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LASTARCv7 0

Uploaded by

pig.sy1999
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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-Table Of Contents- Shields – 55

Light Armour – 56
Character Creation – 3
Heavy Armour – 57
Ability Scores – 4
Mystic Armour – 59
Racial Traits – 5
Bardic Instruments – 60
Base Classes – 7
Spell Scrolls – 61
Bard – 8
Orchestral Scores– 63
Initiate – 9
Accessories– 64
Mage – 11
Potions – 66
Ranger – 12
Poisons – 67
Rogue – 14
General Equipment – 68
Warrior – 16
Mounts – 68
Levelling Up – 18
Resource Items – 69
Skills – 19
Status Effects – 70
Weapon Skills – 26
Combat Rules – 72
Feats – 27
Allies and Adversaries – 80
Magick – 32
Nonheroic Characters – 80
Black Magick – 33
NPC Codex – 81
Blue Magick – 34
Afflictions – 84
Green Magick – 35
Bestiary – 87
Red Magick – 36
Beasts – 87
White Magick – 38
Celestials – 94
Bardic Performances – 40
Constructs – 94
Equipage – 42
Dragons – 95
Axes – 43
Elementals – 95
Bludgeons – 44
Fae – 96
Knives – 45
Giants – 97
Polearms – 46
Infernals – 98
Swords – 47
Undead – 100
Bows – 49
Companions & Summons – 101
Crossbows – 50
Traps – 101
Ammunition – 52
Designing Encounters – 102
Staves – 53
Character Sheet – 104
-Character Creation-
Damage Threshold
Regardless of the amount of HP a character has, many larger, more
Before creating your character, you should review all of the playable races, powerful attacks are still very capable of incapacitating a character. A
classes, talents, feats, skills, and other abilities available to you, before character’s damage threshold determines how much damage a character
using this overview to create your Last Arc: Tactics Analogue character. can take in a single hit before moving down the condition track.

When you’re ready to begin creating your character, print out a character Damage threshold for small or medium characters is equal to their
sheet (found at the end of this document) and use it to record the following Fortitude Defence.
information.
Movement Speed
The Following walkthrough is for creating a level 1 character. Your characters size, as determined by their race, will determine their base
movement speed. While the majority of characters are medium having 6
squares of movement, there are exceptions, such as the Dwarves. Likewise,
Step 1: Generate Ability Scores though most small characters have a base movement speed of 4, some
There are 6 ability scores that will define your characters core attributes, racial traits can increase this, such as with Goblins.
affecting all of your skills and abilities. These are Strength (Str), Vitality
(Vit), Agility (Agi), Intelligence (Int), Mind (Mnd), and Charisma (Chr). Hero Points
Characters gain a number of hero points per daye, based on their character
The average ability score is 10-11, granting neither a bonus nor a penalty. level.
While Higher scores grant bonuses, lower scores impose penalties. You’ll level 1-5, 1 hero point per day.
want to allocate higher scores to the abilities that your chosen class is most level 6-10, 2 hero points per day.
reliant on. level 11-15, 3 hero points per day.
level 16-20, 4 hero points per day.
You’ll use one of the three methods listed in the Ability Score section, as More detailed rules for how to use hero points are listed in the in the combat
determined by your GM, to generate your character’s ability scores. chapter.

Step 2: Select Your Race Step 6: Select Skills


There are a variety of interesting and colourful races to pick from in the Skills are the means by which characters accomplish all tasks, both in and
world of Val’daera, each with their own strengths and weaknesses, as well out of combat.
as a number of unique racial abilities.
Each base class has a list of class skills that characters may select as trained
Step 3: Choose Your Class skills. Characters can only be trained in skills that are on their class skill
Your base class will be the main point of reference for deciding what skills, list, while the number of skills you can train is determined by your class
feats, and equipment you’ll want to select going forward. Choose the class and your characters intelligence modifier. Trained skills receive a +5 bonus.
that best fits the playstyle you want to explore.
To calculate the skill check modifier, add half your character level (rounded
down) + the skills relevant ability modifier + 5 (from training).
Step 4: Assign Ability Scores
Once you have determined which race and class you will be playing, you’ll There are some skills that may only be used if your character is trained.
want to allocate the 6 ability scores you generated in step 1 to the abilities Reference the skill section for more information.
that best suit your class/race combination.

Keep in mind the racial modifiers from your chosen race will impact the Step 7: Select Feats
final ability scores recorded on your character sheet. Feats are special abilities that are specific to neither race nor class, and
grant characters access to abilities and bonuses that may benefit a number
of different class builds and playstyles.
Step 5: Calculate Character Statistics
Character statistics include Hit Points, Mana Points, Defences, Damage A level 1 character begins play with 1 feat, while some races, such as
Threshold, Movement Speed, and Hero Points. Humans, start with an additional feat. As your characters gains levels, they
will continue to gain feats at every odd character level (character feats), as
Hit Points well as every even class level (class feats).
Hit Points (HP) is the measure of how much damage your character may
sustain before falling unconscious or being killed. The amount of HP you Class feats are restricted to the classes list of bonus feats, while character
start with at level 1 is determined by your base class, as is the amount of feats may be chosen freely, as along as you meet the prerequisites.
HP you gain at each level thereafter.

Mana Points Step 8: Select a Talent


Mana Points (MP) measure the capacity a character has for the magickal Talents are unique, class specific abilities. At 1st level, select a single talent
arts. The more MP a character has, the more spells they can cast, and the from one of the talent trees your class has access to. You may select any
more magickal abilities they may activate. The amount of MP you start talent, as long as you meet any listed prerequisites.
with at level 1 is determined by your base class, as is the amount of MP
you gain at each level thereafter. Step 9: Purchase Starting Equipment
Every base class has a set amount of starting gold that may be spent on the
Defences characters starting gear and equipment. Reference the equipage chapter for
Your characters 3 defence scores will be detailed in the combat chapter. detailed lists on the various types of equipment.
Reflex defence is equal to 10 + character level + Agi modifier
+ class bonus + misc. modifiers (from armour, race, or feats, etc.)
Fortitude defence is equal to 10 + character level + Vit modifier Step 10: Finishing Touches
+ class bonus + misc. modifiers (from race, feats, talents, etc.) Be sure to backtrack through your character sheet and make any necessary
Will defence is equal to 10 + character level + Mnd modifier + adjustments to statistics you previously calculated, that may have been
class bonus + misc. modifiers (from race, feats, talents, etc.) altered by feats, equipment, etc.

Lastly, name your character, and detail all other information such as gender,
height, weight, eye colour, skin colour, etc. and you’re all done!
-Ability Scores-
-Melee attack rolls.
-Melee damage rolls (Includes thrown weapons)
Generate your character’s ability scores using one of the following -Athletics checks (Str based skill)
methods. All players in a campaign should use the same method of -Strength checks
generating ability scores.
Vitality
Rolling Vitality is the measure of your character's physical health and stamina. It is
The first method of generating ability scores is by random rolls. Roll 2d6 used to calculate a character’s hit points. Though this ability is beneficial
to generate a base number. First, add 6 to the base number to get your first to all, it is most important for warriors.
ability score. Second, subtract the base number from 19 to get your second Apply your vitality modifier to
ability score. Repeat this process two more times, until you have 6 ability -Hit Points gained at each level
scores. This will create a balanced, but random result. -Fortitude Defence

Example: Rolling the base numbers of 2, 6, and 10, would Agility


produce ability scores of 8 (2+6), 17 (19-2), 12 (6+6), 13 (19-6), 16 (10+6), Agility is the measure of a character's dexterity, balance, and overall
and 9 (19-10). finesse. Rogues and rangers stand to gain the most from this ability, though
anyone wanting to be quick on their feet, or good at ranged combat should
You may then assign these numbers to the abilities of your choosing, then invest in it.
add your racial ability modifiers. Apply your agility modifier to:
-Ranged attack rolls
Point Buy -Reflex Defence
Instead of rolling randomly generated stats, you may prefer to plan your -Acrobatics, Disable, Pilot, Ride, and Stealth checks.
character out more thoroughly. In such cases, use the following chart to
calculate your ability scores. Intelligence
Each of your scores will start at 7, and you will have 35 points to spend to Intelligence is the measure of one’s ability to learn, retain information, and
increase these scores. After you have determined your abilities, add your critical thinking skills. Mages and initiates rely on intelligence for the
racial modifiers. number of spells they may know and learn, while bards rely on it for the
number of performances they may know and learn.
Score Cost Score Cost Apply your intelligence modifier to:
7 0 13 6 -Known languages at the start of the game
8 1 14 8 -Trained skills at 1st level
9 2 15 10 -Alchymy, Knowledge, Medicine, and Smithing checks
10 3 16 12
11 4 17 15 When a character's intelligence modifier increases, the number of their
12 5 18 18 known languages, skills, spells, and performances also increases by that
number.
Standard Array
The last method for determining ability scores is the standard array. This is Mind
a set of balanced, predetermined numbers that allow for fast and easy Mind is the measure of a character's awareness, intuition, common sense,
character creation. Assign the following numbers to any ability of your and willpower. Mages and initiates calculate the power of their spells using
choosing, and then add your racial modifiers. this ability; thus, it is most important for those classes.
The standard array is: 15, 14, 13, 12, 10, and 8
Apply your mind modifier to:
-Will Defence
Ability Modifiers -Perception, Spellcraft, and Survival skills
After determining your ability score, you will then calculate your ability
modifiers. Each ability will have a modifier ranging from -5 to +5, based
on the abilities score. Ability modifiers are what you will add to your rolls Charisma
for attacks, skill checks etc. and in other cases, you will add them to Charisma measures a character's magnetism, their charm, and their wit.
defences and other aspects of your character. Though rogues and even warriors may gain some use from this ability, it is
Use the table below to calculate your ability modifiers. most important for bards.
Apply your charisma modifier to:
-Deception, Perform, and Persuasion checks
Ability Score Modifiers
Score Modifier Score Modifier
1 -5 16-17 +3 Increasing Ability Scores
2-3 -4 18-19 +4 As a character increases in level, their ability scores will eventually
4-5 -3 20-21 +5 increase as well.
6-7 -2 22-23 +6
8-9 -1 24-25 +7 At 4th, 8th, 12th, 16th, and 20th levels, a character permanently
10-11 0 26-27 +8 increases two ability scores by +1 each. You may not increase a single score
12-13 +1 28-29 +9 by +2.
14-15 +2 Etc... Etc...
Whenever an ability score changes, so do all of the attributes affected by
that score. This will mainly occur when the ability modifier itself changes,
Abilities but there are some instances when the ability score itself is used, such as
when using potions, second winds, or tents.
Strength
Strength is the measure of your character's physical power. Warriors and in
some cases, rangers, should hone their strength.
Apply your strength modifier to:
-Racial Traits-
Medium Size: Wood Elves have no special bonuses due to their size.
Speed: Wood Elf’s base speed is 6 squares.
A character’s race determines their starting racial abilities as well as alters Child of Nature: Of all the elven races, Wood Elves have the deepest
their ability scores. connection to nature. Wood Elves may use the persuasion skill to improve
the attitude of beasts with an intelligence score of 2 or less.
Lightning Reflexes: Wood Elves are extraordinarily quick, making them
Ability Score Adjustments very dexterous and elusive combatants. Wood Elves gain a +2 bonus to
When choosing your character’s race keep their ability adjustments in mind, their reflex defence.
as they may affect your chosen classes skills and talents. Survivalist: Wood Elves thrive in the wild places of the world, able to
Use the following table to determine your ability score adjustments based make it on their instinct alone. Wood Elves may reroll survival checks,
on your chosen race. keeping the second result even if it is worse. Wood Elves always treat
survival as a class skill.
Racial Ability Adjustments Known Language: Common and Elven
Race Ability Adjustments
Human +2 to any one ability score of your choice. High Elf
Catfolk +2 Agi, +2 Mnd, -2 Int High Elf Traits: +2 Int +2 Mnd -2 Vit; Low-light Vision.
Dwarf +2 Vit, +2 Mnd, -2 Chr Medium Size: High Elves have no special bonuses due to their size.
Dark Elf +2 Agi, +2 Chr, -2 Vit Speed: High Elf’s base speed is 6 squares.
High Elf +2 Int, +2 Mnd, -2 Vit Ageless Mind: Elven longevity has allowed the high elves to accrue a
Wood Elf +2 Agi, +2 Mnd, -2 Vit vast amount of worldly knowledge. High Elves may reroll all knowledge
Gnome +2 Int, +2 Mnd, -2 Str checks, keeping the second result, even if worse.
Goblin +2 Agi, +2 Vit, -2 Chr Iron Will: High Elven longevity has allowed the high elves to develop a
Halfling +2 Agi, +2 Chr, -2 Str naturally strong force of will, able to better resist powers that force lesser
Lizardman +2 Str, +2 Vit, -2 Agi mortals to succumb to temptation, fear, or control. High elves receive a +2
Orc +2 Str, +2 Vit, -2 Int bonus to their Will defence.
Plan of Attack: High Elves believe the mind shall conquer the sword,
choosing to rely not on vaunted strength, but the keen mind. High elves
Languages may choose to use their Int in place of Str or Agi when calculating melee
Characters begin play with their race’s starting languages, as well as an weapon skills.
additional number of spoken languages, equal to their Int modifier. Known Language: Common and Elven

You may select from the following languages: Aquan, Auran, Catfolk,
Celestial, Draconic, Dwarven, Elven, Giant, Gnomish, Goblin, Ignan,
Infernal, Lizardmen, Orcish, Sylvan, Terran

Human
Human Traits: add +2 to any one ability score
Medium Size: Humans have no special bonuses due to their size
Speed: Human base speed is 6 squares
Skilled: Humans are versatile in all skills and can become masters in any,
with enough devotion to the craft. A human character selects one
additional trained skill at 1st level. The skill must be chosen from the
character’s list of class skills
Versatile: Humans have a wide array of talents and
abilities, gaining one bonus feat at 1st level
Known Language: Common

Dwarf
Dwarf Traits: +2 Vit +2 Mnd -2 Chr; Darkvision.
Medium Size: Dwarves have no special bonuses due to
their size.
Speed: Dwarves base speed is 4 squares.
Craftsman: Dwarves are renown artisans, well
known for their master craftsmanship. Dwarves
may reroll smithing checks, keeping the
second result even if worse.
Hardy: Dwarves are equal parts, stout and
stubborn, making them extremely resistant
to a great number of threats. Dwarves get +1
to all defences.
Slow and Steady: Dwarves are naturally
stout and sturdy and do not suffer the
cumbersome effects of armour. Dwarves Speed
is never reduced by armour.
Known Language: Dwarven and Common

Wood Elf
Wood Elf Traits: +2 Agi +2 Mnd -2 Vit;
Low-light Vision.
Dark Elf Heavyset: The physical stature of orcs allows them to nearly function as
a creature of the large size category. Whenever an orc is targeted by a spell,
Dark Elf Traits: +2 Chr +2 Agi -2 Vit; Darkvision.
ability, or skill that has size specific limitations, they are treated as large, if
Medium Size: Dark Elves have no special bonuses due to their size.
beneficial. Additionally, they gain the size modifiers of large creatures
Speed: Dark Elf’s base speed is 6 squares.
when making unarmed checks to grapple or oppose grapples. This ability
Dark Stalker: Dark Elves have adapted to life in the harsh badlands,
does not apply should an orc take on another form.
navigating the unforgiving terrain as swift shadows, to avoid the greater
Resilient: Harsh living conditions in the badlands have conditioned the
predators that lurk in the wastes. Dark Elves can move at full speed,
orcs to be incredibly determined and durable. When orcs take a second
without penalty, while using the stealth skill, but they may not sprint.
wind, they receive an additional amount of HP equal to 5 + 1/2 their level.
Deceitful: Their long exile has made the dark elves social outcasts, often
Known Language: Orcish and Common
forcing them to resort to guile and trickery to advance their goals. Dark
Elves may make a single reroll on Deception checks but must keep the
second result even if it is worse. Dark Elves always treat deception as a Lizardmen
class skill. Lizardmen Traits: +2 Str +2 Vit -2 Agi
Great Fortitude: Dark Elves inhabit a harsh land of arid wastes, Medium Size: Lizardmen have no special bonuses due to their size
sandstorms, and extremely dangerous and poisonous creatures, thus Speed: Lizardmen base speed is 6 squares
developing a strong fortitude to survive these various toxins and diseases. Amphibious: Lizardmen live in coastal cities and rely heavily on fishing
Dark Elves get +2 to their fortitude defence. and swimming, allowing them to develop as natural swimmers and divers.
Known Language: Common and Elven Lizardmen can hold their breath for a number of rounds equal to 25x their
Vit score.
Halfling Regeneration: Lizardmen have an astounding ability to regenerate lost
limbs in a matter of days, making them excellent warriors or workers that
Halfling Traits: +2 Agi +2 Chr -2 Str
recover very quickly. Lizardmen are able to regain hit points naturally at
Small Size: Due to their small size, halflings get a +1 bonus to their
twice the normal rate. Also, lost limbs are restored in 1d10+1 days, at
reflex defence, as well as a +5 bonus toward stealth checks.
which point all respective penalties are removed.
Speed: Halflin g base speed is 4 squares.
Thick Hide: The lizardmens hardened, leathery exterior makes them
Halfling Luck: Halflings connection to the fae, appears to grant them a
quite a bit sturdier than many other races. Lizardmen get a +1 bonus to
supernatural lucky charm. Whenever halflings spend a hero point to add a
both their fortitude defence and reflex defence.
d6 to a d20 result or a defence, they can reroll any and all 1’s until the
Known Language: Lizardmen and Common
achieve the result of a 2 or higher.
Light-footed: Halflings are known for their sylvan nature, that allows
them to traverse most all terrain with little difficulty. Halflings take no Catfolk
penalty for moving through rough terrain (though they still may not Catfolk Traits: +2 Agi +2 Mnd -2 Int; Darkvision.
run/sprint across such terrain) Medium Size: Catfolk have no special bonuses due to their size
Socialite: Halflings are among the world's most sociable creatures and Speed: Catfolk base speed is 6 squares
make excellent speakers. Halflings may make a single reroll on persuasion Graceful: Catfolk are naturally agile and dextrous, allowing them to
checks, but must keep the second result, even if it is worse. Halflings reroll acrobatics checks, but they must keep the second result even if it is
always treat persuasion as a class skill. worse, and always treat acrobatics as a class skill.
Known Language: Common and Sylvan Natural Claws: Catfolk have naturally sharp claws, making their
unarmed attacks deal 1d6 points of slashing damage instead of the normal
Gnome unarmed damage.
Scent: Catfolk have a keen sense of smell and are able to pick out nearby
Gnome Traits: +2 Int +2 Mnd -2 Str; Low-light Vision.
scents quite easily. At close range (Within 10 squares), Catfolk can ignore
Small Size: Due to their small size, gnomes get a +1 bonus to their reflex
cover and concealment for the use of perception checks. Also, the character
defence, as well as a +5 bonus toward stealth checks.
takes no penalty from poor visibility when tracking.
Speed: Gnome base speed is 4 squares.
Known Language: Catfolk and Common
Ethercaste: Gnomes are the spirit, alchemically bonded to their
armoured form. Gnomes may have any spell or ability that would target
their Fort defence, instead target their will defence, if higher. Goblin
Meticulous: Gnomes are equal parts careful and patient, leaving no room Goblin Traits: +2 Agi +2 Vit -2 Chr; Darkvision.
for error in their craft. Gnomes May make a single reroll on Alchymy Small Size: Due to their small size, goblins get a +1 bonus to their reflex
checks (but must keep the second result, even if it is worse.) defence, as well as a +5 bonus toward stealth checks.
Strength of Spirit: Being alchymically bonded to armour, gnomes are Speed: Goblin base speed is 6 squares.
not restricted by normal consciousness, able to recover when others would Fast Movement: Despite being small, goblins are quite fast, gaining +2
be down for the count. Gnomes may use a second wind, even when squares of movement (calculated into base speed.)
unconscious. This may only be done if the gnome would normally have a Inspired Loyalty: Goblins tend to believe that “might makes right”,
turn. When gnomes use a second wind while unconscious, they move +3 either fearing the lash of their overlords, or feeling emboldened by stronger
steps on the condition track, in addition to gaining HP. allies. Goblin’s may add the Str modifier of a single ally, within 6 squares
Known Language: Common and Gnomish and line of sight, to their own will defence.
Sneaky: Goblins are very mischievous and sneaky outcasts, usually
Orc getting by on petty thievery. Goblins may make a single reroll on stealth
checks but must keep the second result even if it is worse. Goblins always
Orc Traits: +2 Str +2 Vit -2 Int; Low-light Vision.
treat stealth as a class skill.
Medium Size: Orcs have no special bonuses due to their size
Known Languages: Goblin and Common
Speed: Orc base speed is 6 squares.
Ham-Fisted: Orcs are not known to mince words, and waste none when
making threats of violence. Orcs may use their Str in place of Cha on
persuasion checks made to intimidate creatures. However, when doing so,
the creature becomes 2 steps more hostile toward the orc when no longer
an imminent threat, rather than 1.
-Base Classes-
There are 6 base classes to choose from, each covering a very different Character Advancement
style of play.
Character Experience Feats Ability
Bard: Bards, for the most part, are a pure support class, granting bonuses Level Points Increases
to allies and imposing penalties on enemies. Despite not being a combat 1 0 1st -
focused class, the bard can be a very technical class, with lots of utility. 2 1,000 - -
3 3,000 2nd -
Initiate: Initiates are divine spellcasters that draw power from their deity. 4 6,000 - 1st, 2nd
Initiates may fill the role of the healer, as a cleric, or command nature as 5 10,000 3rd -
druid. Some evil initiates raise the dead, using them to do their bidding. 6 15,000 - -
7 21,000 4th -
Mage: Mages are arcane spellcasters, better suited to elemental and 8 28,000 - 3rd, 4th
control spells than the initiate, they may also be summoners, calling upon 9 36,000 5th -
the power of elementals. 10 45,000 - -
11 55,000 6th -
Ranger: Rangers are skilled archers and scouts, best suited to ranged 12 66,000 - 5th, 6th
combat and weeding out hidden enemies. They may focus on area damage 13 78.000 7th -
or concentrated damage. 14 91,000 - -
15 105,000 8th -
Rogue: Rogues are experts at stealth actions, and deception. Though 16 120,000 - 7th, 8th
their base damage may be inferior to some other damage builds, their 17 136,000 9th -
abilities allow them to move creatures down the condition track easily and 18 153,000 - -
even cause damage over time, making them a deadly adversary. 19 171,000 10th -
20 190,000 - 9th, 10th
Warrior: The warrior is the ultimate melee combatant, having
immediate access to heavier armour and all melee weapon types.
Barbarians may dish out the damage, while defenders can take it. Fighters
Class Information
offer a nice balance between offence and defence. The following charts will detail the starting HP and skills for each
base class.
Class and Level Bonuses
Hit Points
Damage Bonus At 1st character level, when you choose your starting base class, your
Characters gain a bonus to damage equal to half their total character will gain their starting hit points.
character level rounded down.
At level 1, this bonus will be +0, at level 2; +1, and at level 4; +2, Class Starting Hit Points
and so on... Ranger, Warrior 30 + Vit Modifier
Damage is equal to: Damage dice + relevant modifier (if Bard, Rogue 24 + Vit Modifier
applicable) + 1/2 character level + misc. modifiers. Initiate, Mage 18 + Vit Modifier
At each new level, a character takes in a class, they gain additional hit
points based on the classes hit die.
Defences
Your characters 3 defence scores will be detailed in the combat chapter. Class Hit Points/Level
Reflex defence is equal to 10 + character level + Agi modifier Ranger, Warrior 6 + Vit Modifier
+ class bonus + misc. modifiers (from armour, race, or feats, etc.) Bard, Rogue 5 + Vit Modifier
Fortitude defence is equal to 10 + character level + Vit modifier Initiate, Mage 4 + Vit Modifier
+ class bonus + misc. modifiers (from race, feats, talents, etc.)
Will defence is equal to 10 + character level + Mnd modifier +
class bonus + misc. modifiers (from race, feats, talents, etc.) Class Skills
You begin play with a number of trained skills based on your starting class.
These skills are selected from your classes list of class skills.
Class Defence Bonuses
At 1st level, your starting class will grant you the defence bonuses shown Class Number of Trained Skills
on the following chart. Rogue 8 + Int Modifier
Bard, Ranger, Warrior 6 + Int Modifier
Initiate, Mage 4 + Int Modifier
Class Class Defence Bonuses
Bard +2 Reflex Defence, +1 Will Defence When trained in a skill, you receive a +5 bonus to skill checks made with
Initiate +1 Fortitude Defence, +2 Will Defence that particular skill. The only way to gain additional trained skills, is by
Mage +1 Reflex Defence, +2 Will Defence taking the skill training feat.
Ranger +2 Fortitude Defence, +1 Reflex Defence
Rogue +1 Fortitude Defence, +2 Reflex Defence
Warrior +2 Fortitude Defence, +1 Will Defence Starting Gold
Each class has a set value of starting gold peeces (gp), that may be used to
purchase their starting gear and equipment. At first level, characters may
Level Dependent Benefits only purchase common items. When creating a character that starts above
In addition to class benefits of levelling, characters gain additional feats lv1, the character begins play with an amount of starting gold equal to half
and ability score adjustments depending on their character level. their total XP for their current level, plus their classes starting gold.
For multiclassing characters, these benefits are gained as normal, as Characters starting above lv1 may roll for availability of purchasable gear,
character level is the total sum of class levels you have in any number of as normal.
classes.
Bard Level
The Bard
Class Features
Hit Points 1 Defence Bonuses, Starting Feats, Talent
Bards begin play at 1st level with a number of hit points equal to 24+Vit 2 Bonus Feat
modifier. At every level thereafter, bards gain hit points equal to 5+Vit. 3 Talent
4 Bonus Feat
Mana Points 5
6
Talent
Bonus Feat
Bards begin play at 1st level with a number of mana points equal to 6+Mnd
7 Talent
modifier. At every level thereafter, bards gain mana points equal to 2+Mnd.
8 Bonus Feat
9 Talent
Defence Bonuses 10 Bonus Feat
At 1st level, bards gain a +2 bonus to their reflex defence and a +1 bonus 11 Talent
to their will defence. 12 Bonus Feat
13 Talent
Initiative 14
15
Bonus Feat
Talent
Bards have an initiative of 1d6.
16 Bonus Feat
17 Talent
Starting Feats 18 Bonus Feat
Bards begin play with the following feats: 19 Talent
Armour Proficiency (light) 20 Bonus Feat
Bardic Study
Weapon Proficiency (bows) Class Skills (Trained in 6+Int modifier) 1-Handed, Acrobatics, Alchymy,
Weapon Proficiency (knives) Athletics, Deception, Knowledge (taken individually), Light Weapon,
Weapon Proficiency (swords) Perception, Perform, Persuasion, Pilot, Ranged, Ride, Smithing, Stealth,
Unarmed

Talents
At 1st level and every odd level thereafter, bards select a talent from any of
the following talent trees (but must meet the prerequisites, if any). No talent
may be selected more than once unless otherwise stated.

Academic Talent Tree


Educated: Bards have learned a great deal about the world from legends,
tales, and songs, handed down from generations past. You gain a bonus
equal to ½ your character level, to all knowledge skills and may make any
knowledge check untrained.
(Prerequisites: Int 13)

Jack of All Trades: You are often capable of many great talents. Once
per daye, you may make any skill check untrained (you may only use
spellcraft to identify magick)
(Prerequisites: Educated, Int 13)

Lore Master: You may reroll any knowledge checks keeping the second
result even if it is worse. Characters with the Ageless Mind racial trait may
instead keep the higher result.
(Prerequisites: Educated, Int 15)

Dancer Talent Tree


Polka: This erratic and unpredictable dance makes you much harder to
hit. Whenever you use the perform dance skill, you may spend a swift
action to use the result in place of your reflex defence until the start of your
next turn.
(Prerequisites: Bardic Study)

Presto: You display a brilliant and flashy manoeuvre. Once Per


Encounter, you may reroll a perform dance check, taking the second result,
even if it is worse.
(Prerequisites: Bardic Study)

Samba: This exotic dance is both graceful and beautiful, but deceptively
deadly. Whenever you use the perform dance skill, you may spend a swift
action to gain a bonus, equal to your Chr modifier, to melee damage rolls.
(Prerequisites: Bardic Study)

Waltz: This elegant dance guides you gracefully through the chaotic
battle. Whenever you use the perform dance skill, you may move up to half
your speed as part of the movement action.
(Prerequisites: Bardic Study)
Mediator Talent Tree Mana Points
Appeal: You present a diplomatic argument in your defence. Once per Initates begin play at 1st level with a number of mana points equal to
encounter, as a reaction to a melee or ranged attack, you may make a 12+Mnd modifier. At every level thereafter, initiates gain mana points
persuasion check in place of your reflex defence. equal to 3+Mnd.
(Prerequisites: Skilled Negotiator)

Master Negotiator: When you successfully change a creature's attitude


Defence Bonuses
At 1st level, initiates gain a +1 bonus to their fortitude defence and a +2
toward you with a persuasion check, you increase it two steps rather than
bonus to their will defence.
one.
(Prerequisites: Skilled Negotiator)
Initiative
Monologue: You project your powerful voice in a fervent speech. When Initiates have an initiative of 1d12.
you make a perform oratory check, you may choose to affect creatures in
a 12 square cone, rather than the normal range.
(Prerequisites: Bardic Study)
Starting Feats
Initiates begin play with the following feats:
Arcane Study
Skilled Negotiator: You may reroll persuasion checks, accepting the
Armour Proficiency (mystic)
second result even if it is worse. Characters with the Socialite racial trait
Weapon Proficiency (knives)
may instead keep the higher result.
Weapon Proficiency (staves)

Minstrel Talent Tree The Initiate


Fortissimo: You strike a loud and powerful chord, taking your
performance the distance. When making a perform instrument check, you Level Class Features
may choose a single target up to 12 squares away, rather than the normal 1 Defence Bonuses, Starting Feats, Talent
area. 2 Bonus Feat
(Prerequisites: Bardic Study, Pianissimo, Tenuto) 3 Talent
4 Bonus Feat
Marcato: You play a more intense variation of the song. Once per 5 Talent
encounter, you may reroll a perform instrument check, taking the second 6 Bonus Feat
result, even if it is worse. 7 Talent
(Prerequisites: Bardic Study) 8 Bonus Feat
9 Talent
Medley: You are able to combine multiple elements and themes from 10 Bonus Feat
various performances, to create one epic peece, though each with a reduced 11 Talent
effect. As a full round action, you may perform 2 or 3 bardic performances 12 Bonus Feat
with a single perform instrument check, stacking the benefits. Using 2 13 Talent
performances imposes a -5 penalty to the check, while using 3 imposes a - 14 Bonus Feat
10. 15 Talent
(Prerequisites: Bardic Study) 16 Bonus Feat
17 Talent
Pianissimo: You play a softer, sombre melody. Whenever you use a 18 Bonus Feat
perform instrument check, you may choose target one creature within 6 19 Talent
squares, rather than the normal range. 20 Bonus Feat
(Prerequisites: Bardic Study, Tenuto)
Class Skills (Trained in 4+Int modifier) 1-Handed, Alchymy, Athletics,
Tenuto: You hold a note for maximum dramatic effect. Whenever you Knowledge (taken individually), Light Weapon, Medicine, Perception,
use the perform instrument skill, you may spend a swift action to have that Persuasion, Pilot, Ride, Smithing, Spellcraft, Survival, Unarmed
performance last an additional round. However, if the creature is affected
by a new performance, the effect ends. Talents
(Prerequisites: Bardic Study) At 1st level and every odd level thereafter, initiates select a talent from any
of the following talent trees (but must meet the prerequisites, if any). No
Bonus Feats talent may be selected more than once unless otherwise stated.
At 2nd level, and every even level thereafter, you gain a bonus feat. The feat
must be selected from the following list, and you must meet the Animist Talent Tree
prerequisites for that feat. Beast Shape: You take on the form of wild beasts, utilizing their unique
Bardic Study, Combat Expertise, Combat Reflexes, Dodge, Improved traits and abilities. As a standard action, you can make a spellcraft check
Initiative, Linguist, Mobility, Precise Shot, Rapid Reload, Rapid Shot, Skill against the will defence of a small or medium beast within 6 squares and
Focus, Skill Training, Triple Crit, Weapon Finesse, Weapon Proficiency line of sight. If successful, you may take the form of the beast from then
(axes), Weapon Proficiency (bludgeons), Weapon Proficiency (crossbows), on, gaining all its natural abilities, attacks, movement, etc. Make the
Weapon Proficiency (polearms). following adjustments based on the beast's size.
Small: Gain a +1 bonus to your reflex defence, a
Starting Gold +2 bonus to acrobatics checks.
A 1st level bard begins play with 750 gold peeces. Medium: Gain a +1 bonus on damage rolls made
with unarmed skill, a +2 bonus to athletics checks.
Transforming is a standard action and costs an amount of MP equal to the
beast’s level. Additionally, when in beast shape, you may not use skills that
Initiate the beast is not trained in.
Special: You may learn a number of beast forms equal to 1+Int. Should
Hit Points you attempt to learn more, you must replace an existing form.
Initiates begin play at 1st level with a number of hit points equal to 18+Vit
modifier. At every level thereafter, initiates gain hit points equal to 4+Vit.
Galeforce: You call upon the spirits of the wind to drive back your Goety: You draw upon the power of dark spirits, increasing the potency
enemies. Whenever you cast a green magick spell that deals slashing of your magick. Whenever you target the fort defence of a higher-level
damage, should the spellcraft check beat the targets fort defence in addition creature, with a black magick spell, they only receive a +2 bonus to their
to its ref defence, you may move the target (or targets) 2 squares, away fort defence, for each level above you, rather than a +5.
from you in any direction.
Summon Darkness: Your master grants you command over their lesser
Geoburst: You command the spirits of the earth to wreak havoc on the minions. As a full-round action, you may summon an undead or infernal
battlefield. Whenever you cast a green magick spell that deals blunt creature, in an unoccupied area within 6 squares and line of sight. This uses
damage, the targeted area becomes rough terrain until the start of your next an amount of MP equal to twice the creature’s level. The chosen creature's
turn. You are not affected by rough terrain you create this way. level may not exceed that of an appropriate companion for your level. You
may not use this ability again until your current summon is destroyed or
Summon Wild: You call upon the forces of nature to aid you. As a full- unsummoned. Unsummoning a creature is a swift action.
round action, you may summon a beast of your choice, in an unoccupied Non-evil creatures that use this talent reduce the maximum level of
area within 6 squares and line of sight. This uses an amount of MP equal creature they may summon by -2.
to twice the creature’s level. The chosen beast's level may not exceed that Summoned creatures
of an appropriate companion for your level. You may not use this ability Have neither loot nor
again until your current beast is destroyed or unsummoned. Unsummoning steal percentages.
a beast is a swift action.
Summoned creatures have neither loot nor steal percentages.

Tanglevine: Whenever you cast a green magick spell that reduces a


creature’s movement to 0, The action required for the target to break free
is increased to a standard action.

Cleric Talent Tree


Benediction: You bestow the merciful blessings of your deity unto others.
Whenever you cast a white magick spell that heals a creature, you move
the creature 1 step up the condition track, in addition to the HP restored.
(Prerequisites: Healers Blessing)

Healer’s Blessing I: Your restorative magicks are empowered by your


strong sense of faith. Whenever a white magick spell you cast heals a
creature, it heals the target +1 HP per character level.

Healer’s Blessing II: Your tremendous faith brings even greater healing
to those in need. Whenever a white magick spell you cast heals a creature,
it heals the target +2 HP per character level, rather than the +1 granted by
healers blessing.
(Prerequisites: Healer’s Blessing I)

Lay on Hands: You channel the healing power of the divine, rendering
basic medicine unnecessary. You may use your spellcraft check in place of
a medicine check. Additionally, you may use the treat poison, treat disease,
and treat zombify applications of the skill without a medical kit.

Devotee Talent Tree


Divine Favour: Your deity rewards your fervent devotion. Whenever
you roll a natural 20 on a spellcraft check made to attack a creature with
staves, or when casting a spell, you immediately gain an amount of MP
equal to your character level.
(Prerequisites: Trial of Faith)

Divine Preservation: You restore yourself using divine energy.


Whenever you use the channel feat, you move +1 step on the condition
track for every 10 MP you gain.
(Prerequisites: Channel)

Trial of Faith: Through tribulations, you prove ever devoted to your


deity and receive their bounty. Anytime you roll a natural 1 on a spellcraft
check made to attack a creature with staves, or when casting a spell, you
immediately gain an amount of MP equal to your character level.

Occultist Talent Tree


Dark Renewal: Your dark power siphons the life force from its victims.
Once per encounter, when you move a target one or more steps down the
condition track with a black magick spell, you may choose to move that
many steps up the condition track.
(Prerequisites: Enfeeble)

Enfeeble: The effects of your dark magick are sickening and terrible. If
a black magick spell you cast would cause the target to move a step down
the condition track, move them an additional step down the track.
Bonus Feats Talents
At 2nd level, and every even level thereafter, you gain a bonus feat. The At 1st level and every odd level thereafter, mages select a talent
feat must be selected from the following list, and you must meet the from any of the following talent trees (but must meet the prerequisites, if
prerequisites for that feat. any). No talent may be selected more than once unless otherwise stated.
Arcane Study, Armour Proficiency (light), Armour Proficiency (heavy),
Channel, Combat Casting, Extra Mana, Improved Initiative, Skill Focus,
Skill Training, Weapon Proficiency (axes), Weapon Proficiency
Arcanist Talent Tree
Focused Spell: You can concentrate a great deal of power into a single
(bludgeons), Weapon Proficiency (crossbows), Weapon Proficiency
spell. Once per daye, when casting a spell, you may add +5 to your
(polearms), Weapon Proficiency (swords).
spellcraft check. You may elect to do this after your initial DC check.

Starting Gold Manafont: You draw additional power from the realm of the primals.
A 1st level initiate begins play with 500 gold peeces Whenever you use the channel feat, you regain an additional amount of MP
equal to 5 + 1/2 your character level.
(Prerequisites: Channel)

Mage Penetrating Spell: Your spells have more debilitating impact. When
resolving damage against a target, you treat their damage threshold as 5
Hit Points points lower.
Mages begin play at 1st level with a number of hit (Prerequisites: Focused Spell)
points equal to 18+Vit modifier. At every level
thereafter, mages gain hit points equal to 4+Vit. Swift Spell: Once per daye, you may cast a spell that normally requires
a standard action as a swift action.
Mana Points
Mages begin play at 1st level with a number of mana Elementalist Talent Tree
points equal to 12+Mnd modifier. At every level thereafter, Elemental Attunement: Select either fyr damage, colde damage, or
mages gain mana points equal to 3+Mnd. electric damage. When casting spells that deal this type of damage,
increase the damage dice by 1 step. When casting spells that deal either of
Defence Bonuses the other 2 damage types, reduce their damage dice by 1 step.
At 1st level, mages gain a +1 bonus to their reflex defence and
a +2 bonus to their will defence. Numbing Colde: Your ice magick causes the targets muscles to numb.
Whenever you successfully hit a target with a red magick spell, that deals
ice damage, the targets movement speed is reduced to 2 squares until the
Initiative start of your next turn.
Mages have an initiative of 1d12.
Searing Flame: Your fyr magick leaves your targets in scorched misery.
Starting Feats Anytime you would move your target down the condition track, with a red
Mages begin play with the following feats: magick spell that deals fyr damage, the condition is persistent. This
Arcane Study persistent condition may only be removed with a DC 20 medicine check,
Armour Proficiency (mystic) or magickal healing that moves a target up the condition track.
Weapon Proficiency (knives)
Weapon Proficiency (staves) Thunderclap: The impact of your lightning magick, stuns the target.
Whenever you would damage a target with a red magick spell that deals
electric damage, they may not use any reactions until the end of your next
The Mage turn.
Level Class Features
1
2
Defence Bonuses, Starting Feats, Talent
Bonus Feat
Evoker Talent Tree
Astral Flow: You have developed a stronger connection with the Aeons
3 Talent
and their servants. Once per daye, you may use the summon elemental
4 Bonus Feat
ability without spending MP.
5 Talent
(Prerequisites: Summon Elemental)
6 Bonus Feat
7 Talent
Ferocious Guardian: Your elemental guardian becomes extremely
8 Bonus Feat
aggressive when you’re threatened. When you occupy an enemy’s
9 Talent
threatened area, your elemental may reroll damage dice on attack rolls
10 Bonus Feat
made against that enemy, keeping the higher result.
11 Talent
(Prerequisites: Guardian Force, Summon Elemental)
12 Bonus Feat
13 Talent
Guardian Force: Your summoned elemental acts as guardian, protecting
14 Bonus Feat
you from harm. While you are within 3 squares of your elemental, you gain
15 Talent
a +2 bonus toward your Reflex defence.
16 Bonus Feat
(Prerequisites: Summon Elemental)
17 Talent
18 Bonus Feat
Summon Elemental: You draw upon the power of the Aeons to manifest
19 Talent
an elemental. As a full-round action, you may summon an elemental of
20 Bonus Feat
your choice, in an unoccupied area within 6 squares and line of sight. This
uses an amount of MP equal to twice the creature’s level. The chosen
Class Skills (Trained in 4+Int modifier)1-Handed, Alchymy, Deception,
elemental's level may not exceed that of an appropriate companion for your
Knowledge (taken individually), Light Weapon, Perception, Persuasion,
level. You may not use this ability again until your current elemental is
Ride, Smithing, Spellcraft, Unarmed
destroyed or unsummoned. Unsummoning an elemental is a swift action.
Summoned creatures have neither loot nor steal percentages.
Illusionist Talent Tree Mind Shield: Your mastery of blue magick spells allows you to better
resist their effects. When targeted by a mind affecting spell or ability, you
Fascinate: Opponents find it hard to focus, even when ignoring your
may make a spellcraft check to use in place of your will defence, as a
spells effects. When you fail to meet or exceed the targets will defence
reaction. You then take a -5 penalty on all spellcraft checks made until the
when casting a blue magick spell, the target instead becomes dazzled,
end of your next turn.
suffering a -2 penalty to attack rolls and skill checks, until the beginning of
your next turn.
Overawe: Your mental powers are hard to resist, even for those of greater
(Prerequisites: Overawe)
power. Whenever you target the will defence of a higher-level creature,
with a blue magick spell, they only receive a +2 bonus to their will defence,
Legerdemain: You use your mastery of magick to execute deception and
for each level above you, rather than a +5.
trickery. You may use your spellcraft
check in place of a deception
check. Bonus Feats
At 2nd level, and every even level thereafter, you gain a bonus feat. The
feat must be selected from the following list, and you must meet the
prerequisites for that feat.
Arcane Study, Armour Proficiency (light), Channel, Combat Casting,
Extra Mana, Improved Initiative, Skill Focus, Skill Training, Weapon
Proficiency (axes), Weapon Proficiency (bludgeons), Weapon Proficiency
(crossbows), Weapon Proficiency (swords).

Starting Gold
A 1st level mage begins
play with 500 gold
peeces.

Ranger
Hit Points
Rangers begin play at 1st level with a number of hit
points equal to 30+Vit modifier. At every level
thereafter, rangers gain hit points equal to 6+Vit.

Mana Points
Rangers begin play at 1st level with a number of mana points equal to
6+Mnd modifier. At every level thereafter, rangers gain mana points equal
to 2+Mnd.

Defence Bonuses
At 1st level, rangers gain a +2 bonus to their fortitude defence and a +1
bonus to their reflex defence.

Initiative
Rangers have an initiative of 1d8.

Starting Feats
Rangers begin play with the following feats:
Armour Proficiency (light)
Precise Shot
Weapon Proficiency (axes)
Weapon Proficiency (bows)
Weapon Proficiency (crossbows)
Weapon Proficiency (knives)
Weapon Proficiency (swords)
The Ranger (Prerequisites: Tame)
Level Class Features Tame: You may use persuasion checks to improve the attitude of beasts
1 Defence Bonuses, Starting Feats, Talent with Int score of 2 or less and suffer no penalty even if a beast does not
2 Bonus Feat share a language. Should you succeed in making a beast friendly, it
3 Talent becomes domesticated for you, and will obey your commands. You may
4 Bonus Feat use the tamed beast as a battle trained mount, assuming it at least one size
5 Talent category larger than you and has a comfortable place to sit. Additionally,
6 Bonus Feat this beast may use your will defence in place of its own. This beast will
7 Talent progress in level with you as per the companion chart. When characters
8 Bonus Feat with the Child of Nature racial trait, use this talent to improve the attitude
9 Talent of a beast, they improve its attitude by an additional step. You may only
10 Bonus Feat have 1 tamed beast at any given time. To tame another beast, you must first
11 Talent release your current beast
12 Bonus Feat companion.
13 Talent
14 Bonus Feat
15 Talent
16 Bonus Feat
17 Talent
18 Bonus Feat
19 Talent
20 Bonus Feat

Class Skills (Trained in 6+Int modifier) 1-Handed, Acrobatics, Alchymy,


Athletics, Disable, Knowledge (taken individually), Light Weapon,
Medicine, Perception, Persuasion, Pilot, Ranged, Ride, Smithing, Stealth,
Survival, Unarmed

Talents
At 1st level and every odd level thereafter,
Rangers select a talent from any of the
following talent trees (but must meet the
prerequisites, if any). No talent may be
selected more than once unless otherwise
stated.

Archer Talent Tree


Dead Shot: When using a bow or crossbow, you
may add your Agi (minimum +1) to damage. This does not stack with Str
when using bows and you may choose to use whichever stat is higher.

Pinning Shot: You may substitute a ranged attack with a bow or


crossbow, to make a targeted shot to halt an enemy's advance by pinning
them to something with an arrow or bolt. If the ranged attack successfully
hits, it deals no damage, but the target is pinned, reducing their movement
speed to 0 squares and treating them as flat-footed. The target must spend
a standard action to free themselves from the pin. This shot may not be
used on a creature two or more size categories larger than your bow.

Safe Shot: You are able to make ranged attacks with bows and crossbows
while in melee range without provoking attacks of opportunity.
(Prerequisites: Dodge)

Volley I: You release a small torrent of arrows upon an area. As a full-


round action, you may use a bow or crossbow to target a 2 by 2 square area,
taking a -5 to your ranged attack roll. This attack uses 5 arrows or bolts.

Volley II: You now only incur a -2 penalty toward your ranged attack
roll when using the volley talent.
(Prerequisites: Volley I)

Tamer Talent Tree


Guardian Beast: Once per turn, when an enemy targets you with an attack
while adjacent to your animal companion, they provoke an attack of
opportunity from your animal companion.
(Prerequisites: Tame)

Familiar: Any bonuses or penalties you are granted from spells,


performances, or other talents that bestow temporary bonuses, are
automatically shared with your tamed beast. If you are both gaining the
same bonus or penalty from an area effect, this does not stack.
Hunter Talent Tree Initiative
Expert Shot: You can shoot at enemies with concealment without Rogues have an initiative of 1d4.
penalty, as long as it is not total concealment.
(Prerequisites: Wide Scan) Starting Feats
Rogues begin play with the following feats:
Forester: You may reroll survival checks, keeping the second result,
Armour Proficiency (light)
even if it worse. Creatures with the Survivalist racial trait may instead
Weapon Finesse
keep the higher result.
Weapon Proficiency (bludgeons)
Weapon Proficiency (crossbows)
Quarry: You can track while moving at your normal speed with no
Weapon Proficiency (knives)
penalty. (Tracking while moving at your normal speed normally imposes a
Weapon Proficiency (swords)
-5 penalty)
(Prereqisites: Forester)

Wide Scan: You have a keen sense of awareness. You may reroll
perception checks, keeping the second result even if it is worse.

Scout Talent Tree


Camouflage: When you make a stealth check, you gain concealment,
even if there is no cover. If there is cover, you gain total concealment.

Chameleon Step: You slip by the enemy, denying them a chance to strike.
Whenever you would provoke an attack of opportunity, you can make a
stealth check, replacing your reflex defence with the result, if it is higher.
(Prerequisites: Camouflage)

Decoy Shot: You create a distraction using your ranged weapon. As a


standard action, you may make a ranged attack against the passive
perception of a target. If successful, you gain concealment from the target
until the start of your next turn. This consumes 1 ammunition or thrown
weapon.

Strafe: You may spend a swift action to treat each diagonal movement
as 1 square (instead of 2) until the end of your turn, when wearing light
armour or no armour.
You may not use this talent when wearing medium or heavy armour.

Surefooted: You take no penalties when moving through rough terrain


and can move at normal speed (but cannot run or sprint). Characters with
the Lightfooted racial trait may now run or sprint through rough terrain.

Bonus Feats
At 2nd level, and every even level thereafter, you gain a bonus feat. The
feat must be selected from the following list, and you must meet the
prerequisites for that feat. Deadly Aim, Disruptive, Dodge, Far Shot,
Focused Shot, Improved Initiative, Linguist, Mobility, Mounted Archery,
Mounted Combat, Quick Draw, Rapid Reload, Rapid Shot, Running Attack,
Skill Focus, Skill Training, Triple Crit, Two-Weapon Fighting I, Two-
Weapon Fighting II, Two-Weapon Fighting III, Weapon Finesse, Weapon
Proficiency (bludgeons), Weapon Proficiency (polearms).

Starting Gold
A 1st level ranger begins play with 1,000 gold peeces.

Rogue
Hit Points
Rogues begin play at 1st level with a number of hit points equal to 24+Vit
modifier. At every level thereafter, rogues gain hit points equal to 5+Vit.

Mana Points
Rogues begin play at 1st level with a number of mana points equal to
6+Mnd modifier. At every level thereafter, rogues gain mana points equal
to 2+Mnd.

