PDF Legend RPG Compress
PDF Legend RPG Compress
L gendd
LEGEND
SYSTEM rule of cool
RULE OF COOL Gaming presents
Leegen
L gendd
Jacob KURZER
creative lead
Chris CAMPBELL
design & testing lead
Pavel SAMSONOV
art direction & layout
Open Game License Version .a modiying or distributing, and Yo Youu must add the title, the copyright
Te ollowing text is the property o Wizards o the Coast, Inc. and date, and the copyright holder’s name to the COPYRIGH NOICE
is Copyright Wizards o the Coast, Inc (“Wizards”). All Rights o any original Open Game Content you Distribute.
Reserved. . Use o Product Identit
Identity:y: You agree not to Use any Product Identity,
. Definitions: including as an indication as to compatibility
compatibility,, except as expressly li-
(a) “Contributors” means the copyright and/or trademark owners who censed in another, independent Agreement with the owner o each
have contributed Open Game Content; element o that Product Identity. You agree not to indicate compati-
(b) “Derivative Material” means copyrighted material including deriva- bility or co-adaptability with any rademark or Registered rademark
tive works and translations (including into other computer languages), in conjunction with a work containing Open Game Content except as
potation, modification, correction, addition, extension, upgrade,
upgrade, im- expressly licensed in another, independent Agreement with the owner
provement, compilation, abridgment or other orm in which an existing o such rademark or Registered rademark. Te use o any Product
work may be recast, transormed or adapted; Identity in Open Game Content does not constitute a challenge to the
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, ownership o that Product Identity. Te owner o any Product Identity
publicly display, transmit or otherwise distribute; used in Open Game Content shall retain all rights, title and interest in
(d) “Open Game Content” means the game mechanic and includes and to that Product Identity.
the methods, procedures, processes and routines to the extent such . Identification: I you distribute Open Game Content You
You must clearly
content does not embody the Product Identity and is an enhancement indicate which portions o the work that you are distributing are Open
over the prior art and any additional content clearly identified as Open Game Content.
Game Content by the Contributor, and means any work covered by this . Updating the License: Wizards or its designated Agents may publish
License, including translations and derivative works under copyright updated versions o this License. You may use any authorized version
law, but specifically excludes Product Identity. o this License to copy, modiy
modi y and distribute any Open Game Content
(e) “Product Identity” means product and product line names, logos originally distributed under any version o this License.
and identiying marks including trade dress; artiacts, creatures, char- . Copy o this License: You MUS include a copy o this License with
acters, stories, storylines, plots, thematic elements, dialogue, incidents, every copy o the Open Game Content You distribute.
language, artwork, symbols, designs, depictions, likenesses, ormats, . Use o Contributor Credits: You may not market or advertise the
poses, concepts, themes and graphigraphic,
c, photographic and other visual Open Game Content using the name o any Contributor unless You
or audio representations; names and descriptions o characters, spells, have written permission rom the Contributor to do so.
enchantments, personalities, teams, personas, l ikenesse
ikenessess and special . Inability to Comply: I it is impossible or You to comply with any o
abilities; places, locations, environments, creatures, equipment, magical the terms o this License with respect to some or all o the Open Game
or supernatural abilities or effects, logos, symbols, or graphic designs; Content due to statute, judicial order, or governmental regulation then
and any other trademark or registered trademark clearly identified as Y
You
ou may not Use any Open Game Material so affected.
Product identity by the owner o the Product Identity, and which spe- . ermination: Tis License will terminate automatically i You ail
cifically excludes the Open Game Content; to comply with all terms herein and ail to cure such breach within
( ) “radem
“rademark”
ark” means the logos, names, mark, sign, motto, designs days o becoming aware o the breach. All sublicenses shall survive the
that are used by a Contributor to identiy itsel or its products or the termination o this License.
associated products contributed to the Open Game License by the . Reormation: I any provision o this License is held to be unen-
Contributor orceable, such provision shall be reormed only to the extent necessary
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, or- to make it enorceable.
mat, modiy, translate and otherwise create Derivative Material o . Copyright Notice:
Open Game Content. Open Game License v .a Copyright , Wizards o the Coast, Inc.
(h) “You” or “Your” means the licensee in terms o this agreement. System Reerence Document Copyright -, Wizards o the
. Te License: Tis License applies to any Open Game Content that Coast, Inc.; Authors Jonathan weet,
weet, Monte Cook, Skip Williams,
Wi lliams, R ich
contains a notice indicating that the Open Game Content may only be Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
Used under and in terms o this License. You must affix such a notice John D. Rateliff, Tomas Reid, James Wyatt, based on original material
materia l
to any Open Game Content that you Use. No terms may be added to by E. Gary Gygax and Dave Arneson.
or subtracted rom this License except as described by the License it- Creature Collection Volume Copyright , Clark Peterson.
sel. No other terms or conditions may be applied to any Open Game Modern System Reerence Document Copyright , Wizards o
Content distributed using this License. the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
. Offer and Acceptance: By Using the Open Game Content You indi- Charles Ryan, based on material by Jonathan weet, Monte Cook, Skip
cate Your acceptance o the terms o this License. Will iams, Richard Baker,Peter Adkison, Bruce R . Cordell
Cordell,, John
ynes,
ynes,
. Grant and Consideration: In consideration or agreeing to use this Andy Collins,
Coll ins, and JD W
Wiker
iker
License, the Contributors grant You a perpetual, worldwide, royaltyree, Monster Manual II Copyright , Wizards o the Coast, Inc.
non-exclusive license with the exact terms o this License to Use, the Swords o Our Fathers Copyright , Te Game Mechanics.
Open Game Content. Mutants & Masterminds Copyright , Green Ronin Publishing.
. Representation o Authority to Contribute: I You are contributing Unearthed Arcana Copyright , Wizards o the Coast, Inc.; Andy
original material as Open Game Content, You represent that Your Collins, Jesse Decker, David Noonan, Rich Redman.
Contributions are Your original creation and/or You have sufficient Te Hypertext d SRD Copyright , Jans W Carton.
rights to grant the rights conveyed by this License. Legend Copyright , Rule o Cool Gaming.
. Notice o License Copyright: You must update the COPYRIGH
NOICE portion o this License to include the exact text o the Tis sentence and all ollowing text is the property o Rule o Cool
COPYRIGH NOICE o any Open Game Content You are copying, Gaming.
Credits Art Direction
Pavel
Pavel Samsonov
Creative Lead
Jake Kurzer
Kurzer Cover Artist
Jessica Muraca
Design and Testing Lead
Chris Campbell Illustrators
Remy Cambridge
Development Leads Charles Liu
Gordon Kagan Jessica Muraca
Samuel Won
Additional Illustration
Designers Dan Morison
Matthew Barkey
Christopher Criner Graphic Design
Glen Nelson Pavel
Pavel Samsonov
Kevin Ryan
W
W.. Hank West
West Playtesting Coordinato
Coordinatorr
Steven Coyne
Developers
Ben Haser Publicity and Promotion
Steven Nagy Laird Smith
John Watters
Watters
Special Thanks To
Chief Editor Ben Challingsworth
yson Monagle Ben Forde
Bucky
Editors Caphi
Heather Campbell imeless Error
imothy Collett
Steven Coyne
Kieran Easter
ao Sun
Contributors
Te following is a list of Kickstarter backers who contributed to the Illustrating
Legend Kickstarter. We are grateful to each and every one of you, and hope you
enjoy playing this game as much as (or, ideally,
ideally, more than) we enjoyed making it.
Jacob Williams Liam Bourret-Nyffeler mooenubi Shawn Moniz
James lordkowl Morgan Silvermourn
James Kinnard
Kinnard Luca Beltrami
Beltrami Mrspey simon
James .
. King luis mwchase Ski-Bird
Jennier Fuss Marcin W.
W. Dabrowski Natalie Kartwright Sparklet
Jenny Nilsson Marcus Rush Nathaniel Kosslyn
Kosslyn Stephan A. erre
Jeremy Kostiew
Kostiew Marin Greening Nicholas E McKee Stephen Brown
JJ Mark Nau Nicholas Larosa Stephen Rodgers
João Luiz D. Feijó
Feijó Mark Schreiber Nick Caldwell Steve
John B Mason Parianous
Parianous Nick Urruty Steve Cates
John Carter Mathias Exner Octavio Arango
Arango Steven Lord
Jon Stump
Stump Matt Carlson Patrick
Patrick Phelan Steven Watkins
Jonathan Borzilleri
Borzilleri Matt Collins
Collins Paull Glass
Pau Stormy
Jonathan Neal
Neal Matt Landis Philip Harboe adanori
Jonathan Wood
Wood Matt Woelk
Woelk Philomorph Tomas Keene
Joseph Ashley
Ashley Matthew plums Tomas Off
Joseph Le May
May Matthew prototype im roppoli
Joshua Little
Little Matthew Darling
Darling Pyrolox inox
Justice Matthew Michnik
Michnik Raelik J
justi Matthew Tomas Joseph
Joseph Ralph Mazza odd Naevestad
Justin Lance Mullen RecklessPrudence om Louis
Loui s
Kalik Matthew Wasiak
Wasiak Robert Ferguson ony Love
KarakSindru
KarakSindru Maurice Robinson Roger Sidebotham orol - Alchemist o the
Keith Davies Max Giesecke Ron Beck Obsidian Order
Keith Wygant
Wygant McIntyre
McIntyre Laurier Watts Ron Larcom ravis Lee Cheng
KEKgo - Obsidian mclismoscow Rudy Elizondo revyn Hey
Order Meagan Sweeney Ryan Jarrell
Jarrell ristan Robert
Kenneth Lozano
Lozano MEB Ryan Mitchell
Mitchell Valranoth
Kent Jenkins
Jenkins Mendel Sage Will Vesely
Kevin urner
urner Michael Branham
Branham Sam Sager Wingy
Kieran Easter Michael Fische Sam Wright Wojciech Gebczyk
Kira Carteh
Carteh Michael Hertling
Hertling Samuel Ashton Roberts Wugger
Krasnov
Krasnov Michael ango
ango Samuel Shipman Xphile
Kyle
Kyle Jacob
Jacobss Michele Bianchi
Bianchi Seth Brodbeck Yoder
Kyle
Kyle McLauchlan Miguel R.C. Vargas
Vargas Seth Carpenter Zalabar
Kyle
Kyle Schneider Mike McC
McC Shane Donnelly Zejety
Kyle
Kyle Willey Mister Pevner Sharyna
Benefactors
Te following is a list of Kickstarter backers who contributed $25 or more to the
Illustrating Legend Kickstarter. We are even more grateful to each and every one
of you than we were to the previous guys,
g uys, and hope you enjoy your backer rewards.
Jacob Snow
Snow N. Cook
Jason Au Nadav Ben Dov
Jason Daugherty Piers Excell-Rehm
Jason Sperber psythrone
JC Sander Randall Frechette
Jeff M Ray
Jere Krischel
Krischel Robert Beaver
Jim Diffin Robert Hetherington
Johannes Lindhart Borresen Robert Lai
Jonathan Dean Robert Sameh
Jonathan Martin
Martin Salda
Jonathan Shaver
Shaver Sam Billington
Josh Martin Samuel Won
Josh Webb
Webb Seth
Joshua Agnew
Agnew Shadowmind
Joshua Nanke-Manne
Nanke-Mannell
ll Shayan A
Kalanyr SirWiffleston
Kent Falconer
Falconer Skip Clarke
Kevin Ryan
Ryan SmileyX
Kyle
Kyle Pinches Steven Coyne
Lagren Steven Meredith
Laird Smith Tomas Moore
Lauren Voswinkel
Voswinkel im Prowls
linktheoriginal om L
Magentawol ristan Smith
Matthew Brinker Udz
Matthew Z UndeadScottsman
Max Cariafes V’
Michael Blanchard
Blanchard Weimann
Michael Brewer
Brewer Zach Chrisley
Michael Davis
Davis Zachariah Willoh
Michael Staib
Staib Zachary Sylvain
midgetjacks Zeul
Table of Conte
Contents
nts
12–II:: Introduction
Introduction 48–V: Classes 86—Sage
18–II
II:: Gameplay Basics
Basics 57—Path o the Ancestors 95—Shaman’s Path
18—Te Core Mechanic 58—Monk 95—Spellcasting
19—Modifiers 59—Discipline o the 97—actician
20—Ability Scores Serpent 98—actical Insight
61—Discipline o the Crane 99—Bag o ricks
25–III
III:: Char
Character
acter Cre-
Cre- 61—Discipline o the 100—Spellcasting
ation and Advancement Dragon
25—uick Start Guide 63—Paladin 101–VI: Additional racks
27—Advanced Character 64—Judgment: Te Seven 101—Extra racks
Creation Circles o Knowing 102—Chirurgic Poet
32—Creating a Character above 65—Bastion: Te Seven 103—Combat Alchemist
st level Circles o Protection 108—Elementalist
33—Leveling Up 66—Heroica: Te Seven 111—Elementals
34—Higher-level Characters Circles o Endings 115—Knight
67 116
and System Expectations —Smiting: Te Seven —Mechanist Savant
35—Level Progression Circles o War 118—Necromancer
68—Virtue: Te Seven 120—Runesong Scholar
37–IV: Races
R aces Circles o Renewal 122—rue Mage
38—Dwar 69—Ranger 126—Vigilante
40—El 70—Proessional Soldier 127—Racial racks
41—Gnome 72—Daggers and Bolts 130—Celestial
43—Halfling 75—Battle’s empering 132—Demon
44—Human 76—Rogue 134—Dragon
44—Orc 78—Esoter
—Esoterica
ica Radica
R adica 135—Sentient Construct
144–VII: Skill
Skillss 221—Game Balance in Your Group 306—Relic Items
144—How to Use Skills 223—Campaign Teme 309—Relic Places o Power
145—Physical Skills 223—On the Making o Monsters 310—Artiact Items
152—Knowle
—Knowledge
dge Skills 224—Sample Dire Wol 311—Artiact Places o Power
157—Interaction Skills 226—Mooks 312—Custom Magic Items
314—-Point Enchantments
159–VIII
VIII:: Feats
Feats 231–XI
XI:: Non-Combat
Non-Combat 316—-Point Enchantments
160—General Feats Encounters 318—-Point Enchantments
170—[Iconic] Feats 231—Social Encounters 319—Sample Custom Items
173—[Combat] Feats 234—Skill Games 321—Consumables
176—[Weapon] Feats 236—Interrogation 322—Lesser Consumables
178—[Skill] Feats 238—Investigation 323—Greater Consumables
184—[Racial] Feats 241—Negotiation 325—Relic Consumables
243—Parkour 325—Artiact Consumables
186–IX
IX:: Combat
Combat Rules 245—Environmental Rules and
186—Te Combat Round Hazards 327–XIV: Legendary
Legendar y
187—Actions 249—raps Creatures
188—Duration 327—What is Legendary?
190—Distance 255–XII
XII:: Magic and
190—Range Spellcasting 334–Appendix 1: Area
Area o
191—actical Movement 255—Magic in Legend Effect emplates
emplates
193—Mounted Combat 256—Magic in the
t he Game World 334—Wedges
194—Attacks o Opportunity 256—Classiying Magic 336—Lines
195—Combat Maneuvers
Maneuvers 256—Acquiring Magic 336—Spreads
197—Vision and Detection 257—Using Magic
199 257
—Injury and Death —Spell Lists
201—Condition Summary 261—Spell Descriptions
Descriptions
209—Descriptor Summary
211—Area Effects 290–XIII
XIII:: Equipment
212—Glossary 290—Items and Characters
291—Mundane Items
213–X: GM ools
ools 295—Magic Items
214—What is an Encounter? 297—Mundane Weapons
215—Encounter Level 298—Lesser Items
217—Encounter Design 302—Lesser Places o Power
CHA PTER
Introduction
I
Legend is a fast-paced and finely balanced roleplaying game system, designed to
offer tabletop gaming groups
g roups rules for playing the games
g ames that they’ve always want-
ed to play. Based on the successful and popular rules available under the Open
Gaming License, Legend rebuilds and advances those rules to allow for testing,
balance, and broad storytelling opportunities for unique and enjoyable characters
and game worlds.
By deault, Legend games take place in Hallow,
the blasted remnants o what once was a world.
In Hallow, humans, elves, and other traditional
humanoid creatures o high antasy survive – and
ofen prosper – in small plots o habitable terrain.
Tese plots are maintained only by ancient, su-
and peoples who want to secure such homes or those o us who have experience in online RPGs
themselves. And o course, many adventurers have probably run into a dark el warlock, mas-
seek out the megacities: centers o learning, high ter o evil and scary energies, who wears a pink
magic, and technological achievement. Some even bathrobe and answers to “Holden Magroen” – or,
manage to claw their way up through the under- at least, a similar character.
character. Still,
Still , even joke char-
world to a position o respectability – or at least acters count as alternate
alternate personas, albeit
al beit usually
the wealth and power to guarantee a relatively shallow ones.
comortable
comorta ble lie or the time
t ime being. abletop roleplaying games, such as Legend ,
O course, i your gaming group has a differ- have a ew more distinctive traits. Computer role-
ent world in mind, eel ree to play in it instead. playing games tend to eature one-size-fits-all
Legend’s mechanics can fit a broad range o anta- quests and storylines that are scripted to allow
sy and horror settings, and with some minor ad- or relatively low levels o player choice, predict-
predict-
justments can fit superhero, cyberpunk,
cyb erpunk, and even ed and programmed in by the games’ creators.
space opera settings. For all o these settings, and In contrast, tabletop roleplaying games almost
others, Legend offers you the tools to tell the story always include a “Game Master” (or GM) – a
your specific gaming group wants to create. human reeree
reeree who describes the world and the
responses o people and monsters to the players’
choices. abletop roleplaying games thereore
Introduction to Role- allow much more space or creativity and player
ew paragraphs, and can skip to the next section at least two (and usually no more than seven or
without missing too much. I you’re new to the eight) participants. One o them (possibly you) is
genre, however, or eel like you need a reresher the GM, and the rest are players. Te GM, as men-
course, read on. tioned above, gives the players inormation about
Roleplaying games, in their broadest sense, are the world around them, and the players make de-
simply games in which a player assumes an alter- cisions about what their characters do with that
nate persona and directs that persona through a inormation. Beyond this, roleplaying games are
series o challenges and opportunities, known to just as diverse
d iverse as the groups o people
p eople who enjoy
most o us as “adventures.” Your attachment to them. Some games ocus on intense tactical de-
and assumption o this persona may or may not tail in the tradition o the war games rom which
be serious or even particularly well thought out; RPGs developed, while others are essentially
Chapter I: Introduction
Introduction
improvisational theater in which the actors – the some o our mechanics differ rom other similar
people around the table – attempt to portray their
thei r games, you will likely find an answer to your ques-
characters based on complex motivations, riend- tions somewhere in this section.
ships, and antagonisms. A lot o games just ocus
on the player characters doing cool stuff. Predictability
No particular style o game is inherently supe- When discussing
d iscussing game design
des ign principles,
princ iples, we like
l ike
rior to another, and we designed Legend to accom- to talk about predictability. People – imaginary
modate games that ocus on many different the- people, but people nonetheless – live in the game
matic elements. Tat said, we do have some airly world. Tey grow up in that world. Tey learn
strong opinions about game design, and there are about the world around them. It ollows, then,
a ew behaviors and gaming styles out there that that the game world must be a place where peo-
peo -
we explicitly don’t support. We’ll cover that in the ple can observe their surroundings and make rea-
next section. sonable predictions that they can expect to be ul-
filled. Predictability means that i a monster uses
a bow in a fight, player characters can expect to
Legend’s Take on find a bow – not a longsword – on the monster’s
preerences. However,
However, we have
have tried in good
go od aith
ait h shouldn’t be the only valid response to play-
to separate opinions, based on act and reasoning, er inquiries that a game offers a GM; it’s per-
rom simple preerences. So in this section, we ectly acceptable that the GM doesn’t know
offer a ew central principles that we believe ap-
ap- how to create magical fireballs, but characters
ply to roleplaying games generally, and then a ew who live in a world where magical illusions ex-
preerences that, while inherently
inherent ly subjective, have ist should be able to find out how to duplicate
deeply shaped Legend. them. Experimentation and induction are valid
I you don’t particularly care about the the- approaches to in-character knowledge, and game
ory o game design and just want to find out mechanics should allow characters to gain knowl-
how to play Legend , you should probably skip edge in that way.
As Above, So Below it compares to other eats or classes. Players are
Any game in which some creatures
creatures are
are much more ree to get creative without risking being useless,
powerul than other creatur
c reatures
es needs a metric to or breaking the game. GMs are ree to field any
figure out which “weight class” a creature best fits opponent or which the storyline calls as long as
into. Depending on your background in roleplay- it conorms to a level appropriate or the player
ing, you may be amiliar with the terms “level”, characters.
“essence”, or perhaps simply “XP”. In Legend, we Ultimately, A = A’ means ewer headaches or all
use “level” to describe a creature’s weight class, players and GMs, means less fiddly balancing work
and “circle” to describe the relative power o the or the GM, and more time to ocus on the import-
i mport-
creature’s abilities. Whatever a game’s specific ant parts o roleplaying: the storyline, the charac-
terminology, these metrics are the tools or GMs ters, and the
th e awesome. A = A’ is just one o the ways
to create adventures that will be challenging but in which Legend endeavors to keep out o way o
winnable or the player characters, and or groups telling a antastic story: by taking the guesswork
to ensure that all o the player characters are able out o balancing encounters, Legend allows GMs
to contribute when aced with challenges. and players to move on to the un part.
Legend has been designed rom the ground up
using a metric we call A = A’. What this means Narrative Space
is that i two characters, A and A’, are the same Tis topic combines both discussion o game
level, they should be able to contribute equally i design and an exploration o our preerences as
they ally themselves, or be evenly matched i they authors, as we transition to the
t he preerences that
ace off. Legend has rules or deeply different char- shape Legend specifically.
acters, allowing real variety, but at all times our First, we’ll discuss the design principle o sup-
paradigm is that despite their differences, despite porting narrative space. When we talk about nar-
having specialties that they excel in, no character rative space, we reer to the possible storylines,
can be said to be “best” or “worst” overall. campaign settings, and character concepts that
For example, a th level monk plays very differ- are supported by a given set o game mechanics.
ently rom a th level shaman, but both will con- In some game systems, the narrative space is rela-
tribute well should they quest together. And i a tively narrow. For example, a game system might
th level dragon is beore them, then the GM can exclusively model medieval-themed warare, ea-
be assured that the duo is in or a tough fight, but turing only human combatants with ew or no
not one that is completely impossible. magical capabilities. Such a narrative space is a
As a result, you, as player or GM, can field matter o preerence, and will be discussed below.
any character you like, that i you see a eat or a When it comes to “right-and-wrong” issues o
class that you think sounds cool or interesting, game design, we present only one principle: All o
you can use it without worrying
worryi ng about
ab out how well a game’s
game’s narrative space should be ully
ul ly supported.
Chapter I: Introduction
Introduction
Tat is, i a game has rules or playing a character, GM-Player Cooperation
the game should not simultaneously punish you Tis is, again, primarily a preerence or gameplay
or playing that character. and not a reasoned argument or one side or an-
Don’t get us wrong here – it is perectly accept- other. Some groups may enjoy a relationship be-
able to design, release, and play a game in which tween the players and the GM that, on some level,
wizards rightully rule over all other creatures, is antagonistic. Some groups may also actually en-
or alternatively a game in which practitioners o joy a game where the GM provides a plot line and
magic are wizened alchemists who can accom- the players largely experience a scripted course o
plish little or nothing on a battlefield. But the events that they influence only in limited ways.
authors o that game should be honest enough to We are not condemning groups that honest-
admit that the game doesn’t support “honorable ly preer these dynamics; however, Legend is not
knight who prevails through the orce o arms” in designed primarily to support these dynamics. In
the first case, or “ront-line battlemage” in the sec- our preerred group dynamic, the term “Game
ond case. And i a game does provide mechanics Master” does not convey lordship over the game;
or players to choose both warriors and wizards, it’s more o an honorific reerencing the system
then the mechanics should support both sets o mastery that one needs to predict and model a
concepts and one should not universally overpow- world’s responses to the player characters’ deci-
er the other. sions. Similarly, we don’t see “storytelling” as ex-
Now, with these principles in mind, our preer- clusively or even primarily the GM’s job – play-
ences or narrative space are as
a s ollows. We preer er characters are heroes who change the world
that a game system be written to allow or many around them, and the
t he GM provides antagonists
different character concepts and campaign worlds, and allies.
all ies. Fundamentally,
Fundamentally, we see creating a un
allowing each gaming group to play the game that game as everybody’s responsibility.
they want to and to cut specific mechanical sub-
systems out that don’t fit their specific game world. Speed of Play
Tis requires, in turn, that the game system make W
Wee recognize
recog nize that some people
peop le see roleplaying
rolep laying
it obvious what a given ability or theme actual- game systems as elaborate simulations o another
ly does in the game world. We’ve tried to make it reality. In our case, we see a game system more as
visible to anyone who might come along what will a construct o general laws or how another real-
happen i you have to cut out teleportation, and ity works, with necessary compromises made or
what kind o mechanical implications it has. In enjoyable gameplay. One o the most important
other words, Legend is built to be understandable, elements o enjoyable gameplay, in our minds, is
to be learnable, and finally, to be something you keeping gameplay smooth and relatively quick.
can own and change and use without too much Tis means that i there’s a way to resolve a spe-
ear o making the game go boom. cific event with a couple o die rolls instead o five
Tis isn’t a hard-and-ast rule, as you will see in
the rules in this book. We preer combat lasting
several rounds instead o just one, and we allow
or several attack rolls i you’re an experienced
warrior trying to stab the Big Bad in the ace. Te
bottom line is just this: we’re big ans o -hour
gaming sessions. And i they’re hack-and-slash
games, we want to get through more than five
combat encounters in the process.
Clear Rules
In order to avoid conusion when reading this
book, we have isolated some words in square
brackets. Tese words, such as [Long] (a
( a range) or
[Encounter] (a duration) are reserved game terms
that either have a particular definition in Chapter
IX, or else are tags (such as [Death] or [Combat])
by which a subtype o abilities and eats can be
clearly identified .
Chapter I: Introduction
Introduction
CHA PTER
Gameplay Basics
o play a game
g ame of Legend,
II
Leg end, you will need
ne ed a few things in addition to this book. Your
character information
information is recorded on a character sheet. Te ppositions
ositions of characters
and monsters in combat can be tracked with any grid of squares (even a humble
Dice
Dice rolls are described with expressions such as
“d+,” which means “roll three our-sided dice
and add ” (resulting in a number between and A Note on Math: Ofen, you may be required to divide
). Te first number tells you how many dice to a number to determine the numeric value o an abil-
roll (adding the results together). Te number im- ity or effect (such as a eat that adds one hal your
mediately afer the “d” tells you the type o die character
character level to damage).
dam age). Whenever your result or
to use. Any number afer that indicates a quantity any division is actional, round down to the nearest
that is added or subtracted rom the result, which whole number, even i the action was larger than
is called the modifier. ½. For example, i a character added ½ o his level
to damage, and he was level , he would only add
d% damage (even though hal o his level would be ½).
Percentile dice work a little differently. You
You gener-
ate a number between and by rolling two di-
erent ten-sided dice. One (designated beore you Modifiers
roll) is the tens digit. Te other is the ones digit. A modifier
mod ifier is any bonus or penalty
p enalty applying
applyin g to a
wo s represent . I the result o the
t he roll is un- die roll. A positive modifier is a bonus, and a neg-
der the required percentage chance (or example, ative modifier is a penalty. In most cases, modi-
i there is a chance o something happening fiers to a given check or roll stack (combine or
and you roll a ) then the event takes place. a cumulative effect) i they come rom different
sources and have different types (or no type at
Taking 10 and 20 all ), bu
butt do not stack i they have
have the same type
It doesn’t always make sense or actions to carry a or come rom the same source (such as the same
random element. When you are not in any danger spell cast twice in succession). I the modifiers to
or otherwise distracted, you may “take ” – treat a particular roll do not stack, only the best bonus
a roll o a d as a (the average) instead o roll- and worst penalty applies.
ing,, to represent an average result. I you have lots
ing
o spare time, and the action you are attempting Ability Modifier
carries no consequences or ailing (such as strain- Te bonus or penalty associated with a particular
ing to open a tight jar) you may treat the result o ability score. Ability modifiers apply to die rolls
a d roll as a , but doing this means that the or character actions involving the corresponding
action takes times as long as normal. In effect, abilities.
it’s assumed that you’ve rolled the die times
until an actual came up. Ultimately, the GM Circumstance Modifier
decides when you are permitted to take or . A circu
circumstanc
mstancee bonus (or penalty)
pen alty) arises rom
Some tracks and eats grant abilities that may al- specific conditional actors impacting the
t he success
low you to “take” other values. o the task at hand, such as the presence o pre-
cisely crafed tools in a workshop. Circumstance
Key Ability Modifiers Score Modifier Bonus Spells (By Circle) able –
Each character class has two Key Ability 1 2 3 4 5 6 7 Ability
1 -5
Modifiers – a Key Offensive Modifier (KOM) and Modifiers
2- 3 -4
Key Deensive Modifier (KDM). KOM is used to 4- 5 -3 Can’t cast spells with this ability
and Bonus
calculate their combat skill in making attacks 6- 7 -2 Spells
rolls (attack bonus) and striking down oes (dam- 8- 9 -1
Each ability partially describes your character and or some sages.
affects some o his or her actions.
Dexterity (Dex) is a physical ability that measures
Strength (Str) is a physical ability that measures hand-eye coordination, agility,
agil ity, reflexes,
reflexes, and balance.
your character’s
charac ter’s muscle and physical
phys ical power.
p ower. You
You You
You apply
apply your
your charac
character’
ter’ss Dexterity
Dexterity modifier to:
apply your character’s Strength modifier to: » Initiative checks to determine who acts first in
» Fortitude saving throws (i your Strength a combat encounter.
modifier is higher than your Constitution » Relex saving throws (i your Dexterity
modifier). modifier is equal to or higher than your
» Skills that have Strength as their key ability. Intelligence modifier).
»
Y
Your
our attacks gain a bonus
b onus to damage equal to Skills that have Dexterity as their key ability.
»
hal your Strength modifier (i positive). Dexterity is the Key Oensive Modiier or
Armor Class (AC), measures a character’s skill at Level Good Poor able –
evading physical attacks. It is closely linked to the 1 +1 +0 Base Attack
2 +2 +1 Bonus
Base Attack Bonus (BAB).
3 +3 +2
Y
You
ou calculate AC as ollows:
ol lows: + BAB + your 4 +4 +3
character’s Key Deense Modifier + any other ap- 5 +5 +3
plicable modifiers. 6 +6/1 +4
Y
You
ou only use the first number in any BAB entry 7 +7/2 +5
8 +8/3 +6/1
when calculating your Armor Class.
9 +9/4 +6/1
10 +10/5 +7/2
Hit points (HP) measure a character’s overall com- 11 +11/6/6 +8/3
bat endurance. Your
Your HP largely depend on your 12 +12/7/7 +9/4
13 +13/8/8 + 9/ 4
class; each
eac h class offers , , or hit points, plus
14 +14/9/9 +10/5
your KDM, per level,
level , w
with
ith twice as many
ma ny HP at
15 +15/10/10 +11/6/6
st level. For example, a st-level barbarian with 16 +16/11/11/11 +12/7/7
Constitution would have HP ( class HP, 17 +17/12/12/12 +12/7/7
plus a Constitution KDM o , doubled or st 18 +18/13/13/13 +13/8/8
19 +19/14/14/14 +14/9/9
level). At nd level, that same barbarian would
20 +20/15/15/15 +15/10/10
have HP.
Base Attack Bonus (BAB) measures a character’s ba- Awareness is your character’s general ability to no-
sic skill at combat. IIt increases at one o two di- tice when someone else is trying to perorm an
erent rates,
rates, depending on a character’
character’ss class, as action while remaining unnoticed. You calculate
detailed on table - (“Base Attack Bonus”). You Awareness
Awareness as ollows:
ol lows: + your level + your char-
use BAB to calculate an attack roll against an ene- acter’s Wisdom modifier + any other applicable
my,, as ollows:
my ol lows: d + BAB + your character’s
character ’s Key modifiers.
CHA PTER
acter. If you are playing a longer game, you may wish to devote a little more time
and effort to developing a character concept and finding the mechanical abilities
that best support it.
Choose a Race
Choose a race rom the options detailed in
Choose a Class
Choose a class rom table - (“Lege
Legend
nd Core
Classes”). Te tracks associated with each class,
along with ull descriptions o each track’s abil-
ities, can be ound in Chapter V. I you have to
make choices associated with your tracks (such
as spell selection or choosing between different
tracks or which you’re eligible), make them now
and write your tracks and track abilities down on Choose Your Skills
your character sheet. Choose skills rom Chapter VII. Te number o
skills available to the class you chose is noted in
Assign Ability Scores the first table on page . Te skills you choose
Te deault ability scores in Legend are , , , are considered “trained”. You gain a bonus equal
, , and . Assign them to Strength, Dexterity, to your level
level on all
al l skill checks using trained skills,
Constitution, Intelligence, Wisdom, and as explained in Chapter VII.
Charisma, in the order you preer. In general, it is
best to assign high scores to your character’s Key Choose Your Feats
Abilities,
Abili ties, since
sinc e those
thos e are the abilities
abil ities on which Choose eats or your character rom Chapter
your character
characte r most relies
rel ies in a broad variety o VIII. A first-level character has two eat slots, one
the table. As explained in Chapter XIII, you are not a couple o items you wanted to try, but it’s usually
limited in your choice o mundane items except by helpul to start character generation with a pretty
your character
character concept;
concept; consult with your
your group ii good idea o what you want your character to do.
you are
are unclear
unclear on this point. Some suggestions ollow.
Unless your character is a spellcaster
spel lcaster or oth-
erwise has a wide range o offensive options, you Character Concepts
should generally
generall y select a broad variety o weapons Te first step in developing a character concept
(including both ranged and melee weapons). I is thinking o a tag line. Tis can be a descrip-
you’re a higher-level
hi gher-level character (th level or high- tion o your character’s proession (“Interstellar
er), it is also generally wise to ensure your charac- Smuggler” or perhaps “Undersized Burglar”)
ter is able to quickly move around the battlefield, or social position (“Long-lost King o a Great
via flight, teleportation, and similar abilities. City*”). Other tag lines that have worked pretty
well in the past include “‘Wizzard’ on the Run,”
Fill in the Blanks “Bearer o Stormbringer,” “Cheerleader Who Kills
I you haven’t
haven’t written down or added
add ed up anything Vampires,” and “Wizard Private Eye.”
on your character sheet (such as your character’s Once you
you have a tag line that you expect to
Base Attack Bonus, saving throw bonuses, or oth- hold your interest or the duration o a Legend
er numerical values), put it down now. You’ve campaign, start asking yoursel a ew questions
already made the important choices in building about your character. Usually,
Usually, your tag lline
ine will
your character, so you should be able to fill in
i n the give you some sense o your character’s race and
rest o the numbers without any trouble. possibly a ew clues to answering these questions.
“What does my character want?” Tis proba-
bly won’t get you much mechanically, but know-
Advanced Character ing your character’s greatest motivations might
particularly [Iconic] eats. It may also help you descriptions, or compiled in the table below).
select a specialized track, such as several o the Tere are three options or customizing your char-
rogue tracks in Chapter V. acter’s tracks: a racial track, multiclassing, and
Full Buy-In.
Race Selection
Usually, you’ll have some idea o your character’s Racial Tracks
race by now. I not, you can find the deault races in As described
desc ribed above, racial
rac ial tracks model the abili-
abi li-
Chapter IV, as well as a number o additional races ties o certain powerul creatures, such as dragons,
in Chapter VI. I your group is using supplemental vampires, and angels. Tese are creatures whose
material as well, you may have even more options. powers are at least partly a acet o their nature;
For the most part, picking a race is purely a mat- some dragons breathe fire and others rely on
ter o taste, as most races can fit a wide range o clawing your ace off, but all o them are flying
reptilian creatures who can take a lot o punish- the rogue’s Offensive rack are mutually exclu-
ment, live a long time, and collect anything valu- sive, as are the rogue’s Deensive rack options,
able they can get their claws on. Tese are suffi- the ranger’s Daggers and Bolts options, and the
ciently iconic and important to justiy attaching Sage’s Wrath
Wrath options.
opt ions.
them automatically to anything calling itsel a When finding a multiclassing track, note that
dragon (unless you’re a Chinese dragon, in which some tracks represent different ways o doing the
case you would choose a different track). Since ra- same thing and thereore aren’t meant to work
cial tracks are a undamental aspect o how your well together. For example,
example, the Rage, Assassin, and
character interacts with the world, they include a Discipline o the Serpent tracks are all meant to
ull set o class statistics, including hit points, sav- provide characters with a way to do a great deal o
ing throw and attack bonus progressions, and key damage while fighting, but each models a different
ability modifiers. I you have a racial track, pick style o fighting
fightin g (a barbarian’s berserk destruction,
any two tracks rom a standard class. reat this a hit man’s surprise attacks
attacks rom the sha
shadows,
dows, and
combination o tracks and class statistics as your a martial artist’s ast and precise striking com-
character’s class. You can multiclass rom that binations). In general, i you see that one track’s
class just as i you had a standard class, except that eatures are tagged as not stacking with another
you can’t trade out your racial track. track’s eatures,
eatures, avoid combining them.
t hem.
Some tracks are associated with a particular
Multiclassing ability score and unction based on that ability.
As explained above, tracks are the building
build ing blocks For example, spellcasting tracks are associated
o characters. So i you want to create a “hybrid” with a particular mental ability, while the e-
character like the ranger/rogue o times past, you ectiveness o the Demo Man track will depend
simply trade a track o “ranger” abilities you eel on the character’s Intelligence. Te Multiclass
are less important or a track o “rogue” abilities. Flexibility eat allows you to adapt the DCs o a
Y
You
ou can always trade one such track or
o r ree, and single track’s eatures to be based on a different
compared to standard monsters and pre-generat- what ability scores you wish to prioritize, picking
ed NPCs o the same level, and that this shif in skills that correspond with those should be easy.
power will affect gameplay. Be sure to pick up any skills that you will need to
use your track eatures effectively.
Point Buy: In this version o ability score genera-
tion, all scores start at . You have a pool o Feat Selection
points that you can apply to your scores as you When
Wh en selec
se lecti
ting
ng eats,
eat s, always
alw ays check
che ck or
o r “e
“eat
at
wish, points at a time. You cannot increase a trees” – series o two or three eats that each re-
single ability score above . Using point buy quire the previous one – that you want. I you
gives players some flexibility in choosing the decide that you want a eat tree, make sure you
ability scores that best suit their character. It is havee the eat slots you need to get it first,
hav first , beore
possible to achieve somewhat unusual results you look
loo k or individua
ind ividuall eats.
eats . Other
Othe r than that,
that ,
with this method, such as creatures with a couple select eats that give your character something
o extremely high ability scores and several very cool to do, offer a new application o a skill you
low ability scores, so this method is best used in already have, or make your character better at
groups where all the players understand the game your main
ma in characte
ch aracterr goal .
mechanics well enough to avoid serious mistakes Iconic eats are special eats
eats that
that grant a par-
in allocating ability scores. ticularly unique power. Your character can only
have one, so you will generally want to pick one
Random Ability Generation: Roll d six times. ake that really embodies your character concept. It’s
the highest dice rom each five and add those particularly important to avoid picking a eat that
three together (or example, i you rolled two s, your character
c haracter can’t support,
supp ort, such as one
o ne with
w ith a
a , a and a , you would add ++ or a result DC based on an ability modifier your character
o ). Once you have six numbers, apply those hasn’t invested in.
to whichever abilities you wish. I you have odd
numbers, you should spend rom one score and Item Selection
add it to another until you have even numbers or It’s hard to go wrong on items. In general, you
your ability
abilit y scores. I you have
have only one odd num- should have a weapon or some other item that al-
ber lef, keep it. lows you to win fights, armor or some other item
his method is best reserved or one-shot that helps you not be stabbed, and items that
games or games that aren’t meant to be taken se-
se - make you happy. Some o these don’t even need
riously, so that characters with truly awul scores to be magical; until you’re a mid-level character,
can be killed off in an entertaining ashion. it actually isn’t all that important to pick up magi-
cal protective gear because you get nearly as much
Skill Selection Armor Class bonus
bo nus rom mundane equipment.
Skill selection should be pretty easy at this point.
I you have a strong character concept and know
Feat Selection
Choose a number o eats equal to the number
o eat slots given or your level in table -. You
must meet all prerequisites or a eat at the level
you acquire the slot or that eat (so you can’t put
a eat in the level slot i it has a prerequisite o
character level ).
Level Feat Movement Speed Ability 1 Ability 2 Ability 3 Ability 4 Items able -
1 • +0 ft Lesser
Character
2 +5 ft +2
Advancement
3 • +5 ft
4 +5 ft Lesser
5 +10 ft +2 Greater
6 • +10 ft
7 +10 ft +4 +2 Lesser
8 +15 ft Greater
9 • +15 ft +4
10 +15 ft +2 Relic
11 +20 ft Lesser
12 • +20 ft +6
13 +20 ft +4 Greater
14 +25 ft +6 Relic
15 • +25 ft +4
16 +25 ft Greater
17 +30 ft +8 Artifact
18 • +30 ft +8
19 +30 ft +6 Lesser
20 +35 ft +6
a choice, pick an ability now. Otherwise, simply erent levels to interact with and affect the world
make a note o your new track ability. Any ben- around them in different ways. st through th
efits that you gain at a certain circle or level are level characters generally have capabilities that
available to characters rom that level onward. are airly reasonable or ordinary humans (aside
rom magic abilities, o course). But characters at
Increase Skills higher levels are legendary heroes or demigods.
Increase your chosen skills by rank each. When designing
designin g your character, you should
s hould con-
c on-
sider your character’s starting level and prepare to
Choose New Feat ace enemies o appropriate power and capability.
At some levels (as
( as shown on table -), your char-
c har- Some o the relevant considerations ollow:
acter gains a new eat. I your new level grants a Between th and th level, abilities like me-
eat, select that eat now. dium-range teleportation and light become
extremely common. As characters reach the Level Progression
higher end o that level range, you need to either
have special movement abilities or the ability to Within
Withi t he core canon o Legend, we expect lev-
n the
attack creatures who use them (usually by having el increases to be handed out at thematically ap-
a ranged weapon or offensive magic). Around this propriate points by GMs. Tis is because
b ecause we don’t
same level, many characters also gain innate heal- know when or how you expect characters to in-
ing and abilities
abil ities that can affect many opponents at crease in power. Do you want them
the m to grow mean-
once. Characters in this level range can’t take on ingully in the course o a quest? As the result o
an army o ordinary humans, but they can break a great revelation? As part o a soul-searching
that army with careul tactics and piecemeal moment beore the big fight? In general, we cer-
engagements. tainly recommend that players level
level up once per
Between th level and th level, creatures [uest] or per plot arc, but this might not mesh
can access [Death] abilities – attacks that do well with the flow o your story, and you may
massive damage and can cripple or kill a charac-
charac- have trouble with the flow o the campaign ver-
ver -
ter outright. Long-range teleportation and other sus the flow o time in real lie. A set experience
“ast travel” abilities appear, and many creatures progression leaves you with relatively ewer good
gain immunities to certain attacks and abilities. mechanisms o recourse, which was the core mo-
Knowledge checks and divinatory abilities be- tivation behind our decision that experience was
come quite important to reveal what an opponent a meta-game construct that didn’t serve us well.
can do and how an opponent can be effectively It bears mention, however,
however, that we do think
harmed. Creatures in this level range can attack parties should be comprised o characters who
an entire army o ordinary humans without being
bein g are the same level, and much o the math behind
seriously harmed, and ofen a single survivor o Legend is written with this in mind. It’s a view we
an adventuring party can find a way to resurrect hold due to the elegance o that situation, and
allen comrades with a little effort. the act that it decreases player conflict. No one
CHA PTER
Races
IV
Your character’s race largely determines his mechanical bonuses and penalties, but
can also have a significant effect on his appearance and personal
personality.
ity. All of the races
in this chapter are basically humanoid, which means that they have an anatomy
Size Categories
Creatures o different sizes in Legend are treated
as being one o five size categories, depending on
how big they are. Your size category affects how
hard you are to hit, how accurate your attacks are,
how quickly you can move, and how easy you are
to physically push.
[Large]creatures are about twice as tall as an by dwarves, no matter how long they actually live
[Average] creature, and run the gamut rom thin in them.
and spindly to broad and stocky. Tey have the I conditions
condit ions get bad outside (and as ar as
ollowing statistics: dwarves are concerned, things aren’t “bad” until
base f movement speed they involve a horriying natural disaster, total
- to Armor Class war, or all-consuming social unrest), dwarves tend
- to attack rolls to pack up and all back to a stonehold, ofen trig-
+ on saves against combat maneuvers gering a mass exodus when they do. Dwarves will
go to nearly any length to either die in a stonehold
stonehol d
[Huge] creatures are ar larger than even a [Large] or ensure that their remains are taken there.
creature, though not so large that a normal-sized According to most people, this tendency simply
enemy couldn’t hurt it. Each huge creature has an reflects the undamental insularity and arrogance
o Hallow’s master crafsmen. It’s certainly true naturally gifed in those areas. Unortunately,
that dwarves, taken as a whole, tend to be arro- dwarves generally do not value strength o per-
gant and insular, but there’s actually a good reason sonality, and distrust appeals to emotion or intu-
or their behavior. ition. When dealing with less rational creatures
(such as nearly all non-dwarves), dwarves are
Dwarf Society thereore brusque and ofen harsh in their interac-
Dwar society is rooted in the stone ar more than tions. Tey can react violently to a broken agree-
most non-dwarves realize. Te first dwarves in ment or other breach o trust.
Hallow brought with them a ew slabs o magi- Dwar political
polit ical organization varies rom stone-
cally-preserved stone called dataliths, along with hold to stonehold, but most are ruled by oligarchs
the lore o how to craf them. On the surace o who can be removed in cases o abuse o power. In
these dataliths, one can find tiny runes contain-
contain - general, oligarchs are selected rom past keepers
ing the history o the dwarves who were brought o the dataliths, and have such a long record o
to Hallow and those who have lived there since. trustworthiness that none dare challenge them
Te keepers o dataliths are the most respected without proo o truly awul behavior. A ew
members o dwarven society, and virtually every stoneholds with ancient ties to gnome commu-
dwar would die to preserve the datalith o the nities are ruled by hereditary monarchies, but all
dwar ’s home stonehold, as well as that o anoth- contain exceptionally stringent tests designed to
er stonehold. weed out unreliable heirs.
Smaller personal dataliths are commonly used Te most notable exception to the dwarven
by dwarves to records observations, experiences, norms o rationality in all things is a group who
and transactions. Each year, a stonehold celebrates have developed a strange martial art based on con-
a ritual in which all the dataliths o dwarves who suming huge amounts o alcohol. Tese dwarves
died in the past year are copied to the stonehold’s imbibe extensively prior to any conrontation or
main datalith. Te greatest honor any dwar can re- battle, and display unbelievable eats o strength,
ceive is or the inormation on his or her datalith to healing, and, on occasion, waves o sheer destruc-
be considered so important that it is transerred to tive orce. Most strongholds ban these brawlers,
the stonehold’s datalith immediately on death in- while those that welcome them generally implant
stead o at the annual ritual; the worst punishment them with crystal orbs that magically record their
any dwar can suffer is or his or her datalith to be actions and sensations or inclusion in the drunk-
rejected as unreliable or unworthy. en masters’ dataliths, since the recollections o
Dwarves strive towards rationality
rationalit y and objec- chronic alcoholics are not always precise or trust-
tivity in all o their interactions, since the reliabil- worthy. Recently, the drunken masters’ lore have
ity o their statements and actions is the primary spread to the outside world, with members o
metric on which they are judged by their peers other races learning and using the secrets o their
and their stonehold. Dwarves prize intellect and martial art.
endurance above all other traits, and indeed seem
uacture are among the most desired in all o lush corners o Hallow or in deserted areas that
Hallow, as practically all such items have been de- the elves intend to “improve
“i mprove””. In most cases, this is
veloped, tested, and crafed to exceptionally high one o the most welcome events in Hallow. Afer
standards. Te ull extent o dwarven technical all, the process o improving
improving wastelands increas-
achievements is still largely a secret, but there is es the resources available to everyone, and there
no doubt that many strange and terrible devic- is time enough to fight over ownership afer the
es exist deep in the stoneholds. Dwar engineers elves have completed their work. Te only real
devised Hallow’s first explosives some centuries complication arises i the landscape being im-
ago, and there is little doubt that the primitive proved is owned by people who like it the way it
firearms that have spread throughout much o is, though this scenario is less common than one
the creatures around them. Tis tendency is only Caedemon Monsmoth, Riandur Rivatha, Sohali
reinorced by the unusually long lie span o most Sandskimmer, and Raelin Yael.
elves, as many elves have had several centuries to
learn disturbing things about their surroundings. Elven Techology and Magic
It is easy to iner rom the inormation above that
Elf Society most elven magic and technology centers on the
Elves are extremely long-lived, with a very low modification or creative use o living material. I
ertility rate, and somewhat vulnerable physically. an el wishes to create a suit o armor, he or she
No theories explaining these characteristics can will likely build it rom the exoskeleton o a crea-
be conclusively proven, since the elves original- ture bred and modified or the purpose o growing
ly introduced to Hallow had all three character- armor, not rom steel. A staff o magical healing
istics and, as ar as memory records, always had. may well be made rom a branch o living wood
Teories aside, there is no doubt that el society sustained by the magic imbued into it. Elves are
was prooundly affected
affected by these characteristics. amous or their tree cities, with individual homes
Te elves brought to Hallow were among the last and many o their urnishings shaped rom and
survivors o worlds consumed by cataclysm and integrated with living trees. A tree house is under-
war, and these long-lived creatures had every rea- standably difficult to export, but some elves have
son to want to make their new home a pleasant constructed tree rooms inside human palaces.
place to live or the next ew centuries or so. Afer
a ew bargains with the ey courts, the elves were
blessed with the ability to sense and alter the Gnome
growth patterns o living things, which enabled
[Small] size
them to create beautiul strongholds out o care- +2 +2 -2
CON CHA SR [ H u m a no
no i d ] t y p e
ully-shaped trees.
+ (+/ levels) rac i al bo nus to Di p lo m ac y
O course, the ability to shape and craf living [Darkvi si o n]
lowing gnomes to sense others’ emotions and gations, let alone name any o the cabals or their
give them just a little nudge in the right direction. well-to-do patrons.
Some gnomes are tricksters, to be sure, but others Te names that gnomes share with others are
simply hate to eel pain and anger around them ofen lighthearted and anciul, chosen more or
and do their best to help make it go away wherev- amusement and entertainment value than any-
er they encounter it. A very ew individuals actu- thing else. Examples are: Benham Briggs, Darren
ally enjoy the sensation o ear, anger and hatred Deeds, Gleeson Glitterhand, Hubert Horatio
surrounding them. Tese are considered horriy- Humphrey,, Mario Moretti, Sally Shoemaker,
Humphrey S hoemaker, Stan
ing aberrations in gnome society, let alone by the Still, and Wally Wainwright.
people whose lives they subtly destroy. Tey are
most dangerous among ellow gnomes, as mis- Gnomish Technology and Magic
trust and anger can turn into an extraordinarily Gnomes have something o a reputation or con-
dangerous eedback loop among a large group o structing whimsical items that serve little practi-
empathic creatures. cal purpose. O course, practicality is in the mind
ypically, gnome communities exist first to o the end user, and many gnomish inventions that
protect gnomes rom “misunderstandings” and seem useless at ace value are careully presented
second to protect against the mercurial bursts o to leave that impression. For example, many suits
unrest that happen i too many gnomes turn bad. o gnomish rainbow armor can be ound on man-
Most such communities are ruled by a reasonably nequins in rich humans’ mansions. Covered with
benevolent monarch who, in some cases, is not slowly-shifing colors, the extraordinary plate ar-
even a gnome. Te idea is that i a monarch inca- mor makes or a great conversation piece; when
pable o mind control is surrounded by creatures coupled with a small device that allows the wearer
to mentally direct it, the armor is capable o ex- Halfling Society
traordinarily specific camouflage as well. Lie is ar rom easy or a humanoid creature small
Gnomes also specialize
special ize in the crafing o optics enough to be picked up and thrown on a whim by
and other devices that require fine crafing but are nearly any average-size adult human. While being
not mechanically complex, although again such shoved around by a creature in your own size cat-
optics are marketed more ofen to pranksters and egory will probably be more psychologically dam-
opera connoisseurs than to the snipers who
w ho mount aging than physically threatening, being shoved
them on dwar-crafed crossbows and rifles. around by a creature twice your size is a borderline
lethal threat. Halflings do not like being bullied,
and their society reflects the need or collective
Halfling deense against large, scary enemies. Most halfling
enclaves number between a ew hundred and a cou-
[Small] size
+2 ple o thousand inhabitants, and i the need or de-
DE X [ H u m a n oi
oi d ] t y p e
ense arises ully hal o the population is generally
+ to Wi ll saves
t m o vem ent sp eed available or armed retaliation against whatever
B O N U S F E A S Any one
has threatened
threatened the homes o the little
l ittle olk.
In more peaceul times, halfling communities
communities
tend to be ree and unthreatening. Most halfling
Small and quick, halflings tend not to meddle rulers are popularly elected; their duties are gen-
in the affairs o larger creatures. Since they can erally limited to ensuring that predators and ene-
generally choose whether or not to be noticed, mies are kept out and monitoring halfling trading
halflings generally preer to congregate in small caravans based in the ruler’s own enclave. Such
arming towns and to send out caravans to carry caravans are considered valuable sources o in-
out any necessary commercial transactions. In ormation and imported goods, and thereore
general, halflings just want to be lef in peace, and any halfling chie or ruler possesses extensive au-
will do just about anything to stay that way, until thority over all caravans originating in his or her
they can’t. Halflings are naturally strong-willed enclave. Halflings that are not part o an enclave
creatures, and the one thing no halfling will toler- ofen find themselves working as spies, burglars,
ate is bullying. One o the most eared sounds on or in some other business that rewards quickness
any battlefield is that o joyul halfling war songs, and the ability to easily hide.
songs which most ofen seem to sound rom ev- Halfling names tend to be relatively similar to
erywhere and nowhere at once, just beore the ar- human names. Examples include Tomas Berey,
rows and sling stones begin to fly. Nicholas Blackwell, Miriam Everclear, Estella
Hartley, Daisy Littleton, Della Mott, Emma
Norwood, yrone ownsend, Lucas Wakefield,
and Cedric Woodbridge.
units, serving either as earsome inantry or as reduced rates to punish clans that engage in atroc-
the traders, tacticians, and crafworkers that keep ities o any kind.
the inantry moving and fighting. A ew find their Most orc clans are organized along strictly mil-
homes in more diverse societies, and usually pro- itary grounds, with adult members assigned rank
vide skilled physical labor or security services. and granted privileges. A ew have experimented
with democratic leadership structures, general-
Orc Society ly with mixed success. Property is almost always
Te orcs who were first brought into Hallow were communal, with all but a ew personal belongings
warriors whose ancestors had been enslaved by issued rom a central supply depot to amilies or
dark gods or millennia. Tese lords o chaos and individuals as needed. For most orcs, the gif o
destruction had never done particularly well by a personal possession (particularly a useul one)
any o their ollowers, but the orcs had it even is the highest compliment one can pay. In a ew
worse. Fearing the loss o their prized berserkers unusual clans, however, it is considered an insult,
and shock troops, the orcs’ gods had maintained because it implies that the clan is not capable o
magical controls on the orcs’ minds to ensure that supplying its members adequately.
they would remain stupid and unquestioning o Orcs avor simple names
names with lots
lots o hard con-
orders. Once introduced to Hallow, and thus per- sonants which emphasize strength and power in
manently separated rom their malevolent over- order to intimidate their oes and impress their
lords, the orcs experienced a rush o intelligence riends. Example orc names are: Kor Arrowhead,
and insight, along with the sudden realization Wul Bl
Bloo
oo dmaul
dm aul , Krag
Kra g Bo
Bone
nesp
spll itter,
itt er, Bjo rn
that, or the first time in their lives, they were Foehammer, Vaul Godhand, Flint Ironstag.
their own masters.
