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Introduction Chapter 1: Races

This is product comes from a desire to play in the The races presented are converted by representing the
pathfinder world with the simplicity of a system that pathfinder bonuses for a starting race as much as
FFG made know as Genesys. My aim for this PDF is to possible without making them too expensive to start, It
provide the stats for the Equipment, Spells and isn't an exact science but at the end of each race
Creatures that make up the Pathfinder world. Not to conversion I add a section called Conversion Info. This
convert rules that existed in pathfinder but take full is a brief explanation and thought process behind each
advantage of the Genesys narrative gameplay while change in exp cost.
making any new rules light weight so as not to infringe
on the spirit of the Genesys System.

My Experience with RPGs (In case your interested)


Firstly I started playing RPGs at my friends house with
2nd edition. After that I was hooked on this type of
gaming. I ran a lot of Dnd 3.0 and 3.5, both as a player
and as GM. Naturally I was excited when 4th edition
DnD came out. I soon came to be disenchanted with it
as I found that a Paladin of 1st level could start out with
Full Plate armor with his starting money and the focus
was on magic items more than mundane. After that I
switched to the Hero System and loved the Generic
RPG system that allowed me so much freedom. Some
time after I herd about Pathfinder and the Rise of the
Rune Lord Adventure Path and wanted to run it only it
was in a system at the time that wasn't my favorite. I
began the work of converting the Pathfinder system to
Hero System so we could rune that adventure. After I
had enough to start the 1st part it was too rules heavy
and bogged down game play a lot and I gave up. At
Collage I found another favorite, Edge of the Empire
something for races and so costs nothing (0xp).
Darkvision (-5xp). Since Stonecunning and Greed are
both so circumstantial I lowered the cost (-5xp)

Dwarf
3 2 2 2 3 1

• Starting Wound Threshold: 11 + Brawn


• Starting Strain Threshold: 11 + Willpower
• Starting Experience: 50 XP
• Special Abilities: Dwarves begin the game
with one rank in Resilience. They still may not
Elf
train Survival above rank 2 during character 1 3 3 2 2 2
creation.
• Darkvision:This species has excellent night
vision. When making skill checks, it removes • Starting Wound Threshold: 9 + Brawn
up to s s imposed due to darkness. • Starting Strain Threshold: 10 + Willpower
• Stonecunning: Dwarves receive a s on • Starting Experience: 50 XP
Perception checks to potentially notice unusual • Special Abilities: Elves begin the game with
stonework, such as traps and hidden doors one rank in Perception or Vigilance. They still
located in stone walls or floors. They receive a may not train Perception or Vigilance above
check to notice such features whenever they rank 2 during character creation.
pass within short range of them, whether or • Low-Light Vision:When making skill checks,
not they are actively looking. it removes up to s imposed due to darkness.
• Greed: Dwarves receive a s on Knowledge • Elven Immunities: Elves are immune to
skill checks made to determine the price magic sleep effects. Also when targeted by
of nonmagical goods that contain precious spells and effects add a s to the casters roll.
metals or gemstones • Elven Magic: Elves receive a s when using a
Conversion Info: Magic Skill checks.
Characteristics (100xp). Dwarves are naturally more Conversion Info:
hardy and so makes sense to have an +1 to wound Characteristics (100xp). Elves are naturally weaker
threshold (-5xp). To help sell the toughness of a than normal and gave them -1 Wound Threshold
Dwarfs Constitution I give them a starting rank in (+5xp). To reflect the elves ability to sense things I
Resilience. Usually at least one free rank is offered in gave the play a choice between Perception or
Vigilance(0XP). It didn't seem fair to charge the same Conversion Info: Characteristics (100xp). Since a
amount of xp for Low-light vision as someone with Gnome has a Brawn of 1, I gave them a +1 Wound
darkvision so I let this one slide (0xp). Elven Threshold to reflect their +2 Constitution (-
immunites has 2 bonus in one and thought the amount 5xp).Gnomes Keen Senses is reflected in free ranks in
of xp appropriate (-10xp). The ability to give a s to all Perception or vigilance (0xp). It didn't seem fair to
magic checks is a big deal and should be treated as charge the same amount of xp for Low-light vision as
such.(-15xp someone with darkvision so I let this one slide (0xp).
Defensive Training is very circumstantial, as creature
only with the giant type will get a s (-5). Illusion
Resistance is a decent advantage since there are many
illusion spells (-10xp). Obsessive is very
circumstantial and doesn't cost much (-5xp).
Silhouette's can be good but also bad and so no change
is made (0xp)

Gnome
1 2 2 2 2 3

• Starting Wound Threshold: 11 + Brawn


• Starting Strain Threshold: 10 + Willpower
• Starting Experience: 75 XP Half-Elves
• Special Abilities: Gnomes begin the game
with one rank in Perception or Vigilance. They 2 2 2 2 2 2
still may not train Perception or Vigilance
above rank 2 during character creation • Starting Wound Threshold: 10 + Brawn
• Low-Light Vision:When making skill checks, • Starting Strain Threshold: 10 + Willpower
it removes up to s s imposed due to
• Starting Experience: 90 XP
darkness.
• Special Abilities: Half-elves begin the game
• Defensive Training: Monsters of the giant with one rank in a non-career skill. They still
type get a s when attacking Gnomes. may not train this skill passed rank 2 during
• Illusion Resistance: When Gnomes are character creation.
targeted by an illusion spell or effects, it's • Low-Light Vision:When making skill checks,
attack receives a s. it removes up to s imposed due to darkness.
• Obsessive: Gnomes receive a s on a Craft • Elven Immunities: Half-elves are immune to
related skill checks. magic sleep effects. Also when targeted by
• Silhouette: 0. spells and effects add a s to the casters roll.
• Keen Senses: Half-elves receive a s on and Melee attacks.
Perception skill checks. Conversion Info:
Conversion Info: Characteristics (110xp). Half-orcs intimidating ability
Characteristics (110xp). Given the half human blood is represented in starting skill ranks in Coercion.(0XP).
the are more well rounded like a human but not so Darkvision (-5xp). While the Half-orcs lack any real
much(0XP). It didn't seem fair to charge the same unique ability to represent their natural prowess in
amount of xp for Low-light vision as someone with combat except Orc Ferocity, I felt that there was no
darkvision so I let this one slide (0xp). Elven real good way to convert that ability directly over. So
immunites has 2 bonus in one and thought the amount instead I grabbed Wookie Rage from the Edge of the
of xp appropriate (-10xp). Since Elves have a free Empire Core Rulebook and it seemed to fit nicely.(-
ranks half-elves I think should get a bonus as well but 10xp).
not quite so big do to their half blood nature(-10xp).

Halfling
1 3 2 2 2 3

Half-Orc • Starting Wound Threshold: 10 + Brawn


• Starting Strain Threshold: 10 + Willpower
2 2 2 2 2 2 • Starting Experience: 50 XP
• Special Abilities: Halflings begin the game
• Starting Wound Threshold: 10 + Brawn with one rank in Athletics. They still may not
train Survival above rank 2 during character
• Starting Strain Threshold: 10 + Willpower
creation.
• Starting Experience: 95 XP
• Keen Senses: Halflings receive a s on
• Special Abilities: Half-orcs begin the game
Perception skill checks.
with one rank in Coercion. They still may not
train Survival above rank 2 during character • Halfling Luck: Once per session the Halfing
creation. may roll a s to any check.
• Darkvision:This species has excellent night • Fearless: Halflings receive a s on all
vision. When making skill checks, it removes Discipline skill checks made against fear.
up to s s imposed due to darkness. • Silhouette: 0.
• Orc Rage: When a Half-orc has suffered any
wounds, he deals +1 damage to Brawl and Conversion Info:
Melee attacks. When a Half-orc is Critically Characteristics (100xp). Halflings Sure-Footed ability
Injured, he instead deals +2 damage to Brawl is represented in starting skill ranks in Athletics.(0xp).
Keen Senses (-10xp). Since there are no saving throws
in Genesys I decided to represent Halfing luck this
way. Since it can only be used once per session it won't
have a big impact on the game (-5xp). Fearless (-5xp).
Silhouette's can be good but also bad and so no change
is made (0xp)
Chapter 2: Careers
While Careers can easily be made by players your
players or GM might just want something quick from
the Pathfinder Books and so here they are. Some
career skills got left out even though they could fit the
careers just as much. Optional Replacements which
lets you replace one career skill with one listed as an
optional replacement.
Barbarian
The Barbarian counts the following skills as career
skills: Athletics, Brawl, Coercion, Melee (Heavy),
Melee (Light), Resilience, Riding, Vigilance. Before
spending experience during character creation, a
Barbarian may choose four of their career skills and
gain one rank in each of them.

Bard
The Bard counts the following skills as career skills:
Charm, Knowledge (Lore), Leadership, Melee
(Light), Negotiation, Cool, Verse. Before spending
experience during character creation, a Bard may
choose four of their career skills and gain one rank in
each of them.
Optional Replacements: Any Knowledge skill

Cleric
The Cleric counts the following skills as career skills:
Charm, Discipline, Divine, Knowledge (Religion),
Human Leadership, Melee (Light), Resilience, Perception.
Before spending experience during character creation,
2 2 2 2 2 2 a Cleric may choose four of their career skills and gain
one rank in each of them.
• Starting Wound Threshold: 10 + Brawn
• Starting Strain Threshold: 10 + Willpower Druid
• Starting Experience: 110 XP The Druid counts the following skills as career skills:
• Special Abilities: Humans begin the game Alchemy, Athletics, Knowledge (Nature), Medicine,
with one rank in two non-career skill. They Melee (Light), Primal, Survival. Before spending
still may not train this skill passed rank 2 experience during character creation, a Druid may
during character creation. choose four of their career skills and gain one rank in
Conversion Info: each of them.
Characteristics (100xp). Well not much to humans
except they get one rank in two non-career skills Fighter
instead of the one half-elves get (0xp) The Fighter counts the following skills as career skills:
Athletics, Craft, Melee (Heavy), Melee (Light),
Ranged, Resilience, Riding, Vigilance. Before
spending experience during character creation, a
Fighter may choose four of their career skills and gain
one rank in each of them. Ranged, Stealth, Survival, Vigilance. Before
Class Ability: Weapon Training A fighter selects a spending experience during character creation, a
group of weapons and can add a s to all skill check Ranger may choose four of their career skills and gain
using that weapon. one rank in each of them.
Groups Class Ability: Favored Enemy and Terrain
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, Choose a favored enemy type and terrain type. Every
heavy pick, light pick, orc double axe, and throwing axe. check dealing with the favored enemy type gains a s
Blades, Heavy: bastard sword, elven curve blade,
falchion, greatsword, longsword, scimitar, scythe, and on all checks. Every check made in your favored
two-bladed sword. terrain remove a s from the roll.
Blades, Light: dagger, kama, kukri, rapier, sickle,
starknife, and short sword.
Rouge
Bows: composite longbow, composite shortbow, longbow, The Ranger counts the following skills as career skills:
and shortbow. Coordination, Deception, Melee (Light),
Close: gauntlet, heavy shield, light shield, punching Perception, Ranged, Skulduggery, Stealth,
dagger, sap, spiked armor, spiked gauntlet, spiked shield,
Streetwise. Before spending experience during
and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, character creation, a Ranger may choose four of their
heavy repeating crossbow, and light repeating crossbow. career skills and gain one rank in each of them.
Double: dire f lail, dwarven urgrosh, gnome hooked Optional Replacements: Charm, Athletics
hammer, orc double axe, quarterstaff, and two-bladed
sword.
Flails: dire flail, flail, heavy flail, morningstar, Sorcerer
nunchaku, spiked chain, and whip. The Wizard counts the following skills as career skills:
Hammers: club, greatclub, heavy mace, light hammer,
Arcana, Coercion, Cool, Deception, Discipline,
light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, Negotiation, Perception, Vigilance. Before spending
siangham, and unarmed strike. experience during character creation, a Wizard may
Natural: unarmed strike and all natural weapons, such choose four of their career skills and gain one rank in
as bite, claw, gore, tail, and wing. each of them.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, Optional Replacements: Craft
and trident. Class Ability (Sorcerer): Dragon Blood
Thrown: blowgun, bolas, club, dagger, dart, half ling sling My spend t to reduce the strain required to cast spells
staff, javelin, light hammer, net, shortspear, shuriken, to 1 for the rest of the encounter. Like wise the GM
sling, spear, starknife, throwing axe, and trident.
may spend d to increase the strain required to cast
Monk spells to 3 for the rest of the encounter.
The Monk counts the following skills as career skills: Wizard
Athletics, Brawl, Coordination, Deception, The Wizard counts the following skills as career skills:
Discipline, Melee (Light), Resilience, Vigilance. Arcana, Cool, Discipline, Knowledge (Player
Before spending experience during character creation, Choice), Craft, Negotiation, Perception, Vigilance.
a Monk may choose four of their career skills and gain Before spending experience during character creation,
one rank in each of them. a Wizard may choose four of their career skills and
gain one rank in each of them.
Paladin Optional Replacements: My replace any skill with
The Cleric counts the following skills as career skills: another Knowledge skill of any type.
Charm, Discipline, Divine, Leadership, Craft Class Ability (Wizard): Spell Books
(Smithing or Magic Items), Melee (Light), Ride, Spell books act like a depository for your spell
Perception. Before spending experience during research. While you can cast any spell as long as you
character creation, a Cleric may choose four of their have the right skill, the value of spell books come from
career skills and gain one rank in each of them. scibing them to your spell book. During this process
Optional Replacement: Knowledge (Religion), May you will have the opportunity to make a more potent
choose Smithing for crafting skill or Magic Items, but spell than you would normally be able to cast if you
not both. were to just do it on the fly.