Defence Bonuses
At 1st level, rogues gain a +1 bonus to their fortitude defence and a +2
bonus to their reflex defence.
The Rogue pass your save, you take no damage.
Level Class Features Improved Stealth: You may reroll any stealth checks made to sneak but
1 Defence Bonuses, Starting Feats, Talent must accept the second result even if it is worse. Characters with sneaky
2 Bonus Feat racial trait may, instead, keep the higher result.
3 Talent
4 Bonus Feat Improved Uncanny Dodge: You can react to opponents on either side
5 Talent of you as easily as you are able to deal with single combatants. You can no
6 Bonus Feat longer be flanked.
7 Talent (Prerequisites: Dodge, Uncanny Dodge)
8 Bonus Feat
9 Talent Uncanny Dodge: You retain you’re Agi to your Reflex defence even
10 Bonus Feat when you are caught flat footed or attacked from stealth. You still lose your
11 Talent Agi to Reflex defence if you’re immobilized in any way.
12 Bonus Feat (Prerequisites: Dodge)
13 Talent
14 Bonus Feat Swift Stealth: You are adept at sneaking on the move. You take no
15 Talent penalty to stealth while moving at normal speed. Creatures with the Dark
16 Bonus Feat Stalker racial trait that take this talent may now sprint while moving in
17 Talent stealth.
18 Bonus Feat (Prerequisites: Improved Stealth)
19 Talent
20 Bonus Feat
Saboteur Talent Tree
Class Skills (Trained in 8+Int modifier) 1-Handed, Acrobatics, Alchymy, Expose: Once per turn, as a move action, you may make a disable check
Athletics, Deception, Knowledge (taken individually), Disable, Light against the reflex defence of a target within reach. If successful, all physical
Weapon, Ranged, Ride, Perception, Persuasion, Smithing, Stealth, damage dealt to that target ignores 5 points of DR, until the end of the
Unarmed encounter. You may not use this talent again on the following turn. This
effect may stack with itself.
(Prerequisites: Sabotage, Trained in Disable)
Talents
At 1st level and every odd level thereafter, rogues select a talent from any Sabotage: You may reroll disable checks keeping the second result, even
of the following talent trees (but must meet the prerequisites, if any). No if it is worse. Additionally, you may make disable checks without the
talent may be selected more than once unless otherwise stated. necessary tools, albeit, at a -5 penalty.
(Prerequisites: Trained in Disable)
Charlatan Talent Tree
Convincing Liar: You find it easy to weave intricate stories and Shear: Once per turn, as a move action, you may make a disable check
deceptions. You may reroll deception checks made to deceive others but against the reflex defence of a target within reach. If successful, all
must keep the second result even if it is worse. Characters with the magickal damage dealt to that target ignore 5 points of DR, until the end
Deceitful racial trait may instead keep the higher result. of the encounter. You may not use this talent again on the following turn.
This effect may stack with itself.
Honeyed Words: You aren’t lying, just making the truth seem sweeter. (Prerequisites: Sabotage, Trained in Deception)
You may roll your deception check in place of persuasion when trying to
negotiate or improve relations with others. Thief Talent Tree
Cat Burglar: You are very good at getting where you aren’t supposed to
Swindle: You use lies and deceit to con someone out of their belongings. be. You may move at normal speed when making athletics checks to climb
You may use a deception check in place of a stealth check to pick pockets. structures or acrobatics checks made to move on narrow ledges. You do not
This does not necessarily represent you physically picking their pockets, lose your Agi to Reflex defence when performing these actions.
but rather convincing them to give you the item. However, the target will
soon realise what has transpired. Cutpurse: You’re able to steal with relative ease. You may reroll stealth
(Prerequisite: Convincing Liar, Honeyed Words) checks made to steal items or money via pickpocketing or sleight of hand
and take the higher result.
Cut-throat Talent Tree
Backstab: When using your light weapon skill against a target, that is Stab & Grab: As a full round action you can make an attack against a
flanked, flat-footed, or otherwise denied their Agi to ref, each explosive target with your light weapon skill, while performing a stealth check to
damage die, generates 2 additional dice, rather than 1. This does not work steal something from a target. You may only use this in combat when you
with natural attacks. have an enemy flanked or they are denied their Agi. Otherwise, it may only
be used in a surprise round before the target has acted. This requires a free
Debilitating Injury: Whenever you would move a creature –1 step down hand.
the condition track, with damage from a backstab, the creature moves an (Prerequisites: Cutpurse)
additional step down the condition track.
(Prerequisites: Backstab) Bonus Feats
At 2nd level, and every even level thereafter, you gain a bonus feat. The
Lacerate: Any living creature that you successfully hit with your feat must be selected from the following list, and you must meet the
backstab, suffers an amount of damage equal the number of damage dice prerequisites for that feat.
rolled, at the start of their next turn, before taking any actions. This damage Acrobatic Strike, Agile Manoeuvres, Combat Expertise, Combat Reflexes,
is unaspected, ignoring any DR. Disruptive, Dodge, Improved Initiative, Lunge, Mobility, Quick Draw,
(Prerequisites: Backstab) Rapid Strike, Running Attack, Skill Focus, Skill Training, Throw Anything,
Trip, Triple Crit, Two-Weapon Fighting I, Two-Weapon Fighting II, Two-
Footpad Talent Tree Weapon Fighting III, Weapon Proficiency (axes), Weapon Proficiency
Evasion: If you are targeted by an area attack or spell, you only take half (bows).
damage on a successful hit or failed save. If the attack misses you or you
Starting Gold or x2 Str if it is with a two-handed weapon (minimum 1).
(Prerequisites: Heavy Handed)
A 1st level rogue begins play with 750 gold peeces.
Heavy Handed: Your attacks are especially strong. You gain a +1 to all
damage on successful melee attacks.
Warrior Rage: Once per encounter, you may erupt into a blind rage, for a number
Hit Points of rounds equal to 5+Vit modifier, ignoring up to 5 points of DR with melee
Warriors begin play at 1st level with a number of hit points equal to 30+Vit damage rolls. While raging, you may only use Strength based skill checks.
modifier. At every level thereafter, warriors gain hit points equal to 6+Vit. When the rage ends, you move -1 persistent step down the condition track
for the duration of the encounter (this may not be removed by spells or
abilities that move you up the condition track). You may not enter rage
Mana Points while down on the condition track.
Warriors begin play at 1st level with a number of mana points equal to
6+Mnd modifier. At every level thereafter, warriors gain mana points equal Tough as Iron: You can catch an extra second wind per daye. This talent
to 2+Mnd. may be taken multiple times. Each time it is taken, you may take an
additional second wind per daye. Unlike with extra second wind feat, these
Defence Bonuses extra uses may be used within the same encounter.
At 1st level, warriors gain a +2 bonus to their fortitude defence and a +1 (Prerequisites: Tough as Nails, Vit 13)
bonus to their will defence.
Tough as Nails: You can power through debilitating blows. Once per
encounter, when you are hit with an attack that would move you down the
Initiative condition track, you may choose not to move down the track.
Warriors have an initiative of 1d10. (Prerequisites: Vit 13)

Starting Feats Defender Talent Tree


Warriors begin play with the following feats: Deflect: You may use your shield to guard yourself and others from
Armour Proficiency (light) weapons, spells, or abilities that deal area damage. Once per round, as a
Armour Proficiency (heavy) reaction, you may attempt to use your shield to block a spell that deals area
Shield Proficiency damage, rolling your block against the opposing spellcraft check. Should
Weapon Proficiency (axes) your roll meet or exceed the check, designate a 3x3 square area, treating
Weapon Proficiency (bludgeons) any creatures within that space as if they have the evasion rogue talent. You
Weapon Proficiency (knives) must occupy at least one of these squares, none of which may be between
Weapon Proficiency (polearms) you and the source of the attack. You must have your shield actively
Weapon Proficiency (swords) equipped and ready to use this talent.
(Prerequisites: Shield Ally)
The Warrior
Indomitable: Once per daye as a swift action, you may move all the way
Level Class Features up the condition track. This does not remove any active status effects. This
1 Defence Bonuses, Starting Feats, Talent talent may be taken multiple times. Each time you take the talent, you may
2 Bonus Feat use it an additional time per daye.
3 Talent
4 Bonus Feat Provoke: You taunt your enemies into attacking you by making them
5 Talent believe you are the greatest threat before them. As a swift action, make a
6 Bonus Feat persuasion check against the Will defence of all enemies within line of
7 Talent sight. If the check succeeds, enemies suffer a -5 penalty to attack rolls
8 Bonus Feat against any allies within 6 squares of you. This continues to affect each
9 Talent target until you either take cover, use a withdraw action to move, or are
10 Bonus Feat successfully hit by the target, though successful hits do not end the effect
11 Talent for other affected targets. You cannot gain the benefit of the provoke talent,
12 Bonus Feat while your own provoke is active.
13 Talent
14 Bonus Feat Shield Ally: Once per round as a reaction, you may choose to protect a
15 Talent single adjacent character from any number of attacks with your shield. If
16 Bonus Feat you fail the block check, you take all the damage and status effects in their
17 Talent stead. The penalty for consecutive blocks still applies.
18 Bonus Feat
19 Talent Shield Expert: You can anticipate attacks with such skill, you reduce the
20 Bonus Feat penalty for consecutive blocks to a -2.
Class Skills (Trained in 6+Int modifier) 1-Handed, 2-Handed,
Acrobatics, Alchymy, Athletics, Knowledge (taken individually), Light Fighter Talent Tree
Weapon, Perception, Persuasion, Pilot, Ride, Smithing, Survival, Unarmed Advanced Armour Training: When wearing armour in which you are
proficient, you gain an additional +1 to Reflex defence and a +1 to the DR
granted by armour.
Talents (Prerequisites: Armour Training)
At 1st level and every odd level thereafter, warriors select a talent from any
of the following talent trees (but must meet the prerequisites, if any). No Armour Training: Your armour does not reduce your max speed or the
talent may be selected more than once unless otherwise stated. distance you may move while running. You must be Proficient with the
armour you’re wearing to gain any benefit from this talent. Characters with
Barbarian Talent Tree the slow and steady racial trait, instead gain +1 to their max reflex bonus
Brutal Assault: You fight with overwhelming ferocity. Whenever you with armour in which they are proficient.
miss with a melee attack or it is negated, you still deal your Str in damage
Greater Weapon Specialization: Select a single weapon group in which
you are proficient. You gain an additional +2 bonus to damage rolls. This
stacks with the bonus from Weapon Specialization talent. You must be
proficient with the weapon to gain this benefit. This talent may be taken
multiple times, each additional time it is taken, it applies to a different
weapon group.
(Prerequisites: Weapon Specialization with chosen weapon group)

Weapon Specialization: Selecting a single weapon group in which you


are proficient, you gain a +2 to damage rolls with such weapons. This talent
may be taken multiple times but must be applied to a different weapon
group each time.

Uhlan Talent Tree


Expert Rider: You are an extremely gifted equestrian and may reroll
ride checks, keeping the second result, even if worse.

Mighty Charge: If damage from your mounted charge would move a


creature down the condition track, before DR is applied, the creature still
moves down the condition track.
(Prerequisites: Mounted Charge)

Mounted Charge: When charging while mounted, each explosive


damage die creates, 2 additional dice, rather than 1.

Bonus Feats
At 2nd level, and every even level thereafter, you gain a bonus feat. The
feat must be selected from the following list, and you must meet the
prerequisites for that feat.
Bull Rush, Cleave, Combat Expertise, Combat Reflexes, Crush, Disruptive,
Great Cleave, Improved Charge, Improved Disarm, Improved Initiative,
Lunge, Mighty Swing, Mounted Combat, Pin, Power Attack, Powerful
Charge, Quick Draw, Rapid Strike, Running Attack, Shake it Off, Skill
Focus, Skill Training, Throw, Toughness, Trample, Trip, Two-Weapon
Fighting I, Two-Weapon Fighting II, Two-Weapon Fighting III, Unarmed
Combat I, Unarmed Combat II, Unarmed Combat III, Unseat.

Starting Gold
A 1st level warrior begins play with 1,000 gold peeces.
Levelling UP Developer Note
Though Last Arc facilitates limitless levels of class combinations and
Character Level vs Class Level character customization, the DM may choose to limit each player to
Your character level is the total sum of class levels you have in any number two base classes and a single advanced class, to create more focused
of character classes, while your class level is the number of levels you have and balanced characters that fulfil a specific archetype or party role.
in any one given glass. If you only take levels in a single class, then your
character and class level will be equal.
Example 1: Kress is a level 7 warrior, it is his only class, so his
character level is 7 and his class level is 7.

Example 2: Eldin is a level 4 warrior, and a level 3 initiate. His


two class levels are 4 and 3, but his character level is 7.

Add Health Points (HP)


Your character will gain additional HP based on the class you choose to
level up.

Increase Defences
Defences scale with level, increasing your defences each time you gain a
new character level. Class defence bonuses do not change.

Increase Skill Bonuses


Your skill bonuses are equal to 1/2 your character level rounded down, so
they will increase by +1 every time you reach an even character level.

Select Talents or Feats


At each odd class level, you will be able to select a talent from one of the
talent trees available to the class in which you increased in level. At every
even level you gain in a class, you will be able to choose a bonus feat from
that classes list of bonus feats.
You also gain bonus feats at every odd character level. These bonus feats
are not restricted to class, allowing you to select any feat for which you
qualify.

Increase Ability Scores


At 4th level and every fourth level thereafter, you will choose two ability
scores to increase by +1 point. You may not increase a single score by +2.
No one ability score may be increased beyond 20 in this way.

Multiclassing
Whenever you level up, you may choose to take levels in another class.
This expands your characters versatility but limits your progress in other
classes in which you have levels. When you choose to multiclass, you do
not gain the normal 1st level perks.
You gain the classes HP per level (as opposed to the normal starting HP of
that class)
Feats: You only gain 1 of the classes starting feats. Any starting feats
from your multiclass that you do not take, are treated as bonus feats for that
class.
Skills: You do not gain any additional trained skills but do gain the
class skills as trainable (via the skill training feat).
Defences: You gain the classes defence bonuses, but they do not stack
with your current class defence bonuses, taking the higher the numbers in
each defence.
Initiative: You take the higher of the initiative dice (Rogue/Ranger would
use the rangers 1d8 initiative).
Talents: You may only select talents from the class you are levelling up
at that level.
Character Levels: Character levels are not affected by multiclassing.
-Skills-
Escape Bonds: By making a successful Acrobatics check, you may slip
free of restraints (DC varies), move through a tight space (DC 20), or free
Skill checks do not critically succeed or fail upon rolling a natural 1 or 20, yourself from a grapple (DC = the grappler’s grapple check). The DC to
unless otherwise stated. Always add the d20 roll to the skill points total to slip free of a restraint depends on the type of restraint.
determine the result. It requires a standard action to free yourself from a grapple. It requires a
full-round action to escape a net (DC15) or to move 1 square through a
tight space. It requires 1 minute to escape from rope or chain restraints
Using Skills (opponent’s Agi Check + 10) or manacles (DC 25).
When attempting a skill check, roll: If you are trained in acrobatics, you may choose to increase the DC by
10, to reduce the time required for escaping bonds. Escaping a grapple
1d20 + Half Your Character Level + Relevant Ability Modifier + becomes a move action; moving through tight spaces and escaping nets
Miscellaneous Bonuses becomes a standard action; and slipping out of ropes, chains and manacles
only takes 5 rounds.
If you are trained in a skill, add a +5 bonus to the skill check. Fall Prone: If you are trained in Acrobatics and can succeed a DC 15
The “Relevant Ability Modifier” is the bonus or penalty applied to the skill check, you may drop to a prone position as a free action (rather than a swift
check, based on the character’s modifier in the skills associated ability. The action).
associated ability for each skill will be listed next to each skill entry. Reduce Falling Damage (Trained Only): By successfully making a DC
“Miscellaneous Bonuses” include bonuses provided by class features or 15 Acrobatics check, you may treat a fall as if it were 10 ft. (2 squares) less
even equipment, such as accessories, weapons, or armour check penalties, when determining damage. For every 10 points by which you beat this DC,
if applicable. Skills that apply armour check penalties will be listed below you may subtract an additional 10 ft. from the fall for determining damage.
the skills entry. If you successfully make the check without taking any damage from the
A number of skills may only be used if a character is trained in their use. fall, you then land on your feet.
Such skills will be listed below the skills entry. If you would be hit by a falling object, you may attempt to reduce the
damage you take by half, by making a successful DC 15 Acrobatics check.
Taking 10 or 20 Stand Up from Prone: (Trained Only): If you are trained in Acrobatics,
Players may Take 10 (or 20), as if rolling the number naturally on the d20, you may attempt a DC 15 check, to stand up from the prone position as a
in the place of rolling a d20 during a skill check in certain situations unless swift action (instead of a move action).
stated otherwise within the skill check rules below. Players may never take Tumble (Trained Only): By successfully making a DC 15 Acrobatics
10 (or 20) when their character is known to be actively threatened by check, you may move through the threatened area of an enemy creature at
anything that may bring them harm. half speed without provoking an attack of opportunity. For each additional
enemy after the first, that you attempt to tumble past in the same round, the
DC check increases by +5. For example, a rogue wants to move past a
Acrobatics (AGI) single enemy’s threatened square. She rolls a successful Acrobatics check
Armour Check Penalty of 18 (DC 15 required roll) and avoids an attack of opportunity, she
Balance: By making a successful Acrobatics check, you may move at continues her movement and wants to get safely past another enemy’s
half speed along a narrow surface such as a ledge or tightropes. The DC of threatened square. She must now make another Acrobatics check of DC 20
the Acrobatics check varies based on the width of the surface. If the surface (15 + 5 for each additional enemy after the first in a single round) as she
is slippery or unstable, increase the DC by 5. A failed check means you moves past the enemy’s threatened space.
will fall prone unless you are able to make a DC 15 acrobatics check to If you are trained in acrobatics, you may choose to move at full speed
catch the ledge or rope. during a tumble by increasing the DC by +10.
You are considered flat-footed while balancing, and thus you lose your You may also attempt this skill ability while prone with a +5 to the DC,
Dexterity bonus to your AC and Reflex save (if any). If you are trained but you must spend a full-round action and your movement is 1 square.
in Acrobatics, you aren’t considered flat-footed while balancing. Acrobatics Additional: You cannot take 10 or 20 on an Acrobatics check.
If you take damage while balancing, you must immediately make another Retry: None
Acrobatics check Time: Unless otherwise stated, an Acrobatics check is made as part of
against the same another action (usually a move action) or as a reaction to a situation.
DC, to keep from
falling.
Alchymy (Int)
Armour Check Penalty
You must be trained in this skill to use it
Craft poisons, potions, accessories, and other magical items.
Craft Item: Crafting an item requires components worth half its market
cost in gold, in addition to whatever resource items are listed by the items
crafting DC, if any. Upon meeting the crafting DC, the item is successfully
made. Should you fail to meet the crafting DC, all components are lost, and
the item is not crafted. If you fail to meet the crafting DC by 10 or more,
the alchemical components explode, dealing 3d6 damage to the crafter and
all adjacent squares.
Repair Item: You may repair an item by making
an alchymy check against the items initial
alchymy DC, applying its condition penalties to the
check. Upon success, the item moves to the top of the condition
track. However, should you fail, the item is moved -1 step on the
condition track, as well as an additional step for every 5 points by
which your check failed.
Alchymy Additional: You may Take 10 but you can’t take 20. Taking 10
doubles the required time.
Time: Creating and repairing items with alchymy requires 1d8 hours.
Retry: You may attempt to redo alchymy checks but must have the
additional necessary resources to do so.
Athletics (STR) creature upward (or lower than the creature) by means of sheer strength,
doing so is treated as movement under an encumbered weight.
Armour Check Penalty You may take 10 on any skill abilities that have the word Jump in the
Climb Surface: With each successful Climb check, you are able to name of the ability when not being threatened, as well as able to take 20
continue your advance up, down, or across a slope, wall, or other inclined on the Jump Down action if not being threatened and there is no danger in
surfaces. A slope is considered to be any incline of less than 60 degrees; a falling. Distance covered by a Long Jump or High Jump counts against
wall is any incline of 60 degrees of steeper. You may only climb at half their maximum movement in a round; distance covered by Jump Down
speed, as a full-round action. You may instead choose to move at 1 quarter does not. Athletic check modifiers that apply, such as a slick footing or sure
your full speed, as a move action. footed, are those concerning the surface you’re jumping from.
Failing a climb check means that you make no progress and failing by 5 Swimming: A successful athletics check allows you to swim 1/4 your
or more means that you fall from whatever height you are currently at. speed as a move action, or 1/2 your speed as a full-round action. Roll an
The DC of the check varies based on the climbing circumstances: athletics check once each round to continue swimming. Should you fail the
check, you may not move that turn. Should you fail by 5 or more, you sink
DC Example Wall or Surface underwater, and must hold your breath until youre able to reach the surface
0 Slope too steep to walk up; knotted rope with a wall to brace against. of the water once more.
5 Rope with a wall to brace against or a knotted rope, but not both. A character may hold their breath for a number of rounds equal to
10 Surface with ledges to hold on to and stand on, such as a very rough their Vit score, after which time, the character must make a DC 10 Vit
wall. check each round to continue holding their breath. This DC increases
15 Surface with natural or artificial handholds and footholds, such as by +2 each additional round. Any failed checks move the character -1
a very rough natural rock surface or a tree; an unknotted rope. persistent step on the condition track. These conditions persist until
20 Uneven surface with some narrow handholds and footholds. the character is no longer holding their breath. Should the character
25 Rough surface, such as a natural rock wall or a brick wall. be unable to breath 1 round after falling unconscious this way, the
25 ceiling or other overhanging with handholds but no footholds. character dies.
-- Perfectly smooth, flat, vertical surface cannot be climbed. The DC for swim checks is dependant on the situation:
(-10) Climbing where you can brace against two opposite walls
(reduces normal DC by 10). DC Situation
(-5) Climbing a corner where you can brace against perpendicular 10 Calm Water
walls (reduces normal DC by 5). 15 Rough Water
(+5 ) Surface is slippery (increases normal DC by 5). 20 Stormy Water*
*cannot take 10 in stormy water
While climbing, you are unable to move to avoid an attack, therefore
granting opponents a +2 bonus on attack rolls against you. You are also You may take 10 on Athletics, but you cannot take 20 (You may take 10
considered to be flat-footed (losing any agility bonus to your Reflex when making a Swim check if you are trained, but you can’t take 20).
defence). Retry: A new check is allowed the round after a check is failed.
Should you take damage while climbing, you must make a new Climb Time: Unless otherwise stated, an Athletics check is made as part of
check against the DC of the slope or wall. Failure means you fall from your another action (usually a move action) or as a reaction to a situation.
current height and sustains the appropriate falling damage.
Accelerated Climbing: You may elect to take a –5 penalty to your
athletics checks in order to climb more quickly. Doing so allows you to Deception (CHR)
climb at your full speed as a full-round action, or at half your speed as a Deceive (Trained reduces the time needing to create or communicate
move action. deceptions by one step, to a minimum of simple): When you want to
Catching Yourself When Falling: You may attempt to catch yourself make another character believe something that is untrue, you may attempt
while you’re falling if there are appropriate conditions around you to do so; to deceive them. You can deceive a target in one of two ways: by producing
for when falling from or by a wall, make an athletics check (DC = the wall’s a deceptive appearance or by communicating deceptive information.
DC + 20) to attempt in catching yourself. To catch yourself on a slope, --Deceptive Appearance: When you don a disguise or produce forged
make an athletics check of (DC = the slopes DC + 10) to attempt to catch documents, make a Deception check against the passive perception of any
yourself. target that sees the deception. If you succeed, that character believes that
Making Handholds and Footholds: You can choose to make your own the appearance is authentic. If you fail, the target detects the deception. If
handholds and footholds by pounding pitons into a wall. Doing so takes 1 the target is actively looking for deception (such as a town guard), they
minute per piton and is needed per meter when scaling a surface. As with may make an opposed perception check. Creating a deceptive appearance
any surface with handholds and footholds, a wall with pitons in it has a DC requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for
of 15. In the same way, a climber with a climbing kit or a similar implement moderate deceptions, 1 hour for difficult deceptions, 1 daye for incredible
can cut handholds and footholds into an ice wall. deceptions, or 10 days for outrageous deceptions. You may choose to rush
Long Jump*: The DC of a running long jump is equal to the distance the deceptions creation in less time (treating it as if it were one step easier,
cleared to reach the other side (in squares) multiplied by 5. For example, to a minimum of simple), buy taking a -10 penalty on your deception check.
clearing a 4-square-wide gap requires a DC 20 Acrobatics check. If the Either way, you always make a single Deception check at the time you
character does not have at least a 3 square running start, the DC check create the deceptive appearance and compare your check result to the
required to clear the gap becomes multiplied by 6 (instead of 5). passive perception (or opposed perception check) of any character who
High Jump*: The DC of a running high jump is equal to the distance up encounters it.
the character needs to clear to land on their feet (in vertical squares) --Deceptive Information: Whenever you try to spin a lie or distort the
multiplied by 15. For example, if a character is running and there is a 5 ft. truth, leading the target to a false conclusion, make a Deception check
(vertical square) wall in front of them, they must succeed a DC 15 athletics against the will defence of any target that can understand you. If you
check in order to vault over (or land on top of) the 5 ft. tall wall. If the succeed, that target believes your words to be true. In most cases, deceptive
character does not have at least a 3 square running start, the DC check information is either verbal or written (requiring the target to be able to
required to reach the height necessary is then doubled. understand you), tough you can deceive with gestures, body language,
Jump Down: Should you intentionally jump down from a great height; facial expressions, etc. Communicating deceptive information requires at
you must succeed a DC 15 athletics check to take falling damage as if you least a standard action for simple deception, a full-round action for
had dropped 10 ft. (2 squares) fewer then you actually did. Otherwise, you moderate deceptions, and 1 minute (10 rounds) for even more for difficult,
suffer fall damage as normal. If a character succeeds on the check, and incredible, or outrageous deceptions. You may choose to rush your
manages to take no damage, they instead land on their feet (rather than deception in less time (treating as if it were one step easier, to a minimum
prone). Falling damage is 1d6 for every 10 ft. fallen, with a maximum of simple), but you suffer a -10 penalty on your Deception check. If your
of 20d6 at 240ft. (Terminal Velocity). deceptive information is written or otherwise passed onto others at a later
Athletics Additional: By using a rope, a character may haul another time, your original Deception check result is compared to the will defence
of all targets who later read or hear your deception.
Disable (AGI)
Armour Check Penalty
Deceptions You must be trained in this skill to use it
Deception Check Description You may use this skill to disarm traps, pick locks, or sabotage devices to
Modifier fail or even harm the user when triggered. This requires a full-round action,
Simple +5 Small lie that doesn't require anything on and the DC varies depending on the intricacy or complexity of the item
hand to pass as truth or disguising being disabled or sabotaged.
yourself as a non-descript individual.
Moderate 0 A small and believable lie, that you have Device DC Examples
all the necessary tools needed to pass off
Device Check Description
the lie or disguise it as truth.
Simple 15 Sabotage a simple device (bow string on
Difficult -5 A lie that is a bit harder for others to
bow, unlocked door’s hinge or a step on
believe easily, facing more scrutiny.
stairs, picture frame/trophy hanging on a
Could be a disguise of a well known
wall), bypass a simple lock*, or
individual, albeit, one the target does not
disable/reset a simple trap
know directly.
Tricky 20 Sabotage a tricky device (pulley system,
Incredible -10 A farfetched lie that is incredibly hard for
castle’s drawbridge, a ship’s sail
someone to believe or impersonating
rigging/steering), bypass a tricky lock*, or
someone the target knows well.
disable/reset a tricky trap
Outrageous -20 A completely ludicrous storey that no one
Advanced 25 Sabotage an advanced device, bypass an
in the right mind would believe or
advanced lock*, or disable/reset an
disguising yourself as someone
advanced trap
extremely famous and renowned.
Complex 30 Sabotage a complex device
(catapult/ballista, gatehouse’s iron door),
In some instances, you may convey both a deceptive appearance and
bypass a complex lock*, or disable/reset a
deceptive information. For example, if you create a falsified document
complex trap
(such as an official report, a letter from a noble, or orders from a military
Amazing 35 Bypass an amazing lock* or disable/reset
commander), you must produce something that looks authentic (deceptive
an amazing trap
appearance) while also creating believable content (deceptive information).
*Using this check without the proper thieves’ tools incurs a -5 penalty
In this case, make a single Deception check and compare it to both the
to the Disable check.
target’s passive perception (or check) and Will defence. Similarly, you
might disguise yourself as Knight Commander (Deceptive Appearance)
If your disable check fails by 5 or more, something goes wrong. If it’s a
and then relay falsified information to a squire (Deceptive Information). In
trap, you spring it. If it’s some sort of sabotage, you think the device is
this example, you make one Deception check ahead of time to create the
disabled, but it still works normally. Your thieves tools move -1 step on the
disguise and another Deception check at the time you give the squire the
condition track.
false information.
Bypass Lock: You may use this skill to bypass any type of lock. As a
Both favourable and unfavourable circumstances weigh heavily on the
full-round action make a disable check, if the check equals or exceeds the
outcome of a deception. Two circumstances can weigh against you: The
DC, then you succeed in unlocking or bypassing the lock.
deception is hard to believe, or the action that the deception is against goes
You may retry checks made to open locks, unless your check fails by 5
against the target’s self-interest, nature, personality, or orders.
or more, in which case the lock is jammed and your thieves tools move -1
The GM should distinguish between a deception that fails bicause the
step on the condition track.
target doesn’t believe you or one that fails bicause it asks far too much of
You may attempt to purposely jam a lock so it cannot be unlocked with
the target.
its original key, and thus must be forced to be bypassed with a DC 15
Creating a Diversion to Hide: You may use Deception skill to aid your
Disable check. Bypassing a lock in this way unjams the lock.
stealth. A successful Deception check that equals or exceeds a targets Will
Using this check without the proper thieves’ tools incurs a -10 penalty
defence gives you the momentary diversion you need to attempt a Stealth
to the disable check.
check while the target is aware of you. If your Deception check equals or
Disable/Reset Trap: You may use this skill to disarm traps, or to reset
exceeds the opponent’s defence, you may hide yourself or hide an item as
them to be sprung again. Make a disable check, if the check equals or
part of your move action. You must still be able to hide as normal, by being
exceeds the DC then you succeed in disarming or resetting the trap.
concealed or hidden from view as part of a move action, or else you will
If you fail this check by 5 or more to disable a trap, then the trap is sprung.
be seen.
If you fail this check by 5 or more when trying to reset the trap, then the
You may choose the initiative order right above the target of your
trap breaks, and it may no longer be reset. Failing this check by 4 or less
diversion for the following turn if initiative is rolled and you are below the
does not spring the trap and allows you to retry.
target in order.
Trap Device: You can use this skill ability to cause a device to spring or
You may use this skill ability against multiple opponents that are in view
fail in a way that harms the user. Whether or not the device itself is able to
you; your competing roll must equal or exceed all of them in order to use
be trapped, and the difficulty of its DC, is up to the GM’s discretion (it’s
this ability to successfully hide.
not possible to make a lock harm the next user, but it is possible to make a
Feint: With a standard action, you can make a Deception check against
device like a step on stairs or a ladder, a crossbow, or a gatehouse’s iron
your opponent’s Perception Check. If you beat your opponent’s roll, that
doors that lift, to become harmful if the user is caught unaware). To attempt
target is treated as flat-footed against the first attack you make against him
this, disable check, increase the DC by +5 as well as increase the time it
in the next round. You take a -5 penalty against non-humanoid creatures or
requires to rig the item to harm from a single full-round action to 1d4+1
against creatures with an intelligence of 2 or less.
rounds of full-round actions. Damage done to the user by activating the
Retry: A failed Deception check, generally makes the target too
sabotaged item is 2d6 for a Simple device, 4d6 for Tricky, 6d6 for
suspicious for you to try another deception check. For feinting in combat,
Advanced, and 8d6 for Complex. You must declare that you want to use
you may try as often as possible. There is no retrying to create Deceptive
the sabotaged item to harm the next user before you attempt the
Appearances upon the completion of the deceptive work.
disable Device check. Roll the check at the end of the last round needed
Deception Additional: You may take 10 when making a deception
to complete the trapped device.
(except for feinting in combat), but you may not take 20.
If you fail the check to harm the next user by 5 or more, the damage
Time: A deception takes at least a standard action but can take longer if
meant for the next user now applies to you. You may make a Reflex save
you attempt something more elaborate. Disguises that require major
as stated below. If you fail the check by 4 or less then the device is only
changes to your physical structure, or forged documents with many
sabotaged to fail, not harm and fail.
safeguards, can take hours if not days.
If the user matches or exceeds the disable Device roll with their Passive
Perception, they notice the item is sabotaged during item activation. The Knowledge Additional: You cannot make an untrained Knowledge
user may now make a Reflex save (equal to the initial disable Device roll check with a DC higher than 10.
to sabotage the item) to negate the damage entirely after the item is Library Access: If you have access to an extensive library that covers a
activated. specific skill, this above limit is removed. The time to make checks using
Sabotage Device: You may use this skill ability to disable a mechanical a library, however, increases to 1d4 hours. Particularly complete libraries
device. Make a disable Device check after the required time necessary to might even grant a bonus on Knowledge checks in the fields that they cover.
complete the task, if the check equals or exceeds the DC as per the
difficulty as listed on above graph then you succeed in disabling the device
and it will fail on its next use. Sabotaging a device requires a full-round Medicine (MND)
action for a simple device, while more difficult devices require more time You must be trained in this skill to use it
equal to 1d4 or 2d4 rounds of full-round actions depending on the difficulty Use this skill to keep a badly wounded ally from dying, to heal the injured,
(tricky, 1d4; advanced and complex, 2d4). or to treat a poisoned or diseased character.
You may sabotage some devices such as saddles or wagon wheels to Long-Term Care: If you tend to a creature for 8 hours consecutively,
work normally for a while and then fail or fall off some time later (usually that creature regains hit points equal to its character level in addition to
after 1d4 rounds or minutes of use). those recovered from natural healing. A creature may only benefit from
Failing the check by 5 or more causes the character making the check to Long-Term Care once in a 24-hour time frame. You may tend one creature
believe that they successfully disabled the device when they didn’t. at a time untrained, of up to 6 simultaneously if trained. You can’t give
If you attempt to leave behind no trace of tampering, increase the Long-Term Care to yourself.
DC by +5 Treat Wounds (Requires medical kit: You may make a DC 20
Disable Device Additional: You may Take 10 but you can’t take 20. Medicine check to perform surgery on a wounded creature, removing any
Time: The time it requires to complete a disable Device check is a full- persistent conditions imposed by wounds, as well as healing an amount of
round action unless otherwise listed within the skill abilities above. damage equal to the creature’s vitality bonus (minimum 1) x the creature’s
Retry: You may attempt to retry a disable Device check as per the skill level. If you fail the check, the creature instead takes damage equal to
ability’s instructions listed above. double its vitality score. If the creature was already at 0 hit points, it dies
unless it can spend a Hero Point to save itself. You may perform surgery
on yourself to heal damage, but you take a -5 penalty on your skill check.
Knowledge (INT) Performing surgery to heal damage also removes any non-magical
You must be trained in this skill to use it persistent conditions afflicting the target.
You are educated in a field of study and can answer both simple and Treat Disease (Requires medical kit): Treating a diseased character
complex questions. requires 8 hours. At the end of that time, make a successful DC 25
Many of the Knowledge skills have specific uses as noted on Table: Medicine check. IF the check succeeds, the patient is cured and no longer
Knowledge Skill DC’s. suffers from disease. You can treat up to six creatures simultaneously at a
Below are listed the fields of study. time.
-Arcana ancient mysteries, aeons, elementals, magick traditions, arcane Treat Poison (Requires medical kit): As a full-round action, you may
symbols, dragons treat a poisoned creature. Make a Medicine check; if the result equals or
-Engineering buildings, aqueducts, bridges, fortifications, constructs exceeds the poison’s DC, you successfully cleanse the poison from the
-Geography lands, terrain, climate, people; Used for astronomy. creature’s system and the patient no longer suffers any ill effects (including
-History wars, colonies, migrations, founding of cities persistent conditions caused by the poison).
-Local legends, personalities, inhabitants, laws, customs, traditions, Treat Zombify (Requires medical kit): Treating a zombified character
humanoids requires 8 hours. At the end of that time, make a successful DC 35
-Nature animals, fae, giants, plants, seasons and cycles, weather Medicine check. IF the check succeeds, the patient is cured and no longer
-Nobility lineages, heraldry, personalities, royalty suffers from disease. You can treat up to six creatures simultaneously at a
-Religion gods and goddesses, mythic history, ecclesiastic tradition, holy time.
symbols, undead Heal Additional: You may Take 10 when making a medicine check, but
-Tactics battlefield tactics and manoeuvres, building fortifications and you can’t Take 20.
defences, ability to order armies

General Knowledge: Answering a question within your field of study Perception (MND)
has a DC of 10 (for easy questions), 15 (for basic questions), or 20 to 30 Passive Perception is (10 + Perception skill total)
(for tough questions). Perception is the inert skill to be able to sense your surroundings, spot
things of interest, realise when you’re being lied to, as well as the ability
Monster Lore: You can use this skill to identify monsters and their to sense the motives of other creatures.
special powers or vulnerabilities. Avoid Feint: When an opponent attempts to feint in combat, you oppose
In general, the DC of such a check equals 10 + the monster’s CR. For his Deception check with a Perception check. If you match or exceed his
common monsters, such as goblins, the DC of this check equals 5 + the check result, his feint attempt fails.
monster’s CR. For particularly rare monsters the DC of this check equals Avoid Surprise: A Perception check made at the start of a battle
15 + the monster’s CR or more. A successful check allows you to determines whether you can act in the surprise round. This check is a
remember a bit of useful information about that monster. For every 5 points reaction.
by which your check result exceeds the DC, you recall another peece of Detect a Disabled Device: You can see through an attempt to rig a device
useful information. to not work as it is originally designed. Make a Perception check equal to
the disable Device check made to sabotage the item in question. If you
match or exceed the DC then you are able to determine that the device is
Creature Type Field of Study
rigged. If you surpass the DC by 5 or more, you can determine what effect
Aeons, Dragons, Elementals Arcana
would take place on the item if it was to be triggered.
Constructs Engineering
If you are not trained in disable Device, you incur a -5 on the roll against
Humanoids Local
the DC. If you have Skill Focus in disable Device, add an additional +5 to
Beasts, Fae, Giants Nature
your roll.
Celestials, Infernals, Undead Religion
This skill ability may be utilized during a Passive Perception.
Eavesdrop: With a successful DC 10 Perception check, you can overhear
Action: Usually none. In most cases, a knowledge check doesn’t take an
a nearby conversation. You must be able to understand the language or
action.
languages being spoken. The DC increases to 15 in relatively noisy areas
Retry: No. The check represents what you know and thinking about a
(such as a tavern) or 25 in particularly loud areas (such as an auction house
topic a second time doesn’t let you know something that you never learned
or an arena). Eavesdropping on a conversation is a standard action.
in the first place.
Hear Distant or Ambient Noises: By making a successful DC 10
Perception, you can detect and identify distant or ambient noises. This Performance Skill DCs
requires a standard action Perform DC Performance
Notice Targets: A perception check alerts you to nearby targets, or a 10 Routine performance. Trying to earn money by playing in
creature trying to sneak up on you from behind. If the target is actively public is akin to begging. You can earn 1d4 gold/daye.
attempting to remain hidden, your Perception check is opposed by that 15 Enjoyable performance. In a prosperous citie, you can earn
target’s Stealth check. If the target is not making an effort to avoid detection, 1d10 gold/daye.
the Perception check DC is determined by that target’s size: Colossal, DC 20 Great performance. In a prosperous citie, you can earn
-15; Gargantuan, DC -10; Huge, DC -5; Large, DC 0; Medium, DC 5; 3d10 gold/daye. In time, you may be invited to join a
Small, DC 10; Tiny, DC 15; Diminutive, DC 20; Fine, DC 25. professional troupe and may develop a regional reputation.
For every 10 squares between you and the target, you suffer a cumulative 25 Memorable performance. In a prosperous citie, you can
-5 penalty on your Perception check. You also suffer a -5 penalty if the earn 6d10 gold/daye. In time, you may come to the
target has concealment of cover, or a -10 penalty if it has total concealment attention of noble patrons and develop a national
or total cover. reputation.
Detecting a target that enters you line of sight is a reaction. Actively Extraordinary performance. In a prosperous citie, you can
trying to find and reveal hidden enemies is a standard action. earn 10d10 gold/daye. In time, you may catch the attention
You may also notice if a character is concealing weapons of objects. 30 of a royal patron and develop worldwide fame.
Make a perception check opposed by the target’s Stealth check result. If
you win the opposed check, you notice the concealed object(s). If you win Action: Varies. Trying to earn money by playing in public requires
the opposed check by 5 or more, you can tell what kind of object is anywhere from an evening’s work to a full daye’s performance. The bard’s
concealed (for example, distinguishing a dagger from a potion). special Perform-based abilities are described in that class’s description.
Search: You may carefully examine a 1-square area of goods or wares Retry? Yes. Retries are allowed, but they don’t negate previous failures,
as a full-round action. A DC 15 Perception check allows you to find clues, and an audience that has been unimpressed in the past is likely to be
hidden compartments, secret doors, traps, etc. The GM may increase the prejudiced against future performances. (Increase the DC by 2 for each
DC for especially obscure or well-hidden features. previous failure.)
You may also search a character for concealed weapons or objects. Make Modifiers
a Perception check opposed by the target’s Stealth check result. Should you Perform Additional: A bard must choose from specific Perform
win the opposed check, you find the concealed object(s). You receive a +10 categories to use some of his Bardic Performance abilities (Dance, Oratory,
bonus on your Perception check if you physically search the target for String Instruments), and may not use more than one performance check in
concealed items; this requires a full-round action and can only be used on a single turn.
a target that is willing, pinned, or otherwise helpless.
Sense Deception: You may attempt to see through Deceptive
Appearances made using the Deception skill. If your Perception check Persuasion (CHR)
meets or exceeds the result of the Deception check, you realise that you’re Change Attitude: As a full-round action, you may attempt a Persuasion
being deceived. Sensing deception is a reaction. check to try improving the attitude of a creature with an Intelligence of 3
Sense Influence: Make a Perception check to determine whether or higher using words, body language, or a combination of the two. The
someone is under the influence of a mind-affecting spell or ability target must be able to see you. The target’s current attitude toward you
(assuming the effect isn’t obvious). This requires a full-round action and a affects this check: hostile -10, unfriendly -5, indifferent -0, friendly +2,
successful DC 20 check, making this check is obvious to anyone who can trusted +5. If the check equals or exceeds that target’s Will defence, the
perceive you. (Making this check does not allow you to determine the target’s attitude shifts one step in your favour, and an additional step for
source or the potential spell used. The GM may request or allow you to every 5 points by which you succeeded. If the target creature cannot
make an additional check in certain situations that require additional skills understand your speech, apply a -5 penalty on your Persuasion check. You
to detect the origins of the influence. (i.e., Spellcraft or Knowledges) may attempt to change the attitude of a given creature only once per
Retry: You may make a Perception check every time you have the encounter.
opportunity to notice something as a reaction. As a swift action, you may Gather Information: You may use Persuasion to gather information
attempt to see or hear something that you failed (or believe you failed) to about a specific topic or individual. To do this, you must spend at least 1d4
notice previously. hours canvassing people at local taverns, markets, and gathering places.
Perception Additional: You may Take 10 or 20 when making a This check may also be used to scope through an area to find work or
Perception check. Taking 20 means you spend 2 minutes attempting to quests that don’t require any particular amount of investigation to find. For
notice something that may or may not be there. example, quests on display in taverns or guilds, wanted posters hanging on
display, or persons actively searching for someone who is an obvious
Perform (CHR) adventurer to aid them.
--Learn News and Rumours: Learn of major news and popular local
You must be trained in this skill to use it rumours. For example, learn of the victory or defeat of a recent large battle
You are skilled at one form of entertainment, from singing to acting to fought locally, finding the best priced tavern or store in the local area,
playing an instrument. Like Craft, Knowledge, and Profession, Perform is common places in town that have a seedy reputation, or learn something
actually a number of separate skills. You could have several Perform skills, about the active groups of influence in the area. The DC of this check
each under an individual Perform skill. depends on the obscurity of the information sought, but the most known
Perform Categories: facts or rumours the check is a Persuasion check of 10 and may require
Each of the three categories of the Perform skill includes a variety of small amounts of money in bribes. Learning the unclassified facts of a
methods, instruments, or techniques, a small sample of which is provided news storey or determining the veracity of a rumour requires a 20 and
for each category below. decent sum in bribes, up to 50 gold peeces.
Dance- As a move action, you may target creatures within 6 squares with --Learn Secret Information: “Secret Information” is any knowledge that
a bardic performance. Creatures must have line of sight on the dancer to be is unavailable to the general public. Examples of such could include a
affected. guard commander’s report that has been classified, blueprints that include
Instrument- As a standard action, you may target creatures within 6 the palaces secret passages, military tactics, list of security hired, and
squares with a bardic performance. Benefits and bonuses from bardic location of a Noble's hideaway. The DC for the check could increase to 20
instruments apply. or higher and could require several thousand gold peeces or more in bribes,
Oratory- As a swift action, you may target creatures within 6 squares with at the GM’s discretion. If the check fails by 5 or more, the “wrong” person
a bardic performance. Creatures must be able to understand the language notices that you’re asking the “wrong” questions and attempts to arrest or
used by the orator to be affected. otherwise silence you.
--Locate Individual: Make a Persuasion check to locate a specific
individual, be it someone you know by name or someone with the skills,
items, or information you require. The DC of the check is 15 if the target
is relatively easy to locate; if the target isn’t particularly well known or is Pilot Additional: You may Take 10 on pilot checks, but you cannot Take
actively living incognito, the DC is 25 and any information regarding their 20.
whereabouts, could cost a large sum in bribes. Time: Pilot is a move action, except when otherwise specified by the
Haggle: Whenever you use the Gather Information skill ability, you may tasks listed above.
attempt a Persuasion check as a swift action to reduce the amount you must
pay to acquire the information you desire, by 50%. Additionally, you may
use this skill as a full-round action to increase or reduce the sell price of an Ride (AGI)
item by 50%. The DC varies depending on the attitude of the individual (or You may use this skill to perform a number of riding techniques and
individuals) with whom you’re dealing; Unfriendly DC 30, indifferent DC manoeuvres.
25, friendly DC 20, helpful DC 15. Haggling with hostile creatures is not Ride Mount: Typical riding actions don’t require checks. You may
an option, nor can you barter with a creature that has an Intelligence of 2 saddle, mount, ride, and dismount without a problem. Mounting or
or lower. Regardless of your bartering prowess, a creature will not pay dismounting an animal is a move action. Some tasks, such as those
more for an item, if it can easily be obtained elsewhere for the base price. undertaken in combat or other extreme circumstances, require checks. In
Intimidate: As a full-round action, you may attempt a Persuasion check addition, attempting trick riding or convincing the animal to do something
against the will defence of a single creature within line of sight, forcing it unusual also requires a check.
to back down from a confrontation, surrender one of its possessions, reveal
a peece of secret information, or flee from you for a short time. Your check Riding Task DCs
must equal or exceed the targets defence to work. The following modifiers Guide with knees 10
can affect how high a threat the target perceives you to be: Stay in saddle 10
Cover 15
Situation Modifier Soft fall 15
Target is helpless or completely at your mercy +5 Leap 15
Target is clearly outnumbered or disadvantaged 0 Control mount in battle 20
Target is evenly matched with you -5 Increase speed 20*
You are clearly outmatched or disadvantaged -10 Fast mount or dismount 20*
You are helpless or completely at the target’s mercy -15 *Armour check penalty applies

You can never force the target to obey your every command or do Control Mount in Battle: As a move action, you may attempt to control
something that endangers its life or the lives of its allies. Any creature that a mount while in combat. If you fail, you may do nothing else that round.
you successfully intimidate becomes one step more hostile toward you as Fast Mount of Dismount*: You may mount or dismount as a swift
soon as you are no longer an imminent threat. action. If you fail the check, mounting or dismounting is a move action.
Persuasion Additional: You may Take 10 on Persuasion checks, but you (Should the check fail and you have already used your move action, then
cannot Take 20. A separate Persuasion check may reduce the monetary cost you are not able to mount or dismount at all for the remainder of the round.)
of a bribe during a Gather Information skill check Guide with Knees: You may react instantly to guide your mount with
Some information is beyond the reach of a Gather Information skill check. your knees (or teeth for a vehicle) so that you can use both hands in combat,
For example, characters searching for a specific inn keeper cannot find him cast magick, or to perform some other action. Make the check at the start
by speaking with royalty from a different kingdom from that of the inn of your round. If you fail, you may only use one hand this round bicause
keeper, no matter how many nobles they question. you need to use the other the control your mount.
Time: Each Gather Information skill check represents 1d4 hours of time Increase Speed (Trained Only): You spur the mount or crack the reigns
spent talking to informants, reading or hearing about local news, or as a swift action to make a DC 20 Ride check to make your mount perform
perusing the populace with potential information. beyond its normal limits. (You can’t take 10 on this check.) If the check
Retry: If you fail a Persuasion check, you cannot make any further fails, your mount’s speed does not increase, and your mount moves -1 step
Persuasion checks against the targeted creature for 24 hours. on the condition track. If you succeed, your mount’s speed increases by 10
ft. (2 squares) for each move action until the start of your next turn. For
every 5 points by which you exceed the DC, your mount’s speed increases
Pilot (AGI) by an additional 10ft for each move action. Failing the check by 10 or more
You may use this skill to operate various types of vessels, be they seafaring causes the animal to stop and rear itself up, trying to throw you or the
ships ore even airships. attachments off.
When piloting a ship, the vessel’s size modifier is applied to all pilot checks. You may use this ability during a full-round action (causing the mount to
run) to force your mount to push itself to its limits. Make a Ride check and
Vessel Size Modifiers multiply the additional distance, as noted above, by 4. A successful Ride
Colossal -10 check automatically moves the mount one step down the condition track.
Gargantuan -5 Leap: You may get your mount to leap obstacles as part of its movement.
Huge -2 Use your Ride skill modifier or the mount’s Jump skill modifier, whichever
Large -1 is lower, to see how far the mount can jump. A DC 15 Ride check is
required to stay on the mount when it leaps.
Full Speed Ahead (Trained Only): You may make a DC 20 pilot check, Soft Fall: You react instantly when you fall off a mount, such as when it
as a swift action, to increase a vessels base speed by 1 square, until the end is killed or when it falls, to try to avoid taking damage. If you fail the DC
of the next movement made that turn, as well as an additional square for 15 Ride check, you take 1d6 points of fall damage.
every 5 points by which you beat the DC. Should you fail to meet the DC Stay in Saddle: You may react instantly to try to avoid falling when your
however, your vessel moves -1 step on the condition track. You cannot take mount rears or bolts unexpectedly or when you take damage.
10 on this check. Use Mount as Cover: You may react instantly to drop down and hang
Flying False Colours: You may use a pilot check in place of a deception alongside your mount, using it as partial cover. You can’t attack while using
check when piloting a vessel, but only to make a deceptive appearance. your mount as cover. If you fail, you do not get the cover benefit.
Stealth Ship (Trained Only): You use natural terrain, fog, or clouds to Time: Ride is a move action, except when otherwise specified by the
mask your vessel, allowing you to make a pilot check in place of a stealth tasks listed above.
check. However, the size modifier of the ship increased for such checks.

Size Modifiers Smithing (INT)


Colossal -20 You must be trained in this skill to use it
Gargantuan -15 Craft arms and armour to be used in battle.
Huge -10 Craft Item: Crafting an item requires components worth half its market
Large -5 cost in gold, in addition to whatever resource items are listed by the items
crafting DC, if any. Upon meeting the crafting DC, the item is successfully
made. Should you fail to meet the crafting DC, all components are lost, and Drawing a concealed item requires a standard action that provokes
the item is not crafted. Should you fail by 5 or more, your smithing tools Attacks of Opportunities. Having the Quick Draw feat reduces the
move -1 step on the condition track. You may take 10 by doubling the required action to a move action, but still provokes an Attack of
needed time but may not take 20. Opportunity.
Repair Item: You may repair an item by making a smithing check Pick Pocket: With a successful Stealth check, you may lift a small, hand-
against the items initial smithing DC, applying its condition penalties to sized object from a target within your reach. Your Stealth check is opposed
the check. Upon success, the item moves to the top of the condition track. by the target’s Perception check, and the target gains a +5 bonus. If you fail
However, should you fail, the item is moved -1 step on the condition track, by 4 or less, you are unable to take the item, but the target remains unaware
as well as an additional step for every 5 points by which your check failed. of your attempt. If you fail by 5 or more, you are unable to take the item
Smithing Additional: You may Take 10 but you can’t take 20. Taking and the target is alerted to the attempted theft. Upon a successful stealth
10 doubles the required time. check, roll a d% to determine the item gained from the targets Steal list.
Time: Creating items with smithing requires 1d8 days, while repairing The GM may choose to replace these items as they see fit.
items takes 1d8 hours. Sleight of Hand (Trained Only): You may palm a hand-sized object,
Retry: You may attempt to redo smithing checks but must have the perform minor tricks and illusions, or attempt to carry out a minor action
additional resources necessary to do so. without being noticed (such as pulling a small lever, retrieving a poison
from your pocket, etc.) Your check must exceed the passive perceptions of
those nearby, or will be opposed by their perception checks, should you be
Spellcraft (MND) under harsh scrutiny or close observation. Anyone who’s perception
You must be trained in this skill to use it exceeded your Stealth check notices the action you attempted and knows
Use of this skill is imperative for casting classes and is optional only to how you did it.
them. Use of this skill determines your ability to call upon the power of the Performing Sleight of Hand requires the same amount of time as drawing
arcane or the divine, and to determine the strength of the spells you cast. a weapon or item (move action; swift action with Quick Draw feat.).
Spellcraft is used whenever your knowledge and skill of the technical art Snipe: After making a ranged attack from stealth, you may try to hide
of casting a spell comes into question. once more. You must be at least 2 squares from your target, and you must
Identify Magick: Identifying magick spells affecting a creature, or already have successfully used Stealth to hide from the target. Make a new
magickal properties on an item, requires a swift action. You must have line Stealth check with a –10 penalty, as a move action. If you succeed, you
of sight on the creature or item, and this incurs the same penalties as a remain undetected; otherwise, your location is revealed.
Perception skill check due to distance, poor conditions, and other factors. Stealth Additional: You can take 10 when making a Stealth check, but
In order to determine a spell that is actively affecting a creature, you must you can’t take 20.
make a Spellcraft check that equals or exceeds the minimum DC for that
spell. If the spell has no DC, treat it as DC 15. If you wish to identify the
magickal property of an item, your check must meet the crafting DC of the
Survival (MND)
Use Survival to forage and hunt, guide a group safely through treacherous
item.
forests and swamps, identify signs that creatures live nearby, or avoid the
dangers of sandstorms or other natural hazards.
Stealth (AGI) Basic Survival: Once per daye, you may make a DC 15 Survival check
Armour Check Penalty to avoid natural hazards while keeping yourself safe and fed in the wild.
Use this skill to creep past a guard without being heard, catch your enemies This check is good for the next 24 hours. You may provide food and water
off-guard, shoot from a concealed location, or perform sleight of hand. for one additional person for every 2 points by which your check exceeded
Sneak: To sneak past creatures, your stealth check must exceed their 10. Should you need to survive in the wild for longer than 48 hours, you
passive perception, otherwise, they notice you. If the creatures in question may attempt a DC 20 survival check, to find suitable shelter for your
are actively searching for you, your stealth check instead sets the DC for campsite. While in the camp, your basic survival checks need only meet a
their perception checks made to notice you. If an opponent’s Perception DC 10.
check equals or exceeds your Stealth check, your opponent notices you. Endure Extreme Temperatures: Once per daye, you may attempt a DC
Any circumstance that might hamper your ability to sneak imposes a -2 20 Survival check to ignore the effects of extreme colde or extreme heat
penalty to your check, while favourable circumstances may instead grant for the next 24 hours. This expends 1 use of a survival kit.
you a +2 bonus. Know Direction: As a full-round action, you may accurately determine
Moving more than half your base speed in a single round, imposes a -5 which direction is north by succeeding on a DC 10 Survival check.
penalty to your Stealth check, while moving more than twice your base Track (Trained Only): Finding and following tracks requires a full-
speed (by using your standard action as an additional move action) imposes round action and a successful Survival Check. The DC of the check
a -10 penalty on your Stealth check. depends on a number of circumstances listed below. You must make a new
Your size may provide a modifier to your Stealth checks: Fine, +20; Survival check every time the tracks become difficult to detect or follow,
Diminutive, +15; Tiny, +10; Small, +5; Medium, 0; Large, -5; Huge, -10; be it due to a number of additional tracks, muddy or washed out terrain, or
Gargantuan, -15; Colossal, -20. snow that recently set in.
Conceal Item: As a standard action, you may attempt to conceal an item You move at half your normal speed when tracking a creature. You may
(such as a weapon, ring, or lock-pick) on your person. The concealed object choose to move your normal speed instead, by accepting a -5 penalty on
must be at least one size category smaller than you, and a modifier is your Survival checks made to follow tracks.
applied on your skill check based on the object’s size in relation to you:
One size smaller, -5; two sizes smaller, 0; three sizes smaller, +5; four or Surface DC
more sizes smaller, +10. For example, the size modifiers of objects in Soft Ground 10
relation to a medium sized creature are: Small, -5; Tiny, 0; Diminutive, +5; Firm Ground 20
Fine, +10. Hard Ground 30
Other characters may notice a concealed object with a successful
Perception check (opposed by your Stealth check result), but only if you Soft Ground: Any surface (powdered snow, thick ash, wet mud) that
do not have total concealment. A character gains a +10 circumstance bonus holds clear impressions of footprints.
on his Perception check if they attempt to physically search you for Firm Ground: Any outdoor surface (lawns, fields, woods) or
concealed items; this requires a full-round action that can only be exceptionally soft for dirty indoor surface (dusty floors, thick carpets) that
performed if you’re a willing, pinned, or otherwise helpless. can capture footprints of a creature’s passage.
Hard Ground: Any surface that doesn’t hold footprints at all (bare rock,
wooden floors, tile flooring).
Circumstance DC Modifier Unarmed Attacks are used by humanoid creatures that have no other
Every 3 creatures in the group being tracked -1 means of attack. Unarmed damage is based on the characters size category,
Every daye since the trail was made +1 with small characters dealing 1d3 blunt damage, and medium characters
Every hour of rain since the trail was made +1 dealing 1d4 blunt damage. Must have a free hand to make an unarmed
Fresh snow cover since the trail was made +5 attack.
Poor visibility +5 Natural Attacks are used by non-humanoid creatures that are normally
Tracked target hides trail (and moves at half speed) +5 unable to use conventional weaponry. Damage is based on the creature’s
Largest creature being tracked: size. Some natural attacks, such as 2 claws, may both be used in a single
Huge or larger -10 action, making 2 attacks without penalty.
Large -5
Medium 0
Small +5
Tiny or smaller +10

Retry: You may be allowed a retry only: as requested by the GM, when
you must, due to changing circumstances, and/or 24 hours after the first
check.
Survival Additional: You may take 10 when making a Survival check.
You may take 20 if there is no danger or penalty for failure, but this method
takes 10 times longer than normal.
Time: Survival checks usually take place out of combat (1 minute rounds)
and are a standard action unless stated otherwise. Tracking is a full-round
action and you move at half your base speed.

