TEXT: Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  What was your childhood like?
  The High Cabalist
  You have devoted your life to the study of the sorcerous arts. Having learned much of the arcane, you now dwell in the great city and seek 
  to master the hidden truths of the multiverse. Demons and the elements bow to your speech, and the mystic threads of the world are at 
  your command.
  You are both smart and wise. Your Intelligence and Wisdom begin at 10, and all of your other ability scores begin at 8. 
  Mage from Foreign lands
  1d8
  How did you distinguish yourself as a child?
  Gain
  1
  Children often fight, but you never lost. 
  +2 Str, +1 Wis
  2
  There wasn’t a game you couldn’t win.
  +2 Dex, +1 Int
  3
  You were the toughest kid around.
  +2 Con, +1 Cha
  4
  No secret escaped you.
  +2 Int, +1 Dex
  5
  You enjoyed wandering far on your own. 
  +2 Wis, +1 Con
  6
  You never met someone who didn’t like you.
  +2 Cha, +1 Str
  7
  Even as a child you sought adventure and excitement.
  +1 Str, +1 Con, +1 Cha
  8
  Everyone has something to teach and you learned a little from them all.
  +1 Dex, +1 Int, +1 Wis
  1d12
  From what land do you hail?
  Gain
  1
  A prosperous and outward-looking kingdom on the southern continent.
  +2 Cha, +2 Int, 
  Skill: Gossip
  2
  You were born to wanderers on a boat in the northern seas. 
  +2 Dex, +1 Con, +1 Wis, 
  Skill: Sailing
  3
  Your nearby island was only recently subjugated by the Great City. The wounds are fresh.
  +2 Wis, +1 Int, +1 Str, 
  +1 Con
  4
  You were raised to roam in outrigger canoes amongst the many islands of the great archipelago. 
  +2 Dex, +1 Str, +1 Con, 
  Skill: Athletics
  5
  The child of a warrior tribe, you were born under your mother’s shield and raised to bear 
  your father’s arms. 
  +2 Str, +2 Con, +1 Cha
  6
  Your homeland, miles from the sea, was ruled by the cruel priests of the sky gods. 
  +2 Wis, +1 Str, +1 Con, 
  +1 Cha
  7
  Your home was a large and crowded city overrun with crime and poverty. 
  +2 Dex, +2 Cha, 
  Skill: Stealth
  8
  You grew up on the steps of the walled library of a city-state far to the south praised 
  for its knowledge. 
  +2 Int, +1 Dex, +1 Wis, 
  a knowledge skill 
  of your choice
  9
  You come from a city-state proud of its arms, its wisdom, and its lasting alliances. 
  +2 Str, +2 Int, +1 Cha
  10
  You grew up under the rule of a god-king along a fertile river stretching through 
  the Trackless Sands. 
  +1 Str, +1 Con, +1 Int,
   +1 Wis, Skill: Etiquette
  11
  Your home is ruled by great merchant guilds who almost rival the power of the great city. 
  +2 Cha, +1 Wis, +1 Dex, 
  Skill: Haggling
  12
  Your home is far from here, in the distant east, a land of very different customs. 
  +1 Dex, +1 Con, +1 Int, +1 
  Wis, +1 Cha
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  How did you learn the arcane arts?
  Gain
  1
  You studied with a small sect of fire worshippers. You learned the following magics: the cantrip 
  Second Sight and the spells Brave the Flames and Flame Charm. 
  +2 Int, +1 Con, Skill: Sur-
  vival, magic to left
  2
  You are the latest in a long line of sorcerers and witches. You learned the following magics: the 
  cantrip Hexing, the spell Blight of Loneliness, and the ritual Staff of Might. 
  +2 Wis, +1 Dex, Skill: 
  Deceit, magic to left
  3
  Before you slew him, your master was a mighty summoner and binder of demons. You learned the 
  following magics: the cantrip Second Sight and the rituals Circle of Protection and Summoning.  
  +2 Int, +1 Cha,  
  Skill: Forbidden Secrets, 
  magic to left
  4
  You were initiated into a secret society dedicated to finding hidden truths. You learned the follow-
  ing magics: the cantrip Mage Light, the spell Word of Courage, and the ritual Arcane Experiment.  
  +2 Int, +1 Dex,  
  Skill: Forbidden Secrets, 
  magic to left
  5
  You were the member of a secretive cabal dedicated to unraveling the mysteries of immortality. 
