TEXT:  
   
   
  These characters lack 
  their One Unique 
  Thing and their 
  Backgrounds.  
  One Unique Things 
  One Unique Things set the adventurer apart from 
  other hired swords or run-away apprentices. Examples 
  could include I used to be a raven or I am the only elf that 
  can smell lies or I am the chosen one of my faith. Uniques 
  can’t be used in combat, but often allow a character to do 
  something that others cannot. 
  Backgrounds 
  Backgrounds are things like Disgraced 
  former body-guard to the Emperor or Best 
  public speaker in Santa Cora or I once 
  stole a spellbook from the Diabolist’s 
  dungeon of terror. Backgrounds act as 
  skills, as world-building, and to tell 
  the GM what the player wants out of 
  the game. 
  Characters get 8 points to spend 
  on backgrounds. To speed things up 
  we’ve pre-split those 8 points into three 
  backgrounds, 4 point, 3-point, and 1-point. If a 
  player wants something different let them spend those 
  8 points however they like. 
  We’ve also added the level bonus to skill checks in to 
  the backgrounds to make things easier on you as a GM. 
  Instead of remembering to say “Add your Strength plus 
  your Famous Athlete from Axis background plus your level” 
  you just have to say “Roll Famous Athlete plus Strength”.  
  Icon Relationships 
  To speed things up at GenCon we’ve added a full 
  icons sheet to the back of every character sheet. Players 
  get 3 points to spend. Relationships can be positive (+), 
  negative (-), or conflicted (~). 
  Other things 
  Also included in this pack is a GM tracking sheet with 
  magic items on the back, and a sheet of magic items to cut 
  out and hand out when they are gained or found. 
   
  PRINTING 
  Print this document double-sided to include the icon 
  relationship sheets on the back of the character sheets. 
   
   
   
  Half-Elf Fighter 
  A front-line fighter that relies upon maneuvers to dish out the 
  damage. This fighter is dangerous even when it misses as its crit range 
  keeps expanding! HEAVY ARMOR. 
  Forgeborn Cleric 
  An unstoppable evil-smiting warrior, with the ability to heal. This 
  cleric can take a licking and still keep ticking, and doesn’t have to slow 
  down the smack-down as it can usually heal or aid others on the same 
  turn as attacking. The answered prayer is a GenCon exclusive, not found 
  in the core books. HEAVY ARMOR. 
  Tiefling Hell-Singer 
  There is no Hell-Singer class in the core books; this character is a 
  multi-class bard/barbarian with a couple of liberties taken here and 
  there to speed up convention play… consider it another GenCon 
  exclusive. If you stick to using the hell-blood fury ability it is a very simple 
  yet rewarding character to play, and the character’s hex-songs give 
  options for aiding the party while punishing enemies. LIGHT ARMOR. 
  Dwarf Ranger & Bear 
  A simple-to-play dwarven ranger, with a bear 
  companion who fights alongside the adventurer. The 
  bear is an effective front-line fighter, while the dwarf 
  ranger works best attacking from a distance and 
  staying out of harm’s way. LIGHT ARMOR. 
  If the dwarf rides on the bear the ranger can attack 
  while the bear is mid-move at a -3 attack penalty. It is a move 
  action to get on or off the bear. The bear can still make attacks 
  against enemies while the dwarf ranger is on its back. It is up 
  to the GM if the bear will let other characters ride on it, probably 
  not though. 
  Wood Elf Druid 
  A simple-to-play wood elf druid, specializing in shifting form and 
  in healing. The wood elf has the ability to turn into a savage beast, or 
  can transform itself into a small animal for scouting about. The druid 
  can also heal itself and others, and can use its regeneration ability in its 
  beast form (but not in its scout form). To keep things simple we’ve 
  limited the druid’s beast aspects to just Wolverine, but given that to the 
  druid to use multiple times each day. LIGHT ARMOR. 
  When rolling initiative the druid can expend the use of scout form and roll 
  a skill check to have pre-scouted the battle. 
  15+ Druid gets a +4 to initiative for the battle. 
  20+ Druid can grant an ally a reroll during the battle. 
  25+ Druid gets a reroll, or another really good benefit of the GM’s 
  choosing such as a free ‘6’ with an icon related to the plot.  
  Human Wizard 
  A magic user with a spell for every occasion, accompanied by a 
  talking winged cat. The wizard is the weakest character in terms of 
  defenses and hit points, balanced by the fact that the wizard packs quite 
  a punch with its ranged attack spells. LIGHT ARMOR. 
  The GM should play the flying talking cat as an NPC loyal to the human 
  wizard. 
   
   
  Pregenerated Characters 
  
   
   
  The Icons 
  the Archmage 
  has preserved the Empire for centuries 
  and created astonishing new lands. He 
  has also threatened the fabric of reality 
  with experiments you’d have to be 
  brilliant or hugely arrogant to attempt. 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long 
  as followers of the Gods of Light stay the hell out 
  of his way, the Crusader turns his wrath against the demons 
  that would destroy the world his own gods want to rule. 
  Follow the Crusader if you must win at any cost. 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage 
  avoids. She likes her victims screaming and her chaos pure 
  while claiming that the demons she summons would otherwise 
  overwhelm the Great Gold Wyrm who seals the Abyss. There 
  are two differences between her and her demons: First, she 
  likes keeping destruction personal rather than universal. 
  Second, she’s capable of kindness, so long as it comes as a 
  great surprise. 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the 
  mountains. He’d love to reclaim the dwarven Underhome lost 
  to war against the dark elves and the creatures of the deeps. 
  But now that the Empire is stumbling, the dwarves find 
  themselves manning the mountain walls that shield the Empire 
  from the orcs and monsters of the north. 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark 
  elves, and high elves come together as peers and allies instead 
  of as rivals or enemies. Honed by centuries of experience, the 
  Queen’s innate magic at least equals the Archmage’s spells. 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the 
  Dragon Empire for the mounts of its mightiest warriors. All 
  the signs suggest that the age is turning, but will the Empire 
  fall or shift to a new balance? 
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy 
  orders of paladins and independent heroes. 
  Although the Gold Wyrm’s physical form seals 
  the gap that prevents the Abyss from erupting 
  into the world, his dreams and the agents he 
  employs still move through the world, helping 
  those who will fight and even die for what’s 
  right. 
   
  the High Druid 
  is the champion of the resurgent Wild, and the 
  spiritual and magical leader of spirits of nature and the 
  elements that were chained by the Empire but are now 
  working themselves free. She might be the great force that 
  shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live. 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to 
  conquer the Dragon Empire and restore his ancient kingdom. 
  He’s not entirely insane and mostly understands that ruling a 
  kingdom is not the same as destroying it.  
      
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich 
  King fell, in part because of the Orc Lord’s attack. Who will 
  fall before his hordes this time? Who won’t? 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please 
  her. She is part oracle, part mystic, and part metaphysical 
  engineer, since she created the Cathedral, an ever-expanding 
  temple with rooms or entire wings for each of the faiths she 
  favors. 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a 
  hero; to others a villain. He has squandered the riches of the 
  dwarves, murdered the hopes of a dragon, and plundered the 
  dreams of a god. His exploits have changed the world, but 
  none can tell you his ultimate goals or motives. 
   
  the Three 
  were among the first dragons to walk the world. The Red is a 
  living engine of destruction. The Blue is a sorceress, perhaps 
  even the original mother of all sorcery. The Black is queen of 
  shadows and assassins. Unlike the Great Gold Wyrm, who 
  must fight alone, the Three have learned to join forces. 
    
   
  
   
   
  1st Level 
  Half-Elf Fighter 
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  20 
  18 
  10 
  8 
  8 
  8 
  +5 
  +4 
  +0 
  -1 
  -1 
  -1 
   
  INITIATIVE 
  +1 
   
   
   
  Basic Attacks 
  Melee (Great sword) +6 vs AC 
  Hit: 1d10+5 damage 
  Miss: 1 damage 
  Ranged (Longbow) +1 vs AC 
  Hit: 1d10 damage 
  As a fighter your basic attacks are flexible attacks: 
  they can trigger  fighter maneuvers (below) 
   
  Armor 
  Class A 
  C 16 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 Hit Points 
  36 
   
  Mental 
  Defense M 
  D 10 
  Recoveries 
  9 
   
   
   
   
  Recovery 
  Value 
  1D10+4 
   
  Maneuvers 
  Carve an Opening 
  When you roll a natural odd attack roll hit or miss, 
  your crit range expands by a cumulative +1 this battle 
  until you score a crit, and then drops back to normal. 
  Deadly Assault 
  When you roll a natural even hit you may reroll any 1s 
  with your damage roll, and take the new result. 
  Grim Intent 
  When you roll a natural even miss you add +1d10 to 
  your next melee miss damage. 
   
  Features & Talents 
  Threatening 
  Enemies that attempt to disengage from you take a -4 
  penalty to their rolls. 
  Cleave 
  Once per battle when your melee attack drops an 
  enemy to 0 hp you can make another melee attack. 
  Power Attack 
  Once per battle add +1d6 to an attack’s damage, hit or 
  miss. 
  Tough as Iron 
  Once per battle rally (heal using a recovery) as a quick action. 
  Racial Power  
  Surprising. Once per battle subtract 1 from one of your 
  own d20 rolls (useful for triggering maneuvers!). 
   
  Feats (already accounted for): Power attack. 
  Equipment: Plate mail, Weapons, Cloak, Lantern, Rope, Adventurer’s Kit, 20 gold pieces 
   
   
  
   
   
  . 
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  
   
   
  2nd Level 
  Half-Elf Fighter 
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  20 
  18 
  10 
  8 
  8 
  8 
  +5 
  +4 
  +0 
  -1 
  -1 
  -1 
   
  INITIATIVE 
  +2 
   
   
   
  Basic Attacks 
  Melee (Great sword) +7 vs AC 
  Hit: 2d10+5 damage 
  Miss: 2 damage 
  Ranged (Longbow) +2 vs AC 
  Hit: 2d10 damage 
  As a fighter your basic attacks are flexible attacks: 
  they can trigger  fighter maneuvers (below) 
   
  Armor 
  Class A 
  C 17 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 17 Hit Points 
  48 
   
  Mental 
  Defense M 
  D 11 
  Recoveries 
  9 
   
   
   
   
  Recovery 
  Value 
  2D10+4 
   
  Maneuvers 
  Carve an Opening 
  When you roll a natural odd attack roll hit or miss, 
  your crit range expands by a cumulative +1 this battle 
  until you score a crit, and then drops back to normal. 
  Deadly Assault [improved this level] 
  When you roll a natural even hit you may reroll any 1s 
  or 2s with your damage roll, and take the new result. 
  Grim Intent 
  When you roll a natural even miss you add +1d10 to 
  your next melee miss damage. 
  Heavy Blows [new this level] 
  Add the escalation die value to your miss damage. 
   
  Features & Talents 
  Threatening 
  Enemies that attempt to disengage from you take a -4 
  penalty to their rolls. 
  Cleave 
  Once per battle when your melee attack drops an 
  enemy to 0 hp you can make another melee attack. 
  Power Attack 
  Once per battle add +1d6 to an attack’s damage, hit or 
  miss. 
  Tough as Iron 
  Once per battle rally (heal using a recovery) as a quick action. 
   
  Racial Power  
  Surprising. Once per battle subtract 1 from one of your 
  own d20 rolls (useful for triggering maneuvers!). 
  Feats (already accounted for): Power attack, Deadly assault. 
  Equipment: Plate mail, Weapons, Cloak, Lantern, Rope, Adventurer’s Kit, 20 gold pieces 
   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  3rd Level 
  Half-Elf Fighter 
   
  Icon Relationships: 
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  20 
  18 
  10 
  8 
  8 
  8 
  +5 
  +4 
  +0 
  -1 
  -1 
  -1 
   
  INITIATIVE 
  +3 
   
   
   
  Basic Attacks 
  Melee (Great sword) +8 vs AC 
  Hit: 3d10+5 damage 
  Miss: 3 damage 
  Ranged (Longbow) +3 vs AC 
  Hit: 3d10 damage 
  As a fighter your basic attacks are flexible attacks: 
  they can trigger  fighter maneuvers (below) 
   
  Armor 
  Class A 
  C 18 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 18 Hit Points 
  60 
   
  Mental 
  Defense M 
  D 12 
  Recoveries 
  9 
   
   
   
   
  Recovery 
  Value 
  3D10+4 
   
  Maneuvers 
  Carve an Opening [improved this level] 
  When you roll a natural odd attack roll hit or miss, 
  your crit range expands by a cumulative +2 this battle 
  until you score a crit, and then drops back to normal. 
  Deadly Assault 
  When you roll a natural even hit you may reroll any 1s 
  or 2s with your damage roll, and take the new result. 
  Hack and Slash [new this level] 
  Once per round when the escalation die is 2+ and you 
  roll a natural even attack roll then hit or miss you can 
  make another melee attack against a different target. 
  Heavy Blows 
  Add the escalation die value to your miss damage. 
   
  Features & Talents 
  Threatening 
  Enemies that attempt to disengage from you take a -4 
  penalty to their rolls. 
  Cleave 
  Once per battle when your melee attack drops an 
  enemy to 0 hp you can make another melee attack. 
  Power Attack 
  Once per battle add +1d6 to an attack’s damage, hit or 
  miss. 
  Tough as Iron 
  Once per battle rally (heal using a recovery) as a quick action. 
   
  Racial Power  
  Surprising. Once per battle subtract 1 from one of your 
  own d20 rolls (useful for triggering maneuvers!). 
   