-Weapon Skills-
Weapon Skills function just as any other skill, for all intents and purposes,
with a few exceptions. Firstly, when used to make an attack roll, melee
weapon skills automatically hit on the roll of a natural 20, and may combo,
allowing you to immediately make another free attack. Ranged attack rolls
deal twice the number of damage dice on a natural 20. Secondly, unlike
other skills, weapon skills may automatically fail on the roll of a natural
1.

Taking 10 or 20
You cannot take 10 or 20 when using weapon skills.

1-Handed (STR)
Use this skill to resolve attack rolls
made with1-handed weapons
with which you are
proficient. Using this
skill with weapons you
are not proficient with
incurs a -5penalty.

2-Handed (STR)
Use this skill to resolve attack rolls made with 2-handed
weapons with which you are proficient. Using this skill
with
weapons you are not proficient with incurs a -5 penalty.

Light Weapon (AGI)


Use this skill to resolve attack rolls made with light weapons with which
you are proficient. Using this skill with weapons you are not proficient with
incurs a -5 penalty.

Ranged (AGI)
Use this skill to resolve attack rolls made with ranged weapons with which
you are proficient. Using this skill with weapons you are not proficient with
incurs a -5 penalty. While mounted, you suffer a -5 penalty to all ranged
attack rolls.
Additionally, making ranged attacks while in a threatened area provokes
an attack of opportunity.

Unarmed (STR)
Use this skill to resolve attack rolls made with unarmed attacks or natural
attacks.
-Feats- Selecting Feats
Feats are traits that your character gains as they grow in both character Characters gain character feats at 1st and 3rd levels, and then every odd
level and in class level. They grant you new abilities or expand upon the level thereafter.
power and function of your existing ones. Unlike skills and talents, feats Select feats that best reflect your characters build and play style, as well as
gained through character progression are not restricted by your class, reflect their interests and capabilities. Multiclassing characters gain
allowing a character to take any feat for which they qualify. However, feats character feats based on their character level (total sum of all class levels)
gained via class progression are still restricted to that classes list of bonus not their class level.
feats.
Class Feats
A character will gain a bonus class feat at every even level taken in a single
class (2nd, 4th, 6th, 8th, etc.) This feat must be selected from the classes
list of bonus feat, and must meet the prerequisites for the feat as usual.
Feat Prerequisites Benefits
Acrobatic Strike Trained in Acrobatics You gain a +2 bonus to any melee attacks made against a target that
you successfully tumbled past in the current round.
Agile Manoeuvres - You now add your Agi, in place of your Str, to unarmed skill checks.

Arcane Study Trained in Spellcraft You may use scrolls to learn a number of spells equal to 1+Int. Each
time this feat is taken, you increase your maximum number of known
spells by 1+Int. May be taken more than once.
Armour Proficiency Light - Suffer no armour check penalty while wearing light armour.
-Armour Proficiency Heavy Armour Proficiency Light Suffer no armour check penalty while wearing heavy armour.
Armour Proficiency Mystic Trained in Spellcraft Suffer no armour check penalty while wearing mystic armour.
Bardic Study Trained in any one Performance You may use scores to learn a number of performances equal to
skill 1+Int. Each time this feat is taken, you increase your maximum
number of known performances by 1+Int. May be taken more than
once.
Bull Rush Strength 13 You may push your enemy back 1 square after a successful attack
made during a charge.
Channel Trained in Spellcraft Once per daye, as a swift action, you may restore an amount of MP
equal to your Mnd score or ¼ your total MP, whichever is greater.
This feat may be taken more than once, but never used more than
once per encounter.
Cleave Power Attack, Strength 13 Once per turn, if you deal enough damage to reduce a creature to 0
hit points, you can make a free melee attack against another creature
within your reach. The extra attack is with the same weapon and at
the same bonus as the attack that dropped the previous opponent.
-Great Cleave Character level 4, Cleave, There is no longer a limit to the number of cleave attacks you can
Power Attack, Strength 13 make within a round.
Combat Casting Trained in Spellcraft Only take a single -5 penalty (or -10 with disruptive) when making
Spellcraft checks while threatened by multiple enemies, instead of
taking the -5 penalty for each enemy threatening you.
Combat Expertise Intelligence 13 When you use a standard action to make a melee Attack, you can
take a penalty of up to -5 on your Attack roll and add the same
number (up to +5) as a bonus to your reflex, until the beginning of
your next turn.
Combat Reflexes - Gain additional attacks of opportunity within a round, up to your
agility modifier. Also, you may make attacks of opportunity while
flat-footed. You can still only make one attack for each triggered
attack of opportunity.
Crush Pin Automatically deal unarmed claw, or slam damage to a Pinned
opponent.
Deadly Aim Character Level 4, Precise Shot Aiming before making a ranged attack, deals +1 die of damage on a
successful hit.
Disruptive - Impose a -10 to Spellcraft checks and perform checks made within
your threatened squares, rather than normal -5.
Dodge Agility 13 Once per turn, as a reaction, when wearing light armour or no
armour, you may attempt an acrobatics check to avoid a successful
attack role made against you. Should your check equal or exceed the
incoming attack roll, the damage and any secondary effects are
negated.
Extra Mana Trained in Spellcraft You gain +1 MP per character level.
Extra Second Wind - You gain the ability to use Second Wind an additional time per daye.
You may take this feat more than once to gain an additional use per
daye. May still only use a second wind 1/encounter.
Farshot - Range penalties for short-, medium- and long- ranges are reduced by
1 step.
Focused Shot Character Level 2 Aiming ranged weapon allows you to reroll your ranged attack made
that round but must keep the second result even if it is worse.
Heroic - You gain an additional hero point per daye.
Improved Charge Agility 13 You can charge without moving in a straight line.
Improved Damage Threshold - Damage Threshold increases by +5 points.
Improved Defences - Gain +1 to all defences.
Improved Disarm Combat Expertise, Intelligence Add +5 when making Disarm checks. Disarm attacks no longer
13 provoke Attacks of Opportunity.
Improved Initiative - Decrease your initiative die by 1 step (d12 to d10, d10 to d8, d8 to
d6, d6 to d4, d4 to d3). Can be taken multiple times, but caps at d3.
Linguist Intelligence 13 You gain a number of additional languages equal to 1 + your
Intelligence modifier (Minimum 1). May be taken multiple times.
Lunge Character Level 6 You may increase the reach of your melee attacks by 1 square until
the beginning of your next turn by taking a -2 penalty to your reflex
defence. Cannot be used while mounted.
Mighty Swing Strength 13 Spend two Swift actions in the same round to deal +1 die extra
damage on your next melee attack in the same round.
(Does not stack with Rapid Strike)
Mobility Agility 13, Dodge Gain +5 dodge bonus to Reflex against Attacks of Opportunity.
Mounted Archery Mounted Combat, Trained in Reduce the penalty to ranged attack rolls made while mounted, to a -
Ranged, Trained in Ride 2 rather than a -5.
Mounted Combat Trained in Ride Once per round when your mount is hit in combat, you may attempt a
ride check to negate the hit. The hit is negated if your Ride check
result is greater than the opponent’s attack roll.
Pin - If you succeed on a Grappling check, your opponent is automatically
Pinned until the start of your next turn. A Pinned creature is treated as
prone and flat-footed and may only take a single swift action on their
next turn.
While pinning another creature, you are also treated as flat-footed.
(You cannot use the pin and trip feats during the same round.)
Pole Fighter - When using a weapon with reach, you may attack adjacent enemies
at a –2 penalty (rather than the normal -5.)
Power Attack Strength 13 On your turn, before making an attack roll, you may choose to
subtract up to -5 from all melee attack rolls and add the same number
(maximum +5) to all melee damage rolls. The penalty on attacks and
bonus on damage rolls applies until the start of your next turn.
Special: If you attack with a two-handed weapon, you instead add
twice the number subtracted from your attack rolls to your damage
rolls.
Powerful Charge - Gain an additional +2 bonus on your attack roll while charging and
deal extra damage equal to 1/2 character level.
Precise Shot - You can make ranged attacks into melee combat without suffering
the normal -5 penalty.
Quick Draw - Draw or sheath a weapon as a swift action.
Rapid Reload - You can reload a ranged weapon, with capacity, as a swift action.
Rapid Shot - When using a standard action to make a ranged attack, you may take
a -2 penalty to the attack roll to deal +1 die of damage. This
consumes 2 peeces of ammunition. Does not stack with deadly aim.

Special: If you do not have a Strength score of 13 or higher, increase


the penalty to attacks to -5.
Rapid Strike - When using a standard action to make a melee attack, you may take a
-2 penalty to the attack roll to deal +1 die of damage Does not stack
with Mighty Swing.

Special: If you do not have an Agility score of 13 or higher, increase


the penalty to attacks to -5.
Running Attack Agility 13 You may use a standard action, to make an attack, at any point during
your move action.
Shake it Off Vitality 13 Spend 2 swift actions to take a recovery action, instead of 3.
Shield Bash Shield Proficiency May attack with shields, dealing an amount of blunt damage based
on the shields size (tiny, 1d4; small 1d6; medium, 1d8; large, 1d10).
Doing so adds to the cumulative block penalty.
-Improved Shield Bash Shield Bash, Shield Proficiency No longer cumulate block penalties from using shield bash.
Shield Proficiency - May Ignore the -5 penalty when using shields.
Skill Focus - Gain a +5 bonus in a single skill in which you are trained. May be
taken multiple times, each time choosing a different skill in which
you are trained.
Skill Training - Train one additional skill from your class skill list. May be taken
multiple times, each time choosing a different untrained skill.
Throw Trip Throw a Grappled opponent up to 1 square beyond your reach and
deal blunt damage equal to your Unarmed damage.
Toughness - Gain +1 hit point per character level.
Trample Mounted Combat, Trained in Whenever you make a mounted charge, your mount can make a
Ride single unarmed skill check with its claws or slam, comparing the
result to the reflex defence of all creatures between you and the
target, dealing normal damage if successful. You may still make an
attack at the end of the charge.

Special: You may use this ability as long as either you or your mount
has it.
Trip - If you succeed on a Grappling check and your opponent fails the
opposed Grapple check, you may make the target fall prone in its
space. The target is no longer considered Grappled.
Triple Crit Character Level 8 Deal x3 weapon damage on critical hits made with ranged attacks.
Two-Weapon Fighting I Agility 15 Reduces penalties when dual wielding from -10 to -5.
-Two-Weapon Fighting II Agility 17, Character Level 6, Reduces penalties when dual wielding from -5 to -2.
Two-Weapon Fighting I
--Two-Weapon Fighting III Agility 19, Character Level 11, Suffer no penalties when dual wielding.
Two-Weapon Fighting I, Two
Weapon Fighting II
Unarmed Combat I - When holding no items, your unarmed damage increases by one die
step, (d3 to d4, d4 to d6, d6 to d8, d8 to d10, or d10 to d12) and you
gain a +1 bonus to your reflex defence. You are considered armed
even while unarmed.
-Unarmed Combat II Character Level 3, Unarmed When holding no items, your unarmed damage increases by an
Combat I additional die step, and your reflex bonus increases to +2.
--Unarmed Combat III Character Level 6, Unarmed When holding no items, your unarmed damage increases by an
Combat I, Unarmed Combat II additional die step, and your reflex bonus increases to +3.
Unseat Mounted Combat, Trained in When charging an opponent while mounted and wielding a polearm,
Ride, Weapon Proficiency resolve the attack as normal. Should the attack surpass both the
Polearms targets reflex defence and fortitude defence, the target is dismounted
and falls prone.
Weapon Finesse - You may use your agility modifier instead of the Strength modifier
when calculating damage with light weapons or unarmed attacks.
Weapon Proficiency - Ignore the -5 penalty on skill checks made with weapons of a
particular group.
Whirlwind Attack Agility 13, Character Level 4, As a full-round action, you can make an area attack with a melee
Combat Expertise, Intelligence weapon, targeting all creatures within your reach. This attack uses
13 the area attack rules; you make one attack roll and apply the result to
every target in range.
Using this feat forfeits any additional free attacks granted by combos,
feats, or any other talents and abilities.
-Magick-
Learning Spells Elemental Damage
Magick is a powerful force wielded by spellcasters, such as mages and Many Spells deal a form of elemental damage, dealing either colde, dark,
initiates. Characters who take the arcane study feat, be it through their class electric, fyr, or holy damage.
choice, or feat choice, may learn a number of spells equal to 1 + their
Intelligence modifier (Int), by using spell scrolls. Should your Int modifier Spell Descriptions
ever increase due to ability score increases, you retroactively increase the The following list details each spell available to spellcasters that take the
number of known spells you may learn via scrolls. arcane study feat.
Should you wish to learn a new spell when you have no available slots, Each spell includes the following information.
you may choose to replace an existing known spell when you study a scroll.
Spell Name (MP cost)
Casting Spells After the name of the spell, there will be a short description of
When casting a spell, you make a spellcraft check, which will determine the spells function. Time: The type of action required to
the spells effect. Some spells are all or nothing, and some have varying cast the spell. Target: The target(s) that will be affected
degrees of success. by the spell cast.
Make a spellcraft check. The effects and varying
outcomes of each spell will be determined by this roll.
Mana Points Special: Here will be listed additional rules unique to
Spells, and some other magickal abilities, require a daily resource called some spells.
mana points (MP) to cast. Each spell’s mana cost is listed beside the spell's
name.

Recovering Mana Points


After an 8 hour rest, a character regains an amount of MP equal to their
level plus their mind modifier times two ((Level + Mnd) x2).

Spells in Melee
Casting spells while in an enemy's threatened area, provokes an attack of
opportunity, unless you choose to take a -5 penalty to your spellcraft check.
Should the attack hit, the spell automatically fails, and the MP is wasted.
Each additional enemy, whose threatened area you occupy, imposes
an additional -5. Some feats, talents, and other class abilities, such
as the combat casting feat, may lessen these penalties.

Schools of Magick
There are 5 different schools of
magick, each represented by a
different colour, and each fulfilling
a different role and purpose.
Black Magick: Dark magick, that
focuses on debilitating status effects
and dealing dark damage.
Blue Magick: Esoteric
magick, used to bend time, space, and the
very minds of others to your will.
Green Magick: Terrestrial magick, used to
manipulate the terrain to your advantage, or deals
physical damage.
Red Magick: Destructive magick, used to deal
elemental damage and imposes some status effects.
White Magick: Holy magick, used to restore the vitality of allies
and grant them powerful buffs.
Black Magick DC 30: As DC 15, except the target takes 5d6 dark damage.
Special: When casting this Spell, all creatures adjacent to the target take
Aphasia (4) half the damage, as long as your check equals or exceeds their fortitude
defence. These creatures then take half of that damage on the following
You cast shadowy, black tendrils around the throat of your victim,
turn.
suppressing their ability to speak. Time: Standard Action. Target: One
creature within 12 squares and within line of sight.
Make a Spellcraft check. Should your spellcraft check equal or exceed
the targets fortitude defence, the target becomes silenced. Maim (10)
Special: Targets that are higher level than you gain a +5 to their defence, You mutilate your enemy with crippling dark energy. Time: Standard
against this spell, for each level they are above you. Action. Target: One creature within 6 squares and within line of sight.
Make a Spellcraft check. Should your spellcraft check exceed the targets
fortitude defence, the target takes 4d6 points of dark damage. Deal +1 die
Black Hole (34) of damage per explosive die.
If the target is moved one or more steps down the condition track by this
You tear open a dark portal, unleashing an overwhelming abyss upon your
spell, the condition becomes persistent, and can only be removed by
foes. Time: Full-round Action. Targets: See Text.
making a DC 20 medicine check, or the target receives magical healing
Make a Spellcraft check. The result of the check determines the effect, if
that would move it up the condition track.
any.
DC 20: Compare your spellcraft check to the fortitude defence of any
enemies within 12 squares. Should your check equal or exceed a targets
fortitude defence, the target takes 2d6 dark damage and suffers a –10 Miasma (24)
penalty toward their threshold until the end of your next turn. Otherwise, You blanket the nearby area with a ghastly, black fog, filling the lungs of
targets take half damage, and only suffer a –5 penalty to their damage the victims caught within. Time: Standard Action. Targets: One creature
threshold. with 12 squares and line of sight.
DC 25: As DC 20, except targets take 3d6 dark damage. Make a Spellcraft check. The result of the check determines the effect, if
DC 30: As DC 20, except targets take 4d6 dark damage. any.
DC 35: As DC 20, except targets take 5d6 dark damage. DC 20: Should your check equal or exceed the fortitude defence of any
enemies within 3 squares of the target, including the target, they take 4d6
dark damage and suffer a –1 penalty to all defences until the start of your
Darkness (6) next turn. Otherwise, creatures take half damage and suffer no defence
penalty.
You fill the eyes of your target with pitched darkness, robbing them of their
DC 25: As DC 20, except it affects all creatures within 4 squares of the
ability to see. Time: Standard Action. Target: One creature within 12
target.
squares and within line of sight.
DC 30: As DC 20, except it affects all creatures within 5 squares of the
Make a Spellcraft check. Should your spellcraft check equal or exceed
target.
the targets fortitude defence, the target becomes blinded.
DC 35: As DC 20, except it affects all creatures within 6 squares of the
Special: Targets that are higher level than you gain a +5 to their defence,
target.
against this spell, for each level they are above you.

Entomb (34) Mire (16)


You corrupt your target with a sickening, and terrible disease. Time:
You encase your target in a stone prison, trapping them in a statue like form.
Standard Action. Target: One creature within 6 squares and within line of
Time: Full-round Action. Target: One creature within 6 squares and
sight.
within line of sight.
Make a Spellcraft check. Should your spellcraft check equal or exceed
Make a Spellcraft check. Should your spellcraft check equal or exceed
the targets fortitude defence, the target becomes diseased.
the targets fortitude defence, the target becomes petrified.
Special: Targets that are higher level than you gain a +5 to their defence,
Special: Targets that are higher level than you gain a +5 to their defence,
against this spell, for each level they are above you.
against this spell, for each level they are above you.

Expiry (24) Sap (16)


You blast your enemy with enfeebling dark energy. Time: Standard Action.
You impose undeath unto your enemies, ensuring they receive no aid from
Target: One creature within 6 squares and within line of sight.
their allies. Time: Standard Action. Target: One creature within 6 squares
Make a Spellcraft check. Should your spellcraft check exceed the targets
and within line of sight.
fortitude defence, the target moves -1 step on the condition track. For every
Make a Spellcraft check. Should your spellcraft check equal or exceed
10 Points your check exceeds the targets defence, it moves an additional -
the targets fortitude defence, the target becomes zombified.
1 on the condition track.
Special: Targets that are higher level than you gain a +5 to their defence,
against this spell, for each level they are above you.

Torpor (6)
Infest (10) You deplete your targets physical and mental faculties, immobilizing them.
Time: Standard Action. Target: One creature within 6 squares and within
You infect your target with noxious and virulent energy that can spread like
line of sight.
a plague. Time: Standard Action. Target: One creature within 12 squares
Make a Spellcraft check. Should your spellcraft check equal or exceed
and within line of sight.
the targets fortitude defence, the target becomes paralysed.
Make a Spellcraft check. The result of the check determines the effect, if
Special: Targets that are higher level than you gain a +5 to their defence,
any.
against this spell, for each level they are above you.
DC 15: Should your spellcraft check equal or exceed the targets fortitude
defence, the target takes 2d6 points of dark damage, and half that amount
again at the start of its turn. The target then takes half that damage on its
following turn. Void (16)
DC 20: As DC 15, except the target takes 3d6 dark damage. You envelop a creature in crushing darkness. Time: Standard Action.
DC 25: As DC 15, except the target takes 4d6 dark damage. Target: One creature within 6 squares and within line of sight.
Make a Spellcraft check. The result of the check determines the effect, if of your next turn.
any.
DC 20: Should your spellcraft check exceed the targets fortitude defence,
the target takes 2d6 points of dark damage and may only take a single swift
action on its next turn. Otherwise, target takes only half damage and may
Haste (4)
You imbue yourself or an ally with enhanced speed and agility. Time:
take actions as normal.
Move Action. Target: You, or a single creature within 12 squares and line
DC 25: As DC 20, except the target takes 4d6 points of dark damage.
of sight.
DC 30: As DC 20, except the target takes 6d6 points of dark damage.
Make a Spellcraft check. The result of the check determines the effect, if
DC 35: As DC 20, except the target takes 8d6 points of dark damage.
any.
DC 15: Targets speed is increased by 2 squares and target gains a +2 bonus
to any acrobatics and athletics checks for the duration of the encounter.
Blue Magick DC 20: As DC 15, except the bonus to acrobatics and athletics checks
increases to +3.
Charm (34) DC 25: As DC 15, except the bonus to acrobatics and athletics checks
You force another to turn on their allies and fight alongside you. Time: increases to +4.
Full-round Action. Target: One creature with 3 intelligence or higher DC 30: As DC 15, except the bonus to acrobatics and athletics checks
within 12 squares of you and within line of sight. increases to +5.
Make a Spellcraft check. The result of the check determines the effect, if Special: May be dispelled.
any.
DC 20: Should your spellcraft check equal or exceed the targets will
defence, the target becomes charmed, treating your allies as its allies, and
your enemies as its enemies, for 2 rounds.
Invisibility (10)
You are able to seemingly vanish people and objects into thin air, unable
DC 25: As DC 20, except the duration increases to 3 rounds.
to be seen by those nearby. Time: Standard Action. Target: You or a single
DC 30: As DC 20, except the duration increases to 4 rounds.
creature within 6 squares and line of sight.
DC 35: As DC 20, except the duration increases to 5 rounds.
Make a Spellcraft check. The result of the check determines the effect, if
Special: Targets that are higher level than you gain a +5 to their defence,
any.
against this spell, for each level they are above you.
DC 15: You are considered to have full concealment from all targets for
Should the creature be attacked, take damage, or be moved down the
the duration of the encounter. Taking damage or targeting a creature with
condition track, by you or one of your allies, the effect ends. Charmed
an attack roll or skill check immediately ends this effect.
creatures are immune to mind effects. This does not affect summoned
DC 20: As DC 15, and you gain a +2 bonus to Stealth checks.
creatures. This is a mind effect.
DC 25: As DC 15, except you gain a +3 bonus to Stealth checks.
Special: Can be dispelled.
DC 30: As DC 15, except you gain a +5 bonus to Stealth checks.
DC 35: As DC 15, except you gain a +10 bonus to Stealth checks.
Special: May be dispelled.
Confusion (16)
You cause your enemy to become bewildered, making them unable to
discern between friend and foe. Time: Standard Action. Target: One
creature within 12 squares and within line of sight.
Levitation (24)
You are able to both lift and suspend yourself in mid-air. Time: Standard
Make a Spellcraft check. Should your spellcraft check equal or exceed
Action. Target: You or a single creature within 6 squares and line of sight.
the targets will defence, they become confused. Targets that are higher
Make a Spellcraft check. The result of the check determines the effect of
level than you gain a +5 to their defence, against this spell, for each level
any.
they are above you. This is a mind effect.
DC 15: You gain hover, as well as a fly speed equal to 3/4 your base
Special: If a confused creature is attacked by an ally, and the attack
movement speed for 2 rounds.
surpasses the targets will defence in addition to their reflex, the effect ends.
DC 20: As DC 15, except the duration is increased to 3 rounds.
This is a mind effect.
DC 25: As DC 15, except the duration is increased to 4 rounds.
DC 30: As DC 15, except the duration is increased to 5 rounds.
Special: May be dispelled.
Fear (16)
You fill the heart of your enemy with absolute fear and dread, making them
freeze in terror. Time: Standard Action. Target: One creature within 12
squares and within line of sight.
Metamorphoses (16)
You alter the appearance of a creature or an item. Time: Standard Action.
Make a Spellcraft check. The result of the check determines the effect, if
Target: You or a single creature within 6 squares and line of sight.
any.
Make a Spellcraft check. The result of the check determines the effect, if
DC 15: Should your spellcraft check equal or exceed the targets will
any.
defence, the target can only take a single standard action on its next turn.
DC 20: As DC 15, The target gains a +2 bonus to deception checks made
DC 20: As DC 15, except the target can only take a single move action on
to disguise themselves.
its next turn.
DC 25: As DC 15, except the target gains a +3 bonus to deception checks.
DC 25: As DC 15, except the target can only take a single swift action on
DC 30: As DC 15, except the target gains a +5 bonus to deception checks.
its next turn.
DC 35: As DC 15, except the target gains a +10 bonus to deception checks.
DC 30: As DC 15, except the target can take no actions on its next turn and
Special: If targeting an object, you instead apply the bonus your deception
is treated as flat footed.
check made to disguise the item.
Special: Targets that are higher level than you gain a +5 to their defence,
Special: May be dispelled.
for each level they are above you, against this spell. This is both a fear
effect and a mind effect.

Phantasm (10)
Gravity (10) You create a hallucination or a mirage, fooling those nearby into seeing
whatever you choose. Time: Standard Action. Targets: All creatures with
You force a flying creature to the ground. Time: Standard Action. Target:
3 intelligence or higher within 12 squares and within line of sight.
One creature within 12 squares and line of sight.
Make a Spellcraft check. The result of the check determines the effect, if
Make a Spellcraft check. Should your check equal or exceed the targets
any.
fortitude defence, the target loses hover and its flying speed until the end
DC 15: You create a visual illusion, either a creature or object, of up to
medium size. The phantom may mimic the creature or objects basic any.
activities or functions and remains doing so until the creature realises it is DC 15: Should your spellcraft check exceed the targets reflex defence, the
fake. Any creature whose will defence was equalled or exceeded by your target takes 2d6 points of blunt damage. Should your check beat both the
check, believe the illusion to be real as long as they are not adjacent to the targets fortitude defence and reflex defence, the target is knocked prone.
illusion or attempt to interact with the illusion physically. This is a stun effect.
DC 20: As DC 15, except you may create up to a large illusion. DC 20: As DC 15, except the target takes 3d6 points of blunt damage.
DC 25: As DC 15, except you may create up to a huge illusion. DC 25: As DC 15, except the target takes 4d6 points of blunt damage.
DC 30: As DC 15, except you may create up to a gargantuan illusion. DC 30: As DC 15, except the target takes 5d6 points of blunt damage.
DC 35: As DC 15, except you may create up to a colossal illusion.
Special: Targets that are higher level than you gain a +5 to their defence,
against this spell, for each level they are above you. This is a mind effect. Cataclysm (34)
You unleash a massive force of world breaking tremors, causing absolute
destruction. Time: Full-round Action. Targets: All enemies within 12
Polymorph (34) squares.
You turn a creature into a small frog, chicken, pig, etc. Time: Full-round Make a Spellcraft check. The result of the check determines the affect, if
Action. Targets: One living creature within 6 squares and with line of sight. any.
Make a Spellcraft check. Should your check exceed, the targets fort DC 20: Should your check equal or exceed the reflex defence of any target,
defence, the target gains the toad status. the targets take 2d6 blunt damage. Otherwise, targets take half damage.
Special: Targets that are higher level than you gain a +5 to their defence, Should your check beat both the targets fortitude defence and reflex
against this spell, for each level they are above you. defence, they are knocked prone. This is a stun effect.
If this spell is cast on a creature with the toad status, it instead, removes DC 25: As DC 20, except the blunt damage is increased to 3d6.
the status. DC 30: As DC 20, except the blunt damage is increased to 4d6.
DC 35: As DC 20, except the blunt damage is increased to 5d6.
Special: This spell does not affect creatures with hover.
Sleep (16)
You make the target grow fatigued and tired, guiding them into a deep
slumber. Time: Standard Action. Target: One creature within 6 squares Entangle (6)
and within line of sight. You bend the surrounding trees and plants to your will, making them
Make a Spellcraft check. Should your spellcraft check equal or exceed ensnare your enemy. Time: Standard Action. Target: One creature within
the targets will defence, the target falls asleep, gaining the sleep status. 12 squares of you and with line of sight.
Special: Targets that are higher level than you gain a +5 to their defence, Make a Spellcraft check. Should your spellcraft check exceed the targets
against this spell, for each level they are above you. This is a mind effect. reflex defence, the target's movement is reduced to 0 and is flat-footed,
until the start of your next turn. The target may attempt to break free, as a
move action, making a grapple check, against your spellcraft check.
Slow (6) Special: This spell does not affect creatures with hover.
You force your enemy to feel overburdened, making it hard for them to
move. Time: Move Action. Target: One creature within 12 squares and
within line of sight. Overgrowth (16)
Make a Spellcraft check. Should your spellcraft check equal or exceed You cause a thorny briar to grow around you, impeding enemy movement.
the targets fortitude defence, the target becomes slowed. Time: Standard Action. Targets: See Text.
Special: Targets that are higher level than you gain a +5 to their defence, Make a Spellcraft check. All squares within 2 squares of you are treated
against this spell, for each level they are above you. as rough terrain. Creatures moving through this terrain take 2d6 piercing
damage for each square they move through (all damage being rolled
together at the end of the movement.) The result of your spellcraft check
Teleport (24) determines the duration of the effect, if any.
DC 20: 2 rounds
You instantly transport an object or creature from one place to another.
DC 25: 3 rounds
Time: Full-round Action. Target: You, or one object or creature within 6
DC 30: 4 rounds
squares and within line of sight. Make a Spellcraft check. The result of
DC 35: 5 rounds
the check determines the maximum size of the object or creature you can
Special: This spell does not affect creatures with hover. Should the caster
teleport, as well as the distance it may be moved.
gain hover, the effect ends.
DC 20: You can move a medium or smaller target up to 6 squares.
DC 25: You can move a large or smaller target up to 12 squares.
DC 30: You can move a huge or smaller target up to 18 squares.
DC 35: You can move a gargantuan or smaller target up to 24 squares. Quake (24)
DC 40: You can move a colossal or smaller target up to 30 squares. You create a large area of seismic activity, disorienting creatures and
Special: If an object you target contains other objects or creatures inside, damaging structures. Time: Standard Action. Targets: One creature
they are teleported as well. If a creature you target is carrying a rider, the within 12 squares and line of sight.
rider is teleported as well. Make a Spellcraft check. The result of the check determines the affect, if
Your spellcraft check must equal or exceed the Fort defence of any any.
unwilling target or has no effect. Destination must also have line of sight. DC 20: Should your check equal or exceed the reflex defence of any
Targets that are higher level than you gain a +5 to their defence, against enemies within 3 squares of the target, including the target, they take 4d6
this spell, for each level they are above you. blunt damage and are treated as flat-footed. Otherwise, creatures take half
damage and are not flat-footed. This is a stun.
DC 25: As DC 20, except it affects all creatures within 4 squares of the

Green Magick target.


DC 30: As DC 20, except it affects all creatures within 5 squares of the
Boulder (6) target.
DC 35: As DC 20, except it affects all creatures within 6 squares of the
You manipulate the earth before you, creating a large boulder, launching it
target.
at your foes. Time: Standard Action. Target: One creature within 12
Special: This spell does not affect creatures with hover.
squares and within line of sight.
Make a Spellcraft check. The result of the check determines the effect, if
Shockwave (10) DC 25: As DC 20, but the effect lasts for 3 rounds.
DC 30: As DC 20, but the effect lasts for 4 rounds.
You make the ground before you erupt with powerful tremors. Time:
DC 35: As DC 20, but the effect lasts for 5 rounds.
Standard Action. Targets: All creatures in a 6 square cone.
Special: May be dispelled. This is a stun.
Make a Spellcraft check. Make one roll against all target's reflex defences.
If the check equals or exceed the defence of any target, they take 4d6 points
of blunt damage. Otherwise, the target only takes half damage.
Should the check exceed both the targets reflex and fort defence, the target
is also knocked prone. This is a stun and an area effect.
Red Magick
Special: This spell does not affect creatures with hover. Ark Blast (34)
You discharge a massive explosion of high voltage energy. Time: Full-
round Action. Targets: All enemies within 12 squares.
Succession (34) Make a Spellcraft check. The result of the check determines the affect, if
any.
You consume the nearby area with a sudden overgrowth of thorned vines
DC 20: Should your check equal or exceed the reflex defence of any target,
and foliage. Time: Full-round Action. Targets: All enemies within 12
the targets take 2d6 electric damage. Otherwise, targets take half damage.
squares.
Should your check exceed both the targets fortitude defence and reflex
Make a Spellcraft check. The result of the check determines the affect, if
defence, the target becomes paralysed.
any.
DC 25: As DC 20, except the electric damage is increased to 3d6.
DC 20: Should your check equal or exceed the reflex defence of any target,
DC 30: As DC 20, except the electric damage is increased to 4d6.
the target takes 2d6 piercing damage, and reduces their movement speed
DC 35: As DC 20, except the electric damage is increased to 5d6.
to 0 squares, treating them as flat-footed, until the end of your next turn.
Otherwise, targets take half damage and may move as normal. Targets may
attempt to break free, as a move action, making a grapple check, against
your spellcraft check. Blizzard (24)
DC 25: As DC 20, except the piercing damage is increased to 3d6. You cause a large flurry of snow and ice to overtake the area. Time:
DC 30: As DC 20, except the piercing damage is increased to 4d6. Standard Action. Targets: One enemy within 12 squares and line of sight.
DC 35: As DC 20, except the piercing damage is increased to 5d6. Make a Spellcraft check. The result of the check determines the effect, if
Special: This spell does not affect creatures with hover. any.
DC 20: Should your check equal or exceed the reflex defence of any
enemies within 3 squares of the target, including the target, they take 4d6
Tempest (10) ice damage. Otherwise, creatures take half damage. If the check beat both
the targets fortitude defence and reflex defence, they only take a single
You manifest a vortice of powerful wind around you. Time: Standard
standard action on their next turn.
Action. Targets: You.
DC 25: As DC 20, except it affects all creatures within 4 squares of the
Make a Spellcraft check. The result of the check determines the effect, if
target.
any.
DC 30: As DC 20, except it affects all creatures within 5 squares of the
DC 20: The vortice deals 4d6 slashing damage to any creatures adjacent to
target.
you at the end of your turn. This is area damage. This effect lasts for 2
DC 35: As DC 20, except it affects all creatures within 6 squares of the
rounds.
target.
DC 25: As DC 20, but the effect lasts for 3 rounds.
DC 30: As DC 20, but the effect lasts for 4 rounds.
DC 35: As DC 20, but the effect lasts for 5 rounds.
Special: May be dispelled. Chain Lightning (16)
You unleash an arc of electricity that jumps from target to target. Time:
Standard Action. Targets: One creature within 6 squares and line of sight.
Windburst (34) Make a Spellcraft check. Should your spellcraft check equal or exceed
the targets reflex defence, the targets take 4d6 electric damage and is
You release a massive gale force wind, devastating all nearby enemies.
paralyzed, otherwise, targets take half damage and are not paralyzed.
Time: Full-round Action. Targets: All enemies within 12 squares.
Additionally, should your spellcraft meet or beat both the targets reflex and
Make a Spellcraft check. The result of the check determines the affect, if
fort defence, you may target an additional creature within 2 squares of the
any.
original target. This chain may continue indefinitely but may not target the
DC 20: Should your check equal or exceed the reflex defence of any target,
same creature more than once in a single casting of this spell, nor may it
the targets take 2d6 slashing damage. Otherwise, targets take half damage.
ever target a creature that is more than 6 squares away from the initial target.
Should your check beat both the targets fortitude defence and reflex
defence, their movement speed is reduced to 2 squares until the start of
your next turn.
DC 25: As DC 20, except the slashing damage is increased to 3d6. Ember (6)
DC 30: As DC 20, except the slashing damage is increased to 4d6. You throw a small bolt of fyr at your target. Time: Standard Action.
DC 35: As DC 20, except the slashing damage is increased to 5d6. Targets: All creatures within a 3x3 square area within 12 squares and
within line of sight.
Make a Spellcraft check. The result of the check determines the effect, if
Whirlwind (16) any.
DC 15: Should your spellcraft check equal or exceed the targets reflex
You create a torrent of powerful wind that envelopes your enemy, lifting
defence, the targets take 1d6 fyr damage. Otherwise, targets only take half
them off the ground. Time: Standard Action. Target: One creature within
damage.
12 squares and within line of sight.
DC 20: As DC 15, except targets take 2d6 fyr damage.
Make a Spellcraft check. The result of the check determines the effect, if
DC 25: As DC 15, except targets take 3d6 fyr damage.
any.
DC 30: As DC 15, except targets take 4d6 fyr damage.
DC 15: Should your spellcraft check equal or exceed the targets fortitude
DC 35: As DC 15, except targets take 5d6 fyr damage.
defence, the target becomes stuck in a whirlwind, reducing their movement
Special: Any creatures not within the centre square are treated as having
speed to 0 squares, for 2 rounds. Additionally, any attacks or skill checks
evasion.
made by the target while stuck in the whirlwind suffer a -5 penalty. The
target falls prone at the end of the effect. Lastly, each round the target
remains in the whirlwind, they suffer 4d6 points of slashing damage.
However, should another creature deal damage to them, this effect ends.
Flamethrower (16) Gelid Strike (10)
You blast forth a cone of searing hot flame, from your hands. Time: Your hand emits an intense colde, freezing anyone that is hit by your icy
Standard Action. Targets: All targets in a 6 square cone. strike. Time: Move Action. Target: You.
Make a Spellcraft check. Make one roll against the reflex defence of all Make a Spellcraft check. The effect is determined by your check, if any.
targets. Should your check equal or exceed the reflex defence of any target, DC 15: Until the start of your next turn, your melee attacks deal +1d6 colde
targets take 4d6 fyr damage. Otherwise, targets take only half damage. If damage.
the check beat both the targets fortitude defence and reflex defence, the DC 20: As DC 15, except your melee attacks deal +2d6 colde damage.
target takes half that damage at the start of their next turn, and half that DC 25: As DC 15, except your melee attacks deal +3d6 colde damage.
damage again on the following turn. DC 30: As DC 15, except your melee attacks deal +4d6 colde damage.
Special: This spell damage is not altered by talents, feats or other abilities
that augment the weapons own damage.
Frost Wave (16)
You unleash a torrent of icy winds from the palms of your hands. Time:
Standard Action. Targets: All creatures in a 6 square cone. Ice Blast (16)
Make a Spellcraft check. Make one roll against all targets reflex defence. You launch a large chunk of snow and ice at your enemy. Time: Standard
Should your check equal or exceed the reflex defence of any target, the Action. Target: One creature within 12 squares and within line of sight.
target takes 4d6 colde damage. Otherwise, targets take half damage. If the Make a Spellcraft check. The result of the check determines the effect, if
check beat both the targets fortitude defence and reflex defence, they only any.
take a single standard action on their next turn. DC 20: Should your spellcraft check equal or exceed the targets reflex
defence, the target takes 2d6 colde damage. Otherwise, target takes only
half damage. If the check beat both the targets fortitude defence and reflex
Fyrball (16) defence, they only take a single standard action on their next turn.
DC 25: As DC 20, except the target takes 4d6 colde damage.
You throw a flaming ball of energy from your hands, that explodes on
DC 30: As DC 20, except the target takes 6d6 colde damage.
contact. Time: Standard Action. Targets: All creatures within a 3x3
DC 35: As DC 20, except the target takes 8d6 colde damage.
square area within 12 squares and within line of sight.
Make a Spellcraft check. The result of the check determines the effect, if
any.
DC 20: Should your spellcraft check equal or exceed the targets reflex Icicle (6)
defence, the targets take 2d6 fyr damage. Otherwise, targets only take half You shoot a shard of ice at your enemy. Time: Standard Action. Target:
damage. One creature within 6 squares and within line of sight.
DC 25: As DC 20, except targets take 4d6 fyr damage. Make a Spellcraft check. The result of the check determines the effect, if
DC 30: As DC 20, except targets take 6d6 fyr damage. any.
DC 35: As DC 20, except targets take 8d6 fyr damage. DC 15: Should your spellcraft check equal or exceed the targets reflex
DC 40: As DC 20, except targets take 10d6 fyr damage. defence, the target takes 1d6 colde damage. Otherwise, target takes only
Special: Any creatures not within the centre square are treated as having half damage. If the check beat both the targets fortitude defence and reflex
evasion. defence, they only take a single standard action on their next turn.
DC 20: As DC 15, except the target takes 2d6 colde damage.
DC 25: As DC 15, except the target takes 3d6 colde damage.
Fyrstorm (24) DC 30: As DC 15, except the target takes 4d6 colde damage.
You call down a hail of fyr and brimstone, laying waste to all bellow. Time:
Standard Action. Targets: One enemy within 12 squares and line of sight.
Make a Spellcraft check. The result of the check determines the effect, if Inferno (34)
any. You create a massive area of raging fyr, consuming all in flame. Time:
DC 20: Should your check equal or exceed the reflex defence of any Full-round Action. Targets: All enemies within 12 squares.
enemies within 3 squares of the target, including the target, they take 4d6 Make a Spellcraft check. The result of the check determines the effect, if
fyr damage. Otherwise, creatures take half damage. If the check beat both any.
the targets fortitude defence and reflex defence, the fyr damage increases DC 20: Should your check equal or exceed the reflex defence of any target,
by +2d6. the targets take 2d6 fyr damage. If the check exceeded both the targets
DC 25: As DC 20, except it affects all creatures within 4 squares of the reflex and fortitude defences, the fyr damage increases by +2d6.
target. DC 25: As DC 20, except the fyr damage is increased to 3d6.
DC 30: As DC 20, except it affects all creatures within 5 squares of the DC 30: As DC 20, except the fyr damage is increased to 4d6.
target. DC 35: As DC 20, except the fyr damage is increased to 5d6.
DC 35: As DC 20, except it affects all creatures within 6 squares of the
target.
Lightning Bolt (16)
You call down a powerful bolt of electricity, striking your target. Time:
Galvanic Strike (10) Standard Action. Target: One target within 12 squares and with line of
Your hands surge with electrical energy, delivering painful jolts of sight.
electricity to anyone you strike. Time: Move Action. Target: You. Make a Spellcraft check. The result of the check determines the effect, if
Make a Spellcraft check. The effect is determined by your check, if any. any.
DC 15: Until the start of your next turn, your melee attacks deal +1d6 DC 20: Should your spellcraft check equal or exceed the targets reflex
electricity damage. defence, the target takes 2d6 electricity damage. Otherwise, the target takes
DC 20: As DC 15, except your melee attacks deal +2d6 electricity damage. only half damage. Should your check beat both the reflex defence and
DC 25: As DC 15, except your melee attacks deal +3d6 electricity damage. fortitude defence of the target, the target becomes paralysed.
DC 30: As DC 15, except your melee attacks deal +4d6 electricity damage. DC 25: As DC 20, except the target takes 4d6 electricity damage.
Special: This spell damage is not altered by talents, feats or other abilities DC 30: As DC 20, except the target takes 6d6 electricity damage.
that augment the weapons own damage. DC 35: As DC 20, except the target takes 8d6 electricity damage.
Scorching Strike (10) Special: Each time your DR is overcome by the appropriate damage, it is
reduced by 5 points. Once at 0, the effect ends.
Your hands envelop in flame, causing terrible burns to anyone you strike.
Does not stack with ward.
Time: Move Action. Target: You.
May be dispelled.
Make a Spellcraft check. The effect is determined by your check, if any.
DC 15: Until the start of your next turn, your melee attacks deal +1d6 fyr
damage.
DC 20: As DC 15, except your melee attacks deal +2d6 fyr damage. Cleanse (6)
DC 25: As DC 15, except your melee attacks deal +3d6 fyr damage. You heal to the sick, clearing them of their ailments. Time: Standard
DC 30: As DC 15, except your melee attacks deal +4d6 fyr damage. Action. Target: One creature within 6 squares and line of sight.
Special: This spell damage is not altered by talents, feats or other abilities Make a Spellcraft check. The result of the check determines the effect, if
that augment the weapons own damage. any.
DC 15: The target is cleared of any and all poison.
DC 20: As DC 15, except the target is also cleared of blind and silence.
Shock (6) DC 25: As DC 15, except the target is also cleared of blind, silence, slow,
and paralysis.
You zap your target with small electrical charges. Time: Standard Action.
DC 30: As DC 15, except the target is also cleared of blind, silence, sleep,
Target: One target within 6 squares and with line of sight.
slow, paralysis, confusion, and disease.
Make a Spellcraft check. The result of the check determines the effect, if
DC 35: As DC 15, except the target is also cleared of blind, silence, sleep,
any.
slow, paralysis, confusion, disease, petrification, and toad.
DC 15: Should your spellcraft check equal or exceed the targets reflex
DC 40: As DC 20, except the target is cleared of any and all status effects,
defence, the target takes 1d6 electricity damage. Otherwise, the target takes
including zombify and curses.
only half damage. Should your check beat both the reflex defence and
fortitude defence of the target, the target becomes paralysed.
DC 20: As DC 15, except the target takes 2d6 electricity damage.
DC 25: As DC 15, except the target takes 3d6 electricity damage.
Curatio (24)
You restore a large amount of vitality to an injured creature. Time:
DC 30: As DC 15, except the target takes 4d6 electricity damage.
Standard Action. Target: You, or a single living creature within 6 squares
and line of sight.
Make a Spellcraft check. The result of your check determines the effect,
Thunderstorm (24) if any.
You cause the clouds above to darken, as they begin creating a large storm. DC 20: The target is healed a number of hit points equal to 2x your
Time: Standard Action. Targets: One enemy with 12 squares and line of character level.
sight. DC 25: The target is healed a number of hit points equal to 3x your
Make a Spellcraft check. The result of the check determines the effect, if character level.
any. DC 30: The target is healed a number of hit points equal to 4x your
DC 20: Should your check equal or exceed the reflex defence of any character level.
enemies within 3 squares of the target, including the target, they take 4d6 DC 35: The target is healed a number of hit points equal to 5x your
electric damage. Otherwise, creatures take half damage. If the check beat character level.
both the targets fortitude defence and reflex defence, they become
paralysed.
DC 25: As DC 20, except it affects all creatures within 4 squares of the
target.
Cure (6)
You restore the vitality of a nearby ally. Time: Standard Action. Target:
DC 30: As DC 20, except it affects all creatures within 5 squares of the
You, or a single living creature within 6 squares and line of sight.
target.
Make a Spellcraft check. The result of your check determines the effect,
DC 35: As DC 20, except it affects all creatures within 6 squares of the
if any.
target.
DC 15: The target is healed a number of hit points equal to 5+ your
character level.
DC 20: The target is healed a number of hit points equal to 10+ your
White Out (34) character level.
You call forth a massive snowstorm, completely freezing the surrounding DC 25: The target is healed a number of hit points equal to 15+ your
area. Time: Full-round Action. Targets: All enemies within 12 squares. character level.
Make a Spellcraft check. The result of the check determines the affect, if DC 30: The target is healed a number of hit points equal to 20+ your
any. character level.
DC 20: Should your check equal or exceed the reflex defence of any target,
the targets take 2d6 colde damage. Otherwise, targets take half damage.
Should your check beat both a targets fortitude defence and reflex defence,
they may only take a single standard action on their next turn.
Dispel (10)
You purge ongoing magickal effects from allies or enemies. Time:
DC 25: As DC 20, except the colde damage is increased to 3d6.
Standard Action. Target: A single creature within 12 squares and within
DC 30: As DC 20, except the colde damage is increased to 4d6.
line of sight.
DC 35: As DC 20, except the colde damage is increased to 5d6.
Make a Spellcraft check. Should your check equal or exceed the targets
will defence, they lose any and all magickal effects that may be dispelled.

White Magick
Barrier (16) Faith (10)
Your shield your ally with empyrean power. Time: Move Action. Target:
You create a powerful defensive barrier. Time: Move Action. Target: You,
You, or a single creature within 6 squares and within line of sight.
or a single creature within 6 squares and with line of sight.
Make a Spellcraft check. The result of the check determines the effect, if
Make a Spellcraft check. The result of the check determines the effect, if
any.
any.
DC 15: The Target gains a +1 bonus to both their Fort defence and Will
DC 25: Target gains DR 5 against magickal damage for the duration of the
defence for the duration of the encounter.
encounter. This may stack with existing DR but not with itself.
DC 20: As DC 15, except the defence bonus is +2.
DC 30: As DC 15, except the DR is 10.
DC 25: As DC 15, except the defence bonus is +3.
DC 35: As DC 15, except the DR is 15.
DC 30: As DC 15, except the defence bonus is +4. DC 25: As DC 20, except the effect lasts for 3 rounds.
DC 35: As DC 15, except the defence bonus is +5. DC 30: As DC 20, except the effect lasts for 4 rounds.
Special: May be dispelled. DC 35: As DC 20, except the effect lasts for 5 rounds.
Special: May be dispelled.

Luminescence (34)
You unleash a powerful wave of light that burns the unholy and corrupt. Revive 16)
Time: Full-round Action. Target: All enemies within 12 squares of you. You revitalie an unconscious ally. Time: Standard Action. Target: A
Make a Spellcraft check. The result of your check determines the effect, single living creature, that is unconscious, within 6 squares and line of sight.
if any. Make a Spellcraft check. The result of the check determines the effect, if
DC 20: Should your check equal or exceed the will defence of any target, any.
they take 2d6 points of holy damage, and suffer a –10 penalty to their DC 15: The target is healed an amount of HP equal to your character level,
damage threshold, until the end of your next turn. Otherwise, targets take and is moved +1 step on the condition track.
half damage and suffer a –5 penalty to their damage threshold. DC 20: As DC 15, except the target moves +2 steps on the condition track.
DC 25: As DC 20, except the holy damage is increased to 3d6. DC 25: As DC 15, except the target moves +3 steps on the condition track.
DC 30: As DC 20, except the holy damage is increased to 4d6. DC 30: As DC 15, except the target moves +4 steps on the condition track.
DC 35: As DC 20, except the holy damage is increased to 5d6. DC 35: As DC 15, except the target moves +5 steps on the condition track.

