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       Liber ~ Ingenium 
           
   
       
                  2015 Argoss Publications, All rights reserved 
   
  Written and Produced by: David K. Randall 
   
  A Character Supplement for use with: The Pathfinder Roleplaying Game 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR. 
   
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used 
  under license. Seepaizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. 
   
   
  
   
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  Special Thanks & Credits: 
   
  Covert Art:     
  Fadzli Abd 
  Page Watermark:  
  Fadzli Abd 
  Unusual Fonts:  
  fonts101.com 
  Illustrations by:  
  Art Funk 
  David K Randall 
  Fabian Mayta 
  George Patsourus                                   
  Livy Graff 
  Santos Garijo 
  Stacy Drum 
  Editing: 
  John Cannon 
  Joseph Benkual 
  Josh Mauro 
  Orignal Concept: 
  Dave Randall 
  Conceptual Contributions: 
  John Cannon 
  Joseph Benkual 
  Joshua Mauro 
  Cover design by: 
  David K. Randall 
  Gaming Licenses: 
  Paizo Inc. 
  Wizards of the Coast Inc.                     
                                                                                                     
  George Patsourus - www.cgmythology.com 
  Fabian Mayta  - www.keronetex.deviantart.com/gallery 
  Santos Garijo – http://tonal69.wix.com/santos-garijo-art-1 
  Stacy Drum – www.epilogue.net/cgi/database/art/list.pl?gallery=19485 
   
   
  
   
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  Purpose: This book is a collection of alternate abilities designed to give additional 
  individuality and depth to your Pathfinder or D20 characters.  They are broken down into 
  two classes: Additional Abilities and Subabilities. 
   
  The base abilities of Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), 
  Constitution (CON), and Charisma (CHR), have been a staple for the most popular fantasy 
  role playing games since the beginning of fantasy role playing games. 
   
  The tome greatly expands the available Abilities and therefore creates new dimensions of 
  character individuality and personalization, as well as provides divergent paths for player 
  to follow.  Now Abilities themselves are an optional way to fully diversify and develop 
  their characters. 
   
  Additional Abilities are the more substantial of the two classes of abilities covered in the 
  book.  As such they have the potential to vastly shape a character’s ability to cope with 
  the challenges presented throughout the course of adventuring. 
   
  Subabilities are abilities that can have a major impact at times, but would be far less of a 
  “go to” ability under normal circumstance.   Logically the “cost” (explained later) of 
  obtaining Subabilities is ½ that of acquiring Additional Abilities. 
   
  This first volume of abilities is designed for characters of 1st through 10th level.  The 
  follow-on to this book (Ingenium ExpertalisTM) will include the logical progression of these 
  abilities known as Prestige Abilities, as well as more powerful abilities known as Elite and 
  Epic abilities. 
   
   
   
   
   
   
   
   
   
   
   
   
             George Pastourus 
  
   
   
  History: This work is a result of 38 years of fantasy role playing and is part of a series 
  of supplements and adventures offered by Argoss P
  club and fantasy campaign setting that also publishes work generated by the group 
  through the course of adventuring and brainstorming.
   
  It would be impossible to men
  adventured in Argoss from 1978 to present, as Argoss has been a development in 
  progress from my middle school years, and high school.  
   
  Argoss travelled with me to Hawaii in 1986 while I was stationed
  a tour of duty with the Army.  While in Hawaii, and through the War Gamming club at 
  Wheeler AFB, Argoss enjoyed great expansion and contribution through the efforts and 
  adventures of far too many to recall now more than 26 years 
   
  Argoss came back with me home to Massachusetts, greatly expanded and now fully a 
  world unto itself by 1989.  Through the 1990’s Argoss was refined into a complete 
  campaign setting.  Shelved for almost a decade, Argoss reemerged through online 
  gaming.  Infused with fresh blood, Argoss Press
  Argoss Campaign SettingTM. 
   
  With many works in production, Liber Ingenium
  Pathfinder Roleplaying Game by Argoss Press.
   
  If you would like to write for or base your writing in the Argoss world, go to 
  www.worldofargoss.com and send an email expressing your interests.  Argoss has an open 
  license.   We are looking specifically for people who want 
  existing adventure adapted to The World of Argoss
   
   
   
   
   
   
   
   
   
   
   
   
  This work is a result of 38 years of fantasy role playing and is part of a series 
  of supplements and adventures offered by Argoss Press.  Argoss is at present a gaming 
  club and fantasy campaign setting that also publishes work generated by the group 
  through the course of adventuring and brainstorming. (www.worldofargoss.com
  It would be impossible to mention and thank every person who has contributed to and 
  adventured in Argoss from 1978 to present, as Argoss has been a development in 
  progress from my middle school years, and high school.   
  Argoss travelled with me to Hawaii in 1986 while I was stationed there for three years for 
  a tour of duty with the Army.  While in Hawaii, and through the War Gamming club at 
  Wheeler AFB, Argoss enjoyed great expansion and contribution through the efforts and 
  adventures of far too many to recall now more than 26 years later.   
  Argoss came back with me home to Massachusetts, greatly expanded and now fully a 
  Through the 1990’s Argoss was refined into a complete 
  campaign setting.  Shelved for almost a decade, Argoss reemerged through online 
  ing.  Infused with fresh blood, Argoss PressTM surfaced as the publishing arm of The 
  With many works in production, Liber IngeniumTM is the first work produced for The 
  Pathfinder Roleplaying Game by Argoss Press.   
  like to write for or base your writing in the Argoss world, go to 
  and send an email expressing your interests.  Argoss has an open 
  license.   We are looking specifically for people who want to write adventures or have their 
  existing adventure adapted to The World of ArgossTM. 
  4 | P a g e  
  This work is a result of 38 years of fantasy role playing and is part of a series 
  at present a gaming 
  club and fantasy campaign setting that also publishes work generated by the group 
  www.worldofargoss.com).   
  tion and thank every person who has contributed to and 
  adventured in Argoss from 1978 to present, as Argoss has been a development in 
  there for three years for 
  a tour of duty with the Army.  While in Hawaii, and through the War Gamming club at 
  Wheeler AFB, Argoss enjoyed great expansion and contribution through the efforts and 
  Argoss came back with me home to Massachusetts, greatly expanded and now fully a 
  Through the 1990’s Argoss was refined into a complete 
  campaign setting.  Shelved for almost a decade, Argoss reemerged through online 
  surfaced as the publishing arm of The 
  is the first work produced for The 
  and send an email expressing your interests.  Argoss has an open 
  or have their 
  
   
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  Argoss Publications 
  PO Box 66 
  West Suffield, CT 06093 
   
   
   
  Argoss Play Testing Crew: 2012 - 2015 
  Brian Silvey – Alphonso (Priest) (2012-2015) 
  Carmen Dixon – Artulias Devilbane (Male Human - Paladin) (2012-2015) 
  Dave Duncan – Alfreck Pendrake – (Male Human Priest) (2012) 
  Dave Randall – DM (2102-2015) 
  Ed North – Ulysses Northrend – (Male Human - Brawler) (2013-2014) 
  John Cannon – Argoricus (Male Human - Rogue) (2014-2015) 
  Joseph Benkual – Lilindras (Female Elf – Ranger) (2013-2105) 
  Josh Mauro – Mariana? – (Female? Human? Something?) (2014-2015) 
  Kristen Givins – Amaris – (Female – Halfling / Elf – Illusionist) (2012-2013) 
  Matt Givens – Thandis (Male Halflng / Elf – Rogue) 
  Marc Kepler – Bettino – (Male Human – Rogue) (2013) 
  Mike Grace – Sun Mazukari (Male Human – Bushi) (2012) 
  Mike Phillips – Jareth (Male Human – Bard) (2012-2015) 
  Paul Miguel – Flintfoot – (Male Dwarven – Fighter) (2013-2014) 
  Thane Freeman – Roland (Male Human – Paladin) (2012-2013) 
  Tony Lewis – Wego (Male Halforc – Barbarian) (2012-2014) 
  Treavor Romney – Elistor (Male Elf – Ranger) (2012-2014) 
   
  
   
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  Table of Contents:  
  Additional Abilities, General 
   
   
  8 
  Terms  
   
   
   
   
  8 
  Acquisition of Abilities  
   
   
  9 
  Additional Abilities 
   
   
   
  10 
     
  Aura 
   
   
   
   
  10 
    
  Avoidance 
   
   
   
  11 
  Boldness 
   
   
   
  12 
     
  Comeliness 
   
   
   
  13 
     
  Confidence 
   
   
   
  16 
   
  Courage 
   
   
   
  17 
   
  Creepiness 
   
   
   
  18 
     
  Determination  
   
   
  19 
   
  Devotion              
   
   
  20 
     
  Ego 
   
   
   
   
  20 
   
  Faith 
   
   
   
   
  20 
    
  Flexibility 
   
   
   
  21 
   
  Guile 
   
   
   
   
  22 
     
  Honor  
   
   
   
  23 
     
  Industry 
   
   
   
  24 
     
  Influence 
   
   
   
  24 
    
  Luck        
   
   
   
  25 
     
  Mana  
   
   
   
  26 
     
  Piety 
   
   
   
   
  28 
     
  Pragmatism 
   
   
   
  29 
     
  Projection 
   
   
   
  29 
   
  Rationality 
   
   
   
  30 
     
  Sixth Sense 
   
   
   
  31 
   
  Sociopathology  
   
   
  32 
     
  Suspicion 
   
   
   
  33 
  Subabilities 
   
   
   
   
  34 
     
  Accuracy 
   
   
   
  34 
   
  Audacity 
   
   
   
  34 
     
  Auditory Memory (see Photographic) 
  35 
     
  Chemical Comprehension 
   
  35 
     
  Concentration  
   
   
  36 
     
  Creativity 
   
   
   
  36 
     
  Detail Orientation 
   
   
  37 
     
  Discernment 
   
   
   
  37 
    
  Dispensation 
   
   
   
  38 
   
  Empathy 
   
   
   
  39 
  
   
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  Endurance 
   
   
   
  40 
   
  Grace  
   
   
   
  41 
   
  Humor  
   
   
   
  42 
     
  Math Savantism 
   
   
  43 
     
  Mental Dexterity 
   
   
  43 
     
  Mental Toughness 
   
   
  44 
    
  Musical Acumen 
   
   
  45 
   
  Ocular Agility 
   
   
   
  45 
   
  Passion  
   
   
   
  46 
    
  Photographic Memory  
   
  47 
     
  Social Intelligence 
   
   
  48 
    
  Spatial Relations 
   
   
  48 
     
  Spirit Sense 
   
   
   
  49 
     
  Trivia Knowledge 
   
   
  49 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Ability Score
  Modifier
  1
  -5
  2 to 3
  -4
  4 to 5
  -3
  6 to 7 
  -2
  8 to 9
  -1
  10 to 11
  0
  12 to 13
  1
  14 to 15 
  2
  16 to 17
  3
  18 to 19
  4
  20 to 21
  5
   
  Additional Abilities: 
  General:   
   
  The additional abilities described in this book are either natural gifts or cultivated skill sets 
  that almost all PCs and NPCs possess in some small measure.  However, the characters who 
  choose to have these abilities have refined them to a much greater degree than the average 
  person, and therefore have gained beneficial properties that can be very useful in dangerous 
  situations. Therefore unless stated otherwise these ability modifiers DO stack on other modifiers. 
   
  A person’s true depth of character is far more complicated than simply skills and six basic 
  character traits.  To reflect that diversity, the Additional Abilities in this book allow an even 
  greater level of individuality and customization than the base system allows. 
   
  All Abilities will determine their modifiers using the following as a guide: 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Terms:  
  Several frequently used terms are 
  defined in this section: 
   
  Total Casting Level= The total number 
  of levels of casting levels in all casting 
  classes for a given character. 
   
  Total Class Level = The sum total of all 
  levels of a character’s classes and subclasses. 
   
   
  
   
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  Acquisition of Additional Abilities and 
  Subabilities are essentially done in the same 
  way, though the cost for Subabilities is only 
  ½ that of Additional Abilities. 
   
  There are a number of methods one might 
  use to acquire Additional Abilities and 
  Subabilities. Of course, all are subject to 
  DM’s discretion.  
   
  Method 1: Trade a feat. 
  Anytime a character is eligible for a feat, 
  they may opt to take on an additional ability 
  instead. 
   
