Professional Documents
Culture Documents
Producer
Scott Gladstein
Lead Designers
Scott Gladstein, Ian Sisson
Editors
Ian Sisson, Brynn Petano
Contributing Designers
Christos Gurd, Dayton Johnson
Art
Rui Ferreira, Tiny Klepon, Miguel Santos
Graphic Design/Layout
Scott Gladstein, Kirk Felton
Special Thanks
Dayton Johnson, Chad Middleton, Sean Connolly,
Kevin Glusing, Kenneth Zike, Joshua Marcus
All content is © 2023 by Little Red Goblin Games LLC, All Rights Reserved.
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all been done and nothing can sum up the love, time, But it’s also not our freshman offering. It’s something
and energy that designing this game has consumed. we put a lot of time, effort, and playtesting into. It’s
something that took the efforts of a lot of people
This game took a little over two years to develop, but inside the studio and out of it. Our external artists,
it draws on experiences that we have had over our last playtesters, and fans are as much of a part of this as
decade or so developing for various tabletop RPGs. the core design team in a lot of ways. It was a labor of
Even more than that, it draws from experiences love, and it was created with a genuine hope that you
we’ve had at our table, going back to our earliest days will play this game with your friends and tell amazing
of roleplaying. It’s a reflection of the hundreds of stories, tell terrible jokes, and thoroughly enjoy
games, dozens of campaigns, and uncountable fond yourselves.
memories we’ve had playing games together. No
matter what we played there were always things we From our gaming table to yours, we genuinely hope
wanted to change, rules we ignored, things we just that you enjoy Gestalt.
“assumed worked that way”, homebrewed content
we used, some thinly veiled expy of something from Scott Gladstein
our GM’s new favorite TV show or comic that got Producer
dropped in, and things we added to our games that Little Red Goblin Games LLC
made them more fun to play. A lot of our design was
driven by our desire to make “the game we always
wanted to play”.
What is Gestalt?
And Gestalt comes from a place that is very much “Gestalt” is a roleplaying game of high adventure
“Little Red Goblin Games”. While we’ve done original where you and your friends take on the role of
works, the majority of what we’ve published has been powerful and clever adventurers who embark on epic
third-party content. I got my start writing homebrew quests, plumb the depths of deadly dungeons, and
content on forums back in the day and imagined the face an endless array of adventurers. Helping you in
weird and wonderful things that could be added to this shared storytelling experience is a Game Master
an RPG. We started developing where the original (GM) who acts as both narrator and controls the foes
publishers ended. We got to write the “wouldn’t it your party will face.
be cool”s and “what if we did this”s, not the original
mainline stuff. We also didn’t set out to write
“thirteen regional variants of elf ” - we wanted to write
the weird stuff, the stuff people hadn’t seen before.
We wanted to write about bombastic clam-headed
people, precognitive space monks wielding bone
knives fighting bone golem mechs, classes based
on nonce words like the “Bizzelwhack”, axe-guitars,
4
While playing this game, use the rules as guidelines to tell the stories you wish to tell and have fun. They
are there to provide a dramatic backdrop and sense of mechanical balance. You are not only encouraged but
expected to create your own rules, play fast and loose with the rules when appropriate, and make allowances
for good storytelling when it conflicts with the rules. If you are not having fun, change something to make it
so you are.
Furthermore, we not only encourage but expect and assume that you will take the rules into your hands,
modify them, and add new material for your game.
This game is largely governed by the consensus of those who play the game. This game has cooperative
storytelling elements at its core.
This is not a “design philosophy” - this is a codified and expected part of play. It is our mechanical intention
that this be honored as much as things like “AC” and “HP”.
in a golden age of adventure. It is a collaborative the outcome of those actions. This book provides a
storytelling experience where dice rolls determine framework for building characters, adventures, and
the outcome of chancy endeavors. Playing this game resolving dramatic moments (like combat) with dice.
involves two kinds of people: a Game Master (GM) The Gestalt “Book of Beasties” contains enemies and
and a number of players. The GM is the narrator allies for GMs to use and future books will contain
for the world and represents the environment, the ever more content. Remember though, the most
inhabitants of the world (other than the players), important rule surmounts all other rules in this book
setting, and the greater narrative. The players create and the content in this book is meant to serve as a
and control characters, heroic adventurers (though framework for the kinds of stories and challenges
how heroic they are is a matter of debate), who your group collectively wants to tell and experience.
undertake challenges, adventures, and progress
through the various narratives and scenarios the GM Supplies
lays out for them. You’ll need the following things, at minimum, to play
a game of Gestalt.
Order”), place tokens or miniatures on a gridded map penalties, and compare it to a Difficulty Class (DC).
to indicate where they are, and follow the particulars This is the most basic way to resolve something in the
laid out in this book. Players and the GM take turns game. Some characters are better at certain things,
taking actions like fighting, casting spells, deducing either due to some innate ability based on how
information, and disarming traps until the dramatic strong or smart they are or due to some equipment or
situation has passed and the players are safe (or... dead training they have. What is being added or subtracted
we suppose. That ends a challenge too.). The players can change and is covered in each Action described
each control their character during tactical play but later in this section and in more detail in Chapter 6 of
the GM controls all the NPCs (non-player characters), this book.
the environment, and anything else that hasn’t been
expressly delegated to the players. Rolling damage is a little different. It will often
require rolling a specific number and kind of dice
Sidebar: System Neutrality and adding or subtracting something based on
This game is written in a relatively setting-neutral your abilities. For example, the damage of a knight
fashion. This means that it can be used independent swinging a longsword at a dragon would look
of the setting we have written for Gestalt with little like this: one-eight sided dice plus your Strength
adjustment. That being said, there are elements modifier. You’d find this by looking at the weapon’s
inherent to the setting of “Clade” that are baked into entry on the weapon chart in Chapter 11 and adding
the game. Oaths, the way monsters work, some of your Strength modifier, which is described on your
the specific class options (a cleric can be dedicated to character’s sheet.
“The Storyteller” the only true “god” in Clade), etc.
You are free to disregard, change, or embrace any of READING DICE
these elements. Most entries in this book use this format: #d#.
It might look like “1d6” or “3d8”. The first number is
how many dice are rolled and the number after the
d indicates the number of sides of each dice. “1d6”
means “one six-sided dice” and “3d8” means “three
eight-sided dice”.
their cultural or social influence. Intelligence. The higher the modifier, the more raw
potential and talent your character possesses.
Chapter 10 explains exploration and environmental
related topics. These are topics one normally Absolute
encounters during narrative play and covers stuff like An infinite value, unless opposed by another
traveling, searching, traps, survival, diseases, falling, Absolute value (such as an Absolute attack roll vs
and how to break stuff. Absolute AC).
Chapter 12 gives rules for magic items as well as Armor Class (AC)
provides a list of them. It also covers how magical A numeric representation of how well a creature
equipment works and how you can enchant objects. avoids damage and how well they can take a hit. This
is the number you must meet with an attack roll to
Chapter 13 is all about magic. It goes over what mana damage a creature.
is, how to cast magic, the kinds of magic in the world.
Bonus
Chapter 14 is a list of spells. These are the core spells A bonus is a numerical modifier to a dice roll.
and future releases will include many more. Bonuses that apply to the same thing do not stack.
10
Innate Spell
A spell cast through means other than spellcasting
ability.
11
Round Threshold
An encounter is measured in rounds. During an Some creatures are resilient to damage, up to a
individual round, all creatures may take a turn to act. point. If you take the listed damage or less, you take
A round represents 6 seconds in the game world. no damage. If you take more damage than your
When the rules refer to a “full round”, it means a span threshold, you take all of it.
of time from the start of the first creature to go’s turn
to the end of the last creature’s turn. Turn
In a round, each participating creature receives one
Rounding turn, during which it can perform a wide variety of
Occasionally, the rules will ask you to round a result actions. A character can perform 3 actions on their
or value. Unless otherwise stated, always round down turn.
to the nearest whole number (Gestalt does not use
fractional numbers). For example, if you are asked to
take half of 7, the result would be 3.
Saving Throw
A saving throw represents a creature’s resistance to
specific kinds of special attacks; they are a creature’s
natural, passive resistance to certain things and are
made automatically. There are three kinds of saving
throws: Fortitude (your resistance to illnesses, poison,
exhaustion, etc), Reflex (your split second reactions,
and ability to avoid area attacks) and Will (your
resistance to mental effects).
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• -5 DEX: The creature cannot be expected to stay or act on its own. This often means the creature is
upright for very long (think of a toddler) or do a construct or commanded undead.
anything with any degree of precision. • -5 INT: This means there is no meaningful
• -3 DEX: This is someone you’d describe as thought occurring, but the creature can still
“clumsy”. respond to stimuli.
• +0 DEX: This is the accuracy and flexibility of an • -3 INT: Creatures of -3 INT or below are not
average person. sapient but are still sentient. A sentient creature is
• +3 DEX: This represents the bodily control of a like an animal, it can feel, perceive, or experience
circus performer or professional dancer or the subjectively. A sapient creature is capable of
precision of a trained marksman. abstract thought and deeply understands things.
• +5 DEX: This is the Dexterity modifier of a master A creature with -3 or lower INT cannot speak a
surgeon or the agility of a world class acrobat. language.
• +10 DEX: This sort of Dexterity modifier • -2 INT: This is a special category reserved for
would describe someone with unerring aim or animals that have some level of awareness above
superhuman agility. that of your average animal, but not quite that of
a human. An incredibly drunk person might be
CONSTITUTION aware of what is happening around them, but will
Your Constitution is your physical resistance to not process it as quickly as a sober person.
hardships. It is how much punishment you can take • +0 INT: This is the breadth of knowledge your
and keep going. average person has.
• - CON: The creature lacks a Constitution • +3 INT: This person is a well-trained scholar with
modifier. Such creatures often lack lifeforce or a great deal of training.
vitality. • +5 INT: This person is a certified genius and is
• -5 CON: The creature is sickly or frail. They rivaled by few in the world.
cannot survive any disease and are winded by • +10 INT: A creature like this transcends
simple tasks. normal concepts of academic intelligence and
• -3 CON: This is a friend you’d describe as “frail” or information storage and reaches out to truly
“sickly”. exotic forms of thought. They might have multi-
• +0 CON: This is the average person’s dimensional reasoning down pat, be able to
Constitution. untangle causal knots tied by time-travelers,
• +3 CON: This is the endurance of a long distance advance fields of science by decades in their
runner, a trained soldier, or a professional athlete. lifetime, and be able to connect concepts totally
• +5 CON: A world-class ultra marathon or unrelated.
triathlon athlete might have +5 CON. This is also
the sort of person who can get hit with a hatchet,
shrug it off, and punch their attacker back.
• +10 CON: This sort of creature could survive a
14 house being dropped on them.
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16
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only a professional at the top of their field could do Dice to add 1d6 to any d20 roll.
but isn’t quite supernatural could be a 27 (instead of a
30 for something truly supernatural or 25 for dire). You may do this either before you roll, or after you
roll (even after the result is known) but before play
Sidebar: Can You Attempt An continues.
Impossible Thing?
There are certain things that are impossible. The There are two kinds of Hero Dice pools: yours and the
giant-sized creature can’t hide behind a normal-sized party’s. You can only spend 1 Hero Dice on a given
palm frond. There are two schools of thoughts on action, unless otherwise stated. Hero Dice pools reset
this; the first being “if it’s impossible, you just can’t at the beginning of each session.
even attempt it” and the second being “let the player
roll for anything and fit the narrative to the results”. The bonus from a Hero Dice can stack with anything
Generally, Gestalt is more in line with the second other than other Hero Dice.
school of thought: let the players roll and try to
explain it. Sidebar: “I Recommend You Use a Hero
Dice”
However, a GM needs to balance these two extremes It’s perfectly acceptable and even encouraged for a
when determining the tone of their game. When GM to encourage a player to use a Hero Dice if the
a successful result would impact the tone of the player is already close to success (within 4 of the
game they can disallow it but, generally, the spirit DC). If this would undercut the story or destroy the
of this game is that the players are “heroic” and can tension - don’t do it.
do things normal people can’t. Don’t take it easy
on them, though! Make them explain how they do HEROIC SAVES
the impossible thing - it’s a great opportunity for Any player can spend 2 Hero Dice to reduce Absolute
roleplaying and shenanigans! damage to normal damage or attempt a save with an
Absolute bonus. This can be done before or after the
result of the dice roll is known. This can only be used
by players, not NPCs, and represents The Storyteller’s
favor, their unwillingness to let the story end, or just
dumb luck.
Deeper Rules
• “No, I’m Making This Save!”: If a player has
already added 1 Hero Dice to saving throw but
still failed, it is acceptable to allow them to spend
1 more Hero Die to activate a Heroic Save.
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Rest
If you are out of Hero Dice and take a short rest, you
recover up to 3 Hero Dice in your personal pool (if
you were below that value). If you take a long rest,
you recover up to 5 in your personal pool (if you were
below that value).
Good Roleplaying
A GM can reward players or the party in general for
good roleplaying, dramatic actions, creative problem-
solving, and staying true to their oaths. A GM should
be liberal with their awarding of such dice as it helps
them move the game in a positive direction. Reaching
certain plot milestones should also be rewarded with
Hero Dice!
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against a target, you must meet or beat their AC to a few rounds you have a pretty good idea how strong
hit them. To find your AC you start with 10, add your the enemy is. If you’re still a little iffy about it, have
Proficiency with your defense, using your Dexterity them make an identification check!
as the relevant modifier, and then add any other
bonuses or penalties you might have. In other words: 3 Actions
You have 3 actions on your turn. Everything takes 1
AC = 10 + Defense Proficiency (Dex) + Armor Bonus action to do, unless otherwise noted.
+ Shield Bonus + Other Bonuses
Oaths
For more information on AC, see Chapter 6: Combat. When making a character, the player makes two
oaths that they cannot break. These oaths should be
kDEFENSE PROFICIENCY personal, be broad, and have bearing on the story.
This is the score that determines how good you are They don’t have to be “good”; they can be selfish or
at defending yourself. Your defense proficiency ambitious, but breaking them should be something
is determined by your class. This doesn’t always your character would only do under the most dire
correlate with how well you can fight; a barbarian of circumstances. The GM is the final arbiter of if an
attacks recklessly while a paladin has a more oath is appropriate.
measured response. Try balancing out your class
choices to make sure you have a solid defense! Some examples of good oaths are:
• “I cannot stand to see people enslaved.”
kUNAWARE AC • “I will not suffer to see nature despoiled.”
If you are unaware of an attacker or otherwise can’t • “I will find the Sword of Kings or die trying.”
meaningfully resist an attack against you. Unaware • “I will not hurt innocent people or let others do
AC is your AC but is capped at 15 (if it is higher than the same.”
15, it is set to 15). • “I will slay the dread dragon Eldgrimr.”
• Some classes will add additional oaths.
If you have fortified armor this cap is raised to 20.
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beat the DC (or equivalent). It is not an “automatic” the same thing are not additive in this system (they
success. don’t “stack”) unless otherwise specified. Only the
• Attacking: Your attack is a critical hit. You deal highest bonus applies on a given roll.
double whatever damage you roll for your
weapon plus the critical effect listed on the kBONUS DAMAGE DICE
weapon (if it has one). A bonus damage dice is an additional iteration of the
• Skills: You add 5 to the result of the skill check. damage dice of your weapon. If you had a weapon
• Saves: You add 5 to the result of the save check. that dealt 1d8 damage and had 1 bonus damage dice,
you’d deal 2d8 instead. Bonus damage dice do not
kNATURAL 1 stack (unless otherwise noted), instead you use the
(Critical Failure) highest bonus damage dice you have on an attack roll.
The roll of a natural 1 on a d20 roll always results in a (Example: If a paladin ability granted you 2 bonus
failure regardless of the roll. If you spend a Hero Dice damage dice and a fighter ability granted you only
on a roll of a natural 1, it is no longer an automatic 1, you’d only roll the 2 bonus damage dice from the
failure. paladin ability.) Bonus damage dice are, specifically,
not Hero Dice.
Sidebar: “Only On A Critical”
There are some instances where only random dumb Deeper Rules
luck (or the influence of The Storyteller) will let you • Don’t Stack: Bonus damage dice do not stack
succeed at something. In such cases, it’s ok for the with other bonuses to damage (numerical or
GM to say “this only succeeds on a critical hit”. For otherwise).
example: a blind creature wildly swinging around a
dagger trying to hit someone only hits on a critical kNO STACKING BONUSES
hit. Bonuses don’t stack. At all. Period. On any given roll
you can add 1 bonus. If you have multiple, you can
decide which you prefer.
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Cultures represent the upbringing and cultural We encourage you to play around with this as you
norms of a given character. An elf raised in the forest build your character. Maybe you embrace some
primarily among elves with a history of producing aspect of it and subvert others. Maybe you’re an
skilled archers could take a cultural trait that gave introverted bookish wizard-cleric elf who likes their
them extra skill with a bow. However, a dwarf raised time to themselves... but is also a bodybuilder and
in similar circumstances could as well. An elf raised can bench press a shelf full of books. Find ways to
in a diaspora culture (one displaced from their home) make your character your own and you’ll never find
might learn skills that allow them to recall their yourself with a boring character.
people’s ancient stories better. The same could be said
of a dwarf raised in a diaspora culture.
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have fun with it! Always check with your GM before bonus feat.
doing this. For example: As a paladin-druid you would have 2
For example: different abilities that make you immune to poison;
Warlock-Paladin: You might decide your supernatural Divine Health from the paladin, and Nature’s Blessing
paladin powers do not come from your noble purpose from the druid. You could ask your GM to replace one
but from the same angelic patron that grants you your of those class features with a bonus feat. The GM is
warlock abilities. the final arbiter of what is appropriate in this matter.
Cleric-Wizard: You might be someone who has
broken down the walls between divine and arcane Any Other Reason
energies in a scientific way. If something just doesn’t work thematically,
Cleric-Warlock: You may have a more direct pact with conceptually, or even is just too confusing you can
a New God that draws its power from a part of the always just speak with your GM and swap a class
Divine Tempest you hold dear. feature for an appropriate feat. This shouldn’t be
Fighter-Rogue: On the more mundane side of the norm but we’d rather you have a freer hand in
things you might have got your martial and thievery bringing your character concept to life.
training in the same place when the mercenary army
you were part of suddenly found itself without a key The Talented Class Feature
political backer and were forced to become bandits! Several classes have a class feature called “Talented”,
which grants the feat of the same name. This class
k PLAYING TWO CLASSES feature that stacks with itself. Each instance of
BETTER OF BOTH WORLDS Talented affects a different skill, so despite being
When first building a character, both classes will offer identical you don’t need to replace one with a feat.
proficiencies in the same areas; things like weapons,
defense, and saving throws. They’ll also offer different SPELLCASTING
amounts of HP each level. When both classes offer If two classes give you the ability to cast spells the
different levels of proficiency in a given area, use the mana from those two classes don’t stack (they’re not
higher level of proficiency. “pooled together”). You simply have 2 pools of mana
that you can cast specific spells from.
For example, a fighter-rogue looking at their weapon For Example: If you were a cleric-wizard you’d have a
proficiencies would see that rogue gives them pool of “cleric mana” that you could use to cast cleric
Professional with all simple weapons and a martial spells and a pool of “wizard mana” that you could use
weapon of their choice, while fighter gives them to cast wizard spells.
Exceptional with all manufactured weapons. Since
Exceptional is higher than Professional, the fighter The same is true for a spell’s DC. If you are a wizard-
proficiency would override the rogue proficiency cleric, your wizard spells will have one DC while your
when it comes to weapons. cleric spells will have a different one.
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FEATS 9 Honor
At the indicated levels you get a feat. A list of feats 10 Ability Score Increase
can be found in Chapter 8 of this book. 11 Class Feature
12 Feat
TALENTS/ORDERS 13 Talent/Order
Classes have options that you can select. These are
14 Honor
generally referred to as “talents” (if they are a list
you can pick from) or “order” (if they are a linear 15 Ability Score Increase
progression of abilities you gain). If your class(es) 16 Class Feature
grant talents, you gain 1 from each class you have at 17 Feat
the indicated levels. If your class(es) have an order, 18 Talent/Order
you gain the order’s indicated ability for that level.
19 Honor
A given talent can only be selected once unless
otherwise noted. 20 Capstone, Ability Score Increase
Capstone
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Generally you want a party to have 5-10 “challenging be. It can be something as simple as saying, “OK, so
encounters” per level. These are things that are: you defeated the villain’s army. Every time you defeat
• An appropriate challenge for the party, its skills, a stronghold, you gain a level.” The GM can throw
and resources. in some bonus level ups, but the next milestone
• Has an element of risk and/or danger. This risk should be clearly communicated to the players and
doesn’t need to be strictly physical in nature the players should not be struggling to decide where
(though it often is). They could risk their to go next in order to progress. When in doubt,
reputation, their money, the lives of someone give them an out of game hint to facilitate in-game
they care about, etc. progress.
• Has narrative significance. The challenge should
further the story or goals of the characters. FREQUENCY OF ENCOUNTERS &
LEVEL UPS
Remember, not every encounter needs to be a The system assumes you’ll have 1-4 encounters
“challenging encounter” and sometimes a milestone between each long rest and expects players to take a
can have nothing to do with a fight. short rest after every encounter or two. The general
assumption is that the party will be leveling up every
EXAMPLE MILESTONES few sessions (roughly every 2-4 sessions), though this
• A game that focuses on exploration could will vary depending on the game.
use “points of interest” that a party explores
as milestones and set up some challenging WINNING COMBAT VS
encounters along the way to add to the threat. OVERCOMING ENCOUNTERS
• A game that is about collecting certain magical Any sort of encounter can be a challenging encounter
items could reward the party with a level when and so long as you “overcome” the encounter, that
they collect another item while the guardians of is sufficient to justify “victory” for the characters.
those items could be the challenging encounters Sometimes that means killing the enemies down
or even bosses. to the last man, sometimes that means brokering a
• A game about hunting mythical beasts could peace, sometimes that can be sneaking around it and
reward the party with a level after slaying one of using clever spells to avoid an encounter, and other
the beasts with its minions and the encounters times that means talking the enemy down and paying
they meet along the way. them to join you. If you overcome an encounter- you
have won.
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perhaps undeserved, as cowards who are submissive just have weirdly long lifespans (though this may be
to anyone with an ounce of brutality or authority inherited from a non-goblin ancestor). Some have
and are believed to be mischievous to a fault. People theorized that this lifecycle lets goblins evolve to
see poor goblins living in super-crowded rooms and adapt to environmental conditions much quicker
believe they are “just like that”. While goblins do have than other species.
a strong instinct towards grouping up, they’d much
rather live in normal houses with their immediate or Origins
extended family. Goblin history is short when compared to other
lineages. They only appeared after the Ragewar and
Physical then only after The Storyteller took over. There is
Goblins are small, have giant ears, overcrowded nothing beyond the timing to suggest that they
needle-like teeth, and long prehensile tongues. In have a connection to The Storyteller but many
addition to the normal phenotypes goblins can have are suspicious of this young lineage because of
green, orange, or red hues to their skin. that. Some believe they are his spies or that they
are somehow under his direct control. Goblins
Their tongue is one of their defining characteristics: themselves generally are of one of two schools of
it is proportionally twice as long as a human tongue thought on the matter: “I don’t know” or “I don’t care”.
and goes to a tip. It is extremely sensitive to both taste
and texture. Because of this many goblins exhibit an Average Adult Height: ~3’5-4’3 feet.
oral fixation and, because of that, people make lewd Average Adult Weight: ~75-150 lbs.
or inappropriate jokes about them that are often in Land Speed: 20 feet (4 squares) per round.
very poor taste. This is one, if not the primary, way Size Category: Small.
goblins explore the world (they put a lot of things in Keywords: Humanoid, Goblin.
their mouths). One result of this is that goblins often Rarity: Common.
like extremely complex flavors and have an aversion Starting Languages: Common or Trade and Gobish.
to very spicy or pungent things. Goblin teeth grow Bonus Starting HP: +20 at 1st level.
back if removed, though it can take a few months if
too many are lost at once.
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“have no chill”. They have a reputation as something dark lord way back when but no one can really agree
of a “bull in a porcelain shop”. People believe that all on who or what or when. It’s probably BS but, I mean,
orcs have an appreciation for fragile things because orcs probably fought in some bad causes at some
they can’t really do it themselves. This is something times (like everyone else).
of a myth, since while orcs are large they are just as
capable of being delicate, careful, and gentle. Most Average Adult Height: ~7’0-8’5 feet.
of the reputation comes from the size difference; Average Adult Weight: ~200-300 lbs.
orcs tend to be bigger than everyone else, and suffer Land Speed: 30 feet (6 squares) per round.
because few are willing to accommodate their need Size Category: Large.
for more space to move, larger furnishings, etc. Keywords: Humanoid, Orc.
Rarity: Common.
They are assumed to act rashly: constantly jumping Bonus Starting HP: +30 at 1st level.
ahead and acting on nothing but hunches. In
reality many orcish cultures do prize those who can Lineage Traits
improvise well but also exalt the wise orc who doesn’t Built
need to do just as much. You begin play with the Bodybuilder feat.
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Lineage Traits
Select a kind of animal. This is your “animal type”. Do
your best to select lineage traits that represent your
choice.
45
for quite a while - even popping up unexpectedly • Horns: You gain a slam natural attack. You are
generations down the line. Godlings take traits from Skilled in this natural attack.
their divine heritage; sometimes they have a forked • Halo/Crest: You may summon a halo of light or
tongue, horns, or a spade-tipped tail from demonic burning sigil that hovers above your head. This
heritage, or they might retain small vestigial wings, a cast light in a 15 feet radius. You may summon or
halo, or glowing eyes from an angelic ancestor. Those dismiss the effect as a free action.
of godling stock are commonly employed by various • Claws: You gain a claw natural attack. You are
churches though being of godling ancestry doesn’t Skilled in this natural attack.
really impart any divine power. Sometimes godling • Prehensile Tail: You gain a 3rd hand of effort. You
characters get a visit from their ancestor or find cannot use it to help wield a 2-handed item, but
themselves embroiled in divine conflicts simply by otherwise this functions as a hand.
virtue of their birthright. • Divine Essence: You have Resist divine equal to
twice your level.
Average Adult Height: Varies.
Average Adult Weight: Varies. Sidebar: Specific vs General Lineages
Land Speed: In the future we will release more specific lineages.
• Small- 20 feet (4 squares) per round The lineages presented here are designed as toolboxes
• Medium- 30 feet (6 squares) per round. for you to create characters that reflect a broad range
Size Category: Varies (Small to Medium) of themes and origins in your character. For example:
Keywords: Humanoid, Outsider, 1 relevant divine an aasimar, tiefling, and even dhampir could be
descriptor (Holy or Unholy). lineages in their own right but they’d have more
Rarity: Rare. specific rules while the celestial lineage is a more
Bonus Starting HP: +25 at 1st level. general one. You can play a tiefling with the celestial
lineage, but you could also use the more specific
Lineage Traits one (whichever fits your character concept better).
Child of the Cosmos The same can be said for things like the animal-kin
You gain the Horizon Walker feat, even if you don’t lineage: more specific lineages include things like
meet the prerequisites. the Hottah (moose-kin), Grippli (frog-kin), and
Manameg (whale-kin) as well as lineages based on
Divine Nature classic monsters or fantasy animals.
You are Professional with Will saves. If you’d already
be Professional from your classes, you become
Exceptional instead.
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Skilled in 3 skills of your choice. You may not select the chosen skill from your classes, you become
the Focused Talent cultural trait if you select this Exceptional instead.
cultural trait.
Exotic Collector
Elven Archer You are Professional with a single exotic weapon of
You are Professional with all bows. your choice.
Poisoner
You may start with the Mithridatism feat as a cultural
trait.
Starting Languages
Common and Elven.
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Vermin-Friend Gossip
You gain a familiar (as per the wizard hidden After spending 1 day in a settlement and interacting
knowledge) but it must be something polite society with the locals, you automatically pass any attempt to
considers to be a pest or vermin (typically a rat, Gather Information or Recall Information about the
opossum, etc). area or its residents with a DC of 15 or less. If you’re at
least 10th level, this improves to DC 20.
