Chapter I · Races
The Ashen
The thing in your head wants your hands, your voice and your name, and it has all the patience of something that has already outlived its own world. You said yes anyway. Perhaps you were drowning in a war, perhaps you were hungry for what it offered, or perhaps you were raised in Ashborne from childhood to pay this price. Now you carry a bargain that nobody else can see, and it never stops asking for more.
Description. Ashen are humanoids who allowed an exspiratis, an ethereal being from a broken reality, to inhabit their bodies. The name comes from Ashborne City in Ethon, where the first bargains were struck after the Dark Sunder. An ashen looks like her original people until the exspiratis surfaces. Then bone ridges break through the skin, the eyes flood red, and the body hits harder than any mortal frame should.
Personality. Ashen are proud, wary and exceptionally hostile to anyone who might take advantage of them. They also live by a strict code of honor. An ashen never lies about a bargain and keeps every deal exactly as promised. Cheating and manipulation are another matter, and ashen admire cleverness. Ashen rarely work together, since each is busy chasing her own opportunities, but they share knowledge with one another like currency. Many ashen carry a quiet fear of the day the voice wins.

Physical Description. Most ashen keep the height and build of their host’s original people. Between Manifestations they carry only faint signs, such as ember-colored flecks in the eyes and skin that runs warm to the touch. When manifested, ashen grow bony ridges from the brow to the neck, talons, ash-grey skin and sometimes goat-like horns. The more control an ashen gives up, the harder it is to see the person underneath.
Relations. Ashen are feared in most of Eldriloch. Ethon conscripted them in the War of Souls, and In the war's final years, Adryae built the souldriven to stop them. Humans are suspicious, and runekar find the bond an insult to the aether. Ashen get along best with outcasts who also have something to hide, such as the Veil, the Sons of the Throneless and the Gutter Kings. They have a bitter relationship with the Wardens of the Celestial Covenant, who hunt them. Souldriven treat them with caution, since they were built to guard against them. The exspiratis distrust the malumtene above all, and an ashen who works with one does so against the voice’s loud objections.
Outlook. The exspiratis may crave ruin, but the host decides what to do with that strength. Feared by every nation and hunted by the Covenant, most ashen look out for themselves and their own, and many are selfish. A few are kind. All of them keep their word.
Ashen Lands. Ashen have no homeland of their own. Ashborne City in Ethon remains their capital in spirit, and the Fiend’s Chasm nearby is where only ashen can safely work the fibrolite mines. Beyond Ethon, ashen live quietly in border towns and criminal cities, or in secret among the Gutter Kings and the Veil. In places like Caerdydd, where the Wardens work with the Peacekeepers, an ashen caught manifesting may not live to see a trial.
Religion. Ashen do not worship gods. They hold to a creed of Chaos: nothing is fixed, no order is owed anything, and every bargain, every ruin and every rebirth is the world rearranging itself. The exspiratis were broken by their own meddling with the web of reality, and the ashen see that as proof that the ordered world is a fragile lie. Their faith has no priests, temples or hymns. Its rites are deals struck, oaths kept, and scars that nobody asks about. Divine magic and the gods it comes from shut the door on an ashen, and the Celestial Covenant and the Wardens, in turn, treat the ashen as heresy made flesh. A few ashen still whisper to Khareus or Aostre, but never aloud.
Language. Ashen speak the language of the land they were raised in. They also communicate telepathically with one another.
Names. Ashen use the names of their host culture. Many take a second, private name for what lives in them. Exspiratis names are long and strange, like Vhaerulzhyr. Sample human-style names: Brannoch, Orsael, Vethric, Daruun, Kessra, Ilmara, Thessaly, Maruvel.
Adventurers. Ashen adventure because standing still lets the exspiratis win. Some hire out as sword-arms and mercenaries, since coin and contracts keep a mind busy. Some hunt the Fiend’s Chasm for fibrolite. Some cross the continent looking for a way to quiet the voice, and others are simply running from the Wardens.
The Exspiratis and the Malumtene
The exspiratis live by bargains. A deal struck is a deal kept, and the ashen code against lying comes from them. That is why they despise the malumtene, a people who lie as easily as they breathe and break their word whenever it suits them. No malumtene has ever accepted an exspiratis as a host, and the exspiratis have stopped asking.
The exspiratis will do almost anything to avoid working with the malumtene. An ashen forced into an alliance with one will hear about it constantly, and the voice will push for a way out of the deal at every turn. An ashen who trusts a malumtene’s promise is, in the exspiratis’ view, a fool. Most ashen eventually agree.