Holy (24) Shell (16)


You saturate the nearby area with holy light, weakening enemies caught You create a powerful forcefield that mitigates physical damage. Time:
within its influence. Time: Standard Action. Target: One enemy within 12 Move Action. Target: You, or a single creature within 6 squares and within
squares and line of sight. line of sight.
Make a Spellcraft check. The result of your check determines the effect, Make a Spellcraft check. The result of the check determines the effect, if
if any. any.
DC 20: Should your check equal or exceed the will defence of any enemies DC 25: Target gains DR 5 against physical damage for the duration of the
within 3 squares of the target, including the target, they take 4d6 holy encounter. This may stack with existing DR but not with itself.
damage, and suffer a –2 penalty to all attack rolls made until the start of DC 30: As DC 15, except the DR is 10.
your next turn. Otherwise, creatures take half damage and suffer no attack DC 35: As DC 15, except the DR is 15.
penalties. Special: Each time your DR is overcome by the appropriate damage, it is
DC 25: As DC 20, except it affects all creatures within 4 squares of the reduced by 5 points. Once at 0, the effect ends.
target. Does not stack with protect.
DC 30: As DC 20, except it affects all creatures within 5 squares of the May be dispelled.
target.
DC 35: As DC 20, except it affects all creatures within 6 squares of the
target.
Smite (10)
You wield the holy power of light against the forces of darkness. Time:
Standard Action. Target: A single creature within 6 squares and with line
Protect (4) of sight.
You create a magical forcefield that protects against physical damage. Make a Spellcraft check. Should your spellcraft check exceed the
Time: Move Action. Target: You, or a single creature within 6 squares targets will defence, the target takes 4d6 points of holy damage. Deal +1
and within line of sight. die of damage per explosive die.
Make a Spellcraft check. The result of the check determines the effect, if If the target is moved one or more steps down the condition track by this
any. spell, the condition becomes persistent, and can only be removed with a
DC 15: Target gains DR 2 against physical damage for the duration of the DC20 medicine check, or the target receives magical healing that would
encounter. This may stack with existing DR but not with itself. move it up the condition track.
DC 20: As DC 15, except the DR is 3.
DC 25: As DC 15, except the DR is 4.
DC 30: As DC 15, except the DR is 5.
Special: Each time your DR is overcome by the appropriate damage, it is Ward (4)
reduced by 5 points. Once at 0, the effect ends. You create a small magical barrier to guard against damage. Time: Move
Does not stack with shell. Action. Target: You, or a single creature within 6 squares and with line of
May be dispelled. sight.
Make a Spellcraft check. The result of the check determines the effect, if
any.
DC 15: Target gains DR 2 against magickal damage for the duration of the
Regen (24) encounter. This may stack with existing DR but not with itself or barrier.
You impart restorative power onto a creature, that continues to heal them DC 20: As DC 15, except the DR is 3.
even when they leave your care. Time: Standard Action. Target: You, or DC 25: As DC 15, except the DR is 4.
a single living creature within 6 squares and with line of sight. DC 30: As DC 15, except the DR is 5.
Make a Spellcraft check. The result of the check determines the effect, if Special: Each time your DR is overcome by the appropriate damage, it is
any. reduced by 5 points. Once at 0, the effect ends.
DC 20: The target heals a number of hit points, equal to your character Does not stack with barrier.
level, per round for turn for 2 rounds. May be dispelled.
-Bardic Performances-
Learning Performances Chanter’s Etude
Characters who take the bardic study feat, be it through their class choice, A song that protects your allies from harmful magicks.
or feat choice, may learn a number of performances equal to 1 + their Make a Performance
Intelligence modifier (Int), by using orchestral scores. Should your Int check. The result of the check determines the effect, if any.
modifier ever increase due to ability score increases, you retroactively DC15: allies in range gain +1 to Ref defence against spells until the start
increase the number of known performances you may learn via scores. of your next turn.
Should you wish to learn a new performances when you have no available DC20: as DC15, but the bonus is +2.
slots, you may choose to replace an existing known performance when you DC25: as DC15, but the bonus is +3.
study a score. DC30: as DC15, but the bonus is +4.
DC35: as DC15, but the bonus is +5.

Performing
When using a performance, you make a performance check, which will Corrival’s Requiem
determine the performances effect. Some performances are enhancing Fill your enemies’ hearts with dread and despair, with this sinister tune.
effects that target allies, while others are enfeebling effects that target Make a Performance check. Should the result of your check meet or
enemies. No effects stack with themselves. exceed the will defence of enemies within range, they suffer a -2 penalty
All bardic performances are mind effects. to all defences, until the start of your next turn.
This is a fear effect.

Performance in Melee
Like casting spells, using performances in melee provokes an attack of
opportunity, unless you take a penalty to the performance check for each
enemy threating you. For instrument checks, the penalty is -5, while for
dancing and oration checks, the penalty is only -2.

Performances
Arrow Aubade
Focus the aim of your Ranger companions, with this
remarkable number.
Make a Performance check. The result of the check
determines the bonus, if any.
DC 20: allies in range deal +1d4 damage on all
successful ranged attacks made until the start of
your next turn.
DC 25: as DC 20, but the bonus damage is +1d6.
DC 30: as DC 20, but the bonus damage is +1d8.
DC 35: as DC 20, but the bonus damage is +1d10.
DC 40: as DC 20, but the bonus damage is
+1d12.

Beau Capriccio
An elegant tune that grants your allies a stronger
sense of self.
Make a Performance check. Until the start of your
next turn, allies within range may choose to use your
performance check in place of their will defence.

Champion’s Virelai
A battle song that inspires your allies to fight with
great bravery.
Make a Performance check. The result of the check
determines the bonus, if any.
DC15: allies in range gain +1 bonus to all attack rolls
until the start of your next turn.
DC20: as DC15, but the bonus is +2.
DC25: as DC15, but the bonus is +3.
DC30: as DC15, but the bonus is +4.
DC35: as DC15, but the bonus is +5.
Jack Tar Chantey Savage Scherzo
A lively song that inspires your allies to complete the tasks at hand. A blustering tune, able to cut as deep as any blade.
Make a Performance check. The result of the check determines the bonus, Make a Performance check. The result of the check determines the effect,
if any. if any.
DC15: allies in range gain +1 bonus to all skill checks, excluding weapon DC 20: Should the check meet or exceed the will defence of enemies
skills and spellcraft checks. within range, they suffer an amount of damage equal to 1d4. This is
DC20: as DC15, but the bonus is +2. unaspected damage that ignores all forms of DR.
DC25: as DC15, but the bonus is +3. DC 25: As DC 20, except the damage is increased to 1d6.
DC30: as DC15, but the bonus is +4. DC 30: As DC 20, except the damage is increased to 1d8.
DC35: as DC15, but the bonus is +5. DC 35: As DC 20, except the damage is increased to 1d10.
Note: Cannot be used when a GM calls for an immediate skill check. DC 40: As DC 20, except the damage is increased to 1d12.
Special A creature may not be affected by this performance more than once
in a single round.
Knave’s Madrigal
A ridiculous and obnoxious tune, that many find mentally taxing.
Make a Performance check. Should the check meet or exceed the will Scamp’s Nocturne
defence of enemies within range, the targets suffer a -5 penalty to their will A dark song that sews distress in the minds of those who wield magick.
defence until the start of your next turn. Make a Performance check. Should the check meet or exceed the will
defence of enemies within range, the action required by affected targets, to
cast spells, is increased by one step (swift to move, move to standard, and
Knight’s Paeon standard to full-round), to a maximum of a full-round action.
A strong verse that emboldens your allies to hold the line.
Make a Performance check. The bonus is determined by your
performance check, if any. Vagrant's Threnody
DC15: allies in range gain +1 to Ref defence A disheartening verse that weakens your enemies resolve.
against melee and ranged attacks until the start of your next turn. Make a Performance check. Should the check meet or exceed the will
DC20: as DC15, but the bonus is +2. defence of enemies within range, the targets suffer a -2 penalty to all attack
DC25: as DC15, but the bonus is +3. rolls and skill checks, until the start of your next turn.
DC30: as DC15, but the bonus is +4.
DC35: as DC15, but the bonus is +5.
Valor Minne
This warring song ensures your allies' weapons strike true.
Mage's Ballad Make a Performance check. The result of the check determines the bonus,
A magickal melody that empowers spellcasters. if any.
Make a Performance check. The bonus is determined by the check, if any. DC20: allies in range deal +1d4 damage on all successful melee attacks
DC15: Allies in range gain a +1 bonus to all spellcraft checks made until made until the start of your next turn.
the start of your next turn. DC25: as DC20, but the bonus damage is +1d6.
DC20: as DC15, but the bonus is +2. DC30: as DC20, but the bonus damage is +1d8.
DC25: as DC15, but the bonus is +3. DC35: as DC20, but the bonus damage is +1d10.
DC30: as DC15, but the bonus is +4. DC40: as DC20, but the bonus damage is +1d12.
DC35: as DC15, but the bonus is +5.

Vigil’s Overture
Mourning Elegy A song that fortifies your ally's constitution, keeping them in fight.
A bleak and depressing verse, that saps even the stalwart heroes of their Make a Performance check. Until the start of your next turn, allies within
strength to persist. range may choose to use your performance check in place of their fort
Make a Performance check. Should the check meet or exceed the will defences.
defence of enemies within range, the targets suffer a -5 penalty to their fort
defence until the start of your next turn.
-Equipage-
Staves- Magickal staves, wands, and rods favoured
by spellcasters.
There is a large variety of equipment available for characters to choose Swords- Versatile, personal weapons, with a wide variety of types and
from, ranging from mundane arms and armour to powerful relics of myth effects.
and legend.
Weapon Sizes
Weapons The size of a weapon compared to the size of the wielder, determines if the
weapon is light, one-handed, two-handed, or too large to use.
In a world filled with fantastical monsters and wondrous magick, weapons
Light: If a weapon is one or more size categories smaller than its
are a necessity for daye-to-daye protection and self-defence. There are a
wielders base size, the weapon is considered to be light. Light weapons
number of weapon types, with varying functions and effects.
may be used while grappling, can be thrown, and can be resolved with
either the 1-handed or light weapon skill. 1/10 Bulk.
Weapon Categories 1-Handed: A weapon that is the same size category as the wielders base
Weapons are divided into a number of categories, based on their form and size, is considered a 1-handed weapon. 1 Bulk.
function. A swordsman may use any sword as effectively as the next, 2-Handed: If a weapon is one size category larger than the wielders base
assuming they have the strength or finesse required to wield the weapon size, then it requires two hands to use. 2-handed weapons add x2 Str
effectively. Just as a skilled archer may use each bow to the same effect, as modifier to damage. 2 Bulk.
long as they have the strength to draw it. Too Large to Use: If a weapon is two or more size categories larger than
Weapons are divided into the following categories. a creature’s base size, that creature may not use that weapon, as it is far too
Axes- Chopping weapons focused on powerful slashes. large to be wielded effectively in battle. 3 Bulk.
Bludgeons- Blunt weapons, such as hammers, maces, and flails.
Bows- Ranged weapons that rely on the wielder’s strength. Physical Damage
Crossbows- Advanced ranged weapons, that do not require strength, but Most melee weapons deal one or two types of physical damage, dealing
require longer reload times. either blunt, piercing, or slashing damage.
Knives- Small, handheld blades, good for stabbing and slashing.
Polearms- Larger battlefield weapons, that typically provide reach.
Melee Weapons
Axes
Name Cost Atk Bonus Damage Type Size Availability
Stone Hatchet 50 - 2d6-1 Slashing Small Common
Handaxe 100 - 2d6 Slashing Small Common
Epsilon 400 - 2d8 Slashing Medium Common
Broadaxe 1,000 - 2d10 Slashing Large Common
Francisca 1,900 +1 2d6+1 Slashing Small Uncommon
Battleaxe 3,100 +1 2d8+1 Slashing Medium Common
Earth Chopper 4,600 +1 2d10+1 Slashing Large Rare
Greataxe 6,400 +2 2d12 Slashing Large Uncommon
Bandit's Bhuj 8,500 +2 2d6+2 Slashing Small Uncommon
Orcish Tabar 10,900 +2 2d8+2 Slashing Medium Rare
Headsman's Axe 13,600 +3 2d10+2 Slashing Large Exotic
Ogre Killer 16,600 +3 2d12+2 Slashing Large Exotic
Dwarven Warpick 19,900 +3 2d6+3 Piercing Small Uncommon
Crystal Parashu 23,500 +3 2d8+3 Slashing Medium Epic
Acha de Armas 27,400 +4 2d10+4 Piercing or Slashing Large Rare
Berserker's Labrys 31,500 +4 2d12+3 Slashing Large Epic
Golden Axe 35,900 +5 2d8+5 Slashing Medium Legendary
Ragnarok 40,600 +5 2d12+5 Slashing Large Legendary

Acha de armas Smithing: DC 25 (Fae Wood, Orichalcum)


This diverse long axe grants the wielder reach 2. Additionally, when used
with power attack, deal +1 die of damage per explosive dice. Epsilon
Smithing: DC 35 An affordable bronze axe, favoured by conscripts and other cheap infantry.
Smithing: DC 15
Bandit’s Bhuj
An axe-knife fitted to a long haft, favoured by bandits and brigands. Francisca
Whenever the wielder has a target either flanked or flat-footed, they may A deadly handaxe designed to shatter shields. This axe imposes a -2
reroll 1's on all damage dice, keeping the second result. penalty on all opposed attack rolls made to block or parry the attack.
Smithing: DC 25 (Beast Horn 2) Smithing: DC 20

Battleaxe Golden Axe


A traditional and versatile war axe. Medium creatures may treat this This legendary axe is one of the 9 divine artefacts, passed down from the
weapon as either a 1-handed or 2-handed weapon. gods themselves. Its damage is treated as holy against enemies either
Smithing: DC 20 immune, resistant, or weak to holy damage. Additionally, should the attack
roll beat both the targets reflex defence and fortitude defence, it deals +2
Berserker’s Labrys damage dice.
Smithing: N/A
This cursed weapon is mighty and terrible, for any who wield it may not
be able to discern friend from foe. Whenever this weapons attack roll beats
both the target's reflex defence and fortitude defence, the cleave feat may Greataxe
be activated. However, anytime the wielder rolls a natural 1 or 2 on an This massive 2-handed axe is favoured by strong warriors. Requires 15 Str
attack roll, they must reroll their attack against an ally within reach. If no to use.
ally is within reach, the wielder instead rolls the attack against themselves. Smithing: DC 20
Requires 15 Str to use.
Smithing: DC 40 (Daemon Heart, Orichalcum 2) Handaxe
A light 1-handed war axe.
Broadaxe Smithing: DC 15
A large 2-handed war axe.
Smithing: DC 15 Headsman’s Axe
An axe forged for those who want more slaughter per swing. Whenever the
Crystal Parashu wielder uses the mighty swing feat, they deal +1 die of damage per
This enchanted battleaxe was imbued with the power of the djinn. Medium explosive die.
creatures may treat this weapon as either a 1-handed or 2-handed weapon. Smithing: DC 30 (Adamantite 2)
Elementals are treated as weak against this weapons damage.
Smithing: DC 35 (Crysteel 3) Ogre Killer
This large axe was forged by the fae, to bring down the giants that threaten
Dwarven Warpick their realm. Giants are treated as weak against damage from this weapon.
A dwarven made pickaxe, used to break down heavy, durable foes. Requires 15 Str to use.
Constructs are treated as weak against damage from this weapon. Smithing: DC 30 (Fae Wood, Mythril 2)
Smithing: DC 35 (Adamantite 2)
Orcish Tabar
Earth Chopper Orcs favour large, powerful swings. Medium creatures wielding this
A powerful axe, forged with the very intent to destroy nature. Fae are weapon gain twice the benefit from power attack, as if it were a 2-handed
treated as weak against damage from this weapon. weapon.
Smithing: DC 25 (Beast Horn) use.
Smithing: N/A
Ragnarok
This legendary greataxe, forged from the fyrs of war and turmoil, spreads Stone Hatchet
destruction on a massive scale. Its damage is treated as dark against A primitive stone hatchet, commonly used by less civilized and
enemies either immune, resistant, or weak to dark damage. Additionally, sophisticated groups. Any time the wielder rolls a 1 on an attack roll with
should the attack roll surpass both the targets fortitude and reflex defence, this weapon, the weapon moves -1 on the condition track.
all other enemies within 6 squares of the target suffer 4d6 dark damage. Smithing: DC 15
This effect may not trigger again on the following turn. Requires 15 Str to

Bludgeons
Name Cost Atk Bonus Damage Type Size Availability
Goblin Club 50 - 2d6-1 Blunt Small Common
Bronze Mace 100 - 2d6 Blunt Small Common
Iron Hammer 400 - 2d8 Blunt Medium Common
Sledgehammer 1,000 - 2d10 Blunt Large Common
Flanged Mace 1,900 +1 2d6+1 Blunt Small Uncommon
Warhammer 3,100 +1 2d8+1 Blunt Medium Common
Oaken Club 4,600 +1 2d10+1 Piercing Large Uncommon
Great Hammer 6,400 +2 2d12 Blunt Large Uncommon
Spiked Flail 8,500 +2 2d6+2 Piercing Small Uncommon
Coldesteel Cudgel 10,900 +2 2d8+2 Blunt Medium Rare
Doom Flail 13,600 +3 3d8+3 Blunt Medium Epic
Ore Hammer 16,600 +3 2d10+2 Blunt Large Rare
Gigas Mallet 19,900 +3 2d12+2 Blunt Large Exotic
Bone Club 23,500 +3 2d6+3 Blunt Small Epic
Bec de Corbin 27,400 +4 2d10+4 Blunt or Piercing Large Rare
Calamity Greatmaul 31,500 +4 2d12+3 Blunt Large Epic
Mjolnir 35,900 +5 2d8+5 Blunt Medium Legendary
Sharur 40,600 +5 2d12+5 Blunt Large Legendary

Bec de corbin Flanged Mace


This versatile long hammer provides the wielder with reach 2. Additionally, A war mace forged to break the enemy’s guard. This bludgeon imposes a -
when used with power attack, deal +1 die of damage per explosive dice. 2 penalty on all opposed attack rolls made to block or parry the attack.
Smithing: DC 35 Smithing: DC 20

Bone Club Gigas Mallet


A cursed bone taken from the leg of an ancient and corrupted being. It This massive hammer packs the power of a giant in each hit, imposing a –
always deals only half damage, though if the damage before being halved 2 penalty to any attempts made to block or parry it. Additionally, should
would surpass a creature's threshold, it moves them –2 steps down the the weapons attack roll surpass both the reflex and fortitude defence of the
condition track, rather than –1. target, the bull rush feat may be applied to the attack, even if no charge was
Smithing: DC 35 (Ancient Bone, Cursed Bone, Ectoplasm) made. Requires 15 Str to use.
Smithing: DC 30 (Gigas Heart 2)
Bronze Mace
This simple light mace is both affordable and easy to use. Goblin Club
Smithing: DC 15 This dinky little club is hardly effective, but extremely cheap. Any time
the wielder rolls a 1 on an attack roll with this weapon, the weapon moves
Calamity Greatmaul -1 on the condition track.
Smithing: DC 15
This massive hammer bears a terrible curse that brings calamity to those
who wield it, and to those who are unfortunate enough to meet it in battle.
This weapon automatically misses on the result of a 15 or less, but its Great Hammer
damage dice explode on the roll of an 8, 9, 10, 11, or 12. Requires 15 Str A powerful 2-handed weapon, perfect for smashing enemies into dust.
to use. Requires 15 Str to use.
Smithing: DC 40 (Adamantite 2, Daemon Heart) Smithing: DC 20

Coldesteel Cudgel Iron Hammer


This icy mace emits a piercing colde energy. Its damage is treated as colde A cheap and simple, light hammer.
against enemies either immune, resistant, or weak to colde damage. Smithing: DC 15
Smithing: DC 25 (Ice Crystal 3)
Mjolnir
Doom Flail This legendary hammer is said to have been created by Altair, the
A cursed flail that hits with great power, though should the wielder miss Wreckager. Its damage is treated as electric against enemies either immune,
with an attack roll, they must immediately reroll the attack against an ally resistant, or weak to electric damage. Additionally, any creature may use it
in reach or themselves. The wielder may use the 1-handed skill to use the as a thrown weapon regardless of size. When thrown, it deals +1 die of
trip feat. damage for each explosive die. Additionally, it may return to the wielder
Smithing: DC 30 (Daemon Horn 2, Daemon Tail) as a free action.
Smithing: DC N/A
Oaken Club
A large, spiked club, made from sturdy oak. Sledgehammer
Smithing: DC 25 A large, 2-handed hammer.
Smithing: DC 15
Ore Hammer
A large dwarven hammer bearing searing red runes. Its damage is treated Spiked Flail
as fyr against enemies either immune, resistant, or weak to fyr damage. A spiked metal ball, fastened to the end of a chain. The wielder may use
Smithing: DC 30 (Fyr Crystal, Obsidian 2) the 1-handed skill when using the trip feat.
Smithing: DC 25
Sharur
This legendary great mace is one of the 9 divine artefacts. Its damage is Warhammer
treated as holy against enemies either immune, resistant, or weak to holy A hammer forged for the purposes of battle. Medium creatures may treat
damage. Additionally, if the weapons attack roll beats both the target's this as either a 1-handed or 2-handed weapon.
reflex and fortitude defence, the target may take no actions on their next Smithing: DC 20
turn. This is a stun effect. Only good creatures may wield this weapon.
Smithing: N/A

Knives
Name Cost Atk Bonus Damage Type Size Availability
Bronze Knife 20 - 2d4-1 Piercing or Slashing Tiny Common
Dagger 100 - 2d4 Piercing or Slashing Tiny Common
Field Khukuri 400 - 2d4+1 Slashing Tiny Common
Poisoner's Stiletto 1,000 +1 2d4+1 Piercing Tiny Uncommon
Mythril Dagger 1,900 +1 2d4+2 Slashing Tiny Uncommon
Thieves' Jambiya 3,100 +1 2d4+2 Piercing or Slashing Tiny Uncommon
Imp Knife 4,600 +2 2d4+3 Slashing Tiny Rare
Main-Gauche 6,400 +2 2d4+3 Piercing Tiny Uncommon
Assassin's Kard 8,500 +2 2d4+3 Piercing Tiny Rare
Sacrificial Dagger 10,900 +3 See Text Piercing Tiny Epic
Sword Breaker 13,600 +3 2d4+4 Piercing Tiny Rare
Misericorde 16,600 +3 2d4+4 Piercing Tiny Exotic
Necromancer's 19,900 +4 2d4+4 Piercing Tiny Epic
Athame
Orichalcum Dirk 23,500 +4 2d4+5 Piercing or Slashing Tiny Exotic
Gandring 27,400 +5 2d4+5 Piercing Tiny Legendary
Carnwenhan 31,500 +5 2d4+5 Piercing or Slashing Tiny Legendary

Assassin’s Kard immediately suffer the weapons damage.


Smithing: N/A
These shadowy blades are said to be the favoured weapons of a secret
syndicate of assassins. Once per encounter, the wielder may choose to treat
a target as flanked, against all attacks made with this weapon, until the start Imp Knife
of the wielders next turn. This strange red knife bears a wicked edge. Should this weapons attack roll
Smithing: DC 30 (Moondust 2) beat both the targets reflex and will defence, the target becomes silenced.
Smithing: DC 25 (Magicite)
Bronze Knife
This cheap knife is common amongst beggars and peasants, as it is an Field Khukuri
extremely cheap weapon for self-defence. Any time the wielder rolls a 1 A curved knife favoured by hunters and scouts. Grants the wielder a +2
on an attack roll with this weapon, the weapon moves -1 on the condition bonus toward survival checks.
track. Smithing: DC 15
Smithing: DC 15
Main-Gauche
Carnwhenhan An ornate parrying dagger, favoured by duellists. It grants the wielder a +2
A legendary dagger, said to be the counterpart to Caliburn, Is one of the 9 bonus on attack rolls made to parry.
divine artefacts. Its damage is treated as holy against enemies either Smithing: DC 25 (Mythril 2)
immune, resistant, or weak to holy damage. Additionally, should the
wielder use a hero point to reroll or add to an attack roll, the point is
immediately restored to them if the attack still misses.
Misericorde
The narrow blade of this stiletto was designed to easily bypass the gaps in
Smithing: N/A
armour. This weapon ignores all DR granted by armour against enemies
that are flat-footed or otherwise denied their Agi to reflex defence.
Dagger Smithing: DC 30 (Adamanttite, Moondust)
A simple, yet effective dagger.
Smithing: DC 15 Mythril Dagger
This extremely light weight dagger was forged using mythril. It allows the
Gandring wielder to use the rapid strike feat without penalty.
A wicked blade, cured in the blood of a powerful daemon. Its insatiable Smithing: DC 20 (Mythril)
bloodlust will turn it on its wielder, if not satisfied. All humanoids are
treated as weak against damage from this weapon. However, when wielded,
should its wielder not deal damage with it by the end of their turn, they
Necromancer’s Athame Smithing: DC 35 (Daemon Horn 2, Obsidian)
This dark, ceremonial dagger is imbued with sinister, necromantic energy.
Should the wielders attack roll surpass both the targets reflex defence and Sword Breaker
fortitude defence, the target becomes zombified. This intricate dagger is forged with a number of deep serrations, used to
Smithing: DC 40 (Cursed Bone 2, Putrid Flesh 2) catch enemy weapons and prevent them from attacking. Whenever the
wielder of this weapon successfully parries an attack, the attacking creature
Orichalcum Dirk may not make any more attacks until the start of the wielder's next turn.
This may negate a combo.
This enchanted dagger appears to be forged with an ancient, and long-lost
Smithing: DC 35
metal. Whenever this knife deals enough damage to move a creature down
the condition track, the creature instead becomes petrified.
Smithing: DC 40 (Orichalcum 3) Thieves’ Jambiya
A curved dagger, favoured by pickpockets and cutthroats. Whenever you
Poisoner’s Stiletto attempt to steal from a target you damaged within the same turn, you may
reroll your d%, keeping the second result.
A long, narrow blade allows the dagger to be plunged deep into its victim,
Smithing: DC 20
ensuring the full dose of poison applied to the weapon is used. This weapon
grants a +2 bonus to the attack rolls of any poison applied to them.
Smithing: DC 20 (Poison Fang)
Polearms
Sacrificial Dagger Although larger than many weapons, due to the weight distribution of
The twisted blade of this sinister kris, is corrupted by pure evil. It has no polearms, medium creatures with a Str score of 15 may choose to use large
base damage. However, all damage dealt by this weapon is unaspected, polearms with the either the 1-handed or 2-handed skill, while small
ignoring all DR. Additionally, it gains a bonus to damage rolls equal to creatures with a Str score of 15 may use large polearms with the 2-handed
level of the last creature it was used to kill. skill and medium weapons with either the 1-handed or 2-handed skill.

Polearms
Name Cost ATK Bonus Damage Type Size Availability
Garden Fork 50 - 2d6-1 Piercing Medium Common
Javelin 100 - 2d6 Piercing Medium Common
Spear 400 - 2d8 Piercing Large Common
Boar Spear 1,000 +1 2d6+1 Piercing Medium Uncommon
Knight's Lance 1,900 +1 2d8+1 Piercing Large Uncommon
Brandestoc 3,100 +1 2d10 Piercing Large Common
Trident 4,600 +2 2d6+2 Piercing Medium Uncommon
Flame Partisan 6,400 +2 2d8+2 Piercing Large Rare
Storm Spear 8,500 +3 2d8+2 Piercing Large Rare
Ice Lance 10,900 +3 2d8+3 Piercing Large Rare
Mythril Glaive 13,600 +3 2d10+2 Slashing Large Exotic
Beastmaster's Ankus 16,600 +4 2d6+4 Piercing Medium Exotic
Daemon Spear 19,900 +4 3d8+4 Piercing Large Epic
Halberd 23,500 +4 2d10+4 Piercing or Slashing Large Rare
Gae Bolg 27,400 +5 2d6+5 Piercing Medium Legendary
Ascalon 31,500 +5 2d8+5 Piercing Large Legendary
Longinus 35,900 +5 2d10+5 Piercing Large Legendary
Gungnir 40,600 +5 2d8+5 Piercing Large Legendary

Ascalon Str to be wielded as 1-handed by medium creatures and may not be wielded
by small creatures. This weapon grants the wielder reach 2.
This legendary lance is known as the mighty slayer of dragons. Dragons
Smithing: DC 25
are treated as weak against this weapons damage. Additionally, whenever
this weapon is used during a mounted charge, its damage increases to
4d8+5. This weapon grants the wielder reach 2. Daemon Spear
Smithing: N/A This cursed spear feeds off the life force of its wielder in exchange for its
great power. Whenever this weapon deals damage to a creature, the wielder
Beastmaster’s Ankus takes 2d6 unaspected damage, that ignores all sources of DR. This weapon
grants the wielder reach 2.
This shortspear bears a large hook, used to better train and command beasts.
Smithing: DC 40 (Daemon Tail, Evil Eye, Obsidian)
The wielder gains a +2 bonus toward persuasion checks made against
beasts. Additionally, if the wielder's tamed beast is targeted by a mind
affecting spell or ability, the wielder may make a persuasion check as a Flame Partisan
reaction, allowing the beast to use the check in place of its will defence. This enchanted spear emits an aura of intense heat. Its damage is treated as
Smithing: DC 35 (Fae Wood 2, Mythril 2) fyr against enemies either immune, resistant, or weak to fyr damage. This
weapon grants the wielder reach 2.
Boar Spear Smithing: DC 30 (Flame Crystal 3)
This short-hafted spear was designed to skewer charging beasts. Anytime
a creature enters your threatened area, you may make an attack of Gae Bolg
opportunity against them, if able. A long-lost spear of myth. Said to have been wielded by a child hero, yet
Smithing: DC 20 it requires immense strength to wield. Should this weapons attack surpass
both a creature’s reflex and fortitude defence, the target is treated as being
Brandestoc weak to the damage. This effect happens regardless of immunity or
resistance. This weapon requires 19 strength to wield.
A large polearm with a feather shaped spearhead. This weapon requires 17
Smithing: N/A wielder reach 2.
Smithing: DC 20
Garden Fork
Also known as the peasant’s lance, is but a simple pitchfork, often used by Longinus
conscripts with little else to use. Any time the wielder rolls a 1 on an attack This legendary bident is one of the 9 divine relics. Its damage is treated as
roll with this weapon, the weapon moves -1 on the condition track. holy against enemies either immune, resistant, or weak to holy damage.
Smithing: DC 15 Additionally, should the attack roll surpass both the targets fortitude and
reflex defence, all other enemies within 6 squares of the target take 4d6
Gungnir holy damage. This weapon grants the wielder reach 2. This effect may not
trigger again on the following turn. Only Good creatures may use this
A dark and powerful spear of legend, used by the pale rider of death. Its
weapon. This weapon requires 17 Str to be wielded as 1-handed by
damage is treated as dark against enemies either immune, resistant, or
medium creatures and may not be wielded by small creatures.
weak to dark damage. Additionally, should its attack roll surpass both the
Smithing: N/A
target's reflex and fortitude defence, the target becomes both diseased and
zombified. This weapon grants the wielder reach 2.
Smithing: N/A Mythril Glaive
This elegant polearm bears a curved mythril blade at its head. The wielder
Halberd suffers no penalties to attack roles when using rapid strike. This weapon
requires 17 Str to be wielded as 1-handed by medium creatures and may
A versatile polearm, bearing an axe-like head in addition to a spear head.
not be wielded by small creatures. This weapon grants the wielder reach 2.
The wielder may use the 2-handed skill to use the trip feat. This weapon
Smithing: DC 35 (Mythril 2)
grants the wielder reach 2. This weapon requires 17 Str to be wielded as 1-
handed by medium creatures and may not be wielded by small creatures.
Smithing: DC 35 Spear
A simple polearm that grants the wielder reach. This weapon grants the
Ice Lance wielder reach 2.
Smithing: DC 15
An enchanted lance, emanating an aura of bitter colde. Its damage is treated
as colde against enemies either immune, resistant, or weak to colde damage.
This weapon grants the wielder reach 2. Storm Spear
Smithing: DC 30 (Ice Crystal 3) This enchanted spear sparks with electrical energy. Its damage is treated as
electric against enemies either immune, resistant, or weak to electric
Javelin damage. This weapon grants the wielder reach 2.
Smithing: DC 30 (Storm Crystal 3)
A short spear made to throw. May be treated as a thrown weapon.
Smithing: DC 15
Trident
Knight’s Lance This bronze short spear bears a three-pronged head. May be treated as a
thrown weapon. When thrown, it deals +1 die of damage per explosive die.
A proper lance, befitting a mounted champion. When charging while
Smithing: DC 25
mounted, damage from the attack ignores 10 DR. This weapon grants the

Swords
Name Cost Atk Bonus Damage Type Size Availability
Copper Sword 50 - 2d6-1 Piercing or Slashing Small Common
Steel Broadsword 100 - 2d6 Piercing or Slashing Small Common
Longsword 400 - 2d8 Piercing or Slashing Medium Common
Rapier 400 - 2d6 Piercing Small Common
Claymore 1,000 - 2d10 Slashing Large Common
Gladius 1,900 +1 2d6+1 Piercing or Slashing Small Uncommon
Falchion 3,100 +1 2d8+1 Slashing Medium Uncommon
Mythril Blade 4,600 +1 2d6+2 Slashing Small Uncommon
Blood Sword 4,600 +1 2d8+1 Slashing Medium Epic
Zweihander 6,400 +1 2d12 Slashing Large Uncommon
Levin Sword 8,500 +2 2d8+2 Piercing or Slashing Medium Rare
Flametongue 8,500 +2 2d8+2 Piercing or Slashing Medium Rare
Ice Brand 8,500 +2 2d8+2 Piercing or Slashing Medium Rare
Phantom Edge 10,900 +2 2d6+2 Slashing Small Rare
Estoc 13,600 +3 2d6+3 Piercing Small Uncommon
Dancing Sabre 16,600 +3 2d6+3 Slashing Small Rare
Flamberge 16,600 +3 2d10+2 Slashing Large Uncommon
Fencing Sabre 19,900 +3 2d8+3 Piercing or Slashing Medium Rare
Psycho Edge 19,900 +3 2d8+3 Piercing or Slashing Medium Exotic
Double-Edge 23,500 +3 2d12+2 Slashing Large Epic
Hell Sabre 27,400 +4 2d6+4 Piercing Small Exotic
Dragon Slayer 31,500 +4 2d8+4 Piercing or Slashing Medium Exotic
Daemonsbane 31,500 +4 2d8+4 Piercing or Slashing Medium Exotic
Ancient Sword 35,900 +4 2d8+4 Slashing Medium Epic
Runeblade 40,600 +4 2d10+3 Slashing Large Epic
Durandal 45,600 +5 2d12+5 Slashing Large Legendary
Tyrfing 50,900 +5 2d10+5 Piercing or Slashing Large Legendary
Caliburn 50,900 +5 2d8+5 Piercing or Slashing Medium Legendary
Ancient Sword Estoc
This long-forgotten weapon bears an eroded bronze blade. Whenever the A thrusting sword, with a thick triangular “blade”. This sword ignores up
sword deals enough damage to move a creature down the condition track, to 5 points of DR granted by armour. Additionally, small creatures may
the creature instead becomes petrified. treat this as either a 1-handed or light weapon.
Smithing: DC 40 (Orichalcum 3) Smithing: DC 30

Blood Sword Falchion


This wicked crimson blade feeds off the life energy of its victims, but when A 1-handed slashing weapon, built for powerful swings. Medium creatures
not sated, can feed even on the wielder. Whenever this sword deals damage wielding this weapon gain twice the benefit from power attack, as if it were
to a living creature, the wielder gains 1d6 hp. However, on the roll of a a 2-handed weapon.
natural 1, their wielder moves –1 persistent step down the condition track. Smithing: DC 20
This persistent condition can only be removed with 10 minutes of rest.
Medium creatures may treat this as either a 1-handed or 2-handed weapon.
Smithing: DC 25 (Vampyre Fang 3)
Fencing Sabre
A duelling sword, great for exploiting openings left by opponents. It deals
+1 die of damage per explosive die, when making attacks of opportunity.
Caliburn Medium creatures may treat this as a light weapon or 1-handed weapon.
This legendary blade of heroes was forged by the celestials themselves to Smithing: DC 30 (Mythril 2)
purge infernal creatures and is one of the 9 divine artefacts. Its damage is
treated as holy against enemies either immune, resistant, or weak to holy
damage. Additionally, whenever its wielder spends a hero point to reroll or
Flamberge
A greatsword with a serpent shaped blade, that deal lethal strikes.
add to an attack roll, the hero point is immediately restored to the wielder
Whenever a creature is moved down the condition track by this weapon, it
if the attack successfully hits. Medium creatures may treat this as either a
may not use more than 2 recovery actions in a single turn. This effect
1-handed or 2-handed weapon. This weapon may only be used by good
persists until the creature reaches the top of the condition track, once more.
creatures.
Requires 15 Str to wield.
Smithing: N/A
Smithing: DC 30 (Adamantite)

Claymore Flametongue
A large greatsword, favoured by warriors who want more slaughter per
This special blade was forged in the shape of a dragon’s tongue and radiates
swing. It requires a 15 Str to wield.
with intense heat. Its damage is treated as fyr against enemies either
Smithing: DC 15
immune, resistant, or weak to fyr damage.
Smithing: DC 25 (Fyr Crystal 3)
Copper Sword
This short sword is forged from copper, making it both very cheap and very
weak. Any time the wielder rolls a 1 on an attack roll with this weapon, the
Gladius
This short, bronze blade pairs perfectly with a shield, favoured by warriors
weapon moves -1 on the condition track.
who throw themselves into the thick of battle. The wielder may reroll the
Smithing: DC 15
first attack made against any target whose attack the wielder successfully
blocked within the last round, but must keep the second result, even if
Dancing Sabre worse.
A deadly scimitar that pairs perfectly with the art of blade dancing. Smithing: DC 20
Whenever the wielder attacks with this weapon in the same round they
have used their perform dance skill, it deals +1 die of damage per
exploding die. A small creature that wields this weapon may still treat it as
Hell Sabre
This accursed sword was steeped in the corrupted blood of a powerful
light a light weapon.
daemon. Celestials are treated as weak against damage from this weapon.
Smithing: DC 30 (Mythril 2)
Only evil creatures may use this weapon.
Smithing: DC 35 (Daemon Heart, Daemon Horn)
Daemonsbane
A sword forged with the sole purpose of slaying daemons. Infernals are
treated as weak against damage from this weapon.
Icebrand
This enchanted blade emanates a freezing aura of colde that cuts to the
Smithing: DC 35 (Adamantite, Angell Feather 2)
bone. Its damage is treated as colde against enemies either immune,
resistant, or weak to colde damage.
Double-Edge Smithing: DC 25 (Ice Crystal 3)
This cursed blade craves violence, be it from its victims or the wielder
itself. This weapon deals +1 die of damage per explosive die, though when
its damage explodes, the wielder suffers an amount of unaspected damage
Levin Sword
This enchanted blade is forged in the shape of a lightning bolt. Its damage
equal to the total value displayed on all non-exploded dice. Requires 17 Str
is treated as electric against enemies either immune, resistant, or weak to
to wield.
electric damage.
Smithing: DC 35 (2 Adamantite, Daemon Horn)
Smithing: DC 25 (Storm Crystal 3)

Dragon Slayer Longsword


A mighty sword, forged to smite dragons. Dragons are treated as weak
A common but reliable sword, favoured by most for purposes of self-
against damage from this weapon.
defence, or as a trusty side arm. Medium creatures may treat this as either
Smithing: DC 35 (Dragon Bone, Dragon Heart)
a 1-handed or 2-handed weapon.
Smithing: DC 15
Durandal
A massive, indestructible, legendary blade. No source of DR or resistance
may reduce this weapons damage to less than half. Additionally, Durandal
Mythril Blade
This special elven blade is extremely light and quick. The wielder suffers
may never be moved down the condition track. It requires a 17 Str to wield.
no penalties to attack rolls when using rapid strike.
Smithing: N/A
Smithing: DC 20 (Mythril)
Phantom Edge Smithing: DC 15
A blade forged with the intent of extinguishing the horrific undead. Undead
are treated as weak against damage from this weapon. Tyrfing
Smithing: DC 25 (Ectoplasm 2) A legendary cursed sword. Its terrible power is only taken up the most
foolish or delusional of warriors. It slowly corrupts the wielder, bit by bit,
Psycho Edge until it finally consumes their soul entirely. Its damage is treated as dark
against enemies either immune, resistant, or weak to dark damage. It
This bizarre bastard sword seems to drive its victims mad. Should this
ignores all forms of DR, however, each time the wielder kills a creature
weapons attack roll surpass both the targets reflex defence and will defence,
with an Int score of 3 or higher, roll 1d6. On the result of a 6, the wielders
the target becomes confused. Medium creatures may treat this as either a
alignment shifts 1 step toward chaotic evil. When a chaotic evil character
1-handed or 2-handed weapon.
wielding this sword is reduced to 0 HP, they die. Requires 15 str to wield.
Smithing: DC 35 (Fae Wood, Orichalcum 2)
Smithing: N/A

Rapier Zweihander
A light thrusting sword, favoured by duellists. Small creatures may treat
A massive greatsword of epic size. Only the strongest of warriors may
this as either a 1-handed or light weapon.
wade into battle with this fearsome blade. Requires 17 Str to wield.
Smithing: DC 20
Smithing: DC 25

Runeblade
Ranged Weapons
A strange greatsword, adorned with a number of magical runes. Whenever
the wielder casts a spell, they may reroll all attacks made with this weapon,
until the start of their next turn, keeping the second result, even if it is Bows: Bows apply the wielders Str modifier to damage, but always
worse. Requires 15 Str to wield. require 2 hands to fire, regardless of size.
Smithing: DC 40 (Crysteel 2, Zodiac Stone 2) Crossbows: Crossbows do not apply the wielders Str to damage, but
otherwise follow the traditional size rulings for weapons, therefore can be
Steel Broadsword dual wielded. Additionally, crossbows have a limited ammo capacity, and
This short sword bears a much wider and sturdier blade than other weapons must be reloaded, when at 0, before they can be fired again. Reloading a
of its like. crossbow is a move action.

Bows
Name Cost Atk Bonus Damage Type Size Availability
Goblin Bow 50 - 2d6-1 Piercing Small Common
Short Bow 100 - 2d6 Piercing Small Common
Longbow 400 - 2d8 Piercing Medium Common
Great Bow 1,000 - 2d10 Piercing Large Common
Scouts Bow 1,900 +1 2d6+1 Piercing Small Uncommon
Aevis Striker 3,100 +1 2d8+1 Piercing Medium Uncommon
Orcish Warbow 4,600 +2 2d10+1 Piercing Large Rare
Recurve Bow 6,400 +2 2d6+2 Piercing Small Uncommon
Traitorous Bow 8,500 +3 3d8+2 Piercing Medium Epic
Siege Bow 10,900 +3 2d10+2 Piercing Large Exotic
Elven Bow 13,600 +4 2d6+3 Piercing Small Rare
Composite Bow 16,600 +4 2d8+3 Piercing Medium Exotic
Pinaka 19,900 +5 2d8+5 Piercing Medium Legendary
Gandiva 23,500 +5 2d10+5 Piercing Large Legendary
Failnaught 27,400 +5 2d8+5 Piercing Medium Legendary

Aevis Striker is achieved. It requires a 15 Str to use. Only good creatures may use this
weapon.
A bow designed to take down flying creatures. Creatures with a either
Smithing: N/A
hover or a fly speed are treated as weak against damage from this weapon.
Smithing: DC 25 (Great Feather 2)
Gandiva
Composite Bow A legendary, indestructible bow. No source of DR or resistance may reduce
this weapons damage to less than half. Additionally, Gandiva may never
A bow created using various materials and components, that allow it to
be moved down the condition track.
amplify the wielders strength. This bow applies twice the wielders str to
Smithing: N/A
damage
Smithing: DC 40
Goblin Bow
Elven Bow A pitiful excuse of a bow, stringed together by savage goblins. It is
extremely weak and cheap but will do in a pinch. Any time the wielder
A carefully crafted bow of elven make, designed for firing multiple arrows
rolls a 1 on an attack roll with this weapon, the weapon moves -1 on the
in rapid succession. It suffers no penalties when using the rapid shot feat.
condition track.
Smithing: DC 35 (Fae Wood 2, Mythril)
Smithing: DC 15

Failnaught Great Bow


This legendary bow is one of the 9 divine artefacts. Its damage is treated
A sizeable bow by any measure, with a draw weight only an exceptionally
as holy against enemies either immune, resistant, or weak to holy damage
strong bowman could hope to use. Requires 15 Str to use.
(taking priority over arrows that deal elemental damage.) Additionally, it
Smithing: DC 20
may never auto miss, rerolling any natural 1’s until the result of 2 or higher
Longbow Scout’s Bow
This reliable and effective bow is favoured by most archers and marksmen. A small bow, favoured by scouts and skirmishers, as it aids them in
Smithing: DC 15 concealing their location, granting the wielder a +5 to stealth checks made
to hide after making a ranged attack.
Orcish Warbow Smithing: DC 20 (Moondust)
A deadly bow created by orcs to cripple their prey. Whenever a creature is
moved down the condition track by this weapon, it may not use more than Short Bow
2 recovery actions in a single turn. This effect persists until the creature A cheap and effective bow, though otherwise unremarkable.
reaches the top of the condition track, once more. It requires a 15 Str to use. Smithing: DC 15
Smithing: DC 25 (2 Beast Horn)
Siege Bow
Pinaka A powerful great bow, that packs immense force into each shot. Whenever
A legendary bow, that can fire a volley of arrows with a single shot. Its the ranged attack roll surpasses both the targets reflex and fort defence, the
rival is the famed crossbow, Sarnga. This weapon may use rapid shot, multi target is forced to move 2 squares directly away from the wielder.
shot, and volley, expending only a single arrow. Additionally, any attempts to block or negate the attack suffer a -2 penalty.
Smithing: DC N/A This weapon requires 15 Str to use.
Smithing: DC 35
Recurve Bow
A bow designed for mounted combat. Reduces ranged attack penalties Traitorous Bow
while mounted made to -2, instead of -5 (or to 0, with mounted archery.) A cursed bow that fills the mind of its wielder with paranoia and schemes.
Smithing: DC 30 Should the wielder ever roll a natural 1 or 2 on an attack roll, they must
immediately reroll their attack against an ally in range.
Smithing: DC 30 (Daemon Horn 2)

Crossbows
Name Cost Atk Bonus Damage Type Capacity Size Availability
Slingbow 50 - 2d6-1 Piercing 1 Small Common
Hand Crossbow 100 - 2d6 Piercing 5 Small Common
Crossbow 400 - 2d8 Piercing 15 Medium Common
Wallarmbrust 1,000 - 2d10 Piercing 10 Medium Uncommon
Bolt-Thrower 1,900 +1 2d6+1 Piercing 10 Small Common
Hunting Crossbow 3,100 +1 2d8+1 Piercing 15 Medium Uncommon
Dwarven 4,600 +2 2d10+1 Piercing 20 Large Rare
Crossbow
Arbalest 6,400 +2 2d12 Piercing 5 Large Uncommon
Twin-Shot 8,500 +3 2d6+2 Piercing 2 Small Rare
Cranequin 10,900 +3 3d8+2 Piercing 1 Medium Rare
Comitatus 13,600 +3 2d12+2 Piercing 5 Large Exotic
Gastraphetes 16,600 +4 2d10+2 Piercing 1 Large Exotic
Wyrm Sniper 19,900 +4 2d12+3 Piercing 5 Large Epic
Appleshot 23,500 +5 2d8+5 Piercing 10 Medium Legendary
Sarnga 27,400 +5 2d10+5 Piercing 15 Large Legendary

Appleshot Cranequin
A famous crossbow, used to overthrow a tyrant king. It is said to split its A powerful crossbow, with a crank mechanism mounted to it.
own bolts, hitting the same spot repeatedly. Whenever a ranged attack with Smithing: DC 35
this weapon hits its target, its critical range is increased by 1, on the next
ranged attack, made against the same target, with this weapon. This effect
continually stacks until a critical hit is achieved, at which point, it resets to
Crossbow
A standard repeater crossbow.
normal.
Smithing: DC 15
Smithing: N/A

Arbalest Dwarven Crossbow


An advanced, dwarven made crossbow, able to fire a cluster of bolts in a
A massive siege crossbow, retooled for mobile use. Requires 15 Str to use.
single shot. It reduces the penalties, when using the volley talent, by one
Smithing: DC 30
step (-5 to -2, or -2 to 0).
Smithing: DC 25 (Orichalcum)
Bolt-Thrower
This small hand crossbow is able to fire in rapid succession without issue.
May use the rapid shot feat without penalty.
Gastraphetes
This large, powerful crossbow can cripple targets with a single shot,
Smithing: DC 20
requires manual reloading after each time its fired. Should the ranged
attack roll beat both the targets reflex and fort defence, the target moves –
Comitatus 1 step on the condition track.
This ballista has been refashioned for mobile use. When using the volley Smithing: DC 35
talent, the wielder may target a 2x4 area, rather than the normal 2x2.
Requires 15 Str to be used.
Smithing: DC 35
Hand Crossbow
This small, hand-held crossbow is easy to conceal, making it a favoured
weapon for assassins and spies.
Smithing: DC 15 deals +1 damage die. This crossbow consumes its entire capacity when
fired, therefore cannot make use of any feats or talents that shoot more than
Hunting Crossbow 1 bolt.
Smithing: DC 35
A crossbow built for the purposes of hunting game. Beasts are treated as
weak against damage from this weapon.
Smithing: DC 25 Wallarmbrust
A large, heavy crossbow.
Sarnga Smithing: DC 30
A legendary crossbow, created to rival Pinaka. It focuses incredible power
into a single shot. Whenever this weapon is aimed, the target is treated as Wyrm Sniper
weak against its damage. A massive crossbow built to take down mighty dragons. Dragons are
Smithing: DC N/A treated as weak against damage from this weapon. Requires 15 Str to be
used.
Slingbow Smithing: DC 40 (Dragon Bone, Dragon Heart, Dragon Scale)
A simple, sling power crossbow. Any time the wielder rolls a 1 on an attack
roll with this weapon, the weapon moves -1 on the condition track.
Smithing: DC 15
Range Increments
Twin-Shot All ranged weapons have a point-blank range. Targeting a creature that is
A deadly hand crossbow, favoured by assassin's for both its reliability and beyond your weapons point-blank range incurs cumulative penalties for
its compact size. Whenever you make a ranged attack with this weapon, each ranged increment beyond your weapons point-blank range.
you roll the attack twice. As long as one meets the reflex defence of the A ranged weapons point-blank range and range increment penalties are
target, the attack is successful. Should both rolls successfully hit, the attack determined by its size.

Weapon Ranges
Weapon Size or Type Point-blank Range Short Range (-2) Mid-Range (-5) Long Range (-10)
(No Penalty)
Thrown 0-6 7-8 9-10 11-12
Small 0-10 11-20 21-30 31-40
Medium 0-20 21-40 41-60 61-80
Large 0-30 31-60 61-120 121-240
Ammunition Ammunition Recovery
Bows and crossbows require ammunition to attack. There is a variety of
At the end of an encounter, a player may immediately recover 50% of their
arrows and bolts with widely varying effects. While bows use arrows that
ammo used that encounter, rounded down. When multiple ammo types are
favour elemental effects, crossbows use bolts that favour status effects.
used, recover 50% of each type of ammo.
Ammunition requires hours, rather than days, to smith. Every 10 units of
ammunition weighs 1/10 bulk.

