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The 3 Ds of Adverturing Plane Testing Player's Guide Alpha Build 2.3

The Most recent Alpha Build of the Player's Guidebook to the Multiverse. If you want to keep up to date on my playtest release. I post the updates for free on my patreon at www.patreon.com/ultimatewkar

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Loren Deerwester
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0% found this document useful (0 votes)
130 views

The 3 Ds of Adverturing Plane Testing Player's Guide Alpha Build 2.3

The Most recent Alpha Build of the Player's Guidebook to the Multiverse. If you want to keep up to date on my playtest release. I post the updates for free on my patreon at www.patreon.com/ultimatewkar

Uploaded by

Loren Deerwester
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 136

DARKNESS, DRAGONS, AND DIMENSIONS

3 D’s Planes Testing Player’s Guide to Other Dimensions version 1.0

Credits
Game Designer: Loren Deerwester

Contributing Feedback: Tommaso Sammarco

Based on the original D&D game system created by E.Gary Gygax and Dave Arneson

Drawing Further inspiration from the works of Davis Chenault, Mac Golden, Ed Greenwood,David S. Kenzer, Steve Johansson, Jolly R. Blackburn,
Brian Jelke, Tom Ryan, Josh Fuller, Jakko Westerbeke, Mike Mearls, Jeremy Crawford, and Chris Perkins.
CONTENTS BARD

CLERIC
INTRODUCTION
FIGHTER
Chapter 1 Creating a Character and the Seven MAGIC-USER
Abilities
PSIONIST
Creating a Character
THIEF
Using Dice
Multiclassing
Ability scores
Gestalt Multiclassing
The Seven Abilities
Progressive Multiclassing
STRENGTH
General Advancement by Total Level
DEXTERITY
Class Advancement Past 20th
CONSTITUTION
Chapter 4: General Skills, The Multiverse’s
COMELINESS
Infinite +1 Tool
INTELLIGENCE
Skill Points
WISDOM
How to Make A Skill Check
CHARISMA
How to Read General Skill Description
Chapter 2: The Races of the Multiverse
Chapter 5: Multiverse’s Adventuring Gear
Dwarves
Buying Equipment Other Than Starting Equipment
Grey Dwarf
Weapons
Hill Dwarf
Weapon Properties
Mountain Dwarf
Armor
Elves
Tools
Dark Elf
Chapter 6: A Multiverse of Feats
Grey Elf
What is a Feat
High Elf
A description of Feats
Jyzumar (Moon) Elf

Sea Elf Chapter 7: Weapon Proficiencies Slots,


Shadow Elf
Combat Maneuvers, and Combat Styles
Wood Elf Weapon Proficiencies Slots

Gnomes Gaining Proficiency with Weapons

Surface Gnome Attacking with a Weapon you’re not proficient with

Deep Gnome Spending Weapon Proficiencies Slots on Combat Maneuvers and


Combat Styles
Halflings
Combat Maneuvers
Hairfoot Halfling
Combat Styles
Stout Halfling
Chapter 8: Spells of the Multiverse
Tallfellow Halfling
Learning New Spells
Human
How to Read Spell Descriptions
Chapter 3: Classes of the Multiverse
Class Spell Lists
Core Classes Vs Sub Classes
BARD
Common Class Features
CLERIC
Deity Specialty Spells Charmed Creatures

Domain Spells Familiars and Companions

MAGIC-USER Creature Sizes

Spells What Happened When A Creatures Size Changes

Chapter 9: Psionics in the Multiverse Fear and Insanity

Stress Check
What Are Psionics
Stress Level
Power Points
Effects of Fear and Insanity
Regaining Lost Power Points
Resting
Manifester Level
Sleeping
Psionic Disciplines
Resting
How to Read Disciplines Descriptions
Short Rests
Minor Disciplines
Daily Abilities
Power Level
Regaining Used Spells
1st Level
Sex In Role Playing
2nd Level

3rd Level Chapter 11: Combat in the Multiverse


4th Level The Flow of Time In Combat

Major Disciplines Combat Segment

Power Level Melee Rounds

5th Level Combat Conflict

6th Level Actions During Combat

7th Level Free Action

Greater Disciplines Swift Action

Power Level Reaction

8th Level Move Action

9th Level Action

Disciplines Special Actions

Chapter 10: Adventuring Throughout the Run Action

Multiverse Tactical Retreat Action

The Flow of Time Outside Combat Attacks of Opportunity

Movement Fight Defensively Action

Speed of the March Full-Round Action

Vision Two-Weapons FIghting

Actions Outside of Combat Draw Items

Interacting With NPC’s Talking

Initial Reaction Using Skills During Combat

NPC’s Attitude Movement Over Difficult Terrain

Changing Attitude Effects That Reduce Movement Speed

Henchmen and Followers Other Types of Movement

Loyalty Playing With a Map or In the Mind


Determining Surprise Retreating

Initiative Flanking

Flanking Preparing A Action

Prone Creatures Damage

Fighting a Creature From Higher Ground Hit Point

Attacking A Creature From Behind or the Side When You Hit Zero

Attacking A Creature You Can’t See Stability and Bleeding Out

Fighting In Darkness Healing Damage

Fighting A Invisible Creature The Lasting Effects of Near Death

Spells Damage Types

Attacking With Weapons Damage Resistance

Melee Weapons Damage Immunity

Range Weapons Magic Resistance

Grappling Spell Resistance

Fighting With Two-weapons Appendix 1: Deities of Daratrix Opposse


Attacks of Opportunity
Appendix 2: Key Terms
Fighting Evasively

Disengaging From a Fight


Chapter 1: Creating a Character and the Seven Abilities
For example, 1d6 is a six-sided dice rolled once and any
values (-1 or +2 for example) are either subtracted or added to
Creating a character the value rolled (after totally all rolled dice, like 3d6 for
example). There are two types of dice which are sometimes
Before you begin the process of rolling up a character, take
called for, but don’t actually have a dice for, these two are the
some time to look over the races and classes in this book, then
1d2 and 1d3 respectively. You can use a d4 to function as a d2
think about what type of person you are. Do you like laying
(results of 1 - 2 count as 1 and 3 – 4 count as 2) and you can
down ground fire to help deal with charging threats, then you
use a d6 for a d3 (results of 1-2 counts as 1, 3-4 counts as 2,
might like the versatility of a magic-user or the accurate bow
and 5-6 count as 3).
wielding fighter fending off future attacks who might make life
for your front guys more difficult. Maybe you want to be the There is one type of dice rolls which is a little trickier to deal
sword swinging big guy-like fighter running into the front of with, they are called d100 (sometimes written as d%). These
battle slashing your enemies to bits or perhaps you like d100 dice is two ten-sided dice (some ten-sided dice are
sneaking about look for a good chance to strike with as much written with values of 10, 20, 30, 40, 50, 60, 70, 80, 90, and 00
effectiveness as possible like a Thief disabling traps and instead of 1, 2, 3, 4… etc. and work well for the tens value) one
opening locks when the need arises. Maybe you just want to for the ones place and the other for the tens, you should tell
be able to heal yourself and your friends while being able to your DM which dice is which place before rolling. When you roll
deal with foes who come at you with a zeal that makes the the dice a value of 0 mean it lacks a one place value or 00
gods proud, then a cleric might be a good choice for you. Once mean it lacks a tens place value (if you rolled 00 and 7 for
you have a good idea of what kind of character you want to example it would mean you rolled a 7, while a 70 and 9 would
play you can fallow the fallowing steps to create your character. be 79), furthermore if you roll 00 and 0 you treat this result as
100.
1. Choose your method from the list of methods for
rolling your ability scores. A note on using d100 for percentage rolls: You roll must be
equal to or less then the percent written for a success (in the
2. Roll for your seven ability scores.
case of spell resistance or an elves resistance to charm, the
3. Determine which class and race you want to play. spells effects fail to work as long as the percent rolled does not
exceed the written percent value), otherwise it fails. For
4. Select the Alignment you wish to role play as. example, elves have a 90% resistance to charm spells, for a
magic-user to successfully affect the elf with a charm person
5. Place ability scores as you wish, each class tend to
spell the elf needs to roll a 90 and 1 or higher on his resistance
use two or three ability score more than the others.
check.
6. Determine where you will spend your skill points on
the list of class general skills.
Rolling for Abilities Scores
7. Choose your starting feat and spend weapon
proficiency slots. When creating a character, you must determine the score of
the seven characteristic that each character has. You do this
8. Choose what spells you know/prepared, if a spell
by rolling d6s, there are several methods of doing this, but the
caster.
first one is the one we advise you to use. Each method has a
9. Determine your starting gold, choose what equipment difficulty next to it describing how hard it is to get natural roll of
you have to start with. 16 or higher.

Make sure to record everything on your character sheet and 1: Roll 3d6 seven times, place into each ability as desired.
you will be ready to play. (normal)

2: Roll 4d6 seven times, drop the lowest number in each set
and set the abilities as desired. (easy)
Using Dice
3: Roll 3d6 seven times, place into each ability as desired then
Darkness, Dragons, and Dimensions is a game that makes choose two abilities other than comeliness and reroll the lowest
heavy use of dice, wither it be rolling a twenty-sided dice when number. If the new number is higher than the old roll, keep it,
making a attack roll or throwing three six sided dice to otherwise you use the original roll. (normal)
determine your ability scores dice is very important in this
game, so it only makes sense that it is important to understand 4: Roll 3d6 seven times and place in order as you roll them
how to read text referring to dice. You’ll often see dice referred Strength, Dexterity, Constitution, Comeliness, Intelligence,
to in this book like this 1d6 or 2d12+2, what does this mean Wisdom, and Charisma. (hard)
you might ask? The value 1 to the left of the d indicates the
5: All ability scores start with a base value of 6, then roll 2d6
number of times you roll the dice (or you might have multiple
seven times and place in order Strength, Dexterity,
dice rolled at the same time instead of rolling just one to speed
Constitution, Comeliness, Intelligence, Wisdom, and Charisma.
up the process), while the number after the d indicates the type
(very easy)
of dice.
1 Scores of 21 - 25 can only be reached through magical After having decide what species and subspecies, if you are
means such as a wish. unsure of how tall you want your character to be, you may roll
for it using the below table. If you want roll a d% or a d100 as
2 Scores of 26 and higher are reserved for gods and monsters. it is sometimes known as, if the results were 1 through 35 you
roll the appropriate dice from the less than average height
The Advanced Information for Character Creations
column for your species (or subspecies if it lists it) and subtract
The fallowing is some basic information for creating characters, it from the average height for your species for the appropriate
if you are having a hard time thinking how tall or heavy your gender. If the row for that column say reroll on _ number, this
character is and just wish for a way of generating it randomly mean if when rolling the dice shows that number roll again until
this is for you. If you do have a general idea, this will help you that number doesn’t come up again. If your result were 35
keep with the limitations and scope of the species you wish to through 70 your character is of the average height for your
play. There is also additional information like age categories for species as show in the average height column. If your results
each species among other things. were 71 through 100 or 0 and 00, roll the appropriate dice from
the greater than average height column for your species and
add it to the average height for your species for the
appropriate gender.
Randomly Determining Character Height

Table : Random Height Generation by Species


Biological Male Biological female
Less than Greater than Less Than Greater than
Average Average Average Average Average Average
Height Height Height Height Height Height
Species 1 – 35% 36 – 70% 71 – 100% 1 – 35% 36 – 70% 71 – 100%
Alu-Demon - - - - 1d12 (reroll on 12) 77” (6’5”) + 1d8 (reroll on 8)
Celestial-born -1d10 72” (6”) +1d10 -1d10 74” (6’2”) +1d10
Devil-kin -2d6 70” (5’6”) +1d12 -2d6 76” (6’4”) +1d12
Drow - 1d6 55” (4’7”) + 1d6 (reroll on 6) -1d6 60” (5’) +1d4
Dwarf - 1d4 48” (4’) + 1d8 -1d6 48” (4’) +1d2
Eladrin - 1d3 68” (5’8”) + 1d8 (reroll on 8) -1d8 68” (5’8”) +1d10
Dark Elf - 1d6 (reroll on 6) 54” (4’6”) + 1d6 -1d4 58” (4’10”) +1d6
Grey Elf -1d4 60” (5’) +1d6 -1d4 54” (4’6”) +1d6
High Elf -1d4 60” (5’) +1d6 -1d4 54” (4’6”) +1d6
Jyzumar Elf -1d6 66” (5’6”) +1d6 -1d6 64” (5’4”) +1d4
Sea Elf -1d4 59” (4’11”) +1d6 -1d4 55” (4’7”) +1d6
Shadow Elf -1d4 56” (4’8”) +1d6 -1d4 52” (4’4”) +1d6
Wood Elf -1d4 57” (4’9”) +1d6 -1d4 58” (4’10”) +1d6
Gnome -1d3 45” (3’9”) +1d6 -1d6 42” (3’6”) +1d3
Half-Elves -1d6 66” (5’6”) +1d6 -1d6 62” (5’2”) +1d6
Half-Orcs -1d4 68” (5’8” +1d8 -1d3 64” (5’4”) +1d10
Halfling -1d2 36” (3’) +1d8 -1d3 36” (3’) +1d4
Human -1d12 72” (6’) +1d8 -1d12 70” (5’10”) +1d8
Kitsune -1d12 64” (5’4) +1d8 -1d12 70” (5’10”) +1d12
Miniumen -1d6 20” (1’8) +1d3 -1d8 17” (1’5”) +1d6
Parellidrum -3d6 72” (6’) +1d12 -1d12 60” (5’) +3d6

Biological Sex hermaphrodites roll on the biological gender table that matches
their secondary sexual characteristics. Each species and in
There is essential five different possible biological sex a some cases, subspecies have different possible chance of a
creature can be born with, some are not apparent to anyone member of the species being of any particular of the five
until the creature reaches puberty where their secondary genders and also is the general % of their general population
sexual characteristics begin to develop. It is important that you that is of those genders, see the following table for details. It
choose one of these genders during character creation to help should be noted that fey races and those that have fey
give the character a basic physical identity. The biological ancestry like the elves have not only a % of their populations
sexes are biological male (male primary and secondary sexual that are hermaphroditic, but they tend to have a much higher
characteristics), Biological female (female primary and population of both hermaphrodites and intersex genders than
secondary sexual characteristics), Intersex female (male other species. Humans, gnomes, and halflings do not have the
primary and female secondary sexual characteristics), Intersex ability to produce hermaphrodites, but on rare occasions can
male (female primary and male secondary sexual produce intersex children. Dwarf along with Alu-demons can
characteristics), and hermaphrodite (male and female primary never naturally produce intersex or hermaphrodite children,
and either male or female secondary sexual characteristics). though magic can be used to alter physical gender into one of
Intersex female rolls on the biological female table when those category and is in fact used often by Alu-Demons who
randomly determining height, intersex males roll on the do not identify with their biological female gender, however
biological male table when randomly determining height, and
these magical changes to gender ratios are not taken into the internal process to metamorphose into that biological
account with this table. Parellidrum are another special outlier gender when they approach puberty and as such as a more
due to their bio-organic metallic nature, Parellidrum choose ever distribution of gender types.
what biological gender they wish to be at a young age and start

Table : Biological Sex by Species


Biological Biological Intersex Intersex
Species Male Female Male Female Hermaphrodite
Alu-Demon - 100% - - -
Celestial-born 25% 25% 15% 15% 20%
Devil-kin 15% 30% 10% 20% 10%
Drow 30% 50% 7% 7% 6%
Dwarf 58% 42% - - -
Eladrin 10% 10% 25% 25% 30%
Dark Elf 25% 35% 15% 15% 10%
Grey Elf 25% 25% 20% 20% 10%
High Elf 25% 25% 20% 20% 10%
Jyzumar Elf 10% 40% 15% 15% 30%
Sea Elf 25% 25% 20% 20% 10%
Shadow Elf 20% 25% 2% 35% 18%
Wood Elf 30% 30% 10% 10% 20%
Gnome 35% 30% 15% 20% -
Half-Elf 38% 24% 15% 15% 8%
Half-Orc 43% 20% 17% 10% 10%
Halfling 38% 38% 12% 12% -
Human 30% 35% 15% 20% -
Kitsune 5% 40% 5% 25% 25%
Miniumen 30% 35% 15% 15% 5%
Parellidrum 20% 20% 20% 20% 20%

Gender Identity Genderless: You do not identify with any gender whatsoever,
while you may have interest in sex you more than likely lack a
Not all creature identifies with the biological gender they are general preference in your partners.
born with, sometimes this happens at a young age or some
times it happens later in their life. Some do not identify with Gender Fluid:
gender at all. While this doesn’t affect many in game
mechanics, there are some that only work on a creature if the Sexual Preferences
creature’s sexual interests align with the biological gender of
Each character has a sexual preference, this is what kind of
the creature using the effect. For example, the Jyzumar elves
gender generally appeals to the creature, some sexual
can produce a pheromone that drives creatures of the opposite
preferences however might show a lack of particular interest in
gender into a mating frenzy, however if a biological male
sex in general like being Asexual or a lack of any particular
Jyzumar uses this ability and the biological female creature
preferences in their partners like being omnisexual.
within range do not identify as female or are homosexual then
the pheromone while it does put them in the mood to have sex, Preferences
wouldn’t make them interested into the Jyzumar male, though
on a failed saving throw they would treat the male as if they Heterosexual: Your interest is in the opposite biological gender,
had a reaction result of friendly, but not overwhelmingly friendly biological males or intersex females being interested in
as would normally be the case with charmed creatures. biological females or intersex males are both examples of
Likewise Asexual creatures or creatures that lack any interest heterosexuality.
in sex and creature that don’t identify with any biological sex
Homosexual: Your interests is in the same biological gender as
wouldn’t be affected in the same way, though with time and the
you. A biological male having sexual interest in other biological
development of a close friendship it is possible to persuade a
males is an example of homosexuality.
asexual creature to engage in sex, it is just not something they
will do with just anyone even under compulsory effects or Bisexual: You have equal interest in biological male or female
charms. genders, this can also likewise extend to intersex males or
females as well. Because of Hermaphrodite having both male
Identity Types
and female primary sexual characteristics, they are more likely
Cis Gender: You have the biological gender of Man or female to be this sexual preference to others.
and Identify with the gender of your birth.
Asexual: You lack an interest in sex at all, this doesn’t prevent
Trans Gender: You were born biological male or female, but you have having a partner or partners, but it means you usually
you do not identify with the gender of your birth, instead you only engage in sex with someone emotionally close to you,
identify with the opposite gender. usually only at the partners request.
Omnisexual: You have interest in sex, but it isn’t limited by multiplying their strength score by 12.5 and rounding down to
gender, species, or sentients. Your interest is in sex and being the nearest whole number (you divide that number by four to
interested in having sex with males, females, intersex males, find the light load or multiply it by four for the push or drag, any
intersex female, hermaphrodites, dragons, dolls, or anything weight in between you light and heavy load is your medium
that suits your fancy in the moment. A omnisexual feels that load). If your total carried weight exceed your heavy load value
society shouldn’t be restricting your ability to express yourself for your strength score then you are overburdened, this affects
sexual, but it should be consensual. your movement speed (carrying your medium and heavy load
also reduces your movement speed but not as much), your
ability to dodge attack while in armor, and generally is
something you should avoid. You add your Strength modifier
Character Starting Feats
to attack and damage rolls with a melee weapon, general skill
All characters start with one feat that they can select during checks like climb, force objects, jump, or swim, and saving
character creations, humans however get to start with a throws against grapple, constriction, and trip. When your
second feat of their choice. You must meet all the strength score is reduced to zero you fall to the ground
requirements of the feat you select. helpless.

Table 2: Strength Bonus to Core Skill


Ability Core Skill Bonus
The Seven Abilities Score Break Objects
1-2 -16%
Each character has seven major defining characteristics; these 3 -8%
Abilities are split into two categories: Physical abilities (Str, Dex, 4-5 -4%
Con, and Com) and Mental Abilities (Int, Wis, and Cha). These 6-8 -2%
abilities are scored by rolling six-sided dice and create a range 9-12 +0%
of 3 to 18 natural before adding racial modifier and such. 13-15 +2%
Depending on the ability in question and your score, you will 16-17 +4%
18 +8%
gain a modifier on certain types of rolls pertaining to that ability.
19-20 +16%
An average human tends to a 10 in every score; however, 21-22 +20%
there are plenty of individuals with one or more abilities that 23-24 +24%
25-26 +28%
are 13 or higher. These rules assume a character has at least
27-28 +32%
two abilities with score of 13 or higher and perhaps on average
29-30 +36%
possess one ability score less than 9. Any character with three
or more abilities with score less than 9 will have difficulties
surviving adventures, even if they have one natural 18, though Table 3: Carrying Capacity by Strength
some might find it a good challenge to try and make such a Ability Light Heavy Push or Drag
character survive despite the odds. The seven abilities are Score Load Load Capacity
described in detail below, they are: Strength, Dexterity, 1 3 12.5 50
Constitution, Comeliness, Intelligence, Wisdom, and Charisma. 2 6 25 100
3 9 37.5 150
Table 1: Ability Modifiers 4 12.5 50 200
Ability General 5 16 62.5 250
Score Modifier 6 19 75 300
1-2 -4 7 22 87.5 350
3 -3 8 25 100 400
4-5 -2 9 28 112.5 450
6-8 -1 10 31 125 500
9-12 +0 11 34 137.5 550
13-15 +1 12 37.5 150 600
16-17 +2 13 41 162.5 650
18 +3 14 44 175 700
19-20 +4 15 47 187.5 750
21-22 +5 16 50 200 800
23-24 +6 17 53 212.5 850
25-26 +7 18 56 225 900
27-28 +8 19 59 237.5 950
29-30 +9 20 62.5 250 1,000
21 67 262.5 1,050
22 69 275 1,100
Strength (Str): A character’s strength ability is a measurement 23 73 287.5 1,150
of endurance, muscle strength, and overall stamina when 24 75 300 1,200
physically interacting with object like picking them up, striking 25 78 312.5 1,250
them, and pushing or interacting with them in any other kind of 26 81 325 1,300
way. A character’s strength also determines how much weight 27 84 337.5 1,350
28 87.5 350 1,400
they can carry or lift above their head, this number is show on
29 91 362.5 1,450
the table below for each score, however you can also figure
30 93.5 375 1,500
out how much someone can carry for a heavy load by
Dexterity (Dex): A character’s dexterity is their agility, reflexes, Comeliness (Com): A character’s comeliness is your physical
hand-eye coordination, balance, and ease of movement. You attractiveness, social grace, and personal beauty. When you
use dexterity when you try to dodge an attack thrown at you, first meet people, your physical attractiveness and how you
when you are steadying a bow to fire, or when you are carry yourself has a big impact on how people look at you and
balancing your weight while walking across a small platform. treat you, as such people judge you by your comeliness when
You apply your dexterity modifier when you make an attack you first interact with them though a very charismatic person
with a range or throw weapon, when you make a general skill can offset a low comeliness score. You use your comeliness
check for open locks, hide, or move silently, to determine your modifier to saving throws against petrification and polymorph,
armor class, and to your saving throws against breath and when making general skill checks for general skills that
weapons and area of effects. When your dexterity score is use charisma as their key ability except for intimidate. When
reduced to zero you are paralyzed and cannot take any actions making an intimidate check your general ability modifier is
or move actions. inverted, bonuses are instead penalties and penalties are
instead bonus (see table below for details) this is because
Table 4: Dexterity Bonus to Core Skills extremely beautiful creatures are distracting to look at, so
Core Skill Bonus beautiful creatures have difficulty intimidating other while ugly
Ability Pick Open Find/Disarm Climb
or horrify creatures have an easier time intimidating creature
Score Pockets Locks Traps Walls
1-2 -24% -12% -16% -32%
with just looks alone. Your Comeliness score also determines
3 -18% -9% -12% -24% the maximum number of charmed creatures you can have
4-5 -12% -6% -8% -16% under your influence at one time with a minimum of 1
6-8 -6% -3% -4% -8% (Creatures charmed can never allow you to exceed your
9-12 +0% +0% +0% +0% maximum number of followers for your charisma score, keep in
13-15 +6% +3% +4% +8% mind that any creatures you have charmed are treated as
16-17 +12% +6% +8% +16% fallowers as long as they remained charmed, this also applies
18 +18% +9% +12% +24% to other charm or compulsion effects that allow you ask a
19-20 +24% +12% +16% +32% creature to do things for you).
21-22 +30% +15% +20% +40%
23-24 +36% +18% +24% +48% Characters with a comeliness score 1-2 subtract from their
25-26 +42% +21% +28% +56% reaction rolls twice the amount treating 2 as if it was 19 and 1
27-28 +48% +24% +32% +64% as 20 (so a comeliness of 2 subtracts 40 from their reaction
29-30 +54% +27% +36% +72% rolls and 1 subtracts 38). Characters with a comeliness score
of 3 subtracts from their reaction rolls 1 and a half the amount
Constitution (Con): A character’s constitution is their health, treating 3 as 18 (so a comeliness of 3 subtracts 27 from their
resistance to sickness, and overall fitness. Your constitution reaction rolls). Characters with a comeliness score of 4-5
determines how much physical punishment you can take, how subtract from their reaction rolls 1 and a half the amount
quickly you recover from injury or sickness. You apply your treating 4 as 17 and 5 as 16. Characters with a comeliness
constitution modifier when you determine your starting hit score of 6-8 subtracts form their reaction rolls treating 6 as 15,
points, whenever you gain more hit points from leveling up, 7 as 14, and 8 as 13. Characters with a comeliness score of 9-
when you make a general skill check for hold breath, and to 15 add their comeliness score to their reaction rolls.
your saving throws against poison, paralysis, and death. Your Characters with a comeliness score of 16 -18 add 1 and a half
constitution score can modify your stability check roll when you times their comeliness score to their reaction rolls. Characters
have the bleeding condition and the maximum amount of with a comeliness score of 19 and up add twice their
continuous time you can endure sexual intercourse before comeliness score to their reaction rolls. These bonuses and
reaching orgasm is also determined by your constitution score penalties to reaction rolls only apply for the first time a creature
(see sex in role playing for more details). When your interacts with the character any later reaction rolls for that
constitution score is reduced to zero you immediately die. creature in regards to the character is made without adding
your comeliness adjustment.
Table 5: Constitution Modifier to Stability Rolls
Ability Stability Roll Time During Sex Comeliness Reactions: Each time a creature interacts with a
Score Modifier Before Orgasm creature or character with a high or low comeliness score
1-2 -12% 5 – 10 Minutes causes the creature to react to that creature based on whether
3 -10% 11-15 Minutes it is beautiful of hideous. A creatures wisdom score determines
4-5 -7% 16-25 Minutes whether or not the creature is affected, if the creature is
6-8 -5% 26-35 Minutes affected it must make a save vs compulsion DC 10 + Your
9-12 +0% 36-55 Minutes comeliness modifier. If the creature fails its save the creature is
13-15 +5% 56-70 Minutes affected by the creatures beauty or hideousness, it they
16-17 +7% 71-80 Minutes succeed on their saving throw then the creature completely
18 +10% 81-85 Minutes ignores the comeliness reaction. A creature interacting with a
19-20 +12% 86-95 Minutes character with a comeliness score of 25 or higher must have a
21-22 +15% 96-105 Minutes wisdom score of 3/4th the characters comeliness score to
23-24 +20% 106-115 Minutes ignore the comeliness reaction completely. A creature
25-26 +25% 116-125 Minutes interacting with a character with a comeliness score of 18 -24
27-28 +31% 126-135 Minutes must have a wisdom score 2/3rd the characters comeliness
29-30 +38% 136-145 Minutes score to ignore the comeliness reaction completely. A creature
interacting with a character with a comeliness score of 13-17
must have a wisdom score ½ the characters comeliness score
to ignore the comeliness reaction completely. Creatures with a throws against suggestion and charm person spells casted by
comeliness score of 1-8 treat their score as if it was 20 -13 the horrifying ugly creature. Evil aligned creatures treat
respectively, thus a creature with a comeliness of 1 requires comeliness score of 3 as an 18 instead, though they don’t get
any creature interacting with it to need a wisdom score of 13 or the reaction effects of those scores.
higher to ignore the comeliness reaction as it treats its 1 as 20
for the purpose of determining whether they can ignore the Table 7: Comeliness Effect on Reaction Rolls
comeliness effect without making a saving throw. Comeliness Comeliness
Affect Bonus on
reactions for comeliness score of 13 or higher only affects
Ability On Reaction
creatures of the opposite sex/gender identity or that have Score Reactions Rolls
sexual preferences for that sex. A creature without the wisdom 1-2 Terrifying None
score to ignore comeliness reaction can only be affected by 3 Horrifying None
that creature’s comeliness reaction once per 24 hours. 4-5 Hideous None
6-8 Ugly None
9-12 Average None
13-15 Attractive 1x Com
Table 6: Comeliness Modifiers
16-17 Fascinated 1.5x Com
Maximum Intimidate
18 Fascinated 1.5x Com
# of General
19-20 Charm Person 2x Com
Ability Charmed Skill
21-22 Charm Person 2x Com
Score Creatures Adjustment
23-24 Charm Person 2x Com
1-2 1 +4
25-26 Charm Person 2x Com
3 1 +3
27-28 Dominate Person 2x Com
4-5 1 +2
29-30 Dominate Person 2x Com
6-8 1 +1
9-12 2 +0
13-15 3 -1 Hideous: Creatures with a comeliness score of 4-5 are so ugly
16-17 4 -2
that creatures viewing them are disgusted just to see them.
18 6 -3
Creatures that fail their saving throw always treat the result of
19-20 8 -4
21-22 10 -5 26% - 45% uncertain as always negative and are disgusted for
23-24 12 -6 as long as you are within eye-sight of them. A creature that is
25-26 14 -7 disgusted does not like being close to the hideous creature and
27-28 16 -8 will avert its sight from the hideous creature face. The
29-30 18 -9 disgusted creature will do anything it can to remain at least 5
feet away from the hideous creature and they will always move
first avoiding attacking unless provoked. When attacking the
Comeliness Affects hideous creature, they gain a +1 on attack rolls, furthermore
general skill diplomacy and bluff check get a -1 penalty as the
Terrifying: A creature with a comeliness scores of 1-2
creature finds it difficult to trust the hideous creature. Evil
are terrifying repulsive to look at that other creatures simply
aligned creatures treat comeliness score of 4-5 as 17 and 16
cannot stand to look at you. Creatures that fail their saving
respectively instead, though they don’t get the reaction effect
throw treat you as if your reaction roll was two category worse,
of those scores.
also if the result is 26% - 45% uncertain, it is always negative.
Furthermore, all creatures who fail their saving throw are Ugly: A creature with a comeliness score of 6-8 is generally
terrified of you, the creature remains terrified for as long as you ugly and unpleasant to look at for most creatures. Creatures
remain within eye-sight of it, the terrified creature will try to run that fail their saving throw always treat the result of 26% - 45%
away from the source of its terror or try to immediately kill a uncertain as always negative. Evil aligned creatures treat
creature this ugly if it is trapped and is unable to get away from comeliness score of 6-8 as 15, 14, and 13 respectively instead,
the source of its terror. If the source of its terror is powerful, the though they don’t get the reaction effect of those scores.
creature will 50% of the time attempt to get reinforcements to
destroy the unsightly creature even if they managed to run Average: A creature with a comeliness score of 9-12 is the
away. Evil aligned creatures treat comeliness scores of 1 -2 as average attractiveness most humans have and therefore
20 and 19 respectively instead, though they don’t get the doesn’t cause any special effect to happen on creatures that
reaction effect of those scores. interact with the creature.

Horrifying: A creature with a comeliness score of 3 are Attractive: A creature with a comeliness score of 13-15 is
repulsively ugly and horrify creatures that view it. Creatures rather attractive to the eyes of most creatures. Creatures that
that fail their saving throw treat you as if your reaction roll was fail their saving throw always treat the result of 56% - 75%
one category worse, also if the result is 26% - 45% uncertain, it uncertain as positive. Furthermore, creatures of the opposite
is always negative. Furthermore, all creature who fail their sex or that have a sexual preference for your gender get a -1
saving throw are absolutely horrified by your appearance and penalty on saving throws against suggestion or charm person
they remain horrified for as long as you remain within eye-sight spells casted by the attractive creature.
of it, the horrified creature will try to get away from the creature
of its fears as fast as possible. If it is not able to get away from Fascinated: A creature with a comeliness score 16-17 are
the horrifyingly ugly creature or is trapped, they will try to attack beautiful and their presence causes the heads of other
it. A creature so horrified gets a -1 penalty on attack roll and a creatures to turn and hearts to race. Creatures that fail their
+1 on damage rolls, they also gain a +1 bonus on saving saving throw always treat the result 56% - 75% uncertain as
always positive and if the creature is of the opposite sex or that reaction roll results as if it was two categories better and
have a sexual preference for your gender must make a save vs results of 56% - 75% uncertain as always positive. If the
charm (DC 10 + your comeliness modifier) or be fascinated in creature is of the opposite sex of you or have a sexual
you for as long as you remain within eye-sight of the creature. preference for your gender must make a save vs charm (DC
The fascinated creature will focus its attention on you, they 10 + your comeliness modifier) or be under the effects of a
take a -1 penalty on all search, spot, listen, intimidate, and bluff dominate person spell, this is a nonmagical effect. The
general skill checks and a -2 on attack roll. The creature will go dominate person effect leaves a lasting impression on the
out of its way to make sure the creature of its affection doesn’t creature, while within eye-sight of you it functions identical to
come to harm in any way. the spell of the same name, however, if the creature is not
within eye-sight of you then the affected creatures will attempt
Charm Person: A creature with a comeliness score of 19-26 to complete any task or reasonable suggestion laid by the
are so stunningly beautiful and gorgeous in their physical unearthly beautiful creature beforehand. If a suggestion is
appearance that individuals will actually flock around the made that is unreasonable or harmful, they get the normal
creature and fallow them, behave foolishly, or in some other saving throw at the time the suggestion or command is laid
manner to attract the attention of the stunningly beautiful and an additional saving throw as soon as they are both no
creature. Creatures that fail their saving throw treat their longer within eye-sight of each other, if in this second attempt
reaction roll result as if it was one category better and results they realize the truth of the suggestion or command and will
of 56% - 75% uncertain as always positive. If the creature is of not fallow it remembering to bring it up the next time they meet.
the opposite sex of you or have a sexual preference for your For each hour that the dominated creature remains away form
gender must make a save vs charm (DC 10 + your comeliness the unearthly beautiful creature they get a new save vs charm,
modifier) or be under the effects of a charm person spell, this is on a success the dominate person effect ends and they
a nonmagical effect. The charm person effect lasts for up to immediately realize that if a suggestion or command was
one minute after the creature has lost eye-sight of you, such issued to them that they were used. Otherwise, they are still
charmed creatures may still carry out any suggestions asked dominated. Each hour after the first the create gets a +1 bonus
by the stunningly beautiful creature provided they are for the saving throw for each additional hour they remain away
reasonable, otherwise the creature is entitled to another saving from the unearthly beautiful creature tell a maximum of +10
throw to realize that the last suggestion was an attempt at bonus on the saving throw. If after 24 hours, they creature
manipulating them and will react harsher to that creature in the failed to succeed on any of those saving throws to remove the
future (their reaction result becomes one category worse) as dominate person effect, they are effectively under a permanent
any possible trust between the two is lost, though the affected dominate person spell, though if only takes affect when they
might try to hide the fact that they know, if they wish. are within eye-sight of the unearthly beautiful creature or when
they receive orders from them from a trusted source or in
Dominate Person: A creature with a comeliness score of 27 or
written form that the creature is absolutely sure came from the
higher are so unearthly beauty that the creature could only be
creature of their affection.
from another plane as their beauty rivals that of gods and
goddesses. Creatures that fail their saving throw treat their .

Table 8: Intelligence Modifiers to Arcane Spellcasting


Chance Core Skill Bonus
Highest To Highest Bonus Bonus Power
Level Learn Level On Read Points
Ability Magic-User New -Bonus Magic-user Spells Per Day- Psionicist Save vs. Written Per
Scores Spell Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Discipline Psionics Languages Day
1-2 - - - - - - - - - - - - -5 -8% -
3 - - - - - - - - - - - - -4 -6% -
4-5 - - - - - - - - - - - - -3 -4% -
6-8 - - - - - - - - - - - - -2 -2% -
9 5th 15% 0 0 0 0 0 - - - - 4th -1 +0% 0
10-12 6th 20% 0 0 0 0 0 0 - - - 5th +0 +0% 0
13-15 7th 40% 1 0 0 0 0 0 0 - - 6th +1 +2% 1
16-17 8th 50% 2 1 0 0 0 0 0 0 - 7th +2 +4% 3
18 9th 60% 2 2 1 1 0 0 0 0 0 8th +3 +6% 5
19-20 10th 70% 2 2 1 1 1 0 0 0 0 9th +4 +8% 7
21-22 10th 80% 3 2 2 1 1 1 0 0 0 9th +5 +10% 9
23-24 10th 85% 3 2 2 2 1 1 1 0 0 9th +6 +12% 11
25-26 10th 90% 3 3 2 2 2 1 1 1 0 9th +7 +14% 13
27-28 10th 95% 3 3 2 2 2 2 1 1 1 9th +8 +16% 15
29-30 10th 99% 4 3 3 2 2 2 2 1 1 9th +9 +18% 17

Intelligence (Int): A character’s intelligence is your mnemonic Modifiers to Arcane Spellcasting), remember you must have an
abilities, reasoning and learning capabilities beyond just written intelligence of at least 9 to cast arcane spells as a magic-user.
material. You use intelligence when you think to solve a puzzle, You apply your intelligence modifier when you determine how
learn a new language, or learn a new skill. Your intelligence many languages you know as a starting character, when you
score also determines the percent you have to roll on a d100 to gain skill points at each level, when you determine the number
learn a new spell from a scroll or spellbook (you must roll equal of cantrips and 1st level spells you start out with, when you
to or less than the number written in the table 8: Intelligence make general skill checks for knowledge, search, craft, and
spellcraft, and to your saving throws against wands, rods, and Table 10: Charisma Modifiers
staves. When your Intelligence is reduced to zero you are a Maximum Reaction Loyalty
mental vegetable and lack all kinds of self-awareness. Ability # of Roll Rating Core Skill Bonus
Score Followers Bonus Bonus Dancing Singing
1-2 1 -45% -12% -24% -16%
3 2 -35% -9% -18% -12%
Table 9: Wisdom Bonus Cleric Spells Per Day 4-5 3 -20% -6% -12% -8%
Core 6-8 4 -10% -3% -6% -4%
Skill 9-12 5 +0% +0% +0% +0%
Bonus 13-15 7 +10% +3% +6% +4%
Ability First -Bonus Cleric Spells Per Day- 16-17 9 +20% +6% +12% +8%
Scores Aid 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 18 11 +35% +9% +18% +12%
1-2 -12% - - - - - - - - - 19-20 14 +45% +12% +24% +16%
3 -9% - - - - - - - - - 21-22 17 +55% +15% +30% +20%
4-5 -6% - - - - - - - - - 23-24 20 +65% +18% +36% +24%
6-8 -3% - - - - - - - - - 25-26 23 +75% +21% +42% +30%
9-12 +0% 0 0 0 0 0 0 0 0 0 27-28 27 +85% +24% +48% +34%
13-15 +3% 1 0 0 0 0 0 0 0 0 29-30 31 +95% +27% +54% +38%
16-17 +6% 1 1 0 0 0 0 0 0 0
18 +9% 2 1 1 0 0 0 0 0 0
19-20 +12% 2 2 1 1 0 0 0 0 0 Charisma (Cha): A character’s charisma is your
21-22 +15% 2 2 2 1 1 0 0 0 0 persuasiveness and personal magnetism. You use charisma
23-24 +18% 3 2 2 2 1 1 0 0 0 when you try to persuade someone to do something for you or
25-26 +21% 3 3 2 2 2 1 1 0 0 when people want to help you. Your charisma score also
27-28 +24% 3 3 3 2 2 2 1 1 0 determines the maximum number of followers you can have at
29-30 +27% 4 3 3 3 2 2 2 1 1
one time, you can attract followers simply by making a name
for yourself and then make reaction roll to persuade them to be
Wisdom (Wis): A character’s wisdom is your judgment, your hireling; also, some races have abilities that allow you to
willpower, wile, and enlightenment. You use wisdom when you charm individuals into service, they count against the total
notice something in your environment that you weren’t looking number of followers you can have at one time. You apply your
for, when you believe something based on experience, or charisma modifier when you make a turn undead check, when
when you will yourself to do something. You must have a you make a general skills check for bluff, dance, diplomacy,
wisdom score of at least 9 to cast divine spells. You use your intimidate, perform, and sing, and to your saving throws
wisdom modifier when you make general skill checks for fire against charms and compulsions. When your charisma score
making, healing, listen, sense motive, spot, and survival, and is reduced to zero you treat any suggestions told to you as if it
to your saving throws against spells and psionics. When your were a great idea and you automatically fail any saving throws
wisdom is reduced to zero you lose all awareness of your against charms or compulsions.
surrounds, you still can think and move, but you walk into
objects in your way, become unable to recognize changes in
temperature, etc.
Chapter 2: The Races of the Multiverse
subraces that each have a different set of languages they
know, then this entry will appear in each subraces section
The multiverse is home to many different races and instead of the core racial abilities section for that race.
species, both rare and common. These races have a wide
variety of abilities and characteristics that give them different Subraces: This entry describes each subrace that you can
edges to deal with the many dangers of the multiverse that any choose from to play as for that race, if a race doesn’t have any
adventure might encounter in their career. Some races might subraces this entry will not appear in that races section. You
share a common ancestry with other, while other have one or add any abilities and adjustments from the subrace to all the
more minor offshoot in the form of subraces. Subraces tend to abilities from the core race to get your total list of racial abilities.
share a set of common abilities with a few deviant abilities
separating the varies subraces apart from one another. Gestalt Multiclass Options: B= Bard, Sd = Sword Dancer, C
= Cleric, D = Druid, Fs = Favored Soul, F = Fighter, R =
Here is some details on how to read the varies entries Ranger, P = Paladin, Mu = Magic-User, S = Sorcerer, W =
on the races description. Warlock, Ps = Psionicist, M = Monk, T = Thief, A = Assassin,
Dm = Dark Mask. An x indicate that the species/subspecies
Personality: This entry describes the quirks, views, and general can gestalt multiclass with that combination of classes.
personality traits a common member of the race share.

Physical Description: This entry describes the physical


characteristics of the race for both genders, common skin, hair, Alu-Demon
and eye color as well as height and weight differences.
The product of a succubus having sex with a mortal being and
Alignment: This entry describes the most common alignment getting pregnant, Alu-Demons are a race of half-demons that
members of their race have as well as several alignment often struggle to come to grips with their origins. While most
members of the race might have if they don’t have the most Alu-Demons are the result of a succubus and a male human,
common alignment. as succubi can take on male, female, intersex, or
hermaphrodite form it has been known that they will
Homeland: This entry describes the environment most member occasionally take a male form and get human women pregnant.
of the race tends to call home as well as what size of Drow have been well known for summoning demons and it is
communities they tend to form. common practice of powerful drow magic-users and clerics to
summon a succubus to act as a sexual partner and it can
Religion: This entry describes the common religious practices
result in a Alu-Demon with their drow parents’ abilities called
the common members of the race fallow as well as their
by the drow a Dralu-Demon.
common worshiped deities if any.
Personality: Alu-Demon share a strong connection with the
Type: This entry describes the category of creature the race
abyss, while it isn’t as strong as their succubus mother’s it still
qualifies as well as subtype written in () if any. Spells and
has an effect on their personality making them very free
special abilities can affect certain creature types differently like
spirited creature and they like to keep creatures they spend
a ranger’s favored enemy ability which lets them deal
time safe. Alu-Demons tend to be whimsical , flirtatious, and
additional damage to a creature of the type that they have
very sensual to creatures they fancy. They are often becoming
declared as their favored enemy.
emotionally attached to creatures they have had sex with or
Ability Score Adjustment: This entry describes which of the creature that show them kindness and compassion. They will
seven ability score is changed by the special qualities of the often come off as loners, until you get to know them and once
race, some races have different subraces which each give that happens, they will be the most attentive companion you’ll
additional adjustments to your ability scores. They are added have ever meet, regardless of the alignment of the Alu-Demon.
to your base ability scores to get your final ability score total. Alu-Demons that are afraid of how other creatures may view
them and that want to be accepted by mortal races will uses
Size: This entry describes what size category the race falls their natural abilities to hide their true nature. Some Alu-
under most humanoid races are either: small, medium, or large Demons however take pride in their demonic nature and will go
(but there are exceptions) and it also describes the average out of their ways to show their true nature and these Alu-
height range a typical member of the race might be in. Demons are quick to anger at jabs at their succubi nature.
Even the most evil of Alu-Demons hate the idea of
Movement Speed: This entry describes the base movement
backstabbing other and betrayal makes their blood boil with
speed for creatures of that race, this movement speed is the
anger. Most Alu-Demon don’t get along with succubi except
normal amount of ground in feet a member of this race can
their mothers do to the one night stand nature of their births,
move in one move action without using double moves, running,
unless they are Dralu-Demons who get along with all succubi
or under difficult terrain. If a race has access to other
extremely well.
movement options like flying or swimming they will be
mentioned here as well as the movement speed for each of Physical Description: Alu-Demons, must like their succubi
those additional movement options. mothers are a mono-gender species of female humanoids.
However, Alu-Demons whose gender identity doesn’t match
Languages: This entry describes what languages every
their biological gender will often use their shape change ability
character of this races knows at the start of their career as well
to take the form of their preferred gender identity. Alu-Demons
as any bonus languages for high Intelligence. If a race has
regardless of their mortal ancestry are rather tall compared to
most human or drow females ranging from 5 foot 6 inches to 7 Type: Demon
feet tall with 6 foot 5 inches being the common average height
of a Alu-Demon. All Alu-Demons have two leathery bat-like Ability Score Adjustment: +2 to Comeliness, +1 to Charisma
wings that when extended reach out to about one-half their and strength, and -2 to constitution and -1 to wisdom.
body’s height in length, a tail which ends with an upside down
Size: Medium, 5’6” to 7’ with 6’5” average.
pointed heart shape with the length of the tail ranging from 1 ½
to 3 feet in length, and tiny vestigial horns which can range Flying Movement Speed: 120 feet with average
from 1/8th of an inch to 3 inches in length. Human descendent maneuverability.
Alu-Demons have the same range of skin, eye, and hair colors
as humans, but with goldish, crimson, or lavender skin being Darkvision: You can see in areas of dim light as if it were
possible rare skin colors, with gold, silver, purple, red, and grey bright light. You can see in darkness as if it were dim light up to
as possible rare eye colors, and blood crimson, aqua blue, 60 feet away from you. While you are using your darkvision
noble blue or purple, and silver or white as possible rare hair you can’t discern colors, only in shades of grey. While in
skin colors. Drow descendent Alu-Demons have all the same darkness, you can switch between darkvision and infravision
range of skin, eye, and hair colors as drow, with the additional as a swift action.
possible rare colors mentioned above. Alu-Demons all tend to
Demonic Durability: You are naturally immune to damage
be either voluptuous or athletic in build no matter how much or
from nonmagical weapon, though you still take damage from
little the drink, eat, or exercise. If they take their time to hide
weapons with at least a +1 enchantment bonus and natural
their more demonic feature Alu-Demons can easily blend in
weapons like punches, kicks, headbutts, claws, and bites. You
with other humans or drow, though their incredible physical
also have a natural armor bonus of +3 to armor class, however
beauty that often seem supernatural in nature is often a good
wearing armor with a armor bonus of +3 or less doesn’t
give away to their true nature.
increase your armor class unless they are magical, in which
Alignment: All Alu-Demons feel the pull of the Abyss in their case you only gain the enchantment bonus of the armor. If you
blood, even if they hate the abyss and the creatures in it. Thus wear armor that gives a higher armor bonus than your natural
Alu-Demons feel a natural inclination toward either chaotic or armor than you only apply the higher armor bonus and not both
evil alignments, so much so that 40% of Alu-Demons being your natural armor and the armor’s armor bonus.
chaotic evil with an additional 40% being chaotic evil with
Demonic Resistances: Your demonic heritage as the child of
tendency towards neutral. Only about 20% of Alu-Demons are
a succubi makes you much more resilient than most mortal
not of chaotic evil alignment and these are what often fills out
being, you take half damage from cold, electricity, and fire
the ranks of player character Alu-Demons. This 20% tend to be
damage as well as gas effects like cloud kill or a green
of either chaotic alignment (Chaotic Neutral or Chaotic Good)
dragon’s cone of corrosive gas. You have magic resistance to
or evil alignment (Neutral Evil or Lawful Evil), though only 1%
spell, spell-like abilities, and all other magical effects, but not
of the non-chaotic evil Alu-Demons are lawful evil with 33%
supernatural or extraordinary ability 30% of the time. On a roll
chance each for chaotic neutral, chaotic good, or neutral evil
of 30 or less on a d% spells, spell-like abilities, or other
alignment.
magical effect that target you or that you are within the area of
Homeland: A Alu-Demons depends on the circumstance of effect have no effect on you. If you magic resistance protects
their birth, should the Alu-Demon be the result of a human you from a spell that would do damage (even on a successful
father they where most likely born in the abyss and spent most save) you take no damage. Creatures with more than 11 hit
of their time with the succubi mother. If the Alu-Demon was the dice or class level treat your magic resistance as if it was 5%
result of a human women having sex with a male form succubi, less for each hit dice or level higher than 11th they are, using
then they spent their life with their human mother living in their highest class level or racial hit dice.
human lands wither it be a city or village. In the case of
Infravision: While in dim light or darkness you can see heat in
Darastrixoposs, this means that they most likely live with their
the infra-red spectrum even from creatures within 90 feet of
human mothers dragonoid master and may develop a hatred
you. You can make out shapes, but only sharply if there is a
for their mother’s draconic masters and society. Dralu-Demons
distinguishing difference in temperature between the
regardless of what role their succubi mother plays in their drow
environment and the creature or object in question. You cannot
parents’ life always spend their time in drow cities often as
make out the color of objects themselves, but you can make
nobles with their succubi mothers spending 3 to 20 years living
out the general differences in an object’s structure.
with their drow partner, leading to one of the most health
relationship a Alu-Demon can experience growing up and thus Psionically Gift: You can choose one 1st level minor psionic
Dralu-Demons are often very comfortable in drow society discipline; you have 10 Power Points plus bonus power points
despite the very backstab filled nature of it. for high intelligence to use per day using your highest class
level as your manifester level. If you have 17 or higher
Religion: Alu-Demons tend to worship the same deities as their
intelligence you may select up to three additional 1st level
non-succubi parent. Thus, in Darastrixoposs, most human born
minor psionic disciplines of your choice from the psionicist
Alu-Demons worship the dragon gods, though outside of
discipline list.
Darastrixoposs they would worship what even human deity the
world has. Dralu-Demons likewise worship any of the drow Sexual Draining: When engaging in sexual intercourse with a
deities, though L’Jallil D’Vhid is worshiped by them more than creature or kiss a creature, you can choose to drain the
the others due to the demonic nature of Alu-Demons. creature’s life force, this drains the creature of 1d8 hit points
per minute of sexual intercourse or per kiss reducing the
Racial Traits:
creatures maximum hit points permanently be the same
amount. You then gain hit points equal to the same number of
hit points drained, if you already have your maximum hit points become proficient with it for you. Martial weapons normally
or would be put to your maximum hit points, you gain cost 1 weapon proficiency slot, but an arming sword for you
temporary hit points equal to the remaining amount. These would only cost ½ a weapon proficiency slot.
temporary hit points stay until removed by damage. Each time
a creature is drained, they must make a saving throw vs.
paralysis against a DC of 10+ your comeliness modifier or be
Dralu-Demon
overwhelmed by a pleasurable euphoric sensation that makes
them unable to do anything, but stay still in sexual bliss for Often born to drow noble families after a willing paring, Dralu-
1d4+1 segments. You can attempt to drain an unwilling Demons are often taken care of well during most of their life.
creature, even in combat, but doing so requires you to grapple Stranger still because of the willingness of the union between
the creature and them to fail their saving throw vs grapple drow and succubi, this leads to the Dralu-Demon spending
against your grapple DC (10+ your Strength modifier + your adequate time with both of their parents, getting to know both
proficiency bonus). Using your sexual draining requires you to of the well leading to a more well adjusted Alu-Demon
perform a swift action to kiss the creature or an action to compared to the Human-born Alu-Demon. Dralu-Demons are
engage in sexual intercourse with a willing creature. extremely powerful having the powers of a normal Alu-Demon
as well as the Drow, however because of the more healthy
Succubi Magic: Your succubus mother has passed down the
raising condition they are more open to taking about
ability to use the fallowing spell-like ability 1/day charm person.
themselves or other and often make good negotiators if not
At 3rd level, you gain a second use of your charm person ability
leaders.
per day and can use each of the fallowing spell-like abilities
2/day, ESP and shape change (but only to any human or Ability Score Adjustment: +1 to Intelligence and Dexterity.
humanoid form of approximate size and weight of their own).
At 5th level, you gain a third use of charm person, ESP, and Movement Speed: 150 feet.
shape change per day and you gain the ability to 1/day use
Dark Elven Resistance: When you make a save vs. spells,
dimension door as a spell-like ability. Using charm person,
area of effect, wand, staves, or rod against a spell or spell-like
ESP, or shape change requires a free action and dimension
ability, you gain a +2 bonus on that save throw.
door is an action. Your use your highest class level to
determine your caster level for these spell-like abilities and Dark Elf Two-weapons Fighting: When you wield a one-
when you gain them. Your spellcasting ability is charisma for handed weapon in each of your hands while engaging in two-
these spell-like abilities. weapons fighting, you do not take the normal penalties for
fighting with two-weapons and you are not limited to a hand
Subraces: When creating a Alu-Demon character, you must
axe, dagger, or dirk as your off-hand weapon as long as the
choose one of two subraces. You gain all the traits and ability
weapon can easily be used in one hand (this also applies for
of that subrace in addition to the core ability of the race. The
using double weapons) or take no longer than a free action to
subraces of Alu-Demon are as fallowed: Human-born and
reload, it a ranged weapon. As long as you are proficient with
Dralu-Demon.
the weapon in both hands and you are wearing light or no
armor, you gain a +1 bonus to your armor class and this
applies to your touch armor class as well.
Human-born
Drow Spell Resistance: Dralu-Demons are resistant to the
Often ostracized by others from a early age, Alu-Demons tend effects of spells or spell-like abilities that directly target you like
to be loners until they can find someone who can accept them charm person, enlarge, destruction etc. but not those that have
for who they are and not what they were born as. Human-born effects that create a physical force to deal damage or impede
Alu-Demons are often afraid to show their true selves, but they movement like magic missiles, darkness, fireball, lightning bolt,
can be very protective of those who choose to work with them. force cage, wall of force, chromatic sphere, etc. When a spell
Regardless, the life of a human-born Alu-Demon is a life of or spell-like effect targets you, there is a 30% chance that spell
struggle. Wither it be in the abyss or on the material plane, simply cannot get pass your innate resistance and this
they often have to fight to get the life they want. increases by 1% for every level past 1st using your highest
class level to a maximum of 50% at 21st level. On a roll of 30%
Ability Score Adjustment: +2 to Intelligence.
or less adjusted for level the spell fails to have any effect,
Movement Speed: 120 Feet. except spells that deal damage in which case you take ¼ of
the total damage on a failed save and no damage on a
Armored Spellcasting: You may cast magic-user spells in successful save. If the spell succeeds to bypass your spell
armor without the spell failing as long as you have proficiency resistance, roll for saving throws normally if the spell allows a
with the armor you are wearing without having to gestalt save and resolve other protective effects, if necessary, like
multiclass. elven resistance to charms effects. Spells of 2nd level or higher
reduces the effectiveness of your spell resistance by a percent
Bonus Weapon Proficiency Slot: You start with two equal to the spell level, therefore a 5th level Dralu-Demon
additional weapon proficiency slots. fighter has a base spell resistance of 34% if they are the target
of the 5th level spell polymorph, they have a 29% chance of the
Bonus Feat: You start with one extra feat of your choice; you
polymorph spell simply failing with no saving throw necessary,
must still meet any prerequisites of the feat.
but if the diminish spell is casted on the same Dralu-Demon it
Free Slots: When you spend a weapon proficiency slot on any fails on a roll 34% or less.
swords, bows, or spears they cost half the normal amount to
Innate Spell Abilities: Your drow parent passed on to you a Evil drow finds making true friends difficult and their own
little of L’Jallil D’Vhid’s Demonic curse giving you the same impulse to take advantage of others makes keeping them even
spell-like abilities as your drow parent. you can cast dancing harder. Neutral aligned drow struggle will living in the shadow
light at-will using a swift action as a spell-like ability. You can of violence while making a living, they may not commit violence
cast the fallowing as a spell-like ability each oncer per day as a willing but they can be spurned to protect themselves often to a
swift action darkness, detect lies or its reverse, dispel magic, bloody end when threatened. Good drow often attracts the
faeries fire. and as an action clairvoyance and suggestion. At attention of T’puuli An’ar and her fallows who will try to sweep
4th level or higher you can cast the fallowing spell-like abilities the drow safely to the surface of the lightrealm so that they can
as a swift action detect magic, know alignment and as a live in peace, but good drow living in the darkrealm often
reaction levitate. You use your highest class level to determine attract the attention of the Lady of Chaos as well who sends
what spell-like abilities you have access to as well as your her loyal followers to viciously beat the drow into submission to
caster level for these abilities. You use charisma as your her ways. Thus, good drow have it the hardest, if they stay in
spellcasting ability for these spell-like abilities. the darkrealm they were born in, they will either die, be tortures
until they summit to committing evil, or be forced to leave in
effective exile from the home they were born into.
Drow Physical Description: Drow tend to be short compared to other
breeds of elves with males ranger from 4 foot 1 inches to 5 feet
These elves where once a species respected for their honor
and females being 4 foot 6 inches to 5 feet 4 inches, with
and sense of duty, however after L’Jallil D’Vhid curse the dark
females being taller than males and heavier. Drow are very
elves who share her appearance and beauty to be compelled
beautiful to other humanoid races even though they tend to
to be as destructive and violent as she is that changed. The
have thin frames like all elves. Strangely most female drow
dark elves became renowned for murder, betrayal, cruelty, and
tends to be voluptuous and athletic, those who aren’t at least
evil atrocities that caused the other kinds of elves to brand
athletic don’t tend to live past 30 before being kill either in
them traitors and banished them to subterrain darkrealm. Deep
training or by a rival. Drow faces are sharp, less rounded than
in the murderous grips of the curse and under the sway of
most human faces, but the lack facial and body hair except of
L’Jallil D’Vhid’s cruel machinations the dark elves took a new
course eye brows and the hair on their head. Drow eyes are
name a name that would inspire fear, a name that means dark
narrower angled at a downward incline in compared to humans
assassin, that name was DROW!
with blood red crimson eyes being the most common eye color
Personality: Back during the first days of their banishment to with purple, gold, and silver being less common eye colors,
the darkrealm, drow where paranoid, hot tempered, cruel, and and a few drow and deep blue eyes that look like the color of
quick to spill blood. Now days, the strength of the curses the ocean. The drow skin is always pitch black, the blackness
compulsions to kill, betray, and destroy has lessened greatly. of their skin will sometimes have a extremely dark purple tint to
Though that doesn’t mean that the hot blooded nature the it which can only be seen clear in direct sunlight. Their skin has
curse spurned isn’t there any more, just that the influence of a sheen to it that makes their pitch black skin look like obsidian
the curse of wanned enough for most drow to hide their anger when they are within a light source and in darkness their skin
at the slights of others or suppress it complete in some cases. allows them to blend into the moonless night to creatures
Now the drow are close to how they were before the curse, without the ability to see in the dark. Drow tends to have pure
they have a sense of honor and duty to family and to their white, light yellow, or an almost aqua blue hair color with silver,
house. But, most drow (around 60% of the current population) dark purple, or black hair being rare.
have a hair trigger and when insulted or treated poorly are apt
Alignment: Drow tends toward chaotic alignments due to the
to hide their anger and plan a very elaborate revenge, usually
curse or at the lest neutral. All of the evil alignments are rather
to kill the source of their damaged sense of honor. While a
common especially in the darkrealm (45% of drow in the
sense of duty to family and house is foster throughout the
darkrealm are of some kind of evil alignment), Neutral
species, drow living in societies where L’Jallil D’Vhid is the
alignment are a little less common (25% of drow in the
primary worshipped deity are often groomed to carefully take
darkrealm are Chaotic Neutral or Neutral, there are no lawful
advantage of weakness of drow in higher position so that they
neutral drow ever). Good Alignments are a little more common,
can take them out in secret to advance in position themselves.
(30% of drow in the darkrealm are of some kind of good
Most drow who live in the darkrealm are paranoid of getting
alignment) though 2% of those are killed before they can
betrayed by other drow and not without good reason, drow who
escape their birth place each year. Good aligned drow tends to
have move to the surface communities under the guidance of
be Chaotic Good or Neutral good with 1 out of 20 good aligned
T'puuli An’ar do not live in fear of betrayal by other drow, but
drow being lawful good. The drow population on the surface on
are constantly struggling with the anger, paranoia of other
the other hand is much different as 65% of all drow are of a
species, and the horrors they were forced to commit in the
good alignment with 25% being of a neutral alignment, with
darkrealm by the faithful of L’Jallil D’Vhid and the Lady of
only 10% being of a evil alignment. Drow tends to be Chaotic
Chaos’ terrible curse. Those who live in these communities
Evil, Neutral Evil, Chaotic Neutral, Neutral, Neutral Good, and
often try to live to the standards of their Dark Elf ancestors,
Chaotic Good with Lawful Evil and Lawful Good being rare.
some even decided to expel the curse from their bodies and
return to being normal dark elves once T’puuli An’ar managed Homeland: The vast majority of Drow (around 56%) live in the
to find a way to remove the curse from willing drow. subterrain world beneath the surface called the darkrealm
Regardless, drow take great pride in their honor and duty. where they have large, sprawling cities made of the stone. In
Betrayal will cause any drow to lash out instinctively at the fact, usually their building look as if they are made with the
traitor even will those who wish to live a peaceful life like their natural stone of the cavern, whether it be the walls, stalagmite,
ancestors did before the curse as this is the nature of the curse. stalactites, or the very floor of the cavern magically raised up to
look like the building is in itself part of the ground. Drow are plane; in fact, the rest of the drow pantheon is pretty sure if she
excellent craftsmen and if they want to, they can design is really a different goddess and not one of them in disguise,
gorgeous structures made of stone, however most drow she most likely doesn’t have a home plane or at the very list
structures in the darkrealm are made for practicality and with the material plane is her home plane. But, no one knows for
defensibility in mind. Drow who live on the surface, often called sure. The Masked Lady is a demigoddess and as such does
the lightrealm by the drow though the surface folk don’t know not have a avatar, she merely roams the darkrealm helping or
of this, either are travelers living with other surface races or making love to those she fancies, pulling pranks on the other
lives in the large forest cities of T’puuli An’ar faithful with their drow gods or those she dislikes, and teaching those who wish
redeemed dark elf brethren. These cities are filled with large the ways of magic and thievery. Known as the mask of
house made as part of the tree magically with large stone mysterious or the eclipse maiden she is a goddess of chaos,
structure doting about for storage, or other needs that might pranks, illusions, and pleasure as well as being the patron
not work as well in a house made within a tree. A temple made goddess of thieves and magic-users especially illusionists. She
of stone with a large open field with a vast circle of small trees doesn’t encourage worship nor does she actively try to
in its center is usually located towards the deepest part of the encourage thievery she merely views stealing and magic as art
city, there celebration, gatherings, and other event are hosted forms. As such she only has maybe 3% of drow worshipping
in the holiest of places where all are invited and welcome her, but all magic-users and thieves give some prayers to her
under the protective embrace of the Silver Dancer. and will often search for her to offer her a magical item (always
stolen in the case of thieves), she has no temples and she has
Religion: The pantheon of the drow isn’t like most pantheons, only a handful of clerics, but she loves and cares for all of them
most of the deities are in conflict with one another in some way and those who decide to worship her in any form as if they
with some exceptions. Not a single deity have a strong hold on were a most beloved lover, giving protection and aid whenever
the drow though several hold a good number of faithful. L’Jallil needed.
D’Vhid is often regarded as the patron goddess of the drow,
but that is more of a dilution of thinking caused by centuries of Racial Trails:
her influence due to the curse, not to say she isn’t a major
player among the drow pantheon for she very much is, but her Type: Humanoid (elf)
overwhelming control over the drow has long since been
Ability Score Adjustment:+1 to Dexterity, Comeliness, and
overembellished by her clergy. D’Vhid is without a doubt the
Intelligence, -1 to Constitution and Charisma.
patron goddess of evil drow, though only 48% of all drow
actually worship her. Most just give her lip service while in Size: Medium, 4’1” to 5’4” with a 4’10” average.
public and worship one of the other deities in private
(something that could get them killed in a city that has a high Movement Speed: 120 feet for males and 150 feet for females.
percent of Lady of Chaos worshippers like in the city of
Dark Elven Resistance: When you make a save vs. spells,
Errdegahr Cress). L’Barra An’ar is a lesser god and L’Jallil’s
area of effect, wand, staves, or rod against a spell or spell-like
son, but he claims a lot of worship form both evil and neutral
ability, you gain a +2 bonus on that save throw.
aligned drow being a god of assassination and warriors, what
evil drow choose not to worship L’Jallil usually claim him as Dark Elf Two-weapons Fighting: When you wield a one-
their patron deity. Anistrial is an odd goddess, not only is she a handed weapon in each of your hands while engaging in two-
lesser goddess, she also neutral good as well as being T’puuli weapons fighting, you do not take the normal penalties for
An'ar once mortal daughter. This strangely enough doesn’t fighting with two-weapons and you are not limited to a hand
hinder her ability to gain both worshipper and clergy. In fact, axe, dagger, or dirk as your off-hand weapon as long as the
most drow city keep at least a small temple dedicated to her weapon can easily be used in one hand (this also applies for
where marriages are often performed. Lovers and drow in the using double weapons) or take no longer than a free action to
mist of passion after give prayer to her in hopes that she might reload, it a ranged weapon. As long as you are proficient with
be able to make the moment last longer. Anistrial is a goddess the weapon in both hands and you are wearing light or no
of love, marriage, passion, and sex. T’puuli An’ar is a rather armor, you gain a +1 bonus to your armor class and this
powerful deity in the pantheon as she puts herself directly applies to your touch armor class as well.
opposite of her mother L’Jallil D’Vhid and she wishes to free
the drow from her cruel mother’s influence. The Silver dancer Darkvision: You can see in areas of dim light as if it were
holds the distinction of having one of the highest worshipper bright light. You can see in darkness as if it were dim light up to
base among the pantheon, further bolster by her many former 60 feet away from you. While you are using your darkvision
drow followers whom wished to be free of the curse and were you can’t discern colors, only in shades of grey. While in
transformed into true dark elves. Around 43% of drow darkness, you can switch between darkvision and infravision
worshiper in some form and unbeknownst to most drow all as a swift action.
dances and songs performed by drow are in fact an indirect
form of worship for her as she was the one to teach many a Daylight Sensitivity: You are sensitive to any source of light
dark elf the art of song and dance before the vile curse was with brightness equal to sunlight, including spells such as
inflicted to them. daylight or sunbeam. While you are in sunlight or light of
similar brightness, you take a -1 penalty on attack rolls, a -2
The last of the drow pantheon is something of a penalty on any General Skill checks to Search or Spot, and
mystery even to the other drow gods themselves, the Masked your dexterity score is treated as if 2 points less while you are
Lady is a mysterious goddess who appeared one day, with her in bright light. You also suffer the penalty on attack rolls when
face completely hidden behind a full mask, but with long attacking a creature in sunlight even when you are in darkness.
flowing silver hair and eyes seem to be a every changing
rainbow of colors. She isn’t known to ever leave the material
You may attempt to adapt to sunlight by spending 6 damage on a successful save. This only applies to creatures
hours every day for one week in sunlight, at the end of the that have an actual breath weapon and not any spell or other
week you must make a save vs. petrification with a DC 10 + 1 special attack that allows for a save vs breath weapon.
for each day you did not speed at least 6 hours in sunlight
minus the number of weeks attempted (on your first week this Elven Initiative: When you roll for initiative you use a dice one
is 0). On a failed save, you still suffer from sunlight sensitivity size larger. From a d6 to a d8, a d8 to a d10, a d10 to a d12, a
and must attempt it again after another week. Any time d12 to a d20 maximum. If you have a class feature or feat that
afterward if you succeeded, if a month has gone by where you also increase the size of your size of your initiative dice, they
stayed in a place of complete darkness without being exposed stack with this ability.
to lights of sunlight levels of brightness you will lose your
Elven Trance: You can spend 4 hours in a deep trance like
resistance to sunlight and must retrain again, though you get a
state, instead of sleeping. For every 4 hours spent in this
+5 bonus on all future checks.
trance, you gain the benefits of 8 hours of sleep and if you
Drow Spell Resistance: Drow are resistant to the effects of want you may still sleep normally. While in trance you do not
spells or spell-like abilities that directly target you like charm actually dream, through you do engage in a dream-like mental
person, enlarge, destruction etc. but not those that have effects exercise. If you have recently had your hit points are reduced
that create a physical force to deal damage or impede to -3 or less, you must spend at least 24 hours (they do not
movement like magic missiles, darkness, fireball, lightning bolt, have to be consecutive) resting including sleep before you can
force cage, wall of force, chromatic sphere, etc. When a spell use trance to rest. Elven mages need only 4 hours of trance to
or spell-like effect targets you, there is a 30% chance that spell be property rested to prepare their spells of 1st – 8th level.
simply cannot get pass your innate resistance and this
Infravision: While in dim light or darkness you can see heat in
increases by 1% for every level past 1st using your highest
the infra-red spectrum even from creatures within 120 feet of
class level to a maximum of 50% at 21st level. On a roll of 30%
you. You can make out shapes, but only sharply if there is a
or less adjusted for level the spell fails to have any effect,
distinguishing difference in temperature between the
except spells that deal damage in which case you take ¼ of
environment and the creature or object in question. You cannot
the total damage on a failed save and no damage on a
make out the color of objects themselves, but you can make
successful save. If the spell succeeds to bypass your spell
out the general differences in an object’s structure.
resistance, roll for saving throws normally if the spell allows a
save and resolve other protective effects, if necessary, like L’Jallil D’Vhid Cursed Magic: The dark elves were long ago
elven resistance to charms effects. Spells of 2nd level or higher cursed by L’Jallil D’Vhid with a compulsion to commit cruel evil
reduces the effectiveness of your spell resistance by a percent acts, in order to ensure the drow created by this curse had the
equal to the spell level, therefore a 5th level drow fighter has a superior abilities to survive the harsh darkrealm, she gifted
base spell resistance of 34% if they are the target of the 5th them with innate magic at the same time she cursed them to
level spell polymorph, they have a 29% chance of the fallow her into evil. With each generation of drow born the
polymorph spell simply failing with no saving throw necessary, power of the curse to compel them into doing evil and loyally
but if the diminish spell is casted on the same drow it fails on a worship L’Jallil has weakened more and more, but though the
roll 34% or less. drow have almost as much freedom now to act as they wish as
they did before being cursed, the innate magic has never
Drow Tactical Training: You have proficiency with short
wanned inside them.
swords, arming swords including rapiers, hand crossbows, and
one of the fallowing General Skills: Hide, Move Silently, Search Thanks to the curse you can cast dancing light at-will
or Spot. You also gain a +4 bonus on Spot check when using a swift action as a spell-like ability. You can cast the
determining surprise and when using Hide or Move Silently to fallowing as a spell-like ability each oncer per day as a swift
surprise a creature, you do not gain the bonus on Hide and action darkness, faeries fire. Female drow can also cast the
Move Silently if moving in a group to surprise a creature unless fallowing spell-like abilities each once per day, as a swift action
the other member are also drow or have proficiency in the detect lies or its reverse, dispel magic and as an action
General Skill Hide and Move Silently. clairvoyance and suggestion. Drow of 4th level or higher can
also cast each of the fallowing spell-like abilities once per day,
Elven Constitution: You are immune to magical effects that
as a swift action detect magic, know alignment and as a
cause you to go to sleep as well as the ghoul’s paralyzing bite.
reaction levitate. You use your highest class level to determine
You have a strong 90% resistance to charms spells and other
what spell-like abilities you have access to as well as your
charm-like effects, when charm effects try to take effect on you
caster level for these abilities. You use intelligence as your
before rolling any save vs, charms or save vs. compulsions roll
spellcasting ability for these spell-like abilities.
a percentage dice (d100), on a result of 90% or less you are
unaffected by the charm effect otherwise roll any save throws Low-light Vision: You can see in areas of dim light as if it
you would be allowed. This resistance to charm applies to were bright light up to 120 feet. You can see color perfectly fine,
effects like charm person, charm monster, suggestion, but you still need a source of light to see.
dominate person, dominate monster, fascinate, any mass
version of these spells, thrall, and any other spell or ability that Languages: You can read, write, and speak abyssal, common,
replicates the effect of any of these spells or creates an effect drowic, drow-sign, elven, high drowic, and undercommon, as
of similar function. well as a number of bonus languages of your choice equal to
your intelligence modifier.
Elven Dragon’s Breath Dodge: When a creature attacks you
with a breath weapon that deals damage and allows a save vs.
breath weapon, you take half damage on a failed save and ¼
Dwarves
These stalwart people pride themselves in their skills in smiting point to never kill enemies as a powerful enemy dominated is
and combat, while not the tallest folk in the battlefield they are also a powerful ally.
without a doubt the bravest. Their gruff personality might make
it difficult to get close to them, but there is no better person to Racial Traits:
have at your back then a dwarf.
Type: Humanoid (Dwarf)
Personality: Dwarves are slow to trust strangers and while their
Ability Score Adjustment: +1 to Constitution and -1 to
gruff exterior makes them last to jest except in the company of
Charisma.
trusted friends, they show a love of drinking, laughing, and
good company, and NO ONE can beat a dwarf in the delivery Size: Medium or Small, 3’6” to 4’6” with 4’ average.
of one-liners. All dwarves have a deep love of jewels, gold, and
other fine metals and minerals. Greed and battle lust are well Movement Speed: 60 feet.
known common vices of dwarves, while not always true it is not
Darkvision: You can see in areas of dim light as if it were
uncommon enough for young dwarven explores to get
bright light. You can see in darkness as if it were dim light up to
captivated by the glitter of the gold in a dragon’s hoard to meet
60 feet away from you. While you are using your darkvision
an untimely end. Courage and tenacity are a dwarf’s bread and
you can’t discern color, only in shades of grey.
butter, but the best of them temper it with a sense of justice
that makes the most dutiful of paladins jealous. Dwarven Giant Fighting Strategy: When fighting creature of
the giant type you gain a +1 bonus to Armor Class, you lose
Physical Description: Dwarves are shorter than humans, while
this bonus any time you would be denied your dexterity bonus
not as small as halflings and gnomes they do still stand a bit
to AC.
short when in rank. Dwarven male tend to be around 3’8” to 4’6”
with female being around 3’6” to 4’2”, males weigh around 134 Dwarven Tool Proficiency: When you use brewer’s supplies,
to 174 pounds with females weigh 104 to 140 pounds on smith’s tools, or mason’s tools you gain a +2 bonus on any
average. They are compacted, with tan or light brown skin, and General Skill Checks that uses or requires any of those tools.
their eyes tend to be dark colors (browns and greens). Their
hair tends to have the same range of colors as humans, but Poison Resistance: When you make a save vs. poison
black, grey, and brown are the most common colors and they against the effects of an actual poison or spell that replicates
often wear their hair long with well-trimmed beards for males. the effect of a poison you gain a +1 bonus for every 3.5 points
of constitution you have to a maximum +5 on that save throw.
Alignment: Dwarves have a desire for order with a strong moral
center and as such tend to be lawful good or lawful neutral with Stonecunning: When you make a General Skill check with the
the rare lawful evil or chaotic neutral being an exception. skills Knowledge (history), Search, or Spot on a door, piece of
Adventuring dwarves love adventuring parties that are well art, architecture, or other things made of, from, or with any kind
organized and well prepared. of stone or jewel you gain a +4 bonus on that General Skill
check.
Homeland: Dwarven settlements tend to be near the sides of
mountains (if not inside it) or in areas with large hills near a Languages: You can read, write, and speak common and
mine with rare metals or jewels. Member of other races (except dwarven, as well as a number of bonus languages of your
drow, because no one likes a backstabber) are normally choice equal to your Intelligence modifier.
welcomed into dwarven settlement provided they don’t look as
shady as a subway tunnel of course. Granted such visitors are Gestalt Multiclass Options: Bard/Cleric, Bard/Fighter,
not given unlimited access as some areas are of too much Cleric/Fighter, Cleric/Thief, Fighter/Thief, and
important to allow non-dwarves around unless they know Cleric/Fighter/Thief.
without any reasonable doubt the merit of the person. Water
Subraces: When creating a dwarf character, you must choose
travel and use of horses are rare for dwarves as they are either
one of three subraces. You gain all the traits and ability of that
too unreliable or too hard to come by to be of practical use to
subrace in addition to the core ability of the race. The subraces
dwarves.
of dwarves are as fallowed: Grey Dwarf, Hill Dwarf, and
Religion: The dwarves patron deity is Unol Grungron the Lord Mountain Dwarf
of the Anvil, he isn’t a very personable deity but according to
dwarven myth he created the first dwarves out of adamantine
so most dwarves look to Unol as one would a respected Grey Dwarf
grandfather. While Unol made the dwarves, it was his wife
Hulie Tassenburge who gave life to them. Is most often given
reverence for her hand in the dwarves’ everyday life as she is
Ability Score Adjustment: +1 to Intelligence.
a goddess of home, family, marriage, fertility, love, and destiny
and hill dwarves hold her in the highest regard. The grey Duergar Innate Powers: You can use each of the fallowing
dwarves have their own deity who, while part of the dwarven spell-like abilities as a action once per day and only on
pantheon, isn’t well liked the other kinds of dwarves. Kune’ilk yourself: enlarge and Invisibility. You use Intelligence as your
Ngrokuk is a goddess of strength, shadows, intellect, and spellcasting ability for these spell-like abilities.
trickery, she views strength and intelligences as absolutes
believing that if one has the strength and intelligence to obtain Grey Dwarf Aberrational Traits: You are immune to paralysis
power, position, or wealth they should, but she also makes a and any illusions spells provided it allows a save throw. Your
darkvision extends to 120 feet. You also have 5 power Points
and a psionic mental class of 12, you can spend 1 power point the high elves had long ago gotten a promise of aid from the
to use your grey dwarf racial ability enlarge or invisibility one king of Deep Steel Keep, unfortunately the royal family had
additional time, but its duration is cut in half or you can spend 2 died not long after when their secret alliance with the Drow was
power points to double the duration of one of these abilities discovered. The Current royal family had replaced them and
you are currently using. believe that the promise is valid to them, the current dwarven
monarch however knows that the promise was only to the
Sunlight Sensitivity: You are sensitive to any source of light family and not the nation of high elves itself and will not honor
with brightness equal to sunlight. While you are in sunlight or any call for aid by the currently royal family without a deal
light of similar brightness, you take a -1 penalty on attack roll being stuck.
and a -2 penalty on any General Skill check to Search or Spot.
Ability Score Adjustment: +1 to Strength.
You may attempt to adapt to sunlight by spending 6
hour every day for one week in sunlight at the end of the week Mountain Dwarf Traditional Training: You are proficient with
make a save vs. petrification with a DC 10 + each day you did light and medium armor as well as battleaxe, handaxe, and
not spend at least 6 hours - the number of week attempted (on lucern hammer.
your first try this is 0), on a fail you still suffer from sunlight
sensitivity and must attempt it again after another week. Any Dwarven Natural Enemy: When fighting against orcs or
time after you succeeded, if a month has gone by where you creatures of the goblinoid type, you gain a +1bonus on attack
stayed in a place of complete darkness without being exposed rolls against those creatures.
to lights of sunlight levels of brightness you will lose your
Mountain Craftsmen: You also can identify the kind of metal
resistance to sunlight and must retrain again, though you get a
in ore, metalwork, and the like without making any general skill
+5 bonus on the check.
appraisal checks. Furthermore, you gain a +5 bonus on any
Additional Gestalt Multiclass Options: Bard/ Psionist, general skill appraisal check to determine the value of gems or
Cleric/Psionist, Fighter/Psionist, Psionist/Thief, metalwork.
Cleric/Psionist/Thief, Fighter/ Psionist/Thief, and Cleric/
Fighter/ Psionist.

