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Mythcraft Core Rulebook
Mythcraft Core Rulebook
MythCraft was created by Grant Mielke, Nathan Special Thanks to Alex Gumm, Alli Balleza,
Heard, Andi Hadfield, and Jake Neece Cody Smith, Ellen Martin, Tyrell Nye, Pippin
Additional Development by Maxton Smith Caldair, Ian Davis, Katie Franks, Sarah Heard,
Artwork by Eryn Fitzgerald (Myco), John Nathan Buckley, Beau Mahoney, Celeste Sweet
Bilodeau, & Austin Brady Hayes, GamingSheriff, Stacey Dyer
Cover Art by Austin Brady Created in partnership with The Homebrew
Network (actualplaypods.com)
Kickstarter Support by Heidi Mielke, Alli
Balleza, Tyrell Nye, Emily Foulger, Cody Smith,
Ryan Shields, and Tony Zacarias
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4
TABLE OF CONTENTS
We all likely share a memory constructed of several key elements: a circle of friends, the rattle of dice, bursts of laughter, heart-
racing excitement, amusing tangents, endearing NPCs, and inside jokes that endure. These are moments we reminisce about for
months, sometimes even years.
Tabletop gaming offers a unique escape, allowing us to immerse ourselves in grand tales and epic adventures crafted by our
own hands. It presents the chance to not just witness a story, but BE the story, and inhabit these rich, fantastical worlds, and
forge our own myths — our very own tales that resonate with us more profoundly than any fandom, novel, or other games
might.
MythCraft emerged from a desire to design a game system that genuinely supports the birth of epic sagas. It seeks to bridge the
gap between complex combat and a love for intricate narratives. Our vision was clear: a game where players needn’t sacrifice
any part of their experience. It delivers the thrill of intricate tactical combat without compromising on roleplay, character
evolution, exploration, or any other non-combat elements that elevate stories to legendary status.
What you have in your hands is the MythCraft Roleplaying Game, meticulously designed to facilitate the most legendary
adventures. It’s built to endure the test of time, to adapt to countless iterations and derivations, and to provide a scaffold upon
which creators can shape their own myths.
While MythCraft’s core ruleset isn’t your typical “pick up and play” for a casual game night, it is purposefully designed to foster
detailed campaigns that may span years in our world and decades within the game’s world. Our aim was to seamlessly integrate
aspects of roleplaying and wargaming, creating a tactical experience without relying on expensive miniatures. We strived
to craft a strategic game that remains uncompromisingly loyal to roleplaying, exploration, adventuring, and all the facets of
tabletop gaming that make it peerless.
Designed with modularity at its core, we aimed to future-proof MythCraft. Once players and creators grasp the foundational
rules, the game offers unparalleled flexibility. Having mastered the principles within, MythCraft’s engine is yours to steer,
forging any universe you envision.
MythCraft is a game for everyone, and it will always remain accessible — free for players, game masters, and creators to
experience and innovate upon.
So, delve into the world of MythCraft, where every decision, whether made in the heat of battle or in the quiet forging of
alliances, bears significance.
6 FO R E W O R D
PREFACE: CHARACTER CREATION
T
his chapter details the exact steps by which you
A S S I G N AT T R I B U T E S
create a Player Character (PC) for your MythCraft
game. Character creation involves both thinking PCs in MythCraft have eight attributes, which determine
about your backstory and your place in the world, and how good you are at various activities. There are three
choosing what mechanical abilities you have. physical attributes, three mental, and two metaphysical.
As you pick your character’s abilities, think about how Each attribute has a number ascribed to it, which reflects
that fits in with their personality and backstory. Designing how good you are at using that attribute. This ranges from
your character’s mechanics involves five steps: a -3 (terrible) to a +12 (legendary). An average untrained
1. Choose a lineage human has a 0 in a given attribute.
2. Assign Attribute Points
3. Note your stats
AT T R I B U T E C A P
4. Choose BOP Each time you level up, you can increase one of your
5. Take a starting talent attributes by 1 (see Leveling Up below). However, your
attributes are always limited based on your level: you can
L I N E AG E never have an attribute that exceeds ½ your level+1.
This means that at levels 1 and 2, your attributes cannot
First, what is your character’s lineage? Pick from well-
be higher than a +2. At levels 3 and 4, they cannot exceed a
known fantasy lineages like dwarf or elf, or play a unique
+3, and so on.
lineage like a squirrelly kleppin or a biotechnical raedeen.
Chapter 1: Lineages provides an in-depth description of A S S I G N I N G AT T R I B U T E
all lineages. Each lineage allows you to make a choice when
You have 5 Attribute Points that you can assign to your 8
you first create your character, as no lineage is a monolith.
attributes. You may choose to give yourself a -1, -2, or even
You will either pick a sublineage, or you will pick from a list
a -3 in one or more attributes to grant yourself additional
of lineage abilities to make yourself unique.
Attribute Points (for each -1 penalty you take, you get 1
Some lineage options give you Skill Points. You can read
extra Attribute Point). However, note that you must still
more about how skills work in Chapter 7 (p. 316).
observe the attribute cap.
When you assign Attribute Points, jot them down on
both Page 1 and Page 2 of your character sheet. Note that
Page 2 displays all 8 attributes, but Page 1 does not display
Example: Marcus and Hanniah Coordination because that attribute is primarily used in
Nathan and Andi are creating Marcus, and Grant and Jake are combat, and combat is detailed on Page 2.
creating Hanniah.
Marcus is a human, so he gains the “Tenacious” ability, which R O L L I N G F O R S TA T S
gives him 1 additional Attribute Point. Nathan and Andi
Optionally, if you would prefer to roll for your attributes
assign it to CHA. Humans also get one unique feature from
and if your MC allows it, roll 2d4 and subtract the second
a list of Human options, so Nathan and Andi pick the “Fast
from the first, resulting in a number between -3 and +3. Do
Friends” ability, granting Marcus Skill Points Leadership and
this 8 times. You can assign these 8 numbers to any of your
Persuading.
8 attributes. Note that this can break the attribute cap rule;
Hanniah is a kleppin, so she gets the “Scurry” ability. Kleppins
you must observe the attribute cap rule when leveling up,
also get two unique features of their choice from the list of
so you cannot increase a +3 to a +4 until you are at least
kleppin abilities, so Grant and Jake choose “Climber” and
level 5.
“Claws.”
DISCLAIMER: This optional rule will cause imbalance in
your character as the abilities, talents, spells, and monsters
are designed with standard attributes in mind rather than
rolled attributes. MCs that allow rolled attributes might
impose additional restrictions, such as only allowing one +3
bonus.
P R E FAC E | C H A R AC T E R C R E AT I O N 7
Example: Marcus Luxxor increases by 1 (e.g., from 20 to 19-20), and if you have 12
Nathan and Andi are both creating Marcus Luxxor, LUCK, your crit range increases by 1 more. Your crit range
a human cleric. Nathan gives Marcus 2 points in can never exceed 16-20.
STR, 1 point in END, and 2 points in AWR. He gives Coordination (COR): Your overall ability, both physically
Marcus a -1 penalty to DEX to give him 1 point in and mentally, to process information and act upon it. This
CHA. is neither DEX (physical) nor AWR (mental), but a separate
Andi rolls for her attributes, so she rolls 2d4 and mechanism by which the game tracks your capacity to act.
subtracts the second die from the first. She does this For every 2 points of COR that you have, you gain 1
8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi additional AP at the beginning of your turn (see p. 327).
puts 3 points in STR, 2 in AWR, 1 in END, and 1 in If you have -1 or -2 COR, you lose 1 AP at the beginning
CHA. She assigns her -1 to DEX. of your turn. If you have -3 COR, you lose 2 AP at the
beginning of your turn.
Threshold 7 12 6 1d12
TA L E N T
Finally, now that you have picked a lineage, assigned your
HP INCREASES attributes, and chosen a Background (and profession if
When you level up, you will add 1 HP for your new level, relevant), it’s time to pick a talent. All talents available in
and roll one HP dice (or take the flat bonus) to add to this document are in Chapters 3-5.
your HP. Remember that your HP is always 10+(Level) Talents are unique abilities that your character gains.
d(X)+(Level). Some of them are passive, such as a permanent bonus to
a defense; others are active, such as the ability to charm
ENDURANCE someone once per day by speaking with them.
THRESHOLDS Note that some talents have prerequisites that you must
When you reach an END threshold on the above chart, you meet before being able to gain that talent. For example, all
are permitted to completely reroll or recalculate your HP class talents have the Prerequisite of Character Level 2.
using either of the above methods. Your HP should still
equal 10+(Level)d(X)+Level.
L I N E AG E &
Hanniah Sharptooth P ROF E S S I O N
Grant and Jake are creating Hanniah Sharptooth,
Your lineage and your profession both progress slowly,
and they give her the “Basic Dual Wield” talent so
reflecting your life experience and career outside of
that she can use her handaxes more effectively.
adventuring.
At levels 5, 10, 15, 20, 25, and 29, you gain one
TA G S additional lineage feature.
Spells, talents, class features, items, and the like might have Your profession ranks up slowly and does not do so at a
one or more specific categorizations, or tags. These can set rate. Your MC will award you additional levels in your
be found in italics under the name of the ability, item, etc. profession when they feel that it is appropriate for the
Other abilities might reference these tags. “Repeatable” and story, often as a notable quest reward. On average, you can
“prerequisite” are some of the most common tags. expect to gain an additional profession rank once every six
Repeatable. If a feature has the repeatable tag, then that Character Levels.
means that you can select the same feature multiple times,
gaining its benefit each time.
Prerequisites. If a feature has the prerequisite tag, then E X A M P L E : M A R C U S L U X XO R
there will be certain prerequisites that you must meet Nathan and Andi are leveling Marcus Luxxor up from level 2
(such as having another lineage option, or having a certain to level 3 and each picking different options for him.
number in one of your attributes) prior to taking that Nathan assigns 1 point to Marcus’s CHA. Andi gives Marcus
option. 1 point in STR instead.
Marcus has 1 point in END, so Nathan takes the set HP
SKILLS & bonus, gaining 3 more HP. Andi rolls, gaining 1d4+1 HP.
At level 2, Marcus became a Cleric, so Nathan and Andi
C ON DI T IONS
have access to cleric talents. Nathan chooses for Marcus to
Like tags, many features and abilities will reference skills learn the “Wellspring of Health 1” talent, but Andi chooses
and conditions. for Marcus to learn the “Divine Ward 2” talent.
Skills. Many features allow you to gain Skill Points. See
Skills (p. 320) for detailed information on how skills work.
Conditions. Several features interact with conditions and
with resisting or becoming immune to damage. Information
on Resist, or abbreviations such as DT, TA, and the like can
be found in Chapter 7 (p. 331); Conditions are explained in
Chapter 7 and listed in detail in Appendix B (p. 344).
LEV E L I NG U P
Each time you level up, you receive three benefits:
1. Attribute Point.
Increase one attribute of your choice by +1. Each
time you level up, you may also reduce one of your
attributes by 1 to gain another Attribute Point,
potentially allowing you to increase an attribute by
+2.
Be sure to observe your level’s Attribute Point cap,
explained in the Attributes section.
2. Hit Points.
Each time you level up, you gain additional Hit
Points (HP). The amount of additional HP you gain is
determined by your END attribute, explained in the
Hit Points section above.
3. Talent.
Finally, each time you level up, you gain one new
talent of your choice. Note that some talents have
Prerequisites that you must meet before qualifying
for that talent.
10 P R E FA C E | C H A R AC T E R C R E AT I O N
C R E AT I N G YO U R C H A R ACT E R
Q U I C K S TA RT G U I D E
1 CHOOSE A LINEAGE - P. 12
2 ASSIGN ATTRIBUTES - P. 7
4 DETERMINE BACKGROUND - P. 53
5 PICK A PROFESSION - P. 56
P R E FAC E | C H A R AC T E R C R E AT I O N 11
CHAPTER 1: LINEAGES
W
hen you create a character at 1st level, you choose your lineage: you might be a human, adaptable and tenacious;
a dwarf, hardy and stalwart; or an otherworldly, recondite elf. Perhaps you come from a less well-known lineage:
maybe you’re a flighty, fuzzy kleppin, enormous trollfolk, cantankerous bhrunai, or even a shambling undead.
At 1st level, you gain your lineage’s base features. You gain one additional lineage feature of your choice at certain character
levels: 5, 10, 15, 20, 25, and 29. This is based on your overall character level, not on how many levels you might have in a
particular class.
The evidence of this theft could always be found the
following morning in the form of shoes with new soles or
clothes expertly patched with tightly wound swampgrass.
Past bhrunai generally struggled with the concept of
ownership and so these ‘exchanges’ were often deemed as
thefts, though many homes grew to welcome these small
services and so began leaving offerings for the bhrunai
directly. However, it is only in recent centuries that these
once-reclusive beings have emerged from their seclusion
and embraced integration into society at large.
Travelers may now encounter bhrunai as they engage
in commerce in bustling city markets or traverse trade
routes with their turtle-pulled wagons. They have earned
a particularly notable reputation as skilled artisans and
craftsmen and are known to pour themselves into perfecting
a craft over their long lifetimes. They take great pride in
their independence and resourcefulness, relying on their
own abilities to solve problems before seeking assistance.
B H R U N A I C U LT U R E
Bhrunai have traditionally preferred either solitude or the
company of their own kind, building tiny stilted hovels
and forming small communes, usually close to established
settlements with which they could trade. Passersby may
mistake a group of sleeping bhrunai for mossy boulders.
Bhrunai have unique romantic relationships, wherein two
who chose to spend their lives together perform a “Melding”
wherein two become one. This new bhrunai shares the
memories of both mates, but is an entirely new unique
individual. Ten to fifteen years after a Melding, two to four
small, round, pebble-like eggs break off from the bhrunai
while it sleeps, which grow into young.
BHRUNAI TRAITS
Height: 3’4” to 4’2”
Weight: 50 - 120 lbs
Size: Small
Base Speed: 20 ft
Appearance: Bhrunai are usually stocky or cherubic with
skin tones like that of stone: primarily shades of gray and
brown. Their hair resembles mosses, lichens, or funguses,
and their eyes range in coloration from gray to brown to
B H RU N A I green to blue to hazel to metallic.
Lifespan: Bhrunai reach maturity around 10 years of
age and live very long lives. Bhrunai do not physically
(BROO-nye)
deteriorate until around their 400th year of life when their
With their brown-green skin, pointed ears, and thick
body slowly begins to solidify as they spend more and more
manes of mossy-green, brown, or black hair, the bhrunai
time resting in their stone form. By their 500th year, most
originally come from the southern swamplands and possess
bhrunai become stone permanently.
a captivating appearance they share with their northern
relatives, the trollkin. Existing on Ancerra for countless ages,
this ancient lineage is deeply intertwined with the myths
and legends of many other cultures. In the past, it was well
known that bhrunai would often sneak into homes deep in
the night and take food, trinkets, or other such things they
deemed useful as tools.
CHAPTER 1 | LINEAGES 13
Natural Camouflage II. Prerequisite: Natural Camouflage
B H R U N A I S TA R T I N G I. While outdoors and not actively moving, gain your
F E AT U R E S Natural Camouflage bonus.
At level 1, you gain the following features as a bhrunai. Natural Camouflage III. Prerequisite: Natural Camouflage
Stone Sleep. Bhrunai do not sleep like other creatures II. While outdoors, you gain your Natural Camouflage
and instead enter a state of suspended animation called bonus.
“Stone Sleep.” You must enter Stone Sleep for 6 hours to Natural Camouflage IV. Prerequisite: Natural Camouflage
regenerate your energy on a daily basis. While Stone Sleep III. Repeatable. Gain an additional +3 on skill checks to
is activated you gain DT 30, and you are Unconscious but remain hidden when using Natural Camouflage.
not Helpless. You may remain in Stone Sleep indefinitely, Naturefriend (1/Rest). You can cast the Animal Bond
but taking any damage immediately ends your Stone Sleep. Spell.
Fae Step (1/Rest). Bhrunai have the natural ability Naturefriend II. Prerequisite: Naturefriend. Regain the
to wink out of sight and slip into places unnoticed. By ability to use Naturefriend when you Recoup.
spending 2 AP, you become Invisible for 1 minute. This Primal Awareness. By spending one minute, you
feature ends immediately if you take damage, make an sense primal power in a 1 mile radius from yourself.
attack, or use magic. Learn whether or not primal magic has been used in the
Unique Ability. To further define your bhrunai, choose last 7 days, as well as if a creature with the fae tag has
one option from the list below at level 1. been present. You can use this feature once, regaining all
expended uses when you Take a Rest.
B H R U N A I F E AT U R E S Primal Power. Learn two chants from the Primal Source
In addition to the unique ability you selected at level 1, you of Magic. If you do not already know primal magic, then
gain one more ability at 5th, 10th, 15th, 20th, 25th, and AWR is your magic attribute for these chants.
29th levels, choose one option from the list below. Stone Gut. Gain Resist Toxic 3.
Arcane Affinity. Learn two cantrips from the Arcane Stone Gut II. Prerequisites: Stone Gut; Character Level
Source of magic. If you do not already know arcane magic, 10. You are immune to common poisons and diseases, and
then INT is your magic attribute for these cantrips. increase your Resist Toxic number by 3. Furthermore, you
Bhrunai Expertise. Repeatable. You add +6 Skill Points to can receive nourishment from eating any biological plant or
one skill of your choice with the Crafting* tag. common mineral such as clay, dirt, or stone.
Environmental Adaptation. Whenever you roll a d20 to Stone Gut III. Prerequisite: Stone Gut 2. Increase your
resist a harmful environmental condition such as extreme Resist Toxic number by 3.
heat, cold, or weather, you roll 2d20 and take the higher Stone Sentinel. You are immune to magical sleep effects.
result.
Fae Step II. Prerequisite: Fey Step. You may use your Fae
Step feature 2/Rest. Additionally, when you activate this
feature you may immediately teleport up to 15 ft to a place
within your line of sight.
Grove-Born. Gain +6 Skill Points that you can spend on
the following skills. You cannot put more than +4 points
into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics
• Crafting*. Alchemy, Cobbling, Cooking, Weaving
• Influence. Persuading
• Luck. Scavenging
• Subterfuge. Evading, Lockpicking*, Sleight of Hand
• Survival. Animal Handling, Forage, Nature, Sheltering,
Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this ability when you have not moved since the
beginning of your last turn.
14 CHAPTER 1 | LINEAGES
D R AG O N F O L K
On the continent of Gathandia in the first supereon, a
stalwart nation of dwarven warriors managed to fell
an enormous Kaijan. Using elder runemagic through
ancient artifacts that they only partially understood, they
reanimated the corpse of the Kaijan into a new creature.
This was the first dragon.
The dwarven leaders of this nation mastered the craft
and created one more dragon, whereupon the artifacts
broke in a tremendous magical explosion, preventing
the arcane creation of any more dragons. However, the
two dragons had seven offspring, and the nine dragons
departed from the dwarven kingdoms to claim their own
territory. These are the nine true dragons, glorious and
immortal, and from them all drakes, wyverns, winged
serpents, and the like have descended.
Dragonfolk are a proud and mighty remnant of an
ancient kingdom ruled by the immortal nine dragons.
The inhabitants of this lost kingdom were once humans
and other humanoid lineages, and the first generation
of dragonfolk were transformed from these lineages into
their dragonlike bodies through powerful arcane magic
cast by the nine dragons. The descendants of these first
dragonfolk are the dragonfolk that populate Ancerra today.
Though their kingdom has long since fallen into antiquity,
and the dragons themselves are veiled in myth and legend,
most dragonfolk still hold onto the regal bearing of their
ancestors and embrace the finer points of culture such as
art, dance, and song. Visually, they resemble their true
dragon ancestors with tough scales, reptilian tails, curled
horns, and even wings. While most are flightless, all
dragonfolk can breathe fire by tapping into the vestigial
power of their ancestry.
DRAGONFOLK
C U LT U R E
Dragonfolk communities tend to promote matters of self-
improvement and exemplify beauty of the inner self in
all things both physical and intellectual. Most dragonfolk
believe that improvement of the self serves to improve the
community and embrace a “strong links make a strong
chain” mentality. While this can develop tightly-knit
communities built on mutual support, it can also lead to
harsh ostracization of those deemed unsupportive of the
community.
Dragonfolk in society are often praised for their
eagerness to learn, meticulous instruction and service to
the local community. It is not unusual to see dragonfolk
artisans taking on multiple apprentices or to see dragonfolk
city guards organizing community self-defense lessons for
the poor and exploited.
DRAGONFOLK TRAITS DRAGONFOLK
Height: 5’10 - 6’8”
F E AT U R E S
Weight: 190-300lbs In addition to the unique ability you selected at level 1,
Size: Medium you gain one more ability at 5th, 10th, 15th, 20th, 25th, and
Base Speed: 20 ft 29th levels, choose one option from the list below.
Appearance: Dragonfolk coloration varies widely, ranging Cold-Blooded. You suffer TD while in arctic environments
from muted browns, grays, and mottled greens to more or any environment with below-freezing temperatures,
dramatic reds, blues, and even purples. Some have a more but gain TA while in desert or jungle environments, as
metallic or gemlike sheen to their scales, appearing golden, well as any other environment that exceeds 80 degrees F.
coppery, crystalline, or rusted. Many are multicolored. Just Additionally, gain +1 FORT.
like true dragons, dragonfolk horns, spines, frills, and tails Fire Breath: Draconic Lungs. Prerequisite: Fire Breath.
are as varied in appearance as their colorations. Regain all expended uses of Fire Breath when you Catch
Lifespan: Dragonfolk are a longer-living lineage, reaching your Breath.
maturity around age 26 with a lifespan of roughly 200 Fire Breath: Explosive. Prerequisite: Fire Breath. The
years. range of your Fire Breath cone attack extends by 15 ft.
Other Draconic Creatures: Dragonfolk hold other draconic Fire Breath: Hellfire. Repeatable. Your Fire Breath deals
offspring, such as drakes and wyverns, in the highest 2d6 additional damage.
possible regard, with some treating them as divine beings. Flame-Born (END/Rest). Gain Fire Affinity for 1 minute.
Tension with Dwarves: While most dragonfolk accept the Flutter Jump. With your wingspan, you can jump higher
historicity of dwarves having directly created the dragons, than a normal creature. Your vertical Jump distance is
they do not view dwarves as superior. Rather, they typically doubled.
believe that the dragons - immortal and wise beyond all Dragonfolk Flight: Glide. You no longer take falling
Eons - have far surpassed their own creators in creativity, damage while using your wings. When falling, you can now
power, and splendor. move 15 ft horizontally for every 10 ft that you fall.
Dragonfolk Flight: Hover. Prerequisite: Glide. You can
DRAGONFOLK hover up to 5 ft over the ground and can remain 5 ft off the
S TA R T I N G F E A T U R E S ground when you move for no additional AP. You cannot fly
At level 1, you have the following features as a dragonfolk. vertically. Hover takes sufficient energy and focus that you
Buffer Fall. When falling, you can slow the descent and cannot benefit from Flutter Jump at the same time.
angle of your fall. For every 30 ft that you fall, you take 1d4 Dragonfolk Flight: Soar. Prerequisites: Hover; Character
falling damage. Furthermore, for every 10 ft that you fall, Level 15. Gain a fly speed equal to your walking speed.
you may choose to move 5 ft horizontally. Strafe. Prerequisites: Soar; Fire Breath. If you use your
Fire Breath (1/Recoup). You can spend 3 AP to exhale Fire Breath, you can choose to spend 4 AP to make a strafing
a cone of fire and sear the creatures around you. Make an attack. For this attack, you move in a 30 ft line and make
END attack vs the FORT of each creature in a 15 ft cone. an END attack vs the FORT of each creature along that line
Deal 2d6 fire damage to creatures that you hit, and ½ as dealing your normal amount of Fire Breath damage. You
much damage to creatures that you miss. can be no more than 15 ft away from the surface you are
Unique Ability. To further define your dragonfolk, choose strafing.
one option from the list below at level 1. Tail Swipe. Using the Trip maneuver only costs 1 AP for
you.
Tough Scales. When you are not wearing armor, your AR
base is 13.
16 CHAPTER 1 | LINEAGES
D WA R F
Stout and hearty dwarves are the masters of the
subterranean realm where their ingenuity and natural
affinity with the earth see them digging mighty
underground cities and building long lasting civilizations.
Endless dangers prowl the lightless caverns and dwarves
have developed their mastery of trap and defense against
all manner of threats both above and below. Dwarven
fortresses are some of the most impenetrable bastions in
the known world.
While many dwarves took to subterranean dwellings as a
way to avoid the horrendous scourge of Kaijan during the
first supereon, an intrepid nation of dwarves stayed on the
surface and fought back. Those mighty dwarves that killed
a fearsome Kaijan and used an ancient, mysterious artifact
to turn the Kaijan’s corpse into the first dragon are often
held in reverie by other dwarven nations.
Dwarves are generally distinguished by three
sublineages: the mountain dwarf, crag dwarf, and deep
dwarf. Mountain dwarves, or “Strugar”, carve their
homes in the tallest peaks and laud their thick beards and
natural resistance to the coldest heights. Crag dwarves, or
“Kharn’Khan” build their cities within massive canyons,
both natural and dwarf-made, where each layer is carefully
excavated and then settled. Lastly, the beardless, pale-
skinned deep dwarves, or “Uhn’Gunder”, settle within the
deepest caves of the earth where stories of “daylight” are
told to frighten children.
D WA R V E N C U LT U R E
Dwarves of all types pride their craftsmanship and
architecture. They honor their ancestors with massive
shrines. Mountain dwarves celebrate rare metals and gems,
often using them to embellish their crafts and structures.
As such, dwarvish goods are highly valued in trade. Crag
dwarves tend to focus their societies around ancient ruins
and archeological treasures found in their mines. They are
well known for their clay crafts and stonework. Many crag
dwarf cities are built in restored ruins of ancient dwarven
or elven civilizations and their clothes and creations are
an integration of long-forgotten styles. Deep dwarves
are naturally the most isolated of the sublineages and
tend to be wary of outside influences. Their dangerous
environments leave them little room for arts or frivolity
and their societies focus more on survival than long-term
legacy.
They have a particular affinity for the ancient
technologies and structures found below the earth and
have absorbed much of their discoveries into their own
societies. In fact, many deep dwarf nations have large
populations of remnants, as well as smaller but notable
populations of raedeen.
CHAPTER 1 | LINEAGES 17
• Endurance. Forced March
D WA R F T R A I T S • Observation. Appraising
Height: 3’6”-4’6” • Crafting*. Brewing, Cooking, Jeweling,
Weight: 120 - 240 lbs Leatherworking, Masonry, Smithing
Size: Medium • Survival. Navigating*, Tracking, Dungeoneering,
Base Speed: 20 ft Evading
Appearance: Dwarves tend to have stocky proportions
C R A G D WA R F
and often have skin and hair tones that reflect their
environments, due to generations of evolution. Mountain Generally taller and comparatively lankier than other
dwarves often have skin in shades of white and gray. Their dwarven sublineages, the crag dwarves are well known for
hair ranges in shade from blonde and brunette to granite- their massive canyon cities built within miles-deep crevices
gray or black. Crag dwarves have an earthier coloration, carved by time and dwarven hands. Here great waterfalls
with skin tones like clay or sandstone and hair ranging from spin massive turbines that send elevator lifts hurtling
red to dark brunette. Deep dwarves look almost alien, with upward and downward between hundreds of stone bridges
pale skin that borders on translucent and large, dark eyes that crisscross every possible level and gap. Crag dwarves
adapted to navigate the utter blackness of cavern living. dig their settlements by quarrying the dirt and stone in
Lifespan: Dwarves reach maturity around 16 years of age long layers parallel to streams and rivers, often uncovering
and can live as long as 300 years. long-buried ruins from ages past. They then rebuild such
International Outlook: While dwarves tend to be insular ruins, reinforcing previous fortifications and repurposing
in their communities, they frequently engage in trade structures as they see fit. The crag dwarves are the most
and cooperation with friendly civilizations. They often surface-adapted dwarves and often extend their territory
form powerful alliances with elves, humans, and kleppin into nearby forests and plains where farmlands or hunted
societies. game can supplement their stone and clay crafts.
Stone Minded. Your WILL increases by +1. When a
D W A R F S TA R T I N G creature or effect attempts to impose Charmed on you, it
F E AT U R E S must roll 2d20 and use whichever is lower.
At level 1, you have the following features as a dwarf. Ruin Dweller. Gain +6 Skill Points that you can spend
Stonesense. You have a natural affinity for caving and the on the following skills. You cannot put more than +4 points
underground world. Gain +5 to any History, Geography and into a single skill using this feature.
Navigating* checks made while underground. • Acrobatics. Balancing, Contorting
Darkvision. You can see in darkness to a limit, even • Athleticism. Applied Force, Athletics
without any light source. While using darkvision, you can • Crafting*. Brewing, Carpentry, Cooking,
see up to 30 ft, and then are blind beyond that point. Leatherworking, Masonry, Pottery, Weaving,
Sublineage. As the dwarves have spread across Ancerra, Woodcarving
they have evolved to meet the unique challenges of their • Knowledge. History
environment. Choose your dwarven sublineage: mountain, • Luck. Scavenging
crag, or deep. Each is briefly described below, and you gain • Survival. Navigating*
bonus 1st level features based on your selection. D E E P D WA R F
M O U N TA I N D WA R F The deep dwarves are the rarest of dwarves and the least
The most plentiful dwarven lines are mountain dwarves, likely to be seen on the surface world. As denizens of the
and there are few mountain ranges in the world where you deepest caves, deep dwarves stand apart from their cousins
cannot find at least one outpost. With skin colors ranging by their pale skin, large eyes, and beardless faces. Their
from brown to pale, most of these dwarves, regardless of cities often contain tightly packed and protected districts
gender, grow thick and bushy beards looped with trinkets of hidden behind layers of trapped corridors and hidden
precious metals. In most mountain dwarf societies, you can passageways. Few outsiders ever have the opportunity to
tell a dwarf’s status by the length of their beards and the travel their tunnels.
sheer number of gold and platinum adornments therein. Dangersense. Your ANT increases by +1. When making
Frozen Fortitude. Your FORT increases by +1. When an AWR check made to detect an ambush or trap, roll 2d20
making END checks to mitigate the effects of extreme cold, and use whichever is higher.
roll 2d20 and use whichever one is higher. Deep Dweller. Gain +6 Skill Points that you can spend
Mountainborn. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points
on the following skills. You cannot put more than +4 points into a single skill using this feature.
into a single skill using this feature. • Acrobatics. Balancing, Contorting
• Acrobatics. Balancing, Contorting • Athleticism. Applied Force, Athletics
• Athleticism. Applied Force, Athletics • Crafting*. Alchemy, Brewing, Cooking, Masonry,
Smithing
18 CHAPTER 1 | LINEAGES
• Observation. Perceiving
• Stamina. Forced March
• Survival. Dungeoneering, Navigating*, Sneaking, Track
D WA R F F E A T U R E S
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one
option from the list below.
Craftsdwarf. Repeatable. Gain +5 points to spend on
skills with the Crafting* tag.
Darkvision II. Prerequisite: Darkvision. The range that you
can see while using Darkvision extends by 30 ft.
Dwarven Constitution. Repeatable. Gain +6 Skill Points
to spend on skills with the Athleticism tag. You cannot spend
more than 4 points on a single skill in this way.
Dwarven Ingenuity. Gain a +3 bonus to Awareness
checks to detect hidden doors or traps.
Dwarven Ingenuity II. Prerequisite: Dwarven Ingenuity
1. You may now spend 10 minutes to set a tripwire trap,
given that you have the appropriate materials handy. When
triggered, this trap uses your AWR to attack the target’s
ANT. If you succeed, the target is Slowed until the end of its
next turn. You can use this feature 1/Rest.
Dwarven Ingenuity III. Prerequisite: Dwarven Ingenuity II.
Your Dwarven Ingenuity 2 tripwire gains 1d6 sharp damage
if you hit. Additionally, if you hit, the target is knocked
Prone in addition to being Slowed. Finally, you regain the
ability to use this feature when you Recoup.
Earth-Blood. Gain Resist Toxic 3.
Earth-Blood II. Prerequisite: Earth-Blood. Increase your
Resist Toxic number by 3. You are immune to nonmagical
common and uncommon diseases.
Earth-Blood III. Prerequisites: Earth-Blood II; Character
Level 20. You are immune to toxic damage and to being
poisoned with nonmagical common and uncommon toxins.
Steel Heart. Repeatable. Your maximum HP increases by
+5 each time you take this feature.
Stoutling. You can now carry 3 additional weapons and a
total of 3 items with the Unwieldy tag.
Treasure Hunter. Repeatable. Gain +3 to Lockpicking and
+4 to Dungeoneering.
CHAPTER 1 | LINEAGES 19
Aeshir. Feminine-presenting; Exemplar of Fire. Hot-headed,
eager to get things accomplished, and believes strongly that
destruction makes way for new life and new creativity.
Aevis. Androgynous-presenting; Exemplar of Air. Easily
persuaded by arguments from Aeshir and Sheryn;
accommodating to other viewpoints and tries to make
everyone happy.
Gaard. Masculine-presenting; Exemplar of Earth. Slow
to action, tries to keep everyone (especially Aeshir) from
making rash decisions.
Sheryn. Feminine-presenting; Exemplar of Water. Strong-
willed and unwilling to quickly or recklessly change her
views on something, but Sheryn is also extremely emotional
and prone to bouts of manic rage. Even so, she is also
deeply passionate and caring about the other Ashyidir.
Elementals have varying opinions on the Ashyidir.
Some view them as patriarchal figures, much like many
humanoids view their grandparents. Others venerate them
as gods, and still others don’t have a strong opinion one way
or the other provided that the Ashyidir leave the elementals
alone to live their own lives.
E L E M E N TA L T R A I T S
Height: 5’0” - 6’4”
Weight: 100-400lbs (Typically, earth is the heaviest and air
is the lightest)
Size: Medium
Base Speed: 20 ft
Appearance: Elementals generally look like humans with
inhuman-colored skin. Their digits, skin patterning, hair,
and facial features reflect the element of their sublineage.
Lifespan: Elementals tend to reach maturity around age 30
and live for 200 to 300 years.
E L E M E N TA L S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as an elemental.
Primal Ancestry. As a descendant of the Everwilds, you
E L E M E N TA L are innately bound to the Primal Source of magic. Learn two
primal chants of your choice. END is your magic attribute
Elementals are humanoids that are deeply connected to for these chants when cast in this way. If you learn to cast
the Everwilds, especially the domain of Chaos. While many primal magic through the Warden of the Primal talent,
sublineages of elemental exist, the four most common are then you may use END or the attribute given to you by that
air, earth, fire, and water. Elementals are actually indigenous feature.
to the Everwilds. As the Tear opened in the skies above, and Sublineage. There are many sublineages of elemental,
Ancerra came into contact with the other planes of existence reflecting the different types of elemental forces found
for the first time in living memory, some elementals were throughout the Everwilds - and thus, the different elemental
curious about the newly rediscovered solar system and forces that can be found throughout Ancerra. The four most
ventured forth to explore it. common elemental sublineage are air, earth, fire, and water.
Elementals can reliably trace their lineage back to the Choose your sublineage from the options below.
Ashyidir Archfae. A I R E L E M E N TA L
There are ten Ashyidir Archfae, but the four who
As an air elemental, you gain the following abilities.
represent the fundamental elements are listed here. All
Hover. Difficult terrain never slows your movement.
of the ten Ashyidir can appear masculine, feminine, or
When falling, you only take 1d4 damage per every 30 ft
androgynous, but their preferred state is listed.
fallen, instead of every 10 ft.
20 CHAPTER 1 | LINEAGES
Mist. Learn the Mist chant, using your Primal Ancestry to Slowfall. Prerequisite: Air Sublineage. You are immune to
determine your magic attribute. Falling damage while conscious and can reduce the speed at
which you fall to 60 ft per round.
E A R T H E L E M E N TA L
As an earth elemental, you gain the following abilities. EARTH ABILITIES
Rock-Solid. When you are not wearing armor, gain +2 to All abilities in this section have the prerequisite that your
your AR and FORT. sublineage is earth.
Hardy. Gain 3 additional maximum HP. Earth Glide. Prerequisite: Earth Sublineage. You ignore
difficult terrain if it is made difficult due to loose sand,
F I R E E L E M E N TA L
gravel, or other mineral-based phenomena. Furthermore,
As a fire elemental, you gain the following abilities. when you hit with a melee attack, you may use the special
Spark. You can light nonmagical fires at will by touching Earth Punch effect.
flammable, nonsentient objects (such as a candle wick or Earth Punch: Knock a creature Prone. You may do so a
kindling in a campfire). You cannot light objects that are number of times equal to your END/Recoup.
being worn or carried, unless the creature carrying the Grit. Prerequisites: Earth Sublineage; Character Level 15.
object willingly lets you light it. When you take damage, you may spend 2 Reactive AP to
Flamehand. Learn the Beam of Fire cantrip, using your gain Shield HP equal to the damage taken. You may use this
Primal Ancestry to determine your magic attribute. feature once, regaining the ability to use it when you Take a
WAT E R E L E M E N TA L Rest.
CHAPTER 1 | LINEAGES 21
ELF
The origin of elves is shrouded in story and myth, but it
is widely believed they arrived on Ancerra long before
the first humanoid civilizations were established. Star
elves, with their deep blue-black skin and shimmering
white hair, claim their ancestry from the eternal void of
space. The coppery-skinned forest elves believe that their
ancient lineages come directly from the conclaves of the
Archfae in the Everwilds. The mountain elves still believe
their ancestors leave prophecies and guidance in the
night sky and stare endlessly from their isolated mountain
observatories. Yet some elves, like the crystal-eyed plains
elves, speak little of their progenitors and instead embrace
the present, busy as they are with the endless skirmishes
and battles across the steppes. Regardless of which mythos
is believed, the elves of Ancerra all feel a deep affinity
with starlight and believe that they are in some way
linked to the cosmos beyond. Elves share a bond like no
other lineage as each night their dreams touch the shared
consciousness known as the Celestial Sea, where memory
and experience from millions of lives churn and flow.
As varied as the elves are in body and personality, they
are generally respected for their wisdom and adventurous
spirits. Though they live long lives by the standards of the
other dominant lineages, they still greet their days with
open-eyed wonder and ever search for new and exciting
experiences. Their keen senses make them excellent
trackers, scouts, and dungeoneers while their ability to
touch the collective consciousness of the Celestial Sea
pushes many to excel in more studious arts where the
knowledge of the past can be directly built upon.
E L F C U LT U R E
With long lives and longer memories, elf culture rarely
shifts across the decades. Cities built centuries past often
contain twisting roads and arched canopy roofs. Current
styles of clothing and jewelry often match those on ancient
tapestries. The breadth of elven contribution to the arts,
literature, and sciences is beyond measure, though these
often come at a far slower pace compared to what other
lineages produce.
ELF TRAITS
Height: 4’8” - 6’0”
Weight: 80-160 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Otherworldly and graceful, elves have
tapered ears, features that range from delicate to gaunt,
and a wide range of skin and hair colors based on their
sublineage.
Lifespan: Elves reach true maturity around age 40 with a
lifespan of roughly 500 years.
Inter-Species Relations: Elves generally show the utmost Nimblefoot. Your REF increases by +1. When making
patience with shorter lived races and hold many humans, END checks to mitigate the effects of extreme cold, roll 2d20
kleppins and urkou in the highest regard for their tenacity, and use whichever one is higher.
energy, and ability to accomplish so much in such a short Celestial Lorist. Gain +6 Skill Points that you can spend
time. Still, they may show frustration in their dealings on the following skills. You cannot put more than +4 points
should they forget that not everyone can recall the into a single skill using this feature.
experiences of ancestors centuries dead, leading to many • Acrobatics. Balancing, Tumbling
mistakes often repeated. • Athleticism. Athletics
• Knowledge. Arcana, Astrology/Astronomy, Geography,
E L F S TA R T I N G History, Religion [choose one]
F E AT U R E S • Observation. Empathy, Intuiting, Investigating,
At level 1, you gain the following features as an elf. Perceiving
Celestial Slumber. While you sleep, you can choose to • Survival. Foraging, Navigating*, Sheltering, Tracking
dream lucidly, contemplating philosophical questions or the PLAINS ELF
events of the previous day. During this time, you can make
up to three INT checks of your choice using skills that have Many elves were drawn to wide open plains and deserts
the Knowledge tag. If you have failed a skill check with the where the sky stretched from horizon to horizon. Here,
Knowledge tag on a topic in the last 24 hours, then you may nomadic elven tribes hunted and gathered and built
roll 2d20 and use the higher of the two when making a new powerful connections with the herds of wild horses, camels,
check on that topic. and the like that frequented these places. They also came
Sublineage. As the elves have spread across Ancerra, into regular, and often bloody, contact with brutish raiders
they have evolved to meet the unique challenges of their and brigands, perfecting the arts of open combat across
environment. Choose one sublineage below and gain a generations. Elves hailing from the desert or plains gain the
bonus 1st level features based on your selection. following two features at 1st level.
Sun-Baked. Your FORT increases by +1. When making
FO R E S T E L F END checks to mitigate the effects of extreme heat, roll
This ancient line of elves found fulfillment in embracing 2d20 and use whichever one is higher.
and tending to the parts of the world most teeming with Keen Eye. You have exceptional eyesight and can make
life: forests and jungles. After all, plants only grow when out fine details up to eight miles away (provided that there
the sun nourishes them. Although the light from a single are no obscuring phenomena). You have +4 Perceiving.
star is not the same as a whole galaxy, forest elves believe S TA R E L F
that stewardship of nature is in a way caring for the life
cultivated by starlight. Elves from the forest or jungle gain The elven lines that deviated the least from their ancient
the following two features at 1st level. origins are known as the “Sil”. They make their homes in
Danger-Ready. Your ANT increases by +1. You have a +2 both urban and rural areas, though on the whole they are
bonus to Initiative rolls. not very common. Star elves are more skilled than other
Forest Steward. Gain +6 Skill Points that you can spend elven sublineages at celestial slumbering and can more
on the following skills. You cannot put more than +4 points easily sift through the sea of memories. Elves of the star
into a single skill using this feature. sublineage gain the following two features at 1st level.
Ancient Will. Your WILL increases by +1. Gain +5 to any
• Acrobatics. Sneaking
knowledge check made with your Celestial Slumber feature.
• Crafting*. Carpentry, Leatherworking, Masonry,
Star Gazer. Gain +6 Skill Points that you can spend on
Smithing, Weaving, Woodcarving
the following skills. You cannot put more than +4 points
• Knowledge. Medicine*, Nature
into a single skill using this feature.
• Observation. Intuiting, Investigating, Perceiving
• Acrobatics. Balancing, Tumbling
• Survival. Animal Handling, Foraging, Navigating*,
Sheltering, Tracking • Influence. Deceiving, Empathy, Leadership, Persuading
• Knowledge. Arcana, Art, Geography, History,
M O U N TA I N E L F Medicine*, Religion [choose one], Astrology/Astronomy
In an effort to reach the stars again, the mountain elves • Observation. Intuiting, Perceiving
climbed the tallest mountain ranges they could find and • Survival. Nature, Navigating*
made their homes among their crests; others made their
way to the far north, curious about the dancing lights in
the sky. These elves are skilled at surviving in brutally cold
environments. Elves from the mountains or snow gain the
following two features at 1st level.
CHAPTER 1 | LINEAGES 23
Dream Step: Busy Night. Prerequisite: Dream Step. You
E L F F E AT U R E S may use your Dream Step feature twice each time that you
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one sleep for at least 6 hours during a Rest.
option from the list below. Dream Step: Extend Lucidity. Prerequisite: Dream Step.
Arcane Affinity. Learn two cantrips from the Arcane When you use your Dream Step feature to speak with a
Source of magic. If you do not already know arcane magic, creature that is not an elf, you may choose for that creature
then INT is your magic attribute for these cantrips. to remember the conversation in the dream without having
Celestial Blessing. Learn two prayers from the Divine to make a roll for it.
Source of magic. If you do not already know divine magic, Dream Step: Ghostly Visage. Prerequisite: Dream Step.
then CHA is your magic attribute for these prayers. When you use your Dream Step feature to speak with a
Cloak of Nature. While you are Concealed, gain a +2 creature that is not an elf, you may attempt to impress
bonus to your REF and ANT. upon the creature specific emotions or instructions without
Dream Step. Prerequisites: Celestial Slumber. While using making your presence known. Make a CHA check. You may
your Celestial Slumber feature, you may attempt to enter add your Deceiving specialized skill bonus. If you roll above
the dream of another sleeping creature once when you Take their WILL, then you successfully obscure your presence
a Rest. In order to do so, the target creature must also be from their mind while having the dream conversation. If you
asleep and familiar to you. To make contact, make a CHA have not met the creature (spent at least one minute within
check. You may add Empathy if you have that skill. If you 5 ft of them), they gain +5 to their WILL in defense of this
roll above their WILL, then you successfully enter their feature.
dreams. If you have not met the creature (spent one minute Keen Shot (2/Rest). Prerequisite: Character Level 10. For
or more within 5 ft of them engaging in conversation or the 0 AP, you may grant yourself a +2 bonus to ranged attack
like), they gain +5 to their WILL in defense of this feature. rolls with two-handed weapons until the end of your current
Once you have established contact with the target, you turn.
and the target may have a brief conversation. If the target is Nimble. Repeatable. Gain +6 Skill Points to spend on
not an elf, they must make a LUCK check upon awakening. skills with the Acrobatics tag. You cannot spend more than
If the target rolls below a 7, then they do not remember +4 points on a single skill in this way.
the conversation. If they roll below a 14, they retain vague One with the Land. Repeatable. Gain +6 Skill Points
impressions and emotional timbre of the conversation but to spend on skills with the Survival tag. You cannot spend
do not recall specifics. If they roll a 14 or higher, then they more than +4 points on a single skill in this way.
recall the conversation in its entirety. Primal Power. Learn two chants from the Primal Source
Dream Step: Astral Projection. Prerequisites: Dream of magic. If you do not already know primal magic, then
Step; Character Level 20. Once during a Rest, while using AWR is your magic attribute for these chants.
your Dream Step feature, you can cast the Astral Projection Scholar. Repeatable. Gain +6 Skill Points to spend on
psionic spell. This costs no SP for you, but ends immediately skills with the Knowledge tag. You cannot put more than +4
upon waking. points into a single skill using this feature.
24 CHAPTER 1 | LINEAGES
F I EN DBL O OD
The Fiends of Inferno are a brutal and cunning lot whose
thoughts and behaviors are far beyond the comprehension
of mortal beings. Those that act beyond instinct feel
nothing of love, appreciation, or admiration and their
dealings are always of a transactional nature. Those
foolish enough to bargain usually find, to their horror, that
they do not receive quite what they expect. Humans are
particularly susceptible to Fiendish influences.
Fiendbloods result in the mingling of Fiend and
humanoid blood, which produces a twisted hybrid
offspring. Though the child itself may appear perfectly
normal and healthy for the first few years of life, their
nature quickly becomes apparent as they grow and signs of
their parentage begin to show. Horns begin to poke from
their heads, their skin takes on strange green, red, or gray
tones, their eyes darken to black orbs, and strange tragedy
follows wherever they go. Those that do manage to avoid
suspicion learn the truth when they reach maturity and the
first blood transformation takes place.
FIENDBLOOD TRAITS
Height: 4’8” - 6’5”
Weight: 80-250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Fiendbloods generally resemble a typical
member of the species they were born into until they
reach their sixteenth birthday when they undergo their
first transformation and all manner of changes occur. They
might sprout twisted goat horns or spines, wicked claws
and fangs, spiked tails or even bat-like wings. Their skin
becomes a mottled red, gray, or green and their eyes fade
to solid black or dull red.
Lifespan: Fiendbloods reach maturity around age 16 and
naturally live about 70-90 years.
FIENDBLOOD
S TA R T I N G F E A T U R E S
At level 1, you gain the following features as a fiendblood.
Blood Transformation (1/Rest). Fiendbloods share an
intimate connection with the chaotic plane of Inferno and
can temporarily embrace their fiendish nature without
risk of losing their mortal selves. For one minute after
activating this feature, your Fiendish traits become even
more pronounced and you lose nearly all your humanoid
characteristics. You also gain an ability determined by your
sublineage below.
Sublineage. Fiendbloods share characteristics with
their Fiendish parentage, whether that be the hotheaded
Sanguineth, the cold and calculating Melaneth, the
bloodthirsty Cholereth, or the virulent Phlegmereth.
CHAPTER 1 | LINEAGES 25
When creating a Fiendblood, choose one sublineage
PHLEGMERETH-BLOODED
below and get a bonus 1st level feature based on your
selection. It is said that the Phlegmereth are the source of all known
Unique Ability. To further define your Fiendblood, choose illness and disease, and those that share their blood might
one option from the fiendblood Abilities list below at level 1 enforce the idea with sickly pale skin, skull-like features,
(the list begins after the sublineage options). and any number of swollen knots or nodules. It is surprising,
then, that most Phlegmereth fiendbloods show an unusual
SANGUINETH-BLOODED
strength of both body and will that bely this appearance.
Those of the Sanguineth blood must forever fight against The fervent, often zealous nature of their heritage is difficult
the baser urges of excess and indulgence that so define for such a fiendblood to escape, and they must always be
their heritage. The Sanguineth typically appear the most tempered against losing themselves in a cause or belief.
humanoid of their lineage, as the Fiendish influence usually Pestilent Blessing. While your Blood Transformation
comes through in subtle ways. Slit, blood red eyes are often feature is activated, you may spend 4 AP to attempt to infect
the first signs followed by extra long, double jointed fingers. a living creature with a gift of the Phlegmereth. Choose one
Those that embrace their blood might have limbs that look target and attack their FORT with your END. If successful,
quite long and sinewy and teeth that appear a little too the target becomes covered in painful pustules and becomes
pointed. Sickened until the end of their next turn. You may make
Sanguine Revelry. While your Blood Transformation this check again at the end of the target’s turn without
feature is activated, you may spend 4 AP to attempt to drive expending AP. If successful, the condition repeats for another
a living humanoid into a frenzy. Choose one target and turn, but ends after the second turn.
attack their WILL with your CHA. If successful, the target
is suddenly overcome by a fit of ecstatic madness. On their FIENDBLOOD
next turn, they must attack the closest creature, whether F E AT U R E S
that creature is a friend or foe. In addition to the unique ability you selected at level 1, you
MELANETH-BLOODED gain one more ability at 5th, 10th, 15th, 20th, 25th, and
29th levels, choose one option from the list below.
The Melaneth reside in The Black City of Durlossoth, where
Ancestral Communion. While sleeping, you may attempt
twisting streets of endless dilapidation drive unfortunate
to commune with the fiends related to your sublineage.
travelers mad with hopelessness. Melaneth fiendbloods
Roll 1d20, on an 11 or higher you successfully contact a
usually have wispy hair of black or white and shriveled
fiend determined by the MC. You may ask this fiend three
features. A dour nature comes with the blood, and many
questions, after which the communion ends. The fiend is
Melaneth fiendbloods find an unconscious stirring in their
under no obligation to answer honestly, or even to answer at
souls when the opportunity for a deal or an imparting of
all. You may use this feature once each time you Take a Rest.
dark wisdom arises.
Blood Transformation II. Prerequisites: Blood
Creeping Dread. While your Blood Transformation
Transformation; Character Level 5. Gain a second use of your
feature is activated, you may spend 4 AP to attempt to sow a
Blood Transformation feature, regaining all expended uses
primal fear in those near you. You must make a CHA attack
when you Take a Rest.
against the WILL of all creatures within 15 ft. If successful,
Blood Transformation III. Prerequisites: Blood
those creatures are struck with the Broken condition until
Transformation 2; Character Level 15. Gain a third use of
the end of their next turn.
your Blood Transformation feature, regaining all expended
CHOLERETH-BLOODED uses when you Take a Rest.
The Cholereth are fiends of a singular desire to dominate Claws. Your fingernails grow long, sharp, and rigid,
or slaughter any who stand in their way, and threads of taking on a dark, bloody hue. Gain a special attack that
this notion often weave their way into the lives of their costs 2 AP and deals 1d4 Sharp damage on a hit. This is
fiendbloods. These individuals are physically imposing and considered a natural weapon, and you use your choice of
they typically force their way into positions of leadership. STR or DEX for the attack and damage rolls.
Horns and spines are common along with curled claws and Draining Touch (END/Rest). You have the ability to
thin, lashing tails. draw the very life force out of a living creature. You may
War Bringer. While your Blood Transformation feature make a special attack against one target by spending 4 AP. If
is activated, you may spend 4 AP to inspire up to two allies successful, you deal 1d6 Necrotic damage to the target and
within 30 feet to bring death and carnage. Those allies do regain HP equal to the amount of damage you dealt.
an additional +2 damage whenever they hit an enemy for a Draining Touch II. Prerequisite: Draining Touch; Character
number of rounds equal to your CHA+1 (min 1). Level 10. Your draining touch now does 2d6 Necrotic
damage and heals you for the same amount.
Draining Touch III. Prerequisites: Draining Touch II;
Character Level 20. Your draining touch now does 3d6
26 CHAPTER 1 | LINEAGES
Necrotic damage and heals you for the same amount. for the next 24 hours and the pact ends. You can make a
Fiendish Endurance. Repeatable. Gain +6 Skill Points number of binding pacts equal to your CHA (min 1). You
to spend on skills with the Stamina tag. You cannot spend may end a pact in order to make a new one; if you do, the
more than +4 points on a single skill in this way. creature that was released from your pact immediately
Infernal Influence. Repeatable. Gain +6 Skill Points to knows that the pact has ended.
spend on skills with the Influence tag. You cannot spend Violent Vindication. Prerequisites: Pact Maker. If a
more than +4 points on a single skill in this way. creature violates its pact, then on a hit, you also deal 2d10
Occult Affinity. Learn two rituals from the Occult Source psychic damage to the creature. If you miss, the creature
of magic. If you do not already know occult magic from takes ½ damage and is Sickened for the next hour.
another feature or talent, then use CHA as your magic Wings of Darkness. Prerequisite: Blood Transformation.
attribute. While your Blood Transformation feature is active, you
Pact Maker. You have the ability to make binding deals sprout a pair of shadowy wings. While you are using your
with other intelligent creatures. If such a creature makes wings, your horizontal jump distance is doubled and you no
a willing bargain and exchanges either oath or blood, they longer take falling damage.
become bound to the terms indefinitely (or for a set amount
of time specified in the pact) and suffer severe consequences
should they be broken. If a creature breaks the terms of its
agreement, you may immediately attack their WILL with
your CHA, provided that you are currently on the same
plane of existence. On a hit, the creature becomes Sickened
CHAPTER 1 | LINEAGES 27
A G O L E M ’ S C R E AT O R
With rare exception, a caster is only ever able to create one
golem in their lifetime due to the intense amount of magical
energy that goes into creating life from inanimate matter.
This often means that a golem and its maker share an
intense bond, either as great friends or terrible adversaries
(as in the case of poor Viktor Shelley, who created the first
golem).
When making a golem character, consider who created
you. Typically, a caster will want to keep a golem around
for protection or companionship. If this is the case, how
do you feel about your creator? Are you friends, or is your
relationship more like that of a parent and child or an
employer and hired hand? Do you want to remain with your
creator or set out to live your own life?
Alternatively, sometimes the creation of a golem is a
process that a caster is not yet prepared for, and the process
kills the caster, propels them into another plane of existence,
or some other dramatic fate.
Perhaps your creator is another member of your party.
Remember that the process of creating a golem usually
requires a tremendous capacity for magic, but also exacts a
high toll, so it is easy to justify your creator being only the
same level as you from a mechanical standpoint. Perhaps
your creator has lost much of their magical ability and
hopes to reclaim it over the coming years, even if they will
never again be able to create another golem.
GOLEM TRAITS
Height: 5’2” - 8’0”
Weight: 100-600lbs (depending largely upon the physical
materials that comprise them)
Size: Medium
Base Speed: 20 ft
Appearance: Typically made of plant matter, clay, or bones,
with some stone to offer additional support/protection as
needed. Golems usually look humanoid otherwise, though
G OLEM some might have additional arms or legs.
Lifespan: Golems are born with the sentience of a human
child and learn rapidly. After they have been sentient for a
Formed of clay and stone, formed of sticks and bones,
year, they are capable of reasoning akin to a human adult of
golems are constructed humanoids that have only recently
the same INT score. Thus far, no golems are known to have
come into existence thanks to the advent of magic. By
died naturally.
sculpting a humanoid form and then binding it to a magical
source, a golem is born. While animated objects are not G O L E M S TA R T I N G
very uncommon, true golems - which can act and reason F E AT U R E S
independently of their creators - are exceptionally rare.
When you create a golem character, you gain the following
Golems are born when powerful magic-users awaken
feature.
Essence in an inanimate object, or an amalgamation of such
Magically Constructed Nature. You do not need to eat,
objects assembled into roughly humanoid form. The exact
but must drink, breathe, and sleep like any other creature.
process by which individual casters do this depends upon
You might speak with your MC about what specifically you
the source of their magic. This, in turn, typically affects the
need to drink: perhaps you survive on olive oil, petroleum,
golem’s specific capabilities and personality.
low-viscosity lava, or some other unusual fluid.
28 CHAPTER 1 | LINEAGES
Additionally, you make two choices that reflect the costs 4 or fewer SP. END is your magic attribute for this
materials that you are made of and how you were created. spell. You may cast this spell once, regaining all expended
Choose your primary material and life source. uses when you Take a Rest.