  Feats (already accounted for): Power attack, Deadly assault, Carve an opening. 
  Equipment: Plate mail, Weapons, Cloak, Lantern, Rope, Adventurer’s Kit, 20 gold pieces 
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new lands. He 
  has also threatened the fabric of reality with experiments you’d have to be 
  brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods of Light 
  stay the hell out of his way, the Crusader turns his wrath against the demons that 
  would destroy the world his own gods want to rule. Follow the Crusader if you 
  must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She likes her 
  victims screaming and her chaos pure while claiming that the demons she 
  summons would otherwise overwhelm the Great Gold Wyrm who seals the 
  Abyss. There are two differences between her and her demons: First, she likes 
  keeping destruction personal rather than universal. Second, she’s capable of 
  kindness, so long as it comes as a great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love 
  to reclaim the dwarven Underhome lost to war against the dark elves and the 
  creatures of the deeps. But now that the Empire is stumbling, the dwarves find 
  themselves manning the mountain walls that shield the Empire from the orcs 
  and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, and high 
  elves come together as peers and allies instead of as rivals or enemies. Honed by 
  centuries of experience, the Queen’s innate magic at least equals the 
  Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon Empire for the 
  mounts of its mightiest warriors. All the signs suggest that the age is turning, but 
  will the Empire fall or shift to a new balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins and 
  independent heroes. Although the Gold Wyrm’s physical form seals the gap that 
  prevents the Abyss from erupting into the world, his dreams and the agents he 
  employs still move through the world, helping those who will fight and even die 
  for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical leader of 
  spirits of nature and the elements that were chained by the Empire but are now 
  working themselves free. She might be the great force that shakes the Empire to 
  pieces or the hero who destroys the destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the Dragon 
  Empire and restore his ancient kingdom. He’s not entirely insane and mostly 
  understands that ruling a kingdom is not the same as destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King fell, in part 
  because of the Orc Lord’s attack. Who will fall before his hordes this time? Who 
  won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is part 
  oracle, part mystic, and part metaphysical engineer, since she created the 
  Cathedral, an ever-expanding temple with rooms or entire wings for each of the 
  faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to others a 
  villain. He has squandered the riches of the dwarves, murdered the hopes of a 
  dragon, and plundered the dreams of a god. His exploits have changed the 
  world, but none can tell you his ultimate goals or motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living engine of 
  destruction. The Blue is a sorceress, perhaps even the original mother of all 
  sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold 
  Wyrm, who must fight alone, the Three have learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  
   
   
  4th Level 
  Half-Elf Fighter 
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  21 
  19 
  10 
  8 
  9 
  8 
  +5 
  +4 
  +0 
  -1 
  -1 
  -1 
   
  INITIATIVE 
  +4 
   
   
   
  Basic Attacks 
  Melee (Great sword) +9 vs AC 
  Hit: 4d10+5 damage 
  Miss: 4 damage 
  Ranged (Longbow) +4 vs AC 
  Hit: 4d10 damage 
  As a fighter your basic attacks are flexible attacks: 
  they can trigger  fighter maneuvers (below) 
   
  Armor 
  Class A 
  C 19 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 19 Hit Points 
  76 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  9 
   
   
   
   
  Recovery 
  Value 
  4D10+4 
   
  Maneuvers 
  Carve an Opening 
  When you roll a natural odd attack roll hit or miss, 
  your crit range expands by a cumulative +2 this battle 
  until you score a crit, and then drops back to normal. 
  Deadly Assault 
  When you roll a natural even hit you may reroll any 1s 
  or 2s with your damage roll, and take the new result. 
  Hack and Slash 
  Once per round when the escalation die is 2+ and you 
  roll a natural even attack roll then hit or miss you can 
  make another melee attack against a different target. 
  Heavy Blows 
  Add the escalation die value to your miss damage.  
  Steady Now [new] 
  When you roll a natural even miss you gain 4 
  temporary hit points. Temp hp does not stack. 
   
  Features & Talents 
  Threatening 
  Enemies that attempt to disengage from you take a -4 
  penalty to their rolls. 
  Cleave 
  Once per battle when your melee attack drops an 
  enemy to 0 hp you can make another melee attack. 
  Power Attack 
  Once per battle add +1d6 to an attack’s damage, hit or 
  miss. 
  Tough as Iron 
  Once per battle rally (heal using a recovery) as a quick action. 
   
  Racial Power  
  Surprising. Once per battle subtract 1 from one of your 
  own d20 rolls (useful for triggering maneuvers!). 
   
  Feats (already accounted for): Power attack, Deadly assault, Carve an opening, Toughness (extra hit points). 
  Equipment: Plate mail, Weapons, Cloak, Lantern, Rope, Adventurer’s Kit, 20 gold pieces 
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new lands. He 
  has also threatened the fabric of reality with experiments you’d have to be 
  brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods of Light 
  stay the hell out of his way, the Crusader turns his wrath against the demons that 
  would destroy the world his own gods want to rule. Follow the Crusader if you 
  must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She likes her 
  victims screaming and her chaos pure while claiming that the demons she 
  summons would otherwise overwhelm the Great Gold Wyrm who seals the 
  Abyss. There are two differences between her and her demons: First, she likes 
  keeping destruction personal rather than universal. Second, she’s capable of 
  kindness, so long as it comes as a great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love 
  to reclaim the dwarven Underhome lost to war against the dark elves and the 
  creatures of the deeps. But now that the Empire is stumbling, the dwarves find 
  themselves manning the mountain walls that shield the Empire from the orcs 
  and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, and high 
  elves come together as peers and allies instead of as rivals or enemies. Honed by 
  centuries of experience, the Queen’s innate magic at least equals the 
  Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon Empire for the 
  mounts of its mightiest warriors. All the signs suggest that the age is turning, but 
  will the Empire fall or shift to a new balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins and 
  independent heroes. Although the Gold Wyrm’s physical form seals the gap that 
  prevents the Abyss from erupting into the world, his dreams and the agents he 
  employs still move through the world, helping those who will fight and even die 
  for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical leader of 
  spirits of nature and the elements that were chained by the Empire but are now 
  working themselves free. She might be the great force that shakes the Empire to 
  pieces or the hero who destroys the destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the Dragon 
  Empire and restore his ancient kingdom. He’s not entirely insane and mostly 
  understands that ruling a kingdom is not the same as destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King fell, in part 
  because of the Orc Lord’s attack. Who will fall before his hordes this time? Who 
  won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is part 
  oracle, part mystic, and part metaphysical engineer, since she created the 
  Cathedral, an ever-expanding temple with rooms or entire wings for each of the 
  faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to others a 
  villain. He has squandered the riches of the dwarves, murdered the hopes of a 
  dragon, and plundered the dreams of a god. His exploits have changed the 
  world, but none can tell you his ultimate goals or motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living engine of 
  destruction. The Blue is a sorceress, perhaps even the original mother of all 
  sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold 
  Wyrm, who must fight alone, the Three have learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
   
  
   
   
  1st Level 
  Forgeborn Cleric 
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  8 
  8 
  18 
  10 
  +4 
  +3 
  -1 
  -1 
  +4 
  +0 
   
  INITIATIVE 
  +0 
   
   
   
  Basic Attacks 
  Melee (Warhammer) +5 vs AC 
  Hit: 1d8+4 damage 
  Miss: 1 damage 
  Ranged (Heavy crossbow) +0 vs AC 
  Hit: 1d8 damage 
   
  Armor 
  Class A 
  C 19 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 15 
  Hit 
  Points 
  30 
   
  Mental 
  Defense M 
  D 12 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  1D8+3 
   
  Spells  
  Heal (quick action, 1/round but 2x per battle) 
  You or one nearby ally can heal using a recovery. 
  Bless (quick action, 1x per day) 
  One nearby ally (but not yourself) gains +2 attack bonus until 
  the end of the battle. 
  OR 
  Up to three nearby allies (which can include you) gain a +1 
  attack bonus until the end of the battle. 
  Cure Wounds (quick action, 1x per day) 
  You or one nearby ally can heal using a recovery. 
  Javelin of Faith (standard action, at-will) 
  Attack: +5 vs PD (one nearby enemy) 
      Hit: 1d6+4 holy damage 
      Miss: 1 damage 
  Spirits of the Righteous (standard action, 1x per battle) 
  Attack: +5 vs MD (one nearby enemy) 
      Hit: 4d6+4 holy damage, and your nearby ally with the 
  fewest hp gains +4 AC until your next turn. 
      Miss: You and your nearby ally with the fewest hp gain +2 
  AC until your next turn. 
   
   
  Domains 
  You may use one invocation per battle (a quick action) 
  Healing 
  Always: Your healing spells heal an extra +2 hp 
  Invocation: Gain an additional use of heal this battle, and 
  your next heal this battle uses a free recovery. 
  Strength 
  Always: Use heavy weapons without penalty. 
  Invocation: This battle you and your allies do triple 
  damage on critical hits. 
  War 
  Always: Once per turn when you make a melee attack 
  against an enemy, hit or miss, your allies get +1 to attack 
  that enemy until the start of your next turn. 
  Invocation: Increase the escalation die by 1. 
  Racial Power  
  Never Say Die. Whenever you drop to 0 hp or below, roll 
  a normal save if you have a recovery available. On an 11+ 
  instead of falling unconscious you stay on your feat and 
  heal from 0 hp using the recovery. 
  Feats (already accounted for): Heal. 
  Equipment: Plate mail, Weapons, Shield, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Holy Symbol, Holy Book 
   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  2nd Level 
  Forgeborn Cleric 
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
   
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  8 
  8 
  18 
  10 
  +4 
  +3 
  -1 
  -1 
  +4 
  +0 
   
  INITIATIVE 
  +1 
   
   
   
  Basic Attacks 
  Melee (Warhammer) +6 vs AC 
  Hit: 2d8+4 damage 
  Miss: 2 damage 
  Ranged (Heavy crossbow) +1 vs AC 
  Hit: 2d8 damage 
   
  Armor 
  Class A 
  C 20 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 
  Hit 
  Points 
  40 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  2D8+3 
   
  Spells  
  Heal (quick action, 1/round but 2x per battle) 
  You or one nearby ally can heal using a recovery. 
  Bless (quick action, 1x per day) 
  One nearby ally (but not yourself) gains +2 attack bonus until 
  the end of the battle. 
  OR 
  Up to three nearby allies (which can include you) gain a +1 
  attack bonus until the end of the battle. 
  Cure Wounds (quick action, 1x per day) 
  You or one nearby ally can heal using a recovery. 
  Javelin of Faith (standard action, at-will) 
  Attack: +5 vs PD (one nearby enemy) 
      Hit: 1d6+4 holy damage 
      Miss: 2 damage 
  Spirits of the Righteous (standard action, 1x per battle) 
  Attack: +5 vs MD (one nearby enemy) 
      Hit: 4d6+4 holy damage, and your nearby ally with the 
  fewest hp gains +4 AC until your next turn. 
      Miss: You and your nearby ally with the fewest hp gain +2 
  AC until your next turn. 
  Answered prayer (outside of combat, 1x per day) [new] 
  Regain a use of an expended daily spell. 
   
  Domains 
  You may use one invocation per battle (a quick action) 
  Healing [improved] 
  Always: Your healing spells heal an extra +4 hp 
  Invocation: Gain an additional use of heal this battle, and 
  your next heal this battle uses a free recovery. 
  Strength [improved] 
  Always: Use heavy weapons without penalty. 
  Once per battle: Add +4d4 damage to a melee attack hit. 
  Invocation: This battle you and your allies do triple 
  damage on critical hits. 
  War  
  Always: Once per turn when you make a melee attack 
  against an enemy, hit or miss, your allies get +1 to attack 
  that enemy until the start of your next turn. 
  Invocation: Increase the escalation die by 1. 
  Racial Power  
  Never Say Die. Whenever you drop to 0 hp or below, roll 
  a normal save if you have a recovery available. On an 11+ 
  instead of falling unconscious you stay on your feat and 
  heal from 0 hp using the recovery. 
  Feats (already accounted for): Heal, Strength. 
  Equipment: Plate mail, Weapons, Shield, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Holy Symbol, Holy Book 
   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  3rd Level 
  Forgeborn Cleric 
   
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  8 
  8 
  18 
  10 
  +4 
  +3 
  -1 
  -1 
  +4 
  +0 
   
  INITIATIVE 
  +2 
   
   
   
  Basic Attacks 
  Melee (Warhammer) +7 vs AC 
  Hit: 3d8+4 damage 
  Miss: 3 damage 
  Ranged (Heavy crossbow) +2 vs AC 
  Hit: 3d8 damage 
   
  Armor 
  Class A 
  C 21 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 17 
  Hit 
  Points 
  50 
   
  Mental 
  Defense M 
  D 14 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  3D8+3 
   
  Spells  
  Heal (quick action, 1/round but 2x per battle) 
  You or one nearby ally can heal using a recovery. 
  Mighty Healing (standard action, 1x per day) [new] 
  One nearby ally (but not you) can heal using a recovery and 
  heals double the recovery value. 
  OR 
  Up to three nearby allies (which can include you) can heal 
  using a recovery. 
  Cure Wounds (quick action, 1x per day) 
  You or one nearby ally can heal using a recovery. 
  Javelin of Faith (standard action, at-will) [improved] 
  Attack: +5 vs PD (one nearby enemy) 
      Hit: 3d6+4 holy damage  
      Miss: 3 damage 
  Spirits of the Righteous (stand. action, 1x battle) [impr.] 
  Attack: +5 vs MD (one nearby enemy) 
      Hit: 7d6+4 holy damage, and your nearby ally with the 
  fewest hp gains +4 AC until your next turn.  
      Miss: You and your nearby ally with the fewest hp gain +2 
  AC until your next turn. 
  Answered prayer (outside of combat, 1x per day) 
  Regain a use of an expended daily spell. 
   