Spunky
You are Professional in either Technology Lore or Halfkin Slingers
Intimidate. If you’d already be Professional from your You are Professional with all thrown weapons.
classes, you become Exceptional instead. (Please note that this does not grant them skill with
“weapons you throw” but with “weapons with the
Victory Through Volume thrown quality, when thrown”.)
Your voice is exceptionally loud. Your voice carries
twice as far as normal, and you gain 1 Free Hero Dice Packrat
on all opposed Charisma checks. You begin play with the Quartermaster feat. You also
always seem to have food squirreled away in hidden
Starting Languages places. Once per day you can produce a full meal fit
Common and Fey Nonse. for a humanoid. This food is always located in a place
where it can be drawn quickly.
Starting Languages
Common or Trade and Halfish.
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Sidebar: Exiles
Most people who are exiled from their culture would
still retain their culture (in a gameplay sense) but
those who are born in exile either adopt the culture
of wherever they are from or could take the diaspora
culture (though, under certain circumstances, the
survivalist culture could work too).
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Port Trader
You become Professional with the Aquatic skill. If
you’d already be Professional from your classes, you
become Exceptional instead.
Technological Familiarity: You become Professional
with Technology Lore. If you’d already be Professional
from your classes, you become Exceptional instead.
Starting Languages
Common and Trade.
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for better and for worse; they often have exceptional They often have a religious hierarchy or religious
internal support like public works, regulated leadership, and their ethnographies are often
monetary systems, strictly enforced laws, and a reflected in their religious texts. That is to say that
smaller sphere of influence means people often know their religious texts serve as a moral and even quasi-
what’s going on within their culture more. They can historical account of their culture.
also be very nationalistic and adopt an “us vs the
outsiders” stance that often results in an inflated Cultural Traits
sense of power or importance (“We are better than Legacy of Faith
them”). Centralized power is very important to an You become Professional with Religion, and have
isolationist culture and military power is required to your faith’s religious text committed to memory
keep a country isolated, even if that means turning and can recite it perfectly without need to reference
against its own people to maintain order. anything. If you’d already be Professional from your
Isolationist Oath classes, you become Exceptional instead. Finally, you
All members of an isolationist culture gain the may use Religion checks to recall information related
following extra oath: “I will believe in and uphold the to your culture.
glory and prestige of my culture at all costs (even in
the face of evidence to the contrary).” People of the Faith
You begin play being Professional with Spellcasting
Cultural Traits (using your highest mental ability modifier) and can
Legacy of Service cast minor magic at will as an innate spell (Religion).
You hold a notable rank within your culture’s military
or government. You begin play with an appropriate Cosmological Studies
prestige feat. When making skill checks to recall information
about outsiders, to socially interact with outsiders,
Thought Police or detect outsiders, you get 1 Free Hero Dice.
You become Professional with Investigation. If you’d Additionally, you get 1 Free Hero Dice on saves
already be Professional from your classes, you become against effects caused by outsiders.
Exceptional instead.
Starting Languages
Biased Historian Common and 1 language appropriate to the
You become Professional with Military Lore or predominant religion.
Academia. If you’d already be Professional from your
classes, you become Exceptional instead.
Starting Language
Starting Languages: Select 1 language appropriate to
your culture.
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Cultural Traits
Rugged Self-Reliance
You become Skilled in Animal Husbandry, Fieldcraft,
and Medicine.
Faithful Companion
You begin play with an animal companion (as per the
Animal Companion feat). It must be an animal that
would help you on a farmstead or while hunting.
Wilds Hunter
You become Professional with non-exotic bows, and
gain a Free Hero Dice on Fieldcraft checks made to
find food and set a camp.
Starting Language:
Common.
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discipline that is related to the adventuring lifestyle. These classes are better with weapons and/or armor
Some are professions you’ve trained in for years, than others. They also typically get bonuses to
others are fantastic powers you’re born with, or damage rolls. Many start off as Exceptional in some
supernatural abilities you were gifted. aspect related to combat.
Saves
These are your proficiencies in the 3 core saves
(Fortitude, Reflex, and Will).
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Druid
A spellcaster connected to flora and fauna on a
spiritual level, able to take on a powerful new form to
savage their foes.
Fighter
A formally trained soldier of unerring skill with their
equipment.
Paladin
A chivalric knight whose noble purpose grants them
the supernatural ability to defend the weak and
punish the corrupt.
Ranger
A cunning hunter who is in harmony with nature.
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Bards are troubadours, minstrels, and performers who ply their talents and wits as adventurers. They are part
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poet, part diplomat, and part renaissance man capable of inspiring their friends, appeasing allies, and solving
any puzzle before them. Their words are like honey, their quips cut like a knife, and their minds work in
mysterious ways. A bard’s true talent lies in their wide array of experiences and skills which
make them useful in any situation.
Training
While there is no one path to being a bard, they all
have two things in common: artistic training of some
sort, and a wide breadth of experiences. In short,
bards are both artistic and extremely worldly. Many
times, they have some formal kind of instruction in
the arts, often at a formal bardic college, but without
the experiences of exploring the world widely and
gaining practical experience in the field a bard just
isn’t a true bard. Some worked as merchants traveling
to all points on the map and experiencing many
cultures, others are former (or current) con men and
thieves who learned a whole host of skills as they
made their way, others still are nobles with a very
cosmopolitan education, and others still are traveling
troubadours who play for their coin and have lived a
thousand lives’ worth of stories before even joining
the party.
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historians and archivists of the world. They wander from this college is detailed and may lay out
the land in search of knowledge for their college’s a path to obtain something but is still just
grand library, and in search of heroes to immortalize theorycraft. If you tried to theorize how to raise
in song. the dead you might learn the science behind it
but not necessarily how to implement it. You
STUDENT (3RD LEVEL) need to find a way to do it- you simply understand
You become Exceptional with Academia. the fundamental idea of how to do it.
• You need to have a reasonable reason to ask such
ENLIGHTENING ELOCUTION a question. While this ability can explain dark
(8TH LEVEL) matter, you’d need to have a basis in modern
You gain the following song: physics before asking such a question.
Enlightening Elocution
Pick a topic or creature. Any ally who attempts to
make a Recall Information about that subject or
Identify the creature gets and Absolute bonus so long
as the DC is Heroic (30) or below.
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Prerequisites: None.
COUNTERSONG Benefit: All creatures within 30 feet are cured of the
Your music cuts through other sounds, canceling following condition so long as the DC is Heroic (30)
them out. Victory through volume. or less: charmed, confused, fascinated, scared, or
Prerequisites: 6th level. sleeping.
Benefit: Until the start of your next turn, you can take
a Counter action to counter corruption spells, effects SONG OF THE BELOVED
that deal sonic damage, and language-dependent Music can claim the heart of the most savage beast.
Skill uses (as per the Counter action). You use your Prerequisites: 16th level.
Perform skill opposed by the most relevant skill or Benefit: Enemies must make a Will save (DC 10 +
proficiency of your target. If you’re successful, the your proficiency in Perform) or become charmed
effect is negated. You can still only counter 1 action towards you for 1 minute.
per round.
SONG OF COURAGE
EPIC PERFORMANCE Courage is not the absence of fear but the will to
This absolute showstopper of a song can bring out the overcome it.
best in anyone. Prerequisites: None (This is a starting song).
Prerequisites: 20th Level Benefit: Creatures are immune to fear.
Benefit: Select 1 creature. They gain an Absolute
bonus on a d20 roll. They must use this before the SONG OF FASCINATION
end of their next turn. A given creature can only You can enthrall a target creature with your music,
benefit from this ability once per long rest you take. ensnaring their attention.
Prerequisites: None.
HERO’S BALLAD Benefit: The creature must make a Will save (DC
A bolstering song to drive away doubt, this theme 10 + your proficiency in Perform) or be fascinated
tune is a precursor to victory! with you until the start of your next turn. A creature
Prerequisites: 16th level. fascinated by you or who succeeds on the Will save
Benefit: All allies affected by this ability are immune cannot be the target of this ability by you for 24
to fear effects for 1 hour, and gain 1 bonus Hero Dice. hours.
You can only use Hero’s Ballad once per combat.
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A berserker is a warrior who fights not just with steel, but with their passion. They are reckless warriors whose
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fury and explosive attacks are as devastating as they are unexpected. They turn their bodies into weapons and
their minds into storms, able to enter a heightened battle frenzy at a moment’s notice. While in this state they
shrug off mortal wounds, swing with the power of 10 men, and gain the senses of a predatory beast.
Dare you stand before the storm?
Training
Berserkers are often informally trained, gaining
experience through practical combat experiences.
Some dabble in formal training, but many buck
disciplined attempts to control them.
Berserkers will often learn master-to-student
and may have many masters and many students
over the course of their life.
Exalted Berserkers
Some will say that a “master berserker is one
who has failed to find a good death”, but that is to
fundamentally misunderstand their art. No one
can truly master the storm that rages within them;
that is one of the core tenets of a berserker. But an
exalted berserker has become the storm. They can
arm-wrestle a giant and win, take a ballista bolt to the
chest and come out swinging, sunder mountains, and
intimidate hurricanes.
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HEEDLESS
Your bad habit of leaping before you look has paid off
and made you immune to many of the consequences
of your actions.
Benefit: While raging you become immune to fear
effects and poisons.
HULK
They won’t like you when you’re angry.
Benefit: You grow one size category, to a maximum
size of Giant (3x3), while raging.
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use Strength instead of Dexterity as the relevant Benefit: While raging, your fingers become
ability score modifier for thrown ranged attack rolls. sharpened claws or talons; you gain a claw attack.
Additionally, they add their Strength modifier to
damage rolls with thrown weapons. SPONTANEOUS COMBUSTION
Ever been so mad your blood literally boiled?
IRON BULL Benefit: Your Rage causes you to literally combust,
Some people say ‘headbutting a man until he coughs a great shield of flame engulfing you. While raging,
up blood is not a martial arts style’. Those people are you benefit from a fire shield as an innate (Fortitude
wrong. save) spell. When your Rage ends, the spell’s effect
Benefit: You become Exceptional with the Iron Bull ends too. While this innate spell is active, you may
martial arts style (even while not raging). Once per choose to have your unarmed strikes deal fire damage
round, when you hit with an iron bull martial arts in place of their normal damage type.
attack while raging, you may make a sunder attempt
against that target as a free action. TAVERN BRAWLER
Eschewing proper weapons, you’ve learned to fight
PANTHER with junk, detritus, and whatever comes to hand
You’ve learned a bit of feral cunning, and learned to (even if that’s a chicken thigh).
hunt like the greatest of beasts. Benefit: You become Exceptional with improvised
Prerequisites: Skilled in Stealth. weapons while raging. When you pick up a new
Benefit: You gain darkvision (even while not raging) improvised weapon you can designate an extra
and can use Dexterity-based skills while raging. weapon quality appropriate to the weapon (with your
GMs approval).
RAGE-MAGE
Your rage fuels your magic, replacing fine arcana with TOUGHER STUFF
raw power. Dumb enough to walk through fire and tough
Prerequisites: Spellcaster keyword enough to survive it.
Benefit: While raging you can use your Strength in Benefit: You gain 1 extra HP for each total character
place of a mental ability modifier for spells. This does level you have (or gain). This stacks with other
not affect your allotment of mana, only the DC and bonuses to HP. This does not require you to be raging.
damage dealt by your spells.
Example: If a spell deals 1d4 damage + your highest UNSTOPPABLE
mental ability modifier it would instead deal 1d4 When you rage you turn into an ATB- an All Terrain
damage + your Strength modifier. Berserker.
Benefit: You gain a climb and swim speed equal to
your land speed while raging. In addition, you do not
need to breathe while raging.
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Clerics are powerful divine spellcasters who channel miracles with the power of their beliefs. They draw
strength from the tumultuous, roiling storm of divine energy that was left behind by the Ragewar known as
the “Divine Tempest”. Many of them are members of formal religions or at least represent a formal study of
theological texts and practices.
Training
A cleric receives formal instruction, either in a formal
religious institute or in a master-apprentice format.
The call to the cloth is not always so simple though:
some start with divine visions or other religious
experiences before joining a church while others
go about it in reserve. It is often during the study
of theology that one experiences
divine inspiration and becomes a
cleric. The Divine Tempest is a strange
and unpredictable force but if one thing
is constant it is that it empowers those with
a strong belief with the power to enact that
belief. In this way clerics are not unlike
lightning rods and their training can be a bit
of a “chicken or the egg” paradox at times.
Exalted Clerics
Most clerics go on to found centers of worship
Reeca the D
or take up senior positions within their
Orcish Storytelle
religions. As vessels of the power of the divine
She/H
tempest they can channel tremendous power to
support their causes and will have supernatural aid
in their endeavors. Some even ascend and become
angels or demons themselves when their task on
Clade is done.
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You add 3 extra Hero Dice to your pool at the start Symbol: A Caduceus.
of each session. The GM adds an extra 2 to theirs. If Channel Energy: Healing.
multiple clerics of The Storyteller are in the same Worship: Followers of the healing domain offer
party, this effect stacks. healing and succor to those who are suffering the
most. They see self-sacrifice and charity as necessary
JOKERS WILD (8TH LEVEL) aspects of life and will never turn down a genuine
You gain a Free Hero Dice on Bluff and Stealth request for help. They are granted the ability to
checks. magically heal creatures for their worship. Using this
freely, even on enemies who swear off violence, is
BOLT OF INSPIRATION seen as the highest calling.
(13TH LEVEL)
As an action you can hurt a literal bolt of inspiration Blessings
at any ally within 30 feet of you. It hits automatically FULL HEAL (3RD LEVEL)
if the ally is willing, causing your Wisdom modifier When you heal an allied creature with a divine spell,
in magic damage but granting them a Hero Dice they you can spend 1 Hero Dice to cause it to heal an
must use before the end of their turn. This can be Absolute amount of healing. This can only be done
used as a reaction if an ally fails a check (applying the once per short rest.
Hero Dice retroactively).
STRONG MEDICINE (8TH LEVEL)
DAMN THE ODDS (18TH LEVEL) When you use Channel Energy to heal, the d6s
Whenever you roll a 6 on a Hero Dice, roll again and become d8s.
add the result to the initial dice roll. This may trigger
any number of times on a given roll but only once per CADUCEUS (13TH LEVEL)
dice. When you heal a creature they are automatically
cured of all Impaired conditions they have.
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Defenders of the balance between the natural world and the people who live in it, druids wield tremendous
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magical power. They commune and command powerful nature spirits, rain destruction down with elemental
fury, and call upon the very forces of nature to change their very form into things like living lightning storms,
animals, or even spirits.
Training
The training of a druid starts young and
is sometimes a hereditary position.
Rural communities will often have
a druid or two as their spiritual/
natural advisor and the current
druid(s) will teach pupils they select
based on a number of qualities. It takes
many years of study and training to become a
druid and a young druid must develop a rapport
with many spirits of nature in order to earn their
respect (often involving doing services for the spirits
or questing on their behalf ). This mutual respect is
what empowers a druid to act and serve as a spiritual
guardian of nature.
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Estora of the Sunshowers
Theocratic Dwarven Strorm Druid-Sun Cleric
She/Her LITTLE RED GOBLIN GAMES
NOT FOR PUBLIC DISTRIBUTION OR RESALE
Exalted Druids Level Class Features
While all members of a circle are equal, some 1 Signature: Enduring Spirit, Wild
ancient and powerful druids transcend their circles Aspect, Spellcasting, Druid Circle
and become welcome whenever they traverse as
2 (Feat)
respected mentors and speakers for the nature’s will.
Ancient druids become immortal, unable to be killed 3 Circle Power
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kOATHS
You gain the following oath: “I will honor and respect
nature while attempting to maintain its balance.”
kDRUID SKILLS
You are Professional in 2 of the following skills:
Animal Husbandry, Aquatic, Medicine, Perception,
Politique, Religion.
Additionally, you are Exceptional with Fieldcraft.
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The Circle of the Ash Tree takes its name from the In Clade they are part of the “Phoenix Revival”
image of a burnt tree after a wildfire. They believe the movement, a loose affiliation of organizations like
world must be cleansed before it can be healed. Some the Knights of the Phoenix and the Ruby Tower.
see them as eco-terrorists while others believe them Sometimes categorized as a philosophy and other
to be a necessary evil; surgically purging the tainted times called a religion they believe “The world ended
part of the world so that life may yet again flourish. long ago. We must burn the embers and start over
once again.” They believe Clade was destroyed by
Aspect: At the start of your turn and when you first the Rage War and us clinging on is just preventing
enter Wild Aspect,
Aspect foes adjacent to you become a cycle of rebirth and renewal from occurring. This
vulnerable to fire until the start of your next turn. core belief is filtered through many lenses though
A Fortitude save (DC 10 + Spellcasting proficiency) and there are dozens of different groups who hold
negates this effect for the turn. Revivalist ideals.
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Peerless martial masters, fighters are skilled soldiers whose military might lends itself well to the adventuring
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lifestyle. A fighter is able to use any weapon they pick up and use it better than anyone else due to their years
of martial training. They are fearless, deadly, and resolute; when you challenge a fighter you’re gambling with
your life.
Training
A fighter almost always has formal military
training. They may be a literal infantry or cavalry
soldier from a large military, an aristocratic martial
society, or a warrior lodge that one needs to earn
entry into. Whatever the origin, a fighter has
spent many years training to be a fighter and is adept
at many forms of warfare. Even a level 1 fighter has
seen combat a few times, knows how to use their
weapons, has been drilled by a superior, and has a
good sense of discipline.
Exalted Fighters
There is something almost
oxymoronic about saying an
“ancient fighter”; anyone who
lives that long despite using
only a sword, some armor, and a shield
to fight things like dragons, titans, liches, and
demons must be a true legend. Such individuals
are often resounted in histories as master monster
slayers, “strongmen” (of various genders), terrifying
warlords, famous generals, or heroic knights.
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SHIELD BEARER
You can always find room for a life-saving shield.
Benefit: You can wield a shield, no heavier than
medium armor, without it taking up a hand.
Effectively, you gain a third wielded item slot that can
only be taken up by a shield.
SWORDSMAN’S SPIRIT
You have embraced a rich martial tradition,
combining elements of culture, spirituality, and
magic into your martial discipline.
Benefit: You gain an additional magic item slot; this
can only be used to equip a magic weapon.
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Paladins are warriors who fight against corruption and unholy beings in all their forms. The nobility of their
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purpose supernaturally empowers their actions. They are paragons who seek to decrease suffering in the
world, even if that means smiting a few sinners along the way.
Exalted Paladin
Paladins who achieve great fame are
thenceforth referred to as “Companions
of Sir Silmadil” or simply “Companions”.
They take on quests that are of global or
cosmic importance and may conspire
with angels or other agents of the Divine
Tempest. Upon death they may choose
to become angels and continue their fight
against the forces of corruption in the world.
Squire Yrrbish
Gobbish Paladin-Wizard
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They/Them
LITTLE RED GOBLIN GAMES
NOT FOR PUBLIC DISTRIBUTION OR RESALE
name carries divine retribution if broken. Some Level Class Features
have tried to elevate them to the position of “God of 1 Signature- Discretion, Smite, Order
Paladins” or “God of Honor & Charity” but they are Selection
aloof from such pursuits, wishing only to improve the
2 (Feat)
world. In life Sir Silmadil had many companions in
their lifetimes and commentaries written by them, or 3 Order Ability
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DIVINE HEALTH (16TH LEVEL) Mechanically this means creatures with the “holy” or
Your dedication and the power of the divine shield “unholy” keyword.
you from mortal ailments.
Benefit: You are immune to poisons, diseases, and
corruption effects.
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PRAY FOR GUIDANCE new places, and risking their lives for wondrous
You gain foresight as an innate spell (Religion) usable artifacts and magic items. Despite this, as an order,
once per long rest, requiring a 1-minute ritual prayer they place the “journey” before the “destination” and
to cast. believe an item of value without a good story behind
it is worthless.
SELFLESS HANDS Oath: “I shall never turn down the offer of a good
You can use your Lay on Hands class feature 3 adventure.”
additional times per short rest. However, these Smite Targets: You can select 1 keyword that defines
extra uses can only be used on someone other than a type of creature (“Giant”, “Construct”, etc.) and your
yourself. You must be at least 13th level to select this Smite class feature now works against them.
option.
TREASURE HUNTER (3RD LEVEL)
STRONG FAITH You gain Detect (Magic) and can equip 1 more magic
You become Professional with your Will saves if you item at a time (normally you can only equip 3).
weren’t already.
QUESTING KNIGHT (8TH LEVEL)
You may change the bonus enemy keyword that your
Smite affects during a long rest.
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Rangers are cunning hunters of both men and monsters, equally at home in the wild as they are in a dungeon.
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They have mastered the bow, tracking, survival, and know every monster by the smell of their urine. You may
evade them but you’ll never escape them except in a coffin...
Training
Rangers don’t have formal training, or at least nothing
planned. They learn by experience, occasionally from
mentors, sometimes from short tenures in various
jobs, and a lot by learning from their mistakes.
Rangers are normally hunters who gain some level
of martial experience. Forest wardens, former
thieves, raiders, and trappers are the most common
rangers. Occasionally soldiers will end up as rangers
but more rangers come from militias and irregular
military units than formal orders of knights. A ranger
themselves have exceptional skill with a bow or other
ranged weapon and are at home in the wilderness so
those two aspects should be forefront in the sort of
experiences they had.
Exalted Rangers
True lords of the hunt are rare but are famous for the
many foes they’ve felled. They often have trophies
on their wall: everything from the head of a new
god to the fang of a vampire lord and probably a
few feathers from an angel. They live for the next
challenge and they seek the cosmos looking for
prey that can provide them that challenge. Others
become guardians of nature who are responsible for
protecting vast regions and maintaining the balance,
serving as guardians to druids and nature spirits.
While some settle down in their old age, rangers are a
rugged lot and few can stay out of the game for long.
BEAST SPEAKER
“I’m fluent in bear, bird, cat, and horse, and semi-
fluent in snake and fish. I’m a little rusty on my
chipmunk though...”
Benefit: You gain 3 animal languages of your choice.
This may be selected multiple times. Each time it
applies to 3 new animal languages of your choice.
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ranger class feature that requires the use of a bow can appropriate). You are always considered to be
be used with that manufactured melee weapon. This “hunting” such creatures, in addition to whichever
is provided that your manufactured melee weapon creature you are currently hunting.
can reach the target in question.
MOBILE SCOUT
Deeper Rules You know how to get around the woods... and lakes...
• Dex to Damage: The Archer class feature lets and the mountains... and everywhere else.
you add your Dexterity to damage with ranged Prerequisite: Skilled in Athletics.
weapons. As melee weapons already have your Benefit: You gain a climb speed and a swim speed
Strength added to damage, your Dexterity can be equal to half your move speed.
added in place of your Strength modifier (not in
addition to). RANGER SENSE
Different prey can require special means of
DISCIPLE OF THE LEAF perception to track, so you’ve trained your senses to
You’ve picked up a few tricks in the wilds, and can tap their limit.
into old magical practices. Benefit: You gain darkvision (120 feet), blindsense
Benefit: Select a nature spell. You can cast that spell 3 (movement) 120 feet, and Scent (1 mile).
times per short rest as an innate (Fieldcraft) spell.
RAPID RELOAD
EAGLE EYE You’ve drilled day in and day out to shave precious
Nothing escapes your sight. seconds off your reload time because you know the
Prerequisite: Professional in Perception. only good archer is an archer with a ready arrow.
Benefit: All your senses that allow you to “Detect” Benefit: Bows with the slow reload quality (including
something now allow you to Pinpoint them at the crossbows) lose the slow reload quality. This does not
same range. apply to weapons that deal d12 damage (or more).
Boost: You may spend a Hero Dice to apply this effect
EVADE PURSUIT to normally excluded bows until the end of your turn.
You leave no trace as you pass, not even a snapped
twig or boot print in deep mud. SENTRY
Benefit: You leave no tracks unless you wish to. This You’re trained as a sentry and are better than anyone
means the DC to track you is Absolute. at serving as a lookout.
Boost: You can spend 1 Hero Dice to extend this Prerequisite: Professional in Perception.
benefit to your party’s track for 1 hour as you obscure You can choose to roll your proficiency with
their passing. Perception, rather than a Reflex save, to determine
your initiative. Additionally, allies with lower
initiative rolls may choose to go directly after you in
the initiative order, regardless of their roll.
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SURE FOOTED
With swift strides, sure feet, years of experience, and
the grace of a cat you flow over the group like water
down a hill. No briar will snag you, no root ensnare
you, no tree block you, no loose earth tumble you.
Benefit: You treat naturally occurring difficult terrain
as normal terrain. Additionally, while in the wild you
automatically pass any Acrobatics check with a DC of
Heroic (30) or less.
TIRELESS PURSUIT
Pursuit predation at its finest.
Benefit: You take no penalty when tracking at speed
and cannot tire while tracking a foe. This means you
do not need to sleep, suffer from the Tired condition
due to travel, or need to pass other checks required
to continue moving. The foe in question should pose
a significant threat to the ranger or have narrative
relevance (GM discretion).
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One part con artist, one part puzzle solver, one part automatic door opener, and all outlaw; a rogue is an expert
GESTALT CORE RULE
thief with talents in a dozen useful skills and an underhanded style of fighting. They’re your connection to the
seedy underbelly of the world and the shady friend who’ll get you whatever you need so long as you pay them
and don’t ask questions about how they got it.
Training
Rogues all graduate from the most grueling college
imaginable: the school of hard knocks. While rogue’s
guilds and thief training schools exist, 99% of all
rogues grow up rough and learn their trade on the
streets. Some start as simple grifters, enforcers, con
artists, or thieves before aspiring to higher levels of
skulduggery. A rogue has many skills and they dabble
in even more than that so no two rogues will
have the same sort of training. Most
pick up criminal talents or trades
and polish them, often with the help
of mentors or companions, so they
can be useful on heists.
Exalted Rogues
Think of the most famous gangsters in history;
they’re 2nd class when it comes to high level rogues.
Exalted rogues, sometimes called “crimelords”, are
famous the world over for the heists they’ve pulled,
the criminal empires they reside over, and the
incalculable value of the things they’ve stolen.
They’re always out for more though, like sharks in
the ocean they’re looking for their next meal. Will
it be the crown jewel of a Fey Prince? The horde of
an elder dragon? The heart of a Queen? A city’s drug
market? A famous landmark? No one will know until
it’s already too late!
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GM’s discretion).
Professional
Deeper Rules
kARMORS • Ranged Sneak Attacks: You can make ranged
Light Sneak Attacks.
Attacks
• Magical Sneak Attacks: If a spell requires an
kSAVES attack roll, you can add Sneak Attack effects to it.
Fortitude Save (Skilled) • Critical Hits: Critical hits multiply the total
Reflex Save (Professional) damage of the attack. Sneak Attack is explicitly
Will Save (Skilled) included in this total damage.
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DOPPELGANGER
Two parts quick-change artist and one part illusionist.
Prerequisite: Professional in Bluff
Benefit: Using 3 actions, you can cast disguise as an
innate spell (Bluff ) at will.
EXTRA EXPLOIT
Benefit: You gain a rogue Exploit
Exploit.
FLEXIBLE MORALS
You know life isn’t all hard black and white, but
shades of gray. Sometimes you really do need to
compromise.
Prerequisite: Professional in Politique or Bluff.
Benefit: Once per short rest you may take an action
that violates an oath without suffering the normal
consequences. This indiscretion should be as quick
and subtle as possible.
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of. Additionally, you aren’t detected by Detect and/or same effect twice, or select 2 similar effects (such as
Blindsense (movement), (vibration), or (tremor). dealing 2 instances of bonus damage).
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MISHAP
“Shame about those toys. Those wonderful, broken
toys…”
Prerequisites: Skilled in Technology Lore.
Benefit: Select a piece of technology (something with
a Tech. Lore requirement) your target is wielding
or wearing; it gains the broken condition. This
condition can be removed with a Challenging (20)
DC Technology Lore check as an action.
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Those who bargain for power with forces greater than their comprehension best be both smart and devious.
Warlocks are those brave souls who trade their service to a greater being for magical power. Theirs is a life of
staying one clause ahead of their patron, one step ahead of danger, and one moment ahead of demise all in
exchange for fantastic powers few can dream of!