Almost all were
were trained warriors, so the orcs Orcish Technology and Magic
began orming bands o disciplined soldiers with Orcs tend towards
towards the practical in both their
t heir mag-
newly-competent leadership. Tese bands eventu- ic and their tools, rejecting untested or inefficient
ally settled
sett led down into larger, organized
organized clans, each developments along with any technology deemed
one with an independent base o operations, its o more aesthetic value than actual use. Orcs’ tools
own clients or mercenary work, and enough land are thereore usually stripped-down modifica-
and resources to supply its field units. In some cas- tions o outsiders’ technologies, designed or ease
es, individual clans join together in larger eder- o production and maintenance. It is common to
ations. Tese ederations
ederations allow member clans to see an orc wearing dwar-built armor and carrying
carryin g
independently contract or mercenary service, but a magical bow o el origin, with the broad sword
have standing mutual deense agreements against carried by almost all adult orcs hanging rom the
anyone who would attempt revenge against a clan orc’s belt.
or its legitimate business arrangements. Te vast Orcs gifed in the magical arts tend to build
majority o clans conorm to reasonable standards their own wands and oci, and such equipment is
o military conduct; many will work at vastly almost always optimized simply to channel and
approval, as not all groups want dragons, undead or a minimum level prerequisite o rd or lower.
creatures, and so on as player characters. Be careul when selecting powerul combat-relat-
ed eats, as those can ofen unbalance the game
i they are accessed too early. I the race you are
Adaptation creating is cosmopolitan or unusually diverse, it
may be more fitting
fitt ing to give it a eat o “Any”,
Any”, with
In your game, it’s
it’s entirely possible
possib le that some or all
al l the restriction that this eat slot cannot be spent
o these deault races differ rom what has been on any eat that requires the character to be higher
described above. In some cases, this requires no than level .
mechanical changes. For example, i orcs are gob- Tird, give the race a thematically
thematica lly appropriate
linlike creatures bred to run unceasingly through ability rom the ollowing list:
day and night to pursue the enemies o their dark » Special vision mode (such as [Darkvision] or
lord, there is no need to change any o the deault [Ghostwise sight]);
orc mechanics to model these creatures. » Fast movement
movement (an increase in base
b ase movement
In other cases,
cases, you
you may wish to
to develop your o f rom the
th e deault or a creature o that
own races or to change existing ones in a more size, such as halflings’ f movement rate,
substantial manner. I so, decide whether your vi- an increase o rom the deault f or
sion o the race you are developing is roughly as [Small] creatures);
powerul (by deault) as the ones offered above, » Te Swim movement mode;
or more powerul. I you wish to develop a more » A + bonus to attack rolls;
rolls ;
powerul race, you should do so by creating
creati ng a race » A + bonus to Armor Class;
Class ;
tied to an independent progression o abilities, » A + bonus to a single type
t ype o saving throw.
Fourth, give the race another thematically appro- balanced in comparison to the core dwar race,
priate ability rom the ollowing list: but reflects your game world’s version o dwarves
» A + bonus (increasing by every levels)
levels) to a much more accurately.
ac curately.
single thematically appropriate
appropriate skill ;
» A + bonus to attack rolls;
rolls ;
» A + bonus to Armor Class;
Class ;
» A + bonus to a single type
t ype o saving throw.
I you find it necessary to mechanically model hy-
brid races in your game, we suggest ollowing the
rules or creating a race while selecting racial abil-
ity modifiers, special abilities, and bonus
b onus eat lists
that reflect a hybridization o two different races.
Example Adaptation
Let’s say that your campaign world has very lit-
Classes
V
A class defines a major part of how your character solves problems. Whenever you
create a character in Legend, you start by selecting a character class. Your class
grants a collection of three ability tracks, plus a “schedule” of when you gain the
abilities for each. Unless you multiclass (see below), you progress the three tracks
of your character class throughout your adventuring
adventuring career. A class is not a job – a
barbarian and paladin might both make a living as a knight, a trader
trader,, or a sushi chef.
Ability Tracks
Te classes in this book progress on a set o abil-
ity tracks. Each track generally grants an ability
Tis is particularly critical or spells and spell-like
spell-l ike racks do not have an innate progression – pro-
abilities, since their circle determines how easily gression speed is always determined by the mul-
they can be dispelled. ticlassing choices o the individual character. For
Tere are several classes in this book – bar- example, while the Path o War track is normally
barian, paladin, sage, shaman, ranger and rogue in a Medium progression or barbarians, a multi-
– that have numbers or track progression but do class character that trades away a Slow progression
not have specific tracks named. Tis is because track or Path o War would advance Path o War
each class has multiple tracks available, or pur- circles in accordance with the Slow progression.
poses o increased customization. Tis does not
represent an increase in overall power, because Multiclassing
track choices are permanent; it simply represents Players who have a character concept in mind that
an increase in variety. doesn’t quite fit in any single class may multiclass.
Abilit y tracks based on spel lcasting
lcasti ng grant ac- Multiclassing is done by trading a single ability
cess to new circles o spells on a specific spell list, track rom a player’s chosen class in exchange or
detailed at the end o the class using that spell list. gaining an ability track rom another class or rom
Full details o each spell, along with specific rules a list o bonus tracks contained in Chapter VI.
or using spells, can be ound in Chapter XII. Some ability tracks (such as the paladin’s
Judgment and
an d the rogue’s Esoterica
Esoter ica Radica
Ra dica)) can-
Ability Track Progressions not be accessed by multiclassing. Such restrictions
All
Al l player characters
charac ters have at least three tracks.
track s. are always included in the text o an ability track.
hese three tracks ollow three dierent pro- Some other tracks may include prerequisites
gressions, staggered so that each character level (such as race, a eat, another track, or a minimum
gained grants one new ability. Te progressions in an ability score). You can never multiclass into
are called Fast, Medium, and Slow, and are de- a track or which you lack a prerequisite.
tailed below. A character using the Full Buy-in op- o multiclass, simply choose to multiclass at
tion (see Chapter XIII) gains a ourth track that character generation. You can substitute one track
ollows the Medium progression. in this way, with no associated costs. Tis substitu-
» Fast Progression: A track in this progressi
prog ression
on tion represents characters who begin their careers
receives circle abilities at st, rd, th, th, as multiclassed “hybrid” characters, and thereore
th, th, and th level. can only be done at st level (or, i the game begins
» Medium Progression: A track in this progression at a higher level, at character generation).
receives circle abilities at st, th, th, th, Te Guild Initiation eat represents characters
th, th, and th level. who decide to change their lie paths later on, and
» Slow Progression: A track in this
t his progression re- pursue training, a ritual or magical procedure that
ceives circle abilities at nd, th, th, th, can replace existing track eatures with the abil-
th, th, and th level. ities o a new track. Te new track rom Guild
Initiation can replace either a standard track
Chapter V: Classes
(listed as part o your standard class eatures) or Types of Abilities
a multiclass track.
When you gain
gai n a new track
t rack via multiclassin
mult iclassing,
g, In addition to things that all classes share (such
you pick one o your class’s
class ’s tracks
track s and give up as the ability to make attacks and move around),
that track. You instead gain the circles o the new your character
c haracter’s
’s choice o tracks
t racks determines the
track, in order, at the levels that you would have kind o special abilities they get. Different abili-
gained eatures rom the sacrificed track. ties are divided into one o our categories with
Y
You
ou cannot
canno t gain any track
trac k more than once.
once . general rules that govern them. Te type o ability
Some tracks are part o the same overall track, is indicated by a superscript.
and thereore you cannot have more than one o
them or any reason. For example, the three op- Extraordinary AbilitiesEX are abilities acquired through
tions or the
t he rogue’s Offensive rack
rack are mutually
mutuall y mundane training and effort. Extraordinary abili-
exclusive, as are the rogue’s Deensive rack op- ties cannot be dispelled and, unless otherwise stat-
tions, the ranger’s Daggers and Bolts options, and ed, do not provoke attacks o opportunity. Some
the Sage’s
Sa ge’s Wrath
Wrath options. extraordinary abilities are “passive,” or always on,
Modifier. Tis choice is permanent, although i dinary abilities enable actions that are antastic
you gain or lose a track o this type with the Guild and epic in nature. However, these actions take
Initiation eat, relevant Key Modifiers
Mod ifiers are reset ac- the orm o superhuman speed, strength, resis-
resis -
cording to what tracks you have afer the change. tance, insight, or persuasion – overtly supernatu-
ral abilities
abilit ies such as calling
call ing fire rom heaven are, by
by
definition, not extraordinary abilities.
All skill uses and most eats are extraordinary
extraordi nary
abilities.
Spells are instances o magic subject to defined stated. Supernatural abilities are not affected by
rules or casting and recovery, available via spe- [Dispelling] effects.
effects.
ciic tracks entirely dedicated to spellcasting. Rules or activating, using, and recovering a su-
Spells are subject to [Dispelling] effects. Casting a pernatural
pernatural ability vary rom ability to ability.
spell generally provokes an attack o opportunity
(however,
(however, casting a spell
spel l as a swif or immediate
action does not). Te ull rules or spells can be
ound in Chapter XII.
Spells are
are not marked with a superscript, since
they never appear as circles o a track. Instead,
characters gain access to spells through a dedicat-
ed Spellcasting track.
Chapter V: Classes
Barbarian
10 5
HP/L EVEL S K IL L S
VARIES CON
KO M K DM
Level Path of War Path of Destruction Path of the Ancestors
able -
1 1 Lineage Barbarian
2 Cleave rack
3 Hard to Break
Abilities
4 2
5 Whirlwind
6 Readiness
7 3
8 Disrupting Presence
9 Resilience
10 4
11 Terrifying Presence
12 Ancestral Blessing
13 5
14 Path of Blades
15 Greater Readiness
16 6
17 Greater Cleave
18 Strength Unbroken
19 7
20 Deadly Presence
A possib
possible
le undamental
undame ntal dierence
diere nce in ighting
ight ing You
You can choose either Rage or Dervish when
w hen you
style means that barbarians can vary in their Key gain your first circle o your Path o War. Tis
Offensive Modifiers. Your choice o track rom Path choice is permanent, although you can multiclass
o War determines your Key Offensive Modifier. out o this track as normal.
I you multiclass out o one o this track, you may
choose any ability modifier or the KOM as long as Rage
it is not the same ability modifier as your KDM. Your
Your Key Offensive Modifier
Modifier changes
c hanges to Strength,
Chapter V: Classes
1st Circle – RageEX: You channel the barbarian rage, action (as per the in-combat use o the Intimidate
a state where you gain heightened morale and skill). I your intimidate attempt succeeds, that
physical prowess. As a swif action, i you are not opponent becomes [Shaken] until the end o the
[Fatigued], [Exhausted], or in a rage, you can en- [Encounter]. In addition, your bonus
b onus to combat
ter a rage, which lasts or a maximum number o maneuver DCs while raging increases to +.
[Rounds] equal to + your Constitu
Constitution
tion modifier
mod ifier
(i positive). While in a rage, you gain a + bonus 4th Circle – Greater RageEX: Your rage increases in
per circle you possess rom this track to attack potency. You gain temporary HP per level
rolls and damage you deal with attacks, and a + when you rage instead o , and your bonuses to
bonus to combat maneuver DCs and Fortitude Fortitude and Will
Wil l saves rom Rage increase to +.
and Will saves. When you enter a rage, you also Additionally,
Additional ly, select one o the ollowing abilities
gain temporary HP per level. Tese temporary (this choice is permanent):
HP are lost when your rage ends. You can always » Hurling Charge: While raging, afer making a
prematurely end your rage as a ree action. melee attack as part o the Charge combat
When your rage ends (either beore the beginning
beginni ng maneuver, you can use a ranged weapon in
level when you rage instead o , and the bonus prematurely end your war dance as a ree action.
to Fortitude and Will saves increases to +. When
Whe n your war danc
dancee ends (either
(eit her beore
beo re the
beginning o your turn due to its duration run-
7th Circle – Heart of Fury EX: Y
You
ou are always
a lways considered ning out, or on your your turn due to your end-
“raging.” You can activate the Intimidating Rage ing it prematurely) you cannot begin a war dance
ability once per [Encounter] as a swif action. At on either the turn it ends or on your ollowing
the beginning o an [Encounter], you gain tempo- turn. In addition, you are [Fatigued] or as many
rary HP (as per Mighty Rage), and no less than [Rounds] as you spent war dancing (minimum ).
[Rounds] afer gaining temporary HP rom this
ability, you may gain a new set o temporary HP 2nd Circle – Frenzied StrikesEX: Your rantic movements
as a swif action. become more ocused and lethal. While
W hile in a war
dance, you gain a [Bonus attack] whenever you
Dervish take an attack action and you gain a f bonus to
Y
Your
our Key Offensive Modifier
Modifier changes to Dexterity, your movement speed, which increases
inc reases to f at
unless your Key Deensive Modifier already is th circle and f at th circle.
Chapter V: Classes
a [Flat-ooted] opponent, you deal addi- Path of Destruction
tional damage equal to your KOM.
» Tendon Sever: While in a war dance,
dan ce, any time 1st Circle – CleaveEX: Once per [Round], as a swif
you hit a [Flat-ooted] opponent
opp onent with an at- action, when you hit an opponent with a melee at-
tack, you inflict the [Entangled] condition
cond ition tack and deal damage to that opponent with that
on that opponent or one [Round]. attack, you may compare your attack roll rom
that attack to the AC o another target opponent
5th Circle – Unstoppable War DanceEX: While in a war within [Melee] range. I the attack roll equals or
dance, you gain [Immunity] to [Binding] effects, exceeds that opponent’s AC, you deal that much
and moving out o a square o difficult terrain damage to that opponent.
does not cost you extra movement.
2nd Circle – WhirlwindEX: I you would make one or
6th Circle – Whirling War DanceEX: Your
Your war dance more melee attacks during your standard action,
has reached the point where you are little more you may add the [V
[Voll
olley]
ey] descriptor
descr iptor to a single
sing le
than a terriying tempest o blades. Your bonus- one o those attacks; this attack with the [Volley]
es to Reflex and Will saves while in a war dance descriptor is applied against every opponent in
increase to +. Your ability to avoid damage [Melee] range.
increases as well, granting a [Miss chance]
while you are in a war dance. 3rd Circle – Disrupting PresenceEX: Y
You
ou are a living
livi ng
orce o entropy, and creatures who attempt men-
7th Circle – Dance of Endless Blades EX: Your
Your war dance tal ocus close to you suffer the consequences. Any
is a primal thing o terrible wrath and righten- opponent who activates a spell, spell-like, or su-
ing beauty. Any time you hit a [Bleeding] oppo- pernatural ability within your [Melee] range takes
nent with an attack, they are [Battered] or the damage equal to your character level.
[Encounter].
Additionally,
Additio nally, while in a war dance, as a move 4th Circle – Terrifying Presence EX:
At the beginning
beg inning o
action and a standard action, you move up to your turn, opponents
oppo nents within
wit hin your [Melee] range
twice your movement speed without provoking must make a Will save (DC + ½ your level +
attacks o opportunity. You may take an attack your Charisma
Charis ma modifier)
mod ifier) every [Round
[Ro und ] or be
be--
action during this movement, and may divide all come [Shaken]. Tis application o the [Shaken]
o the attacks you are entitled to among any tar- condition doesn’t stack with itsel, but stacks nor-
gets who were within [Melee] range at any point mally with other [Fear] effects. Tis is a [Mind-
during your movement. affecting] [Fear] effect.
Finally, you may enter your war dance as a ree
action. 5th Circle – Path of BladesEX: When you use the Charge
maneuver, you can make a single additional at-
tack with the [Volley] descriptor as you make the
Charge; this attack with the [Volley] descriptor 3rd Circle – ReadinessEX: Y
You
ou gain a + bonus to Vigor
is applied to all opponents within [Melee] range checks, and becoming [Flat-ooted] does not pre-
o squares you move into as part o the Charge. vent you rom making attacks o opportunity or
Tis attack deals damage equal to three times your taking immediate actions. Once per [Round], you
KOM. may make a Vigor check at any time during the
[Round]. Tis does not require an action.
6th Circle – Greater Cleave EX: Activatingg Cleave no
Activatin
longer requires a swif action, and it can be used 4th Circle – ResilienceEX: Y
You
ou gain [Fast healing] equal
any number o times per [Round]. to your character level.
7th Circle – Deadly Presence EX: When an opponent be- 5th Circle – Ancestral BlessingEX: Once per [Encounter],
gins their turn within your [Melee] range, it takes as an immediate action, you can reroll a ailed save.
damage equal to your level + your Key Offensive
Modifier and is [Battered]
[Battered] or one [Round]. Tis 6th Circle – Greater ReadinessEX: Y
You
ou are always
always able to
ability can be turned on or off as a swif action. act in a surprise [Round].
Chapter V: Classes
Monk
8 6
HP/L EVEL SKILLS
WIS CON
KO M KDM
Te body and mind o a living being hold great Party Role:Monks have very good deenses and
and powerul secrets, or the Sel is more than it incredible speed, allowing them to rush past
p ast en-
is made out to be. Monks know this better than emy lines and disable or kill priority targets with
anyone else; whether it be through proound in-
in- quick, powerul strikes.
trospection or grueling training, the monk trans- Monks in Your Game: Te monk can represent al-
orms a rail and transient body into a most griev- most any kind o wrestler, unarmed fighter, mystic
ous weapon, capable o eats that dey belie. Te or wanderer sworn to poverty. Teir special abili-
philosophies o the monks are as many as the
th e stars ties and great speed can make them terriying as-
in the sky, but nearly all are possessed o a power- sassins and elusive spies.
ul drive to go beyond what is humanly possible.
Level Discipline of the Serpent Discipline of the Crane Discipline of the Dragon
able -
1 External Techniques Stance of the Falling Star Monk
2 Fast Movement rack
3 Obsidian Mind
Abilities
4 Internal Principles
5 Between the Raindrops
6 Dance of the Sun and Moon
7 Open and Close
8 Through the Clouds
9 Diamond Soul
10 Ceaseless Flow
11 Empty Body
12 Cloak of the Sun and Moon
13 Stop the Breath
14 Journey of the Crane
15 Jade Heart
16 Poison the Blood
17 Gust of Action
18 Scales of Gems
19 On Power
20 Phoenix Reborn
Many monasteries and dojos train their own properties at st circle, and more at rd, th and
monks with a unique fighting style. o reflect the th circles. Tese choices are permanent.
emphasis o the monk’s training, choose any two Additionally,
Additional ly, whenever you switch to a weapon,
saving throws to use the Good progression. Te you may grant it a number o weapon properties
propert ies
remaining saving throw uses the Poor progression. your Unarmed Strike natural weapon possesses.
poss esses.
You
You may grant it such properties
proper ties at st circle,
at rd, at th, and at th. Te weapon retains
the ollowing special combat maneuvers, which to skill checks against the target and saves
benefit rom the additional damage o External against the target’s
target’s abilities or [Round].
[ Round].
echniques: In addition, when an opponent ails a save against
» Pushing Blow: As a standard action, you make a your Close Meridian, Disarm, Grapple,
Grapple, Neutralize,
Neutralize,
single melee attack that deals normal dam- Open Gate, Pushing Blow, or rip, you may im-
age. I the attack hits, the target must make mediately make a [Bonus attack].
a Fortitude save or be pushed f, and you
can choose to move into their previously 4th Circle – Ceaseless FlowEX: Once per [Round],
[Round ], you
occupied space. I you choose not to move may replace any one melee attack other than an
into their space, you may instead push attack o opportunity with any o the ollowing
them f in the same direction per circle combat maneuvers, at the same attack bonus as
o Discipline o the Serpent you possess. the replaced attack: Close Meridian, Disarm,
Tese movements do not provoke attacks Grapple, Neutralize, Open Gate, Pushing Blow,
o opportunity. A successul Pushing Blow or rip. I the combat maneuver hits, you can use
benefits rom abilities that would enhance Ceaseless Flow an additional time this [Round].
action, but conditions your opponents have 3rd Circle – Through the CloudsEX: Y
You
ou gain the Fly
gained rom this ability do not disappear when movement mode.
[Imbalances] do.
» Two [Imbalances]: Te opponent is [Battered] 4th Circle – Deftly Striking EX: As a standard action,
acti on,
or [Rounds]. you may make an attack action at any
any time during
» Four [Imbalances]: Te opponent is [Blinded] a movement, and continue that movement
or [Round]. aferwards.
» Six [Imbalances]: Te opponent is [Slowed] or
[Round]. 5th Circle – Journey of the Crane SU: You can take a
» Eight [Imbalances]: Te opponent is [Nauseated] great step as with the long legs o the crane, seek-
or [Round]. ing new challenges to ace or new lessons to learn.
» Ten [Imbalances]: Te opponent is [Stunned] or Once per [Scene], as a standard action, you can
[Round]. use teleport, as the spell.
I multiple opponents would gain [Imbalances]
rom a single combat maneuver, you instead 6th Circle – Gust of Action EX: You can ride the wind at
choose one o those opponents to gain an overwhelming speeds. Once per [Encounter], plus
[Imbalance]. an additional time per [Encounter] per our char-
acter levels you possess, as a swif action, you can
7th Circle – On PowerEX: You can now use Ceaseless gain an extra move action on your current turn.
Flow any number o times per [Round], and Stop
the Breath now affects any opponent you hit with 7th Circle – Phoenix RebornSU: As the avatar o
o the
Close Meridian, Disarm, Grapple, Neutralize, crane, you become an entirely otherworldly being.
Open Gate, Pin, Pushing Blow, or rip, regardless Once per [Scene], i you are killed or rendered
o whether they successully save against it or not. [Unconscious], you are revived
revived with ull
ul l hit points
one [Round] afer your death or knock-out. You
can choose not to return, i you believe that your
Discipline of the Crane impact on the multiverse is complete.
» Careful Sun: Once per [Encounter], when you offensive action that normally deals hal
make a successul Fortitude or Will save damage on a successul save, you may take
against an offensive action that would nor- no damage rom that offensive action in-
mally have a lesser effect on a successul save stead on a successul save, or take hal dam-
(such as a spell with a save o “Fortitude age rom that offensive action instead on a
hal ”), you may
may instead ignore the effect ailed save.
entirely.
» Reckless Moon: Once per [Encounter], when 6th Circle – Jade HeartEX: You can absorb dark and
you make a successul
succ essul Reflex saving throw
th row harmul energies without suffering any ill effects.
against an offensive action that would nor- Y
You
ou gain [Immunity]
[Immun ity] to [Energ
[En ergyy drained
drain ed]] and
mally have a lesser effect on a successul save [Vulnerability], and to [Negative] effects.
(such as a spell with a save o “Reflex
“Reflex hal ”), 7th Circle – Scales of GemsEX: Once per [Encounter],
you may instead ignore the effect entirely.
entirel y. as a swif action, you may harden your hide to ab-
sorb devastating attacks without harm. Until the
2nd Circle – Obsidian MindEX: Monks learn to protect beginning o your next turn, you gain [Immunity]
their minds rom the clouds o ear. You gain to damage and to the [Sickened], [Nauseated],
[Immunity] to [Fear] effects and the in-combat [Dazed] and [Stunned] conditions.
use o the Intimidate skill.
Paladin
10 5
HP/L EVEL S K IL L S
STR CHA
KO M KDM
All paladins
palad ins draw strengt
s trength
h rom the concept
conc ept o Party Role: Paladins are one o Legend ’s most di-
justice – but that means different things or di- verse character classes, and can fill any number o
erent people. Some paladins serve the law, cap- roles, but they excel at taking a beating without
turing criminals and taking them to the author- flinching, and shielding their all ies rom harm.
harm.
ities. Others take the law into their own hands, Paladins in Your Game: Te most obvious role or a
and mete out punishment to those they consider paladin is a sheriff, knight or any other maniesta-
wicked. Whatever a paladin’s cause may be, their tion o authority and the law, but they also make
dedication to that cause gives them supernatural excellent bounty hunters or dogmatic zealots o
strength and resilience that strikes ear into the an evil god.
most die-hard criminal.
Chapter V: Classes
Te Judgment track is common to all paladins, 1st Circle – KnowingSU: You are aware, in the general
and so is listed
l isted directly on the ability chart. You
You sense, o the moral and ideological predilections
cannot multiclass into or out o Judgment. Te o any sentient creature within a spread with a
paladin must also choose any one paladin track radius o f + f per Judgment circle you pos-
or the Dedication progression, and one other sess originating rom you. Tis spread moves with
paladin track or the Oath progression. you, is not a divination
divinat ion effect,
effect , and is always on.
It does not automatically penetrate [Invisible],
[Concealed], or Stealth, but i you can otherwise
Judgment: The Seven circumvent
circumvent these effects, Knowing will unction
2nd Circle – Mercy SU: Once per [Encounter], as an Bastion: The Seven
immediate action or part o another immediate
action, you may prevent up to three times your
Circles of Protection
character level in damage that would be dealt to 1st Circle – The ShieldSU: As a swif action, you may
any ally within your Knowing. Tis can only be create a spread with a radius o f plus f per
done as the damage is being dealt, but may be ac- two character levels you possess originating rom
tivated afer you know exactly how much damage you called
call ed the Bastion
Bastio n Aura. Tis spread moves
a given effect will deal. Tis is a [Bastion] effect. with you.
Whenever a spell o first circle or lower that has
3rd Circle – GraceSU: Y
You
ou gain a + bonus to all
al l saves, a duration targets you, i it is not a copy, you may
additional HP per level, and gain [Immunity]
[Immunity] to project it. o project a spell, create a copy o that
all [Fear] effects. spell or each other ally within your Bastion Aura.
Tat spell and each o those copies become bond-
4th Circle – RequitalSU: Opponents who start moving ed to one another and gain “When a [Dispelling]
[ Dispelling]
within the range o your Knowing have their e- effect ends this spell, end all spells bonded to
ective move speed reduced by f, or the pur- it,” that spell gains “When this spell ends, end
poses o that move. Tis does not affect f steps. all spells
spel ls bonded to it,” and each o those copies
gains “You gain this spell’s effect only while you
5th Circle – Light SU: Y
You
ou may now, at any time,
ti me, illu-
i llu- are within the Bastion Aura o the ally who creat-
minate the area around you out to the limit o the ed this spell.” Ten you cast each o those copies
Knowing. Tis may be turned on or off as a ree targeting a different one o those allies. Tis does
action. In addition, you gain [Blindsight]
[Bl indsight] with a not provoke attacks o opportunity and counts as
range equal to the radius o the Knowing. Tis is casting those spells only or the purpose o those
a [Bastion] effect. spells’ effects and abilities o this track.
As a swif action, you may end this spread.
6th Circle – Endurance SU:
he irst time in each
[Encounter] that you ail a saving throw against 2nd Circle – The GauntletSU: Whenever a spell
spe ll o sec-
a harmul effect, the effect is negated without a - ond circle o lower that
t hat has a duration targets you,
ecting you. Tis is a [Bastion] effect. i it is not a copy, you may project it.
5th Circle – The SoulSU: Whenever a spell o fifh cir- 2nd Circle – Of Might and GuileEX: Choose one o the
cle o lower that has a duration targets you, i it is ollowing abilities (this choice is permanent):
not a copy, you may project it. Each [Encounter], Might: As a swif action, i your partner is within
the second [Dispelling] effect made against a [Medium] range, you may deal damage equal to
bonded spell you cast ails. your KOM to all opponents
oppo nents within
wit hin your [Close]
range o your partner. his damage ignores
6th Circle – The ReadySU: Each ally gains a pool o [Immunity] and cannot be mitigated or reduced.
points equal to hal your character level. Tese Guile: You can spend a move action to double your
points may be spent afer you know the result o partner’s critical threat range or one [Round].
[Resistance] to all damage dealt by opponents 3rd Circle – StruggleEX: Afer hitting
hittin g a single
sing le oppo-
oppo -
within your [Close] range. nent with two or more consecutive attacks during
your turn, your attacks against that
t hat opponent, be-
b e-
6th Circle – Aleph and NullEX: When either
eith er you or your ginning with that second consecutive hit, gain a
partner kills an opponent, you each heal HP bonus to damage equal to your Charisma modi-
and may each immediately take two f steps. fier or one [Round]. Beginning with the ourth
consecutive hit against the same opponent during
7th Circle – With Your Shield or On It SU: You
You don’t die
d ie your turn, this damage bonus increases
increas es to twice
until your partner would also be [Dead]. Tis only your Charisma modifier.
mod ifier.
works i you are within f o each other, and
have line o effect. I either o those conditions 4th Circle – EscalationEX: Whenever your Struggle
ceases to be met, you die instantly i this ability ability activates, you may inflict the [Battered]
was currently sustaining you. I your partner has condition or one [Round]
[Round ] on the opponent you
this ability, it does not make you immortal. hit to activate Struggle. Te duration o this con-
dition increases by one [Round] or every time
2nd Circle – ConflictEX: Your attacks gain a bonus to 7th Circle – War Engine EX: Whenever
When ever you hit an op-
damage equal to your Charisma modifier. ponent with an attack, that opponent becomes
Chapter V: Classes
[Battered] and suffers a penalty to its AC equal equal to the amount o healing that would have
to your Charisma modifier until the end o the normally had no effect. Unlike normal temporary
[Encounter]. HP, this stacks to a maximum o hal the target’s
normal max HP. Tis temporary HP lasts or the
duration o the [Encounter].
Virtue: TheRenewal
Circles of Seven 5th Circle – Holy GlyphSU: Instead o its normal ben-
efit, an arc rom one o your onts may be used
1st Circle – FontSU: Once per [Encounter], you may to expunge any one o the ollowing conditions:
draw up an immobile wellspring o vitality called [Shaken], [Entangled], [Nauseated], [Dazzled],
a ont, which maniests as a low steady hum and [Deaened],
[Deaened], [Blinded ], or [Sickened].
[Sickened].
a single spark o light. As a swif action, you may You
You can trigger and direct a single arc rom one
place it anywhere within f + f per two char- o your onts as a swif action, in addition to the
acter levels. Each [Round], at the start o your normal arcs at the beginning o your turn.
turn, an arc o restorative energy strikes one ally
th SU
o your choice within your [Close] range o the 6 Circle – Star Spark :
An arc may be used to ex-
ont, and heals HP plus your character level punge any one o the ollowing conditions in-
and your Charisma modifier. A ont expires afer stead o healing: [Stunned], [Slowed], [Battered
[Battered ],
a number o [Rounds] equal to your Charisma or [Dazed]. Additionally, any time you use your
modifier (minimum ). Fonts do not occupy a swif action to generate an additional
add itional arc, you may
square, and cannot be targeted or affected by any- destroy any one o your onts to create an arc that
thing but the Virtue track abilities o their creator. heals points o damage and [eleport] that ally
anywhere within range o a remaining ont. You
2nd Circle – IconEX: You may now place up to two may not destroy the ont emanating rom your
onts per [Encounter], using a separate swif ac- person.
tion to place each.
7th Circle – RebirthSU: Y
You
ou may destroy a ont as part
3rd Circle – DawnsignEX: Fonts you place now persist o your swif action to generate an arc that revives
or a number o [Rounds] equal to twice your a [Dead] ally, healing the ally to hit points in
Charisma modifier (minimum [Rounds]), and the process (i the ally’s maximum hit points are
an additional ont emanates rom you passively, less than , he gains the
th e rest as temporary HP). I
beginning on your first turn each [Encounter]. you opt to do this, you
you may not destroy a ont with
Star Spark as part o the
t he same action.
action . You
You may not
4th Circle – Vitality EngineSU: I any portion o the HP destroy the ont emanating rom your person.
healed by an arc would have no effect on a target
due to his or her HP being ull, instead o sim-
ply being wasted, that target gains temporary HP
Ranger
10 6
HP/L EVEL S K IL L S
DEX INT
KO M KDM
able - Level Professional Soldier Daggers and Bolts Battle's Tempering
Ranger 1 Reap the Whirlwind Rather Quick than Dead
rack 2 1
3 Dive for Cover
Abilities
4 A Personal Touch
5 2
6 For Ire
7 Kept Secret, Kept Safe
8 3
9 Into the Trees
10 A Swiftness in the Blood
11 4
12 It Has Been An Honor
13 Into the Valley of Death
14 5
15 Gh o s t
16 Bring the Rain
17 6
18 A Masterpiece in Violence
has mild hallucinogenic effects originating 5th Circle – Into the Valley of DeathEX: As an immedi-
rom that square. Whenever a creature be- ate action, when a creature triggers one o your
gins its turn inside the spread or the first traps, you may place another trap. Tis trap may
time each [Round] that a creature enters not be placed directly under the unortunate soul
the spread, that creature
creature starts seeing dou- who triggered this ability. You gain access to the
ble, orcing it to treat all creatures as [Fully ollowing additional traps:
concealed] or the next [Rounds]. A suc- » Razorpod Cluster: Once activated, this ominous
cessul Will save (DC +½ your level + metallic tangleweed splits into three razor-
your KOM)
KOM) negates this effect. A umigator pods — whirring collections o razor edges
dissipates afer [Rounds]. deployed to three separate squares with-
in [Close] range. At the beginning o your
2nd Circle – A Personal TouchEX: Grappling hooks are turn, each razorpod you have deployed can
standard-issue or rangers, and or good reason. move up to hal your speed. Razorpods can
Once per [Round], you may replace an attack move into a creature’s occupied square and
made during your attack action with a ranged creatures can move into a square that a ra-
attack at up to [Close] range at the same attack zorpod is in, but due to their
th eir tendency to get
bonus as the replaced attack. I you hit, you deal caught on anything, two razorpods cannot
damage equal to d + your KOM and knock the share the same square. Whenever a creature
hit opponent [Prone]. As a swif action, you may moves into a square occupied by a razorpod
razorpo d
then immediately pull the opponent closer to you or that creature’s first time this [Round ], or
by up to f + f per levels you possess. A suc- at the end o your turn i at least one razor-
cessul Reflex save (DC + ½ your level + your pod occupies the same square as a creature,
KOM) negates the [Prone] condition and thus that creature is dealt damage equal to your
prevents the pull. level plus your KOM. Tis damage ignores
[Damage reduction] and [Resistance]. Afer
3rd Circle – Kept Secret, Kept Safe EX:
At will,
will , you may dealing damage three times, a razorpod is
use a move action to lay down a cloaking scatter utterly destroyed.
o smoke, dust, and silvered shards to screen your » Remote mine: Remote mines exist or the sole
allies. All allies
al lies within [Close] range
range gain a + bo- purpose o delivering cleverly timed pil
pil--
nus to AC and Reflex saves or one [Round]. At lars o cheery and warmth-giving fire hot
th level, the bonus rises to + and rises again to enough to melt steel. Each prepared remote
+ at th. mine can be deployed in target square with-
in [Close] range. As an immediate action,
4th Circle – A Swiftness in the Blood EX: You
You may take an you may detonate a remote mine to create
additional swif or immediate action per [Round]. a f radius spread originating rom the
mine’s square that deals our times your
character level in energy damage with the
Chapter V: Classes
it hits or misses, this attack inflicts the [Battered] part o a Chain component cannot be replaced as
condition on your target. Tis is a [Death] effect. part o another Chain component.
Each Chain finisher can be activated
activated as a swif
6th Circle – Storm Bolt EX: Once per [Round ], as a swif action once per [Round], and can only be activat-
action, you may make your next ranged attack ed i the Chain has a certain number o Links or
this [Round] into a Storm Bolt; i the attack hits, more, specified in the text o each ability. As part
your target becomes [Dazed]
[Dazed ] or one [Round ]. A o each Chain Finisher, you may [eleport]
[eleport] up to
successul Reflex save (DC +½ your character f per Link in the Chain, which lets you close gaps
level + your Key Offensive Modifier) negates the and bring home the attack. You can choose to
[Dazed] condition. [eleport] beore or afer the effect o the Chain
finisher, and this [eleport] does not provoke at-
7th Circle – Thus Always UntoSU: As a swif action, tacks o opportunity. Activating a Chain finisher
you can sap the wil
willl and ability
abil ity o your oppo-
opp o- ends the current Chain, reducing the number o
nents with every strike; until the end o your turn, Links in it to zero.
whenever you hit an opponent
opp onent with a ranged at-
tack, you may inflict the [Energy drained] condi- 1st Circle – A Cadence of BlowsEX: From the empo
tion on that opponent.
oppon ent. A successul Fortitude sav
savee comes the simplest Chain component, which
(DC + ½ your level + your KOM) negates the trades immediate opportunities or a long-term
[Energy drained] condition and instead leaves the advantage by throwing an opponent off balance.
opponent [Flat-ooted]
[Flat-ooted] or one [Round]. A Cadence o Blows replaces a single melee attack
in an attack action, and when activated, grants
you a + bonus to attack rolls
rol ls against
again st a single
sin gle
Chapter V: Classes
opponent within [Melee] range and a + bonus to 4th Circle – Scream of the Black Sky SU: With the es-
AC. Tese bonuses stack
s tack twice at st circle, three tering darkness o the second wind, you conjure
times at rd circle, our times
ti mes at th circle, and five a swirl o violent black clouds as a Chain finish-
times at th circle. er that requires at least two Links in your chain.
A Cadence o Blows can also be activated as a Up to three target opponents within your [Close]
Chain finisher when you have a chain o at least range take damage equal to twice your character
one Link long. level, and are [Blinded] or two [Rounds]. A suc-
cessul Reflex save (DC + ½ your level + your
2nd Circle – Howl of the North Wind SU: Tis explosion KOM)
KOM) halves the [Blinded]
[Bl inded] duration. Scream o
o the biting and arctic first wind can be activated the Black Sky may be activated three times per
as a Chain finisher that requires at least one Link [Encounter].
in your Chain. You create a f radius spread
originating rom you that deals damage equal to 5th Circle – Staccato BlastwaveSU: As a Chain compo-
your character
c haracter level to all opponents
oppo nents in the
t he area
are a nent that replaces two melee attacks in an attack
and renders them [Blown away] or [Prone], at action, you invoke the Principle o Tunder to
7th Circle – Mastery of Law: As the curious tenets have a lesser effect on a successul save (such as
o your art become obvious to you, you begin to a spell with a save o “Reflex hal
hal ”), you instead
instead
grasp a great and terrible truth. You gain the ol- ignore the effect entirely.
lowing abilities.
» Magnum OpusEX: All o your Chain components 3rd Circle – For IreEX: Y
You
ou gain
gai n [[Fast
Fast healing]
heal ing] equal
and successul melee attacks add an addi- to your Key Deensive Modifier, and becoming
tional Link to your Chain. [Flat-ooted] does not prevent you rom mak-
» Roar of the Storm LordsSU: Once per [Encounter], ing attacks o opportunity or taking immediate
you may activate this ability
abil ity as a Chain fin- actions.
isher that requires at least seven Links in
your Chain. You create
create a spread wit
withh a radi- 4th Circle – Look of a Survivor EX: Y
You
ou gain [Resistance]
[ Resistance]
us o your [Medium] range originating rom to physical damage.
you, which
whic h deals
deal s damage
dama ge equal to three
thre e
times your character level to all opponents 5th Circle – It Has Been an Honor EX: Y
You
ou are a true
in the area, and renders them [Battered] expert at getting the hell out o Dodge. You gain
or two [Rounds], knocks them [Prone], [Immunity] to [Binding] eects. In addition,
and repositions each o them up to f once per [Round], as a move action or as part o a
each to squares o your choice. A successul move action, you can ade into your environment,
Reflex save (DC + ½ your level + your duplicating the effects o the inisibility spell.
Key Offensive Modifier) negates the repo-
sitioning effect and the [Prone] condition. 6th Circle – GhostEX: You resist magical and techno-
logical attempts
attempts to locate you. Items, spells, and
supernatural and spell-like abilities cannot be
Battle’s Tempering used to establish line
l ine o sight to you. Divination
spells cannot be used to track or locate you.
1st Circle – Rather Quick than DeadEX: Moving out o a Addit ionally,
Additional ly, you ignore
igno re bonuses
bonuse s to opponents’
oppo nents’
square o difficult terrain does not cost you extra Awareness rom items, spells
spe lls,, and supernatural
supern atural
movement. In addition, choose one o the ollow- and spell-like abilities.
ing options. Tis choice is permanent:
» Shoot First: Y
You
ou gain a bonus
b onus equal to hal your 7th Circle – A Masterpiece in Violence EX: Once per
level (minimum ) on initiative checks. [Encounter], i you would take or more dam-
dam -
» Gain Ground: You can take an additional f age rom a single attack,
attack , effect, or ability,
abil ity, you may
step each [Round]. immediately make an attack action against the
source o the damage. I this attack action kills
2nd Circle – Dive for CoverEX: Once per [Encounter], your target, you take no damage.
when you make a successul Reflex saving throw
against an offensive action that would normally
Chapter V: Classes
Rogue
8 6
HP/L EVEL S K IL L S
VARIES VARIES
KO M K DM
Good Poor
Level BAB Ref
Save Save
1 +0 +2 +2 +0
2 +1 +3 +3 +1
3 +2 +4 +4 +1
4 +3 +4 +4 +2
5 +3 +5 +5 +2
6 +4 +6 +6 +3
7 +5 +6 +6 +3
8 +6 +7 +7 +4
9 +6 +8 +8 +4
10 +7 +8 +8 +5
11 +8 +9 +9 +5
12 +9 +10 +10 +6
13 +9 +10 +10 +6
14 + 10 + 11 +11 +7
15 + 11 + 12 +12 +7
16 + 12 + 12 +12 +8
17 + 12 + 13 + 13 +8
18 + 13 + 14 + 14 +9
19 + 14 + 14 + 14 +9
20 + 15 + 15 + 15 + 10
No two rogues are quite the same, and some can Party Role:
Rogues are excellent at dealing lots o
show quite incredible variety. Whether by nature damage while remaining mobile. A rogue should
or nurture, rogues develop a wide range o talents, always be on the lookout or her next target, and
though any given rogue has a preerence or cer- deliver devastating blows where they count most.
tain aspects o that spectrum. Tese unorthodox As a class that trains many skills, rogues are versa-
fighting styles make rogues dangerous and unpre- tile characters both in and out o combat.
dictable opponents, and they ofen relish in their Rogues in Your Game: While it might be tempting
enemies’ conusion. A rogue’s vast arsenal o tricks to make all rogues some kind o thie, they can
means they can keep their enemies guessing until also serve as excellent scouts, pirates, musketeers,
the final blow. Some rogues like
l ike to make elaborate duelists,
duel ists, or undercover detectives. A rogue’s many
plans, but most play it ast and loose, relying on skills make them excellent experts o almost any
their amous luck when everything goes sour. proession.
7 3
8 3
9 When to Cheat
10 4
11 4
12 When to Run
13 5
14 5
15 An Ace to Keep
16 6
17 6
18 Gambler’s Dao
19 7
20 7
Rogues are either unsurpassed experts in skills or While rogues can choose
cho ose d ifferent offensive
offens ive and
able combatants. At st level, a rogue chooses be- deensive tracks, one track is common to all
tween either a Good Base Attack Bonus (equal to rogues and cannot be traded away via multiclass-
level) or additional trained skills (bringing their ing (or accessed via multiclassing). Tis track is
base number o trained skills to ). Tis choice is the basic set o tricks that all rogues use, called
permanent. the Esoterica Radica.
In addition,
addition , rogues can choose between being he variety inherent to rogues means that
slippery tricksters or hardy thugs. Choose one o rogues vary in their Key Ability Modifiers. Your
Willl or Fortitude
Wil Fortitude;; that save is a Good save or you, choice o offensive track determines your Key
and the other
oth er is Poor. Reflex is always a Good save Offensive Modifier, and your choice o deensive
or rogues. track determines your Key Deensive Modifier.
Each rogue chooses a single track’s
track’s worth o o- I you multiclass out o one o these tracks, you
ensive class eatures and a single track’s worth o may choose any ability modifier or the KOM
deensive class eatures. You choose both your o- (or rogues without an offensive track) or KDM
ensive and deensive track at st level, determining (or rogues without a deensive track); o course,
your KOM and KDM. Once made, these choices
c hoices the two modifiers must still be linked to different
are permanent. Unless stated otherwise, rogue abil- abilities.
ities are extraordinary and can be used at will.
Chapter V: Classes
[Precision] descriptor per Assassin circle that you that opponent is [Slowed] until the beginning o
possess, to a maximum o d. your next turn.
2nd Circle – Slayer’s SenseEX: Once you go or an en- 7th Circle – No ExitEX: Hell is one other person in par-
emy, you’re rarely inclined to let them escape ticular — you. wice per [Encounter], as a swif
alive. You can ignore [Concealed] and [Fully con- action, you may deal additional damage equal
cealed] when attacking an opponent you have to × your level on your next Sneak Attack this
previously damaged with Sneak Attack during [Round], and cause the target to be [Blinded] and
the [Encounter]. [Stunned] or one [Round ]. A successul Fortitude
Fortitude
save (DC + ½ your level + your KOM) halves
3rd Circle – Blood Calls to Blade EX: Any time you make the additional damage and causes the opponent
an attack against an opponent subject to your to become [Dazzled] and [Entangled
[Entangled ], instead o
Sneak Attack ability, you gain a + bonus on your being [Stunned
[Stunned ] and [Blinded].
[Blinded ]. Tis is a [Death]
attack roll. effect.
comprise a single movement or multiple move- opportunity rom you, you may move f in any
ments (such as a pair o f steps), but a Once direction beore making your attack o opportu-
opp ortu-
More! attack can only be made when a movement nity. In addition, every time you hit an opponent
ends. I the movement is made as part o an ac- with a Once More! attack, you may move the tar-
tion, you can likewise
li kewise only activate Once More! at get f in any direction.
direction . Tis movement does not
the end o that action. At nd circle you may only provoke an attack o opportunity.
make one Once More! attack per [Round]. Tis
expands to two Once More! attacks per [Round] 7th Circle – Topsy Turvy EX: Sometimes you roll with
at th circle, and three Once More! attacks per the punches and sometimes the punches roll with
[Round] at th circle. you. Your Panache ability
abil ity may now move each
opponent within your [Melee] range afer you hit
3rd Circle – Dirty Fighting EX: Your speed and finesse an opponent with a Once More! attack instead o
leave opponents demoralized and bruised, even just the opponent hit. Once per [Round]
[Round ] or each
beore they are deeated. Te first time you hit any opponent moved, i your opponent is adjacent to
opponent with a Once More! attack this [Round], an obstacle or occupied square and you are able to
5th Circle – Concussive Impact EX: You disorient your 1st Circle – Smells Like Victory EX: You love the smell
opponents with lightning-ast strikes. I you hit o reshly mixed exposives in the morning. Or a-
an opponent with two Once More! attacks in the ternoon. Or evening, or that matter. Choose an
same [Round], they become [Conused] or one elemental descriptor ([Acid], [Cold], [Electricity],
[Round]. or [Fire]). Tis choice is permanent. As a move ac-
tion or a swif action, you can mix noxious chem-
6th Circle – PanacheEX: You mercilessly take advan- icals into a vial, which lasts or one [Round], at
tage o openings in your opponents’ deenses. which point it becomes useless.
Any time
tim e an oppone
opp onent
nt provokes
provo kes an attack
attac k o Tese vials can be thrown as attacks in an attack
action, and you can throw as many vials per 3rd Circle – Sticky BombEX: It dawns on you that you
[Round] as you have vials to throw, as a ranged at- might want to ensure a saer escape. Once per
tack ([Close] range), with an item bonus to the at- [Encounter] per character levels, you can a-
tack roll equal to the number o Demo Man circles fix a pouch o entangling goo to a single ranged
you possess. A target hit by the vial takes elemen-
e lemen- weapon in your possession or a vial prepared with
firecracker in either o the ollowing ways: creation yet is so volatile you’d be a ool to car-
»Flash Grenade: As a ranged attack, which can ry more than one... so you carry two. wice per
be made as part o an attack action, you can [Encounter], as a standard action, you may cre-
throw the firecracker at target square within ate a f radius spread originating rom target
[Close] range, which creates a f radius square within [Close] range, which deals d
spread originating rom that square. All damage per level plus your KOM to creatures
creatures within the spread are [Blinded] within the area and pushes them to the closest
and [Deaened] or two [Rounds]. A suc- square outside o it, knocks them [Prone], and
cessul Reflex save (DC + ½ your level leaves them [Dazed] or one [Round]. A suc-
+ your Intelligence modifier) negates the cessul Reflex save (DC + ½ your level + your
[Blinded] and [Deaened] conditions. Intelligence modifier)
Intelligence mod ifier) negates
negates the [Dazed] condi-
» Flash Missile: You can affix the firecracker to tion and halves the damage.
a single ranged weapon in your possession
or a vial prepared with your Smells Like 5th Circle – Sapper Rods EX: Y
You’ve
ou’ve created bombs that
Victory ability. Te next time you hit a undermine magic itsel. wice per [Encounter],
creature with an attack using either that as a standard action, you may create a f ra-
ra-
weapon or vial, that creature is [Blinded] dius spread originating rom target square within
and [Deaened] or one [Round]. A suc- [Close] range, and choose to do one o the ol-
cessul Fortitude save (DC + ½ your lowing: end two target effects created by spells or
level + your Intelligence modifier) negates spell-like abilities o th circle or lower that have
the [Blinded] and [Deaened] conditions. durations and that originate rom a creature or
square within the spread or targeted a creature
Chapter V: Classes
gy damage with the elemental descriptor a bomb that is beyond the wildest dreams o your
chosen or your Smells Like Victory abili- stuffy proessors at target square within [Close]
ty equal to d per level you possess, plus range. You can make this attack as part o an at-
your Key Offensive
Offen sive Modifier,
Mod ifier, and starts tack action. Te bomb detonates in a massive
[Burning]. A successul Reflex save negates f radius spread originating rom target square,
the [Burning] condition. inflicting damage per level to all opponents in
» Flash: Creatures in the spread are [Blinded] the vicinity. A successul Reflex save (DC + ½
and [Deaened] or two [Rounds]. A suc- your level + your Intell
Intelligence
igence modifier) halves the
cessul Reflex save negates this effect damage. Additionally, the blast leaves a cloud o
» Tangle: Creatures in the spread are [Entangled] flaming debris throughout its area o effect that
or two [Rounds]. A successul Reflex save lasts three [Rounds] and deals damage per char-
negates this effect. acter level you possess to any creature entering
» Blast: Creatures in the spread take damage the debris cloud and to any creature that begins
equal to d per level you possess, plus your or ends its turn in the debris cloud.
Key Offensive Modifier, and are pushed
to the closest square outside o the burst,
are knocked [Prone], and are [Dazed] or Defensive Track
one [Round]. A successul Reflex save ne-
gates the [Dazed] condition and halves the Pick one o the ollowing tracks. You gain the
damage. abilities o your chosen track in order, at the level
» Dispel: Choose one: End two target effects cre- shown in the table.
ated by spells or spell-like abilities o th
Acrobatic Adept 5th Circle – Artful Dodger EX: Your sweet moves have
Rogues who choose the Acrobatic Adept track become things o beauty. You never provoke at-
rely on their athletic abilities to keep out o dan- tacks o opportunity.
ger. Your Key Deensive Modifier is Constitution,
as perorming such an impressive series o dodges 6th Circle – No Sell EX: Once per [Encounter], any time
that attack i the result is higher than your AC. [Miss chance] or one [Round]. Tis stacks with
itsel, but not other sources, up to a maximum o
2nd Circle – EvasionEX: Once per [Encounter], i you [Miss chance].
make a successul Reflex saving throw against an
offensive action that normally deals hal dam- I Am Ten Ninjas
age on a successul save, you may instead take no Practitioners o the exotic art o espionage known
damage. as ninjutsu ofen develop near-supernatural abil-
Additionally,
Additional ly, you gain a bonus to Reflex saves ities to complement their stealth training. Your
equal to /th your level (minimum ). Key Deensive Modifier is Wisdom, as perceptive-
ness and sel-control are critical in learning
learnin g the art
3rd Circle – Supersonic ManEX:
You gain a f bonus o the ninja.
to your movement speed and a + bonus to AC,
and you gain one [Bonus attack]. 1st Circle – Smoke Bomb! EX: As a ninja, you are well-
schooled in the art o disappearing at a moment’s
4th Circle – Don’t Stop Me Now EX: You
You can slip out notice. As a swif action, you can create an obscur-
o any bonds, even magical ones, and dexterously ing mist, as the spell.
spel l. Creating a ourth obscuring
dive over any obstacle. You gain [Immunity] to mist causes the oldest o your obscuring mists to
effects with the [Binding]
[Bind ing] descriptor, and moving disperse immediately.
out o a square o difficult terrain does not cost
you extra movement. 2nd Circle – Ninja ReflexesEX: Once per [Encounter],
when you make a successul Reflex saving throw
against an offensive action that would normally
Chapter V: Classes
Sage
8 6
HP/L EVEL S K IL L S
VARIES VARIES
KO M K DM
10 +7 +8 +5
11 +8 +9 +5
12 +9 +10 +6
13 +9 +10 +6
14 + 10 +11 +7
15 + 11 +12 +7
16 + 12 +12 +8
17 + 12 +13 +8
18 + 13 +14 +9
19 + 14 +14 +9
20 + 15 +15 +10
Whatever
Whate ver the time
tim e or place,
pla ce, there
the re are always Party Role: Depending on your choice o abilities
dark secrets hidden away, ripe or the inquisitive or Sage’s Wrath, you will either be harrying op-
mind to plunder. Te sage is such a mind, and her ponents rom a distance or up close and personal,
knowledge o unsavoury arcana gives her many an inflicting both damage
d amage and debilitating status e-
advantage over her comparatively ignorant oppo- ects. Don’t stay still long enough to get hit.
nents. Te magic o a sage is not shackled by tra- Sages in Your Game: Tere is no better class than
ditional conceptions and petty precautions that sage to represent a demon-worshipping cultist or
lesser beings adhere to, making each sage unique- the cleric o a mad god, but they also make fine
ly unpredictable in her abilities and fighting style. battle priests and spellswords. Because many o
For that same reason, sages tend to be loners – two their abilities help allies, sages make good squad
sages rarely have many things in common, making
makin g leaders on a battlefield.
it difficult to learn rom one another.
7 3
8 Stem the Tide
9 Space, Twisted
10 4
11 Steady Old Hand
12 Unbearable Lightness Of Casting
13 5
14 Shields, Brace!
15 Gravity Smash
16 6
17 Swift as Thought
18 Cascade Failure
19 7
20 The Time is Now
Sages are diverse and learn rom all o the world’s Just Blade
mysteries. Your Key Offensive Modifier is any 1st Circle – Grim HeritorSU: As a swif action, or part o
mental ability modifier, and your Key Deensive another swif action, you may orm a melee weap-
Modifier is any physical ability modifier, chosen on o your choice out o pure energy, though it
at character generation. Additionally, you may may include a decorative hilt as part o your per-
choose any two saving throws
t hrows as your Good saves, sonal stylings.
with the remaining one becoming a Poor save. Tis weapon has the [Arcane] property and
three other weapon properties o your choice, and
is a Lesser item o your design with enchantments
Sage’s Wrath
Sage’s Wrat h as normal or a magic weapon o its type (see
Chapter XIII). Tese choices are permanent. Tis
When
Whe n troubles
troubl es wrack normal
norma l people,
peop le, the sage weapon, called your Grim Heritor, does not count
grimly plies ancient crafs to enorce her (or, as the against your normal limit o attuned magic items.
case may be, his) will on the battlefield. Choose When you gain your th circle in Just
Just Blade, re-
either the Just Blade or Arcane Lore track. You design this weapon as a Greater item, and when
gain the abilities o that track at the levels stated you gain your th circle,
circ le, redesign
redes ign it as a Relic.
Rel ic.
in the table. Tough your Grim Heritor possesses the [Arcane]
property, the weapon itsel is a supernatural abili-
ty, and attacks with it benefit rom magic weapon
Chapter V: Classes
item bonuses to attack, magic item enchantments must choose one square that opponent occupies
that trigger on a hit, and the [Brutal] property. as a target o the spell-like ability i able. I you
While wielding
wield ing your Grim Heritor, you count as would make an attack roll or an attack against a
having a Good Base Attack Bonus (equal to your creature as part o activating the spell-like abili-
level).
level ). You
You may only have a single
singl e Grim Heritor in ty, compare the noted result to that creature’s AC
existence at a time, and may cause it to disappear instead. I it equals or exceeds that creature’s AC,
as a ree action. that attack hits that creature. Abilities and effects
other than the spell-like ability’s effects that take
2nd Circle – Mental Thrust SU: As a move action, you place as the result o a hit or critical hit don’t acti-
may cause target opponent within [Close] range vate as a result o this hit.
to be [Blown away] in a direction o your choos-
choos-
ing. I that opponent would enter and leave a 4th Circle – Vectored ThrustSU: You gain the Fly move-
square you occupy, it provokes an attack o op- ment mode.
portunity rom you beore passing on its less than
merry way. A successul Reflex save (DC + ½ 5th Circle – Devastating Barrage SU: You can manip-
dissipates. All Grim Barriers dissipate at the end physical damage, chosen each time you ac-
o each [Encounter]. tivate Hammerall, per character level you
possess to each creature in a target square
7th Circle – Voice of Devastation SU: You can call within f plus f per character lev-
upon the undamental truths o the universe el or any square within one square o that
and proclaim your enemies’ mortality. Once square. At rd circle, this increases to with-
per [Encounter], as a swif action, you may cre- in two squares o that square. At th circle,
ate a spread with a radius equal to your [Close] this increases to within
wit hin three squares o that
range originating rom you that deals damage square. At th circle, this increases to with-
equal to three times your level to all opponents in our squares o that square at th circle. A
and renders them [Battered] or [Rounds] and successul Reflex save (DC + ½ character
[Stunned] or [Round]. A successul Will save level + Key Offensive Modifier) halves the
(DC + ½ your level + your KOM) negates the damage.