  Domains 
  You may use one invocation per battle (a quick action) 
  Healing [improved] 
  Always: Your healing spells heal an extra +6 hp 
  Invocation: Gain an additional use of heal this battle, and 
  your next heal this battle uses a free recovery. 
  Strength 
  Always: Use heavy weapons without penalty. 
  Once per battle: Add +4d4 damage to a melee attack hit. 
  Invocation: This battle you and your allies do triple 
  damage on critical hits. 
  War [improved] 
  Always: Once per turn when you make any attack 
  against an enemy, hit or miss, your allies get +1 to attack 
  that enemy until the start of your next turn. 
  Invocation: Increase the escalation die by 1. 
  Racial Power  
  Never Say Die. Whenever you drop to 0 hp or below, roll 
  a normal save if you have a recovery available. On an 11+ 
  instead of falling unconscious you stay on your feat and 
  heal from 0 hp using the recovery. 
  Feats (already accounted for): Heal, Strength, War. 
  Equipment: Plate mail, Weapons, Shield, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Holy Symbol, Holy Book 
   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  4th Level 
  Forgeborn Cleric 
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
   
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  19 
  15 
  8 
  8 
  19 
  10 
  +4 
  +3 
  -1 
  -1 
  +4 
  +0 
   
  INITIATIVE 
  +3 
   
   
   
  Basic Attacks 
  Melee (Warhammer) +8 vs AC 
  Hit: 4d8+4 damage 
  Miss: 4 damage 
  Ranged (Heavy crossbow) +3 vs AC 
  Hit: 4d8 damage 
   
  Armor 
  Class A 
  C 22 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 18 
  Hit 
  Points 
  60 
   
  Mental 
  Defense M 
  D 15 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  4D8+3 
   
  Spells  
  Heal (quick action, 1/round but 2x per battle) 
  You or one nearby ally can heal using a recovery. 
  Mighty Healing (standard action, 1x per day) 
  One nearby ally (but not you) can heal using a recovery and 
  heals double the recovery value. 
  OR 
  Up to three nearby allies (which can include you) can heal 
  using a recovery. 
  Cure Wounds (quick action, 1x per day) [improved] 
  You or one nearby ally can heal using a recovery, and save 
  against all save-ends effects. 
  Javelin of Faith (standard action, at-will) [improved] 
  Attack: +5 vs PD (one nearby enemy) 
      Hit: 3d6+4 holy damage (+1d6 against an undamaged target) 
      Miss: 3 damage (+1d6 against an undamaged target) 
  Spirits of the Righteous (stand. action, 1x battle) 
  Attack: +5 vs MD (one nearby enemy) 
      Hit: 7d6+4 holy damage, and your nearby ally with the 
  fewest hp gains +4 AC until your next turn.  
      Miss: You and your nearby ally with the fewest hp gain +2 
  AC until your next turn. 
  Answered prayer (outside of combat, 2x per day) [impr.] 
  Regain a use of an expended daily spell. 
   
  Domains 
  You may use one invocation per battle (a quick action) 
  Healing 
  Always: Your healing spells heal an extra +6 hp 
  Invocation: Gain an additional use of heal this battle, and 
  your next heal this battle uses a free recovery. 
  Strength 
  Always: Use heavy weapons without penalty. 
  Once per battle: Add +4d4 damage to a melee attack hit. 
  Invocation: This battle you and your allies do triple 
  damage on critical hits. 
  War 
  Always: Once per turn when you make any attack 
  against an enemy, hit or miss, your allies get +1 to attack 
  that enemy until the start of your next turn. 
  Invocation: Increase the escalation die by 1. 
  Racial Power  
  Never Say Die. Whenever you drop to 0 hp or below, roll 
  a normal save if you have a recovery available. On an 11+ 
  instead of falling unconscious you stay on your feat and 
  heal from 0 hp using the recovery. 
  Feats (already accounted for): Heal, Strength, War, Javelin of Faith 
  Equipment: Plate mail, Weapons, Shield, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Holy Symbol, Holy Book 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  1st Level 
  Tiefling Hell-Singer 
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  16 
  14 
  14 
  12 
  8 
  16 
  +3 
  +2 
  +2 
  +1 
  -1 
  +3 
   
  INITIATIVE 
  +7 
   
   
   
  Basic Attacks 
  Melee (Two-handed Scimitar) +4 vs AC 
  Hit: 1d10+3 damage 
  Miss: 1 damage 
  Ranged (Longbow) +3 vs AC 
  Hit: 1d8+2 damage 
   
  Armor 
  Class A 
  C 15 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 14 
  Hit 
  Points 
  27 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  1D12+2  
   
  Talents 
  Hell-Bound Heart 
  You use d12s for recovery dice. 
  Hell-Singer’s Curse 
  Once per battle as a free action after you have dropped an 
  enemy, make another basic melee attack. 
  Infernal Blood 
  While staggered add +1d6 fire damage to your miss damage. 
  Hell-Blood Fury! 
  If you do not start a hex-song this turn, until the end of the 
  turn roll 2d20 for your basic melee attacks and use the best 
  result. If you roll a natural 11+ with both dice and the attack 
  is also a hit then it is a critical hit (double the rolled damage)! 
  Using hell-blood fury ends an active hex-song. 
  Racial Power  
  Curse of Chaos. Once per battle when a nearby enemy rolls a 
  natural 1-5 attack or save turn that into a 1 and curse them. The 
  details of a curse are up to you and the GM. Typical curses might 
  deal half damage to themselves with the fumbled attack and 
  being dazed until the end of their next turn, or you getting to 
  make a free hell-blood fury attack against them and also healing 
  the same amount of hp that they lose from the attack. 
  Hex-Songs 
  You can only have one hex-song active at a time. You can end a hex-
  song as a quick action. Using hell-blood fury ends a hex-song. It 
  requires a save (6+, 11+, or 16+) at the start of your turn to sustain a 
  hex-song or it ends. When a hex-song ends the final verse happens. 
  Song Of Vitriol (Quick action, sustain 11+, 2x per battle) 
  Opening & sustained effect: When a nearby non-mook 
  enemy dies you and one nearby ally heal 2 hp. 
  Final Verse: The effect ends immediately, and you gain 3 
  temporary hp. 
  Song Of Villainy (Quick action, sustain 11+, 1x day) 
  Opening & sustained effect: You and any nearby allies gain 
  a +1 attack bonus until the start of your next turn. 
  Final Verse: The effect ends immediately, but one ally of your 
  choice gains +2 attack bonus on their next attack. 
  Song of Vengeance (Quick action, sustain: 6+, 1x day) 
  Opening & sustained effect: Any attack against you has a 
  penalty equal to the number of allies in the battle who 
  currently have more hit points than you. 
  Final Verse: The effect ends immediately, and you or one ally 
  can heal using a recovery. 
   
   
   
  Feats (already accounted for): Improved Initiative. 
  Equipment: Leather armor, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Unholy Book of Songs 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  2nd Level 
  Tiefling Hell-Singer 
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  16 
  14 
  14 
  12 
  8 
  16 
  +3 
  +2 
  +2 
  +1 
  -1 
  +3 
   
  INITIATIVE 
  +8 
   
   
   
  Basic Attacks 
  Melee (Two-handed Scimitar) +5 vs AC 
  Hit: 2d10+3 damage 
  Miss: 2 damage 
  Ranged (Longbow) +3 vs AC 
  Hit: 2d8+2 damage 
   
  Armor 
  Class A 
  C 16 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 15 
  Hit 
  Points 
  36 
   
  Mental 
  Defense M 
  D 14 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  2D12+2  
   
  Talents 
  Hell-Bound Heart 
  You use d12s for recovery dice. 
  Hell-Singer’s Curse 
  Once per battle as a free action after you have dropped an 
  enemy, make another basic melee attack. 
  Infernal Blood 
  While staggered add +1d6 fire damage to your miss damage. 
  Hell-Blood Fury! 
  If you do not start a hex-song this turn, until the end of the 
  turn roll 2d20 for your basic melee attacks and use the best 
  result. If you roll a natural 11+ with both dice and the attack 
  is also a hit then it is a critical hit (double the rolled damage)! 
  Using hell-blood fury ends an active hex-song. 
  Racial Power  
  Curse of Chaos. Once per battle when a nearby enemy rolls a 
  natural 1-5 attack or save turn that into a 1 and curse them. The 
  details of a curse are up to you and the GM. Typical curses might 
  deal half damage to themselves with the fumbled attack and 
  being dazed until the end of their next turn, or you getting to 
  make a free hell-blood fury attack against them and also healing 
  the same amount of hp that they lose from the attack. 
   
  Feats (already accounted for): Improved Initiative, Song of 
  Scorn. 
  Hex-Songs 
  You can only have one hex-song active at a time. You can end a hex-
  song as a quick action. Using hell-blood fury ends a hex-song. It 
  requires a save (6+, 11+, or 16+) at the start of your turn to sustain a 
  hex-song or it ends. When a hex-song ends the final verse happens. 
  Song Of Vitriol (Quick act., sustain 11+, 2x per battle) [impr.] 
  Opening & sustained effect: When a nearby non-mook 
  enemy dies you and up to two nearby allies heal 4 hp. 
  Final Verse: The effect ends immediately, and you gain 6 
  temporary hp. 
  Song of Vengeance (Quick action, sustain: 6+, 1x day) 
  Opening & sustained effect: Any attack against you has a 
  penalty equal to the number of allies in the battle who 
  currently have more hit points than you. 
  Final Verse: The effect ends immediately, and you or one ally 
  can heal using a recovery. 
  Song of Vitality (Quick action, sustain: 11+, 1x day) [new] 
  Opening & sustained effect: At the end of your turn heal 1d6 
  hp. 
  Final Verse: The effect ends immediately, and you may move 
  as a quick action on this turn. 
  Song of Scorn (Standard action, sustain: 11+, at-will) [new] 
  Opening effect: One nearby enemy takes 2d4 psychic 
  damage. 
  Sustained effect: When the target misses with one of its 
  attacks it takes 4 psychic damage. 
  Final Verse: The effect ends immediately, and the target is 
  stuck until the start of your next turn. 
   
  Equipment: Leather armor, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Unholy Book of Songs 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  3rd Level 
  Tiefling Hell-Singer 
   
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  16 
  14 
  14 
  12 
  8 
  16 
  +3 
  +2 
  +2 
  +1 
  -1 
  +3 
   
  INITIATIVE 
  +9 
   
   
   
  Basic Attacks 
  Melee (Two-handed Scimitar) +6 vs AC 
  Hit: 3d10+3 damage 
  Miss: 3 damage 
  Ranged (Longbow) +5 vs AC 
  Hit: 3d8+2 damage 
   
  Armor 
  Class A 
  C 17 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 
  Hit 
  Points 
  45 
   
  Mental 
  Defense M 
  D 15 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  3D12+2  
   
  Talents 
  Hell-Bound Heart 
  You use d12s for recovery dice. 
  Hell-Singer’s Curse [improved] 
  Twice per battle as a free action after you have dropped an 
  enemy, make another basic melee attack. 
  Infernal Blood 
  While staggered add +1d6 fire damage to your miss damage. 
  Hell-Blood Fury! 
  If you do not start a hex-song this turn, until the end of the 
  turn roll 2d20 for your basic melee attacks and use the best 
  result. If you roll a natural 11+ with both dice and the attack 
  is also a hit then it is a critical hit (double the rolled damage)! 
  Using hell-blood fury ends an active hex-song. 
  Racial Power  
  Curse of Chaos. Once per battle when a nearby enemy rolls a 
  natural 1-5 attack or save turn that into a 1 and curse them. The 
  details of a curse are up to you and the GM. Typical curses might 
  deal half damage to themselves with the fumbled attack and 
  being dazed until the end of their next turn, or you getting to 
  make a free hell-blood fury attack against them and also healing 
  the same amount of hp that they lose from the attack. 
   
  Feats (already accounted for): Improved Initiative, Song of 
  Scorn, Hell-Singer’s Curse. 
  Hex-Songs 
  You can only have one hex-song active at a time. You can end a hex-
  song as a quick action. Using hell-blood fury ends a hex-song. It 
  requires a save (6+, 11+, or 16+) at the start of your turn to sustain a 
  hex-song or it ends. When a hex-song ends the final verse happens. 
  Song Of Vitriol (Quick act., sustain 11+, 2x per battle) [impr.] 
  Opening & sustained effect: When a nearby non-mook 
  enemy dies you and up to three nearby allies heal 6 hp. 
  Final Verse: The effect ends immediately, and you gain 9 
  temporary hp. 
  Song of Vengeance (Quick action, sustain: 6+, 1x day) 
  Opening & sustained effect: Any attack against you has a 
  penalty equal to the number of allies in the battle who 
  currently have more hit points than you. 
  Final Verse: The effect ends immediately, and you or one ally 
  can heal using a recovery. 
  Song of Vitality (Quick action, sustain: 11+, 1x day) [impr.] 
  Opening & sustained effect: At the end of your turn heal 1d6 
  hp and one nearby ally gains 6 temporary hit points. 
  Final Verse: The effect ends immediately, and you may move 
  as a quick action on this turn. 
  Song of Scorn (Standard action, sustain: 11+, at-will) [impr.] 
  Opening effect: One nearby enemy takes 2d8 psychic 
  damage. 
  Sustained effect: When the target misses with one of its 
  attacks it takes 4 psychic damage. 
  Final Verse: The effect ends immediately, and the target is 
  stuck until the start of your next turn. 
   
