); XP Cost: 160 (1/day), 320 (2/day), 479
  (3/day), 640 (4/day), 800 (5/day); Check DC: 12 + 1 per
  power level.
  CHAPTER FOUR: PSIONICS
  119
  119r119
  
  Net crystal implant: A net crystal implant integrates
  a psionicist’s brain directly with the Net through a com-
  puter that has a net crystal upgrade. Normally, an indi-
  vidual would only be able to receive input and send out-
  put across the Net through the use of a computer termi-
  nal. A net crystal implant is considered a full brainport
  (see Imperial Supply, page 4) for the advantages it
  allows and dangers it incurs. A net crystal implant does
  not allow the use of skill chips. A net crystal implant
  takes up one available crystalware slot. Manifester
  Level: 5th; Prerequisites: Implant Crystalware, uplink;
  Market Price: 10,000 cr; XP Cost: 400; Check DC: 18.
  Net crystal upgrade: A net crystal upgrade is a crys-
  talline hardware upgrade for any computer not more
  than two years old. This upgrade gives any user the abil-
  ity to access the Net through his computer terminal.
  These upgrades can be placed on servers, which would
  grant every workstation the connectivity benefit, or on
  an individual terminal. A standard net crystal upgrade
  allows communication from one side of the galaxy to
  the other in approximately one year. There are more
  expensive models that allow a faster rate of communi-
  cation, but the faster the rate the more likely burnout or
  failure is to occur. There are five models of the net crys-
  tal upgrade. Model I is the standard model and allows
  the slowest rate of communication. A Use Device check
  (DC 10) is required to use this model effectively. If the
  check is failed by more than 5, then a burnout can occur.
  Have the net crystal upgrade make a Fortitude save (DC
  14 + its model number) to determine burnout. If burnout
  does occur, then the connection is dropped and a new
  net crystal upgrade must be installed before the connec-
  tion can be resumed. The creator must spend the XP cost
  for this psionic item, as it does not get implanted into a
  patient. Consequently, a Repair check is required
  instead of a surgery check to implant the item. 
  Model I allows communication from one side of the
  galaxy to the other in one year. The minimum time it
  takes to communicate outside of the instantaneous local
  network is one month.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Repair skill, uplink; Market Price: 10,000
  cr; XP Cost: 400; Check DC: 12.
  Model II allows communication from one side of the
  galaxy to the other in one month. The minimum time it
  takes to communicate outside of the instantaneous local
  network is one week.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Repair skill, uplink; Market Price: 20,000
  cr; XP Cost: 800; Check DC: 15.
  Model III allows communication from one side of the
  galaxy to the other in one week. The minimum time it
  takes to communicate outside of the instantaneous local
  network is one day.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Repair skill, uplink; Market Price: 30,000
  cr; XP Cost: 1,200; Check DC: 18.
  Model IV allows communication from one side of the
  galaxy to the other in one day. The minumum time it
  takes to communicate outside of the instantaneous local
  network is 12 hours.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Repair skill, uplink; Market Price: 40,000
  cr; XP Cost: 1,600; Check DC: 20.
  Model V allows communication from one side of the
  galaxy to the other in 12 hours. The minimum time it
  takes to communicate outside of the instantaneous local
  network is one hour.
  Manifester Level:
  5th;
  Prerequisites:
  Implant
  Crystalware, Repair skill, uplink; Market Price: 50,000
  cr; XP Cost: 2,000; Check DC: 25.
  Powers
  Psionics and Magic
  Psionics and magic are similar in that supernatural
  energies are being channeled and expended for a desired
  effect. This is where the similarity ends. While the
  magic-psionic transparency presented in the Psionic’s
  Handbook is certainly a viable option, the Dragonstar
  setting assumes a variant transparency exists. Why a
  variant? So that the game balance between psionics and
  magic is maintained while still allowing for psionics to
  be a completely different set of abilities and powers. The
  variant transparency system is based on the effect of the
  magic spell or psionic manifestation, not whether it is
  specifically magic or psionic. If there is any question
  about how this variant system works, assume that if a
  resistance or immunity to a specific effect is not defined
  as resistance or immunity to magic or psionics specifi-
  cally, it works against both magic spells and psionic
  manifestations.
  SPELL RESISTANCE (SR) VS. POWER
  RESISTANCE (PR)
  These two terms are interchangeable in the
  Dragonstar setting. Creatures with a natural SR gain an
  equal PR rating, and vice versa. Over the eons, creatures
  have evolved and gained equal resistance to the effects
  of both psionics and magic.
  CHAPTER FOUR: PSIONICS
  120
  120l120
  