[Stunned]
[Stunned] condition.
cond ition.
2nd Circle – CantoSU: Select one o the two ollowing
5th Circle – RectoSU: Recto improves the ability you you may create a f radius spread originating
origi nating
selected as your canto. Te ollowing text replaces rom you, healing HP per character level plus
your Red Hymn or Grey Hymn
Hymn respectively:
respectively : your Key Deensive Modifier to all
al l al lies within
» Crimson Hymn: For every our points o damage the spread. Tis is not a [Positive] or [Negative]
dealt by your Black idings, an ally with- effect and can only be used once per [Round].
that opponent provokes an attack o opportunity. » Lungbreaker: As a standard action, you may cre-
A successul
succe ssul Reflex
Refl ex save (DC + ½ your level + ate one f radius spread originating rom
your KOM)
KOM) negates this effect. target square within [Close] range or every
levels you possess (minimum one). Each
6th Circle – Swift As Thought SU: Whenever you ac- spread lasts or [Rounds]. Creatures on
tivate A Stitch in ime, you may also activate opposite sides o a spread lose line o e-
Healing Burst at the same time without taking an- ect to each other and are [Concealed] in
other action. Healing Burst can now be activated respect to one another. Creatures within a
any number o times per [Round]. spread are [Concealed] to creatures outside
o it, and vice versa. Whenever a creature
7th Circle – The Time Is NowSU: Te clock is but an il- besides yoursel begins its turn inside a
lusion. Once per [Round], you may place the pro- spread or the first time each [Round] that
tective rune rom your Stem the ide ability upon a creature besides yoursel enters a spread,
yoursel in response
respo nse to taking damage afer learn- it becomes [Nauseated] or one [Round]. A
ing how much damage you would take. Tis does successul Fortitude save (DC + ½ your
not count against Stem the ide’s [Encounter] level + your KOM) negates the [Nauseated]
limits. condition. Tis is a Creation effect.
» Stutter Step: As a standard action,
a ction, you may cre-
ate a f radius spread originating rom
Arcane Secrets target square within [Close] range, inflict-
ing the [Slowed] condition or [Round]
You
You gain the ability
abilit y to maniest a particular flavor per levels you possess (minimum one
o spell-like abilities called Arcane Secrets, which [Round]) on all creatures besides yoursel
are usable at will. in the area. A successul Will save (DC
+ ½ your level + your KOM) negates the
1st Circle – Hungry ShadowsSLA: As a standard action, [Slowed] condition. Tis is a [Binding]
you may create a f radius spread originating Evocation effect.
rom target square within [Medium] range, dealing
damage equal to your KOM and inflicting a - pen- 3rd Circle – DweomertideSLA: You gain access to two
alty to attack rolls and and Reflex and Fortitude Arcane Secrets, Spellbreaker
Spel lbreaker and Reweave.
saves to all opponents in the spread and halving the » Spellbreaker: As a standard action, you may end
movement speed o each o those opponents or a single target effect created by a spell or
[Rounds]. Tis is an Evocation effect. spell-like ability o a circle lower than your
highest Arcane Secrets circle that has a du-
2nd Circle – Space, DiscontentSLA: You
You gain your choice ration and that originates
origi nates rom a creature or
o the Lungbreaker or Stutter Step Arcane Secret square within [Medium] range or targeted
(this choice is permanent).
Chapter V: Classes
a creature within [Medium] range. Tis is a Gravity Smash deals damage to each creature
[Dispelling] effect. in the spread. Tis is a [Binding] ransmutation
» Reweave: As a standard action, you may restore effect.
one effect ended by a [Dispelling] effect in
the last two [Rounds] that affected a crea- 7 th Circle – Cascade Failure SU: For each dier-
ture or object within [Medium] range. ent Arcane Secret you’ve activated during this
[Encounter], the save DCs o all your Arcane
4th Circle – Space, TwistedSLA: You gain access to the Secrets increases by +, to a maximum o +. For
ollowing Arcane Secrets: each different Arcane Secret you’ve chosen when
» Revelation: As a standard action, you may cre- activating the Mystic Focus ability during this
ate a spread with a radius o f per circle o [Encounter], your Grim Heritor gains a + bonus
this track you possess originating rom tar- to hit while it is charged with an Arcane Secret, to
get square within [Close] range. Tis spread a maximum o +.
lasts or [Rounds]. While they are within
the spread, creatures are [Revealed], and i
they are [Invisible], they are treated as not
being [Invisible]. Tis is a Divination effect.
» Dark Tendrils: As a standard action, you may use
wall o thorns, as the spell.
Shaman
8 6
HP/L EVEL S K IL L S
WIS CHA
KO M KDM
10 +7 +8 +5 +8
11 +8 +9 +5 +9
12 +9 +10 +6 + 10
13 +9 +10 +6 + 10
14 + 10 +11 +7 + 11
15 + 11 +12 +7 + 12
16 + 12 + 12 +8 +12
17 + 12 + 13 +8 +13
18 + 13 + 14 +9 +14
19 + 14 + 14 +9 +14
20 + 15 + 15 + 10 +15
Many people never think about their relationship Party Role: As a spellcaster, a shaman can tear the
with the world around them, but or the shaman it enemy asunder with powerul offensive magic, but
is a sacred bond – simultaneously a way o think- the class also
a lso provides a large number o deensive
ing and a gateway to power over lie and death, and healing abilities that
t hat any party will appreci-
as well as potent magic. Because being a shaman ate. Many o your spells last all the way until you
is more o a world-view than it is a skillset, most can prepare spells again; cast them on your allies
shamans pursue another lie parallel to their ded- at the start o the day, and they’ll keep on giving.
ication to the natural world, bringing that expe- Shamans in Your Game: Tough they make appro-
rience into the shaman tradition. For this reason, priate hermits or village healers, a shaman can
shamans get along very well with other people, also serve as a capable leader o men or a member
always eager to gain new insights rom them. o a priestly order that could be called upon to dis-
d is-
pense either healing or divine punishment.
punishment.
Chapter V: Classes
able - Level Incantation Shaman’s Path Spell Circle Spells per [Scene] by Circle
Shaman 1 2 3 4 5 6 7
1 Incantation 1 2 — — — — — —
rack
2 1 3 — — — — — —
Abilities
3 2 3 2 — — — — —
4 Imbue Spell 4 3 — — — — —
5 2 4 3 — — — — —
6 3 5 4 2 — — — —
7 Shaman’s Presence 5 4 3 — — — —
8 3 5 5 3 — — — —
9 4 5 5 4 2 — — —
10 Guardian Spirits 5 5 4 3 — — —
11 4 5 5 5 3 — — —
12 5 5 5 5 4 2 — —
13 Shallow Grave 5 5 5 4 3 — —
14 5 5 5 5 5 3 — —
15 6 5 5 5 5 4 2 —
16 Twin Incantation 5 5 5 5 4 3 —
17 6 5 5 5 5 5 3 —
18 7 5 5 5 5 5 4 2
19 Stolen Moment 5 5 5 5 5 4 3
20 7 5 5 5 5 5 5 3
Y
You
ou must choose
cho ose that opponent
opp onent or ally as the tar- 7th Circle – Stolen Moment SU: Once per [Encounter],
[Encounter],
get o the spell. I you would make an attack roll you may immed
imm ediate
iately
ly ac
activat
tivatee your
you r heali
hea ling
ng
or an attack against a creature as part o casting Incantation upon an ally that has just been dealt
the spell, compare the noted result to that crea- damage or afflicted with a harmul condition or
ture’s AC instead. I it equals or exceeds that crea- effect. Tis does not require an action. You may
ture’s AC, that attack hits that creature. Abilities activate the Imbue Spell ability as an immediate
and effects other than the spell’s effects that take action beore activating the Incantation ability in
place as the result o a hit or critical hit don’t acti- this way; the spell must be cast and discharged.
discharged.
vate as a result o this hit.
Tactician
8 9
HP/L EVEL S K IL L S
INT CON
KO M KDM
10 +7 +5 +8 +8
11 +8 +5 +9 +9
12 +9 +6 + 10 + 10
13 +9 +6 + 10 + 10
14 + 10 +7 +11 + 11
15 + 11 +7 +12 + 12
16 + 12 +8 +12 +12
17 + 12 +8 +13 +13
18 + 13 +9 +14 +14
19 + 14 +9 + 14 +14
20 + 15 + 10 + 15 +15
An organized platoon
p latoon o warriors will
wil l always tri- Party Role: A tactician is a support character. While
umph over a rowdy band o brutes, and it is the he may not be personally swinging a sword, his
tactician’s duty to make sure that his comrades are abilities greatly help the party’s ront-liners.
the ormer rather than
t han the latter. acticians
acticians rarely acticians win fights through careul application
hold their own in a duel, but their talents lie else- o the right spell in the right place, an art much
where – in finding the enemy’s weak point and subtler than beating things to death with sticks.
enabling their allies to strike it as effectively as Tacticians in Your Game: acticians can be used in
possible. o this end, tacticians train in a diverse many leadership roles: as army officers, bandit
range o skills, rom powerul magic that can turn chies or rebellion leaders. Teir ocus on mag-
the tide o a battle to unorthodox tactics that give ic and knowledge makes them ideal wizards or
them and their allies
all ies an edge in combat. scholars. Because they are spellcasters, some un-
inormed people may conuse them or shamans.
Chapter V: Classes
able - Level Tactical Insight Bag of Tricks Spell Circle Spells per [Scene] by Circle
actician 1 2 3 4 5 6 7
1 Combative Precognition 1 2 — — — — — —
rack
2 Surgical Precision 3 — — — — — —
Abilities
3 2 3 2 — — — — —
4 Psychological Warfare 4 3 — — — — —
5 Early Warning 4 3 — — — — —
6 3 5 4 2 — — — —
7 Precognitive Resistance 5 4 3 — — — —
8 Bait and Switch 5 5 3 — — — —
9 4 5 5 4 2 — — —
10 Extra Insight 5 5 4 3 — — —
11 The Enemy You Know 5 5 5 3 — — —
12 5 5 5 5 4 2 — —
13 Exploit Weakness 5 5 5 4 3 — —
14 Dweomerbreaker 5 5 5 5 3 — —
15 6 5 5 5 5 4 2 —
16 Countermeasures 5 5 5 5 4 3 —
17 Saw That Coming 5 5 5 5 5 3 —
18 7 5 5 5 5 5 4 2
19 Unspeakable Secret 5 5 5 5 5 4 3
20 Checkmate 5 5 5 5 5 5 3
Knowledge is the tactician’s bread and butter. the level o the highest-level opponent (minimum
All tacticians train the
t he six
si x Knowledge
Knowled ge skills,
ski lls, and ). I you succeed on the check, you and allies
choose three additional skills to train. who can establish line o sight to you or receive
your communication
c ommunication gain the
t he benefits o one
o ne o
o
the abilities that you know rom the list below.
Tactical Insight Y
You
ou can make any number
numbe r o Knowledge checks
in this way per [Encounter] as long as you spend
Y
You
ou spend your time reading obscure field manu- an action or each, but you cannot apply the
als and tomes. As a result, you and your allies are same ability to the same creature type more than
well prepared or nearly any fight you ace. As part once. Hostile creatures that join an [Encounter]
o a move action, you can attempt a Knowledge in progress are affected by any Knowledge check
skill check o the relevant type against your op-
op - that covers their creature type. Te effects o a
ponent (Arcana against an [Outsider], or exam- actical Insight ability expire at the end o the
ple). I there are several opponents o the same [Encounter], with new Knowledge checks neces-
creature type, the ability affects all o them; op- sary the next time you encounter that opponent.
ponents covered by different Knowledge skills
require different skill checks (requiring another 1st Circle – Combative PrecognitionEX: You and your
move action). Te DC o the check
ch eck is equal to + allies may gain either a + bonus to attack rolls
or a + deflection bonus to Armor Class against activated or the purpose o any resource cost
opponents affected by your Knowledge check. (such as spell slots) and the opponent’s action
Y
You
ou choose
cho ose which bonus to apply when activat- counts as having been used.
ing your actical Insight ability. When you gain
the rd circle o this track, you no longer have 7th Circle – Unspeakable SecretEX: Once per [Enco-
to choose: you gain both benefits o Combative unter], as a swif action, you may divulge a secret
Precognition whenever you activate it. so proound that it renders a single opponent a-
ected by your Knowledge check [Stunned] or
2nd Circle – Psychological Warfare EX: You and your one [Round]. Tere is no save allowed, and i the
allies may gain a + bonus to Bluff, Diplomacy, opponent has [Immunity] to being [Stunned]
Intimidate,
Intimidate, and Perception checks against oppo-
oppo- the opponent is [Dazed] instead. I the oppo-
nents affected by your Knowledge check. nent has [Immunity] to both, the ability has no
effect, but you really should have known about its
3rd Circle – Precognitive ResistanceEX: You and your al- [Immunity] beorehand.
lies may gain a + bonus to saving throws against
effects used or abilities activated by opponents
affected by your Knowledge check. Bag of Tricks
4th Circle – Exploit WeaknessEX: You and your allies 1st Circle – Surgical PrecisionEX: Once per [Encounter]
may gain a + bonus to the DC o any abilities per circle o Bag o ricks you possess, as a swif
you or they activate against opponents affected by action, when you create an instantaneous spread,
your Knowledge check. line, or wedge, you may remove or rearrange
squares rom the area effect, so long as the en-
5th Circle – Advanced Insights EX: Pick one o the ol- tire area effect is a contiguous shape within the
lowing abilities. Tis choice is permanent: effect’s range.
» Quick Insight: You
You can activate your actical
actic al
Insightt ability as a swif action.
Insigh 2nd Circle – Early WarningEX: You and all allies within
» Deep Insight: Choose one o your actical f gain a bonus to initiative checks equal to ¼
Insight circles other than this one. You in-
in - your level (minimum ).
crease the bonus granted by that circle by .
3rd Circle – Bait and SwitchSU: Once per levels per
6th Circle – CountermeasuresEX: Once per [Encounter], [Encounter] as a move action, you can switch the
t he
as an immediate action, you may automatical- positions o two willing creatures. Both creatures
ly cancel a spell, spell-like ability, or supernat- must be within f per your character level o your
ural ability that an opponent affected by your location. You can use this ability to switch yoursel
Knowledge check attempts to activate. Te abil- with another creature. Tis is a [eleport] effect.
ity automatically ails, but counts as having been
Chapter V: Classes
4th Circle – The Enemy You Know SU: You gain perma- Spellcasting
nent arcane sight as the spell. Many tacticians use
this ability to counter
counter enemies’ spells and abilities Y
You
ou cast spells
spel ls drawn rom the tactician
tact ician spell
spel l list,
list ,
with their own. detailed in Chapter XII. Your Intelligence modifi-
er is your Spellcasting Ability Modifier (SAM)
(SAM ) or
th SU
5 Circle – Dweomerbreaker : Once per [Encounter], this track. Te DC or your spells is equal to +
as a standard action, you may empower the at- ½ your character level + your Spellcasting Ability
tacks o allies within f until the beginning Modifier. You can only cast a certain number o
o your next turn. Te first time each ally under spells o each spell level in a [Scene]. Tat num-
this effect hits an opponent with an attack, they ber is noted on the “Spells
“Spel ls per [Scene] by Circle”
may end a single target effect created by a spell section o the table above. You also receive bonus
or spell-like ability that has a duration and that spells per [Scene] or having a high Spellcasting
originates rom the opponent or targeted the op- Abilityy Modifier.
Abilit
ponent. Tis is a [Dispelling]
[Dispelling ] effect. You can only cast spells
spe lls that you know. You
You
gain an additional three spells known every time
6th Circle – Saw That Coming SU: Once per [Encounter], you gain a circle in
i n this track. Any time
tim e that you
as an immediate action, you can negate an offen- level up, you can unlearn a single spell and learn
sive action that targets you specifically. Tis in- a new spell o the same level. You cannot learn
cludes targeted
targeted spells, abilities, or attacks, but not spells o a level you cannot cast. You may use an
area effects. available spell slot o a circle to cast any spell you
know o that circle or lower.
7th Circle – CheckmateSU: Once per [Encounter], as
a standard action, you can imprison an opponent
within your [Close] range or the next [Rounds].
Te opponent is incapable o acting or perceiving
its surroundings, but it gains [Immunity] to dam-
age and [HP reduction], it cannot be targeted by
an attack or ability, and line o effect is blocked
between the creature and any attack, ability, or e-
ect. A successul Will save (DC + ½ your level
+ your KOM) negates this effect, but leaves your
target [Dazed]
[Dazed] or [Round].
CHA PTER
Additional Tracks
VII
V
Sometimes, being a magically empowered paladin of justice is not enough.
Sometimes you want to be a magically empowered paladin of justice who is also
a demon. Other times, you may want to play a vampire sage who wields the raw
power of elemental fire, or a ranger
ranger who fights crime in the city streets. Te tracks
in this chapter are used for this purpose — adding a specialized concept to your
character,, whether it be a special skill or an unusally powerful race.
character
Extra Tracks
Tese tracks represent more specialized skills,
and can be used or building adversaries and mul-
ticlassing. I you are interested in one o these
tracks, remember the multiclassing rules – you
may either swap out one o your class’s three reg-
ular tracks, or take the Full Buy-in option and add
the extra track to your three regular tracks, at the
cost o many o the magic items a Legend charac-
ter is entitled to during their career.
When using tracks in this section, be mind-
ul o how they interact with abilities you al-
ready have. ry to make sure that abilities rom
your class’s
clas s’s tracks
track s support
supp ort your extra track,
track , or
vice-versa.
Chapter VI: Additional racks
and the last thought drowns. Tey are maniest an ally with Dream o Hope by any amount, an
in the realm o the Dreamtime, weeping stones intangible dream-spirit lingers to aid them, re-
and silent rivers, red skies and empty battlefields, maining until it is expended or a single attack
and impress themselves
themselves upon those with listening
l istening deals more damage to the ally than that amount.
hearts. Tese ew who hear them, chirurgic po- Te spirit has no combat statistics, but as long as
ets, cannot or will not let the Dreamtime carry on it remains, that ally may expend it as a swif ac-
the song o despair, seeking to change the maca- tion, creating a spread with a radius o that ally’s
bre anthem o reality. Te poets lend their works, [Close] range originating rom that ally that in-
their ambitions, and their lives themselves, shed- flicts [Entangled] or one [Round] on all oppo-
ding the reality o their bodies at times to draw nents within the area.
the Dreamtime’s nightmarish shades into the
world and redeem them with a guided purpose. 5th Circle – The Mind Hardens SU: You have [Resistance]
to your choice o either physical damage or magic
1st Circle – Dream of Hope SU: As a ree action, i your damage and energy damage. You may switch your
maximum hit points are one or higher, you may choice o [Resistance] every time Dream Endures
suffer an amount o [HP reduction] no less than activates. Te [Resistance] remains until it is
and no greater than your KOM to heal a target ally
al ly switched again.
within [Close] range by twice that amount. Tis
can cause your [HP reduction] to exceed hal o 6th Circle – The Soul Sustains SU: Opponents cannot
your maximum HP.
HP. Abilities
Abiliti es or effects that would score critical hits against you. Additionally, every
increase this ability’s healing apply only once per time you score a critical hit, or an opponent would
target you have healed per [Round]. normally score a critical hit against you, you may
increase the maximum HP o all allies in [Melee]
2nd Circle – The Dream EnduresSU: For every points o range by your character level until the end o the
[HP reduction] you possess, you gain a + deflection [Encounter]. Tis may not increase a creature’s
bonus to AC, or your existing deflection bonus rom maximum HP above twice its normal maximum.
Te Dream Endures increases by , up to a maxi-
mum bonus o hal your level (minimum ). Tis de- 7th Circle – The Skies AnswerSU: Y
Your
our Dream o Hope
flection bonus expires at the end o the [Encounter]. and Te World Bends abilities now affect all allies
within [Close] range in addition to any enemies
3rd Circle – The World Bends SU: Whenever you suffer they would normally affect, i any.
[HP reduction] equal to your KOM rom Dream
Combat Alchemist time but cannot benefit rom multiple uses o the
same potion or poison simultaneously.
simultaneously. A poison
Alchemy is an ancient and noble art dedicated to that has an effect when a creature is hit by the a-
revealing the underpinnings o the universe itsel. ected weapon and allows that creature to make a
Y
You
ou can also use it to transmute living things into saving throw cannot affect a single creature more
corpses by throwing deadly chemicals in their ace. than once per [Round].
When you select
se lect this
t his track,
trac k, choose
c hoose your high-
hi gh- Whenever you make an attack action, you may
est Spellcasting Ability Modifier (SAM),
(SAM ), or i you replace any number o attacks with an equal num-
do not have a SAM, your Intelligence, Wisdom, ber o cocktail throws, each targeting a square
or Charisma modifier. Tis becomes your rack within [Close] range. Tese throws provoke at-
Abilityy Modifier
Abilit Mod ifier (
( AM)
AM ) or
o r this
t his track.
tra ck. Te save tacks o opportunity.
DC or abilities under this track is equal to + ½ Unless otherwise noted, the effects o any Brew
your character
character level + your rack Ability Modifier. used last until the end o the [Encounter].
1st Circle – Lesser Brewing EX: You have the ability 2nd Circle – Transform SU: Y
Your
our knowledge o esoteric
to create Brews: potent but short-lived magical sciences includes the nature
nature o things as well as the
concoctions. Tese concoctions come in three supernature o things. You begin each [Encounter]
varieties: potions or drinking, poisons that are with a number o transmutation points equal to the
applied to weapons, and cocktails or throwing number o Combat Alchemist circles you possess.
into battle. At the beginning o each [Scene], you Additionally, you
you gain the ollowing abilities:
choose three Brews, plus an additional two Brews » Exclusion Principle: As an immediate
immed iate action,
acti on,
or each circle o Combat Alchemist you possess. when an ally within [Long]
[Long ] range uses
uses a spell,
spell ,
Te chosen Brews are prepared until the end o spell-like ability,
abil ity, or supernatural
supernatural ability with
the [Scene]. At first, you can prepare only Lesser an area o effect, you may spend one trans-
Brews, but you learn to prepare other brews at lat- mutation point to exclude any number o
er circles. creatures rom the effect.
Prepared Brews must be primed beore they can » Conservation of Energy: As a standard action, you
be used. You can prime a prepared Brew or immi-
im mi- may spend one transmutation point to deal
nent use as a move action. Once a Brew is primed, damage equal to d per circle o Combat
any creature can use it: a creature can drink a po- Alchemist you
you possess
possess to one creature
creature within
tion to gain its benefit, apply a poison to its weap- [Medium] range and heal another creature
on to increase its potency, or pass any Brew to an within [Medium] range a number o hit
ally within [Melee] range as part o a move action points equal to the damage dealt. A success-
(including the one used to prime it). A primed ul Fortitude save negates this effect.
Brew not used by the end o the [Encounter] is » Assisted Entanglement: As a standard action, you
wasted. A creature or weapon, respectively, may may spend one transmutation point to have
benefit rom more than one potion or poison at a two target creatures within [Close] range
Chapter VI: Additional racks
Reflex save negates this ability. to AC rom armor is halved, the target’s de-
flection bonus to AC rom a shield is halved,
3rd Circle – Greater BrewingEX: You
You can now prepare
prep are and i the target is wielding a weapon other
Greater Brews in addition to Lesser Brews. than a natural weapon, that weapon loses two
weapon properties o the target’s choice and
4th Circle – Relic BrewingEX: You
You can now prepare
prepar e the target takes a - penalty to attack rolls
Relic Brews in addition to Lesser Brews and made using that weapon. Tese effects last
Greater Brews. until the end o the
t he [Encounter]. Te target
may make a Fortitude save, a Reflex save,
5th Circle – Transmute SU: Your mastery o arcane and a Will save. A successul Fortitude save
structures continues to
t o grow. You
You gain the
t he ollow- prevents the target’s item bonus to AC rom
ing abilities: armor rom being halved. A successul Reflex
» Equivalent Exchange: As an immediate
immed iate action,
actio n, save prevents
prevents the target’s
target ’s deflection bonus to
when an offensive action originating rom AC rom a shield rom being halved. A suc-
a creature within your [Medium] range, or cessul Will save negates the loss o weapon
whose target is within your [Medium] range, properties and the penalty to attack rolls.
would deal energy damage with the [Acid],
[Cold], [Electricity], or [Fire] descriptors, 6th Circle – Artifact BrewingEX: Y
You
ou can now prepare
you may spend
spen d two transmutation
transmutatio n points Artiact Brews in addition to Lesser, Greater and
to have that damage lose those descriptors Relic Brews. When an artiact poison or potion is
and gain the [Acid], [Cold],
[Cold ], [Electricity]
[Electricity],, or applied to a creature or weapon, the
th e duration o any
[Fire] descriptor instead. artiact poison or potion already affecting the same
» Nonlocality: As a standard action, you may target ends. Afer a creature ails its save against a
spend two transmutation points to move particular artiact poison, it can’t be affected by
the area o any ongoing, area-aecting that poison again until the end o the [Encounter].
spell, spell-like ability, or supernatural abil-
ity within [Close] range to any other loca- 7th Circle – TranscendSU: Y
Your
our mastery o the esoteric
esote ric
tion within [Close] range to which you have is absolute. You gain the ollowing abilities:
line o sight and line o effect. Te effect’s » Momentum Transfer: As an immediate
immed iate action,
actio n,
creator may make a Will save. A successul you may spend
spen d our transmutation points
Willl save negates this ability.
Wil abil ity. You cannot to cause a creature within [Long] range
move an emanation centered on a creature. to be unable to take standard actions or
Ironblood Draught:
Tis potion increases the save Hazy Blur: As the spell
spel l obscuring mist.
DCs o any one o your spell-like or supernatural Painter’s Comfort: When you prime this cocktail,
coc ktail,
abilities, or one spellcasting track, by + when choose [Acid], [Cold], [Electricity], or [Fire].
you drink it. Tis cocktail creates a f radius spread o ele-
Liquid Courage: Tis potion grants you an item bo- mental energy that originates rom target square.
nus to attack rolls and saves against [Fear] effects Whenever
When ever a creature
creature moves into or begins its turn
equal to the number o circles o Combat Alchemist in this spread, it is dealt energy damage with the
possessed by the creature who primed it. chosen descriptor equal to your level. A creature
Performance Enhancer: Tis potion grants you tem- can only be dealt damage rom a given Painter’s
porary hit points equal to d + your level when Comort cocktail
cocktail once per [Round].
you drink it.
Greater Potions
Lesser Poisons Elemental Port: When you prime this potion, choose
Rainbow Droplet: When you prime this potion, [Acid], [Cold], [Electricity], or [Fire]. Tis potion
choose [Acid], [Cold], [Electricity], or [Fire]. grants you [Lesser resistance] to that energy type
Whenever
When ever an attack with a weapon affected by when you drink it. At th Circle, this improves
this poison deals damage, that attack deals d to [Resistance], and at th Circle, it improves to
additional elemental damage with the chosen [Greater resistance].
descriptor per odd-numbered circle o Combat Quinhora Nervi: When
Wh en you brew
bre w this
thi s potio
po tion,
n,
Alchemist you possess. choose either Reflex saves or Fortitude and Will
Firewater: Whenever you hit with an attack using saves. Tis potion grants you the ability to entirely
a weapon affected by this poison, you may inflict ignore an effect that would have a reduced effect
the [Burning] condition. on a successul save o the chosen type once per
Midas Touch: Whenever you hit with
wit h an attack us- [Encounter] when you drink it. You can prime
ing a weapon affected by this poison, you may in- uinhora Nervi as an immediate action, and any
flict the [Dazzled] condition or [Round]. creature can drink it or pass it to another creature
Overdose: Whenever you
you hit with an attack using a as part o an immediate action.
weapon affected by this poison, you may inflict the
[Sickened] condition or [Round]. A successul Greater Poisons
Doomshine:
Fortitude save negates
negates the [Sickened] condition. When you prime
pri me this poison,
poison , choose
cho ose
Pixie Dust: When
Whenever
ever you hit with an attack us- [Acid], [Cold], [Electricity], or [Fire]. Whenever
ing a weapon affected by this poison, you may you hit with an attack using
usi ng a weapon affected by
this poison, you may inflict [Vulnerability] to that Disappearing Drought: his potion makes you
energy type or [Round]. A successul Fortitude [Invisible] or [Rounds] when you drink it.
save negates the [Vulnerability].
The Shakes: Whenever you hit an opponent with an Relic Poisons
attack using a weapon affected by this poison, i it Black Blood: Whenever
When ever you
yo u hit with an attack
attac k us-
us -
is the first time you have hit that opponent with ing a weapon affected by this poison, you may
an attack using this weapon this [Round], you inflict the [Battered]
[Battered] condition or [Round].
[Round ]. A
may inflict the [Shaken] condition or [Rounds]. successul Fortitude save negates the [Battered]
A suc
succes
cessu
sull Will
Wi ll save negates
ne gates th
thee [Shake
[S haken]
n] condition.
condition. Doublevision: Whenever
Whe never you hit with an attack
Hypersensitivity: Wheneve
Wh eneverr you hit with
wit h an at- using a weapon affected by this poison, you may
tack using a weapon affected by this poison, you inflict the [Nauseated] condition or [Round].
may inflict a - penalty to the target’s saves or A successul
success ul Reflex save negates the [Nauseated]
[ Nauseated]
[Round]. condition. A creature that ails this save can’t be
affected by a Doublevision poison again or the
Greater Cocktails rest o the [Encounter].
Cavorite Serum: Tis cocktail unleashes an explo- Bad Trip: When
Whenever
ever you
yo u hit with an attack
attac k using
us ing
sion o luminescent shrapnel that creates a a weapon affected by this poison, you may in-
f radius spread originating rom target square. flict the [Frightened]
[Frightened] condition or [Round].
[ Round]. A
Creatures caught in this spread gain [Flying] and successul Reflex save negates the [Frightened]
the Fly movement mode. condition. A creature that ails this save can’t be
Formula 624: Tis cocktail creates a f radius affected by a Bad rip poison again or the rest o
spread originating rom target square. Each oppo- the [Encounter].
nent within the area is dealt damage equal to the
highest Combat Alchemist circle
ci rcle you possess each Relic Cocktails
time it is affected by any spell, spell-like
spel l-like ability, or Well Aged: Te cocktail creates a swirling spread o
supernatural ability. raw potential energy with a radius o f + f per
levels you possess originating rom target square.
Relic Potions Abilities,
Abilit ies, conditions and effects within that radius
Taurus Cardinalis: Tis potion grants you the Fly move- that have
have their durations measured in [Rounds]
ment mode when you drink it. Unlike most Brews, have those durations increased by [Round].
this effect lasts or the remainder o the [Scene]. (Tis increases the duration o any effect whose
Hypotonic Sap: Tis potion grants you the Swim space includes one or more squares within this ra-
movement mode when you drink it. Unlike most dius.)Tis does not affect the [Dazed], [Stunned],
was originally usable only once per [Scene], it can damage with the chosen descriptor.
now be used twice per [Scene], but cannot be used When you select this track, choose your high-
more than once per [Encounter]. Any one ability est Spellcasting Ability Modifier (SAM), or i you
or spell circle can only benefit rom a Déjà Vu po- do not have a SAM, your Intelligence, Wisdom,
tion once per [Scene]. or Charisma modifier. Tis becomes your rack
Abilityy Modifier
Abilit Mod ifier (
( AM)
AM ) or
o r this
t his track.
tra ck. Te save
s ave
Artifact Poisons DC or abilities under this track is equal to + ½
Knockout Juice: Whenever
When ever you
yo u hit with an attack
attac k your character
character level + your rack Ability Modifier.
using a weapon affected by this poison, you may Unless otherwise
otherwis e stated, all abilities
abili ties under this
inflict the [Dazed] condition or [Round]. A track are spell-like abilities that can be activat-
successul Fortitude save negates the [Dazed] ed once per [Encounter], as a standard action. I
condition. there are multiple options under any circle, you
Liquid Terror: Whenever
Whe never you hit with an attack must choose between the options when you gain
using a weapon affected by this poison, you may that circle. Tis choice is permanent.
inflict the [Panicked] condition or [Round].
A success
succ essul
ul Wil l save negates
negate s the [Panicked
[Panic ked ] 1st Circle – Elemental BurstSLA: You
You can summon bursts
condition. o elemental energy. At will, you may deal ele-
Zopiclone: Whenever
Whe never you hit with an attack us- mental damage equal to d per level you possess
ing a weapon affected by this poison, you may plus your AM to each creature in target square
inflict the [Conused] condition or [Rounds]. within [Close] range. A successul save halves the
A success
su ccessul
ul Reflex
R eflex save negates the [Conused ] damage. Te save required is Reflex i you channel
condition. [Electricity] or [Fire], or Fortitude i you channel
[Acid] or [Cold].
Artifact Cocktails At th circle, you can activate this abilit
abilityy as a
Lifewine: Tis cocktail revives a single [Dead] or swif action once per [Round], in addition to ac-
[Unconscious] creature in the affected square tivating it as a standard action.
with current hit points equal to hal o its maxi- In addition, whenever one o your abilities a-
mum hit points. A given creature can only be a- ects a creature with [Immunity] to your chosen
ected by a Liewine cocktail once per [Scene]. element’s descriptor, you
you may choose to treat their
2nd Circle – Elemental Finesse: Pick one o the ollow- » Elemental Bolt: Y
You
ou may create a lin
linee with a
ing abilities (this choice is permanent): length o [Medium] range originating rom
» Forced VulnerabilitySLA: You can hurl a bolt o you, which deals d elemental damage per
energy at an opponent in [Medium] range, level you possess to all creatures caught in
leaving it vulnerable to urther attacks. Tis its area, and knocks those creatures [Prone].
» Elemental Shield: You gain the ability to shield until the spread disappears: a - f penalty
a creature with your chosen element. Once to its movement speed, to a minimum o
per [Encounter], as a move action, you may f, and a - penalty on all attack rolls.
grant protection to all allies within [Close] On your ollowing turn, each creature in
range. Te first time each [Round]
[Round ] that an the spread or that has been dealt damage
opponent hits a creature protected by this rom this ability takes elemental damage
ability with a melee attack, that opponent equal to three times your level; and each
takes point o elemental damage per level creature in the spread suffers the ollow-
you possess. Te protection
p rotection granted by this ing penalties until the spread disappears:
effect lasts until the end o the [Encounter]. a - f penalty to its movement speed, to a
minimum o f, a - penalty on all attack
5th Circle – Elemental StrikeSLA: You
You gain one o the rolls, and a - penalty on all saving throws.
ollowing abilities, depending on your element:
element: (Remember that penalties rom the same
» Evoker’s Fearsome Wrath: I you channel [Fire] or ability do not stack.)
[Electricity], you may create one f radius On your ollowing
ollow ing turn, the spread
spread per levels, each originating rom a disappears.
target square within [Medium] range. Each
spread deals d elemental damage per level
l evel 6th Circle – Elemental Mastery EX: Wheneve
Whe neverr you
to creatures in its radius. A successul Reflex deal damage with your chosen element, any
save halves
halves the damage.
dama ge. Te spreads cannot [Resistance] to that element is halved or the pur-
overlap. pose o calculating your damage.
» Conjurer’ss Insidious Doom: I you chose [Acid] or
Conjurer’
[Cold] or this track, you may create a f 7th Circle – Elemental RiftSU: Y
You
ou may create our
o ur
radius spread originating
originatin g rom target square f spreads each originating rom target square(s)
within [Medium] range, which blocks line within [Medium] range, each o which lasts or
o sight, but is penetrated by [Darkvision], the rest o the [Encounter] and deals d elemen-
[remorsense], and [Ghostwise sight]. tal damage per level you possess to creatures with-
Each creature in the spread is dealt elemen- in its area when it is created and at the beginning
tal damage equal to your level and suffers o your turn each [Round]. A successul Reflex
a - f penalty to its movement speed until halves the damage. A given spread may overlap
the spread disappears, reducing its move- another one so long as they do not cover the ex-
ex-
ment speed to a minimum o f. At the act same squares, but a given creature may only
beginning o your next turn, each creature be dealt damage by these spreads up to times
in the spread or that has been dealt damage per [Round].
damaged by that ability are [Battered] or attack roll. In addition, you may choose to ignore
[Rounds] and are [Blown away]. any effect that would grant you [Flying].
7th Circle – HurricaneSU: Whenever you activate your 4th Circle – Core Principles: Pick one o the ollowing
Gust ability, you may target all opponents within abilities (this choice is permanent):
[Medium] range. »
Digger’s InstinctsEX:
Y
You
ou dive into the
t he earth, and
it parts way like
l ike water. You
You gain the Burrow
Earth Elemental movement mode. Additionally, you gain
Creatures linked to the element o Earth wield a [remorsense] out to f, or i you already
great power, or the very ground on which they possess [remorsense], you increase its
stand is their greatest weapon. Tey preer to con- range by f.
sider their options careully beore acting, and » Mass DriverSU: A sudden, momentary rearrange-
their adversaries should likewise think twice be- ment o gravitational fields hits your oe as
ore engaging an Earth Elemental in battle. hard as any hammer. You may make melee
attacks at [Close] range. You may make
1st Circle – EarthspikeSU:
Te ground heeds your call, melee attacks against [Flying] creatures
biting into nearby enemies.
enemies. Once per [Round ], as when you are not [Flying], and i you hit a
move action, you may create a f radius spread [Flying] creature with a melee attack, you
originating rom you, dealing damage equal to may cause
cause it to lose the [Flying] condition
your character level plus your KOM
KOM to opponents (but not the Fly movement mode).
within the area as a [Ground] effect. Te radius
increases to f at th level, and to your [Close] 5th Circle – Striking Granite SU: Once per [Round],
range at th level. when you hit an opponent with a melee attack,
you may immediately
immed iately perorm the Bull Rush com-
2nd Circle – Earth AffinityEX: You
You gain [Damage reduc- bat maneuver against that opponent. You do not
tion] equal to your Constitution modifier (min- need to be adjacent to this opponent or move with
imum ). In addition, moving out o a square o them and you can continue to push the opponent
difficult terrain does not cost you extra movement.
movement. without moving. In addition, the opponent is
knocked [Prone] at the end o the movement and
3rd Circle – Earthen PullSU: As a standard action,
ac tion, you loses the [Flying] condition i they
t hey possess it.
may deal damage equal to twice your character
level plus your KOM to target opponent with- 6th Circle – Gravity WellSU: Once per [Encounter], as
in [Medium] range, and cause the opponent to a standard action, you may create a spread with
lose the [Flying] condition, the Fly movement a radius o your [Close] range originating rom
mode, and any urther access the opponent may you that pulls all
al l opponents
oppone nts in its area to squares
gain to that movement mode until the end o the adjacent to you, or as close as possible to adjacent
[Encounter]. Tis requires a successul ranged in the event that all adjacent squares are occupied.
I you do so, you may then create a spread with 2nd Circle – Persistent InfernoSU: At the beginning
beginn ing o
a radius o your [Close] range originating rom your turn, you are healed one
o ne hit point
po int per circle
you, dealing damage
da mage equal to your character level o Fire Elemental you possess or each creature
plus your KOM to opponents not adjacent to you [Burning] within [Close] range, up an amount o
within the area as a [Ground]
[Ground ] effect and dealing HP equal to twice your level.
damage equal to twice your character level to op- Addit ionally, you may activate Flame Kiss as a
Additionally,
ponents adjacent to you as a [Ground] effect. move action.
7th Circle – Superior EarthspikeEX: Earthspike can now 3rd Circle – Fire’s Embrace SU: Flame Kiss now heals
be activated as a swif action. you or
o r aallll the damage you would have taken in-
stead o hal the damage.
Fire Elemental Additionally,
Additio nally, you may use Flame Kiss as part
p art
A creature in tune with the element
eleme nt o Fire can o another move action, or instead spend a single
bask and flourish in conditions that ew others move action to hurl two separate Flame Kiss fire-
can barely survive. Hard to pin down and even balls at two different targets.
harder to take out, a Fire Elemental is a danger-
ous oe and a valuable, i somewhat volatile, ally. 4th Circle – FirewalkerEX: [Burning] opponents within
Te abilities
abil ities o the Fire Elemental track cannot your [Melee] range cannot extinguish
ext inguish the
t he flames
inflict the [Burning] condition on creatures with as a move action.
the Fire Elemental track. Furthermore, once per move action you take,
you may transport
transpor t yoursel
yours el adjacent to any crea-
1st Circle – Flame Kiss SU: As a standard action, you ture within [Close] range that is [Burning]. Tis
may deal energy damage with the [Fire] descrip- movement does not provoke attacks o opportu-
tor equal to your Key Offensive Modifier to target nity, and is not a [eleport] effect.
opponent within [Medium] range, and cause the
opponent to begin [Burning]. 5th Circle – Unbearable RadianceSU: At will, as a swif
Additional
Addit ionally,
ly, I
I you would take energy damage
damag e action, i you do not already have a heat spread,
with the [Fire] descriptor, you are instead healed you may create a heat spread
sprea d with a radius
radi us o
or hal the damage you would have taken. Tis your [Melee]
[Mele e] range originat
ori ginating
ing rom you that
counts as a orm o [Immunity], so you take dam- moves with you and lasts until it is dismissed as
age as normal and are not healed by any effects an immediate action. Opponents you who begin
that specifically ignore [Immunity] to [Fire]. Any their turn in this spread are dealt energy damage
[Resistance] or [Vulnerability] you have against with the [Fire] descriptor equal to your charac-
the [Fire] descriptor is ignored i you would be ter level, inflicted with [Burning], and rendered
healed by that damage with the [Fire] descriptor. [Fatigued] until the [Burning] condition is re-
moved. A successul Fortitude save (DC + ½
Chapter VI: Additional racks
your level + your KOM) negates the damage and statistics in each square that a straight line be-
the [Fatigued
[Fatigued ] condition. tween those squares crosses that lasts until the
end o the [Encounter].
6th Circle – Sudden InfernoSU: Once per [Encounter], For each creature, the first
first seven times each
as a standard action, you can raise an inerno
i nerno rom [Round] that creature begins its turn in or enters
nothing, creating a Blaze marker in each o up to a square with one or more Ember markers created
seven different target squares within [Medium] by this ability in it, Sirocco deals energy damage
range, which last until the end o the [Encounter]. with the [Fire] descriptor equal to your character
Y
You
ou can establis
e stablish
h line
l ine o sight as though
thoug h you oc- level to that creature and inflicts the [Burning]
cupied any square with a Blaze marker that you condition on that creature.
created in it. As long as you occupy a square with a
Blaze marker that you created in it,
it , you may enter Water Elemental
any square with a Blaze marker that you created in A Water Elemental
Eleme ntal creature is a slipp
s lippery
ery fighter
it as though it were adjacent to any square you oc- that’s tough to pin down. Water Elementals win
cupy with a Blaze marker you created in it and as fights through attrition, battering their opponents
though you had line o effect to it. A Blaze marker about while avoiding retaliation.
has no HP or AC, does not impede sight or move-
ment, and cannot be attacked or targeted. 1st Circle – Agile SeaEX: Y
You
ou may take an addit
a dditional
ional f
At the end o each opponent’s turn, i
i that step each [Round], and moving out o a square o
opponent is within f o a square with a Blaze difficult terrain does not cost you extra movement.
marker you created in it, Sudden Inerno deals In addition, you gain the
t he Swim movement mode.
energy damage with the [Fire] descriptor equal
to your character level plus your Key Offensive 2nd Circle – Hungry OceanSU: Once per [Round], when
Modiier to that opponent and inlicts the you take an offensive action that deals damage,
[Burning] condition on that opponent. you may
may inflict [HP reduction] equal to twice your
your
character level to a single opponent that would be
7th Circle – SiroccoSU: Your
Your passing
p assing causes the
t he air
a ir it- dealt damage by that offensive action beore that
sel to ignite, choking the battlefield in a wake o damage is dealt. You then heal HP equal to hal the
cinders and devastating heat. Whenever
W henever you enter [HP reduction] inflicted by this ability.
abil ity.
or exit a square, except as the
t he result o a [
[ eleport]
effect, you may create an Ember marker with no 3rd Circle – Mist AuraSU: Y
You
ou can wrap yoursel in veils
veils
game statistics in that square that lasts until the o mist. As a swif or move action, you may create
end o the [Encounter]. a spread with a radius o your [Melee] range orig-
Whenever you
you enter a square with an Blaze inating rom you that lasts or one [Round]. Tis
marker that you created in it rom another spread moves with you. Allies are [Concealed]
square with an Blaze marker that you created in while within this spread.
it, you may create an Ember token with no game
[Close] range. Tis movement does not pro- vortex spreads, you may choose to which vortex
voke an attack o opportunity, and ignores spread center that opponent is moved). A success-
all obstacles.
obstacles. ul Fortitude save (DC + ½ your character level
» Tidal WaveSU: Y
You
ou can transorm into a wave o + your Key Offensive Modifier) negates this effect.
water. As a standard action, you may create
a f wedge originating rom you, deal- 7th Circle – Frozen AbyssSU: Te spread created rom
ing d energy damage with the [Cold] de- your Mist Aura ability
abi lity now has
h as a radius
ra dius o your
scriptor per character level you possess to [Close] range, and may be created as a ree action.
creatures in the area, and rendering them
[Knocked down]. A successul Reflex save
(DC +½ your level + your KOM) halves
the damage and negates the [Knocked
Knight
down] condition. You may then move to Skilled swordfighters, accomplished riders and ex-
any unoccupied square within the wedge. cellent jousters, Knights are the go-to men when
a monster needs slaying, or a war needs fighting.
5th Circle – Thickening Mist SU: Squares within your While traditional
tradit ionally
ly Knights
K nights are conside
c onsidered
red hon-
ho n-
spread rom your Mist Aura ability are treat- orable and just, plenty o less-than-scrupulous
ed as difficult terrain or opponents. [Flying], individuals use that image to take advantage o
[Swimming], and [Burrowing] opponents in these unsuspecting victims.
squares treat this difficult terrain as i they did
d id not Acquiring the Knight track changes your KOM
have those conditions. to Strength unless Strength is already your KDM.
damage never stacks with itsel. For instance, i a within your [Melee] range and make a [Bonus at-
single attack is both a rip and a Charge due to tack]. Tis movement does not provoke attacks o
some special ability, it only applies once. opportunity. Afer you make this [Bonus attack],
you may continue your Charge
C harge in a straight
strai ght line
l ine
2nd Circle – Valiant ChallengeEX: Creatures in your rom your current location.
[Steadied]
[Steadied] is 3rd Circle – IndefatigableEX: As a move action,
actio n, you Mechanist Savant
a condition may become [Steadied] or one [Round]. While
granted by [Steadied], you may make one additional attack What is lie like or someone
some one who works with
the Knight’s o opportunity each [Round], and whenever you runes, tiny bits o clockwork, and a paintbrush
Indeatigable
Indeatigable make an attack o opportunity, you may place until our AM? How does it change when a ram-
ability. It has no yoursel anywhere inside your [Melee]
[Melee] range. Tis paging barbarian rolls into their
t heir workshop, calms
inherent effect, does not trigger attacks o opportunity, as it is not down, demands tea and painting lessons, and then
but represents movement. whisks her off on a lie o adventure?
the Knight’s de- When
Wh en you selec
se lectt thi
thiss track
tra ck,, ch
choo
oose
se your
you r
ensive stance. 4th Circle – As The Six HundredEX: You may Charge Intelligence, Wisdom, or Charisma modifier. Tis
twice as a standard action: make a Charge, and becomes your rack Ability Modifier (AM) or
then make a second Charge immediately afer- this track.
wards. Te penalties and bonuses o these
t hese Charges
do not stack. 1st Circle – Front-Line Assemblage SU: You have a make-
shif deense network called the Assemblage. You
5th Circle – InterruptEX: While [Steadied
[Steadie d ], once per are surrounded by a spread with a radius o f
[Encounter], you may negate any one ability acti- per character level you possess that moves with
vated or one spell cast within your [Melee] range you called the Hub. Te area o your Assemblage
as an immediate
immed iate action. You
You may also activate this includes each square within this spread and/or
ability against ongoing effects such as [Fast heal- one or more active Generator spreads you have.
ing]. Tey are negated or one [Round], which Te Assemblage begins each [Encounter] with
still counts against their duration. a number o scrap points equal to three times
the Assemblage has be dealt to the Assemblage in- [remorsense] out to each square within your
stead. Whenever the Assemblage is dealt damage, Assemblage.
it loses scrap point or each damage dealt. At the
end o each [Encounter], the Assemblage loses all 4th Circle – The Consuming SparkSU: Y
Your
our automatons
scrap points. take on a more sinister design. As a swif action, i
you have
have at least one automaton, you may expend
2nd Circle – The Littlest Automatons SU: You gain the an automaton. I you do, you may create a spread
ability to extend and repair your Assemblage by you can manuactu
manu acture
re origin
ori ginatin
atingg rom
ro m target
targ et
summoning tiny automatons. You begin each square within [Medium] range, which lasts until
[Encounter] with a number o automatons equal the end o the [Encounter].
to one plus one sixth your character level. As part You can now manuacture a f radius H
Hunger
unger
o a move action, i you have at least one automa- spread. At the end o your turn, each active
ton, you may expend an automaton. I you do, you Hunger spread you created deals damage equal to
may create a spread you can manuacture origi- twice your AM to each opponent within its area.
nating rom target square within [Medium] range, I one or more opponents were dealt damage this
which lasts until the end o the [Encounter]. way, your Assemblage gains a number o scrap
Y
You
ou can now manuac
manu acture
ture a t radius
rad ius points equal to your AM.
Generator spread. Each Generator spread you
have is active as long as the square it originates 5th Circle – Giants in Iron SU: As an immediate
immed iate action,
rom is within the area o your Hub or the area any ally within your Assemblage can choose an
o a Hub o any creature to whom you are an active Generator or Hunger spread you created.
c reated. I
ally and who is present in the [Encounter]. Each that ally does, that ally may create a f radius
Hunger spread you create is active as long as the Decimation spread originating rom target square
square it originates rom is within
wit hin the area o your o that ally’s choice within your [Medium] range
Assemblage
Assembla ge or the area o an Assemblage
Asse mblage o any o the square rom which the chosen spread orig-
creature to whom you are an ally and who is pres- inates,
inates, then you end the chosen spread and gain
ent in the [Encounter]. one automaton.
At th
thee en
endd o your
you r turn,
tur n, or
o r each
eac h act ive Whenever an ally creates a Decimation spread,
Generator spread you have, your Assemblage i that spread did not end, that spread deals dam-
gains a number o scrap points equal to your age to each opponent within its area equal to your
AM plus the number o other active Generator character level. For each opponent in that spread,
spreads you have. As a ree action, you may end as a [Dispelling] effect, the ally that created it
ends up to one effect o that its choice created by spreads each originating rom a target square o
a spell or spell-like
spel l-like ability that has a duration and that ally’s choice within your [Medium] range o
that originates rom that opponent or targeted the square rom which a different one o the cho-
that opponent. End that spread. (You are your sen spreads originates, then you end the chosen
own ally.) spreads and gain two automatons.
Asse mblage
Assembla ge can choose
cho ose two act
active
ive Generato
Gen eratorr limited to what the creature knew during lie, in-
or Hunger spreads you created. I that ally does, cluding the languages it spoke (i any), and the
that ally may create two f radius Decimation creature is only compelled to answer the explicit
question asked. Furthermore, you can only inter- » False Life: As a swif action, you can give your-
rogate a corpse that is reasonably intact (at least sel temporary HP per level. Tese tempo-
head and throat) and cannot interrogate a corpse rary HP disappear at the end o the [Scene].
that has been subject to Speak With Dead in the » Crippling Aura: Y
You
ou can summon the negative en-
previous week. I the corpse is already animated, ergy that courses through the world to wrack
such as an [Undead] creature, you cannot interro- enemies around you with pain and limit their
gate it with this ability. mobility. Once per [Encounter], as a swif ac-
tion, you may create a spread with a radius
1st Circle – Apprentice of DarknessSLA: You
You can choos
choosee o your [Close] range originating rom you
to damage [Undead] creatures with [Negative] e- that moves with you and lasts until the end
ects as i they were not [Undead], and whenever o the [Encounter
[ Encounter].
]. Whenever an opponent
one o your abilities would affect a creature with ends its turn in a square within the spread, it
[Immunity] to [Negative] effects, you may choose takes a - f penalty to its move speed on its
to treat their [Immunity]
[ Immunity] as i it were [Greater re- next turn. Tis is a [Negative] ability.
sistance] to damage with
w ith the
t he [Negative] descriptor.
descriptor.
Additionally, choose one o the ollowing abil- 3rd Circle – Blight From the Beyond SLA: Pick one o the
ities. Tis choice is permanent. When you gain ollowing abilities (this choice is permanent):
your th Circle o the Necromancer
Necromancer track, you
you can » Vampiric Touch: Once per [Encounter], you may
activate your chosen ability as part o a standard deal damage equal to d per level you pos-
action to activate any spell-like ability rom the sess to an opponent within [Melee] range.
Necromancer
Necromancer track (including your chosen ability). Tis does not provoke attacks o opportu-
» Cause Fear: As a move action,
action , you may orce an nity, but it requires a successul melee attack
opponent within [Close] range to become roll. You heal HP equal to hal o the damage
[Shaken] or [Rounds]. A successul Will dealt, and i this would heal you above your
save negates the [Shaken] condition. Tis is maximum HP, you add any excess healing as
a [Fear], [Mind-affecting] ability. temporary HP that last until the end o the
» Chill Touch: Y
You
ou may deal damage equal to d [Encounter]. Tis is a [Negative] ability.
per level you posses plus your KOM to an » Blindness: As a standard action, you may cause
opponent within [Melee] range. Tis does target creature within [Close] range to be-
not provoke attacks o opportunity, but it come [Blinded] or [Rounds].
requires a successul melee attack roll. Tis
is a [Negative] ability. 4th Circle – Ebb and Flow SLA: Choose one o the ol-
lowing abilities (this choice is permanent):
2nd Circle – Whispers of the AfterlifeSLA: Choose one o » Enervation: Once per [Encounter], you may
the ollowing abilities (this choice is permanent): inflict the [Energy drained] condition d
times on an opponent within [Medium]
Chapter VI: Additional racks
range. Tis requires a successul ranged at- 6th Circle – Wave of Terror SLA: Y
You
ou can release a huge
tack roll. Tis is a [Negative] ability. wave o negative energy. Once per [Encounter],
» Enervating Strike: Once per [Encounter], as a you may
may create
create a wedge with a length o f per lev-
swif action, you can empower your melee el you possess originating rom you, which deals
attacks with negative energy; each time you d damage per level you possess and inflicts the
hit an opponent with a melee attack this [Exhausted] and [Frightened] conditions to all
[Round], you inflict [Energy drained] on opponents in its area. A successul Fortitude save
the hit opponent. Tis is a [Negative] ability. leaves the opponents [Fatigued] and [Shaken] in-
» Protection from Death: Once per [Encounter], as stead o [Exhausted] and [Frightened]. Tis is a
a swif action, you may grant a single target [Negative], [Fear], [Mind-affecting] ability.
within [Close] range [Immunity] to [Death]
effects and all conditions and non-damag- 7th Circle – Wail of the BansheeSLA: Y
You
ou can release a
ing effects inflicted by abilities with the horrible shriek, rending the air and destroying
[Negative] descriptor, and [Greater resis-
resis- your enemies
en emies completely.
c ompletely. Once
On ce per
p er [Encounter],
[ Encounter],
tance] to all damage dealt by abilities with you may create
create a spread with a radius equal
equal to your
the [Negative] descriptor. Tis effect lasts [Medium] range originating rom you, dealing
or the [Encounter]. damage per level and applying the
t he [Battered
[Battered ] con-
dition to al l opponents within [Medium] range. A
5th Circle – Dread LordSLA: Choose one o the ollow- successul Fortitude save halves the damage. Tis
ing abilities (this choice is permanent): is a [Negative], [Death] ability.
