War of The Burning Sky Players Guide
War of The Burning Sky Players Guide
War of The Burning Sky Players Guide
Introduction
War Begins
While once news reached the Free CityState of Gate Pass by weekly teleporting
courier, that channel has gone silent, and now
what little news there is must travel by the old
routes of rumortravelers from the outside
world. You might be one of those travelers, or
a concerned native of the city, but you have
heard the rumors.
Emperor Drakus Coaltongue, ruler of the
mighty Ragesian Empire which lies to the
west of Gate Pass, has been slain in a distant
nation, or so the rumors say. Of course, the
rumors once said that Coaltongue was
immortal. However, no one doubts the tales
of armies mustering in Ragesia, with orders
to secure the borders of the empire at this
time of weakness and uncertainty. And from
Shahalesti, the elvish nation east of Gate
Pass, the rumors say its ruler seeks to claim
the vulnerable Ragesia for his people.
And so Gate Pass sits, alone in its mountain
pass, one of the few safe routes between these
two belligerent and antagonistic nations. For
weeks the people of Gate Pass have been
saying war would inevitably come to the city,
and now the rumors are coming true
War of the Burning Sky Players Guide Section One: Gate Pass
Gate Pass is also widely known as a haven
for half-orcs, and many come to the city to
find their identity. In the formative years of the
city, the half-orcs origins were hotly debated
and both orcs and humans questioned their
standing. For humans, half-orc signaled a
lesser breed, and became a pejorative phrase.
The orcs, however, saw an increase in their
influence and power and elevated the odd race.
The divisions between all three races were wide,
but in the earlier battles for Gate Pass, the halforcs fought and bled like the rest and the walls
of prejudice fell quickly. Today, there is little
prejudice and the half-orc population enjoys
an equal stand amongst the humans and orcs.
Typical Gates
War of the Burning Sky Players Guide Section One: Gate Pass
Players Map
Ghettos
In a few districts are found smaller walled
areas populated predominantly by a single race.
Most common of these ghettos are those of
the elves, who tend to shun outsiders. Elvish
ghettos are renowned for having no visible
entrances through their wallsall the doors
are secret, which elves can intuitively notice.
War of the Burning Sky Players Guide Section One: Gate Pass
Organizations and
Power Groups
City Council
The government of Gate Pass is a council
of representatives from each of the districts
and a few other locations, with a city governor
chosen every ten years. Many different groups
hold sway with the government, ranging
from citizen groups to wealthy merchants to
religious and military groups.
Creation of the Aquiline Heart Art by Claudio Pozas
War of the Burning Sky Players Guide Section One: Gate Pass
One of the more colorful characters in the
council is Erdan Menash, a former merchant and
tailor who used to sell well-crafted but horribly
unfashionable gear to adventurers, with the goal
of making sure everyone knew he was the one
sponsoring their heroism. His personal manor is
painted vivid green, yellow, and purple.
The current governor is Merrick Hurt, a
half-orc who has kept relationships with
Ragesia warm in the past, though many worry
he will be too agreeable to demands by the
new ruler of Ragesia. Rumors say that he
bitterly loathes elves and has a vast lexicon of
insults for them, a vice that relatively few in
the city worry about.
The Temples
The religious community of Gate Pass is
diverse, owing to the interaction of cultures
flowing through the city. Eight major temples
represent the religious core of the community,
and though each religion has its own interests,
they share common ground through the
annual Festival of Dreams, during which the
temples all briefly work to provide for the
greater good.
Numerous temples of smaller religions dot
the city, and though they lack the same sway
as the major eight, they still put a lot of effort
into New Years festivities.
Major Temples
The Saraswatin
Library of the God of Knowledge
Located in Summers Bluff, this four-story
building is the central repository of knowledge
for the city. Along with stacks and cubbyholes
full of tomes and scrolls, the building has an art
gallery and a five-hundred-seat theater.
Researchers using the library are expected
to make an offering of 1 gp to the god of
knowledge, as well as give generous tips to the
many librarians who keep things organized and
easy to find.
Mercineum
Temple of the Healing God
This temple is a small, twenty-foot circular
building of ancient design. Once there were
multiple temples across the city, many quite
large that served as hospitals and clinics
for the citizens, but this simple building
was considered the holiest of all those. Its
veneration is related to the miracle of Tench
War of the Burning Sky Players Guide Section One: Gate Pass
the downfall of Coaltongues control of the city
started with this miracle. A few living resistance
fighters agree, noting that the Mercineum
provided a safe haven for the resistance to
gather and plan, free from the probing eyes of
the Ragesian priests.