Ranger Chapter 3: Skills


The Ranger counts the following skills as career skills:
These are the skills that are used in the Genesys
Athletics, Medicine, Melee (Light), Perception,
Pathfinder Conversion: NPC Only
Skill Characteristic Type Source Pathfinder Equivalent

Arcana Intellect Magic Genesys Core (page 70) Spellcraft, Knowledge (Arcana)
Menacing
Athletics Brawn General Genesys Core (page 58) Climb, Swim Tier: NPC Only
Brawl Brawn Combat Genesys Core (page 67) Activation: Passive
Charm Presence Social Genesys Core (page 54) Diplomacy Ranked: Yes
Coercion Willpower Social Genesys Core (page 55) Intimidation When rolling for Initiative, roll an additional time per
Cool Presence Social Genesys Core (page 59)
ranks in Menacing, recording the results. These
Coordination Agility General Genesys Core (page 59) Escape Artist, Acrobatics, and Fly
become NPC Initiative slots. Your adversary may take
Craft Intellect General Pathfinder Conversation Craft, Profession, Knowledge (engineer)
one extra per rank during a single round. Any abilities
Deception Cunning Social Genesys Core (page 56) Bluff and Disguise

Discipline Willpower General Genesys Core (page 60)


that last “until the end of their following turn” last
Divine Willpower Magic Genesys Core (page 70) Knowledge (Religion)
until the end of their first turn on the subsequent round.
Firearm Agility Combat Pathfinder Conversation

Knowledge Intellect Knowledge Pathfinder Conversion See description below


Tier 1
Leadership Presence Social Genesys Core (page 56)
Arcane Memory
Medicine Intellect General Genesys Core (page 61) Heal

Melee
Tier: 1
Brawn Combat Genesys Core (page 68)
(Heavy) Activation: Passive
Melee (Light) Brawn Combat Genesys Core (page 68)
Ranked: no
Negotiation Presence Social Genesys Core (page 56) Appraise
You my now cast spells without the need of a spell
Perception Cunning General Genesys Core (page 61) Perception

Perform Presence Social Pathfinder Conversion Perform


book.
Primal Cunning Magic Genesys Core (page 70) Knowledge (Nature)
Mounted Combat
Ranged Agility Combat Genesys Core (page 68) Tier: 1
Resilience Brawn General Genesys Core (page 63) Activation: Passive
Riding Agility General Genesys Core (page 63) Ride Ranked: no
Skulduggery Agility General Genesys Core (page 64) Disable Device Enemies receive an additional s when attacking his
Stealth Agility General Genesys Core (page 64) Stealth
mount.
Streetwise Cunning General Genesys Core (page 65)
Spell Knowledge
Survival Cunning General Genesys Core (page 65) Survival and Handle Animal

Vigilance Willpower General Genesys Core (page 63) Sense Motive


Tier: 1
Activation: Passive
Ranked: Yes
Craft Skill
When purchasing this talent, you may choose a
Craft categories are:
number of spells equal to your chosen magic skill
Smithing and Magic Items.
ranks + governing characteristic. You may only choose
Smthing: Smithing covers skills that deal with more
spells with a difficulty equal to your ranks in Spell
mundane aspects of crafting such as weapons, armor,
Knowledge. Note: When taking this as a Paladin or
and shields that aren't magical. This also includes
Ranger, its not until the 2nd rank this works for them.
repairing things of a mundane nature.
Toughness
Magical Items: This covers Alchemy, scrolls, wands,
See Toughened on page 75 of Genesys Core Rulebook.
etc.
Weapon Focus
Firearm:
Tier: 1
This skill covers all firearms one-handed and two-
Activation: Passive
handed.
Ranked: no
Knowledge Skill
When making a combat check with this weapon, you
Knowledge categories are:
may remove s from your dice pool.
Dungeoneering, Geography, History, Local, Nobility,
Planes.
Tier 2
Accomplished Scribe
Chapter 4: Talents Tier: 2
Most of the talents in this chapter are converted feats Activation: Passive
from the pathfinder core rulebook. Some I have Ranked: Yes
created to help with issues that cropped up when When transcribing a scroll into a spell book, you may
converting the system. downgrade the inherit difficulty once per rank of
Accomplished Scribe.
Craft Magical Arms and Armor negative energy it heals undead or damages living.
Tier: 2
Activation: Passive Tier 5
Ranked: Yes Quicken Spell
When crafting a magic weapon or armor, you may Tier: 5
downgrade the difficulty once per rank of Craft Activation: Passive
Magical Arms and Armor. Ranked: No
Forge Ring You may reduce the difficulty of the Quick Cast
Tier: 2 adjustment by 1.
Activation: Passive Unorthodox Magic
Ranked: Yes Tier: 5
When crafting a magic ring, you may downgrade the Activation: Passive
difficulty once per rank of Forge Ring. Ranked: No
Improved Initiative Once per session a character chooses 1 spell in spell
Tier: 2 book or scroll and may cast it regardless of skill
Activation: Passive restrictions. Casting this spell costs 4 strain to cast
Ranked: No instead of the usual 2.
When rolling initiative the character may add s to the
check.
Point Blank Shot Talent Paths
Tier: 2 Talent paths are a group of talents that are only
Activation: Passive obtainable when certain requirements are met and the
Ranked: No PC chooses to pursue it . Each talent path will have 1
When with in short range or closer with a ranged talent in each tier. A spell caster could have the Illusion
weapon add +1 Damage if successful. Talent Path, which would unlock special illusion based
Wand Maker talents. This could be applied to races as well. Maybe
Tier: 2 your a half-dragon and your wings haven't fully
Activation: Passive developed and a Tier 4 talent could unlock a talent
Ranked: Yes called Dragon Wings, or Breath.
When crafting a wand, you may downgrade the Flurry of Blows
difficulty once per rank Wand Maker. Activation: Active (Maneuver)
Ranked: No
Tier 3 Your character may use this talent to decrease the
Precise Shot difficulty of the next combined combat check (see
Tier: 3 Two-
Activation: Passive Weapon Combat, on page 108) they make during the
Ranked: No same turn by one as long as the weapon has the Monk
When making a Ranged combat check targeting a quality or he is unarmed.
character engaged with one of your character's allies,
downgrade the difficulty of the check once (thus
negating the penalty for shooting at engaged targets). Chapter 5: Equipment
Tier 4 For equipment I have developed a conversion template
Channel Energy that I use that I will post along with this setting. If
Tier: 4 don't see an item here you can convert it your self
Activation: Active using those templates if you want. For now this is the
Ranked: No weapons, armor, and items already to go and be
A Divine spell caster can use his Holy Symbol to played, specifically from the Pathfinder Core
channel Positive (Good Deity) or Negative Energy Rulebook.
(Evil Deity). The character takes 4 strain, chooses
whether to heal living or damage undead, then rolls a Currency
Average (ff) Divine check. For every s you heal or Currency in Pathfinder to Genesys remains unchanged.
damage for that amount to every creature in short Meaning if something costs 1 gp in Pathfinder it costs
range. Damage deal in this way ignores soak. With 1 gp in Genesys Pathfinder setting.
Ammo Change
As far as ammo goes you can one of 2 ways:
• Buy and count arrows as normal. Buying and selling
• Have PCs buy a quiver for their weapon once Buy items and selling them will be no different than it
and the GM may spending a d to expend that is in the Genesys core Rulebook. The only thing that I
quiver and must buy another to use the add is rarity modifiers.
weapon. The exception being special ammo
like enchanted arrows. Rarity Modifiers
The 2nd rule helps with a little less book keeping as far Rarity Mod Settlement Type Population Range
as ammo goes. -2 Metropolis More than 25,000
-1 Large city 10,001–25,000
New Item Qualities 0 Small city 5,001–10,000
I devised some new item qualities to go with the types
+1 Village 61–200
of equipment that is found in Pathfinder.
+2 Hamlet 21–60

1H/2H +3 Thorp Fewer than 20


This is mainly here for firearms to define whether or More rarity modifiers can be used that are found on
not it is one-handed or two-handed. page 83 of the Genesys Core Rulebook.

Balanced (Passive) Gems


This weapon can be thrown without the inaccurate Gems Rarity are as follows:
quality, with the Ranged skill in stead of its given skill, Gem Rarity

and is given a range of short and Limited Ammo 1. Low-Quality 1

Semi-Precious Gems 3

Brace Medium Quality 6

May use a maneuver to Brace. The next enemy that High Quality 7

moves and then attacks this character in one turn, is Jewels 8

Grand Jewels 9
dealt the base damage of the weapon as an out of turn
incidental before their attack is resolved.
Weapons
Disarming Brawl Weapons
Spend aaa to have the target drop whatever is in Name Dam Crit Range Encum HP Price Rarity Special

his hand at the time of the attack. Dagger,


punching
+1 3 Engaged 1 1 2 gp 0 Pierce 1

Gauntlet 0 4 Engaged 1 1 2 gp 0 Disorient 3, Knockdown

Misfire Gauntlet,
spiked
+1 3 Engaged 1 1 5 gp 0 Disorient 3, Knockdown

When attacking with this weapon, if you generate h


equal to the misfire rating, the GM may spend them to
Melee (Light) Weapons
have the attack automatically misses even if it would Name Dam Crit Range Encum HP Price Rarity Special
normally hit. If d is generated the GM may spend it Axe, throwing +2 3 Engaged 1 1 8 gp 2 Balanced

to have the attack miss as well as damage the weapon Battleaxe +3 3 Engaged 2 1 10 gp 2 Viscous 1

one step. Club +2 4 Engaged 1 1 - 0 Stun Damage

Dagger +1 3 Engaged 1 1 2 gp 0 Balanced

Monk Flail +3 3 Engaged 1 1 8 gp 2


Unwieldy 3, Knockdown,
Disarming

If you are monk, when making a combat check you Hammer, light +2 3 Engaged 1 1 1 gp 2

may use your Brawl instead of the skill normally used. Handaxe +2 3 Engaged 1 1 6 gp 2 Viscous 1

Kama +2 3 Engaged 1 1 2 gp 4 Knockdown, Monk

Reach Kukri +1 2 Engaged 1 1 8 gp 2

You don't increase the difficulty for making ranged Longsword +3 3 Engaged 1 1 15 gp 3 Defensive 1

Mace, light +2 3 Engaged 1 1 5 gp 0 Disorient 3


attacks while engaged but instead receive a s. Mace, heavy +3 3 Engaged 2 1 12 gp 1 Disorient 4

Unwieldy 3, Disarming,
Nunchaku +2 3 Engaged 1 1 2 gp 4
Composite Disorient 3, Monk

Add half of the wielders Brawn rating to damage, Pick, heavy +2 3 Engaged 2 1 8 gp 2 Viscous 2, Pierce 1, Inaccurate 1

Pick, light +1 3 Engaged 1 1 4 gp 2 Viscous 1, Pierce 1, Inaccurate 1


rounded down to a maximum of 2 additional damage. Quarterstaff +2 5 Engaged 1 1 - 0 Linked 1, Stun Damage, Monk
Rapier +2 2 Engaged 1 1 20 gp 3 Unwieldy 3, Accurate 1 light

Sai +1 3 Engaged 1 1 1 gp 4 Disarming, Monk Dart 4 3 Short 1 1 5 sp 0 Limited Ammo 1

Sap +3 6 Engaged 1 1 1 gp 2 Stun Damage Javelin 6 3 Short 1 1 1 gp 0 Limited Ammo 1

Scimitar +2 2 Engaged 1 1 15 gp 3 Longbow 8 3 Long 2 1 75 gp 3 Unwieldy 3

Defensive 2, Deflection 2, Longbow, composite 8 3 Long 2 1 100 gp 3 Unwieldy 3, Composite


Shield, heavy
+1 6 Engaged 3 2 20 gp 3 Knockdown, Inaccurate, Stun
steel
Damage Net - - Short 2 1 20 gp 4 Ensnare 4, Inaccurate

Defensive 1, Deflection 1, Shortbow 6 3 Medium 1 1 30 gp 3 Unwieldy 2


Shield, light steel +1 6 Engaged 2 1 9 gp 2 Knockdown, Inaccurate, Stun
Damage Shortbow, composite 6 3 Medium 1 1 75 gp 3 Unwieldy 2, Composite

Shortspear +2 3 Engaged 1 1 1 gp 0 Balanced Shuriken (5) 3 5 Short 0 0 1 gp 4 Limited Ammo 5, Monk

Siangham +2 3 Engaged 1 1 3 gp 4 Pierce 1, Monk Sling 4 4 Medium 0 0 - 0 Stun Damage

Sickle +2 3 Engaged 1 1 6 gp 0 Knockdown Stun Damage, Disorient


Sling staff, halfling 8 3 Medium 1 1 20 gp 4
2
Spiked shield, Defensive 2, Deflection 2,
+1 4 Engaged 3 2 30 gp 3
heavy Knockdown, Inaccurate