» Slay Living: Once per [Encounter], you can do
damage per level to a target within [Close]
range and apply the [Battered] condition Runesong Scholar
to that target. A successul Fortitude save
halves the damage and prevents the damage Names are power, but ew know how to use that
rom reducing the target below hit point. to their advantage. By studying the language o
Tis is a [Negative], [Death] ability. the universe, you have gained control over the
» Retributive Armor: Once per [Encounter] as a magic o names, and can bend reality to your will
move action, you can call up clouds o neg-
neg - through those words alone.
ativee energy that surround your person and
ativ When you select this track, choose your high-
lash out at your oes. For the remainder o est Spellcasting Ability Modifier (SAM), or i you
the [Encounter], the first
first time each [Round]
[Round ] do not have a SAM, your Intelligence, Wisdom,
that each opponent within [Close] range or Charisma modifier. Tis becomes your rack
hits you with an attack, that opponent is Abilityy Modifier
Abilit Mod ifier (
( AM)
AM ) or
o r this
t his track.
tra ck. Te save
s ave
[Shaken] or [Round] and dealt point o DC or abilities under this track is equal to + ½
damage per level. Tis is a [Negative] ability. your character
character level + your rack Ability Modifier.
» Know Truenames: You have learned how to glean the ollowing abilities:
the true name o another, even i they do » Song Shield: Trough practice in the tongue
not know it themselves. At will, you may rom which all things were ormed, you
orce a creature within [Close] range to sur- gain an unspoken bond with the base ele-
render the knowledge o its true name. A ments. At the beginning o your turn, you
successul Will save negates this effect, and gain a Song Shield that grants [Lesser re-
gives the creature [Immunity] to this ability sistance] against the next source o energy
or the remainder o the [Scene]. damage you suffer. Song Shields accumulate
» Heed My Words: Y
You
ou can speak a true name during an [Encounter] and stack with one
to make its owner painully aware o your another, but each time you are dealt ener-
words. Te creature hears the next sentence gy damage, a single Song Shield dissipates.
you speak
spea k regardless
regard less o distance,
distan ce, and i it All Song
So ng Shields dissipate
d issipate at the end o each
is within [Extreme] range it is [Shaken] [Encounter].
or [Round] at your option. It is a [Fear], » Moniker: Y
You
ou may not know the true name o
[Mind-affecting] ability i you choose to every blade o grass, but you can craf tem-
make your target [Shaken]. porary “nicknames” or them. Once per
[Encounter], as a swif action, you may give a
2nd Circle – Trace the LinesSU: You
You gain access to the Moniker to one creature per level you possess
ollowing abilities, which may be activated as a within [Close] range. Te Moniker expires at
swif action, at will: the end o the [Encounter]. A Moniker can
» Affirmation of Existence: You can speak a crea- be used in the place o a proper true name.
ture’s true name to reveal its location. Tis
makes you and your allies aware o the 4th Circle – The Earth Calls SU: You can send the earth
creature’s cardinal direction i it is with- up to meet someone, like a particularly ungen-
in [Extreme] range, or precise location i tlemanly caller. At will, you may cause a creature
within [Medium] range, and this causes the within [Close] range whose true name you know
creature
creature to be [Revealed] or one [Round]. to take damage equal to your character level and
Y
You
ou do not need line o sight or effect to the be [Slowed] or two [Rounds]. A successul Reflex
creature to activate this ability. save negates the [Slowed] condition. You cannot
» Denial of Existence: Y
You
ou may intentionally man- choose the same target or Te Earth Calls more
gle one true name you know. I the true than once per [Encounter].
[Oathsworn] 5th Circle – Unbreakable Oath SU: Te first time each True Mage
and [Ethereal] [Encounter] that a given creature is targeted
are conditions by one o your Runesong Abilities that is not I you cast spells, all DCs are based off o your pri-
inflicted by Know ruenames or Moniker, that creature be- mary spellcasting ability. Otherwise, you can pick
the Runesong comes [Oathsworn] to you or the rest o the a mental ability to be your Key Ability Modifier
Scholar’s abili- [Encounter]. While the creature is [Oathsworn] (KAM) or this track.
ties. Tey have to you, i it would take an offensive action that Abilities
Abilit ies in this track may
may reer to “discharging”
no inherent targets you, that action is not taken. A successul an ability. When this happens, the passive ben-
effects. Wil
Willl save allows the creature to take the action;
actio n; efit ends and you gain the active benefit at that
an unsuccessul Will save renders the creature no point. I no duration is given on the active benefit,
longer [Oathsworn] to you. it lasts one [Round].
6th Circle – AbjureSU: For a brie moment, you can 1st Circle – Kingship EX: Y
You
ou may bestow
b estow ritual
r itual bless-
b less-
convince the universe that a creature doesn’t ex-
ex - ings upon allies at the beginning o a [Scene].
ist. I you know the true name o target creature Until discharged, each o these abilities lasts
within [Medium] range and i that creature had or the duration o the [Scene]. A creature may
not been targeted by this ability this [Encounter], only benefit rom one ritual blessing at a time.
as a swif action you may render the creature Y
You
ou have access
a ccess to the
t he ollow
ollowing
ing ritual blessings
b lessings,,
[Ethereal] or one [Round] . A successul Will though each must be placed only once per [Scene]
save negates this eect. While a creature is and on a different ally:
[Ethereal] as a result o this ability, line o sight is » Sword: Whenever an ally who possesses this
blocked between the creature and other creatures ritual blessing hits an opponent with an
besides you, and line o effect is blocked between attack, that opponent takes a - f penal-
the creature and any other creature’s attack, abili- ty to their movement speed until the end
ty, or effect. You
You do not need line
l ine o sight
sig ht or effect o the [Encounter]. In addition, as a ree
to the creature to use this ability. action, afer hitting an opponent with an
attack, that ally may discharge this ritu-
7th Circle – UnnameSU: You
You gain the ultimate
ult imate power al blessing to inflict a penalty equal to the
over true names – the knowledge o their destruc- number o circles o rue Mage you possess
tion. At will, as a standard action, you can cause to the AC o one opponent within [Close]
a creature within [Close] range whose true name range. Tis penalty lasts until the end o the
you know to suffer [HP reduction]
reduction] equal to hal o [Encounter].
their maximum hit points. A successul Will save » Shield: Te first time each [Round] that
t hat an op-
negates this effect. You
You do not need line
l ine o sight or
or ponent’s melee attack hits an ally possessing
effect to the creature to activate this ability. this ability, that opponent takes point
p oint o
damage per level o the ally. In addition, as
a ree action, that ally may discharge this
ritual blessing to create a spread with a ra- rest o the [Scene]. I any creature enters a
dius o that
t hat ally’s [Close] originating rom square within this spread, the glyph alerts
that ally, dealing damage equal to your you (a harmless
harmle ss mental
menta l jolt suffic
sufficient
ient to
AM + your level to all opponents in the wake you rom sleep) and conveys an image
area. o the creature, along with a vague sense o
»
Sceptre:Te ally who possesses this ability the creature’s general intent. When you cre-
has the power to speak words which hold ate the spread, you can choose to direct
d irect it to
greater weight to other creatures. Tat ally ignore creatures fitting a certain description
receives a + bonus to a social skill o their (such as “small animals and insects”), as well
choice, or to Awareness. When attempting as yoursel and/or anyone inside the spread
to reason with a hostile creature, the ally when it is created.
may discharge this ability as a ree action You can also direct the spread to repel
to gain a token or the social encounter. creatures fitting a certain description no
more complex than race and a range o
2nd Circle – Foundation: Once per [Scene], as a stan- height and weight. A creature under that
dard action, you gain one o the ollowing abili- description is unable to enter a square with-
ties until the end o the [Scene]: in the spread. A successul Will save (DC
» Theurgic SecretEX: Choose a single spell you + ½ your level + your AM) allows the
know, o any circle lower than the highest creature to enter a square within the spread
circle o spells you can cast. You may cast or the rest o the [Scene].
this spell once per [Encounter] without
without ex- Finally, creatures outside the spread can-
pending a spell slot. not establish line o sight to any creature
» Alchemical MysteriesSU: As a move action, i you within the spread rom your [Long] range
possess the Combat Alchemist track, you or arther. Creatures outside your [Medium]
may expend a consumable
consumabl e to convert one o range rom the spread also cannot establish
your Potions or Poisons into a consumable line o sight to any creature within the spread
with effects identical to that Brew. Tis con- unless they are able to ignore [Figment] or
sumable expires at the end o the [Scene]. [Glamer] effects. aking an offensive action
» Goetic StrengthEX: Choose either spell-like or against an opponent while inside a square
supernatural abilities. Calculate all level-de- within the spread allows any creature to es-
pendent variables, such as range, damage, tablish line o sight as normal to creatures
and DCs, or abilities o the chosen type within the spread or the rest o the [Scene].
you possess as i you were two levels higher.
» Arcane PreparationSU: Once per [Scene], afer 3rd Circle – SplendorSU: Y
You
ou gain access
acce ss to three
thre e
spending no actions or minutes, you may broader rituals which take a hundred [Rounds]
create a spread with a radius o your [Close] to cast each. Out o combat, this is roughly equiv-
range originating rom you that lasts or the alent to ten minutes.
» Seal: Y
You
ou create a Splendorous seal over
over a door ally’s improved [Melee] range to be [Blown
or object, stopping it rom being opened away] and begin [Burning].
without two [Rounds] o concerted effort. 4th Circle – EternityEX: Y
Your
our control over the Splendor
Y
You
ou may only have one Seal in
i n existence or Rituals increases. You may now prepare these ritu-
each circle o Mage you have acquired, and als in advance on some
som e orm o item, like a card or
only one active on a given door or object. a scroll, that you can then use or the ritual. A rit-
Tese seals unction while you are within ual prepared in this ashion can be used as a swif
f, and minutes afer you leave that ra- action, as long as the subject is within [Melee]
dius. You may willingly open a seal at any- range. No two rue Mages may use each other’s
time, and may discharge a seal in order to rituals prepared this way, and where applicable,
deal damage equal to your character level cards count against the total number o instances
plus your key offensive modifier to all op-
op- you may have
have active or a given ritual.
ponents within f o the seal.
» Trickery: You create a Rune o rickery on an 5th Circle – Severity SU: At the
t he start o each [Scene],
[Scen e],
ally. You may only have one Rune in exis- you possess one o the ollowing
ol lowing abilities
abil ities o your
tence or each
eac h circle o rue Mage you have
have choice until the end o the [Scene]:
acquired, and only one active on a given » Circle of Ether: Y
Your
our ability
abil ity to bind magic
mag ic into
ally. While a Rune o rickery is on an ally, physical orms takes on a startling new as-
that ally may alter their appearance at will. pect. At the start o this [Scene], you gain
A Perception
Percept ion check
c heck (DC + ½ your char- two consumables: a Rusted Ring and Gloss
acter level + your KAM) makes an observ- Armor. I they have not been used by the
er aware o the deception. Tis Rune lasts end o the [Scene], these two consumables
or the duration o the [uest]. Te ally crumble into dust, as do any consumables
may discharge this Rune as a move action you have created
cre ated wit h them
th em using
us ing the
or part o a move action to [eleport] to a Alchemical Mysteries ability.
abil ity.
destination point within [Close] range, and » Binding of The Seventh: Once per [Scene], afer
become [Invisible] or two [Rounds]. spending no actions or minutes, you may
» Majesty: You create a symbol o Majesty on create a seal spread with a radius o your
an ally. You may only have a one Symbol [Close] range originating rom target ad-
in existence or each circle o rue Mage jacent square, which remains dormant un-
you have acquired,
ac quired, and only
o nly one
o ne active
a ctive on
on til activated or until you create a new seal
a given ally. Tis symbol lasts or the dura- spread with this ability. I you create a new
tion o the [uest]. An affected ally gains seal spread, this seal spread disappear
d isappears.
s. As
a f bonus to their [Melee] range, and a standard action, you may activate the seal
opponents hit by their melee attacks begin spread, granting all creatures [Immunity]
[Burning]. Tis can be discharged
d ischarged as a move to [eleport]
[eleport] effects while they are within
w ithin
action to cause all opponents within the the seal spread, and inflicting the [Slowed]
condition to all opponents while they are » Ars Arcana: I you have the Combat Alchemist
within the seal spread. A successul Will track, you may reduce the transmutation
save (DC + ½ your level + your AM) point cost o all your abilities by one, to a
causes a creature to become [Entangled] minimum o one point.
instead o [Slowed] while inside the seal » Magna Anima: At the beginning o each [Scene],
spread. Once activated, the seal spread lasts pick a single spell that you know o a circle
or ten [Rounds] and then disappears. lower than your highest spell circle with a
casting time o “ standard action”. Once
6th Circle – Understanding: As you master the ancient per [Encounter], as a swif action, you may
arts o the mage, you can combine your powers in cast that spell without expending a spell
unusual ways. You may choose one o the ollow- slot. In addition, once per [Encounter], as
ing abilities;
abilit ies; this choice is permanent, unless your
your a swif action, i you possess the Teurgic
GM is unusually orgiving: Secret ability this [Scene] and your chosen
» Dual FocusEX: Y ou learn to split your arcane o- spell rom that ability has a casting time o
cus between two constant effects. You may “ standard action”, you may cast that chosen
have two instances o your Foundation abil- spell without expending a spell slot.
ity active simultaneously, and their effects » Ars Goetia: Once per [Scene], you may acti-
stack i they provide the same ability. vate any two spell-like abilities you possess
» Glyph of Calling SU: You
You can craf lin
linked
ked mag- with a casting time o a standard action or
ic circles, enabling instant travel between a swif action with a single standard action.
their locations. Once per [Scene], with two You
You can choose
cho ose the
th e order in
i n which the
t he abil-
hours’ effort, you can create a teleportation ities take effect. Tis action counts against
circle with a -f radius
rad ius linked to any oth- any limits or using those spell-like abilities,
er teleportation circle within a distance
d istance o and you may not activate a spell-like abili-
miles per level you possess. Any crea- ty that has no remaining uses or otherwise
ture that enters a linked teleportation cir- could not normally be activated.
cle’s space is immediately transported to » Magna Mutatio: Once per [Scene], you may
the teleportation circle to which it is linked, transorm any consumable into any other
along with up to pounds o equipment. consumable o the same tier. Tis takes one
Te circle is permanent but can be destroyed [Round] o effort.
either by a th-circle [Dispelling] effect
or by ten minutes’ physical labor. Tis is a
[eleport]
[eleport] and [Warp] effect.
th EX
7 Circle – Crown :
At the beginning o each
[Scene], you possess one o the ollowing abilities
o your choice until the end o the [Scene].
purposes o this attack. At th level, you can make due to your prodigious courage. wice per
attacks afer moving this way, and the addition- [Round], whenever this ability negates
negates an effect,
al damage or each attack increases to per level
imum one [Round]), and have [Immunity] to Outsiders are creatures rom beyond or outside
[Exhausted]. the natural order. All have an outsider racial track
Celestials are graceul beings with ancestry that 3rd Circle – Path to Glory: Y
You
ou gain one o the ollow-
ol low-
» Prophetic VisionsSU: Brie glimpses into the u- 6th Circle – Righteous WrathEX: Y
You
ou gain one o the
ture offer you keen insight into battle. Once ollowing abilities:
per [Round], when you activate Divine » Strike Senseless: Te first time you hit an op-
Radiance as a swif action, you may gain a ponent with an attack each [Round], that
+ bonus to attack rolls or Armor Class un- opponent is [Blinded] and [Deaened] or
til the beginning o your next turn. [Round]. A successul Fortitude save (DC
+ ½ your level + your Wisdom modifi-
4th Circle – Benediction SU: You
You gain one o the ollow-
o llow- er) negates the [Blinded] and [Deaened]
ing abilities: conditions.
» Strength of Faith: wice per [Encounter], you » That Hideous Strength: Once per [Round],
can activate the Divine Radiance ability as when you make an attack, you may orce
an immediate action, and replace the Armor all enemies within the
t he area o your Divine
Class or one saving throw bonus o an ally Radiance to make a Will save (DC + ½
within the range o your Divine Radiance your level + your Wisdom modifier)
mod ifier) or be
with your own or one [Round]. When you [Battered]
[Battered] or [Rounds].
do so, you may benefit rom other abilities
you possess
p ossess that trigger
tri gger when you activate
act ivate 7th Circle – Divine Mercy SU: Once per [Encounter],
Divine Radiance as a swif action. when you activate Divine Radiance as a swif
» Aura of Vitality: You gain [Immunity] to the action, you call down a shield o blistering light
[Blinded] condition. In addition, twice which grants a single ally within [Long] range
per [Encounter], when you activate Divine [Immunity]
[Immunity] to damage or a single [Round].
Radiance as a swif action, you may grant
all allies within the range o your Divine
Radiance temporary HP per level you
possess.
CHA CON
KO M KDM 2nd Circle – Demon MagicSLA: Once per [Encounter],
as a standard action, you may use either darkness
able - Level BAB Fort Ref Will Demon or see invisibility, as the spells.
1 +1 +0 +2 +2 Demonic Traits
Demon
2 +2 +1 +3 +3
rack 3 +3 +1 +4 +4 Demon Magic
3rd Circle – Abominable Essence: Select one o the ol-
Abilities 4 +4 +2 +4 +4 lowing abilities (this choice is permanent):
5 +5 +2 +5 +5 » Fell FlightEX: Y
You
ou gain wings and the
t he Fly move-
Abominable
6 +6 +3 +6 +6 ment mode.
Essence
7 +7 +3 +6 +6 » Apocalyptic VisionsSU: Brie glimpses into the
8 +8 +4 +7 +7 uture offer you keen insights into battle.
9 +9 +4 +8 +8 Thick Skinned Once per [Round], as a swif action, you
10 +10 +5 +8 +8
may gain a + bonus to attack rolls or to
11 + 11 +5 +9 +9
Armor Class or one [Round
[ Round ].
Vessel of
12 + 12 +6 + 10 + 10
Entropy
13 + 13 +6 + 10 + 10 4th Circle – Thick SkinnedEX: Y
You
ou gain a + item bonus
14 +14 +7 +11 +11
to your Armor Class or every circle o Demon
15 + 15 +7 +12 + 12 Cruel Reality
that you possess, and [Lesser resistance] to phys-
16 +16 +8 +12 +12
17 + 17 +8 + 13 + 13 ical damage.
18 + 18 +9 + 14 + 14 Aura of Death
19 +19 +9 +14 + 14 5th Circle – Vessel of Entropy: Select one o the ollow-
20 + 20 + 10 + 15 + 15
ing abilities (this choice is permanent):
Demons are malevolent and destructive creatures, » Shield of ChaosSU: Y
You
ou gain a [Miss chance],
remnants o a dead universe. Tey spread chaos and your [Lesser resistance] to physical
and despair in many different ways, but all are damage improves to [Resistance] to phys-
known or their mobility and the tactical threats ical damage.
they pose. While demons ofen work together (es- » Chaos HammerSLA: wice per [Encounter], as a
pecially i one demon can orce others to serve it) standard action, you may deal d damage
per level and inflict [Energy drained] to all 7th Circle – Aura of DeathSU: Everything around you
opponents within [Close] range. A success- seems to die aster than it otherwise should. At
ul Fortitude save (DC + ½ your level + the start o each o your turns, all opponents in
your Key Offensive
Offens ive Modifier)
Mod ifier) halves the [Medium] range gain the [Bleeding] condition,
damage and negates the [Energy drained] all opponents in [Close] range gain the [Battered]
condition. condition or one [Round], and whenever you
hit an opponent with an attack in [Melee] range,
6th Circle – Cruel RealitySU: Select one o the ollowing that attack deals additional damage equal to
abilities (this choice is permanent): twice your Key Offensive Modifier. A success-
» Bonded by Blood: Y
You
ou gain the ability
abi lity to sense
sens e ul Fortitude save (DC + ½ your level + your
how close to death creatures are. You know KOM) negates the [Battered] condition. (Tese
the maximum and current HP o every crea- effects are cumulative. For instance, a creature in
ture within [Medium] range to which you your [Melee] range suffers all three effects.)
have line o sight. In addition, as a swif ac-
tion, you can orm a horriying bond with
a creature within [Medium] range that
splits all damage you take equally with that
creature until the end o the [Encounter].
(You can damage yoursel to damage the
bonded creature.) [Damage reduction] and
[Resistance] do not apply to damage that
creature takes rom this ability. As a move
action, that creature may make a Fortitude
save (DC + ½ your level + your Key
Offensive Modifier) to sever this bond. You
may only have one such bond at a time.
» Aura of Insanity: Once per [Round], as a ree
action, you may create spread with a radius
o your [Close] range originating rom you,
which renders all opponents within the area
[Conused] or one [Round]. A successul
Wil l save (DC + ½ your level + your
KOM) negates the [Conused] condition.
Each opponent may only be affected by this
1st Circle – Sturdy FrameEX: Select one o the ollowing » Targeting System: You gain [remorsense]
abilities (this choice is permanent): out to [Close] range. Whenever you use
» Hard to Break: Once per [Encounter], i you [remorsense] to image the area (see
make a successul Fortitude or Will save Chapter IX), you gain a + bonus to at-
against an effect that would normally have tack rolls against any opponent within your
a lesser effect on a successul save (such as [remorsense] that [Round], and when-
a spell with a save o “Fortitude hal ”), you ever you deal damage with an attack to an
instead ignore the effect entirely. opponent within your [remorsense]
[remorsense] that
» Harder, Better, Faster, Stronger: You
You gain a + [Round], you deal d additional damage
bonus to all damage or every circle o this with the [Precision] descriptor per circle o
track that you possess, and a f. bonus to Sentient Construct.
your movement
moveme nt speed
spee d or every
ever y even cir-
cir-
cle o this track that you possess. You also 4th Circle – Defensive MatrixEX: Select one o the ol-
gain a + bonus to saves against combat lowing abilities (this choice is permanent):
maneuvers. » Spell Disruption: Y
You
ou gain [Resistance] to energy
and magic damage.
2nd Circle – Built to LastEX: Select one o the ollowing » Active Stabilizers: Y
You
ou gain [Resistance]
[Resis tance] to phys-
abilities (this choice is permanent): ical damage.
» Nanites: Y
You
ou gain [Fast healing]
heal ing] equal to your
Key Deensive Modifier. 5th Circle – Auxiliary Systems EX: Select one o the ol-
» Heavy Metal: As a standard action,
actio n, you deal lowing abilities (this choice is permanent):
damage equal to your character level + your » Precise Logic: Y
You
ou gain [Immunity]
[Immunit y] to effects
Key Offensive Modifier to every opponent with the [Mind-affecting] descriptor.
in [Melee] range. Opponent dealt damage » Suppressive Fire: As a move action, you may cre-
by this ability are [Knocked down]. A suc- ate a line with a length o your [Medium]
cessul Reflex save (DC + ½ your level + range originating rom you that deals d
your Key Offensive Modifier) negates being times your Key Offensive Modifier dam-
[Knocked down]. age to creatures within the area and knocks
them [Prone]. A successul Reflex save (DC
3rd Circle – Onboard RadarEX: Select one o the ollow- + ½ your level + your KOM) negates the
ing abilities (this choice is permanent): [Prone] condition.
» Sensor Suite: Your
Your advanced senses
se nses enable you
to penetrate illusions that would ool organ- 6th Circle – Upgraded ChassisEX: Select one o the ol-
ic creatures. You
You gain [Immunity]
[ Immunity] to effects lowing abilities (this choice is permanent):
»
with the
th e [Figment] descriptor. You
You also gain Iron Constitution:
Y
You
ou gain [Immunity]
[Immunity ] to the
[remorsense] out to [Close] range and [Bleeding], [Sickened], and [Nauseated]
[Blindsight] out to [Melee] range. conditions.
tional damage and negates the [Slowed] can be played by PCs) come in one o five main
condition. Tis is a [Death] effect. kinds: mummies, ghouls, liches, skeleton cham-
pions, and vampires. Each one has its own racial
statistics, detailed at the end o the track rules. » Lich – Undying Magecraft: Y
You
ou draw strength
stren gth
Y
Your
our Key Ability
Abilit y Modifiers and abil ities rom the
t he rom ambient magical energy. Whenever
Undead track vary based on your race. you cast a spel l or spell-l
spe ll-like
ike ability,
abili ty, or an
Special: Te Undead track models creatures that effect created by a spell or spell-like abili-
have been stripped o their past lie and many o ty is ended by a [Dispelling] effect within
their previous physical and mental characteristics. [Close] range, you heal hit point per
Characters that access the Undead track via Guild character levels, minimum . At will, as a
Initiation or Full Buy-In must select an [Undead] standard action, you may also use magic
race rom the list below, but are not required to missile, as the spell,
spell , as a spell-like ability.
change a previously-acquired
previously-acquired racial track, racial » Mummy – Growing Horror: Y
You
ou draw strength
streng th
eats, or Key Ability Modifiers. rom the ear o surrounding mortals. Every
Optional Rule – Ritual of the Grave: Any creature time an opponent within [Close] range ails
possessing the Undead track can grant the mixed a saving throw against a [Fear] effect, you
blessing o undeath to a allen creature. With a regain hit point per level. Te first oppo-
oppo-
ritual lasting minutes, you can transorm an nent you hit each [Round] must make a
[Unconscious] or willing living creature into Willl save (DC +½ your level + your Key
Wil
an undead creature o the same kind that you Offensive Modifier) or become [Shaken] or
are. Tis creature can be o any level up to your one [Round].
own and must have Intelligence, Wisdom, and » Vampire – Bloodlust: Y
You
ou draw strength
stren gth rom
Charisma scores o or greater. When you trans- eeding on blood. Whenever you deal dam-
orm this creature, it loses one
on e o its tracks o your age with
wit h your Vampire
Vampire Bite natural weapon,
choice and gains the Undead track. you heal hal the damage dealt, to a maxi-
mum o your Key Offensive Modifier. You
1st Circle – ConsumptionSU: You
You gain an ability
abi lity based gain the Vampire Bite natural weapon:
on what kind o undead you are. Vampire Bite – Melee, range [Melee],
» Ghoul – Horrible Bite: You
You draw strength
stren gth rom [Brutal ], [Magnum].
the lesh o sentient creatures. Once per » Skeleton Champion – Devastating Strike: At the
[Round], when you hit an opponent with beginning o an [Encounter], you gain a o-
your Ghoul Bite natural weapon, you may cus point. Once per [Round], when an ally
cause that opponent to become [Sickened] in [Close] range activates a spell, spell-like,
or one [Round]
[Round ] and heal yoursel hit point or supernatural ability, takes an offensive
per level. A successul Fortitude save (DC action, or is affected by an offensive action,
+ / your level + your KOM) negates the you gain a ocus
ocu s point.
poi nt. In additio
add ition,
n, you
[Sickened] condition and the healing. You may spend ocus points during an attack
also gain the Ghoul Bite natural weapon: action to make a [Bonus attack] and heal
Ghoul Bite – Melee, range [Melee], [Brutal ] hit point per level.
2nd Circle – Strength in Decay: You gain powers that 3rd Circle – The Flesh is StrongEX: Y
You
ou gain [Immunity]
[ Immunity]
ew mortals can rival. to [Fear], [Bleeding], and the in-combat use o
» Ghoul – Unholy Regeneration EX: You
You gain [Fast Intimidate.
healing] equal to your Key Deensive
Modifier. 4th Circle – The Blight Spreads: Y
You
ou gain a powerul at-
» Lich – Sorcerous Endurance EX :Choose ei- tack depending on what kind o undead you are:
ther [Cold] or [Electricity]. You gain » Ghoul – Infected BiteEX: Whenever you hit an
[Resistance] to the chosen element. At th opponent with an attack using your Ghoul
circle, this improves to [Resistance] to en- Bite natural weapon, that opponent gains
ergy damage. [Vulnerability] to physical damage or
» Mummy – Well EmbalmedEX: You
You now eed on [Round].
courage as well as ear. You gain [Lesser re- » Lich – Hellfire EmpowermentSU: Y
You
ou gain a +
sistance] to physical damage. Whenever a bonus to the DCs o spells, spell-like abil-
creature other than yoursel within [Close] ities, and supernatural abilities you possess
range ignores a [Fear] eect due to an that have one or more targets, and may use
[Immunity] to [Fear], you regain hit point those spells or abilities as i their range cat-
per levels you possess. egories were one higher, to a maximum o
» D iscorporationSU: At
Vampire – Discorporation will, as a swif ac- [Extreme] range. Whenever an opponent
tion, you can turn into a swarm o bats, mist, is hit by one o your spells, spell-like abili-
or similar orm to move between opponents ties, or supernatural abilities or ails a save
and around obstacles (and even through against one, you may cause that opponent
cracks in walls) with ease. For one [Round], to become [Burning].
you do not
n ot provoke attacks o opportunity
opp ortunity » Mummy – Fear Aura SU: Te first time each op-
while moving and gain the Fly movement ponent enters your [Melee] range in an
mode. You may enter occupied squares, but [Encounter], you may choose to give that
i you end your movement in an occupied opponent a terriying gaze that causes that
square, you are shunted to the last unoccu- opponent to become [Shaken]. A successul
pied square you entered. Willl save (DC + ½ your level + your
Wil your Key
» Skeleton Champion – Rattling Bones SU: Once per Offensive Modifier) negates the [Shaken]
[Round], as a swif action, as long as you condition.
possess at least point o ocus, you may » Vampire – Entrancing Gaze SLA : Once per
gain a + bonus to your next attack roll, [Encounter], as a standard action, you
and deal additional energy damage with may gain the effects o a sanctuary spell
the [Acid], [Cold], [Electricity], or [Fire] with a DC o + ½ your level + your Key
descriptor equal to your KOM whenever Offensive Modifier and cause all opponents
you deal damage
damag e with an attack or one within [Close] range to become [Conused]
[Round]. or three [Rounds]. A successul Will save
(DC + ½ your level + your Key Offensive - penalty to attack rolls and a - penalty to
Modifier) negates the [Conused] condition.
condit ion. damage until the end o the [Encounter] on
» Skeleton Champion – Fury of the Dead EX: Once any creature
creature within f + f per levels
l evels you
per [Round], you may replace one attack possess o a creature already penalized by
rom your attack action with the Bull Rush, Contagious ouch. A successul Fortitude
Disarm, or rip combat maneuver. he save (DC + ½ your level + your Key
Disarm and rip combat maneuvers are Offensive modifier) negates these penalties.
made with the same attack bonus as the re- » Vampire – Child of ShadowsSU: Y
You
ou gain [Fast heal-
heal-
placed attack. ing] equal to your character level. In addi-
tion, you may now use your Discorporation
5th Circle – Necrotic AuraSU: Each opponent takes a ability as a ree action. Whenever you use
penalty to all d rolls based on how close it is to Discorporation, or one [Round], whenev-
whenev-
you: a - penalty
penalt y within
wit hin your [Melee] range, a - er you move, you may make any opponent
penalty within your [Close] range, and a - penal- within [Melee] range o your movement path
ty within your [Medium]
[ Medium] range. Tese penalties [Shaken] or the rest o the [Encounter]. A
do not stack and expire as soon as the
t he opponent successul Will save (DC + ½ your level
leaves the area o effect. + your Key Offensive Modifier) negates the
[Shaken] condition. You may only make
6th Circle – Contagion: You
You gain an ability
abil ity based on
on each opponent [Shaken] with this ability
what kind o undead you are. once per [Encounter].
» HeartstopperSU:
Ghoul – Heartstopper You
You radiate an aura o » Skeleton Champion – Eternal WarriorEX: Y
You
ou gain
ga in
decay.Any effect that would heal an oppo- [Lesser resistance] to all damage. Whenever
nent within [Medium] range heals ewer you would be dealt
dea lt damage, you can spend
points per level, to a minimum o hit point a ocus point to increase your [Lesser re-
level + your Key Offensive Modifier) ne- [Round] with ull hit points. You may delay your
gates these penalties. Additionally, once per revival or choose not to return at all.
[Round], as a swif action, you may inflict a
manent, established on their creation. you may move f. Effects and cond
c onditions
itions other
When this track offers you a choice o several than [Dead] that prevent movement do not pre-
abilities, the choice you make is permanent. vent this. I you are [Grappled], or [Pinned], this
CHA PTER
Skills
reasonable typical challenge or a st- or nd-lev- are logically different steps to the challenge (such
el character ( or ranks + stat means that the as picking a lock, then disarming a trap, then
character needs a or to succeed). A DC opening a sae, all o which are Larceny checks).
challenge is quite difficult or a nd-level charac- Notes regarding this general principle are placed
ter, but airly typical or a th-level character. A in specific skill descriptions as an aid to GMs.
DC check is a serious challenge or a typical
th-level character, and even a th-level charac- Trained Skills and Skill Ranks
ter who is heavily optimized or a specific skill will
wil l You
You either
eit her have a skill
s kill trained, or you don’t. You
find a DC check difficult to reliably make. choose trained skills at st level, as covered in
In each skill
skil l entry, some tasks are given, with Chapter II. rained skills have a skill rank equal
a normal DC or achieving that task. Te game is to your level; untrained skills have no rank. A
written and balanced around these DCs; however, character’s number o ranks in a skill is equal to
no list o tasks could be exhaustive and the GM the character’s level. Many skills can be used even
should use his or her discretion
d iscretion in deciding where i the character has no ranks in them; doing this is
a given task alls in the DC range. Beyond DC , called making an untrained skill check.
we have not consistently provided representative
tasks, but GMs should use imagination to come Ability Modifier
up with suitably epic challenges
chal lenges at higher levels. Te ability modifier used in a skill check is the
It should be noted that without a substantial o- modifier or the skill’s key ability (the ability as-
cus in a specific skill and the aid o party mem- sociated with the skill’s use). Te key ability o
bers, even a th-level character will not be able each skill is noted in its description.
to reach DC with any degree o reliability, so
obviously DCs should generally cap out at or Miscellaneous Modifiers
the most absurd extrapolation o a skill that you Miscellaneous modifiers include racial bonuses,
hazards (as opposed to rolling against an oppo- use Acrobatics to determine your ability to bal-
nent), skill checks o the same skill should be kept ance on things that you normally couldn’t balance
down to one per challenge,
challen ge, or two or three i there on. For purposes o dealing with environmental
o opportunity but can still move normally DC 20: Rain-slick precipice o darkness, or
(aside rom any consequences o the attack). an inch-thick tree branch.
» Moving Through Occupied Squares: As part
p art o a DC 25: Te point o a spear (obviously, with-
move action, you may make an Acrobatics out being impaled). Tis cannot get you
check (DC equal to + your opponent’s un-stabbed i someone successully at-
BAB + your opponent’s KOM) to enter a tacks you.
square occupied by an opponent who can DC 30: Te grains o sand in a desert storm.
DC 35:
target you with melee attacks. Tis does not Clouds.
allow you to end movement in that square. » Jumping: Once per [Round], you may make an
» Surprising an Opponent: As part o a move ac- Acrobatics skill
skil l check to jump over an ob-
tion, you can halve your movement speed stacle or jump high into the air.
and make an Acrobatics check with a DC DC 10: Cross a ast stream without getting
equal to an opponent’s Armor Class. I you your boots wet.
succeed, your opponent loses track o you DC 15: Jump rom one roo to another, with
and is [Flat-ooted] against any attacks a narrow alley separating them.
you make on your turn. I you attempted DC 20: Jump ro
romm one roo
roo to anot her,
to avoid an attack o opportunity as part across a street. Alternatively, vault an
again.”” You
again. You gain [Flying]
[Fly ing] or [Rounds]. your normal
norma l movement speed.
spee d. Generall
Gene rallyy
Y
You
ou may not make new Acroba
Acrobatics
tics checks
checks speaking, one check is good enough or a
to continue your flight without some- given surace, unless something happens to
thing to jump rom, but i you ail you increase the difficulty o climbing. I your
all and take d damage.” with “You check exceeds the DC o the task by or
gain the Fly movement mode or three more, you can move at your ull speed. A
[Rounds]. (You may immediately use a ew representative
representative climbing suraces, with
ree action to lif off, gaining the [Flying] appropriate DCs, ollow:
condition.) At the beginning
beginnin g o your turn,
turn, DC 10: A steep rocky slope
slop e with requent
i you are [Flying] and do not possess the handholds and ootholds and no rattle-
DC 20: Te outside o a castle wall, in the hal o your normal speed, or surace rom
dead o night. [Swimming] as a move action. Generally
DC 25: An overhanging deensive
deens ive wall kept speaking, one check is good enough or a
artificially slick and equipped with ake given medium, unless something happens
handholds. to impede your ability to swim. I your
DC 30:Te outside twigs o a never-ending check exceeds the DC o the task by or
world tree. You can climb the air itsel, more, you can move at your ull speed. A
gaining the Fly movement mode or ew representative environments, with ap-
ap-
one [Round]. (You may immediately propriate DCs, ollow:
use a ree action to lif
l if off, gaining the DC 10: A calm pool o cool water.
[Flying] condition.) At the beginning DC 15: A cold mountain river.
o your turn, i you are [Flying], do not DC 20: Frigid river rapids.
possess the Fly movement mode, and DC 25: An underwater whirlpool with un-
you gained
gain ed the Fly movement
moveme nt mode
mod e predictable outside currents.
as the result o an Athletics skill check DC 30: A death trap deep within the under-
within the last one [Round], you must water Sahuagin sanctum.
make another successul Athletics skill DC 35: Te leading edge o a tsunami.
check to gain the Fly movement mode » Scaling Bonuses: Y
Your
our training gives you certain
again or suffer a rivial
rivial Fall,
Fall , Hazardous bonuses when you have a given number o
Fall, or Dramatic Plunge, as determined ranks in Athletics. All o these abilities are
by the GM. considered
considered extraordinary
extraordinary abilities.
DC 35: Falling snowflakes. You gain the Fly 1 rank: Y
You
ou gain a bonus to your movement
movement mode or three [Rounds]. speed equal to f, plus an additional
(You may immediately use a ree action f per ranks you have in Athletics.
5 ranks:
to lif off, gaining the [Flying] condi- Y
You
ou take no damage
d amage rom
ro m extreme
extre me
tion.) At the beginning o your turn, i hot or cold weather.
you are [Flying], do not possess the Fly 10 ranks: I your game uses the Suffocation
movement mode, and you gained the environmental eect, you can hold
Fly movement mode as the result o an your breath or minute per point
poi nt o
Athletics skill check within the last three Constitution, or or [Round] per
[Rounds], you must make another suc- point o Constitution in a hard vacuum
cessul Athletics skill check to gain the beore you begin suffocating.
Fly movement mode again or suffer a 15 ranks: You are not damaged by even the
rivial Fall, Hazardous Fall, or Dramatic most extreme environmental hazards,
DC 10: An ad-hoc web o belts. o a move action. You retain that check’s result un-
DC 15: A cloth straight jacket. til the end o the [Encounter], until you take an
DC 20: Globs and globs o sticky ectoplasm. offensive action, or you roll another Stealth check.
DC 25: An “inescapa
“ inescapable”
ble” iron box filled with Each [Round],
[Round ], including the [Round ] you
water. make your Stealth check, the result o your check
DC 30: W
Web
eb o the Spider ueen. is modified by several actors listed below. I your
DC 35: Te mystic seal meant to bar your opponent’s Awareness exceeds your modiied
glorious return. check result at any time (even afer you make the
» Sleight of Hand: You
You use this unction
unct ion to pick check), your opponent detects you.
someone’s pocket, conceal an object or Te ollowing modifiers are cumulative
cumulative to all
weapon on your person, or do magic tricks Stealth checks over the course o an [Encounter],
on street corners. It is always evaluated as but may never exceed +:
a check against a character’s Awareness de- » Each time afer you take an offensive action,
ense ( + the creature’s level + the crea- you suffer a - penalty.
ture’s Wisdom modiier). Picking some- » Each time afer you cast a spell that is not an
one’s pocket is a standard action. Your offensive action, use a spell-like or super-
Larceny check takes a - penalty to conceal natural ability that is not an offensive ac-
a weapon rom a hand search. tion, or use an interaction skill, you suffer
» Trap-setting: When setting a trap (such as a - penalty.
the ones made available in the ranger’s » Y
You
ou gain
ga in a + bonus
b onus or each range category
categor y
Proessional Soldier track), you can attempt beyond your opponent’s [Close] range you
to conceal the trap with a Larceny check are rom that opponent.
(the DC is the
t he Awareness deense o anyone » Y
You
ou gain a bonus equal to + afer each consec-
who approaches within f o the trap). utive [Round] in which you haven’t moved.
»
movement speed equal to their own speed + DC 20: As a swit action, increase your
f at the beginning o each [Scene]. By de- mount’s movement
movement speed by f or its
ault, a mount is a simple mundane ride, like next movement this [Round]. For every
a horse or motorcycle. Your GM must agree points by which you exceed this DC,
to the size o any mount larger than squares you can increase
incr ease your mount’s move-
by squares. Mounts are urther detailed in ment speed by an additional f.
Chapter IX, and can be upgraded with magic DC 25: As part o a move action, dismount
items detailed in Chapter XIII. any willing allies
al lies occupying your mount,
mount,
» Battle Rider: Y
You
ou can control a mount in combat
combat deploying them in your choice o unoc-
while you are its rider; whenever you would cupied squares adjacent to the mount.
move, you move the mount (and all its oc-
cupants) instead. As a ree action, you may Vigor (Con)
use any special movement modes the mount Vigor lies somewhere between raw physical
possesses. While you are a mount’s rider, it toughness, hearty vim, and iron-skulled grit: the
can benefit rom any skill checks related ability to buckle down, cool your head, calm your
to movement, such as Acrobatics, that you heart, and unflinchingly take the best the world
make. You remain the mount’s rider unless can throw at you.
you are knocked [Unconscious], or you vol- » Vitality: Y
You
ou can prepare
p repare or pain with
wit h a surge
untarily give up control as a ree action. A o temporary hit points, and eventually to
mount can only have a single rider, and a bounce back rom more severe injuries and
riderless mount stops unctioning and stays push through debilitating conditions. You
in one place until it has a rider again. can make this check as part o a move action,
» Daredevil: While mounted, you can avoid pro-
p ro- comparing your result to the list o DCs be-
voking attacks o opportunity rom moving low to determine its benefits. All temporary
through a creature’s
creature’s threatened area. Make HP and [Fast healing] gained rom this skill
a successul Ride check (DC equal to + are lost at the beginning o an [Encounter].
your opponent
opp onent’s
’s BAB + your opponen
opp onent’s
t’s emporary HP gained rom this skill stacks
KOM) to avoid provoking an attack o op-
op - with other
oth er sources o temporary HP, but not
portunity; ailure means you provoke an itsel, up to a maximum o hal your normal
attack o opportunity but can still move maximum HP. [Fast healing] gained rom
normally (aside rom any consequences o this skill stacks with other sources o [Fast
the attack). You also have access to the ol- healing], but not itsel.
lowing special moves: DC 15: Y
You
ou gain temporary HP.
DC 15: Climb onto or off o a mount as part DC 20: Y
You
ou gain temporary HP.
DC 30: Y
You
ou gain temporary HP, and [Fast
[Fast A Note on Identifying Effects: GMs, it is up to you as to
healing] or two [Rounds].
[ Rounds]. how ofen you withhold inormation, and how much,
DC 35: Y
You
ou gain temporary HP, [Fast
[Fast heal- about the abilities you fling at your players. Players,
ing] or two [Rounds], and you may it is up to you to determine how ofen you need to
delay any one condition that is current- know more about what hit you in the ace, beyond
ly affecting you or [Round]: it has no how much it hurts. Many effects are thrown around
effect and its duration does not change in Legend, so please keep that in mind when decid-
or [Round]. Any condition delayed ing to attempt identiying an effect.
this way may not be delayed again until
the end o the [Encounter].
DC 40: You gain temporary HP, [Fast Constitution modifier instead o hal o
healing] or three [Rounds], and your Constitution mod ifier.
you may delay
de lay any one condition
cond ition that 15 ranks: Whenever you would suffer any
is currently affecting you or [Round]: number o points o [HP reduction], ex-
it has no effect and its duration does not
n ot cept rom any ability
abilit y you use, you suffer
change or [Round]. Any condition that many points o [HP reduction] mi-
delayed this way may not be delayed nus five instead.
again until the end o the [Encounter].
DC 45: As DC , and you may also remove
one condition rom yoursel rom the Knowledge Skills
ollowing list: [Battered], [Bleeding],
[Blinded], [Conused], [Dazzled], All knowledge
knowled ge skills
skil ls have a primary
primar y unction
unct ion –
[Deaened], [Energy drained], identiying creatures, objects, and devices. Each
[Exhausted], [Fatigued], [Nauseated], knowledge skill represents a general category,
Knowing Which Effects to Identify: At the GM’s dis- » Identification: Creatures with the [Aberration]
cretion, physical descriptions may be used to differ- or [Outsider] type.
entiate located effects (e.g. “ You see a blue one and a » Locate and Identify Magical Effects: As a move ac-
green one”). I
I the GM does
does not want to divulge such tion, you may locate magical effects and mag-
specific inormation or ee, the located effect to be ic items on a creature or square within your
identified may be chosen randomly. line o sight out to [Close] range by making
Because different
differe nt systems o randomization
randomization have an Arcana check (DC + the level o the
different benefits we lef the final choice up to the creature that created the effect or is attuned
GM. A ast solution would be to assign each effect/
eff ect/ to the item). I you succeed, you may also use
item a numerical value ollowed by rolling to see that that check to identiy one magical effect
what the player identifies. or magic item you have located. For every
points by which your Arcana
A rcana check exceeds
the DC, you may identiy another located e-
special powers. For each points by which ect or item with an equal or lower DC. You
your Knowledge
Knowledge check exceeds
exceeds the DC, you
you cannot use this skill magical effects with the
can ask a specific question about one o the [Figment] or [Glamer] descriptor.
creature’s deenses or special attacks (such as a » Identify Located Effects: As a swif action, you can
numerical value, or which deense is weakest). identiy magical effects and magic items you
» Identify Ability: Y
You
ou may identiy
identi y an ability
abil ity im- have located on a creature or square with-
mediately afer you see it used by making in your line o sight by making a successul
a Knowledge check (DC + the level o Arcanaa check (DC + the level o the crea-
Arcan crea-
creature that used the ability).
abilit y). Tis does not ture that created the effect or is attuned to
requiree an action. [Legendary] abilities
requir abil ities add the item). Effects that can only be activated
+ to the DC. by [Legendary] creatures add + to the DC.
DCs can be decreased at the GM’s discre- points or each level the patient has. You
tion i your character has some kind o local can increase the amount healed or decrease
experience or knowledge. the amount o time required by meeting a
DC 10: Y
You
ou know the king
kin g and queen’s
quee n’s higher Medicine DC, as detailed below. At
names, and the names o their parents. each -point increment, you can also choose
DC 15: You
You know the locations
locat ions o a general’s
general ’s to use both o the improvements available at
major battles. the previous increment (so a DC check
DC 20: Y
You
ou know the wizard’s avored spells enables you to heal × your patient’s level
– or, at least, the ones he’s used in public. in hours).
DC 25: Y
You
ou know what the king’s
king ’s secret
sec ret DC 15: Increase amount o healing to × pa-
adviser has been doing behind closed tient’s level, or reduce time required to
doors. Maybe even the rumored hours.
glimpses o a scaly, gem-studded hide. DC 20: Increase amount o healing to ×
patient’s level, or reduce time required care, and a condition measured in days or
to hours. longer requires eight hours o care.
DC 25: Increase amount o healing to × pa- » Revive Dead Creature: Y
You
ou can revive a creature
tient’s level, or reduce time required to that has been [Dead] or no longer than
hour. hour per level with an hour o effort and a
DC 30: Increase amount o healing to × pa- successul DC Medicine check. You can
tient’s level, or reduce time required to revive a creature that has been [Dead] or
hal an hour. no longer than day per level with an hour
DC 35: Increase amount o healing to × pa- o effort and a successul DC Medicine
tient’s level, or reduce time required to a check. Creatures who have been [Dead] or
single -minute rest. longer than that can be revived at the GM’s
DC 40: Heal × patient’s level, or reduce discretion, but the DC may be even high-
time required to a standard action or er. At the GM’s discretion, creatures who
you and a move action or the patient met an especially gruesome end may leave
(both actions must be spent in the same corpses that are too damaged to revive with
[Round]’s time, and you must spend this skill.
your standard
standa rd action
actio n first). You must
be adjacent to your patient when you Nature (Int)
spend your standard action. Te Nature skill covers the knowledge o the
DC 45: Use both o the
t he DC improvements.
improvements. environment and how to get through it without
» Stabilize Dying Creature: Y
You
ou can make a [Dying]
[ Dying] being eaten.
creature [Stable] with a standard action and » Identification: Creatures with the [Animal],
a DC Medicine check. [Fey], [Magical beast], or [Plant] type.
» Revive Unconscious Creature: You
You can awaken » Identify Hazard: You can identiy environmen-
an [Unconscious] creature with minute o tal hazards o various sorts with enough
care and a successul DC Medicine check. time to make basic preparations to protect
» Remove Harmful Condition: You
You can remove a yoursel and your
you r allies.
al lies. Te DC increases
i ncreases
harmul condition affecting a patient with a based on the difficulty o identiying the
successul Medicine check. Te DC is equal hazard and the rarity o the hazard. Te
to the save DC o the effect that inflicted threats posed by each hazard are explained
the condition. Te time required is based in Chapter XI.
on the duration o the condition; a duration DC 10: Tunderstorm.
measured in [Rounds] requires a move and DC 15: Flash flood.
a standard action, a duration measured in DC 20: ornado.
Perception (Wis)
Perception is your character’s ability to sense your
surroundings and the intentions o your opponent.
Y
You
ou make Perception checks to detect traps or
to observe your surroundings to detect clues or
anomalies in your environment. Some abilities
and vision modes also allow you to make a special
Perception check to detect a creature or creatures
using the Stealth skill; in such cases, the DC or
your Perception check
ch eck is + the creature’
c reature’ss total
Stealth modifier. You can also use Perception to
identiy sabotage; in this case, the DC is equal to
the Larceny result o the saboteur.
» In a combat encounter, you can make a Perce-
CHA PTER
Feats
VIIII
V
Feats represent extra abilities that you pick up as you become more experienced.
Tey can be used to enhance your track abilities, to shore up some weaknesses, or
simply to customize your character further. If your character concept is a warrior
with a signature
signature magical ability, or a spellcaster who can surprise
surprise would-be
would-be “mage
“mage
hunters” with a tricky attack using his staff, then feats are probably the best way
You gain two feats at 1st level (one regular feat and one bonus feat from your
race) and gain new feats at level 3, 6, 9, 12, 15, and 18.
into a true killing machine. ter only a ew days o exposure, and gain the abil-
Benefit: You have armor and a weapon built into ity to converse reely with just about anything o
your body.
bo dy. You
You gain a permanent
permane nt + item bonus at least animal intelligence. Tis does not extend
to Armor Class, and gain your choice o a Melee to mindless or deeply alien creatures.
or Ranged natural weapon with three weapon Further, the DC o social skill checks made
properties o your choice other than [Barbed] or against you increases by .
[uick-draw].
Cheerful Hemoglobin
Bravado Your blood is quite happy where it
i t is.
You compensate or
or your recklessness in battle with an Prerequisites: th level
unshakable confidence that keeps you going. Benefit: You gain [Fast healing] , and [Immunity]
Prerequisites: Reaver to [Bleeding].
Benefit: Whenever you deal damage with an attack, Exit, Stage Left
you deal additional
add itional damage
d amage with the [Precision]
[ Precision] A swif flanking maneuver or escape is a powerul
powe rul
descriptor equal to your KOM. asset in combat.
Prerequisites: st level only
Drink Deep Benefit: Once per [Encounter], you may trade a
You have ully mastered the mysterious powers o the swif action or a move action. At th level,
level, you
legendary Drunken Monks. may use this one additional time per [Encounter].
Prerequisites: th level, Livers Need Not Apply
Benefit: As a swit action, up to twice per Feign Death
[Encounter], you may spend up to drinks rom You learn to “play dead”, but with such precision
the Livers Need Not Apply eat on that eat’s effect and skill that you can ool even the keenest eye.
or the effects o any eats or which
whi ch the Livers
L ivers Need Prerequisites: st or rd level only
Not Apply eat is a prerequisite, dividing the drinks Benefit: As an immediate action,
act ion, you may attempt
as you choose between any eats you possess. to convince all observers
ob servers that you are [Dead].
[Dead ]. You
You
enter a state where it is very difficult to establish
Elemental Specialization your lie-signs,
lie-signs , but you remain conscious. Tis e-
You are skilled at using elemental magic to destroy ect has a duration o two minutes per character
your enemies. level, and you also ool Divination effects o th
Prerequisites: Spellcasting track circle or lower. When this state is ended, you can-
Benefit: Spells you cast that deal elemental damage not attempt it again or minutes.
deal additional elemental damage equal to your
character level. Tis does not include spells that Floating Feat
only add bonus damage. You have a flexible mind that lets you come up with
one surprising
surpris ing technique afer another.
Esoteric Adept Prerequisites: rd level only
You understand the importance o having a versa- Benefit: Select one o your other eats that you
tile set o spells, and have studied a wide variety o did not gain rom an item, other than the Guild
sources to expand your knowledge.
knowledge. Initiation eat. You lose that eat, and replace it
Prerequisites: th level,
level, spellcasting track with an empty eat slot. At the beginning o each
Benefit: You may choose a single spell up to one [Scene], you may pick any eat you qualiy or to
circle lower than your highest circle in a spellcast- fill that slot, other than the Guild Initiation
Initiation eat,
ing track rom any casting list and add it to your as though you had just gained a new eat rom
list o spells known or a single spellcasting track. leveling up. You must still meet all qualifications
Tis choice is permanent. or your new eat, you lose the eat that previously
previousl y
filled that slot, and any old eats that you cease to Into The Breach
qualiy or become inactive. Inactive eats no lon- You can strategically position your allies.
allies .
ger give their benefit and do not qualiy you or Prerequisites: Shadow Blink or Te Sky Empties
other eats until you once again qualiy or them. Benefit: As a standard action, you may [eleport]
At th level, you may choose a second eat you one other ally within [Close] range up to your
possess that you did not gain rom this eat or an [Close] range in any direction rom their current
item other than the Guild Initiation eat and re- position. I this would place them within their
place it with
wit h a second eat slot.
sl ot. You
You may pick a eat [Melee] range o an opponent, that ally may take
to fill each slot at the beginning o each [Scene]. a single attack action.
Y
You
ou must still
stil l meet all
al l qualifications or any eats
you pick this way. Livers Need Not Apply
Prolonged drinking has inexplicably altered your
Glyphweave Adept body to gain strength om alcohol.
Spells you cast have undamentally different appear- Prerequisites: Constitution , must not possess
ances, but the changes also extend all the way down Te Bitter Dregs
into how and what you cast. Benefit: Y
You
ou no
n o longer
lo nger suffer any negative
ne gative effects
Prerequisites: Spellcasting track rom drinking alcohol, and can consume one
Benefit: Whenever you cast a spell using a spell drink as a move action. In act, you can store two
slot o a higher circle than the spell’s circle, you drinks inside you or uture use, and one addition-
treat that spell as i it were an effect o the circle al drink or each point o Constitution modifier
o that spell slot. In addition,
add ition, Arcana checks made you possess. You may,
may, at any time, expend one
on e o
to identiy your spells have their DCs increased these stored drinks as a move action. Doing so
by +. allows you to recover d HP per character level.
Guild Initiation
Affiliation with an organization offers you
y ou the pros-
Manyspell Magus
You can break down spells into their very essence,
pect o learning different abilities. and recombine them into new magical effects.
Benefit: You may exchange one o your tracks or Prerequisites: Glyphwea
Glyphweave
ve Adept, th
t h level
another track, as per multiclassing. Tis swap is Benefit: As a swif action,
actio n, you may spend a spel
s pelll
retroactive, and so replaces abilities you have al- slot o any circle and gain spell points equal to
ready acquired. I this swap makes you ineligible twice that circle, which last until spent or until the
or any eats or simply renders a eat irrelevant, end o the [Scene]. Instead o expending a spell
you may retrain these eats. You cannot exchange slot, you may spend one point per circle o the
a racial track i you also have its associated racial spell you wish to cast in order to cast it. Spells cast
class statistics. this way can never be o a higher circle than what
Special: Y
You
ou may take this eat with your Racial
Rac ial you could have
have have cast character levels ago.
eat slot, regardless o what race you are.