Fate
Training Isolationist Human Warlock-Paladin
Warlocks are not trained
They/Them
but made; a warlock’s
power comes from a pact
they made with a powerful
entity. This entity is not a
“god” (though some may
claim to be) but may be on the verge of
becoming one (one of the so-called “New
Gods”) or simply a powerful being like an
angel or demon. Warlocks practice with
their powers in various ways but most
end up as adventurers, learning as
they go.
Exalted
Warlocks
Warlocks of extreme
power hit a bit of a
tipping point; they
risk becoming more
powerful than their
patrons. A warlock really
has two ways to go about this, the
first being empowering their patron to the
point where they never really catch up and
the second being supplanting their patron. This
second option is extremely dangerous and makes
the warlock themselves effectively one of the new
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Gameplay 13 Talent/Order
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kARCHMAGE PACT
GESTALT CORE RULE
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might have an angel watching you, a fey looking to support me with power.”
get a part-time mortal agent, a coven of power liches • Option 3: “I’m a magical mercenary who will do
giving you a bit to see through your eyes now and anything for power.”
then, and a New God donating a little of their power
to spread their influence. MANY MASTERS (3RD LEVEL)
As a free action at the start of a combat or similarly
Their patrons are fickle though and their powers dire situation you may ask your collective benefactors
a little erratic. Communal pact warlocks often for a command. This becomes an oath for the
feel pulled in 20 directions and find their powers duration of the combat/situation and you gain Resist
fluctuating. (all) 5 for the same duration. If you violate that oath
Invocation List: Charm, calm emotions, cursed favor, or do not work towards its furtherance you lose this
elemental touch, elemental weapon. madness, reveal, benefit.
transmutation, vital link.
Eldritch Blast Damage Type: Roll 1d8 to determine FLUCTUATING INVOCATION
your damage type. Once per turn you may roll 1d8 (8TH LEVEL)
as a free action to change your damage type. During One of your lesser benefactors gives you a random
a short rest you may select which damage type you invocation. After a long rest, you must pick 1 spell
prefer from the chart. from the arcane spell list and treat it as an invocation.
Result Damage Type Each time you use it, roll 1d8 minus the times you’ve
1 Acid used it since your last long rest. If you ever get a
result of 0 or less, the invocation fails and you can’t
2 Cold
use it again until your next long rest. You can never
3 Divine select the same spell for this class feature twice in a
4 Electricity row.
5 Fire
6 Magic MAGIC SPILLAGE (13TH LEVEL)
Whenever you deal damage with your Eldritch Blast,
Blast
7 Necrotic
the creature suffers 1/4th of the damage you dealt
8 Sonic
(rounding up) as persistent damage for 5 turns.
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Wizards are magical archeologists who are uncovering and piecing together the lost art of arcane magic after
GESTALT CORE RULE
it was thought to have died with the god of magic. With tremendous magical power at their fingertips these
arcane academics are the foremost experts on spell-slinging the world over.
Training
The training of a wizard must start early in one’s
academic career and many scholars of magic aspire to
join their ranks. It is a long journey to piece together
the lost fragments of magical knowledge that was lost
when the god of magic died in the Ragewar. After a
long period of study, either at a magical academy or
under the tutelage of a powerful wizard, a fledgeling
wizard will find themselves having to
do research in the field to advance their
knowledge and power. Through questing,
exploration, and long hours of study wizards
eventually gain the lost knowledge and
magical might they seek.
Exalted Wizards
Archmages are the most powerful wizards
in all the land and they command tremendous
magical energy and vast collections of forgotten
lore. Archmages have dozens if not hundreds of
spells at their fingertips and can be expected to have
deep understanding of some of the universe’s most
profound and esoteric mysteries. They will often have
jobs as heads of academies, as cosmic protectors, or
librarians of sacred arcane libraries.
and ritualized. Those known as “wizards” seek to really end up needing it.
rediscover that which was lost and bring magic back Benefit: In a pinch, you can draw upon your deep
to the world. reserves of magic. Once per short rest, you can spend
1 Hero Dice as an action to regain mana. You regain
Wizard Proficiencies mana equal to 1 + the number rolled on the Hero
kWEAPONS Dice. This cannot bring your total mana over your
All Simple Weapons (Skilled) maximum.
Caster weapons (Exceptional)
SPELLCASTING (1ST LEVEL)
kDEFENSE Benefit: You can cast arcane spells drawn from the
Skilled arcane spell list. You have 5 + your Intelligence
Armors: Light modifier in mana to cast wizard spells. Casting a
spell costs 1 mana. You recover all mana after a
kSAVES long rest. Your wizard Spellcasting is based on your
Fortitude Save (Skilled) Intelligence.
Reflex Save (Skilled)
Will Save (Professional) You start with 3 spells of your choosing from the
arcane spell list. At 3rd level, and every odd level
kSPELLCASTING thereafter, you gain 1 new spell from the arcane spell
Exceptional list.
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regain up to 3 mana as a free action. However, you Learn 3 spells from the arcane spell list. You may
lose 10 HP per mana recovered. select this multiple times, each time you learn
different spells.
EXOTIC MAGIC RESEARCH
Your professors advised you not to read ahead. This is NECROMANCER
good advice for cowards but not for progress. Who cares if everyone thinks it’s creepy; you’ve found
Benefit: You have twisted the laws of spellcraft to your own way to make some new friends…
learn 1 spell from a spell list other than the arcane Benefit: You learn the create undead spell if you didn’t
spell list. The chosen spells are still cast as if they already know it. Additionally, when you cast the spell,
were arcane spells. You may select this multiple it has the following changes:
times; each time you learn a different spell. • Undead you create are never mooks.
Each casting of create undead allows you to make up
FAMILIAR to 3 undead. The corpses need to all be adjacent to the
You will love it and hug it and involve it in your caster.
schemes to break reality with magic.
Benefit: You gain a familiar. A familiar is a magical RITUALIST
being or guide creature that is formed from your You have a PHD in ritual magic from an esteemed
soul to act as an extension of your will. This being magical college. Your mastery of rituals is surpassed
functions like an animal companion with the by few in the world.
following modifications: Benefit: Once per long rest, you can cast a ritual as a
• The animal selected must be small or tiny. full-round action instead of the normal casting time.
• The animal can cast spells as if they were you.
(It uses your stats and abilities when casting; the SUMMONER
only difference is the origin point of the spell.) Turn the tides of battle by bringing an extra army
• If killed, the animal can be re-conjured during a with you.
long rest with no ill effects. Benefit: You may have up to 3 instances of summoned
A wizard may close their eyes and see through the creatures/objects at a time (rather than 1). If you
eyes of their familiar. attempt to summon more than this limit, you choose
which creature/object is dismissed.
WARMAGE
You’ve learned to channel more energy into your
magical implements of battle, giving them that extra
“oomph”.
Benefit: You gain a bonus on damage rolls with caster
and crystal weapons equal to 1/2 your level.
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Mixed: A mixed damage type indicates multiple creature’s resistance, they are in a parenthetical
damage types. The total damage dealt is equally following it. “Resist slashing 5 (overcome by
divided amongst the listed damage type. silver)” means you reduce all damage from
Example: If I had an attack that dealt “Mixed Fire, slashing weapons, unless they are silver slashing
Cold, and Acid Damage” and I dealt 60 damage, my weapons.
target would take 20 fire damage, 20 cold damage, • Order of Operations: Resist applies before
and 20 acid damage. This is still regarded as a single Threshold.
attack and single total lump-sum of damage for the • Penetration: If a weapon has the Penetration
purpose of things like resistance, threshold, or other quality, it ignores the listed value of Resist (i.e.
reductions to damage. Penetration 5 ignores the first 5 points of Resist)
Sacrifice: Hit points you sacrifice for something is • Falling Damage: Falling damage ignores Resist
damage that you willingly take on yourself. This and Threshold.
damage cannot be mitigated or negated by any
normal means. If it is, the triggering effect fails. A kTHRESHOLD
GM is the final arbiter of how sacrifices are resolved. Some characters gain “threshold”, a representation of
their ability to power through damage up to a point.
kRESISTANCE This means if you take the listed damage or less, you
Some creatures are unusually hard to hurt, or more take no damage. If you take more damage than your
resilient against a particular damage type. In these threshold, you take all of it.
instances the damage they would take is reduced by a
certain amount. Example: A halfling has threshold 10 against caltrops
What it applies to is spelled out after the word (or other things that harm their feet). If a caltrop
“Resist”. “Resist fire 5” means you reduce all fire dealt 10 damage or less, the halfling would take 0
damage by 5. If something says “Resist all”, or simply damage from it as their tough feet prevented the
“Resist” without giving a damage type, that means it damage. If they took 11 damage (or more) from it,
applies against all damage types. they’d take all 11 points.
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move action you take either this turn or next Medium 5 feet 1 square
turn. Large 10 feet 2x2 space
• Forced by an Enemy or the Environment: If you Giant Special Special
are forced to move by the enemy or an undesired
environmental effect, it is not subtracted from TINY
your next movement. A tiny creature is one that does not fully occupy a 5
• Forced Movement & Attacks of Opportunity: foot square. They can only attack creatures who share
Forced movement doesn’t cause an attack of a square with them. Multiple tiny creatures can share
opportunity, but can be the basis for readied the same square without needing to make a check.
actions (this is because you are expectantly Pixies and house cats are iconic tiny creatures.
waiting and watching, not just exploiting an
opportunity). Example: If an enemy spellcaster SMALL
shoves their friend the troll out of the party’s A small creature fully occupies a 5 foot square but is
reach, it would not provoke an attack of significantly smaller than a typical human. Mid-sized
opportunity for leaving a threatened square. dogs or dwarves are iconic small creatures.
However, if you had a readied action to hit the
troll if it fled you could do it. MEDIUM
A medium creature is the size of a typical human.
MOVEMENT ACTIONS AND
SPECIAL MOVEMENT TYPES LARGE
In general any kind of action you can use with This represents something significantly larger than a
basic movement you can use with other forms of typical human, while not being excessively massive.
movement like climbing, burrowing, swimming, Orcs and trolls are iconic large creatures.
riding or flying. This means you can do a flying
charge or take a guarded step while climbing. GIANT
The size category of “giant” creatures is a variable
A GM has discretion over what is reasonable however definition meant to encompass creatures larger
and if something doesn’t make sense (such as making than what a typical “large” creature entails. You can
a “guarded teleportation” or something) a discussion increase a creature’s size by 1 step above large by
can be had over its viability. adding 5 feet to its reach and increasing its space by
1x1. Giant creatures typically start around the size of a
walrus or an elephant.
Note: Giant is typically stated as “Giant (# x # space, X
feet. reach)”. If a creature is just “Giant” it is assumed
to be “Giant (3x3 space, 15 feet. reach)”.
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AID [1 ACTION OR REACTION] could not use an aid action to distract the dragon to
You can help someone else when they attempt to do grant Skylar the same bonus because that involves
something. You then add 1 Free Hero Dice to their the dragon (an enemy).
roll. Taking an aid action ends your turn.
ATTACK [1-ACTION]
To aid someone, it simply requires you to spend You make an attack against a target within your reach.
an action, say what you are specifically helping on You make a proficiency roll with whatever you are
(“Skylar’s attack roll with a bow against that dragon”), making the attack with.
and be in a place where you could conceivably help.
ATTACKS OF OPPORTUNITY
In order to aid someone on a check (skill check, [SKILLED] [REACTION]
a Spellcasting check, an attack action, etc) you If you see an opening, you can make an attack against
must be at least Skilled in doing whatever you are an opponent. You can only make one per round. You
undertaking. If someone is unskilled in Medicine, can only make an attack of opportunity with a melee
they can’t offer much aid to a professional. weapon you are skilled in the use of (be it unarmed
strikes, natural attacks, or a manufactured weapon).
Example: If Skylar the Cleric-Rogue wants to help You cannot make an attack of opportunity against
their friend Efraim the Fighter-Wizard climb and opponents you are unaware of.
Skylar is a Professional with Athletics, they could
offer Efraim a boost and some pointers as the old man The following situations trigger an attack of
in plate armor tried to climb the steep ravine walls. opportunity from a foe:
Skylar’s action grants Efraim +1d6 on the d20 roll Drawing a Weapon: If a creature draws a one- or two-
they make a climb check. handed weapon within your threatened area. Light
weapons do not provoke an attack. Reloading does
Deeper Rules not provoke an attack of opportunity.
• Reaction: You can aid someone as a reaction. If Ranged Attack: If a creature makes an attack with a
you do so, you must make the decision to do so ranged weapon within your threatened area.
before the result is known. Cast a Spell: If a creature casts a spell within your
• Bonus to a Friend, Not a Penalty to an Enemy: An threatened area.
aid check can’t be an action that imposes a penalty Moving: If a creature leaves a square you threaten.
on the enemy, only a bonus to allies and this Standing Up: If a creature stands up from being
should be reflected narratively (you help your prone within the area you threaten.
friend stab the troll, you don’t hamper the troll). Touch: A touch action provokes an attack of
Multiple allies cannot aid a single check. If the opportunity.
aid is not used before your next turn, it is wasted. Grapple or Shove: If a creature attempts a grapple or a
If you wish to impose a penalty on an enemy with shove/pull combat maneuver.
a check, use the interfere combat maneuver.
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CHARGE [2-ACTIONS] You cannot use the counter reaction unless you have
You move up to twice your speed in a straight, an ability that lets you use it.
unobstructed line towards a target and make a single
melee attack, you get 1 bonus damage dice on the Example: Gary the Greyheart is facing a dire wolf.
attack. You must move at least 20 feet before you He has an ability that lets him counter an attack roll
make the attack. This bonus damage dice stacks with his sword. The wolf decides to make a bite attack
with other bonuses to damage. Charging a creature against him. Gary makes an attack roll to counter. He
provokes an attack of opportunity if the opponent’s gets a 26. The dire wolf rolls its attack roll, and it’s a
weapon has the “brace” property. You cannot charge 24. Because Gary got higher, the dire wolf ’s attack was
with a finesse weapon. negated (as if the wolf had failed to hit Gary’s AC).
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counter a spell that took 2 or 3 actions to cast, rest of your action is taken. While moving you may
your target only expends 1 action and 1 mana decide the square you draw your weapon in.
(regardless of how many the spell would have Light weapons can be drawn as a free action and do
taken to cast) as the spell is cut off before they get not provoke an attack of opportunity.
too far into casting it. Deeper Rules
• Aware: You must be aware of an action taken • Objects like potions can be drawn in the same
against you to counter it. fashion as a non-light weapon.
• You may swap between easily available weapons
You can use magic or a weapon to counter something with this same action.
of the same sort. This action lets you use a bow to
snipe an arrow in mid-flight, interject your spear DEFENSIVE ACTION [1-ACTION]
between an attacker, or counterspell a spell being You adopt a defensive stance, preparing to block
cast. In each instance you can expend a reaction to incoming blows. Raise your AC by +2 until the start
counter an action by making an opposed roll. of your next turn. This expressly stacks with other
AC bonuses. Taking this action ends your turn. If
DIRECT MINION [1 ACTION] you have some sort of cover (something protecting
Once per turn you can give orders to a creature or at least 50% of your body in a meaningful way) this
creatures under your command, granting them 3 improves to +4.
collective actions this turn. They cannot act without
you taking this action. DISBELIEVE ILLUSION[FREE
ACTION]
Deeper Rules Once per turn you can attempt to disbelieve an
• Multiple Action Commands: Using this action illusion. You get a Will save against the Spellcasting
you can relay commands for your minion(s) DC of the caster. You must have a reason to disbelieve
to undertake multiple actions (such as 3 (such as having interacted with it or seen the spell
movements, two attacks and a move, etc) cast).
• Multiple Minions: A single Direct Minions
action allows you to issue commands to multiple This can also be used to disbelieve mundane illusions
minions under your control. All minions draw created by sleight of hand or other sorts of stage
from the same pool of 3 actions. magic so long as you have an idea of how it was done.
• Minion Attacks: A given minion can only attack
once per round. FLEE! [3-ACTIONS]
• Minions of Minions: Minions cannot have You can move up to 5 times your movement speed
minions. away from any hostile creatures and give yourself the
scared condition against all hostile creatures until the
start of your next turn. You do not provoke attacks of
opportunity for the first 10 feet of movement.
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only make one Rapid Shot attack per round. You can reasonable way.
only make rapid shots with ranged weapons you are
Professional in the use of. Deeper Rules
• Mundane: This is a mundane (non magical)
Deeper Rules attempt at recovery in short order.
• Damage is resolved independently for each • Means to Recover: This cannot be attempted if
attack. you don’t have the means to remove the source
• You cannot use rapid shot with thrown weapons. of the condition. (Example: A curse is upon your
• You cannot use rapid shot with weapons with the soul and you don’t have a means of magically
Slow Reload trait. removing it.)
• You cannot use rapid shot via multiple weapons. • What’s the DC?: If there is no relevant DC,
For example you could fire 2 arrows from the consult your GM. It should be on par with the
same bow but not fire 2 different pistols with the save or dice roll that inflicted the condition.
same attack. When in doubt use a Challenging (20) DC.
• Permanent: This cannot remove permanent
READIED ACTION [1 ACTION] conditions. If you are missing a leg you can’t take
You prepare yourself to take a specific action if a a Recover action to regrow it.
specific scenario unfolds. You spend 1 action to give
yourself 1 extra reaction. You can use this reaction to RELOAD [FREE ACTION OR 1
use any action that takes 1 action so long as it meets ACTION]
a condition you set. You may only do this once per Loading a weapon with ammunition that is easily
round and using this action ends your turn. If unused accessible (in a quiver, a sling pouch, etc) is a free
by the start of your next turn, it is wasted. action.
Example: “I will attack the next creature that comes A weapon with the “Slow Reload” quality takes 1
through the door, unless it is a friend.” would allow action to reload.
you to spend your reaction to make a single attack.
SLAY [2 ACTIONS]
Deeper Rules You can deliver a deathblow to a helpless creature,
• A readied action cannot be used to counter. slaying them. This attack is an automatic critical hit
(regardless of what is rolled) and automatically hits
RECALL INFORMATION unless the creature has some special defense. This can
[1-ACTION] only be used on a helpless creature.
A character can attempt to recall information with
a skill check with 1 action, though if something
requires more in-depth research or access to certain
books it may take many hours or days.
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TEMPORARY HP
Some effects can grant temporary hit points; a
separate pool of HP that is used before your normal
HP. This usually reflects a supernatural level of vigor,
or magical protection. Temporary HP is lost before
normal HP; if the incoming damage exceeds your
temporary HP, any remaining damage is then applied
to your normal HP. Healing cannot restore temporary
HP.
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TRAMPLE
Uses: Attack Roll (unarmed strike), Athletics, Animal
Husbandry (While Mounted)
Targets: AC, Reflex Save
Effect: You move up to your speed in a straight line
and can deal your Strength in bludgeoning damage
to all creatures whose space you move through.
This only works against creatures of at least one size
category smaller than you.
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certain fields of study, experience in certain skill sets that don’t directly involve combat. They represent
(like performing, living in the wilds, etc), or athletic how skilled and experienced you are in certain areas
skill at something. Some of these have some combat of study or training. In this system, some skills have
applications but largely they are for overcoming overlapping benefits (For example: you can identify a
challenges that require more finesse, intelligence, magic sword with a Profession (Blacksmith), Arcane
and lateral thinking than simply “sword goes into the Lore, Merchant Lore, or even a Military Lore check).
other guy until they stop swinging back”.
Each skill has 1 or more associated ability modifiers
and you add the most applicable one to your
proficiency roll with the skill. For example: Animal
Husbandry you can use Dexterity or Wisdom. When
training an animal you’d use your Wisdom but when
riding a horse you’d use your Dexterity. If it is not
specifically called out in a particular use of the skill,
the GM should make a call, with your input.
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The attitudes used are: object. An Average (15) check can get you over most
Hostile: The creature is actively attempting to harm things but more difficult things require a Challenging
you or is more than willing to do you harm. (20) check. If it’s more than 20, it’s probably too much
Neutral: The creature has no strong opinions of an impasse for this skill use and probably requires
regarding you or is conflicted. you to go around it or climb over it.
Helpful: The creature views you favorably and is
generally willing to aid you (particularly if it doesn’t
present much danger to them). kRECALL INFORMATION
Multiple skills give insight into particular subjects,
You can adjust a creature’s attitude by 1 step with a from Fieldcraft imparting the lay of the land to
skill check opposed by 10 + the target’s Will save. Merchant Lore grantings information of trade
If for whatever reason a Will save is not possible/ deals. Recalling information gives the player that
relevant this is a Challenging DC (20). information.
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language (though it does not teach languages). are from. This skill can be used to identify the use and
function of ancient objects.
GM Note: Academia covers a wide variety of topics
and can eclipse other ones if you are not careful. Craft: Write a Paper (Int)
Academia specifically covers topics that do not fit You can write an academic paper or summary
better into other skills, which are normally more of a topic. This lets you “craft” academic papers,
concerned with theory over practice. Academia pamphlets, books and other sorts of information that
gives people very technical, verging on pedantic people might pay for.
or semantic, information that may lack a practical
application. For example: someone with Academia Craft: Scroll (Int)
could tell you how, in theory, to build the best kind You can scribe a magic scroll using Academia.
of shelter in a desert. Someone with Fieldcraft could
actually build one. OTHER SKILL USES
Create Cipher (Int)
COMMON SKILL USES This can also be used to create a code to obscure
Recall: History (Int) your meanings in text. It takes 6 hours to make a
You can recall general historical events. cipher and all ciphers have a “root language”. Once
deciphered someone can understand your message.
Recall: Science (Int) When you attempt to create a cipher, make a Scribery
You can recall and apply basic scientific principles check. This becomes the DC needed to decipher it. If
and axioms. The typical DC is between Easy (10) you give someone a “cipher solution”, they can read
and Heroic (30). It’s Easy (10) when you’re trying to the message without a check.
recall fundamental physical laws while a Heroic (30)
check might be something like recalling the formula Create Forgery (Int)
to describe interactions between different states of To create a written forgery (typically of a legal
exotic matter. document) you’d use this skill. The result of your
forgery is opposed by all who attempt to ascertain if it
Earn a Living (Int) is real or fake.
You can earn a living as a tutor, advisor, researcher, or
teacher. (Example: If you got a 20 on your Scribery check to
create a forgery someone could attempt to detect it as
Recall: Math (Int) being fake with Investigation. The DC they’d have to
You can solve math or logic problems with this skill. beat would be 20.)
The typical DC is between Easy (10) and Heroic (30).
An Easy (10) solves a basic algebraic equation while a
Heroic (30) check might involve complex proofs.
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COMMON SKILL USES check is only required under adverse conditions, akin
Drive: Unpowered Transport (Dex) to how you don’t need to make a check to walk or run
You can control your movement when using a simple but would need to make a check to balance on a thin
personal means of transportation with little to no ledge.
technological components, such as a set of skis, a
surfboard, or bicycle. Jumping (Str)
When attempting to jump, you use Acrobatics. A
Parkour (Dex) character can jump 5 feet (from 1 square to another)
without a check.
OTHER SKILL USES • Horizontal Jumps: Roll an Acrobatics check. The
Balance (Dex) result is how many feet you jump. Round down to
When attempting to balance on something, avoid the nearest 5 foot increment.
falling from a precarious place, or to remain standing • Vertical Jump: Roll an Acrobatics check. Cut the
on a surface (such as a wet sloped rooftop). Use the result in half. That’s how far up the top of your
Universal DCs to determine how difficult something head reaches above your normal height (allowing
is. Failing this check causes you to fall, either falling you to reach that far up).
off whatever you were balancing on (if it is too small When you jump horizontally you move a few feet
to support you) or falling prone in your square. off the ground, typically avoiding any ground-based
traps. You cannot “fail” a jump check but you can only
Compete in a Sport (Dex) move less than your result. You must have a stable
When competing in a sport you make an opposed place to make a jump check from (i.e the ground, not
skill check against your opponent or to indicate how mid-air or while swimming, etc)
well you did. For sports that rely on endurance, sheer
physicality, or power you would use Athletics. For Soften Fall (Dex) (Skilled)
sports that rely on grace, precision, and focus use If you fall more than 20 feet, when you hit the ground
Acrobatics. you take 1 point of force damage for every foot you
fell. You can attempt an Acrobatics check to reduce
Escape Restraints (Dex) the amount of damage you take by the result of your
You can wriggle free of restraints with an Acrobatics check. (Example: If you’d take 25 damage from falling
check. The typical DC for most handcuffs is and got a 15 on your Acrobatics check you’d take 10
Average (15) while something of a higher grade is damage instead of 25.)
Challenging (20). Something like a full-body restraint
might be as high as Heroic (30). Tumble (Dex)
You can tumble through an enemy’s square,
allowing you to move past them, with a Dire (25) DC
Acrobatics check. The square they occupy counts as
2 squares of movement. You can also tumble to avoid
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Riding Conditions DC
During Combat Average (15)
In the presence of the unnatural Challenging (20)
Unwilling Mount +3
Active danger +3
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COMMON SKILL USES Your forecast does not take into account supernatural
Identify: Aquatic Creatures (Int) weather or magical changes.
You can learn the properties and weaknesses of
ocean-going creatures with this skill. Swim (Dex)
You can use this skill to swim. Swimming in a lake
Recall: Aquatic Lore (Int) probably doesn’t require a skill check but swimming
You can recall info about aquatic creatures, in the ocean might be an Easy (10) or Average (15)
underwater cultures, as well the history of such check depending on how calm it is. Swimming in
creatures and cultures. You can also use this skill difficult conditions like a storm, in giant swells, or
to recall information on ocean currents, ports, in rapids might be anywhere from Challenging (20)
coastlines, navigational hazards, fishing spots, sea- to Heroic (30). If you are swimming for an extended
bird migration, and other things related to the sea and period of time you may need to make Swim (Con)
sailing. checks.
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check depending on how calm it is. Swimming in sports that rely on grace, precision, and focus use
difficult conditions like a storm, in giant swells, or Acrobatics.
in rapids might be anywhere from Challenging (20)
to Heroic (30). If you are swimming for an extended Deadlift (Str)
period of time you may need to make Swim (Con) If something requires sheer physical might to lift
checks. or drag you can use an Athletics (Str) check to do so
instead of a more generalized Strength check. This
Climb (Str) is only good for short bursts like lifting a dumbbell,
You can use this skill to climb. Climbing something holding up a descending stone wall so your teammate
like a ladder under normal conditions doesn’t require can slip through, or holding two ropes together to
a skill check but climbing up a siege ladder while stop a gale from bursting your riggings.
under fire would (Average (15) DC). Scaling a cliff
face would probably be an Average (15) to Dire (25) kBLUFF (CHA)
check depending on the material and availability This is your ability to lie, deceive, fool, or otherwise
of handholds. Scaling a wall or fortification would misrepresent yourself. This is more social and mental
likewise pose an Average (15) to Dire (25) check. in nature than the Stealth skill, which represents
Truly legendary feats like scaling a sheer surface one’s physical ability to do so. (Bluff if lying, stealth is
might be a Heroic (30) check. hiding.)
COMMON SKILL USES
While climbing, each square requires 2 squares of Combat Maneuver (Str)
movement. Feint.
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alone fish for their food or start a fire. in Fieldcraft and are constantly aware of your
directional orientation.
COMMON SKILL USES
Recall: Geography (Wis) Set A Camp (Wis)
You can recall geographic information. You can You can set up a well run camp and manage it. Setting
picture maps in your mind, estimate distances, recall up a camp for an entire party is an Easy (10) check
specific dangers in those areas, provide insight into that normally doesn’t require any special roll if you’re
the flow of rivers, and figure out what sort of flora or at least Skilled in Fieldcraft. Not setting up a proper
fauna can be found in certain areas. camp means you and your party are exposed to the
elements and may not fully recover.
Identify: Animals & Plants (Wis)
You can identify animals and plants. Setting up a temporary shelter that can protect you
from inclement weather is an Average (15) check and
Identify: Poison (Wis) building a permanent shelter from the wilderness is a
You can identify the effects of a poison or detect a Challenging (20) check. It may take hours of days to
poison in something (such as food or drink). make such shelters.