Armor
Spiked shield, Defensive 1, Deflection 1,
+1 4 Engaged 3 2 19 gp 3
light Knockdown, Inaccurate

Starknife +1 3 Engaged 1 1 24 gp 3 Viscous 1, Balanced


Armor was a bit tougher to do since the low values
Sword, bastard +3 3 Engaged 2 1 35 gp 4 Pierce 1, Cumbersome 3
ranges. I struggled with giving Full plate 2 defense or
Sword, short +1 3 Engaged 1 1 10 gp 2 Accurate 1

Trident +3 3 Engaged 1 1 15 gp 3 Balanced, Brace


1 but in the end decided on 1 since the setback would
Waraxe, dwarven +4 3 Engaged 2 1 30 gp 5 Viscous 1, Cumbersome 3
get out of control fast. For example a normal character
Warhammer +3 3 Engaged 2 1 12 gp 2
Disorient 3, Viscous 1, in full plate, shield and Longsword would get 4
Cumbersome 2
defense. 2 for the full plate, 1 for the defensive quality
Ensnare 1, Stun Damage, Reach,
Whip +0 5 Short 1 1 1 gp 4
Knockdown of the shield, 1 for the defensive quality of the
Longsword.
Melee (Heavy) Weapons While armor here may seem boring at a 1st glance, its
Name Dam Crit Range Encum HP Price Rarity Special when you get enchanted armor that the flavor for
Axe, orc double +3 3 Engaged 3 2 60 gp 5 Linked 1, Viscous 1
armor stands out.
Chain, spiked +2 3 Engaged 2 1 25 gp 4 Disarming, Knockdown
Light Armor
Curve blade, elven +4 2 Engaged 2 1 80 gp 5
Type Defense Soak Price Encumbrance Hard Points Rarity
Falchion +3 2 Engaged 2 1 75 gp 3
Padded 1 0 5 gp 1 1 0
Unwieldy 3, Linked 1,
Flail, dire +3 3 Engaged 2 1 90 gp 5 Leather 0 1 10 gp 2 1 0
Disarming, Knockdown
Studded Leather 0 1 25 gp 2 1 1
Unwieldy 3, Disarming,
Flail, heavy +4 3 Engaged 2 1 15 gp 3
Knockdown
Chain Shirt 1 1 100 gp 2 1 1
Glaive +4 3 Short 2 1 8 gp 2 Reach

Greataxe +4 3 Engaged 3 2 20 gp 3 Viscous 2

Greatclub +4 4 Engaged 2 1 5 gp 2 Stun Damage


Medium Armor
Type Defense Soak Price Encumbrance Hard Points Rarity
Greatsword +4 3 Engaged 2 1 50 gp 3 Defensive
Hide 0 2 15 gp 3 2 2
Viscous 1, Reach,
Guisarme +2 3 Short 3 2 9 gp 2
Knockdown Scale mail 1 2 50 gp 3 2 2

Viscous 1, Knockdown, Chainmail 0 3 150 gp 4 2 3


Halberd +4 3 Engaged 4 2 10 gp 2
Brace
Breastplate 1 3 200 gp 4 2 3
Hammer, gnome Inaccurate, Linked 1,
+3 3 Engaged 2 1 20 gp 4 Casting while in medium armor grants s on spell checks and agility based skill
hooked Viscous 2
checks.
Lance +3 3 Short 2 1 10 gp 2 Reach

Longspear +3 3 Short 3 2 5 gp 0 Brace, Reach


Heavy Armor
Type Defense Soak Price Encumbrance Hard Points Rarity
Viscous 1, Disarming,
Ranseur +2 3 Short 3 2 10 gp 2
Reach Splint Mail 0 4 200 gp 5 3 4

Scythe +2 3 Engaged 2 1 18 gp 3 Viscous 2, Knockdown Banded Mail 0 4 250 gp 4 2 4

Spear +3 3 Engaged 2 1 2 gp 0 Brace Half-plate 1 4 600 gp 5 3 5

Sword, two-bladed +3 3 Engaged 2 1 100 gp 5 Linked 1, Defensive Full plate 2 4 1,500 gp 5 3 5

Urgrosh, dwarven +3 3 Engaged 3 2 50 gp 4 Viscous 1, Linked 1, Brace Casting while in heavy armor grants s s on spell checks and agility based skill
checks.

Ranged Weapons Goods and Services


Name Dam Crit Range Encum HP Price Rarity Special The list of goods and services were converted using
Blowgun 2 3 Short 1 1 2 gp 0 Pierce 2 my conversion formula and a few common sense
Bolas 4 5 Short 1 1 5 gp 4
Stun Damage,
Knockdown, Ensnare 3
changes that wasn't reflected when converted. Also I
Crossbow, hand 5 2 Short 1 1 100 gp 4 Accurate am a fan of 5th edition DnD starting kits and so worked
Crossbow, heavy 10 3 Long 3 2 50 gp 1 Pierce 2, Prepare 2 them over into this setting, with more to come.
Crossbow, light 6 3 Medium 2 1 35 gp 1 Pierce 1, Prepare 1

Crossbow, repeating
10 3 Long 3 2 400 gp 5 Auto-fire, Inaccurate
heavy

Crossbow, repeating 8 3 Medium 2 1 250 gp 5 Auto-fire, Inaccurate Starting Adventuring Kits


Item Price Encum Oil (1-pint flask) 1 sp 0 0

Standard adventurer’s kit 7gp, 50 sp, 10 cp 4 Paper (sheet) 4 sp 0 0

Backpack (empty) 2 gp 0 Parchment (sheet) 2 sp 0 0

Bedroll 1 gp 1 Pick, miner’s 3 gp 2 0

Flint and Steel 1 gp 0 Pitcher, clay 2 cp 1 0

Pouch, belt (empty) 1 gp 0 Piton 1 sp 0 0

Rations, trail (10 days) 50 sp 1 Pole, 10-foot 5 cp 3 0

Rope, hemp (50 ft.) 1 gp 1 Pot, iron 8 sp 1 0

Waterskin 1 gp 0 Pouch, belt (empty) 1 gp 0 0

Torches (10) 10 cp 1 Ram, portable 10 gp 4 1

Rations, trail (per day) 5 sp 0 0

Adventuring Gear Rope, hemp (50 ft.) 1 gp 1 0

Item Price Encum Rarity Rope, silk (50 ft.) 10 gp 1 1

Backpack (empty) 2 gp 0 0 Sack (empty) 1 sp 0 0

Barrel (empty) 2 gp 4 0 Sealing wax 1 gp 0 0

Basket (empty) 4 sp 0 0 Sewing needle 1 gp 0 0

Bedroll 1 sp 1 0 Shovel or spade 2 gp 2 0

Bell 1 gp 0 0 Signal whistle 8 sp 0 0

Blanket, winter 5 sp 3 0 Signet ring 5 gp 0 0

Block and tackle 5 gp 1 0 Sledge 1 gp 2 0

Bottle, glass 2 gp 0 0 Soap (per lb.) 5 sp 0 0

Bucket (empty) 5 sp 0 0 Spyglass 1,000 gp 0 7

Caltrops 1 gp 1 0 Tent 10 gp 3 1

Candle 1 cp 0 0 Torch 1 cp 0 0

Canvas (sq. yd.) 1 sp 0 0 Vial, ink or potion 1 gp 0 0

Case, map or scroll 1 gp 0 0 Water clock 1,000 gp 9+ 7

Chain (10 ft.) 30 gp 0 3 Waterskin 1 gp 1 0

Chalk, 1 piece 1 cp 0 0 Whetstone 2 cp 0 0

Chest (empty) 2 gp 4 0

Crowbar 2 gp 1 0

Firewood (per day) 1 cp 3 0

Fishhook 1 sp 0 0 Special Substances and Items


Fishing net, 25 sq. ft. 4 gp 1 0 Item Price Encum Rarity

Flask (empty) 3 cp 0 0 Acid (flask) 10 gp 0 1

Flint and steel 1 gp 0 0 Alchemist’s fire (flask) 20 gp 0 2

Grappling hook 1 gp 1 0 Antitoxin (vial) 50 gp 0 3

Hammer 5 sp 0 0 Everburning torch 110 gp 0 7

Hourglass 25 gp 0 2 Holy water (flask) 25 gp 0 2

Ink (1 oz. vial) 8 gp 0 1 Smokestick 20 gp 0 2

Inkpen 1 sp 0 0 Sunrod 2 gp 0 0

Jug, clay 3 cp 2 0 Tanglefoot bag 50 gp 1 3

Ladder, 10-foot 2 sp 4 0 Thunderstone 30 gp 0 3

Lamp, common 1 sp 0 0 Tindertwig 1 gp 0 0

Lantern, bullseye 12 gp 1 2

Lantern, hooded 7 gp 0 1 Tools and Skill Kits


Lock Item Price Encum Rarity
Simple 20 gp 0 2 Alchemist’s lab 200 gp 5 7
Average 40 gp 0 3 Artisan’s tools 5 gp 1 0
Good 80 gp 0 5 Artisan’s tools, masterwork 55 gp 1 4
Superior 150 gp 0 7 Climber’s kit 80 gp 1 5
Manacles 15 gp 0 2 Disguise kit 50 gp 2 3
Manacles, masterwork 50 gp 0 3 Healer’s kit 50 gp 0 3
Mirror, small steel 10 gp 0 1 Holly and mistletoe - 0 0
Mug/Tankard, clay 2 cp 0 0 Holy symbol, wooden 1 gp 0 0
Holy symbol, silver 25 gp 0 2 Dog, riding 150 gp - 7

Magnifying glass 100 gp 0 7 Donkey or mule 8 gp - 1

Musical instrument, common 5 gp 1 0 Feed (per day) 5 cp 2 0

Musical instrument, masterwork 100 gp 1 2 Horse

Scale, merchant’s 2 gp 0 0 Horse, heavy 200 gp - 7

Spell component pouch 5 gp 1 0 Horse, heavy (combat trained) 300 gp - 8

Spellbook, wizard’s (blank) 15 gp 1 2 Horse, light 75 gp - 4

Thieves’ tools 30 gp 0 3 Horse, light (combat trained) 110 gp - 6

Thieves’ tools, masterwork 100 gp 0 7 Pony 30 gp - 3

Tool, masterwork 50 gp 0 3 Pony (combat trained) 45 sp - 4

Saddle

Clothing Military 100 4 2

Item Price Encum Rarity Pack 25 3 0

Artisan’s outfit 1 gp 1 0 Riding 50 4 1

Cleric’s vestments 5 gp 2 0 Saddle, Exotic

Cold-weather outfit 8 gp 2 1 Military 20 gp 5 4

Courtier’s outfit 30 gp 2 3 Pack 5 gp 3 2

Entertainer’s outfit 3 gp 1 0 Riding 30 gp 4 3

Explorer’s outfit 10 gp 2 1 Saddlebags 4 gp 2 0

Monk’s outfit 5 gp 0 0 Stabling (per day) 5 sp - 0

Noble’s outfit 75 gp 2 5

Peasant’s outfit 1 sp 0 0 Transport


Royal outfit 200 gp 3 7 Item Price Encum Rarity

Scholar’s outfit 5 gp 2 0 Carriage 100 gp 9+ 5

Traveler’s outfit 1 gp 1 0 Cart 15 gp 9+ 0

Galley 30,000 gp - 7

Food, Drink, and Lodging Keelboat 3,000 gp - 5

Item Price Encum Rarity Longship 10,000 gp - 6

Ale Rowboat 50 gp 9+ 1

Gallon 2 sp 2 0 Oar 2 gp 2 0

Mug 4 cp 0 0 Sailing ship 10,000 gp - 6

Banquet (per person) 10 gp - Sled 20 gp 9+ 0

Bread, loaf of 2 cp 0 0 Wagon 35 gp 9+ 0

Cheese, hunk 1 sp 0 0 Warship 25,000 gp - 6

Inn stay (per day)

Good 2 gp - 1 Spellcasting and Services


Common 2 cp - 0 Item Price

Poor 1 sp - 0 Coach cab 1 gp per mile

Meals (per day) Hireling, trained 2 gp per day

Good 2 gp - 0 Hireling, untrained 1 gp per day

Common 3 sp - 0 Messenger 1 gp per mile

Poor 1 sp - 0 Road or gate toll 1 cp

Meat, chunk of 3 sp 0 0 Ship’s passage 1 gp per mile

Wine Spellcasting Rank in spell x Spell Level x 50

Common (pitcher) 1 sp 2 0

Fine (bottle) 10 gp 0 1
Adventuring Gear
Backpack
Mounts and Related Gear Backpacks increase the characters encumbrance by 4.
Item Price Encum Rarity

Barding
Blanket, Winter
Medium creature x2 x1 -
This blanket adds s on Resilience checks made
Large creature x4 x2 -
against cold weather.
Bit and bridle 2 gp 0 0