Today, there are no priests of the Mercinea
Church in Gate Pass. A new order, the Aquiline
Cross, has been around for a decade and uses
all the facilities of the old religion. There are
differences between the old church and the
new order, but most folk dont notice.
Stronghold
Fertile Fields
The Bacchanal
Inn of the God of Revelry
This is one of the fastest-growing cults
within Gate Pass. The temple is styled like a
huge beer hall and worship is a rowdy affair
with dancing, drinking and song. Once a week,
the building opens and for a few coppers tithe,
adherents can enjoy limitless food and drink.
Many tavern-keepers have seen their profits
drop as a result and have voiced their opinions
to the city council.
Shakur Biggs, the head priest, is currently
the master of ceremonies for this years festival.
He was apparently planning to head a large
musical performance, but his plans have been
dampened by the threat of a hostile Ragesia.
Dassen Stone
Temple to the Dwarf God of Ancestors and
Temple to the God of Battle
Second only to the Saraswatin in size, this
temple serves as two temples now that the
dwarf population is almost completely gone
from the city. The large edifice also houses
the public works offices. Lessons in fighting
and leadership are regularly offered and the
city guard is often seen training there. Rumors
that the dwarves keep treasures mined from
the deep during the construction of Gate Pass
abound.
The Military
While the Gate Pass military answers to the
city council, their opinion carries great weight
given how much attention the city pays to its
defense. Unlike most militaries, they are not
trained for large open field combat, but rather
for the defense of the city, taking advantage
of enclosed terrain. Commander Harmand
Fletcher, a veteran of the rebellion against
Ragesia, recently retired as leader of the armed
forces and has been replaced by Brant Sawman,
who if anything is more gruff and brooding
than his predecessor.
A small unit of twenty griffon riders serves
to patrol the far reaches of Gate Passs domain,
but otherwise the city has little in the way of a
cavalry tradition.
Gabals School
Gabal, a famed evoker who helped drive
the Ragesians out forty years ago, maintains a
school of war. This large cluster of squat towers
connected by covered bridges and surrounded
by a moat and fence is jokingly known as The
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Thieves Guild
Everyone knows that thieves operate in the
city, often with the aid of bribed councilmen
who turn blind eyes. The thieves tend to prey
on wealthy merchants, especially foreigners,
and so many commoners view them favorably.
One particularly well-known rogue is a
dashing scoundrel named Rantle. He came to
fame because of an elaborate confidence game
to steal from a female merchant. One night
when his scam was near fruition, he was with
the merchant when she was attacked by a trio
of common thugs who intended to have their
way with the woman. Rantle fought them off,
and then stayed around to protect her while
the city guard arrived, even though he knew
he would be recognized and arrested. Public
support for his heroism got him pardoned, and
many people have begun calling for him to join
the city council.
It is said the clientele of One-to-Go, a tavern
in one of Gate Passs slums, is composed
entirely of former thieves who have lost a hand
as punishment for stealing.
The Resistance
Devoted to keeping the city of Gate Pass free
from the rule of both Ragesia and Shahalesti,
the resistance is composed of a huge variety
of people from many of countries, since many
nations have a vested interest in keeping the
current balance of power. Mostly they work to
bolster pride among the citizens of Gate Pass,
though occasionally a spy is turned over to
the authorities by unknown persons, and the
resistance is credited with the capture.
Many farmers and ranchers who live in the
mountains surrounding the city claim to have
spoken to members of the resistance, who
encouraged them to be prepared to fight to
defend their lands.
War of the Burning Sky Players Guide Section One: Gate Pass
Spelldueling
The students at Gabals school in Gate
Passas well as the mages of Lyceum
practice spelldueling as a way to better their art.
The techniques of spelldueling are particularly
useful in combat against inquisitors. Students
of these schools may also select Primordial as
a bonus language.
Spellduelists are introduced to the Spell
duelist and Spellduelist Counterspell feats (see
page 11) and a few unique spells (see page
10). There are rumors that inquisitors have
perverted versions of these feats and spells in
their repertoire.
War of the Burning Sky Players Guide Section One: Gate Pass
Character Classes
Cleric
Wizard
Reactive Counterspell
Sorcerer
Ghost Phase Attack
A force missile phases in and out of reality,
passing through the targets cover and protection.
Sorcerer Attack 7* Arcane, Implement
Standard action; Encounter
Range 10
Target One creature
Attack: CHA vs. Reflex; ghost phase attack
ignores any penalty for cover or superior cover
Damage 1d10 + CHA modifier
Effect If the target is insubstantial, it takes full
damage and loses the insubstantial quality
until the end of your next turn. Otherwise, it
is slowed.
Warlock
Curse of Flesh
With a shout, the glimmering creature is cursed to
manifest itself.