  Method 2: Trade Hero Points. 
  If hero points are used in the game, the 
  player may “cash in” two hero points to 
  obtain the additional ability.  Fate Points (if 
  used) may also be used. 
   
  Method 3: Experience point expenditure.   
  As a general rule of thumb, a character that 
  wishes to obtain an additional ability score 
  may do so by an exchange of experience 
  points. This is typically done by the character 
  announcing to the DM that he / she intends 
  to earn an additional ability during the 
  advance to the next level. 
   
  The cost of the additional ability is the same 
  as the amount of experience points required 
  for the next level.  So if 9,000 experience 
  points are required for the next level, the 
  cost for the next level is effectively doubled 
  to 18,000 experience points. (Half for 
  Subabilities) 
   
  Once the character levels up (as a result of 
  obtaining 18,000 or more additional 
  experience points, in this example), the 
  character can then select the additional 
  ability. 
   
  If the player announces a desire to obtain an 
  additional ability while somewhere in 
  between levels, subtract half of the 
  experience points earned since the last level, 
  and then double the remaining requirement.  
  (Half for Subabilities) 
  
   
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  Method 4: Divine gift. 
  An additional ability can be granted by the 
  character’s Deity. Clearly, the character 
  would have to perform some great feat in 
  service of his or her deity in order to receive 
  this gift.  
   
  Method 5: Wish or Alter Reality spell. 
  Abilities acquired through alter reality only 
  last 1d4 levels (1d6 for Subabilities) and then 
  disappear unless backed up with a 
  Permanency Spell. 
   
  Method 6: Trade a class ability or trait. 
  A basic class ability can be traded for the 
  Additional Ability.  As an example a 
  Barbarian can discard his / her ability to 
  never be caught flat footed. However a trait 
  can ONLY be traded for a Subability. 
   
  More than one additional Ability per level 
  may be obtained providing: 
   
  1) The additional ability or abilities are 
  acquired using different methods.  
  Only one ability can be acquired per 
  method per level. 
   
  2) No more than three additional 
  abilities can be acquired in one level. 
   
  3) You may not have more additional 
  abilities than total levels at any time. 
   
   
   
  Additional Abilities List 
  (Alphabetical) 
   
  Aura  
  Aura is a spiritual strength that 
  surrounds all living beings. Most are 
  unaware of even their own auras, but a 
  very few individuals have learned to 
  manipulate their auras to their 
  advantage and see the auras of others.   
   
  Such awareness and manipulation of 
  one’s own aura and the auras of others 
  gives them special benefits according to 
  the power of the Aura and level of the 
  character. 
   
  The formula to determine the power of 
  one’s Aura is Intelligence + Wisdom + 
  Constitution + Charisma divided by 4 
  (Fractions rounded to the nearest whole 
  number).  The result is the base Aura.   
   
  
   
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  Example: Intelligence (16)  + Wisdom (15)  + 
  Constitution (13) + Charisma (15) / Divided 
  by 4 (Fractions rounded to the nearest 
  whole number) = 15 (+2 Modifier) 
   
  Auras are useful in different ways as a 
  character advances levels. 
   
  It is possible to suppress one’s Aura to avoid 
  detection.  This is done by attempting to roll 
  against the individual / creature attempting 
  to discover or detect the Aura.  Aura 
  Modifiers apply.  The character may add 
  their Avoidance bonus as well if both 
  abilities are possessed. 
   
  1 Total Class Level:  
  The Aura modifier can be used (1/day) as a 
  modifier to any perception check, saving 
  throw, skill, or ability check. Every fourth 
  total class level (4, 8, 12), the character gains 
  one additional use per day.  
   
  3 Total Class levels: 
  Characters can detect the Aura ability in 
  others who possess it at a range of 10’ per 
  level. The character does not have to be able 
  to see the target – he or she simply becomes 
  aware of a powerful aura within range (but 
  not a specific location if normal senses do 
  not detect it).  
   
  4 Total Class Levels: 
  Characters with 4 or more class levels of 
  experience can know alignment of a 
  creature of equal or lower level, at a radius 
  of 10’ plus 10’ per level above 4 class levels. 
  In the event a character attempts to know 
  the alignment of another who possesses the 
  ability, make an opposed d20 roll with each 
  character adding their aura modifier and 
  total class level. The character winning the 
  contest can mask their true alignment from 
  the other. 
   
  Additionally characters with Aura always 
  gain a +1 per 4 levels to any roll VS surprise 
  or initiative.  This reflects their increased 
  awareness and ability to read the aura and 
  intentions of others.  
   
  5 Total Class levels:  Casters may use their 
  Aura Bonus to increase the save DC of any 
  target of one of his or her spells, (1/day).  
  This ability is considered spiritual not 
  magical, so magical defenses of intended 
  targets do not apply.  
   
  7 total class levels: Characters with +1 Aura 
  Modifiers are 25% resistant to psionic 
  attacks or effects, +2 Aura Modifiers are 50% 
  resistant to psionics, +3 modifiers give 75% 
  resistance and +4 offer 100% resistance to 
  psionics. 
   
  8 Total class levels : 
  Much like the increased awareness of an 
  enemy’s intention provides an initiative 
  bonus, a character with Aura adds a +1 
  Dodge bonus to armor class at 8th level, and 
  an additional+1 per three levels 
  accumulated from level 8 onward (+2 at 11, 
  +3 at 14, and so on) to a maximum of the 
  character’s aura bonus. 
   
   
  Avoidance 
  Avoidance is the innate tendency to shrink 
  away from notice.  This tendency is more 
  prolific in introverts or those who by their 
  nature usual prefer anonymity. 
   
  Avoidance is equal to your dexterity or your 
  wisdom (whichever is lower) Plus 1, plus ¼ 
  your total class  
  
   
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  level (FRACTION ROUNDED DOWN). 
   
  Example:   A 4th level Character has a 
  Dexterity of (15) and a Wisdom of (13).   
  Their Wisdom is lower so 13 is then added to 
  1 = 14.  Plus the character is 4th level.  $ 
  divided by 4 is 1 so the total is 15.  Their 
  base Avoidance is: 13+1+1=15 
   
  The Avoidance bonus for an Avoidance of 15 
  is +2. 
   
  Avoidance bonuses can be applied to any 
  stealth or disguise roll (1/day) per total class 
  level of the character. 
   
  At 3rd Level: The Avoidance bonus can be 
  also used to augment a diplomacy check 
   
  At 4th Level:  The character gets +1 to armor 
  class per 4 total class levels (max armor class 
  bonus is the total Avoidance bonus , or +3 in 
  the example above).  This benefit is only 
  against melee weapons. 
   
  At 5th Level: The Avoidance Bonus can start 
  using the armor class bonus VS missile 
  weapons (one +1 per level from 5th on up) 
  with a max equal to the total Avoidance 
  bonus. 
   
  Boldness 
  Boldness is seemingly the 
  cautious use of reckless 
  abandon.  Often seen as 
  foolhardy, Bold people are 
  actually just fast thinkers who 
  have made a practice of mentally 
  practicing events in advance.   
   
  As a result, in times where other 
  people might be thinking about a response, 
  a bold person is able to react without much 
  time for deliberation. 
   
  Boldness is the average of Intelligence and 
  Dexterity and Wisdom.(FRACTION ROUNDED 
  UP) 
   
  The resulting score determines the modifier 
  for Boldness.   
   
  Boldness modifiers can be added to bluff, 
  intimidate, disguise, seduction, acrobat, 
  sleight of hand, or pick pocket roll, (1/day) 
  for every 4 levels (4th, 8th and so on) 
   
  At 1st Level: Boldness can be used to add the 
  boldness modifier to a will save roll.  Plus 1 
  for every 5 levels thereafter (at 5th, 10th and 
  so on) 
   
  At 3 total class levels: The boldness modifier 
  can be added as a morale bonus. 
   
  At 6 total class levels: Boldness can be used 
  to gain an additional melee attack (1/day).   
  This skill cannot be used with any other skill 
  or ability for additional attacks in the same 
  melee round. 
   
  
   
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  One more attack per day is gained every 6 
  levels after that.  Also at 12th level the melee 
  attacks may be exchanged for any single 
  action except missile weapons or spells. 
   
   
  Comeliness 
  Comeliness is the use of Physical appearance 
  as a separate aspect of Charisma.  A 
  characters Comeliness is simply the surface 
  beauty and traditional symmetry of 
  appearance according to the Fibonacci 
  sequence. 
   
  It doesn’t make a person likable by itself, but 
  can add to a person’s Charisma (or detract 
  from it) in certain cases. 
   
  Comeliness is broken down into positive and 
  negative.  The character must consider the 
  aspects of both options and proceed 
  accordingly. 
   
  To determine initial Comeliness use the 
  following formula: 
   
  Charisma is the base 
  Then roll a single D6. (luck, bless, and other 
  modifiers can be applied if the DM so 
  chooses to allow it) 
   
  Results:  (note the effects are reversed for 
  those attempting to deliberately get lower 
  Comeliness scores. 
   
  1 = -2 to Charisma score = Comeliness 
  2 = -1 to Charisma score = Comeliness 
  3 = Charisma score = Comeliness 
  4 = +1 to Charisma score = Comeliness 
  5 = +2 to Charisma score = Comeliness 
  6 = +3 to Charisma score = Comeliness 
   
  Your Comeliness modifier is used in 
  Comeliness abilities that one acquires along 
  the way.  Also a person can use their 
  Comeliness modifier bonus in addition to 
  other modifiers for: Diplomacy, as a negative 
  modifier toward charm spells (to lower the 
  intended victims saving throw) and in any 
  bargaining or haggling attempt (1/day) per 
  total class level. 
   
  Seduction: Seduction is the ability to gain 
  carnal knowledge of a would-be sexual 
  partner or simply to dangle such an 
  opportunity as a means of manipulation. 
   
  The comeliness modifier is added to a task 
  check of 10. 
   
  
   
  14 | P a g e  
   
  Additional modifiers are: 
  -1 for every level the intended target is 
  above the would be seducer. 
   
  +1 for every level over the intended target 
  the seducer is. 
   
  Also include the difference between the 
  target’s and seducer’s wisdom scores.   
   
  +1 if the target is slightly drunk or drugged. 
  +3 if the target is very drunk or drugged. 
  -2 if target is a PC 
  -10 if the seducer is not of the appropriate 
  gender (based upon Target’s preference) 
  -1 if of opposing or different alignment 
  -2 if of a different but similar species or race. 
  -8 if of an entirely different race 
  -4 if some form of pre-existing prejudice 
  exists 
   
  If successfully seduced, the seducer has 
  essentially charmed the target, only for the 
  purposes of intercourse, but may attempt to 
  coerce the target to do something else 
  briefly as long as they would not have a 
  good reason not to. 
   
  This might come to a will save for the 
  target.  If so, all the above modifiers 
  apply. 
   
  The duration of this effect is equal to the 
  number of turns of the Seducer. 
   
  After that all normal relations between 
  the target and the seducer resume.  
  Possibly now with some regret, or even 
  anger. 
   
  At 3rd level: 
  Comeliness of 14 or 15: Successful check 
  can dispel aggression in any NPC of equal 
  or lower level and up to as many individuals 
  as the character has total class levels.  This 
  can be done (1/day). 
   
  Comeliness of 16 or 17: May also attempt to 
  charm person (one person) or equal or lower 
  level as spell if successful check is made.  
  Saving throw applies.  (1/day).   
   
  This is not a magical attack of any kind so 
  magical resistance doesn’t count unless it is 
  specifically VS Charm. 
   
  At 4th Level: 
   The Comeliness bonus can be added to any 
  sleight of hand, pick pocket, intimidate, 
  Disguise or Bluff rolls (1/day). 
   
  At 5th Level 
  Comeliness of 18: May try to charm as 
  above (1/day) but can charm up to as many 
  individuals as the character has total class 
  levels.  Saving throws apply. 
   
  
   
  15 | P a g e  
   
  Comeliness of 19: All those who the 
  character is attempting to charm save at -1 
  with an additional -1 per Comeliness point 
  above 19. 
   
  At 7th Level: 
  Characters may attempt to create followers 
  from NPCs or PCs that do not have an 
  intelligence or wisdom average above 12.  
  Immunity to charm negates this effect.   
   
  Once a person is a follower of a character, 
  they are fanatically loyal to that character as 
  if charmed.   
   
