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You gain a feat at every even level that you can use for
Ultra Common: Human
any archetype feat that you qualify for, following all the
Common: Dwarf, Elf, Halfling, Kitsune, Leshy, and
normal rules for taking archetype feats.
Tengu
Uncommon: Azarketi, Goblin, Grippli, Iruxi, Kholo,
and Orc
Rare: Most everything else Each PC has a pool of Resolve Points, representing their
intrinsic grit and luck. A character’s maximum Resolve
Points is equal to their key ability modifier, and a
All skill feats that requires Legendary proficiency, and character regains all their Resolve Points with a full
any Pervasive Magic feats. You also ignore the legendary night’s rest.
effects of non-legendary skill feats.
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AUTOMATIC BONUS PROGRESSION TABLE +2 and choose a fourth skill to gain a +1 potency bonus.
At 17th level, choose one of your three skills with a +2
Level Benefits potency bonus to increase to +3, and choose a fifth skill
1 -- to gain a +1 potency bonus. Finally, at 20th level, choose
one of the two skills with a +2 potency bonus to increase
2 Attack Potency +1 to +3, choose one of the three skills at a +1 potency
3 Skill Potency (one at +1) bonus to increase to +2, and choose one new skill to
gain a +1 potency bonus. You can spend 1 week to
4 Devastating Attacks (two dice)
retrain one of these assignments at any time.
5 Defense Potency +1
6 Skill Potency (two at +1)
7 Perception Potency (+1) At 4th level, your weapon and unarmed Strikes deal two
damage dice instead of one. This increases to three at
8 Saving Throw Potency +1
12th level and to four at 19th level.
9 Skill Potency (one at +2, one at +1)
10 Attack Potency +2
11 Defense Potency +2 At 5th level, you gain a +1 potency bonus to AC. At 11th
level, this bonus increases to +2, and at 18th level, to +3.
12 Devastating Attacks (three dice)
13 Perception Potency +2; Skill Potency (two at +2; one at +1)
14 Saving Throw Potency +2 At 7th level, you gain a +1 potency bonus to Perception,
15 Skill Potency (three at +2, one at +1)
increasing to +2 at level 13 and +3 at level 19.
16 Attack Potency +3
17 Ability Apex; Skill Potency (one at +3, two at +2, two at +1) At 8th level, you gain a +1 potency bonus to saves,
18 Defense Property +3 increasing to +2 at level 14 and +3 at level 20.
19 Devastating Attacks (four dice); Perception Potency +3
20 Saving Throw Potency +3; Skill Potency (two at +3, two at
At 17th level, choose one ability score to either increase
+2, two at +1) by 2 or increase to 18 (whichever grants the higher
score).
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GAME PLAY HOUSE RULES
The following house rules modify how interact with the rules of the game.
All shields can take a certain number of Dents with Master 2 10 450 gp
no repercussions: Legendary 3 16 4,500 gp
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ABSTRACT COINAGE HOUSE RULES?
The following house rules modify how monies could work if we go with this. Still needs some heavy playtesting.
Coin Pouch Type Max Purchasing Power When purchasing items, unless bundled together, they
Copper Pouch Cheap items are bought separately and each transaction requires a
separate Usage Roll.
Silver Pouch Pricey items
There are exceptions to rolling a Usage Die. For
Gold Pouch Expensive items example, when paying a non-merchant NPC for a job or
Platinum Pouch Really expensive items service where a flat fee makes sense, the GM may
determine a pouch of coins must be spent outright
without rolling the Usage Die.
Some item’s might require the expenditure of a pouch
When buying something that is of a coins max of coins AND the rolling of the Usage Die of another
purchasing power (an expensive item with gold coins, pouch. I’m not sure about this, but I figured I’d throw it
for example), you roll the d6 Usage Die, and on a 1 or 2, in until playtested.
the coins are entirely spent and removed from your
inventory.
If the item is of a lower cost than the maximum the
coins can buy (a pricey item with gold coins, for
example), or you don’t roll a 1 or 2 on the coin’s Usage
Die, the coins move down one step: platinum coins
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You can craft an item as long as your level is equal to or There are several ways you can gain coinage that don’t
greater than the item’s level. The DC to craft the item is include adventuring and risking your life for some sweet,
based on the item’s level, increased for rarity as normal. sweet loots. These include taking jobs, starting or
It takes 3 days to craft anything and then you make a investing in a business, becoming a tax collecting lord,
roll. or anything else you can think of.
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