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17 views

PDF Legend RPG Compress

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Serroxley
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© © All Rights Reserved
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Leegen

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

© 󰀲󰀰󰀱󰀳, Rule o Cool Gaming

Elements o Chapters 󰀲, 󰀴, 󰀵, 󰀷, and 󰀸 are Open Gaming Content


LEGEND
under the Open Gaming License, © 󰀲󰀰󰀰󰀰 Wizards o the Coast
SYSTEM

󰀳
Open Game License Version 󰀱.󰀰a modiying 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 NOICE
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

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(d) “Open Game Content” means the game mechanic and includes and to that Product Identity.
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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
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(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, or- to make it enorceable.
mat, modiy, 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 Reerence 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 Reerence 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 
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iker
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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
NOICE 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 NOICE 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.

aareth Benabik Christopher Stewart Deudanann


Aaron Brigati Benjamin
Benjamin Challi
Challings
ngswort
worth
h Andrew Harvey
Harvey Devin Ireson
Adam Rajski Billy Barnes Cody James Christopher Dinnsdale Piranha
Adam Simmons Bradley Osburn Cole Ferrier DMoDarkness
Ainsley Yeager
Yeager Brian Bergdall Colt Buhr DocteurHal
Airen Brian Bess cptbumble doorknobdeity
AK Brian Gorski Craig Lewin drmozh
Alessandro Ussia
Ussia brynna Curt Meyer Ed Kowalczewski
Kowalczewski
Alex Higdon
Higdon C-󰀰nline Cyrillus Eevil
Alex Lapin Calvin Chou Dalton indall
indall Elliott
Alexandre Cathala
Cathala Carl Sel Dan Eric Jenkins
Allen Boston Carlton Dan Daniarty Shaffer Eric Phillips
Amine Hsu Carter Lockhart Daniel Glass Evan Burkey
Burkey
Anders Casey Johnson Daniel Santos Ferreira
Ferreira Gahrer
Andrew Charles Myers Al
Al󰁶es
󰁶es Gary Green
Andrew Bassett Chris Best Daniel Siegmann Gayle McDermott
Andrew Riley Chris Clary Darius George D. Steanowich
Ann Marie Brown Chris Daniels David Dunklee
Dunklee Greg Hallenbeck
Antinity Chris Hildebrand
Hildebrand David Harriss Guillem Cazorla
APMartinez Chris Koch David Matt Gustavo La Fontaine
Fontaine
Arahoushi
Arahoushi Chris Walter David Schultz Herman Duyker
Artair King Christian Nord Dean Ray Johnson Ian Spaulding
Spaulding

Bard Bloom Christina Lee Demian Walendorff


Walendorff Ignier
Ben Barrow Christopher Butson Dennis Baum Ingo

󰀶
Jacob Williams Liam Bourret-Nyffeler mooenubi Shawn Moniz
James lordkowl Morgan Silvermourn
James Kinnard
Kinnard Luca Beltrami
Beltrami Mrspey simon
James .
. King luis mwchase Ski-Bird
Jennier 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
KEK󰀷go - 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.

Adam Caverly DeadlyReed


AjarKeen
AjarKeen Dean Carpenter
Alex Donoho
Donoho Don Schlaich
Alex Mullenix
Mullenix DrakeRaids
Aled Kelly
Kelly Eric Ullman
Amy B Erik Ottosen
Aressel Evan Sutter
Austin Kavika Nichols
Nichols FreeAgent
Benjamin Bryan Garrett Fitzgerald
Bob Gianluis Ramos
Bob Glen Nelson
Brandon Cieniewicz
Cieniewicz glitch
Brett Easterbrook Goggalor
Bwubbly
Bwubbly Gordon Kagan
Chaoticag Greg Collins
Chris Bower Greg Hartman
Christen gsugu
Cody Marbach Harrison Swif
Cody Wilson Hedrax
Hedrax
crackpotTeorist Ian McDougall
McDougall
Dan Conley
Conley Ian Stanton
Stanton
Daniel Skiles Ian V

David Jack Tomas


David Wickham Jacob Niese

󰀸
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 Zeul

󰀹
Table of Conte
Contents
nts
12–II:: Introduction
Introduction 48–V: Classes 86—Sage

13—Introduction to Roleplaying 48—Abilityracks 87—Sage’s Wrath


Games 50—ypes o Abilit
Abilities
ies 90—Force O Will
14—Legend’s ake on 52—Barbarian 91—Arcane Secrets
Roleplaying 53—Path o War 93—Shaman
56—Path o Destruction 94—Incantation

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—Proessional 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

46—Other Races 78—Offensive rack 137—Undead


46—Adaptation 82—Deensive rack 142—Utter Brute

󰀱󰀰
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—Artiact Items
152—Knowle
—Knowledge
dge Skills 224—Sample Dire Wol 311—Artiact 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—Artiact 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—Classiying 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

218—Level and Power 303—Greater Items


219—Cohorts 306—Greater 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 deault, 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-

premely intelligent magical constructs that date


past the reach o mortal memory to the time be-
ore the great cataclysms that obliterated the pre-
vious world.
Hallow offers many environments or enter-
prising adventurers. Some will gravitate towards
bleak and barren wastelands with the promise
o ancient undiscovered treasures, but hiding
dangers that promise a lonely and cruel demise.
Others will find their home in ertile and beauti-

ul valleys, ofen scarred by wars between tribes

󰀱󰀲
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.
comortable
comorta ble lie 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 reeree
reeree who describes the world and the
responses o people and monsters to the players’
choices. abletop roleplaying games thereore
Introduction to Role- allow much more space or creativity and player

playing Games choice. O course, tabletop RPGs do not neces


neces--
sarily have to take place in person, around a ta-
Tis section is primarily written or people who bletop. Many players participate in play-by-post
are new to tabletop roleplaying
rolepl aying games. I you have orum games or via instant messaging, voice chat,
previous experience playing such games, you’re or specially-designed virtual tabletop sofware.
probably amiliar with the inormation in the
th e next In a tabletop roleplaying game, you are one o

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 reresher the GM, and the rest are players. Te GM, as men-
course, read on. tioned above, gives the players inormation 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 inormation. 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

Roleplaying corpse aferwards. Predictability means that i the


world contains magical orces, the player charac-
Every role-playing game is, in some sense, the ters should generally know that those orces exist
game that its authors wanted to play. Legend is and have some idea o what they can do. So i the
no exception. In that spirit, then, please accept bow turns out to be a longsword, a character who
that in some cases the mechanics o Legend sim- has studied the arcane arts can probably recog-
ply reflect our personal preerences. We do not nize the runes o a careully-constructed glamer
apologize or these preerences, nor or the act carved into the sword’s hilt.
that we have written mechanics that support our “It’s
“It’s magic, stop asking or an explanation”

preerences. 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 preerences. 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-
preerences 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.

the next ew paragraphs and go to “Gameplay


Fundamentals”. I, however, you wonder why

󰀱󰀴
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,
powerul 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 conorms 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 preerences as
they ally themselves, or be evenly matched i they authors, as we transition to the
t he preerences 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 reer 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 beore them, then the GM can exclusively model medieval-themed warare, 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 preerence, 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 preerence or gameplay
or playing that character. and not a reasoned argument or one side or an-
Don’t get us wrong here – it is perectly 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 rightully 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 preer 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 preerred 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 reerencing 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 preer- clusively or even primarily the GM’s job – play-
ences or narrative space are as
a s ollows. We preer 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

or six, we tend to preer the option with only a


couple o die rolls.

󰀱󰀶
Tis isn’t a hard-and-ast rule, as you will see in
the rules in this book. We preer 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 conusion 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

sheet of grid paper


p aper can do in a pinch). You
You will also need a set of dice to determine
random outcomes – a four-sided, six-sided, eight-sided, ten-sided, twelve-sided,
and twenty-sided die. Te twenty-sided die is the most commonly used one, fol-
lowed by the six-sided die, so don’t sweat it if you don’t have the other ones yet.

The Core Mechanic


o determine i your character succeeds at a task,
you roll a twenty-sided
t wenty-sided die, reerred to elsewhere

in this book as a “d󰀲󰀰”. A roll o 󰀲󰀰 is not an auto-


matic success, nor is a roll o 󰀱 an automatic ailure.
Compare your result to a target number
(“Difficulty Class”, or DC, when making a skill
check or saving throw, and “Armor Class”, or AC,
when making an attack). I the result equals or ex-
ceeds the target number, your character succeeds. I
the result is lower than the target number, you ail.

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 beore 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

bonuses stack with all other bonuses, including


other circumstance bonuses, unless they arise

Chapter II: Gameplay Basics 󰀱󰀹


rom essentially the same source. Circumstance Size Modifier
modifiers are, o course, determined entirely by A size bonus or penalty is derived
derived rom a creature’
creature’ss
the GM. size category. Size modifiers o different kinds ap-
ply to Armor Class, attack rolls, and various other
Deflection Bonus checks.
A deflection bonus is an increase to Armor Class
Cl ass
caused by physical or supernatural increases in a Untyped Modifier
character’s ability to block and redirect incom- A bonus or penalty
penalty that is not given
given a specific
specific type
ing attacks. Deflection bonuses are provided by stacks with all other bonuses and penalties, includ-
shields and by most track abilities that increase ing other untyped modifiers, as long as the vari-
Armor Class. ous untyped modifiers don’t come rom the same
source (such as casting a spell
spel l on yoursel twice).
Feat Bonus
A bonus granted because o a eat chosen by a par-
ticular creature. Feat bonuses do not stack with Ability Scores
each other. Te six ability
abilit y scores determine
determine the very basics o
your character – how strong
stro ng he is, how ast he is,
Fury Bonus how smart he is, and so orth.
A bonus granted by track abilities
abil ities that are mag-
nified by emotional or psychological imbalance. Ability Modifiers
Fury bonuses stack with other ury bonuses rom Each ability has a modifier, usually ranging rom
the same track, but never stack with ury bonuses -󰀵 to +󰀵 at character generation. Te table below
rom other tracks. (“Abilit
(“Abilityy Modifie
Modifiers
rs and Bonus Spells”) shows the
modifier or each score. It also shows bonus spells,
Item Modifier which you’ll need to know about i your character

An item bonus or penalty


p enalty is derived
d erived rom an item is a spellcaster.
(other than a shield) in a creature’s possession. Te modifier is is the number you apply to the
Only one item bonus and one item penalty can die roll when your character tries to do something
ever be applied to a given d󰀲󰀰 roll. related to that ability. You also use the modifier
with some numbers that aren’t die rolls. A pos-
Racial Bonus itive modifier is called a bonus, and a negative
A bonus granted because o innate characteristics
characterist ics modifier is called a penalty.
o that type o creature. I a creature’s race chang- o calculate an ability
abilit y score modifier,
modifie r, subtract
es (or instance, i it dies
d ies and is reincarnated), it 󰀱󰀰 rom the score, then divide the remainder by 󰀲,
loses all racial bonuses it had in its previous orm. rounding down.

󰀲󰀰
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 Deensive 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

age on weapon attacks). KDM measures their 10-11 0 — — — — — — —


12-13 +1 1 — — — — — —
skill at surviving damage (hit points) and protect-
14-15 +2 1 1 — — — — —
ing against attacks (Armor Class). I a character’s 16-17 +3 1 1 1 — — — —
KDM changes, the character’s hit points also in- 18- 19 +4 1 1 1 1 — — —
crease or decrease accordingly. 20- 21 +5 2 1 1 1 1 — —
22- 23 +6 2 2 1 1 1 1 —
Te KOM
KOM and KDM can never be the same
24-25 +7 2 2 2 1 1 1 1
ability mod ifier.
ifier. 26-27 +8 2 2 2 2 1 1 1
28-29 +9 3 2 2 2 2 1 1
Spellcasting Ability Modifiers 30-31 +10 3 3 2 2 2 2 1

Each spellcasting track has its own Spellcasting 32-33 +11 3 3 3 2 2 2 2


34- 35 + 12 3 3 3 3 2 2 2
Ability
Abil ity Modifier (SAM)
(SA M) which is used to calculate
36- 37 + 13 4 3 3 3 3 2 2
DCs or their spells and determine i the charac- 38- 39 + 14 4 4 3 3 3 3 2
ter receives any additional spells besides those al- 40-41 + 15 4 4 4 3 3 3 3
lotted by deault. Characters
Characters with a spellcasting
spel lcasting 42-43 + 16 4 4 4 4 3 3 3
44-45 + 17 5 4 4 4 4 3 3
track may receive additional spells per [Scene] i
46-47 +18 5 5 4 4 4 4 3
their Spellcasting Ability Modifier or that track 48- 49 +19 5 5 5 4 4 4 4
is exceptionally high (see table 󰀲-󰀱).
Strength is the Key Offensive Modifier or barbar-
The Abilities ians and paladins, and the Key Deensive Modifier
Modifier

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 » Relex 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 Oensive Modiier or

Chapter II: Gameplay Basics 󰀲󰀱


rangers and many rogues, and the Key Deensive » Willl saving throws (i your Wisdom
Wil Wisdo m modifi-
mod ifi-
Modifier or some sages. er is equal to or higher than your Charisma
modifier).
Constitution (Con) is a physical ability that rep- » Skills that have Wisdom as their key ability.
resents your character’s health, stamina, and du- » Te Awareness deense.
rability. You apply your character’s Constitution Wisdom is the
th e Key Offensive Modifier or monks,
modifier to: some sages, and shamans, and the Key Deensive
» Fortitude saving throws (i your Constitution Modifier or some rogues.
modifier is equal to or higher than your
Strength modifier). Charisma (Cha) is a mental ability that measures a
» Skills that have Constitution as their key character’s orce o personality, persuasiveness,
ability. personal magnetism, and ability to lead. Tis
» Y
You
ou gain [Damage
[Dama ge reduct ion] equal to hal ability represents actual strength o personality,
your Constitution mod ifier (i positive).
posit ive). not merely how one is perceived by others in a so-
Constitution is the Key Deensive Modifier or cial setting. You apply your character’s Charisma
barbarians, monks, some rogues, some sages, and modifier to:
tacticians. » Willl saving throws (i your Charisma modifier
Wil
is higher than your Wisdom modifier).
Intelligence (Int) is a mental ability that determines » Skills that have Charisma as their key ability.
how well your character learns and reasons. You Charisma is the Key Offensive Modifier or some
apply your character’s Intelligence modifier to: sages, and the Key Deensive Modifier or pala-
» Relex saving throws (i your Intelligence dins, some rogues, and shamans.
modiier is higher than your Dexterity
modifier). When an ability
abi lity score
s core changes, all attributes
attr ibutes asso-
» Skillss that have Intelligence
Skill Intelligen ce as their key ability. ciated with that score change accordingly.

Intelligence is the Key Offensive Modifier or


some rogues, some sages, and tacticians, and the Secondary Statistics
Key Deensive Modifier or rangers. Aside rom ability scores, all creatures have
have a set o
o
statistics that represent their basic ability to deal
Wisdom (Wis) is a mental ability that describes a and evade damage. Tese numbers increase as
character’s willpower, common sense, percep-
percep - creatures
creatures increase in power through gaining lev-
lev-
tion, and intuition. While Intelligence represents els. Te secondary statistics are Armor Class, Hit
one’s ability to analyze inormation, Wisdom Points, Base Attack Bonus, and Fortitude, Reflex,
represents being in tune with and aware o one’s and Will
Wil l base saving throw bonuses. All creatures
creatures
surroundings. You apply your character’s Wisdom also have some capacity o noticing things others
modifier to: don’t want them to, which is represented by the
Awareness
Awar eness deense.

󰀲󰀲
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 Deense 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 perorm 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.

Offensive Modifier + any other applicable mod-


ifiers. Whenever you make an attack roll, i the Saving throw bonuses are used to calculate “saving
result equals or exceeds the target’s Armor Class, throws” or “saves,” which are d󰀲󰀰 rolls made to
the attack hits that target. resist particular types o abilities. Abilities that
t hat re-
When they take an attack action, characters quire a save speciy the type o save required, but
with a BAB o +󰀶 or higher gain one or more ex-
ex- a general guide or what saves resist which types
tra attacks, albeit made with a lower attack bonus, o effect is given below. You can make a saving
as shown on table 󰀲-󰀲. Te values given on racial throw against an effect whenever it would speci-
track and class tables in this document only list ically allow you to, or whenever that effect would
ull BAB;
BAB ; the lower bonus or additional attacks affect you differently on a successul save. Unless
is extrapolated using table 󰀲-󰀲. otherwise specified, you can only make a single
save against each individual effect. Saving throw

Chapter II: Gameplay Basics 󰀲󰀳


bonuses are based on a character’s level and choice
o class, and are given in the
t he table or a character
character’s
’s
chosen class. A save succeeds i its result equals
or exceeds a listed Difficulty Class (DC), which is
always given in the text o the ability or effect that
triggers the save.

Fortitude (Fort) is a character’s ability to resist e-


ects that eat away at that character’s physical body
or crush it outright, such as poison or a cartoon-
ishly impractical anvil. You calculate Fortitude as
ollows: 󰀱d󰀲󰀰 + your base Fortitude bonus + the
higher o your Strength and Constitution modifi-
ers + any other applicable modifiers.

Reflex (Ref) is a character’s ability to dodge area


effects, such as explosions, as well as most traps.
Y
You
ou calculate Reflex as ollows:
ollows : 󰀱d󰀲󰀰 + your base
Reflex bonus + the higher o your Dexterity and
Intelligence modifiers + any other applicable
modifiers.

Will is a character’s ability to resist assaults on the


mind, such as scary things or mind control. You
calculate Will as ollows: 󰀱d󰀲󰀰 + your base Will

bonus + the higher


high er o your Wisdom and Charisma
modifiers + any other applicable modifiers.

󰀲󰀴
CHA PTER

Character Creation and


Advancement
III
p laying Legend is creating a character for your Legend game. If you
Te first step in playing
are playing a one-shot or a similar brief game,
g ame, and only require enough information
information
to fill out a character sheet, you can use the 󰁑uick Start Guide to generate a char-

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.

Quick Start Guide


o create a character quickly, ollow these steps:

Choose a Race
Choose a race rom the options detailed in

Chapter IV: El, Dwar, Gnome, Halfling, Human,


or Orc.

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

Chapter III: Character Creation and Advancement


Advancement 󰀲󰀵
able 󰀳-󰀱 Class HP/lvl BAB Good Saves Bad Save KOM KDM Skills Description
Legend Core Terrifying and tough me-
Barbarian 10 Good Fort, Will Ref Str C on 5
Classes lee fighter
Monk 8 Good Any Two Any One Wis C on 6 Fast, precise martial artist
Supernaturally powerful
Paladin 10 Good Fort, Will Ref Str Cha 5
arbiter of justice
Hunter, scout, and special
Ranger 10 Good Fort, Ref Will Dex Int 6
operative
Trickster that relies on skill
Rogue 8 Varies Ref, Any One Any One Varies Varies Varies
in battle
Master of arcane secrets
Sage 8 Poor Any Two Any One Varies Varies 6
and battle magic
Spellcaster with powers that
Shaman 8 Poor Fort, Will Ref Wis Cha 6
heal or harm
Spellcaster that controls
Tactician 8 Poor Ref, Will Fort I nt Con 9*
the battlefield

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 deault 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 preer. 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

situations. o which must be chosen rom the bonus eat or


I you are creating a higher-level character, your character’s
character ’s race, as explained
expl ained in Chapter IV.
consult table 󰀳-󰀲 (“Character Advancement”) I you are building a higher-level
hi gher-level character, choose
and increase your character’s ability scores by the additional eats at the levels shown on table 󰀳-󰀲.
amounts given or a character o the appropriate
level. For example, a 󰀷th-level barbarian would Choose Your Items
likely choose to increase Strength by +󰀴 and Choose items or your character rom Chapter XIII.
Constitution by +󰀲, and could increase any other A 󰀱st character may have a reasonable number o
ability score by +󰀲 as well. mundane items and a single Lesser item. You gain
the ability to use additional magic items as noted
on the Character Advancement table; choose as
many additional magic items as you can use, per

󰀲󰀶
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 helpul to start character generation with a pretty
your character
character concept;
concept; consult with your
your group ii 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 proession (“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

Creation give you a clue o how your character goes about

getting them. A character that is admittedly just


I you’re playing in a long campaign, or have al- in it or the money is going to make different lie
ready selected a character concept that isn’t cov- choices rom a character that is out to do the
t he right
ered by the standard races or classes, you may wish thing and help the helpless. Even i the answer
to put a little more effort into your character than doesn’t help you at all in picking abilities or your
is involved in ollowing the quick start rules. Legend character, it’ll pay off in a big way in getting plot
offers a great many character options that don’t ap- hooks or your GM and helping you make deci-
pear in the deault races and classes. I you want to sions in-character.
learn to use these options, look no urther. “What
“W hat does my character ear?” Tis question is
First, though, let’s look briefly at character con- pretty good or building a backstory, but it also o-
cepts. It’s perectly all right to flesh out your char- ers some really rich options or mechanical choic-
acter with a cool eat you just stumbled across or es. For example, someone who ears harm coming

Chapter III: Character Creation and Advancement


Advancement 󰀲󰀷
to his or her riends might ocus on learning to pro- character archetypes. Some races, however, repre-
tect them, perhaps with the paladin’
palad in’ss Virtue track. sent unusual creatures, such as powerul undead
How does my character resolve conflicts? Any creatures, intelligent constructs, or even dragons.
good story is centered on a basic conflict, and In cases where your race includes dramatic, scal-
RPGs tend to include a ew dozen extra conflicts ing abilities (such as the undead powers o a lich),
or good measure. I your character doesn’t end your race will
w ill have a track
trac k associated
assoc iated with it.
it . All
Al l
up in fights, chances are you’ll find social con- members o that race have the associated track,
rontations,
rontations, environmental
environmental hazards, or similarly and you will have to incorporate that track in your
threatening situations. Ability tracks in Legend o-
threatening track selection.
ers a broad range
range o abilities or solving or ending
end ing
conrontations, and your answers to this question Class and Track Selection
might point you to the right ones. Selecting your class and associated tracks is the
How does my
my character make a living? Most
Most single most critical part o character generation,
RPG characters aren’t conventionally
conventionally employed, mechanically speaking. I you already have a
especially i your game world is a medieval an- deault class picked out, then you can move on.
tasy setting where wage labor doesn’t exist. Still,
Still , However, you may want to customize your class
your character
characte r probably
probabl y has some
s ome things
t hings that
t hat he at the very least, and choosing a race with an asso-
or she is good at – maybe even extremely good at. ciated track makes this section obligatory.
RPG characters tend to be skilled in at least a ew Te classes described in Chapter V each con-
useul areas, such as arcane knowledge, investiga- tain three “tracks”– progressions o abilities that
tive and social skills, or physical speed and agility. define much o your character’s mechanical role.
Y
Your
our answers here will tell you a great deal about Each class also has a set o statistics, such as the
your character’s skill selection.
select ion. number o hit points per level that it grants and
What
Wh at sp
speci
ecial
al tri
trick
ckss does
doe s my charact
cha racter
er keep the saving throw and attack bonus progressions it
handy? Tis question will help you select eats, offers (you can find this
t his inormation
inormation in the class

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 deault 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 powerul 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 Deensive 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 justiy 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 thereore 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

you can trade another


anothe r track out with the Guild ability (with certain limitations) in order to make
Initiation eat (more on that in a moment). that track work better or your character. In some
When you multiclass, you select a single track cases, you should simply consider whether your
rom another class (or rom the list o addition- character is best off with a track that doesn’t fit
al tracks in Chapter VI) and replace one o your with the key abilities you had in mind, or whether
deault tracks with it. You gain the eatures o it makes more sense or your character to pursue
your new track at the
t he same levels you would have the same basic goal in a different way.
gained the eatures o the track that was replaced. Legend classes are typically built to have one
Y
You
ou cannot gain any track more than
t han once. Some track that is largely offensive in nature, one that
tracks are part o the same overall track, and offers some deense or utility, and one that can
thereore you cannot have more than one o them be either offensive or deensive but tends to make
or any reason. For example, the three options or the class somewhat unique in its playstyle and

Chapter III: Character Creation and Advancement


Advancement 󰀲󰀹
archetype. When deciding which original track to item progression, along with the levels at which
replace, it’s ofen wise to consider the kind o role you gain track eatures rom the ourth track, can
that your new track will play. It’s not necessarily be ound in Chapter XIII.
“wrong” to end up with three offensively-oriented
tracks, but it does mean that your character will Ability Score Selection
be ocused almost exclusively on offense and will By this time, you should know your Key Ability
largely lack deensive abilities. I you think you Modifiers and have a very good sense o any oth-
may be in this situation, take a moment to con- er abilities
abilit ies that your character would most value
sider whether your character concept supports and emphasize. So, it shouldn’t be difficult to as-
such a hell-or-leather approach to combat and sign your ability
abil ity scores. Tis is, however, a airly
conrontation. I so, go or it! I not, you may be good time to discuss the different methods o
trying to do one thing several different ways, and generating ability scores in Legend . Your group
you might want to reconsider your track choices. will decide on one o the ollowing methods, to
As mentioned above, you can multiclass once be used or all player characters in your game
or ree at character creation. Tis simply rep- (NPCs and monsters generally are designed
resents having somewhat different abilities rom based on the ability array).
a normal character with this class. Tere is one
other way to multiclass,
multicla ss, but it isn’t ree. Te Guild Ability Array: Te deault ability scores in Legend
Initiation eat models a character who is particu- are 󰀱󰀶, 󰀱󰀴, 󰀱󰀴, 󰀱󰀲, 󰀱󰀰, and 󰀱󰀰, assigned to whichever
larly committed to an organization, ideal, or pa- abilities you preer. Legend’s game math is based
tron, and at some point goes through a process o on this ability
abil ity array,
array, because it provides a predict-
undamental change. At the level your character able common basis or ability scores.
takes this eat, your character loses a track and Te array above reflects an exceptionally gifed
gains a new track, rewriting the previously ac- creature, who is good at most things and has only
quired eatures o the sacrificed track with the ea- one real weak spot. An array that would reflect a

tures o the new track. Tis


Ti s process can be used to more normal (i still a bit above average) creature
even gain the eatures o a racial track, but grants might be 󰀱󰀴, 󰀱󰀲, 󰀱󰀲, 󰀱󰀰, 󰀱󰀰, 󰀸. We believe that most
only the track eatures and does not change over- RPG characters are expected to be a bit larger
all class statistics or racial traits. than lie, but some groups might want a grittier
game in which the player characters are just nor-
Full Buy-In mal people. Using a lower array like this one could
Te Full Buy-In option involves sacrificing the help create such a game; o course, we must em-
vast majority o your character’s item progression phasize that this kind o decision should only be
in exchange or gaining a ourth track. Tis track made by an entire group, not unilaterally.
can be any multiclassing-eligible track or a racial Note that an increase or decrease in the deault
track, but offers only track abilities and never ability array will tend to make player characters
rewrites class statistics. Te revised schedule or inherently more or less powerul respectively

󰀳󰀰
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 , beore
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 awul 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

Chapter III: Character Creation and Advancement


Advancement 󰀳󰀱
Polishing Your Character Creating a Character
Congratulations! You should have a reasonably
competent character now, built on an enjoyable
above 1st level
and interesting character concept. You’re done Many games eature characters higher than 󰀱st
now…right? level, and eature characters who are much more
Wrong!
Wrong! Being the smart person you are, you’ve significant in terms o power and capability. o
undoubtedly figured out all o this and built a start play with a character higher than 󰀱st level,
character with a minimum o hassle and reworks. ollow the steps below.
Now, while the other clowns at your gaming ta-
ble are working out their character missteps and Ability Selection
kinks, you have a chance to make your character Abilityy scores are
Abilit are generated in the same way when
really shine. Tis is where you start coming up making a 󰀱st level character. Ten, consult table
with your character’s backstory, expanding on the 󰀳-󰀲 (“Character Advancement”) and increase your
motivations you figured out back when you came abilityy scores by the amounts given or a character
abilit
up with your character concept to begin
b egin with.
wit h. You
You o your level. For example, a 󰀷th-level barbarian
can sketch your character, i you’re artistically would likely choose to increase Strength by +󰀴
gifed. You
You can figure out how your character got and Constitution by +󰀲, and could increase any
to know all the other players’ characters. other score by +󰀲 as well (depending on the spe-
Te bottom line is, this guide tells you how to fill cific character).
out your character sheet in a way that won’t cause
you any serious embarrassments. Once your char- Race, Class, and Skill Selection
acter sheet is ull, there’s always more you can do All o these are done exactly as ii making a 󰀱st
󰀱st level
to build your character. character. Your class choice, as well as any tracks
acquired through multiclassing, is the same as a
󰀱st-level character; however, you gain all the abil-

ities possessed by a character o your level, per


Chapter V and Chapter XIII. You have ranks in
your chosen skills equal to your level, as explained
in Chapter VII.

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

Spell Selection Leveling Up


Choose the abilities you want your character to
possess at every level where you have a choice be- “Leveling up” is the process your character goes
tween different spells, powers, or abilities. through every time you gain a level. An
A n increase in

level is a big deal – your character gains a power-


Item Selection ul new ability, as well as becoming more resilient
Choose a set o items, consumables, and other and skilled. Tere are a ew steps to leveling up
commodities rom the list given in Chapter XIII. a character. You can take these steps in whatever
Consult table 󰀳-󰀲 to determine what kinds o order is most beneficial – i there is a prerequisite
items you are entitled to, and how many o each you would meet with
wit h one step o the leveling
leveli ng pro-
kind you can use. Characters who have chosen cess, you meet that prerequisite at another step o
the Full Buy-In option (see Chapter XIII) receive the leveling process even i those steps are “out o
many ewer items than normal. order” as listed here.

Chapter III: Character Creation and Advancement


Advancement 󰀳󰀳
Increase Hit Points and Saving Select Item
Throw Bonuses At some levels (as
( as shown on
o n table 󰀳-󰀲), your char-
Whenever you level up,
up, your maximum hit points acter gains a new magic item slot (you can possess
increase by the number given in your character more magic items than you have slots, but can
class entry plus your KDM. For example, a bar- only attune to as many magic items as you have
barian gains 󰀱󰀰 hit points plus the barbarian’s slots – see Chapter XIII). Tis may happen at lev-
Constitution modifier at every new level. el-up, as part o quest rewards, or you may have
Whenever you
you level up, set your base saving earned or ound the item prior to leveling up.
throw bonuses to the values listed on the table or
your character class or your new level. Increase Movement Speed
Higher-level characters become quicker and more
Increase Ability Scores mobile. At 󰀲nd level, and at every three levels a-
At some
so me levels, as marked out by table
tabl e 󰀲󰀲-󰀲,
-󰀲, your terward, your character’s movement speed in-
character gains an ability score increase. Increase creases by 󰀵 f.
your chosen
chos en ability
abil ity score now. Te our ability
abil ity
score increase progressions must apply to differ-
ent ability scores, and your choice o assigning Higher-level
Higher -level Charac-
a given ability to a given increase progression is
permanent. Te increases in ability scores are not
ters and System Ex-
cumulative. For example, at level 󰀱󰀷, your primary pectations
ability is +󰀸 higher than it was at level 󰀱, not +󰀲󰀰. As characters level s in Legend , they gain
chara cters gain levels
power. Every time a character gains a level, the
Choose New Track Feature level offers a new track eature: a unique capabil-
Many tracks offer a choice between different abili- ity that can dramatically alter the outcome o an
ties. I any o your ability tracks or this level offer encounter. In Legend, we expect characters at di-

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 ingully 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 careul tactics and piecemeal moment beore 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 lie. 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

From 󰀱󰀶th level


level on, many creatures become ex- wants to be the runt o the litter, and we have bet-
tremely difficult to kill. At this level, characters ter ways to portray interdependency among char-
approach deific power. Creatures can ofen ignore acters than to orce someone into the lie o the
a round’s worth o attacks outright, or survive side-kick or mascot.
otherwise-deadly attacks, or even spontaneously
revive i killed once. Many characters also dramat- Optional Rules for Power Increases
ically improve their offensive abilities. Characters Tere are a couple o advantages to using a fixed
in this level range are not even threatened by an progression, however, and we provide one as an
army o ordinary humans. optional ramework or running certain kinds o
campaigns. One o the big advantages is that it’s
visibly and completely impartial. It measures suc-
cess along a clean and visible metric, which is just

Chapter III: Character Creation and Advancement


Advancement 󰀳󰀵
able 󰀳-󰀳 Experience Leveled To... a good eeling and a good thing. It also fits pretty
perience 6 2 well with the Dungeon Crawl, where you’re slic-
13 3
Points ing your way through the legions o evil in pursuit
22 4
33 5
o power and loot. In such a situation, you might
46 6 want players to be able to choose what parts o
63 7 a dungeon they work through, in the interest o
78 8 providing a more open and ree roaming experi-
98 9
ence. Another advantage is being able to portray
122 10
150 11 power as less o a narrative
narrative progression. Te ol-
180 12 lowing is a suggested progression that provides a
210 13 comparatively ast trip through low levels, a air-
240 1
ly smooth progression through mid-game, and a
270 15
300 16
slower progression through end-game.
340 17 For this type o progression, encounters o EL-󰀲
380 18 (see Chapter X) are worth one experience point;
420 19 encounters o EL-󰀱 are worth two; encounters o
465 20
EL+󰀰 are worth three; and encounters o EL+󰀱
are worth five. An EL+󰀲 encounter is worth seven
points, but is rarely survivable. Encounters outside
this range are generally not appropriate challeng-
es. A party gains points or any combat encounter
they win, or any combat encounter they obviate
through non-combat means. Tis can include
clever escapes at the GM’s discretion.
discret ion. However,
However, i
the party resolves an encounter without fighting,

they only gain experience or the creatures they


interacted with and not or any reinorcements in
the background.

󰀳󰀶
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

generally similar to humans,


humans, and thus have the [Humanoid]
[Humanoid] type.
t ype. In Legend, “race”
is roughly synonymous with “species” and should not be confused with groups of
humans divided by skin color.
By deault, the Legend core rules do not include
hal-human races or other hybrid races. Te hu-
manoid populations o Hallow are each descend-
ed rom the remnants o corresponding humanoid
species that were preserved in Hallow during the
end o the old worlds, and these species are di-

erent enough rom each other that interbreeding


would be impossible or extremely unusual.
Vision modes can be ound in Chapter
Chapter IX.

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.

Chapter IV: Races 󰀳󰀷


[Tiny] creatures are so small that they are ineffectu- individual set o rules or determining how big it
al combatants. Even i their position on a field o is, and the consequences o its size, but they typ-
battle is relevant, they do not take up the square ically occupy more than one square on the battle
they occupy, and cannot meaningully affect a map. In addition to any other effects o its size, a
battle with their own abilities alone. At the discre- huge creature gains all the benefits and penalties
tion o the GM, they may be able to manipulate o being [Large].
ropes, small levers or similar devices o appropri-
ate size. iny creatures are always [Concealed].
Dwarf
[Small] creatures are about hal as tall as a
[A verage]
verage] si z e
[Average] creature would be, though they may be +2 +2 -2
CON IN CHA [ H u m a n oi
oi d ] t y p e
proportionally thicker than bigger creatures with
+󰀱 (+󰀱/󰀸 levels) rac i al bo nus to Engi neeri ng
the same body structure. Tey have the ollowing [Darkvi si o n]
L i vers N eed N o t A p p ly
statistics: B ON US F EA  S
S lo w and S tead y
(c ho o se o ne)
» 󰀲󰀵 f base movement speed R une M agi c
» +󰀱 to Armor Class
» +󰀱 to attack rolls Dwarves are ofen reerred to as “children o
» -󰀲 on saves against combat maneuvers stone”, and despite their humanoid bodies, this
description is largely accurate. Since their arrival
[Average] is the deault size o creatures in Legend, in Hallow, dwarves have lived in deep mines and
roughly the same size as a regular human. Most ortresses known as “stoneholds”. It is o course
creatures, as the name suggests, all into this size true that dwarves live in other places as well – cit-
category. Tey have the ollowing statistics: ies, above-ground ortresses, and in nearly any
» 󰀳󰀰 f base movement speed place that contains a unctioning orge– but all
such places o residence are considered temporary

[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 horriying 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. Unortunately,
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 thereore 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 surace 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 awul 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 conrontation or
main datalith. Te greatest honor any dwar can re- battle, and display unbelievable eats o strength,

ceive is or the inormation on his or her datalith to healing, and, on occasion, waves o sheer destruc-
be considered so important that it is transerred 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

Chapter IV: Races 󰀳󰀹


Dwarves place a great importance on their clan and magical items that record and preserve in-
name, which is ofen the first thing exchanged ormation are another dwar specialty, and some
when two unamiliar dwarves greet each oth- o the most amazing such devices are careully
er. ypical dwar names will include highlight guarded in their vaults.
the honor, bravery, fighting style, heirloom, or
some other notable and impressive aspect o
the dwar or his clan. Examples o such names
Elf
are: Farir Axebearer, Fistbeard Beardfist, Sigurd
[A verage]
verage] si z e
Blackhammer, Ebenezer Clutchpurse, Varin +2 +2 -2
DE X A N Y M E N A L CON [Hum ano i d ] ty p e
Firewalker, Rhes Goldcutter, Khandar Magehand,
+󰀱 (+󰀱/󰀸 levels) rac i al bo nus to N ature
Janus Invictus
Invictus Malleolus, Mangus von Mangusson,
Mangusson, [Gho stwi se si ght] 󰀴 󰀵 t
and Valhim Rockbeard. B y Wi ll S ustai ned
B ON US F EA  S
A rc a nt r ic Ac c u ra c y
(c ho o se o ne)
S um m o n M o te
Dwarven Technology and Magic
Magical and technological items o dwar man- Elves are most ofen ound either in particularly

uacture 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

Hallow have much more advanced counterparts might think.


in dwar orges and armories. Even now, magical- As individuals, elves are tall (ranging rom
ly-augmented casings containing both propellant sli
slightly
ghtly below average human height to well above
and projectile are being used in a ew deadly fire- it) and thin, physically notable or agility unusu-
arms on Hallow’s battlefields and darkest alleys. al in creatures o that size and or some level o
Aside rom weapons, dwarves can design (or physical ragility. At any rate, engaging an el in
reverse-engineer) and build almost anything they conversation can be either ascinating or unset-
consider useul. Dwarves claim to have developed tling, as elves tend to display an oddly specific in-
the first timepieces in Hallow; while this state- sight into the growth and development o living
ment may or may not be true, there is no doubt things. While many elves exercise a certain level
that dwar-built timepieces are compact, sturdy, o tact when discussing such things,
t hings, others tend
and extremely accurate. O course, technology to point out deeply unsettling acts about lie and

󰀴󰀰
the creatures around them. Tis tendency is only Caedemon Monsmoth, Riandur Rivatha, Sohali
reinorced by the unusually long lie 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 iner rom the inormation 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 prooundly 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 beautiul strongholds out o care- +2 +2 -2
CON CHA SR [ 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]

things is not valuable simply or the purposes o B ON US F EA  S Chatty B ugger


S um m o n M o te
ensuring the survival o a species or an ecosys- (c ho o se o ne)
 he B i gger  hey A re
tem. It is also potentially quite lucrative; many o
the great elven amilies have become abulously Gnomes can be ound anywhere in Hallow; in-
wealthy through trading and selling their cre- deed, some swear that the same gnomes can
ations. Most o these amilies, o course, have a be ound just about anywhere i you give them
running unriendly rivalry, and such euds last enough time. Tey are undeniably riendly; many
even longer than the lietimes o the elves carry- who interact with gnomes find that they have
ing them on. an uncanny knack or understanding people’s
ypical elven names include Amargain problems and offering helpul solutions. Indeed,
Caeleon, Boadicea Ceallaigh,
Ceall aigh, Reina Drawntracker,
Drawntracker, gnomes seem like the perect negotiators and dip-
Weylin
Weyl in El
Elae
ael,l, Maura Eml in, R hyst ion Kess,
Kess , lomats, ofen perorming those roles in all wide

Chapter IV: Races 󰀴󰀱


variety o situations. Gnomes have a long history who can sense deceit or ill-intent, then the mon-
with dwarves; many attribute this special relation- arch will naturally be well-behaved. Many gnome
ship to dwarves’ need or diplomatic assistance communities are part o cosmopolitan cities or
when dealing with other races. even whole nations; these are usually loosely-knit
O course, rumors o another sort spread any groups who do not act in any particularly unified
time gnomes stay in one place or too long. People way but provide mutual support.
start to whisper that every deal a gnome brokers Rumors persist that shadowy cabals o gnomes
seems to eventually benefit the gnome in some can be ound in many o Hallow’s metropolises,
way, that the gnome talking with them seemed to and can be hired to interrogate prisoners, cause
know them just a little bit too well... that when social unrest, and perorm other acts that most
you get down to it, do they
t hey not seem
s eem just a little
l ittle gnomes would not want to be associated with.
bit too persuasive? Some o these cabals allegedly employ unusual-
unusual -
ly small assassins who seem specially trained to
Gnome Society harm larger creatures. However, no known credi-
Gnomes are subtly empathic and telepathic, al- ble witnesses have been able to confirm such alle-

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 anciul, 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 horriy- 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 careully 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. Lie 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 deense 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 peaceul 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 preer 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 thereore
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 joyul 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 beore 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.

Chapter IV: Races 󰀴󰀳


Halfling Technology and a lot o space quickly, in an attempt to enjoy the
Magic short-term ruits o their labors.
Most halfling communities are relatively sel-suffi- Second, humans
humans tend
tend to
to have
have a very
very short
cient, producing both simple and unctional tools institutional memory. Generations go by at a
or local use and unusual artwork and trinkets or airly quick pace; most people lack a great deal
outside trade. Wealthy or adventurous halflings o personal experience with their great-grand-
ofen collect and prize weapons and magic items parents, and hardly any have any recollection o
rom oreign lands, and caravanners in particular generations beyond that. raditions tend to hold
tend to maintain supply and weapons caches in relatively little weight in human societies, and
case o attack or other emergency. humans are quicker to embrace innovation than
practically any other humanoid race.
Because o these two major actors, it’s very di-
Human ficult to predict or describe humans in any broad
sense. Human societies may remain stable or a
[A verage]
verage] si z e
+2 very long time, but once they start to change they
A N Y O N E AB I L I  Y [Hum ano i d ] ty p e
+󰀱 (+󰀱/󰀸 levels) rac i al bo nus to any o ne ski ll tend to change very quickly. Any game world,
+󰀱 rac i al bo nus to attac k ro l ls, A rm o r Class o r a
thereore, will tend to have a wide variety o hu-
si ngle ty p e o  savi ng thro w man societies and governments, and ofen they
B O N U S F E A S A ny one
will be subject to rapid restructuring afer periods
Humans are the most amiliar o Legend ’s rac- o conflict or great discovery.
es, since our readers interact with at least a ew
o them every day. Instead o making up a list o
standard human traits, we’d like to instead ocus Orc
on a couple o very important actors that influ-
[A verage]
verage] si z e
ence how humans unction in a antasy setting. +2 +2 -2
SR CON CHA [Humanoid] type
First, humans have
have relatively short lie expec- +󰀱 (+󰀱/󰀸 levels) rac i al bo nus to A thleti c s
tancies. In a low-technology, and relatively primi- [Darkvi si o n]
tive agricultural setting, humans who survive ear- R ec kless S tri ke
B ON US F EA  S
o Iron Married
ly childhood typically live around 󰀵󰀵 or 󰀶󰀰 years (c ho o se o ne)
Catap hrac t
– not an eyeblink exactly, but much less that the
centuries-long liespans o elves or dwarves. Even Feared on a thousand battlefields, orcs are the
in a more technological society (regardless o most physically imposing o Hallow’s humanoids.
whether services are provided by magic or by sci- Tey are as tough and resilient as dwarves, but are
ence), humans typically only last around or 󰀷󰀰 to much larger (up to seven and a hal eet tall, al-
󰀸󰀰 years on the mortal plane. Tis means that hu- though the average height is a little above six eet)
mans generally tend to breed rapidly and occupy with matching strength. Most orcs are members
o highly disciplined, sel-contained mercenary

󰀴󰀴
units, serving either as earsome inantry or as reduced rates to punish clans that engage in atroc-
the traders, tacticians, and crafworkers that keep ities o any kind.
the inantry 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 useul 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 thereore 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 deense 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 conorm 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

Chapter IV: Races 󰀴󰀵


ampliy energy. Tose elementalists (usually Fire such as those ound in Chapter VI. I you wish to
Elementalists) and wizards who tend towards develop a race that is roughly as powerul as those
magical thuggery ofen value orc runes and staves, ound in this chapter, here are a ew guidelines or
and some orc clans export magical oci to arcane doing so.
colleges with this aggressive bent. First, select a combination
combination o racial ability bo-
nuses and penalties that totals to +󰀲 (or example,
a single +󰀲, two +󰀲 bonuses and one -󰀲 penalty, or
Other Races three +󰀲 bonuses and two -󰀲 penalties). Careully
consider individual bonuses or penalties o great-
Other races, including non-humanoid creatures er than 󰀲 (such as a +󰀴 bonus and a -󰀲 penalty),
and creatures who are not precisely organic lie because they can cause unusual repercussions or
orms, exist and can be played as player charac-
charac- a character at low levels. An individual bonus or
ters. Sample races, with corresponding racial penalty should never be greater than 󰀴.
ability sets, can be ound in Chapter VI. Playing Second, select a list o 󰀳 thematically appropri-
appropri-
a creature with an unusual race is subject to group ate eats that have no minimum level prerequisite

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 careul when selecting powerul 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 deault 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 deault [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 deault 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 deault 󰀲󰀵 f or
sion o the race you are developing is roughly as [Small] creatures);
powerul (by deault) as the ones offered above, » Te Swim movement mode;
or more powerul. I you wish to develop a more » A +󰀱 bonus to attack rolls;
rolls ;
powerul 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-

tle in the way o scientifically derived technology,


and your heroes have ew magic items (rules or
characters who possess ew or no magic items can
be ound in Chapter XIII). As a result, you wish to
emphasize dwarves’ skill as grounded miners and
crafspeople who work the subtler magic o fire
and metal. In this case, the bonus to Engineering
is probably out o line, and you might want to re-
place it with a bonus to Arcana instead.
On the other hand, i you wanted to portray

dwarves as compact and deadly warriors who


have lef their ancestral mines to roam the or-
ests and plot to recover lost treasure, you might
remove a skill bonus entirely and replace it with a
+󰀱 bonus to Fortitude saves. You
You might also
a lso decide
that a racial bonus to Intelligence is inappropriate,
and instead give them a racial bonus to Dexterity,
to reflect the shif rom a highly rational race o
crafspeople to a race o ell warriors. Finally, you
remove the Rune Magic eat rom the dwar bo-
nus eat list and replace it with the And My Axe!
eat. Now you have a race that is mechanically

Chapter IV: Races 󰀴󰀷


CHA PTER

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

every three levels. Tese tracks are designed to be


roughly balanced in terms o power, compared to
other tracks, and orm the core o the Legend mul-
ticlassing system. Each class progresses 󰀳 tracks
as the set o class eatures that they provide to a
character.
racks provide 󰀷 abilities over a character’s
progression. We classiy these abilities by their
“circle” – the point in the track at which the abili-
ty becomes available. So all abilities, whether they
are extraordinary, supernatural, spell-like, or spell
abilities, have a “circle” (rom first to seventh).

󰀴󰀸
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 dierent 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 thereore
󰀱󰀲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 lie 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 thereore 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 Deensive 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,

Some tracks, including


includin g most rogue tracks and and do not require activation. Extraordinary abil-
some barbarian tracks, change the Key Ability ities that require activation commonly require a
Modifier o any character who possesses them. I swif, immediate or standard action to activate.
you have more
mo re than one track that changes the Rules or activating, using, and recovering
recovering an
same Key Ability Modifier, you may choose which extraordinary ability are contained within the
change to apply. For example, the Rage track sets text o each specific ability, and can vary rom
your Key Offensive Modifier
Modifie r to Strength,
Strengt h, while ability to ability.
abil ity.
the Demo Man track sets it to Intelligence, so Extraordinary abilities are not limited to eats
a character with both could choose between that normal humans can perorm. As a humanoid
Strength or Intelligence or their Key Offensive creature (or any other) gains high levels, extraor-

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.
ciic 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.

Spell-like AbilitiesSLA create effects similar to those


generated by spells, but are not subject to the
t he same

general rules or casting and recovery.


recovery. Spell-like
Spel l-like
abilities are generally activated as a standard ac-
tion, but some are activated as a swif or immedi-
ate action. Activating a spell-like ability generally
provokes an attack o opportunity, unless it is acti-
vated as a swif or immediate action or the text o
the ability
abil ity states that it does not
n ot provok
provokee an attack
o opportunity. Tey can be accessed in tracks not
n ot
dedicated to spellcasting. Spell-like abilities are
subject to [Dispelling] effects.

Rules or activating, using, and recovering a


spell-like ability vary rom ability to ability
abilit y.

Supernatural AbilitiesSU generate magical effects, in-


cluding effects similar to those o spells and spell-
like abilities as well as unique effects. Some super-
natural abilities
abilit ies are “passive,”
“passive,” or always on, and do
not require activation. Supernatural abilities that
require activation are usually activated as a stan-
dard action, but are sometimes activated as a swif
or immediate action. Supernatural abilities do not
provoke attacks o opportunity, unless otherwise

Chapter V: Classes 󰀵󰀱
Barbarian
10 5
HP/L EVEL S K IL L S

VARIES CON
KO M K DM

Level BAB Fort Ref Will


1 +1 +2 +0 +2
2 +2 +3 +1 +3
3 +3 +4 +1 +4
4 +4 +4 +2 +4
5 +5 +5 +2 +5
6 +6 +6 +3 +6
7 +7 +6 +3 +6
8 +8 +7 +4 +7
9 +9 +8 +4 +8
10 + 10 +8 +5 +8
11 + 11 +9 +5 +9
12 + 12 + 10 +6 +10
13 + 13 + 10 +6 +10
14 + 14 + 11 +7 +11
15 + 15 + 12 +7 +12
16 + 16 + 12 +8 + 12
17 + 17 + 13 +8 + 13
18 + 18 + 14 +9 + 14
19 + 19 + 14 +9 + 14
20 +20 + 15 + 10 + 15

All cultures have tales o the


th e barbarian:
barbarian : a primal
p rimal Party Role: A barbarian is the master o damage,
warrior capable o eats o strength that aston-
aston - equally skilled at dealing and receiving it. Don’t
ish lesser men. But not all barbarians are crazed be araid to charge straight into the ray and chop
berserkers. Some are determined warriors who the heads off anyone who threatens your allies.
channel a strength not entirely their own; some Barbarians in Your Game: Barbarians make excellent
are chies o the woods that can call on a host o tribesmen or savages, but their strength and resil-
fighters to descend on their oes. All,
Al l, however, can ience can also be ound in gladiator arenas or the
burst orth with a deadly might at the moment o ranks o the army’s elite batallions.
need, and all are truly terriying to behold.