  Like a charm, this effect can be broken if the 
  relationship is abused.  Unless broken 
  magically or by some gross mistreatment, 
  followers are followers for life. 
   
  A Character may accumulate a follower at 
  the rate of one per level, up to the total 
  Comeliness bonus. 
   
  Negative or Low Comeliness:  Negative 
  comeliness is the use of low comeliness 
  ratings to achieve entirely different effects. 
   
  A person with a comeliness ability may 
  attempt to use all of the Comeliness abilities, 
  However those with a very low Comeliness 
  score, will have to attempt to do so from a 
  decidedly steep disadvantage. 
   
  The following Comeliness modifiers apply: 
   
   
  Comeliness of: 
  9 = -1 to all rolls 
  8 = -3 to all rolls 
  7 = -5 to all rolls 
  6 = -7 to all rolls 
  5 = -9 to all rolls 
  4 = -11 to all rolls 
  3 = -15 to all rolls 
  2 or less (not possible) 
   
  Cause Discomfort: In addition a Character 
  with a Comeliness of 5 or less can cause 
  discomfort to an intended victim by address 
  them in some verbal or visual way.   
   
  The target must have the ability to see the 
  Character attempting to cause discomfort. 
   
  The range is 5’ for every 4 class levels to a 
  maximum of 15 feet. 
   
  The task check is 15 with the following 
  modifiers:   
  The Character’s Comeliness Modifier 
  (negative modifier is treated as a positive 
  and vice versa, so that a low comeliness is 
  advantageous) 
   
  +1 for every total class level the character is 
  over the target.  (if the character is lower 
  level, there is no level modifier) 
   
  An uncomfortable target suffers -1 to all rolls 
  for the number of rounds equal to the 
  character’s level that caused the discomfort. 
   
  Cause Distraction: Is the same as Discomfort 
  but it only works to distract characters and 
  keeps their attention if NOT in melee for a 
  number of rounds equal to ½ the Character’s 
  level who is causing the distraction.  
  (FRACTION ROUNDED DOWN) 
  
   
  16 | P a g e  
   
  At 8 class levels:  Character s with a 
  Comeliness of 5 or less may attempt to 
  cause fear, as the spell. Only one target of 
  equal or lesser experience level may be 
  made afraid. 
   
  The task check is 15 with the following 
  modifiers:   
  The Character’s Comeliness Modifier 
  (negative modifier is treated as a positive 
  and vice versa, so that a low comeliness is 
  advantageous) 
   
  +1 for every total class level the character is 
  over the target.  (if the character is lower 
  level, there is no level modifier 
   
  Confidence 
  Similar to Boldness, but with far less 
  forethought, Confidence is the certainty of 
  one’s own awesomeness. 
   
  In order to be eligible for this ability the 
  wisdom of a character must be at least 3 
  points lower than his / her Charisma. 
   
  Confidence is = to ½ the character’s wisdom 
  Then multiplied by 3. (FRACTION ROUNDED 
  DOWN).  Confidence cannot be more than 3 
  points higher than Charisma. 
   
  Confidence bonuses can be added to 
  initiative die rolls 1 day per level. 
   
  However when a character uses confidence 
  during melee, the character suffers a -1 to all 
  saving throws during that battle and for 
  every subsequent use of the Confidence 
  during the same day there is an additional -1 
  modifier to saving throws during any battles 
  fought that day. 
   
  Confidence modifiers can also be used to 
  bluff, intimidate, use diplomacy, charm 
  (could be applied against a target’s save), 
  disguise, climb, swim, or riding.   
   
  Confidence may be used (1/day) per total 
  class level for any of the above skills:  Use of 
  the modifier for ANY skill counts as a daily 
  use for ALL skills.   
   
  Example:  At 2nd level, a character may add 
  their confidence modifier to diplomacy once 
  and climb once.  They may not use the 
  confidence modifier again, until the 
  following day. 
   
  At 8 total class levels:  The Character may 
  attempt to attract one henchman per level, 
  plus one for every point of Charisma above 
  14. 
   
  The henchman must not be higher than 2 
  levels lower than the character, and may be 
  as low as first level. 
   
  
   
  17 | P a g e  
   
  Henchmen will remain loyal for life as long 
  as they are paid decently and treated well. 
  (DMs discretion). 
   
  Once Killed they cannot be replaced except 
  by wish or alter reality. 
   
  Henchmen gathered by confidence are 
  above and beyond henchmen gathered for 
  other reasons. 
   
  Courage 
  Courage is the innate ability to set aside 
  one’s fear to act decisively as if unafraid.  
   
  Courage requires that the character’s 
  wisdom is higher than his / her intelligence 
  by at least one.   The character’s Intelligence 
  must be at least 13.  Meeting those 
  requirements, Courage is equal to 
  the character’s strength plus 
  charisma modifier. 
   
  A successful Courage check means 
  the character is NOT “Flat-Footed”.  
  The check is 15 plus the Courage 
  modifier plus 1 for every 4 total class 
  levels. 
   
  Additionally, 1 time per day for every 
  4 levels the character can apply their 
  Courage modifier to initiative, or 
  attack, or damage. 
   
  The modifier is also always applied to 
  any rolls involving fear saves. 
   
  If the character fails the fear save, 
  they DO NOT FLEE.  Instead they 
  remain and fight with a -2 modifier to 
  all combat rolls and initiative checks.  
  The effects of fear last only half as 
  long as they would for other Characters.  
   
  If the fear effect would have normally only 
  lasted 1 round, it has no effect on a 
  Character with the Courage ability.   
   
  EXCEPTION:  If the source of the fear is a 
  Demigod or higher, then normal fear 
  durations apply.  However the Character still 
  does not have to Flee, but may ELECT to flee 
  if a successful wisdom check is made. 
   
  This also applies if the caster or cause of the 
  fear is 8 levels or higher above the character 
  using the Courage ability. 
   
  At 3 total class levels: The Character is 
  immune to intimidate. 
   
  At 8 total class levels: The Character 
  becomes entirely immune to fear. 
  
   
  18 | P a g e  
   
   
   
  Creepiness 
  Creepiness is something likely all of us have 
  encountered a few times in life. 
   
   It may not be thought of initially as an 
  ability, however if used with skill, it can yield 
  results that allow the wielder of his or her 
  creepiness to yield impressive results. 
   
  Creepiness is equal to the Character’s 
  Wisdom.  However the character must have 
  a Charisma of 7 or less, and an Intelligence 
  of at least 13.  One must be clever to be 
  creepy to good effect. 
   
  The Creepiness value is also modified by 
  how low the Charisma actually is.  Use the 
  following modifiers: 
   
  Charisma of: 
  6  add 1 to Creepiness ability score 
  5 or 4 add 2 to Creepiness ability score 
  3 or less add 3 to Creepiness ability score 
  Creepy people can add their modifiers to 
  the following rolls:  Intimidate, and Bluff. 
   
  Creepy people can Cause Discomfort and 
  Distraction as described in Comeliness. 
  And can do this 1 time per turn per level. 
   
  At 5 total class levels: Creepy people with 
  a Charisma of 5 or less can cause fear as 
  the spell, 1 day for every 5 total class 
  levels.  Creepy people with a modifier of 3 
  or more cause the intended target of the 
  fear effect to save at a -1. 
   
  At 8 total class levels: Creepy people can 
  cause all intelligent creatures of equal or 
  less total class levels within 10’ to become 
  Disturbed. 
   
  Creatures / characters within 10’ (plus 10’ 
  per level after 8 total class levels) must make 
  a will save (Creepy person modifier applied 
  AGAINST save), or be Disturbed.  
   
  Disturbed creatures / characters fight, save 
  and roll initiative at -1 for 1d4 rounds, plus 1 
  per level of the Creepy person. 
   
  If a Disturbed person leaves or is no longer 
  in the area of effect, they are no longer 
  Disturbed. 
   
  NOTE: The down side of Creepiness is that 
  the Creepiness modifier also always applies 
  against Diplomacy, and any bartering or 
  negotiating skills. 
   
  
   
  19 | P a g e  
   
  All Charisma checks or rolls for skills or 
  abilities where Charisma or Comeliness are 
  the primary prerequisite must also be at 
  minus ½ the Creepiness modifier. (FRACTION 
  ROUNDED UP) 
   
  Additionally Lawful Good Character’s get a 
  +1 to all to hit and damage rolls against 
  Creepy People. 
   
  Paladins, Good aligned Priests and Chaotic 
  Good characters can attack Creepy people 
  without risking any infringement on their 
  alignment.  
   
  Creepy people pay 20% more for goods 
  typically (unless the make a diplomacy check 
  to get normal prices). 
   
  All rolls involving the trust and 
  cooperation of domesticated animals 
  of neutral alignment are subject to a 
  negative modifier equal to the 
  Creepiness modifier of the character. 
  This is because the behavior of the 
  Creepy person is unfamiliar to the 
  animal, and inherently the animal 
  doubts if it can trust this odd creepy 
  being. 
   
  All good aligned animals or neural wild 
  animals of animal intelligence make a 
  will save.  Passing the will save means 
  they attack if equal to or greater in Hit 
  Dice or flee if the animal has less hit 
  dice as if under the effects of fear.  If 
  the creature fails its will save, it 
  cooperates out of a lower grade of 
  fear, but will leave the creepy person 
  as soon as it is 10’ (per level of the 
  creepy person) away from the creepy 
  person. 
   
  Determination 
  Determination is the ability some might call 
  stubbornness.  However when used wisely, it 
  offers additional resiliency to many different 
  situations. 
   
  Determination is the average of a character’s 
  constitution, dexterity and wisdom. 
   
  The Determination modifier is the number of 
  times a Determined character may re-roll an 
  D20 dice role per day. 
   
  No more than 1 re-roll may ever be used per 
  day to re-roll an attack hit. 
   
  But other rolls that may be re-rolled are 
  
   
  20 | P a g e  
   
  initiative, saving throws, and task checks for 
  skills, abilities and feats. 
   
   
  Devotion 
  Is the level of dedication a person has 
  toward the things they do in life.  The life 
  pursuits of a person with a great deal of 
  devotion are handled with more care, and 
  with greater depth of knowledge than the 
  average person. 
   
  This has several beneficial effects for 
  Characters who make a habit of Devotion. 
   
  Devotion is the Average of Intelligence and 
  Charisma for a Wizard, for a Priest of Paladin 
  the average is taken from Charisma and 
  Wisdom.  For all other classes it is 
  Constitution and Charisma. 
   
  The Devotion modifier can be applied 
  toward task checks when trying to learn new 
  spells (1/day) per level. 
   
  Additionally Devotion gives the devotee an 
  additional 10% bonus to experience points 
  gained per point of Devotion Bonus. 
   
  The modifier is also applied to turning 
  attempts (1/day), and any healing or laying 
  on hands attempt in terms of hit points. 
   
  Ego 
  Ego is a measure of confidence, but also self 
  awareness.   Ego allows the character to 
  focus on oneself and gives a strong mental 
  foundation.  In this way Ego can help to 
  center all aspects of life with oneself in the 
  center. 
   
  Ego is equal to Intelligence plus the 
  character’s Charisma bonus or Wisdom 
  bonus, whichever is lower. 
   
  The Ego bonus is applied to all will saving 
  throws and all magic saving throws VS spells 
  that affect the mind.  The modifier also 
  applies to feats that affect the mind like 
  bluff, intimidate and so on. 
   
  The Ego Bonus can also be applied to any 
  perception rolls 1 day per total class level. 
   
  At 3 total class levels: The Character can add 
  their Ego modifier to any Feat that uses 
  wisdom, charisma or intelligence as a base 
  that they are currently possess.  This may 
  only be done (1/day), regardless of level. 
   
  Faith 
  Faith is unshakable belief in something.  
  Everyone possesses it to some degree in 
  truth because almost nothing can be proven 
  beyond a shadow of a doubt, or without 
  some counter argument. 
   
  However people who demonstrate faith as 
  an Additional Ability have a higher degree of 
  faith, and that can be very useful. 
   
  Faithful people never have an Intelligence 
  more than 2 points higher than their 
  Wisdom.  Wisdom must be at least 13.  
  However Faith is Charisma plus the Wisdom 
  AND Intelligence Modifiers. 
   
  One time per level, any Priest Spell cast will 
  have a 10% (+2) modifier to any ONE of the 
  following spell effects (Casters Choice):  
  Range, Duration, Area of Effect, To Hit, 
  Damage, or may be subtracted from the 
  target’s Saving Throw. 
   
