IRON KINGDOMS

TRUE 20 Conversion

by Luke Walker
Books: Iron Kingdoms Character Guide and Monsternomicon vol 1

Iron Kingdoms and all related distinctive logos and terms are trade marks of Privateer Press, Inc. © 2000-2006. All rights reserved. True 20 and all related distinctive logos and terms are trade marks of Green Ronin Publishing. © 2000-2004. All rights reserved. This document may be printed and/or reproduced for personal use only, and this copyright notice must be left intact. No part of this text may be reproduced without permission of the publisher.

CHAPTER ONE: RACES
Each PC chooses a Race from the IKCG instead of a Background in True 20. The Races provide additional benefits to the PC at 1st level above what is otherwise granted in True 20. All Ability Adjustments set out in the IKCG are halved. The following Skills are converted to the appropriate True 20 Skill: † Spot » Notice † Hide or Move Silently » Stealth † Spellcraft » Knowledge (Supernatural) † Balance » Acrobatics † Profession (Sailor) » Survival † Use Rope » Sleight of Hand Any Automatic Class Skills are converted to additional Starting Skills that the PC gains for free i.e. the PC gains 4 ranks in those Automatic Class Skills. HUMAN CULTURES All Human PCs may select a free Feat chosen from his cultures Popular Starting Feat list. The following Feats converted to the appropriate True 20 Feat: † Alertness » Skill Focus (Notice) † Combat Casting » Sorcery* † Combat Expertise » Defensive Attack † Combat Reflexes » Improved Initiative † Improved Unarmed Strike » Improved Strike † Persuasive » Talented (Bluff and Diplomacy) † Power Attack » Aggressive Attack † Weapon Finesse » Accurate Attack *new feat (see chapter four) Jingoistic and Socially Isolated Flaws are removed. Instead, one or other of these Flaws are common amongst all Humans. The GM is free to impose the penalties of these Flaws when Humans are dealing with other cultures or races. Kossites get a +1 to Dexterity. Midlunders’ +1 bonus to Fortitude is removed and the Great Fortitude Feat is added to their Popular Starting Feat list. Tordorans’ +1 bonus to Will is removed and the Iron Will Feat is added to their Popular Starting Feat list.

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Caspians do not get a +2 to Charisma. Schardes do not get a +2 racial bonus to Swim. OTHER RACES Unlike Humans, each Non-Human race must begin 1st level in the following Roles (determined from Favoured Class): † Iosan » Adept † Bogrun, Gobbers Expert » Expert † Dwarves, Nyss, Ogrun, Trollkin » Warrior Dwarves: +2 racial bonus to Appraise is removed. When a Dwarf breaks his oath he suffers -1 to Ability scores for each day it remains unbroken (max -5). If the breach is repaired, the Dwarf recovers -1 each day until fully restored. Bogruns and Gobbers: +2 racial bonus to Move Silently is removed. NB: camouflage now adds to Stealth. Low Light Vision is replaced with the Night Vision Feat. Bogruns resistance to temperature is replaced with a +2 racial bonus to Fortitude Saves against temperature based effects. Iosan: All racial benefits that effect Scrying are replaced with: † +2 racial bonus to Sense Motive and Second Sight to detect the Scrying Power. † +2 racial bonus to the difficulty of being the subject of the use of the Scrying Power. † Sorcery* (Scrying Power). *new feat (see chapter four) Low Light Vision is replaces with the Night Vision Feat. Iosan may treat long swords, long bows, short swords and short bows as simple weapons. Nyss: May treat the Nyss Claymore as a martial weapon. Nyss bonuses and penalties to spell based temperature effects apply to all corresponding temperature effects. Ogruns: +2 bonus to AC and bonus HP are removed. NB: large size grants a +2 to Toughness. +1 Level Adjustment is removed. When an Ogrun is disloyal to his sworn master, he suffers -1 to Ability scores for each day he remains disloyal (max -5). If the breach is repaired, the Ogrun recovers -1 each day until fully restored. Ogruns may not take Arcane Magic. Trollkins: DR against nonlethal damage is removed and replaced with a +2 racial bonus to Toughness to non-lethal damage. Trollkins’ recovery checks are reduced in time in the manner described in the IKCG. +1 Level Adjustment is removed. Trollkins may not take Arcane Magic unless they are of the Sorcerer sub-race. Trollkin Sorcerers have +1 to Con (not +4).

