By Karen Marie Moning
MacKayla Lane’s existence is nice. She has nice pals, an honest activity, and a vehicle that breaks down in basic terms any other week or so. In different phrases, she’s your completely usual twenty-first-century lady. Or so she thinks…until anything notable happens.
When her sister is murdered, leaving a unmarried clue to her death–a cryptic message on Mac’s telephone phone–Mac trips to eire looking for solutions. the hunt to discover her sister’s killer attracts her right into a shadowy realm the place not anything is because it turns out, the place stable and evil put on an analogous treacherously seductive masks. She is quickly confronted with an excellent better problem: staying alive lengthy adequate to profit find out how to deal with an influence she had no notion she possessed–a reward that permits her to determine past the realm of guy, into the harmful realm of the Fae….
As Mac delves deeper into the secret of her sister’s demise, her each stream is shadowed through the darkish, mysterious Jericho, a guy without earlier and in simple terms mockery for a destiny. As she starts to shut in at the fact, the ruthless Vlane–an alpha Fae who makes intercourse an habit for human women–closes in on her. and because the boundary among worlds starts to disintegrate, Mac’s precise project turns into transparent: locate the elusive Sinsar Dubh ahead of another person claims the omnipotent darkish Book–because whoever will get to it first holds not anything lower than whole keep watch over of the very textile of either worlds of their hands….
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Additional resources for Darkfever (Fever, Book 1)
Although they gain no spells from this class, desert hermits typically have high Wisdom scores as a result of previous class choices. Abbreviation: Her Hit Die: d10 Requirements Alignment: Any non-evil (-4 or higher Piety) Base Attack Bonus: +7 Skills: Handle Animal (5 ranks), Wilderness Lore (7 ranks) Feats: Endurance, Great Fortitude, Skill Focus (Wilderness Lore) Spellcasting: Must be able to cast 1st-level ranger spells (or druid spells if used). Desert Sense At 3rd level, a hermit can sense movement in the desert.
It requires an hour to craft a person’s horoscope. The astrologer may craft a horoscope (as above) for a single person per day between 1st and 3rd levels, two people per day between 4th and 6th level, three people per day at 7th level, and four people per day at 10th level. Improved Divination Alignment: Any good (+5 or higher Piety) Skills: Knowledge (astrology) (6 ranks), Knowledge (religion) (6 ranks), Knowledge (agriculture) (3 ranks), Scry (6 ranks) Feats: Skill Focus (scry) Spellcasting: Ability to cast 3rd-level arcane or divine spells Special: To become a royal astrologer, the character must be appointed royal astrologer in a noble’s court.
The magus can calculate the location of a celestial phenomena that will allow him to either receive 4+Int bonus extra skill points, or learn a bonus metamagic feat (magus’ choice), and when it may be viewed to gain the lore. If he travels to that spot (2d20 x caster level miles from the magus’ home base) at the proper time (1d20 x caster level days from the time he determines the event), he gains the knowledge of a spell, which is added to his repertoire. The base Knowledge (astrology) check DC is 30.