Ashen Racial Traits
Ashen follow the rules for the human race, except as noted below. Some traits depend on the character’s ashen level, which equals her total Hit Dice (not counting level adjustment).
• +2 Strength, +2 Constitution, –2 Charisma. The exspiratis lends the body power at the cost of the face the host shows to the world.
• Medium: As Medium creatures, ashen have no special bonuses or penalties due to size.
• Ashen base land speed is 30 feet.
• Darkvision out to 60 feet.
• +2 racial bonus on Listen and Spot checks. Ashen are alert to threats, a gift from the exspiratis’ sense of the room.
• Bound Spirit (Ex): Every ashen accepts an exspiratis. The spirit speaks to the ashen wordlessly and constantly. The player decides how the voice sounds, but the DM speaks for it whenever the ashen loses control.
• Temperament: At 1st level the ashen chooses the way her exspiratis reaches for control: Tyrant (brute force) or Whisperer (seduction and manipulation). The choice is permanent. It grants features at 3rd, 9th and 15th ashen level, described under Temperaments.
• Communion (Su): An ashen can speak telepathically with any other ashen or exspiratis within 60 feet plus 10 feet per ashen level. No shared language is needed, and non-ashen cannot overhear it.
• Manifestation (Su): The ashen can let the exspiratis surface a limited number of times per day, as shown on the Racial Progression table. Manifesting is a free action, but not while a Manifestation is already active. It lasts for 3 + the ashen’s improved Constitution modifier rounds, plus one round per two ashen levels. During it she gains the bonuses to Strength, Constitution and natural armor listed on the table, plus a bone-ridged form and solid red eyes. The Constitution increase adds hit points that vanish when the Manifestation ends and cannot be used to survive lethal damage.
Magical Attacks: While manifested, all of the ashen’s melee and ranged attacks, including natural weapons, unarmed strikes and manufactured weapons, count as magic for the purpose of overcoming damage reduction. This does not make them magic weapons for any other purpose and does not bypass damage reduction that has no “magic” entry, such as DR 10/—.
Manifestation Check: Manifesting takes effect first, and then the ashen makes a Hold check (see below). A Manifestation counts as a tier 2 effect for that check and adds a further +2 to the DC.
While manifested, the ashen cannot cast spells, use Charisma- or Dexterity-based skills (except Intimidate, Balance and Escape Artist), or use any ability that demands patience or concentration. A Whisperer can use Bluff and Diplomacy. She can end a Manifestation early as a free action. When it ends, she is fatigued for 1 minute.
• Talons (Su): While manifested, the ashen has two claw attacks that deal 1d4 slashing damage (Medium) plus one-half her Strength modifier. They are natural weapons. If she also attacks with a weapon, they are secondary attacks at –5 (–2 with Multiattack). At 13th level the claws deal 1d6 damage. If both claws hit the same opponent in a round, she tears flesh for extra damage of 2d4 + 1½ × her Strength modifier.
• Gifts (Su): The exspiratis can reach through the ashen into the world. At 1st level the ashen chooses two tier 1 Gifts from the Gift table. She learns one more at 4th, 7th, 10th, 13th, 16th and 19th level, of any tier up to her maximum. She can use Gifts a number of times per day equal to her Gifts per Day. Caster level equals her ashen level, and any save against a Gift has a DC of 10 + the Gift’s tier + her Constitution modifier. A Gift doesn’t provoke attacks of opportunity unless its description says so. Using a Gift is a supernatural ability and can be done by an ashen of any class.
• Hold (Ex): Every Manifestation and every Gift draws the exspiratis closer. The effect takes place first. Then the ashen makes a Hold check, a Will save with a DC of 5 + one-half her ashen level + one-half the effect’s tier (round up) + one-half the number of Manifestations and Gifts she has already used since her last long rest (round down). A Gift used while manifested adds +1 to the DC. A Manifestation counts as a tier 2 effect and adds +2 to the DC. A natural 20 always succeeds, and a natural 1 always fails and adds 2 to the Loss of Control roll.
On a failure the ashen loses control. Roll 1d12 and add half the effect’s tier (round down) on the Loss of Control table. A failed check for a Manifestation adds 1 to the roll. An ashen who lost control for more than 1 round may repeat the Hold check at the start of each of her turns (without the increase for earlier uses) to end the effect early, unless she is dazed, unconscious or ethereal.
