TEXT: The Fade Tabletop 
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  Character Creation 
  A character starts with a 5 in each of their stats. Depending on the game type, the 
  characters assign a certain amount of points to their stats. 
  Game Type Low Standard High Heroic 
  Stat Points 
  5 
  10 
  15 
  20 
   
  Non-player characters cannot make a stat more than a 10 at 
  character creation, and a player character cannot make a stat 
  more than a 20 at character creation. Racial bonuses and 
  leveling bonuses can surpass this. Monsters are not restricted 
  by these rules. 
  If a character has a 0 in certain stats, they are unable to do 
  certain things. 
   Strength: A character with a 0 in strength is unable to 
  hold themselves up and is permanently prone until their 
  strength increases beyond 0. 
   Magic: A character with a 0 in magic loses the ability to 
  enter an ignition until their magic increases beyond 0. 
   Endurance: A character with a 0 in endurance has no 
  physical energy, and is either dead, undead, or an 
  object. 
   Resistance: A character with a 0 in resistance has either 
  lost their soul, or it has been destroyed. If it is the 
  latter, the character fades and stops existing after 1d4 
  rounds. Otherwise, they have a 50% chance of attacking 
  allies as per the Insanity spell until brought above 0. 
   Agility: A character with a 0 in agility is unable to move 
  their muscles due to an outside force's interference and is effectively helpless. 
   Luck: A character with a 0 in luck is incredibly unlucky to the point where life 
  actively sucks. Any check that is more complex than eating, sleeping, or 
  walking is always a failure. Bummer. 
  To level up, the character must earn a number of XP equal to their level times 1,000. 
  At level one, the character starts with 0 XP. A character or a monster is worth a 
  number of XP equal to their level times 100. See the Character Advancement page 
  below for more details. XP resets to 0 once the character advances to the next level. 
  One of the formulas for calculating a character’s HP is as follows: 
  (Class’ Hit Points per Level + Endurance Modifier + Misc. Modifiers) * Level 
   
  Stat # 
  Stat Bonus 
  1 
  -4 
  2 
  -3 
  3 
  -2 
  4 
  -1 
  5 
  0 
  6 
  +1 
  7 
  +2 
  8 
  +3 
  9 
  +4 
  10 
  +5 
  11 
  +6 
  12 
  +7 
  13 
  +8 
  14 
  +9 
  15 
  +10 
  16 
  +11 
  17 
  +12 
  18 
  +13 
  19 
  +14 
  20 
  +15 
  21 
  +16 
  22 
  +17 
  23 
  +18 
  24 
  +19 
  25 
  +20 
  
  Ability Scores 
  These are the stats which determines a character’s abilities and their capabilities in 
  certain areas which will be described below. 
   Strength: Measures a character’s physical prowess and ability to work their 
  muscles. A character with high strength has large muscles, and a large frame. 
  This affects physical damage rolls, Strength saving throws, and if the character 
  is wielding a Brutish weapon they add ½ their Strength to hit instead of Agility. 
   
   Magic: Measures a character’s ‘outer soul’ strength, which is the energy which 
  surrounds their body and soul. The outer soul is used to cast magic in all forms. 
  Magic affects magical damage rolls, Magic saving throws, and different affects 
  revolving around spells such as the DCs to saving throws. 
   
   Endurance: Measures how hardy a character is, and assists in stopping blows 
  from killing characters, as well as helping them overcome fatigue and 
  tiredness. Endurance affects a character’s hit points, which allows the 
  character to stay alive longer. It is also used for Endurance saving throws. 
   
   Resistance: Measures the strength of a 
  character’s ‘inner soul’, which is also known 
  only as the soul of the character. It is used to 
  create and weave spells, as well as resist 
  them. Resistance affects magical to-hit rolls, 
  Resistance saving throws, and certain 
  conditions which may involve a character’s 
  soul. 
   
   Agility: Measures a character’s quickness on 
  their feet and their actions. Though most 
  characters who are good at Agility may look 
  skinny, not all do. Agility affects physical to-hit 
  rolls, Agility saving throws, and if the character 
  is wielding a Finesse weapon they add ½ their 
  Agility to damage instead of +Strength. 
   
   Luck: Measures how lucky a character is, and 
  affects various things. Luck affects most Skill 
  rolls, Luck saving throws, and a “Luck Check” 
  should be made in a situation where random 
  chance may be involved that could be 
  detrimental to the player unless stated otherwise. 
  Where’s the Intelligence? Where’s 
  the Wisdom? Where’s the Charisma? 
  Some players may notice a distinct 
  absence of key staples in tabletop 
  systems, such as the mental stats. 
  For those who wish to make these 
  stats present in their game, they can 
  do the following: 
   
  Replace Magic with Intelligence, 
  Resistance with Wisdom, and Luck 
  with Charisma. 
   
  After this, alter the following skills: 
   
  Deception, Persuasion, and Use Magic 
  Device rely on Charisma. 
   
  All Knowledge skills, Artisan, 
  Linguistics, Spellcraft, and Use 
  Computers rely on Intelligence. 
   
  Awareness relies on Wisdom. 
  
  Character Advancement 
  Below is a chart detailing what each character gains at levels 1 through 30; gold, EXP 
  needed to progress to the next level, and finally the stat bonuses the character gains. 
  Stat Bonus: A character gains a bonus to stats of their choosing at 4th level and every 
  4 levels thereafter. This bonus (2) can be split into two 1s and get put into two 
  different stats, or stay as a 2 and get put into one stat. This stat bonus can exceed 
  the 20 limit, but not the maximum a stat can be: 25. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 
  XP Needed 
  Stat Bonus 
  Gold 
  Talents 
  1st 
  1,000 
  — 
  500 G 
  1st 
  2nd 
  2,000 
  — 
  1,000 G 
  — 
  3rd 
  3,000 
  — 
  4,000 G 
  2nd 
  4th 
  4,000 
  2 
  8,000 G 
  — 
  5th 
  5,000 
  — 
  12,000 G 
  3rd 
  6th 
  6,000 
  — 
  16,000 G 
  — 
  7th 
  7,000 
  — 
  20,000 G 
  4th 
  8th 
  8,000 
  2 
  24,000 G 
  — 
  9th 
  9,000 
  — 
  28,000 G 
  5th 
  10th 
  10,000 
  — 
  32,000 G 
  — 
  11th 
  11,000 
  — 
  36,000 G 
  6th 
  12th 
  12,000 
  2 
  40,000 G 
  — 
  13th 
  13,000 
  — 
  44,000 G 
  7th 
  14th 
  14,000 
  — 
  48,000 G 
  — 
  15th 
  15,000 
  — 
  52,000 G 
  8th 
  16th 
  16,000 
  2 
  56,000 G 
  — 
  17th 
  17,000 
  — 
  60,000 G 
  9th 
  18th 
  18,000 
  — 
  64,000 G 
  — 
  19th 
  19,000 
  — 
  68,000 G 
  10th 
  20th 
  20,000 
  2 
  72,000 G 
  — 
  21st 
  21,000 
  — 
  76,000 G 
  11th 
  22nd 
  22,000 
  — 
  80,000 G 
  — 
  23rd 
  23,000 
  — 
  84,000 G 
  12th 
  24th 
  24,000 
  2 
  88,000 G 
  — 
  25th 
  25,000 
  — 
  92,000 G 
  13th 
  26th 
  26,000 
  — 
  96,000 G 
  — 
  27th 
  27,000 
  — 
  100,000 G 
  14th 
  28th 
  28,000 
  2 
  104,000 G 
  — 
  29th 
  29,000 
  — 
  108,000 G 
  15th 
  30th 
  — 
  — 
  112,000 G 
  — 
  
  Races 
  Races define the character’s heritage, and their natural capabilities which affect 
  their abilities learned through training as Warlords, Zauberers, or Heisters. Below are 
  common races that one will find in most campaigns. GM’s can add new races to fit 
  their own campaign’s setting. 
  To make a new race, follow these instructions: 
  Race Name 
  Short description of the race, and perhaps their origin or a bit of information about 
  them. 
  Physical Description: The physical description of the race, their hair color, and eye 
  colors. 
  Most Common Alignment: The alignment that corresponds with the race’s 
  personality. 
  Most Common Class: Lists of classes correspond with the race’s ability scores. 
  Most Common Deity: If the race worships a deity, which deity. 
  Rarity: How rare the race is, and if it is more common on some planets than others. 
  Planet of Origin: The planet this race comes from, if any. 
   
  Race Abilities 
   Bonuses to ability scores (commonly +2 to two, or +4 to one) 
   Speeds (Land, Flight, Swimming, and Burrowing) 
   Size (Small, Medium, and Large are the most common sizes) 
   Miscellaneous Bonus Abilities 
   Languages (Commonly 1 human language, and their racial language if any) 
   
   
   
   
   
   
   
   
  
  Human 
  Varied in nature and able to fill in whatever roll they see fit to take up, humans make 
  up the majority of popular worlds as well as the majority of adventurers. Some worlds 
  have less humans, yet despite this they manage to find themselves in almost every 
  realm imaginable. 
  Physical Description: Humans have a range of skin colors, eye colors, and hair colors. 
  The most common hair colors are: Brown, Blonde, Black, and Red. The most common 
  eye colors are: Blue, Green, Brown, and variants of these colors. 
  Most Common Alignment: While there are the moral, immoral, ethical, and unethical 
  humans out there the most common alignment for them is true neutral due to their 
  variance. 
  Most Common Class: Humans do not have a most common class, due to their ability 
  to fill in any role and class. 
  Most Common Deity: Humans tend to worship Adonai the most out of all of the 
  deities, however humans who worship any other deity exist and aren’t a minority. 
  Rarity: Humans are the most common race on most planets, and thus are deemed as 
  the most common race of all. There exists a few planets which harbor no humans due 
  to the harmful nature of the planet itself, however few planets ban them outright. 
  Planet of Origin: Earth. 
   
  Human Abilities 
   +2 to one ability score. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Human) 
   +1 Skill Points per level. 
   Human Mastery: +2 to melee weapons, ranged weapons, or spell attacks. 
   1 Human Language. 
   
   
   
   
   
   
  
  Elves 
  Serene and in-tune with nature, Elves are quick and in-tune with the magic that flows 
  around in the world. Elves, Dwarves, and Orcs are a trio of nature symbolizing the 
  different areas of nature: Wood Elves, Mountain Dwarves, and Desert Orcs. 
  Physical Description: Elves have long and thin bright hair, and pointed ears. Their 
  eyes don’t have pupils just like Shadowers, and have heads shaped like diamonds. 
  Elves do not beards or body hair. 
  Most Common Alignment: Those in civilized societies tend towards Ethically Moral, 
  and those in less civilized and more barbaric cultures tend towards Unethically Moral. 
  Most Common Class: Studying in either magic or archery, Elves tend towards 
  Zauberers or Marksmen. Any other magic classes, or even Heisters are common to 
  Elves. 
  Most Common Deity: Elves often worship Drey due to his affinity towards Elves. 
  Rarity: Elves are incredibly common, though only on planets with wooded lands. 
  Planet of Origin: Venus (Beauty in Latin) 
   
  Elves Abilities 
   +2 Magic and Agility 
   30 foot land speed. 
   Medium size. 
   Humanoid (Elf) 
   Acrobatics (Strength or Luck) +2 and Spellcraft +2 
   Elven Mind: 1/day negate spells and affects that require a Resistance save. 
   1 Human Language, Elven, and Naynat. 
   
   
   
   
   
   
   
   
   
  
  Dwarf 
  Stonemasons who have made their home in the mountains, and live sedentary 
  lifestyles as they forge weapons and armor. Some however are drawn to leave their 
  home, either for glory or out of necessity. 
  Physical Description: Short and round, male Dwarves almost always have beards and 
  those that do not are seen as insane or just flat out untrustworthy. Female Dwarves 
  have no facial hair, but are just as tough. 
  Most Common Alignment: Dwarves are loyal to their friends, making them lean 
  towards any Ethical alignment. 
  Most Common Class: Dwarves are often Warlords or Psychics due to their toughness 
  and affinity for shaking off mind affecting effects. 
  Most Common Deity: Dwarves are often atheists, being sheltered from the world for 
  most of their life, and thus sheltered from Religion. 
  Rarity: Dwarves are very common, and are most commonly found in mountainous 
  areas. 
  Planet of Origin: Dratvian (Peak in Rugo) 
   
  Dwarf Abilities 
   +2 Endurance and Resistance 
   20 foot land speed (unaffected by armor) 
   Medium size. 
   Humanoid (Dwarf) 
   +2 to Stability 
   Dwarf Endurance: +5 HP at 1st level. 
   Darkvision 60 ft. 
   1 Human Language, Dwarven, and Rugo. 
   
   
   
   
   
   
   
  
  Goblin 
  Little green trouble makers, Goblins and their mischief and evil depend on the region 
  they are found in. Some Goblins are nicer just annoy the occasional adventurer, while 
  others are pure evil and would rip the face off of the same adventurer. 
  Physical Description: Small, green, and vicious in appearance, Goblins are just under 
  4 ft. and weigh about as much as a 9 year old human child. 
  Most Common Alignment: Goblins are either one of two extremes: Ethically Moral, or 
  Unethically Immoral. 
  Most Common Class: Goblins like to be Heisters, or even Spellgrafters (Grenadiers). 
  Arcane magic is evil, so Goblins don’t like Zauberers. Only Chaplains and Psychics are 
  liked universally by Goblins. 
  Most Common Deity: Even the vilest of Goblins love Coolington, and give him thanks. 
  This is because Coolington is the only Goblin deity known to date. 
  Rarity: Goblins are incredibly common unless the society is more civilized, which 
  deters most Goblins. 
  Planet of Origin: Goblinian (“The Best” in Goblin) 
   
  Goblin Abilities 
   +4 Agility 
   30 foot land speed. 
   Small size. 
   Humanoid (Goblin) 
   Proficiency with Smallsword. 
   Darkvision 60 ft. 
   1 Human Language and Goblin. 
   
   
   
   
   
   
   
   
  
  Orc 
  Strong, brutish, and nature’s guardians the Orcs seek to keep foreigners away from 
  the desert and detest city folk. While this is not the case for some Orcs, this fits for 
  most of them as they are seen protecting sand temples and churches. 
  Physical Description: As green as Goblins but not as vicious, Orcs are large and 
  intimidating and those in uncivilized cultures are often covered in scars. 
  Most Common Alignment: Orcs are most certainly Unethical, and have more of a 
  Neutral mindset than an Immoral one. 
  Most Common Class: Orcs use their Strength to their advantage, becoming Warlords 
  or Vim Blades as to stretch their Strength to its limit. 
  Most Common Deity: None, as Orcs believe in caring for oneself rather than having 
  gods do it for you, thus making them atheists. 
  Rarity: Orcs are common in deserts, wearing very little unless it’s armor and flashing 
  their tusks at enemies who approach them. 
  Planet of Origin: Borz’a Doran (Sun’s Wastes in Rawn) 
   
  Orc Abilities 
   +4 Strength 
   30 foot land speed. 
   Medium size. 
   Humanoid (Orc) 
   Proficiency with Greatswords. 
   Strong Throw: 1/day throw a non-thrown weapon 10 ft. without penalty. 
   Darkvision 60 ft. 
   1 Human Language, Orcish, and Rawn. 
   
   
   
   
   
   
   
   
  
  Gnome 
  Mischievous little half-breeds of humans and fey-folk, Gnomes don’t carry as much 
  magic as they would, however they carry just as much joy. Gnomes are playful, and 
  like company. Gnomes are also suicidal if they end up eating at least 5 peanuts. 
  Physical Description: Gnomes are physically odd as they can be almost anything 
  except tall, and human-shaped. 
  Most Common Alignment: Gnomes, being incredibly happy and cheerful most of the 
  time a Gnome is associated with any of the Moral alignments. 
  Most Common Class: Gnomes have innate magical capabilities, and thus fit well into 
  any magic using class. 
  Most Common Deity: Gnomes don’t worship a single deity, choosing to be polytheistic 
  regardless of what their deities’ opinion on it is. Even Gnome Chaplains do this, with 
  their deity believing it is just an “experimental phase” 
  Rarity: Gnomes are a very common race. 
  Planet of Origin: None 
   
  Gnome Abilities 
   +2 Magic and Luck. 
   30 foot land speed. 
   Small size. 
   Humanoid (Gnome) 
   +1 Spell DC on Earth Spells 
   Spunky: A Gnome has a great sense of humor, granting them a +2 bonus to 
  Persuasion or Deception when telling a joke. In addition to this, they gain a +2 
  bonus on steal attempts due to their ability to how off their good looks. 
   1 Human Language, Ayran, Naynat, Rugo, and Pront. 
   
   
   
   
   
   
   
  
  Fairy 
  Small, cute, and cheerful the short-living fairies try to live life to their fullest due to 
  their lifespan of only 10 years, leaving them very little to do what they want and 
  learn what they can. Despite this, fairies are very agile and magically inclined. 
  Physical Description: Fairies are the size of young human children, meaning they are 
  at most they’re 4 ft. 
  Most Common Alignment: Fairies are almost always Moral due to their giddy and 
  carefree nature. 
  Most Common Class: Fairies like becoming Zauberers and Heisters because of their 
  quickness and magical affinity. 
  Most Common Deity: Fairies don’t focus too much on Religion, but sometimes they’ll 
  worship a deity. 
  Rarity: Fairies are common where forests are at large, making their hives in a clearing 
  of the forest. 
  Planet of Origin: None. 
   
  Fairy Abilities 
   +2 Magic and Agility 
   5 foot land speed, 30 foot fly speed. 
   Small size. 
   Humanoid (Fairy) 
   Resistance 5 (One element) 
   Fairy Dust: 1/day grant ally 15 ft. fly speed for 4 rounds. 
   1 Human Language and Naynat. 
   
   
   
   
   
   
   
   
   
  
  Vampire 
  Those who were once people are now pale skinned bloodsuckers that have a thirst for 
  their friends. This is the common stereotype of vampires, and while not all fit this 
  mold some do. A vampire as an ally is the most trustworthy person one can meet. 
  Physical Description: Vampires look just like their original race, except paler and 
  have darker hair. They have sharp fangs used for draining blood. 
  Most Common Alignment: Vampires are favorable towards the law, being more 
  Ethical than Unethical. Whether they are Moral or Immoral depends on their past life. 
  Most Common Class: Due to their affinity for magic and quickness, Vampires become 
  Heisters, Zauberers, Chaplains, Psychics, or even Warlords. 
  Most Common Deity: Vampires worship Asnalies the most out of any deity because of 
  his affinity to death and the fact that he does not wish death upon others. 
  Rarity: Vampires aren’t rare at all, but are uncommon because the act of vampirism 
  being illegal. Those who are turned are not persecuted, though those who turn others 
  are either executed or arrested. 
  Planet of Origin: None. 
   
  Vampire Abilities 
   +2 Magic and Agility 
   30 foot land speed. 
   Medium size. 
   Undead (Vampire) 
   Proficiency with Rapiers. 
   Healed by Unholy, harmed by Holy. 
   Vampiric Bite: 1/day drink blood of helpless or freshly dead enemy for +5 
  temporary HP. 
   Darkvision 60 ft. 
   1 Human Language and Zomn. 
   