Bludgeon. Incompatible: Razor. Your dominant hand
P R I M A R Y M AT E R I A L grows in size and/or strength and can be used as a weapon
Choose whether you are primarily constructed out of plant with the stats of a Club.
matter, clay, or bone. This choice grants you the following Dark Power. Prerequisite: Life Source - Occult. Learn one
benefit: chant or spell from the Occult Source that costs 5 or fewer
Bone: Vestigial Life. Your body recalls that it once lived SP. This selection must have the Dark Power tag. END is
as some kind of mortal. When you receive magical healing your magic attribute for this selection. If you choose a spell,
from another creature, you regain 2 additional HP. you may cast it once, regaining all expended uses when you
Clay: Oozing Movement (1/Rest). You may cause your Take a Rest.
body to melt into an oozing substance the consistency of Divine Glimmer. Prerequisite: Life Source - Divine. You
putty. This allows you to squeeze through areas as small as 1 learn one divine spell of your choice that costs 5 or fewer SP.
ft wide. When you use this feature, it costs 2 AP to activate END is your magic attribute for this spell. You may cast this
and lasts for a number of rounds equal to your END+1 (min spell 1/Rest.
1 round). While using this feature, you cannot make attacks Essence Alteration. Prerequisite: Life Source - Psionic.
or interact with objects. Your health and defenses are You may learn a second spell from the Psionic Source with
unaffected. You may end this form early if you wish, costing the manifestation tag. Each time you Take a Rest, you may
no AP. choose which manifestation you have active for the day (you
If this ability ends while you are still transformed, you cannot have both active). END is your magic attribute for
immediately reform in the nearest unoccupied space and these spells.
take 1d10 Blunt damage. Frenzy of Life. Prerequisite: Vestigial Life. After receiving
Plant Matter: Minor Photosynthesis. When you Recoup magical healing from another creature, you also deal +2
in nonmagical sunlight, you may gain Shield HP equal to damage on your next hit.
your END. Hardened Form. While you are not wearing armor, your
AR and Physical Defenses increase by +2.
LIFE SOURCE Invocation. Prerequisite: Life Source - Primal. Learn one
Choose whether your creator used the Arcane, Divine, invocation of your choice from the Primal Source that has
Occult, Primal, or Psionic Source to awaken Essence within no prerequisites. END is your magic attribute for this spell.
you. You may cast this spell once, regaining all expended uses
Arcane. Fundamental magic courses through you. Learn when you Take a Rest.
two cantrips from the Arcane Source of magic. END is your Major Photosynthesis. Prerequisite: Minor Photosynthesis.
magic attribute for these cantrips. When using your Photosynthesis ability, add ½ your
Divine. Your connection to divinity manifests in the ability character level to the amount of HP you regain.
to heal. By spending 2 AP, you may restore HP equal to Multimatter. Gain one of the following abilities that you
1d6+END to yourself or a creature that you touch. You can did not choose at 1st level: Minor Photosynthesis, Oozing
use this feature once, regaining the ability to do so when Movement, or Vestigial Life.
you Take a Rest. Razor. Incompatible: Bludgeon. Your dominant hand grows
Occult. You were made through strange and esoteric spines or a bladed edge and can be used as a weapon with
means. Learn one ritual of your choice from the Occult the stats of a Scimitar.
Source that has no prerequisites. END is your magic Iron Lungs. You no longer need to breathe.
attribute for this ritual. Rock-Hard Reinforcement. While you are not wearing
Primal. The generative power of the Everwilds swells armor, gain Resist Physical 3 when attacks target your REF
from within. Learn two chants from the Primal Source of or FORT.
magic. END is your magic attribute for these chants. Hygroscopy. You no longer need to drink.
Psionic. Your Essence is particularly adept. Choose one Silent Sentinel. You no longer sleep in the traditional
manifestation from the Psionic Source. You can cast that sense, but instead remain completely motionless for 6 hours
manifestation at will, using END. in order to rejuvenate yourself. During this time, you are
Unconscious, but you retain visual and auditory awareness
G O L E M F E AT U R E S of your surroundings.
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one Transmutable Clay. Prerequisite: Oozing Movement.
option from the list below. Regain all expended uses of your Oozing Movement when
Arcane Explosion. Prerequisite: Life Source - Arcane. you Recoup.
Learn one spell of your choice from the Arcane Source that
CHAPTER 1 | LINEAGES 29
H A LF LI NG
Halflings are a diminutive people as diverse and widespread
as humans, though only half as tall. What they lack in
stature, they make up for in bravery and nimbleness, and
many halfling heroes have made their name as adventurers.
They tend to enjoy the simple pleasures of life and prefer
quiet, unobtrusive living but when duty calls, they will often
endure and persevere long after the stronger, larger species
have faltered.
Halflings share the same skin tones and hair colors as
humans, though their eyes tend to be a tint brighter. They
can be found in every climate, city, and biome and are well
integrated into nearly every society.
H A L F L I N G C U LT U R E
Though halflings don’t share a singular culture so much
as other more insular lineages, they are well known and
well respected for their singing, music, and art. Their
calm, carefree nature, which most often dominates later in
life, often leads elder halflings to creative pursuits as they
typically retain a bit more energy and wherewithal than
their human cousins.
HALFLING TRAITS
Height: 2’10 - 4’2”
Weight: 50 - 80 lbs
Size: Small
Base Speed: 20 ft
Appearance: Halflings share the basic features of humans,
though they tend to have brighter characteristics. Although
they only stand about as tall as a human child, they have the
same bodily proportions as an adult human.
Lifespan: Halflings reach maturity around age 16 and
naturally live about 70-90 years.
H A L F L I N G S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a halfling.
Halfling Stature. Your REF increases by +1 and you
can move through any space occupied by another creature
without suffering a penalty to your speed, though you may
not end your movement there.
Bountiful Life. Gain +6 Skill Points that you can spend
on the following skills. You cannot put more than +4 points
into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Influence. Deceiving, Empathy, Gossipping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping, Intuiting, Investigating,
Perceiving
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Evading, Sleight of Hand
• Survival. Sheltering, Sneaking
Unique Ability. To further define your halfling, choose one
option from the list below at level 1.
H A L F L I N G F E AT U R E S
In addition to the unique ability you selected at level 1, you
gain one more ability at 5th, 10th, 15th, 20th, 25th, and
29th levels, choose one option from the list below.
Bravery. Whenever a creature tries to Frighten you, they
must roll 2d20 and use the lower one.
Bravery II. Prerequisite: Bravery. You cannot be
Frightened by creatures. (Effects that do not originate from
creatures can still Frighten you.)
Bravery III. Prerequisite: Bravery II. You cannot be
Frightened by any source.
Calm Observance. Repeatable. Gain +6 Skill Points to
spend on skills with the Observation tag. You cannot spend
more than +4 points on a single skill in this way.
Determined (1/Rest). When you are reduced to 0 HP,
immediately regain 1 HP.
Determined II. Prerequisite: Determined. Regain the
ability to use your Determined feature after you Recoup.
Determined III. Prerequisites: Determined II; Character
Level 15. Regain the ability to use your Determined feature
after you Catch your Breath.
Halfling Grace. Repeatable. Gain +6 Skill Points to spend
on skills with the Acrobatics tag. You cannot spend more
than +4 points on a single skill in this way.
Halfling Charm. Repeatable. Gain +6 Skill Points to
spend on skills with the Influence tag. You cannot spend
more than +4 points on a single skill in this way.
Small but Mighty. Whenever you use the Trip maneuver
against a creature at least one Size larger than you, you may
choose to make the attack using your DEX instead of your
STR. If you do so, the target suffers a -2 to their REF against
this attack.
Small but Mighty II. Prerequisites: Small but Mighty;
Character Level 10. When attacking a creature at least one
Size larger than you, your Crit range increases by 1, or by 2
if the creature is more than three Sizes larger than you.
CHAPTER 1 | LINEAGES 31
HON DU
(HAHN-doo)
The hondu are canine humanoids who originally came
from the dark boreal forests of the northern lands, but have
since spread to all known corners of the continent. The
hondu possess unmatched endurance and speed for any
race their size. They are able to track and pursue prey for
days on end, and equally capable of hauling their kills back
to their family groups.
While generally known for their loyalty and bravery,
hondu are as diverse in personality as they are in
appearance. Even members of the same family might have
drastically different colorations in fur or length of snout.
H O N D U C U LT U R E
Hondu culture tends to exemplify the sanctity of life and
strive to uphold the order of the natural world. In this
sense, nature is deified as much as any god and over-
hunting, wastes of food, and relishing in excess are heavily
discouraged. Where hondu cities are built, outsiders might
find a surprising marriage of nature and civilization in
food, architecture, and art.
HONDU TRAITS
Height: 4’6” - 6’4”
Weight: 80-230 lbs
Size: Small or Medium (your choice)
Base Speed: 20 ft
Appearance: Hondu are bipedal. They have a fluffy tail
and a canine head. They are visually varied, having many
different combinations of coloration in fur and eyes.
Hondu snouts, tails, ears, and fur all vary in length and
appearance.
Lifespan: Hondu reach maturity at 18, but tend to live
about 130 years.
H O N D U S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a hondu.
Keen Nose. When you make AWR checks that rely on
your sense of smell, gain an additional +4 bonus to your
check.
Canine Endurance. Gain +6 Skill Points to spend on
skills with the Athleticism or Stamina tags. You cannot
spend more than 4 points in a single skill in this way.
Unique Ability. To further define your hondu, choose
one option from the list below at level 1.
Canine Endurance II. Prerequisite: Canine Endurance.
H O N D U F E AT U R E S Repeatable. Gain +6 Skill Points to spend on skills with the
In addition to the unique ability you selected at level 1, you Athleticism or Stamina tags. You cannot spend more than
gain one more ability at 5th, 10th, 15th, 20th, 25th, and +4 points on a single skill in this way.
29th levels, choose one option from the list below. Hunting Dog. Repeatable. Gain +6 Skill Points to spend
Hondu Bite. Gain a special attack that costs 2 AP and on skills with the Survival tag. You cannot spend more than
deals 1d4 Sharp damage on a hit. This is considered a +4 points on a single skill in this way.
natural weapon, and you use your choice of STR or DEX for Keen Hearing. When you make AWR checks that rely on
the attack and damage rolls. your sense of hearing, gain an additional +4 bonus to your
Hondu Bite II: Powerful Jaws. Prerequisite: Hondu Bite. check.
Repeatable. Each time you take this feature, increase your Keen Nose II. Prerequisite: Keen Nose. Increase your Keen
Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a Nose bonus by an additional +4.
maximum of 1d12. Pack Coordination. Once on your turn, you can move up
Bravery. Whenever a creature tries to Frighten you, they to 10 ft without spending AP. When moving in this way, you
must roll 2d20 and use the lower one. must stay within 5 ft of a hostile creature at all times. You
Bravery II. Prerequisite: Bravery. You cannot be can use this feature a number of times equal to your AWR,
Frightened by creatures. (Effects that do not originate from regaining expended uses of the feature upon Recouping.
creatures can still Frighten you.) Thick Coat. Gain Resist Cold 3. When making END checks
Bravery III. Prerequisite: Bravery II. You cannot be to mitigate the effects of extreme cold, roll 2d20 and use
Frightened by any source. whichever one is higher.
Canine Cunning. You may spend 1 AP to grant TA to
yourself and one ally against an enemy that you are both
adjacent to when you use this feature. This bonus lasts until
the start of your next turn.
CHAPTER 1 | LINEAGES 33
HUMAN TRAITS
Height: 4’8” - 6’5”
Weight: 80-250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Humans are wildly varied in appearance.
Their skin tones range from very light to very dark. They
have a broad spectrum of eye colors and hair colors,
thicknesses, and styles. Humans also have a wide spectrum
of body types.
Lifespan: Humans reach maturity around age 16 and
naturally live about 70-90 years.
H U M A N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a human.
Tenacious. Gain 1 additional point in an attribute of your
choice (but still cannot exceed the limits imposed by the
attribute cap rules).
Unique Ability. To further define your human, choose one
option from the list below at level 1.
H U M A N F E AT U R E S
In addition to the unique ability you selected at level 1, you
gain one more ability at 5th, 10th, 15th, 20th, 25th, and
29th levels, choose one option from the list below.
Creative. Repeatable. Gain +6 Skill Points to spend on
skills with the Crafting* tag. You cannot spend more than
+4 points on a single skill in this way.
Determined. When you are reduced to 0 HP, immediately
H UM A N regain 1 HP. Once you use this feature, you cannot use it
again until after you Take a Rest.
A tenacious and unwavering lineage, humans are as Determined II. Prerequisite: Determined. Regain the
different from one another as trees in the forest: no two ability to use your Determined feature after you Recoup.
share precisely the same twists, patterns, or preferences. Determined III. Prerequisites: Determined II; Character
On the whole, humans are deeply concerned with life and Level 15. Regain the ability to use your Determined feature
its enjoyment or with legacy and securing their place in the after you Catch your Breath.
annals of history. Fast Friends. Gain +6 Skill Points to spend on skills with
Humans make their mark on the world with their sheer the Influence tag. You cannot spend more than +4 points on
adaptability. They are able to tame any environment a single skill in this way.
they set foot into, from barren tundra to seething jungle Offensive Rush. Once per turn, when you spend 1 or
and everything in between. They form great civilizations more AP to move towards a hostile creature, your speed
that rise and fall like the tide yet on the whole are never increases by 10ft.
diminished in their endless pursuit of knowledge and Knack. Repeatable. Gain +4 to any one skill of your
mastery of the natural world. choice.
Many Interests. Repeatable. Gain +2 to any four separate
H U M A N C U LT U R E skills of your choice.
Much like the individual, human culture is as varied and Pillar of the Community. Prerequisite: Character Level 5.
diverse as the environments in which they are found. Some Gain rank 1 of a new profession of your choice.
humans build mighty fortresses of stone and timber that Scrappy. Gain the ability to use the Exploit advanced
will stand for hundreds of generations while others live as maneuver.
nomads in great camps as fleeting as the deer they follow.
Wherever they go they leave a mark on art, song, and
literature.
34 CHAPTER 1 | LINEAGES
K E T T E K S TA R T I N G
F E AT U R E S
At level 1, you gain the following features as a kettek.
Darkvision. You can see in darkness to a limit, even
without any light source. While using darkvision, you can
see up to 30 ft, and then are blind beyond that point.
Nine Lives. The number of death points it takes to kill
you increases by 1.
Unique Ability. To further define your kettek, choose
one option from the list below at level 1.
K E T T E K F E AT U R E S
In addition to the unique ability you selected at level 1,
you gain one more ability at 5th, 10th, 15th, 20th, 25th,
and 29th levels, choose one option from the list below.
CHAPTER 1 | LINEAGES 35
K LEPPI N
(KLEP-pen)
Kleppin are an incredibly diverse lineage of small fur-
covered humanoids with features resembling a multitude
of woodland animals. Some sport thick bushy tails and
cherubic cheeks, like the common squirrel, while others
have tall pointed ears and long feet, like a meadow hare.
Still others hold resemblance to badgers, beavers, or
raccoons. Regardless of what critter they might resemble,
they are all kleppin and hold the same fiery spirit known as
others of their kind.
Though small in stature, the kleppin are far from skittish
or timid as their appearance might lead some to believe.
Kleppin settlements often host small but masterfully
trained squads of warriors who are experts in ambush
tactics that hobble enemy forces well before they reach
the palisade gates. Kleppin know their territory inside and
out, above and below, and rarely does anyone approach
without their notice. Those kleppin who do heed the call of
adventure, or have it thrust upon them, often find work as
trackers, guides, druids and rangers where their connection
to the natural world can be put to full effect.
K L E P P I N C U LT U R E
Much like the Hondu, kleppin societies often embrace the
natural world and build their cities as compliments to the
environment rather than forcing dominance. Mighty trees
host huge cities of residences while vast tunnel systems
below the roots teem with industry. Natural defenses are
supplemented with growths, deadfalls, and palisades.
Kleppin art and literature exemplifies their cultural heroes
and spins even the most mundane tale into epic fables with
notable lessons.
KLEPPIN TRAITS
Height: 2’6” to 3’8”
Weight: 30 to 50 lbs
Size: Small
Base Speed: 20 ft
Appearance: Kleppin are essentially sentient small
woodland critters, ranging from mice and squirrels to
badgers and raccoons.
Lifespan: Kleppin reach maturity around 8 years of age
and naturally live 50 to 60 years.
K L E P P I N S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a kleppin.
Scurry. When creatures attack you using Reactive
actions, their attacks suffer a -2 penalty to hit.
Unique Abilities. To further define your Kleppin, choose
two options from the list below at level 1.
Burrower II. Prerequisite: Burrower. Regain the ability to
K L E P P I N F E AT U R E S burrow when you Recoup.
In addition to the two unique abilities you selected at level Claws. Gain a special attack that costs 2 AP and deals 1d4
1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, Sharp damage on a hit. This is considered a natural weapon,
and 29th levels, choose one option from the list below. and you use your choice of STR or DEX for the attack and
Bravery. Whenever a creature tries to Frighten you, they damage rolls.
must roll 2d20 and use the lower one. Climber. Gain a climb speed equal to your walking speed.
Bravery II. Prerequisite: Bravery. You cannot be Darkvision. You can see in darkness to a limit, even
Frightened by creatures. (Effects that do not originate from without any light source. You cannot discern color while
creatures can still Frighten you.) using your darkvision. While using darkvision, you can see
Bravery III. Prerequisite: Bravery II. You cannot be up to 30 ft, and then are blind beyond that point.
Frightened by any source. Leap. Double your horizontal jump distance. The distance
Buffer Fall. When falling, you can slow your descent and you can jump is restricted by your movement; if you do not
angle your fall. You only take 1d4 falling damage for every spend enough AP to complete your jump, then your jump
30 ft that you fall. Furthermore, for every 10 ft that you fall, ends when you run out of movement.
you may choose to move 5 ft horizontally. Natural Survivor. Repeatable. Gain +6 Skill Points to
Burrower (1/Rest). Gain a burrow speed equal to ½ spend on skills with the Survival tag. You cannot spend
your walking speed. You can burrow through soil, dirt, sand, more than +4 points on a single skill in this way.
mud, or similar substances, but cannot burrow through Rodent’s Cunning. Repeatable. Gain +6 Skill Points to
rock, stone, metal, and the like. When you burrow, you spend on skills with the Subterfuge tag. You cannot spend
leave a large and noticeable tunnel in your wake. Any Small more than +4 points on a single skill in this way.
creature can squeeze through the tunnel, expending 2 ft of Scurry II. Prerequisites: Scurry; Character Level 5. When
movement for every 1 ft that they move. Any Tiny or smaller creatures attack you on your turn, their attacks suffer a -5
creature can move through the tunnel at normal speed. You penalty to hit.
cannot burrow more than 10 ft below the surface. Scurry III. Prerequisites: Scurry II; Character Level 10.
Furthermore, burrowing takes a significant amount of When creatures attack you on your turn, their attacks suffer
energy. Once you begin burrowing, you can only burrow for a -10 penalty to hit.
a number of minutes equal to your END+1 (min 1). This
time limit applies even if you do not spend all of the allotted
time burrowing.
CHAPTER 1 | LINEAGES 37
R A EDEEN
(ray-DEEN)
The ancient avadri have vestigial traces of power
throughout the known universe. The world of Ancerra
is rich with these slivers of power. Sometimes, under
rare circumstances, this legacy manifests as a living
humanoid entity, something between a magical artifact
and a breathing biological person. These are the raedeen -
sapient traces of powers long forgotten.
Raedeen are often quiet and contemplative, in constant
communion with slivers of avadri tech all around them.
All raedeen, regardless of relationship with avadri tech,
are driven by the need to protect. Whether that be their
friends, a location, or a warped ideal, they remain steadfast
due to remnants of a long-forgotten directive. Rarely will
a raedeen place their own safety above that of others, and
even more their friends.
A marriage between psionic technology and biological
flesh, raedeen forms carry immense latent magical
powers. They are born to any flesh-and-blood race, but
are implanted with the vestiges of avadri technology.
Some cultures, such as the Elves of the Plains, take these
features as blessings, as they attune the raedeen to the
dormant avadri technology across the planet. Others,
however, view them in a more critical light, ostracizing
raedeen due to the magical incidents that often happen
around their uncontrolled powers. Their sensitivity to
magic and excellent perception abilities lend them easily
towards tracking or looting roles, but this also makes them
incredibly susceptible to strong psionic attacks and psychic
manipulation.
RAEDEEN TRAITS
Height: 6’ - 7’6”
Weight: 120 - 200 lbs.
Size: Medium
Base Speed: 20 ft
Appearance: Raedeen skin varies in a rainbow of colors,
but is always marked with geometric areas of metallic
iridescence and faint panel-line markings. This might look
as subtle as a normal human visage with slight lines on the
face and arms. Conversely, the physical tell might be wildly
obvious, such as a kettek-like humanoid with horns, blue
fur, and metallic plating.
Lifespan: Raedeen have slightly above the average lifespan
of a human (roughly 80-110 years), regardless of their
parent race. This often leads to tragedy if they are born to
a longer-lived race such as elves, as they will age and die
far sooner and faster than their parents.
R A E D E E N S TA R T I N G PA R A G O N
F E AT U R E S Paragon raedeen hold more nuanced views of power,
creativity, and control than their corrupted kin. They
At level 1, you gain the following features as a raedeen.
seek to exemplify the delicate balance of all three, as the
Psionic Attunement. Choose one manifestation of
paragon avadri did in the days of old. For some, this means
any Aptitude from the Psionic Source. You know that
seeking out authoritarian rulers and punishing them for
manifestation and it costs 0 SP for you. CHA is your magic
irresponsible use of power. Other raedeen seek quieter lives,
attribute when using this feature.
spending their days perfecting beautiful artisanal crafts,
Sublineage. As raedeen mature, their forms adapt to best
songs, or dances.
serve the raedeen’s personal quest of protection. Choose one
Magical Resonance. Your raedeen plating resonates with
sublineage below and gain bonus 1st level features based on
magical energies. Choose one type of elemental damage.
your selection.
When damage of that type hits you, you may spend 1
CORRUPTED reactive AP to gain Affinity with that damage. You retain
Corrupted raedeen strive to protect ideologies, individuals, this Affinity for 1 minute. You may use this feature once,
or organizations that are twisted reflections of what avadri regaining all expended uses when you Take a Rest.
once cherished. Creativity, power, and the ability to exert Efficient Biotech. Your internal organs operate more
one’s will over the chaos around them always appealed to efficiently than normal beings, drawing directly from magic
avadri, so a corrupted raedeen might be drawn to an iron- to sustain you. You no longer require food or drink to
fisted dictator or a shortsighted pioneer trying to deforest sustain yourself and are immune to food-based diseases. You
a tract of land. corrupted raedeen have formed an outlook still need to breathe.
that, while reminiscent of their avadri ancestry, is actually
near the opposite of what their ancestors might have
R A E D E E N F E AT U R E S
wanted. At 5th, 10th, 15th, 25th, and 29th levels, gain one option
Razor Plating. Your raedeen plating is razor sharp. Your from this list.
dominant hand grows a retractable blade that can be used Advanced Analytics. Prerequisites: Dreaming Raedeen;
as a weapon with the stats of a Scimitar or a Shortsword Character Level 10. Gain +3 to Investigating and +3 to
(your choice). Intuiting.
Blood Is Fuel. You may spend 1 AP to consume any Ancestral Divinity. Learn two prayers of your choice from
source of fresh blood other than your own, provided the Divine Source. These prayers count as psionic magic for
that such a source is within 5 ft of you. (No attack roll is you, instead of divine, and CHA is your magic attribute for
required, but you are limited to targeting corpses, Bloodied these prayers.
creatures, or creatures with the Bleeding condition). Doing Ascension. Prerequisite: Character Level 15. Learn the
so grants you TA on all attacks until the end of your next Angel Wings spell from the Divine Source, but it counts
turn as you are fueled by blood. You can use this feature a as psionic magic for you. You may cast this spell once,
number of times equal to your CHA, regaining all expended regaining all expended uses when you Take a Rest.
uses when you Recoup. Blood Is Fuel II. Prerequisites: Blood is Fuel; Corrupted
Raedeen. When using your Blood is Fuel ability, gain an
DREAMER
additional +1 to all attack rolls, and gain +1 to all of your
Long before the first sapient life developed on Ancerra, defenses, until the end of your next turn.
hyper-advanced avadri fell into eons-long dream cycles Calm Appraisal. Repeatable. Gain +6 Skill Points to
where they imagined new realities and contemplated the spend on skills with the Observation tag. You cannot spend
great philosophies of the universe. Dreaming raedeen follow more than +4 points on a single skill in this way.
in the footsteps of these avadri. They excel at problem- Devouring Biotech. Prerequisites: Paragon Raedeen;
solving and manifest psionic abilities that they can use to Character Level 15. Your biotechnical makeup allows you
protect their allies and harry their foes. not only to passively consume ambient magic for nutrients,
Advanced Analytics. Your mechanical mind processes but steal it from magical attacks directed at you. When an
data at an advanced pace. Whenever you make a check to enemy within 10 ft of you casts a spell or activates a magical
see through magical illusions, gain +4 to the check. effect that would damage you and no other targets, you may
Pierce Soul. Your gaze is enough to shatter even the most spend 2 reactive AP to make a CHA roll against their WILL.
steadfast mental defense. Whenever you make an attack roll On a success, you negate the damage and instead regain
against a creature targeting one of their Mental Defenses, 1d6 HP. The creature still loses its AP, but not any associated
you may give yourself +4 to the attack. You may use this SP or rechargeable resources. You can use this feature once,
feature twice, regaining all expended uses when you Take a regaining all expended uses when you Take a Rest.
Rest.
CHAPTER 1 | LINEAGES 39
Eidetic Memory. Prerequisite: Dreaming Raedeen. Gain Paragon Attunement II (1/Rest). Prerequisite: Paragon
the ability to recall information with near-perfect accuracy. Attunement. Gain the Paragon Detection ability.
Whenever you make a check to remember knowledge or Paragon Detection: You may spend 30 seconds to
images that you have encountered within the past month, meditate and immediately identify the location and
gain +4 to the check. On a success, you remember it in direction of movement of a specific magical caster you are
perfect detail. familiar with, provided that the creature is within 10 miles
Eidetic Memory II. Prerequisites: Eidetic Memory, Level of you. You only gain this insight for a moment, so you
15. Your memory is honed to a fine point. Your Eidetic cannot supernaturally track that creature using this ability.
Memory feature applies to knowledge and images that you Plated Body. Your AR and Physical Defenses increase by
have encountered within the past 6 months. +1 while you are not wearing armor.
Enveloping Mind (1/Recoup). Prerequisite: Dreaming Sleek Plating. Prerequisite: Plated Body. Gain the benefits
Raedeen. Your psionic defenses extend to your allies. of your Plated Body even while wearing armor.
Whenever an ally within 10 ft of you is targeted with an Spike Plating. Prerequisite: Corrupted Raedeen. Whenever
attack or spell that would inflict the Dazed or Staggered a creature Grapples you or makes an unarmed attack against
condition, you may spend 2 reactive AP to add +2 to their you, make a CHA attack against that creature’s ANT. This
defenses. attack costs no AP and you can use it indefinitely. If you hit,
Forgotten Knowledge. Repeatable. Gain +6 Skill Points that creature takes 1d4 Sharp damage. If a creature starts its
to spend on skills with the Knowledge tag. You cannot spend turn Grappling you, you may make this attack again.
more than +4 points on a single skill in this way. Storm of Daggers. Prerequisites: Character Level 10;
Magical Resonance II. Prerequisite: Magical Resonance, Corrupted Raedeen. You may spend 4 AP to assault your
Character Level 20. Regain all expended uses of your Magical enemies with a storm of blades and spines. Make a CHA
Resonance ability when you Recoup. attack vs the REF of all hostile creatures within 15 ft of you.
Paragon Attunement. Prerequisite: Paragon Raedeen. On a success, they take 1d8 Sharp damage and become
You are particularly sensitive to certain sources of magic Shaken until the end of your next turn.
that your body has optimized itself to in your environment. Tireless Sentinel. You no longer physiologically require
When you succeed a skill check to track, locate, or identify sleep. You must still rest your mind, however, to avoid
an instance of magic (such as the residue of a fireball, the the psychological effects of exhaustion. 4 hours of quiet
enchantment of an object, or the abilities of a magical meditation is sufficient for you to Take a Rest, but you
creature), you also learn the source(s) of magic that it cannot Take a Rest more than once per 24 hours as usual.
draws power from, how long it has been enchanted, and any Wings of Splendor (1/Rest). By spending 3 AP, you can
instances of the Signature cantrip, if applicable. grant yourself a flying speed equal to your walking speed for
the next 10 minutes.
40 CHAPTER 1 | LINEAGES
R EM NA N T
Long before sapient creatures began building their
civilizations, ancient and long-forgotten deities sculpted
Ancerra. Their tools were powerful machinations of magic
and technology, shaping and maintaining Ancerra’s storied
terrain. Eons later, shards of these tools lay forgotten,
abandoned by their original purpose.
Now with the advent of widespread magic, sometimes
these shards, these remnants, find themselves awake
and with memories that blur and blend together. These
wandering souls seek out an esoteric something, whether
that be a master or true freedom. Most cannot describe
it in words of any mortal tongue. Remnants are highly
empathic, and often sensitive to the emotional energies of
the people they surround themselves with.
B U I LT W I T H P U R P O S E
Not every tool must be a weapon. Remnants can be the
remains of anything: an ecological manipulation device,
an arcane observatory, a dimensional gateway, etc. Their
forms, though humanoid, are varied; however, they always
share the sharp geometric patterns and bismuth-like
formations of stone that make up their body. Remnants
have personalities as varied as any other lineage, but they
all possess an existential desire to be useful. Whether
that translates to overthrowing tyrants or creating toys
for children, remnants believe that all living beings are
designed to compliment one another in a grand, cosmic
symbiosis. Remnants find it abhorrent when sapient
creatures act in a selfish manner.
REMNANT TRAITS
Height: 4’0” - 7’0”
Weight: 150 - 500 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Remnants generally have a bright metallic
sheen and while some are monochrome, many sparkle with
iridescent colors. It is possible to see light shining from
within many of their joints.
Lifespan: Remnants can live almost indefinitely, provided
that they can get whatever sustenance their bodies need.
R E M N A N T S TA R T I N G
F E AT U R E S
You gain the following features as a remnant.
Armored Form. You cannot wear Armor, but your
base AR begins at 12. You can integrate armor into your
form by spending at least one hour disassembling it and
customizing it to your form. Armor integrated in this way
grants all its magical bonuses, but none of the AR. You can
only integrate one suit of armor at a time;
CHAPTER 1 | LINEAGES 41
if you want to integrate a new set of armor, you must Programmed Athleticism. Repeatable. Gain +6 Skill
first eject your current form of armor. Ejected armor regains Points that you can spend on any skills with the Athleticism
all of its original properties and provides no benefit to you or Stamina tags. You cannot put more than +4 into a single
unless you integrate it again. skill using this feature.
Constructed Form. You do not need to eat or drink, but Tireless Sentinel. You no longer physiologically require
must still breathe and sleep. sleep. You must still rest your mind, however, to avoid the
Unique Ability. To further define your Remnant, choose psychological effects of fatigue. 4 hours of quiet meditation
one option from the list below at level 1. is sufficient for you to Take a Rest, but you cannot Rest more
than once per 24 hours as usual.
R E M N A N T F E AT U R E S Tool Manifestation. Repeatable. Choose a tool or kit. You
In addition to the unique ability you selected at level 1, you can produce that tool or kit from within yourself at will, but
gain one more ability at 5th, 10th, 15th, 20th, 25th, and when you do, that tool or kit is considered a part of your
29th levels, choose one option from the list below. body and can only be used by you. Gain +4 to all checks
Darkvision. You can see in darkness to a limit, even made with tools and kits that are a part of you.
without any light source. You cannot discern color while Warm. Prerequisite: Illuminate. By augmenting the heat
using your darkvision. While using darkvision, you can see produced by your advanced technological body, you may
up to 30 ft, and then are blind beyond that point. emit warmth akin to that of a campfire in a 10 ft radius
Divinity Code. Learn two prayers of your choice from the around you. You may only do this when you Catch your
Divine Source. These prayers count as psionic magic for you, Breath, Recoup, or Take a Rest. Creatures within the radius
and CHA is your magic attribute for these prayers. who are not wet do not need to make END checks against
Enhanced Armor. Repeatable. Your Armor Rating the effects of extreme cold.
increases by +2. Weapon Manifestation. Choose a weapon with the one-
Illuminate. By spending 1 AP, you can shed bright light handed tag. You manifest that weapon out of the material
for up to a 20 ft radius from yourself, and dim light for within your own body. You cannot throw the weapon, even
double that distance. Alternatively, you can choose to shine if it has the thrown tag, and you cannot be disarmed of this
only dim light up to a 20 ft radius. This light remains until weapon unless your dominant arm is severed.
you decide to spend an additional 1 AP to end it. Weapon Manifestation II. Prerequisite: Weapon
Manufacturer. You may cast the Minor Conjuration Manifestation. The weapon that you manifest can have
cantrip from the Arcane Source, but it counts as psionic for the hand-and-a-half tag. You may use it with one hand, or
you when cast in this way. temporarily fuse your hands together to gain its hand-and-a-
Programmed Appraisal. Repeatable. Gain +6 Skill Points half benefit.
that you can spend on any skills with the Observation tag.
You cannot put more than +4 into a single skill using this
feature.
42 CHAPTER 1 | LINEAGES
S AT Y R
Satyrs are somewhat rare humanoids originally hailing
from the Everwilds but now long established on Ancerra.
Although they generally resemble olive-skinned humans,
they bear a number of distinctly goat-like features
including hooves, fur-covered legs and waists, tails, ears,
and horns. Fur and hair colors have a range that matches
human hair and goat fur. Some satyrs also have more
unique hair and fur color akin to spring flowers: pastel
pinks, greens, or blues. Satyr eyes tend to have brighter
complexions than those naturally seen in humans.
With a well-earned reputation for lightheartedness,
whimsy, and merriment, satyrs are known for their large
personalities and ability to command the rowdiest of
crowds. They rarely fear being the center of attention and
make for excellent entertainers, performers, and charlatans
with their natural abilities to put people at ease.
S A T Y R C U LT U R E
With a culture that draws much from their roots in the
Everwilds, particularly the side that borders on the realm
of Chaos, satyrs seemingly find every day a holiday in one
form or another. Food and drink are shared freely and it
is rare for a satyr to accumulate wealth as they genuinely
believe any day living is a day worth celebrating. They
rarely concern themselves with a lasting legacy beyond the
memories shared with friends and family and even satyr
funerals can be a joyous occasion.
S AT Y R T R A I T S
Height: 4’2” - 5’8”
Weight: 80 - 180 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Aside from their goatlike features, satyrs
visually resemble humans.
Lifespan: Satyrs reach maturity around age 16 and
naturally live about 100-120 years.
S A T Y R S TA R T I N G
F E AT U R E S
At level 1, you get the following features as a satyr.
Ram. You may attempt to charge and headbutt an
opponent. By spending 3 AP, you may move up to 10 ft
and use the Shove maneuver. If you succeed, the target
takes 1d4 Blunt damage in addition to being Shoved. This
feature can only be used once per turn.
Unique Ability. To further define your satyr, choose one
option from the list below at level 1.
CHAPTER 1 | LINEAGES 43
Life of the Party. Repeatable. Gain +6 Skill Points to
S AT Y R F E AT U R E S spend on skills with the Performance tag. You cannot spend
In addition to the unique ability you selected at level 1, you more than +4 points on a single skill in this way.
gain one more ability at 5th, 10th, 15th, 20th, 25th, and Merrymaking. Repeatable. Gain +4 Alchemy* and
29th levels, choose one option from the list below. Brewing*.
Arcane Affinity. Learn two cantrips from the Arcane Primal Power. Learn two chants from the Primal source
Source of magic. If you do not already know arcane magic, of magic. If you do not already know primal magic, then
then INT is your magic attribute for these cantrips. AWR is your magic attribute for these chants.
Chaotic Mind. When any creature attempts to impose Thick Skull. Prerequisite: Ram. Repeatable. Each time you
Charmed on you, it must roll 2d20 and use the lower roll. take this feature, increase your Ram damage die by one size
Dazzling Performance (1/Rest). You may attempt to (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.
impress a non-hostile creature through your performance.
Make a check using any Performance skill of your choice
against one target’s WILL. If you succeed, that target gains
the Charmed condition for 1 hour and views you as a
friendly acquaintance. After this condition fades they do not
know they were Charmed by you.
Dazzling Performance II. Prerequisite: Dazzling
Performance. You may use this feature an additional time,
regaining all expended uses when you Take a Rest.
Dazzling Performance III. Prerequisite: Dazzling
Performance II. You may use this feature an additional time,
regaining all expended uses when you Take a Rest.
Even-Toed Ungulate. Repeatable. Gain +6 Skill Points to
spend on skills with the Athleticism or Acrobatics tags. You
cannot spend more than +4 points on a single skill in this
way.
Fey Spirit. Gain +6 Skill Points that you can spend on the
following skills. You cannot put more than +4 points into a
single skill using this feature.
• Acrobatics. Balancing, Tumbling
• Athleticism. Athletics, Sprinting
• Crafting*. Alchemy, Brewing, Cooking, Glassblowing,
Woodcarving
• Influence. Gossipping, Persuading
• Luck. Fortuity
• Observation. Eavesdropping
• Performance. Dancing, Entertaining, Instrument*
[choose one], Savoir Faire
• Subterfuge. Sleight of Hand
Great Listener. Repeatable. Gain +6 Skill Points to spend
on skills with the Knowledge tag. You cannot spend more
than +4 points on a single skill in this way.
Fast Ram. Prerequisite: Ram. Your Ram ability only costs 2
AP. You can still only use it once per turn.
44 CHAPTER 1 | LINEAGES
T RO L L K I N
A relative of the mystical Bhrunai, the hulking trollkin are
well defined by their brown-green skin, long pointed ears,
and protruding lower tusks. They often sprout thick manes
of mossy- green, brown, or black hair and long claw-like
nails on their four-fingered hands. This ancient lineage has
existed on Ancerra for millennia and has a long history in
the mythos of isolated northern settlements. Colloquially
called bridge trolls, there are many tall tales of growling
trollkin demanding tolls or asking complex riddles of those
who wished to cross the bridge under which they resided.
What these tales often neglect to mention is that trollkin
are clean and meticulous in the upkeep of the places
they live and most local settlements welcomed the well
maintained and reinforced bridges they relied on for trade
and travel. Trollkin such as these became valued members
of the community, often accepting food and company in
payment for defense against hostile creatures or brigands
for there are few things a trollkin values over a safe and
quiet home.
Trollkin are well respected as merchants, trackers, and
guides for their undisputed connection with the natural
world and affinity with wild beasts. They pride their
natural independence and self-sufficiency and always look
to their own skills to solve a problem before turning to
another. Still, an adventuring party can always rely on a
trollkin to accomplish the tasks they promise to do and
their ability to turn to stone in an instant is remarkably
handy.
T R O L L K I N C U LT U R E
Trollkin have historically kept to themselves, and rarely
sought the company of their own kind. Trollkin culture
has thus risen from their own oral histories, passed down
from parent to child, and their predilection to philosophical
rambling have made them a favorite conversation partner
for sages and scholars.
TROLLKIN TRAITS
Height: 5’8” to 7’4”
Weight: 250 to 450 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Trollkin visually bear resemblance to
Bhrunai, though they are much taller and heavier than
their smaller cousins. Their skin and hair coloration are
reminiscent of mossy boulders or huge trees.
Lifespan: Trollkin reach maturity around 30 years of age
and naturally live around 220-260 years.
CHAPTER 1 | LINEAGES 45
Particularly Crafty. Repeatable. Gain +6 Skill Points to
T R O L L K I N S TA R T I N G spend on skills with the Crafting* tag. You cannot spend
F E AT U R E S more than +4 points on a single skill in this way.
At level 1, you gain the following features as a trollkin. Rapid Regeneration II. Prerequisites: Rapid Regeneration;
Stoneform. Trollkin can gain the unique ability to convert Character Level 5. Regain expended uses of your Rapid
their flesh to stone instantly. As a reactive action, you may Regeneration ability when you Catch your Breath.
spend 1 AP to turn to stone, gaining Resist Damage 10, and Rapid Regeneration III. Prerequisite: Rapid Regeneration
becoming Paralyzed but not Helpless. You may not move, II. Gain an additional use of your Rapid Regeneration ability.
attack, or use any ability or feature while in this form. Rapid Regeneration IV: Troll Blood. Prerequisites: Rapid
Stoneform lasts until the end of your next turn. You can only Regeneration III; Character Level 20. Gain Vulnerable Fire 4,
use this feature once, regaining all expended uses when you but if you have not been damaged by Fire within the last
Take a Rest. minute, you regain 1 HP at the beginning of each of your
Rapid Regeneration. Trollkin are particularly hearty turns while you are Bloodied.
and their body can recover quickly from serious wounds. Self-Sufficient. Repeatable. Gain +6 Skill Points to spend
You may spend 2 AP to regain HP equal to one 1d12 plus on skills with the Survival tag. You cannot spend more than
your END. You can only use this feature once, regaining the +4 points on a single skill in this way.
ability to do so when you Recoup. Stoneform II. Prerequisites: Stoneform; Character Level
Unique Ability. To further define your trollkin, choose 5. You can use your Stoneform feature one additional time,
one option from the list below at level 1. regaining all expended uses when you Take a Rest.
Stoneform III. Prerequisite: Stoneform II. You can use
T R O L L K I N F E AT U R E S your Stoneform feature one additional time, regaining all
In addition to the unique ability you selected at level 1, you expended uses when you Take a Rest.
gain one more ability at 5th, 10th, 15th, 20th, 25th, and Stone Gut. Prerequisite: Character Level 5. Gain Resist
29th levels, choose one option from the list below. Toxic 3.
Bridge Dweller. Gain +6 Skill Points that you can spend Stone Gut II. Prerequisites: Stone Gut; Character Level
on the following skills. You cannot put more than +4 points 10. You are immune to being poisoned and diseased, and
into a single skill using this feature. increase your Resist Toxic number by 3. Furthermore, you
• Athletics. Applied Force, Climbing, Lifting, Sprinting can receive nourishment from eating any biological plant or
• Crafting*. Carpentry, Masonry, Smithing, Woodcarving common mineral such as clay, dirt, or stone.
• Influence. Intimidating Throw Anything. You are particularly good at throwing
• Luck. Scavenging improvised weapons. When throwing an improvised
• Stamina. Forced March, Menace, Distance Running, weapon, you can choose DEX or STR, your range becomes
Swimming 30 feet, and its damage can go up to 1d12, determined by
• Survival. Animal Handling, Forage, Nature, Shelter your MC and what you are throwing.
Long Arms. Your melee reach increases by +5ft.
Natural Camouflage. While outdoors, Concealed, and
not actively moving, you gain +3 on checks to remain
hidden.
46 CHAPTER 1 | LINEAGES
U N DEA D
There are many ways to pass through the veil of death, but
few to pass back. For time immemorial, intelligent mortals
have sought ways to break the bonds of life for themselves
or others. Whether by dark ritual, unrestricted science, or
sheer power of will, these beings continue to exist on the
fringes of the living world.
The undead forever move with purpose and are often
driven by that which could not be completed in life.
Whether it be revenge, love, or works left unfinished, this
goal shapes every action they make until it is completed
and a new goal is discovered. Undead make unwavering
companions and are often sought out for their knowledge
of lore, history, or crafting. Though ghosts and spirits are
classified as ‘undead’, the willpower needed to maintain a
purely nonphysical form often requires that they remain
bound to haunted structures or areas of land and so
undead adventurers carry on with what remains of their
original bodies.
UNDEAD IN SOCIETY
While the undead are rare in the wider world, societal
views on undead vary widely from culture to culture and
spread the gambit of outright hostility to ritualistic honor.
Some societies treat undead like they do their family
elders, and others actively hunt them down out of fear or
prejudice. In general though, the undead are respected for
their direct knowledge of the past and their unwavering
nature.
UNDEAD TRAITS
Appearance, Height, Weight, Size, and Speed: The
undead maintain the vague semblance of the body they
had in life, though the nature of their animation may leave
them in various states of decay. Refer to the Memories of
Life feature for your average height and weight, as well as
your Size.
Lifespan: Undead tend to live as long as their physical
form can sustain them, some for centuries or longer.
U N D E A D S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an undead.
Undying Constitution. As an undead you do not need
to eat, drink, or breathe to sustain yourself. You must Rest,
but you do not sleep and instead enter a state of suspended
animation. You are immune to sleep effects.
Memories of Life. You may choose one option from any
other list of lineage Abilities (not including a lineage’s base
features). This represents your lineage before becoming an
undead. Such a lineage ability cannot have Prerequisites.
CHAPTER 1 | LINEAGES 47
Provided that such creatures naturally live in the area,
U N D E A D F E AT U R E S you may summon one monster from the choices below:
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one 1 Swarm of Bats
option from the list below. 1 Swarm of Rats
Blood Drinker. You rely on the blood of others to retain 1 Wolf
your health. Once every seven days, you must drink the That monster is friendly towards you and your allies for
blood of a living humanoid or creature. If you do not, you one hour. At the end of this time, the monster wanders
become Sickened until you next drink blood. For seven days away.
after drinking blood, gain the following benefit: you heal Creature of the Night II. Prerequisite: Creature of the
from broken bones and internal injuries when you Take a Night. When you summon creatures, you may choose more
Rest. powerful monsters, choosing from the original options or
Blood Drinker II. Prerequisite: Blood Drinker I. While from:
gaining benefits from Blood Drinker, you appear to be a 1 Dire Wolf
healthy version of the lineage chosen with Memories of Life. 1 Dire Bat
You pass most sensory inspection, but magical inspection You can use this ability once, regaining all expended uses
still reveals your true nature. Additionally, while under when you Take a Rest.
the effects of Blood Drinker, regain 1d4 HP whenever you Darkvision. You can see in darkness to a limit, even
Recoup and are Bloodied. without any light source. you cannot discern color while
Captivating Gaze (CHA/Rest). Your eyes now shine using your darkvision. While using darkvision, you can see
with a faint unholy light. You may attempt to charm a non- up to 30 ft, and then are blind beyond that point.
undead humanoid with your hypnotic gaze. To do so, make Jolt of Life (1/Rest). After taking lightning damage from
a CHA attack vs the WILL of a humanoid within 15 ft of any source, you may gain +3 AP at the start of your next
you. If you hit, then the humanoid is Charmed. A Charmed turn.
humanoid views you as a dear friend and does anything Jolt of Life II. Prerequisite: Jolt of Life. Regain your Jolt of
they can to obey a reasonable request. This effect lasts for Life when you Recoup.
one hour or until the creature takes damage. Jolt of Life III. Prerequisites: Jolt of Life II; Character Level
Captivating Gaze II. Prerequisite: Captivating Gaze. 20. You have unlimited uses of your Jolt of Life ability.
Your captivating gaze no longer ends when a target takes Touch of the Grave. You can make a special attack
damage, unless the damage is from you. against a living creature. Spend 3 AP to make a melee attack
Claws. Your fingernails grow long, sharp, and jagged, and using END against a living creature’s FORT. If you hit, the
your hands take on an emaciated tenor. Gain a special attack target becomes paralyzed until the end of their next turn.
that costs 2 AP and deals 1d4 Sharp damage on a hit. This Unholy Fortitude. Gain Resist Occult 3 and Vulnerable
is considered a natural weapon, and you use your choice of Divine 1.
STR or DEX for the attack and damage rolls.
Corpse Eater (END/Rest). By spending 3 AP, you
may consume a portion of any non-undead humanoid
and immediately regain hit points equal to your level.
Additionally, when consuming a non-undead corpse, gain
one memory tied to strong emotions from that humanoid’s
life, determined by the MC.
Creature of the Night (1/Rest). Cats, Dogs, Horses, and
other domesticated animals always treat you with hostility
and fear. However, you are never willingly attacked by Bats,
Rats, and Wolves.
48 CHAPTER 1 | LINEAGES
U R KOU
The urkou are a proud and noble people that originally hail
from the far northern realms where their thick hides and
massive claws allowed them to survive in the inhospitable
climate. Early explorers would frequently bring back tales
of lightly dressed ursine warriors with massive glaives of
pure ice marching across the tundra plains, unphased by
the bitter cold and ferocious in battle.
Over the millennia, the urkou developed a vast tribe-
based nation that spans the enormity of the arctic ocean
and the northlands of Gathandia. This society came to be
known as the nation of Tievos. Tievos is predominantly
a nation of urkou, though over the many years other
lineages have come to call this land home. Tievos venerates
a matriarchal governing system: dynastic primogeniture
is practiced with the eldest daughter of the High Queen
ascending to the throne after her mother’s passing.
While urkou are fiercely independent, they are equally
patriotic. Most urkou will go to great lengths to help other
Tievosi, from lending supplies to taking up arms on behalf
of their brethren.
URKOU TRAITS
Height: 6’6” - 7’2”
Weight: 260 - 400lbs
Size: Medium
Base Speed: 20 ft
Appearance: Urkou are hulking bipedal bearfolk. Their
shaggy, furry coats are usually brown or black, but
occasionally an urkou might have a white or golden coat
of fur.
Lifespan: Urkou reach maturity around 14 years old. Male
urkou live on average 50 - 60 years, while female urkou
usually live 120-160 years.
U R K O U S TA R T I N G
F E AT U R E S
At level 1 you gain the following features as an urkou.
Bear the Pain (1/Recoup). After being hit by an attack,
you may choose to reduce the damage you take by your
level.
Unique Ability. To further define your urkou, choose one
option from the list below at level 1.
CHAPTER 1 | LINEAGES 49
Motherland’s Discipline (2/Recoup). When you miss
U R KO U F E AT U R E S with an attack roll, you can add a bonus to your attack
In addition to the unique ability you selected at level 1, you equal to the number of allied creatures within 20 ft of you
gain one more ability at 5th, 10th, 15th, 20th, 25th, and (to a maximum of +5), possibly turning the miss into a hit.
29th levels, choose one option from the list below. Motherland’s Discipline II. Prerequisite: Motherland’s
Bare Necessities. When you Take a Rest, you find enough Discipline. Regain expended uses of your Motherland’s
food for 1 day’s worth of rations. (In absolutely inhospitable Discipline ability when you Catch your Breath.
environments, like the void of space, your MC might rule Motherland’s Discipline: Save Face. Prerequisite:
that this ability does not work.) Motherland’s Discipline. When you use your Motherland’s
Bear the Pain II. Prerequisites: Bear the Pain; Character Discipline feature, you can benefit from allies within 40 ft of
Level 10. Your Bear the Pain feature recharges when you you, instead of only 20 ft.
Catch your Breath. Outlander. Repeatable. Gain +6 Skill Points to spend on
Urkou Claws. Gain a special attack that costs 2 AP and skills with the Survival tag. You cannot spend more than +4
deals 1d4 Sharp damage on a hit. This is considered a points on a single skill in this way.
natural weapon, and you use your STR for the attack and Parental Instinct (2/Recoup). When an allied creature
damage rolls. within 5 ft of you takes damage, you may take the damage
Urkou Claws: Bear Hug (2/Recoup). Prerequisite: Urkou instead. If the creature is one or more Sizes smaller than
Claws. When you hit a creature with your Claw attack, you you, you reduce this damage by 1d6.
may also Grapple it, provided that it is no more than one Parental Instinct: Sacrificial Protector. Prerequisite:
Size larger than you. Parental Instinct. Your Parental Instinct ability recharges
Urkou Claws: Knockdown (2/Recoup). Prerequisite: when you Catch your Breath.
Ukrou Claws. When you hit a creature with your Claw Powerful Build. You can now carry three additional
attack, you may also knock that creature prone, provided weapons and a total of three items with the Unwieldy tag.
that it is no more than one Size larger than you. Thick Coat. Gain Resist Cold 3. When making END checks
Urkou Claws: Powerful Blows. Prerequisite: Urkou Claws. to mitigate the effects of extreme cold, roll 2d20 and use
Repeatable. Each time you take this feature, increase your whichever one is higher.
Claw damage die by one size (d4 to d6, d6 to d8, etc.), to a Tireless. Repeatable. Gain +6 Skill Points to spend on
maximum of 1d12. skills with the Athleticism tag. You cannot spend more than
Endless Patience. Repeatable. Gain +6 Skill points to one +4 points on a single skill in this way.
Crafting* skill of your choice.
Hulking Form. You count as one Size larger for the
purposes of Grappling, Squeezing, and other features that
rely on Size. Your physical size does not increase and you do
not take up any more squares on a grid.
50 CHAPTER 1 | LINEAGES
F L E S H O U T YO U R DR I V E S
PER S ONA LI T Y Virtually every hero has some kind of goal. This drive will
Now that you’ve picked your lineage, as you consider your inform how you behave in various situations and might
BOP (Background, Occupation, and Profession), it is a good nudge you to prioritize certain values over others when
idea to think about your character’s personality as well. some of your values align more closely with your drive. You
Here are a few optional tools that you can use if you need can roll 1d20 or choose from the table below if you want
some guidance brainstorming your character’s personality help brainstorming your drive, although of course you can
traits. come up with your own drives too.
VA L U E S 1d20 Drive
CHAPTER 1 | LINEAGES 51
QU I R K S
While quirks are usually the least complex part of your
character, they can make your character deeply memorable.
You might have a funny voice or a huge love of potatoes, for
example. The only limit on quirks is your imagination, but a
short list of example quirks is provided below.
1d20 Quirk
Insists on being paid in small or valueless objects,
1
such as acorns or pocket lint.
Always wears a fake mustache, even over a real
2
one.
Constantly seems impatient and pulling out an
3
hourglass during meetings
4 Looking for their pet rock.
52 CHAPTER 1 | LINEAGES
CHAPTER 2: THE BOP SYSTEM
W
hile you are an adventurer, there is much more In this chapter, you choose a background and a profession.
to your life than just battling beasts, hoarding Note that each profession has one or more occupation
treasure, and going on quests. When you’re not tags; if these match with your background, they grant you
actively adventuring, you enjoy indulging in your personal additional Skill Points. Skills are organized by both attribute
interests and hobbies. Maybe you’re an avid reader and love and tag in Chapter 7.
nothing more than curling up with a good book in the local
library or university. Or perhaps you’re a skilled blacksmith B AC KG RO U N D S
and spend your downtime creating intricate pieces of armor
Your background provides narrative and mechanical
or weapons. Maybe you have a talent for playing music, and
information about who you are, what walk of life you
can often be found entertaining your fellow adventurers
come from, and where you might be headed. When you
with songs on your lute. Whatever it may be, you find that
create a character at level 1, you choose your background
having a hobby or interest outside of adventuring helps
from the list below. Seven of the nine backgrounds grant
you to relax, unwind, and forget about the dangers and
you additional skills if you take a profession with the
hardships of the road. Downtime between adventures
corresponding occupation tag.
also provides you with an opportunity to cultivate your
Note that your background also determines your starting
reputation and manage a business.
wealth. All backgrounds grant you the “Starting Gear” found
on p. 303 in Chapter 6.
Born Warrior MILITANT Blood, toil, and sweat have marked you a proven soldier.
Criminal UNDERWORLD You deal in activities not endorsed by the law.
Entrepreneur MERCANTILE You own, supply, or represent a successful business.
Knave NONE Having tried multiple professions, nothing is quite a fit.
Noble Title ARISTOCRATIC By birth or deed, you are a minor noble in a nation.
Outlander WANDERER You live on the fringes of society, perhaps in the wilds.
Student ACADEMIC You endlessly toil to deepen a field of academic study.
True Believer RELIGIOUS You are a devotee of a specific religion or faith system.
Urchin NONE You’ve grown up on the streets, always fending for yourself.
C hapter 2 | T he B O P System 53
• Subterfuge. Disguising*, Evading, Forging*,
B O R N WARR I O R
Lockpicking*, Sleight of Hand
You possess a natural talent for combat and have an • Survival. Dungeoneering, Sneaking
unshakable bravery that inspires those around you. With
your strong body and quick reflexes, you are a formidable
O C C U PAT I O N A L B O N U S
force, always ready to defend those in need and vanquish If you take a profession with the underworld tag, gain +2
evil wherever it may lurk. Intuiting.
SKILLS S TA R T I N G W E A LT H
Gain 4d100 sc (or take the average, 202 sc).
Gain 12 Skill Points, which you can spend on any of the
following skills.
With this feature, you may put up to 4 points into any EN T R EPR EN EU R
individual skill. You may exceed this limit by gaining Skill You have a keen eye for opportunity and an understanding
Points from another feature. of commerce. You’re always seeking out new and innovative
• Athleticism. Applied Force, Athletics, Sprinting ways to make a profit, whether it’s through trading goods,
• Influence. Intimidating, Leadership investing in businesses, or developing new products. Your
• Knowledge. Geography, History, Medicine*, Military business savvy has made you one of the most successful
Vehicles* [land] individuals in your town, and you’re always looking for new
• Luck. Fortuity, Scavenging opportunities to expand your wealth and influence.
• Stamina. Forced March, Menacing, Distance Running,
Swimming SKILLS
• Survival. Animal Handling, Dungeoneering, Gain 12 Skill Points, which you can spend on any of the
Navigating*, Sheltering following skills.
O C C U PAT I O N A L B O N U S With this feature, you may put up to 6 points into any
If you take a profession with the militant tag, gain +2 individual skills with the Crafting* tag, and up to 3 points
Forced March. into any individual skills with any other tag. You may exceed
this limit by gaining skill points from another feature. Skills
S TA R T I N G W E A LT H followed by an asterisk are tool-dependent.
Gain 5d20x2 sc (or take the average, 104 sc).