Hill Dwarf

Ability Score Adjustment: +1 to Wisdom.

Stout Hill Dwarven Constitution: Your maximum hit points


increase by one and you gain one additional hit point at each
level.

Dwarven Natural Enemy: When fighting against orcs or


creatures of the goblinoid type, you gain a +1bonus on attack
rolls against those creatures.

Hammer Time: You gain a +1 on attack rolls when using a


lucern hammer, hammer, footmen’s mace, or horsemen’s
mace.

Mountain Dwarf

The mountain dwarves tend to live in the Deep Steel


mountains to the west of the Iyllithial Forest, they have the
largest mine of mithril in the world and they frequently trade
metal and weapons to the dragon nations particularly the Red
Kingdom whom have been trade partners with the dwarves of
Deep Steel Keep for more than 5,000 years. Mountain dwarves
are stronger than other kinds of dwarves and are renowned
smiths, they have a tense relationship with the elves of Iyllithial
except for the dark elves who trade adamantine to the dwarves
for mithril. Grey dwarves and mountain dwarves have been
fighting each other for centuries, they rarely if ever work
together in any fashion. Hill dwarves aren’t very happy about
the way most mountain dwarves lives and they detest the
conflict between grey and mountain dwarves. Mountain
dwarves think the hill dwarves as good allies, but don’t
understand their detest of fighting. The former royal family of
Table 11:Dwarven Gestalt Multiclass Options by Subspecies
Gestalt Multiclass Combinations (x = possible combination)
Subraces BSd BC BD BFs BF BP BR BMu BS BW BPs BM BT BA BDm
Duergar x x X x x
Hill x x x x x x
Mountain x x x x
SdC SdD SdFs SdF SdP SdR SdMu SdS SdW SdP SdM SdT SdA SdDm CD
s
Duergar
Hill x
Mountain
CFs CF CP CR CMu CS CW CPs CM CT CA CDm DFs DF DP
Duergar x x x x x x
Hill x x x x x x x x x x x
Mountain x x x x x
DR DMu DS DW DPs DM DT DA DDm FsF FsP FsR FsMu FsS FsW
Duergar x x x x x x x x
Hill x x x x x x x x x x x x
Mountain x x x x x x
FsP FsM FsT FsA FsDm FP FR FMu FS FW FPs FM FT FA FDm
s
Duergar x x x x x x x x x x x x x
Hill x x x x x x x x x
Mountain x x x x x x x x x
PR PMu PS PW PPs PM PT PA PDm RMu RS RW RPs RM RT
Duergar x x x x x x x x x x x x x x
Hill x x x x x x x x x x x
Mountain x x x x x x x x x x x
RA RDm MuS MuW MuPs MuM MuT MuA MuDm SW SPs SM ST SA SDm
Duergar x x x x x x x
Hill xx x
Mountain x
WP WM WT WA WDm PsM PsT PsA PsDm MT MA MDm TA TDm ADm
s
Duergar x x x x x x x x x x x
Hill x x x
Mountain x x x
BCF BCMu BCPs BCT BFMu BFPs BFT BFA BMuP BMu BMuA SdCF SdCM SdCP SdCT
s T u s
Duergar x x x x x x x x x x
Hill x x x x x
Mountain x x x x x
SdC SdDF SdDMu SdDP SdDT SdFP SdFR SdFM SdFPs SdF SdFA SdMuP SdMu SdMu SdPs
A s u T s T A T
Duergar
Hill
Mountain
SdP SdTA CFsF CFsM CFsPs CFsT CFsA CFMu CFPs CFT CFA CFDm CMuP CMu CMuT
sA u s M
Duergar x x x x x x x x x x x x
Hill x x x x x x x
Mountain x x x x x x x
CM CPsM CPsT CPsA CMT CMA FMuP FMuM FMuT FMu FMuD FPsM FPsT FPsA FPsD
uA s A m m
Duergar x x x x x x x x x x x x x
Hill x x x
Mountain x x x
RM RMu RMuT RMuA RMuD RPsM RPsT RPsA RPsD RMT RMA RMDm RTA RTDm MuPs
uPs M m m M
Duergar x x x x x x x x x x x
Hill x x x
Mountain x x x
MuP MuPs MuPsD MuMT MuMA MuMD MuTA MuTD MuAD PsM PsTA PsTD TADm
sT A m m m m T m
Duergar x x x x x x
Hill
Mountain

Eladrin Faerie, those that do adventure through the material plane


making friends, looking for new experiences, and search for
Residents of the Plane of Faerie, these fey creatures a distant their destiny in their very long life.
cousins to elves. They are a noble people who are proud with
a fondness for nature. While few Eladrin leave their homes on
Personality: Being naturally inclined to think long term due to Faerie and it is there where most of their population lives. They
their extremely long life they are always thinking ahead, though do have town, villages, and even massive cities on Faerie;
they do when motivated act in the moment thanks to their more however, they do not use buildings like most other species do.
whimsical nature. Younger Eladrins share their elven cousin’s Instead, homes, work places, and other kinds of dwellings are
curiousness at new things and experience, though as they built in and apart of trees, in fact one could say that the trees
become older, they do become more wary of new things. They grow to the needs of the Eladrin taking shape to have doors,
are a very goal and plan focused species, but they tend to act rooms, and space to suit the Eladrin communities needs.
slower when danger approaches preferring to take the cautious Moreover, the trees of the Plane of Faerie are huge, being the
approach. Eladrin enjoy art, love nature, and are masters of size of a modern city building if not bigger, the space between
strategy. They find it difficult to make friends with younger trees seem to make perfect intersection like roads where one
species, preferring to make friends with other long living can easily travel around even when using a wagon. Eladrin are
species like elves, however it should be noted that Eladrin are skilled hunters and foresters so the Eladrin community is never
more caring to their own kind then to other species and their in need of food or water when home on Faerie, they mostly eat
speech and mannerisms are of that of nobility walking around fruits bared from trees and occasionally meat from hunted
a world filled with commoners making many humans and even game.
elves finding the Eladrin to be rather harsh to hang around, but
there is a gentler, kinder side if one can stick around this long Religion: The Eladrin worship a group of powerful fey being
enough to find out. called the Fae Lords, a group of about 12 fey with ranging
genders from male, female, intersex female, intersex male, and
Physical Descriptions: Eladrin share many physical even hermaphrodite. Male Fae Lords uses the Title Fey Lord,
characteristics that elves do, lack of body and facial hair, thin, while Female and most intersex Fae Lord use the Title Fey
slim bodies with angular faces and pointed ears. However, Lady to describe themselves. The leaders of the Fae Lords are
their ears are much longer than elves, having a more pointed the two Arch Fey, Lady Lillandra F’roth-March and Lord
appearance as well and their eyes lack any visible pupils and Dolfand Quelmith, they lead a court of six Fey Lords and
the Scalera seems to take over their entire eyeball making it Ladies including Lord Kin’eath Armsford, Lady Qweuntil
look like their eyes are just one huge area of color. Their height Arvenith, four Arkith and Arkathé (Major Lady and Major Lady)
is comparable to humans with both males and females having including Arkathé Jaey’thel Narlthan, Arkith Mentholla
an average height of 5 foot 8 inches with males having the Primcess, and two Archlords (lesser lords and ladies) Archlord
smaller range of height with 5 foot 5 inches being the shortest Haevale Fulkraft and Archlady Aelvurellva Lustivuel. Once long
and 6 foot 4 inches being the tallest for males. Females on the ago, the L’Lodias D’Tauren served the Fae Lords as their
other hand have a much wider range of heights with the emissary and champions back during the days before the elves
shortest female being 5 foot tall and the tallest being 6 foot 6 left the Faerie to the material planes, in face the elves had
inches. Though female Eladrin are around the same weight as worshipped the Fae Lords much as the Eladrin do to this day,
males with them being 110 to 160 pounds. Eladrins tend to until the realized that the Fae Lords where much too distant
have hair of blond, gold, and silver color with on rare occasions from the elves and didn’t perhaps have their best interests in
a light brown or dark brunette. Their eyes tend to have shining mind, noticing the leader of the L’Lodias D’Tauren the then
purples, deep ocean blues, leafy green colors with a rare gold, Hermaphrodite god Killian An’ar bending over backwards not
crimson red, or silver eyes being possible. It is often difficult for only fulfil it’s lords task, but to answer the needs and desires of
species other than elves and eladrin to tell the two apart, the elves as well. The elves decided to try and convince Killian
especially for human. Worse yet, the often straight face, to relinquish its service to the Fae Lords and to lead the elves
emotionless expressions Eladrin often wear makes it difficult away from Faerie with the L’Lodias D’Tauren and become the
for others to judge what they are thinking with the strangeness patron god of the Elves. After much deliberation with the
of it all being very off putting for non-Eladrins. support and encouragement of its wife L’Jallil D’Vhid, Killian
agreed to help the elves escape from Faerie and after the
Alignment: Eladrins are very whimsical in nature, almost to a elves escaped the Plane of Faerie, they ask Killian to be they
fault. This whimsical nature is why many young Eladrin leave new Lord once again, not sure what to do D’Vhid suggested to
the Plane of Faerie to explore the material planes and it, rather than agreeing to be their Lord why not rule over the
experience the wonders of a new world. While they do share a elves as their mortal king. Surprised by this, Killian told the
connection with each other that makes them fiercely protective elves that it would always protect them, but not as some new
of their own kind and Eladrin couples are well known for being Fae Lord or a mortal king, but as the god of everything the
deeply in love with each other no many what their partners do, elves hold dear, their freedom and individuality. Realizing that
they often share a lack of empathy for the views of other the elves and it’s wife was having difficulties identifying with its
species, though they can empathize some what with elves. current form, Killian decided to take the form of a handsome
Thus, Eladrins can come off cruel or harsh to non-Eladrins, male elf to be something that all elves could strive for.
worst some Eladrins actually find this off hand cruelty actually
entertaining. All Eladrin have a strong tendency towards chaos Racial Trails:
and thus, all of them are of a chaotic alignment, but they have
an equal compacity toward amorality or morality thus most Type: Humanoid (fey)
Eladrin are Chaotic neutral with either good, evil, or no
Ability Score Adjustment: +1 to Intelligence, Comeliness and
tendencies with about 40% of Eladrin being either Chaotic Evil
-1 to Wisdom.
or Chaotic Good.
Size: Medium, 5’ 5” to 6’ 3”, with 5’8” average.
Homeland: Eladrins homes do not exist on the material plane,
when found there they mostly live in a home built for another Movement Speed: 120 Feet
species or live on the road. Eladrins home is the Plane of
Fey Vision: You can see in darkness and dim-light as if it were Fey Reputation: As a creature of the plane of faerie you have
bright light up to 30 feet. When in areas of magical darkness, a reputation that makes fey creatures more inclined to listen
you can see as if it was dim-light up to 30 feet While seeing in you. When you make a reaction roll when interacting with a
darkness, dim-light, and bright light you see things in color, but creature of the fey type treat your reaction roll result as one
while in magical darkness every is visible in shades of white, category better. Thus, a result of violently hostile is only hostile,
grey, and black with lighter color being white and darker colors a result of hostile is uncertain (50% toward negative), a result
being blackish. Once per day, you can also see magic as if of neutral is uncertain (50% toward positive), a result of
under the effects of the detect magic spell, this ability lasts for uncertain (50% toward positive) is friendly, etc.
one minute per level using your highest class level. Triggering
your innate ability to see magic takes a reaction. Fey Travel: Once per day as a swift action you can teleport
between two point by stepping through the boundaries
Eladrin Tradition: You gain a +1 bonus on attack rolls when between the plane you currently are on and the Plane of Faerie
using arming swords including rapiers, long bows including and back, if on the Plane of Faerie, you simply will yourself to
composite long bows, and short bows including composite the point and the plane moves you there. You can teleport to a
short bows. You are proficient with two of any of the fallowing single spot within 60 feet of where you are that you can see,
weapons as well as the general skill spot: arming sword, long the spot where you fey travel cannot be occupied by another
sword, long bow, short bow, whip or knife-whip. creature or a large object, like a wall. If the spot you wish to fey
travel to is occupied as such you will instead be teleported
Fey Biology: You are immune to charms and magical sleep within a 5 foot radius of your original intended destination
effects, as well as the ghoul’s paralyzing bite. You are also provided it is within range of this ability and also not occupied.
90% immune to illusions and polymorph effects, though you Roll a 1d8 a result of 1 means you appear 5 feet south of your
can if willing allow yourself to be polymorph. Eladrins do not original destination,2 is south-west, 3 is west, 4 is north-west, 5
sleep, they go into a deep trance like state. In this trance they is north, 6 is north-east, 7 is east, and 8 is south-east. If the
do not dream but instead go into a world of their own area rolled is occupied roll again, until a roll for an unoccupied
imagination, much like a daydream. This imaginary world is a space is meet or it is determined that no available space is
place entirely of their own creation where they send their mind unoccupied in which case the eladrin immediately reappear a
to rest and relax, while their body is in a perfect relaxed state segment after it disappeared in its original location and its use
identical to the humans REM sleep. An eladrin can cease their of fey travel for the day is used up. At 3rd level and 5th level you
trance at any time, they gain the benefits of a full 8 hours of gain one additional use of fey travel per day to a maximum of
sleep for each 2 hours of trance. Because of the nature of this 3/day. This is a supernatural ability.
mental state Eladrin are immune to the dream and nightmare
spells, but are easily susceptible to telepathy and extra Languages: You can read, write, and speak common, celestial,
sensory perception effects. Eladrin also gain a +2 bonus on elven, gnome, and sylvan, as well as a number of bonus
saves vs. psionics and they gain a +1 to their Psionic Mental languages of your choice equal to your intelligence modifier.
Class.
Table 12: Elven Subraces Height and Weight
Elf Height Height Height Weight Weight Weight Average
Subrace Shortest Average Tallest Lightest Average Heaviest Starting Age
Dark Elf Male 4’1” (49”) 4’6” (54”) 5’ (60”) 72 lbs. 83 lbs. 88 lbs. 50-100
Dark Elf Female 4’6” (54”) 4’10” (58”) 5’4” (64”) 90 lbs. 100 lbs. 120 lbs. 50-100
Grey Elf Male 4’8” (56”) 5’ (60”) 5’6” (66”) 84 lbs. 94 lbs. 114 lbs. 150-250
Grey Elf Female 4’2” (50”) 4’6” (54”) 5’ (60”) 64 lbs. 74 lbs. 86 lbs. 150-250
High Elf Male 4’ 8” (56”) 5’ (60”) 5’6” (66”) 90 lbs. 100 lbs. 120 lbs. 100-175
Hight Elf Female 4’2” (50”) 4’6” (54”) 5’ (60”) 70 lbs. 80 lbs. 92 lbs. 100-175
Jyzumar Elf Male 5’ (60”) 5’6” (66”) 6’ (73”) 100 lbs. 120 lbs. 126 lbs. 50-120
Jyzumar Elf Female 4’10” (58”) 5’4” (64”) 5’8” (68”) 88 lbs. 97 lbs. 123 lbs. 50-120
Sea Elf Male 4’7” (55”) 4’11” (59”) 5’5” (65”) 90 lbs. 100 lbs. 120 lbs. 75-150
Sea Elf Female 4’3” (51”) 4’7” (55”) 5’1” (61”) 70 lbs. 80 lbs. 92 lbs. 75-150
Shadow Elf Male 4’4” (52”) 4’8” (56”) 5’2” (62”) 78 lbs. 94 lbs. 112 lbs. 80-190
Shadow Elf Female 4’ (48”) 4’4” (52”) 4’10” (58”) 60 lbs. 75 lbs. 87 lbs. 80-190
Wood Elf Male 4’5” (53”) 4’9” (57”) 5’3” (63”) 73 lbs. 84 lbs. 115 lbs. 75-150
Wood Elf Female 4’6” (54”) 4’10” (58”) 5’4” (64”) 74 lbs. 85 lbs. 116 lbs. 75-150

Elves Elves grow their own food if possible and hunt for game only
when necessary.
Personality: Elves are curious, being often amused by the
actions of others. They tend to favor the long-term plan with Religion: The Elves patron deity is Killian An’ar, who leads a
broad perspective of events. They tend to be focused and very pantheon of deities called the L’Lodias d’Tauren which
relentless when trying to obtain goals. Elves tend to appreciate includes Ssin’urn Tralayila, Anulo Che, Tet Drathir, Zav Shebali,
the finer aspects of art and music. While it might take an elf a Varn An’ar, Meifft D’Arlathil, and Ssiness’barra Roo’lar. While
long time to become friends, they never forget them and the all the L’Lodias d’Tauren are worshiped equally among the
same can be said with their enemies. elves, Killian is called on extensively among all the races of
elves as their god of magic. It should be noted however that
Physical Description: While there are many physical the dark elves while have started giving worship to the L’Lodias
differences that tend to define the various races of elves, they d’Tauren since returning to their original form, worship T’puuli
do share some similar characteristics. Elves tend to be slim An’ar, the Silver Dancer as their patron deity as it was by her
and are often shorter than normal humans. Their angular face hand that they once again found the light.
with their pointed ears, lacking any kind of facial hair can be
unsettling to nonelves especially when encountering the paler Racial Traits:
skinned elves like high elves and grey elves. Elves do not have
facial hair or body hair for that matter and are unable to grow Type: Humanoid (Elf)
any naturally with only rare exceptions. Elves can be anywhere
Ability Score Adjustment: +1 to Dexterity and -1 to
from four and a half feet tall to just under six feet, with them
Constitution.
weighing anywhere from 90 to 140 pounds with males and
females being around the same height or weight. Many Size: Medium, 4’5” to 5’5” with 5’ average.
humans and other races consider elves hauntingly beautiful
and will on occasion’s mistake them for eladrins or vice versa. Movement Speed: 120 feet.
Most of the elven races have shades of blue or green as a
Elven Constitution: You are immune to magical effects that
common eye color. Elves can easily be identified from eladrins
cause you to go to sleep as well as the ghoul’s paralyzing bite.
by their eyes which are like more humanoid races only at a
You have a strong 90% resistance to charms spells and other
more slanted angle.
charm-like effects, when charm effects try to take effect on you
Alignment: Elves love personal freedom, self-expression, and before rolling any save vs, charms or save vs. compulsions roll
are not afraid to add some variety in their everyday life. Most a percentage dice (d100), on a result of 90% or less you are
elves tend to move towards the more chaotic end of the unaffected by the charm effect otherwise roll any save throws
spectrum. Elven communities try to instill a sense of goodness; you would be allowed. This resistance to charm applies to
the freedom of others should be protected as well as their own. effects like charm person, charm monster, suggestion,
Chaotic good, neutral good, chaotic neutral, and lawful good dominate person, dominate monster, fascinate, any mass
are the most common alignments among elves with some version of these spells, thrall, and any other spell or ability that
subraces having a higher general number of particular replicates the effect of any of these spells or creates an effect
alignments than normal. of similar function.

Homeland: Elven communities tend to be small villages or Elven Dragon’s Breath Dodge: When you make a save vs.
settlements in large forests. Usually made in a fashion that breath weapon against a creature’s breath weapon that deals
they seem part of the forest itself. While elven cities aren’t damage, you take half damage on a failed save and one
unheard of, they tend to be rare in most worlds with a large quarter damage on a successful save. This only applies to
human population. An elven city might have a couple dozen creatures that have an actual breath weapon and not any spell
clans (loose groups defined by blood relationship even with or other special attack that allows for a save vs. breath weapon.
more distance relatives) working together to protect the area.
Elven Initiative: When you roll for initiative, you use a dice one
size larger. From a d6 to a d8, a d8 to a d10, a d10 to a d12, a
d12 to a d20 maximum. If you have a class feature or feat that
also increases the size of your initiative dice, they stack with
this ability.
Table 13: Elven Gestalt Multiclass Options by Subspecies
Gestalt Multiclass Combinations (x = possible combination)
Subrac BSd BC BD BFs BF BP BR BMu BS BW BPs BM BT BA BDm
es
Dark x x x x x x x x x x x x x x x
Grey x x x x x x
High x x x x
Jyzmar x x x
Sea x x x x
Shadow x x x x x x x
Wood x x x x x
SdC SdD SdFs SdF SdP SdR SdMu SdS SdW SdPs SdM SdT SdA SdDm CD
Dark x x x x x x x x x x x x x x x
Grey x x x x x x x x x
High x x x x x x x x
Jyzumar x x x x x x x x
Sea X x x x x x x
Shadow x x x x x x x x x x
Wood x x x x x x x x x
CFs CF CP CR CMu CS CW CPs CM CT CA CDm DFs DF DP
Dark x x x x x x x x x x x x x
Grey x x x x x x x x
High x x x x x x x x
Jyzumar x x x x x x
Sea x x x x
Shadow x x x x x x x x x x x x x
Wood x x x x x x x
DR DMu DS DW DPs DM DT DA DDm FsF FsP FsR FsMu FsS FsW
Dark x x x x x x x x x x
Grey x x x x x x x x x x x
High x x x x x x
Jyzumar x x x x x x
Sea x x x x x x
Shadow x x x x x x x
Wood x x x x x x x x x x x x x
FsPs FsM FsT FsA FsDm FP FR FMu FS FW FPs FM FT FA FDm
Dark x x x x x x x x x x x
Grey x x x x x
High x x x x x x x x x x x x
Jyzumar x x x x x x x x
Sea x x x x x x x
Shadow x x x x x x x x x x x x
Wood x x x x x x x x
PR PMu PS PW PPs PM PT PA PDm RMu RS RW RPs RM RT
Dark x x x x x x x x
Grey x x x x x x
High x x x x x x x x x x x x x x
Jyzumar x x
Sea x x x
Shadow x x x x x x
Wood x x x x x x x
RA RDm MuS MuW MuPs MuM MuT MuA MuD SW SPs SM ST SA SDm
m
Dark x x x x x x x x x x x
Grey x x x x x x x x x x x
High x x x x
Jyzumar x x x x
Sea x x x x
Shadow x x x x x x x x x x x x x
Wood x x x x
WPs WM WT WA WDm PsM PsT PsA PsDm MT MA MDm TA TDm ADm
Dark x x x x x x x x x x x x
Grey x x x x x x
High x x x x
Jyzumar x x x x
Sea x x x x
Shadow x x x x x x x x x x x x x x x
Wood x x x x
BCF BCM BCPs BCT BFMu BFPs BFT BFA BMuP BMuT BMuA SdCF SdCM SdCP SdCT
u s u s
Dark x x x x x x x x x x x x x x x
Grey x x x x x x x x x x x x
High x x x x x x x x x x x x x
Jyzumar x x x x x x x x x x x x x x
Sea x x x x x x x x x x x
Shadow x x x x x x x x x x x x x x
Wood x x x x x x x x x x
SdCA SdDF SdDMu SdDP SdDT SdFP SdFR SdFM SdFP SdFT SdFA SdMuP SdMu SdMu SdPs
s u s s T A T
Dark x x x x x x x x x x x x x x x
Grey x x x x x x x
High x x x x x x x x x x x
Jyzumar x x x x x x x x
Sea x x x x x x x x
Shadow x x x x x x x x x x
Wood x x x x x x x x x x
SdPs SdTA CFsF CFsM CFsPs CFsT CFsA CFMu CFPs CFT CFA CFDm CMuP CMu CMuT
A u s M
Dark x x x x x x x x x x x x x x
Grey x x x x x x x x x x
High x x x x x x x x x
Jyzumar x x x x x x x x x
Sea x x x x x x x x x
Shadow x x x x x x x x x x x x x x
Wood x x x x x x x x x
CMuA CPs CPsT CPsA CMT CMA FMuP FMuM FMuT FMuA FMuD FPsM FPsT FPsA FPsD
M s m m
Dark x x x x x x x x x x x
Grey x x x x
High x x x x x x x
Jyzumar x x x x x x x x
Sea x x x
Shadow x x x x x x x x x x x x x x x
Wood x x x x
RMuP RMu RMuT RMuA RMuD RPsM RPsT RPsA RPsD RMT RMA RMDm RTA RTDm MuPs
s M m m M
Dark x x x x x x x x x x x
Grey x x x x x x x
High x x x x x x x x
Jyzumar x x x x x x
Sea x x x x
Shadow x x x x x x x x x x x x x x x
Wood x x x x x x x x x
MuPs MuPs MuPsD MuMT MuMA MuMD MuTA MuTD MuA PsMT PsTA PsTD TADm
T A m m m Dm m
Dark x x x x x x x x x x x
Grey x x x x x x
High x x x x x
Jyzumar x x x x x
Sea x x x
Shadow x x x x x x x x x x x x x
Wood x x x

Elven Senses: When you make a general skill check with the environment and the creature/object in question. You cannot
listen, search, or spot skills you gain a +2 bonus and when you make out the color of the objects themselves, but you can
make a core skill check with the Find/ Disarm Traps skill to make out general differences in an objects structure.
search for a trap you gain a +10% bonus as long as you are
not under intense stress. You are allowed a general skill Low-light Vision: You can see in areas of dim light as if it
search check whenever you are within 10 feet of a secret or were bright light for up to 120 feet. You can see colors
concealed door as if you were actively looking for it, the DM perfectly fine, but you still need a source of light to see.
may choose to roll this in secret if they wish.
Traditional Elven Training: You have proficiency with leather
Elven Trance: You can spend 4 hours in a deep trance like armor, chain shirt, and any two of the fallowing general skills:
state, instead of sleeping. For every4 hours spent in this trance, Knowledge (Arcane or Nature), Hide, Listen, Move Silently,
you gain the benefits of 8 hours of sleep and if you want you Search, or Spot.
may still sleep normally. While in trance you do not actually
Gestalt Multiclass Options: See the table on the previous
dream, though you do engage in a dream-like mental exercise.
page for all available options for each subrace. Key: B = Bard,
If you have recently had your hit points reduced to -3 or less,
Sd = Sword Dancer, C = Cleric, D = Druid, Fs = Favored Soul.
you must spend at least 24 hours (they do not have to be
F = Fighter, P = Paladin, R = Ranger, Mu = Magic-user, S =
consecutive) resting (including sleep) before you can use
Sorcerer, W = Warlock, Ps = Psionicist, M = Monk, T = Thief, A
trance to rest. Elven mages need only 4 hours of trance to be
= Assassin, and Dm = Dark Mask. CF is Cleric/Fighter for
properly rested to prepare their spells of 1st - 8th level.
example.
Infravision: While in dim light or darkness you can see heat in
Subraces: When creating a Elf character, you must choose
the infra-red spectrum even from creatures within 60 feet of
one of seven subraces. You gain all the traits and ability of that
you. You can make out make out shapes, but only sharply if
subrace in addition to the core ability of the race. The
there is a distinguishing difference in temperature between the
Subraces of Elves are as follows: Dark Elves, Grey Elves, High start with one skill point in the general skills dance and singing,
Elves, Jyzumar Elves, Sea Elves, Shadow Elves, and Wood and they have proficiency with these skills even if their class
Elves. doesn’t have it on their list of general skills. If a dark elf sword
dancer uses a bastard sword the Dark Lady’s divine power fills
the blade as long as the weapon is in the sword dancers grasp,
this turns a nonmagical bastard sword into a +1 bastard sword.
Dark Elf
If the weapon is already magical, then it simply becomes
For tens of thousands of years, the dark elves had immune to rust, breaking, and other kinds of damage as well
been corrupted by the evil goddess L’Jallil D’Vhid into the drow. as gains a weapon speed of 1 (this replaces the bastard sword
The dark depravity she bred into them with her vile grip made normal weapon speed of 3).
the drow the most despised race in the cosmos. However, not
T’puuli An’ar’s Blessing: As a divine gift of the goddess, you
all drow held the destructive and murderous tendencies their
can use a swift action once per day to summon a silver flame
brethren had. For untold millennia T’puuli An’ar, the daughter
of moonlight called moonfire. This moonlight emanating from
of L’Jallil D’Vhid and Killian An’ar, strove to return the drow
your hand or other body part that you choose; it sheds dim light
back to being a goodly race once again as they were before
up to 10 feet functioning as a 1st level light spell and lasts for
L’Jallil corrupted them. Recently, The Silver Dancer succeeded
one minute per level (using your highest class level) or until
in bring a large population of drow back to the ways of the
discharged (regardless of success) whichever comes first. You
elves, through her worship. She even gave them the option to
can use the moonfire to touch a single willing living creature or
return to the form they original would have. Thus, the dark
yourself, the moonfire used this way heals 1d6+ your charisma
elves returned. The dark elves share the common surface elf’s
modifier points of damage, doing so discharges the magic.
dislike of slavery perhaps more so as drow themselves are
more than willing to enslave their own kind or any other being. At 3rd level, you can use the moonfire to make a touch
Many of T’puuli An’ar’s older worshipers where either former attack roll on a single creature; if you succeed you deal 1d6+
slaves when they were drow themselves or heavily abused by your charisma modifier points of cold damage to the creature
nobles or their own matron. Any enslaved human who finds instead of healing them. On a failed attack roll, your use of
themselves in the dark elves’ kingdom will be considered free moonfire is consumed in the attempt. At 5th level, you gain an
by the dark elves and they will actively protect them from the additional use of this ability a day and it gain 1d6 additional
human’s former owner. They are so well known for this that points of damage/healing. This is a supernatural ability.
many dragons who go to any dark elf territory in order to set up
trade or buy their amazing drow crafted items will avoid bring Languages: You can read, speak, and write common, drowic,
any of their slaves to avoid losing them to the dark elves. and elven, as well as a number of additional languages of your
choice equal to your intelligence modifier.
Dark Elves tend to have light black or dark brown skin
with light tan, very light violet, pitch-black, or obsidian skin Grey Elf
being rare, but possible skin colors. They often have black,
dark blond, or any shade of brown hair with rare cases of silver
hair. Their eyes cover all the general elven eye colors: pale
Ability Score Adjustment: +1 to Intelligence.
greens, deep blues, dark brown, and black. However, they also
can have gold and silver eye though they are rare. Out of the Additional Cantrip: A grey elf magic-user starts with one
seven sub races of elves, dark elves are commonly the additional cantrip known and can cast 0-level spells one
shortest usually with them being 4 foot 6 inches on average for additional time per day.
males and 4 foot 10 inches on average for females. Dark elves
tend to have taller females than males though they still fallow Elven Weapons Training: When you make an attack roll with
the traditional elven build. a long sword, short sword, long bow, or short bow, you gain a
+1 bonus on your attack rolls.
Ability Score Adjustment: +1 to Charisma.
Grey Elf’s Magical Aptitude: Choose one 1st level spell from
Dark Elven Resistance: When you make a save vs. spells, the magic-user’s spell list, as a free action once per day you
area of effect, wand, staves, or rod against a spell or spell-like can cast the spell as a spell-like ability. You do not actually
ability, you gain a +2 bonus on that save throw. know this spell and as such it cannot be prepared in a magic-
user spell slot without learning it first, using the selected spell
Dark Elf Two-weapons Fighting: When you wield a one-
ignores any material focuses, somatic, and verbal components
handed weapon in each of your hands while engaging in two-
it would normally have. It is always treated as if you were
weapons fighting, you do not take the normal penalties for
casting it in a 1st level spell slot and you cannot use the reverse
fighting with two-weapons and you are not limited to a hand
form of the spell (though you may select the reverse form
axe, dagger, or dirk as your off-hand weapon as long as the
instead of its normal form if it has one).
weapon can easily be used in one hand (this also applies for
using double weapons) or take no longer than a free action to At 3rd level, you can use your spell-like ability one
reload, it a ranged weapon. As long as you are proficient with additional time per day. At 5th level, you choose one 2nd level
the weapon in both hands and you are wearing light or no spell from the magic-user’s spell list, as a free action once per
armor, you gain a +1 bonus to your armor class and this day you cast it as a spell-like ability. This 2nd level spell uses all
applies to your touch armor class as well. the same rules as the 1st level spell does. You use intelligence
as your spellcasting ability for these spell-like abilities.
The Silver Dancer’s Chosen: All dark elves have proficiency
with bastard sword, chainmail, and short bow. Moreover, they
Grey Elf Spell Training: Once per day, when you cast a spell, candidate will often be offered by the Jyzumar recruiter to buy
you can cast the spell without somatic components. Magic- them from them owners and grant them their freedom if the
users can’t cast spell with somatic component if they wear human agrees to work as part of their crew for at least one
armor as the armor hinders movement badly enough to cause year, such candidates are always paid during this time as if full
arcane spells to fail. time crew member with the intent of showing the human that a
Star-Traveler ship crewmen can be a fun, if not fruitful career
Languages: You can read, speak, and write common, for a former slave.
draconic, and elven, as well as a number of additional
languages of your choice equal to your intelligence modifier. The Jyzumar elves have very pale tan or snow-white
skin with a rare light tan being possible. Jyzumar have dark
brown, black, light blond, silver, platinum, and white colored
hair, though on rare occasion a Jyzumar might be born with
High Elf
deep blue, crimson, light brown, dark blond, forest green, or
royal purple hair. They tend to have deep blue, ocean blue,
silver, gold, or platinum colored eyes with a violet, maroon,
Ability Score Adjustment: +1 to Dexterity. royal purple, and prune colored eyes being rare. The Jyzumar
are by far the tallest and heaviest subspecies of elf with 5 foot
Critical Shot: When a high elf fighter gains the critical hit
6 inches being the average for males and 5 foot 4 inches being
feature, you automatically can treat long bow and short bow as
the average for female with males being slightly taller and
a weapon you have specialized in for the purpose of critical hit.
heavier than females. On the high end a Jyzumar can be just
You still don’t gain the bonuses from weapon specialization
as tall as a human though they still weigh significantly less and
without actually choosing long bow or short bows as your
the build of a Jyzumar’s body is the same as elven averages
specialized weapon, but you can gain the benefits of critical hit
though they tend to be shapelier to the point that humans will
and improve critical when using a long bow or short bow.
often think a Jyzumar female as voluptuous, though in fact
Elven Weapons Training: When you make an attack roll with Jyzumar are actually rather muscular or athletic it is just the
a long sword, short sword, long bow, or short bow, you gain a additional biological functions of the Jyzumar lead to them
+1 bonus on your attack rolls. having a bit more fill in areas so they have room for their
pheromone glands.
High Elf Tactical Training: You are proficient with long
swords, short swords, long bows, and short bows. Ability Score Adjustment: +1 to Comeliness.

Stealth Training: When you make a general skill move silently Darkvision: You can see in areas of dim light as if it were
check as long as you are wearing either no armor or bright light. You can see in darkness as if it were dim light up to
nonmetallic light armor, you add twice your dexterity modifier. 60 feet away from you. While you are using your darkvision
you can’t discern color, only in shades of grey. While in
Languages: You can read, speak, and write common and darkness, you can switch between infravision and darkvision
elven, as well as a number of additional languages of your as a swift action.
choice equal to your intelligence modifier.
Jyzumar Biology: Your body has a special third lung that can
store up to 15 minutes of air, when you are in an area where
there is no air or it is harmful to breath, you can hold your
Jyzumar Elf breath and use this spare air for as long as you have air
remaining without making General Skill Hold Breath checks. It
The most advanced civilization in the solar system,
takes 8 hours in an oxygen filed environment that you must be
the Jyzumar commonly referred to as moon elves by the other
able to breath in order to resupply this lung. Your body is
races of elves, watch over the planet from their star-Traveler
resilient enough to resist 5 points of cold damage from one
ships and their capital city of Obokfeirche’el resting on the light
attack and can survive in areas of extreme cold temperatures
side of the moon. Most Jyzumar either stay in the high city or
without protection for up to one hour.
work on the kingdom’s many Star-Traveler ships in their fleet,
those who adventure on the planet usually avoid bring their At 3rd level, your body can produce special pheromones that
own technology planet-size so as to avoid altering the can attract creatures of the opposite gender to view you as an
development of the planet instead relying on local weapons attractive mate. Once per day as a action, you can make your
and armor for protection. Every Jyzumar are trained on the sweat glands release these pheromones, all creature of the
basic operation of each basic function on a Star-Traveler ship opposite gender within 15 feet of you must make a save vs.
and their biology is evolved to allow them to function perfectly charm DC 10+ your comeliness modifier or be under effects of
fine in the vacuum of space for short periods of time. The a charm person spell, except it is a nonmagical effect and is
name Jyzumar they call themselves translate roughly to “space” not limited to humanoids. You can persuade a creature under
or “space people”. Moon elves tend to worship Ssin’urn the effect of the pheromones as you would a normal creature
Tralayila, Anulo Che, and Varn An’ar over most of the other under a charm spell, however, the creature’s primary attention
L’Lodias d’Tauren. Despite how elusive and xenophobic the will be focused on getting your personal attention and affection,
Jyzumar might seem with how isolated they keep themselves they will constantly try to persuade the pheromone producer to
from the population of Darastrixtoka, many Star-Traveler engage in breeding whenever possible provided it isn’t at a
captains will go planet side to recruit humans, elves (including time that would threat either creature’s life. The effects of the
drow), dwarves, halflings, gnomes, and Dragonsouls to their pheromones last for 24 hours and you can only affect a
crew spending their personal time and money to insure they number of creatures equal to your comeliness modifier. Other
are properly trained. Enslaved humans that they find as likely
Jyzumar Elves get a +2 bonus on saves against the Several centuries ago, a remote city of high elves was under
pheromones. At 5th level, your body can be used to produce a siege by the drow. The corrupted dark elves had been sending
second use of your pheromones per day. raiding parties for month trying to weaken the city’s defense for
a final assault where the drow would take the city. The high
Naturally Psionic: Every Jyzumar elf knowns two 1st power elves knew the last assault was coming and likewise knew that
level psionic disciplines at 1st level and start with 5 power they had no way to defend themselves anymore. The city’s
points. At each level a Jyzumar gain 1 additional power point, archmagi believed that the only way the city and its inhabitance
all power points are in addition to bonus power points from could survive was to transfer the whole city into another plane,
high intelligence and power point from class level in the when the archmagi gave the city council his proposal they
Psionicist class. At 5th level, you learn one 2nd power level where dubious of the idea. Rightfully believing that such a spell
psionic discipline. Your manifester level is equal to your capable of doing that would be unpredictable in its result, the
highest class level and when your disciplines require a save vs council debated what felt endlessly until a scout reported that a
psionic the DC of your disciplines are equal to 10 + your force of drow was seen with more than three times their
charisma modifier + proficiency bonus. previous numbers. The council agree that they didn’t have
much choice. The archmagi began his preparations and we the
Star-Traveler Ship Training: When making a Maneuver check
drow could see the outskirts of the city it was the last they or
while piloting a star ship, making a attack roll using a weapon
anyone else would see of it in a long time. The city and its
that is part of the ship, or making any other kind of check
inhabitance seemed fade away leaving an empty plot of land
related to the function of the ship you gain a +2 bonus on any
where the city once stood.
of those checks and a +1 on those attack rolls. You have
training in the basic functions of any Star-Traveler Ship and The city and its citizens found themselves in a dark
can fill out any duty without penalty. world where light was dim and shadows seemed to swallow all.
The spell had taken the whole city into the plane of shadows,
Languages: You can read, speak, and write common, elven,
unfortunately all celebration stopped before it even began as
and space-common, as well as a number of additional
the archmagi was found dead in the spot he casted his great
languages of your choice equal to your intelligence modifier.
spell having used his very life force to save the city and people
he loved. No one on the material plane knew what had become
of the lost city, but over the centuries the elves struggled to
Sea Elf survive in the plane of shadow and with each successful
generation they bond with the plane grew stronger, until finally
their innate connection with the plane of shadows grew so
Ability Score Adjustment: +2 to Constitution and -1 to powerful that they could leave and return to the plane freely
Wisdom. with the very power of the plane itself. When the first explorers
returned to the material plane, the high elves they encountered
Aquatic Life-form: You have a swimming speed of 120 feet reacted to their appearance with fear and terror as the plane of
and you get a +2 bonus on General Skill Swim checks to swim shadows had altered their appearance to noble purple, dark
in heavy currents. You can breathe underwater as if it was air, purple, and even obsidian black making them look very much
however, you can only breathe on land for a number of hours like the drow that they had fled from all those centuries ago.
equal to your constitution score before you must make a save Worse, most of the newly revealed shadow elves had never
vs. death DC 15 + each minute you remain trying to breathe on met another friendly species that wasn’t and elf since the plane
land, each round or suffocate to death. of shadows is riddled with horrible monsters. So when the
explorers met their first non-elf they came off to their high elf
Improved Infravision: Your infravision range is increased to brethren as speciesist, show a strong belief that elves are
120 feet and you can make out much finer details with your superior to any other species.
infravision.
Over the years since the first shadow elves returned
Sea Elf Weapons Training: When you make an attack roll to the material plane there has been efforts to help them adjust
with a long sword, short sword, trident, or spear, you gain a +1 to interacting with the rest of Darastrixtoka. Unfortunately, the
bonus on attack rolls. amount of success has varied. Many more experience shadow
elves have for the most part rained in their speciesist nature
Trident Specialization: A sea elf fighter, paladin, or ranger
and have been more welcoming to other species, but many of
always treat the trident as one of their weapon specializations
the city of Barra’l D’xukuth citizens who have yet to travel back
for free. When a sea elf ranger successfully striking one of their
to the material plane still are stuck in the old ways. The city
favored enemies with a trident or a paladin successful strikes
council is lead by the grand primagen a position held by the
an evil aligned creature with a trident it deals a additional 1
oldest noble in the city out of the city’s 18 noble families, with
point of damage.
the current grand primagen Nellifrea Helifrig being well over
Languages: You can read, speak, and write aquatic, common, three thousand years old though thanks to the shadow elves
and elven, as well as a number of additional languages of your extremely long life span looking not much older than a women
choice equal to your intelligence modifier. in her late 30’s.

Shadow elves have dark or noble purple as their


common skin color with obsidian black and lavender purple
Shadow Elf being rare skin colors. Their eyes have blues, greens, red,
purple, and silver all being common with black, gold, and pink
eyes being rare possibilities. Shadow elves have purple of all
shades, white, and silver as common hair colors, with black
and brown being uncommon, but still frequent enough, while
blond, blue, and various shades of red being rare possibilities. Ability Score Adjustment: +1 to Wisdom.
Shadow elves are rather short, in fact they are on average
Elven Weapons Training: When you make an attack roll with
close to the same height as drow making their obsidian skin
a long sword, short sword, long bow, or short bow, you gain a
brethren perfect for infiltration of drow houses, which the
+1 bonus on your attack rolls.
shadow elves routinely do. Unfortunately, the harshness of the
plane of shadows has instilled them with a degree of Animal Familiarization: As a action once per day, you can
selfishness, though their elven sense of community is so cast the 1st level spell charm animal as a spell-like ability. At 3rd
strong that even the most selfish of shadow elf will put their level, you can cast the 1st level spell speak with animal as a
personal desires aside to help another elf, as such shadow spell-like ability once per day. At 5th level, you gain one
elves tend toward evil and neutral alignment with lawful evil, additional use of charm animal and speak with animal. You use
neutral evil, lawful neutral, chaotic neutral, and neutral good Wisdom as your spellcasting ability for these spell-like abilities.
being common alignments with all of them having either neutral
or good tendencies, chaotic good and chaotic evil are rare The Cloak of Nature: When you are being lightly obscured by
alignments for shadow elves, but when they do appear they foliage, heavy rain, falling snow, mist, or some other kind of
always have neutral tendencies. Shadow elves who have natural phenomena, you can attempt a General Skill Hide
become friends with nonelves often find themselves become check even if it would not normally provide you with enough
heavily emotionally attached to them, going out of their way to cover.
help their friends in even the most dire of circumstances.
Woodland Hunter: A wood elf fighter, paladin, or ranger
Ability Score Adjustment: +1 to Strength. always treats long bows and short bows as one of their
weapon specializations for free. If a wood elf ranger has
Shadow Shift: Your innate connection to the plane of shadows humanoids as one of their favored enemies and succeeds on a
allows you to travel short distances while in darkness. Once attack roll against a orc, drow, goblin, or kobold with a long
per day, as a swift action while standing in an area of shadow bow or short bow that creature take 1d6 points of additional
(dim light or darkness) you can phase into the shadows and damage.
teleport into an area of shadow within 60 feet of you that you
can see. At 5th level, you can use shadow shift one additional Languages: You can read, speak, and write common, elven,
time per day and you get one additional use per day at 10th and sylvan, as well as a number of additional languages of
and 15th level. your choice equal to your intelligence modifier.

Shadow Sight: You can see through both normal and magical
darkness as if it were dim light up to 60 feet away. Moreover,
Gnomes
you can make out color using your shadow sight. You can
switch between infravision and shadow sight as a reaction. Personality:
Shadow Power: As a Shadow elf, your body is infused with Physical Description:
energy from the plane of shadows, which allows your body to
blend into shadows as long as you are with an area of dim light Alignment:
or darkness and as long as you are blended into the shadows
you gain a +2 bonus on General Skill Hide checks and +1 Homeland:
bonus to armor class. As long as you stay in an area of dim
Religion:
light or darkness and have at least one hit point left, you regain
one hit point at the start of melee round. Racial Traits:
3rd
At level, you can as use a swift action once per Type: Humanoid (gnome)
day to cast the 2nd level spell mirror image as a spell-like ability.
At 5th level, you gain a second use of your mirror image ability. Ability Score Adjustment: +1 to Dexterity.
At 10th level, you gain the ability to cast the 6th level spell
Size: Small, 3’ to 3’9” with 3’6” average.
plane shift to the plane of shadows and back to the material
plane (and only these two planes) once per day as an action Movement Speed: 60 feet.
as a spell-like ability. Unless noted above these abilities are
supernatural abilities. You use intelligence as your spellcasting Giant Fighter: While fighting creatures of the giant type your
ability for these spell-like abilities. gain+1 dodge bonus to armor class against attacks from giant
type creature.
Shadow Elf Weapons Training: When making an attack roll
with a ninja-to, rapier, hand crossbow, or kunai, you gain a +1 Gnome Magical Resistance: when you make a save vs. spell,
on your attack rolls. wand, rod, or staves against a spell you gain a bonus to your
save throw equal to +1 for every 3.5 points of Constitution you
Languages: You can read, speak, and write common and possess to a maximum of +5.
elven, as well as a number of additional languages of your
choice equal to your intelligence modifier. Infravision: While in dim light or darkness you can see heat in
the infra-red spectrum even from creatures within 60 feet of
you. You can make out make out shapes, but only sharply if
there is a distinguishing difference in temperature between the
Wood Elf
environment and the creature/object in question. You cannot disbelieving, the illusionary person appears as a translucent
make out the color of the objects themselves, but you can image and they no long can feel any sensations from the
make out general differences in an objects structure. image and any damage taken from melee combat with the
image disappears. You must maintain concentration to make
Small-sized: As long as a creature is at least one size the illusion move, speak, or interact in any way, when you don’t
category larger than you, you can move through a space concentrate on it, it just stands or sits in place where you last
occupied by such a creature or use the creature as cover for left it. The illusion must stay within line of sight of you for the
hiding provided that the creature isn’t hostile to you or isn’t able illusionary person to continue existing and should it leave you
to notice you (including using the retreat action to move a safe line of sight it immediately blinks out of existence. You can
distance through the space). maintain this illusion for up to 10 minutes per level using your
highest class level.
Minecunning: You gain a +2 bonus on any General Skill
Search or Spot checks to determine the grade or slope of an
underground passage, to notice any unsafe walls while
underground, the approximate depth you are underground, or Deep Gnome
the direction you are traveling while underground.
Stone Master: As long as you are deep underground and are
Gestalt Multiclass Options: attempting to camouflage yourself against any surrounding
natural rock formation you can attempt a General Skill Hide
Languages: Languages: You can read, speak, and write check even if it would not normally provide you with enough
common and gnomish, as well as a number of additional cover. When making a General Skill Hide check in that manner
languages of your choice equal to your Intelligence modifier. you gain a +2 bonus on the check as well.
Subraces: When creating a Gnome character, you must Enemies of the Deep: When you make a attack roll against
choose one of two subraces. You gain all the traits and ability Drow or kuo-toa you gain a +1 bonus on attack rolls.
of that subrace in addition to the core ability of the race. The
Subraces of Gnome are as follows: Surface Gnome and Deep Deep Gnome Earth Magic: You can cast each one of the
Gnome. fallowing spells as a action once per day as a spell-like ability:
1st level spell Blindness, Change self, and 2nd level spell Blur.
You are also under the effects of a constant non-detection
spell, but it only affects you and not an area of effect.
Surface Gnome
At 5th level, you gain the ability to once per day as a
Mammal Speech: You can speak with and understand any
action summon forth a earth elemental which obeys
borrowing mammals, most animals are able to recognize
commands as if it was summoned by a summon monster spell.
creatures, shapes, directions, and the visible emotions of
The type of elemental summon is random or the summoning
creature as well as anything that other creature do to them and
could fail using up the ability for the day, roll a d100 using the
they will answer truthfully if asked by a creature that hasn’t
table below to check the results.
caused them any harm or trouble.
Spell Resistance: Deep Gnomes are highly resistant to the
Gnome Enemy Familiarity: When you make a attack roll
effects of spells and spell-like abilities that directly target them
against kobolds or Goblins you gain a +1 bonus on the attack
like charm person, enlarge, destruction, etc. but not those that
rolls.
have effects that create a physical force to deal damage or
Illusionist Skills: Any Illusion spells you cast gain a +1 bonus impede movement like magic missiles, darkness, fireball,
to their spell save DC and you gain a +1 bonus on save vs. lightning bolt, force cage, wall of force, chromatic sphere, etc.
spell against any illusion spell. When a spell or spell-like effect targets you, there is a 15%
chance that spell simply cannot get pass your innate
Illusionary Person: Once per day, you can create an illusion resistance and this increases by 1% for every level past 1st
of a single humanoid creature, it can be of any species or using your highest class level to a maximum of 35% at 21st
gender as long as it is humanoid and it is of a species that you level. On a roll of 15% or less adjusted for level, the spell fails
have personally seen or have had described to you in great to have any effect, except spells that deal damage in which
detail. The illusion can speak with any voice or sound that you case you take ¼ of the total damage on a failed save and no
can imagine, but in order to replicate a specific person’s damage on a successful save. If the spell succeeds to bypass
appearance and voice you must have seen them and heard your spell resistance, roll for saving throws normally, if the spell
them speak. You can have the illusionary person move as allows a save and resolve other protective effects, if necessary,
desired and it can physically interact with creatures who see in, like elven resistance to charms effects. Spells of 2nd level or
but it cannot physically interact with objects nor does this ability higher reduces the effectiveness of your spell resistance by a
give you the ability to create the illusion of them interacting with percent equal to the spell level, therefore a 5th level deep
the object. A creature touched by the illusionary person will feel gnome fighter has a base spell resistance of 19% if they are
the sensations as if touched by them, but a close examination the target of the 5th level spell polymorph, they have a 14%
will reveal that any time they touch the creature clothes and chance of the polymorph spell simply failing with no saving
gear they do not move with its body. Any creature that throw necessary, but if the diminish spell is casted on the same
manages to notice this or the persons in ability to interact with deep gnome it fails on a roll 19% or less.
objects will get a saving throw against spell to disbelieve the
illusion with a Spell Save DC equal to 10 + your intelligence
modifier + your proficiency bonus. If they succeed on
Halflings
Personality: Stealth Striker: Once per melee round when a creature is
unaware of you and has its back turned to you, you may strike
Physical Description: with a piercing or slashing melee weapon at a venerable point
in its back. If your attack was successful your weapon deals its
Alignment:
maximum damage before applying bonus damage for high
Homeland: strength, sneak attack, back stab, magical weapon properties
like with a flaming short sword, etc. Creatures with no
Religion: discernable backs, or weak points like undead, golems, and
oozes are not affected by this ability. You also may not use this
Racial Traits:
ability if you are unable to reach the creatures back.
Type: Humanoid (halfling)

Ability Score Adjustment: +1 to Dexterity and -1 to


Stout Halfling
Constitution.
Ability Score Adjustment: +1 to Constitution.
Size: Small, 2’9” to 3’8” with 3’ average.
Darkvision: You can see in areas of dim light as if it were
Movement Speed: 90 feet.
bright light. You can see in darkness as if it were dim light up to
Halfling Resistance: You gain a +1 bonus on your save vs. 60 feet away from you. While you are using your darkvision
poison and spells. you can’t discern color, only in shades of grey.

Halfling Sized: As long as a creature is at least one size Poison Resistant: When you make a saving throw vs poison
category larger than you, you can move through a space against an actual poison you gain a +2 bonus on your saving
occupied by such a creature or use the creature as cover for throw, if constitution is your prime ability, you add twice your
hiding provided that the creature isn’t hostile to you or isn’t able constitution modifier on your save vs poison in addition to the
to notice you (including using the retreat action to move a safe +2 bonus. If you roll a natural 1 on your saving throw vs poison
distance through the space). against a poison that causes death on a failed saving throw,
treat the roll of 1 as a 2 instead.
Naturally Stealthy: You gain a +2 bonus on General Skill
move Silently checks provided you are wearing either no armor Stability: When your Hit Point drops to 0, you remain
or nonmetallic light armor. Also, as long as you are similarly conscious until reach a negative value equal to your
wearing either no armor or nonmetallic light armor when you constitution modifier. You can only perform one action or move
use a creature that is at least one size category larger than you action per round and cannot take any swift actions as long as
to hide you gain a +1 bonus on your General Skill Hide check. you have less than one hit point.

Slight of Hand: You gain proficiency in the General Skill Pick


Pockets, when you make General Skill Pick Pocket check you
Tallfellow Halfling
add twice your dexterity modifier to the check, if you have a
level of mastery of expert or higher you ignore natural rolls of 1 Ability Score Adjustment: +1 to Charisma.
treating them as a 2 instead.
Charming Façade: Once per day, you can attempt to make a
Languages: You can read, speak, and write common and single sentient creature to like and respond to you as very
halfling, as well as a number of additional languages of your close friend by using your charm to win them over. Make a
choice equal to your intelligence modifier. charisma check, if you are trying to win them over with singing,
dancing, some kind of performance, or trying to persuade them
Subraces: When creating a Halfling character, you must
over with diplomacy you may add your proficiency bonus and
choose one of three subraces. You gain all the traits and ability
(if you have it) any synergy bonus from the corresponding
of that subrace in addition to the core ability of the race. The
charisma based General Skill. The target can make a save vs.
Subraces of Halfling are as follows: Hairfoot Halfling, Stout
compulsion to realize what you are up to and resist the effect;
Halfling, and Tallfellow Halfling.
they succeed if their roll after applying modifiers is higher than
yours. If you win the roll, the target treats you as a close friend
as if under the effect of the charm person spell, except it
Hairfoot Halfling doesn’t have a duration (if you do something that would
normally end a charm person spell, like suggestion something
Ability Score Adjustment: +1 to Intelligence. that they know would harm them you can make a General Skill
Diplomacy check to try to explain (the target gets another save
Darkvision: You can see in areas of dim light as if it were
vs. compulsion). On a success, they are still under your charm
bright light. You can see in darkness as if it were dim light up to
though they do still remember your harmful suggestion. You
30 feet away from you. While you are using your darkvision
can have a numbered of charmed individuals equal to your
you can’t discern color, only in shades of grey.
Comeliness modifier. This is a supernatural ability.
Bravery: You gain a +2 bonus on save vs. compulsions
Low-light Vision: You can see in areas of dim light as if it
against being frightened. If you succeed on this save throw all
were bright light for up to 120 feet. You can see colors
friendly creatures within 30 feet of you gain a +1 bonus on
perfectly fine, but you still need a source of light to see.
save vs. compulsions against being frightened for the next
minute.
Master of Charm: You have proficiency with the General Skills Bonus Feat: You start with one extra feat of your choice; you
Diplomacy, perform, and bluff. You may also add twice your must still meet any prerequisites of the feat.
charisma modifier to any general skill that uses charisma as a
key ability. Moreover, any general skill that uses charisma as a Human Adaptability: Whenever you take a feat that increase
key ability that you have a level of mastery of expert rank or one of your ability score, it increases by one additional point.
higher treats any rolls of natural 1 as a 2 instead.
Skill Junky: Once per level, you can choose to spend two skill
points to increase the level of mastery of one skill by two levels.
You may only do this once at each level, if you are a gestalt
Human multiclass character you may only do this once at each level. If
you gained a level of fighter becoming a 2nd level fighter you
Personality: may increase a skill by two levels, but if you gain a level in your
second class bring it also to 2nd level you cannot raise another
Physical Description:
skill by two levels until one of your classes get to 3rd level.
Alignment:
Tool Proficiency: You are proficient with one tool of your
Homeland: choice.

Religion: Gestalt Multiclass Options: See the table on the below page
for all available options for each subrace. Key: B = Bard, Sd =
Racial Traits: Sword Dancer, C = Cleric, D = Druid, Fs = Favored Soul. F =
Fighter, P = Paladin, R = Ranger, Mu = Magic-user, S =
Type: Humanoid (human)
Sorcerer, W = Warlock, Ps = Psionicist, M = Monk, T = Thief, A
Ability Score Adjustments: None. = Assassin, and Dm = Dark Mask. CF is Cleric/Fighter for
example.
Size: Medium, 5’ to 6’5” with 5’10” average.
Languages: You can read, speak, and write common and one
Movement Speed: 120 feet. bonus language of your choice, as well as a number of
additional languages of your choice equal to your intelligence
Bonus Weapon Proficiency Slot: You start with two
additional weapon proficiency slots.

modifier.

Table : Human Gestalt Multiclass Combinations


Gestalt Multiclass Combinations (x = possible combination)
Subrac BSd BC BD BFs BF BP BR BMu BS BW BPs BM BT BA BDm
es
Human x x x x x x x x x x x x x x x
SdC SdD SdFs SdF SdP SdR SdM SdS SdW SdP SdM SdT SdA SdD CD
u s m
Human x x x x x x x x x x x x x x x
CFs CF CP CR CMu CS CW CPs CM CT CA CDm DFs DF DP
Human x x x x x x x x x x x x x x x
DR DMu DS DW DPs DM DT DA DDm FsF FsP FsR FsMu FsS FsW
Human x x x x x x x x x x x x x x x
FsPs FsM FsT FsA FsDm FP FR FMu FS FW FPs FM FT FA FDm
Human x x x x x x x x x x x x x x x
PR PMu PS PW PPs PM PT PA PDm RMu RS RW RPs RM RT
Human x x x x x x x x x x x x x x x
RA RDm MuS MuW MuPs MuM MuT MuA MuDm SW SPs SM ST SA SDm
Human x x x x x x x x x x x x x x x
WPs WM WT WA WDm PsM PsT PsA PsDm MT MA MDm TA TDm ADm
Human x x x x x x x x x x x x x x x
BCF BCM BCPs BCT BFMu BFPs BFT BFA BMuP BMu BMuA SdCF SdC SdCP SdCT
u s T Mu s
Human
SdCA SdDF SdDMu SdDP SdDT SdFP SdFR SdFM SdFP SdF SdFA SdMu SdMu SdMu SdPs
s u s T Ps T A T
Human
SdPs SdTA CFsF CFs CFsP CFsT CFsA CFMu CFPs CFT CFA CFDm CMu CMu CMuT
A Mu s Ps M
Human
CMu CPs CPsT CPsA CMT CMA FMu FMuM FMuT FMu FMuD FPsM FPsT FPsA FPsD
A M Ps A m m
Human
RMu RMu RMuT RMu RMuD RPsM RPsT RPsA RPsD RMT RMA RMDm RTA RTD MuPs
Ps M A m m m M
Human
MuPs MuPs MuPsD MuM MuMA MuMD MuT MuTD MuAD PsM PsTA PsTD TAD
T A m T m A m m T m m
Human
Chapter 3: Classes of The Multiverse spend a weapon proficiency slot to gain proficiency with any
single type of weapon or spend one or more to learn a combat
maneuver or combat style. Gestalt multiclass characters use
the higher number of starting weapon proficiency slots
Core Classes VS. Sub Classes between all their classes.