• Ashen’s Word (Ex): Ashen consider lying a disgrace and trickery a skill. An ashen may use Bluff, misdirection, concealment and technicalities freely, but cannot make a false statement as part of an agreement or break a bargain once it is sealed. An ashen who does so loses her Binding pact benefits for a week and takes a –4 penalty on Hold checks for that time. If she deliberately breaks a Binding pact, the exspiratis makes an immediate Loss of Control roll for her (1d12 + 3).
• Currency of Knowledge (Su), 2nd: Once per day, as a full-round action, the ashen can bargain telepathically with another ashen or exspiratis anywhere on the same plane. The other party names a price, which the DM sets, usually a secret or a service. If she pays, she makes a Knowledge check with a bonus equal to her ashen level + Intelligence modifier, as if she had the relevant Knowledge skill.
• Resolute Host (Ex), 3rd: The ashen gains a +1 bonus on Hold checks and on Will saves against enchantment (compulsion) effects. The bonus rises by 1 every three ashen levels (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th and +6 at 18th).
• Binding Pact (Su), 6th: The ashen can swear an oath before at least one witness, stating a clear task she will accomplish and the price for failure. She can have only one pact at a time. While pursuing it she gains a +2 morale bonus on attack rolls, saves and skill checks that directly serve it, and a +2 bonus on Hold checks. Completing a pact sates the exspiratis and grants a +4 bonus on Hold checks for 24 hours.
• Uncanny Dodge (Ex), 6th: The ashen retains her Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker (she still loses it if immobilized). If she already has uncanny dodge from a class, she gains improved uncanny dodge instead, using her total Hit Dice for the flanking rule.
• Veil Sight (Su), 7th: As a swift action the ashen can see ethereal creatures and objects as if with see invisible for 1 minute, up to a number of times per day equal to her Wisdom modifier (minimum 1).
• Cinder Hide (Su), 10th: While manifested, the ashen gains damage reduction 1/—, increasing to 2/— at 14th level and 3/— at 18th level. It stacks with other damage reduction.
• Rekindle (Su), 19th: Once per day, when damage would reduce the ashen to 0 or fewer hit points, she remains at 1 hit point instead and immediately manifests (even if out of uses). She then makes a Loss of Control roll as if she had used a tier 6 Gift (1d12 + 3).
• Anathema to Faith: The creed of Chaos allows no gods. An ashen can never take levels in a votary or warden, or in any other class whose abilities depend on worshiping a deity or on divine magic. She cannot cast divine spells from any source, and she cannot use divine feats or abilities such as turning or rebuking undead. A ranger is possible, but never gains spellcasting. Prestige classes with divine spellcasting or deity requirements are closed to her. She can still receive divine healing and other beneficial divine spells from others.
• Automatic Languages: Common. Bonus Languages: Any (other than secret languages).
• Favored Class: Any. When determining whether a multiclass ashen suffers an XP penalty, her highest-level class does not count.
• Level Adjustment: +2. An ashen is stronger than a character of her own level, so she counts as a character two levels higher than the levels she has taken. See “Level Adjustment” in Playing an Ashen for how this works at the table.
| Hit Dice | Manifestations per Day | Gifts per Day | Max Gift Tier | Manifestation Str / Con / Natural Armor | Special |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 1 | +4 / +2 / +1 | Bound spirit, communion, Manifestation, Gifts, Hold, Ashen’s word, talons |
| 2 | 1 | 2 | 1 | +4 / +2 / +1 | Currency of knowledge |
| 3 | 1 | 2 | 1 | +4 / +2 / +1 | Temperament feature I, resolute host +1 |
| 4 | 2 | 3 | 2 | +4 / +2 / +1 | — |
| 5 | 2 | 3 | 2 | +4 / +2 / +1 | — |
| 6 | 2 | 3 | 2 | +4 / +2 / +1 | Binding pact, uncanny dodge, resolute host +2 |
| 7 | 2 | 3 | 3 | +4 / +2 / +1 | Veil sight |
| 8 | 3 | 4 | 3 | +4 / +2 / +1 | — |
| 9 | 3 | 4 | 3 | +4 / +2 / +1 | Temperament feature II, resolute host +3 |
| 10 | 3 | 4 | 4 | +4 / +2 / +1 | Cinder hide (DR 1/—) |
| 11 | 3 | 4 | 4 | +6 / +4 / +2 | Greater Manifestation |
| 12 | 4 | 5 | 4 | +6 / +4 / +2 | Resolute host +4 |
| 13 | 4 | 5 | 5 | +6 / +4 / +2 | Rending talons |
| 14 | 4 | 5 | 5 | +6 / +4 / +2 | Cinder hide (DR 2/—) |
| 15 | 4 | 5 | 5 | +6 / +4 / +2 | Temperament feature III, resolute host +5 |
| 16 | 5 | 6 | 6 | +6 / +4 / +2 | — |
| 17 | 5 | 6 | 6 | +6 / +4 / +2 | — |
| 18 | 5 | 6 | 6 | +6 / +4 / +2 | Cinder hide (DR 3/—), resolute host +6 |
| 19 | 5 | 6 | 6 | +6 / +4 / +2 | Rekindle |
| 20 | 6 | 7 | 6 | +8 / +6 / +3 | Mighty Manifestation |
Temperaments
Tyrant
The Tyrant’s exspiratis takes by force. It argues loudly, shows contempt for restraint, and rewards its host with strength and fury.