󰀵󰀲
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 dierence
diere 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,

unless your Key Deensive Modifier already is


Strength. All bonuses rom this track are ury bo-
Path of War nuses, which stack with other ury bonuses rom
this track. At the beginning o your turn, you may
Most barbarians are warriors that thrive on adren- choose not to benefit rom ury bonuses to attack
aline ueled rage which lends them devastating rolls, damage and save DCs until the beginning
b eginning o
strength and keeps them fighting beyond typical your next turn. Attacks and abilities
abil ities that
t hat benefit
limits. Tese barbarians take the Rage track,
t rack, given rom a ury bonus to attack rolls, damage or save
immediately below. Some, however, are renzied DCs cannot also deal damage with the [Precision]
weapon masters who dance through battle like a descriptor.
cyclone o bladed death. Tese barbarians take the
Dervish track detailed immediately afer Rage.

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 beore the beginning
beginni ng maneuver, you can use a ranged weapon in

o your turn due to its duration running out, or on your possessio


poss ession
n to make a single
sin gle ranged
your turn due to your ending it prematurely), you attack. Tis does not provoke an attack o
become [Fatigued]
[Fatigued] or as many [Rounds] as you opportunity. You can treat any square you
spent raging (minimum 󰀱), and you cannot begin moved into as part o the Charge combat
a rage on either the turn it ends or on your ol- maneuver as a square you occupy or pur-
lowing turn. poses o the range, line o effect and line o
sight o this attack.
2nd Circle – Powerful RageEX: Your rage gives you un- » Momentum Charge: While raging, i you use the
usual physical ability equal to a creature much Charge combat maneuver and your melee
larger than yoursel. You gain a +󰀲 item bonus attack hits, you may immediately attempt
to Strength. While in a rage, your size becomes the Bull Rush combat maneuver against the
[Large] (i you are not already [Large] or [Huge], opponent hit. I your Bull Rush attempt suc-
you gain the normal +󰀵 f bonus to your move- ceeds, you may deal damage equal to your
ment speed, +󰀲 bonus to saves against combat Key Offensive Modifier to that opponent.
maneuvers, and 󰀵 f bonus to your [Melee] range
associated with the [Large] size). While in a rage, 5th Circle – Stubborn RageEX: While in a rage, you pos-
you do not suffer any o the normal penalties
penalt ies o
o sess [Immunity]
[Immunity] to effects with the [Mind-affecting]
[Mind- affecting]
being [Large], even i you’re normally [Large]. descriptor. In addition, your bonus to combat ma-
neuver
neuver DCs while raging increases to +󰀳.
3rd Circle – Intimidating RageEX: Once per [Encounter],
when you enter a rage, you can attempt to in- 6th Circle – Mighty RageEX: Te power o your rage
timidate a single opponent within 󰀳󰀰 f as a ree increases again. You gain 󰀶 temporary HP per

󰀵󰀴
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 beore
beo 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 Deensive Modifier already is 󰀴th circle and 󰀱󰀵 f at 󰀶th circle.

Dexterity. All bonuses rom this track are ury bo-


nuses, which stack with other ury bonuses rom 3rd Circle – Razor Wind EX: Your whirling attacks
this track. At the beginning o your turn, you may amaze riend and oe alike, leaving vicious
choose not to benefit rom ury bonuses to attack wounds at blinding speed. You gain a +󰀲 bonus
rolls, damage and save DCs until the beginning
begi nning o to Acrobatics checks. Te first hit with an attack
your next turn. Attacks and abilities
abil ities that
t hat benefit you make against each opponent
oppo nent each [Round
[Roun d ]
rom a ury bonus to attack rolls, damage or save inflicts the [Burning] and [Bleeding] conditions
DCs cannot also deal damage with the [Precision] on that opponent.
descriptor.
4th Circle – Greater War Dance EX: Y
Your
our war dance
1st Circle – War DanceEX:
Y
You
ou can whip yoursel into increases in potency, and you become adept at
a war dance, a state in which you gain heightened avoiding the sharp pointy bits o metal other peo-
morale and maneuverability. As a swif action, i ple want to stick in you. Your bonuses to Reflex
you are not [Fatigued
[ Fatigued],
], [Exhausted
[ Exhausted ], or
o r in a war and Will saves while in a war dance increase to +󰀲.
dance, you can enter a war dance, which lasts While in a war dance, you
you gain 󰀲󰀰󰀥 [Miss chance].
or a maximum number o [Rounds] equal to 󰀳 + Additionally,
Additional ly, select one o the ollowing
ollowin g abilities
your Constitution modifier
mod ifier (i positive). While in (this choice is permanent):
this war dance you gain a +󰀱 bonus to attack rolls, » Cloaked Dance: While in a war dance, you can
damage you deal with attacks, and Acrobatics use the Surprising an Opponent unction
checks per circle you possess rom this track, a +󰀱 o the Acrobatics skill as part o a move ac-
bonus to Reflex and Will saves, and a +󰀲 bonus to tion without halving your movement speed.
saves against combat maneuvers. You
You can always Additionally,
Additi onally, whenever you deal damage to

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 terriying 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].

7 th Circle – Strength Unbroken EX : Once per


Path of the Ancestors [Encounter], as a swif action, you can begin
an unstoppable assault. Until the beginning o
1st Circle – LineageEX: Any effect that would heal you your next turn, you gain
gai n [[Immunity]
Immunity] to damage,
d amage,
but does not originate rom you heals 󰀱 extra point [Binding] effects,
effects, and the [Dazed] and [Stunned]
o damage or every level you possess. In addition, conditions.
choose one o the ollowing options. Tis choice
is permanent:
» Guidance: You gain a bonus equal to hal your
level (minimum 󰀱) on initiative rolls.
» Leading the Charge: When using the Charge
combat maneuver, you ignore the normal -󰀲
penalty to Armor Class.

2nd Circle – Hard to Break EX: Once per [Encounter],


i you make a successul Fortitude or Will save
against an effect that would normally have a less-
er effect on a successul save (such as a spell with
a save o “Fortitude
“Fortitude hal ”), you instead ignore the
effect entirely.

Chapter V: Classes 󰀵󰀷
Monk
8 6
HP/L EVEL SKILLS

WIS CON
KO M KDM

Level BAB Good Saves Poor Sa


Save
1 +1 +2 +0
2 +2 +3 +1
3 +3 +4 +1
4 +4 +4 +2
5 +5 +5 +2
6 +6 +6 +3
7 +7 +6 +3
8 +8 +7 +4
9 +9 +8 +4
10 +10 +8 +5
11 +11 +9 +5
12 +12 + 10 +6
13 +13 + 10 +6
14 +14 + 11 +7
15 +15 + 12 +7
16 +16 + 12 +8
17 +17 + 13 +8
18 +18 + 14 +9
19 +19 + 14 +9
20 +20 + 15 + 10

Te body and mind o a living being hold great Party Role:Monks have very good deenses and
and powerul 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 proound in-
in- quick, powerul 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 dey 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 terriying 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

Discipline of the those properties or as long as you wield it.


Serpent Attacks you make as part o a Disarm, Grapple,
Pin, or rip attempt deal additional damage with
1st Circle – External TechniquesEX: Choose five weap- the [Precision] descriptor equal to your level.
on properties other than [Arcane], [Barbed],
[Distant], [Hold-out] or [󰁑uick-draw]. At 󰀳rd, 2nd Circle – Internal Principles EX: Y
Your
our combat
comb at ma-
󰀵th and 󰀷th circles, you may choose an addition- neuvers, and opponents’ attempts to escape or
al weapon property. Your Unarmed Strike natu- act in a [Grappled] or [Pinned] condition you
ral weapon gains those properties. I you possess inflict, have a DC o (󰀱󰀱 + 󰀱/󰀲 your level + your
any other natural weapons, they gain any 󰀲 o KOM). Tis DC increases by 󰀱 at 󰀴th circle, and
your Unarmed Strike natural weapon’s
weapo n’s chosen
cho sen again at 󰀶th circle. In addition, you gain access to
Chapter V: Classes 󰀵󰀹

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 successul 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].

a successul Bull Rush. I you replace a [Bonus attack] using Ceaseless


» Neutralize: Asa standard action, you make a Flow, it still counts as your [Bonus attack] or that
single melee attack that deals normal dam- [Round].
age. I the attack hits, the target must make
a Will save or take a penalty to damage 5th Circle – Stop the BreathEX: Y
Your
our combat maneu-
equal to the number o circles you possess vers increase in potency: when an opponent
in Discipline o the Serpent or 󰀱 [Round]. ails a save against your Close Meridian, Disarm,
Tis penalty does not stack with itsel. Grapple, Neutralize, Open Gate, Pin, Pushing
Blow, or rip, it is [Flat-ooted] until the begin-
3rd Circle – Open and Close EX: You gain access to ning o its next turn.
the ollowing special combat maneuvers, which
benefit rom the additional damage o External 6th Circle – Poison the Blood EX: Each time you deal
echniques: [Precision] damage to an opponent with Close
» Close Meridian: As a standard action, you make Meridian, Disarm, Grapple, Neutralize, Open
a single melee attack that deals normal Gate, Pin, Pushing Blow, or rip during an at-
damage. I this attack hits, the target must tack action, or an opponent ails a save against
make a Fortitude save or be [Sickened] or any o those combat maneuvers, that opponent
󰀱 [Round]. gains an [Imbalance]. Tese [Imbalances] cause
» Open Gate: As a standard action,
a ction, you make
ma ke a the opponent to gain various conditions, as be-
single melee attack that deals normal dam- low, and have no other effects on the opponent.
age. I the attack hits, the target must make [Imbalances] disappear at the end o each attack
a Will save or all creatures gain a +󰀲 bonus
󰀶󰀰

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 successully 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.

1st Circle – Fast MovementEX: Y


You
ou gain a bonus to your
movement speed equal to 󰀵 f, plus an additional 󰀵 Discipline of the
f per circle you possess rom this track (to a max-
imum o a 󰀴󰀰 f bonus at 󰀷th circle).
Dragon
1st Circle – Dance of the Sun and Moon EX: Y
You
ou embark
2nd Circle – Between the Raindrops EX: You gain a de- upon the path o the Careul Sun or the Reckless
flection bonus to Armor Class equal to the num- Moon. Choose one o the ollowing abilities (this
ber o Discipline o the Crane circles you possess. choice is permanent):
Chapter V: Classes 󰀶󰀱

» Careful Sun: Once per [Encounter], when you offensive action that normally deals hal
make a successul Fortitude or Will save damage on a successul 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 successul save stead on a successul 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 successul
succ essul Reflex saving throw
th row harmul 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 successul 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.

3rd Circle – Stance of the Falling Star EX: When


Wh en
knocked down, you are quick to get up or an-
other exchange o punches and kicks. You gain
[Immunity]
[Immunity] to the [Prone] condition. In addition,
as a swif action, you may become [Covered] or
one [Round].

4th Circle – Diamond Soul EX: You


You have
have [Resistance] to
energy and magic damage.

5th Circle – Cloak of the Sun and MoonEX: Your devo-


tion to the
th e Careul Sun or Reckless Moon provides
additional benefits. Choose one o the ollowing
abilities (this choice is permanent):
» Careful Sun: You gain [Immunity] to effects
with the [Binding] descriptor.
» Reckless Moon: Once per [Encounter], when
you make a Reflex saving
s aving throw against
agai nst an
󰀶󰀲

Paladin
10 5
HP/L EVEL S K IL L S

STR CHA
KO M KDM

Level BAB Fort Ref Will


1 +1 +2 +0 +2
2 +2 +3 +1 +3
3 +3 +4 +1 +4
4 +4 +4 +2 +4
5 +5 +5 +2 +5
6 +6 +6 +3 +6
7 +7 +6 +3 +6
8 +8 +7 +4 +7
9 +9 +8 +4 +8
10 +10 +8 +5 +8
11 +11 +9 +5 +9
12 +12 +10 +6 + 10
13 +13 +10 +6 + 10
14 + 14 +11 +7 + 11
15 + 15 +12 +7 + 12
16 + 16 + 12 +8 +12
17 + 17 + 13 +8 +13
18 + 18 + 14 +9 +14
19 + 19 + 14 +9 +14
20 + 20 + 15 + 10 +15

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 maniesta-
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 󰀶󰀳

able 󰀵-󰀳 Level Judgment Dedication Oath


Paladin
Paladin 1 Knowing 1
rack 2 1
3 Mercy
Abilities
4 2
5 2
6 Grace
7 3
8 3
9 Requital
10 4
11 4
12 Light
13 5
14 5
15 Endurance
16 6
17 6
18 Allegiance
19 7
20 7

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

Circles of Knowing unimpeded. Likewise, you become aware in a


limited sense o likely major moral consequences
I you possess the Bastion track, all allies within o your actions. Tis takes the
t he orm o prescient
the area o your Bastion Aura gain the Knowing flashes o meaningless images, and while reliable,
ability rom this track. At the beginning o each it is not deterministic. In cases where the creed’s
[Encounter], you may choose an ability you pos- meaning is unclear, you may get no orewarn-
sess that is a [Bastion] effect. Until the end o ing. Tis grants a +󰀴 bonus to Awareness and to
the [Encounter], all allies within the area o your Perception checks. Tis is a [Bastion] effect.
Bastion Aura gain that ability.
󰀶󰀴

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 harmul 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.

7th Circle – AllegianceSU: You


You are indeatigable.
indeatigabl e. You 3rd Circle – The MantleSU: Whenever a spell o third
gain [Immunity] to [Mind-affecting], [Fatigued], circle o lower that has a duration targets you, i it
[Exhausted], [Blown away], [Stunned
[Stunned ], [Dazed], is not a copy, you may project it. Each [Encounter],
and cannot be knocked [Prone]. the first [Dispelling]
[Dispelling ] effect made against a bond-
ed spell you cast ails.
Chapter V: Classes 󰀶󰀵

4th Circle – The ArmorSU: Whenever a spell o ourth you may


may designate
designate a different
different ally other than your-
your-
circle o lower that has a duration targets you, i sel to be your partner. You and your partner both
it is not a copy, you may project it. Additionally, add hal your respective levels to damage with your
each ally gains a +󰀳 deflection bonus to AC as attacks (minimum 󰀱). I your partner also has this
long as it is within the Bastion Aura. ability, the damage bonuses stack.

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].

a single saving throw, attack roll or skill check Your


Your partner also gains this ability,
abil ity, but cannot use
to add a bonus to that roll equal to the number it in a [Round] where you have used it.
o points spent. Tese points may only be spent
while affected by the Bastion Aura. Te pool re- 3rd Circle – The Just and the Unjust EX: Y
Your
our partner
partne r
reshes each [Scene]. gains the benefits o a Lesser item or Greater item
you are attuned to as i they possessed a duplicate
dupl icate
7th Circle – The Strong SU: When an ally within the o that item and were attuned to it. You cannot
Bastion Aura is reduced to -󰀱 or ewer hit points choose a duplicate o an item to which your part-
rom 󰀰 or more hit points, it gains [Immunity] to ner is already attuned.
[Dying], [Unconscious],
[Unconscious], [Stable], and [Dead ] or
one [Round]. 4th Circle – The Truth and the Folly EX:
Whenever you
attack an opponent against which your partner
took an offensive action within the last [Round],
Heroica: The Seven you may ignore
ign ore the highest
hig hest appl icab
icable
le [Miss
[Mis s

Circles of Endings chance]. Whenever your partner attacks an oppo-


nent against which you took an offensive action
1st Circle – The Blade and the BowEX: When you gain within the last [Round], your partner may ignore
this ability, designate target ally other than yoursel the highest applicable [Miss chance].
as your partner. (You also become its partner.) A
creature with a partner cannot be designated as an- 5th Circle – The Quick and the Dead EX: Whilee with-
Whil
other creature’s partner, and no creature can have in your [Close] range, your partner gains
more than one partner at a time.
ti me. Once per [Scene],
󰀶󰀶

[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

you hit the opponent


oppo nent again.
again . Additional
Addit ionally,
ly, once
Smiting: The Seven per [Round], i you hit a [Battered] opponent

Circles of War with an attack, that opponent becomes [Dazed]


or one [Round]. A successul Fortitude save (DC
All
Al l bonuses
bon uses ro
romm this track
trac k are ur
uryy bonuses
bon uses,, 󰀱󰀰 + ½ your level + your Charisma modifier) ne-
which stack with other ury bonuses rom this gatess the [Dazed] condition.
gate
track. At the beginning o your turn, you may
choose not to benefit rom ury bonuses to attack 5th Circle – AnnihilationEX: When you Charge, your
rolls, damage and save DCs until the beginning
begi nning o attacks gain a bonus to damage equal to your
your next turn. Attacks and abilities
abil ities that
t hat benefit Charisma modiier or the duration o the
rom a ury bonus to attack rolls, damage or save [Encounter]. Tis ability stacks with itsel up to
DCs cannot also deal damage with the [Precision] two times.
descriptor.
6th Circle – Scorched EarthEX: I you are reduced
1st Circle – Skirmish EX: When you miss on an attack to less than hal o your normal maximum HP,
roll against an opponent, add a +󰀱 bonus to your your attacks
attack s gain a bonus to damage
dama ge equal to
attack rolls or the duration o the [Encounter]. your Charisma modifier
mod ifier or the duration o the
Tis bonus stacks with itsel up to the higher o 󰀲 [Encounter] or until you are healed above that
or your level. threshold.

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 maniests as a low steady hum and [Deaened],
[Deaened], [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

Level BAB Fort Ref Will


1 +1 +2 +2 +0
2 +2 +3 +3 +1
3 +3 +4 +4 +1
4 +4 +4 +4 +2
5 +5 +5 +5 +2
6 +6 +6 +6 +3
7 +7 +6 +6 +3
8 +8 +7 +7 +4
9 +9 +8 +8 +4
10 +10 +8 +8 +5
11 +11 +9 +9 +5
12 +12 +10 + 10 +6
13 +13 +10 + 10 +6
14 + 14 +11 +11 +7
15 + 15 +12 +12 +7
16 + 16 + 12 +12 +8
17 + 17 + 13 +13 +8
18 + 18 + 14 +14 +9
19 + 19 + 14 + 14 +9
20 + 20 + 15 + 15 +10

Rangers are masters o guerilla


gueril la warare, capable Party Role:
Rangers are masters at scouting ahead
scouts and vicious soldiers that use their environ- to look or enemies or traps, and can set deadly
ment and shrewd tactics to dispose o their ene- ambushes with their stealth skills and traps. Tis
mies. Tough their skills
skil ls are naturally suited or makes them especially potent against groups o
war, during rare
rare times o peace rangers ply their weaker enemies.
deadly trade in the wilderness as hunters, wardens Rangers in Your Game: As many rangers serve in
or poachers. armies as live in orests and turn to banditry. Any
Tough their abilities are well-suited or work- job where things
thin gs need to be killed
kil led with a min-
ing alone, rangers sometimes orm groups with imum o uss is a job that a ranger can excel at.
like-minded characters such as rogues and bar- Rangers are capable trappers and huntsmen, but
barians in order to shore up their weaknesses and can also be skilled swordfighters proficient in an
maximize their strengths. exotic fighting style.
Chapter V: Classes 󰀶󰀹

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

19 The Sound of Cannon


20 7

Professional Soldier touch at least one other affected square.


argets entering these squares must make
1st Circle – Reap the Whirlwind EX: You can, with min- a Fortitude save (DC 󰀱󰀰 + ½ your level +
imal preparation and using only the resources at your Key Offensive Modifier), or stop their
the ir
hand, create deadly ambushes or your enemy. movement and become [Flat-ooted] until
Y
You
ou can prepare traps,
t raps, which
wh ich can be deployed
de ployed in their next turn.
combat as a swif action. You can deploy one trap » Tripwire: A tripwire is stretched across a 󰀳󰀰 f
per [Encounter], plus one more or every our line originating rom target square within
character levels you possess. A trap will remain [Medium] range. Te entire tripwire must
unctional until the end o the [Encounter], with exist entirely within your [Medium] range.
some exceptions. Every trap has a unique effect Tose attempting to leave a square covered
when sprung, and while traps are normally visible, by the line all [Prone]. A successul Reflex
they can be concealed with the Larceny skill (as save (DC 󰀱󰀰 +½ your level + your KOM)
explained in Chapter VII). At 󰀱st circle, you have negates the [Prone] condition. A tripwire
access to the ollowing traps: can only trigger twice beore being de-
» Tanglefoot Paste: Atomized in a fine mist that stroyed utterly.
hovers in the air, this paste covers up to » Fumigator: A umigator can be thrown to any
five squares in [Close] range o you at time square inside [Medium] range, creating a
o deployment. Each affected square must 󰀲󰀰 f radius spread o with a thin gas that
󰀷󰀰

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 unortunate 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
cessul 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-
cessul 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 󰀷󰀱

[Fire] descriptor and inflicts the [Battered]


[Battered] masters o swordplay take the Iron Magi track,
condition or two [Rounds] against all op- detailed afer A Reign o Arrows.
ponents within the spread. A successul Y
You
ou can choose either
eit her Iron Magi or A Reign o
Reflex save (DC 󰀱󰀰 + ½ your character level Arrows when you gain your first circle o Daggers
+ your KOM) halves the damage. and Bolts. Tis choice is permanent, although you
can multiclass out o this track as normal.
6th Circle – Bring the RainEX: As a move action, i you
have a means o communicating with a creature, A Reign of Arrows
you provide that creature with targeting inorma- 1st Circle – Dead-eyeEX: Y
You
ou fight best when you don’t
tion or its abilities. Tis lets the creature use your fight air. When you hit a [Flat-ooted] opponent
location instead o its location or purposes o de- with a ranged attack, you deal 󰀳 additional dam-
termining line o sight, line o effect, and range age with the
th e [Precision] descriptor per 󰀲 character
when calculating whether it can target a location levels, to a minimum o 󰀳 additional damage with
or creature with one o its spells or abilities. Tis the [Precision] descriptor.
ability works over any distance, and any offensive
nd EX
actions taken rom your location count as an o- 2 Circle – Return Fire :
Once per [Round], when
ensive action taken by you. You may maintain an opponent within [Close] range attacks you,
this effect or as many [Rounds] as you wish by you may make a ranged attack against that
t hat oppo-
spending a move action each [Round] you wish nent that does not provoke an attack o opportu-
to maintain this effect. nity. I your attack hits, it deals damage equal to
your character level and leaves
l eaves your target [Flat-
7th Circle – The Sound of CannonEX: You become as ooted] or one [Round].
swif as the terrible thunder you herald. You gain
a +󰀶 bonus to your initiative, and all allies gain a 3rd Circle – RicochetEX: Y
You
ou can intercept any sort
so rt o
+󰀴 bonus to their initiative, bringing your total projectile, given a chance. As an immediate action,
bonus to +󰀱󰀰. you can intercept and hinder any rangedran ged attack,
spell, supernatural ability, or spell-like ability that
would target or affect an ally within [Close] range.
Daggers and Bolts Make an attack roll with a ranged weapon you are
wielding. For purposes o that offensive action,
Most rangers are master snipers, striking ear the ally can reely choose to replace its Armor
into the hearts o demon generals and aberrant Class or any saves it makes with your attack roll.
tyrants. Tese rangers take the Reign o Arrows
track, given immediately below. Some, however, 4th Circle – Missile BarrageEX: Each attack you make
devote themselves to an ancient art o blade mag- is part o a careully planned pattern o ire.
ic, built around chains o precise strikes that leave Immediately ater taking an attack action in
a worthy opponent devastated and helpless. Such which all attacks are made against target creature,
󰀷󰀲

you may create a spread with a radius


rad ius o 󰀵 f per Iron Magi
󰀵 levels you possess originating rom target crea- By connecting a sequence o attacks and arcane
ture, causing each creature in the area besides tar- abilities, called a Chain, you can call on the pow-
get creature to be [Blown away] in a direction o erul abilities known as Chain finishers.
your choice. Your Chain
Chain has a length
length o zero at the begin-

ning o each [Encounter]. A chain is measured by


5th Circle – A Crashing of Heaven EX: You learn to take the number o Links in it. Whenever you make
aim, steady your breathing, and unleash devasta- a successul melee attack, you may add one Link
tion on your oe. wice per [Encounter], as a move to your Chain. Iron Magi abilities called Chain
action, your next ranged attack this [Round] components add one Link to your Chain whenev-
deals additional damage equal to our times your er they are activated, even i they include attacks
character level i it hits. A successul Fortitude within them. Each Chain component is activated
save (DC 󰀱󰀰 + ½ your level + your KOM) halves during an attack action to replace one or more
the additional damage and prevents that attack melee attacks in that attack action, and each can
rom reducing your target below 󰀱 HP. Whether be activated
activated once per [Round]. Attacks made as

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 󰀵
successul 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] beore 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 successul 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-
cessul 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

your choice. A successul


suc cessul Reflex save (DC 󰀱󰀰 + ½ create a ripple o violent sound that shatters bone
your level + your Key Offensive Modifier) negates and tears flesh. You make a single melee attack,
the [Blown away] or [Prone] conditions. which deals damage as normal, plus additional
damage equal to twice your character level plus
3rd Circle – Beloved of the DiraeSU: You gain a [Bonus your KOM. I the attack misses,
misses , you stil l deal
attack] whenever you take an attack action. In damage equal to twice your character level plus
addition, you may call on the principle o light- your KOM
KOM to its target.
ning through the spirits o celestial anger called
Dirae. Tis is a Chain component that replaces 6th Circle – Bellow of the Deep Earth SU: Roaring and
two melee attacks in an attack action to strike an sudden, you call the
t he underground current o the
opponent with a rain o sparks. You may make a third wind orth as a Chain finisher that requires
single melee attack against a creature within your at least three Links in your chain. You create a 󰀵󰀰
[Medium] range. Regardless o whether the at- f radius spread originating rom you that deals
tack hits or misses, you create a 󰀳󰀵 f radius spread damage equal to three times your character lev-
lev-
originating rom your target that lasts or one el to all opponents in the area and renders them
[Round]. Te first time that an opponent moves [Prone] and [Entangled]. A successul Fortitude
into or begins its turn in this spread, it takes ener- save (DC 󰀱󰀰 + ½ your level + your KOM) negates
gy damage with the [Electricity] descriptor equal the [Prone] and [Entangled] conditions. Bellow
to your character level. Opponents in the spread o the Deep Earth may be activated three times
at the end o the spread’s duration are dealt ener- per [Encounter].
gy damage with the [Electricity] descriptor equal
to twice your level.
󰀷󰀴

7th Circle – Mastery of Law: As the curious tenets have a lesser effect on a successul 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 successul melee attacks add an addi- to your Key Deensive 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] eects. 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 successul move action, you can ade into your environment,
Reflex save (DC 󰀱󰀰 + ½ your level + your duplicating the effects o the in󰁶isibility 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 successul 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 preerence 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’ conusion. 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. proession.
󰀷󰀶

Level Esoterica Radica Rogue Offensive Track Rogue Defensive Track


able 󰀵-󰀵
1 Playing It Right 1 Rogue
2 1 rack
3 When to Hold Abilities
4 2
5 2
6 When to Fold

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- deensive 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 deensive
or rogues. track determines your Key Deensive 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
deensive class eatures. You choose both your o- (or rogues without an offensive track) or KDM
ensive and deensive track at 󰀱st level, determining (or rogues without a deensive 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 󰀷󰀷

Esoterica Radica 5th Circle – When to Run EX: Sometimes walking


away rom a fight isn’t ast enough. wice per
Rogues are by nature gamblers, people who bet [Encounter], as an immediate action, you can
everything on chances that they can’t control. move up to your movement speed.
Whether a rogue is crouched in an alcove hoping
6th Circle – An Ace to KeepEX:
a guard won’t glance in while passing by or setting You can be extra-lucky
a use with just enough time to sprint through a when you need to be. Once per [Round ], you may
hallway, dive through a window, and land in a make a hit with an attack that is not a critical hit
moat, there is always an extra variable that no into a critical hit, inflicting all normal effects o a
rogue can control. Te abilities o the Esoterica critical hit.
Radica let you stretch your circumstances just ar
enough to get past that extra variable and make a 7th Circle – Gambler’s DaoEX: You’ve made it this ar
quick getaway i you still can’t win. with unbelievably good luck, so you may as well
keep relying on it. Whenever you roll a d󰀲󰀰, you
1st Circle – Playing it Right EX: Any rogue learns to use instead roll two d󰀲󰀰s and choose the better result.

a ew key skills without pausing to think about


them. Pick two skills. You can take 󰀱󰀰 on both
these skills regardless o circumstances. Offensive Track
2nd Circle – When to HoldEX: When it’s time to stand Pick one o the ollowing tracks. You gain the
your ground,
ground , you trust in your uncanny luck to abilities o your chosen track in order, at the level
protect you. Once per [Encounter] per circle shown in the table or your class.
you possess in
i n this track,
track , as an immediate action,
you may gain a +󰀲 bonus to your Armor Class,
Class , Assassin
Fortitude,
Fortitude, Reflex, and W ill saves until the begin-
be gin- Rogues who choose the Assassin track ocus on
ning o your next turn. their ability to set up devastating strikes rom
cover or stealth. Eventually, they learn to destroy
3rd Circle – When to FoldEX: You know the value o crowds just as efficiently as they would eliminate
beating a hasty retreat in the ace o danger. Once a lone guardsman.
guardsman . Your
Your Key Offensive Modifier is
per [Encounter], plus an additional usage or ev- Dexterity, as appropriate or a stealthy character.
ery 󰀴 character levels, as a swif action, you can
gain an extra move action
act ion on your current turn. I 1st Circle – Sneak Attack EX: You know that a air fight
you use this move action to move, the movement is a ailure to plan. Any time you make an attack
provokes attacks o opportunity as normal. that hits a [Flat-ooted], [Helples
[ Helpless],
s], [Conused],
[Dazed], [Entangled], [Exhausted], [Stunned],
4th Circle – When to CheatEX: You may take an addi- [Shaken], [Frightened], [Cowering] or [Panicked]
tional swif or immediate action per [Round]. target, you deal 󰀱d󰀶 additional damage with the
󰀷󰀸

[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 successul 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.

4th Circle – Menacing PresenceEX:Te sight o one Swashbuckler


o your victims leaves their allies disturbed and Rogues who choose the Swashbuckler track ocus
vulnerable. Whenever an opponent ends its turn on elegant, mobile combat, preerably one-on-one
within your [Melee] range o another creature so that they can isolate an opponent and show off
you have damaged with a Sneak Attack during
durin g properly. Your Key Offensive Modifier is Dexterity,
this [Encounter], it becomes [Shaken] or one since you value quick mobility and finesse.
[Round]. Tis is a [Mind-affecting], [Fear] effect.
1st Circle – Dance With Me EX: Whenever
When ever you move
5th Circle – Felling StrikeEX: Te shock o a Sneak at least 󰀱󰀰 f, your next attack this [Round] deals
Attack ofen causes an enemy to open
ope n their
thei r de- additional damage with the [Precision] descriptor
enses. Whenever you deal additional damage equal to your KDM plus your character level.
with the [Precision] descriptor to an opponent
within [Melee] range with your Sneak Attack 2nd Circle – Once More!EX: When you spend
s pend a stan-
stan -
ability, that opponent is knocked [Prone]. A suc- dard action to make a single attack that is not
cessul Reflex save (DC 󰀱󰀰 + ½ your level + your part o a spell-like ability or spell, and then move
KOM) negates the [Prone] condition. at least 󰀱󰀰 f during the same [Round], you may
make a single melee attack at the end o your
6th Circle – Battle FatigueEX: Even i an enemy survives movement. his attack, called a Once More!
your first strikes,
strike s, you stil l leave their
thei r body
bod y bat- attack, can be made another time at the end o
tered and crippled. I you deal Sneak Attack dam- each additional instance o movement afer mov-
age to an opponent twice in the same [Round], ing at least 󰀱󰀰 more f. Te required distance may
Chapter V: Classes 󰀷󰀹

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 beore 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
beore they are deeated. 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

you r opp onent


your on ent become
bec omess [Batte
[B attered
red ] or two push them 󰀵 f or urther, you may orgo any ur-
[Rounds]. A successul Fortitude save (DC 󰀱󰀰 + ther movement rom that activation o Panache
½ your level + your KOM) negates the [Battered] to render that opponent [Prone]. A successul
condition. Reflex save (DC 󰀱󰀰 + ½ your level + your KOM)
negatess tthe
negate he [Prone] condition.
4th Circle – Kick Him While He’s Down EX: Once you be-
gin to throw down, you have a knack o taking the Demo Man
advantage and running with it. Once per [Round], Rogues who choose the Demo Man track rely on
afer making an attack during your turn, you may their ability to destroy all obstacles in their path.
immediately take two ree 󰀵 f steps (even i you Y
Your
our Key Offensive
Offens ive Modifier
Modifie r is Intellig
Intel ligence,
ence, as
used or will use a move action to move) and make the strength o your explosives largely depends
a [Bonus attack]. on your skill in making them.

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 [Conused] 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’ deenses. 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 saer 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

tal damage with the chosen descriptor equal to your Smells


Smel ls Like Victory
Victo ry ability.
abili ty. Te
T e next time
󰀱d󰀴 per level you possess, plus your Key Offensive you hit a creature with that weapon or vial beore
Modifier, and starts [Burning]. A successul Reflex
R eflex the beginning o your next turn, that creature and
save (DC 󰀱󰀰 + ½ your level + your Intelligence all creatures within a 󰀲󰀰 f radius spread originat-
modifier) negates the [Burning] condition. ing rom that creature are [Entangled] or two
[Rounds]. A successul Reflex save (DC 󰀱󰀰 + ½
2nd Circle – Flash-bangEX: Once per [Round], as part your level + your Intelligence
Intell igence modifier)
mod ifier) negates
n egates
o a move action, you can add a use to a powerul the [Entangled
[Entangled ] condition.
firecracker, which lasts or one [Round] beore its
volatile chemicals become useless. You
You can use the 4th Circle – High Explosive EX: Your most spectacular

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 [Deaened] or two [Rounds]. A suc- square outside o it, knocks them [Prone], and
cessul Reflex save (DC 󰀱󰀰 + ½ your level leaves them [Dazed] or one [Round]. A suc-
+ your Intelligence modifier) negates the cessul Reflex save (DC 󰀱󰀰 + ½ your level + your
[Blinded] and [Deaened] 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 [Deaened] or one [Round]. A suc- [Close] range, and choose to do one o the ol-
cessul 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 [Deaened] conditions. durations and that originate rom a creature or
square within the spread or targeted a creature
Chapter V: Classes 󰀸󰀱

within the spread;


spread ; or end a single
s ingle target effect cre-
cre- circle or lower that have durations and that
ated by a spell or spell-like ability o 󰀶th or 󰀷th originate rom a creature or square within
circle or lower that has a duration and that origi- the spread or targeted a creature within the
nates rom a creature or square within the spread spread; or end a single target effect created
or targeted a creature within the spread. Tis is a by a spell or spell-like ability o 󰀶th or 󰀷th

[Dispelling] effect. circle or lower that has a duration and that


originates rom a creature or square within
6th Circle – Cluster BombEX: Te more explosives the spread or targeted a creature within the
you can fit in one spac
space,
e, the better.
bette r. Once per spread. Tis is a [Dispelling]
[Dispelli ng] effect.
[Encounter], as a standard action, you can deto- Te DC or these Reflex saves is 󰀱󰀰 + ½ your level
nate a cluster bomb in any square within [Close] + your Intelligence modifier.
range, creating a 󰀳󰀰 f radius spread originating
rom target square. Tis cluster bomb has three o 7th Circle – Show Them All EX: Tey laughed you out
the ollowing effects o your choice: o the university – but who’s laughing now? Once
» Vitriol: Creatures in the spread take ener- per [Encounter], as a ranged attack, you can hurl

gy damage with the elemental descriptor a bomb that is beyond the wildest dreams o your
chosen or your Smells Like Victory abili- stuffy proessors 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 successul 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 successul Reflex save (DC 󰀱󰀰 + ½
and [Deaened] or two [Rounds]. A suc- your level + your Intell
Intelligence
igence modifier) halves the
cessul 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 successul 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 successul 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 Deensive Modifier is Constitution,
as perorming such an impressive series o dodges 6th Circle – No Sell EX: Once per [Encounter], any time

is incredibly draining. during a [Round], you may make a Reflex save.


You
You may use the result o this save to replace the
1st Circle – Just That Quick EX: You
You learn to react to at- results o any Fortitude or Will
Wil l saves you make or
tacks with stunning alacrity, sometimes dodging the rest o the [Round].
a blow that would otherwise pierce your armor.
Once per [Round ] per circle you possess rom this 7th Circle – Faster Than the Eye EX: Y
Your
our exceedingly ac-
track, when an opponent who is not [Concealed] robatic movements, like the unpredictable move-
or [Fully concealed] makes an attack against you, ments o a fly, ool the eyes o those attempting
attempti ng to
i you are not [Entangled ], you may make a Reflex harm you. Whenever you use Just that 󰁑uick and
save and use the result in place o your AC against your opponent’s
opp onent’s attack roll
rol l misses, you gain 󰀲󰀰󰀥

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 successul Reflex saving throw against an
offensive action that normally deals hal dam- I Am Ten Ninjas
age on a successul 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 Deensive 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 successul Reflex saving throw
against an offensive action that would normally
Chapter V: Classes 󰀸󰀳

have a lesser effect on a successul save (such as a Fortune’s Friend


spell with
wit h a save o “Reflex hal ”), you may choose Some people are just lucky. Whether by the bless-
to instead ignore the effect entirely. ings o some god, the accumulation o charms,
or some innate ability to manipulate ate, things
3rd Circle – Shadow StepEX: As a swif action, you gain always seem to go more avorably or a very

[Blin dsight] out to [Melee] range and may add the


[Blindsight] ortunate ew. Your Key Deensive Modifier is
[eleport] descriptor to any o your movements Charisma, reflecting your ability to talk and fina-
or one [Round]. Whenever you activate the gle your way out o otherwise-deadly scrapes.
Smoke Bomb! ability, you may activate Shadow
Step without taking another action. 1st Circle – A Little to the Left EX: You seem to narrow-
ly dodge what would otherwise be lethal blows.
4th Circle – Hummingbird Stance EX: You gain the Fly Once per [Encounter], i you would be reduced
movement mode. In addition, as a standard ac- to negative hit points, you are instead reduced to
tion, you can move up to your speed and make a 󰀱 hit point and immediately gain a move action. I
single attack at any point during your movement. you have the Swashbuckler
Swashbuc kler track,
track , this move ac-

tion triggers the Once More! ability (i you wish


5 Circle – Flash of Shadows : Once per [Encounter]
th EX
to use it).
per 󰀴 levels, as an immediate action, you can
[eleport]
[eleport] a d istance up to your movement speed. 2nd Circle – ImprovisationEX: As a swif action, you can
grant yoursel or an ally within [Close] range a
6th Circle – Paint It Black EX: You
You can make a Stealth +󰀲 bonus on attack rolls, saving throws, and skill
check as a swif or immediate action. In addition, checks until the beginning o your next turn.
you no longer suffer a penalty to your
your Stealth
Stealth check
check
or moving at more than hal your speed. Once 3rd Circle – Gift of GabEX: By distracting your oppo-
per [Encounter], you may retain the result o your nents with constant jokes, elaborate discourse,
Stealth check afer taking an offensive action. and simple nonsense, you gain a +󰀳 deflection
bonus to Armor Class and a +󰀳 bonus to Reflex
7th Circle – Void DiscipleEX: You are permanently saving throws.
[Invisible] and have [Immunity]
[Immunity] to the [Revealed]
[R evealed]
condition. Special vision modes like
li ke [Blindsight], 4th Circle – Better Lucky And GoodEX: wice per
[Ghostwise sight], and [remorsense] do not [Encounter], once per [Round ], you can remove
allow creatures to ignore the eects o the any one o the ollowing conditions rom yoursel:
[Invisibility] condition on you. As a ree action, [Battered], [Bleeding], [Blinded], [Conused],
you can turn
tu rn this ability
abilit y on or off. However,
However, you [Cowering], [Dazed], [Dazzled], [Deaened],
must still use the Stealth skill to remain ully [Entangled], [Exhausted], [Fatigued],
unseen. [Frightened], [Nauseated], [Panicked],
[Paralyzed],
[Paralyzed], [Petrified],
[Petrified], [Shaken], [Sickened
[Sickened ] or
󰀸󰀴

[Stunned]. Activating this ability does not require


an action, and can be done even i a condition
would normally prevent you rom acting.

5th Circle – Changing the OddsEX: Tings that shouldn’t

work in your avor sometimes


sometim es do anyway. Once per
[Scene], plus an additional time or every Fortune’s
Friend circle you possess (including this one), as a
swif action, you can reroll a single d󰀲󰀰 roll afer
knowing whether that roll succeeds or ails. You
must keep the second result, even i it’s unavorable.

6th Circle – Never Tell Me the OddsEX: Once per [Round],


as an immediate action, you can add 󰀱d󰀴 to a single
d󰀲󰀰 roll. I the result o the two dice rolls together is

󰀲󰀰 or higher, it counts as rolling


roll ing a natural 󰀲󰀰 in any
situation in which a natural 󰀲󰀰 would matter.

7th Circle – Roll With It EX: Once per [Round], when


you would take any amount o damage, you may
take hal that much damage instead.
Chapter V: Classes 󰀸󰀵

Sage
8 6
HP/L EVEL S K IL L S

VARIES VARIES
KO M K DM

Level BAB Good Saves Poor Sa


Save
1 +0 +2 +0
2 +1 +3 +1
3 +2 +4 +1
4 +3 +4 +2
5 +3 +5 +2
6 +4 +6 +3
7 +5 +6 +3
8 +6 +7 +4
9 +6 +8 +4

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.
󰀸󰀶

Level Sage’s Wrath Force of Will Arcane Secrets


able 󰀵-󰀶
1 1 Hungry Shadows Sage rack
2 Healing Burst Abilities
3 Space, Discontent
4 2
5 A Stitch in Time
6 Dweomertide

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 Deensive 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 enorce 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 beore passing on its less than
merry way. A successul Reflex save (DC 󰀱󰀰 + ½ 5th Circle – Devastating Barrage SU: You can manip-

your level + your KOM)


KOM) negates this effect. ulate the latent orces o the universe. Once per
[Round], as a move action, you may create a line
3rd Circle – Mystic Focus SU: Te burgeoning power o with a maximum length o 󰀲󰀵 f + 󰀵 f per our lev-
your art allows you to create an unstable circuit o els originating rom you. Creatures occupying a
arcane power in your Grim Heritor. square in the line are moved to the last square in
Y
You
ou begin
begi n each [Encounter]
[Enc ounter] with your Grim the line.
Heritor uncharged. Once per [Round], as a Y
You
ou then create
c reate an implosion, dealing damage
swif action, i your Grim Heritor is not already equal to twice your level to creatures other than
charged, you may choose a spell-like
spe ll-like ability that you in that
t hat square or any square adjacent
ad jacent to that
t hat
you possess
pos sess.. I you do so, your Grim Heritor
Herito r square, moving those creatures to that square, and
becomes charged. While your Grim Heritor is knocking them [Prone]. A successul Fortitude
charged, you possess a 󰀲󰀰󰀥 [Miss chance]. save (DC 󰀱󰀰 + ½ your level + your KOM) halves
When
Wh en you hit an oppone
opp onent
nt with
wit h an attack
attac k the damage and negates the [Prone] condition
made using your Grim Heritor, i the Grim and the moving effect rom the implosion.
Heritor is charged, you may render it uncharged;
note the result o your attack roll or that attack, 6th Circle – Indestructible FocusSU: Y
You
ou gain [Lesser re-
and activate the chosen spell-like ability (i able) sistance] to all damage. At the beginning o your
without provoking attacks o opportunity as a turn, you gain a Grim Barrier that grants [Lesser
[Surge] effect. I the spell-like ability targets one resistance] against the next source o damage
or more creatures, you must choose that opponent you suffer. Grim Barriers accumulate during an
as a target o the spell-like ability i able. I the [Encounter] and stack with one another, but each
spell-like ability targets one or more squares, you time you are dealt damage, a single Grim Barrier
󰀸󰀸

dissipates. All Grim Barriers dissipate at the end physical damage, chosen each time you ac-
o each [Encounter]. tivate Hammerall, 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 successul Reflex save (DC 󰀱󰀰 + ½ character
[Stunned] or 󰀱 [Round]. A successul 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

Arcane Lore abilities. Tis choice is permanent..


1st Circle – Black TidingsSU: Once per [Round], as a » Red Hymn: For every five points o damage
standard action, you toss twisting gyres o energy dealt to an opponent by your Black idings,
through the air, dealing devastating damage. Te an ally o your choice within 󰀱󰀰󰀰 f is healed
actual blast wave takes one o the two ollowing or 󰀲 HP.
orms, which you may reely alternate between. » Grey Hymn: For every ten points o damage
» Dread Wave: Te Dread Wave maniests as a dealt by your Black idings to an opponent,
wedge with a length o 󰀲󰀰 f + 󰀱󰀰 f per cir- any ally besides yoursel o your choice
cle o Arcane Lore you possess originating within 󰀱󰀰󰀰 f may move 󰀵 f. Tis movement
rom you that deals energy damage with does not provoke attacks o opportunity.
the [Cold] descriptor or magical damage
with the [Negative] descriptor, chosen each 3rd Circle – With A WordSU: Whenever you use your
time you activate Dread Wave. Te Dread Black idings ability, immediately afer using it,
W
Wave
ave deals
deal s damage
dama ge equal to your KOM you may [eleport]
[eleport] up to 󰀱󰀵 f in any direction.
di rection.
plus 󰀱d󰀴 per character level you possess to
all creatures in the wedge and renders them 4th Circle – VersoSU: Sometimes the ew must suffer
[Shaken] or one [Round]. A successul in the name o your own personal and completely
Willl save (DC 󰀱󰀰 + ½ character level + Key
Wil opaque agenda. Whenever you use Black idings,
Offensive Modifier) negates the [Shaken] select one opponent who ailed the associated
condition. save. Tis
Tis opponent is [Battered] or one [Round ].
» Hammerfall: Hammerall deals 󰀱d󰀶 ener-
gy damage with the [Fire] descriptor or
Chapter V: Classes 󰀸󰀹

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 Deensive 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].

in 󰀱󰀰󰀰 f o your choice is healed or 󰀲 hit


points. 2nd Circle – A Stitch In Time SU: ime is fleeting, but
» Silver Hymn: For every ten points o damage you have learned how to warp it or just a second ,
dealt by your Black idings, any ally be- long enough perhaps
p erhaps to change ate. As a standard
sides yoursel o your choice within 󰀱󰀰󰀰 f action, you may create a 󰀱󰀵 f radius spread origi-
may move 󰀱󰀰 f. Tis movement does not nating rom you, which affects a single ally within
provoke attacks o opportunity. the area, plus an additional ally within the area
or every circle you possess in this track. Tose
6th Circle – Bitter NewsSU: Once every two [Rounds], affected may immediately make a single melee or
immediately afer dealing damage with Black ranged attack. A creature may only be affected by
idings, you may inflict [HP reduction] equal A Stitch in ime once
o nce per [Round ].
to the damage dealt on each affected creature to
each affected creature. 3rd Circle – Stem The Tide SU: wice per [Encounter]
as an immediate action, you may craf a shimmer-
7th Circle – BindingSU: Select one o the two ollowing
ol lowing ing rune o orce, then bestow it on a single ally
abilities. Tis choice is permanent. within 󰀴󰀵 f. You start any [Encounter] with one
» Glimpse of Madness: Any creature affected by rune placed, and may have up to two placed at
your Black idings who ails
ai ls the associated any given time. Tis rune serves to block hal the
save is [Blinded] or two [Rounds]. damage that would be dealt against that ally by a
» Life Fades: Any creature affected by your Black single source, and then dissipates in a shudder o
idings who ails the associated save is smoke. Tis effect stacks in such a way that some-
[Exhausted] or the rest o the [Encounter]. one with two active runes protecting them takes
Tis ability does not work i the target has no damage rom a single
sin gle source, but cannot opt to
[Immunity] to [Negative]. split them across two sources o damage.

4th Circle – Steady Old HandSU: You may use A Stitch


Force Of Will In ime as a standard action or as a swif action,
and the radius o its spread is increased to 󰀲󰀵 f.
1st Circle – Healing BurstSU: By ocusing or a moment
on the mechanisms o creation, you can orce a 5th Circle – Shields, Brace!SU: Whenever an opponent
oppo nent
bit o lie back into the world. As a move action, sets off a rune rom the Stem the ide ability,
󰀹󰀰

that opponent provokes an attack o opportunity. » Lungbreaker: As a standard action, you may cre-
A successul
succe ssul 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 successul 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 maniest 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 successul 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 dier-

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.

5th Circle – Unbearable Lightness Of CastingEX: You may


activate any Arcane Secret you know as a swif
action.

