TEXT:  
   
   
   
   
   
   
  M
  M
  Mooonnnsssttteeerrrsss   &
  &&   M
  M
  Maaayyyhhheeem
  mm
     
     
  A Fantasy Toolkit 
   
   
   
   
   
   
   
   
   
   
  Credits 
   
   
  Design, Layout, & Writing 
  J.A. Dettman 
   
  Art 
  Storn Cook 
   
   
   
   
   
   
   
   
   
   
  Edited by 
  Dan Hertz, Britt Scharringhausen, & J.A. Dettman 
   
   
   
   
   
   
   
  Playtesters 
  Mario Cerame, Elaine Garrett, 
   
  Jevon L. Garrett, Dan Hertz, John Stevens 
   
  Monsters and Mayhem is ©2004 Cracked Mirror Publishing.  
  Hero Points and Power Points are ©2002 Green Ronin Publishing and are used with permission. Reference to 
  other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
   
  Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of 
  Green Ronin Publishing and are used with permission.
   
   
   
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, 
  Version 1: all characters and place names, and all art. 
   
   
   
   
  The following text is designated as Open Game Content: Chapter 1, except for the boxed text on pages 6 & 7 
  ("How Skilled Should Characters Be?" and "Changing Other Power Point Costs"); Chapter 2; Chapter 3; 
  Chapter 4; Chapter 5 except for the material under the Unbalancing Powers and Spells header on page 58; 
  Chapter 6; Chapter 7; Chapter 8; Appendix I and Appendix II. 
  
  TABLE OF CONTENTS 
   
   
  INTRODUCTION ● 
  4 
   
  CHAPTER 5: POWERS ● 
  58 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CHAPTER 6: MAGIC ● 
  64 
  CHAPTER 1: 
  CHARACTER CREATION 
  ● 
  6 
   
  Creating Magical Items 
  ● 
  68 
  Starting PL 
  ● 
  6 
   
   
   
   
  Ability Score Limits  
  CHAPTER 7: ● 
  70 
  and Skill Point Costs 
  ● 
  6 
   
  CHARACTERISTICS  
   
  Character Advancement 
  ● 
  6 
   
  Allegiance 
  ● 
  70 
  Racial Templates 
  ● 
  7 
   
  Alignment 
  ● 
  71 
  Archetypes 
  ● 
  8 
   
  Extra Effort 
  ● 
  73 
  Barbarian 
  ● 
  9 
   
  Hero Points: More or Less 
  ● 
  73 
  Bard 
  ● 
  10 
   
  Weaknesses 
  ● 
  74 
  Cleric 
  ● 
  11 
   
   
   
   
  Druid 
  ● 
  12 
   
  CHAPTER 8: COMBAT ● 
  75 
  Fighter 
  ● 
  13 
   
  Modifying the Damage Save 
  ● 
  75 
  Monk 
  ● 
  14 
   
  Attacks of Opportunity 
  ● 
  75 
  Paladin 
  ● 
  15 
   
  Parrying 
  ● 
  76 
  Ranger 
  ● 
  16 
   
  Fear Conditions and Effects 
  ● 
  77 
  Rogue 
  ● 
  17 
   
   
   
   
  Sorcerer 
  ● 
  18 
   
  CHAPTER 9: CAMPAIGNS ● 
  79 
  Wizard 
  ● 
  19 
   
  Adventures 
  ● 
  79 
   
   
   
   
  The Art of the Foe 
  ● 
  79 
    
   
   
  Monsters 
  ● 
  80 
  CHAPTER 2: SKILLS 
  ● 
  20 
   
  Mooks 
  ● 
  80 
    
   
   
  Villains 
  ● 
  80 
   
   
   
   
  Designing Combat Encounters 
  ● 
  80 
  CHAPTER 3: FEATS ● 
  26 
   
  Designing Non-Combat Encounters  ● 
  81 
   
   
   
   
   
   
   
    
   
   
   
   
   
  CHAPTER 4: 
  EQUIPMENT 
  ● 
  37 
   
  APPENDIX I: ANIMALS ● 
  82 
  Assumptions 
  ● 
  37 
   
   
   
   
  Wealth and Money 
  ● 
  37 
   
  APPENDIX II: MONSTERS 
  ● 
  94 
  Starting Money 
  ● 
  38 
   
   
   
   
  Barter 
  ● 
  38 
   
  OPEN GAME LICENSE ● 
  104 
  Selling Loot 
  ● 
  38 
   
   
   
   
  Adventuring Gear Descriptions 
  ● 
  38 
   
   
   
   
  Special Substances and Items 
  ● 
  40 
   
   
   
   
  Tools and Skill Kits 
  ● 
  41 
   
   
   
   
  Clothing 
  ● 
  42 
   
    
   
  Food, Drink, and Lodging 
  ● 
  43 
   
   
   
   
  Mounts and Related Gear 
  ● 
  43 
   
   
   
   
  Transport 
  ● 
  44 
   
   
   
   
  Services 
  ● 
  45 
   
   
   
   
  Weapons and Armor 
  ● 
  46 
   
   
   
   
   
   
  2 
  
   
  TABLES, CHARTS,  
  AND BOXES 
   
   
   
  TABLES, CHARTS,  
  AND BOXES 
   
   
  How skilled should characters be? 
  ● 
  6 
   
  Table 4.14: Martial Weapons — Melee 
  ● 
  49 
  Table 2.1: Skills 
  ● 
  20 
   
  Table 4.15: Martial Weapons — Ranged 
  ● 
  50 
  Table 2.2: Sample Craft DCs 
  ● 
  21 
   
  Table 4.16: Exotic Weapons — Melee  ● 
  50 
  Table 2.3: Crafts and their Practitioners 
  ● 
  22 
   
  Table 4.17: Exotic Weapons — Ranged  ● 
  50 
  Table 2.4: Professions 
  ● 
  23 
   
  Table 4.18: Exotic Asian Weapons — 
  Melee 
  ● 
  51 
  Table 2.5: Sample Spellcraft DCs 
  ● 
  24 
   
  Table 4.19: Exotic Asian Weapons — 
  Ranged 
  ● 
  51 
  Table 2.6:Use Magic Device Sample DCs 
  ● 
  25 
   
  Table 4.20: Armor 
  ● 
  51 
  Table 3.1: Feats 
  ● 
  26 
   
  Table 4.21: Shields 
  ● 
  51 
  Alternate Martial Weapon Proficiencies 
  ● 
  32 
   
  Table 4.22: Ammunition 
  ● 
  51 
  Martial Weapon Categories 
  ● 
  32 
   
  Item Quality 
   
  54 
  Random Money 
  ● 
  34 
   
  Spell Failure When Wearing Armor 
  ● 
  55 
  Stacking Weapons and Armor 
  ● 
  37 
   
  Why Penetrating Strike 
   
  60 
  Table 4.1: Coins 
  ● 
  37 
   
  Scrying DCs 
  ● 
  61 
  Table 4.2: Trade Goods 
  ● 
  37 
  Table 4.3: Starting Money 
  ● 
  38 
   
  Ability Scores Above 20  
  and Not So Super Super-Strength 
  ● 
  62 
  Table 4.4: Adventuring Gear 
  ● 
  39 
   
  Random Effects Tables 
  ● 
  65 
  Table 4.5: Special Substances and Items 
  ● 
  40 
   
  Magic Divine or Arcane 
  ● 
  66 
  Table 4.6: Tools and Toolkits 
  ● 
  41 
   
  Psionics 
  ● 
  66 
  Table 4.7: Clothing 
  ● 
  42 
   
  Learning Spells During Downtime 
  ● 
  66 
  Table 4.8: Food, Drink and Lodging 
  ● 
  43 
   
  Rote Spellcasting Flaw 
  ● 
  67 
  Table 4.9: Mounts and Related Gear 
  ● 
  44 
   
  Step-by-Step Magical Item Creation 
  ● 
  68 
  Table 4.10: Transport 
  ● 
  45 
   
  Table 8.1: Modifying the Damage Save 
  ● 
  75 
  Table 4.11: Services 
  ● 
  45 
   
  Table 8.2: Modifying the Damage Save 
  ● 
  75 
  Spell Failure When Wearing Armor 
  ● 
  47 
   
  Typical Reach by Creature Size 
  ● 
  76 
  Table 4.12: Simple Weapons — Melee 
  ● 
  49 
   
  Fear Saving Throw Results 
  ● 
  77 
  Table 4.13: Simple Weapons — Ranged 
  ● 
  49 
   
  Attack Bonus vs. Defense 
  ● 
  80 
   
   
   
   
   
   
   
   
  3
  
   
   
   
   
   
   
   
  INTRODUCTION 
  Monsters and Mayhem is a set of supplemental 
  rules designed to help you play a fantasy game 
  using the M&M Core Rules; these rules are 
  designed with certain assumptions: first, that you 
  are familiar with fantasy as a genre in literature 
  and gaming and, second, that you are familiar 
  with the M&M Core Rules. 
   
  WHAT’S CHANGED 
  Monsters and Mayhem makes a number of 
  changes to the M&M Core Rules. Those 
  changes, 
  and 
  any 
  new 
  material 
  are 
  summarized below.  
   
  • 
  The number of PP you can spend on 
  abilities during character creation 
  has been capped 
   
  • 
  The optional rule for buying skill 
  points is used; 2 skill ranks cost 1PP. 
   
  • 
  Removed 5 skills 
   
  • 
  Removed 1 feat 
   
  • 
  Super Strength has been changed to 
  reflect the genre. 
   
   
  WHAT’S NEW 
   
  • 
  3 new Skills 
   
  • 
  41 new Feats 
   
  • 
  14 new Powers 
   
  • 
  6 new Weaknesses 
   
  • 
  An extensive list of Equipment 
   
   Monsters and Mayhem is not a setting, although 
  it does have certain setting expectations (elves, 
  dwarves, magic, etc.), it is a toolkit to help you 
  play a fantasy game with the M&M rules.  Many 
  of these rules will be familiar to you if you have 
  played the world’s most popular fantasy game; 
  they were culled from the System Reference 
  Document and modified to work with the M&M 
  Core Rules. 
   
   
  THE PLAYTEST EDITION 
  This edition of Monsters and Mayhem has 
  received minimal playtesting. While we have 
  tried not to stray too far from the design model 
  provided by the M&M Core Rules playtesting is 
  always necessary and that is where we would like 
  your help.  
  Anyone who purchases this playtest edition of 
  Monsters and Mayhem and that provides useful 
  playtest information, whether by email or on our 
  forums (located at:  
  http://cracked-mirror.com/forums/phpBB2/) will 
  receive at no cost any revised editions published 
  in electronic format.
   
  4 
  
   
  5
  
  Every player needs a character; the GM needs 
  many. The basic rules for creating a character 
  can be found on page 20 of the M&M Core 
  Rules. What follows in this chapter is material 
  designed specifically for the fantasy genre. Rules 
  presented here that contradict the M&M Core 
  Rules replace those rules. 
   Some minor changes and additions have been 
  made to character creation in Monsters and 
  Mayhem; they are detailed below. 
   
  STARTING POWER LEVEL 
  The default starting Power Level for a Monsters 
  and Mayhem character is 4th. Fantasy characters 
  are heroic but are young and inexperienced when 
  they begin their adventuring careers. PL4 allows 
  for a modest amount of personal experience from 
  the outset and a reasonable expectation of 
  advancement. See Table 1-1 on Page 20 of the 
  M&M Core Rules for starting PPs and PL 
  restrictions. 
   
  ABILITY SCORE LIMITS  
  AND SKILL POINT COSTS 
  Heroic fantasy characters are often skilled but, 
  leaving aside mythological sources, rarely 
  superhuman. They have limits. To emulate this 
  properly two changes have been made to the 
  basic character creation process: 
   
  ● You may not spend more than 15PP+1PP per 
  level after 1st to increase your character’s Ability 
  Scores during the character creation process. 
  (18PP when starting at PL4) 
   
  ● The cost of Skill Points has decreased. The 
  cost is now 1PP for 2 Skill Points. 
   
   
  HOW SKILLED  
  SHOULD CHARACTERS BE? 
  Monsters and Mayhem changes the cost of 
  skills to reflect the fantasy genre. In the 
  M&M Core Rules characters have Super 
  Abilities to simulate extreme skill but in a 
  fantasy game Super Abilities should be 
  scarce. The easiest way to remedy this is to 
  reduce the cost of skills. 
    If you want your characters to be even more 
  skilled you may reduce the cost of skills 
  further to 3 Skill points per 1PP. Reducing 
  them further will undermine the value of 
  abilities and feats, and is not recommended. 
   
   
   
   
   
  CHARACTER 
  CREATION 
  CHARACTER ADVANCEMENT 
  Character 
  advancement 
  in 
  Monsters 
  and 
  Mayhem works the same way that it does in the 
  M&M Core Rules with one slight restriction: A 
  character may only improve one ability score 
  each PL and that ability score may only be 
  improved by 1.  
   Example: Brann receives 2 PP from the GM, 
  which raises him from PL4 to PL5, and decides 
  to increase his Dexterity to 19. He spends the 
  necessary points and raises his Dexterity to 19 
  but now he may not spend more PP to increase 
  any of his ability scores until he reaches PL6. 
  When Brann does reach PL6 he may increase his 
  Dexterity to 20 or increase one of his other 
  ability scores. 
   
   
   
   
   
  6 
  
   
  CHANGING 
  OTHER POWER POINT COSTS 
  In a grittier game you may want to go in a 
  completely different direction. Instead of 
  reducing the cost of skills, increase the cost 
  of abilities to 2PP per 1 point of ability. 
   This change decreases the overall abilities 
  of the PCs, making them more average, while 
  increasing the value of skills. 
  RACIAL TEMPLATES 
  Provided below are several traditionally used 
  non-human races. Each race is represented by a 
  short generic description, a template with a 
  breakdown of that race’s special abilities and the 
  PP cost of that template.  
   In addition to those provided here, templates 
  are provided with many of the monsters in 
  Appendix II, allowing them to be used as 
  character races. 
   
   
  DWARVES 
  Dwarves are shorter-than-average humanoids 
  with swarthy complexions and rough, hairy 
  appearances. They have gruff, but loyal, 
  personalities and a penchant toward greed. Often 
  found in mountains or deep within the earth, they 
  are miners of precious metals and gems as well 
  as craftspeople of the finest reputation. 
   
  DWARF RACIAL TEMPLATE 
  Medium-size 
  Base speed 20 feet  
   
               -2PP 
  Darkvision:  
   
   
   
  2PP 
  Stonecunning 
   
   
   
  2PP 
  Poison Resistance  
   
   
  2PP 
  Magic Resistance  
   
   
  2PP 
  Hereditary Enemy (Orcs and Goblins) 
  2PP 
  Total cost: 
   
   
   
  8PP 
   
   
  ELVES 
  Elves are shorter than humans but taller than 
  dwarves. They have fair complexions, fine 
  delicate features and cat-like grace. Elves are the 
  oldest non-human race with a vast knowledge of 
  history and magic. They are most often found in 
  forested areas because of their inherent love of 
  nature. 
   
   
  ELF RACIAL TEMPLATE 
  Medium Size 
  Base speed 30 feet 
  Immunity: Exhaustion  
  (Flaw: Magical only) 
    
   
  1PP 
  Magic Resistance  
   
    
  2PP 
  Low light Vision  
   
    
  2PP 
  Super Senses +2  
  (Listen, Search, & Spot Only) 
    
  2PP 
  Total Cost: 
   
   
   
  7PP 
   
   
  GNOMES 
  Gnomes are short olive-skinned humanoids that 
  grow to just over waist high on a human. Taller 
  than a halfling but shorter than an elf, gnomes 
  are often characterized as having large ears, 
  larger noses and a disposition toward magical 
  ability.  
   
  GNOME RACIAL TEMPLATE 
  Small Size 
  Base speed 20 feet 
   
   
   
  Low Light Vision  
   
    
  2PP 
  Super Senses +2 (Flaw: Listen only) 
  2PP 
  Magecraft 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  8PP 
   
   
  HALF-ELVES 
  A half-elf is the offspring of a human and an elf 
  and has many characteristics of both races. Half-
  elves are smaller and thinner than humans, but 
  larger and less graceful than elves, with mixed 
  complexions and delicate features. A half-elf’s 
  personality depends on where he was raised, in a 
  human or an elven culture.  
   
  HALF-ELF RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet 
  Immunity: Exhaustion (Flaw: Magical only) 1PP 
  Magic Resistance  
   
   
  2PP 
  Low light Vision  
   
   
  2PP 
  Super Senses +1  
  (Listen, Search, & Spot only) 
   
  1PP 
  Mixed Blood (Human and Elf) 
   
  2PP 
  Total Cost: 
   
   
   
  8PP 
   
   
   
   
   
   
  7
  
   
  HALF-ORCS 
  A half-orc is the child of an orc and a human. 
  Half-orcs are slightly larger than humans with 
  rougher skin. They have complexions that shade 
  toward the green or blue and profuse body hair. 
  A half-orc’s personality depends on whether he 
  was raised among humans or orcs. 
   
  HALF-ORC RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet 
  Super Strength +1 
   
   
  3PP 
  Darkvision:  
   
   
   
  2PP 
  Mixed Blood (Human and Orc) 
   
  2PP 
  Total Cost: 
   
   
   
  7PP 
   
   
  HALFLINGS 
  Halflings are the smallest race, standing no taller 
  than waist high to a human, but they are also the 
  race most like humans in the variations of their 
  appearance.  
   
  HALFLING RACIAL TEMPLATE 
  Small Size 
  Base speed 20 feet 
  Super-Dexterity +1 
   
   
  4PP 
  Amazing Save +1 (Dmg, Fort, Will) 
  3PP 
  Super Senses +2 (Listen only) 
   
  2PP 
  Total Cost: 
   
   
   
  9PP 
    
   
   
  ARCHETYPES 
  On the following pages are several fantasy 
  archetypes which can be used by players and 
  gamemasters to quickly create characters and 
  NPCs. All you have to do is come up with a 
  name and some background information and 
  you’re ready to play 
   
   
  8 
  
  BARBARIAN 
  A traveler from distant lands, primitive tribesman, or simply an uncultured brute, 
  a barbarian can be any or all of these things. A barbarian is at home in the 
  untamed wilds and in the midst of brutal combat. 
   Quote: 
  You have grown soft in your cities and 
  castles.  I will show you strength. 
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  14 
  16 
  10 
  12 
  10 
  +3 
  +2 
  +3 
  +0 
  +1 
  +0 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +6 
  +3 
  +2 
  +1 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +4 
  +7 
  +6 
  14/16
  +2 
  40ft 
   
  SKILLS 
  Climb +6, Handle Animal +4, Listen +4,  
  Move Silently +3, Swim +6, Spot +5, Survival +3 
   
  FEATS 
  Armor Proficiency (light), Fast Movement,  
  Martial Weapon Proficiency (Axes), Power Attack,  
  Rage, Simple Weapon Proficiency 
   
  POWERS 
  Amazing Save (Damage) +2 
   
  EQUIPMENT 
  Leather Armor +1DS/+1PROT, 78gp 
  2 - Handaxes +4L (+7L) 
   
   
  MODIFICATIONS 
   
  The barbarian is a front-line combatant. 
  You can buff up your combat abilities by 
  lowering your Intelligence, Wisdom, and 
  Charisma to increase your Strength, 
  Dexterity and Constitution. You can also 
  drop the Power Attack feat to get another  
  2 ranks in Amazing Save. 
   
   
   
   
   
  9
  
   
   
   BARD 
  Travel
   
   
  PL 4 
   
   
  RACE: Half-elf 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  12 
  10 
  14 
  14 
  16 
  +1 
  +1 
  +0 
  +2 
  +2 
  +3 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +3 
  +0 
  +1 
  +5 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +1 
  +2 
  +2 
  12/13
  +1 
  30ft 
   
  SKILLS 
  Concentration +3, Diplomacy +6,  
  Knowledge (Geography) +5, Knowledge (History) +5, 
  Listen +6, Search +4, Sense Motive +6, Spellcraft +3 
   
  FEATS 
  Armor Proficiency (light), Enchanting Music 
  (Countersong), Immunity: Exhaustion (Flaw: Magical 
  only), Incidental Knowledge, Low light Vision, 
  Magecraft (Cha), Magical Training, Magic Resistance, 
  Martial Weapon Proficiency (Swords), Mixed Blood 
  (Human and Elf), Simple Weapon Proficiency, Spell 
   
  POWERS 
  Amazing Save (DMG ) +2,  
  Super Senses (Listen, Search, & Spot only) +1 
   
  EQUIPMENT 
  Dagger +3L (+4L), Longsword +5L (+6L), Mandolin, 
  Leather Armor +1DS/+1PRT, 68gp 
   
  ing performers, musicians and historians, bards are the talebearers, keepers of sagas 
  and tellers of stories. They are in their element amid ancient ruins or the halls of kings. 
   
   Quote: 
  Long ago the kings of this land brought 
  a curse down upon themselves.  A hero 
  can break it. 
  MODIFICATIONS 
   
  The bard is a second-string combatant and 
  relies more on his skills and feats than his 
  combat abilities. You can make the bard 
  more of a front-line combatant by shifting 
  points from Intelligence and Wisdom into 
  Strength and Constitution. Trading in some 
  of your feat for higher BAB or Defense 
  scores or extra ranks in Amazing Save is 
  also a good option. 
    You can also make your bard less of a 
  combatant by reducing your BAB and 
  Defense to get more skill ranks or feats. 
   
   
   
   
   
   
  10
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Elf 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  12 
  12 
  10 
  16 
  14 
  +2 
  +1 
  +1 
  +0 
  +3 
  +2 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +3 
  +1 
  +1 
  +3 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +1 
  +3 
  +2 
  13/15 +2 
  30ft 
   
   
  SKILLS 
  Concentration +3, Diplomacy +3,  
  Knowledge (Arcana) +2, Knowledge (Religion)+ 2, 
  Listen +4, Ride +1, Spellcraft +2, Spot +3 
   
  FEATS 
  Armor Proficiency (light), Armor Proficiency (medium), 
  Immunity (Exhaustion, Flaw: Magical only),  
  Low light Vision, Magecraft (Wis), Magical Training x2,  
  Magic Resistance, Martial Weapon Proficiency (Swords),  
  Simple Weapon Proficiency, Spell x2 
   
  POWERS 
  Healing +1, Repel Undead +2,  
  Super Senses (Listen, Search, & Spot Only) +2 
   
  EQUIPMENT 
  Longsword +5L (+7L),  
  Hide Armor +2DS/+1PROT, 64gp 
   
  CLERIC 
  A wandering holy woman bringing righteousness to the frontier or a hunter of undead 
  abominations, clerics are clergy that take up arms to defend their faith and protect those 
  that believe as they do. 
   Quote: 
  Whosoever puts their faith in my gods 
  will have my protection for as long as I 
  draw breath. 
  MODIFICATIONS 
   
  The cleric is a second-string combatant that 
  relies on magic more than prowess in 
  combat. You can adjust the balance from 
  magical to combat abilities by dropping a 
  Magical Training feat and ranks in Repel 
  Undead to increase your BAB or Defense. 
    Alternately, a cleric could be a support 
  character, lowering your BAB or Defense 
  to increase your ranks in Healing. 
   
   
   
   
  11
  
   
   
   DRUID 
  A d
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  16 
  12 
  10 
  14 
  12 
  +2 
  +3 
  +1 
  +0 
  +2 
  +1 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +5 
  +1 
  +3 
  +2 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +2 
  +5 
  +6 
  11/14 +3 
  30ft 
   
   
  SKILLS 
  Climb +4, Craft (Boyer/Fletcher) +4, Handle Animal +6, 
  Hide +4, Knowledge (Wild Lore) +5, Listen +3,  
  Move Silently +4, Sense Motive +4, Swim +4, Spot +6, 
  Survival +6 
   
  FEATS 
  Armor Proficiency (light), Magecraft, Magical Training, 
  Martial Weapon Proficiency (Bows),  
  Martial Weapon Proficiency (Swords), Nature Sense, 
  Simple Weapon Proficiency, Spell x2 
   
  POWERS 
  Amazing Save (Damage) +3 
   
  EQUIPMENT 
  Longbow +5L (100ft), Short Sword +4L (+6L),  
  Padded Armor +1DS/+0PROT, 5gp  
   
  evotee of natural philosophy, a druid believes in the spirituality of the natural world 
  and calls upon the power of nature to aid her. 
   Quote: 
  The land tells me many things, 
  traveler.  Pray it does not speak of you 
  MODIFICATIONS 
   
  The druid is a second-string combatant that 
  focuses on combat ability and dabbles in 
  magic. You can easily make the druid a 
  front-line combatant by dropping 
  Magecraft and the other magical feats in 
  favor of higher BAB and Defense or 
  maybe some combat feats. 
   
   
   
   
  12
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Half-elf 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  14 
  16 
  9 
  12 
  9 
  +4 
  +2 
  +3 
  -1 
  +1 
  -1 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +6 
  +3 
  +2 
  +1 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +4 
  +9 
  +6 
  14/16 +2 
  30ft 
   
   
  SKILLS 
  Listen 5, Ride 3, Spot 6, Survival 3 
   
  FEATS 
  Attack Focus (armed), Armor Proficiency (light),  
  Armor Proficiency (Medium), Immunity (Exhaustion 
  Flaw: Magical only), Low light Vision, Magic 
  Resistance, Martial Weapon Proficiency (Sword), Mixed 
  Blood (Human and Elf), Simple Weapon Proficiency 
   
  POWERS 
  Amazing Save (Damage): +1 ranks,  
  Super Senses (Listen, Search, & Spot only) +1 
   
  EQUIPMENT 
  5 Daggers +3L (+7L), Longsword +5L (+9L),  
  Studded Leather Armor +2DS/+1PROT, 50gp  
   
   
  FIGHTER 
  Soldier of fortune, the guard at the city gate, or a patriot defending his home, the fighter is 
  the front line of defense, or offense, in combat of any kind. 
   Quote: 
  Keep your prayers and spells, my 
  sword is where I put my trust. 
  MODIFICATIONS 
   
  The fighter is a strongly focused front-line 
  combatant. You can emphasize this focus 
  by lowering your Intelligence, Wisdom, 
  and Charisma to increase your Strength, 
  Dexterity, and Constitution or to gain more 
  ranks in Amazing Save. 
   
   
   
   
   
   
   
   
  13
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  18 
  14 
  10 
  12 
  10 
  +2 
  +4 
  +2 
  +0 
  +1 
  +0 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +6 
  +2 
  +4 
  +1 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +3 
  +5/+7 
  +7 
  13/17
  +8 
  30ft 
   
   
  SKILLS 
  Climb +6, Handle Animal +3, Listen +2,  
  Move Silently +4, Swim +6, Spot +2, Survival +2 
   
  FEATS 
  Attack Finesse, Dodge, Evasion, Improved Initiative, 
  Power Attack, Rapid Strike, Simple Weapon Proficiency 
   
  POWERS 
  Amazing Save (Damage) +4, Penetrating Strike +2 
   
  EQUIPMENT 
  2 Daggers +3L (+5L), 96gp  
   
   
  MONK 
  Cloistered priests learning an esoteric art of defense and wandering martial artists, monks 
  are followers of an ascetic creed that hone their bodies into weapons. 
   Quote: 
  When the body and mind are one the 
  Tiger Palm Strike flows from the heart 
  like water from the spring. 
  MODIFICATIONS 
   
  A monk is a front-line combatant that 
  relies on speed, skill, and rigorous physical 
  discipline in combat. You can make the 
  monk even more impressive in combat by 
  dropping your skill ranks to increase your 
  BAB and Defense. 
   
   
   
   
  14
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  10 
  14 
  10 
  12 
  16 
  +3 
  +0 
  +2 
  +0 
  +1 
  +3 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +5 
  +2 
  +0 
  +1 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +3 
  +6 
  +3 
  14/14 +0 
  30ft 
   
   
  SKILLS 
  Climb +3, Concentration +1, Diplomacy +3,  
  Handle Animal +5, Intimidate +3,  
  Knowledge (Religion) +2, Listen +4, Sense Motive +5, 
  Spot +6, Survival +3 
   
  FEATS 
  Armor Proficiency (light), Armor Proficiency (medium), 
  Aura of Courage, Magecraft, Magical Training,  
  Martial Weapon Proficiency (Swords),  
  Simple Weapon Proficiency, Smite, Touched 
   
  POWERS 
   
  EQUIPMENT 
  Greatsword +8L (+11L), Scale Mail +3DS/+1PROT, 0gp  
   
   
  PALADIN 
  Holy crusaders bearing their faith into heathen lands or knights questing for their gods, 
  paladins are warriors of faith that may call upon their gods in battle. 
   Quote: 
  I was sent by powers far greater than 
  you to protect this land, little man.   
  I will not fail. 
  MODIFICATIONS 
   
  A paladin is a front-line combatant with some 
  religious training. You can increase his 
  combat effectiveness by dropping Magecraft 
  and Magical training and picking up some 
  ranks in Amazing Save or give him some 
  support capabilities by buying some ranks in 
  Healing. 
   
   
   
   
  15
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Elf 
   
   
   
  RANGER 
  Protectors of the borderlands, wanderers of the wilderness and woodsmen of the 
  highest regard, rangers stalk the dangerous frontier lands, keeping safe the 
  civilizations that they eschew. 
   Quote: 
  Our prey passed this way two days 
  ago, laden with their spoils and headed 
  north. The signs are clear. 
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  18 
  14 
  10 
  14 
  10 
  +1 
  +4 
  +2 
  +0 
  +2 
  +0 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +3 
  +2 
  +4 
  +2 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +3 
  +4 
  +7 
  12/16 +4 
  30ft 
   
   
  SKILLS 
  Climb +6, Handle Animal +3, Listen +4,  
  Move Silently +4, Swim +6, Spot +5, Survival +3 
   
  FEATS 
  Armor Proficiency (light), Immunity (Exhaustion Flaw: 
  Magical only), Low light Vision, Magic Resistance, 
  Martial Weapon Proficiency (Swords), Martial Weapon 
  Proficiency (Bows), Simple Weapon Proficiency, Track, 
  Woodland Stride 
   
  POWERS 
  Amazing Save +2,  
  Super Senses (Listen, Search, & Spot Only) +2 
   
  EQUIPMENT 
  Dagger +3L (+4L), Longbow +5L (range 100ft),  
  Leather Armor +1DS/+1PROT, 13gp 
   
   
  MODIFICATIONS 
   
  You can increase the ranger’s combat 
  abilities by dropping the Track or 
  Woodland Stride feats to buy a couple 
  more ranks in Amazing Save or increase 
  your Defense.  
    Alternately you can focus more on 
  wilderness skills and feats by lowering 
  your BAB. 
   
   
   
  16
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Gnome 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Small 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  16 
  12 
  12 
  14 
  14 
  +0 
  +3 
  +1 
  +1 
  +2 
  +2 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +2 
  +1 
  +3 
  +2 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +2 
  +2 
  +5 
  12/15 +3 
  20ft 
   
   
  SKILLS 
  Acrobatics +5, Appraise +5, Climb +6, Escape Artist +7, 
  Hide +9, Listen +4, Move Silently +9, Open Lock +7,  
  Search +7, Sleight-of-Hand +9, Spot +6,  
  Use Magical Device +4 
   
  FEATS 
  Armor Proficiency (light), Attack Finesse, Dodge,  
  Low-light Vision, Magecraft, Simple Weapon 
  Proficiency, Surprise Strike 
   
  POWERS 
  Super Senses (Flaw: Listen only) +2 
   
  EQUIPMENT 
  Thieves’ Tools, Dagger +3L,  
  Padded Armor +1DS/+0PROT, 68gp 
    
   
  ROGUE 
  A con-artist or perhaps a simple cutpurse, rogues use their talents to tip the odds in their 
  own favor, often in sly or stealthy ways. 
   Quote: 
  You will never see me coming. 
   
  MODIFICATIONS 
   
  A rogue focuses primarily on stealth and 
  subterfuge in and out of combat. You can 
  increase your combat abilities by lowering 
  some skill ranks to increase BAB and 
  Defense or gain some ranks in  
  Amazing Save 
   
   
   
   
  17
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  14 
  10 
  12 
  14 
  18 
  +0 
  +2 
  +0 
  +1 
  +2 
  +4 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +4 
  +0 
  +2 
  +2 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +1 
  +1 
  +3 
  11/13
  +2 
  30ft 
   
   
  SKILLS 
  Concentration +6, Diplomacy +6,  
  Knowledge (Arcana) +3, Listen +4, Move Silently +4, 
  Sense Motive +5, Spellcraft +5, Spot +4, Survival +3,  
  Use Magical Device +6 
   
  FEATS 
  Familiar, Magecraft (Cha), Magical Training x 4,  
  Simple Weapon Proficiency, Spell x5 
   
  POWERS 
  Amazing Save (Damage) +4 
   
  EQUIPMENT 
  Backpack, Belt Pouch, Map Case, Dagger +3L, 94gp  
   
   
  SORCEROR 
  Wandering wisewomen and magical hermits, sorcerers have a natural talent for magic. 
  They are often feared because of their powers and have difficulty fitting into society. 
   Quote: 
  Magic is the blood  
  that flows through my veins. 
  MODIFICATIONS 
   
  A sorcerer is a third-string combatant 
  relying on her magic and the protection of 
  others when it comes to fighting. You can 
  increase your combat abilities by trading in 
  some magical feats to increase BAB  
  and Defense.  
    Alternately, you can forget combat 
  completely and drop your ranks in 
  Amazing Save to get more spells. 
   
   
   
   
   
  18
  
   
   
   
   
   
  PL 4 
   
   
  RACE: Human 
   
   
   
  HERO  
  POINTS: 2 
   
   
  SIZE: Medium 
   
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  12 
  10 
  18 
  14 
  12 
  +1 
  +1 
  +0 
  +4 
  +2 
  +1 
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +4 
  +0 
  +1 
  +2 
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  DEF 
  INIT 
  SPEED 
  +1 
  +2 
  +2 
  10/11 +1 
  30ft 
   
   
  SKILLS 
  Concentration +8, Diplomacy +1,  
  Knowledge (Arcana) +6, Knowledge (History) +7, 
  Knowledge (Magical Creatures) +5, Listen +4,  
  Spellcraft +10, Spot +2, Use Magical Device +3 
   
  FEATS 
  Brew Potion, Familiar, Magecraft (Int),  
  Magical Training x4, Scribe Scroll,  
  Simple Weapon Proficiency, Spell x8 (Flaw: Rote)  
   
  POWERS 
  Amazing Save (Damage) +4 
   
  EQUIPMENT 
  Backpack, Map Case, Spell Component Pouch, 
  Spellbook, Dagger +3L (+4L), Short Sword +4L (+5L), 
  65gp 
    
   
  WIZARD 
  Students of mysterious arts, delvers into dangerous rituals, and powerful sages, a wizard is 
  a hero that has trained from an early age in the working of magic. 
   Quote: 
  Magic is knowledge and knowledge is power. 
   
  MODIFICATIONS 
   
  Like the sorcerer a wizard relies on magic 
  and the protection of others when it comes 
  to fighting. 
    A wizard works well as a support 
  character in combat by taking attack and 
  defense spells. 
   
   
   
   
  19
  
   
   
  Skills in Monsters & Mayhem work as they are 
  described on pages 28-29 of the M&M Core 
  Rules.  This section describes skills specific to 
  the fantasy genre and any adjustments to existing 
  skills.  Any skill not listed in Table 4.1 is not 
  used in Monsters & Mayhem. 
   
  APPRAISE (INT) 
  You are able to determine the value of objects. 
  Check: You can appraise common or well-
  known objects with a DC 12 Appraise check. 
  Failure means that you estimate the value at plus 
  or minus 3% to 60% (1d20 times 3%) of its 
  actual value (your GM determines whether the 
  estimate is high or low).   
   Appraising a rare or exotic item requires a 
  successful check against DC 15, 20, or higher. If 
  the check is successful, you estimate the value 
  correctly; failure means you cannot estimate the 
  item’s value. 
   A 
  magnifying 
  glass gives 
  you 
  a 
  +2 
  circumstance 
  bonus 
  on 
  Appraise 
  checks 
  involving any item that is small or highly 
  detailed, such as a gem.  A merchant’s scale 
  gives you a +2 circumstance bonus on Appraise 
  checks involving any items that are valued by 
  weight, including anything made of precious 
  metals.  These bonuses stack. 
  Action: Appraising an item takes 1 minute (ten 
  consecutive full-round actions). 
   
  Try Again: No. You cannot try again on the 
  same object, regardless of success. 
   
  Synergy: If you have 5 ranks in a Craft skill, 
  you gain a +2 bonus on Appraise checks related 
  to items made with that Craft skill. 
   
   
  SKILLS 
  Table 2.1: Skills 
   
  Strength 
   
  Climb 
   
  Jump  
   
  Swim 
  Dexterity 
   
  Acrobatics 
   
  Balance 
   
  Drive 
   
  Escape Artist 
   
  Hide 
   
  Move Silently 
   
  Open Lock 
   
  Ride 
   
  Sleight of Hand 
  Intelligence 
   
  Appraise* 
   
  Craft 
   
  Disable Device 
   
  Forgery 
   
  Knowledge 
   
  Search 
   
  Spellcraft* 
  Wisdom 
   
  Concentration 
   
  Listen 
   
  Medicine 
   
  Profession 
   
  Read Lips 
   
  Sense Motive 
   
  Spot 
   
  Survival 
  Charisma 
   
  Bluff 
   
  Diplomacy 
   
  Disguise 
   
  Gather Information 
   
  Handle Animal 
   
  Innuendo 
   
  Intimidate 
   
  Perform 
   
  Taunt 
   
  Use Magical Device* 
   
  Skills in italics are trained only 
  * New skills in Monsters and Mayhem 
   
   
  20
  
  Untrained: Failure on an untrained check means 
  you cannot estimate the value of an item. 
   
   
  CRAFT (INT) 
  Craft, like Knowledge and Profession, is actually 
  a number of separate skills. Craft skills involve 
  making things, whether horseshoes, weapons or 
  delicious food.  You may have many different 
  Craft skills but ranks in one Craft skill do not 
  affect your checks in another.  
   
  Check: You can practice your trade and make a 
  decent living, earning about half your Craft 
  check result in gold pieces per week of dedicated 
  work. You know how to use the tools of your 
  trade, how to perform the craft’s daily tasks, how 
  to supervise untrained helpers, and how to 
  handle common problems. 
   The basic function of the Craft skill, however, 
  is to allow you to make an item of the 
  appropriate type. The DC depends on the 
  complexity of the item to be created. The DC, 
  your check results, and the price of the item 
  determine how long it takes to make a particular 
  item. The item’s finished price also determines 
  the cost of raw materials. 
   All crafts require tools to give the best chance 
  of success. If the appropriate tools are used, the 
  check is made with a +2 circumstance bonus on 
  the check.  Depending on the craft, the GM may 
  decide that the DC to create an item may  
  be higher than normal or that the character  
  may not even attempt a check without  
  necessary equipment. 
    To determine how much time and money it 
  takes to make an item, follow these steps. 
  1. Find the item’s price and PP cost. 
  2. Find the base DC on the table below 
  and add the PP cost of the item, if any. 
  3. Pay one-third of the item’s price for the 
  cost of raw materials. 
  4. Make an appropriate Craft check. If 
  successful, the GM will determine how 
  long it took. 
  If you fail a check by 4 or less, you make no 
  progress, 
   If you fail by 5 or more, you ruin half the raw 
  materials and have to pay half the original raw 
  material cost again. 
   
  Repairing Items: Generally, you can repair an 
  item by making checks against the same DC that 
  it took to make the item in the first place. The 
  cost of repairing an item is one-fifth of the item’s 
  price.  
   When you use the Craft skill to make a 
  particular sort of item, the DC for checks 
  involving the creation of that item are typically 
  as given on the following table. 
   