Dog, guard 25 gp - 2
Caltrops Average: Hard (fff) Skulduggery check
A caltrop is a four-pronged metal spike crafted so that Good: Daunting (ffff) Skulduggery check
one prong faces up no matter how the caltrop comes to Superior: Formidable (fffff)Skulduggery
rest. You scatter caltrops on the ground in the hope that check
your enemies step on them or are at least forced to
slow down to avoid them. One bag of caltrops covers Manacles, Standard and Masterwork
an area enough to occupy a silhouette 1 creature. Manacles can bind a silhouette 1 size creature. The
When entering and each round thereafter they remain difficulty to slip free of manacles or beak free is the
in the area, they deals 1 damage. If wearing footwear it lock difficulty +1. Slipping free requires a
deals 1 strain instead. hh or d on skill checks may Coordination check. Breaking the manacles requires n
be spent to inflict the Hamstrung Critical while in this Athletics check. If the manacles are masterwork,
space. upgrade the difficulty of all checks made to escape the
manacles by 1.
Chain Most manacles have locks; add the cost of the lock
A Chain It can be burst with a Formidable (fffff) you want, to the cost of the manacles. For the same
Brawn check. cost, you can buy manacles for a Silhouette 0 creature.
For a silhouette 2 creature, manacles cost 10 times the
Crowbar indicated amount, and for a silhouette 3 creature, 100
A crowbar grants a s on Brawn checks made to force times the indicated amount. Silhouette 4 or higher, or
open a door or chest. If used in combat, treat a crowbar very small creatures can be held only by specially
as a small improvised weapon. made manacles, which cost at least 100 times the
indicated amount.
Flint and Steel
Lighting a torch with flint and steel is an action, and
lighting any other fire with them takes at least that Oil
long. A pint of oil burns for 6 hours in a lantern or
lamp.
Ink You can also use a flask of oil as a splash weapon.
Ink in colors other than black costs twice as much. With the proper skill you can use oil as an attack.
Roll an Average (ff) Alchemy check, with a
Lamp Common base damage of 3 and a burn 1 quality. You can
A lamp illuminates a Short Range area. A lamp burns
pour a pint of oil on the ground to cover an area 5
for 6 hours on one pint of oil. You can carry a lamp in
one hand. feet square, provided that the surface is smooth. If
lit, the oil burns for 2 rounds and deals the base
Lantern, Bullseye damage of the weapon to each creature in the area.
A bullseye lantern provides light up to medium range
in cone. A lantern burns for 6 hours on one pint of oil.
You can carry a lantern in one hand. Ram, Portable
This iron-shod wooden beam gives you an s on
Lantern, Hooded Brawn checks made to break open a door and
A hooded lantern illuminates a short range area. A allows a second person to help give you s s
lantern burns for 6 hours on one pint of oil. You can instead of one.
carry a lantern in one hand.
This lantern is encased in a more protective cover.
Rope, Hemp/Silk
Add a s to any check to put out this light by means of
This rope can be burst with a Hard (fff) Brawn
water or wind.
check. Silk rope is the same check except made
Lock with s.
The check required to open a lock depends on the
lock’s quality: Spyglass
Simple: Average (ff) Skulduggery check Objects viewed through a spyglass are magnified to
twice their size. Characters using a spyglass remove s made using the bless water spell.
s perception checks to see things far away.
Smokestick
Torch This alchemically treated wooden stick instantly
A torch burns for 1 hour, shedding lighting on creates thick, opaque smoke when burned. The smoke
everything within Short Range. fills a short range radius (treat the effect as a fog cloud
If a torch is used in combat, treat it as a small spell, except that it is more vulnerable to wind). The
improvised weapon with a Burn 1 Quality. stick is consumed after 1 round, and the smoke
dissipates naturally after 1 minute.
Water Clock
This large, bulky contrivance gives the time accurately Sunrod
to within half an hour per day since it was last set. It This 1-foot-long, gold-tipped, iron rod glows
requires a source of water, and it must be kept still brightly when struck as a maneuver. It sheds normal
because it marks time by the regulated flow of droplets light in a medium radius. It glows for 6 hours, after
of water. which the gold tip is burned out and worthless.
Tanglefoot Bag
Special Substances and Items A tanglefoot bag is a small sack filled with tar, resin,
Acid and other sticky substances. When you throw a
You can throw a flask of acid as a weapon with an tanglefoot bag at a creature roll a Ranged combat
Ranged combat check with a base damage of 6 acid check. This attack has a range of short, does no
damage, with a range of short, and the burst 3 and damage. If successful the attack is treated as if the
Sunder Quality. wielder activated an ensnared 5 quality. The bag comes
apart and goo bursts out, entangling the target and then
Alchemist’s Fire becoming tough and resilient upon exposure to air.
You can throw a flask of alchemist’s fire as a weapon An effected creature takes a s penalty on attack rolls
with an Ranged combat check with a base damage of and a s s penalty to Agility based checks. Huge or
6 fire damage, with a range of short, and the burst 3 larger creatures are unaffected by a tanglefoot bag. If
and Burn 2 Quality. the ensnare quality was used on a flying creature is not
ensnared, but it is unable to fly (assuming it uses its
Antitoxin wings to fly) and falls to the ground. A tanglefoot bag
If you drink a vial of antitoxin, you get an upgrade on does not function underwater. A creature that is glued
your Resilience check against poison for 1 hour. to the floor (or unable to fly) can break free by making
a Hard (fff) Athletics check as normal when
Everburning Torch ensnared or by dealing 15 damage to the goo with a
This otherwise normal torch has a continual flame slashing weapon. To do so a creature rolls an attack
spell cast on it. This causes it to shed light like an roll without any difficulty. If the ensnared creature
ordinary torch, but it does not emit heat or deal fire attempts to cast a spell, it takes a s on the check. An
damage if used as a weapon. application of universal solvent to a stuck creature
dissolves the alchemical goo immediately.
Holy Water
Holy water damages undead creatures and evil Thunderstone
outsiders almost as if it were acid. A flask of holy You can throw this stone as a weapon with an Ranged
water can be thrown as a weapon with an Ranged combat check with a range of short and deals no
combat check with a base damage of 5 damage to an damage. When it strikes a hard surface (or is struck
undead creature or an evil outsider, with a range of hard), it creates a deafening bang that is treated as a
short, and the burst 3 Quality. A flask breaks if thrown sonic attack. Each creature within short range of where
against the body of a corporeal creature, but to use it it went off must make an Average (ff) Resilence
against an incorporeal creature, you must open the check or be deafened for 1 hour. A deafened creature,
flask and pour the holy water out onto the target. Thus, in addition to the obvious effects, takes s s on
you can douse an incorporeal creature with holy water initiative rolls and has a s when casting a spell.
you are in engaged with. Temples to good deities sell
holy water at cost (making no profit). Holy water is Tindertwig
The alchemical substance on the end of this small, cast evil spells or channel negative energy).
wooden stick ignites when struck against a rough
surface. Creating a flame with a tindertwig is much Magnifying Glass
faster than creating a flame with flint and steel (or a This simple lens allows a closer look at small objects.
magnifying glass) and tinder. Lighting a torch with a It is also useful as a substitute for flint and steel when
tindertwig is a maneuver (rather than an action), and starting fires. As an action you can light a fire with a
lighting any other fire with one is a maneuver. magnifying glass but requires a bright light, such as
sunlight to focus, tinder to ignite. A magnifying glass
Tools and Skill Kits grants a s on checks made to Appraise any item that is
Alchemist’s Lab small or highly detailed.
This lab is used for making alchemical items, and
provides a s on Alchemy checks pertaining to Musical Instrument, Common or Masterwork
crafting. A masterwork instrument grants a s on Charm checks
involving its use.
Artisan’s Tools
These special tools include the items needed to pursue Scale, Merchant’s
any craft. Without them, you have to use improvised A merchant’s scale grants a s on checks made to
tools and take a s on Craft checks when Crafting), if Appraise items that are valued by weight, including
you can do the job at all. anything made of precious metals.