Arrows
Name Cost Special Availability
Wooden Arrows (10) 10 Basic arrows required to make ranged attacks with a bow. Common
Smithing: DC 15
Fyr Arrows (10) 40 Enchanted arrow that treats its damage as fyr against enemies either immune, Uncommon
resistant, or weak to fyr damage.
Smithing: DC 20 (Fyr Crystal 3)
Shock Arrows (10) 80 Enchanted arrow that treats its damage as electric against enemies either Uncommon
immune, resistant, or weak to electric damage.
Smithing: DC 20 (Storm Crystal 3)
Ice Arrows (10) 150 Enchanted arrow that treats its damage as colde against enemies either Uncommon
immune, resistant, or weak to colde damage.
Smithing: DC 20 (Ice Crystal 3)
Ensanguined Arrows (10) 250 These dark arrows are able to syphon life from their victims, healing the user Rare
1d6 hp upon a successful hit.
Smithing: DC 25 (Vampyre Fang 3)
Poison Arrows (10) 350 Any poison applied to these specially made arrows gets a +2 bonus to attack Rare
rolls.
Smithing: DC 25 (Poison Fang 3)
Assassin's Arrows (10) 500 Deadly arrows that deal critical hits on the roll of a 19 or 20. Exotic
Smithing: DC 30 (Cursed Bone 3)
Grand Arrows (10) 800 Arrows used only by the most elite archers. They deal +3 damage on Exotic
successful hits.
Smithing: DC 35 (Adamantite 3)

Bolts
Name Cost Special Availability
Crossbow Bolts (10) 10 Basic bolts required to make ranged attacks with crossbows. Common
Smithing: DC 15
Long Bolts (10) 40 These deadly bolts punch deep into the target, treating the targets threshold as Uncommon
5 points lower when resolving damage dealt with this ammo.
Smithing: DC 20
Lead Bolts (10) 80 Should a ranged attack roll, made with this ammo, beat both the targets reflex Uncommon
and fortitude defence, the target becomes slowed
Smithing: DC 20 (Earth Crystal 3)
Black Bolts (10) 150 Should a ranged attack roll, made using this ammo, beat both the targets reflex Uncommon
and fortitude defence, the target becomes blind.
Smithing: DC 20 (Ectoplasm 3)
Tranquil Bolts (10) 250 Should a ranged attack roll, made using this ammo, beat both the targets reflex Rare
and will defence, the target becomes silenced.
Smithing: DC 30 (Magick Root 3)
Sapping Bolts (10) 350 Should a ranged attack roll, made using this ammo, beat both the targets reflex Rare
and fortitude defence, the target becomes paralysed.
Smithing: DC 30 (Evil Eye 3)
Chaos Bolts (10) 500 Should a ranged attack roll, using this ammo, beat both the targets will Exotic
defence and reflex defence, the target becomes confused.
Smithing: DC 35 (Fae Wood 3)
Adamant Bolts (10) 800 Powerful bolts, used only by the most elite marksmen. They deal +3 damage Exotic
on successful hits.
Smithing: DC 35 (Adamantite 3)
Staves
Spellcasters favour wands and staves that focus their magickal abilities. When using the spellcraft skill to cast a spell, you may choose to cast it
Staves use the same range increments as ranged weapons, but the attacks through a single staff, wand, etc. applying the items spellcraft bonus to the
are resolved with the spellcraft skill. There is no ability-based damage check, as well as trigger any applicable effects to the spell. You may not
modifier for attacks made with staves, and like other ranged attacks, cast through a spell through a staff, wand, etc. if you are not proficient.
provoke attacks of opportunity.

Staves
Name Cost Spellcraft Bonus Damage Type Size Availability
Wizard's Wand 100 - 3d4 Fyr Small Common
Faerie Wand 400 - 3d4 Slashing Small Uncommon
Gaia Wand 400 - 3d4 Piercing Small Common
Fyr Wand 400 - 3d4 Fyr Small Common
Nimbus Wand 1,000 +1 3d4+1 Electric Small Common
Ice Wand 1,000 +1 3d4+1 Colde Small Common
Terra Rod 1,000 +1 3d6 Blunt Medium Uncommon
Pyrosceptre 1,000 +1 3d6 Fyr Medium Uncommon
Thunder Rod 3,100 +2 3d6+1 Electric Medium Uncommon
Glacial Rod 3,100 +2 3d6+1 Colde Medium Uncommon
Bone Wand 3,100 +2 3d4+2 Dark Small Rare
Holy Wand 3,100 +2 3d4+2 Holy Small Rare
Sage’s Staff 4,600 +2 3d8 Blunt Large Uncommon
Stardust Wand 6,400 +2 3d4+3 Colde Small Rare
Inferno Staff 8,500 +2 3d8+1 Fyr Large Uncommon
Storm Staff 10,900 +3 3d8+2 Electric Large Uncommon
Aurora Staff 10,900 +3 3d8+2 Colde Large Uncommon
Prism Rod 13,600 +3 3d6+2 Electric Medium Exotic
Heretic's Rod 16,600 +3 3d6+2 Dark Medium Rare
Empyrean Sceptre 16,600 +3 3d6+2 Holy Medium Rare
Rune Sceptre 19,900 +4 3d6+3 See Text Medium Exotic
Daemon Staff 23,500 +4 3d8+3 Dark Large Exotic
Bishop's Crosier 23,500 +4 3d8+3 Holy Large Exotic
Summoner's Lathi 27,400 +4 3d6+4 See Text Medium Epic
Staff of the Magi 31,500 +4 3d8+4 See Text Large Epic
Thyrsus 35,900 +5 3d8+5 See Text Large Legendary
Was-sceptre 40,600 +5 3d6+5 Dark Medium Legendary
Nehushtan 45,600 +5 3d8+5 Holy Large Legendary

Aurora Staff Alchymy: DC 35 (Angell Feather, Orichalcum)


This staff radiates a chilling colde from a glowing blue crystal. Whenever
the wielder casts a red magick spell that deals ice damage, it deals +1 point Faerie Wand
of damage, per damage die. A magical wand, imbued with the luck of the fae. Once per daye, the
Alchymy: DC 35 (Ice Crystal 2, Mythril) wielder may reroll their spellcraft check, but must keep the second result,
even if it is worse.
Bone Wand Alchymy: DC 15 (Fae Wood)
This dark wand was crafted from the cursed bone of a revenant. When the
wielder casts a black magick spell that deals dark damage, it deals +1 die Fyr Wand
of damage. A small wand infused with the power of fyr. When the wielder casts a red
Alchymy: DC 30 (Cursed Bone, Evil Eye) magick spell that deals fyr damage, it deals +1 die of damage.
Alchymy: DC 20 (Fyr Crystal)
Bishop’s Crosier
A holy staff adorned with celestial iconography. Whenever the wielder Gaia Wand
casts a white magick spell that deals holy damage, it deals +1 point of This old wand carries within it the power of nature. When the wielder casts
damage, per damage die. a green magick spell that deals physical damage, it deals +1 die of damage.
Alchymy: DC 40 (Angell Feather, Orichalcum 2) Alchymy: DC 15 (Earth Crystal)

Daemon Staff Glacial Rod


This accursed staff grants great power to those willing to pay its price. This silver sceptre emits a biting colde. When the wielder casts a red
Whenever the wielder casts a black magick spell that deals dark damage, magick spell that deals ice damage, they may reroll their damage dice, but
it deals +1 point of damage, per damage die. However, the wielder suffers must keep the second result.
+1 point of damage per damage die from non-dark damage. Alchymy: DC 25 (Ice Crystal 2)
Alchymy: DC 40 (Daemon Heart, Daemon Tail)
Heretic’s Rod
Empyrean Sceptre A dark sceptre favoured by apostates and cultists. Whenever the wielder
This golden sceptre pulses with a divine power, increasing a healer's casts a black magick spell that deals dark damage, they may reroll their
capabilities. Whenever the wielder casts a white magick spell that would damage dice, but must keep the second result.
move a target up the condition track, it may do so even if the condition is Alchymy: DC 35 (Daemon Horn, Evil Eye)
persistent.
Holy Wand Stardust Wand
A wand enchanted with divine power. Whenever the wielder casts a white This strange wand appears to be otherworldly. Targets suffer a –2 penalty
magick spell that deals holy damage, it deals +1 die of damage. to their will defence against blue magick spells cast by the wielder.
Alchymy: DC 30 (Holy Water, Unicorn Horn) Alchymy: DC 25 (Stardust 2)

Ice Wand Storm Staff


A small wand imbued with a seething cold energy. When the wielder casts A special staff charged with the mighty power of the storm. Whenever the
a red magick spell that deals ice damage, it deals +1 die of damage. wielder casts a red magick spell that deals lightning damage, it deals +1
Alchymy: DC 20 (Ice Crystal) point of damage, per damage die.
Alchymy: DC 35 (Storm Crystal 2, Mythril)
Inferno Staff
A powerful staff infused with fiery wrath of Naurtamus. Whenever the Summoner’s Lathi
wielder casts a red magick spell that deals fyr damage, it deals +1 point of An ancient staff that holds a strong connection to the Primals. Whenever
damage, per damage die. the wielders Aeon casts a spell, they may reroll their spellcraft check, but
Alchymy: DC 35 (Fyr Crystal 2, Obsidian) must keep the second result, even if it is worse. When used to deal direct
damage, the damage dealt is based on the active aeon or elementals
Nehushtan elemental affinity. If no aeon or elemental is summoned, or there is no
elemental affinity, the attack deals blunt damage.
This legendary staff is said to be blessed by Marthaerin herself and is one
Alchymy: DC 40 (Fae Wood 2, Zodiac Stone 2)
of the 9 divine artefacts. Whenever the wielder casts a non-black magick
spell that deals damage, its damage is treated as holy against any target that
is immune, resistant, or weak to holy damage. Should the spell already deal Terra Rod
holy damage, its damage dice are instead, increased by 1 step. A short staff imbued with the power of nature. When the wielder casts a
Alchymy: N/A green magick spell that deals physical damage, it deals an extra die of
damage.
Nimbus Wand Alchymy: DC 20 (Earth Crystal, Fae Wood 2)
A small wand charged with electrical energy. When the wielder casts a red
magick spell that deals electric damage, it deals +1 die of damage. Thunder Rod
Alchymy: DC 20 (Storm Crystal) This powerful rod crackles with an intense electrical charge. When the
wielder casts a red magick spell that deals lightning damage, they may
Pyrosceptre reroll their damage dice, but must keep the second result.
Alchymy: DC 25 (Storm Crystal 2)
This golden sceptre is adorned with red gems that seethe with an intense
heat. When the wielder casts a red magick spell that deals fyr damage, they
may reroll their damage dice, but must keep the second result. Thyrsus
Alchymy: DC 25 (Fyr Crystal 2) This legendary staff was cut from the world tree, by the very archdruids
who make up its form. Whenever the wielder casts a green magick spell
Prism Rod that deals physical damage, the spell deals +1 die of damage per explosive
die. Additionally, should the wielder be outdoors, they may choose to reroll
An odd sceptre that allows one to better bend reality to their will. Targets
the damage dice, but must keep the second result, even if it is worse. When
suffer a –2 penalty to their fortitude defence against blue magick spells cast
used to deal direct damage, the wielder may choose whether the attack
by the wielder.
deals blunt, piercing, or slashing damage.
Alchymy: DC 30 (Moondust 2)
Alchymy: N/A

Rune Sceptre Was-sceptre


An extremely rare and powerful arcane sceptre, said to greatly amplify any
Also known as the sceptre of domination, this legendary artifact holds a
elemental spells channelled through it. When the wielder casts a red
terrible power over all forces of chaos and darkness. Whenever the wielder
magick spell that deals elemental damage, they may reroll 1’s on damage
casts a non-white magick spell that deals damage, its damage is treated as
dice until they achieve the result of a 2 or higher. When used to deal direct
dark against any target that is immune, resistant, or weak to dark damage.
damage, the wielder may choose whether the attack deals colde, electric,
Should the spell already deal dark damage, its damage dice are instead,
or fyr damage.
increased by 1 step.
Alchymy: DC 40 (Crysteel, Zodiac Stone 2)
Alchymy: N/A

Sage’s Staff Wizard’s Wand


A staff made from magickal, petrified wood. Whenever the wielder casts a
A simple wand favoured by aspiring magick users.
green magick spell that deals physical damage, it deals +1 point of damage,
Alchymy: DC 15
per damage die.
Alchymy: DC 30 (Earth Crystal, Fae Wood 2)

Staff of the Magi


A powerful staff reserved for only the greatest of mages. When casting red
magick spells, the spell deals +1 die of damage per exploding die. When
used to deal direct damage, the wielder may choose whether the attack
deals colde, electric, or fyr damage.
Alchymy: DC 40 (Crysteel 2, Zodiac Stone 2)
Shields Shield Sizes
A character proficient with shields may, as a reaction, attempt to block The size of a shield determines what skill check it uses, and what bonuses,
incoming melee and ranged attacks with an opposed weapon skill check. if any, are applied to the block chance.
Should your opposed check equal or exceed the incoming attack roll, the Light Shield: Shields that are one or more size categories smaller than
damage and secondary effects are negated. You may block multiple times the wielder may use light weapon skill. 1/10 bulk.
within a round but suffer a -5 penalty for each block you previously made Medium Shield: Shields that are the same size category as the wielder
that turn. may use the 1-handed weapon skill. 1Bulk.
Heavy Shield: Shields that are no more than one size category larger
than the wielder may still use in one hand with the 1-handed weapon skill.
2 bulk.

Shields
Name Atk Bonus Cost Size Availability
Bronze Pelta - 100 Tiny Common
Targe - 300 Small Common
Heater Shield - 700 Medium Uncommon
Orcish Madu - 1,300 Tiny Common
Aspis +1 2,100 Large Uncommon
Spiked Pavis +1 3,100 Small Uncommon
Duelling Buckler +1 4,300 Tiny Uncommon
Kite Shield +2 5,700 Large Common
Bone Shield +2 7,300 Medium Epic
Ice Shield +2 9,100 Small Rare
Storm Shield +3 11,100 Small Rare
Flame Shield +3 13,100 Small Rare
Mirrour Shield +3 15,700 Small Exotic
Ogre Shield +4 18,300 Medium Exotic
War-Door +4 21,100 Large Uncommon
Daemon Shield +4 24,100 Medium Epic
Svalinn +5 27,300 Medium Legendary
Pridwen +5 30,700 Small Legendary

Aspis damage.
Smithing: DC 30 (Fyr Crystal 3)
A large round shield, favoured by soldiers for using phalanx formations.
Smithing: DC 20
Heater Shield
Bone Shield This classic shield is a staple for most soldiers and knights alike. Once per
encounter, the wielder may reroll a block attempt, keeping the second
A cursed shield assembled from skeletal remains. Anytime the wielder
result, even if worse.
successfully blocks, they heal 1d6 HP. This die may explode. This healing
Smithing: DC 20
does not damage creatures that are undead, zombified, or would otherwise
be damaged by magickal healing. However, at the start of each turn, suffers
a 15% chance (15 or less on d%) of being able to take no actions on their Ice Shield
turn, and becoming flat-footed. This enchanted shield is covered with magical ice crystals. This shield
Smithing: DC 25 (Cursed Bone 2) allows the wielder to reroll block attempts against all attacks and spells
that deal colde damage. If used to shield bash, it's damage is treated as
Bronze Pelta colde against enemies either immune, resistant, or weak to colde damage.
Smithing: DC 30 (Ice Crystal 3)
A light, crescent shaped shield forged from bronze. Any time the wielder
rolls a 1 on an attack roll with this weapon, the weapon moves -1 on the
condition track. Kite Shield
Smithing: DC 15 A shield named aptly for its shape. It was made for mounted combat. The
wielder suffers no reflex penalty when making a mounted charge.
Daemon Shield Smithing: DC 25
This shield, forged using the heart of a daemon, is a vessel of corruption.
Whenever the wielder successfully blocks a melee attack, the attacker Mirrour Shield
suffers half the damage they would have dealt. However, the wielder This heater shield has a magical mirrour on its face, granting the wielder a
suffers +1 die of damage from all sources. 20% chance (20 or less on d%) to negate any spell effects that target them.
Smithing: DC 40 (Daemon Flesh 2, Evil Eye 2) This includes spells cast by allies. This percentage stacks with that
provided from mirrour mail.
Duelling Buckler Smithing: DC 40 (Mythril 2, Oichalcum 2)
This little round shield is favoured by swashbucklers, duellists, and
gladiators. Whenever the wielder rolls a 19 or 20 to block, the cumulate no Ogre Shield
penalty for that block. This intimidating shield appears to grant the wielder greater strength when
Smithing: DC 25 (Mythril) bashing. Whenever this shield is used to shield bash, it deals +1 die of
damage. Additionally, the wielder may reroll the attack roll, but must keep
Flame Shield the second result even if it is worse.
Smithing: DC 35 (Giant Hide, Gigas Heart)
This shield was forged to resemble a burning flame, adorned with red hot
crystals. This shield allows the wielder to reroll block attempts against all
attacks and spells that deal fyr damage. If used to shield bash, it's damage Orcish Madu
is treated as fyr against enemies either immune, resistant, or weak to fyr Though tiny, this round shield is fitted with large horns or tusks. When
used with the shield bash feat, it deals +1 die of damage, and deals piercing
damage rather than blunt damage.
War-Door
This large tower shield helps protect the wielder from the worst of attacks.
Smithing: DC 20 (Beast Horn 2)
The wielder reduces the penalty to attack rolls made while fighting
defensively to a -2, rather than the normal -5.
Pridwen Smithing: DC 35 (Adamantite 2)
This holy shield was forged for a true champion of light and is one of the
9 divine artefacts. The wielder may reroll block attempts against attacks

Armour
that deal dark damage, keeping the higher result. Additionally, at the start
of the wielder's turn, it grants them 10 temporary hit points. Damage is
subtracted from this HP first, and they remain until the start of the wielder's Armour provides protection to adventurers, helping them survive their
next turn. When used to shield bash, it's damage is treated as holy against perilous journeys.
enemies either immune, resistant, or weak to holy damage. Only good
creatures gain any benefit from this shield.
Smithing: N/A Reflex Defence
This is the armours bonus applied to your reflex defence.
Spiked Pavis
This shield comes to a hard pointed spike on its bottom edge. It deals +1 Damage Reduction
die of damage on successful shield bashes, and deals piercing damage in All armour grants an amount of damage reduction.
addition to blunt.
Smithing: DC 25 Max Agility Bonus
Max agility bonus is a hard cap on how much of your agility modifier you
Svalinn may apply to your reflex defence when wearing any given suit of armour.
This legendary shield, forged by a great battle between the primal,
protected the ancient races from destruction. This shield allows the wielder Armour Types
to reroll block attempts against all attacks and spells that deal colde, There are three categories of armour.
electric, or fyr damage, keeping the higher result. Additionally, it may be Light: The most common type of armour. It is light enough for most to
used to block any single target spells. use easily and is far more affordable. Light armour does not restrict
Smithing: N/A movement, is treated as medium for the sake of durability, and weighs 1
bulk.
Targe Heavy: Armour used by front-line warriors, who rush into the thick of
A round shield, larger than that of a buckler. battle. It provides more protection than any other armour but reduces the
Smithing: DC 15 wearer's speed by 1/4 (to 4 squares for medium creatures, and 3 for small),
is treated as large for the sake of durability, and weighs 2 bulk.
Mystic: Magick robes and ceremonial garments. Mystic armour is
Storm Shield favoured by those trained in either arcane or divine magick, as it augments
This magickal shield is imbued with a number of storm crystals. This their magickal abilities and power. Mystic armour does not restrict
shield allows the wielder to reroll block attempts against all attacks and movement, is treated as small for the sake of durability, and weighs 1/10
spells that deal electric damage. If used to shield bash, it's damage is treated bulk.
as electric against enemies either immune, resistant, or weak to electic
damage.
Smithing: DC 30 (Storm Crystal 3) Armour Check Penalty
When wearing armour in which you are not proficient, you suffer a penalty,
(-X) listed by each type of armour, to the following skills:
Acrobatics, Athletics, Stealth, Spellcraft, and all Weapon Skills.

Light Armour (-5)


Name Cost Reflex Bonus Damage Reduction Max Agility Bonus Availability
Quilted Doublet 100 1 2 +5 Common
Chromed Leather 300 2 2 +4 Common
Leather Breastplate 500 2 3 +3 Common
Bronze Chestplate 900 2 4 +3 Uncommon
Ringmail 1,300 2 5 +3 Common
Wind Garb 1,900 1 6 +5 Uncommon
Wooden Breastplate 2,700 2 5 +4 Uncommon
Brigandine 3,700 3 6 +3 Common
Viking Coat 4,900 2 7 +3 Rare
Metal Jerkin 6,300 3 7 +3 Common
Mythril Shirt 7,900 2 9 +4 Exotic
Black Garb 9,700 1 8 +6 Rare
Gigas Chestplate 11,700 3 10 +2 Rare
Dancer's Mail 13,900 1 9 +5 Uncommon
Magick Armour 16,300 3 11 +3 Exotic
Adamantite Breastplate 18,900 4 12 +2 Exotic
Divine Coat 21,700 2 10 +4 Epic

Adamantite Breastplate Black Garb


A breastplate forged from adamantite that offers a tremendous amount of This shadowed leather armour is favoured by assassins and spies, as it
protection to the wearer. enhances their stealth capabilities, granting them a +2 bonus to stealth
Smithing: DC 40 (Adamantite 3) checks.
Smithing: DC 30 (Moondust, Silk Thread 2)
Brigandine Smithing: DC 35 (Magicite, Orichalcum 2)
This cuirass is made with armoured plates layered over hardened leather.
It gets its name from the bandits and brigands who favour its use. Metal Jerkin
Smithing: DC 25 This chain coat offers a great deal of protection for light armour. Grants a
+2 bonus to the wearers damage threshold.
Bronze Chestplate Smithing: DC 30
This bronze plate offers the wearer decent protection at relatively low cost.
Smithing: DC 20 Mythril Shirt
A chain shirt fashioned from mythril links. It is far lighter than other
Chromed Leather armour, while still offering a great deal of protection.
Smithing: DC 30 (Mythril 2)
A suit of treated leather armour, favoured by thieves and those who want a
little more protection without sacrificing mobility.
Smithing: DC 15 Quilted Doublet
A padded gambeson or aketon, commonly worn for daye to daye protection,
Dancer’s Mail as it is less burdensome on the wearer's mobility and comfort.
Smithing: DC 15
An arrangement of elegant light plates, interwoven with flowing finery.
Grants the wearer a +2 bonus to perform dance checks.
Smithing: DC 35 (Orichalcum, Silk Thread 2) Ringmail
This leather breastplate is reinforced with metal rings for increased
Divine Coat protection.
Smithing: DC 20
This holy coat is adorned with small plates of celestial armour. The
blessing on this coat grants the wearer resistance to dark damage, as well
as immunity to curses. Viking Coat
Smithing: DC 40 (Angell Feather 2) This lightly armoured coat offers a great deal of protection from the harsh
colde, granting the wearer resistance to colde damage, but weakness to fyr
Gigas Chestplate damage.
Smithing: DC 25 (Beast Fang, Beast Mane)
This large chestplate fortifies the wearer against powerful blows. The
wearer is immune to stun effects.
Smithing: DC 30 (Giant Hide 2) Wind Garb
This enchanted armoured coat grants the wearer resistance to electric
Leather Breastplate damage.
Smithing: DC 20 (Storm Crystal)
A hardened leather chest peece.
Smithing: DC 15
Wooden Breastplate
Magick Armour This chest peece is enchanted with sylvan magick, granting the wearer a
+5 bonus to their fort defence against poison.
This ornate suit of mail, enchanted with a powerful ward, grants the wearer
Smithing: DC 25 (Fae Wood)
a +5 bonus to both fortitude and will defence against spells.

Heavy Armour (-10)


Name Cost Reflex Bonus Damage Reduction Max Agility Bonus Availability
Hide Armour 500 3 3 +3 Common
Scale Armour 900 3 3 +2 Uncommon
Iron Cuirass 1,700 3 4 +2 Common
Spiked Armour 2,900 4 5 +1 Uncommon
Chainmail 4,500 4 6 +1 Common
Plate Armour 6,500 5 7 +1 Common
Shielded Armour 8,900 4 8 +0 Uncommon
Zombie Mail 11,700 3 9 +3 Epic
Ore Armour 14,900 4 10 +1 Uncommon
Mirrour Mail 18,500 4 11 +0 Rare
Ancient Armour 22,500 4 12 +1 Rare
Dragon Mail 26,900 5 13 +1 Exotic
Daemon Mail 31,700 5 13 +1 Epic
Adamantite Plate 36,900 4 14 +1 Exotic
Valiant Mail 42,500 5 14 +1 Epic
Tyrant Mail 48,500 5 14 +0 Epic
Aegis Armour 54,700 5 15 +1 Legendary

Adamantite Plate damage. Additionally, whenever they use a hero point to increase one of
their defences and is successfully protected, they immediately regain that
This suit of full plate armour, forged from adamantite, offers an enormous
hero point. Only good characters may gain any benefit from this armour.
amount of protection.
Smithing: N/A
Smithing: DC 40 (Adamantite 3)

Aegis Armour Ancient Armour


This ancient suit of plate mail grants the wearer immunity to petrification.
This legendary armour is forged in the likeness of a seraph and is one of
Smithing: DC 35 (Orichalcum 2)
the 9 divine artefacts. The wearer gains resistance to both dark and holy
Chainmail Plate Armour
A full suit of chainmail armour, often seen on squires and foot soldiers. It This iconic suit of armour is favoured by the most prestigious knights from
provides a solid amount of defence. across the realm.
Smithing: DC 25 Smithing: DC 25

Daemon Mail Scale Armour


This accursed suit of plate armour was forged from the husk of a fallen This suit of mail, made up of large serpentine scales, makes the wearer
daemon. Its terrible power grants the wearer resistance to dark damage, but immune to paralysis.
weakness to holy damage. Additionally, it allows the wearer to ignore Smithing: DC 20 (Beast Scales 2)
condition track penalties (though it does not prevent them from falling
unconscious once they reach –5 steps on the track), though it slowly saps
the wearers vitality in battle, dealing 2d6 damage at the start of each round
Shielded Armour
This bulky suit of plate has multiple shields mounted on key locations to
of combat. This damage may explode and ignores all sources and forms of
help guard the wearer from serious damage. Any physical damage resolved
DR and temporary HP.
against the wearer deals -1 damage die per explosive die.
Smithing: DC 35 (Daemon Flesh, Obsidian)
Smithing: DC 30 (Adamantite)

Dragon Mail Spiked Armour


Plate armour forged from the scales of a powerful dragon. The armour
An exotic suit of plate mail, adorned with countless large spikes. Any
grants the wearer resistance to fyr, as well as any mind effects imposed by
creature that deals damage to the wearer with a non-reach melee attack,
dragons.
suffers 2d6 points of piercing damage.
Smithing: DC 35 (Dragon Heart, Dragon Scales 2)
Smithing: DC 25 (Beast Fang 2, Beast Horn 2)

Hide Armour Tyrant Mail


Layers of tanned hide threaded together to form a simple suit of armour.
This infernal suit of armour is worn by only the vilest and most corrupt of
Smithing: DC 15
champions, grating them resistance to holy damage. Additionally, once per
turn, when the wearer starts their turn within 6 squares of an ally, they may
Iron Cuirass choose to reduce the allies HP by 5 points and gain that amount of HP
A sturdy metal breastplate, regularly seen on guards and other soldiers. themselves.
Smithing: DC 20 Smithing: DC 40 (Adamantite 2, Daemon Heart, Daemon Horn)

Mirrour Mail Valiant Mail


This odd-looking suit of armour is fitted with various reflective surfaces A Holy set of full plate, forged for only the greatest of heroes, it grants the
that can reflect magick, granting the wearer a 20% chance (20 or less on wearer resistance to dark damage. Additionally, once per turn, it grants the
d%) that any spell that targets them fails. This includes spells cast by the wearer 5 temporary MP. Spells and abilities use this MP first.
wearer or their allies. This stacks with the benefit granted from the mirrour Smithing: DC 40 (Angell Feather 2, Mythril 2)
shield.
Smithing: DC 30 (Magicite, Mythril 2) Zombie Mail
This cursed set of armour is fashioned together with skulls and calcified
Ore Armour zombie remains. The wearer gains resistance to all physical damage.
A unique suit of dwarven-made armour, forged deep in the mountains of However, the wearer is zombified. This ignores immunity.
the north. In addition to its solid defences, it provides the wearer with Smithing: DC 30 (Putrid Flesh 3)
resistance to fyr damage, but weakness to colde damage.
Smithing: DC 30 (Fyr Crystal, Obsidian)
Mystic Armour
Spellcasters prefer less cumbersome garbs, adorning themselves with fine,
enchanted robes. Mystic armour augments the magickal abilities of the
wearer, empowering their spells, restoring their mana, etc.

Mystic Armour (-2)


Name Cost Damage Reduction Availability
Wizard's Robes 100 2 Common
Mage's Habit 300 3 Common
Enchanter's Djeballa 500 4 Uncommon
Druid's Fleece 900 4 Common
Glimmering Robes 1,300 5 Rare
Cleric's Chimere 1,900 5 Uncommon
Sorcerer's Kaftan 2,700 6 Uncommon
Magus Robes 3,700 6 Uncommon
Dragon Robes 4,900 7 Rare
Sage's Surplice 6,300 7 Rare
Dark Dalmatica 7,900 8 Exotic
Radiant Raiment 9,700 8 Exotic
Death Mantle 11,700 9 Epic
High Summoner's Vestments 13,900 9 Exotic
Magister's Houppelande 16,300 9 Epic
Nabrok 18,900 10 Legendary
Tarnkappe 21,700 10 Legendary

Cleric's Chimere
Wearer gains a +2 bonus to all spellcraft checks made to cast white magick Mage's Habit
spells. The wearer gains a +1 bonus to all defences.
Alchymy: DC 25 Alchymy: DC 15 (Magicite)

Dark Dalmatica Magister's Houppelande


Wearer gains resistance to holy damage. Additionally, the gains a +5 bonus The wearer gains resistance to all elemental damage, as well as a +5 bonus
to their will defence against white magick. to fort and will defence against all spells.
Alchymy: DC 30 (Daemon Flesh 2, Daemon Horn) Alchymy: DC 40 (Zodiac Stone 3)

Death Mantle Magus Robes


Wearer gains the undead immunities and weaknesses. Additionally, the Wearer gains a +2 bonus to all spellcraft checks made to cast red magick
wearer may ignore any penalties imposed by the condition track. Only evil spells.
creatures may gain nay benefit from these robes. Alchymy: DC 25 (Fyr Crystal 2, Ice Crystal 2, Storm Crystal 2)
Alchymy: DC 35 (Cursed Bone, Putrid Flesh, Vampyre Fang)
Nabrok
Dragon Robes Wearer gains resistance to both dark and holy damage, as well as immunity
Wearer gains resistance to fyr damage, as well as immunity to sleep, and to both curses and toad. Additionally, once per turn, when the wearer
paralysis. begins their turn within 6 squares of an ally, they may choose to reduce
Alchymy: DC 30 (Dragon Scales 2) that allies HP by 5 points. If done, the wearer immediately gains twice that
amount in MP. Only evil characters may wear this item.
Druid's Fleece Alchymy: N/A
Wearer gains a +2 bonus to all spellcraft checks made to cast green magick
spells. Radiant Raiment
Alchymy: DC 20 (Beast Mane, Earth Crystal) Wearer gains resistance to dark damage. Additionally, the gains a +5 bonus
to defences against black magick spells.
Enchanter's Djeballa Alchymy: DC 30 (Angell Feather 2, Silk Thread)
Wearer gains a +2 bonus to all spellcraft checks made to cast blue magick
spells. Sage's Surplice
Alchymy: DC 20 (Stardust) Wearer gains resistance to colde, electric, and fyr damage, as well as
immunity to slow.
Glimmering Robes Alchymy: DC 30 (Ancient Bone 2, Beast Mane)
Wearer gains a +5 bonus to their defences against all spells.
Alchymy: DC 20 (Mythril, Silk Thread) Sorcerer's Kaftan
Wearer gains a +2 bonus to all spellcraft checks made to cast black magick
High Summoner's Vestments spells.
Elementals and Aeons summoned by the wearer cost half the MP (though Alchymy: DC 25 (Daemon Flesh, Ectoplasm)
maintenance of Aeons is still based on the full MP cost). Additionally, the
wearer gains the elementals or aeons DR, immunities, resistances, and Tarnkappe
weaknesses. Wearer gains resistance to all elemental damage, as well as immunity to
Alchymy: DC 35 (Zodiac Stone 3) silence and blind. Additionally, the wearer gains 10 temporary mana points
at the beginning of each turn. Spells and abilities use this MP first. If not
used by the end of the turn, they are lost.
Gjallarhorn
Whenever you use this instrument to buff allies, who have yet to act in
Alchymy: N/A
combat, with a bardic performance, they are no longer considered flat-
footed. If it is a surprise round, your allies may even act as normal, if they
Wizard's Robes would be entitled to an action, or gain an action if they would not. Should
Classic magical robes adorned by many aspiring magick users. your performance check surpass the will defence of any enemies in range,
Alchymy: DC 15 they may not target you with attacks or other skills while you’re within 6
squares of a conscious ally.
Smithing: DC N/A

Bardic Instruments Hurdy-Gurdy


Instruments are special items required by minstrels and bards to make This instrument allows the minstrel to make perform instrument checks,
perform instrument checks. even when silenced. Additionally, you may take 10 on perform instrument
Instruments require 2 hands to use and cannot be used when silenced. They checks made with this instrument.
weigh 1 bulk. Smithing: DC 25

Instruments Lute
A stringed instrument, which allows the minstrel to make perform
Name Performance Cost Availability instrument checks, even when silenced.
Bonus Smithing: DC 20
Crumhorn - 400 Common
Lute
Piper's Cornette
-
+1
1,000
1,900
Common
Uncommon
Magian's Sarangi
This instrument allows the minstrel to make perform instrument checks,
Silver Harp +1 3,100 Uncommon
even when silenced. Additionally, whenever you make a perform
Hurdy-Gurdy +1 4,600 Common
instrument check with this item, allies in range gain 2 temporary MP. This
Magian's +2 6,400 Rare
MP is lost if not used before the start of the wielders next turn.
Sarangi
Smithing: DC 30 (Ice Crystal 2, Fyr Crystal 2, Storm Crystal 2)
Saytr's Aulos +2 8,500 Uncommon
Bloodstring +3 10,900 Epic
Lyre Meister's Rebec
Meister's Rebec +3 13,600 Rare This instrument allows the minstrel to make perform instrument checks,
Empyrean Flute +4 16,600 Epic even when silenced. Additionally, the user only suffers a -2 penalty to
Torban of Truth +4 19,900 Exotic performance checks when in a threatened area, rather than 5 (or a -5 when
Gjallarhorn +5 23,500 Legendary threatened by creatures with disruptive.)
Dur da Bla +5 27,400 Legendary Smithing: DC 35 (Fae Wood, Silk Thread, Unicorn Horn)

Bloodstring Lyre Piper's Cornette


You heal 1 HP for each enemy you successfully damage or debuff with a Should your performance check surpass the will defence of beasts in range,
perform instrument check. However, if you roll a natural 1 on your check, they may not target you with attacks or skills while you’re within 6 squares
you move –1 persistent step down the condition track, that can only be of a conscious ally.
removed with an 8 hour rest. Smithing: DC 20 (Chitin 2)
Smithing: DC 35 (Cursed Bone, Vampyre Fang 2)
Satyr's Aulos
Crumhorn Enemies suffer a –2 penalty to their will defence, against your
Basic wind instrument that allows a minstrel to make perform instrument performances made with this instrument.
checks. Smithing: DC 30 (Fae Wood 2)
Smithing: DC 15
Silver Harp
Dur da Bla This instrument allows the minstrel to make perform instrument checks,
This instrument allows the minstrel to make perform instrument checks, even when silenced. Additionally, perform instrument checks may affect
even when silenced. Additionally, when making a perform instrument mindless undead normally immune to mind effects. Additionally, should
check, you may perform an additional bardic performance without any your check surpass the will defence of undead in range, they may not target
additional penalty. This performance uses the same check result as the you with attacks or skills while you’re within 6 squares of a conscious ally.
initial performance. Smithing: DC 25 (Ectoplasm 2, Mythril)
Smithing: DC N/A
Torban of Truth
Empyrean Flute This instrument allows the minstrel to make perform instrument checks,
Should your performance check surpass the will defence of infernals in even when silenced. Additionally, the user suffers no penalties to
range, they may not target you with attacks or skills while you’re within 6 performance checks when threatened and may reroll all 1’s on perform
squares of a conscious ally. instrument checks until you attain the result of a 2 or higher.
Smithing: DC 40 (Angell Feather, Holy Water, Mythril) Smithing: DC 40 (Fae Wood 2, Crysteel)
Spell Scrolls Blue Magick Scrolls
Spells Scrolls can be used by magick users to learn new spells. Spell Name Cost Effect Availability
Scrolls are one time use items and are depleted as any other consumable Haste 20 User learns Haste. Common
item. Alchymy: DC 15 (Beast
Spell Scrolls weigh 1/10 bulk. Mane)
Slow 60 User learns Slow. Common
Studying Scrolls Alchymy: DC 20 (Silk
Thread)
Studying a spell scroll to learn a spell, requires 1d8 minutes.
Gravity 180 User learns Gravity. Uncommon
Alchymy: DC 25 (Great
Crafting Scrolls Feather)
You must know a spell in order to craft a scroll of the corresponding spell. Invisibility 180 User learns Invisibility. Uncommon
Alchymy: DC 25 (Ectoplasm)
Phantasm 180 User learns Phantasm. Uncommon

Black Magick Scrolls Confusion 540


Alchymy: DC 25 (Ectoplasm)
User learns Confusion. Rare
Name Cost Effect Availability Alchymy: DC 30 (Daemon
Aphasia 20 User learns Aphasia. Common Horn)
Alchymy: DC 15 Fear 540 User learns Fear. Rare
(Ectoplasm) Alchymy: DC 30 (Chitin)
Darkness 60 User learns Darkness. Common Metamorphoses 540 User learns Metamorphoses. Rare
Alchymy: DC 20 (Vampyre Alchymy: DC 30 (Beast
Fang) Scales 2)
Torpor 60 User learns Torpor. Common Sleep 540 User learns Sleep. Rare
Alchymy: DC 20 (Vampyre Alchymy: DC 30 (Fae Wood)
Fang 2) Levitation 1,620 User learns Levitation. Exotic
Mire 540 User learns Mire. Rare Alchymy: DC 35 (Fae Wood
Alchymy: DC 30 (Putrid 2)
Flesh 2) Teleport 1,620 User learns Teleport. Exotic
Sap 540 User learns Sap. Rare Alchymy: DC 35 (Daemon
Alchymy: DC 30 Horn)
(Ectoplasm) Charm 4,860 User learns Charm. Exotic
Expiry 1,620 User learns Expiry. Exotic Alchymy: DC 40 (Evil Eye)
Alchymy: DC 35 (Cursed Polymorph 4,860 User learns Polymorph. Exotic
Bone) Alchymy: DC 40 (Dragon
Entomb 4,860 User learns Entomb. Exotic Heart)
Alchymy: DC 40 (Ancient
Bone)
Infest 180 User learns Infest.
Alchymy: DC 25 (Putrid
Uncommon
Green Magick Scrolls
Flesh) Name Cost Effect Availability
Maim 180 User learns Maim. Uncommon Boulder 60 User learns Boulder. Common
Alchymy: DC 25 (Daemon Alchymy: DC 20 (Earth
Horn) Crystal)
Void 540 User learns Void. Rare Shockwave 180 User learns Shockwave. Uncommon
Alchymy: DC 30 (Daemon Alchymy: DC 25 (Giant Hide)
Flesh) Quake 1,620 User learns Quake. Exotic
Miasma 1,620 User learns Miasma. Exotic Alchymy: DC 35 (Gigas
Alchymy: DC 35 (Daemon Heart)
Heart) Cataclysm 4,860 User learns Cataclysm. Exotic
Black Hole 4,860 User learns Black Hole. Exotic Alchymy: DC 40 (Zodiac
Alchymy: DC 40 (Evil Eye) Stone)
Entangle 60 User learns Entangle. Common
Alchymy: DC 20 (Magick
Root)
Overgrowth 540 User learns Overgrowth. Rare
Alchymy: DC 30 (Magick
Root 2)
Succession 4,860 User learns Succession. Exotic
Alchymy: DC 40 (Zodiac
Stone)
Tempest 180 User learns Tempest. Uncommon
Alchymy: DC 25 (Great
Feather)
Whirlwind 540 User learns Whirlwind. Rare
Alchymy: DC 30 (Great
Feather 2)
Windburst 4,860 User learns Windburst. Exotic
Alchymy: DC 40 (Zodiac
Stone)
Red Magick Scrolls White Magick Scrolls
Name Cost Effect Availability Name Cost Effect Availability
Ember 60 User learns Ember. Common Protect 20 User learns Protect. Common
Alchymy: DC 20 (Fyr Alchymy: DC 15 (Holy
Crystal) Water)
Scorching Strike 180 User learns Scorching Strike. Uncommon Shell 180 User learns Shell. Uncommon
Alchymy: DC 25 (Fyr Crystal Alchymy: DC 25 (Holy
2) Water)
Flamethrower 180 User learns Flamethrower. Uncommon Ward 20 User learns Ward. Common
Alchymy: DC 25 (Fyr Crystal Alchymy: DC 15 (Holy
2) Water)
Fyrball 540 User learns Fyrball. Rare Barrier 180 User learns Barrier. Uncommon
Alchymy: DC 30 (Fyr Crystal Alchymy: DC 25 (Holy
3) Water)
Fyrstorm 1,620 User learns Fyrstorm. Exotic Cleanse 60 User learns Cleanse. Common
Alchymy: DC 35 (Fyr Alchymy: DC 20 (Magick
Crystal, Obsidian) Root)
Inferno 4,860 User learns Inferno. Exotic Dispel 180 User learns Dispel. Uncommon
Alchymy: DC 40 (Zodiac Alchymy: DC 25 (Magick
Stone) Root 2)
Shock 60 User learns Shock. Common Cure 60 User learns Cure. Common
Alchymy: DC 20 (Storm Alchymy: DC 20 (Magick
Crystal) Herb)
Galvanic Strike 180 User learns Galvanic Strike. Uncommon Curatio 1,620 User learns Curatio. Exotic
Alchymy: DC 25 (Storm Alchymy: DC 35 (Magick
Crystal 2) Herb 2)
Chain Lightning 540 User learns Chain Lightning. Rare Regen 1,620 User learns Regen. Exotic
Alchymy: DC 25 (Storm Alchymy: DC 35 (Unicorn
Crystal 2) Horn)
Lightning Bolt 540 User learns Lightning Bolt. Rare Faith 180 User learns Faith. Uncommon
Alchymy: DC 30 (Storm Alchymy: DC 25 (Holy
Crystal 3) Water)
Thunderstorm 1,620 User learns Thundertorm. Exotic Revive 540 User learns Revive. Rare
Alchymy: DC 35 (Storm Alchymy: DC 30 (Phoenix
Crystal, Mythril) Plume)
Ark Blast 4,860 User learns Ark Blast. Exotic Smite 180 User learns Smite. Uncommon
Alchymy: DC 40 (Zodiac Alchymy: DC 25 (Holy
Stone) Water)
Icicle 60 User learns Icicle. Common Holy 1,620 User learns Holy. Exotic
Alchymy: DC 20 (Ice Crystal) Alchymy: DC 35 (Holy Water
Gelid Strike 180 User learns Gelid Strike. Uncommon 2)
Alchymy: DC 25 (Ice Crystal Luminescence 4,860 User learns Luminescence. Exotic
2) Alchymy: DC 40 (Angell
Frost Wave 180 User learns Frost Wave. Uncommon Feather)
Alchymy: DC 30 (Ice Crystal
3)
Ice Blast 540 User learns Ice Blast. Rare
Alchymy: DC 30 (Ice Crystal
3)
Blizzard 1,620 User learns Blizzard. Exotic
Alchymy: DC 35 (Ice Crystal,
Orichalcum)
White Out 4,860 User learns White Out. Exotic
Alchymy: DC 40 (Zodiac
Stone)
Orchestral Scores
Orchestral Scores can be used by performers to learn new bardic
performances. Orchestral Scores are one time use items and are depleted
as any other consumable item.
Orchestral Scores weigh 1/10 bulk.

Studying Scores
Studying an orchestral score to learn performances, requires 1d8 minutes.

Crafting Scores
You must know a bardic performance in order to craft a score of the
corresponding performance.

Orchestral Scores
Name Cost Effect Availability
Knight’s Paeon 40 User learns Knight’s Paeon. Common
Alchymy: DC 15 (Beast
Mane)
Champion’s 40 User learns Champion’s Common
Virelai Virelai.
Alchymy: DC 15 (Beast
Scales)
Savage Scherzo 40 User learns Savage Scherzo. Common
Alchymy: DC 15 (Poison
Fang)
Vigil’s Overture 120 User learns Vigil’s Overture. Common
Alchymy: DC 20 (Beast
Horn)
Valor Minne 120 User learns Valor Minne. Common
Alchymy: DC 20 (Mythril)
Chanter’s Etude 120 User learns Chanter’s Etude. Common
Alchymy: DC 20 (Fae
Wood)
Corrival’s 360 User learns Corrival’s Uncommon
Requiem Requiem.
Alchymy: DC 25 (Putrid
Flesh)
Mage’s Ballad 360 User learns Mage’s Ballad. Uncommon
Alchymy: DC 25 (Magicite)
Vagrant’s 360 User learns Vagrant’s Uncommon
Threnody Threnody.
Alchymy: DC 25 (Cursed
Bone)
Jack Tar 1,080 User learns Jack Tar Rare
Chantey Chantey.
Alchymy: DC 30 (Dragon
Bone)
Arrow Aubade 1,080 User learns Arrow Aubade. Rare
Alchymy: DC 30 (Great
Feather 2)
Mourning Elegy 1,080 User learns Mourning Elegy. Rare
Alchymy: DC 30 (Daemon
Horn)
Beau Crapriccio 3,240 User learns Beau Capriccio. Exotic
Alchymy: DC 35 (Gigas
Heart)
Knave’s 3,240 User learns Knave’s Exotic
Madrigal Madrigal.
Alchymy: DC 35 (Fae Wood
2)
Scamp’s 3,240 User learns Scamp’s Exotic
Nocturne Nocturne.
Alchymy: DC 35 (Daemon
Heart)
Accessories
Accessories are additional peeces of equipment that a hero may use to
complement their natural abilities and further fine tune their build.
Any one character may only equip 2 accessories at a time, and their effects
do not stack with themselves.
Accessories weigh 1/10 bulk.

Name Cost Effect Availability


Blessed Ankh 200 Increases the Maximum HP of the wearer by +10. Common
Alchymy: DC 15
Battle Harness 200 Increases the wearers damage threshold by +2. Common
Smithing: DC 15
Bloodstone 200 Wearer gains immunity to poison. Uncommon
Pendant Alchymy: DC 20 (Earth Crystal)
Scholar's Specs 400 Gain an additional peece of information from successful knowledge checks. Common
Alchymy: DC 15
Winged Boots 400 Grants the wearer the hover ability. Exotic
Alchymy: DC 25 (Angell Feather 2)
Malachite Ring 400 Wearer gains immunity to blind. Common
Alchymy: DC 15 (Magicite)
Garnet Ring 400 Wearer gains immunity to paralysis. Uncommon
Alchymy: DC 20 (Storm Crystal)
Citrine Charm 600 Wearer gains immunity to silence. Uncommon
Alchymy: DC 20 (Magick Root)
Amethyst 600 Wearer gains immunity to sleep. Uncommon
Armlet Alchymy: DC 20 (Magick Root)
Jade Amulet 600 Wearer gains immunity to slow. Exotic
Alchymy: DC 25 (Ice Crystal)
Opal Armlet 1,000 Wearer gains immunity to confusion. Rare
Alchymy: DC 25 (Fae Wood)
Silver 1,000 Wearer gains low-light vision. Uncommon
Spectacles Alchymy: DC 20 (Mythril)
Catholicon Ring 1,400 When the wearer has 1/4 their maximum HP or less, they deal +1 die of damage, when Uncommon
dealing magick damage.
Alchymy: DC 20 (Holy Water, Mythril)
Steel Gorget 1,400 When the wearer has 1/4 their maximum HP or less, they gain 5 DR. This stacks with Common
DR granted by armour.
Smithing: DC 20
Onyx Amulet 1,400 Wearer gains immunity to petrification. Exotic
Alchymy: DC 30 (Obsidian)
Steel Bracers 1,400 When the wearer has 1/4 their maximum HP or less, they deal +1 die of damage, when Common
dealing physical damage.
Smithing: DC 20
Lucky Charm 1,800 Whenever the wearer rolls a natural 20, they gain a temporary hero point. If not used Uncommon
by the end of the encounter, it is lost.
Alchymy: DC 20 (Fae Wood)
Condemned 1,800 Wearers maximum MP is reduced to 0, and they may not gain MP. Additionally, it may Epic
Collar only be removed with a corresponding key, or by successfully making a DC 20 disable
check.
Alchymy: DC 40 (Crysteel 3, Magicite 3)
Power Bangle 2,400 When the wearer is at maximum HP, they deal +1 die of damage, when dealing Rare
physical damage.
Smithing: DC 25 (Gigas Heart)
Power Stone 2,400 When the wearer is at maximum HP, they deal +1 die of damage, when dealing Rare
magickal damage.
Alchymy: DC 25 (Dragon Heart)
Aerialist Belt 2,400 Wearer gains a +2 bonus to acrobatics checks. Uncommon
Smithing: DC 20 (Great Feather 2)
Dark Lenses 2,400 Wearer gains darkvision. Uncommon
Alchymy: DC 20 (Evil Eye)
Skull Ring 3,000 Imposes zombify on the wearer. Additionally, while zombified, the wearer heals 5 HP Epic
at the start of their turn. This healing does not damage the wearer despite being
zombified.
Alchymy: DC 25 (Cursed Bone, Ectoplasm)
Aventurine 3,000 Wearer gains immunity to fear effects. Uncommon
Charm Alchymy: DC 20 (Fae Wood)
Talisman of 3,000 Increases the Maximum MP of the wearer by +15. Exotic
Wisdom Alchymy: DC 30 (Magicite, Orichalcum)
Pyromancer's 3,600 Whenever the wearer would deal fyr damage to a target, the targets fire immunity is Rare
Ring treated as resistance, or ignores the targets fire resistance.
Alchymy: DC 25 (Fyr Crystal, Magicite)
Cryomancer's 3,600 Whenever the wearer would deal colde damage to a target, the targets colde immunity Rare
Ring is treated as resistance, or ignores the targets colde resistance.
Alchymy: DC 25 (Ice Crystal, Magicite)
Aeromancer's 3,600 Whenever the wearer would deal electric damage to a target, the targets electric Rare
Ring immunity is treated as resistance, or ignores the targets electric resistance.
Alchymy: DC 25 (Storm Crystal, Magicite)
Pugilist Glove 4,400 Wearer gains a +2 bonus on all unarmed skill checks and attack rolls. Uncommon
Alchymy: DC 20 (Giant Hide)
Agate Ring 4,400 Wearer gains immunity to stun effects. Exotic
Alchymy: DC 30 (Adamantite)
Pentacle 4,400 Whenever the wearer would deal dark damage to a target, the targets dark immunity is Rare
treated as resistance, or ignores the targets dark resistance.
Alchymy: DC 25 (Daemon Heart, Daemon Horn)
Crucifix 4,400 Whenever the wearer would deal holy damage to a target, the targets holy immunity is Rare
treated as resistance, or ignores the targets holy resistance.
Alchymy: DC 25 (Ancient Bone, Angell Feather)
Divine Earrings 5,200 Wearer gains the truespeech ability. Epic
Alchymy: DC 35 (Angell Feather 2)
Wolfssegen 5,200 Wearer gains immunity to curses. Epic
Alchymy: DC 35 (Beast Fang 2, Vampire Fang 2)
Embroidered 5,200 Should the wearer lack the necessary MP to cast a spell, they may pay its full MP cost, Uncommon
Neck Scarf instead, with GP, where the cost is 10gp for every 1MP the spell would cost. You must
have enough maximum mana to be able to cast the spell normally.
Alchymy: DC 25 (Moondust, Silk Thread, Stardust)
Hunter's Cowl 6,000 The wearer's critical range with ranged weapons is increased by 1 (19-20, rather than Exotic
20). This stacks with other abilities and items that increase their critical range.
Smithing: DC 30 (Great Feather 3)
Vedic Amulet 6,000 Wearer gains immunity to disease. Exotic
Alchymy: DC 35 (Obsidian)
Flame Pendant 7,000 Wearer gains resistance to fyr damage. Rare
Alchymy: DC 30 (Fyr Crystal, Magicite)
Frost Pendant 7,000 Wearer gains resistance to colde damage. Rare
Alchymy: DC 30 (Ice Crystal, Magicite)
Bolt Pendant 7,000 Wearer gains resistance to electric damage. Rare
Alchymy: DC 30 (Storm Crystal, Magicite)
Crystal Brooch 8,000 Wearer gains resistance to dark damage. Exotic
Alchymy: DC 35 (Angell Feather, Orichalcum)
Obsidian 8,000 Wearer gains resistance to holy damage. Exotic
Brooch Alchymy: DC 35 (Evil Eye, Obsidian)
Tourmaline Ring 9,000 Wearer gains immunity to toad. Rare
Alchymy: DC 30 (Earth Crystal, Fae Wood)
Jet Necklace 9,000 Wearer gains immunity to zombify. Exotic
Alchymy: DC 35 (Adamantite, Obsidian)
Seven-League 11,000 Wearer's movement speed is increased by +2 squares. Rare
Boots Smithing: DC 30 (Magicite 2, Silk Thread 2)
Sages Ring 13,000 Reduces the base MP cost of spells by 5. However, a spell can never cost less than half Epic
its normal cost.
Alchymy: DC 35 (Magicite, Mythril 2)
Duelling Glove 13,000 The wearer's combo range with melee weapons is increased by 1 (19-20, rather than Epic
20). This stacks with other abilities and items that increase their combo range.
Smithing: DC 35 (Crysteel 2, Silk Thread 2)
Goswhit 15,000 Wearer Gains Immunity to all mind effects. Legendary
Smithing: DC N/A
Riband 20,000 Wearer gains immunity to all status effects, except for curses. Epic
Alchymy: DC 40 (Phoenix Plume 3)
Potions
Potions are the lifeblood of any adventuring party, revitalizing them
between combat encounters, or after deadly traps in a dungeon.
Potions weigh 1/10 bulk.