You will notice that classes are split into two distinctions core Starting Skill Points: This is the number of skill points
classes and sub classes, core classes are more general in you possess at the start of your characters career; you can use
approach easily fitting to many different play style while sub a skill point to improve your skill level in any general skill that
classes are more specific with what kind of play style they are you have proficiency in by one level giving you a +1 bonus on
designed for and you get the most effective use out of them general skill checks with that skill for each skill point you have
when played according to that style. invested in your training in that general skill. However, you
cannot put more than one skill point in a general skill at one
For instances the Fighter core classes works easily time. Once you invest a skill point in a skill to raise its level,
with players who prefer range or melee combat, aggressive you cannot put another skill point in that skill until you gained
combat or Defensive support, with enough lean way for players another class level. Once a skill has four skill points invested in
who prefer heavy armor or light. While the Paladin is more of a it, then it has reached its maximum level of mastery you can
heavy hitter support, being able to heal allies or meat shield for obtain in that general skill. Gestalt multiclass characters take
squishy Spellcasters if need be while still giving the enemies the higher number of skill points between all their classes, if a
the hurt of their life, more so if they are undead enemies. The gestalt multiclass character were to gain more than one level
Ranger for example makes a great aggro class, but their class between any of their classes at the same time due to their
feature leans towards lighter armor being perfect for hit and run even splitting of obtained E.X.P.
tactics.
Each skill can still only be invested with one skill point
You should try to choose a class to fits the style of even though they gained more than one level as they treat all
play you enjoy, but is also capable at fulfilling one of the roles levels as one level (3rd level fighter and 2nd level thief, if your
in the party. If a core class fits your style of play, but doesn’t thief level increases to 3rd you still cannot put any new skill
help the party when exploring dungeons or when fighting points in any skill you invested in when you gain your 3rd level
monster maybe one of its sub classes can meet the middle as a fighter), they gain in all their class as if they were getting
ground. Try to experiment to see what kind of character you the new benefits of their new level in each class
can come up with. simultaneously provided that they would gain a level in two or
more classes at the same time. The table below shows the
ranks of mastery for general skill by their number of invested
skill points and the bonus on that general skill checks at that
Common Class Features level of mastery.
Prime Ability: A character’s prime ability is the characteristic Table: General Skill Level of Mastery
they have been trained to use to the fullest that it can be. You
Skill Points General Skill Level of
starting class determines what your prime ability is, if you gain
Invested Check Bonus Mastery
a level in a new class, you do not gain the prime ability for that
0 +0 Hobbyist
class. When you make saving throw, ability check, or general
skill check that uses your prime ability you add your proficiency 1 +1 Apprentice
bonus to that d20 roll. If you have proficiency in a general skill 2 +2 Journeymen
that uses your prime ability you do not add your proficiency 3 +3 Expert
bonus twice only once, but you gain a +5 synergy bonus on 4 +4 Master
that roll. Gestalt multiclass characters do not gain all of their
classes prime abilities, instead they choose one of the prime
Starting Money: Shows you the number and type of dice you
abilities out of the prime abilities of their selected classes to be
roll and then multiply by 10 to get the number of gold pieces
their prime ability and they cannot change after the choice is
your character starts out with when their 1st level is in that class.
made.
Gestalt multiclass characters use the largest and best number
Starting Ability Score Adjustment: During you time training of dice between all their classes.
for your profession you were able to focus on improving one of
Hit Points at Higher Levels: This indicates the type of dice
your abilities important to your class. Once this choice is made
you roll to determine how much your hit points increase when
it cannot be change, this choice is made before figuring
you gain a new level in that class. Gestalt Multiclass characters
starting hit point, skill points, etc. Gestalt multiclass character
roll their hit dice to determine how much their hit points
do not get more than one +1 to a ability, however they combine
increase by for each class they have as that class gains
the ability list from all their classes when determining which
enough E.X.P. to reach a new level; however, they only add
ability they can choose to improve in.
their constitution modifier once between all classes for each
Starting Hit Points: This is the number of hit points of damage level. For example, a elven Fighter Thief would roll for their hit
you can survive before dying at 1st level. Gestalt multiclass point when their thief class gain enough E.X.P. to go from 1st
character take the starting hit points of all their classes before level to 2nd, but they would not add their constitution modifier to
applying their constitution modifier and they add them together their hit point total for 2nd level until their fighter class has
before dividing them by the number of classes they have gained enough E.X.P. to go from 1st level to 2nd level. Likewise,
rounding to the nearest whole number and then they apply after you reach 20th level in one class, you do not gain your last
their constitution modifier (only once, not one per hit dice) to constitution bonus tell your last class reaches 20th level. Once
get their starting total hit points. past 20th level, you simple gain the classes hit point as stated
in the class description when you gain a level as after 20th level
Starting Weapon Proficiency Slots: Your class determines you no longer gain hit dice or your constitution modifier to any
the number of weapon proficiency slot you start with. You can hit points you gain in a class after it has reached 20th level.
Weapon Proficiency Slots at Higher Level: This indicates at or armor on the thieves’ armor proficiency list and same goes
what class level you gain additional weapon proficiency slot to for assassins and their core skills, backstab, and assassination
spend and how many. Gestalt multiclass character gain attack with their armor proficiency list.
weapon proficiency slot whenever their level in a class reaches
the indicated level for that class. Favored Weapons: This indicates the weapons you can use
to gain the favored weapon attack roll bonus, this stacks with
Skill Points at Higher Levels: This indicates the number of any proficiency bonuses you might have. All multiclass
skill points you gain to increase you general skill’s mastery at characters use the combined list of all their classes to
each level you gain. Gestalt multiclass character use the determine which weapons they can use to get the favored
highest skill point between all classes they possess that has weapon attack bonus and they use the most favorable favored
currently reached a new level, if only one class reaches a new weapon bonus.
level, then they gain skill points normally.
General skill: This list all the general skill you gain proficiency
Armor Proficiencies: This shows the types of armor you have in for being in that class, skills with subcategories will display
proficiencies with, wearing armor you are not proficient with all the subcategories they have proficiency in between these ( )
gives you a -4 penalty on all dexterity based general skill, parenthesis unless the class give proficiency with all the
checks, and saving throws against breath weapons and area of subcategories of a general skill, in which case only the general
effects. When you gain a level into a different class you gain skills name will be list. All multiclass character has proficiency
proficiency in all the armor listed here, however only gestalt with the general skill listed for all their classes. Backgrounds
multiclass wizard, sorcerer, and warlocks can cast their spells and feats can give you proficiency with more skills.
while wear armor from their other classes without taking the
armored spellcaster combat style.

All multiclass thieves lose their ability to use their core


skills, sneak attack, and backstab when not wearing no armor

Table 17: Bards Experience Points Progression Table


Class Experience Points Bard Proficiency Favored Weapon Legend Lore Singing
Level For Next Level Class Titles College Bonus Bonus Core Skill Core Skill
1 0 - 1,500 Rhymer Probationer +1 +1 15% 25%
2 1,501 - 3,000 Lyrist Probationer +1 +1 17% 28%
3 3,001 - 6,000 Apprentice Bard Fochlucan +1 +1 19% 31%
4 6,001 - 12,000 Fochlucan +1 +2 21% 34%
5 12,001 - 24,000 Fochlucan +2 +2 23% 37%
6 24,001 - 48,000 Mac-Fuirmidh +2 +2 25% 40%
7 48,001 - 96,000 Mac-Fuirmidh +2 +3 27% 43%
8 96,001 - 192,000 Doss +2 +3 29% 46%
9 192,001 - 384,000 Journeyman Bard Doss +3 +3 31% 49%
10 384,001 - 534,000 Canaith +3 +4 33% 51%
11 534,001 - 684,000 Canaith +3 +4 36% 55%
12 684,001 - 834,000 Cli +4 +4 39% 59%
13 834,001 - 990,000 Anstruth +4 +5 42% 63%
14 990,001 - 1,140,000 Ollamh +4 +5 45% 67%
15 1,140,001 - 1,290,000 Master Bard Magna Alumnae +5 +5 48% 71%
16 1,290,001 - 1,440,000 Magna Alumnae +5 +6 51% 75%
17 1,440,001 - 1,590,000 Magna Alumnae +5 +6 54% 79%
18 1,590,001 - 1,740,000 Magna Alumnae +6 +6 57% 83%
19 1,740,001 - 1,890,000 Magna Alumnae +6 +7 60% 87%
20 1,890,001 - 2,040,000 Magna Alumnae +6 +7 63% 91%

BARD
What’s a Bard? Bards are trained musician, storytellers, Free Spirited. Bards are whimsical creatures, they enjoy
and singers. They are experienced in a wide variety of the freedom to pursue whatever strikes their fancy,
skills and magic. When necessary, bards can make an whether it be magical items, a new piece of music, or a
excellent lightening bruiser their fighting prowess with a beautiful woman. In fact, many a bard have made a
large variety of weapons gives them good melee options, name for themselves with their appetite for
but they are held back by their light armor and lower hit companionship. Most bards are of one of the chaotic
points. A good bard will use guile and stealth to take alignments chaotic good, chaotic neutral, or chaotic evil
advantage of their opponents before retreating to their otherwise they tend to be one of the neutral alignments
allies for a more heavier assault. While their range at least.
options are limited a good dexterity will still benefit a
bard greatly. The bard needs good charisma and
intelligence for spell casting. Bards have access to Jack of All Trades. The wondering minstrels are both
several heavy damaging weapons and having a high skilled swordsmen and tricky fighter. Their skills with
strength will allow them to maximize their effect. magic are nowhere near the level of magic-users and
they don’t have as many healing options as clerics, but
they have many ways to buff allies and hinder enemies. class ability that requires you to use your spellcasting ability,
Where the Bards skill lie is in their knowledge in the you use your charisma as your spellcasting ability. The DC of
legends and lore of the world, and their mastery of music. spells you cast as a bard is equal to 10 + your charisma
modifier + your proficiency bonus. When you cast a spell that
requires you to make a attack roll you add your charisma
modifier in addition to the appropriate ability (strength for
What’s Your Role? A Bard makes a good back-up healer melee and dexterity for range).
and does well in a support role. When necessary, they
Table 19: Hours of Rest Needed to Regain Lost Spell Slots
can also help out the party’s fighter by flanking enemies Hours of rest 2 4 6 8
taking advantage of their exposed back to lay Highest Level Spell Slot Regained 1st -2nd 3rd – 4th 5th – 6th 7th
devastating blow with their sword. However, a Bard
should avoid splitting too far away from the party thanks
to their lighter armor and should allow the heavier Spontaneous Casting: Bard’s do not prepare their
spells ahead of the time they merely use their spell slots to
armored party members to lead the charge. Bards get
cast any spell of equal to or less level in that spell slot. Casting
along well with magic-users, Psionicists, fighters, certain spells in a higher spell slot might give them additional
Thieves, and Rangers. Cleric and paladins tend to effects or damage, you can never cast a higher level spell in a
dislike the bard as their selection of spells and support lower level spell slot. When you cast a spell, you use up the
abilities tend to step on their toes. Assassins despise energy of the spell slot of that level or higher and you cannot
Bards not only because they think them as too loud, but use that spell slot again to cast spells until you have rested for
that they are also tend to be jealous of the impressive at least a number of hours depending on the spell level of the
and often well respective reputation most Bards have. highest spell slot you wish to recharge. You regain all used up
spell slots of any spell level up to the number of hours you
Starting Character Class Features rested. You then need to meditate for at least 15 minutes per
spell level of the highest level spell you can cast to prepare
Prime Ability: Charisma your mind of spellcasting for the day. The amount of time you
need to meditate to regain lost spell slots is reduced by 5
Starting Ability Score Adjustment: +1 to Dexterity, minutes times your positive charisma modifier if any.
Intelligence, or Charisma.
Spells Known: You have a limited number of spells you
Starting Hit Points: 6 + Constitution Modifier. can know at one time; unlike a magic-user you don’t have spell
Starting Weapon Proficiency Slots: 3 Slots. book so you cannot learn an infinite number of spells. You start
out knowing 3 + your intelligence modifier 1st level spells of
Starting Skill Points: 10 + Intelligence Modifier. your choice from the Bard’s spell list. When you gain a new
level as a bard you learn two spells of any level you can cast
Starting Money: 3d4 x 10 gold pieces (30 – 120) from the Bard’s spell list, until 20th level after which you no
longer gain any more spells. At 21st level and every odd
Class Features numbered level afterwards, you can give up one spell you
know to learn a new spell of any spell level you can cast from
Hit Points at Each Additional Level: 1d6 + Constitution
Modifier until after 20th level then you gain 1 hit point per level the Bard’s spell list.
afterwards.

Weapon Proficiency slots at Higher Levels: 1 slot at 4th level Bardic Music: When you sing, recite poetry, or play an
and 1 additional slot every four levels afterwards. instrument you can weave a bit of magic into it, this causes
creatures within 30 feet of you who can hear your performance
Skill Points at Each Additional Level: 6 +Intelligence
to be affected by your music. Using your bardic music requires
Modifier.
you to make either a successful Core Skill Singing check or a
Armor Proficiencies: Leather armor, chain shirt, and General Skill Perform check with an instrument that you are
chainmail, no shields. proficient with. Creatures within 30 feet of you who hear the
music must make a save vs. charm/compulsion against a DC
Favored Weapons: Bastard sword, broadsword, clubs, of 10 + your charisma modifier + your skill mastery bonus (if
daggers, darts, hand crossbows, javelins, long swords, slings, using the Perform skill) + ½ your bard level or be under the
scimitars, short swords, spears, and staffs. effect of your bardic music.

Tool Proficiencies: Any three Instruments. On a successful save, the creature is unaffected and
will continue to listen for 1d4+1 rounds before moving on, a
General Skills: Acrobatics, appraise, bluff, concentrate, craft, creature who has made the save throw can only be affect by
dance, diplomacy, discern motive, fire making, hide, hold bardic music once in a 24 hours period no matter how they do
on the save throw. You must play the song for one minute
breath, intimidate, jump, knowledge (dungeoneering,
before any bardic music can take effect and you can use your
geography, and history), listen, move silently, perform, search,
bardic music once per day for each level as a bard you
spot, and swim.
possess.

Song of Charms: This song is the bardic music all


Arcane Spellcasting: You cast you spell using the arcane bards learn during their initial training, after playing this song
energies of the universe by the sheer force of your personality. for at least one minute all humanoid creatures who hear this
You use your voice to weave the words of your spells into song within 30 feet of you must make a save vs. charm or be
songs and ballads. When casting your bard spells or using a under the effect of a charm person spell, the only difference
being that charm person effect lasts for one hour per bard level you playing this song gain a +2 bonus on all General skills,
after the bard stops playing. ability checks, and save throws as well as a +1 bonus on
attack rolls. These bonuses disappear immediately after you
Song of Improve Moral: You learn at 3rd level that you can use stop playing the song.
your songs to inspire creatures to perform better while listening.
After playing this song for at least one minute all creatures
friendly to you within 30 feet of you as long as they can hear
Table 20: Bard’s Class Abilities and Spell Progression Table
Class Attacks - Spells Per Day -
Level Class Feature Per Turn 1st 2nd 3rd 4th 5th 6th 7th
1 Arcane Spellcasting, Bardic Music, Countersong, Core Skills 1 2 - - - - - -
2 Sneak Attack 1d6 1 2 - - - - - -
3 Song of Improve Moral 1 2 1 - - - - -
4 1 3 1 - - - - -
5 Song of Charm Monster 1 3 2 1 - - - -
6 Sneak Attack 2d6, Song of Sadness 1 3 2 1 - - - -
7 Song of Fear 1 4 2 2 1 - - -
8 Song of Hold Person 1 4 3 2 1 - - -
9 1 4 3 2 2 1 - -
10 Sneak Attack 3d6 2 5 3 3 2 1 - -
11 Song of Suggestion 2 5 4 3 2 2 1 -
12 Countercharm 2 5 4 3 3 2 1 -
13 2 6 4 4 3 2 2 1
14 Sneak Attack 4d6 2 6 5 4 3 3 2 1
15 2 6 5 4 4 3 2 2
16 Song of Break Enchantment 2 7 5 5 4 3 3 2
17 2 7 6 5 4 4 3 3
18 Sneak Attack 5d6 2 7 6 5 5 4 4 3
19 2 7 6 6 5 5 4 4
20 Song of Revival 2 7 7 6 5 5 4 4

Song of Charm Monsters: You learn at 5th level that per bard level or until you stop playing this song whichever
you can improve the effectiveness of your song of charms, so comes first.
you composed this song. After playing this song for at least
one minute all creatures who hear this song within 30 feet of Song of Suggestions: You learn at 11th level how to
you must make a save vs. charm or be under the effect of a impart a suggestion in your songs that affects the listener. After
charm monster spell, the only difference being that the charm playing this song for at least one minute all creatures who hear
monster effect lasts for one hour per bard level after the bard this song within 30 feet of you must make a save vs. charm or
stops playing. be under the effect of a suggestion spell, the suggestion must
be something that can be sung as part of your song and must
Song of Sadness: You learn at 6th level that you can follow the same rules as the spell itself.
use your songs to draw out the deep depressing sadness in
people that they usually repress. After playing this song for at Song of Break Enchantment: You learn at 16th level
least one minute all creatures who hear this song within 30 feet how to remove the effects of magic from those who listen to
of you must make a save vs. compulsion or be deeply your songs. After playing this song for at least one minute all
saddened and depressed for as long as they hear this song. creatures who hear this song within 30 feet of you that is under
Creatures who are suffering the effect of this sadness are the effects of a transmutation or enchantment spell has the
unable to act for 1d4 rounds being so overcome with sadness spell’s effect removed as if a break enchantment spell was cast.
and for as long as they can hear this song suffer a -2 penalty The bard rolls a d20 adding their charisma modifier and ½ their
on all General skills, ability checks, and save throws. bard level if this result exceeds the Spell Save DC of any of the
transmutation or enchantments spell the affected creature is
Song of Fear: You learn at 7th level how to draw out free from the affect (The Spell Save DC is 10 + the
the fear of people who listen to your music. After playing this Spellcasting ability modifier of the creature who casted the
song for at least one minute all creatures who hear this song spell on them + any proficiency bonus they might have had).
within 30 feet of you must make a save vs. compulsion or be The area of break enchantment last only as long as you
stricken with fear of all other creatures. A creature who is continue playing this song, but any effect removed by the song
gripped with fear doesn’t want to be closer than 10 feet from is gone permanently.
any other creature, if forced to fight the fearful creature takes a
-1 penalty on all attack rolls and has a 10% chance of fumbling Song of Revival: You learn at 20th level how to bring
any spell with somatic component they try to cast while a the recently dead back to life with the sound of your song. After
creature is within 5 feet of them or attacking the fearful playing this song for at least one minute all creatures within 30
creature. This fear effect ends as soon as you stop playing feet of you that have had their hit points reduced to 0 or less
your song. and died within the last 5 rounds or that die within range while
you continue to sing are revived with 1 hit point. Creatures
Song of Hold Person: You learn at 8th level how to must be willing to return to life or be able to (not under the
duplicate the effects of the hold person spell through song. effects of a soul trap spell for example), the creature being
After playing this song for at least one minute all creatures who revived must have a body to that has at least most major limbs
hear this song within 30 feet of you must make a save vs. still attached to it (disintegrated creatures cannot be revived
compulsion or be under the effects of a hold person spell, and neither can creatures that have had their heads or all
except the affected creatures are immobilized for one round appendages remove i.e. arms and legs, though they can be
sown back on.), and the creature remains unconscious for order to use your bardic music abilities, you must make at least
1d4+1 rounds a successful check and sing for a minute or use either of the
General Skills Singing or perform using an instrument for a
Countersong: Using your singing core skill you have learned minute. You can also earn money through your performance
how to use your song to negate magical effects that need with this skill. You make one check, the length of the
sound to be successful, this includes harpies’ song, the noise performance can be anywhere from 30 seconds to 5 minutes
of shriekers, or bardic music. Using Countersong is an action
and requires a singing check (either using your core skill or the Table 21: Performance Skill Result and Earnings
general skills) it fails to work if you roll 100 or fail the singing Singing check Earnings for
check by 60 or more. Only creatures within 30 feet of you are Performance Results Performance
protected by the sound based magical effects, also spells that Terrible Failed by 60 or more % 1 cp
Bad Failed by 40-59% 2d4 cp
create a sound base effect like sound blast are negated by
Poor Failed by 21-39% 1d6 sp
Countersong, but it cannot interfere with the casting of spells
Average Succeeded or failed by Base - 20% 2d4 sp
with verbal components. Decent Succeeded by 21-39% 1d6 gp
Good Succeeded by 40 - 59% 2d4 gp
Core Skills: The table below list the percent chance of
Amazing Succeeded by 60 or more % 1d6 pp
success when using the core skills, you have access to, you
make a core skill check by roll a d% (d100) if the result is less before needing to rest your voice, you can sing for longer than
then and equal to the % written in the skills section for your this, but for each minute that passes after that you must make
level you succeed. If you have access to a general skill that a save vs. paralysis DC 13 +1 for every minute passed 5
does the same thing and a core skill, you can choose which minutes, or lose your voice for 2d4 days. Beginning to sing is
version you want to use before rolling a skill check. A result of an action, while maintain a song is a free action.
00 and 0 (100) is always a failure on a core skill check.
Sneak Attack: At 2nd level, you learn how to make the most of
Legend Lore: You make a legend lore check when you when your opponent is distracted or cut off guard. When a
want to check to see if you have heard information, rumors, or creature that is unaware of your presence is being flanked by
hearsay about a person, creature, places, or item. This check you and another creature that is hostile to it, or is in some other
is only done once as you have either heard about them or not, way unable to properly watch out for a strike to a vital area,
making a check doesn’t take any kind of action. Depending on you can make an attack roll striking at the creature vital areas
how obscure the name of the person, creature, place, or item or other weak points. On a successful attack, you deal an
is, might affect how easy it is for you to recall information about additional 1d6 points of damage this damage is applied after
it. any modifier or effects. You can use a range weapon to sneak
attack, but only up to 60 feet as you must be able to identify
Table 22: Legend Lore Modifiers
Level of Obscurity Legend Lore Modifier
your target’s vital areas or weak spots.
Not Very Obscure +40%
You cannot use sneak attack against oozes and other
Lightly Obscure +20%
creatures without any particular vital areas or weak points. At
Obscure +0%
Moderately Obscure -20%
6th level and every four levels afterwards your sneak attack
Heavily Obscure -40% gains an additional 1d6 points of damage up to a max of 5d6.
This ability cannot be use with or in addition to backstab, if you
would have both at the same time you must choose one to use.
Singing: You make a singing check, to sing songs or You may only perform one sneak attack per turn.
poems the check determines how good your performance is. In

Table 18: Bard Save Throw Bonus Progression By Level


- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +1 +0 +0 +2 +1 +2 +1
2 +2 +0 +0 +2 +2 +2 +2
3 +2 +1 +1 +4 +2 +4 +2
4 +3 +1 +1 +4 +3 +4 +3
5 +3 +2 +2 +6 +3 +6 +3
6 +4 +2 +2 +6 +4 +6 +4
7 +4 +3 +3 +8 +4 +8 +4
8 +5 +3 +3 +8 +5 +8 +5
9 +5 +4 +4 +10 +5 +10 +5
10 +6 +4 +4 +10 +6 +10 +6
11 +6 +5 +5 +12 +6 +12 +6
12 +7 +5 +5 +12 +7 +12 +7
13 +7 +6 +6 +14 +7 +14 +7
14 +8 +6 +6 +14 +8 +14 +8
15 +8 +7 +7 +16 +8 +16 +8
16 +9 +7 +7 +16 +9 +16 +9
17 +9 +8 +8 +18 +9 +18 +9
18 +10 +8 +8 +18 +10 +18 +10
19 +10 +9 +9 +20 +10 +20 +10
20 +11 +9 +9 +20 +11 +20 +11
Attacks Per Turn: At 10th level, when you use a full-round
action to attack with a melee or range weapon you can attack
again with your main hand. During any time before, between,
or after attacks (this includes moving before attacking, between
each attack and after attacking), you may move up to your
movement speed provided within the limitation of character
movement (see chapter 10).

Countercharm: At 12th level, you have learned how to use


your song to negate and remove the effects of magical
compulsion effects like the charm spells. You must make a
successful singing check to make this take effect, creature
within 30 feet of you who can hear you cannot be affected by
charm spells or magical compulsion effects that are put into
effect while you are singing. If the creature is already under the
effects of a magical charm when you begin using this ability,
the creature is entitled to another save vs. compulsion or
charm with a +2 bonus on the save. On a success, the
creature is no long under the effect and cannot be affected
again while you continue to sing.
CLERIC

Table 24: Cleric’s Experience Points Progression Table


Class Experience Points Proficiency Favored Weapon First Aid
Level For Next Level Class Titles Bonus Bonus Core Skill
1 0 - 1,500 Acolyte +1 +1 28%
2 1,501 - 3,000 +1 +1 31%
3 3,001 - 6,000 Adept +1 +1 34%
4 6,001 - 12,000 +1 +1 37%
5 12,001 - 24,000 Prefect +2 +2 40%
6 24,001 - 48,000 +2 +2 43%
7 48,001 - 96,000 Priest / Priestess +2 +2 46%
8 96,001 - 192,000 +2 +2 49%
9 192,001 - 384,000 High Priest / High Priestess +3 +3 52%
10 384,001 - 534,000 +3 +3 55%
11 534,001 - 684,000 +3 +3 58%
12 684,001 - 834,000 +4 +3 61%
13 834,001 - 990,000 +4 +4 64%
14 990,001 - 1,140,000 +4 +4 67%
15 1,140,001 - 1,290,000 Patriarch / Matriarch +5 +4 70%
16 1,290,001 - 1,440,000 +5 +4 73%
17 1,440,001 - 1,590,000 +5 +5 76%
18 1,590,001 - 1,740,000 +6 +5 79%
19 1,740,001 - 1,890,000 +6 +5 82%
20 1,890,001 - 2,040,000 +6 +5 85%

What is a Cleric? Clerics are worshippers of deities who church or pay a small fee to stay the night). Though the
have such a strong a bond and faith in their deity that cleric’s main duty in the party is to provide healing for the
their god or goddess gives them spell for their faith. injured to keep the party afloat in dungeons and in the
Clerics can wear any armor; however, they are limited to wilderness.
mostly bludgeoning weapons so they aren’t the most
effective combatant. Though clerics of some deities can
use weapons that you commonly see a fighter use. A What is Your Role? As a Cleric you should avoid
cleric is mostly in a party to supply healing, aid in the charging into battle and you can benefit the magic-user a
form of buffs, and deal with undead. As a cleric you want lot with your high armor class. The thief will often need to
to stay close enough to the fighter to provide them with return to you for aid after their attempts to backstab
healing as need, but you might want to think about enemies. Clerics of deities who specialize in war or give
keeping the magic-user as close as possible being them access to stronger weapons will be able to offer
venerable enough that you could give them extra the fighter more aid then just healing, but even then, you
protection while they blow your enemy away. have limits. Your party need you for healing the most
and the more fragile member need you more often than
not the most. Fighter will get alone with you well, magic-
The Faithful. The views and beliefs of cleric differ users respect the choice of life you choose (magical in
between each one. A cleric gets their power from their nature), thieves don’t like to be preached to, but they
connection with their deity, so they will never worship a love it when you just shut up and heal them. Bards and
deity that doesn’t share some of their views. A deity’s cleric don’t tend to get along well, the bard thinks clerics
cleric must share their moral view or be neutral, if their as too serious and the cleric doesn’t like how it feels like
moral view is neutral than the deity will accept good or they are trying to do everyone’s jobs. Psionicist don’t
evil moral cleric. The same hold true for a deity and their really care what the cleric thinks of them and with their
cleric’s ethical view, A lawful good deity for example will own power set can often take care of themselves despite
take Lawful good, Chaotic Good, Neutral Good, and their weak physical abilities, the cleric is more annoyed
Lawful Neutral clerics; while a Chaotic Neutral deity will by their attitudes than hate them.
take Chaotic Good, Chaotic Neutral, Chaotic Evil, and
Neutral Clerics.
Starting Character Class Features

Shut Up and Heal Me! Clerics made pretty good faces Prime Ability: Wisdom
for the party with their high charisma and a cleric can Starting Ability Score Adjustment: +1 to Strength, Wisdom,
always go to the local church of their god or goddess or Charisma.
when they need a place for the party to stay (though the
rest of the party more than likely won’t be able to stay for Starting Hit Points: 8 + Constitution Modifier.
free, maybe required to do a few tasks around the Starting Weapon Proficiency Slots: 3 Slots.
Starting Skill Points: 6 + Intelligence Modifier. Armor Proficiencies: Light, medium, and heavy armor, plus
shields.
Starting Money: 3d6 x 10 Gold Pieces (30-180).
Favored Weapons: Clubs, darts, flail, hammer, hand
Class Features crossbows, mace, slings, spears, staffs and the favorite
weapon of your deity.
Alignment Restrictions: Any Alignment listed in your patron
deities list of Cleric alignment. Tool Proficiencies: Healer’s Kit.
Hit Points at Each Additional Level: 1d8 + Constitution General Skills: Bluff, concentration, craft, decipher script,
Modifier until after 20th level then you gain 2 hit points per level. diplomacy, discern motive, fire making, healing, hold breath,
intimidate, jump, knowledge (divine, geology, history, and
Weapon Proficiency Slots at Higher Levels: 1 slot at 4th
level and 1 additional slot every four levels afterwards. religion), spellcraft, and swim.

Skill Points at Each Additional Level: 2 + Intelligence


Modifier.

Table 27: Cleric’s Class Abilities and Spell Progression Table


Class - Spells Per Day -
Level Class Features 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Core Skills, Deity Spells, Divine Spellcasting, Turn Undead 3 1 - - - - - - - -
2 Channel Divinity 1/day 3 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 Channel Divinity 2/day 4 3 2 1 - - - - - -
6 5 4 3 2 - - - - - -
7 5 4 3 2 1 - - - - -
8 5 5 4 3 2 - - - - -
9 6 5 4 3 2 1 - - - -
10 Channel Divinity 3/day 6 6 5 4 3 2 - - - -
11 6 6 5 4 3 2 1 - - -
12 7 7 6 5 4 3 2 - - -
13 7 7 6 5 4 3 2 1 - -
14 7 8 7 6 5 4 3 2 - -
15 Channel Divinity 4/day 8 8 7 6 5 4 3 2 1 -
16 8 9 8 7 6 5 4 3 2 -
17 8 9 8 7 6 5 4 3 2 1
18 9 9 9 8 7 6 5 4 3 2
19 9 9 9 8 7 6 5 4 3 2
20 Channel Divinity 5/day 9 9 9 9 8 7 6 5 4 3
21 10 9 9 9 8 7 6 5 4 3
22 10 9 9 9 9 8 7 5 4 4
23 10 9 9 9 9 8 7 6 5 4
24 11 9 9 9 9 9 8 6 5 4
25 Channel Divinity 6/day 11 9 9 9 9 9 8 7 5 5
26 11 9 9 9 9 9 9 7 6 5
27 12 9 9 9 9 9 9 7 6 5
28 12 10 9 9 9 9 9 8 6 6
29 12 10 10 9 9 9 9 8 7 6
30 Channel Divinity 7/day 12 10 10 9 9 9 9 8 7 7

Divine Spellcasting: You have the ability to channel the depending on the highest-level spell they wish to recover. The
power of your god or goddess through prayer and belief. You amount of time the cleric must pray for to regain lost spells is
deity allow you to cast spells on its behalf to aid in your god’s 15 minutes times the spell level of the highest-level spell they
cause, these spells draw strength from your faith in them. are preparing. It should be noted that while spells of 1st – 4th
When casting your cleric spells or using a class ability that level are trivial and often granted by a lesser extraplanar
requires you to use your spellcasting ability you use your servant of the cleric’s deity, clerics who can cast spells of 5th
wisdom as your spellcasting ability. The DC of spells you cast level or higher get their spells given to them directly by their
as a cleric is equal to 10 + your wisdom modifier + your deity and as such the deity is more likely to be unwilling to
proficiency bonus. When you cast a spell that requires you to grant their cleric access to spells that do not represent the
make a attack roll you add your wisdom modifier in addition to deities moral or ethical view, even if the cleric is of an
the appropriate ability (strength for melee and dexterity for alignment where it wouldn’t clash with their own views. A cleric
range). must choose which spells drawn from the cleric’s spell list to
prepare to cast for each spell slot they have access to. A lower
Preparing Spells: You have a limited number of spell level spell can be prepared into a higher-level spell slot, which
slots per day that you can use to cast your spells; however, a may augment the effect of the spell, but a higher-level spell
cleric must prepare the spells they wish to cast ahead of time can never be prepared into a lower level spell slot. When you
before they can cast them. A cleric must prepare their spells want to cast a spell, you must choose the spell slot that holds
through prayer, while clerics usually pray at the time of day the prepared spell you wish to cast, which depletes the energy
sacred to their deity, they can do so any time as long as they from the spell slot and wipes the spell from your mind until you
can pray uninterrupted after having a number of hours of rest have a chance to pray for it again. The amount of time you
must pray to regain your lost spell is decreased by 5 minutes can prepare orisons in high level spell slots most orisons do
times your positive wisdom modifier if any (to a minimum of 1 not gain additional effects or power when prepared in a higher
minute). level spell slot. All orisons a cleric can prepare during their
prayer is listed in the cleric spell list.
Orisons: These 0 level spells are given to cleric by their deity
during their training to help easy them into channeling the Special Prayer Time: Each deity has a time during the day or
divine power needed to cast spells. Their effects are rarely night that they hold as sacred, if a cleric prays within a hour of
powerful and they must be prepared just like the cleric’s normal this sacred time, the amount of time it takes them to pray for
spells, however they get these spells during their pray and can their spells is cut in half as their connection do their deity is
prepare a different orison in each 0 level spell slot or even strongest during this time.
prepare the same orison in every 0 level spell slot. While you

Table 26: Hours of Rest Needed to Regain Spells


Hours of Rest 2 4 6 8 10 or more
Highest Level Spell Slots Regained 1 – 2nd 3rd – 4th 5th – 6th 7th – 8th 9th

Deity Spells: Your chosen god or goddess gives you access suffer this condition). You can treat a bleeding creature to
to spells that they consider sacred to them and they allow their stabilize it, on a successful check the creature no longer loses
clerics to choose one of their domains (A magical hit points at the end of their turn though if they were knock
manifestation of one of the deity’s portfolios) which gives them unconscious, they remain so, you cannot mend the wounds of
access to spells that represent the core aspect of that domain. a creature that was recently stabilized (the creature must have
After having selected a deity to function as your patron, choose regained conscious for at least 1 hour before a mending check
one domain in the list of Domains available to that Deity. You can be attempted).
gain access to a special extra Spell slot for each level of Spells
you can cast called a Domain Spell Slot, in order to uses these You can uses herbs and other supplies (like those provided in
extra spell slots, you must prepare a spell in them, however the a healer’s kit) to neutralize poisons or mitigate the effects of a
spell must be either from the list of Special Spells that your disease, on a successful First Aid check a creature that you
Deity grants or from the list of Domain Spell your selected are rending aid to that is poisoned is entitled to another save
Domain gave you. In addition, clerics can spontaneously give vs. poison but with a +10 bonus on the save, if they succeed
up one their prepared normal Spell to cast one of their Deities on this new save they are no longer poisoned; On a successful
Special Spell of that level or lower instead. Deity Special Spell First Aid check a creature that you are tending aid to that is
are added to the list of spells you can prepare in your normal under the afflictions of a disease temporarily does not suffer
spell slots, but Domain Spells are not. any negative side effects of the disease for one hour per
positive wisdom modifier you have and if you succeed on the
Core Skills: The table on the previous page list the percent First Aid check by 70% or more the creature is cured of the
chance of success when using the core skills, you have access disease entirely. In order to treat poisons or diseases you must
to, you make a core skill check by roll a d% (d100) if the result have access to either herbs with appropriate healing properties
is less than or equal to the % written in the skills section for to be used in treating the affliction or a healer’s kit
your level you succeed. If you have access to a general skill
that does the same thing and a core skill, you can choose
which version you want to use before making a skill check. A
Turn Undead: As an action, you can channel the power of
result of 00 and 0 (100) is always a failure on a core skill check
your faith to force undead to cower in awe of you or even be
First Aid: You make a First Aid check to render outright destroyed. This ability affects undead differently if the
medical care to a wounded creature, treat a poisoned or deity of the cleric is evil, causing them to cower in fear or be
disease individual. Applying First Aid takes a different amount command by the cleric. When you use this ability, you cause
of time depending on the nature of the aid being administered undead or certain types of demons in a 60-foot radius around
to the creature. Mending or tending a creature’s wounds heals you to be affected by the power of your faith. Make a turning
up to 1d4 + your wisdom modifier points of damage on a check, a d20 + your charisma modifier, any undead Turning
successful check but can only be done once on a creature Resistance that is lower than the number rolled and have equal
unless they are physically wounded again in which case the to or less Hit Dice than you have cleric levels can be affected
First Aid check is made at a -20% penalty. however you can only turn a number of undead who’s total hit
dice between all of them that you wish to turn does not exceed
You cannot mend the wounds of a creature who is suffering your cleric level.
from bleeding (creatures that are reduced to 0 or less hit point

Table 28: First Aid check modifiers and time


First Aid Check Type Bonus/Penalty to First Aid Check Time to Complete Action
Mending Wounds, No Supplies +0% 5 Minutes
Mending Wounds, With Herbs +2% 4 Minutes
Mending Wounds, With Healer’s Kit +5% 3 Minutes
Stabilize Bleeding, No Supplies -5% 10 Minutes
Stabilize Bleeding, With Herbs -3% 8 Minutes
Stabilize Bleeding, With Healer’s Kit +2% 5 Minutes
Treat Poison, With Herbs -8% 10 Minutes
Treat Poison, With Healer’s Kit -3% 7 Minutes
Treat Disease, With Herbs -15% 15 Minutes
Treat Disease, With Healer’s Kit -10% 10 Minutes
Table 25: Cleric Save Throw Bonus Progression By Level
- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +1 +1 +1 +0 +0 +2 +2
2 +2 +2 +2 +0 +0 +2 +2
3 +2 +2 +2 +1 +1 +4 +4
4 +3 +3 +3 +1 +1 +4 +4
5 +3 +3 +3 +2 +2 +6 +6
6 +4 +4 +4 +2 +2 +6 +6
7 +4 +4 +4 +3 +3 +8 +8
8 +5 +5 +5 +3 +3 +8 +8
9 +5 +5 +5 +4 +4 +10 +10
10 +6 +6 +6 +4 +4 +10 +10
11 +6 +6 +6 +5 +5 +12 +12
12 +7 +7 +7 +5 +5 +12 +12
13 +7 +7 +7 +6 +6 +14 +14
14 +8 +8 +8 +6 +6 +14 +14
15 +8 +8 +8 +7 +7 +16 +16
16 +9 +9 +9 +7 +7 +16 +16
17 +9 +9 +9 +8 +8 +18 +18
18 +10 +10 +10 +8 +8 +18 +18
19 +10 +10 +10 +9 +9 +20 +20
20 +11 +11 +11 +9 +9 +20 +20

For example, if there are three 2 HD Zombies and your Level 5 when you want to use channel divinity you must choose one of
Cleric attempt to turn them because his total cleric level is only the powers to use. Unless said otherwise in the description of
5 and the total hit dice of all three zombies is 6, he can only the channel divinity power a power is an action and when a
turn two of them. If your cleric level is three times the total Hit save throw is required you use you spell save DC as the DC
Dice of the undead, it is destroyed instead of awed. The table for the channel divinity power. At 5th level and every five levels
on the next page shows the Turning Resistance of each type of afterward, you gain one additional use of channel divinity per
Undead and of special enemies that are affected by turning day. This is a supernatural ability.
(like minor demons, lesser devils, mezzodaemons, and night
hags), if you create a unique undead it is recommend you use
either the normal undead closest to it or use the Special
category to determine how resistant they are to turning.

Result of T in the table indicates that the undead


always cowers in fear of the cleric provided the creature’s hit
dice doesn’t exceed the Clerics level and a result of D
indicates that the Undead is always destroyed (clerics of good
deities) or commanded like if under a dominate monster spell
(clerics of evil deities). You can Turn Undead a number of
times per day equal to 1 + your charisma modifier (minimum of
1), this is a supernatural ability.

Channel Divinity: At 2nd level once per day, you can channel
the power of your deity to create a magical effect. Your deity
gives you access to a channel divinity power and your choice
of Domain also gives you access to a channel divinity power,
Table 29: Cleric’s Turn Undead Check Results
Types of Cleric Level and Undead Turn Resistance at Each Level
Undead 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Skeleton 10 9 8 7 6 5 4 3 2 T T T T D D D D D D D
Zombie 12 10 9 8 7 6 5 4 3 2 T T T T D D D D D D
Ghoul 15 12 10 9 8 7 6 5 4 3 2 T T T T D D D D D
Shadow 17 15 12 10 9 8 7 6 5 4 3 2 T T T T D D D D
Wright 19 17 15 12 10 9 8 7 6 5 4 3 2 T T T T D D D
Ghast 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T T T T D D
Wraith - 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T T T T D
Mummy - - 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T T T T
Spectre - - - 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T T T
Vampire - - - - 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T T
Ghost - - - - - 20 19 17 15 12 10 9 8 7 6 5 4 3 2 T
Lich - - - - - - 20 19 17 15 12 10 9 8 7 6 5 4 3 2
Special - - - - - - - 20 19 17 15 12 10 9 8 7 6 5 4 3
FIGHTER

Table 30: Fighter Save Throw Bonus Progression By Level


- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +2 +2 +2 +1 +0 +0 +0
2 +2 +2 +2 +2 +0 +0 +0
3 +4 +4 +4 +2 +1 +1 +1
4 +4 +4 +4 +3 +1 +1 +1
5 +6 +6 +6 +3 +2 +2 +2
6 +6 +6 +6 +4 +2 +2 +2
7 +8 +8 +8 +4 +3 +3 +3
8 +8 +8 +8 +5 +3 +3 +3
9 +10 +10 +10 +5 +4 +4 +4
10 +10 +10 +10 +6 +4 +4 +4
11 +12 +12 +12 +6 +5 +5 +5
12 +12 +12 +12 +7 +5 +5 +5
13 +14 +14 +14 +7 +6 +6 +6
14 +14 +14 +14 +8 +6 +6 +6
15 +16 +16 +16 +8 +7 +7 +7
16 +16 +16 +16 +9 +7 +7 +7
17 +18 +18 +18 +9 +8 +8 +8
18 +18 +18 +18 +10 +8 +8 +8
19 +20 +20 +20 +10 +9 +9 +9
20 +20 +20 +20 +11 +9 +9 +9

What is a Fighter? You are a solider, a warrior, a student Favored Weapons: Any.
skilled in the art of fighting with weapons. Few can
General Skills: Acrobatics, bluff, climb, craft, discern motive,
match you in skill with a blade and you can comfortably diplomacy, fire making, force object, handle animals, hold
wear any kind of armor without it affecting your skills with breath, intimidate, jump, knowledge (dungeoneering,
your weapons. Your party’s weaker members rely on geography, and history), ride, and swim.
you for protection and your ability to deal damage at
close range is important for the team’s survival. But you
must never overlook the importance of range weapons Core Skills: The table above list the percent chance of
like the bow. The Fighter is the front-line defense for the success when using the core skills, you have access to, you
party and a good fighter knows when you back down make a core skill check by roll a d% (d100) if the result is less
from a fight to regroup and retreat. than or equal to the % written in the skills section for your level
you succeed. If you have access to a general skill that does
Lets get dangerous! the same thing as a core skill, you can choose which version
you want to use before making a skill check. A result of 00 and
Starting Character Class Features
0 (100) is always a failure on a core skill check.
Prime Ability: Strength Table 31: Break Object Core Skill Modifier by Material
Objects Break Objects Hardness
Starting Ability Score Adjustment: +1 to Strength, Dexterity, Material Modifier Damage Reduction
or Constitution. Paper or Cloth -2 0
Ice -3 0
Starting Hit Points: 10 + Constitution Modifier. Wood -5 2
Gold -3 1
Starting Weapon Proficiency Slots: 5 Slots. Silver -4 2
Leather or Hide -4 2
Starting Skill Points: 6 + Intelligence Modifier. Copper -5 2
Bronze -7 3
Starting Money: 5d4 x 10 gold pieces (50 – 200)
Platinum -6 3
Class Features Stone -10 5
Iron -15 4
Hit Points at Each Additional Level: 1d10 + Constitution Steel -15 5
Modifier until after 20th level then you gain 3 hit points per level. Mithril -20 8
Adamantine -25 10
Weapon Proficiency Slots at Higher Levels: 2 Slots at 2nd Star Iron -30 12
level and 2 additional slots every two levels afterwards. Moonsilver -25 10

Skill Points at Each Additional Level: 2 + Intelligence


Modifier. Break Objects: This core skill allows you to force a closed or
locked object (like a door or chest) open, bend bars, or break
Armor Proficiencies: Light, medium, and heavy armor, plus an object with brute force. Making a single break object check
shields. and completing a single attempt merely takes one action with
the exception of bending bars which takes a full round to
complete. You can make a break object check in an attempt to weapon only applies as long as you are within 60 feet of the
sunder a weapon in a person possession, make a attack roll creature you are attack. You can select another weapon to
against the object (10+ the modifier for object of its size [+1 for specialize in at 4th, 9th, and 12th level.
small, +2 for tiny, +3 for diminutive, +4 for fine] + the dexterity
modifier of the items possessor) on a successful hit make your
break object check, if you succeed on that check the damage
Attacks Per Turn: At 5th level, when you use a full-round
your weapon does ignores the first 2 points of hardness.
action to attack with a melee or range weapon you can attack
again with your main hand. During any time before, between,
or after attacks (this includes moving before attacking, between
Weapon Specialization: At 2nd level, your skill with a single each attack and after attacking), you may move up to your
weapon improves due to the shear amount of focused training movement speed provided within the limitation of character
you have done with the weapon. Choose one melee or range movement (see chapter 10). At 10th level and 15th level you
weapon that you have proficiency in to specialize with. When can make one additional attack per melee round with your
you make an attack with a weapon you have specialized in you main hand to a maximum of four attacks in one melee round at
gain a +1 bonus on attack rolls and a +2 bonus on damage 15th level.
rolls with that weapon, bonus on damage rolls with a range
Table 32: Fighter’s Experience Points Progression Table
Class Experience Points Attacks Proficiency Favored Weapon Break Objects
Level For Next Level Class Titles Class Features Per Round Bonus Bonus Core Skill
1 2,000 Warrior Core Skills 1 +1 +1 15%
2 4,000 Weapon Specialization 1 +1 +1 17%
3 8,000 Hero 1 +1 +2 19%
4 16,000 Weapon Specialization 1 +1 +2 21%
5 32,000 2 +2 +3 23%
6 64,000 Improved Weapon Specialization 2 +2 +3 25%
7 128,000 2 +2 +4 27%
8 256,000 2 +2 +4 29%
9 512,000 Lord / Lady Weapon Specialization 2 +3 +5 31%
10 712,000 Critical Hit 3 +3 +5 33%
11 912,000 3 +3 +6 35%
12 1,112,000 Weapon Specialization 3 +4 +6 37%
13 1,320,000 Dodge Roll 3 +4 +7 39%
14 1,520,000 Improved Weapon Specialization 3 +4 +7 41%
15 1,720,000 4 +5 +8 43%
16 1,920,000 Greater Weapon Specialization 4 +5 +8 45%
17 2,120,000 4 +5 +9 47%
18 2,320,000 4 +6 +9 49%
19 2,520,000 4 +6 +10 51%
20 2,720,000 Improved Critical 4 +6 +10 53%

Improved Weapon Specialization: At 6th level, your skills in a save vs. breath weapon against a DC equal to the attack roll of
weapon you have specialized with goes to even greater the creature that would have hit you. If you succeed on the
heights. Choose one weapon that you have selected for save, you must roll 5 feet in one direction (forward, left, or
weapon specialization while attacking with that weapon you right) stopping in a legal space (one not occupied with a
gain an additional +1 bonus on attack rolls and an additional creature of medium size or larger or a wall for example) and
+1 bonus to damage rolls giving you a +2 on attack rolls and you take no damage from the attack. This roll doesn’t provoke
+3 on damage rolls with that weapon. You can select another any attacks of opportunity. On a failed save, you still must roll 5
weapon that you have specialized in to improve your skills with feet in one direction, but you still take the damage from the
at 14th level. attack. At 15th level and every two levels afterward, you gain a
+1 bonus on your save vs. breath weapon, but only for the
dodge roll to a max of +5 at 23rd level.
Critical Hit: At 10th level, you’ve figured out how to make the
most of a lucky blow. When you attack with a weapon that you
have specialized in and roll a natural 20 (roll a 20 without Greater Weapon Specializations: At 16th level, your skills
including any modifier), you deal the maximum possible with one of your specialized weapons increase to maximum.
damage with that weapon (This doesn’t include extra damage Choose one weapon that you have selected for improved
from sneak attack, weapons with the frost property, or anything weapon specialization while attacking with that weapon you
of the like). Range weapons only deal maximum damage from gain an additional +1 to attack and damage rolls giving you a
this ability as long as you are within 60 feet of the creature you +3 on attack rolls and a +4 on damage rolls with that weapon.
are attacking.

Improved Critical: At 20th level, you have learned how to


Dodge Roll: At 13th level, you learned how to evade the make a lucky blow more often. When you make a attack roll
attacks of nearby creatures with a fancy roll. When a creature with a weapon you are specialized in and roll a natural 20 or
within 30 feet of you that is hostile to you succeed on an attack natural 19 you deal a critical hit to that creature.
roll that would hit you, you can use your reaction to make a
Hit Points at Each Additional Level: 1d4 + Constitution
Modifier until after 20th level then you gain 1 hit point per level.
MAGIC-USER
Weapon Proficiency Slots at higher Levels: 1 Slot at 6th
Starting Character Class Features level and 1 additional slot every six levels afterwards.

Prime Ability: Intelligence Skill Points at Each Additional Level: 4 + Intelligence


Modifier.
Starting Ability Score Adjustment: +1 to Dexterity,
Constitution, or Intelligence. Armor Proficiencies: None.

Starting Hit Points: 4 + Constitution Modifier. Favored Weapons: Club, dagger, dart, hand crossbow, heavy
crossbow, light crossbow, and quarterstaff.
Starting Weapon Proficiency Slots: 1 Slot.
General Skills: Bluff, concentration, craft, diplomacy, fire
Starting Skill Points: 8 + Intelligence Modifier. making, hold breath, intimidate, jump, knowledge (arcane,
dungeoneering, and history), spellcraft, swim, and use magic
Starting Money: 3d4 x 10 gold pieces (30 – 120)
devices.
Class Features

Table 34: Magic-User Save Throw Bonus Progression By Level


- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +0 +0 +0 +1 +2 +0 +2
2 +0 +0 +0 +2 +2 +0 +2
3 +1 +1 +1 +2 +4 +1 +4
4 +1 +1 +1 +3 +4 +1 +4
5 +2 +2 +2 +3 +6 +2 +6
6 +2 +2 +2 +4 +6 +2 +6
7 +3 +3 +3 +4 +8 +3 +8
8 +3 +3 +3 +5 +8 +3 +8
9 +4 +4 +4 +5 +10 +4 +10
10 +4 +4 +4 +6 +10 +4 +10
11 +5 +5 +5 +6 +12 +5 +12
12 +5 +5 +5 +7 +12 +5 +12
13 +6 +6 +6 +7 +14 +6 +14
14 +6 +6 +6 +8 +14 +6 +14
15 +7 +7 +7 +8 +16 +7 +16
16 +7 +7 +7 +9 +16 +7 +16
17 +8 +8 +8 +9 +18 +8 +18
18 +8 +8 +8 +10 +18 +8 +18
19 +9 +9 +9 +10 +20 +9 +20
20 +9 +9 +9 +11 +20 +9 +20

Table 35: Magic-User’s Hours of Rest Needed to Regain Lost Spell Slots
Hours of Rest 2 4 6 8 10 or more
Highest Level Spell Slots Regained 0 -2nd 3rd -4th 5th -6th 7th – 8th 9th

Arcane Spellcasting: You cast you spell using the arcane begin studying their spell book and the time it takes to prepare
energies of the universe by understanding the fundamentals you spells is 15 minutes per level of the highest level spell slot
from which it operates. You use formulas and exact scientific you are preparing (minimum of 15 minutes), preparing up to 9th
methods to understand the fundamental laws of the universe level spells would require you to study for 2 hours and 15
needed to cast you spells, they are precise and take time to minutes. Elves and drow only need 4 hours of trances before
prepare, but are absolutely effective. When casting your studying spells of 8th level or lower as it provided the benefits
magic-user spells or using a class ability that requires you to of 8 hours of sleep, while eladrin only need 2 hours of sleep
use your spellcasting ability you use your intelligence as your before preparing 8th level or lower spells as they gain the
spellcasting ability. The DC of spells you cast as a magic-user benefits of 8 hours of sleep for every 2 hours of trance.
is equal to 10 + your intelligence modifier + your proficiency
bonus. When you cast a spell that requires you to make an A magic-user must choose which spell in their spell book
attack roll you add your intelligence modifier in addition to the they have prepared to cast for each spell slot they have access
appropriate ability (strength for melee and dexterity for range) to. A magic-user can prepare a spell from a scroll, but doing so
uses the scroll up. A lower level spell can be prepared into a
Preparing Spells: You have a limited number of spell slots higher-level spell slot, which may augment the effect of the
per day that you can use to cast your spells; however, a magic- spell, but a higher-level spell can never be prepare into a lower
user must prepare the spells they wish to cast ahead of time level spell slot. When you want to cast a spell, you must
before they can cast them. A magic-user prepares their spells choose the spell slot that holds the prepare spell you wish to
by studying their spell book, memorizing the formulas and cast, which depletes the energy from the spell slot and wipes
components of the spell they wish to prepare in each spell slot. the spell from your mind until you have a chance to study it
A magic-user needs to rest a number of hours dependent on again. The amount of time you must study to prepare your
the highest level spell they wish to regain before they can
spells is decreased by 10 minutes times your positive Spell book: During your time as an apprentice, your
intelligence modifier if any. master gave you a spell book. Inside this spell book, you have
recorded your spells that you have learned. You start out with
Cantrips: As part of your training to learn the arcane read magic and 4 + your Intelligence modifier 1st level spells of
arts, you were taught simple 0-level spells called cantrips. your choice that you know drawn from the magic-user’s spell
These spells must be prepared just like your other spells do; list. At each level, you gain one additional spell of your choice
however, they are simple enough that you do not need to have of any spell level you can cast; including cantrips. You can also
them written down in your spell book to prepare them. You add spells from scrolls and another magic-user’s spell book to
know four cantrips of your choice. See the spells per day chart your own.
for the number of cantrip spell slots you have.

Table 36: Magic-User’s Experience Points Progression Table


Class Experience Points Proficiency Favored Weapon Craft Magical Item
Level For Next Level Class Titles Bonus Bonus Core Skill Modifier
1 2,500 Prestidigitator +1 +0 +0%
2 5,000 Theurgist +1 +1 +1%
3 10,000 Thaumaturgist +1 +1 +3%
4 20,000 +1 +1 +6%
5 40,000 Magician +2 +1 +10%
6 80,000 +2 +2 +15%
7 160,000 Wizard +2 +2 +21%
8 320,000 Mage +2 +2 +28%
9 640,000 Magi/ Maga +3 +2 +29%
10 890,000 +3 +3 +31%
11 1,140,000 +3 +3 +32%
12 1,390,000 +4 +3 +34%
13 1,640,000 +4 +3 +35%
14 1,890,000 +4 +4 +37%
15 2,140,000 +5 +4 +38%
16 2,390,000 +5 +4 +40%
17 2,640,000 Arch Magi/ Arch Maga +5 +4 +41%
18 2,890,000 +6 +5 +43%
19 3,140,000 +6 +5 +44%
20 3,390,000 +6 +5 +46%

Core Skills: The table on the next page list the percent chance The time it takes to create an item is dependent on the
of success when using the core skills, you have access to, you type of magical items, creating a scroll or potion takes less
make a core skill check by roll a d% (d100) if the result is less time than making a magical sword or a pair of boots of elven
than or equal to the % written in the skills section for your level kind. The kind of magical items you can create are Scrolls,
you succeed. If you have access to a general skill that does Potion, Wands, Rods, Staff, Magical Weapons, Magical Armor,
the same thing as a core skill, you can choose which version Wondrous Items, and Artifacts. A failure on the check indicates
you want to use before you make a skill check. A result of 00 you botched your attempt to enchant the item, wasting all
and 0 (100) is always a failure on a core skill check. expended materials, items like wands, staves, rods, magical
weapons, magical armor, and wondrous items have a 50%
chance of being destroyed by the failed attempt at enchanting
Table 37: Craft Magical Items Core Skill Time and % Chance
them, while artifacts have a 99% chance of being destroyed on
Type of Time Required Base % Chance a failed attempt to enchant them (Potions and scrolls are
Magical Item To Craft To Succeed always destroyed on a failed attempt). You make the Craft
Scrolls 1 hour per spell Level 60% Magical Items check at the end of the time determined with the
Potions 1d4 +1 hours 45% table below to see if you succeeded.
Wands/ Staffs 2d4 +3 days 40%
Rods 1d6 +1 weeks 35%
Magical Weapons 2d4 weeks 32%
Magical Armor 2d6 +3 weeks 30% Augment Spell: At 2nd level, you have learned how to
Wondrous Items 2d8 +1 months 25% Augment the spells you are casting. The kind of augmentation
Artifacts 2d4 +1 Years 1% you can do to the spell is dependent on your level of
experience as a magic-user and the effects of your
augmentation can cause a spell to take longer to cast. At 2nd
Craft Magical Items: You can spend time crafting magical level you learn to cast a spell quietly, making it harder for
items of various types, each magical item created takes creatures to notice you casting spells with verbal components.
component and resources to make based on the total value of At 5th level you learn how to cast a spell while remaining still,
the magical item being created. Some items like scrolls are making it harder to notice you casting spells with a somatic
simple and created with just the process of enchanting, while components. At 10th level you learn how to cast two spells
others like creating magical swords and armor requires the use within the same melee round with a spellcasting art called dual
of the general skill craft to craft the item itself before or during cast. See below for more details on augmenting spells.
enchanting it, you yourself don’t have to be the one crafting the
item you are enchanting, but the person crafting the item must Quiet: At 2nd level, you can cast a spell with a verbal
be present during the process. component without speaking. Doing so causes the spell you
are casting to take 1 additional segment to cast a quiet spell. point, targeting the same creature with one hand or two
This allows you to cast a spell in an area of magical silence. separate creatures with two hands, but if the either spell
requires you to use a material component or focus, you must
Still: At 5th level, you can cast a spell with a somatic be able to hold the components in your hands with the number
component without performing any hand or body gestures of fingers you have let. Dual casting spells combine the casting
normally needed to cast the spell. If a spell requires you to time of each spell you are casting and neither spell takes effect
point (like fireball) or put two hands together with fingers until the beginning of the segment after the combined casting
spread wide (like burning hands), you must still do so as this is time ends. Thus, you can cast the 1st level spell diminish with
required to use the spell but creatures won’t know you have its casting time of 1 segment and the cantrip exterminate with
cast the spell until you do the necessary pointing or etc. its casting time 1/6th of the segment in 2 segments, with both
Casting a still spell causes the spell to take 2 additional spells taking effect in the beginning of the 3rd segment. Dual
segments to cast the spell. Casting spells takes a full-round action even though the spells
are being cast during that melee round.
Dual Cast: At 10th level, you can cast up to two spells within a
single melee round without having to rest in between casting You can combine multiple spell augmentation; you
spell like you do with casting spells normally. You can cast any combined all altered casting time effects when determining
two spells provided they don’t require you to do two different how long it takes to cast the spell. If you cast magic missiles,
gestures that you do not have the number of hands to perform, you can cast it both still and quiet making its normal 1 segment
you cannot dual cast fireball and burning hands for example as casting time become 4 segments or 24 seconds to cast.
one requires you to point at a creature, while the other has you
putting two hands together with fingers spread wide and thumb
tips touching. You could cast two spells that require you to
Table 38: Magic-User’s Class Abilities and Spell Progression Table
Class Generalist Magic-user - Spells Per Day -
Level Class Features Class Features 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 Arcane Spellcasting, Core Skills 2 1 - - - - - - - -
2 Augment Spell: Quiet 2 1 1 - - - - - - -
3 2 2 1 - - - - - - -
4 3 2 2 - - - - - - -
5 Augment Spell: Still 3 3 2 1 - - - - - -
6 3 3 3 1 - - - - - -
7 4 4 3 2 - - - - - -
8 4 4 4 2 1 - - - - -
9 4 5 4 3 1 - - - - -
10 Augment Spell: Dual Cast 4 5 5 3 2 - - - - -
11 School Specialization or Generalization Cantrip Mastery 5 6 5 4 2 1 - - - -
12 Spell Mastery 5 6 6 4 3 1 - - - -
13 5 7 6 5 3 2 - - - -
14 5 7 7 5 4 2 1 - - -
15 Empowered Spell 5 7 7 6 4 3 1 - - -
16 6 7 7 6 5 3 2 1 - -
17 6 7 7 7 5 4 2 2 1 -
18 Signature Spell 6 7 7 7 6 4 3 2 2 1
19 6 7 7 7 6 5 3 3 2 2
20 Maximized Spell 7 7 7 7 7 5 4 3 3 3
21 7 7 7 7 7 5 4 3 3 3
22 7 7 7 7 7 6 5 4 3 3
23 7 7 7 7 7 6 5 4 4 4
24 7 8 7 7 7 6 5 4 4 4
25 Spell Affinity 8 8 8 7 7 7 6 5 4 4
26 8 8 8 7 7 7 6 5 5 5
27 8 8 8 8 7 7 6 5 5 5
28 8 8 8 8 7 7 7 6 5 5
29 9 8 8 8 8 7 7 6 6 6
30 Limit Break 9 9 8 8 8 7 7 6 6 6

School Specialization: At 11th level, your study of magic has A magic-user who specializes in a school of magic gain a title
progressed so far that you can choose to specialize in one appropriate for his or her school; see the table below for more
school of magic or continue to generalize with your studies. A details. Once the specialist gains a high enough level to use
magic-user who wishes to specialize must choose one of the the title of Arch Magi or Arch Maga, they then must be referred
fallowing schools of magic: Abjuration, Alteration, Conjuration, to with the Arch when calling them by the specialization title.
Divination, Enchantment, Evocation, Illusion, or Necromancy.
Specialization Bonuses: A magic-user who specializes in every level after 11th that they gain they automatically gain one
a school of magic gain a +2 bonus on their save throws against additional spell of any spell level they cast from their
spells and magical effect of the school of magic they specialize specialized school in addition to their normal one spell.
in, spells from their specialized school that they cast have a Specialist also have an additional spell list for each school
spell save DC two points higher, when learning a spell from a which can change the spell level of some spell treating all
scroll or another spell book that comes from their specialized spells they know from that list with their new spell levels
school they gain a +25% bonus on their learn spell check, and instead of the normal magic-user list. Specialist magic-users
gain bonus spell slots as they level up which can only be used creatures and that has that number of damage or healing
to prepare spell from the school they specialize in (see the expressed as a number of dice (1d6 point of fire damage per
chart on the next page from more information). level, for example), you may choose to maximize the spell. A
spell that is maximized deal the maximum number of damage
Table 39: Specialist Magic-User Bonus Spells Table or heal the maximum amount that it possible can. A fireball
Class Specialist Magic-User Bonus School Spell Slots
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
spell casted by a 20th level magic-user would normally deal
11 1 - - - - - - - - 10d6 points of fire damage, but a maximized fireball deal 60
12 2 - - - - - - - - points of damage on a failed save and 30 points on a
13 2 1 - - - - - - - successful save. You can have a spell both Empowered and
14 3 2 - - - - - - - Maximized (the fireball spell from before would deal 90 points
15 3 2 1 - - - - - - of fire damage if it was both empowered and maximized).
16 4 3 2 - - - - - -
17 4 3 2 1 - - - - - Spell Affinity: Generalist magic-users who reach 25th
18 5 4 3 2 - - - - - level develop an affinity for certain types of spells, you know
19 5 4 3 2 1 - - - - how to get the most use out of spells that you have an affinity
20 5 5 4 3 2 - - - - with. Choose one of the fallowing categories of spells: Combat,
21 5 5 4 3 2 1 - - - Buff, Status, or Utility. When you cast a spell of the category
22 5 5 5 4 3 2 - - - you have chosen to have your affinity with its affects is
23 5 5 5 4 3 2 1 - - augmented in accordance with the category of Spell it is.
24 5 5 5 5 4 3 2 - -
25 5 5 5 5 4 3 2 1 - Combat spells have their range, duration (when it
26 5 5 5 5 5 4 3 2 - does not have a duration of instantaneous) doubled, and the
27 5 5 5 5 5 4 3 2 1 damage it deals increases by 20%.
28 5 5 5 5 5 5 4 3 2
29 5 5 5 5 5 5 4 3 2 Buff spells have their range, duration doubled, buff
30 5 5 5 5 5 5 5 4 3 spells the provided bonuses to ability score, attack rolls,
damage rolls, armor class, and saving throw have their
bonuses doubled while bluff spells that heal damage have the
Generalization Bonuses: A magic-user who decided to amount healed increases by 20% (reverse of healing spells are
continue to study magic how they already were do not gain any also affected in the same manner if possible). Buff spells that
of the bonuses that specialist do, but they do gain new special grant spell, magic, or energy resistance provide 50% more
abilities learned from their general studies as they gain in level resistance then they would normally provide.
as well as eventual learn how to create spells of a level beyond
the normal 9th level spells. They also learn one additional spell Status spell have their range, duration, and penalties
of any spell level they can cast every time they gain a new to affected targets doubled; Status spells that causes the target
level that they know in addition to their normal one spell. to fall under a special condition (charm, sleep, poisoned, etc.)
have any save throws the target makes at a -1 penalty for
Table 40: Specialist Magic-User Titles
School of Magic Male Title Female Title every 8 levels the caster possesses to a maximum of -10.
Abjuration Abjurer Abjuress
Alteration Transmuter Alteress Utility spells have their range and duration doubled, if
Conjuration Conjurer Summoner the utility spell has an effect that increase by the level of the
Divination Diviner Seerer caster the effectiveness of that effect is increased by 50%.
Enchantment Enchanter Enchantress Once you have chosen the category of spell to have an affinity
Invocation Evoker Channeler with you cannot change it. Spell affinity stack with empowered
Illusion Illusionist/ Shade Illusionist/ Spectress spell and maximize spell abilities when possible.
Necromancy Necromancer Necromancer
Limit Break: Generalist magic-users who have
reached the 30th level have discovered the most hidden secret
Cantrip Mastery: Generalist magic-users have through of magic, the unbelievable power that is the ultimate level of
extensive practice mastered the use of their cantrip spells so magic. Spells so powerful and epic that they go beyond the
thoroughly that can cast their 0-level spells as often as they limit of what 9th level spells can do, they’ve learned the
wish. When you have a cantrip prepared in a 0-level spell slot forbidden art, the final level of spells; 10th level spells. You
casting the spell does not expand the energies in the spell slot have reached an understanding of magic so deep and
and you can cast any of those prepare cantrip at will as often profound that you realize that you can cast spells of 10th level.
as you want as long as they are prepared. Whenever you gain a level (starting with 30th level) you can
add 10th level spells from the magic-user’s spell list to your
Empowered Spell: Generalist magic-users once they spell book, you may also learn them from scroll or spell book
reach 15th level, learn how to improve the effectiveness of their that you may find. You also gain access to one 10th level spell
spell, especial offensive spells. Once per day, when you cast a slot which you can prepare a 10th level spell in or use it to
spell, you may choose to empower the spell. An empowered prepare a spell of a lower level.
spell has its range, duration, damage, and healing increases
by 50% (spells that cause damage or heals creature uses the
highest possible value they could deal for a caster of that level,
a 3rd level fireball spell casted by a 17th level magic-user would Spell Mastery: At 12th level, your mastery of lower level spells
normally deal 10d6 points of fire damage. If the fireball spell has reached its peak. Select two spells of 1st and/or 2nd level
was empowered it would deal 10d6 +30 points of fire damage.). magic-user spells that you know. You can cast those spells at
their base level at will when you have them prepare in the
Maximize Spell: Generalist magic-users once they proper level spell slot without using up the spell slot. You may
reach 20th level learn how to maximize the damage or healing still cast them in a higher-level spell slot but doing so uses up
potential of a spell they cast. Once per day, when you cast a the spell slot as normal. Selecting a spell with a reverse
damage dealing spell or a spell that heals one or more doesn’t let you cast the spell’s reverse at base level and not
use up the spell slot. Normal and reverse versions of spells
must be selected individually.

By spending 8 hours in study, you can change one or both


spell to a new spell of 1st or 2nd level.

Signature Spell: At 18th level, you have practiced and


developed a great skill with a spell that has become your
signature spell. People will often recognize you just from your
use of this spell alone. Choose a magic-user spell with a spell
level of 1 + 1/3 your magic-user level that you know as your
signature spell, the spell can be casted once per day without
using a spell slot at its base spell level and you can
spontaneously give up a unused spell slot (prepared or not as
long as the spell slot is of the minimum proper level and has
not been used to cast a spell) to cast your signature spell. Also,
you are so familiar with your signature spell that you do not
need your spell book to prepare the spell and you can make
small changes to the design of the spell: You can change the
color of the spells effect (for instance, you can make your
burning hands spell fire green flames); alter the delivery of a
spell from touch to a ray or line of sight with a range no greater
than 15 feet, cone to a line (a cone turned into a line has its
width reduced to 5 feet and its length doubled) or a line to a
cone (a line turned into a cone has its length reduced by halve
and its width equal to its length); change the spells somatic
component to a specific movement or require to look at a
target; or change the shape of the effect (for example make the
armor spell take a specific armor shape or have your magic
missile spell, spell out your name on impact).