  SAVINGS THROWS
  Creatures that receive saving throw bonuses against
  certain types of magical effects, such as mind-affecting
  spells, poison, or disease, receive these same bonuses
  when a psionic power exhibits the same effect.
  Similarly, if they receive a Reflex save bonus against
  area of effect spells, they would receive the same save
  bonus against area of effect psionic manifestations.
  Specific saving throw bonuses against magic or psion-
  ics, however, are not interchangeable. 
  IMMUNITIES
  Creatures that are immune to certain effects, such as
  fire, cold, or sleep, maintain the immunity regardless of
  whether it is a magical or psionic effect. Specific immu-
  nities to magic or psionics do not translate into immuni-
  ty to the other.
  ANTI-MAGIC AND DEAD-MAGIC AREAS
  For all intents and purposes, psionics are not affected
  by anti-magic and magic is not affected by psionic
  dampening. This is not necessarily true for dead-magic
  areas. By the definition of dead magic, psionics are not
  affected and work normally in such an area. Dead
  magic, however, is often accompanied by psionic damp-
  ening. This is mostly true in naturally occurring dead-
  magic areas, as those artificially created are usually
  fashioned by a pure spellcaster or psionicist rather than
  a combination of the two.
  ECTOPLASMIC FIRE
  Many psionic powers are tied to the element of fire,
  which works normally in most conditions and environ-
  ments. However, in an environment without an atmos-
  phere, fire no longer has oxygen to burn and therefore
  cannot exist without magical or psionic assistance.
  Psionic powers that use the element of fire often use
  unstable ectoplasm as fuel, and thus do not need oxygen
  to continue burning. This still does not allow for sec-
  ondary combustion of flammable materials, but it does
  allow for a persistent effect to maintain its burn.
  Original Powers
  All of the powers originally outlined in the Psionics
  Handbook are available in the Dragonstar setting. In
  fact, you can even incorporate powers from other d20
  System products. None of the original powers have been
  changed, but some of them need some new clarifica-
  CHAPTER FOUR: PSIONICS
  121
  121r121
  
  tions. These are described fully in this section. If a
  power doesn’t appear here, you can assume there’s noth-
  ing to add.
  POWER CLARIFICATIONS
  These power clarifications are presented in alphabeti-
  cal order, just like the Psionics Handbook. Many psion-
  ic powers duplicate magic spells in both name and
  effect. Any special clarifications from the Starfarer’s
  Handbook for specific magic spells can be applied
  equally to the psionic power that duplicates the spell or
  spell effect. Unless otherwise described below, psionic
  powers affect the universe in a similar fashion to magic
  spells and all general principles from the Starfarer’s
  Handbook apply to psionics with the same game
  mechanics.
  ADAPT BODY
  This power allows you to adapt your body to
  the dangerous vacuum of space as though you were a
  creature native to this barren environment. This allows
  you to breathe and move normally while in space. This
  also means that any damage due to temperature
  extremes or unfiltered UV radiation is negated.
  AFFINITY FIELD
  If one or more of the creatures in the area of effect are
  soulmechs, then the soulmechs are only affected if the
  magic spell or psionic power targeting the manifester of
  affinity field could normally affect a soulmech.
  ANCHORED NAVIGATION
  This power is very useful for traveling around the
  known galaxy. As often happens, much to the delight of
  starship mechanics, navigational equipment and ship
  sensors often break down or are damaged during battle.
  Anchored navigation allows a pilot or navigator to cor-
  rectly plot a course using the astronav computer, as long
  as the course is on a direct route towards an anchored
  location. As many jumps as desired or necessary to
  make the trip are allowed, as long as the course is direct.
  However, if the astronav computer is damaged, then you
  would still have no way to send the appropriate activa-
  tion sequence to the starcaster.
  CLAWS OF THE VAMPIRE
  A soulmech may not take advantage of the healing
  this ability provides.
  COMPRESSION
  Like the enlarge spell, this power works on soul-
  mechs and robots. It is one of the few powers that can
  affect the physical abilities of a soulmech or robot.
  DIVERT TELEPORT
  Starcasters can essentially teleport an entire ship and
  its crew across vast distances of space. This power
  allows you to divert even a starcaster, but you must first
  be aware that the starcasting is taking place. When you
  divert a starcast, you are affecting the astronav comput-
  er. The computer gets a saving throw with a bonus equal
  to the ship’s sensor rating to avoid the diversion.
  DREAM TRAVEL
  Since soulmechs do not dream, this power does not
  work on soulmechs.
  EMPATHIC TRANSFER
  Soulmechs may transfer damage from others to them-
  selves normally using this power. They may not transfer
  any disease or poison, as they are immune to both.
  Additionally, they may not transfer any physical ability
  damage, as they cannot alter their physical abilities.
  EXPANSION
  Like the enlarge spell, this power works on soul-
  mechs and robots. It is one of the few powers that can
  affect the physical abilities of a soulmech or robot.
  IRON BODY
  This power physically alters the body of the mani-
  fester. Because the physical body actually changes, a
  soulmech does receive the physical ability adjustments
  this power confers. It is one of the few powers that can
  affect the physical abilities of a soulmech or robot.
  MATTER AGITATION
  A soulmech takes damage from this power as though
  he were a creature with organic skin.
  OAK BODY
  This power physically alters the body of the mani-
  fester. Because the physical body actually changes, a
  soulmech does receive the physical ability adjustments
  this power confers. It is one of the few powers that can
  affect the physical abilities of a soulmech or robot.
  CHAPTER FOUR: PSIONICS
  122
  122l122
  