  You learned the following magics: the cantrip Blessing, the spell Reanimation, and the ritual 
  Sleep of the Innocent.  
  +2 Wis, +1 Con,  
  Skill: Herbalism,  
  magic to left
  6
  Your master was a wandering sorcerer who dealt in hidden treasures and trinkets. You learned 
  the following magics: the cantrip Beguilement, the spell Element’s Command, and the ritual 
  Wave’s Friend.  
  +2 Wis, +1 Con,  
  Skill: Navigation, 
   magic to left
  You studied ancient and forgotten lore. You become a level 2 mage. You gain the class abilities Sense Magic and Spellcasting. You learn 
  skill Forbidden Secrets, the cantrip Hand of Will, and the ritual Hidden Sanctum. The tables below will further define your class abilities.
  What drew you to the world of magic?
  1d6
  How did you come to the great city?
  Gain
  1
  Fleeing from a coven of sorceresses intent on stealing your secrets, you found refuge in the great 
  city, where they dared not follow. 
  +2 Con,  
  Ritual: Call Storm
  2
  You first came to the great city in search of a rival mage. You found his hidden abode and bested 
  him in sorcerous combat. 
  +2 Str,  
  Ritual: Hand of the Harpy
  3
  When your previous sanctum was discovered by a barbarian warrior bent on your defeat, you 
  fled to the great city in order to learn new secrets. 
  +2 Int,  
  Ritual: Gather Mists
  4
  A priest in one of the temples of the great city sent you a message in a secret code inviting you to 
  join him and share your knowledge. 
  +2 Wis,  
  Ritual: Foresight
  5
  One of the aristocrats of the great city has hired you as his personal court sorcerer. You fill the 
  position while it is beneficial to you. 
  +2 Cha,  
  Ritual: Bind Familiar
  6
  You have a contact within the Thieves’ Guild with whom you work closely and who encouraged 
  you to come to the city. You believe you can trust him. 
  +2 Dex, Ritual:  
  Unseen Servant
  1d8
  Besides the other characters, who is your most valued contact or 
  friend in the great city?
  Gain
  1
  A captain of the city guard trusts your advice and likes to share war stories with you.
  +1 Str, +1 Wis, +1 Cha
  2
  One of the dancers who performs on the edge of the great market is a close friend of yours. 
  +2 Dex, +1 Wis
  3
  An aristocrat who enjoys slumming it in the poorer districts likes to hear your stories. 
  +1 Con, +1 Int, +1 Cha
  4
  A librarian’s assistant from the Great Library often meets you for drinks. 
  +2 Int, +1 Dex
  5
  A rich man who keeps an elaborate garden behind his villa has you over for dinner some nights. 
  +2 Wis, +1 Dex
  6
  You are often found in a seedy inn near the temple district and are friends with the proprietor. 
  +2 Cha, +1 Con
  7
  A learned scholar from distant lands has taken a liking to you and tells you many stories.
  +1 Con, +1 Int, +1 Wis
  8
  You pass your time with the master of one of the underground fighting pits. 
  +1 Str, +1 Con, +1 Cha
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  What arcane treasure do you keep?
  Gain
  1
  A dagger of an alien metal. 
  +2 Dex, 
  a magical dagger
  2
  A book of ancient history containing many maps. 
  +2 Wis, 
  a large tome
  3
  The favor of a dangerous southern sorceress. 
  +2 Cha, 
  a painted card
  4
  A staff of strong yew, intricately carved. 
  +2 Str, 
  a wizard’s staff
  5
  A seeing stone which once belonged to an eastern cult. 
  +2 Int,  
  a crystal ball
  6
  A large and baroque painting of mystical rites. 
  +2 Con,  
  a strange painting
  1d6
  What happened when you and a companion challenged a sorcerer 
  in the great city? The player to your right was there with you.
  Gain
  1
  You lost your way in the glamoured tunnels beneath his home. The friend to your right helped 
  you clear your head and find your way, and gains +1 Wis. 
  +2 Wis,  
  Spell: Greater Illusion
  2
  His demonic guardians sprang a trap on you. The friend to your right held them at bay while you 
  worked your magic, and gains +1 Int. 
  +2 Int,  
  Spell: Abjuration
  3
  The sorcerer had hired an armed band to defend himself against you. The friend to your right 
  was gravely wounded in the combat, and gains +1 Con. 