   
   
   
   
   
  
  Mi-Go 
  Fungus creatures from space, the Mi-Go are high tech aliens from a land where 
  humans dare not enter. 
  Physical Description: Mi-Go are large, pinkish, and crustacean-like despite their 
  classification as a “fungus”. They do not have eyes or hair, but rather tendrils that 
  sprout from where their head would be. 
  Most Common Alignment: Mi-Go despite being alien in nature, are scientists and 
  colonists. They experiment when they can, even if it would be taken too far. They’re 
  commonly Neutrally Immoral. 
  Most Common Class: The Mi-Go make good Spellgrafters as this fills their love of 
  science and technology as well as their magical capabilities. Despite this, they can 
  make well-rounded Heisters or even a good Marksman or Desperado. 
  Most Common Deity: Mi-Go worship deities that bend outside of human’s perception. 
  Elder Deities of any kind may be worshipped by the Mi-Go. 
  Rarity: Common on Yuggoth, and uncommon anywhere else. 
  Planet of Origin: Yuggoth 
   
  Mi-Go Abilities 
   +2 Resistance and Agility. 
   15 foot land speed, 30 foot fly speed. 
   Medium size. 
   Plant (Mi-Go) 
   Immune to Poison, Suffocation, and Drowning 
   From Space: Mi-Go do not need to breathe and can survive in the outer reaches 
  of space. 
   1 Human Language, and Ano. 
   
   
   
   
   
   
   
  
  Classes 
  Classes determine what a character specialize in combat and roleplay-related 
  situations. 
  At 5th, 10th, 15th, 20th, 25th, and 30th levels the class gains a new level of power, 
  making them greater than they had been before and more heroic. These powers are 
  called the following: 
   5th Level: First Awakening 
   10th Level: Second Awakening 
   15th Level: Third Awakening 
   20th Level: Heroic Awakening 
   25th Level: Unchained Awakening 
   30th Level: True Awakening 
  Each class has a “Hit Points per Level” that determine how much punishment they can 
  take. Sometimes subtypes grant more or less hit points, depending on the subtypes. 
  Multi Classing: A character can take levels in a different class starting at level 2 and 
  beyond. The class they initially took levels in is the class they gain Awakenings in 
  however. A multi-classing character must have equal or greater levels in his main 
  class with their other class. 
  Class Subtypes: Some classes have subtypes which are different versions of the 
  standard class. The way they are written out as follows: Class Name (Subtype Name). 
  Some subtypes change abilities, and others can change the Hit Points per level as well 
  (though changing the Hit Points per level should never be everything that’s changed). 
  If an ability is changed in by the subtype, it replaces the original ability listed.  
  Skills per Level: This is a number of skill ranks the character gets. 
  Attack Bonus: A static bonus added onto all attack rolls. There are two types of 
  “Attack Bonus” progressions which is Fast (as seen on the Warlord) and Slow (as seen 
  on the Zauberer). In addition to this, there is “Attacks per Round” which shows how 
  many attacks the character can do on a full round. There is fast, medium, and slow. 
  NPCs: Any Non-Player Characters (NPCs for short) do not receive Awakenings when 
  given any of the classes listed below, however they gain any other abilities of the 
  class. Giving NPCs any Awakenings should be reserved for specific NPCs like bosses 
  and important figures, displaying their power and place in the world. NPCs are 
  typically built using the Standard Point Buy (or Low if the characters use the Low 
  track, though this is up to the GM). This keeps them from overpowering the players 
  and has them at a manageable level. NPCs without a class have the following stats: 
  HP per Level: 2 
  Skill Points per Level: 4 
  
  Warlord 
  Users of various weapons or even their fists, Warlords take fights to the front line 
  with blades and axes, or to the backlines as bowmen or javelin throwers. 
  Warlords have 10 Hit Points per Level 
  Warlords gets 4 skill points per level. 
   
  Level Special Abilities 
  Attack Bonus Atk/round 
  1st 
  Weapon Training +1, Armor Training +1 
  +0 
  1 
  2nd 
  Martial Talent 
  +0 
  1 
  3rd 
  Weapon Training +2 
  +0 
  1 
  4th 
  Martial Talent 
  +0 
  1 
  5th 
  First Awakening, Armor Training +2 
  +2 
  1 
  6th 
  Martial Talent 
  +2 
  1 
  7th 
  Weapon Training +3 
  +2 
  1 
  8th 
  Martial Talent 
  +2 
  2 
  9th 
  Armor Training +3 
  +2 
  2 
  10th 
  Second Awakening, Martial Talent 
  +4 
  2 
  11th 
  Weapon Training +4 
  +4 
  2 
  12th 
  Martial Talent 
  +4 
  2 
  13th 
  Armor Training +4 
  +4 
  2 
  14th 
  Martial Talent 
  +4 
  2 
  15th 
  Third Awakening, Weapon Training +5 
  +6 
  2 
  16th 
  Martial Talent 
  +6 
  3 
  17th 
  Armor Training +5 
  +6 
  3 
  18th 
  Martial Talent 
  +6 
  3 
  19th 
  Weapon Training +6 
  +6 
  3 
  20th 
  Heroic Awakening, Martial Talent 
  +8 
  3 
  21st 
  Armor Training +6 
  +8 
  3 
  22nd 
  Martial Talent 
  +8 
  3 
  23rd 
  Weapon Training +7 
  +8 
  3 
  24th 
  Martial Talent 
  +8 
  4 
  25th 
  Unchained Awakening, Armor Training +7 
  +10 
  4 
  26th 
  Martial Talent 
  +10 
  4 
  27th 
  Weapon Training +8 
  +10 
  4 
  28th 
  Martial Talent 
  +10 
  4 
  29th 
  Armor Training +8 
  +10 
  4 
  30th 
  True Awakening, Weapon Training +10, Armor Training +10, Martial Talent 
  +12 
  4 
   
  Weapon and Armor Proficiency 
  Warlords gain proficiency with Simple and Martial weapons. They’re also proficient 
  with Light, Medium, Heavy armor and Shields. 
  
  Weapon Training 
  At 1st level, Warlords gain a +1 bonus to Attack and Damage with a weapon of their 
  choice. Once this weapon is chosen, it can be changed through a 24 hour training 
  session with a new weapon. These hours need not be consecutive. 
  Their +1 bonus increases as per the chart above. 
  Armor Training 
  At 1st level, Warlords gain a +1 bonus to Defense and Avoid with an armor of their 
  choice. Once this armor is chosen, it can be changed through a 24 hour training 
  session with the selected armor. These hours need not be consecutive. 
  Their +1 bonus increases as per the chart above. 
  First Awakening 
  The Warlord gains a +10 bonus to their foot speed while wearing armor, and reduce 
  the Armor Penalty by 1. 
  Second Awakening 
  The Warlord gains a free talent as well as an additional 10 HP. 
  Third Awakening 
  The Warlord’s bonus to his foot speed increases from +10 to +20. 
  Heroic Awakening 
  The Warlord’s reduction of the Armor Penalty goes from 1 to 3. 
  Unchained Awakening 
  The Warlord can 1 + ½ AGI Modifier per day grant themselves an additional move 
  action. Can only be done once per round. 
  True Awakening 
  The Warlord gains an additional 20 hit points, and can select an additional weapon for 
  his Weapon Training. 
   
   
   
   
   
   
   
   
  
  Martial Talent 
  At 2nd level and every even level thereafter, they gain an additional Martial Talent. 
  The following abilities below are Martial Talents. 
  Name 
  Prerequisite 
  Description 
  Sharp Blade 
  ― 
  Single melee attack deals damage, and reduces 
  target’s Defense by ½ Warlord’s level. 
  Heart Ripper 
  ― 
  +2 damage on a critical hit. 
  Improved Heart Ripper 
  Heart Ripper, Level 6th 
  +4 damage on a critical hit. 
  Pushing Bludgeon 
  Weapon Training 
  (Bludgeoning) 
  If opponent is hit, gain free Bull Rush on top of 
  damage. 
  Strong String 
  Weapon Training (Bow) 
  Increase the bow’s range by 10 per Weapon Training 
  bonus. 
  Hardened 
   
   
  ― 
  Gain Armor Training * 4 as a bonus to Hit Points. 
  Strong Strike 
  Weapon Training (Melee) Sacrifice Weapon Training bonus to attack and 
  double Weapon Training bonus to damage. 
  Sure Strike 
  ― 
  Sacrifice Weapon Training bonus to damage and 
  double Weapon Training bonus to attack. 
  Strong Target 
  Weapon Training 
  (Ranged) 
  Sacrifice Weapon Training bonus to attack and 
  double Weapon Training bonus to damage. 
  Brace for Impact 
  Armor Training (Heavy) 
  Sacrifice Armor Training bonus to avoid and double 
  Armor Training bonus to defense. 
  Immediate Reaction 
  ― 
  Take a five foot step as an immediate action if your 
  opponent moves away. 
  Tandem Charge 
  Agility 10 
  Adjacent allies have a free charge with the Warlord. 
  Dragon Strike 
  Strength 20 
  Add additional damage to one attack equal to double 
  Strength mod 1/day. This is factored in after a 
  critical hit. 
  Dangerous Strike 
  ― 
  Weapon’s critical multiplier increases by x1. This can 
  only be taken once per weapon. 
  God Strike 
  Dangerous Strike, 
  Warlord Level 30 
  Weapons with Dangerous Strike increase critical 
  modifier by x1 again. Bypasses x5 limit. 
  Firearm Training 
  ― 
  Gain proficiency in a single firearm. Can be taken 
  multiple times, gaining new proficiencies. 
  High Jump 
  Armor Training (Light) 
  Once per day, jump up to 15 ft. as if the Warlord has 
  a fly speed of 15 ft. 
  Dominating Presence 
  Persuasion 4 Ranks 
  All enemies focus on the Warlord for their attack 
  rolls for 5 rounds. This can be used 2/day. 
  Tower Slammer 
  Tower Shield equipped 
  Use tower shield as if it were a large sized club 
  without penalties. Enemies hit are pushed back 5 ft. 
  + 5 ft. for every 5 above 5 STR the Warlord has. 
  Do Unto Others 
  Warlord Level 4 
  Upon being hit, make a free reactionary attack 
  against the opponent. On a hit, deal half their 
  damage back. Cannot target specific body parts.  
   
  
  Zauberer 
  Practitioners of arcane and elemental Magic using its power to bend opponents to 
  their will, and to destroy those who wish to threaten them. 
  Zauberer have 6 Hit Points per Level 
  Zauberers get 4 skill points per level. 
   
   
   
   
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Magic Aptitude +2 
  6 
  +0 
  1 
  2nd 
  Zauberer Weaves 
  7 
  +0 
  1 
  3rd 
   
  8 
  +0 
  1 
  4th 
  Zauberer Weaves 
  9 
  +0 
  1 
  5th 
  First Awakening 
  10 
  +0 
  1 
  6th 
  Zauberer Weaves 
  11 
  +0 
  1 
  7th 
  Magic Aptitude +4 
  12 
  +0 
  1 
  8th 
  Zauberer Weaves 
  13 
  +0 
  1 
  9th 
   
  14 
  +0 
  1 
  10th 
  Zauberer Weaves, Second Awakening 
  15 
  +2 
  1 
  11th 
   
  16 
  +2 
  1 
  12th 
  Zauberer Weaves 
  17 
  +2 
  1 
  13th 
  Magic Aptitude +6 
  18 
  +2 
  1 
  14th 
  Zauberer Weaves 
  19 
  +2 
  1 
  15th 
  Third Awakening 
  20 
  +2 
  2 
  16th 
  Zauberer Weaves 
  21 
  +2 
  2 
  17th 
   
  22 
  +2 
  2 
  18th 
  Zauberer Weaves 
  23 
  +2 
  2 
  19th 
  Magic Aptitude +4 
  24 
  +2 
  2 
  20th 
  Zauberer Weaves, Heroic Awakening 
  25 
  +4 
  2 
  21st 
  Magic Aptitude +6 
  26 
  +4 
  2 
  22nd 
  Zauberer Weaves 
  27 
  +4 
  2 
  23rd 
   
  28 
  +4 
  2 
  24th 
  Zauberer Weaves 
  29 
  +4 
  2 
  25th 
  Magic Aptitude +4, Unchained Awakening 
  30 
  +4 
  2 
  26th 
  Zauberer Weaves 
  31 
  +4 
  2 
  27th 
   
  32 
  +4 
  2 
  28th 
  Zauberer Weaves 
  33 
  +4 
  2 
  29th 
   
  34 
  +4 
  2 
  30th 
  Zauberer Weaves, True Awakening 
  35 
  +6 
  2 
  
  Weapon and Armor Proficiency 
  Zauberer gain proficiency with Simple weapons, but not armor. Armor imposes a 50% 
  failure chance when casting spells wearing it. 
  Magic Aptitude 
  Starting at 1st level, the Zauberer selects an element of Magic from the arcane Magic 
  list. When casting that element, he gains a +2 bonus to attack, damage, and saving 
  throws with the element. This increases by +2 every 10 levels after 1st to a maximum 
  of +6 at 21st level. A different element can be chosen, with the minimum bonus. 
  Zauberer Weaves 
  Tampering with the essence of Magic itself allows the Zauberer to specialize in 
  focuses, and train their abilities up past that of the normal Magic user. At 2nd level 
  and every even level thereafter, they choose a Zauberer Weave from one of the ones 
  listed below. These can be chosen multiple times. If the bonus for being taken again 
  isn’t simply a +1 to the abilities’ effects, it’ll have a description of what is done. 
  Zauberer Weave 
  Prerequisite 
  Description 
  Magical Defenses 
  Magic Aptitude 
  When this is chosen, you gain a 2 Resistance vs 
  the element chosen with your Magical Aptitude. 
  Simplify Spell 
  Level 20 
  1/day turn a Complex Spell into a Simple Spell. 
  When taken again, add another use per day. 
  Extended Duration 
  N/A 
  Increase the duration of a spell by 1 round. 
  Additional Languages 
  N/A 
  Gain 2 additional human languages. This can be 
  taken again, adding 2 more human languages. 
  Magic Agility 
  Magic 10 
  Add 2 points of your Magic bonus to Avoid along 
  with Agility. 
  Like Dragon, Like Son 
  Magic Aptitude (Fire) 
  Spend a use of spellcasting to do a 30 ft. cone 
  breath weapon that deals 2 points of fire damage 
  with an AGI save for half. Take again, +2 damage 
  Strong Electricity 
  Magical Aptitude 
  (Electricity) 
  Damage dealt with electricity attacks have a 10% 
  chance of bouncing to adjacent enemies dealing 
  ½. When taken again, add 5% to this chance. 
  Pushing Shockwave 
  Magical Aptitude 
  (Force) 
  Spend a use of spellcasting to roll a free trip 
  attempt against enemies within 5 ft. When taken 
  again, add 5 ft. to this. 
  Storm Magic 
  Magical Aptitude 
  (Wind) 
  Reduce an enemies’ avoid by 2 when casting a 
  wind spell. Lasts for 3 rounds. Taken again, +2 
  avoid reduction. 
  Bloody Spikes 
  Magical Aptitude 
  (Water) 
  If an enemy has taken damage, spend a use of 
  spellcasting to deal 2 bleed damage to them. 
  Taken again, +2 bleed damage. 
  Telekinetic Rock 
  Magical Aptitude 
  (Earth) 
  Send a rock hurdling at the enemy by spending a 
  use of spellcasting, dealing 2 damage to them. 
  Taken again, +2 damage. 
  
  First Awakening 
  Cast one spell of the Zauberer’s choice once per day without expending a use of 
  spellcasting. 
  Second Awakening 
  The Zauberer is able to apply their Magical Aptitude element to a spell of a different 
  element type 3 times per day. They can use their First Awakening ability 2/day. 
  Third Awakening 
  Once per day, the Zauberer emits a light glow matching the color of their element 
  (red fire, blue water, white wind, green force, brown earth, yellow electricity). They 
  gain immunity towards that element for 5 rounds. 
  Heroic Awakening 
  The Zauberer gains Spell Resistance 10 + Resistance Modifier for 3 rounds once per 
  day. 
  Unchained Awakening 
  The Zauberer gains DR 10/Magic for 5 rounds once per day, can use their First 
  Awakening 4/day, and use their Heroic Awakening 4/day. 
  True Awakening 
  One spell of the Zauberer’s choice has one of the following effects. Once it is chosen, 
  it cannot be changed later. If the spell has multiple of these options, only one affects 
  it. 
   If it deals damage, it always deals maximum damage when cast. 
   If it has a saving throw, the DC is +10. 
   If it has a duration, the duration is doubled. 
   If it has a penalty (such as a -4 to AC, or -4 to Agility), that penalty is doubled. 
   
   
   
   
   
   
   
   
   
   
  
  Heister 
  Using stealth and espionage, Heisters are typically thieves though not all take to 
  stealing as some prefer to use sneaky tactics for combat rather than head-on tactics. 
  Heister have 8 Hit Points per Level 
  Heisters get 8 skill points per level. 
   
   
  Weapon and Armor Proficiency 
  Heisters gain proficiency with Simple weapons, Rapier, Sap, Shortbows, and Shuriken. 
  They’re also proficient with Light armor and Shields. 
  Level Special Abilities 
  Precise 
  Strike 
  Attack 
  Bonus 
  Atk/round 
  1st 
  Finesse Training 
  1d6 
  +0 
  1 
  2nd 
   
  1d6 
  +0 
  1 
  3rd 
  Stealth Bonus +2 
  1d6 
  +0 
  1 
  4th 
  Skill Training, Skill Talent 
  1d6 
  +0 
  1 
  5th 
  Finesse Training, First Awakening 
  1d8 
  +2 
  1 
  6th 
  Stealth Bonus +4 
  1d8 
  +2 
  1 
  7th 
   
  1d8 
  +2 
  1 
  8th 
  Skill Training, Skill Talent 
  1d8 
  +2 
  1 
  9th 
  Stealth Bonus +6 
  1d8 
  +2 
  1 
  10th 
  Finesse Training, Second Awakening 
  1d10 
  +4 
  2 
  11th 
   
  1d10 
  +4 
  2 
  12th 
  Stealth Bonus +8, Skill Training, Skill Talent 
  1d10 
  +4 
  2 
  13th 
   
  1d10 
  +4 
  2 
  14th 
   
  1d10 
  +4 
  2 
  15th 
  Stealth Bonus +10, Finesse Training, Third Awakening 
  1d12 
  +6 
  2 
  16th 
  Skill Training, Skill Talent 
  1d12 
  +6 
  2 
  17th 
   
  1d12 
  +6 
  2 
  18th 
  Stealth Bonus +12 
  1d12 
  +6 
  2 
  19th 
   
  1d12 
  +6 
  2 
  20th 
  Finesse Training, Skill Training, Skill Talent, Heroic Awakening 
  2d6 
  +8 
  3 
  21st 
  Stealth Bonus +14 
  2d6 
  +8 
  3 
  22nd 
   
  2d6 
  +8 
  3 
  23rd 
   
  2d6 
  +8 
  3 
  24th 
  Stealth Bonus +16, Skill Training, Skill Talent 
  2d6 
  +8 
  3 
  25th 
  Finesse Training, Unchained Awakening 
  2d8 
  +10 
  3 
  26th 
   
  2d8 
  +10 
  3 
  27th 
  Stealth Bonus +18 
  2d8 
  +10 
  3 
  28th 
  Skill Training, Skill Talent 
  2d8 
  +10 
  3 
  29th 
   
  2d8 
  +10 
  3 
  30th 
  Stealth Bonus +20, Finesse Training, True Awakening 
  2d10 
  +12 
  3 
  
  Finesse Training 
  At 1st level the Heister can apply Finesse to any light weapon if it doesn’t already 
  have it. 
  At 5th level and every 5 levels thereafter, the Heister can choose a Light Weapon, Sap, 
  Rapier, Scimitar, Estoc, or Thrown Weapons to add all of Agility Modifier to damage. 
  Stealth Bonus 
  The Heister gains a bonus to their Stealth equal to their level as noted on the table 
  above. 
  Precise Strike 
  A number of times per day equal to ½ their Agility modifier, the Heister can use a 
  Precise Strike on an enemy of their choice. 
  Skill Training 
  At 4th level, and every 4 levels thereafter the Heister chooses a skill they have skill 
  ranks in. They gain a +5 bonus to that skill. 
  First Awakening 
  When rolling a Stealth check AP is not factored into the check so long as the Heister is 
  wearing light armor. 
  Second Awakening 
  Choose one skill the character has Skill Training in. They can roll that skill twice and 
  take the higher result when making checks with it. 
  This can be changed at every Awakening thereafter. 
  Third Awakening 
  While wearing light armor, the Heister gains a +10 bonus to their land speed. 
  Heroic Awakening 
  Enemies hit with a Precise Strike attack must make an Endurance save or fall prone 
  due to the sheer force of the attack. 
  Unchained Awakening 
  One additional skill that is affected by AP isn’t affected while the Heister is wearing 
  light armor. If the Heister does not have a skill other than Stealth that is affected by 
  AP, they instead gain a +4 bonus to a skill instead. 
  True Awakening 
  Third Awakening bonus increases to +20 instead of +10, and once per day a Precise 
  Strike can be done and the damage dice are doubled (4d10). 
   