Multiclass Flexibility last hours. At th level, you gain perect clarity
You have an
a n unusual combination o abilities.
abilities . regarding the last minutes, detailed inorma-
Prerequisites: Must have multiclassed, taken Guild tion about the last minutes, and a solid idea o
Initiation, or taken the Full Buy-In option the last hours. At th level, you may instead
Benefit: Select a new ability score or calculating opt or a brie history o the object’s last years,
the benefits rom all circles o one o your tracks. containing little more than a name or three, and
For example, a tactician who gained the shaman’s any truly important events it was involved in.
Spellcasting track could take this eat and base
all aspects o the shaman’s
shaman’s Spellcasting
Spel lcasting track on Open Greater Binding
Intelligence rather than Wisdom. Your powerul essence
esse nce allows you to attune to an ad-
Special: Y
You
ou may take this eat with your Racial
Rac ial ditional magic item o even greater power.
eat slot, regardless o what race you are. Prerequisites: Open Lesser Binding, th
th level
Benefit: You can equip an additional Greater item.
My Shadow Grows Long
Your shadow possesses an unnaturally geometrical Open Lesser Binding
bent, and the hard lines o your silhouette stretch Trough wealth, personal power, or crafing knowl-
out to bizarre lengths. edge, you have acquired an additional magic item
Prerequisites: Te Sun Grows Dim you can attune to.
Benefit: By giving substance and direction to your Benefit: Y
You
ou can equip an additional
addit ional Lesser item.
distended shadow, you may yet reach your vic-
tims. Once per [Round], when you would make a Optimistic Viscera
melee attack, you may make that same attack as a Your interior portions are sure today is going to bbee a
ranged attack at up to [Close] range that does not good day.
provoke attacks
attacks o opportunity
opp ortunity instead. At th Benefit: You
You gain additional
add itional HP per
p er level and a +
in the way o your movement, up to iron and low- targets one or more squares, you must choose one
grade steel (this does not include creatures and square that opponent occupies as a target o the
their equipment), leaving a shattered mess behind spell i possible. Tis spread may be detected or
you. A hole is lef behind
b ehind you that anyone o your disarmed as i it were a trap with an EL equal to
size or smaller could move through. your level.
In addition, you gain the Burrow movement
mode. Senseshift Adept
Your senses are atypical and not easily dulled. Te
Rune Magic ability to manipulate them comes naturall
naturallyy to you .
You have learned the ancient written magic o the Benefit: You can manipulate your senses. his
dwarves. might allow
all ow you to peer around
around a corner with your
Prerequisites: Spellcasting track fingertips, examine the inside o a lock with your
Benefit: As a standard action, i you do not already hairs, listen with your eet, taste things you touch
with your palms, or manipulate any other sense Slow and Steady
you would normally have. You are exceptionally stable on your eet, and can
In addition, you gain [Immunity] to [Dazzled] regain your ooting afer a momentary stumble.
and [Deaened]
[Deaened ] and a + eat bonus to Awareness.
Awareness. Prerequisites: st level only
At th level, you gain [Immunity] to [Blinded
[Blin ded]] Benefit: I you would suffer the [Prone] condition,
unless you possess the Justice, Blind eat or other you may instead suffer
s uffer a penalty
penalt y equal to hal o
abilities that require you to stay [Blinded]. your movement speed to your movement speed
or one [Round].
Senseshift Magus
You have solved the age-old problem o what to do Spirited Strength
with the person you’ve disguised yoursel as. Tat which does not kill you only makes you stronger.
Prerequisites: th level, Senseshif Adept Prerequisites: Livers Need Not Apply, th level
Benefit: As a standard action,
ac tion, you may swap
s wap loca-
loca - Benefit: As a swif action,
a ction, you may spend a drink
dri nk
tions and appearances with an unwilling target rom the Livers Need Not Apply eat to gain a
within [Close] range. A successul Will save (DC + ury bonus to attack and damage rolls, which
+ ½ your level + your KOM) negates this effect. stacks with itsel, up to a maximum o +. Te bo-
Tis is a spell-like
spel l-like ability and a [
[ eleport] effect, nus does not stack with other ury bonuses, and
and may only be used once per [Scene]. Te al- lasts until the end o the [Encounter].
teration o appearance lasts until the end o the
[Scene], and is perectly exact and entirely cos- Summon Mote
metic. You cannot target creatures more than two A tiny companion
companion assists you in your adventures.
size categories larger than you with this ability. Benefit: You are ollowed at all times by a mote: a
tiny, cheerul, malevolent spirit o your own devis-
Seven Drunken Immortals ing. Once per [Round], as a ree action, i you and
You gain the ability to summon the healing spirits the mote have line o effect to target square, you
o spirits. may move the mote to target square within f o
Prerequisites: Livers Need Not Apply you. You
You gain line o sight rom the
t he mote’s square.
square.
Benefit: As a move action,
actio n, you may spend
spen d three Wheneverr you are urther
Wheneve urther than f away rom
drinks rom the Livers Need Not Apply eat to the mote, it instantly disappears and reappears
heal each ally within [Close] range d+ HP per in an adjacent square o your choice. As a move
character level you possess. action, part o a move action, or swif action, i
the mote is within
withi n your [Melee] range o a weapon
weapon
Small Concessions that is not wielded or otherwise carried by a crea-
You are a shrewd negotiator who can turn compro- ture, you may pick it up and switch
switc h to that weapon
mises to your advantage. without provoking an attack o opportunity.
Benefit: Once per social encounter, you may grant At th level, your mote begins each [Encounter]
all involved parties a single token each. with mote points. As an immediate action, as
long as the mote has or more mote points, you o Athletics checks you make, and you gain a +
may subtract a number o mote points rom the eat bonus to Arcana checks instead o Athletics
mote and heal HP equal to that amount. checks.
At th level, your mote begins each
each [Encounter]
with mote points instead o mote points. Telekinetic Scion
Once per [Encounter], i you are the target o a Your mind can produce all the orce o a wrecking
spell, afer knowing the results o the spell’s e- ball, with about as much finesse.
ect, you may ignore the spell’s effect.. I this spell Prerequisites: elekinetic Adept, th level
would have dealt damage, it is dealt to the mote Benefit: As a standard action, you may move
instead; it loses one mote point or each damage any number o unsecured objects with a com-
dealt. bined weight o up to pounds within your
At th level, your mote
mote begins each [Medium] range, to anywhere else within your
[Encounter] with mote points instead o [Medium] range i no squares are occupied in
mote points, and you no longer require line o e- their destination areas. You may not use this abil-
ect to move it to a target square. ity to move a creature that is not [Dead], a crea-
At th level,
level, you gain another mote. Each ture’s equipment, or a mount with at least one
mote no longer disappears and reappears when occupant.
you are urther than f rom it.
it . In addition, you can pummel opponents with
pure telekinetic orce. As a standard action, you
Telekinetic Adept may create a spread with a radius o your [Close]
Mind over matter,
matter, brains over brawn. range originating rom you that deals damage
Benefit: Y
You
ou can spend a swif
sw if action
ac tion to move
m ove an equal to d per two character levels you possess
object that you could normally wield as a weapon (minimum d) plus your Intelligence Modifier
(improvised or otherwise) within [Close] range, to all opponents within its area. A successul
to anywhere else within your [Close] range. I Reflex save (DC + ½ your character level + your
this ability is used to move a weapon to an ally’s Intelligence Modifier) halves the damage. Tis is
square, that ally may immediately begin wielding a supernatural ability.
or switch to wielding that weapon. You may not
use this ability to fling objects at opponents to Telekinetic Strength
damage them, or move objects carried or worn by Your mental powers have become a deadly weapon,
another creature. Tis is a supernatural ability. sharpened to pinpoint precision.
In addition,
addit ion, you gain a + eat bonus to Athletics Prerequisites: elekinetic Scion
checks, and may now use your Intelligence modifi- Benefit: Te combined weight o objects you can
er instead o your Strength modifier
mod ifier or determin- move with elekinetic Scion is doubled, and the
ing your bonus to Athletics checks. damage o your telekinetic orce increases to d
Special: I you have the Dartmuth Secret eat, per two character levels plus Intelligence modi-
you may choose
cho ose to use Arcana checks
chec ks in place
plac e fier. In addition, once every two [Rounds], as a
The Bitter Dregs tion, you may create a spread with a radius o
You appear to be the last sober person in the world, your [Close]
[Close ] range originating
origin ating rom you, which
which gives you a certain grim determination. moves with you and lasts two [Rounds]. Damage
Prerequisites: Must not possess Livers Need Not dealt within the spread may be delayed or one
Apply, th level [Round] afer it is inflicted. Tis does not require
Benefit: Y
You
ou gain a + eat bonus to all d rol ls. an action.
Benefit: You gain the ability to [eleport] f using this ability, allowing you to cast prying eyes
per character level as a move action twice per as a spell-like ability.
abil ity.
[Encounter]. At th
th level,
level , you can communicate
communic ate through
throug h
At th
t h level, as a swif action, when you next the shadowy eyes created by this spell-like ability,
[eleport], you may create a line with a length o and gain a + to all interaction skill checks made
up to f per level originating rom your starting through them or in their presence.
square and extending toward your destination
square, which deals energy damage with the Three Body Collision
[Electricity] descriptor to all creatures within the Hit an enemy with a buildin
building,
g, or hit a bu
building
ilding with
line. an enemy – either way, the enemy gets hurt.
Prerequisites: th level
The Smell of Napalm Benefit: Once per [Round], when you hit an adja-
You can emit a shockwave o booze-ueled vitality, cent opponent with a melee attack, you may imme-
searing away the flesh o your oes. diately perorm a Bull Rush against
a gainst that opponent.
Prerequisites: Livers Need Not Apply, th level Once per [Round] when using the Bull Rush ma-
Benefit: By taking a move action to spend all o neuver against target opponent, i that opponent is
your drinks rom the Livers
L ivers Need Not Apply eat, adjacent to an obstacle or occupied square and you
you may apply [HP reduction] to all opponents
oppon ents in are able to push them f or urther, you may orgo
[Close] range, equal to points per drink spent. the ability to push that opponent urther to deal
damage equal to your character level against that
The Sun Grows Dim opponent and any creatures in that square.
You bear the sigil o the Brass Dawn on your skin, a
vast, tessellating design that serves as a channel or Towering
your patron.
patron . Tis deathless and orgotten
or gotten entity is You are built to a bigger scale. You are aster, stronger,
said to be the embodiment o the first sunset and the taller, and simply more deadly.
second sunrise. Prerequisites: [Large] or [Huge] size
Benefit: As a swif action
actio n you can draw together
toget her Benefit: Unless you are [Swimming]
[Swimming] or [Burrowing],
the shadows to orm one o the ollowing: a me- you can make melee attacks
attacks against [Flying] crea-
c rea-
lee or ranged weapon with the [Hold-out] and tures even
even i you are not [Flying], and [Flying]
[Flying ] crea-
[uick-draw] weapon properties, and one other tures cannot pass through your space during their
weapon property o your choice; or another small, movements. You have [Lesser resistance] against
mundane object no bigger than cubic oot. Tis damage rom opponents who are not [Flying].
weapon or object maniests in your hand or on
your person,
perso n, and ades
ades to dust
du st at the end o the Troubleshooter
[Encounter]. You find trouble and shoot it.
At th level,
level , once per [Scene],
[Sce ne], as a standard Benefit: Y
You
ou can always walk away rom
ro m a social
soc ial
action, you may create little, shadowy servitors encounter without losing tokens, and the DC o
Diplomacy and Intimidate checks made against Tis does not affect damage dice rom additional
you increases by . damage such as the Sneak Attack ability o the
Assassin track.
Truly Bad People
Te blood you bleed is black indeed. Words of Power
Benefit: Te first time each [Round]
[Round ] an attack hits Your knowledge o the Words o Power offer you com-
you, you
you deal damage equal
equal to your
your character
character level
level mand over certain aspects o creation.
to any one creature o your choice in [Melee] range. Benefit: At st level,
leve l, you know
kno w the
th e Word o
Shadow and may use Words o Power once per
Wake [Encounter]. As an immediate action, you may in-
You leave suffering
suffer ing and devastation wherever you go. flict the [Blinded]
[Blinded ] condition on target opponent
Benefit:
wice
wice per [Round ], when you exit a square within [Medium] range or the duration o his or
during a f step or during an action, you may her current action.
deal damage equal to your KOM to target oppo-
oppo - At th level, you learn the Word o Sunset and
nent in a square adjacent
adja cent to that square and move may use Words o Power twice per [Encounter].
that opponent f in a direction o your choice, As an immed
imm ediate
iate ac
acti
tion
on,, you may be
beco
come
me
which does not provoke attacks o opportunity. [Invisible] or one [Round].
Tis eat does not activate when you are moved At th level, you learn the Word o the Wind
out o a square by someone else (such as by the Bull and may use Words o Power three times per
Rush combat maneuver) or when you move out o [Encounter]. Whenever you take a move action,
the square in which
w hich you started your turn.
turn . Y
You
ou may you may disintegrate
d isintegrate into swirling
swirl ing wind,
w ind, reorm-
only use this ability once per f step or action. ing at the end o the movement. For the duration
o your move action, you may pass through occu-
Wings of War pied squares and narrow gaps. You do not provoke
You sprout wings o any appearance, which are pow- attacks o opportunity during this move.
erul enough to carry you alof.
Prerequisites: th level You Will Falter
Benefit: Y
You
ou gain the Fly
Fl y movement mode.
mo de. I you Your menacing demeanor prevents enemies om e-
have the Ride skill trained, you can also apply this ectively recovering om injuries.
injuries.
transormation to your mount, granting it the Fly Prerequisites: rd level
movement mode. Benefit: Whenever an effect, including
includ ing [Fast heal-
ing], would cause an opponent within [Close]
Weaponized range to heal any amount o HP, the amount
Your attacks are reliably deadly. that opponent heals is reduced by your level, to a
Prerequisites: th level minimum o hal the original amount. Tis effect
Benefit: Instead o rolling dice or base weap- stacks with up to five other instances o the You
on damage, use your KOM i it is + or greater. Willl F
Wil Falter
alter eat and up to two instances o the You
You
Blacksmith [Iconic]
Your skill at crafing arms and armor is unmatched.
unmatched .
Benefit: Your armor’s item bonus to AC is increased
by . Your deflection bonus to AC rom a magic
item or a weapon with the [Guardian] weapon
property is increased by . Your weapon’s item bo-
nus to attack rolls is increased by (it gains a +
item bonus to attack rolls i it had no such bonus).
At th level,
level, you gain
gain additional HP
HP per level. At
th level, this increases to additional
add itional HP per level.
Big Damn Hero [Iconic] to see out o and establish line o sight rom
You can carry on despite even the most debilitating that square. [Darkvision] applies when looking
o effects. Tis helps i villagers have already started through these windows,
w indows, but you cannot use any
burning your party’s psychic monk. other vision modes you possess through them.
Benefit: Once per [Encounter], or one [Round],
you may ignore
ign ore [Bind
[Bi nding
ing ] and [Fear] e
eects
ects Did The Math [Iconic]
as well as the ollowing conditions: [Stunned], You have a keen intellect that lets you predict the flow
[Dazed], [Nauseated], and [Conused]. o events as though you’ve already seen it happen.
You
You can begin this temporary
temp orary reprieve without Prerequisites: th level
using an action at any point, even during another Benefit: Once per [Scene], as a ree action with the
creature’ss turn. (Ignoring
creature’ (Ignori ng an effect does not affect consent o your playgroup, you may take your turn
its duration.) over again, as though it had not happened. Tis
ability must be used by the end o your turn, and
Dartmuth Secret [Iconic] remains used even though its use was unhappened.
Trough a secret, deeply disturbing ritual, you have
expanded the power o your mind over your body. I Am Not Left-Handed [Iconic]
Benefit: You gain [Damage reduction] equal to Your relentless fighting style is amous. Or would be,
hal your Intelligence modifier instead o hal i you ever had to use it.
your Constitution modifier.
mod ifier. I you have
have at least Benefit: Once per [Round],
[Round ], the first time you make
ranks in the Vigor skill,
skill , this [Damage reduction] an attack roll that is not an intentional miss, you
is instead equal to your ull Intelligence modifier. gain one ocus point. Once per [Round], you can
I you have Arcana trained but not Athletics, you spend ocus points up to hal o your KOM to re-
gain a bonus to your movement speed as i you duce the AC o a single opponent within [Close]
had trained Athletics. range by an amount equal to the number o points
Pick one o your tracks: you can use youryour spent. Tis does not require an action, and the
Intelligence modifier or calculating the benefits penalty rom I Am Not Lef-Handed stacks with
rom all circles o one o your tracks. For example, a itsel up to a maximum o your KOM.
tactician who picked the shaman’s
shaman’s Spellcasting spell- At th level,
level , you may opt to instead reduce
casting track could take this eat and base all
al l aspects the AC o all creatures, including yoursel, within
o that track on Intelligence rather than Wisdom. [Close] range. Focus points and their effects ex-
At th level, you gain the ability to inflict a pire at the beginning o each [Encounter].
bizarre orm o rust on most metals that spreads
slowly o its own accord. As a standard action, Juggernaut [Iconic]
you may touch a metal surace in a square within You are very easy to spot in a crowd, either due to
[Melee] range. While within f o a square o a your size or because you enjoy hurling the little peo-
surace touched this way, you may “look” through ple around.
patches o the rust as a ree action, allowing you Benefit: Y
Your
our size permanently increases
i ncreases to [Large],
unless your size is already [Large] or [Huge], wield them, i they do not already have it.
though you suffer none o the penalties o being wice per [Round], you may reduce the dam-
[Large] or [Huge]. I your size was [Small], you age taken rom a single attack by your KDM. Tis
still gain the benefits o being [Small] but suffer does not require an action, but this ability cannot
none o the penalties o being [Small].
[Small ]. I another urther reduce damage already reduced by the
effect would increase your size to [Large], it in- [Parrying] property or this ability. At th level,
stead increases your movement speed by f. whenever you use the [Parrying] property or the
Additional
Addit ionally,
ly, you gain a + bonus to the
t he DC above ability, you may reduce damage taken by
when using the Bull Rush combat maneuver. At your level instead o your KDM.
th level, you gain [Immunity] to [Slowed].
My Name Is War [Iconic]
Justice, Blind [Iconic] In your wake, continents will shatter, and empires
You rely on senses other than sight to compensate or will all. You
You are how tomorrow ends
ends..
your blindness. Benefit: Once per [Round],
[Round ], the first time you make
Benefit: Whether by choice or by ate, you are per- an attack roll that is not an intentional miss, or
manently, irrevocably and incurably [Blinded]. spend a standard action to activate a spell or a
Te upshot o this is that you’ve gotten used to spell-like or supernatural, you gain one ocus
dealing with what you can’t see: you no longer point. As an immediate action, you may spend
suffer a - penalty to Perception checks or be- three ocus points to copy the last spell, spell-like
ing [Blinded], have [remorsense] out to [Close] ability, or supernatural ability activated rom the
range, and you always treat all creatures as i they previous [Round] i you or an ally activated it
are [Revealed]. and it is a circle no higher than your highest circle.
At th level , your attacks
attac ks inflict
infl ict two extra You
You may activate the copied spell or ability,
abilit y, even i
points o damage or every f between you and you do not possess that spell or ability.
abil ity. You
You cannot
your target, to a maximum o your character level. gain ocus points rom activating the copied spell
At th level, once per [Round ], when you would or ability or rom any attack rolls made as part o
make an attack, you may instead not make that it. Casting a spell or activating an ability through
attack. I you do, you gain a bonus equal to your this eat is a [Surge] effect.
level to your next attack roll.
On A Pale Horse [Iconic]
Lucky Cigarette Case [Iconic] You are the closest thing to the Grim Reaper that
Your equipment has a knack or getting in the way o your enemies will ever see.
shots aimed at your heart. Benefit: Tree times per [Encounter], as a ree
Benefit: Y
Your
our natural weapons gain the [Parrying]
[Parrying ] action, when you leave an opponent [Dead] or
property i they
t hey do not already
al ready have it. Your
Your weap-
property i they
t hey do not already
al ready have it. Your
Your weap
ons possess the [Parrying] property while you
Charge, rather than as a swif action. against this ability, at the beginning o your turn
each [Round], as a ree action, you may repeat
Strike Down [Iconic] this effect. A successul Fortitude save (DC +
You ocus your rage and your ustration, bringing ½ your level + KOM) negates this effect. Tis is a
your energy
energ y weapon to a crackling hum, dancing supernatural ability.
with electricity.
Prerequisites: Just Blade track, Mystic Focus Batter Down [Combat]
Benefit: As a swif or immed iate action,
acti on, i your A well-placed
well-placed blow can ell even the strongest enemies.
Grim Heritor is not charged,
charged , you may render your Prerequisites: o Iron Married, th level
Grim Heritor charged without choosing a spell- Benefit: On a critical hit with a melee attack you
like ability. When you hit an opponent with an at- make, you may knock that attack’s
attac k’s target [Prone].
tack using your Grim Heritor, i the Grim Heritor A successul Fortitude save (DC + ½ your level
is charged without a spell-like ability, you may + your KOM) negates the [Prone] condition.
render it no longer charged, which deals energy
damage with the [Electricity] descriptor equal to By Steel Beholden [Combat]
your character level to that opponent. You are invigorated by spectacular
sp ectacular attacks.
At th level, whenever you target an opponent Prerequisites: th level,
level ,
oo Iron Married
with your Mental Trust ability, it deals energy Benefit: On a critical hit with an attack you make,
damage with the [Electricity] descriptor equal to you recover HP per character level you possess.
your character level to that opponent.
Chapter VIII: Feats
Shadow
You can moveBlink [Combat]
om one place to another astonishing-
Once per [Round], as a ree action, you may auto-
matically find and draw some sort o improvised
ly quickly. weapon.
Benefit: As a swit action, you can add the
[
[eleport]
eleport] descriptor to your movements until the
t he Tell Them, Still Angry [Combat]
beginning o your next turn. Instead o moving, No table
table will remain unflipped.
you choose
c hoose a target
targe t ssquare
quare within
w ithin range o your Prerequisites: th level
movement and appear there. Benefit: When you die, you quit lie via a raging
explosion, inflicting [HP reduction] equal to
Sniper [Combat] times your character level on all creatures in a
maneuvers i you have access to them, while wield- property while you wield them, i they do not
ing a ranged weapon, making a single ranged attack already have it. Whenever you make a melee at-
instead o a melee attack. You can use Ceaseless tack without benefiting rom the [Reach] weapon
Flow to replace ranged attacks with the Close property against an opponent that has a deflec-
Meridian, Disarm, Neutralize, Open Gate and rip tion bonus to AC, you gain a eat bonus to your
combat maneuvers. attack roll equal to hal that bonus (minimum ).
a move action. and you are not. I you deal damage to that oppo-
nent with this attack, you deal additional damage
A Song of Arrows [Weapon] to opponent equal to your level i the opponent is
You can strike
str ike is aster than thought. [Flying], or equal to hal your level i it is not.
Prerequisites: th level Additional
Addit ionally,
ly, i this attack hits a [[Flying
Flying]] op-
Benefit: Tree times per [Encounter], you may ponent, that opponent stops [Flying], loses the
make a single attack as an immediate action. Fly movement mode until the start o your next
turn, and is knocked [Prone]. At th level, once
And My Axe! [Weapon] per [Round], you may replace one attack in your
Axes don’t hurt people. Enraged player characters attack action with this ability at the same attack
a check with the chosen skill or the in-combat you can increase the DCs o
o aallll spells,
spel ls, spell-like,
spel l-like,
use o the chosen skill. Tis choice is permanent. and supernatural abilities you activate by or
Additional
Addit ionally,
ly, your attacks inflict
inflic t tthe
he [Bleeding]
[Bleed ing] one [Round ]. Starting at th level,
level, you may use
condition when they hit. Arcane Recitation twice
tw ice per [Encounter].
trap spread with the Rune Magic eat, you may tion, you can influence target creature within
render it portable or the duration o the [Scene]. [Close] range to view you in as avorable a light
As a move action, you may pick
pic k it up i it is with- as possible until the end o the [Scene]. Tat crea-
in [Melee] range, which causes it to no longer ture immediately ceases hostilities with you and
be active. As a swif action, you may place it on your allies
al lies unless
unl ess threatened.
threatened . It cannot use offen-
any square within [Close] range and render the sive actions against you or your
your allies
all ies until the end
spelltrap spread active. At the end o the [Scene], o the [Encounter] or until you or an ally uses an
this portable spelltrap spread disappears. Placing offensive action against it. A successul Will save
down the spelltrap spread is a [Surge] effect. (DC + ½ your level + your Charisma modifier)
negates this effect.
Once per social encounter, instead o making
a social skill check, you may Charm a member o
an opposing party. Tat creature cannot use the
Intimidate
Intimidate skill until the end o the social encoun- Additiona
Addi tionalllly,
y, once per social
soc ial encounter,
encou nter, at any
ter. Additionally, until the end o social encounter, time, you may cause an opponent in the social
whenever that creature attempts to leave the social encounter to concede to all demands you make
encounter, it must make a Will save (DC + ½ until the end o the social encounter, as it gib-
your level + your Charisma modifier).
mod ifier). A success- bers incoherently, but that opponent may imme-
ul Will save allows the creature to leave the social diately make a single skill check as i you made
encounter. A ailed Will save prevents the creature a skill check with an Interaction skill against
rom attempting to leave the social encounter until it. Additionally, whenever you make a demand
you make a skill check or
o r a demand against it. A against that creature, it has a chance to im-
im-
successul Will save (DC + ½ your level + your mediately leave the social encounter. A successul
Charisma modifier) negates this effect. Willl save (DC + ½ your level
Wil level + your Charisma
All effects o this eat are [Mind-affecting].
[Mind- affecting]. modifier) negates this effect.
All effects o this eat are [Mind-affecting].
[Mind-affect ing].
Cloaked Casting [Skill]
the Perception skill. You gain a + eat bonus to cannot be affected by dimensional lock or similar.
Larceny checks. Te portal can be destroyed with minor intention-
al physical effort, but otherwise lasts indefinitely.
Confusion [Skill] Tis is a [
[eleport]
eleport] and [Warp]
[Warp] effect.
You excel at sowing chaos in the minds o others.
others .
Prerequisites: th level, Bluff as a trained skill Daggerstorm [Skill]
Benefit: Once per [Encounter], as a standard ac- You can summon a swaarm o flying magical daggers
d aggers
tion, you can undermine your enemies’ sanity to strike your oes down.
with your quips and subteruge. One target oppo- Prerequisites: th level, Arcana as a trained skill
nent within [Close] range per levels you possess Benefit: Once every two [Rounds], as a standard
becomes [Conused]
[Conused] or [Rounds]. A successul
successul action, you may release a swarm o magically
Willl save (DC + ½ your level + your Charisma
Wil guided daggers that home in on their targets. Te
modifier) negates the [Conused]
[Conused] condition. swarm deals an amount o damage equal to the
total o twice your level plus twice your KOM, di- modifier). A successul check means that you can
vided as you choose among any number o targets speak that terrible secret as a standard action.
within [Medium] range. Tis is a spell-like ability. Y
Your
our target must make a successul Will save (DC
+ ½ your level + your Intelligence modifier) or
Danger Sense [Skill] be [Dazed] or two [Rounds]. A successul Will
Your keen instincts have saved you om hidden dan-
d an- save still leaves the target [Sickened]. Tis abili-
gers more than once. ty cannot be used on a given creature more than
Prerequisites: th level, Perception as a trained skill once per [Scene].
Benefit: Te first time each [Encounter] each haz-
ard, creature, or effect within [Close] range is Disjunction [Skill]
compared to your Awareness deense, you may Te residual energy o your magic-reaving attacks
make a Perception check. I the result is higher impede the effectiveness o magic items.
than your Awareness deense, you can use it in Prerequisites: th level, Engineering as a trained skill,
place o your Awareness against that hazard, crea- ability to use a [Dispelling] effect as an extraordi-
ture, or effect. Additionally, you gain a + eat bo- nary, spell-like, or supernatural ability, or as a spell
spel l
nus to Perception checks. Benefit: Once per [Encounter], as a move action,
immediately afer using a [Dispelling] effect, you
Deft Strike [Skill] may temporarily weaken the items o a single
You understand that a well-placed strike can pierce
pie rce creature in [Medium] range or the range o that
armor that would resist a brutal blow. [Dispelling] effect, whichever is longer. For the
Prerequisites: Larceny as a trained skill next two [Rounds], any bonuses to d rolls or to
Benefit:: As a swif action, you may attempt a
Benefit Armor Class granted by this creature’s items are
Larceny check (DC + ½ opponent’s level + halved.
opponent’s Wisdom modifier) to distract your Special: Y
You
ou may not act
activate
ivate Disjunct
Disju nction
ion and
opponent and strike at a gap in your opponent’s Shout o Doom with the same [Dispell ing] effect.
armor. A successul check allows you to ignore an
amount o [Damage reduction] or [Resistance] Earthen Liege [Skill]
equal to your level or any offensive actions you Yours are the bones o the earth, flint and ggranite.
ranite.
take against that opponent or [Round]. Prerequisites: Earthshaper Warden or Earthshaper
Journeyman
Dread Secret [Skill] Benefit: Y
You
ou gain [Immunity
[Immu nity]] to being
bei ng [Blown
[Blo wn
Everyone has a skeleton or two in the closet.
closet. away] and a + item bonus to AC or every five
Prerequisites: th level, History as a trained skill levels you possess, rounding up. Tis is treated in
Benefit: Once per [Encounter] as a swif action, every way as being armored and thus is affected by
you may attempt a History
Histor y check
chec k to dis
discover
cover a the Blacksmith eat.
terrible secret relevant to a single opponent (DC
+ ½ opponent’s level + opponent’s Intelligence
Earthshaper Warden [Skill] [Force] descriptor. You also gain a + eat bonus
It is impossible
impossible to surprise that which always waits. to Perception checks.
Prerequisites: rd level, Geography as a trained skill
Benefit: During the first [Round] o combat, you Journeyman Healer [Skill]
have [Resistance] to all damage. People near you just seem to bounce back
back om more
serious injuries than normal.
Earthshaper Journeyman [Skill] Prerequisites: Medicine as a trained skill
You can move through earth and stone like water. Benefit: DCs or Medicine checks made by allies
Prerequisites: th level, Geography as a trained skill within [Long]
[ Long] range are decreased by . Tis eat’s
Benefit: You gain the Burrow movement mode. effect may stack up to times, rom three differ-
Additionally,
Addit ionally, with
wit h a concerted effort,
effort , you can dig
di g ent characters.
through materials that are normally too hard to
burrow. With one minute o uninterrupted effort Lightbender Adept [Skill]
you can
c an pass through any ace
a ce o stone or earth You have power over creatures’ shadows.
Prerequisites:
like a fish into water, entering an area o the ma- th level, Arcana as a trained skill
terial that is as large as your space or bigger. While
Whi le Benefit: You
You are always aware o the shadows that
inside, you can move reely through the material’s have been cast within your [Close] range over the
space within a ten-mile radius o the square you past hour.
entered. You must also exit the material through Once per [Scene], as a move action, you may
an area o the material that is as large as your become aware o the shadows that would have
space or bigger. been cast by [Invisible] creatures within your
[Close] range over the past hour i they were not
Explosives Expert [Skill] [Invisible] until the end o the [Encounter]. Tis
You are a grim
g rim able with an unhappy end.
end . causes [Invisible] creatures to be [Revealed] and
Prerequisites: Engineering as a trained skill, Demo take a - penalty to their Stealth modifier as long
Man track as they remain within your [Close] range until the
Benefit: Y
You
ou gain a + eat bonus on Engineering
E ngineering end o the [Encounter].
checks and to the DCs o Demo Man track abilities.
Lightbender Magus [Skill]
Ghost Hunter [Skill] Prerequisites: th level, Lightbender Adept
You’re trained to fight otherworldly threats. Benefit: Once per [Round], as a ree action, you
Prerequisites: th level, Perception as a trained skill can manipulate the play o light or shadow to lash
Benefit: Once per [Scene], as part o a move ac- at a single opponent within
wit hin [Medium] range. Tat
tion, you can use see invisibility as a spell-like opponent becomes [Dazzled] and takes dam-
ability, except that its duration is [Encounter] age equal to your KOM. Additionally, twice per
instead. Additionally, whenever you make an at- [Encounter], as a standard action, you can use the
tack, you may cause all damage it deals to gain the searing light spell as a spell-like ability.
to the DCs o all five combat maneuvers rom the pedal without them ever knowing.
knowing.
above list. Prerequisites: th level, rained any two o Bluff,
Diplomacy, or Arcana.
Master Healer [Skill] Benefit: Once per [Scene], you may alter how up
You can create
c reate potions that mimic the effects o com- to two creatures within [Close] range recall a con-
plex medical procedures.
procedures. versation, dialogue, or written statement by up to
Prerequisites: Journeyman Healer, th level two words. Depending on the extent o the alter-
Benefit: You gain the ability to brew short-lived ation, this might be permanent, or it might only
draughts that duplicate the effects o a Medicine last through next [Scene].
check. o make one, you must pass the corre-
sponding check by ten or more. You may make Safekeeper Adept [Skill]
three draughts per [Scene]. Tese draughts last Te saest place or your treasure is
i s outside o reality.
until the end o the [Scene] and can be used as Prerequisites: rd level, Arcana as a trained skill
part o a move action. Benefit: You have the capacity to open and main-
tain a small dimensional pocket, which you can
Master Scout [Skill] open or close as a move action. Tis opening ap-
You’ve adapted to tough terrain. pears perpendicular to the ground in a square
Prerequisites: Acrobatics or Athletics as a trained
t rained in your space. Creatures leaving the square may
skill choose to enter the pocket or ignore it. Te open-
Benefit: You
You gain the
t he Swim movement mode,
mo de, and ing does not block line
l ine o sight or effect. At only
moving out o a square o difficult terrain does not cubic f, storage is modest but secure, as no
cost you extra movement. You gain a + eat bo- one else can access this dimensional pocket while
nus to Acrobatics and Athletics checks. you are
are alive. Te pocket is incapable o sustaining
lie, and will not close with a creature inside o it. immediately afer using a [Dispelling] effect, you
I you are [Dead] at the end o the [Scene], the let loose an inaudible, reality-shaking scream
pocket opens and dumps its contents
contents essentially against a single creature within [Medium] range
at random within [Melee] range o your corpse (or or the range o that [Dispelling]
[Dispell ing] effect, whichev-
the spot where you died, i you have no corpse). er is longer. Pick any two o the ollowing: attack
rolls, skill rolls, Fortitude saving throws, Reflex
Safekeeper Magus [Skill] saving throws, Will saving throws, or Armor Class.
Te nice thing about your mind is that you don’t For the next two [Rounds], any bonuses to the
have to pay rent to live there. chosen statistics granted by the target creature’s
Prerequisites: Saekeeper Adept, th level tracks are halved.
Benefit: Te dimensional pocket you maintain Special: You may not activate Disjunction and
no longer opens when you die unless you will it. Shout o Doom with the same [Dispell ing] effect.
Storage is expanded to about cubic f, or
roughly a -f cube. Air replenishes slowly but Sinister Sinews [Skill]
steadily, and is sufficient to sustain up to people Sometimes muscles are as intimidating as words.
indefinitely. Saekeeper Magus is not appropriate Prerequisites: Intimidate as a trained skill
or all campaigns, and should be explicitly cleared Benefit: You substitute your Strength modifier
with your GM. or your Charisma modifier when making an
Intimidate check and when calculating DCs or
Savvy Librarian [Skill] [Fear] effects you activate, i those effects would
I it exists, you’ve read about it. normally have Charisma-based DCs.
Prerequisites: Geography or History as a trained
skill Terrifying Shout [Skill]
Benefit: Choose either Geography or History. You can perorm a savage war cry that instills ear
Y
You
ou gain a + eat bonus
bonu s to the chosen
cho sen ski
skillll.. into the enemy.
Additio
Add itional
nally,
ly, wheneve
whe neverr you would attempt
attem pt a Prerequisites: th level, Intimidate as a trained skill
Knowledge skill check o a type relevant to a Benefit: When
Whe n you use the combat
comb at unction
unc tion o
creature against a creature o that type (Medicine the Intimidate skill, you can affect all opponents
against a [Humanoid], or example), you may within [Close] range. You gain a + eat bonus to
make a skill check with the chosen skill instead. Intimidate checks.
on an opponent. Doing so gives the opponent a ails its Will save against your Growing Horror
social check (as i you used the Diplomacy skill).
skill ). ability, as a swif action, you can send a wave o
Te opponent must succeed on a Will save (DC ear sweeping through the battlefield. Until the
+ ½ your level + your Charisma modifier) or end o the [Encounter], allies gain a + eat bo -
rerain rom using the Bluff or Intimidate skills nus on all d rolls as long as they are within your
or the duration o the social encounter. [Close] range, and opponents suffer a - penalty
All effects o this eat are [Mind-affecting].
[Mind- affecting]. on all d rolls as long as they are within your
[Close] range.
When you bite an opponent, you latch on with your Tis is a [Fear], [Mind-affecting] ability.
powerul angs. » Clutch of the Grave SLA: As a standard
stand ard act
action,
ion,
Prerequisite: Vampire race you may make a single melee attack, which
Benefit: Whenever you heal HP with the Bloodlust deals damage as normal, plus an add itional
ability, you gain an equal number o temporary HP. d damage per level. Tis is a [Negative]
ability, and does not provoke attacks o
Ghoulish Enthusiasm [Racial] opportunity.
While others see a battle, you see a buffet. » Breath of Decay SLA: As a standard action,
actio n, you
Prerequisite: Ghoul race may make a single ranged attack against a
Benefit: I a creature ails its Fortitude save against target within [Close] range. I it hits, it
i t deals
your Horrible Bite, you may immediately
immed iately make dam-age as normal, and your target takes a
a [Bonus attack] using your Ghoul Bite natural - penalty to attack rolls and either Fortitude
weapon against that creature. or Reflex saves or the [Encounter]. Tis
Skinjob [Racial]
You can infiltrate the ranks o meatbags with
w ith ease.
Prerequisites: st level only, Sentient Construct race
Benefit: You
You are basically indistinguishable rom a
race o your choice (your chosen race must be the
same size as you naturally are). You gain a + racial
bonus to Larceny checks. Additionally, skill check
DCs to identiy your abilities increase by points.
Chapter VIII: Feats
CHA PTER
Combat Rules
IX
Fantasy
Fantasy worlds are full
f ull of ravenous monsters that hunger
hunger for flesh, slumbering guard-
ians of ancient tombs, or ambitious warriors seeking wealth, fame, or power. When
yourr charac
you characters
ters inevi
inevitably
tably run into them,
them, a fight
fight is
is al
almost
most certain
certain to break out. While
Legend does not have as strong an emphasis on killing things to take their stuff as
some other RPGs, there are other reasons you may want to do so. Te rules in this
chapter explore the ins and outs of your options in battle, including how to attack,
how to move, and how various actions and effects interact with one another.
Initiative
Initiative determines when each character in a
combat encounter is able to act. At the beginning
o a combat encounter, each player rolls an initia-
tive check or characters under their control, and
the GM rolls initiative or all creatures not un-
der the players’ control. From that point onward,
each creature in the encounter acts on its initia-
tive count – the numerical result o the initiative
check, ordered rom highest result first.
A Developer Note on Scene and Quest Durations: It is More importantly, it gives a clear and natural me-
worth noting that we include two somewhat variable chanic or delineating when these powerul effects
buy Limited Diplomatic Immunity om a iendly ters, or until the GM eels the narrative has shif-
embassy or the duration o that quest, but only that ed gears om one “scene” to another. Tis has thethe
quest. I you wander off to hunt a dragon, discover distinct advantage o giving magic a much more dy-
that it’s a mayor o a nearby town, and murder it namic eeling, by adding a sense that in the same
same
brutally in the night, your Diplomatic Immunity isn’t way that armor must be maintained regularly based
going to apply
apply,, or at least won’t
won’t be useul in protect
protecting
ing on the amount o wear, protective magic likewise de-
you om
om the angry mob.
mob. grades based on the way it is used.
used . While we could
Quest-long buffs
buffs let Game Masters offer substan- codiy this as amounts, one big movement in the
tial non-repeatable aid as part and parcel o the Legend system was a decrease in book-keeping
book-keeping with-
economy, allow
allow you to perorm
peror m crazed shamanic rit- out a decrease in the reliability
reliability o the rules. Scene
uals or even give us a way o talking about what it duration orms a compromise here, and we must
means to wrest the reins om Mother Nature and again emphasize the intended minimum durations
controll the weather over aorementioned capital city.
contro or Scene-long effects.
with the new [Scene] being the midnight ambush attack roll. Some eats and items also allow char-
that hurls them back into lie-or-death combat. acters to make attacks at one or more range cate-
O course, as noted in the sidebar, a single [Scene] gories higher than normal.
normal . Any effect that reaches
should not last more than five encounters. a range category automatically reaches any lower
range category, so an effect with [Long] range also
Quest is capable o targeting within [Medium], [Close],
An effect that lasts
l asts throughout
through out one
o ne entire arc o
o and [Melee] range.
the plot, but is in effect primarily while that arc is Range categories are expressed using eet, but
being pursued directly. Any variation on this will can be converted to meters in the same way that
be described in the text that explains the effect or distance is.
bonus in question.
Melee range
[Melee] range deaults to f + f per levels
Distance (up to f at level ). Weapons
Weapons with the
t he [Reach]
which causes it to lose the [Flying], [Burrowing], adjacent to a mount are considered to be adjacent
or [Swimming] conditions i it possesses any to any o the mount’s occupants.
o them. A creature cannot gain the [Flying], A mount’s occupants cannot choose to move
[Burrowing], or [Swimming] conditions while while onboard the mount; instead, they move
it possess the [Soaring] condition. Descending when the mount does, at its movement speed and
removes the [Soaring] condition rom the crea- in the same direction. Occupants benefit rom
ture at which point the creature may choose to any special movement modes that the mount uses,
gain the [Flying] condition i it possesses the gaining or losing any related conditions. All o a
Fly movement mode. Ascending and descending mount’s occupants have line o sight and line o e-
both provoke attacks o opportunity. ect to each other, and are within [Melee] range o
one another.
A creature that uses an ability or effect to orc-
Mounted Combat ibly move an mount’s occupant may move the
mount instead. A creature may only move target
Mounts are unique in Legend, in the sense that occupant with such an ability or effect i the crea-
squares they occupy are specifically meant to be ture is also an occupant o the mount; the first f
occupied by creatures. A mount can occupy a single
singl e o the orced movement is used to dismount target
f space, or it can occupy a square o such spac- creature and place it in an unoccupied square o
es (or instance, a space o squares by squares), the other occupant’s choice adjacent to the mount,
and can have as many occupants, including its rider i such a square is available. I the ability or effect
and any passengers, as can fit within its spaces. Any does not offer a save to negate the orced move-
ability or effect that targets one square in a mount’s ment, a successul Reflex save (DC + / the oth-
space can instead target any other square in that er occupant’s level + the other occupant’s KOM)
mount’s space. A mount’s occupant is considered causes the mount to be moved instead. I a mount’s
to be within any o the mount’s squares when de- occupant makes that successul save, or a successul
termining line o effect and line
l ine o sight. A mount’s
mount’s save against an ability or effect that would orce it
occupant may treat any o the mount’s squares as i to move, then or the rest o the [Round], other e-
they occupied those squares. Creatures and squares ects that would move the occupant would instead
move the mount.
A Note on Mounts: Mounts are not necessarily inor- Effects that reduce the rider’s movement speed
ganic vehicles;
vehicles; a mount may be a horse, or instance,
instance, or prevent movement affect the mount. Attacks o
or a iendly hunchback who gives piggyback rides. opportunity provoked during a mount’s movement
Tey are not, however, considered creatures whenev- are made against any one o its occupants.
er we reer to that term throughout the book. GMs Creatures may climb onto a mount rom any
should be very careul about offering mounts with square in or adjacent to its space, and may likewise
more than a f by f space, which start to move climb off o it to any square in or adjacent to its
beyond the scope o these rules. space. Climbing onto or off o a mount does not
ree-all as detailed in the [Soaring] condition. I o avoiding such an attack: the f step and the
a mount’s rider does not wish or a given creature Run action. Remember that movement caused by
to board, that creature must make a successul opponents (such as being [Blown away] by a Just
Acrobatics, Athletics
Athletics or Ride
R ide check (DC + the Blade’s Mental Trust) or other allies (becoming
rider’s Ride skill bonus) to climb onto that mount; the target o a riendly tactician’s dimensional
ailure means the action is used with no effect. I swap) does not count as an action made by you,
a mount is [Flying],
[ Flying], [Swimming], [Burrowing], or and thus would not provoke an attack o oppor-
[Soaring] a creature must also possess the relevant tunity unless otherwise stated.
condition to climb onto it.
Performing a Distracting Act
Some actions, when perormed in a threatened
Attacks of Opportunity square, provoke attacks o opportunity as you
divert your attention rom the battle. Remember
Sometimes a creature in melee combat lets its guard that even actions that normally provoke attacks
down. In this case, nearby combatants can take ad- o opportunity may have exceptions to this rule.
vantage o the lapse in deense to gain ree attacks.
Tese ree attacks are called attacks o opportunity. Ranged attacks
Making one or more ranged attacks provokes an
Threatened Squares attack o opportunity.
Y
You
ou threaten
threate n all
al l squares
square s within
with in [Melee]
[Mele e] range,
even when it is not your turn. An enemy
en emy that takes Making an Attack of Opportunity
certain actions while in a threatened
threatened square pro- An attack o opportunity is a single
sin gle melee attack,
vokes an attack o opportunity rom you. and you can only make one per [Round]. You
Deadly Aim and it lacks the Fly movement mode and is not
As a ree action,
actio n, beore using a standard action [Grappled] by you, it loses the [Flying] condition
to attack on your turn, you may apply a penal- and alls at the end o your next turn unless you
ty equal to or less than your Base Attack Bonus use the Drag combat maneuver on it during your
on all ranged attack rolls that you make or one next turn.
[Round], and apply that number as a bonus to A successul
success ul Fortitude save (DC + ½ your
damage on all ranged attacks that you make or level + the higher o your SR or DEX modifiers)
one [Round]. negates all effects o the drag combat maneuver,
including movement. (Tis includes effects on
Defensive Fighting the creature activating the maneuver.) A [Pinned]
As a move action,
ac tion, you can fight
fig ht deensively, gain- creature cannot make this save, and a willing ally
ing a + bonus to Armor Class or one [Round]. may choose not to make the save.
Y
You
ou may not fight deensively
deens ively and Charge on the You cannot use the drag combat maneuver i
same turn. your target is [Grappled]
[Grappled ] or [[Pinned
Pinned]] by any oth-
that is not [Pinned] and has been [Grappled] your attack hits, your oppone
opp onent
nt must make a
or one or more consecutive [Rounds] that in- Reflex save (DC + ½ your level + the higher o
clude this [Round]. A hit causes you to become your SR or DEX modifiers)
m odifiers) or
o r become [Prone].
[Grappled] by the target, and your target to be-
come [Pinned] by you until the end o your next Run
turn, until you are no longer adjacent to that op- As a standard action,
actio n, you can move up to your
ponent, or until you become [Dead] or [Helpless]. speed without provoking an attack o opportuni-
A successul Fortitude save (DC + ½ your level ty. Tis does not preclude using your move action
+ the higher o your SR or DEX modifiers) ne- to move again (or a total o twice your normal
gatess the [Pinned]
gate [Pinned ] condition. move speed).
Power Attack
As a ree action, beore using a standard action to Vision and Detection
attack on your turn, you may apply a penalty equal
to or less than your Base Attack Bonus on all melee Line of Sight
attack rolls that you make or one [Round], and ap- A lin
linee o sight
sig ht is a straig
straight,
ht, unblocked
unblo cked lin
linee be-
ply twice that number as a bonus to all
al l damage on tween two squares that indicates what a creature
all melee attacks that you make or one [Round]. can clearly distinguish.
distin guish. Your
Your line o sight normally
normal ly
You
You may not use Power Attack and use Deensive
Dee nsive extends only to [Long] range, however, you auto-
Fighting or Precise Strike in the same [Round]. matically attempt to establish line o sight to any
creature within [Extreme] range that takes an o-
Precise Strike ensive action that would affect a square you occu-
As a ree action, beore using
usi ng a standard action to py. You may also attempt to establish line o sight
attack on your turn, you may apply a penalty less to creatures currently within [Extreme] range by
than or equal to your Base Attack Bonus to the spending part o a move action to locate distant
damage o all attacks you make or one [Round]. creatures. Beyond [Extreme] range, you cannot
For every points o penalty, you gain a + bo- usually maintain line o sight.
nus to attack rolls and your attacks each ignore Line o
o sight is blocked by solid barriers
barriers and
a total o points o [Damage reduction] and similar limitations that affect normal sight, as
[Resistance]
[Resistance] or one [Round ]. well as the Stealth skill, and is limited by darkness,
You may not use precise strike in the same og, smoke, and certain conditions. Some vision
[Round] as you use Deadly Aim, Deensive modes can establish line o sight through some o
Fighting or Power Attack. these barriers.
You are [Flat-ooted
[Flat-o oted ] against any creature to
Trip which you do not have line o sight, and are not
As a standard
stand ard action, make a single
sin gle melee attack. automatically aware o the square or squares it oc-
Te attack does normal damage. In addition, i cupies, or even the direction to it. You
You can attempt
Y
You
ou can establish line o effect even without line o
o though it had no cover. Unortunately, the wall
sight, and in some cases it may be possible to have will still stop an arrow. A successul Stealth check
line o sight without line o effect. For example, a against your Awareness deense reduces this to
sphere o darkness or a paper screen would block a general directional awareness o the creature
line o sight but not line o effect, while a cage o which made the Stealth check.
unbreakable glass or wall o invisible orce would
block line o effect but not line o sight.
si ght. Tremorsense
Y
You
ou must have a clear
c lear line
l ine o effect
effe ct to any target [remorsense] bestows all the beneits and
against which you attempt to activate an abil- restrictions o [Ghostwise sight], but pierces
ity, or to any space in which you wish to create [Invisible]
[Invisible] completely and also obviates
obviates any dis-
d is-
an effect. You must have a clear line o effect to tortion created by a [eleport] effect. Further, as
the point o origin o any ability you activate. I a swif action, you can image the area, locating
you somehow
someh ow occupy the
t he interior o an object
objec t or stationary objects and creatures. Tis allows you
terrain eature
eature that would block l ine o effect, it to make a Perception check (DC + creature’s
blocks your line o effect. total Stealth modifier) to detect each creature in
An area effect affects only an area, creatures, or the area using the Stealth skill, and also allows
objects to which it has line o effect rom its origin. you to automatically
automatical ly detect any creatures
c reatures in the
An otherwise solid barrier with a hole o at area to which you do not have Line o Sight and
least square oot through it only blocks line o which are not using the Stealth skill, and discern
effect or melee attacks. It is not treated as a barri- the eatures o terrain in the area that you could
er or any other attack or ability. not otherwise perceive with normal vision or oth-
er special vision modes.
condition, and Stealth bonuses rom clouds, magic items is physical damage.
smoke, and other orms o concealment that rely
on eliminating visual cues. Energy
Damage rom [Acid], [Cold], [Electricity] and
[Fire] is energy damage.
with the damage type that descriptor is. Tat [Healing] Effects
damage then loses any descriptors that are a dam- [Healing] effects are supernatural, spell-like or
age type. spell abilities that restore a creature’s health in-
stantly. Tey can also temporarily grant the [Fast
Healing healing] ability
abil ity.. Te [Battered]
[Battered] condition
cond ition negates
Whenever
When ever an effect heals a specified
s pecified number o healing rom these effects.
HP, the affected creature increases its current HP
by that amount, though its current HP can never Temporary HP
exceed its maximum HP. Most orms o healing emporary HP are “ake” hit points that can bring
are prevented by the [Battered] condition. your total HP above your maximum HP. When
Whe n
you take damage,
dama ge, temporar
temp oraryy HP are lost first.
first .
Natural Healing Multiple pools o temporary HP do not stack;
Afer an -hour
-hour rest,
rest , a creature
c reature who has at least only the largest source o temporary HP applies
hit point or has been stabilized with the Medicine at any given time. All o your temporary
temporar y HP pools
skill heals hit points per level, and a day o com- are reduced when you take damage, even i they
plete relaxation (with no encounters) counts as are not being applied to your HP total. Unless
two -hour rests. Some effects do damage that otherwise noted, temporary HP last until the end
cannot be naturally healed. o the [Encounter], though the party should have
ample time beore that happens to properly heal
a creature only kept conscious or alive through
Fast Healing temporary HP.
HP.
Some creatures have the extraordinary ability to
heal very quickly, tagged as [Fast healing]. Tis Death
ability always includes a number, such as “[Fast I a creature has HP equal to the negative o its
healing] ”; a creature with this ability heals that Constitution score or lower, it is [Dead]. [Dead]
number o hit points every [Round] at the begin-
begin- creatures cannot sense their surroundings, act,
ning o its turn. Te [Battered] condition
cond ition negates think, or reflect. Teir souls depart rom their
healing rom this source while it is active, although bodies. At the discretion o the creature who
the healing resumes once the condition is gone. dealt the atal damage, a creature may be lef
[Unconscious] and [Stable] instead, with one HP
Using the Medicine Skill more than the minimum that would kill it.
Healing resulting rom the Medicine skill stacks
with natural healing. I the Medicine skill is used
to stabilize a [Dying] or [Disabled] creature, nat-
ural healing resumes normally aferward.
Battered Burrowing
Te creature’s current HP cannot be increased by [Burrowing] creatures move through earth, soil,
any effect, rendering them effectively immune to and sediment with relative ease. [Burrowing]
healing. Tis does not prevent them rom gaining creatures are deep enough underground that a
temporary HP.
HP. non-burrowing creature may only target them with
Tis condition is automatically removed rom [Ground] effects or i they are in its [Melee] range.
a [Dying], [Stable], [Unconscious], or [Dead] However, [Burrowing] creatures are close enough
creature.
creature. Unless otherwise noted, this condition to the ground that they can be caught in [Ground]
[Ground]
expires at the end o the [Encounter]. and area effects. A [Burrowing] creature may only
target non-[Burrowing] creatures i they are within
Bleeding its [Melee] range. [Burrowing] otherwise does not
A creature that is [Bleeding]
[Bleed ing] suffers d [HP re- affect line o effect, and does not affect line o sight.
sig ht.
duction] each [Round] at the beginning o its [Burrowing] creatures are only considered adjacent
turn plus an additional d [HP reduction] or ev- to other [Burrowing] creatures.
ery [Round] it has continuously been [Bleeding]. [Burrowing] creatures ignore above-ground
Tis condition lasts three [Rounds], but the du- obstacles that are not specifically identified as a-
ration resets each time an effect would inflict it. ecting [Burrowing] creatures, such as walls with
Affected creatures may spend
spen d a move action
actio n to shallow oundations, and moving out o a square
remove this condition, but doing so provokes at- o difficult terrain does not cost them extra move-
tacks o opportunity. ment. Tey are not at risk o suffocating due to
the lack o air underground. A [Burrowing] crea-
Blinded ture can move through the space o a non-[Bur-
Te creature cannot see, and the resulting dis- rowing] creature, and vice versa, but cannot end a
orientation causes a - penalty on Perception movement in that space.
checks. he creature treats all creatures as i
they were [Invisible]. (Special vision modes like Burning
[remorsense] are as effective as always.) A creature that is [Burning]
[Burnin g] takes d damage
each [Round] at the beginning o its turn plus an
additional d damage or every [Round] it has
tions. A [Flying] creature is blown back d × then its actions are determined by rolling d at
f in the opposite direction, unless this condition the beginning o its turn:
prevents movement in all directions, in which case
it is not blown back. Tis is a [Binding] effect. Attack the source of the condition (or move
0-10
towards it if attacking is not possible)
11-20 Act normally
Concealed 21-50 Do nothing but babble incoherently
A [Concealed]
[Concealed ] creature is partially
partial ly obscured by a Run with its standard action and move with
51-70
its move action if either action is available
cloud, [Glamer] effect, or other object or effect
Move toward and (if possible) take an attack
that does not outright stop attacks. Attacks tar- 71-100
action against the nearest creature.
geting a [Concealed] creature suffer a [Miss
chance]. A [Conused]
[Conused] creature
creature who can’t carry out
out the indi-
cated action does nothing but babble incoherently.
The Fear Ladder: [Fear] effects unction with increas- with a given condition is affected by an effect that
ing severity i a character is already aaid. It is help- removes a lesser condition, subtract the correspond-
ul to think
think o ear effects
effects as a “ladder”
“ladder”,, with
with the
the worst
worst ing adjustment om the creature’s total ear level,
condition at the top and less-severe conditions stack- and change the creature’s
creature’s ear condition as needed
needed..
ing on top o each other to create more severe effects.