6th Circle – Gravity SmashSLA: You are able to sum-


mon the strength o the earth itsel. As a standard
action, you may create a 󰀱󰀵 f radius spread orig-
inating rom target square within [Close] range,
which lasts or 󰀲 [Rounds]. While in the spread,
creatures suffer a -󰀲 penalty to attack rolls, AC,
and all physical skill checks. Whenever
Wh enever a creature
creature
in the spread spends an action to cast a spell, i
that creature has not made a save against an abil-
ity named Gravity Smash since spending that
action, that spell has no effect. A successul Will
save (DC 󰀱󰀰 + ½ your level + your KOM) negates
this effect. Each [Round], at the end o your turn,
󰀹󰀲

Shaman
8 6
HP/L EVEL S K IL L S

WIS CHA
KO M KDM

Level BAB Fort Ref Will


1 +0 +2 +0 +2
2 +1 +3 +1 +3
3 +2 +4 +1 +4
4 +3 +4 +2 +4
5 +3 +5 +2 +5
6 +4 +6 +3 +6
7 +5 +6 +3 +6
8 +6 +7 +4 +7
9 +6 +8 +4 +8

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 powerul offensive magic, but
is a sacred bond – simultaneously a way o think- the class also
a lso provides a large number o deensive
ing and a gateway to power over lie 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 lie 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

Incantation to any attack rolls you make as part o that


Incantation.
1st Circle – Incantation SLA: As a standard action,
ac tion, you
may either heal an ally or deal damage to an op- 2nd Circle – Imbue SpellSLA: As a swif action, you may
ponent within [Medium] range. You heal HP or spend a spell slot o any circle. I you do, choose a
deal damage equal to 󰀲d󰀴 plus your Key Offensive spell you know o that circle or lower which either
Modifier. Tis amount increases by 󰀱d󰀴 or each has a arget listing o a single creature or has a
character level beyond 󰀱st; or example, you heal listed Incantation
Incantation version (i a spell fits both
b oth cri-
HP or deal damage equal to 󰀲󰀱d󰀴 + your KOM teria, you must choose
choos e the Incantation
Incantation version).
at level 󰀲󰀰. Dealing damage to an opponent with When you hit
h it an opponent
oppo nent with an Incantation
your Incantation requires a success
su ccessul
ul ranged
ran ged at- or heal an ally
al ly with an Incantation
Incantation this [Round ],
tack roll (this is not considered an attack with a i the chosen spell is not discharged rom your
weapon); healing an ally does not require an at- Incantation, you may note the result o your attack
tack roll. roll or your Incantation attack (i you attacked
Additionally,
Addit ionally, whenever you decide to use your with your Incantation), and cast the chosen spell
Incantation, you count as having a Good Base without provoking attacks o opportunity and
Attack Bonus (equal to your character level)
level ) un-
u n- without offering a save as a [Surge] effect. I you
til the beginning o your next turn. Tis applies do, that spell is discharged rom your Incantation.
Incantation.
󰀹󰀴

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 harmul 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 beore 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.

3rd Circle – Shaman’s PresenceSU: Allies within 󰀳󰀰 f o Shaman’s Path


you have
have [Fast healing]
healing ] equal to your KDM.
Shamans are a diverse lot, ranging rom humble
4th Circle – Guardian SpiritsSU: Once per [Scene] afer servants o nature to raving battle priests. Each
making a d󰀲󰀰 roll and seeing the result, you may shaman picks a track that fits them best, and
reroll it as an immediate action, taking the better gains a unique source o power in the process.
o the two results. Pick an ability track, excluding the paladin’s
Judgment
Judg ment , the rogue’s
rog ue’s Esoter
Eso terica
ica Ra
Radic
dica,
a, this
5th Circle – Shallow GraveSU: Once per [Scene], as an track, and other tracks with special requirements
immediate action, you can prevent an ally within that you do not ulfill. Tat track replaces the
[Close] range rom dying or 󰀱 [Round]. Te ally Shaman’s Path track or you.
ignores the [Dying], [Unconscious] and [Stable] I any circles rom the chosen track would use
conditions and has [Immunity] to the [Dead] ability score modifiers other than your KDM or
condition or the duration o Shallow Grave, but your KOM to calculate an effect, you may choose
unless the ally receives sufficient healing to raise to have them use your Wisdom modifier instead.
their hit points above what would kill them, it im- You
You can’t multiclass into or out o this track.
track .
mediately dies at the end o your turn afer the
effect expires. At 󰀲󰀰th level, you can activate this
ability once per [Encounter]. Spellcasting
6th Circle – Twin IncantationSLA: Once per [Encounter], You
You cast
cas t spells
spe lls drawn rom the shaman spell
sp ell list
list,,
as a standard action, you may activate the detailed in Chapter XII. Your Wisdom modifier
Incantation ability twice. You may activate the is your Spellcasting Ability Modifier (SAM) or
Imbue Spell ability without taking an action im- this track. Te DC or your spells is equal to 󰀱󰀰 +
mediately beore the second Incantation is acti- ½ your character level + your Spellcasting Ability
vated; the spell that may be cast as a result is not Modifier. You can only cast a certain number o
a [Surge] effect.. spells o each spell level in a [Scene]. Tat number
Chapter V: Classes 󰀹󰀵

is noted on the “Spells per [Scene] by Circle” sec-


tion o the table above. You also receive bonus
spells per [Scene] or having a high Spellcasting
Abilityy Modifier.
Abilit
You can only cast spel ls that you know. You
You

gain an additional three spells known every time


you gain a circle in this track. Any time
tim e that you
level up, you can unlearn a single spell and learn
a new spell o the same level. You cannot learn
spells o a level you cannot cast. You may use an
available spell slot o a circle to cast any spell you
know o that circle or lower.
󰀹󰀶

Tactician
8 9
HP/L EVEL S K IL L S

INT CON
KO M KDM

Level BAB Fort Ref Will


1 +0 +0 +2 +2
2 +1 +1 +3 +3
3 +2 +1 +4 +4
4 +3 +2 +4 +4
5 +3 +2 +5 +5
6 +4 +3 +6 +6
7 +5 +3 +6 +6
8 +6 +4 +7 +7
9 +6 +4 +8 +8

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 careul 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 powerul magic that can turn chies 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-
inormed people may conuse 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 proound 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] beorehand.
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 successul 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 󰀱󰀰󰀱

Chirurgic Poet o Hope, you may move one creature within


[Close] range up to 󰀱󰀰 f. Tis movement does not
here are themes that echo through time as provoke attacks o opportunity.
doom-songs – unrealized hopes,
hop es, ailed attempts
– which will drag on until the last word goes silent 4th Circle – The Heart Beckons SU: Whenever you heal

and the last thought drowns. Tey are maniest 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 beore 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 󰀱󰀰󰀳

simultaneously [eleport] into each other’s » Philosopher’s Stone: As a sstandar


tandard
d aaction,
ction, you may
squares. Te destination squares may be spend two transmutation points to transmute
occupied, but only by another target o this the equipment o target creature in [Close]
ability, and only i both targets leave their range to heavy and largely useless gold. Te
squares as part o this
t his ability. A successul target is [Slowed], the target’s item bonus

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 successul 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 successul 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 cessul 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 Artiact Brews in addition to Lesser, Greater and
to have that damage lose those descriptors Relic Brews. When an artiact 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. artiact 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 artiact poison, it can’t be affected by
the area o any ongoing, area-aecting 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 successul 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 󰀱
󰀱󰀰󰀴

[Round]. A successul Will save negates [Entangled] condition, and removes


this effect. I you cause a creature using an the [Slowed] condition i it was caused
ability that requires a standard action to use by Carbonization.
to be unable to take standard actions, that Both [Entangled] and [Slowed]: he crea-
creature does not use that ability or expend ture becomes [Petriied] or three

any uses o that ability. [Rounds]. While the affected creature


» Necromuscular Stimulation: When you die, i is [Petrified], it does not make saves
you have a Liewine Brew prepared but not against Carbonization. It still makes
primed, you may spend our transmutation saves
saves against the [Petrifi
[ Petrified]
ed] condition
points to cause the Liewine Brew to boil normally. A successul Fortitude save
over into a reviviying gas. I you do so, the negates the [Petrified] condition, and
Liewine is consumed, and you are reborn removes the [Slowed] condition i it
in a bolt o alchemical glory on your next was caused by Carbonization.
turn with current hit points equal to hal o Tis effect, and all conditions inflicted by
your maximum hit points. Neuromuscular it, end either once the target creature has
Stimulation can only be used once per [Scene]. been [Petrified] by it or 󰀳 [Rounds], or at
» Carbonization: As a standard action,
actio n, you may the end o the [Encounter].
spend our transmutation points to inflict a » Probability Redistribution: As a standard action,
flesh-hardening curse on a single creature in you may choose
cho ose two creatures,
creatures , causing
causin g
[Close] range. Te creature is [Entangled]. an exchange o one condition or tempo-
A suc
success
cessul
ul Fortitude
Forti tude save negates
neg ates the rary magical effects rom each to the other.
[Entangled] condition. Each subsequent Viable effects include spells and spell-like
[Round], at the beginning o your turn, the ability targeting that creature with a dura-
creature makes an additional
additi onal Fortitude save, tion measured in [Rounds], an [Encounter]
the effects o which vary depending on its or a [Scene], and the ollowing conditions:
current state, as listed below: [Battered],
[Battered], [Bleeding], [Blinded],
[Bl inded], [Conused],
Not [Entangled] or [Slowed]: Te creature be- [Cowering],
[Cowering], [Dazed], [Dazzled],
[ Dazzled], [Deaened],
comes [Entangled]. A successul save [Entangled], [Exhausted], [Fatigued],
negates the [Entangled] condition and [Frightened], [Nauseated], [Panicked],
ends the Carbonization ability. [Paralyzed], [Petrified], [Shaken], [Sickened]
[Sickened]
[Entangled]: Te creature becomes [Slowed]. or [Stunned]. I only one o your targets is
A successul Fortitude save negates the under a valid effect, you only move a single
[Slowed] condition, and removes the valid effect rom that target to the other tar-
[Entangled] condition
cond ition i it was caused get. Both targets must be within [Medium]
by Carbonization. range, and each can make a Will save to ne-
[Slowed]: Te creature becomes [Entangled]. gate this effect. I either succeeds, Probability
A successul Fortitude save negates the Redistribution ails entirely.
entirely.
Chapter VI: Additional racks 󰀱󰀰󰀵

Combat Alchemist Brews inflict the [Revealed] condition or 󰀳 [Rounds].


A successul
succes sul Reflex save negates
n egates the [Revealed
[Reveal ed]]
Lesser Potions condition.
Black Teardrop: Tis potion grants you [Darkvision]
when you drink it. Lesser Cocktails

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 Comort 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 successul 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 successul 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 successul 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]. successul Fortitude save negates the [Battered]
A suc
succes
cessu
sull 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 successul
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 successul 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],

Brews, this effect lasts or the remainder o the [Paralyzed],


[Paralyzed], or [Petrified] conditions.
[Scene].
Chapter VI: Additional racks 󰀱󰀰󰀷

Artifact Potions Elementalist


Déjà Vu: Tis potion grants you another use o any When you select this track, choose the [Acid],
one ability that can only be used a limited num- [Cold], [Electricity], or [Fire] descriptor. All
ber o times per [Scene], or one additional spell abilities rom this track carry that descriptor. All
slot o any circle when you drink it. I the ability damage dealt by abilities rom this
t his track is energy

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-
successul 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 essul
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 [Conused] condition or 󰀲 [Rounds]. within [Close] range. A successul save halves the
A success
su ccessul
ul Reflex
R eflex save negates the [Conused ] 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 Liewine cocktail once per [Scene]. element’s descriptor, you
you may choose to treat their

[Immunity] as i it were [Greater resistance] to


that effect’s damage.
󰀱󰀰󰀸

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].

bolt deals 󰀱d󰀶 elemental damage per level to A successul


success ul Reflex save halves the damage
dama ge
that opponent, and inflicts [Vulnerability] and negates the [Prone] condition.
to your element o choice on the opponent » Elemental Wave: Y
You
ou may create
c reate a wedge
wed ge with
wit h
until the end o your next turn. A successul a length o 󰀱󰀵 f plus 󰀵 f per character lev-
Reflex save halves the damage and negates el you possess originating rom you that
the [V
[ Vulnerability] condition. deals 󰀱d󰀶 elemental damage per character
» Elemental ResistanceEX: You
You gain [Resistan
[Re sistance]
ce] level you possess to all creatures in its area,
to your chosen element. When you gain and pushes them up to 󰀵 f per level, up to
your 󰀶th circle
circ le o Elemental
Elem entalist,
ist, you gain the outside edge o the wedge. A successul
[Immunity] to your chosen element. Reflex save halves the damage and negates
the pushing effect.
3rd Circle – Shape the Elements SLA: Te first time each
[Round] that a creature makes a save against one 4th Circle – Elemental ProtectionSLA: Pick one o the
o your Elementalist abilities, i it ails, it is affect- ollowing abilities (this choice is permanent):
ed as ollows: » Elemental Wall: I there would be no creature
» Acid: [Sickened] or two [Rounds]. occupying a square in the resulting area,
» Cold: [Slowed] or one [Round]. you may create a lin
linee with a length
leng th o 󰀱󰀰
» Electricity: [Entangle
[Entangled]
d] or two [Rounds]. f per level originating rom target square
» Fire: [Blinded] or two [Rounds] and begin within [Medium] range, which lasts or the
[Burning]. remainder o the [Encounter]. Whenever
In addition, choose one o the ollowing abilities. a creature begins its turn on square in the
Tis choice is permanent. line or the first time each [Round] that
» Elemental Ball: You
You can fire basebal
b aseball-sized
l-sized bits a creature enters a square in the line, it is
o energy...that explode! You may create a dealt 󰀲 points o elemental damage per
󰀲󰀰 f radius spread originating rom target level you possess and gains the condition
squaree within [Long]
squar [L ong] range, dealing 󰀱d󰀶 el- corresponding to your chosen element, as
emental damage per level to all creatures in detailed below.
the area and pushing each o them them to Acid: [Sickened] or 󰀲 [Rounds].
the closest square outside o the spread that Cold: [Slowe
[Slowed
d ] or 󰀱 [Round].
Electricity:
is unoccupied by an obstacle. A successul [Entangled] or 󰀲 [Rounds].
Reflex save halves the damage and negates Fire: [Blinded] or 󰀲 [Rounds] and begin
the pushing effect. [Burning].
Chapter VI: Additional racks 󰀱󰀰󰀹

» 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 successul 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 successul 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].

rom this ability is dealt elemental damage


equal to twice your level; and each creature
in the area suffers the ollowing penalties
󰀱󰀱󰀰

Elementals possess, to increase damage dealt through that ac-


tivation o Gust by your Key Offensive Modifier
Creatures inused with one o the classical ele- and its movement speed penalty by 󰀵 f or every
ments, either through a bloodline, exposure to attack you give up.
strange magic or some other means, are trans-
nd SU
ormed by that influence and granted a measure 2 Circle – Pressure :
Pressing down on you, push-
o power over the element. While the transorma- ing down on them... As a ree action, i you do
tion is not a drastic enough change to make them not already have an active pressure spread, you
count as a different race, these individuals never- may create a pressure spread with a rad ius o your
theless possess a drastically altered appearance to [Melee] range originating rom you that lasts and
match their array o elemental abilities. remains active until it is dismissed. Te pressure
Characters with these tracks have the spread moves with you and deals damage equal
[Primordial] creature type in addition to any oth- to your KOM to opponents within its area at the
er types they may have. end o your turn, and removes any Stealth check
results they may have. You cannot benefit rom
Air Elemental Stealth skill checks while you have an active pres-
Creatures with a connection to the element o sure spread. As a ree action, you may dismiss the
Air tend to rush
rus h into thi
things,
ngs, but that does
doe s not pressure spread.
mean they are unprepared! Teir vast array o
elemental abilities gives them more than enough 3rd Circle – FlyEX: You gain the Fly movement mode.
power to toss aside anyone oolish enough to
stand in their
thei r way.
way. 4th Circle – WindstormSU: Whenever you use your
your Gust
Gust
ability, you may target all opponents within [Close]
1st Circle – GustSLA: As either a standard
stan dard action,
action , or
or range instead o a single creature
creature within [Medium]
once per [Round] in place o a single attack in an range. In addition, once per [Round],
[Round ], you can acti-
attack action, you may unleash a small but pow- vate your Gust ability as a move action.
erul burst o wind against target creature within
[Medium] range. Te gust deals damage equal to 5th Circle – Vacuum WaveSU: wice per [Encounter],
your level plus your KOM,
KOM, and reduces movement as a swif action, you may move up to your move-
speed by 󰀵 f. Tis penalty stacks to a maximum ment speed. You may move through occupied
o 󰀵 f + 󰀵 f per circle o Air Elemental you pos-
pos- squares and do not provoke attacks o opportuni-
sess, and lasts or one [Round] per circle o Air ty at any point during this movement. Opponents
Elemental you possess. in squares through which you move lose their
thei r next
When you activate
activate Gust by sacrificing an
an attack swif action.

in an attack action (but not when you activate it


as any other action), you may sacrifice addition- 6th Circle – Ominous Wind SU: Once per [Encounter],
al attacks, up to a maximum o 󰀱 per 󰀵 levels you when you use your Gust ability, all opponents
Chapter VI: Additional racks 󰀱󰀱󰀱

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 preer to con- range by 󰀲󰀵 f.
sider their options careully beore 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 perorm 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 successul 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 successul 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 inerno
i nerno 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 Inerno 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
Modiier to that opponent and inlicts 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 beore 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
󰀱󰀱󰀴

4th circle – Viscous: Y


You
ou gain the ollowing
ol lowing abilities
abil ities:: An opponent
oppone nt who begins their turn in a square
» SurfingEX: Y
You
ou embody
embo dy the crashing
crashi ng waves o
o within a vortex spread gains [Immunity] to
the ocean. Once per [Round]
[Round ] when you ac- [eleport] effects or one [Round] and is moved
tivate Mist Aura during your turn, you may up to 󰀳󰀰 f toward the center o the spread (i this
move to any unoccupied square within your opponent began its turn in a square within both

[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 transorm 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 successul 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.

6th circle – Maelstrom SU: Once per [Encounter], as a


standard action, you may create two 󰀶󰀰 f radius 1st Circle – Deadly Blades EX: I an opponent ails a
vortex spreads originating rom target square(s) save against a combat maneuver you perorm
within [Medium] range, which last or the rest o that deals damage, or you hit with an attack rom
the [Encounter] and whose squares are consid- a combat maneuver that does not require a save,
ered difficult terrain or all creatures except your- that combat maneuver deals additional damage
d amage
sel. As a move action, you may move rom one with the [Precision] descriptor equal to your

square within one vortex spread to an unoccupied


uno ccupied KOM plus your character level. Tis damage is
square in the other vortex spread without provok- not applied to normal attacks made while using
ing attacks o opportunity. Power Attack, Precise Strike, or Deadly Aim. Tis
Chapter VI: Additional racks 󰀱󰀱󰀵

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.

[Melee] range must target you i able when mak-


ing melee attacks. Te first instance o this ability 7th Circle – New And OldEX: Y
You
ou may use any combat
to apply against a given creature overrides subse- maneuver other than Charge in place o an attack
quent instances, so the first Knight to arrive is the o opportunity. Additionally, you may now acti-
mandatory target until he leaves, even i a second vate Interrupt twice per [Encounter].
Knight also engages the same oe at a later time.

[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 lie 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
Indeatigable
Indeatigable 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 lie 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 deense 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

your rack Ability


Abil ity Modifier
Mod ifier or this track.
track . As
6th Circle – On HeroesEX: As part o a Charge, at any long as the Assemblage has 󰀱 or more scrap points,
point in the Charge, you may move anywhere whenever an ally within its area or the area o an
󰀱󰀱󰀶

Assemblage o one o your allies


alli es who is present in one Generator or Hunger spread you have. I you
the [Encounter] takes damage, i that ally has not do, you gain one automaton.
had damage be dealt to another Assemblage this
[Round], it may have an amount o that damage 3rd Circle – Trust in Steam SU: Y
Your
our automatons grant
less than or equal to the number o scrap points you a mechanical
mechan ical detection
detect ion network.
networ k. You gain

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 manuactu
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 manuacture 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 manuacture 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 manuac
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

Chapter VI: Additional racks 󰀱󰀱󰀷

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.

Once per [Round], as an immediate


immediate action,
6 Circle – Scrapheap Hero : Your
th
Your armor is augment-
SU
you may create
creat e two 󰀴󰀵 t radius
rad ius Decimat
Dec imation
ion
ed with strange devices
d evices o your own crafing. Your
Your spreads each originating rom a target square
armor’s item bonus to AC is increased by 󰀲. At the within [Medium] range.
beginning o each [Encounter], you may create a
spread you can manuacture originating rom
yoursel that moves with
w ith you and
an d lasts
l asts until the Necromancer
end o the [Encounter].
Once per [Round], as an immediate action, you Y
You
ou zap people
peop le with dark energies
energ ies and listen to
may create a 󰀴󰀵 f radius Decimation spread origi- depressing music. Lie sucks, then you get rean-
nating rom target square within [Medium] range. imated as a zombie and orget it ever happened.
When you select
se lect this
t his track,
trac k, choose
choo se your
yo ur highest
hi ghest
7th Circle – To Bend Steel SU: Kneel beore the pow- Spellcasting Ability Modifier (SAM), or i you
er o metal! At the end o your turn, or each ac- do not have a SAM, your Intelligence, Wisdom,
tive Generator spread you have, your Assemblage or Charisma modifier. Tis becomes your rack
gains our scrap points. Whenever an opponent Abilityy Modifier
Abilit Mod ifier (
( AM)
AM ) or
o r this
t his track.
tra ck. Te save
s ave
exits a Hunger spread you created, that spread DC or abilities under this track is equal to 󰀱󰀰 + ½
deals damage equal to twice your AM to that op- your character
character level + your rack Ability Modifier.
ponent. I an opponent was dealt damage this
t his way, Unless
Unless otherwise noted, all abilities o this track
your Assemblage
Asse mblage gains
gai ns a number
numb er o scrap points
p oints are spell-like abilities and activated via a standard
equal to your AM. action.
At the beginning o your turn, you may end Optional Rule – Speak with Dead: Once per [Scene],
any number o Hunger spreads you have that you can grant the semblance o lie
l ie and intellect
intell ect
do not move with you. For each spread you end to a corpse or hal an hour, allowing it to answer
this way, choose a target square within a distance several questions that you put to it. You may ask
equal to your movement speed o the square rom one question per two levels you possess. Unasked
which that
t hat spread originates.
origi nates. You
You create a Hunger questions are wasted i the duration expires. Te
spread originating rom the chosen square. corpse is compelled to answer each question
As an immediate action, any ally within
within your truthully, although the corpse’s knowledge is

Asse mblage
Assembla ge can choose
cho ose two act
active
ive Generato
Gen eratorr limited to what the creature knew during lie, 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 successul melee attack
opponent within [Close] range to become roll. You heal HP equal to hal o the damage
[Shaken] or 󰀲 [Rounds]. A successul 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 successul 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 successul 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 successul 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- successul 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 successul 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.
󰀱󰀲󰀰

1st Circle – Semantics SU: Y


You
ou gain access to the ol- takes damage equal to twice your key ability
abilit y
lowing abilities, which may be activated as a swif modifier or this track.
action, at will: 3rd Circle – Will of the ElementsSU: You gain access to

» 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
successul 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 painully 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 successul 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].

name’s owner is within [Medium] range, he You


You do not need line o sight or effect to the
creature to activate this ability.
Chapter VI: Additional racks 󰀱󰀲󰀱

[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 reer to “discharging”
no inherent targets you, that action is not taken. A successul 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 unsuccessul 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 successul Will though each must be placed only once per [Scene]
save negates this eect. 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 successul 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 successul 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.

Chapter VI: Additional racks 󰀱󰀲󰀳

» 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 successul 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, transorm 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].

Chapter VI: Additional racks 󰀱󰀲󰀵

Vigilante you possess. Against


Against all expectations, you can
can still
activate Brutal Kick while mounted, using your
Wherever the law can’t handle every crook wan- mount’s movement speed in place o your own.
dering the streets in search o easy prey, the
Vigilante comes out to lend a helping hand. Tese 3rd Circle – Signature RideEX: Y
You
ou gain
gai n the
th e ability
abi lity to
champions and rebels equip themselves accord- call orth or dismiss a mysterious
mysterious contraption as
ingly or their task, to make sure that a stray part o a move action. Tis is a special mount that
switchblade doesn’t put an end to their righteous will allow no rider other than you, and which you
crusade, and always keep around a getaway ride can control in combat even without having the
in case the local law enorcement gets unny ideas. Ride skill trained. It appears in an unoccupied
space adjacent to yours when summoned and dis-
1st Circle – Vigilante ArmorEX: With a dramatic ges- appears rom wherever it may be when dismissed,
ture and shouted command, a suit o incredible dismounting you i you happen to be riding it at
armor snaps into existence and covers your body. the time. As a ree action, you may climb onto
Tis provides a +󰀲 item bonus to Athletics, and is your Signature Ride
R ide without
wit hout provoking an attack
a Lesser item o your design with enchantments o opportunity. It has a movement speed 󰀱󰀵 f
as normal or magic armor o its tier (see Chapter greater than yours, the Fly movement mode, and
XIII),
XIII ), but does not count against
agains t your normal
norma l a space equal in size and shape to your own.
limit o attuned magic items. When you gain your While mounted on your Signature Ride, you
󰀴th circle in Vigilante, redesign this armor as a gain a 󰀲󰀰󰀥 [Miss chance] against all
al l attacks during
Greater item, and when you gain your 󰀶th circle, any [Round] in which you move at least 󰀲󰀰 f. You
redesign it as a Relic. may only have one Signature Ride, and it may ben-
efit rom magic items that apply to mounts.
2nd Circle – Brutal KickEX: You
You jump high
hi gh in the sky,
then come streaking down towards your oe or a 4th Circle – Unnatural ResilienceEX: Trough esoteric
devastating kick, whether or not you usually use means, you are simply tougher and more enduring
endurin g
such attacks. As a standard action, you move up to than any lie ought to be. I you make a successul
your movement speed without provoking
provoking attacks Fortitude save against an effect that would nor-
o opportunity, and make a melee attack against an mally have a lesser effect on a successul save (such
opponent in your [Melee] range, which deals ad- as a spell with a save o “Fortitude
“Fortitude hal ”), you in-
ditional damage equal to your level and can target stead ignore the effect entirely.
a [Flying] opponent even i you are not [Flying].
Y
You
ou can choose
cho ose to treat your Unarmed
Unarmed Strike nat- 5th Circle – Vigilante’s Courage EX: You
You have
have [Immunity]
ural weapon as a [Brutal 󰀲], [Magnum] weapon or to [Fear] and gain a +󰀲 bonus to initiative checks,

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

󰀱󰀲󰀶

or you successully make a Fortitude save, you Racial Tracks


may make a Brutal Kick against the opponent
that created the effect, as long as your Brutal Kick Tese tracks provide racial abilities or various
ability could bring you within your [Melee] range types o monstrous NPCs or unusual PCs. Tey
o that opponent. are available to PCs with group approval (since
not all groups want to play on the same team with
6th Circle – Finishing MoveEX: You
You learn to devastate vampires or dragons). Each racial track is linked
your enemies, leaving you rereshed or your next to a race and ofen a creature type. Use this race
challenger. Once per [Encounter], as a standard at character generation instead o one o the races
action, you may move up to your movement ound in Chapter IV.
speed without provoking attacks o opportunity, As usual
usua l or multiclassing,
multiclassi ng, a character
characte r should
sh ould
and make a melee attack against an opponent in always progress racial track circles at the same
your [Melee]
[Melee ] range, which deals additio
ad ditional
nal dam- rate as the track he gave up, even i the table o
age equal to five times your level and can target the racial track indicate
ind icatess otherwise.
a [Flying] opponent even i you are not [Flying]. Racial tracks possess “racial class” statistics
Y
You
ou can choose
cho ose to treat your Unarmed Strike nat- (such as base attack bonus and save bonus pro-
ural weapon as a [Brutal 󰀲], [Magnum] weapon or gressions) that override the class statistics o a
purposes o this attack. You gain temporary HP normal class. Tis includes a new Key Offensive
equal to the damage dealt by this attack. Modifier and Key Deensive Modifier, which are
applied beore any tracks (such as Demo Man)
7th Circle – UnbeatenEX: Once per [Encounter], as a modiy those statistics. For example, i you chose
move action, you can heal all damage, setting
setti ng your the Demon racial track, which has a Key Offensive
current hit point total to your maximum HP. Modifier o Charisma, and the Demo Man track,
which changes your Key Offensive Modifier to
Intelligence, your Key Offensive Modifier would
be Intelligence.
Intelligence.
You
You are st
still
ill a member o a single
s ingle class,
c lass, which
w hich
means that you gain two tracks rom the class by
deault, as normal, in addition to your racial track.
You
You retain the ability
abil ity to multiclass out o a single
track, however, and to multiclass out o a second
track using the Guild Initiation eat, so long as
you do not multiclass out o your racial track.
track .
Chapter VI: Additional racks 󰀱󰀲󰀷

Creature Types Timeless EX: imeless creatures do not age.


Creature types are classifications that all
al l creatures Most intelligent constructs have the Sentient
possess. Tese types help outline general differ- Construct track. Mindless constructs are Mooks,
ences between large categories o creatures and and have
have the ollowing additional trait:
any special traits they may have as a result. Te No Brain, No HeartEX: Mindless constructs have no
descriptions and traits o Legend’s basic creature Intelligence modifier and cannot use Knowledge
types are covered below. or Interaction skills, but have [Immunity] to
[Fear],
[Fear], [Mind-affecting] effects, and the in-com-
Aberration bat use o the Intimidate skill.
So totally alien that they dey classification, ab-
errations include such beings as animate oozes or Fey
entities o pure mind, and have the ollowing trait: Fey ofen resemble humanoids in appearance, i
Known UnknownsEX: Y
Your
our level is treated as i it were
were you can
c an get past
p ast the antennae, wings, unearthly
unearthl y
󰀳 higher or the purposes o Knowledge skill DCs. eyes, and many other traits that many ey crea-
crea -
tures possess.
Animal
Normal animals, such as dogs, horses, and dino- Giant
saurs, are Mooks, and have the ollowing traits: Giants are largely humanoid in appearance, but
Bestial Intelligence: Animals have no Intelligence all adult giants are at least [Large] size, making
modifier and cannot use Knowledge skills other them stronger but also somewhat clumsier. Many
than Nature and Geography.
Geography. unique giants have the Utter Brute racial track.
Fear is the Appropriate Response EX: Once per
[Encounter],
[Encoun ter], when reduced to less than a quarter Humanoid
o its maximum HP rom more than a quarter o Humanoids have no special abilities, but are ver-
its maximum HP, an animal gains the ability to satile and lack glaring vulnerabilities.
vulnerabilities. Races with
wit h
use the Run combat maneuver as a swif action or no associated racial tracks are humanoids.
the next 󰀳 [Rounds].
Magical Beast
Construct Magical beasts include dire animals and intelli-
Constructs are mechanical creatures that may or gent, inherently magical animal-like creatures.
may not be magically animated, including golems Many unique magical beasts have the Utter Brute
and robots, and have the ollowing traits: or Dragon racial track.
Mechanical EnduranceEX: Constructs reduce the du-
ration o the [Fatigued] condition by hal (min- Outsider

imum one [Round]), and have [Immunity] to Outsiders are creatures rom beyond or outside
[Exhausted]. the natural order. All have an outsider racial track
󰀱󰀲󰀸

(such as Celestial or Demon) and the ollowing Undead


racial traits: Undead creatures are the revenants o previous-
Timeless EX: imeless creatures do not age. ly-dead creatures o other types (most ofen hu-
ResistantEX: All outsiders have [Lesser resistance]
resistance] to manoids, but undead giants and dragons are also
a single energy type,
t ype, listed in their racial statistics.
statistics. quite common, while undead animals and ey are
not unheard o). Tey have the ollowing traits:
Plant Curse of Undeath EX: [Positive] eects damage
Normal plants typically have no statistics at all, as undead creatures, while [Negative] eects
they are not capable o meaningul independent heal undead creatures. Any [Resistance] or
action. However, a ew abnormal plants are crea- [Vulnerability] an undead creature has against
tures and capable o action. Tey have the ollow- damage with the [Negative] descriptor is ignored
ing trait: i it would be healed by that damage. Note that
Establishing Your RootsEX: Plants have [Immunity] to not all healing is a [Positive] effect.
[Bleeding]
[Blee ding] and [Exhausted]. TimelessEX: imeless creatures do not age.
UnstoppableEX: Undead reduce the duration o
Plants that are animated but lack intelligence are the [Fatigued] condition by hal (minimum
( minimum one
Mooks with the ollowing additional trait: [Round]), and have [Immunity] to [Exhausted].
Cellulose HeadEX: Mindless plants have no Intelli-
gence modiier and cannot use Knowledge or Almost all intelligent
intell igent undead creatures have the
Interaction skills, but have [Immunity] to [Fear], Undead track. Mindless undead are Mooks with
[Mind-affecting] effects, and the in-combat use o the ollowing additional trait:
the Intimidate skill. Po SoulEX: Mindless undead have no Intelligence
modiier and cannot use Knowledge or
Primordial Interaction skills, but have [Immunity] to [Fear],
Primordials are personifications o powerul natu- [Mind-affecting] effects, and the in-combat use o
ral orces. Tis includes Elementals which are tied the Intimidate skill.
to one or more o the our elements and typically
have an Elemental track.

Primordial Mooks have the ollowing trait:


Energy BeingEX: Te primordial has [Resistance] to
one o [Acid], [Cold], [Electricity], or [Fire] dam-
age, and a [Vulnerability] to one other type rom
that list.
Chapter VI: Additional racks 󰀱󰀲󰀹

Celestial upon any they see as a threat to their cause, what-


ever that may be.
[A verage]
verage] si z e
+2 I there are multiple options under any circle,
WIS [Outsi d er] ty p e
you must choose
choos e between
be tween the
t he options
opt ions when
w hen you
[L esser resi stanc e] to [F i re]
[Darkvi si o n] gain the circle.
B ON US F EA  S  he S un Gro ws Di m
L i ghtbend er A d ep t
(c ho o se o ne)
S um m o n M o te 1st Circle – Divine RadianceSU: At will,
wil l, as a ree ac-
tion, i you do not already have a radiant spread,
8 6
HP/L EVEL S K IL L S you may create
c reate a radiant
rad iant spread with a radius
radiu s o
your [Close]
[Clo se] originat
ori ginating
ing rom you that moves
WIS STR
KO M KDM with you and lasts until dismissed as a swif ac-
ac -
tion. Tis spread causes opponents in it to lose
able 󰀶-󰀱 Level BAB Fort Ref Will Celestial the [Covered] condition and be [Revealed]. Any
Divine
Celestial 1 +1 +2 +0 +2 opponent who leaves the spread is [Revealed]
Radiance
rack 2 +2 +3 +1 +3 or one [Round] and cannot benefit rom the
Abilities Sway the [Covered] condition or one [Round]. As a swif
3 +3 +4 +1 +4
Heavens
action, you may increase the light’s brightness
4 +4 +4 +2 +4
momentarily, leaving all opponents within the ra-
5 +5 +5 +2 +5
6 +6 +6 +3 +6 Path to Glory diant spread [Dazzled] or 󰀵 [Rounds]. A success-
7 +7 +6 +3 +6 ul Fortitude save (DC 󰀱󰀰 + ½ your level + your
8 +8 +7 +4 +7 Wisdom
Wisd om modifier)
mod ifier) reduces the duration o the
9 +9 +8 +4 +8 Benediction
[Dazzled] condition to 󰀱 [Round].
10 + 10 +8 +5 +8
11 +11 +9 +5 +9
Harmonious 2nd Circle – Sway the Heavens EX: Y
Your
our attacks awe
12 +12 + 10 +6 + 10
Scales opponents with their wondrous grace. Once per
13 + 13 + 10 +6 + 10
[Round], i you hit an opponent that has been
14 + 14 +11 +7 + 11
Righteous
[Revealed] by your Divine Radiance with an at-
15 + 15 + 12 +7 + 12
Wrath tack, you may cause that opponent to be unable
16 + 16 +12 +8 + 12 to make attacks o opportunity or one [Round].
17 +17 + 13 +8 +13
Tis does not require an action. You may activate
18 + 18 + 14 +9 + 14 Divine Mercy
19 + 19 + 14 +9 + 14 this ability an additional time per [Round ] or ev-
ev-
20 +20 + 15 + 10 +15 ery circle o Celestial you possess above 󰀲nd.

Celestials are graceul beings with ancestry that 3rd Circle – Path to Glory: Y
You
ou gain one o the ollow-
ol low-

can be traced back to some sort o higher power. ing abilities:


However, not all celestials are benevolent. Some » Angelic WingsEX: Y
You
ou gain a pair o wings and
celestials are all too keen to bring down judgment the Fly movement mode.

󰀱󰀳󰀰

» 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 [Deaened] or
til the beginning o your next turn. 󰀱 [Round]. A successul 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 [Deaened]
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.

5th Circle – Harmonious ScalesSLA: You


You gain one o the
t he
ollowing abilities:
» Purifying Flame: wice per [Encounter], as a
standard action, you may use sunburst, as
the spell. Te DC to resist it is (󰀱󰀰 + ½ your
level + your Wisdom modifier).
» Cleansing Light: wice per [Encounter], as a
standard action, you may use heal, as the

spell. Te DC to resist it is (󰀱󰀰 + ½ your lev-


el + your Wisdom modifier).
Chapter VI: Additional racks 󰀱󰀳󰀱

Demon they have been known to join adventuring parties


in order to urther their goals.
[A verage]
verage] si z e
+2
A N Y O N E AB I L I  Y [Outsi d er] ty p e
1st Circle – Demonic Traits EX: Select one Interaction
[L esser resi stanc e] to [Elec tri c i ty ]
[Darkvi si o n] skill (Bluff, Diplomacy, Intimidate, or Perception).
Perception).
B ON US F EA  S B y Wi ll S ustai ned Y
You
ou gain a +󰀳 bonus on all
al l checks with that skill
s kill..
S had o w B li nk
(c ho o se o ne)
 he Earth Crac ks A demon also has the
t he ollowing natural weapon
weapon::
» Demon Claws – Melee, range [Melee], [Brutal
8 6
HP/L EVEL S K IL L S 󰀲], [Devastating].

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 horriying 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
[Conused] or one [Round]. A successul
Wil l save (DC 󰀱󰀰 + ½ your level + your
KOM) negates the [Conused] condition.
Each opponent may only be affected by this

ability once per [Encounter].


Chapter VI: Additional racks 󰀱󰀳󰀳

Dragon set o common traits shared by most dragons,


which can be combined with other tracks to bet-
S i z e vari es
+2 ter describe a specific kind o dragon.
CHA [M agi c al beast] ty p e
Dragons can be [A
[Average]
verage] or [Large], a perma-
[Darkvi si o n]
You W i l l Fa l t e r nent choice established on their creation. Dragons
B (c
ON hoUS
o seF oEA S
ne) Op en L esser B i nd i ng may also choose any two saves to be their Good
 he Earth Crac ks
saves. Te remaining save becomes a Poor save.
10 5
HP/L EVEL S K IL L S
1st Circle – AgilityEX: Y
You
ou gain the Fly movement
STR CHA mode. You
You also gain the
th e ollowing natural weapon:
KO M KDM
» Dragon Claws – Melee, range [Melee], [Brutal
able 󰀶-󰀳 Good Poor
󰀳].
Level BAB Dragon
Dragon Saves Save

rack 1 +1 +2 +0 Agility 2nd Circle – VitalityEX: Y


Your
our maximum
max imum HP increases
2 +2 +3 +1
Abilities by one point per character level
level per circle
c ircle o the
3 +3 +4 +1 Vitality Dragon track you possess, to a maximum o +󰀱󰀴󰀰
4 +4 +4 +2
5 +5 +5 +2 HP at 󰀲󰀰th level.
6 +6 +6 +3 True Dragon
7 +7 +6 +3
3rd Circle – True DragonEX: Tis marks your transition
8 +8 +7 +4
rom your previous orm to the dragon you were
9 +9 +8 +4 Dignity
10 + 10 +8 +5 meant to be. Your scales have hardened into a suit
11 +11 +9 +5 o natural armor, which can be improved with en-
12 +12 +10 +6 Endurance chantments (see Chapter XIII) as i it were a nor-
13 + 13 +10 +6
mal suit o armor. Tis armor grants you a bonus
14 + 14 + 11 +7
to AC that is both item and deflection (and thus
15 +15 + 12 +7 Power
16 + 16 + 12 +8 stacks with neither item not deflection bonuses),
17 + 17 + 13 +8 equal to your circles in the Dragon track, which
18 +18 +14 +9 Great Wyrm
improves by +󰀱 i it is enchanted as
a s a Greater Item
19 + 19 + 14 +9
or Relic, or +󰀲 i it is enchanted as an Artiact. Te
20 +20 + 15 + 10
Masterwork enchantment can never be applied to
In many ways, there’s simply nothing more em- your scales. In addition, whenever
wh enever you hit with an
blematic o antasy than a giant dragon. While attack using your Dragon Claws, you are healed
mid-sized and compact economy models are quite or hal the damage you dealt on that attack, up
popular these days, ull-scale dragons remain the to your level in HP.

creature o choice when you absolutely, positively


posit ively
must scare the pants off o an adventuring party. 4th Circle – DignityEX: All conditions
cond itions and [Bindin
[ Binding]
g]
Te dragon track is a distillation o the smallest effects affecting you have their durations reduced

󰀱󰀳󰀴

by one [Round], to a minimum o 󰀱 [Round]. Sentient Construct


I a condition would normally persist or an
[A verage]
verage] si z e
[Encounter], it instead lasts eight [Rounds] or un- +2 +2 -2
CON IN or DEX CHA [Co nstruc t] ty p e
til the [Encounter] ends, whichever occurs first. I
[Darkvi si o n]
a condition would normally persist or a [Scene], Wa k e

it instead lasts or the [Encounter]. I a condition B (c


ON hoUS
o seF oEA S
ne) R ec o n
B y Wi ll S ustai ned
would normally persist or a [󰁑uest], it instead
lasts or the [Scene]. Permanent conditions are 10 5
HP/L EVEL SKILLS
unaltered.
INT DEX
KO M KDM
th
5 Circle – Endurance : EX
Fatal damage you are sub-
jected to takes a ull [Round ] to kill or incapaci-
i ncapaci- Sentient
able 󰀶-󰀴
Level BAB Fort Ref Will
tate you. During that [Round], you may be healed. Construct Sentient
1 +1 +2 +0 +2 Study Frame Construct
2 +2 +3 +1 +3
6th Circle – PowerEX: wice per [Encounter], as a rack
swif action, you may let loose a horrible challenge. 3 +3 +4 +1 +4 Built to Last Abilities
4 +4 +4 +2 +4
Opponents within [Close] range are [Deaened] 5 +5 +5 +2 +5
or one [Round], and they must use their standard 6 +6 +6 +3 +6 Onboard Radar
7 +7 +6 +3 +6
and move actions to either flee or approach you
8 +8 +7 +4 +7
(using standard actions to Run and move actions
Auxiliary
9 +9 +8 +4 +8
to move away), or target you with offensive actions Systems
or one [Round]. A successul Will save (DC 󰀱󰀰 + 10 +10 +8 +5 +8
11 + 11 +9 +5 +9
½ your level + your KOM) negates this effect.
Defensive
12 + 12 +10 +6 + 10
Matrix
7th Circle – Great Wyrm EX: Y
You
ou have grown in power, 13 + 13 +10 +6 + 10
transcending the mortality o lesser beings. Once 14 +14 + 11 +7 +11
Upgraded
per [Scene], whenever you die or are rendered 15 + 15 +12 +7 +12
Systems
[Unconscious], you are revived at the beginning 16 +16 +12 +8 +12
o the next [Round] with ull HP. You can delay 17 + 17 + 13 +8 + 13
your revival
revival or choose not
not to retur
return
n at all. I you
you die 18 + 18 +14 +9 + 14 State of the Art
19 +19 +14 +9 + 14
more than once during a [Scene], you may come
20 + 20 + 15 + 10 +15
back to lie at the beginning
b eginning o the next [󰁑uest].
[󰁑uest].
Sentient Constructs vary in orm and unction
much like normal constructs, but are sel-aware

and capable o reasoning. In act, most Sentient


Constructs are extremely capable o reasoning, i
not particularly charismatic.

Chapter VI: Additional racks 󰀱󰀳󰀵

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 successul 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 successul 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 Deensive 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]
cessul 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 successul 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.

󰀱󰀳󰀶

» Charged Attack: Once per [Round], as a swif ac- Undead


tion, you may charge up energy. Whenever
A BI L I Y M O D I F I E R S [A verage]
verage] si z e
you do so, you gain a bonus
bo nus to damage you
VARY BY YPE [Undead] type
deal with attacks or offensive actions equal
[Gho stwi se si ght] 󰀴 󰀵 t
to your KOM or one [Round]. All damage B O N U S F E A S Va r i e s b y t y p e

you deal with attacks or offensive actions


actio ns 10 5
during that [Round] also ignores 󰀱 point HP/L EVEL SKILLS

o [Damage reduction] and [Resistance] VARIES VARIES


per 󰀲 levels you possess, and may inflict KO M KDM

the [Burning] and [Bleeding] conditions


condit ions at
your choice. Level BAB Fort Ref Will Undead able 󰀶-󰀵
1 +1 +2 +0 +2 Consumption Undead
2 +2 +3 +1 +3
7th Circle – State of the ArtEX: Select one o the ollow-
rack
Strength in
3 +3 +4 +1 +4 Abilities
ing abilities (this choice is permanent): Decay
4 +4 +4 +2 +4
» Kinetic Bombardment: As a standard
stan dard act
action
ion,,
you may pick one
o ne square within [Medium] 5 +5 +5 +2 +5
The Flesh is
6 +6 +6 +3 +6
range. You
You deal 󰀱󰀵d󰀶 damage
d amage to all
al l creatures Strong
within your [Close] range rom that square. 7 +7 +6 +3 +6
8 +8 +7 +4 +7
Tose creatures lose [Flying] and the the
th e Fly
The Blight
movement mode or two [Rounds]. In ad- 9 +9 +8 +4 +8
Spreads
dition, creatures dealt damage by this abil- 10 +10 +8 +5 +8
ity are [Blown away] in a direction o your 11 + 11 +9 +5 +9
12 + 12 +10 +6 + 10 Necrotic Aura
choice. A successul Fortitude save (DC 󰀱󰀰 +
13 + 13 +10 +6 + 10
½ your level + your Key Offensive Modifier)
Mod ifier)
14 +14 + 11 +7 +11
negates being [Blown away].
15 + 15 +12 +7 +12 Heart Stopper
» Big Finish: Tree times per [Encounter], as a 16 +16 + 12 +8 +12
move action, the next time you hit an op- 17 + 17 + 13 +8 + 13
18 + 18 +14 +9 + 14 No Requiem
ponent with an attack, that attack deals 󰀴
19 +19 +14 +9 + 14
additional ury damage per level and in
in-- 20 + 20 + 15 +10 + 15
flicts the [Battered] condition until the
end o the [Encounter], and the [Slowed] Undead creatures are, simply put, creatures that
condition or two [Rounds]. A successul in a previous-and-irrelevant lie were alive, and
Fortitude save (DC 󰀱󰀰 + ½ your level + your now are not. However, they still manage to walk,
Key Offensive Modifier) halves the addi- talk, and break things. Sentient undead (who

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

Chapter VI: Additional racks 󰀱󰀳󰀷

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 lie 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 transorm 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 successul 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 Deensive
Modifier. 4th Circle – The Blight Spreads: Y
You
ou gain a powerul 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] eect 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 terriying gaze that causes that
square, you are shunted to the last unoccu- opponent to become [Shaken]. A successul
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 [Conused]
[Round]. or three [Rounds]. A successul Will save

Chapter VI: Additional racks 󰀱󰀳󰀹

(DC 󰀱󰀰 + ½ your level + your Key Offensive -󰀳 penalty to attack rolls and a -󰀵 penalty to
Modifier) negates the [Conused] 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 successul 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 successul 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-

healed. sistance] rom this ability to [Resistance]


» Lich – Arcane Insight SLA: Once per [Encounter], against that damage, or two ocus points to
as a swif action, you may use greater dispel
dis pel increase your [Lesser resistance] rom this
magic, as the spell. ability to [Greater resistance] against that
» Mummy – Contagious TouchSU: As a standard ac- damage.
tion, you may make a single attack. On a hit,
you deal damage as normal
no rmal and inflict a -󰀳 7th Circle – No Requiem SU: Heroes who manage
penalty to attack rolls and a -󰀵 penalty to to strike you down are doomed to rustration.
damage until the end o the [Encounter]. A Once per [Scene], i you are killed or rendered
successul Fortitude save (DC 󰀱󰀰 + ½ your [Unconscious], you return to undeath ater 󰀱

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

󰀱󰀴󰀰

Undead Races minds are warped by the transormation, and ew


Unlike standard races, these may only be taken mummies remember much o their past lives.
along with the Undead racial track. A mummy’s
mummy’s Key Offensive Modifier is Strength,
and its Key Deensive Modifier is Charisma.
Ghoul
+2 +2 -2 [A verage]
verage] si z e Skeleton Champion
SR CO N WIS [Undead] type [A verage]
verage] si z e
+2
[Gho stwi se si ght] 󰀴 󰀵 t AN Y PHYSICAL [Undead] type
F ei gn Death [Gho stwi se si ght] 󰀴 󰀵 t
B ON US F EA  S
Gho uli sh Enthusi asm
(c ho o se o ne) B y Wi ll S ustai ned
Wa k e B ON US F EA  S
S keleto n K i ng
(c ho o se o ne)
A n y [ We ap o n ] e a t
Ghouls are vicious and ravenous creatures who
only marginally resemble their living orms. Tey Skeleton champions might once have been knights,
are strong and fierce, but weak-willed at best. swashbucklers, or kings. It is certain, however, that
A ghoul’s
ghoul ’s Key Offensive Modifier is Strength,
Strength , all lived or the heat o battle, and the
t he magical orc-
and its Key Deensive Modifier is Constitution. es that bind their bones together are most strength-
ened by the clash o steel on steel.
Lich A skeleton champion’s Key Offensive Modifier
[A verage]
verage] si z e
+2 is Strength, and its Key Deensive Modifier is ei-
IN or WIS [Undead] type
ther Dexterity or Intelligence
Intell igence (chosen at character
[Gho stwi se si ght] 󰀴 󰀵 t
+󰀱 (+󰀱/󰀸 levels) rac i al bo nus to A rc ana generation).
Lich’s Wrath
B ON US F EA  S
S haekeep er A d ep t
(c ho o se o ne)
 he S un Gro ws Di m Vampire
[A verage]
verage] si z e
+2
ANY [Undead] type
Liches are the dried-out husks o mortal spellcast-
[Gho stwi se si ght] 󰀴 󰀵 t

ers who craved the power o magic too strongly. B ON US F EA  S B lo o d  hi rst


Undeath only sharpens their mental acuity. Exi t, S tage L et
(c ho o se o ne)
B reaknec k Pac e
A lich’s Key Offensive Modifier is Intelligence,
and its Key Deensive Modifier is Wisdom. Vampires eed on the blood
bloo d o creatures that have
it. Some are thoroughly demonic; some may have
Mummy a conscience or even something like a soul. None
[A verage]
verage] si z e
+2 are sparkly.
CHA [Undead] type
A vampi
vam pire
re’s
’s Key Oe
O ens
nsive
ive Mod i ier
ie r is
[Gho stwi se si ght] 󰀴 󰀵 t
K eep  hem In L i ne Dexterity, and its Key Deensive Modiier is
B ON US F EA  S
On a Pale Ho rse Charisma.
(c ho o se o ne)
erri y i ng S ho ut

Mummies are preserved in body by enchanted


bandages wrapped around their bodies, but their

Chapter VI: Additional racks 󰀱󰀴󰀱

Utter Brute Tis track provides some ury bonuses, which


stack with other ury bonuses rom this track. At
S i z e vari es
+2 the beginning o your turn, you may choose not
CON ype varies
to benefit rom ury bonuses to attack rolls, dam-
[Darkvi si o n]
B O N U S F E A We a p o n i z e d age and save DCs until the beginning o your next
turn. Attacks and abilities that benefit rom a ury
12 4
HP/L EVEL S K IL L S bonus to attack rolls, damage or save DCs cannot
CON STR also deal damage with the [Precision] descriptor.
KO M KDM

1st Circle – UncivilizedEX: Y


You
ou gain a [Melee]
[ Melee] natural
able 󰀶-󰀶
󰀶 -󰀶 Level BAB Fort
Good Poor
Utter Brute weapon with the [Brutal 󰀲] and [Reach] prop-
Save Save
Utter Brute erties. In addition, select one o the ollowing
1 +1 +2 +2 +0 Uncivilized
rack 2 +2 +3 +3 +1 abilities:
Abilities 3 +3 +4 +4 +1 Unforgiving » Defender: Y
You
ou gain a bonus that is both ury
ur y
4 +4 +4 +4 +2
and item to Armor Class equal to the high-
5 +5 +5 +5 +2 er o +󰀲 or the number o circles o Utter
6 +6 +6 +6 +3 Unrelenting
7 +7 +6 +6 +3 Brute you possess.
8 +8 +7 +7 +4 » Attacker: Y
You
ou gain a bonus that is both ury and
9 +9 +8 +8 +4 Unnatural item to your attack rolls equal to the num-
10 +10 +8 +8 +5
ber o circles o Utter Brute you possess.
11 + 11 +9 +9 +5
12 + 12 +10 + 10 +6 Unspeakable
13 + 13 +10 + 10 +6 2nd Circle – Unforgiving EX: Te first time you hit with
14 +14 + 11 +11 +7 an attack each [Round], afer dealing
deali ng damage, you
15 + 15 +12 +12 +7 Unbreakable
deal [HP reduction] equal to that amount o dam-
16 +16 +12 +12 +8
17 + 17 + 13 + 13 +8 age, up to your character level. In addition, once
18 + 18 +14 + 14 +9 Unstoppable per [Encounter], as you die, you may take a stan-
19 +19 +14 + 14 +9 dard action. You’re still [Dead], so healing won’t
20 +20 + 15 + 15 + 10 help you, and you can’t activate abilities to resur-
Tere exist a set o creatures more defined by rect yoursel i you opt to activate Unorgiving.
their size and brutal nature than any other as- riggered abilities with no action cost may be
pect. Ranging rom giant bears to cyborg gnomes activated instead o the standard action.
rom hell, Utter Brutes can be [Small], [Average],
or [Large]. An Utter Brute may be [Humanoid], 3rd Circle – UnrelentingEX: At the beginning o your
[Giant], or [Magical beast]. Tese choices are per- turn, you may move 󰀵 f. At the end o your turn,

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

󰀱󰀴󰀲

movement causes the creature grappling or pin- 7th Circle – UnstoppableEX: Y


You
ou gain [Immunity] to
ning you to move 󰀵 f in the same direction, and [Unconscious]] and [Dying], though you still die
[Unconscious d ie
does not end the [Grappled] or [Pinned] condi- at -(Constitution) HP.
HP.
tion. Tis movement does not provoke attacks o Additionally,
Additio nally, every
ever y ttime
ime you hit an opponent
oppon ent
opportunity. with an attack, that opponent is pushed back 󰀵 f.