   
  
  Skill Talents 
  Name 
  Skill Associated 
  Description 
  Speedy Crafter 
  Artisan 
  ½ the time it takes to craft an item. 
  High Leap 
  Acrobatics 
  Leap up vertically a number of squares equal to ½ 
  movement. 
  Always Aware 
  Awareness 
  Grant ally a bonus to their Agility to avoid traps and 
  area of effects equal to your ranks in awareness. 
  Always Trustworthy 
  Deception 
  Targets of your deception take a -4 to discern further 
  deception checks for the rest of the day if successful. 
  Dive Out 
  Drive 
  On your turn as a move action, all of your allies and 
  yourself can dive out from the car, leaving it.  
  Stay for the Battle 
  Fortitude 
  While in a battle if your HP is under half, gain a +2 to 
  attack and damage. 
  Pet Buddy 
  Handle Animal 
  Once per day convince an animal half your level to 
  follow you around and defend you. 
  Patch Up 
  Heal 
  3/day heal 1d10+Luck modifier damage. 
  Spelunking Master 
  Knowledge (Dungeons) 
  Difficult terrain enforced by rocks or mountains do 
  not affect you. 
  Cheerleader 
  Knowledge (Tactics) 
  Ally within 30 ft. gains a +1 to attack/damage if they 
  are under half HP. 
  Gearhead 
  Knowledge (Technology) 3/day reprogram robot to be your ally. 
  Lasting Impact 
  Knowledge (Geography) 
  In previously visited towns during the game, staying 
  at inns and food & drink is free unless it’s over 10 G. 
  Starship Pilot 
  Knowledge (Astrology) 
  2/day grant starship a +2,000 ft. movement speed. 
  Historian 
  Knowledge (History) 
  3/day gain information automatically on the history 
  of something or someone. 
  Kiss Ass 
  Knowledge (Royalty) 
  Gain a +2 to skill checks when dealing with nobles. 
  Forest Master 
  Knowledge (Wilderness) Difficult terrain enforced by trees and bramble do 
  not affect you. 
  Reader of the Scripture 
  Knowledge (Religion) 
  Gain a +2 to attack and damage against enemies who 
  worship a deity who is not your own. 
  Linguist of Ages 
  Linguistics 
  Able to understand all languages, but not speak, 
  read, or write all languages. 
  Group Sneaking 
  Stealth 
  Allies within 10 ft. can take your Stealth roll as if it 
  were their own. 
  Diplomat 
  Persuasion 
  Gain a +2 bonus to Persuasion with targets who are 
  at least acquaintances or better. 
  Giddy Up 
  Ride 
  Animal being ridden gains a +10 ft. movement speed. 
  Imitation Casting 
  Spellcraft 
  2/day gain the ability to use one Simple 1st level spell 
  of their choice. 
  Used Caps Lock 
  Use Computers 
  Instantly know the password to the computer being 
  used. Does not give passwords for programs, etc. 
  Every Last Drop 
  Use Magic Device 
  Gain +1 to the uses of the Magic Item. This cannot be 
  used anymore with the same item. 
   
  
  Chaplain 
  Chaplains are holy men and women who use Magic gained through their deities, 
  ideals, and/or mystical powers. 
  Chaplains have 8 Hit Points per Level 
  Chaplains get 4 skill points per level. 
   
   
   
  Level Special Abilities 
  Spellcasting Per Day 
  Attack Bonus 
  Atk/round 
  1st 
  Healing Touch 1d6 
  6 
  +0 
  1 
  2nd 
  Healing Radius 1d4 
  7 
  +0 
  1 
  3rd 
  Healing Touch 2d6 
  8 
  +0 
  1 
  4th 
  Healing Radius 2d4, Favor 
  9 
  +0 
  1 
  5th 
  Healing Touch 3d6, First Awakening 
  10 
  +0 
  1 
  6th 
  Healing Radius 3d4 
  11 
  +0 
  1 
  7th 
  Healing Touch 4d6 
  12 
  +0 
  1 
  8th 
  Healing Radius 4d4, Favor 
  13 
  +0 
  1 
  9th 
  Healing Touch 5d6 
  14 
  +0 
  1 
  10th 
  Healing Radius 5d4, Second Awakening 
  15 
  +2 
  1 
  11th 
  Healing Touch 6d6 
  16 
  +2 
  1 
  12th 
  Healing Radius 6d4, Favor 
  17 
  +2 
  1 
  13th 
  Healing Touch 7d6 
  18 
  +2 
  1 
  14th 
  Healing Radius 7d4 
  19 
  +2 
  1 
  15th 
  Healing Touch 8d6, Third Awakening 
  20 
  +2 
  2 
  16th 
  Healing Radius 8d4, Favor 
  21 
  +2 
  2 
  17th 
  Healing Touch 9d6 
  22 
  +2 
  2 
  18th 
  Healing Radius 9d4 
  23 
  +2 
  2 
  19th 
  Healing Touch 10d6 
  24 
  +2 
  2 
  20th 
  Healing Radius 10d4, Heroic Awakening, Favor 
  25 
  +4 
  2 
  21st 
  Healing Touch 11d6 
  26 
  +4 
  2 
  22nd 
  Healing Radius 11d4 
  27 
  +4 
  2 
  23rd 
  Healing Touch 12d6 
  28 
  +4 
  2 
  24th 
  Healing Radius 12d4, Favor 
  29 
  +4 
  2 
  25th 
  Healing Touch 13d6, Unchained Awakening 
  30 
  +4 
  2 
  26th 
  Healing Radius 13d4 
  31 
  +4 
  2 
  27th 
  Healing Touch 14d6 
  32 
  +4 
  2 
  28th 
  Healing Radius 14d4, Favor 
  33 
  +4 
  2 
  29th 
  Healing Touch 15d6 
  34 
  +4 
  2 
  30th 
  Healing Radius 15d4, True Awakening 
  35 
  +6 
  2 
  
  Weapon and Armor Proficiency 
  Chaplains gain proficiency with Simple weapons, and their Deity’s weapon. They’re 
  also proficient with Light Armor and Medium Armor. 
  Holy or Unholy 
  A Chaplain must decide if their energy is holy or unholy. A holy chaplain cannot take 
  unholy spells, and vice versa. Holy chaplains must be moral, and unholy must be 
  immoral. Neutral can choose whether or not they are holy or unholy. 
  Healing Touch 
  As a swift action, touch one adjacent character or themselves, and heal them for the 
  number of d6 on the chart + magic modifier. 
  This can be used a number of times per day equal to 3 + Chaplain’s magic modifier. 
  Healing Radius 
  As a standard action, the Chaplain heals all characters in a radius of 10 feet of them 
  as per the chart above + ½ magic modifier. 
  This can be used a number of times per day equal to 3 + Chaplain’s magic modifier. 
  First Awakening 
  The Chaplain’s deity grants them an additional use of either Healing Touch or Healing 
  Radius 1/day. 
  Second Awakening 
  The Chaplain can spend 5 points from their Healing Touch uses to negate death on 
  themselves only. This is done as a non-action before they are killed by damage. In 
  addition to negating the death, they are healed for the Healing Touch amount. 
  Third Awakening 
  Once per day the Chaplain can use their deity’s favor to grant themselves a +4 to 
  Defense. This lasts for 5 rounds. 
  Heroic Awakening 
  The Chaplain can use their Second Awakening on an adjacent ally if they are struck 
  with an attack that’d kill them. 
  Unchained Awakening 
  First Awakening and Third Awakening uses increase to 2/day, and the Chaplain’s 
  Armor/Dodge bonus from the Third Awakening increases to +6. 
  True Awakening 
  Deific favor and boons sink into the Chaplain’s being. They are immune to the damage 
  of other Chaplains, and they gain DR 5/Adamantine. 
   
   
  
  Favors 
  Name 
  Holy/Unholy 
  Description 
  Holy Lightning 
  Holy 
  Expend a use of Healing Touch to make a 30 ft. cone of electricity. Agility 
  save or take half damage. 
  Land Stride 
  Holy 
  Expend a use of Healing Touch to grant self a +10 ft. movement speed for 3 
  rounds. 
  Duty to Serve 
  Holy 
  Expend a use of Healing Touch to ally a +2 to their Defense and Avoid for 3 
  rounds. 
  Great Prayer 
  Holy 
  Expend 3 uses of Healing Touch to negate any poisons currently affecting 
  that who is touched. 
  Smiting Hit 
  Holy 
  Expend 2 uses of Healing Touch to add holy damage onto weapon. This can 
  be spent multiple times if multiple attacks can be made. 
  Holy Sight 
  Holy 
  Expend a use of Healing Touch to see all moral characters within 30 ft. 
  Sanctify 
  Holy 
  Expend a use of Healing Touch to ward a 30 ft. area from undead. 
  Deity’s Animal 
  Both 
  Expend 3 uses of Healing Touch to shift into deity’s favored animal for 8 
  rounds. Use the same stats as the character, but gain +2 Str/Agi/End. 
  Increased Heal 
  Both 
  Double use of Healing Touch or Healing Radius to add +50% to the healing. 
  Undeath Giver 
  Unholy 
  Undead touched by Healing Touch gain the healing as temporary HP. Lasts 8 
  rounds. 
  Over Blast 
  Unholy 
  Use Healing Radius as a 30 ft. ray of unholy energy. 
  In it Goes 
  Unholy 
  Expend 3 uses of Healing Touch to fire a 30 ft. ray that acts as minor injury 
  poison. 
  Unholy Smite 
  Unholy 
  Expend 2 uses of Healing Touch to add unholy damage onto weapon. 
  Unholy Vision 
  Unholy 
  Expend a use of Healing Touch to see all immoral characters within 30 ft. 
  Cannibalize 
  Unholy 
  Expend a use of Healing Touch to eat a helpless or freshly killed enemy, 
  giving them a +5 temporary HP, up to 40 temporary HP. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Skills 
  The following skills are available to all classes. Characters can choose any of the skills 
  listed here to put skills ranks in. They can only put a number of skill ranks into a skill 
  equal to their level. The bonus a skill grants to a d20 roll is as follows. 
  A skill will be listed with its name, the ability associated with the skill, then if it’s 
  affected by Armor Penalty denoted with AP. 
  Example: Skill: Ability (AP) 
  1d20 + Ability Associated + Skill Ranks + Miscellaneous 
  DCs for skills are listed here based on difficulty, however the GM is allowed to come 
  up with DCs on their own depending on the situation and level. 
  Difficulty 
  Incredibly Easy 
  Easy 
  Average 
  Difficult 
  Challenging 
  Heroic 
  Godly 
  DC 
  1-10 
  11-19 
  20-29 
  30-39 
  40-49 
  50-69 
  70+ 
   
   Artisan: Luck 
   Acrobatics: Strength/Agility (AP) 
   Awareness: Luck 
   Deception: Luck 
   Drive: Agility (AP) 
   Fortitude: Endurance (AP) 
   Handle Animal: Luck 
   Heal: Magic/Luck 
   Knowledge (Dungeons): Luck 
   Knowledge (Tactics): Luck 
   Knowledge (Technology): Luck 
   Knowledge (Geography): Luck 
   Knowledge (Astrology): Luck 
   Knowledge (History): Luck 
   Knowledge (Religion): Luck 
   Knowledge (Royalty): Luck 
   Knowledge (Wilderness): Luck 
   Knowledge (Miscellaneous {GM’s discretion}): Luck 
   Linguistics: Luck 
   Persuasion: Luck 
   Ride: Agility (AP) 
   Spellcraft: Magic 
   Stealth: Agility (AP) 
   Use Computers: Luck 
   Use Magic Device: Magic 
  
  Artisan 
  Used for crafting, professions, and performing. 
  Crafting simple objects with Artisan has a DC of 10. Additional rules for crafting are 
  listed upon the item lists. 
  Examples of Perform: Wind Instrument, Drums, String Instruments, Dancing 
  Examples of Professions: Baker, Tailor, Soldier, Mercenary, Noble 
  This uses Luck as an ability. 
  Acrobatics 
  Used for jumping over ledges, climbing, and swimming. 
  Long Jump 
  DC 
  5 ft. 
  5 
  10 ft. 
  10 
  15 ft. 
  15 
  20 ft. 
  20 
  Greater than 20 ft. 
  +5 per 5 ft. 
   
  High Jump 
  DC 
  5 ft. 
  5 
  10 ft. 
  15 
  15 ft. 
  25 
  20 ft. 
  35 
  Greater than 20 ft. 
  +10 per 5 ft. 
   
  Water 
  Swim DC 
  Calm Water 
  10 
  Rough Water 
  15 
  Stormy Water 
  20 
   
  This uses Agility or Strength, whichever is higher. Armor Penalty reduces these 
  checks. 
   
   
   
   
  
  Awareness 
  Used for detecting things such as lies, or hidden objects in a room or on a person. 
  Detail 
  Perception DC 
  Hear the sound of battle 
  -10 
  Notice the stench of garbage 
  -10 
  Detect the smell of smoke 
  0 
  Hear the details of a conversation 
  0 
  Notice a visible creature 
  0 
  Determine if food is spoiled 
  5 
  Hear the sound of a creature walking 
  10 
  Hear a whispered conversation 
  15 
  Find an averagely concealed door 
  15 
  Hear the sound of a door being unlocked 
  20 
  Find a greatly concealed door 
  20 
  Hear a bow being drawn 
  25 
  Feel a burrowing creature underneath 
  you, or flying creature above you 
  25 
  Notice a pickpocket 
  Opposed Stealth 
  Notice a creature using Stealth 
  Opposed Stealth 
  Detect a potion’s power 
  15 + 1 per 1,000 G 
   
  Situation 
  DC Modifier 
  Distance 
  +1 per 10 ft. 
  Through a wall 
  +10 
  Maker of the check is asleep 
  +10 
  Target is invisible 
  +20 
  Through a closed door 
  +5 
  Creature making a check is distracted 
  +5 
   
  This uses Luck as an ability. 
  Deception 
  Used to lie, deceive, or misdirect. 
  Circumstances 
  Bluff Modifier 
  The target wants to believe you 
  +5 
  The lie is believable 
  +0 
  The lie is unlikely 
  -5 
  The lie is far-fetched 
  -10 
  The lie is impossible 
  -20 
  The target is drunk or impaired 
  +5 
  You possess convincing proof 
  Up to +10 
  This uses Luck as an ability. 
  
  Drive 
  Used for driving vehicles as opposed to riding animals. Routine driving does not 
  require a drive check. 
  A character can drive as a move action while in combat. 
  Circumstance 
  Drive DC 
  Icy Surface 
  +5 
  Inclement Weather 
  20 
  Tires are blown out 
  20 
  Up a hill 
  25 
   
  This uses Agility as an ability. Armor Penalty reduces these checks. 
  Fortitude 
  Used for situations where the character may tire out or pass out. This uses Endurance 
  as an ability. Armor Penalty reduces these checks. 
  Handle Animal 
  Used for caring for, and convincing animals to obey you. 
  Task 
  Handle Animal DC 
  Handle an animal 
  10 
  Lead an animal 
  20 
  Train an animal a trick 
  15 
  Train an animal for a general purpose 
  20 
  Rear a wild animal 
  15 + Animal’s level 
   
  This uses Luck as an ability. 
  Heal 
  Used for negating poisons, and healing minor injuries. 
  Task 
  DC 
  AoO 
  Time 
  Identify/Treat Poison 
  Poison’s DC 
  No 
  Standard Action 
  Provide First Aid 
  15 
  Yes 
  Standard Action 
  Provide Long-Term Care 
  15 
  Yes 
  8 Hours 
  Treat Deadly Wounds 
  20 
  Yes 
  1 Hour 
   
  First Aid: Stabilize character (bring them to 0) and/or stop bleed damage. 
  Long-Term Care: Regain 2 HP/level for the 8 hours of the Long-Term Care. 
  Treat Deadly Wounds: Negate bleed damage, ability damage, or grant +15 temp HP. 
  This uses Magic or Luck as an ability, whichever is higher. 
  
  Knowledges 
  Used for gaining insight on certain subjects, depending on which Knowledge is chosen. 
  Identifying a creature requires a check with the DC being 5 + creature’s level. The 
  playable races do not require a Knowledge check to identify. 
  This uses Luck as an ability. 
  Linguistics 
  Used for forgeries and discerning dialects. With each point in Linguistics, a new 
  language is learned. 
  Task 
  Linguistics DC 
  Understand which language is being spoken 
  15 
  Understand Dialect 
  15 
  Create Forgery 
  20 
  Situation 
  DC Modifier 
  Language is rare 
  +5 
  Dialect is rare 
  +5 
  Writing in unlearned language 
  +15 
   
  This uses Luck as an ability. 
  Persuasion 
  Used for convincing others of your point of view; forcefully or not. 
  Starting Attitude 
  Persuasion DC 
  Hostile 
  25 + Target’s LUK Mod 
  Unfriendly 
  20 + Target’s LUK Mod 
  Indifferent 
  15 + Target’s LUK Mod 
  Friendly 
  10 + Target’s LUK Mod 
  Helpful 
  0 + Target’s LUK Mod 
   
  A target of a Persuasion to intimidate must make a Luck save with a DC of 10 + 
  Target’s Luck Modifier + Target’s Level. The target can alternatively use their ranks in 
  Awareness instead of Luck modifier, whichever is higher. Success means the target is 
  shaken, but cannot be brought above shaken. 
  This uses Luck as an ability. 
   