Savage Presence (Ex), 3rd: +2 competence bonus on Intimidate checks. While manifested, once per Manifestation against each creature, when the ashen deals damage in melee she can attempt to demoralize it as a free action.
Hungry Blade (Su), 9th: While manifested, the ashen’s melee attacks ignore 5 points of hardness or damage reduction and deal an extra 1d6 damage to constructs, including mechanoids and nibs. Weapons in her hands seem to drink the aetheric patterns from machines.
Reaping Fury (Ex), 15th: While manifested, whenever the ashen reduces a creature to 0 or fewer hit points, she may immediately make one melee attack at her full bonus against an adjacent enemy. She may do this once per round.
Whisperer
The Whisperer’s exspiratis seduces and bargains. It flatters, remembers every promise, and treats the host’s relationships as tools. It prefers a host that can still smile.

Silver Tongue (Ex), 3rd: +2 competence bonus on Bluff and Diplomacy checks. The ashen may use both skills while manifested, can feint as a move action, and gains a +2 bonus on Hold checks.
Whispered Temptation (Sp), 9th: Once per day the ashen may use suggestion as a spell-like ability (caster level equals ashen level; save DC 10 + ½ ashen level + Charisma modifier). The suggestion always names a price the target believes is fair.
Dreamwalker (Sp), 15th: Once per day the ashen may use dream and once per day nightmare as spell-like abilities (caster level equals ashen level). Dreams are the exspiratis’ favorite path to a new host.
Gifts and Loss of Control
| Tier | Gift | Action | Effect |
|---|---|---|---|
| 1 | Ember Ward | Swift | One ally within 30 ft gains a +2 deflection bonus to AC for 1 round per 2 ashen levels (minimum 1). |
| 1 | Searing Reach | Standard | Ranged touch attack (range 60 ft) deals 1d6 fire damage, +1d6 for every 3 ashen levels beyond 1st (maximum 7d6). |
| 1 | Whisper of Warning | Swift | You and allies within 30 ft gain a +2 bonus on initiative, Listen and Spot checks for 10 minutes. |
| 2 | Rally Call | Standard | Allies within 30 ft gain a +1 morale bonus on attack rolls and saves for 1 round per ashen level, and any shaken condition on them ends. |
| 2 | Aether Step | Move | Teleport yourself, or yourself and one willing adjacent ally, up to 30 ft to an unoccupied space you can see. |
| 3 | Ember Burst | Standard | 15-ft-radius burst within 60 ft deals 1d6 fire damage per 2 ashen levels (maximum 8d6), Reflex half. Allies in the area are affected too. |
| 3 | Warding Ash | Standard | Allies within 10 ft gain damage reduction 5/magic for 1 round per 2 ashen levels (minimum 1). |
| 3 | Unravel | Standard | As dispel magic (targeted dispel or counterspell), using your ashen level as caster level. |
| 4 | Veil Step | Move | As dimension door (range 400 ft + 40 ft per ashen level), carrying yourself and one willing creature. |
| 5 | Dread Chorus | Standard | Enemies in a 30-ft cone must make a Will save or become shaken for 1 round per ashen level. Creatures with half your Hit Dice or fewer are frightened instead. |
| 6 | Quickened Hours | Standard | Allies within 30 ft gain the effects of haste for 1 round per 2 ashen levels. |
| 1d12 + ½ Tier | Result |
|---|---|
| 1–2 | Static. The voice screams. Shaken for 1 round. |
| 3–4 | Tremor. Dazed for 1 round. |
| 5–6 | Hunger. You cannot use Gifts or end a Manifestation for 1d4 rounds, and you take a –2 penalty on attack rolls and saves. |
| 7–8 | Blind Fury. For 1d3 rounds you attack the nearest creature, friend or foe, with a full attack, charging if none is adjacent. You manifest immediately if you have a use left, with no Hold check. |
| 9–10 | Black-Out. You fall unconscious for 1d4 rounds. Taking damage or a creature spending a standard action to shake you wakes you. |
| 11–12 | Backlash. You take 1d6 damage per tier of the Gift (no save), then are stunned for 1 round. |