Warlock (Star) Utility 10* Arcane, Polymorph
Standard action; Daily
Range 10
Target One insubstantial creature
Attack INT vs. Fortitude
Effect The target loses the insubstantial quality
until the end of your next turn.
Sustain Minor The target does not regain the
insubstantial quality at the end of this turn.
10
Wayfarers Step
You create a doorway before the target and
he steps through, reappearing somewhere else
nearby.
Wizard Utility 2* Arcane, Teleportation
Standard action; Daily
Range 10; Area Burst 1
Target One creature
Effect Teleport the creature 5 squares.
Special This spell can only be learned from the
Wayfarers. Consult your GM for details.
Enforced Flesh
You manipulate the planar energies that surround
the creature and it becomes painful to stay
insubstantial.
Wizard Attack 13* Arcane, Polymorph,
Implement
Standard action; Daily
Range 10
Target One insubstantial creature
Attack INT vs. Fortitude
Damage 2d6 + INT modifier necrotic
Effect The target loses the insubstantial quality
until the end of your next turn.
War of the Burning Sky Players Guide Section One: Gate Pass
Feats
Heroic Tier Feats
Blade of the Resistance
[GatePass]
Fed up with Ragesian and Shahalesti oppression,
you wage a discreet war against them.
Benefit: You gain a +2 bonus to Insight
checks. Additionally, once per encounter you
can select an intelligent creature who has dealt
damage to you or your allies as your preferred
foe. Until the end of the encounter, you gain
a +2 bonus to your damage rolls against your
preferred foe.
The foe need not have dealt the damage
during the current encounter; a previous
encounter will suffice.
Special: You gain this feat as a bonus feat if
your character begins at 1st level affiliated with
the Gate Pass resistance.
Moral Insight
You gain insight into the moral force of people
and things.
Prerequisite: Trained in Religion
Benefit: You can use your Religion skill to
identify the alignment of sentient creatures
and detect the presence of good and evil things
in an area. The Religion skill is used in a similar
fashion to the way Arcana is used to Detect
Magic. See the D&D 4E Players Handbook
for more information.
Identify Alignment
One minute; spend a healing surge
* DC 10 + Will defense of the creature. The
creature must be able to speak a language.
* Success You correctly identify the
alignment of the creature.
* Failure You identify the creature as being
Unaligned and the creature detects the
attempt to determine its alignment.
Detect Presence of Evil or Good
Standard action; encounter (must choose
which alignment to detect)
* Range Close; Area Burst level
* DC 20 minus the prominent power
sources level.
* Success Evil or Good power is detected
within the ranged area. The source is not
defined.
* Failure No knowledge is gained.
* Overwhelming Aura If the level of the
prominent power source is at least twice
the characters level, the character is
stunned for one round.
Spellduelist [Arcane]
You have studied the art of spell dueling,
perhaps under the famed evoker Gabal in the
small school he maintains in Gate Pass, or at the
Lyceum academy in Seaquen.
Prerequisite: Arcane power source
Benefit: You gain a +2 bonus to Bluff checks.
In addition, you may negate an opportunity or
immediate action against you. This includes
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Spellduelists Counterspell
[Arcane]
Prerequisites: DEX 15, trained in Insight
Benefit: You gain the counterspell feat power.
Counterspell
Feat Power* No Keywords
Immediate Interrupt; Encounter
Trigger You are affected by a spell
Area Personal
Effect If you choose, you may spend a healing
surge to add your level + 1 to your defense
against the spell. If you do this and the spell
misses, it does no damage and has no effect
on you, and it is expended as if it had been
successfully cast. This failure includes powers
with the Reliable keyword.
War of the Burning Sky Players Guide Section One: Gate Pass
Vow of Healing [Divinity]
You have pledged yourself to heal all those in
need, friend or foe.
Prerequisites: Channel Divinity class
feature, member of the Aquiline Cross.
Benefit: You gain the vow of healing power.
Special: You cannot refuse to heal an
injured living creature who asks you for healing.
This obligates you to use your vow of healing
power once on any such creature, though you
are not required to heal enemies until they
surrender and you are reasonably sure they
cannot betray you. You cannot perform a coup
de grace on a living creature, nor can you target
damage against a dying living foe (you may
deal damage to them with area attacks, though
you must make a best effort to avoid doing so).
If you violate this oath, you lose the benefit
of this feat for 24 hours. Repeated or flagrant
transgressions can result in permanent loss of
this benefit until you receive atonement.
Channel Divinity: Vow of Healing
In keeping with your vow, you are blessed with
greater healing power.