   
   
   
  
  Ride 
  Used for riding animals and other exotic beasts. 
  Task 
  Ride DC 
  Guide with knees 
  5 
  Stay in saddle 
  5 
  Fight with combat-trained mount 
  10 
  Cover 
  15 
  Soft-fall 
  15 
  Leap 
  15 
  Spur Mount 
  15 
  Control mount in battle 
  20 
  Fast Mount or Dismount 
  20 
   
  This uses Agility as an ability. Armor Penalty reduces these checks. 
  Spellcraft 
  Used for crafting magical items, identifying magical items, identifying spells, creating 
  spells and scrolls, and various other effects to deal with magic. 
  Task 
  Spellcraft DC 
  Identify a spell as it is being cast 
  10 + Spell Level 
  Create a Spell 
  10 + Spell Level 
  Decipher a Scroll 
  15 + Spell Level 
  Craft a Magic Item 
  15 + 1 per 1,000 G 
   
  This uses Magic as an ability. 
  Stealth 
  Used for sneaking and hiding objects or people. 
  Task 
  Stealth DC 
  Hide 
  Opposed Awareness Check 
  Sniping 
  30 
  Steal unattended object 
  15 
  Steal attended object 
  25 
   
  This uses Agility as an ability. 
   
   
   
  
  Use Computers 
  Used for operating complex technology and hacking. 
  Hack Security 
  Use Computers Modifier 
  Minimum 
  +5 
  Average 
  +10 
  Exceptional 
  +15 
  Maximum 
  +20 
  Hacking 
  Use Computers 
  Crash Computer 
  20 
  Destroy Programming 
  25 
  Shut Down Electronic Trap 
  20 
  Change Password 
  10 
  Brute Force Password 
  25 
  Hack Password 
  35 
   
  This uses Luck as an ability. 
  Use Magic Device 
  Used for using wands, scrolls, and other magical items. 
  Tasks 
  Use Magic Device 
  Use Wand/Scroll 
  10 + Spell Level 
  Decipher Written Spell 
  5 + Spell Level 
  Disable Magic Trap 
  20 
  Trigger Magic Trap 
  15 
   
  This uses Magic as an ability
  
   
  Alignment 
  Characters have morality on a 1-10 scale for both Morality/Amorality, and 
  Ethical/Unethical. Neutrality means a character does not fit in either category 
  completely, and is straying the line between the two. 
   
  Ethical 
  Neutral 
  Unethical 
  Moral 
  Ethically Moral 
  Neutrally Moral 
  Unethically Moral 
  Neutral 
  Neutrally Ethical 
  True Neutral 
  Neutrally Unethical 
  Immoral 
  Immorally Ethical 
  Neutrally Immoral 
  Unethically Immoral 
   
  With each side (Morality and Ethicality), the character has a 1-10 scale as denoted 
  below. 1-4 means they’re Ethical (or Moral, depending on the scale), 5 means they’re 
  neutral, and 6-10 means they’re Unethical (or Immoral). 
  Alignment 
  1 2 3 4 5 6 7 8 9 10 
  Ethicality 
   
   
   
   
   
   
   
   
   
   
  Morality 
   
   
   
   
   
   
   
   
   
   
   
  If a character sheet does not have the 1-10 scale, do the following: 
  Ethics: 4 
  Morality: 9 
  Alignment while being present in the book, does not have to be present in every 
  game. If GMs wish to do away with alignment, they can. In addition to this, rather 
  than removing alignment altogether they can alter the alignment system to their own 
  needs (changing the names of the different alignments). 
  The difference between Ethicality and Morality: 
  Ethicality determines right and wrong when in a profession or in the terms of 
  following the law and rules of the land. 
  Morality is the general “right and wrong” that is shared among all people. 
  Example: It may be ethically OK to cannibalize another being in a culture, but it’s 
  morally against what the dominant race of the culture (let’s say humans) are 
  supposed to be doing. 
   
   
   
  
  Rules 
  Always round down decimals. 
  Hit Points is how much punishment the character can take. If they take damage and it 
  exceeds to minus their Endurance score (past 0 HP), the character is dead. NPCs and 
  Monsters are assumed to die at 0 HP unless they have an ability which says otherwise. 
  Each body part has a certain amount of hit points 
  worth of damage they can take before that part 
  of the body is fatally wounded and needs to be 
  attended to ASAP. Injuries to certain limbs have 
  certain effects. The hit points a limb has is a 
  fraction of the total HP the character has, and is 
  subtracted off of their total HP and the limb’s HP 
  when dealing damage to it. The limb can be 
  damaged after it is brought to 0, but the damage only applies to the character’s total 
  HP instead of adding additional effects. Arms and legs must be targeted one at a 
  time, however eyes and ears are both damaged. Minimum of 1 HP per body part. 
  Fatal wounds occur when body parts reach 0 HP. On a critical hit, the target must 
  make an Endurance Save (DC 10 + 1/2 enemies’ level + enemies’ attack bonus) 
   Head: When the head is fatally wounded, they take a -2 to Magic and 
  Resistance until their head is healed by a proper spell. On a critical hit, the 
  character’s head is severed, leading to an instant death. 
   Eyes: The eyes are temporarily blinded for 1d4+1 rounds, negating their Agility 
  to avoid. On a critical hit, the blindness is permanent. 
   Ears: The ears are temporarily deafened for 1d4+1 rounds, negating any sound-
  based ability. On a critical hit, the deafness is permanent. 
   Torso: When the torso is targeted, nothing special occurs unless it is a critical 
  hit in which the target takes 2 points of bleed damage and is knocked prone. 
   Arm: The arm chosen (left or right) takes a -2 penalty on attack and damage 
  rolls. On a critical hit, the arm is unusable and falls limp dropping anything. 
   Groin: When the groin is targeted, the enemy takes a -2 to Agility and Defense. 
  On a critical hit, the target drops prone and takes an additional -2 to Strength. 
   Leg: The leg chosen (left or right) begins to drag, reducing the target’s speed 
  by 5 ft. On a critical hit, the leg falls limp reducing an additional 10 ft. 
  Saving Throws: Certain spells and status conditions require saving throws from the 
  target of the effect. On the description, it’ll say what kind of save it is and the target 
  must roll a d20 + their stat’s bonus in order to overcome the effect. The most 
  common saves are Endurance, Luck, and Agility. 
  Natural 1s are critical failures and natural 20s are critical successes, but only on 
  attack rolls, ability checks, and saving throws. Skills cannot critically fail or succeed. 
  Body Part 
  Hit Points 
  Penalty 
  Head 
  15% 
  -15 
  Eyes 
  5% 
  -20 
  Ears 
  5% 
  -20 
  Torso 
  30% 
  0 
  Arm 
  20% 
  -5 
  Groin 
  5% 
  -15 
  Leg 
  20% 
  -5 
  
  Combat Rules 
  Characters have 3 actions during combat (Standard, Move, and Swift). 
   Below is what actions can be done. 
   Single Attack/Stability Attack: Standard 
   Move (up to full movement speed): Movement 
   Use an Item: Standard 
   Reload Crossbow/Gun: Standard 
   Draw an Item or Weapon: Move (Special) 
   5-Foot Step: Special 
   Casting Spells: Standard 
   Full Attack: Full-round Action 
   Charge: Full-round Action 
   Enter Ignition Mode: Swift Action, can only be done once per round. 
  Characters typically move at 30 feet and are of medium size, though variations to this 
  standard do exist with larger than life dragons, and exceptionally small fairies. One 
  square equates to 5 feet. Moving diagonally counts the first diagonal square as one 
  square, the second as two, the third as one, and so on. You can’t move diagonally 
  across a corner on a map. 
  Taking a 5-Foot Step is not considered to take up an action, however doing so 
  prevents using actions such as a Move or a Charge. 
  Drawing a weapon can be done as part of a move or charge. 
  A charge action grants the attacker +1 to hit and damage, but -2 to the charger’s 
  Avoid. 
  Melee/Ranged Attack Formula: 1d20 + Agility Modifier + Attack Bonus + Misc. Bonuses 
  Spell Attack Formula: 1d20 + Resistance Modifier + Attack Bonus + Misc. Bonuses 
  Defense: 10 + Armor Bonus + Agility + Miscellaneous Bonuses 
  Avoid: 10 + Agility Modifier + Miscellaneous Bonuses 
  Defense vs Avoid: Defense is what a character uses against almost all attacks, except 
  for magical attacks which go against Avoid. A character caught in a surprise round or 
  attacked by a character in stealth is flat-footed instead of using Avoid. 
  Stability: 15 + ½ Defense + Miscellaneous Bonuses. This is used to defend against 
  trips, grapples, disarms, etc. 
  For every 5 points in Luck above 5, the character gains a re-roll of one of their own 
  d20 rolls, or the d20 roll of an enemy attacking them. 
  
  Stability Attacks: 
   Trip/Prone: If a character is tripped (a separate attack roll against their 
  stability) they fall prone. A prone character takes a -2 to their Agility score and 
  must spend a move action to stand up which provokes attacks of opportunity. 
  Crawling while prone takes a move to move 5 feet, and provokes attacks of 
  opportunity. This cannot stack. A character falls prone when knocked 
  unconscious. 
   Grapple: If a character is grappled (a separate attack roll against their 
  stability) them and the grappler gain the grappled condition. The victim 
  receives a -2 to their Agility score. The grappler also takes the penalty to 
  Agility, but instead of losing their standard action they must spend it to 
  maintain the grapple (another attack vs their reduced stability) or not spend it 
  and let go. This condition doesn’t stack with multiple grapplers. 
   Disarm: If a character is disarmed (a separate attack roll against their stability) 
  their weapon is knocked from their hand and it drops to the ground. The victim 
  doesn’t take any other penalties, however if the attacker fails by 10 or more, 
  they lose grip of their own weapon and it instead is knocked away. Spells 
  cannot be disarmed. Someone whose hand is crippled is disarmed. 
   Sunder: If a character’s weapon or armor is attacked, it takes damage as if it 
  were a character, and upon reaching 0 HP, it shatters and is broken. Weapon 
  and Armor HP depends on the materials used. 
   Bull Rush: If a character is bull rushed and they are no more than one size 
  category larger than the attacker, the target of the bull rush is pushed 5 feet 
  for every 5 by which the attack exceeds their stability. If there is a wall behind 
  the target as they’d be pushed, they take 1d6 damage per 5 feet the wall 
  stopped them. 
   Overrun: If a character is overrun, the attacker passes through the enemies’ 
  square without provoking an attack of opportunity. If the attack exceeds their 
  Stability by 5 or more, the target is knocked prone. 
   Reposition: If a character is repositioned, they are moved from the square they 
  were initially in, and are instead moved into an adjacent square so long as the 
  reposition doesn’t harm the target. For every 5 over the target’s Stability, the 
  target can be moved 5 more feet in a straight line. 
   Steal: If a character is stolen from, one item they are holding is taken from 
  them and the attacker now holds the item. The item must be able to be 
  reached (on a belt, sheath, etc.) and only one item can be taken per round. 
   Feint: If a character is feinted, any attacks made until the attacker’s following 
  turn are made against the target’s Avoid instead of Defense. Attacks that are 
  already made against Avoid gain a +4 bonus to hit, and Agility saves that the 
  target must attempt are done at a -4. 
   
  
  Physical Damage vs Magical Damage: Unless specifically stated attacks made with 
  weapons deal physical damage, and attacks made with spells deal magical damage. 
  The damage dice of the weapon/spell is rolled, and the character adds their strength 
  modifier or magic modifier respectively to the types of attacks. 
  Two-Handing Weapons: A character can two-hand a one-handed weapon and must 
  two-hand a two-handed weapon or else they take a -4 penalty to attack rolls and 
  damage rolls are resolved at ½. Wielding a weapon in two hands adds 50% to the 
  damage dealt with the weapon. Light weapons can be two-handed, but offer no 
  bonuses for doing so. 
  Magic Resistance: A character must roll to overcome Magic Resistance when using a 
  spell against a character with such an ability. 
  MR Bypass Formula: 1d20 + Magic modifier + ½ Luck modifier 
  Damage Reduction: Some classes and monsters get Damage Reduction, the ability to 
  reduce damage by an amount equal to their DR. 
  Example: Someone with DR 5/Magic reduces 5 points of damage from an 11 rolled for 
  damage. The creature takes 6 damage unless the weapon used is counted as “Magic” 
  for bypassing damage reduction in which it deals the full 11 damage. 
  Energy Resistance, Weakness, & Immunity: Someone with Energy Resistance x (ex: 
  Fire Resistance 5) reduces damage like DR, except it is rarely bypassed. Immunity to 
  the element negates the damage entirely. Weakness adds 50% damage to the attack. 
  What Provokes an Attack of Opportunity: Casting a complex spell, moving through 
  threatened squares, using a ranged weapon in melee, and using an item in threatened 
  squares. 
  Two-Weapon Fighting: Two weapons must be equipped at once. Off-hand attacks are 
  made at ½ damage as opposed to the primary hand’s strength modifier. 
  Circumstances 
  Primary Off-Hand 
  Normal Penalties 
  -6 
  -10 
  Off-hand weapon is light 
  -4 
  -8 
  Two-Weapon Fighting Talent 
  -4 
  -4 
  Off-hand Weapon is light and Two-Weapon Fighting Talent 
  -2 
  -2 
   
  Concentration Checks: Spellcasters must make a concentration check in order to cast 
  a spell when in melee. The DC of the check is 10 + ½ spell level required. A 
  concentration check is rolled using the following: 
  1d20 + caster’s magic modifier + miscellaneous bonuses 
  Attacks of Opportunity: A character has 1 attack of opportunity unless otherwise 
  specified. 
  Flanking: When two characters are between their target, gain +2 attack. 
  
  Spellcasting Rules 
  There are two types of spells in this system: Simple and Complex. Simple spells are 
  cast with minimal movement and vocal requirements while Complex spells are exactly 
  what they say, requiring more movement and vocal requirements. There are a select 
  number of classes which can cast spells as listed below. 
  Arcane Casters: Zauberers, Incant Blades 
  Divine Casters: Chaplains 
  Psychic Casters: Preternaturists 
  Each class has “Spellcasting per Day”, signifying how many times per day they can 
  cast and how many spells they can cast. Spellcasting per Day depends on the class. 
  Full Casters: Zauberers, Chaplains, and Preternaturists 
  Low Casters: Incant Blades, martial casting subtypes 
  Simple Spells do not provoke attacks of opportunity when cast. Complex spells 
  provoke attacks of opportunity unless a concentration check is passed. 
  Spells with effects (such as -2 Defense) without a duration listed use the basic 
  duration of ½ magic Bonus. 
  When a concentration check isn’t made with a Complex spell, provoking character(s) 
  gain a free attack of opportunity. The caster (if damaged) must make a concentration 
  check equal to DC 5 + the damage dealt of the highest damage dealt to them. 
  Casters can prepare multiple of the same spell per day, this takes up a Spellcasting 
  per Day. In addition to this, they can leave slots open for the day, and spend 1 minute 
  studying/praying/contemplating to fill in the slot in the middle of the day. 
  Different casters prepare in different ways. 
  Arcane Casters study spell books and scrolls. Arcane casters without free access to a 
  spell book or scroll cannot prepare spells for the day. 
  Divine Casters pray to their deity for their spells. Divine casters without their holy 
  symbol cannot prepare spells for the day. 
  Psychic Casters must have time to seek their thoughts. Psychic casters being disrupted 
  cannot prepare spells for the day. 
   
   
   
   
  
  Magic Elements 
  The different types of magic are listed below. Under the type of magic will list its 
  elements, and under the elements will be their subsets. 
  Arcane 
  Fire 
  Earth 
  Water 
  Wind 
  Electricity 
  Force 
  Corruption 
   
  Below are descriptions of the elements listed above. While some of these describe 
  what a character with this focus’ personality may be like, it does not mean that is 
  exactly how they are like. 
  Fire 
  Fire burns, destroys, and brings that which is physical to an ash. While destructive, 
  fire can be used for good and often is. Its uses can stretch beyond destruction as fire 
  is good for cauterizing wounds and the likes. 
  Common Personality Traits: Aggressive, active, and quick to anger. 
  Earth 
  Earth can either be attributed to stones and metals, or even acid. Whatever the case 
  is, the element of earth calls to those with a duty to protect those around them. 
  Dwarves favor the element of earth for obvious reasons. 
  Common Personality Traits: Protective, stalwart, and calm. 
  Water 
  Water can be attributed to any form that water comes in; be it solid, liquid, or gas. 
  The element of water is used by those seeking a flowing style of magic, or maybe they 
  wish to use ice to freeze over their enemies. 
  Common Personality Traits: Serene, selfless, and relaxed. 
  Wind 
  Rather than picking a singular path, the element of wind calls to those with no road 
  to follow. Wind isn’t about seeking enlightenment, destroying your enemies, or 
  anything really. Wind is all about being yourself, and going with the flow.  
  Common Personality Traits: Self, looseness, and those with relaxed natures. 
   
  Psychic 
  Psychokinesis 
  Telekinesis 
  Divine 
  Holy 
  Unholy 
  
  Electricity 
  Sparks of electricity are quick, sporadic, but leave just as fast as they come. Those 
  who seek out the element of electricity are often those who want to jump in and out 
  of combat, or perhaps those who are bad with men or women and want to jump in or 
  out of a relationship. It is, however a very energetic and giddy element despite the 
  ‘bite’ of electric shocks. 
  Common Personality Traits: Joy, those who are hyperactive or just plain crazy. 
  Force 
  Being rather fickle to control, Force is for those who wish to control the world around 
  them with their arcane might. In a way, force is the ‘un-element’ as it is so difficult 
  to define. Thus, force can be taken by anyone. 
  Common Personality Traits: Any. 
  Corruption 
  As evil as unholy energy, Corruption prides itself on its ability to destroy, and leave 
  nothing in its path. Unlike fire, the element of corruptions burns, corrodes, and tears 
  apart everything in its way with no remorse and leaves nothing behind. Fire leaves 
  ash, corruption leaves emptiness behind.  
  Common Personality Traits: Insane folk, the power hungry, and the nihilistic. 
  Holy vs. Unholy 
  Unlike Arcane elements, Holy and Unholy have no personality that is tied to them, but 
  rather this all depends on the soul of the wielder. Those with a Moral soul wield Holy 
  while those with the immoral soul wield Unholy. The Neutral can choose, however the 
  parameters listed are the only restrictions. Holy energy represents life while Unholy 
  represents death. Both co-exist with each other, for without one, the other would 
  cease to exist. This is how the divines wished it from the beginning. 
  Telekinesis vs. Psychokinesis 
  Telekinesis usually involves moving an object to your will while Psychokinesis involves 
  another target’s brain. Example: You can use Telekinesis to throw a knife at 
  someone, or use Psychokinesis to batter their brains from the inside out. 
   
   
   
   
   
   
  
  Size Chart 
  Sizes 
  Attack Modifier 
  AC Modifier 
  Size in Squares 
  Natural Reach 
  Fine 
  +8 
  +8 
  ½ ft. 
  0 ft. 
  Diminutive 
  +4 
  +4 
  1 ft. 
  0 ft. 
  Tiny 
  +2 
  +2 
  2 ½ ft. 
  0 ft. 
  Small 
  +1 
  +1 
  5 ft. 
  5 ft. 
  Medium 
  +0 
  +0 
  One 5 ft. square 
  5 ft. 
  Large 
  -1 
  -1 
  10 ft. 
  10 ft. 
  Huge 
  -2 
  -2 
  15 ft. 
  15 ft. 
  Gargantuan 
  -4 
  -4 
  20 ft. 
  20 ft. 
  Colossal 
  -8 
  -8 
  30 ft. 
  30 ft. 
   