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CHAPTER TWO: CLASSES & PRESTIGE CLASSES
All Classes and Prestige Classes have been replaced with True 20’s three Roles. However, many Iron Kingdom Classes and Prestige Classes have given rise to new Skills, Feats and Powers.

CHAPTER THREE: SKILLS
The following Skills have been added to the True 20 Skill list: † Alchemy (Int) Trained Only – covers Craft (alchemy) & (bone grinding). † Command (Cha) – new skill covered in the Black Company Setting. † Craft (Int) Trained Only – covers all mundane Craft Skills. † Knowledge (science) (Int) Trained Only † Mechanika (Int) Trained Only – covers Craft (mechanika) and civilian uses of Jack Handling. † Technology (Int) Trained Only – covers Craft (clockwork), (gunsmithing), (steam engine) & (tools) and Disable Device. † Warcraft (Int) Trained Only – covers Craft (canoneer), (demolitions) & (small arms) and military uses of Jack Handling. Alchemy is used for Bone Grinding (creating Enhancers and Tokens) as set out in the Monsternomicon. The XP costs for such creations are replaced with a Wealth Check equal to the Craft DC less 5. Enhancers can be created for the Quick Power, Subtle Power and Widen Power Feats. The Craft DC for Enhancers is 15 + the bonus to fatigue DC (i.e.23 for Quick Enhancers, 17 for Subtle Enhancers and 21 for Widen Enhancers). Craft no longer requires specialisation. It covers all mundane crafts. It can also be used to create a Woldwardens. This requires the Imbue Item Feat, Earth Shaping Power, Imbue Life Power, Plant Shaping Power and 3 complex Craft checks (one for each Power). Mechanika can be used to create a Mechanical Familiar. This requires the Imbue Item Feat, Imbue Life Power and a complex Craft check. Technology covers all uses of the Disable Device Skill. It can be used to create a Magelock Pistols and Rune Bullets. This requires the Imbue Item Feat, Gun Mage Feat and a complex or simple Craft check, respectively. A Magelock Pistol is immune to all damage from using the Gun Mage Feat. A Rune Bullet allows the gun’s damage to be added to the Power’s damage when using the Gun Mage Feat. They also grant a +1 to hit as they are considered mastercraft ammunition. Warcraft is used instead of Concentration to reload firearms. The DC is equal to the DC of the Craft (small arms) Skill set for each firearm. A PC with the Exotic Weapon Proficiency (small arms) may use Warcraft untrained for loading guns

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CHAPTER FOUR: FEATS
The following Feats are added to those available in addition to those in True 20. The Feats grant the benefit listed here or in the IKCG as modified below: GENERAL † Advanced Synthesis (General): Prerequisites: Society Membership (Order of the Golden Crucible). PC may increase Craft DC of Alchemic Items by 5 and reduce the time to create them by half. † Adventurer’s Zeal (General): It works in the manner set out in the Adventuring Scholar Prestige Class. † Calloused Hands (General): Prerequisites: Craft, Mechanika or Technology 6 ranks. † Combat Loading (General): Prerequisites: None. Works like the Improved Combat Loading Feat except it removes the need for a Warcraft Skill roll when reloading. † Earth’s Skin (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Earth Shaping Power. This Feat doubles the PCs Toughness bonus against acid, cold, electricity, fire and sonic damage. † Elemental Mastery (General): Prerequisites: Cleric of Dhunia, Adept level 8 and any Shaping Power. It works in the manner set out in the Blackclad Prestige Class. However, it can be taken for any one element in with the PC has the Shaping Power at 11+ ranks. The Feat allows the PC to use the Shaping Power to communicate with that element and travel through that element up to a distance determined in a manner set out in the Sense Mind Power. † Faithful Resolve (General): Prerequisites: Society Membership (Illuminated One). † Fell Calling (General): Prerequisites: Trollkin. It works in the manner set out in the Fell Caller Class. The prerequisite is the PC must be a Trollkin. The Feat grants access to 2 Fell Calls per day and can be taken a number of times. The existing prerequisites still apply the damaging effects for Stunning Blast, Sonic Blast and Doom’s Quaking Call are now Perform (Fell Calling) ranks/2. Sonic Blast causes deafness in addition to damage. This imposes a -4 to initiative and to Power usage. Confusion’s Call lasts for 1 minute and is negated by a Will Save. If effected the result is 1 – wanders away for 1 minute, 2-6 does nothing for 1 round, 7-9 attack nearest creature for 1 round, 10 act normally for 1 round. † Firearms Training (General): Prerequisites: None. Same benefit as the Exotic Weapon Proficiency (Small Arms) Feat. † For the Motherland (General): Prerequisites: Society Membership (Greylords Covenant). † Group Subdual (General): Prerequisites: None. † Inquisitor (General): Prerequisites: Society Membership (Illuminated One). +2 bonus to Knowledge (Supernatural) and Second Sight to detect Power use. † Mechanical Secrets (General): Prerequisites: Society Membership (Steam and Iron Workers’ Union). PC may reduce Wealth DC on Mechanika Skill rolls by 5. † Mindfire (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Fire Shaping Power.