  
   
  21 | P a g e  
   
  The Faith modifier is also applied to any 
  Priest or Devine Spells levied against the 
  Faithful Character.  This can be done 1 time 
  per 3 levels. 
   
  Optionally, the Modifier can be used against 
  any Fear save caused by a source of differing 
  alignment.  (Or Faith as a DM Option) 
   
  At 4 total class levels: Paladins may increase 
  all turning and healing abilities by 10% (2 on 
  a D20) (FRACTION ROUNDED UP) 
   
  Priests may also turn at a 10% bonus, and 
  may have 10% more spells per day 
  (FRACTION ROUNDED DOWN) (minimum of 
  1)   Once per day the character may re-cast a 
  divine spell that has been cast already that 
  day, as if memorized without spending a 
  spell slot. 
   
  At 8 total class levels: Paladins and Priests 
  may attempt to “Commune” with a higher 
  power (Their Deity – Only one even if a 
  worshipper of a Pantheon). 
   
  In order to commune, the character must 
  spend at 60 minutes in prayer (minus 5 
  minutes per level above 8th level).  An 
  offering worth at least 1000 gold pieces 
  must be given and is consumed by the ritual 
  even if not successful.  Once the ritual is 
  complete, the character makes a D20 roll 
  plus one per level above 8th level, and their 
  faith modifier.  The difficulty of the task is 25 
  plus any modifiers chosen by the DM. 
   
  If successful, the result can be treated as one 
  of the following (DM choice) 
   
  1) Additional Bless (but stronger in 
  effect and duration by two times) 
  2) Mass Heal on all friendly creatures 
  within 100’ plus 20’ per total class 
  level above 8th. 
  3) A Teleport as a 20th level wizard for 
  the Faithful and his / her allies to 
  any known safe (or safe as possible 
  Location, as per spell range) 
   
  Note: This ability can ONLY be used at the 
  expense of a Hero Point.  If Hero points are 
  not used, then optionally this ability can only 
  be used once per year. 
   
  The character may only make as many 
  successful Commune attempts equal to the 
  character’s Faith modifier. 
   
  Flexibility 
  Flexibility is the ability to physically adapt 
  one’s body in ways that are possible, but 
  uncommon.  This ability is the average of 
  whichever are the two highest scores of 
  Dexterity, Intelligence and Constitution. 
   
  The Flexibility bonus can be applied to any 
  Dexterity based feat or skill 1 time per day 
  per 3 total class levels. 
   
  Additionally contortionism is possible with a 
  successful task check using the Flexibility 
  bonus. 
   
  The flexibility modifier can be added to any 
  Reflex save and once per day the acrobatic 
  modifier can be stacked on the Reflex save IF 
  the character has the Flexibility ability. 
  (cumulative). 
   
  Contortionism is the specific ability to fold 
  one’s body in ways that make it possible to 
  fit into very small places.  (DMs discretion) 
   
  
   
  22 | P a g e  
   
  The base task check for this is 15, plus the 
  Flexibility modifier plus 1 per every 3 total 
  class levels. 
   
   
  Guile 
  Guile is that loathsome, yet useful ability to 
  do whatever must be done, and in the slyest 
  and seediest way conceivable. 
   
  Good or Lawfully aligned characters may not 
  have the Guile Ability. 
   
  Guile is a measure of Wisdom and 
  Intelligence and Charisma.  All three must be 
  at least 13.  The lowest of these three is used 
  to equate the character’s Guile ability.   
   
  Additionally, the Wisdom bonus is added to 
  the Guile ability number to determine the 
  final Guile ability score. 
   
  Guile rolls can be added to any of the 
  following 1 time per day for every 5 total 
  class levels, Diplomacy, Perception, Disguise, 
  Stealth, Escape Artist, Any Attempt to move 
  silently, any bartering attempt or initiative 
  roll. 
   
  Guile as an ability is something that is NOT 
  overt, but rather a guarded secret.  If 
  exposed as a less than honorable individual 
  (failing an Guile check roll in someone’s 
  presence). The person with Guile 
  suffers a minus 4 penalty to the 
  Charisma to that / those individuals for 
  1d4 weeks. 
   
  At 3 total class levels: A character with 
  Guile may act against or not in keeping 
  with their alignment if pressed by need 
  or some form of self service.  The base 
  task check for this is 15 and lowers by 1 
  for every 3 total class levels.  The Guile 
  bonus is of course added to the roll. 
   
  This action can be very far outside the 
  alignment of the Character without 
  experience penalty.   
   
  However, it must be done secretly if 
  possible because those around or 
  witnessing such an act would respond 
  normally, and not be held back or influenced 
  by the success of the Guile roll. 
   
  NOTE:  Failure of the die roll attempt to act 
  against one’s alignment means the 
  Character suffers 20d20 experience point 
  penalty.   
   
  This alignment infringement can cause the 
  loss of a level, and even Death if a character 
  somehow ends up at -100 experience points. 
   
  
   
  23 | P a g e  
   
  This death is explained as an aneurism 
  caused by stress and guilt. 
   
  Honor 
  Honor is ones reputation and attitude 
  towards the conduct of one’s own actions.  
  Only lawful characters my use this ability. 
   
  Honor must be initially determined by dice 
  roll. 
   
  Roll 3d6.  The result is ones base honor.  
  Treat all result of 11 or under as 12. 
   
  Hero points may be added one for one to 
  increase Character’s honor ability score. 
   
  The honor modifier can be added to any 
  verbal skill or feat, or any roll resulting from, 
  or for written communications.  These 
  modifiers are always added if desired by the 
  character. 
   
  This does include spells.  However it cannot 
  be applied against the saving throws of 
  intended targets. 
   
  In addition, Honor can be use to lower prices 
  at shops and markets.  A successful task 
  check lowers prices by 10% per Honor 
  Modifier point. 
  Successful roll required. 
   
  The honor modifier can be applied to any 
  roll effecting charm, seduction, bluff, 
  intimidate and so on.  But only in defense, 
  never to lower someone else’s defenses, 
  even an enemy. 
   
  At 3 total class levels: The character may 
  attempt to use an honor check to “Rebuke” 
  an opponent into inaction for 1 round plus 1 
  round per level above 3rd.  The effect only 
  effects creatures of equal or lower level.  
  Range is 5’ per level 
   
  At 5 total class levels: The character may to 
  “Chastise” several opponents.  This may be 
  done to as many creatures as the characters 
  level and only on creatures of equal level or 
  lower plus a number of levels equal to the 
  Honor modifier.   This can only be done 
  
   
  24 | P a g e  
   
  (1/day).  Range is 10’ per level. 
   
  Chastised characters can be friend of foe.  
  Chastise is an area of effect, and can affect 
  as many characters as can be found in the 
  area of effect. 
   
  Chastised enemy save and attack at a -1, 
  while friendly forces add +1 to hot and 
  damage rolls. 
   
  The area of effect for Chastise is 10’ radius 
  plus 5’ for every 5 total class levels. 
   
  The task check is 15, plus the Honor 
  modifier, plus 1 per every 5 total class levels. 
   
  Enemies are allowed a saving throw VS will.  
  He enemies must understand the language 
  of the Character using Chasitise. 
   
  Industry 
  Industry is the near constant movement and 
  general business of a person.  A person with 
  a high level of industry is able to accomplish 
  many more things during a given day, than 
  the average person. 
   
  Through habit of constant movement and 
  economy of motion, industrious characters 
  get more done. 
   
  Industry is the average of Wisdom and 
  Constitution, fractions rounded up. 
   
  The Industry modifier can be applied to any 
  task check for skills the character possesses.  
  This can be done once per point of modifier 
  per day. (not per level) 
   
  Additionally, industrious characters can roll 
  to determine if they can reduce the time a 
  task takes by 5% per point of Industry 
  Modifier and 5% per level.  This includes 
  learning spells, crafting items, or any task 
  with a time table.  This they can do (1/day). 
   
  Influence 
  Influence is the innate ability to command 
  and inspire others to follow. 
   
  While generally reserved for the command 
  of troops, Influence is also useful in small 
  groups. 
   
  Influence is an average of intelligence, 
  wisdom and charisma. Fractions rounded 
  down. 
   
  The resulting Influence modifier can be 
  applied to any group that recognizes you as 
  Influential.  The influential character may 
  (player option) refuse to “be influential” to 
  one or more characters if hey choose. 
   
  In fact ONLY those who recognize you as 
  Influential gain he benefits of your Influence. 
   
  The Influence modifier is applied to all 
  subordinates in the area of effect (10’ for 
  every 5 total class levels of the Influential 
  character) (so 20’ at 6th level, 30’ at 11th . . . 
  to a max of 100’) 
   
  The Influential Character can apply the 
  modifier as follows: 
   
  To initiative – or – 
  To 1 round of attacks – or – 
  To stealth type skills 
   
  Note:  These bonuses may be broken down 
  differently to each individual once the 
  Influential character attains 3 total class 
  levels. 
   
  
   
  25 | P a g e  
   
  This can be done once per round per 4 levels 
  (so for two rounds at 5th level) 1/day.   
   
  The second round’s Influence benefit can be 
  different than the first round. 
   
  The Influential character never benefits from 
  his or her own Influence. 
   
  NOTE: The Influential character must be able 
  to speak or use hand and arm signals or in 
  some way effectively communicate to use 
  the Influence modifier. 
   
  Luck 
  Luck is a seemingly random event that 
  positively impacts the lucky.  Still, lucky 
  people seem to have some ability to master 
  their luck occasionally. 
  Luck requires a separate roll. 
  Roll 3D6 and total them up. 
   
  The ensuing result is a person’s Luck. 
  For all results lower than 12, treat them as 
  12. 
   
  To be successful with a luck roll, a character 
  must simply roll under their luck on a D20. 
   
  The Luck modifier is actually the number of 
  Luck Rolls a character may make in a given 
  day. 
   
  A luck roll (if successful) can manipulate any 
  roll before or after the fact. 
   
  A before the fact roll must be announced 
  prior to the roll to be affected.   
   
  If the luck check (rolling under one’s luck) is 
  successful, the character can add or subtract 
  some or all of his / her luck modifiers to a 
  given roll. 
   
  An after the fact roll is essentially the same, 
  however the adjustment of the roll can 
  never be more than 1. 
   
  At 4 total class levels: A character may affect 
  any allies within a 10’ radius, plus 10’ per 4 
  levels:  Meaning that a successful luck check 
  will also positively impact all allies within the 
  area of effect.  This effect is only plus 1 or 
  5% for affected friendly units. 
  At 8 total class levels: A character can start 
  selecting skills, feats or saves that always get 
  the luck bonus from then on:  1 per level 
  after 8 total class levels.  Only plus 1 per 
  level regardless of total luck modifier. 
   
  At 10th level a character with a luck modifier 
  of 3 can finally have a +3 to one feat or a 
  plus 2 to one feat and a plus 1 to another 
  feat, or plus 1 to three feats.  The total 
  number of pluses cannot equal more than 
  the total Luck modifier. 
   
  
   
  26 | P a g e  
   
  Mana 
   Mana is a personal natural ability to master, 
  and efficiently use magic.  Some are 
  inherently more adept than others.  In some 
  cases Mana appears linked to the bloodline. 
  It can skip generations and can vary in 
  effectiveness.  For others Mana is a result of 
  long and arduous study, and long periods of 
  contemplation and meditation. 
   
  However the character comes by Mana, is 
  can be very useful if the path that Character 
  has taken is magic. 
   
  Mana is the Average of a character’s 
  Intelligence & Constitution.   
   
  Once the average is determined, the 
  resulting bonus is the number of additional 
  spell levels a caster may use per level. 
  (Fractions rounded up) 
   
  Example:  A Character has a Man of 14:   
  This is a bonus of 2 additional spell levels 
  per level of the caster that may be 
  memorized.  The additional spell levels 
  cannot allow the caster to cast a spell that is 
  above the caster’s current level of ability 
   
  So at first level, a caster with a Mana of 
  14 may cast two additional 1st level spells 
  per day. 
   
  NOTE:  Non-Casters may elect to choose 
  Mana as an additional ability. 
   
  At 3 total class levels:  A character with 
  the Mana ability may use their Mana 
  bonus toward a magic saving throw.  This 
  may be done one time per day for every 3 
  levels.  So at 6 total class levels, a 
  Character with the Mana ability may do 
  this twice. 
   