  Equipment: Leather armor, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Unholy Book of Songs 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  4th Level 
  Tiefling Hell-Singer 
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  17 
  14 
  14 
  12 
  9 
  17 
  +3 
  +2 
  +2 
  +1 
  -1 
  +3 
   
  INITIATIVE 
  +10 
   
   
   
  Basic Attacks 
  Melee (Two-handed Scimitar) +7 vs AC 
  Hit: 4d10+3 damage 
  Miss: 4 damage 
  Ranged (Longbow) +6 vs AC 
  Hit: 4d8+2 damage 
   
  Armor 
  Class A 
  C 18 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 17 
  Hit 
  Points 
  57 
   
  Mental 
  Defense M 
  D 16 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  4D12+2  
   
  Talents 
  Hell-Bound Heart 
  You use d12s for recovery dice. 
  Hell-Singer’s Curse [improved] 
  Twice per battle as a free action after you have dropped an 
  enemy, make another basic melee attack using d12s instead 
  of d10s for damage. 
  Infernal Blood [improved] 
  While staggered add +2d4 fire damage to your miss damage. 
  Hell-Blood Fury! 
  If you do not start a hex-song this turn, until the end of the 
  turn roll 2d20 for your basic melee attacks and use the best 
  result. If you roll a natural 11+ with both dice and the attack 
  is also a hit then it is a critical hit (double the rolled damage)! 
  Using hell-blood fury ends an active hex-song. 
  Racial Power  
  Curse of Chaos. Once per battle when a nearby enemy rolls a natural 
  1-5 attack or save turn that into a 1 and curse them. The details of a curse 
  are up to you and the GM. Typical curses might deal half damage to 
  themselves with the fumbled attack and being dazed until the end of 
  their next turn, or you getting to make a free hell-blood fury attack 
  against them and also healing the same amount of hp that they lose from 
  the attack. 
  Feats (already accounted for): Improved Initiative, Song of 
  Scorn, Hell-Singer’s Curse, Toughness (extra hit points). 
  Hex-Songs 
  You can only have one hex-song active at a time. You can end a hex-
  song as a quick action. Using hell-blood fury ends a hex-song. It 
  requires a save (6+, 11+, or 16+) at the start of your turn to sustain a 
  hex-song or it ends. When a hex-song ends the final verse happens. 
  Song Of Vitriol (Quick act., sustain 11+, 2x per battle) 
  Opening & sustained effect: When a nearby non-mook 
  enemy dies you and up to three nearby allies heal 8 hp. 
  Final Verse: The effect ends immediately, and you gain 12 
  temporary hp. 
  Song of Vengeance (Quick action, sustain: 6+, 1x day) 
  Opening & sustained effect: Any attack against you has a 
  penalty equal to the number of allies in the battle who 
  currently have more hit points than you. 
  Final Verse: The effect ends immediately, and you or one ally 
  can heal using a recovery. 
  Song of Vitality (Quick action, sustain: 11+, 1x day) 
  Opening & sustained effect: At the end of your turn heal 1d6 
  hp and one nearby ally gains 6 temporary hit points. 
  Final Verse: The effect ends immediately, and you may move 
  as a quick action on this turn. 
  Song of Scorn (Standard action, sustain: 11+, at-will) 
  Opening effect: One nearby enemy takes 2d8 psychic 
  damage. 
  Sustained effect: When the target misses with one of its 
  attacks it takes 4 psychic damage. 
  Final Verse: The effect ends immediately, and the target is 
  stuck until the start of your next turn. 
   
  Equipment: Leather armor, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Unholy Book of Songs 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
   
  1st Level 
  Dwarf Ranger 
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  14 
  10 
  20 
  8 
  14 
  8 
  +2 
  +0 
  +5 
  -1 
  +2 
  +0 
   
  INITIATIVE 
  +10 
   
   
   
  Basic Attacks 
  Melee (Twin axes) +6 vs AC 
  Hit: 1d6+2 damage 
  Miss: 1 damage  
  ‘Natural 2’ miss: reroll the attack with the second axe 
  Ranged (Longbow) +6 vs AC 
  Hit: 1d8+5 damage 
  Miss: 1 damage 
   
  Armor 
  Class A 
  C 17 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 14 
  Hit 
  Points 
  21 
   
  Mental 
  Defense M 
  D 11 
  Recoveries 
  10 
   
   
   
   
  Recovery 
  Value 
  1D8  
   
  Double Ranged Attack 
  Instead of making a basic ranged attack you can attempt a 
  double ranged attack. If your first attack roll is a natural even 
  roll you can take a second shot. 
  R: First shot +6 vs AC 
  Hit: 1d6+5 
  Miss: 1 damage 
  Natural Even Roll (hit or miss)… 
  R: Second shot +6 vs AC 
  Hit: 1d6+5 damage 
  Miss: 1 damage 
  Racial Power 
  That’s Your Best Shot? 
  Once per battle as a free action after you have been hit by 
  an enemy attack, you can heal using a recovery. If the 
  escalation die is less than 2, you only get half the usual 
  healing from the recovery. Unlike other recoveries that 
  might allow you to take an average result, you have to roll 
  this one! Note that you can’t use this ability if the attack drops 
  you to 0 hp or below. You’ve got to be on your feet to sneer at 
  their attack and recover. 
  Bear Companion 
  It gets a standard action and a move each turn. (Yes, you can ride it.) 
  Name: 
  Initiative: Acts immediately after the ranger 
  Bear attack +5 vs AC 
  Hit: 1d8 damage 
  AC 16 
  PD 14 HP 20 
  MD 10 
  Healing: If you heal using a recovery and your bear is 
  next to you it also gains the benefit of the recovery. The 
  bear can also be healed normally (magic, potions, etc). 
  You can call a new bear outside of battle if your bear dies. 
  Vitality (spirit link)  
  Once per day as a quick action that you use, the bear can 
  heal using one of your recoveries.  
  Feats (already accounted for): Improved Initiative 
  Equipment: Leather clothing, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Ranger’s Cloak, Bear Treats 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
   
  2nd Level 
  Dwarf Ranger 
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  14 
  10 
  20 
  8 
  14 
  8 
  +2 
  +0 
  +5 
  -1 
  +2 
  +0 
   
  INITIATIVE 
  +11 
   
   
   
  Basic Attacks 
  Melee (Twin axes) +7 vs AC 
  Hit: 2d6+2 damage 
  Miss: 2 damage  
  ‘Natural 2’ miss: reroll the attack with the second axe 
  Ranged (Longbow) +7 vs AC 
  Hit: 2d8+5 damage 
  Miss: 2 damage 
   
  Armor 
  Class A 
  C 18 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 15 
  Hit 
  Points 
  31 
   
  Mental 
  Defense M 
  D 12 
  Recoveries 
  10 
   
   
   
   
  Recovery 
  Value 
  2D8  
   
  Double Ranged Attack 
  Instead of making a basic ranged attack you can attempt a 
  double ranged attack. If your first attack roll is a natural even 
  roll you can take a second shot. 
  R: First shot +7 vs AC 
  Hit: 2d6+5 
  Miss: 2 damage 
  Natural Even Roll (hit or miss)… 
  R: Second shot +7 vs AC 
  Hit: 2d6+5 damage 
  Miss: 2 damage 
  Racial Power 
  That’s Your Best Shot? 
  Once per battle as a free action after you have been hit by 
  an enemy attack, you can heal using a recovery. If the 
  escalation die is less than 2, you only get half the usual 
  healing from the recovery. Unlike other recoveries that 
  might allow you to take an average result, you have to roll 
  this one! Note that you can’t use this ability if the attack drops 
  you to 0 hp or below. You’ve got to be on your feet to sneer at 
  their attack and recover. 
  Bear Companion 
  It gets a standard action and a move each turn. (Yes, you can ride it.) 
  Name: 
  Initiative: Acts immediately after the ranger 
  Bear attack +6 vs AC 
  Hit: 1d10 damage and the bear 
  gains 1 temporary hp 
  AC 17 
  PD 15 HP 27 
  MD 11 
  Healing: If you heal using a recovery and your bear is 
  next to you it also gains the benefit of the recovery. The 
  bear can also be healed normally (magic, potions, etc). 
  You can call a new bear outside of battle if your bear dies. 
  Vitality (spirit link) [improved] 
  Twice per day as a quick action that you use, the bear can 
  heal using one of your recoveries. 
  Feats (already accounted for): Improved Initiative, Toughness 
  Equipment: Leather clothing, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Ranger’s Cloak, Bear Treats 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  3rd Level 
  Dwarf Ranger 
   
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  14 
  10 
  20 
  8 
  14 
  8 
  +2 
  +0 
  +5 
  -1 
  +2 
  +0 
   
  INITIATIVE 
  +12 
   
   
   
  Basic Attacks 
  Melee (Twin axes) +8 vs AC 
  Hit: 3d6+2 damage 
  Miss: 3 damage  
  ‘Natural 2’ miss: reroll the attack with the second axe 
  Ranged (Longbow) +8 vs AC 
  Hit: 3d8+5 damage 
  Miss: 3 damage 
   
  Armor 
  Class A 
  C 19 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 
  Hit 
  Points 
  38 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  10 
   
   
   
   
  Recovery 
  Value 
  3D8  
  reroll lowest d8 
   
  Double Ranged Attack 
  Instead of making a basic ranged attack you can attempt a 
  double ranged attack. If your first attack roll is a natural even 
  roll you can take a second shot. 
  R: First shot +8 vs AC 
  Hit: 3d6+5 
  Miss: 3 damage 
  Natural Even Roll (hit or miss)… 
  R: Second shot +8 vs AC 
  Hit: 3d6+5 damage 
  Miss: 3 damage 
  Racial Power 
  That’s Your Best Shot? 
  Once per battle as a free action after you have been hit by 
  an enemy attack, you can heal using a recovery. If the 
  escalation die is less than 2, you only get half the usual 
  healing from the recovery. Unlike other recoveries that 
  might allow you to take an average result, you have to roll 
  this one! Note that you can’t use this ability if the attack drops 
  you to 0 hp or below. You’ve got to be on your feet to sneer at 
  their attack and recover. 
  Bear Companion 
  It gets a standard action and a move each turn. (Yes, you can ride it.) 
  Name: 
  Initiative: Acts immediately after the ranger 
  Bear attack +7 vs AC 
  Hit: 2d6 damage and the bear 
  gains 2 temporary hp 
  AC 18 
  PD 16 HP 36 
  MD 12 
  Healing: If you heal using a recovery and your bear is 
  next to you it also gains the benefit of the recovery. The 
  bear can also be healed normally (magic, potions, etc). 
  You can call a new bear outside of battle if your bear dies. 
  Vitality (spirit link) [improved] 
  Twice per day as a quick action that you use, the bear can 
  heal using one of your recoveries. When you use vitality, 
  until the end of the battle or the bear hits 0 hit points or 
  fewer it also heals hp equal to your wisdom modifier (2) 
  at the start of each of your turns. 
  Feats (already accounted for): Improved Initiative, Toughness, Strong Recovery 
  Equipment: Leather clothing, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Ranger’s Cloak, Bear Treats 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  4th Level 
  Dwarf Ranger 
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  15 
  10 
  21 
  8 
  15 
  8 
  +2 
  +0 
  +5 
  -1 
  +2 
  +0 
   
  INITIATIVE 
  +13 
   
   
   
  Basic Attacks 
  Melee (Twin axes) +9 vs AC 
  Hit: 4d6+2 damage 
  Miss: 4 damage  
  ‘Natural 2’ miss: reroll the attack with the second axe 
  Ranged (Longbow) +9 vs AC 
  Hit: 4d8+5 damage 
  Miss: 4 damage 
   
  Armor 
  Class A 
  C 19 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 
  Hit 
  Points 
  45 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  10 
   
   
   
   
  Recovery 
  Value 
  4D8  
  reroll lowest d8 
   
  Double Ranged Attack [impr.] 
  Instead of making a basic ranged attack you can attempt a 
  double ranged attack. If your first attack roll is a natural even 
  roll you can take a second shot. 
  R: First shot +9 vs AC   
  Hit: 4d6+5 
  Miss: 4 damage 
  Natural Even Roll (hit or miss)… 
  R: Second shot +9 vs AC (or +11 vs AC if 
  against a different target from the first shot) 
  Hit: 4d6+5 damage 
  Miss: 4 damage 
  Racial Power 
  That’s Your Best Shot? 
  Once per battle as a free action after you have been hit by 
  an enemy attack, you can heal using a recovery. If the 
  escalation die is less than 2, you only get half the usual 
  healing from the recovery. Unlike other recoveries that 
  might allow you to take an average result, you have to roll 
  this one! Note that you can’t use this ability if the attack drops 
  you to 0 hp or below. You’ve got to be on your feet to sneer at 
  their attack and recover. 
  Bear Companion 
  It gets a standard action and a move each turn. (Yes, you can ride it.) 
  Name: 
  Initiative: Acts immediately after the ranger 
  Bear attack +9 vs AC 
  Hit: 3d6 damage and the bear 
  gains 3 temporary hp 
  AC 19 
  PD 17 HP 45 
  MD 13 
  Healing: If you heal using a recovery and your bear is 
  next to you it also gains the benefit of the recovery. The 
  bear can also be healed normally (magic, potions, etc). 
  You can call a new bear outside of battle if your bear dies. 
  Vitality (spirit link) 
  Twice per day as a quick action that you use, the bear can 
  heal using one of your recoveries. When you use vitality, 
  until the end of the battle or the bear hits 0 hit points or 
  fewer it also heals hp equal to your wisdom modifier (2) 
  at the start of each of your turns. 
  Feats (already accounted for): Improved Initiative, Toughness, Strong Recovery, Double Ranged Attack 
  Equipment: Leather clothing, Weapons, Lantern, Rope, Adventurer’s Kit, 20 gold pieces, Ranger’s Cloak, Bear Treats 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  1st Level 
  Wood Elf Druid  
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  14 
  10 
  12 
  10 
  +4 
  +2 
  +2 
  +0 
  +1 
  +0 
   