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† Power Resistance (General): It grants against a +1 bonus to all Saves to resist Powers. † Rite of Assessment (General): Prerequisites: Cleric of Great Fathers. † Salvage Ammunition (General). Prerequisites: Warcraft 10 ranks. † Sorcery (General): You are able to use a particular Power despite no formal training. You can use it as if you know it at a rank equal to your total level +3. You are not considered trained in the power for purposes of prerequisites and other traits. You have less control over your Power than a truly trained Adept does with Powers. Whenever you are under stress, you must make a Will saving throw against a Difficulty of 10 + half your total level – twice the number of times you have taken the Sorcery feat. If you fail, you are stunned and one of your Powers (as chosen by the GM) goes off randomly. The Power has its normal effect, but the GM chooses its target and parameters (if any). You suffer normal fatigue from this wild use of Powers and cannot take any other action on the round it manifests. You can spend Conviction to automatically control a wild talent for one use. If you acquire the Power for the same Power as your Sorcery feat, you gain control over it and can use it normally. You cannot acquire this feat by spending Conviction. † Society Membership (General): Choose one society or organisation. This Feat grants the benefits of the Connections, Contacts and Wealthy Feats when dealing with that society. † Spring of Understanding (General). Prerequisites: Cleric of Dhunia, Adept level 3 and Water Shaping Power. † Steamo (General). Prerequisites: Mechanika or Technology 4 ranks. +4 Fortitude and Toughness against heat damage. † Strength of the Earth (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Earth Shaping Power. † Stronghammer Smith (General): Prerequisites: Ogrun. † Summon Elemental (General): Prerequisites: Cleric of Dhunia, Adept level 6 and any Shaping Power. You can summon an elemental, a spirit which animates a particular element. This requires a check using the appropriate Shaping Power for that element (Water Shaping for water elementals, Fire Shaping for fire elementals, and so forth) with a Difficulty equal to 10 + twice the elemental’s level. Summoning a 5th-level elemental is Difficulty 20, for instance. Summon Elemental is fatiguing (Difficulty 10 + the elemental’s level). The summoned elemental will do your bidding for a number of rounds equal to your Adept level before disappearing, leaving behind only the now-inert element it used for its body. You must have some amount of the desired element nearby to summon an elemental of that type. † Summon Infernals (General): Prerequisites: Corruption 1+ and a Shaping Power 9 ranks. You can summon Infernal to serve you. This requires a check of 1d20 + Adept level + your Charisma score with a Difficulty of 10 + twice the Infernal’s level. Summoning a 5th level Infernal is Difficulty 20, for instance. Summon Infernal is fatiguing (Difficulty 10 + the Infernal’s level). The summoned creature will do your bidding for a number of days equal to your adept level before returning from whence it came. Summon Infernal is requires a Corruption check. † Tall Tales (General).