You can change your signature spell by spending one


month studying your new signature spell. You must choose
what design changes your signature spell has upon choosing
the spell.
Hit Points at Each Additional Level: 1d4 + Constitution
Modifier until after 20th level then you gain 1 hit point per level.
PSIONICIST
Weapon Proficiency Slots at Higher Levels: 1 slot at 5th
Starting Character Class Features level and 1 additional slot every five levels afterwards.

Prime Ability: Intelligence Skill Points at Each Additional Level: 4 + Intelligence


Modifier.
Starting Ability Score Adjustment: +1 to Wisdom,
Intelligence, or Charisma. Armor Proficiencies: None.

Starting Hit Points: 8 + Constitution Modifier. Favored Weapons: Club, dagger, dart, hand crossbow, heavy
crossbow, light crossbow, long sword, short sword, scimitar,
Starting Weapon Proficiency Slots: 3 Slots. and quarterstaff.
Starting Skill Points: 8 + Intelligence Modifier. General Skills: Bluff, concentration, craft, diplomacy, fire
making, hold breath, intimidate, jump, knowledge (arcane,
Starting Money: 3d4 x 10 gold pieces (30 – 120)
divine, dungeoneering, history, nature, and planes), sense
Class Features motive, spellcraft, swim, and use magic devices.

Psionicist Save Throw Bonus Progression By Level


- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +0 +0 +1 +0 +0 +2 +2
2 +0 +0 +2 +0 +0 +2 +2
3 +1 +1 +2 +1 +1 +4 +4
4 +1 +1 +3 +1 +1 +4 +4
5 +2 +2 +3 +2 +2 +6 +6
6 +2 +2 +4 +2 +2 +6 +6
7 +3 +3 +4 +3 +3 +8 +8
8 +3 +3 +5 +3 +3 +8 +8
9 +4 +4 +5 +4 +4 +10 +10
10 +4 +4 +6 +4 +4 +10 +10
11 +5 +5 +6 +5 +5 +12 +12
12 +5 +5 +7 +5 +5 +12 +12
13 +6 +6 +7 +6 +6 +14 +14
14 +6 +6 +8 +6 +6 +14 +14
15 +7 +7 +8 +7 +7 +16 +16
16 +7 +7 +9 +7 +7 +16 +16
17 +8 +8 +9 +8 +8 +18 +18
18 +8 +8 +10 +8 +8 +18 +18
19 +9 +9 +10 +9 +9 +20 +20
20 +9 +9 +11 +9 +9 +20 +20

Psionicist’s Experience Points Progression Table


Class Experience Points Proficiency Favored Weapon Core Skill Core Skill
Level For Next Level Class Titles Bonus Bonus Defense Modes Progression
1 2,850 Gifted +1 +0 Mind Blank 25%
2 5,700 +1 +1 28%
3 11,400 Psychic +1 +1 Thought Shield 32%
4 22,800 +1 +1 37%
5 45,600 +2 +1 Mental Barrier 43%
6 91,200 +2 +1 50%
7 182,400 +2 +2 58%
8 364,800 +2 +2 67%
9 729,600 Psionicist +3 +2 Intellect Fortress 77%
10 1,014,600 +3 +2 79%
11 1,300,000 Adept Psionicist +3 +2 82%
12 1,585,000 +4 +3 86%
13 1,870,000 Advance Psionicist +4 +3 91%
14 2,155,000 +4 +3 93%
15 2,440,000 Master Psionicist +5 +3 Tower of Iron Will 95%
16 2,725,000 +5 +3 96%
17 3,010,000 +5 +4 97%
18 3,295,000 +6 +4 98%
19 3,580,000 +6 +4 99%
20 3,865,000 +6 +4 99%
Psionic Powers: You have spent years training your mind to Power Points in the last hour you regain a number of Power
tap into its hidden true potential, capable of bending the wills of Points equal to one-third your intelligence score rounded to the
other to your own or even alter the nature of the very fabric of nearest whole number.
space to your needs with the power of your mind there is much
you can accomplish. You don’t really cast these powers like Power Levels: Psionic Powers much like spells are
spellcaster do with their spell, instead the desired effect is graded into levels based on their scale of power, more
manifest by the force of your will power as such your target powerful Psionic Powers are of a higher level and are typically
saves throw is save vs. Psionics unless they give a particular harder to learn and uses. In order to learn and manifest
save throw in their description. The DC of your psionic powers Powers of higher levels you need to gain skill and mastery by
is 10 + your charisma modifier + proficiency bonus. When you gaining levels as a Psionicist and have a sufficiently high
manifest a power that requires an attack roll you add your enough Intelligence to manifest Powers of that level. Any
charisma modifier to the attack roll. creature with at least 9 Intelligence can manifest up to 4th level
Powers, but in order to manifest higher level Powers you will
Power Points: You manifest your Psionic Powers by need a higher Intelligence score.
spending mental energy in the form of Power Points; you get a
set amount of Power Points based on your level as a Psionicist Disciplines: Disciplines are split into three category
with bonus Power Point for having high Intelligence. You based on the difficulty learning them, how much effect they
regain Power Points when you rest for at least 8 hours, you have on physical reality outside the psionicist’s own body, and
regain a number of Power Points equal to your intelligence the drain they exert on the user. There is a limit on how many
score times your Psionicist level or twice that if you rest for a disciplines a Psionicist can know at any given time.
full 24 hours straight. As long as you do not have a Psionic
Power active or have used a Psionic ability that consumes

Psionicist’s Class Features and Psionic Disciplines Progression Table


Class Power Maximum Disciplines Known Psionic Attack
Level Class Features Points Power Level Minor Major Greater Modes
1 Psionic Powers, Core Skill 12 1st 2 - - -
2 Psionic Attack Modes 20 1st 3 - - Psionic Blast
3 25 2nd 4 - -
4 32 2nd 5 - -
5 40 3rd 6 - - Mind Thrust
6 49 3rd 7 - -
7 56 4th 8 - -
8 64 4th 9 - -
9 70 5th 10 - - Ego Whip
10 77 5th 11 1 -
11 83 6th 12 2 -
12 90 6th 13 3 - Id Insinuation
13 95 7th 14 4 -
14 100 7th 15 5 -
15 110 8th 16 6 1 Psychic Crush
16 120 8th 17 7 2
17 Psionic Empowering Grade 1 140 9th 18 8 3
18 Psionic Empowering Grade 2 160 9th 19 9 4
19 Psionic Empowering Grade 3 180 9th 20 10 5
20 Super Psionicist 200 9th 21 11 6

Core Skills: Table list the percent chance of success when Intellect Fortress Core Skill Save Bonus
using the core skills you have access to, you make a core skill Skill Check Save vs Psionic
check by rolling a d% (d100) if the result is less than or equal Results Bonus
to the % written in the skills section for your level you succeed. Succeeded by Base% - 9% +2
If you have access to a general skill that does the same as a Succeeded by 10 – 19% +3
core skill, you can choose which version you want to use Succeeded by 20 - 29% +4
before making a skill check. A result of 00 and 0 (100) is Succeeded by 30 – 39% +5
always a failure on a core skill check. Succeeded by 40 - 49% +6

Intellect Fortress: Using a free action you


use your ego and super ego to create a psionic barrier that Mental Barrier: This defense mode creates a mental
protect all creatures within a 10 feet radius around you, wall of carefully built thoughts through repetition which exposes
including yourself. On a successful skill check all creatures only a small are of the mind. As a free action you can create a
within a 10 feet radius of your gain a Psionic Mental Class of mental barrier around your mind to protect you from outside
12 + your charisma modifier. Depending on the result of your psionic attacks. On a successful core skill check your Psionic
roll they also gain a bonus on save vs psionic. It cost 8 power Mental Class increases to 18 + your charisma modifier and you
points to use Intellect Fortress and 8 additional power points at gain a +10 bonus on save vs psionics. It costs 3 power point to
the start of each melee round to maintain the Intellect Fortress. create a mental barrier and another 3 power points at the start
You cannot use this in conjunction with mental barrier, mind
of each melee round to maintain the mental barrier. You
blank, or tower of iron will.
cannot use this in conjunction with mind blank, intellect fortress, Tower of Iron Will: As a swift action you can build a 3
Tower of Iron Will, or thought shield. This psionic defense feet radius area around you that is protected from psionic
mode requires the Psionicist to focus on maintaining it and attacks by your powerful super-ego. On a successful roll all
requires you to make a concentration check when using spells creatures within this area gains a +10 bonus on saves vs
or psionic disciplines that require the user to maintain psionics and a +5 bonus on saving throws vs spells against all
concentration. illusions. Charmed creatures within this area or that move into
the area automatically get another save vs. charm regardless
of their intelligence, each creature can only get this second
saving throw once per use of tower of iron will. Roll your
Mind Blank: As a reaction you can attempt to hide
defense mode core skill check when you use tower of iron will
your mind from psionic attacks by making parts of it
your result determines the Psionic Mental class for each
unidentifiable. When you use mink blank roll your defense
creature in the area (creatures add their own Charisma
mode core skill on a successful roll your Psionic Mental Class
modifier to their Psionic Mental class, not yours).
become 11 + your charisma modifier and you gain a +2 on
your saving throws vs. psionics and illusion spells. Moreover, Table : Tower of Iron Will Psionic Mental Class
the Psionicist automatically get a save against any illusion spell Skill Check Psionic Mental
they see or hear as if they disbelieve it as mind blank protects Result Class
their mind from the full effect of the illusion. This also works Succeeded by Base % - 10% 15 + Charisma Modifier
again supernatural effect and the effects of magical items that Succeeded by 11 – 30% 16 + Charisma Modifier
create illusions. Using mind blank costs 1 power point and an Succeeded by 31 – 40% 17 + Charisma Modifier
additional 1 power point each melee round you wish to Succeeded by 41 – 50% 18 + Charisma Modifier
maintain it. This defense mode cannot be used in conjunction Succeeded by 51 – 60% 19 + Charisma Modifier
with intellect fortress, mental barrier, or thought shield.

Psionic Attack Modes: At 2nd level, you learn how to assault


the minds of other creatures directly using an attack mode.
Thought Shield: Using a free action you can attempt You gain more powerful attack modes as you gain levels.
to create a cloak around your mind, this skill can only be used
on yourself. On a successful roll, you are immune to the effects Psionic Blast: At 2nd level, you learn how to assault
of detect thoughts and ESP, you gain a +4 bonus on save vs the minds of creatures with waves of mental force as a action
spells against illusion spells or effects the create a illusion, causing the mind within the psionic blasts range to experience
an intense mental shock alike to a “stunning news” to the
moreover you automatically get a saving throw against illusions
creature’s mind, this attack affects both psionically endowed
you can see or hear as if you were attempting to disbelieve it, if
and non-psionically endowed creatures. As an action you can
struck with a psionic attack mode you take half damage on a create a cone-shaped wave of force that 20 feet wide and 60
failed save and no damage on a successful save. If you roll feet long (the cones source point always fills an area of 5 feet
lower than base % you gain a bonus on save throws against regardless of the size of the creature), this attack last for 1
psionics and your Psionic Mental class increases, see table segment. All creatures within the area of the psionic blast must
below. It cost 2 power points to use thought shield and 2 make a save vs. psionics. Psionically endowed creatures who
additional power point at the start of each melee round to fail their saving throw suffers from one of the condition listed
maintain the thought shield, outside of active combat the below and takes 1d4 points of temporary charisma damage
thought shield only consumes 2 power points each hour you and 1d6 points of psionic damage + 1d6 additional points of
wish to maintain it for. You cannot use this in conjunction with psionic damage for every two psionicist level the manifester
mental barrier or mind blank. has past 2nd level. Non-psionically endowed creatures who fail
their saving throw take 2d4 points of temporary charisma
damage and suffer 2d6 points of psionic damage + 1d6
additional points of psionic damage for every two level past 2nd
Thought Shield Core Skill Save bonus and Psionic Defense level the manifester has, worse if the creature isn’t protected
Skill Save vs Psionic by a defense mode, they automatically suffer one of the effects
Check Psionic Mental below. Creatures protected by a defense mode only suffer
Results Bonus Class charisma and hit point damage, but psionicist protected by a
Succeeded by Base % - 9% +0 10 + Charisma modifier defense mode lose a number of power point equal to the
Succeeded by 10 - 19% +1 11 + Charisma modifier psionic damage they took. Creatures who succeed on their
Succeeded by 20 - 29% +2 12 + Charisma modifier
saving throw are unaffected by this attack mode completely.
Succeeded by 30 - 39% +3 13 + Charisma modifier
Psionic blast cost 20 power points to use.
Succeeded by 40 - 49% +4 14 + Charisma modifier
Succeeded by 50 – 59% +5 15 + Charisma modifier
Succeeded by 60+ % +6 16 + Charisma modifier
Table : The effects of Psionic Blast of creature
Creatures
Total Combined
Intelligence, Wisdom, Unprotected Psionically Unprotected Non-Psionically
and Charisma Endowed Creatures Endowed Creatures
0–5 The creature is killed and loses all psionic The creature immediately dies.
abilities if raised from the dead.
6–9 The creature falls unconscious into a coma for The creature falls unconscious into a coma for 2d6
1d4 weeks. days
10 – 13 The creature loses 2d6 points of intelligence The creatures fall unconscious and sleeps for 5d4
permanently and all psionic abilities are lost times 10 minutes.
forever.
14 – 17 The creatures mind becomes dominated by the The creature stunned for 2d4 conflicts and cannot take
manifester for 2d4 weeks (a save vs compulsion any actions.
must be made at the end of the 2d4 weeks in
order for the domination to end).
18 – 21 The creature loses the ability to use one attack The creature is confused as if by the spell confuse for
mode, defense mode, or psionic discipline for 1d4 conflicts.
1d2 years.
22 – 25 The creature is dazed for 1d4 times 10 minutes. The creature becomes enraged for 2d4 minutes and
attack (either by weapon, spell, or other means) any
nearby creatures starting with the closest creature.
The creature automatically fails any saving throws and
creatures attacking it use its flat-footed armor class.
26 – 29 The creature is confused for 2d4 minutes as if by The creature acts as if it is under the effects of a fear
the confuse spell and they cannot use any spell casted by a 4th level magic-user for 2d4 minutes.
psionics.
30 – 33 The creatures mind becomes scrambled and The creature becomes under the effect of a
becomes sexually attracted to the first creature it feeblemind spell and the effects last until a heal,
sees regardless of gender. The focus of its restoration, or wish spell is used on the creature.
attention can make requests of it as if it was
under the charm person spell, this lasts for 2d4
days.
34 – 35 The creature brain loses track of sensory data The creature becomes permanently insane until a
and the creature randomly loses one sense: heal, restoration, or wish spell has been casted on it.
sight, hearing, or touch for 1d4 minute. The creature suffers from two types of insanity
determined at random.
36 – 37 The creature’s mind is stunned by the psionic The creature becomes temporary insane for 2d6 week.
blast and cannot use any psionic abilities for 1d3 The creature suffers from two types of insanity
minutes/ determined at random.
38 and up The creature loses the ability to use one attack The creature becomes mildly insane for 1d4 weeks.
or defense mode, or one psionic discipline for The creature suffers from one type of insanity
1d4 minutes. determined at random/

Mind Thrust: At 5th level, you can as an action preform creature get a save vs compulsion against any commands that
a stabbing psionic attack that causes a short in the synapses are suicidal or against its nature, on a successful save it takes
of the targets brain. The psionicist targets one creature within no actions until a new command is given or the domination
90 feet of them and must make an attack roll against the ends. Ego Whip cost 7 power points to use.
creature’s psionic mental class. On a successful attack roll, the
creature takes 1d8 points of psionic damage for every four Id Insinuation: At 12th level, you can as an action use
psionicist levels the manifester possesses and must make a your mind to render loose the subconscious mind of all
save vs psionics or take 1d4 points of temporary intelligence creatures within range causing it to attack their super-ego. This
damage and 1d4 points of temporary wisdom damage. On a attack mode has a range of 180 feet, the psionicist choose one
natural roll of 20 the creature twice the number of ability score 2 square foot area within range. All creatures within that area
lose. If the creature succeeds on its saving throw it resists all must make a save vs psionic or take 3d6 + the defending
the ability score damage. Mind thrust costs 4 power points to creatures intelligence modifier points of temporary charisma
use and takes 2 segments to take effect. damage. On a successful save the creature takes 1d6 + their
intelligence modifier points of temporary charisma damage. Id
Ego Whip: At 9th level, you can as an action use your Insinuation costs 10 power points
mind to attack the ego of a creature causing it to suffer feelings
of inferiority and worthlessness or by superiority and Psychic Crush: At 15th level, you can as an action
megalomania. This attack mode targets one creature within create a massive assault upon the brain of a single creature,
120 feet of the psionicist, on a successful attack roll the this assault targets all of the creatures’ neurons in an attempt
psionicist causes 2d6 points of temporary charisma damage to to destroy them all by a massive overload of signals. This
the creature and must make a save vs psionics or be Attack mode ignores the effects of all defense modes except
dominated for 1d4 melee rounds. A dominated creature thought shield and psychic crush effect but a single creature
responds compliantly to the psionicist’s commands as if they within 50 feet of the psionicist. You must make an attack roll
were being mentally controlled by the psionicist, the dominated against the creature’s psionic mental class if you succeed, it
takes 3d6 point of permanent charisma damage and must Empowered state, at the end of every two turns you
make a save vs psionic. If the creature fails it saving throw, regain one hit point unless you have taken acid or fire damage
then it takes 2d6 points of permanent wisdom and intelligence during that turn in which you must wait another two turns.
damage, furthermore the creature must then make a save vs
death or instantly die. A creature who succeeds on its saving Grade 3: At 19th level while you are in Psionic
throws and lives, but have their charisma score reduce to 0 are Empowered state your bonus to strength, dexterity, and
permanently dominated as by the psionic discipline dominate. constitution increases to +6, your movement speed increases
Psychic crush cast 14 power points to use and takes 3 by another 10 feet, and your punches and kicks deal increased
segments for the creature to be psionically hit, the damage to bludgeoning damage as displayed in the table above.
happen, and then to die.

Super Psionicist: At 20th level, you have mastered the use of


Psionic Empowering: At 17th level, you have learned how to your psionics to enhance your body allowing you obtain a new
use your psionic powers to enhance your body making you a form. Once per day as a move action you can channel your
more dangerous physical combatant. Activating your psionic power on yourself releasing the true power of your
empowered mode takes but a swift action, while in this body. Your body starts to leak out an aura of energy from it
empowered state you lose three power points per turn until you and your body bulks up from the tension. While in this super
dismiss the form or run out of power points. Dismissing the form, you lose one power point at the start of your turn, your
psionic empowering is a free action. The exact changes of your strength, dexterity, and constitution increase by 8, your
physical ability is dependent on the grade of empowering you movement speed increases by 30 feet, your attack with your
have reached.
punches and kicks are treated as +5 magical weapons and
Grade 1: While you are in the Psionic Empowered deals damage as if you were using Psionic Empowering grade
state you gain a +2 bonus to your strength, Dexterity, and 3, and you have damage reduction against 5 points of slashing,
constitution, your movement speed increases by 10 feet and piercing, or bludgeoning damage. If you run out of power point,
you gain the ability to psionically levitate yourself in a way you immediately exit this form and suffer the after effects of the
close to flying with a movement speed of 60 feet, and your transformation as explain hereafter. You can dismiss this form
punches and kick deal increased bludgeoning damage as as a free action, after you leave this form, you suffer from
displayed in the table below. fatigue until you have rested for 24 straight hours and you do
Grade 2: At 18th level while you are in Psionic not regain lost power points during this period, until you are not
Empowered state your empowered state cost 2 power points fatigue anymore.
per turn instead of 3. Your bonus to strength, dexterity, and
constitution increases by an additional +2. While you remain in
this emp
Damage vs. Damage vs. Damage vs. Damage vs.
Small or Medium Large Creatures Small or Medium Large Creatures
Attacks Creatures in Grade 1 In Grade 1 Creatures in Grade 3 In Grade 3
Punch 1d6 1d8 1d8 2d4
Kick 1d10 1d12 2d6 2d8
Starting Hit Points: 6 + Constitution Modifier.

THIEF Starting Weapon Proficiency Slots: 2 Slots.

What is a Thief? The thief is focused on stealth, stealing Starting Skill Points: 12 + Intelligence Modifier.
items, dungeon transversal, and skill mastery. They look Starting Money: 2d6 x 10 gold pieces (20 – 120)
for traps which they can disable to allow smooth
movement for the party, they can open locks, and are Class Features
adapt at picking pockets of other creatures. This focus
Alignment Limitations: Any non-lawful alignment.
on outside combat abilities comes at a steep price, while
they can fight in combat and take advantage of a Hit Points at Each Additional Level: 1d6 + Constitution
creature’s lack of awareness, they are frail and are Modifier until after 20th level then you gain 2 hit points per level.
reliant on their dexterity to make it easier for them to
Weapon Proficiency Slots at Higher Levels: 1 slot at 4th
avoid physical attacks. A thief should avoid being too far level and 1 additional slot every four levels afterwards.
away from the rest of the party just in case they are
discovered or a fight breaks out. Skill Points at Each Additional Level: 6 + Intelligence
Modifier.

Armor Proficiencies: Leather armor and chain shirt, no


Stealth is your best Friend. shields.

Favored Weapons: Bastard sword, broadsword, clubs,


daggers, darts, hand crossbows, javelins, long swords, slings,
Don’t split the party! scimitars, short swords, spears, and staffs.

General Skills: Acrobatics, appraise, bluff, climb, craft,


diplomacy, decipher script, disable device, discern motive,
Know Your Role. disguise, fire making, forgery, hide, hold breath, intimidate,
gather information, jump, knowledge (dungeoneering,
Starting Character Class Features geography, history, and local), listen, move silently, perform
Prime Ability: Dexterity (sleight of hand) search, sense motive, spot, survival, swim,
use rope, and use magical device.
Starting Ability Score Adjustment: +1 to Strength, Dexterity,
or Intelligence.
Table 46: Thief Save Throw Bonus Progression By Level
- Save Throw Bonus -
Class Constriction, Grapple, Poison, Paralysis, and Polymorph and Breath Weapon and Wand, Rod, and Charms and Spells and
Level And Trip Death Petrification Area of Effect Staffs Compulsions Psionics
1 +0 +1 +1 +2 +2 +0 +0
2 +0 +2 +2 +2 +2 +0 +0
3 +1 +2 +2 +4 +4 +1 +1
4 +1 +3 +3 +4 +4 +1 +1
5 +2 +3 +3 +6 +6 +2 +2
6 +2 +4 +4 +6 +6 +2 +2
7 +3 +4 +4 +8 +8 +3 +3
8 +3 +5 +5 +8 +8 +3 +3
9 +4 +5 +5 +10 +10 +4 +4
10 +4 +6 +6 +10 +10 +4 +4
11 +5 +6 +6 +12 +12 +5 +5
12 +5 +7 +7 +12 +12 +5 +5
13 +6 +7 +7 +14 +14 +6 +6
14 +6 +8 +8 +14 +14 +6 +6
15 +7 +8 +8 +16 +16 +7 +7
16 +7 +9 +9 +16 +16 +7 +7
17 +8 +9 +9 +18 +18 +8 +8
18 +8 +10 +10 +18 +18 +8 +8
19 +9 +10 +10 +20 +20 +9 +9
20 +9 +11 +11 +20 +20 +9 +9
Table 47: Adjustments to Pick Pockets Core Skill
Targets Pick Pockets Spot Level of Pick Pockets Items Pick Pockets Targets Pick Pockets
Alertness Modifier Mastery Modifier Size Modifier Prime Ability Modifier
Unconscious +50% Hobbyist +0% Medium -20% Strength +0%
Confused +30% Novice -5% Small -10% Dexterity +0%
Relax +10% Journeyman -10% Tiny -5% Constitution +0%
Casual +0% Expert -15% Diminutive +0 Comeliness -5%
Tense -10% Master -20% Fine +5% Intelligence -10%
Very Alert -30% Micro +10% Wisdom -25%
Paranoid -50% Charisma -5%

Backstab: When a creature has its back toward you and is your presence or you suffer a -20% penalty. A creature’s level
unaware of your presence you can make an attack roll to strike of alertness greatly alters how difficult it is to pick their pockets,
it in a vital spot in the back with a weapon. On a successful hit a very alert creature is cautiously expecting something to
the attack deal double damage. This attack can be done with a happen so it is harder to pick the pocket of without getting
range weapon but must be done from within 60 feet of the caught while a confused creature may be distracted by an
target. At 5th level, your backstab deal triple damage, event happening elsewhere around them and is easier to pick
increasing again at 10th level to quadruple damage, and finally without getting caught. A creature can be harder to pick if they
deal quintuple times the damage at 15th level. This ability have skill points in spot or have wisdom as their prime ability
cannot be used with or in addition to sneak attack, if you would as they are naturally more observant. Picking the open pocket
have both of them at the same time you must choose one to of a pants, jacket, shirt, or open bag compartment only takes
use. You may only perform one backstab per melee round. an action, while a closed pocket or taking from a close bag
takes a full round.
Core Skills: The table on this page list the percent chance of
success when using the core skills, you have access to, you Open locks: This core skill allows you to use the lock
make a core skill check by roll a d% (d100) if the result is less pick inside your thieves’ tools or other items that could be used
than or equal to the % written in the skills section for your level as an improvised lock pick to unlock a door with a tumbler lock
you succeed. If you have access to a general skill that does or other kind of lock. If you are using an improvised lock pick,
the same thing as a core skill, you can choose which version your open lock skill suffers a -10% penalty, and on a failed
you want to use before making a skill check. A result of 00 and check the improvised lock picks breaks. Furthermore,
0 (100) is always a failure on a core skill check. depending on the quality of the lock, your check could be
modified by the difficulty of the lock see the table below.
Pick Pockets: This core skill allows you to use sleight Making and completing a single open lock check takes one
of hand to take objects from the possession of people. When minute, you can attempt to complete it in half the time but you
picking a creature’s pocket, the target should be unaware of suffer a -20% penalty on the check.

Table 48: Thief’s Experience Points and Core Skills Progression Table
Experience Favored Pick Open Disarm / Climb Read Written
Class Points Proficiency Weapon Pockets Locks Find Traps Walls Languages
Level For Next Level Class Titles Bonus Bonus Core Skill Core Skill Core Skill Core Skill Core Skill
1 1,250 Street Rat +1 +0 15% 25% 20% 45% -
2 2,500 +1 +1 19% 30% 24% 48% -
3 5,000 Rogue +1 +1 23% 35% 28% 51% -
4 10,000 +1 +1 27% 40% 32% 54% 10%
5 20,000 +2 +2 31% 45% 36% 57% 15%
6 40,000 +2 +2 35% 50% 40% 60% 20%
7 80,000 +2 +2 39% 55% 44% 63% 25%
8 160,000 +2 +3 43% 60% 48% 66% 30%
9 320,000 Thief +3 +3 47% 65% 52% 69% 35%
10 445,000 +3 +3 51% 70% 56% 72% 40%
11 570,000 +3 +4 55% 75% 60% 75% 45%
12 695,000 +4 +4 59% 80% 64% 78% 50%
13 820,000 +4 +4 63% 85% 68% 81% 55%
14 945,000 +4 +5 67% 90% 72% 84% 60%
15 1,070,000 Master Thief +5 +5 71% 95% 76% 87% 65%
16 1,195,000 +5 +5 75% 96% 80% 90% 70%
17 1,320,000 +5 +6 79% 97% 84% 93% 75%
18 1,445,000 +6 +6 83% 98% 88% 96% 80%
19 1,570,000 +6 +6 87% 99% 92% 98% 85%
20 1,695,000 +6 +7 91% 99% 96% 99% 90%
Disarm / Find Traps: This core skill allows you to look may use this core skill as part of a double move action (giving
for traps and disarm them. You can make a find trap check up your action to make another move action). Depending on
without the use of thieves’ tool, however when you make a the surface of the wall, climbing it could be a relative ease or a
disarm trap check you gain a +10% bonus on your disarm trap difficult challenge in its own right as such the modifiers are
check if you use thieves’ tool. The percent of success at finding provided below. If you end your movement on an area with no
the trap is modified by how hard the traps placer tried to hide it; safe perch or fail the check you fall down the same distance
searching for a trap with this skill takes only a move action. you traveled taking damage from the fall if it is far enough up.
Disarming traps take one minute per attempt, you can attempt You must call out that you are performing a double move
to complete it in half the time but you suffer a -20% penalty on before you make a climb wall check.
the check, and on any failed attempt there is a 50% chance
that you activated the trap instead. Depending on the type of Read Written Languages: At 4th level, when you find
trap it modifies the percentage chance of success at disarming a normal written language (including secret codes, dead
the trap. languages and so on, but not magical writing) you do not know
how to read, you can make a Read Written Languages core
skill check to decipher the language. Deciphering a dead
Table 49: Adjustment to Climb Walls Core Skill
language that haven’t been used for more than 100 years have
Surface of Wall Climb Walls Modifier
Full of Holes +40% modifier of -50% to the Read Written Languages check. On a
Rough Wall +20% successful check, you understand the texts meaning and if you
Average Wall +0% fail the text gives a misleading meaning. If you fail the check by
Fairly Smooth -20% 40% or more you don’t get any understand of the text at all,
Completely Smooth -40% and if you succeed on the check by 40% or more you learn
enough of the language or code to automatically understand
any words from that text when you see it any other time and
Climb Walls: This core skill allows you as part of a
you gain a bonus to read other text from that language of
move action move up a wall. In order to use this skill, you must
+40%.
be able to end your movement on a flat horizontal surface, you

Table 51: Adjustment to Disarm / Find Traps Core Skill


Disarm Trap How Well Find Trap
Trap Type Modifier Hidden Modifier
Easy Trap +20% Plain Sight +20%
Simple Trap +10% Clumsily Hidden +10%
Common Trap +0% Hidden +0%
Uncommon Trap -10% Somewhat Well Hidden -10%
Moderate Trap -20% Well Hidden -20%
Magical Trap -25% plus -1% per spell Level of the spell used in its creation Skillfully Hidden -40%
Complex Trap -30% Really Skillfully Hidden -50%
Unusual Trap -40% Its Invisible -70%
Superior Trap -50%
Table 52: Thief’s Class Abilities Table Table 53: Adjustment to Open Locks
Class Backstab Sneak Attack Lock Open Locks
Level Class Features Damage Damage Quality Modifier
1 Core Skills X2 - Shitty Lock +30%
2 X2 1d6 Poor Lock +10%
3 X2 1d6 Average Lock +0%
4 Core Skill: Read Written Languages X2 2d6 Good Lock -10%
5 X3 2d6 Superior Lock -30%
6 X3 3d6 Amazing Lock -50%
7 X3 3d6 An Asshole Made This Lock -70%
8 Use Magical Devices X3 4d6
9 X3 4d6
10 X4 5d6
11 X4 5d6
12 Rogue’s Initiative X4 6d6
13 X4 6d6
14 X4 7d6
15 X5 7d6
16 Evasion X5 8d6
17 X5 8d6
18 X5 9d6
19 X5 9d6
20 Skill Mastery X5 10d6

Sneak Attack: At 2nd level, you learn how to make the most of time you must choose one to use. You make only perform one
when your opponent is distracted or caught off guard. When a sneak attack per melee round.
creature is unaware of your presence, is being flanked by you
and another creature that is hostile to it, or is in some other Use Magical Devices: At 8th level, you have learned
way unable to properly watch out for a strike to a vital area, something about how most magical devices work, easily being
you can make an attack roll striking at the creature’s vital areas able to improvise using them even when they wouldn’t
or other weak points. On a successful attack, you deal an normally work for you. When you hold a wand, scroll, magical
additional 1d6 points of damage this damage is applied after weapon, or artifact you can make an intelligence check. On a
any modifier or effects. You can use a range weapon to sneak successful check, you can make use of the magical item
attack, but only up to 60 feet as you must be able to identify regardless of any race, class, or level requirement. On a failed
your targets vital areas or weak spots. You cannot use sneak check, the item fails to work properly, wands lose a charge,
attack against oozes and other creatures without any vital scrolls disappear as if used up, magical weapon and artifacts
areas or weak points. At 4th level and every even number level do nothing special for you.
afterwards your sneak attack gains an additional 1d6 points of
damage up to a max of 10d6. This ability cannot be used with
or in addition to backstab, if you would have both at the same
Table 54: Difficulty of Intelligence Check when using a Magical Device
Type of Magical Device Difficulty
Use a scroll 10 + Spell Level
Activate a wand, rod, or staff 12 +1 for each additional spell or ability it has
Activate a magical weapons ability 15 +1 for each additional spell or ability it has
Activate a Artifact 25
Activate a magical item with racial / class restrictions 20

Rogues Initiative: At 12th level, you have practice hard to Sometimes having access to the abilities of one class
improve your reaction time against whatever kind of surprise just isn’t enough, your party might have less than four
attacks your enemy might throw at you. When you roll for members making one of the groups fill out more than one role,
initiative use a dice one size higher from a d6 to a d8 to d10 to or maybe the idea you had for you character just cannot be
d12 to d20. If you have another feature or feat the increase done with just one class, or perhaps you are franticly paranoid
your initiative dice size, this effect stacks. that you just won’t be able to survive an encounter without
having all the magical aid possible. Well, you are in luck,
Evasion: At 16th level, your reflexes have become sharp because that is what multiclassing can provide you with,
enough that whenever you make a save vs. Breath Weapon or multiclassing is a very effective way for you to show your
Area of Effect for half damage, you take no damage on a creative tactical side or just get that darn power fantasy out of
successful save and you take halve damage on a failed save. your head. Darkness, Dragons, and Dimensions offers you two
different ways to approach multiclass: Gestalt Multiclassing
Skill Mastery: At 20th level, your mastery in four skills of your
and Progressive Multiclassing.
choice increased beyond your normal capabilities. Choose four
general skills that you are proficient with, when you make a Gestalt Multiclassing
general skill check in any of those skills you gain a +5 bonus
on the check. Gestalt Multiclassing is when your character starts with a level
in two or three classes depending on what classes you want to
Multiclassing multiclass into and what gestalt multiclass combinations your
race allows you to have. Gestalt Character gain access to the favored weapons list of each class thus increasing the number
special abilities, spells, spell slots, core skill, general skills, of weapons they gain their bonus with, if more than one class
favored weapons, armor proficiencies, extra attacks per turn, gain extra attack they stack until they have four total attack
and hit dice of all their class. They also take the best of all their with their main hand after which they no longer gain any
classes starting skill points, starting weapon proficiency slots, additional extra attack per round even if a class would normally
starting money, save throws, favored weapon bonus, and still give another at a higher level, sneak attack damage
proficiency bonus. However, gestalt character must split up all between classes stack even if one of the classes normally
experience points they earn evenly between all classes, add have a limit on the sneak attack damage they gain (like the
their constitution modifier only once at each level instead of for bard), channel divinity powers and uses per day stack between
each hit dice they gain (meaning a 1st level fighter / 2nd level classes provided that the channel divinity powers each classes
thief still rolls their hit dice for gaining a level as a thief, but they gives access to is different, and increases in skill points,
do not add their constitution modifier to their hit points until all weapon proficiency slots, and number of feats accorded
their other classes have also reached 2nd level), they also add normally. If you are wearing armor other than those list on the
up the starting hit points of all their classes together and then thieves or assassins class list you cannot use their core skills,
divides it by the total number of class (rounding to the nearest sneak attack, backstab, and assassination abilities.
whole number) they have before adding their constitution
modifier and thus will never have as high of a starting hit points Once a character has started as a gestalt multiclass
as a single class fighter, they also must choose which classes character, they can never gain a new class by progressive
prime ability that they want as they cannot have more than one, multiclassing, they are stuck with what classes they have
as well they can only choose one starting ability score to adjust already chosen.
but they do combine all the classes ability score adjustment list Table 56: Progressive Multiclass Spellcaster Spells Per Day Table
for their choice, and you must also meet a minimum ability Effective
score requirement for every class you want to have a level in Caster - Spells Per Day -
shown in the table below. Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1 1 - - - - - - - -
Table 55: Gestalt Character Ability Score Requirements 2 1 2 - - - - - - - -
Classes Gestalt Ability Score Requirements 3 2 2 1 - - - - - - -
BARD Cha 9 4 2 2 2 - - - - - - -
Sword Dancer Str 13, Dex 13, Wis 10, Cha 9 5 2 3 2 1 - - - - - -
CLERIC Wis 9 6 3 3 2 2 - - - - - -
Druid Dex 10, Con 10, Wis 9 7 3 3 3 2 1 - - - - -
Favored Soul Str 12, Wis 9, Cha 13 8 3 4 3 2 2 - - - - -
FIGHTER Str 9 9 3 4 3 3 2 1 - - - -
Paladin Str 9, Dex 10, Wis 10, Cha 13 10 4 4 4 3 2 2 - - - -
Ranger Str 9, Dex 13, Con 12, Wis 12 11 4 5 4 3 3 2 1 - - -
MAGIC-USER Int 9 12 4 5 4 4 3 2 2 - - -
Sorcerer Dex 12, Con 12, Cha 10 13 4 5 5 4 3 3 2 1 - -
Warlock Dex 12, Cha 13 14 5 6 5 4 4 3 2 2 - -
PSIONICIST Wis 9, Int 9, Cha 9 15 5 6 5 5 4 3 3 2 1 -
Monk Str 12, Dex 15, Con 10, Wis 9 16 5 6 6 5 4 4 3 2 2 -
THIEF Dex 9 17 5 7 6 5 5 4 3 3 2 1
Assassin Str 13, Dex 9, Int 12 18 6 7 6 6 5 4 4 3 2 2
Dark Mask Dex 9, Int 12, Wis 10 19 6 7 7 6 5 5 4 3 3 2
20 6 7 7 6 6 5 4 4 3 2

Gestalt multiclass spellcaster keep the caster levels for each


spellcasting class separated, as well as spellcasting abilities, Progressive Multiclassing
and use the individual classes spells per day tables when
preparing and casting spells. So a Bard / Cleric cannot prepare When a single class character has gained enough
their bard spells in their cleric spell slots and vice versa and if a experience points over the course of the adventure they can
6th level Bard / 4th level cleric cast a cure light wounds spell choose to use this experience to gain a level in a new class
using their bard spell slot they cast it with a caster level of 6th (they must have enough experience points as if they were
(not 10th level), but if they were to cast the spell from their going to level up the class they want to multiclass into to its 2nd
cleric spell slot they would cast it with a caster level of 4th. level) instead of leveling up their existing class, the experience
Normally, magic-users cannot cast their arcane spells in armor points used up doesn’t count toward the total amount of
even if they are proficient with the armor they are wearing and experience points accumulated for the new class nor is it tallied
bards can only cast their spells if they are wearing no armor or with the experience points of your first class either. You have a
armor on their class proficiency list, however gestalt spell separate section of your character sheet to keep track of all of
casters can cast spell while wearing armor provided it is one your burned-up experience points. Every time you wish to gain
that any of their classes give them proficiency with (if they a new class you must repeat this process burning up the
would gain proficiency with an armor because of a feat, they amount of experience points as if you were leveling up that
still cannot cast spells while wearing that armor). class to 2nd level. When you gain a level in a new class you
gain all features of that class, but you gain hit points, skill
If two or more classes share the same core points, and weapon proficiency slots as if you already had a
skill, a gestalt character uses the best % chance between the level in the class. You should keep track of your total
classes at their current level, they also use the highest favored experience points as well as the experience you spent in each
weapon bonus between all classes but they combine the class.
While you gain all features and abilities of the classes Table 57: Feats Gained
you have gain a level in there are some restrictions. First of all, Total
once you have become a progressive multiclass character you Level Feats
1 1st
no longer use the normal spells per day tables for any of your
2
spellcasting classes, instead you use this special spells per 3
day table using your effective caster level which is the highest 4 2nd
class level of all your spellcasting classes. Secondly, if you 5
have access to spellcasting classes that must have their spells 6
prepare and a spontaneous casting class you must prepare the 7
spell slots you want to cast spells from your classes that 8 3rd
9
prepare spells, but you can only cast spells from your 10
spontaneous casting class using spell slots that you haven’t 11
prepared a spell in already. You also still use the spellcasting 12 4th
ability for each class when you use a spell slot to cast a spell 13
from that class (i.e., casting a magic-user spell you use 14
intelligence as your spellcasting ability). Also, you still gain the 15
16 5th
bonus special deity spell slots and bonus specialist magic-user
17
spell slots as for how the classes normally does, as theses 18
special bonus spell slots already have restrictions on how they 19
are used. You cannot learn or prepare spells of a level higher 20 6th
than a spellcaster of that class normally would at their class
level, even if you have access to a spell slot of a higher level
(you may still prepare a lower level spell in these higher-level Class Advancement Past 20th
spell slots though).
While each classes experience points table stops at 20th level,
When you level up in a class that give you a extra you can continue to gain levels indefinitely in any class.
attack per round it stacks with any other extra attack per round However, most classes do not gain any new class features
given to you by other classes, up tell you have a total number after 20th level with a few exceptions. First of all, you continue
of four attacks with your main hand. If multiple classes have to gain extra hit points each level though you don’t get to add
sneak attack, each level that they gain a 1d6 damage stacks. your constitution bonus any more, skill points at each level,
You only use the highest save throw bonus between all your and you still gain a new weapon proficiency slot as stated in
classes at their current level as well as favored weapon bonus, the class features. Secondly, your hit dice, proficiency bonus,
proficiency bonus, and core skills. Gaining proficiency with favored weapon bonus, and save throw bonuses stop
armor doesn’t allow you to cast magic-user spells in armor and progressing after 20th level. The table on the below shows the
bards can only cast their spells while wearing armor on their experience points needed each time to gain a level past 20th in
class proficiency list. If you are wearing armor other than those each class. Additional class abilities that continue to progress
list on the thieves or assassins class list you cannot use their will be mentioned below the table.
core skills, sneak attack, backstab, and assassination abilities.

General Advancements by Total Level


BARD: Bards continue to gain an additional use of their bardic
All character regardless of being a single class or multiclass music ability each level. Every odd number level a bard can
character gains feats as they level up, the highest level class forget a spell that they know to learn a new spell from the
out of all classes the character possesses determines when bard’s spell list.
they gain additional feats. All character start with one feat at 1st
CLERIC: Clerics gain additional spell slots up until 30th level
level and they can choose any feat that they meet the
and they gain an additional use of their channel divinity power
prerequisites for. You can see the description of each feat and
every five levels after 20th level.
their prerequisites in a later chapter. Characters gain a new
feat every four levels after 20th. FIGHTER: Fighters gain a third improved weapon
specialization at 22nd level and gain a greater weapon
Races that have abilities that increase by their level always use
specialization at 24th and 32nd level, but do not gain any
their highest class level and not any individual class level when
additional class features afterwards.
determining when they gain more uses per day, increases in
damage or effectiveness, etc. MAGIC-USER: All magic-users gain new spell slots up till 30th
level and after which they can learn new spells, but they don’t
gain any new spells per day. Generalist magic-users gain spell
affinity at 25th level and limit break at 30th level, while specialist
magic-users continue to gain bonus specialist spell slot until
they hit 30th level after which they no long gain any additional
class features.

PSIONICIST: Psionicist gain 2 power points per day each level


past 20th level, they learn 1 new minor discipline each level, 1
new major discipline every even level, and 1 new greater
discipline every 3 levels past 20th until 30th level after which
they stop learn new disciplines, but they continue to gain 2 at 25th, 30th, 35th, and 40th level after which they only gain
power points per day each level. sneak attack damage.

THIEF: Thieves sneak attack damage increase by 1d6 every


two levels after 20th level, they also gain another skill mastery

Table 58: Experience Point For Progress past 20th Level


Class Experience Points Needed For Each Level Past 20th
BARD 150,000
CLERIC 150,000
FIGHTER 200,000
MAGIC-USER 250,000
PSIONICIST 285,000
THIEF 125,000
Chapter 4: General Skills, The Multiverse’s infinite +1 When you want to use a general skill, you must tell your
tool Dimension Master you wish to make a general skill check,
state the name of the general skill you are attempting to use
There are wide arrays of general skills your character can have and what you want to do with the skill. Your DM will tell you if
access to from their race, class, feats, or background. Some that skill can be used in this instant. On occasion you
general skills have a core skill counterpart, but aside of a Dimension Master will ask you to make a specific general skill
difference of dice type and progression of bonuses, both check in response to a event in game. When this happens roll
versions do the same thing. It is your choice wither you use the a 1d20 and add the skills corresponding ability score modifier,
general skill or core skill version, but you must decide before your bonus for your level of mastery in the skill, your
you roll your skill check. This chapter lists all the general skills proficiency bonus if you are proficient in that skill (I.E. you have
as well as how to read their description and for ease of at least one skill point in the skill or the skill is in the skill list for
reference will include details on skill points. a class you have a level in, some species also may give you
proficiency in a skill), and any miscellaneous modifiers. If the
Skill Points resulting roll is equal to or exceeds the DC or Difficulty
Challenge of check then you succeed at using the skill
As you gain experience and level up in your classes you will
otherwise you fail. Some general skills listed here have
gain skill points, those little nuggets of genus that allow you to
guidelines for determining the DC of a skill check others just
improve your skill slowly increasing your likelihood of success.
have a list of DC and circumstances in which the particular DC
The number of skill points you gain depends on your class and
is relevant to. This is because some skill could be used in ways
each one gains a different number of skill points. When you
that it might be difficult to preplan every eventuality so a set of
gain one or more skill points you do not need to spend them
DC guidelines are there instead to help the Dimension Master
immediately and, in some cases, you might not be able to
figure out a balanced DC for the use of the skill based on
spend all the skill points you have gained at the moment, in
examples provided, if a condition that your character
which case simply record the number of unused skill points on
experience when attempting to use a skill that isn’t covered in
your sheet for reference later. Each general skill can have up
this book it is the DM’s job to judicate the skill operation using
to four skill points spent on it, each one leveling up your level
their logic and intelligence to best determine a fair DC for the
of mastery in that skill giving you a +1 bonus on general skill
challenge. A natural 1 on a general skill check is always a
check with that skill for each skill point invested in it. At each
failure much like rolling 00 and 0 on a core skill check is,
character level, only one skill point can be spent per skill. This
unless you have a ability that changes the result like halflings
means that if you spend one skill point on your general skill
slight of hand ability.
spot, you cannot spend another skill point into spot until your
character gains a level. Core Skill Reminder
Table : Skill Levels When your DM says to make a core skill check or when you
Skill Level General have the option to use either your classes core skill or a
Points Of Skill Check general skill this is how you make a core skill check. Roll a d%
Spent Mastery Bonus or a d100 (two ten sided dice one for the tens place and one
0 Hobbyist +0 for the one place), add any ability modifiers, or bonuses from
1 Apprentice +1 your classes or racial abilities and your DM will mention any
2 Journeymen +2 penalties from the circumstances surrounding the use of the
3 Expert +3 skill. Then compare the result to your chance to succeed at the
4 Master +4
skill if it equal or is lower than the % than you succeed in using
your core skill if it is higher than the % or you roll 00 and 0
Table : Skill Points by Class then you failed to use your skill successfully.
CLASSES and Skill Points Skill Points At
How to Read the General Skill Description
Subclasses At 1st Level Each Level
BARD 10 + Int Modifier 6 + Int Modifier Every general skill have the fallowing sections: Key ability,
Sword Dancer 10 + Int Modifier 6 + Int Modifier Function, Armor Penalty, Action, and Try Again.
CLERIC 6 + Int Modifier 2 + Int Modifier
Druid 6 + Int Modifier 2 + Int Modifier Key Ability: The listed ability score modifier you add to your
Favored Soul 6 + Int Modifier 2 + Int Modifier general skill check. Each general skill have a key ability, which
FIGHTER 6 + Int Modifier 2 + Int Modifier is the ability score in which you use when attempting to use a
Paladin 6 + Int Modifier 2 + Int Modifier general skills. This key ability is the ability score modifier you
Ranger 8 + Int Modifier 4 + Int Modifier add to your roll when making a general skill check in the skill.
MAGIC-USER 8 + Int Modifier 4 + Int Modifier Keep in mind that using a general skill with proficiency in the
Sorcerer 6 + Int Modifier 2 + Int Modifier skill (meaning this skill has no skill points invested in it) is
Warlock 6 + Int Modifier 2 + Int Modifier effectively making a ability check unless a class or racial ability
PSIONICIST 8 + Int Modifier 4 + Int Modifier gives you a bonus in that particular skill.
Monk 8 + Int Modifier 4 + Int Modifier
THIEF 12 + Int Modifier 8 + Int Modifier Function: This describes how the general skill works and well
Assassin 12 + Int Modifier 8 + Int Modifier as list modifiers and DCs for the skill or other guidelines
Dark Mask 12 + Int Modifier 8 + Int Modifier needed for the DM to run the skill and players to understand
how use the skill.

Making A General Skill Check


Armor Penalty: This tells if wearing armor added a penalty to Swim Strength Yes No
the use of this general skill. Tumble Dexterity Yes No
Use Device Intelligence No Yes
Action: Here is where you are told what actions it takes to use Use Rope Dexterity No Yes
the general skill, how long it takes to use it, and how long can
you use it for.
Descriptions of General Skills
Try Again: This states if you can make another attempt at the
general skill check if you fail and if so what stipulations it might Hide
have.
Key Ability: Dexterity
Table : List of General Skills
General Key Armor Try Function: This general skill is your attempt to conceal yourself
Skill Ability Penalty Again from sight. You cannot attempt to hide from a create that is
Acrobatics Dexterity Yes No observing your currently and you must have something that
Bluff Charisma No No provided you some kind on of concealment like a boulder, a
Climb Strength Yes No hole in the ground, a wall, brushes or bushes. Some kinds of
Concentration Wisdom No No concealment like darkness doesn’t allow you to hide against
Craft Armor Intelligence No Yes creatures with shadow sight, darkvision, or infravision, but
Craft Jewelry Intelligence No Yes does allow you to hide from creatures with normal vision or
Craft Other Intelligence No Yes low-light vision. Attempting to hide by covering yourself in
Craft Smithing Intelligence No Yes materials like leaves, bushes, brushes, etc. takes one minute
Craft Weapons Intelligence No Yes to attempt, rolling 1d20 adding your dexterity modifier,
Craft Woodworking Intelligence No Yes proficiency bonus if you have proficiency in the skill, level of
Dancing Charisma Yes Yes mastery, and any other miscellaneous modifiers. The resulting
Decipher Script Intelligence No Yes number is the DC of the spot check a creature must be able to
Disable Device Intelligence No Maybe beat. If they are patrolling an area a creature is only passively
Disguise Intelligence No No keeping an eye out, the creature’s passive general skill spot
Fire Making Wisdom No Yes check is used which is 10 + their wisdom modifier + their
Forgery Intelligence No No proficiency bonus + Their bonus for their level of mastery. If
Gather Information Charisma No No they fail to equal to or exceed your result then they are unable
Healing Wisdom No No to spot you while they are patrolling. If the creature is actively
Handle Animals Charisma No No searching for a creature they think is hiding in the area they
Hide Dexterity Yes Maybe must make a general skill search check rolling a 1d20 adding
Hold Breath Constitution No No their intelligence modifier, proficiency bonus, level of mastery,
Intimidate Charisma No No and any other miscellaneous modifiers and if this results
Jump Strength Yes No equals to or higher than your hide check result then they see
Knowledge Arcane Intelligence No No you and know where you are provided your within line of sight,
Knowledge Divine Intelligence No No if you aren’t hidden where they could see you, then they see
Knowledge Dungeoneering Intelligence No No
something amiss that lets them know your general location in
Knowledge History Intelligence No No
the room.
Knowledge Local Intelligence No No
Knowledge Nature Intelligence No No If you hiding in shadows a successful check allows
Knowledge Planes Intelligence No No them to notice a faint outline of your body, they can attack
Knowledge Religion Intelligence No No though at a -4 penalty on attack rolls, cast spell the require line
Knowledge Space Intelligence No No of sight, and other things they can do against a creature they
Listen Wisdom No Yes know the location of, but you still have concealment so aiming
Move Silently Dexterity Yes No to attack specific parts like attack your head is impossible, this
Open Locks Intelligence No Yes of course is provided that the creature doesn’t have the ability
Perform Acting Charisma No Yes
to see in dim light or darkness. Hiding using shadows wither
Perform Instrument Charisma No Yes
dim light or darkness takes but 1 segment. Cloaks of elvenkind
Pick Pocket Dexterity Yes No
allow you to hide merely by covering your body with the cloak
Pilot Boat Intelligence No Yes
and pressing your body against a surface like the ground, a
Ride Dexterity Yes Yes
tree, a wall, etc. tucking your arms and legs behind the cloak,
Search Intelligence No Yes
but while you still can’t use your cloak to hide while being
Seductive Comeliness No No
Sense Motive Wisdom No No observed, it is noticeable harder for creatures to make out your
Singing Charisma Yes Yes body as the cloak gives a percentage chance of a creature
Spellcraft Intelligence No No noticing you based on the environment you are attempting to
Spot Wisdom No No hide in. When hiding using a cloak of elvenkind made your hide
Starship Communications Intelligence No Yes check on a result of 10 or higher you succeeded in tucking
Starship Engineer Intelligence No Yes enough of your body behind the cloak for its magic to properly
Starship Tactical Dexterity No No blend in to the environment, any creature attempting to find
Starship Pilot Dexterity No Yes you must not only make the appropriate spot or search check
Starship Medical Intelligence No Yes and roll a d% if the result is equal to or less than the % listed
Survival Wisdom No Yes for the environment you are hiding in then they fail to notice
you even if their spot or search check beat the result of your object their looking for is diminutive sized it takes three times
hide check. as long to find it. Each character rolls their search, one or more
can notice the letter or one or all of them could fail to find it.
You can never hide and move, in order to hide you
must be able to stay still and moving always reveals your Searching for traps, concealed door, secret passages, or
location even when in shadows. magically hidden object takes the same time as searching a
room for a normal object or hidden creature. However, the DC
Armor Check Penalty: You add your armor check penalty on of the search check is determined by just how well concealed
your general skill hide check as a penalty as your armor makes the trap, door, passage, or object is. Thus, a trap hidden in
it harder for you to hide. plain view is easier to discover than one made to look like part
of the wall.
Action: Hiding by covering yourself with something or hiding
under or in something takes a full-round action, while hiding in Armor Check Penalty: None
shadows takes a move action only as you are moving into the
shadows. Action: You cannot search in the middle of combat; thus, no
action is required to start a search.
Try Again: You can only attempt to hide better if you have time
to cover yourself better or find a different hiding spot. Generally, Try Again: You can attempt to search as many times as
you can’t attempt to hide again if spotted or found unless you desired provided there is nothing attempting to interrupt you.
can not only break line of sight, but also get enough distance to However, just because you can attempt to search more than
have enough time to properly hide yourself again. once, doesn’t mean you will find anything you couldn’t find
before.

Table : Modifiers To The Time it takes to Search


Search Object Very Minorly
Size Cluttered Cluttered
Key Ability: Intelligence
Micro X5 X4
Function: Search is your ability to locate objects, people, Fine X4 X3
hidden passages, and other environmental details when Diminutive X3 X2
actively looking for some. It can also be used to gather objects Tiny X2 X1
and other items of interest in a room or bag. Small X1 X0.5
Medium1 X0.5 X0.25
If you think there is a creature hiding in a room you can attempt Large1 2 X0.25 -
1 Finding objects of medium size in a very cluttered area takes
to search for it as well, when using the general skill search in
this many roll 1d20 + your proficiency bonus if proficient in half the normal time and a fourth of the normal time in a
search or if you have at least one skill point in it + your minorly Cluttered. Likewise searching for a small size object in
intelligence modifier + your level of mastery in search + and a minorly cluttered area take half the normal time as well.
other miscellaneous modifier from your species or class and Large size objects are much easier to find in a very cluttered
then your DM will compare to result to the general skill hide space requiring only a fourth of the normal time and no search
check result of any creatures hiding in the room if any. If you check is needed to search and find a large sized object in a
succeeded in searching for a hiding creature, the search end if minorly cluttered area.
you are attacked by the hidden creature when it is discovered 2
or you stop to talk to it, however if the creature doesn’t attack Searching for objects larger in size than large in a very
or try to interact with you and likewise ignore it you can find cluttered or minorly cluttered area does not require a search
any other creature hiding in a room whose hide check is less check unless they are being hidden either mundanely or
than your search check result provided each creature doesn’t magically.
attack or interact with you and you continue to ignore each Table : DC For Searching For Objects In A Area
creature. If another creature interrupts your search, then you - General Skill Search DC -
must roll again if you wish to search the room after you are free Object Very Minorly Magically Mundane
of interruption. Size Cluttered Cluttered Hidden Hidden
Micro 30 25 40 35
The time it takes to search and area is dependent on the size
Fine 25 20 35 30
of the area searching and the size of the thing you are
Diminutive 20 15 30 25
searching for. Generally, it takes one full minute to search a 5-
Tiny 15 10 25 20
foot area carefully assuming the area searched is littered with
Small 10 5 20 15
clutter (like paper, debris, and other small things), if the area is Medium 5 2 15 10
only minorly filled with clutter than a search of a 5-foot area Large 2 -1 12 8
can be done in half the time. If you are wanting to search a 5- Huge -1 -1 10 5
foot area for a object that is the only thing in the area no Gargantuan -1 -1 8 2
search check is required unless the object is somehow Colossal -1 -1 5 -1
concealed or hidden from few in which case treat search for Macro -1 -1 2 -1
the object as if the area was minorly clutter for determining 1 A – in the table indicates that no search check is needed to
search time. If a group of characters want to search a 20 find a object of that size under the listed condition.
square foot area for a letter from a duke in a room that is very
cluttered with books, papers, and such it would take the group
5 minutes to search the area normally, however since the
Table : DC for Traps, Hidden Passages, and Concealed Doors
How Well Hidden Concealed Hidden
Hidden Traps2 Passages Doors Objects1
Plain Sight 5 2 8 -10
Clumsily Hidden 8 5 10 -5
Hidden 10 8 12 +0
Somewhat Well 12 10 15 +2
Hidden
Well Hidden 15 12 20 +5
Skillfully Hidden 20 15 25 +8
Really Skillfully 25 20 30 +10
Hidden
Its Invisible 30 25 35 +15
1The minuses or pluses in this table are modifiers to the DC of
objects when hidden magically or mundane. Thus, a small
object hidden mundanely has a DC of 17 if it is somewhat well
hidden, while if its really skillfully hidden its DC is 25. If the
penalty would reduce the DC to 0 or less, no search check is
needed to find the object.
2 Rolling a natural 1 when searching for traps triggers any traps
in the area searched.
Chapter 5: Multiverse’s Adventuring Gear which you can use to by your starting equipment, you don’t
have to spend it all and you keep what you don’t spend. Just
In order to survive your exploration of the vast wide world it is don’t forget to buy a pouch to store your loose coins in and
important to be properly equipped before you leave your home backpack are always helpful for carrying gear or small objects.
in the morning, you don’t want to fight a dragon in your During character creation it is assumed a player character can
underwear, do you? Lucky for you, you saved up your buy any item in this section provided they are the money for it,
allowance while you were interning with your master, lord, or however afterward you will need to travel to the appropriate
teacher just try not to spend it all on one item now will you. shop in towns or cities in order to buy new gear. I.e.,
There are five different kinds of currency used throughout the apothecary for potions, blacksmith for weapons and armor,
multiverse, coins minted out of alloys of value. They are weaver for clothes and cloaks, and general stores for rations,
Copper Pieces (cp), Silver Pieces (sp), Gold Pieces (gp), ropes, etc.
Electrum Piece (ep), and Platinum Pieces (pp), electrum
pieces are actually a much rarer coin that isn’t in active minting
anymore and has been replaced by platinum pieces in most
places though electrum is still valuable and venders do accept
them however they are valued at half the value of a platinum
piece. Each class offers a small amount of starting money in

Coin Dimensions and weight


Starting Money by Class
Coin Type Diameter Thickness Weight
Starting
Copper Piece 2.426 cm .175 cm .001 pounds or .6 grams
Classes Money
Silver Pierce 2.426 cm .175 cm .001 pounds or .7 grams
BARD 3d4 x 10
Gold Pierce 2.426 cm .175 cm .002 pounds or 1.29 grams
Sword Dancer
Electrum Piece 2.426 cm .175 cm .002 pounds or .995 grams
CLERIC 3d6 x 10
Platinum Pieces 2.426 cm .175 cm .003 pounds or 1.43 grams
Druid
Favored Soul
FIGHTER 5d4 x 10
Ranger Value of Exchange for Coins
Paladin Coin Copper Silver Gold Electrum Platinum
MAGIC-USER 3d4 x 10 Type Piece Piece Piece Piece Piece
Sorcerer Copper Piece 1 10 100 500 1,000
Warlock Silver Piece 1/10 1 10 50 100
PSIONICIST 3d4 x 10 Gold Piece 1/100 1/10 1 5 10
Monk Electrum Piece 1/500 1/50 1/5 1 2
THIEF 2d6 x 10 Platinum Piece 1/1,000 1/100 1/10 1/2 1
Assassin
Dark Mask

Armors: The are a wide range of armors that you can purchase, based general skill check. See dex skill penalty below for more
some of which you might not be able to in the beginning do to details.
cost, location, or both (only elven cities and villages sell elven
chainmail). Armor is split into three categories light, medium, Bulk: This show how bulky an armor is the bulkier the armor
and heavy armor the heavier the armor the bulkier it is and the the harder it is to stow it in bags or fit through tight spaces.
bulkier it is the more it affects your movement. Armor provides Generally, non-bulk armor allows you to move through a tight
armor bonus to your armor class, the higher your armor class space area like the size of a large vent with easy or about 4
value the higher a creature has to roll to successfully attack feet wide and high. Fairly bulky armor allows to move though a
you. When your maximum carrying capacity is exceeded while tight spaces, but at half your movement speed i.e., it takes you
wearing armor your ability to dodge attack become hindered, twice as long to move through a tight space area to move the
this is what the armor maximum dexterity bonus does. Below is same distance. It is impossible to move through a tight space
a full list of descriptions of columns in the armor table. area with bulky armor, in fact you need at least 8 feet of space
to move through a tight space comfortable without moving in a
Cost: This is how much the armor cost, if there is a special weird angle like through a doorway and crawling in a space the
condition related to its purchase a 1 will be next to it indicating size of a vent is simple not possible.
you need to read the armors description to learn more.
Armor Check Skill Penalty: Is the penalty your take on
Armor Bonus: Unarmored creatures have a base armor class dexterity based general skills if you are not proficient in the use
of 10 + their dexterity modifier + miscellaneous bonuses. By of that armor.
wearing armor or shield you add the armor bonus to your
armor class. Weight: This is how much the armor weights, assuming default
materials.
Armor Type: This is the type of armor it qualifies as; this is
mostly used for armor proficiencies. If you are not proficient Movement Penalty: Some armor will reduce your characters
with the armor you are wearing you take a penalty on dexterity movement speed when wore by a number of feet. This is
always applied after other effect the reduce movement speed 1st segment of the melee round. For example, a fighter with a
like being overburdened which reduced your movement speed. dexterity of 14 wearing ring mail and holding a buckler who is
not surprised have an armor class of 15 against the 1st attack
Number of Blocks Per Round: This shows the number of of the melee round against attacks from the front or side of
attacks in a single melee round the shield’s armor bonus is them, but their armor class is 14 when attack from behind or if
applied for. A shield held in a creature’s hand can only be used attacked a second time in the melee round.
against attack on the front or the side and only if they are
aware of the attack. A shield strapped to a creature’s back Head Armor Bonus: This show the bonus to the armor class
does provide its armor bonus on attacks to their back up to the of your head that is gained when wearing the helm.
number of blocks per round regardless of whether or not the
creature is aware of the attack. A creature who is surprised
never gains armor bonus from shields in their hands during the

Table : Armors and Shields


Armors
Armor Armor Movement Armor Check
Armor Cost Weight Bulk Bonus Type Penalty Skill Penalty
Padded Armor 4 gp 10 lbs. Fairly +1 Light -10 feet -1
Leather Armor 5 gp 15 lbs. Non +2 Light - +0
Studded Leather 15 gp 20 lbs. Fairly +3 Light -10 feet -1
Ring Mail 30 gp 25 lbs. Fairly +3 Medium -10 feet -1
Scale Mail 45 gp 40 lbs. Fairly +4 Medium -10 feet -1
Chainmail 75 gp 30 lbs. Fairly +5 Medium -10 feet -1
Elven Chainmail 3,500 gp 1 15 lbs. Non +5 Light - +0
Drowcraft Chainmail 4,000 gp 1 15 lbs. Non +6 Light - +0
Splint Mail 80 gp 40 lbs. Bulky +6 Medium -20 feet -2
Banded Mail 90 gp 35 lbs. Bulky +6 Medium -20 feet -2
Bronze Plate Mail 100 gp 45 lbs. Bulky +7 Heavy -20 feet -2
Plate Mail 400 gp 45 lbs. Bulky +7 Heavy -20 feet -2
Field Plate Armor 2,000 gp 55 lbs. Fairly +8 Heavy -10 feet -1
Drowcraft Field Plate Armor 15,500 gp 1 27.5 lbs. Non +9 Medium - +0
Full Plate Armor 4,000 gp 65 lbs. Fairly +9 Heavy -10 feet -1
Drowcraft Full Plate Armor 30,500 gp 1 32.5 lbs. Non +10 Medium - +0
Shields
Number of
Armor Blocks Per
Shield Cost Weight Bulk Bonus Round
Buckler 5 gp 3 lbs. Non +1 1
Wooden Small Shield 1 gp 3 lbs. Non +1 2
Small Shield 10 gp 5 lbs. Non +2 2
Drowcraft Small Shield 3,000 gp 1 2.5 lbs. Non +3 2
Large Shield 15 gp 10 lbs. Bulky +2 3
Drowcraft Large Shield 4,500 gp 1 5 lbs. Fairly +3 3
Helms
Head
Armor
Helms Cost Weight Bulk Bonus
Leather Cap 2 sp 1 lbs. Non +1
Hard Leather Skull Cap 1 gp 1.5 lbs. Fairly +3
Skull Cap 5 gp 2 lbs. Fairly +5
Half Helm2 10 gp 3 lbs. Bulky +8
Drowcraft Half Helm2 500 gp 1.5 lbs. Fairly +9
Full Helm2 15 gp 4 lbs. Bulky +10
Drowcraft Half Helm2 1,000 gp 2 lbs. Fairly +11
1 See the armor’s description for detail on where and who can purchase this armor.

2This helms are apart of full plate armor for full helm and half plate for half helm for free when you purchase the armor. The price listed
herein is only for buying the helm separately for use with other armors, likewise the weight and bulky is taken into account for the
weight and bulk of the full plate armor and half plate armor. This also holds true for the Drowcrafted variants as well.

Armor Descriptions Padded Armor: Padded armor is a heavily padded, quilted coat
with additional soft leather jerkin and leggings. This armor is
fairly bulky.
Leather Armor: This armor is leather hardened by immersion in their drowcraft item never lose their power. This armor is not
boiling oil shaped into a cuirass and shoulder pieces with softer bulky.
shirt and leggings. This armor is not bulky.
Splint Mail: This armor consists of light chain, greaves, and a
Studded Leather: This leather armor has been fastened with leather coat which is laminated with vertical pieces of plate and
metal studding to provide additional protection. It includes an includes shoulder guards. This armor is bulky.
outer coat of fairly close set studs. This armor is fairly bulky.
Banded Mail: This layered armor includes padding, light chain
Ring Mail: This armor uses relatively soft leather armor over with a series of overlapping bonds of armor in vulnerable areas
padding with metal rings sewn to them. This armor is fairly with the weight distributed somewhat evenly. This armor is
bulky. bulky.