  INITIATIVE 
  +3 
   
   
   
  Basic Attacks 
  Melee (Unarmed) +3 vs AC 
  Hit: 1d3+4 damage 
  BUT… You can shift into beast form at will! 
  Ranged (Sling) +3 vs AC 
  Hit: 1d4+2 damage 
   
  Armor 
  Class A 
  C 13 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 14 
  Hit 
  Points 
  24 
   
  Mental 
  Defense M 
  D 11 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  1D10+2  
   
  Regeneration  
  (once per battle, and once per day twice per battle) 
  Close-quarters spell—Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick 
  action)  
  Trigger (for targeted ally): One of your allies starts its turn  
  Effect: The target heals using a recovery, rolling recovery dice as normal, 
  but heals only half (rounding down) the amount of healing rolled. At the start 
  of the target’s next turn, the target heals using a free recovery, but heals only 
  half (rounding down) the amount rolled—the first recovery spent continues 
  to fuel the regeneration effect. After the target heals this second time, it rolls 
  a normal save to see if the regeneration spell will continue. If the save fails, 
  the regeneration spell ends. If the save succeeds, the regeneration spell 
  continues and the target will heal using a free recovery for half hit points 
  again at the start of its next turn, and then roll another save to see if the 
  regeneration continues, and so on.  
  Special: The save to continue the regeneration effect becomes a hard save 
  (16+) if the target is at maximum hit points or if the target has dropped to 0 
  hit points or below while the regeneration is in effect.  
  Special: You can only have one regeneration or greater regeneration spell 
  on you at a time. A second spell cast on you cancels the first. 
  Racial Power 
  Elven Grace 
  At the start of each of your turns, roll a die to see if you get an extra 
  standard action. If your roll is equal to or lower than the escalation die, you 
  get an extra standard action that turn. At the start of battle, you roll a d6. 
  Each time you successfully gain an extra action, the size of the die you roll 
  increases by one step on the following progression: (d4), d6, d8, d10, d12, 
  d20. If you get an extra action after rolling a d20, you can’t get any more 
  extra actions that battle. 
      
   
  Shifter 
  Scout Form 
  (once per day transformation) 
  You turn into an animal useful for scouting and sneaking about: a sparrow, 
  a cat, a rat, a rabbit, a big earthworm, etc. While in scout form you can’t talk, 
  can’t use magic items, can’t fight, and attacks against you hit unless they roll 
  a natural 1. While in your animal form you gain a new temporary background 
  related to your new form of 2 to 6 (1d6 counting a 1 as a 2). 
  Beast Form 
  (At-will quick action transformation) 
  You turn into a dangerous beast!  
  Beast form attack +5 vs AC 
  Natural even hit: 1d10+4 damage 
  Natural odd hit: 1d6+4 damage 
  Miss: Repeat the attack against the same or different 
  target, but with no miss effect. 
  Wolverine Aspect 
  (Daily, quick action, while in beast aspect) Recharge 16+ 
  Until the end of the battle, when your melee attacks hit an enemy 
  that has more hit points than you, the target takes 1d6 extra damage 
  from the hit. While in this aspect you gain a +2 bonus to all defenses. 
  You can also rally once this battle as a quick action instead of a 
  standard action.  
   
  Feats (already accounted for): Scout Form     
  Equipment: fur cloak, loincloth, foot-wrappings, adventurer’s kit, 20 gold pieces worth of uncut gems, sling and smooth river stones 
   
  
   
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  2nd Level 
  Wood Elf Druid  
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  14 
  10 
  12 
  10 
  +4 
  +2 
  +2 
  +0 
  +1 
  +0 
   
  INITIATIVE 
  +4 
   
   
   
  Basic Attacks 
  Melee (Unarmed) +4 vs AC 
  Hit: 1d6+4 damage 
  BUT… You can shift into beast form at will! 
  Ranged (Sling) +4 vs AC 
  Hit: 2d4+2 damage 
   
  Armor 
  Class A 
  C 14 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 15 
  Hit 
  Points 
  32 
   
  Mental 
  Defense M 
  D 12 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  2D10+2  
   
  Regeneration  
  (once per battle, and once per day twice per battle) 
  Close-quarters spell—Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick 
  action)  
  Trigger (for targeted ally): One of your allies starts its turn  
  Effect: The target heals using a recovery, rolling recovery dice as normal, 
  but heals only half (rounding down) the amount of healing rolled. At the start 
  of the target’s next turn, the target heals using a free recovery, but heals only 
  half (rounding down) the amount rolled—the first recovery spent continues 
  to fuel the regeneration effect. After the target heals this second time, it rolls 
  a normal save to see if the regeneration spell will continue. If the save fails, 
  the regeneration spell ends. If the save succeeds, the regeneration spell 
  continues and the target will heal using a free recovery for half hit points 
  again at the start of its next turn, and then roll another save to see if the 
  regeneration continues, and so on.  
  Special: The save to continue the regeneration effect becomes a hard save 
  (16+) if the target is at maximum hit points or if the target has dropped to 0 
  hit points or below while the regeneration is in effect.  
  Special: You can only have one regeneration or greater regeneration spell 
  on you at a time. A second spell cast on you cancels the first. 
  Racial Power 
  Elven Grace 
  At the start of each of your turns, roll a die to see if you get an extra 
  standard action. If your roll is equal to or lower than the escalation die, you 
  get an extra standard action that turn. At the start of battle, you roll a d6. 
  Each time you successfully gain an extra action, the size of the die you roll 
  increases by one step on the following progression: (d4), d6, d8, d10, d12, 
  d20. If you get an extra action after rolling a d20, you can’t get any more 
  extra actions that battle. 
      
   
  Shifter 
  Scout Form 
  (once per day transformation) 
  You turn into an animal useful for scouting and sneaking about: a sparrow, 
  a cat, a rat, a rabbit, a big earthworm, etc. While in scout form you can’t talk, 
  can’t use magic items, can’t fight, and attacks against you hit unless they roll 
  a natural 1. While in your animal form you gain a new temporary background 
  related to your new form of 2 to 6 (1d6 counting a 1 as a 2). 
  Beast Form 
  (At-will quick action transformation) 
  You turn into a dangerous beast! While in this form you gain 
  bonuses and benefits from magic items 
  Beast form attack +6 vs AC 
  Natural even hit: 2d10+4 damage 
  Natural odd hit: 2d6+4 damage 
  Miss: Repeat the attack against the same or different 
  target, but with no miss effect. 
  Wolverine Aspect [improved] 
  (2x per day, quick action, while in beast aspect) Recharge 16+   
  Until the end of the battle, when your melee attacks hit an enemy 
  that has more hit points than you, the target takes 1d8 extra damage 
  from the hit. While in this aspect you gain a +2 bonus to all defenses. 
  You can also rally once this battle as a quick action instead of a 
  standard action.  
   
  Feats (already accounted for): Scout Form, Wolverine Aspect    
  Equipment: fur cloak, loincloth, foot-wrappings, adventurer’s kit, 20 gold pieces worth of uncut gems, sling and smooth river stones 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  3rd Level 
  Wood Elf Druid  
   
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  14 
  14 
  10 
  12 
  10 
  +4 
  +2 
  +2 
  +0 
  +1 
  +0 
   
  INITIATIVE 
  +5 
   
   
   
  Basic Attacks 
  Melee (Unarmed) +5 vs AC 
  Hit: 3d3+4 damage 
  BUT… You can shift into beast form at will! 
  Ranged (Sling) +5 vs AC 
  Hit: 3d4+2 damage 
   
  Armor 
  Class A 
  C 15 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 16 
  Hit 
  Points 
  40 
   
  Mental 
  Defense M 
  D 13 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  3D10+2  
   
  Regeneration   [improved] 
  (2x per battle, and once each day 3x per battle) 
  Close-quarters spell—Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick 
  action)  
  Trigger (for targeted ally): One of your allies starts its turn  
  Effect: The target heals using a recovery, rolling recovery dice as normal, 
  but heals only half (rounding down) the amount of healing rolled. At the start 
  of the target’s next turn, the target heals using a free recovery, but heals only 
  half (rounding down) the amount rolled—the first recovery spent continues 
  to fuel the regeneration effect. After the target heals this second time, it rolls 
  a normal save to see if the regeneration spell will continue. If the save fails, 
  the regeneration spell ends. If the save succeeds, the regeneration spell 
  continues and the target will heal using a free recovery for half hit points 
  again at the start of its next turn, and then roll another save to see if the 
  regeneration continues, and so on.  
  Special: The save to continue the regeneration effect becomes a hard save 
  (16+) if the target is at maximum hit points or if the target has dropped to 0 
  hit points or below while the regeneration is in effect.  
  Special: You can only have one regeneration or greater regeneration spell 
  on you at a time. A second spell cast on you cancels the first. 
  Racial Power 
  Elven Grace 
  At the start of each of your turns, roll a die to see if you get an extra 
  standard action. If your roll is equal to or lower than the escalation die, you 
  get an extra standard action that turn. At the start of battle, you roll a d6. 
  Each time you successfully gain an extra action, the size of the die you roll 
  increases by one step on the following progression: (d4), d6, d8, d10, d12, 
  d20. If you get an extra action after rolling a d20, you can’t get any more 
  extra actions that battle. 
     
   
  Shifter 
  Scout Form 
  (once per day transformation) 
  You turn into an animal useful for scouting and sneaking about: a sparrow, 
  a cat, a rat, a rabbit, a big earthworm, etc. While in scout form you can’t talk, 
  can’t use magic items, can’t fight, and attacks against you hit unless they roll 
  a natural 1. While in your animal form you gain a new temporary background 
  related to your new form of 2 to 6 (1d6 counting a 1 as a 2). 
  Beast Form 
  (At-will quick action transformation) 
  You turn into a dangerous beast! While in this form you gain 
  bonuses and benefits from magic items 
  Beast form attack +7 vs AC 
  Natural even hit: 3d10+4 damage 
  Natural odd hit: 3d6+4 damage 
  Miss: Repeat the attack against the same or different 
  target, dealing 3 damage on a miss. 
  Wolverine Aspect  [improved] 
  (3x per day, quick action, while in beast aspect) Recharge 16+ 
  Until the end of the battle, when your melee attacks hit an enemy 
  that has more hit points than you, the target takes 1d8 extra damage 
  from the hit. While in this aspect you gain a +2 bonus to all defenses. 
  You can also rally once this battle as a quick action instead of a 
  standard action.  
   
  Feats (already accounted for): Scout Form, Wolverine Aspect, Beast Attack     
  Equipment: fur cloak, loincloth, foot-wrappings, adventurer’s kit, 20 gold pieces worth of uncut gems, sling and smooth river stones 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  
   
   
  4th Level 
  Wood Elf Druid  
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  18 
  15 
  15 
  10 
  13 
  10 
  +4 
  +2 
  +2 
  +0 
  +1 
  +0 
   
  INITIATIVE 
  +6 
   
   
   
  Basic Attacks 
  Melee (Unarmed) +6 vs AC 
  Hit: 2d6+4 damage 
  BUT… You can shift into beast form at will! 
  Ranged (Sling) +6 vs AC 
  Hit: 4d4+2 damage 
   
  Armor 
  Class A 
  C 16 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 17 
  Hit 
  Points 
  48 
   
  Mental 
  Defense M 
  D 14 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  4D10+2  
   
  Regeneration  [improved] 
  (2x per battle, and twice each day 3x per battle) 
  Close-quarters spell—Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick 
  action)  
  Trigger (for targeted ally): One of your allies starts its turn  
  Effect: The target heals using a recovery, rolling recovery dice as normal, 
  but heals only half (rounding down) the amount of healing rolled. At the start 
  of the target’s next turn, the target heals using a free recovery, but heals only 
  half (rounding down) the amount rolled—the first recovery spent continues 
  to fuel the regeneration effect. After the target heals this second time, it rolls 
  a normal save to see if the regeneration spell will continue. If the save fails, 
  the regeneration spell ends. If the save succeeds, the regeneration spell 
  continues and the target will heal using a free recovery for half hit points 
  again at the start of its next turn, and then roll another save to see if the 
  regeneration continues, and so on.  
  Special: The save to continue the regeneration effect becomes a hard save 
  (16+) if the target is at maximum hit points or if the target has dropped to 0 
  hit points or below while the regeneration is in effect.  
  Special: You can only have one regeneration or greater regeneration spell 
  on you at a time. A second spell cast on you cancels the first. 
  Racial Power 
  Elven Grace 
  At the start of each of your turns, roll a die to see if you get an extra 
  standard action. If your roll is equal to or lower than the escalation die, you 
  get an extra standard action that turn. At the start of battle, you roll a d6. 
  Each time you successfully gain an extra action, the size of the die you roll 
  increases by one step on the following progression: (d4), d6, d8, d10, d12, 
  d20. If you get an extra action after rolling a d20, you can’t get any more 
  extra actions that battle. 
     