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target. If you succeed, the creature treats your order anything and are hard to fool.
as a reasonable request and attempts to carry it out
so long as they aren’t hostile. However, the creature’s COMMON SKILL USES
attitude towards you worsens by one step (this has no Track (Wis)
bearing on whether or not they do the task). This is a You can track a person of interest through context
mind-affecting, language-dependent effect. clues, inferences, hunches, reviewing documents,
and interviewing others. You can’t use this to track by
Demoralize (Cha or Str) physical evidence alone (that is Fieldcraft). You could
You can break the spirit of your foes, rendering them use this to track down a hideout via financial records
unwilling to fight you. As an action, select a signal and gossip but not a fleeing suspect. If either this or
target and make an Intimidate check opposed by a Fieldcraft would apply, use the one you are better at.
Will save from the target. If you succeed, the creature
becomes scared of you for 1 round. This is a mind- OTHER SKILL USES
affecting effect. A creature who successfully resists Detect Forgery (Int)
your demoralization cannot be demoralized again by You can attempt to ascertain if something presented
you for 24 hours. as genuine is indeed fake. This may be a painting,
a legal document, or any other mundane item. It is
Demoralize (Exceptional) opposed by the check made to make the item.
If you are least Exceptional in Intimidate, creatures
you successfully scare must spend 1 action each turn Search (Wis or Int)
moving away from you. This effect lasts as long as the This allows you to search for something in particular.
creature remains scared by you. See “Searching” in the adventuring section of this
book.
Goad (Cha) (Exceptional)
You can goad a creature who is suffering from a bout Hunch (Wis or Int)
of rage or fear (or similar emotion) into fixating on If you’ve lost the plot and aren’t really sure what to
you. As an action, make an Intimidate check against do next you can use this skill to get a hint from your
such a creature. If they fail an opposed Will save GM as to where to go. A hunch is a hail mary- you
they are compelled to take a hostile action towards take some time (typically about 1-15 minutes) to go
you on their next turn. This also works on creatures over everything you know and see if you can make
who have -1 or less Intelligence, regardless of their sense of anything. A result of 15 will typically get you
emotional state. A creature who makes their save is on the right track while a result of 20 will give you a
immune to your goading for 24 hours. more concrete plan of action. You need to focus on a
specific challenge or situation when trying to get a
hunch.
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abilities. These are expressly abilities related to the For the purpose of meeting prerequisites, having a
adventuring lifestyle and represent fantastic abilities greater value than the prerequisite counts as meeting
developed for use in that lifestyle. These are meant it. Thus, if you are Professional in medium armor, you
to be on par with class features and represent unique meet the prerequisite of being Skilled in medium
flares and abilities that make your character stand out armor.
from another member of their class.
kMULTIPLES OF THE SAME
FEAT
Unless otherwise noted, you can’t take a given feat
more than once.
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kANIMAL COMPANION B
Prerequisites: Professional in Animal Husbandry. kBLADE DANCER
Benefit: You gain an animal companion. Prerequisites: Professional in Acrobatics, Martial
Keyword.
kANIMAL TRAINING Benefit: Your movement speed increases by 10 feet.
Prerequisites: have an animal companion, This stacks with other increases to your movement
Professional in Animal Husbandry. speed. Additionally, in your hands any manufactured
Benefit: Select two of the following for your animal melee weapon gains the finesse quality.
companion:
• Save: Any 1 save. kBLIND FIGHTING
• Natural Weapon: Natural weapon attack Prerequisites: None.
proficiency. Benefit: You gain Blindsense 15 feet as the result of
• Defense: Defense proficiency. a 6th sense. Additionally, you are never considered
• Skill: A skill. (This may be selected twice.) unaware while blind.
Increase your animal companion’s level of proficiency Special: If you become Exceptional in Perception the
in your choices by 1 step. range of your Blindsense improves to 30 feet.
Special: This may be taken multiple times. Its effect
stacks if the same option is selected, to a maximum of
Exceptional.
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modifier.
kCLEAVE
kBREATH WEAPON Prerequisites: Professional with martial weapons.
Prerequisites: Spellcaster Keyword OR Dragon Benefit: Once per turn you can attack two adjacent
Keyword OR an Elemental keyword. creatures within your reach. Roll once and compare
Benefit: Through ritual and study you have unlocked the result to both of their ACs. This can only be done
the ability to cultivate within you great elemental with a non-light melee weapon. This modifies an
powers. With a mighty exhale you can bathe your attack, power attack, or measured attack action.
foes in a torrent of your chosen element.
This feat grants you a 2-action breath weapon in the Additionally, if you have this feat you can spend 1
form of a 30-foot cone of damage you can use once extra action while attacking a swarm with a melee
per short rest. When taking this feat you must select weapon to deal full damage to them.
one of the following elements (whichever is most
appropriate to your character’s concept/theme): acid, Deeper Rules
cold, divine, electricity, fire, magic, poison or sonic. • Criticals: If the attack results in a critical hit, only
This attack deals 1d8 damage per 2 character levels the original creature takes the increased damage.
+ your highest mental ability modifier. A Reflex save • Single Target Effects: Any effect, ability, or class
(DC 10 + proficiency in Spellcasting or Arcane Lore) feature that is used on the primary attack also
negates the damage. impacts the secondary target of this ability, except
Special: If you qualified for this feat using an for critical hits or if something specifies a “single
elemental keyword, the damage type matches your creature” (i.e., a spell with a single target).
keyword. • Damage vs Swarms: This only works with attacks
that would be reduced in damage due to the
creature being a swarm. Normally swarms take
half damage from Force, Slashing or Piercing
damage. This bypasses that expressly.
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• Food: You can go without eating for 1 week base size category above giant.
without negative effects (treat the 8th day of
starvation like “day 1” of starvation). Sidebar: Bigger Isn’t Always Better
• Water: You can go without drinking for 3 days Being large has its advantages: your reach increases
without negative effects (treat the 4th day of and you occupy more squares so you can threaten
starvation like “day 1” of thirst). more creatures. Being bigger also means that its
• Sleep: You can go without sleep for 3 days harder to squeeze into places, particularly in areas like
without negative effects (treat the 4th day of dungeons. Being “large” sized is probably the biggest
starvation like “day 1” without sleep). You must you’ll functionally need to be. Becoming “giant” may
still rest (as per a short or long rest) to gain the make things impractical for you. Check with your
benefits provided by a rest but need not sleep. GM before taking this feat.
Additionally you can hold your breath for 10
minutes before needing to make a save. H
• Suffocation: You can hold your breath for 10 kHARD WORKER
minutes without negative effects (treat the 11th Prerequisites: None.
minute like you’ve held your breath for a minute). Benefit: When you participate in a skill challenge
using a skill you are at least Skilled in, you perform +5
F bonus work.
kFADE Special: If you are Exceptional in the skill used in the
Prerequisites: Professional in Stealth, Spellcaster. challenge, your bonus work increases to +10.
Benefit: When you are hit by an enemy you can
expend 2 mana to turn invisible and move 5 feet. This kHEAVY ARMOR TRAINING
may only occur once per turn. On the start of your Prerequisites: Proficiency in the use of medium
next turn you are Tired (1). You become visible at the armor or the Armor Training feat.
start of your next turn. Benefit: You can use heavy armor.
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kLINGUIST
Prerequisites: None.
Benefit: You learn 2 languages of your choice.
Special: If you are or become Professional in Politique
you gain 1 additional language of your choice (total of
3). If you become Exceptional you gain a 2nd bonus
language (for a total of 4).
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• YOUR Weapon: This can only be cast upon your Professional in that martial arts style instead.
own weapon and if it leaves your person for any Additionally, you can select from the list of “rare”
significant length of time (a few seconds) or if it styles in addition to common styles.
is wielded by anyone else, the spell is wasted.
• Stacking: The spell is considered a separate kMETAMAGIC TRAINING
“source” of damage from your weapon. You Prerequisites: Spellcaster keyword, Professional in
effectively have the weapon and the spell. You can Arcane Lore, Fieldcraft, or Religion.
add a single bonus to this mix. Benefit: When attempting to use metamagic to
• Essentially this means the formula is: (Weapon + modify a spell, you may make a skill check in place of
Modifier) + (Spell Damage + Modifier) + Bonus. a Spellcasting check.
• Metamagic: You can apply metamagic to a spell • Arcane Spells: Arcane Lore
cast in this fashion. • Divine Spells: Religion
• Ranged Weapons: If being used with a ranged • Nature Spells: Fieldcraft
weapon that uses ammunition, the ammunition is Normal: You make a Spellcasting check when
what must be enchanted to have an effect. attempting to apply a metamagic effect to a spell.
• Wands: Wands can be used to deliver attacks.
• Natural Attacks: Natural attacks and style attacks kMITHRIDATISM
are valid methods of delivery for this feat. Prerequisites: You must have made 10 successful
• Weapons Only: This cannot be added to things saves vs poisons with a DC of at least 15.
that are not weapons or natural attacks. For Benefit: You are immune to poison.
example: you couldn’t use on an Eldritch Blast or Note: “Mithridatism” is the practice of ingesting
another spell. small amounts of poison over a long period of time
• Warlock Incantations and Innate Spells: Innate to develop something close to immunity. It is named
spells and incantations don’t have mana per se. after Mithridates VI, the King of Pontus who was
They can still use this ability but become Tired 1 famous for doing this.
on their next turn.
• Mana Expended: The mana you expend to cast kMOBILITY
the spell is expended from your post short rest Prerequisites: Skilled in Acrobatics.
pool of mana. Benefit: After moving at least 10 feet you gain the
• When Does It Trigger: You can decide when this benefits of having taken a Defensive Action. This
spell triggers. It doesn’t have to be the first hit you does not end your turn or consume an additional
deal with the weapon. action. Additionally, reduce the DC to tumble
• Valid Target for the Spell: The target of your attack through an opponents space or avoid provoking an
must be a valid target for the spell you are casting. attack of opportunity to Challenging (20).
Normal: The DC to tumble through an occupied
space or avoid provoking is Dire (25).
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master of adventuring logistics and are your party’s symbol or is a favored weapon of your domain.
go-to for supplies. The price limit on Sundries for you
is equal to 100 GP per level and you can take magical Additionally, if you cast a divine spell while holding
items. The item’s value can be no more than 50 GP per such a weapon that weapon gains 1 Free Hero Dice
level. The items you produce must follow the other on its next attack roll as it resonates with the divine
restrictions set forth for Sundries. If you are at least energy. This must be used within 1 minute.
10th level you may take items with 1 bulk, rather
than just light items. kSKILL TRAINING
Normal: Your Sundries are normally limited to 50 GP Prerequisites: None.
worth of non-magical items of light bulk. Benefit: Select a skill you are Unskilled in. You
become Skilled in that skill. If you have the talented
R keyword you become Professional in that skill
kRAPID RECOGNITION instead.
Prerequisites: Professional in a skill that can identify. Special: You may take this feat more than once; each
Benefit: Once per round you may attempt to identify time it applies to a different skill.
a creature or object as a free action. Additionally, you
automatically identify any creature if the DC to do so kSPELLCASTING ADEPT
is 15 or less. This is a free action, simply state you are Prerequisites: Arcane Lore or Religion (Professional)
doing this. This feat only functions for checks related and No Spellcasting
to skills you are Professional in. Benefit: You have studied spellcasting for a long time
and have managed to unlock its basic secrets. You
kRITES OF POWER gain the ability to cast a few spells.
Prerequisites: Spellcaster keyword.
Benefit: Select a damage type. Anytime you You need to select the spell list you’ll draw from
successfully deal that kind of damage with a spell you (Arcane, Divine, Nature, etc) and a mental ability
can spend 1 additional mana to roll the damage twice modifier to use (Int, Wis, Cha) for your spellcasting.
and use the value you prefer. You gain 3 mana and know 3 spells from your chosen
spell list. You also gain the Spellcaster keyword, and
become Skilled in Spellcasting.
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vehicles. After taking an action to move a vehicle or it is coming from any point within 30 feet of you. A
mount, you may still move yourself. Additionally you successful opposed Perception check reveals you as
automatically pass all checks made to control vehicles the source. While this has its own benefits it can also
and mounts, and on Acrobatics checks made to move be used to change the origin point of any language-
on or off vehicles and mounts so long as the DC is 15 dependent effects that can be reasonably assumed to
or less. employ your voice. This also, specifically, includes
Bardic Performances.
Performances
kTUTOR
Prerequisites: Professional in Academia. Additionally, you get a Free Hero Dice on any attempt
Benefit: Once per long rest you may make a to impersonate the voice of another person.
Challenging (20) Academia check to teach an ally
something, tutoring them in a topic. Until their W
next short rest they count as “Skilled” in a skill they kWAND ADEPT
are normally Unskilled in. You must be at least Prerequisites: Professional in Spellcasting.
Professional in the skill in question. Benefit: When wielding a wand or stave you
can freely change the damage type to any of the
If you are Exceptional in Academia you can do this to following: acid, cold, electricity, fire, magic, or sonic.
up to 10 allies at a time. Additionally, you can spend 1 mana to grant yourself
a bonus on the damage roll equal to 1/3rd your level
kTWO WEAPON FIGHTING (minimum +1) with such weapons for 1 minute.
Prerequisites: Martial Keyword, Professional with a
manufactured weapon kWEAPON TRAINING
Benefit: If you are wielding 2 manufactured weapons Prerequisites: None.
you are Professional in the use of, once per round you Benefit: You become Professional in 3 weapons of
can take the following action: your choice.
Double Attack [1-Action]
Make 1 attack with each weapon you are wielding
against the same target.
Deeper Rules
• Double Weapons: This also works with a weapon
with the “double” quality. Treat each end of the
weapon as a separate manufactured weapon.
• Ranged Weapons: You can use this feat with
ranged weapons so long as you can fire each
weapon simultaneously.
• Fists: This, specifically, cannot be used with
natural attacks, unarmed strikes, or style attacks.
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k*TITLES
Any honor that has an asterisk (*) grants a “title”. A
title is something you are recognized by. While not
prohibited by the rules, it is strange for someone to
have multiple titles. Someone with multiple titles
has often lived a very storied life.
kAPPROPRIATENESS &
ACQUISITION
If you’re killing trolls in a dungeon, you aren’t
suddenly going to exclaim, “Oh! I am noble
now!”- an honor should be appropriate to the story.
Taking an honor can kind of force it to manifest in
game, maybe your GM adds “...and for their brilliant
leadership, I am bestowing Grax a Noble Title!”
Title to
their list of rewards for slaying trolls. That being said,
they don’t dictate the story. Always check with your
GM before taking an honor to see if it is appropriate.
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(as you can do with a feat or feat equivalent) or describe a person who has earned a noble title
work with your GM to gain another similar benefit through arcane prowess. This might be a mage who is
(if it is appropriate to the story). Your honor isn’t afforded a noble title for their service to the crown, an
automatically or instantly restored but you should get arcane scholar given a hereditary title for their work,
a replacement relatively soon after losing it. or a heroic spellslinger who is recognized for their
prowess. Archmages are respected, generally as lesser
Sidebar: Why Do Honors Exist? nobles, but are shown extreme deference in arcane
Because we believe that the world should react circles where they are held as exemplars of magical
to players and the players should be involved in conduct and excellence. Archmages are typically
communities they impact. Honors introduce a social referred to by the honorific “Archmage” or “Lord/
aspect to the game that shows the players aren’t just Lady Magister”.
“getting better at stabbing things” with each level but Note: While this title is usually given to arcane
are growing socially and as people in their own right. spellcasters, it can be applied to those who use other
types of magic as well.
kCASTLE
Prerequisites: A title, 7th level
Benefit: You gain the ownership of a keep, castle,
or similar fortified settlement as well as some
surrounding lands. A castle generally requires
upkeep, though if managed well it can be sustained
by the bounty of the lands around it. Owning a castle
typically comes with a requirement for you to manage
its affairs, protect those on the surrounding land, and
offer military aid or service to whatever nation that
castle is part of.
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or require your governance), though you may allow have risen through the ranks of a guild and become a
others to settle there with your permission. This may guildmaster, have made such astounding works of art
or may not come with facilities already existing on that their kingdom cannot help but recognize them
the land. This may or may not come with a lesser title for it (Michelangelo and the Sistine Chapel), or have
(such as “landowner”, “yeoman”, “freeholder”, “laird”, added so much to a field of study that their name
etc) that recognizes your place in a local community. has become synonymous with the field itself (Louis
The exact size and nature of this land grant is a Pasteur and “Pasteurization”). Masters are respected,
discussion between you and the GM. generally as lesser nobles, but are shown extreme
deference in their field where they are sought after
kLEADERSHIP as teachers. Masters are typically referred to by the
Prerequisites: None. honorific “Master/Mistress”, “Sensei”, or “Provost”.
Benefit: You gain the service of several loyal retainers.
These retainers are commoners and you gain the kMILITARY RANK*
service of 1 such retainer per character level. Should Prerequisites: Martial keyword OR Profession in
you lose your retainers (to death, desertion, or other Military Lore.
unfortunate circumstances) you may take 24 hours Benefit: You have a military commission or have been
in a suitable settlement to recruit up more retainers. granted a rank in the military. This is typically outside
You are expected to provide for the basic necessities the normal entry level ranks, this honor refers to
of your retainers as well as any notable equipment those of officer status or equivalent. This generally
you wish them to use. If you develop an unsavory comes with duties as well as privileges and soldiers
reputation you may find it difficult to recruit more from your armed force will show both respect to you
retainers. and follow your legitimate orders. You likey will be
assigned a task or station (for narrative sake often in
A GM may allow you to gain special retainers though line with your adventure) and can benefit from your
the total character levels of all your minors may not rank while in service to those goals. This normally
exceed your own and no retainer may have a level involves requisitioning weapons, getting an armed
greater than 1/2 your own. This means that if you escort, or issuing orders to allied troops.
were level 10 you might have a level 5 bodyguard and
5 level 1 laborers following you around.
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being investigated by the town guard. A random granted by an authority. Such a stream of income
monster wouldn’t care about this authority, nor would generally needs some kind of investment, upkeep, or
someone from a far off land, but in the lands where oversight.
your king reigns you can largely investigate what you
want. You receive 100 GP per month. If you are at least
Example: You are the “Warden of the Roads” and 10th level this increases to 250 GP per month. At
are able to pass freely on any road in the Hundred 20th level this becomes 500 GP per month. You
Kingdoms (and possibly beyond) without tax, toll, or must be in a position to collect this money, though
any local forces impeding your progress. Your job is several months of money can be held for you if you
to evaluate the roads and record their conditions. Any are unavailable. You must designate the method and
who attempt to molest you on them faces the wrath means of delivery.
of all the local lords and steep fines.
Note: While this is a good way to fill your pockets
kUNTOUCHABLE* it is also a great way to fund projects or things like a
Prerequisites: Known association with a crime Castle’s upkeep.
Castle
organization, 7th level character
Benefit: You are a recognized, respected, and honored Special: Depending on the timescale of your games
player in the underworld. You have been named as an you may need to adjust the amount or frequency of
“untouchable” person and if you are injured by any payment. A game that deals in days or weeks might
major player in the underworld there will be blood benefit from a daily tithe being paid to you while one
to pay. This doesn’t grant you immunity from reprisal that takes place over years might need to payout a
but there will be steep, likely fatal, consequences for little less and have it delivered to you yearly.
whoever harms or offends you (often to the point
where their associates may be harmed/shunned
as well). You are treated like royalty when in the
underworld and many people want to curry favor
with you.
Special: This is an honor that grants a title. However,
this title may be hard to wield in polite company.
Even if you technically should be addressed as “Don
Draven of Illmarch, Head of the Illmarch Crime
Family” you probably shouldn’t say it too loud. Can
you get the Castle honor with this title? Technically,
but it would require some special circumstances and
maybe a puppet who rules in name only.
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enemies themselves. Sometimes it is the adventurer’s For each hour you wish to run you need to make a
own bad choices. Often it is a matter of the terrain, Con check. This allows you to move at twice your
the environment, or even things like diseases or normal movement speed for the duration. The DC
traps. While a core concept of any story is “character starts at 15 and goes up by 3 for every hour after the
vs character” conflict, “character vs environment” 1st. A character trained in Athletics can make an
is another very prevalent one and should not be Athletics (Con) check instead.
ignored.
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Pinpoint (Keyword)
This is a stronger version of “detect”. It allows you to
know the location of the keyword when you lay eyes
on it (or whatever you’re using to perceive it).
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darkvision are blind under these conditions. Even like Aquatic or Fieldcraft may apply).
characters with darkvision cannot spend Hero Dice
on visual Perception checks in the darkness. Basic Search
This takes about 1 minute to search a 30 feet x 30
Dim feet room, both directions in a hallway, etc. This lets
This is the level on a moonlit night, the hour before a player roll a skill check on anything important in
sundown, or in a cave with only occasional torches. the room. When in doubt- searching an area takes 1
Characters without darkvision cannot spend Hero minute.
Dice on visual Perception checks in dim light.
Quick Search
Normal It takes about an action to search a 5 foot area. This
This is the average light level of a typical sunny day. lets a player roll a relevant skill check in that area.
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falling asleep (DC 15). vary. Its use is heavily centered on urban settlements,
• After 2 days without sleep you become Tired (2). though there are always a few people that can speak it
You must make a save every few hours against even in remote humanoid settlements.
falling asleep (DC 20).
• After that the DC to stay awake increases by 5 for Trade
each subsequent day. The second most common language in the world
• After about a week without sleep the DC of save is “Trade”. This is a simple language that is used by
against falling asleep becomes Absolute. traders, merchants, and others looking to buy or sell
This resets after you get a full night’s sleep (6-8 goods; every shopkeeper knows Trade, even if they
hours). don’t know Common. The language of Trade is not
very elaborate and it is mostly concerned with items
kSUFFOCATION and prices, such that using Trade for conversation is
In general you can hold your breath for up to a sometimes considered an insult (particularly when
minute. discussing a person).
• After 1 minute you become Tired (1).
• After 2 minutes you become Tired (2). LINEAGE LANGUAGES
• After 3 minutes you must make a Challenging Dwarven
(20) Fortitude save or die. This must be done Spoken by those of Dwarven lineage.
every round.
Different creatures resperate in different fashions and Elven
suffocation rules generally apply to any creature who Spoken by those of Elven lineage.
cannot resperate properly (such as fish out of water).
Gobish
Spoken by those of Gobish lineage. The gobish
language has a great disdain for vowels and will only
use them grudgingly.
Halfish
Spoken by those of Halflish lineage.
Orcish
Spoken by those of Orcish lineage.
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Insectoid Exalted
The language of non-mindless insects. Spoken by holy creatures, those related to them, and
those who serve them. Many clerics and paladins
Reptilian speak this language.
The language of reptiles (amphibious or otherwise).
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words) but it can be heard, under ideal conditions, as the flame is burning, about how long it’s been going,
far as 10 miles away. the general kind of fuel it’s burning, etc.
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spoken-only with player and GM agreement. Players accuracy) This means there doesn’t always have to
may also optionally elect to be illiterate, non-verbal, be a perfect translation. You can say, “Well, they’re
or communicate in another way they’re comfortable roughly saying ‘I don’t much like you’ but it’s... polite
with if they wish, but this should not be imposed on and formal.” or “It’s an idiom that means ‘I don’t take
them. bribes unless the price is a princely sum’ but it has
some religious context.” Have fun with it! Or, if it’s
REAL WORLD LANGUAGE VS IN too much or is not appropriate to the situation- a
GAME LANGUAGE straight translation is perfectly fine.
There is no correlation between real world languages
and in-game languages (“Dwarven” isn’t “Gaelic” and
“Exalted” isn’t “Latin”, for example). Players may speak Encumbrance
any language or use any form of communication in In Gestalt, we don’t pinch pennies or worry about
the real world. This game is for everyone. every ounce of weight. What your character can
wield is the baseline for what you can fight in. Gestalt
NO TRANSLATION uses a “bulk” system that roughly defines how heavy
Language is heavily influenced by the people and something is.
communities that speak them. Because of this
there isn’t always a direct translation between Some things are “light” and are inconsequential in
languages for every word. For example, in Georgian terms of weight (a pin, a necklace, a small dagger, etc).
there is the word “ზეგ” or “Zeg” which means “the Light objects weigh “about a pound or two”. Other
day after tomorrow” (in 3 days) which we don’t things have a numerical value. Something with “Bulk
have in common English (there is an older term 1” is “about 5 lbs or less”, “Bulk 2” is “about 10 lbs or
“overmorrow” but no one uses that today). Idiomatic less”, and each value higher than that adds roughly
expressions also don’t translate really well. For 5 lbs. Something that is exceptionally unwieldy or
example, in English we might say “it’s raining cats very large might have a higher bulk value while
and dogs” but that’s because of a popular poem in something small yet very dense might have a higher
English from the 1700s (“A Description of a City bulk value as well.
Shower” by Jonathan Swift). In Greek the equivalent
is “βρέχει καρεκλοπόδαρα” (“raining chair legs”) and FIGHTING WEIGHT
in almost every language there is some equivalent You can fight in whatever your character can wield
that’s a bit different. and wear, unless it is egregiously heavy. Beyond that
you can carry ~5 bulk worth of gear + bulk equal to
your Strength modifier.
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Level: This is the level of the trap. assumed to have a 2 in its relevant stat. Therefore
Bonus: This is the value used for any roll the trap its bonus is Level + 5.
makes. It is a measure of its quality. • Traps Making Checks: If a trap is supposed to do
• A generic trap’s bonus is: Level + 5. something (it’s part of its form or function) it is
DC: This is used when you try to spot, disarm, or craft treated as if it were Professional and has a +2 in
a trap. the ability modifier. If it isn’t something it was
• A generic trap’s DC is: Bonus + 10 (or level + 15) made to do, it automatically fails such a check. A
Cost: This is how much a trap costs to make or buy. scythe lashing out from the wall trap can make an
• A generic trap’s cost is: Level x 50 GP. attack roll, but it can’t play someone in chess.
Trigger: How the trap is triggered. • Object: A trap is an object.
• A generic trap is triggered by a creature touching • Unaware: If you are unaware of a trap, it targets
an object. your unaware AC.
Target(s): Who the trap affects when it is triggered.
• A generic trap affects the person who triggered it.
Effect: This is how much damage a trap deals or what
effect it has when triggered.
• A generic trap deals 1d8 damage per 2 levels.
Reset?: Does the trap reset, and how long does it take
to reset. Does it require some resources? Does it only
reset under certain circumstances? Etc.
• A generic trap does not reset. It can be used once
and then fails.
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though if someone is attempting to exploit this the Relevant Profession checks can repair damaged
GM may elect to have it take an action. equipment.
Weight Item HP Item HP Threshold
FALLING DAMAGE (Normal) (Magic)
If you fall from a great height you suffer damage. If Light 10 30 10
you fall more than 20 feet you take 1 point of force
1 10 30 10
damage for every foot you fall. You can attempt an
Acrobatics check to reduce the amount of damage 2 20 60 10
you take by the result of your check. You must be at 3 30 90 10
least Skilled in Acrobatics to attempt this.
kOBJECT HP
Falling damage ignores Resist and Threshold. Unattended objects or parts of the environment have
more generalized values. Use the following chart to
(Example: If I would have taken 50 force damage give you a good basis for your decisions.
for falling 50 feet, I could do an Acrobatics check to
reduce that. If I got a 20 on my Acrobatics check, I BREAKING OBJECTS WITH
would take 30 damage instead.) SUNDER
In some instances an object can just be bashed open
with brute strength; a door can be kicked in, a tree
bent aside, a chest’s lock broken off, etc. This should
have negative impacts for the players, particularly if
there are items inside or the construction is delicate.
To bypass an object (i.e breaking it enough to get
around it) you must destroy it fully.