Scale Mail: Scale mail is made similar to ring mail, but with Bronze Plate Mail: This cheaper version of plate mail is made
overlapping scales of metal sewn to the coat and leggings or a of a thick bronze plate worn over leather or padded armor. The
skirted coat. Its overall weight lays mostly on the shoulders and construction of the armor however makes the back of the
waist of the wearer. This armor is fairly bulky armor more vulnerable to attack and attacks made at the back
of a creature wearing this armor is at +2 bonus. This armor is
Chainmail: This armor is a padded coat with a interlocking bulky
mesh armor worn over it cover the upper and lower body. It
has areas of multiple thickness over vital areas to protect Plate Mail: This armor includes a light chain with pieces of
vulnerable area with its weight laying mostly on the shoulders plate forming cuirass, shoulder pieces, elbow and knee guards,
and waist of the wearer. This armor is fairly bulky. and grieves. This is a full set of armor which distributes the
weight evenly. This armor is bulky.
Elven Chainmail: This armor is only forged and sold by elves
made out of a specially processed mithril and can never be Field Plate Armor: This armor consists of light weight
found outside elven lands, attempting to sell elven chainmail interlocked plates covering the entire body and includes a full
outside of elven lands will always result in suspicion of the visored helm, gauntlets, and armored boots. It has a well-
creature attempting to sell the rare and valuable item. This balanced construction that allows it to reduce damage from all
armor typically given as gifts to non-elves as rewards for doing weapons including natural weapon by 1 point of damage
good deeds for the elven communities. This finely crafted suit (damage can be reduced to 0 this way) and damage from
of chains is made from a specially processed mithril that is a spells, magical effect the produce physical damage like a
closely guarded elven secret, forged into much thinner links fireball (but, not mental ones like weird), and supernatural
than what any human or dwarf could ever do. The armor is abilities are reduced by 1 point of damage per dice of damage
ridiculously light, always of masterwork quality, provided a (a fireball that deal 3d6 points of fire damage has its damage
maximum dexterity bonus +2 higher and any elven chainmail reduced by 3 points, while a red dragons breath weapon which
cost half as much to enchant then normal armor. Elves will only deals damage equal to its hit point are only reduce by 1 point
ever sell elven chainmail to other elves and will even make of damage). Field plate must be fitted to its wearer by a skilled
custom armor at their behest. The drow and dark elves have armorer and unless magical can only be worn by the character
their own versions of elven chainmail call drowcraft chainmail it was manufactured for. This armor is fairly bulky.
see below. This armor is not bulky
Drowcraft Field Plate Armor: Functioning identically like normal
Drowcraft Chainmail: Drowcraft chainmail is nearly identical to field plate armor except made with the specially processed
elven chainmail in both design and in respect to how they mithril enhanced with S’ck Ssussun radiation this armor
distribute it to non-elves. However, the process in which the improves upon the well balanced construction of field plate
mithril is used is different. First of which the mithril usual light armor. Further lightening of the plates weight allows the wearer
blue tent is changed into a solid black as bars of mithril is left to better movement and with the stronger alloy the armor affords
melt and be heated while near a strong source S’ck Ssussun, a better protection to it wearer. The armor bonus of this armor is
crystal formation commonly found in the dark realm which +1 higher than normal field plate and its maximum dexterity
radiates a form of radiation that over a period of days begins to modifier is +2 higher. Commonly favored by noble drow
settle in and permeates the mithril as it is treated. This process warriors and by highly skill drow warriors who hold high favor
is used for all drowcraft weapons and armor. The side effect of with their matron. Dark elves keep several sets of drowcraft
this on the finished product is not only much lighter armor and field plate armor in the city’s armory in case the city becomes
one easier to enchant, but even though not magical the under attack. This armor in not bulky and look very intimidating
drowcraft chainmail has a armor bonus +1 higher and when to those unfamiliar with drowcraft armors.
enchanted is treated as a magical armor with an enchantment
bonus of +1 higher. Unfortunately, the power of the radiation Full Plate Armor: Full plate is made of perfectly forged
starts to deteriorate while in sunlight and if it spends 12 total interlocking plates back with chain that cover the entire body of
hours in direct sunlight will lose all radiation enhanced armor its wearer. It includes an ornate visored helm, gauntlets,
bonus, though it can be restored if the armor is placed within 4 armored footgear. It so expertly balanced in its construction
or less feet of a S’ck Ssussun source for 48 consecutive hours. that it provides the best non-magical protection while only
The dark elves on the surface have somehow found a way being fairly bulky. Like field plate armor, full plate must be fitted
around this limitation with all of their drowcraft items, but are to its wearer by an armorer and cannot be worn by any other
not willing to tell how they have done it and will not sell it to person. It isn’t often worn by adventuring warriors as long
anyone they don’t know well, especially any non-T’puuli walks outside of war times in the armor is ill advised. Also, like
worshiping drow. Because of this NPC dark elves never have field plate armor this armor also reduced the damage its
+1 drowcraft chainmail as they only wear magical armor and wearer takes. However, this armor’s construction reduces all
damage the wearer receives from weapons (including natural dark elf infantry, and nobles will often employ this shield for its
weapons), spells, magical effects the produce physical design and esthetics of the shield.
damage, and supernatural abilities by 2 points of damage per
dice of damage. Thus, if struck by a bastard sword the deal Weapons: The number of weapons available are numerous
2d4 points of slashing damage or a fireball that deal 3d6 points and can be overwhelming at times to decided what you want to
of fire damage they would be reduced by 4 points of slashing use. Each class has a list of favored weapons, this list isn’t the
damage and 6 points of fire damage respectively. weapons they can become proficient with. In fact, it shows
what weapons your classes give you enough basic training
Drowcraft Full Plate Armor: Functioning identically like normal with to use more effectively, you can spend your proficiency
full plate armor except made with the specially processed slot to become proficient with any weapon you choose,
mithril enhanced with S’ck Ssussun radiation this armor further however you only get to add the favored weapon bonus to
refines the already impressive construction of full plate armor weapons on the list of your class’s favored weapons. You can
to complete perfection. The finely thin chain combined with the attack with a weapon you are not proficient with, but you take a
thinner and stronger mithril plate, minimize both the armors penalty on attack rolls based on your class, see the table
weight and bulkiness. All the while improving the wearers’ below. The following is a list of descriptions for each column on
ability to react and defend themselves when wearing the armor. the table of weapons. Weapons are organized into three
The armor bonus of normal full plate is improved by +1 and its category simple weapon which are common place objects that
maximum dexterity bonus is increase by +2. This armor is anyone could readily find and use as a make shift weapon if
almost exclusively uses by noble drow warriors who are in high need be, martial weapon which are military equipment
favor with their matron or by the chosen champion of a dark elf common made for warfare and usually found more around
city or village. This armor is not bulky despite its look, one castles and big city-states than around farms, and finally exotic
could almost feel like a demon slaying badass while wearing a weapons these are usually rare weapon either designed with
suit of this. specific purposes in mind, are difficult to use, or are from a far
off region that makes them hard to find in local areas.
Buckler: This form of small shield protects the wielder by one
creature during a melee round in which it is used. It is small Cost: This is how much a weapon cost to buy, at default. If a
enough to be easily carried or may be strapped to the arm, weapon has a special dependency on it cost a 1, will be next to
thus allowing a wearer to use both hands in combat (though it donating you should check the weapons description for more
they must let go of any large objects in that hand or at least be details.
able to easily raise the hand up to defend from attack to the
front in order to gain the armor bonus against frontal assaults Weight: This is how much in pounds the weapon weighs.
when used this way). When strapped like this, but still holding
a object like a light or heavy crossbow the wearer can still gain
the armor bonus against attack from the side (provided the Table 25: Non-Weapon Proficiency Penalties
attack comes from that side or they are able to turn quick Character Attack Roll
enough to have that side face the enemy). Halflings or gnome Class Penalty
wearing a buckler treat it as wooden small shield. This shield is BARD -2
not bulky Sword Dance -1
CLERIC -2
Wooden Small Shield: This functions like a normal small shield Druid -2
except made of wood and provided a smaller armor bonus as it Favored Soul -3
is more prone to split easily. This shield is not bulky. FIGHTER +0
Ranger +0
Small Shield: This is your typical kite and heater shield
Paladin +0
including small round shields made out of metal that provides
MAGIC-USER -3
better protection than wooden shield. Halfling and gnomes can
Sorcerer -3
use this shield to block up to 3 attack per melee round instead Warlock -3
of 2 as it completely covers most of their body. This shield is PSIONICIST -3
not bulky, but halflings and gnomes treat it as fairly bulky. Monk -1
THIEF -2
Drowcraft Small Shield: The lighter stronger material used in
Assassin -1
crafting this small shield makes it far better at defending from
Dark Mask -2
attacks compared to normal small shield while being not bulky.
This shield is commonly used by both drow and dark elves who
don’t favor the two weapon fighting style commonly used by Damage vs Medium or Smaller: This shows how much
drow and dark elf warriors. damage the weapon deals to creatures of medium size or
smaller.
Large Shield: This is your large Viking round shields or
Norman kite shields; they are made of wood covered in leather Damage vs Large or Larger: This shows how much damage
and bordered with an iron banding at the edges. This shield is the weapon deals to creatures of large size or larger.
too large and bulky for halfling and gnomes to use. This shield
is bulky. Type: This is what kind of damage the weapon deal, slashing,
bludgeoning, or piercing. If it is written like slashing/piercing
Drowcraft Large Shield: This shield uses mithril banding to then you can choose to do either slashing or piercing damage
improve the armor bonus the shield gives while lessening the with the weapon during each single attack, but you cannot do
shields bulky down to fairly bulky. The front line in drow cavalry, both.
Range: This shows the range of the weapon, weapons with the sequence of attacks and feints while your opponent tries to
throw property will have the throw range written here as well defend themselves before attempting a actual attack to deal
(though do remember that weapons with the throw property damage in segments. A dagger with a weapon speed of 2
can still be used as normal melee weapons too). Weapons takes 2 segments to make a attack. This limits how many
without range will have a – here. Though the range listed here additional attacks you can make in a melee round, when using
is the maximum range of a weapon, you can attempt to shot or two weapons fighting the count down for when each attack
throw (provided it has the throw property of course) the sequence start happens on the same segment for the off-hand
weapon past this range at a -1 penalty for a distance within as it does for the 1st attack for your main-hand. For range
twice the weapons maximum range, -2 for three times the weapons (other than weapons with the throw property) this is
weapon maximum range and so on and so forth. For example: how long it takes you to load the weapon and then firing it,
A long bow has a maximum range of 140 feet, you can attempt more complex range weapons like crossbows require you to
to shot a creature from 141 to 280 feet away at a -1 penalty, or spend a free or swift action while reloading limiting how many
from 281 to 420 feet at a -2 penalty and so on. additional attacks you can make with them.

Weapon Speed: This shows how long it take you to go your


basic fighting stance with the weapon going through a

Table : Melee and Range Weapon and their Ammunition


Damage vs Damage vs
Medium or Large or Weapon Weapon
Weapons Cost Weight Smaller Larger Type Range Speed Space Properties
Simple Weapons
Aklys 2 2 gp 3.5 lbs. 1d6 1d3 Bludgeoning 10 feet 3 2 feet Throw, loading
Atlatl 2 1 gp .2 lbs. 1d6 1d6 Piercing 90 feet 2 1 feet Ammunition, loading
Club - 3 lbs. 1d6 1d3 Bludgeoning 30 feet 3 3 feet Throw
Dagger 2 gp 1 lbs. 1d4 1d3 Slashing/Piercing 30 feet 2 1 feet Light, throw
Dart 5 sp .5 lbs. 1d3 1d2 Piercing 40 feet 2 2 feet Throw
Dirk 4 gp .5 lbs. 1d3 1d4 Piercing 30 feet 1 1 feet Finesse, light, throw
Hand axe 1 gp 7.5 lbs. 1d6 1d4 Slashing 30 feet 3 1 feet Light, throw
Hammer 1 gp 5 lbs. 1d4+1 1d4 Bludgeoning 30 feet 4 2 feet Throw
Headbutt - - 1d8 1d6 Bludgeoning - 3 1 feet Two-handed
Heavy 20 gp 13 lbs. 1d4+1 1d6+1 Piercing 240 feet 4 2 feet Ammunition, heavy,
Crossbow loading (free), two-
handed
Javelin 10 sp 2 lbs. 1d6 1d6 Piercing 60 feet 3 6 feet Throw
Jo Stick - 4 lbs. 1d6 1d4 Bludgeoning - 2 2 feet Double Weapon
Kick - - 1d6 1d4 Bludgeoning - 2 2 feet Finesse, light
Knife 1 gp .6 lbs. 1d3 1d2 Slashing 30 feet 1 1 feet Finesse, light
Light Crossbow 12 gp 6 lbs. 1d4 1d4 Piercing 180 feet 3 2 feet Ammunition, loading
(free), two-handed
Punch - - 1d4 1d2 Bludgeoning - 1 2 feet Finesse, light
Quarterstaff - 5 lbs. 1d6 1d6 Bludgeoning - 3 3 feet Double Weapon
Sap 1 gp 1 lbs. 1d2 1d2 Bludgeoning - 2 1 feet Light
Sling 2 9 sp .1 lbs. - - Bludgeoning - 2 2 feet Ammunition
Spear 3 4 lbs. 1d6 1d8 Piercing 30 feet 5 5 feet Light, throw, reach
(5 feet)
Martial Weapons
Arming Sword 20 gp 2.4 lbs. 1d6 1d8 Slashing - 3 2 feet Light
Awl Pike 3 3 gp 8 lbs. 1d6 1d12 Piercing - 7 18 feet Heavy, reach (10
feet), two-handed
Bardiche 7 gp 12.5 2d4 3d4 Slashing - 7 5 feet Heavy, reach (5
lbs. feet), two-handed
Bastard Sword 25 gp 10 lbs. 2d4 2d8 Slashing - 3 4 feet Versatile
Battle Axe 5 gp 7.5 lbs. 1d8 1d8 Slashing - 4 4 feet Two-handed
Bec de Corbin 3 6 gp 10 lbs. 1d8 1d6 Bludgeoning/Piercing - 5 6 feet Heavy, reach (5 feet
only), two-handed
Bill-Guisarme 3 6 gp 15 lbs. 2d4 1d10 Slashing/Piercing - 6 8 feet Heavy, reach (5 feet
only), two-handed
Blowgun 20 gp 1.5 lbs. 1 1 Piercing 30 feet 2 1 feet Ammunition,
Loading (swift), two-
handed
Bo Stick - 1.5 lbs. 1d6 1d3 Bludgeoning - 3 5 feet Double Weapon
Broad Sword 10 gp 6.2 lbs. 2d4 1d6+1 Slashing - 4 4 feet
Caltrop 2 .2 lbs. 1 1d2 Piercing 10 feet 1 - throw
Composite Long 100 1d12 1d10 Piercing 210 feet 1 6 feet Ammunition, two-
Bow gp handed
Composite Short 75 gp 1d12 1d10 Piercing 180 feet 1 3 feet Ammunition, two-
Bow handed
Falchion 10 gp 8 lbs. 1d6+1 2d4 Slashing - 3 feet Heavy
Fauchard 3 3 gp 6 lbs. 1d6 1d8 Piercing/Slashing - 5 8 feet Reach (5 feet only),
two-handed
Fauchard-Fork 3 8 gp 8 lbs. 1d6 1d10 Piercing - 5 8 feet Reach (5 feet only),
two-handed
Footman’s Fail 3 gp 15 lbs. 1d8 1d10 Bludgeoning - 3 4 feet Heavy
Footman’s Mace 8 gp 10 lbs. 1d6+1 1d6 Bludgeoning - 4 3 feet Heavy, two-handed
Footman’s 8 gp 6 lbs. 1d6+1 2d4 Piercing - 4 4 feet Two-handed
Military Pick
Glaive 3 6 gp 7.5 lbs. 1d6 1d10 Slashing/Piercing - 5 8 feet Reach (5 feet only),
two-handed
Glaive- 10 gp 10 lbs. 2d4 26 Slashing/Piercing - 6 8 feet Heavy, reach (5 feet
Guisarme 3 only), two-handed
Great Sword 35 gp 6.5 lbs. 2d6 3d6 Slashing - 7 6 feet Heavy, reach (5 feet
only), two-handed
Guisarme 3 5 gp 8 lbs. 2d4 1d8 Slashing/Piercing - 6 6 feet Reach (5 feet only),
two-handed
Guisarme- 7 gp 15 lbs. 2d4 2d4 Slashing - 6 7 feet Heavy, reach (5 feet
Voulge 3 only), two-handed
Halberd 3 9 gp 17.5 1d10 2d12 Slashing/Piercing - 5 5 feet Heavy, reach (5 feet
lbs. only), two-handed
Hook Fauchard 6 gp 8 lbs. 1d4 1d4 Slashing/Piecing - 6 8 feet Reach (5 feet only),
two-handed
Horseman’s Flail 8 gp 3.5 lbs. 1d4+1 1d4+1 Bludgeoning - 2 2 feet -
Horseman’s 4 gp 5 lbs. 1d6 1d4 Bludgeoning - 3 2 feet -
Mace
Horseman’s 5 gp 4 lbs. 1d4+1 1d4 Piercing - 4 2 feet -
Military Pick
Long Bow 60 gp 1d10 1d8 Piercing 210 feet 1 6 feet Ammunition, two-
handed
Long Sword 15 gp 6 lbs. 1d8 1d12 Slashing - 4 3 feet Heavy, two-handed
Lucern Hammer 7 gp 15 lbs. 2d4 1d6 Bludgeoning/Piercing - 5 5 feet Heavy, two-handed
3

Morning Star 5 gp 12.5 2d4 1d6+1 Bludgeoning - 4 4 feet Heavy, two-handed


lbs.
Military Fork 3 4 gp 7.5 lbs. 1d8 2d4 Piercing - 5 7 feet Reach (5 feet)
Partisan 3 10 gp 8 lbs. 1d6 1d6+1 Piercing - 5 7 feet Reach (5 feet only),
two-handed
Ranseur 3 4 gp 5 lbs. 2d4 2d4 Piercing - 6 8 feet Reach (5 feet only),
two-handed
Scimitar 15 gp 4 lbs. 1d8 1d8 Sashing - 3 3 feet
Short Bow 15 gp 1d10 1d8 Piercing 150 feet 1 3 feet Ammunition, two-
handed
Short Sword 8 gp 3.5 lbs. 1d8 1d6 Slashing - 2 2 feet Light
Two-Handed 30 gp 25 lbs. 1d10 3d6 Slashing/Piercing - 8 6 feet Heavy, reach (5
Sword feet), two-handed
Trident 3 4 gp 5 lbs. 1d6+1 1d10+2 Piercing 4 4 feet Throw, two-handed
Voulge 3 2 gp 12.5 2d4 2d4 Slashing - 8 8 feet Heavy, reach (5 feet
lbs. only), two-handed
Exotic Weapons
Katana 50 gp 6 lbs. 1d10 1d12 Slashing/Piercing - 3 3 feet Finesse, Versatile
Khopesh 10 gp 7.5 lbs. 2d4 1d6 Slashing - 4 4 feet Heavy
Knife-whip 2 10 gp 5.5 lbs. 1d6 1d4 Slashing - 3 8 feet Finesse. light, reach
(15 feet only), trip
Hand Crossbow 300 3 lbs. 1d3 1d2 Piercing 60 feet 2 1 feet Ammunition, loading
gp 1 (swift), light
Harpoon 5 gp 6 lbs. 2d4 2d6 Piercing 30 feet 4 6 feet Reach (5 feet only),
throw, two-handed
Heavy Horse 6 gp 15 lbs. 3d3 3d6 Piercing - 6 14 feet Reach (15 feet
Lance 3 only), trip
Lasso 5 sp 2 lbs. - - - 30 feet 5 5 feet Two-handed
Light Horse 6 gp 5 lbs. 1d6 1d6 Piercing - 4 10 feet Reach (10 feet
Lance 3 only), trip
Man Catcher 2 25 gp 8 lbs. 1d2 1d2 Piercing - 5 8 feet Read (5 feet only),
trip, two-handed
Medium Horse 6 gp 10 lbs. 1d6+1 2d6 Piercing - 5 12 feet Reach (10 feet
Lance 3 only), trip
Spiked Buckler 10 gp 3.5 lbs. 1d4 1d3 Piercing - 2 1 feet Light
Tanto 10 sp 1 lbs. 1d3 1d4 Slashing/Piercing 30 feet 1 1 feet Finesse, light, throw
Wakizashi 30 gp 3 lbs. 1d8 1d8 Slashing/Piercing - 2 4 feet Finesse, light
Whip 2 3 gp 2.5 lbs. 1d2 1 Slashing - 2 8 feet Finesse, light, reach
(15 feet only), trip
Ammunition
Arrow 2 sp .2 lbs. - - Piercing - - - -
12 Arrow 1 sp 2.4 lbs. - - Piercing - - - -
Blowgun 1 sp .1 lbs. - - Piercing - - - -
Needles
Hand Crossbow 20 gp .1 lbs. - - Piercing - - - -
1
Bolt
20 Hand 100 2 lbs. - - Piercing - - - -
Crossbow Bolts gp 1
Light Crossbow 2 sp .1 lbs. - - Piercing - - - -
Bolt
20 Light 2 gp 2 lbs. - - Piercing - - - -
Crossbow Bolts
Heavy 2 sp .2 lbs. - - Piercing - - - -
Crossbow Bolt
20 Heavy 2 gp 4 lbs. - - Piercing - - - -
Crossbow bolts
12 Sling Bullet 6 sp 2.4 lbs. 1d4+1 1d6+1 Piercing 200 feet 2 2 feet Throw
20 Sling Bullet 10 sp 4 lbs. 1d4+1 1d6+1 Piercing 200 feet 2 2 feet Throw
Sling Stone - .1 lbs. 1d4 1d4 Piercing 160 feet 2 2 feet Throw
1 This weapon is special in how it can be obtained, see its description for more detail regarding its purchase.
2 This weapon has special rules or a unique function regarding it, see its description for more details.
3 This weapon can be set in preparation for being charged by an opponent as a action, if a creature attacks to charge you after doing
this you get an attack of opportunity against the creature and on a successful attack with this weapon it deals double damage to the
charging creature. It the charging creature was mounted when hit, then it is knocked off its mount, prone on the ground and must spend
a action to stand back up and can only move by crawling at 1/4th their movement speed until they stand up.

Space: This is how much room the weapon takes (usually its Loading: Weapons with this property requires time to load
length and not its total dimensions. Large weapon needs ammunition into it before it can fire. Before making a attack a
enough room equal to their space + 3 feet to be used creature must spend either a free or swift action to reload the
comfortably, while outside or in most castles or houses this weapon this is done as part of the weapons weapon speed. A
isn’t much of an issue, but in deep caves or underground weapon with this property has either (free) or (swift) next to it
dungeons this becomes very important. denotating which kind of action it takes to reload the weapon.
Effectively this means a loading weapon can only be fired up to
Weapon Properties: This is what special properties the weapon twice in a single melee round unless a feature or ability allows
has; a weapon can have multiple properties or none at all. you to do otherwise, provided of course you have the ability to
Below is a list of weapon properties and what they do. attack more than once in a round.
Ammunition: This weapon needs a separate item in order to Reach: Weapons with reach can only be applied to melee
fire and by itself is useless. Bow use arrows and crossbows weapons, this property allows the weapons wielder to make a
uses bolts for example. melee attack against a creature farther away than 5 feet
without having to move. A weapon with reach will have a
Double Weapon: Each end of a double weapon can be used to
number of feet display in parathesis next to reach, this is the
make a separate attack as if fighting with two weapons
number of additional feet away from you, your weapon can hit
(including penalties). When using as a double weapon each
passed 5 feet. (5 feet) for example allows you to make a melee
end is treat as a weapon with the light property, you must use
attack up to 10 feet away from the space you occupy. If the
two hands in order to use a double weapon. You cannot use a
weapon has (5 feet only) this mean attacking creatures within
weapon with the double weapon property and another weapon
the first 5 feet with this weapon has a -1 penalty on attack rolls
for two weapon fighting, it is either a single double weapon or
because the weapon is not designed to be used at this
two weapon without the double weapon property who fulfills
distance, same is true if it says (10 feet only) attacking
the proper conditions for two weapons fighting.
creatures within 5 feet of you is at a -1 penalty, but attacking
Finesse: Weapons with this property allows you to use your creature 6 to 15 feet away from you is at your normal attack
dexterity modifier to your attack and damage rolls with that modifiers.
weapon. You can choose whether you want to use strength or
Throw: Weapons with this property can be thrown as a ranged
dexterity for your modifier, but you must state this choose at
attack instead of used as a melee weapon if they wish. Throw
the beginning of the melee round and it applies to both attack
weapons always deal piercing damage regardless of their
and damage rolls with that weapon. Also, using a finesse
normal damage type. Throw weapons will have their maximum
weapon as one of your weapons for two weapons fighting
range in the range section of the weapons row. A throw
means you cannot reduce the penalty to better than 0 and you
weapon uses strength for its modifier to attack rolls and
never get to add your strength modifier.
damage when thrown and not dexterity.
Heavy: Weapons with this property are too large and too heavy
Trip: A weapon with this property can be used to trip a creature.
for a creature of small size or smaller to use even when made
In order to trip a creature, you must announce you wish to trip
to be used for a creature of that size.
at the beginning of the melee round and your intended target,
Light: Light weapons are designed with weight balance in mind then if you get close enough, you must make a touch attack roll,
and are light enough for a creature with the two weapons if you hit the target, they must make a save vs trip DC 10 +
fighting style to uses as their off-hand weapons. A creature your Strength modifier + your proficiency bonus if you are
who has two weapons fighting style and use a light weapon in proficient with the weapon you are using. If they fail this save
each hand has their two weapons fighting penalty reduce by +2. the creature is now prone and must spend an action to stand
up, they can attempt to craw but can only move up to 1/4th their Regardless of ammunition, either weapon thrown using a Atlatl
movement speed in a single melee round unless they stand up have a maximum of 90 feet rather than the dart or spear’s
first. normal maximum. Darts thrown with a Atlatl deal the damage
listed in the Atlatl’s listing rather than dart. Spears thrown with
Two-Handed: Weapons with two-handed can only be used with an Atlatl keeps its own damage instead gaining the Atlatl
two hands, i.e. you must grip the handle with two hands in maximum range.
order to make any attacks with the weapon and you cannot
use any shields other than the buckler with them. Creatures Awl Pike: Sometimes called an Ahlspiess, this weapon is
using two-handed weapon treat they strength for the purpose basically a gigantic 18 foot spear. A long round shaft of wood
of dealing extra damage as if it were 50% higher. Thus, a mounted with a spike of square cross sections. This weapon
creature with a strength of 12 attack with a two-handed isn’t really made to be used within 5 feet; however, you can
weapon would treat their strength as 18 for the purpose of comfortably strike an opponent at a distance with it, but due to
determining bonus damage for high strength and would add a the odd balance of the Awl Pike it cannot be thrown and
+3 to damage instead of +0. This cannot allow a creature’s require a lot of room to be used properly. Definitely an outdoor
strength to be treated as higher than 25. weapon.

Versatile: A weapon with this weapon can be use with either Bardiche: Is a large one-sided axe head attached to 5 foot long
one hand or two hands effectively. If used with two hands the round wooden shaft. You can use it effectively to strike a
weapon deal +1 point of damage of its damage type, but you creature up to 10 feet away, unfortunately the axe head is too
cannot use a shield unless it is a buckler when using it two- heavy and is impossible for small creatures to use.
handed. Moreover, a creature wielding a versatile weapon in
two hands treats the weapon as if it has the two-weapon Bastard Sword: Sometimes known as a Hand-in-half sword,
property for the purpose of bonus damage for high strength. this double-edged bladed weapon is the middle ground
Thus, a creature with 12 strength attacking with a bastard between arming sword and long sword. Having a overall length
sword in one hand gets a +0 to damage, but if they were to of about 39 to 42 inches long with a blade 33 to 36 inches long.
wield it in two hands their strength is treated as 18 for damage The handle of the sword is 3 to 4 inches longer than an arming
bonus giving them a +3 to damage. sword and tend to have just barely enough room to hold it with
both hands comfortably. The weight balance of the sword
Using Improvised Weapon: Sometimes you just don’t have an allows the wielder to use it in either one or two hands.
actual weapon on hand and might have to defend yourself with
the nearest item on hand. Well, this is what is called an Battle Axe: This 4 feet cleaving weapon is a shaft of wood with
improvised weapon. Look at the object in question, then a crescent shaped head fixed on one side at the end usually
compare it to the weapons on the list what weapon is it closest made of iron or steel. The weight of this weapon is weighted
to. A table leg from a broken table is closest to a club, while towards the bladed end, requiring two-hands to properly used.
using a chair is a good make shift hammer and thus you would
Bec De Corbin: This long pole has a raven’s beak, a modified
use the appropriate weapon damage, speed, space, and
hammer’s head and spike. The beak or the hammer head can
properties.
be used during a single attack dealing either bludgeoning or
Weapon Descriptions piercing damage but you must announce which side you use to
attack before making the attack roll, the hammer is similar to a
Aklys: This is weighted short club with a strong, long leather lucerne hammer. The pole is 6 feet long in length and the
strap attached to the butt. This weapon can be thrown with a weapon is most effective when used against creatures 6 to 10
weapon speed of 3 up to 30 feet, the wielder can hold to the feet away. A Bec De Corbin is in the polearm family and are
thong when thrown and can spend 1 combat segment used primarily in a battle field rather than places like in a
retrieving the aklys as a free action. dungeon.

Arming Sword: This double-edged bladed weapon is usually 35 Bill-Guisarme: This polearm is a combination of a bill, a curved
inches in size overall with a 30 inch blade. While it ends in a blade originally used to trim tree limbs, and a guisarme, a
point, the edge of the blade is far sharper. It can easily be used pruning hook fixed unto a spear shaft or thin spikes. Thus
in one hand and is perfect for dealing damage against larger spear/ spikes of the guisarme deals piercing damage, while
foes while still being equally effective against smaller creatures. swiping at a creature with the polearm’s bill blade deals
Fighters, paladins, and rangers will often use this as a sidearm slashing damage. The bill-Guisarme is a large weapon not
and it has a cousin in the rapier which shares the arming sword made to be used in tight corridors and is a battle field weapon
effectiveness being able to deal piercing damage or slashing of some renowned for its effectiveness in war.
damage instead of just slashing do to its thinner blade. A rapier
cost 5 gp more, but has the same stats as an arming sword Blowgun: A blowgun is a long narrow tube made out of a
other than damage type and having the finesse property in hallowed out piece of wood, it takes two hands to hold the
addition to being a light weapon. Any creature proficient with blowgun properly enough to aim and shoot a dart. It takes a
an arming sword is also proficient with a rapier. Arming swords swift action to load a fresh dart into the blowgun. The dart is
are often referred to as Knightly sword by those in nobility or usually made from fletch wood, feather tips, or a metal needle.
wealth, while common folk will usually use the term knight Bo Stick: This 5 foot 11 inch long, smooth, unfinished staff is
sword when referring to the arming sword. made of either a hard or a flexible wood like red or white oak.
Atlatl: The Atlatl is a tool that is a wooden shaft with a cup or Being smoothed into a round or circular shape makes it
spur at the end in which a dart or spear can be laid to rest. The comfortable to use and is favored as a training weapon by
Atlatl is thrusted forward lunching the dart or spear off it. monks. When wielded properly in both hands a creature can
make an attack with each end of the Bo Stick in a single melee Fauchard: This large polearm consists of a long 7 and a half
round as if fighting with two-weapons. The Bo Stick can be feet pole with a curved blade fixed to one end. The curve of the
inlaid or brands with strips of iron or other metals on each end blade can be moderate to strong with the cutting edge being on
for added strength, though doing so cost 2 gp for iron, 5 gp for the convex side of the blade. The long length of the pole can
steel, and 10 gp for silver. allow a creature to thrust or slash an enemy from 6 to 10 feet
away, but is completely useless within 5 or less feet.
Broad Sword: This sword is sometimes called a basket-hilted
sword due to the basket-shaped guard that is commonly found Fauchard-fork: The Fauchard-fork is a variant of Fauchard that
on broad swords used by nobility. Broad swords are a double- has a spike shape blade fixed underneath the curved blade,
edge blade, with a wider thicker blade than an arming sword making it a more effective thrusting weapon than the normal
though they are of similar length to them fauchard.

Club: This is a short shaft of wood with one end larger than the Footman’s Flail: This 3 foot pole made of either wood or iron
other. has a chain fixed with a spiked ball attached to one end.
Designed to be used by infantry on the ground against
Caltrop: These small area of denial weapons are made up of enemies on horseback, it is a very heavy two-handed weapon
two or more sharp spines or nail using a stable base that and needs to be handled with care by the user lest the ball
makes so they will always point upward. They can be thrown strike its own wielder.
up to ten feet with up to five of them being able to fit in a single
hand. When a handful of caltrops are thrown onto the ground Footman’s Mace: Much like the footman’s flail this weapon is
up to a five foot area becomes hazards to any creatures that made from a 3 foot pole, however on its end is a large ball of
walk into it. A creature who walks into a area filled with caltrops metal or an array of metal spikes. This weapon is capable of
takes damage and takes twice as long to move up to their dealing a massive amount of force and is perfect for knocking
movement speed for up to one conflict or ten minutes. the air out of unarmored creatures.

Composite Long and Short Bow: A composite bow is made Footman\s Military Pick:
from horn, wood, and sinew laminated together; this
combination allows the bow to maintain its strength while Glaive:
keeping the traditional bows ability to store energy. Composite
Glaive-Guisarme:
long and short bows are general smaller in size compared to
their normal “self-bow” counterparts, while maintaining the Great Sword:
power and range, however moister is damaging to how the
bow is manufactured. The default composite bows given in the Guisarme:
table have a draw strength of 80 pounds and requires a
Guisarme-Voulge:
strength score of 7 in order to be used, the bow can be made
at a higher draw strength, but it cost an additional 10 gp per 10 Halberd:
pounds for long bows and 5 gp per 10 pounds for short bows.
For every 10 pound of force required to fire the bow, the Hand Axe:
strength score required to use it increase by 1 and as a benefit
the bow deal +1 additional point of piercing damage to a max Hammer:
of +12 at a 200 pound bow (which would require a strength
Headbutt:
score of 19 to be use).
Heavy Crossbow:
Dagger: This double-edge bladed weapon has two sharp
edges on the blade ending with a very sharp point. The dagger Hook Fauchard:
is typical 8 to 10 inches overall with a 4 to 6 inch blade. A
dagger can be used to deal slashing or piercing damage. You Horsemen\s Flail:
can throw a dagger with a weapon speed of 1 up to 30 feet.
Horsemen’s Mace:
Dart: A dart is a 6 to 8 inch shaft of wood thinner than an arrow
Horsemen’s Military Pick:
shaft with quill on one end of the shaft and ending with a sharp
metal cap on the other end. You can throw it yourself up to 40 Javelin:
feet with a weapon speed of 1 or up to 90 feet if used with an
Atlatl using a weapon speed of 2. Jo Stick:

Dirk: A dirk is a specialized dagger usually 10 to 12 inches Kick:


overall with duller edges ending in a very sharp point. Dirks
tend to be thinner and lighter than normal daggers and are Knife:
favored by assassins. You can throw a dirk with a weapon
Light Crossbow:
speed of 1 up to 30 feet.
Long and Short bow:
Falchion: this one-handed single-edged sword similar in shape
to a Sabre in general form with its curved blade. Generally, Long Sword:
their overall length is 30 to 42 inches, with the width of the
blade being more often wider than an inch.
Chapter 6: A Multiverse of Feats Benefit: While running or charging your base movement speed
is treated as if it was 30 feet more. So, a human with this feat
What are Feats? treats their movement speed as if it was 150 feet instead of
120 feet when running or charging to determine how far they
Feat are special traits creatures are either born with or train to can move.
develop. You must meet all prerequisites in order to take a feat,
the effect of feats is permanent and can alter what your Heightened Senses
character can do in larger impactful ways.
Prerequisite: At least 1 skill point or proficiency in General Skill
Listen, Spot, and Survival.

Ambidextrous Benefit: You add twice your ability modifier to all General Skill
Listen, Spot, and Survival checks.
Prerequisite: None
Special: If you have proficiency in General Skill Listen, Spot,
Benefit: You do not have the left or right hand as your and Survival in addition to at least 1 skill point in each general
dominate hand and you can use items in either hand at easy skill your synergy bonus increases from a +5 to a +10 for those
as if either hand were your primary hand. When fighting with specific General Skills.
two-weapons or when using a double weapon, both of your
hands are treated as your primary hand getting both a -2
penalty on attack roll rather than -2 for one hand and -4 for the
other. Improved Strength

Prerequisite: Level 4 or higher in your highest level class.

Dark Elf Advanced Training Benefit: Your strength score increases by 1 permanently, this
increase cannot increase your strength to higher than 20.
Prerequisite: Dark Elf, Level 4 or higher in your highest level
class. Special: Humans who take this feat have their strength
increases by 1 additional point for a total of a 2 point increases
Benefit: You can use your T’puuli An’ar’s Blessing 1 additional instead of just 1.
time per day and once per day you can expend one use of
T’puuli An’ar’s Blessing to create the effect of the moonfire
spell, using this takes an action and functions as a spell-like Improved Dexterity
ability. The spell level of the moonfire is dependent on your
level in your highest level class see table below and is treated Prerequisite: Level 4 or higher in your highest level class.
as if it was being casted by a sword dancer. You use your
highest level class as your caster level and it uses charisma as Benefit: Your dexterity score increases by 1 permanently, this
your spellcasting ability. increase cannot increase your dexterity to higher than 20.

Highest Level Effective Special: Humans who take this feat have their dexterity
Class Spell Level increases by 1 additional point for a total of a 2 point increases
4th – 6th 1st level instead of just 1.
7th – 9th 2nd level
10th – 12th 3rd level
13th – 15th 4th level Improved Durability
16th – 18th 5th level
19th -21st 6th level Prerequisite: Constitution score 12 or higher
22nd – 24th 7th level
25th – 27th 8th level Benefit: You do not gain your constitution modifier to your hit
28th – 30th 9th level dice, instead you gain a portion of your constitution score to
your hit dice. When starting a character with this feat you gain
a number of hit points added to your starting hit points equal to
½ your constitution score, if you are a gestalt multiclass
character you add this to each of your classes starting hit
Drow Advanced Training
points before dividing by the number of classes. Every time
Prerequisite: Drow, Level 4 or higher in your highest level class. you gain a level in a class you add 1/4th your constitution score
to the result of each hit dice rolled, if you are a gestalt
Benefit: You gain 1 additional use per day of your L’Jallil multiclass character you then divide the result by the number
D’Vhid Cursed Magic 1/day spell-like abilities. You can also of classes. If ½ or 1/4th of your constitution score would result
use your dancing lights, darkness, faerie fire spell-like abilities in number with a decimal like 17 constitution would result in 8.5
as a reaction instead of a swift action. when finding its ½ value, you round to the nearest whole
number. For example, a fighter/magic-user starts the game
with this feat having a constitution score of 18, their starting hit
Fast Running points are 10 and 4 since 9 is ½ of 18 they would figure their
starting hit points like this 10+9+4+9 = 32/2 classes = 16
Prerequisite: Constitution score 12 or higher. starting hit points, then when the character gains a level in
fighter they would roll 1d10 +5 (4.5 is ¼ of 18 rounded to the Benefit: Your charisma score increases by 1 permanently, this
nearest whole number), so if they roll a 5 they would have 10/2 increase cannot increase your charisma to higher than 20.
classes = 5 new hit points for a total of 21 hit points as a 2/1
level fighter/magic-user. When you stop gaining hit dice for a Special: Humans who take this feat have their charisma
class at 20th level, you no long add your constitution score increases by 1 additional point for a total of a 2 point increases
when leveling up just as you would no long gain your instead of just 1.
constitution modifier to your additional hit points when leveling
up to 21st level.
Skill Mastery

Prerequisite: Proficiency in selected skill, at least apprentice


Improved Constitution
level in selected skill.
Prerequisite: Level 4 or higher in your highest level class.
Benefit: Select up to four general skills you are proficient with
Benefit: Your constitution score increases by 1 permanently, that has at least one skill point in it, when making a skill check
this increase cannot increase your constitution to higher than in any of the selected skills You add twice your level of mastery
20. bonus to the skill check. Thus a 10th level thief with a dexterity
of 18 selects the general skill hide which they have a rank of
Special: Humans who take this feat have their constitution expert in it, when making a general skill hide check they get a
increases by 1 additional point for a total of a 2 point increases +3 bonus for their 18 dexterity, +3 for their proficiency bonus,
instead of just 1. +5 synergy bonus since they are making a dexterity base skill
check with the thief class having dexterity as their prime ability,
and +6 for their level of mastery doubled by this feat for a total
bonus on their hide check of +17. So, if they rolled a 5 their
Improved Initiative
hide check result is 22.
Prerequisite: None

Benefit: The initiative dice you roll to determine who acts first
increase by one dice size from 1d6 to 1d8, 1d8 to 1d10, 1d10
to 1d12, and 1d12 to 1d20.

Special: This increase in initiative dice size stacks with


bonuses from classes and species that increase your initiative
dice size by one category, this total increase in dice size
cannot make your initiative dice exceed 1d20.

Improved Intelligence

Prerequisite: Level 4 or higher in your highest level class.

Benefit: Your intelligence score increases by 1 permanently,


this increase cannot increase your intelligence to higher than
20.

Special: Humans who take this feat have their intelligence


increases by 1 additional point for a total of a 2 point increases
instead of just 1.

Improved Wisdom

Prerequisite: Level 4 or higher in your highest level class.

Benefit: Your wisdom score increases by 1 permanently, this


increase cannot increase your wisdom to higher than 20.

Special: Humans who take this feat have their wisdom


increases by 1 additional point for a total of a 2 point increases
instead of just 1.

Improved Charisma

Prerequisite: Level 4 or higher in your highest level class.


Chapter 7: Weapon Proficiencies Slots, Because of this a 1st level Magic-User can be proficient in two
simple weapons or one martial weapon, but not with an exotic
Combat Maneuvers, and Combat Styles weapon. While a 1st level fighter can be proficient in ten simple
Every class handles combat differently, between innate class weapons, five martial weapons, two exotic weapons and one
feature, favored class weapons, and the weapons you choose martial weapon, two exotic weapons and two simple weapons,
to become proficient with they all change how your approach or any combination in between. Some weapons have alternate
combat. Each class starts with a specific number of weapon version with a different name, like the rapier being an alternate
proficiency slots, these weapon proficiency slots are spent to version of an arming sword. By taking proficiency with an
become proficient in a weapon or can be used to gain passive arming sword, you gain proficiency with the rapier as well. You
combat abilities called combat style and fighting technics called do not have to spend all of your weapon proficiency slot at
combat maneuvers. Combat styles are reflective of the way once, you can hold on to any number of them as you wish. But,
your character has trained that improves their ability with keep in mind that spending weapon proficiency slot out of
particular weapons or fighting methods. Combat maneuvers character creation takes one day of down time per weapon,
are special technics that you can learn to give you an combat maneuver, or combat style each as you character
alternative way of attack. practices to gain proficiency.

Weapon Proficiency Slot Combat Maneuvers

Every class starts out with a set number of weapon proficiency Combat maneuvers are special actions or abilities that a
slots at 1st level and they gain one additional weapon character can perform once they learn the combat maneuvers.
proficiency slot at specific interval dependent on the class in Each combat maneuver requires you to spend weapon
question. More combat oriented classes like the fighter start proficiency slots to learn, some have additional requirements
out with more weapon proficiency slot and gain new ones at a like class levels, other combat maneuvers, or minimum ability
much faster rate than more magically inclined classes like the score in order for you to learn the combat maneuver.
magic-user who start out with a poultry sum and take rather
long time to gain another slot.
Arcane Strike
Table : Weapon Proficiency slots by class
Weapon Weapon Weapon Proficiency Slot Cost: 1
Proficiency Proficiency
CLASS Slot At Slot At Requirements: Arcane Spellcasting, Ability to cast 1st level
Subclass 1st Level Higher Levels spells, Intelligence 13 or Higher.
BARD 3 slots 1 slot every four levels
Sword Dancer 3 slots 2 slots every four levels Description: Once per melee round, you can channel the
CLERIC 3 slots 1 slot every four levels energy from one spell slot (arcane spellcasters who prepare
Druid 3 slots 1 slot every four levels spells must use a spell slot with a prepared spell in it) of 1st
Favored Soul 3 slots 2 slots every four levels level or higher into a single melee weapon you are currently
FIGHTER 5 slots 2 slots every two levels holding as a free action. During the next strike you make with
Paladin 4 slots 2 slots every three levels that weapon the channeled energies are release dealing
Ranger 4 slots 2 slots every three levels additional damage on a successful strike. The strike deals 1d6
MAGIC-USER 1 slot 1 slot every six levels additional points of damage per level of the spell used, if the
Sorcerer 2 slots 1 slot every seven levels prepared spell used for arcane strike normal deal damage of a
Warlock 1 slot 2 slots every seven levels specific type the damage from the arcane strike deal damage
PSIONICIST 3 slots 1 slot every five levels of that type. The channeled spell energies stay within the
Monk 2 slots 2 slots every three levels weapon for one minute per spell level or until an attack roll is
THIEF 2 slots 1 slot every four levels made regardless of success. Using this maneuver consumes
Assassin 3 slots 2 slots every four levels the use of the spell per day.
Dark Mask 2 slots 1 slot every four levels

Becoming Proficient with a weapon Divine Strike

In order to become proficient with a weapon you must spend a Weapon Proficiency Slot Cost: 1
number of weapon proficiency slot dependent on the
Requirements: Channel Divinity, Wisdom 13 or higher.
classification of weapon. Weapons are split into three category
Simple, Martial, and Exotic weapons. All classes are proficient Description: Once per melee round as a free action, you can
in punching, kicking, and headbutting and all creatures are use the divine energies from your channel divinity power and
proficient with all natural weapons they have. Some class and channel them into a melee weapon you are currently holding.
racial features can give you proficiency with a weapon. During the next strike you make with that weapon the
channeled energies are release dealing additional damage on
Table : Proficiency Cost By Weapon
a successful strike. The Alignment of your deity determines the
Weapon Type Weapon Proficiency Slot cost
type of damage the holy strike does, a Chaotic Good deity
Simple ½
allows them to deal either anarchic damage or holy damage,
Martial 1
while a Lawful Evil deity allows them to deal either order
Exotic 2
damage or unholy damage, neutral deity just deals damage.
You must choose which damage type the strike will be when modifier. You must be proficient with the weapon you use with
channeling the divine energy. The strike deals 1d6 additional this combat maneuver.
points of damage per 1/day use of channel divinity you
channeled into the weapon. The divine energy stays within the Special: Assassins can use this maneuver with their
weapon for one minute or until an attack roll is made assassination attack.
regardless of success. Using this maneuver consumes the use
of the channel divinity per day.
Speed Dash

Weapon Proficiency Slot Cost: 1


Fast Strike
Requirements: 1st level or higher Fighter, Paladin, or Ranger,
Weapon Proficiency Slot Cost: 1
and Dexterity 13 or higher.
Requirements: Favored Weapon Bonus +2, Strength 13 or
Description: Once per melee round as a free action, you can
higher, and Dexterity 13 or higher.
make a short, but extremely fast dash. This dash can only be
Description: Once per melee round, when you attack with a in a straight line, though it can be to either side, forward, or
weapon without the heavy property you can treat the weapon backwards as desired. Speed dash allows you to immediately
as if its weapon speed was half its actual weapon speed. move 60 feet in one segment this counts toward your total
When you deal damage with that weapon you can add twice movement speed for the melee round, if a creature is within the
your strength modifier or dexterity modifier if the weapon has 60 feet you will bump into the creature. If you bump into a
the finesse property. creature, you both must make a save vs. trip or fall prone. The
DC for the saving throw vs trip is 10 + yours strength modifier +
your proficiency bonus.

Heavy Strike

Weapon Proficiency Slot Cost: 2 Counterspell

Requirements: Proficiency with a melee weapon with the Weapon Proficiency Slot Cost: 2
heavy property, and Strength 13 or higher.
Requirements: Countersong, Intelligence 13 or higher, and
Description: Once per melee round, when you make your first Charisma 13 or higher.
attack with a weapon with the heavy property that you are
proficient with, you can choose to add twice your strength Description: Once per day, you can use your Countersong to
modifier to the damage roll with that weapon instead of your counter the casting of a single spell with a verbal component. If
strength modifier. If you do the weapon speed increase by 2. multiple spells are being casted, you must be facing the
direction of the spell you wish to counter and they must be
within 30 feet of you. The level of the spell you can counter
with this maneuver is dependent of the level of success you
Improved Speed Dash have with you core skill singing check.
Weapon Proficiency Slot Cost: 2 Table : Countersong effect on spells
Core Skill Singing Spell
Requirements: 3rd level or higher Fighter, Paladin, or Ranger,
Succeed by Level
and Dexterity 13 or higher.
Base % - 10% 1st
Description: You can use speed dash twice per melee round. 11% - 20% 2nd
However, using this second speed dash is a reaction and you 21% - 30% 3rd
cannot use this second speed dash if you bumped into a 31% - 40% 4th
creature on the same melee round with the first. 41% - 50% 5th
51% - 60% 6th
61% - 70% 7th
71% - 80% 8th
Sniper Shot 81% - 90% 9th
Weapon Proficiency Slot Cost: 1
Combat Styles
Requirements: 1st level of higher Assassin, Dark Mask, or
Thief, Dexterity 13 or higher. Combat Styles are permanent, passive abilities that alter the
ways you can fight during combat and give advantages that
Description: When a creature is unaware of your presence can turn the tide of battle easily. You must spend weapon
and you are able to perform a sneak attack or backstab. When
proficiency slots to learn combat styles and more powerful
using a range weapon (it cannot be throw weapon), you can combat styles build off of more basic styles.
take a full round action to make a single range attack ignoring
the normal 60 feet maximum range attack limits for sneak Combat Caster Style
attack and backstab, furthermore you add twice your dexterity
modifier to the weapons damage roll instead of your dexterity Weapon Proficiency Slot Cost: 1
Requirements: Arcane Spellcasting or Divine Spellcasting, Improved Two-Weapons Fighting Style
Dexterity 13 or higher, and Intelligence 13 or higher.
Weapon Proficiency Slot Cost: 2
Description: When casting spells with a casting time of 2
segments or more, you no longer have to remain still and focus Requirements: Two-Weapons Fighting Style and Dexterity 13
on casting the spell, but moving more than 20 feet causes you or higher.
to have a chance of causing the spell to fail. The chance of the
Description: Your off hand penalty for two-weapons fighting
spell failing is 20% chance +5% per level of spell. You are also
decreases by 2. When you use a full round action to attack,
no longer flat-footed when casting spells.
you can make two extra attacks with your off hand weapon
instead of just one.

Combat Casting Mastery Style Special: Drow and dark elves already do not have any
penalties when fighting with two-weapons, when taking this
Weapon Proficiency Slot Cost: 2 maneuver, a drow or dark elf can add their dexterity modifier to
their offhand attack rolls in addition to strength. Their dexterity
Requirements: Arcane Spellcasting, Combat Caster, Light modifier does not fallow the normal two-weapons fighting rules
Armored Spellcasting, Medium Armored Spellcasting, Heavy of not being able raise their offhand attack roll bonus higher
Armored Spellcasting, Dexterity 13 or Higher, and Intelligence than +0. They still gain the ability to attack twice per melee
13 or higher. round with their off hand.
Description: You no longer have any spell failure chance A creature with the ambidextrous feat has the penalty for two-
when casting spells in armor. weapons fighter decreased by 2 for their primary hand instead
of their offhand as they treat both hands as their primary hand.
Special: Gestalt Multiclass arcane caster do not have any spell
Thus, a creature with this fighting style and the ambidextrous
failure chance to cast spells when wearing armor as long as
feat has no penalty to two-weapons fighting.
one of their classes are proficient with it. When casting a spell
at a creature with magic resistance, the Gestalt Multiclass
caster treats their magic resistance as if it was 10% less.
Light Armored Spellcasting style

Weapon Proficiency Slot Cost: 1


Greater Two-Weapons Fighting Style
Requirements: Arcane Spellcasting, Combat Caster, Dexterity
Weapon Proficiency Slot Cost: 3 13 or higher, and Intelligence 13 or higher.
Requirements: Two-Weapons Fighting Style, Improved Two- Description: You can cast spells with somatic components
Weapon Fighting Style, and Dexterity 13 or higher. while wearing light armor, but you have a 20% chance +5% per
level of spell of the spell failing to cast.
Description: When you use a full round action to attack, you
can make three extra attacks with your off hand weapon Special: Gestalt Multiclass arcane caster do not require this
instead of one. combat style to cast in armor as long as one of their other
classes have proficiency in the armor and they do not have any
Special: Drow and dark elves treat any off hand weapon as if it
spell failure chance. As long as they are proficient with the
was their classes favored weapon.
armor in question Gestalt Multiclass arcane caster gain +1 to
their armor class when wearing light armor while casting spells
with somatic components.
Heavy Armor Spellcasting Style

Weapon Proficiency Slot Cost: 2


Medium Armored Spellcasting Style
Requirements: Arcane Spellcasting, Combat Caster, Light
Armored Spellcasting, Medium Armored Spellcasting, Dexterity Weapon Proficiency Slot Cost: 1
13 or higher, and Intelligence 13 or higher.
Requirements: Arcane Spellcasting, Combat Caster, Light
Description: You can cast spells with somatic components Armored Spellcasting, Dexterity 13 or higher, and Intelligence
while wearing heavy armor, but you have a 20% chance +5% 13 or higher.
per level of spells of the spell failing to cast.
Description: You can cast spells with somatic components
Special: Gestalt Multiclass arcane caster do not require this while wearing medium armor, but you have a 20% chance +5%
combat style to cast in armor as long as one of their other per level of spell of the spell failing to cast.
classes have proficiency in the armor and they do not have any
Special: Gestalt Multiclass arcane caster do not require this
spell failure chance. As long as they are proficient with the
combat style to cast in armor as long as one of their other
armor in question Gestalt Multiclass arcane caster gain +1 to
classes have proficiency in the armor and they do not have any
their armor class when wearing heavy armor while casting
spell failure chance. As long as they are proficient with the
spells with somatic components.
armor in question Gestalt Multiclass arcane caster gain +1 to
their armor class when wearing medium armor while casting
spells with somatic components.
Ranged Touch

Weapon Proficiency Slot Cost: 1

Requirements: Arcane Spellcasting or Divine Spellcasting,


Spellcasting ability 13 or higher.

Description: When you cast a spell with a range of touch or


that requires you to touch a creature as part of the spells effect,
your touch gains a range of 15 feet. Spells that normally
require you to make a touch attack (a melee attack roll) instead
require you to make a range touch attack (a range attack roll)
instead. You may still use a normal touch attack if you desire,
but you must be able to physically reach them normally to do
so as per normal. This range touch isn’t actually like your hand
stretching 15 feet to reach your target, but a magical invisible
hand that shoots forth from your own grasp that functions as
an extension of your real hand. The hand can only exert force
equal to a soft caress.

Two-Weapons Fighting Style

Weapon Proficiency Slot Cost: 1

Requirements: Dexterity 13 or higher

Description: You no longer are limited to just a dagger or


hand axe as your off hand weapon, you can use any light one
handed weapon as your off hand weapon.

Special: Drow and dark elves have dark elf two-weapons


fighting and can use any one handed weapon already. Instead,
when using a light weapon in their offhand they treat it as their
classes favored weapon. They must still be proficient with the
weapon in order to gain this benefit.

Two-Weapons Fighting Style Mastery

Weapon Proficiency Slot Cost: 4

Requirements: Two-Weapons Fighting Style, Improved Two-


Weapon Fighting Style, Greater Two-Weapon Fighting Style,
and Dexterity 13 or higher.

Description: You can make up to four attack with your off


hand when fighting with two-weapons. You can use any one
handed weapon as your off hand weapon.

Special: Drow and dark elves can already use any one handed
weapon as their offhand weapon, when fighting with two-
weapons they deal +1 points of damage with their first
successful hit, +2 points of damage with their second
successful hit, +3 points of damage with their third successful
hit, and +4 points of damage with their 4th and each sequential
successful hit during the melee round. At the end of the melee
round this bonus resets to +1 and begins counting again. The
bonus damage is for each attack regardless of whether it is the
main or offhand as long as they are fighting with two-weapons.
Chapter 8: Spells of the Multiverse school of magic. Gestalt multiclass spellcaster have the spells
per day of each class so they can only prepare spells in those
There are a multitude of spells throughout the multiverse, their spell slot that are from that class’s spell list Progressive
effect has just as many variances as there are spells. Then multiclass spellcaster have a single spells per day table that
there is the power of the mind itself, Psionics. This strange and uses their total caster level for each spellcasting class divided
unusual power has existed since the beginning of written by the number of spellcasting classes you have a level in.
history, but only a special few have learned how to utilize this When classes that learn spells learn a spell that has a reverse,
unique ability. This chapter will cover both Spells and Psionic, they treat the spells reverse as if they learned it automatically.
including Divine and Arcane spells for each class with these You must still prepare the reverse in a spell slot before casting
powers in the game. it (excluding spontaneous casters).

The following is the list of spells accessible to a class, including Spell List by Class
what spell level they are for the class. There is a spell list for
each class as well as specialist magic-user spell list for each

0 Level 1st Level 2nd Level 3rd Level 4th Level


Belch Alter Normal Fire Audible Glamer Blink
Change Alarm Avatar’s Acidic Arrow Clairaudience
Chill Armor Blind Clairvoyance
Clean Avatar’s Floating Disk Bustify (Rebust-tion) Cloudburst
Dampen Burning Hand Continual Light (Continual Detect Illusion
Darkness)
Dry Charm Person Deeper Darkness Dispel Magic
(Daylight)
Exterminate Comprehend Languages Deeppockets Explosive Runes
Firefinger Dancing Lights Detect Evil (Detect Good) Feign Death
Grope Detect Magic Detect Invisibility Fireball (Iceball)
Hide Enlarge (Diminish) ESP Flame Arrow
Mouse Erase Flaming Sphere Fly
Open (Close) Feather Fall Fool’s Gold Gust of Wind
Polish (Dirty) Find Familiar Forget Haste
Sounds Friends Invisibility Hold Person
Spider Grease Irritation Infravision
Static Hold Portal Knock Invisibility 10 Foot Radius
Tie (Untie) Identify Know Alignment Item
Unlock (Lock) Jump Levitate Leema’s Tiny Hut
Warm Leema’s Shadow Fire Locate Object Lightning Bolt
Light (Darkness) Magic Mouth Material
Magic Missile Mirror Image Minute Meteor
Melt Preserve Summon Monster I
Mending Protection from Cantrips Phantasmal Force
Message Pyrotechnics 10 Foot Radius Protection
From Evil
Mount Ray of Enfeeblement Protection From Normal
Missiles
Phantasmal Magic Aura Rope Trick Secret Page
Precipitation Scare Snake Sigil
Protection from Evil Shatter Slow
(Protection from Good)
Push Stinking Cloud Suggestion
Read Magic Strength Tongues
Run Uncontrollable Hideous Water Breathing
Laughter
Shield of Force Vocalize Wind Wall
Shocking Grasp Web
Sleep Whip
Spider Climb Wizard Lock
Taunt Zephyr
Unseen Servant
Ventriloquism
Wizard Mark
Write
Range: This section shows how far the spells effect reaches,
see area of effect for more details.
Spells
Area of Effect: This section details the area or size of the
How to read spell description spell’s effect manifests as, if the spell affects only the caster it
will have a area of effect of personal, if a spell has an area of
The spells name will be at the top of the block, if the spell has
effect of touch the caster can touch another creature or
a reversible version the name will be displayed in parentheses
themselves as a target unless stated in the spells text
() next to the normal spells name. Fun trivia: the somatic and
otherwise. Spell with a with a shape of line or cone will have a
verbal component of a spells reverse version is just the normal
height equal to its width unless otherwise stated. A spell that
spells somatic and verbal component just executed in the
creates a zone will have a defined height in the spell’s
reverse order.
description.
School of Magic: Right below the name of the spell written in
Target: This section covers more specific details of the spells
italics is the school of magic the spell belongs to. A spell can
effect, like if it effects more than one creature or object, if it
only be from one school.
only affects creatures of specific type, etc.
Level: This section shows the name each class that has the
Saving throw: This section will state wither the spell allows a
spell in their class spell list and what spell level it is considered.
save throw, which save is required, and wither it reduces the
A spell’s level can range from 0 to 10, divine caster tends to
effect, negates the effect, or has special rules in which case
max out at 7th level spells as this is the level of power deities
you must read the spells description for details in how it works.
are comfortable with their worshiper being at.
Reversible: This section states if the spell has a reverse
Components: This section detail what component the spell
version as well as its name. When you cast the reverse of the
requires to be cast. Generally spell components are split into
spell you are saying the spells verbal components in the
four categories (V) Verbal or the spoken words needed to cast
reverse order.
the spell, (S) Somatic or the gestures you make with your
hands during casting (armor causes spells with these kind of
components fail unless the caster is a gestalt multiclass
spellcaster or have been trained with combat casting), (M) Spell Description
Material or physical components you need in one hand that are
consumed in the casting, and (F) Focus Material or physical Avatar’s Acidic Arrow
component you need in one hand that is reusable and is not
Conjuration
expended when the spell is casted.
Level: 1st level Sorcerer, 2nd level Killian An’ar Special Spell,
Casting Time: This is the amount of time needed to cast the
Magic-user
spell, saying the incantation, making the proper somatic
gestures, etc. Remember the spells take into effect the Component: V, S, M (A dart, powdered rhubarb leaf, and
beginning of the segment after the casting time has elapse. A adder stomach)
spell with a casting time of one minute would take one combat
round to cast and then take into effect on the 1st segment of Casting Time: 24 seconds (4 segments)
the next combat round for example.
Duration: One minute + one additional minute for every three
Duration: This is the amount of time the spells effect lasts for, caster levels past 3rd.
a spell with the duration of instantaneous happens immediately
Range: 30 feet
during the beginning of the segment and is resolves
immediately before any other actions happen during that Area of Effect: One creature or object.
segment. Spells with a duration of concentration last only as
long as the caster focuses on the maintaining the spells effect, Target: One creature or object.
if the spell also has a duration with a time next to concentration,
the spell will last for the stated amount of time after the caster Saving Throw: Special.
stopped concentration on it. Other than described above, the
Reversible: No
spells effect ends at the end of the segment of the last
segment of the spell’s duration. This spell allows the caster to create a magic arrow of
acid which shoots out from the casters hand as if fired from a
bow. When cast the caster conjures an arrow made of pure modifier) unless they are wearing a helm in which case the
acid, the arrow functions as a magical +1 enchantment bonus helm’s armor bonus supersedes this spells effect. The armor
arrow which the caster can target one creature or object. Once spell doesn’t slow or hinder movement, it has no weight or
the caster chooses a target, the arrow speeds forwarded when encumbrance, and doesn’t hinder spellcasting at all. The spell
tossed as if it was fired from a bow. The caster gets a bonus lasts until dispelled or the target takes a total exceeding 8 + 1
on their attack roll as if they were a fighter of the same level as per caster level hit points of damage from weapons or spells
the caster’s caster level, thus a 4th level magic-user would get that require a attack roll. Spells that deal damage, but allow a
a +2 favored weapon bonus on the attack roll in addition to the save throw to avoid or reduce damage do not count towards
arrow’s natural +1 enchantment bonus. On a successful attack the armor spells hit points. Casting this spell again on a
roll the arrow hits the casters intended target deal 1d4+1 point creature that already has this spells effect active on it mealy
of piercing damage, then the acid in the arrow starts gushing resets the armor spells hit points to the casters total allowed
forth with a total volume of 8 ounces taking up a 1 foot amount. This spell will not function in conjunction with
diameter area. The acid affects the creature or object hit protective magic devices except a ring of protection.
immediately with no saving throw for 2d4 points of acid for
each round of exposure, items on a creature get a saving
throw to avoid acid damage with the casters spell save DC as
Arrow of Moonlight
the DC for the save vs. area of effect. For every three caster
levels past 3rd, the duration of the acid increases by one Evocation
additional minute and the creatures or object takes an
additional 2d4 points of acid damage at the beginning of each Level: 5th level T’puuli An’ar Special Spell, Sword Dancer Spell
melee round unless the target has some way of neutralizing
Component: V, S, M (Moonlight)
the acid. Thus a 4th level magic-user hitting a orc with the spell
would deal 1d4+1 points of piercing damage on the initial Casting Time: 18 seconds (3 segments)
impact fallowed by 2d4 points of acid damage, then at the
beginning of the next melee round the orc would take an Duration: Instantaneous
additional 2d4 points of acid damage before the acid
neutralizes itself at the end of that melee round. Range: 180 feet + 10 feet per caster level.

Area of Effect: A shaft of moonlight the size of an arrow.

Armor Target: One creature within range.

Conjuration Saving Throw: None

Level: 1st level Magic-User, Protection Domain, 2nd level Reversible: No


Sorcerer Spell
This spell allows the caster to shape moonlight from
Component: V, S, M (A piece of finely cured leather which has either a normal or magical source like that of moonfire into a
been blessed by a cleric) shaft of moonlight that can be used as an arrow. When casted
arrow of moonlight allows the caster to create a single shaft of
Casting Time: 1 minute (1 round) moonlight, they must have a source of moonlight within 5 feet
of them in order to use this spell otherwise it fails. Once the
Duration: Special shaft of moonlight is created it last indefinite until used in which
case it blinks out of existence once it hits a surface or creature.
Range: Touch.
The arrow of moonlight can be used in close combat to stab a
Area of Effect: One creature creature in which case the arrow is treated as a +3 magical
weapon that deal 2d4+3 points of damage on a successful hit,
Target: One humanoid creature it can be used as a throw weapon with a range of 60 feet +10
feet per caster level as a +3 magical weapon that deals 1d6+3
Saving Throw: None
points of damage on a successful hit, or the arrow can be fired
Reversible: No from a bow. If the arrow of moonlight is fired from the bow the
arrow strikes the archers target unerringly without requiring an
By use of this spell the caster creates a magical force attack roll up to 180 feet +10 feet per caster level, more over
field around a single humanoid creature touched, this force the arrow of moonlight deal the damage of the bows type + an
field is small being only nanometers away from the targets additional 2d10+3 points of damage. You use the higher
body and their clothing and gear will always be over the field enchantment bonus if the bow is also magical to determine
thus it has no effect if the creature is already wearing armor what resistance the attack bypasses.
(though it could be used to provided protection to the
creature’s head if they aren’t also wearing a helm). This force For every caster level higher than 9th the caster
field provides the target with the effect armor bonus of wearing possesses they can create one additional arrow of moonlight,
leather armor (+2 armor bonus) except it doesn’t hinder the provided there is at least 2 cubic feet of moonlight per arrow.
creature’s dexterity modifier to armor class. If the creature has
At Higher Spell Levels: When casted in a spell slot of 6th level
natural armor, it will only add a +1 miscellaneous bonus to the
or higher the arrow of moonlight deals an additional 1d10
creature’s armor class. Aimed attacks at the head of a creature
points of damage when fired from a bow for each spell level
under the effect of this spell gives the creatures head a +2
higher than 5th level the spell was casted at.
armor bonus to its armor class (A armor class of 12 + dexterity
Conjuration

Aspiration Level: 3rd level T’puuli An’ar Special Spell

Invocation Component: V, S, DF (T’puuli An’ar holy symbol)

Level: 0 level (orison) Cleric, Dark Mask, Druid, Favored Soul, Casting Time: 36 seconds (6 segments)
Sword Dancer Spell
Duration: 1 minute per caster level.
Component: V,S
Range: Touch
Casting Time: 3 seconds (1/2 of a segment)
Area of Effect: One bladed weapon touched.
Duration: 1 minute per caster level.
Target: One Bladed weapon
Range: Personal
Saving Throw: None
Area of Effect: Self
Reversible: No
Target: The caster
When casted this spell allows the caster to touch a
Saving Throw: None single bladed melee weapon and cause it to animate and
attack a creature. The caster touches a single bladed weapon
Reversible: No with their holy symbol during the spells casting before casting
the weapon into the area, then the caster can command the
A young cleric in training was bullied by his peers,
weapon to attack. The weapon will fly towards the target
constantly being force to do difficult menial task that always
creature by the most direct route and will attack any creature
ended with the young cleric failing his task often ending on the
that tries to block its way. If it is left to itself, it will fight its way
ground. Each night the young cleric prayed to his deity for help,
to the intended target through all opposition, but if the caster
one day a pair of young boys had thrown a pair of shoes onto a
wishes they can will direct control of its flight, positioning, and
ledge that could only be reached by balancing on rope that
attack at will. Controlling the weapon directly requires the cast
was tied to the ledge of the church and the adjacent building
to concentrate on the weapon for the entire melee round and is
where the shoes now laid. The young cleric was told that
unable to take any other actions while doing so, otherwise the
shoes belonged to the son of a noblemen and was instructed
blade attacks on its own.
by his peers to retrieve the shoes. Thinking that this was the
perfect opportunity to scar the young cleric out of the church The weapon is able to attack once per round as if
his peers watched with anticipation. For his part the young wielded by the caster and the weapon the bladedance is cast
cleric didn’t let their gaze bother him, he simply climbed up to on can be a magical weapon, but any activatable abilities of
the church’s ledge stopping at the rope. The young cleric put the magical weapon requires the caster to concentrate on the
his hands together and seemed to be in a small prayer for a blade in order to use them. While the dancing weapon cannot
few seconds before he began the arduous balancing act. Much not take normal melee damage, any attack that might destroy
to his peers’ astonishment the young cleric made it not only to the weapon under normal circumstance can still affect it and
the other ledge and retrieved the shoes, but also back across. the bladedance can be dispelled. If the weapon is engaged in
When they asked him how he did it, the boy simply winked. non-lethal combat, it defends as if it where the caster (Armor
When he had grown, the cleric made it a point to teach his class, saving throws, etc.) While the weapon is acting on its
students about the give his deity gave him. own the caster can take any of their normal actions.
When the caster cast this spell, the caster rolls a Bladedance only confers the ability to move and fight,
single d20 in front of the DM and records the result. Once it doesn’t confer any other magical abilities or properties to the
during the duration of this orison when the caster makes an weapon. Moreover, the weapon and the caster must stay
attack roll, saving throw, or general skill check after rolling the within 60 feet of each other, if for some reason the caster and
attack, the d20 they may choose to replace the roll with the the weapon is separated by more than 60 feet then the
previously record d20 roll using that as your result (applying all weapon falls to the ground. The spell can only be casted on a
appropriate modifiers afterword). You must tell your DM you bladed weapon with a total length of 20 inches or less at 5th
are using your stored d20 results before they tell you wither level, at 7th level the spell can be casted on any bladed
your roll a success or failure. The verbal component is a prayer weapon with a total length of 40 inches or less, at 9th level the
asking to “give me strength” or “don’t let me miss this up!” and spell can be casted on any bladed weapon with a total length
the somatic component is two hand together with fingers of 72 inches or less, and at 11th level the spell can be casted
interlocked as if praying. on any bladed weapon regardless of size.
At Higher Spell Levels: When this spell is casted in a spell
slot of 1st level or higher, you can replace a d20 roll with your
prerecorded result one additional time per spell level higher Bliss
than 0 during the duration of the spell for a maximum of 10
times when used in a 9th level spell slot. Enchantment

Level: 3rd level Anistrial Special Spell

Bladedance Component: V, S, DF (Anistrial holy symbol)


Casting Time: 18 seconds (3 segments) penalty on attack rolls and saving throw against grapple,
constriction, trip, breath weapon and area of effect. After that
Duration: 5 minutes per caster level. the creature is back to normal without any penalties.
Range: 20 feet At Higher Spell Levels: When this spell is casted in a spell
slot higher than 3rd level, you can target one additional creature
Area of Effect: one creature within range
per spell level higher than 3rd when casting this spell.
Target: One creature with biological gender.

Saving Throw: Yes, Save vs. Compulsion negates.