Artisan’s Tools, Masterwork Spell Components Pouch


These tools serve the same purpose as artisan’s tools, Spell components used in spells helps arcane casters
but masterwork artisan’s tools are the perfect tools for remove distractions away from their magical energies.
the job, so you get a s on Craft checks when Crafting. The spell components pouch act as a consumable use
item to remove a s on spell casting. This may not be
used to multiple times at once to remove multiple s
Climber’s Kit on one check.
These crampons, pitons, ropes, and tools give you a s More uses may be acquired though other means such
on Athletics checks when Climbing. as survival checks. The GM has the final say on the
difficulty in such circumstances.
Disguise Kit
The kit is the perfect tool for disguise and provides a Spell Book, Wizard
s on Deception checks. A disguise kit is exhausted Although this is a blank spell book, filled spell books
after 10 uses. act as having the right tools needed to cast a spells.
Wizards can still do so but with s s to their spell
Healer’s Kit checks.
This collection of bandages and herbs provides a s on
Medicine checks. A healer’s kit is exhausted after 10 Thieves’ Tools
uses. This kit contains lockpicks and other tools you need to
use the Skulduggery skill. Without these tools, you
Holly and Mistletoe must use improvised tools, and you take a s on
Druids commonly use these plants as divine focuses Skulduggery checks.
when casting spells.
Thieves’ Tools, Masterwork
Holy Symbol, Silver or Wooden This kit contains extra tools and tools of better make,
A holy symbol focuses positive energy and is used by which grant a s on Skulduggery checks.
good clerics and paladins (or by neutral clerics who
want to cast good spells or channel positive energy). Tool, Masterwork
Each religion has its own holy symbol. This well-made item is the perfect tool for the job. It
Unholy Symbols: An unholy symbol is like a holy grants a s on a related skill check (if any). Bonuses
symbol except that it focuses negative energy and is provided by multiple masterwork items do not stack.
used by evil clerics (or by neutral clerics who want to
Clothing Monk’s Outfit
This simple outfit includes sandals, loose breeches,
Artisan’s Outfit and a loose shirt, and is bound together with sashes.
This outfit includes a shirt with buttons, a skirt or The outfit is designed to give you maximum mobility,
pants with a drawstring, shoes, and perhaps a cap or and it’s made of high-quality fabric. You can conceal
hat. It may also include a belt or a leather or cloth small weapons in pockets hidden in the folds, and the
apron for carrying tools. sashes are strong enough to serve as short ropes.
Remove s when making crafting checks. When purchasing these clothes choose whether to
Remove s when making Athletics or Coordination.
Cleric’s Vestments
These clothes are for performing priestly functions, not Noble’s Outfit
for adventuring. Cleric’s vestments typically include a These clothes are designed specifically to be expensive
cassock, stole, and surplice. and gaudy. Precious metals and gems are worked into
Remove s when making Divine checks out of the clothing. A would-be noble also needs a signet ring
combat. and jewelry (worth at least 500 gp) to accessorize this
outfit.
Cold-Weather Outfit You gain a s to Social checks to influence
This outfit includes a wool coat, linen shirt, wool cap, individuals with high stature such as nobility.
heavy cloak, thick pants or skirt, and boots. This outfit
adds a s on Resilience checks made against cold Peasant’s Outfit
weather. This set of clothes consists of a loose shirt and baggy
breeches, or a loose shirt and skirt or overdress. Cloth
Courtier’s Outfit wrappings are used for shoes.
This outfit includes fancy, tailored clothes in whatever Remove s when making Streetwise Checks in a city.
fashion happens to be the current style in the courts of
the nobles. Anyone trying to influence nobles or Royal Outfit
courtiers without this will have a hard time of it. They This is just the clothing, not the royal scepter, crown,
receive s to Social checks to influence such ring, and other accouterments. Royal clothes are
individuals. If you wear this outfit without jewelry ostentatious, with gems, gold, silk, and fur in
(costing an additional 50 gp), you look like an out-of- abundance.
place commoner. You gain s s to Social checks to influence
individuals with high stature such as nobility.
Entertainer’s Outfit
This set of flashy—perhaps even gaudy—clothes is for Scholar’s Outfit
entertaining. While the outfit looks whimsical, its Perfect for a scholar, this outfit includes a robe, a belt,
practical design lets you tumble, dance, walk a a cap, soft shoes, and possibly a cloak.
tightrope, or just run (if the audience turns ugly). Remove s when making Knowledge Related
Remove s when making Charm checks involving Checks.
entertainment. Traveler’s Outfit
This set of clothes consists of boots, a wool skirt or
Explorer’s Outfit breeches, a sturdy belt, a shirt (perhaps with a vest or
This set of clothes is for someone who never knows jacket), and an ample cloak with a hood.
what to expect. It includes sturdy boots leather May obtain these clothes with no cost if no other
breeches or a skirt, a belt, a shirt (perhaps with a vest clothes were bought at character creation.
or jacket), gloves, and a cloak. Rather than a leather
skirt, a leather overtunic may be worn over a cloth Mounts and Related Gear
skirt. The clothes have plenty of pockets (especially Barding, Medium Creatures and Large
the cloak). The outfit also includes any extra Barding is a type of armor that covers the head, neck,
accessories you might need, such as a scarf or a wide- chest, body and possibly legs of a horse or other
brimmed hat. mount. Barding made of medium or heavy armor
Add 2 to encumbrance threshold. provides better protection than light barding, but at the
expense of speed. Barding can be made of any of the
armor types found in the Armors section. Armor for a to the results.
horse (a Large nonhumanoid creature) costs four times Hard Points Required: 1.
as much as human armor (a Medium humanoid Razor Edge
creature) and also weighs twice as much. If the barding This attachment represents sharpening a blade to a
is for a pony or other Medium mount, the cost is only razor edge, then reinforcing or treating that edge
double, and the weight is the same as for Medium so that it can withstand repeated blows.
armor worn by a humanoid. Medium or heavy barding Use With: This attachment can be applied to any close
slows a mount that wears it. Medium gets a -1 to max combat weapon that has a blade.
speed and Heavy gets a -2 to max speed. Modifiers: The weapon gains the Pierce 2 quality, or
Flying mounts can’t fly in medium or heavy barding. increases any existing Pierce quality by 1. The weapon
Removing and fitting barding takes five times as also decreases its Crit rating by 1, to a minimum of 1.
long. A barded animal cannot be used to carry any load Hard Points Required: 1.
other than a rider and normal saddlebags. Recurve Limbs
Making the limbs of a bow or crossbow curve away
Item Attachments from the wielder increases the penetrating power of the
Attachments work just as described in the Genesys bow’s shots, even if it also makes the bow larger and
Core. more difficult to wield.
Use With: This attachment can be applied to any bow
or crossbow.
Weapon Attachments Modifiers: The weapon gains the Pierce 2 quality, or
Attachment HP Required Price Rarity increases any existing Pierce quality by 1. The weapon
Balanced Hilt 1 1,000 gp 6 also gains the Unwieldy 2 quality, or increases any
Duelist Cross Guard 1 800 gp 5
existing Unwieldy quality by 1.
Hard Points Required: 1.
Razor Edge 1 1,250 gp 6
Serrated Edge
Recurve Limbs 1 300 gp 4 Adding jagged sawteeth to a bladed weapon means the
Serrated Edge 1 75 gp 2 wounds it makes are particularly brutal and damaging.
MW Customization 1 750 gp 7 Use With: This attachment can be applied to any close
combat weapon that has a blade.
Weighted Head 1 250 2
Modifiers: The weapon gains the Vicious 1 quality, or
increases any existing Vicious quality by 1.
Balanced Hilt Hard Points Required: 1.
This attachment represents modifying a melee Masterwork Weapon
weapon’s balance (particularly around the hilt or haft) This simply represents the weapon being modified by
to make it easier to control. a master craftsman to be better than other examples of
Use With: This attachment can be applied to any its type.
weapons that use the Melee (Light) skill and to one- Use With: This attachment can be applied to any
handed weapons that use the Melee skill. weapon.
Modifiers: The weapon gains the Accurate 1 quality, Modifiers: The weapon gains the Superior quality.
or increases any existing Accurate quality by 1. (If the Hard Points Required: 1.
weapon has the Inaccurate quality, it reduces that Weighted Head
quality’s rating by 1 to a minimum of 0, instead.) Adding extra weight to the head of a blunt weapon lets
Hard Points Required: 1. the wielder strike with greater impact and do
Duelist Cross Guard more damage. This kind of attachment makes sense in
This attachment represents modifying the cross guard any setting.
of a sword to better catch and lock the blade of an Use With: This attachment can be applied to any close
opponent. combat weapon that deals bludgeoning or crushing
Use With: This attachment can be applied to any damage (not one with a cutting edge).
sword, whether one-handed or two-handed. Modifiers: The weapon increases its damage by 2.
Modifiers: When an opponent resolves a melee The weapon gains the Cumbersome 2 quality, or
combat check against the wielder, if the check increases its existing Cumbersome quality by 1.
generated at least one uncanceled h, the wielder may Hard Points Required: 1.
suffer 1 strain as an out-of-turn incidental to add h h
Armor Attachments limiting the amount of magic Items you can have.
Attachment HP Required Price Rarity Armor: suits of armor.
Belts: belts and girdles.
Gilded 0 1,500 gp 5
Body: robes and vestments.
Intimidating Visage 0 236 gp 3 Chest: mantles, shirts, and vests.
Reinforced Plating 2 8,000 gp 7 Eyes: eyes, glasses, and goggles.
Spikes 2 600 gp 4
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
MW Customization 1 150 gp 5
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Gilded Neck: amulets, brooches, medallions, necklaces,
Though it serves no practical purpose, many nobles periapts, and scarabs.
like to adorn their armor with gold leaf. It certainly Ring (up to two): rings.
makes the wearer seem impressive, but acts as a lure Shield: shields.
for every bandit within eyesight. Shoulders: capes and cloaks.
Use With: This attachment can be applied to any Wrist: bracelets and bracers.
armor. You may not be effected by 2 magical items from the
Modifiers: While wearing this armor, your character same slot. The only exception is rings and with that
adds s to Charm, Negotiation, and Leadership checks. you can only be effected by 2.
Hard Points Required: 0. In Genesys you can only benefit from 1 magical
Intimidating Visage implement. While that makes sense since Genesys
Warriors from many cultures paint their armor or add chooses to have a small selection of powerful benefits.
imposing face masks to intimidate opponents. This In the Pathfinder setting I will take the route of bigger
kind of attachment makes sense in all settings. selection not as powerful.
Use With: This attachment can be applied to any
armor. Magic Item Enhancements
Modifiers: When wearing this armor, the user adds Magic Weapons with enhancement bonuses gain hard
s to Coercion checks they make, and automatic f to points equal to the weapons enhancement rating. For
Charm checks they make. example if you had a Longsword that by default has a
Hard Points Required: 0. +2 enhancement it would have a total of 3 HP.
Masterwork Armor Attachments usually require only 1 HP. Attachments
This simply represents the armor being modified by a that are magical in nature require 2 or more.
master craftsman to be better than other examples of Magic Item Special Abilities
its type. These are abilities that can be added to magic items
Use With: This attachment can be applied to any during the crafting process. When adding a special
armor. ability use the CL to determine difficulty. If adding
Modifiers: Wearer reduces the encumbrance of the more than one enchantment on an item choose which
armor by 1 to a minimum of 1. ever CL is higher as your crafting difficulty +1 per
Hard Points Required: 1. extra enchantment.
Reinforced Plating Also these abilities come with a +1 bonus or higher
This attachment represents adding extra layers of enhancement bonus. (see Weapons/Armor
armor or using stronger materials to reinforce the Enhancement Bonuses mentioned previously). This
armor. cost is in addition to the cost to craft the basic
Use With: This attachment can be applied to any weapon.
armor that uses hardened plates for protection. Weapon Bonus Base Price
Modifiers: The armor gains the Reinforced quality. +1 2,000 gp
The armor also increases its encumbrance by 1.
+2 8,000 gp
Hard Points Required: 2.
+3 18,000 gp
+4 32,000 gp

Chapter 6: Magic Items +5 50,000 gp


For Magic Items I chose to use Pathfinders way of +6 72,000 gp
+7 98,000 gp Required HP: 2
+8 128,000 gp A returning weapon flies through the air back to the
creature that threw it. It returns to the thrower just
+9 162,000 gp
before the creature’s next turn (and is therefore ready
+10 200,000 gp to use again in that turn). Catching a returning weapon
Remember you will never have an enhancement when it comes back is a incidental. If the character
bonus higher than +5. +6 and on are strictly for can’t catch it, or if the character has moved since
determining the price. throwing it, the weapon drops to the ground in the
square from which it was thrown.
Armor Construction
Crafting Difficulty: Easy (h)
Requirements: Telekinesis; Craft Magic Arms and
Armor and Shield Special Abilities Armor Talent, Must be placed on a weapon that can be
Animated thrown.
Aura: Strong transmutation
Required HP: 3 Specific Magic Weapons
As a maneuver, an animated shield can be loosed to
Holy Avenger
defend its wielder on its own. Once per encounter for 4
Aura: Strong Abjuration
rounds, the shield acts just it would if you were
Price: 120,630 gp
wielding it only allows you to have your off-hand free
Rarity: 10
for something else. You still are effected by whatever
Encumbrance: 1
s the shield initially has when casting spells or rolling
This is a cold iron longsword. In the hands of a
Agility checks. The shield will follow the character paladin, this sacred weapon gains the holy attachment
who activated it, even by magical means. If the wielder and provides 1 spell defense equal to ranks in Divine
who loosed it has an unoccupied hand, she can grasp it to the wielder and anyone in engaged range with her. It
to end its animation as an incidental. This property also enables the paladin to use greater dispel magic
cannot be added to a tower shield. (once per round as an action). Only the area dispel is
Construction possible, not the targeted dispel or counterspell
Crafting Difficulty: Average (hh) versions of greater dispel magic.
Requirements: Craft Magic Arms and Armor Talent, Construction
animate objects, Can only be attached to a shield. Crafting Difficulty: Impossible (hhhff)
Specific Magic Armor and Shields Requirements Craft Magic Arms and Armor Talent,
… holy aura, creator must be good; Cost 60,630 gp

Weapons Potions
Potions are one time use effects that are based on some
Weapon Special Abilities spells of Average (ff) difficulty or lower. Unlike
Holy scrolls potions don't roll a difficulty. Instead they roll
Aura: Moderate transmutation [good] f equal to the difficulty of the spell. Also an automatic
Required HP: 3 s is generated as part of the results. They don't choose
A holy weapon is imbued with holy power. This any bonus effects, those are chosen when the potion is
power makes the weapon good-aligned and thus created.
bypasses the corresponding damage reduction. It deals The price of a potion is equal to 50 gp x (2x the spell
an extra 4 points of damage against all creatures of evil difficulty). If there are multiple different difficulties
alignment. It upgrades the difficulty on all attacks for based on class, use the lowest difficulty when
any evil creature attempting to wield it. calculating price. Make sure to account for augments.
Construction For example a potion of Cure Moderate Wounds is
Crafting Difficulty: Average (hh) essentially a 2 difficulty spell. It's just the Cure
Requirements: Craft Magic Arms and Armor Talent, Wounds spell with an augment.
holy smite, creator must be good.
Returning Rings
Aura: Moderate transmutation Only two magic rings are allowed to be worn at any
given time. There are no special abilities for rings,
only specific rings. Wands
Wands hold 1 spell and that can be cast as an action.
Ring of Wizardry The base difficulty of the spell is based on the class of
Aura: moderate (wizardry I) or strong (wizardry II– the wielder, since spell difficulty varies based on class.
IV) Also reduce the difficulty to cast this spell by 1 to a
Price: 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), minimum of 1. This can be cast a number of times
100,000 gp (IV) equal to the charges left in the wand before it is as
Rarity: 8 (I), 9 (II), 10 (III), 10 (IV) useless as a stick.
This special ring comes in four kinds (ring of wizardry Requirements:
I, ring of wizardry II, ring of wizardry III, and ring of Must have at least one rank in the appropriate skill
wizardry IV), all of them useful only to arcana needed to cast that type of spell.
spellcasters. The wearer’s arcana spells reduce the
strain need to cast arcana spells from 2 to 1. A ring of Wondrous Items
wizardry I only effects Spells with an Easy (f)
Difficulty, wizardry II only effects Average (ff)
Difficulty, wizardry III only effects Hard (fff)
Amulet of Natural Armor
Aura: Faint transmutation
Difficulty, and wizardry IV only effects Daunting
Slot: Neck
(ffff) Difficulty.
Price: 2,000 gp(+1), 8,000 gp(+2), 18,000 gp(+3),
Construction
32,000 gp(+4), 50,000 gp(+5)
Construction Difficulty: (I) Daunting (hhff), (II)
Rarity: 5 (+1), 6 (+2), 8 (+3), 9 (+4), 10(+5)
Formidable (hhhff), (III and IV) Impossible This amulet, usually crafted from bone or beast scales,
(hhhff) toughens the wearer’s body and flesh, giving him a +1
Requirements Forge Ring, limited wish; Cost 10,000 to +5 soak, depending on the kind of amulet. This soak
gp (I), 20,000 gp (II), 35,000 gp (III), 50,000 gp (IV) is only applied to physical attacks and thus have no
effect against magic.
Rods Construction
(Information Pending) Crafting Difficulty: Hard (hff) (+1 and +2),
Daunting (hfff) (+3), Formidable (hffff)
(+4), Impossible (hffff) (+5)
Scrolls Requirements Craft Wondrous Item, barkskin; Cost
Scrolls hold 1 spell on it that may be cast once as an 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp
action without incurring a strain cost. The scroll is (+4), 25,000 (+5)
consumed after it is used.
The requirements for someone to use the scroll is:
Gloves of Storing
• Having at least one rank in the appropriate Aura: Moderate transmutation
skill to cast that type of spell. Slot: Hands
• If it is a scroll they have not made they must Price: 10,000 gp (one glove)
make a check to read the writing. This can be Rarity: 6
done with 1 less difficulty than it is to cast. This device is a single leather glove. On command,
Using the magic skill required or at the GMs one item held in the hand wearing the glove
discretion an appropriate knowledge check. disappears. The item can have an encumbrance of 3 or
The price of a scroll is equal to the difficulty of the less and must be able to be held in one hand. While
spell x CL X 25 gp. stored, the item has negligible weight. With a snap of
the fingers wearing the glove, the item reappears. A
Staves glove can only store one item at a time. Storing or
Staffs hold multiple spell and that can be cast as an retrieving the item is an incidental. The item is shrunk
action. Also reduce the difficulty to cast these spells by down so small within the palm of the glove that it
1 to a minimum of 1. A Staff holds 10 charges. Unlike cannot be seen. If the glove’s effect is suppressed or
wands, staffs can hold spells of any difficulty. Staffs dispelled, the stored item appears instantly. A glove of
also have the Prepare 1 quality. storing uses up your entire hands slot. You may not use
Staves have a minimum CL of 8. another item (even another glove of storing) that also
uses the hands slot. negative, it is cast on you or some unfavorable by product
Construction of the spell effects you.
Crafting Difficulty: Hard (hhf) Wand Creation
Requirements Craft Wondrous Item, shrink item; Step 1: Gather the materials need. The cost for
Cost 5,000 gp materials is 350gp x the difficulty of the spell x (Key
Rank+Key Ability). On a failed check materials are
Crafting Magic Items still used up and must spend the cost in materials if
making another attempt.
Step 2: Make a skill check with the appropriate magic
Scribe Scroll skill type or Craft (Magic Items) skill, which ever is
Scribing scroll is the process lower. The difficulty is equal to the difficulty to cast
Step 1: Gather the materials need. 12.5 gp x the the spell +1. Then upgrade all difficulty dice. This
difficulty of the spell x (Key Rank+Key Ability). On a penalty can be mitigated through Wand Maker Talent.
failed check materials are still used up and must spend Step 3: Spend a, h, t, and d.
the cost in materials if making another attempt. If successful the PC has a functional wand they can
Step 2: Make a skill check with the appropriate magic use. The amount of charges is equal to 10 x the number
skill type or Craft skill, which ever is lower. The of uncanceled s, to a maximum of 50.
difficulty is equal to the difficulty to cast the spell+1.
Then upgrade all difficulty dice (subject to change). SPENDING a, t, h, AND d ON SCRIBE SCROLL
This penalty can be mitigated through Accomplished CHECKS
Scribe Talent. Cost Effect

Step 3: Spend a, h, t, and d. Reduce the time to make the wand by one day to a
a or t minimum of one day. (You may select this multiple times.)
If successful the PC has a functional scroll they can Your character adds a s to next check using same skill.
use.
aa or t *Add an addition 10 charges to the maximum allowed.