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Sundries have to be cheap items that can fit in your Non-Magical: The object is non-magical and non-
backpack and aren’t specific or magical. This allows alchemical.
players to not have to worry about keeping track of Non-Specific: You can have a skeleton key but not
things like torches, rations, a sleeping bag, chalk, etc “the key to the king’s bedroom”.
and allows inventory to be a little more flexible (“Of
COURSE I bought a climbing pick, I’m a seasoned Refilling Sundries
adventurer... did you REALLY think I’d forget that?”) You can either spend money to refill your reserves of
Sundries or you can use treasure to do so. A GM may
When you are in a town you can spend GP to buy an have “non-descript treasure” or piles of “Sundries”
unspecified amount of Sundries. As you use these with a certain gold value that the players can use to
Sundries, subtract the total from however much you refill their stores of Sundries.
spent on Sundries. You can refill this total in any
town with a market but only up to your maximum Sidebar: Sundries & Challenge Design
value of sundries (by default, 50 GP). If you lose your Because Sundries are part of the game a GM can
backpack (or whatever you use to carry things) you comfortably assume that players have access to
lose your sundries. most pieces of small adventuring gear. This shifts
the design away from “did the players pre-plan” to
A GM has discretion over what can be produced, “how can the players creatively solve this problem”.
particularly if it stretches beyond what is reasonable In other words you don’t need to worry if players
to carry. brought ice picks or warm blankets on their arctic
expedition and should focus on challenges like “are
Example: Norox the Destroyer buys 50 GP worth of the players smart enough to use ice picks to help
Sundries when she is browsing the market in the them climb the ice wall”.
Duchy of Thornhill. During her adventure she needs
a length of rope that is worth 5 GP. She subtracts the
2 GP from the 50 GP spent in the market. She later
needs a dagger that costs 3 GP, a lock pick that costs
10 GP, and a drinking horn that costs 15 GP. She’s
now spent a total of 30 GP of the 50 GP she spent on
Sundries. If she wanted to pull a fine necklace worth
45 GP from her bag to bribe a noble, she couldn’t
because she doesn’t have enough left. When she
gets to the next town, she can refill her Sundries by
spending another 20 GP to get it back to the max of
50 GP.
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had an ability that let you gain a bonus if you were deals 1 damage, a one-handed improvised weapon
wielding a weapon from a certain group, a weapon deals d4, and a two-handed improvised weapon deals
with “other” would grant no bonus.) d6s.
Shield kCOMPLEXITY
These are shields and their entry as a weapon group How much training is required to wield the weapon
covers the offensive use of shields (e.g. shield properly. There are three categories of complexity:
bashing).
Simple
Stave Simple weapons require little formal training and
These are weapons designed to allow spellcasters to are primarily used as self-defense weapons. You can
release small bursts of magical energy to attack their generally carry a simple weapon into a town freely
foes without spending mana. without causing undue distress.
Whip Martial
These are weapons that are largely flexible or A martial weapon is one that requires formal training
otherwise non-rigid. or experience to fully utilize. A martial weapon is a
military weapon one brings to war, so you cannot
Sidebar: Combination Weapons generally walk into a peaceful place with one of them
When using a combination weapon, or a weapon that without causing commotion.
can shift between 2 distinct weapons, the weapon
falls into the category of whichever form the weapon Exotic
is currently in. For example; if I have a sword-whip in An exotic weapon is a strange one with a unique
sword form, it counts as a blade weapon. If I switch it design; it also requires training that is not
to its whip form, it counts as a whip weapon. This will transferable to other weapons. For example: learning
typically only matter for particular class features or to use a rapier is a fairly good basis for learning the
magical weapon qualities. shortsword or even a spear, but nunchucks don’t
relate to many other weapons in quite the same way.
These unique weapons are often a mystery to those
who don’t use them.
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Finesse
Caster You can use your Dexterity, rather than your
This weapon uses Spellcasting proficiency instead of Strength, modifier when making attack rolls (this
your normal weapon proficiency. If you are at least does not apply to damage rolls) with this melee
Skilled in Spellcasting, you have the capacity to use weapon if you choose. You can’t power attack with
caster weapons. If more than one modifier would this weapon if you do this.
apply to your Spellcasting (such as being a wizard-
cleric), you use the higher modifier. Grapple
Weapons with this quality may be used in a grapple
Cavalry regardless of handedness, and using the weapon
This weapon can be wielded 1 handed while you are to initiate a grapple doesn’t provoke an attack of
riding a mount. opportunity.
Charge Hinged
This weapon adds 2 bonus damage dice when making When attacking with this weapon, you ignore your
an attack at the end of a charge rather than the opponent’s shield bonus to AC if they have one.
normal 1 you’d get for charging.
Martial Art
Critical (x-20) Weapons with this quality count as unarmed strikes
You treat a roll of the indicated numbers or higher as for the purpose of effects and class features. These are
typically weapons that augment or directly interact
if it were a critical, so long as you still hit. Example:
If a weapon had Critical (18-20) and you rolled an 18, with one’s unarmed strikes.
you’d count that as a critical hit so long as you hit your
opponent with that attack. Non-Lethal
This weapon can only deal non-lethal damage.
Double
You can strike with either end of the weapon and Penetration
either end can be enchanted separately. You ignore the listed amount of Resist and Threshold
with attacks made using this weapon.
Deadly
When performing a slay action, you always deal Ranged
maximum weapon damage. Additional damage from This weapon is a ranged weapon. The distance
other sources is unaffected and rolled normally. indicated is the weapon’s maximum range.
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Returning Bleed
This weapon safely returns to your character The creature gains the bleed condition with the
immediately after being thrown (returning before indicated damage amount.
your next action). You must have a free hand to catch
the weapon, otherwise it lands in your space. Free [Combat Maneuver]
You can attempt the indicated combat maneuver as a
Sunder free action after your attack.
You deal double damage against items when using
the sunder action. Triple Damage
This critical hit deals triple damage rather than
Slow Reload double.
Add 1 to the number of actions you need to spend to
reload this weapon. Entangle
The creature gains the entangled condition until the
Tech. Lore end of their next turn.
Your character must have Technology Lore at the
indicated level to make use of this weapon. Knockdown
The creature is automatically knocked prone.
Thrown Impaired: The creature gains the impaired condition
This weapon is designed to be hurled at your foes, at the indicated value until the end of their next turn.
with their maximum range indicated by the quality.
Thrown Only
This weapon can only be thrown and cannot be used
as a melee weapon.
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kMARTIAL ARTS
The skilled application of unarmed combat is referred
to as “martial arts”.
Characters can become skilled in a “style” of martial
arts. Each style of martial arts has an entry like a
weapon that defines how you attack (like you were
wielding a weapon). Attacks made using a martial arts
style are referred to as “style attacks”. Using a martial
arts style to attack is called a “style attack”. These are
considered natural attacks and, more specifically, a
kind of unarmed strike.
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BOW-SWORD GLAIVE
A technological wonder, this weapon consists of a A glaive is a simple blade, mounted to the end of a
pair of curved swords connected at the hilt, with pole about 7 feet in length.
a drawstring connecting the tips of the blades. A
skilled wielder can employ it both as a bladed weapon GREATAXE
and use it to fire arrows. A long hafted axe with a massive head.
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Handed
Improvised Free d6 Pick 1 None Improvised 2 N/A Improvised Two-
Two-Handed Handed
Weapon
Chain Whip 50 GP d8 B Disarm Hinged, Trip, 1 Exotic Whip Two-
Finesse Handed
Glaive 50 GP d10 S None Brace, Reach, 2 Martial Polearm Two-
Critical (19-20) Handed
Greatclub 50 GP d10 B Free Sunder Reach, Sunder 3 Martial Club Two-
Handed
Warhammer 50 GP d10 B or P Knockdown Sunder 3 Martial Club Two-
Handed
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squares
Quarterstaff 10 GP d8 B None Double, Finesse 2 Simple Polearm Two-
Handed
Scythe 50 GP d8 S Bleed (1d6) Reach, Deadly, Tool 2 Exotic Axe Two-
Handed
Stave 500 GP d8 ELEMENTAL None Caster, Ranged (100 2 Exotic Stave Two-
feet.) Handed
Nunchaku 25 GP d8 B None Hinged, Finesse 2 Exotic Club Two-
Handed
Double 75 GP d8 / d8 S or P None Double, Finesse, 2 Exotic Blade Two-
Sword Critical (19-20) Handed
Bow-Sword 250 GP d8 / d8 S/S/P None Double, Ranged 2 Exotic Other Two-
/ d8 (300 feet), Ammo Handed
(ranged) (Arrows), Critical
(19-20), Tech. Lore
(Skilled)
Double Axe, 75 GP d10 / S None Double 2 Exotic Axe Two-
Orcish d10 Handed
Hook-Crook, 75 GP d8 B None Double, Trip 2 Exotic Club Two-
Halfling Handed
Spiked Chain 50 GP d8 P None Double, Hinged, 2 Exotic Whip Two-
Trip, Finesse Handed
Kusarigama 50 GP d8 / d4 S/B Bleed (1d6) / Double, Trip, 2 Exotic Whip Two-
Entangle Hinged, Finesse, Handed
Critical (18-20)
Hand 150 GP d8 P None Ranged (50 feet), 1 Martial Bow Two-
Crossbow Ammo (Bolts), Handed
Slow Reload, Tech.
Lore (Skilled)
Light 100 GP d10 P None Ranged (300 feet), 2 Martial Bow Two-
Crossbow Ammo (Bolts), Handed
Slow Reload, Tech.
Lore (Skilled)
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Common Martial Arts Damage Dice Damage Type Critical Effect Qualities
Styles
Aikido d6 B Free Disarm If you took no hostile
actions on your last turn
enemy attacks provoke
attacks of opportunity
from you.
Boxing d8 B Triple Damage Arms Only, Critical 19-20
Katate d6 B or P or S Knockdown Blocking, Finesse
Kickboxing d8 B Triple Damage Feet Only, Critical 19-20
Tai Chi d6 B Knockdown Blocking, Non-lethal,
Can Use Spellcasting
proficiency rather than
Martial Arts proficiency.
Wing Chun d6 B Knockdown 1 additional reaction
per round that must be
spent on an attack of
opportunity.
Wrestling d6 B Free Disarm Grapple, Add your damage
dice to successful grapple
results (not just Str).
Rare Martial Arts Styles Damage Dice Damage Type Critical Effect Qualities
Iron Bull d8 B Knockdown Sunder, Charge
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used in one hand or with a hand and a half grip. Difference Between a Mace, a Pick,
and a Hammer Weapon?
Sidebar: A Longsword by Any Other Maces, hammer, a picks were all anti-armor weapons.
Name There are exceptions to this, but by in large that was
Like the shortsword, the term “longsword” is their role. Essentially the difference comes down to
not specific. It is a “sword that is longer than my planes of attack. A hammer and pick has 2 sides of
shortsword”. The “iconic” longsword is the Type the weapon they could strike with (and most period
XIII in Oakeshott typology. Those were the sort of depictions have them as being on the same weapon:
swords commonly used during the Crusades. They a hammer head on one side and a pick head on the
are double edged, long, wide (as opposed to rapier other) and thus their attacks were largely related to
thin) blades with a thrusting tip on them. Their cross sword-like motions. These were often: vertically or
guards were straight (cruciform) and they had rather “fendente”, horizontal or “tando”, diagonally down
long handles for their blade length. If you had a small or “squalembrato”, and diagonally up or “ridoppio”
hand you could fit two of them, they were about 6” and their reverse or “reverso” versions (all terms
long, but were designed for use in just one hand. Italian). A mace, which could strike equally well on
all sides, was able to employ a wider number of areas
to strike with (like with stick fighting) but lost that
advantage provided by a single edge. Largely they
were employed in a similar fashion but there was that
small difference.
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a blade 3-4 feet long, is wielded in one hand, and A reinforced, weapon-grade version of a farming tool,
weighs about 2 lbs. They are specialist thrusting a scythe is a curved blade grafted perpendicular to
weapons, though the top third of the blade was the end of a curved haft. It is designed to be swung in
sharpened (either on one side or the other). They wide threshing arcs.
were not particularly good at percussive blows,
though running the sharp tip of a rapier along an SHIELDS (LIGHT)
opponent could result in a deep cut. Light shields are traditionally “held” rather than
“strapped” to your arm so they can be an “active
ROCK IN A SOCK defense” rather than a more “passive defense”. They
A pouch, sack, sock, glove, or other one-ended sleeve are best represented by bucklers, roundels, dhals, and
filled with heavy, solid, weights. Spinning it up and smaller targes.
slapping someone with it can be fatal. Rocks, sling
bullets, and coins are a favorite stuffing for such Sidebar: Historical Shield Bashing
weapons. In almost all period combat manuals, shields of all
sizes are shown being used offensively (the Ms. I.33
SABER/ SCIMITAR combat manual is a great example of this). It is a
These are single-edge, (comparatively) thin, slightly curiosity that they are depicted as being an almost
curved swords with large hand guards. They were entirely defensive weapon in many games.
often used as cavalry weapons and their curve made
them great for cutting motions. SHIELDS (MEDIUM)
SAI A medium shield is a shield crafted of material
A sai is a metal spike flanked by a pair of prongs used lighter than a heavy shield. This means they generally
to trap an enemy’s weapon. While sais themselves are crafted of things like boiled leather, thin layers
were not a common sight there are a fair number of of wood, lacquer, etc. They are best represented by
weapons used for disarming, binding, and parrying. things like aspis and larger targes.
This was the concept behind many with large
quillons (crossguard) and a sai can easily represent SHIELDS (HEAVY)
such a weapon. Heavy shields are represented by metal or heavy
wooden shields. They are large traditionally enough
SAP to cover from your collarbone to your thigh or knees.
A “sap” is basically a flat, leather-covered, lead rod on Heavy shields are commonly strapped to your arm
a somewhat flexible handle. This was designed so rather than held in a grip. They are best represented
that, though it could impart a hefty blow, it wouldn’t by heater, kite, or even some scutum.
kill the person. The flat profile, the little bit of give,
and bit of leather distributed the blow enough that
it rarely cracked bone. This is often carried by law
enforcement officers as a less lethal option. However,
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A staff with a magical focus at one end, often mouth and forcefully exhaling into it.
ornately carved and embellished. When swung by a
spellcaster, the focus can fire energy bolts. BOLAS/ WEIGHTED NET
A bolas is a pair of weights, connected by a thin
TONFA rope or cord. This also covers nets that are thrown to
These L-shaped fighting sticks are good for striking entangle a foe.
and blocking in combination. The wielder holds the
handle and either spins the stick or strikes with the DART
stick covering the forearm. Feathered throwing weapons that have a long, keen,
metal tip that can be thrown quite accurately.
TRIDENT
A trident has three metal prongs at the end of a FLASK
4-foot-long shaft. A small vial, designed to hold a liquid. Fragile enough
to shatter and spill its contents upon impact when
WAND thrown.
A small, one-handed, thin magical foci. They are often Special: Flasks cannot be recovered after being
created with ritualistic and artistic embellishments thrown; they are destroyed upon use.
like crystals, wards, runes, and filigree.
GRANDBOW
WARHAMMER An excessively large and reinforced longbow,
A weaponized version of a large sledgehammer. designed to fire very large arrows with great force.
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kAMMUNITION
GESTALT CORE RULE
ARROW
A straight wooden shaft with fletching and a pointed
metal tip. Arrows come in a leather quiver that holds
20 arrows.
BOLTS
A straight wooden shaft with fletching and a pointed
metal tip, normally a little shorter than an arrow.
Bolts come in a case or quiver that holds 10 bolts.
GLAIVE BOLTS
A large, nearly javelin-sized, arrow designed to be
fired from a grandbow. Unlike most ammunition,
glaive bolts are crafted and purchased individually.
SLING STONES
A smoothed stone or metal ball. Sling stones come in
leather pouches holding 100 stones.
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Fortified SHIELDS
Armors with this quality raise your unaware AC cap Shields provide an AC bonus. This bonus stacks with
from 15 to 20. the bonus provided by armor and blocking weapons.
MOVEMENT PENALTY
If you are wearing particularly heavy or limiting
armor it may slow you down a bit. This is indicated in
the armor’s description.
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PADDED HIDE
This kind of armor relies on batting, layers, or other This armor is made of soft but thick layers of animal
forms of soft protection from attacks. Gambisons, skin. Tanned and semi-rigid, it is a good mix of
quilted frocks, and layered cloth are common forms flexibility, weight-saving, and protection.
of padded armor.
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equipment is made of steel in Gestalt and it is a safe material that is partially stuck on the Astral Plane and
assumption that things not made of a special material as such can affect creatures that reside there. They are
are made of steel. cherished as trinkets to ward off things like ghosts or
as weapons to defeat them.
kADAMANTINE Benefits: Weapons made of astral glass are more
Usable With: Any item made mostly of metal. fragile than normal but can affect both intangible and
Also called “Star Metal” (as it’s found in the hearts tangible creatures.
of stars that fell to earth) or “King Metal” (as it can Cost: +1,000 GP.
cut other metals), adamantine is beyond hard and is
supernaturally resilient. Weight Item HP Item HP (Magic Astral
Benefits: Adamantine has a very high hardness (Astral Glass) Glass)
(high item HP) and Absolute threshold. Adamantine Light 5 15
weapons have absolute penetration against objects.
1 5 15
Cost: +10,000 GP.
2 10 30
Weight Item HP Item HP 3 15 45
(Adamantine) (Magic Adamantine) Env. 5 per inch, -
Light 50 100 threshold 0
1
2
50
100
100
200
kDRAGONHIDE
Usable With: Any item made of leather or animal
3 150 300 hide.
Env. 50 per inch, - The hide of dragons is notable not only for its
threshold toughness but the elemental energies they have
Absolute absorbed. Dragonhide cannot be made from dragons
that have not reached the wyvern stage in their
development.
Benefits: Items made from dragonhide are immune
to the elemental damage type dealt by the breath
weapon of the origin dragon (i.e. if a dragon has
a fire breath weapon, dragonhide made from that
dragon would be immune to fire damage). This does
not protect you, just the item. Armor made from
dragonhide grants Resist 10 against the associated
elemental damage type to its wearer.
Cost: +1,000 GP.
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masterworks of exceptional quality due to the rarity mild mundane anti-magic properties and is the bane
of the material. of many casters. This is a favored material for mage
Benefits: Godbone items have Absolute threshold hunters and those employed by the Adventurer’s
and Absolute HP. While godbone weapons do not Guild to stop powerful adventurers.
normally deal Absolute damage, they deal Absolute Benefits: You are unable to cast magic and it makes
damage against targets that have Absolute HP, you never count as a “willing” target for any magical
Resistance, or Threshold. effect, requiring you to attempt a save against all
Cost: Not Sold. incoming magic.
Weight Item HP (Godbone) Item HP (Magic If worn as armor it grants you a Free Hero Dice on all
Godbone) saves against magical effects.
Light 50 (Absolute) 100 (Absolute) Creatures wounded by a quiescent lead weapon with
a critical hit cannot cast spells on their next turn.
1 50 (Absolute) 100 (Absolute)
Manacles or other restraints made of quiescent lead
2 100 (Absolute) 200 (Absolute) simply render you unable to cast magic and it makes
3 150 (Absolute) 300 (Absolute) you never count as a “willing” target for any magical
Env. 50 per inch, - effect, requiring you to attempt a save against all
threshold Absolute incoming magic.
Cost: +2,000 GP.
kMITHRIL
Usable With: Any item made mostly of metal.
This light, shiny, silvery metal seems to reflect Weight Item HP Item HP (Magic
dim rainbows even when in the shade. This metal (Quiescent Quiescent Lead)
is difficult to work with, requiring extreme heat, Lead)
but produces a metal as hard as steel while being Light 10 30
considerably lighter.
1 10 30
Benefit: Anything made of mithril has its bulk
reduced by 2 to a minimum of Light. 2 20 60
Cost: +500 GP. 3 30 90
Weight Item HP Item HP (Magic Env. 10 per inch, -
(Mithril) Mithril) threshold 10
Light 15 45
1 15 45
2 30 90
3 45 135
Env. 15 per inch, -
threshold 15
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kSLEEPING STEEL
Usable With: Any item made mostly of metal.
This material is made of ore from the Resting Lands
and has proven disruptive to undead. It has a pure
white appearance with a faint dayglow and causes
mild irritation to the living but is highly destructive
to the undead. It is a favored tool of undead hunters
and small tokens made of this metal are sometimes
used to ‘ensure proper rest’ of the dead.
Benefit: Undead killed with a sleeping steel weapon
can never be raised as undead again (it forces their
soul to move on). Staking an undead creature with
sleeping steel for 1 minute has the same effect.
Cost: +1,000 GP.
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2 20 60
3 30 90
Env. 10 per inch, -
threshold 10
kVASTWOOD
Usable With: Any item made of wood.
The verdant lands of the Vast are home to trees
that aggressively grow in order to outperform their
neighbors. Because of this they continue to grow,
although at a slower pace, even when fashioned into
things like chests, weapons, and armor.
Benefits: Each time you rest, a piece of vastwood
equipment is healed for 10 HP. If it was at or above its
maximum HP it sprouts branches each time you rest.
If this happens the equipment ceases to be functional
until you take 5 minutes to prune it.
Cost: +500 GP.
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Chain (10 feet.) 3 GP 1 This describes a linked chain but can also cover similar
metal chains.
Lock 5 GP L DC 15. +100 GP for every 5 DC above 15. Max DC of 30.
Manacles 5 GP 1 DC 15 to escape. +100 GP for every 5 DC above 15. Max
DC of 30.
Whistle 1 GP L A small metal whistle that produces a sharp note. Useful
for getting people’s attention.
Farming / Mining Tools 1 GP 1 This covers hand tools like shovels, hoes, picks, lumber
axes, etc.
Hand Saw 1 GP 1 A small saw suitable for cutting wood.
Magnifying Glass 10 GP L A hand-sized magnifying glass.
Hand Mirror 5 GP L A hand-sized mirror.
Telescope 50 GP 1 This covers things like spyglass, binoculars, etc. A
typical naval spyglass of the day is capable of about 70x
magnification.
Crowbar 1 GP 1 A length of metal bent at one end designed to apply
leverage against closed doors, chests, walls, and other
obstacles.
Hammer 1 GP 1 A hand hammer or mallet. Not strong enough to be a real
weapon.
Nails (50) 1 GP 1 This is the price for about 50 metal nails suitable for
crafting.
Chalk (5 sticks) 1 GP L This is the price for 5 sticks of chalk suitable for marking
stone or a chalkboard.
Ladder 2 GP 3 This is the price for a 10 feet wooden hinged ladder. This
can fold in the middle for a more stable 5 feet ladder.
Multitool 50 GP 1 This fist-sized complex tool can fold out many extending
arms. It can serve in place of any mundane toolkit,
though it can never be used on checks that have a DC
greater than 15.
Rope (Common) 5 GP 1 100 feet of ~1” diameter manila hemp rope. It can support
~700 lbs safely.
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(Travel prices are listed on a per-person basis. They assume you will be traveling with your equipment.)
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of the original price for each effect after the first. You have successfully saved against the poison once.
cannot have multiple applications of the same effect.
The DC of a poison is equal to the base DC to craft
it. Unless otherwise noted, special modifiers do not
increase the save DC.
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or weapon) that is deactivated still functions found or obtained in other fashions. They can only be
as a mundane equivalent (example: a flaming destroyed in a very specific way.
longsword becomes a normal longsword).
• Cursed Item: You cannot de-attune a cursed item SINGULAR
without first removing the curse. Unless otherwise noted, only a single instance of an
• Consumable: Consumables (like potions or artifact exists.
scrolls) do not need to be attuned to be used.
• Minor Magic Items: Minor magic items do not UNBREAKABLE
require attunement. An artifact is normally immune to damage as it has
Absolute threshold and cannot be disenchanted
kADDING EXTRAS TO YOUR by conventional means (the DC to disenchant it is
EQUIPMENT Absolute).
A given piece of equipment can be modified in the
following ways simultaneously: OVERPOWERING
x1 Base Weapon/Armor/Equipment A character can only have 1 artifact.
The following can be added with Mundane Crafting:
• x1 Special Material ACHILE’S HEEL
• x1 Extra Weapon Quality An artifact has a special way in which it can be
• x1 Combination Weapon* destroyed. This is defined in its entry.
x1 Poison for weapons
• (Or other expendable deliverable to the weapon’s PRICELESS
surface) An artifact is not for sale, and is considered to have an
x1 Enchantment Absolute GP value for the purpose of crafting.
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they create devastating impacts. per-attack basis. This weapon cannot cause damage to
As an action, you may strike the weapon against the elementals or plants and while wielding the wand/
ground. All adjacent enemies must make a Reflex stave you must adhere to the following bonus oath,
save (DC 10 + weapon proficiency) or be knocked “I will honor and respect nature while attempting to
prone. Additionally, all squares adjacent to you maintain its balance.”
become difficult terrain after doing this (provided
you can damage the ground). If it is a wand it deals 1d6 damage (instead of 1d4) and
Cost & Creation if it is a stave it deals 1d10 damage (instead of 1d8).
1,000 GP. Must be forged in a place of extreme Cost and Creation
gravity (at least 3 times that of normal) or forged by a 5,000 GP. You must seek a spirit of nature or powerful
creature of at least giant or larger size. elemental to bless your crafting.
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Divine (Holy): 2,500 GP. You must have a blessing Venomous: 2,500 GP. You must forge the weapon on
from a holy creature of at least 10th level or a divine the plane of poison, with the tooth of a venomous
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power? Their entire body? It’s up to your GM. Is this subservient and may be disregarded or altered (either
healable or reversible? That’s also a narrative choice temporarily or permanently). That is to say, the spirit
your GM can make. It’s all a matter of how edgy you of the rules and the story being told always triumphs
want to be! over any rules.”
GIANT WEAPONS (CURSED) If you want to have a hover weapon made of two
This magic weapon property can only be applied to hover daggers that clip onto your boots and work
2-handed weapons. These weapons cannot be wielded like magical flying rollerblades: ask your GM. That
in 1 hand, regardless of proficiency or class abilities. is absolutely within the spirit of the game and we
The weapon’s damage dice increase by one step, to a encourage you to use the weapon enchantments we
maximum of d12 (d4> d6> d8> d10> d12). have put here as a starting point, not an end point.
• Curse- Heavy: Giant weapons can’t make normal
attacks- they must make Power Attacks when LIVING WEAPONS
attempting to strike an opponent with their A living weapon is crafted primarily from organic
weapon. flesh or wood. They have musculature within them
Cost and Creation that allow them to flex, twist, or extend. A living
2,500 GP. You must forge this weapon from weapon requires 1 meal a day, 4 hours of rest, and can
something with an absurd density. Possible materials be healed as if it were a living creature rather than an
include things like “the concept of weight”, neutron object.
star matter, hyper-compressed adamantine, or even A living weapon gains the following benefit:
the exercise weights of a titan. • Self-Healing: It heals 10 HP per long rest.
• Pinpoint (Life): It has Pinpoint (life) 10 feet and
HOVER WEAPONS makes Perception checks with a +4 bonus. (This
This magic weapon property can only be applied to doesn’t give you a bonus but the weapon can
2-handed weapons. communicate its findings to you.)
You can take a transform action to convert a two- • Communication: It can communicate through
handed weapon to a hovering mode. While in this simple sounds, not unlike an animal. This allows
hovering mode you can hover 5 feet off the ground it to convey simple emotions.
and “surf ” on it, treating it as a mount. Riding a • Thinking: It can think, though it effectively has -5
hovering weapon is normally trivial but doing so in INT and WIS.
combat requires an Average (15) check per round • Extra Quality: You may add 1 weapon quality
(typically Arcane Lore or Athletics). (such as brace, charge, penetration, etc) to it to
Cost & Creation reflect its musculature and physical abilities.
1,000 GP. The weapon must be crafted by someone Check with your GM before selecting this quality
Exceptional in Athletics or someone who has to make sure it makes sense.
achieved great things in the field of extreme sports.