  TABLE 2.2 SAMPLE CRAFT DCs 
  Item  
  Craft Skill  
  Craft DC 
  Acid  
  Alchemy 
  15 
  Identify poison 
  Alchemy 
  20 
  Identify substance  
  Alchemy 
  25 
  Armor or shield  
  Armorsmithing  
  10 
  Longbow or shortbow  
  Bowmaking  
  12 
  Composite longbow or composite shortbow 
  Bowmaking  
  15 
  Crossbow  
  Weaponsmithing  
  15 
  Simple melee or thrown weapon  
  Weaponsmithing  
  12 
  Martial melee or thrown weapon  
  Weaponsmithing  
  15 
  Exotic melee or thrown weapon  
  Weaponsmithing  
  18 
  Very simple item (wooden spoon)  
  Varies 
  5 
  Typical item (iron pot)  
  Varies  
  10 
  High-quality item (bell) 
  Varies  
  15 
  Complex or superior item (lock)  
  Varies  
  20 
   
  21
  
  Action: Does not apply.  Craft checks require a 
  variable amount of time depending on the item 
  being made. 
   
  Try Again: Yes, but each time you miss by 5 or 
  more, you ruin half the raw materials and have to 
  pay half the original raw material cost again. 
  Special: You may voluntarily add +10 to the 
  indicated DC to craft an item. This allows you to 
  create the item more quickly.  You must decide 
  whether to increase the DC before you make each 
  check. 
   To make an item using Craft (alchemy), you 
  must have alchemical equipment and be a 
  spellcaster. If you are working in a city, you can 
  buy what you need as part of the raw materials 
  cost to make the item, but alchemical equipment 
  is difficult or impossible to come by in some 
  places. 
  Purchasing 
  and 
  maintaining 
  an 
  alchemist’s lab grants a +2 circumstance bonus on 
  Craft (alchemy) checks because you have the 
  perfect tools for the job, but it does not affect the 
  cost of any items made using the skill. 
  Synergy: If you have 5 ranks in a Craft skill, you 
  get a +2 bonus on Appraise checks related to 
  items made with that Craft skill. 
   
  KNOWLEDGE (INT; TRAINED ONLY) 
  Like the Craft and Profession skills, Knowledge 
  actually encompasses a number of unrelated 
  skills. Knowledge represents a study of some 
  body of lore, possibly an academic or even 
  scientific discipline. 
   Below are listed typical fields of study. 
   
  • 
  Arcana 
  (ancient 
  mysteries, 
  magic 
  traditions, 
  arcane 
  symbols, 
  cryptic 
  phrases) 
  • 
  Architecture and engineering (buildings, 
  aqueducts, bridges, fortifications) 
  • 
  Geography 
  (lands, 
  terrain, 
  climate, 
  people) 
  • 
  History 
  (royalty, 
  wars, 
  colonies, 
  migrations, founding of cities) 
  • 
  Local 
  (legends, 
  personalities, 
  inhabitants, laws, customs, traditions, 
  humanoids) 
  • 
  Magical Creatures (constructs, dragons, 
  fey, 
  giants, 
  monstrous 
  humanoids, 
  outsiders) 
  • 
  Nature (animals, plants, seasons and 
  cycles, weather, vermin) 
  • 
  Nobility and royalty (lineages, heraldry, 
  family trees, mottoes, personalities) 
  • 
  Religion (gods and goddesses, mythic 
  history, 
  ecclesiastic 
  tradition, 
  holy 
  symbols, undead) 
   
   
  TABLE 2.3: CRAFTS AND THEIR PRACTITIONERS 
  Craft 
  Title 
  Description 
  Alchemy 
  Alchemist 
  Creates alchemical substances. 
  Armor smithing 
  Armorer 
  Specializes in making armor 
  Black smithing 
  Blacksmith 
  Works metal for a variety of purposes 
  Bow making 
  Boyer/Fletcher 
  Makes bows and arrows 
  Carpentry 
  Carpenter 
  Builds things from wood. 
  Weapon smithing 
  Weaponsmith 
  Specializes in creating weapons. 
  Cooking 
  Cook 
  Prepares food. 
  Dye making 
  Dyer 
  Creates dyes. 
  Chandlery 
  Chandler 
  Makes candles, lanterns, torches, wax, pitch, and soap. 
  Barrel making 
  Cooper 
  Makes barrels 
  Shoe making 
  Cobbler 
  Makes shoes 
  Masonry 
  Mason 
  Builds things from stone and brick 
  Tailoring 
  Tailor 
  Makes clothing 
  Saddle making 
  Saddler/Spurrier 
  Makes saddles, spurs, bits, bridles, saddle blankets, and 
  other riding equipment. 
  Painting, sculpting, 
  writing, etc. 
  Artisan 
  Creates art. 
   
   
  22
  
  Check: Answering a question within your field of 
  study has a DC of 10 (for really easy questions), 
  15 (for basic questions), or 20 to 30 (for really 
  tough questions). 
   
  Action: Usually none. In most cases, making a 
  Knowledge check doesn’t take an action—you 
  simply know the answer or you don’t. 
   
  Try Again: No. The check represents what you 
  know; thinking about a topic a second time won’t 
  let you know something that you never learned in 
  the first place. 
  Synergy: If you have 5 or more ranks in 
  Knowledge (arcana), you get a +2 bonus on 
  Spellcraft checks. 
    If you have 5 or more ranks in Knowledge 
  (architecture and engineering), you get a +2 
  bonus on Search checks made to find secret doors 
  or hidden compartments. 
    If you have 5 or more ranks in Knowledge 
  (geography), you get a +2 bonus on Survival 
  checks made to keep from getting lost or to avoid 
  natural hazards. 
    If you have 5 or more ranks in Knowledge 
  (local), you get a +2 bonus on Gather Information 
  checks. 
    If you have 5 or more ranks in Knowledge 
  (nature), you get a +2 bonus on Survival checks 
  made in natural environments. 
  If you have 5 or more ranks in Knowledge 
  (nobility and royalty), you get a +2 bonus on 
  Diplomacy checks. 
    If you have 5 or more ranks in Survival, you get 
  a +2 bonus on Knowledge (nature) checks. 
   
  Untrained: An untrained Knowledge check is 
  simply an Intelligence check. Without actual 
  training, you know only common knowledge (DC 
  10 or lower). 
   
   
  PROFESSION (WIS; TRAINED ONLY) 
  Like Craft and Knowledge, Profession is actually 
  a number of separate skills. You could have 
  several Profession skills, each with its own ranks, 
  each purchased as a separate skill. While a Craft 
  skill represents ability in creating or making an 
  item, a Profession skill represents an aptitude in a 
  vocation requiring a broader range of less specific 
  knowledge.  
   
  Check: You can practice your trade and make a 
  decent living, earning about half your Profession 
  check result in gold pieces per week of dedicated 
  work.  You know how to use the tools of your 
  trade, how to perform the profession’s daily tasks, 
  how to supervise helpers, and how to handle 
  common problems. 
   
   
  TABLE 2.4: PROFESSIONS 
  Architect 
  Designs buildings and structures and oversees construction. 
  Astrologer 
  Practices divination through the stars, planetary cycles, and other such things. 
  Banker 
  Makes money from lending money to others, or holds money securely for a fee. 
  Barber 
  Cuts hair, performs surgical procedures and is a general “medical” man. 
  Caravaner 
  Outfits and runs caravans. 
  Copyist 
  Copies text and books, also known as clerks and used as notaries. 
  Doctor 
  Tends to medical needs. 
  Draper 
  Sells cloth. 
  Engineer 
  Designs structures and large objects, and oversees construction; under an architect. 
  Engraver 
  Engraves items, including metal and wood. 
  Fishmonger 
  Sells fish. 
  Fuller 
  Treats wool and prepare it for weavers. 
  Grocer 
  Sells fruits, vegetables, and sometimes dry goods. 
  Groom 
  Tends to horses and stables, also known as ostlers. 
  Haberdasher 
  Sells men’s clothing and accessories. 
  Judge 
  Presides over courts. 
  Vintner 
  Makes wine. 
  Woodseller 
  Sells wood (raw or cut) and charcoal. 
   
   
  23
  
  Action: Not applicable. A single check generally 
  represents a week of work. 
   
  Try Again: Varies. An attempt to use a 
  Profession skill to earn an income cannot be 
  retried. You are stuck with whatever weekly wage 
  your check result brought you. Another check 
  may be made after a week to determine a new 
  income for the next period of time. An attempt to 
  accomplish some specific task can usually be 
  retried. 
   
   
  SPELLCRAFT (INT; TRAINED ONLY) 
  You can use this skill to identify a spell as it is 
  cast or spells already in place. 
   
  Check: You can identify spells and magic effects. 
  The DCs for Spellcraft checks relating to various 
  tasks are summarized on Table 4.5. 
   
  Action: Varies 
   
  Try Again: See Table 4.5 
   
  Synergy: If you have 5 or more ranks in 
  Knowledge (arcana), you get a +2 bonus on 
  Spellcraft checks. 
   If you have 5 or more ranks in Use Magic 
  Device, you get a +2 bonus on Spellcraft checks 
  to decipher spells on scrolls. 
   If you have 5 or more ranks in Spellcraft, you 
  get a +2 bonus on Use Magic Device checks 
  related to scrolls. 
   Additionally, certain spells allow you to gain 
  information about magical spells and phenomena. 
   
   
   
  USE MAGIC DEVICE  
  (CHA; TRAINED ONLY) 
  You can use this skill to activate unfamiliar 
  magical items. 
   
  Check: You can use this skill to read a spell or to 
  activate a magic item. Use Magic Device lets you 
  use a magic item as if you had the Magecraft feat 
  or were of a different race. 
   You make a Use Magic Device check each 
  time you activate a magical device. If you are 
  using the check to emulate a race in an ongoing 
  manner, you need to make the relevant Use Magic 
  Device check once per hour. 
   The DCs for various tasks involving Use Magic 
  Device checks are summarized on Table 4.6. 
   
  Activate Blindly: Some magic items are activated 
  by special words, thoughts, or actions; you can 
  activate such an item as if you were using the 
  activation word, thought, or action, even when 
  you’re not and even if you don’t know it. You do 
  have to perform some equivalent activity in order 
  to make the check. That is, you must speak, wave 
  the item around, or otherwise attempt to get it to 
  activate. You get a special +2 bonus on your Use 
  Magic Device check if you’ve activated the item 
  in question at least once before. If you fail by 9 or 
  less, you can’t activate the device. If you fail by 
  10 or more, you suffer a mishap. A mishap means 
  that magical energy gets released but it doesn’t do 
  what you wanted it to do. The default mishaps are 
  that the item affects the wrong target or that 
  uncontrolled magical energy is released, which is 
  treated as a successful attack with a damage 
  bonus of +7L. 
   
  TABLE 2.5: SAMPLE SPELLCRAFT DCs 
  Spellcraft DC 
  Task 
  15 + spell cost  
  Identify a spell being cast. (You must see or hear the spell being cast.) No action 
  required. No retry.  
  20 + spell cost  
  Identify a spell that’s already in place and in effect. You must be able to see or detect 
  the effects of the spell. No action required. No retry. 
  20 + spell cost  
  Identify materials created or shaped by magic. No action required. No retry. 
  20 + spell cost  
  Decipher a written spell (such as a scroll). One attempt per day. Requires a full-round 
  action. 
  25 + spell cost  
  After rolling a saving throw against a spell targeted on you, determine what that spell 
  was. No action required. No retry. 
  25  
  Identify a potion. Requires 1 minute. No retry. 
  30 or higher  
  Understand a strange or unique magical effect. Time required varies. No retry. 
   
  24
  
  Decipher a Written Spell: This usage works just 
  like deciphering a written spell with the Spellcraft 
  skill, except that the DC is 5 points higher. 
  Deciphering a written spell requires 1 minute of 
  concentration. 
   
  TABLE 2.6  
  USE MAGIC DEVICE SAMPLE DCs 
  Task  
  Difficulty Check 
  Activate blindly  
  25 
  Decipher a written spell  25 + spell cost 
  Use a scroll  
  20 + spell rank 
  Emulate a race  
  25 
   
   
  Emulate a Race: Some magic items work only for 
  members of certain races, or work better for 
  members of those races. You can use such an 
  item as if you were a race of your choice. You can 
  emulate only one race at a time. 
   
  Use a Scroll: If you are casting a spell from a 
  scroll, you have to decipher it first. Normally, to 
  cast a spell from a scroll, you must have the 
  Magecraft feat. Use Magic Device allows you to 
  use a scroll as if you had the Magecraft feat. The 
  DC is equal to 20 + the rank of the spell you are 
  trying to cast from the scroll. 
   
  Action: None. The Use Magic Device check is 
  made as part of the action (if any) required to 
  activate the magic item. 
   
  Try Again: Yes, but if you ever roll a natural 1 
  while attempting to activate an item and you fail, 
  then you can’t try to activate that item again for 
  24 hours. 
   
  Special: You cannot take 10 with this skill. 
  You can’t aid another on Use Magic Device 
  checks. Only the user of the item may attempt 
  such a check. 
   If you have the Magical Training feat, you get a 
  +2 bonus on Use Magic Device checks. 
   
  Synergy: If you have 5 or more ranks in 
  Spellcraft, you get a +2 bonus on Use Magic 
  Device checks related to scrolls. 
   If you have 5 or more ranks in Use Magic 
  Device, you get a +2 bonus to Spellcraft checks 
  made to decipher spells on scrolls. 
   
   
   
   
   
   
   
   
   
  25
  
   
   
  FEATS 
   
  TABLE 3.1: FEATS 
   
  GENERAL FEATS 
  PREREQUISITES 
   
  GENERAL FEATS 
  PREREQUISITES 
  Accurate Attack* 
  Dex 13+, BAB 1+ 
   
  Improved Critical* 
  BAB 8+ or higher 
  All-Out Attack* 
  dodge bonus 1+ 
   
  Improved Grapple* 
  BAB 3+ or higher 
  Ambidexterity* 
  Dex 15+ 
   
  Improved Initiative* 
  — 
  Animal Companion 
  PL2 
   
  Improved Pin* 
  BAB 3+ or higher 
  Animal Empathy 
  — 
   
  Incidental Knowledge 
  — 
  Armor Proficiency (heavy) 
  — 
   
  Indomitable Will* 
  Wis 13+ 
  Armor Proficiency (light) 
  — 
   
  Infamy* 
  — 
  Armor Proficiency (medium) 
  — 
   
  Inspire* 
  Cha 15+, Leadership, 
  PL10 
  Assessment* 
  Wis 13+ 
   
  Iron Will* 
  — 
  Attack Finesse* 
  Dex 13+, BAB 1+ 
   
  Instant Stand* 
  Dex 13+ 
  Attack Specialization 
  Attack Focus, BAB 6+ 
   
   
  — 
  Attractive* 
  Cha 13+ 
   
  Leadership* 
  Cha 13+ 
  Blind-Fight* 
  -- 
   
  LightningReflexes* 
  — 
  Chokehold* 
  BAB 4+ 
   
  Intuit Direction 
  — 
  Connected* 
  Cha 13+,  
  4+ ranks in Diplomacy 
   
  Magecraft 
  — 
  Dodge* 
  Dex 13+ 
   
  Martial Weapon 
  Proficiency 
  — 
  Endurance* 
  — 
   
  Mighty Rage 
  Rage, Greater Rage, PL20 
  Evasion* 
  Dex 13+, Dodge 
   
  Minions* 
  PL6 
  Exotic Weapon Proficiency 
  BAB 1+ 
   
  Mounted Archer 
  1+ ranks in Ride, 
  Mounted Combat 
  Expertise* 
  Int 13+ 
   
  Mounted Combat 
  1+ ranks in Ride 
     Improved Disarm* 
  Int 13+, Expertise 
   
  Move-By Attack* 
  Dex 13+ 
     Improved Trip* 
  Int 13+, Expertise 
   
  Nature Sense 
  — 
  Fame* 
  — 
   
  Photographic Memory* 
  Int 16+ 
  Fast Movement 
  — 
   
  Point Blank Shot* 
  -- 
  Greater Rage 
  Rage, PL11 
   
  Far Shot* 
  Point Blank Shot 
  Great Fortitude* 
  — 
   
  Precise Shot* 
  Point Blank Shot 
  Headquarters* 
  — 
   
  Rapid Shot* 
  Dex 13+,  
  Point Blank Shot 
  Heroic Surge* 
  — 
   
  Poison Resistance 
  — 
  Hero’s Luck* 
  — 
   
   
   
  *See the M&M Core Rules for description 
   
  26
  
   
  27
  TABLE 3.1: FEATS (continued) 
   
  GENERAL FEATS 
  PREREQUISITES 
   
  MAGICAL FEATS 
  PREREQUISITES 
  Power Attack* 
  BAB 1+ 
   
  Enchanting Music 
  Magecraft 
  Takedown Attack* 
  Power Attack, BAB 2+ 
   
  Countersong 
  3+ ranks in Perform 
  Fascinate 
  3+ ranks in Perform 
  Inspire Courage 
  3+ ranks in Perform 
  Rapid Takedown* 
  Str 13+, Power Attack, 
  Takedown Attack,  
  BAB 5+ 
   
  Inspire Competence 
  PL3, 6+ ranks in Perform 
  Quick Draw* 
  BAB 1+ 
   
  Suggestion 
  PL6, 9+ ranks in Perform 
  Rage 
  — 
   
  Inspire Greatness 
  PL9, 12+ ranks in 
  Perform 
  Rapid Healing* 
  Con 13+ 
   
  Song of Freedom 
  PL12, 15+ ranks in 
  Perform 
  Rapid Strike* 
  Dex 13+, BAB 3+ 
   
  Inspire Heroics 
  PL15, 18+ ranks in 
  Perform 
  Shield Proficiency 
  — 
   
  Mass Suggestion 
  PL18, 21+ ranks in 
  Perform 
  Simple Weapon Proficiency 
  — 
   
  Familiar 
  PL2, Magecraft 
  Skill Focus* 
  — 
   
  Magical Training 
  Magecraft 
  Skill Mastery 
  non-human or PL10 
   
  Scribe Scroll 
  PL2, Magecraft 
  Startle* 
  4+ ranks in Intimidate 
   
  Spell 
  Magecraft 
  Tireless Rage 
  Rage, PL17 
   
  Spell Resistance 
  Magecraft or non-human 
  Touched 
  — 
   
   
   
  Toughness* 
  — 
   
  MIRACULOUS FEATS 
  PREREQUISITES 
  Trackless Step 
  BAB 5+,  
  Woodland Stride 
   
  Aura of Courage 
  Touched 
  Trample 
  1+ ranks in Ride, 
  Mounted Combat 
   
  Aura of Despair 
  Touched 
  Trance* 
  Wis 13+ 
   
  Mystical Mount 
  PL6, Touched 
  Two-Weapon Fighting* 
  -- 
   
  Smite 
  BAB 1+, Touched 
  Wealthy 
  Character Creation 
   
   
   
  RACIAL FEATS 
  PREREQUISITES 
  Aerial Combat* 
  Dex 13+, Flight 
  All-Around Sight* 
  Non-human 
  Whirlwind Attack* 
  Int 13+, Dex 13+, 
  Expertise, Rapid Strike, 
  Move-by-Attack,  
  BAB 4+ 
   
  Amphibious* 
  Non-human 
  Woodland Stride 
   
   
  Darkvision* 
  Non-human 
   
   
   
  Detect* 
  Non-human 
   
   
   
  Immunity* 
  Non-human 
   
   
   
  Hereditary Enemy 
  Non-human 
   
   
   
  Low-Light Vision 
  Non-human 
   
   
   
  Mixed Bloodline 
  Character creation 
   
   
   
  Scent* 
  Wis 13+, Non-human 
   
   
   
  See Invisibility* 
  Non-human 
   
   
   
  Stonecunning 
  Dwarf or Mixed 
  Bloodline 
   
   
   
  True Sight* 
  Wis 13+, Non-human 
   
   
   
  Underwater Combat* 
  Non-human 
  *See the M&M Core Rules for description 
  
  Feats in Monsters & Mayhem work as they are 
  described on page 42 of the M&M Core Rules.  
  This section describes feats specific to the fantasy 
  genre and any adjustments to existing feats.  Any 
  feat not listed on Table 5.1 is not used in 
  Monsters & Mayhem. 
   
  TYPES OF FEATS 
  Feats are split into four types: General, Magical, 
  Miraculous, and Racial.  General feats are 
  available to everyone that meets the necessary 
  prerequisites, Magical feats are only available to 
  spellcasters and magical creatures, Miraculous 
  feats are only available to those touched by the 
  divine, and Racial feats are available to create and 
  customize your own non-human races. 
   
  ANIMAL COMPANION [General] 
  You have a friendly animal that accompanies you 
  on your adventures. 
  Prerequisite: 2nd level 
  Benefit: Choose a Tiny or Small animal from 
  Appendix I.  The chosen animal is considered to 
  be friendly to you, uncommonly intelligent 
  (Intelligence no higher than 6) and will obey 
  your commands. The PL of your Animal 
  Companion may not be greater than half of your 
  PL (rounded down). 
  Special: You may take this feat more than once.  
  Each time you take this feat you may choose 
  another animal. Additionally, with the GM’s 
  permission, you may choose this feat twice 
  (simultaneously) to choose an animal of the next 
  highest size category as your companion. 
   
  ANIMAL EMPATHY [General] 
  You can influence wild animals. 
  Benefit: Using the Handle Animal skill you may 
  improve the attitude of an animal with a 
  successful check. To use the skill, the character 
  and the animal must be able to study each other, 
  noting each other's body language, vocalizations, 
  and general demeanor. This means that the 
  character must be within 30 feet under normal 
  conditions. 
  Generally, influencing an animal in this way takes 
  1 minute but, as with influencing people, it might 
  take more or less time. 
  This skill works on animals. You can use it with a 
  –4 penalty on non-intelligent magical creatures. 
  Retry: As with attempts to influence people, 
  retries on the same animal generally don't work 
  (or don't work any better), whether the character 
  has succeeded or not. 
   
  ARMOR PROFICIENCY (HEAVY)[General] 
  You may use heavy armor without penalties. 
  Prerequisites: Armor Proficiency (light), Armor 
  Proficiency (medium).  
  Benefit: When you wear a type of armor with 
  which you are proficient, the armor check penalty 
  applies only to Acrobatics, Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, and 
  Sleight of Hand checks.  
  Normal: A character who is wearing armor with 
  which he is not proficient suffers an armor check 
  penalty on attack rolls and on all skill checks that 
  involve moving, including Ride.  
   
  ARMOR PROFICIENCY (LIGHT) [General] 
  You may use light armor without penalties. 
  Benefit: Armor Proficiency (heavy) 
  Normal: Armor Proficiency (heavy) 
   
  ARMOR PROFICIENCY (MEDIUM) 
  [General] 
  You may use medium armor without penalties. 
  Prerequisite: Armor Proficiency (heavy)  
  Benefit: See Armor Proficiency (heavy).  
  Normal: See Armor Proficiency (heavy). 
   
  ATTACK SPECIALIZATION [General] 
  Your extreme skill with one type of attack 
  increases the amount of damage you inflict in 
  combat. 
  Prerequisites: Attack Focus, BAB +6 or higher  
  Benefit: Attack Specialization adds a +2 to your 
  damage bonus with a chosen attack. You must 
  have Attack Focus with that type of attack to take 
  Attack Specialization. If the chosen attack is 
  ranged or spell, the damage bonus only applies if 
  the target is within 30 feet, because only at that 
  range can you strike precisely enough to hit more 
  effectively. 
   
  AURA OF COURAGE [Miraculous] 
  You are immune to fear and can give courage to 
  your allies. 
  Prerequisites: Touched 
  Benefit: You are immune to fear (magical or 
  otherwise). Allies within 10 feet of you gain a +2 
  morale bonus on saving throws against fear 
  effects. 
   
  AURA OF DESPAIR [Miraculous] 
  You instill fear and despair in your enemies. 
  Prerequisites: Touched 
  Benefit: You radiate a malign aura that causes 
  enemies within 10 feet to suffer a –2 morale 
  penalty on all saving throws. 
   
   
  28
  
  BREW POTION [Magical] 
  You can brew potions with magical effects. 
  Prerequisite: Magecraft, 3rd Level  
  Benefit: You can create a potion of any spell with 
  a cost of 3PP or lower that you know and that 
  targets a creature or creatures. Brewing a potion 
  takes 1 day. When you create a potion you set the 
  casting rank of the spell used. 
    When a potion is created, you make any choices 
  that would normally be made when casting the 
  spell. Whoever drinks the potion is the target of 
  the spell. 
   
  CRAFT MAGICAL ITEM [Magical] 
  You can create permanent or temporary magical 
  items. 
  Prerequisite: Magecraft, PL5  
  Benefit: The character can create any magic item, 
  weapon, armor, or shield whose prerequisites the 
  character meets. Creating or enhancing an item 
  takes 1 day for each PP in the cost of its magical 
  features. For more information on creating 
  magical items see pg. 68 of Chapter 6: Magic. 
   
   
  ENCHANTING MUSIC [Magical] 
  You may create magical effects through artistic 
  performances. 
  Prerequisite: Magecraft 
  Benefit: Choose one of the Enchanting Music 
  abilities below; you must meet all prerequisites of 
  an ability to take it. Once per day you may use an 
  Enchanting Music ability you possess to produce 
  magical effects on those around you (including 
  yourself, if desired).  While these abilities are 
  described in musical terms other types of 
  performances can be substituted. 
    Starting an Enchanting Music effect is a half 
  action.  You cannot cast spells or use magical 
  items that would interfere with your performance 
  while using an Enchanting Music effect. 
  Special: This feat may be taken multiple times.  
  Each time it is taken you may either choose a new 
  ability which you qualify for or you may use your 
  already chosen abilities an additional time each 
  day. 
   
   
  ● COUNTERSONG  
  You can use music or poetics to counter magical 
  effects that depend on sound (but not spells that 
  simply have verbal components). 
  Prerequisite: 3 or more ranks in Perform 
  Benefit: Each round of a countersong, you make 
  a Perform check. Any creature within 30 feet 
  (including yourself) that is affected by a sonic or 
  language-dependent magical attack may use your 
  Perform check result in place of its saving throw 
  if, after the saving throw is rolled, the Perform 
  check result proves to be higher. If a creature 
  within range of the countersong is already under 
  the effect of a non-instantaneous sonic or 
  language-dependent magical attack, it gains 
  another saving throw against the effect each 
  round it hears the countersong, but it must use 
  your Perform check result for the save. 
  Countersong has no effect against effects that 
  don’t allow saves. You may keep up the 
  countersong for 10 rounds. 
   
  ● FASCINATE  
  You can use music or poetics to cause one or 
  more creatures to become fascinated with you. 
  Prerequisite: 3 or more ranks in Perform 
  Benefit: Each creature to be fascinated must be 
  within 90 feet, able to see and hear you, and able 
  to pay attention. You must also be able to see all 
  creatures to be affected. The distraction of nearby 
  combat or other dangers prevents this ability from 
  working. For every 3 levels after PL1 you may 
  target an additional creature with this ability.  
    To use the ability, you make a Perform check. 
  Your check result is the DC for each affected 
  creature’s Will save against the effect. If a 
  creature’s saving throw succeeds, you cannot 
  attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits 
  quietly and listens to the song, taking no other 
  actions, for as long as you continue to play and 
  concentrate (up to a maximum of your PL). While 
  fascinated, a target takes a –4 penalty on skill 
  checks made as reactions, such as Listen and Spot 
  checks. Any potential threat requires you to make 
  another Perform check and allows the creature a 
  new saving throw against a DC equal to the new 
  Perform check result. 
    Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged 
  weapon at the target, automatically breaks the 
  effect. 
   
   
  29
  
  ● INSPIRE COURAGE  
  You can use song or poetics to inspire courage in 
  your allies (including yourself) 
  Prerequisite: 3 or more ranks in Perform 
  Benefit: You can bolster allies against fear and 
  improve their combat abilities. To be affected, an 
  ally must be able to hear you sing. This effect 
  lasts for as long as the ally hears you sing and for 
  5 rounds thereafter. An affected ally receives a +1 
  morale bonus on saving throws against mental 
  and fear effects and a +1 morale bonus on attack 
  rolls. At PL8, and every six levels thereafter, this 
  bonus increases by 1 (+2 at 8th, +3 at 14th, and 
  +4 at 20th). 
   
  ● INSPIRE COMPETENCE  
  You can use music or poetics to help an ally 
  succeed at a task. 
  Prerequisite: PL3+, 6 or more ranks in Perform  
  Benefit: To use this ability an ally must be within 
  30 feet and able to see and hear you. You must 
  also be able to see the ally. The target receives a 
  +2 competence bonus on skill checks with a 
  particular skill as long as he continues to hear 
  your music. The effect lasts as long as you 
  concentrate, up to a maximum of 2 minutes. You 
  can’t inspire competence in yourself.  Some skills 
  may not be reasonably enhanced with this ability, 
  at the GM’s discretion. 
   
  ● SUGGESTION 
  You can command a fascinated creature to 
  perform one action. 
  Prerequisite: PL6+, 9 or more ranks in Perform 
  Benefit: You can give one command (similar to 
  a single use of the Mind Control power) to a 
  creature that you have already Fascinated (see 
  above). Using this ability does not break your 
  concentration on the Fascinate effect, nor does it 
  allow a second saving throw against the 
  Fascinate effect. 
    Making a Suggestion doesn’t count against your 
  daily limit on enchanting music performances. A 
  Will saving throw (DC 10 + your PL + your Cha 
  modifier) negates this effect. This ability affects 
  only a single creature (but see Mass Suggestion, 
  below). 
   
  ● INSPIRE GREATNESS  
  Through music you can inspire allies to 
  great deeds. 
  Prerequisite: PL9+, 12 or more ranks in Perform 
  Benefit: You can use music or poetics to inspire 
  greatness in yourself or a single willing ally 
  within 30 feet, granting extra fighting capability. 
  To inspire greatness, you must sing and an ally 
  must hear you sing. The effect lasts for as long as 
  the ally hears the singing and for 5 rounds 
  thereafter. A creature inspired with greatness 
  gains a +2 bonus to Defense, a +2 competence 
  bonus on attack rolls, and a +2 competence bonus 
  on Fortitude and Damage saves. For every three 
  levels you attain beyond 9th, you can target one 
  additional ally with a single use of this ability 
  (two at 12th level, three at 15th, and four at 18th). 
   
  ● SONG OF FREEDOM 
  You can neutralize mystical effects 
  Prerequisite: PL12+, 15 or more ranks in Perform 
  Benefit: You can use music or poetics to 
  Neutralize an ongoing magical effect (power rank 
  is equal to your PL). Using this ability requires 1 
  minute of uninterrupted concentration and music, 
  and it functions on a single target within 30 feet. 
  You can’t use song of freedom on yourself. 
    See page 77 of the M&M Core Rules for more 
  information on Neutralize effects. 
   
  ● INSPIRE HEROICS 
  You can inspire heroic deeds. 
  Prerequisite: PL15+, 18 or more ranks in Perform 
  Benefit: You can use music or poetics to inspire 
  tremendous heroism in yourself or a single 
  willing ally within 30 feet. To inspire heroics, you 
  must sing and an ally must hear the singing for a 
  full round. A creature so inspired gains a +4 
  morale bonus on all saving throws and a +4 dodge 
  bonus to Defense. The effect lasts for as long as 
  the ally hears you sing and for up to 5 rounds 
  thereafter. For every three levels you attain 
  beyond 15th, you can inspire heroics in one 
  additional creature. 
   
  ● MASS SUGGESTION 
  You can command multiple Fascinated creatures. 
  Prerequisite: PL18+, 21 or more ranks in Perform 
  Benefit: This ability works like Suggestion, 
  above, except that you can make the Suggestion 
  simultaneously to any number of creatures that 
  you have already Fascinated (see above). 
   
   
   
   
  30
  
  EXOTIC WEAPON PROFICIENCY [General] 
  You are skilled with an unusual weapon. 
  Prerequisite: Base attack bonus +1 or higher.  
  Benefit: The character makes attack rolls with the 
  weapon normally.  
  Normal: A character who uses a weapon without 
  being proficient with it suffers a -4 penalty on 
  attack rolls.  
  Special: The character can gain this feat multiple 
  times. Each time the character takes the feat, it 
  applies to a new weapon. 
   
  FAMILIAR [Magical] 
  You have magically bonded with an animal. 
  Prerequisite: Magecraft, PL2 
  Benefit: Choose a Small or Tiny animal from 
  Appendix I as your familiar (with your GM’s 
  approval). Your familiar is considered to be a 
  magical animal of the chosen type and can grow 
  in power as you advance. 
    Your familiar’s PL is equal to your Spellcasting 
  Ability Score modifier plus any ranks in an 
  applicable Super Ability but may never be higher 
  than half your PL (rounded down). Using your 
  chosen animal’s basic template you may modify 
  your familiar with any points remaining beyond 
  the animal’s template cost.   
   
   FAST MOVEMENT [General/Racial] 
  You move faster than normal for someone of your 
  size or race. 
  Benefit: You have a base speed faster than 
  normal by +10 feet when wearing no armor, light 
  armor, or medium armor, unless you are carrying 
  a heavy load. 
   
  GREATER RAGE [General] 
  Prerequisite: Rage, PL11 
  When in a Rage your bonus ranks in Super-
  Strength and Super-Constitution are increased to 
  +3 and you gain a +3 morale bonus on Will saves. 
   
  HEREDITARY ENEMY [Racial] 
  You are especially skilled at fighting a 
  hereditary foe. 
  Benefit: The character gains a +1 attack bonus 
  against up to two other races due to a longstanding 
  enmity between his race and those chosen. 
   
  INCIDENTAL KNOWLEDGE [General] 
  Through your travels you have knowledge that 
  may be relevant in many situations. 
  Benefit: You may make a special knowledge 
  check with a bonus equal to your PL + your 
  Intelligence modifier to see whether you know 
  some relevant information about local notable 
  people, legendary items, or noteworthy places. (If 
  you have 5 or more ranks in Knowledge (history), 
  you gain a +2 bonus on this check.) 
  A successful check will not reveal the powers of a 
  magic item but may give a hint as to its general 
  function. You may not take 10 or take 20 on this 
  check; this sort of knowledge is essentially 
  random.  
  DC 
  Type of Knowledge 
  10  
  Common, known by at least a substantial 
  minority; common legends of the  
  local peoples 
  20  
  Uncommon but available, known by only 
  a few people, legends. 
  25  
  Obscure, known by few,  
  hard to come by. 
  30  
  Extremely obscure, known by very few, 
  possibly forgotten by most who once  
  knew it, possibly known only by those  
  who don’t understand the significance  
  of the knowledge. 
  INTUIT DIRECTION [General] 
  You can determine the direction of true north by 
  concentrating. 
  Benefit: By concentrating for 1 minute and 
  making a Wisdom Check, you can determine 
  where true north lies in relation to you (DC 15). If 
  the check fails, you cannot determine direction. 
  On a natural roll of 1 you mistakenly identify a 
  random direction as true north. 
  The GM makes the check secretly so that you 
  don't know whether a result is successful. You 
  may use Intuit Direction a number of times per 
  day equal to your Wisdom modifier. 
   
  LOW-LIGHT VISION [Racial] 
  You are able to see in poor lighting conditions. 
  Benefit: You can see twice as far as a normal 
  human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination and retain 
  the ability to distinguish color and detail under 
  these conditions. 
   
   
  31
  
   
  ALTERNATE MARTIAL 
  WEAPON PROFICIENCIES 
  Gritty fantasy characters, while no less 
  experienced 
  than 
  their 
  more 
  heroic 
  counterparts, are not always as capable with a 
  diverse array of weaponry. Likewise, High 
  fantasy characters are rarely unable to use a 
  weapon should one come their way. 
   
  MARTIAL 
  WEAPON 
  PROFICIENCY 
  [General] 
  MAGECRAFT [General] 
  You were born with the ability, or have learned, 
  to cast magical spells. 
  Benefit: You are able to cast spells whose PP cost 
  is equal to half your level (rounded down). 
  Normal: Characters cannot cast spells without 
  taking this feat. 
   
  MAGICAL TRAINING [Magical]  
  You have had some formal training in, or have 
  taught yourself, the efficient use of magic 
  Prerequisite: Magecraft 
  Benefit: You gain an amount of Spell Energy 
  equal to the ability score modifier that your 
  magical talent is based on. 
  You have been trained with a Martial weapon. 
  Benefit: Choose a martial weapon: the 
  character makes attack rolls with that weapon 
  normally.  
  Normal: A character who uses a weapon 
  without being proficient with it suffers a -4 
  penalty on attack rolls.  
  Special: The character can gain this feat 
  multiple times. Each time the character takes 
  the feat, it applies to a new weapon. 
   
   
  MARTIAL 
  WEAPON 
  PROFICIENCY 
  [General] 
  You have been trained with Martial weapons. 
  Benefit: You are proficient with all Martial 
  weapons.  
  Normal: A character who uses a weapon 
  without being proficient with it suffers a -4 
  penalty on attack rolls. 
  Special:  This feat may be taken multiple times 
  but only once per Level. 
   
  MARTIAL WEAPON PROFICIENCY 
  [General] 
  You have been trained to use a type of  
  Martial weapon 
  Benefit: You are proficient with all weapons of a 
  particular type.  Choose one of the categories to 
  the below: you are proficient with all Martial 
  weapons in that category. 
  Special: You may take this feat multiple times, 
  each time choosing a new category. 
   
   
  MARTIAL WEAPON CATEGORIES 
   
  Swords 
   Falchion 
   Greatsword 
   Longsword 
   Main Gauche 
   Rapier 
   Scimitar 
   Short Sword 
   
   
  Axes 
   Axe, Throwing 
   Battleaxe 
   Greataxe 
   Handaxe 
   
  Hammers /Clubs 
   Flail, Light 
   Flail, Heavy 
   Greatclub 
   Hammer, Light 
   Warhammer 
  Bows 
   Composite Longbow 
   Composite Shortbow 
   Longbow 
   Shortbow 
  Lances 
   Lance, Heavy 
   Lance, Light 
  Polearms 
   Glaive 
   Guisarme 
   Halberd 
   Longspear 
   Ranseur 
   
   
  32
  
  MIGHTY RAGE [General] 
  Prerequisites: Rage, Greater Rage, PL20 
  When in a Rage your bonus ranks in Super-
  Strength and Super-Constitution are increased to 
  +4 and your morale bonus on Will saves  
  increases to +4. 
   
  MIXED BLOODLINE [Racial] 
  You have a non-human ancestor. 
  Prerequisites: Character Creation only 
  Benefit: Choose a non-human race.  Your 
  character is considered to be of that race when 
  determining the benefits of magical items or 
  qualifying for Feats or Powers with non-human 
  racial prerequisites. 
   
  MOUNTED ARCHERY [General] 
  You are skilled at firing a bow while riding. 
  Prerequisite: 1 or more ranks in Ride,  
  Mounted Combat.  
  Benefit: The penalty you suffer when using a 
  ranged weapon from horseback is halved: -2 
  instead of -4 if your mount is taking a double 
  move, and -4 instead of -8 if your mount  
  is running.  
   
  MOUNTED COMBAT [General] 
  You are skilled at attacking while riding. 
  Prerequisite: 1 or more ranks in Ride 
  Benefit: Once per round when your mount is hit 
  in combat, you may make a Ride check to negate 
  the hit. The hit is negated if the character's Ride 
  check is greater than the attack roll (essentially, 
  the Ride check becomes the mount’s Defense if 
  it’s higher than the mount’s regular Defense). 
   
  MYSTICAL MOUNT [Miraculous] 
  You gain the service of an unusually intelligent, 
  strong, and loyal magical steed. 
  Prerequisites: Touched, PL6 
  Benefit: Once per day, as a full action, you may 
  call a mount from another dimension in which it 
  resides. The mount immediately appears adjacent 
  to you and remains for a number of hours equal to 
  double your PL; it may be dismissed at any time 
  as a free action. The mount is the same creature 
  each time it is summoned, though you may 
  release a particular mount from service. 
    Each time the mount is called, it appears in full 
  health, regardless of any damage it may have 
  taken previously. The mount also appears wearing 
  or carrying any gear it had when it was  
  last dismissed. 
  Should 
  your 
  mount 
  die, 
  it 
  immediately 
  disappears, leaving behind any equipment it was 
  carrying. You may not summon another mount 
  for thirty days even if the mount is somehow 
  returned from the dead. During this thirty-day 
  period, you take a –1 penalty on attack rolls and 
  your damage bonus. 
    A Mystical Mount can be any reasonable 
  creature (with your GM’s permission) but must be 
  at least one size category larger than your 
  character and its PL may be no higher than half of 
  your PL (rounded down). 
   