• Crafting*. Alchemy, Brewing, Calligraphy, Carpentry,
Cartography, Cobbling, Cooking, Glassblowing,
C R I M I NA L Jeweling, Leatherworking, Masonry, Painting, Pottery,
You live on the fringes of society, always looking for Smithing, Weaving, Woodcarving
opportunities to turn a profit through illegal means. • Influence. Deceiving, Empathy, Gossipping, Persuading
Whether it’s through thievery, blackmail, or shady deals, you • Knowledge. Art, Economics, History, Law, Politics of
have a knack for manipulating the law to your advantage, [choose region]
constantly staying one step ahead of the authorities. • Luck. Fortuity
• Performance. Entertaining, Instrument* [choose one],
SKILLS Savoir Faire
Gain 12 Skill Points, which you can spend on any of the • Observation. Appraising, Eavesdropping, Intuiting,
following skills. Perceiving
With this feature, you may put up to 6 points into • Subterfuge. Forging*, Sleight of Hand
individual skills with the Subterfuge tag, and up to 3 points O C C U PAT I O N A L B O N U S
into skills with any other tag. You may exceed this limit by If you take a profession with the mercantile tag, gain +2
gaining Skill Points from another feature. additional Skill Points in Appraising.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics, Sprinting
S TA R T I N G W E A LT H
Gain 10d20x2 sc (or take the average, 210 sc).
• Crafting*. Brewing, Cooking, Jeweling, Painting,
Pottery, Weaving, Woodcarving
• Influence. Deceiving, Gossipping, Intimidating,
Persuading
• Knowledge. Art, Law, Politics of [choose region]
• Luck. Fortuity, Scavenging
• Observation. Appraising, Eavesdropping, Intuiting,
Investigating, Perceiving
• Performance. Entertaining, Savoir Faire
54 C hapter 2 | T he B O P System
K N AV E O C C U PAT I O N A L B O N U S
If you take a profession with the aristocratic tag, gain +2
You command a versatile set of skills and an equally Gossipping.
versatile personality. A classic jack of all trades, and master
of none, you’re equally skilled charming your way out of
S TA R T I N G W E A LT H
Gain 10d20x3 sc (or take the average, 315 sc).
a sticky situation, picking locks, or evading attackers with
your quick wits and nimble movements. You’ve learned to
adapt to whatever situation life throws at you and have a OU T LA N DER
pension for being able to handle any job with some amount You come from a different place, with different customs and
of success due to your sheer adaptability. beliefs than those around you. Perhaps you hail from a far
off nation, or maybe you are more at home in the wilderness
SKILLS than in an urban environment. Your unique perspective
Gain +4 Savoir Faire. makes you a valuable asset, as you bring fresh ideas and
new ways of thinking to the table. However, it can also
M U LT I P L E P R O F E S S I O N S
make you an outsider, seen as strange or untrustworthy by
As a knave, you enter two professions of your choice. Gain
those who don’t understand your ways.
the starting equipment, Skill Points, and abilities of both
professions. SKILLS
Each time you gain a professional rank, choose which
profession you want to advance. Gain 12 Skill Points, which you can spend on any of the
following skills.
S TA R T I N G W E A LT H With this feature, you may put up to 6 points into any
Gain 5d20x3 sc (or take the average, 156 sc). individual skills with the Survival tag, and up to 3 points
into any individual skills with any other tag. You may exceed
NOBLE T I T LE this limit by gaining skill points from another feature.
You might have been born into wealth and privilege, with a • Acrobatics. Balancing, Contorting
strong family lineage and a respected name; or alternatively, • Athleticism. Applied Force, Athletics, Sprinting
through luck or deed, you have been bestowed a title among • Crafting*. Carpentry, Cartography, Cobbling, Cooking,
the aristocracy of your region. With your education, wealth, Leatherworking, Weaving, Woodcarving
and connections, you have the capacity to shape the world • Performance. Instrument* [choose one]
around you, whether it’s through politics, diplomacy, or • Knowledge. Astrology, Astronomy, Geography,
simply using your family’s wealth and influence to fund Medicine*, Vehicles* [land]
worthy causes and projects. You strive to maintain the honor • Observation. Intuiting, Perceiving
and prestige of your family name, to protect your position, • Stamina. Distance Running, Forced March, Swimming
and to ensure your continued prosperity. • Survival. Animal Handling, Dungeoneering, Foraging,
Nature, Navigating*, Sheltering, Sneaking, Tracking
SKILLS O C C U PAT I O N A L B O N U S
Gain 12 Skill Points, which you can spend on any of the If you take a profession with the wanderer tag, gain +2
following skills. Navigating*.
With this feature, you may put up to 4 points into any
individual skill. You may exceed this limit by gaining Skill
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
Points from another feature.
• Crafting*. Alchemy, Calligraphy, Cartography, Painting,
Weaving, Woodcarving
S T U DEN T
• Influence. Deceiving, Empathy, Gossipping, You are constantly seeking knowledge and understanding,
Intimidating, Leadership, Persuading driven by a thirst for discovery and a desire to make a
• Performance. Dancing, Entertaining, Instrument* difference in the world. Whether you’re studying magic,
[choose one], Savoir Faire history, or the natural sciences, you are always eager to
• Knowledge. Arcana, Art, Astrology, Astronomy, learn and to put your newfound knowledge to the test,
Economics, Geography, History, Law, Medicine*, eager to make a name for yourself and achieve great things.
Military, Politics of [choose region] Religion [choose With your unwavering determination and quick mind, you
one] are well on your way to becoming a respected master in
• Observation. Appraising, Eavesdropping, Intuiting, your field.
Investigating, Perceiving
C hapter 2 | T he B O P System 55
SKILLS O C C U PAT I O N A L B O N U S
If you take a profession with the religious tag, gain +2
Gain 12 Skill Points, which you can spend on any of the Religion [choose one].
following skills.
With this feature, you may put up to 6 points into any
S TA R T I N G W E A LT H
Gain 5d20x2 sc (or take the average, 104 sc).
individual skills with the Knowledge tag, and up to 3 points
into any individual skills with any other tag. You may exceed
this limit by gaining skill points from another feature. U RC H I N
• Crafting*. Alchemy, Brewing, Calligraphy, Carpentry, You’ve had to fend for yourself from a young age, relying on
Cartography, Cobbling, Cooking, Glassblowing, your wits and cunning to survive in a harsh and unforgiving
Jeweling, Leatherworking, Masonry, Painting, Pottery, world. Growing up on the streets, you’ve learned to be quick
Smithing, Weaving, Woodcarving on your feet; to pick pockets and slip away from danger
• Influence. Deceiving, Gossipping, Persuading without being detected. Despite the hardships you’ve faced,
• Knowledge. Arcana, Art, Astrology, Astronomy, you’ve developed a fierce independence and a sense of
Economics, Engineering, Geography, History, Law, humor that has helped you get by, and you always have a
Medicine*, Military, Politics of [choose region], Religion trick or two up your sleeve to help you out of a tight spot.
[choose one]
• Performance. Dancing, Entertaining, Instrument* SKILLS
[choose one] Gain 24 Skill Points, which you can spend on any skill of
• Observation. Appraising, Eavesdropping, Investigating your choice. With this feature, you may put up to 6 points
• Subterfuge. Disguising*, Forging* into any individual skill. You may exceed this limit by
• Survival. Animal Handling, Navigating* gaining Skill Points from another feature.
O C C U PAT I O N A L B O N U S NO PROFESSIONAL EXPERIENCE
If you take a profession with the academic tag, gain +2 As an urchin, you do not get to select a profession at 1st
additional Skill Points in History. level.
S TA R T I N G W E A LT H S TA R T I N G W E A LT H
Gain 5d20 sc (or take the average, 52 sc). Gain 5d20 sc (or take the average, 52 sc).
Additionally, as an urchin you gain the following
T RU E BE L I EV E R equipment: backpack, leather armor, 2 tools or kits, clothes
You are guided by a strong faith in your chosen deity or (simple), rations (5), waterskin, utensils, sewing kit, bedroll,
belief system. You see the world through a lens of reverence blanket, flint & steel, torch (10)
and devotion. When able, you pursue acts of charity and
stand up against those who would do harm to your beliefs. O C C U PAT I O N TA G S
Occupation tags are listed in italics directly below the
SKILLS title of any given profession. There are seven occupation
Gain 12 Skill Points, which you can spend on any of the tags: academic, aristocratic, mercantile, militant, religious,
following skills. underworld, and wandering.
With this feature, you may put up to 4 points into any Seven of the nine backgrounds specify that you gain an
individual skill. You may exceed this limit by gaining Skill added bonus if you choose a profession with a particular
Points from another feature. occupation tag. For example, the born warrior states that
• Survival. Animal Handling, Navigating* you gain +2 Forced March if you take a profession with the
• Crafting*. Alchemy, Brewing, Calligraphy, Cooking, militant occupation tag.
Jeweling, Painting, Pottery, Weaving, Woodcarving
• Influence. Deceiving, Empathy, Gossipping, P ROF E S S I O N S
Intimidating, Leadership, Persuading
When creating a character, in addition to your background,
• Knowledge. Arcana, Art, Economics, Geography,
you gain one profession of your choice. There are two
History, Law, Medicine*, Politics of [choose region],
exceptions: If you are a knave, you gain two professions
Religion [choose one]
(you cannot pick the same profession twice). If you are an
• Luck. Fortuity
urchin, you do not gain any profession.
• Observation. Intuiting, Perceiving
Each profession has one or more occupation tags, so
• Stamina. Forced March
be sure to check and see if this gives you any additional
• Performance. Entertaining, Instrument* [choose one],
bonuses based on your background. When you gain a
Savoir Faire
professional rank, you may choose to gain a rank in the
same profession or get the 1st rank of a new profession.
56 C hapter 2 | T he B O P System
This decision should reflect your character’s advancement
in the campaign world. For example, if you began the game
S TA R T I N G E Q U I P M E N T
as a nomad, but became involved in a particular community If you take this profession when you create your character,
and took care of a lot of problems for them, you might gain the following gear, in addition to the equipment you
choose to gain a rank in knight or guard instead of ranking gained based on your background: satchel, scroll case,
up in nomad when you gain a second professional rank. gambeson armor, 1 tool or kit, lantern, robes, clothes
Professional ranks range from 1 to 5, and it is unusual for (simple), flask of oil, small collection of books and scrolls,
a character to ever acquire more than 5 total professional rations (2), inkpot, quill pen, parchment (10), waterskin
ranks. The profession that you choose will grant you access
to specific narrative benefits throughout the game. The
SKILLS
higher your rank in a given profession, the more power and Each time you gain a rank in the archivist profession
influence you have within that profession. For example, if (including rank 1), gain +3 History, and +1 in three skills
you have 1 rank in soldier, you are able to secure lodging of your choice:
and free meals from other members of your military • Crafting*. Calligraphy, Cartography, Masonry, Painting,
institution. If you have 5 ranks in soldier, then you can Pottery, Woodcarving
levy other soldiers into your service when they are in your • Influence. Empathy, Gossipping, Persuading
vicinity. • Knowledge. Arcana, Art, Astrology, Astronomy, Biology,
Chemistry, Economics, Engineering, Geography, Law,
NOTE TO MCS: Military, Politics of [choose region], Religion [choose
P R O F E S S I O N A L A DVA N C E M E N T one]
Over the course of the game, a PC should gradually • Observation. Appraising, Intuiting, Investigating,
gain ranks in their profession, representing the PC’s Perceiving
slow increase in power and influence over time. A
PC should gain one new rank in their profession for
TENURE
every 6 character ranks that they have, on average. When you become a rank 1 archivist, and every time you
Note, however, that professions are specifically gain a rank in the archivist profession, your academic tenure
intended to reflect a character’s roleplaying and improves.
narrative-based decisions, so you should give out RANK 1
profession ranks more frequently when it makes
Given 8 hours of research at a well-resourced library, you
sense to do so as a narrative reward. They also make
can uncover any written information available to the public.
excellent quest rewards. PCs might also get ranks in
multiple professions, such as a rank 2 soldier being RANK 2
awarded an honorable title (rank 1 honorable) after Given one day of research at a well-resourced library, you
completing a quest for a viscount. Such a character can uncover any written information, including forbidden
would then have 3 professional ranks: 2 soldier, and texts. Additionally, you may sell your services as a researcher
1 honorable. to earn 1d10+10 sc per week.
RANK 3
GOODWILL Your expertise extends to a specific realm of historical
Some professions reference Goodwill, which represents your discovery. Upon earning rank 3 of this profession, you may
standing in various aspects of the community. You can read choose between chronicler or historian as your professional
more about Goodwill in Chapter 7 (see p. 333). specialization. At archivist ranks 4 and 5, you advance in the
same professional track that you chose at this rank.
A RC H I V I S T RANK 3: CHRONICLER
Occupations: Academic You are a recognized expert in historical field work and no
You are passionate about preserving the past and uncovering longer need to be in a well-resourced library to perform
the secrets of the ages. Through weeks upon weeks of your research services (still earning 1d10+10 sc per week).
research sifting through dusty tomes, you are always seeking You also have intimate knowledge of your home region’s
to expand your understanding of the world and to bring geographical history and have a +3 bonus to checks related
new knowledge to light. to locating any ruin, crypt, or cave in that region or recalling
information about them. Additionally, given one day in an
urban area, you may discern 3 societal aspects of the city
(or neighborhood if the city is exceptionally large). Learn
the nature of three of the following aspects of the urban
area: aristocratic, layfolk, mercantile, military, religious, or
underworld.
C hapter 2 | T he B O P System 57
RANK 3: HISTORIAN BA R R I S T ER
Your tenure as a preeminent historian allows you to recruit Occupations: Academic, Aristocratic
students of history to do small tasks and errands for you, Your studies of law and debate have made you an expert in
provided that you are in a town or city with an academic mediation and you sell your services as a lawyer, judge, or
presence. They will deliver messages, handle shopping orator. Whether it be in the courts of the grandest cities or
transactions, and conduct in-depth research on your behalf. in the humblest village square, you ensure just and proper
Your services as a researcher now earn you 2d10+20 sc per resolution of any dispute through consideration of historical
week. precedent and careful deliberation.
RANK 4: CHRONICLER
S TA R T I N G E Q U I P M E N T
Your skills of investigation and interview are well known
If you take this profession when you create your character,
amongst individuals with the academic or aristocratic
gain the following gear, in addition to the equipment you
backgrounds. Given one day in an urban area, you may
gained based on your background: backpack, scroll case,
discern all societal aspects of the city (or neighborhood if
brigandine armor, 1 tool or kit, clothes (noble), book
the city is exceptionally large).
of laws, gavel, parchment (10), inkpot, quill pen, flask,
Your research services now earn you 3d10+30 sc per week.
waterskin
Additionally, gain +3 Investigating.
RANK 4: HISTORIAN SKILLS
You have intimate knowledge of your home region’s Each time you gain a rank in the barrister profession
political history, including all lines of nobility, succession, (including rank 1), gain +3 Persuading and +1 in three
and law, and can recall this information without being skills of your choice:
in a well-resourced library. You may gain 1 rank in the • Crafting*. Calligraphy, Cartography
barrister profession, including starting equipment and skills. • Influence. Deceiving, Empathy, Intimidating,
Additionally, your services as a researcher now earn you Leadership, Persuading
4d10+40 sc per week. • Knowledge. Economics, History, Law, Medicine*,
Military, Politics of [choose one], Religion [choose one]
RANK 5: CHRONICLER
• Observation. Appraising, Eavesdropping, Intuiting,
You are a famous biographer with access to the highest Investigating, Perceiving
courts in your home region and are welcome at events • Performance. Savoir Faire
hosted by NPCs with the aristocracy or academic • Subterfuge. Forging*
backgrounds. You may gain 1 rank in the honorable
profession. M E D I AT I O N
RANK 5: HISTORIAN When you become a rank 1 barrister, and every time you
gain a rank in the barrister profession, you improve your
Your great historical works have been widely praised within
ability to understand and resolve conflicts.
the halls of power and your ability of insight into past
events is unmatched. Your studies have revealed to you the RANK 1
approximate location of one lost artifact of legendary value While staying in a friendly settlement, you may sell your
and power within a ruin inside your home region. services as a lawyer or mediator to settle local disputes.
Furthermore, as one of the most renowned historians in the Doing so earns you 4d10 sc per week and increases your
world, you can secure an audience with most individuals community Goodwill by +1 at the end of each month.
of great influence. Any NPC with the equivalent of 4 or
RANK 2
fewer ranks in any occupation will make time to meet with
you within 24 hours of your request. Your services as a Your services now earn you 8d10 sc per week. Additionally,
researcher now earn you 10d10+100 sc per week. you may choose a specialty of law: aristocratic, mercantile,
military, or underworld. When performing your rank 1
feature you may choose to increase your goodwill with that
local sphere by +1 instead of earning any money.
RANK 3
Your services now earn you 12d10+60 sc per week.
As part of this rank, you may immediately gain 1 rank in
the archivist profession, including starting equipment and
skills.
58 C hapter 2 | T he B O P System
RANK 4 SCAM BUSINESS
Your services now earn you 16d10+80 sc per week.
You’re no stranger to bending the truth and have devised a
You may choose an additional specialty from the rank
number of scams to relieve people of their hard earned coin.
2 feature of this profession. When performing your rank
There’s always a chance that something goes wrong, but
1 feature you may choose to increase your goodwill with
with great risk comes greater rewards!
either of those local spheres by +1 in addition to earning
money. RANK 1
As part of this rank, you may immediately take rank You have a knack for disguises and can create a fake identity
1 in the honorable profession, including all the starting with one hour of work. This identity does not include any
equipment and skills. official paperwork and will not stand up to investigation.
RANK 5 Once per day in a friendly settlement you may attempt to
run a scam. This scam can include selling a miracle drug,
Your services now earn you 20d10+200 sc per week. You
knockoff items, fake investments, or similar ruses and
are considered one of the highest legal authorities in your
successfully running the scam earns you 2d20+20 sc. There
home region and your services are sought out for resolving
is a 20% chance your scam is exposed.
matters between NPCs with ranks in the academic or
This action can be repeated, but every subsequent attempt
mercantile occupation with a maximum of 4 ranks in any
in that same settlement within a one month period comes
profession. Such high-profile disputes earn you additional
with an additional 5% chance of being exposed. If the
income on top of your normal weekly income.
scam is exposed, gain -3 community goodwill and the local
authorities immediately know your name (or that of your
C H A R L ATA N disguise) and will seek you out for arrest or recompense. No
Occupations: Mercantile, Underworld other scams can be run in that settlement for one month.
You use your silver tongue and quick wit to deceive and If the scam does not involve or target notable NPCs or
manipulate others. You move from town to town, using your plot-relevant items, your MC might elect to abstract the
skills of deception to sell false remedies, perform illusions, scam into a couple dice rolls and let you narrate how it
or simply con unsuspecting marks out of their hard-earned happens. First, roll to determine how many sc your scam
coin. Whether you’re a traveling swindler or a confidence earns, then roll percentile dice to determine if your scam is
trickster, you always have a new scam up your sleeve, and exposed or not.
you revel in the thrill of fooling others and getting away
RANK 2
with it.
Successfully running a scam now earns you 4d20+40 sc.
S TA R T I N G E Q U I P M E N T You are now adept at finding like-minded individuals who
will help run your scams. If you spend one day in a town
If you take this profession when you create your character,
or city, you can find and recruit up to two conspirators that
gain the following gear, in addition to the equipment you
will act as audience plants, distractions, or “witnesses” to
gained based on your background: pocketed cloak, gear
the efficacy of what you are selling. For each conspirator you
to run your con of choice (choose one: 1) marked cards,
hire, you lose 1d20 sc when running a scam, as you have
2) weighted dice, 3) defunct goods, 4) fake antiques, 5)
to divide the coin up with them. However, each conspirator
false gems/gold), small hand cart or prop-up stand, 3 belt
also decreases your chance of being exposed by 5%, to a
pouches, brigandine armor, 1 tool or kit, clothes (fine)
minimum of 5%.
SKILLS RANK 3
Each time you gain a rank in the charlatan profession Successfully running a scam now earns you 8d20+80 sc.
(including rank 1), gain +3 Deceiving, and +1 in three You can now recruit up to three conspirators. Your fake
skills of your choice: identities now include official looking documentation
• Acrobatics. Contorting and that will hold up against all but the most thorough
• Influence. Empathy, Gossipping, Intimidating, investigations.
Leadership, Persuading
• Knowledge. Art, Economics, History, Law, Medicine*,
RANK 4
Politics of [choose region], Religion [choose one] Successfully running a scam now earns you 20d20+200 sc.
• Observation. Appraising, Intuiting, Investigating, You can now recruit up to four conspirators.
Perceiving RANK 5
• Performance: Instrument* [choose one], Savoir Faire
• Subterfuge. Disguising*, Forging*, Lockpicking*, You may now follow your successful scams with a rugpull.
Sleight of Hand After running three successful scams in one area you may
• Survival. Sneaking run a final gambit that earns 80d20+800 sc.
C hapter 2 | T he B O P System 59
As part of this action, roll 1d4 to determine the number of RANK 2
days before the settlement’s authorities become aware of
You are now an acolyte in your chosen faith and upon
you or your fake identity, after which they will attempt to
reaching rank 2 in the clergy profession, you may choose
seek you out for arrest or recompense.
one specialization: preacher, priest, or theologian. At ranks
3, 4, and 5, you advance in the same professional track that
C L E RG Y you chose at this rank.
Occupations: Academic, Religious
R A N K 2 : P R E AC H E R
You are a member of the clergy in a religious order of
your choosing. While you do not yet preach directly to Gain +3 Entertaining.
congregants, you handle many other spiritual aspects Given 8 hours of orating, you can influence public opinion
of your religion along with the mundane tasks of day to on a political or religious topic. 1d20 commoner NPCs
day life. You might spend time transcribing or preserving will be swayed by your words as if under the effects of
the sacred texts of your faith, or handling the business of the Charm Person spell for one week, and will follow your
keeping a temple funded and maintained. As immersed in reasonable and lawful commands.
this environment as you are, you are deeply interested in RANK 2: PRIEST
gathering a deeper understanding of your faith practices.
Gain +3 Empathy.
S TA R T I N G E Q U I P M E N T Once per week you may perform a service to bless the
local community. The effects of this blessing are determined
If you take this profession when you create your character,
by the tenets of your faith. It might include effects such as
gain the following gear, in addition to the equipment you
calming an agitated populace, encouraging a despairing
gained based on your background: backpack, scroll case, 1
group, lessening the symptoms of an infectious disease,
tool or kit, gambeson armor, quarterstaff, clothes (simple),
or enabling a population to subsist on fewer rations than
clothes (fine), candles (10), religious icon, small collection
they would normally need. Your MC might allow additional
of scrolls, incense, rations (2), waterskin
options based on the population in question.
SKILLS RANK 2: THEOLO GIAN
Gain +3 Religion [choose one]. You do not gain this +3 to Gain +3 Religion [choose one].
Religion each time you gain an additional rank in clergy; Most religious centers will provide food and shelter to you
rather, gain +3 to a skill based on the professional track that for free, even if you do not share their faith (extremists and
you choose at rank 2. secretive cults will not extend this courtesy to you).
Each time you gain a rank in the clergy profession, gain
R A N K 3 : P R E AC H E R
+1 in three skills of your choice:
• Crafting*. Alchemy, Brewing, Calligraphy, Cooking, Gain +3 Entertaining.
Leatherworking, Painting, Weaving, Woodcarving Given a day of orating, you can influence public opinion
• Influence. Deceiving, Empathy, Gossipping, Persuading on a pertinent political or religious topic. 4d20 commoner
• Knowledge. Arcana, Art, Economics, Geography, NPCs will be swayed by your words as if under the effects of
History, Law, Medicine*, Politics of [choose region], the Charm Person spell for one week, and will follow your
Religion [choose one] reasonable and lawful commands.
• Observation. Eavesdropping, Intuiting RANK 3: PRIEST
• Survival. Nature
Gain +3 Empathy.
CALLED TO SERVE Your blessing can now inspire the local community. The
benefits of your blessing now last for 1 month.
When you become a rank 1 clergy, and every time you
gain a rank in the clergy profession, you deepen your RANK 3: THEOLO GIAN
understanding of your religion, your faith, and your Gain +3 Religion [choose one].
philosophy. Gain rank 1 of the archivist or barrister profession (your
RANK 1 choice), including all of the equipment and skills it provides.
You may choose one religious deity to pledge yourself to and RANK 4: PREACHER
enter into their service. Any religious center whose faith you Gain +3 Entertaining.
share will provide food and shelter to you for free. Given a day of orating, you can influence public opinion
Additionally, while staying in a friendly settlement you on a pertinent political or religious topic. 10d20 commoner
may spend a week serving the poor and destitute. Doing this NPCs will be swayed by your words as if under the effects
earns you +1 goodwill and greatly increases your reputation of the Charm Person spell for one week, and will follow any
in low-income communities. command, even if it is not lawful.
60 C hapter 2 | T he B O P System
RANK 4: PRIEST S TA R T I N G E Q U I P M E N T
Gain +3 Empathy.
If you take this profession when you create your character,
As a recognized leader of your faith you have special
gain the following gear, in addition to the equipment you
honors with NPCs that have the aristocratic occupation and
gained based on your background: backpack, gambeson
who share your religion. You may request a meeting with
armor, 1 tool or kit, clothes (fine), instruments (2), makeup
any such NPC in your area and they will honor your request
(2), costumes/disguises (2), props such as juggling balls or
within 24 hours.
a book of songs
Additionally, you may command the priests of any
community in which your faith is present to perform your SKILLS
faith’s blessing at any time, which will be maintained until
Each time you gain a rank in the entertainer profession
you command it to stop.
(including rank 1), gain +3 Entertaining, and +1 in three
RANK 4: THEOLO GIAN skills of your choice:
Gain +3 Religion [choose one]. • Crafting*. Alchemy, Brewing, Calligraphy, Carpentry,
Gain the rank 2 of the profession you chose at rank 3 of Cartography, Cobbling, Cooking, Glassblowing,
this profession, including all of the skills it provides. Jeweling, Leatherworking, Masonry, Painting, Pottery,
Smithing, Weaving, Woodcarving
R A N K 5 : P R E AC H E R • Influence. Gossipping, Persuading
Gain +3 Entertaining. • Knowledge. Art, Geography, History, Politics of [choose
Given a day of orating, you can influence public opinion region], Religion [choose one]
on a pertinent political or religious topic. 20d20 commoner • Observation. Appraising, Intuiting, Perceiving
NPCs will be swayed by your words as if under the effects • Performance. Dancing, Entertaining, Instrument*
of the Charm Person spell for one week, and will follow any [choose one], Savoir Faire
command, even if it is not lawful. • Subterfuge. Disguising*, Forging*
RANK 5: PRIEST D E V E L O P I N G TA L E N T
Gain +3 Empathy.
When you become a rank 1 entertainer you learn how to
As an honored leader of your faith, you have special
leverage your natural talents and can now use artistic skills
honors with NPCs with the aristocratic occupation who
to generate income.
practice any religion. You may request a meeting with any
When you first take the entertainer profession, choose
such NPC in your area and they will honor your request
whether you are an artist or a performer. Gain the benefits
within 24 hours.
of that specific professional track at ranks 1, 2, 3, 4, and 5 of
Additionally, when entering a community in which
this profession.
your religion is not present, you may spend one month
proselytizing, after which a sizable amount of the population RANK 1: ARTIST
is swayed to your beliefs. This establishes a temple or You are proficient in one artistic medium of your choice,
gathering in which your blessing can be performed. choosing from a Crafting* skill. Gain +3 in this skill. Every
RANK 5: THEOLO GIAN week you may create one art piece to sell that earns you
1d10+20 sc.
Gain +3 Religion [choose one].
Gain rank 3 of the profession you chose at rank 3 of this R A N K 1 : P E R FO R M E R
profession, including all of the skills it provides. You are proficient in one form of physical expression of your
choice, choosing from Dancing, Entertaining, Instrument*
E N T E RTA I N E R [choose one], Contorting, or Tumbling. Gain +3 in this skill.
Occupations: Aristocratic, Mercantile You may perform once per week in a local inn, tavern, or
You are a master of creating beauty and inspiring emotion public space to earn 1d10+5 sc, in addition to free room
through your art. You bring your imagination to life and board.
through paintings, sculptures, music, or any other medium RANK 2: ARTIST
that suits your fancy, captivating your audience with your
You may choose a second artistic medium and gain an
unique vision and style. Whether you are creating grand
additional +3 when using that skill, and whenever you sell
masterpieces for kings and queens, or intimate works that
art you now earn 2d10+30 sc. Additionally, given one hour
speak to the hearts of the common folk, you are driven by
in a friendly city you can locate an artist’s commune that
a passion for art and a desire to leave a lasting legacy of
will house you for free for up to one week.
beauty and inspiration in the world.
C hapter 2 | T he B O P System 61
R A N K 2 : P E R FO R M E R of 4 or fewer ranks in any occupation will make time to
meet with you within 2 hours of your request.
You may choose a second skill of physical expression
Your performances now earn you 10d10+50 sc per week.
and now gain +3 to any check using that skill. Your
Additionally, once per month you may design and perform
performances now earn you 2d10+10 sc per week, in
a special performance that leaves audiences in awe. You
addition to free room and board.
immediately gain +5 goodwill in the settlement in which
RANK 3: ARTIST you perform and all NPCs that are monster rank 5 or lower
Your abilities as an artist blossom and you now gain an who are in attendance are Charmed by you for one week.
additional +3 to checks made with either skill chosen at
rank 1 and 2 of this profession. G UA R D
Selling an art piece now generates 4d10+60 sc. Occupations: Mercantile, Militant
R A N K 3 : P E R FO R M E R You are the first line of defense against danger and threats
to the people and places you are sworn to protect. You
Your performance has caught the attention of a sponsor who
might be stationed at a castle gate, patrolling the streets of
offers to support and represent you. Your performances now
a city, or guarding a convoy on a dangerous road. You are
earn you 4d10+20 sc per week.
always alert and ready, armed with your weapons and your
Your budding reputation also allows your sponsor to
training, to keep those in your charge safe from harm. With
petition for invitations to any event hosted by an NPC
your unwavering vigilance and your keen eye, you are a
with the aristocratic or mercantile background with a 50%
reassuring presence, providing peace of mind and security
chance of success.
to all who depend on you for protection.
RANK 4: ARTIST
One of the mediums chosen at rank 1 or 2 of this profession
S TA R T I N G E Q U I P M E N T
becomes your specialty and you now gain an additional If you take this profession when you create your character,
+3 to any check using that skill. Selling an art piece now gain the following gear, in addition to the equipment you
generates 10d10+50 sc. gained based on your background: rucksack, a spear or a
halberd, chainmail armor, clothes (simple), torch (10), deck
R A N K 4 : P E R FO R M E R
of cards, manacles, insignia of rank (banner, patch, pin, etc),
Your reputation spreads and the citizenry has become hooded lantern, flask of oil
enthralled by your performances. Every week spent
performing now earns you 8d10+40 sc and increases your SKILLS
goodwill by +1. Your chance of petitioning an invitation Each time you gain a rank in the guard profession (including
successfully increases to 75%, and there is a small chance rank 1), gain +3 Perceiving, and +1 in three skills of your
that invitations to such events are sent directly to you choice:
(this will be determined by your MC). You now gain +3 to • Athleticism. Applied Force, Athletics, Sprinting
any check using the skills chosen at ranks 1 and 2 of this • Influence. Intimidating
profession. • Knowledge. Economics, Geography, History, Law,
RANK 5: ARTIST Medicine*, Military, Politics of [choose region]
• Observation. Eavesdropping, Intuiting, Investigating
You are considered an artistic master of the medium chosen
• Stamina. Distance Running, Forced March, Menacing,
at rank 4 of this profession. You maximize your bonus to this
Swimming
skill (it becomes a +20). Selling an art piece now generates
• Survival. Animal Handling, Dungeoneering, Sheltering
20d10+100 sc.
Once in your lifetime, you may pour your heart and soul P R I VA T E S E C U R I T Y
into a single work of art that is of legendary quality and can
When you become a rank 1 guard, and every time you gain
be sold for 2d10+200 dc (diamond coins). This piece takes
a rank in the guard profession, you advance your official
4 weeks of work to complete.
position as private security personnel.
R A N K 5 : P E R FO R M E R
RANK 1
You are considered a celebrity in friendly settlements of
You are a low-ranking member of a private security group.
your home region. Your reputation allows you to attend any
You are tasked with guarding a private location. While you
event organized by NPCs with an aristocratic or mercantile
are at that location, you have food and lodging for free. For
occupation. Every day you spend in a friendly settlement
each day that you guard the location, gain 1 sc; at the end
increases the likelihood you receive a direct invitation to
of each consecutive week, gain an additional 3 sc bonus
such an event. Furthermore, as one of the most famous
(leading to 10 sc per week).
performers in the world, you can secure an audience with
individuals of great influence. Any NPC with the equivalent
62 C hapter 2 | T he B O P System
Guarding a private location comes with additional
benefits: up to five of your travel companions gain free
S TA R T I N G E Q U I P M E N T
food and lodging at the locale as you do, but do not receive If you take this profession when you create your character,
payment for guarding the location unless they also have this gain the following gear, in addition to the equipment you
occupation. gained based on your background: satchel, brigandine
armor, 1 tool or kit, two sets of clothes (noble), 10 books of
RANK 2
any topic fiction or nonfiction, clothes (ceremonial), blank
You have been recognized as a skilled and dedicated guard. journal, quill pen, wineskin, signet ring, writ of status
Whenever you are in an urban area, you can find work as
a guard at a private location. Your pay increases to 3 sc per SKILLS
day, with a weekly bonus of 9 additional sc (for a total of 30 Each time you gain a rank in the honorable profession
sc per week) using this feature. (including rank 1), gain +3 Intuiting, and +1 in three skills
Additionally, as you are trusted to act with discretion, you of your choice:
easily pick up rumors regarding your urban environment. • Crafting*. Calligraphy, Cartography, Jeweling, Painting,
After guarding a location for two days, you learn the nature Weaving
of one of the following aspects of the urban area: layfolk, • Influence. Deceiving, Empathy, Gossipping,
mercantile, military, political, religious, or underworld. Intimidating, Persuading
RANK 3 • Knowledge. Art, Economics, Geography, History, Law,
Military, Politics of [choose region], Religion [choose
Trusted as one of the best of the best, you are charged with
one]
protecting individual personnel of great importance. You
• Performance. Dancing, Entertaining, Instrument*
earn 10 sc per day, with a 30 sc bonus each consecutive
[choose one]
week (for a total of 100 sc or 1 q per week) and you gain
• Observation. Appraising, Eavesdropping, Perceiving
+1 community goodwill. You can earn no more than +1
goodwill per month using this feature. NOBLE TITLE
You are also given authority to speak on behalf of the
When you become a rank 1 honorable, and every time you
individual whom you protect. You may secure a meeting
gain a rank in the honorable profession, your influence and
with any political, military, or economic official who has
staff expand significantly as your noble title is elevated.
three or fewer occupational ranks; they will make time to
meet with you within 8 hours of your request. RANK 1
RANK 4 You own a tract of land containing an upper-class residence.
Depending upon the standards of the nation in which you
Gain the rank 1 benefits of one of the following professions
own land, this might range from a cityside abode to a
of your choice: honorable, inquisitor, knight, soldier, or thug.
countryside estate. You may employ up to five attendants
You may secure a meeting with any political, military, or
that maintain your grounds. Your noble affairs are assumed
economic official who has four or fewer occupational ranks;
to cover the expenses of your grounds and staff, though you
they will make time to meet with you within 8 hours of your
must personally finance any additional or specialized staff or
request.
modifications to your estate.
RANK 5 Furthermore, you enjoy respect among aristocrats. You
Gain the rank 1 benefits of an additional profession from can secure an audience with most city officials within three
your rank 4 options, or gain the rank 2 benefits of the days of requesting one.
profession that you chose at rank 4. Lastly, you have a personal attendant that will carry your
You may secure a meeting with any political, military, or supplies for you and handle basic scheduling arrangements
economic official who has four or fewer occupational ranks; on your behalf.
they will make time to meet with you within 2 hours of your RANK 2
request.
Your estate doubles in size, and you now employ 10
servants. You may choose two mods from the list below to
HONOR A BLE construct on your grounds.
Occupation: Aristocratic You can secure an audience with most city officials within
You are a member of the upper echelons of society, held in two days of requesting one. Nobles of lesser rank will go out
high esteem by those around you. Having been born into of their way to accommodate your requests.
privilege, with access to the best education, training, and
resources, and are expected to use your influence and power
for the betterment of the realm. A leader among leaders,
with the respect and admiration of your peers, you are
looked upon as a symbol of the ideals and values of your
noble heritage. C hapter 2 | T he B O P System 63
RANK 3 Residence Upgrade: Manor. You upgrade your residency
to a manor, making it look aesthetically pleasing and
Your estate doubles again (quadrupling from its original
luxurious on the outside as well as increasing the number of
size). You now employ 20 servants and 10 specialized
rooms and amenities within.
servants that are monster level 2 or lower, such as Guards
Manor Upgrade: Keep. You upgrade your manor to a
or Scouts. These specialized employees will not travel with
keep, expanding the number of rooms and fortifying the
you, but will follow your spoken commands while on your
exterior walls.
estate grounds. Additionally, you may construct two more
Marketplace. You clear out a plot of land for merchants
mods from the Aristocratic Property Modifications list.
to congregate and ply their wares. Provided that merchants
You can secure an audience with most city officials within
live nearby, this earns favorability with them and generates
one day of requesting one. Nobles of lesser rank will go out
20d20 sc per week for you.
of their way to accommodate your requests.
Garden. You construct an elaborate garden for relaxation,
RANK 4 meditation, and entertaining guests.
Your estate doubles again (eight times its original size). Stables. You build stables that can house up to 20 horses
You now employ 40 servants and 20 specialized servants and equipment for riding (including armored barding). You
that are monster level 2 or lower, such as Guards or Scouts. must still buy any horses and equipment separately.
These specialized employees will not travel with you, but Walls. You construct walls around 20 acres of your
will follow your spoken commands while on your estate property, securing your land against the threat of invasion.
grounds. Additionally, you may construct three more mods Watchtowers. You install watchtowers around 20 acres
from the Aristocratic Property Modifications list. of your property, allowing additional vigilance against
You can secure an audience with most city officials within potential threats.
one hour of requesting one. Nobles of lesser rank will go out
of their way to accommodate your requests. I N Q U I S I TOR
RANK 5 Occupations: Religious, Militant
Even the gods have enemies and they entrust their most
Your estate doubles again (sixteen times its original size).
devoted and zealous followers to protecting their interests in
You now employ 80 servants and 40 specialized servants
the mortal realm. Twisted fiends, undead abominations, and
that are monster level 2 or lower, such as Guards or Scouts.
heretical cults are just a few of the enemies you root out and
These specialized employees will not travel with you, but
destroy, wherever they might hide. Your faith guides you in
will follow your spoken commands while on your estate
the endless battle against evil where you struggle to make
grounds. You also have five elite attendees, which can be
the world just a little bit safer.
monster level 3 or lower. These elite attendees will travel
with you on any of your adventures if asked. Additionally, S TA R T I N G E Q U I P M E N T
you may construct three more mods from the list below.
If you take this profession when you create your character,
You can secure an audience with most city officials
gain the following gear, in addition to the equipment you
immediately upon requesting one. Nobles of lesser rank will
gained based on your background: traveler’s pack, scale
go out of their way to accommodate your requests.
mail, clothes (fine), clothes (simple), signet ring, writ of
religious authority, bedroll, mess kit, rations (3), waterskin,
A R I S T O C R AT I C manacles
PROPERTY
M O D I F I C AT I O N S SKILLS
When you gain a mod for your property, you choose out of Each time you gain a rank in the inquisitor profession
the options below. (including rank 1), gain +3 Investigating, and +1 in three
Guest House. You construct an additional residential skills of your choice:
building capable of housing ten people. • Athleticism. Applied Force, Athletics, Sprinting
Barracks. You construct a stark, practical building capable • Crafting*. Alchemy, Smithing, Woodcarving
of holding up to twenty soldiers. This building does not • Influence. Deceiving, Intimidating, Persuading
include a kitchen or lounge as a residence would. • Knowledge. Arcana, Chemistry, History, Medicine*,
Granary. You build a silo or storage barn that grants you Religion [choose one]
the capacity to stockpile enough food to provide for your • Luck. Fortuity
entire estate through a standard winter season. This does • Observation. Eavesdropping, Intuiting, Investigating,
not automatically guarantee that you can find enough food Perceiving
to fill the granary, however. • Stamina. Distance Running, Forced March
• Subterfuge. Disguising*, Evading, Lockpicking*
• Survival. Dungeoneering, Sneaking, Tracking
64 C hapter 2 | T he B O P System
• Demonologist. Monster Level 2. This researcher is not
WITCHFINDER equipped for combat but is highly skilled in uncovering
When you become a rank 1 inquisitor, and every time you information about demons and cults.
gain a rank in the inquisitor profession, your ability to hunt • Physician. Monster Level 2. This medical specialist is not
down dark magic users improves. equipped for combat but grants you significant medical
RANK 1 assistance.
• Rogue Monster Level 3. This criminal has agreed to
Spending a week in any settlement allows you to locate one
serve you in exchange for a commuted prison sentence.
hidden cult, dark ritual, or forbidden magic user if they are
• Veteran Soldier. Monster Level 3. This experienced
present at that time. If located, they can be reported to the
soldier is battle-ready and eager to fight on your behalf.
authorities of your religion who may request your assistance
• War Priest. Monster Level 3. This war priest shares your
in eradicating them.
religion and is able to cast minor spells from the Divine
RANK 2 Source.
When in a friendly medium to large settlement in which
your religion has a presence, you may work as a grave- K N IGH T
watcher in the local cemetery. This work involves protecting Occupations: Aristocratic, Militant
the consecrated grounds from tampering or theft and in You are a defender of the innocent and a champion
dispatching minor undead creatures that tend to frequent of justice. Armed with your shining armor and deadly
those areas. Performing this work earns you 2d10+20 sc per weapons, you roam the lands, righting wrongs and
week. vanquishing evil wherever you find it. With each victory, you
RANK 3 earn the loyalty and respect of the people, who look upon
you as a shining symbol of hope and valor in a dark and
You may now perform your rank 1 Witchfinder feature in
uncertain world.
just three days’ time. Furthermore, you may take into your
service one of the retinue members from the list below. S TA R T I N G E Q U I P M E N T
This person will travel with and protect you, taking their
If you take this profession when you create your character,
combat initiative immediately after yours. Each option can
gain the following gear, in addition to the equipment you
be chosen only once.
gained based on your background: rucksack, one large
RANK 4 blade, chainmail armor, signet ring, bedroll, mess kit,
Your grave-watcher service now earns you 4d10+40 sc per clothes (simple), embroidered hooded cloak, rations (5),
week. You may take an additional retinue member from the torches (5), tinderbox, 50 ft rope, waterskin
Inquisitor Retinue list. Each option can be chosen only once.
SKILLS
RANK 5
Each time you gain a rank in the knight profession
You are considered a Witchfinder General and may call upon (including rank 1), gain +3 Investigating, and +1 in three
the services of your religion in the pursuit of eradicating skills of your choice:
evil. Once per month after locating a heretical cult, dark • Athleticism. Applied Force, Athletics, Sprinting
ritual, or forbidden magic user using your rank 1 feature, • Crafting*. Leatherworking, Smithing, Weaving,
you may form an inquisition that produces 2d20+10 faithful Woodcarving
militants of NPC rank 2 or lower who will assist you in the • Influence. Empathy, Intimidating, Leadership,
task in destroying this evil. They will follow your reasonable Persuading
and lawful commands for one day. However, they will not • Knowledge. Geography, History, Law, Military, Politics
travel farther than 30 miles from their home settlement. of [choose region], Religion [choose one]
You may take a third retinue member into your service • Observation. Intuiting, Perceiving
from the list below. • Performance. Instrument* [choose one]; Savoir Faire
• Stamina. Forced March, Distance Running
INQUISITOR RETINUE • Survival. Animal Handling
OPTIONS
When you take an NPC into your Retinue, choose from the
C O AT O F A R M S
following options. When you become a rank 1 knight, and every time you gain
• Courtier. Monster Level 2. This minor noble can attempt a rank in the knight profession, your reputation expands and
to gain you an audience with any NPC with 4 or fewer it becomes easier for you to find quests.
professional ranks with the aristocrat, mercantile, or
military occupations.
C hapter 2 | T he B O P System 65
RANK 1 a powerful monster, overthrow an evil tyrant, or to protect
a community from an impending attack, but may include
Once per week in any friendly settlement, you may make
any task in service to your home kingdom or knight order
a Persuading or Perceiving roll (DC12) to seek out citizens
tenants. Once you issue such a quest, you cannot do so
in need of your services. These quests can range from
again for six months.
arbitrating family disputes to hunting dangerous creatures
to offering protective services to minor nobles or merchants,
and successfully completing them will generate +1 goodwill
N OM A D
with that settlement. Occupation: Wanderer
Traveling from place to place with your tribe, you follow
RANK 2
seasonal patterns and seek fertile grounds for your livestock.
Your name and reputation has attracted a number of young You are self-sufficient and have a deep connection to
hopefuls and you may choose to bring one Page into your the land and the creatures that roam it, honed from a
employ (stats in the Creature Compendium). This page will life of constant movement and adaptation to changing
travel with you as your attendant, follow reasonable and environments. Highly skilled in tracking, survival, and
lawful commands, and take their initiative immediately after animal husbandry, you are highly valued by other groups,
yours in combat. They will hold you in positive regard until and your knowledge of the wildlands is unmatched.
you give them a reason not to.
Completed quests now come with an additional monetary S TA R T I N G E Q U I P M E N T
reward of 2d10 sc. If you take this profession when you create your character,
RANK 3 gain the following gear, in addition to the equipment you
gained based on your background: satchel and saddlebags,
You now have enough standing to promote your Page to
brigandine armor, 1 tool or kit, clothes (simple), hooded
a Squire. This squire will travel with you as your servant
cloak, bedroll, mess kit, rations (7), tinderbox, torches (5),
and has a simple set of weapons and armor with which
waterskin, 50 ft rope
they are proficient. They will follow reasonable and lawful
commands, and take their initiative immediately after yours SKILLS
in combat.
Each time you gain a rank in the nomad profession
You have attracted the attention of a local lord or knightly
(including rank 1), gain +3 Sheltering, and +1 in three
order that seeks to enlist you to their service. They will
skills of your choice:
provide you with modest accommodations of food and
• Athleticism. Applied Force, Athletics, Sprinting
lodging on their property as well as a monthly stipend of
• Crafting*. Alchemy, Brewing, Carpentry, Cartography,
1d10+10 sc. Your lord or order may occasionally approach
Cobbling, Cooking, Leatherworking, Masonry, Painting,
you with tasks and expects you to serve their interests.
Pottery, Smithing, Weaving, Woodcarving
RANK 4 • Influence. Empathy, Gossipping, Intimidating,
You have achieved the standing of a Knight-Regent and Leadership, Persuading
may take up to five Knights (Monster Level 3) into your • Knowledge. Art, Astrology, Astronomy, Geography,
own employ. These knights view you as a trusted leader History, Medicine*, Religion [choose one], Vehicles*
and friend and will follow your reasonable and lawful [Land]
commands but they will not regularly travel with you. • Observation. Intuiting, Perceiving
Every week these knights operate in a given region they • Performance. Instrument* [choose one]; Entertaining
will generate +1 goodwill and bring in enough monetary • Stamina. Distance Running, Forced March, Swimming
revenue to maintain their own equipment, room, and board. • Survival. Animal Handling, Dungeoneering, Foraging,
Additionally, you may take rank 1 of the Honorable Nature, Navigating*, Sneaking, Tracking
Profession, including all starting equipment and skills.
RANK 5
You are now considered a knight-commander and may
take up to 11 knights into your employ. These knights view
you as a trusted leader and friend and will follow your
reasonable and lawful commands but they will not regularly
travel with you.
You may issue a quest that will call all knights to your
service. They will travel with and protect you, taking their
initiative directly after yours in combat, in direct pursuit
of the quest’s completion. Quest examples are: to destroy
66 C hapter 2 | T he B O P System
G AT H E R N O M O S S RANK 4: TRADER
Once per visit to a friendly town or settlement, you may
You are an experienced traveler and survivalist and can
initiate a grand trading day that earns you double your
always locate food or water while traveling in your home
Trader business dealings income. Additionally, you may
region. You know all the roads and pathways in your home
make contact with one notable NPC with the equivalent of 3
region.
or fewer ranks in any occupation.
RANK 1
R A N K 4 : E N T E R TA I N E R
You have one passive beast of burden that is your trusted
Once per visit to a friendly town or settlement, you
steed. It is highly intelligent and well trained for its type and
may organize an art show or performance for the local
will follow simple commands. If separated, it will seek you
citizenship. This earns you 2d20+10 sc, +3 goodwill, and
out from up to a mile away and can be called to your side.
you may make contact with one notable NPC with the
It is mundane, not magical, so it cannot be instantaneously
equivalent of 3 or fewer ranks in any occupation.
summoned.
RANK 2 RANK 4: PHYSICIAN
Once per visit to a friendly town or settlement, you may
Your beast of burden can be used to pull a customized cart
establish a makeshift hospital to treat the local populace.
or wagon large enough to hold you and up to three other
Your practice will halt the spread of any plague or disease
individuals. It shelters you from the elements. This wagon
and earns you an instant +5 goodwill with the settlement.
can always be repaired using locally sourced materials and
You are granted free food and lodgings for one month.
is not slowed by rugged terrain.
RANK 3 R A N K 4 : C H A R L ATA N
Once per visit to a friendly town or settlement, you may
Your wagon is now large enough to carry you and up to five
attempt a grand scam that earns you double your scam
individuals and their personal belongings. You have two
income. Additionally, given one week of time you may
beasts to pull it, instead of only one. You may take 1 rank in
recruit one apprentice who will not travel with you but who
the trader, entertainer, physician, or charlatan professions
will perform the rank 1 Charlatan scam in your absence.
and gain the following benefit. Your selection gives you
This still comes with the risk of discovery, and sc earned
additional benefits at ranks 4 and 5.
from this scam will be saved until you are present to collect.
RANK 3: TRADER
RANK 5
Your wagon is a popup shop that may carry and trade
You gain no primary nomad benefits at this rank, but gain
general goods and you are exempt from any tariffs or
additional benefits based on your secondary Profession
licenses required to trade in your home region. Your Trader
chosen at rank 3.
business dealings earn an additional 2d10+10 sc.
R A N K 3 : E N T E R TA I N E R RANK 5: TRADER
You may now hire an apprentice Trader who will travel with
Your wagon is a popup stage or artist gallery from which
you but who will not put themselves willingly into danger.
you can perform or display your wares. Gain +3 to any
While stationed in a friendly settlement, this apprentice will
Performance-tag skill check made from your wagon.
run your Trader business dealings without your presence
R A N K 3 : P H YS I C I A N and your dealings now earn an additional 6d10 sc.
Your wagon is considered a well-sourced medical facility in R A N K 5 : E N T E R TA I N E R
which you can treat diseases or distribute herbal medicines.
You may now recruit up to three Entertainers who will
R A N K 3 : C H A R L ATA N travel with you but who will not put themselves willingly
Your wagon acts as a base of operations for your scams and into danger. These entertainers boost your income from
gives you +3 on any Deceiving check made in relation to your rank 4 ability by 2d10 sc per entertainer and can
those scams. continue to perform or sell their wares when you are not
directly present. This passive income earns you 1d10 sc per
RANK 4
entertainer per week.
You have found a community of like minded nomads who
will travel with you in your home region. This community
RANK 5: PHYSICIAN
will treat you and your allies as trusted friends and will You may now hire an assistant who will travel with you but
support you with food and lodgings whenever possible. This who will not put themselves willingly into danger. When
community brings four distinct wagons of the type chosen in your assistant is present, gain +3 on any Medicine check
rank 3 of this profession. to treat an injury or disease. Additionally, your assistant
can produce and sell herbal remedies without needing your
C hapter 2 | T he B O P System 67
presence and can earn 2d10+10 gold pieces per week when RANK 2
stationed in a friendly settlement.
You may now attempt to cure uncommon diseases. Your
R A N K 5 : C H A R L ATA N patient load increases to two creatures; only one may have
You may now recruit a maximum of four apprentices at an uncommon disease. Given two days of operation at a
any time who will each perform the rank 1 Charlatan scam well-resourced medical facility, make separate INT checks
without your presence. This still comes with the risk of for each patient and add your Medicine skill; if you roll a 15
discovery for the apprentice and any sc earned from these or higher, then you cure the disease.
scams will be saved until you are present to collect it. RANK 3
Your patient load increases to four; only one of these
PH YS IC I A N patients may have an uncommon disease.
Occupations: Academic, Religious Helping patients in this way now allows you to earn up to
You are dedicated to healing the sick and alleviating +1 goodwill per week.
the suffering of those around you. You have honed your
RANK 4
skills through years of study and practice, mastering the
use of medicine and scientific methods to diagnose and You may now also attempt to cure rare diseases. Your
treat a wide range of ailments. Your compassion and your patient load remains at four; only one may have an
unwavering commitment to your patients have earned you a uncommon or rare disease. Given two days of operation at
reputation as one of the best in the land, and you are often a well-resourced medical facility, make separate INT checks
called upon to tend to the sick and injured. for each patient and add your Medicine skill; if you roll a 15
or higher, then you cure the disease.
S TA R T I N G E Q U I P M E N T At this point, you are widely renowned internationally as
If you take this profession when you create your character, one of the preeminent physicians in the world. Monarchs
gain the following gear, in addition to the equipment you and people of significant influence seek you out for
gained based on your background: belt pouch and satchel, treatments, and you can secure an audience with almost any
gambeson armor, 1 tool or kit, clothes (simple), bandages notable individual within 8 hours of requesting it.
(10), medicine (basic), rations (3), lamp, flask of oil, RANK 5
medicinal tome, ink, quill, waterskin
Your patient load increases to five creatures. Only one
SKILLS creature may have a rare disease, and all other creatures
may have common or uncommon diseases.
Each time you gain a rank in the physician profession
Helping patients in this way now allows you to earn up to
(including rank 1), gain +3 Medicine*, and +1 in three
+3 goodwill per week.
skills of your choice:
• Crafting*: Alchemy, Brewing, Woodcarving
• Influence: Empathy, Leadership
PION EER
• Knowledge: Arcana, History, Law Occupations: Aristocratic, Wanderer
• Observation: Appraising, Intuiting You are always pushing the boundaries and charting new
• Subterfuge: Lockpicking, Sleight of Hand territories. With a thirst for adventure and discovery, you are
• Survival: Animal Handling, Nature not afraid to venture into the unknown. A builder, farmer,
and protector, you create new settlements and carve out a
T R E AT M E N T place for yourself and those who follow in your wake. Your
When you become a rank 1 physician, and every time determination, resilience, and resourcefulness are what sets
you gain a rank in the physician profession, your skill you apart, and your name is known and respected by those
as a medical practitioner and your status in the medical who live in the frontier lands.
community improves.
S TA R T I N G E Q U I P M E N T
RANK 1
If you take this profession when you create your character,
Given two days of operation at a well-resourced medical you gain the following gear, in addition to the equipment
facility, you can attempt to treat one patient. Make an INT/ you gained based on your background: traveler’s pack,
Medicine check; if you roll a 15 or higher, then you cure one wood-splitting axe, brigandine armor, 1 tool or kit, clothes
creature of a common disease. (simple), hooded cloak, 2-person tent, mess kit, rations (7),
torches (5), tinderbox, waterskin, 50 ft rope
68 C hapter 2 | T he B O P System
SKILLS RANK 2: LO GGING
Your land encompasses a vast forest that produces quality
Each time you gain a rank in the pioneer profession
timber. You may hire up to five laborers to chop and sell this
(including rank 1), gain +3 Cartography, and +1 in three
wood locally, earning 2d10+5 sc per week after expenses.
skills of your choice:
Additionally, your reputation has attracted other
• Athleticism. Applied Force, Athletics, Sprinting
homesteaders. You may choose to construct one option
• Crafting*. Carpentry, Cartography, Cooking,
from the Community Upgrade list that becomes established
Glassblowing, Jeweling, Leatherworking, Masonry,
beside your homestead.
Pottery, Smithing, Weaving, Woodcarving
• Influence. Empathy, Leadership, Persuading RANK 3
• Knowledge. Geography, Medicine*, Vehicles* [land], Your homestead grows to 40 acres.
Vehicles* [water] Additionally, your reputation has attracted more
• Luck. Scavenging homesteaders. You may choose to construct two more
• Observation. Intuiting, Perceiving Community Upgrades from the list below that becomes
• Stamina. Distance Running, Forced March, Swimming established beside your homestead.
• Survival. Animal Handling, Foraging, Nature,
Navigating*, Sheltering, Sneaking, Tracking R A N K 3 : FA R M I N G
You have cleared 5 acres of land and may hire up to ten
HOMESTEAD laborers who earn you 2d10 sc per week after expenses.
When you become a rank 1 pioneer, and every time you gain RANK 3: FISHING
a rank in the Pioneer occupation, you expand your control
over an unclaimed tract of wilderness. You may hire up to nine laborers to build and maintain
three fishing ships that produce fish worth 2d10 sc per week
RANK 1 after expenses.
You own a plot of undeveloped frontier land approximately RANK 3: LO GGING
20 acres in size. The land is assumed to produce enough
water and food to sustain a household. You may hire up to twelve laborers to chop and sell this
Additionally, you have made arrangements to have a place wood locally, earning 4d10+10 sc per week after expenses.
of residence constructed on your land. The residence is RANK 4
large enough to house you and six companions, and it will
You are now considered the leader of the community and all
be completed and ready to inhabit six months after you first
others living near your homestead look to you for guidance.
make these arrangements.
Your homestead is recognized as a settlement by the
RANK 2 regional authority and you may construct a town hall that
allows you to establish land trade with nearby communities.
You establish a means of sustaining your homestead. Choose
Additionally, your reputation has attracted more
Farming, Fishing, or Logging. This choice grants you benefits
homesteaders. You may choose to construct two more
at this rank and at rank 3.
Community Upgrades from the list below that becomes
R A N K 2 : FA R M I N G established beside your homestead.