| 13–14 | Seized. The DM controls you for 1d4 rounds. The exspiratis uses every ability it has against the nearest creature it hates, machines and constructs first, friend or foe. |
| 15 | Pulled Through. You are dragged into the ethereal for 1d3 rounds, unable to act. You return in an adjacent space, fatigued. |
Age, Height and Weight
| Adulthood | Simple | Moderate | Trained |
|---|---|---|---|
| 15 years | +1d4 years | +1d6 years | +2d6 years |
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 35 years | 53 years | 70 years | +2d20 years |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 4' 10" | +2d10" | 120 lb. | × (2d4) lb. |
| Female | 4' 5" | +2d10" | 85 lb. | × (2d4) lb. |
1 At middle age, –1 to Str, Dex and Con; +1 to Int, Wis and Cha. 2 At old age, –2 to Str, Dex and Con; +1 to Int, Wis and Cha. 3 At venerable age, –3 to Str, Dex and Con; +1 to Int, Wis and Cha.
Ashen Feats
Racial feats are open only to ashen. Feats that add Manifestations or Gifts also add more Hold checks, so take them knowing how much risk you’re buying. Several feats reduce that risk instead of adding power, and a few turn the risk itself into an advantage.
| Feat | Prerequisites | Benefit |
|---|---|---|
| Aimed Fury | Ashen, Tyrant temperament | When you roll Blind Fury, you attack the nearest enemy instead of the nearest creature. If no enemy is within reach you charge the nearest one. |
| Brief Surfacing | Ashen | Once per day, as an immediate action, you may manifest for exactly 1 round. You make no Hold check and the Manifestation ends at the start of your next turn. You still use up a Manifestation for the day. |
| Deep Well | Ashen, 4th level | You can use one additional Gift per day. |
| Ember Skin | Ashen, 6th level | While manifested, you gain an additional +1 natural armor bonus and resistance to fire 5. |
| Exspiratis’ Edge | Ashen, Con 13 | Save DCs for your Gifts increase by 1. |
| Extended Manifestation | Ashen | Each Manifestation lasts 4 rounds longer. |
| Extra Manifestation | Ashen | You can manifest one additional time per day. |
| Gift Knowledge | Ashen | You learn one additional Gift of a tier up to your maximum. |
| Hunger Fed | Ashen, 5th level | While manifested, whenever you reduce a creature to 0 or fewer hit points with a melee attack, you gain temporary hit points equal to your Hit Dice, which last for 1 minute. You can gain these temporary hit points once per round. |
| Horned Charge | Ashen, Str 13 | While manifested, you gain a gore attack (1d6 plus one-half your Strength modifier) as a natural weapon. When you charge, the gore attack deals double damage and is a primary attack. |
| Long Whisper | Ashen | The ranges and areas of your Gifts increase by 50%. This doesn’t affect Gifts that have a range of touch or personal. |
| Second Thought | Ashen, resolute host | Once per day, when you fail a Hold check, you can roll it again and take the second result. |
| Tempered Bond | Ashen | Subtract 2 from each roll on the Loss of Control table (minimum 1). |
| Wakeful Host | Ashen, Tempered Bond | When you roll Black-Out, you are dazed for 1 round instead of unconscious. When you roll Pulled Through, the duration is 1 round. |
Aimed Fury
Prerequisite: Ashen, Tyrant temperament.
Benefit: When you roll Blind Fury, you attack the nearest enemy instead of the nearest creature. If no enemy is within reach you charge the nearest one.
Special: You may still attack allies if an enemy is not visible.
Brief Surfacing
Prerequisite: Ashen.
Benefit: Once per day, as an immediate action, you may manifest for exactly 1 round. You make no Hold check and the Manifestation ends at the start of your next turn. You still use up a Manifestation for the day.
Special: This use counts toward the number of effects used for later Hold checks.
Deep Well
Prerequisite: Ashen, 4th level.
Benefit: You can use one additional Gift per day.