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weapon switches between its various uses. They are collective total amount of HP healed by this weapon
often called “venerable” or “veteran” weapons. cannot exceed 10x your level per long rest. Creatures
Any weapon can be crafted into a hero’s weapon not healed by life damage, such as the undead, are
(hero’s axe, hero’s spear, etc). A hero’s weapon comes damaged normally.
with the following abilities: Crafting & Cost
• 1 spell from the divine spell list that can be cast 2,500 GP. You must be Professional in Religion to
once per long rest. craft this weapon. Additionally this weapon must
• 1 spell from the arcane spell list that can be cast either be crafted by someone who has gone through
once per long rest. a period of genuine penance (often a reformed
• The ability to convert its damage to one of the criminal) or forged in a place of incarceration or
following damage types for 1 minute, once per penance (a jail, a convent, Hell, etc).
short rest: acid, cold, divine, electricity, fire,
magic, necrotic, or sonic. This damage conversion RAINBOW WEAPONS
is chosen when activated and cannot be changed The weapon’s striking surface is a dull, glowing
for 1 minute. This conversion may be ended as a rainbow. Most will lazily cycle through 2-3 colors at a
free action. time but when their wielder gets riled up they begin
When casting the spells from a hero’s weapon, use to quickly cycle through the entire spectrum. Under
your highest mental ability score for any variables great duress and in moments of great heroism it will
and the highest of your: Spellcasting, Arcane Lore, cycle so fast it looks like a blade of blinding white
Religion, or Fieldcraft. light!
The spells are chosen at the time of crafting and This weapon deals magic damage, has Absolute
cannot be changed. penetration, deals double damage to objects on
Cost & Creation sunder attempts, and can strike intangible targets.
5,000 GP. The base weapon must be a well-loved and Cost & Creation
long-used weapon. You must have someone cast the 5,000 GP. You must forge the weapon on the Astral
chosen divine spell and the chosen arcane spell into Plane or while in the presence of a beautiful rainbow.
the weapon when crafting it.
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“base weapon”) and requires the creation of living weapons lose their slow reload quality and increase
quicksilver. This can be done by casting a spell that their range by +100 feet. The weapon also gains a
bestows some level of intelligence such as awaken or distinctly “out of time” appearance; it may look more
animate object on 5 GP worth of mercury (included like weapons from the early 20th century. Finally, the
in the price). There are several types of silversteel weapon gains the Tech Lore (Professional) quality.
weapons (the type determines the DC): Cost and Creation
• Light Melee Weapons: This includes all light 5,000 GP. You must cast haste and time stop as
melee weapons. part of the creation of this weapon and be at least
• One-Handed Melee Weapons: This includes all Professional in Tech. Lore.
one-handed melee weapons.
• Two-Handed Melee: This includes all two-handed
melee weapons. TWIN-GRAVE WEAPONS (CURSED)
• Bows: This includes all bows and crossbows. This weapon inflicts wounds against those who have
• Firearms: This includes all firearms. wronged you. Treat a single, specific, named creature
• Ammunition: This includes all kinds of as being vulnerable to this weapon. Instead of taking
ammunition and thrown weapons with a light x2 damage though, they take x5. However, if the
bulk. Silversteel ammunition costs only 50 GP target of your vengeance is slain by your hands (or
each. if you have contributed significantly) you too die
without a save. A Twin-Grave Weapon glows faintly
SPECTRAL WEAPONS when within 1 mile of the one who wronged them;
The weapon trails a ghostly afterimage and is a this functions as Detect (target of vengeance).
little transparent. This weapon can strike intangible
targets when in the hands of a tangible creature. This If you willingly and sincerely renounce your
weapon can strike tangible targets when in the hands vengeance the weapon shatters and you are freed of
of an intangible creature. It also glows dimly when an the curse. This counts as breaking an oath.
intangible creature is within 30 feet of it; it has Detect • Curse-Bonded Fate: Once you have slain your
(intangible) with an Absolute bonus. It does not glow enemy you will die without a save. This effect
in the presence of its wielder if they are intangible. occurs even if the weapon is stored or otherwise
Cost and Creation not on your person.
1,000 GP. You must forge this weapon in a graveyard Cost & Creation
while intangible or while on the astral plane. 5,000 GP. To forge such a weapon you must have
suffered a grievous injustice or indignity at the hands
of a single creature, or you must possess a litter of
blood from a creature who has been so offended. An
oath of vengeance must be sworn over the weapon
by the offended party- adding a new oath to your
character.
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• A warmage’s scepter counts as a combination may swap between the damage types on a per-attack
crystal wand-club basis. You may swap between using Fire and Ice as
• A warmage’s staff counts as a combination crystal nunchucks or as a stave that deals your choice of fire
stave-quarterstaff. or ice damage as a free action. Additionally, you may
Unlike a normal combination weapon, a warmage’s use the Counter reaction against effects that deal fire
weapon has a requirement of being at least Skilled in or cold damage using your choice of Spellcasting or
Arcane Lore instead of Tech Lore. weapon proficiency. You can counter spell effects
even if you can’t cast spells.
(Being a crystal weapon means a warmage’s scepter Obtaining
or staff adds your highest mental ability score to Fire and Ice is often in the hands of powerful martial
melee damage rolls in place of Strength (only when artists, often on the astral plane. It is passed as a mark
Strength would be added to a damage roll) and always of mastery from one mystical martial arts champion
deals magic damage.) to the next.
Cost and Creation Destroying
7,500 GP. You must be at least Professional in Arcane Can only be destroyed by a powerful fire and
Lore to craft his weapon. powerful ice elemental swearing eternal love and
friendship while holding onto each end of the
WINDBORNE WEAPONS nunchuck-stave.
This enchantment can only be placed on weapons
with the ranged or thrown property.
This weapon is adorned with many feathers and
swirling embellishments. Double the maximum
range of the weapon, and it ignores the effects of
powerful winds on its projectiles.
Cost and Creation
1,000 GP. You must craft the weapon in an area of
high winds, such as a windswept mountain or a
tornado.
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massive, flat, dense claymore was made with such armor or light armor.
skill that it has stood the test of time. The weapon This armor is silent, not making any audible sound.
weighs almost 1,000 lbs though even then the only Additionally you gain darkvision while wearing this
one who may even attempt to lift it is its master- armor. Finally while wearing this armor in an area of
to everyone else who tries its weight is Absolute darkness, as an action you may spend a Hero Dice to
(though it may be moved, though not wielded as if it become invisible for a number of rounds equal to 1 +
weighed ~1,000 lbs). It counts as a greatsword but has your roll.
the properties listed above. Cost & Creation
Obtaining 2,500 GP. You must craft this armor in an area of
Only a truly powerful warrior can claim the complete darkness without making a sound during
Mountainbreaker for themselves. The only way the forging.
to claim it is to defeat its current wielder. Those
unworthy of it cannot lift it. GAZING SHIELD
Destroying This enchantment can only be applied to shields.
The rightful wielder of the Mountainbreaker must These shields have a variety of monstrous face motifs
willingly retire and live a quiet life for at least a embossed on them, with glittering gemstone eyes.
decade, leaving the weapon undrawn and unwieldy. The nature of the shield must be selected upon the
When that person passes, so too will the sword. item’s creations.
Alternatively, the Mountainbreaker may be destroyed
if its rightful wielder sincerely forgives their greatest Once per short rest, as an action, you may fire beams
foe. of magic energy from the shield’s “eyes” at a creature
within 30 feet. This is your choice of a ranged martial
weapon attack or a Spellcasting attack roll. This is a
gaze attack. If you hit, the target suffers one of the
following conditions, based on the type of face on the
shield;
• Medusa: Paralyzed for 1 round.
• Basilisk: Blighted for 1 minute.
• Lumen-Eye Toad: Fascinated for 1 round.
• Cockatrice: Impaired 3 for 1 minute.
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ANIMATE SCARF
Keywords:
Item Slot: Accessory.
Attune?: Yes.
This fine scarf always has one end hanging down,
no matter how it is wrapped. This end can actually
be commanded to act as an extra limb. The scarf is
incapable of fine dexterity, but otherwise is able to
perform any task you could do with an open hand.
309
an extra-dimensional space. It can hold up to 20 bulk, inside that seem to appear, disappear, and move over
though it never weighs more than 1 bulk, and has time. You always find some strange stuff in the bag.
an internal area of approximately 10 feet by 10 feet. This bag increases the GP limit of your sundries by
Living things cannot enter a bag of holding. When 250 GP.
you put your hand into a bag of holding you can Cost and Creation
feel around to any item in the bag, drawing it with 1,000 GP. The wool from this bag must be from a
relative ease. sheep that is over 50 years old or is a magical sheep.
Cost and Creation
2,500 GP. A bag of holding must be sewn on the BANE TORCH
Astral Plane and then brought back through a portal Keywords: Consumable
to the mortal realm. The portal becomes the mouth of Item Slot: Wielded
the bag as it passes through. Attune?: No.
This torch is lined with warding runes, and smells
Sidebar: Extra-Dimensional Spaces in faintly of dried blood. While crafting a bane torch,
Extra-Dimensional Space choose a creature keyword (if found, the GM can
Geometry can be weird with extra-dimensional choose or roll randomly). While lit, it creates a 30 feet
spaces and becomes extra weird when one extra- radius area that frightens away creatures with that
dimensional space is placed within another. You can keyword. Creatures with the chosen keyword that
play this one of a few ways: enter the area are targeted with a fear effect (DC 20,
• Nothing: Who cares. Let the players have fun and as per the spell). Applicable creatures that leave and
let them interact. You can always revert to one of re-enter the area must make a new save. It lasts for 30
the other implementations of this if they abuse it. minutes.
(With fair warning.) Cost and Creation
• Explosion!: The spaces interact in an interfering 1,000 GP. You must soak the head of the torch in a
way and one or both of the items (or portals) fails mixture of pitch and the blood of the chosen creature
spectacularly- causing one or both to be destroyed type.
(or simply ceasing to function).
• Non-Interaction: The extra-dimensional space
simply “bounces off ” the other, refusing to enter.
• Chaos: Some totally random effect happens. This
most commonly involves magical displacement
or teleportation of some sort. Maybe putting a
bag of holding into another causes the first one to
appear 10 feet away, suspended in the air. Maybe
it causes one to teleport 36.2 miles east, maybe it
teleports everyone to the astral plane, or maybe
just turns your skin translucent for 30 seconds.
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as if it were dirt. Any material with less than 10 phrase, rise into the air. The carpet covers a 10 feet. x
threshold can be dug through as if it were dirt, 10 feet. area, can carry up to 4 medium-size creatures
though anything with a higher threshold is treated or their equivalents, and has a fly speed of 90 feet. The
normally. If used as a weapon it is treated as if it were person who speaks the command word is considered
a dwarven war pick with penetration 10. the ‘pilot’, and treats the carpet as a minion. Typically
Cost and Creation Acrobatics or Arcane Lore is used to “pilot” the carpet.
1,000 GP. You must forge this shovel in an Cost and Creation
underground dwarven hearth. 2,500 GP. You must weave feathers or scales of flying
creatures of at least 5th level into the carpet as part
ELEMENTAL RINGS OF POWER of the crafting, and the carpet must display an image
Keywords: - of the creatures used. Though it does not require
Item Slot: Hand or Accessory. the essence of such a creature it will take on the
Attune?: Yes. characteristics/personality of the creature you craft it
These rings grant you sovereignty over a particular from.
elemental force. You become immune to damage
caused by that element each long rest and can speak 1
language associated with that element while wearing HEARTH OF WARMTH
the ring. Finally, you suffer no ill-effects due to the Keywords: -
environment of an elemental plane that is of the same Item Slot: Exotic.
element as your ring. Attune?: No.
Cost & Creation This small ember box contains a small glowing ember
7,500 GP. Additionally, you must forge into the that never goes out (if snuffed out it relights in 24
ring with the essence of a creature who meets the hours). A fire lit with this ember causes a soothing,
following qualifications: healing, restful sleep to those who are near it.
• Has the elemental keyword of the element you
are seeking to claim sovereignty over. A party who spends a long rest around a Hearth of
• Is immune to the element in question. Warmth has its members recover an extra 5 HP, and
• Is at least level 10. the party pool recovers 1 Hero Dice.
Alternatively you may forge such a ring if you are
given express permission to do so from a divine It also creates a 15 feet. x 15 feet. area whose
power who claims dominion over that element (in temperature is constantly pleasant, is kept free of
lieu of the essence of a creature). vermin, lesser weather conditions seem to “avoid”
it, and the like. This is frail magic and anything of
note (a strong storm, excessively cold temperatures, a
horde of vermin, etc) breaks this effect.
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with them. When you make a d20 roll, as part of the you can cast the base form of disguise as at-will an
roll you may choose to add a Free Hero Dice to the innate spell (Stealth or Bluff ).
roll. If you do, the coin shatters or melts. A given Cost and Creation
character can only benefit from a lucky coin once per 1,000 GP. You must craft the mask either disguised
long rest. as another creature or dressed in nondescript
Cost and Creation concealing garb.
500 GP. You must mint the coin on a blessed day,
under a fortuitous star sign, or when otherwise MONSTROSITY ACID
“lucky”. Keywords: -
Item Slot: Exotic.
MAGIC-DETECTION STONE Attune?: No.
Keywords: - This unassuming violently green acid will slowly
Item Slot: Wielded. eat through anything it touches. When placed on
Attune?: No. something it causes 1 point of acid damage per
This plain-looking stone has a rune carved into one round with Absolute penetration. Under normal
side. When held up to an object, the stone glows circumstances it never evaporates or boils off; it will
if the object is magical. The strength of the glow is burn a coin sized hole through the planet if you leave
directly proportional to the magical power of the it long enough. When exposed to extremely high
object; common charms and trinkets produce the heat (above 500 degrees) it is instantly destroyed.
faintest glows, while artifacts result in an almost Monstrosity acid is typically stored in a container
blinding light. made of vastwood (regenerating wood from the Vast)
and comes in a 2 ounce dose. You can sometimes
The stone gives no clues or indications of the object’s capture spent monstrosity acid back in its vial (a
magical properties, function, or method of use; it only Reflex save is generally required).
gives a binary response of whether it is magical or Cost and Creation
not. 5,000 GP. You must be Exceptional in Fieldcraft or
Cost and Creation Medicine to craft this. It requires at least 1 gallon of
500 GP. You must surround the stone with 7 magic blood from a monster of at least 5th level to craft this.
items for a week before attempting to craft it.
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a Hero Dice to become invisible. You are invisible deals magic damage. Additionally, as an action
for a number of rounds equal to 1 + your Hero Dice you may present the staff and give a command to
result. If you attack or take a hostile action you a construct within 30 feet. Make a Bark Orders
immediately become visible again, wasting any (Intimidate) or Arcane Lore check against a DC of
rounds of remaining invisibility. 10 + the construct’s Will save. If you succeed, the
Cost and Creation construct follows your order for 1 turn as though it
5,000 GP. You must craft this using the remains of a were your minion.
powerful creature (at least 10th level) who can turn Cost and Creation
invisible naturally. 2,500 GP. You must craft the staff out of a destroyed
construct of at least 5th level.
RING OF SPELL STORING
Keywords: - THIEFBANE LANTERN
Item Slot: Hand or Accessory. Keywords: -
Attune?: Yes. Item Slot: wielded
This ring can hold the magic of spells within its Attune?: Yes.
woven silver confines. A spell willingly and cast on This lantern has a wide, vertical, eye-shaped pane
the ring for the express purpose of storing it allows of glass. When lit, the lantern sheds a 30 feet radius
you to cast that same spell, exactly as it was cast on of light that also disrupts invisibility effects. At the
the ring. A spell storing ring can store up to 3 spells start of each turn, the lantern casts a base reveal spell,
at a time. Casting a spell on a full spell storing ring except it affects all creatures within the lantern’s lit
has no effect and the spell is wasted. No mana is area. This lasts for 3 hours per dose of mundane oil.
consumed as the ring “holds onto” the spell cast on it. Cost and Creation
1,000 GP. You must forge the lantern from a
Deeper Rules guardsman or watchman’s helmet.
• Unused Spells: A spell that goes unused for 24
hours is wasted.
• Casting Time: Casting a spell from the ring
(“unleashing it”) takes the same number of
actions as casting it took.
• Rituals: Rituals cannot be stored in a ring of spell
storing.
Cost and Creation
5,000 GP. Must be Exceptional in Arcane Lore or
Spellcasting to forge the item.
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WHISPER EARRINGS If you have the paladin class, as an action you may
Keywords: - touch the banner to a creature; you learn if the
Item Slot: Accessory. creature is a valid target of your smite even if the
Attune?: No. creature has some kind of disguise or spell that
These small earrings allow any whispered would confuse your senses. This reveals them with
communication to be sent to all other synced whisper an Absolute bonus. If the creature is suppressed,
earrings within one mile as a gentle whisper in the creature corrupting it suddenly sheds unnatural
one’s ear. To sync earrings together they must be left green light like a torch for 1 minute.
together, touching, for 24 hours. You can unsync Cost and Creation
a whisper earrings by tossing them in a fire for 30 2,500 GP. You must be a paladin of at least 10th level
seconds. Deeper Rules
• Yes, hitting a creature with a weapon adorned
Cost and Creation with the “Banner of the Paladin” can trigger the
500 GP. You must actively hold a conversation with at paladin-specific benefit.
least 2 other people simultaneously while crafting the
earrings.
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This exquisite instrument is a masterpiece that is a of The Storyteller, New God, or domain, magically
work of art in its own right. Once per short rest, you altering itself as needed. While wearing the mantle,
may use Bardic Performance to create a particular you count as wielding a holy symbol, though it does
bardic song; each bardic instrument contains a single not occupy a wielded item slot.
bardic song with no prerequisites.
Once per short rest you can use cure wounds as an
If you have the bard class, select 1 bardic song that innate (Religion) spell. If you are a cleric the amount
you don’t know but otherwise qualify for. While healed is automatically maximized and you may
playing this instrument you count as having the song spend a Hero Dice to use it additional times per short
in your Repertoire
Repertoire. Once the choice is made it can’t rest.
be changed. Cost and Creation
Cost and Creation 2,500 GP. You must be a cleric of at least 10th level.
1,000 GP. You must be a bard of at least 10th level,
and know the song you wish to imbue into the bardic DRUID’S FURS
instrument. Keywords: Iconic (item), druid
Item Slot: Accessory.
BERSERKER’S SKULL TROPHY Attune?: Yes.
Keywords: Iconic (item), berserker This hooded mantle is made up of a predatory
Item Slot: Worn. animal’s fur, with you gazing out from under its jaw.
Attune?: Yes. Once per long rest, you can enter a Wild Aspect that
This skull of a defeated foe is worn as a pauldron, lasts for 3 rounds. Your druid circle is assumed to be
belt buckle, or even proudly displayed in the the Circle of the Beast for the purpose of your Wild
center of your chest and counts as leather armor. Aspect (though you gain no other benefits related to
A non-berserker wearing this skull can Rage for 3 it).
consecutive rounds once per long rest as if they were If you are a druid you always count as being in a non-
a berserker of their level. You gain no other berserker urban environment.
class features. Cost and Creation
2,500 GP. You must be a druid of at least 10th level.
If you are a berserker you can extend the duration of
your Rage by 3 rounds.
Cost and Creation
2,500 GP. You must be a berserker of at least 10th
level.
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Keywords: iconic (halfling) one hand. Additionally, while attuned you gain +1 HP
Item Slot: - per level you have.
A set of enchanted cooking implements. This
campfire set of cookware can be commanded to A dwarf attuned to this weapon is held in high
create a small fire suitable for cooking without prestige among their peers. It is a symbol of power
requiring wood or tinder. It can also produce 1 meal and office among the dwarves. You gain the Symbol
for each friendly creature that sits around it during a of Office honor while attuned among dwarves as it
rest and 2 meals for each halfkin (it’s a little biased). indicates a position of respect.
You can activate the mess kit with a Challenging (DC Cost and Creation
20) Profession (Cook) check during a short or long 5,000 GP. A Hammer of the Dwarven Halls must be
rest. Failure means the mess kit doesn’t produce any crafted by a dwarven ancient using a piece of their
food, though it still creates the cooking fire. When own body. This item is not typically sold (though it is
the mess kit is packed up, the fire extinguishes itself not a true artifact).
and the cookware is magically cleaned of grime, soot,
and leftovers. RANGER’S CLOAK
Keywords: Iconic (item), ranger
If you are a halfkin attuned to the mess kit, when Item Slot: Accessory.
using the mess kit during a short rest recover all lost Attune?: Yes.
HP and up to 5 Hero Dice (rather than the normal This heavy cloak has a fur collar, and attached hood.
HP and Hero Dice recovery of a short rest). While wearing the cloak, you gain the base effects
Cost and Creation of a life bubble spell. Once per long rest, as an action
1,000 GP. You must be a halfkin and during the you may designate a single creature as the target of a
creation of this item you must throw a party with at Hunt, as though you were a ranger.
Hunt
least 50 people and collectively consume the 2,000
GP crafting cost in food and/or drink. The leftover Additionally, if you are a ranger, all bows you wield
cookware becomes the Halflish Mess Kit. have their critical hit range expanded by 1 (a normal
weapon becomes 19-20, a 19-20 becomes an 18-20,
etc).
Cost and Creation
2,500 GP. You must be a ranger of at least 10th level.
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While wearing the hat, you can speak and understand If you want to make an item more interesting, roll
the Arcane language. If you have the Spellcaster two or even three times on the table. Minor magic
keyword, you have 1 additional mana. This bonus items do not need to be attuned.
mana is only granted upon attuning the item during
a long rest. Unlike other magic items, this hat cannot MAGIC ITEM QUIRKS
be re-attuned for 24 hours after being attuned, nor All magic items are created through mystical or
can you attune to a different wizard’s hat during this otherwise supernatural means and no two are exactly
period. the same. When you get a magic item or are creating
one you can roll once on this chart or come up with a
If you have the wizard class, you have 3 additional similar “quirk” it has. If a quirk doesn’t work for your
mana (instead of 1). magic item or is just boring, you can reroll it with
Cost and Creation your GM’s permission.
2,500 GP. You must be a wizard of at least 10th level.
Note: This is just one table! There will be more
published in the future- use whichever one you’d like!
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on it, whose gaze darts about to track movement. number of eyes along its
Once per short rest you get a Free Hero Dice on a length. They always focus on
check made to spot something. your target before firing.
15 Gaudy The item has an over-the-top, excessive appearance; Warded full plate covered
it’s gilded, has an attached ribbon, and has just the in prominent, mis-matched
most obnoxious mix of colors. gemstones, and painted a
bright orange and neon
green. No matter what you
do, the color always shows
through.
16 Floating If dropped, the item falls at half the normal speed. A Elemental Ring of Power
Once per short rest, it can hold up your weight worth (wind) that is surrounded
of bulk in the air for 3 rounds. in a small tempest. When it
falls it can support itself for
a bit.
17 Iridescent The item changes color in different lights. It does not A clergy’s mantle with an
shed light on its own but it can reflect bright light. almost metallic sheen.
18 Communicator The item has a paired item. When you speak into the A holy longsword that allows
item the person with the other item can hear you. You you to speak with a specific
may also select a creature and the item allows you to angel that created the sword.
speak with that creature freely.
19 Paired These items are always linked to another one, often A bag of holding that is
with runic symbols of the other on each. As an action, actually a tunnel to another
you can hold the item and concentrate to learn the bag of holding, creating a
direction of the paired item and roughly for far away sort of “tunnel of holding”.
it is.
20 Transient The item sometimes disappears, teleporting to a A pair of rogue’s gloves that
specific location when not in use. However, when a conveniently are never on
certain phrase is spoken it is teleported to your hand. your person when you’re
caught. You can call them
back by swearing out loud
that you’re up to mischief.
Sidebar: Subtly Magic Items
Some items are just “magic”. The practicality of these items are very limited, hardly even raising them to the
level of a minor magic item. These could be things like a tea kettle that warms up quicker, a pottery shard that
glows a bit due to magical exposure, or a shirt that is suspiciously easy to clean. A GM should use these
324 sorts of magic items to enhance the world in fun ways and weave a more interesting story.
Mana
Mana is the magical academic term for the base unit
of magical power like a “gram” or “watt”. All spells
cost 1 mana to cast unless otherwise noted. All mana
is recovered after a long rest.
Casting Magic
You may cast a spell if you are a member of a class
with the spellcasting keyword. Casting a spell
typically takes 2 actions (unless otherwise noted) and When casting a spell you do not need to roll any dice
provokes an attack of opportunity. to do so, though the effects of the spell might have
you roll dice. Any dice roll related to casting a spell
You can cast any spell you know and what spells you uses your Spellcasting proficiency unless otherwise
know is defined by your class’s spellcasting class noted.
feature. Spellcasting classes grant “mana”, and it costs
1 mana to cast a spell unless otherwise noted. All kCANCELING A SPELL
mana is recovered after a long rest. You can take 1 action to prematurely end an ongoing
spell’s effect that you cast. You must be able to draw
Certain spells have requirements, typically needing light of sight and line of effect to the ongoing magical
you to be of a certain character level or higher to cast. effect to do so.
Other spells get stronger when you cast them at a
certain character level or higher.
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entirely up to the GM’s discretion. means other than casting a spell. An innate spell can
• Permanent: You cannot end a permanent spell, represent something outside the formal definition
even if you are the one that cast it. of “magic” or “spells” (a more supernatural or even
strange biological effect).
kSPELL FAILURE
Like a boulder rolling down a hill, once started Innate spells do not rely on the creature’s Spellcasting
magic is difficult to stop or interrupt. A spell cannot proficiency but instead the most relevant skill or
be interrupted or made to fail unless something proficiency they have. The most relevant skill is
expressly says it does. The only thing that stops a sometimes suggested in a parenthetical. Use this
spell mid-casting is if the caster cannot continue proficiency to determine the DC of the innate spell,
to take the actions required to cast the spell before and you can use the skill in place of Spellcasting if
completing itt. the spell allows you to roll Spellcasting for particular
effects (such as dispel magic).
For example: a wizard-rogue that is knocked
unconscious can’t continue to cast a spell. The same Innate spells do not require mana to cast, and having
would be true if the caster died mid-spell (though one doesn’t grant you mana. They expressly do not
this would present some interesting narrative options work with abilities that require the expenditure of
for the GM). mana.
Spell interruptions most often occur when casting a Example: “Once per day, you may spend 5 doses
ritual. If you take any action other than “casting the of medicine to cast resurrect as an innate spell
ritual”, it fails. You can’t take a nap or cook dinner (Medicine).”
while casting a ritual and you sure as heck can’t have
a swordfight. Spells don’t get interrupted by taking Deeper Rules
damage (so long as you’re alive) but you can’t do • Scaling: If a spell has a benefit for being at least a
anything else while casting a spell. certain level, an innate spell also benefits from it
if the user of it is of the appropriate level.
If you willingly take an action that causes a spell to • Multiple Ability Modifier Skills: If a skill has
fail (you try to fight while doing a ritual, for example) more than 1 ability modifier tied to its use, the
you lose the mana used to cast it. If it was outside highest those ability modifiers for your character.
your control (i.e you died while casting the spell) you Example: Acrobatics uses Strength or Dexterity. If
don’t. an innate spell was tied to Acrobatics and you had
higher Dex, you’d use that.
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(such as a spell shield spell that triggers upon the Effect: You can excuse any number of creatures, areas,
next casting of a spell upon you) it is permanent or objects from the area of the spell you are casting.
until expended.
• Enhancement: Permanent enhancements still Shared
take up your enhancement slot (i.e you can’t have Mana: +2
a second one cast on you). DC: Challenging (20)
• Longer Cast Time: If the spell has a longer casting Requirements: This spell needs to affect a single
time than 4 hours, use that casting time instead. creature.
• Death and Permanency: If you cast a permanent Effect: If the spell had the personal keyword, it
spell on a creature, the spell ends when the instead has the touch keyword. Otherwise, you may
creature dies. target up to your highest mental ability score worth
• Permanency and the Narrative: The GM is of creatures with the spell. This only works on willing
encouraged to come up with inventive methods creatures.
for ending permanent spell effects that stymie
the players. Shifted Element
Piercing Mana: +0
Mana: +1 DC: Challenging (20)
DC: Average (15) Requirements: The spell deals elemental damage
Effect: This spell ignores Resistance up to the result (acid, cold, electricity, fire, poison, sonic).
of the check you made to apply this metamagic effect. Effect: Choose a different elemental damage type
from this list: acid, cold, electricity, fire, poison, or
Quickened sonic. The spell deals the chosen damage type instead.
Mana: +2 Special: With a Heroic (30) check, add the following
DC: Dire (25) elements to the lists of elements you can alter and/or
Requirements: The spell must take between 2 and 3 select; divine, magic, mental, necrotic
actions to cast.