  +2 Con,  
  Spell: Healing Touch
  4
  The two of you engaged in an arcane duel, summoning forces from beyond this plane. The friend 
  to your right distracted the mage as you defended against his onslaught, and gains +1 Wis. 
  +2 Wis,  
  Spell: Counterspell
  5
  The sorcerer tricked you and separated you from your companion. The friend to your right  
  returned to your side before entering the mage’s sanctum, and gains +1 Int. 
  +2 Int,  
  Spell: The Voices Between
  6
  When you finally met the rival, he trembled at your presence. The friend to your right passed a 
  dagger through his ribs, and gains +1 Dex. 
  +2 Dex,  
  Spell: Terrifying Presence
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, record 
  your ability score bonus using the chart on the back of this 
  booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want to 
  buy. The High Cabalist begins with the following equipment: 
  a dagger, elaborate robes, the components for your rituals, a 
  small but elegant apartment with a hidden sanctum, a book 
  of spells, and 4d6 silvers.
  4. Pick an alignment. Your character may be lawful, chaotic, 
  or neutral. If you can’t decide, simply choose to be neutral; 
  most people are.
  5. Your Base Attack Bonus comes from your class. As a level 
  2 mage, you have a BAB of +1.
   
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 0 for being a mage.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 3.
  9. Your hit points are 6 plus your Constitution bonus to start, 
  then 1d6 and your Constitution bonus for reaching level 2.
  10. Fill in your saving throws using the chart on the back of 
  this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weapons 
  you think you might use. Your to hit bonus for a melee weapon 
  is your BAB plus your Strength bonus, while you use your Dex-
  terity bonus instead for any missile weapons. Your Strength 
  bonus also adds to the damage of any melee weapon. 
  Fill out Your Sheet!
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Making Tests
  Ability Score Checks: Roll a d20 and compare the result to your 
  score in the relevant ability. If the number on the die is equal to 
  your score or lower, you succeed. If it is higher, then you fail. 
  Saving Throws: Roll a d20. If the result is equal to the saving 
  throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack bonus. 
  Compare the result to the enemy’s armor class. If the number 
  equals that armor class or exceeds it, the attack was successful. 
  Otherwise, the attack missed.
  Class Abilities
  Hit Dice: d6
  Initiative Bonus: +0
  Armor: Mages may not wear any armor.
  Spell Casting: Mages may harness the power of magic in three 
  different ways: cantrips, spells, and rituals. Your Playbook has giv-
  en you your starting magics. 
  Sense Magic: Being naturally sensitive to the world of magic, 
  mages may determine if a person, place, or thing is magical. Doing 
  so requires concentration and a few minutes, so mages cannot tell 
  if something is magical simply by being in its presence, and people 
  tend to notice if a mage is staring at them intently and ignoring his 
  food during a meal. The GM may rule that, when in the presence 
  of particularly intense sorcery, the mage notices such immediately.
  Fortune Points
  A character may spend a Fortune Point in the following ways:
  Help a Friend: Normally, a character may only help a friend with 
  an ability score check if he has a relevant skill. By spending a For-
  tune Point, a character may lend a helping hand and thereby give 
  his compatriot a +2 to his score for a single roll, even without hav-
  ing an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune Point to get a 
  reroll on any failed roll during the course of play, such as an ability 
  score check, saving throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune Point to sta-
  bilize at 0 hit points and not continue taking damage every round.
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  Save
  1
  0
  +0
  14
  15
  13
  12
  11
  2
  2,500
  +1
  14
  15
  13
  12
  11
  3
  5,000
  +1
  14
  15
  13
  12
  11
  4
  10,000
  +2
  14
  15
  13
  12
  11
  5
  20,000
  +2
  14
  15
  13
  12
  11
  6
  40,000
  +3
  13
  13
  11
  10
  9
  7
  80,000
  +3
  13
  13
  11
  10
  9
  8
  150,000
  +4
  13
  13
  11
  10
  9
  9
  300,000
  +4
  13
  13
  11
  10
  9
  10
  450,000
  +5
  13
  13
  11
  10
  9
  
SOURCE: textdata/thevault/Through Sunken Lands/Through Sunken Lands Game Aids/Through Sunken Lands Playbooks/Through Sunken Lands The High Cabalist Playbook.pdf