  STOMP
  Unlike the earthquake spell, this power works on arti-
  ficial structures, such as starships and space stations, no
  matter how small they are.
  SUSPEND LIFE
  This power requires a living body to target. Since a
  soulmech does not have a living body, it can’t be affect-
  ed by this power.
  TRACE TELEPORT
  This power allows you to trace a starcaster, but you
  must first be aware that the starcasting is taking place.
  When you trace a starcast, you are “sensing” the astron-
  av computer’s activation sequence that it sends to the
  starcaster. The computer gets a saving throw with a
  bonus equal to the ship’s sensor rating to avoid the trace.
  WHITEFIRE
  An airless environment, like the vacuum of space,
  affects this power the same as it does any other fire-
  based psionic manifestation. However, any metal that
  whitefire melts remains molten for the duration of the
  power, even in space. Starship hulls generally do not
  have a low melting point in relation to metals like lead
  and gold, and so are not affected by this power.
  New Powers
  The following new powers can be incorporated into a
  Dragonstar campaign that emphasizes the role of psion-
  ics. They are listed alphabetically by discipline.
  Clasentience
  Detect Surveillance: As per the spell in the
  Starfarer’s Handbook; bio-psion 2/psion 2/psychic war-
  rior 3; power points 3.
  Electric Remote View: As per the electric scry spell
  in the Starfarer’s Handbook; bio-psion 2/psion 2; power
  points 3.
  Darkvision and Missive may be manifested through
  electronic surveillance sensors normally. Aura Sight can
  be manifested through the sensors, but only at a 5%
  chance per manifester level.
  Greater Electric Remote View: As per the greater
  electric scry spell in the Starfarer’s Handbook; bio-
  psion 5/psion 5; power points 9. Aura Sight, Darkvision,
  and Missive may be manifested through electronic sur-
  veillance sensors normally.
  Metacreativity
  Irradiate: As per the irradiate spell in the Starfarer’s
  Handbook; psion 8; power points 15.
  Magic Bullets: As per the magic bullets spell in the
  Starfarer’s Handbook; bio-psion 2/psion 2/psychic war-
  rior 2; power points 3.
  Refuel: As per the refuel spell in the Starfarer’s
  Handbook; bio-psion 2/psion 2; power points 3.
  Psychokinesis
  Instant Reboot: As per the instant reboot spell in the
  Starfarer’s Handbook; bio-psion 2/psion 2; power points
  3.
  Power Down: As per the power down spell in the
  Starfarer’s Handbook; bio-psion 2/psion 2; power
  points 3.
  Tractor Beam: As per the tractor beam spell in the
  Starfarer’s Handbook; psion 7; power points 13.
  Psychometabolism
  Radiation Barrier: As per energy barrier, except this
  power protects the target against radiation; bio-psion
  5/psion 5/psychic warrior 5; power points 9.
  Total Energy Barrier: As per energy barrier, except
  the target is temporarily invulnerable to all of the ele-
  ments (acid, cold, fire, electricity, and sonic) and to radi-
  ation as well; psion 7; power points 13.
  REMOTE UPLINK
  Telepathy (Cha)
  Level: Bio-psion 3, Psion 3.
  Display: Ma
  Manifestation Time: 1 action
  Range: Medium 100 feet
  Target: A computer with a net crystal upgrade
  Duration: 1 hour/level
  Saving Throw: No (see text)
  Power Resistance: No
  Power Points: 5
  You can link to the Net from anywhere, so long as you
  are within 100 feet of a computer with a net crystal
  upgrade. This allows you to receive and transmit data
  using the computer terminal you are uplinked to. If the
  computer you link to has someone already using the
  computer, then they can try to kick you off. This
  requires a contested Use Device check.
  If the computer has an AI or firewall for security, then
  you need to make a successful computer hacking roll to
  bypass the security. Otherwise you are forcefully eject-
  ed from the uplink and will be stunned for one round.
  CHAPTER FOUR: PSIONICS
  123
  123r123
  