Effect: Reduce the action cost to cast the spell by 1. Silent
Mana: +1
Reach DC: Average (15)
Mana: +1 Requirements: The spell cannot have an effect that
DC: Average (15) requires noise as a component of its effect (Example:
Requirements: The spell has a single target and is not a sonic boom or an illusionary sound.)
a personal spell. Effect: This spell is cast without you having to make
Effect: This metamagic effect turns a touch spell into any noise. If you are silenced you can still cast it.
a spell with a 30 feet reach. Alternatively, if the spell
is not a touch spell and has a listed range, double it.
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Thrown
Mana: +1
DC: Challenging (20)
Requirements: A willing ally is within 30 feet of you.
Effect: The spell originates from a willing creature
within 30 feet you designate and have line of sight
and effect to. The spell still uses you as the actual
caster, but calculates range, line of sight, and cover
from the ‘origin’ creature.
Special: With a Legendary (40) check, you may have
unwilling creatures act as your origin point. They
receive a Will save to resist this effect. The DC of this
save is equal to the result of your check to use this
metamagic.
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quests. Spells are split into various schools (arcane, nature as you get stronger. At the indicated levels,
divine, nature, psychic, and weird) that different the spell improves in power. The effect of these spells
practitioners of magic can use. There is some overlap stack, unless otherwise noted. You can always cast
but, regardless of the school of magic, spells are a a spell using a less powerful version (this is called
powerful tool in the arsenal of adventurers. “undercasting” a spell).
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Mental
This is a mind-affecting effect.
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form. While polymorphed all your gear melds into occupied space. For example: if you summon a wall
your body, becoming unusable until you resume your with the wall spell and then summon an imp with a
normal form. On your death you resume your normal summon monster spell, the wall would instantly be
form. de-summoned.
Deeper Rules
Quick • Summoners: Some creatures can summon more
This spell only takes 1 action to cast. than one thing. Things like the summoner
wizard secret knowledge, magic items, and even
Ritual potentially feats could allow you to violate this
A ritual is a spell with a very long casting time limit. Your average spellcaster can only have 1
(typically longer than 1 minute). You can take no summon at a time however.
other action while casting a ritual. Taking another • “Permanent Summons”: A summon that is made
action ends the ritual and you must start again. permanent by any effect causes it to lose the
summon keyword.
• The Summoner Died: A summon is not dismissed
(i.e the spell is not canceled) if the caster dies or is
rendered unconscious. However, the summon is
no longer in the control of the caster and defaults
to its own nature/compulsion/etc.
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feet of you. Using this spell you can turn an object radius field around a point you choose within 30 feet
into a lesser animated object of the appropriate size of you. Creatures within that area have any active
(see the bestiary for its full description). This creature magic effects on them suppressed while they are in
acts as your minion for 1 minute. there (they lose access to them and lose benefits from
5th Level Bonus: You can create (non lesser) animated them), and cannot be targeted or affected by spells
objects of an appropriate size. cast outside the effect. Magic items within the area
15th Level Bonus: You can create greater animated likewise have their magic properties suppressed,
objects of an appropriate size. though they may still function as their base item.
If your character is at least 15th level they can create Attempting to cast a spell while located within an
masterwork animated objects if the object they target antimagic field requires an Absolute Spellcasting
is of remarkable quality or value. This version of the check. The field lasts 1 minute.
spell can target up to giant objects. 5th Level Bonus: The field’s radius increases to 30
Deeper Rules feet.
• Form: If the object you animate lacks them 15th Level Bonus: You may choose to cast this spell as
it gains rough, rudimentary limbs without a curse; if cast this way it loses the summon keyword
appendages like fingers. These often take the and gains the curse keyword. Choose a creature
form of existing parts of the object being made within 30 feet, which must attempt a Will save. If
pliable or able to bend. they fail, they become the center of a moving 5 feet
diameter antimagic field for 1 minute.
Sidebar: Not All Corruption Spells Deeper Rules
are “Evil” • What Does This Dispel: This dispels/suppresses
When you create an animated object you are magic items and active magic effects. An “active
technically puppeting a creature, though in this magic effect” is defined as any effect created by a
case it’s an extension of your own soul. While this spell (innate or otherwise).
is technically a corrupting spell, it’s mostly you
imposing your will... on yourself. Few would fault
you for temporarily animating a scarecrow to go do
some farm work. You may have to explain what you’re
doing to a paladin who happened to be walking by
and sensed some corruption but this spell is not
something anyone would reasonably object to. While
most spells that corrupt the caster are considered
immoral, not all of them are.
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Dice to the next d20 roll they make within 1 minute. attempt a Will save. If they fail, any strong emotions
A blessed character cannot spend Hero Dice in any they are feeling are suppressed for 1 round (though
other way on this action, though they can forgo the they restart afterwards). This doesn’t necessarily force
benefit of being blessed in favor of adding Hero Dice any specific actions (such as combat ending) or end
normally. any effects (it just suppresses them), though it does
give a creature time to reflect on their actions free of
kBREAK CURSE any mental influence. If they successfully make the
Keywords: Touch save, the creature is not affected.
Schools: Divine 10th Level Bonus: This spell can affect up to half your
Effect: You touch a creature and attempt to end a casting modifier worth of creatures (minimum 1
curse or corruption effect currently affecting them. creature).
Make a Spellcasting check. The touched creature 15th Level Bonus: This lasts for 1 minute rather than
receives a new save against the effect, and may use 1 round.
your Spellcasting result in place of their roll.
5th Level Bonus: You may attempt to cleanse an area kCHAMPION’S FEAST
of a curse or corruption effect. Make a Spellcasting Keywords: Ritual, Summon
check against a DC of 10 + the caster’s Spellcasting Schools: Divine, Nature
bonus. If you succeed the effect ends. Effect: With a 15-minute ritual, you conjure enough
15th Level Bonus: You may always add dice from your hearty quality food to feed up to a dozen creatures.
Hero Dice pool to the Spellcasting checks made as The exact nature of the food is up to you, but it always
part of casting this spell, even while debuffed. appears ready to eat along with bowls, spoons, and
serving utensils. You may cast this spell as part of
taking a short rest; this does not disrupt the short
rest. After 2 hours, or when the food is finished being
eaten, the mess, utensils, and vessels for eating/
serving magically evaporate - leaving only full bellies.
5th Level Bonus: Creatures who partake in the food
over a short rest are restored up to their maximum
number of Hero Dice.
15th Level Bonus: Creatures who partake in the food
over a short rest count as having benefited from a
long rest. A given creature may only benefit from this
particular effect once in a given 24 hour period.
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15 + the highest mental ability score of the creature of you. You create a pit that is 20 feet deep plus 10 feet
that suppressed your target. If you succeed, the effect per 2 levels (minimum of 30 feet deep), and lasts for 1
that suppressed your target immediately ends. If it is minute.
not caused by a creature (e.g., a “natural corruption”) 5th Level Bonus: You can create the pit in occupied
the DC is assumed to be Challenging (20). spaces; creatures in the area must make a Reflex save
5th Level Bonus: This spell can target any number to avoid falling into the pit. On a successful save they
of creatures or items within 30 feet of you. Make move into an empty space adjacent to the pit, or fall
a single check against the highest DC. If you are prone next to the pit if no empty space exists.
successful, all suppressing conditions end. The spell 15th Level Bonus: You can choose to create a
loses the touch keyword. bottomless pit. A creature caught in a bottomless pit
15th Level Bonus: The DC to end the effects is simply falls until they manage to catch themselves
reduced to DC 10 + the highest mental ability score on the walls (a Reflex save or Acrobatics check).
of the creature that suppressed your target. If it is not Additionally, this spell’s effect now lasts for up to 1
caused by a creature (e.g., a “natural corruption”) the hour.
DC is assumed to be Average (15). Deeper Rules
• Climbing Out: It is an Average (15) check to
kCOMMAND climb the walls of such a pit. Grabbing the side of
Keywords: Corruption, Mental a pit (a Reflex or Acrobatics check) is a Dire (25)
Schools: Arcane, Psychic check.
Effect: You overpower the will of a single creature • Ending the Spell: Creatures still in the pit when
within 30 feet, attempting to dictate their next course the spell ends are safely returned to the surface.
of action. You may command a creature to stop • Fall Damage: Remember- if you fall more than 20
moving, run away, approach, drop all held items, or feet you take 1 point of force damage for every
fall prone. On a failed Will save, the creature spends foot you fall!
its next available action on its next turn performing
the chosen action. If they successfully make the save,
the creature is not affected. This is a mind-affecting
effect.
5th Level Bonus: You may target any number of
creatures within 30 feet of you with this spell.
15th Level Bonus: On a failed save, affected creatures
spend 2 actions following your chosen command.
If the command isn’t repeatable (e.g., they already
fell prone or dropped their weapon), they spend the
second action doing nothing.
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the cloud are hidden. The cloud functions as a minion levels (minimum 1d6) + your highest mental ability
with a fly speed of 10 feet. The cloud lasts 1 minute. modifier. This is “life damage” (which heals living
5th Level Bonus: When casting this spell, you can creatures and causes damage to things like undead).
choose to have the cloud be made of noxious gas; If a creature does not wish to be healed (or if healing
creatures within the cloud at the start of their turn would hurt them) they can attempt a Will save to
must make a Fortitude save or become Impaired (2) avoid the spell entirely.
until the start of their next turn. 5th Level Bonus: The amount healed increases to 1d8
15th Level Bonus: When casting this spell, you per 2 character levels.
can choose to have the cloud be made of toxic gas; 15th Level Bonus: You can heal all willing creatures
creatures within the cloud at the start of their turn within a 30-foot radius, centered on you, with this
must make a Fortitude save or take 1d4 acid damage spell. If used in this fashion, the spell loses the touch
and 1d4 poison damage per 2 levels and become keyword.
blighted for 1 minute. A successful Fortitude save
negates both the damage and the blighted condition. kCURSE
Deeper Rules Keywords: Curse
• Blowing It Away: A strong gust of wind over at Schools: Divine
least half of the area covered by this spell can Effect: You can target a creature within 30 feet of you
disperse it. with a curse if they fail a Will save. You must state
• Choice Of Effects: You cannot combine the 5th a restriction or request some action under penalty
and 15th level effects of this spell. You can choose of the curse (“If you look at me, you will suffer this
one or the other effect. curse!” or “Leave this place and never return!”). If the
creature willingly takes such an action, they become
kCURE AILMENT Impaired 2 for 1 hour (A GM may approve other
Keywords: Healing, Instant. appropriate results for curses). A curse is permanent
Schools: Divine, Nature until it is broken. If the curse has a condition that
Effect: One creature within 30 feet of you is instantly can be met (such as “Fetch me the Sword of Lies or
cured of a poison or disease whose save DC is 20 or suffer this curse!”), the curse is lifted once the order
less. has been fulfilled. A creature who makes their save
5th Level Bonus: This affects up to 3 creatures and against this spell cannot be targeted by a curse from
can cure poisons or diseases whose save DC is 25 or the same spellcaster for 1 week.
less. 5th Level Bonus: The result becomes Impaired 3.
15th Level Bonus: The maximum DC of diseases 15th Level Bonus: The result becomes Impaired 5 and
or poisons you can cure is equal to 20 + your lasts for 24 hours.
Spellcasting or Medicine proficiency (whichever is
higher).
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(bright> normal> dim> dark). • Ending the Spell: Creatures still in the pit when
5th Level Bonus: You can lower the light levels by up the spell ends are safely returned to the surface.
to 2 steps. • Fall Damage: Remember- if you fall more than 20
15th Level Bonus: You and any ally you designate at feet you take 1 point of force damage for every
the time of casting are immune to the effects of this foot you fall!
spell, treating the area as if it had the normal light
level. kDEATH CURSE
Keywords: Curse, Death, 10th Level, Instant
kDEADLY PIT Schools: Arcane, Divine
Keywords: Summon Effect: You channel dark power through a foe
Schools: Arcane, Nature, Weird within 30 feet of you, attempting to snuff out their
Effect: You warp space creating a dangerous pit. life force. The target must make a Fortitude save.
Designate an unoccupied 10 feet x 10 feet space If they succeed, your target takes no damage and
within 30 feet of you; you create a pit that is 30 feet becomes immune to your death curse spell for 24
deep and lasts for 1 minute. The pit has sharp rocks, hours. Otherwise, if they fail they are killed outright.
spikes, or other dangerous implements at the bottom. Undead and creatures without a life force are not
In addition to falling damage the target suffers 1d6 valid targets for this spell.
piercing damage for every 2 levels you have if they
hit the bottom. kDEATH WARD
5th Level Bonus: You can create 3 deadly pits with a Keywords: Enhancement, Personal
single casting of the spell. These collectively count as Schools: Divine
1 summoned object for the purpose of determining Effect: You gain Resist necrotic 20 and Absolute saves
how many summoned objects you can have active. against death effects for 1 minute.
Adjacent deadly pits don’t make a larger one- they are 5th Level Bonus: This spell loses the personal
simply adjacent to each other. keyword and gains the touch keyword.
15th Level Bonus: The pits are also full of acid gas. 15th Level Bonus: This spell lasts 1 hour.
Creatures take 2d6 acid damage each round they are
within the confines of a deadly pit. kDETECT DIVINITY
Keywords: Personal, Instant.
Schools: Divine
Effect: You can see the divine auras of creatures with
the holy or unholy keyword. This happens in a flash.
You get a momentary vision of the souls of creatures
you can perceive: either a saintly aura that signifies
a holy creature or an ominous one that signifies an
unholy one. Creatures without such keywords have
nothing revealed about them. A creature who wishes
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a Challenging (20) Spellcasting check to discern one appear as a specific creature, but one of that category.
of their oaths. If the target is at least Professional in Creatures wishing to identify you must beat a check
Bluff it is instead a Heroic (30) check. of DC 10 + your proficiency bonus in Spellcasting,
Special: If you have something deeply personal to the Stealth, or Bluff (whichever is higher).
subject of this spell and destroy it as part of the ritual, You may make Spellcasting checks in place of Bluff
you automatically succeed in the attempt to discern when attempting an Impersonate.
their oath. 5th Level Bonus: You can disguise yourself as specific
15th Level Bonus: Casting this spell only takes 1 individuals rather than a general type of creature.
minute. Additionally, the spell loses the personal keyword and
gains the “touch” keyword. It only works on willing
Sidebar: Oaths in the Game World creatures.
An “oath” is not so much a “thing” in the actual game; 15th Level Bonus: Until provided evidence of the
it is a mechanical abstraction. It is called different deception, creatures attempting to identify you treat
things by different people but ultimately represents the DC as Absolute. The duration also increases to 24
their sense of morality. It might be their formal code hours.
of conduct, their religious beliefs, their personal Deeper Rules
philosophy, a literal oath they have sworn, what • Known Targets: You must have intimate
drives them, or even something as fluid as “just how knowledge of what you are trying to appear as.
they do things”. The discern oath spell is actually You can appear as an orc only if you know what
giving the caster insight into their heart, their an orc looks like.
underlying morality and what is important to them. • General Form: This cannot change your size
category or general form. For example: you could
turn from an elf to a human but turning from an
elf to a giant or an elf to a dog would not work.
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while they watch, horrified, as their body does energy: ablaze with fire, seething with frigid cold,
things without their control. This robs the person cracking with electricity, humming with a violent
you dominate of their consent and casting it is very sonic edge, or even oozing with caustic acid. This
corrupting, as well as morally repugnant. There are spell allows you to touch a creature, causing 1d6
almost no “moral” ways to use this spell, perhaps damage per 2 character levels (minimum 1d6) + your
using it to stop someone from committing murder highest mental ability modifier. At the time of casting
and have them take a seat, and doing so will likely you can choose one of the following damage types:
still upset people in game. acid, cold, electricity, fire, or sonic.
5th Level Bonus: You may additionally pick from
From an out of game perspective, using dominate mental, necrotic, or poison damage.
needs to be a conversation about boundaries. Are 15th Level Bonus: The damage dice for this spell
players okay with having their character dominated? become d8s rather than d6s.
Are they okay with others in game losing agency due Critical: x2 damage.
to magic? This is a tricky topic and deeply personal
topic and should be handled with the utmost care. kELEMENTAL WEAPON
The game won’t break if you don’t involve spells like Keywords: Personal, Enhancement
dominate but your friendships might if you don’t take Schools: Arcane, Nature
care. Effect: Choose one of the following damage types;
acid, cold, electricity, or fire. A single weapon you
kDRAGON’S BREATH wield has its damage type change to the chosen
Keywords: Fire, Personal, Enhancement element for 1 minute. Ranged weapons confer this
Schools: Arcane, Nature effect onto fired ammunition.
Effect: Like a dragon, you can belch forth a torrent 15th Level Bonus: This spell loses the personal
of fire as smoke and ash escape your nostrils. For keyword, and can affect any number of weapons
the next minute you gain a breath weapon. It deals within 30 feet. A creature unwilling to have their
1d4 fire damage per 2 character levels + your highest weapon affected may attempt a Will save to negate
mental ability modifier to all creatures within a the effect for them.
15-foot cone. A Reflex save negates the damage.
Exhaling this cone of fire takes 1 action but can only
be done once per round.
5th Level Bonus: Increase the damage to 1d6 per
2 character levels + your highest mental ability
modifier.
15th Level Bonus: Increase the duration of this spell
to 1 hour.
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fireball up to 100 feet and it causes 1d8 fire damage the disk, in which case it follows their movement so
per 2 character levels (minimum 1d8) + your highest long as no other creature is holding it as well. The
mental ability modifier in a 10-foot radius burst. All disk can carry up to 3 + your highest mental ability
creatures in this area must attempt a Reflex save. If modifier worth of bulk; attempting to apply more
they are successful, they take no damage. This spell weight ends the spell. The disk lasts for 1 hour.
causes anything flammable to burn. 5th Level Bonus: You gain the ability to command
5th Level Bonus: The radius increases to 30 feet. and the disk as a minion; it has a fly speed of 10 feet. If
the range increases to 120 feet. you move the disk while standing on it, it counts as a
15th Level Bonus: You can exclude any number of mount.
creatures in the area from taking damage from the 15th Level Bonus: Triple the disk’s bulk limit. The
effect. disk can last for up to 12 hours.
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that cause the bound, entangled, grappled, or 5th Level Bonus: You may target any number of
paralyzed conditions. When you attempt to escape creatures within a 30-foot radius of yourself.
a grapple, you gain a Free Hero Dice on the attempt. 15th Level Bonus: Targets who fail their save are
Finally, while squeezing you don’t have to spend extra also debuffed for 1 minute. Additionally this inflicts
movement. Impaired 3 instead of Impaired 2.
5th Level Bonus: The spell lasts for 1 hour.
Additionally, you may end the effect of this spell as a G
free action to gain a retroactive Absolute save against kGASEOUS FORM
an effect that inflicts bound, entangled, grappled, or Keywords: Enhancement, Personal, Polymorph
paralyzed. Schools: Arcane, Nature
15th Level Bonus: While under the effects of this Effect: You turn into a gaseous cloud of vapor with
spell you gain an Absolute bonus on saves or checks roughly the same mass as yourself until the end of the
made to resist or overcome the bound, entangled, next turn. While in gaseous form you can’t interact
grappled, or paralyzed conditions. with anything and can only drift forward at a rate of 5
feet per move action. You can pass through anything
kFROST BREATH that a cloud of vapor can pass through. You cannot
Keywords: Cold, Instant take anything that requires a physical form to do and
Schools: Arcane, Nature can’t cast spells.
Effect: You exhale a voluminous cloud of billowing
cold and rhime. All creatures within a 15-foot cone You are immune to physical damage while in this
take 1d8 cold damage per 2 character levels + your form but are vulnerable to fire damage.
highest mental ability modifier. All creatures in the
area must make a Reflex save. If they are successful, As a translucent cloud of mist it’s also fairly easy to
they take no damage. hide. You gain a Free Hero Dice on all attempts made
5th Level Bonus: Increase the size of the cone to 30 to hide.
feet. 5th Level Bonus: This effect lasts for 3 rounds (ending
15th Level Bonus: You can exclude any number of at the end of your 3rd turn).
creatures in the area from taking damage from the 15th Level Bonus: This effect lasts for 1 minute.
effect.
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with the flow of time around yourself. You get 1 5th Level Bonus: The spell loses the personal
extra action on your next turn and increase your keyword and gains the touch keyword.
movement speed by 10 feet. 15th Level Bonus: Taking a hostile action no longer
5th Level Bonus: You get 1 extra action for the next ends the spell.
3 turns (rather than 1 turn). Additionally, this spell
loses the Personal keyword, and gains the Touch J
keyword. k J’ACCUSE!
15th Level Bonus: You get 1 extra action for the next 5 Keywords: Curse
turns (rather than 3 turns). Schools: Divine
Deeper Rules Effect: Pick a target within 300 feet that has exhibited
Extra actions granted by other sources, such as the some dramatic behavior. Choose a keyword that
fighter’s signature ability, do not stack. You may only you and the GM believe appropriately reflects that
ever have 1 extra action per turn. behavior; holy, unholy, fey, or monster. The creature
gains that keyword until the end of your next turn. A
I Will save negates this effect.
k INFLICT WOUNDS 5th Level Bonus: The effect lasts 1 minute.
Keywords: Divine, Touch, Instant 15th Level Bonus: The spell gains the quick keyword.
Schools: Divine
Effect: You can touch an adjacent creature and cause Sidebar: J’Accuse! and Appropriate
their body to spontaneously develop horrific wounds Actions
all over. This causes 1d6 points of divine damage per Using “J’Accuse!” on a target is meant to link their
2 character levels (minimum 1d6) + your highest actions with a specific keyword. If someone is
mental ability modifier. acting in a way that you might expect a demon to
5th Level Bonus: The damage increases to 1d8 per 2 (duplicitously, ragefully, etc) you could use J’Accuse!
character levels. Additionally, creatures hit by this to grant them the “unholy” keyword. You could not
take 1d8 points of bleed damage. use it to cause random soldier #4 to gain the unholy
15th Level Bonus: You can cause wounds to all keyword just because you don’t like them or because
creatures within a 30-foot radius, centered on you, they were fighting you.
with this spell. Creatures receive a Will save to negate
the damage. If used in this fashion, the spell loses the The holy keyword tends to be associated with
touch keyword. selflessness, protection, and charity. The fey keyword
is most often paired with mischievousness, pedantry,
and spite. “Monstrous” actions are harder to pin
down. Monsters always have a compulsion so if
someone is hyper fixated on something, is slavishly
following an order, or doing something to wild excess
they would be a good target for that keyword.
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their thoughts. On a failed Will save, the creature smoke. This can be any mundane armor or shield
becomes confused for 1 minute. If attacked, the costing 200 GP or less. It is summoned onto yourself
creature will automatically retaliate on its turn. A or a willing target within 30 feet of you in a fashion
creature gains a new save at the end of each turn to that is fit to wear. You can only summon armor the
end the effect early. target has the capacity to use. This armor vanishes
5th Level Bonus: This spell lasts for 1 hour. into smoke after 1 minute.
15th Level Bonus: This spell lasts until removed or 5th Level Bonus: You can cast this spell on a target
dispelled. that is already wearing armor. That armor is covered
in a fine layer of smoke and no longer imposes any
kMAGE ARMOR movement speed penalty for 1 minute. If cast in this
Keywords: Enhancement, Personal fashion the spell loses the summon keyword and
Schools: Arcane gains the enhancement keyword.
Effect: A shimmering barrier of force coats your body, 15th Level Bonus: The duration of the effect of this
protecting you from harm for 1 hour. You gain a +3 spell lasts for 24 hours. Additionally, the GP value of
armor bonus to AC while unarmored. the armor you can summon increases to 1,000 GP.
5th Level Bonus: This spell may now be cast on
someone else, losing the personal keyword and Deeper Rules
gaining the touch keyword instead. Additionally, this • Breaking Magic Armor: Despite being from a
spell now lasts 12 hours. spell magic armor creates mundane armor. It is
15th Level Bonus: When cast this spell can target up damaged like a non-magical item.
to 5 creatures that you designate. Additionally, this • Material: The summoned armor is always treated
spell now lasts 24 hours. like the most common material the armor would
be made out of. (Metal for most armor.)
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and unrestrained objects. roll made to detect the real person. Take the result
• Apply 5 lbs of force to an object or surface within you prefer between the d6 rolls.
30 feet. of you.
• Lift an object of light bulk into the air and move P
it. This object must be within 30 feet and cannot kPARALYZE
be attended by anyone or otherwise restrained. Keywords: Curse
This allows you to move the object up to 10 feet Schools: Arcane, Divine, Psychic
per action. Effect: Shackling chains of power wrap around the
• You can cause a light object to remain suspended target, binding or outright paralyzing them. Pick
in the air for 10 minutes. a target within 30 feet; that creature must make
• You can cause a light object to orbit you lazily for a Fortitude save. On a failed save, the creature
10 minutes. is entangled until the end of their turn. If they
successfully make the save, the creature is not
kMIRROR IMAGE affected.
Keywords: Enhancement, Personal, Illusion 5th Level Bonus: You may choose to inflict the
Schools: Arcane, Weird paralyzed condition instead of the entangled
Effect: You split into a swarm of duplicate images condition. If you do, the spell gains the corruption
and fractal clones. When you cast the spell, you gain keyword.
2 illusory copies (plus yourself ). They mimic your 15th Level Bonus: The effect of this spell lasts for 3
actions and movements with subtle and confusing rounds.
differences. When you are attacked or targeted by
a hostile effect, the GM rolls 1d6; on the roll of a
5 or 6 the attack hits you. Otherwise, one of your
illusory copies is destroyed (even if the effect would
not normally cause damage). Area of effect effects
automatically destroy all illusory copies. If unused,
your copies vanish after 1 minute.
5th Level Bonus: You gain 5 illusory copies of
yourself.
15th Level Bonus: You gain 10 illusory copies of
yourself.
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Plane, a personal plane crafted to your design. Each take 10 persistent poison damage per round at the
casting creates a 100 feet x 100 feet x 100 feet cube of start of their turn for 5 rounds.
space, with additional castings expanding the space.
The spell creates a breathable atmosphere and dirt Alternatively, you can expend 1 dose of a poison you
floor, and the pocket plane generally follows the hold in your hand when casting this spell to replace
physical laws of the Mortal Plane. As part of casting this spell’s poison damage with the poison’s effect.
the spell, choose an L bulk item or trinket to serve as Use the higher DC between the poison and your
the key to the space; while holding the key you may Spellcasting.
access the space via plane shift or similar spells. 5th Level Bonus: The poison damage improves to 20
Deeper Rules per round.
• Renovating: Multiple castings of the spell may 15th Level Bonus: The poison damage on a failed save
create multiple pocket dimensions, or increase improves to 30 per round.
the size of an existing pocket dimension.
• Decorations: You can bring objects into your kPOLLEN STORM
pocket dimension. Like any other physical space, Keywords: Curse, Biological
objects left in the pocket dimension stay there. Schools: Nature
• Coming and Going: To enter or exit a pocket Effect: A silvery wind blows from your outstretched
dimension you must use a spell like plane shift. hands, coating everything in an irritating powder.
Alternatively you can cast pocket dimension Creatures within a 30-foot cone must make a
to allow yourself (and only you) to re-enter a Fortitude saving throw or become Impaired 1. Plants,
previously created pocket dimension. constructs, and undead are immune to this effect.
This lasts until your next turn and is a biological
Sidebar: Thematic Dimensions effect.
Your school of magic may determine some things 5th Level Bonus: This penalty becomes Impaired 2.
about your pocket dimensions, though the specifics 15th Level Bonus: On a failed save the creature still
are up to your GM. A divine pocket dimension becomes Impaired 1.
may shed light from the divine tempest (and you
keep hearing this constant disembodied singing!),
an arcane one might have some strange geometry,
a psychic one may subtly reflect your mood, and
a weird one might have strange cracks in reality
lancing through it (probably not a good thing...).
These are all superficial changes that a GM may
approve or deny.