  NATURE SENSE [General] 
  You are knowledgeable in the ways of the wild. 
  Benefit: You can identify plants and animals 
  (their species and special traits) with perfect 
  accuracy.  You can also determine whether water 
  is safe to drink or dangerous. 
   
  POISON RESISTANCE [General/Racial] 
  You are resistant to poisons and other toxins. 
  Benefit: This character gains a +2 bonus to 
  saving throws against poisons. 
   
  RAGE [General] 
  You can fly into a killing rage in battle. 
  Prerequisite: Character Creation 
  Benefit: Once per day, you can temporarily 
  gain +2 ranks in Super-Strength, and +2 ranks 
  in Super-Constitution, but suffer a –4 penalty to 
  Defense.  While raging, you cannot use skills 
  or 
  abilities 
  that 
  require 
  patience 
  and 
  concentration. You can use any feat you might 
  have except for Expertise, Magical feats, and 
  Skill Focus (if it's tied to a skill that requires 
  patience or concentration).  
    A Rage lasts for a number of rounds equal to 
  3 + your Constitution modifier and any ranks in 
  Super-Constitution 
  (including 
  your 
  new 
  temporary ranks). You may voluntarily end the 
  Rage at any time. At the end of the rage, you 
  become fatigued (–2 to Strength, –2 to 
  Dexterity, can't charge or run).  Entering a 
  Rage takes no time itself, but you can only do it 
  during your action. 
  Special: You may take this feat multiple times.  
  Each additional feat allows you to Rage another 
  time per day.  
   
  SCRIBE SCROLL [Magical] 
  You can create magical scrolls. 
  Prerequisite: Magecraft, 2nd level  
  Benefit: The character can create a scroll of any 
  spell that the character knows, paying the spell 
  energy cost as if they had cast the spell. 
   
   
  33
  
  SHIELD PROFICIENCY [General] 
  You have been trained to use a shield in combat. 
  Benefit: The character can use a shield and suffer 
  only the standard penalties.  
  Normal: A character who is using a shield with 
  which he or she is not proficient suffers the 
  shield’s armor check penalty on attack rolls and 
  on all skill rolls that involve moving, including 
  Ride.  
   
  SKILL MASTERY [General/Racial] 
  Prerequisite: 10th level or non-human 
  Benefit: You become so certain in the use of 
  certain skills that you can use them reliably even 
  under adverse conditions. Choose a skill when 
  you take this feat: When making a skill check 
  with this skill, you may take 10 even if stress and 
  distractions would normally prevent you from 
  doing so.  
  Special: You may take this feat multiple times, 
  selecting a different skill for it to apply to each 
  time. 
   
  SIMPLE WEAPON PROFICIENCY [General] 
  Benefit: The character makes attack rolls with 
  simple weapons normally.  
  Normal: A character who uses a weapon without 
  being proficient with it suffers a -4 penalty on 
  attack rolls. 
  Special: All characters gain this feat for free 
  during Character Creation. 
   
  SMITE [Miraculous] 
  You may invoke your beliefs to do extra damage 
  to a foe. 
  Prerequisites: Touched, BAB +1 or higher 
  Benefit: Once a day, you may attempt to smite an 
  opponent with one normal melee attack.  Add 
  your Charisma modifier (if positive) to the attack 
  roll. Add +1 to the damage bonus of this attack at 
  1st level and +1 more for every three additional 
  levels (+2 at 4th level, +3 at 7th level, +4 at 10th 
  level, etc.). Any additional bonuses to the attack 
  from high Strength or magical effects apply 
  normally. 
  Special: This feat can be taken multiple times.  
  Each time you take this feat you may use your 
  Smite an addition time each day. 
   
  SPELL [Magical] 
  You have learned a new spell. 
  Prerequisites: Magecraft 
  Benefit: With GM approval, you may choose a 
  new spell for your character. See Chapter Seven: 
  Magic for further details on learning spells. 
  Special: This feat may be taken multiple times.  
  Each time you take this feat, choose a different 
  spell. 
   
  SPELL RESISTANCE [Magical/Racial] 
  You are resistant to magical effects. 
  Prerequisites: Magecraft or Non-human 
  Benefit: You gain a +2 bonus to all saving throws 
  against spells and other magical effects. 
  RANDOM MONEY 
  Normally, heroes in Monsters and Mayhem 
  receive a set amount of starting money with 
  which they may purchase equipment before 
  play begins (See pg. 38) but some GMs may 
  want to randomize starting money instead. If 
  you prefer something a little more random try 
  this feat. 
   
  STARTING MONEY [General] 
  You have money with which to buy equipment. 
  Prerequisites: Character Creation 
  Benefit: You gain 1d20 + 40 gold pieces. 
  Special: This feat may be purchased 
  multiple times. 
   
  STONECUNNING [Racial] 
  You are familiar and skilled with stonework. 
  Prerequisites: Dwarf or Mixed Bloodline 
  Benefit: Stonecunning grants dwarves a +2 racial 
  bonus on checks to notice unusual stonework, 
  such as sliding walls, stonework traps, new 
  construction (even when built to match the old), 
  unsafe stone surfaces, shaky stone ceilings, and 
  the like. Something that isn't stone but that is 
  disguised as stone also counts as unusual 
  stonework. A dwarf who merely comes within 10 
  feet of unusual stonework can make a check as if 
  he were actively searching, and a dwarf can use 
  the Search skill to find stonework traps. A dwarf 
  can 
  also 
  sensE 
  his 
  approximate 
  depth 
  underground as naturally as a human can sense 
  which way is up. 
   
  34
  
  TIRELESS RAGE 
  Prerequisites: Rage, PL17 
  You no longer become fatigued once your Rage 
  has ended. 
   
  TOUCHED [General] 
  You have some special connection with a divine 
  entity or entities, or believe that you do. 
  Benefit: You gain a +2 bonus to Diplomacy and 
  Intimidate checks when dealing with characters 
  that share your beliefs.   
  You may take Miraculous Feats 
  Normal: Characters may not take Miraculous 
  feats without this feat. 
   
  TRACKLESS STEP [General] 
  You cannot be tracked in the wilderness. 
  Prerequisites: BAB +5 or higher,  
  Woodland Stride 
  Benefit: 
  You 
  leave 
  no 
  trail 
  in 
  natural 
  surroundings and cannot be tracked. 
   
  TRAMPLE [General] 
  You may knock down an opponent while 
  mounted. 
  Prerequisites: Ride skill, Mounted Combat.  
  Benefit: When you attempt to knock an opponent 
  down while mounted the target may not choose to 
  avoid you. If you knock down your target, your 
  mount may make one hoof attack against the 
  target, gaining the standard +4 bonus on the 
  attack roll against a prone target. 
   
  WEALTHY [General] 
  You have more money than most people of your 
  age or station. 
  Prerequisites: Character Creation 
  Benefit: Double the amount of starting gold that 
  you begin the game with. 
  Special: With the gamemaster’s permission, you 
  may take this any number of times. 
   
  WOODLAND STRIDE [General] 
  You are not impeded by natural terrain. 
  Benefit: You may move through natural thorns, 
  briars, overgrown areas, and similar terrain at 
  normal speed and without suffering damage or 
  other impairment. However, thorns, briars, and 
  overgrown areas that are magically manipulated 
  to impede motion still affect you. 
   
   
  35
  
   
  36
  
  WEALTH AND MONEY 
  Often what you can do is defined by the 
  equipment you have at your disposal.  This 
  chapter provides you with the basics for 
  equipping characters of any level. 
  To keep things simple, Monsters and Mayhem 
  uses a metric monetary system made up entirely 
  of various coins.  The coin most commonly used 
  by the PCs will be the gold piece.  A gold piece 
  (gp) is worth 10 silver pieces (sp) and each silver 
  piece is worth 10 copper pieces (cp).  
   
  ASSUMPTIONS 
  The Monsters and Mayhem rules assume that 
  every character owns at least one set of clothes.  
  Whether the character owns any other equipment 
  at no cost is a matter for you to discuss with your 
  GM. 
  The standard coin weighs about a third of an 
  ounce (fifty to the pound, if you’re keeping track 
  of encumbrance. 
   
   
   
   
   
   
   
   
   
  EQUIPMENT 
   
  TABLE 4.1: COINS 
  ————— Exchange Value ———— 
    
  CP 
  SP 
  GP 
  Copper piece (cp) = 
  1 
  1/10 
  1/100 
  Silver piece (sp) = 
  10 
  1 
  1/10 
  Gold piece (gp) = 
  100 
  10 
  1 
   
   
   
  TABLE 4.2: TRADE GOODS 
  Cost 
  Item 
  1 cp 
  One pound of wheat 
  2 cp 
  One pound of flour, or one chicken 
  1 sp 
  One pound of iron 
  5 sp 
  One pound of tobacco or copper 
  1 gp 
  One pound of cinnamon, or one goat 
  2 gp 
  One pound of ginger or pepper,  
  or one sheep 
  3 gp 
  One pig 
  4 gp 
  One square yard of linen 
  5 gp 
  One pound of salt or silver 
  10 gp 
  One square yard of silk, or one cow 
  15 gp 
  One pound of saffron or cloves,  
  or one ox 
  50 gp 
  One pound of gold 
   
   
  STACKING WEAPONS AND ARMOR  
  In the M&M Core Rules equipment is 
  treated as a power and cannot stack with 
  other powers; Monsters and Mayhem does 
  not treat equipment the same way.  
    Weapon damage and armor benefits in 
  Monsters and Mayhem stack with the other 
  abilities the heroes possess and are not 
  limited by PL. This is balanced by allowing 
  any character to benefit from any piece of 
  equipment. If a PL4 hero can pick up a 
  falchion and have a damage bonus of +6 then 
  this is balanced out because the villains can 
  wear splint mail in addition to any ranks they 
  may have in Amazing Save. This can break 
  down if you have heroes that don’t use armor 
  or weapons. 
   
  37
  
  STARTING MONEY 
   
   TABLE 4.3: STARTING MONEY 
   
  Poorly Equipped 
  50gp 
  +10/level 
  Moderately Equipped 
  100gp 
  +25/level 
  Well Equipped 
  200gp 
  +50/level 
   
  Heroes start with a fixed amount of starting 
  money with which they may buy equipment. The 
  gamemaster should decide before play begins 
  how much money heroes should begin with. 
  Suggested amounts are shown on Table 5.3.  
    If you prefer a random method for determining 
  starting money you can use the optional Starting 
  Money feat on page 34. 
   
  BARTER 
  Money is not always available; those without coin 
  will often trade goods or services for something 
  of equal value, usually another type of good or 
  service.  The value of a service or object in a 
  barter system will vary greatly depending on who 
  is doing the trading and how much it’s worth to 
  them; in a barter situation the monetary value of a 
  service or object should only be used as a 
  guideline. 
   
  SELLING LOOT 
  In general you can sell an item for approximately 
  half of the price listed for it but, just as in a barter 
  situation, how much you can get for what you’re 
  selling will depend on how valuable the item is to 
  the buyer. 
   
   
  ADVENTURING GEAR DESCRIPTIONS 
  Caltrops: A caltrop is a four-pronged iron spike 
  crafted so that one prong faces up no matter how 
  the caltrop comes to rest. You scatter caltrops on 
  the ground in the hope that your enemies step on 
  them or are at least forced to slow down to avoid 
  them. One 2- pound bag of caltrops covers an area 
  of 5 square feet. 
  Each time a creature moves into an area covered 
  by caltrops (or spends a round fighting while 
  standing in such an area), it might step on one. 
  The caltrops make an attack roll (BAB +0) 
  against the creature. For this attack, the creature’s 
  shield, armor, and deflection bonuses do not 
  count. If the creature is wearing shoes or other 
  footwear, it gets a +2 bonus to Damage Save. If 
  the caltrops succeed on the attack, the creature 
  has stepped on one; the caltrop has a damage 
  bonus of +1L.  If the creature fails its Damage 
  save ignore Stunned or Disabled results, instead 
  its speed is reduced by one-half because its foot is 
  wounded. This movement penalty lasts for 24 
  hours, or until the creature is successfully treated 
  with a DC 15 Heal check or it receives magical 
  healing. A charging or running creature must 
  immediately stop if it steps on a caltrop. Any 
  creature moving at half speed or slower can pick 
  its way through a bed of caltrops with no trouble. 
  Caltrops may not be effective against unusual 
  opponents. 
   
  Candle: A candle dimly illuminates a 5-foot 
  radius and burns for 1 hour. 
   
  Chain: Chain has hardness 10 and can be burst 
  with a DC 26 Strength check. 
   
  Crowbar: A crowbar grants a +2 circumstance 
  bonus on Strength checks made for such 
  purposes. If used in combat, treat a crowbar as a 
  one-handed improvised weapon that deals lethal 
  damage equal to that of a club. 
   
  Flint and Steel: Lighting a torch with flint and 
  steel is a full-round action, and lighting any other 
  fire with them takes at least that long. 
  Grappling Hook: Throwing a grappling hook 
  successfully requires a Dex check (DC 10, +2 per 
  10 feet of distance thrown). 
   
  Hammer: If a hammer is used in combat, treat it 
  as a one-handed improvised weapon with a 
  damage bonus of +1L. 
   
  Ink: This is black ink. You can buy ink in other 
  colors, but it costs twice as much. 
   
  Jug, Clay: This basic ceramic jug is fitted with a 
  stopper and holds 1 gallon of liquid. 
   
  Lamp, Common: A lamp clearly illuminates a 
  15-foot radius, provides shadowy illumination out 
  to a 30-foot radius, and burns for 6 hours on a 
  pint of oil. You can carry a lamp in one hand.  
   
  Lantern, Bullseye: A bullseye lantern provides 
  clear illumination in a 60-foot cone and shadowy 
  illumination in a 120-foot cone. It burns for 6 
  hours on a pint of oil. You can carry a bullseye 
  lantern in one hand. 
   
   
  38
  
  TABLE 4.4: ADVENTURING GEAR 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Backpack (empty) 
  2 gp 
  2 lb. 
   
  Lock 
    
  1 lb. 
  Barrel (empty) 
  2 gp 
  30 lb. 
   
   Average 
  40 gp 
  1 lb. 
  Basket (empty) 
  4 sp 
  1 lb. 
   
   Good 
  80 gp 
  1 lb. 
  Bedroll 
  1 sp 
  5 lb. 
   
  Manacles 
  15 gp 
  2 lb. 
  Bell 
  1 gp 
  — 
   
  Manacles, 
  masterwork 
  50 gp 
  2 lb. 
  Blanket, winter 
  5 sp 
  3 lb. 
   
  Mirror, small steel 
  10 gp 
  1/2 lb. 
  Block and tackle 
  5 gp 
  5 lb. 
   
  Mug/Tankard, clay 
  2 cp 
  1 lb. 
  Bottle, glass wine  
  2 gp 
  — 
   
  Oil (1-pint flask) 
  1 sp 
  1 lb. 
  Bucket (empty) 
  5 sp 
  2 lb. 
   
  Paper (sheet) 
  4 sp 
  — 
  Caltrops 
  1 gp 
  2 lb. 
   
  Parchment (sheet) 
  2 sp 
  — 
  Candle 
  1 cp 
  — 
   
  Pick, miner’s 
  3 gp 
  10 lb. 
  Canvas (sq. yd.) 
  1 sp 
  1 lb. 
   
  Pitcher, clay 
  2 cp 
  5 lb. 
  Case, map or scroll 
  1 gp 
  1/2 lb. 
   
  Piton 
  1 sp 
  1/2 lb. 
  Chain (10 ft.) 
  30 gp 
  2 lb. 
   
  Pole, 10-foot 
  2 sp 
  8 lb. 
  Chalk, 1 piece 
  1 cp 
  — 
   
  Pot, iron 
  5 sp 
  10 lb. 
  Chest (empty) 
  2 gp 
  25 lb. 
   
  Pouch, belt (empty) 
  1 gp 
  1/2 lb. 
  Crowbar 
  2 gp 
  5 lb. 
   
  Ram, portable 
  10 gp 
  20 lb. 
  Firewood (per day) 
  1 cp 
  20 lb. 
   
  Rations, trail  
  (per day) 
  5 sp 
  1 lb. 
  Fishhook 
  1 sp 
  — 
   
  Rope, hempen  
  (50 ft.) 
  1 gp 
  10 lb. 
  Fishing net,  
  25 sq. ft. 
  4 gp 
  5 lb. 
   
  Rope, silk (50 ft.) 
  10 gp 
  5 lb. 
  Flask (empty) 
  3 cp 
  1-1/2 lb. 
   
  Sack (empty) 
  1 sp 
  1/2 lb. 
  Flint and steel 
  1 gp 
  — 
   
  Sealing wax 
  1 gp 
  1 lb. 
  Grappling hook 
  1 gp 
  4 lb. 
   
  Sewing needle 
  5 sp 
  — 
  Hammer 
  5 sp 
  2 lb. 
   
  Signal whistle 
  8 sp 
  — 
  Ink (1 oz. vial) 
  8 gp 
  — 
   
  Signet ring 
  5 gp 
  — 
  Inkpen 
  1 sp 
  — 
   
  Sledge 
  1 gp 
  10 lb. 
  Jug, clay 
  3 cp 
  9 lb. 
   
  Soap (per lb.) 
  5 sp 
  1 lb. 
  Ladder, 10-foot 
  5 cp 
  20 lb. 
   
  Spade or shovel 
  2 gp 
  8 lb. 
  Lamp, common 
  1 sp 
  1 lb. 
   
  Spyglass 
  1,000 gp 
  1 lb. 
  Lantern, bullseye 
  12 gp 
  3 lb. 
   
  Tent 
  10 gp 
  20 lb. 
  Lantern, hooded 
  7 gp 
  2 lb. 
   
  Torch 
  1 cp 
  1 lb. 
  Lock 
    
  1 lb. 
   
  Vial, ink or potion 
  1 gp 
  1/10 lb. 
   Very simple 
  20 gp 
  1 lb. 
   
  Waterskin 
  1 gp 
  4 lb. 
   Average 
  40 gp 
  1 lb. 
   
  Whetstone 
  2 cp 
  1 lb. 
  Lantern, Hooded: A hooded lantern clearly 
  illuminates a 30-foot radius and provides 
  shadowy illumination in a 60-foot radius. It burns 
  for 6 hours on a pint of oil. You can carry a 
  hooded lantern in one hand. 
   
  Lock: The DC to open a lock with the Open Lock 
  skill depends on the lock’s quality: simple (DC 
  20), average (DC 25), good (DC 30), or superior 
  (DC 40). 
   
  Manacles: Manacles can bind a Medium 
  creature. A manacled creature can use the Escape 
  Artist skill to slip free (DC 30, or DC 35 for 
  masterwork manacles). Breaking the manacles 
  requires a Strength check (DC 26, or DC 28 for 
  masterwork manacles). 
  Most manacles have locks; add the cost of the 
  lock you want to the cost of the manacles. 
  For the same cost, you can buy manacles for a 
  Small creature. 
  For a Large creature, manacles cost ten times the 
  indicated amount, and for a Huge creature, one 
  hundred times this amount; Gargantuan, Colossal, 
  Tiny, Diminutive, and Fine creatures can be held 
  only by specially made manacles. 
   
  Oil: A pint of oil burns for 6 hours in a lantern. 
  You can use a flask of oil as a splash weapon. 
  Use the rules for alchemist’s fire, except that it 
  takes a full round action to prepare a flask with a 
  fuse. Once it is thrown, there is a 50% chance of 
  the flask igniting successfully. 
   
  39
  
  You can pour a pint of oil on the ground to cover 
  an area 5 feet square, provided that the surface is 
  smooth. If lit, the oil burns for 2 rounds and has a 
  +2L damage bonus. A creature in or entering the 
  area is automatically hit. 
   
  Ram, Portable: This iron-shod wooden beam 
  gives you a +2 circumstance bonus on Strength 
  checks made to break open a door and it allows a 
  second person to help you without having to roll, 
  increasing your bonus by 2. 
   
  Rope, Hempen: This rope can be burst with a 
  DC 23 Strength check. 
   
  Rope, Silk: This rope can be burst with a DC 25 
  Strength check. 
   
  Spyglass: Objects viewed through a spyglass are 
  magnified to twice their size. 
   
  Torch: A torch burns for 1 hour, clearly 
  illuminating a 20-foot radius and providing 
  shadowy illumination out to a 40- foot radius. If a 
  torch is used in combat, treat it as a one-handed 
  improvised weapon with a Damage Bonus of +1 
  lethal fire damage. 
   
  Vial: A vial holds 1 ounce of liquid. The closed 
  container is usually no more than 1 inch wide and 
  3 inches high. 
   
   
  SPECIAL SUBSTANCES AND ITEMS 
  Any of these substances can be made with the 
  Craft (alchemy) skill. 
   
  Acid: You can throw a flask of acid as a splash 
  weapon. Treat this attack as a ranged touch 
  attack with a range increment of 10 feet. A direct 
  hit has a Damage bonus of +3L. Every creature 
  within 5 feet of the point of impact must make a 
  Reflex save or take 1 lethal hit from the splash 
   
  Alchemist’s Fire: You can throw a flask of 
  alchemist’s fire as a splash weapon. Treat this 
  attack as a ranged attack with a range increment 
  of 10 feet. 
  A direct hit has a Damage bonus of +3L fire 
  damage. Every creature within 5 feet of the point 
  where the flask hits must make a Reflex save or 
  take 1 lethal hit from the splash. On the round 
  following a direct hit, the target takes 1 lethal hit 
  of damage. If desired, the target can use a full-
  round action to attempt to extinguish the flames 
  before 
  taking 
  this 
  additional 
  damage. 
  Extinguishing the flames requires a DC 15 Reflex 
  save. Rolling on the ground provides the target a 
  +2 bonus on the save. Leaping into a lake or 
  magically extinguishing the flames automatically 
  smothers the fire. 
   
  Antitoxin: If you drink antitoxin, you get a +5 
  alchemical bonus on Fortitude saving throws 
  against poison for 1 hour. 
   
  Smokestick: This alchemically treated wooden 
  stick instantly creates thick, opaque smoke that 
  when ignited fills a 10- foot area.  The stick is 
  consumed after 1 round, and the smoke dissipates 
  naturally. 
   
  Sunrod: This 1-foot-long, gold-tipped, iron rod 
  glows brightly when struck. It clearly illuminates 
  a 
  30-foot 
  radius 
  and 
  provides 
  shadowy 
  illumination in a 60-foot radius. It glows for 6 
  hours, after which the gold tip is burned out and 
  worthless. 
   
  Tanglefoot Bag: When you throw a tanglefoot 
  bag at a creature (as a ranged attack with a range 
  increment of 10 feet), the bag comes apart and 
  goo bursts out, entangling the target and then 
  becoming tough and resilient upon exposure to 
  air. An entangled creature takes a –2 penalty on 
  attack rolls and a –4 penalty to Dexterity and 
  must make a DC 15 Reflex save or be glued to the 
  floor, unable to move. Even on a successful save, 
  it can move only at half speed. Huge or larger 
  creatures are unaffected by a tanglefoot bag. A 
  flying creature is not stuck to the floor, but it must 
  make a DC 15 Reflex save or be unable to fly 
  (assuming it uses its wings to fly) and fall to the 
   
  TABLE 4.5: 
  SPECIAL SUBSTANCES AND ITEMS 
   
  Item 
  Cost 
  Weight 
  Acid (flask) 
  10 gp 
  1 lb. 
  Alchemist’s fire (flask) 
  20 gp 
  1 lb. 
  Antitoxin (vial) 
  50 gp 
  — 
  Everburning torch 
  110 gp 
  1 lb. 
  Holy water (flask) 
  25 gp 
  1 lb. 
  Smokestick 
  20 gp 
  1/2 lb. 
  Sunrod 
  2 gp 
  1 lb. 
  Tanglefoot bag 
  50 gp 
  4 lb. 
  Thunderstone 
  30 gp 
  1 lb. 
  Tindertwig 
  1 gp 
  — 
   
   
  40
  
  ground. A tanglefoot bag does not function 
  underwater. 
    A creature that is glued to the floor (or unable to 
  fly) can break free by making a DC 17 Strength 
  check or by making a successful melee attack 
  with a blade weapon against the goo. A creature 
  trying to scrape goo off itself, or another creature 
  assisting, does not need to make an attack roll; 
  hitting the goo is automatic. Once free, the 
  creature can move (including flying) at half 
  speed. A character capable of spellcasting who is 
  bound by the goo must make a DC 15 
  Concentration check to cast a spell. The goo 
  becomes brittle and fragile after 3 rounds, 
  cracking apart and losing its effectiveness. 
   
  Thunderstone: You can throw this stone as a 
  ranged attack with a range increment of 20 feet. 
  When it strikes a hard surface (or is struck hard), 
  it creates a deafening bang that is treated as a 
  sonic attack. Each creature within a 10-foot-
  radius spread must make a DC 15 Fortitude save 
  or be deafened for 1 hour. A deafened creature, in 
  addition to the obvious effects, takes a –4 penalty 
  on initiative and has a –2 penalty to cast any spell. 
  Since you don’t need to hit a specific target, you 
  can simply aim at a particular 5-foot square. Treat 
  the target square as Defense 5. 
   
  Tindertwig: The alchemical substance on the end 
  of this small, wooden stick ignites when struck 
  against a rough surface. Creating a flame with a 
  tindertwig is much faster than creating a flame 
  with flint and steel (or a magnifying glass) and 
  tinder. Lighting a torch or any other fire with a 
  tindertwig is a half action.  
   
   
  TOOLS AND SKILL KITS 
  Alchemist’s Lab: An alchemist’s lab provides a 
  +2 circumstance bonus on Craft (alchemy) 
  checks. It has no bearing on the costs related to 
  the Craft (alchemy) skill. Without this lab, a 
  character with the Craft (alchemy) skill is 
  assumed to have enough tools to use the skill but 
  not enough to get the +2 bonus that the lab 
  provides. 
   
  Artisan’s Tools: These special tools include the 
  items needed to pursue any craft. Without them, 
  you have to use improvised tools (–2 penalty on 
  Craft checks), if you can do the job at all. 
   
  Artisan’s Tools, Masterwork: These tools serve 
  the same purpose as artisan’s tools (above), but 
  masterwork artisan’s tools are the perfect tools for 
  the job, so you get a +2 circumstance bonus on 
  Craft checks made with them. 
   
  Climber’s Kit: This is the perfect tool for 
  climbing and gives you a +2 circumstance bonus 
  on Climb checks. 
   
  Disguise Kit: The kit is the perfect tool for 
  disguise and provides a +2 circumstance bonus on 
  Disguise checks. A disguise kit is exhausted after 
  eight uses. 
   
  Healer’s Kit: It is the perfect tool for healing and 
  provides a +2 circumstance bonus on Medicine 
  checks. A healer’s kit is exhausted after eight 
  uses. 
   
  Magnifying Glass: This simple lens allows a 
  closer look at small objects. It is also useful as a 
  substitute for flint and steel when starting fires. 
  Lighting a fire with a magnifying glass requires 
  light as bright as sunlight to focus, tinder to 
  ignite, and at least a full-round action. A 
  magnifying glass grants a +2 circumstance bonus 
  on Appraise checks involving any item that is 
  small or highly detailed. 
   
  Musical Instrument, Common or Masterwork: 
  A 
  masterwork 
  instrument 
  grants 
  a 
  +2 
  circumstance bonus on Perform checks involving 
  its use. 
   
  Scale, Merchant’s: A scale grants a +2 
  circumstance bonus on Appraise checks involving 
  items that are valued by weight, including 
  anything made of precious metals. 
   
  TABLE 4.6: TOOLS AND SKILL KITS 
  Item 
  Cost 
  Weight 
  Alchemist’s lab 
  500 gp 
  40 lb. 
  Artisan’s tools 
  5 gp 
  5 lb. 
  Climber’s kit 
  80 gp 
  5 lb. 
  Disguise kit 
  50 gp 
  8 lb. 
  Healer’s kit 
  50 gp 
  1 lb. 
  Holly and mistletoe 
  — 
  — 
  Hourglass 
  25 gp 
  1 lb. 
  Magnifying glass 
  100 gp 
  — 
  Musical instrument, common 
  5 gp 
  3 lb. 
  Scale, merchant’s 
  2 gp 
  1 lb. 
  Spell component pouch 
  5 gp 
  2 lb. 
  Spellbook, wizard’s (blank) 
  15 gp 
  3 lb. 
  Thieves’ tools 
  30 gp 
  1 lb. 
  Water clock 
  1,000 gp 
  200 lb. 
   
   
  41
  
  Spell Component Pouch: A spellcaster with a 
  spell component pouch is assumed to have all the 
  material components and focuses needed for 
  spellcasting, except for those that have a specific 
  cost and that wouldn’t fit in a pouch. 
   
  Thieves’ Tools: This kit contains the tools you 
  need to use the Disable Device and Open Lock 
  skills. Without these tools, you must improvise 
  tools, and you take a –2 circumstance penalty on 
  Disable Device and Open Locks checks. 
   
  Thieves’ Tools, Masterwork: This kit contains 
  extra tools and tools of better make, which grant a 
  +2 circumstance bonus on Disable Device and 
  Open Lock checks. 
   
  Tool, Masterwork: This well-made item is the 
  perfect tool for the job. It grants a +2 
  circumstance bonus on a related skill check (if 
  any). Bonuses provided by multiple masterwork 
  items used toward the same skill check do not 
  stack. 
   
  Water Clock: This large, bulky contrivance gives 
  the time accurate to within half an hour per day 
  since it was last set. It requires a source of water, 
  and it must be kept still because it marks time by 
  the regulated flow of droplets of water. 
   
   
  CLOTHING 
  Artisan’s Outfit: This outfit includes a shirt with 
  buttons, a skirt or pants with a drawstring, shoes, 
  and perhaps a cap or hat. It may also include a 
  belt or a leather or cloth apron for carrying tools. 
  Cleric’s Vestments: These ecclesiastical clothes 
  are for performing priestly functions, not for 
  adventuring. 
   
  Cold Weather Outfit: A cold weather outfit 
  includes a wool coat, linen shirt, wool cap, heavy 
  cloak, thick pants or skirt, and 
  boots. This outfit grants a +5 circumstance bonus 
  on Fortitude saving throws against exposure to 
  cold weather. 
   
  Courtier’s Outfit: This outfit includes fancy, 
  tailored clothes in whatever fashion happens to be 
  the current style in the courts of the nobles. 
  Anyone trying to influence nobles or courtiers 
  while wearing street dress will have a hard time 
  of it (–2 penalty on Charisma-based skill checks 
  to influence such individuals). If you wear this 
  outfit without jewelry (costing an additional 50 
  gp), you look like an out-of-place commoner. 
  Entertainer’s Outfit: This set of flashy, perhaps 
  even gaudy, clothes is for entertaining. While the 
  outfit looks whimsical, the practical design lets 
  you tumble, dance, walk a tightrope, or just run 
  (if the audience turns ugly). 
   
  Explorer’s Outfit: This is a full set of clothes for 
  someone who never knows what to expect. It 
  includes sturdy boots, leather breeches or a skirt, 
  a belt, a shirt (perhaps with a vest or jacket), 
  gloves, and a cloak. Rather than a leather skirt, a 
  leather overtunic may be worn over a cloth skirt. 
  The clothes have plenty of pockets (especially the 
  cloak). The outfit also includes any extra items 
  you might need, such as a scarf or a wide-
  brimmed hat. 
   
  Noble’s Outfit: This set of clothes is designed 
  specifically to be expensive and to show it. 
  Precious metals and gems are worked into the 
  clothing. To fit into the noble crowd, every 
  would-be noble also needs a signet ring (see 
  Adventuring Gear, above) and jewelry (worth at 
  least 100 gp). 
   
  Peasant’s Outfit: This set of clothes consists of a 
  loose shirt and baggy breeches, or a loose shirt 
  and skirt or overdress. Cloth wrappings are used 
  for shoes. 
   
  Royal Outfit: This is just the clothing, not the 
  royal 
  scepter, 
  crown, 
  ring, 
  and 
  other 
  accoutrements. Royal clothes are ostentatious, 
  with gems, gold, silk, and fur in abundance. 
   
  TABLE 4.7: CLOTHING 
  Item 
  Cost 
  Weight 
  Artisan’s Outfit 
  1gp 
  4lbs. 
  Clerical Vestments 
  5gp 
  6lbs. 
  Cold Weather Outfit 
  8gp 
  7lbs. 
  Courtier’s Outfit 
  30gp 
  6lbs. 
  Entertainer’s Outfit 
  3gp 
  4lbs. 
  Explorer’s Outfit 
  10gp 
  8lbs. 
  Monk’s Outfit 
  5gp 
  2lbs. 
  Noble’s Outfit 
  75gp 
  12lb. 
  Peasant’s Outfit 
  1sp 
  2lbs. 
  Royal Outfit 
  200gp 
  15lbs. 
  Scholar’s Outfit 
  5gp 
  6lbs. 
  Traveler’s Outfit 
  1gp 
  5lbs. 
   
  42
  
  Scholar’s Outfit: Perfect for a scholar, this outfit 
  includes a robe, a belt, a cap, soft shoes, and 
  possibly a cloak. 
   
  Traveler’s Outfit: This set of clothes consists of 
  boots, a wool skirt or breeches, a sturdy belt, a 
  shirt (perhaps with a vest or jacket), and an ample 
  cloak with a hood.  
   
   
  FOOD, DRINK, AND LODGING 
  Inn: Poor accommodations at an inn amount to a 
  place on the floor near the hearth. Common 
  accommodations consist of a place on a raised, 
  heated floor, the use of a blanket and a pillow. 
  Good accommodations consist of a small, private 
  room with one bed, some amenities, and a 
  covered chamber pot in the corner. 
   
  Meals: Poor meals might be composed of bread, 
  roasted turnips, onions, and water. Common 
  meals might consist of bread, chicken stew, 
  carrots, and watered-down ale or wine. Good 
  meals might be composed of bread and pastries, 
  beef, peas, and ale or wine.  
  MOUNTS AND RELATED GEAR 
  Barding, 
  Medium 
  Creature 
  and 
  Large 
  Creature: Barding is a type of armor that covers 
  the head, neck, chest, body, and possibly legs of a 
  horse or other mount. Barding made of medium 
  or heavy armor provides better protection than 
  light barding, but at the expense of speed. 
  Barding can be made of any of the armor types 
  found on Table 4.20: Armor. 
    Armor for a horse costs four times as much as 
  armor for a human and also weighs twice as much 
  as the armor found on Table 4.20: Armor. If the 
  barding is for a pony or other Medium mount, the 
  cost is only double, and the weight is the same as 
  for Medium armor worn by a humanoid.  Medium 
  or heavy barding slows a mount that wears it, as 
  shown on the table below. 
    Flying mounts can’t fly in medium or heavy 
  barding. 
    Removing and fitting barding takes five times as 
  long as the figures given on Table: Donning 
  Armor. A barded animal cannot be used to carry 
  any load other than the rider and normal 
  saddlebags. 
   
  Dog, Riding: This Medium dog is specially 
  trained to carry a Small humanoid rider. It is 
  brave in combat like a warhorse. You take no 
  damage when you fall from a riding dog. 
   
  Donkey or Mule: Donkeys and mules are stolid 
  in the face of danger, hardy, surefooted, and 
  capable of carrying heavy loads over vast 
  distances. Unlike a horse, a donkey or a mule is 
  willing (though not eager) to enter strange or 
  threatening places. 
   
  Feed: Horses, donkeys, mules, and ponies can 
  graze to sustain themselves, but providing feed 
  for them is much better. If you have a riding dog, 
  you have to feed it at least some meat. 
   
  Horse: A horse (other than a pony) is suitable as 
  a mount for most Medium-sized characters. A 
  pony is smaller than a horse and is a suitable 
  mount for a Small character. 
  Warhorses and warponies can be ridden easily 
  into combat. Light horses, ponies, and heavy 
  horses are hard to control in combat. 
   
  Saddle, Exotic: An exotic saddle is like a normal 
  saddle of the same sort except that it is designed 
  for an unusual mount. Exotic saddles come in 
  military, pack, and riding styles. 
   
   
  TABLE 4.8:  
  FOOD, DRINK AND LODGING 
  Item 
  Cost 
  Weight 
  Ale 
   
   
  Gallon 
  2 sp 
  8 lb. 
  Mug 
  4 cp 
  1 lb. 
  Banquet (per person) 
  10 gp 
  — 
  Bread, per loaf 
  2 cp 
  1/2 lb. 
  Cheese, hunk of 
  1 sp 
  1/2 lb. 
  Inn stay (per day) 
   
   
  Good 
  2 gp 
  — 
  Common 
  5 sp 
  — 
  Poor 
  2 sp 
  — 
  Meals (per day) 
   
   
  Good 
  5 sp 
  — 
  Common 
  3 sp 
  — 
  Poor 
  1 sp 
  — 
  Meat, chunk of 
  3 sp 
  1/2 lb. 
  Wine 
   
   
  Common (pitcher) 
  2 sp 
  6 lb. 
  Fine (bottle) 
  10 gp 
  1-1/2 lb. 
   
   
  43
  
  Saddle, Military: A military saddle braces the 
  rider, providing a +2 circumstance bonus on Ride 
  checks related to staying in the saddle. If you’re 
  knocked unconscious while in a military saddle, 
  you have a 75% chance to stay in the saddle 
  (compared to 50% for a riding saddle). 
  Saddle, Pack: A pack saddle holds gear and 
  supplies, but not a rider. It holds as much gear as 
  the mount can carry. 
   
  Saddle, Riding: The standard riding saddle 
  supports a rider. 
  TRANSPORT 
  Carriage: 
  This 
  four-wheeled 
  vehicle 
  can 
  transport as many as four people within an 
  enclosed cab, plus two drivers. In general, two 
  horses (or other beasts of burden) draw it. A 
  carriage comes with the harness needed to pull it. 
   
  Cart: This is a two-wheeled vehicle that can be 
  drawn by a single horse or other beast of burden; 
  it comes with a harness. 
   
  Galley: This three-masted ship has seventy oars 
  on either side and requires a total crew of 200. A 
  galley is 130 feet long and 20 feet wide, and it 
  can carry 150 tons of cargo or 250 soldiers. For 
  8,000 gp more, it can be fitted with a ram and 
  castles with firing platforms fore, aft, and 
  amidships. This ship cannot make sea voyages 
  and sticks to the coast. It moves about 4 miles per 
  hour when being rowed or under sail. 
   
  Keelboat: This 50- to 75-foot-long ship is 15 to 
  20 feet wide and has a few oars to supplement its 
  single mast with a square sail. It has a crew of 
  eight to fifteen and can carry 40 to 50 tons of 
  cargo or 100 soldiers. It can make sea voyages, as 
  well as sail down rivers (thanks to its flat bottom). 
  It moves about 1 mile per hour. 
   
  Longship: This 75-foot-long ship with forty oars 
  requires a total crew of 50. It has a single mast 
  and a square sail, and it can carry 50 tons of cargo 
  or 120 soldiers. A longship can make sea 
  voyages. It moves about 3 miles per hour when 
  being rowed or under sail. 
   
  Rowboat: This 8- to 12-foot-long boat holds two 
  or three Medium passengers. It moves about 1-1/2 
  miles per hour. 
   
  Sailing Ship: This larger, seaworthy ship is 75 to 
  90 feet long and 20 feet wide and has a crew of 
  20. It can carry 150 tons of cargo. It has square 
  sails on its two masts and can make sea voyages. 
  It moves about 2 miles per hour. 
   