Condition Severity Increase
Each application o a condition increases a crea-
[Cowering] 12 –
ture’ss total ear level by the give
ture’ givenn amount, and when
[Panicked] 7 +5
the total equals
equals or exceeds the Severity o a given con- [Frightened] 3 +3
Covered Dead
A [Covered] creature is protected rom
rom attack by [Dead]] creatures
[Dead creatures cannot benefit rom normal or
some kind o obstruction (such as a wall or tree). magical healing, but they can be restored to lie
A [Covered] creature gains a + bonus to AC. via certain means. A [Dead] body decays normal-
ly unless magically preserved, but magic that re-
Cowering stores a [Dead] creature to lie also restores the
Te creature is rozen in ear and can take no ac- body either to ull health or to its condition at the
tions. A [Cowering] creature takes a - penalty to time o death (depending on the spell or device).
Armor Class and loses her Key Deensive Modifier
Modifier Either way, resurrected creatures need not wor-
bonus to AC (i any). ry about rigor mortis, decomposition, and other
Unless otherwise
otherwis e noted, this condition
condit ion expires conditions that affect dead bodies. [Dead] crea-
at the end o the [Encounter]. tures are objects, not creatures, and can neither
sense their surroundings nor act.
Damage Reduction
When ever you would take damage rom a phys-
Whenever Deafened
ical or untyped source (such as a melee attack, A [Dea
[Deaened
ened ] creature cannot
canno t hear. It has a -
but not a [Fire] spell), it is reduced by a specific penalty to Awareness and on Perception checks
amount given in the description o the ability that and has the results o its initiative reduced by . A
granted you damage reduction. Multiple sources creature does not act again on their new initiative
o [Damage reduction] stack. until the next [Round].
Dazed Disabled
Te creature is unable to act normally. A dazed A creature with exactly
exact ly hit points,
p oints, or a [Stable]
creature can take no actions other than a single creature who is not [Unconscious], is [Disabled].
f step per [Round], but has no penalty to AC. A [Disabled]
[Disabled ] creature
creature may take only a single move
Te dazed condition typically lasts [Round]. action or standard action each [Round] (but not
both, or swif or immediate actions), and has its
Dazzled movement speed halved. A [Disabled] creature
Te creature is unable to see well because o over- that takes a standard action takes
ta kes damage, which
stimulation o the eyes. A [Dazzled] creature ignores [Damage reduction] and [Resistance], a-
takes a - penalty on attack rolls and Perception ter the action is completed.
checks. Te [Dazzled] condition generally lasts
no more than [Rounds]. Dying
A [Blinded ] creature has [Immunity] to being A [Dying]
[Dying ] creature is near death, and has negative
[Dazzled]. hit points but is not [Dead]. A [Dying] creature is
[Unconscious] or as long as it is [Dying]. At the
end o each [Round], starting with the [Round] in this condition lasts until the end o the current
which the creature gains this condition, the crea- [Scene]. A creature that is [Exhausted] cannot
ture’ss recovery is subject to a percentile chance
ture’ ch ance or gain the [Fatigued
[Fatigued ] condition until it is no longer
ailure; a d roll under means that the creature [Exhausted].
takes point o damage, which ignores [Damage
reduction] and [Resistance]. Otherwise, the crea- Fatigued
ture ceases to be [Dying] and becomes [Stable]. A [Fatigued
[Fatigued ] creature
creature can neither Run nor Charge
Addition
Addi tional
ally,
ly, i a [Dying
[Dy ing]] creature’s
creature ’s hit points
poi nts and takes a - penalty to d rolls. I a [Fatigued]
reach an amount equal to the negative o its creature would become [Fatigued], it becomes
Constitution score or lower, it is [Dead]. I its hit [Exhausted] instead. I a [Fatigued
[Fatigued ] creature be-
points reach or higher, it ceases to be [Dying]. comes [Exhausted],
[Exhausted], it loses this condition. Unless
otherwise noted, this condition lasts until the end
Energy Drained o the current [Scene].
A creature
c reature with
w ith this condition
cond ition suffers a - penal-
Entangled Flying
Being [Entangled] impedes movement,
movement, but does [Flying] creatures are ar enough above the
not entirely prevent it. An [Entangled]
[ Entangled] creature ground that grounded creatures treat them as
has its movement speed halved, cannot Run or outside their [Melee] range (and vice versa), but
Charge, and takes a - penalty to attack rolls and at low enough altitude that they can be targeted
AC. Tis is a [Binding]
[Bind ing] effect. by ranged weapons and are caught in area effects.
[Flying] creatures are only considered adjacent to
Exhausted other [Flying] creatures.
An [Exha
[E xhaust
usted
ed ] creatur
cre aturee has its moveme
move ment
nt [Flying]
[Flying ] creatures ignore obstacles they can
speed halved, can neither Run nor Charge, and fly over that are not specifically identified as a-
takes a - penalty to d rolls. An hour o rest ecting [Flying] creatures, such as walls without
removes this condition and makes the creature ceilings, and moving out o a square o difficult
[Fatigued] instead, but unless otherwise noted,
its turn must skip either a standard action or move damage rom that damage type t ype or would take dam-
action during its turn (Tis has no effect i the crea- age with that descriptor, it is reduced by twice that
ture already skips a standard action or all its move creature’s character level, or i the effect granting
actions due to other conditions). A [Frightened] that creature [Greater resistance] does not origi-
creature that is unable to flee must fight. nate rom that creature, twice the character level
Unless otherwise
otherwis e noted, this condition
condit ion expires o the effect’s source. Effects that would ignore
at the end o the [Encounter]. or reduce the effects o [Resistance] also apply to
[Greater resistance]. [Resistance] and [Lesser resis-
Fully Concealed tance] do not stack with [Greater resistance].
A [Fully
[Ful ly concea
con cealed
led ] creature
creat ure is barely
bare ly vis
visible
ible..
Attack s targeting
Attacks target ing a [Fully
[Ful ly concealed
conc ealed ] creature
creatur e Helpless
suffer a [Miss chance]. A [Helpless] creature is held,
held , bound,
bound , sleeping,
sleepi ng, or
or
otherwise completely at an opponent’s mercy.
mercy. A
helpless target loses its KDM bonus to AC, can
Grappled take no actions, and cannot choose to use abili-
abili -
A [Grappled
[Grapp led ] creature
creatu re is restrained
restra ined by one or ties. Unless held upright or airborne, a [Helpless]
more opponents in adjacent squares; these oppo- creature loses [Flying] and is [Prone],
[Prone ], but i it alls
nents are said to be “grappling” it. Te [Grappled] [Prone], ranged attacks made against it do not
creature loses any Stealth check result it may have suffer the normal penalty.
had, can only ever move under its own power
had, can only ever move under its own power
with [eleport] effects, and the only actions it can Immunity
make reely are attack actions or combat maneu- A creature
c reature with
w ith [Immunity]
[Immunit y] to conditions,
cond itions, dam-
vers against creatures that are grappling it. age or effects with a particular descriptor, or
damage o a particular type may choose to not be rom that creature, hal the character level o the
affected by those conditions, effects, or damage. effect’s source (minimum point o reduction).
Effects that would ignore or reduce the effects o
Invisible [Resistance] also apply to [Lesser resistance]. I
Visually undetectable. [Invisible] creatures are a creature would gain [Lesser resistance] to the
[Fully concealed] and gain a + bonus to Stealth same damage type or descriptor rom two sources,
rolls. it gains [Resistance] to that damage type or de-
I an [Invisible] creature did not make a Stealth scriptor instead. I a creature would gain [Lesser
roll in the last [Round], at the beginning o its resistance] to the same damage type or descriptor
turn, it may compare ( + its level + DEX - cu- rom three or more sources, it gains [Greater re-
mulative penalties to the Stealth skill + cumula- sistance] instead.
tive bonuses to the Stealth skill ) to the Awareness
Awareness
deense o each creature with line o sight to it. Nauseated
I this number equals or exceeds that creature’s Experiencing distress in whatever passes or a
at the end o its turn, a [Paralyzed] creature may no more than f per [Round], cannot take
make a Fortitude save with a DC equal to that o f. steps, takes a - penalty to melee attack rolls
the save it ailed against to receive this condition. and is [Flat-ooted] against melee attacks, but is
A succe
successul
ssul Fortitude save removes this condi-
cond i- [Covered] against ranged attacks. As a swif ac-
tion. Unless otherwise stated, this condition lasts tion which provokes attacks o opportunity, or as
or one [Round]. Tis is a [Binding] effect. a move action which does not provoke attacks o
opportunity, a creature can all [Prone], or stand
Petrified up and remove the prone condition.
A creature who becomes [Petrified]
[ Petrified] is [Helpless],
though it is not rendered [Prone]. A creature that Resistance
becomes [Petrified]
[Petrified] loses the [Flying] condition
cond ition Wheneverr a creature
Wheneve creature with [Resistance] to a partic-
partic-
and alls. Once per [Round ], at the end o its turn, ular damage type or descriptor would take dam-
a [Petrified] creature may make a Fortitude save age rom that damage type or would take damage
with a DC equal to that o the save it ailed against with that descriptor, it is reduced by that creature’s
to receive this condition. A successul Fortitude character level, or i the effect granting that crea-
save removes this condition but leaves the crea- ture [Resistance] does not originate
o riginate rom that crea-
ture [Energy drained] by the source o the pet- ture, the character level o the effect’s source. I you
rification. I this condition’s duration ends, the would gain [Resistance] to the same damage type
creature is lef [Energy drained] by the source or descriptor rom two sources, or i you would gain
o the petrification. Unless otherwise stated, the [Resistance] and [Lesser resistance] to the same
[Petrified]
[Petrified] condition
cond ition lasts or one [Round]. damage type or descriptor, you gain [Greater re-
sistance] to that damage type or descriptor instead.
Pinned [Lesser resistance] does not stack with [Resistance].
A [Pinned
[Pinn ed]] creature is immobil ized by an
a n oppo-
o ppo-
nent, taking a - penalty to AC. It can only take Revealed
one kind o action: as a move or standard action, his creature cannot beneit rom being
it can remove the [Pinned] condition and be- [Concealed]
[Concealed] or [Fully concealed].
come [Grappled] by the opponent by which
whic h it was Unless otherwise noted, this condition
condit ion lasts
pinned instead with a successul Fortitude save one [Round].
(DC + ½ opponent’s level + the higher o the
opponent’s SR or DEX modifiers). It may make Soaring
this action even though it is [Grappled].
[Grappled]. [Pinned] [Soaring] creatures are ar enough above the ground
is a [Binding] effect. that creatures who are not also [Soaring]cannot
draw line o effect to them. A [Soaring]creature are
Prone not within any range o non-[Soaring] creatures, and
Te creature is on the ground or otherwise tem- vice-versa. [Soaring] creatures are only considered
porarily disoriented in its movement. It can move adjacent to other [Soaring]creatures.
[Soaring]creatures.
[Soaring] creatures
creatures ignore obstacles they can Slowed
fly over that are not specifically identified as a- A [Slowed
[S lowed]] ccreature
reature must skip either a standard
stand ard
ecting [Soaring] creatures, such as walls with- action or move action during his turn. I the
out ceilings, and moving out o a square o diffi- creature already skips a standard action or all his
cult terrain does not cost them extra movement. move actions, this condition has no effect. Unless
A[Soaring ] creature can move through the space
A[Soaring] sp ace otherwise noted, this condition expires at the end
o a non-[Soaring] creature, and vice versa, but o the [Encounter]. Tis is a [Binding] effect.
cannot end a movement in that space. [Soaring]
creatures have [Immunity] to [Ground] effects. Stable
I a creature does not possess the Soar move- A creature
creatu re who has negative
negat ive hit points
po ints but is
ment mode while [Soaring], it begins ree-all- not [Dying] is [Stable]. Te creature remains
ing unless it possesses the Fly movement mode. [Unconscious] until it is raised to at least
Creatures with the Fly movement mode can con- hit points, revived with the Medicine skill, or
tinue [Soaring] on their own or the duration o the [Scene] ends, at which point it awakens
a single [Encounter], afer which they can man- [Disabled] and at negative hit points. A [Stable]
age a controlled all. Creatures in ree-all while creature that suffers any hit point damage ceases
[Soaring] cannot move voluntarily except with to be [Stable]and is [Dying] unless the hit point
[eleport] effects, but remain [Soaring] or damage would make
make it [Dead ].
[Rounds], during which they cease to all i they
gain the Fly or Soar movement mode. I a creature Stunned
does not gain the Fly or Soar movement mode A [Stunned
[Stun ned]] ccreature
reature drops
dro ps the
t he weapon
weap on it is cur-
in time, it hits the ground; this is considered a rently wielding, can’t take actions, and suffers a -
Dramatic Plunge absent a orgiving GM. penalty to AC.
Unless otherwise noted, this condition
condit ion lasts
[Swimming] creatures
creatures ignore obstacles above that damage has, it deals that much damage plus
the waves that are not specifically identified as the character level o its source instead.
affecting [Swimming] creatures, and moving out
o a square o difficult terrain does not cost them
opportunity.
[Death] effects horribly harm a creature and gen-
[Electricity] effects cause electrical shock or over- chance] is subject to a percentile chance or ailure;
load, potentially burning or disrupting creatures. a d roll under the specified threshold (usually
or ) means that the attack misses. Apply
[Fear] effects righten creatures. only the highest applicable [Miss chance] to any
[Force] effects create tangible magical structures or [Positive] effects are tied to positive energy, which
an object. [Precision]
effects exploit weak points or massive
damage. Only a single source o additional dam-
[Ground] effects alter the ground in some way but age with the [Precision] descriptor can apply to
do not extend above the ground. [Swimming] any single attack.
creatures and creatures with the Fly movement
mode have [Immunity] to ground effects. [Sensor] effects create a magical sensor that acts as
a proxy or a spellcaster’s senses.
[HP reduction] effects reduce a creature’s maximum
hit points until the end o the [Encounter]. Such [Surge] effects are bursts o magic or sheer effort.
effects do not affect a creature’s actual hit points A creature may only activate one [Surge] effect per
unless its actual hit points are above the new maxi- [Round].
mum, in which case the creature has only its current
maximum hit points. [HP reduction] effects stack [Teleport] effects cause creatures and the items they
the y
with each other, but cannot total to more than hal are currently carrying to instantly move rom one
o a creature’s normal maximum hit points. square to another, without physically passing
through the intervening squares. Te creature
[Light] effects emit photons that make it easier to simply disappears in one place and reappears in
see, or blind creatures. another, though the creature may choose to treat
[Mind-affecting] effects alter one’s mental state. itsel as having moved into the squares on the
shortest path between the two places to trigger
[Miss chance] effects give a creature an additional certain abilities.
deense against incoming attack rolls. Any attack Te destination square must be unoccupied. I
roll that would normally hit a creature with [Miss any line rom the starting square to the destination
square would pass through a [Force] effect, such as affects [Flying], [Swimming], and [Burrowing]
a wall o orce spell, the teleport effect is interrupted, creatures the same way it affects creatures without
causing the creature to instead appear in the near- those conditions.
est square adjacent to that [Force] effect.
Spreads
[eleport] effects require line o sight rom the expand evenly in all directions. I a spread
starting point to their destination point. Actions originates rom a square, its radius is measured
used to move that would normally
n ormally provoke attacks rom a vertex o that square. (Te source o the
o opportunity only provoke rom opponents who effect that creates the spread chooses the vertex.)
threaten the teleporting creature’s starting square I a spread originates rom a creature, its radius is
i that movement has the [eleport] descriptor. measured rom each edge o each square that crea-
ture occupies, and its area includes each square
[Volley] effects expand the breadth and range o at- within any o these measurements. (A spread that
tacks. An attack with the [Volley] descriptor may originates rom a creature that occupies more
be applied against multiple creatures: A single at- than one square is larger than an identical spread
tack roll is made, and the result is compared to originating rom a creature that occupies only a
the AC o each affected creature as though those single square.)
creatures were
were attacked individually. Abilities
Abilit ies and
effects other than the
th e attack’s normal damage that Wedges expand rom a vertex o a square in a quar-
take place as the result o a hit or critical hit only ter-circle out to their given length. I a wedge
activate once as a result o the attack, and apply originates rom a square, the source o the e-
to no more than one creature the attack hit, o the
t he ect chooses a vertex o that square. I a wedge
attacker’s choice. An attack with the [Volley] de- originates rom a creature, the source o the e-
scriptor may not be applied against a given crea- ect chooses a square that creature occupies and
ture more than once per attack. chooses a vertex o that square. A wedge can
point in any o eight directions when drawn on
[Ward] effects create a magical barrier or protec- a grid (up and down, sideways, and diagonally).
tion or a creature. Complete rules or wedges and example diagrams
or how to draw these area effects can be ound in
[Warp] effects are [eleport] effects that do not re- Appendixx A-.
Appendi
quire line o sight, do not provoke attacks o oppor-
tunity, and are not interrupted by [Force] effects. Lines extend in a given direction. Tis direction is
chosen by the source o the effect, unless other-
wise stated. I a line originates rom a square, it
Area Effects extends rom that square. I a line originates rom
a creature, it extends rom a square that creature
An area effect
effe ct originates
o riginates rom a single
s ingle square or
or occupies (the source o the effect chooses this
creature.
creature. Unless otherwise stated, an area effect square). Unless otherwise stated, a line is f wide.
Complete rules or lines and example diagrams eats and abilities can increase this, in which case
or how to draw these area effects can be ound it is measured as a range (-, or example).
in Appendix A-.
Focus points are the uel behind certain abilities.
poses o a single instance o the same effect. cles are determined by the GM, and are never cre-
ated by abilities or effects unless
unless otherwise stated.
Attack reers to making an attack roll in order to
hit a creature with a weapon, ability, or natural Offensive action reers to any o the ollowing
attack. Depending on the implement used, an at- actions:
tack is either a melee attack or a ranged attack. » Any action in which
w hich you make an attack roll.
» An Attack o Opportunity. (Even though they
Attack action reers to the ull set o attacks that a do not require an action to take.)
creature is entitled to make when using a standard » Casting a spell that can deal damage or orce a
action to attack. creature to make a saving throw.
» Activating an extraordi
ex traordinary,
nary, sp
spell-
ell-like,
like, or su-
[Bonus attack] denotes an additional attack added pernatural
pernatur al ability that can deal damage or
to the attacks you are normally entitled to rom orce a creature to make a saving throw.
your Base Attack Bonus.
Bonus . You may only benefit
bene fit
rom one [Bonus attack] per [Round]. A [Bonus Opponent reers to any creature in an [Encounter]
attack] is made at your ull Base Attack Bonus un- that you choose not to regard as an ally or that does
less otherwise noted. not allow you to regard it as an ally or the purpose
o any particular action or ability. You can assign
Critical threat range is the range o d
d results on an this term as you wish, though a creature can never
attack roll that, i the attack hits, result in a crit- be treated as both an opponent and an ally
al ly or pur-
ical hit. Tis reers only the natural, unmodified poses o a single instance o the same effect.
roll, beore attack bonuses. Critical threat range
range
is normally (only a natural roll o ) but items,
CHA PTER
GM Tools
X
Encounters in Legend follow a fairly straightforward set of rules to help everyone
at the gaming table have an interesting and enjoyable experience. If you’re planning
to be a Game Master
Master for a Legend
Le gend game,
g ame, this chapter is your best friend. Te rules
here are a tool to help you build challenging encounters that won’t overwhelm your
players or leave them with nothing to do. If you are new to role-playing games or
just want to get familiar with how to play a character in Legend,
Leg end, feel free to pass
pa ss
over this chapter and go back to it at some point in the ffuture.
uture.
Whilee on the general topic o rules and our advice
Whil
to GMs, it’s important to mention that not every-
thing in the book is meant as a hard-and-ast rule.
When
Whe n evaluating
evaluat ing the suitabil
suitab ility
ity o tracks
track s and
eats or your group, consider that sometimes the
deault descriptions o abilities are not the only
way to describe abilities. We tend to think o the
mechanical rules with clear effects to be a sort o
“crunch”: hard and difficult to change without al-
tering the balance o the gameplay elements they
govern. Te descriptive elements o those rules
are a sort o “fluff ”: sof and more easily altered
altered
since what they affect is your own perception o
the gameplay elements in-character”. For this
reason we tend to encourage “refluffing” or chang-
ing what these descriptive elements look like to
your group
gro up as you see fit. For example, the
t he I Am
en Ninjas track, as written, is themed as a some- high school) and is probably as much you need to
what lighthearted and irreverent take on what make o the situation.
a ninja-themed character would need to sneak As the GM you’ll throw multiple encounters
around. On the other hand, in a game ocusing at your players to challenge them over the course
on wizardry and intrigue, the mechanics o that o your game to resolve their characters’ conflicts
track could easily model the art o shadow magic. within the world, bring excitement to their adven-
It is also possible that you might view this book tures, add difficulty to what they wish to accom-
as the law as ar as you’re concerned, with the me- plish, or just to make things more interesting or
chanical rules being unchangeable and the stan- the game. ypically, a Legend encounter models a
dard fluff immutable. I your group preers to play specific conflict or challenge that can be resolved
with such strict adherence we don’t object to that quickly. In a combat encounter, this means a sin-
either. However,
However, regardless o what the
t he book may gle skirmish or battle between known antagonists
say we encourage you to do whatever you think that are powerul enough to challenge each other.
best or your group’s enjoyment o the game. Since an encounter is
is an abstract measure o
next challenge. Stringing what would normally be item uses, and hit points generally rereshed and
separate encounters into a constant stream o angry ready or new challenges. Some groups, howev-
orcs, attack helicopters, or black lightning
l ightning elemen- er, choose to simply avoid per-[Scene] resources
tals is a very easy way to kill off player characters and are instead more or less ready to go at the be-
and should be cautioned against i you wish the ginning o every encounter. While this increases
adventure to continue or long. endurance over many encounters, remember that
On the other hand, many conditions and e- resources rereshed at the end o a scene are ofen
ects automatically wear off at the end o an en- very powerul and that avoiding these resources
counter, so it can make sense to send a large num- may make individual encounters somewhat more
ber o weaker opponents (typically modeled in difficult.
the mook rules) at the player characters, allowing
conditions and terrain-altering abilities to accu- Calculating Encounter Level
mulate and wear them down. Handling the flow As a rule, any
an y creature has, by itsel,
it sel, an
a n encounter
encoun ter
o your encounters over a scene can be a touch level o its own level. A level tactician
tact ician is an EL
and go process, which this chapter is meant to encounter. wo creatures o the same level have
help you deal with. an encounter level higher than the creatures’
When building
buildi ng an encounter,
e ncounter, or the series o level, and our creatures o the same level have
encounters in a game session or an entire adven- an encounter level higher than the creatures’
ture, Legend offers tools or you to accomplish level – so a party o a tactician, shaman, paladin,
three major goals: first, to keep the stories and and rogue, all o whom are level , would be an
creatures in your group’s game world alive and in- EL encounter.
teresting; second, to preserve the internal game Pairing a creature with another that is level
balance that Legend is built on; and third, to pro- lower counts as an encounter level either equal
vide interesting combat and non-combat encoun- to the higher creature’s level or higher than that
ters that will challenge your players without leav- level. Tree creatures o the same level have an
ing them helpless. encounter level higher than the creatures’ level.
Each mook counts as a single creature, even in the
case o Myriads. Remember that, since monsters
Encounter Level and NPCs typically do not carry consumables,
player characters ofen have an edge even against
Te main tool or calculating balance and chal- even-level encounters.
lenge in an encounter is called the “encounter
level” in Legend. Generally speaking, a group o Summons, Allies, and Bodyguar
Bodyguards
ds
our player characters o level X should be able Creatures acquired via eats and track eatures do
to handle between three and five encounters o not count when calculating encounter level. Te
encounter level X beore the end o the [Scene], opportunity cost associated with acquiring and
afer which they can continue with their abilities, directing such creatures is roughly similar to the
benefit gained by having the extra creatures, es- success rate or all other levels when we look at
pecially since deeating the “master” is generally same-level creatures and their survival chances.
sufficient to dispel or drive away the “minions.” Te second assumption we make about level
and game balance is that while a lower-level crea-
Legendary
On Creatures
average, a creature with the [Legendary] sub-
ture will generally lose a fight with a higher-level
creature, a sufficient number o lower-level crea-
type counts as a creature levels higher or pur- tures can deeat a creature that is a ew levels (typ-
poses o calculating EL. However, there is a great ically or ewer) higher with good tactics and a
deal o variance among [Legendary] abilities, so greater number o actions in each [Round]. Past a
it’s very important to examine how a creature’s certain level advantage, however, the higher-level
[Legendary] abilities affect a specific encounter creature
creature will possess abilities that simply
s imply negate
and adjust the EL accordingly. or render irrelevant the abilities o the lower-lev-
As explained in Chapter XIV
X IV,, the [Legendar
[L egendary]
y] el creatures. Tis helps add a sense o progress to
subtype should only be applied to all PCs in a the game, as players begin to deeat monsters they
th ey
game or no PCs in a game; however, it is possible might have fled rom in the past, while previously
to see a [Legendary] creature with minions as an challenging oes begin to flee rom them.
NPC encounter. Tird, we assume that in a role-playing game,
the player characters should statistically be a-
Encounter Level and Game Balance vored in most encounters. Afer all, over the
Legend ’s use o encounter level offers a great way course o a campaign or even a short adventure,
to test game balance, especially when building the odds are against the player characters. Basic
and implementing new monsters and creatures statistical knowledge tells us that even a small
in the game. Since all creatures have a level, we risk o a “ailure” increases to be quite serious
can use that level as an objective measure o pow- i you repeat a process enough times. And while
er and capability. By comparing different crea- most monsters aren’t expected to survive an en-
tures o the same level, we can test how a creature counter, they only have to get lucky once against
works in terms o overall game balance. a PC to greatly alter the direction o a game.
Tere are a ew assumptions we make when Running a series o encounters where player
discussing level and game balance. Te first one characters are expected to lose means that afer
is airly intuitive: is equal to , and is equal to . only a ew gaming sessions there might not be a
So, i we say that a character or monster is “level
“l evel ,”
,” single one o the original characters lef in the
then that character or monster should be roughly game. While a group may be comortable with
as capable and dangerous as other level charac- a “hack-and-slash” game where player char-
ters and monsters. Statistically, we can say that acters die readily and ofen, you should
s hould design
on average, a level creature should have rough- very dangerous encounters with caution i your
ly a - chance against a broad range o other group preers more story-ocused games. A total
level creatures, and that we should see a similar party kill
kil l stretched over a period o several game
sessions is nearly as destructive to a storyline as will suffer casualties, pitting them against an
a total party kill in a single session. encounter level the same as their own will like-
So, generally speaking,
speaking , we avor encounter de- ly produce the results you want. One example o
sign that sets the player characters up to succeed a difficult encounter that will stretch the player
assume that in most games, the player characters character. A single creature levels higher than
should win most o the time. And when the play- the PCs represents an EL one level higher than
er characters lose, we generally want survivors to a party o PCs, but will likely either be over-
have a chance to run away unless the players have whelmed by the PCs’ numbers and action ad-
been unusually stupid. We can combine all o this vantage or possess specific abilities that give it
to layout guidelines or building encounters that (comparatively, against creatures o the PCs’ lev-
work well with the typical balance o Legend. I el)
el ) unbreakable deenses or unstoppable attacks
attacks..
your group preers
preer s more dangerous
dangero us encounters,
encou nters, Adding a character level higher than
t han the PCs
P Cs to
eel ree to adjust to encounter levels that are a group o same-level monsters, however, makes
higher than what we recommend here. the PCs outnumbered and outgunned without
Since encounter level is generated based on the giving either side an insurmountable action ad-
level o the creatures involved, we can iner that vantage or massively superior abilities. Making
two groups o creatures, each “adding up” to the the higher-level
higher-level NPC or monster a “ big bad” with
same EL, will on average have roughly a - the [Legendary] subtype can make the encounter
chance against each other. (We’ll discuss excep-
excep- particularly memorable i you’re capping off a
tions later on). A difference o between each long campaign (or a short hack-and-slash).
side’s EL is a fight that statistically avors one side Generally speaking, you should not expect
quite a bit, while a difference o means that the players to be able to handle more than one or two
likelihood o the weaker side winning is very slim. o these encounters without a ull eight-hour rest
and time to rebuild their resources (and never
Challenging Encounters more than one encounter with an EL higher than
I you want a climactic pitched battle where their own). You can probably still fit a couple o
there’ss a good
there’ goo d chance that the player characters lower-level encounters into an adventuring day.
At the
th e llower
ower end
e nd o the level range, between lev- the ull impact o an ambush situation where one
els and , especially with
w ith smaller PC groups, you
you party is much better prepared than the other.
may find that most encounters are quite chal- I one party has
has had time to prepare the battle-
lenging and thereore dangerous. Many GMs like field, has very detailed plans and intelligence or
this effect because it allows or particularly gritty dealing with the other party, or just happens to
games where direct conrontation with an enemy have special resources that they can prepare or
is ofen an unattractive option. the occasion it may shif the EL o an encounter
or levels in their avor. I that party also has
Normal Encounters special abilities
abil ities that would specifically gain a great
I you want encounters that challenge the PCs by deal rom some time to prepare, as a Mechanist
slowly draining their consumables and per-scene Savant who is able to set up spreads or their
resources, while allowing the PCs to “win” and Assemblage
Assembl age beorehand
beore hand or a Combat
Co mbat Alchemist
A lchemist
continue moving orward in the campaign, you that has had time to prime and distribute their
should use encounters with ELs one or two lev-
lev- brews would, this can shif the balance as much
Ambushes
Encounters can be airly straightorward, but not Level and Power
always so. Sometimes the party is likely to be
caught by surprise when their enemies are ready One o the inescapable aspects o a level-based
and prepared or them rather than just a general game like Legend is the act that afer some num-
danger, and sometimes the PCs have a plan to be ber o levels, the creatures that used to be a threat
enacted in response to a threat beore their op- (or would be a threat to lower-level characters) are
ponents are even aware o their presence. Tis no longer a viable threat in any quantity. Tere is
advantage usually takes the orm o a special sur- no reasonable number o Chihuahuas that is large
prise [Round] o combat as described in Chapter enough to meaningully threaten a healthy adult
IX. Tis doesn’t always accurately describe the human. In our world, this doesn’t really come
advantage o planning and readiness, however, or into play in human-versus-human conrontations,
because the “level gap” never grows that big – a I the atmosphere o your game is one o mystery
teenager with a Saturday night special may not or horror, it simply isn’t helpul or the PCs to
have much chance against a trained soldier, but have dramatically new capabilities afer only a
there’s still some theoretical chance o the teen- ew game sessions. Assuming that the players
ager winning. But i gaining a single level is to want to play such a game (something any group
give any noticeable benefit at all, gaining levels should agree about), consider drastically reducing
is going to add up to an unstoppable advantage. the rate at which the PCs gain levels or simply not
Practically speaking, we have designed Legend giving level-ups at all. Te PCs should still gain
in a way that a difference o levels between two resources, but in this kind o game the PCs should
creatures brings capabilities and numerical advan- probably not access the geometric power increase
tages into play that give the higher-level
hi gher-level creature a that leveling up grants.
unctionally
unctional ly insurmountable advantage. Tere are
are
still fluke cases, brought on by exceptional luck or
particularly unequal circumstances, but the smart Cohorts
response is flight, not fight.
Te most important aspect o this design de- Cohorts are creatures that, or one reason or an-
cision or GMs is that the game literally changes other, are with the player characters during an
every ew levels. Between th and th levels, some encounter. Tey count as part o the party when
orm o increased mobility (including short-dis- calculating overall encounter level. We must em-
tance teleportation, flight, wall-climbing, and phasize this, since cohorts can dramatically alter
bursts o extreme speed) becomes available to the circumstances o a battle and thereore a-
practically all classes. Practical weapon ranges in- ect the calculation o an encounter’s difficulty.
crease, as a swordsman becomes adept at darting Remember that since most skill checks (aside
back and orth in the ace o enemies equipped rom individual uses in combat as part o a char-
with ranged weapons. And crippling or disabling acter’s actions) can be made by a single character
spells and special attacks begin to enter the scene, and applied to the entire party, and a party o
adding a new kind o threat to many battles. characters can easily cover all o the bases in terms
In some games, this progression is a great thing. I o skill selection, the addition o extra characters
your players expect to start out as humble armers with lower skill modifiers to an already-large par-
and then be hurled on a heroic arc that ultimately ty generally has a relatively minuscule effect on
makes them dragon-slaying saviors o the entire encounter balance in non-combat encounters.
realm, then you want big changes in your game as Te GM, o course, retains discretion wheth-
time goes on. Creatures that could terriy the PCs er or not to increase the encounter difficulty i
into submission or outright flight should eventu- the player characters find a temporary cohort.
ally become viable targets or the PCs’ vengeance. However, we strongly suggest that temporary co-
In other games, you may want things to stay horts at least access a proportion o the encounter
more or less static in terms o the PCs’ capabilities. rewards. Simply having a cohort or cohorts should
not be a guarantee o steamrolling encounters or generally be kept off-screen except to provide in-
cheap loot. structions and quest rewards.
Since cohorts are effectively additional low- Te second rule o cohorts is that a player char-
er-level characters controlled by the players, they acter may only have a single cohort at any given
behal, but are under no compulsion to do so (in- the level o the creatures involved. Since many o
deed, additional negotiations in the orm o an these variables are part o having a flexible system
extra social encounter might be necessary to gain that allows or extensive reedom or players and
such a service). GMs, we preer to simply accept them and warn
you in advance.
Permanent Cohorts Please note that the variables below do not
Permanent cohorts are riends or apprentices have a “right” value. Many people honestly differ
o the player characters. It is the job o the GM in their preerences in these issues, and we are not
and the players, collectively, to figure out what taking a side. Instead, we are offering ways to cal-
these motivations are and to make them work. ibrate your encounters and campaign design to a
Permanent
Permanent cohorts will generally remain with the set o preerences or tendencies that may exist in
player characters or at least an entire quest, and your gaming group.
usually across multiple campaign arcs.
A player character may trade a magical
magica l item or Party Composition
items with his or her cohort, on a one or one ba- raditionall
radition ally,
y, class-based RPGs have a set o roles
sis, assuming the cohort has a magical item o the that different classes fill particularly well. Some
same classification and is willing to exchange the characters have large amounts o health and
items (in some cases, creatures grow attached to can absorb damage while wrecking enemies at
their items and aren’t interested in a trade). Te [Melee] range. Some characters can scout and do
two characters simply attune to each other’s item damage when attacking rom stealth, and others
or as long as they wish to continue the swap. A have the ability to control battlefield conditions,
player character who gains a permanent cohort destroy groups o weak enemies, or support, buff,
qualifies as having a cohort or any eat or item and heal their allies. In many systems, each o
that requires having a cohort. these abilities is tied to a specific class – Fighters
Permanent cohorts automatically level with the tank, Rogues scout, Wizards nuke and control,
players. Tey loyally serve the players unless they and Clerics heal. Tere isn’t a great deal o flexibil-
are obviously betrayed in some way. It is possible ity on these roles, and indeed some game systems
or extreme requests to meet with reusal or even explicitly assign a particular role to each class.
alienate cohorts to the point o leaving the players. In Legend , between multiclassing, skill use,
and class design, it’s possible to fill several differ-
ent roles with any one class, depending on how
Game Balance in Your an individual character is designed. Te “stan-
support intimidating opponents. However, a mul- autonomous creature o the same level as the rest
ticlassed Barbarian could change rom attacking o the party, you would increase the party’s EL to
large numbers o weak opponents to devastating account or an extra member. Unortunately, us-
a single powerul opponent – or even become a ing a GMPC that’s an integral part o the party
capable orester and scout. We believe that mul- can be very difficult.
ticlassing gives players a great deal o reedom to Finally, i you choose to let the players
players live
play the character that they want to play without with the consequences o their party makeup, you
breaking the game. should compensate or the mechanical imbalance
Still, even i players have a great deal o flexi- by increasing the EL o encounters with which
bility in picking abilities or their charact
characters,
ers, and the party is not equipped to deal. We recommend
even i it is theoretically possible to have a party that i you use an encounter where an enemy has
o two Barbarians, a Paladin, and a Ranger and abilities that the player’s can’t counter, you treat
still have all o the party’s bases covered in terms that encounter as having an EL one higher than it
o combat, skill use, and general utility, there’s normally would.
no guarantee that the players in your own group
will coordinate well enough to have a party whose Character Optimization
bases are covered. Without that coordination, Depending on your background in role-playing
some encounters may be much more difficult than games, this phrase may immediately raise your
expected. For example, a party at or above level hackles, bring back ond memories, or leave you
which doesn’t have anyone who can fly or make wondering what the phrase means. But at its sim-
powerul ranged attacks is in serious danger rom plest, “character optimization” simply reers to a
creatures like dragons. continuum o how much effort a player puts into
I you find that your group is in this situation, ensuring that a character is mechanically pow-
there are a ew responses that are likely to solve erul. Legend is designed to ensure that classes
your problem. First, i you have any contact with are, on average, roughly equal in terms o power.
your players during character creation, you might However, poor eat and ability selection, or par-
consider advising them to coordinate better in ticularly synergistic eat and ability selection, can
their character creation process. I the players are effectively “move” a character’s capabil
capability
ity roughly
set on their character concepts, they might at least one level in either direction.
fill in some “holes in the lineup” by picking co- I all o the players in a given group optimize to
horts or allies . Tis is probably the best solution, a generally similar extent, the solution is relatively
because gameplay goes along as normal with min- simple. Adjusting encounter levels to match the
imal disruption to anyone’s plans. characters’ actual capabilities is easy enough, and
Alternative
Alte rnatively,
ly, you could
coul d oer
o er your players
playe rs you can get a good idea o the characters’ actual
the use o a ree ally – a GM-controlled charac- abilities over the first ew game sessions by using
ter who would assist them and generally ollow a series o encounters that are the characters’ level
their direction. Since
S ince this character would be an and one level in either direction.
I some players in a given group optimize differ- - orcish tribe can have more than grunt-ish war-
ently, consider working with the “outlying” play- riors. Sages wielding eldritch powers, shamans
ers to bring their characters’ power level into line commanding the elements o nature, and even
with the rest o the group. Ofen, differences o monstrous tamed beasts may all be incorporated
this sort arise because some players in the group into the PC’s struggles against the orcish hordes.
have different amounts o amiliarity and mas- Not to mention any number o possible enemies
tery o the game system; i that’s the case, en- that may be related to the orcish threat. Utter
courage players who understand the nuances o Brutes and Undead and Demons, oh my!
strategy and economy to help players with less Now while the examples listed are o course
understanding. fine or that theme, you could take very similar
mechanics and describe an army o skeletons
led by evil necromancers and elemental mages
Campaign Theme and supported by demonic juggernauts to smash
through ortifications, opening the way or the
When it comes
co mes to portraying
portrayin g a variety o settings,
sett ings, undead horde. It can be as simple as a changing
Legend is a tough contender to beat. From cam- the way one describes the effects and abilities
paigns ocusing on criminal organizations within used or each monster. With just a bit o imagi-
a magical modern day okyo,
okyo, to typical high-an- nation and ingenuity one can do plenty with any
tasy kingdoms o wonder, a campaign can have theme, given that they can express what they need
a variety o themes. Within whatever theme you to convey it.
choose or your campaign, it’s important to re-
tain diversity to keep the game resh. While one
could simply throw thousands o axe-wielding On the Making of
orcs at your players, afer the first thirty identical
chop-mongering mobs, your players would prob-
ably eel a little tired o executing the same tactics
Monsters
So you want to play Frankenstein, get your light-
to deal with similar enemies. ning on, maybe unleash a monstrosity on your
Tus, spicing up
up your campaign by present- players? We can help with this. In act, we’d love
ing the party with different challenges is key to to. Most monsters in Legend are made exactly the
keeping your campaign memorable and holding same way you would make a player character, un-
your players’ interest. Staying within a campaign’s less they are Mooks (which are discussed later in
theme is surprisingly easy however when you take this chapter). Simply ollow the rules or making
into consideration Legend’s track system, and the characters higher than level one, i needed, and
extreme versatility it provides when creating new the additional rules in this section:
encounters. Combined with the assistance o a » GMs are allowed unlimited track substitutions.
variety o mooks, you should be able to keep your » GMs are allowed to assign whatever creature
battles diverse and entertaining. For example type they see fit to monsters.
Abilities: Str Dex Con Int Wis Cha Unforgiving IEX: Te first time the Dire Wol hits
Skills: Athlet ics +, Intimidate
Intimi date +, Larceny
Larce ny +, with an attack each [Round], it deals points o
Vigor + [HP reduction].
Social Defences: Bluff , Diplomacy , Intimidate
EX
simple encounters, throw-away additions to other placed with the damage or this attack.
encounters, and things like city guards attacking » A mook’s attack bonus, AC, saves,
saves, and the DC
that you may simply not have
have planned or. When
W hen o any abilities they possess is based on the
using mooks, keep several details in mind: table below. Tey also gain a bonus indicat-
» Mooks do not have a KOM or KDM. Instead, ed on the table below to three skills, which
they use the number in the
t he UAM (Universal
(Universal are considered trained skills, except it does
Abilityy Modifier) column, below.
Abilit not grant them skill ranks in these skills.
» Every mook has an Archetype that defines Tese are in addition to any other bonuses.
their role, speed, inherent attack range and » A mook
mook can make
make a number
number o
o attacks
attacks during an
damage, and whether their maximum hit attack action as indicated on the table below.
points are based on the High or Low HP »
Mooks have ability scores, but never add their
column. Te attack described in each mook ability modifiers
mod ifiers to skills, saves
saves or DCs, nor
able - Level Low HP Hi g h HP Saves Attack Bonus AC # of Attacks Ability DCs Skill Modifier UAM
Mook 1 20 24 2 +4 13 1 13 +2 +2
2 31 39 3 +5 14 1 14 +3 +2
Statistics
3 41 53 4 +7 16 1 15 +4 +3
by Level
4 53 69 4 +8 17 1 17 +5 +3
5 64 84 5 +9 18 1 17 +7 +3
6 77 101 5 +11 20 1 18 +8 +4
7 89 117 6 +12 21 1 18 +9 +4
8 103 135 7 +13 21 2 19 + 11 +4
9 116 152 7 +15 23 2 20 + 12 +5
10 131 171 8 +17 25 2 20 + 13 +5
11 145 189 8 + 18 26 2 21 +14 +5
12 161 209 9 + 20 28 2 21 +16 +6
13 176 228 10 + 22 30 2 23 +17 +6
14 193 249 10 + 24 32 2 23 +18 +6
15 209 269 11 + 26 33 3 24 +19 +7
16 227 291 11 + 28 35 3 25 + 21 +7
17 244 312 12 + 30 37 3 26 + 22 +7
18 263 335 13 + 32 39 3 27 + 23 +8
19 281 357 13 + 34 41 3 28 + 24 +8
20 300 380 14 + 35 42 3 29 + 25 +8
do they gain the special benefits o Strength Grunts have a move speed o f + f per lev-
and Constitution. Tey use the ollowing els, and gain a + deflection bonus to AC, which
array, assigned however you choose: , , increases to + at th level.
, , , .
»
gain at Fast Progression. In addition, higher-level In general, you can expect the
t he Operative emplate
emplate
experts have the ollowing more advanced ability to add a air bit o power and versatility to what-
score array: ever Archetype it is added to. An Operative gains
Level 8-14 20, 18, 10, 8, 8, 8 the ollowing bonuses:
Level 15-20 24, 20, 10, 8, 8, 8 » Operatives increase their UAM by (so a
Untyped Bonuses that are granted to AC are st-level Operative has a UAM o +, and a
halved when used or this mook. th-level Operative has a UAM o +).
» Operatives gain an additional bonus to saves
Elites and to the three skills in which they are con-
Elites are identical to Experts, except they gain a sidered trained equal to / o their level.
second track at Medium Progression. »
Operatives gain the benefit o two eats they
Untyped Bonuses that are granted to AC are qualiy or, gained at their EL (meaning
halved when used or this mook. a th level Operative could have two eats
with a th level prerequisite). Tese should
Aces rarely, i ever,
ever, include [Iconic]
[ Iconic] eats.
Aces are identical
ident ical to Elites,
El ites, except they
the y gain a » Operatives gain the benefit o a number o
third track at Slow Progression. Aces have the magic items. Tey gain only hal the ben-
potential to rival ull characters in power. (Note efit o any magic weapon’s item bonus to
that there is no distinction between an Elite and attack, any suit o magic armor’s item bo-
an Ace at st level). nus to AC, or any magic shield’s deflection
Untyped Bonuses that are granted to AC are bonus to AC, but gain all other abilities o
halved when used or this mook. magic items they possess, as normal. I you
wish, these “items” may be representations
Minibosses o an Operative’s inherent ability, rather
Minibosses are identical to Aces, except they gain than actual magical possessions that play -
a ourth track at Medium Progression. Minibosses ers can take rom their corpses. Te number
should be used with care, as in some cases they and tier o these items is determined by an
may overpower ull characters. operative’s level:
Untyped Bonuses that are granted to AC are Level 1-4 1 Lesser item
halved when used or this mook. Level 5-9 1 Lesser item, 1 Greater item
Level 10-16 1 Greater item, 1 Relic
Level 16-20 1 Artifact, 1 Relic
solid mechanics or a bevy o ailed ninjas. And might shake off its wounds and rejoin the fight.
sometimes you need a way to talk about a crowd A myriad’s bodies use all statistics o the myri-
as a single entity. Te myriad mook template o- ad except or its hit points, and individual bodies
ers an intelligent way to get all o those options do not have individual actions or make individual
within Legend’s EL system. saves. Bonuses and penalties that affect one o the
A myriad is treated as a single
singl e challenge
chal lenge or the myriad’s bodies affect the myriad as a whole, as
purposes o EL. A myriad uses the statistics o ei- do continuous conditions. In addition,
add ition, a myriad’s
ther a Scout or Grunt o its EL, chosen when it’s bodies have no hit points. I one or more o a myr-
created, but with additional hit points per level iad’s bodies would be damaged by a single attack
and a ew other unique characteristics: a different or ability, that damage is dealt to the myriad a
physical maniestation and a deeply different way single time, and the affected bodies are removed
o attacking. rom the fight (leaving its square vacant).
Depending on narrative
narrative demands, the loss o
Myriad Bodies a body could mean anything rom being blown
A myriad is comprised
comp rised o multiple
multipl e parts cal
called
led apart to being knocked unconscious. But a myriad
“bodies,” each o which counts as a separate crea- isn’t deeated simply i it runs out o bodies. Only
ture. Each o these bodies occupies one square reducing a myriad to hit points removes it rom
and represents either an individual or a part combat. When a myriad is removed rom combat
o the myriad as a whole. For instance, a single (by reducing its hit points to ), all its members
body might be a rat in a swarm, a single ninja who might be dead; or the DM might decide that a ew
ailed out o ninja school in a mob, or the head o o the individuals comprising the myriad have es-
a hydra. caped, or that the whole myriad has simply scat-
A myriad has a number o bodies
bod ies equal to + tered. Myriads should never be Armed Mooks.
¼ its EL, to a maximum o at EL . During
an encounter, at the start o each o its turns, the Movement with Myriads
myriad gains body, to a maximum o + ¼ its When a myriad uses a move action to move,
m ove, each
EL. When a myriad gains a body, it may choose o its bodies may move up to the normal move-
or the body to appear in any unoccupied square ment speed the
t he myriad uses. I a myriad uses a f
within [Close] range o all o its bodies and to step, it may only choose one o its bodies to make
which it has line o sight rom at least one o its the f step.
bodies. Alternatively, it may choose to regain a As a rule o thumb, each body o the myriad
myriad
damaged body instead. I the myriad chooses to should stay within [Close] range o all other bod-
regain a damaged body whose space is occupied, ies o the same myriad at all times. Tis does not
CHA PTER
Non-Combat Encounters
XI
While everyone
every one loves a good
g ood climactic battle, you have to get there first. Tis en-
tails navigating dangerous environments, dealing with deadly traps, and shaking
NPCs down for information
information on the enemy.
enemy. Te rules
r ules in this chapter – social
soc ial com-
bat, skill games, environments hazards, and trap guidelines – are intended to model
how characters can use their skills and abilities to overcome challenges that don’t
involve any fighting. Of course, nothing is stopping you from adding some traps or
exotic terrain to a combat encounter, just to shake things up a bit.
Social Encounters
Social encounters – conrontations resolved by
talk instead o by orce – are key actors in any
roleplaying game that gives players nonviolent op-
tions or conflict resolution. Unortunately, many
roleplaying games either provide too ew social
“tools” to players or make the tools available ar
too powerul, adding an extra method o “ break-
break-
ing” encounters into the game.
Simply put, we believe that players who want
to should have the opportunity to “talk down” a
man with a crossbow and apparent hostile intent.
W
Wee do not bel
believe
ieve that once battle is joined,
joine d, a
ew shouted words should suddenly convert the
Chapter XI:
XI : Non-Combat Encounters
Encounters
veloped a tool that we think solves a great many mand” on that creature. (O course, you do not
o the problems ound in other social encounter have to phrase a “demand” aggressively; a polite
systems. request is resolved in the same way as an outright
ultimatum, although the target’s bidding choices
Tokens might not be the same.)
In Legend, a “token” is a unit o what you might When
Whe n you make a demand,
deman d, you bid one or
call “political capital” – the ability to persuade more tokens (up to the maximum you have avail-
someone to concede a point o contention. able). Your opponent must now choose between
okens can be tracked during a social encounter one o our options (though nobody can bid more
in almost any way,
way, but we preer using poker
p oker chips. tokens than they actually have).
By bidding and counter-bidding with tokens, First, your opponent can concede outright, giv-
Legend allows players to bargain with each other ing you what you demanded. Te tokens in your
and with NPCs in a un but simple way. bid are removed, and play continues.
Second, your opponent can meet your bid (as-
( as-
Acquiring Tokens suming your opponent has enough tokens to do
While
Whi le speaking in-character,
in- character, you can make a skill so). You must now either increase your bid, orc-
check with an Interaction skill (Bluff, Diplomacy, ing your opponent to choose between these op-
Intimidate or Perception) that is appropriate tions again, or give up your demand. I you give
to the tone o what you are saying. A successul up your demand, the tokens in both sides’ bids are
check (DCs are ound in the relevant skill descrip- removed, and play continues.
tions in Chapter VII) gives you a token that you Tird, your opponent can exceed your bid and
can use when attempting to persuade the creature make a counteroffer. You must now either in-
or creatures to whom you are talking. crease your bid, making
ma king your own counteroffer, or
Tere’s a catch, however. Any time that you accept the counteroffer.
c ounteroffer. I you
you accept the counter-
make a skill check o this sort, the “target” o your offer, the tokens in both sides’ bids are removed,
skill check is entitled to a check o their own. I your agreement is completed , and play continues.
co ntinues.
their check succeeds, they gain a token that they I you make your own counteroffer, you must ex-
can use against you, regardless o how your check ceed your opponent’s bid, and your opponent has
succeeds. to choose between these options.
Generally speaking, interaction
interaction between char- Fourth,
Fourth, at any point during bidding, a side that is
acters becomes a social encounter as soon as an responding to a new bid has the option o walking
interaction skill check is made. away and ending the encounter altogether. Ending
the encounter has consequences, as described below.
Chapter XI:
XI : Non-Combat Encounters
Encounters
an encounter. We
We put this here to underscore
und erscore that either the combat rules or the social encounter
social encounters are a tool or resolving conron- rules above. In these situations, GMs may want
tation or potential conflict, and not or modeling to grant the players additional control over the
mundane transactions. narrative or simply throw the players out o their
On the other hand, i you are dealing with a comort zones. Skill games are Legend’s answer to
barter economy, chances are that people will use these situations, a orm o non-combat encounter
social encounters almost every day. Tis becomes that uses character skill and player ingenuity as a
especially relevant when your players are trying to means o resolving an array o archetypal conflicts.
bargain or a scarce resource or rare privilege. In a skill game, the characters in a party act as a
unit, making skill checks and acquiring tokens to
Hostage Negotiation spend on a variety o options.
Akasha the
t he Masked Barbarian
Barb arian Raider
Raide r isn’t much Skill
Skil l games are divided into Bidding
Biddin g games and
good at stealth or careul thievery, but she’s air- Option games. In Bidding games, parties spend
ly good at taking hostages. When her plan to rob tokens to bid or one o a variety o actions, and
a caravan just outside the city goes haywire, the the party that makes the highest bid wins the bid
caravan is quickly surrounded by armed militia and takes its action, possibly gaining other ben-
soldiers. Now Victor the Paladin Medic (and, ap- efits based on the margin o its win. In Option
parently, now main hostage negotiator) needs to games, involved parties simply spend tokens to
talk her into surrendering peaceully. buy their actions or a set price, which play out
Te relevant bonuses or each character (with exactly as described.
the relevant DCs or each skill in parentheses) are
a + Intimidate (DC ) and + Perception (DC Skill Game Basics
) bonus or Akasha, and a + Bluff (DC ), + At the beginning
begin ning o any skill
skil l game, the GM sets
se ts
Diplomacy (DC ), and + Perception (DC ) the skill game’s DC. We suggest this DC be equal
bonus or Victor. Victor clearly has a mathemat-
mathemat - to the party’s level + to , though GMs should
ical advantage, as expected or a character who always consider the party’s individual abilities
trains several interaction skills and assigns a rel-
rel- when setting this DC.
atively high priority to mental stats. Te skill game
game proceeds in [Action rounds]. At
the beginning o each [Action round],
round], each party
collectively chooses a number o skills, listed as
the Number o Skills Chosen per Action Round,
rom the skill game’s Skill List entry. Afer doing
so, each character in each party in the skill game
makes a skill check or each skill his or her par- number o tokens or the skill game it possesses
ty chose. Each party then compares the highest on that action. (A party may bid zero tokens.)
result rom among its members’ checks or each Once all parties have bid tokens, all parties simul-
chosen skill to the skill game’s DC. For each o taneously reveal the number o tokens they bid,
these results that exceeds the skill game’s DC, the but not the actions they chose, and pays that num-
party is awarded a token or the skill game, which ber o tokens or its action. Te party with the
lasts until the end o the skill game or until the highest bid takes the action it chose. Te action
party uses it to pay tokens. okens can only be has the effect listed or the number o tokens by
used in the Skill Game in which they are awarded. the bid was won, as given in its entry in the skill
(okens can also sometimes be awarded in other game’s action set.
ways specific to each skill-game encounter.) I two or more bids tie or the highest bid, each
Unless a skill game occurs over the duration o party whose bid tied or the highest bid wins the
an [Encounter], [Scene], or [uest], participants bid and takes the action it chose i and only i that
in the skill game may only take actions listed in action has an effect i the bid was won by to-
that skill game’s action set. Te conditions under kens. Tose parties each make a d roll. Parties
which a skill game ends are determined by the in- take their actions in descending
descend ing order o results. II
dividual skill game. Most o the time, you cannot there are any ties, the tied parties reroll until there
t here
simply walk away rom a skill game as you could a is no tie between them. Te order o the original
social encounter. rolls is ollowed except when determining the or-
der between tied parties. Afer all actions are tak-
Using Tokens en, the [Action round] ends.
Once tokens have been awarded, each party se-
cretly chooses actions, and the [Action round] Option Game
continues in one o two ways, as given below or Each party secretly chooses a number o actions
the type o skill game. When secretly choosing less than or equal to the skill game’s maximum
actions, it is suggested that each party write down number o actions per [Action round] rom the
any o its actions and bid, i applicable. I the skill game’s action set. Te combined token costs
skill game includes parties controlled by both the o the chosen actions must be equal to or less than
GM and one or more players, it is suggested that the number o tokens or the skill game the par-
the GM write down his or her actions and bid, i ty possesses. (A party may choose zero actions.)
applicable, first, so that the players may consult Once all parties have chosen their actions, i any,
openly with one another to determine their par- all parties simultaneously reveal
reveal their chosen
c hosen ac-
ty s purchases and bids. tions. Each party then pays a number o tokens
equal to the combined token costs o the actions
Bidding Game it chose and takes the actions it chose. All actions
Each party secretly chooses an action rom are taken simultaneously. Afer all actions are tak-
the skill game’s action set and secretly bids any en, the [Action round] ends.
Chapter XI:
XI : Non-Combat Encounters
Encounters
Interrogation
Lie: Good lies are hard to come by, but they work,
Type of Skill Game: Bidding and torture simply doesn’t. At least not i you
Number of Skills Chosen per Action Round: need actionable intelligence. Lies are the stock in
Skill List: Diplomacy, Perception, Intimidate, Bluff, trade o most interrogations, where they are used
Medicine, and History to build elaborate architectures o logic and belie.