   
  Shifter 
  Scout Form 
  (once per day transformation) 
  You turn into an animal useful for scouting and sneaking about: a sparrow, 
  a cat, a rat, a rabbit, a big earthworm, etc. While in scout form you can’t talk, 
  can’t use magic items, can’t fight, and attacks against you hit unless they roll 
  a natural 1. While in your animal form you gain a new temporary background 
  related to your new form of 2 to 6 (1d6 counting a 1 as a 2). 
  Beast Form 
  (At-will quick action transformation) 
  You turn into a dangerous beast! While in this form you gain 
  bonuses and benefits from magic items 
  Beast form attack +8 vs AC 
  Natural even hit: 4d10+4 damage 
  Natural odd hit: 4d6+4 damage 
  Miss: Repeat the attack against the same or different 
  target, dealing 4 damage on a miss. 
  Wolverine Aspect  [improved] 
  (3x per day, quick action, while in beast aspect) Recharge 16+ 
  Until the end of the battle, when your melee attacks hit an enemy 
  that has more hit points than you, the target takes 1d10 extra damage 
  from the hit. While in this aspect you gain a +2 bonus to all defenses. 
  You can also rally once this battle as a quick action instead of a 
  standard action.  
   
  Feats (already accounted for): Scout Form, Wolverine Aspect, Beast Attack, Wild Healer     
  Equipment: fur cloak, loincloth, foot-wrappings, adventurer’s kit, 20 gold pieces worth of uncut gems, sling and smooth river stones 
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  
   
   
   
   
  1st Level 
  Human Wizard 
   
  Backgrounds: 
  (+5) 
   
   
  (+4) 
   
   
  (+2) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  8 
  14 
  8 
  20 
  12 
  12 
  -1 
  +2 
  -1 
  +5 
  +1 
  +1 
   
  INITIATIVE 
  +0 
   
   
   
  Basic Attacks 
  Melee (Staff) +0 vs AC 
  Hit: 1d6-1 damage 
  Miss: 1 damage 
  Ranged (Throwing Knife) +0 vs AC 
  Hit: 1d4-1 damage 
   
   
  Armor 
  Class A 
  C 12 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 10 
  Hit 
  Points 
  24 
   
  Mental 
  Defense M 
  D 14 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  1D6+2  
   
  Talents & Class Features 
  Cantrips & Cantrip Mastery 
  Cantrips are at-will spells for you. In battle if you cast a 
  cantrip and roll a save (11+) it does something useful. 
  Evocation 
  Once per battle maximize the damage roll of a spell. 
  Wizard’s Familiar (talking winged cat) 
  You have a winged cat familiar. It can talk, fly, and 
  scout ahead for you. Familiars can’t fight, and are not 
  valid targets for damage. 
  Ritual Casting 
  Cast a spell you know as an hour-long ritual. 
  Racial Powers 
  Bonus Feat 
  Humans get an extra feat at 1st level. 
  Factotum (Jack of All Trades) 
  Each day, once per background, reroll a failed skill 
  check. 
   
  Spell List 
  Spell 
  Level 
  Utility Spell (daily multi-use spell) 
  1st 
  Acid Arrow  (daily attack spell) 
  1st 
  Blur (daily defense spell) 
  1st 
  Charm Person (daily influence spell) 
  1st 
  Magic missile (at-will attack spell) 
  1st 
   
   
  Cantrips 
  Alarm (warns you of trouble) 
  Arcane Mark (creates a glowing magical mark) 
  Ghost Sound (magical ventriloquism and mimicry) 
  Knock (opens doors, requires an Int roll vs difficulty) 
  Light (Create a glowing light on a staff or a light that 
  hovers about, candle-dim or lantern-bright) 
  Mage-Hand (minor telekinetic effect) 
  Mending (mends an item) 
  Prestidigitation (magical tricks and minor illusions) 
  Spark (light a camp fire, set fire to straw) 
   
  Feats (already accounted for): Extra Familiar Ability, Magic Missile 
  Equipment: Robes, Weapons, Adventurer’s Kit, 20 gold pieces, Spell Book, Cat Food, Pouches full of interesting stuff 
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
  2nd Level 
  Human Wizard 
   
  Backgrounds: 
  (+6) 
   
   
  (+5) 
   
   
  (+3) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  8 
  14 
  8 
  20 
  12 
  12 
  -1 
  +2 
  -1 
  +5 
  +1 
  +1 
   
  INITIATIVE 
  +1 
   
   
   
  Basic Attacks 
  Melee (Staff) +1 vs AC 
  Hit: 2d6-1 damage 
  Miss: 2 damage 
  Ranged (Throwing Knife) +1 vs AC 
  Hit: 2d4-1 damage 
   
   
  Armor 
  Class A 
  C 13 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 11 
  Hit 
  Points 
  32 
   
  Mental 
  Defense M 
  D 15 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  2D6+2  
   
  Talents & Class Features 
  Cantrips & Cantrip Mastery 
  Cantrips are at-will spells for you. In battle if you cast a 
  cantrip and roll a save (11+) it does something useful. 
  Evocation 
  Once per battle maximize the damage roll of a spell. 
  Wizard’s Familiar (talking winged cat) 
  You have a winged cat familiar. It can talk, fly, and 
  scout ahead for you. Familiars can’t fight, and are not 
  valid targets for damage. 
  Ritual Casting 
  Cast a spell you know as an hour-long ritual. 
  Racial Powers 
  Bonus Feat 
  Humans get an extra feat at 1st level. 
  Factotum (Jack of All Trades) 
  Each day, once per background, reroll a failed skill 
  check. 
   
  Spell List 
  Spell 
  Level 
  Utility Spell (twice daily multi-use spell) 
  1st  [imp] 
  Acid Arrow  (daily attack spell) 
  1st 
  Blur (daily defense spell) 
  1st 
  Charm Person (daily influence spell) 
  1st 
  Magic missile (at-will attack spell) 
  1st 
  Shocking Grasp (at-will attack spell) 
  1st  [new] 
   
   
  Cantrips 
  Alarm (warns you of trouble) 
  Arcane Mark (creates a glowing magical mark) 
  Ghost Sound (magical ventriloquism and mimicry) 
  Knock (opens doors, requires an Int roll vs difficulty) 
  Light (Create a glowing light on a staff or a light that 
  hovers about, candle-dim or lantern-bright) 
  Mage-Hand (minor telekinetic effect) 
  Mending (mends an item) 
  Prestidigitation (magical tricks and minor illusions) 
  Spark (light a camp fire, set fire to straw) 
   
  Feats (already accounted for): Extra Familiar Ability, Magic Missile, Utility Spell. 
  Equipment: Robes, Weapons, Adventurer’s Kit, 20 gold pieces, Spell Book, Cat Food, Pouches full of interesting stuff 
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new lands. He 
  has also threatened the fabric of reality with experiments you’d have to be 
  brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods of Light 
  stay the hell out of his way, the Crusader turns his wrath against the demons that 
  would destroy the world his own gods want to rule. Follow the Crusader if you 
  must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She likes her 
  victims screaming and her chaos pure while claiming that the demons she 
  summons would otherwise overwhelm the Great Gold Wyrm who seals the 
  Abyss. There are two differences between her and her demons: First, she likes 
  keeping destruction personal rather than universal. Second, she’s capable of 
  kindness, so long as it comes as a great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love 
  to reclaim the dwarven Underhome lost to war against the dark elves and the 
  creatures of the deeps. But now that the Empire is stumbling, the dwarves find 
  themselves manning the mountain walls that shield the Empire from the orcs 
  and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, and high 
  elves come together as peers and allies instead of as rivals or enemies. Honed by 
  centuries of experience, the Queen’s innate magic at least equals the 
  Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon Empire for the 
  mounts of its mightiest warriors. All the signs suggest that the age is turning, but 
  will the Empire fall or shift to a new balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins and 
  independent heroes. Although the Gold Wyrm’s physical form seals the gap that 
  prevents the Abyss from erupting into the world, his dreams and the agents he 
  employs still move through the world, helping those who will fight and even die 
  for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical leader of 
  spirits of nature and the elements that were chained by the Empire but are now 
  working themselves free. She might be the great force that shakes the Empire to 
  pieces or the hero who destroys the destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the Dragon 
  Empire and restore his ancient kingdom. He’s not entirely insane and mostly 
  understands that ruling a kingdom is not the same as destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King fell, in part 
  because of the Orc Lord’s attack. Who will fall before his hordes this time? Who 
  won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is part 
  oracle, part mystic, and part metaphysical engineer, since she created the 
  Cathedral, an ever-expanding temple with rooms or entire wings for each of the 
  faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to others a 
  villain. He has squandered the riches of the dwarves, murdered the hopes of a 
  dragon, and plundered the dreams of a god. His exploits have changed the 
  world, but none can tell you his ultimate goals or motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living engine of 
  destruction. The Blue is a sorceress, perhaps even the original mother of all 
  sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold 
  Wyrm, who must fight alone, the Three have learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
   
  3rd Level 
  Human Wizard 
   
  Backgrounds: 
  (+7) 
   
   
  (+6) 
   
   
  (+4) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  8 
  14 
  8 
  20 
  12 
  12 
  -1 
  +2 
  -1 
  +5 
  +1 
  +1 
   
  INITIATIVE 
  +2 
   
   
   
  Basic Attacks 
  Melee (Staff) +2 vs AC 
  Hit: 3d6-1 damage 
  Miss: 3 damage 
  Ranged (Throwing Knife) +2 vs AC 
  Hit: 3d4-1 damage 
   
   
  Armor 
  Class A 
  C 14 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 12 
  Hit 
  Points 
  40 
   
  Mental 
  Defense M 
  D 16 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  3D6+2  
   
  Talents & Class Features 
  Cantrips & Cantrip Mastery 
  Cantrips are at-will spells for you. In battle if you cast a 
  cantrip and roll a save (11+) it does something useful. 
  Evocation 
  Once per battle maximize the damage roll of a spell. 
  Wizard’s Familiar (talking winged cat) 
  You have a winged cat familiar. It can talk, fly, and 
  scout ahead for you. Familiars can’t fight, and are not 
  valid targets for damage. 
  Ritual Casting 
  Cast a spell you know as an hour-long ritual. 
  Linguist [new] 
  You can converse in and read all known languages, at 
  least enough to get the gist of what is being said. 
  Racial Powers 
  Bonus Feat 
  Humans get an extra feat at 1st level. 
  Factotum (Jack of All Trades) 
  Each day, once per background, reroll a failed skill 
  check. 
   
  Spell List 
  Spell 
  Level 
  Utility Spell (twice daily multi-use spell) 
  3rd  [imp] 
  Acid Arrow  (daily attack spell) 
  1st 
  Blur (daily defense spell) 
  1st 
  Charm Person (daily influence spell) 
  1st 
  Magic missile (at-will attack spell) 
  3rd  [imp] 
  Lightning Bolt (daily attack spell) 
  3rd [new] 
  Teleport Shield (daily defense spell) 
  3rd [new] 
   
   
  Cantrips 
  Alarm (warns you of trouble) 
  Arcane Mark (creates a glowing magical mark) 
  Ghost Sound (magical ventriloquism and mimicry) 
  Knock (opens doors, requires an Int roll vs difficulty) 
  Light (Create a glowing light on a staff or a light that 
  hovers about, candle-dim or lantern-bright) 
  Mage-Hand (minor telekinetic effect) 
  Mending (mends an item) 
  Prestidigitation (magical tricks and minor illusions) 
  Spark (light a camp fire, set fire to straw) 
   
  Feats (already accounted for): Extra Familiar Ability, Magic Missile, Utility Spell, Linguist. 
  Equipment: Robes, Weapons, Adventurer’s Kit, 20 gold pieces, Spell Book, Cat Food, Pouches full of interesting stuff 
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new lands. He 
  has also threatened the fabric of reality with experiments you’d have to be 
  brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods of Light 
  stay the hell out of his way, the Crusader turns his wrath against the demons that 
  would destroy the world his own gods want to rule. Follow the Crusader if you 
  must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She likes her 
  victims screaming and her chaos pure while claiming that the demons she 
  summons would otherwise overwhelm the Great Gold Wyrm who seals the 
  Abyss. There are two differences between her and her demons: First, she likes 
  keeping destruction personal rather than universal. Second, she’s capable of 
  kindness, so long as it comes as a great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love 
  to reclaim the dwarven Underhome lost to war against the dark elves and the 
  creatures of the deeps. But now that the Empire is stumbling, the dwarves find 
  themselves manning the mountain walls that shield the Empire from the orcs 
  and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, and high 
  elves come together as peers and allies instead of as rivals or enemies. Honed by 
  centuries of experience, the Queen’s innate magic at least equals the 
  Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon Empire for the 
  mounts of its mightiest warriors. All the signs suggest that the age is turning, but 
  will the Empire fall or shift to a new balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins and 
  independent heroes. Although the Gold Wyrm’s physical form seals the gap that 
  prevents the Abyss from erupting into the world, his dreams and the agents he 
  employs still move through the world, helping those who will fight and even die 
  for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical leader of 
  spirits of nature and the elements that were chained by the Empire but are now 
  working themselves free. She might be the great force that shakes the Empire to 
  pieces or the hero who destroys the destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the Dragon 
  Empire and restore his ancient kingdom. He’s not entirely insane and mostly 
  understands that ruling a kingdom is not the same as destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King fell, in part 
  because of the Orc Lord’s attack. Who will fall before his hordes this time? Who 
  won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is part 
  oracle, part mystic, and part metaphysical engineer, since she created the 
  Cathedral, an ever-expanding temple with rooms or entire wings for each of the 
  faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to others a 
  villain. He has squandered the riches of the dwarves, murdered the hopes of a 
  dragon, and plundered the dreams of a god. His exploits have changed the 
  world, but none can tell you his ultimate goals or motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living engine of 
  destruction. The Blue is a sorceress, perhaps even the original mother of all 
  sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold 
  Wyrm, who must fight alone, the Three have learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  4th Level 
  Human Wizard 
   