4th Circle – UnnaturalEX: Select a set o bonuses rom


the ollowing. Tese bonuses are ury bonuses.
» Soldier: Y
You
ou gain a +󰀳 bonus to attack rolls and
Fortitude saves, a bonus to your maximum
hit points equal to +󰀳 per level, and a +󰀱󰀰 f
bonus to your movement speed.
» Striker: Y
You
ou gain a +󰀳 bonus to attack rolls and
Fortitude saves, a bonus to your maximum
hit points equal to +󰀳 per level, and a +󰀵 f
bonus to your [Melee] range.
» Skirmisher: You
You gain a +󰀱 bonus
bo nus to attack rolls
and Fortitude saves, a bonus to your maxi-
mum hit points equal to +󰀱 per level, a +󰀱󰀵
f bonus to your movement speed, and a +󰀵
f bonus to your [Melee] range.

5th Circle – UnrelentingEX: Choose two o the ollow-


ol low-
ing abilities (these choices are permanent):
» Flight:
Y
You
ou gain the Fly movement mode.
» Focus: You
You can eavesdrop on telepathic
telepat hic com-
munication i any participant is within
[Close] range.
» Flexibility: Y
Your
our [Melee] range is increased
increase d by
󰀱󰀰 f.
» Flesh: You
You gain [Fast healing
heal ing]] equal to your
character level.

6th Circle – UnbreakableEX: You


You gain [Immunity] to

two o the ollowing: [Stunned], [Dazed], [Prone],


[Slowed], [Fear] effects (this includes [Shaken],
[Frightened], [Panicked] and [Cowering]).

Chapter VI: Additional racks 󰀱󰀴󰀳

CHA PTER

Skills

While your character’s


VIII
V
character’s class represents
represents a specialization,
special ization, and generally defines how
they approach combat, skills model their general body of knowledge and supple-
mentary abilities that many adventurers have in common. wo rangers with the
same tracks may play very differently if one focuses on sneaking around and sabo-
taging things, and the other relies on sharp senses and a vast knowledge of different
creatures
creatures to bring down his enemies.

How to Use Skills


o make a skill check, roll: 󰀱d󰀲󰀰 + skill modifi-
er. Your skill modifier or a given skill is equal to

skill rank + ability modifier + any miscellaneous


modifiers. Tis roll works just like an attack roll
or a saving throw – the higher the roll, the better.
Either you’re trying to match or exceed a certain
Difficulty Class (DC), or you’re trying to beat an-
other character’s check result.
Generally speaking, skill checks in your cam-
paign should require a d󰀲󰀰 roll o 󰀱󰀰 to 󰀱󰀲 or an
average character who’s trained that skill. I the
GM wants to implement a particularly challeng-

ing situation, the DC might require a result o


󰀱󰀴-󰀱󰀷 or an average character who’s trained that
skill. For example, a DC 󰀱󰀵 challenge is a airly

󰀱󰀴󰀴

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 sae, 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,

can imagine. bonuses rom active magical effects or items, and


We generally place a greater value on speed and bonuses provided by eats, among others.
simplicity in terms o skill use than on the strict
simulation o a challenge. As a result, we tend to
preer an environment where the
t he GM says “Make Physical Skills
an Athletics check to climb the cliff ” to an en-
vironment where the GM says “Okay, your turn, Acrobatics (Dex)
make a Climb
Cli mb check to move this round.” For
For this Acrobatics
Acrob atics is your character
chara cter ’s ability
abil ity to jump,
reason, we suggest that in situations where the tumble, and roll around or over obstacles. Tis
PCs are dealing with primarily environmental includes obstacles that want to stab you. You also

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

Chapter VII: Skills 󰀱󰀴󰀵

hazards, one Acrobatics


Acrobatics check should generally
generall y be check to each DC and determine the results
enough unless something happens to increase the separately.
difficulty o that check; or purposes o combat, » Balancing: YI you would suffer a rivial Fall,
one check should generally be needed or each Hazardous Fall, or Dramatic Plunge, you
[Round]] in which you attempt to
[Round to use a unction may make a Balance check instead, with a
o the Acrobatics skill. DC chosen by the GM that corresponds to
» Moving Through Threatened Areas: I you wish a surace or object that you can use to keep
to avoid provoking attacks o opportunity rom alling. I you succeed, you gain the Fly
rom moving through a creature’s threat- movement mode or one [Round]. (You may
ened area, you may make an Acrobatics immediately use a ree action to lif off, gain-
check (DC equal to 󰀱󰀰 + your opponent’s ing the [Flying] condition.) A ew represen-
BAB + your opponent’s KOM) when you tative objects, with appropriate DCs, ollow:
enter its threatened area. Tis DC is in- DC 10: Slick floor in a grocery store. Te
creased by 󰀱󰀰 or areas within that oppo- kind that require signs so people don’t
nent’s occupied square(s). Success means slip and hurt themselves. Alternatively,
you do not provoke an attack o opportu-
oppo rtu- an oil slick on a road.
nity; ailure means you provoke an attack DC 15: Icy rock.

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 successully 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

o the same move action, don’t make two ogre-proo ence.


Acrobat
Acro batics
ics checks
che cks – compare
com pare the same DC 25: Leap onto the back o a charging war
Acrobat
Acro batics
ics checks
che cks compare
com pare the same DC 25: Leap onto the back o a charging war
elephant. You gain the Fly movement

󰀱󰀴󰀶

mode or one [Round] (You may im- Athletics (Str)


mediately use a ree action to lif off, Athlet ics represents
repres ents your character
charac ter’s
’s ability
abil ity to
gaining the [Flying] condition.). At climb and swim. Since all o these can get you into
the beginning o your turn, i you are pretty inhospitable areas, high-level athletes also
[Flying] and do not possess the Fly learn to do things like holding their breath or ab-
movement mode, you suffer a rivial surd periods o time.
Fall, Hazardous Fall, or Dramatic » Breaking Restraints: With a successul Athletics
Plunge, as determined by the GM. You check, you can break out o physical restraints,
may not make a new Acrobatics check such as handcuffs or chains. Breaking out o
to continue your flight without some- restraints normally takes 󰀲 [Rounds] o effort,
thing to jump rom. but you can reduce the DC by 󰀲 by taking 󰀵
DC 30: Leap onto a flying skeletal dragon [Rounds] to attempt to break out, or you can
to conront the lich riding it. Ideally, attempt to break out as a standard action i
have some way to get back down in an you increase
increase the DC by 󰀵. Some
Some examples
examples o
emergency. You
You gain the Fly movement bindings, with
wit h appropriate
appropriate DCs, ollow:
mode or two [Rounds]. (You may im- DC 10: Hastily tied ropes.
mediately use a ree action to lif off, DC 15: Handcuffs or light manacles.
gaining the [Flying] condition.) At DC 20: Steel-reinorced straight jacket.
the beginning o your turn, i you are DC 25: Runed adamantine manacles.
[Flying] and do not possess the Fly DC 30: Form-fitted stone or ice.
movement mode, you suffer a rivial DC 35: Te crushing gravity o a prison world.
Fall, Hazardous Fall, or Dramatic » Climbing: Once per [Round], you may make
Plunge, as determined by the GM. an Athletics skill check to begin climbing
DC 35: “Neo’s doing his Superman thing an obstacle, surace, or even air at hal o

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 surace, 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 suraces, 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-

Fly movement mode, you suffer a rivial snakes at all.


Fall, Hazardous Fall, or Dramatic Plunge, DC 15: A sm
smoo
ooth
th tree
tre e wit h ver y ew
as determined by the GM. branches.

Chapter VII: Skills 󰀱󰀴󰀷

DC 20: Te outside o a castle wall, in the hal o your normal speed, or surace rom
dead o night. [Swimming] as a move action. Generally
DC 25: An overhanging deensive
deens 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 successul 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 eect, 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
cessul Athletics skill check to gain the beore 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,

Plunge, as determined by the GM.. and automatically succeed on saves


» Swimming: With a successul Athletics check, against environmental hazards.
you can move through
thro ugh a liquid
l iquid medium
med ium at

󰀱󰀴󰀸

Larceny (Dex) » Disable Device: Tis unction is basically identi-


Larceny is your character’s ability to commit acts cal to the burglary unction in terms o DCs,
o burglary, to disable traps or sabotage equip- but allows you to jam a device or even cause
ment, and to perorm sleight-o-hand tricks. it to injure the user. It is, o course, possible
» Burglary: With a successul Larceny check, you to destroy devices without using the Larceny
can open a lock on a door or sae, non-de- skill; however, this skill allows you to subtly
structively open a window, or perorm sim- alter a device so it stops unctioning. I you
ilar eats. Practically any o these tasks can rig a device to harm the user, the
t he Larceny DC
be accomplished without a Larceny check increases by 󰀲, and the modifications
mo difications can be
by destroying the lock or the material spotted with a Perception check with a DC
around the lock;
lock ; however,
however, Larceny checks equal to the result o your Larceny check. A
allow you to subvert any ailsaes and ac
ac-- Perception check exceeding your Larceny
complish your task without leaving a pile o check by 󰀵 or more means that a clue is
debris. Generally speaking, there should not spotted that could point to the person who
be more than two or three Larceny checks caused the malunction.
malunct ion. A ew representative
o this type required or a given “job.” I an devices, with appropriate DCs, ollow:
investigator uses the Perception skill, the DC 10: Te wheel o a wagon.
DC to detect the orced entry is equal to the DC 15: Te firing mechanism o a crossbow.
result o your Larceny check; exceeding the DC 20: Te steering mechanism o a ship,
DC by 󰀵 or more means that the
th e investigator possibly including magitech parts.
finds a clue that could point to you. A ew Alternatively, the trigger mechanism o
representative obstacles ollow: a magic wand.
DC 10: A simple, poorly
p oorly secured window or DC 25: Te mechanism o a watch, or the
gate latch. magical components o a scrying device.
DC 15: DC 30:
Te lock on an old treasure chest, or A magitec
mag itech
h inormat
ino rmation
ion-sto
-storin
ringg
a rusty lock on a door. terminal.
DC 20: A well-mad
we ll-madee mechanical lock,
lock , or a DC 35: Te decision-making cortex o a go-
simple magitech combination. lem or other magitech automaton.
DC 25: A well-made
well-made and advanced
advanced mechanic
mechanical
al » Escape Artist: With a successul Larceny check,
lock, such as a real-world 󰀲󰀰th Century you can
c an worm your way out o physical re-
combination lock, or a magitech lock straints, such as handcuffs or chains, on
with basic
bas ic security countermeasures.
countermeasures. your character.
characte r. Escaping restraints normal-
norma l-
DC 30: A magitech lock
lo ck with personal iden-
ide n- ly takes 󰀲 [Rounds] o effort, but you can
tification capabilities. reduce the DC by 󰀲 by taking 󰀵 [Rounds]
DC 35: A magitech lock keyed to biological to attempt to escape, or you can attempt to
parts o a specific individual
individua l or group o escape as a standard action i you increase
individuals. the DC by 󰀵.

Chapter VII: Skills 󰀱󰀴󰀹

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 modiied
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 modiier). 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
Proessional 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 deense 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.
»

People who are actively searching or traps Y


You
ou suffer a -󰀲 penalty
penalt y i you move more than
may make a Perception check, with the re- hal your movement speed with a single
sult equal to the DC o your Larceny check. movement, afer that movement.

Stealth (Dex) Ride (Dex)


Te Stealth skill
skil l represents your
your character’s ability Ride is your character’s ability to effectively use
to avoid detection by other creatures. It is evaluat- riding animals or vehicles in combat. A charac-
charac -
ed as a roll against a creature’s Awareness deense, ter may occupy only one mount at any given time.
and i it succeeds, the creature cannot establish a Whilee any creature can control
Whil contro l a mount out o
line o sight to you. combat, you have a knack or driving while rock-

Once per [Round],


[Round ], i you are [Concealed], ets or javelins are flying in your direction.
[Fully concealed], or out o line
l ine o sight rom all » Personal Mount: Characters
Characters trained in the Ride
opponents, you can make a Stealth check as part skill have access to a single mount with a

󰀱󰀵󰀰

movement speed equal to their own speed + DC 20: As a swit 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 successul 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.

o a move action without provoking an DC 25: Y


You
ou gain 󰀱󰀰 temporary HP, and [Fast
attack o opportunity, rather than as a healing] 󰀵 or one [Round].
move action that provokes.

Chapter VII: Skills 󰀱󰀵󰀱

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 inormation, 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 identiying 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], [Conused], [Dazzled], All knowledge
knowled ge skills
skil ls have a primary
primar y unction
unct ion –
[Deaened], [Energy drained], identiying creatures, objects, and devices. Each
[Exhausted], [Fatigued], [Nauseated], knowledge skill represents a general category,

[Burning], [Shaken], [Sickened], or something like an academic department at a uni-


[Slowed]. versity. Certain eats and class eatures allow you to
» Scaling Bonuses: Your
Your skill
skil l at absorbing
absorbin g blows use successul knowledge checks to gain mechan-
gives you certain bonuses when you have ical bonuses against your opponents in a combat,
a given number o ranks in Vigor. All o in addition to the tactical advantages o knowing
these abilities are considered extraordinary
extraordinary a monster’s mechanical strengths and weaknesses.
abilities. Finally, each knowledge skill has specific uses in its
5 ranks: Whenever an effect other than [Fast general “field” that can affect the game world.
healing] would heal you any amount » Identify Areature: As a swif
swif action,
action, you
you can
can make
make
o hit points, it heals you that many hit a Knowledge check to identiy a creature.

points plus five instead. Te DC or identiying a creature is equal to


10 ranks: Te [Damage reduction] you gain 󰀱󰀰 + the creature s level; a successul check
rom Constitution is now equal to your gives you a general idea o the creature’s

󰀱󰀵󰀲

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 inormation 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 identiy 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 identiy 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 deenses or special attacks (such as a » Identify Located Effects: As a swif action, you can
numerical value, or which deense is weakest). identiy magical effects and magic items you
» Identify Ability: Y
You
ou may identiy
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 successul
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.

Te Knowledge skill required or this check de- Apply this


this check to
to each effect
effect or item being
being
pends on the type o ability it is used to identiy. identified but determine the
t he results separately.
separately.
Extraordinary
Extraordinary abilities
abil ities and abilities granted by a race,
[Racial] eat, or racial track are identified with the Engineering (Int)
Knowledge skill normally used to identiy creatures
creatures Engineering covers buildings, structures, and me-
o the user’s type. Spells, supernatural, and spell-like
spell-l ike chanical technology.
abilities are identified with the Arcana skill. » Identification: Creatures with the [Construct] type.
» Structural Repair: Y
You
ou can repair
repai r a ault in a
Arcana (Int) structure or device; or, i it’s a particularly
Arcana covers inormation about magic and
a nd spell-
spel l- large structure or device that would require
casting, along with technology based on or pow- more than one person’s work, you can at
ered by magic. least figure out how to repair the ault and

Chapter VII: Skills 󰀱󰀵󰀳

explain to others how to fix it. Te DC is DC 35: You


You can identiy
identi y aults in truly
trul y massive
equal to the DC or identiying the ault +󰀲. or complex systems, such as a flying city.
» Structural Design: You
You can design
desi gn a new me-
chanical device or advanced structure. Any Geography (Int)
implementation o your design requires GM Geography covers exactly
exactly what it says on the label,
lab el,
approval. Te DC is equal to identiying including places where no one has gone beore.
aults in a similar device +󰀵. » Identification: Creatur
Creatures
es with the [Primordial]
» Identify Fault: You can identiy aulty structural type.
or mechanical engineering. I you examine a » Lay of the Land: You can use the Geography
[Medium] or smaller device or 󰀵 minutes, you skill to locate special routes, recognize or
can identiy aults or sabotage in the device. A find out about strange places, and anticipate
ant icipate
[Large] device must be examined or 󰀱󰀵 min- hostile areas.
utes, and a [Huge] or larger device must be DC 10: ravelers through the mountain
examined or an hour. DCs are outlined below. road are ofen harassed by bandits. On
DC 10: You can identiy aults in a basic me- one cliff, overhanging the road, villag-
chanical device, such as a horse-drawn ers and caravan drivers alike have seen
wagon. Structurally, you can identiy lights flicker and then go out.
aults in a livestock barn. DC 15: Te orest’s trees grow in a unique
DC 15: You can identiy aults in a more pattern that allows elves to set up plat-
complex mechanical device, such as a orms high above the ground. Tese
well-built crossbow or (i your setting particular elves believe that “not-elves”
has them) a double-action revolver. are divinely ordained to serve as target
DC 20: You can identiy aults in a highly practice, so caution is warranted.
complex mechanical device, such as a DC 20: Te best way to reach the mountain

pocket watch or a sel-propelling ship. ortress without aggravating the local


Structurally, you can identiy aults in a giant population is to travel through a
suspension bridge. strangely-shifing
strangely-shifing network o ice tunnels.
DC 25: You can identiy aults in the body Somehow, you have a very good idea o
parts o a golem or other [Construct]. which turns to take through the tunnels.
Structurally, you can identiy aults in DC 25: Te old dwarven orge lef lasting
large or particularly mobile structures, marks on the mountain. Somewhere in
such as a submarine. the mine tunnels, there is a dimensional
d imensional
DC 30: You can identiy aults in the deci- overlap with the Plane o Elemental Fire.
sion-making cortex o a golem or inor- DC 30: Several map ragments suggest that
mation terminal. You can identiy
identi y aults a cluster o massive gems can be ound
in programmable or autonomous struc- deep inside a tunnel network within
tures, such as a hovercar. the Plane o Elemental Earth. In point

󰀱󰀵󰀴

o act, there is an entire city carved out Alternatively,


Alternativel y, you know where to find
o emeralds. the wizard’s old and trusted apprentice.
DC 35: Te emerald city is secretly ruled by DC 30: Y
You
ou know the identit y o the chil-
a dragon illusionist with a mysterious dren who played a crucial part in the
hoard. lich’s transormation.
DC 35: You can activate a legend lore effect
You
History (Int) on your target. Tis unctions in all
Tis the discipline o knowing what happened ways like the spell.
in the past, and sometimes why it happened. In
a world with powerul monsters and heroes, the Medicine (Int)
past is an important key to the present and uture. Medicine covers the anatomy and physiology o
» Identification: [Legendary] creatures. creatures, including methods o putting them
» Dig Up the Past: Y
You
ou can come up with the
t he details back together. Attempting to treat someone with
o someone or something’s
something’s past. Identiying
Identiyin g the Medicine skill requires spending the required
and recognizing a [Legendary] creature, an period o time in relative saety. I the medic or
important political figure such as the king the person being healed are successully attacked
or general o a large country, or historical and damaged during the medical procedure, the
details o a large city is done at the DCs giv- attempt automatically ails.
en below. Identiying a significant, but less » Identification: Creatures with the [Humanoid],
well-known individual or smaller city can [Giant], and [Undead] type.
be done at +󰀲 DC. Identiying the past o » Heal Creature: Y
You
ou can restore the health
healt h o
a minor official or large town increases to a creature with 󰀰 or more hit points with
+󰀵 DC. An obscure individual or small town 󰀸 hours o care and a successul DC 󰀱󰀰
can be identified, but the DC is at a steep +󰀷.
+󰀷. Medicine check. A successul check heals 󰀲

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 󰀴×

Chapter VII: Skills 󰀱󰀵󰀵

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- successul 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 successul 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 identiy environmen-

an [Unconscious] creature with 󰀱 minute o tal hazards o various sorts with enough
care and a successul 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
harmul condition affecting a patient with a based on the difficulty o identiying the
successul 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.

minutes requires a minute o care, a dura- DC 25: Earthquake.


tion measured in hours requires an hour o DC 30: Eruption o a long-dormant volcano.
DC 35: Magically-induced natural disaster.

󰀱󰀵󰀶

» Tracking: You can track or locate a creature Bluff (Cha)


with a successul Nature check. A success- Bluff is your character’s ability to deceive or mis-
ul tracking attempt allows you to ollow a direct another creature.
creature
creature that is not using the Stealth skill.
skil l. I » In a combat encounter, you can make a Bluff
the creature is within your line o sight, you check as part o a move action to render
may then immediately locate it. I the crea- an opponent within [Long] range [Flat-
ture you are tracking is using the Stealth ooted] against any attacks you make be-
skill,, you gain a +󰀵 bonus to your Awareness
skill ore the end o your turn.
deense against that creature’s Stealth
Stealth check.
check . » In a social encounter, you can make a Bluff check
DC 10: Undisturbed tracks in moist (but not when attempting to mislead your target
muddy) soil. about circumstances or capabilities.
DC 15: racks that have been trampled or In either case, the DC is equal to 󰀱󰀰 + the level o
otherwise disturbed. the opponent + the opponent’s Wisdom modifier.
DC 20: racks that have been washed away
by a storm. Diplomacy (Cha)
DC 25: Damaged grass lef by halflings on Diplomacy is your character’s ability to persuade
the run. another creature o your rightness or riendliness.
DC 30: Disturbed air currents lef by a flee- » In a combat encounter, you can make a Diplomacy
ing pixie. check as part o a move action to inflict a -󰀲
DC 35: Y
You
ou can activate a scrying
scryi ng effect on penalty on the attack rolls o target oppo-
any pool o liquid or reflective surace nent within [Long] range until the beginning
crossed by your target. Te scrying will o your next turn.
target your intended quarry and unc- » In a social encounter, you can make a Diplomacy
Diplomacy
tions exactly as the spell. check when attempting to induce coopera-

tion by describing common goals, enemies,


or values.
Interaction Skills In either case, the DC is equal to 󰀱󰀰 + the level
o the opponent + the opponent’s Intelligence
Interaction skills cover your character’s ability modifier.
to interact with other creatures
creatures and secure their
t heir
cooperation (or at least reduce their ability to Intimidate (Cha)
thwart your goals). In a combat encounter, each Intimidate is your character’s ability to coerce
skill allows you to distract or counter opponents; another creature into cooperation with you via
in social encounters, each skill allows you to gain direct or indirect threats.
advantages in a negotiation, interrogation, or sim- »
In a combat encounter, you can make an Intimi-
ilar adversarial setting. date check as part o a move action to in-
flict a -󰀱 penalty to the AC and saves o an

Chapter VII: Skills 󰀱󰀵󰀷

opponent within [Long] range until the be-


ginning o your next turn.
» In a social encounter, you can make an Intimidate
check when attempting to win cooperation
by threatening your opponent’s interests or
person.
In either case, the DC is equal to 󰀱󰀰 + the lev-
el o the opponent + the opponent’s Charisma
modifier.

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
identiy sabotage; in this case, the DC is equal to
the Larceny result o the saboteur.
» In a combat encounter, you can make a Perce-

ption check as part o a move action to in-


flict a -󰀲 penalty
penalt y to the saves o an opponent
within [Long] range until the beginning o
your next turn.
» In a social encounter, you can make a Perception
check when attempting to evaluate the
truth o your opponent’s claims and the
vulnerabilities o your opponents.
In either case, the DC is equal to 󰀱󰀰 + the level o
the opponent + the opponent’s Charisma
Charisma modifier
mod ifier..
󰀱󰀵󰀸

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.

Some eats have prerequisites. You must satis-


y the prerequisite – usually a level requirement
or another eat – beore you may select that

eat. Should you somehow lose the prerequisites


or a eat, it stops working until you regain the
prerequisites.
Unless otherwise
otherwi se noted, a eat may only be tak-
en once. You must meet the prerequisites or any
eats you select at the level that you select them.
Remember that eat bonuses, like any bonuses
o the same type, don’t stack with one another.
Chapter VIII: Feats 󰀱󰀵󰀹

General Feats Benefit: Reaver can now grant bonuses up to +󰀵. As


an immediate action, you may lower that bonus
Arcantric Accuracy by a point or even take a penalty, to a minimum
You sap a action o the magical energies around you o -󰀲, to heal yoursel by three times your KDM.
to make your attacks more precise.
Prerequisites: 󰀶th level Breakneck Pace
Benefit: Y
You
ou gain a +󰀲 eat bonus to attack rolls.
rolls . You can get around
a round the battlefield with great speed.
speed .
Whenever
Whe never you become
beco me the target o a spell
spe ll or Benefit: Y
Your
our gain a +󰀱󰀵 f bonus to your movement
spell-like ability, this bonus increases by +󰀱 until speed.
the end o the [Round], to a maximum o +󰀵.
By Will Sustained
Baptized In Rage You can exist on spiritual energy alone.
You can conjure up the aether to hinder your Benefit: You no longer need ood or water (or
opponents. whatever nourishment you normally require),
Prerequisites: 󰀹th level and gain [Immunity] to [Sickened]. At 󰀱󰀰th lev-
Benefit: Tree times per [Scene], as an immediate el, you no longer need to sleep, you are not affect-
action, all opponents within a 󰀱󰀰󰀰 f radius are ed by Suffocation, and gain [Immunity] to the
[Entangled]
[Entangled] or one [Round] by chains o aether. [Nauseat
[Nauseated]
ed] condition.
A successul Fortitude
Fortitude save (DC 󰀱󰀰 + ½ your level
+ your KOM) negates the [Entangled] condition. Chatty Bugger
Tis is a supernatural ability. Your conversational skills may not be particularly
smooth, but at least you are very persistent.
Battleforged Prerequisites: 󰀶th level
In an immensely painul
painul operation,
operation, you were turned Benefit: Y
You
ou are able to acquire
a cquire a new language
langua ge a-

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].

󰀱󰀶󰀰

Damage Specialization Special: You


You may take this eat multiple times. Each
Your combat style emphasizes powerul blows. time, you choose a differ
d ifferent
ent spell.
Prerequisites: 󰀶th level

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 powerul
powe rul
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 swit 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 lie-signs,
lie-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 qualiy 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

Chapter VIII: Feats 󰀱󰀶󰀱

filled that slot, and any old eats that you cease to Into The Breach
qualiy or become inactive. Inactive eats no lon- You can strategically position your allies.
allies .
ger give their benefit and do not qualiy you or Prerequisites: Shadow Blink or Te Sky Empties
other eats until you once again qualiy 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 identiy 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 perect clarity
You have an
a n unusual combination o abilities.
abilities . regarding the last 󰀱󰀵 minutes, detailed inorma-
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 powerul 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 +󰀱

level, you may use


use this ability
abilit y twice per [Round ]. eat bonus to all saving throws.

Objective Analysis Reaver


It’s an object, alright?
alright? Your bloodlust is intoxicating, spurring you on to
Prerequisites: GM Approval. Ask first. Nicely. claim more lives with every kill you make.
Benefit: By examining an object or 󰀵 minutes, you Prerequisites: Must not possess Livers
L ivers Need Not Apply
may perorm a minor divination regarding the re- Benefit: You
You gain a +󰀱 bonus to attack rolls and ar-
cent history o the
t he object. You gain access to inor- mor class or every enemy whom you have killed
mation about what the object was used or within in the current [Encounter]. Tis bonus can never
the last 󰀴󰀵 minutes, with a air level o detail. At exceed +󰀴. Creatures who are more than three
󰀳rd level, your visions stretch back 󰀲 hours. At 󰀶th levels lower than you do not count.
level, you gain detailed inormation about the last
󰀱󰀵 minutes, and a air amount o detail about the

Chapter VIII: Feats 󰀱󰀶󰀳

Recon have an active spelltrap spread, or i you are 󰀱󰀰th


You are never caught
c aught completely
completely unawares. level or higher and have no more than one active
Benefit: At the beginning
beg inning o each
eac h [Encounter], be- spelltrap spread, you may spend a spell slot o any
ore the first [Round], each ally may make a 󰀵 f circle. I you do, choose a spell you know o that
step, even i that ally is surprised. At 󰀶th level,
level , this circle or lower. Make all decisions or that spell as
increases to two
t wo 󰀵 f steps or you only. i you had cast the spell, except i that spell targets
one or more creatures or squares, do not decide its
Reprisal targets at this time. You create a 󰀱󰀰 f radius spell-
Seeing your allies injured fills you with anger. trap spread originating rom an adjacent
ad jacent square o
Prerequisites: Reaver your choice, which lasts and remains active
a ctive until
Benefit: You are healed twice your character level it is discharged. Tis counts as casting a spell or
whenever an ally other than you is dropped below the purposes o provoking attacks o opportunity.
hal their maximum hit points. When this occurs, When an opponent begins its turn in or enters
your bonus rom Reaver increases by +󰀱 as though the spread, you may cast the chosen spell without
you had slain an opponent. Tis eat can only trig- provoking attacks o opportunity and without
ger our times per [Encounter]. spending a spell slot as though you occupied a
square o your choice in the spread, using the de-
Ruinous Charge cisions you made or when you created the spread,
spread ,
Walls are merely a dis
distraction
traction that you have learned and the spread is discharged. I that spell targets
to ignore. one or more creatures or squares, you decide its
Prerequisites: 󰀱󰀲th level, Strength as KOM or KDM, targets at this time, with the ollowing exceptions:
GM Approval (Ask first. Nicely) i the spell
spel l targets one or more creatures, you must
Benefit: Y
You
ou can use the Charge combat
comb at maneuver choose the opponent that triggered your spread
to barrel straight through most mundane material as a target o the spell i possible; and i the spell

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 [Deaened]
[Deaened ] 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 successul 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 perectly 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, cheerul, 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

Chapter VIII: Feats 󰀱󰀶󰀵

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 successul

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

󰀱󰀶󰀶

standard action, you may deal damage equal to Benefit: You


You gain [
[ remorsense] out to 󰀲󰀰 f. Tis
six times your Intelligence modifier to a single widens to 󰀳󰀰 f at 󰀵th level. At 󰀱󰀰th level, your
opponent within [Close] range. Tis is a spell-like [remorsense] widens to 󰀴󰀰 f.
ability.
The Left Hand of Death
Telekinetic Master Your lie orce can malevolently suppress healing e-
Your powers have begun to change you, and your ects or a short time.
body is held together as much by your will as by or- Prerequisites: 󰀱󰀲th level, must not possess Te Right
dinary biological processes. Hand o Creation
Prerequisites: By Will Sustained, elekinetic Scion, Benefit: Y
You
ou disrupt
dis rupt the workings
worki ngs o lie
li e itsel.
itse l.
󰀱󰀲th level wice per [Scene], as a move action, you may cre-
Benefit: Te combined weight o objects you can ate a spread with a radius o your [Close] range
move with elekinetic Scion is tripled. In addi- originating rom you, which moves with you and
tion, you gain two additional HP per character lasts or two [Rounds]. All effects that heal HP
level you possess, and [Fast healing] equal to your within the spread are delayed or one [Round ]
character level. afer they are used.

The Bigger They Are The Right Hand of Creation


An enemy taller than you has his weak spots at eye Your spirit has the power to temporarily ward off
level, and you’ve learned to take advantage o the act. death.
Benefit: When attacking a creature
creature one or more size Prerequisites: 󰀱󰀲th level, must not possess Te Lef
category larger than yoursel, your attacks deal 󰀱 Hand o Death
additional damage per
p er 󰀲 levels (minimum 󰀱). Benefit: You disrupt the terrible mechanism o
death itsel. wice per [Scene], as a move ac-

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.

The Earth Cracks The Sky Empties


You bear the sigil o the Broken Earth on your skin, Te stars are no longer visible to you at night. When
a tightly woven nest o hooped lines that writhe un- you stare
stare up,
up, you see great
great dapple
dappled
d ripples
ripples slowl
slowlyy mov-
mov-
easily. Representing the cycle o geological time, it ing across the heavens, like abric caught in the wind,
provides an anchor or your deathless patron whose and can mimic their motion to phase through space.
name has been lost since beore the rise o man. Prerequisites: Te Earth Cracks

Chapter VIII: Feats 󰀱󰀶󰀷

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 perorm 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 maniests 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, reorm-
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.
erul 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.
transormation 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

Chapter VIII: Feats 󰀱󰀶󰀹

Willl Fail eat. (Tis does not affect the minimum


Wil mini mum [Iconic] Feats
amount healed when applying this ability.)
Special: Tis eat may be taken twice. Characters may only have one [Iconic] eat, and
that eat cannot be exchanged or replaced by any
You Will Fail means except direct GM permission. NPCs with
No man lives orever,
oreve r, and you have the power to [Iconic] eats should be relatively rare. [Iconic]
make sure o it. eats may not be appropriate or all campaigns, so
Prerequisites: 󰀹th level, You Will Falter consult with your GM.
Benefit: Whenever an effect
effec t other than [Fast heal-
ing] would cause an opponent within [Medium] A Light Against Shadow [Iconic]
range to heal any amount o HP, the amount that Your soul illuminates even the darkest
da rkest o places.
opponent heals is reduced by your level, to a min- Benefit: You shed a sacred radiance. As a ree ac-
imum o one HP. Tis effect stacks with instances tion, i you do not already have a light spread, you
o the You Will Falter eat and up to one other may create a light spread with a radius o 󰀵 f per
instance o the You Will Fail eat. (Tis does not level you possess originating rom you, which
affect the minimum amount healed when apply- moves with you and lasts until dismissed as a ree
ing this ability.) action. Tis light spread clearly illuminates the
Special: Tis eat may be taken twice. squares within its area.
Tree times per [Encounter], as a move action,
you may inflict 󰀲 points o [HP reduction] per lev-
el you possess on all opponents within the spread,
and render them [Blinded] or one [Round]. A
successul Fortitude save (DC 󰀱󰀰 + ½ your char-
acter level + your KOM) negates the [Blinded]

condition. Tis is a [Light] effect o the highest


circle you possess.

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
eects
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 [Conused]. 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 surace 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-
surace 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],

Chapter VIII: Feats 󰀱󰀷󰀱

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

󰀱󰀷󰀲

[Unconscious], you can orce all opponents with- [Combat] Feats


in 󰀳󰀰 f o that creature to begin [Cowering] or
one [Round]. A successul Will save (DC 󰀱󰀰 + ½ A Hell of a Thing [Combat]
your level + your KOM) negates
n egates the [Cowering] With great power, comes great power. You think there
condition. might have been something else to that phrase, but it’s
somewhere behind you, lost in blood-stained memories.
Something of a Traditionalist [Iconic] Prerequisites: 󰀶th level
Your black and twisted weapon is given
give n power by the Benefit: Once per [Encounter], as a standard ac-
weight o history as well as the strength o your arm. tion, you can try to crush the lie out o target
Prerequisites: Just Blade track creature within [Close] Range. Your target takes
Benefit: Y
You
ou gain 󰀲 additional
additi onal HP per level.
level. As long damage equal to your character level. You and the
as you possess the Mystic Focus ability, whenever target then suffer [HP reduction] equal to your
you use the Charge combat maneuver, you may character level. Until the end o the [Encounter]
activate the Mystic Focus ability as a part o your or until your target succeeds on a Fortitude save

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 successul 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 successul 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 󰀱󰀷󰀳

Cataphract [Combat] choice o attack and damage rolls


rol ls or AC and saves
Your heavy cavalry training allows you to put more or 󰀱 [Round]. You may spend no more than three
power behind your strikes. ocus points in this ashion per [Round].
Prerequisites: Ride as a trained skill
Benefit: While you are on a mount, you gain a +󰀲 Perfect Defense [Combat]
eat bonus to attack rolls, you do not take the nor- You have learned special deensive techniques to
mal penalty to AC when you Charge, and whenev- make the most o your shield.
er you deal damage with an attack, you deal 󰀲 ad- Benefit: Y
You
ou are automatical
automati cally
ly aware whenever
when ever
ditional damage i you have activated the Deadly an opponent to whom you have line o sight ac-
Aim or Power Attack maneuver
maneuver this [Round ]. tivates the Charge, Deadly Aim or Power Attack
combat maneuver. Once per [Encounter], as an
Fancy Footwork [Combat] immediate action, you may orce target opponent
You have mastered
maste red the art o bobbing and weaving. activating the Charge combat maneuver within
Prerequisites: Base Attack Bonus +󰀶 [Medium] range to end its movement rom the
Benefit:
When
Whe n taking an attack action,
actio n, you may Charge at any point during its Charge
C harge and orsake
give up any number o your attacks. I you do, you any remaining attacks rom it.
may make an extra 󰀵 f step this turn or each at- Additionally, once per [Encounter], as an im-
tack you give up this
t his way. mediate action, you may cause target opponent
within [Medium] range to lose any bonuses to
In Mithril Reborn [Combat] damage rom the Power Attack or Deadly Aim
Years o warare have granted you even greater in- combat maneuvers or one [Round].
sights into the art o beating people up. At 󰀱󰀰th level, you may use each o these
t hese abili-
Prerequisites: 󰀱󰀲th level, By Steel Beholden ties twice per [Encounter].
Benefit: Y
Your
our critical threat range expands to 󰀱󰀶-󰀲󰀰.
󰀱 󰀶-󰀲󰀰.

Reckless Strike [Combat]


Kensai [Combat] You can retain the precision o your attack while
By eeling out the enemy with probing attacks, you swinging or power
powe r.
can predict and deeat your enemy’s strikes. Benefit: As a move action, you may cause any pen-
Prerequisites: One or more [Weapon] eats, 󰀶th alty to attack rolls rom the Power Attack combat
level maneuver you are suffering to become a penalty
Benefit: During an attack action, you may inten- to your Armor Class instead. (Tis penalty still
tionally make any number o your attack rolls may not exceed your Base Attack Bonus.)
miss beore rolling them. For each attack you I an attack roll o an attack targeting you
intentionally make miss this way, you gain one would be compared to a value other than your
point o ocus. As a ree action, you may spend Armor Class,
Class , you suffer a penalty
pena lty to that value
one, two, or three points o ocus, gaining a bo- equal to hal o the
th e penalty rom the
t he Power Attack
nus equal to the number o points spent to your combat maneuver against that attack.

󰀱󰀷󰀴
󰀱󰀷󰀴

Runic Gunknight [Combat] Benefit: When


Whe n wield ing an improvised
improvis ed weapon,
weapon ,
You can send a barrage o shots at the enemy. the number o properties you can grant it using
Prerequisites: One or more [Weapon] eats, 󰀱󰀲th the External echniques ability increases by 󰀱 or
level each property ewer than 󰀳 that it normally pos-
Benefit: Once per [Round], as a ree action, i you sesses. Whenever you hit with an attack using an
have not made an attack this turn, you may choose improvised weapon made as part o the Close
one o the ollowing: two 󰀵 f radius spreads each Meridian, Disarm, Grapple, Neutralize, Open
originating rom a target square within your weap- Gate, Pushing Blow, or rip combat maneuvers,
on’s range, a 󰀶󰀰 f wedge, or a 󰀱󰀲󰀰 f line originat- you may sacrifice
sacr ifice that improvised
improvi sed weapon
weapo n im-
im-
ing rom you. You may add the [Volley] descriptor mediately (destroying it irrevocably). Creatures,
to your next attack this turn, to be applied to any magic items and objects o great durability and
number o targets in the chosen area. Tis ability significance used as improvised weapons cannot
can only be used three times per [Encounter]. be destroyed in this ashion. I it is destroyed, in-
crease the save DC o the combat maneuver by 󰀲.

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 swit 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 lie via a raging
explosion, inflicting [HP reduction] equal to 󰀴
Sniper [Combat] times your character level on all creatures in a 󰀳󰀵

You are a crack shot with any ranged weapon.


weapon . f radius. You can still be resurrected.
Prerequisites: Perception as a trained skill
Benefit: Te range o any ranged weapon you wield To Iron Married [Combat]
increases by 󰀱 range category. As long as you Your mighty blows strike home a little more ofen.
ofen .
are wielding a ranged weapon, you may make a Benefit: Your
Your critical threat
t hreat range expands to 󰀱󰀸-󰀲󰀰.
Perception check in place o a Bluff check or the
in-combat use o the Bluff skill. Way of the Gun [Combat]
You are a master
ma ster o trick shots with your weapon
Spectacular Beats [Combat] Prerequisites: Any [Weapon] eat, Discipline o the
Your knack or improvisation in combat allows you Serpent
to wield common objects with great lethality. Benefit:You may activate the Disarm and rip
Prerequisites: Discipline o the Serpent track, 󰀳rd combat maneuvers,
maneuvers, as well as the Close Meridian,
level Neutralize and Open Gate special combat

Chapter VIII: Feats 󰀱󰀷󰀵

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 󰀱).

Meteor Crush [Weapon]


[W
[Weapon]
eapon] Feats You can strike a blow om the heavens, a kiss be-
tween the earth and the sky.
Y
You
ou may have
h ave multiple
multip le [Weapon] eats, but you
yo u Prerequisites: 󰀳rd level
may only use (and gain the benefit o) one at a Benefit: As a standard
stand ard action,
acti on, you may make a
time, chosen each time you pick up, draw, or single melee attack against an opponent within
switch to a weapon, or as a swif action or part o [Melee] range, even i that opponent is [Flying]

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

with omnicidal tendencies hurt people. bonus as the replaced attack.


Benefit: Y
Your
our attacks against
agai nst each opponent
oppon ent deal 󰀱
additional damage or each time you have hit that Mighty Smash [Weapon]
opponent this [Encounter]. At 󰀱󰀰th level, this in- Your powerul
power ul blows cripple your opponents.
creases to 󰀲 additional damage. Tis damage re- Benefit: Y
Your
our attacks deal 󰀲 additional
addit ional damage.
dama ge. For
sets to 󰀰 when you stop using this eat. every 󰀶 additional damage dealt to an opponent
this way, that opponent suffers a -󰀱 penalty to its
Epic Flail [Weapon] attack rolls. Tis penalty stacks, to a maximum o
You are adept at lunging attacks, giving you more -󰀴, and expires at the end o the [Encounter].
reach or striking around an enemy’s shield.
Benefit:
Your melee natural weapons gain the
[Reach] weapon property i they did not already
have it. Your melee weapons possess the [Reach]

󰀱󰀷󰀶

Musketeer [Weapon] end target effect created by a single spell or spell-


Special training makes your shots all the more deadly. like ability that has a duration and that originates
Benefit: Te first attack you make each [Round] rom the opponent or targeted the opponent.
using the Deadly Aim combat maneuver deals At 󰀱󰀰th
󰀱󰀰t h level, you may use
u se this abilit y twice per
KOM additional damage. At 󰀱󰀰th level, both your [Encounter]. Tis is a [Dispelling] effect.
first and second attacks each [Round] using the
Deadly Aim combat maneuver deal KOM addi- The Terrible Swift Lash [Weapon]
tional damage. You move around the battlefield with grace and fi-
nesse, much like the weapon you wield.
Pistolero [Weapon] Benefit: You may make an additional 󰀵 f step each
When lining up a shot, you know to go or the eyes. [Round]. At 󰀵th level, you may make this 󰀵 f step
Prerequisites: o Iron Married during an attack action. At 󰀱󰀰th level, as a swif ac-
Benefit: On a critical hit, you inflict [Blinded]
[Blinded ] or tion, you may add some snap to your next attack.
one [Round]. I that attack hits, your target is knocked [Prone].

A successul Reflex save (DC 󰀱󰀰 + ½ character lev-


Simply Smashing [Weapon] el + KOM) negates the [Prone] condition.
You have developed
dev eloped a devastating combo that knocks
your opponents off their
their eet. This is a Knife [Weapon]
Benefit: Each time you hit an opponent with three Your def blows cause severe
seve re injuries.
consecutive attacks, that opponent is knocked Benefit: Whenever you score
sco re a critical hit against
[Prone] and takes damage equal to three times an opponent, that opponent suffers [HP reduc-
your KOM, and the number
numbe r o consecutive
cons ecutive at- tion] equal to twice your level.
tacks is reset.
To Pierce the Heavens [Weapon]
Swift-Hand Throw [Weapon] Yours is the spear that shall not break, the line that
Your attacks are quite literally blazing ast. shall be held.
Benefit: Whenever you score
sco re a critical
c ritical hit against Benefit: Once per [Encounter], as a swif action,
an opponent, that opponent is [Knocked down] you may double
dou ble your [Melee]
[Mel ee] range
rang e or two
and begins [Burning]. A successul Reflex save [Rounds]. Creatures within your [Melee] range
(DC 󰀱󰀰 + ½ your level + your KOM) negates the may choose to be pushed to the closest square out-
[Knocked down] condition. side o your [Melee] range i possible, which does
not provoke attacks o opportunity. You then
The Scattering Wind [Weapon] render the area around you impassable: creatures
Your attacks can shatter magic. cannot enter or leave your [Melee] range. Tis is a
Prerequisites: 󰀳rd level [Binding] effect and lasts two [Rounds].
Benefit: Once per [Encounter], when you hit an op-
ponent with an attack using a weapon, you may

Chapter VIII: Feats 󰀱󰀷󰀷

[Skill] Feats Arcane Magister [Skill]


You are quite simply
s imply better than other people at magic
magic..
Tese eats all require you to be trained in one or Prerequisites: Arcana as a trained skill
ski ll
more skills, and represent
represent the ability
abil ity to apply those Benefit: Select a track with at least one spell, spell-
spel l-
talents in a new way. Many [Skill] eats grant bo- like, or supernatural ability that orces a saving
nuses to their associated skills, but remember that throw. You gain a +󰀲 eat bonus to the DCs o all
eat bonuses do not stack with one another. abilities rom that track, and a +󰀲 eat bonus to
Arcana checks.
Anatomical Targeteer [Skill]
Your medical expertise allows you to damage an en- Arcane Recitation [Skill]
emy with surgical precision. You can call upon a surge o magical energy that
Prerequisites: 󰀶th level, Medici
Medicine
ne as a trained skill makes your spells difficult to resist or a short time.
Benefit: Choose the Blu skill or Perception Prerequisites: 󰀶th level, Arcana as a trained skill
skill. You may use a Medicine check in place o Benefit: Once per [Encounter], as a swif action,

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].