Potions
Name Cost Effect Availability
Health Potion 50 Restores 10 HP upon use. Common
Alchymy: DC 15 (Magick Herb)
Hi-Potion 150 Restores 40 HP upon use. Uncommon
Alchymy: DC 20 (Magick Herb 2)
Mega-Potion 450 Restores 160 HP upon use. Rare
Alchymy: DC 25 (Magick Herb 3)
Ether 100 Restore 5 MP upon use. Common
Alchymy: DC 20 (Magicite)
Hi-Ether 300 Restore 20 MP upon use. Uncommon
Alchymy: DC 25 (Magicite 2)
Mega-Ether 900 Restore 80 MP upon use. Rare
Alchymy: DC 30 (Magicite 3)
Elixir 15,000 Restore all HP, MP, and condition steps upon use. Epic
Alchymy: DC 40 (Phoenix Plume)
Ambrosia 1,500 Removes zombify and all curses upon use. Exotic
Alchymy: DC 35 (Holy Water)
Panacea 400 Removes blind, silence, and all poisons upon use. Rare
Alchymy: DC 30 (Fae Wood, Magick Herb)
Pistoja Powder 80 Removes petrification upon use. Rare
Alchymy: DC 25 (Magick Herb, Magick Root)
Golden Sap 50 Removes silence upon use. Common
Alchymy: DC 20 (Magick Root)
Antidote 50 Removes all poisons upon use. Common
Alchymy: DC 15 (Magick Herb)
Elfwort 50 Removes blind upon use. Common
Alchymy: DC 20 (Magick Herb)
Ammonia Salt 50 Removes sleep upon use. Common
Alchymy: DC 20 (Magick Root)
Moonwort 60 Removes paralysis and slow upon use. Uncommon
Alchymy: DC 20 (Magick Herb)
Snowdrop 50 Removes confuse upon use Common
Alchymy: DC 20 (Magick Herb)
Remedy 500 Removes disease upon use. Rare
Alchymy: DC 30 (Magick Herb)
Mandrake Root 200 Removes toad upon use Uncommon
Alchymy: DC 25 (Magick Root)
Poisons
Poisons are deadly concoctions, typically used by agents or assassins to
nefarious ends. Made with concentrated doses of lethal venom from
various beasts, or toxins from deadly plant-life, poisons are either ingested,
inhaled, or contracted via damage or even contact. Once contracted,
poisons attack the infected individual’s fortitude defence at the beginning
of each turn, until cured via an antidote, or a medicine check. Damage from
poisons is unaspected, ignoring all forms of DR.
Additionally, status effects imposed by poison are persistent, and cannot
be removed until the poison is removed.
Poisons weigh 1/10 bulk.

Name Type Cost Effect Availability


Basilisk Venom Injury 500 Attack roll (1d20+15); target moves -1 step on the condition track and Rare
only moves at half speed. See Text.
Black Adder Venom Injury 500 Attack roll (1d20+15); target takes 2d6 damage and moves -1 step on Exotic
the condition track. See Text.
Black Lotus Extract Contract 3,000 Attack roll (1d20+25); target takes 8d6 damage and moves -2 steps on Epic
the condition track. See Text.
Dark Leaf Oil Ingested 200 Attack roll (1d20+10); target moves -1 step on the condition track. Rare
See Text.
Deadly Nightshade Ingested 2,000 Attack roll (1d20+25); target takes 6d6 damage and moves -1 steps on Epic
the condition track. See Text.
Death Fog Inhaled 1,000 Attack roll (1d20+20); target takes 2d6 damage and moves -1 steps on Rare
the condition track. See Text.
Hag's Grasp Ingested/Injury 500 Attack roll (1d20+15); target must roll spellcraft checks twice, Exotic
keeping the lower result. See Text.
Kingsbane Ingested 1,000 Attack roll (1d20+20); target moves -2 steps on the condition track. Epic
See Text.
Manticore Venom Injury 200 Attack roll (1d20+10); target moves -1 step on the condition track. Rare
See Text.
Widow's Kiss Injury 200 Attack roll (1d20+10); target moves -1 step on the condition track. Rare
See Text.

Basilisk Venom defence. If the attack is successful, the target takes 6d6 damage and moves
–1 persistent step on the condition track. Otherwise, the target takes half
The poison makes an attack roll (1d20+15) against the target’s fortitude
damage and does not move down the condition track. The poison attacks
defence. If successful, the target moves –1 persistent step on the condition
each round until successfully treated with a DC 30 medicine check.
track and may only move at half speed. If the target reaches a point on the
Alchymy: DC 30 (Ectoplasm, Poison Bulb 2)
condition track that would reduce it to half speed, it is instead petrified.
The poison attacks each round until successfully treated with a DC 20
medicine check. Death Fog
Alchymy: DC 20 (Poison Fang) The poison makes an attack roll (1d20+20) against the target’s fortitude
defence. If successful, the target takes 2d6 damage and moves –1 persistent
Black Adder Venom step on the condition track. Otherwise, the target takes half damage and
does not move down the condition track. The poison attacks each round
The poison makes an attack roll (1d20+15) against the target’s fortitude
until successfully treated with a DC 25 medicine check.
defence. If successful, the target takes 2d6 damage and moves –1 persistent
Alchymy: DC 25 (2 Poison Bulb)
step on the condition track. Otherwise, the target takes half damage and
does not move down the condition track. The poison attacks each round
until successfully treated with a DC 20 medicine check. Hag’s Grasp
Alchymy: DC 20 (Poison Fang) The poison makes an attack roll (1d20+15) against the target’s fortitude
defence. If successful, the target loses 4d6 mana points and moves –1
Black Lotus Extract persistent step on the condition track. If the target reaches a step on the
condition track that would reduce it to half speed, the target also becomes
The poison makes an attack roll (1d20+25) against the target’s fortitude
silenced. The poison attacks each round until successfully treated with a
defence. If successful, the target takes 8d6 damage and moves -2 persistent
DC 20 medicine check.
steps on the condition track. Otherwise, the target takes half damage and
Alchymy: DC 25 (Poison Bulb, Magicite)
moves –1 step on the condition track. The poison attacks each round until
successfully treated with a DC 30 medicine check.
Alchymy: DC 30 (3 Poison Bulb) Kingsbane
The poison makes an attack roll (1d20+20) against the target’s fortitude
Dark Leaf Oil defence. If successful, the target moves –2 persistent steps on the condition
track, otherwise, the target only moves -1 persistent step. If the target is
The poison makes an attack roll (1d20+10) against the target’s fortitude
moved to the bottom of the condition track in this way, they do not fall
defence. If successful, the target moves –1 persistent step on the condition
unconscious, but instead, die instantly. The poison attacks each round until
track. If the target is moved to the bottom of the condition track in this way,
successfully treated with a DC 25 medicine check.
they fall into a deep slumber for 2d4 hours. The poison attacks each round
Alchymy: DC 25 (Poison Bulb, Poison Fang)
until successfully treated with a DC 15 medicine check.
Alchymy: DC 15 (Poison Bulb)
Manticore Venom
Deadly Nightshade The poison makes an attack roll (1d20+10) against the target’s fortitude
defence. If successful, the target moves –1 persistent step on the condition
The poison makes an attack roll (1d20+25) against the target’s fortitude
track. If the target reaches a step in the condition track that would reduce
them to half speed, they also become blind, granting All creatures total until successfully treated with a DC 15 medicine check.
concealment against them. The poison attacks each round until Alchymy: DC 15 (Poison Fang)
successfully treated with a DC 15 medicine check.
Alchymy: DC 15 (Poison Fang)

Widow’s Kiss General Equipment


The poison makes an attack roll (1d20+10) against the target’s fortitude Weapons and equipment are not the only equipment adventurers
defence. If successful, the target moves –1 persistent step on the condition need for travel and questing. Items such as survival kits, medical
track. If the target reaches a point on the condition track that would reduce supplies and camping equipment is essential for the party’s
it to half speed, it also becomes paralysed. The poison attacks each round comfort and wellbeing. General equipment is treated as common.

Items
Name Cost Application Availability
Adventurer's Pack 50 Contains all of the necessary tools and items an adventurer would need for travel, Common
that being a canteen, rope, flint and steel, etc. Light bulk (1/10)
Alchymy Kit 350 Required to use the alchymy skill. 1 bulk. Uncommon
Bait 100 Use on a beast within 4 squares and line of sight, reducing attitude penalties to Uncommon
persuasion checks to -5 for hostile and -2 for unfriendly, until the end of your next
turn. The bait is then destroyed. Light bulk (1/10)
Magick Bag 15,000 Grants +5 bulk when in your inventory. Light bulk (1/10) Exotic
Magick Pouch 5,000 Grants +2 bulk when in your inventory. Light bulk (1/10) Rare
Medical Kit 250 Required to use the medicine skill. Has 5 uses before needing to be replaced. 1 bulk. Common
Smith's Tools 300 Required to use the smithing skill. 2 bulk. Common
Survival Kit 100 Required for some aspects of the survival skill. Has 5 uses before needing to be Common
replaced. 1 bulk.
Tent 100 Provides up to 4 characters with appropriate shelter needed to gain natural healing, Common
when in the wild. 1 bulk.
Thieves Tools 200 Required to use the disable skill. Light bulk (1/10) Common

Mounts Availability
An items abundance and supply is determined by its availability. Whenever
Though horses and ponies are among the most common animals used to
traverse Val'daera, there are a number of exotic and interesting creatures a character is searching for an item in the appropriate shop, they roll their
used by many different cultures as their primary mode of transportation. d% to see if the item is in stock. The availability ratings are as follows,
Purchased mounts are always combat trained. Common: Mundane equipment that is easy to come by. It is always 100%
Unlike tamed or bonded animals from class features and talents, purchased available in the appropriate shops.
mounts do not grow in level, rather their cost may be increased upon Uncommon: Items with unique features and effects, not commonly seen
purchase. The amount of additional GP per level is based on the mount’s in the world. There is a 75% (75 or less on d%) chance that the item will
availability. appear in the appropriate shop.
Common: +100gp/beast level Rare: Exceptional items, that are quite a bit harder to come by. There is
Uncommon: +200gp/beast level a 50% (50 or less on d%) chance that the item will appear in the appropriate
Rare: +500gp/beast level shop.
Mounts must be at least 1 size category larger than the rider. Exotic: Extraordinary items with tremendous power, that are extremely
hard to come by. There is a 25% (25 or less on d%) chance that the item
will appear in the appropriate shop.
Mounts Epic: Pseudo legendary items, impossible to find on any shelf, but can
be crafted by those with the skill and the means. It is not possible to find
Name Cost Size Availability this item in any shop, as these must either be personally crafted or found
Hippogryph 1,500 Large Rare through exploration.
Hippogryph, 1,000 Medium Rare Legendary: These one-of-a-kind items are the objects of myth and
Pygmy legend. It is not possible to find this item in any shop, as these must be
Horse 200 Large Common obtained through special quests and encounters.
Pony 100 Medium Common
Wildcat 1,200 Large Uncommon
Wolf 400 Medium Uncommon Developer Note
Wolf, Dire 1,000 Large Uncommon When players create characters that start at higher levels, GM’s may want
to allow the players to have access to higher tier equipment, making sure
they have they have gear appropriate for their level.
Barding For example, you may allow new 4th level characters to buy uncommon
Armour may be acquired for and worn by mounts. Barding costs twice the Items as if they were common, or an 8th level characters to buy both rare
amount of GP as the standard suite of armour, but otherwise functions the and uncommon items as if they were common, while a 12th level
same. character could buy exotic, rare, and uncommon as common.
Resource Items
These unique items are used for crafting various peeces of equipment, as
well as consumable items. These items are not generally for sale and must
be collected in the wild. Resource items weigh 1/10 bulk.

Resource Items
Name Cost Craft
Adamantite 1,500 Smithing: DC 35 (Mythril,
Orichalcum)
Bone, Ancient 1,500 Alchymy: DC 35 (Cursed Bone, Holy
Water)
Bone, Cursed 500 -
Bone, Dragon 1,000 -
Bulb, Poison 100 -
Chitin 50 -
Crystal, Earth 20 -
Crystal, Fyr 20 -
Crystal, Ice 20 -
Crystal, Storm 20 -
Crysteel 2,000 Smithing: DC 40 (Adamantite,
Obsidian)
Ectoplasm 500 -
Eye, Evil 1,000 -
Fang, Beast 20 -
Fang, Poison 50 -
Fang, Vampyre 100 -
Feather, Angell 1,500 Alchymy: DC 35 (Great Feather, Holy
Water)
Feather, Great 50 -
Flesh, Daemon 500 -
Flesh, Putrid 50 -
Heart, Daemon 1,000 -
Heart, Dragon 1,500 -
Heart, Gigas 200 -
Herb, Magick 20 -
Hide, Giant 100 -
Horn, Beast 50 -
Horn, Daemon 500 -
Horn, Unicorn 200 -
Magicite 20 -
Mane, Beast 20 -
Moondust 200 Alchymy: DC 30 (Magicte 3)
Mythril 500 -
Obsidian 500 -
Orichalcum 1,000 -
Plume, Phoenix 2,000 Alchymy: DC 40 (Fae Wood 3, Fyr
Crystal 3, Great Feather 3)
Root, Magick 50 -
Scales, Beast 50 -
Scales, Dragon 1,000 -
Stardust 200 Alchymy: DC 30 (Magicte 3)
Stone, Zodiac 2,000 Alchymy: DC 40 (Earth Crystal, Fyr
Crystal, Ice Crystal, Storm Crystal)
Tail, Daemon 500 -
Thread, Silk 100 -
Water, Holy 500 -
Wood, Fae 200 -
-Status Effects- Zombify
A zombified creature suffers damage from spells, abilities or items that
A number of negative and debilitating effects can afflict a character or would normally heal the targets HP. This damage is unaspected, ignoring
creature, originating from either spell, ability, or even special effect of an all forms of DR. Additionally,
item. A creature may be afflicted by multiple status effects at once, but no zombified creatures do not heal
one status effect may stack with itself. In the case of poisons and curses, from rest.
where there are multiple variations, multiple poisons and curses may affect
a creature, but multiple sources of the same poison or curse does not stack.

Blind
All targets have total concealment from blinded creatures.

Confusion
At the start of a confused creature's turn, there is a 60% chance (60 or less
on d%) that they spend their turn attacking the nearest ally (or themselves
if no allies are within line of sight), moving up to that ally if necessary.
Otherwise, they may act normally.

Curse
A number of powerful abilities may bestow a curse upon a creature.
Curses are persistent effects that may only be removed via ambrosia, or
a powerful spell. (See Curses Pg.71)

Disease
A diseased creature always treats its current HP as its maximum HP and
cannot take recovery actions.

Paralysis
A paralysed creature has a 50% chance (50 or less on d%) of taking no
actions on their turn and becoming flat-footed.

Petrification
A petrified creature is flat-footed and may take no actions on their turn, but
not helpless.

Poison
There are a variety of poisons with varying effects. When a creature is hit
by a poisoned attack, they automatically become poisoned. The poison
attacks the infected creatures fort defence at the beginning of each of their
turns, until removed via medicine, items, or magick. (See Poisons Pg.67)

Silence
A silenced creature may not use any skills that require vocalization, such
as spellcraft, perform instrument, perform oratory, persuasion, etc.

Sleep
A sleeping creature can take no actions on their turn and is flat-footed.
Damage from an attack or spell wakes the creature, unless the damage is
from a poison or effect that was applied to the target before sleeping. At
the end of each of the creature's turns, it has a 25% chance (25 or less on
d%) of waking.

Slow
A slowed creature’s movement is reduced by 3/4 (4 to 1, 6 to 2, etc.), to a
minimum of 1 square, and they suffer a -10 penalty to both acrobatics and
athletics checks.

Toad
A creature under the effects of the toad status, suffers a -10 penalty to all
defences, skill checks, and damage rolls, and are treated as tiny for the sake
of size requirements. Additionally, you gain no benefit for equipment while
under the effect of toad, and may use no class features, talents, spells, feats,
or other abilities.
Curses
Much like the poisoned status, the cursed status has a variety of different
effects that fit this particular descriptor.

Curse of Agony
A target cursed with agony loses all damage-based immunities and
resistances and is treated as weak to all forms of damage.

Curse of Exhaustion
A target cursed with exhaustion suffers a -10 penalty to all defences.

Curse of Misfortune
A target cursed with misfortune must reroll all skill checks, keeping the
lower result. If the cursed creature would be entitled to rerolls, they may
not do so.

Curse of Withering
A target cursed with withering may never have more than 1/2
its total HP. This is calculated off your base HP and is not
affected by temporary HP caps imposed or granted by status
effects or buffs.

Dim
A target cursed with dim may never have more than 1/2
its total MP.

Doom
A target that becomes doomed, immediately rolls its initiative
die. The target automatically dies within a number of turns equal
to the result of the roll.
Example: A lich curses a rogue with doom, the rogue rolls a 1
on its initiative die. The rogue will die at the start of the
liches next turn.

Lycanthropy
(See Accursed Bite, Pg.85 of the afflictions chapter.)

Vampyrism
(See Create Spawn, Pg.85 of the afflictions chapter.)
-Combat Rules-
of DC20 to successfully assist them).
If successful: you provide a +2 bonus to your ally for their check.
If failure: you provide no bonus.
Aiding an Attack Roll: To aid with an allies next attack, you can make an
Combat Rounds attack roll vs a Reflex defence of 15 against your allies next target. This
At the start of normal combat, each character or creature will roll for its will not deal any damage against the target and it cannot be blocked.
initiative. This will determine the characters' order during combat. If Successful: you provide a +2 bonus on your allies next attack against
the chosen target until the end of their next turn.
Combat consists of multiple rounds, where each character will take their If failure: no bonus is provided.
actions (Movement, Standard, Swift or Full Round). Each round is equal Suppressing an Enemy’s Attacks: To aid your allies, you can make an
to 6 seconds of time. interfering attack. Make an attack against the target vs a Reflex defence of
10. This attack deals no damages and it cannot be blocked.
When the combat round begins, the character or creature with the lowest If Successful: Target will take a -2 penalty on their next attack.
initiative goes first, followed by the second lowest, then the third lowest If Failure: No penalty is applied.
ect. Once the character or creature with the highest initiative takes their Aiding a Spellcraft Check: To aid with an allies next spell, you can make
action, the round ends and the next round begins, keeping the same order. a spellcraft check vs a DC20.
If Successful: you provide a +2 bonus on your allies next spellcraft check
Some Abilities and Spells have effects that may last a number of rounds. made on their next turn.
These effects will begin on the round that the Ability or Spell is activated If failure: no bonus is provided.
and end at the start of the character that activated the Ability or spells turn. This costs an amount of MP equal to half the spells base MP cost.
(Example: A Warrior used taunt against a group of Goblins and Additionally, you must be within 6 squares and line of sight of the primary
succeeded. The Goblins will take a -5 penalty to attacking the Warriors caster.
allies who are within six squares of the Warrior, for one round. At the Attack an Object: You may attack an unattended stationary or moving
start of the Warriors next turn, the taunt effect will expire, and the ability object or an item in the possession of another character or creature.
will need to be used again or the Goblins will be able to attack normally.) Damage is dealt normally unless it has special properties. If the damage
meets or exceeds the objects durability, it will be moved down its condition
track until disabled or destroyed.
Actions in Combat Unattended stationary: Reflex defence is 5 + its size modifier.
During each round of combat, on your character's turn you are able to take Unattended Moving object: Reflex defence is 10 + its size modifier
a Standard Action, Movement Action and a Swift Action. These actions Worn or held objects: Reflex defence is 10 + its size modifier + holders
can be done in any order. A standard action can be turned into a Movement Reflex defence (minus Armour and bonuses)
or swift action, while a Movement action can only be turned into a swift Multi-part Objects: Some objects are made up of many smaller
action. Additionally, some skills, abilities and spells require a Full Round components. Rather than attacking the whole object, you can focus on
Action, which uses all three actions to complete. individual parts in order to disable or destroy it. (Example: targeting the
wheels of a carriage to stop it).
Standard Action: This is your highest ranked action. It allows you to Best Weapons/Tools for the Situation: The GM will have final say when
attack with your weapon, cast spells or employ skills. This action can be determining if certain weapons are more or less effective when trying to
reduced to an additional Movement or Swift action. attack an object. (Example: An Axe or hammer may be better for
breaking down a door than a short or long sword)
Examples of Standard Actions: Carrying Capacity of Objects: Objects do have a limit on how much
Attack with a Melee Weapon: Make a single strike against a target in weight they can support. This is based on their Strength score. These limits
an adjacent square or within your weapons reach. You may attack with 2 are Normal, Burdened and Overburdened.
weapons at a -10 penalty. Normal: Weight on object is less than or equal to its strength - no penalties
Attack with an Improvised Weapons: Make a single attack with an Burdened: Weight on object is greater than but less than double its strength
item not normally considered a weapon (Example: a chair, table leg, score. Object takes a -1 step down the condition each round it is Burdened.
whole or broken bottle, smaller creature (additional penalties will Overburdened: Weight on objects is greater than or equal to Double its
apply), ect…). The GM will be the final authority on allowing improvised strength score. Object immediately becomes disabled.
weapons, their requirements for use and damage. This is especially true Object Statistics: See table for further information regarding Objects and
when trying to weaponize living creatures. (Example: Krog the Orc materials.
Barbarian's favourite Axe is destroyed, and he decides to use the
opposing parties halfling Bard as a bludgeoning weapon. The GM Object Durability
determines that Krog possesses the Strength to pick up and swing a Object Size Durability Score Strength (Break DC)
halfling and decides that Krog will need to pass a grapple to pick up Fine 5 5
the bard and maintain the grapple check for each attack and deal 2d6 Diminutive 10 10
bludgeoning damage due to its leather armour. The GM determines Tiny 15 10
that the bard can attack Krog while being grappled to attempt to Small 20 15
break free but will move one persistent step down the condition track Medium 30 15
with each attack.) Large 40 25
When using an improvised weapon, it will be treated as if you are not Huge 50 30
proficient and a -5 penalty to attack will apply. Gargantuan 70 40
Attack with a Ranged Weapon: Make a single ranged attack against a Colossal 100 80
target within your weapons range. You may attack with 2 weapons at a -10 Meet the break DC to reduce an objects condition by 1 step, as well as an
penalty. additional step for every 5 points by which you exceeded the DC.
Attack with an Improvised Thrown Weapon: Make a single ranged
attack with an Improvised weapon. Same rules apply as they would for an Draw a Hidden Weapon: You may draw a hidden weapon. You will
Improvised Melee Weapon. need to perform a Sleight of Hand skill check vs the enemy’s passive
Aid Another: Assist an adjacent ally with succeeding in their next perception to keep the weapon hidden from sight.
Attack Roll or Skill Check. Perform a Skill Check: You may perform a skill check as a standard
Aiding a Skill or Ability Check: To aid with a skill or ability check, you action.
will need to roll the same DC check on your turn during the round to equal Cast a Spell: Many spells require a standard action to cast or maintain.
or exceed a DC check of 10 less than Skill or Ability DC that they are You do not threaten any adjacent squares and cannot take attacks of
trying to pass. (Example: A party member needs to pass a stealth check opportunity. Casting a spell in Melee provokes attacks of opportunity and
of 30 to move unseen, you would need to meet or exceed a Stealth check penalties to casting are applied for each adjacent enemy, although select
feats and talents can reduce these penalties. up to full speed. Cannot use run without feats
Charge: You may move up to your full speed but must meet a minimum Climbing: character moves at ½ speed. May sacrifice standard action to
of two squares distance and make a single melee attack (cannot combo) at move up to full speed. Cannot use run.
the end of the movement. You gain a +2 bonus on your attack at the end of Rough Terrain: character moves at ½ speed. May sacrifice standard action
the movement and take a -2 penalty to your Reflex defence until the start to move up to full speed. Cannot use run without feats
of your next turn. Over Encumbered: Cannot run
This movement must be across unobstructed terrain and in a straight line. Draw or Sheath a Weapon: You may draw or sheath a weapon as part
You can charge through allied occupied squares, but not enemy occupied of a move action. Sheathing a weapon will provoke an Attack of
ones. Feats and talents can alter this ability (Example: Bull Rush can knock Opportunity if adjacent to an enemy.
aside enemies you pass by and no longer need a straight line) Interacting with an Item: You can pick up an item, move an object or
Disarm: You can attempt to disarm an opponent by attacking their open a door as a move action. This will prove an Attack of Opportunity
weapon. from Adjacent enemies.
Making a Disarm Action: Make an attack roll against a target. The target Retrieve a Stored Item: You may retrieve an item that is stored in a pack
gets a +10 bonus to their Reflex defence. If they are wielding a two-handed or other closed container.
weapon, they get a +15 bonus to their Reflex defence. There are talents This will provoke an Attack of Opportunity.
and feats that make disarming opponents easier. Quivers, bandoleers and holsters are not considered closed containers.
If you disarm a target with an unarmed attack, you may take their weapon. Picking up a Weapon in Combat: Retrieving a dropped weapon or item
Otherwise, it falls to the ground in their square. (Alternative GM Rule: from the ground requires a Movement Action the Item or weapon must be
Use a d8 to determine an adjacent square the weapon is knocked into) on the square you are standing in. Dropping a weapon or item is considered
If Successful: Target is disarmed. a Free Action. This will provoke an Attack of Opportunity.
If Failure: Target is not disarmed, and may make an immediate Attack of Standing Up: To move from the Prone position to standing requires a
Opportunity. Movement action and will provoke an Attack of Opportunity. IF you are
Fight Defensively: You may fight more cautiously, taking a -5 penalty trained in Acrobatics, a DC15 check will allow you to move from prone to
on your attack rolls and gaining a +2 bonus to your Reflex defence until standing as a Swift Action. Certain feats offer alternative methods to stand
the start of your next turn. If you do not take an attack until your next turn up.
(including Attacks of Opportunity), then your Reflex defence bonus is
increased to a +5.
If you are trained in Acrobatics, then your bonus to fighting defensively is
Moving Safely in While Threatened
Shift: You may move 1 square as a move action to an open, adjacent (non-
+5 and if you take no attack, a +10.
diagonal) square without provoking an Attack of Opportunity.
Grab: You may attempt to grab an Adjacent target within your Reach.
Tumble: You may attempt an Acrobatics check to Tumble through
You will take a -5 penalty and the attack is treated as unarmed. This action
threatened or enemy occupied squares without provoking Attacks of
does not deal damage, and you may only attempt a grab on a single creature
Opportunity.
up to one size category larger than you or smaller. Multiple characters can
Withdraw: You may safely withdraw from combat. The first square of
Grab a single target.
movement must move you to an unthreatened square, you may then move
If Successful: The target cannot move until it breaks the grab and takes a -
the rest of your movement, moving no more than half your base speed.
2 penalty on attacks, unless it has a natural or light weapon. The target may
If you cannot move to an unthreatened square within the first square of
use its standard action to break free from one Grab per character level.
movement, you may not withdraw.
Grapple: If you have the Pin, throw, or Trip Feats, you may make a
Grapple as a standard action. This is an improved version of Grab,
Swift Action: This is your lowest ranked action, but it has many uses.
removing the -5 penalty. Grapple may only target one opponent at a time
Many abilities, feats, talents and spells use a swift action to activate. You
and can be used on a creature or character up to one size category larger
can sacrifice your Standard and Movement actions to gain an additional
than you or smaller.
Swift action for each one. Most importantly, using three Swift actions will
Grapple is treated as an unarmed attack that deals no damage.
allow you to move your character one step up the condition track.
If Successful: Both you and the target make opposed Grapple Checks. If
Swift Actions have one special feature that no other actions have. A
your grapple check meets or exceeds the targets, then they are considered
character or creature may save unused swift actions to use on their next
Grappled. The Effects of Grapple vary depending on your specific Feats
round to perform a Recovery Action.
(Trip, Pin, Crush, Throw, ect…), and they may be combined (Pin and
Examples of Swift Actions:
Crush or Trip and Throw). Additionally, if you are armed with a light or
Activate an Item: You may activate an item such as flipping a switch or
natural weapons you may make an attack against the target without
lever
needing to make an attack roll.
Aim: This requires two consecutive swift actions to ignore your targets
If Failure: Target is not Grappled and may make an immediate Attack of
cover bonus to Reflex defence on your next attack. This does not work
Opportunity against you.
against targets with Total Concealment, and you must have line of sight to
the target. You will lose the benefits from Aiming if you take any other
Size modifiers for the grapple check are as follows: Fine, -20;
actions between Aiming and Attacking.
Diminutive, -15; Tiny, -10; Small, -5; Medium, +0; Large, +5; Huge, +10;
Catch a Second Wind: You may use a Swift Action to use your Second
Gargantuan, +15; Colossal, +20
Wind ability. This ability will allow you to recover either your Vitality
Score or ¼ of your total health, whichever is higher. Feats can improve this
Movement Action: This is your second highest ranked action. This action
ability.
allows you to move up to your maximum speed normally. IF you sacrifice
Second Wind is only available to characters with Heroic levels.
your Standard action for another Movement action, you may move up to
Fall Prone: Move from standing to Prone. If you are trained in
double your speed score.
Acrobatics, this is a free action.
This action may be reduced to an additional Swift action.
Recovery: Three swift actions can be used to move up the condition
track by +1 step, unless the condition is persistent.
Examples of Movement actions:
Move: Move anywhere from 1 square to your character's maximum
movement speed (determined by race). This also includes Swimming,
Burrowing, Climbing and Flying. Special Actions
IF you are in a vehicle, you will use your movement action to direct it, but These actions exist outside the normal actions available in combat.
will use the vehicles speed to determine how far it can move.
Various things can alter your speed. Heavy armour, rough terrain and
stealth can all slow you down, although there are feats and talents to reduce Full-Round Action
penalties. This action uses all three of your available actions (standard, movement
Stealth: character moves at ½ speed. May sacrifice standard action to move and swift) for a single powerful ability or spell. This action cannot be
reduced to increase the number of other actions.
Examples of Full Round Actions: Critical Hit: Whenever you roll a natural 20 on a ranged attack roll, you
Coup de Grace: This may be used against a helpless creature to instantly roll twice the weapons damage dice. This does not include bonus damage
kill it. You must be adjacent to the creature and can be performed with a dice granted by talents and feats.
Melee or Ranged weapon. This cannot be performed against an object,
construct or vehicle. Automatic Misses: If you roll a natural “1” on your d20 on any attack roll,
Run: You may move up to 4 times your speed in a straight line. Doing it counts as an Automatic Miss. This is regardless of the total result with
so will cause you to lose your Agility bonus to Reflex defence while added bonuses and is the bane of many adventurers.
moving. You may run a number of rounds equal to your Vitality score
without trouble, after that you will need to succeed a DC10- Vitality check Damage: If you are successfully hit by an attack, you will take damage.
and continue to make a DC10 +1 for each additional round you continue Damage is determined by the individual weapon, item, effect or spell, plus
to run (Example: Your vitality score is 10 and you have been running any additional modifier.
for 12 rounds. Your next Vitality check will be DC10+2). To calculate the damage a Melee or Thrown Melee weapon will deal, use
Should you fail the vitality check, you will move one persistent step down the following:
the condition track that can only be removed by resting a number of rounds Weapon damage + ½ character level (rounded down) + Strength
equal to the number you were running. You may only move your normal modifier + Feats and other bonuses
speed while resting.
To calculate damage from ranged weapons, use the following:
Free Action Weapon damage + ½ character level (rounded down) + any Feats and
other bonuses
These actions include dropping weapons or items, falling prone, or
shouting quick sentences/warnings to allies. Your GM will have full
Weapon Damage: This is the total from rolling your damages dice. All
discretion to determine if your action can be a free action or if it would
weapons deal two die of damage (IE: 2d4, 2d8, 2d12, ect..) With the
require a Standard, Movement or Swift action.
exception of the Block Talent, you will always deal a minimum of 1 point
Free actions cannot be used while flat-footed.
of damage.
Hero Points: At any time, even if not your turn, you may use a free
One-Half Character Level: The higher your level, the more damaging
action to spend a hero point, to either reroll a d20 result, add 1d6 to a d20
your hits will be. At level 1, this will be Zero, at level 2 and 3 it will be 1
result, add 1d6 to a single defence of your choice until the start of your
and so on.
next turn, or even prevent yourself from dying and immediately stabilizing.
Strength Modifier: Strength matters for melee weapons. With a 1 handed
Bonus dice added by hero points may explode to add additional bonus. You
weapon you can add your full strength modifier to damage.
may not spend more than 1 hero point in the same round.
When wielding a 2-handed weapon or one handed weapons with the
Versatile trait with two hands, you can add double your strength modifier
Reaction to your total damage.
A Reaction is an action taken immediately, even if it is not on your turn. A Note: One handed weapons and light weapons do not gain the double
reaction may only be used once per each triggering action. strength modifier bonus when wielded with two hands, unless otherwise
Examples of Reactions: stated by the weapons descriptor.
Block:-Roll an attack counter roll using your shield to negate damage.
Must meet or exceed incoming attack. -5 penalty for each block after the Explosive Dice: Whenever the maximum number on any damage die is
first one until the start of your next turn. rolled, roll an additional die of damage. Explosive dice may also explode,
Parry: Same as block, except using a weapon rather than a shield. leading to massive damage!
(Requires a talent)
Attack of Opportunity: If an enemy moves through a square you
threaten with a Melee weapon, you can make an immediate attack against
them. Only one Attack of Opportunity may be performed per round, but Defences
Feats allow for more attacks. All characters and creatures have three defining defences; Reflex
May not be made by ranged weapons, magick or unarmed attacks (without Defence, Fortitude Defence and Will Defence that protect them from harm.
certain feats) All defences start with a base of 10 and add to or subtract from based on
additional modifiers.

Combat Statistics Reflex Defence


This represents a character or creatures’ physical ability to avoid being hit
Several fundamental statistics determine how well you do in combat. This
by attacks.
section summarizes these statistics.
To calculate Reflex Defence, use the following:
Attack Roll: To perform an attack, you must either be adjacent to or within
Base 10 + Character Level + Agility Modifier + Class Bonus + Feats +
reach of an enemy for Melee attacks, or within a Ranged weapons
Armour and Additional Bonuses
maximum range. To make an Attack Roll, you must roll one twenty-sided
Character Level: The total number of levels you have.
die (1d20), then add the appropriate weapon skill modifier. If the total is
Agility Modifier: This is determined by your Agility Score.
greater than the target's Reflex defence then the attack hits, and you will
If a character or creature suffers from an effect that denies them their
then move on to rolling for the Damage.
Agility bonus (IE: being pinned or caught flat-footed), they lose the Agility
An attack roll is a Standard Action.
modifier bonus to Reflex defence until the effect ends.
IF a character or creature is Unconscious), then their Agility score is
Ranges:
treated as a zero with a -5 to their Agility Modifier.
Point Blank Range: No Penalty
Size Modifier: Size also affects a character or creatures’ ability to be hit.
Short Range: -2 penalty to attack roll
The size modifiers are: Colossal, -10; Gargantuan, -5; Huge, -2; Large,
Medium Range: -5 Penalty to attack roll
-1; Medium, +0; Small, +1; Tiny, +2; Diminutive, +5; Fine, +10.
Long Range: -10 Penalty to attack roll

Melee Combo: Whenever you roll a natural 20 on a melee attack roll, you Fortitude Defence
may make an additional attack for free. This free attack must be made with This represents your ability to ward off diseases, poison and is used to
the same weapon and against the same target. calculate how much damage it takes to move a character down the
Some weapons and abilities may increase your combo range or forgo condition track. Non-Living creatures that do not have a Vitality score,
combos entirely. such as Constructs, may use their Strength modifier instead.
To calculate Fortitude Defence, use the following: Upon failing the Vitality Check, your condition becomes persistent,
Base 10 + Character Level + Vitality Modifier + Class Bonus + Feats making you unable to recover HP naturally and unable to take recovery
+ Additional Bonuses actions. This persists until you receive healing from an outside source, at
Character Level: The total number of levels you have. which point you move +1 step on the condition track. Should you fail the
Vitality Modifier: This is determined by your Vitality Score. initial Vitality Check, or any consecutive checks, by 5 or more, or roll a
natural 1 on any of the checks, you die.
Will Defence Constructs: A construct is disabled when moved to the bottom of the
condition track and will fall prone immediately. If it is repaired, it will
This represents a character's ability to resist mental effects and
move one step up the condition track in addition to regaining any Hit Points.
compulsions.
Base 10 + Character Level + Mind Modifier + Class Bonus + Feats +
Additional Bonuses Death
Character Level: The total number of levels you have When a player character dies, they may use a Hero point (if they have any)
Mind Modifier: This is determined by your Mind Score. to instead fall unconscious. If the player character does not have a Hero
If a character or creature is unconscious, then their Mind Score is treated point, then their character is Dead.
as a Zero with a -5 modifier.
Wounds and Dismemberment
When a character spends a hero point to avoid death, in addition to falling
Hit Points (HP) unconscious they roll on the wound and dismemberment chart below, using
Hit points represent a character or creature's total health. As a character the d%. Rolling the % shown, or less, will impose the appropriate penalties
or creature takes damage, it subtracts that from its total HP until it reaches onto the character, though you may only suffer one effect from each roll
zero, at which point it is unconscious or if the damage that reduced it below on the chart.
zero was greater than its Damage Threshold, then it is dead. Healing
potions, Spells, Natural Healing, Abilities and Rest will allow it to add Wound & Dismemberment
back health to its HP, but it may never go higher than its total Hit Points.
Roll Result Effect
Characters that are killed, if they have a Hero Point, may use it to merely
90% Wound -1 persistent condition until removed via
go unconscious instead of dying.
medicine check.
10% Severed Leg -5 on Agi checks, and both speed and max bulk
Second Wind reduced by 1/2.
This is a special ability available to all heroic characters once per 5% Severed Arm -5 on Str and Agi Checks, can’t use 2-handed
daye (or more with feats). During combat if their health is reduced weapons or dual wield, and increase the reload
to 50% or less, they may use a swift action on their round of action by 1 step.
combat to regain a number of hit points equal to their Vitality
Score or ¼ of their total health rounded down, whichever is higher. Natural Healing
With eight hours of uninterrupted rest, a character or creature may regain
a number of Hit Points equal to their Level plus Vitality Modifier times
Damage Threshold two ((Level + Vitality Modifier) x2)
Some attacks may deal grievous amounts of damage that can injure the Natural Healing only occurs if the character or creature has no persistent
target and cause their fighting ability to be reduced. When a creature or conditions such as disease or poison and may only occur once every 24-
character suffers an amount of damage, that surpasses their damage hour period in game.
threshold, in a single hit, they will move one step down the condition track
(-1 step). Regardless of the amount of damage taken, a character only
moves -1 step on the track, unless other abilities or effects move them Conditions
additional steps. During combat a character or creature may be affected by abilities, skills,
spells or attacks that can apply negative penalties to them. Poisons and
To calculate Damage Threshold, use the following: diseases can cause direct damage to health, while abilities like Pinning
Fortitude defence + Feats + Misc Bonus and Modifiers Shot can prevent movement. Additionally, characters and creatures can be
moved down the condition track, reducing their ability to fight effectively.
Item Bonus: Some items and accessories provide a bonus to Damage
Threshold. The Condition Track
Size Modifier: The size of a creature can affect Damage Threshold, with Aside from direct damage, there are a number of spells that are capable of
larger creatures being able to take more damage before having their moving a character down the condition track one or more steps.
fighting ability reduced. When a creature or character moves down the condition track, they will
The size bonus is +5 for Large, +10 for Huge, +20 for gargantuan, and +30 take a penalty to their Attack rolls, Skill Check rolls and defences until
for Colossal. Using Magical means to change a character or creatures’ size they are moved back up the condition track to Normal.
will also increase their Damage Threshold
Characters and creatures smaller than Medium gain no bonus to Damage Condition Track steps and their penalties
Threshold from their size. Normal: No penalties
Objects and Constructs: If a single attack damage surpasses the 1st step: -1 penalty
Damage Threshold of an Object or Construct and reduces its Hit Points to 2nd step: -2 penalty
or below zero, it is considered destroyed. 3rd step: -5 penalty
4th step: -10 penalty and movement speed reduced by 1/2
Falling Unconscious 5th step: Unconscious
When a creature reaches Zero Hit Points or is moved to the bottom of the
condition track, they fall unconscious immediately, fall prone on the Objects, Vehicles and Constructs all have their own Condition Tracks.
ground and are considered helpless. Unconscious characters and creatures Similar to characters and creatures, if the Object, Vehicle or Construct take
are unable to take any actions. After 10 rounds of combat or one minutes damage from a single hit that surpasses their Damage Threshold or
time in game, the character or creature can make a DC 10 Vitality Check durability, then it will move down the condition track. The big difference
(d20 + Vitality Modifier) to attempt to regain consciousness. is that when an Object, Vehicle or Construct are moved to the 5th step,
Upon success, you move +1 step up the condition track, as well as heal an rather than falling Unconscious, they are considered disabled in the case
amount of HP equal to your character level. You may now act normally on of constructs or vehicles but are destroyed otherwise.
your next turn, though you begin prone. Condition penalties for inanimate objects apply to the skill checks
associated with said item or object. For example, characters using a
damaged vehicle would suffer penalties to pilot checks, or a thief using
Initiative
Before combat can begin, all players and the GM will roll for Initiative.
damaged thieves’ tools would suffer a penalty to disable checks.
The players will roll their classes initiative die. The order will go in
Armour condition penalties apply to the armours DR (minimum 0), while
ascending order, from Lowest to highest, with the lowest number going
weapon penalties apply to the weapons damage, though a weapon may
first and the highest going last.
never deal less than 1 point of damage.
For the GM, they will roll initiative for the characters or creatures they are
Additionally, characters riding in a Vehicle will treat the Vehicle's
controlling. They may roll each character or creature individually or as a
condition track as their own until it is disabled or they exit the vehicle.
group using the creature with the largest initiative die for their roll. The
group roll method is recommended but is at GM discretion.
Removing Condition Track Penalties If two characters or creatures have the same initiative result, then the one
If A character or creature is moved down the condition track, it may with the higher Agility Score will act first.
improve its condition penalty by taking a recovery action to move one step The GM will track the Initiative order of all players and their own creatures.
up the condition track or receive 8 hours of uninterrupted rest, unless the
condition is considered Persistent. A Recovery Action is considered a Full
Round Action and requires three Swift Actions. This will require
Joining a Combat
When character or creatures enter a combat encounter that has already
converting a character or creatures Standard and Movement actions into
begun, they will roll their Initiative check and enter combat on their
Swift actions (giving a total of three swift actions) and on their next round
initiative in the next round of combat. In the case of two characters or
of combat, performing the Recovery Action as a Full Round Action.
creatures having the same initiative check, use the method listed in
It is important to note that a Recovery Action will not work if the
Initiative Checks to determine the order.
Condition Track penalty is considered Persistent.

Persistent Conditions Flat-Footed


This is a temporary effect that is applied to characters and creatures that
Certain spells, Items and Abilities may result in a character or creature
prevents them from applying their Agility Bonus to their Reflex defence.
moving Persistent Steps down the Condition Track (Example: some
This can be caused by any abilities, skills, spells or attacks that deny the
Black Magick spells, Poisons and Disease). A Persistent Condition
target their Agility; if they are attacked before taking any actions in the
penalty also prevents Natural Healing from Rest, with the exception for the
first round of combat, cannot detect the attacker, or the target is the victim
Injury Persistent Condition.
of a surprise round. (Example: A player's Rogue goes first in Initiative
Neither A Recovery Action nor 8 hours of rest can be used to move up the
and attacks a creature. The creature is considered flat-footed bicause
Condition These circumstances. In the case of a Persistent Condition a
they have not taken any actions)
character or creature must satisfy the conditions listed requirement, such
as taking an Antidote, receiving medical treatment, Magical Healing or
Special Combat Rules: This section explains various special rules that
ending the effect that caused the Persistent Condition. Once the Persistent
arise during combat.
Condition is removed, the character or creature may move up the Condition
Track normally with Recovery Actions, Magick or 8 hours of uninterrupted
Rest. Surprise Round
A surprise round occurs when combat is initiated between two groups,
Multiple Persistent Conditions when one group is unaware of the others presence. Both groups will roll
their Initiative, but only the attacking group will get to take a full round of
Persistent Conditions can stack from multiple sources (Example: a
actions on their turn. Characters in the surprised group, whose initiative
character is poisoned by a Rogue and then an initiate successfully casts the
allows them to act before their attackers, may take only a single standard,
maim spell on the Character). In these cases, the requirements for both
movement, or swift action on their turn. Otherwise, surprised characters
Persistent Conditions would need to be satisfied before the character or
may take no actions on their turn and are flat-footed.
creatures can move up the condition track normally.
After the first round of combat is over, the surprise round is concluded and
combat continues as normal, using the current initiative.
List of Persistent Conditions
Disease: Generally contracted by encountering infected or sick creatures.
Can be treated with a Medicine Check using a Medical Kit, Curative Potion
Determining Awareness
Before a surprise round, the GM may allow the defenders to roll their
or Magical Healing.
Perception Checks. Those who succeed against the attackers Stealth Check
Wounded: If a character or creature fails a Vitality check after falling
will not be considered Flat-Footed against only those attackers stealth
unconscious, they will become wounded. This can be removed by 8 hours
checks that they succeeded against, while those who fail will be considered
of uninterrupted rest after regaining consciousness, with a successful
flat-footed. (Example: Two Rogues attempt to ambush a Paladin. The
Surgery using the Medicine skill or with Magical Healing.
Paladins perception check surpasses the stealth check of one of the
Poison: Contracted through encountering poisonous creatures or from
Rogues, but not the other. The Surprise round begins with the two
weapons that have had harmful toxins applied to them. Can be treated with
Rogues attacking, but the Paladin is only considered flat-footed
Curative Potions or Magical Healing.
against the one he did not detect.)
Any defending party members whose Passive Perception is greater than
the stealth check of any attacking character or creature is not considered
Initiative flat-footed against that attacker.
This determines the order of combat.
Area Attacks Concealment, you take a -5 penalty on your Attack Roll. You can’t make
attacks of opportunity against an opponent with total concealment, even if
Certain spells and effects target all creatures within a given area instead of you know what square or squares the opponent occupies.
targeting a single character. If you attempt to notice a target with total concealment, you take a -10
When you make an area attack, you make a single attack roll and penalty on your Perception check.
compare the result to the mentioned defence (determined by the chosen A creature that is invisible is considered to have total concealment, even
spell or ability) of every target in the area. Creatures you hit take full when being targeted by an attack. (The penalties from Total Concealment
damage and possible effect(s) while creatures that either are missed by the to succeed on a Perception check to notice an invisible creature does not
attack, take half damage (or no damage) and do not take on the additional stack with the Stealth check bonus given to creatures by invisibility.)
effects (unless otherwise stated).
Evasion: A character with the Evasion talent takes half damage from a
successful area attack against them, and no damage or effects from an area Ignoring Concealment
effect that fails to meet their Reflex defence. Concealment isn’t always completely effective. For example, a character
with low-light vision ignores concealment from darkness (but not total
Bellow are examples of an area of effect. concealment). Likewise, a character with darkvision ignores all
concealment from darkness (even total concealment).
Although invisibility provides total concealment, sighted opponents may
still make perception checks to notice the location of an invisible character.
An invisible character gains a +20 bonus on stealth checks if moving, or a
+40 bonus on stealth checks when not moving (even though opponents
can’t see you, they might be able to figure out where you are from other
visual clues).

Cover
Creatures and terrain features can provide cover against attackers. A
creature with cover gains a +5 bonus to its Reflex defence, no matter how
many creatures and terrain features are between it and the attacker. Terrain
features that provide cover include, but are not limited to trees, walls,
vehicles, crates, and boulders.
6 square cone. To determine whether an enemy has cover, choose a corner of the
attacker’s square. If any line from this corner to any corner of the target’s
Bulk square passes through a barrier or any square occupied by a creature that
is one or more size categories larger than that target, the target has cover.
The maximum amount of bulk a creature may carry without issue, is equal
to 5+ their strength score. When a character carries too much bulk, they The target does not have cover if the line runs along or touches the edge of
a wall or other square that would otherwise provide cover.
are treated as if they are slowed. A character may never carry more bulk
than 10+ their strength score. An adjacent enemy never has cover.
Ignoring Cover: If the origin of an effect or spell that deals damage is
on the other side of the cover giving a cover bonus to an opponent, targets
Concealment do not gain the cover bonus to Reflex defence. For example, the characters
Concealment encompasses every circumstance where nothing physically are given the cover bonus against an attacking archer from the facing side
blocks a shot or strike on a target but where something interferes with an of a low wall but not from a fyrball spell that's centre is on their side of the
attacker’s accuracy against another creature. An attack that might usually low wall that catches them in its area of effect.
hit could instead miss bicause the target has concealment. A target might Attackers ignore low objects in their own fighting space and in adjacent
gain concealment from smoke, fog, low lighting in the area, tall grass, squares as they don’t provide cover to enemies; essentially, the attacker
foliage, or other effects that make it difficult to pinpoint a target’s location. attacks over them.
To determine whether your target has concealment from your ranged Big Creatures and Cover: Any creature with a fighting space larger
attack, choose a corner of the square you occupy. If any line from this than 1 square determines cover against melee attacks differently than
corner to any corner of the target’s square passes through a square border smaller creatures. Such a creature may choose any square that it occupies
that would cause the target to be hidden from your character’s sight, the to determine whether an opponent has cover against its melee attacks.
target has concealment. When making a melee attack against an adjacent Similarly, when making a melee attack against such a creature, you may
target, your target has concealment if their space is entirely within an effect pick any of the squares it occupies to determine whether it has cover
that grants concealment (such as a cloud of smoke or magick effect that against you.
impairs your vision of the target. i.e., blur or darkness). When making a Cover and Attacks of Opportunity: you can’t make an attack of
melee attack against a target that isn’t adjacent to you use the rules for opportunity against an opponent with cover relative to you.
determining concealment from ranged attacks. Cover and Stealth Checks: You may use cover to make Stealth checks.
If you attack a target with concealment, you take a -2 penalty on your Without cover, you typically need concealment to make a Stealth check.
Attack roll. Multiple sources of concealment (such as an opponent in tall Low Obstacles and Cover: Low obstacles only provide cover to
grass at night, with no light source around them) do not apply additional creatures in the squares adjacent to them.
penalties to your attack.
If you attempt to notice a concealed target, you take a -5 penalty on your Improved Cover
Perception check. In certain situations, cover may provide a greater bonus to Reflex defence.
A creature may use concealment upon them to make a Stealth check. For instance, a character peeking around a corner or through a narrow
Without concealment, a character usually requires cover to make a Stealth crevice has even better cover than a character standing behind a low wall
check. or an olde fallen tree. In such situations, double the normal cover bonus to
Reflex defence (+10 instead of +5). A character with improved cover takes
Total Concealment no damage from area attacks that fail to hit it. Additionally, improved cover
If you have line of effect on a target but you don’t have line of sight onto provides a +5 bonus to Stealth checks.
them (due to the target being in total darkness, you being blinded, or The GM may impose other penalties or restrictions to attacks depending
another situation where you cannot see your target whatsoever), he is on the details of the cover. For example, to strike through a portcullis, you
considered to have Total Concealment from you. You can’t attack an need to use a long piercing weapon, such as a spear. A greataxe would not
opponent that has Total Concealment, though you may attack into a square be an effective weapon given the circumstances.
that you think they’d occupy (usually determined by a successful
Perception check or GM discretion.) If you attack a target with Total
Total Cover referred to as its fighting space. Small and Medium creatures (including
most characters) have a fighting space of 1 square. Large creatures have a
If you don’t have a line of effect to your target (for example, if they are
fighting space of a 4 square box. Huge creatures have a fighting space of a
completely behind a high wall), he is considered to have total cover from
9 square box. Gargantuan and Colossal creatures have much larger fighting
you. You can’t make an attack against a target that has total cover.
spaces.