SPENDING a, t, h, AND d ON SCRIBE SCROLL aaa or t *Reduce the difficulty of future checks to craft this wand
CHECKS by one.
*Make a second copy.
Cost Effect
May add an automatic s or a to checks each time it is
Reduce the time to copy the spell by one day to a minimum t cast. (You may select this once)
of one day. (You may select this multiple times.)
* Reduce the difficulty to craft the wand by one, to a
a or t Your character adds a s to next crafting check. minimum of 1.(may be used multiple times)
tt *When crafting this wand you instead of s for each CL
You may remove a s to the check when casting this scroll.
(You may select this multiple times.) you upgrade the pool for each CL.

You may adds a s to the check when casting this scroll. *Increase the time to craft the wand by one day (You may
aa or t h or d select this multiple times.)
(You may select this multiple times.)
*Add s to the next craft wand check.
Reduce the difficulty of future checks to scribe this scroll
aaa or by one. hh or d *You use more materials than intended and you pay an
t additional 25% more in materials.
Make a second copy. *Reduce the maximum charges allowed by 10.
May add an automatic s or a to checks each time it is hhh or d You add an automatic f and h when using this wand.
t cast. (You may select this once)
You may upgrade this check once when casting this scroll. *The GM may spend hhh to have the wands spell
d rebound back to the wielder.
Reduce the difficulty to cast the scroll by one, to a
tt *The wand explodes with enough force to deal a critical
minimum of 1.(may be used multiple times) dd injury +20 to the crafter.
Increase the time to scribe the scroll by one day (You may
h or d select this multiple times.)
Add s to the next scribe scroll check.
Chapter 7: Magic
You use more materials than intended and you pay an
hh or d
additional 25% more in materials.
Magic is handled like it is in the Core Rulebook, but
also have premade spells. These premade spells are
hhh or
d
You add an automatic f and h when casting this scroll. different in the following ways:
d Increase the difficulty of casting this scroll by one. • They ignore the normal rule of who can cast
dd *All scrolls with this specific spell can't be copied to your
what type of spell and instead who can use it is
spell book again. defined by class.
While subscribing the scroll if they effects of the spell are • They can be stored in a scroll or spell book
that gives wizards edge with them. Cost Effect
• Augments available that might not necessarily Reduce the time to copy the spell by one day to a minimum
be available when casting on the fly. a or t of one day. (You may select this multiple times.)
Your character adds a s to next check using same skill.

Staring Spells aa or t The spell on the scroll is not consumed when copied.
Characters who wish to increase their access to spells aaa or t
Reduce the difficulty of future checks to copy this spell by
though experience may do so with the Spell one.
Knowledge Talent. t
May add an automatic s or a to checks each time it is
cast. (You may select this once)

Optional Spell Casting Rules Reduce the difficulty to cast the spell by one, to a minimum
of 1. (You may select this once)
If First You Don't Succeed.... tt When casting this spell you gain an upgrade instead of a s
If you want spice up magic a bit and reflect a more when casting this spell. (Using Genesys spell casting rules
dangerous and volatile side of casting an unfamiliar only)(You may select this once)
spell. Upgrade the difficulty once for newly acquired Increase the time to copy the spell by one day (You may
h or d select this multiple times.)
spells by the PC. The player may spend aaaa or Add s to the next scroll copying check.
t to remove the upgrade. This is a fun way of
You use more materials than intended and you pay an
showing how difficult casting a spell for the 1st time is. hh or d
additional 25% more in materials.
I would forgo this on spells the character starts with.
hhh or d You add an automatic h when casting this spell.
After all the starting spells represent spells the PC has
All scrolls with this specific spell can't be copied to your
known for quite some time. The only exception would d spell book again.
be in the case of the above backstory or spells from Increase the difficulty of casting this spell by one.
level 2 up in general. Remember h and d are more While copying the spell if they effects of the spell are
unforgiving when casting spells than in normal dd negative, it is cast on you or some unfavorable by product
combat. of the spell effects you.

Note: This also provides an opportunity to add a talent Optional Rule: If you like Genesys old way of casting
that lets PC forgo this penalty. spell with more free form, you could, when casting the
spell on the scroll upgrade your check once. The spell
Copying Spells into Spell Book on the scroll is consumed.
Step 1: Gather the materials need. The scroll, Spell Type
obviously, and half the cost of the scrolls price. This is what type of spell you are casting that is
Step 2: Make a skill check with the appropriate magic classified by the Genesys Core Rulebook.
skill type or Magic Craft skill, which ever is lower. To Skill
determine the difficulty divide the rarity by 2 and What base skill you can use when casting it.
round up. Then upgrade all difficulty dice (subject to Concentration
change). This penalty can be mitigated through Whether or not you can use concentration rules found
Accomplished Scribe Talent. This may seem harsh but on page 218 of the Genesys Core Rulebook.
magic usually is. Range: At what rage the spell may be cast.
Step 3: Spend a, h, t, and d.
If successful there are 2 different ways you could go Effect
as a GM. Personal: Only Effects You
Target
• 1st is using the optional magic rules presented
Where the spell ends up or who it effects.
here and add it to their spell book.
• 2nd if you like the Genesys default spell casting Duration
rules you could have a success mean they get a Instantaneous: The spell energy comes and goes the
s when casting that particular spell since they instant the spell is cast, though the consequences might
could have cast already without copying it. be long-lasting.
Regardless of which option you choose the scroll is Permanent: The energy remains as long as the effect
consumed whether you were successful or not. CL has does. This means the spell is vulnerable to dispel
no effect on Copying spells into books. magic.
Concentration: Some magical effects might require
concentration to sustain. If a magical action (or spell)
SPENDING a, t, h, AND d ON SPELL COPYING can benefit from concentration, the action description
CHECKS
notes this. this limitation make sense if I could make my own
Spells that can be sustained through concentration conjuration spells, the scope of the spells ability is
last until the end of the character’s next turn (as noted smaller and less likely to get out of control.
in their description). However, if the character Different schools of magic can be used in Talent Path
performs the concentrate maneuver during that next to specialize.
turn, the spell’s effects last until the end of the
character’s following turn, instead. This can be My Divine character doesn't have access to x spell
sustained indefinitely by performing the concentrate when it's a divine spell in Pathfinder?
maneuver each turn. Spell Types are broken up into Arcana, Divine and
Primal. I use these spell types that is presented on
Spells page 211 of the Genesys Core Rulebook to
determine what spell is tied to which magic skill.
Missing Spells? The Unorthodox Magic talent when purchased will
Some spells from pathfinder will not be implemented also give players access to a spell with a different skill.
for one of two reasons:
1st the spell is the same as another spell only slight Spell Duration
different and more powerful. For example the light Some spells are in increments of minutes. Such as 1
spell and Daylight. Both those spells will exist but in a min per s. This is essentially 10 rounds. But combat
different capacity. They are merged into one spell and rarely goes on that long and so just treat it as 1
the advanced effects of the Daylight spell is encounter when cast in combat. When cast out of
represented in the additional effects section of the combat, well even if you manage to get 5 minutes its
spell. kinda mut