You have cleared 2 acres of land that is now ready for RANK 5
planting, orchards, or livestock. You may hire up to three
laborers who will work the land and produce a harvest You are officially recognized as a frontier mayor and may
worth 1d10 sc per week after expenses. Once per year, your send petitions to the regional authority.
crops produce enough bounty that you can store enough Additionally, your reputation has attracted more
food for you and up to six companions for up to three homesteaders. You may choose to construct two more
months. You may also bring this crop to market; for each Community Upgrades from the list below that becomes
month’s worth of crops that you sell, you earn 4d10+20 sc. established beside your homestead.
C hapter 2 | T he B O P System 69
Docks. (Requires bordering river, lake, sea, or ocean) You
order the construction of a small commercial dock on a body
S TA R T I N G E Q U I P M E N T
of water within or bordering your homestead. This building If you take this profession when you create your character,
produces fish for settlement consumption as well as allows you gain the following gear, in addition to the equipment
trade via water routes. you gained based on your background: rucksack, leather
Farm. Up to 10 acres of your homestead is sold to a local armor, 1 tool or kit, clothes (simple), mess kit, rations (5),
farmer who will work the land and produce enough food to utensils, bowl, flask, 50 ft rope, compass
feed the entire community. This additionally produces 1d10
sc per week.
SKILLS
Inn. You order the construction of a traveler’s inn upon Each time you gain a rank in the sailor profession (including
your homestead. This structure includes a kitchen, stable, rank 1), gain +3 Vehicles [water], and +1 in three skills of
and tavern along with ten rooms for visiting guests. You your choice:
earn a small tax from all revenue generated in this inn, • Acrobatics. Balancing
earning you 2d10 sc per week. • Athleticism. Applied Force, Athletics
Marketplace. You clear out a plot of land for merchants • Crafting*. Cartography, Cooking, Woodcarving
to congregate and ply their wares. Provided that merchants • Influence. Intimidating, Leadership
live nearby, this earns favorability with them and generates • Knowledge. Astrology, Astronomy, Geography,
10 sc per day for you. Economics, Medicine*, Military
Mine Shaft. Surveyors locate valuable minerals on your • Luck. Fortuity, Scavenging
homestead. At minimum, you will find either iron ore or • Observation. Intuiting, Perceiving
clay, which you can sell to manufacturers for 20 sc per week. • Performance. Instrument* [choose one], Singing
Your MC might also decide that you find precious metals • Stamina. Menacing, Swimming
or other substances underground. Construction includes a • Subterfuge. Evading, Sleight of Hand
barracks for miners. • Survival. Nature, Navigating*
Palisade Wall. You construct walls around the heart of
your homestead, securing your land against the threat of
SEA LEGS
invasion. When you become a rank 1 sailor, and every time you gain
Tailor. A skilled tailor moves in to ply their trade, a rank in the sailor profession, your reputation among NPCs
constructing a fully functioning weavery, storefront, with your choice of mercantile, military, or underworld
and domicile on your homestead. Every week, the tailor backgrounds improves.
produces 1d10 clothing items. You earn a small tax from RANK 1
sales the tailor makes, earning you 1d10+5 sc per week, or
2d10+5 sc per week if you have a Farm. Crewmate: You have the skills and knowledge to secure
Tanner. A skilled leatherworker moves in to ply their a temporary position on a trading, privateer, pirate, or
trade, constructing a fully functioning tannery, storefront, exploratory vessel and earn 10 sc for every week spent
and domicile on your homestead. Every week, the tanner working in a friendly port.
produces 1d6 leather goods. You earn a small tax from sales RANK 2
the tanner makes, earning you 2d10+5 sc per week.
Boatswain: You are an established member of a ship’s crew
Watchtower. You install watchtowers around your
that provides you with free room and board in any port in
homestead for use by the local militia, allowing additional
which the ship is docked. You now earn 15 sc for every week
vigilance against potential threats.
of service, even if you are not at a port.
SA I L OR RANK 3
Occupations: Mercantile, Underworld, Wanderer Captain: You have risen to the rank of captain and have
You have spent considerable time as an explorer, freebooter, your own ship with a crew under your employ. When
pirate or mariner and define your life by the sea. From achieving rank 3 in this profession you may choose a
skiffs to frigates, you know your way around a ship and are specialization: explorer, merchant, pirate, or privateer. This
as comfortable in a raging storm as you are in a pleasant choice grants you specific abilities at ranks 4 and 5 as well
breeze. You embrace the freedom, adventure, and danger as this rank.
of life as you traverse the trading lanes or explore parts RANK 3: EXPLORER
unknown, never knowing what might be waiting over the
When choosing this specialization, you may immediately
next wave.
gain 1 rank of the nomad profession, including all starting
equipment and skills. Your ship is outfitted for long
journeys.
70 C hapter 2 | T he B O P System
Once per week you may attempt a short expedition to 9-10: You discover a valuable shipwreck or island teeming
discover parts unknown. Roll a d10 and refer to the chart with resources. Selling the location or recovered salvage
below. earns you 8d10+80 sc.
1-4: Your expedition proves a failure and you are unable
RANK 4: MERCHANT
to discover any landmasses or treasure of note.
5-8: Your expedition uncovers an island or shipwreck. You are now a company merchant and gain 1 rank in the
Selling the mapped location or recovered salvage earns you trader profession. You may hire an additional ship and no
4d10 sc. longer need to be present on board to run a trade mission.
9-10: You discover a valuable shipwreck or island teeming R A N K 4 : P I R AT E
with resources. Selling the mapped location or recovered
You are now a pirate master and have a second ship under
salvage earns you 4d10+40 sc.
your command. Your plunder now earns you 12d10+120
RANK 3: MERCHANT sc. You now know the location of every safe port and
When choosing this specialization you may immediately harbor within your home region and can spend one week
gain 1 rank of the trader profession, including all equipment discovering one in new regions you visit. Additionally, you
and skills. Every week you may perform a trade mission gain 1 rank in the thug profession.
and earn 2d10 sc in addition to your trader income. When R A N K 4 : P R I VAT E E R
entering a new port, you can locate any specific shops,
You are now a Commodore and have outfitted your ship for
services, or trading houses within one hour.
serious military engagements. You may now take contracts
R A N K 3 : P I R AT E to hunt down dangerous bounties. Completing these
When choosing this specialization you may immediately contracts pays 8d10 sc and earns you an audience with any
gain 1 rank of the thug profession, including all equipment official with the Aristocratic or Military Background if they
and skills. Once per week you may take your ship out have 4 or fewer professional ranks. Additionally, you gain 1
to plunder a trading lane, earning you 8d10+80 sc but rank in the soldier profession.
drawing the attention of local authorities. Every week spent RANK 5: EXPLORER
plundering this region will earn your ship a cumulative 50
You are now a famed explorer and your name is spoken with
sc bounty that increases the chance of direct conflict with
awe by NPCs with academic or aristocracy backgrounds.
military or privateer vessels. You become aware of one safe
You are twice as likely to find sponsors among these groups.
port in the region that will never attempt to collect your
The next elaborate exploratory mission you successfully
bounty.
complete will result in a small landmass being named after
R A N K 3 : P R I VAT E E R you and will earn you double the associated payment.
When choosing this specialization you may immediately Additionally, you gain the ability to communicate
gain 1 rank of the soldier profession, including all rudimentary ideas to any intelligent beings, even if you do
equipment and skills. Your ship and crew are well known not speak their language, and gain a +3 to Intuiting checks
to the military of your home region and you may accept regarding understanding unknown cultures, customs, or
military contracts. These contracts pay 4d10 sc and languages.
generally include providing escort for supply ships, hunting RANK 5: MERCHANT
dangerous pirates, or protecting endangered ports. Each
You are now a company master and may employ up to three
completed contract provides +1 goodwill with local
trading vessels. Additionally, you gain 1 rank in the trader
settlements.
profession.
RANK 4: EXPLORER R A N K 5 : P I R AT E
You are now an expedition leader and can attempt to fund
You are now a pirate lord and may have a total of three
more elaborate exploratory missions. These missions can
ships in your fleet. Your plunder now earns you 20d10+200
be sponsored by NPCs with an academic or aristocratic
sc and your infamy causes all but the bravest merchants
background or can be paid out of your own pocket. Each
to surrender without defense. You have a +3 Intimidating
sponsor gives you a +1 on the elaborate expedition roll
against anyone within 5 miles of the port in which your
(below), but takes 10% of final earnings. Failing to succeed
ships are docked.
may damage your reputation with your sponsor. You also
gain 1 rank in the nomad profession. R A N K 5 : P R I VAT E E R
Elaborate Expedition: You are now an admiral in your home region’s navy and
1-4: Your expedition proves a failure and you are unable captain one of the strongest ships of the line available.
to discover any landmasses or treasure of note. You gain 1 rank in the honorable profession, including all
5-8: Your expedition uncovers an island or shipwreck. equipment and skills.
Selling the mapped location or recovered salvage earns you
8d10 sc.
C hapter 2 | T he B O P System 71
maintains a presence, you gain a +2 bonus to knowledge
S OLDI ER checks pertaining to current information of that region. Your
Occupation: Militant stipend increases to 10 sc per week.
You are a proud and dedicated warrior, serving your
RANK 3
country and your people with honor and distinction. From
defending your homeland against invaders to marching on When you reach rank 3 in the soldier profession you
a foreign land for just war, you are always ready to put your may choose one of the specializations below: Infantry or
life on the line in the name of duty and honor. With your Tactician. This choice gives you benefits at this rank, as well
training, your discipline, and your courage, you are a force as ranks 4 and 5. Your stipend is now 15 sc per week.
to be reckoned with, feared by your enemies and respected R A N K 3 : I N FA N T R Y
by your allies, and you are proud to serve as a symbol of
You are a mid-ranking noncom officer in the infantry. In
strength and protection for those you hold dear.
addition to your rank 1 and 2 benefits, You can levy 2
S TA R T I N G E Q U I P M E N T members of your military that are Monster Level 2 or lower,
such as Guards or Scouts. These members of the infantry
If you take this profession when you create your character,
will travel with you and fight to protect you while within 30
you gain the following gear, in addition to the equipment
miles of their original post.
you gained based on your background: rucksack, spear or
halberd, chainmail armor, clothes (simple), torch (5), flask, R A N K 3 : TA C T I C I A N
bedroll, flint & steel, insignia of rank (banner, patch, pin, You are a recognized battlefield tactician and commander.
etc), rations (7), waterskin, bandages (2), 50 ft rope Members of the military you serve gain +1 to their WILL
while you are within 30 ft of them and they can see you.
SKILLS The knowledge bonus of your rank 2 feature increases from
Each time you gain a rank in the soldier profession +2 to +5.
(including rank 1), gain +3 Distance Running, and +1 in
R A N K 4 : I N FA N T RY
three skills of your choice:
• Acrobatics. Balancing You are a high-ranking noncom officer in the infantry. You
• Athleticism. Applied Force, Athletics, Sprinting can now levy 5 members of your military, instead of only 2,
• Crafting*. Carpentry, Leatherworking, Smithing, using your rank 3 feature.
Woodcarving Additionally, you may spend one week joining the forces
• Influence. Gossipping, Intimidating, Leadership of your military on campaign or patrol. Doing so earns you
• Knowledge. Geography, History, Law, Medicine*, an additional 2d10 sc per week as well as increasing your
Military, Politics of [choose region], Religion [choose reputation. NPCs with the aristocracy or military occupation
one] Vehicles* [land] and 4 or fewer professional ranks will make time to meet
• Observation. Intuiting, Perceiving with you within 8 hours of your request.
• Stamina. Forced March, Menacing Your standard military stipend increases to 20 sc per
• Survival. Animal Handling, Dungeoneering, Nature, week.
Navigating* R A N K 4 : TA C T I C I A N
M I L I TA R Y R A N K I N G You are a distinguished battlefield tactician and commander.
Any members of the military you serve gain +1 to all of
When you become a rank 1 soldier, and every time you gain
their Mental Defenses while they can see you and are within
a rank in the soldier profession, you advance your official
30 ft of you. The knowledge bonus of your rank 3 feature
position in the military entity of which you are a member.
increases from +5 to +7.
RANK 1 Your standard military stipend increases to 20 sc per
You are a low-ranking member of the infantry. While in week.
an urban or rural area where your military maintains a
presence, you can find free food and lodging among your
compatriots. Other members of your military will not go out
of their way to help you beyond feeding you and offering
you shelter. Additionally, you earn a stipend of 5 sc per
week.
RANK 2
You are a low-ranking noncommissioned (noncom) officer
in the infantry. In addition to your rank 1 benefits, while
you are in an urban or rural area where your military
72 C hapter 2 | T he B O P System
R A N K 5 : I N FA N T RY • Knowledge. Art, Economics, History, Law, Medicine*,
Politics of [choose region], Vehicles* [land], Vehicles*
You are the highest rank of noncom officer in the infantry.
[water]
You can now levy ten members of your military to travel
• Observation. Appraising, Intuiting, Perceiving
with you anywhere within 30 miles of their original post.
• Survival. Animal Handling
These NPCs can be of Monster Level 3 or lower. Additionally,
you may spend one week joining the forces of your military NETWORK
on campaign or patrol. Doing so earns you an additional
When you become a rank 1 trader, and every time you
4d10 sc per week.
gain a rank in the Trader Profession, you can sell wares,
Your standard military stipend increases to 25 sc per
resupply your stock, and expand your wealth and mercantile
week.
influence.
R A N K 5 : TA C T I C I A N
RANK 1
You are one of the most renowned military tacticians in the
Given one week of business dealings in a marketplace, you
world and the knowledge bonus from your rank 4 feature
increase your profitability through skillful trade. You earn
increases from +7 to +10. Military commanders will
2d10+20 sc each time you do this.
seek you out for service and you may spend one week on
campaign to earn 4d10 sc in payment. RANK 2
Furthermore, you can secure an audience with most Given one week of business dealings in a marketplace, you
military individuals of great influence. Any NPC with the increase your profitability through skillful trade. You earn
equivalent of 5 or fewer ranks in any militant, aristocracy, 4d10+20 sc each time you do this, and you gain one tool or
or mercantile background will make time to meet with you kit of your choice, which you may sell for 20 additional sc or
within 2 hours of your request. keep for your own uses.
Your standard military stipend increases to 25 sc per
RANK 3
week.
In addition to your rank 2 benefits, you gain the
T R A DER entrepreneurial capacity to open satellite trading stalls
under your personal brand. Pick three marketplaces
Occupation: Mercantile
that you have been to before: whenever you return to
You are constantly on the move, traveling from town to
those marketplaces, you get food and lodging for free.
town and village to village in search of new markets and
Additionally, you only need three days of trade in those
opportunities. With a keen eye for profit and a talent for
marketplaces to gain your rank 2 trader benefit.
negotiation, you buy low and sell high, always seeking
out the best deals and the most valuable merchandise to RANK 4
trade. Whether you are trading in exotic spices, rare herbs, You can apply your rank 3 benefit to any new marketplace
precious gems, or any other commodity that you can get that you travel to, provided that you spend at least one full
your hands on, you are always seeking to turn a profit and week trading and establishing business connections in the
to grow your wealth and influence in the world. new marketplace.
S TA R T I N G E Q U I P M E N T Additionally, your rank 2 benefits increase to 8d10+80 sc
and three tools or kits of your choice.
If you take this profession when you create your character,
you gain the following gear, in addition to the equipment RANK 5
you gained based on your background: merchant’s pack, Your reputation allows you to quickly ingratiate yourself into
hanging lantern rod, gambeson armor, 1 tool or kit, clothes new marketplaces. You only need one day, rather than one
(fine), blanket, bedroll, folding chair, scales, various pouches week, to gain your rank 3 benefits in a new marketplace.
and bottles, magnifying lens, bolt of fabric (silk), spices Additionally, your rank 4 benefits increase to 15d10+150
(exotic) sc and five tools or kits of your choice.
SKILLS Furthermore, as one of the most renowned entrepreneurs
in the world, you can secure an audience with most
Each time you gain a rank in the trader profession
individuals of great influence. Any NPC with the equivalent
(including rank 1), gain +3 Savoir Faire, and +1 in three
of 4 or fewer ranks in any occupation will make time to
skills of your choice:
meet with you within 24 hours of your request.
• Crafting*. Alchemy, Brewing, Calligraphy, Carpentry,
Cartography, Cobbling, Cooking, Glassblowing,
Jeweling, Leatherworking, Masonry, Painting, Pottery,
Smithing, Weaving, Woodcarving
• Influence. Deceiving, Empathy, Gossipping, Persuading
C hapter 2 | T he B O P System 73
If discovered, you gain -1 community goodwill and the local
T H I EF authorities immediately know your description and will seek
Occupation: Underworld you out for arrest or recompense.
You use your agility and cunning to steal from the wealthy
RANK 2
and powerful. You might be a pickpocket, an opportunist, or
a brute that holds people up. Regardless, you always have Your thieving now earns you 4d10 sc per day. Additionally,
an eye out for the next big score, and you’re not above using given one day, you are able to find sympathetic criminals
violence if it means getting what you want. You thrive in in any medium or large settlement. These criminals will
the shadows, slipping in and out of buildings and alleyways direct you to inns and taverns that will always serve you,
undetected, and relish the excitement of pitting your skills regardless of goodwill, and will never report you to the
against those of your marks. authorities. Some of these institutions might offer food and
lodgings for free in exchange for your services.
S TA R T I N G E Q U I P M E N T RANK 3
If you take this profession when you create your character,
Your thieving now earns you 8d10 sc per day. Your chance
you gain the following gear, in addition to the equipment
of discovery can never rise above 40%. You are now able
you gained based on your background: 4 daggers or knives,
to locate the dominant thieves’ guild in any medium or
pocketed cloak, 3 belt pouches, brigandine armor, 1 tool or
large settlement. Once per week this guild will offer you a
kit, hooded lantern, flask of oil, tinderbox, clothes (simple),
specialty task that earns your thieving income x2 with a set
rations (2), 50 ft rope, crowbar, waterskin
20% chance of discovery. The guild will always offer you
SKILLS safe lodging and mercantile services, regardless of goodwill.
Each time you gain a rank in the thief profession (including RANK 4
rank 1), gain +3 Evading, and +1 in three skills of your Your thieving now earns you 16d10 sc per day. The thieves’
choice: guild of your home region now considers you a member
• Acrobatics. Balancing, Contorting, Tumbling and gives you access to passages across any settlement.
• Athleticism. Athletics, Sprinting When using these passages, you will never run into any
• Crafting*. Jeweling, Painting, Pottery, Weaving, authorities. If there is a bounty on your head, you may pay
Woodcarving your guild 75% of the bounty’s cost and they will make the
• Influence. Deceiving, Empathy, Gossipping, bounty disappear.
Intimidating
RANK 5
• Knowledge. Art, Economics, Geography, History, Law,
Politics of [choose region] Your thieving income is now 20d10+200 sc per day. Your
• Luck. Fortuity cumulative chance of discovery can never rise above 20%.
• Observation. Appraising, Eavesdropping, Intuiting, If there is a bounty on your head, you may pay your guild
Investigating, Perceiving 50% of the bounty’s cost and they will make the bounty
• Performance. Entertaining, Savoir Faire disappear.
• Stamina. Distance Running, Swimming Additionally, once per week you may recruit up to three
• Subterfuge. Disguising*, Forging*, Lockpicking*, thieves in any settlement. These thieves will not travel with
Sleight of Hand you but will increase your Subterfuge-tag skill checks by +3
• Survival. Dungeoneering, Sneaking per thief for one day after being hired.
74 C hapter 2 | T he B O P System
T H UG RANK 2
Your territory expands to approximately three city blocks
Occupation: Underworld, Militant
and your protection racket now generates 6d10+60 sc per
You are no stranger to the brutal struggle of urban life,
week. Your maximum number of thugs increases to six.
outside the eyes of the law where the strong take from the
weak and the sharpness of a blade says more than a written RANK 3
decree. Perhaps your actions come from necessity or maybe Your territory expands to approximately six city blocks and
they come from a desire for power, but either way you are your protection racket now generates 12d10+120 sc per
not afraid to use your cunning, strength, and wits to take week. Your maximum number of thugs increases to 12.
what you want when you want it. You claim your territory Additionally, you have managed to buy off a crooked
through brute force or intimidation and don’t let anything guard who will turn a blind eye to low tier crimes in your
stand in your way. territory for 10 sc per week.
S TA R T I N G E Q U I P M E N T RANK 4
If you take this profession when you create your character, Your territory expands to approximately ten city blocks and
you gain the following gear, in addition to the equipment your protection racket now generates 20d10+200 sc. Your
you gained based on your background: backpack, hooded maximum number of thugs increases to 20 and it now costs
lantern, flask of oil, 1 tool or kit, clothes (simple), tinderbox, 30 sc to pay off six guards in the area, instead of only one.
cestus or brass knuckles, brigandine armor, 50 ft rope, You are a greatly feared authoritarian figure at this point.
manacles, rations (2), torches (2) Gain rank 1 of the honorable profession.
SKILLS RANK 5
Your territory expands to approximately fifteen city blocks
Each time you gain a rank in the thug profession (including
and your protection racket now generates 40d10+400 sc.
rank 1), gain +3 Evading, and +1 in three skills of your
Your maximum number of thugs increases to 30 and it now
choice:
costs 100 sc to pay off every guard in the area (instead of
• Acrobatics. Balancing
only one) for one week.
• Athleticism. Applied Force, Athletics, Sprinting
Your MC may decide that a small minority of guards are
• Influence. Deceiving, Intimidating
incorruptible, but such guards are initially unaware that
• Luck. Fortuity, Scavenging
their associates have been bought out. They may or may not
• Observation. Appraising, Eavesdropping, Intuiting,
ever learn the truth.
Investigating, Perceiving
Finally, you gain the Call a Hit ability.
• Stamina. Distance Running, Forced March, Swimming
Call a Hit. You may send thirty thugs to burn down a
• Subterfuge. Disguising*, Evading, Forging*,
property, murder a target, or extort a bank or wealthy
Lockpicking*, Sleight of Hand
merchant for 20d10 sc. You lose 5 Goodwill when you do
• Survival. Dungeoneering, Navigating*, Sneaking,
this. Once you use this ability, you cannot use it again until a
Tracking
month has passed.
GANG LEADER
When you become a rank 1 thug, and every time you gain
a rank in the thug profession, you improve the strength of
your gang and expand your territory and influence. Every
month that you operate a territory, you gain -1 goodwill
with the local community.
RANK 1
You have laid claim to territory in a medium or large sized
settlement equivalent to one city block. Inns, Taverns,
and Storefronts in that area will pay into your protection
racket each week, earning you 3d10+30 sc after your own
expenses. Businesses in your territory will always serve you,
regardless of goodwill. Once per week, you can recruit a
maximum of three thugs of Monster Level 2 or lower into
your gang. These thugs will travel with and protect you but
only to a distance of 1 mile outside your territory.
C hapter 2 | T he B O P System 75
CHAPTER 3: CLASSES
M
ost adventurers gain classes at some point in their
career. Classes are unique groupings of talents
ROGUE
with powerful capstone abilities, setting you apart Skilled operatives that are usually outside the law,
from common rabble. Many soldiers can fight competently, rogues might specialize in assassination, impersonation,
but warriors command the field of battle on an entirely exfiltration, and the like.
different scale.
You do not have to take a class. You could choose to simply
TINKERER
keep taking specialization talents and/or magic talents and By spending countless hours fiddling with scrap parts,
focus on abilities granted outside of class talents. But the tinkerers can create wondrous items. Some tinkerers
thirteen classes in this chapter cover a broad range of heroic enhance their items with arcane magic.
abilities, so you’re likely to find something here that suits
your vision.
TROUBADOUR
Note that all classes have a prerequisite: you must be Whether a singer, storyteller, poet, or visual performer,
Character Level 2 or higher before you can enter a class. troubadours travel from court to court to make their name
This means that at level 1, the talent you take must be a as masterful performers.
specialization talent (see p. 290) or magic entry talent (see
p. 211). VESSEL
By siphoning power from gods and other planar entities,
C L A S S BR E A K D OW N vessels augment their own souls for monumental power…
but at terrible cost.
BERZERKER
WA R R I O R
Berzerkers are ferocious and direct fighters that channel
Warriors are the ultimate soldiers and fighters; highly skilled
their terrible rage into devastating combat prowess.
and versatile, they can hold their own in nearly any combat
CLERIC scenario.
Devotees of one or more gods, clerics use divine magic and WITCH
holy power to achieve their gods’ instructions.
Harnessing primal or occult power, witches bond with
MAGE familiars and can brew various concoctions to bolster their
allies.
From studious, academic wizards to chaotic sorcerers,
mages have a profound ability to manipulate the arcane. ZEALOT
ORACLE Loyal and stalwart, zealots remain utterly dedicated to their
cause, by punishing evildoers or standing between evil and
Mystical hermits and diviners, oracles can use primal or
the innocent.
psionic magic to predict the future or maintain a balance
over the natural world.
G A I N I N G TA L E N T S
PUGILIST You gain one talent each time you level up. Note that all
Whether a brawny boxer, a nimble martial artist, or a well- class talents have prerequisites that you must meet before
rounded wrestler, a pugilist excels at unarmed combat. you can take that talent. Prerequisites might be a Character
Level (such as Character Level 2), a number of talents in a
RANGER track (such as Familiar 3), or a specific talent (such as Flock
Wardens of the natural world and guides through uncharted of Familiars II).
wilderness, rangers are often more at home in unsettled Classes also have several talents with the Capstone tag.
lands than in luxurious cities. Capstone talents are especially powerful ways to define your
character. You can only ever have one Capstone talent.
Note that many abilities can only be used a certain number
of times and have a recharge. 2/Rest means that you can
76 C hapter 3 | C lasses
use an ability 2 times, regaining it when you Take a Rest.
Similarly, AWR/Recoup means that you can use an ability a
number of times equal to your AWR, regaining all expended
uses when you Recoup. You can always use an ability at least
one time, even if your relevant attribute is 0 or less.
Classes and talent tracks are presented alphabetically.
Talents within tracks are presented in the approximate order
that you can unlock them.
BER Z ER K ER
“I embrace the darkness within. It makes
me strong. My fury is my guide, and I will
meet victory… or oblivion.”
B E R Z E R K E R S TA C K S
Exile. Your life is a cruel joke. Through some misdeed or
overzealous act, you have become an exile, and you seek to
make your own way in an uncaring world.
Fearless. You are made of sterner stuff than the average
soldier, and do not frighten easily. You can stare down any
horror without flinching.
Juggernaut. Capable of withstanding more punishment
than your companions, you assume the responsibility of the
front-line fighter where you can absorb the brunt of enemy
attacks.
Rage. By unleashing your inner demons, you can fuel your
attacks with mighty rage. This allows you to do significantly
more damage, but also makes you easier to hit in your blind
fury.
Read more on p. 90.
C hapter 3 | C lasses 77
CLER IC
“Each soul is a unique thread in a divine
tapestry. It is my sacred duty to nourish
these threads, as they are gifts given by the
gods themselves. I tend especially to those
threads that are frayed and in need of
repairs.”
C L E R I C S TA C K S
Exorcist. Stronger of will than your average clergyperson
or preacher, you might make it your life’s mission to stare
down the darkest demons of humanity and draw them out of
unfortunate souls.
Piety. You can work small miracles, healing injury and
disease with a mere touch, or invigorating a season’s crops
to bounty.
Theologian. You passionately study scripture and ancient
texts, and how to illuminate manuscripts or scribe ornate
icons with which you can spread the miraculous wonder of
your faith.
Divine Icons. You have at least one divine icon, which
holds within it vestiges of holy power from the god or gods
that you worship.
Read more on p. 96.
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M AG E
“Magic is a wondrous gift. Why exert
unnecessary effort when a flick of the wrist
or a glance of the eye can accomplish the
same?”
M A G E S TA C K S
Arcane Weaving. Some spells are especially mutable,
capable of being sculpted into something new. You might
master this ability, allowing you a diverse repertoire of effects.
Archmage. By focusing on a single function of magic -
alchemy, illusory magic, or perhaps necromancy to name a
few - you can become an unparalleled master of customizing
the capabilities of your magic.
Sorcery. By manipulating chance, you can mitigate the
danger of arcane magic or can cause the magic to become
even more unstable, with explosive results.
Tome Wizard. If you enchant a tome or scroll, you can
learn far more magic than you might otherwise, as the tome
gradually comes to life and helps you learn and cast more
spells.
Read more on p. 107.
C hapter 3 | C lasses 79
O R AC L E
“Knowledge is both a gift and a curse.
Do not seek to understand the future, as
this can never be known, but instead to
understand the currents that shape it. May
the wisdom of the stars guide your steps
towards a future that begets goodness.”
O R A C L E S TA C K S
Druid. You take it upon yourself to serve as a mediating
force between primeval forces and embrace divine or occult
powers as a way to balance the primal magic that surges
within.
Elementalist. You can capture the terrible energy of raging
fires and storms, turning such harmful effects into powerful
elemental shields.
Fate. Sometimes called a prophet or diviner, you might
gain the ability to see shadows of the future and exert your
influence over fate.
Guide. Whether a mysterious mentor or an eclectic
professor, you can instruct your pupils in various skills and
techniques, helping them all to improve.
Read more on p. 114.
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PUGI LI S T
In the streets, nobody cares if you wanna
fight fair or not. You gotta hit ‘em hard,
and hit ‘em where it hurts ‘til your right
hand’s runnin’ red.”
P U G I L I S T S TA C K S
Constitute. Your body is capable of withstanding
overwhelming punishment. No matter how hard you are
hit, no matter how many blows, you come back for another
round.
Pummeling. You hone your body and become inhumanly
strong, capable of delivering punches that devastate your
opponents.
Wrestling. A well-rounded wrestler, you have a balanced
mix of offensive and defensive maneuvers and can easily
grapple your foes.
Martial Arts. By focusing on harmony of body, mind,
and spirit, you can flow between various forms of unarmed
combat, going beyond the bounds of physique alone.
Read more on p. 122.
C hapter 3 | C lasses 81
R A NGER
“The wilderness gives me solace as I
continue my grim purpose: to slay that
which would threaten the natural order.”
R A N G E R S TA C K S
Bravery. You tap into your instinct to fight, flee, or freeze in
the face of danger, and you channel this into fighting prowess.
Hunter. You are an unparalleled hunter of creatures both
natural and otherworldly, mastering both blade and bow.
Instinct. Your fighting instinct is sharper than the finest
steel and keener than an eagle’s eye.
Survivor. You know the natural world like the back of your
hand. Wherever you end up, you now how to survive.
Wilderness Warden. You can learn primal magic and
enhance some of your primal spells as you gain skill as a
magical ranger.
Read more on p. 130.
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RO G U E
“Only four guards? I’m offended.”
R O G U E S TA C K S
Subtlety. Silent as a shadow, you can infiltrate and exfiltrate
even well-guarded buildings with meticulous skill.
Assassin. You’re a talented poisoner and can use deadly
reagents to enhance your weapon attacks.
Conman. You wear identities like clothes. Capable of
impersonating nearly anyone, you can pull elaborate cons.
Psyblade. You have an aptitude for psionic magic and use
this to silence your footfalls and improve your thievery.
Stealth Archer. You’re a master of raining death on your
enemies from a hidden vantage.
Read more on p. 137.
C hapter 3 | C lasses 83
T I N K ER ER
“Yeah, never go throwin’ crap away when
it might serve a purpose. Hoarding is
good for the soul, you see. You know what
they say about one person’s trash. ‘Give
it to the tinkerer,’ they say. Now, hand it
over and I’ll make you a can opener. Or a
flamethrower, mayhap.”
T I N K E R E R S TA C K S
Inventor. A skilled and creative inventor, you can make all
manner of gadgetry and manage a tremendous inventory of
useful items.
Magitechnician. Through unstable experiments, you have
accessed the arcane source of magic and can fuel spells with
your inventions..
Augmentor. You specialize in creating powerful armor
that implements weapons, gadgets, and enhanced defenses,
turning you into a tremendous front-line fighter.
Alchemist. By developing potions and alchemical reagents,
you can bolster your allies or damage your foes.
Read more on p. 144.
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T RO U B A D O U R
“Tales reveal truth obscured by reality.
I only seek for my tales to ignite dreams
and to inspire hope. I carry the stories
of the world, spreading inspiration and
enchantment wherever I roam.”
T R O U B A D O U R S TA C K S
Lyricist. By improving your repertoire of music, poetry,
or stories, you can achieve a variety of effects in combat to
enhance your allies or unnerve your foes.
Lorist. Stories and research into myths have led you to
uncover the secrets of arcane or psionic magic, enhancing
your capacity to influence the world around you.
Jester. Your double-edged comments and savage quips
make you equally loved and hated among the common folk
and high nobility.
Encore. Your energetic music or inspirational words rally
your allies and help your entire team move with enhanced
tactical coordination.
Legend Keeper. You maintain a powerful book of legends
and can summon creatures, heroes, and villains forth from
the pages of this book.
Read more on p. 154.
C hapter 3 | C lasses 85
V E S S EL
“The gods themselves handle their power
irresponsibly. Why any would put their
faith in such fickle beings is utterly beyond
me. If you want something done right, do it
yourself.”
V E S S E L S TA C K S
Antiessence. You can channel your corrupted Essence into
a scouring aura that damages and weakens your foes.
Planar Thievery. By stealing energy from spells and planar
creatures around you, you can enhance your own powers.
Soul Graft. You can use the external energy that you have
attached to your soul to enhance your physical stamina far
beyond what you could naturally achieve.
Divine Icons. Through thievery or trickery, you gain access
to one or more divine icons, siphoning power from the gods.
Read more on p. 165.
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WA R R I O R
“With honor as my shield and courage
as my sword, I face each battle with
unwavering resolve. I will clear my family’s
name, or will die trying.”
W A R R I O R S TA C K S
Soldier. You are a proven warrior, capable of adapting to
any situation on the battlefield or any weapon in your arsenal.
Archer. An unparalleled sniper, you can offer covering fire
to your allies and can pick off enemies with deadly accuracy.
Protector. You lead the charge in combat, locking down
enemies on the battlefield and helping your allies reposition
and retreat when they must.
Commander. A master of warfare, you know how and
when to issue orders. Help your allies fight as a cohesive
team, where the sum is greater than the parts.
Read more on p. 170.
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W I TC H
“Secrets wait to be embraced in the
whispers of primeval spirits. Curiosity
never hurt anyone brave enough to go
looking. So long as I draw breath and
have strength to explore, I will ever look to
deepen my understanding of things within
our world and things beyond.”
W I T C H S TA C K S
Dark Hex. Curate a collection of poppets and cast
sympathetic magic on them to extend your range of
knowledge and power.
Fae. By communing with the six conclaves of the Everwilds,
you gain the power of the fae.
Familiar. Enhance your familiar, or summon a pack or flock
of familiars.
Pagan Attunement. You are one with the natural world
and can draw power from the soil itself through ritual and
meditation.
Witch’s Brew. By mixing strange ingredients, you can
create a variety of unique potions for your allies.
Read more on p. 178.
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Z EA L OT
“No matter the adversity, I hold to my
convictions. I will bring light to the
shadow, food to the hungry, and comfort
to the afflicted. I will stand as a shield for
those who cannot defend themselves, and
a sentinel for the weary. For I am a good
boy.”
-Chauncey
You have always been a serious person. As a child, you
took playing with a somber gravity and it greatly upset you
when another child broke the rules. In your adolescence,
you were often dismayed by the lackadaisical nature of
your contemporaries. At some point along the way, you
found a cause to which you dedicated your very soul. This
transformation has led you to seek out a sacred order or
deity to whom you have pledged your allegiance. You now
strive to undertake acts of selflessness and zeal for the
betterment of the world in accordance with the tenets of
your faith.
You are undoubtedly dedicated to your beliefs with keen
resolve. How do you approach those who do not share your
convictions? Do you seek to persuade folk to adopt your
tenets as their own, or do you try to learn the beliefs of
other creatures and the reasons behind those beliefs? Maybe
you engage in a mix of both approaches.
Z E A L O T S TA C K S
Aura. Gain powerful auras that bolster yourself and your
allies against the encroaching darkness.
Cavalier. Bond with a mystic steed, on whom you can ride
into battle.
Consecrated Blade. You can enchant a weapon, turning
it into a powerful artifact capable of smiting evil wherever it
might lurk.
Crusader. As a sword for the just, and a shield for the
innocent, you lead a crusade against the forces of evil.
Holy Cause. Your very presence is enough to help other
creatures remain true to their convictions, even against
strong temptations.
Reputation. Your reputation precedes you, for good or ill,
and you are never treated as simply an innocuous traveler.
Read more on p. 189.
C hapter 3 | C lasses 89
THROW ANYTHING
Berzerker, Exile
B E R Z E R K E R TA L E N T S Prerequisites: Drunken Fighter
Improvised thrown weapons cost you 1 fewer AP to use
(min 1) and deal 1d6 damage.
After gaining the Berzerker Entry talent, you can take talents
from any of the berzerker stacks. After gaining the Berzerker
B R U TA L I T Y
Berzerker, Exile
Entry talent, you can also gain Primal Aspect talents.
Prerequisites: Drunken Fighter
Gain +1 TA when attacking a creature that is Frightened or
BERZERKER ENTRY Prone.
Class Entry, Berzerker
ANOTHER SWIG
Prerequisites: Character Level 2
Berzerker, Exile
When you take this entry talent, you gain the following
Prerequisites: Drunken Fighter
abilities.
When you spend AP to move, you may take a drink (such
Blood Rage. Gain one special AP that can only be used to
as a potion or a tankard of ale) as part of the same move.
make attacks on your turn or to make reactive attacks if you
Doing so does not provoke additional reactive attacks, even
have the ability to do so. You regain this AP at the start of
if your movement does.
each of your turns, but it cannot carry over like normal AP.
You can only gain one source of special AP. If you take this D R U N K E N S TA G G E R
class feature while already having a source of special AP, Berzerker, Exile
choose which feature to retain. Prerequisites: Drunken Fighter
Ferocious. If an effect would cause you to become While the effects of Drunken Fighter are active, the first
Frightened, you may become determined and ferocious. You time you move on any given turn you do not trigger reactive
ignore that effect and become immune to being Frightened actions.
for a number of minutes equal to your amount of Berzerker DRUNKEN FIST
Talents+1. (2/Rest) Berzerker, Exile
Prerequisites: Drunken Fighter
EXILE TRACK If you have imbibed in the past hour, you may subtract any
number up to your CHA from your attack roll, and add that
MARKED
same number to your damage roll. You must declare if you
Berzerker, Exile
are using Drunken Fist and how much you are subtracting
Prerequisites: Berzerker Entry
before you roll your attack. (CHA/Rest)
You are marked, tattooed, or branded in some way. This
sign of your exile has not broken your will. Gain one of the H I D D E N DA G G E R
following benefits: Berzerker, Exile
Mad Dog. You have turned to the life of the mercenary, Prerequisites: Drunken Fighter
specializing in protection and thuggery. When you are Your Sneak Attack damage increases by +1d6 (if you had no
within 5 ft of a friendly creature, that creature can add ½ Sneak Attack, it becomes 1d6).
your STR/Menacing to a CHA check that they make. You can apply Sneak Attack damage to a creature that you
Kraken. You have turned to the sea, gaining +6 to the hit with a weapon that has the Concealed tag, once per turn,
Vehicles (Water) skill. When you roll CHA to interact with as long as you have at least one source of TA. You may still
professional sailors or port workers, you can roll 2d20 and use Sneak Attack if Drunken Fighter is your only source of
take the higher result. TD.
Lone Wolf. When making AWR or INT checks that would “ C O WA R D S ! ”
implement skills with the Survival tag, you may use your Berzerker, Exile
CHA instead. Prerequisites: Drunken Fighter
DRUNKEN FIGHTER Whenever your Ferocious ability is active and friendly
Berzerker, Exile creatures you can see are Frightened, you deal +1 damage
Prerequisites: Marked per ally you can see that is frightened, to a maximum equal
If you have imbibed in the past hour, you gain +2 to your to your CHA.
weapon damage rolls, but have TD. FIGHTING DIRTY
Berzerker, Exile
Prerequisites: Drunken Fighter
When you are Flanking, you can apply TA to your Maneuver
attack rolls.
90 C hapter 3 | C lasses
B R AW L I N G S T E A DY F I S T I I
Berzerker, Exile Berzerker, Exile
Prerequisites: Drunken Fighter Prerequisites: Steady Fist
Increase your unarmed damage die size by one (e.g., from You now gain +2 damage per -1 to hit from Steady Fist.
1d4 to 1d6). if you didn’t have an unarmed damage die, it
RESTORED HONOR
becomes 1d4.
Berzerker, Exile, Capstone
B E A S T C O M PA N I O N Prerequisites: Regain Honor, Exile 14
Berzerker, Exile Through endless tribulation, you have emerged victorious,
Prerequisites: Exile 6 your honor restored. Your name and force of character are
You gain a special bond with a creature. This creature can an inspiring presence to behold.
be ML 2 or lower and must have the Beast tag and no other Unimpeachable. Your allies within 30 ft of you may use
creature tags. Your companion follows your instructions and your WILL instead of their own. Once an ally has used your
acts at the end of your turn. WILL, they cannot benefit from this again until they Take a
When your companion reaches 0 HP, it falls unconscious Rest. When someone uses your WILL in place of their own,
rather than dying, and will return to full health upon Taking you regain 1d10 HP.
a Rest. Level 30: When an ally uses Unimpeachable, their WILL
is replaced by your WILL for 1 minute.
REGAIN HONOR
Berzerker, Exile DEFIANCE
Prerequisites: Beast Companion Berzerker, Exile
Incompatible: Defiance Prerequisites: Beast Companion
Your mark becomes a badge of honor, an emblem of your Incompatible: Regain Honor
path to restoring your name. You may use your WILL Your Drunken Fighter feature deals +2 damage.
in place of your ANT or LOG when your ANT or LOG is
THROW ANYTHING II
attacked. (CHA/Rest)
Berzerker, Exile
C O M PA N I O N B O O N Prerequisites: Throw Anything, Exile 7
Berzerker, Exile You gain +20 ft range with improvised thrown weapons,
Prerequisites: Exile 7 and the damage becomes 1d8.
Your beast companion gains additional maximum HP equal
H I D D E N DA G G E R I I
to your CHA.
Berzerker, Exile
C O M PA N I O N B O O N I I Prerequisites: Hidden Dagger, Exile 7
Berzerker, Exile You gain +1 sneak attack die.
Prerequisites: Companion Boon
DRUNKEN FEROCITY
Whenever you and your companion are within 5 ft of each
Berzerker, Exile
other, you both gain TA on your attacks.
Prerequisites: Exile 7
C O M PA N I O N B O O N I I I Your Ferocious ability becomes activated whenever you have
Berzerker, Exile imbibed in the past hour and you can no longer voluntarily
Prerequisites: Companion Boon II activate it.
Your beast companion gains a bonus to its attack rolls equal
SCRAPPING
to ½ your CHA.
Berzerker, Exile
DRUNKEN RESILIENCE Prerequisites: Exile 7
Berzerker, Exile You gain two Maneuvers of your choice from the Pugilist’s
Prerequisites: Exile 7 Maneuver list. You can use these Pugilist’s Maneuvers 2/
You gain Resist Toxic 5 and become immune to common Recoup.
poisons.
DRAG
S T E A DY F I S T Berzerker, Exile
Berzerker, Exile Prerequisites: Exile 7
Prerequisites: Exile 7 Your companion gains a special maneuver: Drag.
Drunken Fist becomes Steady Fist and no longer requires Drag. Forgoing all other actions this turn, your
imbibing to use. companion can move ½ its speed and drag a prone target
with it. This movement can provoke reactive actions.
C hapter 3 | C lasses 91
REFRESH FEROCIOUS III
Berzerker, Exile Berzerker, Fearless
Prerequisites: Exile 7 Prerequisites: Fearless 3
If you are Bleeding, Burning, Frozen, or Dazed, you may roll Gain +4 Skill Points that you can spend on END or AWR
1d6 every time you imbibe. If you roll a 5 or 6, the condition skills.
is removed. Ferocious becomes 4/Rest.
U T T E R LY I N D E P E N D E N T SEEING RED II
Berzerker, Exile, Capstone Berzerker, Fearless
Prerequisites: Exile 14, Defiance Prerequisites: Ferocious III, Blood Will Flow
Your exile has led you to a life of fierce and complete If your Ferocious ability is active, and you are Bloodied, deal
independence from all others. Urban legends might follow +2 damage on all of your damage rolls.
you as you face down grave threats on your own.
BLOOD WILL FLOW II
You become immune to the Charmed and Enthralled
Berzerker, Fearless
conditions.
Prerequisites: Seeing Red II
Independence. Whenever a creature attacks your WILL
While you are Bloodied, your Crit range increases by 1.
or attempts to Charm or Enthrall you, your next Drunken
Fist against that target does not consume one of your uses FRENZY
of Drunken Fist, and you may attack their WILL instead of Berzerker, Fearless
their AR. Prerequisites: Blood Will Flow II
Level 30: Independence activates with your ANT and LOG When you are Ferocious, you may use Frenzy.
defenses as well. Frenzy. For the duration of your Ferocious ability, when
you crit on an attack that cost 1 or more AP, you may
immediately make another attack for 0 AP. (2/Rest)
FEARLESS TRACK
STOIC II
FEROCIOUS II Berzerker, Fearless
Berzerker, Fearless Prerequisites: Ferocious III, Unflappable
Prerequisites: Berzerker Entry Choose REF, FORT, ANT, or LOG. While you are not blooded,
Gain +4 Skill Points that you can spend on END or AWR WILL and your selection increase by +1.
skills.
Ferocious becomes 3/Rest. U N F L A P PA B L E I I
Berzerker, Fearless
SEEING RED Prerequisites: Stoic II
Berzerker, Fearless You can trigger your Ferocious ability when you would
Prerequisites: Ferocious II become Demoralized.
Incompatibilities: Stoic
Gain +2 Skill Points that you can spend on STR or END N E V E R R E T R E AT
skills. Berzerker, Fearless
You are considered Bloodied at ¾ your max HP. Prerequisites: Ferocious II
Incompatibilities: Stoic
BLOOD WILL FLOW When you are Ferocious and not Bloodied, you are
Berzerker, Fearless Grounded and cannot be knocked Prone or moved against
Prerequisites: Seeing Red your will.
While you are Bloodied, deal an additional 1d12 damage on
a Crit. FEROCIOUS IV
Berzerker, Fearless
STOIC Prerequisites: Fearless 7
Berzerker, Fearless Gain +4 Skill Points that you can spend on END or AWR
Prerequisites: Ferocious II skills.
Incompatibilities: Seeing Red If you Recoup and have no uses of Ferocious remaining,
Gain +2 Skill Points that you can spend on STR or END regain one use.
skills.
You are considered Bloodied at ¼ your max HP. SEEING RED III
Berzerker, Fearless
U N F L A P PA B L E Prerequisites: Ferocious IV, Frenzy
Berzerker, Fearless Gain +2 Skill Points that you can spend on DEX or END
Prerequisites: Stoic skills.
You can trigger your Ferocious ability when you would gain While Ferocious, your LOG equals your FORT unless your
the Shaken condition. LOG was already higher.
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BLOOD WILL FLOW II STOIC IV
Berzerker, Fearless Berzerker, Fearless
Prerequisites: Seeing Red III Prerequisites: Ferocious IV, Never Retreat II
While you are Bloodied, your crit range increases by 1 more. When you are not Bloodied, all of your Physical and Mental
defenses increase by +1.
FRENZY II
Berzerker, Fearless N E V E R R E T R E AT I I I
Prerequisites: Blood Will Flow II Berzerker, Fearless
Gain +1 FORT. Prerequisites: Stoic IV
Frenzy becomes 3/Rest. Gain Iron Reave.
Iron Reave. When you use Iron Advance, if you end your
STOIC III
movement adjacent to an enemy, you can make one melee
Berzerker, Fearless
attack against it for 0 AP. (END/Rest)
Prerequisites: Ferocious IV, Never Retreat
Gain +2 Skill Points that you can spend on AWR or CHA U N S T O P PA B L E F E R O C I T Y
skills. Berzerker, Fearless, Capstone
While you are Ferocious, gain an additional +2 to your Prerequisites: Fearless 14
defenses that you selected from Stoic 2. Having stared down the jaws of death myriad times, you
finally reach your snapping point.
U N F L A P PA B L E I I I
When you reach 0 HP, you may activate Unstoppable
Berzerker, Fearless
Ferocity. (0 Reactive AP)
Prerequisites: Stoic III
Unstoppable Ferocity. For the duration of Ferocious,
You can trigger your Ferocious ability when you would
gain +3 to all defenses. Gain TA on all attacks, and roll
become Charmed.
2d20 and use the higher. Whenever you hit a creature that
N E V E R R E T R E AT I I has imposed an active condition of Broken, Demoralized,
Berzerker, Fearless Frightened, or Shaken against you, the hit counts as a crit.
Prerequisites: Unflappable III Whenever you hit a creature that would have imposed
Gain Iron Advance. such a condition against you but did not because of your
Iron Advance. When you are Ferocious and not Bloodied, Ferocious ability, that hit counts as a crit.
if you would be moved against your will, you may spend 1 If you die during this time, you remain living until the
Reactive AP to instead move up to your speed in a direction end of the duration of Ferocious. During such time, you
of your choice. cannot regain HP, and you die at the end of that duration,
FEROCIOUS V whereupon you can be resurrected.
Berzerker, Fearless After you use this ability, you permanently lose all of your
Prerequisites: Fearless 11 Talents in the Ferocious stack and lose Ferocious 1. You do
Gain +4 Skill Points that you can spend on END or AWR not gain replacement Talents.
skills. Level 30: If you used Unstoppable Ferocity before
If you Catch Breath and have no uses of Ferocious reaching level 30, you regain all of your lost talents except
remaining, regain one use. for Unstoppable Ferocity.
If you did not use Unstoppable Ferocity before reaching
HORRIFYING FRENZY
level 30, then whenever a creature attempts to inflict
Berzerker, Fearless
Broken, Demoralized, Frightened, or Shaken against you,
Prerequisites: Ferocious V, Frenzy II
your next attack against that creature is considered a crit.
When you use Frenzy and you are Bloodied, you can make it
Horrifying. Your Frenzy ability works when you hit, instead
of only when you crit. (1/Rest) JUGGERNAUT TRACK
S AVA G E F R E N Z Y JUGGERNAUT
Berzerker, Fearless Berzerker, Juggernaut
Prerequisites: Horrifying Frenzy Prerequisites: Berzerker Entry
Gain Savage Frenzy. Gain the Juggernaut ability.
Savage Frenzy. When you make an attack that costs 0 Juggernaut. By spending 1 AP, you may enter a combative
AP, you may choose to instead make two attacks if you are focus that allows you to tune out injury. For the next 10
Bloodied. These attacks both have TA and the crit range minutes, whenever you take physical damage, if you have
increases by 1. (2/Rest) any reactive AP, gain DR 3. (2/Rest)
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H A R DY S TA U N C H R E S I S TA N C E I I
Berzerker, Juggernaut Berzerker, Juggernaut
Prerequisites: Juggernaut Prerequisites: Juggernaut III, Shrug It Off
Gain the Hardy specialization talent (p. 292). While your Juggernaut ability is active, increase DR by 3.
E L E M E N TA L I N U R E M E N T B AT T L E - R E A DY
Berzerker, Juggernaut Berzerker, Juggernaut
Prerequisites: Hardy Prerequisites: Staunch Resistance II
Incompatible: Staunch Resistance When you Recoup, you may remove +1 Death Point.
While your Juggernaut ability is active, reduce elemental
ENDURE II
damage as well as physical.
Berzerker, Juggernaut
A R D E N T A S S AU LT Prerequisites: Juggernaut 9
Berzerker, Juggernaut Gain +4 Skill Points that you can spend on END skills.
Prerequisites: Elemental Inurement Endure becomes 3/Rest.
When you are not Bloodied, deal +2 damage on melee
H A R DY I I
attacks.
Berzerker, Juggernaut
S TA U N C H R E S I S TA N C E Prerequisites: Endure II
Berzerker, Juggernaut Gain +1 HP per character level, and +1 HP each time you
Prerequisites: Hardy level up.
Incompatible: Elemental Inurement
A R D E N T A S S A U LT I I
While your Juggernaut ability is active, increase DR by 2.
Berzerker, Juggernaut
SHRUG IT OFF Prerequisites: Hardy II, Citadel of Stamina
Berzerker, Juggernaut Gain +2 Skill Points that you can spend on STR skills.
Prerequisites: Staunch Resistance When you are not Bloodied, gain +1 to FORT.
By spending 1 Reactive AP, gain Shield HP equal to the
SHRUG IT OFF II
amount of physical damage that you just took. You may use
Berzerker, Juggernaut
Rage AP on this feature. (1/Recoup)
Prerequisites: Hardy II, Battle-Ready
ENDURE Shrug it Off becomes 2/Recoup.
Berzerker, Juggernaut ENDURE III
Prerequisites: Juggernaut 4
Berzerker, Juggernaut
Gain the Endure ability.
Prerequisites: Juggernaut 12
Endure. When a creature makes an attack against your
Gain +4 Skill Points that you can spend on END skills.
AR, you may use your FORT instead. (2/Rest)
If you have no uses of Endure remaining and you Recoup,
J U G G E R N AU T I I regain one use.
Berzerker, Juggernaut JUGGERNAUT IV
Prerequisites: Endure
Berzerker, Juggernaut
Gain +4 Skill Points that you can spend on END skills.
Prerequisites: Endure III
Juggernaut becomes (½ END/Rest)
You no longer need leftover AP to gain the benefits of
J U G G E R N AU T I I I Juggernaut. Juggernaut becomes END/Rest.
Berzerker, Juggernaut U N S T O P PA B L E J U G G E R N A U T
Prerequisites: Juggernaut II
Berzerker, Juggernaut, Capstone
While your Juggernaut ability is active, increase DR by 2.
Prerequisites: Juggernaut 14
E N E R GY I N U R E M E N T You have a reputation of being impossible to kill. People
Berzerker, Juggernaut challenge you to nonlethal combat just to witness your
Prerequisites: Juggernaut III, Ardent Assault unending stamina.
While your Juggernaut ability is active, reduce energy The final cap for your END increases from 12 to 14. When
damage as well as physical and elemental. your END is 14, gain +1 additional HP per character level.
Gain Back in the Fight.
C I TA D E L O F S TA M I N A
Back in the Fight. When you start your turn with 0 HP,
Berzerker, Juggernaut
you may spend X AP. Remove Death Points equal to ½ X. (1/
Prerequisites: Energy Inurement
Rest)
Gain +2 FORT.
Level 30: Back in the Fight becomes: Remove Death
Points equal to X.
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RAGE TRACK FURIOUS SMASH
Berzerker, Rage
BLOOD RAGE II Prerequisites: Bloodlust
Berzerker, Rage When you attack with Fury and hit, You may use Berzerk
Prerequisites: Berzerker Entry Smash.
Gain the Fury ability. Berzerk Smash. Roll 1d6 and 1d12. Add the d12 to the
Fury. When you make a melee attack, you may gain +2 damage you dealt and take damage equal to the 1d6.
to your attack rolls, but all attacks against you have TA and D E AT H D R O P I I
your mental defenses reduce by 2. This lasts until the start Berzerker, Rage
of your next turn. Prerequisites: Blood Rage IV, Death Drop
FURIOUS BLOWS Death Drop works when you are Bloodied (instead of having
Berzerker, Rage to be 10 HP or fewer).
Prerequisites: Blood Rage II D E AT H D E F I E R I I
Incompatible: Death Defier Berzerker, Rage
Attacks made with Fury deal +2 damage. Prerequisites: Death Drop II
FURIOUS BLOWS II Gain Cling to Life.
Berzerker, Rage Cling to Life. When you reach 8 Death Points, roll
Prerequisites: Furious Blows 1d20+END. On 14 or higher, you don’t die and go back to
Deal +2 additional damage if you attack with Fury and are 7 Death Points. This check increases by +1 each time you
Bloodied. make it, resetting when you Take a Rest.
D E AT H D E F I E R BLOOD RAGE V
Berzerker, Rage Berzerker, Rage
Prerequisites: Blood Rage II Prerequisites: Rage 7
Incompatible: Furious Blows When you Crit with Fury, if you are Bloodied, regain 1d6 HP.
When attacking with Fury, gain +X to attack and damage BLOOD RAGE VI
where X = your current Death Points. Berzerker, Rage
D E AT H D R O P Prerequisites: Blood Rage V
Berzerker, Rage Gain +1 Rage AP.
Prerequisites: Death Defier BLOODLUST II
Gain Death Drop. Berzerker, Rage
Death Drop. For 0 AP, If you start your turn with fewer Prerequisites: Blood Rage VI, Furious Smash
than 10 HP, you may choose to lose all remaining HP. If you When you use Bloodlust, you may also use Rend.
do, then your first hit this turn that was not a crit becomes a Rend. Spend 1 AP to attack a creature that took damage
crit. (2/Rest) from your Bloodlust ability. Use STR or DEX (your choice)
BLOOD RAGE III vs. their FORT. If you hit, the creature gains Bleeding (1d4)
Berzerker, Rage for 30 seconds. (2/Recoup)
Prerequisites: Rage 3 FURIOUS SMASH II
Your attacks made with Fury gain +1 to their Crit range. Berzerker, Rage
BLOOD RAGE IV Prerequisites: Bloodlust II
Berzerker, Rage Gain Furious Smash.
Prerequisites: Blood Rage III Furious Smash. When you hit with Frenzy and are
Gain +1 Rage AP. Bloodied, turn it into a crit. (1/Rest)
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D E AT H D E F I E R I V Divine Icon. You gain a special Divine Icon depicting a
Berzerker, Rage deity or moment of religious significance. Choose one deity.
Prerequisites: Death Defier III That deity will have a list of three Icons. Gain one Icon
When you Recoup, you may choose not to remove a Death ability whose prerequisite is only that you have access to
Point. that Icon.
Divine Power. Each time you level up and spend your
D E AT H D R O P I I I
talent point on a cleric talent, you gain +5 SP and +1
Berzerker, Rage
Divine Power.