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† Thunderous Exaltation (General): Prerequisites: Cleric of Great Fathers. † Unbreakable Concentration (General): Prerequisites: Greylord and Concentration 8 ranks. † Undine Summons (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Water Shaping Power. † University Education (General): Prerequisites: Wealthy or Int +2. † Vigilance and Voice of Law (General): Prerequisites: Cleric of Great Fathers. † Wind Shroud (General): Prerequisites: Cleric of Dhunia, Adept level 3 and Wind Shaping Power. † Witchhound (General): Sense Arcane Magic users with a Wis DC (15Corruption). ADEPT † Gun Mage (Adept): It works in the manner set out in the Gun Mage Class. It allows the PC to use Elemental Strike Power through a pistol so that any feats benefiting gun use apply. The pistol takes damage equal to the Power ranks on each shot. EXPERT † Bodging (Expert): It works in the manner set out in the Bodger Class. The Feat allows the Bodger to make bodged repairs at halve the time, Wealth DC and Craft DC as normal repairs. However, the item must be maintained for hour a day or fall back into disrepair. If the Bodger has access to junkyards, the Bodger may replace the Wealth check with a Search check. For normal construction and repairs, a Bodger may use the feat to reduce the Wealth DC by 5 with a successful Search Skill check at DC 15. † Fabricate Identity (Expert): It works in the manner set out in the Spy Prestige Class. † Jack Wrenching (Expert): It works in the manner set out in the Bodger Class. As an attack action, a PC may make any mechanical device work for 1d6 rounds. This can be used on any one device 1d3 times. If the PC has Taunt Feat, Jack Wrenching can be used at a range of up to 30ft. † Rugged Mechanika (Expert): Prerequisites: Mechanika 14 ranks. All Mechanika made by the PC have +5 Toughness. WARRIOR † Armour Proficiency (Warcaster Armour) (Warrior) † Bayonet Charge (Warrior): Prerequisites: None. † Gunslinging (Warrior): Prerequisites: Dex +1. † Improved Combat Loading (Warrior): Prerequisites: Combat Loading. Reduce the time to load any gun by 1 standard action. If the gun can be reloaded with 1 standard action, reduce the time to a move action. † Sharp Shooter (Warrior). The PC may add Dex as a damage bonus to any ranged weapon after taking an Aim action.

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CHANGED FEATS The following feats are changed: Familiar (Adept): This Feat may now be taken to bond with a Mechanical Familiar,as set out in the Arcane Mechanic Class, or a Magelock Pistol, as set out in the Gun Mage Class, with the following changes: † Spell Link is now gained at level 3-4. † Ranged Touch and Touch is removed. † Gun Scrye is performed as if it were the Scrying Power at (Adept level +3) ranks. † The Pistol’s bonus to HP is now a bonus for the PC’s Will Save to resist the ill effects of the Wild Talent (Elemental Strike). Improvised Tools (Expert): This Feat now also allows the PC to remove the penalty from using Improvised Weapons.

CHAPTER FIVE: MAGIC
The Armour Check Penalty from Armour also applies to any Power checks. A PC who takes the Sorcery Feat uses Cha for that Power. A user of Sorcery is called a Sorcerer. A Sorcerer suffers from corruption as a Mage. A Cleric who takes the Sorcery feat is subject to both Corruption as a Mage as well as the strictures of his faith, when using that Power. Other than Sorcery, when a PC first takes a Power, he must decide whether the source of his Magic is arcane or divine. If it is divine then the PC must decide which God he is a follower. A user of Arcane Magic is called a Mage and uses the Int Attribute for Powers. Mages gain Second Sight and Ward Powers for free. All other Powers are accessible to Mages except Purifying Light. Mages suffer from Corruption when using any magic that upsets the natural order. Healing, raising the dead, corrupting or torturing others, mentally enslaving others and dealing with Infernals all give rise to Corruption. When a person does an act of evil (DC 10 to 25) or a Mage uses Arcane Magic in evil ways (DC 10 + ranks/2), the person must make a Will Save. If he fails, he gains a point of Corruption.