Burning Hands
Reversible: No
Evocation
This spell causes one creature close to the caster to
Level: 1st level Magic-user, Sorcerer Spell
start expressing intense orgasmic bliss as if they were being
sexually pleasured by skilled partner of any or all genders. This Components: V, S
spell only works on creatures with actual biological sex
including male, female, intersex, and hermaphrodite gender Casting Time: 6 seconds (1 segment)
creatures, but not completely genderless creatures even those
with the ability to assume forms of any gender like a Duration: One minute (1 melee round)
doppelganger. When cast the caster targets one creature
Range: Personal
within 20 feet of them by commanding the creature to orgasm
in the name of Anistrial while holding their arms outstretched Area of Effect: A cone 3 feet long by 10 feet (120°) wide
upwards with their holy symbol in one hand. Anistrial then
impart a magical compulsion that causes the creature to begin Target: Creatures or object within area of effect.
orgasming in a intense climax continuously for 5 minutes per
Saving Throw: None
caster level, the creature is allowed a saving throw against
compulsion using your spell save DC. On a failed save the Reversible: No
creature become completely overwhelmed by the sexual
climax, falling down prone at the end of the 1st melee round This spell allows the caster to send a jet of searing
moreover the creature can perform either a action or a move flames shooting from their fingertips. This spell requires the
action a melee round, but not both nor can they use any swift caster hold both of their hands outward in the direction the
action or reactions. The only move actions they can take is to flames are to shoot toward with their fingers spread out and
stand , in which case the creature must make another save vs the thumbs of both hand must be touching each other tip to tip,
compulsion or fall down again if they succeed on this save the because of this it is impossible to cast this spell with only one
creature must then make another save at the beginning of hand. When the hand being held and the words are spoken a
each melee round or fall back down prone, or crawl. If they fan like sheet of flames are sent forth, the jet has a length of 3
manage to stand and avoid falling back down prone, they can feet and an arc of about 120° or about 10 feet wide in front of
move at ½ their movement speed in a stifled walk. the caster. The jet of flames continues to shoot for one minute,
the caster can turn to change to direction of the flames, but it
A creature affected by this spell will suffer a -5 penalty takes 1 segment to turn 60° in one direction. With this spell it is
on attack rolls, general skill checks, and saving throws against possible to catch aflame flammable material like cloth, paper,
grapple, constriction, trip, breath weapon, area of effect, parchment, thin wood, etc., materials caught ablaze by the
psionics, charms, and compulsions and a -40% penalty on all flame will continue to persist for as long as it has dry material
core skills for the effects duration if they have a biological to burn. Creatures who are wearing flammable material can
gender of male, female, or intersex. If the creature is have their clothing or other combustible material ignited by this
hermaphrodite because it has the primary sexual characteristic spell, putting out their burning clothing or the like takes an
of both male and female sex is much more overwhelmed as action which takes them 2 segments to put out all fires on their
they experienced both genitalia being stimulated by the magic person. If they don’t then the burning gear deal 1d3 points of
of this spell and thus suffer a -10 penalty on attack rolls, fire damage at the end of the initial melee round and then
general skill checks, and saving throws against grapple, another 1d3 points of fire damage at the beginning of the next
constriction, trip, breath weapon, area of effect, psionics, and every melee round afterword’s until either they put out the
charms, and compulsions and a -80% penalty on all core skills fire or the fire burns up all combustible material on their person.
for the spells durations, furthermore at the beginning of each Any creatures within the area of the flames take 1 point of fire
melee round the affected creature must make a saving throw damage per caster level and do to the close proximity needed
against compulsions or lose all ability to act that round except to hit a creature with this spell they do not get any saving throw.
for moaning or yelling out in intense orgasmic climax. After the spell has been casted, the caster can move with the
flames burning, but only at a rate of 5 feet per segment and
A creature who succeeds on their saving throw feels a
only up to half their movement speed.
intense pleasure for one melee round during which they suffer
a -2 penalty on attack rolls, general skill checks, and saving At Higher Spell Levels: When this spell is cast in a spell slot
throws against grapple, constriction, trip, breath weapon, area of 2nd level or higher the spells points of fire damage per caster
of effect, psionics, charms, and compulsions and a -20% level increase based on the spell level of the spell slot.
penalty on all core skills. At the end of the melee round the
creature reaches the end of their pleasure as they climax
intensely. For the next melee round the creature takes a -1
Table: Burning Hand Damage by Spell Slot The reverse of bustify, rebust-tion, functions identically to
Spell Fire Damage bustify except for as mentioned. This spell causes a humanoid
Level By Spell level female you touch to experience a sudden shrinking of their
2nd 2 points of fire damage per caster level breasts, decreasing their bust size (this spell has no effect on
3rd 3 points of fire damage per caster level women who are completely “flat-chested”). On a failed save or
4th 4 points of fire damage per caster level with a willing creature their bust shrink by 1 inch per caster
5th 5 points of fire damage per caster level level till they become completely “flat-chested”. Like with
6th 6 points of fire damage per caster level bustify, creatures who have their bust reduced suffer penalties
7th 7 points of fire damage per caster level identically as those who have them enlarged. If the female
8th 8 points of fire damage per caster level creatures bust was 38 inches or more before the spell after the
9th 9 points of fire damage per caster level creature no longer suffers the penalties from the removal of
their bust, they instead gain a +1 bonus on range attack,
dexterity base general skills, save vs. breath weapons and
area of effects, and a +5% on all thief core skills except read
Bustify (Rebust-tion) written languages for every 5 inches of bust they lost.

Alteration At Higher Spell Levels: When casted in a spell slot of 2nd


level (bards) / 3rd level (everyone else) or higher, the amount
Level: 1st level Bard, 2nd level Magic-User, Sorcerer, Anistrial the targets bust changes by increases by 1 inch per caster
special spell, Masked Lady special spell. level for each level higher than 2nd / 3rd level. A Bustify cast by
a bard at 5th level would increase the targets bust by 5 inches
Components: V, S, M (a pinch of fertilizer to sprinkle on the per caster level while a magic-user would increase their bust
target), F (a lock of hair from a succubus as a focus) by 4 inches per caster level.
Casting Time: 6 seconds (1 segment)

Duration: Permanent Candle Light


Range: Touch
Evocation
Area of Effect: One female humanoid touched Level: 0 level (orison) Cleric, Dark Mask, Druid, Favored Soul,
Target: One female humanoid Sword Dancer spell.

Saving Throw: Yes, Save vs. Polymorph negates. Components: V, S

Reversible: Yes, Rebust-tion Casting Time: 1 second (1/6th of a segment)

This spell causes one humanoid female that you touch after Duration: Instantaneous
sprinkling fertilizer on them to experience a sudden growth in Range: 10 feet
their breasts, increasing the size of their bust within one
segment of casting. The caster must sprinkle a pinch of Area of Effect: One or more candle within a 1 foot square area.
fertilizer on the target before touching them and they must be
holding onto the lock of succubus hair when they make the Target: One or more candle within a 1 foot square area.
touch, though it needs not be in their hands. Bards have been
Saving Throw: None
well known to be vary sneaky with their deployment of this
spell, usually sprinkling their targets well in advance to casting Reversible: No
this spell on them at the best opportunity. Unwilling targets
must make a save vs. polymorph, negating the spells effect on Since the earliest days of the worship of gods and
a successful save. goddess, the use of candles has been an important part of
rituals and daily prayers. No one knows how or when this
On a failed save or with a willing creature, the female orison came into being, but rumors have long stated that a
creature has their bust grow in size, height, width, length, and deity once demanded to their cleric to light a candle ever
mass by 1 inch per caster level. Female creatures whose evenings during prayer as tribute to the god, when they cleric
breast grow by 5 inches or more suffer a -1 penalty on range said they do not have a way to light candles the deity endowed
attacks, general skills using dexterity as a key ability, save vs them with this spell or so the rumor goes.
breath weapons, and a -5% on thief core skill except read
written languages for every 5 inches their breasts grow, these When the caster uses this spell they immediately light any wax
penalties are removed by -1 and -5% for each week after the candle with a wick, the wick ignites as if lit with a burning flame.
growth till all penalties are gone. Clothing, armor, and other Small and light breezes are not strong enough to prevent this
gear worn on the target’s chest can be ruined or even spell from igniting a candle, but heavy or strong gusts of wind
destroyed if the creatures bust grows enough, tightly fitting are. This orison allows the caster to one or more candle within
clothing and armor like chain mail will split apart and be 10 feet of the caster, but all candles must be within 1 cubic
completely ruined, armor, gear, and clothing held by straps, square foot of each other. This spell doesn’t ensure that the
fasteners, or buttons snap off. Like other size altering spells candles stay lit, on that they ignite without issue. The Verbal
multiple casting of this spell on the same creature stack, each component is the word Ron-son while waving a single hand
time increasing their breasts by another 1 inch per caster level.
with an open-flat hand over the candles or in the direction of Creatures Time Between
the candles. Intelligence Score Save throws
3 or less 3 months
4 to 6 2 months
7 to 9 1 month
Charm Person
10 to 12 3 weeks
Enchantment 13 to 14 2 weeks
15 to 16 1 week
Level: 1st level Anistrial special spell, Bard, Charm domain, 17 3 days
Magic-User, Sorcerer spell 18 2 days
19 to 22 1 day
Components: V, S 23 to 24 12 hours
25 6 hours
Casting Time: six seconds (1 segment) 26 or more 1 hour
Duration: Special

Range: 120 feet Cure Critical Wounds (Cause Critical Wounds)

Area of Effect: One humanoid creature within range that you Evocation
can see Level: 5th level Cleric, Druid, Favored Soul, Sword Dancer
Target: One humanoid creature Spell

Saving Throw: Save vs. Charm, Negates. Components: V, S

Reversible: No Duration: Instantaneous

This spell affects a single humanoid creature within Range: Touch


range that it is casted upon. The target must make a save Area of Effect: Creature touched.
against charms, if they succeed then the spell has no effect on
the creature, otherwise the creature will regard the caster as a Target: One creature touched.
trusted friend and ally to be heeded and protected. Any words
or actions of the caster will be viewed in the most favorable Saving Throw: None
way, this does not make the charmed creature be controlled by
Reversible: Yes, Cause critical wounds.
the caster like if it was a automaton. A charmed creature will
never obey a suicide command but can be persuaded to hold This spell function identically to the spell cure light
back a rushing red dragon for a minute or two if it believes the wounds, except as mentioned herein. A living creature touched
caster’s life might be saved. The caster must be able to talk in by the caster has energy from the positive material plane
the same language as the charmed creature for any channeled through them healing them of 5d8 points of damage
commands or exchanges of word to happen, thus it is +1 per caster level to a maximum of +25. Undead creatures
impossible to ask a charmed creature to steal an item from the successfully touched by the caster take 5d8 points of positive
palace guard, if they speak only goblin and you do not. This energy damage +1 per caster level to a maximum of +25.
spells duration is dependent on the charmed creature’s
intelligence, when the spell is first casted on them the creature The Reverse of this spell cause critical wounds
is allowed a save throw if they take damage the same melee functions identically to the spell cause light wounds, except as
round this spell is cast then the creature get a +1 on its saving mentioned herein. An undead creature touched by the caster
throw for each point of damage sustained (the damage must has energy from the negative material plane channeled
be inflicted by a member of the casters party for them to gain through them healing them by 5d8 points of damage +1 per
this bonus), then if they failed the first save throw once the caster level to a maximum of +25. Living creature successfully
amount of time has passed based on their intelligence score, touched by the caster are caused physical harm by the cause
they are allowed another save, if they fail this save, they stay minor wounds dealing 5d8 points of negative energy damage
charmed until enough time has passed for them to be allowed +1 per caster level to a maximum of +25.
another save, this continues until the creature succeeds on its
save throw. Remember, that it is possible for a charmed At Higher Spell Levels: When casted in a spell slot of 6th level
creature to refuse a request, but the charmed creature will or higher cure critical wounds heal 1d4 additional points of
never directly cause harm to the charmer nor does the spell damage and cause critical wounds causes 1d4 additional
alter the creatures feelings towards the charmer’s friends and points of damage for every spell level higher than 5th level the
allies and they will not react well if their allies make spell is casted at.
suggestions like “Ask him this question…”, the spell only
causes the charmed creature to react towards friendship and
acceptance of the charmer, but they will still not put up with Cure Light Wounds (Cause Light Wounds)
verbal or physical abuse from the charmer’s associates.
Evocation

Level: 1st level Bard, Cleric, Druid, Favored Soul, Sword


Dancer Spell
Components: V, S, Saving Throw: None

Casting Time: 30 seconds (5 segments) Reversible: Yes, Cause major wounds.

Duration: Instantaneous This spell function identically to the spell cure light
wounds, except as mentioned herein. A living creature touched
Range: Touch by the caster has energy from the positive material plane
channeled through them healing them of 3d8 points of damage
Area of Effect: Creature touched.
+1 per caster level to a maximum of +15. Undead creatures
Target: One creature touched. successfully touched by the caster take 3d8 points of positive
energy damage +1 per caster level to a maximum of +15.
Saving Throw: None
The Reverse of this spell cause major wounds
Reversible: Yes, cause light wounds. functions identically to the spell cause light wounds, except as
mentioned herein. An undead creature touched by the caster
This spell allows the caster to lay their hands upon a
has energy from the negative material plane channeled
single creature. By doing so the caster is able to channel
through them healing them by 3d8 points of damage +1 per
energy from the positive material plane into the creature
caster level to a maximum of +15. Living creature successfully
causing living creatures to be healed 1d8 points of damage +1
touched by the caster are caused physical harm by the cause
per caster level to a maximum of +5, undead creatures are not
minor wounds dealing 3d8 points of negative energy damage
healed by cure light wound and are instead dealt damage
+1 per caster level to a maximum of +15.
equal to 1d8 points of positive energy damage +1 per caster
level to a maximum of +5. This healing will not affect creatures At Higher Spell Levels: When casted in a spell slot of 4th level
without a corporeal body, neither will it heal creatures not living or higher cure major wounds heal 1d4 additional points of
or those that can only be harmed by iron, silver, and/or magical damage and cause minor wounds causes 1d4 additional points
weapons. Willing creatures can be affected by cure light wound of damage for every spell level higher than 3rd level the spell is
without issue, however unwilling creature like all undead casted at.
require the caster to make a touch attack roll to successfully
use the spell on them. This spell will only heal a creature up to
it maximum hit point total and cannot be used to exceed that
Cure Minor Wounds (Cause Minor Wounds)
total.
Evocation
The reverse of cure light wounds, cause light wounds
channels energy from the negative material plane into a Level: 2nd Level Bard, Cleric, Druid, Favored Soul, Sword
creature touch. This negative energy causes physical harm to Dancer Spell
any living creature touch deal 1d8 points of negative energy
damage +1 per caster level to a maximum of +5, but undead Components: V, S,
creatures are instead healed by negative energy regaining 1d8
points of damage +1 per caster level to a maximum of +5. Casting Time: 30 seconds (5 segments)
Except as mention here, cause light wounds functions
Duration: Instantaneous
identically to cure light wounds.
Range: Touch
At Higher Spell Levels: When casted in a spell slot of 2nd
level or higher cure light wounds heal 1d4 additional points of Area of Effect: Creature touched
damage and cause light wounds causes 1d4 additional points
of damage for every spell level higher than 1st level the spell is Target: One creature touched
casted at.
Saving Throw: None

Reversible: Yes, Cause minor wounds.


Cure Major Wounds (Cause Major Wounds)
This spell function identically to the spell cure light
Evocation wounds, except as mentioned herein. A living creature touched
by the caster has energy from the positive material plane
Level: 3rd level Bard, Cleric, Druid, Favored Soul, Sword channeled through them healing them of 2d8 points of damage
Dancer Spell +1 per caster level to a maximum of +10. Undead creatures
successfully touched by the caster take 2d8 points of positive
Components: V, S,
energy damage +1 per caster level to a maximum of +10.
Casting Time: 36 seconds (6 segments)
The Reverse of this spell cause minor wounds
Duration: Instantaneous functions identically to the spell cause light wounds, except as
mentioned herein. An undead creature touched by the caster
Range: Touch has energy from the negative material plane channeled
through them healing them by 2d8 points of damage +1 per
Area of Effect: Creature touched. caster level to a maximum of +10. Living creature successfully
touched by the caster are caused physical harm by the cause
Target: One creature touched.
minor wounds dealing 2d8 points of negative energy damage Level: 4th level Cleric, Druid, Favored Soul, Sword Dancer
+1 per caster level to a maximum of +10. Spell

At Higher Spell Levels: When casted in a spell slot of 3rd level Components: V, S
or higher cure minor wounds heal 1d4 additional points of
damage and cause minor wounds causes 1d4 additional points Casting Time: 42 seconds (7 segments)
of damage for every spell level higher than 2nd level the spell is
Duration: Instantaneous
casted at.
Range: Touch

Area of Effect: Creature touched.


Cure Scrapes
Target: One creature touched.
Evocation
Saving Throw: None
Level: 0 Level (orison) Cleric, Dark Mask, Druid, Favored Soul,
Sword Dancer spell Reversible: Yes, Cause serious wounds.
Component: V, S, DF (deity’s holy symbol or mistelle toe for This spell function identically to the spell cure light
druids) wounds, except as mentioned herein. A living creature touched
by the caster has energy from the positive material plane
Casting Time: 3 seconds (1/2 of a segment)
channeled through them healing them of 4d8 points of damage
Duration: Instantaneous +1 per caster level to a maximum of +20. Undead creatures
successfully touched by the caster take 4d8 points of positive
Range: Touch energy damage +1 per caster level to a maximum of +20.

Area of Effect: Creature touched The Reverse of this spell cause serious wounds
functions identically to the spell cause light wounds, except as
Target: One creature touched mentioned herein. An undead creature touched by the caster
has energy from the negative material plane channeled
Saving Throw: None
through them healing them by 4d8 points of damage +1 per
Reversible: No caster level to a maximum of +20. Living creature successfully
touched by the caster are caused physical harm by the cause
A mother who had a six year old son was a cleric at a minor wounds dealing 4d8 points of negative energy damage
local church, every day her son would come back home +1 per caster level to a maximum of +20.
scrapes on his legs and arms from falling down on the rocky
ground at the south side of the village where the boy liked to At Higher Spell Levels: When casted in a spell slot of 5th level
go and play. Every day the women would cast a cure light or higher cure serious wounds heal 1d4 additional points of
wounds spell to heal her son rather small scrapes, lamenting damage and cause serious wounds causes 1d4 additional
that she was using one of her more effective healing spells points of damage for every spell level higher than 4th level the
every day on her son and wishing there was a weaker spell spell is casted at.
she could prepare to heal her son without wasting a very
needed cure spell on a minor scrape she prayed to her god.
After two days of pray, her god answered with a orison that Dampen
would give her a way to help her child without limiting the help
she can give to serious wounds, thus cure scrapes was born. Abjuration

Casting this spell on a creature causes positive Level: 0 level (cantrip) Magic-user Spell
energy to flow within the cuts, scrapes, and bruises causing
them to heal as if they were never there. This only works on Components: V, S
minor cuts and bruises and this orison cannot be used on
Casting Time: 3 seconds (1/2 segments)
creatures reduced to 0 or less hit points and has no effect on
dead or undead creatures. The creature touched by the caster Duration: Instantaneous
is healed of 1d2 points of damage, feeling refreshed and
revitalized after the spell is cast. The spell requires the caster Range: 10 feet + 1 foot per caster level
to put one of their hands on the wound of the target before
Area of Effect: One cubic yard
calling out to their deity or spirit of nature to remove these cuts
and bruises from the body while holding their holy symbol or Target: One or more creature or object within area.
mistelle toe in their other hand. Casting cure scrapes is a swift
action. Saving Throw: None

Reversible: No

Cure Serious Wounds (Cause Serious Wounds) Originally designed by a magic-user had a habit of
accidentally catching things around him on fire as a spell to
Evocation create dew on the object. However, after taking on an
apprentice it became clear to his that dew drops does little to
keep parchment from catching ablaze. One foggy day his many of the lights they wish to conjure up to four dancing lights
apprentice had returned looking as if they had stopped to take in a single casting. The lights can resemble torches and/or
a dip in the lake, when the apprentice explained the fog was lanterns in which case they shed the appropriate amount light,
rather thick with moister today, it dawned on the magic-user glowing spheres of light such as those of a will-o-wisp, or one
that this could solve his issue. A month later everything in the faintly glowing, vaguely human-like shape (this shape is
magic-user’s tower was moist and damp, when asked by a somewhat similar to that of a creature from the elemental plane
visiting magic-user why the tower was in such a stay the of fire). The caster can will the dancing lights to move however
apprentice replied simply that his master likes it a bit wet. they want, forwards, back, straight, or turning corners without
concentration up the movement by the caster. The lights will
Dampen creates an area of fog-like dampness which wink out if they leave the range of the spell (the maximum
leaves all materials within it to be damp to the touch. The misty distance away from the caster the lights can be) or if the
dampness appears in a 1 cubic yard area within 10 feet of the duration is exceeded though the caster can freely dismiss the
caster that they can see, the area stays within the origin point spell at any time with a reaction. The light will last for up to 2
and it cannot move. The dampness happens the instant the minutes per caster level and cannot ever be more than 40 feet
spell is cast, but a light misty fog lingers for one minute, the + 10 additional feet per caster level away from the caster.
dampness of this mist isn’t enough to soak objects or creatures
that pass through the area so creatures that move through it
after the initial casting won’t get enough dampness on their
clothes to protect them from fire. Creatures and objects within Deeper Darkness (Daylight)
the area during the segment of casting are dampened making
Evocation
it wet parchment hard, thus they and like substances are
harder to set aflame. Anything in the area of effect of dampen Level: 2nd level Darkness Domain, Magi-user, L’Barra An’ar
will be enwrapped by a light fog, and objects in this fog while Special Spell, Sorcerer, Warlock Spell.
still visible will lose their detail to any creature looking at. This
causes any attempt to make a aimed attack at a creature (i.e. Components: V, M (A bit of bat fur, a drop of pitch, or a piece
trying to attack its head for example) harder as the creature’s of coal)
head gains a 10% concealment. Any creature making an
Casting Time: 12 seconds (2 segments)
attack roll at a creature’s head who is within the area of effect
make roll a d% in addition to the attack roll. If a result of 1- Duration: 10 minutes +1 minute per caster level.
10% is rolled then the attack missed even if the attack roll
would it the creature’s head armor class. This spell requires its Range: 10 feet per caster level.
caster to making a low hooting or hummed ditty as its verbal
component and a upwards hand gesture with writhing fingers Area of effect: 15 feet radius globe
as a somatic component.
Target: One point you can see within range including a object
At Higher Spell Levels: When casted in a spell slot of 1st
level or creature.
or higher the spells area of effect increases by 1 cubic yard per
Saving Throw: None
spell level higher than 0 level.
Reversible: Yes, Daylight.

This spell is a more powerful version of the 1st level


Dancing Lights
spell darkness. When cast the caster must focus on a point in
Evocation which a 15 feet globe of darkness comes forth at the point of
focus. This globe is total, impenetrable darkness nether
Level: 1st level Magic-user, Sorcerer, Sword Dancer, Warlock infravision, normal or magical light will pierce the globe
Spell however light spells of 2nd level or higher like the daylight spell
will negate the deeper darkness spell when it is casted within
Components: V, S, M (A bit of phosphorus, witchwood, or the area of the deeper darkness and vice versa. When cast in
glowworms) bright light the globe shed a illumination of normal darkness 15
feet out from the globe, It is possible to use darkvision and
Casting Time: 6 seconds (1 segment)
Infravision in the outer radius of deeper darkness when casted
Duration: 2 minutes per caster level. in a area of bright light, however if casted in an area of dim
light or darkness then even that is impenetrable by darkvision
Range: 40 feet +10 feet per level. or Infravision.
Area of effect: Special. The reverse of this spell is daylight, it creates a 15
feet globe of bright light that is equivalent to daylight. Undead
Target: None
or other creatures that are vulnerable to daylight are affected
Saving Throw: None while within the area of the daylight spell just as if they were in
direct sunlight. When cast in darkness or dim light the globe
Reversible: No shed a illumination of bright up to 15 feet out from the globe.
Thus, the daylight spell will illuminate up 30 feet while in
This spell when casted can be used to create lights in darkness or dim light, but it sheds dim light up to 30 feet out
one of three forms. When the caster cast the spell, the caster from that in darkness. When daylight is cast within the radius of
must choose which form the dancing lights will take and how a darkness spell of 2nd level or lower it negates the darkness,
while if a darkness spell of 2nd level or higher is casted within artifacts’ creator’s caster level or be stunned for the next 2d4
the radius of a daylight spell, it will be negated by the darkness. segments. A stunned creature is unable to move or take any
kind of action. If the caster fails their save vs. wand, then the
spell immediately ends, they failed to learn the artifacts school
of magic, and they take 3d6 points of damage from the mental
Detect magic
strain and they temporarily lose 3d4 points of charisma as their
Divination personality is strained by the powerful magical emanations
from the artifact with no save throw allowed to reduce or
Level: 1st level Bard, Cleric, Dark Mask, Druid, Favored Soul, negate damage or ability score loss.
Magic-user, Paladin, Sorcerer, Sword Dancer, Warlock Spell

Components: V, S
Divine Weapon
Casting Time: 6 seconds (1 segment)
Invocation
Duration: 2 minutes per caster level (concentration)
Level: 1st level Cleric, Dark Mask, Favored Soul, Sword
Range: Personal Dancer, Paladin Spell.
Area of Effect: A 10 foot wide and 60 feet long path in the Components: V, S, F (Your deity’s favorite weapon), DF (Your
direction you are looking. deity’s holy symbol)
Target: None Casting Time: 24 seconds (4 segments)
Saving Throw: None Duration: 1 minute per caster level.
Reversible: No Range: Touch
When casted this spell allows the caster to see Area of Effect: your deity’s favorite weapon touched
magical radiations. This radiation permeates magical items,
creatures with magical effect currently casted on them or of Target: One weapon touched that is your deity’s favorite
magical nature, or area of space in which a spell or magical weapon.
effect are in effect like a zone of truth or sanctuary spell for
Saving Throw: No
example. The caster can see the magical radiations within a 10
foot wide and 60 feet long path, this path fallows the direction Reversible: No
the caster is facing and moves when the caster turns their
head. The caster can turn up to 60° in one minute without When casting this spell, the caster calls upon their
canceling the detect magic spell. 1 foot thick stone walls, 1 deity to empower the weapon with their divine power. The
inch solid metal, or 3 feet or more of solid wood will block the caster of this spell can touch a single weapon that is of the
spells’ ability to detect magical radiation, though stone walls, same type as their deity’s favorite weapon calling out to their
solid metal, or solid wood of less thickness merely takes the god or goddess while holding their holy symbol in their other
caster a bit longer to pick up the radiation, requiring the caster hand to imbue the weapon with their divine power. Should the
to look in the direction for 2 segments before the radiation caster be in good standing with their deity and their plea is
becomes visible to the caster. When looking in a direction with heard then a shimmering ray of light will touch the weapon. A
detect magic the caster immediately becomes aware of every weapon imbued by this spell deals 1d4 + their wisdom modifier
source of radiation within the area of effect the segment they points of additional damage on a successful attack roll. This
look in the source’s direction (unless block as mentioned additional damage is typed by the deity’s alignment holy
earlier). Furthermore, if the caster focuses their attention to a damage for Lawful Good, Chaotic Good, and Neutral Good
single source, they can identify the school of magic the effect Deities; unholy damage for Lawful Evil, Chaotic Evil, and
comes from Abjuration, Alteration, Conjuration, Enchantment, Neutral Evil Deities; Anarchic Damage for Chaotic Neutral
Evocation, Divination, Illusion, invocation, or Necromancy and Deities; Order Damage for Lawful Neutral deities; and Untyped
the intensity of the magic: dim, faint, moderate, strong, very damage for Neutral deities. The empowerment of the weapon
strong, or intense, but it requires the caster to focus on the can be applied to a weapon in the caster’s possession or in
source for one minute. A creature summon will always identify another creatures provided that they are touching it for the
as Conjuration, though they can also identify as another school duration of the casting and until the empowering is given after
at the same time if the creature was innately magical to begin which the empowerment lasts for one minute per caster level.
with like a dryad or a succubus. Thus a 3rd level magic-user
could theoretically identify the school of magic for up to six A deity is a very busy entity and may not have the
different sources before the spells’ duration ran out. free time to render direct aid to their cleric and faithful
immediately upon asking, when this spell is cast the caster
Examining a powerful source of magical radiation like must roll a D%. Caster of 8th level or lower have a 60% chance
an artifact for a whole minute can be dangerous. If the caster of being heard (1 – 60%), a 20% (61 – 80%) chance of being
attempts to do so, they must make a save vs. wand against a heard but the deity is currently busy and the caster must wait
DC 20 + the artifacts’ creator’s caster level. If they succeed this 2d4 segments before their request is granted, and a 20% (81 –
save throw, they find out the school of magic the dominates the 100%) chance that their request was not heard at all. Casters
artifacts radiation, but the detect magic spell instantly ends and of 9th level to 14th level have 70% chance of being heard (1 –
the caster must make a save vs. psionic against a DC 10 + the 70%), a 20% (71 – 90%) chance of being heard but the deity is
currently busy and the cast must wait 1d4 segments before making it useful for cloth, herbs, and even cleaning chores.
their request is granted, and a 10% chance (91 – 100%) that The spell has the same verbal components as the spell
their request was not heard at all. Casters of 15th level or dampen, but it requires the caster to make a wringing motion
higher have a 90% chance of being heard (1 – 90%) and a with two hands.
10% chance of their request not being heard at all.
At Higher Spell Levels: When casted in a spell slot of 1st level
At Higher Spell Levels: When casted in a spell slot of 2nd or higher the spells area of effect increases by 1 cubic yard per
level or higher the empowered damage deals an additional 1d4 spell level higher than 0 level.
points of damage for each spell level higher than 1st.

Enlarge (Diminish)
Dry
Alteration
Abjuration
Level: 1st level Magic-user spell
Level: 0 level (cantrip) Magic-user Spell
Components: V, S, M (Pinch of Powdered Iron)
Component: V, S
Casting Time: 6 seconds (1 segment)
Casting Time: 3 seconds (1/2 of a segments)
Duration: 10 minutes per caster level.
Duration: Instantaneous
Range: 5 feet per caster level.
Range: 10 feet +1 foot per caster level.
Area of Effect: One creature or object within line of sight or
Area of Effect: One cubic yard. touched.

Target: One or more creatures or object within the area. Target: One creature or object.

Saving Throw: None Saving Throw: Yes, Save vs. Polymorph negates.

Reversible: No Reversible: Yes, Diminish.

The traveling magic-user had been traveling with his This spell causes a single creature or object the
young apprentice now for two years. The month had been a caster chooses within range that they can see or touch grow in
hard one, it seems to constantly rain stopping only for a few size, in height, length, width, and weight. The targets total
hours. This makes it hard for the old magic-user as the volume cannot exceed 10 cubic feet per caster level, it can
dampness of the firewood made it too wet to light with a single affect a single object, creature, or community entity, a creature
casting of the wonderful firefinger spell his apprentice had adorn with many objects or items can become difficult to target
made for him. Moreover, all this rain was making the both of with sight in which case they caster must touch the creature’s
them feel sick. Each night after he had got a fire finally going, bare skin so as to allow the spell to distinguish between the
he would see his apprentice huddling over a small pile of wet creature and the objects. Each object worn has a 10% chance
stick, mumbling in coherent noises and making hand gestures. of being affect instead of the creature, objects of 1 foot, but
By the time she went to bed her face would be ridden with less than three feet in size have a 20% chance of being affect,
exhaustion. One night, the old magic-user was roused by his object of 3 to 4 feet in size have a 30% chance of being
own person contemplation by the girl’s loud cheer and she affected instead, and an object that cover 60% or more of the
rushed to his side will a look of satisfaction. “I did it master!” creature’s body like plate mail and other such kind of armor
The apprentice was excited, but unaware that her master had have a 50% chance being affected instead of the creature.
no idea of what she was talking about. “You did what, my girl?” Furthermore, items in possession or worn by a creature
The old magic-user ask the apprentice not sure what to make targeted by this spell do not alter in size with it, therefore
of her actions. “I figured out how to remove the dampness and garments and equipment worn held with straps or fasteners
moisture from the sticks!” The girl quickly ran out of the cave drop off as the straps or fasteners snap apart during growth
the two had used for shelter, before coming back with a small and other kinds of garments and equipment split away during
handful of wet twigs which she set down at her master’s feet. growth, thus coats of mail will be ruined if growth occurs while
The girl began humming a ditty while making a wringing motion worn and is impossible to squeeze someone to death in their
with her two hands and as the old mage watched the pile of armor with this spell.
twigs the rain that was still clinging to them disappeared before
his very eyes. Impressed even more so then when she showed Creatures and community entities targeted by this
him firefinger the master smiled and said to her, “You are going spell must make a save vs. polymorph or immediately begin
to go places, my child.” growing by 20% per caster level to a maximum of 300%, it
takes six seconds for every 20% of size alteration for the target
When casted this cantrip removes dampness and to complete its growth spurt, thus a creature enlarged by 80%
excess moisture from all materials within the spell’s area of would take 4 segments or 24 seconds to finish growing.
effect. Wood will dry out, making it easier to catch fire, clothes Objects do not get a save throw, even if sentient, and grow by
will be as if they hand be dried up a warm fire, and herbs will 10% per caster level to a maximum of 150%. The weight, mass,
shrivel as if they had been laid out for days. This cantrip effects and strength of objects targeted by this spell are increased, but
up to 1 cubic feet within 10 feet of the caster that they can see, not any magical properties. Tables would be heavier and could
block doorways more effectively, boulders would hurt more if it Diminish/Enlarge Size Formula values
enlarged before impacted, doors would be thicker, and so on. Enlarge Diminish
Enlarge Formula Diminish Formula
Creatures affects by this spell gain +1 to strength for Percent Scale Value Scale Value
every foot of growth to a max of 25, for every size category 10% 110/100th 1.1 90/100th .9
their growth puts them in their movement speed increases by 5 20% 120/100th 1.2 80/100th .8
feet, and they gain the reach of their new size category, 30% 130/100th 1.3 70/100th .7
effectively making a 18 foot tall human a giant in respect to 40% 140/100th 1.4 60/100th .6
size. Objects gain +1 to their durability for each doubling of 50 150/100th 1.5 50/100th .5
thickness, if an object grows enough to be within a new size 60% 160/100th 1.6 40/100th .4
th
category, they gain +1 to their hardness for each size category 70% 170/100 1.7 30/100th .3
th
they grow into. 80% 180/100 1.8 20/100th .2
90% 190/100th 1.9 10/100th .1
Casting enlarge on a creature that is under the effect of 100% 200/100th 2.0 1/100th .01
diminish will dispel the effects of diminish and vice-versa. If 110% 210/100th 2.1 1/110th .0090909
enlarge is dispelled by a diminish spell, the creature 120% 220/100th 2.2 1/120th .008333
immediately returns to their original size (taking the same 130% 230/100th 2.3 1/130th .007692
amount of time as it did to grow into that size to return to 140% 240/100th 2.4 1/140th .007143
normal) and do not shrink any more than that, unless another 150% 250/100th 2.5 1/150th .006666
diminish spell is casted. 160% 260/100th 2.6 1/160th .00625
180% 280/100th 2.8 1/180th .005556
The reverse of enlarge, diminish function identically to 200% 300/100th 3.0 1/200th .005
enlarge except for as mentioned. This spell causes a single 220% 320/100th 3.2 1/220th .004545
creature or object the caster chooses within range that they 240% 340/100th 3.4 1/240th .004166
can see or touch to shrink in size, in height, length, width, and 260% 360/100th 3.6 1/260th .003846
weight. Garments and equipment worn falls off the creature as 280% 380/100th 3.8 1/280th .003571
they shrink, objects held in the creatures’ hands become too 300% 400/100th 4.0 1/300th .003333
heavy to hold and must be dropped off of or risk laying on top
of the creature if it shrinks too small. Creatures affect by this
spell immediately begin shrinking by 20% per caster level to a Multiple casting of this spell or its reverse do stack, each
maximum of 300% and object begin shrinking by 10% per casting causing another 20% per caster level growth using
caster level to a maximum of 150%. The weight and mass of their previous result as the creature’s base size for the new
an object or creature targeted by this spell are decreased, thus casting. A creature takes the speed adjustment and reach of its
they are lighter and can be blown away or down by strong wind new size category see the table Size Category for more details.
if small enough to weigh less than a pound (for most creatures
Calculating size with percentage accurately: In order to
being reduce to 2 inches or less is sufficient enough loss of
accurately determine a creature or objects final size when
mass to blown down by a good breeze or wind).
affected by this spell or its reversible you will need to create a
Creatures affect by this spell gain +1 to dexterity for fraction out of the percent. For enlarge the creature’s current
every foot shrunk to a max of 25, for every size category their size before the spell effect 100 and their base size is 100, so
shrinking reduces them to their movement speed decrease by the fraction is 100/100th or 1 to 1. You add the 20% per caster
5 feet till reduced to 5 feet at that point it then decreases by 1 level to the current size fraction for creatures and 10% for
foot for each category to a minimum of 1 foot movement speed, objects, a 5th level caster adds 100% to the creature’s size,
and they gain the reach of their new size category. Objects making the fraction 200/100th, you then divided the top and
gain -1 to their durability for every half the object is reduced by bottom fraction giving you 2 then you multiple that by the
(to a minimum of a durability of 1) and their hardness is target’s base height in inches or centimeters. For diminish you
reduced by 1 for each size category it is shrink to a minimum of subtract from the creature current size by 20% per caster level
0. till 4th level, you will have 20/100th or 1/5th their original size. At
5th caster level the creature is reduce to 1/100th. For every
caster level past 5th add 20% to the creature’s base height, at
6th level it would be 1/120th and continue on tell you get to
300% decrease at 1/300th their original size. Like with enlarge
you divided the top and bottom fraction before multiplying it by
the target’s base height in inches or centimeters.

At Higher Spell Levels: If casted in a spell slot of 2nd level or


higher up to 5th level, the spell alteration of size increases to
30% per caster level for creatures and 20% per caster level for
objects. If casted in a spell slot of 6th level or higher up to 8th
level, the spell’s alteration of size increases to 40% per caster
level for creatures and 30% per caster level for objects. If
casted in a spell slot of 9th level or higher, the spells alteration
of size increases to 50% per caster level for creatures and
40% per caster level for objects.
Exterminate

Abjuration Faerie Fire

Level: 0 level (Cantrip) Magic-user spell Evocation

Components: V, S Level: 1st level Bard, T’puuli An’ar special spell, Druid spell

Casting Time: 1 second (1/6 segments) Components: V

Duration: Instantaneous Casting Time: 18 seconds (3 segments)

Range: 10 feet Duration: 4 minutes per caster level

Area of Effect: One six cubic inch area Range: 80 feet

Target: One fine sized creature of 4 – 6 inches in size, one or Area of Effect: 12 linear feet per caster level within a 4-foot
more fine sized creature of 3 or less inches and one or more radius
micro sized creatures.
Target: One or more creatures or objects within 4 feet of each
Saving Throw: None other

Reversible: No Saving Throw: None

Once there was a young drow, who was the Reversible: No


apprentice to a powerful drow arch mage. The boy was the son
of a powerful drow house, unbeknownst to the apprentice or This spell outlines a creature or object with pale
his master another rival house had planned to attack the boys glowing light the caster can choose the color of the faerie fire it
house, however with the young noble at the school learning can be blue, green, silver, or violet, the amount outlined is 12
from his master it would leave a member of the house alive, feet per caster level and if there is sufficient power, several
something that would be the rival house in peril from reprisal creatures or objects can be outlined by faerie fire, but one must
by the city council. So, the rival house matron mother be fully outlined before another can be outlined as well, they all
summoned forth a army of poisonous(but normal sized) must be within the area of effect. Therefore a 1st level caster
spiders, which she enchanted to seek out the boy and kill him. could outline two 6 feet tall creatures or four 3 feet tall
While the houses drow army marched against the boy’s home creatures. Objects and creatures outlined by faerie fire
the spider went to the school to find him. The apprentice and (including invisible creatures) are visible within 80 feet in the
his master were in the middle of their lesson when the spiders dark or 40 feet if the view is near a source of bright light.
attacked. The master did his best to protect his student even Outlined creatures stand out and are easier to strike at,
managing to teleport the boy and himself out. However, the creatures attacking a creature outlined by faerie fire get a +2
master had been bitten by hundreds of poisonous spider bonus on attack rolls against the outlined creature. The faerie
during the scuffle and he laid there dying in his students’ arms. fire does not itself cause any harm to objects or creatures it
The boy promised his master that he will live to avenge him as outlines.
the master died. Later on, the boy was found by a priestess of
T'puuli An’ar who help him escape to the surface. There the
boy more experienced now, made a easy to cast spell to aid all Fireball (Iceball)
who wish to smite the horrible eight legged bastards, thus
exterminate was created. Evocation

This spell when used allows its caster to kill a small Level: 3rd level Magic-user, Sorcerer Spell
pest such as a fly, mouse, rat, beetle, spider, or the like. It can
Components: V, S, M (A tiny ball composed of bat guano and
used for both indoor and outdoor applications. If the creature is
sulphur)
very small (3 or less inches in size), an area of up to six cubic
inches can be rid of pests. This cantrip is also effective against Casting Time: 18 seconds (3 segments)
magical creations and normal-sized creatures magically shrunk
to insect size, but it has no effects on creatures that are Duration: Instantaneous
polymorphed into a shape of that size and nor does it work on
similarly enchanted beings. The spell requires its caster to Range: 100 feet + 10 feet per caster level.
verbalize a low zzzt sound as a verbal component, while
Area of Effect: A 20 foot radius sphere explosion.
pointing a finger at the space to be affect as a somatic
component. Casting exterminate is a reaction. Target: All creatures and objects within the radius of the
explosion.
At Higher Spell Levels: When casted in a spell slot of 1st level
or higher the area of effect of this spell increases by six cubic Saving Throw: Yes, save vs. area of effect for half damage.
inches per spell level. This does not increase the size of the
creatures that the spell effect only the possible number of Reversible: Yes, Iceball.
creatures it could kill. A 3rd level exterminate spell can clear 2
This spell allows the caster to create a small bead,
cubic feet of creatures of 3 or less inches in size.
this bead can be propelled 100 feet + 10 additional feet per
caster level by pointing a finger and speak the range in when his quiet apprentice approached him. Asking her master
distance and height in which the fireball is to burst. The bead why he doesn’t just make a spell to light fires, he stood up
flashes in a streak from the pointed digit and will burst, giving the question a thought. “It never occurred to me,” was
exploding into the fireball once it reaches the prescribed range his reply. The apprentice smiling at her master, bent down on
or if it impacts a material. When the fireball bursts, it will her knees. Making a quick gesture with her hand she utters out
generally conform to the shape of the area in which it in a low voice “ron-son” and a small jet of fire sprang from her
detonates, up to an area equal to it normal spherical volume finger and lit the firewood ablaze. Her master was speechless
about 33,000 cubic square feet. While the fireball doesn’t and the girls only word on the subject was thus, “Well, I made
expend a considerable amount of pressure, the heat from its one for you Master.” Thus, was firefinger learned by many
explosion is capable of igniting all combustible materials within traveling magic-users.
its radius, it can melt soft metals like gold, copper, silver, etc.
Item exposed to the fireball are allowed a saving throw vs. This cantrip allows the caster to cause a jet of flame
polymorph unless they are in possession of a creature in which up to six inches in length to shoot from the caster’s finger. The
case, they automatically fail their save if the creature fire is very hot, being able to ignite combustible materials such
possessing them fails their save. Creatures within the burst as parchment, twigs, kindling, and the like without difficulty
take 1d6 points of fire damage per caster level and half provided of course the materials are relatively dry. Though wet
damage on a successful save vs. area of effect (roll each d6 material will not ignite by a single use, they will become drier
the caster is intitled to and then divided by 2 rounding to the by the first casting making it possible to light them ablaze with
nearest whole number). Thus a 8th level magic-user casting a a second casting. The jet of flame will persist for up to 1
fireball deal 8d6 points of fire damage, if they rolled the segment, materials caught ablaze by the flame will continue to
maximum damage of 48, but one creature within the burst persist for as long as it has dry material to burn. Creatures who
succeeded on its saving throw it would take 24 points of fire are wearing flammable material can have their clothing or other
damage while all other creatures take 48 points of fire damage. combustible material ignited by this spell, putting out their
burning clothing or the like takes an action which takes them 2
The reverse of this spell, iceball creates a small bead segments to put out all fires on their person. If they don’t then
that explodes into a 20 foot sphere of intense painful cold. the burning gear deal 1d3 points of fire damage at the end of
Metals within the burst become extremely cold to the touch and the initial melee round and then another 1d3 points of fire
deal 1d4 points of cold damage to a creature who puts their damage at the beginning of the next and every melee round
bare skin against it. All creatures within the burst take 1d6 afterword’s until either they put out the fire or the fire burns up
points of cold damage per caster level and must make a save all combustible material on their person. The jet of flames can
vs. area of effect for half damage. Except as mention here used on a creatures bear skin if the caster is close enough,
iceball functions identically to fireball. because of this close proximity, the creature doesn’t get a save
throw nor does the caster have to make any attack rolls. When
At Higher Spell Levels: When this spell is casted in a spell used in this manner the creature takes 1 point of fire damage +
slot of 5th – 8th level, it deals 1d8 points of damage per caster 1 additional point of fire damage for every three caster levels
level instead of 1d6. If this spell is casted in a spell slot of 9th the caster has. To cast the cantrip, the caster must speak a
level it deals 1d10 points of damage per caster level. word from the language of fire elements called ignis like ron-
son (ignite), zip-po (live), or dun-hill (burn) as the cantrips
somatic component while extending the forefinger and making
Firefinger a sideways motion with the thumb.

Evocation At Higher Spell Levels: When casted in a spell slot of 1st level
or higher the jet of flame increases to 1 foot in length and deals
Level: 0 level (cantrip) Magic-user Spell additional fire damage when used against a creature directly in
addition to the normal 1 +1 point of fire damage per caster
Components: V, S
level.
Casting Time: 2 seconds (1/3rd of a segments)
Table : Firefinger Bonus Spell Slot Damage
Duration: 6 seconds (1 segment) Spell Level Additional Fire Damage
1st +1 points of fire damage
Range: Personal 2nd +2 points of fire damage
3rd +3 points of fire damage
Area of Effect: A 6 inch line of fire. 4th +5 points of fire damage
5th +7 points of fire damage
Target: Special 6th +9 points of fire damage
Saving Throw: None. 7th +12 points of fire damage
8th +15 points of fire damage
Reversible: No 9th +18 points of fire damage

A traveling magic-user had recently taken a young girl


from a village he had visited as an apprentice. Traveling with Goddess Bow
the girl, the old mage each night would reach in his travel bag,
Invocation
pull out his flint and grumble for a hour as he tried to light the
firewood with it. After about a month of training, one night when Level: 8th Level T’puuli An’ar Special Spell, 7th level Sword
the old mage began making a fire doing his usual grumbling Dancer Spell
Component: V, S, M (a short bow), DF (T’puuli An’ar’s holy year either to a temple of T’puuli An’ar or a charity that helps
symbol) the poor and needy.

Casting Time: one hour

Duration: Permanent Greater Spellsong

Range: Touch Evocation

Area of Effect: Short bow touched. Level: 9th level T’puuli An’ar Special Spell

Target: A single short bow. Components: V, S

Saving Throw: None Casting Time: One minute (1 melee round)

Reversible: No Duration: Special

This spell allows the caster to call upon T’puuli An’ar Range: Special
to transform a single short bow held by the caster into her short
bow Dark Huntress. This spell can only be casted by clerics Area of Effect: Special
and sword dancer in good standing with T’puuli An’ar and any
Target: Special
cleric or sword dancer not in good standing with her will always
have this spell fail when they try to cast it. Moreover, in order to Saving Throw: None
cast this spell, the caster needs to sing and dance in an open
area while the skies are clear and the moon is visibly shining Reversible: No
its light for one whole hour with the short bow the caster
This more version of the spellsong is much more
intends for the Dark Lady to transform in hand. If the caster is
powerful, T’puuli An’ar most dedicated cleric have access to
interrupted, gets caught in an area of magical silence, or drops
this spell and the more powerful sword dancers can use it
the bow during the casting this spell fails and the caster must
innately with the Silver Dancers personal blessing. While any
try again. At the end of the casting the caster must wrap their
cleric of the Silver Dancer or sword dancer can join in the
holy symbol of T’puuli An’ar around the spine of the bow which
greater spellsong, the number of clerics and sword dancers
signals the end of the casting. Once the casting is finished,
with the ability to use this spell is few and far between.
T’puuli An’ar sends her power through her holy symbol
Through song and supplication, the caster can create an effect
transforming the short bow in a identical replica of her Dark
equivalent to any cleric spell of 8th level or less with it having
Huntress.
normal effect, range, duration, save throws, and so on, but
The short bow gains a +5 enchantment bonus and becomes a without the usual gestures or material components in essence
Holy Elven short bow Bane against Demons. The bow deals casting the spell through song and dance.
+10 points of holy damage to evil aligned creature and gives
Alternatively, the spellsong can be worded so as to
the wielder 50% magic resistance against spells and magical
allow the caster to immediately recall to memory and regain
effects created by evil creature and can once per round as a
the ability to cast any three spells casted by the caster within
swift action dispel magic in a 5 feet radius using the wielders
the last 24 hours or with a differently worded spellsong restore
highest class level as its caster. Furthermore, the weapon is
up to two lost character levels that have been lost within the
baned against demons meaning its enchantment bonus
last 24 hours from a single creature embraced during the
becomes +7 against demons and deal an additional double
spellsong, though the caster can do this to themselves.
damage against them. As a Elven bow it weights half as much
Another differently worded spellsong can allow the caster to
as a normal bow and has an oath written on the side of the
heal themselves or a single creature touched by 8d4 hit points
bow “I hunt evil, protecting the weak and needy, dark, evil thing
+3 per caster level.
I swear you will never hurt another being”, once per week the
wielder can swear this oath against a single creature of any Multiple clerics of T’puuli An’ar and sword
non-good alignment within 60 feet for as long as that creature dancers can join in singing the spellsong. If they choose to do
still lives and remains within range of Dark Huntress any so, each singing cleric or sword dancer who touches a injured
arrows fired from this bow aimed at the creature of the oath will creature while the song continues (this includes the option to
hit the creature unerring. You cannot swear another oath until heal the caster or themselves) to heal it by 8d4 hit points +3
that creature is dead or one month has pass in which the oath per caster level of the cleric or sword dancer touching the
is broken and you get a -2 penalty on attack rolls until you creature. This additional healing from the choir cannot be used
repent by killing the creature or if the creature is already dead to deal damage to undead.
by another’s hand give aid for a day to the needy.
If seven or more clerics or sword dancers of T’puuli
A caster can only have one Dark Huntress, if the bow is lost, An’ar are present, their touch can instead cure blindness, slow
they cannot make another and must retrieve the bow. If by poison, or cure disease instead of healing lost hit point as
some strange occurrence the bow is destroy and new bow desired by the individual participant. While nine or more cleric
cannot be created until one year has passed since it is or sword dancers of T’puuli An’ar are present, their touch can
destroyed. During this year the caster must provide to all who instead dispel magic, remove curse, or neutralize poison
asks for it and to all who need it even if not asked. They also instead. If twelve or more are present, regeneration or spell
must give 50% of all treasure and money they gain during this immunity (limited to only spells known to at least one of the
singers, either by casting it or having it casted upon
themselves) can be done instead of healing. If fifteen or more This cantrip allows its caster to conjure a pair of
are present, resurrection or restoration spell can be done invisible, incorporeal hands. These hands can interact with
instead of healing. If twenty or more clerics or sword dancers material in the material plane, but no material in the material
are present a true resurrection or wish spell can be done plane can affect the hands. Furthermore, these hand allow the
instead of healing. Using the spellsong for true resurrection caster to feel all sensations of touch the hands experience
uses all the participants caster levels combined to determine when grasping an object or creatures as if it were the casters
the total number of years the creature can be deceased for. own hand doing so. The hands can exert up to ½ pound of
force, enough to move small objects up to 1 foot, light weight
The choir usually performs a circular dance around object like clothes can be moved up to 5 feet (though attempts
the person to be aided, a fire, or other focal point (commonly a to tear the material can be made, heavy material clothes like
bastard sword driven point first down into the ground or a leather or other thick material are simply impossible to tear
tripod fashioned from sticks with T’puuli An’ar’s holy symbol without more force), and as long as the body part isn’t able to
mounted on top). exert more force than the hand, parts of another creature’s
body can be moved around. The caster must be able to see
In order to use spellsong, the caster must be able to
what they are interacting with in order for the hands to touch it,
move about freely to dance and sing free of any magical
provided it is within range. Grope requires a quiet” uhmmm”
silence effect. Any additional performs must also be able to
sound as its verbal compound and the casters hands must
move and sing under similar conditions. If any magical
move as they intend the telekinetic hand to move (grasping,
silencing occurs before the spellcasting ends the spellsong
wiggling fingers, pushing against, etc.) as the somatic
may be wasted or only partially effective at the Dimension
component. Casting grope is a reaction.
Masters discretion. All sword dancers and clerics of T’puuli
An’ar are trained to be able to sing while in pain and dodging At Higher Spell Levels: When casted in a spell slot of 1st level
about in combat, but they cannot while physically attacking or higher the amount of force grope can exert increase ½
themselves. pound per spell level. If 5 pounds or more of force can be exert
a general skill break object check can tear clothes made of
thick material like leather, on a successful DC 10 check.
Grope

Conjuration
Know Alignment (Obscure Alignment)
Level: 0 level (cantrip) Magic-user Spell
Divination
Components: V, S
Level: 2nd level Bard, Dark Mask, Druid, Cleric, Magic-user,
Casting Time: 1 seconds ( 1/6 segments) Sword Dancer Spell.

Duration: One minute per caster level. Components: V, S

Range: 10 feet + 1 foot per caster level. Casting Time: One Minute (1 melee round)

Area of Effect: Special Duration: 10 minutes.

Target: one creature and the caster. Range: 10 feet.

Saving Throw: None. Area of Effect: One creature within line of sight per minute.

Reversible: No Target: One creature within line of sight.

This spell is a very weak and almost useless version Saving Throw: None
of the telekinesis spell that was originally created by a very
Reversible: Yes, Obscure alignment.
perverted, but bright young apprentice magic-user. After
having seen his master perform the telekinesis spell the young This spell allows the caster to look at a creature and
man realized that the spell had so many potential applications read the aura of its body. The caster can examine a creature,
beyond just picking up objects or pushing creatures down and they must be within line of sight of the caster and be within 10
set to work creating a cantrip that he could cast to grope feet of them. By examining a creature for one minute the caster
women from a distance and still receive physical sensations will immediately know they full alignment unless it is magically
from the touch without getting caught. Unfortunately for all of obscured, if the caster doesn’t have time to spend a full minute
us, he succeeded. Unfortunately for him, he tested his new one component of the creature’s alignment can be known by
cantrip out on his master, who was a very attractive and well- spending 30 seconds examining the creature though which
endowed women, she realized immediately what was going the part is determined randomly. Roll a d% a result of 1 – 50%
moment an invisible hand grabbed her and she punished the means they learn the creature’s moral alignment (good, neutral,
young apprentice with a week of hard manual labor, but not or evil) and a result of 51 -100% means they learn the
before complimenting him of his skill and creativity. Over the creature’s ethical alignment (chaotic, neutral, or lawful). A true
years, this cantrip has got out and has spread like wildfire. It neutral creature will always have their moral and ethical
has gotten so bad that most prestigious magic schools have alignment known as natural. With this spell it is possible for the
banned both the teaching and use of this spell out right. caster to examine up to 10 creatures and learn their full
alignment or 20 creatures and learn only one half their Dimension Masters discretion. All sword dancers and clerics of
alignment. T’puuli An’ar are trained to be able to sing while in pain and
dodging about in combat, but they cannot while physically
The reverse of this spell, obscure alignment makes attacking themselves.
one or more creature’s alignments impossible to learn.
Examining a creature while under the effects of obscure
alignment will cause the know alignment spell to read their
alignment as neutral. Detect evil, good, chaos, or law spells will Light
act as if the creature was of neutral alignment. This spell can
Evocation
obscure the alignment of a single creature for up to 10 minutes,
two creature for up to 5 minutes, or up to 10 creatures for up to Level: 1st Level Bard, Cleric, Dark Mask, Magic-user, Sorcerer,
1 minute, but all creatures must be within 10 feet of the caster. Sword Dancer spell
Certain magical devices will negate the ability to know Components: V, S
a creature’s alignment with the know alignment spell or to
obscure a creature’s alignment with the obscure alignment Casting Time: six seconds (1 segment)
spell.
Duration: 60 minutes + 10 minutes per caster level

Range: 120 feet


Lesser Spellsong
Area of Effect: One 5-foot radius globe within range that you
Evocation can see

Level: 4th level T’puuli An’ar Special spell, Sword Dancer Spell Target: One 5-foot area of empty space or a creature or object
of 5 square feet or less in size
Components: V, S
Saving Throw: Special
Casting Time: one minute (1 melee round)
Reversible: Yes, Darkness
Duration: Special
This spell cause molecules in a 5-foot diameter
Range: Special sphere you can see to become excited as to make them
brightly luminous being as bright as a torch (illuminating only
Area of effect: Special
10 feet though), it lasts until its duration expires or the caster
Target: Special dismisses it, and it can be dispelled by a darkness spell of
same or higher spell level. The target area can be a creature or
Saving Throw: None object if desired, but then the creature is allowed a save vs.
spell and applies any spell or magic resistance to the effect
Reversible: No with a successful save meaning the globe is formed in the area
immediately behind the creature or object rather than the
The lesser spellsong is a holy song known by clerics
creature or object itself. It is possible to cast this spell upon the
of T’puuli An’ar and her sword dancers. The power of this song
visage or in front of the creatures’ visual organs provided the
is much weaker than its normal and greater variants. Likewise,
creature was open eyed at the time it will be blinded by the
the versatility of the spellsong is much lesser. The spellsong
light (a saving throw is only allowed if the spell is casted
allows the caster through song and supplication create an
directly on the creature as mentioned above). When blinded a
effect equivalent to any cleric spell of 3rd level or less with it
creature gets a -4 penalty on attacks rolls, save vs. breath
having normal effect, range, duration, save throws, and so on,
weapons, area of effects, spells, and their armor class. This
but without the usual gestures or material components in
spell in all other cases remains in effect where the caster
essence casting the spell through song and dance. Optionally
directs as long as they have line of sight or unobstructed path
the caster can word the spellsong to instead choose to heal
for the spell (meaning they can have the globe move to any
themselves or a single creature touched by 1d4 hit points +1
point they can see after conjuring it but doing so require at
per caster level.
least a free action) Light can spring from air, rock, metal, wood,
Multiple clerics of T’puuli An’ar and sword dancers or almost any similar substance. This spell isn’t mobile, though
can join in singing the spellsong. If they choose to do so each it can be cast upon a movable, mobile object or creature.
one may touch a creature (this includes the option to heal the
The reversive of this spell, darkness creates a 5-foot
caster or themselves) to heal it by 1d4 hit points +1 per caster
diameter globe of blackness. This globe of darkness is so dark
level of the cleric or sword dancer touching the creature. This
that not even Infravision or darkvision can pierce through its
additional healing from the choir cannot be used to deal
blackness. Unlike light however, darkness last for only 30
damage to undead.
minutes plus an additional 10 minutes per caster level. In an
In order to use lesser spellsong, the caster must be area of bright light, the globe will actually shed a illumination of
able to move at least their hands and shoulders, and sing free darkness up to 10 feet of which only the center 5-foot radius
of any magical silence effect. Any additional performs must being actually pure blackness. It is possible to use darkvision
also be able to move and sing under similar conditions. If any and Infravision in the outer radius of darkness when casted in
magical silencing occurs before the spellcasting ends the a area of bright light, however if casted in an area of dim light
spellsong may be wasted or only partially effective at the or darkness then even that is impenetrable by darkvision or
Infravision. Except for everything mention here, darkness Range: 40 feet + 10 feet per caster level.
function identically to the light spell.
Area of Effect: Special

Target: Special
Magic Missiles
Saving Throw: Save vs. Area of Effect, negates.
Evocation
Reversible: Yes, Comet Swarm.
Level: 1st Leve Magic-user, Sorcerer Spell
This spell allows the caster to conjure 4 or 8 meteors
Component: V, S that spring from an outstretched hand of the caster and streak
in a straight line. There are two versions of this spell with
Casting Time: 6 seconds (1 segment) slightly different verbal and somatic components, one that
creates four 2-foot diameter meteor and another that creates
Duration: Instantaneous
eight 1-foot diameter meteors. The caster must prepare the
Range: 60 feet + 10 feet per caster level version of the spell they wish to cast ahead of time, they
cannot choose which version to cast when they cast it.
Area of Effect: one or more creatures within a 10 square foot
area 4 Meteors: This version of meteor swarm creates four
2-foot diameter meteors in a rectangle or diamond shaped
Target: One or more creatures within 10 feet of each other pattern with each meteor forming a point on the pattern, which
can be aimed vertically or horizontally. Each meteor is 20 feet
Saving Throw: None
apart from each other and explodes on impact with objects,
Reversible: No creatures, or when they hit their maximum distance unless the
caster wants the meteors to detonate before that distance is
This spell creates one or more magical missiles made reached, in which case they can simply choose the amount of
of shimmering silver energy, these missiles can take the shape distance they travel before detonating. If a creature is in the
of daggers, swords, crossbow bolts, or arrows as the caster path of any of the meteors, they take 10d4 points of
desires. When the spell is cast the missiles dart forth from the bludgeoning damage from the meteors impact and then they
caster’s fingertips and strike their target unerringly. No attack no longer get a saving throw against the spell. When the
roll is made and neither does the target get a save throw, they meteors denotate, they each explode with a diameter of 30 feet
simply hit the target immediately deal 1d6+1 point of force dealing 1d6 points of fire damage per caster level to every
damage per missile. If the caster has the ability to create creature within the explosion, creatures that weren’t hit directly
multiple missiles, they can choose to have them strike a single by a meteor get a saving throw vs area of effect against the
target creature or several creature if desired, but all target casters spell save DC taking half damage on a successful save
creatures must be within 10 square feet of each other. The and full damage on a failed save. A creature within the
spells range is 60 feet plus 10 additional per caster level, all diameter of multiple meteor explosions take damage for each
target creatures must still be within 10 feet of each other one, though they get only one saving throw; succeeding on the
regardless of caster level. When casted by a 1st level caster, saving throw gives them half damage to each explosions
magic missiles creates but one missile. However, at 3rd caster damage. A creature whose body takes up a total of 22 cubic-
level and for every two level afterward one additional missile is feet or more can be hit with all 4 meteors.
created when the spell is cast
8 Meteors: This version of meteor swarm creates
At Higher Spell Levels: If casted in a spell slot of 2nd level or eight 1-foot diameter meteors in an outer rectangle shaped
higher, magic missiles deals +1 point of force damage per spell pattern with four meteors 20 feet apart in each point of the
level higher than 1st level to a maximum of 1d6+10 points of pattern with a diamond shaped pattern with four meteor 10 feet
force damage per missile. If casted in a spell slot of 5th level or apart inside the rectangle, or vice versa (A diamond outside
higher, an additional missile per spell level higher than 4th level with meteors 20 feet apart with a rectangle shaped pattern
is created, to a maximum of 5 additional missile when casted in inside with meteors 10 feet apart). Each meteor explodes on
a 9th level spell slot. This is in addition to the normal additional impact with objects creatures, or when they hit their maximum
missile for every two caster levels the caster has. distance unless the caster wants the meteors to detonate
before that distance is reached, in which case they can simply
choose the amount of distance they travel before detonating. If
a creature is in the path of any of the meteors, they take 5d4
Meteor Swarm (Comet Swarm)
points of bludgeoning damage from the meteors impact and
Evocation then they no longer get a saving throw against the spell. When
the meteors detonate, they each explode with a diameter of 15
Level: 9th level Magic-user, Killian An’ar Special Spell, 7th level feet dealing 1d3 points of fire damage per caster level (1d6, a
Evoker result of 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3) to every creature
within the explosion, creatures that weren’t hit directly by a
Component: V, S meteor gets a saving throw vs area of effect against the
Casting Time: 54 seconds (9 segments) casters spells save DC taking half damage on a successful
save and full damage on a failed save. A creature within the
Duration: Instantaneous diameter of multiple meteor explosions take damage for each
one, though they get only one saving throw; succeeding on the
saving throw gives them half damage to each explosions to 0 or the duration runs out. Each image had 4 hit points +1
damage. A creature whose body takes up a total of 22 cubic- additional hit point per caster level. The phantasms shift from
feet or more can be hit with all 8 meteors. round to round so that if the actual caster is struck during a
round, they cannot be picked out from amongst their images
The reverse of the spell, comet swarm functions the next. The images do not take damage from area of effect
identically to meteor swarm except they create 4 to 8 comets, (including dragon’s breath weapon) and if the casters takes
which explode into a 30 or 15 foot diameter of extreme cold damage as a result of the saving throw (from either failure or
that deals 1d6 points of cold damage per caster level for the success) from a damage dealing effect then the phantasma
four comet version and 1d3 points of cold damage per caster also act as if hurt the same way though they took no damage
level for the eight comet version. themselves. A magic missiles spell targeted at the caster will
always strike images first, if multiple missiles are targeting the
caster than each one will hit a different image if possible. The
Mirror Image caster cannot be hit by the magic missile or similar spell until
all images are destroyed first. If all images are destroyed the
Illusion spell ends and destroyed images stay destroyed until the spell
is casted again in which case the new number of phantasms
Level: 2nd level Magic-User, 1st level Illusionist, 2nd level
rolled replaces the old ones even if there were more
Illusion Domain Spell.
phantasms before.
Components: V, S
At Higher Spell Levels: When cast in a spell slot of
Casting Time: 12 seconds (2 segments) 3rd level or higher the phantasms gain 4 additional hit points for
each spell slot higher than 2nd level.
Duration: 2 minutes per caster level.

Range: Personal.
Moonbeam
Area of Effect: 6 feet radius around the caster.
Evocation
Target: The caster.
Level: 5th level Druid, Sword Dancer, 6th level The Masked
Saving Throw: None Lady Specialty Spell

Reversible: No Component: V, S, M (a piece of opalescent feldspar, also


known as moonstone, and several seeds from a moonseed
When the spell is cast a zone centered on the caster plant)
is formed, this zone moves with caster and creates 1 to 5
images that are exact copy of the caster. The spell creates a 6 Casting Time: 42 seconds (7 segments)
foot radius zone that centers on and fallows the caster, within
this zone 1d4+1 illusionary duplicates of the caster is created Duration: One minute per caster level.
around them. These mirror images are exact duplicates that do
Range: 10 feet per caster level.
exactly what the caster does and the zone creates a blurring,
slight distortion effect that makes it impossible to distinguish Area of Effect: 10 foot diameter sphere.
which our phantasms and which is the real caster. Each image
has the same armor class as the caster and with every Target: None
successful hit a d% must be roll to determine if the image
Saving Throw: None
struck is the real caster or a phantasm.
Reversible: No
The percent roll needed to hit the real caster is
dependent on the number of images. 2 mirror images require a This spell allows the caster to conjure a 10 foot
roll of 1 – 33% to hits the real caster, 34 – 66% means the 1st diameter sphere of moonlight which can be used to create a
image is hit and 67 – 100% mean the 2nd image is hit. 3 mirror beam of soft, pale light to illuminate an area the caster wishes.
images require a roll of 1 – 25% to hit the real caster, 26 – 50% When casted the spell creates a 10 feet diameter sphere that
means the 1st image is hit, 51 – 75% means the 2nd image is hit, the caster can direct to the moonlight to strike downward from
and 76 -100% means the 3rd image is hit. 4 mirror images overhead to illuminate whatever area the caster is pointing at.
require a roll of 1 -20% to hit the real caster, 21 – 40% means The caster can have the light move to any area that they can
the 1st image is hit, 41 – 60% means the 2nd image is hit, 61 – see and point to, when the sphere releases the moonbeam it
80% means the 3rd image is hit, and 81 -100% means the 4th illuminates a 10 foot diameter area with a 10 foot long by 10
image is hit. 5 mirror images require a roll of 1 – 16% to hit the foot wide cone of bright light with a height of 10 feet, this cone
caster, 17 – 33% means the 1st image is hit, 34 – 50% means of soft, pale light is exactly like moonlight and it doesn’t allow
the 2nd image is hit, 51 – 67% means the 3rd image is hit, 68 – you to determine colors of things unless they are in shades of
84% means the 4th image is hit, and 85 – 100% means the 5th black, gray, or white. If a reflected surface is used a 10 foot
image is hit. diameter of dim light extends pass the normal 10 foot area of
effect. This spell doesn’t adversely affect infravision, but
When an image is struck by a weapon, wither it be
creatures with darkvision cannot see with their darkvision while
mundane or magical it takes damage, if the damage equals to
they are within the area of bright light caused by this effect.
or exceeds the image’s hit points than it disappears. All other
existing images remain intact until their hit points are reduced
Moonbeam makes an effective way to spotlight something at a creature has been attempted regardless of success, the
distance. energies of the moonfire is used up and it is completely
discharged. If the touch was successful and they willed the
moonfire to deal damage it deals 2d6 +the casters charisma
modifier points of cold damage, if they willed the moonfire to
Moonfire
heal it instead heal the touched creature of 2d6 +the casters
Evocation charisma modifier points of damage.

Level: 1st Level Sword Dancer, 2nd Level T’puuli An’ar Special Clerics and sword dancers of 4th level or higher can
Spell will the moonfire to move away from their bodies altogether, in
this manner if functions akin to dancing lights. When no longer
Components: V, S in contact with the caster the moonfire can drift in any direction
even through the tiniest openings with a movement speed of
Casting Time: 30 seconds (5 segments)
40 feet per minute. When the moonfire has moved away from
Duration: One minute per caster level or until discharged the casters body it can no longer be used to make healing or
harming touches. Moonfire can fill as large or small of an area
Range: Variable as the caster desires up to the volume of 1 cubic-foot per
caster level.
Area of Effect: Up to 1 cubic-foot per caster level or one
creature touched. At Higher Spell Levels: If a cleric casts this spell in a
spell slot of 3rd level or higher, the moonfire can heal or deal
Target: Personal or creature touched 1d6 additional points of damage per spell level higher than 2nd.
If a sword dancer cast this spell in a spell slot of 2nd level or
Saving throw: None
higher, the moonfire can heal or deal 1d6 additional points of
Reversible: No damage per spell level higher than 1st.