Prerequisites: Bloodlust IV
Gain +4 Skill Points that you can spend on STR skills. NOTE ON DIVINE ICONS
Death Drop becomes 2/Recoup. Gaining a deity’s Divine Icon is considered an enforceable
contract with that deity. You are expected to uphold that
BLOOD RAGE VII
deity’s ideals and conduct yourself in a fashion that the deity
Berzerker, Rage
would find commendable. At your MC’s discretion, failure
Prerequisites: Rage 12
to obey your deity’s tenets might cause your deity to revoke
Your attacks made with Fury gain +1 to their crit range.
access to their Icons.
BLOOD RAGE VIII If you are using homebrew deities, work with your MC
Berzerker, Rage to choose three Icons for which that deity will grant you
Prerequisites: Blood Rage VII access.
Gain +4 Skill Points that you can spend on STR, DEX, or
END skills. EXORCIST TRACK
When you Crit with Fury, regain additional HP equal to
your END. SENSE PLANAR
Cleric, Exorcist
B L O O D R A M PA G E
Prerequisites: Cleric Entry
Berzerker, Rage, Capstone
Gain the Sense Planar ability.
Prerequisites: Blood Rage VIII
Sense Planar. You sense the presence of avadri, celestial,
You are feared the world over as a warrior of legend, and
eldritch, fae, and fiends within 1 mile of you. You sense their
none wish to cross steel with you.
exact numbers and distance from you. You cannot sense
You may use Blood Rampage.
their exact identities. You can maintain this sense for up to
Blood Rampage. When you roll Initiative, all enemies
10 mins if you do nothing else other than non-strenuous
gain the Shaken condition for the duration of the fight.
walking, talking, or light activity. (2/Rest)
When you are Bloodied, You gain double your Rage AP at
the start of each round. This can cause you to exceed 12 AP/ D I V I N E WA R D I I
round. (1/Week) Cleric, Exorcist
Level 30: Blood Rampage becomes 1/Rest. Prerequisites: Sense Planar, Holy Support
Your Divine Ward boosts your ally’s AR and Physical
Defenses for the duration.
D I S TA N T WA R D
C L E R I C TA L E N T S Cleric, Exorcist
Prerequisites: Divine Ward II
Incompatible: Divine Shield
After gaining the Cleric Entry talent, you can take talents The range of your Divine Ward increases by +30 ft.
from any of the cleric stacks.
DIVINE SHIELD
Cleric, Exorcist
CLERIC ENTRY Prerequisites: Divine Ward II
Class Entry, Cleric, Divine Incompatible: Distant Ward
Prerequisites: Character Level 2 Your Divine Ward adds an additional +1 to your target
When you take this entry talent, you gain the following creature’s relevant defenses.
abilities.
SENSE PLANAR II
Devotee. Gain the Disciple of the Divine talent from the
Cleric, Exorcist
divine stack if you did not already have it. CHA is your
Prerequisites: Exorcist 3
magic attribute for cleric magic.
Sense Evil recharges upon Recouping.
Divine Ward. Spend 1 Reactive AP when an ally within
You gain the Identify Planar ability.
30 ft of you is attacked to increase that ally’s AR by +2 until
Identify Planar. When using Sense Planar, you may
the start of that ally’s next turn.
select one creature and learn its identity as well as its root
motivation (selfless or selfish). (2/Rest)
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A B J U R E U N H O LY D I S TA N T WA R D I I I
Cleric, Exorcist Cleric, Exorcist
Prerequisites: Sense Planar II, Holy Support II Prerequisites: Expert Exorcist, Divine Ward II
Gain Abjure Unholy, which counts as a spell for abilities that The range of your Divine Ward increases by +30 ft.
interact with spells. You can cast this unique spell 2/Rest.
DIVINE SHIELD III
Abjure Unholy
Cleric, Exorcist
Divine, Spell, Warding
Prerequisites: Expert Exorcist, Divine Shield II
APC: 5
Your Divine Ward adds an additional +1 to your target
Range: 60 ft
creature’s relevant defenses.
Requires: Verbal, Gesture
Duration: 10 mins A B J U R E U N H O LY I I
Choose a point within range. A powerful warding circle Cleric, Exorcist
springs up in a 5 ft radius around that point. The circle Prerequisites: Exorcist 9
conjures an accompanying invisible cylinder that is 15 ft Abjure Unholy can be a 10 ft radius (choose each time you
tall. The cylinder does not block LoS but does block LoE. cast it). Abjure Unholy becomes ½ CHA/Rest.
The cylinder is solid to the touch, preventing passage into SENSE PLANAR III
or out of the circle. Spells, effects, and abilities that include Cleric, Exorcist
a physical source of damage (such as arrows, fire, or acid) Prerequisites: Abjure Unholy II
cannot penetrate this barrier. Sense Planar has a range of 5 miles. When you deal radiant
A creature within the barrier can attempt to escape by damage to avadri, celestial, eldritch, fae, or fiend creatures,
making a CHA check against 10 + your magic attribute. On add your CHA to the damage.
a success the creature can move through the barrier, taking
U N H O LY S C O U R G E
2d10 psychic damage.
Cleric, Exorcist, Capstone
When you cast this spell, choose a creature type: avadri,
Prerequisites: Sense Planar III
celestial, eldritch, fae, or fiend. Creatures of that type that
Malicious planar entities fear your name, and towns
are stuck in your circle can only attempt to escape if you
bereaved by such entities know to seek you out when they
have taken damage since your last turn, and must roll 2d20
need a skilled exorcist.
and use the lower when trying to escape.
When you use the Exorcism ritual, you never have to
You may choose to end the spell early.
roll on the side effect table. If you choose to Upcharge the
D I S TA N T WA R D I I exorcism, roll 2 times, instead of 4 times.
Cleric, Exorcist When you use your Abjure Unholy spell, you may use
Prerequisites: Abjure Unholy, Distant Ward Unholy Scourge.
The range of your Divine Ward increases by +30 ft. Unholy Scourge. All creatures in your circle take 4d10
DIVINE SHIELD II radiant damage at the start of each of their turns. (1/Rest)
Cleric, Exorcist Level 30: When you choose a creature type for abjure
Prerequisites: Abjure Unholy, Divine Shield unholy, you can choose any creature type of your choice.
Your Divine Ward adds an additional +1 to your target
creature’s relevant defenses. PIETY TRACK
D I V I N E WA R D I I I L AY O N H A N D S
Cleric, Exorcist Cleric, Piety
Prerequisites: Exorcist 6 Prerequisites: Cleric Entry
Divine Ward raises all defenses (AR, Physical, and Mental). Gain Lay on Hands.
E X P E R T E XO R C I S T Lay on Hands. You may touch yourself or a creature and
Cleric, Exorcist spend 2 AP to restore 3 HP to that creature. (CHA/Rest)
Prerequisites: Divine Ward III, Holy Support III
You learn the Exorcism ritual if you did not already know it.
Gain the Exorcist ability.
Exorcist. When you use Exorcism and you do not
upcharge it, you may choose not to roll on the side effect
table. (1/Rest)
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M O N A S T I C H O R T I C U LT U R I S T PIETY III
Cleric, Piety Cleric, Piety
Prerequisites: Lay on Hands, Holy Support Prerequisites: Monastic Horticulturist II
By combining faith and agricultural understanding, you can Incompatible: Battle Medic
bless a field of crops with your Monastic Horticulture ability. Gain +4 Skill Points that you can spend on Skills with the
Monastic Horticulture. Select a field of crops that is a Influence or Knowledge tag.
500 ft square or smaller. These crops become immune to Piety becomes 2/Week.
nonmagical blights, poisons, diseases, and insects. They still
PIETY IV
grow and produce food at their normal rate, but the food
Cleric, Piety
they produce is high-quality and delicious. (1/Month)
Prerequisites: Piety III
L AY O N H A N D S I I When you use Piety, you can instantaneously cure common
Cleric, Piety or uncommon poisons or diseases.
Prerequisites: Monastic Horticulturist
PIETY V
While Recouping, you can use Lay on Hands one time
Cleric, Piety
without expending a use of it. (1/Rest)
Prerequisites: Piety IV
PIETY Gain +4 Skill Points that you can spend on Skills with the
Cleric, Piety Influence or Knowledge tag.
Prerequisites: Lay on Hands II Piety becomes 3/Week.
Gain +4 Skill Points that you can spend on Skills with the
M I R AC L E W O R K E R
Influence or Knowledge tag.
Cleric, Piety, Capstone
Gain the Piety ability.
Prerequisites: Piety V
Piety. You may touch a creature suffering from a common
You are heralded as a miraculous healer the world over.
poison and instantaneously cure it. (1/Week)
Any religious institution (besides extremists and cults) will
L AY O N H A N D S I I I happily house you. Clergy, kings, nobles, politicians, and
Cleric, Piety generals seek your presence as they know you can work
Prerequisites: Piety, Holy Support II miraculous healing on the behalf of those you deem worthy.
Your Lay on Hands ability restores 2 additional HP. Many seek you out for your inspiring presence and your
ability to work miracles.
W E L L S P R I N G O F H E A LT H
Gain the Miracle Worker ability.
Cleric, Piety
Miracle Worker. Yoou may touch a creature suffering
Prerequisites: Lay on Hands III
from any nonmagical poison or disease and instantaneously
When you cast a divine spell that restores HP to a target,
cure them, or you can touch a creature suffering from
add your CHA to the amount healed.
a magical poison or disease and cure them, becoming
PIETY II Sickened for the next 24 hours. (1/Rest)
Cleric, Piety Furthermore, whenever you arrive in a new town you
Prerequisites: Wellspring of Health gain 1d12 disciples that follow you around while in town
Piety can cure common diseases as well. and do basic favors and errands for you.
M O N A S T I C H O R T I C U LT U R I S T I I Each time you leave a town, you may choose to take one
Cleric, Piety of these disciples on as an apostle. They will follow you
Prerequisites: Piety II, Holy Support III around indefinitely and can gain the stats of any NPC of ML
Gain the Horticultural Blessing ability. 3 or lower. You can have no more Apostles at a time than
Horticultural Blessing. When you spend at least 1 week your cleric level.
in a settlement, and you have used Monastic Horticulture on Level 30: Miracle Worker becomes 1/Recoup. If you cure
a field that will produce crops, you can bless the crops. The a magical poison or disease, you are only Sickened for 30
crops will produce 2d10 additional rations’ worth of food minutes.
each day for the next week (in addition to what they would B AT T L E M E D I C
normally produce). Rations produced in this way become Cleric, Piety
spoiled after 24 hours. (1/Week) Prerequisites: Monastic Horticulturist II
Incompatible: Piety III
Lay on Hands can be used with Reactive AP. If the target
is bloodied, the target regains 3 additional HP from Lay
on Hands (8 total unless you gain another bonus from a
different ability).
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B AT T L E M E D I C I I
Cleric, Piety A P O C RY P H A L I S T
Prerequisites: Battle Medic
Lay on Hands only costs 1 AP. If the target is bloodied, the Icon Magic
target regains 2 additional HP from Lay on Hands (10 total Ambition Sonorous Voice (occult chant)
unless you gain another bonus from a different ability).
Austerity Ignore Pain (psionic spell)
B AT T L E M E D I C I I I
Bravery Cornered Frenzy (primal spell)
Cleric, Piety
Prerequisites: Battle Medic II Cultivation Nature’s Bounty (primal spell)
If target has 0 HP, your Lay on Hands restores double the HP Darkness Darkness (occult spell)
it otherwise would.
Death Grave Whisper (arcane cantrip)
Gain the Relentless Healer ability.
Relentless Healer. If you roll Initiative and have no Lay Decay Decay (arcane spell)
on Hands, regain one use of Lay on Hands. Fate Sense Danger (psionic spell)
S AV I O R Freedom Levitate (psionic spell)
Cleric, Piety, Capstone Hedonism Bountiful Joy (primal chant)
Prerequisites: Battle Medic III
Honor Circle of Power (arcane spell)
You are known as a powerful healer and righteous fighter.
Generals and military commanders seek to conduct Knowledge Scry (occult ritual)
themselves in an exemplary and honorable manner in an Light Glimmer (primal chant)
effort to recruit you to their cause.
Love Charm Person (psionic spell)
You gain two abilities: Ambient Divinity and Divine
Salvation. Nature Summon Beast (primal spell)
Ambient Divinity. When you cast a divine spell, choose Order Arcane Swap (arcane spell)
a creature within 20 ft of you to regain HP equal to the SP Redemption Calming Presence (primal spell)
you just spent on that spell. (CHA/Rest)
Revenge Cultic Revenge (occult chant)
Divine Salvation. When a creature within 60 ft of you is
reduced to 0 HP, you may spend 1 Reactive AP to heal them Salvation Mage Armor (arcane spell)
for 100 HP. You become Helpless until the end of your next Serenity Silence (occult spell)
turn after doing this. (1/Rest)
Wisdom Detect Truth (psionic spell)
Level 30: Divine Salvation becomes 1/Recoup and you are
only Helpless until the start of your next turn. Wrath Boarish Savagery (primal spell)
SCRIPTORIUM
THEOLO GIAN TRACK Cleric, Theologian
ARDENT Prerequisites: Apocrypha
Cleric, Theologian Gain the Scriptorium ability.
Prerequisites: Cleric Entry Scriptorium. When in a well-equipped religious center
Gain +6 Skill Points, which you can spend on any skills with a library, you can reselect which divine spells you
with the Knowledge tag. When you spend time researching know. This takes 24 hours. (1/Month)
in a well-resourced library or religious center, you uncover ICONO GRAPHER
whatever information you are capable of learning in ½ the Cleric, Theologian
time it would normally take. (If required to roll INT, and you Prerequisites: Scriptorium
roll low, then you still might not find what you need, but Incompatible: Scrivener
whatever you do find takes ½ the time). Gain the Iconographer ability.
A P O C RY P H A Iconographer. When you finish Taking a Rest, you can
Cleric, Theologian create a new Divine Icon. Pick a Divine Icon that you know
Prerequisites: Ardent which has a recharge ability (X/Rest, /Recoup, or /Catch
Choose an icon for which you have access. Gain additional Breath) and which is the lowest level for that ability (such as
magic (one spell, cantrip, chant, or ritual) based on that Blinding Dark I). You write a duplicate of that icon. Choose
choice, which counts as divine for you even though the new one willing creature to bond with the Icon. That creature
magic will not be originally from the Divine Source. gains one use of that icon and it recharges on Taking a Rest,
Recouping, or Catching your Breath as normal. The creature
can use this icon until you use this ability again.
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ICONOGRAPHER II Apprenticeship. When Recouping, you may change the
Cleric, Theologian effects of your Icon that another creature is bonded to as
Prerequisites: Iconographer though using your Iconographer ability. You cannot assign
When you create an Icon using your Iconographer ability, this Icon to a new creature when changing the Icon in this
if you know a higher-power version of it (such as Provision way.
II), you can inscribe that version onto the icon. The creature ICONO GRAPHER III
can still only use the icon one time until they can recharge Cleric, Theologian
it, unless the Icon’s improved ability adds +1 usage of the Prerequisites: Apprenticeship
Icon, in which case the creature can use it twice before Iconographer now allows you to create two Icons, bonding
needing to recharge it. them to the same creature or different ones. One icon must
SCRIVENER be only entry-level without higher-power icon abilities,
Cleric, Theologian while the other can be an Icon one power level higher.
Prerequisites: Scriptorium Apprenticeship only works on one creature each time you
Incompatible: Iconographer Recoup, but you can pick which creature is your Apprentice
Gain the Scrivener ability. each time.
Scrivener. When you finish Taking a Rest, you can create ICONO GRAPHER IV
a spell scroll out of a prayer or divine spell that you know. Cleric, Theologian
This consumes valuable inks and gold leaf - the cost in sc is Prerequisites: Iconographer III
10x the spell’s SPC. Both Icons created by your Iconographer ability can be
You also must spend the normal amount of SP as if casting higher-power, and if you have bonded two creatures, they
the spell when you scribe it, and cannot scribe a spell with can trade or give one another the Icons at will by physically
an SPC greater than your Divine Power. handing one another the separate Icons. When you use
Once you have scribed a spell onto a scroll, you or any Apprenticeship, both creatures can benefit from the ability.
creature that possesses the scroll can cast it by spending the
SOLA SCRIPTURA
normal APC. The magic fades from the scroll once used, or
Cleric, Theologian
after 24 hours if unused.
Prerequisites: Scriptorium III, Scrivener II
SCRIVENER II When you cast a spell that you have scribed onto a scroll, if
Cleric, Theologian you are holding the scroll in your hand, then you can ignore
Prerequisites: Scrivener all other Gesture, Verbal, and Visual requirements. (1/
You have grown more skilled at scribing your spell scrolls. It Recoup)
only costs you ½ the spell’s SPC to scribe it.
SCRIVENER III
A P O C RY P H A I I Cleric, Theologian
Cleric, Theologian Prerequisites: Sola Scriptura
Prerequisites: Theologian 5 Thanks to careful gilding and embossing techniques, it only
Use your Apocrypha ability again, selecting a new Divine costs you sp equal to 5x the spell’s SPC to scribe it.
Icon for which you have access.
SCRIVENER IV
SCRIPTORIUM II Cleric, Theologian
Cleric, Theologian Prerequisites: Scrivener III
Prerequisites: Apocrypha II By spending the necessary SP and material costs, you can
When you use Scriptorium, you can also reselect which scribe two scrolls.
divine rituals you know.
I L L U M I N AT E D M A N U S C R I P T
SCRIPTORIUM III Cleric, Theologian
Cleric, Theologian Prerequisites: Theologian 11
Prerequisites: Scriptorium II When in a well-equipped religious center or library you
When you use Scriptorium, you can also reselect which can spend 1 hour to make one additional scroll or icon. (1/
divine rituals you know. Week)
APPRENTICESHIP SCRIPTORIUM IV
Cleric, Theologian Cleric, Theologian
Prerequisites: Scriptorium III, Iconographer II Prerequisites: Illuminated Manuscript
Gain +4 Skill Points that you can spend on skills with the When you use Scriptorium, you can also reselect which
Observation or Knowledge tag. cleric talents you know.
Gain the Apprenticeship ability.
ICONOGRAPHER V
Cleric, Theologian
S U P P O R T TA L E N T S
Prerequisites: Apocrypha III, Iconographer IV H O LY S U P P O R T
Your Iconographer ability allows you to create three Icons Cleric, Support, Special AP
now, none of which can be stronger than an Icon with the Prerequisites: Cleric 2
II suffix. You can bond them all to one creature, to two When you end your turn with 0 AP, gain 1 special Holy
creatures, or to three creatures. Any bonded creatures can Support AP that acts as Reactive AP. You lose this AP at the
trade or give their icons to other bonded creatures at any start of your next turn.
point by physically handing them the Icon. You can only gain one source of special AP. If you gain a
I C O N I C C OV E N A N T second source of special AP, choose whether you keep this
Cleric, Theologian, Capstone source or your new source.
Prerequisites: Iconographer V H O LY S U P P O R T I I
You are revered as a legendary scholarly theologian who Cleric, Support, Special AP
writes excellent icons that tell compelling stories deeply Prerequisites: Holy Support, Cleric 5
wrought with spiritual significance. Your work decorates Holy Support gives you 2 Support AP.
many houses of prayer and many pious nobles proudly
H O LY S U P P O R T I I I
display your icons in their homes
Cleric, Support, Special AP
Gain +4 Skill Points that you can spend on skills with the
Prerequisites: Holy Support II, Cleric 8
Observation or Knowledge tag.
Holy Support gives you 3 Support AP.
Gain the Iconic Covenant ability.
Iconic Covenant. If you create the same icon every day
for 1 month, then the icon becomes permanent. Permanent
D I V I N E I C O N TA L E N T S
icons are uncommon magical items that cost 10 Essence ICONS
Points. You cannot prevent a creature that possesses one Divine Icon, Repeatable
of your permanent icons from bonding to it and gaining its Prerequisites: Cleric 1 or Vessel 1
benefits. Gain two additional Divine Icon talents, choosing from Icons
You can only create one permanent icon per year. that you already have access to.
Level 30: You can now create three permanent icons per
year.
P O LY T H E I S M
Cleric, Divine Icon, Repeatable
SCRIVENER V Prerequisites: Cleric 1
Cleric, Theologian Choose one deity. Gain access to that deity’s Divine Icons in
Prerequisites: Apocrypha III, Scrivener IV addition to the ones that you can already access. Your new
Gain +4 Skill Points that you can spend on skills with the deity will have a list of three Icons. Gain one Icon ability.
Observation or Knowledge tag.
Your spell scrolls no longer require you to expend any SP.
SIPHON DIVINITY
Vessel, Divine Icon, Repeatable
H O LY L E C T I O N A RY Prerequisites: Vessel 1
Cleric, Theologian, Capstone Choose one new Divine Icon. You gain access to that Icon
Prerequisites: Scrivener V and get one of its abilities.
You are renowned as a tremendous scrivener who
creates beautiful illuminated manuscripts and is deeply DIVINE ICON:
knowledgeable in religious matters. Your texts are often AMBITION
used in liturgical ceremonies throughout the land.
Your Scrivener scrolls last for 48 hours before losing A M B I T I O N : S I LV E R T O N G U E
magic. Divine Icon - Ambition
When you use your Scrivener ability, you can also use You gain the Silver Tongue ability.
your Holy Lectionary ability. Silver Tongue. When making a Skill check that uses
Holy Lectionary. Mreate one special scripture, your Holy the Influence tag, add a bonus equal to ½ your CHA. (1/
Lectionary. This scripture can have an SPC equal to or less Recoup)
than 2x your Divine Level, and does not lose
D I V I N E I C O N : B R AV E R Y DA R K N E S S : B L I N D I N G DA R K I I
Divine Icon - Darkness
B R AV E RY : C O U R A G E Prerequisites: Blinding Dark
Divine Icon - Bravery Blinding Dark becomes 2/Recoup.
You gain the Courage ability.
DA R K N E S S : B L I N D I N G DA R K I I I
Courage. By spending 3 AP and touching one creature,
Divine Icon - Darkness
you insulate it to horrors that would cause most to tremble.
Prerequisites: Blinding Dark II
For 1 minute, that creature cannot be Shaken. (2/Rest)
Blinding Dark lasts until the end of your next turn.
B R AV E RY : C O U R A G E I I DA R K N E S S : B L I N D I N G DA R K I V
Divine Icon - Bravery Divine Icon - Darkness
Prerequisites: Courage Prerequisites: Blinding Dark III
Courage becomes 2/Recoup. Blinding Dark becomes CHA/Recoup.
D I V I N E I C O N : D E C AY F R E E D O M : U N C O N TA I N A B L E I I
Divine Icon - Freedom
D E CAY : W I T H E R I N G Prerequisites: Uncontainable
Divine Icon - Decay Uncontainable becomes CHA/Recoup.
Gain the Withering ability. F R E E D O M : U N S T O P PA B L E
Withering. By spending 3 AP, a creature that you touch Divine Icon - Freedom
takes 1 necrotic damage at the start of each of its turns for You gain the Unstoppable ability.
1d6 turns. (2/Rest) Unstoppable. You or one creature of your choice within
D E CAY : W I T H E R I N G I I 10 ft of you that just became Dazed cancels that condition.
Divine Icon - Decay This costs 0 Reactive AP. (CHA/Rest)
Prerequisites: Withering F R E E D O M : U N S T O P PA B L E I I
Withering becomes 2/Recoup. Divine Icon - Freedom
D E CAY : T R E M B L I N G Prerequisites: Unstoppable
Divine Icon - Decay Unstoppable also allows you to cancel Staggered.
Gain the Trembling ability.
Trembling. By spending 2 AP, a creature that you touch is DIVINE ICON:
Shaken until the end of their next turn. (2/Rest) HEDONISM
D E CAY : T R E M B L I N G I I HEDONISM: GLUTTONY
Divine Icon - Decay Divine Icon - Hedonism
Prerequisites: Trembling You gain the Gluttony ability.
Trembling becomes 2/Recoup. Gluttony. Spend 1 AP to choose a creature within 40 ft of
you. That creature becomes Taunted by you for 1 minute.
D I V I N E I C O N : FAT E (CHA/Recoup)
AWA K E N E D S P E L L B O O K AWA K E N E D S P E L L B O O K I I I
Mage, Tome Wizard Mage, Tome Wizard
Prerequisites: Mage Entry Prerequisites: Tome Familiar
Learn a new spell with the Arcane Ritual tag whose SPC Learn a new spell with the Arcane Ritual tag whose SPC
does not exceed your total SP. does not exceed your total SP.
You can no longer be separated from your Spellbook as You can imbue the mote of a spell that you captured
it becomes partially ethereal, gains limited sentience, and through the Steal Spell spell into your spellbook, instead of
has the ability to hover nearby. In this form, the Awakened casting it. When imbued in this way, that spell becomes an
Spellbook cannot be targeted and occupies the same space Arcane spell for you until you replace it with another stolen
as you. spell.
You gain +1 to all your mental defenses. T O M E FA M I L I A R I I
SPELL SCRIBE Mage, Tome Wizard
Mage, Tome Wizard Prerequisites: Awakened Spellbook III
Prerequisites: Awakened Spellbook Your Awakened Spellbook can now be 120 ft from you
Your Spellbook can produce an enchanted vellum. You can without being recalled to the space you occupy, and can
cast a spell you know on this vellum, which causes it to hover up to 30 ft in the air.
become a spell scroll. While there is an active scroll, you Gain the Joint Cast ability.
can not cast that spell normally. Any creature can use this Joint Cast: When you are casting a cantrip, your
spell scroll to cast the spell using the required AP without Awakened Spellbook can duplicate that cantrip on a target
expending SP. When cast, the vellum dissolves and you can of its own, or the same target, assuming all other conditions
cast the spell normally again. of the cantrip are met. (3/Rest)
If the SPC of the spell is over 16, the user of the scroll SPELLSTEALING
must make an INT/Arcana check after spending the required Mage, Tome Wizard
AP. The creature must beat a DC of 10+(the spell’s SPC/2). Prerequisites: Tome Familiar II
On a fail, the spell fizzles and the vellum dissolves. You gain an additional slot for stolen spells (Currently 2
Your Spellbook can only produce one enchanted vellum total from this track).
a day, regaining the ability to do so after Taking a Rest. It
cannot produce an enchanted vellum while there is another SPELL THIEF
enchanted vellum or spell scroll available. Mage, Tome Wizard
Prerequisites: Spellstealing
AWA K E N E D S P E L L B O O K I I You gain a +5 bonus to your Steal Spell rolls.
Mage, Tome Wizard
Prerequisites: Spell Scribe AWA K E N E D S P E L L B O O K I V
Learn a new spell with the Arcane Ritual tag whose SPC Mage, Tome Wizard
does not exceed your total SP. Prerequisites: Spell Thief
Your Awakened Spellbook can now occupy any space Learn a new spell with the Arcane Ritual tag whose SPC
within 15 ft of you, and any spells that you cast can does not exceed your total SP.
originate from you or the Awakened Spellbook. If you move You gain another +1 to your mental defenses.
more than 15 ft away, the book hovers back to occupy the You can now cast multiple Arcane Rituals: 2/Rest.
same space as the caster automatically. It can move 15 ft per
turn and moves at the end of your turn if you so desire.
You gain another +1 to your mental defenses.
C hapter 3 | C lasses 113
SPELLSTEALING II
Mage, Tome Wizard
Prerequisites: Awakened Spellbook IV
O R A C L E TA L E N T S
You gain an additional slot for Stolen Spells (Currently three
total from this track). After gaining the Oracle Entry talent, you can take talents
SPELL SCRIBE III from any of the oracle stacks. After gaining the Oracle Entry
Mage, Tome Wizard talent, you can also gain Primal Aspect talents.
Prerequisites: Spellstealing II
The roll others must make to use your scroll can no longer ORACLE ENTRY
be higher than 15. Class Entry, Oracle
SPELLSTEALING III Prerequisites: Character Level 2
Mage, Tome Wizard When you take this entry talent, you gain the following
Prerequisites: Spell Scribe III abilities.
You learn one of the following of your choice: Woe. Whenever you crit fail on a d20, gain 1 SP. This
Divine ritual cannot exceed your maximum SP. You gain an inexpensive
Occult ritual object that you use to predict the future, such as tarot cards,
Primal invocation knuckle bones, charmed dice, lots, or cured entrails.
Psionic invocation Hermit. Gain +2 Arcana, Astrology, OR Astronomy; AND
Psionic meditation +2 in a skill of your choice with the Observation or Survival
If your choice has a tier or power requirement, roll an tag.
INT/Arcana check, the DC of which is 10+ double the Tier Oracular Magic. Choose one: Warden of the Primal, or
if primal or psionic, or 10+ the Divine or Occult power Adept of the Psionic. Learn that talent unless you already
requirement if divine or occult. If you fail this check, you knew one or both of these talents. Whichever you choose,
may never attempt to cast it again, and must make a new LUCK is your magic attribute for oracle magic.
selection in its place. If you choose Warden of the Primal, then each time you
This spot in your spellbook does not count towards your level up and spend your talent point on an oracle talent, you
three Stolen Spell slots. gain +5 SP and +1 Primal Power.
If you choose Adept of the Psionic, then each time you
AWA K E N E D S P E L L B O O K V level up and spend your talent point on an oracle talent, you
Mage, Tome Wizard
gain +5 SP and +1 Psionic Power.
Prerequisites: Spellstealing III
Learn a new spell with the Arcane Ritual tag whose SPC
does not exceed your total SP.
DRUID TRACK
You gain another +1 to your mental defenses. S TA R ’ S G U I D A N C E
You can now cast more Arcane Rituals: 3/Rest. Oracle, Druid
TOME WIZARD Prerequisites: Oracle Entry, Warden of the Primal
Mage, Tome Wizard, Capstone Pick Astronomy or Astrology. Gain +2 Skill Points in that
Prerequisites: Awakened Spellbook V skill.
Your spellbook fully awakens, gaining its own personality. It You gain the Star’s Guidance ability.
is intensely loyal to you while you treat it well. You can use Star’s Guidance. Ue Astronomy or Astrology in place of a
your Grimoire spell on it freely for the purposes of storing skill with the Survival tag. (1/Recoup)
information, targeting a page instead, and you can choose OLD GODS
whether or not you forget the information stored inside. Oracle, Druid, Divine
Additionally, you gain another slot for Stolen Spells (four Prerequisites: Star’s Guidance
total) and an additional enchanted vellum (three total). Incompatible: Wyrd Wood
Level 30: If you die, your book will live on and pass the Gain the Disciple of the Divine talent if you did not already
knowledge scribed inside to whomever it deems worthy. have it. Disciple of the Divine does not grant you additional
SP when you gain it in this way. Whenever you gain a talent
from this track with the Divine tag, gain +1 Divine Power.
You have taken it upon yourself to maintain a balance
between nature and deity.
In combat, when you cast a primal chant or spell, gain
1 Primal Proclivity. When you cast a divine prayer or spell,
gain 1 Divine Proclivity. At the end of combat, subtract the
lesser number from the greater. If the difference is greater
Shibmar Spell that targets self or an ally If successful, the target gains +5 ft speed and TA for the duration.
Attunement and doesn’t heal Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the
Shibmar Conclave is angry that you stole power from it. For the
next 24 hours, beasts and monstrosities are likely to treat you with
hostility as they are supernaturally aware of your transgressions.
Chaotic Commune Spell that summons The creature you can summon with this spell can be 1 ML higher than
normal.
Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower,
instead of summoning the creature you intended, you summon a
fiend or eldritch creature of the MC’s choice that has an ML equal to
or less than the creature you would have summoned. It is hostile to
you and your allies.
PREDICT A PUNCH II S TA N C E O F T H E S T O U T O A K
Pugilist, Martial Arts Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 6 Prerequisites: Fluid Forms, Martial Arts 8
Gain +4 Skill Points, which you can spend on skills with the You may spend 2 AP to enter the Stance of the Stout Oak.
Acrobatics tag. You remain in this Stance until you spend 2 AP to end it or
Gain the Impulse II talent from the armor specialization to pick a new stance.
stack if you meet its prerequisites. Stance of the Stout Oak. For the duration, when you
spend AP to move, your speed is reduced by 5 ft. You cannot
QUIET MIND
be knocked prone.
Pugilist, Martial Arts
Prerequisites: Fluid Forms, Martial Arts 7 F L U I D FO R M S I I
Gain Quiet Mind. Pugilist, Martial Arts
Quiet Mind. When you Recoup, you can remove the Prerequisites: Fluid Forms, Martial Arts 9
Fatigue condition from yourself. (1/Rest) Gain +4 Skill Points, which you can spend on skills with the
Acrobatics tag.
You can use Fluid Forms 2/Recoup.
PUGILIST MANEUVERS
Maneuver Ability
Dodger Spend 2 AP to make an unarmed or natural weapon attack a creature then Dodge. This ends your turn,
but you keep any leftover AP.
Forced Release You can use the Disarm advanced maneuver. When you hit an enemy with an unarmed or natural
weapon attack, you may attempt to disarm it as part of the same attack.
Go For the Knees Make a 2 AP unarmed or natural weapon attack against a creature’s REF. If you hit, deal damage and
they fall prone.
Gut Punch Make a 4 AP unarmed attack against a creature’s FORT. If you hit, deal damage and they are Stunned
until the end of their next turn.
Headlock Make a 3 AP unarmed or natural weapon attack against your Grappled target’s REF or FORT (their
choice). If you hit, they take damage as normal and become Restrained while you still have them
Grappled. Breaking free from Restrained in this way also ends the Grapple.
Jab You can use the Exploit advanced manuver. Making Reactive Attacks with unarmed or natural weapons
costs 1 fewer AP (min 1).
The Ol’ One-Two When you make an unarmed or natural weapon attack on your turn, you can make a second unarmed
or natural weapon attack for 1 fewer AP (min 1). You must not be holding anything in either hand to
gain this benefit unless it is Brass Knuckles or a Cestus.
Psych Out Make a 3 AP unarmed or natural attack against a creature’s ANT. If you hit, deal damage and they are
Taunted.
Roll When you are knocked prone, you may spend 1 Reactive AP to immediately stand and move 10 ft
without provoking reactive attacks.
Shove Make a 2 AP unarmed or natural weapon attack vs FORT. If you hit, deal normal damage and push the
target 5 ft in a direction of your choice.
Supplex Make a 3 AP attack against your Grappled target’s FORT. If you hit, move 5 ft; you fall prone; and your
target falls prone. Roll unarmed or natural weapon damage. You take that damage and your target takes
double that damage and is Dazed until the end of their next turn.
Trade Blows When an enemy makes a melee attack against you, you may spend 1 Reactive AP to let it automatically
hit without rolling (this means the attack cannot crit). As part of the same reaction, you may make a 0
AP unarmed or natural weapon attack against that creature with TA.
Uppercut Make a 3 AP unarmed or natural weapon attack against a creature’s FORT. If you hit, deal damage and
they move 5 ft directly away from you, then fall prone.
SHROUD R A P I D TA K E D O W N
Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter 10 Prerequisites: Deadeye III
When you are Concealed, creatures that attack you gain 1 When you use Takedown Shot against a target and it does
additional TD. not die, gain 3 AP.
Q U I C K D R AW VOLLEY III
Ranger, Hunter Ranger, Hunter
Prerequisites: Hunter IV Prerequisites: Ruthless Hunter, Rain of Arrows II
You can draw/stow weapons without spending AP once on Volley works on creatures within 30 ft of each other.
your turn. When you use Volley on a creature that was adjacent to
your first target, it does not expend a use of Volley.
C A L C U L AT I N G
Ranger, Hunter ARROW STORM
Prerequisites: Hunter 10 Ranger, Hunter
Gain the Calculating ability. Prerequisites: Volley III
Calculating. When you roll Initiative and are facing a Gain the Arrow Storm ability.
Target Prey, you may choose for all of your attacks that Arrow Storm. When you use Rain of Arrows, deal four
would target their AR to instead target either REF, FORT, or times your normal damage dice and the radius is 30 ft. (1/
ANT (your choice at the start of combat). This effect lasts Rest)
until combat concludes. (3/Rest) PEERLESS HUNTER
RUTHLESS HUNTER Ranger, Hunter, Capstone
Ranger, Hunter Prerequisites: Hunter 14
Prerequisites: Hunter 11 Those in the know recognize that you are a peerless hunter
Gain two of the following: Cornered Quarry, Outnumbered, and might task you with felling great monsters for equally
Deadeye, and Volley. Ignore any Incompatibility restrictions great rewards.
for these selections. When you roll Initiative and you have no Target Prey,
choose one enemy to be Target Prey.
C O R N E R E D Q UA R RY I I I
Gain the Peerless Hunter ability.
Ranger, Hunter
Peerless Hunter. When you finish Taking a Rest, you can
Prerequisites: Ruthless Hunter, Hew II
reassign all of your Talent points spent in this stack, taking
Gain +2 Skill Points, which you can spend on skills with the
new Talents within this stack. You lose this ability if you
Athleticism or Stamina tags.
reassign your talents in such a way that you no longer have
Cornered Quarry becomes END/Recoup.
access to this Talent. (1/Week)
HEW III Level 30: You can reselect the creature types that target
Ranger, Hunter prey features work on. (1/Rest)
Prerequisites: Cornered Quarry III
When you use Hew against a target and it does not die, gain
3 AP.
HORDESBANE III
Ranger, Hunter
Prerequisites: Ruthless Hunter, Hordesbane II
Whirling Blades becomes END/Rest.
ADDITIONAL IDENTITIES L E AV E I T T O L U C K I I
Rogue, Con, Repeatable Rogue, Con
Prerequisites: Impersonate Prerequisites: Leave it to Luck
You may have an additional identity. It takes you one hour Your Coin Toss ability becomes LUCK/Rest.
to switch between identities. JAMMY
BETTER IDENTITIES Rogue, Con
Rogue, Con, Repeatable Prerequisites: Leave it to Luck
Prerequisites: Impersonate Your total number of Luck Points per day is equal to your
You gain +5 to your Identity Score. LUCK.
C hapter 3 | C lasses 1 41
MIND SPIKE PIERCING STRIKE
Rogue, Psyblade Rogue, Psyblade
Prerequisites: Psyblade Focus Prerequisites: Psyblade Focus II
Your attacks and spells that deal psychic damage may now Your attacks ignore Resist Psychic.
deal Sneak Attack damage.
P S YC H I C S C R E A M
I M P R OV E D M I N D S P I K E Rogue, Psyblade
Rogue, Psyblade Prerequisites: Psyblade Focus II
Prerequisites: Mind Spike Gain the Psychic Scream ability.
You gain +1 Sneak Attack die when dealing psychic Psychic Scream. Spend 3 AP to make an INT vs LOG
damage. attack against all creatures within 5 ft of you. On a hit,
deal 1d4+INT psychic damage and a creature cannot take
S PA C E B E N D
Reactive Actions until after their next turn. (3/Rest)
Rogue, Psyblade
Prerequisites: Psyblade Focus PSIONIC ARMOR
When you would be the victim of damage that affects more Rogue, Psyblade
than one creature, You may teleport to an unoccupied space Prerequisites: Psyblade Focus II
up to 15 ft away, but you start your next turn with 3 fewer You may use your LOG in place of your ANT or WILL when a
AP. (½ INT/Rest) creature attacks your ANT or WILL. (INT/Rest)
P SY B L A D E FO C U S I I MASTER PSYBLADE
Rogue, Psyblade Rogue, Psyblade, Capstone
Prerequisites: Psyblade 5 Prerequisites: Psyblade 14
You can now choose if the weapons created by your Create Your hardened capacity to manipulate the world around you
Weapon are visible, invisible, or shed bright light in a 15 ft with a mere thought is something of an urban legend among
radius and dim light for an additional 15 ft. cons and crooks. Even some circles of spellcasters whisper
your name with wonder.
SOUL KNIFE II
If you have zero uses of Soul Rend or Psychic Scream and
Rogue, Psyblade
a creature attacks but misses your LOG, you regain one use
Prerequisites: Psyblade Focus II, Soul Knife
of Soul Rend or Psychic Scream. If you have zero uses of
You may now spend 1 AP to teleport to a thrown weapon
both, you can choose which one.
from Create Weapon once per turn. (INT/Recoup)
Level 30: You now also regain uses of Soul Rend or
SOUL REND II Psychic Scream if you’re using your LOG against a WILL or
Rogue, Psyblade ANT attack using Psionic Armor.
Prerequisites: Psyblade Focus II, Soul Rend
Soul Rend now lasts until the end of the creature’s turn.
SUBTLETY TRACK
P SYC H I C B O N D I I
Rogue, Psyblade VA N I S H
Prerequisites: Psyblade Focus II, Psychic Bond Rogue, Subtlety
Psychic Bond now grants TA to your ally against creatures Prerequisites: Rogue Entry
that you have damaged during the duration. Additionally, You may roll 2d20 and take the higher result when taking
you can communicate telepathically with your Psychic Bond. attempting to hide.
SPRINT S H A D O W A S S A U LT I I
Rogue, Subtlety Rogue, Subtlety, Repeatable
Prerequisites: Vanish Prerequisites: In the Dark, Shadow Assault
When you gain the Unseen condition, you may immediately You gain an additional Sneak Attack die while you are
take the move action for 0 AP. Unseen.
You may take this talent up to five times.
S H A D O W A S S AU LT
Rogue, Subtlety VA N I S H I I
Prerequisites: Vanish Rogue, Subtlety
You gain an additional Sneak Attack die while you are Prerequisites: In the Dark, Vanish
Unseen. You automatically succeed your Hide roll while you are in
Darkness or Total Cover. (INT/Rest)
I N T H E DA R K
Rogue, Subtlety SHADOWSTEP
Prerequisites: Subtlety 5 Rogue, Subtlety
When you are in Darkness, you are Unseen to creatures who Prerequisites: In the Dark
are relying on Darkvision to see you. You can now pass through 5 ft of bright light without losing
the Unseen condition.
SHADOW HOP II
Rogue, Subtlety QUIET ONE
Prerequisites: In the Dark, Shadow Hop Rogue, Subtlety
The first attack you make on your turn does not cause you Prerequisites: In the Dark
to lose the Unseen condition. You gain +10 to Eavesdropping while you are Unseen.
This can exceed the normal cap of 20 for a skill, but cannot
BORN IN DARKNESS
exceed 25.
Rogue, Subtlety
Prerequisites: In the Dark
Anti-Burglary Trigger 100 - Apply this mod to a weapon. Anyone that attempts to wield
that weapon and is unaware of the trigger must make a DC
20 AWR check. On a fail, they take 3d6 corrosive damage as
acid and paint spray over them.
Anti-Magic Cuffs 120 1 If you successfully restrain a creature with these cuffs, they
cannot use magic. It requires a DC 20 INT/Lockpicking or
STR/Applied Force check to break these cuffs. You also make
a key that can unlock these cuffs.
Caltrops 10 1 Gain Caltrops, which can be thrown 10 ft by spending 1 AP.
They cover a 10 ft by 10 ft area, which becomes hazardous
terrain (1d2 sharp).
Crossbow Mod: Repeating 120 - Reduce the AP needed to fire the crossbow that this is affixed
to by 1 (min 2).
Crossbow Mod: Thrower 100 - You may load tinkering items with the Thrown tag into your
crossbow, giving them double their Thrown range. Using any
item in this way costs 3 AP.
Dimensional Case 250 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 10 cubic ft on the
inside.
Dimensional Case (Greater) 500 - This case contains an extradimensional storage space that
appears to be a normal briefcase, but is 40 cubic ft on the
inside.
Enhanced Goggles 80 3 By spending 1 AP, a creature wearing these goggles gains 60 ft
of Darkvision for 1 minute.
Flame-Retardant Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Fire 5 for 1 minute.
Fog Machine 150 - By spending 4 AP, you may activate the machine. At the start
of each of your turns, the machine produces fog. It begins as
a 10 ft radius cloud of fog and extends by 10 ft on each of
your turns until it is a 30 ft radius. Fog causes the Concealed
condition.
Gas Mask 40 3 By spending 2 AP to activate the gas mask, a creature
becomes immune from any dangerous effects of breathing for
1 minute.
Grappling Hook Launcher 50 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt, then you do so and affix a rope to the surface.
Grappling Hook: Magnetic 80 1 Using DEX, you may attack the AR of an inanimate object
within 50 ft. On a hit, if the object can be pierced by an iron
bolt or is metallic, then you securely affix a rope to that
surface.
Insulating Spray 80 2 By spending 3 AP, you may apply this spray to a set of armor,
giving it Resist Cold 5 for 1 minute.
Mechanical Lockpick 40 3 Gain +5 to Lockpicking, which can exceed the normal cap of
+20 in a given skill. You do not need additional lockpicking
tools if you have this.
Potion Injector 50 3 You can consume and administer potions for 1 AP. This does
not provoke reactive attacks, such as from Exploit.
Quickstep Boots 120 5 The wearer may spend 1 AP to increase their speed by 10
ft whenever they use AP to move until the end of their next
turn.
Ranged Mod: Telescopic 70 - The ranged weapon with this modification gains +30 ft
Sight range.
Trap: Alarm 20 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 15 AWR check and stretches across up
to a 30 ft line. Once a creature moves through that line, an
audible alarm sounds.
Trap: Net 30 1 It takes 10 minutes to set this trap. Once set, this trap can be
spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft
area. When a creature steps on the area, make a +5 attack vs
REF. On a hit, all targets within its area are Restrained. It has
10 AR and 20 HP. It has DR 40/Sharp.
Trap: Razor Wire 35 1 It takes 5 minutes to set this trap. Once set, this trap can be
spotted with a DC 14 AWR check and stretches across up to
a 15 ft line. Once a creature moves through that line, it takes
2d4 sharp damage.
C hapter 3 | C lasses 1 51
Trap: Tripwire 15 1 It takes 5 minutes to set this trap. Once set, this trap can
be spotted with a DC 15 AWR check and stretches across up
to a 15 ft line. Once a creature moves through that line, that
creature falls prone.
Weapon Mod: Chain 40 3 When you would be disarmed, lose 1 charge of this item
instead.
Whetstone 15 3 During a Recoup, you can use this on a weapon of your
choice. That weapon gains a +1 bonus to attack and damage
rolls for 1 hour after you end your Recoup.
SPECIAL AMMO
You can make any of these modifications to arrows or to crossbow bolts.
Item Tinkering Cost Uses Description
Barbed 20 - Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1
minute or until treated (whichever is sooner).
Corrosive 40 1 Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1
AR until the creature Takes a Rest.
Dazzling 30 1 Attack vs FORT. Hit: The target is Blinded until the end of its
next turn.
Explosive 30 1 Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6
fire.
Light 10 1 Does not deal damage, but sheds bright light in a 20 ft radius
and dim light for 20 ft beyond that where it lands.
Tracking 20 1 Attack vs AR. Hit: All creatures gain TA against the target,
and it cannot become Invisible for 1 minute.
ALCHEMIC ITEMS
Item Tinkering Cost Uses Description
Arcane Disruptor 150 1 Thrown 30 ft. In a 15 ft radius, magical effects are suppressed
for 1 minute.
Bolas 20 - Thrown 20 ft. Hit: Creature falls Prone and its speed becomes
0. It takes 1 AP for a creature to free itself.
Fireworks 20 1 Thrown 50 ft, creating a spectacular light show. Target
creatures within a 10 ft radius. Hit: 1d6 sonic damage.
Flashbang 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Blinded until the end of its next turn.
Smoke Bomb 20 1 Thrown 20 ft, making a 10 ft radius smoke cloud that causes
the Concealed condition.
Sonic Bomb 25 1 Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit:
Creature is Deafened until the start of your next turn.
Sticky Bomb 25 1 Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit:
Creature is Slowed until the end of its next turn.
Thunderstone 60 1 Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit:
Creature is Deafened and Stunned until the end of their next
turn.
T R A G E DY I I
Troubadour, Legend Keeper, Tragedy
LEGEND KEEPER:
Prerequisites: Tragedy
C R E AT U R E
Incompatibilities: Comedy II, Creature Compendium II, Faerie
COMPENDIUM
Tale II, Book of Souls II, Book of the Damned II, This defines your Mythic Tome as a Bestiary with carefully
Necronomicon II diagrammed and researched monsters.
When using Summon Character, you can use Summon C R E AT U R E C O M P E N D I U M
Underlings. Troubadour, Legend Keeper, Creature Compendium
Summon Underlings. Summon 3 NPCs that are all ML 1 Prerequisites: Figure of Legend
or lower. They can be the same or different stat blocks. Incompatibilities: Comedy, Tragedy, Faerie Tale, Book of Souls,
T R A G E DY I I I Book of the Damned, Necronomicon
Troubadour, Legend Keeper, Tragedy Gain Bestiary, which you can use when you Summon
Prerequisites: Tragedy II, Written Tradition Protagonist.
When you use Figure of Legend, you may summon NPCs of Bestiary. You may summon a Beast or Monstrosity of ML
ML 5 or lower. They gain the benefits of their Lineage as if 4 or lower.
they were PC level 5 (providing them one additional lineage C R E AT U R E C O M P E N D I U M I I
option) and one rank 2 profession. Troubadour, Legend Keeper, Creature Compendium
T R A G E DY I V Prerequisites: Creature Compendium
Troubadour, Legend Keeper, Tragedy Incompatibilities: Comedy II, Tragedy II, Faerie Tale II, Book of
Prerequisites: Tragedy III, Written Tradition III Souls II, Book of the Damned II, Necronomicon II
Gain +2 Skill Points, which you can spend on skills with the You can summon Monstrosities with your Summon
Influence tag. Character ability.
When you use Figure of Legend, they also get one talent Gain the Packmaster ability.
of your choice (but cannot gain Adept of the Psionic,
Quivering Scorn: Creature gains Shaken. Range is 120 ft. Range is 120 ft, target two
creatures.
Silencing Scorn: Creature becomes Silenced. Target two creatures. Target three creatures.
Valor You or an ally is Rallied. This affects two allies or This affects three allies or you and
you and one ally. two allies.
Vigor You or an ally gains 1d4 Shield HP. This affects two allies or This affects two allies or you and
(Because Stanzas end at the end of your you and one ally. one ally. It bestows 1d8 Shield HP.
next turn, this Shield HP goes away at
that point)
TAC T I C I A N ’ S C O M M A N D WA R C R Y V
Warrior, Commander Warrior, Commander
Prerequisites: Command Prerequisites: War Cry IV
When issuing a command that would result in the target of War Cry becomes ½ AWR/Rest.
your Battlefield Tactician being attacked, that attack deals B AT T L E F I E L D TA C T I C I A N
+2 damage. If the target is also under a Battle Standard, it IMPROVEMENT
deals +4 damage. Warrior, Commander
B AT T L E S TA N DA R D C O M M A N D Prerequisites: Battlefield Tactician II
Warrior, Commander Your Battlefield Tactician ability gains +20 ft range when
Prerequisites: Tactician’s Command choosing a target.
When issuing a command to a target who is being affected B AT T L E F I E L D TA C T I C I A N
by your Battle Standard, you spend 1 fewer AP (min 1). IMPROVEMENT II
I M P O S I N G B AT T L E S TA N DA R D Warrior, Commander
Warrior, Commander Prerequisites: Battlefield Tactician Improvement
Prerequisites: Battle Standard Command If you run out of uses of Battlefield Tactician, you can
Targets of your Battlefield Tactician ability are Shaken until spend all of your AP on a turn to regain 1 use of Battlefield
the end of their next turn whenever they enter the range of Tactician.
your Battle Standard. B AT T L E F I E L D TA C T I C I A N
B AT T L E F I E L D TAC T I C I A N I I IMPROVEMENT III
Warrior, Commander Warrior, Commander
Prerequisites: Command Prerequisites: Battlefield Tactician Improvement II
Your Battlefield Tactician ability no longer fades on the You no longer need to see the target for Battlefield Tactician
previous target when you use it again. to remain active.
WA R C RY B AT T L E F I E L D TA C T I C I A N
Warrior, Commander IMPROVEMENT IV
Prerequisites: Battlefield Tactician II, COR 4 Warrior, Commander
You gain the War Cry ability. Prerequisites: Battlefield Tactician Improvement III
War Cry. By spending 5 AP, all creatures of your choice Whenever the target of your Battlefield Tactician is the
who can hear you and are currently under a Battle Standard subject of an Exploit attack, friendly targets who are within
gain an additional 2 AP at the beginning of their next turn. 5 ft of the target and have the Reactive AP to do so may also
(1/Rest) attack that target even if a reactive attack would not have
been triggered for them.
WA R C RY I I
Warrior, Commander G R E AT G E N E R A L
Prerequisites: War Cry Warrior, Commander, Capstone
A target who can see or hear you use the War Cry ability Prerequisites: Commander 14
who is outside of the range of your Battle Standard but You are a tactician of great renown, and tales of your battles
1 74 C hapter 3 | C lasses
spread far and wide. Your stratagems are the points of study P R O T E C T I O N I I : B AT T E R I N G R A M
for scholars and generals alike. Warrior, Protection
You gain a small retinue consisting of four Knights. They Prerequisites: Protection I, Intercept
take their turn immediately following yours. If they are slain When using Intercept, If you travel 10 ft or more, you
in combat, you can hire a new one into your service upon may make an attack against the triggering creature: STR vs
spending at least a week in a populated area and spending FORT Hit: If the creature is no more than one Size larger
250 sc. than you, the creature is knocked Prone.
Level 30: Your Knights add your AWR to their max HP
P R O T E C T I O N I I : B AT T L E F I E L D
and ½ your AWR to their attack and damage rolls.
SUPPORT
Warrior, Protection
PROTECTION TRACK Prerequisites: Protection I
P R O T E C T I O N FO C U S You gain 1 special AP (Battlefield AP) that cannot be used to
Warrior, Protection move or attack but can be used for any other action. You can
Prerequisites: Warrior Entry only have one source of Support AP.
You gain the Battlefield Protector ability. This replaces If you gain a second source of special AP, choose whether
Battlefield Tactician. you keep this source or your new source.
Battlefield Protector. While you are wielding a shield, PROTECTION III: CHALLENGING
friendly targets gain Focused on any targets that are within SHOUT
5 ft of you and ranged attacks that would travel through the Warrior, Protection
space you occupy gain TD against a target other than you. Prerequisites: Protection II
PROTECTION I: ENGAGE When you are using your Engage ability, you can also shout
Warrior, Protection a challenge to enemies within 30 ft of you. If they can hear
Prerequisites: Protection Focus you, they gain the Taunted condition until the end of their
You gain the Engage ability. next turn. (1/Catch Breath)
Engage. You may spend 2 AP to give a creature within 5 PROTECTION III: OPPORTUNISTIC
ft of you the Engaged condition. INTERCEPTION
PROTECTION I: INTERCEPT Warrior, Protection
Warrior, Protection Prerequisites: Protection II, Intercept
Prerequisites: Protection Focus If a creature critically fails an attack roll farther than 10 ft
You gain the Intercept ability. away, but no farther than 20 ft from you, you may use your
Intercept. When an enemy is attempting to move into Intercept ability without expending AP.
space that is both 5 ft from an ally and within 15 ft of you, P R O T E C T I O N I I I : TA K E H E A R T
you may spend 2 Reactive AP to occupy that space instead Warrior, Protection
of the enemy. (AWR/Recoup) Prerequisites: Protection II
PROTECTION I: SHIELDS UP Gain the Take Heart ability.
Warrior, Protection Take Heart. By spending 1 AP, a target within 30 ft of
Prerequisites: Protection Focus you that can hear you gains Shield HP equal to your AWR.
You gain the Shields Up ability. (AWR/Rest)
Shields Up. When you or a target within 5 ft of you is PROTECTION IV: ENGAGE II
attacked, you may spend 1-3 Reactive AP to raise the AR, Warrior, Protection
FORT, and REF of all friendly targets within 5 ft of you Prerequisites: Protection III, Engage
by the number of AP spent until the end of the triggering Engage now causes up to two creatures of your choice
creature’s turn. If a creature benefitting from this bonus is within 5 ft of you to become Engaged.
wielding a shield, they gain an additional +1.
PROTECTION IV: INTERCEPT II
PROTECTION II: CHALLENGE Warrior, Protection
Warrior, Protection Prerequisites: Protection III, Intercept
Prerequisites: Protection I The space an enemy is attempting to enter that would
Targets you have Engaged are now considered Taunted by trigger your Intercept ability can be 30 ft away from you.
you as well.
PROTECTION IV: SHIELDS UP II
Warrior, Protection
Prerequisites: Protection III
You gain Resist Physical 1, 2, or 3 in addition to your
defenses, depending on the number of Reactive AP you
WITCH ENTRY
Witch, Class Entry
Prerequisite: Character Level 2
When you take this entry talent, you gain the following
abilities.
Dark Presence. On your turn, you may take 1d4 damage
to regain 1 spell point. This costs 0 AP and you may use this
feature as many times as you want on your turn.
Familiar. You have a familiar. Your familiar has separate
stats from you and acts on your turn, taking one action.
You can spend some of your AP, make your familiar take its
F R I E N D O F T H E FA E EVOLUTION II
Witch, Fae, Capstone Witch, Familiar
Prerequisites: Ashyidir Conclave’s Affinity or Vertumna Prerequisites: Evolution
Conclave’s Veneration When you use the Evolution ability, you can choose Evolve
The Fae sing your praises. Fae creatures tend to view you 2.
favorably and will generally look for nonviolent solutions to Evolve 2. The familiar is two sizes larger. Familiars that
conflicts with you. are two Sizes larger gain the benefits below:
You learn the Summon Fae spell if you did not already Flying: +10 ft to Help range
know it. It costs you 20 fewer SP to cast. Crawling: +2 to defending you with Ward
Gain the Faefriend ability. Hunting: +1 to attack and damage, and +1 damage die
Faefriend. When you cast Summon Fae, you may ignore size (e.g., from 1d4 to 1d6)
rolling to determine the Fae’s behavior and assume that it FA M I L I A R E N H A N C E M E N T
is friendly to you as though you succeeded the roll and it Witch, Familiar
failed. (1/Rest) Prerequisites: Familiar 3
Level 30: Your Summon Fae spell costs you no SP the first Choose one Familiar Enhancement; you learn that selection.
time you cast it after Taking a Rest if you use it to summon a By spending 3 AP on your familiar as though summoning
Fae of ML10 or lower. it, you may give it that enhancement for the next hour,
provided it is the right kind of Familiar. (2/Rest)
FA M I L I A R T R A C K F L O C K O F FA M I L I A R S I I I
A DA P T I V E Witch, Familiar
Witch, Familiar Prerequisites: Familiar Enhancement, Flock of Familiars II
Prerequisites: Witch Entry When you use Familiar Enhancement and have Flock of
You can change your Familiar’s form each time you Recoup. Familiars active, apply the bonus to all of your familiars of
the same type as your primary familiar.