Damage Modifiers Flanking


Damage Reduction (DR) A creature or object with damage reduction
If you are making a melee attack against an opponent and you have an ally
(DR) ignores an amount of damage from every attack. The amount of
on the other side of the opponent so that the opponent is directly between
damage it ignores is always indicated; for example, an object with DR 10
the two of you, you are flanking that opponent. You gain a +2 flanking
ignores the first 10 points of damage from each attack.
bonus on your melee attack roll.
Even though Damage Reduction could negate all damage dealt from an
You do not gain a flanking bonus when making a ranged attack, nor are
attack, if a character is successfully hit by an attack or spell that deals
you treated as a flanking ally when wielding a ranged weapon.
damage, they still take 1 point of damage minimum.
Immunity A creature with immunities suffers no damage or effects from
sources to which they are immune.
Resistance A creature with resistances suffers only half damage from Helpless Opponents
sources which they are resistant. Additionally, they suffer no secondary A helpless opponent—on who is bound, sleeping, unconscious, or
effects of spells or abilities that deal damage to which they are resistant. otherwise at your mercy—is an easy target. You may sometimes approach
Secondary effects being any effects that are triggered by a specific damage a target that is unaware of your presence, get adjacent to it, and treat it as
type. helpless. If the target is in combat or some other tense situation, and
Weakness A creature with weakness suffers 1.5 times the damage from therefore in a state of awareness and readiness, or if the target can use its
sources which they are weak to. agility bonus to improve its Reflex defence, then that target can’t be
Multiple sources of resistance do not stack, and should a creature gain both considered unaware. Further, any reasonable precautions taken by a
weakness and resistance, apply weakness first, then apply resistance. target—including stationing bodyguards, placing its back to a wall, or
being to make Perception checks—also precludes catching that target
unaware and helpless.
Speed Attacking a Helpless Opponent: A melee attack against a helpless
opponent gains a +5 bonus on the attack roll (equivalent to attacking a
This determines how far a character or creature may move in one
prone target). A ranged attack gets no special bonus.
Movement Action. This is determined by Race but can be affected by
In addition, a helpless opponent can’t add its agility bonus (if any) to its
Armour. Speed is measured in Squares, with each Square being 5 feet (IE:
Reflex defence. In fact, its agility score is treated as if it were 0, meaning
6 squares is 30 feet)
its agility modifier to Reflex defence is -5.
Some characters or creatures may have additional movement options
such as Fly, Swim, Climb or Burrow, and these will have their own Speed.
Characters and creatures that Fly, can only do so if they are not
overburdened with weight. Hero Points
Any Spells or effects that reduce Speed will affect all forms of movement Heroic characters (that being, any characters with 1 or more levels in either
unless otherwise noted. a base class or advanced class) gain a number of hero points each day,
based on their character level, as follows:
Diagonal Movement level 1-5, 1 hero point per daye.
Moving diagonally costs double. When moving or counting along a level 6-10, 2 hero points per daye.
diagonal path, each diagonal step counts as 2 squares, as shown in the level 11-15, 3 hero points per daye.
diagram below. If a character moves diagonally through Low Objects or level 16-20, 4 hero points per daye.
Difficult Terrain, the cost of movement doubles twice (That is, each square Hero Points may be spent as a free action to reroll a d20 result, add 1d6 to
counts as 4 squares). a d20 result, or add 1d6 to a defence until the start of your next turn. These
d6's may explode.
Difficult Terrain
Thick marshland, broken ground, rocky mountain sides, and similar
obstacles are collectively referred to as difficult terrain. Moving through High Ground
squares containing difficult terrain costs twice as much as normal. Whenever a creature is 2 or more squares above a target in elevation, they
Creatures of Large size and bigger must pay the extra cost for moving gain a +2 bonus to ranged attack rolls made against that target.
across difficult terrain if any part of their fighting space moves into this
type of square.
Moving on top of low objects also costs double just as if they were
moving into difficult terrain (such as stepping onto a ship deck’s railing or Line of Sight
atop a fallen tree. Stairs are not considered low objects. A character may target an enemy that he can see, which is to say, any
Difficult terrain does not block line of sight or provide cover. enemy within his line of sight. Draw an imaginary line from any point in
the attacker’s fighting space to any point in the target’s fighting space. If
the player who controls the attacking character can draw that line without
Encumbrance and Speed touching a square that provides total cover (a wall, closed door, or similar
Wearing heavy armour or carrying an encumbered load reduces your barrier) or total concealment (Thick smoke, total darkness, or anything else
character’s speed to three-quarters normal (4 squares if your base speed is that prevents visibility), that character has line of sight to the target.
6 squares, or 3 if your base speed is 4 squares). While wearing heavy A line that nicks a corner or runs along a wall does not provide line of
armour or carrying an encumbered load, you may run at triple your speed sight. Other characters and creatures, low objects, difficult terrain, and pits
(instead of quadrupling your speed). do not block line of sight.
A character with a fly speed cannot fly while carrying a heavy load. Line of Effect: Line of effect works just like line of sight, but it ignores
squares that provide total concealment. For example, a character who is
blind or in total darkness doesn’t have line of sight to any target, but that
Fighting Space character has line of effect to any target that doesn’t have total cover.
The squares that a creature occupies on a battle grid are collectively
Moving Through Occupied Squares Special Initiative Actions
Sometimes you may pass through an occupied square. Usually, a character acts as soon as they can in combat, but sometimes you
You may move as normal through a square occupied by any character or want to act later, at a better time, or in response to the actions of someone
creature that does not consider you an enemy. else.
You can move as normal through a square occupied by an enemy that
does not present an obstacle to your movement, such as one who is dead,
unconscious, or disabled.
Hold Action
By choosing to hold action, you take no action when your turn in the
Any character may move through a space as normal that is occupied by
initiative order arrives. Instead, you act normally at whatever later
an enemy of three or more size categories larger or smaller than the moving
initiative point you decide to act. When you delay, you voluntarily reduce
character.
your own initiative count for the rest of the encounter. When your reduced
A character trained in Acrobatics may attempt to tumble through an
initiative count comes up later in the same round, you act normally. You
enemy’s fighting space (See Acrobatics skill).
may specify this new initiative result or just wait until sometime later in
the round and act at that time, thus fixing your new initiative result at the
point for the remainder of the encounter (unless you choose to delay
Prone Targets further).
Several attacks, talents, feats, and spells can cause a character to be
knocked prone. A prone character takes a -5 penalty on melee attack rolls. Delaying is useful if you need to see what your friends or enemies are
Melee attacks made against a prone character gain a +5 bonus, while going to do before deciding what to do yourself. The price you pay is lost
ranged attacks made against a prone character take a -5 penalty. Being initiative. You never get back the time you spend waiting to see what’s
prone may also give a character total cover instead of normal cover (for going to happen.
example, being prone behind a low wall), subject to the GM’s discretion. If multiple characters delay their actions, the one with the highest
initiative check modifier has the advantage. If two or more delaying
characters both want to act on the same initiative count, the one with the
highest initiative check modifier gets to go
Reach first.
A creature’s reach determines the distance it can reach when making a
melee attack. A creature threatens all squares within its reach. Small and
Medium characters have a reach of 1 square, which means they may make
Readied Action
Readying an action allows you to prepare an action to take at a later point,
melee attacks only against targets in adjacent squares. Larger creatures
after your turn is over but before your next turn has begun. You may ready
tend to have a greater than normal reach and, consequently, a wider
a single standard action or move action.
threatened area. For example, a creature with reach 2 may attack creatures
To do so, specify the standard action or move you will take and the
up to 2 squares away, while reach 3 would allow a creature to attack up to
circumstances under which you will take it. Then, any time before your
3 squares away, and so on.
next turn, you may take the readied action in response to those
A creature with greater-than-normal reach (more than 1 square) may still
circumstances (assuming they occur).
attack opponents directly next to it, but they do so with a – 5 penalty to
The count on which you took your readied action becomes your new
their attack unless they are attacking with natural weapons. A creature with
initiative result. If you come to your next action and have not yet performed
greater than normal reach usually
your readied action, you don’t get to take the readied action (though you
gets an attack of opportunity against an opponent when the opponent
may ready the same action again). If you take your readied action in the
approaches it, bicause the opponent must enter and move within its
next round, before your regular action, your initiative rises to that new
threatened area before making a melee attack.
point in the order of battle, and you do not get your regular action that
A fine, diminutive, or tiny creature must be in your space to attack you;
round.
moving into your square provokes an attack of opportunity. You may attack
into your own space if you need to with a melee attack (but not a ranged
attack), so you can attack very small opponents normally.
Squeezing
Creatures of Large size and bigger can squeeze through small openings and
Shooting or Throwing into a Melee down narrow hallways that are at least half as wide as their fighting space,
provided they end their movement in an area that they can normally occupy.
If you shoot a ranged weapon or throw a weapon at an opponent that is
Only creatures may squeeze, objects cannot.
adjacent to one or more of your allies, you take a -5 penalty on your attack
Creatures of Large size or bigger cannot squeeze past enemies.
roll. This penalty accounts for the fact that you’re trying not to hit your
allies.
If you have the Precise Shot feat, you do not take the penalty.
-Allies and Adversaries-
The denizens of Val'daera are numerous and diverse. Some may seek your
aid, some may seek to aid, and some will attempt to hinder your progress.

Nonheroic Characters
Nonheroic characters make up the world. They are the merchants,
labourers, and everyday citizens that breathe life into the world. Nonheroic
characters do not gain talents, do not add their nonheroic levels to their
defences, and do not gain hero points. In addition, they only gain one
ability score increase every fourth level (rather than the normal of two).
However, they gain feats normally through character level advancement.

Hit Points
At each level, non-heroic characters gain a number of hit points equal to
3+Vit.

Mana Points
Nonheroic characters do not receive mana points.

Initiative
Nonheroic characters have an initiative of 1d10.

Starting Feats
A nonheroic character gains three starting feats at 1st
level, chosen from the following list: Armour Proficiency
(light), Armour Proficiency (heavy), Shield
Proficiency, Skill Focus, Skill Training, Weapon
Proficiency (axes), Weapon Proficiency (bludgeons),
Weapon Proficiency (bows), Weapon Proficiency
(crossbows) Weapon Proficiency (knives), Weapon
Proficiency (polearms), Weapon Proficiency (swords)

Class Skills
(Trained in in 4+Int modifier) 1-Handed, 2-Handed,
Acrobatics, Alchymy, Athletics, Deception, Disable,
Knowledge (taken individually), Light Weapon,
Medicine, Perception, Perform (taken individually),
Persuasion, Pilot, Ranged, Ride, Smithing, Stealth,
Survival, Unarmed
NPC Codex Abilities Str 10, Agi 13, Vit 12, Int 16, Mnd 16, Chr 8
Talents Mana Font, Penetrating spell
The “Last Arc: Tactics Analogue” core rule book, will feature an extensive Feats Arcane Study, Armour Proficiency (mystic), Channel, Combat
catalogue of NPCs and NPC factions to use in your future games. However, Casting, Extra Mana, Improved Initiative, Skill Focus (Spellcraft), Skill
as many of them are too powerful for the purposes of this demo, or utilize Training (Spellcraft), Weapon Proficiency (knives, staves)
levels in advanced classes or other talent trees we have omitted from this Skills Alchymy +11, Knowledge (Arcana) +11, Knowledge (History)
playable demo, we could not include all of them. We have included the +11, Knowledge (Nature) +11, Knowledge (Religion) +11, Light Weapon
following sample NPCs for the use of this play test demo. +9, Perception +11, Ride +9, Spellcraft +16
Loot Wizard's Robes (5%), Fyr Wand (20%), Field Khukuri (50%), Ether
Acolyte CR 6 (95%), and 450gp
NE Medium Human Initiate 6 Steal Ether (50%), 80gp (95%)
Mp 45
Init d12; Passive Perception 21
Languages Common, Infernal Cultist CR 2
Defences Ref 18 (flat-footed 16), Fort 17, Will 20 LE Medium Human Nonheroic 2/Initiate 2
Hp 44; DR 6; Threshold 17 Mp 12
Speed 6 Squares Init d12; Senses Passive Perception 19
Melee Poisoner's Stiletto +10 (2d4+3) Languages Common, Infernal
Ranged Bone Wand +17 (3d6+5) Defences Ref 12 (flat-footed 11), Fort 13, Will 15
Spells Known (Spellcraft +17/+19*) Confusion, Darkness, Dispel, Hp 18; DR 2; Threshold 13
Infest, Maim, Mire Speed 6 squares
Abilities Str 8, Agi 14, Vit 10, Int 13, Mnd 14, Chr 12 Melee Dagger +7 (2d4+1)
Talents Enfeeble, Dark Renewal, Summon Darkness Special Actions Summon Darkness
Feats Arcane Study (2), Armour Proficiency (mystic), Channel, Combat Spells Known (Spellcraft +14) Aphasia, Darkness, Dispel
Casting, Extra Mana, Skill Focus (persuasion, spellcraft), Toughness, Abilities Str 10, Agi 12, Vit 13, Int 14, Mnd 15, Chr 10
Weapon Proficiency (knives, staves) Talents Summon Darkness
Skills Alchymy +9, Knowledge (Religion) +9, Light Weapon +10, Feats Arcane Study, Armour Proficiency (mystic), Extra Mana, Skill
Perception +10, Persuasion +14, Spellcraft +17/+19* Focus (spellcraft), Skill Training (spellcraft), Weapon Finesse, Weapon
Loot Sorcerer's Kaftan (5%), Bone Wand (20%), Poisoner's Stiletto Proficiency (knives, staves)
(50%), Hi-Ether (95%), and 600gp Skills Deception +7, Knowledge (Local) +9, (Religion) +9, Light
Steal Hi-Ether (20%), Medical Kit (50%) Weapon +7, Perception +9, Persuasion +7, Spellcraft +14, Stealth +8
*when casting black magick spells Loot Wizard's Robes (5%), Ether (50%), Dagger (95%), and 250gp
Steal Dark Leaf Oil (20%), Ether (50%)

Animist CR 4
N Medium Wood Elf Nonheroic 3/Initiate 3 Enforcer CR 1
Mp 21 N Medium Lizardmen Nonheroic 3
Init d12; Senses low-light vision; Passive Perception 21 Init d10; Senses Passive Perception 10
Languages Common, Elven, Sylvan, Terran Languages Common, Lizardmen
Defences Ref 17 (flat-footed 15), Fort 15, Will 18 Defences Ref 13 (flat-footed 13), Fort 14, Will 9
Hp 27; DR 4; Threshold 15 Hp 12; DR 3; Threshold 15
Speed 6 squares Dfs Abilities Block +12
Melee Unarmed +15 (1d4) Speed 6 squares
Ranged Terra Rod +17 (3d8+1) Melee Bronze Mace +12 (2d6+1)
Spells Known (Spellcraft +17/19*) Boulder, Cleanse, Entangle Abilities Str 13, Agi 11, Vit 12, Int 10, Mnd 9, Chr 8
Abilities Str 8, Agi 14, Vit 13, Int 14, Mnd 16, Chr 10 Special Qualities Amphibious, Regeneration, Thick Hide
Special Qualities Child of Nature, Lightning Reflexes, Survivalist Feats Armour Proficiency (light), Shield Proficiency, Skill Focus (1-
Talents Geoburst, Toxicant Handed), Weapon Proficiency (Bludgeons, Knives)
Feats Arcane Study, Armour Proficiency (mystic), Channel, Combat Skills 1-Handed +12, Athletics +7, Knowledge (local) +6, Persuasion +5
Casting, Extra Mana, Skill Focus (spellcraft, unarmed), Skill Training Loot Leather Breastplate (5%), Bronze Pelta (20%), Bronze Mace (50%),
(Spellcraft) Weapon Proficiency (staves) Health Potion (95%), and 150gp
Skills Knowledge (geography) +10, Knowledge (nature) +10, Medicine Steal Health Potion (50%), 20gp (95%)
+11, Perception +11, Spellcraft +17/19*, Survival +11, Unarmed +10
Loot Druids Fleece (5%), Terra Rod (20%), Panacea (50%), Elfwort
(95%), and 450gp Guard CR 2
Steal Medical Kit (50%), Elfwort (95%)
LN Medium Human Nonheroic 6
*when casting green magick spells
Init d10; Senses Passive Perception 23
Languages Common
Defences Ref 13 (flat-footed 13), Fort 11, Will 10
Apprentice CR 4 Hp 24; DR 6; Threshold 11
N Medium Human Nonheroic 3/Mage 3 Speed 6 squares
Mp 21 Melee Spear +10 (2d8+4)
Init d10; Senses Passive Perception 21 Melee Steel Broadsword +10 (2d6+2)
Languages Common, Dwarven, Elven Gnomish
Abilities Str 14, Agi 11, Vit 13, Int 9, Mnd 10, Chr 8
Defences Ref 14 (flat-footed 13), Fort 13, Will 17 Feats Armour Proficiency (light, heavy), Pole Fighter, Skill Focus
Hp 27; DR 2; Threshold 13 (perception), Skill Training (perception), Weapon Proficiency (polearms,
Speed 6 swords)
Melee Field Khukuri +9 (2d4+2) Skills 1-Handed +10, 2-Handed +10, Athletics +10, Perception +13
Ranged Fyr Wand +16 (3d6+2) Loot Brigandine (20%), Spear (50%), Steel Broadsword (95%), and
Spells Known (spellcraft +16) Dispel, Ember, Icicle, Shock 300gp
Steal 50gp (50%), Health Potion (95%) Loot Quilted Doublet (50%), Bronze Knife (95%), and 200gp
Steal 100gp (50%), Antidote (95%)

Guard Captain CR 5
LN Medium Human Nonheroic 6/Warrior 3 Minstrel CR 4
Mp 10 CN Small Halfling Bard 4
Init d10; Passive Perception 24 MP 8
Languages Common, Dwarven Init d4; Senses Passive Perception 17
Defences Ref 20 (flat-footed 16), Fort 17, Will 15 Languages Common, Even, Sylvan
Hp 54; DR 6; Threshold 22 Defences Ref 19 (flat-footed 17), Fort 14, Will 14
Dfs Abilities Block +16 Hp 40; DR 2; Threshold 15
Speed 6 Squares Speed 4 squares
Melee Longsword +16 (2d8 +3) Melee Field Khukuri +14 (2d4+4)
Abilities Str 15, Agi 15, Vit 12, Int 13, Mnd 10, Chr 10 Performances Known (Perform Instrument +16) Knight’s Paeon,
Talents Armour Training, Shield Expert Chanter's Etude
Feats Armour Proficiency (light, heavy), Improved Damage Threshold, Abilities Str 12, Agi 14, Vit 10, Int 13, Mnd 8, Chr 18
Improved Defences, Shield Proficiency, Skill Focus (1-Handed, Special Qualities Halfling Luck, Socialite, Sure Footed
Perception, Persuasion), Skill Training (persuasion), Weapon Proficiency Talents Marcato, Medley
(polearms, swords) Feats Armour Proficiency (light), Bardic Study, Improved Defences,
Skills 1-Handed +16, Athletics +9, Knowledge (Local) +10, Knowledge Improved Initiative, Skill Focus (light weapon, perform instrument),
(Nobility) +10, Perception +14, Persuasion +14 Weapon Proficiency (bows, knives, swords)
Loot Chainmail (5%), Heater Shield (20%), Longsword (50%), Hi- Skills Acrobatics +9, Deception +11, Knowledge (history) +8, Light
Potion (90%), 600gp Weapon +14 Perception +6, Perform (instrument) +16, Persuasion +11
Steal 350gp (20%), Hi-Potion (50%) Loot Piper's Cornette (5%), Field Khukuri (20%), Chromed Leather
(50%), Antidote (95%), and 400gp
Steal Hi-Potion (50%), Golden Sap (95%)
Knight CR 7
LN Medium Human Warrior 7
Mp 25 Savage Goblin CR 1
Init d10; Passive Perception 15 CE Small Goblin Nonheroic 4
Languages Common Init d10; Senses Darkvision; Passive Perception 16
Defences Ref 24 (flat-footed 23), Fort 22, Will 20 Languages Goblin, Orcish*
Hp 80; DR 7; Threshold 28 Defences Ref 14 (flat-footed 12), Fort 11, Will 9
Dfs Abilities Block +16 Hp 16; DR 2; Threshold 12
Speed 4 Squares Speed 6 squares
Melee Knight’s Lance +17 (2d8+9) or, Melee Goblin Club +7 (2d6-1)
Melee Knight's Lance + 21 (3d8+12) with mounted charge, or Ranged Goblin Bow +9 (2d6)
Melee Longsword +16 (2d8 +6) Abilities Str 11, Agi 15, Vit 12, Int 10, Mnd 9, Chr 6
Abilities Str 16, Agi 12, Vit 14, Int 10, Mnd 12, Chr 14 Special Qualities Sneaky, Inspired Loyalty, Fast Movement
Talents Expert Rider, Mighty Charge, Mounted Charge, Weapon Feats Armour Proficiency (light), Precise Shot, Skill Focus (stealth),
Specialization (polearms) Weapon Proficiency (bludgeons, bows)
Feats Armour Proficiency (light, heavy), Improved Damage Threshold, Skills 1-Handed +7, Perception +6, Ranged +9, Stealth +14
Improved Defences, Mounted Combat, Powerful Charge, Shield Loot Chromed Leather (5%), Goblin Bow (20%), Goblin Club (50%),
Proficiency, Skill Focus (1-handed, 2-Handed, Ride), Trample, Weapon 2d4 Wooden Arrows (95%), and 200gp
Proficiency (axes, bludgeons, knives, polearms, swords) Steel Hi-Potion (5%), Moonwort (20%), Antidote (95%)
Skills 1-Handed +16, 2-Handed +16, Athletics +11, Knowledge *replaces common for lore purposes
(Nobility) +8, Knowledge (Tactics) +8, Persuasion +10, Ride +14
Loot Full Plate (5%), Heater Shield (20%), Knight’s Lance (50%), Steel
Broadsword (95%) +700gp Savage Orc CR 2
Steal 400gp (50%), Hi-Potion (95%) CE Medium Orc Nonheroic 6
Init d10; Senses Low-Light Vision; Passive Perception 12
Languages Goblin*, Orcish
Merchant CR 1 Defences Ref 14 (flat-footed 12), Fort 12, Will 9
N Medium Dwarf Nonheroic 2/Bard 1 Hp 30; DR 3; Threshold 12
Mp 7 Dfs Abilities Block +11
Init d10; Senses Darkvision; Passive Perception 22 Speed 6 squares (4 in armour)
Languages Common, Dwarven, Elven, Gnomish, Sylvan, Catfolk, Melee Falchion +12 (2d8+4), or
Lizardmen Melee Orcish Madu +12 (2d4+3), or
Defences Ref 14 (flat-footed 14), Fort 12, Will 14 Melee Falchion +7 (2d8+4) and Orcish Madu +7 (2d4+3) with two-
Hp 11; DR 2; Threshold 13 weapon fighting
Speed 4 squares Abilities Str 17, Agi 13, Vit 15, Int 7, Mnd 8, Chr 6
Melee Bronze Knife +5 (2d4-2) Special Qualities Ham-Fisted, Heavyset, Resilient
Abilities Str 8, Agi 9, Vit 10, Int 15, Mnd 12, Chr 12 Feats Armour Proficiency (light, heavy), Shield Bash, Two-Weapon
Special Qualities Craftsman, Hardy, Slow and Steady Fighting, Weapon Proficiency (Axes, Swords)
Talents Skilled Negotiator Skills 1-Handed +11/16**, Athletics +11
Feats Skill Training (Deception) Skill Focus (perception, persuasion), Loot Falchion (5%), Orcish Madu (20%), Hide Armour (50%), Health
Linguist, Weapon Proficiency (Knives) Potion (95%)
Skills Deception +7, Knowledge (Arcana) +8, Knowledge (History) +8, Steal Javelin (20%), Health Potion (50%), Golden Sap (95%)
Knowledge (Local) +8, Light Weapon +5, Perception +12, Persuasion *Replaces common for lore purposes
+12 **When grappling
Sentry CR 3 Special Qualities Call of the Moon, Curse of Lycanthropy, Pack
LN Medium Human nonheroic 4/ranger 2 Mentality, Predatory Senses
Mp 10 Talents Forester, Quarry, Rend and Tear
Init d10; Senses Passive Perception 24 Feats Armour Proficiency (light) Dodge, Improved Initiative, Mobility,
Languages Common Precise Shot, Skill Focus (acrobatics, survival, unarmed), Weapon
Proficiency (axes, bows, crossbows, knives, swords)
Defences Ref 17 (flat-footed 15), Fort 14, Will 13
Skills Acrobatics +13, Athletics +11, Perception +10, Survival +15,
Hp 24; DR 6; Threshold 14
Unarmed +16
Speed 6 squares
Melee Steel Broadsword +13 (2d6+1) Loot Cursed Bone (5%), Earth Crystal (20%), Beast Mane (50%), and
Range Crossbow +15 (2d6+2) 500gp
Steal Moondust (5%)
Abilities Str 11, Agi 14, Vit 10, Int 10, Mnd 13, Chr 8
Talents Wide Scan
Feats Armour Proficiency (light, heavy), Precise Shot, Skill Focus (1-
handed, ranged, perception), Weapon Proficiency (bows, swords)
Skills 1-Handed +13, Athletics +8, Perception +14, Ranged +15, Stealth
+10
Loot Crossbow (5%), Brigandine (20%), Steel Broadsword (50%), 2d4
Crossbow Bolts (95%), and 400gp
Steal 50gp (50%), Elfwort (95%)

Vampyre CR 7
CE Medium Human Vampyre rogue 4/initiate 3
Mp 35
Init d8; Senses darkvision; Passive Perception 20
Languages Common, Infernal
Defences Ref 24 (flat-footed 20), Fort 21, Will 21
Hp 79; DR 8; Threshold 21
Dfs Abilities Dodge
Immunities Colde, Undead Immunities
Weaknesses Fyr, Holy
Speed 6 squares
Melee Mithril Blade +18 (3d6+8) with rapid strike
Atk Options Drain Blood (grapple +16)
Spells Known (Spellcraft +15) Maim, Torpor
Abilities Str 16, Agi 18, Vit --, Int 12, Mnd 14, Chr 17
Special Qualities Create Spawn, Drain Blood, Vampyric Immunities,
Vampyric Seduction, Vampyric Weaknesses
Talents Dark Renewal, Enfeeble, Evasion, Vampyric Seduction
Feats Arcane Study, Armour Proficiency (light), Combat Reflexes,
Improved Initiative (2), Skill Focus (light weapon, persuasion, spellcraft,
unarmed), Toughness, Weapon Finesse, Weapon Proficiency (bludgeons,
knives, swords)
Skills Acrobatics +12, Deception +11, Knowledge (local) +9, Knowledge
(nobility) +9, Light Weapon +17, Perception +10, Persuasion +16,
Spellcraft +15, Stealth +12, Unarmed +16
Loot Black Garb (20%), Mythril Dagger (50%), Vampyre Fang (95%),
and 700gp
Steal 300gp (50%), Moonwort (95%)

Werewolf (werewolf form) CR 5


CN Medium Human Lycan ranger 5
Mp 29
Init d6; Senses Low Light Vision, Scent; Passive Perception 20
Languages Common (can't speak)
Defences Ref 17 (flat-footed 16), Fort 20, Will 18
Hp 60; DR 5; Threshold 20
Dfs Abilities Dodge
Speed 6 squares
Melee bite +16 (1d6+9), or
Melee 2 claws +16 (1d4+9)
Atk Options Pounce
Abilities Str 19, Agi 13, Vit 16, Int 6, Mnd 16, Chr 8
-Afflictions- Lich Manifestations
Liches develop many different traits during their long existences,
There are dark and terrible afflictions in the world of Val'daera. They warp increasing their command over the dead, or slowly decaying into a hideous
the mind body, and even the very soul of those unfortunate enough to creature themselves. The following manifestations can be selected in place
contract one of these terrible curses. While some unwittingly contract them of class talents as a lich attains new levels.
through conflict with another afflicted, other more twisted individuals see
them as dark gifts, and seek them out willingly. Deathless Countenance: In undeath, your skin slowly decays, giving you
These afflictions include: the appearance of a long-dead corpse, making you tougher and more
Lichdom: If you can even call it an “affliction”, lichdom is not a resilient. You gain resistance to all physical damage.
contagious force that spreads to others, but rather, a dark power that some
mortals seek to obtain for themselves.
Lycanthropy: The feral spirit of the wolf grips the mind of the infected,
and twists their body into savage, bloodthirsty beasts.
Vampyrism: The blood kiss, responsible for creating the dreaded
vampyres that plague the night, and feed on the living.
When a creature gains an affliction, they gain its base ability adjustments
and features. Afflictions also grant access to unique talent trees otherwise
inaccessible to characters. You may choose to take these talents in place of
other class talents as you level, unlocking new powers and abilities related
to the affliction of which you have. Afflictions grant even greater power to
those who succumb to them entirely. Once afflicted, you are immune to all
other afflictions.

Lichdom
Lichdom is attained by only the most vile and malevolent necromancers,
transforming their very body into a vessel of death and decay, all for the
promise of true immortality. Liches are among the most feared and
powerful undead known to the world, feared even by the dreaded vampyre,
for even they are not beyond the lich’s domination.

The Ritual
To become a lich, one must master the necromantic powers necessary to
transfer their life essence, their soul, into a phylactery. This is no simple
task, requiring you to prepare a magick ritual circle, as well as three special
items, either made with crafting or found on dangerous quests. First, a
personally crafted phylactery in which to transfer your soul (an amulet,
ring, mask, or other artifact). Second, a death mantle to avoid the true
death during your soul’s transfer. And lastly, a necromancer’s athame,
as your death is required to free the spirit from its mortal bonds. The
soul binding blade will hold your soul until the transferring ritual is
completed. However, even when these requirements are met, there is
no guarantee of survival. Roll your spellcraft check to determine the
chances of success.
DC 25- 25%
DC 30- 50%
DC 35- 75%
DC 40- 99%
If your spellcraft did not meet the minimum DC, you immediately fail the
ritual and die. Otherwise, roll your percentage dice. Should your roll
exceed the percentage value determined by your spellcraft check, you fail
the ritual and die. If you successfully complete the ritual, you become a
lich and gain the following traits.

Ability Scores: Liches gain a +2 to their Int, Mnd, Chr. As undead


creatures’ liches do not have a Vit score and use their Chr to calculate HP,
fortitude defence, and any other spells or abilities that normally utilize Vit.

Rejuvenation: If a lich is destroyed, it’s phylactery begins to restore its


body nearby, taking 1d10 days for the lich to rise once more (though
without any gear that was lost with its previous body). Should the
rejuvenating body be destroyed during the process, the phylactery
merely begins the process anew. However, if a lich’s phylactery is
destroyed, the lich immediately dies.

Immunities: Liches gain all of the undead immunities as well as,


immunity to colde. Additionally, Liches gain natural DR, treating
their character level as their beast level, for this purpose.
Death Sentence: Liche's will alone, can sap the very life from a mortal
creature. You may make a spellcraft check against the will defence of a
Werewolf Traits
Many who suffer from lycanthropy must find ways to live with their
living creature, within 6 squares and with line of sight. If successful, the
affliction, even control it. As a werewolf masters their powers, they may
target becomes doomed. You may not use this ability again for 1d4+1
even rise within a pack. The following traits may be selected in place of a
rounds.
class talent when werewolves attain a new level.
Vengeful Spirit: When your body is destroyed, your spirit need not
Consume Flesh: Werewolves live for the hunt, hungering for the flesh of
immediately return to your phylactery for restoration, allowing you to
their prey. Whenever you reduce a creature to 0 hit points or deal damage
manifest as an incorporeal creature, with half your maximum HP, for a
that surpasses a target's threshold with your werewolf forms natural attacks,
number of rounds equal to your Chr modifier. During this time, you may
you take a large chunk of that creature’s flesh, gaining a number of hit
take actions as you normally would.
points equal to the creature's vitality score.

Archlich Controlled Shift: You have discovered how to control your


Archliches are among the oldest, most powerful lich lords, often adorning transformations, giving you the ability to change at will. You may shift into
their skeletal frame with expensive metals, jewels, or other intricate your werewolf form as a standard action. You may still lose control on a
designs found or taken during their long years of “life”. Any lich that full moon but reduce the percentage chance to 50% (50 or less on d%). If
manifests all of the lich powers becomes an archlich. Archliches gain a fly you lose control, you follow the rules of Call of the Moon as normal.
speed equal to their base speed and in spirit form may attempt to possess a
creature's body through force of will. As a standard action, the archlich Rend and Tear: A werewolf’s savagery can overcome the thickest of hides,
spirit may attempt a spellcraft check, against an adjacent living target's and the most defensible armour. While in werewolf form, you may add
Will defence. If successful, the target takes 8d6 points of damage. your full level to damage, damage dealt with your natural attacks, rather
Otherwise, the target only takes half damage. If the target is knocked than half.
unconscious by this attack the archlich assumes full control over the
creature, using the target creature's physical scores, but retaining its own
mental scores. Additionally, the archlich has access to any and all talents,
Pack Alpha
A werewolf that has gained all of the werewolf traits becomes the pack
spells, and abilities the target creature possesses, as well as its own.
alpha and are now able to call upon the aid of the werewolves from their
Anytime the archlich attempts to use the creature's abilities, it suffers a –5
pack. Once per daye, as a standard action, you can let out a loud howl,
penalty to its roll, in addition to any other conditional penalties accrued.
calling 1d3+1 werewolves.
Should the target creature ever be knocked unconscious or killed, the
(Medium Werewolf, Athletics/Perception +15, Defences 25, HP 50, DR
archlich is expelled from the body and begins its rejuvenation process anew.
10, Threshold 30, bite +20 1d6+10, or 2 claws +20 1d4+10)
Otherwise, this effect persists until the archlich willingly frees the target.
These werewolves fight for you, remaining for the rest of the daye or until
you shift out of werewolf form. Additionally, your natural attacks deal +1
die of damage for each allied werewolf adjacent to the target.
Lycanthropy If another pack alpha already exists in the region, you must first best them
Lycanthropy is a terrible curse that ravages the bodies of its victims with a in a contest of hand-to-hand combat while both are in werewolf form
savage and feral instinct, forcing them to take on the form of a werewolf before you can use this ability. If another wishes to become pack alpha
every full moon, losing all control of themselves. Many who suffer this while you hold the title, you must answer their challenge and beat them to
curse lose themselves completely to the hunt, though a destined few, find retain it.
the strength to tame the beast within. Werewolves gain the following traits.

Ability Scores: Werewolves gain a +2 bonus to their Strength, Vitality,


and Mind scores.
Vampyrism
Vampyrism is an affliction of the body and the soul, damning whoever
contracts it to an eternity of death and darkness, feeding off the blood of
Call of the Moon: All werewolves heed the full moons call, whether
the living. While most see this as a terrible curse, there are a twisted few
willing or not. Each month, the moon is full for 3 nights. On these nights,
who see it as a gift, a promise of immortality and great power. When one
those suffering from lycanthropy suffering a 75% chance (75 or less on d%)
becomes a vampyre, they gain access to many new abilities, however, these
of transforming and losing control. This forces the character to shift into
newfound powers come at a great price. Vampyres gain the following traits.
their werewolf form, dropping any held items, and ripping from their
clothes and armour (but not destroying them). You lose full control of your
Ability Scores: Vampyres gain a +2 to all of their ability scores, though,
character until the following morning. While in werewolf form, creatures
as undead creatures, vampyres have no vitality score, instead using their
gain natural DR (treating their character level as their beast level for this
charisma score to calculate HP, fortitude defence, or any other
purpose), as well as gain a bite attack (1d6), two claw attacks (1d4), and
abilities/effects that rely on constitution. Additionally, vampyres gain dark
the pounce ability (able to use all natural attacks at the end of a charge) but
vision.
cannot make Int based skill or ability checks.
Create Spawn: A vampyre that moves a living humanoid to the bottom of
Accursed Bite: Werewolf bites are infectious, spreading their curse to the
the condition track with their drain blood ability, may choose to
unwitting victims that narrowly survive their encounters. If a werewolfs
immediately give their own blood to the victim. In this event, the creature
bite attack beats both the targets fortitude defence and reflex defence, the
does not die, but contracts the curse of vampyrism and will undergo a 3
target creature contracts lycanthropy. If the creature is not affected by a
daye transformation, experiencing strange and unsettling dreams, while a
spell, ability, or item that removes curses before the next full moon, they
boundless hunger grows within them. If they are not affected by a spell,
transform into a werewolf and the curse becomes permanent.
ability, or item that removes curses within this time, they become a
vampyre in service to the vampyre that created them. The creature must
Pack Mentality: Wolves, dire wolves, and even other werewolves (in
obey their new master without question, until such a time that their master
werewolf form) will not become hostile toward you unless provoked.
either releases them willingly or is destroyed. A vampyre can only have 1
Additionally, you gain a +5 to persuasion checks made to improve the
spawn under their control at a time, and must release any spawn under their
attitudes of such creatures.
control, before making another one.
(Alternatively, a vampyre may choose to not share their blood with the
Predatory Senses: Werewolves gain lowlight Vision and the scent ability
victim, but instead use their dark powers to raise the target creature as an
in both their natural and werewolf forms. If they already had lowlight
intelligent undead thrall, that raises in 1d4 days. Thralls gain none of the
Vision, they then gain dark vision.
vampyric abilities or weaknesses, but are subservient to the vampyre,
obeying their every command.)
Spawns and thralls follow the normal companion rules. Supernatural Horror: Though all vampyres gain strength and speed upon
their creation, some develop even more so, to become truly fearsome
Drain Blood: A vampyre gains fangs in which it can drain blood from a fighters. You may reroll any attacks made against living humanoids,
helpless or grappled creature. Vampires may use grapples. Whenever a keeping the higher result.
vampire grapples a living creature, it may immediately moves the creature
a persistent step down the condition track and gain an amount of HP, equal Undying Revenant: The rejuvenating powers of vampyre make them nigh
to the creatures Vit score, for each round the grapple is maintained. unkillable for any but the greatest slayers, but some gain a healing factor
Creatures moved to the bottom of the condition track this way, that are beyond legend. You gain fast healing 5, though this will not heal
automatically die. damage dealt by silver or holy water/symbols/weapons (Damage dealt this
way must be healed naturally or from draining blood)
Vampyric Immunities: vampyres gain all the immunities of an undead
creature, as well as an immunity to colde. Additionally, vampyres heal at Vampyric Seduction: vampyres are often known for their grace and
twice the normal rate, and regenerate wounds and lost limbs in 1d10+1 charm, but some have truly mastered the art of manipulation. As a standard
days. Additionally, Vampyres gain natural DR, treating their character action, you may make a persuasion check against the will defence of a
level as their beast level, for this purpose. living humanoid. If successful, you may choose what that creature does
with their next turn, though the creature will itself decide how to best
Vampyric Weaknesses: Vampires are weak to both holy and fyr damage. achieve the goal, within logical reason.
Additionally, while in direct sunlight, vampyres may not gain HP or MP
by any means. If a vampyre is reduced to 0 hp my any means other than
holy damage, it falls unconscious, even if the damage beat its threshold. If
Vampyre Lord
A vampyre that manifests all the dark vampyric gifts may take on the
a vampyre is reduced to 0 hit points by holy damage, or any other weapon
monstrous form of the vampyre lord. As a full round action, you may
that bypasses the DR of undead, it is immediately destroyed.
transform into a vampyre lord, growing enormous muscles, large wings,
and a terrifying visage. While in this form you gain a fly speed equal to
Vampyric Gifts your base speed, as well as a bite (1d6+Str) and two claw attacks (1d4+Str).
In addition to the traits and abilities listed above, many vampyres develop Additionally, while in Vampyre Lord form, you may add your entire level
other unique powers. The longer a vampyre persists, the more powers it to damage dealt with your natural attacks, rather than half.
can develop, though, not all vampyres necessarily inherit the same dark Lastly, You may make a persuasion check to intimidate any non-allies
gifts. The following vampiric gifts may be selected in place of class talents within line of sight, as a part of your transformation. If successful, the
when a vampyre attains a new level. affected creatures become frozen in fear for one turn and are flat-footed
unable to act.
-Bestiary- Beasts only gain 1 ability score point every fourth level (rather than 2).
The numerous monsters and threats of Val'daera come in a large variety of However, they gain feats normally as they advance in level.
shapes, sizes, and temperaments. Beasts do not gain talents or starting feats, do not gain their beast level
toward their defences, nor do they gain hero points.
Beasts
Majority of animals and creatures in the world will fall under the category Hit Point's
of beasts. Beasts are the most common type of creature’s players will At each level, beasts gain a number of hit points equal to 5+Vit.
encounter in the wild. Beasts start with an intelligence score of 1 or 2, but
otherwise generate their Class Skills
ability scores as normal (Trained in 6+Int modifier) Acrobatics, Athletics, Perception, Stealth,
(Dropping one number for the Survival, Unarmed*
lower Int stat). Cunning beasts *beasts are always treated as trained in unarmed.
tend to have a higher Mnd
score.
Initiative
Beasts have an initiative of 1d8.

Natural Armour
Beasts gain a natural armour bonus equal to their beast level toward their
reflex defence. Additionally, beasts gain DR 5 as 4th level. This DR
increases to DR 10 at 8th level, and again to DR 15 at 13th level.
This DR does not Stack with DR granted by armour.

Natural Attacks
Beasts may use their horns, claws, fangs, etc. as their weapons. The
damage dice for natural attacks is based both on the natural weapon and
the beast’s size. A beast with multiple natural attacks must choose which
attacks they are using. Use the following chart to determine a beast’s
damage.
Natural Attacks
Attack Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Type
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Piercing
Claw 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Slashing
Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Piercing
Slam 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Blunt
Sting 1 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Piercing

Special Attacks Size Modifiers


Some special attacks and abilities that beasts may use, such as breath A beast’s size affects its Str, Vit, and Agi scores. All Beasts apply a size
weapons and other supernatural abilities, will apply the beasts Vit modifier modifier to their reflex defences and stealth checks, while beasts of a large
to unarmed attack rolls, rather than Str or Agi. category or bigger apply a size modifier to their damage threshold as well.

Size Modifiers
Beast Size Ability Modifiers Ref Modifier Fort Modifier Threshold Stealth Modifier Max Bulk
Modifier Modifier
Fine -8 Str, +8 Agi +10 +0 +0 +20 x0.01
Diminutive -6 Str, +6 Agi +5 +0 +0 +15 x0.25
Tiny -4 Str, +4 Agi +2 +0 +0 +10 x0.5
Small -2 Str, +2 Agi +1 +0 +0 +5 x0.75
Medium N/A +0 +0 +0 +0 x1
Large +8 Str, +8 Vit, -2 Agi -1 +5 +5 -5 x2
Huge +16 Str, +16 Vit, -4Agi -2 +10 +10 -10 x5
Gargantuan +24 Str, +24 Vit, -4 Agi -5 +15 +20 -15 x10
Colossal +32 Str, +32 Vit, -4 Agi -10 +20 +30 -20 x20

Loot Beast Scales (20%), Poison Fang (50%), Beast Scales (95%)
Steal Stardust (5%), Amonia Salt (20%), Antidote (50%)

Anaconda CR 4
N Large Beast 5
Init d8; Senses scent; Passive Perception 18
Defences Ref 18 (flat-footed 15), Fort 18, Will 11
Adder, Black CR 2 Hp 45; DR 5; Threshold 23
N Small Beast 3 Immunity Paralysis
Init d6; Senses low-light vision, scent; Passive Perception 17 Speed 4 squares, climb 4 squares, swim 4 squares
Defences Ref 14 (flat-footed 13), Fort 12, Wil 11 Melee bite +19 (1d8+9)
Hp 21; Threshold 12 Space 2x2 squares; Reach 2 square
Immunity Paralysis, Poison Atk Options Constrict (2d8+9)
Speed 4 squares, climb 4 squares, swim 4 squares Abilities Str 25, Agi 15, Vit 16, Int 2, Mnd 12, Chr 2
Melee bite +7 (1d4/poison) Special Qualities Camouflage
Space 1 square; Reach 1 square Feats Improved Damage Threshold, Skill Focus (unarmed), Toughness
Atk Options Poison Skills Perception +8, Stealth +10, Survival +8, Unarmed +19
Abilities Str 8, Agi 13, Vit 14, Int 2, Mnd 13, Chr 2 Camouflage- Anacondas can more naturally blend into their
Special Qualities camouflage surroundings. Anacondas treat stealth as a trained skill and ignore any
Feats Agile Manoeuvrers, Improved Initiative size penalties to stealth checks.
Skills Perception +7, Stealth +12, Survival +7, Unarmed +7 Constrict- A constrictor snake that successfully grapples an opponent may
use pin and crush as if it had the corresponding feats. However, when a
Camouflage- Black Adder's can more naturally blend into their
Constrictor snake uses crush, it instead deals 2d8+9 damage.
surroundings. Black Adder's treat stealth as a trained skill and ignore any
size penalties to stealth checks. Loot Putrid Flesh (5%), Moonwort (20%), Beast Fang (50%), Beast Scale
Poison- When a venomous snake successfully bites a living target, the (95%)
target becomes poisoned by black adder venom. Steal Leather Breastplate (5%), 400gp (20%), Earth Crystal (50%
Bat, Dire CR 4
N Large Beast 5
Init d8; Senses blindsense; Passive Perception 19
Defences Ref 19 (flat-footed 14), Fort 18, Will 11
Hp 40; DR 5; Threshold 23
Speed 4 squares, fly 8 squares (hover)
Basilisk CR 7 Melee bite +17 (1d8+5)
CE Huge Beast 7 Space 2x2 squares; Reach 2 square
Init d6; Senses darkvision, low-light vision; Passive Perception 20 Atk Options Supersonic Screech
Defences Ref 18 (flat-footed 16), Fort 27, Will 12 Abilities Str 17, Agi 21, Vit 17, Int 2, Mnd 12, Chr 6
Hp 84; DR 5; Threshold 37 Special Qualities Blood Drain, Overwhelm, Supersonic Screech
Immunity Paralysis, Petrification, Poison Feats Agile Manoeuvres, Skill Focus (stealth, unarmed)
Speed 4 squares, climb 4 squares, swim 4 squares Skills Perception +9, Stealth +9, Unarmed +17
Melee bite +25 (2d6+15/poison) Blood Drain- Whenever a dire bat deals damage to a target with its Bite,
Space 3x3 squares; Reach 3 squares it gains an amount of HP equal to half the damage dealt (minimum 1).
Atk Options Death Gaze Overwhelm- Dire bats receive a +2 circumstance bonus on attack rolls
Abilities Str 35, Agi 14, Vit 22, Int 2, Mnd 13, Chr 2 for each adjacent bat or dire bat.
Special Qualities camouflage Supersonic Screech: As a standard action, dire bats let out an ear-
Feats Improved Defences, Improved Initiative, Skill Focus (unarmed), piercing screech, making an attack roll (d20+12) against the fortitude
Toughness defences of all enemies within a 6 square cone. If successful, the targets
Skills Perception +9, Stealth +12, Survival +9, Unarmed +25 move -1 step on the condition track. This ability cannot be used again for
Camouflage- Basilisk’s are better at naturally blending into their 1d4+1 turns.
surroundings. Basilisks treat stealth as a trained skill and ignore any size Loot Moondust (5%), Vampyre Fang (20%), 100gp (50%), Beast Mane
penalties to their stealth checks. (95%)
Death Gaze- As a standard action, a basilisk may fix its gaze upon Steal Stardust (5%), Rapier (20%), Health Potion (50%)
another living creature within 6 squares with line of sight and attempt a
ranged attack (d20+14) against the target's fortitude defence. If
successful, the target creature becomes petrified, otherwise the creature
instead becomes paralysed. If the attack failed by 5 or more, the creature
suffers no status effect.
Poison- When a basilisk successfully bites a living target, the target
becomes poisoned with basilisk venom.
Loot Evil Eye (5%), Poison Fang (20%), Moonwort (50%), Beast Scale
(95%)
Steal Stardust (5%), Bone Club (20%), 80gp (50%), Antidote (95%)

Bat, Vampyre CR 3
N Small Beast 4
Init d8; Senses blindsense, lowlight vision; Passive Perception 19
Defences Ref 19 (flat-footed 15), Fort 11, Will 12
Hp 24; DR 5; Threshold 11
Speed 1 square, fly 8 squares (hover)
Melee bite +11 (1d4+3)
Space 1 square; Reach 1 square
Atk Options Subsonic Screech
Abilities Str 12, Agi 19, Vit 13, Int 2, Mnd 14, Chr 6
Special Qualities Subsonic Screech
Feats Agile Manoeuvres, Skill Focus (stealth)
Skills Perception +9, Stealth +17, Unarmed +11
Blood Drain- Whenever a vampyre bat deals damage to a target with its
Bite, it gains an amount of HP equal to half the damage dealt (minimum
1).
Subsonic Screech: As a standard action, vampyre bats let out an ear-
piercing screech, making an attack roll (d20+8) against the fortitude
defences of all enemies within a 3 square cone. If successful, the targets
move -1 step on the condition track. This ability cannot be used again for
1d4+1 turns.
Loot Vampyre Fang (5%), Snowdrop (20%), Elfwort (50%)
Steal Stardust (5%), Health Potion (95%)

Chimera CR 8
CE Large Beast 9
Init d6; Senses darkvision, low-light vision, scent; Passive Perception 20
Defences Ref 20 (flat-footed 19), Fort 20, Will 21
Hp 90; DR 10; Threshold 25
Immunity Disease, Paralysis, Poison, Sleep
Resistance Dark
Weakness Holy
Speed 6 squares, fly 10 squares
Melee bite +21 (1d8+11), or
Melee 2 claws +21 (1d6+11)
Space 2x2 squares; Reach 2 squares
Atk Options breath weapon, tail slam +21 (1d6+11/poison)
Abilities Str 24, Agi 12, Vit 18, Int 5, Mnd 12, Chr 10
Special Qualities Dual Mind
Feats Improved Damage Threshold, Improved Defences, Improved
Initiative, Skill Focus (unarmed), Toughness
Skills Knowledge (geography), Perception +10, Survival +10, Unarmed
+21
Breath Weapon- A chimeras may make a ranged attack (d20+18) against
the reflex defence of all creatures in a 4 square cone, dealing 6d6+8 fyr
damage. Any creature whose reflex defence was not met or surpassed by
the attack, takes only half damage. A chimera may use this attack every
1d4+1 rounds.
Bear CR 4 Chimera Brain: Chimeras have a stronger presence of mind, adding
N Large Beast 5 their beast level to their will defence.
Init d8; Senses lowlight vision, scent; Passive Perception 18 Poison- When a chimera successfully deals damage to a living creature
Defences Ref 15 (flat-footed 14), Fort 19, Will 11 with its sting, that creature also becomes poisoned with hag’s grasp.
Hp 50; DR 5; Threshold 24 Tail Slam- Whenever the chimera is flanked, and uses its bite attack
against a target, it may make a free sting attack (d20+21) against any
Speed 8 squares
creature in range, that is providing its target with a flanking bonus. This
Melee bite +17 (1d8+7), or
attack deals 1d6+11 piercing damage.
Melee 2 claws +17 (1d6+7)
Space 2x2 squares; Reach 2 squares Loot Stardust (5%), Antidote (20%), Hi-Potion (50%)
Atk Options Maternal Rage Steal Remedy (5%), Stardust (20%), 60gp (95%)
Abilities Str 21, Agi 13, Vit 19, Int 2, Mnd 12, Chr 6
Special Qualities Maternal Rage
Feats Improved Damage Threshold, Skill Focus (unarmed), Toughness
Skills Perception +8, Survival +8, Unarmed +17
Maternal Rage- Should a mother's bear cubs become threatened, the
bear enters a rage, granting her a +2 to attack and damage rolls, a +2 to
fortitude and will defence, but a -2 to reflex defence. This rage lasts a
number of rounds equal to 5 + Vit modifier. After the rage ends the bear
moves one persistent step down the track that cannot be healed without
rest.
Loot Moondust (5%), Beast Fang (50%), Beast Mane (95%)
Steal Panacea (5%)
Griffon CR 4
N Large Beast 5 Hippogryph CR 2
Init d8; Senses darkvision, low-light vision, scent; Passive Perception 23 N Large Beast 3
Languages Common (cannot speak) Init d8; Senses darkvision, low-light vision, scent; Passive Perception 22
Defences Ref 17 (flat-footed 15), Fort 19, Will 12 Defences Ref 15 (flat-footed 11), Fort 18, Will 11
Hp 40; DR 5; Threshold 24 Hp 24; Threshold 23
Immunity Disease Speed 10 squares
Speed 6 squares, fly 16 squares Melee bite +15 (1d8+5), or
Melee bite +15 (1d8+5), or Melee 2 claws +15 (1d6+5)
Melee 2 claws +15 (1d6+5) Space 2x2 squares; Reach 2 squares
Space 2x2 squares; Reach 2 squares Abilities Str 18, Agi 17, Vit 16, Int 2, Mnd 12, Chr 9
Atk Options Pounce, Running Attack Feats Skill Focus (perception, unarmed)
Abilities Str 16, Agi 15, Vit 16, Int 5, Mnd 13, Chr 8 Skills Perception +12, Survival +7, Unarmed +15
Special Qualities Gust, Pounce, Soar Loot Stardust (5%), Great Feather (50%)
Feats Improved Defences, Skill Focus (Perception, Unarmed) Steal Stardust (5%), Snowdrop (20%)
Skills Knowledge (geography) +7, Perception +13, Survival +8,
Unarmed +15
Gust*- As a standard action, a griffon may make an attack roll (d20+15)
against the fortitude defence of all targets within a 6 square cone. If
successful, targets take 4d6+5 slashing damage and are moved 2 squares
directly away from the griffon. Otherwise targets take half damage and
are not moved. Creatures that are 2 or more size categories larger than the
griffon ignore the forced movement, even upon success.
Pounce**- Griffon's may use all of their natural attacks at the end of a
charge.
Soar- As swift action, griffons can grant themselves hover until the end
of their next turn.
Loot Great Feather (20%), Storm Crystal (50%), Beast Mane (95%)
Steal Amonia Salt (50%), Health Potion (95%)
*May only be used when griffon has hover.
** May only be used when griffon does not have hover.

