“Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or higher (referred to hereafter as the base creature).
A spellstitched creature uses all the base creature’s statistics and abilities except as noted here.
Special Attacks: A spellstitched creature retains all the
special attacks of the base creature and gains the following special attack.
Spell-Like Abilities: A
spellstitched creature can be imbued with
spell-like abilities ac- cording to its Wisdom, as indicated on the ta- ble below. Any spells selected must be from the conjuration, evo- cation, or necromancy
school. The number of spell-like abilities
is cumulative; for example, a spell- stitched undead with a Wisdom of 12 can cast two 2nd-level spells four
times per day and two 1st-level spells
four times per day. Caster level equals the creature’s Hit Dice.
Example Spells Times per Wisdom Undead Imbued Day
10 Skeleton, zombie Two 1st-level 4
11–12 Bodak Two 2nd-level 4
13–14 Ghoul, ghast Two 3rd-level 2
15–16 Devourer Two 4th-level 2
17–18 Some liches Two 5th-level 2
19 or higher Nightshade One 6th-level 1
The creator of a spellstitched creature decides how to allocate the spells known against the number of times per day spells of each level can be cast, and once made, this determination cannot be changed. For example, if a spellstitched skeleton has cause fear usable once per day and shocking grasp usable three times per day imbued as its 1st-level spell-like abili- ties, its creator cannot later change either the spells or how frequently each can be used (to two times per day each, for example).
Special Qualities: A spellstitched creature retains all the
special qualities of the base creature and gains the following special qualities.
Damage Reduction (Ex): Spellstitched creatures with 1–3
HD have no damage reduction, those with 4–11 HD have damage reduction 5/magic or silver, and those with 12 or more HD have damage reduction 5/magic and silver.
Spell Resistance (Ex): A spellstitched creature has spell resis-
tance equal to 10 + the base creature’s Charisma modifi er.
Turn Resistance (Ex): A spellstitched creature gains +2 turn
resistance (added to the base creature’s turn resistance, if any).
Saves: Spellstitched creatures get a +2 profane bonus on
all saving throws.
Challenge Rating: Same as the base creature +1.
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listeners can forget for a short time the cares and troubles of their lives. When a bard of great skill sings her songs in the common room of the village inn, her listeners enjoy for a short time entertainment fi t for a king—an hour or two of dreams and splendor in which even the lowest laborer can indulge.
Of course, some bards also have reputations as thieves and liars, being all too quick to fl ee town leaving behind a string of false promises and broken hearts. Though the motives of such characters will always be questioned, people know that even the most blackhearted bard lacks the power to unleash magical plagues or other arcane devastation. Though people often fear magical power, they know that the bard’s brand of magic carries signifi cantly fewer risks to them than those of other arcanists. Bards move easily in circles of nobility and power, and even a bard of modest skill can show up at the door of the king’s hall and expect to trade a few songs for a seat at the banquet table and a bed for the night. In some cultures, nobles retain bards as advisors, entertainers, spymasters, and tutors to their children; these house bards, or hallsingers, often become permanent members of a noble’s household. In exchange for room, board, and a monthly retainer, a house bard serves as n most human cities and towns, the general populace is
notoriously insensitive to the distinctions of training, skill, and talent that separate arcane spellcasters. The dif- ferences between a sorcerer and an enchanter, a warlock and a necromancer, or an evoker and a warmage are lost on such people, and any arcane spellcaster (other than the bard, who is generally easy to identify) is equally likely to be called mage, arcanist, sorcerer, enchanter, or wizard by someone without any real understanding of the character’s true skills. To most people, distinctions between types of arcane spellcaster matter only to arcanists themselves. Even in the most magical of settings, though, arcane spellcasters maintain a high social profi le. Few people in a busy trade town will mark the arrival or departure of a weathered sellsword or rakish fop, but the arrival of an arcanist of any description will be carefully noted and observed.
BARDS
Unless it’s by her own intent, a bard is never mistaken for another type of arcane spellcaster, and although the common folk might fear the sudden appearance of an unknown mage, the arrival of a new bard in town is often a cause for celebration. A bard’s skills promise new songs,
new stories, and new music so powerful and magical that
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a trusted lieutenant, working assiduously to advance the noble’s interests and guard the family to whom she has given her loyalty. Just as a noble wins renown for the quality of the bard in his household, bards win renown for the elevation of their patrons, and to be the court bard of a high king is a great honor indeed.
Bards with noble patrons can still spend much of their time adventuring, but they are expected to devote at least some of their efforts to advancing their patron’s causes and to report back at regular intervals what they have heard and observed during their travels. In general, a bard with a patron must spend at least one week per month at the noble’s residence, but after every few years of service, a bard is expected to forego travel for a time, spending several consecutive months in attendance at her lord’s court.
In addition to room and board, a house bard can expect a stipend of about 10 gp per month per character level (replac- ing the money an itinerant bard might earn through use of her Perform skill). On special occasions, such as when entertaining a visiting noble, a character’s performance might be expected to earn her more.