F L O C K O F FA M I L I A R S
Witch, Familiar F L O C K O F FA M I L I A R S I V
Prerequisites: Adaptive Witch, Familiar
Incompatible: Evolution Prerequisites: Flock of Familiars III
Gain the Flock of Familiars ability. On your familiars’ turn, they can both take one action. This
Flock of Familiars. You may summon a second familiar can be the same action or different actions.
identical to your primary familiar for 10 minutes.
FA M I L I A R E N H A N C E M E N T S
Talent Name Prerequisites Talent Description
Flighty Enhancement Repeatable
Swamp For the next 4 hours, gain Resist Toxic and Corrosive 5.
Tundra You become immune to Fatigue from cold exposure for the next 4 hours.
Volcanic For the next 1 hour, deal +2 fire damage on all of your weapon attacks and Chants.
C AVA L I E R A B I L I T I E S L I S T
Cavalier Abilities Ability Enhanced
Invigorate Spend 1 MCAP to roll 1d6 + CHA; you and your Spend 1 MCAP to roll 1d10 + CHA; you and
mount each gain that much HP. (1/Recoup) your mount each gain that much HP. (3/
Recoup)
Lead the Charge When you move, you may spend 1 MCAP to allow When you move, you may spend 1 MCAP to
(CHA) number of allies to move up to ½ their speed allow (CHA) number of allies to move up to
for free. (1/Recoup) their speed for free. (3/Recoup)
Cavalier’s Charge When you use MCAP to move, you can spend 1 more When you use MCAP to move, you can also
MCAP to make a weapon attack against a creature make a weapon attack against a creature
that you moved within melee reach of during that you moved within melee reach of during
movement. (1/Recoup) movement. (3/Recoup)
Stampede Spend 2 MCAP to move and make a Trample attack Spend 2 MCAP to move and make a Trample
against up to 3 creatures that you moved next to. This attack against any creatures that you moved
doesn't provoke reactive attacks. (1/Recoup) next to. This doesn't provoke reactive attacks.
(3/Recoup)
Together We Fall When you or your mount takes damage, you can When you or your mount takes damage, you
reduce the damage by ½ CHA then split the remainder can reduce the damage by CHA then split the
evenly between the two of you. (1/Recoup) remainder evenly between the two of you. (3/
Recoup)
L AY O N H A N D S E V E R H O LY I I
Zealot, Holy Cause Zealot, Holy Cause
Prerequisites: Inspirational Prerequisites: Lay on Hands III, Ever Holy
You gain the Lay on Hands ability. Holy Cause recharges AWR/Rest.
Lay on Hands. You may touch yourself or a creature and PIETY III
spend 2 AP to restore 3 HP to that creature. (2/Rest) Zealot, Holy Cause
Prerequisites: Lay on Hands III, Piety II
Piety becomes 2/Week.
E X I L E T R AC K
Marked
Drunken Fighter
Exile 14 Exile 14
Scrapping Drag Drunken Resilience Steady Fist Companion Boon Restored Utterly
Honor Independent
Steady Fist II Companion Boon II
F E A R L E S S T R AC K J U G G E R N AU T T R AC K R AG E T R AC K
Seeing Red III Stoic III Citadel of Stamina Battle-Ready Blood Rage VI
Blood Will Flow I Unflappable III Endure II Bloodlust II Death Defier III
Ferocious V Ardent Assault II Shrug It Off II Bloodlust III Death Drop III
D I V I N E I C O N T R AC K P I ET Y T R AC K E XO RC I S T T R AC K
Blinding Dark IV Blinding Dark III Blinding Dark II Blinding Dark Darkness
Lay on Hands III Abjure Unholy
Last Rites II Last Rites Wellspring of Health Distant Ward II Divine Shield II
Death
Gravemaster II Gravemaster
Piety II Divine Ward III
Withering II Withering
Decay Holy Support III
Trembling II Trembling
Uncontainable II Uncontainable
Freedom Piety IV Battle Medic II Abjure Unholy 2
Unstoppable II Unstoppable
Piety V Battle Medic III Sense Evil 3
Gluttony II Gluttony
Hedonism
Miracle Worker Savior Unholy Scourge
Bloodlust II Bloodlust
Blossom II Blossom
Nature Scriptorium III
Survivor II Survivor
Apprenticeship Sola Scriptura
Redeeming Fervor III Redeeming Fervor II Redeeming Fervor Redemption
Iconographer III Scrivener III
Repentance
Iconographer IV Scrivener IV
Vengeful III Vengeful II Vengeful
Revenge
Aggressive Taunt Illuminated Manuscript
Rescue IV Rescue III Rescue II Rescue Salvation Scriptorium IV
Apocrypha III
Level Headed II Level Headed
Serenity Iconographer V Scrivener V
Keep Your Wit II Keep Your Wit
A R C A N E W E AV I N G TOM E W I Z A R D
S O R C E RY T R A C K
T R AC K T R AC K
Arcane Weaver
Sorcery Focus Awakened Spellbook
Mote Expert Spell Sculptor Empower Spell Expert
Careful Casting Wellspring Tap Spell Scribe
Mote Expert II Spell Sculptor II Spell Sniper
Careful Casting II Wellspring Tap II Awakened Spellbook II
Mote Expert III Spell Sculptor III Spell Sniper II
Arcane Weaver 5
Careful Casting III Wellspring Tap III Spell Scribe II
Arcane Weaver II
Tome Familiar
Metamagic: Spell Point Cost Metamagic: Morph Damage Careful Casting: Cantrips
Tome Familiar II
Metamagic: Overcome Metamagic: Maximize Cantrip Focus Unstable Casting
Spellstealing
Metamagic: Leeching Metamagic: Humane Spell Cantrip Focus II Unstable Casting II
A RC H M AG E T R AC K
Arcane Intellectual
Mage: Alchemy Mage: Altering Mage: Divining Mage: Enchanting Mage: Evoking Mage: Illusory Mage: Necromancy Mage: Summoning Mage: Warding
Mage: Alchemy II Mage: Altering II Mage: Divining II Mage: Enchanting II Mage: Evoking II Mage: Illusory II Mage: Necromancy II Mage: Summoning II Mage: Warding II
Mage: Alchemy III Mage: Altering III Mage: Divining III Mage: Enchanting III Mage: Evoking III Mage: Illusory III Mage: Necromancy III Mage: Summoning III Mage: Warding III
Mage: Alchemy IV Mage: Altering IV Mage: Divining IV Mage: Enchanting IV Mage: Evoking IV Mage: Illusory IV Mage: Necromancy IV Mage: Summoning IV Mage: Warding IV
Mage: Alchemy V Mage: Altering V Mage: Divining V Mage: Enchanting V Mage: Evoking V Mage: Illusory V Mage: Necromancy V Mage: Summoning V Mage: Warding V
Archmage 14
High Mage
Arcane 28
Archmage
P O RT E N T T R A C K G U I DE T R AC K D RU I D T R AC K
Portent III Turn of Fortune Fated III Old Gods V Wyrd Wood V
Talented Tutor II
E L E M E N TA L I S T T R A C K
Elemental Affinity
C O N S T I T U T E T R AC K P UM M E L I N G T R AC K W R E S T L I N G T R AC K
Death Defier Constitute Greater Uppercut Greater Gut Punch Wrestler's Maneuvers III
Red Right Hand II Mastery of Form Mighty Punch II Dodge a Punch III Headlock Choke III
M A RT I A L A RT S
T R AC K
Predict a Punch
Stance of the Owl Stance of the Squirrel Stance of the Bear Armed Arts
Stance of the Bison Stance of the Turtle Stance of the Leopard Kensei
Fluid Forms
Stance of Raging Fire Stance of Flowing Water Stance of the Stout Oak
Fluid Forms II
Meijin
B R AV E RY T R A C K H U N T E R T R AC K I N S T I N C T T R AC K
Courage
Corner Quarry Outnumbered Deadeye Volley Fighting Instinct II
Fight III Flight III Freeze III Cornered Quarry III Hordesbane III Deadeye III Volley III Fighting Instinct V
W I L D E R N E S S WA R D E N
S U RV I V O R T R A C K
T R AC K
Primal Warden
Natural Habitat
Environmentalist Planar Protector
Primeval Senses
Ranger's Invocation Intrinsic Boon
Natural Habitat II
Empower Chant Ranger's Spells
Primeval Senses II
Primal Warden IV
Nature Stride II
Environmentalist III Planar Protector III
Primeval Senses IV
Primeval Senses V
Primal Warden V
C O N T R AC K
Confidence
Impersonate
Con 5
Leave it to Luck
Frame How Dare You Check it Again Jammy Slippery Play Dead
Con 14
Conman Extraordinaire
G U I L D A F F I L I AT E
T R AC K
Guild Member
Find Weak Spot IV Lingering Drake's Breath Lingering Ice Blood Lingering Harlan's Breach
Drake's Breath Ammunition Ice Blood Ammunition Harlan's Breach Ammunition
Find Weak Spot V
Drake's Breath Expertise Ice Blood Expertise Harlan's Breach Expertise
Tactical Superiority II
Guildmaster
Tactical Superiority III
P S Y B L A DE T R AC K S U BT L ET Y T R AC K
Soul Knife Soul Rend Psychic Bond Improved Mind Spike Shadow Hop Shadow Assault Keep Quiet Blackjack
Psyblade 5 Subtlety 5
Psyblade Focus II In the Dark
Soul Knife II Soul Rend II Psychic Bond II Shadow Hop II Shadow Assault II Shadow Mastery Fellow Inhabitant
M AG I T E C H N I C I A N
A L C H E M I S T T R AC K
T R AC K
Alchemy
Create Bomb Create Potion Quaff Arcane Artificer
Fire in the Hole! Alchemist 4
Alchemy II
Up My Sleeve Elemental Bombs Bomb Upgrade Potion Upgrade Injector Vitality Solution
Golemancer
Alchemy Flask Upgrade
Alchemist 9 Spell Storing
Alchemy III
Explosion Upgrade Tolerance Injector Upgrade
Magitechnician
AU G M E N TO R T R AC K Cantrip Cannon
Golemancer II
Augmentor
Launcher Quick Compartment Elemental Absorption Adaptive Armor
Spell Storing II
Magitechnician II
Audio Dampeners Enhanced Quick Compartment Install Mini Turret
I N V E N TO R T R AC K
Inventor
Salvage Crafter Repairs Additional Blueprints
Inventor 5
Breakthrough
Master Inventor
L O R I S T T R AC K J E S T E R T R AC K E N C O R E T R AC K
TOM E K E E P E R T R AC K
Book of Legends
Figure of Legend
Comedy Tragedy Creature Compendium Faerie Tale Book of Souls Book of the Damned Necronomicon
Comedy II Tragedy II Creature Compendium II Faerie Tale II Book of Souls II Book of the Damned II Necronomicon II
Written Tradition
Comedy III Tragedy III Creature Compendium III Faerie Tale III Book of Souls III Book of the Damned III Necronomicon III
Written Tradition II
Comedy IV Tragedy IV Creature Compendium IV Faerie Tale IV Book of Souls IV Book of the Damned IV Necronomicon IV
Comedy V Tragedy V Creature Compendium V Faerie Tale V Book of Souls V Book of the Damned V Necronomicon V
Comedy VI Tragedy VI Creature Compendium VI Faerie Tale VI Book of Souls VI Book of the Damned VI Necronomicon VI
Plot Twist
Comedy VII Tragedy VII Creature Compendium VII Faerie Tale VII Book of Souls VII Book of the Damned VII Necronomicon VII
Library of Legends
P L A N A R T H I E V E RY
S O U L G R A F T T R AC K A N T I E S S E N C E T R AC K
T R AC K
Vulnerability IV Terror IV
Vitriol IV Trepidation IV
Antiessence Rupture
A R C H E RY T R A C K C OM M A N D E R T R AC K
Sharpshooter Overwatch
Commander 14
Extra Standard Battle Standard Range III Battle Standard Range II Battle Standard Range Great General
Sniper's Nest Focus Target II Reinforced Standard III Reinforced Standard II Reinforced Standard
Improvised Repairs
Stalking Overwatch II
Under the Banner III Under the Banner II Under the Banner Rallying Standard II Rallying Standard
Impeccable Aim Suppressing Fire Standard Bearer V Standard Bearer IV Standard Bearer III Standard Bearer II Standard Bearer
Sharpshooter II Focus Target III Battlefield Tactician Improvement Battlefield Tactician II Command
Battlefield Tactician Improvement II War Cry Tactician's Command Command Improvement To Me!
Sniper's Nest II Overwatch III
Command Improvement II Hold!
Battlefield Tactician Improvement III War Cry II Battle Standard Command
Command Improvement III Fire!
Stalking II Focus Target IV Battlefield Tactician Improvement IV War Cry III
Imposing Battle Standard Command Improvement IV Forward!
War Cry V
Sharpshooter III Overwatch IV
Headshot II Overwatch V
Legendary
P RO T E C T I O N T R AC K S O L D I E R T R AC K
Protection Focus
Trained Soldier
Protection I: Engage Protection I: Intercept Protection I: Shields Up
Versatile Arsenal
Protection II: Challenge Protection II: Battering Ram Protection II: Battlefield Support
Versatile Arsenal II
Protection III: Challenging Shout Protection III: Opportunistic Interception Protection III: Take Heart
Blind Fighting
Protection IV: Engage II Protection IV: Intercept II Protection IV: Shields Up II
Blind Fighting II
Protection V: Positioning Protection V: Warrior's Fury Protection V: Battlefield Support II
Soldier's Opportunity
Protection VI: Defender's Armor Protection VI: Warrior's Preparation Protection VI: Take Heart II
Soldier's Opportunity II
Protection VII: Engage III Protection VII: Intercept III Protection VII: Shields Up III Soldier's Opportunity III
Showdown
Showdown II
Showdown III
Arete
Indomitable Champion
FA M I L I A R T R A C K FA E T R A C K
Familiar Enhancement
Gaard's Resistance Rosen's Blessing
Underfoot Flighty Prowl
Fae Magic II
Great Pounce Scuttle Talons
Latisk's Keen Eyes Puck's Pernicious Pleasure
Flock of Familiars III Evolution III
Okart's Skin Claws of Kleppar
Flock of Familiars IV Evolution IV
Wrath of Aeshir Strack's Stoicism
Flock of Familiars V Evolution V
Fae Magic III
Familiar Enhancement II
Great Pounce II Carapace Eagle Eye
Boon of Daropmet Edmari's Emotional Emancipation
W I TC H ’ S BR EW PA G A N AT T U N E M E N T
DA R K H E X T R AC K
T R AC K T R AC K
Environ: Coastal
Greater Hex Dark Enchantment Reagent Pagan Attunement II
Environ: Desert
Innate Hex Sympathetic Magic Witch's Brew II
Pagan Attunement III Environ: Forest
C O N S E C R AT E D B L A D E
AU R A T R AC K T R AC K
Aura of Vitality Aura of Reduction Aura of Protection Aura of Aggression Aura of Bravery Holy Weapon
Aura of Vitality II Aura of Reduction II Bulwark Aura of Aggression II Aura of Bravery II Unwavering
Aura of Reduction III Bulwark II Aura of Aggression III Aura of Bravery III Ardent Weapon
Aura Enhancements
Bulwark III
Blessed Blade
Quickened Aura Quickened Aura II
Bodily Protection
Frequent Aura Frequent Aura II Zealot's Resolve
Bodily Protection II
C AVA L I E R T R A C K
Reactive Aura Everlasting Aura Holy Arsenal Versatile Weapon
Combined Aura Combined Aura II Combined Aura III Blessed Blade II Ardent Weapon II
Holy Mount
Extended Aura
Consecrated Weapon
Extended Aura II Cavalier
Zealot's Resolve II
Extended Aura III Holy Mount II
Recall
Extended Aura IV Cavalier II
Holy Arsenal II Versatile Weapon II
Extended Aura V
Holy Mount III
Reward Punishment
Extended Aura VI
Cavalier III
Consecrated Weapon II
Holy Mount IV
Zealot's Resolve III
Holy Mount V
Cavalier V
C RU S A DE R T R AC K H O LY C A U S E T R A C K R E P U TAT I O N T R A C K
Sword for Justice VI Shield the Innocent VI Good Reputation VII Bad Reputation VII
Ever Holy Piety II
Sword for Justice VII Shield the Innocent VII Good Reputation VIII Bad Reputation VIII
Lay on Hands III
Sword for Justice VIII Shield the Innocent VIII Good Reputation IX Bad Reputation IX
Ever Holy II Piety III
Crusader 10
Crusader Ordinant Good Reputation X Bad Reputation X
Stalwart Leader
Sword for Justice IX Shield the Innocent IX
Ever Holy III Piety IV
Sword for Justice X Shield the Innocent X
Fervent Leader II
Sword for Justice XI Shield the Innocent XI
Sword for Justice XII Shield the Innocent XII Lay on Hands IV
Crusader 14
Crusader Templar Shining Beacon
T
here are five Sources of magic, each of which work
a little bit differently. After providing basic rules for
CONJURING
magic as a whole, this chapter details each Source of Some spells have the Conjuring tag. These spells must be
Magic, first by their lore, and then by the abilities you can cast over multiple rounds. “Conjuring 1” means that you
learn with that Source of Magic. must spend at least one full round conjuring the spell.
Rounds are counted at the beginning of your turn, meaning
M A G I C O V E RV I E W that even if you move and then start conjuring a spell, at the
start of your next turn you are considered to have spent 1
These rules apply to each Source of Magic.
full round conjuring.
Your spell activates the moment that you have met both the
SPELL POINTS number of conjuring rounds needed, and have spent enough
All spells refer to a “Spell Point Cost” (SPC) and “Spell AP to cast the spell.
Points” (SP). (e.g., if you cast a spell with Conjuring 1 that needs 3 AP,
When you cast a spell, you must spend both the spell’s and you spend 3 AP on it on your turn, it triggers immediately
APC (Action Point Cost) and its SPC. If you cannot, then on your next turn as it will at that point meet the Conjuring 1
you are unable to cast the spell. Each time you cast a spell, requirement. Alternatively, if you cast a spell with Conjuring
subtract its SPC from your current amount of SP. 1 that needs 6 AP, and you spend 3 AP on it on your turn, it
You have a maximum amount of SP determined by the triggers immediately after you spend enough AP on your next
magic talents and class talents that you have taken. You turn to complete it.)
regain all expended SP when you Take a Rest (see p. 332). While conjuring, you may not move or spend any AP or
reactive AP on anything other than conjuring the spell in
question.
If you take damage while conjuring, make a d20 roll and 15 ft away from a caster, a cone is 15 ft wide.) The magical
add your Magic Attribute. If you roll lower than a 10, the effect affects all spaces on the battle map that are at least
spell fails. You do not expend any SP. Even if you had AP, you half covered.
lose all AP until the start of your next turn. Line. Choose a point adjacent to you, and another point
a number of ft away specified by the magical effect. Draw
UPCHARGING a line to connect those two points. Any space on the battle
map that the line enters is affected.
Some spells will give you the option to make them more
Radius. Every space on the battlemap that is within the
powerful by upcharging them. This involves spending
radius of the magical effect and is at least half covered is
additional AP and/or SP. This additional AP and/or SP
affected.
must be spent when you initially cast the spell in order to
upcharge it. If you upcharge a spell but the spell fails, you
still lose the upcharged SP, even if the spell lets you retain REACTIVE CASTING
the base amount of SP on a fail. A spell’s APC will specify if it can be cast reactively.
C hapter 4 | M agic 2 51
malice, its skin becomes bone-white or pitch-black (your duration of the spell, chant, or invocation, after which point
choice), and its finger bones punch through the tips of its this curse resumes.
fingers, forming terrible, jagged claws. Dark Power: If your Ritual misses the target creature, it
For the extent of the charm, the affected creature gains afflicts you instead.
the following benefits:
CURSE OF WITHERING
• +5 Intimidating and +5 Sneaking (this can exceed Ritual, Necromancy, Curse, Dark Power
the normal cap of +20 to a skill) Prerequisites: Occult Power 13
• Darkvision 30 ft and can see in magical darkness Casting Time: 1 hour
within this range Recharge: 7 Days
• DR 3 / Primal and Psionic magic Duration: 7 Days
• Special Dark Claws attack, which counts as a natural You may make a magic attack against a creature of your
weapon: choice on the same plane of existence as you, targeting their
• Dark Claws: 3 AP, Reach 10 ft. STR or DEX Attribute. FORT.
Hit: 1d6 Slashing and 1d6 Necrotic. Your magic attack gains a modifier based on how familiar
Dark Power: Make a magic check vs a DC of 10 + your you are with the creature:
character level (max 30). If you fail, then the ritual still takes Have never met it: -20
effect as described, but you attract the attention of a fiend lord Have met it more than a month ago: -15
of the Black City of Durlossoth. If you crit fail, then you attract Have met it in the last month: -10
the attention of the Prince of Ruin, Sahrnulothon himself. Your Have met it in the last week: -5
MC will determine the consequences of such attention. Have met it in the last 24 hours: -2
CURSE OF TREMBLING Are currently in its presence: +0
Ritual, Necromancy, Curse, Dark Power Your magic attack also gains a modifier based on whether
Prerequisites: Occult Power 7 you have any of the creature’s personal effects:
Casting Time: 1 hour None: -5
Recharge: 7 Days Personal effect like clothing or a trinket: -0
Duration: 7 Days Physical part of the creature, such as hair, teeth, or a finger:
If you have not cast this curse in the last 7 days, you may +5
make a magic attack against a creature of your choice on the You have the creature itself: +10
same plane of existence as you, targeting their FORT. If you hit the creature, it is afflicted by your Curse of
Your magic attack gains a modifier based on how familiar Withering. The creature knows the nature of the curse but
you are with the creature: does not necessarily know that you are the caster. For the
Have never met it: -20 duration, each time it completes a Rest, it immediately gains
Have met it more than a month ago: -15 1 Death Point. Additionally, each time it completes a Rest,
Have met it in the last month: -10 it must make an END check against your WILL. If it fails, it
Have met it in the last week: -5 does not remove any of the Death Points it has gained over
Have met it in the last 24 hours: -2 the previous day.
Are currently in its presence: +0 Lesser Restoration and similar magic can remove this curse
Your magic attack also gains a modifier based on whether if the caster succeeds on a magic roll against a DC of your
you have any of the creature’s personal effects: Magic Attribute +10. The creature attempting this rolls 2d20,
None: -5 using the lower result.
Personal effect like clothing or a trinket: -0 Greater Restoration and similar magic can remove this
Physical part of the creature, such as hair, teeth, or a finger: curse automatically.
+5 Dark Power: If your Ritual misses the target creature, you
You have the creature itself: +10 suffer the full effects of the curse instead. Your skin permanently
Lesser Restoration and similar magic can remove this curse gains obvious deformities, such as pockmarks and permanent
if the caster succeeds on a magic roll against a DC of your bruises, reflecting your body’s state of degeneration.
Magic Attribute +10. The creature attempting this rolls 2d20,
D E AT H B O I L P L A G U E
using the lower result.
Occult Ritual, Necromancy, Dark Power
Greater Restoration and similar magic can remove this
Prerequisites: Occult 13
curse automatically.
Casting Time: 24 hours
If you hit the creature, it is afflicted by your Curse of
Materials: At least 5 rats and powdered bone from an
Trembling. For the extent of the curse, it is Shaken. It cannot
undead humanoid
remove this Shaken condition by any means other than spells,
Recharge: 1 Week
chants, and/or invocations from the Primal and/or Psionic
Upon completion of casting this ritual, designate one urban
source of magic. Such magic will suppress the effects for the
area within 5 miles of you. If it is a very large urban area
T H E H AV E N C O N C L AV E P R I M A L TA L E N T
The Haven Conclave are guides and sentinels. Their cloisters
offer shelter and solace from the storm. Their rangers and
S TA C K
oracles stand on the edges of the more depraved elements of WA R D E N O F T H E P R I M A L
wilderness, defending innocent humanoids and beasts alike Primal, Magic Entry
from unnatural threats. Others might offer their services as Having cultivated a connection to the energy of the
guides to merchants or adventuring parties struggling to Everwilds, you can cast Primal magic.
navigate a fearsome land. Spell Points. If this is your first Magic Entry talent, gain 10
spell points. Otherwise, gain +5 SP. Each time you level up
PRIMAL MAGIC TYPES and spend your talent point on a talent in the primal stack,
In addition to spells, primal casters can learn chants and gain +5 SP.
invocations. Primal Power. Gain 1 Primal Power. Each time you level up
Chant. Chants cost no SP and you can use them as many and spend your talent point on a talent in the primal talent
times as you wish. stack, you gain +1 Primal Power.
Invocation. If you know any invocations, you may cast Warden. Gain access to the primal talent stack. Gain
invocations a number of times equal to your Primal Tier. This two talents from the primal talent stack. (You do not gain
resets each time you Take a Rest. additional spell points from these selections, nor do they
8 Elafiphobic. Fear of deer. Creatures with “Deer,” “Elk,” “Antelope,” or Moose” in their name
9 Hemophobic. Fear of bleeding. A Bloodied creature
10 Nyctophobic. Fear of darkness. Darkness (not in Dim Light or any form of Light); even if darkness is present
beyond the radius of torchlight, this effect only triggers if the creature is actively
in a dark area
E C S TA SY d8 Ecstasy Effect:
Primal Spell, Enchanting, Extrinsic, Emotion
1 Creature prances about in circles.
APC: 3
SPC: 45 2 Creature sings your praises at the top of their
Range: 120 ft voice.
Requirements: Verbal, Visual, Gesture 3 Creature rolls around on its back, using the
Duration: Up to 10 minutes ground as a backscratcher.
The abundant bliss of the Everwilds’s spring breeze 4 Creature does everything in its power to
overwhelms a creature’s senses. remain exactly 5 ft away from you at all
Make a magic attack against the LOG of each creature times.
within a 20 ft radius of a point in range. If you hit, then the
5 Creature moves to the nearest natural plant or
creature becomes Enthralled for the duration. If you miss,
earthen formation and tries to eat it.
then instead, the creature becomes Enthralled until the end
of your next turn. While Enthralled in this way, the creature 6 Creature jumps repeatedly in place.
gains an additional random effect for the duration. Roll 1d8 7 Creature sits down and stares mindlessly at
and consult the table below to determine the effect. the sky.
8 Roll twice more on the table, rerolling
duplicates or additional rolls of 8. The
creature attempts to fulfill both rolls
simultaneously to the best of its ability.
2 74 C hapter 4 | M agic
a Medium or smaller creature with enough nourishment for P O LY M O R P H
one day (creatures of a larger size must eat one additional Primal Spell, Alchemy, Intrinsic, Nature, Conjuring 5
berry or nut per size they are above Medium). If a Bloodied APC: 20
creature eats one of these berries or nuts, it regains 1d2 HP SPC: 20
as well. Range: Touch
N AT U R E ’ S R E M E D I E S Requirements: Verbal, Gesture
Primal Spell, Altering, Intrinsic, Nature Duration: Up to 1 hour
APC: 3 Touch one willing creature for the duration of conjuring the
SPC: 4 spell. That creature magically polymorphs into a creature
Range: Touch with the Beast tag and no modifying tags. The creature must
Requirements: Gesture have a Monster Level equal to or less than ½ the target
Duration: Instantaneous creature’s level if it is a PC, or equal to or less than its own
Using an herbal salve or a quick word of power, you heal a monster level if it is an NPC.
creature. The target creature gains all of the stats and properties of
One creature that you touch regains 1d6 hit points. the new creature, with the exception of retaining its original
INT and CHA. The creature is unable to cast spells or speak
NIGHTEYE
while in its new form unless the beast that it turned into
Primal Spell, Divining, Intrinsic, Nature
possess such an ability.
APC: 5
You or the transformed creature may spend 3 AP to end
SPC: 5
the spell. If the creature loses all of its HP, it reverts to its old
Range: Self
form and takes any excess damage from its original HP pool.
Requirements: Gesture
Otherwise, the creature reverts to its original form at the
Duration: 1 hour
end of the duration.
You call upon the primal sight of feline hunters, allowing
your gaze to pierce the darkness. SUMMON BEAST
You can see in nonmagical darkness for 60 ft as if it were Primal Spell, Summoning, Extrinsic, Nature, Conjuring 2
dim light, and in dim light for 60 ft as if it were bright light. APC: 6
You cannot discern color while doing so. SPC: 15
Upcharge: If you spend +20 SP on this spell, then you can Range: 30 ft
see in magical darkness for the duration as well. Requirements: Gesture, Verbal
Duration: 10 minutes
PA D FO O T
You summon a mundane creature from the Everwilds.
Primal Spell, Altering, Intrinsic, Nature
Immediately when you finish Conjuring this spell, a
APC: 5
creature appears in an unoccupied space within range. This
SPC: 3
creature must have the Beast tag and no modifying tags,
Range: Touch
and must have a Monster Level of 5 or lower. This creature
Requirements: Gesture
is friendly to you and your allies and will fight for you and
Duration: 10 minutes
engage in other heavy labor for you (such as pulling a cart)
By tapping into the subtle blend of shadow and mulch, you
for the duration, but will become hostile towards you if you
silence a creature’s tread.
or your allies mistreat it.
Touch one creature. For the duration, it does not leave
If a creature you summon in this way does not die before the
footprints and has a +6 to Sneaking.
end of the spell’s duration, you may specify that you want to
Upcharge: +1 Sneaking per +1 SP (max +20 total
resummon that same creature when you use this spell again.
Sneaking).
If you do so at least once per day for a year, then that creature
PISCISM becomes permanently bonded to you. It resides in your
Primal Spell, Altering, Intrinsic, Nature plane of existence now and sees you as a loved companion.
APC: 7 Furthermore, you and a bonded beast can communicate basic
SPC: 6 emotions and simple thoughts to one another telepathically,
Range: Touch provided that you can see each other.
Requirements: Verbal, Gesture Upcharge: +10 mins per +5 SP.
Duration: 10 minutes
S U M M O N E L E M E N TA L
You attune a creature to the aquatic domain.
Primal Spell, Summoning, Extrinsic, Nature, Conjuring 8
Touch one creature. For the duration, it can breathe water
APC: 24
and has a swim speed equal to its walking speed.
SPC: 40
Upcharge: +10 mins per +4 SP.
Range: 30 ft
B O DY S C U L P T O R P S ION IC
Psionic Talent
You can shorten the Meditation and Recovery time from
I N V O C AT I O N S
Body Sculpt to 8 hours each. (1/Level) A DA P T
B O DY S C U L P T O R I I Psionic Invocation, Psychometabolics, Altering
Psionic Talent Casting Time: 10 minutes
Prerequisite: Body Sculptor Range: Self
Body Sculptor becomes 2/Level. Requires: Gesture
Duration: 1 hour
B O DY S C U L P T O R I I I
When you finish casting this invocation, you gain two
Psionic Talent
adaptations of your choice from the list below for the
Prerequisite: Body Sculptor II
duration:
You can now cast Body Sculpt on others, as though it had a
Claws. Gain the natural weapon: Claws. Claws cost 2 AP
range of Touch.
to use, deal 1d4 damage, and you can use STR or DEX when
E N H A N C E D C O N C E N T R AT I O N making Claw attacks. Claws have the Light tag. If you already
Psionic Talent, Repeatable have Claws as a natural weapon, then taking this option
When rolling Concentration, you now roll 2d20 and take increases your damage die by one size (e.g., from 1d4 to 1d6)
the higher result. Additionally, if you roll concentration and to a maximum of 1d12.
would fail, you can spend one Action Point reactively to pass Fins. Gain a swim speed equal to your walking speed.
instead. Gills. You can breathe air and water.
E N H A N C E D C O N C E N T R AT I O N I I Grip. Gain a climb speed equal to your walking speed.
Psionic Talent, Repeatable Haunches. Your Jump distance doubles.
Prerequisite: Level 12, Enhanced Concentration Prehensile Tail. Gain a third appendage, allowing you to
You can now Concentrate on two spells. However, when hold up to three hands’ worth of items.
concentrating on two spells, your Concentration DC Spines. When a creature makes an unarmed or natural
increases by 4. If you fail a Concentration check, you lose weapon attack against you, they take 1d4 sharp damage.
concentration on both spells. Sprint. Your walking speed increases by 10 ft.
E N H A N C E D C O N C E N T R AT I O N I I I A S S E M B LY
Psionic Talent, Repeatable Psionic Invocation, Metacreativity, Alchemy, Meditation
Prerequisite: Enhanced Concentration II Casting Time: 10 minutes to 1 hour
When concentrating on one or more spells, you cannot lose Range: 100 ft
concentration on the spell that you have been concentrating Requires: Verbal, Visual, Gesture
on for the longest time. Duration: Instantaneous
C hapter 4 | M agic 279
By exerting your will on a specific task, you can psionically If, at the end of the duration, you cannot recall your spirit
complete this task. Tasks can include constructing a building to your body (due to it being on another plane of existence
or vehicle by using raw materials, or piloting a vehicle such or otherwise unable to return), then you are immediately
as a sailboat. reduced to 0 HP.
If constructing or repairing a structure, you may repair 10
BEND REALITY
cubic ft per 10 minutes that you meditate on this Invocation.
Psionic Invocation, Psychokinetics, Altering, Meditation
If operating a vehicle, you can competently manipulate
Prerequisites: Psionic Tier 5
the vehicle as if you were two places at once within range.
Casting Time: 1 hour
If you have any Duplicates active, then they assist in this
Range: Visual
Invocation. Each Duplicate can repair 10 cubic ft per 10
Requires: Gesture, Verbal
minutes that you meditate on this Invocation, in addition to
Duration: Special
your own 10 ft of repairs; further, a Duplicate can operate a
When you complete the casting of this Invocation, you may
vehicle competently while you meditate on this Invocation.
choose any Spell from any of the five Sources of magic that
ASTRAL PROJECTION has the Alchemy, Altering, Divining, Enchanting, Illusory, or
Psionic Invocation, Clairsentience, Divining, Meditation Necromancy tag and costs 40 or fewer SP. You immediately
Prerequisites: Psionic Tier 6 cast that spell, spending its SP.
Casting Time: 1 hour Alternatively, you may impose a substantial but
Range: Self reasonable change on the weather, natural terrain, or a
Requires: Gesture, Verbal nonliving object or structure within range. Examples include
Duration: Up to 8 hours but are not limited to:
You launch your consciousness beyond your body and can • Changing the day from sunny to stormy
freely explore the world and the cosmos in disembodied • Making Ancerra’s moons apparently vanish (this does
form. not affect solar orbits; it is a powerful instance of
Upon completing this Invocation, you may spend 4 AP to illusory magic)
project your spirit out of your body, and 4 AP to return your • Causing thick mist to envelop the region
spirit into your physical body if you are on the same plane • Transmuting a wooden wall into stone
of existence. While you are projecting your consciousness in • Making a flat plain become hilly or swampy
this way, you gain the following properties: • Turning a pile of cut lumber into a decorated carriage
• You are Ethereal and can pass through walls and other • Turning a pile of cut lumber back into trees
barriers freely. You may suggest additional effects that this Invocation
• You are Invisible, retaining the Unseen condition. might allow, and your MC will adjudicate if and to what
• You have +2 to all Mental attribute checks. extent such effects are viable.
• You have +2 to all Mental defenses. Bending Reality enacts a huge toll on your mind. Upon
• You cannot physically interact with the world. using this Invocation, you may not cast spells with an SP cost
• You have -2 to Physical defenses and to AR. over 10 and you are shaken until the end of your next Rest.
By spending 4 SP, you can send your consciousness up You may only cast this Invocation once per day, even if you
to 1,000 miles instantaneously. By spending 8 SP, you can have multiple Invocation slots available.
send your consciousness into another plane of existence. Any
DREAMSPEAK
diseases or curses that you are suffering are suppressed for
Psionic Invocation, Telepathy, Enchanting
the duration.
Casting Time: 30 minutes
If you project for the full duration of the invocation and
Range: Special
do not get into combat while projecting, you may gain the
Requires: You must be sleeping to cast this Invocation
benefits of Taking a Rest.
Duration: Up to 30 minutes
You cannot communicate audibly with other creatures
Choose a creature with whom you have interacted in the
while using astral projection, but can cast spells as though
past and with whom you have a friendly relationship.
you were physically in the space that your spirit occupies. You
Provided that the creature in question is also sleeping, you
can cast spells with Verbal requirements, even though you
may both converse for the duration. Both creatures have the
cannot audibly communicate.
option to end this conversation at any time. This Invocation
Your spirit can be damaged as though you are physically
ends early if either you or the target creature awakens.
present. If reduced to 0 HP while using astral projection,
your spirit becomes stranded where it was reduced to 0 HP D U P L I C AT E
and your body becomes comatose. Once your body and spirit Psionic Invocation, Metacreativity, Summoning
are physically in the same place again, Lesser Restoration or Casting Time: 10 minutes, which can be part of a Recoup
similar magic will reunite your body and spirit. Range: 10 ft
Requires: Verbal, Visual, Gesture
E
ach time you level up, you may gain a talent. If you POWER SHOT
choose not to gain a talent from one of the class Combat, Archery
stacks in Chapter 3, you can gain one of these talents, Prerequisites: Guarded Shot
provided you meet its prerequisites. Talents are listed You can elect to take a -5 on your attack roll for a +8
sequentially, or alphabetically when there is no sequence. damage bonus. You must declare this before you roll your
attack.
C O M B AT S TA C K
These talents will help you in a variety of combat situations.
C R I T S TA C K
BULL RUSH ASTOUNDING CRITICAL
Combat Combat, Crit
If you move 10 ft or more on your turn in a straight line When you crit and roll max damage on a damage die, set
and then hit a creature with a melee attack, you may make that die aside and roll another die of the same type. Repeat
a secondary attack: STR vs FORT. Hit: Knock the creature this process until there are no new maximum dice. Your
prone if it is no more than two sizes larger than you. range for critical failure doubles (from a 1 to a 2, or a 2 to
a 4) and critically failing an attack immediately ends your
E X P L O I TAT I V E
turn regardless of how much AP you have remaining.
Combat
You gain the ability to Exploit (see p. 329). G O FO R T H E K N E E S
Combat, Crit
G I A N T S L AY E R
When you crit against a creature with a weapon attack, it is
Combat
Slowed until the end of its next turn.
Gain TA against creatures that are one or more Sizes larger
than you. GORE
Combat, Crit
OPPORTUNIST
Prerequisites: Bull Rush
Combat
If you crit with the attack made as a part of your Bull Rush,
You gain +2 to hit on Exploit attacks.
your target is automatically knocked prone and you may
A R C H E R Y S TA C K immediately make another attack against that creature
without expending AP.
CAREFUL SH OT
I M PA L E
Combat, Archery
Combat, Crit
You can deduct any penalties to your attack roll, such as
If you crit with a two-handed melee weapon that deals
those from cover or TD, from your damage roll instead of
sharp damage, make a secondary attack: DEX vs FORT. Hit:
your attack roll.
the target is Grappled.
COOL UNDER PRESSURE
OPPORTUNISTIC CRIT
Combat, Archery
Combat, Crit
When you make a Ranged weapon attack and are within 5 ft
If you crit using Reactive AP, you retain up to 3 of those
of a hostile creature, you do not gain any TD.
Reactive AP, and may attack again if you have enough AP to
G UA R D E D S H O T do so and conditions that triggered your Reactive Attack are
Combat, Archery still met.
When you make a ranged weapon attack and are within 5 ft
S L O W A N D S T E A DY
of a hostile creature, you do not provoke reactive attacks.
Combat, Crit
POINT BLANK SHOT You gain +1 damage on all damage rolls, but can no longer
Combat, Archery crit. This increases by an additional +1 at levels 10, 20, and
Prerequisites: Guarded Shot 30 to a maximum of +4, but does not work retroactively.
When you make a ranged weapon attack and are within 5 ft
of your target, your crit range increases by 1 (e.g., if you crit
on a 20, now crit on a 19-20).
290 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
TRAINING MEETS OPPORTUNITY DUAL WIELD IV
Combat, Crit Combat, Two-Weapon Fighting
Prerequisites: Weapon Expertise Prerequisites: Dual Wield III, STR 4
While you have 0 Luck Points, your crit range is increased You can reduce the APC of attacks using your Dual Wield
by 1 with weapons if you have Weapon Expertise with those even if both of your weapons have the Hand-and-a-Half tag.
weapons.
O N E - H A N D E D S TA C K
D U A L W I E L D I N G S TA C K
DUELIST
B A S I C D UA L W I E L D Combat, One-Handed Fighting
Combat, Two-Weapon Fighting When you are using a one-handed weapon and not holding
You can effectively use two light weapons at once. When any other weapons, add +1 to the attack and damage rolls
you make a melee attack with a light weapon and you are you make with that weapon.
holding a light weapon in your other hand, you can make
LUNGE
a melee attack with the second weapon, using 1 fewer AP
Combat, One-Handed Fighting
than you normally would (min 1). You can only reduce the
When you are using a one-handed weapon and not holding
APC of your attack in this manner once per turn.
any other weapons, when you spend AP to make an attack
A DVA N C E D D UA L W I E L D with that weapon, you may first move 5 ft as part of the
Combat, Two-Weapon Fighting same action.
Prerequisites: Basic Dual Wield
When you make a melee attack with a weapon and you are T W O - H A N D E D S TA C K
holding a weapon in your other hand, and both weapons
REND
have the Light and One-Handed tags, you can make a melee
Combat, Two-Handed Fighting
attack with the second weapon, using 1 fewer AP than you
Prerequisites: STR 2
normally would (min 1). You can reduce the APC of your
Gain the Rend ability.
second attack any number of times per turn provided that
Rend: When you make an attack with a two-handed
you alternate weapon attacks each time. (Each time you
melee weapon using STR, add double your STR to the
make an attack for the normal amount of AP, you can make
damage roll, instead of only adding your STR. (END/Rest)
one attack for 1 fewer AP).
REND II
BLADE BLOCKER Combat, Two-Handed Fighting
Combat, Two-Weapon Fighting
Prerequisites: Rend
Prerequisites: Basic Dual Wield
Rend becomes END/Recoup.
While you are using two weapons, you gain Resist Physical 2
against melee attacks. REND III
Combat, Two-Handed Fighting
BLADE BLOCKER II Prerequisites: Rend II, STR 6
Combat, Two-Weapon Fighting
Rend becomes END/Catch Breath.
Prerequisites: Blade Blocker, Dual Wield IV
Blade Blocker becomes Resist Physical 4. G R E AT R E N D
Combat, Two-Handed Fighting
D UA L W I E L D Prerequisites: Rend, STR 4
Combat, Two-Weapon Fighting
When you kill an enemy with a two-handed melee weapon
Prerequisites: Basic Dual Wield
using STR, you immediately gain 1 AP. (2/Recoup)
You can reduce the APC of attacks using your Dual Wield
even if only one of your weapons has the Light tag. G R E AT R E N D I I
Combat, Two-Handed Fighting
D UA L W I E L D I I Prerequisites: Great Rend I, STR 8
Combat, Two-Weapon Fighting
Great Rend becomes 2/Catch Breath.
Prerequisites: Dual Wield
You can reduce the APC of attacks using your Dual Wield G R E AT R E N D I I I
even if neither of your weapons have the Light tag (they Combat, Two-Handed Fighting
must both still have the One-Handed tag). Prerequisites: Great Rend II, STR 10
You may use your Great Rend ability indefinitely.
D UA L W I E L D I I I
Combat, Two-Weapon Fighting
Prerequisites: Dual Wield II, STR 2
You can reduce the APC of attacks using your Dual Wield
even if one of your weapons has the Hand-and-a-Half tag.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 291
HACKING BLOW H A R DY
Combat, Two-Handed Fighting Defense
Prerequisites: Rend You gain additional HP equal to your Level. You may
You may use Rend with a weapon that has the Hand-and- recalculate your HP entirely when taking this talent if
a-Half tag, but you must be wielding it with two hands in you so desire, following the modified formula 10+(Level)
order to use Rend. d(X)+(Level x2). Additionally, each time you level up, gain
+1 additional HP.
W E A P O N S TA C K
H A R DY I I
WEAPON EXPERTISE Defense
Combat, Weapon Prerequisites: Hardy, Level 10
Choose a weapon type: One-handed, Two-handed, or Hand- You gain additional HP equal to your Level. You may
and-a-Half. Choose a range: Melee, Ranged, or Reach. recalculate your HP entirely when taking this talent if
Gain +1 to hit and +1 to damage with weapons that have you so desire, following the modified formula 10+(Level)
both of those qualities. d(X)+(Level x3). Additionally, each time you level up, gain
+1 additional HP.
W E A P O N M A S T E RY
Combat, Weapon H A R DY I I I
Prerequisites: Weapon Expertise Defense
Choose a specific weapon with a type for which you have Prerequisites: Hardy II, Level 15
Weapon Expertise (e.g., if you have Two-Handed, Ranged You gain additional HP equal to your Level. You may
Weapon Expertise, you may choose a Longbow). Gain +1 to recalculate your HP entirely when taking this talent if
hit and +1 to damage with that type of weapon. you so desire, following the modified formula 10+(Level)
d(X)+(Level x4). You suffer no negative effects from Fatigue
I M P R OV E D W E A P O N M A S T E RY
for the first day you are fatigued (allowing you to remove
Combat, Weapon
Death Points normally). This ability resets when your fatigue
Prerequisites: Weapon Mastery
is removed. Additionally, each time you level up, gain +1
Choose a weapon for which you have Weapon Mastery.
additional HP.
Increase its crit range by 1.
M E AT P I L E
C O M M A N D S TA C K Defense
Incompatible: Hardy
These talents will make you better at commanding a room
You gain -2 REF, and gain HP equal to your Level. Your HP
or battlefield with your undeniable presence.
die size becomes 1d20 and you can recalculate your HP
CHARMER following this modified formula: 10+(Level)d20+(Level
Command, Social x2). However, your AR and physical defenses can never
You may make a special attack: +CHA vs WILL of a creature exceed 11. You must roll for your HP when you have this
within 30 ft of you that is not hostile towards you. Hit: They talent.
are Charmed by you for 10 minutes. (2/Recoup)
CHARMER II A R M O R S TA C K
Command, Social E VA S I V E
Prerequisites: Charmer Defense, Armor
Charmer becomes 2/Catch Breath. Incompatible: Lucky Placement, Impulse, Tough
O N YO U R F E E T If you are not wearing armor, you may use your REF in place
Command, Social of your AR, but your AR cannot exceed 14 when you do.
You may spend 1 AP to pull an adjacent ally up from being E VA S I V E I I
Prone. Defense, Armor
Prerequisites: Evasive
D E F E N S E S TA C K Your AR cannot exceed 18 when you use this feature.
Through armor or tactics, these talents will improve your E VA S I V E I I I
capacity to avoid or mitigate damage. Defense, Armor
A I N ’ T N O G R AV E Prerequisites: Evasive II
Defense Your AR has no limit when you use this feature.
When you would gain a Death Point at the end of your turn,
you can instead expend an available Luck Point to remove a
Death Point. If this would cause you to reach 0 Death Points,
you regain 1 HP.
292 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
C A N ’ T K I L L W H AT YO U CA N ’ T CAT C H SECOND SKIN: LIGHT ARMOR
Defense, Armor Defense, Armor, Repeatable
Prerequisites: Evasive Choose one type of light armor (such as leather or
When an attack that targets your REF misses you, you may gambeson). Gain the armor’s Resist bonus when wearing
move 5 ft. that type of armor.
PERFECT DODGE SECOND SKIN: MEDIUM ARMOR
Defense, Armor Defense, Armor, Repeatable
Prerequisites: Evasive II Choose one type of medium armor (such as brigandine or
If you would take half damage from an attack that targets lamellar). Gain the armor’s Resist bonus when wearing that
your REF, you instead take no damage. type of armor.
H E AV Y A R M O R T R A I N E E S E C O N D S K I N : H E AV Y A R M O R
Defense, Armor Defense, Armor, Repeatable
Your movement is no longer restricted by wearing heavy Choose one type of heavy armor (chainmail or plate). Gain
armor. the armor’s Resist bonus when wearing that type of armor.
IMPULSE SECOND SKIN: SHIELDS
Defense, Armor Defense, Armor, Repeatable
Incompatible: Evasive, Tough Choose one type of shield (such as buckler or tower shield).
If you are not wearing armor, you may use your ANT in Gain the shield’s Resist bonus when you have that type of
place of your AR, but your AR cannot exceed 14 when you shield equipped.
do.
TOUGH
IMPULSE II Defense, Armor
Defense, Armor Incompatible: Evasive, Impulse
Prerequisites: Impulse If you are not wearing armor, you may use your FORT in
Your AR cannot exceed 18 when you use this feature. place of your AR, but your AR cannot exceed 14 when you
do.
IMPULSE III
Defense, Armor TOUGH II
Prerequisites: Impulse II Defense, Armor
Your AR has no limit when you use this feature. Prerequisites: Tough
Your AR cannot exceed 18 when you use this feature.
LIGHT ARMOR TRAINEE
Defense, Armor TOUGH III
You gain +1 AR, REF, and FORT while wearing light armor. Defense, Armor
Prerequisites: Tough II
LUCKY PLACEMENT
Your AR has no limit when you use this feature.
Defense, Armor
Incompatible: Evasive U N A R M O R E D AWA R E N E S S
You can use your LUCK (max +4), instead of your DEX, Defense, Armor
when calculating your REF. Prerequisites: Unarmored Defense
You become unnaturally attuned to a battlefield. While you
LUCKY PLACEMENT II
are not wearing armor, you may increase your AWR by +5
Defense, Armor
reactively when you are making an AWR roll or your ANT is
Prerequisites: Lucky Placement
being attacked. This bonus lasts until the beginning of your
You can use your LUCK (max +8), instead of your DEX,
next turn. (1/Catch Breath)
when calculating your REF.
You may use Luck Points to force an attacker to reroll U N A R M O R E D AWA R E N E S S I I
their attack if they are targeting your REF and not targeting Defense, Armor
other creatures. Prerequisites: Unarmored Awareness
You can use this ability once for 0 Reactive AP, and
LUCKY PLACEMENT III
indefinitely by spending 2 Reactive AP. Your free use of this
Defense, Armor
ability recharges when you Catch your Breath.
Prerequisites: Lucky Placement
You can use your LUCK, instead of your DEX, when U N A R M O R E D AWA R E N E S S I I I
calculating your REF. Defense, Armor
Prerequisites: Unarmored Awareness II
You have three free uses of Unarmored Awareness, which
you regain when you Catch your Breath. Subsequent uses of
Unarmored Awareness cost only 1 AP.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 293
U N A R M O R E D AWA R E N E S S I V SHIELD TRAINING
Defense, Armor Defense, Shield
Prerequisites: Unarmored Awareness III, Level 15 You can wield any melee weapon with the one-handed tag
Your unarmored Awareness increases to +10 AWR, and while wielding a shield, instead of only a light weapon.
you can no longer roll below a 10 on skill checks to discern Gain the Brace ability.
tactical information in the heat of battle. Brace: Spend 1AP to raise your shield, gaining +3 to
physical defenses until the beginning of your next turn. This
DEFENSIVE automatically ends your turn.
M A N E U V E R S S TA C K
SHIELD FIGHTING
BARREL ROLL Defense, Shield
Defense, Defensive Maneuvers Prerequisites: Shield Training
You gain +2 AR against ranged attacks, and when a ranged You can wield one-handed or hand-and-a-half weapons
attack misses you, you can immediately move 10 ft, ignoring while wielding a shield, but cannot use a hand-and-a-half
creatures between you and your target space. You can only weapon using two hands.
move in this way once on each round (regaining the ability MEDIUM SHIELD TRAINING
at the start of each of your turns). Defense, Shield
BARREL ROLL II Prerequisites: Shield Training
Defense, Defensive Maneuvers You gain the Resist abilities of kite shields and heater
prerequisites: Barrel Roll shields.
You may use Barrel Roll multiple times per round, but every MEDIUM SHIELD TRAINING II
barrel roll after the first takes 1 Reactive AP. Defense, Shield
B R AW L E R Prerequisites: Medium Shield Training
Defense, Defensive Maneuvers You gain an additional +1 to your AR while wielding a kite
When two or more hostile creatures are within 5 ft of you or heater shield. The first time you use your Brace ability
and you have no allies adjacent to you, all of your defenses after rolling Initiative, it does not cost AP. (1/Catch Breath)
increase by +1. MEDIUM SHIELD TRAINING III
HUMAN SHIELD Defense, Shield
Defense, Defensive Maneuvers Prerequisites: Medium Shield Training II
You gain +2 to your physical defenses while you have an While you have a kite or heater shield equipped, you gain
enemy Grappled. +2 to your physical defenses against reactive attacks
triggered by your movement.
LURKER
Defense, Defensive Maneuvers MEDIUM SHIELD TRAINING IV
When you are Concealed, your AR and your Physical Defense, Shield
Defenses increase by +2. Prerequisites: Medium Shield Training III
If you are missed with an attack against your REF while you
S H I E L D S TA C K have Brace active and are wielding a kite or heater shield,
you take no damage, if you would otherwise take half
B U C K L E R S P E C I A L I Z AT I O N
damage.
Defense, Shield
You can use your Brace ability for 0 AP 2/Catch Breath.
Prerequisites: Shield Training
While you have a buckler equipped, you may add 1 AP to a MEDIUM SHIELD TRAINING V
melee attack you are making, if that attack hits, the creature Defense, Shield
gains TD while attacking you until the beginning of your Prerequisites: Medium Shield Training IV
next turn. Your Brace ability instead grants +4 to your Physical
Defenses until the beginning of your next turn.
BUCKLER STRAP
You can use your Brace ability for 0 AP 3/Catch Breath.
Defense, Shield
Prerequisites: Shield Training MEDIUM SHIELD MASTERY
You may equip a Buckler by strapping it to your forearm, Defense, Shield
allowing both of your hands to be free. Prerequisites: Medium Shield Training V
You may now extend the bonus of your Brace ability to one
B U C K L E R WA R R I O R
target that remains within 5 ft of you until the start of your
Defense, Shield
next turn. If the creature leaves a space that is within 5 ft of
Prerequisites: Shield Fighting, Buckler Strap
you, it loses this benefit even if it returns.
You can use a two-handed weapon with a Buckler, and can
use the two-handed benefits of a hand-and-a-half weapon.
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SHIELD SIBLINGS TOWER SHIELD MASTERY
Defense, Shield, Synergy Defense, Shield
Prerequisites: Shield Training Prerequisites: Tower Shield Specialization IV
While you are within 5 ft of another creature with the Shield The cover granted to creatures in squares directly or
Training talent, you both gain +1 AR. If they also have the diagonally behind you and within 10 ft gain Cover 2. You
Shield Siblings talent, this increases to +2 AR, and you may now wield a tower shield with only one arm, however
cannot be flanked while within 5 ft of each other. when you make a melee attack, you only gain Cover 3
instead of Total Cover until the beginning of your next turn.
S H I E L D WA L L
Defenses, Shield, Synergy
Prerequisites: Shield Siblings M I S C S TA C K
While you are within 5 ft of another creature with this These talents offer a variety of miscellaneous bonuses.
Talent and you are both wielding Tower Shields, you gain
A N I M A L C O M PA N I O N
the following benefits.
Misc Specialization
Whenever both shields are braced and one of you moves 5
You gain a small, mundane animal companion, such as a
ft, the other may move 5 ft as well without expending AP.
songbird or hamster. This monster does not have statistics
If you are moving into a space that another creature
or participate in combat, but you can communicate very
occupies, you may make a special attack: STR vs FORT,
surface level thoughts with it, such as “Danger” or “Happy.”
adding your Shield Siblings AR bonus to your attack roll.
Hit: That creature is pushed back 5 ft. FA M I LY H E I R L O O M
Neither you nor your Shield Sibling can be moved against Misc Specialization
your will while both shields are braced. Prerequisites: Must be Character Level 1 (cannot take at
higher levels)
SHIELD BASH You have a special item: either a set of armor, or a weapon
Defense, Shield
that to anyone else would seem mundane, but to you holds
Prerequisites: Shield Training
great value. Deduct half of its cost from your starting gold.
If you have a kite or heater shield equipped and the
If it is armor, you gain +1 AR and WILL at levels 1, 10, 20,
additional AR you receive from having that shield equipped
and 30. If it is a weapon, you gain a +1 to hit with this
causes a melee weapon attack to miss you, you make a
weapon at levels 1, 10, 20, and 30.
Shield Bash reactive attack for 1 AP, automatically hitting for
1d4 + STR damage.
PR I M A L A S PEC T
T O W E R S H I E L D S P E C I A L I Z AT I O N TA L E N T S
Defense, Shield
Prerequisites: Shield Training To gain access to Primal Aspects, you must take one or more
You no longer suffer -5 ft speed while wielding a tower talents in the Berzerker, Oracle, and/or Ranger classes or
shield. find another way to access to them, such as a magical boon
from an Archfae.
T O W E R S H I E L D S P E C I A L I Z AT I O N I I
Defense, Shield PRIMAL ASPECT
Prerequisites: Tower Shield Specialization Primal Aspect, Repeatable
You may spend 1 AP to move 5 ft once on your turn when Prerequisite: Access to Primal Aspects
your tower shield is Set. Learn a Primal Aspect. If you know more than one, you
can only gain the benefits of one at a time. You can choose
T O W E R S H I E L D S P E C I A L I Z AT I O N I I I which Primal Aspect is active each time you complete a Rest.