  At 6 total class levels:  A Character may 
  drain Mana from other magical sources.  
  This is a form of energy drain.  But it only 
  applies to non-living, non-sentient 
  magically imbued items. 
   
  The character must be a caster to drain in 
  this way.   
   
  Mana task check:  A task check is required to 
  drain magic items.  The task check is 10 with 
  the Mana bonus as a modifier plus one for 
  every level the spell is below the casters max 
  spell level ability. 
   
  
   
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  Or minus one for every spell level above the 
  caster’s max spell ability. 
   
  Example: If a 6th level caster has a max spell 
  level ability of 3rd level spells. Meaning they 
  cannot cast 4th level spells yet.  And the 
  caster attempt to drain a 4th level spell 
  imbued item with a Mana bonus of 3, then 
  the caster would add +2 to the drain 
  attempt task check. 
   
  Mana Bonus +3 
  Spell Level modifier -1 
  Total task check modifier +2 
   
  The duration the Mana is held for is up to 
  one turn per total casting level minus 5:  Plus 
  the caster’s intelligence bonus. 
   
  If the caster has a 15 Intelligence the bonus 
  is +3. 
   
  So at 6 total casting levels, a character may 
  hold the Mana for 4 turns:  At seven total 
  casting levels, 5 turns, and so on. 
   
  The amount of Mana drained is equal to 
  total  casting level minus 5 plus the wisdom 
  bonus of the caster.  So a 7th level wizard 
  with a Wisdom of 15 can drain and hold up 
  to 5 spell levels of magic for the number of 
  turns the duration calculation determined.  
  If using the example above that would be 5 
  turns. 
   
  Determining the drain value of a magical 
  item: 
  An item imbued for a one time spell use (like 
  a scroll) is equal to the level of the spell.  So 
  a scroll with a second level spell, is equal to 
  2 spells levels of Mana.  The scroll is erased 
  in this process. 
   
  Spell books may also be drained, in the 
  same manner as a scroll.  In this case the 
  spell is removed from the spell book. 
   
  Magic items:  For every +1 of an item, two 
  spell levels can be drained.  This of course 
  removed the magic from an item. 
   
  For items with spell like abilities, the amount 
  is equal to the spell level of the ability, plus 
  1.  However, again the magical properties 
  are removed from that item. 
   
  NOTE: An item is totally drained of all magic, 
  even if the spell caster can’t store it all.  In 
  this case the energy is just released.  Items 
  cannot be partially drained.  It’s all or 
  nothing. 
   
  Artifacts / Relics:  Items with Egos or 
  Intelligence or souls cannot be drained.  Any 
  attempt to do so will result in experience 
  loss of the caster equal to 1d1000 
  experience per level or total spell level of the 
  item. 
   
  In addition a normal will check must be 
  made.  If failed the magical item 
  “dominates” the caster as if dominated by 
  psionic ability. This only applied to Relics 
  with Egos or Intelligences, or souls. 
   
  Other artifacts or relics can be drained, but 
  Mana drain task checks are at an additional -
  1 per magical plus and ability of the relic.   
   
  In the event of a Mana Check Failure the 
  character looses experience as above, and 
  the Caster must make a normal will save or 
  be put into a coma for 1d4 weeks. 
   
  This effect is doubled in both experience loss 
  and coma duration if the alignment of the 
  
   
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  Artifact or Relic is twice removed from the 
  Caster.   
   
  Example if the Caster is Neutral Evil and the 
  artifact is Lawful Good, the negative effects 
  of failure are double. 
   
  Piety 
  Piety is a measure of a person’s natural 
  connection with the realm of deities and 
  typically of a specific God.  Though this can 
  be to a pantheon of Gods (DMs option) 
   
  This connection is one that offers certain 
  favors to an individual who has been 
  deemed worthy of additional consideration 
  by one or more Gods. 
   
  Piety is not a measurement of good or evil, 
  just favor in the eyes of a particular deity or 
  pantheon. 
   
  Piety is measured by selecting 
  the higher of Wisdom or 
  Charisma or Comeliness.  Plus ½ 
  their total class level. 
  (FRACTION ROUNDED DOWN) 
   
  This number can change as the 
  character advances and ability 
  scores increase or decrease. 
   
  Once chosen, the ability 
  selected will always be the 
  measure of worth in the eyes of 
  the Deity.  So while a character 
  can add to their Wisdom ability 
  as they advance in level, any 
  damage to their wisdom will 
  have a negative impact on their 
  Piety Ability. 
   
  Piety Bonuses can be applied to 
  any casting, saving throws, 
  attack, damage or defense rolls 
  once per day for every 3 total 
  class levels of the character. 
   
  They can also be used to lower the saving 
  throws of opponents facing their spells or 
  the spells of an ally. 
   
  When attempting to use their piety to aid 
  the effectiveness of an ally’s spell, the ally 
  must be no more than two alignments 
  removed.  Additionally a task check of 15 is 
  required.  This role is modified by the Piety 
  bonus, plus 1 for every 3 total class levels. 
  
   
  29 | P a g e  
   
   
  Range is that of the spell being cast from the 
  caster.  The character using Piety need only 
  see both the caster and the individual 
  attempting to make the save.  No other 
  limitations are applied. 
   
  At 8 total class levels:  Piety bonuses can be 
  applied to any individual the character 
  chooses providing that individual is in the 
  character’s sight. 
   
  Blindness or the inability to see prevents the 
  use of Piety. 
   
  Pragmatism 
  Pragmatism is the approach by which one 
  examines the world and searches for truth 
  and proof in the things they see, and tests 
  the practical use of things. 
   
  Pragmatists are willing to test theories and 
  examine things practically and hands on 
  before leaping to judgment.  
   
  Pragmatism is a measure of Intelligence 
  only, as they do not rely on Wisdom as a 
  primary mode of dealing with the world 
  intellectually. 
   
  Pragmatism is therefore equal to the 
  intelligence ability. 
   
  Wisdom suffers a permanent -1 penalty to 
  take on the Pragmatism ability. 
   
  As such pragmatists are slower learners and 
  suffer a 10% experience penalty while 
  advancing in levels. 
   
  However pragmatists are highly resistant to 
  illusion, charm, fear, bluff, intimidate and all 
  other forms of mental intimidation or 
  domination, and are allowed use of their 
  Pragmatism bonus VS those form of attacks 
  1 time per day, per level. 
   
  Additionally, a pragmatist may “shrug off” 
  any such effect without roll.  This they may 
  do as many times as their Pragmatism 
  modifier per month.   
   
  Example:  If a Pragmatist has a modifier of 3, 
  they may “Shrug off” the above effects three 
  times per month. 
   
  At 4 total class levels: This includes attacks 
  by psionics. 
   
  Also at 4 total class levels: Pragmatists can 
  “confound” divine spell attacks with a 
  successful will save (Pragmatism bonus 
  applies) 
   
  This ability stuns the caster for 1 round per 
  every 4 levels (so 2 rounds at 8th level). 
   
  This can be done 1 time per month for every 
  point of Pragmatism modifier. 
   
  Projection 
  Projection is the ability to push energy out of 
  one’s self.  Initially this ability just means the 
  character is more likely to be noticed and to 
  be seen as noteworthy, though others might 
  not be able to say why. 
   
  Projection is actually the ability to control 
  the electromagnetic field of one’s own body. 
   
  Projection power is the sum of all a 
  characters ability modifiers from all of their 
  ability scores plus their total class level. 
   
  They are consumed as they are used and 
  regenerated after an 8 hour rest period.  
  
   
  30 | P a g e  
   
   
  The Projection power a character has can be 
  used in several ways. 
   
  Projection power points can be used to heal 
  hit points (may not be a number of hit points 
  greater than one’s total class level in a single 
  round) 
   
  Projection power can be used to lower 
  Armor Class of an opponent or increase it to 
  one’s self or an ally (3 Projection points = 1 
  armor class) (Duration = to total class level) 
  (an number of times)  Range is 10’ plus 5’ 
  per 3 total class levels of the Projectionist. 
   
  Projection power points can be used to grant 
  a +1 bonus to the Projectionist’s saving 
  throw per day per 4 total class levels 
  (requires 3 Projection points) 
   
  Projection power points can 
  absorb magical damage taken 
  by magical attacks:  This 
  requires 2 Projection power 
  points for every point of 
  magical damage sustained.  The 
  damage must be from actual 
  magic, or magic weapons that 
  are cast at the character.   
   
  The damage from magic 
  weapons may only be subtracted equal to 
  the amount of damage inflicted by the magic 
  aspect of the weapon, and not the class of 
  weapon. 
   
  As an example the magic portions of the 
  damage sustained by a +2 magic sword can 
  be absorbed by using Projection power 
  points.  But only the 2 points done because 
  the weapon is +2. 
   
  Projection power can slow poison by 
  extending negative effects by 1 turn per 
  Projection point used. 
   
  At 3 total class levels: Projection power 
  points can be used to bock psionic attacks (1 
  point = 1 point of psionic attack) Projection 
  Power Points are a physical energy barrier to 
  Psionics, they are not psionics. 
   
  At 8 total class levels: The character may 
  use some or all of their Projection power 
  points as a magical attack, which is in every 
  way like magic missiles in terms of range and 
  accuracy to hit.   The spike of energy is 
  invisible and behaves like a magic arrow.  
  There is no to-hit, as hitting is automatic as 
  in magic missile.  The damage is 1 point of 
  damage for every point of projection power 
  used.  
   
  Rationality 
  Rationality is the ability o calmly and 
  logically process information in times of 
  duress. 
   
  Rational characters are not as affected by 
  stressful or confusing situations as others 
  might be, and this reality can be very useful. 
   
  
   
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  Rationality is a measure of Intelligence, 
  Wisdom and Constitution.  All three must be 
  at least 13.  However the ability to use 
  Rationality is one of Dexterity.  Therefore 
  the Rationality score is equal to the 
  character’s Dexterity, plus the Intelligence 
  modifier. 
   
  Rational characters get to use their 
  Rationality modifier on all 
  rolls involving, fear, 
  confusion, illusion, charm, 
  diplomacy, intimidate, bluff, 
  or any other attempt to 
  convince or seduce.  They can 
  do this one time per total 
  class level per day. 
   
  Additionally Rationality aids 
  in the understanding and 
  immediate access and use of 
  information.  As such, arcane 
  casters may memorize more 
  spells per day. 
   
  Any arcane or Bard 
  characters (not priests or 
  druids) also get a 10% bonus 
  to total spell level 
  memorization (FRACTION 
  ROUNDED DOWN).  So if the 
  caster can memorize a total of 11 levels of 
  spells per day, the caster may memorize 1 
  more level of spell and it may be applied to 
  any spell the character may know / 
  memorize. 
   
  At 5 total class levels: Characters with 
  Rationality may take one additional non-
  combat standard action 1 time per day for 
  every 5 class levels. (Max is equal to the 
  Rationality modifier) 
   
  NOTE: If a character has three such 
  additional non-combat standard actions 
  available, all three can be consumed 1 time 
  per day to use a combat action. 
   
  This ability cannot stack on other abilities or 
  feats in the same round that allow for 
  additional attacks unless that ability or feat 
  can be used every combat round. 
   
  Sixth Sense 
  The sixth sense is the ability to sense more 
  from the environment than can be seen, 
  touched, smell, heard or tasted. 
   
  It is a cat-like awareness of one’s 
  surrounding, even if unfamiliar. 
   
  Sixth sense is the average of wisdom and 
  constitution (FRACTION ROUNDED UP). 
   
  
   
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  The sixth sense allows a character to never 
  be caught flat footed:  In the event the 
  character with Sixth Sense already possess 
  that ability, the character gets a +1 to their 
  initiative roll. 
   
  The Sixth Sense modifier also allows for a 
  task check for the possibility that hidden, 
  even invisible beings can be detected, 
  though perhaps not exactly where. (DM 
  Option) 
   
  Also if one is being watched, it is possible for 
  a successful roll to confirm that suspicion, 
  though direction and distance to the 
  observer may not be knowable. (DM option) 
   
  The modifiers for Sixth Sense can also be 
  added to searching, perception and all forms 
  of intuition and discovery die rolls, 1 time 
  per day per level. 
   
  At 5 total class levels: The Character can 
  detect any sentient presence within 10’ and 
  with a subsequent successful task check and 
  determine direction and distance. 
   