  SPACE WALK
  Psychoportation (Dex)
  Level: Bio-psion 2, Psion 2, Psychic Warrior 2
  Display: Vi, Ma
  Manifestation Time: 1 action
  Range: Personal
  Target: You or creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You can move around unerringly in a zero-g environ-
  ment without having to make Freefall checks. This
  allows you to make direction changes without any solid
  object to push off of. Essentially treat a zero-g environ-
  ments as though you were swimming underwater.
  UPLINK
  Telepathy (Cha)
  Level: Bio-psion 1, Psion 1.
  Display: Ma.
  Manifestation Time: 1 action.
  Range: Personal.
  Target: Any computer.
  Duration: 1 hour/level.
  Saving Throw: No (see text).
  Power Resistance: No.
  Power Points: 1.
  You can link to the Net from any computer. The com-
  puter does not have to have a net crystal upgrade. This
  allows you to receive and transmit data using the com-
  puter terminal you are uplinked to.
  If the computer has an AI or firewall for security, then
  you need to make a successful computer hacking roll to
  bypass the security. Otherwise you are forcefully eject-
  ed from the uplink and will be stunned for one round.
  CHAPTER FOUR: PSIONICS
  124
  124l124
  
  adamantine infiltrator
  4-6
  adamantine order
  6-8
  arcane commando
  8-10
  ascetic of the Noetic Order
  115-117
  bio-psion
  107-110
  celestial guard
  12-13
  celestial guardsman
  11-12
  Celestial Wind
  63-65
  Children of the Blade
  66-67
  cleric domains
  80-81
  combat ace
  13-15
  cyberkineticist
  111-113
  Dark Zone explorer
  16-17
  divine spellware
  101
  dragon slayer
  19-20
  Duelists
  67-69
  ecoterrorist
  22-24
  faithful servant
  49-50
  Fate Reavers
  69-71
  feats
  59-63
  galactic conquerer
  50-52
  Green Cabal
  24-25
  Guardians of Dorrugan
  71-73
  Guild of Scientific Spellcraft
  46-47
  Guild of Tinkers
  30-31
  imperial arcanist
  25-27
  imperial legionnaire
  31-32
  Imperial Society of Arcane Magic
  27-28
  infowarrior
  28-30
  Ios
  73-75
  irindul society
  17-19
  legendary classes
  47-58
  machine man
  52-54
  master roboticist
  54-55
  metamind
  110
  Missionary Evangelists Nasuit
  41-42
  netwalker
  113-115
  Noetic Order
  35-36
  noetic warrior
  34-35
  Order of the Wolfpack
  75-76
  prestige classes
  4-47
  psion 
  105-106
  psionics, equipment
  119-120
  psionics, feats
  118-119
  psionics, powers
  120-124
  psionics, races
  102-105
  psionics, skills
  117-118
  psychic warrior
  106-107
  pyrokineticist
  110-111
  rebel
  56-58
  Royal Exploratory Service
  43-44
  royal marshal inspector
  36-38
  Royal Marshal Service
  38-39
  schools
  63-79
  scientific arcanist
  45-46
  shadow guards
  10-11
  s-human
  103-105
  slayer
  111
  Soldiers of the Iron Star
  76-78
  soulknife
  111
  spells
  80-94
  spellware
  94-101
  trailblazer
  42-43
  tsalokhi
  103-105
  unification missionary
  39-41
  Vigil of Sakar
  78-79
  White Legion Expeditionary Force
  32-33
  wraith squadron
  15-16
  Zorzi
  20-22
  CHAPTER FOUR: PSIONICS
  125
  125r125
  INDEX
  
  FANTASY
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  Third Edition, published by Wizards of the Coast®
  Your Survival Guide to
  the Dragon Empire
  Player’s Companion is an indispensable compendium of
  new classes, feats, spells, spellware, psionics rules, and more
  for the Dragonstar campaign setting. Player’s Companion is
  designed for both players and DMs. The book presents new
  options for both player characters and non-player characters, as
  well as new rules a DM can incorporate into his campaign.
  • More than 20 new prestige classes, including the arcane com-
  mando, imperial legionnaire, and Dark Zone explorer.
  • New feats and a variety of special schoools that allow charac-
  ters to improve their skills and abilities, such as the Children of the
  Blade, the Duelists, and the Soldiers of the Iron Star.
  • New spells, such as might of the dragon and haywire, and new
  spellware enhancements, such as magic touch and golem arms.
  • A full chapter on integrating psionics and psionicist characters into
  Dragonstar, including new classes, new rules for existing classes,
  and new psionic feats, skills, and powers.
  
SOURCE: textdata/thevault/Dragonstar/Dragonstar Players Companion.pdf