With this spell the caster conjures into being a


manifestation of T’puuli An’ar’s power called moonfire.
Moonlight
Moonfire can be of a variety of colors or hues as desired by the
caster including blue-white, soft green, white, and silver and Evocation
moreover the brightness the moonfire sheds can range from a
faint glow to a clear, bright light though not blindingly bright as Level: 0 level (orison) Sword Dancer Spell
willed by the caster. At T’puuli An’ar choosing she can gift any
creature she chooses with an application of moonfire Component: V, DF (T’puuli An’ar’s Holy Symbol)
manifesting on their body, though she determines the location,
Casting Time: 2 seconds (1/3rd of a segment)
hue, and brightness. It is common for clerics of T’puuli An’ar to
use Moonfire as a light for reading, finding one’s way in the Duration: 30 seconds per caster level.
dark, or to attract other to a desired location. Illumination
caused by Moonfire sheds bright light up to a 10 foot diameter Range: 10 feet
with the strength of the strongest moonlight and dim light for
Area of effect: A 1 inch diameter orb sheading 5 feet of light.
another 10 feet.
Target: None
The moonfire last for one minute per caster level (or
one melee round per caster level) and the caster doesn’t need Saving Throw: None
to concentrate to maintain the moonfire, but the caster can
dismiss the moonfire by will anytime as a reaction. It will Reversible: No
always appear to emanate from some part of the casters body,
but it can move about as the caster wills and it can occupy up Created by accident when a sword dancer in training
to 1 cubic-foot of space per caster level on the casters body in attempted to call forth moonfire during a late night. The young
any place desired, it does no harm to the caster, their gear or sword dancer had wish to read a book in the acolyte’s
clothing, and any creature who touches the moonfire will notice dormitory without disturbing the other trainees. So, she
it feels slightly colder than the air around it, but will be attempted to quietly call to T’puuli An’ar for the power of
completely unharmed by the moonfire. It can be dispelled by a moonfire, but what manifested instead was a small orb of pure
dispel magic spell or any 2nd level or higher darkness spell moonlight. It wasn’t much longer before other sword dancers
provided the darkness spell is casted against it for this purpose, discovered the spell when praying for new cantrips.
but the moonfire negates the darkness spell during its own
This orison creates a 1 inch diameter sphere of pure
destruction and moonfire can be used to dispel magical
silvery moonlight, the orb can be manifested in any point within
darkness as if a light spell of the same level.
10 feet the caster can see. When cast the moonlight appear in
Once the moonfire has manifested on a part of the the space looking as if the air had condensed into a small ball
casters body, the caster may choose to touch a creature with of moonlight. It is in fact actual moonlight and sheds bright light
moonfire. They must make a successful touch attack roll if the as if it’s a full moon within 5 feet of the orb and dim light for 5
creature is unwilling, once a creature has been successfully feet after that. The moonlight doesn’t cause creatures with light
touched, the caster can will the moonfire to either harm or heal sensitivity any issues and is bright enough to allow reading,
the touched creature immediately. Once the attempt to touch a seeing details on objects, or to attract attention of creatures
within 30 feet who have light of sight of the moonlight. The
moonlight is stationary when initially casted, but the caster can Up to ten creatures may accompany the caster when
as a free action will the moonlight to move with a movement crossing the moon path, though they must stay within 100 feet
speed of 40 feet, it can move in any direction the caster of you while on the bridge. The caster and any creatures
wishing even through the tiniest of openings but the moonlight accompanying it gain the benefits of the sanctuary and spider
must stay within 10 feet of the caster at all times. When moving climb spells as if they were casted by the caster. These effect
the moonlight, the caster must concentrate and if attack or last for as long as the moon path spell hasn’t expired and only
some other kind of distraction that could break concentration, as long as they remain on the bridge. The moon path cannot
the caster must make a concentration check to maintain be physically crossed without magical means like the spider
control. If the cast fails the concentration check, the moonlight climb spell and it can block the line of sight of spells as well as
stops all movement, but the spell still remains in effect. gaze attacks from creatures like the medusa, though the caster
Essentially the spell needs the caster to focus when moving and all creatures accompanying them can still make use of
the moonlight, but it isn’t needed to maintain the spell. The their line of sight spells provided the effect wouldn’t directly
verbal component for this spell is a prayer such as, “Silver come into contract with the wall. Thus, you could cast diminish
Dancer light my way.” or charm person through the wall as they only require you to
see the creature, but not fireball or meteor swarm which create
a physical force that moves and then explodes on contact,
potentially harming the caster as it detonates on the moon path.
Moon Path
Breath weapons, ethereal travelers (both objects and
Conjuration creatures), and physical object such as weapons cannot pass
through the moon path nor cause it harm.
Level: 7th level T’puuli An’ar Special Spell, 6th level Sword
Dancer, Moon Domain Spell The moon path can be dispelled with a successful
dispel magic spell unlike a wall of force, a disintegrate spell
Components: V, S, M (A white handkerchief) casted at the moon path causes it make a save vs death using
your save throw bonuses, and if the moon path comes into
Casting Time: 12 seconds (2 segments)
contact with a sphere of annihilation it is completely destroyed
Duration: 10 minutes per caster level immediately with no saving throw. A disintegrate spell casted
at it can destroy a 10-foot diameter of the moon path on a
Range:100 feet failed save or half that on a successful saving throw.

Area of Effect: Two points in a straight line no longer than 150 At Higher Spell Levels: When casted in a spell slot of 8th or
feet + 10 feet per caster level. higher for clerics and 7th level for sword dancers, the caster
can choose to have themselves and up to 10 creatures
Target: One point space within range. teleported 30 feet per caster level anywhere along the moon
path provided the location is within 5 feet of the bridge after the
Saving Throw: None
completion of the casting. If a cleric casts the spell in a 9th level
Reversible: No spell slot, they can choose to have up to 20 creatures
accompany them among the moon path, this also allows them
This spell creates a silvery translucent, glowing force to teleport up to 20 creatures instead of 10.
that connect two points within a straight path, provided the 1st
point is within 100 feet of the caster. The caster looks a point
within 100 feet of them and then they point at another point
Moonsilver
they can see with a distance no more than 150 feet plus an
additional 10 feet per caster away from the initial selected area, Alteration
there must be no obstructions between the two points or the
caster’s ability to see those points during casting. When the Level: 7th Level Sword Dancer spell
caster finishes casting moon path a translucent bridge of
glowing silvery force appears into being connecting the two Components: V, S, M (A piece of silver no less than 1 gram in
points, it can be up to 150 feet in length plus an additional 10 size), DF (Your holy symbol)
feet per caster level to a maximum 350 feet in length, with its
Casting Time: two minutes (2 melee rounds)
width being anywhere from 3 to 20 feet as desired by the
caster they can even have the width of the path vary to Duration: Permanent
different wide though in increments of 1 feet length, and the
bridge has a thickness of 1/4th of an inch. For example, the Range: Touch
caster could have the first 20 feet with a width of 10 feet before
Area of Effect: One or more metallic Object touched
narrowing it to 3 feet for a stretch of 30 feet, only for it to widen
out to 20 feet for the rest of the bridge if so desired. Target: One metallic Alloy touched with total mass not
exceeding 10 kilograms per level.
The selected points can be anywhere the caster
desires that they can see provided the 1st point is within 100 Saving Throw: None
feet and the 2nd point is within 250 feet plus 10 additional feet
per caster level of the caster. It must be a straight line between Reversible: No
the two points; however, the caster can choose the orientation
of the ribbon anywhere within a 360° angle making it possible This spell allows a sword dancer to touch a single
to use it as a bridge or even as a wall if desired. piece of metallic alloy and transmute it into a durable alloy
called moonsilver. By touching a piece of metal, the caster can Shadow Sight
transmute up to 10 kilograms of metal per sword dancer level
into moonsilver. Coper, bronze, iron, silver, steel, mithril, Alteration
adamantine, and even starlight can be affected by this spell.
Level: 1st Level Dark Mask, L’Barra An’ar Special Spell,
Using this spell, it is possible to transform the blade of a single
Masked Lady Special Spell
sword, a ingot of steel or other alloy, or a suit of metal armor.
For every three levels the caster has they can transmute Components: V, F (A black quartz)
another object, by touching it provided that this doesn’t excess
the total 10 kilograms of mass per level that they can normally Casting Time: six seconds (1 segment)
transmute. Ingots turned into moonsilver can be forged into
Duration: 1 minute per caster level
any kind of object and making magical items with moonsilver
cost half as much gold to enchant compared to other materials. Range: Personal
Moonsilver is a light weight alloy, that resembles Area of Effect: The caster
silver and functions as silver for the purpose of bypassing
creatures’ resistance and immunities that are weak against Target: The caster
silver. However, unlike silver, moonsilver has the tensile
strength of steel and one half the weight of steel. Moreover, Saving Throw: None
drowcraft items made of moonsilver do not lose their properties
Reversible: No
when exposed to sunlight.
This spell causes the caster’s eyes to see through
Magical weapons and armor can be transmuted by
magical and normal darkness. For the duration of this spell the
this spell, however there is a 15% chance that they might lose
caster gains darkvision up to 60 feet and they can see in
their current enchantments when affected by this spell.
magical darkness in addition to normal darkness. If the caster
However, the item can be reenchanted with a successful craft
already has darkvision, then they simply gain the ability to see
magical items check using half the usual material components
through magical darkness up to 60 feet.
and cost, or with a well worded wish spell.

Shocking Grasp
Resist Cold
Evocation
Abjuration
Level: 1st level Magic-user, Sorcerer Spell
Level: 1st level Cleric, Sword Dancer, Paladin, Ranger Spell
Components: V, S
Components: V, S, M (A pinch of sulphur)
Casting Time: 6 seconds (1 segment)
Casting Time: One minute (1 melee round)
Duration: Until caster touches one creature.
Duration:10 minutes per caster level.
Range: Touch
Range: Touch
Area of Effect: One creature touched.
Area of Effect: Creature touched.
Target: One creature
Target: One creature touched.
Saving Throw: None
Saving Throw: None.
Reversible: No
Reversible: No
When cast the casters hand starts holding a powerful
This spell allows to caster to cause one creature they
electrical charge which painfully jolts the first creature touched
touch to be resistant to cold and low temperatures. The
by the caster. The caster must touch a creature, unwilling
creature touched can withstand up to 0° Fahrenheit even
creatures must be hit with a successful touch attack roll in
without clothes on and still not feel any discomfort. When
order to be shocked by the electricity. The touch of another
making saving throws against cold temperatures greater than
creature does not cause the spell to discharge, but the spell
0° Fahrenheit like that of magical effects, spells, or a dragon’s
energy will discharge on the first creature the caster touches.
breath weapon the creature gain a +3 bonus. Moreover, the
The caster doesn’t have to touch bare skin to shock a creature,
creature takes half damage on successful saving throw against
if the creature is wearing an electrical conductor merely
these cold causing effects and one quarter damage on a failed
touching that is enough to shock the creature. When the caster
saving throw.
successfully touches a creature, it takes 1d8 points of
At Higher Spell Levels: When casted in a spell slot of 2nd electricity damage + 1 additional point of electricity damage per
level or higher you can touch one additional creature to gain caster level.
the benefits of this spell for each spell level higher than 1st.
At Higher Spell Levels: When this spell is cast in a spell slot
of 2nd level or higher it deals an additional 1d8 points of
electricity damage per spell level higher than 1st and if cast in a
spell slot of 5th level or higher a creature touched by shocking spell slot, it deal an additional 1d of damage for each spell
grasp is paralyzed for 1d4 segments with a successful touch. level higher than 4th level.

Smite Evil (Smite Good) Spell Immunity

Invocation Abjuration

Level: 1st level Paladin, Varn An’ar Special Spell Level: 4th level Cleric, Druid, Favored Soul, Paladin, Sword
Dancer
Components: V, S, F (A weapon)
Components: V, S, M ( Same as the material components for
Casting Time: 3 seconds (1/2 a segment) the spell you wish to be protected against)
Duration: Special Casting Time: One minute (1 melee round)
Range: Touch Duration: 10 minutes per caster level.
Area of Effect: weapon touched. Range: Touch
Target: One weapon Area of Effect: One creature touched.
Saving Throw: None Target: One creature.
Reversible: Yes, Smite Good. Saving throw None.
This spell allows the caster to channel holy power into Reversible: No
a single weapon they hold. When cast the caster channels
their belief in the ideas of goodness into holy energy, they may This spell allows the caster to make one creature they
then channel this holy energy into a single weapon that they touch immune to the effects of one specific spell. When casted
are currently holding when smite evil is casted causing it to the caster can choose one spell of 4th level or lower that they
glow with a silvery-white aura. The holy power is discharged have been the target of like magic missiles or been within the
when the caster attacks with the empowered weapon giving area of effect of like fireball and make one creature touched by
the caster a +4 on attack rolls with the weapon, if they succeed the caster (this can be the caster themselves if they wish)
on the attack roll and the creatures is of evil alignment or of the immune to the effect of the selected spell or any spell-like
creature type is daemon, demon, devil, or undead the creature abilities that replicate the effects of the spell. Spell immunity
takes an additional 1d6 +1 points of damage per caster level of cannot affect a recipient who is already magically protected by
holy damage in addition to the weapons normal damage. a spell (like armor) or other temporary effect, thus a single
Creatures who is not of an evil alignment or the creature types creature can only be affected by one spell immunity regardless
daemon, demon, devil, or undead doesn’t take any damage if the selected spell is different. The immunity to the spell last
from the smite, but they still take damage from the weapon. If only for the duration of the spell and the spell immunity only
they fail their attack roll, the energy is discharged with the aura protects the creature, not any items or gear the creature
visibly fading away. The charge of smite evil only lasts until an carries. Items do get saving throws against spells to avoid
attack is made with the weapon or when the caster loses their damage. Only a specific spell can be protected against with
grip, drops, or sheaths the weapon in any way. Smite evil deals spell immunity, not a class of spells or a group of spells which
an additional 1d6 points of holy damage when the caster level are similar in effect, thus being giving immunity to charm
reaches 5th, 10th, 15th, and 20th level to a maximum of 5d6 +1 person does not give you immunity to charm monsters, nor
point per caster level of holy damage at 20th level. does being immune to lightning bolt give you immunity to
shocking grasp.
The reverse of this spell, smite good function
identically to smite evil except for the fallowing, the caster At Higher Spell Levels: When this spell is casted in a spell
channels their hatred and malice of other into the weapon slot of 5th level or higher the level of the spell you can select to
causing it to channel unholy energy into the weapon making become immune to increases by one spell level to a maximum
glow with a black and red aura. When attacking with the of 9th level or lower spells when cast in a 9th level spell slot.
empowered weapon you gain the +4 bonus on attack rolls and
if the creature is of an good alignment or the creature type is
angel or celestial, you deal 1d6 +1 points of damage per caster
Spellsong
level of unholy damage in addition to the weapons normal
damage. Evocation
At Higher Spell Levels: When casted in a spell slot of 2nd Level: 6th level T’puuli An’ar Special Spell, Sword Dancer Spell
level, your smite deal 1d8 points of damage instead of 1d6.
When casted in a spell slot of 3rd level, your smite deals 1d10 Components: V, S
points of damage instead of 1d6. When casted in a spell slot of
Casting Time: One minute (1 melee round)
4th level or higher, your smite deals 1d12 points of damage
instead of 1d6. When this spell is casted in a 5th level or higher Duration: Special
Range: Special

Area of Effect: Special Summon Spider

Target: Special Conjuration

Saving Throw: None Level: 2nd level L’Jallil D’Vhid special spell, Druid spell

Reversible: No Components: V, S, M (A live insect of fine size or less), F (A


Spider’s web)
The version of the spellsong is much more powerful
than its lesser variant. Most high priests, high priestess, and Casting Time: one minute (1 melee round)
veteran sword dancers of T’puuli An’ar keep at least one
spellsong prepared at all times. This sacred song allows the Duration: One minute per caster level
caster through song and supplication to the Silver Dancer
Range: 30 feet
create an effect equivalent to any cleric spell of 5th level or less
with it having normal effect, range, duration, save throws, and Area of Effect: Special
so on, but without the usual gestures or material components
in essence casting the spell through song and dance. Target: 2d4+1 spiders

Alternatively, the caster can use the spellsong to Saving Throw: None
immediately recall to memory and regain the ability to cast any
Reversible: No
one spell casted by the caster in the last 48 hours or with a
different wording one lost character level that had been lost This spell attracts 2d4+1 normal size spiders to the
within the last 24 hours can be restored to any creature spider’s web the caster holds, when casting the spell the caster
embraced during the spellsong, though the caster can do this puts the live insect on the spider’s web. The spiders will attack
to themselves. Another differently worded spellsong can allow any creatures the caster points to, the creature attack by these
the caster to heal themselves or a single creature touched by spiders will take 1 point of damage each round and the
4d4 hit points +2 per caster level. creature can do nothing but attempt to fend off the spiders
during the time it is attacked. The spiders can be caused to
Multiple clerics of T’puuli An’ar and sword dancers
attack another creature, but the spider will take one round to
can join in singing the spellsong. If they choose to do so, each
leave the previous target and attack the new victim. The
singing cleric or sword dancer who touches a injured creature
spiders can move up to 10 feet per round, and there is a 50%
while the song continues (this includes the option to heal the
chance that the spiders will be of a poisonous variety that
caster or themselves) to heal it by 4d4 hit points +2 per caster
causes a creature they deal damage to, to make a save vs
level of the cleric or sword dancer touching the creature. This
poison. Creatures that fail this save take 1 point of damage
additional healing from the choir cannot be used to deal
each day for 1 week and can only move at half their movement
damage to undead.
speed for this period, until either a neutralize poison spell is
If seven or more clerics or sword dancers of T’puuli casted on the creature or a week has passed. A creature so
An’ar are present, their touch can instead cure blindness, slow poisoned must make a save vs poison each time they attempt
poison, or cure disease instead of healing lost hit point as to rest, if they fail the save, they were unable to complete a
desired by the individual participant. While nine or more cleric rest.
or sword dancers of T’puuli An’ar are present, their touch can
instead dispel magic, remove curse, or neutralize poison
instead. If twelve or more are present, regeneration or spell Wave of Cure Wounds (Wave of Cause Wounds)
immunity (limited to only spells known to at least one of the
singers, either by casting it or having it casted upon Evocation
themselves) can be done instead of healing.
Level: 1st level Dark Mask, Healing Domain (normal version
The choir usually performs a circular dance around only) Spell (1st level Death Domain Spell reverse version only)
the person to be aided, a fire, or other focal point (commonly a
bastard sword driven point first down into the ground or a Components: V, S, DF (Your Deity’s Holy Symbol)
tripod fashioned from sticks with T’puuli An’ar’s holy symbol
Casting Time: 18 seconds (3 segments)
mounted on top).
Duration: Instantaneous
In order to use spellsong, the caster must be able to
move about freely to dance and sing free of any magical Range: 15 feet
silence effect. Any additional performs must also be able to
move and sing under similar conditions. If any magical Area of effect: A 15 feet diameter sphere centered on the
silencing occurs before the spellcasting ends the spellsong caster.
may be wasted or only partially effective at the Dimension
Target: One or more creatures with a 7 and a half feet radius
Masters discretion. All sword dancers and clerics of T’puuli
around the caster.
An’ar are trained to be able to sing while in pain and dodging
about in combat, but they cannot while physically attacking Saving Throw: Yes, save vs spell for no damage.
themselves.
Reversible: Yes, wave of cause wounds.
This spell creates a wave of positive energy 4th Suggestion
emanating from the caster in every direction healing all living 5th Mass Charm Person
creatures and damaging all undead. The spells wave of 6th Dominate Person
healing energies creates a 15 feet diameter sphere of positive 7th Mass Charm Monster
energy centered on the caster, thus all creatures within 7 feet 6 8th Dominate Monster
inches of the caster is affected but this spell including the 9th Thrall
caster themselves. This spell does not distinguish between
friend or foe merely living and undead, and using this near an
Healing Domain
enemy could benefit them just as much as it benefits you.
Living creatures within the spells area of effect is cured by the Channel Divinity Power: Healing Surge
channeled energies of the positive material plane healing 1d4
points of damage. Undead creature within the spells area of As a swift action in or out of combat, you can use one use of
effect must make a save vs spell or take 1d4 points of positive your channel divinity power to touch one creature. The
energy damaged from the channeled energies of the positive creature touched must be a living, willing creature for this
material plane. If they succeed on their saving throw, they take power to work otherwise nothing happens. The creature
no damage from this spell. touched by the cleric is healed 1d8 points of damage per cleric
level + 1 additional point of damage equal to the cleric positive
The reverse of this spell, wave of cause wounds wisdom modifier.
functions identically to wave of cure wounds except as fallows.
Living creatures must make a save vs spell or take 1d4 points Table : Healing Domain Spells
of negative energy damage and they take no damage on a Spell Domain
successful saving throw. Undead creatures are healed by 1d4 Level Spell
points of damage. This spell affects all creatures within its area 1st Wave of Cure Wounds
of effect including its caster. 2nd Mass Cure Light Wounds
3rd Mass Cure Minor Wounds
At Higher Spell Levels: When prepared in a spell slot of 2nd 4th Mass Cure Major Wounds
level or higher, this spell heals or deals an additional 1d4 5th Mass Cure Serious Wounds
points of damage per spell level higher than 1st. 6th Mass Cure Critical Wounds
7th Mass Heal
8th Restore Body
9th Full Cure Wounds
Domains
Domains are magical representations of a deity’s portfolios and
Protection Domain
is what their clerics can manifest in order to further the deity’s
goals in respect to their portfolio. Each domain gives the cleric Channel Divinity Power: Aura of Defense
access to nine spells in which can only casted in their domain
spell slot, preparing spells in your domain spell slot do not Once per day as a free action, you can use one use of your
count when determining how long it takes you to prepare all channel divinity power. For 10 minutes per cleric level, your
your spells. The domain also gives you access to another armor class increase by 2 and all slashing, bludgeoning, and
channel divinity power, you must choose which power to use piercing damage you take is reduced by 1 point of damage per
when you use channel divinity. Normally a cleric can only have dice of damage rolled. For example, you are struck by a
access to one domain, but their might be a way to have more bastard sword which deal 2d4 points of slashing damage, they
than one domain. roll a 6. Aura of defense would reduce that to 4 points of
slashing damage, 6 – (1 x number of dice of damage rolled = 2
Charm Domain points of damage) = 4. The amount of damage reduced
increase by an additional 1 point per dice of damage roll after
Channel Divinity Power: Friendship
the cleric reaches 5th, 10th, 15th, and 20th level. Additional dice
As an action during combat in a melee round in which a of damage from features like sneak attack is also counted
humanoid shaped creature has successfully hit you, you may toward total dice of damage.
use one use of your channel divinity feature to cause that
Table : Protection Domain Spells
creature to lose all interest in fighting and treat you as a old
Spell Domain
trusted friend that they just realized who you are. The creature
Level Spells
is entitled to a save vs. charm against your spell DC, if they fail
1st Armor
the saving throw, they function as if they were under the effects 2nd Protection from missiles
of the charm person spell, expect it works on any humanoid 3rd Protection from Blades
shaped creatures not just humanoid type creatures and its 4th Protection from Undead
effects only last one hour. Succeeding on the saving throw 5th Protection from Demons and Devils
completely negates the effect. 6th Protection from Death
7th Zone of Lesser Protections
Table: Charm Domain Spells
8th Zone of Minor Protections
Spell Domain
9th Zone of Greater Protections
Level Spell
1st Charm Person
2nd Enthrall
3rd Charm Monster
Chapter 10: Adventuring In The Multi-verse Dimension Master should conduct PC and NPC actions on a
minute by minute basis when indoors.
In Darkness, Dragons, and Dimensions it is important to note
that how certain things that can be done at all time like Outdoor Movement: Outdoor movement is a little bit trickier to
movement, skill checks, or spellcasting might function manage as there are several different rates of movement base
differently when in combat, when compared to outside of on each creature’s movement speed and type of area the
combat. Movement is particular different as in combat precise players are moving in. When moving out doors in a village or
rate of movement in a single melee round is needed for city the DM only needs to keep track of where you start at,
maximum control over player and NPC actions, however where you want to travel to, and the time it takes you to move
outside of combat this isn’t really the case. Skill on the other is there. When traveling in the wilderness this can be harder to
more of a case to case basis, some skill don’t allow a retry in adjudicate as it depends on what the PCs are attempting to do.
combat, but might if out of combat or other stressful situations. If you are marching (i.e., walking) among the roads traveling to
Spells on the other hand is a bit simpler, the spells duration, another city, village, or location then a distance per hours rate
casting time (in seconds or minutes), and range stay the same, of travel should be used. When traveling in a group with
but the caster’s ability to make line of sight may differ multiple different movement speed you should always uses to
depending on wither the are outdoors or indoors. This chapter slowest movement to determine how far the group travels
also covers NPC reactions as well as how diplomacy and within a hour. If the group is slowly exploring a forest or
intimidate affects those reactions. wilderness area, looking for tracks or searching for food
sources, or such the Dimension Master can use either a
Movement minute rate or travel or a 10 minute rate or travel as desired.
Outdoors a creature can use any type of movement they have
Outside of combat movement is handled in two different ways available to them provided it doesn’t require a particular
depending on whether or not you are outdoors or in doors. It median like water (in other words, you can only use your swim
should be noted to certain special movement speed types speed when in a body of water such as a lake, pond, river, or
cannot always be used indoors. Burrowing and flying ocean). When casting line of sight spells outdoor as long as
movement speeds depend on the conditions and dimensions the target area or creature isn’t beyond a source of cover like a
of the room when players or NPCs want to use them indoors. rock, tree, bush, etc. you can freely cast and target a creature.
For example, a 10 feet by 14 feet room in a log cabin with a The table below show the rate of movement by time frame for
height of 9 feet isn’t enough room for a man-sized creature each movement speed. A party can march for up to 8 hours in
with wings to fly, but it is enough room for a small or smaller a day, but they must take a short rest for in between each hour
sized winged creature to fly. Likewise, if the floor of the cabin is of travel or become exhausted. Creatures overburdened can
made of rock, wood, or stone it is impossible for most only march for up to half the time and must spend 8 hours
creatures with a burrowing speed to dig through the floor resting without their gear on to avoid becoming exhausted.
unless they have an ability that lets them get through such
impediments like the purple worm’s corrosive acid, while a dirt Table : Outdoor Movement rates by Time Traveled
floor would allow a creature to burrow without any issue. Movement 1 10 1 1
Speed Minute Minutes Hour1 Day1
Indoor Movement: When indoors all creatures can move up to 210 feet 210 feet 2,100 feet 8 miles 64 miles
two rooms of 60 feet in length within one minute, in they 180 feet 180 feet 1,800 feet 7 miles 56 miles
choose to they may stop to search a room but doing so means 150 feet 150 feet 1,500 feet 6 miles 48 miles
that the creature can only move to one new room. If a creature 120 feet 120 feet 1,200 feet 5 miles 40 miles
chooses to, they can spend a full minute searching a single 90 feet 90 feet 900 feet 4 miles 32 miles
room, doing so gives the creature a +10 on their general skill 60 feet 60 feet 600 feet 3 miles 21 miles
search check. If you are moving through a room with debris or 30 feet 30 feet 300 feet 2 miles 16 miles
other kind cluster that makes the ground very uneven it takes
twice as long to move through the room, so moving through a 1This assumes you are traveling with only up to your light load
room covered in difficult terrain takes a full minute. Each room
weight range of gear, if carrying a medium load reduce this by
indoors functions as a zone, a spellcaster attempting to cast a
¼ , if carrying your heavy load reduce this by ½ , if
spell with line of sight can target anything within the room their
currently in, but not any adjacent rooms if the doors or doorway overburdened reduce this by ¾. Thus a 30 feet movement
speed creature who is overburdened can only travel 4 miles in
is closed or even partially closed. If a door or doorway is
a day.
completely open and is free of obstructions a spellcaster has
line of sight within a straight line in the direction that the door Reactions
way faces, attempting to move in the room to allow you to have
line of sight to the side of the doorway doesn’t work as the Talking with NPC: When you talk with a NPC, wither it
doorways edges obstructions a clear view of that part of the be a monster, a shop keeper, or a random women in town you
next room. However, standing in the doorway of a open door physical attractively (Comeliness) and the way you present
does give you line of sight in both rooms. Note on flying yourself to other, with your body movements and speech
creatures indoor: In order for a creature to be able to use its (Charisma) affects how positively or negatively a creature will
flying movement speed indoors the height of the room from respond to you during your interactions. We determine this with
floor to ceiling needs to be at least three times the creature’s what is called a reaction roll, this result stays the same with
own height, thus if a small winged creature is 3 foot tall and the later interactions unless you do some time that might alter how
height of the room is 9 feet, the creature can fly within the room, the creature perceives you.
but it cannot fly outside of the room unless all the doorways
and all adjacent rooms are of the same height as well. The
For example, if an NPC views you as a friend (friendly The Effects of Reaction on Buying or Selling Items
result) and after a fight breaks out with a group of rude
noblemen who end up surrendering and apologizing you Your reaction roll results affect how a creature views you, so
suggest to the NPC that they should kill the noblemen anyways naturally this effect how much a creature can be haggled down
this could if you DM decides, cause you to either roll a new or up in prices when you are buying an item from a creature or
reaction roll without your comeliness bonus, roll a general skill selling items to them. Generally, a lower reaction level means
Diplomacy check if the roll would put the NPC’s reaction to a the creature will attempt to charge you more than base value of
lower level than that becomes their new reaction towards you. the item and will also try to buy items off you for less than the
items full resale value (generally selling items to a vendor is
An initial reaction roll or in other words a reaction roll worth 50% or half of its value to create the item, with items in
for when you first meet a and interact with a creature always poor condition being worth as low as 25% of their value). You
includes your comeliness score or up to twice of it as a bonus can attempt to haggle a creature into a higher price if the
to your reaction roll in addition to your charisma reaction roll creature has a positive reaction level towards you or haggle
bonus. So, you roll a d% + your comeliness score (see into to its base resale value if the creature has a negative
comeliness for more information regarding this adjustment) + reaction level towards you by making a general skill diplomacy
your reaction roll bonus for high charisma can compare it to the check, if the results equals the DC for the creatures Reaction
table below. If your DM asks that you do a second roll level, they you succeeded in haggling the creature up, the
sometime later because of something you did, you roll a D% + same also holds true for haggling with a creature when buying
your reaction roll bonus for high charisma. items as well, except your haggling the creature down in prices.
It should be noted that using a general skill diplomacy check to
Whenever you attempt to peacefully persuade a haggle a creature of prices doesn’t increase or decreases the
creature to do something roll a general Diplomacy skill check if creatures Reaction Level on a success or failure, it only shows
your roll is higher than the DC for the creature’s reaction level wither or not you succeeded on getting the adjusted pricing for
towards you than the creatures reaction level increase to one the item shown on the table below.
level more positive, but doesn’t worsen unless you fail with a 1
or less on your modified roll. This is proved you are actually Table: Adjustments to Buying and Selling By Reaction
trying to persuade the creature to like you and must take Reaction Buying Price Selling Price
appropriate physical action, verbal action, or both to show the Level Adjustment2 Adjustment3
creature that you can be better than their initial impression of Violently Hostile +20% -20%
you. You can attempt to intimidate a creature with a general Hostile +10% -10%
skill check intimidate, if you succeed on the roll the creature Uncertain1 +0% (+5%) +0 (-5%)
will perform the asked action as if it was friendly (its reaction Neutral +0% +0%
level doesn’t actually change), however if you fail the roll its Uncertain1 +0% (-5%) +0% (+5%)
reaction level decreases to one level negative or two levels if Friendly -10% +10%
you failed by a 1 or less. Enthusiastically Friendly -20% +20%
1 A Reaction Level of Uncertain requires you to roll a d% when

Creatures with a reaction level uncertain (50% chance trying to haggle the creature for better prices, a result of 1 – 50
toward negative) or higher will always be willing to parley means the adjustment in ( ) is applied to pricing instead of the
before fighting, while creatures with a hostile or less reaction base price. This mean a uncertain (50% negative) level will
level will never parley and always try to attack first. actual say that a item cost 5% more to buy on a result of 50%
Furthermore, every time you interact with a creature with a or less and a successful haggling means you can purchase the
Reaction Level of Uncertain you must roll a d% on a result of item for base value, while a uncertain (50% positive) level
1-50 the creature will regard the conversation positively if the means on a successful haggling the buying price is reduce by
reaction level was 56% - 75% (treating any suggestions made 5%.
during that conversation as if the reaction level was friendly,
2
including for buying and selling) or negatively if the reaction The is the adjustment to base value of an item when buying a
level was 26% - 45% (treating the conversation as if annoyed item. You must succeed on haggling on Reaction Levels
or insulted depending on the nature of the interaction) Uncertain, Friendly, or Enthusiastically friendly in order to get
the price reduced by 5%, 10%, or 20%. A Reaction level of
Table : Reaction Roll Results Violently Hostile, Hostile, or Uncertain means the buying price
Adjusted is increased by 20%, 10%, or 5% and you must succeed on
Reaction Roll Reaction Level haggling to be able to purchase the item at base value.
5% or less Violently Hostile (Immediately attacks,
3
Comeliness 5 or less effect takes affect) This is the adjustment to the base resale value (i.e., 50% of
6% - 25% Hostile (acts Immediately, Comeliness 5 or the items base value) of an item when trying to sell an item to a
less effect takes affect) vendor. You must succeed on haggling on Reaction Levels
26% - 45% Uncertain (50% Chance towards Negative) Uncertain, Friendly, or Enthusiastically Friendly in order to ger
46% - 55% Neutral (Uninterested, but will listen) the resale price increased by 5%, 10%, or 20%. A Reaction
56% - 75% Uncertain (50% Chance towards Positive) Level of Violently Hostile, Hostile, or Uncertain means the
76% - 95% Friendly (act immediately, Comeliness 16+ resale price offered by the vendor is decreased by 20%, 10%,
effect takes affect) or 5% of the items base resale value and you must succeed on
96% or higher Enthusiastically Friendly (Immediate haggling to be able to sale it the vendor at the item’s base
Acceptance, Comeliness 16+ effect takes resale value.
affect)
Environmental Hazards
Snowstorms: Traveling in a storm is difficult, when it is snowing Heat Exposure: The effect of heat exposure is dependent on
that makes a difficult task even worse. Snowstorm are split into the temperature in which they are exposed to. Creatures
five categories ranging from 1 (lightly snowing) to 5 (Antarctic exposed to temperatures of 90° -119° must drink 1 ounce of
blizzard that can last for days). Traveling through a category 1 every hour of exposure or make a DC15 save vs. death or
snowstorm isn’t too bad as long as you are bundled up warmly become exhausted every minute that they don’t consume up to
and you take your time. Movement during a snowstorm of 1 ounce. If a creature is exposed to these temperature for 8
category 1 reduces your movement speed by 30 feet and most hours or more without having drank any water, they must
normal winter clothes or up to two layers of clothes can protect immediately make a DC 20 save vs. death or die from
you from exposure (see Cold Exposure for more details). A dehydration.
Category 2 snowstorm is normal heavy winter snowfall,
movement is reduced by 50 feet and larger sized or smaller Sever Heat Exposure: Any creature exposed to heat of 120° F
flying creatures cannot fly at all within this weather. Two layers or more not only must follow the rules above for normal heat
of clothing can protect a creature from exposure for up to an exposure, but also take 1d6 cumulative points of fire damage
hour, while three layers or a heavy winter clothes renders for every 10° more than 120° F for each minute of exposure.
exposure a nonissue. A category 3 snowstorm is dangerous, Any magical effect that gives you fire immunity gives you
this is the equivalent to a blizzard in the northern united states protections from all heat exposure, fire resistance only reduces
with 6 inches to 2 feet of snow being common. Movement fire damage from heat exposure.
within this kind of snowstorm is reduced to ½ the creatures
Table : Sever Heat Exposure
normal movement speeds, flying is impossible for any creature
Temperature Fire Damage For
under gargantuan size and heavy winter clothes or up to four
In Fahrenheit 1 Minute of Exposure
layers of clothing will only prevent exposure for up to one hour. 120° 1d6
A category 4 snowstorm is the equivalent to a mild snowy night 130° 3d6
in the Antarctic , movement is reduced to 1/4th the creature 140° 6d6
movement speed and heavy Antarctic style clothes are needed 150° 10d6
to avoid exposure. A category 5 snowstorm is an Antarctic 160° 15d6
blizzard, movement is not only reduced to 1/4th, but so is vision, 170° 21d6
moreover even the heaviest of protective clothing will only 180° 28d6
protect you from exposure for an hour. 190° 36d6
200° 45d6
Lava: Lava exerts 200° F heat within 15 feet of any source of
lava. Creatures within 15 feet of lava suffer sever heat
exposure every minute that they remain within 15 feet of a Rocks Fall Everyone Dies, The effects of Gravity
source of lava. Any creature without fire immunity that touches
or falls within lava 5d8 points of fire damage at the beginning of Gravity: The effects of gravity is very important to the function
every melee round i.e., each minute of direct contact with lava, of the world, it affect how fast objects fall down, the amount of
this is in addition to any heat exposure. force object falls or can be thrown with. By default, 3D’s
assumes the world has gravity of the same strength as earth.
Cold Exposure: The effects of cold exposure is dependent on However, the Dimension Master’s Guide to the Multiverse has
the temperature in which they are exposed to. Creatures rules for how to make worlds with weak, stronger, or no gravity
exposed to temperatures of 40°- 31° F without any protection and how this affect fall damage, etc.
must make a DC 15 save vs. death or become exhausted until
they spend 2 hours within a warm room. Creatures exposed to Fall Damage: When creatures fall from a distance, they can
temperatures of 30° F or less without any protection takes 1d6 take damage if they fall from a great enough height without
cumulative points of cold damage for every 10° less than 30°F having a way to break their fall. The rate at which a creature
for each minute of exposure. For example. A creature exposed falls is 20 feet per segment (6 seconds) for every size category
to 3° F temperatures during a snowstorm unprotected takes larger than tiny, so a medium sized creature can fall down 60
6d6 points of cold damage for each minute of exposure and feet within a single segment. When a creature falls down 10 or
must make a DC 15 save vs. death or become exhausted. Any more feet they take fall damage, however larger creatures can
magical effect that gives you cold immunity gives you fall further down before taking fall damage for each size
protection from all cold exposure, cold resistance only reduces category larger than large the creature can fall a cumulative 10
cold damage from cold exposure. additional feet before taking fall damage. Creatures take 1d6
cumulative points of damage for each 10 feet fallen to a
Table : Cold Exposure maximum of 20d6.
Temperature Cold Damage For
In Fahrenheit 1 Minute Exposure Table : Fall Damage
30° 1d6 Size Feet Falling Feet Fall
20° 3d6 Category Before Damage Fallen Damage
10° 6d6 Micro 10 feet 10 feet 1d6
0° 10d6 Fine 10 feet 20 feet 3d6
-10° 15d6 Diminutive 10 feet 30 feet 6d6
-20° 21d6 Tiny 10 feet 40 feet 10d6
-30° 28d6 Small 10 feet 50 feet 15d6
-40° 36d6 Medium 10 feet 60 feet 20d6
-50° 45d6 Large 10 feet 70 feet 20d6
Huge 30 feet 80 feet 20d6
Gargantuan 60 feet 90 feet 20d6 Sex In Roleplaying
Colossal 100 feet 100 feet 20d6
Macro 150 feet 110 feet 20d6 Sex can be an uncomfortable topic to talk about for some and
while that is true for many the success of roleplaying game
supplements like the Book of Erotic Fantasy for 3.5 makes it
Boulders: Some large creatures will throw boulders as clear that there is a strong desire for this kind of content. Thus,
weapons, the distance a creature can throw it is dependent on it is important to cover it in at least a minor fashion, while the
the creature, its strength, and its size. Most creatures can rules for sex in the game isn’t comprehensive especially
throw a boulder up to 1/4th its size up to 60 feet. Use the table compared to the above mentioned book for D&D 3.5 they are
to determine the damage a boulder does by its size when here for those who wish to have sex as a part of their game.
thrown. However, it is important to note, that the Dimension Masters
should only allow this in their game if everyone playing is both
Table : Boulder Damage comfortable with the idea and interested in playing a game
Boulder Size Bludgeoning where sex is an open and playable thing. Otherwise, the DM
In Diameter Damage should avoid using the fallowing rules unless it is important
5 feet 1d6 (see chance of being impregnated) to the story.
10 feet 1d8
15 feet 2d8 Reaching Climax
20 feet 3d8
25 feet 4d8 As shown in the table for Constitution, your constitution
30 feet 5d8 generally determines how long during sexual intercourse it
35 feet 6d8 usually takes a creature to achieve orgasm, when this time is
40 feet 7d8 reached creatures wanting to resist the urge to orgasm must
45 feet 8d8 make a Denial Check, roll a d% if the result is equal to or less
50 feet 9d8 than 30% + your constitution score you succeed to resist the
urge to orgasm. Each minute that passes afterward you must
make another Denial Check, however your target result
Creature Size Categories decreases by 1% for each minute the you continue to succeed
All creatures in the multiverse can be fit into one of twelve size at denying your urge to orgasm. So a creature with 15
categories. These size categories effect the creatures natural constitution the succeeded at their first must roll a 44% or less
reach, the space they generally threatened, and take up as to succeed a minute later and 43% or less a minute after that.
well as the rate of movement per segment. When a creature’s Once you fail your Denial Check, you immediate orgasm. If you
size is increased their movement speed increases by 5 feet for have male primary sexual characteristics, you release a stream
each size category, they grow into. Likewise for every size of sperm during orgasm which can cause creatures with
category the creature is shrunk to its movement speed female primary sexual characteristics to become pregnant if
decrease by 5 feet to a minimum movement speed of 5 feet you orgasm inside the appropriate organ. Creatures with
after which it decreases by 1 foot per size category to a female primary sexual characteristics simply experience the
minimum of 1 foot. When a creature’s size is increased its pleasing sexual bliss of a orgasm when they reach climax.
strength increases by 1 point for each foot grown to a Regardless, a creature that orgasms is exhausted afterward,
maximum of 25 strength, this additional strength is lost if the while females can still engage in sex while exhausted, males
creature returns to its original size or is shrunk to a smaller size. must wait 1d4+1 minutes before they engage in sex again. A
When a creature’s size is decreases its original strength is creature that rests for 8 hours loses all exhaustion. Some
unaffected, but the creature’s dexterity increases by 1 point of creature are born with a condition that makes it difficult for
each foot shrunk to a maximum of 25 dexterity, this additional them to achieve orgasm, this can happen to any gender and it
dexterity is lost if the creature returns to its original size or add one additional hour to the time it takes for the creature to
grown to a larger size. When a creature’s size category achieve orgasm, regardless of constitution score. Any player
changes it takes on all the characteristics of its new size can choose to have this condition as a part of character
category. creation if they wish, but you cannot change once this choice is
made.
Table : Size Category
Size Size in Movement Chance of Pregnancy
Category Inches/Feet Per Segment Reach Space When a creature with male primary sexual characteristics
Micro Less than 1” 1 foot 1 inch 1”
orgasms inside a creatures with female primary sexual
Fine 1” – 6” 5 feet 6 inch 6”
characteristics womanhood there is a chance that the creature
Diminutive 7” – 12” 10 feet 1 feet 1’
can become pregnant with child. The chance is based on the
Tiny 1’1” – 2’ 10 feet 2 feet 2’
male characteristic creature’s constitution score, modified by
Small 2’1” – 4’ 20 feet 5 feet 3’
species. Not all species have an increased chanced to
Medium 4’1” – 8’ 20 feet 5 feet 5’
impregnant creatures, and in the Alu-Demon’s case they can
Large 8’1” – 16’ 25 feet 10 feet 10’
Huge 16’1” – 32’ 30 feet 15 feet 20’ only impregnant others when they shapeshift into a male,
Gargantuan 32’1” – 64’ 35 feet 20 feet 40’ intersex female, or hermaphrodite form. There are some
Colossal 64’1” – 128’ 40 feet 30 feet 60’ biological conditions that can affect pregnancy, a creature can
Marco 128’ + 45 feet 40 feet 120’ be born sterile, though rare it does happen, they can also be
rendered sterile through damage done to that area, a properly
worded wish spell can easily fix sterility. At the players option
they can choose for their character to be born sterile, but once 2 These species breed true, regardless of parent’s species and
this choice is made you cannot change it sort of making a wish. will always produce the same species with their offspring. If
See the fallowing tables for more details on pregnancy. two true breeding species reproduce together roll d% on a
result of 1-50 the offspring will be of the father’s species with a
Table : Chance to Impregnate result of 51-00 the offspring will be of the mother’s species.
Constitution % Chance of Males This process must be done for each offspring produce, thus a
Score Impregnating Females Alu-Demon and Kitsune couple can have sex and give birth to
1 5% twins and the twins can be both Alu-Demon, both Kitsune, or
2 7% one Alu-Demon and one Kitsune.
3 9%
4 12% 3Dragonsouls breed true 40% of time when coupling with a
5 15% Half-dragon, with a 60% chance of producing a half-dragon
6 18% with a 50% chance of having the dragon ancestry of either
7 22% parent. They breed true with humans and other non-dragonoid
8 26% species 40% of the time, with a 40% chance of producing a
9 31% Half-dragon, with a 15% chance of producing Draconic
10 36% creature, and a 5% chance of producing a completely normal
11 41% creature of the non-dragonoid parent’s species. When
12 46% breeding with a non-dragonoid, all dragonsouls and half-
13 48% dragons produced share their dragonsouls parent’s dragon
14 50%
aspect.
15 52%
16 54% 4 Half-Dragon’s breeding with other half-dragons or dragons
17 56% always produce full half-dragons. Half-dragons breeding with
18 60% other species produce Half-dragons with generations of 2nd
19 62% through 6th having full abilities of a normal half-dragons, with
20 65% generations of 7th and 8th losing their breath weapon and wings.
21 67% After 8 generations, the resulting offspring will be a draconic
22 70% creature of the same species as the non-half-dragon species,
23 72% after 20 generation the offspring produce no longer has any
24 75%
draconic traits whatsoever and are a normal creature of the
25 77%
non-draconic parent’s race. Any time during the generations
26 80%
that the Half-dragon or draconic parent breed with a dragon or
27 85%
another half-dragon the generation of the offspring’s resets to
28 90%
1st generation. When two Half-dragons of different dragon
29 95%
ancestry breed the result offspring has a 50% chance of being
30 99%
of either ancestry.

Length of Pregnancy
Table : Species Adjustment
Impregnation Some species have longer or sorter than human maturation
Species Adjustment periods during pregnancy. While most species have a similar
Alu-Demon1 2 +20% pregnancy period it is important to note when they don’t and
Celestial-Born2 +25%
the difference in the speed of pregnancy. Use the fallowing
Devil-kin2 +29%
table to reference the length of gestation for species, when or if
Drow +10%
such a situation arises in which the information is needed.
Dragonsoul3 +30%
Eladrin2 +15% Table : Gestation Period By Species
Dark Elf +15% Species Time for Gestation
Grey Elf -10% Alu-Demon 9 months
High Elf -5% Celestial-born 9 months
Jyzumar Elf +25% Devil-kin 9 months
Sea Elf -5% Drow 8 months
Shadow Elf +10% Dragonsoul 3 months
Wood Elf +5% Eladrin 24 months
Half-Dragon4 +30% Elf 14 months
Half-Elf2 +12% Dark Elf 11 months
Half-Orc +18% Jyzumar Elf 8 months
Gnome +5% Shadow Elf 12 months
Kitsune2 +40% Half-Dragon 13 months
Miniumen2 +10% Half-Elf 10 months
Parellidrum2 +20% Halflings 9 months
1 This adjustment only applies if the Alu-Demon takes a male
Humans 9 months
form or a form with male primary sexual characteristics and Gnomes 7 months
tries to have sex with a female creature. Kitsune 6 months
Miniumen 9 months
Parellidrum 6 Months Table : Buying A Starship
Ship Crew Dealer Scrap
Type Capacity Cost Cost
Star-Traveler Starships Venture 80 15,000 gp 5,000 gp
Explorer 120 20,000 gp 8,000 gp
The Jyzumar Elves or moon elves as the other subspecies of
Jammer 400 40,000 gp 15,000 gp
elves like to jokingly call them are the most technologically
Dagger1 2 3 - 1,200 gp
advance species in the solar system, having had interplanetary Saber1 200 - 10,000 gp
travel for well over 40,000 years they are the pinnacle of Longsword1 500 - 24,000 gp
technological advancement. However, being so much more Claymore1 3 1,000 - 40,000 gp
advanced than the other species of the system comes at a Cruiser 800 100,000 gp 30,000 gp
disadvantage. Despite being a multidimensional spanning Galaxy 1,200 200,000 gp 50,000 gp
empire that could easily not only pull all of Darastrixtoka under Ascendant4 3,000 1,500,000 gp 100,000 gp
its banner, but most of the known multiverse as well the 1 These are military grade vessels and cannot be purchased
Jyzumar have taken a strict noninterference policy in regards new with all their systems intact, captains are often assigned
to the development of Darastrixtoka and instead focus on vessels for them to serve on. Decommissioned military vessels
protecting the solar system from extraplanetary and can be purchased at a scrap dealer though they are always
interdimensional invaders who might seeking to plunder the without military equipment that the ship original came with.
technological adolescent world of its people and resources as
well as exploring the universe’s vast expanse not to mention 2 The dagger is a short range fighter, in order for the ship to
the many other universes and planes of existence. function in combat one crewmen must pilot while a second my
use the gunner seat to fire its weapon. There is a spare seat
The moon elves have had a long standing tradition of for a third crewmen, but they are only passengers.
recruiting other species from planet side into the crew of their
starships, in fact the moon’s capital city has a rather heft 3 The Claymore is mobile carrier ship, which have holding area
population of freed humans, parellidrums, eladrin, Half-elves of which can house up to 200 daggers class ships inside it which
all breeds, Half-dragons, half-orcs, drow (mostly worshipers of the carrier can launch.
T’puuli An’ar who work in the only known naturally occurring 4
deposit of Moon Steel in the system), and a small population of Ascendant class ships are rare, expensive, and huge. Most
dragonsouls. Creatures who are not part of the Jyzumar Ascendant class vessel are reserved for the royal families,
military can purchase starships though most military grade often with an escort of at least 3 cruisers, 5 claymores, 10
ships are part of the fleet, though decommissioned military longswords, and 30 daggers. The very rich have been known
vessels can be purchased, though all weapons, navigational from time to time to be able to afford one of these ships.
equipment and other military grade parts are missing and need Starship Travel
to be replaced by civilian grade parts in order to fly again.
While civilians have for the most part free reign with their Starships are designed to travel through space using a arcane
personal starships, everyone is expected to fallow the decree energy drive engine or AEDE, that creates the magical energy
of noninterference and avoid bring technology to the planet called mana by artificially replicating the process magic-users
with punishment ranging from 10 years in prison to a lifetime use to cast their spells. The mana is then used to power the
sentence depending on the nature and reasons behind the ships engines which not only provides power to the whole ship,
offense. but also propulsion to the ship’s thrusters. The ships type and
its engine type determine the amount of energy and thrust the
The Jyzumar value all life and they expect the citizens ship expels. There are seven classes of AEDE, however not all
to do the same, unlike on the planet, there is no death penalty class of AEDE are compatible with every kind of ship though it
in any moon elf law, though murder is likewise not tolerated is often possible to use multiple smaller AEDE to achieve the
especially on starships. same energy and thrust output as a single larger AEDE it may
Buying Starships not always be feasible for you to attempt it. The table below
show each type of ship and the general compatible AEDE it
There are two way to buy a starship, purchase a brand new can be outfitted with. An X indicates the engine is compatible, if
one from a dealer or buy a decommissioned starship from a a number is present after the X, like X2 or X3 then two or three
scrap dealer and buy parts to replaced missing parts to make engines respectively are needed for the ship to function at
the “bird” flyable again. Buying a ship brand new is expensive, spec value. There are nine power levels for the engine based
but you know it will fly without having to put even more money on the level of spell slot that was once used to power the
in it, unfortunately the only starship you can purchase from a earlier model of engines in the heyday of the Jyzumar empire,
dealer are civilian ships with only the barest of protective unfortunately since an actually magic-user had to sit within the
weapons. Buying from a decommissioned scrap yard however engine and give up the appropriate level spell slot to power the
is cheaper, in theory anyways, you can even buy military grade engine in those days it was inefficient worse yet, it was
models though without all the cool military equipment, dangerous as if the magic-user were to use up their spell slots
unfortunately you have to not only have to buy the parts for it, while within the engine and the someone attempted to use
you got to install them yourself with a successful starship power it was possible for the poor magic-user to have their
(engineer) General Skill check. Meaning a bad installation job souls sucked out of their bodies and used as a fuel source
could result in that part you just put in not working as intended. permanently killing the magic-user in a way that there was no
If not flat out blowing out on you. resurrection or afterlife for them. Thus, when the newer
engines where invented it became illegal to use any of the
older engines in a starship. However, is some universes some
1
other technologically advance civilization still only have access These are Military Grade Engines and are not Available to
to such older engine tech and are still using this potentially civilians.
dangerous technology.
2These are older model Arcane energy Drive Engines, they
Table : Engine Class Ship Compatibility are not in use in the Jyzumar empire, but commonly used in
Ship Engine Class vessel of other universes and trans dimensional spanning
Type ZT S E D C B A empires. Ship compatibility wise they are predecessor to the D
Venture X2 X2 X X - - - and B type engines with Q being D and ZD being B.
Explorer X2 X2 X X - - -
Jammer X4 X6 X2 X X X X Ship Weapons
Dagger X X - - - - -
Name: This lists the name of the Ship weapon.
Saber X2 X3 X - - - -
Longsword X4 X6 X2 X X X X Cost: Shows how much it cost to buy the weapon, installation
Claymore X20 X25 X10 X5 X2 X X fees are shown in paratheses for those who wish to hire
Cruiser - - X4 X2 X - - someone to install it for them.
Galaxy X10 X13 X5 X2 X2 X -
Ascendent X20 X25 X10 X5 X3 X2 X Range: Shows the effective range of the weapon, accuracy
degrees by -1 for every multiple of twice the shown range. If a
weapon has a effective range of 3,000 meters, than any attack
Table : Distance Travel within 1 minute by Engine
against a target 3,001 to 6,000 meters away is at a -1 penalty,
Engine Spell Level and Distance Traveled in light years
6,001 to 9,000 meters at a -2 penalty and so on.
Class 1 2 3 4 5 6 7 8 9
ZT1 5 10 15 20 25 30 35 40 45 Power Cost: Shows the amount of power it cost to fire the
S 4 8 12 16 20 24 28 32 36 weapon. J stands for joules,
E 8 16 24 32 40 48 56 64 72
D 10 20 30 40 50 60 70 80 90 Damage: Shows how much damage it deals to another
C1 12 24 36 48 60 72 84 96 108 starship on a successful attack, provided armor or shielding
B 16 32 48 64 80 96 112 128 144 doesn’t reduce the damage.
A1 20 40 60 80 100 120 140 160 180
Q2 6 12 18 24 30 36 42 48 54 Properties: Shows the property the weapon has if any.
ZD2 11 22 33 44 55 66 77 88 99

Table : Star-Traveler Ship Weapons


Power
Weapons Cost Range Cost Damage Properties
Magic Missile Launcher 2,000 gp 300 meters 150 J 3d4+1 points of force damage Unerring
Fireball Torpedo Launcher 1,000 gp 600 meters 30 J 5d6 points of fire damage Ammunition, Loading
Fireball Torpedo Ammunition 500 gp - - - Blast (radius 30)
Force Cannon2 5,000 gp 1,000 meters 500 J 8d4+1 points of force damage Charging
Havok Torpedo Launcher2 12,000 gp 1,500 meters 250 J 12d6 points of fire damage Ammunition, Loading
Havok Torpedo Ammunition2 6,000 gp - - - Armor Piercing, Blast (radius
120)
Trash Cannon 500 gp 100 meters 15 J 1d6 points of bludgeoning Ammunition, Loading, Armor
damage hazard
Meteor Launcher1 20,000 gp 500 meters 300 J 15d6 points of bludgeoning Ammunition, Loading
and fire damage
Meteors (5)1 4,000 gp - - - Armor Piercing, Blast (radius
60)
Photo Laser1 15,000 gp 1,500 meters 450 J 12d4+1 points of force Charging, Rapid-fire
damage
Harpoon Launcher 100 gp 100 meters 5J 2d4 points of piercing damage Ammunition, Loading
Harpoons (12) 50 gp - - - Armor Piercing
1 Military grade equipment, can be purchased at a black market

dealer for the listed price. Claymores used by the military have
these installed by default, 20% of military longswords have one Properties
of these installed.
Ammunition: This weapon has to have ammunition feed into a
2 Requires a permit to purchase, a 6 week training course is launch tube in order for it to fire.
required of the captain and any crew with the proper handling
Armor Piercing: Weapons of this property ignores damage
of these weapons to be granted a permit. The permit cost 50
reduction from armor. Shield reduce damage by half instead of
gp per crew member, crew members without a permit are
preventing all damage. A natural roll of 20 causes a hull breach.
legally required to stay away from any console with access to
these weapons and any room where material for these Armor Hazard: Armor prevents all damage from a weapon
weapons are stored. Failure to comply can result in a 20,000 with this property, but there is a 20% chance that the trash
gp fine and potential lose of ships license if not first time fragments with clog a ships sensor on a successful hit,
infraction.
requiring maintenance in order to remove trash from the Loading: Ammunition must be loaded into a launch tube to be
sensor. Removing trash requires a DC 15 general skill starship fire, loading a weapon with this property takes a melee round.
engineer check. Ships without armor take damage, but do not
have any chance of having a sensor malfunctions. Rapid-fire: When this weapon fires, it can fire up to four time
before stopping to recharge. It takes 1 segment for each attack
Blast: This weapon causes an explosion on impact that deal ½ and an attack roll is needed to be made for each attack.
the damage rolled to all ships, objects , or creatures within its
blast radius. The radius listed in paratheses is the radius of the Unerring: Once the target is within range and lock on has
blast in meters. A ship hit by a weapon with this property does been achieved (general skill starship tactical check DC 5), the
take the ½ damage from the explosion in addition to the projectile strikes instantly, unerring. Armor can reduce damage,
damage from original impact, though damage from the blast but shields prevent all damage.
radius can be reduced by armor or prevented with a shield.
Systems and Customizations
Charging: A weapon with this property requires time to charge
before you can fire it, it takes 6 segments to charge the
weapon.

Table : Systems and Customizations


Systems
Power Shield Shield
Shields Cost Cost Size Strength
Class D Shields 1,000 gp 80 J Large (10 feet) 15 Hit Points
Class C Shields 3,000 gp 120 J Gargantuan (60 feet) 30 Hit Points
Class B Shields 8,000 gp 300 J Colossal (120 feet) 60 Hit Points
Class A Shields 14,000 gp 500 J Macro (300 feet) 120 Hit Points
Class S Shields1 22,000 gp 350 J Macro (600 feet) 200 Hit Points
Power
Gravity Drive Cost Cost Gravity2 Size
Helios Artificial Gravity Drive 6,000 gp 70 J 3G Medium (8 feet)
Kelvos Artificial Gravity Drive 10,000 gp 100 J 6G Medium (8 feet)
Meiro Artificial Gravity Drive 15,000 gp 120 J 9 G (earth normal gravity) Large (10 feet)
Fleet-com Artificial Gravity Drive 21,000 gp 90 J 9 G (earth normal gravity) Medium (6 feet)
Power Repair
HSL Drives3 Cost Cost Size DC
Helios Delta HSL Drive 3,000 gp 200 J Huge (30 feet) 5
Kelvos KG-3 HSL Drive 10,000 gp 100 J Gargantuan (40 feet) 10
Merio Fast-Track HSL Drive 25,000 gp 320 J Medium (4 feet) 25
Fleet-com HighFi HSL Drive 30,000 gp 400 J Large (15 feet) 15
Customizations
Damage
Armor Coating Cost Weight Reduction
Steel - 8 lbs./ foot None
Titanium 5,000 gp 15 lbs./ foot 3 points per dice
Mithril 10,000 gp 4 lbs./ foot 4 points per dice
Adamantine 15,000 gp 12 lbs./ foot 5 points per dice
Moonsilver 20,000 gp 4 lbs./ foot 5 points per dice

1 This is a military grade shield; civilians cannot normally purchase this except through a black market dealer.
2 A G stands for gravity with 1 G being 1/9th the gravity of earth. Most creatures start taking damage when standing with gravity of 15
G or higher, 30 G is enough gravity to crush a human to death.
3HSL stands for hyper space Link, these drives are used for extradimensional, extraplanar, and interdimensional travel. Each time a
HSL Jump is make roll a d% on a result of 90% or higher the ship stalls and the drive fail to operate properly and an engineer need to
make a general skill starship engineer check to repair the HSL Drive , the DC is listed in the Repair DC column.

Cost: This is how much the system or customization costs to ships shape in the command deck. A large ship may need
purchase. A – on cost indicates its default on all ships unless more than one shield generators to cover the whole ship,
the dealer has replaced it with another customization. meaning it can take twice the energy to cover a large ship with
a smaller shield.
Power Cost: This is how many J or joules of energy it cost to
use the system on a minute by minute basis. Shield Strength: This is how many hit points of damage the
shield can protect you from during a melee round before they
Shield Size: This show the square area the shield is able to fail. A failed shield requires a DC 15 engineering check to
protect, a larger size shield can be reduced to tightly fit the restore to functionality. Weapons with armor piecing still do half
their damage to the ship while doing their full damage to the
shield.
E Class
Gravity: This shows the amount of G’s the artificial gravity
drive can exert. 3 G is the equivalent to 1/3rd the gravity of Cost: 8,000 gp
earth, while 6 G is the equivalent to 2/3rd the gravity of earth. 9
Size: Large (9 square feet)
G’s is earth normal gravity.
Energy: 800 J
Repair DC: This is the DC of the starship engineer general skill
check you must beat in order to repair a malfunctioning HSL System Slots: 5
drive.

Weight: This shows how much weight the coating adds to the
ships weight per foot of coverage. D Class

Damage Reduction: This shows how many points of damage Cost: 12,000 gp
is ignored by the armor per dice of damage rolled. A damage
Size: Large (12 square feet)
reduction of 4 per dice ignores 4 points of damage for each
dice of damage rolled. For example, a magic missile launcher Energy: 1,600 J
deals 3d4+1 points of damage, a ship with titanium coating will
ignore up to 9 points of damage from the magic missile System Slots: 8
launcher. Armor Piercing ignores damage reduction.

C Class
Engines
Cost: 15,000 gp1
The engine of a star-traveler ship not only determines how fast
you can travel, but also how many joules of energy the engine Size: Huge (20 square feet)
produces for use with ship systems.
Energy: 1,800 J
Cost: How much the engine cost to buy.
System Slots: 10
Size: Shows how large the engine is.

Energy: Shows how many joules of energy per minute the


B Class
engine produces.
Cost: 20,000 gp
System Slots: Show how many weapons or system it can
handle with a single engine. Size: Huge (25 square feet)
1 Engine is military grade and is not normally available to Energy: 2,000 J
civilians. The cost list is how much it cost the military to
produce one and is the price a black market dealer will charge System Slots: 12
for one.

A Class
Engines description
Cost: 30,000 gp1
ZT Class
Size: Gigantic (35 square feet)
Cost: 18,000 gp1
Energy: 3,000 J
Size: Small (4 square feet)
System Slots: 16
Energy: 500 J

System Slots: 5
Utilizing systems with your engine

Each weapon or system counts as one system slots. A ship


S Class can only have a number of system equal to its engines system
slots, by having multiple smaller engines it is possible to have
Cost: 4,000 gp both higher energy and system slots. Some ship needs a
default number of energy to allow the ship to move see the
Size: medium (5 square feet)
engine compatibility table to see the number of engine of each
Energy: 275 J time to met the ships minimum energy requirements. A saber
starship needs 600 J for minimum operations, thus three S
System Slots: 3 class engines can be used to power it giving them a total
energy of 825 Joules, while two ZT class engines can meet the Engine Compatibility: ZT, S, D, and E class Engines.
requirement while giving it a total 1,000 Joules of energy, then
again, a single E class engine can meet the ships requirement Energy Consumption: I 50 J, II 80 J, III 100 J, IV 150 J, V 200
while giving it a total energy of 800 Joules. A ship with a magic J, VI 250 J, VII 300 J, VIII 350 J, IX 400 J.
missile launcher, class D shield, and Kelvos artificial gravity
Minimum Energy Consumption: 550 J
drive have a total power cost of 330 J, so if your engine has a
total energy supply of 800 J, you could keep artificial gravity
running, protect your ship from attack with the shield, attack
with the magic missile launcher and move your ship at spell Explorer Class Ship
level VII speed (300 J) and still have 170 J of energy left for
The Explorer class ship was designed to be a large, more
that melee round.
energy efficient version of the Venture class ship. For the most
part they did succeed as the ship’s propulsion has noticeable
less of an energy consumption then the venture class,
Starship Details unfortunately the designer failed to realize that making a bigger
ship with higher crew capacity meaning life-support has to
All ships have life-support, internal lighting, food synthesizers
work much harder to compensate for the large number of crew.
except the daggers which only have life-support and internal
Military Explorer class ships usually have photon laser, force
lighting. Artificial gravity systems can be purchased, but are not
cannon, Class B shield, and are coated with adamantine armor.
standard for all ships. Default systems are included into the
Explorers purchased from a dealing comes with a magic
ships minimum energy consumption.
missile launcher and a harpoon launcher installed with a class
Cost: How much it cost to buy the ship. A 1 indicates the ship C shield, titanium armor coating and D class engine
is a military ship and must be purchased from a scrap yard preinstalled.
instead of a dealer.
Cost: 20,000 gp Dealership, 8,000 Scrap Yard
Crew Capacity: The number of individual the ship can fit at
Crew Capacity: 120 crew men.
maximum.
Minimum Crew: 20 crew men.
Minimum Crew: The number of crew member necessary for
the ship to function with the bare minimum. Engine Compartment: Large, 16 square feet.
Engine Compartment: This is the maximum space the ship Engine Compatibility: ZT, S, D, and E class Engines.
has for engines.
Energy Consumption: I 40 J, II 70 J, III 90 J, IV 120 J, V 150
Engine Compatibility: This shows what engines the ship has J, VI 180 J , VII 250 J, VIII 300 J, IX 350 J.
the appropriate hook ups for.
Minimum Energy Consumption: 550 J.
Energy Consumption: This shows the energy consumption
that movement consumes for each spell level of movement.

Minimum Energy Consumption: This is the bare minimum Jammer Class Ship
amount of energy the ship needs to function properly.
Jammer class ships are the most advanced exploratory vessel
ever created, they first started being used around 400 years
ago. While expensive, the ship has one of the largest engine
Venture Class Ship compartments in the fleet with all the proper sockets for every
type of engine imaginable giving them a far greater decree of
This standard exploration vessel has been in use for at least
flexibility than other exploratory vessels. While energy
30 centuries, while the overall design has had minor changes
consumption is noticeable higher than other vessel its larger
over the year it has for the most part stayed the same.
crew compliment and minimum energy requirements make a
Designed to hold a rather small number of crew the ships main
Jammer vessel the best choice for those wannabe explorers.
boast is it adorability and the small number of crew needed to
Military Jammers are often equipped with photon laser, meteor
operate it. Venture class ship in use by the Jyzumar military
launcher, class A shield, adamantine armor coating, and a A
are often equip with Havok torpedo launchers and photon
class engine. Jammer class ships being sold by dealerships
lasers. Sadly, most of the ship’s energy is consumed by the
have magic missile launcher, fireball launcher, class A shield,
engines during propulsion leaving little left for offense. Venture
titanium armor coating, and a C class engine.
class ships available at a dealership has a magic missile
launcher and a harpoon launcher installed with a class C shield, Cost: 40,000 gp Dealership, 15,000 gp Scrap Yard.
titanium armor coating and E class engine preinstalled.
Crew Capacity: 400 crew men.
Cost: 15,000 gp Dealership, 5,000 gp Scrap Yard.
Minimum Crew: 50 crew men.
Crew Capacity: 80 crew men.
Engine Compartment: Gigantic, 40 square feet.
Minimum Crew: 14 crew men.
Engine Compatibility: ZT, S, D, E, C, B, and A class Engine.
Engine Compartment: Large, 16 square feet
Energy Consumption: I 200 J, II 280 J, III 350 J, IV 480 J, V
600 J, VI 700, VII 800 J, VIII 900 J, IX 1,000 J.

Minimum Energy Consumption: 1,600 J.