Feat Power* Divine, Healing, Radiant
Minor action; Encounter
Range Close; Area Burst 5
Target: all creatures in burst
Effect Living creatures regain a number of hp
equal to your WIS or CHA bonus, whichever
is higher (minimum 1). Undead creatures take
damage equal to your WIS or CHA bonus,
whichever is higher (minimum 1).
Special You must take the Vow of Healing feat
to use this power. You can use this power
twice per encounter, but only once per round.
At 11th level, increase the area to Burst 10. At
16th level, you can use this power three times
per encounter. At 21st level, increase the area
to Burst 15.
War of the Burning Sky Players Guide Section One: Gate Pass
Equipment
Magic Items
Weapons
Orbs
Whip
Orb of Persistence
Alchemical Equipment
Shatterspell
Level 5
Category Volatile
Time 1 hour
Component Cost See below
Market Price 850 gp (difficult to find outside of
Ragesia)
Key Skill Arcana (no check)
Level 7+
Level 6
Level 5+
Lvl 5
50 gp
Lvl 15
1,000 gp
Lvl 10
200 gp
Lvl 20
5,000 gp
Alchemical Item
Power (Consumable* Zone) Standard Action.
Released as a gas, shatterspell creates a zone
of magical disruption (Range 10, Area Burst 1).
All magic effects within the square must make
a saving throw or end immediately. The zone
lasts until the end of your next turn.
Lvl 10: Saving throw penalty 2.
Lvl 15: Saving throw penalty 4.
Lvl 20: Saving throw penalty 6.
Power (Consumable, Potion) Standard Action.
Made liquid and swallowed as a potion (see
above), shatterspell grants you +5 damage
resistance against spells, lasting for 5 minutes
or until the end of the encounter.
Lvl 10: +10 damage resistance.
Lvl 15: +15 damage resistance.
Lvl 20: +20 damage resistance.
Feigning Fez
Level 10
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Wondrous Items
Feather Token
Level 4+
War of the Burning Sky Players Guide Section One: Gate Pass
Rituals
Arcane Servant
Level 1
Component Cost 10 gp, plus a focus worth at
least 30 gp
Market Price 50 gp
Category Creation
Key Skill Arcana (no check)
Time 10 minutes
Duration Through the next extended rest or until
dismissed
Continual Light
Level 2
Component Cost 10 gp
Market Price 100 gp
Category Creation
Key Skill Arcana (no check)
Time 10 minutes
Duration 24 hours (special)
Duelists Etiquette
Level 1
Component Cost 5 gp, plus 2 healing surges
Market Price 100 gp
Category Warding
Key Skill Arcana (no check)
Time 10 minutes
Duration 1 hour
Hallowed Ground
Level 20
Component Cost 5,000 gp plus 5 healing surges
Market Price 25,000 gp
Category Warding
Key Skill Religion
Time 30 minutes
Duration 24 hours (special)
Magicsense
The area shimmers and ripples as a magical item
enters its covering area.
Level 5
Component Cost 100 gp
Market Price 250 gp
Category Divination
Key Skill Arcana
Time 1 hour
Duration 24 hours (special)
War of the Burning Sky Players Guide Section One: Gate Pass
procedures as the Forbiddance ritual in the
D&D 4E Players Handbook.
If the rituals effect is sustained without
interruption for a year and a day, the effect
becomes permanent.
Duration
2 hours
4 hours
8 hours
24 hours
72 hours
True Form
Level 6
Component Cost 140 gp
Market Price 600 gp
Category Divination
Key Skill Arcana or Religion
Time 1 minute
Duration 10 minutes
Teleporting Troubles
15
Damage
50 fire damage
100 fire damage
500 fire damage
1,000 fire damage
5,000 fire damage
10,000 fire damage
Overview
Ragesia
The Inquisitors
Dressed in bear skins, their faces concealed by
bear-skull masks, inquisitors are the feared blade
of Ragesia, expert in cutting out those who resist
its rule. They fervently serve Ragesias supreme
inquisitor, an aged witch named Leska, who
until recently was a loyal servant of the emperor.
Now Leska desires to rule, and her inquisitors
are her greatest weapon.
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Shahalesti
War of the Burning Sky Players Guide Section One: Gate Pass
to learn a variety of magical styles, and are trained
in spelldueling techniques similar to Gabals in
Gate Pass. They were relatively unknown in the
region until recently, when Simeon, headmaster
of the school, sent out a call to all the people in
and around Ragesia, asking for them to stand up
against the threat posed by the Ragesians and
their new leader Leska.
The Wayfarers
Dassen
Sindaire
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Lyceum Academy
War of the Burning Sky Players Guide Section One: Gate Pass
The large capital city of Turinn lies on two
sides of a long rock spur. The western side has
ports on the sea, while the bulk of the city lies
safe on the east.
Ostalin
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