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Corruption acts as a bonus for Infernals to notice that person and a negative reputation when dealing with Infernals. A person can remove this penalty by giving into Corruption and loosing his soul. The person may now use Corruption as a positive Reputation when dealing with Infernals and also as the stat for all Power usage. Corruption can be reduced by spending 10 Conviction earned from his Virtue (not Vice). A user of Divine Magic is called a Cleric and uses the Wis Attribute for Powers. Any Cleric may use any Power listed under their God’s Domains untrained and gains Purifying Light, Visions and Ward Powers for free. The Powers a Cleric may choose must come from his God’s domains. Clerics do not suffer from Corruption when using their God’s Powers. DOMAINS If a God has a Power listed more than once (including Purifying Light, Visions or Ward) then his Cleric’s gain a +2 divine bonus to using that power. † Adventure: Body Control, Supernatural Speed. † Air: Wind Shaping, Weather Shaping. † Animal: Beast Link (Bliss, Calm, Dominate, Sleep). † Artifice: Earth Shaping, Metal Shaping, Object Reading. † Assassination: Phase, Psychic Blast. † Autumn: Drain Vitality, Wind Shaping. † Chaos: Any 1 Power. † Dark Lore: Scrying, Second Sight. † Death: Ghost Touch, Harm. † Destruction: Elemental Strike, 1 Shaping Power. † Druid: Imbue Life (also considered to have the Imbue Item Feat to create Wold Wardens) † Earth: Earth Shaping, Nature Reading. † Evil: Mind Touch (Dominate, Pain). † Farmstead: Beast Link (Calm, Sense Minds), Nature Reading. † Fire: Elemental Resistance, Fire Shaping. † Good: Enhance Others, Heart Reading. † Healing: Cure, Cure Poison. † Knowledge: Object Reading, Visions. † Law: Mind Touch (Dominate), Truth Reading. † Luck: Any 1 Power. † Madness: Mind Touch (Mind Reading, Mind Shaping) † Magic: Second Sight, Ward. † Mechanika: Energy Shaping, Tech Link (Dominate, Sense Minds, Sleep). † Mendicant: Cure Blindness/Deafness, Cure Disease. † Mercantilism: Object Reading, Suggestion. † Protection: Psychic Shield, Ward. † Righteousness: Heart Shaping, Psychic Weapon. † Seafaring: Water Shaping, Weather Shaping.

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† Plant: Nature Reading, Plant Shaping. † Plunder: Manipulate Object, Phase. † Predation: Beast Link (Dominate, Pain), Combat Sense. † Spring: Cure Disease, Enhance Others. † Strength: Body Control, Enhance Self. † Summer: Heart Reading, Light Shaping. † Travel: Apport, Treleport. † Trickery: Blink, Illusion. † Tyranny: Mind Touch (Mind Reading, Mind Shaping). † Undeath: Drain Vitality, Imbue Unlife. † War: Harm, Purifying Light. † Warrior: Combat Sense, Purifying Light. † Water: Nature Reading, Water Shaping. † Winter: Cold Shaping, Elemental Resistance. A follower of the Devourer Wurm who is also a member of the Circle also receives the Druid domain, provided he has taken Earth Shaping and Plant Shaping for his Chaos and Destruction domains. NEW POWERS Metal Shaping Fatiguing You can shape metal. A Metal Shaping check can have one of the following effects: † Sunder Metal: Your can strike metal within sight and inflict damage equal to half your power rank, rounded down. † Craft Metal: You can add a bonus of your ranks/4 to any Craft Skill check involving an object that is substantially metal. † Improve Weapons and Armour: You can improve weapons and armour. A Metal Shaping check grants the weapon or armour a bonus to its base Damage bonus or Armour bonus. You can select a bonus lower than what you get on the table to reduce fatigue Difficulty, which is 10 + the bonus. Result Up to 4 5–14 15–24 25–34 35+ Bonus +1 +2 +3 +4 +5

Time: Sunder Metal is an attack action. Crafting Metal and Improving Weapons and Armour are move actions. The bonus from Improving Weapons and Armour lasts for 10 rounds (1 minute) per use.