  This radius is increased by 10’ for every 5 
  levels thereafter. 
   
  At 7 total class levels: The character 
  becomes immune to ambush and gets an 
  additional +1 to their initiative, with an 
  additional +1 every 7 levels after that. 
   
  At 9 total class levels: The Character can 
  choose immunity to psionic attacks or gain a 
  +1 bonus to their armor class.  They may 
  choose the other benefit at 11 total class 
  levels. 
   
  Once chosen, the decision is irreversible. 
   
   
  Sociopathology 
  Sociopaths are a scourge to society by most 
  people’s definition:  Rightfully so.  However, 
  sociopathology could be both; not 
  completely understood and possibly not 
  necessarily malevolent.  
   
  Sociopaths have the ability to freely act 
  outside their faux alignment, which is 
  essentially nothing more than a front that 
  they select to fit into a given social situation. 
   
  To be eligible for Sociopathology the 
  character must have Charisma, Intelligence 
  and Wisdom scores of at least 13. 
   
  The Sociopathology score is the average of 
  the lower two of Intelligence, Wisdom and 
  Charisma, with the Charisma modifier 
  added. 
   
  
   
  33 | P a g e  
   
  The resulting modifier is used primarily for 
  defense. This is because Sociopaths can be 
  “discovered” just as if their Sociopathology 
  was an alignment. 
   
  They are allowed to attempt to conceal their 
  condition with a successful check (15 minus 
  1 per 3 levels) plus their Sociopathology 
  modifier. 
   
  If discovered, Sociopaths are forever seen by 
  the Discoverer at a -5 to their Charisma. 
   
  In addition Lawful or Chaotic Good 
  characters may opt to attack them as if the 
  Sociopath was Evil. 
   
  Sociopaths can use any item that has an 
  alignment without penalty providing they 
  make a Sociopathic task check (as above).  
  This role only needs to happen once.  
   
  Sociopaths who make a successful check can 
  use cursed items without negative effect.  A 
  failed saving throw makes them subject to 
  the curse in question.  
   
  Sociopaths can act any way like with utter 
  disregard for Alignment concerns. 
   
   
  Suspicion 
  Suspicions are useful in a survival setting, 
  but can rub some people the wrong way.  
  That is why selecting this ability costs you 
  one point of Charisma.  However the 
  tradeoff is seen as worthwhile by some. 
   
  Suspicion is determined by calculating the 
  average of your Wisdom and your Dexterity.  
  Fractions rounded up. 
   
  Suspicion makes a character immune to 
  bluff, and allows them an additional modifier 
  when attempting to disbelieve an illusion or 
  recognize a disguise every time they 
  encounter one, and use their suspicion 
  modifier on each attempt. 
   
  The suspicious character doesn’t even need 
  to declare an attempt to disbelieve or foil a 
  disguise, as their very nature does that 
  automatically.  In many cases the DM may 
  need to roll this in secret, to keep the player 
  unaware in the event of a failed roll. 
   
  The modifiers for Suspicion can also be 
  applied to any one of the flowing (1/day):  
  Find traps, disable device, tracking, and 
  perception, (1/day) per level. 
   
  Suspicion’s are also useful when haggling, 
  and all bartering rolls may use the Suspicion 
  
   
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  modifier. 
  Sub-Abilities 
  Sub-Abilities are similar to Additional 
  Abilities, however they are simply skills that 
  one may select as a result of having the base 
  ability requirements. 
   
  Sub-Abilities are acquired in the same way 
  Additional Abilities are, except they cost half 
  as much.  (So a character can get 2 Sub-
  Abilities for the cost of 1 Additional Ability 
  they get as an option). 
   
  Sub-Abilities are more limited in scope, but 
  can add just the right  
   
  Sub-Abilities  
  (Alphabetical Listing) 
   
  Accuracy 
  Accuracy is precision of motion.  This ability 
  is an expression of the hand-eye 
  coordination of a character and the resulting 
  ability is of great use in combat. 
   
  Accuracy requires a Strength of 15 and a 
  Dexterity of 15. 
   
  Accuracy gives the Character a +1 to hit with 
  any weapon or strike that is a physical 
  attack. (melee or missile weapon) 
   
  They may use this bonus 1 time per total 
  class level. 
   
   
  Audacity 
  Audacity is a lesser form of Boldness.  While 
  Audacious people have several advantages 
  in life, they sometimes also have 
  disadvantages. 
   
  A character with Audacity must have a 
  Wisdom at least 2 lower than their 
  Intelligence.  Additionally their wisdom 
  cannot be higher than 15. 
   
  Strength, Constitution and Dexterity must all 
  be at least 12 and the Average (Audacity) 
  must be at least 14. 
   
  An audacious character gets by in life at least 
  partially on their physical prowess and has 
  come to use surprise and initiative as a 
  hammer by which to hit all nails. 
   
  Audacity can be used 1 time per day for 
  every 5 levels of the Character. 
   
  Audacity task checks have a base number of 
  15 minus 1 for every class level of the 
  Audacious character.   The Audacious 
  character also adds their Audacity modifier. 
   
  Audacity is used to get an advantage during 
  Initiative only.  If a check is successfully 
  made, the Audacious character gets to add 
  1d4 to their initiative die roll. 
   
  If the task check is failed, the Audacious 
  character is easier to hit (opponents get a 
  
   
  35 | P a g e  
   
  +2) and makes saves at a minus -1 for 1d4 
  rounds (minus 1 for every 4 class levels of 
  the Audacious Character) (minimum is 
  always 1 round) 
   
   
  Auditory Memory 
  (see Photographic Memory) 
   
   
  Chemical Comprehension 
  This ability is the uncanny skill to identify the 
  chemical makeup of compounds using 
  deductive reason and various tests. 
   
  It also allows for the separating and 
  combining of compounds once learned. 
   
  A character uses their intelligence for this 
  ability and their intelligence must be at least 
  14. 
   
  A task check first determines the success of 
  the identification of the chemicals in the 
  compound.  A roll must be made for each 
  chemical. Of course their chemical 
  Comprehension skill modifier applies to the 
  roll. 
   
  Once identified the “formula” is learned and 
  can be duplicated given the proper 
  ingredients. 
  At 5 total class levels: The character may 
  begin to experiment with imbuing magical 
  spells into chemical concoctions to make 
  potions. 
   
  They may only attempt this once per level 
  from fifth level on up.  They may only 
  attempt spells of first level, plus one spell 
  level for each total  class level of the 
  character. 
   
  Example: A 6th level wizard may attempt to 
  use a second level spell or a first level spell.  
  Regardless of spell levels attempted they 
  wizard may not attempt to make more than 
  2 potions per day. 
   
  The task check is 15 and is reduced by 1 for 
  every two levels above 5total class levels. So 
  at 7th level the base task check to make a 
  potion drops to 14. 
  REQUIREMENT:  The spell MUST be cast by 
  the character attempting to make the 
  potion, not someone else. 
   
  Also, some spells may not be used as a 
  potion.  Only typical and logical spells may 
  be consumed as a potion.  (DMs discretion) 
   
  
   
  36 | P a g e  
   
   
  Concentration 
  A measure of concentration is possible in 
  almost anyone.  However some stand above 
  and beyond the crowd in this area with their 
  powers of concentration being far above 
  what is considered normal. 
  Mastering concentration offers many 
  advantages to casters and fighters and 
  thieves. 
   
  A character may choose any two ability 
  scores to use as their average and must 
  also use wisdom.  The average of those 
  three abilities (FRACTION ROUNDED 
  DOWN) is the Concentration ability score. 
   
  The character can then choose to focus 
  on a skill they already possess and 
  become better at it by the Concentration 
  ability modifier. 
   
  They may add one such focused skill field 
  per level. 
   
  At 3 total class levels:  
  A Caster may learn 10% faster per every 3 
  levels.  Also they may add one level of 
  spells to their daily memorization per 
  every 3 levels. 
   
  A Warrior type may use their modifier 1 day 
  per every three levels, to increase either to 
  hit and damage rolls for one swing per 3 
  total class levels.  Additionally They may 
  increase their armor class by their 
  Concentration ability modifier for 1 round 
  per three levels. 
   
   
  A Rogue may add their Concentration ability 
  modifier to any Rogue skill, 1 time per day 
  per 3 total class levels.  Additionally they 
  may increase their Dexterity by their 
  modifier for one round per three levels. 
   
  At 8 total class levels: The character begins 
  to gain levels of immunity to psionic attacks.  
  10% per two levels after 8 total class levels.   
   
  Example: at 10 total class levels, the 
  character has a 20% chance to fend off a 
  psionic attack per attack attempt. 
   
  Creativity 
  Creativity is the ability to have a unique view 
  of the world, and to express it ways that are 
  not common. 
   
  Of course there are the obvious artistic 
  implications, but they are not the only ones. 
   
  Creativity is a measure of Wisdom and 
  Charisma.  Taking the average, you also add 
  
   
  37 | P a g e  
   
  the intelligence bonus. (FRACTION 
  ROUNDED DOWN) 
   
  Once the Creativity ability is determined, the 
  resulting bonus can be applied to several 
  situations 1 time per day, per 3 total class 
  levels. 
   
  Creativity is a general ability to be “Kirk-like” 
  in one’s ability to find a solution that no one 
  else could. 
   
  As such, the creativity modifier may be 
  added to any roll (any roll) before the fact 
  (declaring the use of the Creativity modifier 
  before the roll) 1 time per day per 3 total 
  class levels. 
   
  Or ½ of the Creativity modifier (FRACTION 
  ROUNDED DOWN) can be added after the 
  fact.  This can never been done more than 
  (1/day), and using it, uses up all the 
  creativity rolls for that day, no matter how 
  many have been used before. 
   
  The “after the fact” roll CAN be used even if 
  other Creativity rolls have been used in that 
  same day, providing the Character has at 
  least one roll left for that day. 
   
  Detail Orientation 
  Detail oriented people make great 
  Inquisitors, Rangers, Rogues and others who 
  rely upon their powers of observation. 
   
  An average of Intelligence and Wisdom is 
  used to determine ones Detail Orientation 
  (FRACTION ROUNDED UP) 
   
  The Detail Orientation modifier can be used 
  one per day per total class level of the 
  character, and can be used for any tracking, 
  detecting, locating, or perception checks. 
   
  The modifier must be declared in advance 
  and most importantly the Character must 
  have at least one round to use the ability 
  uninterrupted.  A Character caught flat 
  footed, or who is surprised or in combat may 
  not use Detail Orientation. 
   
  At 5 total class levels:  a character may use 
  detail orientation during combat as long as 
  they are not in melee. 
   
  Discernment 
  Discernment is the ability to rightly 
  determine the truth or accuracy of 
  something.  It could be a passage in a book, 
  or a statement, or a situation being 
  observed. 
   
  Discernment is the lower of Intelligence and 
  Wisdom, plus 1 for every 3 total class levels. 
  (Max 18) 
   
  The Discernment modifier can be used to 
  attempt to know the truth of a spoken or 
  written fact, or to attempt to notice 
  something about a given scene or vision. 
   
  They can be as part of an interrogation, a 
  passage of a story, or the view of the ruins of 
  a city observed by the character using 
  Discernment. 
   
  The base task check for this is 14 minus on 
  for every 2 total class levels. (DMs may opt 
  to determine their own task number) 
   
  This can be done 1 time per day, per 4 total 
  class levels. 
   
  Also there is a 10% plus 5% chance per level 
  of knowing alignment after a short 
  
   
  38 | P a g e  
   
  conversation, or for observing an individual 
  for a full turn. 
   
  At 3 total class levels: and every three levels 
  thereafter, a character has a 10% chance of 
  automatically disbelieving an illusion. (Does 
  not have to be declared) 
   
  Dispensation 
  Is the ability to effectively and quickly 
  communicate large amounts of information 
  with a high degree of brevity. 
   
  Dispensation is a measure of the average of 
  Charisma, Intelligence and Wisdom 
  (FRACTION ROUNDED UP). 
   
  The resulting score determines the 
  Dispensation ability modifier. 
   
  Distance Communication:  With this skill 
  communication over a distance without 
  words is possible as long as the receiver and 
  the sender of the information can see each 
  other.  This is done by using inference, facial 
  expressions and other body gestures 
   
  The level of communication and the 
  detail to be sent determines the base 
  task check. 
   