2nd It is so tied to the pathfinder mechanics that it is Spell Adjustments


irrelevant in the Genesys system. One example being Most default spell adjustments are not used with this
Bleed. In Genesys when non-player characters and setting since it would do away with the need of more
creatures suffers wounds greater than their wound spells. With the default Genesys adjustments you
threshold, they are defeated (unless they are a high- would only like one spell to do what 15 can just by
level opponent such as a nemesis). adjusting the difficulty. Instead it is done on a per spell
basis. The adjustments below may be used with all
Difficulty spells unless specifically stated otherwise.
All classes spells except the Paladin and Ranger start Adjustmen Effect
at easy and go all the way to Formidable. Paladin and t
Ranger spells start at Average for 2 reasons. Range: Increase the range of the spell by one range band.
1st they don't have as many spell levels to go through +f This may be added multiple times, increasing the range by
one range band each time
and would be unfair if the highest possible spells they
Quick Cast: Spell may be cast as a maneuver instead of an
could cast were only a daunting. +fff
action.
2nd Looking closely at the talent Spell Knowledge if
taken by a Paladin or Ranger it does nothing for them Class Spells
until the 2nd rank. This is to simulate the effect of
Paladins and Rangers receiving there spells later in The following is a list of spells allowed by each class.
their class. Bard Spells
Magic Schools Easy (f)
Spell Description
All spells belong to a specific school; Abjuration,
Conjuration, Divination, Enchantment, Evocation, and - -
Illusion. This system will replace the Genesys basic - -
spell types. Since the pathfinder conversion system Cleric Spells
uses magic differently it can be exempt from rules that Easy (f)
would otherwise break the game. For example Create Spell Description
Water spell while following the Genesys core only - -
Arcane and Primal would be allowed to use this, thus
- -
denying clerics a spell that is inherently theirs. While
Druid Spells medium range. You deal 3 acid damage per s. This
Easy (f) attack has the sunder quality. This acid disappears after
Spell Description 1 round.
- - Alarm
- -
Spell Type: Utility
Skill: Arcana, Divine, Primal
Paladin Spells Difficulty: Bard, Ranger, Sorcerer/Wizard (f)
Average (f f) School: Abjuration
Spell Description
Concentration: No
- - Range: Engaged
- - Area: Short range radius from cast location
Ranger Spells Duration: 2 hours per s
Average (f f) Alarm creates a subtle ward on an area you select.
Spell Description Once the spell effect is in place, it thereafter sounds a
- -
mental or audible alarm each time a creature enters the
warded area or touches it. Exceptionally small
- -
creatures don't trigger it such as pixies. A creature that
speaks the password (determined by you at the time of
Wizard/Sorcerer Spells casting) does not set off the alarm. You decide at the
Easy (f) time of casting whether the alarm will be mental or
Spell Description audible in nature.
Acid Splash Orb deals acid damage Mental Alarm: A mental alarm alerts you (and only
Inscribes a personal rune on an object or creature you) so long as you remain within 1 mile of the
Arcane Mark
(visible or invisible) warded area. You note a single mental “ping” that
Dancing Lights Creates torches or other lights. awakens you from normal sleep but does not otherwise
Daze A single minion creature is staggered
disturb concentration. A silence spell has no effect on a
mental alarm.
Detect Magic Detects all spells and magic items within
Audible Alarm: An audible alarm produces the sound
Detect Poison Detects poison in one creature or small object of a hand bell, and anyone within medium range of the
Disrupt Undead Deals base 6 damage to one undead warded area can hear it clearly. Reduce the distance to
Flare 1 target humanoid minion is staggered short range if there are a lot of obstructions between
Ghost Sound Figment sounds the hears and the alarm.
Light Object shines like a torch
In quiet conditions, the ringing can be heard faintly
as far as Long range. The sound lasts for 1 round.
Mage Hand Silhouette 0 telekinesis
Creatures within a silence spell cannot hear the
Mending Repair an object one step ringing.
Message Whisper conversation at distance Ethereal or astral creatures do not trigger the alarm.
Ray of Frost Ray deals base 3 cold damage Alarm can be made permanent with a permanency
Resistance Gain magic defense 1 spell.
Touch of Adjustment Effect
Deals base 3 stun damage, ignore soak
Fatigue Alarm will now trigger even the smaller creatures.
aa (Note: this might cause many false positives since
it can pick up insects as well.)
Spell Descriptions
Increase the range of the effected area by one
Acid Splash +f range band. This may be added multiple times,
Spell Type: Attack increasing the range by one range band each time.
Skill: Arcana, Divine, Primal May alert one person by way of Mental Alarm in
Difficulty: Wizard/Sorcerer (f) +f
addition to yourself.
School: Conjuration
Animate Dead
Concentration: No
Spell Type: Conjure
Effect: One missile of Acid
Skill: Arcana, Primal
Duration: Instantaneous
Difficulty: Cleric (ff), Sorcerer/Wizard: (fff)
You fire a small orb of acid at the target within
School: Necromancy [evil]
Concentration: No Range: Engaged
Range: Engaged Duration: Instantaneous
Target: one or more corpses touched This transmutation imbues a flask (1 pint) of water
Duration: Instantaneous with positive energy, turning it into holy water.
This spell turns corpses into undead skeletons or Burning Hands
zombies (see the Pathfinder RPG Bestiary) that obey Spell Type: Attack
your spoken commands. Skill: Arcana, Divine, Primal
The undead can be made to follow you, or they can Difficulty: Sorcerer/Wizard (f)
be made to remain in an area and attack any creature School: Evocation
(or just a specific kind of creature) entering the place. Concentration: No
They remain animated until they are destroyed. A Range: Short
destroyed skeleton or zombie can’t be animated again. Duration: Instantaneous
The undead you create remain under your control A cone of searing flame shoots from your fingertips. A
indefinitely. No matter how many times you use this creature in short range in front of you takes 4 points of
spell, however, you can control only 1 undead Minion fire damage +1 per s. This attack gains the Burn 2,
per s and/or 1 Rival per ss. If you exceed this and Blast 1 Quality.
number, all the newly created creatures fall under your Adjustment Effect
control, and any excess undead from previous castings
+f +1 Burn Quality
become uncontrolled. You choose which creatures are
released. Undead you control through the Command +f +1 Blast Qulity
Undead trait do not count toward this limit. Create Water
Arcane Mark Spell Type: Conjure
Spell Type: Attack Skill: Divine, Primal
Skill: Arcana, Divine, Primal Difficulty: Cleric, Druid, Paladin (f)
Difficulty: Sorcerer/Wizard (f) School: Conjuration (Creation)
School: Universal Concentration: No
Concentration: No Range: Short
Effect: One personal rune or mark, all of which must Duration: Instantaneous
fit within 1 sq. ft. This spell generates wholesome, drinkable water, just
Duration: Permanent like clean rain water. Water can be created in an area as
This spell allows you to inscribe your personal rune or small as will actually contain the liquid, or in an area
mark, which can consist of no more than six characters three times as large—possibly creating a downpour or
in engaged range. The writing can be visible or filling many small receptacles.
invisible. An arcane mark spell enables you to etch the This spell creates up to 2 gallons of water per s.
rune upon any substance without harm to the material This water disappears after 1 day if not consumed.
upon which it is placed. If an invisible mark is made, a Cure Wounds
detect magic spell causes it to glow and be visible, Difficulty: Bard, Cleric, Druid, Paladin (f); Ranger
though not necessarily understandable. (ff)
See invisibility, true seeing, a gem of seeing, or a School: Conjuration (Healing)
robe of eyes likewise allows the user to see an Concentration: No
invisible arcane mark. A read magic spell reveals the Range: Engaged
words, if any. The mark cannot be dispelled, but it can Target: Creature Touched
be removed by the caster or by an erase spell. Duration: Instantaneous
If an arcane mark is placed on a living being, the Touch 1 creature and if successful, the character heals
effect gradually fades in about a month. Arcane mark 1 wound per uncanceled s, and 1 strain per
must be cast on an object prior to casting instant uncanceled a.
summons on the same object. Adjustment Effect
Bless Water
+f Heal an additional Wound and Strain per s.
Spell Type: Heal
Skill: Divine, Primal +f Heal 1 Easy Critical Injury.
Difficulty: Cleric, Paladin (f) +ff Heal 1 Average Critical Injury.
School: Transmutation +fff Cure Mass Wounds: For each a generated this
Concentration: No
spell effects an additional target in short range of If darkness is cast on a small object that is then
the caster. placed inside or under a lightproof covering, the spell’s
+fff Heal 1 Hard Critical Injury. effect is blocked until the covering is removed.
Adjustment Effect
+ffff Heal 1 Daunting Critical Injury.
Deeper Darkness: Effected area is increased from
Dancing Lights +f short range to medium range and add an additional
Spell Type: Utility s.
Skill: Arcana, Divine, Primal
Difficulty: Sorcerer/Wizard (f) Daze
School: Evocation [Light] Spell Type: Curse
Concentration: No Skill: Arcana, Divine
Range: Long Difficulty: Bard, Sorcerer/Wizard (f)
School: Enchantment (Compulsion)
Effect: Up to four lights, all within a 10-ft.-radius
Concentration: No
area
Range: Short
Duration: 1 minute Target: 1 target humanoid minion
Depending on the version selected, you create up to
Duration: Instantaneous
four lights that resemble lanterns or torches (and cast
This spell clouds the mind of a humanoid creature. 1
that amount of light), or up to four glowing spheres of
target humanoid minion is staggered.
light (which look like will-o’- wisps), or one faintly
Adjustment Effect
glowing, vaguely humanoid shape. The dancing lights
must stay within engaged range in relation to each +f May effect a Rival.
other but otherwise move as you desire (no Additional Target: The spell affects one additional
concentration required): forward or back, up or down, target within range of the spell. In addition, after
straight or turning corners, or the like. The lights can + ff casting the spell, you may spend a to affect one
additional target within range of the spell (and may
move from engaged to Medium range in one round. A
trigger this multiple times, spending a each time).
light winks out if the distance between you and it
exceeds the spell’s range. + fff May effect a Nemesis
You can only have one dancing lights spell active at Detect Magic
any one time. If you cast this spell while another Spell Type: Utility
casting is still in effect, the previous casting is Skill: Arcana, Divine, Primal
dispelled. Difficulty: Bard, Cleric, Druid, Sorcerer/Wizard (f)
If you make this spell permanent, it does not count School: Divination
against this limit. Concentration: Yes
Dancing lights can be made permanent with a Range: Medium
permanency spell. Area: cone-shaped emanation
Darkness Duration: Concentration
Spell Type: Curse You detect the presence or absence of magical auras,
Skill: Arcana, Divine the number of different magical auras and the power of
Difficulty: Bard, Cleric, Sorcerer/Wizard (ff) the most potent aura, and the strength and location of
School: Evocation each aura.
Concentration: No Adjustment Effect
Range: Engaged a Identify the Strength of the Aura
Target: object touched
aa Identify 1 magical items properties
Duration: 1 min per s
This spell causes an object to radiate darkness out to Detect Poison
short range radius. All creatures gain s s to any skill Spell Type: Utility
checks made within the radius just as you would if you Skill: Arcana, Divine, Primal
were in complete darkness. Difficulty: Cleric, Druid, Paladin, Ranger,
Non-magical sources of light, such as torches and Sorcerer/Wizard (f)
lanterns, do not increase the light level in an area of School: Divination
darkness. Magical light sources only increase the light Concentration: No
level in an area if they are of a higher spell level than Range: Short
darkness. Target/Area: one creature, one object, or a small
area Target: Creature Touched
Duration: Instantaneous Duration: 24 hours
You determine whether a creature, object, or area has Difficulty: (f)
been poisoned or is poisonous. You can determine the Remove s s from any Resilience checks made
exact type of poison with a Hard (fff) Alchemy against cold or hot weather.
check. The spell can penetrate barriers, but 1 foot of Feather Fall
stone, 1 inch of common metal, a thin sheet of lead, or Spell Type: Utility
3 feet of wood or dirt blocks it. Skill: Arcana, Divine, Primal
Dispel Magic Concentration: Yes
Spell Type: Dispel Target: a silhouette 1 or smaller object or creature
Skill: Arcana, Divine, Primal Area: cone-shaped emanation
Difficulty: Bard, Cleric, Paladin, Sorcerer/Wizard Duration: until landing or 1 round per s
(ff), Druid (fff) Difficulty: (f)
School: Abjuration The affected creatures or objects fall slowly. The
Concentration: Yes subjects take no damage upon landing while the spell
Range: Medium is in effect. When the spell duration expires, a normal
Target/Area: Anyone within range of the spell rate of falling resumes. The spell affects one silhouette
Duration: Concentration 1 or 0 creature (including gear and carried objects) or
After this spell is cast the character may upgrade the object,
difficulty of checks to cast spells once within the range of Adjustment Effect
the spell. After the initial cast, you may perform a maneuver
each round to keep the effect going. Increase silhouette size allowed by
+f
1.
Adjustment Effect
Flare
Greater Dispel Magic: May use to dispel all
+f
magic in an area. Spell Type: Curse
Skill: Arcana, Divine
Disrupt Undead Concentration: No
Spell Type: Attack Range: Short
Skill: Arcana, Divine, Primal
Duration: Instantaneous
Difficulty: Sorcerer/Wizard (f)
Difficulty: (f)
School: Necromancy This cantrip creates a burst of light. If you cause the
Concentration: No light to burst in front of a single creature, that creature
Range: Short receives a s on all Perception checks for 1 minute.
Duration: Instantaneous Sightless creatures are not affected by flare.
You direct a ray of positive energy. If the ray hits an Ghost Sound
undead creature, it deals 6 points of damage +1 per s. Difficulty: Bard, Sorcer/Wizard (f)
Adjustment Effect
Concentration: No
+f This attack gains Pierce 2. Range: Short
Divine Favor Duration: 1 round per s
Spell Type: Augment Ghost sound allows you to create a volume of sound
Skill: Divine, Primal that rises, recedes, approaches, or remains at a fixed
Concentration: No place. You choose what type of sound ghost sound
Range: personal creates when casting it and cannot thereafter change
Target: You the sound’s basic character.
Duration: 1 minute a can be used adjust volume of sound created. You
Difficulty: (f) can produce as much noise as four normal humans,
You gain a s on combat rolls for every sss. than an addition 4 per a thereafter (maximum 40
Endure Elements humans). Thus, talking, singing, shouting, walking,
marching, or running sounds can be created. The noise
Spell Type: Utility
a ghost sound spell produces can be virtually any type
Skill: Arcana, Divine, Primal
of sound within the volume limit. A horde of rats
Concentration: No
running and squeaking is about the same volume as
Range: Engaged
eight humans running and shouting. A roaring lion is
equal to the noise from 16 humans, while a roaring or shutter of wood, metal, or stone. The magic effects
dragon is equal to the noise from 32 humans. the portal just as if it were securely closed and
Grease normally locked with an Average (ff ) Skulduggery
Spell Type: Conjure or Brawn check to open. A knock spell or a successful
Skill: Arcana, Primal dispel magic spell can negate a hold portal spell.
Concentration: No Adjustment Effect
Range: Short +f Increase the difficulty to open the portal by 1.
Duration: 1 encounter or 1 min +1 per s
+f Increase the silhouette size of portal by 1
Difficulty: (f)
A grease spell covers a solid surface with a layer of Levitate
slippery grease. A creature can walk within or through Spell Type: Utility
the area of grease but can only take 1 maneuver per Skill: Arcana, Divine, Primal
turn if they make an Average (ff) Coordination Concentration: No
check. It takes 2 maneuvers to escape usually. Failure Range: Engaged
means it can’t make any maneuvers and the GM can Target: you, creature or object of silhouette 1 or
spend hh or d for them to fall. Creatures that do not smaller
move on their turn do not need to make this check and Duration: 1 min per s
attackers gain a s to hit them. Difficulty: (ff )
The spell can also be used to create a greasy coating Levitate allows you to move yourself, another creature,
on an item. Material objects not in use are always or an object up and down as you wish. A creature must
effected by this spell, while an object wielded or be willing to be levitated, and an object must be
employed by a creature requires its bearer to make an unattended or possessed by a willing creature. You can
Average (ff) Coordination check to avoid the mentally direct 1 range band each round; doing so is a
effect. If the check fails the creature immediately drops maneuver. You cannot move the recipient horizontally.
the item. Another Average (ff) Coordination check Light
must be made each round that the creature attempts to Spell Type: Utility
pick up or use the greased item. A creature wearing Skill: Arcana, Divine, Primal
greased armor or clothing gains an upgrade on Concentration: No
Coordination checks to escape and avoid being Range: Engaged
grapple. Target: Object touched
Hideous Laughter Duration: 10 min per s
Difficulty: Bard (f); Sorcerer/Wizard (ff) Difficulty: (f)
School: Enchantment (compulsion) [mind-affecting] This spell causes a touched object to glow like a torch,
Concentration: No shedding normal light in a short range, and darkness
Range: Short becomes dim light, and dim light becomes normal
Duration: 1 round per s light. In an area of normal or bright light, this spell has
This spell afflicts one subject with uncontrollable no effect. The effect is immobile, but it can be cast on
laughter. The target gains a s on all skill rolls for the a movable object.
duration of the spell. Targets with an intellect of 1 are You can only have one light spell active at any one
unaffected. time. If you cast this spell while another casting is still
Adjustment Effect
in effect, the previous casting is dispelled. If you make
this spell permanent (through permanency or a similar
Target falls prone for the duration of the
+f effect), it does not count against this limit. Light can
spell.
be used to counter or dispel any darkness spell with a
Hold Portal skill vs skill roll instead of the default difficulty.
Spell Type: Utility Adjustmen Effect
Skill: Arcana, Divine, Primal t
Concentration: No Daylight: Creatures that take penalties in bright
Range: Medium aa light take them while within the range of this
Target: 1 portal, up to a silhouette 1 magical light.
Duration: 1 encounter or 1 min +1 per s Increase the range of the effected area by one range
Difficulty: (f) +f band. This may be added multiple times, increasing
This spell magically holds shut a door, gate, window, the range by one range band each time.
Mage Hand Daunting (ffff) Perception check. You point your
Difficulty: Bard, Sorcerer/Wizard (f) finger at each creature you want to receive the
School: Transmutation message. When you whisper, the whispered message is
Concentration: Yes audible to all targeted creatures within range. Magical
Range: Short silence, 1 foot of stone, 1 inch of common metal (or a
Duration: Concentration thin sheet of lead), or 3 feet of wood or dirt blocks the
You point your finger at an object and can lift and spell. The message does not have to travel in a straight
move one non-magical, unattended object with a line. It can circumvent a barrier if there is an open path
silhouette 0, it at will from a distance. The spell ends if between you and the subject, and the path’s entire
the distance between you and the object ever exceeds length lies within the spell’s range. The creatures that
the spell’s range. Any resistance other than gravity receive the message can whisper a reply that you hear.
causes this spell to fail. The spell transmits sound, not meaning; it doesn’t
Adjustment Effect transcend language barriers. To speak a message, you
must mouth the words and whisper.
Effect one additional target, Can open and
a Adjustment Effect
close doors
+f Increase the silhouette size of the object by 1 a Effect one additional target