  Sled: This is a wagon on runners for moving 
  through snow and over ice. In general, two horses 
  (or other beasts of burden) draw it. A sled comes 
  with the harness needed to pull it. 
   
  Wagon: This is a four-wheeled, open vehicle for 
  transporting heavy loads. In general, two horses 
  (or other beasts of burden) draw it. A wagon 
  comes with the harness needed to pull it. 
   
  TABLE 4.9:  
  MOUNTS AND RELATED GEAR 
  Item 
  Cost 
  Weight 
  Barding 
   
   
  Medium creature 
  x2 
  x1 
  Large creature 
  x4 
  x2 
  Bit and bridle 
  2 gp 
  1 lb. 
  Dog, guard 
  25 gp 
  — 
  Dog, riding 
  150 gp 
  — 
  Donkey or mule 
  8 gp 
  — 
  Feed (per day) 
  5 cp 
  10 lb. 
  Horse 
   
   
  Horse, heavy 
  200 gp 
  — 
  Horse, light 
  75 gp 
  — 
  Pony 
  30 gp 
  — 
  Warhorse, heavy 
  400 gp 
  — 
  Warhorse, light 
  150 gp 
  — 
  Warpony 
  100 gp 
  — 
  Saddle 
   
   
  Military 
  20 gp 
  30 lb. 
  Pack 
  5 gp 
  15 lb. 
  Riding 
  10 gp 
  25 lb. 
  Saddle, Exotic 
   
   
  Military 
  60 gp 
  40 lb. 
  Pack 
  15 gp 
  20 lb. 
  Riding 
  30 gp 
  30 lb. 
  Saddlebags 
  4 gp 
  8 lb. 
  Stabling (per day) 
  5 sp 
  — 
   
   
  ———— Base Speed —––—— 
  Barding 
  (40 ft.) 
  (50 ft.) 
  (60 ft.) 
  Medium 
  30 ft. 
  35 ft. 
  40 ft. 
  Heavy 
  30 ft.1 
  35 ft.1 
  40 ft.1 
  1 A mount wearing heavy armor moves at 
  only triple its normal speed when running 
  instead of quadruple. 
   
  44
  
  Warship: This 100-foot-long ship has a single 
  mast, although oars can also propel it. It has a 
  crew of 60 to 80 rowers. This ship can carry 160 
  soldiers, but not for long distances, since there 
  isn’t room for supplies to support that many 
  people. The warship cannot make sea voyages 
  and sticks to the coast. It is not used for cargo. It 
  moves about 2-1/2 miles per hour when being 
  rowed or under sail. 
    
   
  SERVICES 
  Sometimes the best solution for a problem is to 
  hire someone else to take care of it. 
   
  Coach Cab: The price given is for a ride in a 
  coach that transports people (and light cargo) 
  between towns. For a ride in a cab that transports 
  passengers within a city, 1 copper piece usually 
  takes you anywhere you need to go. 
   
  Hireling, Trained: The amount given is the 
  typical daily wage for mercenary warriors, 
  masons, craftsmen, scribes, teamsters, and other 
  trained hirelings. This value represents a 
  minimum wage; many such hirelings require 
  significantly higher pay. 
   
  Hireling, Untrained: The amount shown is the 
  typical daily wage for laborers, porters, cooks, 
  maids, and other menial workers. 
   
  Messenger: This entry includes horse-riding 
  messengers and runners; those willing to carry 
  messages to a place they were going anyway may 
  ask for only half the indicated amount. 
   
  Road or Gate Toll: A toll is sometimes charged 
  to cross a well-trodden, well-kept, and well-
  guarded road to pay for patrols on it and for its 
  upkeep. Occasionally, a large walled city charges 
  a toll to enter or exit (or sometimes just to enter). 
   
  Ship’s Passage: Most ships do not specialize in 
  passengers, but many have the capability to take a 
  few along when transporting cargo; double the 
  given cost for creatures larger than Medium or 
  creatures that are otherwise difficult to bring 
  aboard a ship. 
    
   
  TABLE 4.10: TRANSPORT 
  Item 
  Cost 
  Weight 
  Carriage 
  100 gp 
  600 lb. 
  Cart 
  15 gp 
  200 lb. 
  Galley 
  30,000 gp 
  — 
  Keelboat 
  3,000 gp 
  — 
  Longship 
  10,000 gp 
  — 
  Rowboat 
  50 gp 
  100 lb. 
  Oar 
  2 gp 
  10 lb. 
  Sailing ship 
  10,000 gp 
  — 
  Sled 
  20 gp 
  300 lb. 
  Wagon 
  35 gp 
  400 lb. 
  Warship 
  25,000 gp 
  — 
   
   
  TABLE 4.11: SERVICES 
   
  Service 
  Cost 
  Coach cab 
  3 cp per mile 
  Hireling, trained 
  3 sp per day 
  Hireling, untrained 
  1 sp per day 
  Messenger 
  2 cp per mile 
  Road or gate toll 
  1 cp 
  Ship’s passage 
  1 sp per mile 
   
  45
  
  WEAPONS AND ARMOR 
   
  WEAPON CATEGORIES 
  Weapons are grouped into several interlocking 
  categories which determine what training is 
  needed to become proficient in their use, their 
  usefulness either in close combat or at a distance, 
  and their relative encumbrance and size. 
   
  Simple, Martial, and Exotic Weapons: All 
  characters are proficient with all simple weapons; 
  proficiency with Martial and Exotic weapons can 
  be purchased as feats.  A character that uses a 
  weapon with which he is not proficient takes a –4 
  penalty on attack rolls. 
   
  Melee and Ranged Weapons: Melee weapons 
  are used for making melee attacks, though some 
  of them can be thrown as well. Ranged weapons 
  are thrown weapons or projectile weapons that are 
  not effective in melee. 
   
  Reach Weapons: Glaives, spears and other 
  similar weapons are reach weapons. A reach 
  weapon is a melee weapon that allows its wielder 
  to strike at targets that aren’t adjacent to him. 
  Most reach weapons double the wielder’s natural 
  reach, meaning that a typical Small or Medium 
  wielder of such a weapon can attack a creature 10 
  feet away, but not an adjacent creature. A typical 
  Large character wielding a reach weapon of the 
  appropriate size can attack a creature 15 or 20 feet 
  away, but not adjacent creatures or creatures up to 
  10 feet away. 
   
  Double Weapons: Double axes, quarterstaffs, 
  and two-bladed swords are double weapons. You 
  can fight with both ends of a double weapon as if 
  fighting with two weapons, but you incur all the 
  normal attack penalties associated with two-
  weapon combat, just as though you were wielding 
  a one-handed weapon and a light weapon. 
    You may also choose to use a double weapon 
  two handed, attacking with only one end of it. A 
  creature wielding a double weapon in one hand 
  can’t use it as a double weapon. 
   
  Thrown Weapons: Daggers, clubs, javelins, 
  tridents, shuriken, and nets are thrown weapons. 
  You apply your Strength modifier to damage 
  dealt by thrown weapons.  
    It is possible to throw a weapon that isn’t 
  designed to be thrown (that is, a melee weapon 
  that doesn’t have a Range Increment listed), but a 
  character who does so takes a –4 penalty on the 
  attack roll. Throwing a light or one-handed 
  weapon is a half action, while throwing a two-
  handed weapon is a full action. A thrown weapon 
  has a range increment of 10 feet. 
  Projectile Weapons: Crossbows, slings, and bows 
  are projectile weapons. Most projectile weapons 
  require two hands to use (see specific weapon 
  descriptions). You do not add your Strength 
  bonus to damage with a projectile weapon unless 
  it’s a sling or specially built composite bow. 
  Ammunition: 
  Projectile 
  weapons 
  use 
  ammunition: arrows (for bows), bolts (for 
  crossbows), or sling bullets (for slings). When 
  using a bow, a character can draw ammunition as 
  a free action; crossbows and slings require an 
  action 
  for 
  reloading. 
  Generally 
  speaking, 
  ammunition that hits its target is destroyed or 
  rendered useless, while normal ammunition that 
  misses has a 50% chance of being destroyed or 
  lost. 
    Although they are thrown weapons, shuriken are 
  treated as ammunition for the purposes of 
  drawing them. 
   
  Light, One-Handed,  
  and Two-Handed Melee Weapons: This is a 
  measure of how much effort it takes to wield a 
  weapon in combat. It indicates whether a melee 
  weapon, when wielded by a character of the 
  weapon’s size category, is considered a light 
  weapon, a one-handed weapon, or a two-handed 
  weapon. 
  Light: A light weapon is easier to use in one’s off 
  hand than a one-handed weapon is, and it can be 
  used while grappling. A light weapon is used in 
  one hand. Add your Strength bonus (if any) to the 
  weapon’s damage bonus for melee attacks with a 
  light weapon if it’s used in your primary hand, or 
  one-half your Strength bonus if it’s used in your 
  off hand. Using two hands to wield a light 
  weapon gives no advantage on damage; the 
  Strength bonus applies as though it was held in 
  your primary hand only. 
    An unarmed strike is always considered a light 
  weapon. 
  One-Handed: A one-handed weapon can be used 
  in either the primary hand or the off hand. Add 
  your Strength bonus to the weapon’s damage 
  bonus for melee attacks with a one-handed 
  weapon if it’s used in the primary hand, or 1/2 
  your Strength bonus if it’s used in the off hand. If 
  a one-handed weapon is wielded with two hands 
  during melee combat, add 1-1/2 times your 
  Strength bonus (rounded down) to the weapon’s 
  damage bonus. 
   
  46
  
  Two-Handed: Two hands are required to use a 
  two-handed melee weapon effectively. Apply 1-
  1/2 times the character’s Strength bonus (rounded 
  down) to the weapon’s damage bonus for melee 
  attacks with such a weapon. 
   
  Weapon Size: Every weapon has a size category. 
  This designation indicates the size of the creature 
  for which the weapon was designed. 
  A weapon’s size category isn’t the same as its 
  size as an object. Instead, a weapon’s size 
  category is keyed to the size of the intended 
  wielder. In general, a light weapon is an object 
  two size categories smaller than the wielder, a 
  one-handed weapon is an object one size category 
  smaller than the wielder, and a two-handed 
  weapon is an object of the same size category as 
  the wielder. 
  Inappropriately Sized Weapons: A creature can’t 
  make optimum use of a weapon that isn’t 
  properly sized for it. A cumulative –2 penalty 
  applies on attack rolls for each size category of 
  difference between the size of its intended wielder 
  and the size of its actual wielder. If the creature 
  isn’t proficient with the weapon a –4 non-
  proficiency penalty also applies. 
    The measure of how much effort it takes to use a 
  weapon is altered by one step for each size 
  category of difference between the wielder’s size 
  and the size of the creature for which the weapon 
  was designed. If a weapon’s designation would be 
  changed to something other than light, one-
  handed, or two-handed by this alteration, the 
  creature can’t wield the weapon at all. 
   
  Improvised Weapons: Sometimes objects not 
  crafted to be weapons nonetheless see use in 
  combat. Because such objects are not designed for 
  this use, any creature that uses one in combat is 
  considered to be non-proficient with it and takes a 
  –4 penalty on attack rolls made with that object. 
  To determine the size category and appropriate 
  damage for an improvised weapon, compare its 
  relative size and damage potential to the weapon 
  list to find a reasonable match. An improvised 
  weapon scores a threat on a natural roll of 20 and 
  deals double damage on a critical hit. An 
  improvised thrown weapon has a range increment 
  of 10 feet. 
   
  DEXTERITY PENALTIES  
  FOR WEARING ARMOR 
  Armor is often bulky and constricting, incurring a 
  penalty on some actions.  This is called the Armor 
  Check Penalty.  The Armor Check Penalty of a 
  type of armor is equal to the amount of Protection 
  that the armor provides; it is applied to its 
  wearer’s Defense, as well as Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, Sleight 
  of Hand, and Tumble checks.  Double the normal 
  armor check penalty is applied to Swim checks. 
   Shields: A shield has an armor check penalty 
  equal to the amount of Deflection that it provides.  
  If a character is wearing armor and using a shield, 
  both armor check penalties apply. 
  Non-proficient with Armor Worn: A character 
  who wears armor and/or uses a shield with which 
  he or she is not proficient takes the armor’s 
  (and/or shield’s) armor check penalty on attack 
  rolls and on all Strength-based and Dexterity-
  based ability and skill checks. The penalty for 
  non-proficiency with armor stacks with the 
  penalty for non-proficiency with shields. 
  Sleeping in Armor: A character that sleeps in 
  medium or heavy armor is automatically fatigued 
  the next day (he takes a –2 penalty on Strength 
  and Dexterity and can’t charge or run); sleeping 
  in light armor does not cause fatigue. 
   
   
  SPELL FAILURE  
  WHEN WEARING ARMOR 
  Armor can make it difficult for a spellcaster to 
  make the subtle gestures required to cast many 
  spells. To simulate this, a spellcaster wearing 
  armor must make a spell failure check with a 
  DC equal to the total Protection plus Damage 
  Save bonus that the armor provides +1. 
  Example: Hecatrice decides that combat is just 
  too dangerous and starts wearing a chain shirt.  
  Now, whenever she tries to cast a spell while 
  wearing her chain shirt she must make a spell 
  failure check (DC 5) or the spell fizzles. 
  Additionally, a gamemaster may want to make 
  spell failure checks for players in secret to add 
  a sense of suspense and uncertainty for 
  spellcasting characters. 
   
   
  47
  
  WEAPON AND ARMOR ENTRY FORMAT 
  Here is the format for weapon entries. 
  Cost: This value is the weapon’s cost in gold 
  pieces (gp) or silver pieces (sp). The cost includes 
  miscellaneous gear that goes with the weapon. 
  Damage: The Damage column gives the Damage 
  Bonus of the weapon.  
  Range Increment: Any attack at less than this 
  distance is not penalized for range. However, 
  each full range increment imposes a cumulative –
  2 penalty on the attack roll. A thrown weapon has 
  a maximum range of five range increments. A 
  projectile weapon can shoot out to ten range 
  increments. 
  Weight: This column gives the weight of a 
  Medium version of the weapon. Halve this 
  number for Small weapons and double it for 
  Large weapons. 
  Type: Weapons are classified according to the 
  type of damage they deal: Stunning or Lethal. 
  Some weapons deal damage of multiple types. If 
  a weapon is of two types, the damage it deals is 
  not half one type and half another; all of it is both 
  types. Therefore, a creature would have to be 
  immune to both types of damage to ignore any of 
  the damage from such a weapon. 
  In other cases, a weapon can deal either of two 
  types of damage. In a situation when the damage 
  type is significant, the wielder can choose which 
  type of damage to deal with such a weapon. 
  Special: Some weapons have special features. 
  See the weapon descriptions for details. 
   
  WEAPON DESCRIPTIONS 
  Arrows: An arrow used as an improvised melee 
  weapon has a Damage Bonus of +1. Arrows come 
  in a leather quiver that holds 20. An arrow that 
  hits its target is destroyed; one that misses has a 
  50% chance of being lost or destroyed 
   
  Axe, Double: A double axe is a double weapon. 
  You can fight with it as if fighting with two 
  weapons, but if you do you incur all the normal 
  attack penalties associated with fighting with two 
  weapons, just as if you were using a one-handed 
  weapon and a light weapon. 
  A creature wielding a double axe in one hand 
  can’t use it as a double weapon—only one end of 
  the weapon can be used in any given round. 
   
  Axe, Throwing: Slightly smaller than a Handaxe 
  and balanced for throwing. 
   
  Blowgun: This is used to fire small needles a 
  long distance. It is silent, and its needles can be 
  used to poison foes. 
   
  Bolt: Ammunition for a crossbow; a crossbow 
  bolt used as an improvised melee weapon has a 
  Damage Bonus of +1.  Bolts come in a wooden 
  case that holds 10 bolts (or 5, for a repeating 
  crossbow). A bolt that hits its target is destroyed; 
  one that misses has a 50% chance of being 
  destroyed or lost. 
   
  Bullets, Sling: Bullets come in a leather pouch 
  that holds 10 bullets. A bullet that hits its target is 
  destroyed; one that misses has a 50% chance of 
  being destroyed or lost. 
   
  Chain, spiked: A spiked chain has reach, so you 
  can strike opponents 10 feet away with it. In 
  addition, unlike most other weapons with reach, it 
  can be used against an adjacent foe. 
  You can make trip attacks with the chain. If you 
  are tripped during your own trip attempt, you can 
  drop the chain to avoid being tripped. 
  When using a spiked chain, you get a +2 bonus on 
  opposed attack rolls made to disarm an opponent 
  (including the roll to avoid being disarmed if such 
  an attempt fails). 
   
  Club: A wooden club is so easy to find and 
  fashion that it has no cost. 
   
  Crossbow, Hand: You can draw a hand 
  crossbow back by hand. Loading a hand crossbow 
  is a half action. 
  You can shoot, but not load, a hand crossbow 
  with one hand at no penalty. You can shoot a 
  hand crossbow with each hand, but you take a 
  penalty on attack rolls as if attacking with two 
  light weapons. 
   
  Crossbow, Heavy: You draw a heavy crossbow 
  back by turning a small winch. Loading a heavy 
  crossbow is a full action. 
  Normally, operating a heavy crossbow requires 
  two hands. However, you can shoot, but not load, 
  a heavy crossbow with one hand at a –4 penalty 
  on attack rolls. You can shoot a heavy crossbow 
  with each hand, but you take a penalty on attack 
  rolls as if attacking with two one-handed 
  weapons. This penalty is cumulative with the 
  penalty for one-handed firing. 
   
   
  48
  
   
  49
  TABLE 4.12: SIMPLE WEAPONS – MELEE 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Unarmed Attacks 
   
   
   
   
   
    Hands and Feet 
  0 
  -- 
   
  -- 
  -- 
    Gauntlet 
  1S 
  -- 
  1 lb. 
  2gp 
  1 
  Tiny 
   
   
   
   
   
    Dagger 
  3L 
  10 ft. 
  1 lb. 
  2gp 
  3 
    Dagger, Punching 
  3L 
  -- 
  1 lb. 
  2gp 
  3 
    Gauntlet, Spiked 
  2L 
  -- 
  1 lb. 
  5gp 
  2 
  Small 
   
   
   
   
   
    Mace, Light 
  3L 
  -- 
  4 lbs. 
  5gp 
  3 
    Sickle 
  3L 
  -- 
  2 lbs. 
  6gp 
  3 
    Medium 
   
   
   
   
   
    Club 
  3S 
  10 ft. 
  3 lbs. 
  --- 
  3 
    Halfspear 
  4L 
  20 ft. 
   
  1gp 
  4 
    Mace, Heavy 
  4L 
  -- 
  8 lbs. 
  5gp 
  4 
    Morningstar 
  4L 
  -- 
  6 lbs. 
  8gp 
  4 
  Large 
   
   
   
   
   
    Quarterstaff 
  4S 
  -- 
  4 lbs. 
  -- 
  4 
    Shortspear 
  5L 
  20 ft. 
  6 lbs. 
  2gp 
  5 
   
   
  TABLE 4.13: SIMPLE WEAPONS – RANGED 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Small 
   
   
   
   
   
    Crossbow, Light 
  5L 
  80 ft. 
  4 lbs. 
  35gp 
  5 
    Dart 
  2L 
  20 ft. 
  1/2 lb. 
  5sp 
  2 
    Sling 
  2S 
  50 ft. 
  0 lbs. 
  -- 
  2 
  Medium 
   
   
   
   
   
    Crossbow, Heavy 
  6L 
  120 ft. 
  8 lbs. 
  50gp 
  6 
    Javelin 
  3L 
  30 ft. 
  2 lbs. 
  1gp 
  3 
   
   
  TABLE 4.14: MARTIAL WEAPONS – MELEE 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Small 
   
   
   
   
   
    Axe, Throwing 
  3L 
  10 
  2 lbs. 
  8gp 
  3 
    Hammer, Light 
  2L 
  20 
  2 lbs. 
  1gp 
  2 
    Handaxe 
  4L 
  -- 
  3 lbs. 
  6gp 
  4 
    Lance, Light 
  4L 
  -- 
  6 lbs. 
  6gp 
  4 
    Main Gauche 
  3L 
  -- 
  1 lbs. 
  5gp 
  3 
    Sap 
  3S 
  -- 
  2 lbs. 
  1gp 
  3 
    Sword, Short 
  4L 
  -- 
  2 lbs. 
  10gp 
  4 
  Medium 
   
   
   
   
   
    Battleaxe 
  5L 
  -- 
  6 lbs. 
  10gp 
  5 
    Flail, Light 
  4L 
  -- 
  5 lbs. 
  8gp 
  4 
    Lance, Heavy 
  5L 
  -- 
  10 lbs. 
  10gp 
  5 
    Longsword 
  5L 
  -- 
  4 lbs. 
  15gp 
  5 
    Pick, Heavy 
  4L 
  -- 
  6 lbs. 
  8gp 
  4 
    Rapier 
  4L 
  -- 
  2 lbs. 
  20gp 
  4 
    Scimitar 
  4L 
  -- 
  4 lbs. 
  15gp 
  4 
    Trident 
  4L 
  10 ft. 
  4 lbs. 
  15gp 
  4 
    Warhammer 
  5L 
  -- 
  5 lbs. 
  12gp 
  5 
   
  
   
  50
  MARTIAL WEAPONS – MELEE (continued) 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Large 
   
   
   
   
   
    Falchion 
  6L 
  -- 
  8 lbs. 
  75gp 
  6 
    Flail, Heavy 
  6L 
  -- 
  10 lbs. 
  15gp 
  6 
    Glaive 
  6L 
  -- 
  10 lbs. 
  8gp 
  6 
    Greataxe 
  7L 
  -- 
  12 lbs. 
  20gp 
  7 
    Greatclub 
  5L 
  -- 
  8 lbs. 
  5gp 
  5 
    Greatsword 
  8L 
  -- 
  8 lbs. 
  50gp 
  8 
    Guisarme 
  6L 
  -- 
  12 lbs. 
  9gp 
  6 
    Halberd 
  6L 
  -- 
  12 lbs. 
  10gp 
  6 
    Longspear 
  5L 
  -- 
  9 lbs. 
  5gp 
  5 
    Ranseur 
  6L 
  -- 
  12 lbs. 
  10gp 
  6 
    Scythe 
  6L 
  -- 
  10 lbs. 
  18gp 
  6 
   
   
  TABLE 4.15: MARTIAL WEAPONS – RANGED  
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Medium 
   
   
   
   
   
    Shortbow 
  4L 
  60 ft. 
  2 lbs. 
  30gp 
  5 
    Shortbow, composite 
  4L 
  70 ft. 
  2 lbs. 
  225gp 
  7 
  Large 
   
   
   
   
   
    Longbow 
  5L 
  100 ft. 
  3 lbs. 
  75gp 
  6 
    Longbow, composite 
  5L 
  110 ft. 
  3 lbs. 
  300gp 
  8 
   
   
  TABLE 4.16: EXOTIC WEAPONS – MARTIAL  
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Small 
   
   
   
   
   
    Kama 
  3L 
  -- 
  2 lbs. 
  2gp 
  3 
    Nunchaku 
  3L 
  -- 
  2 lbs. 
  2gp 
  3 
  Medium 
   
   
   
   
   
    Sword, bastard 
  6L 
  -- 
  6 lbs. 
  35gp 
  6 
    Waraxe 
  6L 
  -- 
  8 lbs. 
  30gp 
  6 
  Large 
   
   
   
   
   
    Double Axe  
  6L 
  -- 
  15 lbs. 
  60gp 
  6 
    Chain, spiked 
  5L 
  -- 
  10 lbs. 
  25gp 
  5 
    Flail, dire 
  5L 
  -- 
  10 lbs. 
  90gp 
  5 
    Sword, two-bladed 
  6L 
  -- 
  10 lbs. 
  100gp 
  6 
   
   
  TABLE 4.17: EXOTIC WEAPONS – RANGED 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Tiny 
   
   
   
   
   
    Crossbow, hand 
  3L 
  30ft. 
  2 lbs. 
  100gp 
  3 
  Small 
   
   
   
   
   
    Whip 
  1S* 
  15ft. 
  2 lbs. 
  1gp 
  1 
  Medium 
   
   
   
   
   
    Crossbow, repeating 
  5L 
  80ft. 
  12 lbs. 
  250gp 
  5 
    Net 
  ** 
  10ft. 
   
  20gp 
  3 
   
  
   
  51
  TABLE 4.18: EXOTIC ASIAN WEAPONS – MELEE 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Small 
   
   
   
   
   
    Wakizashi 
  4L 
  -- 
  2 lbs. 
  300gp 
  7 
  Medium 
   
   
   
   
   
    Katana 
  6L 
  -- 
  5 lbs. 
  400gp 
  9 
  Large 
   
   
   
   
   
    Kusari-gama 
  3L/2S 
  -- 
  4 lbs. 
  10gp 
  5 
   
   
  TABLE 4.19: EXOTIC ASIAN WEAPONS – RANGED 
   
  Name 
  Damage 
  Range Increment 
  Weight 
  Gold Cost 
  PP Cost 
  Small 
   
   
   
   
   
    Blowgun 
  0L 
  10ft. 
   
  1gp 
  1 
    Shuriken 
  0L 
   
  1/10 lbs. 
  10ft 
  1 
   
   
  TABLE 4.20: ARMOR 
   
  Name 
  Dmg Save Bonus 
  Protection 
  Weight 
  Gold Cost 
  PP Cost 
  Light 
   
   
   
   
   
    Padded 
  +1 
  +0 
  10 lbs. 
  5gp 
  1 
    Leather 
  +2 
  +0 
  15 lbs. 
  10gp 
  2 
    Studded leather 
  +2 
  +1 
  20 lbs. 
  25gp 
  3 
    Chain shirt 
  +2 
  +2 
  25 lbs. 
  100gp 
  4 
  Medium 
   
   
   
   
   
    Hide 
  +2 
  +1 
  25 lbs. 
  15gp 
  3 
    Scale mail 
  +3 
  +1 
  30 lbs. 
  50gp 
  4 
    Chainmail 
  +3 
  +2 
  40 lbs. 
  150gp 
  5 
    Breastplate 
  +2 
  +3 
  30 lbs. 
  200gp 
  5 
  Heavy 
   
   
   
   
   
    Splint mail 
  +3 
  +3 
  45 lbs. 
  200gp 
  6 
    Banded mail 
  +2 
  +4 
  35 lbs. 
  250gp 
  6 
    Half-plate 
  +3 
  +4 
  50 lbs. 
  600gp 
  7 
    Full plate 
  +3 
  +5 
  50 lbs. 
  1,500gp 
  8 
   
   
  TABLE 4.21: SHIELDS 
   
  Name 
  Deflection 
  Weight 
  Gold Cost 
  PP Cost 
    Buckler 
  +1 
  5 lbs. 
  15gp 
  1 
    Shield, small, wooden* 
  +1 
  5 lbs. 
  3gp 
  1 
    Shield, small, steel 
  +1 
  6 lbs. 
  9gp 
  1 
    Shield, large, wooden* 
  +2 
  10 lbs. 
  7gp 
  2 
    Shield, large, steel 
  +2 
  15 lbs. 
  20gp 
  2 
    Shield, tower** 
  +3 
  45 lbs. 
  30gp 
  6 
  * These shields have the Ablative flaw 
  ** The Tower Shield provides partial concealment 
  TABLE 4.22: AMMUNITION 
   
  Name 
  Weight 
  Gold Cost 
    Arrows (20) 
  3 lbs. 
  1gp 
    Crossbow Bolts (10) 
  2 lbs. 
  1gp 
    Needles, Blowgun (20) 
  - 
  1gp 
    Sling bullets (10) 
  5 lbs. 
  1sp 
   
  
  Crossbow, Light: You draw a light crossbow 
  back by pulling a lever. Loading a light crossbow 
  is a half action. 
    Normally, operating a light crossbow requires 
  two hands. However, you can shoot, but not load, 
  a light crossbow with one hand at a –2 penalty on 
  attack rolls. You can shoot a light crossbow with 
  each hand, but you take a penalty on attack rolls 
  as if attacking with two light weapons. This 
  penalty is cumulative with the penalty for one-
  handed firing. 
   
  Crossbow, Repeating: The repeating crossbow 
  (whether heavy or light) holds 5 crossbow bolts. 
  As long as it holds bolts, you can reload it by 
  pulling the reloading lever (a free action). 
  Loading a new case of 5 bolts is a full-round 
  action. 
    You can fire a repeating crossbow with one hand 
  or fire a repeating crossbow in each hand in the 
  same manner as you would a normal crossbow of 
  the same size. However, you must fire the 
  weapon with two hands in order to use the 
  reloading lever, and you must use two hands to 
  load a new case of bolts. 
   
  Dagger: You get a +2 bonus on Sleight of Hand 
  checks made to conceal a dagger on your body 
  (see the Sleight of Hand skill). 
   
  Dart: A dart is the size of a large arrow and has a 
  weighted head. Essentially, it is a small javelin. 
   
  Falchion: This sword, which is essentially a two-
  handed scimitar, has a curve that gives it an 
  effectively keener edge. 
   
  Flail, Dire: A dire flail is a double weapon. You 
  can fight with it as if fighting with two weapons, 
  but if you do you incur all the normal attack 
  penalties associated with fighting with two 
  weapons, just as if you were using a one-handed 
  weapon and a light weapon. A creature wielding a 
  dire flail in one hand can’t use it as a double 
  weapon— only one end of the weapon can be 
  used in any given round. 
    When using a dire flail, you get a +2 bonus on 
  opposed attack rolls made to disarm an enemy 
  (including the opposed attack roll to avoid being 
  disarmed if such an attempt fails). 
    You can also use this weapon to make trip 
  attacks. If you are tripped during your own trip 
  attempt, you can drop the dire flail to avoid being 
  tripped. 
   
  Flail or Heavy Flail: With a flail, you get a +2 
  bonus on opposed attack rolls made to disarm an 
  enemy (including the roll to avoid being disarmed 
  if such an attempt fails). 
    You can also use this weapon to make trip 
  attacks. If you are tripped during your own trip 
  attempt, you can drop the flail to avoid being 
  tripped. 
   
  Gauntlet: A strike with a gauntlet is considered 
  an unarmed attack. The cost and weight given are 
  for a single gauntlet. Medium and heavy armors 
  (except breastplate) come with gauntlets. 
   
  Gauntlet, Spiked: An opponent cannot use a 
  disarm action to disarm you of spiked gauntlets. 
  The cost and weight given are for a single 
  gauntlet. An attack with a spiked gauntlet is 
  considered an armed attack. 
   
  Glaive: A glaive has reach. You can strike 
  opponents 10 feet away with it, but you can’t use 
  it against an adjacent foe. 
   
  Greataxe: A greataxe is a two-handed weapon 
  with a single double-bladed head.  A Large 
  creature can wield it with one hand. 
   
  Greatclub: A greatclub is a two-handed version 
  of a regular club. It is often studded with nails or 
  spikes or ringed by bands of iron. 
   
  Greatsword: A two-handed double-edged sword.  
  A Large creature can wield it with one hand. 
   
  Guisarme: A guisarme has reach. You can strike 
  opponents 10 feet away with it, but you can’t use 
  it against an adjacent foe. 
    You can also use it to make trip attacks. If you 
  are tripped during your own trip attempt, you can 
  drop the guisarme to avoid being tripped. 
   
  Halberd: If you use a ready action to set a 
  halberd against a charge, double your Damage 
  Bonus on a successful hit against a charging 
  character. 
    You can use a halberd to make trip attacks. If 
  you are tripped during your own trip attempt, you 
  can drop the halberd to avoid being tripped. 
   
  Halfspear: The halfspear is small enough for a 
  Small character to use it. 
   
  Hammer, Light: This is a small sledge light 
  enough to throw. 
   
   
  52
  
  Hands and Feet: A character deals Strength 
  damage with an unarmed attack.  The damage 
  from an unarmed strike is considered weapon 
  damage for the purposes of effects that give you a 
  bonus on weapon damage rolls. 
    An unarmed strike is always considered a light 
  weapon. 
   
  Handaxe: A small axe with a single-bladed head.  
   
  Javelin: Since it is not designed for melee, you 
  are treated as non-proficient with it and take a –4 
  penalty on attack rolls if you use a javelin as a 
  melee weapon. 
   
  Kama: You can use a kama to make trip attacks. 
  If you are tripped during your own trip attempt, 
  you can drop the kama to avoid being tripped. 
   
  Katana: While functionally a bastard sword, this 
  sword is a masterfully made non-magical 
  weapon; it grants its wielder a +1 bonus to attack 
  rolls. A katana is too large to use in one hand 
  without special training; thus, it is an exotic 
  weapon. 
   
  Kusari-gama: This is a small sickle attached to a 
  length of chain. A kusari-gama is an exotic 
  weapon that can be used either as a double 
  weapon or as a reach weapon.  A character can 
  fight with it as if fighting with two weapons, 
  incurring all the normal attack penalties as if 
  using a one-handed weapon and a light weapon.  
  If used as two weapons it can only be used to 
  strike adjacent opponents.   
    If used as a reach weapon, a kusari-gama can 
  strike opponents up to 10 feet away; unlike other 
  weapons with reach, it can be used against an 
  adjacent foe.  In this case, only one end of the 
  kusari-gama can be used effectively; it cannot be 
  used as a double weapon.  The character chooses 
  which end to use when used as a range weapon.  
  The sickle end has a Damage Bonus of +3; the 
  chain end has a Damage Bonus of +2.   
    A kusari-gama can be used to make trip 
  attacks.  If the wielder is tripped during the trip 
  attempt, the kusari-gama can be dropped to 
  avoid being tripped.   
    The kusari-gama gives a +2 bonus on the 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to avoid being 
  disarmed after failing to disarm the opponent). 
   
  Lance: A lance deals double damage when used 
  from the back of a charging mount. It has reach, 
  so you can strike opponents 10 feet away with it, 
  but you can’t use it against an adjacent foe. 
  While mounted, you can wield a lance with one 
  hand. 
   
  Longbow: You need at least two hands to use a 
  bow, regardless of its size. A longbow is too 
  unwieldy to use while you are mounted. If you 
  have a penalty for low Strength, apply it to your 
  damage bonus when you use a longbow. If you 
  have a bonus for high Strength, you can apply it 
  to your damage when you use a composite 
  longbow (see below) but not a regular longbow. 
   
  Longbow, Composite: You need at least two 
  hands to use a bow, regardless of its size. You can 
  use a composite longbow while mounted. All 
  composite bows have the Mighty extra, allowing 
  you to add your Strength bonus to the damage 
  you deal with them. A character with a penalty for 
  low Strength takes a -2 penalty on attacks with a 
  composite bow, in addition to the penalty to the 
  weapon’s damage bonus for low Strength. 
   
  Longspear: A longspear has reach. You can 
  strike opponents 10 feet away with it, but you 
  can’t use it against an adjacent foe. If you use a 
  ready action to set a longspear against a charge, 
  you deal double damage on a successful hit 
  against a charging character. 
   
  Mace, Heavy or Light: A weighted ball, with or 
  without spiked protrusions or a flanged head, 
  attached to a wooden haft. 
   
  Main Gauche: A slightly oversized dagger with a 
  heavy crossbar to protect the hand.  The main 
  gauche is designed for use in a medium-sized 
  character’s 
  off-hand 
  and 
  is 
  excellent 
  for 
  disarming opponents.  The wielder of a main 
  gauche gets a +2 bonus on opposed attack rolls 
  made to disarm an opponent (including the roll to 
  avoid being disarmed if such an attempt fails). 
   
  Morningstar: A weighted ball, with or without 
  spiked protrusions, attached to a wooden haft by a 
  short chain.   
   
  Needles, Blowgun: These 2-inch-long iron 
  needles are sold in small wooden cases of 20. A 
  full case is so light that its weight is negligible. 
  The tips of the needles can be coated with poison. 
   
   
  53
  
   
  ITEM QUALITY 
  All equipment isn’t equal, some items will be of better quality and workmanship than others, and you may 
  want to use that in your game.  Here are some ways to add different quality levels to your game: 
  Poor Quality: Shoddily made and just not as nice looking or functional as the item should be, Poor Quality 
  items can be found in any marketplace on any world.  For weapons, armor and shields of poor quality 
  reduce the damage, protection or deflection bonus they provide by 1.  The cost of poor quality items is half 
  the cost listed (the PP cost of such items is decreased by 1). 
  Standard Quality: Items of standard quality are considered to be the norm and the costs for items of such 
  quality are those listed. 
  Excellent Quality: Masterfully made and of exquisite appearance, excellent quality items are often sought 
  after for their beauty. The cost of excellent quality items is double the cost listed. 
  Masterwork Quality: Among the finest items of their kind, masterwork items are few and far between, 
  requiring more time and patience to create than most craftsman can muster. It is because of this care in their 
  crafting that masterwork weapons, armor and shields provide an additional +1 to their damage, protection or 
  deflection bonus, respectively.  The cost of masterwork quality items is triple the cost listed (the PP cost of 
  such items is increased by 1). 
   
  Quality 
  Cost Adjustment 
  PP 
  Adjustment 
  Special 
  Poor 
  1⁄2 standard cost 
  -1 
  Weapon damage/Armor protection is reduced by 1; 
  time to enchant is doubled 
  Standard 
  No adjustment 
  - 
  None 
  Excellent 
  Double standard 
  cost 
  +1 
  Time to enchant is reduced by 1/3 
  Masterwork 
  Triple 
  standard 
  cost 
  +2 
  Weapon damage/Armor protection is increased by 1; 
  time to enchant is reduced by 1/2 
  Net: A net is used to entangle enemies. When you 
  throw a net, you make a ranged attack against 
  your target. A net’s maximum range is 10 feet. If 
  you hit, the target is entangled. An entangled 
  creature takes a  –2 penalty on attack rolls and a –
  4 penalty on Dexterity, can move at only half 
  speed, and cannot charge or run. If you control 
  the trailing rope by succeeding on an opposed 
  Strength check while holding it, the entangled 
  creature can move only within the limits that the 
  rope allows. If the entangled creature attempts to 
  cast a spell, it must make a DC 15 Concentration 
  check or be unable to cast the spell. 
    An entangled creature can escape with a DC 20 
  Escape Artist check (a full-round action). The net 
  can be burst with a DC 25 Strength check (also a 
  full-round action). 
    A net is useful only against creatures within one 
  size category of you. 
    A net must be folded to be thrown effectively. 
  The first time you throw your net in a fight, you 
  make a normal ranged attack roll. After the net is 
  unfolded, you take a –4 penalty on attack rolls 
  with it. It takes 2 rounds for a proficient user to 
  fold a net and twice that long for a non-proficient 
  one to do so. 
  Nunchaku: With a nunchaku, you get a +2 bonus 
  on opposed attack rolls made to disarm an enemy 
  (including the roll to avoid being disarmed if such 
  an attempt fails). 
   
  Pick, Heavy or Light: A pick is designed to 
  concentrate its force on a small, penetrating point. 
  A heavy or light pick resembles a miner’s pick 
  but is specifically designed for war. 
   
  Quarterstaff: A quarterstaff is a double weapon. 
  You can fight with it as if fighting with two 
  weapons, but if you do you incur all the normal 
  attack penalties associated with fighting with two 
  weapons, just as if you were using a one-handed 
  weapon and a light weapon. A creature wielding a 
  quarterstaff in one hand can’t use it as a double 
  weapon. 
   
   
  54
  
   
  SPELL FAILURE WHEN WEARING ARMOR 
  Armor can make it difficult for a spellcaster to make the subtle gestures required to cast many spells. To 
  simulate this, a spellcaster wearing armor must make a spell failure check with a DC equal to the total 
  Protection plus Damage Save bonus that the armor provides +1. 
  Example: Hecatrice decides that combat is just too dangerous and starts wearing a chain shirt.  Now, 
  whenever she tries to cast a spell while wearing her chain shirt she must make a spell failure check (DC 5) 
  or the spell fizzles. Additionally, a gamemaster may want to make spell failure checks for players in secret 
  to add a sense of suspense and uncertainty for spellcasting characters. 
   