Arcane Engineer [Skill] Charm [Skill]


You can render your spell traps mobile. You can put on such a iendly demeanor that people
p eople
Prerequisites: 󰀱󰀲th level, Rune Magic, Arcana and can’t bring themselves to dislike you.
Engineering as trained skills Prerequisites: 󰀶th level, Diplomacy as a trained skill
Benefit: Once per [Scene], when you create a spell- Benefit: Once per [Encounter], as a standard ac-

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 successul 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-
successul Will save (DC 󰀱󰀰 + ½ your level + your mediately leave the social encounter. A successul
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]

Sleight o hand can conceal spells as well as thef. Create Teleportation


Prerequisites: Spellcasting track, Larceny as a You have learned h ow to punchCircle
how [Skill]space
a hole through
trained skill that links two locations together.
together.
Benefit: When
Whe n casting
cast ing a spell
spe ll,, you can make a Prerequisites: 󰀹th level, any two o Arcana, Engi-
Larceny check as a ree action to conceal your neering, and Geography as trained skills
work. Opponents whose Awareness deenses are Benefit: With an hour’s effort, you can craf a gate
equal to or less than your check result are un- o sorts that provides one-way instantaneous tele-
aware that you are the caster o the spell. In ad- portation to a single location within 󰀱󰀰󰀰 miles.
dition, you may make a Larceny check in place You
You must have studied the
t he target location
locat ion careul-
o a Perception check or the in-combat use o ly (as per the teleport spell) and the target location

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 subteruge. 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 [Conused]
[Conused] or 󰀲 [Rounds]. A successul
successul 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 [Conused]
[Conused] condition. swarm deals an amount o damage equal to the

Chapter VIII: Feats 󰀱󰀷󰀹

total o twice your level plus twice your KOM, di- modifier). A successul 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 successul Will save (DC
󰀱󰀰 + ½ your level + your Intelligence modifier) or
Danger Sense [Skill] be [Dazed] or two [Rounds]. A successul 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 deense, 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 deense, 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 successul 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.

Chapter VIII: Feats 󰀱󰀸󰀱

Martial Magister [Skill] Mystic Healer [Skill]


You are a paragon o physical perection, and prob- Your magical healing is unusually potent.
ably look great in a swimsuit in addition to your Prerequisites: Medicine as a trained skill, Incantation
martial talents. track
Prerequisites: At least one physical skill
skil l trained Benefit: Whenever you use the
t he Incantation abil ity
Benefit: Select a track with at least one extraordi- or a spell to heal an ally, replace any d󰀴s rolled
nary ability that orces a saving throw. You gain to determine the amount o healing with d󰀶s. For
a +󰀲 eat bonus to the DCs o all abilities granted example, a 󰀲nd-level shaman with Incantation
by that track and to the DCs o any three o the rolls 󰀳d󰀶, instead o 󰀳d󰀴, when healing with
ollowing combat maneuvers: Bull Rush, Disarm, Incantation.
Grapple, Pin, and rip, as well as a +󰀲 eat bonus
to a physical skill o your choice. Retcon [Skill]
Special: Y
You
ou may choose not to gain the bonus to a I you ever regret unavorably
unavorably comparing the gover-
track’s abilities and instead gain a +󰀲 eat bonus nor’s wie to a morbidly obese horse, you can back-

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 saest 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

󰀱󰀸󰀲

lie, 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: Saekeeper 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. Saekeeper 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 perorm 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.

Shout of Doom [Skill] Terror [Skill]


[S kill]
Your spell-reaving power shakes enemies to their core. You can orce your enemies into blind panic.
Prerequisites: 󰀱󰀵th level, Arcana as a trained skill, Prerequisites: 󰀶th level, Intimidate as a trained skill
ability to use a [Dispelling] effect as an extraordi- Benefit: Once per [Encounter], as a standard ac-
nary, spell-like, or supernatural ability, or as a spell
spel l tion, you can terriy a single opponent. Te target
Benefit: Once per [Encounter], as a move action, must make a Will save (DC 󰀱󰀰 + ½ your level +

Chapter VIII: Feats 󰀱󰀸󰀳

your Charisma modifier)


mod ifier) or
o r bbee [Frightened
[ Frightened ] or
 or Keep Them in Line [Racial]
the next 󰀲 [Rounds]. A creature that successully You know that ear is the greatest motivator
motivator,, and use
saves against this ability cannot be affected by it that knowledge
knowledge to turn the tide o battles.
or the remainder o the [Scene]. Prerequisite: Mummy race
Once per social encounter, you may use error Benefit: Once per [Encounter], when an opponent

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 -
rerain 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.

[Racial] Feats Lich’s


Te Wrath
power [Racial]
o undeath has only urthered your con-
[Racial] eats are eats that are exclusive to mem- trol over magical energies.
bers o a particular race (and not merely creatures Prerequisite: Lich race
who have the corresponding racial track). Tough Benefit: Choose one o the ollowing spell-like
some must be taken at character creation, others abilities. You may use it at will:
can be taken later as a creature grows into its ra- » Cause FearSLA: As a move action,
a ction, you can orce
o rce
cial abilities. an opponent within [Close] range to be-
come [Shaken] or 󰀲 [Rounds]. A successul
Blood Thirst [Racial] Willl save negates
Wil n egates the [Shaken]
[Shake n] condition
cond ition..

When you bite an opponent, you latch on with your Tis is a [Fear], [Mind-affecting] ability.
powerul 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

󰀱󰀸󰀴

penalty doesn’t stack with itsel, but can be


used twice to penalize both Forti-tude and
Reflex. Tis is a [Negative] ability.

Skeleton King [Racial]


In lie, you were not merely a fighter, you were a
warlord.
Prerequisite: Skeleton Champion race
Benefit: Once per [Encounter], as a swif action,
you can utter
utter a cry o vengeance. For
For the next two
[Rounds], all allies within [Close] range heal 󰀱 hit
point per level on every successul attack roll.

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 identiy 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.

The Combat Round


Combat takes place over a series o rounds, in
which each creature acts on its turn (“initiative”).

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.

󰀱󰀸󰀶

Rolling Initiative Actions


An initiative check is 󰀱d󰀲󰀰 + a creature’s
creature’s Dexterity
modifier + all other applicable modifiers. ies are Tere are five types o actions. A creature may
broken first by a creature’s total modifier, then by take one o each o the ollowing actions on their
a creature’s Dexterity modifier, then by a reroll. turn: a standard action, a move action, a swif ac-
Generally, a GM rolls initiative or enemies as a tion and up to five ree actions. Additionally, a
group; however, i enemies have dramatically di- creature may take
take an immediate action
act ion even when
erent initiative modifiers (such as a shaman direct- it’s not their turn exchanging it or a swif action
ing a small horde o zombies) the GM may choose rom either their last most recent turn or their
to roll initiative or different groups o enemies. upcoming turn. Certain abilities and effects can
grant additional actions, but regardless a creature
Results of Initiative can take no more than a total o three swif and
Once there is an initiative result or all creatures immediate actions per [Round].
in the encounter, the results are ordered rom

highest to lowest. Each creature may act on its Standard Action


Standard Action
initiative count every [Round] or the duration A standard action allows you to attack, cast a spell,
o the [Encounter], unless [Helpless] or [Dead]. or use any ability that requires a standard action
Any creature who has not yet acted in the first to activate (such as a sage’s Black idings).
[Round] o the [Encounter] is [Flat-ooted].
[Flat-ooted]. Attack act
action
ion:: As a standard
stand ard act
action,
ion, you may
make all attacks you are entitled to, including
Delaying iterative attacks rom having a high Base Attack
A creature can delay its initiative
init iative count. Doing so Bonus and [Bonus attacks]. Critical Hits: When
means that the creature can take its turn on any making an attack roll, i the result o your die
subsequent initiative count, including earlier ini- roll without any modifiers is within your critical
tiative counts in a ollowing [Round]. A creature threat range (normally a natural 󰀲󰀰, see glossary)
who delays its initiative count changes its initia- and the final result o your attack roll is a hit, you
tive count to the one on which it acts next. score a critical hit. A critical hit deals additional
damage equal to twice your character level.
Surprise Round
I every creature on one side o the encounter is Move Action
unaware o the other sides o the encounter, all A move act
action
ion allows
al lows you to move up to your
creatures who are aware o their enemies can act speed or to use an ability that requires a move ac-
in a special surprise [Round]. All
Al l participants
participants in tion to activate.You can only use one movement
the surprise [Round] can take either a single stan- mode in any given move action.
dard action or a single move action, as well as a
single swif or immediate action.

Chapter IX: Combat


Combat Rules 󰀱󰀸󰀷

Free Action Other Actions


Free actions consume a very small amount o A number
numb er o actions can reasonably be taken in
time and effort. You can perorm one or more combat, but do not all under a specific ability de-
ree actions while taking another action normally, scription. Te action costs involved are given in
but cannot take more than five ree actions in a the ollowing table, along with how these actions
[Round]. interact with attacks o opportunity.
alking is a non-action
non-act ion that can be perormed
Swift Action whenever appropriate or allowed by the GM.
A swif
sw if action
ac tion consumes
consume s a very small amount o
o Groups should come to a consensus on when and
time, but represents a larger expenditure o e- how much talking is allowed during combat and
ort and energy than a ree action. You can per- other time-pressured or stressul situations.
orm only a single swif action per turn, but you
can perorm it at any time during your turn, even
during another action. Duration
Immediate Action Duration in Legend applies to measuring the du-
An immediate
immed iate action
act ion is ssimilar
imilar to a swif action,
action , ration and cooldown o any given effect. An effect
but can be taken when it is not your turn. I you can have any o the ollowing durations and any o
do not perorm a swif action on your turn, per- the ollowing cooldowns.
orming an immediate action at any time beore
the start o your next turn can be done at no cost. Turn
Otherwise, taking an immediate action counts as A turn is a small subset o a [Round],
[Round ], when a given
taking your next turn’s swif action. Regardless, character gets to spend their actions. Aside rom
you are limited
l imited to perorming
p erorming one immediate
imm ediate ac- immediate actions, you usually cannot act when
tion per turn. You cannot use an immediate action it is not your turn.
i you are [Flat-ooted].
Round/Rounds
Partial Action A duration o [Round
[ Round ] measures rom the
t he initia-
init ia-
Some skills and abilities can be used “as part o ” tive count when that effect was activated to the
another action, meaning that you can activate same initiative count in the ollowing round.
that skill or ability at the same time as using that An effect may last multiple [Rounds].
[Rounds ]. I so,
action or another ability. You cannot activate measure rom initiative count to initiative count
more than one additional ability per action in in the same way, and continue until the correct
this way. You can spend an action to do nothing number o [Rounds] has passed.
in order to use a partial action as part o it. Using
an ability or skill as part o a move action halves
your move speed or that move action.

󰀱󰀸󰀸

Encounter extra magic items beyond the maximum num-


A duration o [Encounter]
[ Encounter] lasts until the
t he specific
sp ecific ber o items they can use (see table 󰀳-󰀲 or this
challenge or threat that the player characters are number).
acing has been overcome, neutralized, or escaped. Since per-[Scene] abilities, such as spell slots,
reresh between [Scenes], a series o encounters
Scene that rely on resource attrition should generally
A dura
duration
tion o [Scene]
[Scene] gener
generally
ally lasts at least
least three
three en- all occur in the same [Scene]. For example, i the
counters, or until the party
part y takes a two- to our-hour players characters’ camp is harassed all through
break, whichever is more convenient and reasonable. the night, the [Scene] o the previous day’s bat-
Between [Scenes], characters can change the tles should end, with the player characters able to
magic items they are presently using, i they have momentarily eat, relax, and reresh their abilities,

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 powerul effects

durations, one o which requires a particularly care- expire.


ul explanation. Te other mechanic is somewhat less cut-and-dry.
Te first and the simpler o the two is
i s the “Quest” It’s n
noo less
less import
important,
ant, but it hinges
hinges on a deep agreemen
agreementt
duration. Tese effects last or the duration o the between players and GM, which is something we expect
current mission or adventure the players are en- but try not to trade on where we can avoid it. So that
gaged in. In genera
general,l, these ar
aree buffs tthat
hat are actu
actually
ally we can avoid some o the book-keeping ound in other
bought and paid or, and ofen take orms that are a d󰀲󰀰-based systems, we developed the Scene duration,
little unusual. which is roughly comparable
comparable to the hours/level duration
For example,
example, i you are in
infiltr
filtrating
ating an
an enemy cap- in the SRD rules.
ital to rescue your employer’s daughter, you might Scene-long effects last or roughly
roughly 󰀳 to 󰀵 encoun-

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 useul 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- codiy 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 perorm
peror 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 aorementioned capital city.
contro or Scene-long effects.

Chapter IX: Combat


Combat Rules 󰀱󰀸󰀹

with the new [Scene] being the midnight ambush attack roll. Some eats and items also allow char-
that hurls them back into lie-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 deaults to 󰀵 f + 󰀵 f per 󰀵 levels
Distance (up to 󰀲󰀵 f at level 󰀲󰀰). Weapons
Weapons with the
t he [Reach]

property add 󰀵 f to the wielder’s [Melee] range,


Legend expresses distance in terms o eet and and [Melee] range increases by 󰀵 f or every size
squares. Each square is 󰀵 f long. When measuring category above [Average] (so a [Large] [Giant]
distances on a diagonal angle across a square grid, with 󰀴 levels would have a [Melee] range o 󰀱󰀰 f).
count distances diagonally across as 󰀱.󰀵 squares.
Close range
[Close] range covers attacks with short-ranged
Range weapons, such as hand crossbows, pistols, and
many ray spells. [Close] range reaches up to 󰀲󰀵 f
When
Whe n expressing abil ities,, Legend
expres sing the range o abilities + 󰀵 f per 󰀲 levels (up to 󰀷󰀵 f at level 󰀲󰀰).
uses increments that scale based on the creature
using any given ability. Tus, point-blank range Medium range
or a hand crossbow is different or an experi- [Medium] range covers attacks with bows, short-
enced ranger (a dead-eye shot i there ever was ranged firearms, and many spells that affect small
one) than it is or a first-level rogue who is still areas. [Medium] range reaches
reac hes up to 󰀱󰀰󰀰 f + 󰀱󰀰 f
learning to put bolts on target – and a high-level per level (up to 󰀳󰀰󰀰 f at level 󰀲󰀰).
paladin dominates a large section o a battlefield
with only his melee attacks. Long range
Tere are 󰀵 range categories in Legend by de- [Long] range covers attacks with advanced fire-
ault. It is possible to use an ability that requires arms, magically enhanced bows, and short-range
an attack roll and has a range category higher magical artillery. [Long] range reaches up to 󰀴󰀰󰀰
than [Melee] at a range category one higher than f + 󰀴󰀰 f per level (up to 󰀱󰀲󰀰󰀰 f at level 󰀲󰀰).
normal, but doing so imposes a -󰀴 penalty on that

󰀱󰀹󰀰

Extreme Range you do not spend a move


move action on moving
moving during
[Extreme] range covers attacks with highly ad- your turn, you can take a single
sing le 󰀵 f step anytime
vanced ranged weapons and magitech artillery. you would normally
norma lly be able to take a move ac-
[Extreme] range reaches up to 󰀱,󰀰󰀰󰀰 f + 󰀱󰀰󰀰 f per
p er tion. I you gain additional 󰀵 f steps rom another
level (up to 󰀳󰀰󰀰󰀰 f at level 󰀲󰀰). Due to the relatively source, you can make them regardless o how you
low levels o technology (comparatively
(comparatively speaking) in use your move actions.
Legend
Legend, the game does not (by deault) assume en-
gagement ranges longer than [Extreme]
[ Extreme] range. Occupying and Sharing Squares
Engagements at [Extreme] range are relative- A square is occupied
occu pied i it contains
contai ns a creature, a
ly rare due to the difficulty o targeting at such mount, or an impassable obstacle. A creature nor-
ranges. Speciically, all attack rolls and abili- mally occupies one square at a time. You may not
ties that target something at [Extreme] range share a square occupied by an impassable obstacle
target a square instead o a creature, and have a (such as a thick castle wall). I you would move
one-[Round] travel time beore they take effect. or be moved into an obstacle or square occupied

Such abilities affect any creatures present in the


t he by an impassable obstacle, you remain in your last
square or squares targeted when the effects arrive, unoccupied square(s) instead. I that still some-
and their success is determined by those crea- how ends with you in a square occupied by an im-
tures’ Armor Class or saving throws, as applica- passable obstacle, you appear in a square o the
ble. Longer ranges can be implemented at a GM’s GM’s choice. Players beware.
discretion. You may enter or end movement
movement in a square oc-
cupied by a mount with no occupants. However,
you may not enter an opponent’s
oppo nent’s square or end
Tactical Movement movement in any square occupied by another
creature. I you somehow start your turn in an-

Difficult Terrain other creature’s occupied square, then you are


Some terrain (such as a drawbridge littered with immediately displaced to your choice o an ad-
bodies, or an overgrown orest floor) is more di- jacent unoccupied
unocc upied square that is not blocked by
ficult to move through. Moving out o a square o an obstacle, i such a square
s quare is available. Tis does
difficult terrain costs you twice as much move- not provoke attacks o opportunity. I there are
ment as normal. (Moving diagonally out o diffi- no such available squares, or i you somehow find
cult terrain when using a grid costs 󰀱󰀵f o move- yoursel
yourse l in a creature’s occupied
occup ied square during
durin g
ment or every square) your turn, you may move through, and end move-
ment in, squares occupied by that creature until
5 ft Step you are no longer sharing that creature’s occupied
A 󰀵 f step allows
al lows you to adjust your position
pos ition by a squares. Tis movement provokes attacks o op-
single square without provoking an attack o op- portunity as normal.
portunity, and does not cost an action. So long as

Chapter IX: Combat


Combat Rules 󰀱󰀹󰀱

Special Movement Modes Swim


Some creatures possess one or more special Whilee most creatures swim using
Whil usin g the Athletics
Athleti cs
movement modes, detailed below. Possessing a skill,, creatures
skill creatures with the
t he Swim movement
movement mode can
special movement mode allows a creature to gain move through liquid at their ull movement speed
or lose the condition associated with that move- without making skill checks. Once per [Round],
ment mode (or example, a creature with the Fly as a ree action, a creature with the Swim move-
movement mode may start [Flying]), usually by ment mode may dive or surace. Diving allows the
spending a ree action that provokes an attack o creature to gain the [Swimming] condition and
opportunity, no more than once per [Round].
[Round ]. Te lose the [Flying] or [Burrowing]
[Burrowing] conditions i the
creature’s movement speed is unchanged, but in creature possesses either. Suracing removes the
many cases the creature may avoid or ignore some [Swimming] condition rom the creature. Diving
obstacles to movement. Special movement modes and suracing both provoke attacks o opportuni-
obviously
obviously cannot be used in the
t he absence o their ty. Creatures with the Swim movement mode are
relevant medium (solid ground or Burrow, or ex- not at risk o suffocation while [Swimming].

ample, or liquid or Swim).


I a creature who already has a movement Burrow
mode would gain the same movement mode rom Creatures with the Burrow movement mode can
an ability,
abil ity, eat, or item, the creature gains a +󰀱󰀰 f rapidly dig shallow tunnels rom earth, sediment
bonus to its movement speed instead. and weak stone that collapse behind them. Once
per [Round], as a ree action, a creature with
Fly the Burrow movement mode may dig in or sur-
Once per [Round], as a ree action, a creature ace. Digging in allows the creature to gain the
with the Fly movement mode may lif off or land. [Burrowing] condition, which causes it to lose the
Lifing off allows the creature to gain the [Flying] [Flying] or [Swimming] conditions i it possesses
condition, which causes it to lose the [Burrowing] either. Suracing removes the [Burrowing] condi-
or [Swimming] conditions i it possesses either. tion rom the creature. Digging in and suracing
Landing removes the [Flying] condition rom the
t he both provoke attacks o opportunity.
creature. Lifing off and landing both provoke at-
tacks o opportunity. Soar
Creatures who have the Fly movement mode A small
smal l number o items and effects allow crea-
are not always considered [Flying]; or example, tures to ascend to and independently maintain
they may be hovering a ew inches above the flight at the sorts o extremely high altitudes that
ground. As long as a non-[Burrowing] creature prevent one creature rom interacting with an-
has the Fly movement mode and is capable o us- other. As an action specified by the item or effect
ing it, it has [Immunity] to [Ground] effects. granting a creature the Soar movement mode, that
creature may ascend or descend. Ascending al-
lows the creature to gain the [Soaring] condition,

󰀱󰀹󰀲

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 successul 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 successul save, or a successul
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 reer to that term throughout the book. GMs Creatures may climb onto a mount rom any
should be very careul 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

Chapter IX: Combat


Combat Rules 󰀱󰀹󰀳

count as movement, but doing so provokes an Provoking an Attack of Opportunity


attack o opportunity, and is a move action or Generally speaking, activating spells and spell-
creatures with the Ride skill trained, or a move like abilities provokes attacks o opportunity,
action and a standard action or creatures with- while activating extraordinary and supernatural
out the Ride skill
skil l trained. Alternately,
Alternately, as part o a abilities does not provoke attacks o opportunity
move action, an occupant may leap recklessly off unless they cause the user to move out o threat-
a non-[Burrowing] mount to any square in or ad- ened squares. Te ollowing actions provoke at-
jacent to
to the mount’s
mount’s space, alling [Prone] unless tacks o opportunity when perormed in threat-
it makes a successul Reflex save (DC 󰀱󰀵 + 󰀱 per ened squares.
󰀵 f the mount had moved in the last [Round]).
Creatures
Creatures leaving a [Flying] mount without the Fly Moving
movement mode all; this is a Hazardous Fall ab- Moving out o a threatened square usually pro-
sent a orgiving GM. Creatures leaving a [Soaring] vokes an attack o opportunity rom the threat-
mount without the Soar movement mode enter ening opponent. Tere are two common methods

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 successul 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 perormed 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 deense 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

󰀱󰀹󰀴

Action Action Cost Provokes AoO able 󰀷-󰀱


Cast a spell Usually standard action Usually yes Action Costs
Costs
Draw a weapon Swift action or as part of move action No and Attacks o
Use a consumable Swift action Yes
Opportunity
Pick up an item in [Melee] range Move action Yes
Use combat maneuver See description See description

Use extraordinary ability See description Usually no


Use item See description Usually no
Use skill See description Usually no
Use spell-like ability See description Usually yes
Use supernatural ability See description Usually no

don’t have to make an attack o opportunity


opportunit y i you creature you are pushing does not
n ot provoke attacks
don’t want to. o opportunity while being pushed.
An attack o opportunity does not count as an
action, but effects that prevent you rom taking Charge
actions or making attack rolls prevent you rom A charge is a straight-line
straight-li ne movement ending
end ing in a
making attacks o opportunity. melee attack. As a standard
stand ard action, you may move
up to your speed (but at least 󰀱󰀰 f) in a straight
line and make a single melee attack. (You gain no
Combat Maneuvers additional attacks rom high Base Attack Bonus
or eects that grant additional attacks.) Any
Combat maneuvers are special actions or tactics obstruction in a straight-line path prevents you
you can employ while attacking. rom charging, although you could maneuver to
a straight-line path, i one exists, with your move
Bull Rush action beore charging. When you charge, you
A bull rush is the
t he push or pull o another
anot her creature, gain a +󰀲 bonus to attack rolls or one [Round],
used to save an ally rom danger or to orce an en- which includes your charge attack. However,
emy into a dangerous position. As a standard ac- charging inflicts a -󰀲 penalty to your Armor class
tion, you may push a creature within your [Melee] or one [Round].
range 󰀵 f plus an additional distance up to hal
your movement speed in any
any direction;
directi on; you move Choke
into their previously occupied space or each As a move action, you may deal damage equal to
space they are pushed. An opponent can make your level to a creature [Pinned ] by you and cause
either a Fortitude or Reflex save to resist being that creature to remain [Pinned] by you until the
pushed (DC 󰀱󰀰 + ½ your level + the
t he higher o your end o your next turn or until you are no longer
SR or DEX mod ifiers).
ifiers). adjacent to that creature. You
You may use this combat
Y
You
ou do not provoke
provo ke attacks
attac ks o opp ort
ortuni-
uni- maneuver only once per [Round].
ty while using this combat maneuver and the

Chapter IX: Combat


Combat Rules 󰀱󰀹󰀵

Deadly Aim and it lacks the Fly movement mode and is not
As a ree action,
actio n, beore 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 successul
success ul Fortitude save (DC 󰀱󰀰 + ½ your
damage on all ranged attacks that you make or level + the higher o your SR 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 deensively, 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 deensively
deens 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-

er creatures, or i you are [Grappled] by any crea-


Disarm tures other than your target. A creature can only
As a standard action, make a single melee
me lee attack. be targeted by the drag combat maneuver once
Te attack does normal damage. In addition, i per [Round].
your attack hits, your opponent must make a Reflex
Reflex
save (DC 󰀱󰀰 + ½ your level + the higher o your
SR or DEX modifiers) or drop the weapon it is Grapple
currently wielding. I you still have
have a move action, As a standard
stand ard act
action,
ion, make a single
sin gle melee
mele e at-
you could
could use it to pick up a single
single item, as usual. tack or normal damage. I you hit, you may ei-
ther move your opponent into an unoccupied

Drag square adjacent to you or move into an unoccu-


As a move
m ove action,
ac tion, you can move up to hal your pied square adjacent to your opponent and your
movement speed and cause either target adja- opponent becomes [Grappled] by you until you
cent ally or target creature that is [Grappled] or become [Dead] or [Helpless], or until you are no
[Pinned] by you to move an equal distance in the longer in a square adjacent to that opponent. Tis
same direction. Beore
B eore this movement, you may movement does not provoke attacks o opportu-
remove the [Swimming] or [Flying] condition nity. A successul Reflex save (DC 󰀱󰀰 + ½ your
rom both yoursel and your target. Alternatively, level + the higher o your SR or DEX modifiers)
you may inflict
infl ict the [Swimming
[Swimm ing]] condit
con dition
ion on negatess tthe
negate he [Grappled]
[Grappled] condition.
both yoursel and your target, or you may inflict
the [Flying] condition on both yoursel and your Pin
target i you possess the Fly movement mode. I As a standard action,
act ion, make
ma ke a single
s ingle melee
m elee attack
you inflict
infl ict the
th e [Flying
[Fl ying]] condit
co ndition
ion on your target or normal damage against an adjacent opponent

󰀱󰀹󰀶

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 SR 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 successul Fortitude save (DC 󰀱󰀰 + ½ your level ty. Tis does not preclude using your move action
+ the higher o your SR 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, beore 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 Deensive
Dee 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, beore 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, Deensive 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

Chapter IX: Combat


Combat Rules 󰀱󰀹󰀷

to attack a creature you do not have line o sight Vision Modes


to in a square you believe it occupies. I the crea-
ture is there, you attack them as normal. I the Ghostwise Sight
creature isn’t
isn’t there, then your attack does nothing.
nothin g. Whenever a creature or object moves 󰀵 f or more
within the range o your [Ghostwise sight], it be-
Line of Effect comes visible to you as a trailing phantasm, allow-
A lin
linee o effect is a straight,
straig ht, unblocked
unblo cked lin
linee be- ing you to see where it moves, until the end o that
tween two squares or a grid intersection and a movement, even i it moves
m oves via a [eleport] effect.
square that indicates what an ability or attack can I they are [Invisible], your perception is blurred,
target or affect. but not completely ooled, and you ignore the
A line o effect is canceled by any solid barrier
barrier normal effects o [Invisible], but treat the target
that would normally be sufficient to block move-
move- as [Concealed] or purposes o aiming and other
ment without a special movement mode, and by interactions. Interestingly, this means that even
certain abilities that specifically block line
l ine o effect. i it would be hidden by a wall, you can see it as

Y
You
ou can establish line o effect even without line o
o though it had no cover. Unortunately, the wall
sight, and in some cases it may be possible to have will still stop an arrow. A successul Stealth check
line o sight without line o effect. For example, a against your Awareness deense 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 beneits 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.

󰀱󰀹󰀸

Darkvision [Disabled], and reducing a creature to -󰀱 HP or


Y
You
ou have si
sight
ght be
beyon
yond
d si
sight
ght,, but only
onl y a lit-
li t- less renders it either [Dying] or [Stable], at the
tle beyond. You can see in the dark, allowing discretion o the creature who dealt the damage.
you to ignore
igno re difficultie
diffic ultiess o poor
po or illuminat
ill umination.
ion.
Additionally,
Additio nally, magical
ma gical darkness
dark ness generated
gen erated by any Damage Types
effect o ourth circle or lower is reduced to an Damage in Legend breaks down into several cate-
uneven shadowing o your vision, allowing you to gories. Most o the time, these specific categories
ignore its effects. won’t matter, but on occasion (particularly when
dealing with [Resistance] they’ll
they’l l come up. When
Blindsight they do, here’s what you have to remember.
[Blindsight] unctions as i it were [Darkvision]
within its limited range, but ignore magical Physical
darkness o 󰀶th circle or lower, and ignores Damage rom attacks made with weapons and un-
[Concealed], [Fully concealed], the [Invisible] specified damage rom extraordinary abilities and

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.

Injury and Death Magic


Damage rom [Force], [Negative] and [Positive],
Injury as well as unspecified damage rom spells, spell-
In Legend, hit points represent an abstract resource like abilities and supernatural abilities is magic
reflecting stress levels, endurance, and fighting ca- damage.
pability. Serious injuries do not generally happen
until a creature is on its last ew hit points; that is Additional Damage
why one can restore hit points with a decent rest Additional
Addit ional damage is damage that is dealt as a
and even more with trivial Medicine checks. part o an attack, ability, condition, or effect and
Some effects inflict damage that might amount is added to its damage. I the additional damage
to an injury or particularly serious conditions that is originally stated to have a type or associated de-
can impair a creature’s combat and social abilities. scriptor that does not match the type or associat-
See the Condition Summary section or these ed descriptor o the attack, ability, condition, or
conditions. effect’s damage, then it is dealt separately as that
Once a creature is on its last ew hit
hit points, type with the associated descriptor (i any).
serious wounds and injuries become a concern. Whenever damage gains a descriptor that is a
Reducing a creature to exactly 󰀰 HP renders it specific damage type, replace that damage’s type

Chapter IX: Combat


Combat Rules 󰀱󰀹󰀹

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 beore 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.

󰀲󰀰󰀰

Condition Summary Blown Away


A creature can be [Blown away]
away] in a specific direc-
di rec-
I more than one condition affects a character, tion by winds o high velocity. A creature on the
apply them all; however, multiple copies o the ground that is blown away is knocked [Prone] and
same condition do not stack unless the condition rolls 󰀱d󰀴 × 󰀱󰀰 f,
f , away rom the source o the effect
description specifies otherwise. I certain effects unless otherwise specified. A [Flying] creature
can’t combine, apply the most severe effect. that is [Blown away] is blown 󰀲d󰀶 × 󰀱󰀰 f instead.

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

Chapter IX: Combat


Combat Rules 󰀲󰀰󰀱

continuously been [Burning]. Te damage is not Confused


subject to [Damage reduction] or [Resistance]. A [Conused ] creature cannot determine its own
Tis condition lasts three [Rounds], but the du- actions. I an opponent takes an offensive action
ration resets each time an effect would inflict it. against a [Conused] creature, that opponent be-
Creatures may spend a move action to remove this comes the [Conused] creature’s jerk. Te crea-
condition rom themselves or a creature within ture takes offensive actions against the jerk on
[Melee] range, but doing so provokes attacks o its next turn (as long as it is still conused when
opportunity. that turn comes), moving toward it as necessary. A
[Conused] creature may attempt to leave an area
Checked o effect created by an offensive action so long as
A creature that is [Checked ] is prevented rom this would not prevent it rom taking
taki ng offensive ac-
achieving orward motion by an applied orce, such tions against the jerk. A [Conused] creature may
as wind. [Checked] creatures on the ground merely only make attacks o opportunity against the jerk.
are unable to move in one or more specified direc- I a [Conused] creature
creature has no jerk to target,

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 [Conused]
[Conused] 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 aaid. 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

dition, the creature is afflicted with that condition [Shaken] 1 +2

instead o the previous one. I a creature afflicted

󰀲󰀰󰀲

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 lie
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 lie 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 Deensive 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
[Deaened
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

Chapter IX: Combat


Combat Rules 󰀲󰀰󰀳

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-

ty to all d󰀲󰀰 rolls and to Armor Class. Whenever Flat-footed


a creature inflicts [Energy drained], the penal- A creature who has not yet acted during a combat
ty rom it stacks with any other penalties rom is [Flat-ooted], not yet reacting normally to the
[Energy drained], up to a maximum o the in- situation. In addition, a creature is [Flat-ooted]
flicting creature’s highest circle. (Tis does not against attacks made by any creature to which
decrease the penalty i it is already higher than it does not have line o sight. A [Flat-ooted]
the inflicting creature’s highest circle.) creature cannot make attacks o opportunity or
Unless otherwise noted, [Energy drained] ex- take immediate actions, and takes a -󰀳 penalty to
pires at the end o the [Scene]. Armor Class.

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,

󰀲󰀰󰀴

terrain does not cost them extra movement. A A grappled


grappled creature
creature may
may remove
remove the [Grappled]
[Grappled]
[Flying] creature can move through the space o a condition with a successul Reflex save made as a
non-[Flying] creature, and vice versa, but cannot move or standard action, or use an extraordinary,
end a movement in that space. [Flying] creatures spell-like, or supernatural ability or a spell with
have [Immunity] to [Ground] effects. a successul Will save. It still uses the action re-
quired or that ability on a ailed save. Te DC o
Frightened these saves is the highest among the grappling op-
A [Frightened
[ Frightened ] creature
c reature takes a -󰀲 penalt y to all ponents o the ollowing: 󰀱󰀰 + ½ opponent’s level
d󰀲󰀰 rolls, and must choose to fight or flee at the + the higher o the opponent’s SR or DEX mod-
beginning o its turn each [Round ]. I the creature
creature ifiers + 󰀱 or each additional grappling opponent.
decides to flee, its only available actions until the
beginning o its next turn are to Run and use its Greater Resistance
move action(s) to move. Whenever a creature with [Greater resistance] to
A [Frightened]
[Frightened ] creature that decides to fight on a particular damage type or descriptor would
would take

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

Chapter IX: Combat


Combat Rules 󰀲󰀰󰀵

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
deense 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

Awareness deense, that creature loses line o sight


Awareness stomach. [Nauseated] creatures are unable to at-
to the invisible creature. (Remember, the cumula- tack, cast spells, concentrate on spells, or do any-
tive modifiers to the Stealth skill are those listed thing else requiring attention. Te only action such
under the Stealth skill as cumulative to all Stealth a creature can take is a single move action per turn.
checks over the course o an [Encounter] and do Unless
Unless otherwise noted, this condition lasts 󰀱
not include the bonus granted by the [Invisible] [Round].
condition itsel.)
Panicked
Knocked Down A [Panicked]
[Panicked] creature takes
takes a -󰀲 penalty
penalty on all d󰀲󰀰
Dependingg on their size, creatures can be [Knocked
Dependin rolls. A [Panicked
[Panicked ] creature’s only available actions
down] by winds o high velocity or other orces. are to Run and use its move action(s) to move.
Creatures on the ground are knocked [Prone] by Unless otherwise
otherwis e noted, this condition
condit ion expires
the orce o the wind. [Flying] creatures are in- at the end o the [Encounter].
stead blown back 󰀱d󰀶 × 󰀱󰀰 f.

Lesser Resistance Paralyzed


Whenever
When ever a creature with
w ith [Lesser
[Les ser resistance]
resistance ] to A [Paralyzed]
[Paralyzed ] creature is [Helpless]. When a crea-
a particular damage type or descriptor would ture becomes [Paralyzed], it loses the [Flying]
take damage rom that damage type or would condition and alls. A creature can move through
take damage with that descriptor, it is reduced a space occupied by a [Paralyzed] creature, wheth
by hal that creature’s character level (minimum er or not the [Paralyzed] creature is an ally. Each
󰀱 point o reduction), or i the effect granting that square occupied by a [Paralyzed ] creature, howev-
howev-
creature [Lesser resistance] does not originate er, counts as difficult terrain.
terrain. Once per [Round],
[Round ],

󰀲󰀰󰀶

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
successul
ssul 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 successul 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 beneit 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 successul Fortitude save one [Round].
(DC 󰀱󰀰 + ½ opponent’s level + the higher o the
opponent’s SR 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.

Chapter IX: Combat


Combat Rules 󰀲󰀰󰀷

[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

Shaken one [Round].


A [Sha
[Shaken]
ken] creature takes a -󰀲 penalty
pena lty on d󰀲󰀰
rolls. [Shaken] is a less severe state o ear than Swimming
[Frightened]
[Frightened] or [Panicked]. [Swimming] creatures are submerged, and must
Unless otherwise
otherwi se noted, this condition
condi tion expires navigate with either the Athletics skill or the
at the end o the [Encounter]. Swim movement mode. [Swimming] creatures
are submerged deep enough that suraced crea-
crea -
Sickened tures treat them as outside their [Melee] range
Te creature takes a -󰀲 penalty on all d󰀲󰀰 rolls. (and vice versa), but at a shallow enough depth
Unless otherwise
otherwi se noted, this condition
condit ion expires that they can be targeted by ranged attacks and
at the end o the [Encounter]. are caught in area effects. [Swimming] creatures
are only considered adjacent to other [Swimming]
creatures.

󰀲󰀰󰀸

[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

extra movement. Tey are at risk or suffocation,


however, unless they possess the Swim movement Descriptor Summary
mode or don’t need to breathe. A [Swimming] [Acid] effects consist o caustic substances that eat
creature can move through the space
sp ace o a creature away at whatever they hit.
that is not also [Swimming], and vice versa, but
cannot end a movement in that space. [Arming] effects create a new weapon or transmute
Once per [Round], a creature
creature in an appro- an existing weapon. No two [Arming] effects can
priate liquid may dive or surace. Diving re- coexist on the same weapon. Additional [Arming]
quires a swif action, and allows the creature to effects applied to the same weapon override ones
begin [Swimming], which causes it to lose the previously applied.

[Burrowing] or [Flying] conditions i it possesses


either. Suracing requires an Athletics check as a [Binding] effects control or restrict a creature’s
move action, with a DC equal to that o a check movement.
or the liquid medium the creature is currently
swimming in. Success means the creature is no [Cold] effects create icy substances or leech heat
longer [Swimming]; ailure means the creature rom an area.
continues [Swimming],
[Swimming], but the action is still used
up. Diving and suracing both provoke attacks o [Darkness] effects absorb or obstruct light.

opportunity.
[Death] effects horribly harm a creature and gen-

Unconscious erally threaten to leave it [Battered]. A creature


An [Uncons
[Unc onsciou
cious]
s] creatures
creatu res is [Helples
[Hel pless]
s] and may only activate one death effect in any given
entirely unaware o its environment. It does not [Round].
have line o sight to anything, cannot take mental
actions, and has an Awareness o 󰀰. Unless other- [Dispelling] effects end active effects created by
wise noted, this condition lasts until the end o spells or spell-like abilities. I a creature using a
the current [Scene]. [Dispelling] effect on an opponent does not know
what effects are present on the opponent, the
highest-circle effect eligible to be ended is ended.
Vulnerability Ending an effect created
created by a spell or spell-like abil-
Whenever
When ever an attack or ability
abil ity would deal damage ity that targeted a creature ends only the effect on
to a creature, i that creature has [Vulnerability] that creature and does not affect other creatures.
to one or more damage types and/or descriptors

Chapter IX: Combat


Combat Rules 󰀲󰀰󰀹

[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

given attack roll.


[Figment] effects create
create an illusory
illusor y image, object, or
sound. [Negative] effects are tied to negative energy, which
animates and bolsters [Undead] creatures but is
[Fire] effects burn stuff. inimical to living creatures.

[Force] effects create tangible magical structures or [Positive] effects are tied to positive energy, which

shapes heals and invigorates living creatures but harms


[Undead] creatures.
[Glamer] effects alter or obscure the appearance o

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.
deense 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.

Chapter IX: Combat


Combat Rules 󰀲󰀱󰀱

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.

Glossary Any ability


abilit y that gives a ocus point adds the
t he point
to the same pool. Focus points rom this pool may
be spent on any ability that requires them. Focus
Ally reers to any creature in an [Encounter] that points are lost at the beginning and end o each
you choose to regard as riendly or the purpose o [Encounter].
any particular action
a ction or abilit
abi lity.
y. You
You cannot treat a
creature as an ally unless they allow you to do so. Obstacle reers to an object that takes up the edge
Y
You
ou are always your own ally. You
You can assign
ass ign this o a square, a vertex o a square, or one or more
term as you wish, though a creature can never be squares themselves on the battlefield (creatures are
treated as both an ally and an opponent or pur- not objects). Te existence and placement o obsta-

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 reers to making an attack roll in order to
hit a creature with a weapon, ability, or natural Offensive action reers 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 reers 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 reers 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 reers only the natural, unmodified poses o a single instance o the same effect.
roll, beore 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
deault 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

Chapter X: GM ools 󰀲󰀱󰀳

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 preers 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 powerul enough to challenge each other.
best or your group’s enjoyment o the game. Since an encounter is
is an abstract measure o

time it can vary somewhat in length, but certain


abilities work only a certain number o times per
What is an Encounter? encounter. Tese sorts o restrictions are meant to
model special moves, limited resources, or other-
encou nter, in Legend, is any situation where
An encounter, wise exhaustible abilities that can be used in the
player characters are challenged, threatened, or space o a short conflict, but not constantly or with
have the opportunity to gain something o value. regularity. As such their use is restricted and will
Encounters should generally have some narrative take recovery time beore the next encounter, but
significance. For instance, a party o 󰀱󰀰th-level not so much that they won’t be ready i/when the
characters isn’t really threatened by a couple o next wave comes. Since many abilities in Legend
󰀲nd-level bandits and won’t get anything useul have this restriction and require downtime once ex-
out o them, so there’s not much point in making hausted, it’s important that the heroes get a chance
an encounter out o it. On the other hand, dozens to breathe once in a while beore moving onto the
o individually
individual ly weak bandits might orm a Myriad
(a sort o mob or swarm monster described in this Abilities Outside of Combat: While some abilities are
chapter’s Mook rules) that a more powerul oe restricted in uses per encounter, this doesn’t mean
might hurl at the player characters to wear them that they can’t be used outside o a combat setting.
down as part o a larger encounter. Similarly, i Many o
o these abilities are designed
designed with encounters
simply encountering a creature will wipe out the in mind, but outside o stressul or challenging situ-
player characters, you could instead make an en- ations they are still available or characters to find
counter where the creature is basically a part o creative uses o. Such abilities are typically useable
the environment (like 󰀱st-level students fleeing as every ew minutes, as appropriate or your group
a giant radioactive iguana rampages through their and the pace o your game.

󰀲󰀱󰀴

next challenge. Stringing what would normally be item uses, and hit points generally rereshed 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 rereshed at the end o a scene are ofen
ects automatically wear off at the end o an en- very powerul 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 beore 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

Chapter X: GM ools 󰀲󰀱󰀵

benefit gained by having the extra creatures, es- success rate or all other levels when we look at
pecially since deeating 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 deeat 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 deeat 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 comortable 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 preers 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

in most encounters, with occasional encounters characters’ abilities


abil ities is a “mirror match,” where the
that are particularly challenging. opposition is a group o creatures each o whom
is the same class and level as one o the player
characters.
Encounter Design An EL one level higher than the party’s
party ’s is push-
push-
ing it, and should only be used occasionally or ex-
W
We’ve
e’ve established some general principles or how tremely difficult encounters.
Legend encounters are expected to work. It’s pos- In general, extremely difficult encounters be-
sible to calculate the level o a given encounter or come “saer” i you use several lower-level crea-
each side in a conflict. As mentioned beore, we tures instead o using one particularly high-level

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 deenses or unstoppable attacks
attacks..
your group preers
preer 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 iner 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.

Chapter X: GM ools 󰀲󰀱󰀷

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 thereore 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 conrontation 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 beorehand
beore 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

els below the PCs’ encounter level. Using three or as 󰀳 to 󰀵 EL in their


t heir avor. Tis can get out o hand
our monsters a level lower than the PCs, or 󰀵 or with certain players or enemies being ar too pre-
󰀶 monsters a couple o levels below the PCs, is a pared or the task at hand to even be considered
classic example o a monstrous “hit squad” that challenging to them, in which case the EL has
the players can deeat while still having to spend shifed even urther than 󰀵 in their avor and the
meaningul resources on winning encounters. encounter’s design probably needs an adjustment.
Generally speaking, you can reasonably expect Sometimes it makes sense or one party’s prepa-
the player characters to handle somewhere be- ration to outclass the other’s, but do be aware o
tween 󰀳 and 󰀵 encounters o this type beore re- how this will affect the challenge o your encoun-
quiring a ull 󰀸-hour rest. ters should such advantages be available.

Ambushes
Encounters can be airly straightorward, 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 beore 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 meaningully 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 conrontations,

󰀲󰀱󰀸

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 helpul 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 thereore 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 terriy 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

Chapter X: GM ools 󰀲󰀱󰀹

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

can substantially increase the time it takes to re- time.


solve combat encounters. GMs who are strongly Finally, cohorts should never be more than 󰀳
concerned with speed o play or who are GMing levels lower than the players, and 󰀲 levels is gener-
or large groups (particularly groups with 󰀶 or ally an unusually
unusual ly wide gap or a permanent cohort.
more players) should thereore probably avoid Creatures who are substantially lower-level than
the use o permanent cohorts and may wish to re- the player characters are extremely vulnerable to
strict access to temporary cohorts. Additionally, area effects, and the roleplaying value o a perma-
cohorts are usually too much work or beginning nent cohort cannot be maintained i the cohort is
players, as beginning players have ofen not yet unctionally just cannon odder.
learned to play a single character.

On the other hand, cohorts offer a great deal Temporary Cohorts


o utility to small groups (such as solo campaigns emporary cohorts are allied to the player charac-
or groups with only 󰀲 or 󰀳 regular players), and to ters via short-term bargains, common enemies, or
experienced players who understand and can deal occasionally pure happenstance. Generally speak-
with the mechanical implications o cohorts. ing, a temporary cohort will not remain with the
PCs or longer than a single scene; certainly, a crea-
Cohort Rules ture remaining with the PCs or an entire quest is
Some basic rules apply to all cohorts. Te first, in the process o becoming
b ecoming a permanent cohort.
and most important, is that cohorts are always emporary cohorts do not trade magical items
at least one level lower than the player characters. with the player characters, and the presence o a
W
Wee instituted this
t his rule or a number
numbe r o very good
goo d temporary cohort does not qualiy a player or
reasons – most importantly, it keeps the story any eat or item with a prerequisite o “cohort.”
centered around the player characters, instead emporary cohorts do not automatically gain
o leaving the player characters overshadowed levels when the players do (although at the GM’s
by an NPC used to advance the plot and create discretion, they may level up beore, with, or a-
non-interactive “cutscene” play. Additionally, the ter the players). I the GM and players decide
purpose o creating cohort rules is to duplicate the
th e that a temporary cohort has become permanent,
concept o “leadership,” “mentorship,” or supply and the cohort was 󰀳 levels lower than the play-
the PCs with dragon
d ragon mounts and similar awesome ers, it immediately gains at least one level (and, o
things. Tere’s simply no point in having the PCs course, no more than two), so that it is within the
be in charge o characters that are more power- level range or a permanent cohort.
ul than they are, and NPCs that are employing emporary cohorts can be asked to partici-
the PCs or otherwise in charge o them should pate in social encounters on the player characters’

󰀲󰀲󰀰

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 preer 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 preerences 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 preerences 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 reusal 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-

Group dard” Barbarian class, as written, can withstand


a great deal o direct attack and specializes o-
Tere are a number o issues that can affect overall ensively in destroying large numbers o lesser
game balance, and specifically the relative “worth” mortals; socially, Barbarians work best with the
o encounters, which are not directly based on Intimidate skill because o track eatures that

Chapter X: GM ools 󰀲󰀲󰀱

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. Unortunately, us-
a single powerul 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-
powerul ranged attacks is in serious danger rom plest, “character optimization” simply reers 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 erul. 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 oer
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.

Chapter X: GM ools 󰀲󰀲󰀳

» GMs may pick the key offensive


offens ive and deensive Sample Dire Wolf
attributes o monsters as they see fit. EL 4 Utter Brute Barbarian
» Monsters should not have consumables unless
they are recurring villains or loot on legs. Utter Brute/Path of the Ancestors/Path of Destruction/

Most monsters are Full Buy-In. Battle’s Tempering


As an example, let’s make a dire
d ire wol. First, we’re
going to use the Utter Brute track as our racial +3 40 f [Average]
INI SPEED [ A ni m a l ]
track. Tis gives us a great layout, and fits with
Combat Maneuver DC 󰀱󰀵
the idea we’re trying
tr ying to convey mechanically. We
We
80 18 Fo r t + 󰀸 Re +󰀵 W i l l +󰀴
don’t even need to change the key modifiers.
mod ifiers. Next,
HP AC Aw a r e n e s s 󰀱 󰀶
we decide that we’d like to make this critter a 󰀴th [ Da r kv i s i o n]
level character. We’ll have a progression rom one [ Da m a g e r e d uc t i o n] 󰀲

to twenty, so that i we need to adjust its power A A C K A C  I O N


+10 12 Bite
we can just bump it up or down a level later. Next,
A K DAMAGE [Melee] (󰀱 󰀵
let’s pick our other tracks. Dire wolves are pretty t)
mundane in nature, so we’d like to avoid magical
offensive abilities. Tis limits our access to some
o the more interesting melee options. Let’s use
two barbarian tracks, Path o Destruction and
Path o Ancestors. We’re going to go with Full
Buy-In as well. For the final track, let’s use Battle’s
empering.
Next, we
we have to figure out what our progres-
sion looks like. We definitely want the second
ability rom Utter Brute, so Utter Brute is our
ast progression track. We also want the second
ability rom Battle’s empering, to make our wol
more difficult to take down easily. So it turns out
that we want to have Path o Ancestors as our Full
Buy-In track, and Path o Destruction in our slow
progression.
For added effectiveness, consider pairing your
monsters up with allies that can take advantage o
their strengths, and shore up their weaknesses.