Mending Ignore all physical barriers in between you and


+ff
target(s). Still effected by Magical silence
Spell Type: Utility
Skill: Arcana, Divine, Primal Mount
Concentration: No Spell Type: Conjure
Range: Engaged Skill: Arcana, Primal
Target: one object of silhouette 0+1 per additional s Concentration: No
Duration: Instantaneous Range: Short
Difficulty: (f) Duration: 2 hours per s
An item is repaired one step: from major to moderate, Difficulty: (f)
from moderate to minor, or from minor to undamaged. You summon a light horse or a pony (your choice) to
Adjustment Effect
serve you as a mount. The steed serves willingly and
well. The mount comes with a bit and bridle and a
aa May repair another step. riding saddle.
Mage Armor Adjustment Effect
Spell Type: Barrier +f Mount is combat trained
Skill: Arcana, Divine
+f Summon a Heavy horse
Concentration: No
Target: Creature Touched Obscuring Mist
Duration: 1 Hour per s Spell Type: Conjure
Difficulty: (f) Skill: Arcana, Primal
An invisible but tangible field of force surrounds the Concentration: No
subject of a mage armor spell, providing a +1 Soak. Range: Short
Since mage armor is made of force, incorporeal Duration: 2 hours per s
creatures can’t bypass it the way they do normal Difficulty: (f)
armor. A misty vapor arises around you in a short range
Adjustment Effect radius. It is stationary. The vapor obscures all sight,
including darkvision, beyond engaged range. A
+f +1 Soak
creature that is in engaged range adds s on
Message Perception, Vigilance, and all combat skill checks.
Difficulty: Bard, Sorcerer/Wizard (f) Creatures farther away have add s s to their
School: Transmutation [Language-dependent] Perception, Vigilance, and all combat skill checks.
Concentration: No This spell is subjected to the elements so with enough
Range: Long h or d the spell could move or be blown away with a
Duration: 10 min. per s wind. A fireball, flame strike, or similar spell burns
You can whisper messages and receive whispered away the fog in the explosive or fiery spell’s area. A
replies. Those nearby can hear these messages with a wall of fire burns away the fog in the area into which it
deals damage. by summoned creatures ends if the warded creature
This spell does not function underwater. makes an attack against or tries to force the barrier
Adjustment Effect against the blocked creature. Spell resistance can allow
Fog Cloud: Change range to Medium and a creature to overcome this protection and touch the
+f Duration to 10 min per s. (Cannot use if already warded creature.
using Darkness or Stinking Cloud) Ray of Frost
Darkness: All setbacks change to equal s s s, Spell Type: Attack
can be cast on an object, spell doesn't block Skill: Arcana, Divine, Primal
+f darkvision now, and Duration becomes 1 encounter Concentration: No
or 1 min +1 per s. (Cannot use if already using
Fog Cloud or Stinking Cloud)
Range: Short
Duration: Instantaneous
Increase the range of the effected area by one
+f range band. This may be added multiple times, Difficulty: (f)
increasing the range by one range band each time. A ray of freezing air and ice projects from your
Stinking Cloud: Change range to Medium and the
pointing finger. The ray deals 3 cold damage +1 per
Duration to 1 round per s. Vapors are nauseating s.
+ff and stagger anyone in it and the effect persists 1 Read Magic
round after leaving.(Cannot use if already using Spell Type: Utility
Fog Cloud or Darkness)
Skill: Arcana, Divine, Primal
Protection From Evil Concentration: No
Spell Type: Barrier Range: Personal
Skill: Arcana, Divine Target: You
Concentration: No Duration: 10 min per s
Range: Engaged Difficulty: (f)
Target: Creature Touched You can decipher magical inscriptions on objects-
Duration: 1 encounter or 1 min +1 per s books, scrolls, weapons, and the like-that would
Difficulty: (f) otherwise be unintelligible. This deciphering does not
This spell wards a creature from attacks by evil normally invoke the magic contained in the writing,
creatures, from mental control, and from summoned although it may do so in the case of a cursed or trapped
creatures. It creates a magical barrier around the scroll. Furthermore, once the spell is cast and you have
subject. The barrier moves with the subject and has read the magical inscription, you are thereafter able to
three major effects. read that particular writing without recourse to the use
First, the subject gains a +1 defense against attacks of read magic. You can read at the rate of one page
made or effects created by evil creatures. (250 words) per minute. The spell allows you to
Second, the subject a s against any spells or effects identify a glyph of warding with a Average (ff )
that possess or exercise mental control over the Arcana check, a greater glyph of warding with a
creature (including enchantment [charm] effects and Hard (ff f) Arcana check, or any symbol spell
enchantment [compulsion] effects). If successful, such with a Average (ff ) Arcana check + half the
effects are suppressed for the duration of this spell. difficulty of the spell (rounded down).Read magic can
The effects resume when the duration of this spell be made permanent with a permanency spell.
expires. While under the effects of this spell, the target Resistance
is immune to any new attempts to possess or exercise Spell Type: Barrier
mental control over the target. This spell does not Skill: Arcana, Divine
expel a controlling life force (such as a ghost or Concentration: No
spellcaster using magic jar), but it does prevent them Range: Engaged
from controlling the target. This second effect only
Target: Creature Touched
functions against spells and effects created by evil
creatures or objects, subject to GM discretion. Duration: 1 turn per s
Third, the spell prevents bodily contact by evil Difficulty: (f)
summoned creatures. This causes the unarmed brawl You imbue the subject with magical energy that
attacks of such creatures to fail and the creatures to protects it from harm, granting a Magic Defense 1.
recoil if such attacks require touching the warded Adjustmen Effect
t
creature. Summoned creatures that are not evil are
immune to this effect. The protection against contact aa Increase the magic defense by 1 up to a maximum
of 2. another plane). It appears where you designate and acts
Shield immediately, on your turn. It attacks your opponents to
Spell Type: Barrier the best of its ability. If you can communicate with the
Skill: Arcana, Divine creature, you can direct it not to attack, to attack
Concentration: No particular enemies, or to perform other actions. The
Range: Personal spell conjures one of the creatures from the 1st Level
Target: You list on Table 10–1. You choose which kind of creature
to summon, and you can choose a different one each
Duration: 1 encounter or 1 min +1 per s
time you cast the spell.
Difficulty: (f)
A summoned monster cannot summon or otherwise
Shield creates an invisible shield of force that hovers conjure another creature, nor can it use any
in front of you. It negates magic missile attacks teleportation or planar travel abilities. Creatures cannot
directed at you. The disk also provides a +1 Defense. be summoned into an environment that cannot support
Adjustment Effect them. Creatures summoned using this spell cannot use
+ff +1 Defense spells or spell-like abilities that duplicate spells with
Silent Image expensive material components (such as wish).
Spell Type: Conjure When you use a summoning spell to summon a
Skill: Arcana, Divine, Primal creature with an alignment or elemental subtype, it is a
Concentration: Yes spell of that type. Creatures on Table 10–1 marked
Range: Long with an “*” are summoned with the celestial template,
Duration: Concentration if you are good, and the fendish template, if you are
Difficulty: (f) evil. If you are neutral, you may choose which
This spell creates the visual illusion of an object, template to apply to the creature. Creatures marked
creature, or force, as visualized by you no bigger than with an “*” always have an alignment that matches
silhouette 0 +1 per s. The illusion does not create yours, regardless of their usual alignment. Summoning
sound, smell, texture, or temperature. You can move these creatures makes the summoning spell’s type
the image within the limits of the size of the effect. match your alignment.
1st Level Subtype
Sleep
Spell Type: Attack Dire Rat -
Skill: Arcana, Divine, Primal Dolphin -
Concentration: No Eagle -
Range: Medium
Fire Beetle -
Duration: 1 min per s
Difficulty: (f) Poisonous frog -
This spell puts those in short range of the target area to Pony (horse) -
sleep. Sleeping creatures are helpless. Slapping or Riding dog -
wounding awakens an affected creature, but normal
Viper (snake) -
noise does not. Awakening a creature take one action.
nd
When waking up the victim of the spell regains all lost 2 Level Subtype
strain from the effects of the spell. Sleep does not Ant, drone -
target unconscious creatures, constructs, or undead Elemental (Small) Elemental
creatures.
Giant centipede -
When using a sleep spell the damage is stun damage.
Summon Monster I Giant frog -
Spell Type: Conjure Giant spider -
Skill: Arcana, Divine, Primal Goblin dog -
Concentration: No
Horse -
Range: Short
Duration: 1 round per s Hyena -
Difficulty: (f) Lemure (devil) Evil, Lawful
This spell summons an extraplanar creature (typically Octopus -
an outsider, elemental, or magical beast native to Squid -
Wolf - Spell Type: Attack
3rd Level Subtype Skill: Arcana, Divine, Primal
Concentration: No
Ant, soldier
Range: Short
Ape Duration: Instantaneous
Aurochs (herd animal) Difficulty: (f)
Boar You channel negative energy through your touch,
Cheetah fatiguing the target. This attack deals 3 +1 stun
Constrictor snake
damage per s. This attack ignores soak and my
not be used do damage enemies without a strain
Crocodile
threshold. However this may be used on enemy
Dire bat
spell casters that have a Strain Threshold only for
Dretch (demon) spell casting.
Electric eel
Giant lizard Change Log (v.0.4)
Lantern archon • Added Tools and Skill Kits descriptions,
Leopard (cat)
cloths
Shark
• Added the Following to the Bestiary:
Horse, Heavy Horse, Pony, and Riding
Wolverine
dog.
• Combined Obscuring Mist, Fog Cloud,
Adjustment Effect
and Darkness into one spell since they are
Summon Monster II: You can summon one very similar.
+f creature from the 2nd-level list or 1d3 creatures
of the same kind from the 1st-level list.
Summon Monster III: You can summon one
creature from the 3rd-level list, 1d3 creatures of
Chapter 8: Game Mastering
+f s s
the same kind from the 2nd-level list, or 1d4+1
creatures of the same kind from the 1st-level list. This chapter focuses on changes the Game Master
Summon Monster IV: You can summon one needs to be aware of.
+ff
creature from the 4th-level list, 1d3 creatures of Treasure and Rewards
the same kind from the 3rd-level list, or 1d4+1
creatures of the same kind from a lower-level list.
If you plan on making use of the Random
Treasure, I would recommend Donjon Pathfinder
Summon Monster V: you can summon one
creature from the 5th-level list, 1d3 creatures of
Random Treasure Generator.
+ff s s https://donjon.bin.sh/pathfinder/treasure/
the same kind from the 4th-level list, or 1d4+1
creatures of the same kind from a lower-level list.
Summon Monster VI: You can summon one
+fff
creature from the 6th-level list, 1d3 creatures of To determine Player Level at character creation
the same kind from the 5th-level list, or 1d4+1
creatures of the same kind from a lower-level list.
your character is = to a 1st level character. For
every
Summon Monster VII: You can summon one
creature from the 7th-level list, 1d3 creatures of 25 earned xp add another level. This is only for
+fff s s
the same kind from the 6th-level list, or 1d4+1 purposes of determining loot.
creatures of the same kind from a lower-level list. Slow Advancement is recommended. Also
Summon Monster VIII: You can summon one incidental treasure for minions, Standard for
creature from the 8th-level list, 1d3 creatures of Rivals, Double for Nemesis. If you are rolling for
+ffff
the same kind from the 7th-level list, or 1d4+1
creatures of the same kind from a lower-level list. just one encounter and there is a mix use the hard
Summon Monster IX: You can summon one
type. For example you have 2 minion groups and
creature from the 9th-level list, 1d3 creatures of 1 rival. Role Standard.
+ffff s s
the same kind from the 8th-level list, or 1d4+1
creatures of the same kind from a lower-level list
Touch of Fatigue

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