  Backgrounds: 
  (+8) 
   
   
  (+7) 
   
   
  (+5) 
  Name: 
   
  One Unique Thing: 
  Icon Relationships: 
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
  9 
  14 
  9 
  21 
  12 
  12 
  -1 
  +2 
  -1 
  +5 
  +1 
  +1 
   
  INITIATIVE 
  +3 
   
   
   
  Basic Attacks 
  Melee (Staff) +3 vs AC 
  Hit: 4d6-1 damage 
  Miss: 4 damage 
  Ranged (Throwing Knife) +3 vs AC 
  Hit: 4d4-1 damage 
   
   
  Armor 
  Class A 
  C 14 
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 12 
  Hit 
  Points 
  48 
   
  Mental 
  Defense M 
  D 16 
  Recoveries 
  8 
   
   
   
   
  Recovery 
  Value 
  4D6+2  
   
  Talents & Class Features 
  Cantrips & Cantrip Mastery 
  Cantrips are at-will spells for you. In battle if you cast a 
  cantrip and roll a save (11+) it does something useful. 
  Evocation 
  Once per battle maximize the damage roll of a spell. 
  Wizard’s Familiar (talking winged cat) 
  You have a winged cat familiar. It can talk, fly, and 
  scout ahead for you. Familiars can’t fight, and are not 
  valid targets for damage. 
  Ritual Casting 
  Cast a spell you know as an hour-long ritual. 
  Linguist 
  You can converse in and read all known languages, at 
  least enough to get the gist of what is being said. 
  Racial Powers 
  Bonus Feat 
  Humans get an extra feat at 1st level. 
  Factotum (Jack of All Trades) 
  Each day, once per background, reroll a failed skill 
  check. 
   
  Spell List 
  Spell 
  Level 
  Utility Spell (twice daily multi-use spell) 
  3rd  
  Acid Arrow  (daily attack spell) 
  3rd [imp] 
  Blur (daily defense spell) 
  1st 
  Charm Person (daily influence spell) 
  1st 
  Color Spray (cyclic attack spell) 
  3rd [new] 
  Magic missile (at-will attack spell) 
  3rd  
  Lightning Bolt (daily attack spell) 
  3rd 
  Teleport Shield (daily defense spell) 
  3rd  
  Cantrips 
  Alarm (warns you of trouble) 
  Arcane Mark (creates a glowing magical mark) 
  Ghost Sound (magical ventriloquism and mimicry) 
  Knock (opens doors, requires an Int roll vs difficulty) 
  Light (Create a glowing light on a staff or a light that 
  hovers about, candle-dim or lantern-bright) 
  Mage-Hand (minor telekinetic effect) 
  Mending (mends an item) 
  Prestidigitation (magical tricks and minor illusions) 
  Spark (light a camp fire, set fire to straw) 
   
  Feats (already accounted for): Extra Familiar Ability, Magic Missile, Utility Spell, Linguist, Color Spray 
  Equipment: Robes, Weapons, Adventurer’s Kit, 20 gold pieces, Spell Book, Cat Food, Pouches full of interesting stuff   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. Icon 
  relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the Gods 
  of Light stay the hell out of his way, the Crusader turns his wrath 
  against the demons that would destroy the world his own gods want to 
  rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. She 
  likes her victims screaming and her chaos pure while claiming that the 
  demons she summons would otherwise overwhelm the Great Gold 
  Wyrm who seals the Abyss. There are two differences between her and 
  her demons: First, she likes keeping destruction personal rather than 
  universal. Second, she’s capable of kindness, so long as it comes as a 
  great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals or 
  enemies. Honed by centuries of experience, the Queen’s innate magic 
  at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, his 
  dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same as 
  destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She is 
  part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, murdered 
  the hopes of a dragon, and plundered the dreams of a god. His exploits 
  have changed the world, but none can tell you his ultimate goals or 
  motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the original 
  mother of all sorcery. The Black is queen of shadows and assassins. 
  Unlike the Great Gold Wyrm, who must fight alone, the Three have 
  learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  
   
   
  The Human 
  Wizard’s Spell 
  Book 
  Wizard 
  Cantrips 
  Casting a cantrip 
  is a quick action for 
  those 
  with 
  cantrip 
  mastery 
  (which 
  the 
  human wizard has), and can 
  be done more or less at-will. At the 
  adventurer tier (levels 1–4), cantrips with a standard 
  duration last 10–60 minutes, plus ten minutes per wizard 
  level. The GM rolls and the wizard becomes aware that 
  their cantrip is about to end a couple minutes before it’s 
  done. 
  Alarm (standard duration): The cantrip creates a 
  minor watch-sprite that can be instructed to scream if 
  someone comes through an area or touches an object. 
  Watch-sprites are notoriously stupid and sleepy, but with 
  the right talking-to they might stay focused for the 
  duration of the spell.  
  Arcane Mark (standard duration): The cantrip creates 
  a magical sigil on an object or person. Wizards swear that 
  all their arcane marks are visible to everyone, but people 
  foolish enough to play cards with wizards should beware. 
  (A deliberately invisible mark is a hard perception or 
  magic check to notice.) 
  Ghost Sound: This spell creates false noises 
  emanating from somewhere nearby. The effect is like an 
  exceptionally good version of throwing your voice, if 
  your voice could create a wide variety of sounds. Guards 
  and watchmen really should learn that you can’t trust 
  everything you hear with this cantrip readily available, 
  but really, what choice do they have? Attempted 
  distractions with the cantrip are DC 15 challenges in 
  adventurer environments, higher as you move into 
  champion and epic environments . . . or the GM could let 
  them succeed automatically if they’re truly imaginative. 
  (If someone is using ghost sound against the PCs? Use 
  similar secret Wisdom-based skill checks to identify the 
  sound as a magical fake.) 
  Knock: Locked door? Sealed treasure chest? You can 
  handle it. This cantrip summons a magical servitor three 
  to four times as big as your closed fist that swarms around 
  the door and punches or pushes it open (depending on 
  whether you want to be quiet or announce your 
  presence), assuming you can succeed with an Intelligence 
  check against the environment’s DC using an appropriate 
  magical background. Note that your knockservitor 
  doesn’t do anything to avoid traps—if you want to open 
  something and avoid traps, hire a rogue. 
  Light (standard duration): This cantrip creates a fairly 
  wide and consistent field of light, up to 30 feet in 
  diameter. It could just be a glow from your staff, or small 
  light elementals flitting in quick circles around you. The 
  created light isn’t bright enough to dazzle anyone or to 
  send underworld dwellers into seizures. 
  Mage Hand: This cantrip creates a small telekinetic 
  effect that lasts a round at most. It’s also sometimes 
  referred to as a “mage-slap” when higher-level wizards 
  deliver rebuffs to their underlings. At best it’s about half 
  as strong as the wizard’s own strongest hand. At worst 
  it’s half as strong as the wizard when they’re weak from 
  a bad fever. 
  Mending: This cantrip summons a variety of tiny 
  (hand-sized and smaller) magical sprites who swarm 
  over a chosen broken object attempting to mend it (over 
  the course of 1–6 rounds). Small-scale repairs like torn 
  wineskins, muddy clothing, a broken handgrip on a 
  sword, and similar repairs that anyone could fix with two 
  to four hours of devoted work gets handled in seconds. 
  More elaborate repairs to complicated objects might 
  require an Intelligence check. 
  Prestidigitation: This cantrip produces magic tricks 
  like cheaty-juggling, pulling coins out of ears, small 
  illusions created by dancing sprites, and the basic 
  equipment of stage-casting. One casting usually gives 
  you a minute of fun. But the magic has nowhere near as 
  much real world force as mage hand. 
  Spark: This is a minor fire creation spell, enough to 
  light a pipe, or a campfire, or even a page or two of an 
  unprotected spellbook. It doesn’t work against living 
  beings or against things that couldn’t easily be set on fire 
  with a few seconds of steady application of a candle. It’s 
  a show-off spell—wizards don’t have to light fires like 
  ordinary people. The target of the spark has to be nearby 
  and in sight. 
   
  Ritual Caster 
  If you take an hour or so you can cast any spell you can 
  currently cast as a ritual (doing so expends a use of that spell, 
  and requires succeeding at an Int based skill check against a 
  difficulty set by the GM). Ritual spells do more than regular 
  spells. You could cast blur on the party’s footprints to make 
  them harder to track, or cast mending on a broken bridge, or use 
  acid arrow to destroy a magic item, or cast levitate on a carpet, 
  or cast disguise self on a building you are inside… 
  
   
   
  Wizard Spells 
  1st level 
  Acid Arrow 
  Ranged spell 
  Daily 
  Target: One nearby or far away 
  creature 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d10 acid damage, and 
  5 ongoing acid damage. 
  Miss: 5 ongoing acid damage, and you 
  regain the spell during your next quick rest. 
   
  Blur 
  Ranged spell 
  Daily 
  Target: You or one nearby ally 
  Effect: For the rest of the battle (or for five minutes), 
  attacks against the target miss 20% of the time. 
   
  Charm Person 
  Ranged spell 
  Daily 
  Target: One nearby creature with 40 hp or fewer 
  Special: This spell cannot be cast during combat or on a 
  target that has rolled initiative to fight. 
  Attack: Charisma + Level vs. MD 
  Hit: The target believes you are their friend until 
  you or your allies take hostile action against them 
  (attacking their normal allies is okay). The spell 
  works best as a type of pacifier; if you or your 
  allies attack the target or order the target to attack 
  its normal allies, the target can roll a normal save 
  to break the charm effect during its turn each 
  round.  
  Special: On a miss, the spell is not detectible by most 
  others unless you miss by 4+ or roll a natural 1, in which 
  case the target and its allies knows what you tried to do 
  and will usually be angry about it. 
   
  Magic Missile 
  Ranged spell 
  At-Will 
  Target: One nearby or far away enemy. 
  Attack: Automatic hit 
  Effect: 2d4 force damage. 
  Adventurer Feat: You can choose two targets; roll half the 
  damage dice for one missile and half the damage dice for 
  the other, then assign one set of damage dice to each of 
  the two targets. 
   
  Utility Spell 
  Daily 
  Special: Cast a 1st level spell from the utility spell 
  list 
   
  …and at 2nd level 
  Utility Spell [improved] 
  Feat: Now you can use this spell twice a day 
   
  Shocking Grasp [new] 
  Close-quarters spell 
  At-Will 
  Target: One creature engaged with you 
  Attack: Intelligence + Level vs. PD 
  Hit: 1d4 lightning damage, and the target pops 
  free from you. 
  Miss: You take damage equal to the target’s level 
  from botched feedback. 
   
  …and at 3rd level 
  Magic Missile [improved] 
  3rd level spell 2d8 force damage instead of 2d4. 
   
  Lightning Bolt [new—replaces shocking grasp] 
  Close-quarters spell 
  Daily 
  Targets: 1d3 + 1 nearby enemies in a group or in a (rough) 
  line 
  Attack: Intelligence + Level vs. PD 
  Hit: 7d8 lightning damage. 
  Miss: Half damage. 
   
  Teleport Shield [new] 
  Close-quarters spell 
  Daily 
  Always: For the rest of the battle, once per round when 
  an enemy moves to engage you, you can make the 
  following attack against it as a free action before it has the 
  chance to attack in melee. 
  Attack: Intelligence + Level vs. PD 
  Hit: Teleport the enemy somewhere nearby you 
  can see. You can place them in combat with one of 
  your allies, but you can’t place them in a dangerous 
  location (lava pit or mid-air or other cheesy tricks; it’s 
  a defensive teleport rather than the perfect offensive 
  tool). 
   
  Utility Spell [improved] 
  Daily 
  3rd level spell You can now cast 3rd level utility spells as 
  well as 1st level utility spells 
   
  
   
   
  …and at 4th level 
  Acid Arrow [improved] 
  3rd level spell 5d10 acid damage instead of 4d10, 10 
  ongoing acid damage instead of 5. On a miss the spell 
  does 10 ongoing acid damage instead of 5, and you regain 
  the spell during your next quick rest. 
   
  Color Spray [new] 
  Close-quarters spell 
  Cyclic (cast once per battle OR at-will when the escalation 
  die is even) 
  Targets: 1d4 nearby enemies in a group 
  Attack: Intelligence + Level vs. MD 
   Hit: 4d6 psychic damage, and if the target has 25 
  hp or fewer after the damage it is weakened (-4 to 
  attacks and defenses) until the end of your next 
  turn. 
  Note – Color Spray is a cyclic spell. It is only expended 
  during battle if it is cast when the escalation die is 0 or 
  odd. In other words, if you cast Color Spray when the 
  escalation die is 2, 4, or 6 it can still be cast again that battle 
  but if you cast it when the escalation die is 0, 1, 3, or 5  
  you can’t cast it again until you’ve had a chance to rest. 
   