󰀲󰀲󰀴

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

󰀱󰀴, Perception 󰀱󰀴 Unforgiving II :


As the
t he Dire Wol dies,
d ies, it can take
Feats: Weaponized, Sinister Sinews, Meteor Crush a single standard action (though it is still [Dead]
[Dead ]
KOM: Constitution (+󰀴) KDM: Strength (+󰀳) BAB: +
+󰀴
󰀴 aferwards).

Activated Abilities Passive Abilities


Meteor CrushEX: As a standard
stand ard act
action,
ion, the di
dire
re LineageEX: Any effect that would heal the
t he dire
di re wol
wol may make a single melee attack against an but does not originate rom it heals it 󰀴 extra
opponent within 󰀱󰀵 f, even i that opponent is points o damage.
[Flying] and the wol is not. Tis attack deals 󰀲
extra damage. Leading the ChargeEX: When using the Charge com-
I this attack hits a [Flying]
[Flying ] opponent, that op- bat maneuver, the dire wol ignores the normal -󰀲
ponent takes 󰀲 additional damage, stops [Flying], penalty to Armor Class.
loses the Fly movement mode until the
th e start o the
wol ’s next turn, and is knocked [Prone].

CleaveEX: As a swif action, i the dire wol hits


an opponent with a melee attack, it can make a
cleave attack by applying that attack roll to an-
other opponent within 󰀱󰀵 f. I the result hits that
opponent, the wol does normal melee damage to
the second opponent as well.

EvasionEX: Once per [Encounter], i the Dire Wol


succeeds on a Reflex save against an effect that
would have a reduced effect on a successul save,
it suffers no effect.

Hard to BreakEX: Once per [Encounter], i the Dire


W
Wol
ol succeeds on a Fortitude or Will
Wi ll save against
an effect that would have a reduced effect on a
successul save, it suffers no effect.

Chapter X: GM ools 󰀲󰀲󰀵

Mooks Archetype is considered


consid ered an Unarmed
Unarmed Strike
For a given EL, there exists a sweet spot or flunkies, or the purposes o all abilities and effects.
minions and peons. Tese rules are used explicit- I a mook gains a weapon through an ability
ly or the extremely rapid creation o monsters or or effect, that weapon’s base damage is re-

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.
󰀱󰀰, 󰀸, 󰀸, 󰀸.
»

Mooks do not gain eats or items, and only Strikers


some mook Archetypes have tracks. Strikers are light melee attackers who can dish out
» Mooks have whatever creature type you see fit a lot o punishment but can’t take much. Tey use
to grant them, and are considered to have a the Low HP column and have a melee attack that
BAB equal to their level, except it does not deals 󰀱d󰀶 damage, plus 󰀳 damage per level.
grant them any bonuses to attack rolls, AC, Strikers have a move speed o 󰀴󰀰 f + 󰀵 f per 󰀳
or additional attacks on an attack action. levels, and at 󰀸th level they gain either the Fly or
» Armed Mooks : I you wish to reflect arma- Swim movement mode.
ments in a mook’s possession, you can
make it an Armed Mook, granting it the Turrets
benefits o one or two weapon properties. urrets are heavy ranged attackers
urrets attac kers that have diffi-
d iffi-
Additional
Addit ionally,
ly, an Armed Mook can be dis- culty getting out o dodge. Tey use the Low HP
armed. I an Armed Mook is disarmed, it column and have a ranged attack ([Close] range)
loses its weapon properties, its attack range that deals 󰀱d󰀶 damage, plus 󰀳 damage per level.
becomes [Melee], and the damage per level urrets have a move speed o 󰀲󰀰 f + 󰀵 f per 󰀵
rom its archetype is halved while disarmed. levels, and gain a +󰀱 bonus to attack rolls, which
increases to +󰀲 at 󰀱󰀱th level.
Standard Mook Archetypes
Minions
Scouts Minions are mooks o the more dangerous kind,
Scouts are light ranged attackers designed or ha- and combine the benefits o any two o the ollow-
rassment. Tey use the Low HP column and have ing mook Archetypes: Scouts, Grunts, Strikers or
a ranged attack ([Close] range) that deals 󰀱d󰀶 urrets. Tey gain the higher hit point total and
damage, plus 󰀲 damage per level. movement speed o the two Archetypes, and can
Scouts have a move speed o 󰀴󰀰 f + 󰀵 f per 󰀴 use the attack granted by either.
levels, and at 󰀸th level they gain either the Fly or
Swim movement mode. Experts
Experts are mooks with more varied and sophis-
Grunts ticated abilities, who can be used to create more
Grunts are heavy melee attackers that can suffer substantial challenges.
significant amounts o punishment.Tey use the Experts use the High HP column, have ei-
High HP column, and have a melee attack that ther a melee attack with a range o [Melee] or a
deals 󰀱d󰀶 damage, plus 󰀲 damage per level. ranged attack with a range o [Close] that deals

Chapter X: GM ools 󰀲󰀲󰀷

󰀱d󰀶 damage, plus 󰀱 damage per level, and have a Operatives


move speed o 󰀳󰀰 f + 󰀵 f per 󰀳 levels. At 󰀸th lev- An Operative is more o a orce to be reckoned
reckone d
el, Experts gain either the Fly or Swim movement with: an Expert, Elite, Ace or Miniboss with ac-
mode. Experts have a single track, which they cess to some o the resources o a true character.

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 qualiy 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

󰀲󰀲󰀸

Myriads the body is shunte


s hunted
d to the nearest open space. A
Sometimes you just need a bunch o bodies that hydra might sprout a new head; however, it prob-
all over quickly. Sometimes you need a good ably wouldn’t make sense or a mob to sudden-
model or a swarm o rats. Sometimes you need ly ‘grow’ new members. But a deeated opponent

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 maniestation 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 deeated 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

Chapter X: GM ools 󰀲󰀲󰀹

prevent a body rom being pushed or otherwise


moved against its will.

Attacking with Myriads

A myriad can’t normally


normal ly make attacks, including
includi ng
attack actions, combat maneuvers that involve
making an attack, and attacks o opportunity.
Rather, as a standard action, an entire myriad can
Flail against up to one opponent per undamaged
body it possesses. (No opponent can be
b e selected
more than once.) I the myriad is based on the
Grunt Archetype, each target must be within
[Melee] range and line o sight
s ight o at least one o
its bodies; i the myriad is based off o the Scout
Archet ype, it must be within [Close]
Archetype, [Close ] range and
line o sight o at least one o its bodies.
Flail deals 󰀱d󰀶 damage, plus 󰀱 damage per level,
and does not require any attack roll or prompt a
save. Tis increases to 󰀲d󰀶 damage, plus 󰀲 damage
per level at 󰀸th level. Flail makes myriads danger-
ous at low levels, a credible threat in multiples or
with support at mid-levels, and
an d useul or pressure
damage at high levels.
I a myriad using the statistics o a Grunt ben-
efits rom an effect or ability that would trigger
when it hits with a melee attack, or a myriad us-
ing the statistics o a Scout benefits rom an e-
ect or ability that would trigger i it hits with a
ranged attack, the myriad may make one attack
roll against a single creature against which it Flails
each time it Flails. I this attack roll equals or ex-
ceeds the creature’s AC, the effect or ability trig-
gers. Tis attack roll has no other effect.
󰀲󰀳󰀰

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 – conrontations resolved by
talk instead o by orce – are key actors in any
roleplaying game that gives players nonviolent op-
tions or conflict resolution. Unortunately, many
roleplaying games either provide too ew social
“tools” to players or make the tools available ar
too powerul, 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 󰀲󰀳󰀱

crossbow-armed bandit into a helpul citizen who Using Tokens


wants nothing more than to hand the players a During a social encounter, i you have at least one
map to guide them through the orest. token available or use against the creature with
During the early design stages o Legend, we de- whom you are interacting, you can make a “de-

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 preer 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 successul 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.

󰀲󰀳󰀲

Ending a Social Encounter Advice for GMs


Ending a social encounter can be either a serious Running social encounters
encounters has both blessings and
blow to one’s credibility, or a straightorward part- curses. Here are a ew basic principles that can
ing between colleagues. Each circumstance, and make a GM’s lie much easier.

the resulting consequences, are discussed below.


Secrecy
Walking Away From Bidding A key to any bidding
biddi ng system is the idea that op-
W
Walking
alking away
away rom
rom bidding is generally a response
response ponents don’t know one key aspect o each oth-
to a completely unacceptable demand, and ofen er’s resources. In poker, the unknown resource is
one that the responder doesn’t have the resourc- the other player’s hand o cards. In an auction, as
es to counter normally. As such, walking away in Legend, the unknown is how much the bidders
severely impacts your credibility, and you lose all have available to bid (since in most cases, bidding
tokens that you had gained in that social encoun- signals the bidders’ priorities airly well, so the
ter. Additionally, walking away sends the message question o how much the bidders are willing to
that nothing urther can be
b e accomplished through bid becomes apparent with time).
social encounters, and the other party may resort Te problem, o course, is that while a GM can
to subteruge or orce in the uture. (and likely should) keep the result o NPC skill
checks secret, and certainly can keep tokens rom
Ending Social Encounters Amicably other sources secret, the GM can maintain perect
p erect
I all bids have been resolved, or no bids have been metagame knowledge o what tokens the players
made, you can end a social encounter by walking have. So the GM has the ability to create bargain-
awayy (although
awa ( although exchanging pleasantries is tradi- ing strategies that are much too strong or NPCs,
tional, rom an in-character perspective). Ending given the knowledge that the NPCs would have
a social encounter in this way imposes no penalty, in-character.
and you retain all tokens that you have not spent Te best way to solve this problem, o course,
during bids. is or you to behave as a GM in the same way you
would want your players to behave i they had, or
Role-playing and Social Encounters: We recognize that example, a strong metagame amiliarity with a
not all groups enjoy extensive in-character
in-character conversa- specific monster’s
monster ’s stats. o
o the best
b est o your ability,
abil ity,
tions in their tabletop
tabletop games. I your group
g roup doesn’t, “play” NPCs as you think the NPCs would act with
eel ee to simply make the skill checks and bid to-
to - the knowledge they have available. In the case o
kens without making speeches appropriate to the tokens that have some sort o material measure
skill checks. Nobody’s watching over your shoulders. (see Chapter XI), have NPCs that can research
I your group enjoys in-character debate an
and
d politics, do the research to discover the PCs’
P Cs’ capabilities
however, the GM may grant a +󰀱 or higher bonus to – but don’t just randomly give NPCs knowledge,
a PC’s skill check i the player makes a particularly particularly knowledge that doesn’t exist in-game.
persuasive argument in character.
character.

Chapter XI:
XI : Non-Combat Encounters
Encounters 󰀲󰀳󰀳

Example Social Encounters Skill Games


Buying Dinner During the
th e course o play, characters may run into
In a large city with established currency, this isn’t a wide variety o situations beyond the scope o

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 conron- 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 comort 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 careul 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 peaceully. 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 beore 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 successul 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 inormation 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 inormation a Bluff check, as usual.
that’s actually actionable instead o ake cones-
sions. Tus, Interrogation uses time and inorma- Extract: Tis is the action that the interrogating
tion as scoring resources. Te goal o the party un- party uses to gain the inormation 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 inor-
rounds] beore 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- inormations, 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: Inormation 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 useul.

Interrogation Action Set Concession: Sometimes, you need to promise


Because the goals o the parties in play are asym people things beore they re willing to betray
metric, the options
opti ons open to them are different.
d ifferent. o
o their side. Guarantees made as part o concessions
this end, the
t he set o actions is tailored differently must be kept, or at least appearances o keeping
or each party. them must be made. I the interrogators have a

󰀲󰀳󰀶

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 solidiy 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

Lever- Bid Was Won by 0-2: You blew it and


age good. All your rolls are made at a -1 pen-
alty for the duration of the interrogation
Bid Was Won by 3: The party being inter-
rogated loses two tokens
Bid Was Won by 4: The party being
interrogated loses two tokens and may no
longer Stall

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 󰀲󰀳󰀷

Investigation a combat, a social encounter, or even another skill


game, is typically worth a single token. GMs may
Type of Skill Game: Option also choose to award a single token per [Scene] or
Number of Skills Chosen per Action Round: 󰀱 good roleplaying. Additionally, each [Scene], the

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 careully 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.

󰀲󰀳󰀸

At the same time,


time , the Investigation
Investigat ion skill
skil l game A Great Escape! (3 tokens): Until the end o the
should never be the only way to complete a [󰁑uest], the party can opt to interrupt a single
[󰁑uest] or solve a mystery. For many parties, the combat encounter with a Parkour skill game, with
Investigation game offers a clean, straightorward the party as the
t he pursued party in the Parkour skill

method o problem solving. For others, it offers game. Tis allows the party members to retreat
options like sae-houses and help rom law en- saely 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 heretoore 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 inormation and new in their possession
possession or another consumable o the

leads to ollow. same tier.

A Wicked Something! (8 tokens): Te players have Advance Man (2 tokens): Explosives get set, tool
learned enough to make lie 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 perorm miracles that would
roes. Te party aces a combat encounter with be perectly 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

󰀲󰀴󰀰

consumable o any tier they are normally granted Negotiation


at the beginning o a [󰁑uest].
Type of Skill Game: Bidding
Friendly Guild Mage (5 tokens): Until the end o the Number of Skills Chosen per Action Round: 󰀳

[󰁑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 useul 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 beore 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 powerul 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

Negotiation ends. concession. I it does not, or i your party did not


speciy a concession, it subtracts your party’s bid
Negotiation Action Set on this action rom its bid on the Demand action
Demand: Te party demands a concession rom beore determining the effects o its action. Te
one or more other parties in the skill game, who Hornswaggle action is purely a delay tactic,
tact ic, meant
are socially obligated to grant the concession. Te to orce negotiations.
nature o the demand is not determined until this
action is taken. Te simplest option available
available in Negotiation Action Table
Negotiation, demanding things is a time-honored Acttion Result
Ac
diplomatic tradition. Deman
Demand
d Bid
Bid Was
Was Wo
Won n by
by 1:
1: Your party successfully
demands a moderate concession which is
mutually beneficial to you and opposing
Pork Barrel: Your party chooses another party in parties.
Bid Was Won by 2: Your party successfully
the skill game. Tat party may grant your party a
demands a moderate concession which is
moderate concession. I it does, the chosen party potentially somewhat dangerous to op-
may add the bid made by your party this [Action posing parties, or a significant concession
which is mutually beneficial.
round] to its bid on the Demand action this Bid Was Won by 3: Your party successful-
[Action round] beore determining the effects o ly demands a significant concession that
its action. I the chosen party did not bid on the poses no danger to opposing parties.
Bid Was Won by 4: Your party successful-
Demand action this [Action round], it may add ly demands a significant concession that
the bid made by your party this [Action round] poses some danger to opposing parties.

to its bid on the Demand action during the next


[Action round] instead. I the chosen party does
not grant a moderate concession, your party’s bid
is canceled: your party is awarded a number o
tokens equal to the number it bid on this action;
and other parties ignore the bid made by your
party this [Action round] when determining the
effects o their actions.
Hornswaggle:
You resort to blatant threats, and
promise to crumple someone’s hopes unless
they give a bit. Your party chooses another par-
ty in the skill game, and may speciy a moderate

󰀲󰀴󰀲

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: 󰀳

Maximum Number of Actions per Action Round: 󰀳 Parkour Action Set


Skill List: Athletics
Athletics,, Acrobatics,
Acrobatics , Geography, Per-
ception and Stealth. I it is appropriate to the sit- Leads
uation, you may wish to include the Engineering, Run For It! (1 token): Te party gains 󰀱 Chase Point
History or Nature
Nature skills in addition to the skill list.
l ist. when actions are revealed during the next [Action
round]. I it is the Final Stretch [Action round],
Parkour takes place between two parties — the the party gains 󰀱 Chase Point now instead.
pursuing party, and the pursued party, as desig-
desig-
nated by the GM. Every once in a while, you need Take A Gamble (2 tokens): I the opposing party did
to orchestrate a dramatic chase through a crowd- not take any Hazard actions this [Action round],
ed street estival, across a sprawl o tenement roo- your party
part y gains 󰀲 Chase Points when
whe n actions
acti ons
tops, or in a stretch o burning orest. Te Parkour are revealed during the next [Action Round].
skill game allows you to resolve these sorts o Otherwise, your party gains 󰀱 Chase Point when
high-energy chases, and gives the GM and players actions are revealed during the next [Action
alike an opportunity to define small aspects o the round]. I it is the Final Stretch [Action round],
immediate setting. your party gains these
t hese Chase Points now instead.
Each party begins the Parkour skill game with 󰀳
Chase Points. A party’s Chase Points cannot drop Make Way! (3 tokens): Te party gains 󰀱 Chase Point
below 󰀰. Te party with the most Chase Points at each [Action round] when actions are revealed,
the end o the skill game wins the skill game. beginning with the next [Action round].
Actions in the Parkour skill game are divid-
ed into Leads, which allow parties to gain addi- Hazards
tional Chase Points, Hazards, which reduce the Barricade (1 token): Te opposing party loses 󰀱
opposing party’s Chase Points, Setups, which al- Chase Point when actions are revealed during
low parties to gain tactical advantages later, and the next [Action round]. I it is the Final Stretch
Contingencies, which allow
al low a parties to negate the [Action round], the opposing party loses 󰀱 Chase
effects o Hazard actions. No party can choose a Point now instead.
single action more than once per [Action round].
Once a total o either 󰀷 Lead or 󰀷 Hazard
Hazard ac- Sudden Twist (2 tokens): Te effects o a Make Way!

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 󰀱.

Misdirection (2 tokens): During any [Action round]


afer this one, when parties choose actions, the
party may choose to trigger this action. When
this action is triggered, the party does not reveal
actions it takes this [Action round], except or the
Sudden wist action or Contingency actions. Te
party still takes these actions this [Action round]
(which affects when the action’
action’ss effects occur); and
these actions are revealed during the next [Action
round] when actions are revealed. I it is the Final
Stretch [Action
[Action round], this action has no effect.

Momentum (3 tokens): During any [Action round]


afer this one, when parties choose actions, the
party may choose to trigger this action. When
this action is triggered, the party may increase the
number o Chase Points parties gain or lose rom
each o the party’s Lead and Hazard actions this
[Action round]
round] by 󰀱.

Contingencies
Stop (1 token): I the party would lose any number

o Chase Points this [Action round], it loses 󰀱 ew-


er instead.

󰀲󰀴󰀴

Environmental Rules Tis is, very explicitly, a all to your doom, and

and Hazards should not be a common occurrence. Use dramat-


ic plunges only sparingly, only when dramatically
Te rules presented below provide options or rep- appropriate, and be aware that what is a dramatic

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 deenestration. 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 deault, 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 󰀲󰀴󰀵

days equal to its Constitution modifier (mini- Environmental Hazards


mum 󰀱 day) begins starving or dehydrating, re- Be aware that environmental hazards can easily
spectively, and is [Energy drained] at the begin- become too deadly i applied in excess, leading
ning o each day. Te penalty rom the [Energy to an untimely demise or all involved. Tis can

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 careully. 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]
En󰁶iron--
En󰁶iron
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- cessul 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
successul
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 successul 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.

as [Revealed] or purposes o concealment grant-


ed by darkness, though not necessarily or other Unusual Areas
orms o concealment. It’s
It’s not so much that the
t he laws o physics ever break
as that they happen to be locally different on oc-
Onrush casion. Unusual areas are places where things are
From avalanches and mudslides to coursing rivers a little off rom the usual… or a lot off.
and great typhoons, a certain class o hazard alls
in the territory o “knocking you over and hitting Draining: Tese areas come in two varieties:
varieties : greater
you with
w ith stuff.”
stuff.” Tese
T ese conditions
cond itions are divided
d ivided by and lesser. At the beginning o each [Encounter]
severity,, rom easily-overcome currents or mud-
severity in a greater draining area, or each [Scene] in a
slides to brutal torrents o stone, water, or tor- lesser draining area, each creature in this area
nado-orce winds. When using an onrush, a GM suffer 󰀱󰀰 points o [HP reduction], which cannot
must determine whether the onrush occupies the be removed and lasts until the creature begins a
whole battlefield or a smaller defined area, what [Scene] outside o the area.
direction it is flowing, whether or not they want
to optionally designate it as a [Ground] effect, Elemental: Te area is a maelstrom o pure energy,
and its severity, rom one to five. classified as lesser, standard, or greater. Any crea-
Each [Round],
[Round ], at the beginning o its turn, each ture in the area at the start o its turn takes 󰀳, 󰀶, or
creature in the area o an onrush suffers the effect 󰀹 damage in a lesser, standard or greater elemental
corresponding to the onrush’s severity, listed in area, respectively. Tis damage is [Fire], [Cold],
the table below, as well as the effects correspond- [Acid], [Electricity], [Positive], or [Negative],
ing to each lower severity. A successul Fortitude chosen by the GM when the area is created.
save (DC 󰀵 + 󰀵 per severity o the onrush) negates
these effects. Folded space: Whenever
Whe never a creature in this area
moves, it may add the [eleport] descriptor to its

movement.

󰀲󰀴󰀸

Hard vacuum: In space, no one can hear you scream, Traps


so all creatures are [Deaened] while in this area. raps are generally part o the terrain. Abilities,
Tis condition cannot be removed and ignores such as the Scourge [Legendary] ability, that se-
[Immunity]. (In addition, creatures in a hard vac- riously alter the terrain can affect traps at EL 󰀱󰀰

uum must hold their breath or begin


b egin suffocating.) and below. At EL 󰀱󰀱 and above, traps are typically
protected by wards or other precautions.
No-fly zone: Due to local regulations, creatures in raps come in two major types: Concealed
this area lose [Flying] and the Fly movement
movement mode. raps, the standard or a dungeon
dun geon delve, and Open
Hazards, which include everything rom lava pits
Pressurized: All squares in this area are difficult ter- to ancient and deadly gear works. Concealed
rain, and all d󰀲󰀰 rolls made in this area suffer a -󰀲 raps ollow all the normal rules or traps. Open
penalty. Hazards ollow these rules, with some changes,
noted below.
Submerged: Creatures must use the Swim move-
ment mode or an Athletics check to navigate this Open Hazards
area. Te Fly movement mode cannot be used in Many dungeons are dominated by enormous lava
this area, and unless the environment is specifical- pits, sprawling spike traps, or just poor construc-
ly described as possessing solid ground to burrow tion standards. We call these
th ese Open Hazards. Open
through, the Burrow movement mode cannot be Hazards occupy twice as many squares as other
used in this area. traps, are automatically detected, and cannot be
disarmed, destroyed or otherwise deactivated,
Zero gravity: All creatures gain the Fly movement except where noted otherwise. Open Hazards
mode while in this
t his area, and using a ree action to have no recharge time. Creatures who remain in
start or stop [Flying] does not provoke attacks o the area suffer the effect again at the beginning
opportunity while in this area. Effects that would o their turns.
remove [Flying] and a creature’s flight speed unc- Generally, players should be able to over-
tion normally. come open hazards with enough preparation
and knowledge. Such knowledge can usually be
obtained with knowledge checks. Open Hazards
can range rom window dressing to brutally as-
sured total party kills. Open Hazards that cover
chokepoints or the majority o an encounter’s bat-
tlefield increase the EL o the trap by at least 󰀵󰀰󰀥

and should not be used regularly.

Chapter XI:
XI : Non-Combat Encounters
Encounters 󰀲󰀴󰀹

Triggering Traps A creature may also spen


spendd a standard action
actio n to
raps, undamentally, are all about going off. Tis gain a +󰀲 bonus to all checks and to Awareness to
can range rom a hail o deadly
deadl y arrows to a seeping
seeping detect traps until the end o his or her turn. I the
poison cloud. Regardless, traps at the end o the creature knows the general vicinity or nature o a

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 reerence 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 inormed 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 careully consider the increased di-
heating (to keep lava rom solidiying). 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.

ations. Building traps is hard, and takes a lot o


time. Most traps aren’t portable, and those that Trap Abilities
are become available through other means such
as the Proessional Soldier track. GMs can decide 1st Tier
i more traditional emplaced traps, as described Alarm: riggering this trap generates an effect like
here, are at the players’ disposal. noises or lights, alerting other creatures or acti-
Te majority o traps cause [HP reduction], in- vating other traps. Te exact effects o this de-
stead o damage, which lasts until the end o the pend on the
t he scenario but should generally cause
[Encounter] unless otherwise specified. At the other threats to materialize.
GM’s discretion, they may speciy this [HP re-
re -
duction] lasts until the end o the [Scene]. Tis Burn: riggering this trap causes any o a variety
is an optional rule or GMs who wish to use traps o effects, such as shooting arrows rom the walls,
to wear down their players
pl ayers over time. It is advised sending mammoth skulls cascading rom the

Encounter Maximum Recharge able 󰀱󰀱-󰀲


Squares Skill DC Save DC Rolls HP UAM
Level Ability Tier (Rounds) rap Stats
½ 4 10 13 3 10 3 1 3
by Encoun-
1 4 12 13 3 15 3 1 3
2 6 14 14 3 20 3 1 3 ter Level
3 6 15 15 3 25 4 1 3
4 8 16 16 3 35 4 2 3

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 󰀲󰀵󰀱

ceiling, creating spikes on the floor, or creating 2nd Tier


some other imminent violent threat, inflicting Shielding: Tis trap cannot be triggered. Tis trap
[HP reduction] equal to twice the sum o the protects other traps rom tampering by intruders,
trap’ss EL and
trap’ a nd UAM. granting all other traps in the current encounter a

+󰀲 bonus to their DCs until it is disarmed or de-


Flashbang: riggering this trap creates a disorient- stroyed. Tis bonus does not stack with bonuses
ing explosion o bright lights and loud noises, in- rom other Shielding traps.
flicting [Blinded] or one [Round]. A successul
Fortitude save negates this effect. Tis trap may Weakening
Weakening Poison: riggering this trap fires enven-
also draw the attention o any nearby guards. omed darts, fills the air with
wit h poison gas, or other-
wise afflicts creatures, inflicting [HP reduction]
Sticky Goop: riggering this trap covers its victims equal to the sum o the trap’s EL and UAM the
in an unpleasant, immobilizing sludge, inflicting next time the triggering creature takes damage
[Entangled]] or two [Rounds]. A successul Reflex
[Entangled or triggers a trap other than a Weakening Poison
save negates this effect. trap beore the end o the [Encounter]. Tis trap
cannot be triggered more than three times per
Obscuring Mist: riggerin
riggeringg this trap releases a thick
thic k [Encounter]. riggering this trap does not reveal
og, creating an obscuring mist, as the spell, cen- it i it has not been detected.
tered on the triggered square, with a duration o
UAM [Rounds].
󰀲󰀵󰀲

Delta Generator: riggering this trap siphons Sticky Gel: riggering this trap coats the unortu-
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.

Claymore Mine: his trap cannot be triggered 3rd Tier


except as an immediate action by its owner, a Reverse Gravity: riggering this trap lifs up those
creature in the encounter designated at the start within just enough to keep them rom going
o the [Encounter]. Its owner must be within where they want to with their own eet. Creatures
[Close] range to trigger this trap. riggering this within the trap’s area are [Checked] in all direc-
trap detonates the mine, dealing damage equal to tions i they do not have the Fly movement mode
the sum o our times the trap’s EL and twice its or UAM [Rounds]. A triggering creature with
UAM. Claymore mines cannot be triggered more the Fly movement mode is [Checked] in the di-
di -
than once per [Encounter]. Claymore mines are rection they were moving when they first entered
most suitable or those o a traditional mindset the trap’s square or one [Round].
regarding how many pieces they want their oes
in. Many use their unique triggering method to Drifting Minefield: riggering this trap detonates
attempt to get as many opponents inside affected one o the many component mines, inflicting
squares as possible. 󰀵 [HP reduction] and destroying the triggered
square, reducing the trap’s size by 󰀱. Tis trap re-
Blast: riggering this trap results in something charges immediately. At the start o
o each [Round ],
like a burst o flames or spinning blades that race each square o this trap may move up to 󰀱󰀰 f. Tis
down a hallway, dealing damage equal to twice trap is always an Open Hazard.
this trap’s EL.
Rocks Fall: riggering this trap makes rocks all on
Smash Trap: riggering this trap causes blunt-orce pesky adventures, inflicting [Battered] or three
trauma by such devices as swinging hammers, roll- [Rounds], and [HP reduction] equal to the trap’s EL.
ing boulders, or shooting stones, inflicting [Prone],
and [HP reduction] equal to this trap’s EL. Thrust Grid: riggering this trap releases a power-
ul shockwave, inflicting [Blown away] in a single
Acid: riggering this trap releases a caustic spray fixed direction chosen when the trap is placed,
that sears and distracts its victims, inflicting [Flat- and [HP reduction] equal to the trap’s EL.

ooted] or one [Round], and [HP reduction]


equal to level + UAM. Deadly Neurotoxin: riggering this trap afflicts
a creature with painul, debilitating spasms,

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, inlicting
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.

Force Wall: riggering this trap summons a bar-


ricade o pure magical energy, creating a wall
o orce, as the spell, with a duration o three
[Rounds], and up to hal the trap’s unoccupied
squares as the trap’s
trap’s area.

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 successul Fortitude save negates the
[Stunned]
[Stunned] condition.
󰀲󰀵󰀴

CHA PTER

Magic and Spellcasting


XII
Some insist that magic should be performed with ceremonial octograms, ram’s
skulls, and dribbly candles. Others make do with three small bits of wood and 2cc
of mouse blood. In ananyy case, unlike the specific abilities granted
g ranted by most feats and
tracks, spellcasting is a valuable resource for any character that values having just
the right tool for the job. Tis comes with a drawback – spells refresh more slowly
than most track abilities, so a would-be spellcaster would be wise to have a backup
plan in case his magic runs out prematur
prematurely
ely..

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.

Tere are, o course, many game systems with a


much lighter rule set, in which case it’s possible to
come up with a ailure mode or spells that consis-
tently advances the game’s story. In a rules-heavy

Chapter XII: Magic and Spellcasting 󰀲󰀵󰀵

game like Legend, in which


w hich effects are careully
careully and Classifying Magic
precisely described, there is less room or ambig-
uous effects that can randomly screw over player Since magic in Legend is largely predictable and
characters. I you need to expand the consequenc- measurable in nature, the set o classifications or
es o spellcasting, look to ability descriptions that magic is well-known to all creatures. It’s import-
describe potential environmental effects, such as ant to note that these classifications reer not to
a fire spell being capable o igniting easily com- what the spells accomplish, but to how the spells
bustible material. I you like magic to have a more “unction” – creation spells unction by creating
unpredictable eel, consider emphasizing rolled something that then unctions as it naturally
damage and the effects o targets’ saving throws as would, or example, but various creation spells
a unction o how correctly the spell was cast. accomplish very different things.
Spell-like and supernatural abilities can be
classified in the same ashion as spells, but are not
Magic in the Game subject to the same restrictions (specific rules or

World spell-like and supernatural abilities can be ound


in individu
ind ividual
al ability
abilit y descriptions).
Magic in Legend is a orce subject to laws that do
not arbitrarily change. Tis is a very important Creation Creation spells create matter of some
sort. This matter can be temporarily
concept, because it means that magic is subject to
formed from ambient energy, or can
experimentation;
experimentation; it can be studied and eventually
eventually be more permanent in nature.
even understood. Tis does not mean that magic Divination Divination spells provide the caster
with insight or precognition.
is always understood; the people o many game
Evocation spells bring forth bursts of
worlds have never come up with the scientific Evocation insubstantial energy.
energy. Some evoca-
method and many other game worlds lack the so- tions can be made to last, but none
are substantial in nature or create
cial stability to spread inormation widely. It does,
actual matter.
however,, mean that once you learn to use magic,
however magic , it Transmutation spells change the
generally works the way you expect it to, barring Transmutation structure or nature of matter.
the intervention o external orces.
As you
you might imagine, there are quite a ew
ways that magic can maniest, depending on the Acquiring Magic
place and people involved. In areas where magic
is eared instead o studied, or instance, magic All spellcast ing creatures in Legend gain the use o
spe llcasting
is never well understood. Unknown magical tech- spells via a specific track devoted to spellcasting.

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 successul
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 thereore 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 straightorward 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.

Attacks of Opportunity Sanctuary


– Opponents must make a Will save to
All spells
spel ls with
w ith a casting
castin g action
act ion other
o ther than “swif make offensive actions against touched creature
action” or “immediate action” provoke an attack until it takes an offensive action.
o opportunity rom
 rom any enemy creature within Bless – Allies
All ies gain +󰀱 to attack rolls
rolls and Wil l saves.
saves.

Chapter XII: Magic and Spellcasting 󰀲󰀵󰀷

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-

Second Circle: age to [Undead] creatures.


Cure Moderate Wounds – Restore 󰀲d󰀴 HP, +󰀳 per Death Ward – Creature gains [Immunity] to
level and remove one condition rom an ally. [Death] effects
effects and [Energy
[ Energy drained].
Reversal: Inflict Moderate Wounds – Deal 󰀲d󰀶 Repelling Ward – Opponents must make a Will
Wi ll save
damage, +󰀳 per level to an opponent. to approach within range.
Lesser Restoration – Remove 󰀲 conditions rom an
ally, rom an extensive list. Fourth Circle:
Status – Monitor the location and condition o Cure Critical Wounds – Restore 󰀴d󰀴 HP, +󰀵 per level,
allies. and remove 󰀲 conditions rom an ally.
Resist Elements – Creature gains [Lesser resistance] Reversal: Inflict Critical Wounds – Deal 󰀴d󰀶 damage,
to a specified energy type. +󰀴 per level to an opponent.
Reversal: Elemental Vulnerability – Creature gains Flame Strike – Create a column o flame that deals
[Vulnerability] to a specified energy type. 󰀲d󰀶 damage per level to those within.
Nature’s Power – Creature gains +󰀲 to attack rolls, Stoneskin – Creature gains limited [Lesser resis-
damage and DCs. tance] to damage.
Flame Blade – Ally’s
Al ly’s weapon
weapon deals an additional 󰀱 Restoration – Remove 󰀴 conditions rom an ally,
energy damage per 󰀲 levels. rom an extensive list.
Wind Walk – urn yoursel and allies into mist and
Third Circle: ride with the wind.
Call Lightning – Call down bolts o lightning that Hold Monster – Creature is rendered [Paralyzed].
deal 󰀲d󰀴+󰀱 damage per level to a single opponent Incantation: Creature is rendered briefly [Para-
each [Round]. lyzed], then [Slowed].

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.

󰀲󰀵󰀸

Fifth Circle: Seventh Circle:


Crush of Earth – Creatures in area are rendered Miracle – Perorm a miracle.
[Prone] and lose the ability to fly. Firestorm – Create numerous columns o fire that
Reversal: Reverse Gravity – Creatures and objects deal 󰀲d󰀶 damage per level to those within.
in area all upward. Mass Heal– Restore 󰀵d󰀴 HP, +󰀶 per level, and re-
Heal – Restore 󰀵d󰀴 HP, +󰀶 per level,
level , and remove 󰀳 move 󰀳 conditions rom allies in range.
conditions rom an ally. Reversal: Mass Harm – Deal 󰀷 damage per level to
Reversal: Harm – Deal 󰀷 damage per level to an opponents in range.
opponent. Incantation: Ally is restored to its maximum
max imum HP
Fist of the Earth – Allies within range gain a bonus and has 󰀵 conditions removed.
to damage and inflict [Slowed] with
wit h attacks. Control Winds – Create extremely powerul weather
Ring of Blades – Create a wall o blades that deals conditions.
󰀱d󰀸 damage per level to creatures within.
Sunburst – Burst o light deals 󰀲d󰀶 damage per lev- Tactician
el and leaves creatures [Blinded]. Te DC or actician spells is equal to 󰀱󰀰 + ½ your
level + your Intelligence modifier.
Sixth Circle:
Adamant Skin – Creature gains limited [Resistance] First Circle:
to damage. Comprehend Languages – Creature understands all
Greater Dispel Magic – As dispel magic, but ends speech and most writing.
higher circle effects. Dimensional Swap – Exchange the positions o two
Lightning Storm – Call down bolts o lightning that allies.
deal 󰀲d󰀴+󰀱 damage per level to opponents in Ensnare – Cause area to become difficult terrain.
range each [Round]. Grease – Create an area o slippery terrain.
Heart of Oak – Allies within range gain [Lesser re- Magic Missile – Fire one damaging bolt o orce per
sistance] to damage and [Immunity] to [Dazed] spell circle.
and [Stunned]. Obscuring Mist – A og orms around you, render-
Hallow – Create a magical field over an area that ing creatures [Concealed] within.
boosts allies’ spells and hinders opponent
opponents’
s’ spells. Silent Image – Create a detailed visual illusion.
Bloodwind – Howling wind inflicts [HP reduction]
that can also deal damage and inflict [Energy Second Circle:
drained]. Glitterdust – Create a burst that leaves creatures
Greater Restoration – Remove 󰀶 conditions rom an within [Blinded].

ally, rom an extensive list. Invisibility – Creature is rendered [Invisible] until it


takes an offensive action.
Fog Cloud – Create an area o og that renders crea-
tures within [Concealed].

Chapter XII: Magic and Spellcasting 󰀲󰀵󰀹

See Invisibility – Creature gains the ability to see Hold Monster – Creature is rendered [Paralyzed].
[Invisible] creatures. Incantation: Creature is rendered briely
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.

Third Circle: Fifth Circle:


Arcane Blade – Conjure a powerul, ethereal sword Crush of Earth – Creatures in area are rendered
into your hand. [Prone] and lose the ability to fly.
Clairaudience/Clairvoyance – See or hear a distant Reversal: Reverse Gravity – Creatures and objects
location. in area all upward.
Arcane Sight – Magical auras become visible. Wall of Force – Create a wall o invisible, impassible
impassibl e
Dispel Magic – End one or two magical effects, de- orce.
pendant on circle. Acid Fog – As solid og, but also corrodes creatures
Prying Eyes – Create magical eyes to scout or you. within.
Haste – Allies
All ies in an area gain a [Bonus attack]
attack] and True Seeing – See through nearly all darkness,
have their movement speed increased. [Figments], and [Glamers]..
Slow – Opponents in an area are [Slowed]. Legend Lore – Divine inormation about a person,
Fly – Creature gains the ability to fly. place, or thing.
Dimensional Anchor – Creature is rendered unable Teleport – [eleport] yoursel and several allies a
to use or benefit rom [eleport] effects. great distance.

Fourth Circle: Sixth Circle:


Solid Fog – As og cloud
cloud, but also hinders movement Greater Dispel Magic – As dispel magic, but ends
within. higher circle effects.
Freedom of Movement – Creature gains [Immunity] Find the Path – Divine the best path to a given
to [Binding] effects.
effects. objective.
Wall of Thorns – Create a wall o nearly impassable, Greater Scrying – As scrying, but the creature is not

deadly thorns. allowed a save i you have their possessions or


Scrying– Spy on a creature or area rom a great body parts.
distance. Greater Prying Eyes – Like prying eyes , but your
Detect Scrying – Detect scrying sensors. scouts see through [Figments] and [Glamers].

󰀲󰀶󰀰

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 deenses, 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.

Spell Descriptions Saving Throw: I a line in a spell description begins


with “Saving Trow”, the rest o the text displays
Te description o each spell is presented in a “None” i no saving throw is allowed against this
standard ormat. Each category o inormation is spell. It otherwise displays the type o save that
explained and defined below. may be made against the spell’s effect, and what
a successul save o that type means in relation to
Name: Te first line o every spell description
descript ion gives that effect.
the name by which the spell is generally known. » Negates: Te spell has no effect on a creature
that makes a successul saving throw.
Classification (and Descriptors, if any): Beneath the » Partial: Te spell causes an effect on its subject.
spell name is a line displaying the spell’s classi- A successul saving
s aving throw means that some
fication and any descriptors the spell may carry. lesser effect occurs.
»

Half:
Te spell deals damage, and a successul
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.

Chapter XII: Magic and Spellcasting 󰀲󰀶󰀱

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 successul 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.

󰀲󰀶󰀲

Arcane Blade caused by spells and spell-like abilities)


abil ities) and items
Creation [Arming], [Force] within [Medium] range that are within your line
Circle: actician
actici an 󰀳 o sight. Whenever you attempt to identiy locat-
Casting Time: 󰀱 swif action ed magical effects or items, you may do so or all
Range: 󰀰 f located effects or items within [Medium] range
Effect: Sword made o pure orce instead o all located effects or items on a single
Duration: [Encounter] creature or square.
Saving Throw: Wil
Willl negates; see text
Bless
his spell creates a weapon o pure orce on Evocation
your person.
pers on. When
Whe n you cast this spell
spe ll,, choose
cho ose Circle: Shaman 󰀱
three weapon properties other than [Barbed], Casting Time: 󰀱 standard action
[Elemental], and [󰁑uick-draw]. You may draw Effect: Spread with a radius o your [Close] range
the weapon immediately with no action cost. Duration: [Encounter]
Te weapon has the chosen weapon properties. Saving Throw: None
Whenever a creature deals damage with an attack
using this weapon, it deals additional damage You
You create a spread
sp read with a radius o your [Close]
[Close ]
equal to your level and all damage it deals with range originating rom you, which grants allies in
the attack gains the [For
[ Force]
ce] descriptor. Te first its area a +󰀱 bonus to attack rolls and Will saves
time each [Round]
[Round ] that you hit an opponent with or the duration o the spell.
an attack made using this weapon, that opponent
becomes [Shaken] or one [Round]. A successul Incantation: Te target o your Incantation gains a
Willl save negates
Wil negates the [Shaken] cond ition. +󰀱 bonus to attack rolls and Will saves. Tis bonus
I you are disarmed or put down the orce increases by 󰀱 or every six levels you possess.
weapon, the spell ends.
Reversal – Bane
Arcane Sight You
You create a spread
sp read with a radius o your [Close]
[Close ]
Divination range originating rom you, which gives oppo-
Circle: 
acticia
acticiann󰀳 nents in its area a -󰀱 penalty to attack rolls and
Casting Time: 󰀱 standard action Willl saves or the duration o the spell.
Wil spel l.
Range: [Melee]
Target: Creature touched
Duration: [Scene]

Saving Throw: None

Tis spell grants magical insight, allowing you to


automatically locate all magical effects (effects

Chapter XII: Magic and Spellcasting 󰀲󰀶󰀳

Blindsight which the total exceeds hal that opponent’s max-


Divination imum HP, and that opponent becomes [Energy
Circle: actician 󰀴 drained].
Casting Time: 󰀱 standard action

Range: [Melee] Call Lightning


Target: Creature touched Evocation [Electricity]
Duration: [Encounter] Circle: Shaman 󰀳
Saving Throw: None Casting Time: 󰀱 standard action
Range: [Long]
Te touched creature gains the ability to distin- Effect: One lightning bolt per round
guish orms, shapes, and depth without using Duration: [Encounter]
conventional vision. It gains [Blindsight] out to Saving Throw: Reflex, see text
[Close] range.
Tis spell gives you the ability to call down light-
Bloodwind ning to strike your enemies. When you cast this
Evocation [Death] spell, you can immediately call a lightning bolt to
Circle: Shaman 󰀶 strike target opponent within [Long] range, deal-
Casting Time: 󰀱 standard action ing 󰀲d󰀴 energy damage with the [Electricity] de-
Range: [Close] scriptor per level you possess to that opponent. A
Effect: Wedge o necromantic energy with a length successul Reflex save halves the damage. Until the
o your [Close] range end o the [Encounter], as a standard action, you
Saving Throw: Fortitude hal can repeat this effect. You may choose a new target
each time you repeat the effect.
Dark energy pours rom your fingertips, shooting
through your enemies. You create a wedge with Incantation: Choose a weapon the target o your
a length o your [Close] range originating rom Incantation is wielding. Whenever the target crea-
you. For each opponent
opp onent in the wedge, the GM ture deals damage with an attack using that weap-
notes the amount o [HP reduction] it currently on, it deals additional damage with the [Force]
possesses. Each opponent in the area then suffers descriptor equal to 󰀱d󰀶 per circle you possess in
an amount o [HP reduction] equal to 󰀷 times the spellcasting track that grants this spell. Effects
your level. A successul
success ul Fortitude save halves the and abilities that increase the damage o spells
amount o [HP reduction]. have no effect on this additional damage. Tis is
amount o [HP reduction]. have no effect on this additional damage. Tis is
I the total o the amount o [HP reduction] an an [Arming] effect.

opponent suffers rom this spell plus the amount


o [HP reduction] noted or that opponent or
this spell exceeds hal its maximum HP, you deal
damage to that opponent equal to the amount by

󰀲󰀶󰀴

Clairaudience/Clairvoyance Comprehend Languages


Divination [Sensor] Divination
Circle: 
acticia
acticiann󰀳 Circle: actician
acticia n 󰀱
Casting Time: 󰀱 standard action Casting Time: 󰀱 standard action

Range: 󰀱󰀰 miles/level Range: [Melee]


Effect: Magical sensor Target: Creature touched
Duration: [Scene] Duration: [Scene]
Saving Throw: None Saving Throw: None

When you cast this spell,


spell , choose vision or hearing. Y
You
ou can understand the spoken words o creatures
clairaudience/clairvoyance creates a magical sen- or read otherwise incomprehensible written mes-
sor in a square within range that is in a location sages. In either case, you must touch the creature
with which you are personally amiliar or which is or the writing. Te ability to read does not neces-
very public and known to you — your childhood sarily impart insight into the material, merely its
home or a market square would be eligible loca- literal meaning. Te spell enables you to under-
tions, while a meeting room you have never seen stand or read an unknown language, not speak or
beore would not. You do not need line o sight write it.
or line o effect to the square. I you chose vision, Written material
material can be read
read at
at the rate
rate o one
you can see and determine line o sight
s ight as i you page (󰀲󰀵󰀰 words) per minute. Tis spell does not
occupied the square in which you created the sen- decipher codes or reveal messages concealed in
sor and as i you possess [Darkvision] out to 󰀱󰀰 f otherwise normal text.
rom that square even i you don’t actually
actuall y possess
[Darkvision]. I you chose hearing, you can hear Control Winds
as i you occupied the square in which you created Transmutation
the sensor. Circle: Shaman 󰀷

Te sensor has no game statistics and


and is intan- Casting Time: 󰀱 standard action
gible, but it can be seen by creatures that can see Range: [Medium]
[Invisible] creatures as a result o a Divination e- Effect: Windstorm affecting everything within
ect (such as see invisibility), and can be seen i it [Medium] range o you
is within line o sight o a magical sensor by the Duration: [Encounter]
creature who created that magical sensor. It can Saving Throw: Fortitude negates
also be detected by Divination effects that detect
[Invisible] creatures. You
You alter wind
win d orce in the area surrounding
surround ing you.

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

Chapter XII: Magic and Spellcasting 󰀲󰀶󰀵

new ones, which


w hich requires concentration.
concentration . Y
You
ou may knocks down light wooden structures, tears
create an “eye” o calm air up to 󰀸󰀰 f in diameter off roos, and endangers ships. Te creature
at the center o the area i you so desire, and you is [Blown away], and this spell deals 󰀵d󰀶
may choose to limit the area to any cylindrical physical damage to it.
area less than your ull limit. »
Hurr icane or
Hurricane orce
ce winds
wind s (󰀷󰀵+ mph) destroy
Y
You
ou may choose
cho ose one o our basic wind pat- wooden buildings, sometimes uproot even
terns to unction over the spell’s area: large trees, and cause most ships to ounder.
» A downdraf
downdraf blows rom the center outward in Te creature is [Battered].
equal strength in all directions. » A tornado (󰀱󰀷󰀵+ mph) breaks buildings and
» An updraf blows rom the outer edges in to- bones and ofen uproots large trees. Tis
ward the center in equal strength rom all spell deals 󰀵d󰀶 additional physical damage
directions, veering upward beore imping-
imping- to the creature.
ing on the eye in the center.
» A rotation causes the winds to circle the center Crush of Earth
in clockwise or counterclockwise ashion. Transmutation

» 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

effect must make a Fortitude


Fortitude save against the spell.
spel l.
On a ailed save, that creature suffers the effects Tis spell dramatically increases the local gravity.
o the current wind condition and all wind
w ind condi- Y
You
ou create a 󰀴󰀵 f radius spread originating
ori ginating rom
tions with lower miles per hour (mph). target square within the spell’s range that lasts un-
» Strong winds (󰀲󰀱+ mph) make maintaining a til the end o the [Encounter].
solid ooting or sailing difficult.
d ifficult. Te creature
creature Te first time each [Round] a creature is in
treats all squares as difficult terrain when one or more squares o the spread, it loses the
moving in the direction against the wind. [Flying] condition and the
t he Fly movement mode,
» A severe wind (󰀳󰀱+
(󰀳󰀱+ mph)
mph) tears tiles off roofops cannot gain the [Flying] condition as long as it
and causes other minor destruction. Te remains within the area o the spell s effect, be
creature is [Checked] against the direction comes [Checked]
[Checked] in all directions or 󰀱 [Round ],

o the wind. I it is [Flying], it is pushed and becomes [Prone].


back 󰀱d󰀶 x 󰀱󰀰 f. A success
succ essul
ul Fortitude
Fortitu de save causes the crea-
crea -
» A windstorm (󰀵󰀱+ mph) drives most airborne ture to be [Slowed] and have its movement speed
creatures rom the skies, uproots small trees, halved
halved or 󰀱 [Round ] instead.