Chapter 11: Combat in The Multiverse Free Action: Free action are small action that can be
completed quickly, they never take a full segment to complete.
Flow of Time in Combat: In combat, everything is broken Free actions only take ¾ of a segment to complete and also
down into six second segments called a Combat Segment (or happen after all other kinds of action during a combat segment.
just segment for short). Ten Combat Segments is a melee You cannot use a free action during the same melee round you
round, which is one minute of time. Ten Combat Round is a take a swift action.
turn, which is ten minutes of time. When every creature in
combat has taken their actions that is one Game Round. Swift Action: Swift action are extremely quick action that
happen during the beginning of a combat segment and happen
Combat Segment: A Combat Segment is six seconds in before any other kind of action except reactions. A swift action
combat, during a single Segment a creature can move 20 feet, takes ½ of a segment to complete. You cannot use a swift
draw a weapon, pull an item out of a pocket or bag where the action during the same melee round you take a free action.
item is easy to find, make a single attack with a fist, casting a
spell with a casting time of Free, Quick, or Reaction, and use a Reaction: Reaction are the fastest kind of action; they are
magic items effect or cast a spell-like ability with a action type used in response to the action of another creature or event.
of Action, Free, Quick, or Reaction. Reaction takes 1/6Th of a segment to complete and take place
during the same time in the segment as the action they are in
Melee Round: A melee round is one minute or ten combat response to. So, a reaction can take place during the
segment, during a single round a fighter could move 20 feet in beginning, middle, or end of a combat segment.
1 segment than attack four times with a dagger taking 8
segments before moving away from the creature another 20 Move Action: Move actions is what you use when you
feet or the fighter could move 40 feet in 2 segment and attack character what to move up to their movement speed within a
a creature once with a longsword taking 6 segments. single melee round. The amount of distance a creature is able
to move within a single segment is dependent on its size
During a single melee round a creature make one category. A small or medium size creatures can cover 20 feet
attack or cast a spell, move up to their movement speed each segment of movement, so long as it doesn’t exceed their
(provided the total number of segments doesn’t exceed 10), total movement speed for a single melee round. Tiny and
and use one spell-like ability or magical item effect. Attack or Diminutive creatures can cover 10 feet each segment of
spells whose weapon speed or casting time would exceed 10 movement. Fine creatures can cover 5 feet each segment of
segments does not finish until the next melee round at the movement and micro size creature can cover 1 feet each
segment remaining, i.e. A weapon with a weapon speed of 12 segment. Creatures of large size can cover 25 feet each
would take one whole melee round and two segments to make segment. Huge creatures can cover 30 feet each segment.
one attack. As a option they can make a full attack by using a Gargantuan size creatures can cover 35 feet each segment.
full-round action (making more than one attack if you are duel Colossal size creature can cover 40 feet each segment, while
wielding or have the Attacks per Round feature, though you macro size creature can cover 50 feet each segment.
don’t have use all of your attack if you have more than two)
and move up to their movement speed (before, in between, Action: Actions are the most basic kind of action, you can use
and after your attacks). Creatures under the effects of haste an action to make an attack (depending on weapon speed
can make their first attack on the 1st Segment of the Round determines when the attack would finish, i.e. Hit the creature
regardless of weapon speed provided you have the weapon on a successful attack roll), start casting a spell with a casting
already drawn; you then start the count for your next attack on time of 1 segment (six seconds) or more, activating a magical
the 2nd Segment (unless you choose to move instead) provided item, or using a class ability the stipulates an action. With the
you are within range of a creature you want to attack. exceptions of attack with a weapon and casting a spell with a
Creatures under the effects of slow make their actions starting casting time of more than one segment a action takes 1
on the 2nd segment of the first Round of combat after having segment to complete.
the spell casted on them, or a segment later than normal if they Note on action and Skills: Certain thing like skill can be
moved first (i.e. it takes two segment to begin the attack started with an action or move action depending on the skill,
sequence rather than just one). but continues on for a whole round like the singing or dancing
Combat Conflict: A Combat Conflict is ten minutes or ten skill. In order to continue using a skill like though you must
melee rounds, most encounters with weaker creature will often spend the appropriate action at the 1st segment of each melee
take less than a full conflict to resolve, but more powerful round or the skill stops.
creatures like dragon may take several conflicts to kill.
Table : Actions and Time
Actions In Combat: There are five basic kinds of action a Action Type Time In Game Time Time In Real Time
character can take within a single melee round; each kind of Free Action ¾ segment 4 seconds
action takes a certain amount of time to use. The five basic Swift Action ½ segment 3 seconds
Reaction 1/6 segment 1 seconds
types of action in combat are Free Actions, Swift Actions,
Move Action 1 segment per 20 feet 6 seconds
Reactions, Move Action, and Action. There are also special
Action 1 segment 6 seconds
types of actions like the Full-round Action, Tactical Retreat
Full-Round Action 1 melee round 1 minute
Action, Run Action, and Fight Defensively Action that can be
used by spend your rounds use of certain basic actions. You
only can take one reaction, move action, action, and either a Special Actions
free or swift action per melee round.
Full-Round Action: You can give up your move action and Draw Item: During combat you might need to take out a item
action to perform a full-round action. During a melee round you from a pocket or bag; you make need to draw a weapon from
per form a full-round action, the only actions you can do is its sheath. Drawing a item or weapon in a pocket, hanging from
move up to your movement speed before or after the full-round a belt, or in the top of a bag takes a simple free action to take
action, a reaction, and the full-round action itself. If you are out and place in your hands. Taking out spell components
using a full-round action in order attack more than once during (provided its in its spell component pouch, can be done as
a melee round then you can split your movement up and use it either a free or swift action. Drawing out a item that is buried in
before, in between each attack, and after your attacks rather a bag takes a action and a 1d4 must be roll, the results being
than either before or after. how many segments it takes to find the item in question.

Tactical Retreat Action: During combat a creature can Talking: During combat talking doesn’t take any kind of action
choose to withdraw from combat, by giving up their action they and happen simultaneously with the characters actions except
can perform a special action called a tactical retreat. You can when using a items command word (free action), casting a
move up to your move up to your speed away from a hostile spell (dependent on spell), performing singing (general skill or
creature, during this retreat your movement doesn’t provoke an bard core skill), using an magical effect that requires the user
attack of opportunity from nearby hostile creatures that you to make verbal noise during the effect like the chant spell, etc.
pass by. However, movement during a tactical retreat take
twice as long to complete as normal movement. So, a medium Combat
size creature would take 2 segments to move 20 feet instead
Who goes first, what is initiative? You determine who goes
of one, you can still take a move action after completing a
first through two processes, the first is determining surprise
tactical retreat.
which can be resolved in two different ways depending on if
Run Action: During combat a creature can run by taking a full only one group is actively aware of their environment or if both
round action, a creature can move at twice their movement groups. The second process is initiative which determine which
speed and at twice the normal speed. Doing so provokes an group acts first in a single melee round.
attack of opportunity from hostile creatures that you pass
Determining Surprise if one group is unaware of their
through a space within their reach. Running allows you to
surroundings: If a group of creatures are focus on a task and
move at twice your normal speed so a medium creature that
not paying attention to their surrounding (like eating and talking,
can normally move 20 feet per segment can now cover 40 feet
sleeping, daydreaming, etc.) then provided a group of
per segment. Thus, a medium creature with a movement
creatures succeed on a roll of 10 or higher with the Move
speed of 120 feet could run 120 feet in 3 segments rather than
Silently General Skill than the group of creatures succeed on
6 segments. Furthermore, a creature can use the run action to
sneak up to the distracted group of creatures. If not then the
make a charge attack, in order to perform a charge, the
group of creatures move loud enough to make noise, then the
creature must be able to move in a straight line with a weapon
former distracted group of creatures become aware of their
drawn ending their movement ramming into a creature. If they
surround (provided they were not asleep) and can make a
do, at the end of their movement make a attack roll against the
Listen General Skill check if their result exceed the previous
creatures flat-footed armor class with +5 bonus on the Attack
Move Silent result then neither group is surprise, if not then the
roll. If they succeed on the attack roll, the creature takes the
former distracted group is still surprised by the aware groups
charging creatures weapon damage and they are nocked
assault. If the distracted group of creatures are sleeping,
prone by the charging creature. The creature nocked prone
unless they have a look out who is still awake, a failure on the
must use a action to stand back up taking 1 segment.
Move Silently check doesn’t cause the sleeping creature to be
Fight Defensively Action: During combat a creature can awaken by the noise unless the Move Silently check result was
choose to fight more defensively, thus making it more difficult 1 in which case the loud noise of the group wakes all sleeping
to be hit. During the beginning of the melee round you must creatures within 60 feet of the group. Each member of the
declare you are going to be fighting defensively, you give up group must make a Move Silently check, when determining
your reaction during each melee round that you fight surprise.
defensively, and you must have a physical weapon in at least
Determining Surprise if both groups are aware: If both
one hand to take this action. While you take the fight
groups are actively aware of their surroundings, the group
defensively action you gain a +1 bonus on armor class for the
trying to sneak up on a group of creatures must make a Move
melee round, this armor class applies to your normal and flat-
Silently General Skill check, while the opposing group must
footed armor class, but not touch armor class.
make a Listen General Skill check. You then compare results,
Attacks of Opportunity: During combat if a creature moves if the result of the lowest Move Silent check exceeds the
more than 10 feet while within a hostile creatures reach, that highest Listen check, then the group moving silently succeeds
hostile creature can use a reaction to make one additional on sneaking up on the listening group causing them to be
attack with a weapon (this is separate for the normal number of surprised. If the Listen check exceeds the lowest Move Silently
attacks per round a creature might have, and a creature’s check nether group is surprised. What if neither group knows
natural weapons like claws, bite, tail swipe, etc. can be used about the others presence but are aware of their surroundings
but not any special, supernatural, or extraordinary abilities) and are on lookout for other creatures, well then one, both, or
unless the creature moving performed a tactical retreat. Each neither group can be surprised. Have everyone in both group
creature can only make one attack of opportunity per melee rolls both a Move Silently and a Listen General Skill check.
round. Compare the Lowest Move Silently result to the Highest Listen
result for both groups. If only one groups Listen result exceeds
the other’s Move Silently result then the other group is
surprised. If both groups Listen results exceed the other’s Two-Weapons Fighting: Any creature can attempt to fight
Move Silent results, then neither group is surprised. If both with a weapon in each hand, however, unless you are a dark
groups Move Silently results exceed the other’s Listen results elf, drow, or have access to the two-weapons fighting combat
then both groups are surprised. style you can only use a dirk, dagger, or hand axe in your off
hand. Creatures making a attack with a weapon in both hands
What happens when your surprised: When one or more take a -4 penalty on the attack roll for the off-hand weapon and
creatures are surprised during the first melee round of combat, a -2 penalty on the attack roll for the main hand weapon. A
no one rolls their initiative. The unsurprised group start their creatures dexterity modifier reduces their penalty for two-
actions on the first combat segment of the melee round, and weapons fighting, but cannot give a bonus (once it reduces the
the surprised creatures start their actions on the second penalty to +0, any remaining bonus from high dexterity is
segment. Furthermore, a surprise creature cannot use swift ignored even if the weapon has the finesse weapon property),
action or reaction during the first melee round. After the first though your strength modifier is still applied normally and can
round, both groups roll initiative and combat happens normally. raise it up passed +0. If a creature has the ambidexterity feat,
If neither group is surprised, then initiative is rolled and the they treat both hands as their main hand for the purpose of
group with the higher initiative result acts first on the first two-weapons fighting i.e., -2 penalty with both their left- and
combat segment with the losers acting on the second combat right-hand weapon. When determining when your off-hand
segment of the melee round. If both groups are surprised, then attack sequence start and ends, you must use a full-round
no one is able to act on the first segment of the round and action and the off-hand attack starts during the same segment
initiative is rolled. The group who rolled higher on initiative acts as your main-hand but strikes on the segment of the off-hand
on the second segment of the melee round and the loser acts weapons speed. So, if you have a bastard sword with a
on the third segment. After this first melee round, combat weapon speed of 5 in your main hand and a dagger with a
resume normally now that now one is surprised. weapon speed of 2, you spend the first two segments moving
40 feet to your opponent, then you begin your attack sequence
Initiative: After you have determined who is surprised and the
on the third segment for both weapons. On the fifth segment
first melee round is over, or if both or neither group is surprised
your dagger gets the attempt to strike and you roll your attack
all creatures need to roll initiative. Initiative is how we
roll to see if it was successful, but you still got three more
determine who gets to execute their actions first in combat,
segments before your bastard sword can strike. On the eighth
however unlike most modern games all actions are determined
segment your bastard sword strike and you roll your attack roll.
before the actual start of the melee round, this allows us to
determine when action take place. Each creatures uses an Grappling: Grappling is a special kind of action a creature can
initiative dice to determine their initiative, by default this starts take during a melee round, that results in one creature holding
with the 1d6. However, certain species, classes, and monster or pinning down another creature. A creature can start a
have abilities or features that increase the initiative dice size by grapple as a action, provided they are within 5 feet of the
one level, from a d6 to d8, d8 to d10, d10 to d12, and d12 to creature they wish to grapple. During the first melee round the
d20 max. From here I give you two methods for executing creature starting the grapple cannot do anything other than
actions: the first being everyone states the actions they want to attempt and to move with the creature they are attempting to
take, then roll their initiative dice, the group with the highest grapple up to their movement speed. The defending creature
result (Use the highest individual roll of each group) acts first. make a save vs grapple against a DC of 10 + the Strength
The second method everyone rolls initiative dice and the group modifier of the creature that started the grapple + Proficiency
who has the highest individual roll act first, then have players bonus if the creature has the Grapple Mastery combat style
and creatures state acts in order from highest initiative to (see combat styles and combat maneuvers in chapter 7) +
lowest initiative. Regardless of method, it is easier to keep wisdom modifier if a monk. If the target creature fails its save
track of which segment during the melee round a action starts throw, then it is held or pinned down by the creature. At the
and finished if you map it out with a segment tracker (a table if beginning of each melee round the victim is allowed another
you will), you DM (Dimension Master) might require you to save throw to attempt to break out of the grapple. The creature
even make one on paper to making it easier for them, as you grappling its victim can move with its victim or move its victim
can map out your actions while the DM is narrating the results (doing so requires a save vs grapple make against the victim’s
of your action. Though using a segment tracker isn’t necessary. grapple DC), make an attack with a punch, kick, or headbutt, or
Below is a simple example of a segment tracker. exit the grapple. The creature grappling its target makes all of
its attack on the victim using the creatures flat-footed armor
Combat Segment Action Tracker
class. A creature being grapple can only make one save throw
Combat Leema’s
per melee round to break free from the grapple, they can
Segment Actions
1st Moves 20 feet attempt to move 5 feet (though a save vs grapple is necessary
2nd Moves 20 feet to succeed in the movement, and they are unable to make any
3rd Moves 20 feet attacks however. You can only attempt to grapple a creature
4th Begins bastard sword attack one size category larger than you or smaller.
5th
Movement and Terrain: Under normal circumstance
6th
movement speed is not much an issue during combat, but
7th
sometimes the ground might be cover with Debre, large rocks,
8th Bastard sword attack main strike (roll d20)
or be so horrible uneven that moving on the ground is a
9th Retreat 10 feet
troublesome task. This is called difficult terrain, moving on
10th Retreat 10 feet
difficult terrain take twice as long to move the same distance.
So normally a medium creature can move up to 20 feet in one
segment, if the terrain is difficult to travel in it take two
segments to travel 20 feet. If that creature wants to perform a must rest 2 to 10 hours before preparing new spells for the day
tactical retreat, it will take them four segments to move 20 feet or meditate. Racial spell-like ability do not require a long rest to
rather than the normal two. Likewise, a creature cannot be restored, they automatically regain them at midnight every
perform a run action on difficult terrain. 24 hours. Any racial ability that says a specific number of times
per day and doesn’t specifically mention short or long rest
Healing Lost Hit Points: Aside from magical healing a functions the same.
character can regain lost hit points by resting for at least one
whole day (24 consecutive hours), they will regain 1 hit point + Death and Dying: When a creatures is reduced to 0 or less hit
their constitution modifier for each day they rest. If they have a points they immediately fall down unconscious. Furthermore,
negative modifier, you do not regain lost hit points for one day the creature is suffering from bleeding and will lose 1 hit point
for each negative point of constitution modifier, after which they at the end of each melee round, unless the unconscious
regain 1 hit point per day. After seven consecutive days of rest, character succeeds at a stability roll which requires you to roll
they regain 2 hit points + their constitution modifier per day 15% or less, this percent is increased or decreased by your
ignoring any negative modifier. Any character that rests for four constitutions stability roll modifier. This roll must be rolled at
consecutive weeks regain all lost hit points. In order to rest a the end of each melee round until they succeed at the stability
character must sleep, eat, drink, and ignore all physical roll in which case the creature is no longer bleeding, they are
exertion (walking long distances, running, lifting heavy objects, reduced to -10 + your constitution modifier hit points in which
fighting, spellcasting, or other such activities). case you die (a character with a 18 constitution dies at -13 hit
points while a character with a 6 constitution dies at -9 hit
Using a short rest: A short rest is a period of light activity points), or another creature heals you with a cure wounds spell
lasting 15 to 30 minutes. Characters can use the time during a (in which case you immediately stop bleeding and regain hit
short rest to use the general skill healing or core skill first aid to points equal to their roll) or they stabilize you with general skill
regain hit points equal to 1d4+ the skill performers wisdom healing or core skill first aid check. If you are reduced to -6 hit
modifier. Certain class and racial abilities also regain a use points for any reason you must roll on the table of battle injures
after a short rest. on the next page, this means you are permanently injured in
some way, this could mean a lost finger or limb, or something
Using a long rest: A long rest is a period of sleep, meditation,
as simple as a facial scar
or relaxation being at least 2 hours long. A character must long
rest for at least a full 24 hours in order to regain lost hit points
without magical or mundane medical treatment. Spellcasters
Table : Injuries
%
Rolled Injuries Effect/Notes
1 – 15 Facial Scaring Comeliness is permanently reduced by 1. The scaring and comeliness lost can only be restored with a
wish spell. This injury can happen multiple times.
16 – 30 Body Scaring Constitution is permanently reduced by 1. The scaring and constitution lost can only be restored with a
wish spell. This injury can happen multiple times.
31 – 36 Lost Right Eye Your right eye is permanently blinded, you have a -2 penalty on attack rolls, general skill search, and
general skill spot checks. Creatures attacking you from your right side treat it as if they were attacking you
from behind. A regeneration spell casted within 24 hours of being lost will restore the eye, otherwise only
a wish spell can restore it.
37 – 42 Lost Left Eye Your left eye is permanently blinded, you have a -2 penalty on attack rolls, general skill search, and
general skill spot checks. Creatures attacking you from your left side treat it as if they were attacking you
from behind. A regeneration spell casted within 24 hours of being lost will restore the eye, otherwise only
a wish spell can restore it.
43 Lost Digit on Right Hand Roll d%, 1 - 20 is your thumb, 21 – 40 is your pointer, 41 – 60 is your middle, 61 – 80 is your index, and
81 – 00 is your pinky. A creature without a thumb cannot grasp objects with that hand, if they have three
or less digits, they cannot lift object in excess of 5 pounds. A regeneration spell casted within 24 hours of
being lost will restore the digit, otherwise only a wish spell can restore it.
44 Lost Digit on Left Hand Roll d%, 1 - 20 is your thumb, 21 – 40 is your pointer, 41 – 60 is your middle, 61 – 80 is your index, and
81 – 00 is your pinky. A creature without a thumb cannot grasp objects with that hand, if they have three
or less digits, they cannot lift object in excess of 5 pounds. A regeneration spell casted within 24 hours of
being lost will restore the digit, otherwise only a wish spell can restore it.
45 Lost Digit on Right Foot Roll d%, 1 - 20 is your big toe, 21 – 40 is your pointer, 41 – 60 is your middle, 61 – 80 is your index, and
81 – 00 is your small toe. You have a -2 penalty on general skill climb and balance checks, and a -5% on
core skill climb wall checks. A regeneration spell casted within 24 hours of being lost will restore the digit,
otherwise only a wish spell can restore it.
46 Lost Digit on Left Foot Roll d%, 1 - 20 is your big toe, 21 – 40 is your pointer, 41 – 60 is your middle, 61 – 80 is your index, and
81 – 00 is your small toe. You have a -2 penalty on general skill climb and balance checks, and a -5% on
core skill climb wall checks. A regeneration spell casted within 24 hours of being lost will restore the digit,
otherwise only a wish spell can restore it.
47 – 49 Lost Right Hand Your no longer have a right hand to hold items or weapons. If this was your main hand, then attacking
with a weapon in your left hand suffers the penalties of two-weapons fighting. A regeneration spell casted
within 24 hours of being lost will restore the hand, otherwise only a wish spell can restore it.
50 – 53 Lost Left Hand Your no longer have a left hand to hold items or weapons. If this was your main hand, then attacking with
a weapon in your right hand suffers the penalties of two-weapons fighting. A regeneration spell casted
within 24 hours of being lost will restore the hand, otherwise only a wish spell can restore it.
54 – 56 Lost Right Foot The lost foot causes you to move at half speed with assistance, unless you get a wooden replacement in
which case your movement speed is permanently reduced by 30 feet. A regeneration spell casted within
24 hours of being lost will restore the foot, otherwise only a wish spell can restore it.
57 – 59 Lost Left Foot The lost foot causes you to move at half speed with assistance, unless you get a wooden replacement in
which case your movement speed is permanently reduced by 30 feet. A regeneration spell casted within
24 hours of being lost will restore the foot, otherwise only a wish spell can restore it.
60 – 64 Lost Right Arm This functions identically to losing your right hand.
65 – 69 Lost Left Arm This functions identically to losing your left hand.
70 – 74 Lost Right Leg Your no longer have a right leg to walk with. You cannot walk, run, or any other kind of movement that
requires two legs. It is possible to move with assistance, but doing so only half your total movement speed
and half speed. A regeneration spell casted within 24 hours of being lost will restore the leg, otherwise
only a wish spell can restore it.
75 – 79 Lost Left Leg Your no longer have a left leg to walk with. You cannot walk, run, or any other kind of movement that
requires two legs. It is possible to move with assistance, but doing so only half your total movement speed
and half speed. A regeneration spell casted within 24 hours of being lost will restore the leg, otherwise
only a wish spell can restore it.
80 – 84 Lost Right Ear Permanent -2 penalty on general skill listen checks. Casting a regeneration spell within 24 hours of lost
will restore the ear, otherwise only a wish spell can restore it.
85 – 89 Lost Left Ear Permanent -2 penalty on general skill listen checks. Casting a regeneration spell within 24 hours of lost
will restore the ear, otherwise only a wish spell can restore it.
90 – 94 Cut in Right breast Movement such as combat and running for five consecutive minutes has a 25% chance of causing
labored breathing and exhaustion, a short rest is needed to recuperate from exhaustion. Only a wish
spell can repair damage.
95 – 99 Cut in Left Breast Movement such as combat and running for five consecutive minutes has a 25% chance of causing
labored breathing and exhaustion, a short rest is needed to recuperate from exhaustion. Only a wish
spell can repair damage.
00 Damage to Groin Male creature become permanently unfertile. The damaged area becomes sensitive to the touch. There is
a 25% chance that when a female creature rolls this result that the wound is deep enough to render them
unfertile. Casting a regeneration spell within 24 hours of the damage will repair any damage to the groin,
but only a wish spell can restore fertility.

.Defensive Attributes: There are four kinds of defensive additional training then normal non-psionically gift creatures
attributes use to determine if an attack hits you. This is and gain a +1 to their psionic mental class. Psionicist core
different from save throws which is your ability to dodge, resist, skills allows them to increase the psionic mental class of
or ignore effect. The four attributes are Armor Class, Touch themselves or other creatures to a set number. A creature’s
Armor Class, Flat-Footed Armor Class, and Psionic Mental psionic mental class is 8 + charisma modifier + miscellaneous
Class. bonuses.

Armor Class: Armor class is your most basic of defensive Attacking: When you attack with a weapon, whether it be a
attributes, when a creature attacks you with a weapon or their melee or range weapon, you make a attack roll. This
claws this is usually the number they have to equal to or determines whether or not your attack hits the defending
exceed in order to deal damage to you. Your Armor Class is 10 creature. An attack roll is d20 roll that is compared to the
+ your dexterity modifier + armor bonus from armor, shields, or defending creatures armor class (this can be touch or flat-
other protective gear + any miscellaneous bonuses. footed armor class in special circumstances) if the number
rolled equals to or exceed the defending creatures armor class
Touch Armor Class: This is defensive attribute is more often then your strike hits them dealing the weapons damage to the
for spells and special attacks that require the creature or caster defending creatures hit points. A natural roll (the number rolled
to directly touch their target, they make an attack roll in order to on the dice without any modifiers) of 1 on a attack roll is always
succeed and they must roll a number equal to or higher than a automatic miss and a natural 20 is a automatic hit.
your touch armor class. Your Touch Armor Class is 10 + your
dexterity modifier + any miscellaneous bonuses. Melee Attacks: When you attack with a melee weapon you are
going through a set of parries, blocks, and feints before making
Flat-footed Armor Class: This is a very special defensive your actual strike on the opponent, the time it takes you to put
attribute which usually applies only in very specific your opponent into the position you need to attempt at a real
circumstances. The most common ways an attack roll is made strike at them is dependent on the weapon speed of the
against a creature’s flat-footed armor class is when it is prone weapon you are using. When the actual strike happens roll a
on the ground, being suspended up above ground like by a d20 + your strength modifier (weapons with the finesse
rope, when a creature come up from behind and attacks your property allows the attacker to add their dexterity modifier
back, when your surprised (see the previous page), or when instead of strength) + your proficiency bonus if you are
being flanked by two creatures. Casting spells (but not using proficient with the weapon or non-weapon proficiency penalty if
spell-like abilities) causes you to be flat-footed until you are not + your class’s favored weapon bonus if the weapon
spellcasting is finished. These are all instants of being flat- is on your class list of favored weapons + any miscellaneous
footed, when a creature is flat-footed it is denied access to bonuses. You then compare the result of your attack roll to the
their dexterity modifier and can vulnerable to sneak attacks. defending creatures armor class, if it equals to or exceed their
Your Flat-footed Armor Class is 10 + armor bonus from armor, armor class then your attack hit, otherwise your attack couldn’t
shields, or other protective gear + any miscellaneous bonuses. get through their defenses.
Psionic Mental Class: Psionic Mental Class is your minds Range Attacks: When you are attacking with a range weapon
normal resistance to direct psionic attack, Psionicist have had you are either throwing a weapon like a dagger or loading
ammunition into a weapon before shooting it at a creature like Physical concealment is like when you hide behind a rock or
with a bow. A range weapons weapon speed determines how wall, the more of your body it conceals the more protection it
long it takes you load ammunition into it, aim. and fire, range provides, Physical concealment ranges from 0% (out in the
weapons with the loaded property also requires you to use up open) to 100% (your body is completely concealed, as physical
a free, swift, or reaction to load ammunition into the weapon. concealment is used only to provide protection from range
Once you fire the weapon at the creature make an attack roll attacks or line of sight spells it is completely useless against
using a d20 + your dexterity modifier + your proficiency bonus melee attacker as they already have to be right next to you to
if you are proficient with the weapon or non-weapon proficiency hit you so are already on the other side of the object anyways.
penalty if you are not + your class’s favored weapon bonus if Physical concealment of 10% provides you a +1 concealment
the weapon is on your class list of favored weapons + any bonus to your armor class and spells that require you to see a
miscellaneous bonuses. If the attack roll equals to or exceeds creature have a 10% chance (1-10) of failing when casted at a
the defending creatures armor class the attack hit otherwise it creature who have 10% physical concealment. Likewise, the
misses or bounces off the creature’s armor harmlessly. Range concealment bonus increases by +1 for each 10% of
weapons that your throw function a little differently, you add concealment it provides and the chance of a line of sight spell
both your dexterity modifier and strength modifier to your failing is equal to % of concealment to a maximum of +9
attack roll with a throw weapon. concealment bonus with a physical concealment of 90%. A
creature with 100% physical concealment cannot be targeted
Aimed Attacks: Sometimes it is necessary or logical to attack by line of sight spells nor can they be the target of a range
a specific part of a creature. Hydras have multiple heads for attack as any attempt to hit them fails instantly
example or the eye lord has its many eye stalks in which case
you want to perform a special kind of melee or range attack Visual Concealment is the intensity of light or more specifically
called an aimed attack. This is when you’re focusing your the lack there of in an area, but this does also apply to effects
attack against a single specific part of the creature’s body, that allow a creature to bend light around it like the invisibility
most creatures have a head and attacking the head is a quick spell. All creatures within a area of bright light has no visual
way to end most fights, this isn’t always the case. With normal concealment, bright light includes sunlight (including cloudy
humanoid enemies though this is a good tactic if the creature weather), light from touches or other fire sources, and magical
isn’t heavily armored. When you make an aimed attack against light sources. When a source of light has a limited range or has
a creature’s head, you make a normal melee or range attack object blocking light, it creates areas of lightly shadowed space,
roll then compare it against the creature’s head armor class. If that you can still see details when you are close to the shadow,
a monster has a particular head armor class it will be but less detail the farther away from it you get, this is what the
mentioned in its combat statistics otherwise this is how it game means when it uses the term dim light. The shadow a
functions. A creature head has an armor class of 10 + the box makes on one side of the floor in a room lit by a lamp is
armor bonus for its helm (if any) + any natural armor bonus it dim light, generally if you are within 10 feet of an area of dim
has (unless if mention specific that it isn’t applied to head light you can see some details within the area without having
armor class) + the creatures dexterity modifier. If you manage low-light or darkvision, thus a creature attempting to hide in
to hit it, your weapon deals three times the damage (this x3 shadows of dim light have a 10% concealment when the
multiple is applied last after all other bonuses, penalties, and creature is more than 10 feet away from the area of dim light
other damage multiplies such as backstab) and if this damage the hiding creature is occupying, but if the creature moves
brings the creature to 0 or less hit points it is instantly slain within 10 feet the hiding creature looses all concealment even
instead of just unconscious and bleeding. though the creature doesn’t have low-light or darkvision as it is
close enough to realize a creature is hiding there. Attempting
Attacking Creatures From Behind: When you attack a to attack a creature with 10% concealment gives the defending
creature from behind they cannot defend themselves as easily creature a +1 concealment bonus to armor class and
as if you are attacking them from the sides or the front. Melee attempting to cast line of sight spells at them fail 10% of the
attack rolls against a creatures back are made at with a +4 time (1-10). Creatures with in darkness are within an area
bonus to the attack rolls. Thus, backstabs performed by where no light is being generated or is too far away from a
thieves are always at a +4 on their attacks rolls as you must source of light for the light to illuminate the area at all, this
attack a creature from behind in order to perform a backstab. includes magical darkness to a degree. A creature standing
You do not use the creatures flat-footed armor class to within an area of darkness have concealment of 20% against
determine a successful attack roll unless, the creature was creatures without darkvision, infravision, or shadow sight which
also unaware of your presence. Range attacks made at a gives them a +2 concealment bonus to armor class and line of
creatures back is also at a +4 bonus on attack rolls, but only as sight spells fail to affect a creature hiding in darkness 20% of
long as you are within 60 feet of the creature to properly aim at the time (1-20). Magical darkness functions a bit different as it
it and only as long as your line of sight isn’t blocked by another isn’t just the lack of light, but also a curtain of matter from the
creature or object. plane of shadows which blocks both darkvision and infravision,
but not shadow sight which creatures who live or interact in the
Attacking Creatures With Concealment: There are three
plane of shadow much have to see within the plane. Creatures
kind of concealment, Physical concealment (how much of your
within magical darkness has a 40% concealment except in
body is hidden and protected by another object), Visual
regards to line of sight spells which is impossible to target a
Concealment (How dark the area you are in is and wither or
creature within an area of magical darkness with line of sight
not a creature can see in the dark), and Thermal Concealment
spells, but the spellcaster can still target the area of magical
(How close does the environmental temperate match your
darkness itself. Since magical darkness has a concealment of
body temperate).
40% creatures inside it gain a +4 concealment bonus to armor
class unless the creature attacking them has shadow sight.
Invisibility functions much like magical darkness as invisible What this elaborate example is trying to do is illustrate
creatures have 40% concealment, thus gain a +4 concealment how flanking works in combat, when a creature is being
bonus to armor class, but invisible creatures cannot be threaten from two polar opposite sides like the front and rear or
targeted with line of sight spells at all unless the spellcaster left side and right side that creature is being flanked by the two
can figure out the general location of a creature. If the invisible creatures and as long as those creatures aren’t hostile to each
creature is walking on soft ground like sand or dirt it is possible other and are working together in some compacity the creature
to see where their foot prints are with a general skill spot check being flanked cannot defend themselves properly. However, a
with a DC of 14 + the invisible creatures hide check result if creature that is already flanked cannot be used to flank either
they are attempting to hide or they dexterity modifier if they are creature flanking it as the flanked creature cannot properly
just moving without making any attempt to hide. threaten or defend itself to put pressure on either creature,
thus a flanked creature cannot flank another creature unless
Thermal Concealment is a lot more trickery to manage and to one of the creatures flanking them is killed, provided of course
arbitrate as it really only applies to creatures with infravision that killing one of them is enough to stop the flanking. If a
and attempts to hide from creatures with infravision in creature is flanked from four side, Front and rear as well as left
darkness. Since creatures with infravision can see differences side and right side, that creature doesn’t stop being flanked if
between hot and cold, a creature wishing to hide from them the front attack is killing as that only prevents the rear enemy
must hide near a source of heat close to their body heat, thus from getting the benefits of flanking against the creature, both
for every 5 degree close to the creatures body temperature a creature from the front and rear flank and the left side and
their hiding spot is, the equivalent 10% concealment is given a right side flank must be killed for the creature to no long be
human’s body temperature is around on average 98° so if the flanked.
creature hides in a darkened room with a temperature of 93°
the creature has a concealment of 90% and likewise a 80% When a creature is being flanked, it can no longer
concealment for 88°, and so on and so forth. The fallowing defend themselves properly, creatures with sneak attack can
average body temperatures is given for each species as a make a sneak attack against the creature now even if it is
guideline for this. aware of their presence, secondly the creatures flanking the
creature gain a +2 bonus on attack rolls against the flanked
Table: Body Temperature by Species creature if one of the creatures that flank it is attacking from
Species Average Body Temperature behind then that mean that creature get a +6 bonus on attack,
Alu-demon 98° +2 for flanking the creature and +4 for attack a creature from
Celestial-born 70° behind. There is no conga line of death here.
Devil-kin 120°
Dragonsoul 105°
Drow 95°
Dwarf 98°
Eladrin 80°
Elf 98°
Gnomes 98°
Halfling 102°
Half-Dragon 110°
Half-Elves 98°
Half-Orcs 100°
Humans 98°
Kitsune 98°
Miniumen 98°
Parellidrum 90°

Flanking: Flanking is when a creature is being attack by


multiple creatures but from different, opposite side. For
example a human fighter is engaging a kobold in melee, both
are within engage range of each other and are capable of
striking blows to each other, but each are also equally able to
defend themselves from the attack from the other. Now, if
another kobold came up behind the human and started to
attack their back while the other kobold is fighting the human
this mean that the human is being flanked by both kobold.
Since the human is being attack from two polar opposite sides
at the same time now, it is harder for the human to defend
themselves from attacks. If another human were to come up
behind the second kobold and attack it, because the first
human was already being attack from both side, they cannot
properly threat either kobold, so the second human coming up
to threaten and attack one kobold doesn’t allow either human
to flank a kobold as one of the humans was already being
flanked themselves.
Appendix 1: Deities of Darastrixoposs Home Plane: This is the plane of existence that the deity
spends most of their time in, the core essence of a god or
The world of Darastrixoposs is ruled by dragons, inhabited by goddess rarely leaves their home plane. Though they do
elves, dwarves, halflings, and humans. The world commonly create avatars which they send to other planes of existence to
referred to by the name of Dragon’s Rain by the humanoid do their work and to further their goals. A deity can only be
races, but the dragons have another name for their world killed on their home plane and only if you kill their core
Darastrixtoka or Dragon Reign. This world is populated by a essence, unfortunate the deity’s true self is far beyond the
vastitude of species and as such have a plethora of gods and powers of even their avatars. So even if you could kill a avatar
goddess in their world that are worshipped. of a god, you still would be nowhere near strong enough to kill
the god themselves. A deity’s is hyper away of anything that
While Darastrixoposs is the default setting the game goes on around one of their avatars and can hear, see, taste,
is designed around, there is nothing stopping your Dimension feel, and smell everything around them (though they can focus
Master making their own original setting and creating your own their senses on any point within range if they want) within a
gods and goddess. If that is your wish consider looking at the ranged based on their divine rank, 1 mile for quasi deities, 5
deities here as a reference on how a god’s stats should look miles for demigods, 10 miles for lesser goddess, 20 miles for
and what a channel divinity power should be like for a deity. intermediate deities, and 40 miles for greater deities. A deity is
always able to sense everything that goes on in their home
Here is an overview of the typic Deity stat block.
plane at any time.
The gods name with their divine rank, species, and gender
Favored Weapon: This shows the weapon the deity favors
pronoun appears below it first.
over other weapons; their clerics can always learn how to use
Titles: This is the varies titles and nicknames the deity their deities favored weapon. This also show the name and
response to, a god or goddess automatically knows when a abilities of the deity’s personal weapons, that their avatars
creature says their name or any of their titles, the deity knows always carry.
the name, alignment, and physical location of any creatures
Afterwards there will be a description of the deity, their goals,
that says their name or any title.
history, and known lore about them. Including enemies, allies,
Alignment: This is the deity’s alignment and any tendencies origins if known, and any unique thing about their faithful.
they have.
This will be followed by the list of Deity spells that clerics of
Holy Symbol: This is the shape of the symbol the deity’s that deity gets as well as the channel divinity power that all
clerics and faithful wear, some deities have more than one holy clerics of that deity get.
symbol that they allow their faithful to use. A god or goddess is
able to sense anything going on within the immediate vicinity of
any place where their holy symbol is at. The Deities of the Dragons of Darastrixoposs
Worshippers: These is the list of common races or groups
likely to take up the worship of the deity, whether as a cleric or
just as a lay worshiper. Arsthyrtiaurathearvoral
Cleric Alignment: This is the alignment that a cleric must be Greater Dragon Goddess
to gain spells as a cleric of that deity. A cleric usually has to be
within one step of their deity’s alignment. Example: A chaotic Titles: The Mother Dragon, Creator of the Dragonsoul, The
good deity will allow LG, CG, NG, and CN, but not LN, N, NE, Five-Colored Goddess, The Dragon of Light, The Benevolent
LE, or CE. Neutral is one step away from good and Chaos, but Dragon Goddess, World Goddess, and The Matriarch Dragon.
Lawful is two steps away from Chaos same goes for Evil. Thus,
some gods might allow exception if one part of their Alignment: Neutral tends towards Good
worshipper’s alignment is within their favored axis. For
Holy Symbol: The heads of a red and blue dragon on each
example, if the CG deity views itself a bastion of morality, even
side of a purple star on a white oval.
if LG is two steps removed from CG the deity’s alignment it
might allow a cleric to be of that alignment because they share Worshippers: True Dragons, Half-dragons, Dragonsouls,
a moral view point even if they don’t share an ethical one. Lizard folk, and Humans.
Portfolio: These are aspect of ideas, daily life, qualities that Cleric Alignment: LG, NG, CG, CN, LN, N, LE, NE
the deity imbodies, a person who idolize romance for example
might take up worship of a deity if has love as part of its Portfolio: Domination, Dragonkind, Order, Status, Peace, and
portfolio. General speaking a god or goddess can effortlessly Pleasure.
perform tasks or miracles if it falls within one of their portfolios.
Domains: Air, Cold, Creation, Destruction, Domination,
Domains: This is the list of domains a deity have access to; Dragon, Fire, Good, Healing, Knowledge, Law, Magic,
their clerics can choose a domain from this list to gain access Protection
to Domain spells and a Channel divinity power to represents
Home Plane: The Ten-colored Blessed Plains of
the domain of influence. Domains tend to represent aspects of
Athearmartivir
their portfolios to some degree though normally nowhere near
as all encompassing.
Favored Weapon: Longsword and bite (Purple Scale a +5 1d6 points of cold damage, 1d6 points of acid damage, and
longsword of Chromatic Dragons breath, once per round the 1d6 points of electricity damage)
blade is covered by energy that deal 1d6 points of fire damage,

Table : Deities of Darastrixoposs


Deity Names Divine Rank Alignment Sign Cleric Titles
Dragon Pantheon
Arsthyrtiaurathearvoral Greater Goddess Neutral (Good) A five-headed Dragon Five-Fold Priest
Ashendarlon Demigod Chaotic Evil (Neutral) Red Hot Ash Anarchist
Bahamut Intermediate God Lawful Good A Platinum Shield Dragonborn
Gythyrax Intermediate God Lawful Neutral A large handwritten Tome Masters
Tome
Perithmarixpathagin Lesser Goddess Chaotic Good (Neutral) A Dragons Egg Joy Makers
Zinzaxzarmmath Lesser Goddess Neutral Good (Chaos) A hawk Fast Travelers
Drow Pantheon
Anistrial Lesser Goddess Neutral Good Sun Sun Lovers
The Masked Lady Lesser Goddess Chaotic Neutral Eclipse Sun Stealers (male) Moon
Stealers (female)
T’puuli An’ar Intermediate Chaotic Good Crescent or Full moon Sword Dancers or Dark
Goddess Maidens
L’Barra An’ar Intermediate God Neutral Evil New Moon Dark Masks or Night Shadows
L’Jallil D’Vhid Greater Goddess Chaotical Evil Moonless Night Black Widows
Dwarven Pantheon
Unol Grungron Greater God Lawful Good A Adamantine Soul Forgers
Warhammer
Hulie Tassenburge Greater Goddess Lawful Neutral Two Hills with a sun Home Matrons
rising in between
Kune’ilk Ngrokuk Intermediate Lawful Evil A black hammer Shadow Hammers
Goddess resting on top of a
book
Elven Pantheon
Anulo Che Intermediate Neutral Good Birds Feather Winged Protectors
Goddess
Killian An’ar Greater God Chaotic Good Singing Blade Singers
Meifft D’Arlathil Lesser God Chaotic Good Silver leaf tree Forest Guardians
Ssin’urn Tralayila Intermediate Chaotic Good Newborn Charmer
Goddess
Ssiness’barra Roo’lar Demigod Neutral Evil Illusionary darkness Shadow Lords
Tet Drathir Intermediate Chaotic Good Shaft of Moonlight Moon Makers
Goddess
Varn An’ar Lesser Goddess Lawful Good Sword and Shield High Knights
Zav Shebali Lesser God Chaotic Neutral Dice Trick Lords
Halfling Pantheon
Shiela Heartfellow Greater Goddess Chaotic Good Cornucopia Hearth Protectors
Gildeon Pheniox Intermediate God Chaotic Neutral A Golden Apple Golden Trickster
Harlia Nearshade Lesser Goddess Neutral Good Grapes Harvester
Distrophia Nellthime Quasi Goddess Chaotic Good Purple Peach Givers
Former Human Pantheon
Mii Daina Elvoreevé Demigoddess Chaotic Neutral (Good) Large Bare Breasts Love Maidens (female) Love
Guardians (male)
Ivory Eryn Rosali Demigoddess Neutral Good Silver Chalice Veil Keepers
Mana Tessa Allitressa Demigoddess Lawful Neutral (Good) Oak Leaves Fair Mages
Geneva Xzelia Ebony Demigoddess Neutral Evil Black Longsword and Dark knights
Shield
Orc Pantheon
Sulmus Zotan-lufutatar Greater God Chaotic Evil
H’uok B’kithnekthal Greater God Chaotic Evil A Skull
Galfuk Jublic Dawn Intermediate Chaotic Neutral A skirt made of Leaves
Goddess
Ur’Hark The First Orc Lesser god Neutral Evil An orc with their arms
raised holding a sword
in two hands.

The Matriarch Dragon is a powerful and ancient goddess, dragonkind to fallow her. Arsthyrtiaurathearvoral
being the creator of the chromatic dragons, she desires all of pronounced ARSE-thur-Tee-au-RATH-ar-VORE-all is the
younger sister to Bahamut and the creator of the Dragonsouls. The Cleric can state a single sentence command,
The Matriarch Dragon is a Neutral Goddess with tendencies empowered by the Matriarch holy power. Creatures within 30
feet of the cleric must make a save vs. compulsion or fallow
toward good. Her titles include The Matriarch Dragon, The
the command, creature that have been marked by a
Five-colored Goddess, The Dragon of Light, World Goddess, dragonseal do not get any save. Only one creature per every
The benevolent Dragon Goddess, The Mother Goddess, and two cleric levels can be affected by this power and the cleric
The Creator of Dragonsouls. Those who have met the can choose which creatures in range are affected. The
Matriarch Dragon know she has a kind and caring persona; creature will attempt to fallow the command to the best of its
however, she is deeply emotional when it comes to ability, unlike similar effects like suggestion the cleric need not
speak the same language as the target as the divine power
dragonkind and will lash out if someone puts the harmony
imparts the command directly it’s the affected creature’s mind.
she created between chromatic and metallic dragons in This power is considered sacred to the Matriarch Dragon and
danger or attempt to harm her faithful. She is unfortunately a any cleric found abusing this power will be punish directly by,
very flawed goddess, she ensured the enslavement of the minor abuse of power tends to lead to a loss of spells and
Human race in order to seal a pact between the metallic and channel divinity powers 50% of the time, while 25% of the time
a avatar of the Matriarch Dragon will appear to merit out a
chromatic dragons, which allow Ashendarlon to a mass a
Quest spell on the offender usually to perform some task to
large number of human fallowers over 100 thousand years benefit the creatures abused by them, 20% A avatar appears
afterwards. While nowadays, she counts humans as one as to physically punish them in some manner and 5% she will
her most numerous worshipers with the Dragonsoul fallowing banish the offending cleric to some far away land before
up closely, this took thousands of years to accomplish and granting one miracle to all of the abused creatures. If a major
thanks to Ashendarlon’s recent influence has started to abuse of power has been done, she is 60% likely to send a
avatar to physically punish the cleric, 30% likely to permanently
unwind her influence among some humans. The Matriarch
forsake the cleric (they forever lose all spells and power
Dragon counts Humans, Dragonsouls, and Dragons as her granted to them by her, until they manage to become a cleric
worshiper and her favorite tend to be sorcerers or fighters. of another deity), and 10% likely to send an avatar to just kill
While she isn’t actively enemies with the elven gods, they the cleric usually by eating them before granting abused
don’t care for her ever since she allowed dragonkind to creatures a single miracle.
enslave humanity, L’Jallil D’Vhid is counted as her enemy as
she is engaged in a scheme with Ashendarlon to undermine
The Matriarch Dragon’s influence over humanity. Since has The Elven Pantheon
strong relationship with all of the dragon pantheon except
with her brother Bahamut who looks upon her with distain
after what she did to the humans and their deities. She Killian An’ar
counts Shadeveil the human goddess of death as her ally,
Greater High Elf God
though technically unwilling as Shadeveil was enslaved by The
Matriarch Dragon near the end of the human-dragon war in Titles: The Creator of the People, Lord Protector, King of the
order to gain power of her realm of death and control over Forest, and Life of the People.
the afterlife though she allows Shadeveil much free reign in Alignment: Chaotic Good
continuing her ancient duty of viewing the souls of the dead
and escorting them to their fate in the afterlife. The Holy Symbol: A long sword glowing with stars in the blade.
Matriarch Dragon has only one true archenemy, Ashendarlon, Worshippers: Dark elves, grey elves, high elves, moon elves,
though he is only a demigod he has proven to be a difficult sea elves, shadow elves, and wood elves.
foe to get ride of especially with the aid of L’Jallil D’Vhid.
Cleric Alignment: LG, CG, NG, and CN.
Arsthyrtiaurathearvoral Special Spells Prayer Time: Morning
Spell Level Spell Name
1st Burning Hands Portfolio: Art, creation, community, elves, honor, nature,
2nd Mirror Image magic, magic-users, music, scholars, sun, poetry, warfare,
3rd Dragons Breath warriors.
4th Fire Shield
5th Polymorph Domains: Chaos, Good, Healing, Magic, Protection, and War.
6th Dominate Person
7th Power word Stun Home Plane: Celestial Forest of Talshibad (Castle
8th Dominate Monster Vilshemthiel)
9th Summon Avatar
Favored Weapon: Long Sword (Stargleam, a +5 Swift Elven
Keen Long Sword of Bane against Orcs)
Arsthyrtiaurathearvoral’s Channel Divinity Power: The
Matriarch’s Word The God of all elves and magic, Killian An’ar is Chaotic Good.
He is known as The Creator of the People, Lord Protector,
King of The Forest, and Life of The People. Killian is the Lord
of the Pantheon of Elven gods called L’Lodias d’Tauren, he Home Plane: Celestial Forest of Talshibad (Castle
represents the highest qualities of the elves the love of Vilshemthiel)
community, magic, music, art, poetry, and warfare. Killian is Favored Weapon: Arming Sword (Maiden’s Heart, a +5 holy
commonly worshiped by all elves, but especially half-elves arming sword of defender)
and high elves as the patron god of warriors and magi. His
The Goddess of Law, Order, Protection, and War,
favored weapon is a long sword. Killian’s Arch nemesis is the
Varn An’ar is Lawful good and a rarity among elves. She is
Chief Orc god Sulmus Zotan-lufutatar who have had an odd
known as The Lady of Order, Sword of Justice, Our Lady
rivalry for millennia, he also opposes his ex-wife L’Jallil for all
Protector, and The Child of the Creator. Varn is a goddess of
her evil ways. He loves both of his daughters dearly, but is
war and order, she is the youngest sibling of T’puuli and
deeply saddened by L’barra constant violent acts though he is
L’barra An’ar having been at a very young age when the Evil
more than willing to come to his son’s defense if the need is
Goddess L’Jallil tried to take over L’Lodias d’Tauren. She feels
dire. He leads the L’Lodias d’Tauren and as such call all the
ashamed not being able to stop her mother’s attack or save
elven gods as his allies in addition to any good-hearted deity
her siblings from their fate as such she promotes unity of
can find friendship with him.
Family and the protection of love ones. She however realizes
Killian An’ar Special Spells that fighting is a necessary and as such is a goddess of
Spell Level Spell Name tacticians and justice. She is worshipped by those whose love
1st Magic Missiles
ones are in war, those grieving over those who died, and
2nd Avatar’s Acidic Arrow
3rd Fireball those who believe in honoring one’s word. Her favorite
4th Dimension Door weapon is a War Shield and short sword. Varn opposes her
5th Telekinesis now distant mother L’Jallil who is the polar opposite of her,
6th Disintegrate and she also opposes the Masked Lady as an embodiment of
7th Delayed Fireball
8th Polymorph Any Object
chaos she is naturally the antithesis to everything Our Lady
9th Meteor Swarm Protector stands for, not to mention Varn cannot stand
Masked Lady’s constant jests and pokes at the expense of
other regardless if she meant to hurt them or not. She gets
Killian An’ar Channel Divinity Power: Creator’s Will
along with her older sister well, but is somewhat unsure how
The cleric can as an action call forth his gods will, to feel about her brother L’barra.
ever creature within a 30 feet radius of the cleric must make a
saving throw vs death. On a failed save, a creature fails down Varn An’ar Special Spells
prone in pain taking 2d8 points of damage, creatures with 4 or Spell Level Spell Name
more hit dice than you have cleric levels gain a +5 bonus on 1st Smite Evil, Smite Chaos
their saving throw. Creatures who succeed on their saving 2nd Maiden’s Kiss
throw are unaffected by this power. You use your spell save 3rd The Maiden’s Oath
DC as the DC for the death save. 4th Zone of Truth
5th Blade of Justice
6th Maiden’s Armor
7th Maiden’s Judgement
Varn An’ar 8th Comfort
9th Maiden’s Wrath
Lesser Dark Elf Goddess
Titles: The Lady of Order, Sword of Justice, Our Lady Varn An’ar’s Channel Divinity Power: Maiden’s Word
Protector, Maiden of War, and The Child of the Creator.
The cleric can utter as a free action the words “The
Alignment: Lawful Good maiden Varnaiel gives her protection to” and speak a single
creatures name. For one minute per cleric level the named
Holy Symbol: A large metal kite shield with an unsheathed
creature gains a bonus on all saving throws equal to your
arming sword laying on top.
proficiency bonus and they gain a divine bonus to armor class
Worshippers: Business owners, grieving, paladins, survivors, of +1 and an additional +1 for every three cleric levels you
warriors, and widowers. possess to a maximum of +9.

Cleric Alignment: LG, LN, CG, and NG.

Prayer Time: Day The Drow Pantheon

Portfolio: Contracts, Family, Grief, Justice, Law, Oaths, Order,


Protection, Unity, and War
Anistrial
Domains: Good, Healing, Law, Protection, and War.
Lesser Dark Elf Goddess
Titles: The Sun Lover, The Obsidian Sun, Kissing Light, Lady
of the Blackened Sun, and Mothering Sun.
The Masked Lady
Alignment: Neutral Good
Lesser Drow Goddess
Holy Symbol: A black sun with a naked drow whose arms are
in the shape of an embrace. Titles: The Eclipse Thief, Lady Sun Stealer, The Eclipse
Maiden, The Lady of Masks, and Mask of Mysteries.
Worshippers: Good Aligned Drow, Dark Elves, Married
Couples, Those Who Desire Physical Pleasure, Those Who Alignment: Chaotic Neutral
Wish to be Married, Those Who Love Beauty, and Sex
Maniacs. Holy Symbol: A black circle with a orange outline
(representing a solar eclipse) and a Masked face with silver
Cleric Alignment: LG, LN, CG, NG, CN hair at the center or A full-face mask over a long sword
outlined by a lunar eclipse.
Prayer Time: Noon
Worshippers: Chaotic or Good Aligned Drow, Illusionists,
Portfolio: Enchantment, Illusions of Beauty, Love, Marriage, Magic-users, Thieves, Prank Loving Dark Elves, and
Pleasure, Sex, and Sunlight Pranksters.
Domains: Chaos, Charm, Good, Healing, Pleasure, and Sun Cleric Alignment: CG, NG, N, CN, NE, CE
Home Plane: The Crescent Forest Prayer Time: Twight (sunrise or sunset)
Favored Weapon: Rods and Clubs (Kiss of Bliss, a +2 Holy Portfolio: Beneficial Chaos, Eclipses (lunar and solar),
Rod of Bliss, functions as a +2 Holy Club of Bliss) Illusions, Magic, Magic-users, Mysteries, Playfulness, Pranks,
and Thieves.
Anistrial Special Spells
Spell Level Spell Name Domains: Chaos, Charm, Darkness, Illusion, Healing, Magic,
1st Charm Person Moon, Sun, and Trickery.
2nd Bustify
3rd Bliss Home Plane: Unknown; Possibly the Material Plane
4th Charm Monster
5th Alter Gender Favored Weapon: Bastard Sword (Sun Stealer, a +3 Singing
6th Dominate Person Bastard Sword of Spell Turning and The Eclipsing Moon, A
7th Soul Bind Spell Absorbing Cloak of Elven Kind and Protection +3 that
8th Dominate Monster turns into a +3 Dancing Bastard Sword of Spell Absorption)
9th Lover’s Heaven
This strange goddess is a very mysterious entity with
powers over all magic especially illusions, The Masked Lady is
Anistrial’s Channel Divinity Power: Sun Lover’s Ceremony
a chaotic neutral goddess. She is known as The Eclipse
The cleric can perform a magical ceremony involving two Maiden, The Eclipse Thief, Lady Sun Stealer, The Lady of
creatures, the creatures must be within 30 feet of the cleric and Masks, and The Lady of Mysteries. The Masked Lady is a
must stay within 10 feet of each other for the duration of the mysterious Drow goddess and no one knows much about her
ceremony. The ceremony takes one minute to perform and
history, she however is openly friendly to all mortals who
require two silver or gold ring the creatures give to each other
at the end of the ceremony, the cleric can be one of the come across her, and she is well known as a patron goddess
creatures if desired. Both creatures must be willing for the to thieves and magic-users. Illusionist are favorite of the
ceremony to function and no save are necessary unless the specialist magic-users and young, clever, artistic Illusionists
cleric is attack during the ceremony in which case, they must are well known to attract her direct attention. She enjoys
make a save vs death, spell vs a DC of 10 + the damage the harmless pranks of all kinds and spends most of her free time
cleric took, or the ritual fails, and the use of channel divinity is
used up. Once the ceremony is successfully complete, the two
making fun at the other drow deities’ expense and she has
creatures are officially and magical married. While within the spread many rumors surrounding her identity underneath her
next day, the married coupled deal additional damage with mask. While she doesn’t encourage worship of her, she is
weapons equal to the cleric’s wisdom modifier and are immune very caring of anyone who chooses her worship, and is well
to charms including all charm and dominate spells. While the known for angrily protecting worshiper who are under attack
married creatures wear their wedding rings and remain within
by those who seek to kill the mask of mysteries’ faithful. Her
15 feet of each other, they gain a +1 on all saving throws for
every two levels as a cleric the cleric who performed the favorite weapon are bastard swords and her worshipers are
ceremony had at the time to a minimum of +1. If either creature often seen wielding two in honor of her, magic-user who
knowingly cheats on their spouse (engaging in sex with worship her learn spells from the alteration and illusions
another without their spouse’s permission for example), both schools like enlarge, bustify, polymorph, phantasmal image,
rings blacken and crumble into dust and all magical benefits of mirror image, phantasmal killer, and weird. She possession a
the ceremony is lost forever or at least until another ceremony
full facial mask of a special nature, the mask covers her full
is performed.
face from brow to chin, the mask protects her from gaze
attacks, inhaling gas effects, and cannot be removed unless Cleric Alignments: CG, NG, CN
she wills it, in fact touching the mask acts as if the mask was Prayer Time: Midnight (full moon)
not there at all. The Masked Lady doesn’t really count any of
the other drow deities as her personal enemies, but none of Portfolio: Art, Archery, Beauty, Crescent Moon, Dancing, Dark
them care for her much. L’Jallil D’Vhid views her as a major Elves, Fertility, Good Drow, Happiness, Hope, Hunting,
Moonlight, Nature, Singing, Swordplay, Redemption, and
annoyance with all her prank, L’bara An’ar is furious at the Wilderness.
rumors she has spread about her being one of his or his
sister’s avatars, Anistrial finds her carefree attitude and Domains: Animal, Charm, Chaos, Good, Healing, Nature,
rampant sexual escapades frustration (and on the verge of Moon, and Protection.
intruding on her portfolio), and T’puuli An’ar view her with Home Plane: The Crescent Forest
great interest with her kind, friendly nature, but feels she
Favored Weapon: Short Bow and Bastard Sword, including
takes her pranks a bit too far for the Dark Lady’s liking,
Sword-Bows (“Crescent’s Edge” Twin +5 Singing Cold Bastard
wishing she would perhaps talk with her to form a kind of Sword of Dancing and “Dark Huntress” A +5 Holy Elven Short
alliance. Bow of Bane against Demons).

The Masked Lady Special Spells The Goddess of good Drow and Dark Elves, T’puuli
Spell Level Spell Name An’ar is Chaotic Good. She is known as The Silver Dancer,
1st Shadow Sight
2nd Bustify (reversible)
Lady of the Crescent Moon, Lady Moonlight, and Dark Lady.
3rd Lady’s Mask T’puuli An’ar is the protector of Drow who wish to move
4th Phantasmal Killer away from the evil ways of their race under the evil grip of
5th Sword of Shadows L’Jallil D’Vhid and the loving mother goddess of the redeemed
6th Moonbeam Dark Elves who she rescued from her evil mothers corrupting
7th Weird
8th Solar Ray influence. She is a goddess of nature, moonlight, fertility, and
9th Sudden Eclipse swordplay. The Silver Dancer enjoys music, dancing, and any
song or dance done in her name gives her much joy. Bards,
fighters, and sword dancers are her favorite worshipers, but
The Masked Lady’s Channel Divinity Power: Eclipse Fire
she takes all who want her protection and guidance under
As a action, you can call forth pitch-black flame that appear on wing regardless of race or history. Her favorite weapon is a
any part of your body that you desire. This eclipse fire last for short bow and a bastard sword, her worshippers often use a
up to one minute per cleric level, shedding bright silver colored
unique weapon called a sword-bow. T’puuli’s arch nemesis is
light up to a 10 feet spherical area from the fire and dim light
up to 30 feet away from that. The magical light from this fire her own mother L’Jallil D’Vhid, who corrupted the original
doesn’t affect creature that would otherwise be blinded by light Dark Elves into what they are now, The Drow, and She tried
equivalent to daylight, like drow, but it can still harm undead or to kill T’puuli’s Father Killian An’ar who was D’Vhid’s lover.
other creatures that are actually damage by sunlight, like T’puuli’s Older brother L’barra An’ar use to hold a grudge
vampires. The caster can attempt to touch a creature with the
against her and took every opportunity to attack her and her
eclipse fire, doing so require the cleric to make a touch attack
roll, and wither or not the attack was successful the fire goes
people, but now a day the two have reached an
out after the attempt. A creature hit with eclipse fire take 1d8 understanding and work together now to fighter their mother.
points of shadow damage per cleric level +1 point of fire Her father and younger sister Varn An’ar are her strongest
damage per caster level. A cleric of 4th level or higher can will allies and often come to her aid if needed.
the eclipse fire to leave their body to form a ball of light that
functions exactly like the dancing light spell, once this happens Table : T’puuli An’ar Special Spells
it can no longer be used to deal damage or be returned to it Spell Level Spell Name
prior form. 1st Faeries Fire
2nd Moonfire
3rd Bladedance
4th Lesser Spellsong
T’puuli An’ar 5th Arrow of Moonlight
6th Spellsong
Intermediate Dark Elf Goddess 7th Moon Path
Titles: Dark Lady, The Silver Dancer, Lady Moonlight, Lady of 8th Goddess’ Bow
9th Greater Spellsong
the Crescent Moon

Alignment: Chaotic Good


T’puuli An’ar’s Channel Divinity Power: Moonsong
Holy Symbol: A sword and bow over a crescent moon.
As a action you can begin the Moonsong, make either a
Worshippers: Dark Elves, Good Drow, Hunters, Surface Elves, General Skill Singing or Core Skill Singing check. For 1 minute
and Any Who Loves Dancing, Singing, or Nature. per caster level as you sing, friendly creatures within 30 feet of
you are healed by a number of hit points depending on your As a action, you can conjure into your hand a black flame. This
check results and you are healed by the maximum possible flame emits no light but produces heat and therefore can be
value for your results. You can sing continuously for the seen with infravision, the cleric who conjures the darkfire isn’t
duration if you wish (within the limitations of the singing skill), harmed by it. The darkfire lasts for one minute per cleric level
all creatures within the Moonsong’s range receiving healing and can be used to make a touch attack on a creature or
only at the start of each of your first segment of the round thrown up to 15 feet as a range attack. On a Successful attack
(rolling for the amount healed each time). roll, the darkfire deal 1d6 point of fire damage per cleric level to
a max of 10d6 plus an additional +1 point of shadow damage
per caster level. Once an attack is made regardless of success
the darkfire ends.
Table : Moonsong Results
General Core Hit
Skill Skill Points
Results Results Healed L’Jallil D’Vhid
10 or less Higher than base % 1d4 + Cha Modifier
11 - 15 Base % - 10% lower than base 2d4 + Cha Modifier Greater Drow Goddess
16 - 20 11% - 20% lower than base 3d4 + Cha Modifier
21 - 25 21% - 30% lower than base 4d4 + Cha Modifier Titles: The Spider Queen, Lady of Chaos, Our Lady of
26 -30 31% - 40% lower than base 5d4 + Cha Modifier Betrayal, and Black Spider
30+ 41% - 50% lower than base 6d4 + Cha Modifier
Alignment: Chaotic Evil

Holy Symbol: A beautiful drow women with eight spider legs


L’Barra An’ar
coming out of her back, with a dagger in one hand dripping
Intermediate Drow God with venom.

Titles: The Shadow, Masked Lord, The Night Stealer, and The Worshippers: Drow, Demons, Evil Humans, Intelligent Spiders,
Masked Night God Insane, Spider Dragons, and Spider Lovers

Alignment: Neutral Evil Cleric Alignment: CN, LE, NE, CE

Holy Symbol: A mask with a dagger behind it. Prayer Time: Dusk

Worshippers: Assassins, Drow Unhappy with the Matriarchy, Portfolio: Betrayal, Chaos, Darkness, Death, Drow, Hatred,
Murders, Thieves, and Those Who Wish to Start A Revolution. Necromancy, Revenge, and Spiders

Cleric Alignment: CN, LN, NE, LE, CE Domains: Chaos, Darkness, Death, Destruction, Evil, Trickery,
and Undeath
Prayer Time: Night (New moon)
Home Plane: The Abyss
Portfolio: Assassination, Cunning, Warriors, Honor, Knives,
Lies, New Moon, Poison, Planning, and Sneaking Favored Weapon: Whip (Spider’s Kiss, a +5 Keen Whip-
dagger of Venom. A successful attack roll requires the creature
Domains: Darkness, Death, Evil, Illusion, Knowledge, Trickery, to make a save vs. poison at a DC 25 or Die from the Poison)
and War
Table: L’Jallil D’Vhid Special Spells
Home Plane: Assassin’s Hold Spell Level Spell Name
1st Command Spiders
Favored Weapon: Short Sword and Daggers (Night Stealer, a 2nd Summon Spider I
+3 Keen Short Sword of Shadows, deal an additional 1d6 3rd Continuous Darkness
points of shadow damage , and Death Dealer, a +3 Keen 4th Summon Spider II
Dagger bane against Humanoids) 5th Drider Form
6th Summon Spider II
Table: L’Barra An’ar Special Spells 7th Disintegration
Spell Level Spell Name 8th Dominate Monster
1st Shadow Sight 9th Summon Spider Dragon
2nd Deeper Darkness
3rd Continuous Darkness
4th Poison Blade L’Jallil D’Vhid’s Channel Divinity Power: Cloak of Chaos
5th Enchant Weapon
6th Improve Darkness As an action, you can create a dark purple aura that cloaks
7th Creeping Darkness your body. This cloak lasts for one minute per cleric level, while
8th Cloak of Darkness the cloak last you are protected from light sources like daylight
9th Destruction or similar light sources that affect light sensitivity or light
vulnerability. Furthermore, you gain a +1 bonus on saves vs.
spells, charms, compulsions, and psionics for every two cleric
L’Barra An’ar’s Channel Divinity Power: Darkfire level you have and your armor class increase by 1 and by a
additional 1 at 5th, 10th, 15th, and 20th level to a max of 5.
The Human Deities Titles:

Mana Tessa Allitressa Alignment: Neutral Good

Demi Human Goddess (Formerly Greater Human Holy Symbol: A silver Chalice with a hourglass on it.
Goddess) Worshippers:
Titles: Queen of the Forest, The High Maga, The Green Mage, Cleric Alignment: Lawful Good, Neutral Good, Chaotic Good,
Lady of Magic, and Lady Gia and Neutral.
Alignment: Lawful Neutral Portfolio: Death, Fertility, Life and Time.
Holy Symbol: A tree with a four point star on its trunk. Domains: Charm, death, good, healing, protection, and travel.
Worshippers: Formerly humans, elves, and magic-users. Home Plane: Dead Hold and Tribe Haven
Cleric Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Favored Weapon: Quarter Staff (Staff of Time, +5 Quarter
and Neutral. Staff that can use the ability of any staff)
Portfolio: Justice, Knowledge, Magic, and Nature

Domains: Air, cold, earth, fire, knowledge, law, nature, and Mii Daina Elvoreevé
magic.
Demi Human Goddess (Formerly Intermediate Human
Home Plane: Hielford, Formerly Tribe Haven
Goddess)
Favored Weapon: Whip (Dawnstar, a +5 cold knife-whip with
a star on the end) Titles:

Alignment: Chaotic Neutral


The Queen of the Forest was once one of the four goddess
worshipped by the human tribes thousands of years ago, Holy Symbol: A beautiful female torso hugging a heart.
before the human-dragon war. She along with her sisters
Worshippers:
where the sole deities of the humans. Mana is a lawful
neutral goddess of nature, magic, and she hold the pursuit Cleric Alignment: Chaotic Good, Neutral Good, Chaotic
knowledge and justice as valuable tenets to be held by all. She Neutral, Neutral Evil, and Neutral
is known as the Queen of the Forest, The High Maga, The Portfolio: Desire, Illusions, Love, Sex, and Pleasure.
Green Mage, Lady of Magic, and Lady Gia. Though not known
by humans or even dragonkind these days, Mana had the Domains: Chaos, charm, destruction, healing, illusions, magic,
and protection.
most worshippers back in the days of human freedom. She is
also the oldest of the actual sister, though Ivory is actually Home Plane: Unknown, Formerly Tribe Haven
older she is technical from a older long since extinct species
Flavored Weapon: Dagger (Bliss Maker, a +5 pleasure strike
deity who was taken in by Mana and her sister. Before the dagger)
human-dragon war, Mana had strong ties with the elven
pantheon especially Killian An’ar who holds nature and magic
close to his hear, so near the end of the war when it Ivory was Geneva Xzelia Ebony
captured by the Matriarch Dragon it was clear that she and
her sister wouldn’t be able to save humanity from the hordes Demi Human Goddess (Formerly Lesser Human
of dragon. So, Lady Gia went to Killian An’ar and asked for Goddess)
asylum, which he granted. Nowadays she is worshiped by Titles:
elves most of which are magic-users or druids. Mana dreams
about the day when humanity will be free to make their own Alignment: Neutral Evil
destiny and she actively support anyone who tries to make Holy Symbol: A shield with a sword laid over it that has the
changes to the current master/slave dynamic. It was her impression of female lips in the shape of a kiss.
support that actually led to the improved treatment of human
Worshippers:
slaves in several of the dragon kingdoms through such
intermediaries’ centuries ago. Cleric Alignment:

Portfolio: Murder, Luck, Strength, and War

Ivory Eryn Rosali Domains: Death, destruction, evil, luck, protection, and war

Demi Human Goddess (Formerly Intermediate Human Home Plane: Spider’s Web, Formerly Tribe Haven
Goddess)
Flavored Weapon: All Swords (Death Dealer, a +5 flaming
vorpal shifting arming sword)

Orc Pantheon

H’uok B’kithnekthal

Greater Orc God

Titles: The Great Warlord, Father of the First One, and


Lord of Orcs.

Alignment: Chaotic Evil

Holy Symbol: A skull with a spear through a eye socket.

Worshippers: Orcs, warlords, and those who value


strength above all else.

Cleric Alignment: Chaotic Evil, Lawful Evil, Neutral Evil,


and Chaotic Neutral

Portfolio: Chaos, destruction, leadership, pillaging, and


war.

Domains: Chaos, destruction, evil, and war.

Home Plane: Vigress, The Tribal Lands.

Favored Weapon: Spear (Eye Gouger, A +5 unholy


spear of returning)

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