  Ranseur: A hilted polearm, a ranseur has reach. 
  You can strike opponents 10 feet away with it, 
  but you can’t use it against an adjacent foe. 
    With a ranseur, you get a +2 bonus on opposed 
  attack rolls made to disarm an opponent 
  (including the roll to avoid being disarmed if such 
  an attempt fails). 
   
  Rapier: You can’t wield a rapier in two hands in 
  order to apply 1-1/2 times your Strength bonus to 
  damage. 
   
  Scimitar: A single-edged sword with long curved 
  blade. 
   
  Scythe: A scythe can be used to make trip 
  attacks. If you are tripped during your own trip 
  attempt, you can drop the scythe to avoid being 
  tripped. 
   
  Shortbow: You need at least two hands to use a 
  bow, regardless of its size. You can use a 
  shortbow while mounted.  
   
  Shortbow, Composite: You need at least two 
  hands to use a bow, regardless of its size. You can 
  use a composite shortbow while mounted. All 
  composite bows have the Mighty extra, allowing 
  you to add your Strength bonus to the damage 
  you deal with them. A character with a penalty for 
  low Strength takes a -2 penalty on attacks with a 
  composite bow, in addition to the penalty to the 
  weapon’s damage bonus for low Strength. 
   
  Shortspear: A shortspear is small enough to 
  wield one-handed and may also be thrown. 
   
  Shuriken: A shuriken can’t be used as a melee 
  weapon. Although they are thrown weapons, 
  shuriken are treated as ammunition for the 
  purposes of drawing them. 
   
  Sickle: A sickle can be used to make trip attacks. 
  If you are tripped during your own trip attempt, 
  you can drop the sickle to avoid being tripped. 
   
  Sling: Your Strength modifier applies to damage 
  when you use a sling, just as it does for thrown 
  weapons. You can fire, but not load, a sling with 
  one hand. Loading a sling is a half action that 
  requires two hands. 
    You can hurl ordinary stones with a sling, but 
  stones are not as dense or as round as bullets and 
  incur a -1 penalty to a attack rolls and to damage. 
   
  Sword, Bastard: A bastard sword is too large to 
  use in one hand without special training; thus, it is 
  an exotic weapon. A character can use a bastard 
  sword two-handed as a martial weapon. 
   
  Sword, Two-Bladed: A two-bladed sword is a 
  double weapon. You can fight with it as if 
  fighting with two weapons, but if you do you 
  incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you 
  were using a one-handed weapon and a light 
  weapon. A creature wielding a two-bladed sword 
  in one hand can’t use it as a double weapon. 
   
  Trident: This weapon can be thrown. If you use a 
  ready action to set a trident against a charge, your 
  damage bonus is doubled on a successful hit 
  against a charging character. 
   
  Wakizashi: This small, slightly curved short 
  sword is made with a skill only masterful 
  weaponsmiths possess; it grants its wielder a +1 
  bonus to attack rolls. 
   
  Waraxe: A waraxe is too large to use in one hand 
  without special training; thus, it is an exotic 
  weapon. A Medium character can use a waraxe 
  two-handed as a martial weapon, or a Large 
  creature can use it one-handed in the same way. 
   
   
  55
  
  Warhammer: A blunt metal head attached to a 
  wooden haft. 
   
  Whip: A whip deals stun damage. It deals no 
  damage to anyone wearing armor or with ranks in 
  Protection. The whip is treated as a melee weapon 
  with 15-foot reach, but unlike most other 
  weapons with reach, you can use it against foes 
  anywhere within your reach, including adjacent 
  foes. 
    You can make trip attacks with a whip. If you 
  are tripped during your own trip attempt, you can 
  drop the whip to avoid being tripped. 
  When using a whip, you get a +2 bonus on 
  opposed attack rolls made to disarm an opponent 
  (including the roll to keep from being disarmed if 
  the attack fails). 
   
   
  56
  
   
  57
  
   
   
   
   
   
   
   
  POWERS 
   
   
   
   
  MIND CONTROL 
  Sorcerors and wizards have spells, heroes have 
  legendary swords, and dragons and other magical 
  creatures have supernatural abilities beyond 
  understanding.  Powers abound in many fantasy 
  worlds.  Magic spells and items, the most 
  common powers in the fantasy genre, are dealt 
  with in the next chapter.  This chapter deals with 
  everything else. 
  Powers that affect a person’s mind can be difficult 
  to handle because eventually that power is going 
  to be turned on a PC, which is no fun for the 
  player.  
   
  PRE- AND POST-COGNITION 
  Powers that allow a hero to see the past or future 
  make it easy to solve mysteries and learn about 
  threats before he encounters them. It is possible to 
  counter such powers by allowing villains access 
  to powers that obscure the hero’s ability. If you’re 
  going to do that why allow the hero to have the 
  power at all? 
    For in-depth information on acquiring powers 
  and how they work see pages 56-58 in the M&M 
  Core Rules.   
   
  UNBALANCING 
  POWERS AND SPELLS 
   
  Any power, or spell, can break your game and 
  make it less enjoyable if you let it but some can 
  be more problematic than others. Below is a list 
  of the most common problem powers: 
  SCRYING/ESP 
  Similar to the pre- and post-cognition powers, 
  scrying and ESP allow characters to view places, 
  and possible threats, from a safe distance.  
   
  FLIGHT AND TELEPORTATION 
   
  TELEPATHY 
  Often overlooked as a game breaking powers, 
  flight and teleportation allow a hero that 
  possesses them to overcome terrain, other land 
  and water-based obstacles and allows the hero a 
  means of ready escape in any open area. The easy 
  way to counter this is to threaten the heroes with 
  monsters and villains that also have these powers, 
  or the ability to neutralize them, but that can 
  become tiresome. 
  Reading 
  minds 
  or 
  sharing 
  long 
  distance 
  communication, telepathy allows a hero to learn 
  information 
  without 
  interacting 
  with 
  other 
  characters, communicate privately with his 
  companions, and communicate with creatures that 
  he could not normally. Telepathy can make 
  mysteries difficult. 
   
  TIME CONTROL AND TIME TRAVEL 
    
  INCORPOREAL 
  Time travel games can be fun, and a lot of work. 
  If you are willing to run a time travel game, be 
  prepared for sudden and extreme changes 
  Another power that allows obstacles to be 
  avoided, Incorporeal also allows characters to 
  avoid conflict, which isn’t a bad thing unless is 
  coupled with an attack power or spell that allows 
  the character to injure his foes without danger of 
  retaliation. 
   
  58
  
  ACCURACY 
  Cost: 4 
  Action: None 
  Range: Personal 
  Duration: Instant 
  Saving Throw: None 
  Choose one type of attack: melee, ranged, spell or 
  unarmed. You gain a +1 bonus to hit your target 
  when using that type of attack.  
    Note that this power stacks with BAB and feats 
  that increase attack bonuses, and allows players to 
  exceed the normal limits placed on attack 
  bonuses. Accuracy is specifically included here to 
  allow the creation of certain types of magical 
  weapons but could also be used to simulate 
  someone with extraordinary swordsmanship or 
  archery skill.  
   Gamemasters should be careful when allowing 
  players to use this power as it can be unbalancing. 
   
  CAPTIVATING SONG 
  Cost: 8 
  Action: Half 
  Range: Area 
  Duration: Sustained 
  Saving Throw: Will  
  When you sing, up to 8 creatures within the 
  affected area must succeed on a Will save (DC 
  equal to 12 + your Power Rank) or become 
  captivated. Creatures of lower PL are always 
  affected first. A creature that successfully saves 
  cannot be affected again for 24 hours. 
    A captivated victim walks toward you, taking 
  the most direct route available. If the path leads 
  into a dangerous area (through flame, off a cliff, 
  or into combat), that creature gets a second saving 
  throw. Captivated creatures can take no actions 
  other than to defend themselves. (Thus, a 
  character cannot run away or attack but takes no 
  defensive penalties.) A victim within 5 feet stands 
  there and offers no resistance to your attacks. The 
  effect continues for as long as you sing and for 1 
  round 
  thereafter. 
  The 
  Enchanting 
  Music 
  countersong ability allows the captivated creature 
  to attempt a new Will save. 
   
   
  CONTROL UNDEAD 
  Cost: 2 
  Action: Half 
  Range: Sight 
  Duration: Continuous 
  Saving Throw: Will 
  You may take control of a single undead creature, 
  commanding it to do as you wish. Make a Control 
  Undead power check, your target may make a 
  Will save with a DC equal to your power check 
  result.  If the save fails, you take control of the 
  target. Commands given to creatures under your 
  control must be given verbally; creatures under 
  your 
  control 
  understand 
  your 
  commands 
  regardless of the language you speak them in.  
    Undead creatures with an Intelligence score 
  higher than 4 may resist your control; they may 
  attempt a new Will save each time you give them 
  a command.  The DC of that save is equal to your 
  original power check result. Each time an undead 
  creature under your control attempts a new Will 
  save you may, at your discretion, make another 
  power check to try to strengthen your hold. 
   
  POWER STUNTS 
  Mental Link: You may issue commands to 
  creatures under your control telepathically. 
   
  EXTRA 
  Horde: Each time you take this extra, the total 
  number of undead creatures you can control 
  doubles. 
   
  FLAW 
  Limited – One Type Only: You can control only 
  one type of undead creature. 
   
   
  CREATE UNDEAD 
  Cost: 3 
  Action: 1 hour per PL of the creature created 
  Range: Normal 
  Duration: Permanent 
  Saving Throw: None 
  You may create an undead creature. Choose an 
  undead creature from Appendix I or, with your 
  GM’s permission, design an undead creature that 
  you would like to create.  Most undead creatures 
  require special materials to create (bones for a 
  skeleton, a dead body for zombies and vampires, 
  etc.); exactly what is required should be 
  determined by your gamemaster.  
    The DC to create your chosen creature is equal 
  to 15+the PL of the creature. Undead creatures 
  created in this way are not immediately under 
  your control and have no predisposition toward 
  helping you or following your commands. 
   
   
   
  59
  
  DEATH GAZE  
  Cost: 6 
  Action: Half 
  Range: Normal 
  Duration: Permanent 
  Saving Throw: Fortitude 
  Just the act of looking at you can kill.  Creatures 
  that see you while this power is active must 
  succeed on a Fortitude Save (DC 10 + Power 
  Rank) or be killed instantly. 
   
  EXTRA 
  Restricted–Gaze Attack: You must make eye 
  contact with a target in order to use your 
  power, making it a gaze attack (see pg.140 
  M&M Core Rules) 
   
  EARTH GLIDE 
  Cost: 3 
  Action: Half 
  Range: Personal 
  Duration: Sustained 
  Saving Throw: None 
  You can move through stone, dirt, or almost any 
  other sort of earth except metal as easily as a fish 
  swims through water. While using Earth Glide 
  you may travel five feet per rank (doubled as a 
  full action) and bring with you one other creature 
  with a size category no more than one higher than 
  yourself. When using this power you are capable 
  of breathing normally and you leave behind no 
  tunnel or hole, nor do you create any ripple or 
  other signs of your presence. 
   
   
  INSTIL FEAR 
  Cost: 1 
  Action: Half 
  Range: Normal 
  Duration: Instant 
  Saving Throw: Will 
  You can cause fear and terror in a target creature. 
  The target creature must succeed on a Will Save 
  (DC 15 + Power Rank) or become Frightened.  
  Frightened creatures take a -2 penalty to all attack 
  rolls, saving throws, skill checks, and ability 
  checks and must flee from the source of their fear 
  (if possible) as quickly as they can. Frightened 
  characters can choose the path of their flight and, 
  once they are out of sight (or hearing) of the 
  source of their fear, they can act normally. 
   
   
   
  PENETRATING STRIKE 
  Cost: 3 
  Action: None 
  Range: Personal 
  Duration: Instant 
  Saving Throw: Damage 
  Your unarmed attacks are capable of overcoming 
  even the most effective armor. When resisting 
  your unarmed attacks, any levels of Protection 
  your target has (whether from Protection or 
  Armor) are reduced by an amount equal to your 
  rank in Penetrating Strike. If your target’s 
  Protection is reduced to 0 any remaining 
  Penetrating Strike ranks are applied to your 
  target’s saving throw, which cannot be reduced 
  below 0. 
    Armor and other Protection abilities with the 
  Impervious extra are immune to penetrating 
  effects and treat the damage of such attacks 
  normally. 
   
  WHY PENETRATING STRIKE 
  Penetrating is an attack effect and Penetrating 
  Strike is a good way to model the abilities of 
  extraordinary martial artists. Some may argue 
  that it is redundant and therefore unnecessary; 
  others 
  might 
  find 
  the 
  differences 
  in 
  application useful. In either case, Penetrating 
  Strike used on its own, or as an extra for other 
  attack powers, is the way that Monsters and 
  Mayhem deals with attacks that are less 
  inhibited by protective powers. 
   
   
  PETREFYING GAZE  
  Cost: 5 
  Action: Half 
  Range: Normal 
  Duration: Continuous 
  Saving Throw: Reflex 
  The act of looking at you causes creatures to turn 
  to stone.  Creatures that see you while this power 
  is active must succeed on a Reflex Save (DC 12 + 
  Power Rank) or be turned to stone.  Any creature 
  that is turned to stone remains in a state of stony 
  suspended animation until you release them (as a 
  free action) or the power is neutralized. 
   
  60
  
  REPEL UNDEAD 
  Cost: 2 
  Action: Half 
  Range: Area 
  Duration: Sustained 
  Saving Throw: Will 
  You can create an area around yourself (radius 
  5ft x power rank) which undead creatures 
  cannot enter. This repellant field is not a 
  physical barrier and if forced against an undead 
  creature that is unable to escape it collapses.  
  An undead creature that successfully makes a 
  Will save (DC equal to 15 + your Power Rank) 
  is unaffected by the barrier and may act 
  normally. 
   
   
  SCRYING 
  Cost: 2 
  Action: Full 
  Range: Special; Area 
  Duration: Concentration 
  Saving Throw: None 
  You can sense distant places and things that you 
  are familiar with as if you were actually present. 
  While using Scrying you are oblivious to the 
  world around you.  
    Choose a target creature, object or place; your 
  familiarity with the target will determine the DC 
  to locate it (see sidebar). You can Scry anywhere 
  within the dimension you are in when you 
  activate the power, however you are only able to 
  perceive an area surrounding your target equal to 
  (radius 5 ft. x your power rank). At any time 
  during your Scrying you may re-focus the power 
  on a new target by taking a half action. 
    If a power like Obscure (or some similar 
  obstruction) protects the area you want to view 
  you must make an opposed Scrying check against 
  DC (10 + the obstruction’s power rank) in order 
  to overcome it. 
   
   
  STENCH 
  Cost: 4 
  Action: Free 
  Range: Area 
  Duration: Continuous 
  Saving Throw: Fortitude 
  You produce a foul-smelling, toxic liquid. Any 
  living creature within the affected area must 
  succeed on a Fortitude save (DC 15 + Power 
  rank) or be nauseated for as long as it remains 
  within the affected area and for 2 rounds 
  afterward. Creatures that successfully save are 
  sickened, and take a –2 penalty on all attack rolls,  
   
  damage bonuses, saving throws, skill checks, and 
  ability checks for as long as they remain in the 
  area. A creature that successfully saves cannot be 
  affected again by the same stench for 24 hours. 
  Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
  SCRYING DCs 
   
  FAMILIARITY 
  DC 
  You are very familiar with the target 
  have owned the object or known the 
  creature for a number of years 
   
  DC 10 
  You are somewhat familiar with the 
  target have touched the object or met 
  the creature in question 
   
  DC 15 
  You have been told about your target 
  by someone that has come in contact 
  with it and is able to describe it to you 
   
  DC 20 
  You know nothing about your target 
  DC 30 
   
  Having a connection to your target also increases 
  the chances that you can locate it correctly.  Take 
  the following adjustments in to account when 
  determining your Scrying DC. 
   
  You have a picture or likeness of the target 
  -2 
  You have a possession, garment or other 
  object that your target has been in contact 
  with for a reasonable length of time 
  -5 
  You have piece of your target in your 
  possession 
  -10 
   
  SUMMON CREATURE 
  Cost: 3 
  Action: Half 
  Range: Normal 
  Duration: Sustained 
  Saving Throw: None 
  Choose a creature creature from Appendix I or II 
  or, with your gamemaster’s permission, design a 
  unique creature. The PL of the chosen creature 
  may not exceed half your power rank in 
  Summon Creature, rounded down (1 rank in 
  Summon Creature allows you to summon PL 0 
  creatures). You are able to summon a creature of 
  your chosen type from another dimension and it 
  will appear in a location of your choice within 
  your range. When the creature appears it 
  immediately 
  attacks 
  your 
  opponents 
  and 
  continues until it is killed or you release it. A 
  killed or released creature instantly returns to its 
  dimension of origin. 
   
  61
  
   
  POWER STUNTS 
  Swarm: You can summon a number of creatures 
  simultaneously so long as the total PL of all 
  creatures summoned does not exceed half your 
  power rank, rounded down. 
   
   
  EXTRAS 
  Horde: Each time you take this extra the total 
  number of creatures that you can summon is 
  doubled, although this does not change the 
  number of creatures you can summon at one time. 
   
  Powerful: You can summon a creature with a PL 
  equal to one less than your power rank. (1 rank 
  allows you to summon PL 0 creatures). 
   
  Variable: By taking a half action and spending 1 
  Hero Point you may choose a different type of 
  creature to summon. 
   
  FLAWS 
  Willful: The summoned creature has a mind of its 
  own and does not act on your behalf without 
  persuasion or coercion. An additional application 
  of this flaw makes the summoned creature 
  actively hostile toward you. 
   
   
  SUPER STRENGTH 
  Cost: 3 
  Action: None 
  Range: Personal 
  Duration: Continuous  
  Saving Throw: None 
  You are capable of tremendous feats of strength, 
  Supers-Strength adds its rank to your damage 
  with melee attacks, all Strength-based skill 
  checks, and Strength checks (for feats of strength 
  like breaking through doors or walls or snapping 
  chains). In addition, each rank in Super-Strength 
  increases your carrying capacity; your maximum 
  load increases by 200 lbs per rank, heavy load by 
  100 lbs per rank, medium load by 5lbs per rank, 
  and light load by 25 lbs per rank. 
   
  EXTRA 
  Lifting: Instead of increasing your carrying 
  capacity as detailed above, your carrying capacity 
  is doubled for each rank you have in Super-
  Strength. 
   
   
   
  UNNERVING GAZE 
  Cost: 5 
  Action: Half 
  Range: Normal 
  Duration: Sustained 
  Saving Throw: Will 
  You are able to make your face take on a 
  disturbing appearance, such as an opponent’s 
  departed loved one or bitter enemy, although you 
  are not aware how your face appears. Choose one 
  opponent when you activate the power, your 
  target must succeed on a Will save (DC 10 + 
  power rank) or take a -2 penalty to attack rolls 
  against you for as long the power is active. 
   
  ABILITY SCORES HIGHER THAN 20  
  AND NOT SO SUPER SUPER-STRENGTH 
  The M&M Core Rules are designed to use an ability 
  range from 1 to 20 and expect that characters will 
  take Super Abilities to exceed those limits. For most 
  situations, this assumption works just as well for 
  fantasy characters with one exception: Super 
  Strength. 
    Super Strength provides one benefit that is not 
  entirely in keeping with the fantasy genre: it doubles 
  a character’s carrying capacity. Monsters and 
  Mayhem uses the modified version of Super-
  Strength shown here as its default.  
    When creating magical items that increase a 
  creature’s strength either version of Super-Strength 
  can be used. Using the original is recommended if 
  you want magic to be more impressive. 
   
  62
  
   
  63
  
   
   
   
   
   
   
   
  MAGIC 
  Magic, in large part, is what makes fantasy. 
  Wizards, dragons, legendary swords; these are all 
  magical. In Monsters and Mayhem, players can 
  be wizards, dragons, or, yes, even a legendary 
  sword; it is all a matter of where your imagination 
  takes you. 
     This chapter deals primarily with wizards, 
  spellcasting and the creation of magical items.  
   
  WHERE DOES IT COME FROM? 
  The source of magic varies from world to world; 
  it may be the gods, ley-lines, the left-over 
  energies of creation, or any number other 
  explanations that you may care to imagine. The 
  way this affects magic and its use, if it does at all, 
  can add unique flavor to your campaign. 
   
  AVAILABILITY 
  The amount of magic in a game can be a deciding 
  factor in your style of play.  
    Common, 
  widespread 
  magic 
  makes 
  consequences less important. When injury and 
  death are reversible combat becomes less 
  frightening. Spells that reveal past or future 
  events make crimes and mysteries easy to solve. 
  When everyone knows someone who is a wizard, 
  magic becomes less wonderful and awe-inspiring. 
    Rare magic has the opposite effect; combat 
  becomes deadly again without magical healing, 
  mysteries require investigation and wizards are 
  mysterious and legendary figures. 
    Who can do magic? If everyone is capable of 
  learning magic it is more likely that it is 
  widespread. If learning magic requires a special 
  talent or can only be learned by certain races it 
  becomes more rare and mysterious. 
  RELIABILITY 
  A spell that works reliably begins to resemble a 
  science rather than art. For some campaigns this 
  may be the tone you want. The idea that a player 
  has paid points for an unreliable ability is a valid 
  concern. Magic, though, is a powerful and 
  versatile ability that you may want to limit for 
  reasons of balance or campaign flavor. 
   
  MAGIC AS TECHNOLOGY 
  Depending on how powerful or prevalent you 
  want magic to be in your game, magic can be 
  used as a substitute for technology. Crystal balls 
  instead of televisions, magic carpets instead of 
  cars, and factories that mass-produce magical 
  items for public consumption are just the 
  beginning of what is possible. Taking this to the 
  extreme, you can create a modern setting with all 
  of the fantasy trappings. 
   
  THE HANDS OFF APPROACH 
  It may not be popular with the players but one 
  way to limit the effects of magic on your 
  campaign is to take it out of the player’s hands. 
  Disallowing spellcasters as heroes and limiting 
  them to NPC status gives you complete control of 
  what magic is available and how reliable it is. 
  This approach also allows you to ignore any 
  bookkeeping and treat magic as a plot device. 
   
   
  64
  
   
  MAGIC ISN’T NECESSARILY  
  JUST FOR SORCERORS AND WIZARDS 
  In Monsters and Mayhem anyone can cast spells; 
  the ability is not tied to any race or profession. It 
  is simply a matter of training or aptitude.  
    Talk to your gamemaster. He may have 
  special restriction about who can use magic in 
  your campaign. 
   
  MAGECRAFT AND MAGICAL TRAINING 
  The heart of the Monsters & Mayhem magic 
  system is the Magecraft feat. By taking 
  Magecraft, any character can cast a spell. 
  However that is only the beginning. If you want 
  to be able to cast spells frequently you’ll also 
  want to take the Magical Training feat, which will 
  give you some Spell Energy to work with. 
   
  MAGIC AND ABILITY SCORES 
   
  RANDOM EFFECTS TABLES 
  If you are unwilling to take magic out of the hands 
  of your players you can still spice up the magic in 
  your game by making it less predictable. Below is 
  an example table for randomizing the effects of 
  spellcasting in your campaign. 
   
  Result 
  Effect 
  Even # 
  Spell behaves normally 
  01 
  Reduce the spell energy cost of this spell 
  by half (round down). 
  03 
  Treat spell as if it were cast 1 rank lower. 
  05 
  The spellcaster gains 0-5 spell energy 
  (roll a d20, divide by 4 and round down). 
  07 
  The spell effect is delayed one round. 
  09 
  The DC of any Saving Throw against this 
  spell in increased by 2. 
  11 
  The spellcaster may not cast spells for 0-
  2 rounds (roll a d20 and use the tens 
  place for the result). 
  13 
  The spellcaster must make a Fortitude 
  Save (DC 10) or become fatigued. 
  15 
  Treat spell as if its range were one  
  step higher or, if personal, as if it had  
  the Area extra. 
  17 
  Double the spell energy cost of this spell. 
  19 
  Treat spell as if it were cast  
  1 rank higher. 
   
  Your magical powers are based on an ability 
  score that you choose when you take the 
  Magecraft feat and determine your character’s 
  approach to magic. The three primary approaches 
  to magic are Experiential (Charisma), Logical 
  (Intelligence), and Perceptual (Wisdom). These 
  approaches define how your character views 
  magic and learns new spells:  
   
  Experiential spellcasters view magic as a 
  powerful extension of their own personality. To a 
  mage of this tradition, spells are simply another 
  effect they may cause through an application of 
  will. Experiential magi use Charisma as their 
  spellcasting ability. 
   
  Logical spellcasters view magic scientifically, 
  approaching spells as problems and theories to be 
  tested and proven through careful research and 
  experimentation. Logical magi use Intelligence as 
  their spellcasting ability. 
    
  Perceptual spellcasters view magic as an 
  extension of the natural order of the universe. 
  Spells, to the perceptual magi, are a matter of 
  inspiration and study. Perceptual magi use 
  Wisdom as their spellcasting ability. 
   
  LEARNING SPELLS 
  There are two ways for a mage to learn a new 
  spell: Spontaneously and through Research.  
  Spontaneous spell development is the most 
  straightforward method of learning a new spell; 
  you keep trying to cast a spell that you have not 
  learned until you succeed. To accomplish this:   
  Choose, or design, a spell that you want to learn 
  (with your GM’s permission).   
  Make a Spellcraft check (DC 20+the spell cost for 
  Logical Magi, DC 15+the spell cost for 
  Experiential and Perceptual Magi).   
  If your Spellcraft check is successful you may 
  now buy the spell effect as a Spell feat.  
   
  Researching a spell requires a little more time and 
  effort but is just as rewarding. To research a new 
  spell you will need a teacher, a magical 
  laboratory, or a written copy of the spell (a 
  spellbook or scroll). The steps for researching a 
  new spell are as follows:   
  1. Choose a spell effect that you want to learn.  
  2. Spend 1 day/PP cost of the effect studying.  
   
  65
  
   
  3. At the end of the study period, make a 
  Spellcraft check (DC 20+the spell cost for 
  Experiential Magi, DC 15+the spell cost for 
  Logical and Perceptual Magi).   
  4. If your Spellcraft check is successful you may 
  now buy the spell effect as a Spell feat.  
   
   
   
    Each time that an experiential mage fails his 
  Spellcraft check to learn a new spell effect, add a 
  +1 circumstance bonus to his next attempt to 
  learn the same spell effect.  
    For each additional day that a Logical mage 
  spends studying a spell effect beyond the required 
  number, add a +1 circumstance bonus to his next 
  attempt to learn the same spell effect. Studying a 
  spell effect requires a minimum of 5 hours of 
  uninterrupted time each day to count toward 
  researching a spell.  
    Regardless of the method used, a mage cannot 
  Take 10 or 20 to learn a new spell. 
    
  CASTING SPELLS 
  In the Monsters & Mayhem magic system a mage 
  may cast any spell whose cost is equal to, or less 
  than, your level divided by two (rounding up). 
  Therefore, at 1st and 2nd level you may only cast 
  spells with a cost of 1; at 3rd and 4th level you 
  may cast spells with a cost of 2 or less; etc. 
   
  SPELL ENERGY 
  Spell energy is a pool of points that allow a mage to 
  cast spells without taking spell damage. You do not 
  automatically start with spell energy but may gain 
  spell energy by taking the Magical Training feat.  
    The Magical Training feat provides you with an 
  amount of spell energy equal to your spellcasting 
  ability modifier, chosen when the Magecraft feat is 
  taken (see Magic and Ability Scores above. 
   
   
  MAGIC: DIVINE OR ARCANE? 
  Some games make a distinction between faith-
  based magic and secular magic.  Monsters and 
  Mayhem does not. However, should you want 
  to do so, here are the easiest methods: 
   
  ● Allow faith-based magic users to 
  substitute the Touched feat for the 
  Magecraft 
  feat 
  when 
  creating 
  their 
  character. 
   
  ● Change the Power Source of a faith-
  based magic-user’s ability to Miraculous. 
   
    The first option stylistically distinguishes 
  between 
  the 
  types 
  of 
  magic 
  while 
  systematically keeping them the same. This 
  allows the spells of a magic-user of either type 
  to be negated in the same way. The second 
  option distinguishes the types of magic 
  systematically, which means that even if your 
  wizard is negated by a foe’s powers your cleric 
  may still be able to cast spells. In either case, 
  the 
  gamemaster 
  should 
  determine 
  how 
  different types of magic are handled before the 
  game begins. 
   
   
  PSIONICS 
  Some players may want to play a psion (a 
  creature that uses the power of its mind to 
  create effects similar to magic). Whether 
  psionics fit with your game is a decision for 
  your gamemaster.  
    If your GM allows it there are a couple of 
  ways Psionics can be implemented. You could 
  just use Magecraft and Magical Training with 
  different names (Psicraft and Psionic Training) 
  or you could buy each of your individual 
  psionic powers normally.  The first option 
  allows you the flexibility (and flaws) of a 
  spellcaster, the second is less flexible but 
  doesn’t limit how often you can use the power. 
    In any case, the gamemaster should determine 
  whether psionics are just another form of 
  magic or if they have a different power source. 
   
  LEARNING SPELLS DURING DOWNTIME 
  The rules presented here for learning a new 
  spell are not meant to make it difficult for a 
  spellcaster. They are intended to provide a 
  method by which a character can learn new 
  spells during the course of game play. If the 
  players or gamemaster aren’t interested playing 
  through the acquisition of new spells it should 
  be a simple matter to allow a spellcaster to 
  learn new spells between adventures. 
   
  66
  
  SPONTANEOUS  
  OR ROTE SPELLCASTING? 
  The magic rules presented so far assume that 
  spellcasters are able to cast spells spontaneously. 
  This not required. Some mages are only able to 
  cast spells in advance. This reduces their flexibility 
  but increases the number of spells they have 
  available. Apply the Rote flaw to a Spell Feat when 
  a rote spellcaster purchases a new spell. 
   
   
  SPELL RANK 
  The rank at which a spells is cast which 
  determines how effective it is. Each time that a 
  mage casts a spell he must choose what rank he 
  will use. For each rank at which the spell is cast a 
  mage must spend 1 point of spell energy. For 
  example: Hecatrice wants to cast her Fire Wand 
  spell at rank 4. It will cost her 4 points of spell 
  energy to cast this spell.  
   
  SPELL DAMAGE AND EXHAUSTION 
  If a mage runs out of spell energy, he may still 
  continue to cast spells by expending his life 
  energy instead. This is called spell damage. For 
  each point of spell energy that a spell requires 
  which the mage cannot spend he takes 1 point of 
  temporary Constitution damage instead (This also 
  temporarily decreases any skills or saves based on 
  Constitution) and becomes fatigued. If the mage 
  chooses to cast another spell while fatigued, he 
  takes his temporary Con damage and becomes 
  exhausted. If, while exhausted, the mage casts 
  another spell, he falls unconscious the following 
  round. At anytime during this progression, the 
  mage may spend a Hero Point to ignore either the 
  temporary Constitution damage or the effects of 
  the fatigue. If he so chooses, the mage may spend 
  2 Hero Points to ignore both effects. 
   
   
   
  FLAW 
  Rote Spellcasting: You may only cast spells 
  by preparing them in advance. Each day, at a 
  time 
  agreed 
  upon 
  by 
  you 
  and 
  your 
  gamemaster, you may prepare spells by 
  spending one hour studying your spellbook. 
  Any spell energy required for your spells is 
  spent when you choose your spells for the day. 
    Prepared spells require a half action to cast 
  and, once cast, cannot be cast again. 
    At the end of each day, any unused spells 
  you have remaining dissipate and must be 
  prepared again.  
   
  67
  
  CREATING MAGICAL ITEMS 
  STEP-BY-STEP  
  MAGICAL ITEM CREATION 
   
  1. DESIGN YOUR ITEM CONCEPT  
  Write a short description of what you want to 
  create. What does it look like? What does it 
  do? 
   
  2. CHECK WITH YOUR GAMEMASTER 
  Talk to your gamemaster to make sure that 
  your magical item fits into the campaign and 
  determine if there are any limits that the he 
  wants to put on the item. If your character will 
  be creating the item, make certain that the 
  gamemaster agrees that your character has the 
  appropriate feats, skills, powers and/or spells to 
  create your item.  
   
  3. DEFINE THE ITEM’S  
  DESCRIPTION AND HISTORY 
  Just like people, magical items have a history. 
  Where did the item come from? Who created 
  it? Why did they create it? If your character 
  will be creating this magical item during the 
  course of the game these questions will be easy 
  to answer; if the item is to be discovered or 
  come into the possession of the players the 
  history becomes much more important. 
   
  4. BUILD YOUR MAGICAL ITEM 
  Once you have your gamemaster’s approval 
  you can start building. What powers will the 
  item  
  have and at what rank? Does the 
  device have extras, flaws, or power stunts? See 
  pages 110-123 of  the M&M Core Rules for 
  details on building devices.  
   
  5. REVIEW YOUR ITEM  
  WITH THE GAMEMASTER 
  After you’ve built your device, show your 
  gamemaster the math and description to make 
  sure that what you’ve created is acceptable. 
  OUT-OF-GAME CREATION 
  In system terms, magical items are devices and 
  should be built using the device creation rules that 
  can be found on pg. 110 of the M&M Core Rules. 
   
  IN-GAME CREATION 
  Creating or enhancing an item takes 1 day for 
  each PP in the cost of its magical features. To 
  create an item or enhance a weapon, suit of 
  armor, or shield, you must pay its cost in PP and 
  expend any raw materials required.  
    You can also mend a broken magic item, 
  weapon, suit of armor, or shield if it is one that 
  you could make. Doing so costs half the PP, half 
  the raw materials, and half the time it would take 
  to enchant that item in the first place.  
    In addition, you can create a temporary item or 
  temporarily enhance a weapon, suit of armor, or 
  shield. Creating or enhancing a temporary item 
  takes 12 hours for each PP in the cost of its 
  magical features. The item or enhancement 
  remains for a number of days equal to 1d20+the 
  PP cost of its magical features. You may not Take 
  10 or 20 on this roll.  
   
  ARTIFACTS 
  Some weapons, some rings, some items are not 
  simply magical. They are artifacts, legendary 
  items of power that are beyond the ability of 
  players to create and that can have a profound 
  effect on the game. 
  Artifacts should be created by the gamemaster to 
  fulfill some purpose in the game. That purpose 
  could be to create something for the players to 
  quest for, attempt to destroy or just provide the 
  campaign world with a little flavor.  
   
   
   
  68
  
   
  69
  
   
   
   
   
   
   
   
  CHARACTERISTICS
  Who your hero is should be just as important as 
  what your hero can do. Chapter 6 of the M&M 
  Core Rules (pages 102-107) covers this subject in 
  depth and much of that will be useful to you. This 
  chapter discusses optional considerations for a 
  fantasy game. 
   
  ALLEGIANCE 
  Heroes often have loyalties and obligations that 
  are indications of what the character values in 
  life. A hero may have no allegiances (being either 
  a free spirit or a lone wolf) or may change 
  allegiances as he goes through life. Also, just 
  because the hero fits into a certain category of 
  people doesn’t mean the character has to have that 
  category as an allegiance. A hero’s allegiance can 
  take the form of loyalty to another person, to an 
  organization, to a nation, to a belief system or 
  philosophy. In general, a character can discard an 
  allegiance at any time, but may only gain a new 
  allegiance after attaining a new level. 
    Having an allegiance implies having sufficient 
  intelligence and wisdom to make a moral or 
  ethical choice. As a result, a character must have 
  Intelligence and Wisdom scores of 3 or higher in 
  order to select allegiances. 
   
  DETERMINING ALLEGIANCES 
  A hero may have up to three allegiances, listed in 
  order from most important to least important. If 
  the character acts in a way that is detrimental to 
  his allegiance, the GM may choose to strip the 
  character of that allegiance (and all its benefits) 
  and assign an allegiance more suitable to those 
  actions. 
   
  SAMPLE ALLEGIANCES 
  Allegiances include, but are not limited to, the 
  following examples. 
   
  Person or Group: This could be a leader or 
  superior, a family, a group of linked individuals 
  (such as a band of adventurers or a rebel cell), or 
  a discrete unit within a larger organization (such 
  as members of the character’s squad or platoon, 
  or individuals whose safety the character is 
  responsible for). 
  Organization: This may be a business, a 
  gathering of like-minded individuals, a fraternal 
  brotherhood, a secret society, a branch of the 
  armed forces, a local, state, or national 
  government, a university, an employer, or an 
  otherwise established authority.  
  Nation: This may or may not be the nation that 
  the hero currently resides in. It may be where the 
  individual was born, or where the hero resides 
  after moving to a new home. 
  Belief System: This is usually a particular faith or 
  religion, but can also be a specific philosophy or 
  school of thought. Belief systems could also 
  include political beliefs or philosophical outlooks. 
   
  ALLEGIANCES AND INTERACTIONS 
  An allegiance can create an empathic bond with 
  others of the same allegiance. With the GM’s 
  permission, the character gains a +2 circumstance 
  bonus on Charisma-based skill checks when 
  dealing with someone of the same allegiance—as 
  long as the character has had some interaction 
  with the other character to discover the 
  connections and bring the bonus into play. 
   For more information on Interactions see page 
  148 of the M&M Core Rules. 
   
  70
  
  ALIGNMENT 
  A hero or creature’s general moral and personal attitudes can be represented by an alignment system: lawful good, 
  neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. 
  Alignment can be a tool for developing your character’s identity but it is not a straitjacket for restricting your 
  character. Each alignment represents a broad range of personality types or personal philosophies, so two heroes of the 
  same alignment can still be quite different from each other. In addition, few people are completely consistent. 
   
  GOOD VS. EVIL 
  Good characters and creatures protect innocent life; Evil characters and creatures debase or destroy it, whether 
  for fun or profit.  
    “Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters 
  make personal sacrifices to help others.  
    “Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for 
  others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of 
  duty to some evil deity or master.  
    People who are neutral with respect to good and evil have compunctions against killing the innocent but lack 
  the commitment to make sacrifices to protect or help others. Neutral people are committed to others by 
  personal relationships.  
  Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that 
  one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of 
  commitment one way or the other, but for some it represents a positive commitment to a balanced view. While 
  acknowledging that good and evil are objective states, not just opinions, these folks maintain that a balance 
  between the two is the proper place for people, or at least for them. Animals and other creatures incapable of 
  moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral 
  because they lack the capacity for moral choice. 
   
  LAW VS. CHAOS 
  Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of 
  their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, 
  and do what they promise if they feel like it. 
    “Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can 
  include close-mindedness, reactionary adherence to tradition, judgmental-ness, and a lack of adaptability. Those who 
  consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each 
  other and make the right decisions in full confidence that others will act as they should. 
    “Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment 
  toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only 
  unfettered personal freedom allows people to fully express themselves and lets society benefit from the full potential 
  of its individuals. 
    Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a 
  compulsion to obey nor to rebel; he is honest but can be tempted into lying or deceiving others. 
    Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather 
  than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling 
  compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or 
  chaos, regarding each as an extreme with its own blind spots and drawbacks. 
  Animals and other creatures incapable of moral choice are neutral. Dogs may be obedient and cats free-spirited, but 
  they do not have the moral capacity to be truly lawful or chaotic. 
   
  THE NINE ALIGNMENTS 
  Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each 
  alignment description below depicts a typical character of that alignment. Remember that individuals vary from this 
  norm, and that a given character may act more or less in accord with his alignment from day to day. Use these 
  descriptions as guidelines, not as scripts. 
    The first six alignments, lawful good through chaotic neutral, are the standard alignments for heroes; the three evil 
  alignments should only be available to monsters and villains. 
   
  Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. he 
  combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, 
  helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. 
    Lawful good is the best alignment you can be because it combines honor and compassion. 
   
  Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to 
  helping others. He works with kings and magistrates but does not feel beholden to them. 
    Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. 
   
   
   
  71
  
  ALIGNMENT (continued) 
  Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what 
  others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has 
  little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He 
  follows his own moral compass, which, although good, may not agree with that of society. 
    Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. 
   
  Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs; order and 
  organization are paramount. He may believe in personal order and live by a code or standard, or may believe in order for 
  all and favor a strong, organized government. 
    Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. 
   
  Neutral, “Undecided”: A neutral character does what seems to be a good idea. He doesn’t feel strongly one way or 
  the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias 
  rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, he would rather 
  have good neighbors and rulers than evil ones. Still, he’s not personally committed to upholding good in any abstract 
  or universal way. 
  Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, 
  law, and chaos as prejudices and dangerous extremes; they advocate the middle way of neutrality as the best, most 
  balanced road in the long run. 
    Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. 
   
  Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims; he is an individualist first and last. 
  He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and 
  challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of 
  anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire 
  to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not 
  totally random. He is not as likely to jump off a bridge as to cross it. 
    Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions 
  and a do-gooder’s zeal. 
   
  Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of 
  conduct without regard for who it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life 
  and plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is 
  willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. 
  He is loath to break laws or promises. 
  This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who 
  oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having 
  underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them 
  above unprincipled villains. 
    Some lawful evil people and creatures commit themselves to evil with zeal like that of a crusader committed to good. 
  Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may 
  also see doing evil as part of a duty to an evil deity or master. 
    Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil. 
   
  Neutral Evil, “Malefactor”: A neutral evil villain does whatever he can get away with; out for himself, pure and 
  simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and 
  holds no illusions that following laws, traditions, or codes would make him any better or more noble. On the other 
  hand, he doesn’t have the restless nature or love of conflict that a chaotic evil villain has. 
  Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are 
  devoted to evil deities or secret societies. 
  Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation. 
   
  Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive 
  him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can 
  get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his 
  plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be 
  made to work together, but only by force, and their leader lasts only as long as he can thwart attempts to topple or 
  assassinate him. 
  Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also 
  of the order on which beauty and life depend. 
   
   
   
  72
  
  EXTRA EFFORT 
  A hero can often push himself past his limits 
  when a situation requires it. The M&M Core 
  Rules discuss Extra Effort on page 105; what is 
  presented here are additional ways a hero can 
  push himself. 
   
  Desperate Attack: You may make one additional 
  attack (or parry if you are using the parry rules). 
  This additional attack is made with a -2 penalty. 
   
  Increase a spell rank: You can cast a single spell 
  at 2 ranks higher than you normally could. You 
  must still spend the additional spell energy for 
  those ranks and the benefits of those higher ranks 
  expire after one round. Continuous and Sustained 
  spell effects immediately drop 2 ranks after one 
  round. Permanent spells cannot be increased by 
  extra effort. 
   
  Vital Opening: You gain a +1 to the Damage 
  Bonus of one attack. 
   
   
  HERO POINTS: MORE OR LESS 
  Hero points, as a resource, create a cinematic feel 
  that may not match your vision for your game.  
    In a gritty game you may want to give characters 
  a number of Hero Points each session based on 
  roleplaying (staying in character or overcoming a 
  difficult obstacle) or you may even want to 
  discard Hero Points entirely.  
    In an over-the-top campaign Hero Points are a 
  necessity and you’ll want your heroes to have 
  plenty of them.  In such a campaign heroes should 
  have Hero Points equal to their PL (or even 
  double their PL for extremely high powered 
  games) and Hero Points should refresh at the 
  beginning of every game session. 
   
   
  WEAKNESSES 
   
  CURSED 
  This hero is being mystically or divinely punished 
  for some past action. The hero may not even be 
  aware of why they are cursed but are very likely 
  aware of the effects of the curse. Curses should be 
  things like: All those you love die tragically, your 
  food always tastes of ashes, you may never speak 
  a lie, or you are always mistaken for a notorious 
  outlaw. Whatever is chosen, the curse should be 
  something that affects the hero in some 
  significant way. 
   
  ILLNESS 
  The hero is plagued by persistent ill health. The 
  character suffers a -4 penalty to Fortitude Saves 
  and must make a Fortitude Save (DC 15) each 
  day to determine what toll the illness has taken. 
  The table below shows the results. 
  Result 
  Effect 
  Succeed 
  No effect 
  Fail by more than 5 
  Fatigued 
  Fail by more than 10
  Exhausted
   
  MARKED 
  Whether physically or magically, this character 
  has been marked or branded in some way that 
  makes him unwelcome or abhorrent. The 
  character can either be disliked a large group of 
  people or downright hated by a smaller group of 
  people. An NPC’s attitude toward the character 
  should be treated as 1 category worse (if a large 
  group is chosen) or 2 categories worse (if a 
  smaller group is chosen). 
   
  OLD WOUND 
  The character has suffered a serious wound in the 
  past that will not heal properly. In times of physical 
  stress or exertion, such as combat, the old wound 
  may reopen causing pain and difficulty for the 
  character. When in a stressful situation, the character 
  must make a Fortitude save (DC 10). For each round 
  that the character continues in the stressful situation 
  the Difficulty of the save increases by +1. If the 
  Fortitude save fails the character takes a cumulative 
  -1 penalty to all rolls that involve physical exertion 
  (including Damage Save rolls).  
   
  UNCIVILIZED  
  This hero is unfamiliar with the trappings of 
  civilization and has difficulty fitting into society. 
  He cannot read or write and suffers a -3 penalty to 
  Diplomacy and Sense Motive checks when 
  dealing with civilized people and a -3 penalty to 
  Search checks in urban areas. 
   
  WANTED 
  The hero is being pursued by an organization that 
  wishes to capture or kill him. The reasons for this 
  can be varied; from wanted for murder by the 
  authorities (wrongfully or otherwise), being 
  hunted by the wizards that created him, or 
  because of a price on his head. Regardless of the 
  reason, the hero should be constantly on the run, 
  unable to stay in one place for very long and 
  always looking over his shoulder.  
   
  73
  
   
  74
  
  The Necromancer has sent his undead horde to 
  kill you, the enraged dragon is on a murderous 
  rampage or the dwarves have decided that war is 
  better than negotiation; whatever the reason 
  sometimes you have to fight. 
    Chapter 8 of the M&M Core Rules (pages 126-
  143) covers everything that you need to know 
  about combat in Monsters and Mayhem. The 
  information provided below is all supplementary 
  and optional. 
    Regardless of which of these options you use, if 
  you use any at all, the decision to do so should be 
  made before the game begins and discussed with 
  all of the players.  
   
  MODIFYING THE DAMAGE SAVE 
  Combat can be lethal; just how lethal should be a 
  function of the type of game you want to play. 
  The easiest way to adjust the lethality of your 
  game is to change the base DC of the Damage 
  Save (as suggested on page 149 of the M&M 
  Core Rules). For more lethal games change the 
  Damage Save to (DC 20 + Damage bonus). For 
  less lethal games change the Damage Save to (DC 
  10 + Damage bonus). 
   
  MODIFYING  
  THE DAMAGE RESULTS TABLE 
  Another way to adjust the lethality of your game 
  is to change the results of the Damage Saving 
  Throw. Fast, tiring and lethal combat can be 
  accomplished using the results from Table 8.1; 
  longer, less deadly combat should result when 
  using Table 8.2.  
   
   
   
   
  ATTACKS OF OPPORTUNITY 
  Sometimes a combatant in a melee lets his 
  guard down providing a dangerous opportunity 
  for his opponent. In this situation, an opponent 
  near him can take advantage of his lapse to 
  attack him for free. These free attacks are 
  called attacks of opportunity. 
   
  THREATENED AREA 
  For the purposes of an Attack of opportunity, you 
  threaten any area into which you can make a 
  melee attack, even when it is not your action. 
  Generally, that means any area adjacent to you 
  and within your reach. An enemy that takes 
  certain actions (see below) while in a threatened 
  area provokes an attack of opportunity from you. 
   
   
   
   
   
   
   
  COMBAT 
  Table 8.1 
   
  Result 
  Effect 
  Succeed 
  Tiring (1 Stun Hit) 
  Fail 
  Bruised (1 Stun/Lethal Hit) 
  Fail by 4 
  Stunned 
  Fail by 8 
  Unconscious/Disabled 
  Fail by 12 
  Dying 
   
   
  Table 8.2 
   
  Result 
  Effect 
  Succeed 
  No effect 
  Fail 
  Bruised (1 Stun/Lethal Hit) 
  Fail by 10 
  Stunned 
  Fail by 15 
  Unconscious/Disabled 
   
   
  75
  
   
  REACH WEAPONS 
  Most creatures of Medium or smaller size have a 
  reach of only 5 feet. This means that they can 
  make melee attacks only against creatures up to 5 
  feet away. However, Small and Medium creatures 
  wielding reach weapons threaten a larger area 
  than a typical creature; in addition, most creatures 
  larger than Medium have a natural reach of 10 
  feet or more. 
   
  PROVOKING  
  AN ATTACK OF OPPORTUNITY 
  Two kinds of actions can provoke attacks of 
  opportunity:  
  1. Moving into, or out of, a threatened area 
  without defending yourself properly. 
   
  2. Performing an action that diverts your attention 
  from combat while you are in a threatened area.  
   
  In either situation the gamemaster should make 
  the determination about when an attack of 
  opportunity is provoked. 
   
  MAKING AN ATTACK OF OPPORTUNITY 
  An attack of opportunity is a single melee attack 
  that you can only make once per round. It is 
  always optional and uses your normal attack 
  bonus, even if you have already made an attack 
  that round. 
    An attack of opportunity interrupts the normal 
  flow of actions in the round and should 
  immediately be resolved when it is provoked then 
  continue with the next character’s turn (or 
  complete the current turn, if the attack of 
  opportunity was provoked in the midst of a 
  character’s turn). 
   
  PARRYING 
  It is often possible in combat to block an 
  opponent’s attack with your own weapon making 
  that attack ineffective. This is usually assumed to 
  be taken into account by your Defense but for a 
  swashbuckling or cinematic game, parrying may 
  be more appropriate. 
   
  WHEN TO PARRY 
  Once each round, when attacked and before the 
  result of the attack roll is announced, you may 
  attempt to parry by making an opposed melee 
  attack roll. If your attack roll exceeds your 
  opponent’s roll you have successfully parried the 
  attack and it has no effect. If your attack roll is 
  less than that of your opponent the parry attempt 
  fails and you suffer a -2 penalty to Defense for 
  this attack. 
   
   
  Creature Size 
  Reach 
  Awesome 
  50ft 
  Colossal 
  30ft 
  Gargantuan 
  20ft 
  Huge 
  15ft 
  Large 
  10ft 
  Medium 
  5ft 
  Small 
  5ft 
  Tiny 
  2.5ft 
  Diminutive 
  1ft 
  Fine 
  0ft 
  Miniscule 
  0ft 
   
  PARRYING WITH  
  SMALLER AND LARGER WEAPONS 
  The size of your weapon in comparison to your 
  opponent’s weapon affects your chances of 
  parrying. For each size category that your weapon 
  is smaller than your opponent’s you take a -2 
  cumulative penalty to your parry attempt. For 
  each size category that your weapon is larger than 
  your opponent’s you gain a +2 cumulative bonus 
  to your parry attempt. 
   
  PARRYING MORE THAN ONE OPPONENT 
  Normally you may only make one parry attempt 
  each round but sometimes that won’t be 
  sufficient. You may make an additional parry 
  attempt each round by giving up one of your 
  attacks for that round. 
   
   
   
  76
  
  FEAR CONDITIONS AND EFFECTS 
   
  TABLE 8.3: FEAR SAVING THROWS 
   
  Result 
  Effect 
  Succeed 
  No effect 
  Fail 
  Shaken 
  Fail by 5 
  Frightened 
  Fail by 10 
  Panicked 
   
  Some spells, magic items, and monsters can cause 
  fear. When confronted with such a situation, the 
  hero makes a Will saving throw to resist this 
  effect, and a failed roll means that he is shaken, 
  frightened, or panicked; Table 8.3: Fear Saving 
  Throws provides the results of fear effects. 
   
  FEAR CONDITIONS 
  Shaken: Characters who are shaken take a –2 
  penalty on attack rolls, saving throws, skill 
  checks, and ability checks. 
   
  Frightened: Characters who are frightened are 
  shaken, and in addition they flee from the source 
  of their fear as quickly as they can. They can 
  choose the path of their flight but, other than that 
  stipulation, once they are out of sight (or hearing) 
  of the source of their fear, they can act as they 
  want. However, if the duration of their fear has 
  not yet passed, characters can be forced to flee 
  once more if the source of their fear presents itself 
  again. Characters unable to flee can fight (though 
  they are still shaken). 
   
  Panicked: Characters who are panicked are 
  shaken, and they run away from the source of 
  their fear as quickly as they can. Other than 
  running away from the source, their path is 
  random. They flee from all other dangers that 
  confront them rather than facing those dangers. 
  Panicked characters cower if they are prevented 
  from fleeing. 
   
  Cowering: The character is frozen in fear and can 
  take no actions. A cowering character takes a –2 
  penalty to Defense (in addition to the penalties for 
  being shaken) and loses his Dexterity bonus (if any). 
   
  Becoming Even More Fearful: Fear effects are 
  cumulative. If a shaken character is made shaken 
  again he becomes frightened, a shaken character 
  made frightened becomes panicked instead and a 
  frightened character made shaken or frightened 
  becomes panicked instead. 
   
   
   
   
   
   
  77
  
   
  78
  
   
   
   
   
   
   
   
  CAMPAIGNS 
  Creating your campaign can be the most fun, and 
  difficult, part of running a game. Presented here 
  are some elements common to the fantasy genre 
  that you might consider when creating your 
  campaign setting.  
    This is not intended to be an exhaustive list or 
  even an in-depth look at the fantasy genre. Think 
  of it as an idea generator, meant to help you start 
  thinking about your game world. 
    
  ADVENTURES 
  Heroes have adventures; they wander through 
  ancient ruins, involve themselves in wars and 
  politics, and fight monstrous creatures that 
  threaten cities or worlds. 
   
  ADVENTURES AS STORIES 
  Adventures are often continuous stories; one part 
  of the story leading to the next, each part creating 
  the whole. This type of story-telling campaign 
  creates continuity, allowing for recurring villains 
  to threaten the heroes and the heroes to grow and 
  change through the course of their adventures.  
    Story-telling campaigns work best when the 
  heroes begin their adventures as inexperienced or 
  young characters and advance in power and 
  experience with the game. The Monsters and 
  Mayhem rules are designed with this as the 
  default. 
   
  ADVENTURES AS EPISODES 
  Rather than telling a story adventures can be 
  episodic, showcasing brief adventurous interludes 
  in the lives of the heroes. In this type of 
  campaign, the heroes are often at the height of 
  their power and change little, if any, from one 
  adventure to the next. 
    When choosing to run an episodic campaign, the 
  tone that you want to create for your game 
  becomes more important. Reasonable levels are 
  PL7-9 for gritty low-powered games, PL11-13 for 
  more heroic action, and for truly epic adventures 
  PL17-20.  
   
  CONFLICT 
  Adventures often involve conflict. Conflict comes in 
  three different types: Mental, Physical, and Social.  
    Mental conflict, while technically including 
  psionics and other mind-effecting powers, is best 
  described as rigorous debate, often scholarly and 
  mostly a matter of opinion; not the most interesting 
  subject of a campaign. Debate is the least common 
  type of conflict in Monsters and Mayhem. 
    Physical conflict, combat, includes any form of 
  attack with the purpose of injuring, killing, or 
  rendering your enemy helpless. Combat is the most 
  common type of conflict in Monsters and Mayhem, 
  though it doesn’t have to be. 
    Social conflict, politics and intrigue, are the means 
  by which characters can influence society, and other 
  people, without physical injury. It often involves a 
  lot of sneaking around, in the case of intrigue, or 
  negotiations, for politics. 
   
  THE ART OF THE FOE 
  Adventures are fun; well designed adventures are 
  more fun. The key to creating a well designed 
  adventure is creating monsters and villains that 
  play to the strengths and weaknesses of your 
  heroes. This goes beyond balancing numbers on a 
  character sheet to the heart of the hero. 
    A character’s background tells the gamemaster 
  what has happened to the hero in the past, before 
  the game began, and gives indications where hero 
  would like to go. If the hero has fought demons or 
  witches in the past fighting against orcs and 
  goblins will be less interesting unless they are 
  demon orcs or goblin witches.  
   
  79
  
    Let the players help you entertain them. If you 
  have a specific campaign planned, be flexible but 
  also discuss your goals and ideas with the players. 
  You don’t have to tell them all your secrets but 
  even a little information can help a player fit his 
  hero’s background into your plans. 
   
  MONSTERS 
  Monsters fall into two categories: any creature 
  that threatens the heroes and a creature that 
  commits monstrous acts. How you treat monsters 
  in your setting effects the tone of your campaign. 
   
  THEY DON’T EXIST 
  Monsters, in the traditional sense, don’t have to 
  exist in your game. Conflict between humans, or 
  other intelligent races, can provide plenty of 
  action in your game without the need for fire-
  breathing dragons or rampaging ogres. 
   
  MONSTERS AS PEOPLE 
  A monster doesn’t have to be a threat. Just like 
  elves and dwarves, a monster could simply be 
  another race of creatures that inhabit your world. 
   
  MONSTERS AS EVIL 
  At the other end of the spectrum, monsters may 
  be truly despicable creatures. Whether they are 
  ancient mythical creatures, the by-product of 
  some magical accident or created for evil 
  purposes, evil monsters exist only to be fought by 
  the heroes and destroyed. 
   
  ECOLOGY 
  In some fantasy worlds, monsters are just another 
  part of nature, filling many of the ecological 
  niches that animals in our world do and 
  sometimes creating entirely new niches of their 
  own. Ecological monsters aren’t special and 
  wizards may have written many books detailing 
  the environment and many habits of these 
  creatures. 
   
  MYTHOLOGY 
  Mythological monsters are unique and legendary. 
  Rather than using monsters to fill niches in the 
  natural 
  world, 
  mythological 
  monsters 
  are 
  supernatural in origin, often the offspring or creation 
  of deities or the products strange magic. Mythical 
  monsters should have detailed backgrounds that tie 
  them to the history of your setting. Stories should be 
  told about them to scare children. Defeating them 
  should be a truly heroic task 
   
  MIXING AND MATCHING 
  All monsters don’t have to fall into the same 
  category. Hordes of goblins and the legendary 
  phoenix can co-exist in the same game. 
   
   
  MOOKS 
  Mooks don’t fit into every campaign style. Gritty 
  games should be entirely mook-less to keep 
  combat deadly. Heroic and high fantasy games  
  will be more mook heavy, allowing the heroes to 
  show off their fighting prowess. 
   
  VILLAINS 
  A recurring villain creates continuity and can set 
  the tone for your game, whether it is the ultimate 
  force for evil in the universe or just a very 
  powerful person. 
   
  DESIGNING COMBAT ENCOUNTERS 
  Designing combat encounters can be a tricky 
  business; it is more of an art than a science. 
  The M&M Core Rules have a good overview on 
  how to design adventures and encounters on 
  pages 151-154. Presented below are suggestions 
  for balancing the powers and abilities of monsters 
  and villains with those of your heroes. 
   
  ATTACK BONUS VS. DEFENSE 
  Balancing the attack bonus of a threat in relation 
  to the defense of your heroes is the easiest part of 
  designing a combat encounter. A balanced 
  encounter will allow the heroes approximately a 
  50% chance of hitting their opponent and the 
  same chance of being hit.  
   
  ATTACK BONUS VS. DEFENSE 
  Subtract 10 from the creature’s Defense and 
  compare to the opponent’s Attack Bonus 
   
  Difference 
  Attack Bonus 
  +10 
  Overwhelming 
  +5 
  Strong 
  +2/-2 
  Balanced 
  -5 
  Weak 
  -10 
  Underwhelming 
    A simple way to determine whether a threat’s 
  Defense is balanced against the Attack Bonus of 
  the heroes is to subtract 10 from the threat’s 
  Defense. If the remainder is plus or minus 2 of the  
   
  80
  
   
  average attack bonus of the heroes it is balanced. 
  Doing the same thing for the Defense of the 
  heroes will balance the threat’s attack bonus. 
   
  OUTNUMBERED 
  Not all combat encounters will be evenly 
  matched. 
  Sometimes 
  the 
  opponents 
  will 
  outnumber the heroes or vice versa. In such cases, 
  the smaller group is at a disadvantage. If the 
  threat is fewer in number than the heroes, the 
  threat’s Defense and Attack Bonus should be 
  increased to compensate; if the heroes are fewer 
  in number the threat’s Defense and Attack Bonus 
  should be decreased to compensate. As a rule-of-
  thumb, the Defense and Attack Bonus of the 
  threat should be increased or decreased by 2 for 
  each time that the larger force is twice the 
  smaller. 
    Example: If your group consists of 4 heroes then 
  4 opponents in a threat should be balanced, 8 
  opponents should have their Defense and Attack 
  Bonus reduced by 2, 12 should have them 
  reduced by 4, 16 should have them reduced by 6, 
  etc. Likewise, if 2 opponents are facing the same 
  band of heroes their Defense and Attack Bonus 
  should be increased by 2, and 1 opponent should 
  have them increased by 4. 
   
  SAVES AND DAMAGE BONUSES 
  Saving throws allow characters to avoid or reduce 
  harm to themselves in combat and other 
  dangerous situations. How effective an attack or 
  environmental hazard is at harming a hero will 
  depend greatly on the hero’s saving throws. 
    In general, a hero’s saving throw should allow 
  him a 25% chance of success in avoiding being 
  injured or effected by a power or hazard. Heroes 
  with higher saving throw bonuses will have a 
  higher chance of avoiding an attack’s effect 
  while a lower saving throw bonus will result in a 
  lower chance to avoid the attack’s effect.  
  Extremely low saving throw bonuses will result 
  in a higher number of injuries and possibly even 
  character death.  
   
  UNCONVENTIONAL ATTACKS 
  Unconventional attacks, such as those from spells 
  and powers, often require a hero to make a 
  Fortitude, Reflex or Will saving throw rather than 
  the more common Damage saving throw. Most 
  heroes are less capable of avoiding 
  unconventional attacks and this should be taken 
  into account when designing villains. 
   
  DESIGNING  
  NON-COMBAT ENCOUNTERS 
  Any roleplaying situation in which the players act 
  in character that doesn’t involve combat can be 
  considered a non-combat encounter. It could be 
  trying to convince the king to send an army to the 
  borders or a bartender to pass on the rumors that 
  he’s heard. Regardless of the specifics, any 
  encounter should have some significance to the 
  game. Roleplaying through a barter session with a 
  stingy local merchant shouldn’t take time out of 
  your game unless the merchant has something 
  specific that you want the heroes to learn or 
  accomplish by interacting with him.  
    This is not meant to suggest that non-combat 
  encounters aren’t as important as combat but 
  rather, that when telling a story details are rarely 
  important if they do not advance the game. 
   
  81
  
   
   
   
   
   
  APPENDIX I: 
  ANIMALS 
  This appendix provides statistics and game 
  information for many types of mundane animals. 
  Animals generally operate on instinct, driven by 
  simple needs such as food and reproduction. Most 
  animals, even predators, do not attack unless they 
  or their young are threatened. 
    Looking over these statistics you will notice that 
  many animals exceed the PL limits on skills and 
  powers that apply to heroes and other humanoids. 
  This is intentional, and necessary, to properly model 
  the abilities of some animals. In addition, most of 
  these animals do not have PP totals that place them 
  exactly at a PL; this should be kept in mind when 
  using them as threats or allowing heroes to choose 
  them as familiars or animal companions. 
   
  APE 
  Description: These powerful omnivores resemble 
  gorillas but are far more aggressive; they kill and 
  eat anything they can catch. 
  PL 3; Large Size  
  Str 20, Dex 15, Con 14, Int 2, Wis 12, Cha 7 
  SV: Dmg +4, Fort +2, Ref +2, Will +1 
  BAB +3, Melee +8 Defense 12/14, Init +2 
  Attack: Claws/Bite +8L; Speed: 30ft 
  Skills: Climb +15, Listen +6, Spot +6 
  Feats: Low-light Vision, Scent, Skill Mastery 
  (Climb), Toughness 
  Powers: Natural Weapon +3 
  PP 49 
   
  BABOON 
  Description: 
  Baboons 
  are 
  powerful 
  and 
  aggressive primates adapted to life on the ground. 
  They prefer open spaces but climb trees to find 
  safe places to rest overnight. A typical baboon is 
  the size of a big dog. 
  PL 1; Medium Size  
  Str 16, Dex 14, Con 12, Int 2, Wis 12, Cha 4 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +0, Melee +3, Defense 11/13, Init +2 
  Attack: Claws/Bite +4L; Speed: 40ft 
  Skills: Climb +10, Listen +6, Spot +5 
  Feats: Fast Movement, Low-light Vision, Scent, 
  Skill Mastery (Climb) 
  Powers: Natural Weapon +1 
  PP 20 
   
  BADGER 
  Description: The badger is a furry animal with a 
  squat, powerful body. Its strong forelimbs are 
  armed with long claws for digging. An adult 
  badger is 2 to 3 feet long and weighs 25 to 35 
  pounds. 
  PL 1; Small Size  
  Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +2, Fort +2, Ref +3, Will +1 
  BAB +0, Melee +3, Defense 11/14, Init +3 
  Attack: Claws +1L; Speed: 30ft 
  Skills: Escape Artist +8, Listen +5, Spot +4 
  Feats: Attack Finesse, Fast Movement, Low-light 
  Vision, Rage*, Scent, Skill Mastery (Escape 
  Artist), Track 
  Powers: Natural Weapon +1, Tunneling +2 
  PP 26 
  *A badger that is attacked flies into a Rage on its 
  next turn, fighting until either it or its opponent is 
  dead. A badger cannot voluntarily end a Rage. 
   
   
  82
  
  BAT 
  Description: Bats are nocturnal flying mammals. 
  The statistics presented here describe small, 
  insectivorous bats. 
  PL 1; Diminutive Size  
  Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 
  SV: Dmg +0, Fort +0, Ref +2, Will +2 
  BAB +0, Melee +2, Defense 14/16, Init +2, 
  Attack: None; Speed: Ground 5ft, Flying 40ft 
  Skills: Hide +14, Listen +8*, Move Silently +6, 
  Spot +8* 
  Feats: Attack Finesse, Blindfight, Blindsight, 
  Low-light Vision, Skill Focus (Listen)*, Skill 
  Focus (Spot)* 
  Powers: Flying +8 
  PP 26 
  *Bats have Skill Focus: Listen and Skill Focus: 
  Spot as an extra attached to Blindsight. If 
  Blindsight is negated they lose their Skill Focus 
  bonuses as well. 
   
  BEAR, BLACK 
  Description: The black bear is a forest-dwelling 
  omnivore that usually is not dangerous unless an 
  interloper threatens its cubs or food supply. 
    Black bears can be pure black, blond, or cinnamon 
  in color and are rarely more than 5 feet long. 
  PL 2; Medium Size 
  Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +4, Fort +2, Ref +1, Will +1 
  BAB +2, Melee +6, Defense 12/13, Init +1 
  Attack: Claws/Bite +6L; Speed: 40ft 
  Skills: Climb +6, Listen +6, Spot +4, Swim +8 
  Feats: Endurance, Fast Movement, Low-light 
  Vision, Scent, Toughness 
  Powers: Natural Weapon +2 
  PP 38 
   
  BEAR, BROWN 
  Description: These massive carnivores weigh 
  more than 1,800 pounds and stand nearly 9 feet 
  tall when they rear up on their hind legs. They are 
  bad-tempered and territorial. The brown bear’s 
  statistics can be used for almost any big bear, 
  including the grizzly. 
  PL 5; Large Size  
  Str 20, Dex 13, Con 19, Int 2, Wis 13, Cha 7 
  SV: Dmg +6, Fort +4, Ref +1, Will +1 
  BAB +4, Melee +9, Defense 14/15, Init +1 
  Attack: Claws/Bite +10 Dmg; Speed: 40ft 
  Skills: Listen +5, Spot +7, Swim +13 
  Feats: Endurance, Improved Grab, Low-light 
  Vision, Run, Scent, Toughness, Track 
  Powers: Natural Weapon +1, Super Strength +4 
  PP 81 
  Improved Grab: A brown bear that successfully 
  hits with a melee attack may attempt to start a 
  grapple as a free action. If it wins the grapple 
  check, it establishes a hold. 
   
  BEAR, POLAR 
  Description: These long, lean carnivores are 
  slightly taller than brown bears. 
  PL 6; Large Size  
  Str 20, Dex 13, Con 19, Int 2, Wis 13, Cha 7 
  SV: Dmg +6, Fort +4, Ref +1, Will +1 
  BAB +5, Melee +10, Defense 14/15, Init +1 
  Attack: Claws/Bite +10L 
  Speed: Ground 40ft, Swim 30ft 
  Skills: Hide +1, Listen +5, Spot +7, Swim +17 
  Feats: Endurance, Improved Grab, Low-light 
  Vision, Run, Scent, Skill Mastery (Swim), 
  Toughness, Track 
  Powers: Blending +8 (Flaw: Snowy areas only), 
  Natural Weapon +2, Super Strength +4 
  PP 90 
  Improved Grab: A polar bear that successfully 
  hits with a melee attack may attempt to start a 
  grapple as a free action. If it wins the grapple 
  check, it establishes a hold. 
   
  BISON 
  Description: 
  These herd 
  animals 
  can be 
  aggressive when protecting young and during the 
  mating season, but they generally prefer flight to 
  fighting. A bison stands more than 6 feet tall at 
  the shoulder and is 9 to 12 feet long. It weigh 
  1,800 to 2,400 pounds. The bison’s statistics can 
  be used for almost any large herd animal. 
  PL 3; Large Size  
  Str 20, Dex 11, Con 17, Int 3, Wis 11, Cha 5 
  SV: Dmg +5, Fort +3, Ref +0, Will +0 
  BAB +3, Melee +8, Defense 12/13, Init +0 
  Attack: Gore +9L; Speed: 40ft 
  Skills: Listen +7, Spot +5 
  Feats: Endurance, Low-light Vision, Scent, 
  Stampede, Toughness 
  Powers: Natural Weapon +2, Super Strength +1 
  PP 45  
  Stampede: A frightened herd of bison flee as a 
  group in a random direction (but always from the 
  perceived source of danger).  They run over 
  anything of Large size or smaller that gets in their 
  way, with a +2 Damage Bonus for each Bison in 
  the herd (Reflex save, DC 18, halves the damage 
  bonus.) 
   
   
  83
  
  BOAR 
  Description: Though not carnivores, these wild 
  swine are bad-tempered and usually charge 
  anyone who disturbs them. A boar is covered in 
  coarse, grayish-black fur. 
  PL 3; Medium Size  
  Str 16, Dex 13, Con 17, Int 3, Wis 13, Cha 4 
  SV: Dmg +3, Fort +1, Ref +0, Will +1 
  BAB +3, Melee +6, Defense 13/14, Init +0 
  Attack: Gore + 5L; Speed: 40ft 
  Skills: Listen +8, Spot +6 
  Feats: Fast Movement, Ferocity, Low-light 
  Vision, Scent, Toughness 
  Powers: Combat Sense +2, Natural Weapon +3 
  PP 45 
  Ferocity: A boar is such a tenacious combatant 
  that it continues to fight without penalty even 
  while disabled. 
   
  CAMEL 
  Description: Camels are known for their ability 
  to travel long distances without food or water. 
  The statistics presented here are for the 
  dromedary, or one-humped camel, which thrives 
  in warm deserts. A dromedary stands about 7 feet 
  tall at the shoulder, with its hump rising 1 foot 
  higher. The two-humped, or Bactrian, camel is 
  suited to cooler, rocky areas. It is stockier, slower 
  (speed 40 feet), and has a higher Constitution 
  score (16). 
  PL 2; Large Size  
  Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 
  SV: Dmg +4, Fort +2, Ref +3, Will +0 
  BAB +2, Melee +6, Defense 11/14, Init +3 
  Attack: Bite +4L; Speed: 50ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement, Low-light 
  Vision, Scent, Toughness 
  PP 30 
   
  CAT 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe a common housecat. 
  PL 1; Tiny Size  
  Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 7 
  SV: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +0, Melee +3, Defense 12/15, Init +3 
  Attack: claws +0L; Speed: 30ft 
  Skills: Balance +10, Climb +6, Hide +12, Jump 
  +10, Listen +4, Move Silently +5, Spot +3 
  Feats: Attack Finesse, Dexterous Climb, Fast 
  Movement x2, Low-light Vision, Scent 
  PP 18 
  Dexterous Climb: Cats use their Dexterity 
  modifier instead of their Strength modifier for 
  Climb checks.  
  CHEETAH 
  Description: Cheetahs are swift feline predators 
  of the plains. 
  PL 3; Medium Size  
  Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +2, Fort +2, Ref +4, Will +1 
  BAB +2, Melee +6, Defense 12/16, Init +4 
  Attack: Bite/Claw +5L; Speed: 50ft 
  Skills: Hide +7, Listen +5, Move Silently +7, 
  Spot +5 
  Feats: Attack Finesse, Fast Movement x2, Low-
  light Vision, Scent, Sprint, Trip 
  Powers: Natural Weapon +2 
  PP 45 
  Sprint: Once per hour a cheetah can move ten 
  times its normal speed when it makes a charge. 
  Trip: A cheetah that hits with a melee attack can 
  attempt to trip its opponent (+3 bonus to the 
  check) as a free action. If the attempt fails the 
  opponent cannot react to trip the cheetah. 
   
  CROCODILE 
  Description: Crocodiles are aggressive predators 
  11 to 12 feet long. They lie mostly submerged in 
  rivers or marshes, with only their eyes and nostrils 
  showing, waiting for prey to come within reach. 
  PL 3; Medium Size  
  Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 2 
  SV: Dmg +3, Fort +3, Ref +1, Will +1 
  BAB +2, Melee +6, Defense 12/13, Init +1 
  Attack: Bite +7L 
  Speed: Ground 20ft, Swim 30ft 
  Skills: Hide +7, Listen +4, Spot +4, Swim +12 
  Feats: Hold Breath, Improved Grab, Low-light 
  Vision, Skill Mastery (Swim) 
  Powers: Blending +4 (Flaw: In water only), 
  Natural Weapon +3, Protection +2 
  PP 45 
  Hold Breath: A crocodile can hold its breath for a 
  number of rounds equal to 4 times its Constitution 
  score. 
  Improved Grab: A crocodile that successfully 
  hits with a melee attack may attempt to start a 
  grapple as a free action. If it wins the grapple 
  check, it establishes a hold. 
   
   
  84
  
  CROCODILE, GIANT 
  Description: These huge creatures usually live in 
  salt water and can be more than 20 feet long. 
  Giant crocodiles fight and behave like their 
  smaller cousins. 
  PL 5; Huge Size  
  Str 20, Dex 13, Con 19, Int 3, Wis 12, Cha 2 
  SV: Dmg +4, Fort +4, Ref +1, Will +1 
  BAB +5, Melee +10, Defense 13/14, Init +1 
  Attack: Bite +10L  
  Speed: Ground 20ft, Swim 30ft 
  Skills: Hide +1, Listen +5, Spot +5, Swim +16 
  Feats: Endurance, Hold Breath, Improved Grab, 
  Low-light Vision, Skill Mastery (Swim) 
  Powers: Blending +5 (Flaw: In water only), 
  Natural Weapon +2, Protection +3,  
  Super Strength +3 
  PP 75 
  Hold Breath: A crocodile can hold its breath 
  for a number of rounds equal to 4 times its 
  Constitution score. 
  Improved Grab: A crocodile that successfully 
  hits with a melee attack may attempt to start a 
  grapple as a free action. If it wins the grapple 
  check, it establishes a hold. 
   
  DOG 
  Description: The statistics presented here describe 
  a fairly small dog of about 20 to 50 pounds in 
  weight. They also can be used for small wild canines 
  such as coyotes, jackals, and African wild dogs. 
  PL 2; Small Size  
  Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +2, Fort +2, Ref +3, Will +1 
  BAB +1, Melee +2, Defense 12/15, Init +3 
  Attack: Bite +3L; Speed: 40ft 
  Skills: Jump +7, Listen +5, Spot +5, Survival +1 
  Feats: Fast Movement x2, Low-light Vision, 
  Scent, Track 
  Powers: Natural Weapon +2 
  PP 31 
   
  DOG, RIDING 
  Description: This category includes working 
  breeds such as collies, huskies, and St. Bernards. 
  PL 2; Medium Size  
  Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +4, Fort +2, Ref +2, Will +1 
  BAB +1, Melee +3, Defense 12/14, Init +3 
  Attack: Bite +4L; Speed: 40ft 
  Skills: Jump +8, Listen +5, Spot +5, Swim +3, 
  Survival +1 
  Feats: Fast Movement, Low-light Vision, Scent, 
  Toughness, Track 
  Powers: Natural Weapon +2 
  PP 33 
  DONKEY 
  Description: 
  These 
  long-eared, 
  horse-like 
  creatures are surefooted and sturdy. The statistics 
  presented here could also describe burros. 
  PL 0; Medium Size  
  Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4 
  SV: Dmg +1, Fort +3, Ref +3, Will +0 
  BAB +1, Melee +1, Defense 11/13, Init +1 
  Attack: Bite +0L; Speed: 30ft 
  Skills: Balance +4, Listen +3, Spot +2 
  Feats: Endurance, Great Fortitude,  
  Lightning Reflexes, Low-light Vision, Scent 
  PP 9 
   
  EAGLE 
  Description: These birds of prey inhabit nearly 
  every terrain and climate, though they all prefer 
  high, secluded nesting spots. A typical eagle is 
  about 3 feet long and has a wingspan of about 7 
  feet. The statistics presented here can describe 
  any similar-sized, diurnal bird of prey. 
  PL 3; Small Size  
  Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +0, Melee +2, Defense 12/14, Init +2 
  Attack: Talons +2L  
  Speed: Ground 10ft, Flying 80ft 
  Skills: Listen +2, Spot +14 
  Feats: Low-light Vision, Attack Finesse 
  Powers: Flying +16, Natural Weapon +2 
  PP 45 
   
  ELEPHANT 
  Description: Massive herbivores of tropical 
  lands, elephants are sometimes used as mounts or 
  beasts of burden. 
    This entry describes an African elephant. Indian 
  elephants are slightly smaller and weaker 
  (Strength 28), but more readily trained (Wisdom 
  15). These statistics can also represent prehistoric 
  creatures such as mammoths and mastodons. 
  PL 6; Huge Size  
  Str 20, Dex 11, Con 20, Int 3, Wis 13, Cha 9 
  SV: Dmg +5, Fort +5, Ref +0, Will +3 
  BAB +6, Melee +11, Defense 14/14, Init +2 
  Attack: Tusks/Feet +11L; Speed: 40ft 
  Skills: Listen +16, Spot +12 
  Feats: Endurance, Iron Will, Low-light Vision, 
  Scent, 
  Skill 
  Mastery 
  (Listen), 
  Toughness, 
  Trample* 
  Powers: Natural Weapon +1, Super Strength +5 
  PP 90  
  Trample: Charging elephants add +2 to their 
  Damage bonus. A Reflex save (DC 25) halves the 
  damage bonus of a trampling elephant. 
   
  85
  
  HAWK 
  Description: These creatures are similar to eagles 
  but slightly smaller: 1 to 2 feet long, with 
  wingspans of 6 feet or less. 
  PL 2; Tiny Size  
  Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 
  SV: Dmg +0, Fort +0, Ref +3, Will +2 
  BAB +0, Melee +3, Defense 13/16, Init +3 
  Attack: Talons +1L  
  Speed: Ground 10ft, Flying 60ft  
  Skills: Listen +2, Spot +14 
  Feats: Attack Finesse, Low-light Vision 
  Powers: Flying +12, Natural Weapon +1 
  PP 33 
   
  HORSES 
  Horses are widely domesticated for riding and as 
  beasts of burden. 
   