󰀲󰀶󰀶

Reversal – Reverse Gravity: Reversal: Inflict Critical Wounds


Effect: Reversed gravity in a 󰀴󰀵 f radius Transmutation [Negative]
Saving Throw: Reflex negates Saving Throw: Wil
Willl hal; see
s ee text
his spell reverses gravity, to hilarious conse-
quences. You create a 󰀴󰀵 f radius spread orig- You
You deal 󰀴d
󰀴d󰀶󰀶 damage,
damage, plus 󰀵 damage
damage per level you
you
inating rom target square within the spell’s possess, to the target. A successul Will save halves
range that lasts until the end o the [Encounter].
[ Encounter]. the damage. I this spell targets a creature that is
Te first time each [Round] a creature that is healed by [Negative] effects, it unctions as cure crit-
not [Burrowing] is in one or more squares o the ical wounds instead, except it is not a [Positive] effect.
spread, it is rendered [Flying] and [Checked]
in all directions or one [Round]. A successul Cure Light Wounds
Reflex save negates this effect. Additionally, a Transmutation [Positive]
[Flying] creature may spend an immediate action Circle: Shaman 󰀱
to negate this effect, reorienting itsel in mid-air. Casting Time: 󰀱 standard action
When this spell
spe ll ends, objects in the spread all , Range: [Close]
and creatures in the spread without the Fly move- Target: Creature within [Close] range
ment mode that are [Flying]
[Flying] and [Checked] in all
al l Saving Throw: None
directions suffer a Hazardous Fall.
You
You heal the target creature 󰀲d󰀴 HP, plus 󰀲 HP
Cure Critical Wounds per level, and remove up to one o the ollow-
Transmutation [Positive] ing conditions currently affecting the creature:
Circle: Shaman 󰀴 [Bleeding], [Burning], [Dazzled], [Deaened],
Casting Time: 󰀱 standard action [Fatigued],
[Fatigued], [Shaken], or [Sickened]. I this spell
spel l
Range: [Close] targets a creature that is damaged by [Positive]
Target: Creature within [Close] range effects, it unctions as inflict light wounds instead,
Saving Throw: None except it is not a [Negative] effect.

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], [Conused],
[Dazed], [Dazzled], [Deaened], [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 successul
s uccessul 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.

Chapter XII: Magic and Spellcasting 󰀲󰀶󰀷

Cure Moderate Wounds Y


You
ou heal the target creature 󰀳d󰀴 HP, plus 󰀴 HP
Transmutation [Positive] per level, and remove up to two o the ollow-
Circle: Shaman 󰀲 ing conditions currently affecting the creature:
Casting Time: 󰀱 standard action [Bleeding], [Blinded], [Burning], [Conused],
Range: [Close] [Dazzled], [Deaened], [Exhausted], [Fatigued],
Target: Creature within [Close] range [Frightened], [Nauseated], [Paralyzed], [Shaken],
Saving Throw: None [Sickened], [Slowed], or [Stunned]. I this spell
targets a creature that is damaged by [Positive] e-
Y
You
ou heal the target creature 󰀲d󰀴 HP,
HP, plus 󰀳 HP ects, it unctions as inflict serious wounds instead,
per level, and remove up to one o the ollow- except it is not a [Negative] effect.
ing conditions currently affecting the creature:
[Bleeding], [Burning], [Dazzled], [Deaened], Reversal: Inflict Serious Wounds
[Fatigued], [Frightened], [Shaken], [Sickened], Transmutation
Transmutation [Negative]
[Slowed], or [Stunned]. I this spell targets a crea- Saving Throw: Wil
Willl hal; see text
ture that is damaged by [Positive] effects, it unc-
tions as inflict moderate wounds instead, except it Y
You
ou deal 󰀳d󰀶 damage,
damage , plus 󰀴 damage per level
is not a [Negative] effect. you possess,
poss ess, to the target.
target . A successul
su ccessul Will
Wil l save
halves the damage. I this spell targets a creature
Reversal: Inflict Moderate Wounds that is healed by [Negati
[ Negative]
ve] effects, it unctions
 unctions
Transmutation [Negative] as cure serious wounds instead, except it is not a
Saving Throw: Wil
Willl hal;
hal ; see text [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 successul
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]

Cure Serious Wounds Saving Throw: None


Transmutation [Positive]
Circle: Shaman 󰀳 Tis spell absorbs all light in the radius o its e-
Casting Time: 󰀱 standard action ect, creating an area o complete darkness.

Range: [Close] Normal lights (torches, candles,


candles , lanterns, and
Target: Creature within [Close] range so orth) are incapable o brightening the area, as
Saving Throw: None are [Light] effects o equal or lower circle. Higher
circle [Light] effects are not affected by this spell.

󰀲󰀶󰀸

I darkness is cast on a small object that is then Detect Scrying


placed inside or under a lightproo covering, Divination
the spell’s effect is blocked until the covering is Circle: 
actician
actician 󰀴
removed. Casting Time: 󰀱 standard action

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

Chapter XII: Magic and Spellcasting 󰀲󰀶󰀹

creature cannot be affected by [eleport] effects. Dimension Door


A successul Reflex save negates this effect. Creation [Teleport] [Warp]
Circle: actician
actici an 󰀴
Dimensional Lock Casting Time: 󰀱 standard action

Evocation [Binding] Range: [Long]


Circle: actician 󰀷 Target: Y
You,
ou, plus 󰀱 wil
williling
ng creature per 󰀳 levels
Casting Time: 󰀱 standard action; see text within [Melee] range
Range: [Long]
Effect: Spread o binding energy with a radius o Y
You
ou instantl
inst antlyy transer
trans er yoursel
yours el and up to one
your [Extreme] range willing creature within [Melee] range or every
Duration: [Encounter] 󰀳 levels you possess rom your current locations
Saving Throw: None to a group o separate destination squares within
range that are all within
wit hin your [Melee] range o one
Y
You
ou create
create a spread
spread with a rradius
adius o your [Extreme] another. You always arrive at exactly the spot de-
range originating rom you that lasts until the sired—whether by simply visualizing the area or
end o the [Encounter]. [eleport] effects cannot by stating direction and d istance. I those squares
squares
be used in the spread, and any [eleport] effect are already occupied by a solid body,
b ody, you and each
whose starting square or destination square is in creature traveling with you appear in the closest
the spread ails. unoccupied squares within your [Melee] range o
I you increase the casting time o this spell to each other instead
󰀱 minute, its duration increases to [Scene].
Discern Location
Dimensional Swap Divination
Creation [T
[Teleport]
eleport] Circle: actician
actici an 󰀷
Circle: actician 󰀱 Casting Time: 󰀱󰀰 minutes
Casting Action: 󰀱 standard action Range: Unlimited
Range: [Medium] Target: One creature or object
Target: Any two will ing creatures Saving Throw: None
Saving Throw: None
Tis spell reveals the exact location o the target
Te spell’s targets simultaneously [eleport] into creature or object, including the names o all o
each other s squares.
squares. Te destination
destinat ion squares may the ollowing applicable area divisions
d ivisions or any sim-
be occupied, but only by another target o this ilar applicable divisions: building name, business

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]

creature or square within range or targeted a crea-


ture within range. Te target creature gains [Immunity] to the effects
o non-magical weather
weather conditions, as well as to
all extreme environmental tempera
temperatures,
tures, includ-
ing magical ones. Tis does not grant [Immunity]
to [Fire] or [Cold] effects. In addition, the target
creature gains a +󰀵 bonus to saves against other
environmental effects and hazards, and i it would

suffer damage or [HP reduction] as a result o an


environmental effect, that damage or [HP reduc-
tion] is reduced by 󰀵.

Chapter XII: Magic and Spellcasting 󰀲󰀷󰀱

Ensnare Firestorm
Transmutation [Binding] Evocation [Fire]
Circle: 
actici
actician
an 󰀱 Circle: Shaman 󰀷
Casting Time: 󰀱 standard action Casting Time: 󰀱 standard action

Range: [Long] Range: [Long]


Effect: 󰀴󰀰 f radius o difficult terrain Effect: One column o fire per 󰀴 levels
Duration: [Encounter] Duration: [Encounter]
Saving Throw: None Saving Throw: Reflex and Fortitude; see text

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 cessul 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 successul 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 speciy, 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 successul Casting Time: 󰀱 standard action

Fortitude save negates the [Slowed] condition. Range: [Long]


Effect: 󰀴󰀰 f radius spread o flame
Flame Blade Saving Throw: Reflex hal
Evocation [Arming], [Fire]
Circle: Shaman 󰀲 You
You can summon fire
fire that roars down
down rom the sky.
sky.
Casting Time: 󰀱 standard action You
You create a 󰀴󰀰 f radius spread originating rom
Range: [Close] target square within range, which deals energy
Target: One ally’s weapon damage with the [Fire]
[ Fire] descriptor equal
equal to 󰀲d󰀶 per
Duration: [Scene] character level you possess to each creature in its
Saving Throw: None area. A successul Reflex save halves the damage.

When you cast this spell,


spel l, the
th e target weapon burns Fly
with an aura o flame. Te weapon gains the Transmutation
[Elemental] property, dealing all damage (includ- Circle: actician
acticia n 󰀳
ing additional damage) as energy damage with Casting Time: 󰀱 standard action
the [Fire] descriptor. I the weapon already pos- Range: [Melee]
sesses the [Elemental] property, this spell chang- Target: Creature touched
es the damage it deals to energy damage with the Duration: [Scene]

[Fire] descriptor until the end o the [Scene]. Saving Throw: None

Additionally, whenever a creature


creature deals dam-
age with an attack made using that weapon, it Te target gains the Fly movement mode, i it does
deals additional damage equal to hal your level. not already possess it.
Special: When you learn this spell, you may replace
all above instances o [Fire] in this spell with Fog Cloud
[Electricity], [Cold] or [Acid]. I you do, it gains Creation
that descriptor and loses the [Fire] descriptor. Circle: actician
acticia n 󰀲
You
You may learn this spell multiple
multi ple times. Casting Time: 󰀱 standard action
Range: [Medium]
Effect: 󰀳󰀰 f radius spread o dense og

Duration: [Encounter]
Saving Throw: None

A bank o og billows


bil lows out rom the point
poi nt you

Chapter XII: Magic and Spellcasting 󰀲󰀷󰀳

designate. Tis spell unctions like obscuring mist, Glitterdust


except the spread originates rom target square Creation [Light]
within range, and effects that inflict damage with Circle: actician
actici an 󰀲
the [Fire] descriptor do not remove squares rom Casting Time: 󰀱 standard action

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 successul 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 powerul 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 beore making the

roll). Doing so ends this spell. Grease


Creation [Ground]

Freedom of Movement Circle: actician


actici an 󰀱
Transmutation Casting Time: 󰀱 standard action
Circle: actician 󰀴 Range: [Close]
Casting Time: 󰀱 standard action Effect: 󰀱󰀵 f radius spread o slippery grease origi-
Range: [Close] nating rom target square
Target: Any creature Duration: [Encounter]
Duration: [Encounter] Saving Throw: Reflex partial; see text
Saving Throw: None

Y
You
ou create a pool
poo l o slipper
sl ipper y grease on any hor-
he target creature gains [Immunity] to izontal surace 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

󰀲󰀷󰀴
󰀲󰀷󰀴

creature in the area o the spell’s effect immedi- Haste


ately alls [Prone]. A successul Reflex save ne- Transmutation
gates the [Prone] condition. Creatures within Circle: actician
acticia n 󰀳
the area o the spell’s effect have their movement Casting Time: 󰀱 standard action
speeds halved as long as they remain in the area. Range: [Close]
For each creature, the first time each [Round] Target: All allies within [Close] range
it attempts to exit a square in the area o the spell’s
spel l’s Duration: [Encounter]
effect, it must make an Acrobatics check (DC 󰀱󰀰). Saving Throw: None

On a ailed check, it alls [Prone] and cannot


move that [Round]. A successul Reflex save ne- Each ally within [Close] range gains a 󰀱󰀰 f bonus
gates the [Prone] condition. to its movement speed, a +󰀱 bonus to AC, and one
[Bonus attack].

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], [Conused], [Dazed], [Dazzled],
level higher or level-dependent numerical effects [Deaened], [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.

Chapter XII: Magic and Spellcasting 󰀲󰀷󰀵

Reversal: Harm effects is affected as though you had cast harm on


Transmutation [Negative] it. Tis is a [Death] effect when used to damage at
Saving Throw: Wil
Willl hal;
hal ; see text least one opponent.

Y
You
ou deal 󰀷 damage per level you possess
poss ess to the Heart of Oak
target as a [Death] effect. A successul 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

as heal instead, except it is not a [Positive] effect. Range: [Close]


Target: Alli
Allies
es within [Close]
[Close ] range
Heal, Mass Duration: [Encounter]
Transmutation [Positive] Saving Throw: None
Circle: Shaman 󰀷
Casting Time: 󰀱 standard action Each ally within [Close] range is imbued with the
Range: [Close] toughness o an oak tree and gains [Lesser resis-
Target: All allies
al lies within
wit hin [Close] range tance] to all damage and [Immunity] to [Dazed]
Saving Throw: None and [Stunned].
Each ally within [Close] range that is healed
by [Positive] effects and each opponent within Hold Monster
[Close] range that is damaged by [Positive]
[Posit ive] effects Evocation [Binding]
is affected as though you had cast heal on it. Circle: Shaman 󰀴, actician 󰀴
Incantation: Y
You
ou heal the target
target o
o your Incan
Incantati
tation
on Casting Time: 󰀱 standard action
to its maximum HP and remove up to 󰀵 o the Range: [Close]
Target:
ollowing conditions currently affecting the tar- Single creature
get: [Battered], [Bleeding], [Blinded], [Burning], Duration: See text
[Conused], [Dazed], [Dazzled], [Deaened], Saving Throw: Wil
Willl negates; see text
[Exhausted], [Fatigued], [Frightened], [Nauseated],
[Paralyzed], [Shaken], [Sickened], [Slowed], or You
You encase the target creature
creature in bonds o magical
[Stunned]. Tis is not a [Positive] effect. energy that make it [Paralyzed] until the end o
the [Encounter]. A successul Will save negates
Reversal: Mass Harm the [Paralyzed] condition. Whenever the target
Transmutation [Negative] creature would makes a Fortitude save or the
Target: All enemies within
w ithin [Close] range [Paralyzed]
[Paralyzed] condition
cond ition rom this spell, it makes a

Saving Throw: Will hal;


hal ; see text Willl save instead.
Wil
Incantation: he target o your Incantation is
Each opponent within [Close] range and each ally [Paralyzed] until the beginning o its next turn
within [Close] range that is healed by [Negative] and [Slowed] or 󰀳 [Rounds].

󰀲󰀷󰀶

Holy Smite Legend Lore


Evocation Divination
Circle: Shaman 󰀳 Circle: actician
acticia n 󰀵
Casting Time: 󰀱 standard action Casting Time: 󰀱 hour

Range: [Long] Range: Unlimited


Effect: 󰀳󰀰 f radius burst o crushing energy Target: Y
You
ou
Saving Throw: Fortitude; see text Saving Throw: None

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 successul important person, place, or thing. Te inorma-
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
inormation that has never been generally known.
Invisibility I the person, place, or thing is legendary, you gain
Evocation [Glamer] no inormation. 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 perorm their key
Target: Creature touched deeds. Creatures with the [Legendary] subtype
Duration: [Scene]; see text qualiy as “legendary,” regardless o their level.
Saving Throw: None

Lightning Storm
Evocation [Electricity]
Te touched creature becomes [Invisible]. I the
creature perorms 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

Duration: [Encounter] the [Electricity] descriptor per level you possess.


Saving Throw: None A successul Reflex save halves
halves the damage. Until
the end o the [Encounter], as a standard action,
Te touched creature becomes [Invisible]. you may repeat this effect.

Chapter XII: Magic and Spellcasting 󰀲󰀷󰀷

Magic Missile Miracle


Evocation [Force] Evocation
Circle: actician 󰀱 Circle: Shaman 󰀷
Casting Time: 󰀱 standard action Casting Time: 󰀱 standard action

Range: [Medium] Range: See text


Effect: One or more magic missiles Target/Effect: See text
Duration: See text Duration: See text
Saving Throw: None Saving Throw: See text

Y
You
ou fire a number o missiles equal to
to the number A miracle is among the most powerul 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 eects 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 sae, which

[Immunity] to it. A creature with [remorsense] can be at any range. Tis is a [eleport]
must image the area beore 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.

Te target creature gains a +󰀲 bonus to attack rolls, Prismatic Spray


damage, and the save DCs o its spells, spell-like Evocation [Light]
abilities and supernatural abilities. Circle: 
actician
actician 󰀷
Casting time: 󰀱 standard action
Obscuring Mist Range: [Close]
Creation Effect: 󰀷 rays, each with random effects
Circle: Shaman 󰀱, actician 󰀱 Duration: See text
Casting time: 󰀱 standard action Saving Throw: See text
Range: 󰀰 f
Effect: 󰀲󰀵 f radius spread originating rom you Creatures
Creatures within [Close] range are [Blinded ] or
Duration: [Encounter] one [Round].
[Round ]. For each opponent within [Close]
Saving Throw: None range, roll 󰀱d󰀸 and consult the table below to de-
termine the spell’s effects on that opponent.
A misty
mist y vapor
vap or arises
ar ises around you. It is stationary
stationar y
Roll Effect
once created. A creature without [Blindsight] can- 1 3p
poi
oint
ntss of
of een
ner
ergy
gy dama
damage
ge wi
with
th th
thee [[Fi
Firre] de
de--
not establish line o sight through more than 󰀵 f
scriptor per level, Reflex half
o the spell’s
spel l’s area o effect.
effect. Additionally,
Addit ionally, a creature 2 4p
poi
oint
ntss of
of ene
energ
rgyy dam
damag
agee w
wit
ith
h tthe
he [A
[Aci
cid]
d] de
de--
in the spell’s area o effect without [remorsense] scriptor damage per level, Reflex half
or [Ghostwise sight] treats adjacent creatures as 3 5 po
poin
ints
ts of en
ener
ergy
gy dama
damage
ge wi
with
th th
thee [El
[Elec
ectr
tric
icit
ity]
y]
descriptor damage per level, Reflex half
[Concealed] and non-adjacent creatures as [Fully
4 Po
Pois
ison
on – 6 p
poi
oint
ntss of
of d
dama
amage
ge p
per
er llev
evel
el aand
nd ta
targ
rget
et
concealed];
concealed ]; and a creature without [remorsense]
[remorsense] is [Battered], Fort half
or [Ghostwise sight] treats adjacent creatures 5 Petr
Petrifi
ifica
cati
tion
on – tar
targe
gett iiss [Pe
[Petr
trifi
ified
ed],
], Fo
Fort
rt negate
negatess
petrification but target is [Slowed] for the [En-
in the spell’s area o effect as [Concealed] and
counter]
non-adjacent creatures in the spell’s area o effect 6 In
Insa
sani
nity
ty – ttar
arge
gett iiss [C
[Con
onfu
fuse
sed]
d] un
unti
till heal
healed
ed,,

as [Fully concealed]. A creature in the spell’s area Will negates


7 Di
Dist
stor
orte
ted
d – ta
tarrget
get iiss [[Ba
Batt
tter
ered
ed]] ffor
or 3 [[Ro
Roun
unds
ds]]
o effect with [remorsense] or [Ghostwise sight]
and takes damage equal to twice your CL
treats non-adjacent creatures as [Concealed]; 8 Ro
Rollll twi
twice
ce and
and aappl
pplyy both
both,, ig
igno
norin
ring
g aallll res
resul
ults
ts of 8
and a creature with [remorsense] or [Ghostwise

Chapter XII: Magic and Spellcasting 󰀲󰀷󰀹

Project Image saving throw by an effect to which its line o sight


Evocation [Figment] is blocked by the image, or whenever it hits the
Circle: actician 󰀶 image with an attack, it recognizes the image is
Casting Time: 󰀱 standard action likely an illusion. Te GM may also rule that oth-
Range: [Medium] er sensory cues or movement causes a creature to
Effect: One shadow duplicate recognize that an image is likely an illusion.
Duration: [Encounter] You can hear and establish
establis h line o sight as
Saving Throw: Wil
Willl (see text) though you occupied any square the image oc-
cupies. You may cast any spell with a range other
Tis spell creates an illusionary image o you. Te than “you” as though
thou gh you occupied any square the
image appears, sounds, and smells real to and image occupies. I you do, the image provokes at-
blocks the line o sight o all creatures except tacks o opportunity as though it cast that spell.
you, creatures
creatu res whose
who se Awareness
Awarene ss surp ass your Y
You
ou do not provoke attacks o opportuni
opp ortunity
ty or
Believability check result, and creatures who casting a spell this way. As a ree action, you may
make a successul Will save against this spell. Its cause the image to instantly disappear and re-
sound, smell, and appearance, including posture, appear in another space within the spell’s range
mimic your own and change accordingly i yours without it physically passing through the inter-
change, except when you spend an action
act ion to move, vening squares.
you may choose
choo se or
o r it not to mimic your
you r appear-
app ear- I you do not have
have line o effect
effect to the image, or
ance during that action. Te image has an AC when you activate a [eleport]
[eleport] effect, this
t his spell ends.
equal to your AC.
Upon casting this spell, you make a Prying Eyes
Believability check (󰀱d󰀲󰀰 + your level + your Divination [Sensor]
Circle:
Intelligence modiier). he caster, creatures actician
actici an 󰀳
whose Awareness surpass your Believability check Casting Time: 󰀱 minute

result, and creatures who make a successul Will Range: 󰀱 mile


save against this spell know immediately when Effect: Levitating eyes
perceiving the image that it is an illusion, see- Duration: [Scene]

ing only a shadowy outline that does not mean- Saving Throw: None
ingully 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

󰀲󰀸󰀰

Fly movement mode, though obstacles may block Repelling Ward


its movement as though it were a creature. As a Evocation [Ward]
standard action, a creature may destroy one o Circle: Shaman 󰀳
these eyes within its [Close] range. Casting time: 󰀱 standard action
Effect: Aura o protective energy
Prying Eyes, Greater Duration: [Encounter]
Divination [Sensor] Saving Throw: Wil
Willl and Fortitude negates; see text
Circle: actician
actici an 󰀶
You
You create a spread
sp read with a radius o your [Close]
[Close ]
Tis spell unctions as prying eyes, except you gain range originating rom you, which moves with
the effects o true seeing, as the spell,
spell , while estab- you and lasts until the end o the [Encounte
[En counter].
r].
lishing line o sight rom a square one or more Whenever
Whe never an oppone
opp onent
nt outside
outsi de the spread
spre ad at-
at-
eyes occupy
occ upy.. tempts to enter the spread, it is unable to enter. A
successul Will
Wil l save negates this effect and allows
Regenerative Aura the opponent to enter the spread as normal or
Transmutation the rest o the [Encounter]. For each opponent,
Circle: Shaman 󰀴 the first time each [Encounter] that opponent
Casting time: 󰀱 standard action chooses to enter a square within the spread, it be-
Effect: Aura o healing energy comes [Nauseated] or one [Round]. A successul
Duration: [Scene] Fortitude save negates the [Nauseated] condition.
Saving Throw: None
Resist Elements
An aura o
o healing energy surrounds you and knits Transmutation [Ward]
Circle:
wounds back together. You create a spread with a Shaman 󰀲, actician 󰀲
radius o your [Medium] range originating rom Casting time: 󰀱 standard action
you, which moves with you and lasts until the end Range: [Close]
o the [Scene]. Allies within the spread gain [Fast Target: One creature
healing] equal to your Wisdom modifier as long Duration: [Scene]

as they remain within the spread. Saving Throw: None

Choose a type o elemental energy ([Acid],


[Cold], [Electricity], or [Fire]). Te touched crea-
ture gains [Lesser resistance] to that energy type.

Chapter XII: Magic and Spellcasting 󰀲󰀸󰀱

Reversal: Elemental Vulnerability [Nauseated], [Paralyzed], [Shaken], [Sickened],


Transmutation [Slowed
[Slowed ], [Stunned].
Duration: [Encounter]
Saving Throw: Fortitude negates Restoration, Greater
Evocation
Choose a type o elemental energy ([Acid], Circle: Shaman 󰀶
[Cold], [Electricity], or [Fire]). Your target gains Casting time: 󰀱 standard action
[Vulnerability] to that energy type. Range: [Melee]
Target: Creature touched
Restoration, Lesser Saving Throw: None
Evocation
Circle: Shaman 󰀲 Tis spell removes up to six o the ollowing con-
Casting time: 󰀱 standard action ditions currently affecting the target: [Battered],
[Battered],
Range: [Melee] [Bleeding], [Blinded], [Burning], [Conused],
Target: Creature touched [Dazed], [Dazzled], [Deaened], [Energy
Saving Throw: None drained], [Exhaust
[Ex hausted],
ed], [Fatigued],
[Fatigued], [Frightened],
[Frightened],
[Nauseated], [Paralyzed], [Petrified], [Shaken],
Tis spell removes up to two o the ollowing con- [Sickened], [Slowed], [Stunned].
ditions currently affecting the target: [Bleeding],
[Blinded], [Burning], [Conused], [Dazzled], Ring of Blades
[Deaened], [Energy drained], [Exhausted], Creation [Force]
[Fatigued], [Frightened], [Nauseated], [Paralyzed], Circle: Shaman 󰀵

[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], [Conused], spread with a radius o 󰀱󰀰 f per 󰀵 character levels
[Dazed], [Dazzled], [Deaened], [Energy you possess originating rom target square within
drained], [Exhausted], [Fa
[ Fatigued],
tigued], [Frightened],
[Frightened], range that lasts until the end o the [Encounter],

󰀲󰀸󰀲

then remove all squares rom the spell’s area o Scrying


effect within another spread with a radius o 󰀱󰀰 f Divination [Sensor]
per 󰀵 character levels you possess minus 󰀵 f orig- Circle: 
actician
actician 󰀴
inating rom the same square that lasts until the Casting time: 󰀱 minute

end o the [Encounter]. Range: See text


For each creature, the first time each [Round] Effect: Magical sensor
that creature enters or exits a square in the spell’s Duration: 󰀱󰀰 minutes
area o effect, ring o blades deals 󰀱d󰀸 physical dam- Saving Throw: Wil
Willl negates
age to that creature per character level you possess.
A successul Reflex save halves this damage. You
You ha
have
ve line o sight to the targe
targett creat
creature
ure and each
When you cast this spell , a successul Reflex square within 󰀱󰀰 f o that creature and can hear
save allows a creature within its area o effect to noise within that creature’s space and each o those
gain [Immunity]
[Immunity] to damage rom this spell
sp ell until squares as i you occupied the target creature’s space.
end o turn and move 󰀵 f. A succes
successul
sul Will save
save negates
negates this effect.
effect.
Te difficulty o the save depends on how well
Sanctuary you know
know the subject and
and what sort o
o physical
physical con-
Evocation [Ward] nection (i any) you have to that creature. Te types
Circle: Shaman 󰀱 o knowledge and connections, and their respec-
Casting time: 󰀱 standard action tive bonuses or penalties
penalt ies to that creature’
creature’ss Will
Wil l save
Range: [Melee] against this spell, are listed in the table below.
Target: Creature touched I the save succeeds,
succeeds , you can’t attempt to scry
Duration: [Encounter] on that subject again or at least 󰀲󰀴 hours.
Saving Throw: Wil
Willl negates You
You must have
have some orm o connection to the

target i you have no knowledge o it.


Te target creature becomes warded. I a creature
would target the warded creature with an offen- Knowledge Will Save Modifier
No n e +5
sive action, that action is not taken. A successul
Secondhand (heard of the subject) +2
Willl save negates this effect;
Wil effect ; a ailed Will
Wil l save Firsthand (met the subject) +0
means the creature cannot target the warded crea- Familiar (know the subject well) -2
ture with any offensive action or one [Round]. I
the warded creature takes an offensive action, it is
no longer warded. Tis spell and its effects are not Connection Will Save Modifier
Picture or likeness -1
considered offensive actions.
Garment or possession -2
Body part (hair, blood, etc.) -5

Chapter XII: Magic and Spellcasting 󰀲󰀸󰀳

Scrying, Greater Silent Image


Divination [Sensor] Evocation [Figment]
Circle: actician 󰀶 Circle: 
actician
actician 󰀱
Duration: [Scene] Casting Time: 󰀱 standard action
Saving Throw: Wil
Willl negates; see text Range: Long
Effect: Visual figment that cannot extend beyond
Tis spell unctions like scrying, except that i you our 󰀱󰀰-f cubes + one 󰀱󰀰-f cube/level (S)
have a possession or body part o the target, great- Duration: [Encounter]

er scrying allows no saving throw. Saving Throw: Wil


Willl (see text)

Searing Light Tis spell creates a static, illusionary image o ob-


Evocation [Light] jects, creatures, or orces, as visualized by the cast-
Circle: Shaman 󰀳 er. As a move action, you may replace the image
Casting time: 󰀱 standard action with a different such image.
Range: [Close] Te image appears real to and blocks the line o
Effect: Ray o intense light sight o all creatures except you, creatures whose
Saving Throw: None Awareness
Awareness surpass your Believability
Believabi lity check
c heck result,
and creatures who make a successul Will save
Y
You
ou fire an intense beam o light at a target.
target . You
You against this spell.
make a single ranged attack. I it hits, it deals Upon casting this spell, you
you make a Believability
󰀱d󰀱󰀰 damage per level you possess, plus your Key check (󰀱d󰀲󰀰 + your level + your Intelligence mod-
mo d-
Offensive Modifier. I the target creature has ifier). Te caster, creatures whose Awareness sur-
the [Undead] type, this spell deals 󰀲d󰀶 damage pass your Believability check result, and creatures

per level you possess plus your Key Offensive who make a successul 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 meaningully 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 cessul 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 successul 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

Range: [Close] as slow, are unaffected by this spell.


Effect: 󰀴󰀰 f radius spread o dense and physically
hindering og Status
Duration: [Encounter] Divination
Saving Throw: Wil
Will;l; see text Circle: Shaman 󰀲, actician 󰀲
Casting time: 󰀱 standard action
Tis spell unctions like obscuring mist, except Range: [Close], see text
the spread originates rom target square within Target: All allies within [Close] range
range, effects that inflict damage with the [Fire] Duration: [Scene]
descriptor do not remove squares rom its area o Saving Throw: None

effect, and a creature does not have line o effect


to another creature i one or more squares o the When you need to keep track o comrades who
og exist between the two creatures. Additionally, may get separated, status allows you to mental-
whenever a creature enters or exits a square in the ly monitor their relative positions and general

Chapter XII: Magic and Spellcasting 󰀲󰀸󰀵

condition. You are aware o the direction and dis- Sunburst


tance to each target. Additionally, or each tar- Evocation [Light]
get, you are aware o what conditions it has and Circle: Shaman 󰀵
whether or not
n ot it is at its maximum HP.
HP. (Once the Casting Time: 󰀱 standard action

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 successul
succes sul 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

amount o damage equal to 󰀴 times your level, the


t he Duration: [Encounter]
spell ends. I an amount o damage would be add- Saving Throw: None
ed to the mitigation pool that causes it to exceed
󰀴 times your level damage, an amount o damage When you cast
cas t this
th is spell
sp ell , you gain the
t he ability
abi lity to
is added that causes the mitigation pool to have transport allies across the battlefield to tactical-
only 󰀴 times your level damage instead, and the ly advantageous positions. You may immediately
rest o the damage that would be added is instead relocate a single willing creature within [Close]
dealt as i the target was not affected by this spell. range rom its current location to another desti-
nation square o your choice within range o the
spell. Tat creature always arrives at exactly the
spot desired – whether by you simply visualizing
the area or by stating direction and distance. I

󰀲󰀸󰀶

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 inor-
repeat this effect on any willing creature within mation about the effect.)
[Close] range. Effects rom the sixth or seventh circles are not
automatically deeated; 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 powerul
powerul 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 successul 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

Chapter XII: Magic and Spellcasting 󰀲󰀸󰀷

to 󰀶󰀰 f and in the same direction or directions Wall of Thorns


within the spell’s range. Creation
Circle: actician
actici an 󰀴
Wall of Force Casting Time: 󰀱 standard action; see text
Evocation [Force] Range: [Close]
Circle: 
actici
actician
an 󰀵 Effect: W
Wall
all o thorny brush,
brush , 󰀱󰀰 f thick and tall
Casting Time: 󰀱 standard action; see text and up to 󰀱󰀰 f wide per level.
Range: [Close] Duration: [Encounter]; see text
Effect: ransparent wall with an area o up to 󰀱󰀰 Saving Throw: None
square f per level
Duration: [Encounter]; see text Y
You
ou create
c reate a line 󰀱󰀰 f long per level you p ossess
Saving Throw: Will; see text and 󰀱󰀰 f wide originating rom target square with-
in range that lasts until the
th e end o the [Encounter]
Y
You
ou create a lin
linee 󰀱󰀰 f long per character
charac ter level and blocks line
l ine o sight. For each creature, the first
you possess
posse ss and 󰀱󰀰 f wide originating
origi nating rom tar- time each [Round] that creature enters or exits a
get square within range that lasts until the end o square in the line, Wall o Torns deals physical
the [Encounter] and can only be seen by creatures damage to that creature equal to three times your
that can see [Invisible] creatures or by a creature character level. As a standard action, a creature
who created a magical sensor i the line is within may remove one square within its [Melee] range
line o sight o that magical sensor. Te line can rom the area o this spell’s effect.
be detected by effects that detect [Invisible] crea-
tures. A creature does not have line o effect to an- Wind Walk
other creature i one or more squares o the wall Transmutation

exist between the two creatures. Circle: Shaman 󰀴


Additionally,
Additionall y, whenever a creature enters or Casting Time: 󰀱 minute

exits a square in the spell’s area o effect, it must Range: [Melee]


stop moving. A successul Will save allows the Target: Y
You,
ou, and up to one addition
add itional
al ally
all y per 󰀳
creature to continue moving, but its movement levels
speed is halved or that movement. Tis spell can Duration: [Scene]
only be ended by a [Dispelling] effect o 󰀶th circle Saving Throw: None
or higher.
By increasing the casting time to a minute, you You
You alter the substance
substance o your body to
to a cloudlike
can increase the duration o the wall o orce to vapor and move through the air at great speed. For
[Scene]. the duration o this spell, by taking no actions or
five [Rounds], each target can enter or exit cloud
orm. While in cloud orm, a creature gains the
Fly movement mode, the Soar movement mode, a

󰀲󰀸󰀸

movement speed o 󰀶󰀰󰀰 f, has [Resistance] to all


damage, is [Invisible], can only communicate with
other target creatures
creatures o this spell in cloud orm,
which it does telepathically, can take no other ac-
tions besides move actions to move, and it enter-
ing or exiting squares does not cause abilities or
effects it possesses to trigger. It takes five minutes
o effort or you to ascend or descend while using
the Soar movement mode as granted by this spell.
As a swif action,
acti on, you may end this spell.
spel l.

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.

Items and Characters


Te presence or absence o a “magic item economy”
can be a divisive choice with regards to a game’s
playstyle. In some games, treasure is behind every
corner and can be bought in every marketplace. At
the other end o the spectrum, characters may have
to work or every MacGuffin and mystic bauble
they use. o avoid this conflict, Legend eschews a
concrete “economy” o items. Characters are enti-
tled to a progression o magic items o increasing
quantity and power over the course o their career,
but can also choose to give up this progression or
Full Buy-In: a much slower item progression cou-
pled with a ourth ability track.

󰀲󰀹󰀰

Level Item Type Level Item Type able 󰀱󰀳-󰀱


Tese two options, illustrated on table 󰀱󰀳-󰀱 and ta- 1 Lesser item 11 Lesser item Standard
ble 󰀱󰀳-󰀲 respectively, make various points on the 2 12
ability
3 13 Greater item
spectrum o item management not only unction- and item
4 Lesser item 14 Relic
al and equivalent but also un and balanced. By progression
5 Greater item 15
choosing between a stronger item progression or 6 16 Greater item
Full Buy-In, a luxuriously equipped holy knight 7 Lesser item 17 Artifact

can adventure alongside a barbarian who braves 8 Greater item 18


9 19 Lesser item
the wild with naught but his trusty club and bear-
10 Relic 20
skin. Te same choice also allows players who
would preer to avoid micromanaging items to do
Level Item Type Level Item Type able 󰀱󰀳-󰀲
so through Full Buy-In.
1 1st ci
c ircle ability 11 Greater item Full buy-
We strongly recommend the option o Full
2 12 in ability
Buy-In or one-shots and rapid character gener- 3 13 th
5 circle ability
and item
ation, as it removes a lot o the worries and mis- 4 nd
2 ci
c ircle ability 14
cellaneous choices involved in selecting items. It 5 15 progression
6 Lesser item 16 6th circle ability
also elegantly conveys the flavor o a Made Man,
7 3rd ci
c ircle ability 17 Relic
Samurai, Guild-Mage, or similar character arche-
8 18
type. Te bonus track Full Buy-In provides can 9 19 7th circle ability
even be used to represent possession o a single 10 4th ci
circle ability 20
powerul item that grows with its bearer over time.
With GM permission, characters
characters who choose
the Full Buy-In option may be able to change their Mundane Items
chosen track. Tis should be a serious in-charac-

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 saest 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 lie.
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,

Chapter XIII: Equipment 󰀲󰀹󰀱

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 misortune, 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
successul 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.

Chapter XIII: Equipment 󰀲󰀹󰀳

[Reach] weapons increase their wielders’ [Melee] Creating Weapons


range by 󰀵 f. Creating a weapon ollows 󰀳 simple steps:
» 1: Choose melee ([Melee] range) or ranged
[Reacting] weapons allow you to make a 󰀵 f step ([Close] range). Te weapon gains that type
even during a turn when you use your move action and range.
to move. » 2: Choose three weapon properties. Te weap-
on gains those weapon properties. Some
[Quick-draw] weapons can be drawn or stowed as a weapon properties may require a specific
ree action instead o as a swif action or part o type (melee or ranged ). Unless otherwise
a move action. You may also switch to a [󰁑uick- specified, a weapon property can only be
draw]weapon rom another [󰁑uick-draw] weap-
weap - chosen once.
on as a ree action. Tis does not affect switching » 3: Name the weapon: e.g. “trident.”
to weapons without the [󰁑uick-draw] weapon
property.
Armor Overview
[Scything] weapons allow their wielders to target Armor in Legend has been greatly condensed, in
two opponents within range who are also within keeping with our general philosophy o basing
󰀵 f + 󰀵 f per 󰀵 levels o each other with each at- characters’ statistics primarily on the character
tack. When attacking with a [Scything] weapon instead o on external sources.
this way, you make two separate attack rolls, and Mundane armor comes in two kinds:
both rolls suffer a -󰀵 penalty. » Light armor provides a +󰀱 item bonus to Armor
Class.
[Thrown] weapons can alternatively be used as » Heavy armor provides a +󰀲 item bonus to

ranged weapons with [Close] range. Only melee Armo r Class,


Armor Clas s, but inflicts
infl icts a -󰀱 penalty
pen alty on
weapons can gain the [Trown] weapon property. Reflex saves because it tends to limit the
wearer’s flexibility and mobility.
[Traumatizing] weapons inflict the [Bleeding] con-
dition on a critical hit, then inflict [HP reduction]
equal to twice your level.
[Tripping] weapons grant their wielders a +󰀱 bonus
to the DC o any rip
rip combat maneuver they acti-
act i-
vate. Only melee weapons can gain the
th e [ripping]
weapon property.

[Unbalancing] weapons inflict [Flat-ooted] on a


critical hit.

󰀲󰀹󰀴

Magic Items where their butler and product engineer store


extra treasures and tools, or they might simply
Magic items in Legend are special tools that can devote a wall in their bedrooms
b edrooms to storing spare
only be used by characters o sufficient power. A weapons. Tese are reasonable things or adven-
character must reach a certain level to be capable turers to do, and our item system supports this
o wielding particularly powerul items,
items, and can choice. Between [Scenes], i a character has
ha s access
only use so many at any given time. One may own to extra magic items, the character may switch out
many magic items, o course; a particularly pow- one or more magic items currently in use or items
erul character may have an armory ull o magi- o the same tier that are not currently in use (or
cal weapons, and may change his or her choice o example, a Lesser item or another Lesser item).
magic items at the end o any [Scene] in which When the player characters wish to acquire ex-
that collection o items is readily accessible. Even tra items or these purposes, it is reasonable to set
in games where items are less accessible, GMs up a short quest ocused on acquiring items, possi-
should ensure that player characters can acquire bly with in-character repercussions involving bit-
powerul items as they become capable o using ter nobles or vengeul guard captains. Campaigns
them. As always in Legend, your game will work don’t generally suffer rom extra challenges and
best when your group works together to create an plot arcs.
enjoyable game. Generally, a character should have no more
than one o each item, unless the item’s descrip-
Gaining and Choosing Magic Items tion states otherwise.
Te most straightorward way to gain addition-
al items is to acquire them in-game as encounter Activating and Using Magic Items
rewards or quest rewards. All GMs should en- Magic items in Legend can only be activated by a

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 useul 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

Chapter XIII: Equipment 󰀲󰀹󰀵

it; i an item is part o a quest reward, the attune- Lesser Items


ment resources should be part o the quest as well. As the
t he weakest category, Lesser
L esser items are the rel-
re l-
Once a magic item is attuned to its user, using it atively
atively simple things, like
l ike the well-worn tools in
is a straightorward process. Items generally pro- Batman’s utility belt. Tey ofen have a signifi-
vide passive (“always-on”) bonuses to their users; i cant effect, but they tend to be more colorul than
a specific item has an ability that is activated sepa- powerul. Most players will start with access to
rately, ollow the item description to determine the one o these, and gaining it may even be part o
action cost and availability o the active
act ive ability. what sends them off on their adventuring career.
Even the simple things can count or a lot.
Magic Weapons
In all cases, magically or technologically-en- Greater Items
hanced weapons grant increasing item bonuses to More powerul magical items are always problem-
attack rolls, based on their item tier. atic. Our intellectual model or these is that they
Lesser item +1 to attack rolls should be like Artemis’s bow. Sure, it’s an item o
Greater item +2 to attack rolls power, it’s been blessed, crafed, coddled. But at the
Relic +3 to attack rolls
end o the day, what matters is that this was a bow
Artifact +4 to attack rolls
used by Artemis, not that this was the bow Artemis
Magic Armors had to use. Items in this class are powerul props
Magical armor provides a +󰀲 or higher item bonus
bo nus that help add depth and diversity to your charac-
to Armor Class with no penalties, along with spe- ter’s arsenal, rather than define your character.
cial abilities or options.
Lesser item +2 to Armor Class Relics
Greater item +3 to Armor Class Every story has MacGuffin items. We thought
Relic +4 to Armor Class
Artifact +5 to Armor Class it’d be nice i they were also MacBeatYour-
FoesoDeath items. Tese are deadly powers giv-
Magic Shields en a home in steel, and serve as milestones or a
Magical shields provide a +󰀱 or higher deflection character’s ascension to power and ame. More
bonus to Armor Class based on their item tier, than that, relics are the tools that great deeds are
along with special abilities or options. sealed with, representing rarities likely to be al-
Lesser item +1 to Armor Class most universally sought
sou ght afer. Many o these relics
Greater item +2 to Armor Class are likely to have unique names, and histories o
Relic +3 to Armor Class their own. While they are unlikely to be the de-
Artifact +4 to Armor Class
fining aspect o a character, there’s a modicum o
notoriety involved simply in owning a Relic that
players should be prepared or.

󰀲󰀹󰀶

Artifacts Mundane Weapons


Artiact
Arti act items are singularly
sing ularly character-defin
characte r-defining
ing,,
those rare items o immense power that are al- Te ollowing descriptions are examples o weap-
most inextricably tied to the heroes who wield- ons that may be common in Legend games. Your
ed them. I Relics help you finish quests and win group can also make other weapons using the
battles, Artiacts are the items that make a quest Creating Weapons rules above.
ab ove.
possible, or a battle conceivable. Excalibur comes
to mind as a superb example. Artiacts elevate Battleaxe – Melee, range [Melee], [Brutal 󰀱],
their owners, as ew other things in this system [Guardian], [Scything].
do, and ofen have their own stories and histories
that only the truly
trul y powerul can hope to be worthy Crossbow – Ranged, range [Medium], [Brutal 󰀱],
o. Te bearer o an artiact ofen has a measure [Distant 󰀱], [Guardian].
o status by association alone, even i their own
greatness dwars their tool’s legend in time. Hand Crossbow – Ranged, range [Close],
[Guardian], [Hold-out], [Point-blank].
Places of Power
Sometimes, a character can draw insight rom a Flail – Melee, range [Melee], [Brutal 󰀱], [Guardian],
place o significance, and gain a benefit similar to [ripping].
that o a magic item. Many o these places may
not be physically present in your campaign in any Greataxe – Melee, range [Melee], [Brutal 󰀲],
sense, but their essence can still be available to [Scything].
those who seek them. A place o power acts as a
magic item o equivalent grade. Greatsword – Melee, range [Melee], [Brutal 󰀲],

[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].

Longbow – Ranged, range [Medium], [Brutal 󰀲],


[Distant 󰀱].

Chapter XIII: Equipment 󰀲󰀹󰀷

Longspear – Melee, range [Melee], [Brutal 󰀲], Lesser Items


[Reach].
Ancient Reliquary
Longsword – Melee, range [Melee], [Brutal 󰀱], You would swear you hear something crawling inside.
[Guardian], [󰁑uick-draw]. Benefit: Once per [Scene], as a ree action, you may
Mace – Melee, range [Melee], [Brutal 󰀱], open the reliquary to release an adorable disem-
[Guardian], [raumatizing]. bodied hand onto target square within [Melee]
range. You gain line o sight rom the hand’s square.
Pistol – Ranged, range [Close], [Hold-out], Once per [Round], as a ree action, you may
[Guardian], [󰁑uick-draw]. move the hand up to your movement speed,
though obstacles may block its movement. Once
Quarterstaff – Melee, range [Melee], [Brutal 󰀲], per [Round], as a ree action, you may make a
[Parrying]. Stealth check as i you were occupying the hand’s
square. I this check surpasses an opponent’s
Rifle – Ranged, range [Medium], [Brutal 󰀱], Awareness, that opponent cannot establish
establis h line o
[Distant 󰀱], [raumatizing]. sight to the hand until the end o your next turn.
I the hand is within an opponent’s [Close]
Sap – Melee, range [Melee], [Def], [Guardian], range, that opponent may take a standard action
[Hold-out]. to kill the hand, Te hand disappears when it dies,
or at the end o the [Scene].
Shortbow – Ranged, range [Medium], [Brutal 󰀱],
[Distant 󰀱], [Guardian]. Black Ankh
Longg associa
Lon associated
ted with lie afer deat
death,
h, this
this ank
ankh
h oorr cross
cross

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 lie 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 powerul 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 useul 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 transormed 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 comortably. 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 transormed back into a cloak and re-donned as a
split equally with you. Tis split happens beore 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 aected 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 surace.
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

Chapter XIII: Equipment 󰀲󰀹󰀹

[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

[Brutal 󰀱], [Magnum], [raumatizing]. squares or that movement.


Benefit: In addition to being
b eing a weapon, this pickaxe
allows you to carve out 󰀵 f o tunnel through solid Fury Stone
rock, soil,
soil , or similar
s imilar material
material as a standard action. Cradling this stone leaves you with a hulking rage,
Tese tunnels are sel-supporting and wide enough and an accompanying desire to smash through any
or an [Average] creature to move through. obstacles.
Earthsmasher’s
Earthsmas her’s Pickaxe is not appropriate or Benefit: +󰀲 item bonus to Strength.
all campaigns, and should be explicitly cleared
with your GM. Grim Fragment
Tese dull gray amulets are coarse, lumpy, filthy,

Eternal Pipe depressing to look at, and one o the most valuable
Tis intricately wrought pipe portrays a anciul things to have handy when swords start swinging.
sculpture o some mythological beast. Even when it Benefit: +󰀲 item bonus to Charisma.

sits quietly it emits light wisps


wi sps o smoke.

󰀳󰀰󰀰

Hideaway [Mount] Oakstone Shard


It was
was a plane, but now it’s a bird, and it fits in your Removed om the petrified
petr ified heart
hear t o a treant,
trea nt, this
breast pocket. shard o stony oak fills you with the ancient wisdom
Benefit: Y
Your
our mount
m ount can assume a compact
co mpact orm o the orests.
at your command, to acilitate stealth and travel. Benefit: +󰀲 item bonus to Wisdom.
Te compact orm is small enough to be hidden on
your person
p erson in the
th e same ashion as a [Hold-out] Obsidian Ring
weapon. Causing the mount to shrink or return to Legends o old
old tell o the
the Black Isle, inhabited
inhabited by wiz-
normal size is a standard action.
act ion. You
You cannot cause ards who brought beautiul worlds into being with
your mount to shrink i it has any occupants, and only their imagination. Tis ring grants you a small
it can only return to normal size i there are su- portion o their intellect.
ficient unoccupied squares (at least one o which Benefit: +󰀲 item bonus to Intelligence.
must be adjacent to you) or it to fit.
Psychic Bond [Mount]
Map of the Master Strategist You and your mount share a connection that al-
Tis black leather wrapped vellum map can be rolled lows you to direct it over great distances with but
and unrolled with the help o a single silver clasp. a thought.
Te map itsel appears blank, save or an intricate Benefit: As long as you are within [Extreme] range
compass rose in the lower
lowe r lef hand corner
corne r. o your mount and know its location, you may
Benefit: When you attune
attune to the Map o the Master
Master spend a move action to direct it to move up to its
Strategist, you must remain attuned to it until the ull move speed. I you cause it to enter a square
end o the [Scene]. Once attuned, the previously you occupy with this movement, you may mount
blank map will draw a map o a 󰀲󰀵󰀰 f square cen- it immediately, without using an action.

tered on your current location and elevation, in-


cluding topographical details o open terrain (such Quicksilver Brooch
as open plains or a orest) and inner architect
architectural
ural Tis brooch contains a chamber o liquid metal, and
details o closed terrain (such as inside a building or imbues your limbs with startling flexibility and speed.
speed .
dungeon) that are not intentionally hidden. Benefit: +󰀲 item bonus to Dexterity.