A solid lie needs to be planted in ertile soil, so this
Interrogation takes place between two parties — action must be used beore you actually tell a lie,
the interrogators,
interrogators, and those being interrogated,
interrogated, as then “cashed in” when the lie is made. Te Lie can
designated by the GM. In Interrogation, sooner or be used by the party being interrogated against a
later, the person or persons being interrogated
interrogated will successul Extract, or by either party as part o a
crack. Tus, interrogators accrue a single token au- Concession. It is not necessary to use this action
tomatically at the start o each [Action Round]. or lies that aren’t alse pieces o inormation or
On the other hand, breaking
breaking a subject can take alse guarantees; those kinds o lies are made with
a lot o time, particularly i you want inormation a Bluff check, as usual.
that’s actually actionable instead o ake cones-
sions. Tus, Interrogation uses time and inorma- Extract: Tis is the action that the interrogating
tion as scoring resources. Te goal o the party un- party uses to gain the inormation they want. I
der Interrogation is to stall as long as possible. In the party being interrogated has a Lie prepared,
general, the interrogators should have six [Action they may eed a completely alse piece o inor-
rounds] beore time starts running short on them mation that round instead o revealing tidbit o
or any o a variety o reasons o the GM’s choos- inormations, pieces o actionable intelligence, or
ing, so gauge how much time an [Action round] deep dark secrets.
takes based on that criterion.
Interrogation
Interrogation does not generally allow the in- Stall: Inormation is useless i it comes too
to o late to
terrogated party to walk away rom bidding, but act upon, so the party being interrogated wins i
it can become a normal social combat encounter they can hold out until that point – or until the
i both parties consent. I this occurs, each party’s cavalry comes to rescue them.
them . Te interrogators
tokens rom this skill game become
b ecome tokens or the may also use this option, but most o the time
social combat encounter. they won’t find it useul.
Lie prepared, however, they don’t have to abide Interrogation Action Table
by their promise. Act
ctiion Result
Liee Bid
Li Bid Was
Was Won by 2: You may divulge a
piece of information or make a guarantee
Leverage: Unlike the other options common to that is false
skill-games, Leverage needs more than just tokens. Bid Was Won by 3: Two lies or false guar-
antees
o use Leverage, shockingly, you actually need a
lever. It might be a amily member they don’t want Extract
Extract Bid
Bid Was
Was Wo
Wonn by
by 1:
1: You extract a tidbit of
harmed or killed or an arm they don’t want broken, information
Bid Was Won by 2: You extract a piece of
but good leverage isn’t easy to find. Generally, it’s
actionable intelligence
very hard to use Leverage more than once in an Bid Was Won by 3: You extract two pieces
interrogation. Only interrogators may use Leverage. of actionable intelligence
Bid Was Won by 4: You extract a deep
dark secret
Trap: A trap represents a skilled
sk illed ruse designed
design ed to
lull the other side into a alse sense o security. St
Stal
alll Bid
Bid Was
Was Won
Won byby 1:
1: The next action round
cannot be Extract
rap negatively impacts the opposition’s ability Bid Was Won by 2-3: The next action
to pass the skill tests that occur between actions. round cannot be Extract or Concessions
Bid Was Won by 4: Extract cannot be used
Tis means that they accumulate ewer tokens,
again in this interrogation
which makes it an ideal way to solidiy an exist-
ing advantage. A party may only use rap once in Conces- Bid Was Won by 0-2: The interrogators
sions gain a piece of actionable intelligence in
a given interrogation.
exchange for a small guarantee
Bid Was Won by 3: The interrogators gain
a deep dark secret in exchange for a large
guarantee
Tra
rap
p Bid
Bid Was
Was WoWon n by
by 1:
1: Opposing party suffers
-3 to all rolls for one Action Round
Bid Was Won by 2: Opposing Party suffers
-4 to all rolls for one Action Round
Bid Was Won by 3: Opposing party suffers
-4 to all rolls for two Action Rounds
Chapter XI:
XI : Non-Combat Encounters
Encounters
Maximum Number of Actions per Action Round: per GM should offer the party a special skill check at
player a critical moment — a chance to win a single ex-
Skill List: Varies tra token. Each character should make this check,
and the party uses the highest result, as in any
When
Wh en tr
tryin
yingg to play games laced
lac ed with
wit h so
social
cial other skill game.
and political complexities, and especially
especial ly games Once the party has tokens to spend, they
with actual detective work and investigations, may purchase up to a single action per player at
the disconnect between a character’s detailed the end o each [Scene], ollowing the rules or
in-game knowledge and its player’s knowledge Option games. Te party can also save tokens i it
can make it difficult or the party to proceed. wishes. A party typically accumulates three to five
Te Investigation skill game helps to solve this tokens per [Scene]. Actions in Investigation allow
problem by presenting players with tools to learn players to advance the plot in desired directions,
d irections,
about, involve themselves with, and define the and are divided into Advantages, which represent
setting in which their characters operate. Unlike tools or contacts, and Opportunities, which allow
most skill games, which resolve over the course o them to make discoveries and pursue clues and
a single [Encounter] and are ought out between events.
multiple interested parties, Investigation serves as Te Advantages and Opportunities
Opportunit ies presented
the backdrop or an entire [uest], and provides below are suggestions and guidelines. GMs are en-
the players with opportunity or discovery rather couraged to create additional choices that are rele-
than a particular contest to win. It is intended to vant to their campaign and to careully moderate
structure a story arc rather than serve as a sym- what Advantages and Opportunities are available
metrical way or good guys and bad guys to strike at any given time. Adding choices or taking them
at one another. away can help to control the pace and tone o a
Investigation
Investigation works well or all sorts
sorts o plots [uest] while still affording the players agency in
but is designed particularly with mysteries in the narrative. Greater access to Opportunities al-
mind: the players want to ind something or lows players to directly assert control over the plot,
someone; and they are willing
wil ling to put an entirely while a broader set o Advantages gives access to
unreasonable amount o effort into doing so. Tey extra tactical and logistical resources. In either
advance the plot o this effort via Investigation. case, you can gradually increase the
t he players access
Each [Action round] in an Investigation encom- to Advantages and Opportunities over the course
passes an entire [Scene], during which players o the skill game, creating a sense o achievement
accumulate tokens. Victory in an [Encounter] and, ideally,
ideal ly, reflecting
reflecting the
t he players’ actual in-game
during the skill game, whether the [Encounter] is accomplishments.
method o problem solving. For others, it offers game. Tis allows the party members to retreat
options like sae-houses and help rom law en- saely rom the encounter and gain the effects o
orcement, or even the occasional escape route the Small Lead action i they win the Parkour skill
instead o plot advancement. Either way, it offers game. Tis decision can be made during any o
a chance to explore a genre that might otherwise the party members’ turns during an [Encounter],
not fit with their normal playstyle. but the entire party must agree on the decision.
I the party interrupts the combat encounter this
Investigation Action Set way, the party is considered to have won the en-
counter, and is awarded a token as normal or the
Opportunities rules o the Investigation skill game.
Small Lead (1 token): Te party stumbles onto an ob-
vious clue or avenue o inquiry that is interesting A Big Shoot-out! (4 tokens): Te players get to go on
and directly relevant to the plot, a small but sig- the offensive. Te party may propose a combat
nificant step orward in the pursuit o the truth/ encounter to the GM and work with the GM to
bomb/genie/deathray at the narrative’s heart. Te determine the specifics o the encounter, includ-
Small Lead action helps preserve a game’s mo- ing the enemies it aces. I the party wins the com-
mentum, and should always be available. bat encounter, the party gains the effects o the
Small Lead action and is awarded a token.
A Snitching Prisoner! (2 tokens): Te party or the
organization it represents have obtained a pris- A Meeting at the Crossroads! (5 tokens): Te party has
oner worth interrogating. Te party begins an something that an antagonist wants. Te party
Interrogation skill game, with the DC set to + makes contact with the antagonist, who offers a
the player characters’ level. major concession as part o a trade. It may be that
the players find the trade undesirable, but i that’s
A Few Witnesses! (2 tokens): Tese poor people have the case, the offer itsel should be sufficiently tell-
seen... something, and the truth is out there. Te ing, providing the party with the effects o two
party begins a Negotiation skill game, with the Small Lead actions.
DC set to + the player characters’ level.
An Abandoned Lair! (6 tokens): It s too late to catch
A Desperate Chase! (2 tokens):
A villain is about to the mysterious big boss this time, but by orcing
get away, and with him a delicious and critical the heretoore nameless oe to abandon this acil-
clue! Te party begins a Parkour skill game, with ity, the players have revealed their enemy’s iden-
the DC set to + the player characters’ level. tity, dealt them a major setback, and recovered
Chapter XI:
XI : Non-Combat Encounters
Encounters
enough evidence to reveal at least some portion o their deadlines or disrupting their ongoing mis-
the grim plan behind all these events. Tis should sions. During this respite, each character in the
provide a clear course o action moving into the party has the chance to exchange one consumable
next scene, with plenty o inormation and new in their possession
possession or another consumable o the
A Wicked Something! (8 tokens): Te players have Advance Man (2 tokens): Explosives get set, tool
learned enough to make lie dangerous — or caches sequestered, doors jimmied open, and get-
themselves. Teir adversary sends an assassin away vehicles placed. Party members get every-
or group o assassins to eliminate the pesky he- thing they need to perorm miracles that would
roes. Te party aces a combat encounter with be perectly at home in a heist movie.
an EL party members’ level. I the party mem
mem--
bers survive this encounter, the party is award- Goon Squad (2 tokens): Te party gains the support
ed one token and gains the effects o two Small o a mook o its members’ level with the myriad
Lead actions. I the party wins the encounter, it is archetype or a single [Encounter]. Tis myriad
awarded an additional token per the rules o the obeys their orders unquestioningly and leaves a-
Investigation skill game. I the party takes one o ter the [Encounter] is over.
the assassins alive, the party gains the effects o
the A Snitching Prison! action. Can’t Touch This (2 tokens): Te characters hire an
expert to remove evidence o a single [Encounter]
A Deadly Boss! (10 tokens): Te players catch up afer the act. Te party cannot be linked to the
with their target, or at least the highest-ranked events o that [Encounter], nor can it credibly
target that they know about. Tis kicks off what claim responsibility or what transpired.
transpired.
the players should certainly think o as the final
battle o their adventure, but eel ree to reveal a License To Kill (3 tokens): A relevant governing au-
new and more terrible enemy as the old one alls. thority grants the characters ull sanction. For the
next [Scene], the characters aces no legal reper-
A Roaring Finale! (15 tokens): Tis is it — curtains cussions or property damage, mayhem, killing,
are pulled back, myths unveiled, and the true ene- or whatever other destruction the characters can
my is ready or the Big Fight At the End. Tis will dream up in pursuit o their goals. O course, this
go down in the history books, as long as there’s does not protect them rom any injured parties
someone lef to write them. seeking revenge or rom the governing authority’s
authorit y’s
own enemies.
Advantages
Much Needed Rest (1 token): Party members have Potion Cache (3 tokens): Each character in the par-
a chance to return to base, heal up, regroup, and ty gains an allowance o consumables as i it were
pursue other matters without threatening any o the beginning o a [uest], plus one additional
[uest], as a swif action, any member o the par- Skill List: Bluff, Diplomacy, Intimidate, Perception.
ty may cast each o the ollowing spells once, at Geography or History may be appropriate addi-
which point it becomes unavailable to the party: tions to the skill list or some Negotiation skill
dimensional lock, legend lore, major image, and games.
teleport. (As always, you don’t have to offer this
advantage i it’s going to bust your plot or setting Te Negotiation skill game is useul or modeling
down the middle.) ormal interactions such as suing or peace, nego-
tiating an armistice, buying secrets rom a double
Wealthy Friend (5 tokens): Each party member gains agent, or using such secrets to sabotage your own
a Greater Item and the ability to attune and use armistice. It also provides a model or diplomatic
it in addition to his or her normal allotment o situations that are less visibly ormal, like plead-
items until the end o the [uest]. In general, only ing with a dragon when it’s got a party member in
three Wealthy Friend
Friend Advantages should be avail- its mouth.
able per [uest]. All o
o the actions in Negotiation come down to
attempts to secure concessions rom other parties.
Invisibility Cloak (7 tokens): Te characters get the Concessions are described as either moderat
mo deratee or
chance to be sure no one sees them coming. Until significant, the exact meaning o which must in-
the end o the [uest], the party may choose evitably vary on a case-by-case basis. Concessions
to gain a surprise [Round] in any one combat can be used to reverse previous concessions, but
[Encounter]. Tis choice must be made beore there are generally more productive ways to
initiative is rolled. spend one’s tokens. A significant concession can
reverse a significant or moderate concession; and
What Feats They Did That Day (9 tokens): Tis story a moderate concession can reverse another mod-
shall the good man teach his son, rom this day erate concession.
to the ending o the world. A powerul moment When all is said and done, the Negotiation skill
steels the party or the fight ahead. Until the end game can be resolved in one o two ways. I no
o the [uest], the party may choose to have all party bids on a Demand action or two [Action
damage its members deal be doubled in any one rounds], the Negotiation ends amicably, and all
combat encounter. Tis choice must be made be- granted concessions are socially binding. On the
ore initiative is rolled. other hand, a party that has been pushed to its
limits by unreasonable demands can leave in a
huff. It loses all o its tokens and no longer has to
grant any concessions or the skill game, though
Chapter XI:
XI : Non-Combat Encounters
Encounters
other parties no longer have to grant it any con- concession. Te next time that party takes the
cessions either. Tis can also ofen be a bad idea, Demand action, including during this [Action
with serious social and political consequences. round], i your party specified a moderate conces-
I only one party remains in the skill game, the sion, the chosen party may grant your party that
Parkour Points, the skill game ends. I the parties are tied
or Chase Points, another Final Stretch [Action
Type of Skill Game: Option round] takes place.
Number of Skills Chosen per Action Round:
tions have been taken in the skill game, the next action the opposing party has taken cease.
[Action round] becomes a Final Stretch [Action
round]. At the end o each Final Stretch [Action Lethal Terrain (3 tokens): Te opposing party loses
round], i the parties are not tied or Chase Chase Point each [Action round] when actions
Chapter XI:
XI : Non-Combat Encounters
Encounters
are revealed, beginning with the next [Action Drop (2 tokens): I the party would lose any num-
round]. ber o Chase Points this [Action round], it loses
ewer instead.
Setups
Analysis (1 token): During any [Action round] afer Roll (3 tokens):
Te effects o a Lethal errain
this one, when parties choose actions, the party action the opposing party has taken cease.
may choose to trigger this action. When this action Additionally,
Additiona lly, the party may increase the
t he number
is triggered, the party may increase the number o o Chase Points it gains rom a single Lead action
Chase Points a party gains or loses rom a single it takes during the next [Action round] by .
Lead or Hazard action this [Action round
round]] by .
Contingencies
Stop (1 token): I the party would lose any number
Environmental Rules Tis is, very explicitly, a all to your doom, and
resenting the potential harm inflicted by alls, su- plunge or one creature in one situation might not
ocation and starvation in a game. Tese should be or another.
be seen, in general, as tools or a GM to use. Rules
or alling, suffocation and starvation in partic- Suffocation
ular may not fit into or have a role in every game, Most creatures need air to survive, and running
but when a game does need them you can find out o it is a bad way to go. Suffocating creatures
them below. become [Slowed] and [Energy drained] rom
suffocation each [Round] at the end o their
Falling turns. Te penalty rom the [Energy drained]
Willlling
Wi ingly
ly or otherw
oth erwise,
ise, character
chara cterss someti
som etimes
mes condition inflicted by suffocating stacks with
take the plunge, and when they do it’s good to any other penalties rom [Energy drained], up
know how much hurt you can deliver with a ca- to a maximum o the suffocating creature’s high-
sual deenestration. As Legend tends to deal with est circle. Conditions gained rom suffocation
height as an abstract unction, we typically divide
d ivide ignore [Immunity], and cannot be removed un-
alls into three narrative types. til the creature is no longer suffocating. I at the
end o its turn a suffocating creature’s penalties
Trivial fall rom [Energy drained] cannot increase, it alls
Short and inconsequential, a trivial all is easily [Unconscious] instead, and dies afer a number
survived and doesn’t slow a character down in o minutes equal to hal its Constitution score.
any sense besides potentially orcing him to jump Te risks o suffocation can be held off tem-
back up to his previous position. porarily by holding one’s breath. Most creatures
can hold their breath or [Round] per point o
Hazardous fall Constitution they possess in pressurized environ-
A hazardous all is more dramatic in nature, and ments, or or a single [Round] in hard vacuum.
might cause some real injury, dealing d damage. Creatures that don’t need to breathe never suffo-
suffo -
By deault, a all that inflicts damage should be a cate, and can hold their breath indefinitely.
hazardous all.
Starvation and Dehydration
Dramatic Plunge Whilee not appropriate
Whil approp riate or all campaigns
campa igns at all
Sometimes you get pushed o a cli by the times, the rules or other orms o extreme depri-
Marquessa de Winter and a hazardous all just vation are similar to those or suffocation, though
isn’t enough. A dramatic plunge deals d damage, they occur over much longer time scales. A crea-
plus d damage per level o the alling creature. ture that does not eat or drink or a number o
Chapter XI:
XI : Non-Combat Encounters
Encounters
drained] condition
cond ition rom starving or dehydrating
dehydrating be a ar worse problem when hazards do not a-
stacks with any other penalties rom [Energy ect all parties symmetrically. We strongly recom-
drained], up to a maximum o the starving or de- mend your encounters include no more than one
hydrating creature’s highest circle. Te [Energy o these hazards, plus another one or every -
drained] condition rom starving or dehydrat- levels o the players, and that you monitor their
ing ignores [Immunity] and cannot be removed potential effects careully. As a rule o thumb, i
until the starving or dehydrating creature eats or an environmental hazard negatively affects or is
drinks, respectively. I at the beginning o a day a likely to negatively affect a greater percentage o
starving or dehydrating creature’s penalties rom one party in an encounter than the other, treat the
[Energy drained] cannot increase, the creature EL o the advantaged party
p arty as one higher.
hi gher. ry
ry not
alls [Unconscious] instead, and dies afer a num- to place your players in a position where EL is be-
ber o days equal to hal its Constitution modifi- ing adjusted by more than two points either way.
er. Creatures that don’t need to eat or drink never
starve or dehydrate.
Bright A little too bright, actually. Fortitude [Dazzled] until the end of the [Encounter] able -
Deceptive This pl
place d
do
oes tth
hings to
to yyo
our h
heead. Will [Confused] u
un
ntil tth
he en
end o
off th
the fir
first [R
[Round] Hostile
Foul air You can feel it on your skin. Fortitude [Sickened] until the end of the [Encounter]
Eniron--
Eniron
Haunted There’s something watching. Will [Shaken] until the end of the [Encounter]
ments
Loud WHAT? WHAT DID YOU SAY? Fortitude [Deafened] until the end of the [Encounter]
Memetic hazard Goggles would have done something. Will [Blinded] for one [Round]
Fortitude/
Nauseating Oh, ew. [Nauseated] for one [Round]
Will
This is what you get for fighting in a
On fire Reflex [Burning] for three [Rounds]
burning building.
Restful You have to shake yourself awake. Fortitude [Fatigued] for one [Round]
Tricksy Don’t trip on the roots, now. Reflex [Entangled] until the end of the [Encounter]
Hostile Environments or each [Scene] in which the creature made a suc-
From the desert sun that orces a wayward vaga- cessul save against that environment - or each
bond to avert his eyes, to the umes o a bubbling [Scene] afer the first it has completed in that en-
tar pit, some environments are undamentally vironment) grants the creature [Immunity] to the
hostile. Simply being in these places can inflict effects o that particular hostile environment.
any one o a number o undesirable conditions.
At the start o each [Encounter], each creature
c reature in Limited Visibility
a hostile environment gains the condition listed In a world navigated primarily by sight, not be-
as the effect o that environment given in the table ing able to see can be a serious hazard to anyone.
below or the duration listed. Te DCs or hostile Tere are two grades
grades o limited visibility :
environments are + per [Encounter] spent » Obstructed-visibility conditions can be og, smoke,
in that environment during the current [Scene]. heavy rain, dust-storms, and the darkest
A success
successul
ul save o the type listed or a hostile
hosti le part o night, among other things.
t hings. Creatures
environment in the table below negates the envi- in these conditions treat all creatures out-
ronment’s effect. I an environment lists two di- side o their [Melee] range as [Concealed],
[Concealed],
erent saves,
saves, the GM chooses
cho oses either save when the
th e and are [Concealed] when viewed rom
environment is created. beyond [Melee] range. Tey likewise treat
Afer a creature
creature ends
ends one or more
more [[Scenes]
Scenes] in all creatures beyond their [Close] range as
some hostile environments,
environments, it may become accli-
accl i- [Fully concealed], and are [Fully concealed]
mated to that environment. At the beginning o when viewed rom beyond [Close] range.
each [Scene], afer the first completed in that en- » Zero-visibility conditions can be anything rom
vironment, each creature in a hostile environment whiteout conditions and total darkness to
that has completed a [Scene] in that environment swimming pools ull o blood. Creatures
may make a save to gain [Immunity]
[ Immunity] to that envi- in these conditions suffer the effects o be-
ronment. A successul save o the type listed or a ing [Blinded], and those looking into these
hostile environment in the table above (DC - conditions cannot distinguish eatures o
Chapter XI:
XI : Non-Combat Encounters
Encounters
the environment and treat creatures inside Severity 1 The creature treats movement, except in the
direction the onrush is flowing, as difficult
zero visibility conditions as i they were
terrain.
[Invisible]. Severity 2 The creature is [Checked] against the direction
Illumination, such
suc h as that provided by torches and the onrush is flowing.
some abilities, and [Darkvision] can counter lim- Severity 3 The creature is [Blown away] in the direction
the onrush is flowing and takes 5d6 physical
ited visibility that results rom darkness, though damage.
most illumination is useless against magical dark- Severity 4 The creature is [Battered].
ness. Illuminated creatures and areas are treated Severity 5 The creature takes 5d6 physical damage.
movement.
Chapter XI:
XI : Non-Combat Encounters
Encounters
day are defined by what happens when you trigger trap in advance, it gains an additional + bonus
them. For the purposes o determining i a crea- to all checks and to Awareness to detect the trap.
ture is going to trigger a given trap, traps occupy
a number o contiguous squares called the trap’s Disarming Traps
area. Any creature that enters a trap’
t rap’s area triggers
trigge rs Players can attempt to disarm any trap they have
the trap, suffering that trap’s effect. Te square o detected. A party may make a number o rolls given
g iven
the trap’s area the creature enters is called the trig- on table - to disarm a trap. Only one roll can be
gered square. Some traps also
a lso require saves. Once made per [Round ] by a given player, and each roll
a trap has triggered, it cannot trigger again or un- must be made as a standard action or two consecu-
til a number o [Rounds] have passed, given as the tive move actions, which may be spent over multi-
trap’s Recharge, unless otherwise specified. ple [Rounds]. You can use Knowledge, Engineering,
With some time and effort, creatures
creatures may be Athletics, or Larceny
L arceny.. Other skills may be used at
able to circumvent a trap that they’ve
th ey’ve seen operate GM discretion. I a party ails all the rolls to dis-
even i they can’t disarm or destroy it. arm a trap, the trap becomes jammed, unable to be
disarmed. Attempts to disarm a trap can be made
Detecting Traps against any o a trap’s squares.
I a creature’s comes within
withi n [Close] range o a trap
and its Awareness exceeds a trap’s DC, that crea- Destroying Traps
ture automatically detects the trap. Otherwise, a Creatures can attempt to destroy any trap that has
party may make a number o rolls given on <insert been triggered. Otherwise, a creature can only at-
trap table reerence here> to detect a trap. Tese tempt to destroy a trap i their
t heir Awareness exceeds
rolls can be Perception, Engineering, or Larceny
L arceny the trap’s DC or i an ally’s awareness has exceed-
rolls, and are compared against the DCs o any ed the DC and inormed them o its presence. A
traps within [Close] range. Te first roll requires trap is destroyed when its hit points are reduced to
no action, and each creature may make the roll. A . Attacks against traps can target any o a trap’s
party uses the highest result. squares, automatically hit, and traps automatical-
Afer the first
first roll,
roll, even i there are no opponent
opponentss ly ail saving throws.
present or known to the creatures, the creatures
roll initiative and play proceeds in [Rounds], with Breaking and Building Traps
turns in order o initiative. creatures may continue raps can occupy the same squares as other traps,
to make rolls, but only one roll can be made per though it can typically throw off EL expectations.
[Round ] by a given creature, and each roll must be GMs may always use ewer squares or a trap than
made as part o a move action or as a swif action. is stated. raps do not last orever. Tey require
maintenance, reloading, or even convection that the GM careully consider the increased di-
heating (to keep lava rom solidiying). Legend ficulty o any subsequent [Encounters] as EL may
does not cover this maintenance, but GMs may be raised drastically depending on how much [HP
wish to make changes based on these consider- reduction] the players suffer.
5 8 18 16 2 40 4 2 3
6 10 19 18 2 45 5 2 2
7 10 20 18 2 50 5 2 2
8 12 21 19 2 60 5 2 2
9 12 22 20 2 65 6 3 2
10 13 24 21 1 70 6 3 2
11 13 25 21 1 75 6 3 2
12 14 26 23 1 80 7 3 1
13 14 27 23 1 90 7 3 1
14 15 28 24 1 100 7 4 1
15 15 30 25 1 100 8 4 1
16 16 31 26 1 100 8 4 1
17 16 32 26 1 100 8 4 1
18 16 33 28 1 100 9 4 1
19 16 34 28 1 120 9 4 0
20 16 36 30 1 140 10 4 0
Chapter XI:
XI : Non-Combat Encounters
Encounters
Delta Generator: riggering this trap siphons Sticky Gel: riggering this trap coats the unortu-
stamina as a crimson cord o energy, dealing nate victim in a rapidly-hardening, constrictive
damage to the triggering creature i it is an oppo- gelatin, inflicting [Slowed] or two [Rounds], and
nent, or healing hit points i it is an ally. Delta [HP reduction] equal to this trap’s EL. A success-
Generators are always Open Hazards. ul Reflex save negates the [Slowed] condition.
Chapter XI:
XI : Non-Combat Encounters
Encounters
inflicting [HP reduction] equal to the sum o Ripping: riggering this trap exposes a creature
the trap’s EL and UAM, and reducing the trig- to an array o blades like so many gnashing teeth
gering creature’s movement speed by hal or one dripping with poisons or
o r arcane energies, inflict-
[Round ]. Tis movement speed reduction does ing [HP reduction] equal to three times the trap’s
not stack. Deadly Neurotoxin cannot be detected UAM, which does not expire until the end o the
until it has been triggered, and recharges imme- [Scene] (instead o the end o the [Encounter]).
diately. Deadly Neurotoxin is always a Concealed
rap. Tearing: riggering this trap unleashes a bloody
whirlwind o telekinetic magics, inlicting
Gunners: riggering this trap releases a flurry o [Battered] or one [Round], and [HP reduction]
rockets, bolts, bullets, or even magical projectiles, equal to the sum o the trap’s EL and UAM. Any
inflicting [HP reduction] equal to the trap’s EL to square the triggering creature moves through
all opponents in any o its squares. Gunners are within [Close] range o this trap while [Battered]
always Open Hazards, but they occupy quadruple becomes part o this trap.
the number o squares as a normal trap instead o
double or being an Open Hazard.
4th tier
Crushing: riggering this trap mashes adventurers
between suddenly mobile walls, floors, or ceilings,
ceilin gs,
inflicting [Stunned] or two [Rounds], and [HP
reduction] equal to the sum o the trap’s EL and
UAM. A successul Fortitude save negates the
[Stunned]
[Stunned] condition.
CHA PTER
Magic in Legend
Mechanically, we think that a predictable and
“learnable” magic system is absolutely critical. I
your character wants to call fire down rom the
sky on the enemy, it’s very important to know
how big the column
co lumn o fire is going to be. I you’re
banking on the spell working the same way it did
last time, you’d better hope that a sudden change
in the spell’s unction doesn’t end up roasting
your allies.
all ies.
niques are occasionally ound in ancient tomes or In Legend, the two core spellcasting tracks belong
secret runes, but even then the techniques are usu- natively to the shaman and tactician classes. Each
ally recorded as rituals rather than as principles track is tied to a list o spells (although there is
that can be urther developed.
some overlap), and the shaman and tactician [Melee] range. I you are damaged by such an at-
tracks can each be acquired via multiclassing. tack o opportunity, you must make a successul
Possessing a spellcasting track gives a creature Willl saving throw (DC + ½ your attacker’s lev-
Wil
two benefits. First, the track opens access to its el + your attacker’s KOM) or your spell ails and
spell list. Te creature can learn (and thereore the action spent to cast it is wasted without effect.
cast) spells rom that list. Core tracks give three I casting the spell involves taking an action that
new spells per circle. Second, the track grants a would normally provoke an attack o opportunity,
number o “spells per [Scene]” – essentially, open such as making a ranged attack, you still only pro-
slots dedicated to a particular spell circle, which voke one attack o opportunity.
the creature can “spend”
“spend” on any spel l o that circle.
Recovering Magic
A substantial bit o rest is required to recharge ex-
Using Magic pended magical resources. A spellcaster recovers
all previously cast spells at the
th e end o each [Scene].
Using magic in Legend is a straightorward pro-
cess. On your turn (unless activating a spell as an Reverse Spells
immediate action), you spend the action required Some spells have two versions – a normal and a
to activate the spell, make any roll necessary to reverse. A spellcaster that knows the normal ver-
determine the spell’s success, and make any roll sion o the spell automatically knows the reverse
necessary to determine the spell’s damage or oth- version as well.
er variable effects. Te GM then makes any saving
throws required by the spell.
Spell Lists
Saving Throws
Many spells require their targets to make saves, Shaman
either to reduce or avoid their effects. Te save Te DC or Shaman spells is equal to + ½ your
DCs o all spells are determined by the particu- level + your Wisdom modifier.
lar spellcasting track used to cast them. Shaman
Spellcasting
Spell casting has a DC o + / your level + your First Circle:
Wisdom
Wisd om modifier,
mod ifier, while actician
actic ian Spel lcasting
lcast ing Cure Light Wounds – Restore d HP, + per level,
has a DC o + / your level + your Intelligence
Intell igence and remove one condition rom an ally.
modifier. Reversal: Inflict Light Wounds – Deal d dam-
age,+ per level to an opponent.
Reversal: Bane – Opponents suffer a - penalty to Cure Serious Wounds – Restore d HP,
HP, + per lev-
attack rolls and Will saves. el, and remove two conditions rom an ally.
Incantation – single creature gains + bonus to Reversal: Inflict Serious Wounds – Deal d damage,
attack rolls, + more per levels. + per level to an opponent.
Endure Elements – Creature gains tremendous resil- Dispel Magic
– End one or two magical effects, de-
ience against environmental hazards. pendent on circle.
Obscuring Mist – Fog orms around you, rendering Holy Smite – Creatures in a radius are struck or
creatures within [Concealed]. d damage per level.
World-Mind – Communicate telepathically with Incantation: Creature is struck or d damage
your allies.
alli es. per level.
Searing Light – Ray o energy deals increased dam-
Incantation: Ally’s
Ally ’s weapon deals an additional d Dimensional Anchor – Creature is rendered unable
energy damage with the [Electricity] de- to use or benefit rom [eleport] effects.
scriptor per circle you possess in the spell- Regenerative Aura – Allies gain [Fast healing] while
casting track that grants this spell. within range.
See Invisibility – Creature gains the ability to see Hold Monster – Creature is rendered [Paralyzed].
[Invisible] creatures. Incantation: Creature is rendered briely
Status – Monitor the location and condition o [Paralyzed],
[Paralyzed], then [Slowed].
allies. Greater Invisibility – Creature is rendered [Invisible]
Resist Elements – Creature gains [Lesser resistance] even it takes offensive actions.
to a specified energy type. Dimension Door – [eleport] yoursel and several
Reversal: Elemental Vulnerability – Creature gains allies a short distance
d istance..
[Vulnerability] to a specified energy type. Blindsight – Creature gains [Blindsight].
Darkvision – Creature gains [Darkvision]. Major Image – As silent image, but can create
Darkness – Create a globe o magical darkness. non-visual illusions as well.
Project Image – Create an illusion o yoursel that Casting Time: Te ourth line o every spell descrip-
mimics your actions. tion displays the action or amount o time that is
Vortex – Create whirlwind that damages
d amages and draws taken to cast the spell.
creatures within.
Tactical Deployment – [eleport] one or more allies Range: Te ourth line o every spell description
a short distance each [Round] or an [Encounter]. displays the range rom the caster within which
the effect o the spell may take place.
Seventh Circle:
Foresight – Creature gains increased deenses, Target: I the fifh line o a spell description dis-
which can be discharged to automatically roll a plays “arget”, the rest o the text in the line dis-
natural . plays the applicable target(s) o the spell.
Discern Location – Divine the exact location o a
single creature or object. Effect: I the fifh line o a spell description dis-
Prismatic Spray – Rays o energy harm opponents plays “Effect,” the rest o the text displays the e-
in various ways. ect the spell will create within the spell’s range.
Dimensional Lock – Create ward that blocks all tele-
portation and dimensional travel in an area. Duration: I a line in a spell
spel l description
description begins with
Spell Turning – Creature is warded to reflect several “Duration”, the rest o the text displays how long
spells back at their caster. the spell’s effect lasts. I a spell’s description does
not contain this line, its effect is instantaneous.
Half:
Te spell deals damage, and a successul
Circle: Te third line o every spell description dis- saving throw halves the damage taken.
plays the circle o the spell as well as the spellcast-
ing track to which it belongs.
Descriptive Text: Tis portion o a spell description two creatures, and whenever a creature begins its
details what the spell does and how it works. I one turn inside the area o the spell’s effect or the first
o the previous entries in the description included time each [Round] that a creature enters the area
“see text,” this is where the explanation is ound. spel l’s effect, acid og deals damage with
o the spell’s
the [Acid] descriptor per level you possess to that
Reversal: A Reversal header in a spell’s descrip- creature. Additionally,
Additional ly, whenever a creature enters
enters
tion provides the name o the reverse spell, and or exits a square in the spell
sp ell’s
’s area
area o effect, it must
its descriptive text. Unless otherwise displayed, stop moving. A successul Will save allows the
the reverse spell carries the same classification, creature to continue moving, but its movement
descriptors, circle, casting time, range, target or speed is halved or that movement.
effect, duration, and saving throw lines as the nor-
mal spell. Adamant Skin
Transmutation
Incantation: An Incantation
Inc antation header
hea der in
i n a spel
spell’s
l’s de- Circle: Shaman
scription provides the descriptive text o the spell Casting Time: standard action
when it is chosen or the Imbue Spell ability un- Range: [Melee]
der the Incantation track. Unless otherwise stated, Target: Creature touched
this version o the spell carries the same classifica- Duration: [Scene]
tion, descriptors, circle, range, target or effect, and Saving Throw: None
duration as the normal version o the spell.
Y
Your
our touch
tou ch imbues
imbu es an ally’s
ally ’s skin with supernatu-
Acid Fog ral toughness. Te target gains a shield granting
Creation [Acid] [Resistance] to all damage. Whenever the target’s
Circle: actician [Resistance] or [Greater resistance] reduces the
Casting Time: standard action damage that creature takes, the amount o dam-
Range: [Medium] age reduced, to a maximum o the target’s level,
Effect: f radius spread o caustic chemical og is added to the shield’s mitigation pool until the
Duration: [Encounter] spell ends. Once the shield’s mitigation pool ac-
ac-
Saving Throw: Wil
Will;l; see text cumulates an amount o damage equal to times
your level,
level , the spell
spe ll ends. I an amount o dam-
Tis spell unctions like obscuring mist, except age would be added to the mitigation pool that
that the area o the spell’s effect can be centered causes it to exceed times your level damage, an
on a target square within range, effects that in- amount o damage is added that causes the miti-
flict damage with the [Fire] descriptor do not gation pool to have only times your level dam-
remove squares rom its area o effect, a creature age instead, and the
th e rest o the damage that would
does not have line o effect to another creature i be added is instead dealt as i the target was not
one or more squares o the og exist between the affected by this spell.
You
You can make the wind blow in a certain
certai n direc-
dire c-
tion or manner, increase its strength, or decrease
its strength. Te new wind direction and strength
persist until the spell ends or until you choose
» A blast simply causes the winds to blow in one Circle: Shaman , actician
direction across the entire area rom one Casting Time: standard action
side to the other. Range: [Long]
Y
You
ou cause the wind
w ind conditio
co nditions
ns in the area o the Effect: Dramatically increased gravity in a f
spell’s effect to become any one o the conditions radius
on the list below. Each [Round], at the start o Duration: [Encounter]
your turn, each creature
c reature in the
t he area o the spell
sp ell’s
’s Saving Throw: Fortitude; see text
Y
You
ou heal the target
target creat
creature
ure d
d HP,
HP, plus HP per Reversal: Inflict Light Wounds
level, and remove up to two o the ollowing con-
con - Transmutation [Negative]
ditions currently affecting the creature: [Battered], Saving Throw: Wil
Willl hal; see
s ee text
[Bleeding], [Blinded], [Burning], [Conused],
[Dazed], [Dazzled], [Deaened], [Exhausted], You
You deal d damage,
damage , plus damage
damag e per level
[Fatigued],
[Fatigued], [Frightened],
[Frightened], [Nauseated],
[Nauseated], [Paralyzed], you possess,
po ssess, to the target.
target . A successul
s uccessul Will
Wil l save
[Shaken], [Sickened],
[Sickened], [Slowed],
[Slowed ], or [Stunned]. I this halves the damage. I this spell targets a creature
spell targets a creature that is normally damaged that is healed by [Negative]
[Negative] effects, it unctions
by [Positive] effects, it unctions as inflict critical as cure light wounds instead, except it is not a
wounds instead, except it is not a [Negative] effect. [Positive] effect.
Y
You
ou deal d damage,
damag e, plus damage per level Darkness
you possess,
pos sess, to the target.
targe t. A successul
success ul Will
Wil l save Evocation [Darkness]
halves the damage. I this spell targets a creature Circle:
actician
actician
that is healed by [Negative]
[Negative] effects, it unctions
unctions Casting Time: standard action
as cure moderate wounds instead, except it is not a Range: [Close]
[Positive] effect. Effect: f radius spread o magical darkness
Duration: [Encounter]
Range: [Close]
Darkvision Effect: Spread with a radius o your [Long]
[Long ] range
Transmutation originating rom you
Circle:
acticia
acticiann Duration: [Scene]
Casting Time: standard action Saving Throw: None
Range: [Melee]
Target: One creature You
You immediately
immed iately become
becom e aware o any attempt
Duration: [Scene] to observe you by means o a Divination spell or
Saving Throw: None [Sensor] effect. In addition, you know the loca-
tion o every magical sensor within the area o the
Te target gains the [Darkvision] special vision spell’s effect. Te area o the spell’s effect radiates
mode. rom you, always remaining centered on you.
I the creature that created the magical sensor
Death Ward is within the area, you get a visual image o the
Transmutation creature that used the spell or ability that created
Circle: Shaman it and also know that creature’s location; other-
Casting Time: standard action wise, the creature who created the magical sensor
Range: [Melee] must make a Will save. On a ailed save, you get
Target: One creature a visual image o the that creature and know its
Duration: [Scene] direction and distance rom you.
Saving Throw: None
Dimensional Anchor
he target gains [Immunity] to the [Energy Evocation [Binding]
drained] condition
cond ition and effects with the [Death] Circle: Shaman , actician
descriptor. Casting Time: standard action
Range: [Medium]
Target: One creature
Duration: [Scene]
Saving Throw: Reflex negates
You
You weave magical
magic al bindings
bind ings around the target
creature. Tese bindings do not restrict the target
creature’ss physical movement
creature’ m ovement in any way, but that
spell, and only i both targets leave their squaress name, community, county, country, and conti-
as part o the spell. nent. You
You do not need line
li ne o sight or line
l ine o effect
to the target, but you must have seen any target
creature or have
have an object which belonged
b elonged to it,
it , or
have touched any target object or extensively ex- Dispel Magic, Greater
amined it visually. Discern location can find and Evocation [Dispelling]
locate any creature, even a creature that cannot Circle: Shaman , actician
normally be ound or located. Casting Time: standard action
o find a creature with the spell , you must have Range: [Long]
seen the creature or have some item that once Target: Magical effect or effects within range
belonged to it. o find an object, you must have Saving Throw: None
touched it at least once.
Choose one o the ollowing: this spell ends two
Dispel Magic target effects
effects created by spells or spell-like
spel l-like abilities
Evocation [Dispelling] o fifh circle or lower that have durations and that
Circle: Shaman , actician originate rom a creature or square within range or
Casting Time: standard action targeted
targeted a creature within range; or this spell
spel l ends
Range: [Long] one target effect created by a spell or spell-like
Target: Magical effect or effects within range ability o seventh circle or lower that has a dura-
Saving Throw: None tion and that originates rom a creature or square
within range or targeted a creature within range.
Choose one o the ollowing:
ollowing : this spell ends two
target effects created by spells or spell-like abili- Endure Elements
ties o second circle or lower that have durations Transmutation [Ward]
and that originate rom a creature or square with- Circle: Shaman
in range or targeted a creature within range; or Casting Time: standard action
this spell ends a single target effect created by Range: [Melee]
a spell or spell-like ability o fifh circle or low- Target: One creature
er that has a duration and that originates rom a Duration: [Scene]
Ensnare Firestorm
Transmutation [Binding] Evocation [Fire]
Circle:
actici
actician
an Circle: Shaman
Casting Time: standard action Casting Time: standard action
Y
You
ou call up entropic orces,
orces, causing plants to grasp Tis spell creates one f radius column o flame
at creatures’ eet, pavement to become inexplica- per levels, which may overlap with one anoth-
bly slippery, rocks to catch shins and ankles, and er, inflicting d energy damage with the [Fire]
so orth. Squares in the area o the spell’s effect descriptor per level you possess to each creature
become difficult terrain, and creatures in the area inside one or more o these flame columns. A suc-
o the spell’s effect cannot activate the Charge cessul Reflex save halves this damage.
combat maneuver.
maneuver. Additionally,
Additional ly, until the end o the [Encounter],
whenever a creature ends its turn within f o
Find the Path one o these columns, including inside one or
Divination more o these columns, this spell deals d ener-
Circle: actician gy damage with the [Fire] descriptor per level you
Casting Time: minute possess to that creature. A successul Fortitude
Range: [Melee] save halves this damage i the creature is not in-
Target: Creature touched side one or more o these flame columns.
Duration: [Scene]
Saving Throw:
None Fistmutation
of the[Arming]
Earth
Trans
Transmutation
Te target creature is automatically aware o the Circle: Shaman
shortest route it can take rom its space to a location Casting Time: standard action
you speciy, as well as any traps or hazards
hazards along Range: [Close]
that route and physical actions the target creature Target: Each ally
needs to take to avoid such traps or overcome sim- Duration: [Scene]
ple obstacles. Tis may even include awareness that Saving Throw: Fortitude; see text
a sealed door to long-abandoned
long- abandoned mines requires a se-
cret word to open and what that word is. I the speci- When you cast this spell,
spel l, tiny bits o gravel cov-
fied location does not exist, this spell ails, having no er the hands, arms and weapons o your allies.
effect. Te spell automatically ends when the target Whenever
When ever a target ally
a lly would deal
dea l damage
dama ge with
w ith
creaturee reaches the specified location.
creatur an attack, it deals additional damage equal to hal
your level. Additional
Additi onally,
ly, or each affected ally, the
first time each [Round] that ally hits with an at- Flame Strike
tack, i it is the first time that [Round] the
t he target Evocation [Fire]
has been hit by an affected ally, the target o that Circle: Shaman
attack
attack is [Slowed] or one [Round]. A successul Casting Time: standard action
[Fire] descriptor until the end o the [Scene]. Saving Throw: None
Duration: [Encounter]
Saving Throw: None
its area o effect. A moderate wind (+ mph) dis- Range: [Medium]
perses the og in [Rounds]; a strong wind (+ Effect: f radius
rad ius spread o blinding particles
mph) disperses it in [Round]. Duration: [Rounds]/[Encounter]; see text
Saving Throw: Will partial ; see text
Foresight
Divination Y
You
ou create a f radius
rad ius spread
sp read originatin
or iginatingg rom
Circle: actician target square within range. Bright particles cling
Casting Time: standard action to all creatures in the spread, who are [Blinded]
Range: [Melee] or [Rounds]. A successul Will save negates the
Target: One creature [Blinded] condition. As a move action, a crea-
Duration: [Scene] ture who is [Blinded] by this spell can wipe the
Saving Throw: None particles rom its eyes, allowing it to ignore the
Te target gains a powerul sixth sense, granting [Blinded]] condition rom this spell or [Round].
[Blinded
instantaneous warnings o impending danger Until the end o the [Encounter], each creature
or harm. Te target is never surprised or [Flat- in the area o the spell’s effect is [Revealed], ceas-
ooted] and receives a + bonus to Armor Class es to be [Invisible] and cannot become [Invisible],
and all saving throws. Additionally, as an imme- and suffers a - penalty to Stealth checks, as the
diate action, the target may make a single d roll bright particles cling to it.
count as a natural (decided beore making the
Y
You
ou create a pool
poo l o slipper
sl ipper y grease on any hor-
he target creature gains [Immunity] to izontal surace within range. When you cast the
[Binding] effects, including any currently active spell, and at the beginning o your turn each
on the creature. [Round] until the end o the [Encounter], each
Hallow
Evocation Heal
Circle: Shaman Transmutation [Positive]
Casting Time: minutes Circle: Shaman
Range: [Long] Casting Time: standard action
Effect: Spread o magical energy Range: [Close]
Duration: [Scene] Target: Creature within [Close] range
Saving Throw: None Saving Throw: None
You
You summon a field o magical energy that boosts
boost s You
You heal the target creature d HP, plus HP
the abilities o allies and reduces the abilities o per character level you possess, and remove up to
your enemies. You
You create a spread with a radius
radiu s o o the ollowing conditions currently affecting
your [Longe] range originating
originatin g rom target
target square the creature: [Battered], [Bleeding], [Blinded],
within [Long] range. Each ally is treated as being [Burning], [Conused], [Dazed], [Dazzled],
level higher or level-dependent numerical effects [Deaened], [Energy drained], [Exhausted],
(such as saving throw DCs and damage done by [Fatigued], [Frightened], [Nauseated],
abilities) while in the spread, and each opponent [Paralyzed], [Shaken], [Sickened], [Slowed], or
is treated as being level lower or the same effects [Stunned]. I this spell targets a creature that is
while in the spread. damaged by [Positive] effects, it unctions as
harm instead, except it is not a [Negative] effect.
Y
You
ou deal damage per level you possess
poss ess to the Heart of Oak
target as a [Death] effect. A successul Will save Transmutation
halves the damage. I this spell targets a creature Circle: Shaman
that is healed by [Negative]
[Negative] effects, it unctions
unctions Casting Time: standard action
Tis spell deals d damage per level to each Tis spell brings to your mind legends about an
creature in the radius o its effect. A successul important person, place, or thing. Te inorma-
Fortitude save halves the damage. tion is “true,” but may be imprecise and subject to
Incantation: Te target o your Incantation takes interpretation.
interpretation. Tese may be legends that are still
d damage per level you possess. current, legends that have been orgotten, or even
inormation that has never been generally known.
Invisibility I the person, place, or thing is legendary, you gain
Evocation [Glamer] no inormation. Generally, characters who are th
Circle: actician
actici an level and higher are “legendary,” as are the sorts
Casting Time: standard action o creatures they deal with, the magic items they
Range: [Melee] wield, and the places where they perorm their key
Target: Creature touched deeds. Creatures with the [Legendary] subtype
Duration: [Scene]; see text qualiy as “legendary,” regardless o their level.
Saving Throw: None
Lightning Storm
Evocation [Electricity]
Te touched creature becomes [Invisible]. I the
creature perorms an offensive action or casts a Circle: Shaman
spell, this
t his effect ends. Casting Time: standard action
Range: [Long]
Invisibility, Greater Effect: Many lightning bolts per round
Evocation [Glamer] Duration: [Encounter]
Circle: actician
actici an Saving Throw: Reflex, see text
Casting Time: standard action
Range: [Melee] Lightning bolts strike each opponent within
Target: Creature touched [Long] range, dealing d+ energy damage with
Y
You
ou fire a number o missiles equal to
to the number A miracle is among the most powerul effects that
o circles you possess
possess in the track that has this spell
spel l you can produce.
produce. It can accomplish
accomplis h any one o the
on its spell list or grants
grants it as a spell-like
spel l-like ability (up ollowing tasks:
to total missiles). You fire each missile at a target » Resurrection: You revive a [Dead] or [Uncon-
creature within [Medium] range. Tese missiles scious] creature within [Close] range, heal-
may be fired at the same creature or different crea- ing it to its maximum HP and negating the
tures. Each missile deals Each missile deals magic [Dead] and [Unconscious]
[Unconscious] conditions.
damage with the [Force] descriptor equal to your » Anyspell: You can duplicate any spell on the
Key Offensive Modifier (minimum ) and causes shaman spell list o the th circle or lower,
the creature
creature hit to be [Revealed
[Revealed ] or one [Round].
[Round ]. or any spell on the tactician spell list o the
Abilities or effects that
t hat would increase this spell
spell’s
’s th circle or lower. Te spell is adjudicated
damage apply only to a single missile o your choice. exactly as i you had cast that spell, and i it
[Resistance] and similar effects cannot reduce the has a casting time greater than standard
damage rom magic missile to a creature to below action you must use the greater casting time.
» Spell Disjunction:
damage per missile fired at that creature. You immediately end up to
three target eects created by spells or
Major Image spell-like abilities whose durations
durations are not
Evocation [Figment] instantaneous and which are centered on
Circle: actician a creature or square within range or which
Casting time: standard action targeted a creature within range. Tis is a
[Dispelling] effect.
Tis spell unctions like silent image, except that » Word of Recall: You and all other willing allies
sound, smell, and thermal illusions are included in within [Long] range are immediately trans-
the spell’s
spell ’s effect, and creatures
creatures with [Ghostwise sight] erred to an area you consider sae, which
[Immunity] to it. A creature with [remorsense] can be at any range. Tis is a [eleport]
must image the area beore it gains [Immunity] to [Warp]] effect.
[Warp effect .
the spell.
spell . Additionally,
Additional ly, you
you may replace the image as
a swif action instead o a move action.
Nature’
Nature’ss Power
Powe r sight] treats non-adjacent creatures in the spell’s
Transmutation area o effect as [Concealed].
Circle: Shaman A moderate wind (+ mph), disperses the og
Casting time: standard action afer our consecutive [Rounds]. A strong wind
Range: [Close] (+ mph) disperses the og in [Round]. Effects
Target: Creature within range that inflict damage with the [Fire] descriptor
Duration: [Scene] burn away mist in their area o effect, removing
Saving Throw: None those squares rom this spell’s area o effect.
ing only a shadowy outline that does not mean- Saving Throw: None
ingully obstruct their senses instead. [Blinded]
creature have [Immunity] to this spell and do not Y
You
ou create
creat e a number
numb er o vis
visible
ible magical
mag ical orbs
orb s
perceive this spell at all. Once per [Round], as a called eyes equal to d plus your character lev-
swif or immediate action, or as part o a move el each within a target square within this spell’s
action, a creature that recognizes the image is range. You can establish line o sight rom each
likely an illusion may make a Will save to disbe- square one or more o these eyes occupy. Once per
lieve it. Whenever a creature with line o sight to [Round], as a ree action, you may move each eye
the image is dealt damage or orced to make a up to f as though it were [Flying] and had the
[Shaken], [Sickened],
[Sickened], [Slowed], [Stunned]. Casting time: standard action
Range: [Medium]
Restoration Effect: Line o orce blades; or see text
Evocation Duration: [Encounter]
Circle: Shaman Saving Throw: Reflex hal or negates, see text
Casting time: standard action
Range: [Melee] You
You create
create a wall o whirling blades o orce. When
Target: Creature touched you cast this spell, choose either
eith er line or spreads. I
Saving Throw: None you choose line, you create a line f long per level
you possess and f wide
w ide originating
originatin g rom target
Tis spell removes up to our o the ollowing con- square within range that lasts until the end o the
ditions currently affecting the target: [Battered], [Encounter]. I you choose spreads, you create a
[Bleeding], [Blinded], [Burning], [Conused], spread with a radius o f per character levels
[Dazed], [Dazzled], [Deaened], [Energy you possess originating rom target square within
drained], [Exhausted], [Fa
[ Fatigued],
tigued], [Frightened],
[Frightened], range that lasts until the end o the [Encounter],
per level you possess plus your Key Offensive who make a successul Will save against this spell
Modifier, instead. know immediately when perceiving the image that
it is an illusion, seeing only a shadowy outline that
See Invisibility does not meaningully obstruct their senses instead.
Divination [Blinded]] creature and creatures
[Blinded creatures with [Blindsight],
Circle: actician [Ghostwise sight] and/or [remorsense] have
Casting time: standard action [Immunity] to this spell. Additionally, [Blinded]
Range: [Melee] creatures do not perceive this spell at all. Once per
Target: Creature touched [Round], as a swif or immediate action, or as part
Duration: [Scene] o a move action, a creature that recognizes the
Saving Throw: None image is likely an illusion
il lusion may make a Will save to
disbelieve it.
Te target o the spell is able to see [Invisible] Whenever a creature with line o sight
s ight to the
creatures, so long as it is not also [Blinded]. image is dealt damage or orced to make a saving
throw by an effect to which its line o sight is spell’s area o effect, it must stop moving. A suc-
blocked by the image, it recognizes the image is cessul Will save allows the creature to continue
likely an illusion. moving, but its movement
m ovement speed is halved or that
movement.
Slow
Transmutation [Binding] Spell Turning
Circle: actician
actici an Evocation [Ward]
Casting time: standard action Circle: actician
acticia n
Range: [Close] Casting time: standard action; see text
Effect: f radius spread o binding energy Range: [Melee]
Duration: [Encounter] Target: Creature touched
Saving Throw: Wil
Willl (see text) Duration: [Scene]
Saving Throw: See text
Y
You
ou create a
f radius
rad ius spread originating
originatin g rom
target square within [Close] range, inflicting the Tis spell creates an ablative shield around the
[Slowed
[Slowed ] condition on each opponent within the target creature. While the target creature has this
spread. A successul Will save reduces the dura- shield around it, whenever a spell would target it,
tion to [Round]. that spell targets the creature that cast it instead,
and the shield gains a turning counter. When the
Solid Fog shield has our or more turning counters on it, it
Creation [Binding] collapses, ending this spell. A spell affected by
Circle:
acticia
acticiann more than one spell turning spell instantly ails,
Casting time: standard action having no effect. Effects that do not target, such
spell has been cast, the distance between you and Range: [Medium]
the targets does not affect the spell.) Effect: f radius burst o intense light
Duration: See text
Stoneskin Saving Throw: Reflex hal; see text
Transmutation [Ward]
Circle: Shaman Y
You
ou create a
f radius
rad ius spread originating
o riginating rom
Casting time: standard action target square within range, which blinds and
Range: [Melee] burns creatures,
creatures, dealing d damage per charac
c harac--
Target: Creature touched ter level you possess to each creature in the area,
Duration: [Scene] and inflicting the [Blinded] condition until the
Saving Throw: None end o the [Encounter] on each o those creatures.
A successul
succes sul Reflex save halves
ha lves the damage and
Y
Your
our touch imbues an ally’s
all y’s skin with supernat-
super nat- causes the creature to become [Dazzled] instead
ural toughness. Te target gains a shield grant- o [Blinded]
[Blinded ] until the end o the [Encounter].
[Encounter].
ing [Lesser resistance] to all damage. Whenever
the target’s [Lesser resistance], [Resistance] or Tactical Deployment
[Greater resistance] reduces the damage that Creation [Teleport] [Warp]
creature takes, the amount o damage reduced, to Circle: actician
actici an
a maximum o hal the target’s level, is added to Casting Time: standard action
the shield’s mitigation pool until the spell ends. Range: [Long]
Once the shield’s mitigation pool accumulates an Effect: eleportation field out to your [Close] range
the destination square is already occupied by a or the purposes o vision, and are automatically
solid body, the creature appear in the nearest un- aware whether anything you see is the result o a
occupied square instead. [Figment] or [Glamer] effect. (Tis does not tell
Once per [Round ], as a move action, you may you which
w hich type o effect
eff ect it is, or any other
ot her inor-
repeat this effect on any willing creature within mation about the effect.)