Defense, Shield
Prerequisites: Tower Shield Specialization II P R I M A L A S P E C T FO C U S
The cover granted to creatures directly behind you increases Primal Aspect
to Cover 2, and when you move 5 ft, that creature can move Prerequisites: At least 2 Primal Aspects
with you without expending AP. Choose 2 Primal Aspects that you know. You may switch
between those Aspects freely when not in Initiative, and by
T O W E R S H I E L D S P E C I A L I Z AT I O N I V spending 1 AP when you are in Initiative.
Defense, Shield If you know more than 2 Aspects, you can choose which 2
Prerequisites: Tower Shield Specialization III are available to switch between upon Taking a Rest.
The cover granted to creatures directly behind you increases If you have Transferred an Aspect to an ally, it is
to Cover 3 and they are considered concealed, creatures in unavailable to you.
squares directly or diagonally behind you and within 10 ft of
you gain Cover 1.
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P R I M A L A S P E C T FO C U S I I PRIMAL ASPECT TRANSFERENCE
Primal Aspect Primal Aspect
Prerequisites: Primal Aspect Focus Prerequisites: Primal Aspect Focus
You can switch between any of your Primal Aspects, even if Choose a willing ally and spend 1 hour meditating, training,
you know more than 2, using your Aspect Focus. sparring, etc. At the end of this ritual, that ally can benefit
from an Aspect that you know but is not currently active for
P R I M A L A S P E C T FO C U S I I I
you. The Aspect activates when you choose (0 AP on your
Primal Aspect
turn or your ally’s turn) and lasts for 10 minutes. (1/Rest)
Prerequisites: Primal Aspect Focus II, Character Level 10
You can have 2 Aspects active at once and can switch PRIMAL ASPECT TRANSFERENCE II
between which aspects you have active freely when not in Primal Aspect
combat, or by spending 1 AP per Aspect switch on your turn Prerequisites: Primal Aspect Transference
during Initiative. Primal Aspect Transference becomes 3/Rest.
P R I M A L A S P E C T FO C U S I V
Primal Aspect
Prerequisites: Primal Aspect Focus III, Character Level 15
You can have 3 Aspects active at once and can switch
between which aspects you have active freely when not in
combat, or by spending 1 AP per Aspect switch on your turn
during Initiative.
P R I M A L A S P E C T TA L E N T S
Aspect: Al’An You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
Aspect: Heq You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
Aspect: Leshy You can always find food and shelter in the wild for yourself and 6 other individuals if given at least
4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and
Observation checks made to find food and shelter.
Aspect: Porov Gain +6 to Smithing and Masonry checks.
Aspect: Sekh 1 AP: You can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are
holding. On a hit, they fall prone.
Aspect: Stoll Commune with the body of a deceased, briefly gaining a connection with its soul. You gain surface level
insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact
thoughts or words. (1/Catch Breath)
Aspect: Tamat Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know
if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect.
Aspect: Vele 1 AP: Creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield
HP, attacks against them have TD. (1/Catch Breath)
Aspect: Woden Gain +6 to Water Vehicle and Navigation checks.
S K I L L S TA C K ALCHEMY EXPERT
Skill Specialization
These talents offer you a small bonus in addition to giving
Gain +3 in the Alchemy skill.
you more Skill Points.
Each time you Take a Rest, you can craft a potion or a
A C R O B AT vial of caustic flame. Either option loses its potency after 24
Skill Specialization, Repeatable hours.
Gain 6 Skill Points, which you can spend on any skills with Potion: When a creature drinks this potion, it regains 1d4
the Acrobatics tag. HP.
296 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
Flame Vial: A creature can throw this vial as an ASTRONOMER
improvised thrown weapon. If it hits, the target creature Skill Specialization
gains the Burning (1d4) condition. Gain +3 in the Astronomy skill.
A LITTLE BIT OF SOUL If you can see the stars, you can use your Astronomy skill
Skill Specialization when navigating or mapping (as if it were the Cartography
You gain 6 Skill Points you can assign to any skills with the or Navigating skills).
INT tag. Additionally, when making a check with a skill that AT H L E T E
has the Crafting or Knowledge tag, and that is a skill you Skill Specialization, Repeatable
have skill points for, you may use your CHA instead of your Gain 6 Skill Points, which you can spend on any skills with
INT for your Skill Check. the Athleticism tag.
ANIMAL WHISPERER AWA R E
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Animal Handling skill. Gain 6 Skill Points, which you can spend on any skills that
You gain the ability to calm agitated animals. By spending use the AWR attribute.
3 AP, you may choose one Beast within 20 ft of you. Make an
BALANCED
Animal Handling check against the creature’s WILL. If you
Skill Specialization
succeed, then you Charm the creature and it will not harm
Gain +3 in the Balancing skill.
you, though it will not go out of its way to help you. (1/
When a creature attempts to knock you prone, instead of
Rest)
using your defense against that particular effect, you may
ANIMAL TRAINER choose to roll a DEX (Balancing) skill check instead. If you
Skill Specialization meet or exceed their attack roll, you do not fall prone (but
Prerequisites: Animal Whisperer still suffer damage or other effects, provided that they hit
If you use your Animal Whisperer ability on the same beast your appropriate defense).
once per day for a month, the creature becomes a loyal pet.
BIOLO GIST
It trusts you and will risk its life to protect you.
Skill Specialization
A R CA N I S T U N D E R S T U DY Gain +3 in the Biology skill.
Skill Specialization You can immediately identify if a creature has the Beast
Gain +3 in the Arcana skill. tag or Monstrosity tag, or if it has neither. This costs 0 AP.
You learn one arcane cantrip of your choice. INT is your
BREWER
magic attribute for this cantrip. If you already know arcane
Skill Specialization
magic through a different talent, use that magic attribute
Gain +3 in the Brewing skill.
instead.
Your drinks are particularly delicious. When you Take
ARTIST ASPIRANT a Rest, you can create one serving of a beverage of your
Skill Specialization choice. A creature that consumes it gains 1d6 Shield HP.
Incompatible: Entertainer (Artist) background
BREWING EXPERT
Gain +3 in the Art skill.
Skill Specialization
Given one week of downtime, you can create one piece of
Prerequisites: Brewer
art. If you sell it, it earns you 1d10+10 sc.
Gain +3 in the Brewing skill.
ARTISTIC APPRENTICE You can now produce three servings of your beverage
Skill Specialization when you use your Brewer feature.
Prerequisites: Artist Aspirant
BY F E E L , N O T M E A S U R E
Gain the entry level of the Entertainer Profession. You must
Skill Specialization
choose the Artist track instead of the Performer track.
You gain 6 Skill Points you can assign to any skills with the
This replaces your Artist Aspirant Talent.
INT tag. Additionally, when making a skill check with the
ASTROLO GER Crafting or Knowledge tags, you may use your AWR instead
Skill Specialization of your INT for your Skill Check.
Gain +3 in the Astrology skill.
CALLIGRAPHER
When you Take a Rest, roll 1d20 and write down the
Skill Specialization
result. At any point before the next time you Take a Rest,
Gain +3 in the Calligraphy skill.
when you roll a d20, you may choose to replace it with the
When you spend an hour of uninterrupted concentration
number that you wrote down. Once you use this ability, you
and the requisite supplies, you can perfectly mimic any
cannot use it again until you next Take a Rest.
creature’s handwriting and/or make an exact copy of one
page of text. You cannot Recoup while doing this, given the
amount of concentration such endeavors require.
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 297
CAREFUL A P P R AI S E R COBBLING MASTERY
Skill Specialization Skill Specialization
Gain +3 in the Appraising skill. Prerequisites: Cobbler
When you Take a Rest, you may choose one weapon, set Each time you Take a Rest, you may patch a pair of shoes.
of armor, or item and carefully clean it to increase its value. For the next 24 hours, whoever wears those shoes gains a
You can sell such an item for 110% its original cost. You +3 bonus to the Forced March skill.
cannot use this ability multiple times on the same object.
CONTORTIONIST
CARP E NT ER Skill Specialization
Skill Specialization Gain +3 in the Contorting skill.
Gain +3 in the Carpentry skill. Moving through spaces that would require you to Squeeze
If you spend an hour reinforcing a door, gate, or section of costs no additional movement.
wall with wooden planks, you may increase its DT by 5. You
CRAFTER
cannot do this to an area larger than 20 square ft.
Skill Specialization, Repeatable
CARTO GRAPH E R Gain 6 Skill Points, which you can spend on any skills with
Skill Specialization the Crafting tag.
Gain +3 in the Cartography skill.
DA N C E R
After charting an area (which takes a minimum of 1 week
Skill Specialization
of exploration), you may sell a map of that area. You may
Gain +3 in the Dancing skill.
sell one map per day per area that you have charted, and
Your REF increases by +1.
each map sold earns you 5 sc.
DECKHAND
C H A R I S M AT I C Skill Specialization
Skill Specialization, Repeatable Gain +3 in the Vehicles (Water) skill.
Gain 6 Skill Points, which you can spend on any skills that You can book passage on a boat or ship for free, provided
use the CHA attribute. that you contribute to maintaining the vessel. A ship that is
CHEF already overstaffed might still turn you down.
Skill Specialization DEXTROUS
Gain +3 in the Cooking skill.
Skill Specialization, Repeatable
Your artistic sense of how to mingle flavors allows you
Gain 6 Skill Points, which you can spend on any skills that
to improve any food and drink. When a creature consumes
use the DEX attribute.
food or drink that you have had at least ten minutes to
modify, you Charm that creature for 1 hour. At the end of DISGUISE ARTIST
this time, the creature is not aware that they were Charmed. Skill Specialization
Gain +3 in the Disguising skill.
CHEMIST You no longer need a disguise kit to make a Disguising
Skill Specialization check, provided that you are able to change your clothing,
Gain +3 in the Chemistry skill. hairstyle, props, etc.
Your profound understanding of how to mix chemicals
enables you to manipulate the qualities of food and drink. D I S TA N C E R U N N E R
When a creature consumes food or drink that you have had Skill Specialization
at least one minute to modify, you may roll a Chemistry skill Gain +3 in the Distance Running skill.
check against that creature’s FORT. If you hit, they become You can run a number of miles equal to your END x 2
Sickened for 1 hour. (min. 2 miles) at a steady pace before needing to make
Any magic that reveals poison reveals this tampering. Distance Running checks.
COBBLER DRIVER
Skill Specialization Skill Specialization
Gain +3 in the Cobbling skill. Gain +3 in the Vehicles (Land) skill.
Each time you Take a Rest, you may patch a pair of shoes. You have a way of coaxing vehicles beyond their normal
For the next 24 hours, whoever wears those shoes gains a capacity. Vehicles that you drive can traverse more uneven
+3 bonus to the Forced March skill. terrain than they normally could without penalty, and they
298 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
ignore difficult terrain imposed from rocks, debris and the the check is resolved, potentially mitigating the check
like. Difficult terrain imposed by mud or sludge still slows altogether. (2/Rest)
your vehicle.
FO R A G E R
DUNGEONEER Skill Specialization
Skill Specialization Gain +3 in the Foraging skill.
Gain +3 in the Dungeoneering skill. When you Take a Rest, you can always find a minimum of
Your ANT increases by +1. 1 day’s worth of rations, even if you do not make a Foraging
check. (If you are in an extremely bleak environment, such
E AV E S D R O P P E R
as the void of space, your MC might rule that this ability
Categorization: Skill Specialization
does not work.
Gain +3 in the Eavesdropping skill.
When you make an Eavesdropping check, you may roll FO R C E F U L
2d20 and use the higher. (1/Rest) Skill Specialization
Gain +3 in the Applied Force skill.
ECONOMIST
When you have a mechanism to leverage your strength to
Skill Specialization
greater effect, such as a crowbar and a fulcrum, then when
Gain +3 in the Economics skill.
you make an Applied Force check, treat any d20 roll of 1-9
By spending 1 month in a town or urban area, you can
as if it were a 10.
gain +1 Goodwill among the Aristocracy or Mercantile
spheres (your choice each time). You may sell your services FO R G E RY
as an economist for 10 sp weekly while in a settled area. Skill Specialization
Gain +3 in the Forging skill.
E M PAT H E T I C
If you assemble nice inks and fine papers before you forge
Categorization: Skill Specialization
a document, you can make it more convincing. For every 10
Gain +3 in the Empathy skill.
sp you spend, add +1 to your Forging check. (1/Rest)
Once when you Take a Rest, you may commiserate with a
companion of your choice. Make an Empathy check against FO R T U I T O U S
a DC set by your MC. If you succeed, your companion Skill Specialization
removes a permanent Charmed, Enthralled, Frightened, or Gain +3 in the Fortuity skill.
Phobic condition. When making a Fortuity skill check, your crit range
increases by 3 (e.g., from 20 to 17-20). You must still
ENDURING
observe the maximum crit range of 16-20.
Skill Specialization, Repeatable
Gain 6 Skill Points, which you can spend on any skills that GEO GRAPHER
use the END attribute. Skill Specialization
Gain +3 in the Geography skill.
ENGINEER
When your visibility is not restricted, if there is at least
Skill Specialization
one notable landmark within sight, you can estimate your
Gain +3 in the Engineering skill.
distance from the nearest settled area. This estimation is
You can consult on building repairs to earn 10 sp per
within 1 mile of being perfectly accurate.
week while in an urban area.
E N T E R TA I N E R A S P I R A N T GLASSBLOWER
Skill Specialization
Skill Specialization
Gain +3 in the Glass Blowing skill.
Gain +3 in the Entertaining skill.
You may make a Glassblowing check to make a plate or
When in an inn or tavern, you can perform in exchange
goblet, doing so successfully on a roll of 15 or higher. You
for free room and board.
may make a flute on a roll of 20 or higher. You can use these
E N T E R TA I N E R items or sell them for 125% their normal market rate. You
Skill Specialization can only make such an item 1/Week.
Prerequisites: Entertainer Aspirant or Musician
Gain the entry level of the Entertainer Profession. You must GOSSIPPER
choose the Performer track instead of the Artist track. Skill Specialization
This replaces your Entertainer Aspirant Talent. Gain +3 in the Gossipping skill.
You can gossip to sully someone’s reputation, provided
E VA D E R that they are not there. Make a Gossipping check against a
Skill Specialization DC equal to 15 + that creature’s CHA. If you hit, they lose
Gain +3 in the Evading skill. 1 goodwill. You can only do this 1/Rest, and can only target
When a creature makes an AWR check to notice you, if the same creature 1/Week.
you are not in combat, you may move up to 20 ft before
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 299
HISTORIAN that you have some form of precious mineral. Make a
Skill Specialization Jeweling roll. You can sell your jewelry for that many dc.
Gain +3 in the History skill. (1/Month)
After reading something from a book, you can recall it KNOWLEDGEABLE
with perfect accuracy for 1 year, unless your memory is Skill Specialization, Repeatable
magically modified. Gain 6 Skill Points, which you can spend on any skills with
INFLUENCER the Knowledge tag.
Skill Specialization, Repeatable L AW Y E R
Gain 6 Skill Points, which you can spend on any skills with Skill Specialization
the Influence tag. Gain +3 in the Law skill.
INTELLIGENT While staying in a friendly settlement you may sell your
Skill Specialization, Repeatable services as a lawyer or mediator to settle local disputes.
Gain 6 Skill Points, which you can spend on any skills that Doing so earns you a number of sc each week equal to your
use the INT attribute. Law skill, and increases your community goodwill by +1 at
the end of each month.
I N T I M I D AT O R
Skill Specialization LEADER
Gain +3 in the Intimidating skill. Skill Specialization
Before attempting to intimidate someone, you can study Gain +3 in the Leadership skill.
them to determine how to effectively frighten them. After When you take your first turn after rolling Initiative, gain
spending 1 minute studying them, make an AWR/Intuiting +5 ft speed when you spend AP to move.
check against a creature’s WILL. If you succeed, then you L E A N -T O
know exactly how to get under their skin. Roll 2d20 and use Skill Specialization
the higher when you make your Intimidating roll. (1/Rest) Gain +3 in the Sheltering skill.
INTUITIVE When you fail a Sheltering check, you may spend 30
Skill Specialization minutes to create a lean-to, provided that rocks, brambles,
Gain +3 in the Intuiting skill. and the like are in your area. This provides minimal
Your intuition extends beyond living people to intellectual protection from wind and extreme temperatures, granting
fields as well. When you would make an INT roll, you can you and other creatures that use it a +2 bonus on END
add your Intuiting bonus. (1/Rest) checks made to resist extreme weather.
I N V E S T I G AT O R L E AT H E R W O R K E R
Skill Specialization Skill Specialization
Gain +3 in the Investigating skill. Gain +3 in the Leatherworking skill.
When making an Investigating check, you can add your You can produce a nice leather good provided that you
Fortuity on top of your Investigating. (1/Rest) have some form of animal hide. Make a Leatherworking roll.
You can sell your goods for that many sc. (1/Week)
J AC K O F A L L T R A D E S
Skill Specialization LOCKPICKER
Gain +3 in the Savoir Faire skill. Skill Specialization
You can present yourself to another character as though Gain +3 in the Lockpicking skill.
you have 1 professional rank in any occupation of your When you are in a settled area, you can scrounge for
choice. This deception is nonmagical and lasts for 1 hour. supplies for 1d6+1 rounds to find tools that you can use
(1/Rest) to pick a lock, even if they would not normally be viable
lockpick tools. (1/Rest)
JEWELER
Skill Specialization LUCKY
Gain +3 in the Jeweling skill. Skill Specialization, Repeatable
You can produce a work of semi precious jewelry provided Gain 6 Skill Points, which you can spend on any skills with
that you have some form of mineral. Make a Jeweling roll. the Luck tag.
You can sell your jewelry for that many sc. (1/Rest) MASON
J E W E L RY E X P E R T Skill Specialization
Skill Specialization Gain +3 in the Masonry skill.
Prerequisites: Jeweler, at least 3 Professional Ranks You can produce a nice stone good provided that you have
Gain +3 in the Jeweling skill. some form of stone to work with. Make a Masonry roll. You
You can produce a work of very precious jewelry provided can sell your goods for that many sc. (1/Week)
300 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
MEDIC P E R FO R M E R
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Medicine skill. Gain 6 Skill Points, which you can spend on any skills with
When you have medical supplies and apply them to a the Performance tag.
Bloodied creature, it regains 1d6 HP. (1/Rest)
PERSUASIVE
M E N AC E Skill Specialization
Skill Specialization Gain +3 in the Persuading skill.
Gain +3 in the Menacing skill. You can cast the Charm Creature primal chant using your
When you menace someone, you may first display your Persuading bonus for the attack roll, which does not count
strength to show that you mean business. Make a STR/ as magical when cast in this way. (1/Rest)
Applied Force check vs the creature’s WILL. If you hit, then
PICKPOCKET
you can roll 2d20 for your Menacing check, keeping the
Skill Specialization
higher. (1/Rest)
Gain +3 in the Sleight of Hand skill.
MUSICIAN When you have an item with the light tag on your person,
Skill Specialization you can give it the concealable tag as well. Only two such
Gain +3 in the Instrument [your choice] skill. items can gain this benefit at a time.
When in an inn or tavern, you can perform in exchange
POLITICIAN
for free room and board.
Skill Specialization
N AT U R A L I S T Gain +3 in the Politics skill.
Skill Specialization You may leverage favors to secure a meeting with a
Gain +3 in the Nature skill. noble or politician who outranks you. Choose an NPC with
If you gather plant matter that would normally be professional ranks equal to or less than your professional
inedible, you can make one day’s worth of rations out of it. ranks + 1. They will meet with you within 24 hours after
(1/Week) you make the request. (1/Week)
N AV I G AT O R POTTER
Skill Specialization Skill Specialization
Gain +3 in the Navigating skill. Gain +3 in the Pottery skill.
So long as you can see a natural landmark, you cannot You can produce some pottery provided that you have
become lost, except by magical means. some form of clay to work with. Make a Pottery roll. You can
sell your goods for that many sc. (1/Week)
O B S E R VA N T
Skill Specialization, Repeatable POWERLIFTER
Gain 6 Skill Points, which you can spend on any skills with Skill Specialization
the Observation tag. Gain +3 in the Athletics skill.
You can carry two additional Unwieldy items without
OFFICER
being encumbered.
Skill Specialization
Gain +3 in the Military skill. PRACTICE MAKES PERFECT
You know how to speak with military officials. You can Skill Specialization
request an audience with any military officer who has You gain 6 Skill Points you can assign to any skills with the
professional ranks in the militant occupation and they will INT tag. Additionally, when making a skill check with the
meet with you within 24 hours of your request. Crafting or Knowledge tags, you may use your DEX instead
of your INT for your Skill Check.
PA I N T E R
Skill Specialization RELIGIOUS
Gain +3 in the Painting skill. Skill Specialization
You can produce a nice painting provided that you have Gain +3 in the Religion skill, choosing which religion.
some form of canvas and pigments. Make a Painting roll. Most religious centers will provide food and shelter to you
You can sell your goods for that many sc. (1/Week) for free, even if you do not share their faith (extremists and
secretive cults will not extend this courtesy to you).
PERCEPTIVE
Skill Specialization S C AV E N G E R
Gain +3 in the Perceiving skill. Skill Specialization
When you make a check with another skill that has the Gain +3 in the Scavenging skill.
Observation tag, you can add ½ your Perceiving as an When you fail a Scavenging check, you may instead treat
additional bonus. (1/Rest) it as the lowest tier of success. (1/Rest)
C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S 301
SMITH S U R V I VA L I S T
Skill Specialization Skill Specialization, Repeatable
Gain +3 in the Smithing skill. Gain 6 Skill Points, which you can spend on any skills with
You can repair damaged and broken weapons and armor the Survival tag.
that are made of metal. If all of the pieces of the weapon
SWIMMER
or armor are still available, you can completely restore a
Skill Specialization
weapon or armor set. (1/Week)
Gain +3 in the Athletics skill.
SNEAK You may give yourself a Swimming speed equal to your
Skill Specialization walking speed for 1 minute. (1/Rest)
Gain +3 in the Sneaking skill.
TRACKER
If you are hidden or concealed, you may move up to
Skill Specialization
20 ft without being spotted, so long as you also end your
Gain +3 in the Tracking skill.
movement remaining hidden or concealed. (1/Rest)
When you fail a Tracking skill check, you may count it as
SPRINTER the lowest tier of successful. (1/Rest)
Skill Specialization TUMBLER
Gain +3 in the Sprinting skill.
Skill Specialization
When you roll initiative, you can give yourself +5 ft speed
Gain +3 in the Tumbling skill.
when you spend AP to move. This lasts for the duration of
You can stand from being Prone for 0 AP on your turn,
the fight. (1/Rest)
provided that your movement is not restricted.
S TA M I N A W E AV E R
Skill Specialization, Repeatable Skill Specialization
Gain 6 Skill Points, which you can spend on any skills with Gain +3 in the Weaving skill.
the Stamina tag. You can produce woven goods provided that you have
STRONG some form of yarn or string to work with. Make a Weaving
Skill Specialization, Repeatable roll. You can sell your goods for that many sc. (1/Week)
Gain 6 Skill Points, which you can spend on any skills that
WHITTLER
use the STR attribute.
Skill Specialization
SUBVERTER Gain +3 in the Woodcarving skill.
Skill Specialization, Repeatable You can produce whittled trinkets provided that you have
Gain 6 Skill Points, which you can spend on any skills with some form of wood to work with. Make a Woodcarving roll.
the Subterfuge tag. You can sell your goods for that many sc. (1/Week)
302 C H A P T E R 5 | S P E C I A L I Z AT I O N TA L E N T S
CHAPTER 6: EQUIPMENT
A
ny adventurer will need weapons, armor, and (usually AR, but some attacks will target other defenses),
equipment to go on their grand quests. This then you hit your target. Roll for damage.
chapter provides detailed information on weapons,
armor, gear, goods, services, and even how you might use DE A L I N G DA M AG E
magic items. The MythCrafter’s Guide contains additional When you hit with a weapon attack, you deal damage. Roll
information that your MC might use to adjust the economy, the amount of damage specified in the Damage column on
as well as a list of magic items that they might present to the weapons tables below and add the attribute specified
you. in the Attr. column. The creature takes that much damage,
subtracting it from their current HP.
S TA RT I N G G E A R If a weapon says that it deals “Physical” damage, that
Each background specifies how much wealth you start with. means you can choose whether you deal blunt or sharp
In addition to the equipment you gain from your profession damage each time you use it. Polearms often have this
and background, all adventurers get the following: property, given that you can often attack with either the
1. A) 2 one-handed melee weapons, or B) 1 two-handed bladed end or the butt of the weapon.
or hand-and-a-half melee weapon, or C) 1 one-handed More detailed rules on damage, as well as dealing extra
melee weapon and a shield (buckler) damage on critical hits, can be found on p. 328-29.
2. A) 1 shortbow and 20 arrows, or B) 1 crossbow and 20
bolts, or C) 3 javelins
W EA P ON R A NGE
3. or you can forego equipment in both 1. and 2. for an You can only make an attack against a creature when that
amethyst wand creature is within your weapon’s range. Each weapon
4. A) 1 quarterstaff, or B) 1 hatchet, or C) 2 daggers, or D) specifies its range on the weapons tables below.
2 knives, or E) 1 cestus, or F) 1 brass knuckles MELEE
5. 2 trinkets If a weapon has the Melee property, then you can attack
Your profession and background may specify that you gain any creature within 5 ft of you. Any abilities you have that
additional equipment. increase your reach can enhance this.
W EA P ONS RANGED
If a weapon has the Ranged property, you cannot use it as
While some adventurers rely more heavily on their weapons
a melee weapon, but you can attack creatures within your
than others, virtually every hero will need some form of
weapon’s specified range.
weapon at their side.
REACH
M A K I N G AT TA C K S If a weapon has the Reach property, then it functions as a
To attack with a weapon, you have to spend a certain melee weapon, but the distance that you can attack with
amount of AP. Weapons have unique APC (Action Point that weapon is greater than 5 ft. The weapon’s base reach is
Costs) listed in the weapons tables below. Some weapons specified after the Reach tag.
have a set APC: a Dagger always costs 2 AP, and a Crossbow THROWN
always costs 3 AP. If a weapon has the Thrown property, you can use it as
Some weapons have APC formulas; these are a little more a melee weapon or you can throw it up to the specified
complex. For example, a longsword has an APC of 5-STR, thrown distance. Once you throw a weapon, you no longer
min 2. This means that using a Longsword has an APC of have it in hand.
5, but you subtract your STR attribute from the APC, to a
minimum of 2. W E A P O N TA G S
When you spend AP to make an attack, roll 1d20 and Weapons will have one or more tags that give the weapon
add your relevant attribute. The attribute you use for a unique properties.
weapon is dependent upon that weapon and is specified in
the Attribute column on the weapons tables below. This will
usually be STR or DEX.
If your roll equals or exceeds your target’s defense
CHAPTER 6 | EQUIPMENT 303
AMMUNITION LIGHT
If a weapon has the Ammunition tag, you must have A weapon with the Light tag does not count against your
ammunition in order to make attacks with that weapon. encumbrance (see p. 319). Furthermore, light weapons can
Ammunition might be arrows, crossbow bolts, sling pellets, be dual wielded, using one light weapon in each hand.
and the like.
ONE-HANDED
CONCEALED A weapon with the One-Handed tag can only be wielded
If a weapon has the Concealed tag, then when it is sheathed with one hand.
it can be tucked within folds of your clothing, inside a boot,
SPECIAL
and the like. Concealed weapons are not readily visible to
If a weapon has the Special tag, then its special properties
observers, but a pat-down will reveal these weapons, and if
are explained in detail below the table that lists that
a creature succeeds on an AWR check against an INT check
weapon.
that you make when you hide the weapon, then they can
spot it without needing to pat you down. TWO-HANDED
A weapon with the Two-Handed tag can only be wielded
HAND-AND-A-HALF with two hands.
Weapons with the Hand-and-a-Half tag can be wielded with
one or two hands. After the Hand-and-a-Half tag, there will U N W I E L DY
be a brief phrase in parentheses explaining what benefit The Unwieldy tag interacts with your Encumbrance (see p.
you gain from wielding the weapon with two hands, such as 319). It takes 1 AP to draw or sheathe an Unwieldy weapon.
dealing more damage or using fewer AP to make the attack.
W EA P ON LI S TS
Below is a list of many weapons you might want to use on your quests. All weapon costs are in silver coins (sc).
AXES
Weapon Damage Attr. APC Range Tags Cost
Battle Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 35
BLADES (SMALL)
Weapon Damage Attr. APC Range Tags Cost
KUNAI KUSARIGAMA
You can tie your kunai to a cord; if you do, it loses its While you are wielding a kusarigama with two hands, you
Thrown property but gains base reach 15 ft. gain +1 AR. While wielding it one-handed, you gain base
reach 10 ft.
BLADES (LARGE)
Weapon Damage Attr. APC Range Tags Cost
Katana 1d8 sharp DEX 5-DEX, min 3 Melee Hand-and-a-Half (1d10) 120
Nodachi 2d6 sharp DEX 8-STR, min 3 Reach 10 ft Two-Handed, Unwieldy 140
Morningstar 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC 40
by 1, min 2)
Nunchucks 1d4 blunt COR 12-COR, Melee One-Handed, Light 30
min 2
Quarterstaff 1d4 blunt DEX 3 Melee Hand-and-a-Half (reduce APC 5
by 1, min 2)
Tetsubo 1d8 blunt STR 4-STR, min 2 Melee One-Handed 50
RANGED
Weapon Damage Attr. APC Range Tags Cost
Oak Wand 1d10 fire INT 6-AWR, min 2 Ranged 600 ft One-Handed 150
Ruby Wand 1d6 fire CHA 3-INT, min 2 Ranged 40 ft One-Handed 400
Sapphire Wand 1d8 electric INT 4-CHA, min 2 Ranged 80 ft One-Handed 380
MISCELLANEOUS
Weapon Damage Attr. APC Range Tags Cost
War Pick 1d12 physical STR 6-STR, min 3 Melee Two-Handed, Unwieldy 25
War Scythe 2d4 sharp DEX 4-DEX, min 2 Melee Two-Handed, Unwieldy 50
Whip 1d4 sharp DEX 5-DEX, min 2 Reach 10 ft One-Handed, Light, Special 25
BOOMERANG NET
When you throw a boomerang, it comes back to you at the On a hit, the target takes no damage, but is Restrained
start of your next turn unless it is knocked to the ground or (escape DC 15). Nets have 15 HP.
physically blocked.
WHIP
If it hits an enemy, it still comes back to you.
When you attack with your whip, if you hit, you can spend
C AT- O - N I N E S 2 additional AP to make a second attack against a target’s
If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the REF; on a hit, if the target is Large or smaller, it falls prone.
target creature.
LIGHT ARMOR
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Cuirass 12 +1 +1 - - - - - - Blunt 2 100
(Leather)
Gambeson 10 +1 +1 - - - - - - Cold 1, Blunt 1 12
Hide 11 - +1 - - - - - - Cold 3 25
Leather 11 +1 - - - - - - - Blunt 1 17
Robes 10 - - - +1 +1 - - - Psychic 3
(Command)
Robes 10 - +2 - - - - - - Necrotic 3,
(Corruption) Corrosive 3, Toxic
3
Robes 11 +1 +1 - - - - - - Elemental 3
(Elemental)
Robes (Mage) 10 +1 +1 +1 +1 +1 - - - Energy 2,
Elemental 2
H E AV Y A R M O R
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Banded Mail 14 -1 - - - - 2 8 -5 ft Physical 3 450
SHIELDS
Armor AR REF FORT ANT LOG WILL STR DEX Speed Resist Cost
min max
Buckler - +2 - +2 - - - - - Physical 1 10
Heater Shield +1 +1 - +1 - - - - - Physical 2 50
TOWER SHIELD
Tower shields have the two-handed and Unwieldy tags. Rather than improving your AR or your other defenses, tower shields
grant you total cover on one side.
You may spend 2 AP to brace the shield, which grants partial cover to a creature standing directly behind you, provided that
is your Size or smaller.
T R I N K ETS
You might have one or more trinkets that have sentimental value. You can make up such items or roll on the table below.
Trinket d100 Trinket d100 Trinket d100
A chip of obsidian that 1 Strand of jewelry that used 9 Sheet of parchment with an 17
seems to draw in ambient to be woven into your impossible geometric design
light parent’s beard or hair scrawled on it in dark ink
A leather cord necklace with 2 Brooch of status that 10 Mote of lava that is 18
a trophy from the first foe belonged to a parent or somehow contained inside
you fought (such as a tooth, mentor a glass bead and is cool to
claw, or horn) the touch
Ring with your family crest 3 Bracelet with a locket that 11 A pouch of sand that is 19
or the crest of your local has a descriptive word on it, always just damp enough to
political leader such as “hero” or “traitor” hold its own form
Coin-sized seed that holds 4 Banner, insignia, or pin 12 Scroll of sheet music 20
sentimental value or needs denoting the status of a missing the final chorus
specific planting conditions childhood best friend who
has been missing for years
Small but high-quality 5 A loop of colorful string, 13 Tarot card with your 21
instrument gifted to you by a which you use to make likeness
close friend, family member, string art when bored or
or musical teacher looking to entertain an
audience
Sentimental piercing jewelry 26 Braided leather cord that 37 Hairpin with a tiny ruby at 48
that you think might give you made as a child with a its tip
you good luck parent or mentor, decorated
with painted clay beads
Brass pin of goat horns 27 A nugget of amber that 38 Hair clip with silver filigree 49
magically glows from within resembling butterflies and
moths
Letter of recommendation to 28 A set of three six-sided dice 39 Locket containing a clipping 50
a prestigious institution with indecipherable glyphs of hair from your youth
on them
Brass pin of filigree that 29 A small bone with 40 Twig that always has a 51
resembles a certain lineage a fossilized sprig of dewy spiderweb between
(goat horns for a satyr, vegetation growing out of it its tips
flames for an elemental, etc)
Choose a weapon that 30 Well-worn stuffed doll from 41 A smooth glass vial with no 52
you possess as part of this your childhood opening and strange liquid
trinket; it has personal inside
calligraphic inscriptions
etched along its length
Leather cord with 31 Miniature bird cage without 42 Large clamshell with 53
semiprecious stone pendant a door scrimshaw decorations
inside
Letter from your mentor 32 Tattoo you can peel off and 43 Wooden plaque with 54
that poses a philosophical stick elsewhere on your some form of memorial
question or a call to action; body dedication burned into it
either way it is unresolved
Clockwork toy that seems to 33 Carved wooden bird that 44 Speckled stone that hovers 55
work on its own at random chirps when you Recoup six inches off your hand
times when you toss it straight up
Necklace of braided flowers 64 Monocle rimmed in gold 77 Spiral seashell that seems 90
that have wilted a little over to be whispering an ancient
the years but are still quite language when held to your
colorful ear
Light gray stone that gives 65 Bracelet of braided silver, 78 A twig made of iron, which 91
off a faint scent of lemon gold, and brass wires serves no obvious purpose
Scrap of cloth that you 66 Semiprescious stone the 79 Arrowhead made of pure 92
believe once belonged to a size of your head darkness
national leader
Small box containing set of 67 Disc of petrified wood 80 Shrunken skull with its eyes 93
humanoid finger bones intact
A pair of lodestones that 68 Arrow with golden feather 81 Miniature intricately 94
clatter loudly when stuck fletching detailed ziggurat
together
Set of seven dice: one is a 69 Hook alleged to be the 82 Ornate wrought metal hand 95
cube, and one a pyramid; replacement hand of a great with an eyeball in it
the rest are strange pirate
polyhedral shapes
Drop of blood encased in 70 Flag with the coat of arms 83 Powdered wig of medium- 96
glass of a neighboring nation length hair in a formal style
Fossilized scorpion 97 Cup that always smells 99 Wrought metal eldritch 100
faintly of coffee grounds creature with an orblike
body and many tentacles
and eyes
Gilded crest of a long- 98
forgotten noble house
V EH ICLE S FO O D & D R I N K C O N T.
You might use any of these vehicles when you travel by land
or sea. Cider (Pint) 1
Steel (lb) 4
Item Cost
Timber (cf) 1
Ale Gallon (Good) 5
Wool (bolt) 1
Ale Gallon (Poor) 2
Ale (Mug) 1
Beer (Bottle) 1
T
his chapter has four sections, detailing the game’s If you have an ability that you can use a number of times
overall rules, combat, exploration, and social equal to an attribute, you can always use that ability at least
interactions. once, even if your corresponding attribute is 0 or a negative
number.
GU I DI NG PR I NC I PLE S
There are a few general principles to keep in mind as you SKILLS
play the game.
When you attempt something that comes with a chance of
S P E C I F I C B E AT S G E N E R A L failure or a negative outcome, your MC might ask you to
make an attribute check.
Whenever you run into rules that conflict with one another,
defer to the most specific ruling. A talent or lineage ability
AT T R I B U T E C H E C K S
should always supersede a general rule, and magical effects
that last for a finite time override passive abilities. Like attacks, attribute checks involve rolling 1d20 and
adding your attribute to the roll.
A LWAY S R O U N D U P MCs will only ever ask for one of seven attribute Checks:
In MythCraft, you always round up in the instance of STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask
fractional numbers. for COR attribute checks, given that COR functions differently
from the other 7 attributes.
OVERCOMIN G D C S
STR Checks can determine whether you succeed at kicking
When making an attack or ability check, you are successful down a door, climbing a wall, or some other feat of strength.
if your roll equals or exceeds the DC (Difficulty Class). The DEX Checks might be needed if you run along a precipice
DC might be a number set by the MC in the event of an or try to nimbly sneak past a guard.
ability check. In any kind of attack, the DC is the defending END Checks represent your ability to withstand extreme
creature’s relevant defense. weather and march or run for long stretches of time without
B A S E , C U M U L AT I V E , A N D giving in.
T R A N S FO R M AT I V E AWR Checks determine how attuned you are to sensory
input. It might help you spot traps or hidden motives.
When you see the word “base,” it means that this is the
INT Checks can show how much you recall or can deduce
default instance of an ability. It might be modified by other
about learned information, as well as your capacity to quickly
abilities.
encode new data.
Whenever you see “+” or “increase”, whether it is in
CHA Checks represent your ability to talk their way
reference to more damage, increased range, additional dice,
through social situations by charming or deceiving, and to
or something else, the effect is cumulative, stacking on top of
lead or convince the people around you.
the base ability.
LUCK Checks can represent the twists and turns of fate.
If something says “is” or “becomes”, then it is transformative,
If you’re looking through a cupboard in an abandoned
overriding any previous abilities, damage, range, and the like.
farmstead for some food, a LUCK check might determine
RECHARGING ABILITIES whether you find any.
Many abilities, especially those gained through talents, can
only be used a finite number of times. You regain these P L AY E R S K I L L S
abilities after you Catch your Breath, Recoup, or Take a Whenever a rule or ability warrants using a specific skill,
Rest, as denoted by the ability. (2/Rest) means that you the rule will signify this mentioning the skill immediately
can use the ability twice, regaining the ability to do so after following the attribute, such as CHA/Persuading. A creature
you Take a Rest. Similarly, (AWR/Recoup) means that you without the Persuading skill can still attempt such a check,
can use the ability a number of times equal to your AWR, simply rolling CHA.
regaining all expended uses when you Recoup. While the MC will only ever ask for one of the attribute
checks described above, players have the chance to use skills,
which give them a greater chance of success under specific
circumstances.
S K I L L S BY AT T R I B U T E
STR Applied Force, Athletics, Menacing, Sprinting
DEX Balancing, Contorting, Dancing, Sneaking, Tumbling
END Distance Running, Forced March
AWR Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking
INT Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*,
Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Evading, Forging*,
Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*,
Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of
Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]
CHA Deceiving, Empathy, Entertaining, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading,
Savoir Faire
LUCK Fortuity, Scavenging
JEWELING* M I L I TA R Y
INT, Knowledge
INT, Crafting
This skill will help you know the proper terminology when
When you have the appropriate tools, this skill can help you
speaking with members of a military and can help you when
create gorgeous works of jewelry.
trying to recall information about a military institution.
Your MC might allow you to use your Jeweling skill in
place of Appraising when you want to assess the value of a N AT U R E
piece of jewelry. INT, Survival
You might use this skill when trying to differentiate between
L AW
edible and toxic mushrooms, recalling the behavior of wolf
INT, Knowledge
packs, or other information about the natural world.
You can use this skill when you want to recall or acquire
information about the legal system in a settled area. You N AV I G AT I N G *
might also use this skill, along with the Entertaining and AWR, Survival
Persuading skills, to win a case in court. If you have a compass, astrolabe, sextant, or even just a
map, you can use this skill to find your way through an
LEADERSHIP
otherwise confusing area of wilderness. Your MC might rule
CHA, Influence
that you can make this check without the relevant tools, but
You might use this skill to bolster the resolve of a
the DC will be higher.
discouraged person or group of people, or to exert your
status and influence over various officials and convince PA I N T I N G *
them to follow your commands. INT, Crafting
When you have the appropriate tools, you can use this skill
L E AT H E R W O R K I N G *
to create beautiful paintings.
INT, Crafting
When you have the appropriate tools, you can use this skill PERCEIVING
to make leather goods such as clothes, bags, or even armor. AWR, Observation
You might make use of this skill when relying on sensory
LOCKPICKING*
input, such as scanning a tree line for enemies, looking
INT, Subterfuge
for concealed weapons, listening for footsteps, or trying to
When you have a set of lock picks, you can use this skill to
identify a strange odor.
attempt picking any nonmagially sealed lock.
PERSUADING
CHA, Influence
You can use this skill when trying to influence someone
ACTION POINTS
MOVE
Adventurers track their capacity to perform different actions
All adventurers start with a base speed of 20 ft. You can
using Action Points (AP). AP is used for most actions such
spend 1 AP to move up to your Speed. This movement ends
as moving, attacking, battle maneuvers, magic, and using
when you spend your next AP.
objects. The AP Cost (APC) of an action varies depending on
If you have a Climb, Swim, Fly, or Burrow speed, that
how much effort that action would take.
means that you can do those kinds of movements as well. If
At the start of each turn, you gain 3 AP, and then gain
you combine movements (say you run, then fly over a trench,
additional AP based on your COR. If you had any Reactive
then keep running) - you use the largest movement number
AP (see below), you may add some of it to your new pool of
for your total movement (instead of adding them together),
AP.
and cannot move more than your maximum speed in any
Coordination (COR) Bonus AP
specific type of movement. For example:
-3 -2 • If you have Speed 20, Swim 20, and Fly 30, then for 1
-2 to -1 -1 AP:
• You can run 10 ft, swim 10 ft, and fly 10 ft
0 to 1 0
• You cannot swim 30 ft
2 to 3 +1 If you do not have a climb speed or a swim speed, but
4 to 5 +2 wish to climb a surface or swim, it costs 2ft of movement
for every 1ft that you actually move. If the surface might be
6 to 7 +3
challenging to climb, then your MC might also require you to
8 to 9 +4 make a STR check, and if you have the Athletics skill, you can
10 to 11 +5 add that bonus to checks of this nature.
12 +6 Difficult Terrain costs 2 ft of movement for every 1 ft
You may spend your AP as you deem appropriate on your that you actually move. Hazardous Terrain costs as much
turn. movement as Difficult Terrain, and will also specify an amount
Any AP that you do not spend during your turn becomes of damage that you take for every 5 ft actually moved.
A D VA N C E D DA M AG E
MANEUVERS When you hit with an attack, you often deal damage.
Some creatures have the ability to use advanced maneuvers.
You might gain this ability by taking talents or lineage DEALING DAMAGE
abilities. If an ability does not specifically give you access to When you hit with a weapon attack, magic attack, and the
an advanced maneuver, then you cannot use that maneuver. like, you often deal damage. Roll the amount of damage
Disarm (3 AP). Make a STR attack against a creature’s REF specified by your weapon, spell, etc.; the creature that you
or FORT (they choose). If you hit, choose an item that the hit loses that many HP, subtracting it from their Current HP.
creature is holding; they drop that item. Weapons are unique in that they add one of your attributes
Exploit (X AP). When a creature within your melee to the amount of damage dealt. The attribute is specified by
weapon’s reach does one of the following actions, you may each weapon type (see p. 303). Your attack will also deal a
spend AP to make an attack against that creature immediately. specific type of damage.
The amount of AP that you must spend equals the normal AP
you would spend to make an attack with that weapon on DAMAGE TYPES
your turn.
You can Exploit when a creature: There are 11 types of damage, divided across three
• Moves out of your melee weapon’s reach categories:
• Administers a potion (drinking it themselves or feeding Physical Damage: Blunt, Sharp
it to another creature) Elemental Damage: Cold, Corrosive, Fire, Lightning, Toxic
• Makes a ranged attack while within your melee Energy Damage: Necrotic, Psychic, Radiant, Sonic
weapon’s reach
SHIELD HP
FLANKING Shield HP is a special type of HP that temporarily bolsters
The Flanking condition is achieved when two friendly a creature. When you take damage, subtract that damage
targets threaten a border or corner opposite of one another. from your Shield HP first, then from your actual HP. You
If a creature is larger than one square, or has a Reach of cannot benefit from multiple sources of Shield HP at once;
more than 5 ft, it counts as the Flanking condition if it if you would receive multiple sources of Shield HP, you can
threatens a space on the opposite border or corner from an take whichever would give you more Shield HP.
enemy creature.
You are only considered to threaten a square if you are able RESIST
to melee attack that square. A Prone creature can flank, for Some creatures have the ability to avoid or reduce specific
example, but an Unconscious one cannot. types of damage.
A creature with Resist X gains the specified number as a
COVER bonus to their defenses against any attack roll that would
By hiding behind a barrier of some sort, you might gain deal that type of damage.
cover. This will enhance your AR and physical defenses, or If an attack deals multiple types of damage, and the
might make it impossible to target you altogether. defending creature has Resist against one of those damage
Cover is a physical barrier that can block attacks, while types, check if the attack would hit without the Resist bonus.
something that obscures you but does not physically block If it would, check if the attack would hit with the Resist bonus.
you from a source of danger might give you the Concealed If the attack would still hit, then the defending creature
condition (see p. 344). When you have total cover, you are takes all of the damage. But if the attack would miss if Resist
also Concealed. applies, then the defending creature only takes the damage
that they do not resist.
REACH WHILE C R E AT U R E S I Z E S
MOUNTED Heroic adventurers come in all shapes and sizes. A creature’s
The rider of a mount is located at the center of the creature Size might modify its STR and DEX attribute checks (only
they are mounted on. If the mount is only one size larger Attribute checks, not attacks), as well as how many spaces it
than the rider, then the rider can make melee attacks against takes up on a battle map. Below is a table of creature sizes.
any creature within 5 ft of the mount.
If the rider is 2 or more Sizes smaller than the mount, then
it might need a weapon with the Reach property in order to
make melee attacks against other creatures, depending upon
how large the mount is.
Cautious 1.5 Moving slowly and carefully, prioritizing stealth and safety.
Encumbered 1 Traveling while carrying a heavy load or burden without a wagon or beasts of burden.
Forced March: Make a DC 6 END Check, adding Forced If your MC wants to streamline this process, they can simply
March if you have it. The check increases by 2 for each extra track Goodwill per town or city, instead of tracking Goodwill
hour of travel. If you fail the check, gain Fatigue. for individual community spheres in each urban area. If they
Cautious Travel: Gain a +2 Bonus on all AWR checks. do this, then any feature that gives you +1 Goodwill in a
Encumbered: If you have more Unwieldy items than can particular sphere gives you +1 Goodwill overall.
be carried per character, and no wagon or pack animal, you Goodwill is tracked privately by your MC and can range
travel more slowly. anywhere on a scale from -20 to +20.
Weather conditions will also affect your travel pace and
your visibility. Weather conditions can be found in the Goodwill Effect
MythCrafter’s Guide. -20 to -15 Villain. You are hated and feared by your
community. Community resources will be
S US T ENA NC E levied towards your arrest and destruction.
Creatures must eat 1 lb of food a day and drink 1 gallon of
water a day to maintain an adventuring lifestyle.
You can go a number of days without food equal to your -14 to -10 Hated. The community is hostile to your
END before gaining Fatigue (see p. 344) for not eating. If you presence and will refuse your trade and
do not find food on the final day, you gain Fatigue. You can lodging. Angry mobs might attempt to exile
go 2 days without water; on the third day, if you do not find you.
potable water you gain Fatigue at the end of the day.
-9 to -4 Disliked. Goods and services often cost
E N C UM B R A N C E more for you and merchants are unlikely to
Remember to observe the rules of encumbrance while haggle.
traveling. It is wise to think ahead about how you might
transport any treasure you find on your quests. -3 to 3 Neutral. You are unknown to the
Rules on encumbrance are in the Equipment chapter on community overall.
p. 319. 4 to 9 Liked. Citizens usually go out of their way
to accommodate you and give you good
G O ODW I L L deals.
In addition to fighting monsters and exploring wondrous 10 to 14 Beloved. Citizens rejoice to see you and
locales, adventurers will need to maintain and cultivate you can always find friends and allies in
their reputation in the various towns and cities that they town.
frequent. 15 to 20 Hero. You are idolized by your community
Goodwill is a mechanic that tracks a community’s sentiment and can get virtually any good or service
towards an individual. Any action a party or player takes may for free. Local authorities will overlook
generate positive or negative Goodwill. Professions have a minor crimes that you commit and will help
particularly strong effect on Goodwill. you when they reasonably can.
Goodwill is tracked across several spheres of the community,
roughly correlated to occupations: Academic, Aristocratic,
Layfolk, Mercantile, Militant, Religious, Underworld. Certain
Professions are written with this in mind and specify which
spheres of the community you gain Goodwill in.
T
his appendix provides lists of known deities in
AVA D R I
Ancerra. These tables contain a deity’s basic
disposition on the cosmos, iconography that their The avadri are a race of technological gods, wielding vast
worshipers might use, and the divine icons to which they cosmic powers through the use of machines and programs
give you access if you are a cleric who worships that deity. that use reality as the hardware and thoughts as software.
They often create monuments and supercomputers out
M A J O R PA N T H E O N S of basic materials such as stone to exercise their creative
capabilities. They are generally forgotten gods, known (and
Most of the following pantheons are generally known feared) by the other planar entities but lost to the mainstream
throughout Ancerra, but some (like the Cyoth) are cryptic historical accounts of many mortals. As such, it is uncommon
and almost entirely unheard of by layperson and scholar for humanoid religions on Ancerra to venerate the avadri,
alike. though some cults dedicate themselves to them and some
religious teachings mention them in apocryphal texts. An
A R C H FA E avadri might be a Paragon or a Corrupted; these are the two
While still considered deities, the archfae are notably less factions of avadri that clashed before the creation of Ancerra
powerful than most other deities. The archfae can further be in a cosmic war that nearly destroyed reality.
categorized into six Conclaves. These Conclaves all reside in
the Everwilds, and an individual archfae might be a member AVATA R S
of multiple Conclaves (though this is uncommon). The Avatars are a small group of fundamental entities that might
Conclaves are as follows: also be categorized in any of the other major pantheons. They
Ashyidir. The fae from the Ashyidir Conclave are perpetuate a recurring cycle that can lead to the creation or
prime elemental forces incarnate. They often fight amongst destruction of entire worlds. The most powerful archfae, the
themselves, but do not have any true long-lasting animosity leaders of the celestials, and the strongest fiend lords could
as they recognize that they all need each other and offer be considered avatars. There are also a handful of avatars
something wholly unique to the magibiosphere. Given their more powerful than all other pantheons. These avatars follow
understanding of the necessity of all elements, the Ashyidir the model of the six creators, rarely involving themselves in
Conclave is generally lawful and order-oriented. direct happenings in the cosmos, instead guiding the other
Leitspina. Incarnations of the six humanoid senses: pantheons with a light touch.
sight, smell, taste, touch, hearing, and instinct. The Leitspina
Conclave tends towards chaos, often creating whimsical
C ELE S T I A L S
alliances with the Stravon just to cause trouble.
Pashak. Archfae from the Pashak Conclave are exemplars Celestials are disciplined and structured. They understand
of the plant kingdom. The Pashak Conclave is fiercely pacifistic the importance of divine law, and typically believe that
and tries to maintain cordiality between all other Courts. upholding the cosmic order is their purpose. The Council of
Shibmar. Archfae from the Shibmar Conclave are Celestials passes dictates that affect every major actor in the
exemplars of the animal kingdom. While the Shibmar planes of existence, and the Celestials expect to be obeyed
Conclave tends towards maintaining law, they are also by other planar entities. In general, celestials are perceived
usually more aggressive than the Ashyidir. as the arbiters of peace and justice, but the truth is more
Stravon. Incarnations of the various primal emotions complicated. Some celestials exploit the cosmic legislative
and combinations thereof. The Wusvarin Court generally system in order to lord power over their colleagues.
acts in chaotic and short-sighted fashion, causing endless
frustration for the other courts. E L DR I TC H
Vertumna. Incarnations of the four seasons, their Horrible, twisted creatures from beyond the known planes,
symbolic representations. The Vertumna Conclave is generally in the obscuring mists of the Pale. Eldritch beings appeal to
unconcerned with day to day affairs but applies pressure cultists due to their strange powers and the fear that they
to the cosmic scales when any one deific faction grows too inspire.
powerful or threatening. They don’t believe in Good or Evil,
but just try to keep all planar and deific entities roughly equal
in scope of power.
334 APPENDIX A | DEITIES
EX I LE S C YO T H
Exiles are former celestials. After the Celestial Civil War, Beings of absolute and uncaring law, they seek to preserve
the exiles were banished to Inferno, where they quickly the existence of spacetime over the existence of life. In
became major warlords and power brokers in the hellscape. certain instances this has led to them carrying out mass
While the exiles are denounced in mainstream religions, exterminations when necessary, and creating entire races
some religious offshoots believe that the exiles were treated when needed. They are even more cryptic and unknowable
unfairly and need to be venerated. than the ancient avadri, and virtually no mortal has ever
heard of them.
F I EN D L OR DS
Before the exiles arrived in Inferno, the fiend lords ran the
plane. Beings of brutality and chaos, they wage ongoing
war with the exiles. Fiend lords typically have secretive and
twisted cult followings.
A R C H FA E D E I T I E S
A S H Y I D I R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Aeshir Cultivation, Raging fire She recognizes that time is finite, so you should do what you can while
Freedom, Light you draw breath. Sometimes that means knocking things down to make
AY-sheer something new.
Aevis Austerity, Swirling wind They are accommodating of many viewpoints, for truth can be found
Freedom, Love anywhere if you look hard enough.
AY-ves
Aya Decay, Fate, Blanket of ash She believes that the aftermath of utter annihilation is utterly fascinating,
Serenity and it is where true growth can occur.
AY-uh
Gaard Order, Serenity, Sturdy rock Actions are dangerous. He believes in careful consideration and deliberation
Wisdom before any significant action.
GAHRD
Gaesh Light, Wrath, Bubbling lava He thrives on conflict, seeing it as a chance to prove one’s might and worth.
Wisdom
GAYSH
Gaevid Austerity, Fate, Shifting sand She acts as an intermediary, trying to smooth over conflict whenever it
Freedom might arise. The happier everyone is, the happier she is.
GAY-ved
Sharyd Cultivation, Wet clay They adore any form of creative outlet, moving from one hobby to another
Order, Love with dizzying speed.
SHAHR-ed
Sheryn Freedom, Love, Crashing water She holds a strong will and is incredibly emotional, prone to bouts of rage;
Wrath however, she also cares for those close to her with unmatched passion.
SHEHR-en
Vishyyr Austerity, Order, Icy glacier They believe that emotion leads to rash decisions with terrible
Serenity consequences, and emotion has no place in a mature person.
vish-EAR
Yasheri Freedom, Exploding Love and pleasure are all that really matter in life. He believes that as long
Hedonism, Love steam as your actions hurt nobody, do whatever brings you joy.
yash-EHR-ei
Aralunsi Hedonism, Tongue Enjoy the finer things in life, for you will not live forever. He finds
Knowledge, Salvation great purpose in eating, singing, and conversing.
ahr-ahl-UN-see
Daropmet Darkness, Knowledge, Ear Be patient and understand what someone else is really trying to say.
Wrath They are deeply fulfilled through conversation and contemplation.
DAHR-ohp-met
Etaluna Fate, Nature, Wisdom Raised Sometimes, you just have to trust your gut. She embodies the elusive
hackles “sixth sense” and the simple but undeniable feeling when something
et-ahl-UN-uh is wrong.
Patyra Hedonism, Love, Hand They are completely focused on the present. You never know what
Nature tomorrow holds, so why bother fretting?
pat-EER-uh
Latisk Knowledge, Light, Eye It’s important to keep your eye on the big picture. He is constantly
Wisdom vigilant and always trying to consider the grand plan.
LAT-isk
Rosfa Salvation, Nature, Nose Sometimes, memory can hold more truth than plain fact. She
Serenity finds both sentiment and formative experiences to be absolutely
ROSS-fuh foundational to existence.
P A S H A K C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Amazonia Cultivation, Jungle tree If you have in abundance, you ought to share with those less fortunate.
Hedonism, Light
Augustan Ambition, Salvation, Sequoia Take measures to ensure that your legacy casts a long shadow, as it is
Light all that will remain of you once you are gone.
ah-GUST-un
Brackist Austerity, Bravery, Mangrove Be open to unexpected circumstances and adapt to whatever situation
Freedom you find yourself in.
BRACK-ist
Caspit Austerity, Nature, Cactus Be careful with what you have. The glutton will starve first, come the
Revenge famine.
KAS-pet
Cedrian Bravery, Salvation, Conifer The hard and cold times in life give context and sweetness to the easy
Serenity and warm months.
SEHD-ree-un
Elpad Light, Hedonism, Maple Merriment, a jovial spirit, and deep friendship are the staples of a life
Love well lived.