  In general the following task bases can 
  be used: 
   
  Very Simple of somewhat obvious 
  message / information = 8 
  Simple = 10 
  Moderate = 12 
  Complex = 14 
  Very complex = 16 
  Detailed = 20 
  If the task roll is made, the receiver 
  must then pass a normal wisdom 
  check to see if they understand the 
  message.  The Sender’s Dispensation 
  modifier is added to the receivers 
  wisdom check along with the 
  receiver’s normal modifiers for 
  wisdom checks. 
   
  Messages: Dispensation also allows for the 
  leaving of precise messages using only 
  meager codes that are specifically designed 
  to be received by one person, or class, or 
  race, or nationality.  
   
  The character using Dispensation in this way, 
  can convey complex messages, using written 
  or pictographic messages to a specific 
  person or group using symbols, words and 
  codes in such a way that only that person or 
  a member of that group could understand it. 
   
  
   
  39 | P a g e  
   
  The level of complexity of the information 
  works the same as Distance 
  Communication.  So the same task check 
  base rolls apply. 
   
  ½ The Dispensation modifier (FRACTION 
  ROUNDED UP) may also be used 1 time per 
  day to increase the chance of success in 
  communication skills.  These skills include: 
  Diplomacy, Bluff, Intimidate, or Linguistics. 
   
  The DM may opt to allow the use of the 
  Dispensation modifier to other 
  communication based skills. 
   
  Empathy 
  While nearly everyone experiences empathy 
  at some point.   Empathy as an ability is a 
  measure of an extraordinary level of 
  Empathy. 
   
  Empathy is the ability to connect with those 
  around you on an emotional level.   This 
  ability doesn’t always have to be a two way 
  street however. 
   
  Empathy is a measure of the average of 
  Wisdom and Charisma with the Constitution 
  bonus added. 
   
  The modifier can be used 1 time per day per 
  4 levels to benefit rolls for perception, 
  diplomacy, bluff, intimidate, bartering, 
  seduction, or charm.  The bonus can be used 
  by the empathetic character to their own 
  benefit, or use their powers of Empathetic 
  projection to adversely affect the roll of 
  another. 
   
  This can only be done on creatures / 
  characters of equal or lesser hit dice with full 
  effect.  If attempted on creatures / 
  characters of higher level, the target 
  creature or character gets plus 1 for every 
  level they are greater than the empathetic 
  Character. 
   
  Also if the target creature or character at 
  least two alignments removed, there is an 
  additional plus 1 to the creature’s / 
  Character’s roll to their benefit. 
   
  Empathic characters that spend an entire 
  round attempting to do so may attempt to 
  remove the affects of fear, charm, 
  confusion, hold person, sleep or the effects 
  of seduction on one friendly target per day. 
   
  Additionally there is a minus 1 to their 
  success role for every level the caster or 
  causer of the effect was / is above them. 
   
  The base task check number for this ability is 
  15 minus 1 per 3 total class levels of the 
  Empathetic character 
   
  At 3 total class levels:  
  Empathy can be used to know alignment 
  (1/day), on one target per level above 3rd  
   
  So at 4 total class levels an Empathetic 
  Character can know alignment on 2 
  characters, 2 times per day. 
   
  At 6 total class levels: 
  Empathetic characters can begin to read 
  rudimentary thoughts of intention with 
  successful checks.   
   
  This ability grows gradually more detailed as 
  the Empathetic character grows in level to 
  where at 12th level the ability is equivalent to 
  ESP as the spell with the following caveats: 
   
  Reading Thoughts takes 1 round per total 
  class level / hit dice of the intended target.  
  
   
  40 | P a g e  
   
  Additionally all mental protections the target 
  has may be used in their defense as the 
  Empathetic ability is NOT magical. 
   
  Only character’s with Aura, ESP or Psionics 
  will know that the attempt to read their 
  thoughts has been attempted in the event of 
  a fail, as no rituals, words or actions are 
  required for the Empathetic Character to 
  attempt the read. 
   
  The range for this ability is 10’ plus 10’ per 
  total class level beyond 6 of the Empathetic 
  character. 
   
   
   
   
  Endurance 
  Every person has some level of 
  endurance that ranges from 
  pathetic to profound.   However, 
  a character that possess 
  Endurance as a Subability has 
  and does continually train in 
  cardiovascular feats. 
   
  It also gives an additional well of 
  physical determination to 
  endure despite the odds or 
  conditions.  The desire to “press 
  on” is always with them. 
   
  Endurance is a balance of 
  Dexterity and  Constitution:  
  Both of which must be at least 
  14.   It is then equal to their 
  strength with their constitution 
  modifier added. 
   
  Endurance is used to prolong the effects of 
  any acrobatic, stealth, or strength check by 
  making it unnecessary to make more than 1 
  per turn, no matter what they face during 
  that turn.  Once successful, they may use 
  that success for a full turn with no need to 
  check again. 
   
  All physical feats that use only non-magical 
  physical feats may be so extended. 
   
  The character with Endurance may also add 
  their Endurance Modifier to any roll that 
  could result in fatigue. 
   
  Additionally a character with Endurance may 
  also add ½ their Endurance modifier 
  (FRACTION ROUNDED DOWN) to ay roll that 
  could result in sleep, paralysis, 
  entanglement, holding, nausea, or fear. 
   
  
   
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  At 5 total class levels: A character with 
  endurance is able to take one additional 
  non-combat standard action per day for 
  every 5 levels to a max equivalent to their 
  Endurance Bonus. 
   
  The actions may never be used for combat 
  actions (to directly attack physically or in any 
  other way, unless setting a passive trap) 
   
  Grace 
  Grace is fluidity in motion.  Not all dexterous 
  characters are also Graceful.  Graceful is 
  putting art into motion, and also is oddly a 
  measure of economy of motion.  While 
  deliberately being graceful may seem to be 
  anything but economical, the opposite is 
  actually true because despite all of the 
  additional deliberate artful nuance, a 
  Graceful person is able to complete the 
  same task in the same amount of time, but 
  in an elaborate and artful way. 
   
  Grace is certainly Dexterity based, but is 
  dependent upon both creativity and charm.  
  Therefore a character must have a Wisdom 
  score of 14 and a Charisma score of 13 as 
  prerequisites.  The Grace ability score is 
  determined by averaging Wisdom and 
  Grace, determining the modifier for that 
  average and adding it to the Dexterity score. 
   
  The Grace modifier is applied to all Charisma 
  based rolls (but only 1 per day for every class 
  level) 
   
  The character may also elect to use the 
  modifier to attempts to charm, beguile, or in 
  any way influence (Seduce, Bluff, Diplomacy, 
  Intimidated) another character / creature of 
  equal or lesser level.  The modifier is either 
  added to the task check roll or applied 
  against the creature’s / character’s save.   
  Whichever is most applicable. 
  
   
  42 | P a g e  
   
   
  The base number for this check is 15 minus 1 
  for every 5 levels of the Graceful character.  
  Minus 1 for every 2 levels the target is above 
  the Graceful character. 
   
  At 3 total class levels:  Graceful characters 
  may attempt to “Dazzle” an opponent with a 
  visual display or stunning movement. 
   
  If successful the target is temporarily 
  transfixed.  As a result they are forced to add 
  1d4 to their initiative roll.  This can be 
  attempted once a call for initiative has been 
  declared by the DM.  
   
   It must be done BEFORE the Graceful 
  character rolls initiative.  The effect only 
  lasts for 1 round, plus 1 for every 3 class 
  levels of the Graceful character. 
   
  The range for this affect is 10’ plus 5’ per 
  total class level above 3 total class levels of 
  the Graceful character. 
   
  The base number for this check is 15 minus 1 
  for every 5 levels of the Graceful character.  
  Minus 1 for every 2 levels the target is above 
  the Graceful character. 
   
  NOTE:  Failure to make this roll means the 
  Graceful character must add 1d4 to their 
  own initiative. 
   
   
  Humor 
  Everyone knows that one person who is 
  universally recognized as “funny”.  Being 
  funny is certainly a benefit in life normally, 
  though it can have its negative effects if 
  taken the wrong way. 
   
  Though generally speaking, being truly funny 
  is almost always beneficial. 
   
  Humor is a measure of Charisma, Wisdom 
  and Intelligence.  But it isn’t that simple.  All 
  three scores must be at least 13.  
  Additionally the Wisdom score is the base 
  with the Intelligence Modifier added. 
   
  They must not be less than Charisma or the 
  character is not eligible for the Human 
  ability.  Also that final result must be at least 
  15. 
   
  Humor modifiers are applied to all rolls 
  involving verbally or signal communication 
  assuming a successful Humor task check at 
  15 is achieved. 
   
  The base number for this check is 15 minus 1 
  for every 3 levels of the Humorous 
  character.  The range is in within sight or 
  sound of the Humorous character. 
   
  A successful task check means the humor 
  modifier can be added to the verbal or signal 
  communication roll. 
   
  A failed roll means that something was lost 
  in translation. 
   
  That means that the Humor modifier applies 
  AGAINST the communication attempt. 
   
  At 3 total class levels: a Humorous character 
  may apply their bonus to any 1 
  communication roll without a task check.  
  This can be done 1 time per day for every 3 
  levels after that for a total equaling their 
  humor modifier. 
   
  At 5 total class levels: The Humorous 
  character can apply their modifier to an 
  
   
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  attempt to remove fear from any one 
  friendly character within 5’.  The range 
  increase by 5’ per level and the number of 
  possible characters affected by the attempt 
  to remove fear grows by one per level after 
  5th level. 
   
  The base number for this check is 15 minus 1 
  for every 5 levels of the Humorous 
  character.  Minus 1 for every 2 levels the 
  target is above the Humorous character. 
   
  This is a standard action. 
   
  OR 
   
  The humorous character can essentially 
  bless (as per spell) (1/day) as a standard 
  action.  The range is the same as the remove 
  fear ability above. 
   
  Math Savantism 
  Some people are blessed with the ability to 
  quickly and accurately calculate numbers in 
  their head.  This can be useful in many ways 
  that may or may not be readily apparent. 
   
  Savants must have a wisdom that is at least 
  3 points higher than their Intelligence and 
  Charisma ability scores. 
   
  The Math Savantism ability is determined by 
  using the Wisdom score and adding the 
  dexterity bonus. 
   
  The Math Savantism modifier can be added 
  to any gambling attempt that requires 
  counting or calculation of odds. 
   
  Additionally, Math Savantism will aid the 
  character in counting large numbers at a 
  glance, determining odds, distances, dates, 
  days of the week in a given year, counting 
  the number of letters on a page of a book at 
  a glance and other such mathematical feats. 
   
  The base task numbers are: 
   
  Easy = 6 
  Moderate = 8 
  Difficult =10 
  Very Difficult = 12 
  Exceedingly difficult = 14 
  Virtually Impossible = 18 
  Impossible = 21 
   
  NOTE: People with Math Savantism cannot 
  Bluff.  They have no ability to exaggerate or 
  blow out of proportions. 
   
  They can use their ability to enhance 
  Perception, Diplomacy or Intimidate.  This 
  they may do only once total per day. 
   
   
  Mental Dexterity 
  Mental Dexterity is the ability to shift from 
  one mental challenge or reality to another, 
  or from one topic to another with ease and 
  speed not common to most people. 
   
  Multiclass characters especially benefit from 
  Mental Dexterity as do casters. 
   
  Mental Dexterity is equal to the average of a 
  character’s Intelligence and Constitution 
  plus their Dexterity bonus. (FRACTION 
  ROUNDED DOWN) 
  
   
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  Multiclass Characters are able to mix and 
  match their class abilities in the same round, 
  and suffer no restrictions designated by class 
  differences.  In this way bonuses that are 
  normally restricted from stacking, are 
  allowed. 
   
  Also 1 time per day for every 4 total class 
  levels, a character may turn any action into a 
  standard action during that round.  This 
  includes combat actions and casting:  Or vice 
  versa 
   
  At 4 total class levels: A character may add 
  their Mental Dexterity modifier to any 1 
  action per day for every 4 levels. 
   
  NOTE: This includes entirely physical actions 
  as the mind does control the body.  This also 
  does include damage to a melee strike, but 
  cannot be applied to both to hit and damage 
  unless using two such instances of the use of 
  the Mental Dexterity ability. 
   
  Mental Toughness 
  Mental Toughness is the ability of a 
  character to respond to stressful situations. 
   