  HORSE, HEAVY 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe large breeds of working horses such as 
  Clydesdales. These animals are usually ready for 
  heavy work by age three. A heavy horse cannot 
  fight while carrying a rider. 
  PL 2; Large Size  
  Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 7 
  SV: Dmg +2, Fort +2, Ref +1, Will +1 
  BAB +2, Melee +5, Defense 11/12, Init +1 
  Attack: Hoof +3L; Speed: 50ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement,  
  Low-light Vision, Run, Scent 
  PP 30 
   
  HORSE, LIGHT 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe smaller breeds of working horses such as 
  quarter horses and Arabians as well as wild 
  horses. These animals are usually ready for useful 
  work by age two. A light horse cannot fight while 
  carrying a rider. 
  PL 2; Large Size  
  Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 7 
  SV: Dmg +2, Fort +2, Ref +1, Will +1 
  BAB +2, Melee +4, Defense 11/12, Init +1 
  Attack: Hoof +2L; Speed: 60ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement x2, Low-light 
  Vision, Run, Scent 
  PP 30 
   
  WARHORSE, HEAVY 
  Description: These animals are similar to heavy 
  horses but are trained and bred for strength and 
  aggression. A heavy warhorse can fight while 
  carrying a rider, but the rider cannot also attack 
  unless he or she succeeds on a Ride check. 
  PL 3; Large Size  
  Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  SV: Dmg +5, Fort +3, Ref +3, Will +1 
  BAB +3, Melee +7, Defense 12/13, Init +1 
  Attack: Hoof +6L; Speed: 50ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement, Lightning 
  Reflexes, Low-light Vision, Scent, Toughness 
  Powers: Natural Weapon +2 
  PP 45 
   
  WARHORSE, LIGHT 
  Description: These animals or similar to light 
  horses but are trained and bred for strength and 
  aggression. They usually are not ready for warfare 
  before age three. A light warhorse can fight while 
  carrying a rider, but the rider cannot also attack 
  unless he or she succeeds on a Ride check. 
  PL 2; Large Size  
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  SV: Dmg +5, Fort +3, Ref +3, Will +1 
  BAB +2, Melee +2, Defense 11/12, Init +1 
  Attack: Hoof +4L; Speed: 60ft 
  Skills: Listen +4, Spot +4 
  Feats: Endurance, Fast Movement x2, Lightning 
  Reflexes, Low-light Vision, Scent, Toughness 
  Powers: Natural Weapon +1 
  PP 36 
   
  HYENA 
  Description: Hyenas are pack hunters infamous 
  for 
  their 
  cunning 
  and 
  their 
  unnerving 
  vocalizations. The statistics presented here are for 
  a striped hyena, which is about 3 feet long and 
  weighs about 120 pounds. 
  PL 2; Medium Size  
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6 
  SV: Dmg +2, Fort +2, Ref +2, Will +1 
  BAB +1, Melee +3, Defense 12/14, Init +2 
  Attack: Bite +4L; Speed: 50ft 
  Skills: Hide +3, Listen +6, Spot +5 
  Feats: Fast Movement x2, Low-light Vision, 
  Scent, Trip* 
  Powers: Natural Weapon +2 
  PP 31 
  *A hyena that hits with an attack can attempt to 
  trip its opponent (+2 bonus to the check) as a free 
  action. If the attempt fails the opponent cannot 
  react to trip the hyena. 
   
   
  86
  
  LEOPARD 
  Description: These jungle cats are about 4 feet 
  long and weigh about 120 pounds. They usually 
  hunt at night. The statistics presented here can 
  describe any feline of similar size, such as 
  jaguars, panthers, and mountain lions. 
  PL 4; Medium Size  
  Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +2, Fort +2, Ref +4, Will +1 
  BAB +2, Melee +5, Defense 11/15, Init +4 
  Attack: Bite +6L  
  Speed: Ground 40ft, Climb 20ft 
  Skills: Balance +12, Climb +11, Hide +8,  
  Jump +11, Listen +6, Move Silently +8, Spot +6 
  Feats: Attack Finesse, Fast Movement,  
  Improved Grab, Low-light Vision, Scent,  
  Skill Mastery (climb) 
  Powers: Natural Weapon +3 
  PP 62 
  Improved Grab: A leopard that successfully hits 
  with a melee attack may attempt to start a grapple 
  as a free action. If it wins the grapple check, it 
  establishes a hold. 
   
  LION 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe a male African lion, which is 5 to 8 feet 
  long and weighs 330 to 550 pounds. Females are 
  slightly smaller but use the same statistics. 
  PL 4; Large Size  
  Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +2, Fort +2, Ref +3, Will +0 
  BAB +3, Melee +8, Defense 12/15, Init +3 
  Attack: Bite/Claws +9L; Speed: 40ft 
  Skills: Balance +7, Hide +9, Listen +5, Move 
  Silently +11, Spot +5 
  Feats: Improved Grab, Low-light Vision, Scent, 
  Skill Mastery (Move Silently) 
  Powers: Natural Weapon +4 
  PP 63 
  Improved Grab: A lion that successfully hits with 
  a melee attack may attempt to start a grapple as a 
  free action. If it wins the grapple check, it 
  establishes a hold. 
   
  LIZARD 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe small, non-venomous lizards of perhaps 
  a foot or two in length, such as an iguana. 
  PL 0; Tiny Size  
  Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +2, Will +1 
  BAB +0, Melee +2, Defense 12/14, Init +2 
  Attack: Bite +0L; Speed: 20ft 
  Skills: Balance +8, Climb +9, Hide +9, Listen +3, 
  Spot +3 
  Feats: Attack Finesse, Fast Movement, Dexterous 
  Climb, Low-light Vision 
  PP 3 
  Dexterous Climb: Lizards use their Dexterity 
  modifier instead of their Strength modifier for 
  Climb checks. 
   
  LIZARD, MONITOR 
  Description: This category includes fairly large, 
  carnivorous lizards from 3 to 5 feet long. 
  PL 3; Medium Size  
  Str 17, Dex 15, Con 17, Int 2, Wis 13, Cha 2 
  SV: Dmg +3, Fort +5, Ref +2, Will +1 
  BAB +2, Melee +5, Defense 12/14, Init +2 
  Attack: Bite +6L; Speed: 30ft 
  Skills: Climb +7, Hide +6, Listen +4,  
  Move Silently +6, Spot +4, Swim +14 
  Feats: Fast Movement, Great Fortitude,  
  Low-light Vision, Skill Mastery (Swim) 
  Powers: Natural Weapon +3 
  PP 45 
   
  MANTA RAY 
  Description: These fish are non-aggressive and 
  generally avoid contact with other creatures. They 
  filter plankton and similar small organisms from 
  the water through their gaping, toothless maws. 
  PL 1; Large Size  
  Str 15, Dex 11, Con 10, Int 1, Wis 13, Cha 2 
  SV: Dmg +0, Fort +0, Ref +2, Will +1 
  BAB +1, Melee +3, Defense 10/10, Init +0 
  Attack: Ram +3L; Speed: 40ft 
  Skills: Listen +6, Spot +6, Swim +12 
  Feats: Endurance, Lightning Reflexes,  
  Low-light Vision, Skill Mastery (Swim) 
  Powers: Natural Weapon +1 
  PP 15 
   
   
  87
  
  MONKEY 
  Description: The statistics presented here can be 
  used for any arboreal monkey that is no bigger 
  than a housecat, such as a colobus or capuchin. 
  PL 1; Tiny Size  
  Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 
  SV: Dmg +0, Fort +0, Ref +2, Will +1 
  BAB +0, Melee +4, Defense 12/14, Init +2 
  Attack: Bite +0L; Speed: 30ft 
  Skills: Balance +11, Climb +12, Hide +11,  
  Listen +3, Spot +3 
  Feats: Attack Finesse, Dexterous Climb,  
  Fast Movement x2, Low-light Vision,  
  Skill Mastery (Climb) 
  PP 15 
  Dexterous Climb: Monkeys use their Dexterity 
  modifier instead of their Strength modifier for 
  Climb checks. 
   
  MULE 
  Description: Mules are sterile crossbreeds of 
  donkeys and horses. A mule is similar to a light 
  horse, but slightly stronger and more agile. 
  PL 1; Large Size  
  Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6 
  SV: Dmg +3, Fort +3, Ref +1, Will +0 
  BAB +1, Melee +4, Defense 10/11, Init +1 
  Attack: Hoof +3L; Speed: 30ft 
  Skills: Listen +6, Spot +6 
  Feats: Endurance, Low-light Vision, Scent 
  PP 20 
   
  OCTOPUS 
  Description: 
  These 
  bottom-dwelling 
  sea 
  creatures are dangerous only to their prey. If 
  disturbed, they usually try to escape. 
  PL 2; Small Size  
  Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3 
  Saves: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +1, Melee +4, Defense 13/16, Init +3 
  Attack: Arms/Bite +1L; Speed: 30ft 
  Skills: Escape Artist +13, Hide +11, Listen +2, 
  Spot +5, Swim +10 
  Feats: Attack Finesse, Fast Movement, Jet,  
  Low-light Vision, Skill Mastery (Swim) 
  Powers: Blending +4, Obscure (Ink Cloud) +2* 
  PP 36 
  Jet: An octopus can jet backward once per round 
  as a full-round action at a speed of 200ft. It must 
  move in a straight line to jet. 
  * An octopus can emit a cloud of ink 10 foot in 
  diameter once per minute as a free action. This 
  ink cloud provides total concealment which the 
  octopus normally uses to escape. 
   
  OCTOPUS, GIANT 
  Description: These creatures are aggressive and 
  territorial hunters, with arms reaching 10 feet or 
  more in length. Their tentacles are studded with 
  barbs and sharp-edged suckers. 
  PL 4; Large Size  
  Str 20, Dex 15, Con 13, Int 3, Wis 12, Cha 3 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +4, Melee +4, Defense 13/15, Init +2 
  Attack: Arms/Bite +5L; Speed: 30ft 
  Skills: Escape Artist +12, Hide +12, Listen +4, 
  Spot +6, Swim +13 
  Feats: Jet, Low-light Vision,  
  Skill Mastery (Swim), Toughness 
  Powers: Blending +4, Obscure (Ink Cloud) +2* 
  PP 60 
  Jet: An octopus can jet backward once per round 
  as a full-round action at a speed of 200ft. It must 
  move in a straight line to jet. 
  * An octopus can emit a cloud of ink 10 foot in 
  diameter once per minute as a free action. This 
  ink cloud provides total concealment which the 
  octopus normally uses to escape. 
   
  OWL 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe nocturnal birds of prey from 1 to 2 feet 
  long, with wingspans up to 6 feet. They combine 
  both talons into a single attack. 
  PL 2; Tiny Size  
  Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4 
  SV: Dmg +0, Fort +0, Ref +3, Will +2 
  BAB +0, Melee +5, Defense 13/16, Init +3 
  Attack: Talons +1L;  
  Speed: Ground 10ft, Flying 40ft 
  Skills: Listen +14, Move Silently +17, Spot +10 
  Feats: Attack Finesse, Low-light Vision 
  Powers: Flying +8, Natural Weapon +1  
  PP 30 
   
  PONY 
  Description: 
  The 
  statistics 
  presented 
  here 
  describe a small horse, under 5 feet tall at the 
  shoulder. Ponies are otherwise similar to light 
  horses and cannot fight while carrying a rider. 
  PL 1; Medium Size  
  Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4 
  SV: Dmg +1, Fort +1, Ref +1, Will +0 
  BAB +1, Melee +2, Defense 11/12, Init +1 
  Attack: Hoof +2L; Speed: 40ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement,  
  Low-light Vision, Scent 
  Powers: Natural Weapon +1 
  PP 15 
   
   
  88
  
  PONY, WAR 
  Description: Warponies are bred for strength and 
  aggression, and are similar to light warhorses. 
  PL 2; Medium Size  
  Str 15, Dex 14, Con 12, Int 2, Wis 11, Cha 4 
  SV: Dmg +1, Fort +1, Ref +2, Will +0 
  BAB +1, Melee +3, Defense 11/13, Init +2 
  Attack: Hoof +3L; Speed: 40ft 
  Skills: Listen +5, Spot +5 
  Feats: Endurance, Fast Movement,  
  Low-light Vision, Scent 
  Powers: Natural Weapon +1 
  PP 18 
   
  PORPOISE 
  Description: Porpoises are mammals that tend to 
  be playful, friendly, and helpful. A typical 
  porpoise is 4 to 6 feet long and weighs 110 to 160 
  pounds. The statistics presented here can describe 
  any small whale of similar size. 
  PL 3; Medium Size  
  Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6 
  SV: Dmg +1, Fort +1, Ref +3, Will +1 
  BAB +1, Melee +1, Defense 12/15, Init +3 
  Attack: Slam +2L; Speed: Swim 80ft 
  Skills: Listen +8, Spot +7, Swim +9 
  Feats: Attack Finesse, Blindfight, Blindsight, 
  Hold Breath, Low-light Vision 
  Powers: Swimming +10 
  PP 47 
  Hold Breath: A porpoise can hold its breath for a 
  number of rounds equal to 4 times its Constitution 
  score. 
   
  RAT 
  Description: These omnivorous rodents thrive 
  almost anywhere. 
  PL 1; Tiny Size  
  Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +2, Will +1 
  BAB +0, Melee +2, Defense 12/14, Init +2 
  Attack: Bite +0L; Speed: 15ft 
  Skills: Balance +10, Climb +12, Hide +14,  
  Move Silently +10, Swim +10 
  Feats: 
  Attack 
  Finesse, 
  Dexterous 
  Climb, 
  Dexterous Swim, Low-light Vision, Scent,  
  Skill Mastery (Swim) 
  PP 18 
  Dexterous Climb: Rats use their Dexterity 
  modifier instead of their Strength modifier for 
  Climb checks. 
  Dexterous Swim: Rats use their Dexterity 
  modifier instead of their Strength modifier for 
  Swim checks. 
    
  RAVEN 
  Description: These glossy black birds are about 2 
  feet long and have wingspans of about 4 feet. 
  They combine both claws into a single attack. The 
  statistics presented here can describe most non-
  predatory birds of similar size. 
  PL 0; Tiny Size  
  Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 
  SV: Dmg +0, Fort +0, Ref +2, Will +2 
  BAB +0, Melee +2, Defense 12/14, Init +2 
  Attack: Claws +0L  
  Speed: Ground 10ft, Flying 40ft 
  Skills: Listen +3, Spot +5 
  Feats: Attack Finesse, Low-light Vision 
  Powers: Flying +8 
  PP 10 
   
  RHINOCEROS 
  Description: The rhinoceros is infamous for its 
  bad temper and willingness to charge intruders. 
    The statistics presented here are based on the 
  African black rhino, which is 6 to 14 feet long, 3 
  to 6 feet high at the shoulder, and weighs up to 
  6,000 pounds. These statistics can describe any 
  herbivore of similar size and similar natural 
  weapons (antlers, horns, tusks, or the like). 
  PL 4; Large Size  
  Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 2 
  SV: Dmg +7, Fort +7, Ref +0, Will +1 
  BAB +4, Melee +9, Defense 13/13, Init +0 
  Attack: Gore +9L; Speed: 30ft 
  Skills: Listen +16, Spot +6 
  Feats: Endurance, Great Fortitude,  
  Low-light Vision, Powerful Charge, Toughness 
  Powers: Natural Weapon +2, Super-Strength +3 
  PP 60 
  Powerful Charge: A rhinoceros doubles its 
  damage bonus when it makes a charge. 
   
  SHARK, HUGE 
  Description: 
  These 
  carnivorous 
  fish 
  are 
  aggressive and liable to make unprovoked attacks 
  against anything that approaches them. Smaller 
  sharks are from 5 to 8 feet long and not usually 
  dangerous to creatures other than their prey. 
  Large sharks can reach around 15 feet in length 
  and are a serious threat. Huge sharks are true 
  monsters, like great whites, that can exceed 20 
  feet in length. 
   
  89
  
  PL 5; Huge Size 
  Str 20, Dex 15, Con 15, Int 1, Wis 12, Cha 2 
  SV: Dmg +2, Fort +4, Ref +2, Will +3 
  BAB +5, Melee +12, Defense 13/15, Init +6 
  Attack: Bite +10L; Speed: 60ft 
  Skills: Listen +10, Spot +10, Swim +15 
  Feats: Blindfight, Blindsight, Great Fortitude, 
  Improved Initiative, Iron Will, Keen Scent, Scent 
  Powers: Natural Weapon +5, Swimming +4 
  PP 77 
  Keen Scent: A shark can notice creatures by scent 
  in a 180-foot radius and detect blood in the water 
  at a range of up to a mile. 
   
  SHARK, LARGE 
  PL 3; Large Size  
  Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +3, Melee +4, Defense 12/14, Init +2 
  Attack: Bite +6L; Speed: 60ft 
  Skills: Listen +8, Spot +7, Swim +12 
  Feats: Blindfight, Blindsight, Great Fortitude, 
  Improved Initiative, Keen Scent, Scent 
  Powers: Natural Weapon +3, Swimming +4 
  PP 52 
  Keen Scent: A shark can notice creatures by scent 
  in a 180-foot radius and detect blood in the water 
  at a range of up to a mile. 
   
  SHARK, MEDIUM 
  PL 2; Medium Size  
  Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +2, Melee +3, Defense 10/12, Init +2 
  Attack: Bite +4L; Speed: 60ft 
  Skills: Listen +6, Move Silently +6, Spot +3, 
  Swim +10 
  Feats: Blindfight, Blindsight, Keen Scent, Scent 
  Powers: Natural Weapon +3, Swimming +6 
  PP 38 
  Keen Scent: A shark can notice creatures by scent 
  in a 180-foot radius and detect blood in the water 
  at a range of up to a mile. 
   
  SNAKE, CONSTRICTOR 
  Description: Constrictor snakes usually are not 
  aggressive and flee when confronted. They hunt 
  for food but do not attempt to make a meal out of 
  any creature that is too large to constrict. 
  PL 3; Medium Size  
  Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +3, Will +1 
  BAB +3, Melee +4, Defense 12/15, Init +3 
  Attack: Bite +3L; Speed: 20ft 
  Skills: Balance +11, Climb +15, Hide +11,  
  Listen +7, Spot +7, Swim +11 
  Feats: Constrict, Improved Grab,  
  Scent, Toughness 
  PP 47 
  Constrict: On a successful grapple check a 
  constrictor snake has a Damage Bonus of +4 
  Improved Grab: A constrictor snake that 
  successfully hits with a melee attack may attempt 
  to start a grapple as a free action. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
   
  SNAKE, GIANT CONSTRICTOR 
  Description: Giant constrictor snakes are more 
  aggressive than their smaller cousins, principally 
  because they need a great amount of food to survive 
  PL 5; Huge Size  
  Str 20, Dex 17, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +3, Will +1 
  BAB +5, Melee +10, Defense 12/15, Init +3 
  Attack: Bite +8L; Speed: 20ft 
  Skills: Balance +11, Climb +17, Hide +11,  
  Listen +9, Spot +9, Swim +17 
  Feats: Constrict, Endurance, Improved Grab, 
  Scent, Toughness 
  Powers: Super-Strength +3 
  PP 77 
  Constrict: On a successful grapple check a giant 
  constrictor snake has a Damage Bonus of +9 
  Improved Grab: A giant constrictor snake that 
  successfully hits with a melee attack may attempt 
  to start a grapple as a free action. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
   
   
  90
  
  SNAKE, HUGE VIPER 
  Description: These creatures range widely in size. 
  They are not particularly aggressive, but will often 
  lash out with a bite attack before attempting to retreat. 
    Viper snakes rely on their venomous bite to kill prey 
  and defend themselves. 
  PL 4; Huge Size  
  Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +3, Melee +8, Defense 11/13, Init +6 
  Attack: Bite +5L; Speed: 20ft 
  Skills: Balance +10, Climb +12, Hide +4, Listen 
  +7, Spot +7, Swim +12 
  Feats: Attack Focus (Bite),  
  Improved Initiative, Scent 
  Powers: Natural Weapon (Extra: Drain Extra: 
  Slow Recovery*) +3 
  PP 46 
  * A viper has a poisonous bite. When a viper makes a 
  successful melee attack its target must make a 
  successful Fortitude save (DC 12) or lose 2 points of 
  Constitution; this is in addition to the normal Damage 
  save for the attack. Poisoned creatures regain lost 
  Constitution at a rate of 1 point per minute. 
   
  SNAKE, LARGE VIPER 
  PL 3; Large Size  
  Str 11, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +3, Melee +6, Defense 12/15, Init +7 
  Attack: Bite +2L; Speed: 20ft 
  Skills: Balance +12, Climb +12, Hide +9,  
  Listen +5, Spot +6, Swim +8 
  Feats: Attack Finesse, Improved Initiative, Scent 
  Powers: Natural Weapon (Extra: Drain Extra: 
  Slow Recovery*) +2 
  PP 45 
  * A viper has a poisonous bite. When a viper makes a 
  successful melee attack its target must make a 
  successful Fortitude save (DC 12) or lose 2 points of 
  Constitution; this is in addition to the normal Damage 
  save for the attack. Poisoned creatures regain lost 
  Constitution at a rate of 1 point per minute. 
   
  SNAKE, MEDIUM VIPER 
  PL 2; Medium Size  
  Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +2, Melee +5, Defense 12/15, Init +3 
  Attack: Bite +2L; Speed: 20ft 
  Skills: Balance +12, Climb +12, Hide +12,  
  Listen +5, Spot +6, Swim +7 
  Feats: Attack Finesse, Scent 
  Powers: Natural Weapon (Extra: Drain, Extra: 
  Slow Recovery*) +2 
  PP 37 
  * A viper has a poisonous bite. When a viper makes a 
  successful melee attack its target must make a 
  successful Fortitude save (DC 12) or lose 2 points of 
  Constitution; this is in addition to the normal Damage 
  save for the attack. Poisoned creatures regain lost 
  Constitution at a rate of 1 point per minute. 
   
  SNAKE, SMALL VIPER 
  PL 2; Small Size  
  Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  Sv: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +1, Melee +3, Defense 13/16, Init +3 
  Attack: Bite +2L; Speed: 20ft 
  Skills: Balance +12, Climb +12, Hide +12, Listen 
  +6, Spot +7, Swim +7 
  Feats: Attack Finesse, Scent 
  Powers: Natural Weapon (Extra: Drain, Extra: 
  Slow Recovery*) +1 
  PP 30 
  * A viper has a poisonous bite. When a viper makes a 
  successful melee attack its target must make a 
  successful Fortitude save (DC 11) or lose 2 points of 
  Constitution; this is in addition to the normal Damage 
  save for the attack. Poisoned creatures regain lost 
  Constitution at a rate of 1 point per minute. 
   
  SNAKE, TINY VIPER 
  PL 1; Tiny Size  
  Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +0, Melee +3, Defense 13/16, Init +3 
  Attack: Bite +2L; Speed: 20ft 
  Skills: Balance +10, Climb +10, Hide +10,  
  Listen +6, Spot +7, Swim +5 
  Feats: Attack Finesse, Scent 
  Powers: Natural Weapon (Extra: Drain, Extra: 
  Slow Recovery*) +1 
  PP 24 
  * A viper has a poisonous bite. When a viper makes a 
  successful melee attack its target must make a 
  successful Fortitude save (DC 11) or lose 2 points of 
  Constitution; this is in addition to the normal Damage 
  save for the attack. Poisoned creatures regain lost 
  Constitution at a rate of 1 point per minute. 
   
   
  91
  
  SQUID 
  Description: These free-swimming mollusks are 
  fairly aggressive. They are more feared than 
  sharks in some locales. 
  PL 3; Medium Size  
  Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SV: Dmg +0, Fort +0, Ref +3, Will +1 
  BAB +3, Melee +4, Defense 12/15, Init +3 
  Attack: Arms/Bite +2L; Speed: 60ft 
  Skills: Listen +7, Spot +7, Swim +12 
  Feats: Endurance, Improved Grab, Jet,  
  Low-light Vision, Skill Mastery (Swim) 
  Powers: Obscure +2*, Swimming +6 
  PP 47 
  Jet: A squid can jet backward once per round as a 
  full-round action at a speed of 200ft. It must 
  move in a straight line to jet. 
  * A squid can emit a cloud of ink 10 foot in 
  diameter once per minute as a free action. This 
  ink cloud provides total concealment which the 
  octopus normally uses to escape. 
   
  SQUID, GIANT 
  Description: These voracious creatures can have 
  bodies more than 20 feet long and attack almost 
  anything they meet. 
  PL 6; Huge Size  
  Str 20, Dex 17, Con 13, Int 1, Wis 12, Cha 2 
  SV: Dmg +1, Fort +1, Ref +3, Will +1 
  BAB +6, Melee +11, Defense 14/17, Init +3 
  Attack: Arms/Bite +8L; Speed: 80ft 
  Skills: Listen +10, Spot +11, Swim +18 
  Feats: Constrict, Endurance, Improved Grab, Jet, 
  Low-light 
  Vision, 
  Skill 
  Mastery 
  (Swim), 
  Toughness 
  Powers: Obscure +2*, Super-Strength +3, 
  Swimming +6 
  PP 90 
  Constrict: On a successful grapple check a giant 
  constrictor snake has a Damage Bonus of +9 
  Improved Grab: A giant squid that successfully 
  hits with a melee attack may attempt to start a 
  grapple as a free action. If it wins the grapple 
  check, it establishes a hold and can constrict.  
  Jet: An giant squid can jet backward once per 
  round as a full-round action at a speed of 200ft. It 
  must move in a straight line to jet. 
  * An giant squid can emit a cloud of ink 10 foot 
  in diameter once per minute as a free action. This 
  ink cloud provides total concealment which the 
  octopus normally uses to escape. 
   
  TIGER 
  Description: These great cats stand more than 3 
  feet tall at the shoulder and are about 9 feet long. 
  They weigh from 400 to 600 pounds 
  PL 4; Large Size  
  Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 6 
  SV: Dmg +5, Fort +3, Ref +2, Will +1 
  BAB +4, Melee +9, Defense 12/14, Init +2 
  Attack: Claw/Bite +10L; Speed: 40ft 
  Skills: Balance +6, Hide +3, Listen +3,  
  Move Silently +9, Spot +3, Swim +11 
  Feats: Improved Grab, Low-light Vision, Scent, 
  Toughness 
  Powers: Natural Weapon +3, Super-Strength +1 
  PP 60 
  Improved Grab: A tiger that successfully hits 
  with a melee attack may attempt to start a grapple 
  as a free action. If it wins the grapple check, it 
  establishes a hold. 
   
  TOAD 
  Description: These diminutive amphibians are 
  innocuous and beneficial, since they eat insects. 
  PL 0; Diminutive Size  
  Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4 
  SV: Dmg +0, Fort +0, Ref +1, Will +2 
  BAB +0, Melee +4, Defense 14/15, Init +1 
  Attack: none; Speed: 5ft 
  Skills: Hide +23, Listen +4, Spot +4 
  Feats: Amphibious, Low-light Vision 
  PP 0 
   
  WEASEL 
  Description: These little mammals are aggressive 
  predators but usually confine themselves to 
  smaller prey. The statistics presented here can 
  also apply to ferrets. 
  PL 1; Tiny Size  
  Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 
  Sv: Dmg +0, Fort +0, Ref +2, Will +1 
  BAB +0, Melee +4, Defense 12/14, Init +2 
  Attack: Bite +0L Dmg; Speed: 20ft 
  Skills: Balance +10, Climb +10, Hide +12,  
  Move Silently +8, Spot +3 
  Feats: Attach, Attack Finesse, Dexterous Climb, 
  Fast Movement, Low-light Vision, Scent 
  PP 16 
  Attach: A weasel that hits with a bite attack uses 
  its powerful jaws to latch on to its opponent and 
  automatically deals its damage bonus each round 
  it remains attached. An attached weasel loses its 
  Dexterity bonus to Defense and can be struck by a 
  weapon or grappled. To remove an attached 
  weasel through grappling the opponent must 
  achieve a pin against the creature. 
  Dexterous Climb: Weasels use their Dexterity 
  modifier instead of their Strength modifier for 
  Climb checks. 
   
   
  92
  
  WHALE, BALEEN 
  Description: The statistics here describe a 
  plankton-feeding whale between 30 and 60 feet 
  long, such as gray, humpback, and right whales. 
  These massive creatures are surprisingly gentle. If 
  harassed or provoked, they are as likely to flee as 
  they are to retaliate. 
  PL 8; Gargantuan Size  
  Str 20, Dex 13, Con 20, Int 2, Wis 12, Cha 6 
  SV: Dmg +12, Fort +8, Ref +1, Will +1 
  BAB +8, Melee +13, Defense 14/15, Init +2 
  Attack: Tail Slap +13L; Speed: 40ft 
  Skills: Listen +15, Spot +15, Swim +20 
  Feats: Blindfight, Blindsight x3*, Endurance, 
  Hold Breath x2, Low-light Vision, Toughness x2 
  Powers: Natural Weapon +1, Super-Constitution 
  +3, Super-Strength +7 
  PP 126 
  Hold Breath: A whale can hold its breath for a 
  number of rounds equal to 8 times its 
  Constitution score.  
  * A whale has Blindsight to a range of 120 feet. 
   
  WHALE, CACHALOT 
  Description: Also known as sperm whales, these 
  creatures can be up to 60 feet long. They prey on 
  giant squids 
  PL 8; Gargantuan Size  
  Str 20, Dex 13, Con 20, Int 2, Wis 14, Cha 6 
  SV: Dmg +12, Fort +8, Ref +1, Will +1 
  BAB +8, Melee +13, Defense 14/15, Init +2 
  Attack: Tail Slap +13L; Speed: 40ft 
  Skills: Listen +15, Spot +15, Swim +20 
  Feats: Blindfight, Blindsight x3*, Endurance, 
  Hold Breath x2, Low-light Vision, Toughness 
  Powers: Natural Weapon +1,  
  Super-Constitution +4, Super-Strength +7 
  PP 128 
  Hold Breath: A whale can hold its breath for a 
  number of rounds equal to 8 times its 
  Constitution score. 
  * A whale has Blindsight to a range of 120 feet. 
   
  WHALE, ORCA 
  Description: These ferocious creatures are about 
  30 feet long. They eat fish, squid, seals, and other 
  whales. 
  PL 5; Huge Size  
  Str 20, Dex 15, Con 20, Int 2, Wis 14, Cha 6 
  SV: Dmg +7, Fort +5, Ref +2, Will +2 
  BAB +5, Melee +11, Defense 13/15, Init +2 
  Attack: Tail Slap +10L; Speed: 50ft 
  Skills: Listen +15, Spot +15, Swim +18 
  Feats: Blindfight, Blindsight x3*, Endurance, 
  Hold Breath x2, Low-light Vision, Toughness 
  Powers: Natural Weapon +2, Super-Strength +3 
  PP 81 
  Hold Breath: A whale can hold its breath for a 
  number of rounds equal to 8 times its Constitution 
  score. 
  * A whale has Blindsight to a range of 120 feet. 
   
  WOLF 
  Description: Wolves are pack hunters known for 
  their persistence and cunning. 
  PL 2; Medium Size  
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SV: Dmg +4, Fort +2, Ref +2, Will +1 
  BAB +1, Melee +2, Defense 12/14, Init +2 
  Attack: Bite +3L; Speed: 50ft 
  Skills: Hide +2, Listen +4, Move Silently +4, 
  Spot +3, Survival +2 
  Feats: Fast Movement x2, Low-light Vision, 
  Scent, Toughness, Track 
  Powers: Natural Weapon +2 
  PP 30 
   
  WOLVERINE 
  Description: These creatures are similar to 
  badgers but are bigger, stronger, and even more 
  ferocious. 
  PL 3; Medium Size  
  Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10 
  SV: Dmg +4, Fort +4, Ref +2, Will +1 
  BAB +2, Melee +4, Defense 12/14, Init +2 
  Attack: Claws +4L; Speed: 30ft 
  Skills: Climb +10, Listen +6, Spot +6 
  Feats: Low-light Vision, Rage*, Scent,  
  Skill Mastery (Climb), Track 
  Powers: Natural Weapon +2 
  PP 45 
  *A wolverine that is attacked flies into a Rage on 
  its next turn, fighting until either it or its opponent 
  is dead. A wolverine cannot voluntarily end a 
  Rage. 
   
   
  93
  
   
   
   
   
   
  APPENDIX II: 
  MONSTERS 
  Provided in this appendix are a number of 
  monsters that can be used in any fantasy 
  campaign. Racial templates and statistics for 
  typical specimens have been included for most 
  entries. 
   
  BUGBEAR 
  Description: Hairy and barbaric, bugbears are 
  larger and more aggressive goblinoids. 
  PL 3; Medium Size  
  Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 9 
  SV: Dmg +3, Fort +1, Ref +1, Will +0 
  BAB +2, Melee +4, Ranged +3,  
  Defense 12/13, Init +1, Speed: 30ft 
  Attack: Morningstar +4L or Javelin +3L;  
  Skills: Climb +3, Hide +4, Listen +4,  
  Move Silently +6, Spot +5 
  Feats: Attack Focus (Morningstar), Darkvision, 
  Scent, Skill Focus (Move Silently) 
  Powers: Amazing Save +2, Super-Strength +3 
  PP 45 
   
  BUGBEAR RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Amazing Save (Damage) +3 
   
  2PP 
  Dark Vision 
   
   
    
  2PP 
  Scent 
   
   
   
   
  2PP 
  Skill Focus (Move Silently) 
    
  2PP 
  Super-Strength +2 
   
   
  6PP 
  Automatic Languages: Common and Goblin 
  Total Cost: 
   
   
   
  14PP 
   
  CENTAUR 
  Description: The body of a horse with the upper 
  torso of a human where the horse’s neck should 
  be; a centaur is as big as a heavy horse, but much 
  taller and slightly heavier. A centaur is about 7 
  feet tall and weighs about 2,100 pounds. 
  PL 3; Large Size  
  Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11 
  SV: Dmg +6, Fort +4, Ref +2, Will +1 
  BAB +4, Melee +8, Defense 12/14, Init +2 
  Attack: Hoof +1L, Longsword +5L; Speed: 50ft 
  Skills: Listen +3, Move Silently +4, Spot +3, 
  Survival +2 
  Feats: Dark Vision, Dodge 
  Powers: Amazing Save (Damage) +2,  
  Natural Weapon +1, Super-Constitution +2, 
  Super-Strength +2 
  PP 51 
   
  CENTAUR RACIAL TEMPLATE 
  Large Size 
  Base Speed 50 feet. 
  Amazing Save (Damage) +2 
   
  2PP 
  Dark Vision 
   
   
    
  2PP 
  Fast Movement  
   
   
  2PP 
  Natural Weapon +1 
   
   
  2PP 
  Super-Constitution +2 
   
   
  8PP 
  Super-Strength +4 
   
   
  12PP 
  Automatic Languages: Elven and Sylvan 
  Total Cost: 
   
   
   
  28PP 
   
  DOPPELGANGER 
  Description: Doppelgangers are strange beings 
  that are able to take on the shapes of those they 
  encounter. In its natural form, the creature looks 
  more or less humanoid, but slender and frail, with 
  gangly limbs and half-formed features. The flesh 
  is pale and hairless. Its large, bulging eyes are 
  yellow with slitted pupils. A doppelganger’s 
  appearance is deceiving even when it’s in its true 
  form. A doppelganger is hardy, with a natural 
  agility not in keeping with its frail appearance. 
  Doppelgangers make excellent use of their natural 
  mimicry to stage ambushes, bait traps, and 
  infiltrate humanoid society. Although not usually 
   
  94
  
  evil, they are interested only in themselves and 
  regard all others as playthings to be manipulated 
  and deceived. 
  It is natural form a doppelganger is about 5-1/2 
  feet tall and weighs about 150 pounds. 
  PL 3; Large Size  
  Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13 
  Saves: Dmg +3, Fort +1, Ref +1, Will +4 
  BAB +3, Melee +8, Defense 12/14, Init +2 
  Attack: Claws/Bite +8L; Speed: 30ft 
  Skills: Bluff +10*, Diplomacy +3, Disguise +9*, 
  Intimidate +3, Listen +6, Sense Motive +6,  
  Spot +6 
  Feats: Low-light Vision, Scent,  
  Skill Mastery (Climb), Toughness 
  Powers: Natural Weapon +3 
  PP 49 
   
  DOPPELGANGER RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Amazing Save (Damage) +4 
   
  4PP 
  Dark Vision 
   
   
    
  2PP 
  Super-Wisdom +2 
   
   
  6PP 
  Shapeshift +4 
   
   
   
  8PP 
  Telepathy (Flaw: Read Only) +4 
   
  4PP 
  Automatic Languages: Common 
  Total Cost: 
   
   
   
  24PP 
   
  DRAGON 
  Description: Massive flying, intelligent reptiles 
  that like to hoard wealth, collecting mounds of 
  coins and gathering as many gems, jewels, and 
  magic items as possible. Those with large hoards 
  are loath to leave them for long, venturing out of 
  their lairs only to patrol the immediate area or to 
  get food. For dragons, there is no such thing as 
  enough treasure. It’s pleasing to look at, and they 
  bask in its radiance. Dragons like to make beds of 
  their hoards, shaping nooks and mounds to fit 
  their bodies. 
  PL 15; Gargantuan Size  
  Str 18, Dex 10, Con 18, Int 12, Wis 15, Cha 16 
  Saves: Dmg +4, Fort +4, Ref +0, Will +2 
  BAB +7, Melee +11, Ranged +7,  
  Defense 13/13, Init +0 
  Attack: Claws/Bite +19L; Speed: 90ft 
  Skills: Climb +9, Jump +10, Listen +7, Spot +8 
  Feats: Blindfight, Blindsight, Crush, Darkvision, 
  Extra Limb (Tail), Immunity Exhaustion (Flaw: 
  Magical Only), Immunity Paralysis, Immunity 
  Energy Type (Matches breath weapon energy 
  type), Magecraft, Magical Training x4, Spell 
  Resistance x5, Tail Slap, Tail Sweep 
  Powers: Energy Blast (Breath Weapon) +10 
  (Extra: Explosive Blast), Flight +15 (Flaw: 
  Restricted-Wings), Instill Fear +5 (Extra: Area), 
  Natural Weapon (Claws/Teeth) +10,  
  Protection +10, Super-Strength +5 
  PP 210 
  Crush: This special attack allows a flying or 
  jumping dragon to land on opponents as a half 
  action, using its whole body to crush them. Crush 
  attacks are effective only against opponents three 
  or more size categories smaller than the dragon 
  (though it can attempt normal overrun or grapple 
  attacks against larger opponents). 
  A crush attack affects as many creatures as can fit 
  under the dragon’s body. Creatures in the affected 
  area must succeed on a Reflex save (DC equals 
  the dragon’s PL) or be pinned, automatically 
  taking a number of stun hits equal to half the 
  dragon’s PL (rounded down). If the dragon 
  chooses to maintain the pin, treat it as a normal 
  grapple attack. Pinned opponents take additional 
  stun hits from the crush each round if they don’t 
  escape. 
  Tail Slap: The dragon can slap one opponent 
  each round with its tail as a half action. A tail slap 
  has a Damage Bonus equal to twice the dragon’s 
  strength modifier plus its ranks in Super-Strength. 
  Tail Sweep: This special attack allows a dragon 
  of at least Gargantuan size to sweep with its tail 
  as a half action. The sweep affects a half-circle 
  with a radius of 30 feet (or 40 feet for a Colossal 
  dragon), extending from an intersection on the 
  edge of the dragon’s space in any direction. 
  Creatures within the swept area are affected if 
  they are four or more size categories smaller than 
  the dragon. A tail sweep has a Damage Bonus 
  equal to twice the dragon’s strength modifier plus 
  its ranks in Super-Strength. Affected creatures 
  can attempt Reflex saves (DC equals the dragon’s 
  PL) to reduce the Damage Bonus by half 
  (rounded down).  
   