[Close] range. Effects rom the sixth or seventh circles are not
automatically deeated; you must make a Will
Teleport save (DC + ½ the level o the effect’s creator +
Creation [Teleport] [Warp] the highest mental ability modifier o the effect’s
Circle: actician
actici an creator) to see through these effects.
Casting Time: minute
Range: [Melee] Vortex
Target: Y
You,
ou, and up
up to one additional
additional ally per
per levels Transmutation
Saving Throw: None Circle: actician
acticia n
Casting Time: standard action
Tis spell instantly transports
transports all targets to a des- Range: [Long]
tination o your choice within miles per lev- Effect: f radius spread o wind originating rom
el you possess. Te destination must be a place target square
where you have been very ofen and eel at home, Duration: [Encounter] or until it dissipates;
dissipates ; see text
a place you can currently see, or a place you have Saving Throw: Reflex; see text
studied or at least one hour through other means,
such as scrying. You
You orm a powerul
powerul cyclone. You
You create a f ra-
dius spread originating rom target square, which
TDivination
rue Seeing
See ing lasts until the end o the [Encounter]. Te first
time each [Round] a creature is in one or more
Circle:
acticia
acticiann squares o the spread, that creature is dealt d
Casting Time: standard action physical damage. I the creature is [Large] or
Range: [Melee] smaller, it is [Checked] in all directions or one
Target: Creature touched [Round]. A successul Reflex save halves the dam-
Duration: [Encounter] age and negates the [Checked]
[Checked] condition.
Saving Throw: None As a ree action, you may slam down creatures
[Checked]
[Checked] by this spell within the spread, remov-
While under the effects o true seeing, you have ing the [Checked] condition
cond ition rom each o those
[Darkvision] and can also ignore the effects o creatures and dealing d physical damage to each
magical darkness generated by effects o th cir- o those creatures. As a standard action, you may
cle or higher. Additionally, you may ignore effects move the spread and each creature [Checked] by
with the [Figment] and [Glamer] descriptions this spell within the spread the same distance up
World-Mind
Divination
Circle: Shaman
Casting Time: standard action
Range: [Close]
Target: All allies
al lies within
wit hin [Close] range
Duration: [Scene]
Saving Throw: None
Y
You
ou and your targets can communicate
c ommunicate telepathi-
cally with each other across any distance or the
duration o the spell.
Chapter XII: Magic and Spellcasting
CHA PTER
XIII
Equipment
Tere are certain categories of gear that any adventurer worth the designation is
always on the lookout for – new magic swords, staves, or armors that will help them
fight enemies more effectively, and flasks of various potions, oils, or miscellaneous
unguents that provide
provide a temporary magical boost in a pinch. Yet
Yet others scorn this
reliance on material possessions, and choose to focus on personal power instead,
sometimes coupled with a trusty set of mundane equipment,
equipment, and other times stick
stick--
ing to their fists. Tis chapter provides resources
resources for both kinds of characters.
ter ordeal, but should never be regarded as impos- Tese are items that you might purchase with
sible or mechanical reasons. Despite this option, gold in most games. As we don’t track gold at a
beyond one-offs or rapid generation, Full Buy-In mechanical level, nothing will break i you allow
is saest or advanced players with a clear idea o this to slip rom the attention o your players and
what they want and need. your game entirely. In general,
gen eral, these items repre-
repre -
sent a airly limited subset o the things that an
adventurer might care about in day to day lie.
Likewise, nothing will break i you want to run
a gritty game where every arrow counts. Better
still, you can run such a gritty game without ear
o shattering the balance o the system. You may
need to refluff magic items as blessings or guard-
ian spirits, but such a thing can be done. Tis class
o item is almost entirely decoupled rom the rest,
and has pretty minimal effects on the mechanics a weapon. Te character might pick up a chair, a
o the game. bottle, or even a small building i the GM allows
it, and use it as an improvised weapon. A typical
Weapon Overview improvised weapon should have only two weapon
Y
You
ou can only wield one weapon at a time, and properties, though suitably awesome ones may
the GM may want to limit characters to carrying have three. Te GM and player should work to-
a maximum number o weapons equal to their gether to determine the weapon properties o an
KOM on their person. You may, however,
however, decide improvised weapon.
that one weapon represents a pair o weapons in
the game world,
world , or even twenty weapons. You can Weapon Properties
spend a swif action or part o a move action to Te ollowing weapon properties appear on weap-
draw a weapon, stow a weapon, or switch weap-
weap - ons in Legend. Some properties may be added
ons, and a ree action to drop a weapon. Tere multiple times to a single
si ngle weapon. I a weapon has
is no action required to reload or reacquire any such a property, the property name is ollowed
ranged or thrown weapon. by the number o times it has been chosen (e.g.
A weapon has three weapon properties and [Brutal ], [Distant ]).
starts with d base damage. Weapons deal all Whenever you choose a weapon property or any
damage as physical damage unless otherwise reason, it ollows the rules or Creating a Weapon
specified. presented later on, including the number o times
a weapon property can be chosen. Unless otherwise
Base Damage noted, a character may only benefit rom one in-
Every weapon and natural weapon deals d dam- stance o each weapon property at any given time.
age in addition to its wielder’s KOM on a hit. Tis
is called the weapon’s or natural weapon’s base [Arcane]weapons range rom mystic tomes and
damage. staves to the swords o war-wizards, empower-
ing the magical abilities o their wielders. I an
Natural Attacks [Arcane] weapon has an item bonus to attack rolls,
Whetherr you are currently
Whethe cu rrently wielding
wield ing a weapon or that bonus applies to attack rolls made or spells,
not, you can make attacks with a natural attack spell-like abilities, and supernatural abilities, but
you possess.
posse ss. All creatures possess
poss ess the Unarmed not to attack rolls made using the weapon.
Strike natural attack, which has no weapon Additionally, i an [Arcane]
[Arcane] weapon has any en-
properties. chantments that trigger when the wielder hits with
wit h
Unarmed Strike – Melee, range [Melee]. an attack made using a weapon, they trigger when
the wielder hits with an attack made or a spell,
Improvised Weapons spell-like ability,
abilit y, or supernatural
supernatural ability instead.
Sometimes an unarmed strike just isn’t enough, Tis property never counts towards the number
but by some misortune, a character is without o weapon properties chosen or a weapon.
[Barbed] weapons can be made to stick in a target on [Disarming] weapons grant their wielders a + bo-
a hit, inflicting
inflicti ng a - penalty to all
al l saves
saves against com- nus to the DC o any Disarm combat maneuver
bat maneuvers. You cease to wield a weapon stuck they activate. Only melee weapons can gain the
in a target this way. Te creature hit, or an adjacent [Disarming] weapon property.
creature, may spend a move action to remove the
weapon, eliminating this penalty. Doing so inflicts [Elemental] weapons deal all damage (including
points o damage, plus damage per ten levels additional damage) as energy damage with the
o the original attacker, to the creature rom which [Acid], [Cold], [Fire], or [Electricity] descriptor,
the weapon is removed. Te creature that removes determined when the weapon is created.
the weapon may choose to drop the weapon or to
hold it, but must switch to the weapon in order to [Guardian] weapons provide a + deflection bonus
wield it i it is already
a lready wielding a weapon. to AC, which stacks with other deflection bonuses
to AC.
[Brutal] weapons deal extra damage, plus dam-
age per six levels o the wielder. Tis property can [Hold-out] weapons are automatical
automatically
ly concealed on
be chosen up to three times. Te second time it your person rom anything but a hand search, and
is chosen, the damage increases to extra dam- you can make a Larceny check at no
n o penalt y to
age, plus damage per three levels o the wielder. conceal them rom a hand search.
Te third time it is chosen, the damage increases
to extra damage, plus damage per two levels [Magnum] weapons allow their wielders to treat an
o the wielder. I a [Brutal] weapon also has the opponent’s [Damage reduction] or [Resistance] to
[Arcane] weapon property, the extra damage in- damage o the type or types this weapon deals as
stead applies to spells, spell-like abilities, and su- being lower than it is when making attacks using
pernatural abilities that deal damage. these weapons, or against damage dealt by spells,
spell-like abilities, and supernatural abilities i the
[Deft] weapons increase the initiative results o magnum weapon also has the [Arcane] property.
their wielders by . (I a creature ceases to wield a Tis increases by per our levels o the wielder.
[Def] weapon, that creature’s initiative result de-
creases by , but that creature does not act again [Parrying] weapons can be used as an immediate
on its new initiative until the next [Round].) action to reduce the damage taken rom a single
attack by their wielders’ KDM.
[Devastating] weapons double the distance o any
successul push made by their wielders as a result o [Point-blank] weapons deal d extra damage, plus
the Bull Rush combat maneuver. Only melee weap- d damage per seven levels o the wielder, at
ons can gain the [Devastating] weapon property. [Close] range. Only weapons with at least [Close]
range can gain the [Point-blank] weapon property.
sure that, at a minimum, the players can acquire process o attunement, as described in the previ-
enough items in this way to fill all available magic ous section. Attunement is a brie process, lasting
item slots in their item progressions. It is also gen- only a minute, but only a creature o sufficient
erally wise to provide items that are useul or the power can attune to any given magic item.
player characters, as ew sages particularly want Various magic items are “unlocked” in differ-
a magic sword and not many barbarians wish or ent ways; relatively common attunement methods
magical books. As noted earlier in this chapter, a include eeding the item a drop
d rop o the would-be
game in which large numbers o magic items are user s blood, implanting a gem into the item, and
inappropriate should be designed around that holding the item in noonday sunlight or the light
concept rom the outset, with player characters o the ull moon (many adventurers store sunlight
using the Full Buy-In progression. and moonlight in ritual jars so that they can at-
In some situations, players may gain additional
additiona l tune items at more convenient times). As a rule,
resources beyond the number o items they are ac- assume that characters have or gain the resources
tually able to use. Characters may maintain a cave to attune a magic item by the time they acquire
[Reacting].
Items for Mounts
Some items, marked with [Mount], are only us- Halberd – Melee, range [Melee], [Brutal ], [Reach],
able i you have a mount (rom the Ride skill, the [ripping].
Signature Ride ability, or any other mount that
ollows the rules on page ) and only convey Heavy Flail – Melee, range [Melee], [Brutal ],
their benefits on that mount. Some normal items [Devastating], [ripping].
usable by characters can extend their benefits to
mounts as well. Knife – Melee, range [Melee], [Guardian], [Hold-
out], [Trown].
Spear – Melee, range [Melee], [Brutal ], seems to serve you as more than a good luck charm, giv-
[Guardian], [Reach]. ing you a better grasp on the orce o lie itsel.
Benefit: + item bonus to Constitution.
Throwing Axe – Melee, range [Melee], [Hold-out],
[Trown], [raumatizing]. Broken Ring
Tis old hunk o junk was once a powerul invisibil-
Wand – Ranged, range [Close], [Arcane], [Brutal ity charm. Now it’s almost unusable, and surges o
], [Elemental], [Point-blank]. ancient magic cause you great ight when activated.
Benefit: Once per [Scene], i you have yet to make
Warhammer – Melee, range [Melee], [Brutal ], any other actions on your turn you may become
[Magnum]. [Invisible] as a ree action until the end o the
[Encounter]. Doing so causes you to choose
Whip – Melee, range [Melee], [Brutal ], whether to fight or flee on this turn and at the be-
[Disarming], [Reach]. ginning o your turn each [Round] or the rest o
the [Encounter]. I you decide to flee, your only difficult terrain, you gain the constant benefits o
available actions until the beginning o your next the endure elements spell, and you gain the Swim
turn are to Run, use your move action(s) to move, movement mode. In addition the Cloak o the
or make use o the Stealth skill. I you decide to Endless Journey has several useul unctions.
fight you must skip either a standard action or Once per day, by reaching into the internal pock-
move action during that turn (this has no effect i ets o the cloak, you can access materials that will
the creature already skips a standard action or all provide enough sustenance or one creature or a
its move actions due to other conditions). I you day. Te details o these materials may vary though
are unable to flee you must fight. their only practical purpose is to provide sustenance
when consumed, as i the creature had eaten and
Burnished Phylactery drank. Bread and water, tea and crumpets, mineral
Tese little wooden boxes are designed to be held enriched crystals, or motor oil might all be
b e appropri-
by straps against the back o your wrist, but have ate depending on the
t he choice o the wearer.
long since been set in small pauldrons and worn to a Te cloak can also be transormed with minute
shine by use. Oddly, while the pauldrons are scarred o effort into a sturdy, weatherproo, and station-
by sword blows, the oak boxes are not. ary shelter that appears large enough or a single
Benefit: Once per [Encounter], as an immediate ac- creature o the wearer’s size, but is actually quite
tion, you may create a spiritual bond between you spacious inside and can accommodate up to crea-
and target ally within [Medium] range. tures o the wearer’s size comortably. Te pockets
Until the end o the [Encounter], whenever are still accessible while in this orm, though the
that ally would take damage, i they are within cloak’s other benefits are not. Te shelter can be
f + f per level o you the damage is instead transormed back into a cloak and re-donned as a
split equally with you. Tis split happens beore ree action, transporting all unattended items and
any other ability affects the damage taken and a- creatures previously in the shelter
creatures s helter into the closest
ter the split the damage taken cannot be reduced, unoccupied squares o your choosing.
split, or aected in any way. A creature may
have only one spiritual bond rom a Burnished Crackle Bag
Phylactery at a time. Tis inconspicuous bag creates a number o small in-
conspicuous items with a peculiar property – they
Cloak of the Endless Journey emit a loud cracking sound i squeezed or thrown
o all appearances this cloak is a plain, i well kept, against a hard surace.
travelers cloak that is just the right fit or you. Benefit: You
You may use
u se this magic bag
ba g to create
c reate sev-
Benefit: A Cloak o the Endless Journey is a boon eral small innocuous bits o wood, stone, or metal
to anyone traveling anywhere. When you attune that cover a number o squares dependent on the
to the Cloak o the Endless Journey, you must action used to place them. Five times per [Scene],
remain attuned to it until the end o the [Scene]. as a swif or as part o a move action, you may coat
While you are attuned
attun ed to the
t he Cloak
Cloak,, you
yo u iignore
gnore a f square within [Close] range. Five times per
[Scene], as a standard action, you may coat a Benefit: By blowing out rings o smoke rom the
f square within [Close] range. Items created by Eternal Pipe, you can create several thick clouds
the Crackle Bag last until the end o the current that hover persistently once placed. As part o a
[Scene]. You may make a Larceny check as with move action, i you do not have or more active
rap-Setting to conceal the nature o the items clouds, you may create a single cloud in an unoc-
when deploying them (as explained in Chapter cupied target square within [Close] range, which
VII). Whenever these items are placed onto a lasts and remains active or five [Rounds] or un-
square occupied by a creature, or whenever a crea- til it is destroyed. Each cloud is an obstacle that
ture moves into a square occupied by these items, occupies one square and possesses hit points.
p oints.
the items crackle and leap at the intruder. Each cloud may be treated as a creature or the
Any creature within
wit hin your [Close] range o the purposes o targeting with attacks and effects that
crackling items automatically knows rom which deal damage and or the purposes o area effects
square the items crackled and leaped. Any crea- that deal damage. Each cloud cannot make saving
ture within your [Medium] range o those items throws and is hit by any attacks targeting it. I an
knows the general direction o those items. I a effect would damage a cloud on the cloud’s turn,
creature is aware o the items, they may opt to it is damaged on your turn. Once a cloud reaches
treat intentional movement through the squares or ewer hit points, it is destroyed.
occupied as difficult terrain to avoid making the As part o a move action used
used or movement,
movement,
items crackle. a creature may make a DC Athletics check.
Success means the creature can climb over the
Earthsmasher Pickaxe clouds, allowing it to enter and leave squares the
Tis pickaxe is a marvel o dwarven ingenuity. clouds occupy as i they were not obstacles or one
Earthsmasher Pickaxe – Melee, range [Melee], [Round]; ailure means they cannot enter those
Eternal Pipe depressing to look at, and one o the most valuable
Tis intricately wrought pipe portrays a anciul things to have handy when swords start swinging.
sculpture o some mythological beast. Even when it Benefit: + item bonus to Charisma.
the blade or pull o the trigger akin to rhyme. Teir you miss.
every movement seems to flow through the battle-
field as a song does through verse. Coldfire Ingot
Benefit: Whenever
When ever you hit with an attack,
attac k, i it is A small flame twinkles
twinkles inside tthis
his unmelting block o
your turn, you may make an additional
addit ional f step ice. It is designed to serve as a whetstone.
during your turn. Otherwise, you may make an Benefit: A Coldfire Ingot improves
improves your attacks in
additional f step during your next turn. one o two ways, chosen upon attuning. Only one
Coldfire Ingot may be attuned at a time.
Belt of Useful Items » + Constitution modifier additional elemen-
Tis belt is strewn with pockets that always seem to tal damage with the [Cold] descriptor on all
hold exactly what you need. attacks, OR
Benefit: Each [Encounter] you successully com- » + Strength modifier additional elemental
plete without alling [Dead] or [Unconscious] damage with the [Fire] descriptor on all
imbues this belt with a charge, to a maximum attacks.
line o effect or line o sight to you and vice versa. Benefit:Tis item grants a + deflection bonus to
Special: Y
You
ou may attune to multiple Eyes o Wrath.
Wrath. AC. Furthermore,
Furt hermore, as a standard action, you may
Each additional Eye allows you one additional deal damage equal to twice your character level
connection at a time, as well as another use per + your KOM to target opponent within [Melee]
[Encounter] o its ability. range, and then move up to hal your move speed
without provoking attacks o opportunity. Tis is
Elemental Reactor [Mount] a supernatural ability.
Tis dodecahedron o steel and adamantium hums
and vibrates with energy that powers your mount’s Iron Tactica
critical subsystems. An ancient tablet
tablet made o clay and bordered
bordered in iron.
Benefit: Your
Your mount gains the Soar movement
moveme nt Benefit: Y
You
ou gain a bonus [Combat] or [W[ Weapon]
mode. It takes five minutes o effort or the mount eat that you meet the prerequisites or.
to ascend or descend.
Ironshod Staff another ally that possesses a Swap token that you
Tere’s a bit o a static charge on this old staff, and a had given them.
them . Te Swap tokens are destroyed at
wielder can unleash it at a moment’s notice. the end o your turn.
Benefit: As a standard
stan dard action
a ction,, you may deal
dea l dam-
d am-
age equal to twice your character level to a num- Stone Fist
ber o target opponents equal to your KOM with- Tis solid fist renders your enemies brittle to the bone.
in [Medium] range. Tis is a supernatural ability. Benefit: Once every [Rounds], as a swif action,
you may
may inflict [HP reduction]
reduction] equal to twice your
Mechanized Armor [Mount] character level upon two opponents within f +
Your allies don’t ride on your mount, they ride in it. f per level.
Behind layers o armor.
armor.
Benefit: Y
Your
our mount is heavily
heavily armored, which pre- Submersible [Mount]
vents creatures rom boarding, and blocks line o Your mount is airtight,
air tight, and also water-tight.
Benefit:
effect between its passengers and all other crea- Y
Your
our mount does not need to breathe, and
tures – including the rider. Once per [Round] at its occupants do not need to breathe while they
its rider’s turn, i the rider is your ally, they may are aboard the mount. Your mount gains the
open or close firing ports (no action is required to Swim movement mode.
do so). Opening firing ports re-enables boarding
o the mount, and unblocks line o effect, allow- Trampling Treads [Mount]
ing passengers to attack (and be attacked) while Tese tires are just made or flattening things.
inside the mount. I the mount does not have a Benefit: Your mount’s rider, i it is your ally, can
rider, the firing ports open automatically as a sae- attempt to violently orce its way through
th rough a square
ty mechanism. occupied by another creature. As a standard ac-
Benefit: Once per [Encounter], your mount’s rider, Ghostly Rifle: Ranged, range [Medium], [Brutal ],
i it is your ally, may activate your mount’s cloak- [Distant ], [Magnum].
ing field. For the next [Rounds], the rider be- Relic weapon: + item bonus to attack rolls.
comes [Invisible], and creatures cannot establish Benefit: Once per [Round], when you hit an oppo-
line o sight to the mount or its other occupants nent with a ranged attack with this weapon, you
unless they can establish line o sight to its rider. may create a spread with a radius o f + f
Occupants who leave the mount cease to benefit per level you possess originating rom that oppo-
rom the cloaking field. nent, which lasts or [Round]. At the end o the
[Round], you deal magic damage with the [Force]
Fine Belt descriptor equal to three times your KOM to all
Tis is a careully tool
tooled
ed and precisely enchanted belt opponents within the spread.
made o high-quality trollskin.
Benefit: Y
You
ou gain [Fast healing] equal to your char- How A Drill Works [Mount]
his huge carving device is meant or breaking
acter level.
through the floor o the world.
Forgotten Song Benefit: Your
Your mount
mou nt gains the
t he Burrow movement
m ovement
You struggle to remember this song.
s ong. When you recall mode. Each ally gains [remorsense] out to f
a beat your very soul is unettered, and when you as long as it is occupying the mount.
hum a bar all are
a re enraptured by its tune.
Benefit: Once per [Round], as a move action, you Icy Fang
may gain beat in your Forgotten Song. You may A ang as long as your arm, rimed
r imed in perpetual ost.
only have up to beats at a time, and they expire Tere’ss a sense o finality and permanence to the ver
Tere’ veryy
at the end o the [Encounter]. You begin each object itsel that makes you uneasy.
[Round], you may instead gain [Miss chance] o the [Round] in which you created the spread,
against one attack targeting you. Tis does not re- you deal d damage to every creature in the
quire an action. You may know the result o the at- spread, and inflicting the [Deaened] condition
tack roll beore gaining this [Miss chance] but must or two [Rounds] on each opponent in the spread.
decide to gain it beore
b eore [Miss chance] is rolled. A successul Fortitude save (DC + ½ your level
+ your KOM) halves the damage and negates the
Magister’s Staff [Deaened]
[Deaened] condition.
Made o solid silver
silver hardened with alchemical treat-
treat-
ments, the staff is capped with obsidian at the top Mote of Fear
and dull iron at the bottom. When you pick up this dusty filigree sphere, your
Benefit: When you attune
attun e to the Magister’s
Magister ’s Staff, shadow stretches back almost twenty eet along the
you must remain attuned to it until the end o path o your ootsteps then clambers up to wrap itsel
the [uest]. At the beginning o each [uest], around you like a ready cloak.
Benefit:
the Magister’s staff gains charges. Whenever When you attune to this item, you create
you successul
succe ssully
ly complete
comple te an [Encounter]
[Enc ounter] with- a f radius spread originating rom you, which
out alling [Dead] or [Unconscious], you gain moves with you and lasts until you un-attune rom
more charges. You
You may accumulate up to total
tota l this item. Te first time in an [Encounter] that any
charges. Charges may be used to cast any spell
spel l you opponent begins their turn or enters a square in
know without reducing your spells per [Scene], this spread, it takes a - penalty to AC, attack rolls,
at the cost o charge per circle o the spell you and saving throws or the rest o the [Encounter]. A
wish to cast. Once per [Scene], you may switch successul Will save (DC + / your level + your
one spell you know or another spell o the same Charisma modifier) negates the effect.
circle or lower. Tis spell must be on your cast-
ing track’s spell list, and the swap must be at the Neutronium Reactor [Mount]
start o the [Scene]. When you become unattuned Te box o dull gray
g ray metal hooked
hooked up to your engines
rom the Magister’s Staff, all spells known that expends vast amounts o highly-compressed energy.
were swapped revert to the originally swapped You have been advised
adv ised that i it ever makes any noise,
out spells. you are to get out o dodge.
dodge.
Benefit: Y
You
ourr mount
mo unt gai ns the
th e Soar
So ar move-
mov e-
Missile Battery [Mount] ment mode and can ascend or descend in just
For a box o
o what look to
to be super-sized pencils, this [Rounds].
artillery packs a hell o a punch.
Benefit: Once every other [Round],
[Round ], as a standard Something Ungiven
action while riding your mount, you may create Tere are no good words or this, but you made a small
a spread with a radius o f per two character mistake. A long lasting mistake, though, made by not
levels you possess originating rom target square making that little commitment. Tis is an ossified re-
within [Extreme]
[ Extreme] range o your mount. At the end minder o your ailure to give when giving mattered.
Benefit: Each [Encounter] you successully complete Unortunately, your armor requires some o your
without alling [Dead] imbues this item with a mental power to coordinate its powerul systems.
charge, to a maximum o your character level. You While you wear this armor, you take a - penalty
p enalty
also gain five o these charges at the beginning o to all non-Physical skills, and your level is treated
each [uest]. You gain a bonus to your maximum as one lower or the purposes o your spells, spell-
hit points equal to the number o charges you cur- like, and supernatural abilities.
rently have. Once per [Scene], as a swif action, you
may spend five charges and a swif action to tem-
porarily weaken the items o a single creature in Relic Places of Power
[Medium] range. For the next two [Rounds], any
item bonuses granted by those items are halved, ex- Menhir Circle
cept or bonuses to ability scores. It claims a debt and
and offers a loan.
Benefit: When you attune to this
t his item, your
you r maxi-
rueglyph
TTis S ymbol
Symbol
crawls across you, sliding easily om your
mum HP is reduced by HP plus HP per char-
acter level you possess, and one other willing ally
skin onto your armor and back, like a slick o oil that is within [Medium] range has its maximum
across water. A aint chill accompanies it. HP increased by HP + HP per character lev-
Benefit: You get two swif actions per turn, rather el they possess. Tis effect lasts until you are no
than one. longer attuned to this item. I your ally dies or
ceases to be considered an ally or this effect, you
Winged Armor become unattuned rom the Menhir Circle and
Tis massive clockwork plate armor has huge wings the effect ends. A creature may only have its maxi-
mounted on its back. Its gauntlets have spikes mum HP increased by one Menhir Circle at a time.
creature within [Extreme] range that moves with crudely attached to a handle.
that creature and lasts three [Rounds]. Once per Oxidized Slab: Melee, range [Melee], [Brutal ],
conditions rom an ally within [Long] range: o movement and adamant skin, as the spells, or
[Battered], [Bleeding], [Blinded], [Burning], the first [Rounds] o any [Encounter].
[Conused], [Dazed], [Dazzled], [Deaened],
[Energy drained], [Fatigued], [Frightened], The Bittersea Deeps
[Nauseated], [Paralyzed], [Petrified], [Shaken], In the deep places o the world,
wo rld, things sleep. Some
[Sickened], [Slowed], [Stunned]. sleep well, others poorly. Some or now, some orever
oreve r.
Beneath the Bittersea,
Bittersea , a vast creature rests almost
Strange Eyepatch awake eternally, poisoning the taste o the water or
Tis small eyepatch is covered in a design depicting a a hundred miles in every direction. Tose empow-
spear, with a single blinded eye enameled
e nameled on the hef. ered by the Deeps find that their abilities gain a cer-
Benefit: Y
You
ou gain a + item bonus
b onus to attack rolls.
ro lls. tain ineluctable orce.
Y
You
ou may add the [Volley] descripto
desc riptorr to any o Benefit: You gain a + bonus to the DCs o all
your ranged weapon attacks;
attacks ; these
t hese attacks with abilities you use. Once per [Encounter], any
the [Volley] descriptor are applied against all op- damage dealt by the next ability you use ignores
ponents in a f wide line originating rom you [Immunity] and cannot be mitigated, reduced, or
out to the limit o your line o sight or [Medium] redirected by other abilities or effects.
range, whichever is shorter.
The Iron Clan Archives
An Old Thread Te living heart o modern dwarven lore, this collects
An old red bit o yarn, greying
g reying with age. It has a sin- the rulings o judges, the songs o dead skalds, the
gle knot in it. Somehow, the knot depicts the image musings o recent philosophers, and the many other
o an ankh. sundries o countless lives.
Benefit: Y
You
ou start
star t each
eac h [uest]
[ues t] with
w ith Ankh
An kh con-
co n- Benefit: You may use legend lore, as the spell (this
You
sumables. You start each [Encounter] with still requires the -hour casting time), at will. In
temporary HP,
HP, which stack with temporary HP addition, once per [Encounter], you may ask a
rom other sources. specific question about each opponent within
[Extreme] range, as i you had exceeded by the
DC o a Knowledge skill check made to identiy
Artifact Places of Power each opponent. Tis does not require an action.
The Axle Clan Canon The Mercury Reaches
Te true record o all dwarven law or an entire
e ntire epoch Spread across the sky like never-alling clouds, these
spans this enormous edifice, cut in glyphs large enough seas o mercury are hidden om prying eyes by
to orm caves and walkways. Despite this, nothing at arching mountains and stranger barriers.
barr iers. o behold
all is known o the Axle clan itsel. them is to witness movement o unimaginable grace
Benefit: Y
You
ou may make a History check in place
pla ce o and grandeur.
any Diplomacy check. You are affected by eedom
Benefit: Te result o your initiative rolls is dou- dimension. Once per [uest] you may ignore this
bled. You never provoke attacks o opportunity.
opportunit y. effect to [Warp] yoursel and any willing allies
within [Medium] range into any location within
The Tomb the pocket dimension’s bounds.
Everything about this
this place is a sickening phantasm.
phantasm.
Benefit: You may use major image, as the spell, at
You The Visited Place
will. You gain a + bonus to Believability checks. Something changed this land. Dotted with strange
mutable artiacts, but otherwise unchanging, the
The Treadstone Plains old part o the city remains the same as it was, right
A maze o paths, walkways, and public amphithe- down to the fires. Tose touched by these altered en-
aters, this huge sprawling plain is empty. No signs virons carry away a bit o its metamorphosis.
o cities, people, or even animal traffic besmirch the Benefit: Y
You
ou gain a bonus
bo nus eat, and a + bonus
bo nus to
thick dust on these roads. all d rolls. You must meet all prerequisites or
Benefit:
Y
You
ou may
may walk
walk with a small party or carava
caravann this bonus eat.
to any location you have been to in a single day, or
the normal travel time, whichever is shorter.
Y
You
ou also gain a small private pocket dimension
dim ension Custom Magic Items
o your very own with a radius o roughly
f, which you can access as i you had been there. While
Whi le we present
pres ent a airly
air ly robust collect
col lection
ion o
Tis dimension may be entered through a week’s magic items, you can never have too many imple-
journey o any creature who has been there beore ments or driving your enemies beore you. o
or is amiliar with the location, and any creature this end, the system below presents a workshop
tracking you with a Nature check (as explained in ull o arcane secrets or creating and upgrading
Chapter VII). Any creature may exit the dimen- magical weapons, armor and shields... rom your
sion as they please, returning in a day’s travel to garden-variety flaming, reezing, electrical acid
the place rom whence they came. Tis dimen- swords to hideously spiked, almost sentient walls
sional bubble starts empty except or a pathway on your arm and suits o shapeshifing platemail.
o floating cobblestones that ends abruptly in its Tis system also provides a toolbox or characters
center. It may
may be expanded with time and effort at looking to enchant or upgrade their natural weap-
the GM’s discretion into whatever type o struc- ons, so long as they are willing to spend magic
ture or environment you wish within its bounds. item slots on these enchantments as is normal.
Te dimension’s area benefits rom dimensional
di mension’s area Customized arms and armor, like other magic
lock as the spell except that it only covers the area items o their type, have a normal set o mundane
o the pocket dimension,
d imension, and also grants any crea- statistics, and a bonus to attack rolls or AC based
tures inside a + bonus to saving throws against on their Item ier. Like any other magic item, a
[Sensor] eects originating rom outside the custom item’s ier ranges rom Lesser Item to
Artiact.. For customized arms and armor,
Artiact armo r, its ier
determines the number o points that may be i an enchantment has a limited number o uses
spent on enchantments in creating the item. per [Encounter] or [Scene], possessing multiple
» Lesser items: point items with that enchantment grants an appropri-
» Greater items: points ate number o additional uses.
» Relics: points
Tus, or example, a custom Relic weapon could or otherwise – by raising their item tier and add-
consist o three -point enchantments,
enchantments, a -point ing enchantments.
enchantment and a -point enchantment, or a sin- o upgrade a piece o equipment, simply in-
gle -point enchantment. crease its ier, increasing its attack or AC bonus
Each enchantment is labeled with one or more appropriately, and add a number o points worth o
o the [Armor], [Shield] or
o r [Weapon]
[Weapon] tags to de- enchantments equal to the allotment
all otment or its new tier,
termine to which types o items it can be applied. minus the allotment or its old tier. For example, to
For example, only an [Armor] enchantment can upgrade the aorementioned Blaze
B laze Bolter, a Greater
be added to a suit o armor, and i that enchant- Item, to an Artiact, you would add points worth
ment also possesses the [Shield] tag, it could be o enchantments since Artiacts gain points o en-
applied to a shield instead. chantments and Greater Items gain . Te new abil-
abi l-
Many enchantments are more powerul on ities granted by these enchantments are in addition
equipmentt o higher tiers, listing different or ad-
equipmen to all o the item’s old abilities. Like most aspects o
ditional effects or higher tiers o items. Other item acquisition, we leave the in-game process o
enchantments only list effects or high-tier items upgrading items in this ashion to you.
despite a lower point value. No enchantment may Bear in mind that the abilities o existing mag-
mag-
be added to an item o a lower tier than the lowest ic items may not be as effective at higher tiers as
or which it lists effects. I multiple tiers are list- similar low-value enchantments. Upgrading a
ed beore a single effect – or example, “Lesser/ unique weapon, suit o armor, or shield is an excel-
Greater” – then the effect is the same or each o lent way to keep your avorite toys relevant, but it
those tiers. has the potential to result in items that are weaker
Even i a creature possesses more than one than expected or their ier. Players should work
item with the same enchantment, they only gain closely with their GMs when upgrading an item
the benefits o that enchantment once. However, to avoid shooting themselves in the oot.
at any other point. When called, the weapon ap- base damage and all damage rom eats, abilities
pears immediately in your hand, regardless o dis- and effects, dealing physical damage equal to
tance or planar boundaries. When dismisse
d ismissed,
d, this
t his your level + KOM,
KOM, plus any damage rom weapon
weapon unctionally ceases to exist until it is next properties or enchantments, instead.
called. As long as this weapon remains attuned
to you, the Extradimensional enchantment
enchantment unc- Forceful [Shields] [Armor] [Weapon]
tions as i you were wielding it. You can ocus on this item to unleash a whirlwind o
concussive orce.
Resilient [Armor] [Shield] Lesser/Greater: Once per [Encounter], as a stan-
Te plated metal is comorting, flexible, and unnat- dard action, you may inflict [HP reduction] equal
Yuck.
Lesser/Greater: Whenever
Whe never you hit an oppone
opp onent
nt Vital [Armor] [Shield] [Weapon]
with an attack using this weapon, you may cause Tis item offers protection at a undamental level.
that miserable opponent to begin [Burning] rom Greater/Relic/Artifact: Y
You
ou gain an item bonus to
something ar too gross to describe accurately. your maximum hit points equal to your level.
Relic/Artifact: As Lesser/Greater,
Lesser/Greater, and whenever you
you
hit an opponent with an attack using this weapon, Spellstoring [Weapon]
you may inflict
infl ict the [Bleeding]
[Bleed ing] condition
cond ition on
o n that Te arcane chambers inlayed into this weapon allow
opponent. it to store and release spells.
Greater/Relic/Artifact: As a standard action, you may
Traveler’s [Armor]
[ Armor] spend a spell
spel l slot o any circle. I you do, choose
You can go pretty much anywhere in this set o armor. a spell you know o that circle or lower. Once per
Lesser/Greater/Relic/Artifact: You
You gain the constant
co nstant [Round], as a swif action, when you hit an oppo-
benefits o the endure elements spell, the Swim nent with an attack made using
usin g this weapon, i the
movement mode, and moving out o a square o chosen spell is not discharged rom this weapon,
weapon,
difficult terrain does not cost you extra movement.
movement. you may note the result o your attack
attack roll or that
attack and cast the chosen spell without provok-
Neutralizing [Weapon] ing attacks o opportunity as a [Surge] effect. I
Every blow with the weapon puts you in a better you do, that spel l is discharged
disc harged rom this weap-
position. on. I the spell targets one or more creatures, you
Lesser/Greater/Relic/Artifact: Whenever
When ever you hit an must choose that opponent as a target o the spell
opponent with an attack using this weapon, you i able. I the spell targets one or more squares,
gain a + deflection bonus to AC against that op- you must choose
cho ose one square that opponent
opp onent occu-
oc cu-
ponent or one [Round].
[Round ]. Tis bonus stacks with pies as a target o the spell i able. I you would
Greater/Relic/Artifact:
Whenever you deal damage Greater/Relic: Once per [Round], when you hit
an
to an opponent with an attack using this weapon, opponent with an attack using this weapon or
you heal an amount equal to hal the damage dealt, the second time this [Round],
[R ound], you may cause that
to a maximum o hal your level. opponent to lose [Flying] and the Fly movement
mode until the end o your next turn.
Battle Cry [Weapon] [Armor] Artifact: Once per [Round], when you hit an oppo-
Your earsome equipment sings a song o blood and nent with an attack using this weapon, you may
ear as it wallows in battle. cause that opponent to lose [Flying] and the Fly
Greater/Relic/Artifact: Once per [Encounter], as movement mode until the end o your next turn.
a swif action, you can yell a horriying battle
cry, making all opponents within [Close] range Bolstering [Armor] [Shield]
[Frightened] or [Round]. A successul Will save Tis gives you great comort and the strength to con-
(DC + ½ your level + your CHA) negates the tinue against overwhelming odds.
[Frightened]
[Frightened] condition. Greater: Y
You
ou gain [Fast healing]
healing ] .
Relic: You
You gain [Fast healing]
healing ] .
Spiteful [Weapon] Artifact: You gain [Fast healing] .
Tis weapon is a sore loser.
Greater/Relic/Artifact: Whenever you ail a save Proactive [Armor] [Shield]
against any effect, you gain a bonus to damage with Tis hal-sentient protection surrounds you with a
this weapon against the opponent rom whom the whirlwind o spikes, blades and chains.
effect originated equal to your KOM until the end Greater/Relic/Artifact: Any opponent
oppo nent that ends its
o the [Encounter]. Tis bonus stacks with itsel, to turn within your [Melee] range takes damage
a maximum o twice your KOM. equal to your KDM.
Greater shield: + deflection bonus to AC. other magical or mundane items. Tis means that
Vital: Grants an item bonus to maximum hit points
p oints it is perectly reasonable
reasonabl e or players to find a chest
equal to your level. o healing potions, or recover a pair o ancient
Ankhs. Players should
s hould be
b e able to expect
exp ect one
on e con-
co n-
Vera sumable per character about every encounters,
Tis is your very avorite gun. Rumors suggest that varying based on difficulty and likely not received
a previous owner traded it or a slave, shortly beore all at once. On average, a character can expect to
she killed him in his sleep. use or need a consumable about every three en-
Vera: Ranged, range [Long], [Brutal ], [Distant ], counters, leading to a gradual but virtually inevi-
[Magnum]. table loss o resources across the arc o the [uest].
Greater weapon: + item bonus to attack rolls. It’s up to the GM how much this scarcity receives
Masterwork: V
Vera’s
era’s item bonus is iincreased
ncreased by one. emphasis.
Sophisticated: V
Vera
era has one extra weapon property.
prop erty.
Granite Spike
Snapping the granite spike, allows you to manipu-
late the shape o the world, the blessing o some fickle
Lesser Consumables trickster god.
Skill required: Geography
A quick
quick dip in this oil enguls yo
your
ur weapo
weapon
n in a flame knocks some lie back into you.
that thirsts or flesh. Skill required: None
Skill required: Larceny Benefit: With the
t he sound o a cork and a quick toss
Benefit: For the duration o the [Encounter], oppo- o your head, you swallow the
t he bitter brew. A cheap
nents hit by your attacks begin [Burning]. healing potion made rom a variety o bizarre and
otherwise useless ingredients, imbibing it causes
Brush Shield you to heal hit points per character level.
A side-effect o the shielding leaves your appearance
distorted, as
a s i the product o a water-color painter’s
desperate masterpiece. Hollow Horn
Skill required: Engineering Tis brittle thing carries a aint aroma o dusty tomes.
Benefit: Activating this tiny clockwork engine Skill required: Arcana
wraps you in a powerul protective field or the Benefit: As an immediate action,
act ion, you may incorpo-
duration o the [Encounter]. You
You gain temporary
temporar y rate this tiny horn into the casting o a spell. Tis
HP equal to twice your level. raises the DC or saving against that spell by +.
Multiple Hollow Horns do not stack.
Floating Eye
Tis clockwork eye floats on a tiny ornithopter, once Instant Tree
you spin it up. Just add ground.
Skill required: Engineering Skill required: Nature
Benefit: Y
You
ou gain line o sight
s ight rom a target square Benefit: Y
You
ou may place this tiny
t iny bonsai
bo nsai tree in an
within [Medium] range in addition to your own
or the remainder o the [Encounter].
Greater Consumables
Meat Grenade
Tis ground meat rapidly rots, but turns to stone in-
stead o putrescence. Affable Cube
Skill required: Engineering Cheerully bantering when given a chance, the little
Benefit: Y
You
ou may create
c reate a f radius
rad ius spread
sp read orig-
ori g- earth elemental in this cube o granite desperately
inating rom target square within [Close] range, wants to be helpul.
which lasts or our [Rounds]. An opponent that Skill required: Geography
begins its turn in or enters a square in the spread Benefit: When you activate
ac tivate this consumable, you
becomes [Checked] in all directions. Such an op- may create a wall o earth within [Medium] range.
ponent may spend a move action to remove the Tis wall consists
co nsists o a number o f squares equal
[Checked] condition and ignore the effects o this to your character level, with each square adjacent
Benefit: Until the end o the [Encounter], as a stan- sess. I you already possess [Damage reduction], it
dard action, you can zap one target per circle you is instead improved by this amount.
possess within [Medium] range, dealing dam-
age equal to your character level plus your Key Intricate Headgear
Offensive Modifier. Each target must be different. Until this rickety contraption blows a use or catches
fire, it h
has
as bene
benefits
fits beyond
beyond mak
making
ing you look ridiculous.
ridiculous.
Daedalic Wings Skill required: Engineering
Tese wings o wax will carry you alof, but not or Benefit: Y
You
ou gain [remorse
[remo rsense
nse]] out to your
long, and not too high. [Close] range or the duration o the [Encounter].
Skill required: Engineering
Benefit: Y
You
ou gain the Fly movement
movement mode until the Limited Diplomatic Immunity
end o the [Scene]. Tis piece o paper can be more poweeul than steel.
Skill required: Diplomacy
Formal Favor Benefit: You
You get two ree tokens during this [Scene]
Perhaps you’re owed something by an old iend or that can be used in any social encounter with law
a oe. Or maybe you have coerced someone or some- enorcement
enorcement or their allies.
thing dear to whoever you are talking to.
Skill required: None Shape Earth
Benefit: You
You gain a single token to use in this social Tis gemstone is a avorite ood o earth elementals,
encounter. and they can be persuaded to do some heavy lifing
in exchange.
Friends in Low Places Skill required: Geography
Everyone knows
knows the
the password is “swordfish,” but you Benefit: For the duration o the [Scene] you can
can find out which door to knock on, too. manipulate the terrain slowly with concerted
effort and the cooperation o nearby earth ele- movementt mode and [Flying] or the rest o the
movemen
mentals. Tis lets you dig trenches and raise earth- [Encounter]. It glides to the ground immediately,
en battlements, or otherwise alter the earth to suit and may move up to hal its movement speed once
you within a f radius.
radius . Once you begin
beg in work,
work , i this would cause it to land in something hilari-
it takes at least an hour to affect any meaningul ously atal, like lava or an event horizon.
changes, and up to three hours or more intricate
work like basic ortifications. Wolf Totem
With a touch and a whisper, the figurine dissolves
Spirit’s Shieding into a caricature o a wol, and circles you deensively.
Someone up there is looking out or you, but you bet- Skill required: Perception
ter not push your luck. Benefit: For the remainder o the [Encounter]. Any
Skill required: History opponent who enters [Melee] range is [Revealed]
Benefit: Once per [Encounter] or the rest o the i [Invisible] or using Stealth.
Hourglass
By snapping this tiny egg timer
t imer in hal, you release
CHA PTER
Legendary Creatures
XIV
Most of the time, characters start out as plucky underqualified adventurers, and slow-
ly build their way up to earth-shattering power. But a select few – demigods, titans,
and influential
influential leaders, for instance – can possess a few abilities that make them stand
above their peers in some respect. Tese are Legendary characters, whose actions
shake the foundations of the world. Tis is an optional section, and the abilities inside
are meant to make things substantially more powerful than regular creatures. It’s up
to GMs to decide if and how Legendary can be acquired in the game.
What is Legendary?
he [Legendary] subtype is a mechanism or
depicting characters who are truly larger than
lie. hese characters have more in common
with Achilles, John Carter, or even Elric than
they do with Odysseus, Sherlock Holmes, or the
Musketeers.
Musketeers. Fights against [Legendary]
[Legendar y] oes are
enough to merit ballads in their own right, and o-
ten enter into the greater mythology o the world.
In general, [Legendary]
[Legen dary] characters can be con-
sidered two levels higher or the purposes o cal-
culating encounters, but this is not a perect anal-
ogy. Simply put, [Legendary] characters are not
suitable or use as common monsters or mewling
recruits; they require a little bit more planning Mr. Atlas: You get a + bonus to Acrobatics and
and thought. [Legendary] is also a mechanic or Athletics.
defining player characters, but it is critical that i
one player’s character is [Legendary], all the play- Suave: You are as cool as a cucumber, though
er characters should be. somewhat more deadly. You enter each social en-
Tere are
are our tiers, and at each tier you ac- counter with a ree token on one opposing party.
quire a single ability. Tere are no dependencies
between choices, so eel ree to mix and match to Magic Bullet: Once per [Encounter], the next time
build the larger-than-lie megalomaniac you’ve you make a ranged attack,
attack , beore you choose
choo se tar-
always wanted. gets, you may gain line o sight to all creatures
within range o that attack until the end o that at-
Champion 1st level and up tack. Te attack ignores line o effect, [Covered],
Fated 5th level and up
and [Miss chance].
Immortal 10th level and up
Legend 15th level and up
Origin Story: Y
You
ou must
must take
take the Full
Full Buy-In
Buy-In option to
Champion qualiy or this ability
abil ity (see Chapter XIII).
XIII). Once per
Tis is the first step towards a more proound des- [Scene] at the start o an [Encounter] or between
tiny, the first display o greatness through some [Encounters], you may reveal the current version o
particularly adroit skill or powerul trait. For your origin story. When you do so,
so, you may
may pick a
many characters, the ability granted at this tier is different track or your Full Buy-In track.
their most defining mechanical aspect.
Chameleon: You always have the right tool or the
Woldhewn: Y
You
ou halve energy
energ y damage and magic job, demonstrating
demo nstrating either
e ither a preternatural degree
de gree
damage you would take, afer [Resistance] and o preparedness or a distressing ability to ake it.
other effects that would reduce damage. Once per [Scene], you may use one o the ollow-
ing abilities:
Indestructible: Y
You
ou halve
halve physical
physical damage you would » As an immed iate action when you hit with
wi th an
take, afer [Damage reduction], [Resistance] and attack, you may cause that hit to become a
other effects that would reduce damage. critical hit;
» As a ree action, you may gain any one eat you
you
Collateral Damage: Te length o any wedge and qualiy or, or three [Rounds];
line area effect you create is doubled. Te radius » As a ree action,
acti on, you count as trained in
i n an ad-
o any spread area effect you activate is doubled. ditional skill or three [Rounds].
[Rounds].
Whenever you would create any other area effect
which covers squares a certain distance or number Child of the Forge: You
You gain early access to a Greater
Greater
o squares away rom a target square, that distance Item, and may use it in addition to the normal
or number o squares is doubled. Greater Items you are entitled to.
ty [Rounds], you can orm a short-lived bridge be- counter. Doing so immediately ends the social
tween a point within [Close] range and any point encounter, but you suffer no social repercussions
within a hundred miles. For three [Rounds], the rom any party other than the one you attacked.
entry and exit points o your bridge are treated
in all ways as though they were adjacent squares. Servant of Twelve Labors: Y
You
ou can move stunning
stunnin g
Tis allows line o sight and line o effect to be amounts o material. With a [Scene]’s physical
drawn. As the bridge is being ormed, a tell-tale or mental labor, you can dig a small canal, dig a
hum and an actinic glow are present at both the trench with built-in earth ortifications, or erect a
origin and the destination; a DC History or solid ence around a military camp.
Arcana check can identiy
identi y the effect.
Summoner: By expending all your actions or a
Awesome Presence: Bystanders are awestruck by [Round],
[Round ], you may create
create a Minion anywhere within
your charisma or reputation.
reputation . You enter each so- your [Melee]
[Melee] range.
range. Te Minions
Minions you create
create this way
cial encounter with a ree token on everyone else. are always one level lower than you. Tese Minions
die when you die, and collapse completely into dust,
Phantom: Once per [uest], you can call in avors bones, or clay at the end o the [Encounter].
or exercise your considerable acumen to hush up
just about anything,
anything , rom a robb
robbery
ery to a political
polit ical Immortal
gaffe, all the way up to a brutal gunfight. Your
Your ascensio
a scension
n has begun in earnest,
earnes t, a sharp arc
plotted against the terrible power you now wield.
Bigger: Te length o any wedge and line
l ine area effect When people say your name, it is no longer a ca-
ca -
you create is doubled.
doubled . Te radius o any spread sual mention or most. Knowledge checks made
area effect you activate is is doubled. Whenever
W henever to identiy you are made with a + bonus, unless
you would create any other
oth er area effect
effec t which
whic h you took the Puppetmaster
Puppetmaste r ability.
abilit y.
No! Bigger!: Te length o any wedge and line Buy-In, do not come with magic items, and can-
area effect you create is doubled. Te radius o not have [Iconic] eats.
any spread area effect you activate is is doubled.
Whenever you would create any other area effect Debts Reckoned: Some debts are bigger than men,
which covers squares a certain distance or number nations, or gods. You are owed a debt by Fate itsel,
o squares away rom a target square, that distance and you intend to collect.
collect . Tree times per [uest],
or number o squares is doubled. as an immediate action, you may dictate the out-
come o any one roll or bid, or the placement o
Plot Armor: Any evidence o your
you r demise
de mise is a red any area o effect. Placements must still be legal
herring. When you ‘die’, you come back to lie at and a single action may be affected only once.
the end o the [Scene]. I your body has been re- Tis ability may not be not suitable or all cam-
cam -
duced to chunky salsa or finer (hit points reduced paigns, and should only be
b e taken with the GM’s
GM’s
to less than - times your level), however, your express permission.
to build on, you can create a bridge, solid wall, our rules. Caution is advised.) Only
Onl y creatures who
or large dome. Tis may require anywhere rom occupy one o your squares can attack you. I you
an hour’s effort or a structure the size o a small are not [Flying], [Swimming], [Burrowing], or
house or a bridge across a gap o only a ew yards [Soaring], a non-[Flying] adjacent creature may
to a week’s effort or a castle or other ortifica- make an Acrobatics, Athletics, or Ride check (DC
tion large enough to hold a small army or a bridge + / your level + your KDM) as
a s part o a move
up to five miles long. It is possible to call orth an action. Success in this check means they enter an
even larger structure, but such a eat is almost al- adjacent square you occupy o their choice and
ways a group effort. Once per [uest], you may lose the [Burrowing], [Soaring], and [Swimming]
render a structure you’ve created indestructible conditions i they possessed any o them; ailure
or the rest o the [uest]. means they are not able to enter a square you
occupy, but the partial move action is still used
Scourge: With a gesture and
an d a breath,
breath , you can an- up. A [Flying] creature may enter a square you
nihilate most mundane objects. As a move action, occupy as i moving into an unoccupied square i
you may fire a f wedge originating
origi nating rom you you are not
n ot [Flying],
[Flyi ng], [Swimming],
[Swimming ], [Burrowing],
[Burrowin g],
that destroys most mundane objects and materi- or [Soaring]. I you are [Flying], [Swimming],
als. Tis allows you to sear a path into the earth, [Burrowing], or [Soaring], an adjacent creature
blow away bridges, level hillocks, and decimate that also possesses the same condition may make
city streets like Godzilla on cocaine. Characters an Acrobatics, Athletics, or Ride check (DC
caught in this blast are dealt energy damage with + / your level + your KDM) as part o a move
the [Fire] descriptor equal to your character level action. Success in this check means they enter an
and begin [Burning]. adjacent square you occupy o their choice; ail-
ure means they are not able to enter a square you
Emplaced: With a week o effort,
effort , you can blend occupy, but the partial move action is still used up.
into the scenery, in a literal sense. By rendering Moving out o your occupied squares costs other
yoursel completely
completel y immobile
immobi le or at least a week creatures twice as much movement as normal.
normal . I a
rom the time you finish digging in, you gain an creature occupies one o the same squares as you
extra standard action every turn while you remain when you move, then they are moved in the di-
immobile. rection and distance
d istance you are moved to. I you
you gain
[Flying], [Soaring], [Swimming], or [Burrowing]
Colossus: Y
You’re
ou’re so big you’re part o the terrain. and a creature occupying one o your squares also
Y
You
ou gain Ruinous Charge as a bbonus
onus eat. In ad-
ad - has the related movement mode they also gain
dition, i you are not already [Huge], you become that condition. I a creature that occupies one o
[Huge], and you occupy a f-by- f square your squares does not have
have the movement related
space, or with group approval afer very careul to the condition you are about to gain then they
scrutiny, any other space with contiguous are moved to the nearest unoccupied space o
squares. (Some shapes work outside the scope o your choice beore you gain that condition.
cond ition.
has no effect on opponents that also possess the Protean:You have gone back to your roots. Way
A Bit o Gravitas abil
ab ility.
ity. back, to the primordial roots. At the beginning
o each [uest], you may select two sets o tracks
Maniacal Laughter: Te size o any area o effect you rom class or race tracks, as though you were re-
generate
generate is multiplied by in all
al l dimensions. Tis placing the tracks you currently have. You may
stacks with any similar [Legendary] abilities. switch between these sets o tracks at the begin-
ning o a [Scene] and completely alter your phys-
Practicing Nihilist: You
You are become death, destroyer ical appearance with the exception o a single dis-
o worlds. You ignore [Immunity], and treat all tinguishing and constant trait selected when you
[Resistance] and [Damage reduction] as though gain this ability. Tis power is not suitable or all
it were halved. You can choose or any [Negative] players and campaigns, as it entails a considerable
eect that originates rom you to damage amount o book-keeping.
[Undead] creatures instead o healing them, and
opponents with the Woldhewn or Indestructible Technologist: Breakthroughs have become your
[Legendary] abilities gain no benefit rom those stock in trade. wice per [Encounter], you can
abilities against damage you deal. cast any spell o th circle o lower that has an in-
stantaneous duration, a duration o [Encounter],
Arrangements: Y
Your
our shadowy assets and the agen- or a duration measured in [Rounds]. wice per
das aligned with you have seen fit to remove ob- [Scene], you can cast any any spell o th circle o
stacles rom your path. Once per [uest], i you lower that has a duration o [Scene], but or each
can tell a great story about how your complex and spell with a duration o [Scene] you cast this way,
convoluted plan has come to ruition, you may you decrease
decreas e the number o spel ls you can cast
outright win a single [Encounter]. I the other with echnologist per [Encounter] by one until
side also has this ability, you trade off complex the end o the [Scene].
A Place To Stand: You can shif the very planets, Old Hero [Legendary] ability i you have the
altering orever the geography o a world. Once Puppetmaster
Puppetmaster [Legendary]
[ Legendary] ability.
abil ity.
per [Encounter], as a standard action, you can
rearrange the positions o all squares within Old Mage: Only the wisest mages reach old age.
[Extreme] range, transporting all creatures, e- You
You are permanent
per manently
ly affected by a single
sin gle spell
spe ll
ects and terrain eatures on those squares with you can cast. I your chosen
chose n spell
sp ell’s
’s effects are ex-
them. I a creature occupies more than one square, hausted (as may be possible or spells like spell
you must move the squares it occupies
o ccupies as a single turning or
o r stoneskin) or ended by a [Dispelling]
unit. In addition, you can target [Burrowing] crea- effect, its resumes at ull power at the end o the
tures even i you are not [Burrowing] or lack line [Encounter]. You may change this spell at the be-
o effect to them. ginning o each [uest].
Titan: You have [Immunity] to physical damage i Hero Rising: Heroism has a certain kind o inertia, a
AP PE ND I X
Diagram -:
Diagonal Wedge
Wedge
emplate
Diagram -:
Orthogonal Wedge
emplate
Appendix A-:
A-: Area o Effect emplates
emplates