  Attack Rolls 
  The wizard’s spells list the attack roll types for each spell.. 
  To save you time here are the attack bonuses for the 
  pregenerated human wizard. 
  Spell 
  attack 
  rolls 
  Intelligence + Level 
  1st level 
  wizard 
  +6 
  2nd level 
  wizard 
  +7 
  3rd level 
  wizard 
  +8 
  4th level 
  wizard 
  +9 
   
   
   
  
   
   
  Wizard 
  Utility 
  Spells 
   
  1st Level Utility: 
  Disguise Self 
  Close-quarters spell 
  Daily 
  Effect: This spell provides 
  you with an effective magical 
  disguise that lasts about ten minutes, making the skill 
  check to avoid unmasking one step easier: easy if it would 
  have been a normal task, normal if it would have been a 
  hard task, and hard if it would have been a ridiculously 
  hard task. The spell only affects your general appearance, 
  not your size. It can be used to hide your features behind 
  the generic features of another person or race. Using it to 
  impersonate a specific creature makes it less effective as a 
  disguise—GM, consider a –2 to –5 penalty depending on 
  the degree of difficulty.  
  3rd level spell The spell lasts for 1 hour.  
   
  1st Level Utility: Feather Fall 
  Close-quarters spell 
  Daily 
  Free action to cast 
  Effect: When you cast this spell, it arrests your fall, letting 
  you glide down the ground over a round or two. If you’re 
  falling a ridiculous distance, wait to cast it until you’re 
  nearing the ground or risk turning back into a non-feather 
  at the wrong moment. 
  3rd level spell You can now target a nearby ally with the 
  spell. 
   
  1st Level Utility: Hold Portal 
  Ranged spell 
  Daily 
  Effect: You cast this spell on a door. For ten minutes, 
  adventurer tier creatures can’t get through the door, not 
  even by chopping it into splinters with an axe or blasting 
  it with a fireball. Champion-tier creatures can batter it 
  down; each attempt requires a DC 20 Intelligence skill 
  check (including an applicable background) by the caster 
  to resist the battering and keep the spell going. Epic-tier 
  creatures can walk right through. (Yes, let the caster roll 
  even if they aren’t present; it’s their magic that is holding 
  the door shut and intact and they’ll know if it’s getting 
  battered down.) 
  3rd level spell The hold portal spell now lasts for an hour. 
  Adventurer-tier creatures are stymied. Champion tier 
  creatures can batter the door down or destroy it after 
  three failed DC 20 skill checks by the spellcaster. Epic 
  creatures notice that the now-busted door had magic on 
  it. 
   
  Something In A Door 
  We suppose you could try casting hold portal on a window or a 
  porthole. But part of the spell involves keeping a solid door 
  intact that might otherwise be blown to smithereens. So 
  windows and portholes don’t work so well. And if the 
  opposition is powerful enough to teleport around the door or 
  smash through the walls or floors? At least the door itself held. 
   
  3rd Level Utility: Levitate 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, you can use a move 
  action to rise straight up into the air or descend straight 
  down. The spell won’t move you horizontally, though 
  you could levitate up to a ceiling and then scrabble 
  sideways in an undignified manner. The up-or-down 
  movement is about half as fast as your normal movement. 
  While levitating, you take a –2 penalty to your attacks and 
  are vulnerable to attacks against you. 
   
  3rd Level Utility: Message 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: You send a one to two sentence message to 
  another person you know and have touched in the last 
  week. Sending a message to a person you can see is 
  always easy. Sending a message to a person you can’t see 
  requires a skill check using Intelligence against the 
  highest-tier environment that you or the sender are 
  occupying. For example, sending a message to someone 
  in a normal epic environment requires at least a DC 25 
  skill check, and possibly higher if it’s a hard check 
  because of magical interference or the GM’s headache. 
  The maximum distance you can send a message depends 
  on the spell’s level. At 3rd level spell the distance is across 
  half a city, at most. 
   
   
   
   
  
   
   
  Level, Race, and Class: 
   
   
  One Unique Thing 
   
   
   
   
  Icon Relationships 
  (3 points) 
   
   
   
  Backgrounds 
  (8 points) 
   
   
   
  (Remember to add your level to rolls 
  when making skill checks) 
   
   
   
  Name: 
   
   
  STR 
  CON 
  DEX 
  INT 
  WIS 
  CHA 
   
   
   
   
   
   
  Modifier 
  Modifier 
  Modifier 
  Modifier 
  Modifier 
  Modifier 
   
   
  INITIATIVE 
   
   
   
  Basic Attacks 
  Melee (weapon name) +      vs AC  
  Hit:  
  Miss:  
  Ranged (weapon name) +      vs AC 
  Hit:  
  Miss:  
   
  Armor 
  Class A 
  C 
   
   
  MAX 
  NOW 
  Physical 
  Defense 
  P 
  D 
   
  Hit Points 
   
   
  Mental 
  Defense M 
  D 
   
  Recoveries 
   
   
   
   
   
  Recovery 
  Value 
   D    +   
   
  Class Features, Talents, Feats, Powers, Spells, Etc… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Icon Relationships 
  You have 3 points to spend on icon relationships. You can spend all 
  three with a single icon, or split the points between several icons. 
  Icon relationships can be positive, negative, or conflicted. 
   
  the Archmage 
  has preserved the Empire for centuries and created astonishing new 
  lands. He has also threatened the fabric of reality with experiments 
  you’d have to be brilliant or hugely arrogant to attempt.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Crusader 
  is the armored fist of the Dark Gods. So long as followers of the 
  Gods of Light stay the hell out of his way, the Crusader turns his 
  wrath against the demons that would destroy the world his own gods 
  want to rule. Follow the Crusader if you must win at any cost.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Diabolist 
  controls fiends and tampers with forces even the Archmage avoids. 
  She likes her victims screaming and her chaos pure while claiming 
  that the demons she summons would otherwise overwhelm the Great 
  Gold Wyrm who seals the Abyss. There are two differences between 
  her and her demons: First, she likes keeping destruction personal 
  rather than universal. Second, she’s capable of kindness, so long as it 
  comes as a great surprise.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Dwarf King 
  is lord of Forge, the dwarves’ new homeland beneath the mountains. 
  He’d love to reclaim the dwarven Underhome lost to war against the 
  dark elves and the creatures of the deeps. But now that the Empire is 
  stumbling, the dwarves find themselves manning the mountain walls 
  that shield the Empire from the orcs and monsters of the north.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Elf Queen 
  rules the Court of Stars, the one place where wood elves, dark elves, 
  and high elves come together as peers and allies instead of as rivals 
  or enemies. Honed by centuries of experience, the Queen’s innate 
  magic at least equals the Archmage’s spells.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Emperor 
  rules the world’s greatest human kingdom, known as the Dragon 
  Empire for the mounts of its mightiest warriors. All the signs suggest 
  that the age is turning, but will the Empire fall or shift to a new 
  balance?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
   
  the Great Gold Wyrm 
  is the world’s protector and the inspiration for holy orders of paladins 
  and independent heroes. Although the Gold Wyrm’s physical form 
  seals the gap that prevents the Abyss from erupting into the world, 
  his dreams and the agents he employs still move through the world, 
  helping those who will fight and even die for what’s right.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the High Druid 
  is the champion of the resurgent Wild, and the spiritual and magical 
  leader of spirits of nature and the elements that were chained by the 
  Empire but are now working themselves free. She might be the great 
  force that shakes the Empire to pieces or the hero who destroys the 
  destroyers and points to a new way to live.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Lich King 
  is the lord of the undead, a fallen tyrant who intends to conquer the 
  Dragon Empire and restore his ancient kingdom. He’s not entirely 
  insane and mostly understands that ruling a kingdom is not the same 
  as destroying it.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Orc Lord 
  is a figure of legend. The last time he walked the land the Lich King 
  fell, in part because of the Orc Lord’s attack. Who will fall before his 
  hordes this time? Who won’t?  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Priestess 
  hears all the Gods of Light and speaks for those who please her. She 
  is part oracle, part mystic, and part metaphysical engineer, since she 
  created the Cathedral, an ever-expanding temple with rooms or entire 
  wings for each of the faiths she favors.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Prince of Shadows 
  is part thief, part trickster, and part assassin. To some he is a hero; to 
  others a villain. He has squandered the riches of the dwarves, 
  murdered the hopes of a dragon, and plundered the dreams of a god. 
  His exploits have changed the world, but none can tell you his 
  ultimate goals or motives.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
  the Three 
  were among the first dragons to walk the world. The Red is a living 
  engine of destruction. The Blue is a sorceress, perhaps even the 
  original mother of all sorcery. The Black is queen of shadows and 
  assassins. Unlike the Great Gold Wyrm, who must fight alone, the 
  Three have learned to join forces.  
      
  Points spent… 
  1 point 
  2 points 
  3 points 
      
  Relationship (pick one) 
  Positive 
  Negative 
  Conflicted 
   
   
  
   
   
   
  Character 
  One Unique 
  Thing 
  Backgrounds  
  & any magic items 
   
   
  Icon 
  Relationships 
  & Roll Results 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
  Character Name 
   
   
   
  Player 
   
   
   
  
   
   
  Magic Item Treasury 
  Brilliant Breastplate 
  This armor produces a bright light on 
  command, 
  impressive 
  enough 
  to 
  temporarily dazzle foes. 
  Heavy armor 
  +1 to AC 
  Once per day, as a quick action; 
  dazzle your enemies and increase 
  the escalation die by 1 
  Quirk: Fear of the dark 
   
   
  Drakescale Armor 
  Light or heavy armor 
  +1 to AC 
  Once per day as a quick action 
  when in shadow or darkness; 
  increase the AC bonus to +2 until 
  the end of the battle, but only when 
  you are in shadow or darkness.  
  Quirk: Hard to resist making puns in 
  battle 
   
  Starbright Robes 
  Woven from spun meteoric iron, this 
  shimmering robe warps space slightly. 
  Light armor 
  +1 to AC 
  Recharge 11+ after battle: pop all 
  currently engaged characters free 
  Quirk: Needs personal space 
   
  Rage Hammer 
  Weapon 
  +1 to attack and damage 
  Once per battle, when staggered; 
  reroll one attack die and take the 
  better result 
  Quirk: Eager to air grievances. 
   
  Regeneration Potion 
  Potion (x3) consumable 
  When you drink this potion spend and 
  roll a recovery; but heal only half the 
  amount rolled.  
  On the start of your next turn, you 
  heal again, this time using a free 
  recovery, but again healing only half the 
  amount you roll. Then roll a normal 
  save (11+) to see if the regeneration 
  effect continues. If it does, you'll heal 
  half a free recovery again at the start of 
  your next turn, and roll a save again to 
  see if the effect continues. If the save 
  fails, the regeneration effect ends, but 
  you get an after-effect depending on the 
  natural result of your failed save!  
  Keep rolling saves to continue the 
  healing effect on each of your turns, 
  until you fail the save. 
  Natural failed save:  
  1-3  A strange temporary side-effect: 
  sparks fly from your finger tips, your 
  eyes glow, your hair grows by a foot, 
  etc. No direct impact on game. 
  4-6  Gain 1d6 temporary hit points. 
  7-9  Barky-skin: You gain damage 
  resistance 12+ against the next attack 
  against your AC (half damage unless 
  attacker rolls 12+). 
  10  Rocky-skin: You gain +2 AC until 
  an attack against AC misses you. 
   
  Feathered Bow 
  Ranged weapon 
  +1 to attack and damage 
  When you roll a crit with this 
  weapon you can fly with your next 
  move, but must land after the move 
  action 
  Quirk: Obsessed with shiny trinkets of 
  little value 
   
  Verbal Blade 
  Weapon 
  +1 to attack and damage 
  This weapon taunts your enemies 
  (ask your GM to do its funny voice): 
  add psychic damage equal to your 
  level to your damage (hit or miss) 
  when the escalation die is not odd 
  (0,2,4,6) 
  Quirk: Loves clever insults 
   
   
  Wand of Power 
  Wand 
  +1 to wizard spell attacks and 
  damage 
  Once per day, when you crit with a 
  spell; roll a save, on a 16+ that spell 
  was not expended. 
  Quirk: Maniacal laughter and the urge 
  to say things like “FOOLS! I’LL 
  SHOW THEM ALL! BWAHAHA!” 
   
  Rainbow Symbol 
  Symbol 
  +1 to cleric spell attacks and damage 
  Once per battle, when a nearby or 
  far away ally heals; you gain 
  temporary hit points equal to your 
  wisdom modifier plus your level. 
  Quirk: Spells cast with this symbol  
  produce a rainbow effect that will give 
  your position away 
   
   
  Slayer’s Shoes 
  Boots 
  +1 to disengage checks and other 
  fancy footwork 
  +1 to attacks made immediately 
  after disengaging 
  Quirk: Writes out lists of enemies, 
  constantly warning people they are 
  going on the list. 
   
  Bear Helm 
  Helmet (can also be used by animal 
  companions, though you use your 
  chakra and get the quirk) 
  +1 to MD 
  The wearer deals +1d4 miss damage 
  if they have healed or gained 
  temporary hp since the start of their 
  current turn 
  Quirk: Eats raw fish 
   
   
  
SOURCE: textdata/thevault/13th Age/Booth In A Box/Game Materials/Pregens and character sheet/Gen_Con_2015_Pregens.pdf