ELL-pad
Junia Cultivation, Love, Fern Tend to your own comfort and needs, and the needs of those you love,
Serenity provided that you don’t hurt others to do it.
JOO-nee-uh
Okart Bravery, Honor, Oak Take a stand against injustice and shelter the helpless from danger. If
Redemption you have the means to protect others, and you ignore them, you are
OAK-ert worse than a villain.
Pecash Cultivation, Tree nut Patience pays. Sometimes, you don’t see the fruits of your labor for
Salvation, Wisdom years or even decades.
PECK-esh
S H I B M A R C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Al’An Knowledge, Light, Giraffe’s head Do not go looking for danger, but always be aware of its reality. Stay
Wisdom vigilant to ensure the safety of those you love.
al-AHN
A’rl’ng Bravery, Freedom, Horseshoe Run wild and live free. Do not let anyone put shackles, real or
Honor ideological, on your own untamable spirit.
AH-ril-ing
Arych Ambition, Spider web There is a scheme devious enough to bring anyone to their knees. Learn
Darkness, Revenge these schemes and utilize them, or they will be used against you.
AHR-yick
Clikkirikkilc Decay, Darkness, Beetle One must work hard in order to earn any reward. Many hands,
Order however, make such work light, and even enjoyable.
Kli-KI-rik-ilk
Enthri Freedom, Eagle head in Many opportunities will present themselves to you if you maintain a
Knowledge, Wrath profile keen and watchful eye.
EHN-three
Gusper Fate, Freedom, Salmon A simple life is often the most satisfying. Go where the current of life
Salvation takes you, content with your family and your surroundings.
GUS-pehr
Heq Hedonism, Revenge, Boar head Violence is in every creature’s nature. Do not shy away from such
Wrath emotions or the acts that they prompt, for they make you powerful.
HEK
Immort Austerity, Order, Turtle shell Be in no rush. The slow and cautious planner usually succeeds where
Salvation the frantic worker fails.
em-OORT
Khailain Ambition, Decay, Cobra head Always treat others the way that they treat you. Assume that everyone
Revenge is out to manipulate you or get ahead.
kal-AIN
Kleppar Bravery, Freedom, Squirrel Maintain a balance between present and future. Take pleasure in the
Nature eating a nut present moment, but also prepare for hard seasons that will one day
kleh-PAHR come.
Kos Bravery, Love, Peacock It is right and good for one to seek status. By appealing to others, they
Wisdom feather will respect you more.
Leshy Cultivation, Orangutan Any discarded detritus might be repurposed into a tool. The things you
Knowledge, Nature head can create are limited only by your imagination.
LESH-ee
Lob Salvation, Light, Holstein cow Strive for bright, tranquil days. When possible, avoid darkness and
Love conflict of all varieties.
Tamat Death, Darkness, Elephant Never forget the past, for it is in the lessons of the past that we can
Knowledge head learn to shape a better future.
TAM-aht
Vele Bravery, Honor, Bear paw You will, invariably, be knocked down. When this happens, get back up.
Love You will be stronger for it.
VEY-ley
Woden Fate, Redemption, Crow Gaze ever into the future, and navigate the waters of life with sage
Wisdom counsel and a level head.
WOE-den
Wolven Honor, Love, Nature Wolf paw Your strength is never greater than when you surrender to others, and
your weakness is never stronger than when you rely only on yourself.
WOHL-vehn
S T R AV O N C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Assi Decay, Revenge, Humanoid with a He believes that life is a series of miseries, separated by brief
Redemption donkey’s head moments of annoyance. Might as well make sure everyone knows it.
ass-EE
Bline Hedonism, Handheld fan Alternating between joy and disgust, she tries to guide people in her
Light, Love own relatively narrow view of what “good” is and help them avoid
BLIEN “bad”.
Caliban Decay, Knotted staff with Often misunderstood, he inspires fear in all who see his hideous
Redemption, barnacles on it visage. In truth, although he angers quickly, he seeks to protect the
KAHL-ib-ahn Wrath misguided and help them see the error in their ways.
Edmari Austerity, Happy and sad Typically agitated and frustrated, he believes that any institution
Serenity, Wrath masks becomes corrupt over time. After a certain point, all orders must be
ed-MAHR-ee razed and started over.
Eyar Fate, Serenity, Sleeping pony Weary at the endless cycle of pain and shattered hopes, she prefers to
Wisdom slumber in melancholy and hope that one day the dreams give way to
EE-yer a brighter reality.
Halam Hedonism, Upraised hand Broody and emotional, he can be prone to manic phases of violent
Serenity, Wrath holding a skull action before returning to his emotional muck. He embodies the
hal-AHM tension between a desire for change and the overwhelming weight of
said change.
V E R T U M N A C O N C L AV E
Deity Icons Symbolism Personality, Beliefs, and Tenets
Rosen Cultivation, Love, Budding She sees beauty in the act of creating and cultivating new life, and in
Nature flower renewing old promises.
ROES-un
Strack Austerity, Snowflake Hardship gives rise to responsibility. He believes that frugal living is wise,
Darkness, Honor and creatures have the duty to look after one another.
STRAHK
Thaund Cultivation, Lightning bolt He often lives in the moment, without a thought for the next day. Quick to
Hedonism, Wrath wrath, and equally quick to forgiveness.
THAWND
Wythen Decay, Death, Fallen leaf Make merry, for tomorrow all will die. She believes in accepting the
Hedonism inevitable, and in finding enjoyment in the present.
WEI-then
AVA D R I D E I T I E S
C O R R U P T E D AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Dethonax Ambition, Decay, Cluster of spiked A devious hivemind who uses any means available to control and
Wrath chains extort other creatures to his own ends. Paranoid, secretive, and
DETH-oh-NAX possessive.
Karthanon Decay, Cultivation, Bloody pawprint Manic and obsessive creator of all manner of poisons and
Revenge monstrosities. She tends not to scheme like the other Corrupted,
kar-THEN-ohn but acts on impulse.
Amonaq Death, Hedonism, Asteroid cluster Fanatically determined to eradicate life at any cost, as it sees all
Wrath existence as a terrible curse.
AH-muhn-ock
Ustaz Ambition, Death, Spiked hammer Believes that if he consumes enough souls he will ascend as
Revenge the ultimate god. His schemes are entirely to help him kill and
OOS-tahz consume more creatures.
Kamosh Freedom, Hedonism, Bleeding Kamosh offers little thought to the future, instead pursuing any
Wrath anatomical heart form of indolent pleasure that they can find in the present.
KAM-osh
Lashrael Austerity, Darkness, Black scythe An uncaring and unfeeling force of death who simply wants to see
Knowledge the universe plunge into eternal darkness.
LASH-ray-el
P A R A G O N AVA D R I
Deity Icons Symbolism Personality, Beliefs, and Tenets
Nexariel Cultivation, Four-dimensional Cold and uncaring, endlessly calculating. She exists as thousands
Order, cube of hypothetical iterations of the original Nexariel, who duplicated
nex-AHR-ee-el Knowledge herself before sacrificing herself to save the avadri.
Romariel Order, A forge hammer Compassionate and creative, he tends towards sorrow rather than
Salvation, engraved with a anger when he is wronged. A smith and mason of cosmic proportions.
row-MAYR-ee-el Redemption flower
Faetanorel Freedom, Opened book of Creative and generous to the point of naivete, she seeks to create
Honor, Love music songs and creatures that can spread joy, and tries to ignore when they
fay-TAN-oh-rel use their gifts for ill.
Yazardarel Death, Order, Flaming gavel Absolutely emotionless embodiment of justice with no room for
Revenge negotiation or exception. She sees no reason to offer any mercy to the
yah-ZAR-duh- guilty.
rel
Syllimael Austerity, Bleak humanoid A silent watcher, preferring to observe than interact directly. But
Darkness, face with a hand when they deem it necessary to intervene, their plans are unerringly
Sai-LEM-mai-el Wrath over its mouth successful.
Rakariel Death, Light, Upraised hand A violent warrior who strives for righteousness but will often strike
Wrath with a decorative first when he feels that proactive justice can prevent greater loss.
ray-KAHR-ee-el eye in the palm
AVATA R D E I T I E S
AVA TA R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Door Fate, Freedom, Door An impersonal, single center point that connects all worlds.
Knowledge Represents all beginnings and endings.
Dream Austerity, Darkness, Sleeping face A consciousness of what might lie beyond reality, what may or may
Serenity not come to pass, and endless possibilities. The Dream is the bridge
between the physical and spiritual.
Guide Cultivation, Knowledge, Lighthouse Taking many forms, a Guide is born when the cycle stalls and their
Redemption only drive is to put the cycle back into motion.
Interloper Ambition, Hedonism, Smirking face The interloper exists as a necessary antagonist and contingency to
Revenge the cycle. Their goal is to break the wheel and end the cycle. The
interloper constantly sturdies the wheel by attacking it.
Violence Death, Revenge, Wrath Yelling face The second avatar. An eventuality that cannot be avoided, brother
against brother. Those seeking the Orphan must find the Mother and
Violence to start their path.
T H E S I X C R E AT O R S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Change Ambition, Butterfly The incarnation of change. One small action can have endlessly cascading
Freedom, Nature ripples. From chaos comes all beauty.
Time Decay, Cultivation, Cat The incarnation of time. Controls the rate and flow of the multiverse’s
Fate forward progression. Protects the cycle.
Death Decay, Death, Crow The incarnation of death. Determines how the afterlife works and controls
Nature what happens to Essence after its vessel is gone.
Life Ambition, Fish The incarnation of life. Capable of creating mythic artifacts, living worlds,
Hedonism, and other deities.
Salvation
Destruction Decay, Order, Serpent The incarnation of destruction. Breaks down vessels, nations, planets, and
Wrath realities so that new ones might be created.
Creation Cultivation, Order, Turtle The incarnation of creation. Gives form to previously formless matter and
Wisdom energy, creating galaxies and realities.
C ELE S T I A L DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Ahuromazdi Love, Redemption, Half-moon Charitability and wise counsel. He quietly works behind the
Wisdom solar eclipse scenes to facilitate reconciliation between aggrieved parties.
ah-HOO-row-MAHZ-
dee
Alenoc Ambition, Order, Thick, closed Crafty and methodical planner. He uses any means at his
Knowledge book disposal to gain influence and wields it with brutal efficiency.
AHL-en-ock
APPENDIX A | DEITIES 3 41
Betorien Bravery, Honor, Weighing Delicately balances pragmatism and empathy. She seeks
Wisdom scales peace and reconciliation, but accepts that this sometimes
be-TOUR-yen involves harsh justice.
Elohiereen Cultivation, Winged fish Generally considered the mother of mythic beasts, she
Knowledge, Nature always seeks to create new and wondrous creatures. Can be
ehl-OH-hier-EEN impulsive.
Judesaril Honor, Salvation, Flaming He is extremely security-oriented and militaristically pursues
Wrath sword the containment or execution of planar threats.
joo-DEH-sah-rihl
Lucien Freedom, Love, Harp Both loving and lustful, they embody both infidelity and
Redemption dedication in an intense tumult.
LOO-sien
Musharan Bravery, Honor, Light Antler Defender of the weak and speaker for those without a voice.
He also follows every celestial law to the letter, even when
MOO-sheh-rahn this misses the law’s intent.
Niphtaral Bravery, Order, Half-decayed Publicly a supporter of law and precedent, he maintains
Revenge tower schemes within schemes to cause tradition to crumble.
NIFF-tahr-all
Rasheen Ambition, Bravery, Executioner’s A prowling protector that seeks out threats and neutralizes
Light axe them to keep the innocent safe.
ray-SHEEN
Tovare Cultivation, Sprouting The leader of the Celestial Council, dedicated to cultivating
Salvation, seed the best in everyone and always seeking to redeem any who
TOW-vahr-ey Redemption lose their way.
Yrojaram Ambition, Decay, Flame-bladed A constant advocate for the villain and the monster, she
Freedom dagger trumpets the belief that there are always two sides to every
yer-OH-jar-ahm story.
EX I LE DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Angrodean Decay, Hedonism, Fattened boar Will do anything to further his own comfort; believes one’s own
Serenity desires are the only truth.
an-GROW-dee-
un
Bolloc Bravery, Nature, Rabid dog’s They find purpose in eviscerating anyone and anything that moves.
Wrath head War provides meaning.
BOL-ock
Lissama Light, Love, Wrath Hissing snake Power and control through any means are the ultimate good. She
will do anything to gain and maintain such power.
liss-AHM-uh
Mikhael Ambition, Eagle’s wings Power is a means to an end: the protection and glorification of all
Salvation, Wrath creation. He intends to rule over the multiverse, as none could do it
MICK-hai-el better.
Ortharia Ambition, Decay, Chipped tooth Believes that the surest way to gain power and control is by
Darkness destabilizing everyone and everything around her.
or-THER-ee-uh
Ralzire Darkness, Honor, Bat’s wings Any born into darkness can nonetheless find the light. He is on
Redemption his own journey to such an effect and guides others on similar
rahl-ZIER redemptive journeys.
F I EN D L OR D DEI T I E S
Deity Icons Symbolism Personality, Beliefs, and Tenets
Gezanmorcrux Bravery, Death, Axe with a haft A brutish, hulking fiend. He believes that the direct
Wrath resembling a giant approach is usually the best.
GEZ-men-OHR-crux femur
Rakmourtuth Death, Darkness, Six curved swords A cunning demon agile of both body and mind. He believes
Revenge held in a bleeding fist that action is important, but only after careful planning.
rack-MOOR-tuth
Sahrnulothon Darkness, Three triangular eyes Figure who sees all throughout the multiverse. She is
Knowledge, rimmed in flame unendingly intelligent, and he makes no deal without steep
sur-NUHL-eth-ohn Revenge recompense.
The Six Bishops Austerity, Decay, Human skull with six A group of six death-obsessed entities that are constantly
Nature eyes in the state of terminal illness, replaced by their hopeful
apprentices as they die.
Thaniakoth Death, Tongue licking fangs A carnal and riotous figure, he relishes any form
Hedonism, of hedonistic gratification and is known for fits of
THAHN-ee-ack-oth Revenge unpredictable passion.
Yolmurathun Ambition, Fate, Flaming warhammer A scheming fiend who spends as much time forging new
Revenge inventions as he does planning his next moves in battle.
YOHL-mur-AYTH-un
W
henever an ability references a condition, you can
check this appendix to see what that condition
CHILLED
does. Moving and making weapon attacks cost 1 more AP than
they would normally.
AFFINITY
When you have an Affinity with a type of damage, you take
CONCEALED
½ of that type of damage, and deal +3 additional damage You are Concealed when you are not completely hidden, but
whenever you deal that type of damage. Line of Sight is interrupted by fog, smoke, foliage, or other
obscuring phenomena. Creatures are aware of exactly where
BLEEDING you are but cannot see you clearly. While Concealed, you
have TA on attacks provided that you can see your enemy
A creature suffers Bleeding at the beginning of each of their
clearly, and attacks against you have TD.
turns, taking the amount of physical damage specified. This
might be a set number or a die roll, such as Bleeding (1d4).
The effect is ended by receiving any amount of magical
COVER
healing, Catching your Breath, or by receiving a successful If at least ½ of your body is protected by an object that
INT/Medicine check (see p. 325). would block physical damage, then you have Partial Cover.
Your AR and physical defenses gain between +1 and +3
BLINDED against ranged attacks, determined by your MC and the
amount of cover you have.
You cannot see or gain any benefits from any ability
When you have Total Cover, you cannot be targeted by
requiring sight. All creatures are Unseen.
ranged attacks or any effect that requires Line of Sight to you.
BLOODIED DAZED
You gain the Bloodied condition when you have equal to or
Your current AP is reduced to 3, unless it was already 3 or
less than ½ your maximum HP.
lower. You gain no more than 3 AP at the start of your turns
while Dazed and cannot use Reactive AP or carry over AP
BROKEN from previous rounds.
You are Frightened and Shaken. You must use all available
movement to retreat from perceived danger. DEAFENED
You cannot hear and are immune to effects that require
BURNING hearing. You automatically fail any roll that requires you
A creature suffers Burning at the beginning of each of their to be able to hear. Casting a spell that requires verbal input
turns, taking the amount of fire damage specified. This requires you roll 2d20 and take the lower result.
might be a set number or a die roll, such as Burning (1d4).
The effect is ended by being doused in water or by rolling in DEMORALIZED
dirt or mud by falling Prone and spending 3 AP.
All attacks against a Demoralized creature gain TA.
CHARMED ENGAGED
You look upon the creature that Charmed you as a friendly
A target that is Engaged provokes a 0 APC Reactive Attack
acquaintance. You will not intentionally harm the creature
when it leaves the reach of the creature that has Engaged it.
that Charmed you. When that creature targets your ANT,
If the attack hits, the creature takes damage as normal and
LOG, or WILL, they get TA. When that creature makes an
its speed is reduced to 0 until the start of its next turn.
INT or CHA check to interact with you, they roll 2d20 and
use the higher result. Unless stated otherwise, you know you
were Charmed after this condition fades.
FRIGHTENED PRONE
You have TD while the source of fear is in sight, and cannot
You have TD on all attacks while prone, and cannot make
willingly move closer to the source of your fear.
attacks with 2-handed weapons. Additionally, melee attacks
against you have TA, and ranged attacks against you have
GRAPPLED & TD.
GRAPPLING
If a Grappled creature is the same or a smaller Size than PROTECTED
the creature Grappling it, the Grappled creature’s speed
You gain +2 to your AR and physical defenses while
becomes 0 ft and the Grappling creature’s speed is halved.
Protected.
If the Grappled creature is two or more Sizes smaller than
the Grappling creature, the Grappling creature’s speed is
unaffected.
RALLIED
If a Grappled creature is one or two Sizes larger than the You cannot be Demoralized, Frightened, or Shaken. If you
creature Grappling it, the Grappled creature’s speed is halved, are already suffering from one of these conditions, the
and the Grappling Creature’s speed becomes 0 ft. effects are suppressed while you are Rallied.
If a Grappled creature is three or more Sizes larger, the
Grappled creature’s speed is unaffected, and the Grappling RESTRAINED
creature’s speed becomes 0. A creature is Grappled. When attacking a Restrained
On its turn, a Grappled creature can try to break out of a creature, roll 2d20 and use the higher roll. Unless otherwise
Grapple once per turn by spending 2 AP (Or using one action, stated, escaping the Restrained condition is the same as
if it is an NPC) to make an STR attack against the FORT, or escaping the Grappled condition, but requires 3 AP (Or two
DEX attack against the REF, of the creature that is Grappling of an NPC’s actions).
it. On a success, the creature frees itself.
A creature who is Grappling can let go at any time without SHAKEN
spending AP. Forced movement does not end the Grappled
You suffer a -2 penalty to all d20 rolls.
condition. If the creature who is Grappling is subjected to
forced movement, the Grappled creature is moved with it. If
the Grappled creature is subjected to forced movement, the
SICKENED
Grappling creature decides if the Grappled creature moves Whenever rolling a d20, roll 2d20 and take the lower result.
or not.
SILENCED
GROUNDED You cannot vocalize. You automatically fail any roll that
You cannot teleport or move to a different plane, nor can an requires the ability to speak or use verbal components.
external effect impose teleportation or plane shifting effects
on you.
S U F FO C AT I N G UNCONSCIOUS
The creature must roll three dice and take the lowest result
After Suffocating for a number of rounds equal to your END
to perceive checks that rely on sound. They automatically
+ 1, you gain a Death Point at the start of each of your
fail checks that rely on vision. A creature can be shaken
turns.
awake by another creature who expends 1AP as long as they
have at least 1 HP. Taking any damage automatically ends
SUPPRESSED this effect. An Unconscious creature is Helpless.
You cannot use your AP to move.
UNSEEN
SURPRISED An unseen creature gains TA, and when it makes an attack,
(COMPLETE) it rolls two d20’s and takes the higher result. It cannot be
Complete Surprise only occurs when a creature attacks an targeted by Line of Sight effects. Unseen creatures are also
enemy under all of the following conditions: considered Concealed.
• The target does not perceive the attacker and is Unless the source of the Unseen condition states otherwise,
unaware of their presence. you lose the Unseen condition when:
• The target is not in a heightened state of awareness • You make an attack roll
or on alert. For example, an alarm being raised, or • You are struck by an attack
being actively in combat, even if it’s with a third party, • A creature would occupy the space that you are in as
disallows a full surprise round. part of their movement
In this instance, the creature who begins combat is granted • You move into clear line of sight of a creature, such as
double their AP and takes a single turn. into bright light, out of concealment, or the like
If the defender survives this attack, that creature and When trying to spot an Unseen creature, you can spend 1
its allies are Partially Surprised and combat begins. If the AP (NPCs can trade one action) once on your turn to attack
creature that is attacked is reduced to 0 HP or knocked an Unseen target’s ANT with your AWR. If you win, you know
unconscious and the attacking creature is Unseen, the victim’s what square it is occupying, but it remains Unseen. If it is
allies that are within 30 ft make an AWR/Perceiving check more than 60t away from you, you automatically lose.
against the attacker’s DEX/Sneaking. If the attacker wins all If you are the target of a ranged attack or effect, you know
skill contests, it remains Unseen and combat does not begin. which direction the attack came from. If you are the target of
Otherwise, roll Initiative and Partial Surprise rules apply to a Melee attack, you know which square you were attacked
all Surprised creatures. from.
When attacking an Unseen creature, indicate which square
you are attacking, roll 2d20, and take the lower result. You
know if the attack hits, but gain no information from missing.
346
INDEX
A Little Bit of Soul, 297 Arcane Booster, 146 Attribute Checks, 320 Biologist, 297 Buckler Warrior, 294
Abjure Unholy, 97 Arcane Cantrips, 215, 216 Attribute Points, 7 Biology, 323 Bull Rush, 290
Absorb Explosion, 119 Arcane Intellectual, 108 Audio Dampeners, 147 Blackjack, 143 Bulwark, 190
Academic, 53 Arcane Knowledge, 215 Augmentor, 146 Blacksmith Tools, 313 Burning, 344
Accelerando, 155 Arcane Magic, 215 Augmentor Extraordinaire, Blade Blocker, 291 By Feel, Not Measure, 297
Acrobat, 296 Arcane Power, 214 147 Blades (Large), 305 Calculating, 133
Acrobatics, 322 Arcane Ritual, 214 Augmentor Track, 146 Blades (Small), 304 Caliban’s Cackle, 179
Action Points, 327 Arcane Source, 213 Aura, 189 Bleeding, 344 Calligrapher, 297
Adaptive, 181 Arcane Spells, 215, 218 Aura Enhancements, 189 Blessed Blade, 192 Calligraphy, 323
Adaptive Armor, 146 Arcane Tags, 214 Aura of Aggression, 190 Blind Fighting, 177 Camping Kit, 313
Additional Blueprints, 148 Arcane Talent Stack, 214 Aura of Protection, 190 Blinded, 344 Can’t Kill What you Can’t
Additional Identities, 138 Arcane Versatility, 108 Aura of Reduction, 190 Blink of an Eye, 143 Catch, 293
Adept of the Psionic, 278 Arcane Weaver, 107 Aura of Vitality, 190 Blood Permeation, 118 Cancel Spell, 167
Advanced Dual Wield, 291 Arcane Weaving Track, 107 Auras, 190 Blood Rampage, 96 Cantrip Cannon, 154
Advanced Maneuvers, 329 Arcanist Understudy, 297 Austerity (Icon), 102 Blood Will Flow, 92 Cantrip Focus, 112
Affinity, 344 Archdruid, 116 Avadri, 339 Bloodied, 344 Cantrips, 212
Aimed Shot, 144 Archery Focus, 170 Avatars, 340 Bloodlust, 95 Capstone, 76
Aimed Strike, 140 Archery Stack, 290 Awakened Spellbook, 113 Bloody Recall, 192 Careful Appraiser, 298
Ain’t No Grave, 292 Archery Track, 170 Aware, 297 Bludgeons, 306 Careful Casting, 111
Alchemist Formula, 146 Archfae, 335 Awareness, 8 Blunt, 329 Careful Shot, 290
Alchemist Tools, 313 Archivist, 57 Axes, 304 Blunt Force Armor, 118 Carpenter, 298
Alchemist Track, 144 Archmage, 111 Backgrounds, 53 Bodily Necrosis, 119 Carpenter Tools, 313
Alchemy (Skill), 322 Archmage Track, 108 Backlash, 214 Bodily Protection, 190 Cartographer, 298
Alchemy (Talent), 144 Ardent, 99 Bad Reputation, 196 Body Sculptor, 279 Cartographer Tools, 313
Alchemy Expert, 296 Ardent Assault, 94 Balanced, 297 Bomb Upgrade, 145 Catch Me If You Can, 138
Alchemy Flask Upgrade, 145 Ardent Weapon, 192 Balancing, 323 Bond Soul, 185 Catch Your Breath, 332
Ambient Luck, 120 Area of Effect, 212 Barber Kit, 313 Book of Legends, 157 Cavalier, 190
Ambition (Icon), 101 Arete, 178 Barding, 309 Book of Souls, 161 Cavalier Abilities List, 191
Ammunition, 304 Aristocratic, 53 Barrel Roll, 294 Book of the Damned, 161 Cavalier Track, 190
Animal Companion, 295 Armed Arts, 124 Barrister, 58 Boon of Daropmet, 180 Cedrian’s Communion, 180
Animal Handling, 323 Armor Alchemist, 149 Basic Dual Wield, 291 Boon of Etalun, 179 Celestials, 341
Animal Trainer, 297 Armor Focus, 149 Battle Drum, 155 BOP, 9, 53 Chant of the Wild Heart, 137
Animal Whisperer, 297 Armor of Darkness, 249 Battle Focus, 123 Born in Darkness, 143 Chants, 212
Animals (Equipment), 311 Armor Rating, 309 Battle Medic, 98 Born Warrior, 54 Charisma, 8
Annual Income, 318 Armor Stack, 292 Battle Standard Command, Bowyer Tools, 313 Charismatic, 298
Another Swig, 90 Arrow Storm, 133 174 Boxer’s Maneuvers, 126 Charlatan, 59
Anthem, 155 Art, 323 Battle Standard Range, 172 Bravery, 130 Charm, 248
Anticipation, 309 Artist Aspirant, 297 Battle Stanza, 155 Bravery (Icon), 102 Charmed, 344
Antidote, 187 Artistic Apprentice, 297 Battle-Ready, 94 Bravery Stack, 130 Charmer, 292
Antiessence Aura, 165 Artistic Signature, 164 Battlefield Command Focus, Brawl, 128 Charming Identity, 138
Antiessence Rupture, 167 Ashyidir Conclave’s Affinity, 172 Brawler, 294 Check it Again, 139
Antiessence Track, 165 180 Battlefield Concentration, 279 Brawling, 91 Chef, 298
Apex Evolution, 183 Astounding Critical, 290 Battlefield Tactician Breakthrough, 148 Chemist, 298
Apocrypha, 99 Astrologer, 297 Improvement, 174 Brewer, 297 Chemistry, 323
Applied Force, 323 Astrology, 323 Beast Companion, 91 Brewer Supplies, 313 Chilled, 344
Appraising, 323 Astronomer, 297 Beast Form, 115 Brewing, 323 Cholereth-Blooded, 26
Apprentice, 121 Astronomy, 323 Berzerker, 77 Brewing Expert, 297 Circumstantial Bonuses, 321
Apprenticeship, 100 Athlete, 297 Berzerker Entry, 90 Broken, 344 Citadel of Stamina, 94
Aptitude, 277 Athleticism, 322 Betrayal, 138 Brutality, 90 Clairsentience, 277
Arcana, 323 Athletics, 323 Better Identities, 138 Buckler Specialization, 294 Clairsentient Magic, 278
Arcane Artificer, 153 Attribute Cap, 7 Bhrunai, 13 Buckler Strap, 294 Claws of Kleppar, 180
INDEX 347
Clear Thoughts, 215 Crafting Rules, 326 Distance Runner, 298 Elemental (Earth), 21 Explosion Upgrade, 145
Clergy, 60 Crafting*, 322 Distance Running, 324 Elemental (Fire), 21 Explosive Critical, 112
Cleric, 78 Create Bomb, 144 Distant Ward, 96 Elemental (Water), 21 Extend, 166
Cleric Entry, 96 Create Potion, 144 Diverse Repertoire, 164 Elementalist Track, 118 Extended Aura, 189
Climber, 298 Creature Compendium, 159 Divine Icons, 101, 170 Elf, 22 Extra Standard, 172
Climber Kit, 313 Creature Sizes, 331 Divine Magic, 232 Elf (Forest), 23 Extrinsic, 262
Clown, 156 Crescendo, 155 Divine Power, 232 Elf (Mountain), 23 Fae Magic, 179
Cobbler, 298 Criminal, 54 Divine Rituals, 232, 235 Elf (Plains), 23 Fae Track, 179
Cobbling, 323 Crit Stack, 290 Divine Shield, 96 Elf (Star), 23 Faerie Tale, 160
Cobbling Mastery, 298 Critical Casts, 214 Divine Source, 231 Emotion, 262 Familiar Enhancement, 181
Cold, 329 Critical Hits, 328 Divine Spells, 232, 240 Empathetic, 299 Familiar Enhancements, 183
Cold Focus, 215 Cruel Jape, 157 Divine Tags, 232 Empathy, 324 Familiar Track, 181
Collector, 185 Crusader Aspirant, 193 Divine Talent Stack, 232 Empower Chant, 136 Familiar, Crawling, 178
Colossal, 332 Crusader Ordinant, 195 Dodge, 328 Empower Spell Expert, 107 Familiar, Flying, 179
Colossal (long), 332 Crusader Postulant, 194 Dodge a Punch, 127 Empowered Mind, 153 Familiar, Hunting, 179
Colossal (tall), 332 Crusader Templar, 195 Double Time, 298 Enchantment Blueprints, 149 Familiars, 178
Combat, 327 Crusader Track, 193 Drag, 91 Encore Track, 155 Family Heirloom, 295
Combat Stack, 290 Cultivated Wilds, 263 Dragonfolk, 15 Encumbrance, 319, 333 Fate (Icon), 103
Combined Aura, 189 Cultivation (Icon), 102 Drake’s Breath Ammunition, Endurance, 8 Fate Track, 119
Combining Magical Effects, Currency, 318 140 Endure, 94 Fated, 120
330 Curse, 248 Drake’s Breath Efficacy, 140 Enduring, 299 Fatigued, 345
Comedy, 158 Damage, 329 Drake’s Breath Efficiency, 140 Energy Conversion, 169 Fear Itself, 131
Command, 173 Damage Reduction, 330 Drake’s Breath Expertise, 141 Energy Damage, 329 Fearless Track, 92
Command Improvement, 173 Damage Threshold, 330 Drake’s Breath Preference, Energy Inurement, 94 Fellow Inhabitant, 143
Command Stack, 292 Dance of Battle, 126 140 Energy Theft, 167 Fervent Leader, 195
Commander Track, 172 Dancer, 298 Drive to Survive, 130 Energy Transfer, 147 Fiend Lords, 343
Companion Boon, 91 Dancing, 324 Driver, 298 Engaged, 344 Fiendblood, 25
Con Track, 137 Dark Enchantment, 184 Drives, 51 Engineer, 299 Fight, 130
Concealed, 344 Dark Hex Track, 184 Drop Prone, 328 Engineering, 324 Fighting Dirty, 90
Concealed (Equipment), 304 Dark Magic, 184 Druid Track, 114 Enhanced Concentration, 279 Figure of Legend, 157
Concentration, 278 Dark Power, 248 Drunken Ferocity, 91 Enhanced Quick Find Weak Spot, 139
Conditions, 331 Dark Power Mastery, 249 Drunken Fighter, 90 Compartment, 147 Fine, 332
Confidence, 137 Dark Power Savant, 249 Drunken Fist, 90 Enlightened Mind, 142 Fire, 329
Conjuring, 211 Darkness (Icon), 102 Drunken Resilience, 91 Enrage, 123 Fire Focus, 215
Conman Extraordinaire, 139 Dazed, 344 Drunken Stagger, 90 Entertainer, 61 Fire in the Hole!, 145
Consecrated Blade Track, 192 Deadeye, 131 Dual Wield, 291 Entertainer Aspirant, 299 Fire!, 173
Consecrated Weapon, 192 Deadly Poison, 188 Dual Wielding Stack, 291 Entertaining, 324 Fishing Kit, 313
Constitute, 123 Deafened, 344 Duelist, 291 Entrepreneur, 54 Five Sources, 213
Constitute Track, 122 Dealing Damage, 303, 329 Dungeoneer, 299 Environment List, 187 Flaming Shield, 118
Consumable Mastery, 149 Death (Icon), 103 Dungeoneering, 324 Environmentalist, 136 Flanking, 331, 345
Contorting, 323 Death Defier, 95, 123 Dwarf, 17 Equipment, 311 Flash of Genius, 154
Contortionist, 298 Death Drop, 95 Dwarf, Crag, 18 Esoteric Ritualist, 249 Flask Efficiency, 145
Cook Utensils, 313 Decay (Icon), 103 Dwarf, Deep, 18 Essence, 213 Fletcher, 133
Cooking, 323 Deceiving, 324 Dwarf, Mountain, 18 Essence Hoard, 168 Fletching Tools, 313
Cool Under Pressure, 290 Deckhand, 298 Dying, 330 Essence Siphon, 168 Flight, 130
Coordination, 8 Defense Stack, 292 Eagle Eye, 132 Ethereal Recall, 192 Flip, 124
Corner Quarry, 131 Defensive Maneuvers Stack, Eavesdropper, 299 Evader, 299 Flock of Familiars, 181
Cornered Animal, 134 294 Eavesdropping, 324 Evading, 324 Fluid Forms, 124
Corrosive, 329 Defiance, 91 Economics, 324 Evasive, 292 Flurry of Familiars, 183
Corrosive Strikes, 118 Deities, 334 Economist, 299 Evasive Throw, 140 Focused, 345
Courage, 130 Demoralized, 344 Edmari’s Emotional Ever Holy, 195 Font of Potions, 188
Cover, 329, 344 Dexterity, 8 Emancipation, 180 Everwilds Affinity, 263 Fool, 156
Covering Fire, 171 Dextrous, 298 Elemental, 20 Evolution, 181 Fool’s Strike, 138
“Cowards!”, 90 Diminutive, 332 Elemental Absorption, 146 Exile Track, 90 Forager, 299
Cracked Soul, 169 Disarm, 329 Elemental Affinity, 118 Exiles, 342 Foraging, 324
Crackling Field, 168 Disciple of the Divine, 232 Elemental Bombs, 145 Exorcist, 96 Force of Belief, 232
Crackling Miasma, 169 Disciplined Study, 163 Elemental Damage, 329 Expert Exorcist, 97 Forced March, 324
Cradle, 147 Disguise Artist, 298 Elemental Inurement, 94 Exploit, 329 Forceful, 299
Crafter (Alchemist), 148 Disguising, 324 Elemental Mastery, 119 Exploitative, 290 Forgery, 299
Crafter (Specialization), 298 Disrupt Ki, 125 Elemental (Air), 20 Exploration, 333 Forging, 324
348 INDEX
Fortitude, 309 Guide, 121 Ice Armor, 118 Irradiated Aura, 119 Lorist Track, 162
Fortuitous, 299 Guide Track, 121 Ice Blood Ammunition, 141 Jack of All Trades, 300 Love (Icon), 104
Fortuity, 324 Guiding Principles, 320 Ice Blood Efficacy, 141 Jammy, 138 Luck (Attribute), 8
Forward!, 173 Guild Affiliate Track, 139 Ice Blood Efficiency, 141 Jeer, 156 Luck (Skill Tag), 322
Frame, 139 Guild Member, 139 Ice Blood Preference, 141 Jester Track, 156 Lucky, 300
Freedom (Icon), 103 Guildmaster, 141 Iconic Covenant, 101 Jeweler, 300 Lucky Placement, 293
Freeze, 130 Hacking Blow, 292 Iconographer, 99 Jeweler Tools, 313 Lunge, 291
Frenzy, 92 Halfling, 30 Icons, 101, 170 Jeweling, 325 Lurker, 294
Frequent Aura, 189 Hamstring, 140 Ignore Pain, 122 Jewelry Expert, 300 Lyricist Talents, 163
Friend of the Fae, 181 Hand-and-a-Half, 304 Illuminated Manuscript, 100 Juggernaut, 93 Mage, 79
Frightened, 345 Hardy, 292 Imitate, 156 Juggernaut Track, 93 Mage Entry, 107
Function of Magic, 212 Harlan’s Breach Ammunition, Immortal Surge, 169 Jump, 328 Mage: Alchemy, 109
Fundamental, 214 141 Immune, 330 Keep Quiet, 143 Mage: Altering, 109
Fundamental Recovery, 215 Harlan’s Breach Efficacy, 141 Impale, 290 Kensei, 124 Mage: Divining, 109
Fundamental Wellspring, 213 Harlan’s Breach Efficiency, Impeccable Aim, 170 Kettek, 35 Mage: Enchanting, 109
Furious Blows, 95 141 Impersonate, 137 Kleppin, 36 Mage: Evoking, 110
Furious Chant, 136 Harlan’s Breach Preference, Imposing Battle Standard, 174 Knave, 55 Mage: Illusory, 110
Furious Smash, 95 141 Improved Battle Standard, Knight, 65 Mage: Necromancy, 110
Gaard’s Resistance, 179 Headlock Choke, 128 172 Knocking Unconscious, 330 Mage: Summoning, 111
Gargantuan, 332 Headshot, 170 Improved Mind Spike, 142 Know your Enemy, 125 Mage: Warding, 111
Gargantuan (long), 332 Heat Aura, 118 Improved Silent Shot, 144 Knowledge (Skill Tag), 322 Magic, 211
Gargantuan (tall), 332 Heavy Armor, 309, 310 Improved Weapon Mastery, Knowledge (Icon), 104 Magic Items, 319
Garrote, 139 Heavy Armor Trainee, 293 292 Knowledgeable, 300 Magical Tinkering, 154
Gear (Equipment), 311 Heavyweight Champion, 127 Improvised Brew, 188 Large, 332 Magical Mentor, 121
Geographer, 299 Hedonism (Icon), 103 Improvised Repairs, 172 Large (long), 332 Magitechnician, 154
Geography, 324 Helpless, 345 Improvised Weapons, 128 Large (tall), 332 Magitechnician Track, 153
Gesture, 212 Heroic Landing, 147 Impulse, 293 Latisk’s Keen Eyes, 179 Maneuvers, 328
Giant Slayer, 290 Hew, 132 In the Dark, 143 Launcher, 146 Manifestation, 278
Gift of Gusper, 180 Hex List, 184 Incantation, 248 Law, 325 Manipulate Chance, 120
Glassblower, 299 Hidden Dagger, 90 Income and Labor, 318 Lawyer, 300 Many Hats, 156
Glassblowing, 324 Hide, 328 Indomitable Champion, 178 Lay on Hands, 97, 195 Marked, 90
Go for the Knees, 290 High Mage, 111 Influence, 322 Leader, 300 Martial Artist, 126
Golem, 28 Historian, 300 Influencer, 300 Leadership, 325 Martial Arts Track, 124
Golemancer, 153 History, 324 Initiate of the Occult, 248 Lean-To, 300 Mason, 300
Good Reputation, 196 Hit Points, 9 Initiative, 327 Leatherworker, 300 Mason Tools, 313
Goods and Services, 317 Hold!, 173 Injector, 145 Leatherworking, 325 Masonry, 325
Goodwill, 333 Holy Arsenal, 192 Injector Upgrade, 145 Leatherworking Tools, 313 Massive Damage, 328
Gore, 290 Holy Cause Track, 195 Innate Hex, 184 Leave it to Luck, 138 Master Alchemist, 145
Gossipper, 299 Holy Lance, 192 Inquisitor, 64 Legend Keeper Track, 157 Master Inventor, 149
Gossipping, 324 Holy Lectionary, 101 Inspirational, 195 Legendary Archer, 172 Master Magitechnician, 154
Grand Puppetmaster, 185 Holy Mount, 190 Inspire Fear, 195 Legendary Defender, 176 Master of Disguise, 138
Grand Sorcerer, 113 Holy Support, 101 Install Mini Turret, 147 Library of Legends, 158 Master of Shadow, 144
Grand Stanza, 164 Holy Weapon, 192 Install Shield, 146 Light (Equipment), 304 Master Psyblade, 142
Grand Weal, 120 Hondu, 32 Install Weapon, 146 Light (Icon), 104 Mastery of Form, 123
Grapple, 328 Honor (Icon), 104 Instinct Track, 134 Light Armor, 309 Meat Pile, 292
Grappled, 345 Honorable, 63 Instrument, 325 Light Armor Trainee, 293 Medic, 301
Grappler, 146 Horde Breaker, 133 Intellect, 8 Lightning, 329 Medical Kit, 313
Grappling, 345 Hordesbane, 132 Intelligent, 300 Lightning Fast, 118 Medicine, 325
Great General, 174 Horrifying Frenzy, 93 Inertia, 112 Line of Effect, 212 Meditative Rest, 279
Great Rend, 291 Hoverjet, 147 Intimidating, 325 Line of Sight, 212 Medium, 332
Great Stanza, 164 How Dare You, 138 Intimidator, 300 Lingering Drake’s Breath, 140 Medium Armor, 310
Great Weal, 120 Huge, 332 Intrinsic, 262 Lingering Harlan’s Breach, Medium Shield Mastery, 294
Greater Corner, 126 Huge (long), 332 Intrinsic Boon, 136 141 Medium Shield Training, 294
Greater Counterpunch, 126 Huge (tall), 332 Intuiting, 325 Lingering Ice Blood, 141 Meijin, 126
Greater Gut Punch, 127 Hulking, 127 Intuitive, 300 Liturgy, 232 Melaneth-Blooded, 26
Greater Hex, 184 Human, 34 Inventor, 148 Lockpicker, 300 Melee, 303
Greater Uppercut, 127 Human Shield, 294 Inventor Track, 148 Lockpicking, 325 Menace, 301
Grounded, 345 Hunter, 131 Investigating, 325 Locksmith Tools, 313 Menacing, 325
Guard, 62 Hunter Track, 131 Investigator, 300 Logic, 309 Mental Attributes, 8
Guarded Shot, 290 Hunter’s Quarry, 132 Invocations, 212 Lorist, 162 Mentor, 121
INDEX 349
Mercantile, 53 Observant, 301 Planar Protector, 136 Protection VII, 176 Ranger Entry, 130
Metacreative Magic, 279 Observation, 322 Planar Thievery Track, 167 Protection VIII, 176 Ranger’s Invocation, 136
Metacreativity, 277 Occult Chants, 248, 249 Play Dead, 138 Protective Elementalist, 118 Ranger’s Spells, 136
Metamagic Caster, 108 Occult Magic, 248 Plot Twist, 158 Prowess of Sekh, 179 Rapid Takedown, 133
Metamagic Expert, 108 Occult Power, 248 Point Blank Shot, 290 Psionic Aptitude, 278 Reach, 303
Metamagic: Conjuring, 108 Occult Rituals, 249, 251 Poison, 187 Psionic Focus, 279 Reactive Attacks, 331
Metamagic: Duration, 108 Occult Source, 247 Poisoner, 140 Psionic Invocations, 279 Reactive Aura, 190
Metamagic: Hasten, 108 Occult Spells, 249, 258 Polearms, 307 Psionic Power, 278 Reactive Casting, 212
Metamagic: Humane Spell, Occult Talent Stack, 248 Politician, 301 Psionic Spells, 279, 281 Reactive Instruction, 121
108 Occult Vitality, 169 Politics, 326 Psionic Source, 277 Reactive Stance, 125
Metamagic: Leeching, 108 Occupation, 53 Polytheism, 101 Psionic Talent Stack, 278 Reagent, 187
Metamagic: Maximize, 108 Officer, 301 Portent, 120 Psionic Tier, 278 Recall, 192
Metamagic: Morph Damage, Okart’s Skin, 180 Potion, 187 Psionic Versatility, 279 Record Magic, 163
108 Old Gods, 114 Potion Upgrade, 145 Psyblade Focus, 141 Recoup, 332
Metamagic: Overclock, 108 On the Ropes, 123 Potions Table, 322 Psyblade Track, 141 Recreational Gear
Metamagic: Overcome, 108 On Your Feet, 292 Potter, 301 Psychic, 329 (Equipment), 312
Metamagic: Spell Point Cost, One with the Land, 132 Pottery, 326 Psychic Bond, 141 Red Right Hand, 123
108 One-Handed, 304 Power Shot, 290 Psychic Resonance, 119 Redemption (Icon), 105
Metaphysical Attributes, 8 One-Handed Stack, 291 Power Slam, 147 Psychic Scream, 142 Reflexes, 309
Mighty Punch, 126 Opportunist, 290 Powerlifter, 301 Psychic Strike, 141 Refresh, 92
Militant, 53 Opportunistic Crit, 290 Practice Makes Perfect, 301 Psychokinetics, 277 Regain Honor, 91
Military, 325 Oracle, 80 Prayers, 212, 232, 233 Psychometabolic Magic, 278 Reinforced Standard, 172
Mind over Matter, 126 Oracle Entry, 114 Predict a Punch, 124 Psychometabolics, 277 Religion, 326
Mind Spike, 142 Order (Icon), 105 Preparatory Strike, 140 Psychovillainy, 277 Religious (Background), 53
Miracle Brew, 188 Outlander, 55 Pressure Point, 126 Puck’s Pernicious Pleasure, Religious (Specialization), 301
Miracle Worker, 98 Outnumbered, 131 Primal Aspect, 295 180 Remnant, 41
Misc Actions, 329 Overcome Woe, 120 Primal Aspect Focus, 295 Pugilist, 81 Rend, 291
Misc Stack, 295 Overwatch, 171 Primal Aspect Talents, 295 Pugilist Entry, 122 Repairs, 148
Miscellaneous (Weapons), 308 Pagan Attunement, 186 Primal Aspect Transference, Pugilist Maneuvers, 129 Repurpose Damage, 118
Mockery, 156 Pagan Attunement Track, 186 296 Pummeling Track, 126 Repurpose Radiance, 249
Monastic Horticulturist, 98 Paint Supplies, 314 Primal Aspects, 296 Punishment, 193 Reputation Track, 196
Monkey Climbing the Tree, Painter, 301 Primal Chants, 263 Pure Physique, 128 Resist, 329
126 Painting, 325 Primal Exemplar, 137 Pure Technique, 128 Resistance Specialization, 309
Mote Expert, 107 Paralyzed, 345 Primal Invocations, 263, 266 Quaff, 145 Resting, 332
Motley Wardrobe, 156 Pashak Conclave’s Passage, Primal Magic, 263 Quick Compartment, 146 Restored Honor, 91
Mounted Combat, 330 180 Primal Power, 262 Quick Config, 149 Restrained, 345
Move, 327 Peerless Hunter, 133 Primal Recovery, 263 Quick Craft, 148 Revenge (Icon), 105
Moving Through Creatures, Perceiving, 325 Primal Source, 262 Quick Mind, 279 Reverse Grapple, 127
328 Perceptive, 301 Primal Spells, , 263, 270 Quick Strike, 140 Reward, 193
Multitalented, 163 Perfect Dodge, 293 Primal Survivalist, 263 Quick Throw, 140 Ritualize, 248
Munitions Focus, 149 Performance, 322 Primal Talent Stack, 262 Quickdraw, 133 Rituals, 212
Musician, 301 Performer, 301 Primal Tier, 262 Quickened Aura, 189 Rogue, 83
Mystic Druid, 115 Performer’s Props, 164 Primal Warden, 135 Quickened Recovery, 232 Rogue Entry, 137
Mystic Support, 121 Personality, 51 Primeval Darkness, 117 Quicker Identities, 138 Rogue Maneuvers, 140
Natural Habitat, 134 Persuading, 325 Primeval Invocation, 137 Quiet Mind, 125 Rosen’s Blessing, 179
Naturalist, 301 Persuasive, 301 Primeval Senses, 135 Quiet One, 143 Ruthless Hunter, 133
Nature (Skill), 325 Petsina Conclave’s Perception, Primeval Speed, 133 Quirks, 52 Sacrament, 232
Nature (Tag), 262 180 Primeval Spells, 137 Radiant, 329 Safer Devices, 154
Nature (Icon), 105 Phlegmereth-Blooded, 26 Profession, 53 Raedeen, 38 Safety Precautions, 148
Nature Stride, 135 Phobic, 345 Prolong, 166 Raedeen (Corrupted), 39 Sailor, 70
Navigating, 325 Photographic Memory, 163 Prone, 345 Raedeen (Dreamer), 39 Salvage, 148
Navigator, 301 Physical Attributes, 8 Protected, 345 Raedeen (Paragon), 39 Salvation (Icon), 106
Navigator Tools, 313 Physical Damage, 329 Protection Focus, 175 Rage Track, 95 Sanctified Wards, 232
Necronomicon, 162 Physician, 68 Protection I, 175 Rain of Arrows, 132 Sanguineth-Blooded, 26
Necrotic, 329 Pickpocket, 301 Protection II, 175 Rallied, 345 Satyr, 43
Necrotic Focus, 216 Piercing Strike, 142 Protection III, 175 Rallying Standard, 172 Savage Frenzy, 93
Never Retreat, 92 Piety, 98, 195 Protection IV, 175 Ranged, 303 Savior, 99
Noble Title, 55 Piety Track, 97 Protection Track, 175 Ranged (Weapons), 307 Savoir Faire, 326
Nomad, 66 Pinned, 345 Protection V, 176 Ranged Attacks in Melee, 328 Scale the Balcony, 142
Obfuscate, 156 Pioneer, 68 Protection VI, 176 Ranger, 82 Scavenger, 301
350 INDEX
Scavenging, 326 Skill Stack, 296 Stand, 329 Telekinetic Magic, 278 Unflappable, 92
Scrapping, 91 Skills, 320 Standard Bearer, 173 Telepath Magic, 278 Unholy Rites, 249
Scribe Tools, 314 Skullduggery Kit, 314 Stanza Repertoire, 163 Telepathy, 277 Unholy Scourge, 97
Scriptorium, 99 Sleight of Hand, 326 Stanzas, 164 Terrain, 327 Unkillable Champion, 123
Scrivener, 100 Slippery, 138 Star’s Guidance, 114 Terror, 166 Unrivaled Explorer, 135
Season’s Givings, 118 Slow and Steady, 290 Star’s Redirection, 115 Theologian Track, 99 Unseen, 346
Second Skin: Heavy Armor, Slowed, 346 Stationary Gear (Equipment), Theological Magic, 232 Unstable Casting, 112
293 Small, 332 312 Thief, 74 Unstoppable Ferocity, 93
Second Skin: Light Armor, 293 Smith, 302 Staunch Resistance, 94 Third Eye, 115 Unstoppable Juggernaut, 94
Second Skin: Medium Armor, Smithing, 326 Steady Fist, 91 Thread of Fate, 119 Unwavering, 192
293 Smooth Tongue, 155, 156 Stealth Archer Talents, 144 Throw Anything, 90 Unwieldy (Equipment), 304
Second Skin: Shields, 293 Sneak, 302 Stoic, 92 Thrown, 303 Up My Sleeve, 145
Seeing Red, 92 Sneaking, 326 Story for Every Occasion, 158 Thug, 75 Upcharging, 212
Selling Goods, 318 Sniper’s Nest, 170 Strack’s Stoicism, 180 Tinker Tools, 314 Urchin, 56
Sense Danger, 124 Sola Scriptura, 100 Stravon Conclave’s Serenity, Tinkerer, 84 Urkou, 49
Sense Planar, 96 Soldier, 72 181 Tinkerer Entry, 144 Utterly Independent, 92
Sentry Armor, 146 Soldier Track, 177 Strength, 8 Tinkering Items, 150 Values, 51
Serenity, 126 Soldier’s Opportunity, 177 Strong, 302 Tiny, 332 Vanish, 142
Serenity (Icon), 106 Sonic, 329 Student, 55 Titan, 332 Vehicles, 317
Services and Hirelings, 318 Sonorous Strikes, 119 Student of the Arcane, 214 To Me!, 173 Vehicles (Land), 326
Shadow Assault, 143 Sorcery Focus, 111 Student of the Fundamental, Tolerance, 145 Vehicles (Water), 326
Shadow Hop, 142 Sorcery Track, 111 163 Tome Familiar, 113 Verbal, 212
Shadow Mastery, 143 Soul Collector, 185 Stunned, 346 Tome Wizard, 114 Versatile Arsenal, 177
Shadow Shot, 144 Soul Graft Track, 169 Sturdier Identities, 138 Tome Wizard Track, 113 Versatile Weapon, 192
Shadow Shot Range, 144 Soul Knife, 141 Subterfuge, 322 Tools and Kits, 312 Vertumna Conclave’s
Shadow Trick, 143 Soul of the Masterwork, 149 Subtlety Track, 142 Tough, 293 Veneration, 181
Shadowstep, 143 Soul Rend, 141 Subverter, 302 Tower Shield Mastery, 295 Vessel, 86
Shaken, 345 Soul Sacrifice, 165 Suffocating, 346 Tower Shield Specialization, Vessel Entry, 165
Sharp, 329 Source of Magic, 213 Superior Corner, 127 295 Vigilant, 134
Sharpshooter, 170 Space Bend, 142 Superior Counterpunch, 127 Toxic, 329 Visual, 212
Sheltering, 326 Space Efficiency, 148 Superior Gut Punch, 127 Tracker, 302 Vitality, 187
Shibmar Conclave’s Splendor, Spark of Life, 232 Superior Mentor, 122 Tracking, 326 Vitality Solution, 145
181 Spell Points, 211 Superior Uppercut, 127 Trader, 73 Vitriol, 166
Shield Bash, 295 Spell Scribe, 113 Supplicant’s Reward, 233 Tragedy, 159 Volley, 132
Shield Fighting, 294 Spell Sculptor, 107 Suppressed, 346 Trained Soldier, 177 Vulnerability, 166
Shield HP, 329 Spell Sniper, 107 Suppressing Fire, 171 Training Meets Opportunity, Vulnerable, 330
Shield Siblings, 295 Spell Storing, 153 Surge of Energy, 169 291 Wakeful Serenity, 121
Shield Stack, 294 Spell Thief, 113 Surge of Magic, 169 Trapper Kit, 314 Wanderer, 53
Shield the Innocent, 193 Spellstealing, 113 Surge of Strength, 122 Travel Pack, 314 Wanderer’s Invocation, 136
Shield Training, 294 Sprint, 143 Surgeon Tools, 314 Trepidation, 166 Wanderer’s Spells, 136
Shield Wall, 295 Sprinter, 302 Surprised (Complete), 346 Trinkets, 314 War Cry, 174
Shields, 309, 310 Sprinting, 326 Surprised (Partial), 346 Trip, 329 Warden of the Primal, 262
Shining Beacon, 196 Staggered, 346 Survival, 322 Trollkin, 45 Warrior, 87
Shove, 328 Stalking, 170 Survival Instinct, 134 Troubadour, 85 Warrior Entry, 170
Showdown, 177 Stalwart Leader, 196 Survivalist, 302 Troubadour Entry, 154 Weak Spot, 125
Shroud, 133 Stamina (Skill Tag), 322 Survivor, 135 Troubadour’s Support, 155 Weal, 119
Shrug it Off, 94 Stamina (Specialization), 302 Survivor Track, 134 True Believer, 56 Weal II - Skills, 119
Sickened, 345 Stamina Theft, 168 Sustenance, 333 Tumbler, 302 Weal II - Spells, 119
Sickening Strikes, 118 Stance of Flowing Water, 125 Swimmer, 302 Tumbling, 326 Weal III - Chants, 119
Sidestep, 143 Stance of Raging Fire, 125 Sword for Justice, 193 Turn of Fortune, 120 Weal III - Weapons, 120
Siege Equipment, 312 Stance of the Bear, 124 Sympathetic Magic, 184 Two-Handed, 304 Weal IV - Fortune’s Favor, 120
Signature Brew, 188 Stance of the Bison, 124 Tactical Advantage, 331 Two-Handed Stack, 291 Weal IV - Invocations, 120
Signature Move, 128 Stance of the Leopard, 124 Tactical Disadvantage, 331 Unarmored Awareness, 293 Weapon Attacks, 328
Silenced, 345 Stance of the Owl, 124 Tactical Superiority, 140 Unarmored Defense, 124 Weapon Expertise, 292
Silent Shot, 144 Stance of the Rabbit, 125 Tactician’s Command, 174 Unconscious, 346 Weapon Focus, 149
Silent Shot Range, 144 Stance of the Serpent, 124 Take a Punch, 126 Undaunted, 131 Weapon Mastery, 292
Siphon Damage, 118 Stance of the Squirrel, 124 Take a Rest, 332 Undead, 47 Weapon of Legend, 193
Siphon Divinity, 101, 170 Stance of the Stout Oak, 125 Talent, 9 Under the Banner, 172 Weapon Stack, 292
Size Up, 127 Stance of the Turtle, 124 Talented Mentor, 121 Underworld, 53 Weapons, 303
Skill Cap, 321 Stance of the Wolf, 125 Taunted, 346 Unfettered Speed, 126 Weather, 262
INDEX 3 51
Weaver, 302 Wilderness Warden Track, 135 Witch’s Brew Track, 187 Wrestler’s Maneuvers, 127 Yasheri’s Explosion, 180
Weaver Tools, 314 Willpower, 309 Woe is Me, 120 Wrestling Track, 127 Zealot, 89
Weaving, 326 Wisdom (Icon), 106 Woodcarving, 326 Written Tradition, 158 Zealot Entry, 189
Wellspring of Health, 98 Witch, 88 Woodworking Tools, 314 Wylla’s Stride, 179 Zealot’s Resolve, 192
Wellspring Tap, 112 Witch Entry, 178 Wrath (Icon), 106 Wyrd Wood, 115
Whittler, 302 Witch’s Brew, 187 Wrath of Aeshir, 180 Wythen’s Protection, 180