  Long Creatures 
  Sometimes on a creature’s page, it will be listed as Large (Long) or Colossal (Long). If 
  this is the case, the creature uses the natural reach of the creature one step below 
  them, and thus their width is one square less while their height remains the same. 
  The chart to the left is an example of a Large (Long) 
  represented by the black squares, and a Huge (Long). 
   
   
  Only Large and larger creatures can have Long variants. 
  Natural Reach 
  Creatures with 0 ft. reach must enter the square of their target before they can get 
  an attack off. This provokes an attack of opportunity. 
   
   
   
   
   
   
   
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
   
    
   
    
   
    
   
    
   
  
  Environmental Rules/Status Effects 
  The following are rules for status effects, various damaging or lethal environmental 
  effects such as burning, falling damage. 
  Acid 
  While inside of acid, anyone who isn’t immune starts to take damage due to the acid 
  burning and eating the skin of its target. Those inside of the acid take 2d8 damage 
  per round of being in the acid. Being totally submerged in acid teals 10d8 acid 
  damage to the one being submerged. In addition to this, the target may suffer from 
  drowning. 
  In addition to all of this, while adjacent to acid the fumes deal damage to one’s 
  lungs. Anyone near the acid without proper gear must make an END save (DC 13) or 
  take 1 point of END damage per minute of being near the acid. Leaving the area heals 
  the END damage instantly. 
  Cold 
  Unless a character is immune or resistant to cold damage, being exposed to cold 
  weather has a risk for those in it. An unprotected character in a cold environment 
  (below 40 degrees Fahrenheit) takes 1d4 points of cold damage per round if they fail 
  a DC 13 END save (+1 to the DC per check the character has made) each hour. The 
  cold damage is nonlethal, however if it brings the sufferer of the cold damage to 0 HP 
  due to the nonlethal damage, the target henceforth takes lethal cold damage and will 
  die. They are rendered unconscious when brought to -1 HP due to the nonlethal cold 
  damage. 
  An unprotected character in a freezing environment (below -20 degrees Fahrenheit) 
  instantly begins taking 1d6 lethal cold damage per minute with no save. They may 
  make a DC 15 END save (+1 to the DC per check the character has made) however to 
  reduce the effect to 1d4 nonlethal cold damage instead, using the cold environment 
  above for 10 minutes in-game time. 
  Ice 
  A character walking on ice may only move in straight lines, however gains a +5 ft. 
  move speed while doing so. Alternatively they can move at half speed without moving 
  in a straight line, however they gain no bonus to their move speed from the ice, or 
  any outside effects. 
   
   
   
   
  
  Darkness 
  Areas with no light or very minimal light are considered dark. Characters without 
  Darkvision can only see 15 ft. in front of them (or lower at the GM’s discretion) and 
  characters with Darkvision can see up to how far their Darkvision reaches. 
  Total darkness means a character without Darkvision cannot see at all, and those with 
  Darkvision have the effects of Darkvision cut in half. 
  Falling Damage 
  In multiple talents, spells, and abilities being launched in the air is listed. If a 
  character is launched a certain number of feet, they will suffer falling damage on the 
  following round of being launched. In addition to this, they’ll take damage if they hit 
  walls, ceilings, and other hard surfaces instead of landing on the ground. 
  For every 10 ft. a character falls from, they take 1d6 points of damage (considered 
  bludgeoning normally, spiked pits are piercing/slashing). The maximum amount of d6 
  a character can take is 20d6 at 200 ft. after which the damage is instantly lethal and 
  will kill the faller upon impact unless they have a way to stop this damage. DR does 
  not save a creature falling from a lethal impact. At the end of a fall, the faller is 
  prone. 
  Falling Objects 
  Objects of certain sizes which fall and land upon someone take damage. The object 
  can be debris from a collapsing building, or the remains of a spaceship colliding with 
  the planet it is trying to reenter. Regardless of the circumstance, the damage is listed 
  here. Objects which go into the starship size categories are instantly lethal at Huge 
  starship size. 
  Characters who succeed an Agility save can take half the damage listed on the table. 
  Object Size Damage AGI Save 
  Small 
  2d6 
  12 
  Medium 
  3d8 
  14 
  Large 
  5d8 
  18 
  Huge 
  8d8 
  20 
  Gargantuan 
  10d10 
  25 
  Colossal 
  15d12 
  28 
   
  Flat-Footed 
  When a character is taken by surprise, or is attacked by a character in stealth, -4 to 
  Defense and Avoid for the attack that surprises them. Flat-footed is applied in a 
  surprise round, and a character who is flat-footed can’t take attacks of opportunity 
  while in this state. 
   
  
  Heat 
  Heat, such as that from an incredibly hot desert, deals nonlethal damage over time. 
  Once a character has taken an amount of nonlethal damage from heat that it’d bring 
  them to 0 HP, all further damage is lethal. Use the rules for a cold environment for 
  heat rules, except hot conditions are 90 degrees Fahrenheit, and extreme heat is 140 
  degrees Fahrenheit and above. 
  Boiling Water 
  Being in boiling water deals 2d8 points of water and fire damage, and being fully 
  submerged in the boiling water deals 10d8 points of water and fire damage. 
  Catching on Fire 
  When fire reaches a character’s hair, clothing, or other flammable materials on the 
  character they have a chance of catching on fire. A character at risk of catching on 
  fire must make a DC 15 Agility save or start taking 1d8 fire damage per round. A fire 
  can be doused by at least a water skin. 
  If a character takes half their HP in fire damage while having been caught on fire, 
  they must make a DC 20 Endurance save or their eyes melt, and the character is 
  blinded until their Eye HP is brought back above 0. 
  Lava/Magma 
  Lava or magma deals 3d8 points of fire damage per round while being exposed, unless 
  the character is completely submerged, in which case they take 25d8 points of fire 
  damage per round. Immunity to fire is also immunity to lava and magma. 
  Damage lasts for 1d3 rounds after exposure, but the damage dealt is halved. 
  Characters who are immune to lava/magma/fire may still drown if completely 
  submerged for too long. 
  Smoke 
  A character who breathes in heavy smoke must make a DC 15 (+1 per previous check 
  made) Endurance save or spend the turn coughing and choking. A character who 
  chokes for 2 consecutive rounds take 1d6 nonlethal damage per round of choking 
  thereafter. Smoke conceals vision, imposing a 20% miss chance. 
  Starvation and Thirst 
  A character can go 1 day without water + 1 additional day per Endurance modifier. 
  After this time, the character must make a DC 10 (+1 per previous check made) 
  Endurance save each hour or take 1d6 nonlethal damage. Characters brought to 0 HP 
  this way start taking lethal damage instead. 
  A character can go without food for 3 days in growing discomfort. After this time, the 
  character must make an Endurance save each day (DC 10, +1 per previous check 
  made) or take 1d6 nonlethal damage. A character brought to 0 HP this way start 
  taking nonlethal damage instead. 
  
  Suffocation 
  A character who has no air to breathe can hold their breath for 2 rounds per 
  Endurance modifier. If a standard or full-round action is taken, the character loses 1 
  round that they can hold their breath for. After this, they must make a DC 10 
  Endurance save in order to continue holding their breath. The check must be 
  repeated each round, with the DC increasing by +1 for each previous save. 
  When a character fails one of these Endurance saves, they begin to suffocate. In the 
  first round, they fall unconscious at 0 HP. In the following round, they drop to -1 HP 
  and are dying. In the third round they suffocate to death. 
  Water 
  Any character can wade in calm water that isn’t over their head, no checks required. 
  Similarly, swimming in calm water only requires a DC 10 Acrobatics check. Trained 
  swimmers can just take 10. Remember, however, that armor and being encumbered 
  causes penalties to accumulate on their Swim check. 
  By contrast, fast-moving water is much more dangerous. Characters must make a DC 
  15 Acrobatics check or Strength save to avoid going under. On a failed check, the 
  character takes 1d3 points of nonlethal damage per round (1d6 if flowing over rocks 
  and cascades). 
  Very deep water is not only generally pitch black, posing a navigational hazard, but 
  worse, deals 1d6 water pressure damage per 100 ft. the character is below the 
  surface. Very cold water deals 1d6 points of nonlethal damage due to hypothermia 
  per minute of exposure. 
  Drowning 
  A character can hold their breath under water for a number of rounds equal to twice 
  their Endurance modifier. If a character takes a standard or full-round action, the 
  remaining duration they can hold their breath for is reduced by 1. After this, they 
  must make a DC 10 Endurance save in order to continue holding their breath. The 
  check must be repeated each round, with the DC increasing by +1 for each previous 
  save. 
  When the character fails their Endurance save, they begin to drown. In the first 
  round, they fall unconscious at 0 HP. In the following round, they drop to -1 HP and 
  are dying. In the third round they drown to death. 
  It is possible to drown in substances other than water such as; quicksand, lava, and 
  acid. 
   
   
  
  Status Effects 
  If multiple conditions affect the character, apply all. If unable to combine, take worst 
  Bleed 
  A character taking bleed damage takes the damage listed each round for the duration 
  (if it’s a die roll of bleed damage, re-roll the bleed damage each round). Bleed is 
  negated by any form of non-magical or magical healing, or a DC 20 Heal check. 
  Blindness 
  Characters who are blinded, not just by darkness but by any effect, lose their Agility 
  to Defense and take a -2, take a -4 to Awareness checks, and have a 50% chance of 
  missing with any attack rolls. 
  Broken 
  If an item is broken, it is unusable and must be repaired by an Artisan check to repair 
  the specific type of item needed to be repaired. 
  Confused 
  Confusion can be caused by magical effects, or simply just poisons. A character who is 
  confused has a 50% chance of either attacking themselves, an ally, or doing absolutely 
  nothing. This depends on the type of confusion being inflicted. Insanity is a more 
  severe degree of confusion, causing the target to have a 50% chance of attacking 
  allies. 
  Cowering 
  A character who is cowering cannot take any actions, and loses Agility to Defense. 
  Dazed 
  A dazed character cannot act, however they take no penalties to Defense. 
  Dazzled 
  Unable to see properly due to eye irritations. They take a -1 to sight-based 
  Awareness. 
  Deafened 
  A character who cannot hear takes a -4 to Initiative checks, fails sound-based 
  Awareness, and has a 20% chance of failure with Arcane and Divine spells. 
  Exhausted 
  A character that is exhausted takes a -6 to Strength and Agility. In addition to this, 
  they can’t charge and moves at half movement speed. After an hour of complete rest, 
  a character becomes fatigued. A fatigued character becomes exhausted if they do 
  something that would normally fatigue. 
  
  Fatigued 
  A fatigued character cannot charge and takes a -2 Strength and Agility. Doing anything 
  that would fatigue an already fatigued character makes them exhausted. After 8 
  hours of rest, the character recovers from fatigue. 
  Frightened 
  A frightened character runs from their source of fear as best as possible. If they are 
  unable to flee, they fight to the best of their abilities. A frightened character takes a 
  -2 to attacks, skill checks, and saving throws. A frightened character can use anything 
  they have on them that assists escaping. Frightened is a more severe effect of shaken. 
  Nauseated 
  Nauseated characters are only able to take a move action per round. 
  Panicked 
  A panicked character drops everything they’re holding, and runs from the source of 
  their fear and cannot fight back even when cornered. They cannot take any other 
  actions, however if they have spells or abilities that assist in fleeing, they can use 
  them. Panicked is more extreme than Shaken or Frightened. 
  Paralyzed 
  A paralyzed character is counted as having 0 Strength and Agility, and they are 
  effectively helpless. 
  Petrified 
  A character is turned to stone, and considered unconscious. If a petrified character is 
  shattered, they die unless they succeed a DC 20 Endurance save. A successful check 
  only deals 5d8 damage to a random body part. 
  Shaken 
  A character who is shaken takes -2 to attack, skill checks, and saving throws. Shaken 
  is a less severe condition of panicked or frightened. 
  Staggered 
  A character that’s staggered can only take a single move or standard action per 
  round. A staggered character can still take swift, free, and immediate actions. 
  Stunned 
  A character that is stunned drops everything held, takes a -2 to Defense, and loses 
  Agility to Defense if any. Attackers receive a +4 bonus on maneuvers vs. the stunned 
  character. 
  Unconscious 
  A character that’s unconscious is prone and helpless. Unconsciousness occurs from 
  either being knocked to negative hit points due to lethal damage, or being brought to 
  0 HP due to nonlethal damage. 
  
  Languages 
  There are tons of languages spanning tons of different creatures, ethnicities, and 
  cultures. There are two different categories for languages: Human Languages and 
  Inhuman Languages. Human languages are ones that are spoken by different cultures 
  of humans and have bled into use with specific regions and worlds. Inhuman languages 
  encompass any other language that is not derived from human speech, and instead 
  comes from other races like dragons and angels. Below is a list of Human and Inhuman 
  languages. 
  Human Languages 
   Afrikaans 
   Arabic 
   Armenian 
   Azerbaijani 
   Belorussian 
   Bulgarian 
   Burmese 
   Cantonese 
   Czech 
   Danish 
   Dutch 
   English 
   Estonian 
   Farsi 
   Finnish 
   Flemish 
   French 
   Gaelic (Irish or Scots) 
   German 
   Greek 
   Hebrew 
   Hindi 
   Hungarian 
   Icelandic 
   Italian 
   Japanese 
   Korean 
   Latvian 
   Lithuanian 
   Mandarin 
   Norwegian 
   Pashto 
   Polish 
   Portuguese 
   Punjabi 
   Romanian 
   Russian 
   Serbo-Croatian 
   Sherpa 
   Slovak 
   Spanish 
   Swedish 
   Tibetan 
   Turkish 
   Ukrainian 
   Urdu 
   Uzbek 
   Welsh 
   Yiddish
  
  Non-Human Languages 
  Not commonly spoken by those outside their race, or even at all sometimes, these 
  races are more exotic than human languages, and tend to focus on sometimes guttural 
  or very quick and impactful speech patterns. Due to their inability to be tied to some 
  human languages, the languages listed will have short descriptions on each of them. 
   Anglic – Language of Angels 
   Ano – Language of Aliens 
   Ayran – Language of Birds 
   Binary – Language of Machines 
   Blaggin – Language of Song 
   Dagonra – Language of Dragons 
   Dwarven – Language of Dwarves 
   Elven – Language of Elves 
   Furya – Language of Water 
   Fyra – Language of Fire 
   Goblin – Language of Goblins 
   Naynat – Language of Nature 
   Neu – Language of the Neun. 
   Orcish – Language of Orcs 
   Pront – Language of Chaos 
   Rawn – Language of War 
   Rugo – Language of Earth 
   Shadow Tongue – Language of Shadow 
   Sori – Language of Satori 
   Zomn – Language of Death 
   
   
   
   
   
   
   
   
   
  
  Anglic 
  The native language to Angels of all kinds, different deities’ angels have different 
  accents of this language however all have their roots in the base form of Anglic. The 
  language is comprised of very soft words often holding certain parts of words to make 
  it sound less harsh. 
  Ayran 
  The language of those who live within the skies, Ayran is spoken by those who claim 
  the sky as their domain. Birds are said to think in a variant of Ayran called Avyran, 
  some even say their chirps are derived from Ayran roots. 
  Blaggin 
  A relatively tame language consisting of very sing-song sentences. Blaggin is spoken by 
  those who are true masters of song, and are naturally inclined to it. It’s spoken 
  alongside romance human languages, giving Spanish or French their extra flair. 
  Fyra 
  Also known as the “fire belly language”, it is spoken by flame-based creatures such as 
  fire dragons and fire elementals. When spoken by non-flame creatures, the language 
  requires a lot of phlegm and is very harsh sounding like a crackling fire. Demons tend 
  to speak this language along with Dutch. 
  Dagonra 
  Spoken by all dragons and their kin, Dagonra is theorized to be the root of German 
  due to their striking similarities. Those who speak German also learn to speak Dagonra 
  due to the easy switch between the two, however English and other Germanic 
  language speakers also have an easy time picking this one up. 
  Furya 
  A soft and flowing language associated with sea creatures and the sea in general. 
  Water elementals, mermaids, and other sorts of creatures speak variants on Furya. 
  “Sh” is a very common start for words and sentences in general. 
  Rugo 
  A strong and slow language tied to the earth and stones. It is spoken by earth 
  elementals, and those with slow mindsets due to the language not needing to be 
  rushed or sentences to even be complete for someone to understand. 
   
   
   
   
  
  Carrying Capacity 
  The following below is how much a character can carry in lbs. of gear. 
  A character carrying a medium load has their speed reduced by 10 ft. and takes a -2 
  to Defense and Avoid. 
  A character carrying a heavy load has their speed reduced by 15 ft. and takes a -4 to 
  Defense and Avoid, and -2 to attack rolls. 
  Strength 
  Light Load 
  Medium Load 
  Heavy Load 
  Push/Drag 
  1 
  16 lbs. 
  33 lbs. 
  50 lbs. 
  250 lbs. 
  2 
  20 lbs. 
  40 lbs. 
  60 lbs. 
  300 lbs. 
  3 
  23 lbs. 
  46 lbs. 
  70 lbs. 
  350 lbs. 
  4 
  26 lbs. 
  53 lbs. 
  80 lbs. 
  400 lbs. 
  5 
  30 lbs. 
  60 lbs. 
  90 lbs. 
  450 lbs. 
  6 
  33 lbs. 
  66 lbs. 
  100 lbs. 
  500 lbs. 
  7 
  38 lbs. 
  76 lbs. 
  115 lbs. 
  575 lbs. 
  8 
  43 lbs. 
  86 lbs. 
  130 lbs. 
  650 lbs. 
  9 
  50 lbs. 
  100 lbs. 
  150 lbs. 
  750 lbs. 
  10 
  58 lbs. 
  116 lbs. 
  175 lbs. 
  875 lbs. 
  11 
  66 lbs. 
  133 lbs. 
  200 lbs. 
  1,000 lbs. 
  12 
  76 lbs. 
  153 lbs. 
  230 lbs. 
  1,150 lbs. 
  13 
  86 lbs. 
  173 lbs. 
  260 lbs. 
  1,300 lbs. 
  14 
  100 lbs. 
  200 lbs. 
  300 lbs. 
  1,500 lbs. 
  15 
  116 lbs. 
  233 lbs. 
  350 lbs. 
  1,750 lbs. 
  16 
  133 lbs. 
  266 lbs. 
  400 lbs. 
  2,000 lbs. 
  17 
  153 lbs. 
  306 lbs. 
  460 lbs. 
  2,300 lbs. 
  18 
  173 lbs. 
  346 lbs. 
  520 lbs. 
  2,600 lbs. 
  19 
  200 lbs. 
  400 lbs. 
  600 lbs. 
  3,000 lbs. 
  20 
  233 lbs. 
  466 lbs. 
  700 lbs. 
  3,500 lbs. 
  21 
  266 lbs. 
  533 lbs. 
  800 lbs. 
  4,000 lbs. 
  22 
  306 lbs. 
  613 lbs. 
  920 lbs. 
  4,600 lbs. 
  23 
  346 lbs. 
  693 lbs. 
  1,040 lbs. 
  5,200 lbs. 
  24 
  400 lbs. 
  800 lbs. 
  1,200 lbs. 
  6,000 lbs. 
  25 
  466 lbs. 
  933 lbs. 
  1,400 lbs. 
  7,000 lbs. 
   