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Holy/Unholy tag as if they had that tag. You cannot Resist 10 against that damage type for 1 minute.
give a Holy creature the Unholy tag, and vice versa. 5th Level Bonus: The Resist improves to 20. In
There must be some reason that the tag is applied- addition, add the following damage types to your list
for example, if a cleric witnesses someone commit of choices; necrotic, poison, sonic.
murder they can assign them the Unholy tag for the 15th Level Bonus: The Resist improves to 30 and the
purpose of this spell. duration increases to 1 hour.
kREGENERATION kRESURRECT
Keywords: Healing, Personal, Enhancement Keywords: Life, Healing, Ritual
Schools: Divine, Nature Schools: Divine
Effect: You fill yourself with a surge of vital energies, Effect: You return a recently slain creature to life
causing your body to mend wounds and regrow with a 10-minute ritual. The creature must have been
limbs. This spell grants you regeneration 5 for 5 dead for no more than 1 minute at the beginning of
rounds. Additionally, you regrow 1 missing limb casting, and not killed by old age or a death effect.
lost within the last 24 hours. The regained body part You must have the creature’s remains (or a significant
functions as normal, but is devoid of any previous portion of the remains). The creature returns to life
injuries or markings (e.g., scars and tattoos). You can with 1 HP.
regenerate any missing limbs within 1 day, per day. 5th Level Bonus: The creature can have been dead
5th Level Bonus: This spell loses the personal for up to 1 week. Additionally, you may resurrect
keyword, gains the touch keyword, and grants creatures slain by death effects.
regeneration equal to your character level (minimum 15th Level Bonus: The creature can have been dead
5) for 10 rounds. Additionally, you can regenerate one for up to 1 year. Additionally, you no longer need the
targeted ally’s body part per day. creature’s remains to cast the spell.
15th Level Bonus: This spell’s regeneration effect
now lasts for 10 minutes. You can regenerate up to 5 Sidebar: Excessive Resurrections
targeted allies’ body parts per day. Resurrection is hard on the soul. Characters who are
resurrected too frequently (more than once every
few sessions) may find it harder to come back or they
may attract... unwanted attention. This might be a
fey who is looking to harvest a bit of spiritual energy
each time you pass between this world and the next,
a demon who has some ancient claim to souls who
return to life more than 20 times, something hitches
a ride on your soul when you return to the mortal
realm, or an upset psychopomp who feels you are not
respecting death.
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creating a palpable aura of sanctity few dare breach. 5th Level Bonus: This affects any number of creatures
Creatures attempting a directly hostile action against or objects within 60 feet of you.
you must succeed a Will save. If they fail, they must 15th Level Bonus: This spell lasts 1 hour.
take a different action instead of attacking you. This Alternatively, you may cast the spell as a 1 minute
spell lasts for 1 minute, and taking a hostile action ritual; in this case it affects 1 creature or object and
ends the effect early. has a permanent effect.
5th Level Bonus: If a creature succeeds their Will
save and takes a hostile action against you, you can kSEEK ITEM
take a Counter action against that hostile action using Keywords: Ritual
Spellcasting. If you do so, this spell ends after the Schools: Divine
attempt. Effect: Declare 1 specific item (“The King of the
15th Level Bonus: Attempting to Counter an effect North’s Crown”). After a 5 minute ritual, you gain
using this spell no longer ends the spell. Detect (that item) 1,000 feet. for 24 hours. If the item
you are looking for does not exist or is not on your
k SCRY plane, the spell fails. You must know enough about
Keywords: Ritual the item to distinguish it from other similar items
Schools: Arcane, Divine, Psychic (though you do not need to have seen it).
Effect: With a 10 minute ritual, you project your 5th Level Bonus: You get a feeling of faint mental
senses into a magical sensor that spawns in a place pressure in the direction of the item. You also can
you specify, within 1 mile of your location. The sensor gauge how far it is relative to you by the intensity of
lasts up to 10 minutes, though you may switch your the pressure. If it is within 1,000 feet the pressure is
attention between the sensor and your immediate “strong”, if it is within 10 miles it is “average”, if it is
surroundings during this time. You can see and within 100 miles or beyond that it is “faint”.
hear things as though you were standing there, 15th Level Bonus: If you close your eyes you can see
though you become blind and deaf to your body’s the object, as if by a scry spell, plus an area ~5 feet
immediate surroundings. You must have some degree around it (viewed from above).
of knowledge of the target location, such as having
visited before or having an item from that place. k SHELTER
Special: If you use a large mirror, scrying crystal, Keywords: Ritual
water basin, or other magic viewing vessel as part of Schools: Arcane, Divine, Nature
the spell, what you see and hear is shown through the Effect: Each casting of this creates enough food
medium. Otherwise, only you can see and hear what for 1 filling but flavorless meal for each creature in
the spell shows you. your party, a rudimentary shelter (a 10 feet x 10 feet
5th Level Bonus: The range of the spell increases to wooden hut) as well as a small, safely constructed, lit
any point on the same plane. fire in the center of the hut. As part of the ritual you
15th Level Bonus: The range of the spell increases to and your party (all who wish to benefit from it) must
include any plane, even if you aren’t on the same plane. walk in a circle for 1 minute around something that
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messing with time. The universe particularly dislikes and a ritual vessel (such as a canopic jar, hollow gem,
it and may send creatures to “send a message” to any skull covered in runes, etc). When the ritual ends,
mage that abuses time magic. You can use it, but use it the vessel is charged with powerful magics designed
responsibly and sparingly! to trap and hold the soul of your target. If the target
should die within 120 feet of the ritual vessel, their
kTRANSMUTATION soul becomes trapped within the vessel. While their
Keywords: Touch soul is trapped, they cannot be resurrected and the
Schools: Arcane, Nature vessel counts as “them” for all intents and purposes.
Effect: You can land your hands on a piece of Destroying the vessel frees the soul.
unattended, contiguous, solid material that is 15th Level Bonus: If the target dies on the same plane
approximately 5 feet x 5 feet x 5 feet and transmute of existence, the ritual vessel traps their soul.
it to another kind of material. You can transmute any
of the following materials into any other of those V
materials: dirt, stone, lead, bronze, iron (not steel), kVITAL LINK
or wood. This does not shape the material, simply Keywords: Enhancement, Curse*
change something to something else. Schools: Divine, Nature
Effect: You link your vital essence to another creature,
This material reverts to its original form after 1 hour. allowing you to share wounds between you and your
Any pieces that break off or are worked/shapes causes target. This spell always counts as an enhancement
the effect to end and revert to its original form. on you. When you cast this spell, you choose to either
5th Level Bonus: You can transmute roughly 10 feet cast it as a curse or an enhancement (depending on
x 10 feet x 10 feet per casting. You also add bone, your target).
horn, leather, and steel to the list of materials you can
transmute. Now the material reverts to its original If cast as a curse, choose a creature within 30 feet; that
form after 1 day. creature must attempt a Will save. On a failed save,
15th Level Bonus: You can transmute roughly 30 feet that creature is “linked” to you for 1 minute. Any time
x 30 feet x 30 feet per casting. You also add salt, sand, you would take damage, the linked creature takes half
water, silver, gold, and flesh to the list of materials the damage for you, rounded down. Each time after
you can transmute. Now you may now set any the creature takes damage it receives a new save to
duration you wish for it to remain in its new shape end the effect. Non-damage effects still apply to you.
(breaking or shaping it still reverts it to its original The spell gains the curse keyword.
form). You may set a permanent duration.
Note: Later materials like salt, sand, and water are not
solids but are acceptable targets at that level despite
this.
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kWITHER
Keywords: Biological, Curse.
Schools: Divine, Nature
Effect: You force the target’s body to rot away. Choose
a creature within 30 feet; that creature takes 1d4
biological necrotic damage per 2 caster levels and
becomes Impaired (1) for 1 minute. A Fortitude save
negates the damage and the impaired condition.
5th Level Bonus: The spell also inflicts the blighted
condition for 1 minute on a failed save.
15th Level Bonus: The target is blighted and Impaired
(1) for 1 hour on failed save.
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narrative and mechanical matters. A player might do Gestalt, at its core, is a collaborative
well to avoid reading this section as it kind of shows storytelling experience that uses
“how the sausage is made” and may ruin one’s the mechanics of the system to resolve
immersion. places where there is narrative tension/uncertainty
and to help balance out the abilities of enemies
and players. That is why the most important rule
exists. Anything that is not in service to the idea of a
collaborative storytelling experience is secondary to
that idea.
Using Gestalt and its rules (or at least the ones you
wish to use) is a consensual agreement between the
people playing the game that these are the rules you
will use to tell your story. This consensual use of rules
is at the core of Gestalt and the idea of collaborative
storytelling as a whole. Let this guide you at your
table.
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Challenging Encounters
A challenging encounter either has more enemies of
a level equal to that of the party or a slightly higher
level (3-5 levels).
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Regeneration/Self Healing
The ability to regain a small amount of HP per turn is
useful on encounter highlight monsters.
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• DC: A freeform ritual never has a DC lower than summon a demon or attempting to disable an ancient
Dire (25). series of massive locks to breach the door to the
• Time: A freeform ritual never takes less than 10 king’s throne room! The players must intervene and
minutes. stop them before it’s too late!
• Work: A freeform ritual never has less than 300
work. kENCOUNTER REWARDS
• Cost: A freeform ritual never costs less than 1,000 Level Easy Difficult/Rich Boss
GP. (Though this need not be in literal currency. 1 1 GP 5 GP 10 GP
It can be in services, goods, components, deeds,
5 10 GP 25 GP 50 GP
etc.)
10 50 GP 100 GP 250 GP
This is generally something a GM should come up 15 100 GP 500 GP 1,000 GP
with and should reflect the means and abilities of the 20 500 GP 1,000 GP 5,000 GP
party. This should be used for narrative purposes, not
abstract or simply mechanical ones (The Storyteller (Value times the number of party members.)
likes things to say on script). That means lifting a
bloodline curse important to the story is a good use ITEMS EQUAL TO PARTY MEMBERS
for a freeform ritual but performing a ritual to have A lot of times it’s ok to decide to award items based
a sword cause 1 extra point of damage or granting on the number of party members. For example, if you
someone a feat is not. have a chest with healing potions in it you could have
“1 standard healing potion for each member of the
Likewise, a GM should make the components and party”.
cost of the ritual relevant to the story. A Dire (25)
Recall Information check should tell the spellcaster
everything about a ritual they wish to perform and
a GM should be concise and clear about what the
requirements are if such a check is made.
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Bosses APPLICATION
kBOSS ENEMIES A savvy GM will use this mechanic to make
A boss is an enemy who is designed to present a interesting encounters. Not every enemy NEEDS
significant threat to the party, either alone or with more than one form and it should be reserved for
the support of weaker enemies. They are narratively plot-relevant enemies.
important and are stronger than other enemies of the
same level. Most of their abilities are based on the Sidebar: Bosses Are Scary
same statistical range of other enemies of the same Yes. Bosses are scary. They should pose a threat to a
level. Those that are not are typically HP, number party. Combat with a boss should be cinematic, as
of skills, and mechanics unique to bosses (such as should be phase changes. Watching a dragon shift
“phase” mechanics). phases should make your players be really jazzed but
also concerned. Letting the berserker sink their axe
kBOSS IMMUNITIES into a high level boss’s hide and assuming they’re
A boss is immune to death effects and Absolute going to do Absolute damage... but instead only
damage unless otherwise specified. getting a trickle of blood is what you’re going for. Do
what you have to in order to give your players a hard
kBOSS PHASES (but fair) fight with a boss!
Some enemies have multiple forms, states of
being, or “phases” to them. This represents great
hidden or repressed power and can be used to make
encounters more interesting. The idea is that there
are multiple phases, each written like a full enemy’s
entry, where one follows on to another. Most of the
time when you defeat one phase by dealing enough
damage the second phase follows on immediately.
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berzerker-fighter violently kicks open the door they to your players. The effect should warrant the
are standing behind? How much damage does the damage independent of level.
wizard-bard take when they trip down a flight of
stairs? This section seeks to answer those questions. Exploring Absolutes
The following chart provides a good general rule to This system uses “Absolutes”. An Absolute is
gauge how much damage should be dealt. something that a player is absurdly good at and its
value is “enough”. This means “Absolute damage” kills
Deeper Rules a creature and an “Absolute skill check” means “you
• Heroes Aren’t Normal: The damage listed here make it without difficulty”. When an Absolute value
is described from the perspective of an average is compared to another Absolute value, a truly titanic
person. Adventurers are the exception- being clash has occurred! In such an instance both sides
able to shrug off several critical injuries is as revert to using their normal values.
impressive as it is terrifying.
• Damage Type: The GM should determine the When applying an Absolute to a die roll, you don’t
most appropriate damage type for the effect. actually “roll” any dice unless the roll is opposed by
• Modifier: Damage directly caused by player/NPC an Absolute; the roll of an unopposed Absolute is
force, such as kicking a door open into someone’s assumed to be “enough”.
face, should add their Strength modifier to the
damage. If there is a situation that arises where an EXACT
number must be known, such as when figuring out
how many swords a smith with an absolute bonus on
a check made to mass produce swords could make,
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roll to hit them), making a save, etc. No single action specific keyword. For example, wizards have the
should ever have 2 kinds of resistance applied to it. “spellcaster” keyword because they can cast spells.
The Dimensional Dervish feat requires you to have
If there are two separate effects, such as a stab with a the spellcaster keyword.
poisoned knife, two attempts to resist are allowed. In
such an example you’d get your AC to try to resist/ Oftentimes, what keywords something gives you
avoid the knife stabbing you and a save against the will be spelled out: the dwarven lineage has a line
poison’s effect. that says “Keywords: Humanoid, Dwarf ”. Others are
implicit: if you are a formal member of a “Bronze
Griffon Mercenary Company”, you have that as a
kAUTOMATIC SUCCESSES keyword too. Thus, anything that was designed to
NO ATTEMPTED DEFENSE hurt creatures with the “Bronze Griffon Mercenary
You automatically hit when attacking an unattended Company” keyword affects you!
item, helpless creature, or in any other circumstance
where the thing you are targeting makes no attempt A GM is the final arbiter of if a certain keyword
to avoid the attack (such as a willing creature). It applies to something.
effectively has “AC 0”.
Other GM Topics
EASY/TRIVIAL CHECKS “GM’S DISCRETION”
Remember, if the DC is 10 or less, the player doesn’t Anything that falls under “GM’s discretion” means
need to roll unless there is something complicating it it is up to the GM to allow or disallow the choice in
and there is a chance of failure. question. You must check with a GM on anything
that requires GM’s discretion.
ABSOLUTE ACTIONS
An action with an Absolute value automatically “I DON’T HAVE THAT SKILL!”
succeeds unless opposed by another Absolute value. A canny GM will be aware that not every player
will be able to contribute to every skill check or
challenge. Make sure to give them sometimes to
do: protecting those engaged in the challenge from
enemies, allowing them to retrieve items that could
help complete the challenge (example: maybe if the
cleric-fighter brings a specific kind of grass to the
Arcane Lore skill challenge, they lower the DC by 5),
or give them an alternative challenge they can excel
at simultaneously. Let the spotlight focus on those
who are making the challenge but don’t forget about
everyone else!
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that you can “re-flavor” something (with a GMs can exchange a class feature for a feat. You can’t do
approval, of course). This means using the mechanics, this if the class features the penalty keyword. A GM
features, and statistics of one concept and calling it should be willing to re-visit this exchange later if
another with superficial changes. Want your “fighter” things don’t go quite as planned.
class to be called a “warden” or a “knight”? Go for it.
Can that lightning elemental be a Pikachu? Sure, if BEYOND 20TH LEVEL: EPIC
it fits the story. Can a horse be used as the basis for a GESTALT
biomechanical magical motorcycle? Your creativity is The story ends at level 20. Gestalt covers the range
the only limit. of skills and abilities found in a traditional fantasy
story. Going beyond that is possible (and something
SAYING “YES” that may be explored in future supplements) and
A GM should endeavor to say “yes” whenever possible more represents “mythological” or “cosmic” levels
so long as it doesn’t come into conflict with ‘what of power. By 20th level characters are on the verge
is fun’, ‘what is fair’, or ‘what makes sense’ (in that of becoming New Gods in their own right and are
order). You should allow players to try things and probably beating up demon lords and fey princes for
find ways to let them do things rather than throwing their lunch money. The system kind of “breaks down”
up roadblocks. Can they try to tame a unicorn? under that level of power.
Sure. Can they come up with some new metamagic?
Make it part of the story and work with them on KEEPING THE SCENE MOVING
the mechanical implementation. Find ways to allow WITH FULL ROUND ACTIONS
things and less ways to restrict them. Don’t get caught up in the nitty gritty details if the
flow of a scene or pacing of an adventure is at stake.
kSPECIFIC VERSUS GENERAL If you can’t figure out how long a specific thing takes
RULES “as a full round action” (3 actions) is generally a good
When a particular class feature, feat, or other ability way to go. For example: if you find yourself looking
says it specifically does something that is normally up “How long would it take to climb to the roof so the
not allowed (such as a bonus saying it specifically fighter-rogue can follow the fleeing werewolf that’s
stacks with other bonuses) this particular instance escaping across the rooftops?”, rather than spend a
overrides the general rule. great deal of time figuring it out you can just say to
the player, “It takes a full round to get on the roof”.
This is the same notion behind the deeper rules
sections in this book: don’t worry about them unless
there is some debate, some uncertainty, or you really
need to count all the grains of sand on the beach for
narrative purposes.
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or otherwise therapeutic advice on the fly or • A popular trop for a blind or visually impaired
pince-nez that re-orders words for a dyslexic character could be given “second sight” or their
person. Perhaps a psionic item can help you senses enhanced to the point that they can
with executive task organization or a ruby flower functionally make up for their visual impairment.
necklace could alleviate the effects of a stutter. A GM could grant the character Pinpoint (life)
“Resolving” mental impairments is a touchy 120 ft or keen scent (or some combination of
subject and how you “resolve” or mitigate it various non-sight senses).
takes a lot of finesse and can bleed into changing • A character with a speech or mental impairment
someone’s mind or social identity. could turn their impairment into an empowering
• A character who has lost a body part could benefit aspect of their character: a character with ADHD
from magical prosthetics, gain a supernatural could find a way through magic or ascetic
version of that body part that functions normally, training to enter an enhanced state of hyper-
or even magically regrown limbs that mimic focus, a bardic character with a stutter could
the function of the part of the body that was develop a new way of signing that incorporates it,
lost. Because they function effectively the same etc.
a character may want to, strictly for narrative • A character who has lost a body part could use
purposes, delineate them. Maybe they have a prosthetics more powerful than their original
replacement eye that is of a different color or limb. For example: a character who is an above-
pupil style or their regrown leg has subtle arcane the-elbow amputee could have a cannon or heavy
runes on it that work into the pigment of the crossbow mounted below the arm, a character
skin. This is entirely optional and it is perfectly who lost an eye could have a mesmerizing eye, a
fine to just have a fully functional limb. character who underwent skin grafts due to an
• A character with a chronic/terminal illness could injury
use the magic and medicine present in your • A character with a chronic/terminal illness may
campaign setting to delay, suppress, or otherwise have developed some power or resilience due
endure their harrowing medical ailment so they to their battle with chronic/terminal illness.
appear asymptomatic so long as they follow their What is a pain spell to a character who has lived
prescribed treatment. with chronic pain for 20 years? What is the fear
instilled by a lich when you, as a cancer survivor,
Acknowledge and Empower It have looked death in the face and won? A GM
This method takes the limits imposed by a disability may award such characters things like immunity
and turns it into a strength. A common trope is to to fear or free Hero Dice on checks to resist pain
turn to other aspects of one’s abilities and develop effects.
them to supernatural levels. Another common trope
is to gain an aid or ability that allows one to exceed
the abilities they’d have as an able-bodied person.
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is “corrupt”. This can be more general though: if each turn roll 1d6 and consult the following chart:
someone owns slaves they are corrupt while they Confusion
own those slaves. Spells that specifically inflict the All confusion effects should spell out their duration.
corrupt condition on their caster while in use have If they do not, it simply lasts for 1 turn.
the “corruption” keyword. More generally, anything
that inflicts the “suppressed” condition grants the Result Result Action
user the corrupt condition. Cost
1 The GM makes you take a 3
Minor instances, such as a paladin shackling a slaver malicious action against your
or a parent disciplining their child, does not cause allies.
corruption; it has to be substantial, sustained, and/or 2 You do nothing. 3
malicious (or at least against the best interests of the
3 You hurt yourself through 1
individual or society at large).
mishap or misadventure, causing
1d8 points of damage of an
Sidebar: Morality, Duration, &
appropriate damage type. (You
Corruption
may use the remainder of your
Normally the corrupt condition ends when the
turn as you see fit.)
person ceases suppressing another creature.
4 You make a 5-foot step in a 1
However, a GM may rule that a creature remains
random direction. Roll 1d8: 1 is
corrupt if they are not sincere in their cessation. For
due North, 2 is NE, 3 is due East,
example, a slaver can’t simply state “I release you” to
etc. (You may use the remainder
avoid a paladin’s Smite if they intend to immediately
of your turn as you see fit.)
re-enslave them later. The Storyteller is the one who
ordains the will of the cosmos and he is a savvy god. 5-6 You act normally this round. N/A
kDEAFENED
You cannot hear and thus cannot make sound-based
Perception checks. You also lose any special senses
reliant on sound, such as Blindsense (sound).
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kIMMORTAL
A creature who is immortal is immune to death
effects and regenerates after death in some fashion.
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Adventure
A plot that has a beginning, middle, and end. It is a
story that the GM has involved the players in.
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Temporary Hit Points feats. For example: a magic staff might only work
Some abilities and items grant temporary hit points for Spellcasters (the capital signifying it is referring
that disappear after a specific duration. These are to a keyword) and a feat might require you to be a
subtracted before normal hit points. Temporary hit Dwarf. Keywords can be inferred rather than stated
points do not stack, use the higher value. (a creature who is impaired could be said to have the
impaired keyword for example) and a GM is the final
Honors arbiter of what constitutes a keyword.
Social honors or rewards bestowed on characters that
you gain not specific to your class.You can select any Language
honor you qualify for (both mechanically and in a A form of communication. You can only
narrative sense) when your class chart indicates you communicate in languages your character knows.
get it.
Level
Hostile A creature’s level represents their general level of
A “hostile” creature or action is one that intends harm power and prowess.
or ill-will towards its recipient. There are two terms related to level:
• Class Level: The total number of levels the
Immune creature possesses in a given class.
A creature is unable to be affected by a particular • Creature Level: The total number of levels a
damage type or effect type. A creature immune to a creature has. This is a generalized notion of how
damage type has Absolute resistance to the damage dangerous the creature is and what level player
type, and a creature immune to an effect type has they are appropriate for.
Absolute saves against that type of effect.
Lineage
Innate Spell Your character’s biological background.
A spell cast through means other than spellcasting
ability. Line of Effect
A term that indicates your ability to affect a target.
Initiative Refers to a straight, uninterrupted line between you
A check that measures how quickly one reacts to and your intended target. Things like solid objects
combat beginning. The higher they roll, the sooner in and other targets (such as creatures) interrupt line of
a round a creature will act. effect.
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throw:
Resistance (Resist) • Fortitude: Your resistance to biological effects
Resistance reduces the indicated damage type by an (illnesses, poison, strong drink, exhaustion, etc).
indicated amount. • Reflex: Your split second reactions (avoidance of
area attacks).
Resurrection (Limit) • Will: Your resistance to mental effects (fear,
A creature who has been resurrected cannot be charm, illusions, etc).
resurrected again until they level up (or 1 year passes
for NPCs). Scatter Dice
If something calls for a “scatter dice”, you roll 1d8
Round with 1 being due north, 2 being NE, and so on
An encounter is measured in rounds. During an clockwise. This is typically followed by a distance
individual round, all creatures have a chance to take a (“Roll a scatter dice and move the center of the effect
turn to act. A round represents 6 seconds in the game 10 feet in that direction.”)
world. When the rules refer to a “full round”, it means
a span of time from the start of the first creature to Scent
go’s turn to the end of the last creature’s turn. You can perceive creatures by scent up to a certain
range (indicated by the ability).
Turn
In a round, each participating creature receives one Session
turn, during which it can perform a wide variety of A single-sitting game where things occur (as opposed
actions. A character can perform 3 actions on their to a campaign).
turn.
Signature
Rounding An additional ability granted by your primary class.
Occasionally the rules ask you to round a result or
value. Unless otherwise stated, always round down. Single Target Effect
For example, if you are asked to take half of 7, the This is an effect that only impacts a single target.
result would be 3.
Skill
Sacrifice A skill represents a creature’s ability to complete a
Hit points you sacrifice for something is damage that task other than combat (or something directly related
you willingly take on yourself. This damage cannot to it). A higher value is always better and the most
be mitigated or negated by any normal means. If it is, relevant skill.
the triggering effect fails.A GM is the final arbiter of
how sacrifices are resolved.
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Spellcaster Threaten
Target
The subject of an action.
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damage is only doubled not tripled or quadrupled). • Mooks don’t roll dice for saves; they are always
assumed to have rolled a natural 5. (Example: If a
Weapon Proficiency mook is targeted by an effect that requires a Will
Your proficiency with attacks with a specific weapon save, they are just assumed to have rolled a 5.).
or martial arts style (sometimes called “style attacks”). • Mooks always go last. Mooks allied with players
(Your “Longsword Proficiency” would be your always go before enemy mooks.
proficiency with a longsword.) This excludes bonuses
on “attack rolls” as it is just your proficiency bonus Thick Hide
with the weapon. You add your Constitution to your AC, in addition to
your Dexterity, as an armor bonus due to your thick
Special Monster Traits hide.
Cowardly
If more than 50% of a cowardly creature’s allies have Undead
been killed, they need to make an Easy (10) Will save Undead are dead things that have been reanimated,
or take the Flee! action on their next turn until they often through magic. Undead are immune to death
are out of danger. effects and biological effects (such as bleed damage,
poison damage, etc.) They are damaged by life energy
Cowardly mooks roll 1d20 once for all mooks on the (healing effects) and healed by necrotic energy
same side. If it is 10 or lower all mooks Flee! effects. While they lack true vitality their ability
modifiers represent the magic or force that sustains
Hurler their undead form. Most undead are also mindless.
A hurler is a creature that may use Strength instead
of Dexterity as the relevant ability score modifier
for thrown ranged attacks. Additionally, they add
their Strength modifier to damage rolls with thrown
weapons.
Mindless
Mindless creatures lack any sort of sentience. In
some instances they may follow orders from sentient
beings or respond to stimuli but they do not have
consciousness of their own. Mindless creatures are
immune to any mind-affecting effect, emotional
effect, or language dependent effect. Mindless
creatures have no Intelligence modifier (and
generally very low Wisdom and Charisma) and are
immune to effects that target their Intelligence.
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13-14 Cosmopolitan
15-16 Isolationist Bards
17-18 Theocratic 1d6 Oath
19-20 Survivalist 1 Drama is the spice of life and I won’t
*Roll again if your lineage doesn’t have one. miss an opportunity to engage in it!
2 I will find the legendary lost ode first
Step 4: Roll for Oaths composed by a divine muse.
Result Oath 3 My name and renown will be known
1-2 I cannot stand to see people enslaved. throughout the Hundred Kingdoms!
3-4 I will not suffer to see nature despoiled. 4 I am loyal to my [college, troupe, patron,
5-6 I will not hurt innocent people or let etc.] above all else and attend to their
others do the same. needs.
7-8 I will fight for [culture/country/ 5 I will craft an artistic masterpiece that
religion] and defend it. will echo throughout the ages.
9-10 I will protect my friends at all costs. 6 I will seek out and promote beauty in all
11-12 I seek the [item] at all costs. my endeavors - I am a living work of art!
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Druids Rangers
(A druid has an oath built into their class.) 1d6 Oath
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Wizards
1d6 Oath
1 Knowledge before life, life before death,
death before dishonor.
2 Awesome magic power means not
bothering with the small stuff.
3 With great power comes great
responsibility; I will treat magic with
respect and punish those who misuse it.
4 I will invent a new and powerful spell
that will earn me acclaim.
5 I will uncover the secrets of true magic
lost with the death of the God of Magic.
6 I seek the [powerful artifact] and I will
stop at nothing to get it.
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