   
  95
  
  DRAGON RACIAL TEMPLATE 
  Gargantuan Size 
  Base Speed 90 feet. 
  Blindfight 
   
   
   
  2PP 
  Blindsight 
   
   
   
  2PP 
  Crush 
   
   
   
   
  2PP 
  Darkvision 
   
   
   
  2PP 
  Energy Blast (Breath Weapon)  
  [Extra: Explosive Blast] +10 
   
  30PP 
  Extra Limb (Tail)  
   
   
  2PP 
  Flight +15 (Flaw: Restricted-Wings) 
  15PP 
  Immunity: Exhaustion (Flaw: Magical Only) 2PP 
  Immunity: Paralysis 
   
   
  2PP 
  Immunity: *Energy Type  
  (*Matches breath weapon type) 
   
  2PP 
  Instill Fear (Extra: Area) +5 
   
  10PP 
  Magecraft 
   
   
   
  2PP 
  Magical Training x4 
   
   
  8PP 
  Natural Weapon +10 (Claws/Teeth)  
  20PP 
  Protection +10 
   
   
   
  20PP 
  Spell Resistance x5 
   
   
  10PP 
  Super-Strength +5 
   
   
  15PP 
  Tail Slap 
   
   
   
  2PP 
  Tail Sweep 
   
   
   
  2PP 
  Total Cost: 
   
   
              150PP 
   
  GARGOYLE 
  Description: Gargoyles often appear to be 
  winged stone statues, for they can perch 
  indefinitely without moving and use this disguise 
  to surprise their foes.  
  PL 4; Large Size  
  Str 15, Dex 14, Con 18, Int 6, Wis 12, Cha 7 
  SV: Dmg +9, Fort +7, Ref +2, Will +1 
  BAB +3, Melee +5, Defense 13/15, Init +2 
  Attack: Claws/Bite +8L; Speed: 40ft 
  Skills: Hide +7, Listen +4, Spot +5 
  Feats: Darkvision, Fast Movement,  
  Freeze, Toughness 
  Powers: Flight+2 (Flaw: Restricted-Wings), 
  Natural Weapon +3, Protection +2, Super-Con +3 
  PP 61 
  Freeze: A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed 
  on a DC 20 Spot check to notice the gargoyle is 
  really alive. 
   
  GARGOYLE RACIAL TEMPLATE 
  Medium Size 
  Base Speed 40 feet 
  Darkvision 
   
   
   
  2PP 
  Fast Movement  
   
   
  2PP 
  Flight +2 (Flaw: Restricted-Wings)  
  2PP 
  Freeze  
   
   
   
  2PP 
  Natural Weapon +3 
   
   
  6PP 
  Protection +2 
   
   
   
  4PP 
  Super-Constitution +3 
   
   
  12PP  
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  28PP 
   
  GIANT 
  Description: Skin color among giants ranges 
  from light tan to deep ruddy brown. Their hair is 
  brown or black, with eyes the same color. Adults 
  are about 10-1/2 feet tall and weigh about 1,100 
  pounds. Giants can live to be 200 years old. 
  PL 4; Large Size  
  Str 20, Dex 10, Con 19, Int 10, Wis 12, Cha 8 
  Sv: Dmg +4, Fort +4, Ref +0, Will +1 
  BAB +3, Melee +8, Defense 12/14, Init +0 
  Attack: Greatclub +14L; Speed: 40ft 
  Skills: Climb +9, Jump +9, Listen +5, Spot +7 
  Feats: 
  Low-light 
  Vision, 
  Martial 
  Weapon 
  Proficiency, Power Attack, Rock Catching,  
  Rock Throwing, Takedown Attack 
  Powers: Super-Strength +3 
  PP 60 
  Rock Catching: A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). 
  Once per round, a giant that would normally be 
  hit by a rock can make a Reflex save to catch it as 
  a free action. The DC is 15 for a Small rock, 20 
  for a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack 
  rolls, the DC increases by that amount.) The giant 
  must be ready for and aware of the attack in order 
  to make a rock catching attempt.  
  Rock Throwing: Adult giants are accomplished 
  rock throwers and receive a +1 racial bonus on 
  attack rolls when throwing rocks. A giant’s 
  throwing range increment is equal to its Strength 
  Modifier times ten. 
   
  GIANT RACIAL TEMPLATE 
  Large Size 
  Base Speed 40 feet. 
  Low-light Vision  
   
   
  2PP 
  Rock Catching 
   
   
   
  2PP 
  Rock Throwing  
   
   
  2PP 
  Super-Strength +3 
   
   
  9PP 
  Total Cost: 
   
   
   
  15PP 
   
  GNOLL 
  Description: 
  Gnolls 
  are 
  hyena-headed, 
  humanoids that have dirty yellow or reddish-
  brown fur and wander in loose tribes. A gnoll is a 
  nocturnal 
  carnivore, 
  preferring 
  intelligent 
  creatures for food because they scream more. A 
  gnoll is about 7-1/2 feet tall and weighs 300 
  pounds. 
   
  96
  
  PL 2; Medium Size  
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 
  SV: Dmg +4, Fort +1, Ref +0, Will +0 
  BAB +2, Melee +4, Ranged +2  
  Defense 12/12, Init +0 
  Attack: Battleaxe +7L; Speed: 30ft 
  Skills: Hide +5, Listen +3, Move Silently +1, 
  Spot +5 
  Feats: Armor Proficiency (light), Low-light 
  Vision, Martial Weapon Proficiency, Toughness 
  PP 30 
   
  GNOLL RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
    
  2PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  4PP 
   
  GOBLIN 
  Description: A goblin stands 3 to 3-1/2 feet tall 
  and weighs 40 to 45 pounds. Its eyes are usually 
  dull and glazed, varying in color from red to 
  yellow. A goblin’s skin color ranges from yellow 
  through any shade of orange to a deep red; 
  usually all members of a single tribe are about the 
  same color. Goblins wear clothing of dark leather, 
  tending toward drab, soiled-looking colors.  
  PL 1; Small Size  
  Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 
  SV: Dmg +1, Fort +1, Ref +1, Will -1 
  BAB +1, Melee +1, Ranged +1  
  Defense 12/13, Init +1 
  Attack: Morningstar +4L; Speed: 30ft 
  Skills: Hide +5, Listen +1, Move Silently +5, 
  Ride +4, Spot +2 
  Feats: Darkvision, Fast Movement,  
  Martial Weapon Proficiency 
  PP 17 
   
  GOBLIN RACIAL TEMPLATE 
  Small Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
    
  2PP 
  Fast Movement  
   
   
  2PP 
  Total Cost: 
   
   
   
  4PP 
   
  HOBGOBLIN 
  Description: Hobgoblins are larger cousins of 
  goblins. Hobgoblins’ hair color ranges from dark 
  reddish-brown to dark gray. They have dark 
  orange or red-orange skin. Large males have blue 
  or red noses. Hobgoblins’ eyes are yellowish or 
  dark brown, while their teeth are yellow. Their 
  garments tend to be brightly colored, often blood 
  red with black-tinted leather. Their weaponry is 
  kept polished and in good repair. 
  PL 2; Medium Size  
  Str 13, Dex 13, Con 14, Int 10, Wis 10, Cha 8 
  SV: Dmg +4, Fort +2, Ref +1, Will +0 
  BAB +2, Melee +8, Defense 12/13, Init +2 
  Attack: Longsword +6L; Speed: 30ft 
  Skills: Hide +3, Listen +2, Move Silently +3, 
  Spot +2 
  Feats: Darkvision, Martial Weapon Proficiency, 
  Power Attack, Toughness  
  PP 30 
   
  HOBGOBLIN RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
    
  2PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  4PP 
   
  KOBOLD 
  Description: 
  Kobolds 
  are 
  short, 
  reptilian 
  humanoids with cowardly and sadistic tendencies. 
  A kobold’s scaly skin ranges from dark rusty 
  brown to a rusty black color and it has glowing 
  red eyes. Kobolds wear ragged clothing, favoring 
  red and orange. A kobold is 2 to 2-1/2 feet tall 
  and weighs 35 to 45 pounds. Kobolds speak with 
  a voice that sounds like that of a yapping dog. 
  PL 1; Small Size  
  Str 9, Dex 13, Con 10, Int 10, Wis 10, Cha 8 
  SV: Dmg +2, Fort +0, Ref +1, Will +0 
  BAB +0, Melee +1, Ranged +1,  
  Defense 11/12, Init +1 
  Attack: Halfspear +3L; Speed: 30ft 
  Skills: Craft (trapmaking) +2, Hide +6, Listen +2, 
  Move Silently +2, Search +2, Spot +2 
  Feats: Attack Finesse, Darkvision,  
  Fast Movement, Toughness 
  PP 15 
   
  KOBOLD RACIAL TEMPLATE 
  Small Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
    
  2PP 
  Fast Movement  
   
   
  2PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  6PP 
   
   
  97
  
  LIZARDFOLK 
  Description: A lizardfolk is usually 6 to 7 feet 
  tall with green, gray, or brown scales. Its tail is 
  used for balance and is 3 to 4 feet long. A 
  lizardfolk can weigh from 200 to 250 pounds. 
  PL 2; Medium Size  
  Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 
  SV: Dmg +3, Fort +1, Ref +0, Will +0 
  BAB +2, Melee +3, Ranged +2,  
  Defense 12/14, Init +1 
  Attack: Claws +3L, Club +4S; Speed: 30ft 
  Skills: Balance +4, Jump +5, Swim +3 
  Feats: Hold Breath, Toughness 
  Powers: Natural Weapon +2, Protection +1 
  PP 30 
  Hold Breath: Lizardfolk can hold their breath for 
  a number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  LIZARDFOLK RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Hold Breath 
   
   
   
  2PP 
  Natural Weapon +2 (Claws) 
   
  4PP 
  Protection +1 
   
   
   
  2PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  10PP 
   
  MANTICORE 
  Description: A manticore has a human head on 
  the body of a lion with the tail of a scorpion. A 
  typical manticore is about 10 feet long and 
  weighs about 1,000 pounds. 
  PL 5; Large Size  
  Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 
  SV: Dmg +6, Fort +4, Ref +2, Will +1 
  BAB +3, Melee +8, Ranged +5,  
  Defense 13/15, Init +2 
  Attack: Claws +9, Spikes +5L; Speed: 40ft 
  Skills: Listen +5, Spot +9, Survival +1 
  Feats: Darkvision, Move-by-Attack,  
  Power 
  Attack, 
  Scent, 
  Takedown 
  Attack, 
  Toughness 
  Powers: Energy Blast (Spikes) +5 (Flaw: Uses), 
  Flight +5 (Flaw: Restricted-Wings),  
  Natural Weapon +4 (Claws) 
  PP 75 
   
  MEDUSA 
  Description: A medusa has the appearance of a 
  human woman with snakes sprouting from her 
  head in the place of hair. A medusa is 
  indistinguishable from a normal human at 
  distances greater than 30 feet (or closer, if its face 
  is concealed). The creature often wears garments 
  that enhance its body while hiding its face behind 
  a hood or veil. 
  A typical medusa is 5 to 6 feet tall and about the 
  same weight as a human. 
  PL 5; Medium Size  
  Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15 
  SV: Dmg +4, Fort +2, Ref +2, Will +1 
  BAB +2, Melee +4, Ranged +4,  
  Defense 12/14, Init +2 
  Attack: Short Bow +4L, Snakes +0L;  
  Speed: 30ft 
  Skills: Bluff +9, Diplomacy +4, Disguise +9, 
  Intimidate +5, Move Silently +8, Spot +8 
  Feats: Attack Finesse, Darkvision,  
  Martial Weapon Proficiency (Bows),  
  Point Blank Shot, Precise Shot 
  Powers: Drain (Poison) +3 [Extra: Slow 
  Recovery x2], Petrifying Gaze +2 
  PP 75 
   
  MEDUSA RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
    
  2PP 
  Drain (Poison) +3  
  [Extra: Slow Recovery x2]  
   
  12PP 
  Petrifying Gaze +2 
   
   
  10PP 
  Total Cost: 
   
   
   
  24PP 
   
  MERFOLK 
  Description: Merfolk have humanoid torsos and 
  the tail of a fish. A merfolk is about 8 feet long 
  from the top of the head to the end of the tail, and 
  weighs about 400 pounds. 
  PL 3; Medium Size  
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 10 
  SV: Dmg +2, Fort +2, Ref +1, Will +0 
  BAB +3, Melee +5, Ranged +3  
  Defense 13/14, Init +1 
  Attack: Trident +5L; Speed: 30ft 
  Skills: Listen +4, Spot +7, Swim +8 
  Feats: Amphibious, Low-light Vision, Martial 
  Weapon (Polearms), Skill Mastery (Swim) 
  PP 45 
   
  MERFOLK RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Amphibious 
   
   
   
  2PP 
  Low-light Vision  
   
    
  2PP 
  Skill Mastery (Swim) 
   
   
  2PP 
  Total Cost: 
   
   
   
  6PP 
   
   
  98
  
  MINOTAUR 
  Description: A large powerful humanoid with the 
  head of a bull. A minotaur stands more than 7 feet 
  tall and weighs about 700 pounds. 
  PL 5; Large Size  
  Str 15, Dex 10, Con 15, Int 11, Wis 10, Cha 8 
  SV: Dmg +2, Fort +2, Ref +0, Will +0 
  BAB +5, Melee +7, Defense 13/13, Init +0 
  Attack: Greataxe +13L, Horns +7L; Speed: 40ft 
  Skills: Intimidate +2, Listen +6, Search +2,  
  Spot +7 
  Feats: Darkvision, Great Fortitude, Martial 
  Weapon Proficiency (Axes), Power Attack, 
  Powerful Charge, Scent, Track 
  Powers: Natural Weapon +4, Super-Strength +4 
  PP 75 
  Powerful Charge: A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In 
  addition to the normal benefits and hazards of a 
  charge, this allows the minotaur to make a single 
  gore attack with a +9 attack bonus that has a 
  Damage Bonus of +14. 
   
  MINOTAUR RACIAL TEMPLATE 
  Large Size 
  Base Speed 40 feet 
  Darkvision 
   
   
   
  2PP 
  Natural Weapon +4 
   
   
  8PP 
  Powerful Charge  
   
   
  2PP 
  Scent 
   
   
   
   
  2PP 
  Super-Strength +4 
   
   
  12PP 
  Total Cost: 
   
   
   
  26PP 
   
  OGRE 
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges from dull yellow to dull brown. Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor. 
  PL 4; Large Size  
  Str 20, Dex 10, Con 15, Int 8, Wis 10, Cha 7 
  SV: Dmg +7, Fort +2, Ref +0, Will +0 
  BAB +4, Melee +10, Defense 13/13, Init +0 
  Attack: Greatclub +13L; Speed: 40ft 
  Skills: Climb +7, Listen +3, Spot +3 
  Feats: Attack Focus (Melee), Darkvision, Martial 
  Weapon Proficiency (Clubs), Power Attack, 
  Takedown Attack, Toughness 
  Powers: Amazing Save (Damage) +3,  
  Protection +1, Super-Strength +3 
  PP 60 
   
  OGRE RACIAL TEMPLATE 
  Large Size 
  Base Speed 40 feet 
  Darkvision 
   
   
   
  2PP 
  Protection +1 
   
   
   
  2PP 
  Super-Strength +1 
   
   
  3PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  9PP 
   
  ORC 
  Description: An orc’s hair usually is black and it 
  has lupine ears and reddish eyes. Orcs prefer 
  wearing vivid colors that many humans would 
  consider unpleasant, such as blood red, mustard 
  yellow, yellow-green, and deep purple. Their 
  equipment is dirty and unkempt. An adult male 
  orc is a little over 6 feet tall and weighs about 210 
  pounds. 
  PL 3; Medium Size  
  Str 19, Dex 11, Con 12, Int 8, Wis 10, Cha 6 
  SV: Dmg +3, Fort +1, Ref +0, Will +0 
  BAB +3, Melee +7, Defense 13/13, Init +0 
  Attack: Falchion +12L; Speed: 30ft 
  Skills: Climb +4, Listen +3, Spot +3, Survival +4 
  Feats: Darkvision, Martial Weapon Proficiency 
  (Swords), Toughness 
  Powers: Amazing Save (Damage) +3,  
  Super-Strength +2 
  PP 45 
   
  ORC RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet. 
  Darkvision 
   
   
   
  2PP 
  Super-Strength +2 
   
   
  6PP 
  Total Cost: 
   
   
   
  8PP 
   
  PIXIE 
  Description: Small winged humanoids, pixies 
  wear bright clothing, often including a cap and 
  shoes with curled and pointed toes. A pixie stands 
  about 2-1/2 feet tall and weighs about 30 pounds. 
  PL 4; Small Size  
  Str 6, Dex 18, Con 10, Int 13, Wis 14, Cha 16 
  SV: Dmg +0, Fort +0, Ref +4, Will +1 
  BAB +0, Melee +4, Ranged +4,  
  Defense 11/15, Init +4 
  Attack: Short Sword +2L, Short Bow 4L;  
  Speed: 20ft 
  Skills: Bluff +5, Concentration +4,  
  Escape Artist +7, Hide +8, Listen +8,  
  Move Silently +7, Ride +6, Search +7,  
  Sense Motive +6, Spot +8 
  Feats: Attack Finesse, Dodge, Low-light Vision, 
  Magecraft, Martial Weapon Proficiency (Bows), 
  Martial Weapon Proficiency (Swords), 
  Powers: Flight +4, Protection +2,  
  Super Senses +2 
  PP 60 
   
  99
  
  PIXIE RACIAL TEMPLATE 
  Small Size 
  Base Speed 20 feet 
  Flight +4 (Flaw: Restricted-Wings)  
  4PP 
  Low-light Vision  
   
   
  2PP 
  Magecraft 
   
   
   
  2PP 
  Protection +2 
   
   
   
  4PP 
  Super-Senses +2  
   
   
  4PP 
  Total Cost: 
   
   
   
  16PP 
   
  PSEUDODRAGON 
  Description: A pseudodragon has the appearance 
  of a very small dragon with a body about 1 foot 
  long, with a 2-foot tail. It weights about 7 pounds. 
  A pseudodragon can communicate telepathically 
  and can also vocalize animal noises. 
  PL 4; Tiny Size  
  Str 6, Dex 15, Con 13, Int 10, Wis 13, Cha 10 
  SV: Dmg +1, Fort +1, Ref +2, Will +1 
  BAB +2, Melee +4, Defense 14/16, Init +2 
  Attack: Bite +0L, Tail +2L; Speed: 10ft 
  Skills: Diplomacy +2, Hide +2, Listen +7,  
  Search +6, Sense Motive +7, Spot +7,  
  Survival +1 
  Feats: Attack Finesse, Blindfight, Blindsight, 
  Darkvision, 
  Immunity: 
  Exhaustion 
  (Flaw: 
  Magical Only), Immunity: Paralysis,  
  Spell Resistance, Track 
  Powers: Amazing Save +4, Blending +4, Fatigue 
  (Flaw: Range) +4, Flight +4, Natural Weapon +1, 
  Telepathy +4 
  PP 75 
   
  RAKSHASA 
  Description: A rakshasa is a humanoid with the 
  head and fur of a tiger. A closer look at a rakshasa 
  reveals that the palms of its hands are where the 
  backs of the hands would be on a human. A 
  rakshasa is about the same height and weight as a 
  human. 
  PL 10; Large Size  
  Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17 
  SV: Dmg +7, Fort +5, Ref +2, Will +1 
  BAB +6, Melee +5, Ranged +6,  
  Defense 16/18, Init +2 
  Attack: Bite/Claws +3L; Speed: 40ft 
  Skills: Bluff +15, Concentration +11,  
  Diplomacy +7, Disguise +15, Intimidate +5, 
  Listen +11, Move Silently +12,  
  Perform (oratory) +13, Sense Motive +11, 
  Spellcraft +11, Spot +11 
  Feats: Darkvision, Dodge, Fast Movement, 
  Magecraft, Magical Training x2,  
  Spell Resistance x2, Toughness 
  Powers: Natural Weapon +2, Protection +2, 
  Shapeshift +6, Super-Charisma +2,  
  Super-Constitution +2 
  PP 150 
   
  RAKSHASA RACIAL TEMPLATE 
  Medium Size 
  Base Speed 40 feet 
  Darkvision 
   
   
   
  2PP 
  Fast Movement  
   
   
  2PP 
  Magecraft 
   
   
   
  2PP 
  Magical Training x2 
   
   
  4PP 
  Natural Weapon +2 
   
   
  4PP 
  Protection +2 
   
   
   
  4PP 
  Shapeshift +2 
   
   
   
  4PP 
  Spell Resistance x2 
   
   
  4PP 
  Super-Charisma +2 
   
   
  4PP 
  Super-Constitution +2 
   
   
  8PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  40PP 
   
  SAYTR 
  Description: A humanoid with the torso of a 
  human with the hindquarters and horns of a goat.  
  A satyr’s hair is red or chestnut brown, while its 
  hooves and horns are jet black. A satyr is about as 
  tall and heavy as a half-elf. 
  PL 4; Medium Size  
  Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 
  SV: Dmg +3, Fort +1, Ref +1, Will +1 
  BAB +2, Melee +8, Defense 12/13, Init +1 
  Attack: Head-Butt +2L; Speed: 40ft 
  Skills: Bluff +8, Diplomacy +3, Disguise +1, 
  Hide +9, Intimidate +3, Knowledge (nature) +8, 
  Listen +8, Move Silently +8, Perform (wind 
  instruments) +9, Spot +8, Survival +2 
  Feats: Low-light Vision, Enchanting Music 
  (Fascinate), Fast Movement, Toughness 
  Powers: Natural Weapon +2 
  PP 75 
   
  SAYTR RACIAL TEMPLATE 
  Medium Size 
  Base Speed 40 feet 
  Enchanting Music (Fascinate) 
   
  2PP 
  Low-light Vision  
   
   
  2PP 
  Fast Movement  
   
   
  2PP 
  Natural Weapons (Horns) +2 
   
  4PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  12PP 
   
   
   
  100
  
  SPECTRE 
  Description: A spectre is the ghost of a 
  humanoid creature that died violently. A spectre 
  is often angry and confused and will attack 
  anyone that approaches it regardless of the 
  intention. 
  PL 6; Medium Size  
  Str —, Dex 16, Con —, Int 14, Wis 15, Cha 15 
  SV: Dmg --, Fort --, Ref +3, Will +2 
  BAB +3, Melee +6, Defense 10/13, Init +7 
  Attack: Drain; Speed: 30ft 
  Skills: Hide +12, Intimidate +10, Knowledge 
  (religion) +10, Listen +9, Search +7, Spot +11, 
  Survival +2 
  Feats: Blindfight, Create Spawn, Darkvision, 
  Improved Initiative, Minions, Unnatural Aura 
  Powers: Drain +3 (Extras: All Attribute: 
  Physical, Boost: Amazing Save(Dmg), Slow 
  Recovery), Incorporeal +3 (Extra: Float, Ghost 
  Touch; Flaw: Permanent) 
  PP 90 
  Create Spawn: Any humanoid slain by a spectre 
  becomes a spectre in 1-4 rounds. Spawn are 
  treated as minions and are under the command of 
  the spectre that created them, remaining enslaved 
  until it is destroyed. They do not possess any of 
  the abilities they had in life. A spectre has a +2 
  bonus to its Loyalty Score when calculating the 
  number of Spawn Minions it has. 
  Unnatural Aura: Animals, whether wild or 
  domesticated, can sense the unnatural presence of 
  a spectre at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as 
  they are within that range. 
   
  TREANT 
  Description: A treant resembles a huge mobile 
  tree. They are often guardians of forests and don’t 
  take kindly to creatures that injure trees. 
  PL 8; Huge Size  
  Str 20, Dex 10, Con 14, Int 10, Wis 16, Cha 12 
  SV: Dmg +6, Fort +6, Ref +0, Will +3 
  BAB +7, Melee +12, Defense 16/16, Init +0 
  Attack: Fists +9L; Speed: 60ft 
  Skills: Diplomacy +1, Hide +2, Intimidate +7, 
  Knowledge (nature) +8, Listen +6,  
  Sense Motive +6, Spot +8, Survival +8 
  Feats: Low-light Vision, Trample 
  Powers: Animation +4 (Flaw: Limited-Trees 
  only), Protection +4, Super-Constitution +4, 
  Super-Strength +4 
  PP 120 
   
  TREANT RACIAL TEMPLATE 
  Huge Size 
  Base Speed 60 feet 
  Animation +4 (Flaw: Limited-Trees only) 
  4PP 
  Low-light Vision  
   
   
  2PP 
  Protection +4 
   
   
   
  8PP 
  Super-Constitution +4 
   
   
  16PP 
  Super-Strength +4 
   
   
  12PP 
  Trample  
   
   
   
  2PP 
  Total Cost: 
   
   
   
  44PP 
   
  TROGLODYTE 
  Description: Troglodytes are reptilian creatures 
  that live in small tribes. When a troglodyte is 
  angry or frightened it releases a horrible odor that 
  repels most creatures. 
  PL 2; Medium Size  
  Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 
  SV: Dmg +2, Fort +2, Ref -1, Will +0 
  BAB +2, Melee +8, Defense 11/10, Init -1 
  Attack: Claws +2L; Speed: 30ft 
  Skills: Hide +5, Listen +4 
  Feats: Darkvision, Toughness 
  Powers: Blending +2,  
  Natural Weapons (Claws) +2, Stench +2 
  PP 30 
   
  TRODLODYTE RACIAL TEMPLATE 
  Medium Size 
  Base Speed 30 feet 
  Blending +2 
   
   
   
  2PP 
  Darkvision 
   
   
   
  2PP 
  Natural Weapons (Claws) +2 
   
  4PP 
  Stench +2 
   
   
   
  8PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  18PP 
   
  TROLL 
  Description: A large hideous creature with 
  rubbery gray skin. Trolls enjoy eating the flesh of 
  other humanoid beings 
  PL 7; Large Size  
  Str 20, Dex 14, Con 20, Int 6, Wis 10, Cha 6 
  SV: Dmg +11, Fort +9, Ref +2, Will +0 
  BAB +5, Melee +10, Ranged +7,  
  Defense 16/18, Init +2 
  Attack: Claws +12L; Speed: 40ft 
  Skills: Listen +4, Spot +6 
  Feats: Darkvision, Scent, Toughness 
  Powers: Natural Weapon +3, Regeneration +5 
  (Extra: Regrowth), Super-Constitution +4,  
  Super-Strength +4 
  PP 105 
   
   
  101
  
  TROLL RACIAL TEMPLATE 
  Large Size 
  Base Speed 40 feet 
  Darkvision 
   
   
   
  2PP 
  Natural Weapons (Claws) +3 
   
  6PP 
  Regeneration +5 (Extra: Regrowth) 
  15PP 
  Scent 
   
   
   
   
  2PP 
  Super-Constitution +4 
   
   
  16PP 
  Super-Strength +4 
   
   
  12PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  55PP 
   
  WYVERN 
  Description: A wyvern is a large dragon-like 
  flying lizard with a poisonous stinger in its tail. 
  PL 6; Large Size  
  Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 
  SV: Dmg +4, Fort +2, Ref +2, Will +1 
  BAB +5, Melee +9, Defense 14/15, Init +1 
  Attack: Claws/Bite +7L;  
  Speed: Ground 20ft, Flying 60ft 
  Skills: Hide +7, Listen +13, Move Silently +12, 
  Spot +16 
  Feats: Darkvision, Immunity (Paralysis),  
  Move-by-Attack, Scent, Toughness 
  Powers: Drain (Poison Tail) +3 [Flaw: Limited-
  Con only], Flight +12 (Flaw: Restricted-Wings), 
  Natural Weapon +3, Protection +3 
  PP 97 
   
  CONSTRUCT CREATURES 
  SKELETON 
  Description: A skeleton is the animated bones of 
  a dead creature. A skeleton lacks intelligence and 
  the capacity for independent thought and only 
  follows the commands of its creator. A creature 
  that gains the Skeleton Template loses all of its 
  previous skills, feats, and powers but retains its 
  Strength and Dexterity scores; its Wisdom 
  becomes 10 and its Charisma becomes 1. 
  Zombies have no Constitution or Intelligence 
  scores. 
  PL 2; Medium Size, Human Skeleton  
  Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1 
  SV: Dmg +6, Fort --, Ref +3, Will +0 
  BAB +2, Melee +8, Defense 12/15, Init +7 
  Attack: Scimitar 5L; Speed: 30ft 
  Feats: Darkvision, Improved Initiative 
  PP 30 
   
  SKELETON TEMPLATE 
  Darkvision 
   
   
   
  2PP 
  Hardness +6 
   
   
   
  6PP 
  Improved Initiative 
   
   
  2PP 
  Total Cost: 
   
   
   
  9PP 
  VAMPIRE 
  Description: Vampires are undead creatures that 
  prey on living creatures. A creature that gains the 
  Vampire Template loses its Constitution score, 
  the Touched feat and any Miraculous feats that it 
  possess but retains all other ability scores, skills, 
  feats, and powers. Any feats or powers that the 
  creature gains from the vampire template stack 
  with its existing powers if possible. 
  PL 7; Medium Size, Human Vampire  
  Str 12, Dex 14, Con --, Int 10, Wis 12, Cha 16 
  SV: Dmg +5, Fort --, Ref +4, Will +1 
  BAB +4, Melee +5, Ranged +6,  
  Defense 10/12, Init +6 
  Attack: Drain; Speed: 30ft 
  Skills: Hide +4, Listen +6, Move Silently +4, 
  Spot +6 
  Feats: Create Spawn, Darkvision,  
  Identity Change, Improved Initiative,  
  Lightning Reflexes, Minions 
  Powers: Clinging +6, Drain +6 (Extra: Boost 
  [Damage 
  Save] 
  Flaw: 
  Limited-Con 
  only), 
  Incorporeal +4 (Extra: Float), Mind Control +4 
  (Power Stunt: Mental Link; Flaw: Restricted-
  Gaze), Protection +6, Regeneration +6 (Extra: 
  Regrowth), Summon Creature +4 (Power Stunt: 
  Swarm; Extras: Powerful, Variable) 
  Weaknesses: Weakness (Vulnerable: Stakes), 
  Weakness (Susceptible: Sunlight),  
  Weakness (Unwelcome) 
  PP 105 
  Create Spawn: A humanoid slain by a vampire’s 
  Drain gains the Vampire Template and rises as a 
  vampire spawn 1-4 days after burial. Spawn are 
  treated as minions and are under the command of 
  the vampire that created them, remaining enslaved 
  until it is destroyed. Any spawn created that would 
  exceed the vampire’s Minion limit are created as 
  free-willed vampires. A vampire that is enslaved 
  may create and enslave spawn of its own, so a 
  master vampire can control a number of lesser 
  vampires in this fashion. A vampire may voluntarily 
  free an enslaved spawn in order to enslave a new 
  spawn, but once freed, a vampire cannot be enslaved 
  again. A vampire has a +2 bonus to its Loyalty 
  Score when calculating the number of Spawn 
  Minions it may have. 
  Identity Change: A vampire may change into one 
  animal form (chosen when the vampire is spawned). 
  While in animal form the vampire loses its Drain, 
  Mind Control, and Summon Creature powers. 
  Weakness (Unwelcome): A vampire is unable to 
  enter a home or other building unless invited in by 
  someone with the authority to do so. They may 
  freely enter public places, since these are by 
  definition open to all. 
   
  102
  
   
  VAMPIRE TEMPLATE 
  Clinging +6 
   
   
   
  6PP 
  Create Spawn 
   
   
   
  2PP 
  Darkvision 
   
   
   
  2PP 
  Drain +6 (Extra: Boost [Damage Save]  
  Flaw: Limited-Con only)  
   
  12PP 
  Hardness +5 
   
   
   
  5PP 
  Identity Change  
   
   
  2PP 
  Improved Initiative 
   
   
  2PP 
  Incorporeal +4 (Extra: Float) 
   
  12PP 
  Lightning Reflexes 
   
   
  2PP 
  Mind Control +4 (Power Stunt:  
  Mental Link; Flaw: Restricted-Gaze) 
  6PP 
  Minions  
   
   
   
  2PP 
  Protection +6 
   
   
   
  12PP 
  Regeneration +6 (Extra: Regrowth)  
  18PP 
  Summon Creature +4 (Power Stunt:  
  Swarm; Extras: Powerful, Variable)  
  22PP 
  Weakness (Vulnerable: Stakes)  
               -10PP 
  Weakness (Susceptible: Sunlight)              -10PP 
  Weakness (Unwelcome)  
               -10PP 
  Total Cost: 
   
   
   
  75PP 
   
  ZOMBIE 
  Description: Zombies are corpses animated for 
  nefarious purposes. A zombie lacks intelligence 
  and the capacity for independent thought and only 
  follows the commands of its creator. A creature 
  that gains the Zombie Template loses all of its 
  previous skills, feats and powers but retains its 
  Strength score; its Dexterity drops to 8 if it was 
  above 8, its Wisdom becomes 10 and its 
  Charisma 
  becomes 
  1. 
  Zombies 
  have 
  no 
  Constitution or Intelligence scores. 
  PL 1; Medium Size, Human Zombie  
  Str 14, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SV: Dmg +7, Fort --, Ref -1, Will +0 
  BAB +0, Melee +2, Defense 10/9, Init -1 
  Attack: Club +5L; Speed: 30ft 
  Feats: Darkvision, Toughness 
  Powers: Protection +2 
  PP 16PP 
   
  ZOMBIE TEMPLATE 
  Darkvision 
   
   
   
  2PP 
  Hardness +5 
   
   
   
  6PP 
  Protection +2 
   
   
   
  4PP 
  Toughness 
   
   
   
  2PP 
  Total Cost: 
   
   
   
  14PP 
   
  103
  
  OPEN GAME LICENSE 
  Version 1.0a  
   
  The following text is the property of 
  Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved.  
  1. Definitions: (a)"Contributors" means 
  the copyright and/or trademark owners 
  who 
  have 
  contributed 
  Open 
  Game 
  Content; (b)"Derivative Material" means 
  copyrighted material including derivative 
  works and translations (including into 
  other 
  computer 
  languages), 
  potation, 
  modification, 
  correction, 
  addition, 
  extension, 
  upgrade, 
  improvement, 
  compilation, abridgment or other form in 
  which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and 
  includes 
  the 
  methods, 
  procedures, 
  processes and routines to the extent such 
  content does not embody the Product 
  Identity and is an enhancement over the 
  prior art and any additional content clearly 
  identified as Open Game Content by the 
  Contributor, and means any work covered 
  by this License, including translations and 
  derivative works under copyright law, but 
  specifically excludes Product Identity. (e) 
  "Product Identity" means product and 
  product line names, logos and identifying 
  marks including trade dress; artifacts; 
  creatures characters; stories, storylines, 
  plots, 
  thematic 
  elements, 
  dialogue, 
  incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, 
  photographic and other visual or audio 
  representations; names and descriptions of 
  characters, 
  spells, 
  enchantments, 
  personalities, teams, personas, likenesses 
  and special abilities; places, locations, 
  environments, 
  creatures, 
  equipment, 
  magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and 
  any 
  other 
  trademark 
  or 
  registered 
  trademark clearly identified as Product 
  identity by the owner of the Product 
  Identity, and which specifically excludes 
  the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, 
  motto, designs that are used by a 
  Contributor to identify itself or its 
  products or the associated products 
  contributed to the Open Game License by 
  the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, 
  edit, 
  format, 
  modify, 
  translate 
  and 
  otherwise create Derivative Material of 
  Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this 
  agreement.  
  2. The License: This License applies to 
  any Open Game Content that contains a 
  notice indicating that the Open Game 
  Content may only be Used under and in 
  terms of this License. You must affix such 
  a notice to any Open Game Content that 
  you Use. No terms may be added to or 
  subtracted from this License except as 
  described by the License itself. No other 
  terms or conditions may be applied to any 
  Open Game Content distributed using this 
  License.  
  3.Offer and Acceptance: By Using the 
  Open Game Content You indicate Your 
  acceptance of the terms of this License.  
  4. 
  Grant 
  and 
  Consideration: 
  In 
  consideration for agreeing to use this 
  License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of 
  this License to Use, the Open Game 
  Content.  
  5.Representation 
  of 
  Authority 
  to 
  Contribute: If You are contributing 
  original material as Open Game Content, 
  You represent that Your Contributions are 
  Your original creation and/or You have 
  sufficient rights to grant the rights 
  conveyed by this License.  
  6.Notice of License Copyright: You must 
  update 
  the 
  COPYRIGHT 
  NOTICE 
  portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, 
  modifying or distributing, and You must 
  add the title, the copyright date, and the 
  copyright 
  holder's 
  name 
  to 
  the 
  COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.  
  7. Use of Product Identity: You agree not 
  to Use any Product Identity, including as 
  an indication as to compatibility, except as 
  expressly licensed in another, independent 
  Agreement with the owner of each 
  element of that Product Identity. You 
  agree not to indicate compatibility or co-
  adaptability with any Trademark or 
  Registered Trademark in conjunction with 
  a work containing Open Game Content 
  except as expressly licensed in another, 
  independent Agreement with the owner of 
  such Trademark or Registered Trademark. 
  The use of any Product Identity in Open 
  Game Content does not constitute a 
  challenge to the ownership of that Product 
  Identity. The owner of any Product 
  Identity used in Open Game Content shall 
  retain all rights, title and interest in and to 
  that Product Identity.  
  8. Identification: If you distribute Open 
  Game Content You must clearly indicate 
  which portions of the work that you are 
  distributing are Open Game Content.  
  9. Updating the License: Wizards or its 
  designated Agents may publish updated 
  versions of this License. You may use any 
  authorized version of this License to copy, 
  modify and distribute any Open Game 
  Content originally distributed under any 
  version of this License.  
  10. Copy of this License: You MUST 
  include a copy of this License with every 
  copy of the Open Game Content You 
  Distribute.  
  11. Use of Contributor Credits: You may 
  not market or advertise the Open Game 
  Content 
  using 
  the 
  name 
  of 
  any 
  Contributor unless You have written 
  permission from the Contributor to do so.  
  12. Inability to Comply: If it is impossible 
  for You to comply with any of the terms 
  of this License with respect to some or all 
  of the Open Game Content due to statute, 
  judicial order, or governmental regulation 
  then You may not Use any Open Game 
  Material so affected.  
  13. 
  Termination: 
  This 
  License 
  will 
  terminate automatically if You fail to 
  comply with all terms herein and fail to 
  cure such breach within 30 days of 
  becoming aware of the breach. All 
  sublicenses shall survive the termination 
  of this License.  
  14. Reformation: If any provision of this 
  License is held to be unenforceable, such 
  provision shall be reformed only to the 
  extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 
  2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. 
  Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson.  
   
  Mutants and Masterminds RPG, 
  Copyright 2002, Green Ronin Publishing; 
  Author Steve Kenson 
   
  Path of the Sword Copyright 2002 Fantasy 
  Flight Publishing, Inc. 
   
  Tournaments, Fairs, and Taverns 
  Copyright 2002 Natural 20 Press 
   
  Wild Spellcraft Copyright 2002 Natural 20 
  Press 
   
  Traps and Treachery 2001, Fantasy Flight 
  Publishing, Inc. 
   
  Deadlands d20 Copyright 2001, Pinacle 
  Entertainment Group, Inc. 
   
  Dragonstar: Starfarer’s Handbook 
  Copyright 2001, Fantasy Flight 
  Publishing, Inc. 
   
  Open Game Content from The Tide of 
  Years Copyright 2001, Michelle A. Brown 
  Nephew 
   
  Seafarer’s Handbook Copyright 2001, 
  Fantasy Flight Publishing, Inc. 
   
  Path of Shadow Copyright 2002, Fantasy 
  Flight Publishing, Inc. 
   
  The Ranger Re-revisited Copyright 2002, 
  Fantasy Flight Publishing, Inc. 
   
  Midnight Copyright 2003, Fantasy Flight 
  Publishing, Inc. 
   
  A Magical Medieval Society: Western 
  Europe Copyright 2003, Expeditions 
  Retreat Press; authors Suzi Yee and 
  Joseph Browning 
   
  Monsters and Mayhem: A Fantasy Toolkit 
  Copyright 2004, Cracked Mirror 
  Publishing; Author J. A. Dettman
   
   
   
   
  104
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Cracked Mirror Publishing - Sourcebook - Monsters & Mayhem.pdf