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Purifying Light Fatiguing, Maintenance (see below) You can wield the power of pure light as a weapon against the enemies of your God. This feat allows you to do two things. † Light Strike: First, you can cast a supernatural bolt of light like an Elemental Strike, except it only affects enemies of your God. † Shining Ward: Second, you can call forth a shining light to fill an area up to 60 feet across. Maintaining the area of pure light requires concentration. Any enemies of your God must make a Will save in order to enter the area of light, and another Will save each round to remain there. A failed save means the creature cannot enter the area and must leave immediately if it is already inside it. Both uses of Purifying Light are fatiguing. You make the fatigue save after each light strike and after you stop maintaining a shining ward. Tech Link Power is used to contact technological items including mechanika such as Steamjacks. Its usage is identical to Beast Link. CHANGED POWERS The Fatigue rolls for using Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison and Imbue Unlife Powers also act as a save against non-lethal damage. The non-lethal damage and fatigue effects are cumulative. Energy Shaping Power has the following changes: † the Magnetokinesis application is removed. † the Drain Power application may now be reversed to charge power sources such as accumulators (see Mechanika below). Imbue Life Power has been altered and is now only used in creating “intelligent” constructs such as Woldwardens, Mechanical Familiars and Steamjacks. Sense Minds Power now only applies to the types of minds that the PC can contact. For example, if the PC has Mind Touch it can sense sentient minds, Beast Link it can sense animal minds, and Tech Link it can sense technological minds such as a Steamjack’s cortex. MECHANIKA A Mage may charge accumulators at the rate of 1 charge for each level of fatigue suffered. The Mage must make a Will Save Difficulty 18 to stop charging as normal. In addition, a Mage may use Energy Shaping to get a more powerful charge. The Energy Shaping check result provides the following charges:

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Result 15-19 20-24 25-29 30-34 35+

Charge +1 +2 +3 +4 +5

The power field of Warcaster Armour may absorb a number of Bruised and Hit results equal to the bonus Hit Points/5. The absorption recharges at the rate of 1 per round.

CHAPTER SIX: WEALTH
GP
<1 1 2 3 4 5-6 7-8 9-11 12-14 15-19 20-26 27-34 35-49 50-64 65-89 90-119 120-149

Wealth DC
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

GP
150-199 200-274 275-349 350-499 500-649 650-899 900-1,199 1,200-1,499 1,500-1,999 2,000-2,749 2,750-3,499 3,500-4,999 5,000-6,499 6,500-8,999 9,000-11,999 12,000-14,999

Wealth DC
19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

GP
15,000-19,999 20,000-27,499 27,500-34,999 35,000-49,999 50,000-64,999 65,000-89,999 90,000-119,999 120,000-149,999 150,000-199,999 200,000-274,999 275,000-349,999 350,000-499,999 500,000-649,999 650,000-899,999 900,000-1,199,999 1,200,000+

Wealth DC
35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. 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NAME: Race: ROLE: Virtue: Vice: Religion: Nationality: LEVEL: Conviction:

STR DEX CON INT WIS CHA Will Ref Fort

C O M B A T
0+
Bruised = Hurt

ATTACK = D Dodge = E Parry = F = + + +

+ 10 + 10
Misc

Total Combat Attr.

Size

D A Melee = M Ranged = TOUGHNESS = Total

=

+

+ +

+ 15 + 15
Misc Size

Item

Attr.

5+
Dazed Wounded » Winded
Total Rnk Attr Misc

10+
Staggered Disable d Fatigued

15+
Unconsciou s Dying Exhausted
Total Rnk Attr Misc

FEATS:

FATIGUE

SKILLS:
Acrobatics° Alchemy° Bluff Climb Command Concentration Craft Diplomacy Disguise Escape Artist Gather Info. Heal° Intimidate Jump

SKILLS:
Knowledge° Language° Mechanika° Notice Perform Ride° Search Sense Motive Stealth Survival Swim Technology° Warcraft°

____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __

____ = __ + __ + __ ____ = __________ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __ ____ = __ + __ + __

________________________________

POWERS:

Total

Rnk

Attr Misc

_____________ ___ = __ + __ + __ _____________ ___ = __ + __ + __ _____________ ___ = __ + __ + __ _____________ ___ = __ + __ + __ _____________ ___ = __ + __ + __ _____________ ___ = __ + __ + __

Sleight of Hand° ____ = __ + __ + __

Handle Animal ____ = __ + __ + __

EQUIPMENT:

REPUTATION: WEALTH: PROFESSION:
14

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