   
   
   
   
   
   
  
  Weapons 
  Below are weapons categorized by their proficiency, the proficiencies are as follows: 
  Simple, Martial, and Exotic. 
  Type Key: 
   S = Slashing 
   P = Piercing 
   B = Bludgeoning 
  Special Ability Key: 
   Nonlethal: If it brings the enemy to 0, they are unconscious for 1 hour per 10 
  HP lost (maximum of 8 hours). 
   +Stat: When wielded, the character gains a temporary bonus to the stat listed. 
   Finesse: This weapon can use ½ Agility instead of Strength for damage. 
   Maneuver: The wielder can do this with the weapon with a +4 bonus. 
   Damage/Damage: Can make two attacks in one, the second at -5 to hit. 
   Brace: As a standard action, one can brace. If an enemy charges someone who 
  is bracing, they take a weapon’s damage as if it were a critical hit. 
   Brutish: Add ½ Strength to hit instead of Agility. 
  Special Rules for Weapons: 
   A non-proficient character takes a -4 to attack. 
   Using a lethal weapon non-lethally makes you take a -4 to attack. 
   Reach weapons can attack adjacent enemies, but at a -2 to attack. 
   Thrown weapons (non-bow or firearm ranged weapons) add Str mod to damage. 
   Ranged weapons can be used outside of their range listed, with each 5 ft. 
  square outside their range decreasing your attack by -1. 
   Normal weapons can be thrown, but take a -4 penalty to attack on top of the 
  penalties listed above. 
   Weapons with stat enhancements can be held in an off-hand while the 
  character does something else (cast a spell, drink a potion, etc.) however it 
  does not apply when doing an attack and not using the weapon held. 
   Stat enhancements from weapons go away when the weapon is sheathed. 
   A weapon’s critical threat range cannot go beyond 15-20/x2 from critical 
  enhancing effects. 
   A weapon’s critical multiplier cannot go beyond x5 from critical enhancing 
  effects. 
   
   
  
  Simple Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Unarmed Strike 
  — 
  1d4 
  x2 
  Melee 
  — 
  B 
  — 
  Dagger 
  1 G 
  1d4 
  19-20/x2 
  Melee 
  1 lbs. 
  P or S 
  Thrown Range 10 ft., Finesse 
  Stick 
  — 
  1d4 
  x2 
  Melee 
  1 lbs. 
  B 
  — 
  Stick, Sharp 
  — 
  1d4 
  x2 
  Melee 
  1 lbs. 
  P 
  — 
  Sickle 
  6 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  S 
  Trip 
   
   
  Simple One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Club 
  — 
  1d6 
  x2 
  Melee 
  3 lbs. 
  B 
  — 
  Shortspear 
  1 G 
  1d6 
  x2 
  Melee 
  3 lbs. 
  P 
  Thrown Range 20 ft., Finesse 
  Morningstar 
  8 G 
  1d8 
  x2 
  Melee 
  6 lbs. 
  B and P 
  Finesse 
  Mace, Heavy 
  12 G 
  1d8 
  x2 
  Melee 
  8 lbs. 
  B 
  Strength +1, Brutish 
   
  Simple Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Longspear 
  5 G 
  1d8 
  x3 
  Melee 
  9 lbs. 
  P 
  Brace 
  Quarterstaff 
  — 
  1d6/1d6 
  x2 
  Melee 
  4 lbs. 
  B 
  Finesse 
  Spear 
  2 G 
  1d8 
  x3 
  Melee 
  6 lbs. 
  P 
  Thrown Range 20 ft. 
   
  Simple Ranged Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Blow Gun 
  2 G 
  1d3 
  x2 
  20 ft. 
  1 lbs. 
  P 
  +1 to Poison DC 
  Sling 
  — 
  1d4 
  x2 
  50 ft. 
  0 lbs. 
  B 
  — 
  Crossbow 
  35 G 
  1d8 
  19-20/x2 
  80 ft. 
  4 lbs. 
  P 
  — 
  Javelin 
  1 G 
  1d6 
  x2 
  40 ft. 
  2 lbs. 
  P 
  — 
   
   
  Martial Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Gladius 
  15 G 
  1d6 
  19-20/x2 
  Melee 
  3 lbs. 
  S 
  Disarm 
  Kukri 
  5 G 
  1d4 
  18-20/x2 
  Melee 
  2 lbs. 
  P 
  — 
  Sap 
  1 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  B 
  Nonlethal, Finesse 
  Smallsword 
  10 G 
  1d6 
  19-20/x2 
  Melee 
  2 lbs. 
  S or P 
  Finesse 
  Hand Axe 
  6 G 
  1d6 
  x3 
  Melee 
  3 lbs. 
  S 
  Strength +1 
   
   
  
  Martial One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Battleaxe 
  10 G 
  1d8 
  x3 
  Melee 
  6 lbs. 
  S 
  +2 damage to limbs, Brutish 
  Flail 
  8 G 
  1d8 
  x3 
  Melee 
  5 lbs. 
  B 
  Trip, Brutish 
  Longsword 
  15 G 
  1d8 
  19-20/x2 
  Melee 
  4 lbs. 
  S 
  Luck +1 
  Scimitar 
  15 G 
  1d6 
  18-20/x2 
  Melee 
  4 lbs. 
  S 
  Strength +1 
  Rapier 
  20 G 
  1d6 
  18-20/x2 
  Melee 
  2 lbs. 
  P 
  Agility +1, Finesse, Cannot 
  two-hand 
  Trident 
  15 G 
  1d8 
  x2 
  Melee* 
  4 lbs. 
  P 
  10 ft. Reach 
  Warhammer 
  12 G 
  1d8 
  x3 
  Melee 
  5 lbs. 
  B 
  Strength +1, Brutish 
   
  Martial Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Bardiche 
  10 G 
  1d10 
  19-20/x2 
  Melee 
  14 lbs. 
  S 
  10 ft. Reach, Brace, Sunder 
  Bec De Corbin 
  15 G 
  1d10 
  x3 
  Melee 
  12 lbs. 
  B or P 
  10 ft. Reach, Brutish 
  Falchion 
  75 G 
  2d4 
  18-20/x2 
  Melee 
  8 lbs. 
  S 
  — 
  Greataxe 
  20 G 
  1d12 
  x3 
  Melee 
  12 lbs. 
  S 
  Brutish 
  Greatsword 
  50 G 
  2d6 
  19-20/x2 
  Melee 
  8 lbs. 
  S 
  Brutish 
  Halberd 
  10 G 
  1d10 
  x3 
  Melee 
  8 lbs. 
  B or S 
  Trip, Brutish 
  Lance 
  10 G 
  1d8 
  x3 
  Melee 
  10 lbs. 
  P 
  10 ft. Reach, Brace 
  Scythe 
  18 G 
  2d4 
  x4 
  Melee 
  10 lbs. 
  P or S 
  10 ft. Reach 
  Partisan 
  12 G 
  2d4 
  x3 
  Melee 
  12 lbs. 
  S 
  10 ft. Reach, Finesse 
  Lochaber Axe 
  18 G 
  1d10 
  19-20/x2 
  Melee 
  18 lbs. 
  S 
  10 ft. Reach, Sunder, Brutish 
  Glaive 
  8 G 
  1d10 
  x3 
  Melee 
  10 lbs. 
  S 
  10 ft. Reach, Defense +2 
  Guisarme 
  9 G 
  1d8 
  x3 
  Melee 
  12 lbs. 
  S 
  10 ft. Reach, Trip, Finesse 
  Bill 
  11 G 
  1d10 
  19-20/x2 
  Melee 
  11 lbs. 
  S 
  10 ft. Reach, Brace, Trip, 
  Brutish 
   
  Martial Ranged Weapons 
  Name 
  Price Damage 
  Critical 
  Range 
  Weight Type 
  Special 
  Chakram (1) 
  1 G 
  1d8 
  x2 
  30 ft. 
  1 lbs. 
  S 
  — 
  Hurlbat 
  8 G 
  1d6 
  x3 
  10 ft. 
  2 lbs. 
  S 
  — 
  Longbow 
  75 G 
  1d8 
  x3 
  100 ft. 
  3 lbs. 
  P 
  — 
  Smoke Bomb 
  (5) 
  5 G 
  — 
  — 
  30 ft. 
  1 lbs. 
  — 
  Causes blindness for 1d2 rounds in a 10 ft. 
  Spread. Can load ingested poisons. 
  Shortbow 
  30 G 
  1d6 
  19-20/x2 
  60 ft. 
  2 lbs. 
  P 
  — 
   
   
   
   
  
  Exotic Light Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Kama 
  2 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  S 
  Trip 
  Nunchaku 
  2 G 
  1d6 
  x2 
  Melee 
  2 lbs. 
  B 
  Disarm 
  Sai 
  1 G 
  1d4 
  19-20/x2 
  Melee 
  1 lbs. 
  B 
  Disarm 
  Siangham 
  3 G 
  1d6 
  x2 
  Melee 
  1 lbs. 
  P 
  — 
  Wakizashi 
  35 G 
  1d6 
  18-20/x2 
  Melee 
  2 lbs. 
  P or S 
  Finesse 
  Flying Claws 
  15 G 
  2d4 
  x2 
  Melee 
  1 lbs. 
  B 
  10 ft. Reach, Steal, Grapple 
  Fighting Fan 
  5 G 
  1d4 
  x2 
  Melee 
  — 
  S or P 
  Agility +1 
   
  Exotic One-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Estoc 
  50 G 
  2d4 
  18-20/x2 
  Melee 
  4 lbs. 
  P 
  Finesse 
  Katana 
  50 G 
  1d8 
  18-20/x2 
  Melee 
  6 lbs. 
  S 
  Strength +1 
  Broad Sword 
  35 G 
  1d12 
  x3 
  Melee 
  8 lbs. 
  S 
  Brutish 
  Bastard Sword 
  35 G 
  1d10 
  19-20/x2 
  Melee 
  6 lbs. 
  S 
  Strength +1, Brutish 
  Whip 
  1 G 
  1d3 
  19-20/x2 
  Melee 
  2 lbs. 
  S 
  Finesse, Trip, Disarm 
  Chain Whip 
  10 G 
  1d6 
  19-20/x2 
  Melee 
  5 lbs. 
  B 
  10 ft. Reach, Trip, Disarm 
  Bhuj 
  15 G 
  2d4 
  19-20/x3 
  Melee 
  2 lbs. 
  S 
  — 
  Khopesh 
  12 G 
  1d8 
  19-20/x2 
  Melee 
  12 lbs. 
  S 
  Trip 
  Shotel 
  50 G 
  1d8 
  19-20/x2 
  Melee 
  5 lbs. 
  S or P 
  Negates Shields to Defense 
   
  Exotic Two-Handed Melee Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Double Sword 
  100 G 
  1d8/1d8 
  19-20/x2 
  Melee 
  10 lbs. 
  S 
  — 
  Meteor Hammer 120 G 
  2d6 
  x3 
  Melee 
  12 lbs. 
  B 
  10 ft. Reach, Trip, Brutish 
  Naginata 
  35 G 
  1d8 
  x4 
  Melee 
  9 lbs. 
  P 
  10 ft. Reach, Brace 
  Nodachi 
  60 G 
  1d10 
  18-20/x2 
  Melee 
  8 lbs. 
  S or P 
  Strength +1, Brace 
  Bo Staff 
  1 G 
  1d6/1d6 
  x2 
  Melee 
  3 lbs. 
  B 
  Defense +1 
  Tetsubo 
  20 G 
  1d10 
  x4 
  Melee 
  10 lbs. 
  B 
  Strength +1, Brutish 
  Spetum 
  50 G 
  1d8/1d10 
  x2 
  Melee 
  8 lbs. 
  S/P 
  10 ft. Reach with Piercing 
  Chainsaw 
  150 G 
  3d6 
  18-20/x2 
  Melee 
  10 lbs. 
  S 
  Brutish, Sunder 
  Voulge 
  25 G 
  2d6 
  x3 
  Melee 
  8 lbs. 
  S or P 
  10 ft. Reach, Sunder, Brutish 
   
  Exotic Ranged Weapons 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Boomerang 
  3 G 
  1d6 
  x2 
  30 ft. 
  3 lbs. 
  B 
  Returning 
  Crossbow, Twin 
  300 G 
  1d8/1d8 19-20/x2 
  80 ft. 
  18 lbs. 
  P 
  — 
  Shuriken (5) 
  1 G 
  1d3 
  x2 
  10 ft. 
  — 
  S 
  +1 Agility, Use 3 in a Standard 
  Rope Dart 
  1 G 
  1d8 
  x2 
  20 ft. 
  — 
  P 
  Returning 
   
  
  Exotic One-Handed Firearms 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Pistol 
  10 G 
  1d6 
  19-20/x3 
  30 ft. 
  4 lbs. 
  B and P 
  — 
  Revolver 
  100 G 
  1d8 
  x3 
  20 ft. 
  4 lbs. 
  B and P 
  — 
  Grenade 
  Launcher 
  150 G 
  Special 
  x3 
  50 ft. 
  8 lbs. 
  Special 
  Load grenade in and deal 
  grenade’s damage. 
   
  Exotic Two-Handed Firearms 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Shotgun 
  40 G 
  1d8 
  x4 
  — 
  12 lbs. 
  B and P 
  20 ft. Cone, DC 20 Agility to 
  take half damage. 
  Flamethrower 
  500 G 
  2d8 
  — 
  — 
  20 lbs. 
  Fire 
  20 ft. Cone, DC 20 Agility to 
  take half damage. 
  RPG-7 
  950 G 
  8d6 
  x2 
  30 ft. 
  14 lbs. 
  Fire 
  10 ft. Burst, DC 20 Agility to 
  take half damage, x2 vs. 
  Vehicles 
  Rifle 
  20 G 
  1d8 
  x4 
  40 ft. 
  12 lbs. 
  B and P 
  — 
   
  Ammunition 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Arrows (20) 
  1 G 
  — 
  — 
  — 
  3 lbs. 
  P 
  — 
  Blunt Arrows (20) 
  2 G 
  — 
  — 
  — 
  3 lbs. 
  B 
  Nonlethal 
  Crossbow Bolts (20) 
  1 G 
  — 
  — 
  — 
  1 lbs. 
  P 
  — 
  Firearm Bullets (30) 
  30 G 
  — 
  — 
  — 
  1 lbs. 
  B and P 
  — 
  Sling Rock (10) 
  1 G 
  — 
  — 
  — 
  1 lbs. 
  B 
  — 
  9mm Clip 
  5 G 
  — 
  — 
  — 
  1 lbs. 
  B and P 
  — 
  Shotgun Shells 
  5 G 
  — 
  — 
  — 
  1 lbs. 
  B and P 
  — 
  Missile 
  50 G 
  — 
  — 
  — 
  5 lbs. 
  Fire 
  — 
   
  Improvised Weapons 
  -4 penalty to attack rolls with improvised weapons. 
  Name 
  Damage 
  Critical 
  Weight 
  Type 
  Special 
  Medium Light 
  1d4 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 2 hits) 
  Medium One-Handed 
  1d6 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 3 hits) 
  Medium Two-Handed 
  1d10 
  x2 
  Varies 
  Varies 
  Fragile (Breaks on 4 hits) 
   
   
   
   
  
  Armor 
  All of these are stats for medium characters. Small characters are ½, and Large 
  characters are x2, these adjustments count on everything but movement and ATA. 
  Instead, just -10 from Movement (minimum of 5 feet). ATA is instead x2 for Small, and 
  ½ for Large. Creatures larger or smaller will be touched upon at a later date. 
  AB stands for “Armor Bonus” which is how much of one’s Armor factors into their 
  Defense. 
  AP stands for “Armor Penalty” which is how much is subtracted from a non-proficient 
  wearer’s attack while wearing the armor, as well as the penalty to skill checks 
  affected by AP which affects even proficient characters. 
  ATD stands for “Agility to Defense”, which is how much of a character’s Agility is 
  allowed to go into their Defense while wearing the specific set of armor. Avoid is 
  unaffected. 
  Shields do not affect Speed and ATD (except for the Tower Shield due to its bulkiness) 
  Armor Type Key 
   Light = L 
   Medium = M 
   Heavy = H 
   Shield = S 
  Name 
  Price 
  Type AB 
  AP 
  ATD Speed Weight 
  Leather Armor 
  10 G 
  L 
  +2 
  0 
  +16 
  30 FT 
  15 lbs. 
  Chain Shirt 
  100 G 
  L 
  +4 
  -2 
  +14 
  30 FT 
  25 lbs. 
  Hide 
  15 G 
  M 
  +4 
  -3 
  +14 
  30 FT 
  25 lbs. 
  Scale Mail 
  50 G 
  M 
  +5 
  -4 
  +11 
  20 FT 
  30 lbs. 
  Chainmail 
  150 G 
  M 
  +6 
  -5 
  +8 
  20 FT 
  40 lbs. 
  Breastplate 
  200 G 
  M 
  +6 
  -4 
  +10 
  20 FT 
  30 lbs. 
  Kikko Armor 
  250 G 
  M 
  +5 
  -3 
  +15 
  30 FT 
  25 lbs. 
  Fullplate 
  1,500 G 
  H 
  +9 
  -6 
  +5 
  20 FT 
  50 lbs. 
  O-yori 
  1,700 G 
  H 
  +8 
  -6 
  +8 
  20 FT 
  45 lbs. 
  Buckler 
  5 G 
  S 
  +1 
  -1 
  -- 
  -- 
  5 lbs. 
  Wooden Shield 
  7 G 
  S 
  +2 
  -2 
  -- 
  -- 
  10 lbs. 
  Steel Shield 
  20 G 
  S 
  +3 
  -3 
  -- 
  -- 
  15 lbs. 
  Tower Shield 
  30 G 
  S 
  +4 
  -10 
  +5 
  20 FT 
  45 lbs. 
   