Hippogryph, Pygmy CR 1
N Medium Beast 2
Init d8; Senses darkvision, low-light vision, scent; Passive Perception 22
Defences Ref 16 (flat-footed 12), Fort 11, Will 11
Hp 12; Threshold 11
Speed 10 squares
Melee bite +6 (1d6+5), or
Melee 2 claws +6 (1d4+5)
Space 1 square; Reach 1 square Immunity Blind, Poison
Abilities Str 10, Agi 19, Vit 12, Int 2, Mnd 12, Chr 9 Speed 8 squares
Feats Skill Focus (Perception) Melee bite +18 (1d8+8/poison), or
Skills Perception +12, Unarmed +6 Melee 2 claws +18 (1d6+8)
Loot Stardust (5%), Great Feather (20%), Fyr Crystal (50%) Space 2x2 squares; Reach 2 squares
Steal Stardust (5%), Great Feather (20%) Atk Options Tail Slam +18 (1d6+8/poison)
Abilities Str 20, Agi 15, Vit 18, Int 5, Mnd 12, Chr 9
Special Qualities Chimera Brain, Tail Slam
Feats Improved Initiative, Skill Focus (unarmed), Toughness
Skills Athletics +13, Perception +9, Survival +4, Unarmed +18
Poison- When a manticore successfully deals damage to a living creature
with its bite attack or tail slam, that creature also becomes poisoned with
manticore venom.
Chimera Brain: Manticores have a stronger presence of mind, adding
their beast level to their will defence.
Tail Slam- Whenever the manticore is flanked, and uses its bite attack
against a target, it may make a free sting attack (d20+18) against any
creature in range, that is providing its target with a flanking bonus. This
attack deals 1d6+7 piercing damage.
Loot Moondust (5%), Poison Fang (20%), Beast Horn (50%, Beast Mane
(95%)
Steal Moondust (5%), Elfowrt (50%)

Pony CR 1
N Medium Beast 2
Init d8; Senses low-light vision, scent; Passive Perception 18
Defences Ref 15 (flat-footed 12), Fort 14, Will 12
Hp 20; Threshold 14
Speed 8 squares
Melee 2 slams +9 (1d4+4)
Space 1 square; Reach 1 square
Horse CR 1 Abilities Str 17, Agi 17, Vit 18, Int 2, Mnd 15, Chr 8
N Large Beast 2 Feats Toughness
Init d8; Senses low-light vision, scent; Passive Perception 18 Skills Athletics +9, Perception +8, Unarmed +9
Defences Ref 16 (flat-footed 12), Fort 20, Will 13 Loot Beast Mane (50%)
Hp 22; Threshold 25 Steal Nothing (95%)
Speed 8 squares
Melee 2 slams +11 (1d6+5)
Space 2x2 squares; Reach 2 squares
Abilities Str 20, Agi 18, Vit 21, Int 2, Mnd 17, Chr 11
Feats Toughness
Skills Athletics + 11, Perception +8, Unarmed +11
Loot Health Potion (5%), Earth Crystal (20%), Beast Mane (50%)
Steal 30gp (5%), Earth Crystal (20%), Nothing (95%)

Rat, Dire CR 1
N Small Beast 2
Init d8; Senses low-light vision, scent; Passive Perception 17
Defences Ref 16 (flat-footed 13), Fort 11, Will 11
Hp 12; Threshold 11
Immunity Petrify
Speed 8 squares, climb 4 squares, swim 4 squares
Melee bite +9 (1d4+1)
Manticore CR 5 Space 1 square; Reach 1 square
LE Large Beast 6 Abilities Str 10, Agi 17, Vit 13, Int 2, Mnd 13, Chr 4
Init d6; Senses darkvision, low-light vision, scent; Passive Perception 19 Special Qualities overwhelm
Defences Ref 17 (flat-footed 15), Fort 19, Will 17 Feats Agile Manoeuvres
Hp 54; DR 5; Threshold 24 Skills Perception +7, Stealth +9, Survival +7, Unarmed +9
Overwhelm- Dire rats receive a +2 morale bonus to attack rolls for each
adjacent dire rat.
Loot Beast Fang (5%), Beast Mane (20%)
Steal Health Potion (5%)

Red Widow CR 2 Skink CR 2


N Medium Beast 3 N Medium Beast 3
Init d8; Senses darkvision, tremorsense; Passive Perception 16 Init d8; Senses low-light vision, scent; Passive Perception 17
Defences Ref 16 (flat-footed 13), Fort 11, Will 10 Defences Ref 15 (flat-footed 13), Fort 13, Will 11
Hp 18; Threshold 11 Hp 24; Threshold 13
Immunity Poison Immunity Poison
Weakness Fyr Weaknesses Colde
Speed 6 squares, climb 6 squares Speed 6 squares, swim 6 squares
Melee bite +11 (1d6+1 plus poison) Melee bite +14 (1d6+4/poison)
Space 1 square; Reach 1 square Space 1 square; Reach 1 square
Atk Options Poison, Web
Abilities Str 17, Agi 15, Vit 17, Int 2, Mnd 12, Chr 6
Abilities Str 11, Agi 17, Vit 12, Int 2, Mnd 10, Chr 2 Feats Skill Focus (stealth, unarmed)
Feats Skill Focus (stealth, unarmed) Skills Perception +7, Stealth +13, Unarmed +14
Skills Perception +6, Stealth +14, Unarmed +11
Poison- If a skink hits a living creature with its bite, the target becomes
Poison- Whenever a giant spider successfully bites a living target, the poisoned with widow’s kiss.
target becomes poisoned with widow’s kiss. Venom Spit- As a standard action, a skink may make an attack roll
Web- As a standard action, a red widow can spew forth an adhesive against the reflex defence of a creature within 6 squares and line of sight.
webbing, targeting a single creature, no more than 20 squares from the If successful, the target becomes poisoned with widow’s kiss. The skink
red widow. Make an attack (d20+12) against the target's reflex defence. If may not use this ability again for 1d4+1 rounds.
successful, the target becomes immobilized. While immobilized this way, Loot Stardust (5%), Poison Fang (20%), Beast Scales (50%)
targets are considered flat footed and cannot move until they succeed a Steal Scale Armour (5%), Beast Scales (20%), Antidote (50%)
DC20 strength check or Acrobatics check. Should the webbing be hit by a
fyr attack, the affected creatures take the appropriate amount of fyr
damage and are no longer immobilized. Alternatively, the red widow can
spend one hour to cover a 4x4 square area with webbing, automatically
immobilizing anyone who stumbles into the web. Detecting the web
requires a DC 20 perception check.
Loot Poison Fang (5%), Silk Thread (20%), Chitin (50%)
Steal Amonia Salt (20%), 1gp (50%)

Wildcat CR 5
N Large Beast 6
Init d6; Senses low-light vision, scent; Passive Perception 19
Defences Ref 18 (flat-footed 15), Fort 17, Will 11
Hp 42; DR 5; Threshold 22
Speed 8 squares
Melee bite +18 (1d8+7), or
Melee 2 claws +18 (1d6+7)
Space 2x2 squares; Reach 2 squares
Atk Options Ambush
Abilities Str 21, Agi 17, Vit 15, Int 2, Mnd 12, Chr 6 Defences Ref 16 (flat-footed 14), Fort 18, Will 12
Special Qualities Pounce Hp 37; DR 5; Threshold 23
Feats Improved Initiative, Skill Focus (unarmed), Skill Training (stealth) Resistance Colde
Skills Perception +8, Stealth +11, Survival +9, Unarmed +18 Speed 10 squares
Ambush- Wildcat’s deal an additional 2d6 damage to creatures that are Melee bite +16 (1d8+6)
flanked, flat-footed, or otherwise denied their Agi to reflex defence. Space 2x2 squares; Reach 2 squares
Pounce- Wildcat’s may use all their natural attacks at the end of a charge. Atk Options Trip
Loot Storm Crystal (20%), Beast Fang (50%), Beast Mane (95%) Abilities Str 19, Agi 15, Vit 17, Int 2, Mnd 12, Chr 10
Steal Stardust (5%), Moonwort (50%) Special Qualities alpha wolf, pack tactics
Feats Improved Initiative, Skill Focus (unarmed), Skill Training (stealth)
Skills Perception +8, Stealth +9, Survival +8, Unarmed +16
Alpha Wolf- On a successful attack, the alpha dire wolf deals +1 die of
damage for every other wolf or dire wolf adjacent to the target.
Pack Tactics- When a dire wolf is adjacent to an enemy creature, all the
dire wolves' allies gain a +2 bonus on attack rolls against that creature.
Loot Antidote (5%), Health Potion (20%), Beast Fang (50%), Beast
Mane (95%)
Steal Moondust (5%), Beast Mane (20%)

Celestials
Celestials function as beasts, however, they may add their beast level to all
defences and gain 2 ability score increases from levelling, as normal.
Additionally, celestial gain mana points as if they had initiate levels and
are treated as proficient with any weapons and armour they bear. Most
celestials are too powerful for the purposes of this demo, but we have
Wolf CR 1 included a basic angell as an example.
N Medium Beast (hound) 2
Init d8; Senses low-light vision, scent; Passive Perception 17
Angell, Guardian CR 9
Defences Ref 14 (flat-footed 12), Fort 12, Will 11
LG Medium Celestial 9
Hp 14; Threshold 12
Mp 63
Resistance Colde
Init d6; Senses darkvision, low-light vision; Passive Perception 22
Speed 10 squares Languages Celestial, Draconic, Infernal; truespeech
Melee bite +7 (1d6+2)
Defences Ref 27 (flat-footed 25), Fort 24, Will 23
Space 1 square; Reach 1 square
Hp 73; DR 10; Threshold 23
Abilities Str 13, Agi 15, Vit 15, Int 2, Mnd 12, Chr 6 Immunity Curse, Holy, Petrification, Sleep
Special Qualities cunning beast, pack tactics Resistance Colde
Feats Skill Training (stealth) Weakness Dark
Skills Perception +7, Stealth +8, Survival +7, Unarmed +7
Speed 8 squares, fly 12 squares (hover)
Cunning Beast- When a wolf is hit by a melee attack, it may choose to Melee Flametongue +19 (2d8+9)
move 2 squares as a reaction. This does not provoke attacks of Space 1 squares Reach 1 square
opportunity. Spells Known (Spellcraft +17) Cleanse, Faith, Smite, Ward
Pack Tactics- When a wolf is adjacent to an enemy creature, all the
Abilities Str 16, Agi 17, Vit 18, Int 17, Mnd 17, Chr 19
wolf’s allies gain a +2 bonus on attack rolls against that creature.
Special Qualities Angelfyr, Truespeech
Loot Antidote (5%), Health Potion (20%), Beast Mane (50%) Feats Arcane Study, Improved Defences, Improved Initiative, Skill Focus
Steal Moondust (5%), Beast Mane (20%) (1-Handed, Spellcraft)
Skills 1-Handed +17, Acrobatics +12, Athletics +13, Knowledge
(Arcana) +12, Knowledge (History) +12, Knowledge (Religion) +12,
Perception +12, Persuasion +13, Spellcraft +17, Unarmed +12
Angellfyr- Any fyr damage dealt by the angel is treated as holy, against
creatures that are immune, resistant, or weak to holy damage.
Loot Angell Feather (5%), Flametongue (20%), Chainmail (50%), Holy
Water (95%)
Steal Stardust (5%), Ambrosia (20%)

Constructs
Constructs function as beasts, but do not have vitality scores, and instead
calculate their hit points, fortitude defence, damage threshold, etc. using
their Str modifier. Additionally, constructs are immune to death effects,
disease, poison, paralysis, sleep, and stuns. Many constructs are too
powerful for the purposes of this demo, but we have included the bag of
tricks, as an example creature.

Bag o' Tricks CR 4


CE Tiny Construct 4
Wolf, Dire CR 4 Init d6; Senses darkvision; Passive Perception 19
N Large Beast (hound) 5 Defences Ref 17 (flat-footed 16), Fort 12, Will 12
Init d6; Senses low-light vision, scent; Passive Perception 18 Hp 28; DR 5; Threshold 12
Immunity Blunt Atk Options Pounce
Resistance Piercing Abilities Str 17, Agi 12, Vit 18, Int 2, Mnd 11, Chr 9
Weakness Slashing Special Qualities Dual Mind, Fast Healing, Regeneration, Tribite
Speed 2 squares Feats Combat Reflexes, Improved Defences, Improved Initiative, Skill
Melee bite +14 (1d3+4) Focus (unarmed)
Space 1 square; Reach 1 square Skills Athletics +9, Perception +8, Unarmed +16
Abilities Str 15, Agi 12, Vit --, Int 6, Mnd 14, Chr 13 Dual Mind- Hydras have multiple minds working at once, therefore, they
Special Qualities Imitate, Lockjaw add their beast level toward their will defence.
Feats Improved Initiative, Skill Focus (unarmed) Fast Healing- Hydras regain 5 hp at the beginning of every turn until
Skills Deception +8, Knowledge (Local) +5, Perception +9, Stealth +18, they are slain.
Unarmed +14 Regeneration- Hydras heal at twice the normal rate. Additionally, when a
Imitate- As a mimic, the Bag o' Tricks may take 20 on stealth checks hydra loses a limb, they can grow it back in 1d10+1 days, at which point
made when remaining completely still and can hide in plain sight. any penalties are removed.
Lockjaw- Whenever the Bag o' Tricks deals damage to a creature with its Tribite- The hydra may target up to 3 targets within its reach with its bite
bite, it may choose attach itself to the creature, always remaining adjacent attack, making a separate attack roll for each target.
to that creature, even if the creature moves when not the bag o' tricks Loot Snowdrop (5%), Dragon Scales (20%), Storm Crystal (50%)
turn. Additionally, while this ability is active, there is a 50% chance (50 Steal Levin Sword (5%), Dragon Scales (20%), Storm Crystal (95%)
or less on d%) that any attack, spell, or ability that targets the bag o'
tricks, instead hits the affected creature. This effect only ends when the
bag o' tricks either dies, or willingly releases the target. Wyvern CR 9
Loot Health Potion (5%), Mythril (20%), Silk Thread (50%) N Large Dragon 9
Steal Antidote (5%), 1gp (20%), Earth Crystal (95%) MP 45
Init d6; Senses darkvision, low-light vision, scent; Passive Perception 20
Languages Draconic
Dragons Defences Ref 22 (flat-footed 19), Fort 30, Will 21
Hp 99; DR 10; Threshold 35
Dragons are treated as beasts but can add their beast level to all their Immunity Fyr, Sleep, Paralysis
defences and gain 2 ability score modifiers from levelling. Additionally, Weakness Colde
dragons gain mana points as if they had initiate levels.
Speed 4 squares, fly 12 squares (hover)
Melee bite +21 (1d8+11)
Drake CR 6 Space 2x2 squares; Reach 2 squares
N Medium Dragon 6 Atk Options Breath Weapon, Pin, Tail Slam +26 (1d6+11)
MP 27 Abilities Str 25, Agi 16, Vit 20, Int 8, Mnd 12, Chr 9
Init d6; Senses darkvision, low-light vision, scent; Passive Perception 16 Feats Improved Initiative, Improved Defences, Skill Focus (Unarmed),
Languages Draconic Toughness, Pin
Defences Ref 19 (flat-footed 16), Fort 20, Will 16 Skills Athletics +16, Knowledge (Geography) +8, Perception +9, Stealth
Hp 48; DR 5; Threshold 25 +7, Survival +10, Unarmed +21
Immunity Fyr, Paralysis, Sleep Fyr Breath- As a standard action, Wyverns can make an attack roll
Weakness Colde (d20+19) against the reflex defence of all creatures within a 6 square
Speed 6 squares cone, dealing 6d6+9 fyr damage. Any creatures whose defence was not
Melee bite +18 (1d6+8), or met or surpassed by the attack take half damage. A wyvern may use this
Melee 2 claws +18 (1d4+8) attack once every 1d4+1 rounds.
Space 1 square; Reach 1 square Tail Slam- Whenever the wyvern is flanked, and uses its bite attack
Atk Options Breath Weapon against a target, it may make a free slam attack (d20+26) against any
Abilities Str 20, Agi 16, Vit 18, Int 7, Mnd 10, Chr 9 creature in range, that is providing its target with a flanking bonus. This
Feats Improved Damage Threshold, Improved Initiative, Skill Focus attack deals 1d6+11 blunt damage.
(unarmed) Loot Dragon Heart (5%), Dragon Bone (20%), Dragon Scales (50%)
Skills Athletics +13, Perception +8, Persuasion +6, Survival +8, Steal 300gp (5%), Fyr Crystal (95%)
Unarmed +18
Fyr Breath- As a standard action, drakes can make a ranged attack roll
(d20+17) against the reflex defence of all creatures within a 4 square
cone, dealing 4d6+7 fyr damage. Any creature whose defence was not Elementals
met or surpassed by the attack, takes half damage. A Drake may use this Elementals are treated as beasts, but are immune to bleed effects, paralysis,
attack once every 1d4+1 rounds. petrification, poison, sleep, and stun effects. Additionally, elementals
Loot Hi-Potion (5%), Dragon Scales (20%), Fyr Crystal (50%) cannot be knocked prone. Lastly, elementals add their beast levels to all
Steal Hi-Potion (20%), Fyr Crystal (95%) defences and gain mana points as if they had initiate levels. Many
elementals are too powerful for the purposes of this demo, but we have
included sprites and slimes to be used by the summoner or as enemies.
Hydra CR 7
N Huge Dragon 7 Storm Sprite CR 1
MP 30 N Small Elemental 2
Init d6; Senses darkvision, low-light vision, scent; Passive Perception 18 MP 12
Defences Ref 16 (flat-footed 15), Fort 32, Will 25 Init d8; Senses blindsense; Passive Perception 16
Hp 63; DR 5; Threshold 42 Languages Auran
Resistance Colde, Electric Defences Ref 15 (flat-footed 13), Fort 12, Will 12
Weakness Fyr Hp 10; Threshold 12
Speed 4 squares, swim 4 squares Immunity Electric, Elemental Immunities
Melee bite +16 (2d6+6), or Speed fly 12 squares (hover)
Melee 2 claws +16 (1d8+6) Melee slam +11 (1d3+1)
Space 3x3; Reach 2 squares Space 1 square; Reach 1 square
Abilities Str 10, Agi 15, Vit 10, Int 4, Mnd 11, Chr 11
Special Qualities conductive, Incorporeal Melee slam +13 (1d4+3)
Feats Skill Focus (unarmed) Space 1 square; Reach 1 square
Skills Acrobatics +8, Knowledge (Arcana) +3, Perception +6, Unarmed Abilities Str 13, Agi 13, Vit 15, Int —, Mnd 1, Chr 1
+11 Special Qualities Conductive
Conductive- A storm sprite's slam attack deals electric damage. Feats Improved Damage Threshold, Improved Defences, Skill Focus
Additionally, if the attack roll surpasses both the targets reflex defence (unarmed)
and fortitude defence, target may not use reactions until the start of the Skills Unarmed +13
storm sprites next turn. Conductive- A static flan's slam attack deals electric damage.
Loot Storm Crystal (20%), Magicite (50%) Additionally, if the attack roll surpasses both the targets reflex defence
Steal Storm Crystal (5%), Magicite (95%) and fortitude defence, target may not use reactions until the start of the
static flans next turn.
Loot Stardust (5%), Storm Crystal (50%), Magicite (95%)
Snow Sprite CR 2 Steal Stardust (5%), Storm Crystal (20%)
N Small Elemental 3
MP 18
Init d8; Senses blindsense; Passive Perception 16 Chilled Pudding CR 5
Languages Aquan N Medium Elemental 6
Defences Ref 15 (flat-footed 15), Fort 15, Will 14 MP 7
Hp 18; Threshold 15 Init d8; Senses darkvision; Passive Perception 18
Immunity Colde, Elemental Immunities Defences Ref 11 (flat-footed 11), Fort 24, Will 10
Weaknesses Fyr Hp 72; DR 5; Threshold 29
Speed fly 12 squares (hover) Immunity Colde, Elemental Immunities
Melee slam +12 (1d3+2) Weakness Fyr
Space 1 square; Reach 1 square Speed 6 squares
Abilities Str 12, Agi 10, Vit 13, Int 4, Mnd 11, Chr 11 Melee slam +15 (1d4+5)
Special Qualities Frostbite, Incorporeal Space 1 square; Reach 1 square
Feats Improved Defences, Skill Focus (unarmed) Abilities Str 15, Agi 1, Vit 24 Int —, Mnd 1, Chr 1
Skills Acrobatics +6, Knowledge (Arcana) +3, Perception +6, Unarmed Special Qualities Frost Bite, Mindless
+12 Feats Improved Damage Threshold, Improved Defences, Skill Focus
Frostbite- A snow sprite's slam attack deals colde damage. Additionally, (unarmed)
if the attack roll surpasses both the targets reflex defence and fortitude Skills Unarmed +15
defence, the target's movement is reduced to 2 squares until the start of Frost Bite- A chilled pudding's slam attack deals colde damage.
the snow sprites next turn. Additionally, if the attack roll surpasses both the targets reflex defence
Loot Ice Crystal (20%), Magicite (50%) and fortitude defence, the target's movement is reduced to 2 squares until
Steal Ice Crystal (5%), Magicite (95%) the start of the snow sprites next turn.
Loot Stardust (5%), Ice Crystal (50%), Magicite (95%)
Steal Stardust (5%), Ice Crystal (20%)
Fyr Sprite CR 3
N Small Elemental 4
MP 25 Molten Ooze CR 6
Init d8; Senses blindsense; Passive Perception 18 N Medium Elemental 7
Languages Auran MP 8
Defences Ref 19 (flat-footed 16), Fort 17, Will 16 Init d8; Senses darkvision; Passive Perception 18
Hp 28; DR 5; Threshold 17 Defences Ref 12 (flat-footed 12), Fort 23, Will 10
Immunity Elemental Immunities, Fyr Hp 77; DR 5; Threshold 28
Weakness Colde Immunity Elemental Immunities, Fyr
Speed fly 12 squares (hover) Weakness Colde
Melee slam +13 (1d3+3) Speed 4 squares
Space 1 square; Reach 1 square Melee slam +18 (1d4+8)
Abilities Str 12, Agi 17, Vit 14, Int 4, Mnd 13, Chr 11 Space 1 square; Reach 1 square
Special Qualities Burn, Incorporeal Abilities Str 20, Agi 1, Vit 21 Int —, Mnd 1, Chr 1
Feats Improved Defences, Skill Focus (unarmed) Special Qualities Burn, Mindless
Skills Acrobatics +10, Knowledge (Arcana) +4, Perception +8, Unarmed Feats Improved Damage Threshold, Improved Defences, Skill Focus
+13 (unarmed), Toughness
Burn- A fyr sprite's slam attack deals fyr damage. Additionally, if the Skills Unarmed +18
attack roll surpasses both the targets reflex defence and fortitude defence, Burn- A molten ooze's slam attack deals fyr damage. Additionally, if the
the target takes an additional 1d6 fyr damage at the start of its next turn, attack roll surpasses both the targets reflex defence and fortitude defence,
before taking any other action. the target takes an additional 2d6 fyr damage at the start of its next turn,
Loot Fyr Crystal (20%), Magicite (50%) before taking any other action.
Steal Fyr Crystal (5%), Magicite (95%) Loot Stardust (5%), Fyr Crystal (50%), Magicite (95%)
Steal Stardust (5%), Fyr Crystal (20%)

Static Flan CR 4
N Medium Elemental 5
MP 6 Fae
Init d8; Senses darkvision; Passive Perception 12 Fae function as beasts, but may add their level to all defences, and gain 2
Defences Ref 16 (flat-footed 15), Fort 18, Will 10 ability score adjustments from levelling, as normal. Additionally, fae levels
Hp 40; DR 5; Threshold 23 are caster levels, gaining mana points as if they had initiate levels. Many
Immunity Electric, Elemental Immunities fae are too powerful for the purposes of this demo, but we have included a
Speed 4 squares few examples for use.
Pixie CR 3
CG Tiny Fae 3
Mp 24
Init d8; Senses low-light vision; Passive Perception 16
Languages Common, Elven, Sylvan
Defences Ref 21 (flat-footed 18), Fort 13, Will 15
Hp 15; Threshold 13
Weakness Fyr
Speed fly 12 squares (hover)
Melee sting +6 (1d2-3 damage)
Space 1 square; Reach 1 square
Spells Known (Spellcraft +8) confusion, entangle, sleep, whirlwind
Abilities Str 3, Agi 17, Vit 10, Int 16, Mnd 15, Chr 16
Special Qualities Absorb Magick
Feats Arcane Study, Channel
Skills Acrobatics +9, Deception +9, Knowledge (Arcana) +9, Knowledge
(Geography) +9, Knowledge (Nature) +9, Perception +6, Stealth +19,
Survival +8, Spellcraft +8, Unarmed +6
Absorb Magick- When a pixie is targeted by a non-black magick spell, it
suffers no effect and instead gains an amount of temporary MP equal to
the cost of the spell used. If this temporary mana is not used by the end of
the encounter, it is lost.
Loot Stardust (5%), Fae Wood (20%), Earth Crystal (50%), Magicite
(95%)
Steal Ether (5%), Amonia Salt (20%), Golden Sap (50%)
Unicorn CR 7
CG Large Fae 7
Dryad CR 6 Mp 65
Init d8; Senses darkvision, scent; Passive Perception 23
CG Medium Fae 6
Languages Common, Sylvan
Mp 39
Init d8; Senses low-light vision; Passive Perception 20 Defences Ref 19 (flat-footed 16), Fort 25, Will 22
Languages Common, Elven, Sylvan Hp 56; DR 5; Fast Healing 5; Threshold 30
Defences Ref 20 (flat-footed 16), Fort 18, Will 18 Immunity charm, poison
Weak Dark
Hp 42; DR 5; Threshold 18
Immunity Mind Effects, Paralysis, Poison, Sleep Speed 12 squares
Resistance Colde, Electric Melee gore +17 (1d8+7)
Weakness Fyr Melee gore +21 (1d8+10) with powerful charge
Space 2x2 squares; Reach 2 squares
Speed 6 squares
Atk Options Powerful Charge
Melee 2 claws +13 (1d4+3)
Spells Known (Spellcraft +18) Cleanse, Curatio
Space 1 square; Reach 1 square
Known Spells (Spellcraft +15) Entangle, Overgrowth, Sleep Abilities Str 18, Agi 16, Vit 16, Int 12, Mnd 21, Chr 24
Abilities Str 10, Agi 19, Vit 14, Int 13, Mnd 15, Chr 18 Feats Arcane Study, Powerful Charge, Skill Focus (spellcraft, unarmed)
Skills Acrobatics +11, Athletics +12, Knowledge (Arcana) +9,
Special Qualities Tree Meld
Knowledge (Nature) +9, Perception +13, Spellcraft +18, Survival +13,
Feats Arcane Study, Skill Focus (spellcraft, unarmed)
Unarmed +17
Skills Acrobatics +12, Knowledge (Arcana) +10, Knowledge (Nature)
+10, Perception +10, Survival +10, Stealth +12, Spellcraft +15, Unarmed Loot Moondust (5%), Unicorn Horn 20%, Magicite (95%)
+13 Steal Remedy (5%)
Tree Meld- Dryads can meld into trees, blending into their surroundings.
While melded into a tree, a dryad may take 20 on stealth checks to hide in
plain sight. Additionally, Dryads can move about the trees at normal
speed with no checks.
Giants
Though technically large humanoids, giants are treated as beasts. However,
Loot Moondust (5%), Fae Wood (50%), Earth Crystal (95%) they may add their level to all of their defences and gain 2 ability score
Steal Faerie Wand (5%), Pistoja Powder (20%), Golden Sap (50%) adjustments from levelling. Many giants are too powerful for the purposes
of this demo, but we have included some examples for use.

Swamp Troll CR 4
CE Large Giant 4
Init d8; Senses darkvision; Passive Perception 16
Languages Giant
Defences Ref 16 (flat-footed 14), Fort 25, Will 14
Hp 40; DR 5; Threshold 30
Immunity Poison
Resistances Blunt, Piercing
Weakness Fyr
Speed 6 squares
Melee 2 slams +16 (1d6+6) or
Range lob +11 (1d6+6)
Space 2x2 squares; Reach 2 squares
Abilities Str 18, Agi 14, Vit 20, Int 5, Mnd 9, Chr 6
Special Qualities Camouflage, Lob, Regeneration
Feats Improved Defences, Skill Focus (unarmed)
Skills Perception +6, Ranged +11, Stealth +9*, Survival +6, Unarmed Infernals
+16 Infernals function as beasts, however, they may add their beast level to all
Camouflage- Swamp Troll’s are better at naturally blending into their defences and gain 2 ability score increases from levelling, as normal.
surroundings. When in bogs or swamps, swamp trolls treat stealth as a Additionally, infernal levels are caster levels, gaining mana points as if
trained skill and ignore any size penalties to their stealth checks. they had initiate levels, and are treated as proficient with any armour they
Lob- Swamp Trolls may lob a boulder at a target, make a slam attack at wear. Most infernals, are too powerful for the purposes of this demo, but
range, as if using a thrown weapon. we have included a few examples for use.
Regeneration- Swamp Trolls heal at twice the normal rate. Additionally,
when a troll loses a limb, they can grow it back in 1d10+1 days, at which
point any penalties are removed.
Loot Giant Hide (20%), Magick Root (50%), Earth Crystal (95%), and
200gp
Steal Tent (20%), Magick Herb (50%)
*when in bogs or swamps

Ogre CR 6
CE Large Giant 6
Init d8; Senses low-light vision; Passive Perception 18
Languages Giant
Defences Ref 16 (flat-footed 16), Fort 28, Will 15
Hp 66; DR 5; Threshold 33
Speed 8 squares
Melee Oaken Club +19 (2d10+9), or
Melee 2 slams +13 (1d6+8)
Space 2x2 squares; Reach 2 squares
Atk Options Overthrow
Abilities Str 21, Agi 8, Vit 23, Int 6, Mnd 9, Chr 7
Feats Armour Proficiency (light), Skill Focus (1-handed), Weapon
Proficiency (bludgeons)
Skills 1-Handed +18, Athletics +8, Perception +8, Persuasion +6,
Unarmed +13 Imp CR 3
Overthrow- Whenever an ogre successfully deals damage to a target at NE Small Infernal 3
the end of a charge, they may choose to move the target 3 squares away Mp 21
from them in any direction. This is a stun. Init d8 Senses darkvision; Passive Perception 17
Loot Gigas Heart (5%), Bronze Chestplate (20%), Oaken Club (50%), Languages Common, Infernal
Giant Hide (95%), and 300gp Defences Ref 17 (flat-footed 14), Fort 13, Will 14
Steal Ether (5%), Hi-Potion (95%) Hp 15; Threshold 13
Immunity Confusion, Fyr, Poison, Sleep
Weakness Holy
Rock Troll CR 7 Speed 4 squares, fly 10 squares (hover)
CE Large Giant 7 Melee bite +6 (1d4+1)
Init d8; Senses darkvision; Passive Perception 17 Space 1 square Reach 1 square
Languages Giant Atk Options Syphon Mana
Defences Ref 18 (flat-footed 17), Fort 30, Will 17 Known Spells (Spellcraft +12) Dispel, Flamethrower, Invisibility
Hp 84; DR 5; Threshold 35 Abilities Str 10, Agi 17, Vit 10, Int 14, Mnd 12, Chr 14
Immunity Electric, Petrification Special Qualities Syphon Mana
Resistance Piercing, Slashing Feats Arcane Study, Skill Focus (spellcraft)
Speed 6 squares Skills Acrobatics +19, Deception +8, Disable +9, Knowledge (Arcana)
Melee 2 slams +18* (1d6+12*) or +8, Knowledge (Religion) +8, Perception +7, Spellcraft +12, Stealth +9,
Range lob +14 (1d6+10) Unarmed +6
Space 2x2 squares; Reach 2 squares Syphon Mana- As a standard action, Imps can make a spellcraft check
Abilities Str 25, Agi 12, Vit 24, Int 5, Mnd 9, Chr 6 against the will defence of a target within 12 squares and line of sight, if
Special Qualities Camouflage, Lob, Regeneration successful, the target loses 1d6 MP. This die may explode. The Imp then
Feats Improved Defences, Power Attack, Skill Focus (ranged, unarmed) gains an amount of MP equal to that which the target lost. The imp may
Skills Perception +7, Ranged +14, Stealth** +9, Survival +7, Unarmed not use this ability again for 1d4+1 rounds.
+20 Loot Stardust (5%), Daemon Horn (20%), Ether (50%), Fyr Crystal
Camouflage- Rock Troll’s are better at naturally blending into their (95%)
surroundings. When in caves or mountains, rock trolls treat stealth as a Steal 130gp (20%), Ether (50%)
trained skill and ignore any size penalties to their stealth checks.
Lob- Rock Trolls may lob a boulder at a target, make a slam attack at
range, as if using a thrown weapon.
Regeneration- Trolls heal at twice the normal rate. Additionally, when a
troll loses a limb, they can grow it back in 1d10+1 days, at which point
any penalties are removed.
Loot Obsidian (20%), Giant Hide (50%), Earth Crystal (95%), and 200gp
Steal Magick Root (50%)
*with 2 points of power attack
**when in caves or mountains
Hellhound CR 4
NE Medium Infernal 4
Init d6; Senses darkvision; Passive Perception 17
Languages Infernal (can't speak)
Defences Ref 15 (flat-footed 14), fort 16, Will 14
Hp 28; DR 5; Threshold 16
Gargouille CR 5
CE Medium Infernal 5
Immunity Dark, Fyr
Init d6; Senses darkvision; Passive Perception 17
Weakness Holy
Languages Common, Infernal
Speed 10 squares
Defences Ref 17 (flat-footed 15), Fort 18, Will 15
Melee Bite +13 (1d6+3)
Hp 45; DR 5; Threshold 18
Space 1 square Reach 1 square
Immunity Dark
Atk Options Abyssal Fang
Resistance Piercing, Slashing
Abilities Str 13, Agi 13, Vit 15, Int 6, Mnd 10, Chr 6 Weakness Holy
Special Qualities Abyssal Breath, Abyssal Fang
Speed 8 squares, fly 12 squares (hover)
Feats Improved Initiative, Skill Focus (unarmed)
Melee gore +14 (1d6+4), or
Skills Acrobatics +8, Perception +7, Spellcraft +7, Stealth +8, Unarmed
Melee 2 claws +14 (1d4+4)
+13
Space 1 square; Reach 1 square
Abyssal Breath- As a standard action, hellhound can make an attack roll
Abilities Str 15, Agi 14, Vit 16, Int 6, Mnd 11, Chr 7
(d20+14) against the reflex defence of all creatures within a 6 square
Special Qualities Still as Stone
cone, dealing 4d6+4 fyr and dark damage. Any creatures whose defence
Feats Improved Initiative, Skill Focus (unarmed), Toughness
was not met or surpassed by the attack take half damage. A hellhound
Skills Acrobatics +9, Knowledge (Local) +5, Perception +7, Stealth +9,
may use this attack once every 1d4+1 rounds.
Unarmed +14
Abyssal Fang- The hellhounds may choose to deal damage dark damage
with their bite attack. Still as Stone- A gargouille can freeze into a seemingly stone form,
taking on the appearance of a statue. When using this ability, the
Loot Obsidian (20%), Magicite (50%), Daemon Flesh (50%)
gargouille can take 20 on stealth checks to hide in plain sight.
Steal Remedy (5%), Obsidian (50%), Ammonia Salt (95%)
Loot Hi-Potion (5%), Obsidian (20%), Daemon Flesh (50%)
Steal Obsidian (20%)
Init d8; Senses darkvision; Passive Perception 10
Defences Ref 12 (flat-footed 12), Fort 12, Will 12
Hp 12; Threshold 12
Immunity Colde, Undead Immunities
Resistance Blunt, Piercing
Weakness Holy
Speed 6 squares
Melee bite +9 (1d6+4)
Space 1 square; Reach 1 square
Abilities Str 17, Agi 10, Vit —, Int —, Mnd 10, Chr 10
Special Qualities mindless, shamble, gnaw
Feats Toughness
Skills Unarmed +9
Gnaw- Whenever a zombie has an opponent grappled, they ignore all
forms of damage reduction with its Bite attack.
Shamble- Zombies move with slow, shuffling, awkward movements and
require a full action to move instead of a move action and cannot charge.
Loot Battle Harness (5%), Antidote (20%), Putrid Flesh (50%)
Steal 50gp (5%), Putrid Flesh (20%), 2gp (50%)

Skeleton CR 2
Gallu CR 8 NE Medium Undead 3
NE Medium Infernal 8 Init d8; Senses darkvision; Passive Perception 10
Mp 30 Defences Ref 17 (flat-footed 15), Fort 13, Will 13
Init d8; Senses darkvision; Passive Perception 22 Hp 15; DR 3; Threshold 13
Languages Celestial, Common, Draconic, Infernal Immunity Colde, Undead Immunities
Defences Ref 19 (flat-footed 18), Fort 25, Will 21 Resistance Slashing, Piercing
Hp 96; DR 10; Threshold 25 Weakness Holy
Immunity Electricity, Fyr, Poison Speed 6 squares
Weakness Holy Melee copper sword +13 (2d6+2) or
Speed 6 squares Melee 2 claws +8 (1d4+3)
Melee gore +20 (1d4+10), or Space 1 square; Reach 1 square
Melee gore +24 (1d6+14) with powerful charge, or Abilities Str 15, Agi 14, Vit —, Int —, Mnd 10, Chr 10
Melee 2 claws +20 (1d4+10) Special Qualities mindless
Space 1 square; Reach 1 square Feats Skill Focus (1-Handed), Skill Training (1-Handed)
Atk Options Powerful Charge, Soul Snare Skill 1-Handed +13, Unarmed +8
Spells Known (Spellcraft +17) confusion, levitate, slow Loot Golden Sap (5%), Bronze Chestplate (20%), Copper Sword (50%)
Abilities Str 22, Agi 13, Vit 24, Int 15, Mnd 17, Chr 16 Steal Bronze Chestplate (5%), 20gp (20%)
Feats Arcane Study, Powerful Charge, Skill Focus (Spellcraft, Unarmed)
Skills Athletics +15, Deception +12, Knowledge Arcana +11, Knowledge
Religion +11, Perception +12, Persuasion +12, Spellcraft +17, Stelth +10, Ghost CR 5
Unarmed +20 CE Medium Undead 5
Soul Snare- As a standard action, a gallu may attempt to snare a mortal's Init d6; Senses darkvision; Passive Perception 17
soul, by making a spellcraft check against the will defence of a living Languages Common
creature within 12 squares and line of sight. If successful, the target is Defences Ref 19 (flat-footed 16), Fort 21, Will 16
cursed with misfortune. If the affected creature is killed, the gallu may Hp 50; DR 5; Threshold 21
feed on the soul, as a reaction, and is healed an amount of HP equal to the Dfs Abilities Incorporeal
creatures Mnd score. A gallu may only have one soul ensnared at a time Immunity Undead Immunities
and is unable to use this abiltity again until the target dies, or the gallu Weakness Holy
willingly lifts the curse. Speed fly 6 squares (hover)
Targets above the gallu in level gain a +5 bonus to their defence against Melee Incorporeal Touch +17 (1d4+5)
this ability, for each level they are above the gallu. Space 1 square; Reach 1 square
Loot Daemon Heart (5%), Daemon Horn (20%), Daemon Flesh (50%) Abilities Str —, Agi 16, Vit —, Int 10, Mnd 11, Chr 20
Steal Gigas Chestplate (5%), Remedy (20%) Special Qualities incorporeal
Feats Improved Initiative, Improved Defences, Skill Focus (unarmed)
Skills Acrobatics +10, Deception +12, Knowledge (History) +7,
Undead Knowledge (Religion) +7, Perception +7, Stealth +10, Unarmed +17
Incorporeal Touch- When a ghost successfully deals damage to a living
Undead function as beasts, though they do not have a vitality score, instead
creature with this attack, the creature moves -1 step down the condition
using their Chr score to calculate HP and other statistics that normally use
track. This attack ignores all forms of DR. This is a death
vitality. Mindless undead are treated as being proficient in whatever
effect.
weapons and armour they have equipped, while intelligent undead may add
their level to all defences, as well as gain 2 ability score points when Loot Potion (5%), Ectoplasm (20%)
levelling. Additionally, undead are immune to poison, sleep, paralysis, Steal Silk Thread (5%), Golden Sap (20%)
zombify, death-effects, and disease. Undead are weak to holy and cannot
gain HP from potions.
Ghoul CR 6
Zombie CR 1 CE Medium Undead 6
NE Medium Undead 2 Init d8; Senses darkvision; Passive Perception 20
Languages Infernal (can’t speak)
Defences Ref 18 (flat-footed 16), Fort 18, Will 17
Hp 48; DR 5; Threshold 18
Animal Companions and Summons
Characters may obtain permanent or temporary allies through various
Immunity Undead Immunities
means, be it talents that allow the taming of beasts, summoning creatures,
Resistance Blunt, Piercing
or even buying a mount. The level of the companion the player may have
Weakness Holy
is determined by their characters level. Please use the following chart to
Speed 6 squares determine what level a character’s animal companion or summon may be.
Melee bite +14 (1d6+4)
Space 1 square; Reach 1 square
Atk Options Putrid Breath Animal Companion & Summons
Abilities Str 13, Agi 15, Vit —, Int 13, Mnd 13, Chr 14 Character Level Companion Level
Special Qualities Festering Bite, Gnaw, Putrid Breath 1 2
Feats Toughness, Skill Focus (stealth unarmed) 2 3
Skills Acrobatics +10, Athletics +9, Deception +10, Knowledge (Local) 3 3
+9, Perception +10, Stealth +15, Survival +9, Unarmed +14 4 4
Festering Bite- If a ghoul’s bite attack exceeds both the targets fort 5 5
defence, in addition to its ref defence, the target becomes diseased. 6 6
Gnaw- Whenever a ghoul has an opponent grappled, they ignore all 7 6
forms of damage reduction with its Bite attack. 8 7
Putrid Breath- Once per encounter, as a standard action, ghouls can 9 8
make an attack roll (d20+15) against the fortitude defence of all targets in 10 9
4 square cone areas. If successful, the targets become diseased. 11 9
Loot Hi-Potion (20%), Putrid Flesh (50%) 12 10
Steal Moondust (5%), Magicite (95%) 13 11
14 12
15 12
16 13
Wiederganger CR 6 17 14
Mp 33 18 15
NE Medium Undead 6 19 15
Init d8; Senses darkvision; Passive Perception 19 20 16
Defences Ref 20 (flat-footed 18), Fort 18, Will 17
Hp 42; DR 5; Threshold 18
Immunity Colde, Undead Immunities Commanding Companions and Summons
Resistance Slashing, Piercing Animal companions, mounts, and summons share the characters initiative
Weakness Holy in encounters, and act on their turn. However, they may only take a single
Speed 6 squares action of any kind, unless the controller spends a standard action to
Melee Dagger +9 (2d4+4) command the creature, allowing them to take a full turn of actions as
Ranged Bone Wand +15 (3d4+5) normal.
Space 1 square; Reach 1 square
Known Spells (Spellcraft +14) Aphasia, Darkness, Infest, Maim
Abilities Str 12, Agi 15, Vit —, Int 16, Mnd 12, Chr 15
Swarms, Packs, and Hordes
Sometimes you will encounter creatures that come at you in swarms, or hunt
Special Qualities Magick Bones in packs. To create a swarm or pack, make the following adjustments.
Feats Arcane Study, Combat Casting, Skill Focus (spellcraft) Increase the base creatures CR by +2
Skills 1-Handed +9, Acrobatics +10, Deception +9, Knowledge (Arcana) Increase the base creature’s size by 1 category, but do not increase the
+11, Knowledge (Local) +11, Knowledge (Religion) +11, Perception +9, creature’s reach.
Spellcraft +15, Stealth +10, Unarmed +9 Double the base creatures HP.
Magick Bones- Weidergangers treat their undead levels as caster levels, Melee attacks target all squares within reach.
gaining mp as if they were an intiate, as well as treat spellcraft as a class Ranged attacks become area attacks that target an area of equal
skill. size.
Loot Cursed Bone (5%), Bone Wand (20%), Mages Habit (50%), Dagger Skill Checks gain a +5 bonus.
(95%) You may double these adjustments to create a horde, though a swarm, pack,
Steal Power Stone (5%), 60gp (20%), Magicite (95%) or horde, may not exceed a size of huge. This means large creatures may only
become a pack, and creatures that are huge or bigger may not become a pack,
swarm, or horde.
Additional Beast Traits Swarms, packs, and hordes take +2 die of damage from area attacks.
Note: a swarm, pack, or horde may be summoned by casters with the
Some less unique traits that may be found on a number of beasts are listed
appropriate talents but treat swarms and packs as twice the level of the
here.
base creature, and hordes as 4 times the level of the base creature.
Blindsense: Automatically detects creatures that do not have total
concealment. Suffers no attack penalty against creatures with total
concealment.
Hover: Creatures with hover are immune to effects that rely on the
creatures to be on the ground.
-Traps and Hazards-
Incorporeal: Suffers only 1/2 damage from physical damage. A variety of traps and hazards may be encountered by adventurers, while
Lifesense: Detects living creatures that do not have total concealment. questing through the treacherous dungeons and lairs of Val’daera.
Mindless: Has no Intelligence score and is immune to mind effects but
starts with no class skills. Triggering Traps
Scent: Detects creatures within 6 squares regardless of concealment. But Should a character step into a trapped square or attempt to activate a
does not automatically know their exact location. Reduces attack penalty trapped item (such as opening a trapped chest or door), the trap will make
against creatures with total concealment to -2. an attack roll against the appropriate defence. If successful, the target
Tremorsense: Detects grounded creatures within 12 squares. Reduces suffers the traps full effect. Otherwise, the target suffers a lesser effect, or
attack penalty against creatures with total concealment to -2. in some cases, no effect at all.
Truespeech: Understands and speaks all languages.
Evading Traps Damage: 10d6 fyr damage (half on miss)
Secondary Effect: Creatures within 2 squares take full damage (half on
Each trap will have a set perception DC that must be met or surpassed by
miss)
either a character’s passive perception, or an active attempt to detect traps
Detect/Disarm: DC 20
with a perception check.
Likewise, the same DC may be met to attempt to disarm the trap via the
disable skill. Gas, Choking (CR 4)
Note: If caught by surprise, Traps target a creature’s flat-footed reflex Attack: +15 vs Fortitude Defence
defence. Damage: 2d8 unnaspected damage, each round spent in the gas. (half on
miss)
Secondary Effect: Creatures are silenced (nothing on miss)
Calculating Trap CR Detect/Disarm: DC 20
Each trap has its own CR, much like creatures, and should be calculated
into the CR formula of encounters, be they a single trap amongst a group
Gas, Laughing (CR 6)
of enemies, or a series of traps creating a deadly trap room!
Attack: +15 vs Fortitude Defence
The larger a trap you make, the greater the CR.
Damage: None
Secondary Effect: Creatures are confused (nothing on miss)
For example: while a standard, 1 square, pitfall trap is a CR 4 trap (CR 1
Detect/Disarm: DC 20
Encounter), a pitfall trap that covers a 4 square area would be CR 12 (CR
4 Encounter).
Gas, Poison (CR 8)
Some traps, such as crushing rooms, gas chambers, etc. target all creatures Attack: +15 vs Fortitude Defence
within the room. In these instances, you may choose to multiply the CR by Damage: none
the number of players present, as the lives of the entire party may be at Secondary Effect: Creatures are poisoned by Death Fog (nothing on miss)
stake. Detect/Disarm: DC 25

For example: a party of 4 adventurers trying to escape a crushing room Gas, Stun (CR 5)
would be in a CR 40 trap (CR 13 encounter), while if only 2 members of Attack: +15 vs Fortitude Defence
the same party where stuck in the trap, while 2 could safely attempt to free Damage: 2d6 unaspected damage (half on miss)
them, it would be a CR 20 trap (CR 6 encounter). Secondary Effect: Creatures are paralyzed (nothing on miss)
Detect/Disarm: DC 15

Example Traps Mantrap (CR 3)


Arrow (CR 3) Attack: +10 vs Reflex Defence
Attack: +10 vs Reflex Defence Damage: 2d4 unaspected damage (half on miss)
Damage: 3d6 piercing damage (half on miss) Secondary Effect: Creature moves -1 persistent step on the condition track
Secondary Effect: Creature moves -1 persistent step on the condition track (nothing on miss)
(nothing on miss) Detect/Disarm: DC 15
Detect/Disarm: DC 15 Special: Until the persistent condition is removed, creature moves at half
speed.
Blade (CR 4)
Attack: +15 vs Reflex Defence Net (CR 2)
Damage: 3d8 piercing damage (half on miss) Attack: +10 vs Reflex Defence
Secondary Effect: Creature moves -1 persistent step on the condition track Damage: none
(nothing on miss) Secondary Effect: Creature is grappled (nothing on miss)
Detect/Disarm: DC 20 Detect/Disarm: DC 15
Special: Requires a DC 20 unarmed check, or a DC 15 Str check to free
Cage (CR 6) oneself from the grapple.
Attack: +15 vs Reflex Defence
Damage: none Pitfall (CR 4)
Secondary Effect: Creature is trapped in a metal cage (nothing on miss) Attack: Automatic Success
Detect/Disarm: DC 25 Damage: 4d6 blunt damage
Special: Requires a DC 20 disable check to pick the lock, or a DC 25 Str Secondary Effect: Creature fall prone at the bottom of a 20 ft pit.
check to pry the door open. Detect/Disarm: DC 20

Crushing Room (CR 10) Pit, Spiked (CR 8)


Attack: Automatic Success when walls are closed. Attack: Automatic Success
Damage: 10d6 unaspected damage, each round the walls are closed. Damage: 4d6 piercing damage (each round until the grapple is broken)
Secondary Effect: Creatures are pinned and crushed. Additionally, each Secondary Effect: Creature falls prone and is grappled within a 20 ft pit.
explosive damage die creates 2 die of bonus damage. Additionally, each explosive damage die creates 2 die of bonus damage.
Detect/Disarm: DC 25 Detect/Disarm: DC 30
Special: The walls take 10 turns to close, remain closed for 5 turns, and Special: Requires a DC 25 unarmed check, or a DC 20 Str check to free
take 10 turns to open. oneself from the grapple.

Fladdermine (CR 2) Rockslide (CR 8)


Attack: +15 vs Reflex Defence Attack: +20 vs Reflex Defence
Damage: 5d6 fyr damage (half on miss) Damage: 2d12 blunt damage (each round until the grapple is broken)
Secondary Effect: Creatures in adjacent squares take half damage (none Secondary Effect: Creature falls prone and is grappled under large
on miss) boulders. Additionally, each explosive damage die creates 2 die of bonus
Detect/Disarm: DC 15 damage.
Detect/Disarm: DC 30
Fougasse (CR 5) Special: Requires a DC 25 unarmed check, or a DC 20 Str check to free
Attack: +15 vs Reflex Defence oneself from the grapple.
-Designing Encounters- Awarding Experience Points
When designing encounters for your campaigns, you will use a very simple When a party of heroes overcomes a challenge, they earn experience points
mathematical formula, to determine if the encounter is balanced against the (XP). Earning XP reflects the hero’s growth and is how they gain heroic
average party level (APL). levels and obtain new powers and abilities. The amount of XP earned is
First, add up the total challenge rating (CR) of all enemies within the based on the challenge rating of the encounter (Sum of all enemy CR/3).
encounter. Second, divide the total sum of their combined CRs by 3. As The XP is then divided equally between the players.
long as the final number is no more than 3-5 points above the APL, the
party should be able to prevail, though the higher the number, the more Experience Points
challenging the encounter will be.
Challenge Rating XP Awarded
No one enemy in an encounter should be more than 5 levels above the APL.
1 200
This formula assumes there are 4 party members. For parties of 3 or less,
2 400
reduce the APL by 1, for each party member less than 4. For parties of 5 or
3 600
greater, increase the APL by 1 level per additional party member.
4 800
5 1,000
6 1,200
Awarding Loot 7
8
1,400
1,600
When the party defeats an enemy or a group of enemies, they obtain
9 1,800
valuable loot from the fight. The potential loot is determined by the stat
10 2,000
block of the enemies defeated.
11 2,200
Roll the percentage dice (d%) once for each enemy defeated in the
12 2,400
encounter, referencing the Loot statistics on each stat block. If the roll
13 2,600
matches a number or is less the number, that is the item dropped. Only 1
14 2,800
item is dropped per creature, if any, and all other items that are not dropped
15 3,000
during the loot, are considered to have been lost or
16 3,200
destroyed during
17 3,400
the fight.
18 3,600
19 3,800
20 4,000
21 4,200
22 4,400
23 4,600
24 4,800
25 5,000

Developer Note
This demo omits certain features and mechanics that will otherwise be
found in the games full release, such as the 18 core advanced classes,
skills such as pilot, as well as numerous NPCs, beasts, summons, and
deities.

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