Special: You may take this feat more than once. Its effects stack. Each Gift still requires a Hold check.
Ember Skin
Prerequisite: Ashen, 6th level.
Benefit: While manifested, you gain an additional +1 natural armor bonus and resistance to fire 5.
Exspiratis’ Edge
Prerequisite: Ashen, Con 13.
Benefit: Save DCs for your Gifts increase by 1.
Special: You may take this feat more than once. Its effects stack.
Extended Manifestation
Prerequisite: Ashen.
Benefit: Each Manifestation lasts 4 rounds longer.
Extra Manifestation
Prerequisite: Ashen.
Benefit: You can manifest one additional time per day.
Special: You may take this feat more than once. Its effects stack. Each Manifestation still requires a Hold check.
Gift Knowledge
Prerequisite: Ashen.
Benefit: You learn one additional Gift of a tier up to your maximum.
Special: You may take this feat more than once.
Hunger Fed
Prerequisite: Ashen, 5th level.
Benefit: While manifested, whenever you reduce a creature to 0 or fewer hit points with a melee attack, you gain temporary hit points equal to your Hit Dice, which last for 1 minute. You can gain these temporary hit points once per round.
Horned Charge
Prerequisite: Ashen, Str 13.
Benefit: While manifested, you gain a gore attack (1d6 plus one-half your Strength modifier) as a natural weapon. When you charge, the gore attack deals double damage and is a primary attack.
Long Whisper
Prerequisite: Ashen.
Benefit: The ranges and areas of your Gifts increase by 50%. This doesn’t affect Gifts that have a range of touch or personal.
Second Thought
Prerequisite: Ashen, resolute host.
Benefit: Once per day, when you fail a Hold check, you can roll it again and take the second result.
Tempered Bond
Prerequisite: Ashen.
Benefit: Subtract 2 from each roll on the Loss of Control table (minimum 1).
Wakeful Host
Prerequisite: Ashen, Tempered Bond.
Benefit: When you roll Black-Out, you are dazed for 1 round instead of unconscious. When you roll Pulled Through, the duration is 1 round.
Playing an Ashen

Choosing a Class. Any class works as long as it isn’t religious. Fighters, barbarians and runners get the most from Manifestation. Aetherians and entertainers rarely manifest, but a Gift or two gives them reach and a way to help in a crisis. Remember that Manifestation blocks spellcasting, so a caster has to choose between power and magic each round.
Using Gifts. Each Gift is useful to the whole party, and each raises the DC for the next one, so count how many you have used today. Use your first Gift of the day on the effect that matters most. Manifesting is itself a gamble, and a Gift used while manifested is harder to hold, so decide whether you want to be strong or in control. When you push your luck, make sure your allies know where to stand.
Level Adjustment. The ashen’s racial powers are worth about two extra levels, so she pays for them by joining the party two levels late. The rule is simple: an ashen’s levels in classes + 2 = her effective level. Her effective level is the number to compare with the rest of the party, and it sets how much experience she needs for her next level and how much treasure she should have.
Her racial powers (Manifestations, Gifts, Resolute Host and so on) grow with the levels she has actually taken. A new ashen character has 1 level, so her effective level is 3, and she starts in a party of 3rd-level characters with 1st-level powers. When the party reaches 5th level the ashen has 3 levels, so she has 3rd-level powers. In exchange for being two levels behind the party, she has racial powers from the first level.
Table: Ashen Level Adjustment
| Party Level | Ashen Class Levels | What You Get |
|---|---|---|
| 3rd | 1 | 1 Manifestation, 2 Gifts per day (tier 1) |
| 5th | 3 | 1 Manifestation, 2 Gifts per day (tier 1), temperament feature I, Resolute Host +1 |
| 10th | 8 | 3 Manifestations, 4 Gifts per day (tier 3), Veil sight, Resolute Host +2 |
| 15th | 13 | 4 Manifestations, 5 Gifts per day (tier 5), Rending talons, Cinder hide DR 1/—, Resolute Host +4 |
| 20th | 18 | 5 Manifestations, 6 Gifts per day (tier 6), Cinder hide DR 3/—, Resolute Host +6 |
An ashen can be any combination of classes. The levels in the table are her total levels across all her classes.
Making a Pact. The ashen who lives by her word does better in the field. Look for chances to swear an oath, even a small one. Sealing a bargain at 6th level or later buys you a safer day.
Ashen are a setting race for the world of Eldriloch. Designed for D&D 3.5 with a +2 level adjustment.