   
   
   
  
  Weapon Enhancements 
  The following are things that can be added to weapons, the prices listed are added 
  onto the weapon’s base price. Each enhancement has a material cost, and if a 
  character has Artisan (Weaponry) they can add these enhancements themselves using 
  the materials. This takes a number of days equal to 1 day per 1,000 gold. If the gold 
  piece amount is lower than 1,000 it is instead calculated in 1 hour per 100 gold. 
  Most weapons are crafted using iron, and thus do not need to be “enhanced” by the 
  iron enhancement, however weapons like the boomerang and bo staff which are made 
  of wood can be enhanced by being made entirely of iron. Multiple of these 
  enhancements can be added to one weapon, however multiple metal-based 
  enhancements (such as Iron and Adamantine) cannot be combined together. 
  Name 
  Price 
  Crafting Ingredients 
  Effects 
  Iron 
  +500 G 
  Iron ore (x2) 
  Weapon weight is increased by +4 lbs. and gain 
  a +2 to damage. 
  Steel 
  +800 G 
  Steel ore (x2) 
  Weapon weight is increased by +6 lbs. and gain 
  a +4 to damage. 
  Mithral 
  +2,000 G 
  Mithral ore (x2) 
  Weapon weight is halved, and wielder gains +1 
  Agility while wielding a mithral weapon. 
  Adamantine 
  +4,000 G 
  Adamant ore (x2) 
  Weapon weight is increased by +10 lbs. and 
  gain a +2 to damage. Bypass DR/Adamantine. 
  Armor Enhancements 
  Similar to Weapon Enhancement rules (see above). All armor except for leather 
  armor, hide, scale mail, bucklers, and wooden shields are made mostly with iron and 
  thus do not require the iron enhancement. 
  For shields, disregard the increase/decrease to ATD. Multiple armor enhancements 
  stack unless they are material based (Iron and Adamantine, or Wood and Leather), 
  one must be chosen over the other. They cannot be combined together. 
  Name 
  Price 
  Crafting Ingredients 
  Effects 
  Leather 
  +100 G 
  Animal hide (x4) 
  Decrease AB by 2, decrease AP by 6, and 
  increase ATD by 4. Weight is halved. 
  Wood 
  +300 G 
  Wooden Logs (x5) 
  Increase AB by 2, increase AP by 3, and 
  decrease ATD by 2. +5 lbs. to weight. 
  Iron 
  +500 G 
  Iron ore (x2) 
  Increase AB by 1, do not modify AP or ATD. +15 
  lbs. to weight. 
  Steel 
  +800 G 
  Steel ore (x2) 
  Increase AB by 2, increase AP by 1, and 
  decrease ATD by 1. +18 lbs. to weight. 
  Mithral 
  +2,000 G 
  Mithral ore (x2) 
  Decrease AP by 3 and increase ATD by 2. 
  Weight is halved, +10 ft. move speed. 
  Adamantine 
  +4,000 G 
  Adamant ore (x2) 
  Increase AB by 3, decrease ATD by 1, gain      
  DR 5/Adamantine, and +20 lbs. to weight. 
  
  Items 
  Items are things that are carried in the middle of battle for the sake of recovering hit 
  points, or boosting stats temporarily. 
  Name 
  Price 
  Effect 
  Salve Tier I 
  20 G 
  Heals 5 points of HP. 
  Salve Tier II 
  40 G 
  Heals 10 points of HP. 
  Salve Tier III 
  120 G 
  Heals 40 points of HP. 
  Salve Tier IV 
  400 G 
  Heals 80 points of HP. 
  Salve Tier V 
  800 G 
  Heals 160 points of HP. 
  Salve Tier VI 
  1,200 G 
  Heals 240 points of HP. 
  Salve Tier VII 
  1,800 G 
  Heals 300 points of HP. 
   
  Poison 
  Poison is illegal in almost all regions. Injury poisons are added to weapons, and ingest 
  poisons are imbibed by the recipient. Once used, a poison runs out. Poisons deal stat 
  damage, chosen when it is purchased. 
  Poison penalties last for 1d4+1 rounds. 
  Name 
  Price 
  Type 
  Effect 
  END Save 
  Artisan DC 
  Minor Injury 
  100 G 
  Injury 1 Stat Damage. 
  13 
  12 
  Minor Ingesting 
  100 G 
  Ingest 2 Stat Damage. 
  16 
  15 
  Moderate Injury 
  300 G 
  Injury 2 Stat Damage. 
  14 
  13 
  Moderate Ingesting 
  300 G 
  Ingest 3 Stat Damage. 
  17 
  16 
  Great Injury 
  500 G 
  Injury 3 Stat Damage. 
  15 
  14 
  Great Ingesting 
  500 G 
  Ingest 4 Stat Damage. 
  18 
  17 
  Grand Injury 
  700 G 
  Injury 4 Stat Damage. 
  16 
  15 
  Great Ingesting 
  700 G 
  Ingest 5 Stat Damage. 
  19 
  16 
  Grand Poison 
  1,000 G 
  Injury 6 Stat Damage. 
  22 
  20 
   
   
   
   
   
   
   
  
  Magic Weapons and Armor 
  While some weapons and armor may be inherently infused with magic, these 
  enhancements can be bought to be infused into weapons and armors regardless of 
  whether or not they’re magic from the start. 
  Magic Weapon Bonus 
  Magic Weapon Price 
  +1 
  2,000 G 
  +2 
  8,000 G 
  +3 
  18,000 G 
  +4 
  32,000 G 
  +5 
  50,000 G 
   
  A “Magic Weapon Bonus” grants a bonus to attack and damage onto the weapon, 
  while a “Magic Armor Bonus” grants a bonus to the amount of Defense the armor gives 
  its wearer. Magic Weapon/Armor Bonuses cannot exceed +5.  
  Weapons and Armor under the “Specific Weapons” and “Specific Armor” page can be 
  enhanced with these bonuses, but add +1,000 G to the price of doing so due to their 
  rarity and nature. 
  Sometimes when enchanting a weapon or set of armor, it gains an aura of its own. 
  This aura isn’t an emotion that the blade carries itself, but rather an energy that 
  surrounds the blade. It cannot be ignited with unless the “Blade Ignition” talent is 
  taken. 
  An item must have at least a +3 magic weapon/armor bonus before gaining this aura. 
  Magic Aura 
  Energy’s Feeling 
  Counts As 
  Red 
  Annihilation and destruction. 
  Nihilism 
  Green 
  Happiness and love. 
  Joy 
  Blue 
  Healing and protection. 
  Serenity 
  Yellow 
  Desire and frustration. 
  Envy 
  Purple 
  Thirst and passion. 
  Lust 
  Black 
  Rage and bloodlust. 
  Anger 
  White 
  Divine and pure. 
  Blessed 
   
   
   
   
   
   
  Magic Armor Bonus 
  Magic Weapon Price 
  +1 
  1,000 G 
  +2 
  4,000 G 
  +3 
  9,000 G 
  +4 
  16,000 G 
  +5 
  25,000 G 
  
  Wondrous Items 
  Wondrous items are worn to grant bonuses. Multiple of the same type cannot be worn 
  (two amulets cannot be worn). Bonuses to stats can exceed the 25 stat cap. 
  Name 
  Price 
  Benefit 
  Amulet of Iron Skin +1 
  2,000 G 
  Natural Armor to Defense +1 
  Amulet of Iron Skin +2 
  8,000 G 
  Natural Armor to Defense +2 
  Amulet of Iron Skin +3 
  18,000 G 
  Natural Armor to Defense +3 
  Amulet of Iron Skin +4 
  32,000 G 
  Natural Armor to Defense +4 
  Amulet of Iron Skin +5 
  50,000 G 
  Natural Armor to Defense +5 
  Ring of Force +1 
  2,000 G 
  Deflection to Defense/Avoid +1 
  Ring of Force +2 
  8,000 G 
  Deflection to Defense/Avoid +2 
  Ring of Force +3 
  18,000 G 
  Deflection to Defense/Avoid +3 
  Ring of Force +4 
  32,000 G 
  Deflection to Defense/Avoid +4 
  Ring of Force +5 
  50,000 G 
  Deflection to Defense/Avoid +5 
  Cloak of Dreams +1 
  2,000 G 
  All saving throws +1 
  Cloak of Dreams +2 
  8,000 G 
  All saving throws +2 
  Cloak of Dreams +3 
  18,000 G 
  All saving throws +3 
  Cloak of Dreams +4 
  32,000 G 
  All saving throws +4 
  Cloak of Dreams +5 
  50,000 G 
  All saving throws +5 
  Belt of Strength +2 
  4,000 G 
  Grants a bonus to Strength. 
  Belt of Endurance +2 
  4,000 G 
  Grants a bonus to Endurance. 
  Amulet of Magic +2 
  4,000 G 
  Grants a bonus to Magic. 
  Amulet of Resistance +2 
  4,000 G 
  Grants a bonus to Resistance. 
  Ring of Agility +2 
  4,000 G 
  Grants a bonus to Agility. 
  Ring of Luck +2 
  4,000 G 
  Grants a bonus to Luck. 
  Belt of Saves +2 
  1,000 G 
  Grants a bonus to Strength or Endurance saves. Chosen when bought. 
  Amulet of Saves +2 
  1,000 G 
  Grants a bonus to Magic or Resistance saves. Chosen when bought. 
  Ring of Saves +2 
  1,000 G 
  Grants a bonus to Agility or Luck saves. Chosen when bought. 
  Boots of Movement 
  5,000 G 
  Grants a +10 ft. bonus to movement speed. 
   
  Stat Increasing Items:  +4 = 16,000 G, +6 = 36,000 G 
  ___ of Saves Items: +2 = 8,000 G, +3 = 18,000 G, +4 = 32,000 G, +5 = 50,000 G 
  Slots for Magic Items: 
   Face 
   Neck 
   Body 
   Hands 
   Belt 
   Ring 
   Boots 
  
  Wands 
  When Wands are used, add Magic bonus to damage, and use Resistance bonus to hit. 
  Name 
  Price 
  Uses UMD DC 
  Description 
  Wand of Acid 
  1,000 G 
  50 
  18 
  Deal 1d6 Acid damage. 
  Wand of Water 
  1,000 G 
  50 
  18 
  Deal 1d6 Water damage. 
  Wand of Fire 
  1,000 G 
  50 
  18 
  Deal 1d6 Fire damage. 
  Wand of Earth 
  1,000 G 
  50 
  18 
  Deal 1d6 Earth damage. 
  Wand of Wind 
  1,000 G 
  50 
  18 
  Deal 1d6 Wind damage. 
  Wand of Force 
  1,000 G 
  50 
  18 
  Deal 1d6 Force damage. 
  Wand of Holy 
  1,000 G 
  50 
  18 
  Deal 1d6 Holy damage. 
  Wand of Unholy 
  1,000 G 
  50 
  18 
  Deal 1d6 Unholy damage. 
  Wand of Psychokenesis 
  1,000 G 
  50 
  18 
  Deal 1d6 Psychokenesis damage. 
  Wand of Telekinesis 
  1,000 G 
  50 
  18 
  Deal 1d6 Telekinesis damage. 
  Wand of Acid 
  4,000 G 
  50 
  22 
  Deal 1d8 Acid damage. 
  Wand of Water 
  4,000 G 
  50 
  22 
  Deal 1d8 Water damage. 
  Wand of Fire 
  4,000 G 
  50 
  22 
  Deal 1d8 Fire damage. 
  Wand of Earth 
  4,000 G 
  50 
  22 
  Deal 1d8 Earth damage. 
  Wand of Wind 
  4,000 G 
  50 
  22 
  Deal 1d8 Wind damage. 
  Wand of Force 
  4,000 G 
  50 
  22 
  Deal 1d8 Force damage. 
  Wand of Holy 
  4,000 G 
  50 
  22 
  Deal 1d8 Holy damage. 
  Wand of Unholy 
  4,000 G 
  50 
  22 
  Deal 1d8 Unholy damage. 
  Wand of Psychokenesis 
  4,000 G 
  50 
  22 
  Deal 1d8 Psychokenesis damage. 
  Wand of Telekinesis 
  4,000 G 
  50 
  22 
  Deal 1d8 Telekinesis damage. 
  Wand of Acid 
  8,000 G 
  50 
  26 
  Deal 1d10 Acid damage. 
  Wand of Water 
  8,000 G 
  50 
  26 
  Deal 1d10 Water damage. 
  Wand of Fire 
  8,000 G 
  50 
  26 
  Deal 1d10 Fire damage. 
  Wand of Earth 
  8,000 G 
  50 
  26 
  Deal 1d10 Earth damage. 
  Wand of Wind 
  8,000 G 
  50 
  26 
  Deal 1d10 Wind damage. 
  Wand of Force 
  8,000 G 
  50 
  26 
  Deal 1d10 Force damage. 
  Wand of Holy 
  8,000 G 
  50 
  26 
  Deal 1d10 Holy damage. 
  Wand of Unholy 
  8,000 G 
  50 
  26 
  Deal 1d10 Unholy damage. 
  Wand of Psychokenesis 
  8,000 G 
  50 
  26 
  Deal 1d10 Psychokenesis damage. 
  Wand of Telekinesis 
  8,000 G 
  50 
  26 
  Deal 1d10 Telekinesis damage. 
   
   
   
   
   
   
  
  Auras 
  Every living being (and some non-living beings such as Vampires) have souls which are 
  tiny balls of life essence which radiate energy. These balls of life essence allow the 
  person to cast magic due to its ‘aura’ it gives off, however casting magic isn’t the 
  only thing this aura is able to do. Auras vary in color depending on the emotion the 
  character exhibits commonly. People whose souls are constantly angry have a black 
  aura, those whose souls are tainted by corruption have gray auras, and so on. Those 
  without a soul don’t have an aura, and are denoted as “emotionless”. Auras do not 
  become visible unless ignition has been engaged (see below). 
  Ignition 
  The auras of two people can collide together in order for the two characters to share 
  strength between each other. This is known as ‘Ignition’. Ignition can only be done 
  between two people who are allies, or who simply aren’t fighting each other. If one 
  of the two people attacks the person they’re ignited with, the ignition ends. The 
  bonuses granted by two characters in ignition are temporary and can exceed the 
  normal 25 stat cap. These bonuses remain so long as the characters stay within 15 
  feet of each other, or until the battle is over. 
   
  Aura Type 
  Aura Color 
  Aura Meaning 
  Anger 
  Black 
  Anger and wrath fuel the character, causing them to act rashly. 
  Corruption 
  Gray 
  Inherently immoral, people tainted by corruption seek only to destroy. 
  Lust 
  Magenta 
  Lust is the common emotion found in philanderers and nymphomaniacs. 
  Gloom 
  Navy 
  Sadness plagues the character, though depression is not definite. 
  Joy 
  Green 
  Overwhelming happiness overloads the character more than usual. 
  Envy 
  Yellow 
  You want everything your friends own, no matter how expensive. 
  Pride 
  Violet 
  The prideful seek to be looked upon and to have the highest glory. 
  Blessed 
  White 
  Blessed characters are filled with spirituality and their deity’s power. 
  Serenity 
  Teal 
  Serene characters have very little to complain about, and are calm. 
  Gluttony 
  Maroon 
  And endless pit of eating or consumption in some form, you’re never full. 
  Nihilism 
  Red 
  Destruction. That is the only true thing in life, no matter what it is. Kill it. 
  Damnation 
  Scarlet 
  Bringing the world into a hellish wonderland is this character’s lifelong goal. 
  Restoration 
  Pink 
  Maintaining life and its order is this character’s task that they must uphold. 
  Insanity 
  Rainbow 
  Insane characters live with one of many mental disorders that cause insanity. 
  Emotionless 
  No Color 
  Emotionless characters do not have an aura. 
  Greed 
  Orange 
  A strong love of money, power, or whatever your heart desires taints you. 
   
   
   
   
  
  Combinations: 
  Aura 1 
  Aura 2 
  Bonuses 
  Aura 1 
  Aura 2 
  Bonuses 
  Anger 
  Corruption 
  +1 Strength 
  Joy 
  Envy 
  +1 Agility 
  Anger 
  Lust 
  +1 Agility 
  Joy 
  Pride 
  +1 Strength 
  Anger 
  Gloom 
  +1 Endurance 
  Joy 
  Gluttony 
  +1 Magic 
  Anger 
  Envy 
  +1 Luck 
  Joy 
  Nihilism 
  +1 Endurance 
  Anger 
  Pride 
  +1 Strength 
  Joy 
  Damnation 
  +1 Resistance 
  Anger 
  Blessed 
  +1 Endurance 
  Joy 
  Restoration 
  +1 Luck 
  Anger 
  Gluttony 
  +1 Endurance 
  Joy 
  Insanity 
  +1 Strength 
  Anger 
  Nihilism 
  +1 Resistance 
  Envy 
  Pride 
  +1 Luck 
  Anger 
  Damnation 
  +1 Magic 
  Envy 
  Gluttony 
  +1 Strength 
  Anger 
  Restoration +1 Resistance 
  Envy 
  Nihilism 
  +1 Magic 
  Anger 
  Insanity 
  +1 Strength 
  Envy 
  Damnation 
  +1 Magic 
  Corruption 
  Lust 
  +1 Luck 
  Envy 
  Insanity 
  +1 Endurance 
  Corruption 
  Gloom 
  +1 Agility 
  Pride 
  Gluttony 
  +1 Endurance 
  Corruption 
  Joy 
  +1 Endurance 
  Pride 
  Nihilism 
  +1 Magic 
  Corruption 
  Envy 
  +1 Luck 
  Pride 
  Damnation 
  +1 Strength 
  Corruption 
  Pride 
  +1 Strength 
  Pride 
  Restoration 
  +1 Magic 
  Corruption 
  Gluttony 
  +1 Endurance 
  Pride 
  Insanity 
  +1 Resistance 
  Corruption 
  Nihilism 
  +1 Magic 
  Gluttony 
  Nihilism 
  +1 Endurance 
  Corruption 
  Damnation 
  +1 Resistance 
  Gluttony 
  Damnation 
  +1 Resistance 
  Corruption 
  Insanity 
  +1 Magic 
  Gluttony 
  Insanity 
  +1 Strength 
  Lust 
  Gloom 
  +1 Magic 
  Nihilism 
  Damnation 
  +1 Strength 
  Lust 
  Joy 
  +1 Resistance 
  Nihilism 
  Insanity 
  +1 Magic 
  Lust 
  Envy 
  +1 Luck 
  Damnation 
  Insanity 
  +1 Strength 
  Lust 
  Pride 
  +1 Endurance 
  Restoration 
  Insanity 
  +1 Luck 
  Lust 
  Blessed 
  +1 Luck 
  Anger 
  Anger 
  +2 Strength 
  Lust 
  Serenity 
  +1 Strength 
  Corruption 
  Corruption 
  +2 Endurance 
  Lust 
  Gluttony 
  +1 Endurance 
  Lust 
  Lust 
  +2 Luck 
  Lust 
  Nihilism 
  +1 Resistance 
  Gloom 
  Gloom 
  +2 Resistance 
  Lust 
  Damnation 
  +1 Agility 
  Joy 
  Joy 
  +2 Magic 
  Lust 
  Insanity 
  +1 Agility 
  Envy 
  Envy 
  +2 Agility 
  Gloom 
  Envy 
  +1 Strength 
  Pride 
  Pride 
  +2 Luck 
  Gloom 
  Pride 
  +1 Luck 
  Blessed 
  Blessed 
  +2 Magic 
  Gloom 
  Blessed 
  +1 Resistance 
  Serenity 
  Serenity 
  +2 Resistance 
  Gloom 
  Serenity 
  +1 Endurance 
  Gluttony 
  Gluttony 
  +2 Endurance 
  Gloom 
  Gluttony 
  +1 Endurance 
  Nihilism 
  Nihilism 
  +2 Strength 
  Gloom 
  Nihilism 
  +1 Luck 
  Damnation 
  Damnation 
  +2 Agility 
  Gloom 
  Damnation 
  +1 Magic 
  Restoration 
  Restoration 
  +2 Luck 
  Gloom 
  Restoration 
  +1 Strength 
  Insanity 
  Insanity 
  +1 All Stats 
  Gloom 
  Insanity 
  +1 Magic 
   
   
   
  Greed 
  Anger 
  +1 Agility 
  Greed 
  Envy 
  +1 Magic 
  Greed 
  Corruption 
  +1 Luck 
  Greed 
  Pride 
  +1 Endurance 
  Greed 
  Lust 
  +1 Strength 
  Greed 
  Greed 
  +2 Agility 
  
  Spells 
  Spells are extensions of a character’s soul, taken for the soul purpose of bending its 
  uses. Magic in and of itself is dangerous because of this, and spells even more so. 
  Unless specifically stated, a spell has a duration of rounds equal to magic modifier. 
  Multiple spells that have the same effects do not stack, the larger bonus is taken. 
  Spells that deal damage do not have a duration unless they possess a special effect. 
  Each class which can cast spells has a specific set of spells they can cast depending on 
  the type of magic they cast, and thus use different spell lists. Spell Grafters cast from 
  any spell list. 
  Arcane: Zauberer and Incant Blade 
  Divine: Chaplain 
  Psychic: Preternaturist 
  Spells have a “level requirement” based on levels 1, 5, 10, 15, 20, 25, and 30. 
  If anything has a “___ Save”, the DC is equal to 5 + Magic Modifier + Misc. Modifier 
  Spells which are attacks, unless they have a “saving throw to avoid”, require attack 
  rolls to hit a target’s Avoid. 
  Psychic spells by default, unless specifically stated, are mind-affecting effects. A 
  Preternaturist’s own spells cannot fail upon themselves. 
  Stat Key 
   Strength: STR 
   Magic: MAG 
   Endurance: END 
   Resistance: RES 
   Agility: AGI 
   Luck: LUK 
   
   
   
   
   
   
  
  Arcane 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Zap 
  Simple 
  Yes 
  40 ft. ranged electricity attack, END save or 
  jitter 5 feet in a random direction. 
  1d4 
  1st 
  Boil 
  Simple 
  Yes 
  Melee fire attack. 
  2d4 
  1st 
  Detect Magic 
  Simple 
  No 
  Detects any magic in a 30 ft. cone. 
  — 
  1st 
  Prestidigitation 
  Simple 
  No 
  Creates minor tricks, sounds, and crude objects. 
  — 
  1st 
  Voice Transfer 
  Simple 
  No 
  Transfer voice into objects. Triggers on touch. 
  — 
  1st 
  Rake 
  Complex 
  Yes 
  Melee slashing attack, 18-20/x2 critical range. 
  1d8 
  1st 
  Mud Splash 
  Complex 
  Yes 
  20 ft. ranged attack, blinds for 1d4 rounds (50% 
  miss chance) 
  — 
  1st 
  Blood Boil 
  Complex 
  No 
  END save or take damage per round for 1d4 
  rounds. 50 ft. ranged fire attack. 
  1d6 
  1st 
  Force Armor 
  Complex 
  No 
  Grant self or ally in melee range +4 Defense. 
  — 
  1st 
  Steam Armor 
  Complex 
  No 
  Grant self or ally a 50% miss chance for 1 round. 
   