By spending an entire [Round]


[Round ] without using
any actions or making attacks o opportunity, Rime Wand
the map can be commanded to update, magical-
magical- A rod made o unmelting ice, this object radiates a
ly erasing itsel and redrawing your new location. slight sense o eagerness.
Te map does not automatically remain accurate. Benefit: As either
eithe r a standard action,
actio n, or once per
[Round] in place o a single attack in an attack
action, you may shoot an ice dagger at target
opponent within [Medium] range. Te dagger
automatically deals energy damage with the

Chapter XIII: Equipment 󰀳󰀰󰀱

[Cold] descriptor equal to your level + your Key Will-O’-Wisp Lantern


Oensive Modiier. When you use the Rime Tis black iron lantern contains a glowing orb that
W
Wand
and by sacrificing an attack in an attack action
actio n sheds a pale light through intricately wrought glass
(but not when you use it as any other action), you panes. When
Wh en released it ollows you, hovering
hover ing eerily
may sacrifice additional attacks, up to a maximum in mid air.
o 󰀱 per 󰀵 levels you possess, to increase the dam- Benefit: A Will-O’-Wisp
Wil l-O’-Wisp Lantern has several
several useul
age done by the ice dagger by your Key Offensive unctions.
Modifier or every attack you give up. Tis is a A Will-O’-Wisp
Will- O’-Wisp lantern provides pale light that
spell-like ability
abilit y. is visible only to the owner o the lantern, permit-
ting the
t he owner to see up to 󰀶󰀰 f as clear as though
Rocket Booster [Mount] it were day, even through magical darkness creat-
Whoever said that strapping a jet engine to a horse ed by abilities o ourth circle or lower.
was a bad idea clearly wasn’t very imaginative. Furthermore, as a swif or part o a move action,
Benefit: Y
Your
our mount gains a +󰀱󰀰 f. bonus to its you may place a 󰀶󰀰 f radius spread o bright light
lig ht
movement speed. originating rom target square within [Close]
range. Tis light is visible only to those you des-
Silver Harness [Mount] ignated as allies when the it is placed. Te light
Tese leather straps are studded with enchanted sil- provides illumination within its radius, and lasts
ver and protective runes. until the end o the [Scene] or until extinguished
Benefit: When you would be moved
moved by an effect
effect or as a ree action rom any distance.
ability while mounted, the mount is moved instead.

Small Totem Lesser Places of Power


Tis statue grins
gr ins at you affably.
Benefit: Y
You
ou gain [Darkvision].
[ Darkvision]. Broken Stele
Tis old monument isn’t much o an aid to memory
Shield Amulet anymore.
Tis old thing’s seen better days, but the glitter o Benefit: Y
You
ou gain [Fast healing]
healing ] 󰀲.
power is still in the silvered contours.
Benefit: Y
You
ou gain a +󰀲
+󰀲 bonus
bonus to any one saving
saving throw.
throw. Endless Pit
You’ve already taken the plunge.
Turbo [Mount] Benefit: Y
You
ou no longer take all ing damage.
You press a button, you hear
h ear a swoosh, and
a nd suddenly
you are moving very ast. Silent Halls
Benefit: Once per [Encounter], as a ree
 ree action, you Opening your mind to the thoughts o another re-
or an ally who is your mount’s rider may double quires a place om distractions, and you have ound
your mount’s movement
movement speed or one [Round ]. such a place.

󰀳󰀰󰀲

Benefit: At wil l, as a ree


ree action
a ction,, you may orm
o rm a number o charges equal to your level. You also
telepathic
telepathic mindlink with a single willing creature
creature gain 󰀳 o these charges at the beginning o each
within [Close] range. You and the creatures you [󰁑uest]. You gain a bonus to your maximum hit
are mindlinked to may communicate with each points equal to the number o charges you cur-
other rom any distance, as i you were each tar- rently have. As a swif action, you can spend three
gets o a world-mind spell you had cast. o the belt’s charges to gain the benefit o a single
Y
You
ou may have any number
numb er o mindl
mi ndlinks
inks with lesser consumable chosen rom the list at the end
allies who also possess the Silent Halls, and up o this chapter that you could normally use.
to three mindlinks with allies who do not. Once
per [Scene], you may attempt to orm a mindlink Blaze Bolter
with an ally rom any distance instead o within Tis heavily burnished bronze beauty fires small
[Close] range. I you are mindlinked to the target shards o pure elemental fire, which explode into
o a world-mind spell, you may communicate with considerably
considerably larger balls o pure elemental fire.
any target o that spell as i you were also a target. Blaze Bolter: Ranged, range [Medium], [Brutal 󰀱],
Y
You
ou may dismiss
d ismiss any mindlinks
mindl inks ormed
 ormed as a ree [Distant 󰀱], [Elemental: Fire], [Magnum].
action, and mindlinks you orm expire at the end Greater weapon: +󰀲 item bonus to attack rolls.
o [Scene]. Benefit: Y
You
ou may add the
t he [Volley] descriptor to any
attack made with this weapon against target crea-
ture, to be applied against all opponents within
Greater Items 󰀲󰀰 f o target creature. Instead o dealing damage
as normal, such an attack deals damage equal to
Band of the Warrior Poet twice your KOM against opponents you hit and
Te wearer o this headband makes every swing o damage equal to your KOM against opponents

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 successully 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.

Chapter XIII: Equipment 󰀳󰀰󰀳

Crystal Ball Flamespitter [Mount]


Tis round transparent sphere is the expected tool o Tis ceramic and metal contraption eatures a great
any seer. deal o armor protecting the uel tank.
Benefit: Once per [Scene], as a standard action, Benefit: While mounted, you can fire a Flamespitter
you may activate scrying, as the spell, with a save as a standard action, inflicting
inflict ing 󰀱d󰀴 energy damage
DC equal to (󰀱󰀳 + 󰀱/󰀲 your character level + your with the [Fire] descriptor
descriptor per level to all
al l opponents
KOM). Additionally, once per [Round], as a ree in a 󰀱󰀰-oot-wide
󰀱󰀰-oot-wide line originating rom yoursel out
action, you may establish line o sight rom any to [Close] range. A successul Reflex save (DC 󰀱󰀰 +
square within [Close] range or one [Round].
[Round ]. Tis ½ your level + your KOM) halves the damage. You
does not require line o effect or line o sight. may grant the mount a bonus to its move speed or
its next movement this [Round] equal to 󰀵 f per
Eye of Wrath opponent caught
caught in the
t he line.
At first, this
this appears to be just a roughly
roughly carved mar-
ble sphere, until it blinks and begins to track you Grip Treads [Mount]
with stony malevolence. Tese tires (or horseshoes) allow you to move effort-
Benefit: As a standard action, you may orm a con- lessly om one dramatic dash
da sh into another.
nection with an ally in [Close] range. You may Benefit: Once per [Encounter], i you are the rider
only have one connection at a time, and i you o a mount, you may Charge again immediately
orm a new connection, the old one ades. Once upon completion o the
t he Charge combat maneuver.
maneuver.
per [Encounter], you may cast a spell or use an
ability as though you were in the square o the ally Infighter’s Buckler
that you are connected to. Te ally must be within Tis shield offers magical maiming along with mobil-
[Close] range o you, but does not need to have ity or the battle mage on the go.

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 sae- attempt to violently orce its way through
th rough a square
ty mechanism. occupied by another creature. As a standard ac-

tion, the rider can move your mount rom one


Simple Icon square adjacent to a particular opponent to any
Tis is a small icon you carved years ago. It sings like other unoccupied square adjacent to the same op-
an aeolian harp. ponent without provoking an attack o opportu-
opp ortu-
Benefit: wice per [Encounter], as a swif action, nity. Tere must be sufficient unoccupied squares
you may create a spread
sprea d with a radius
radi us o your or the mount to fit in this new space, and its rider
[Close] range originating rom you that grants can make an attack action against the opponent
each ally besides yoursel in the area a Swap to - afer completing its move. I the target creature
ken. You may then immediately destroy a Swap makes a successul Fortitude save (DC 󰀱󰀰 + ½
token you had given to an ally and swap positions the rider’s level + the rider’s KOM), the rider can
with that ally, as i you were both affected by the make only a single attack, rather than an attack
dimensional swap spell. Each time you destroy a action.
Swap token and swap positions with an ally in
this way, you may immediately do so again with

Chapter XIII: Equipment 󰀳󰀰󰀵

Turret [Mount] Greater Places of Power


Tis armored
ar mored bubble
bubble protects you during
dur ing combat.
Benefit: All occupants o your mount
mount are [Covered]
[Covered] Abandoned Arsenal
against all other creatures. Tere’s plenty o power lef in this old place.
Benefit: Y
Your
our melee
mel ee natural
natura l weapons
weapo ns gain the
Useful Goggles [Magnum] and [Reach] weapon properties i they
On a first glance they look like any other pair o gog- did not already have them. Your melee weapons
gles and don’t
don’t seem to do anything. With a bit o fid- possess the [Magnum] and [Reach] properties
dling, however, they can provide the user with an while you wield them, i they do not already have
interesting selection o additional senses. those properties.
Benefit: Y
You
ou gain a number o senses usable one at
a time (you
( you can switch between
between them as a swif ac- Sweet Springs
tion): [Ghostwise sight] out to 󰀴󰀵 f, [Darkvision], An old benedict
benediction
ion has lef the
these
se water
waterss sw
sweet
eet and pure.
pure.
arcane sight Benefit:
or as the spell. Once per [Scene], as a standard action,
you may summon up to 󰀴 drinks o magical spring
Wings of Faith water plus an additional drink per 󰀵 character lev-
Tey take thousands o shapes: ey, fiendish, clock- els you possess. As a swif or part o a move ac-
work, eathered, but regardless o their nature, most tion, you may pass 󰀱 o these drinks to an ally with
creatures o aith are attributed with the ability o [Melee] range. Each drink takes a move action to
flight. Now you can count
count yoursel among
among them. consume which instantly
instant ly recovers hit points equal
Benefit: You gain the Fly movement mode. Alter- to twice your character level as well as doubling
nately, your mount gains the Fly movement mode.
mod e. the amount o [Fast healing] provided by a single
source or three [Rounds]. Tese drinks evaporate

Worry Beads at the end o the [Scene].


Tese little beads hum and rattle happily, their mo-
tion a comorting constant.
Benefit: Y
You
ou gain an additional trained skill.
skil l. When Relic Items
you attune to the Worry Beads,
B eads, you must remain
attuned to them until the end o the [Scene]. Up Blink Treads [Mount]
to two sets o worry beads stack. Space bends around these tires, and also around
whatever they’re astened to.
Benefit: Whenever
When ever your mount moves, you may
add the [eleport] descriptor to its movement.

Cloaking System [Mount]


Tis flywheel spins in total silence, and warps light
around you when it moves.

󰀳󰀰󰀶

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 careully 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 unettered, 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.

[Encounter] with no beats in your Forgotten Song. Benefit: Y


Your
our first attack o each turn treats
t reats your
you r
While the
t he Forgotten Song has at least 󰀱 beat, your opponent’s [Miss chance] as 󰀵󰀰 percentage points
movements gain the [Warp] descriptor. As an im- lower (minimum 󰀰󰀥). Your second attack o each
mediate action, you may spend 󰀳 beats to create turn treats your opponent’s [Miss chance] as 󰀲󰀰
a spread with a [Medium] range radius originat- percentage points lower (minimum 󰀰󰀥). In ad-
ing rom you, which renders all opponents in the dition, your natural weapons gain the [Magnum]
spread [Slowed] or one [Round], and immedi- weapon property i they did not already have it.
ately [Warp] up to 󰀱󰀲󰀰 f. Your
Your weapons
weapon s possess
pos sess the [Magnum]
[Magnu m] propert
prop ertyy
while you wield them, i they do not already have
Ghostly Rifle that property.
Tis slickly organic firearm eels like it’s not quite
there. Tere’s no place to put ammo, certainly, but Iron Sliver
you suspect this will be the least o your problems
problems. Tis small piece o metal vibrates steadily.
Benefit: You gain a 󰀱󰀰󰀥 [Miss chance]. Once per

Chapter XIII: Equipment 󰀳󰀰󰀷

[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 [Deaened] condition
tack roll beore gaining this [Miss chance] but must or two [Rounds] on each opponent in the spread.
decide to gain it beore
b eore [Miss chance] is rolled. A successul Fortitude save (DC 󰀱󰀰 + ½ your level
+ your KOM) halves the damage and negates the
Magister’s Staff [Deaened]
[Deaened] 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 successul
succe ssully
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 successul 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 successully complete Unortunately, your armor requires some o your
without alling [Dead] imbues this item with a mental power to coordinate its powerul 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.

mounted on the knuckles.


Benefit: You gain the Fly movement mode and a Siege Walls
+󰀴 item bonus to Armor Class. You also gain the Tese old walls are all that is lef o a great
g reat city, torn
ollowing natural weapon: apart by internal strie. In the end, the ortifications
Spiked Gauntlets – Melee, range [Melee], [Brutal 󰀳]. were used to hold the vast oment o rebellion inside
In addition,
additio n, once per [Encounter], as a swif the city.
action, you can overload the clockwork armor’s Benefit: Once per 󰀵 [Rounds], as a standard action,
machinery. You gain a +󰀳󰀰 f bonus to your move- you may create a wall
wal l o bones
bo nes within [Medium]
ment speed, and your natural weapons deal an ad- range. his wall consists o a number o 󰀵 t
ditional +󰀱 damage per level. Additionally, once squares equal to your character level, with each
per [Round], a creature you hit with your spiked square adjacent to another square. Each individ-
gauntlets must make a Fortitude save (DC 󰀱󰀰 + ½ ual 󰀵 f square o the wall is an obstacle, has 󰀵󰀰
your level + your
your Strength
Strength modifier) or be [Dazed] HP, attacks against them automatically hit, and
or one [Round]. Tese effects last or 󰀳 [Rounds]. sections automatically ail saving throws.
th rows. Te wall
wall

Chapter XIII: Equipment 󰀳󰀰󰀹

may not be placed in such a way that it occupies Orb of Exigencies


the same space as a creature, mount, or another Tis mysterious orb enguls you in a sheath o con-
object. sumptive energy when you hold it.
Benefit: You
You gain the
t he Fly movement mode, and the
Unfinished Cathedral “Elemental Strike” and “Elemental Shield” abilities
Te great stone ribs
r ibs o this place simply haven’t been o an Acid Elementalist with save DCs equal to
completed
completed yet. Work
Work swirls around you, the great un- (󰀱󰀰 + 󰀱/󰀲 your level + your KOM). Mundane me-
broken chain o a century’s design and creation. lee weapons that are not natural weapons used to
Benefit: You
You have [Immunity]
[Immunit y] to the [Prone] con- attack you are destroyed afer a successul hit (you
dition. Whenever you would move as the result o are still hit, and dealt damage i applicable).
an offensive action an opponent
opp onent takes, you may
choose not to move instead. Steadyheart Steels
Glowing orange gemstone-like cores are set into the
armor, offering a first intimation o preternatural
Artifact Items power.
Benefit: Tis heavy suit o plate provides a +󰀵 ar-
Apocalypse Gun [Mount] mor bonus to AC. Also, the first time you are
Tis massive three-barreled cannon weighs your killed in a [Scene], you are immediately resurrect-
mount down tremendously, but the damage it ed, with current hit points equal to 󰀵 times your
deals makes structural problems a minor concern. character level.
Benefit: Once every seven [Rounds], as a standard
action while riding your mount, you may create Oxidized Slab
a 󰀱󰀰󰀰 f radius spread originating rom target Hardly a sword,
sword , this heavily rusted block o steel is

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 󰀳],

[Round] on your turn, without spending an ac- [Magnum].


tion, you may deal 󰀱󰀵d󰀶 damage to all creatures Artifact weapon: +󰀴 item bonus to attack rolls.
within the
t he spread. A successul Reflex save (DC 󰀱󰀰 Benefit: When wielding
wield ing this sword,
sword , you gain an
+ ½ your level + your KOM) halves the damage. extra ranged attack that can be used as an imme-
diate action at [Close] range. Tis attack can be
Book Of Seven Lies used regardless o what conditions
cond itions are affecting
You remember nothing about this book. you, provided
provide d you are not [Dead
[De ad].
]. Tis attack
Benefit: Any one knowledge
knowled ge skill
s kill and any one in- does not gain additional
add itional damage beyond damage
teraction skill count as trained or you. You re- gained rom your KOM and Strength modifier.
ceive a +󰀵 untyped bonus on all rolls involving In addition, whenever
when ever you
you hit with this weapon,
those skills. Once per [Scene], you may use find whether with a regular attack or the extra ranged
the path, as the spell. attack, you may remove one o the ollowing

󰀳󰀱󰀰

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].
[Conused], [Dazed], [Dazzled], [Deaened],
[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 identiy
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

Chapter XIII: Equipment 󰀳󰀱󰀱

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 artiacts, 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 beore ments or driving your enemies beore 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] eects originating rom outside the custom item’s ier ranges rom Lesser Item to
Artiact.. For customized arms and armor,
Artiact 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

» Artifacts: 󰀴 points Upgrading Unique Items


Enchantments are magical enhancements and As characters level up, they may find that their old
powers a custom item possesses.
p ossesses. Tere are several items are less effective than they used to be. Using
important limitations on the use o enchantments: your old Blaze Bolter next to a party member who
An enchantment
enchant ment may only be added to a given just moved up to an Oxidized
Ox idized Slab can be
be d
disap-
isap-
item once unless stated otherwise. pointing. Te rules or customized equipment al-
Each enchantment has a point cost which must low you to address this issue by upgrading magic
be spent to add the enchantment to a magic item. weapons, armor, and shields – custom-generated

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 aorementioned Blaze
B laze Bolter, a Greater
be added to a suit o armor, and i that enchant- Item, to an Artiact, you would add 󰀲 points worth
ment also possesses the [Shield] tag, it could be o enchantments since Artiacts gain 󰀴 points o en-

applied to a shield instead. chantments and Greater Items gain 󰀲. Te new abil-
abi l-
Many enchantments are more powerul 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 beore 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.

Chapter XIII: Equipment 󰀳󰀱󰀳

1-Point Enchantments Energized [Weapon]


Your weapon esters with energy.
Masterwork [Armor] [Shield] Lesser: Choose [Fire], [Cold], [Acid], [Electricity]
[Weapon] or [Force]. Whenever you deal damage with an
You’ll notice that it shines. Also, it glistens.
glistens . attack using this weapon, you deal 󰀲 additional
Lesser/Greater/Relic/Artifact: Tis item’s item bonus energy damage with the chosen descriptor.
to AC or attack rolls is increased by one i it is Greater: As Lesser, and either increase by 󰀲 the
armor or a weapon; or its deflection bonus to AC damage with the chosen descriptor, or choose an-
is increased by one i it is a shield. other descriptor and whenever you deal damage
with an attack using this weapon, you deal 󰀲 addi-
Sophisticated [Weapon] tional energy damage with the chosen descriptor.
It’s the
the kind o weapon you could
could take out to a ancy Relic: As Greater, and either increase by 󰀲 the dam-
party. age with the one o chosen descriptors, or choose
Lesser/Greater:
Choose one weapon property. Tis another descriptor and whenever you deal damage
weapon gains that weapon property. Tis choice with an attack using this weapon, you deal 󰀲 addi-
is permanent and cannot be made again i you tional energy damage with the chosen descriptor.
stop using this weapon and use it again later. Tis Artifact: As Relic,
Rel ic, and either increase by 󰀲 the dam-
does not allow you to add [Barbed] to a natural age with the one o chosen descriptors, or choose
weapon. another descriptor and whenever you deal damage
Relic/Artifact: Choose two weapon properties. Tis with an attack using this weapon, you deal 󰀲 addi-
weapon gains those weapon properties. Tese tional energy damage with the chosen descriptor.
choices are permanent and cannot be made again
i you stop using this weapon and use it again lat- Detecting [Armor] [Shield] [Weapon]
er. Tis does not allow you to add [Barbed] to a Tis item empathically “watches out” or you in a
natural weapon. way - warning o impending danger.
Lesser: Y
You
ou are always aware o whether
whet her or not
Adept [Armor] [Shield] [Weapon] there are any opponents in your [Melee] range,
Tis implement o combat doubles as a tool o your though this does not tell you their location.
trade. Greater: Y
You
ou are always aware o whether
wheth er or not
Greater: Choose one skill. You gain a +󰀲 item bo- there are any opponents in your [Close] range,
nus to that skill. though this does not tell you their location.
Relic: Choose two skills. You gain a +󰀲 item bonus Relic/Artifact: Y
You
ou are always aware o whether
whethe r or
to those skills. not there are any opponents in your [Medium]
Artifact: Choose three skills. You gain a +󰀲 item bo- range, though this does not tell you their location.
nus to those skills.

󰀳󰀱󰀴

Dancing [Weapon] [Armor] [Shield] Variable [Weapon]


Te finely engraved embroidery truly conveys a sense Perect or the general weapons master on the go.
o grace into your movements. Lesser/Greater/Relic/Artifact: Once per [Round], as a
Lesser/Greater/Relic/Artifact: Y
You
ou may make
make an extra ree action, you may cause this weapon to lose all
󰀵 f step on your turn i you spend your move ac- o its weapon properties, except or any weapon
tion doing anything other than moving. properties granted by abilities or temporary e-
ects, and then gain a number o weapon proper-
Extradimensional [Weapon] ties equal to the number it lost.
Tis weapon is always in your grasp, whether it ex-
ists at this precise moment or not. Seeking [Weapon]
Lesser/Greater/Relic/Artifact: Y
You
ou may call or dismiss Tis weapon is perectly
pe rectly happy to do the work or you.
this weapon at any time or no action cost, be it Lesser/Greater/Relic/Artifact: Whenever you hit with
afer being disarmed, during an attack action, or an attack using this weapon, you may orgo your

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 comorting, flexible, and unnat- dard action, you may inflict [HP reduction] equal

urally sturdy. to your level + KOM on all opponents within


Lesser: Y
You
ou gain a +󰀱 item bonus to any one save. [Melee] range and knock them [Prone]. A suc-
Greater: Y
You
ou gain a +󰀱 item bonus
b onus to any two saves. cessul Fortitude save (DC 󰀱󰀰 + ½ your level +
Relic: Y
You
ou gain a +󰀱 item bonus to all
al l saves. your KOM) negates the [Prone] condition.
cond ition.
Artifact: Y
You
ou gain a +󰀲 item bonus to all
al l saves. Relic/Artifact: Once per [Encounter], as a standard

action, you may inflict [HP reduction] equal


Flying [Armor] to your level + KOM on all opponents within
Tis armor grants the power o flight through means [Close] range and make them [Blown away]. A
either obvious or not. successul Fortitude save (DC 󰀱󰀰 + ½ your level +
Relic/Artifact: Y
You
ou gain the Fly movement mode your KOM) negates the [Blown away] condition.
and a +󰀵 f bonus to your movement speed.

Chapter XIII: Equipment 󰀳󰀱󰀵

Streamlined [Armor] itsel, up to a maximum o 󰀱, + 󰀱 per six character


Small clockwork fixtures hidden inside this armor levels you possess.
enhance your movements.
Lesser: Y
You
ou gain a +󰀱󰀰 f bonus to your movement
speed. 2-Point Enchantments
Greater: Y
You
ou gain a +󰀱󰀵 f bonus
bon us to your move-
ment speed. Resistant [Armor] [Shield]
Relic: Y
You
ou gain
gai n a +󰀲󰀰
+󰀲 󰀰 f bonus
b onus to your movement
movem ent Flickers o energy are absorbed
absorbed in
into
to the item’
item’ss surace.
speed. Greater: Choose two o [Fire], [Cold
[Cold ], [Acid], and
Artifact: You gain a +󰀲󰀵 f bonus to your move- [Electricity]. You gain [Lesser resistance] against
ment speed. those two descriptors.
Relic: Y
You
ou gain [Lesser resistance]
resistan ce] to energy damage.
damag e.
Flesheater [Weapon] Artifact: Y
You
ou gain [Resistance]
[Resistanc e] to energy damage.
dama ge.

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

󰀳󰀱󰀶

make an attack roll or an attack against a crea- Warpeater [Weapon]


ture as part o casting the spell, compare the not- Tis weapon keeps reality in check.
ed result to that creature’s
creature’s AC instead.
instead . I it equals Greater/Relic: Once per [Round], when you hit an
or exceeds that creature’s AC, that attack hits opponent with an attack using this weapon or
that creature. Abilities and effects other than the the second time this
t his [Round], you may affect
affect that
spell’s effects that take place as the result o a hit opponent with dimensional anchor, as the spell.
or critical hit don’t activate as a result o this hit. Artifact: Once per [Round], when you hit an oppo-
At the end o each [Scene], all spells are dis- nent with an attack using this weapon, you may
charged rom this weapon. You may only be at- affect that opponent with dimensional anchor, as
tuned to one Spellstoring weapon at a time. the spell.

Drinking [Weapon] Wingeater [Weapon]


Blood flows om your
your oes’ veins to yours. You don’t even want to think about what this does.

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 horriying battle

cry, making all opponents within [Close] range Bolstering [Armor] [Shield]
[Frightened] or 󰀱 [Round]. A successul Will save Tis gives you great comort 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.

Chapter XIII: Equipment 󰀳󰀱󰀷

Mighty [Weapon] Shockwave [Weapon]


Tis weapon strikes blows that send oes flying. A thunderous wake is lef wherever it strikes.
Greater/Relic/Artifact: Once per [Round], when you Relic/Artifact: wice per [Round], you may add the
hit an opponent in your [Melee] range with an [Volley] descriptor to one attack with this weap-
attack using this weapon, you can spend a swif on; this attack with the [Volley] descriptor is ap-
action to use the Bull Rush combat maneuver plied against all opponents
oppo nents within a 󰀶󰀰 f wedge
against that opponent. You may continue your at- originating rom you.
tack action afer the Bull Rush.
Unbending [Armor] [Shield]
Only the smith who orged it knows the secrets o this
3-Point Enchantments mystic metal.
Artifact: Y
You
ou gain [Lesser resistance] to all
al l damage.
Wraithblade [Weapon]
Tis weapon scythes through the sturdiest o deenses. Hearteater [Weapon]
Relic/Artifact: Attacks made using this weapon gain Tis grisly weapon has a bite like none other - leav-
a bonus to attack rolls equal to hal o their tar- ing incurable wounds.
get’s item bonus to AC. Tis bonus does not stack Relic: Once per [Round], when you hit an oppo-
with ury bonuses to attack rolls, although it is not nent with an attack using this weapon or the
a ury bonus.
b onus. second time this [Round], you may inflict the
[Battered]
[Battered] condition on that
t hat opponent until the
Chameleon [Armor] end o your next turn. A successul Fortitude save
Tis armor disguises its wearer, much like the epon- (DC 󰀱󰀰 + ½ your level + your KOM) negates the
ymous creature disguises itsel. [Battered]
[Battered] condition.
Artifact:
You
You may use the
t he Stealth skill
s kill as a swif or Artifact: Once per [Round], when you hit an oppo-
immediate action. nent with an attack using this weapon, you may
inflict the [Battered] condition on that oppo-
Spelleater [Weapon] nent until the end o your next turn. A success-
Tis implement o destruction bites beyond flesh and ul Fortitude save (DC 󰀱󰀰 + ½ your level + your
bone – down to magic itsel. KOM) negates the [Battered] condition.
Artifact: Once per [Round], when you hit an oppo-
nent with an attack using this weapon, you may Storming [Shield] [Weapon]
affect that opponent with dispel magic, as the spell. Te clouds above are at your command.
Relic: Once per [Encounter], you may cast the call
Fortress [Shield] [Armor] lightning spell, with a save DC o (󰀱󰀰 + ½ your
Blows aren’t
aren’t the only
only thing it blocks.
blocks.
Relic/Artifact: You gain [Immunity] to [Paralyzed],
[Stunned],
[Stunned], [Dazed], [Nauseated],
[Nauseated], and [Slowed].

󰀳󰀱󰀸

level + your KOM). would not otherwise score a critical hit.


Artifact: Once per [Encounter], you may cast the
call lightning spell, and once per [Scene], you may
cast the lightning storm spell. Te DC or these Sample Custom Items
spells is equal to 󰀱󰀰 + ½ your level + your KOM.
Chameleon Skin
Morphic [Weapon] [Armor] [Shield] When you first stretch this skintight suit over your
Without shape and orm, it changes to suit your needs. body, you eel a stabbing pain all over your body, but
Relic/Artifact: At the start o each [Scene], you may it quickly subsides.
add up to two points worth o enchantments to Artifact armor: +󰀵 item bonus to AC.
this item until the end o the [Scene]. Adept: Grants a +󰀲 item bonus to Acrobatics,
Larceny and Stealth checks.
Whirling [Weapon] [Armor] Chameleon: Y
You
ou may use the Stealth skill
ski ll as a swif

Te centriugal orces trapped within occasionally or immediate action.


send you into a veritable whirlwind.
Relic/Artifact: Y
You
ou no longer provoke attacks o op- Damascus Shield
portunity while charging or suffer an AC penalty Description: Te smooth surace o this shield
rom the Charge combat maneuver. While using quivers a little depending on air currents. Te wa-
the Charge combat maneuver, you gain a +󰀳󰀰 f ter-like patterns in the steel shif as it does.
bonus to your movement speed, and may move Artifact shield: +󰀴 deflection bonus to AC.
into and out o squares occupied by opponents, Fortress: Grants [Immunity] to [Paralyzed],
moving them 󰀵 f away rom your charge path, and [Stunned
[Stunned ], [Dazed], [Nauseat
[Nauseated],
ed], and [Slowed].
dealing 󰀵 damage to them. Tis movement does Resilient: Grants a +󰀲 item bonus to all saves.

not provoke attacks o opportunity. Additionally,


you may use the rip
rip combat maneuver with a +󰀲 Immaculate Hilt
bonus to the DC in place o the melee attack at Tis finely wrought piece is untarnished, without
the end o the Charge combat maneuver. even the fine marks o honing or the aint tell-tales
o use on the handle. More curiously this hilt flows
Vorpal [Weapon] uneasily like melting butter, orming into any weap-
One, wo! One, wo! And through and through. on o the user’s choosing.
Relic: When making an attack using
usin g this weapon, Immaculate Hilt: Melee, range [Melee], [Brutal 󰀳]
your critical hit range expands to include the next Artifact weapon: +󰀴 item bonus to attack rolls.
three highest numbers on a d󰀲󰀰 on which you Variable: Once per [Round], as a ree action, you
would not otherwise score a critical hit. may cause this weapon to lose all o its weapon
Artifact: When making an attack using this weap- properties, except or any weapon properties
on, your critical hit range expands to include the granted by abilities or temporary effects, and then
next our highest numbers on a d󰀲󰀰 on which you gain a number o weapon properties equal to the

Chapter XIII: Equipment 󰀳󰀱󰀹

number it lost. Tis greataxe seems to be made om a single slab o


Vorpal (Artifact): When making an attack using this iron. Incomprehensible runes and otherwordly crea-
weapon, your critical hit range expands to include tures are engraved all over its surace.
the next our highest numbers on a d󰀲󰀰 on which Rolling Thunder: Melee, range [Melee], [Brutal 󰀲],
you would not otherwise score a critical
crit ical hit. [Scything].
Artifact weapon: +󰀴 item bonus to attack rolls.

Ironmountain Plate Masterwork: Rolling Tunder’s item bonus is in-


Te traditional lines o this sleek armor give way to creased by one.
what look to be heavy modifications, with broad Mighty: Once per [Round], when you hit an op-
sharp plating added and anchored with dwarven ponent in [Melee] range with an attack using this
runes. Te crafsmanship marks this as the work o weapon, you can spend a swif action to use the
a master smith. Bull Rush combat maneuver against that oppo-
oppo -
Relic armor: +󰀴 item bonus to AC. nent. You may continue your attack action afer

Masterwork: Ironmountain Plate’s item bonus is the Bull Rush.


increased by one. Energized (Artifact): Whenever
Whe never you deal damage
Vital: Grants an item bonus to maximum hit points on an attack using this weapon, you deal 󰀸 addi-
equal to your level. tional elemental damage with the [Electricity]
descriptor.
Pistolcaster
It’s not a gun, that’s or sure, not really. It’ll fire bul- Simple Knife
lets or even arrows
ar rows in a pinch, but the strange struts Tis finely made blade looks like it’s actually carved
car ved
and arcane wiring suggests this weapon has a higher out o flint, though the hilt is very well-worked, and
purpose… or at least a more devastating one. uses an exotic tanned leather. Te only adornment
Pistolcaster:Ranged, range [Close], [Arcane], is a single glyph that is cut all the way through the
[Brutal 󰀲], [Magnum]. middle o the handle.
Greater weapon: +󰀲 item bonus to attack rolls. Simple Knife: Melee, range [Melee], [Guardian],
Spellstoring: As a standard action, you may cast a [Hold-out], [Trown].
spell into this weapon, storing it inside the weap- Relic weapon: +󰀳 item bonus to attack rolls.
on rather than gaining its normal effect. Once per Wraithblade: Attacks made using this
t his weapon gain
[Round], you may choose to release a stored spell a bonus to attack rolls equal to hal o their tar-
beore making an attack with the
t he Pistolcaster. Te get’s item bonus to AC. Tis bonus does not stack
spell affects any one creature that attack hits; or with ury bonuses to attack rolls, although it is not
i the spell would affect an area, the spell’s area a ury bonus.
originates rom and includes the square the crea-
ture occupies. Vanguard
Tis beautiully-carved shield makes you eel
 eel health-
Rolling Thunder ier when you pick it up.

󰀳󰀲󰀰

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 perectly 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 beore 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.

Consumable Rules Summary


Consumables normally require a swif action
»

Consumables to activate, however exceptions exist.


» Consumables listed with a skill are considered
Players start each [󰁑uest] length period with linked with it. A character that wants to use
three consumables per character under almost that consumable must have that skill trained.
all circumstances. Should players be exceptional-
exceptional- » A good
goo d general
gene ral rule in trading
trad ing or
o r attempting
attempti ng
ly poor either in money or sense, they may end to acquire Consumables is that a consum-
up starting with less. Tis is a airly significant able is worth two Consumable items o the
change, however, so consider it careully. It can next tier down. Artiact Consumables can-
lead to ailure becoming a slippery slope, as con- not be traded down.
sumables are designed to take the edge off o that » Te Artiacts are never available or trade, and
exact same slope. are generally only ound as rewards or per-
We offer a large set o items with different du- ilous quests, or created via a recipe as part
rations, and enough o them that a single party is o an Artiact level magic item. Some games
actually making meaningul choices about their may find it useul to make the Ankh consid-
loadouts. Notably, consumable items are rarely erably more available,
availab le, however.
open to monsters, as it would not make sense or » Again, we rec
recommend
ommend that each player
player get 󰀳 ccon-
on-
them to have such equipment. We use this to dis- sumables per [󰁑uest],
[󰁑uest], o the ollowing types:
types :
tinguish bosses, recurrent
recurrent oes, and the like as well!
Finally, consumables offer something
somethin g really Lesser Greater Relic Artifact
Lvl. 1-4 3 0 0 0
special to players. Loot they can use right away,
Lvl. 5-9 2 1 0 0
which directly affects their short term survival, Lvl. 10-20 1 1 1 0
and can be accumulated meaningully, unlike

Chapter XIII: Equipment 󰀳󰀲󰀱

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

Curious Monocle Benefit: Y


You
ou cause an opponent
oppo nent to [
[ eleport]
elepo rt] up
Made out o
o a rather
rather lovel
lovelyy lens and some str
strange
ange lit- to 󰀴󰀵 f in a direction o your choosing, but unless
tle armatures, you’d swear this thing was almost alive. they are [Flying], their destination point must be
Skill required: Perception on solid ground.
Benefit: For the entire [Scene], you gain a +󰀴 bo-
nus to your Awareness.
Awareness. Healing Potion
Tere’s one item thata persists across all universes in
Firebrand some orm or another – a cheap and bitter brew that

A quick
quick dip in this oil enguls yo
your
ur weapo
weapon
n in a flame knocks some lie 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 powerul 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].

󰀳󰀲󰀲

Lesser Item Greater Item Relic Artifact able 󰀱󰀳-󰀳


General Formal Favor Rusted Ring Ankh Consumables by
Gloss Armor
skill and item
item
Healing Potion Tiny Model Hourglass
type
Arcana Hollow Horn Dragon’s Blood Illusory Terrain

Diplomacy Limited Diplomatic


Immunity
Engineering Floating Eye Brush Shield Unhappy Juice
Meat Grenade Canned Lightning
Daedelic Wings
Intricate Headgear
Geography Granite Spike Affable Cube
Shape Earth
History What Someone Spirit’s Shielding
Else Knew
Larceny Firebrand Friends in Low Places
Nature Instant Tree Strange Acid Flask
Perception Curious Monocle Wolf Totem

adjacent unoccupied square, afer which the tree consumable


consumable or one [Round].
instantly grows into a mighty oak, which is an ob-
stacle that occupies a 󰀵 f square and creates a 󰀳󰀰 f What Someone Else Knew
radius spread originating rom itsel, which lasts An ancestor or perhaps
pe rhaps just a helpul ghost has
ha s 󰁶ol-
or the remainder o the [Scene]. While in the unteered their skill in place o yours.
spread, allies benefit rom [Fast healing] equal to Skill required: History
your level. Te tree
tree begins to wither and die at the Benefit: Y
You
ou are treated as having trained a skill
ski ll o
end o the [Scene] i the environment is not suit- your choice or the duration o the
t he [Scene].
able or its survival.

Greater Consumables
Meat Grenade
Tis ground meat rapidly rots, but turns to stone in-
stead o putrescence. Affable Cube
Skill required: Engineering Cheerully 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 helpul.
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

Chapter XIII: Equipment 󰀳󰀲󰀳

to another square. Each individual 󰀵 f square o Skill required: Larceny


the wall is an obstacle, has 󰀵󰀰 HP, attacks against Benefit: Y
You
ou get two ree tokens during this [Scene]
them automatically hit, and sections automatical- that can be used in any social encounter with
ly ail saving throws. Te wall may not be placed criminals or their corrupt allies.
all ies.
in such a way that it occupies the same space as a
creature, mount, or another object. At the end o Gloss Armor
the [Encounter], the wall cheerully vanishes into Adventurers who orget to regularly bathe end
e nd up
a promptly appearing disposal chute which just as co󰁶ered with layers o this resilient substance.
promptly vanishes as well. Skill required: None
Benefit: For the remainder o this [Encounter],
[ Encounter], you
Canned Lightning are coated in a fine thin shell o devilishly hard
Cr
Crack
ack open a reeshing can ull o electrical potency! gloss, with a stony texture. You gain [Damage re-
Skill required: Engineering duction] equal to twice the highest circle you pos-

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 poweeul 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- enorcement
enorcement 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 meaningul 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 deensively.
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.

[Scene], you may entirely negate one ranged at-


at -
tack that would otherwise hit you.
Relic Consumables
Strange Acid Flask
No one
o ne would put acid in a flimsy container that Illusionary Terrain
wouldn’t hold it, though. Tat’s something you’re Fortunately,
Fortunately, you’re not the
the only one seeing this.
this.
pretty sure o. Skill required: Arcana
Skill required: Nature Benefit: Allies
All ies within
w ithin 󰀱󰀵 f o you gain 󰀵󰀰󰀥 [Miss
[ Miss
Benefit: ossing this
t his at a point flask in
i n space seems chance] or the next two [Rounds],
[ Rounds], as the world
causes it to air-burst like a careully timed explo- distorts into a nightmare o organic orms and im-
sive. Select any square within [Close] range. Te possible architecture.
flask tumbles end over end to hover there or a
moment beore detonating in a 󰀲󰀰 f radius burst. Rusted Ring
Tis deals 󰀱󰀰 points o damage, and reduces the Tis old piece o junk is still good or another shot.
AC o anyone caught
caug ht in the
t he blast
bla st by 󰀲 points per Skill required: None
[Round] or 󰀳 [Rounds]. Careul maintenance a- Benefit: When you invoke the
t he powers
p owers o the ring,
ter the [Encounter] will remove this penalty. you immediately
imme diately [elepo
[eleport]
rt] up to 󰀵󰀵󰀰 f, leaving
behind a trail o rust as the ring disintegrates.
Tiny Model
Tis small glass-encased diorama depicts a stone bier
on an earthen mound.
Skill required: None
Artifact Consumables
Benefit: Shattering the tiny model deprives a single Ankh
target opponent within [Medium] range o the Fly When you touch this golden talisman, you can eel
 eel a

Chapter XIII: Equipment 󰀳󰀲󰀵

heartbeat almost in sync with your own.


Skill required: None
Benefit: An ankh
an kh is activated at the beginning
begin ning o
a [Scene], and expires at the end o that [Scene]
even i it has not been triggered. I the char-
acter who activated the ankh dies or becomes
[Unconscious], however, the ankh blows itsel to
shreds in an explosion o energy and revives that
character immediately at hal HP. Each character
may use only two ankhs per [󰁑uest].

Hourglass
By snapping this tiny egg timer
t imer in hal, you release

a swirling mist o salt and iron


Skill required: None
Benefit: One opponent in [Medium] range is impris-
oned or one [Round].
[Round ]. Te opponent is incapable
incapable
o acting or perceiving its surroundings, but it gains
[Immunity] to damage and [HP reduction], it can-
not be targeted by an attack
attack or ability, and line o
effect is blocked between the creature and any at-
tack, ability, or effect. Ongoing effects and condi-
tions are not otherwise altered in any way, and do
not count this [Round] against their duration.
󰀳󰀲󰀶

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
lie. 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 perect anal-
ogy. Simply put, [Legendary] characters are not
suitable or use as common monsters or mewling

Chapter XIV: Legendary Creatures 󰀳󰀲󰀷

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-lie megalomaniac you’ve you make a ranged attack,
attack , beore 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 qualiy or this ability
abil ity (see Chapter XIII).
XIII). Once per
Tis is the first step towards a more proound 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 powerul 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 qualiy 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.

󰀳󰀲󰀸

Fated covers squares a certain distance or number o


Y
Your
our name is whispered
whisp ered by the firelight
fire light ar rom
ro m squares away rom a target square, that distance
civilization. ales o your deeds are sung in tav- or number o squares is doubled.
erns the world over. Your ootsteps shake the
earth and leave nothing unscathed in your wake. The World Twists: Y
You
ou begin
begi n each [Encounter]
[Enc ounter] a-
Knowledge checks made to identiy you are made ected by Illusionary errain, as the consumable.
with a +󰀵 bonus.
Windblessed: Ranged attacks made against you
Iron Monger: Y
You
ou gain early
e arly access to a Relic,
Re lic, and rom [Medium] or longer range simply ail, unless
may use it in addition to the normal Relics
Re lics you are the source is [Legendary].
entitled to due to your level.
Full Sanction: Once per [󰁑uest], you may use this
Wayfarer: Once per [Scene], with
wit h the work o twen- ability by initiating combat during a social en-

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 identiy
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 identiy 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.

Chapter XIV: Legendary Creatures 󰀳󰀲󰀹

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 lie 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.

death will stick this time.


Awesome Lair: Y
You
ou have a supreme
supr emely
ly cool
co ol lair.
lai r.
Inhume: Once per [󰁑uest], you can arrange or one Perhaps it is a flying ship, or a burrowing castle.
non-[Legendary] NPC to suffer a horrible and Perhaps a citadel complete with artillery, or a
nearly untraceable accident, one that is extreme- black tower that cannot be destroyed. Maybe you
ly atal. Tis NPC cannot be more than one level built it, or inherited it, or stole it. In addition to
higher than you. Be careul, though, as resurrec- the single significant perk that this lair must pos-
tion may be possible. sess compared to a normal lair, once per [󰁑uest],
you may opt to take the fight home or possibly
poss ibly
Puppetmaster: Knowledge checks made to learn take your home to the fight. I you do, you may
anything about you automatically ail. Accounts design the terrain or a single [Encounter]. As a
o your exploits inevitably leave
l eave you out. Your
Your role result, most [Legendary] lairs are distinguished by
in events is quickly orgotten, though the events the act that they are mobile.
themselves ofen grace the pages o the history
books. You’ve become nothing more than a bo-
bo - Lionhearted: Some ew were meant especially to lead,
geyman, a whispered myth. but many legends are about the led as much as the
leaders. While within [Long] range o you, allies
Minions: You have a squad o five disposable min- gain a single Champion-tier [Legendary] ability o
ions who blindly obey your orders. Each o these your choice other than Suave. Tis choice, made
minions is a character five levels lower than you. when this ability is acquired, is permanent.
When one o these minions d ies, you may replace
it at the end o the [Scene]. Minions do not get Singer of Earth and Tide: Y
You
ou are a master o creation
creation
consumables, are be built as creatures using Full and engineering. As long as you have something

󰀳󰀳󰀰

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 careul 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 beore you gain that condition.
cond ition.

Chapter XIV: Legendary Creatures 󰀳󰀳󰀱

Legend counter-plots until one side tells a definitively


For many o your acquaintances, you are the clos- cooler story. Tis power is not suitable or all cam-
est thing to a god that they will ever encounter. I paigns and should only be taken with the GM’s
you have
have one o these abilities, Knowledge
Knowled ge checks express permission.
to identiy you are made with a bonus o +󰀲󰀰 un-
less you have the Puppetmaster ability, in which Seeker: Y
You
ou i
ind
nd things
thi ngs...
... thing
th ingss lost,
los t, thi
things
ngs
case the checks still ail. gone, things alive, things dead, things that have
never been, things that are yet to be. You have
A Bit of Gravitas: All
Al l opp onents
one nts wit hin [L
[Long
ong ] [Blindsight] and [remorsense] out to [Extreme]
range lose [Flying] and the Fly movement mode. range, ignore all [Miss chance], and have
Each creature which did not possess the Fly [Immunity] to [Figments]. You can use discern
movement mode has its movement speed halved location, as the spell, at will.
as long as it remains within range. Tis ability

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
eect 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

you also have


have the Indestructible
Indestructible ability. Otherwise, sense o the unstoppable. At the end o your turn,
you halve physical damage
d amage you would take, afer you gain a +󰀱 bonus to all
a ll d󰀲󰀰 rolls until
unt il the end
[Damage reduction], [Resistance] and other effects o the [Encounter].
[Enc ounter]. I you already have a bonus to
that would reduce damage. You cannot take the d󰀲󰀰 rolls rom this ability, it increases by +󰀱 in-
itan ability i you have the Puppetmaster ability. stead, to a maximum
max imum o ½ o your level. You
You gain a
bonus to your movement speed equal to +󰀱󰀰 f per
Tap Leyline: It turns out that old arts die hard. You +󰀱 to d󰀲󰀰 rolls gained through this ability.
may lay a spell you can cast into the very spirit o
a place, be it a city, ancient glade, or mage’s tow-
er. Te anchoring o the spell gives it permanency,
and it cannot be dispelled or disrupted without
completely destroying the enchanted location.
Y
You
ou may choose to dismiss the effect rom its pres-
ent location, and anchor a spell at a new location
at the beginning o each [Scene].
Old Hero: Y
You’ve
ou’ve stayed alive
al ive by learning
learni ng valu-
able lessons the extremely hard way. You have
[Immunity] to energy damage and magic damage
i you also have the Woldhewn ability. Otherwise,
you halve energy
ene rgy damage
dama ge and magic
mag ic damage
dama ge
you would take, afer [Resistance
[Res istance]] and other e-
ects that reduce damage. You cannot take the

Chapter XIV: Legendary Creatures 󰀳󰀳󰀳

AP PE ND I X

Area of Effect Templates


A--1
A
Wedges 󰀲 than in any other direction chosen in Step

󰀲 rom that vertex.


W
Wedges
edges come in two varieties
var ieties:: diagonal
d iagonal wedges
and orthogonal wedges. Wedges are determined Te acing page eatures two templates wedges:
as ollows: a diagonal wedge (diagram 󰀱-󰀱) and an orthogo-
» Step 1. I the wedge originates rom a square, nal wedge (diagram 󰀱-󰀲). Te listed numbers are
the source o the effect chooses a vertex o in eet; consult them to determine i your wedge
that square. I the wedge originates rom a would reach that ar.
creature, the source o the effect chooses a
square that creature occupies and chooses a
vertex o that square.
»
Step 2.
Te source o the effect chooses one
non-diagonal direction, then chooses either
one other non-diagonal direction that is not
opposite the first chosen direction or each
other non-diagonal direction that is not op-
posite the first chosen direction.
» Step 3. Te area o a wedge includes each
square within a distance equal to the
wedge’s length o the vertex chosen in Step
󰀱 that is two o the directions chosen in Step
󰀲 rom that vertex. I more than two direc-
tions were chosen in Step 󰀲, the area o the
wedge includes only squares that are no less
distance in the first direction chosen in Step

󰀳󰀳󰀴

Diagram 󰀱-󰀱:
Diagonal Wedge
Wedge
emplate

Diagram 󰀱-󰀲:
Orthogonal Wedge
emplate
Appendix A-󰀱:
A-󰀱: Area o Effect emplates
emplates 󰀳󰀳󰀵

Lines distance equal to hal the difference o


the line’s width and 󰀵 f o any square
Lines are determined as ollows: rom Step 󰀴a that is the d irection oppo-
» Step 1. I the line originates rom a square, the site the direction chosen in Step 󰀳 and
source o the effect chooses that square. no other direction rom that square.
I the line originates rom a creature, the
source o the effect chooses a square that Te acing page eatures two templates or lines: a
creature occupies. 󰀵 f wide line (diagram 󰀱-󰀳) and 󰀱󰀰 f wide line (di-
» Step 2. Te source o the effect chooses one agram 󰀱-󰀴). Te listed numbers are in eet; consult
non-diagonal direction. Te source o the them to determine i your line would reach that ar.
effect may then choose another non-diag-
non-diag -
onal direction that is not opposite the first
chosen direction. Spreads
»
Step 3.
Te source o the effect chooses one
non-diagonal direction. I only one direc- Te acing page eatures the template or spreads
tion was chosen in Step 󰀲, this direction (diagram 󰀱-󰀵). Te listed numbers are in eet; con-
cannot be the same as the direction chosen sult them to determine
determin e i your spread would reach
in Step 󰀲 or the direction opposite that di- that ar.
rection. (Otherwise this direction may be
the same as a direction chosen in Step 󰀲.)
» Step 4. Te area o a line includes the ollowing :
4a. Each square within a distance equal to
the line’s length o the square chosen
in Step 󰀱 that is each o the directions
chosen in Step 󰀲 rom that
th at square and is
equal distance in each o the directions
chosen in Step 󰀲 as in each other direc-
tion chosen in Step 󰀲 rom that square.
I only one direction was chosen in Step
󰀲, each square must be in the direction
chosen in Step 󰀲 and no other direction
rom the square.
4b. Each square within a distance equal to
hal the line’s width o any square rom
Step 󰀴a that is the direction chosen
in Step 󰀳 and no other direction rom
that square, and each square within a

󰀳󰀳󰀶

Above: Diagram 󰀱-󰀳: 󰀵 f wide line template


Lef: Diagram 󰀱-󰀴: 󰀱󰀰 f wide line template
template
Below: Diagram 󰀱-󰀵: Spread
Spread template

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