  Mental Toughness is the average of 
  Constitution and the Higher of Wisdom or 
  Intelligence. (FRACTION ROUNDED DOWN) 
   
  The resulting modifier can be applied to all 
  mind effecting spell saves, and psionic 
  defense rolls. 
   
  Resist Bodily Harm: In addition to the 
  benefits mentioned above, a person with the 
  Mental Toughness ability may reduce 
  physical harm by subtracting damage after 
  sustaining at least ten hit points. 
   
  A Character must have a minimum of 2 total 
  class levels in fighter classes or 3 total class 
  levels before they are eligible for Mental 
  Toughness, as Mental Toughness must be 
  proven through at least some level of 
  experience. 
   
  Part of the damage 
  all characters 
  receive is the 
  psychological 
  effects of serious 
  harm.  A person 
  with mental 
  toughness has some 
  ability to ignore this 
  kind of damage for 
  a time. 
   
  Mental Toughness 
  gives a character a 
  well of damage 
  absorption that is 
  equal to their Constitution bonus plus their 
  Mental Toughness modifier plus their level. 
  
   
  45 | P a g e  
   
   
   
  Example:  
  Given: A Constitution of 14 (bonus =2), a 
  Mental Toughness Modifier of 4, and a Level 
  2 
   
  This second level character has a damage 
  absorption well level of 8 
   
  So after the first 10 hit points are sustained 
  (or half the total hit points, whichever is 
  less), The Character can absorb UP TO 50% 
  of the damage they take afterward until 
  their Absorption Well is empty. 
   
  Example:  Drax has suffered 14 hit points 
  of damage.  4 hit points of damage are 
  above the first 10.  So 2 of those hit points 
  of damage are absorbed leaving Drax with 
  7 of his original 9 well points left. 
   
  NOTE: It is possible for a character to go 
  unconscious or even die before using all 
  of their well points. 
   
  At 3 total class levels: a Character starts 
  to become immune to fear and charm at 
  10% per 3 levels.  So at 6 total class levels, 
  a character has a 20% resistance to charm 
  & fear.  This resistance check is made 
  before any saving throw. 
   
  Musical Acumen 
  Some people are just musically inclined.  
  Music as a language / art form just comes 
  more naturally to them, than it does for 
  others. 
   
  While most people appreciate, even love 
  some form of music.  Those with Musical 
  Acumen are savants with the subject matter 
  of music to some degree. 
   
  Musical Acumen is a measure of the higher 
  of Wisdom or Intelligence and Charisma.( 
  FRACTION ROUNDED UP) 
   
  The resulting Musical Acumen may be added 
  to or subtracted from the saving throw of a 
  target, of any musical die roll. 
  This can be done 1 per 3 levels of the 
  character possessing Musical Acumen. 
   
  In addition any attempt to learn a new song 
  or instrument may benefit from the Musical 
  Acumen modifier 1 time per day per level. 
   
  Ocular Agility 
  Ocular Agility is a measure of the ability of 
  the eye to mind processing to quickly and 
  accurately process and remember 
  information. 
   
  
   
  46 | P a g e  
   
  Another way to think of this is speed reading 
  with good retention. 
   
  Ocular Agility is a measure of Intelligence 
  and Dexterity initially, but Constitution is the 
  final value.  Intelligence and Dexterity must 
  both be at least 13.   Then the Wisdom 
  modifier is added to the Constitution.  This is 
  Ocular Agility. 
   
  Ocular Agility modifiers are used to 
  determine the likelihood that something can 
  be studied in faster than normal periods of 
  time. 
   
  This aids in the study of new spells and or 
  memorization speed. 
   
  The base number for this check is 15 minus 1 
  for every 4 levels of the Ocularly Agile 
  character.   
   
  For memorization speed if the check is made 
  by at least 1, the time required to memorize 
  spells is reduced by 25%.  If the check is 
  made by 4 or more, the time is reduced by 
  50%. 
   
  Ocular Agility also gives a 5% better chance 
  of success to learn, or transcribe spells per 
  class level.  Limited to the Ocular Agility 
  Modifier (example a modifier of 3 gives a 
  15% better chance to learn a spell, or a plus 
  3 on a D20) 
   
  NOTE: There might come a 
  circumstance where Ocular Agility roll 
  can be used in different situations.  
  The above task check formula can be 
  used.  (DM’s option) 
   
  Passion 
  Passion is something that every 
  person possesses to varying degrees.  
  Some people are far more passionate 
  however.  Some people are lead by 
  and possibly even governed by their 
  passions. 
   
  Passion is a measure of Wisdom or 
  Intelligence (one of them must be at 
  least 14).  The constitution is also 
  important as the commitment to 
  Passion requires endurance.  Passion 
  is ultimately the Constitution plus the 
  lower modifier of Intelligence or 
  Wisdom. 
   
  Passionate people don’t have to be 
  compassionate, but they do have to have a 
  
   
  47 | P a g e  
   
  “Passion”  They may have one Passion for 
  every Modifier they have.  They may claim 
  on Passion for every 2 class levels that they 
  can apply their Passion modifier to 1 time 
  per day per 4 levels. (Max times per day is 
  equal to their Passion modifier.) 
   
  An example of a Passion can be a 
  “Knowledge” Skill, or “Porfession” or 
  another Skill like Disguise.  It can alos be 
  applied to a specific weapon (not weapon 
  type, but a specific weapon) where the 
  modifier for Passion can be used to Hit or 
  Damage but not both unless two Passion 
  slots are used. 
   
  Once used, Passion slots are forever used for 
  that Passion. 
   
  Photographic Memory 
  This handy ability allows a character to 
  quickly make a mental map of anything they 
  can see. 
   
  Optionally, this may also instead be 
  converted into Auditory Memory 
  (though not both). 
   
  Auditory Memory and Photographic 
  Memory are similar in every other way. 
  The ability for both Auditory and 
  Photographic memory is determined by 
  adding the character’s dexterity bonus 
  to the higher of their Intelligence or 
  Wisdom abilities. 
   
  A successful task check means the 
  character has made a mental map of the 
  viewed or heard subject, and can 
  thereafter recall it at will in its entirety. 
   
  The base task checks are: 
  Easy = 6 
  Moderate = 8 
  Difficult =10 
  Very Difficult = 12 
  Exceedingly difficult = 14 
  Virtually Impossible = 18 
  Impossible = 21 
   
  There are other circumstances where this 
  kind of memory might be useful: (only 1 of 
  the following per day) 
  1) In task checks where the recollection 
  of items seen, but not mapped is in 
  dispute or needs to be recalled.  In 
  such cases a roll may be allowed to 
  see if the information can be 
  recalled. 
  2) When attempting to study or learn 
  anything, like spells or other 
  mentally challenging tasks.   In this 
  case, the photographic memory may 
  be able to recall related information 
  that makes learning new things or 
  studying easier.  For these rolls, use 
  
   
  48 | P a g e  
   
  ½ the Photographic or Auditory 
  Memory modifier (FRACTION 
  ROUNDED UP), in addition to any 
  other modifiers.  1 time per day. 
  3) Like #2 above, other mental skills 
  like picking the same kind of locks or 
  tracking the same kind of creature 
  can benefit from ½ the modifier 1 
  time per day.  
  Social Intelligence 
  Social intelligence is useful in many ways, as 
  it helps a character navigate through all sorts 
  of situations from the mundane and routine 
  to the truly critical. 
   
  Social intelligence requires a minimum 
  Intelligence and Wisdom score of 13 each. 
   
  It is determined by the average of the 
  characters Intelligence and their Wisdom 
  and adding their Charisma modifier 
  (FRACTION ROUNDED DOWN) 
   
  Social Intelligence modifiers can be added to 
  rolls for any communication skill (intimidate, 
  bluff, charm) or any skill that requires the 
  determination of social order, social 
  standings, etiquette, social honor, protocol, 
  or customs of court.  This can be done 
  (1/day) per every 4 total class levels. 
   
  Additionally this skill is useful in bartering, 
  and negotiating or diplomacy as often as 
  those skills are attempted. 
  There are other ho may also use the Social 
  Intelligence modifier to assist in Disguise, or 
  Seduce as often as they are attempted. 
   
  Spatial Relations 
  Is the ability to easily understand how 
  machinery and devices work, even if only a 
  portion of the machine or device is visible, or 
  in some cases even if the purpose isn’t full 
  known or known at all. 
   
  This will of course assist in learning how to 
  disable or prevent such items from working, 
  and it will also aid in attempting to duplicate 
  them. 
   
  The Spatial Relations ability is determined by 
  averaging Intelligence and Wisdom, and by 
  adding the lower of the two abilities 
  modifier. (FRACTION ROUNDED UP) 
   
  Spatial Relation task checks are done using 
  the following bases: 
   
  Easy (The entire devices inner workings are 
  visible and can be studied) = 7 
   
  Moderate (The entire device is visible but 
  there is little time, or substantial time but 
  the device is partially Obscured) = 9 
   
  Difficult (There is little time and the device is 
  at least partially obscured) =11 
   
  Very Difficult (there is less time or visible 
  parts than a difficult attempt = 13 
  
   
  49 | P a g e  
   
   
  Exceedingly difficult (only a small part of the 
  device is visible or there is almost no time at 
  all to examine it) = 15 
   
  Virtually Impossible ( a quick glance at only 
  a small part of the device) = 18 
   
  Impossible ( a drunk 
  moron in a bar described 
  the item to you or 
  scribbled something about 
  it on a napkin)= 21 
   
  Spirit Sense 
  Like it or not, there is 
  something more to the 
  world than meets the eye.  
  Even when not seen, some 
  people have the ability to 
  sense the unseen. 
  Charisma and Wisdom 
  must both be at least 14, 
  and the Wisdom score 
  must be at least two higher than 
  Intelligence. 
   
  The Spirit Sense modifier is the higher of 
  Wisdom and Charisma, plus the modifier for 
  the other score. 
   
  Spirit Sense can detect invisible entities, 
  spirits, ghosts, poltergeists, Asteral, Etheral, 
  Shadow and other unseen spiritual entities 
  (assuming they have a soul, even a 
  condemned one) 
   
  Those with Spirit Sense automatically have a 
  10% chance plus 5% chance per level of 
  detecting said entities. 
   
  Additionally, in the event that no such entity 
  is detected automatically, they may always 
  attempt to scan for them, at a range of 10’ 
  per total class level, 1 time per day per total 
  class level. 
   
  Any attacks by such creatures are reduced 
  by the Spirit Sense Modifier, and any attack 
  against such creatures by the character with 
  Spirit Sense is at a plus equal to the Spirit 
  Sense modifier. 
   
  Trivia Knowledge 
  There are certain individuals who seem to be 
  a cornucopia of useless information.  That is 
  of course until such previously regarded 
  trivial information becomes useful. 
   
  Trivial knowledge is probably present in 
  every mind to some degree.  But to be 
  considered a Trivia wiz, the character must 
  have a minimum Intelligence of 14, and the 
  character’s Intelligence must be at least 2 
  higher than both their Wisdom and 
  Charisma. 
   
  
   
  50 | P a g e  
   
  Because let’s face it; a know-it-all is at lets a 
  little annoying, and usually doesn’t know 
  when to shut up. 
   
  To determine the Trivia Knowledge modifier 
  use the Intelligence score and add the 
  Dexterity modifier. 
   
  The Trivia modifier can be added to any roll 
  where additional information is needed. 
   
  You need to know what is the methane to 
  nitrogen ratio in a pound of Red Dragon 
  Dung? 
   
  You want to know the name of the King’s 
  cousin’s dog? 
   
  Trivia Knowledge might get it done. 
  The task bases are: 
   
  Routine information that there are 
  professions for = 8 
   
  Unusual information that most people 
  would not know = 10 
   
  Obscure information that might only be 
  found in an old book = 14 
   
  Completely absurd information that no one 
  would know unless they were insane = 18 
   
  Information that no living person would 
  know for any reason = 22 
   
  This ability can be used 1 time per day per 
  level. 
   
  NOTE: This is the skill in the part that can be 
  a great gap fill.  However it can also backfire, 
  as a person with this skill has a permanent -1 
  to all diplomacy and seduction rolls and all 
  Charisma checks. 
   
   
  
   
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  Look for the sequel to this book:   Liber Expertalis 
   
   
   
   
  An Argoss Press Production Copyright February 2015 
   
   
   
   
  
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Argoss Press - Liber Ingenium.pdf