   — 
  1st 
  Gloom 
  Complex 
  No 
  20 ft. ball of darkness blinds anyone inside. 
  — 
  1st 
  Spider’s Web 
  Complex 
  Yes 
  15 ft. cone of spider web. STR save or halve 
  movement. 
  — 
  1st 
  Read Thoughts 
  Simple 
  No 
  RES save or target’s thoughts are read. 
  — 
  5th 
  Seduce 
  Simple 
  No 
  LUK save or target can’t attack you for 2 rounds 
  — 
  5th 
  Laughter 
  Simple 
  No 
  LUK save or target loses a turn laughing. 
  — 
  5th 
  Gravity Weapon 
  Complex 
  No 
  Grant +3 damage to selected weapon. 
  — 
  5th 
  Curse Life 
  Complex 
  Yes 
  Melee attack that deals damage that cannot be 
  healed for 1d6+1 rounds. 
  1d12 
  5th 
  Curse Armor 
  Complex 
  Yes 
  Enemy struck by melee attack takes -4 to Armor. 
  — 
  5th 
  Scarred Burn 
  Complex 
  Yes 
  Make a 50 ft. ranged fire attack. AGI save or 
  catch on fire, taking 1d4 damage over duration. 
  2d4 
  5th 
  Life Link 
  Simple 
  No 
  Absorb ½ allies’ HP within melee range. 
  — 
  10th 
  Temp Language 
  Simple 
  No 
  Ally within 30 ft. understands chosen language. 
  — 
  10th 
  Flight 
  Simple 
  No 
  Gain a fly speed = to land speed. 
  — 
  10th 
  Force Missile 
  Simple 
  Yes 
  Attack with a 60 ft. ray of force. END save or be 
  pushed back 10 ft. 
  3d6 
  10th 
  Great Defenses 
  Complex 
  No 
  Grant self or ally in melee range +8 Defense. 
  — 
  10th 
  Chilled Blood 
  Complex 
  Yes 
  40 ft. water ranged attack, END save or reduce 
  movement speed to 0 for 2 rounds. 
  1d10 
  10th 
  Rock Slam 
  Complex 
  Yes 
  Melee attack, END save or fall prone. 
  1d12 
  10th 
  Wind Barrier 
  Simple 
  No 
  Self or ally in melee range block up to 5 ranged 
  attacks. 
  — 
  15th 
  Stone Body 
  Simple 
  No 
  Self or ally in melee range gain +6 Defense, and 
  +15 HP for 8 rounds. 
  — 
  15th 
  Dream Powder 
  Complex 
  No 
  Adjacent enemies make RES save or fall asleep. 
  — 
  15th 
  Wind Slashes 
  Complex 
  Yes 
  Wind attack at 2 enemies within 40 feet. 
  4d6 
  15th 
  Element Barrier 
  Complex 
  No 
  Make a 20 ft. passable wall. Enemies who pass 
  through take damage. 
  4d8 
  15th 
  
  Hurricane 
  Complex 
  Yes 
  30 ft. radius wind attack. Anyone inside is 
  attacked vs. Stability. A hit sucks the target 4d10 
  ft. in the air (round up to the nearest 5 ft.) 
  2d8 
  15th 
  Withering Gaze 
  Complex 
  Yes 
  40 ft. ranged attack, deals STR damage. 
  1d6 
  15th 
  Quick Shunt 
  Simple 
  No 
  Self and up to two allies touched are shunted 30 
  ft. in any direction (except in the ground or sky) 
  — 
  20th 
  Frail Form 
  Simple 
  No 
  Self or ally appears weak. Attackers take -5 to 
  hit them unless they are Unethically Immoral. 
  — 
  20th 
  Great Flight 
  Simple 
  No 
  Gain a fly speed = to double land speed. 
  — 
  20th 
  Disable Limb 
  Complex 
  Yes 
  Enemy makes an END save or their arm, leg, or 
  chest (caster’s choice) is reduced to 0 HP. 
  Special 
  20th 
  Heart Attack 
  Complex 
  Yes 
  Enemy makes END save or takes 10 points of 
  damage per ½ magic bonus. 
  Special 
  20th 
  Element Fortress 
  Complex 
  No 
  Make a moldable 80 ft. line. Deals damage to 
  enemies who pass through. 
  5d12 
  20th 
  Gravitize 
  Complex 
  No 
  Self or ally touched is no longer hindered by 
  gravity. Can walk up and down walls. 
  — 
  20th 
  Burst of Defense 
  Simple 
  No 
  All allies within 30 ft. gain +10 to Defense. 
  — 
  25th 
  Monster Form 
  Complex 
  No 
  Turn into one monster of equal level. Lasts for a 
  number of rounds equal to ½ level. 
  — 
  25th 
  Insanity 
  Complex 
  Yes 
  Target must make a RES save or attack its 
  nearest allies for 3 rounds. 
  — 
  25th 
  Bladed Edge 
  Complex 
  No 
  Self or allies’ weapon increases its critical hit 
  range if it isn’t already increased. 
  — 
  25th 
  Ignited Soul 
  Complex 
  No 
  Self or ally in melee range can ignite with 
  themselves for the spell’s duration. 
  — 
  25th 
  Channel Force 
  Complex 
  No 
  Ally touched moves 100 ft. in a straight line, 
  gains a free attack against them and a free 
  overrun. 
  6d6 
  25th 
  Winter’s Wrath 
  Complex 
  Yes 
  50 ft. radius water attack. END save or fall under 
  effects as Freeze the Blood. Lasts 2d4 rounds. 
  8d8 
  25th 
  Pillar of the 
  World 
  Complex 
  Yes 
  400 ft. line. AGI save or take full damage. A 
  success halves the damage dealt. 
  30d10 
  30th 
  Corrupt the Soul 
  Complex 
  Yes 
  Target within 100 ft. makes a RES save or their 
  soul is crushed, and they must make an END save 
  not to die instantly. Failure on the RES save 
  results in the character losing the ability to cast 
  spells or Ignite. 
  — 
  30th 
   
   
   
   
   
  
  Divine 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Curse Save 
  Simple 
  Yes 
  30 ft. ranged attack. Enemy hit takes a -1 to all 
  saves. 
  — 
  1st 
  Blight 
  Simple 
  Yes 
  30 ft. ranged unholy attack. 
  1d3 
  1st 
  Bless Save 
  Simple 
  No 
  Grant self a +1 to one save once per day. 
  — 
  1st 
  Battle Ready 
  Simple 
  No 
  Gain a +2 bonus on initiative checks for the day. 
  — 
  1st 
  Unholy Radiance 
  Complex 
  Yes 
  Enemies within 10 ft. make AGI save or take 
  unholy damage. 
  1d6 
  1st 
  Burst of Holiness 
  Complex 
  Yes 
  Enemies within 10 ft. make AGI save or take holy 
  damage. 
  1d6 
  1st 
  Swift 
  Complex 
  No 
  Grant self or ally in melee range +5 ft. speed. 
  — 
  1st 
  Long Arms 
  Complex 
  No 
  Grant self or ally in melee range +5 ft. melee 
  reach. 
  — 
  1st 
  Heavy Throw 
  Complex 
  No 
  Grant self or ally in melee range +10 ft. range 
  with thrown ranged weapons. (Shurikens, etc.) 
  — 
  1st 
  Curse Armor 
  Simple 
  No 
  Enemy touched takes a -2 to Defense. 
  — 
  5th 
  Radiant Flame 
  Simple 
  Yes 
  40 ft. ranged attack that deals fire damage. 
  1d6 
  5th 
  Heighten Vision 
  Simple 
  No 
  Grant self a +5 to Awareness for 1 round. 
  — 
  5th 
  Bless Weapon 
  Complex 
  No 
  Weapon touched gains a +1 to attack/damage. 
  Increases to +3 at 10th, +5 at 15th, and +7 at 20th. 
  — 
  5th 
  Blanc Field 
  Complex 
  No 
  20 ft. radius that deals 1d4 unholy damage per 6 
  rounds. RES save to negate damage. 
  — 
  5th 
  Blessed Field 
  Complex 
  No 
  20 ft. radius that heals 1d6 HP per 6 rounds. 
  — 
  5th 
  Ghost Form 
  Simple 
  No 
  Self or ally touched can move through walls. 
  — 
  10th 
  Detect Alignment 
  Simple 
  No 
  See alignment of a single creature. 
  — 
  10th 
  Hide Alignment 
  Simple 
  No 
  Counteracts Detect Alignment. 
  — 
  10th 
  Leading Strike 
  Complex 
  Yes 
  40 ft. ranged attack, upon hitting adjacent allies 
  gain free attacks of opportunity. 
  1d10 
  10th 
  Bolster 
  Complex 
  No 
  Self or ally in melee range gains a +2 to two stats 
  of their choice for 1d6+2 rounds. 
  — 
  10th 
  Stumble More 
  Complex 
  Yes 
  40 ft. ranged attack that reduces an enemies’ 
  speed by 20 ft. 
  — 
  10th 
  Free Retreat 
  Simple 
  No 
  Self and allies touched run 30 ft. without 
  provoking attacks of opportunity. 
  — 
  15th 
  Shift 
  Simple 
  No 
  Ally within 40 ft. gains an additional 5 ft. step on 
  their turn. 
  — 
  15th 
  Polyglot 
  Simple 
  Yes 
  50 ft. ranged attack, upon hitting if the enemy 
  speaks multiple languages they begin speaking all 
  of them and cannot cast spells. 
  — 
  15th 
  Stricken Sickness 
  Complex 
  Yes 
  50 ft. ranged attack. Enemies hit are reduced to 
  5 ft. move speed, and take -4 AGI. 
  2d6 
  15th 
  May They Curse 
  You! 
  Complex 
  Yes 
  50 ft. ranged attack. Enemies hit are attacked by 
  deity. RES save or lose turn after the attack. 
  3d8 
  15th 
  
  Mass Terror 
  Complex 
  Yes 
  As Terror but 40 ft. unholy radius. 
  — 
  15th 
  Restore 
  Simple 
  No 
  Self of ally’s ability scores restore 10 damage. 
  — 
  20th 
  Immunize 
  Simple 
  No 
  Self or ally are unaffected by poison. 
  — 
  20th 
  Animal Shield 
  Simple 
  No 
  Summon an animal to take damage from a single 
  attack for you. Animal has 1 HP. Unholy spell. 
  — 
  20th 
  Disorientate 
  Complex 
  Yes 
  60 ft. ranged attack. Enemies hit are dizzy, and 
  have a 50% chance to hit themselves. 
  — 
  20th 
  Hold Thy Tongue 
  Complex 
  Yes 
  50 ft. ranged attack. END save or target is mute, 
  unable to cast spells. 
  — 
  20th 
  Inject Poison 
  Complex 
  Yes 
  Melee attack that injects a poison in a target. 
  Special 
  20th 
  Grand Restore 
  Simple 
  No 
  Self of ally’s ability scores restore all damage. 
  — 
  25th 
  Deity’s Crush 
  Complex 
  Yes 
  AGI save or fall prone and take damage. 
  4d6 
  25th 
  Pillar of the Gods Complex 
  No 
  Grant target within 70 ft. a bonus to Defense 
  equal to level. DR 20 vs. enemies not sharing 
  deity’s alignment. Lasts for 2d8+2 rounds. 
  — 
  25th 
  Desecrate 
  Complex 
  Yes 
  60 ft. ranged unholy attack. Target must make a 
  RES save or defecate themselves, go into a 
  berserk as the Berserker’s First Awakening, 
  however they can only take a Standard or Move. 
  — 
  25th 
  May They Strike 
  You Down! 
  Complex 
  Yes 
  100 ft. ranged attack. AGI save or take full 
  damage of spell as deity comes down to strike. 
  500 
  30th 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Talents 
  Talents are gained at 3rd level and every 3rd level thereafter, giving a character edges 
  in battle. These give characters proficiencies, bonuses to skills, etc. 
  Name 
  Prerequisites 
  Description 
  Martial Weapon Proficiency 
  — 
  Gain proficiency in a single martial weapon. 
  Exotic Weapon Proficiency 
  Attack Bonus +2 
  Gain proficiency in a single exotic weapon. 
  Light Armor Proficiency 
  — 
  Gain proficiency in a single light armor. 
  Medium Armor Proficiency 
  Proficient in a 
  Light armor. 
  Gain proficiency in a single medium armor. 
  Heavy Armor Proficiency 
  Proficient in a 
  Medium armor. 
  Gain proficiency in a single heavy armor. 
  Weapon Focus 
  — 
  Gain a +1 bonus to hit on attacks with selected weapon. 
  Weapon Specialization 
  Weapon Focus 
  Gain a +2 bonus to damage on attacks with selected 
  weapon. 
  Power Strike 
  Strength 8 
  Choose to take a -2 to hit and gain a +4 to damage. 
  Super Powered Strike 
  Strength 12 
  Choose to take a -4 to hit and gain a +8 to damage. 
  Cleave 
  Power Strike 
  Make an attack to two enemies in range at once at a -5. 
  Great Cleave 
  Cleave 
  Make an attack to three enemies in range at once at a -10. 
  All Cleave 
  Great Cleave 
  Make an attack to all enemies in range at once at a -15. 
  Fleet Footed 
  Agility 6 
  Gain a +5 movement speed. Can be taken multiple times, 
  the effects stacking. 
  Dodge 
  Agility 6 
  Gain a +1 bonus to Avoid. 
  Defender 
  — 
  Gain a +1 bonus to Defense. 
  Defensive Stance 
  Defender 
  Gain a +2 bonus to Stability. 
  Two-Weapon Fighting 
  — 
  Reduce penalties from Two-Weapon Fighting as seen on the 
  Two-Weapon Fighting chart. 
  To The Death 
  Endurance 10 
  Gain +2 bonus HP per level (max +60 at 30th level.) 
  Multi Striker 
  Agility 10 
  Gain additional attacks of opportunity = ½ Agility modifier. 
  Skill Focus 
  — 
  Once per day reroll a skill check and take the better result. 
  Improved Critical 
  Attack Bonus +4, 
  Luck 10 
  Improve a weapon’s critical threat range. (20 -> 19-20, 
  19-20 -> 17-20, 18-20 -> 15-20). Doesn’t stack with other 
  critical enhancing effects. 
  Die Hard 
  Endurance 15 
  Does not fall unconscious when dropped to 0 or below. 
  Die Hard or Die Harder 
  Die Hard 
  Dies at a negative equal to double Con instead. 
  Improved Initiative 
  — 
  Gain a +4 bonus to Initiative checks. 
  Greater Initiative 
  Imp. Initiative 
  Gain an additional +4 bonus to Initiative checks. 
  Initiative Master 
  Greater Initiative 
  Take a 20 on Initiative checks twice per day. 
  Savior 
  — 
  Gain a +2 bonus to a single saving throw. 
  Improved Savior 
  Savior 
  Gain an additional +4 bonus to a single saving throw. 
  So Much Savior-ing 
  Improved Savior 
  Gain an additional +6 bonus to a single saving throw. 
  Nonlethal Master 
  — 
  Take no penalty to attacking nonlethally. 
  Racial Slayer 
  — 
  Gain a +2 to hit and damage enemies of your own race. 
  Take a Hit 
  — 
  Take the damage for an adjacent ally. 
  Improved Trip 
  Level 5 
  Gain a +2 bonus to Trip attempts. 
  
  Improved Grapple 
  — 
  Gain a +2 bonus to Grapple attempts. 
  Improved Disarm 
  — 
  Gain a +2 bonus to Disarm attempts. 
  Improved Sunder 
  — 
  Gain a +2 bonus to Sunder attempts. 
  Improved Bull Rush 
  — 
  Gain a +2 bonus to Bull Rush attempts. 
  Improved Overrun 
  — 
  Gain a +2 bonus to Overrun attempts. 
  Improved Reposition 
  — 
  Gain a +2 bonus to Reposition attempts. 
  Improved Steal 
  — 
  Gain a +2 bonus to Steal attempts. 
  Improved Feint 
  — 
  Gain a +2 bonus to Feint attempts. 
  Maneuver Master 
  All “Improved” 
  Maneuvers 
  Gain a +6 on top of the bonus to Maneuvers. 
  Double Throw 
  Attack Bonus +2 
  Throw two thrown weapons at once at a -2. 
  Lunge 
  — 
  Increase reach by 5 ft. for one attack, and take -2 Defense. 
  Quick Draw 
  — 
  Draw a weapon as a swift action. 
  Killing Spree 
  — 
  Upon killing an enemy, gain a free attack against an enemy 
  within range. 
  Titan Grip 
  — 
  One hand a two-handed weapon at a -2 penalty, or wield a 
  weapon one size category larger at a -2 penalty. 
  Blade Ward 
  — 
  While two-weapon fighting, gain a +2 bonus to Defense. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 1 
  
   
  Page 2 
  
  Copyright 
  Product Identity: The following items are hereby identified as 
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   15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  The Fade Tabletop Copyright 2016, Black Flame Studios; Author: Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
   
  
SOURCE: textdata/thevault/The Fade/The Fade Tabletop Preview.pdf