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MERTH: THE SPRING OF LIFE PLAYTEST ALPHA VERSION 0.

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THIS VERSION OF MERTH IS AN ALPHA AND CONTENT IS LIABLE TO BE ALTERED OR
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WELCOME TO MERTH!
Merth is a tabletop roleplaying game set in a high fantasy world. You can expect lots of fighting
and adventure to occur as you traverse through your game master's world. Merth attempts to take the
concepts introduced by other popular tabletops and improve on them to be easier to learn and more fun.
Table of Contents:
Page 3: How to Play
Page 5: Character Creation
Page 7: Leveling Up
Page 8: Skills
Page 9: Races
Page 12: Classes
Page 18: Dieties
Page 19: Enemies

HOW TO PLAY
Merth is a tabletop roleplaying game. Like most games in the genre, Merth expects you to have
one game master who will create the world and guide your adventures. As a player, you must first
create your own character to play as before the game begins. Don't worry too much about how strong
your character is or what your personality is. The first session is meant to get you familiar with playing
as your character, interacting with the world and roleplaying with your group. Later releases of Merth
will come with a walk through that teaches you the rules of the game as you create your character, but
this version assumes you are familiar enough with tabletop games to create a character and play with
only a simple explanation of the rules.
Most rolls in Merth are done by rolling 2d6, or two six-sided dice. Rolling two 6s is considered
a critical success, and rolling two 1s is considered a critical failure. Because of this system, most rolls
require you to only roll 2 dice. Some rolls may only require 1 dice, in which case the roll can not
critically succeed or fail.
In non combat situations, a critical success means that if there is any conceivable way for you to
pass your check, then you pass, most likely in a spectacular fashion that brings other bonuses along
with it. A critical failure means you fail spectacularly. If it was a physical check, you most likely injure
yourself, and if it was a mental task then you most likely are convinced of something that is completely
wrong. Critical failures are handled by the game master.
In combat situations, a critical success means that you get to roll an extra d6 and add that to
your damage, healing, or whatever the roll was for. If that d6 is a 6, then you continue to roll and add to
your roll until you roll something other than a 6. A critical failure means your attack misses and instead
you reroll those dice, applying that damage to yourself OR play out the failure however your DM
describes it.
Combat
Combat typically assumes all participants are within striking distance of each other. Combat
plays out similarly to a turn-based video game in that regard, with terrain, location and positioning
typically providing nothing to the fight unless the DM rules otherwise.
1. Everyone in the fight rolls 2d6 + their initiative
2. Players take their turns in order of highest to lowest, ties are determined with a reroll.
3. Players can use one attack, one item, and as many Quick actions as they want on their turn.
Interrupt actions are used when an enemy or ally triggers it.
4. Attacks are generally determined by a roll of 2d6, or the result of 2d6 multiplied.
5. Damage is reduced by either armor or magic resistance, whichever the damage is against, and
then reduces HP by the remaining value.
Abilities and Spells
Most characters have a basic 2d6 damaging attack. This attack has no usage limit.
Abilities are special moves that a character can only use once per encounter.
Spells are special moves that are limited by your character's overall daily spell limit. A character can
only cast a number of spells per day equal to their daily spell limit, but they can choose to cast the same
spell multiple times.

Statistics
Strength and Dexterity are physical attributes. Your Strength modifier plus your Dexterity
modifier determines how many Ability Points you have. Ability points have two uses. When you
spend an ability point, you may either add a d6 to your attack roll or use an ability that you've already
used this encounter. Ability points refresh daily, after an extended rest.
Strength determines what armor you can wear. Strength also determines what physical skills
you can perform.
Dexterity modifier is added to your Initiative. You also add your Dexterity modifier to your AC
if you are wearing light armor, like cloth or leather.
Constitution increases your HP. Your constitution stat is added to your health every level.
When your constitution is raised, it retroactively increases your HP for past levels.
Intelligence and Wisdom are mental attributes. Your Intelligence plus your Wisdom modifier
determines how many Spell Points you have. Spell points determine how many spells you can cast per
day. Magic Resistance is also determined by your Intelligence plus your Wisdom modifier.
Luck stat (not your modifier) determines your total Luck points. Luck points can be spent to
reroll any number of dice from an undesirable roll in the hope of receiving a better outcome. Luck
points refresh daily.
Reaching 0 HP
When a player character reaches 0 HP, they are considered knocked out and can not act for the
rest of the battle unless an ally heals them. Healing an unconscious character only heals for half the
normal amount. When a character is unconscious, enemies will typically switch focus to the other
conscious targets. A character has to take all of their HP as damage again, while unconscious, in order
to die.

CHARACTER CREATION
1. Choose a race and class that you would like to play as. You get all of the modifiers listed on your
race, and everything marked as Level 1 for your class.
2. Determine stats. Characters have six stats: Strength, Dexterity, Constitution, Intelligence, Wisdom
and Luck. These stats affect both in and out of combat actions.
Strength lets you wear heavier armor, while Dexterity increases your armor while wearing
lighter armor. Str and Dex also add to your ability points, which let you hit harder or reuse an ability
that you already used that encounter.
Constitution directly increases your HP, which lets you take more hits.
Intelligence and Wisdom increases your magic resistance, letting you take less damage from
spells. Int and Wis also increases your spell points, allowing you to cast more spells per day.
Luck determines your Luck Points, which can be used to reroll bad rolls to try to get a better
outcome.
All classes benefit from all stats, so you can stat your character in any way you want.
There are several ways to roll stats.
Easy: Standard Array: 5, 5, 4, 4, 3, 2. Assign each of these numbers to a stat.
Point Buy: All stats begin at 0, and you get 24 points to use to raise your stats. The max a stat can be
raised to is 6, and raising a stat to 6 costs 2 extra points (8 total).
Rolling: Roll 4d6 and drop the lowest die. Add the remaining 3 die and then divide the result by 3,
rounding accordingly. Then apply those numbers to the stats of your choice.
Rounding chart:
17 or 18 = 6
14, 15 or 16 = 5
11, 12 or 13 = 4
8, 9 or 10 = 3
5, 6 or 7 = 2
3 or 4 = 1
Reduce your stats by 3 to determine your stat modifiers. Write these next to your stats. These
modifiers determine your ability points, spell points, skill bonuses, and almost everything else in the
game. The only calculations that use your stat instead of your stat modifier are how much extra HP you

gain from your constitution, what armor you can wear based on your Strength, and how many Luck
Points you have based on your Luck stat.
3. Determine HP. Your class determines how much health you start out with.
4. Calculate skills. Skills are listed in the skills section. Skills are modified by your stats and your race's
bonuses. Fill out your stat sheets with the stat's modifier, plus any bonuses your race gets to those
skills.
5. Determine defenses, initiative, and point pools. Armor is determined by your strength. Light armor,
such as cloth or leather, grants no bonuses but allows you to use your dexterity modifier as armor.
Heavier armor requires higher strength, but adds your strength modifier as armor. Simply choose to
wear light armor if you want to use your dexterity modifier, or heavy armor if you want to use your
strength modifier.
Magic resistance is equal to your intelligence and wisdom modifiers added together. Your
dexterity modifier determines your initiative. Your Ability points are determined by both your strength
and dexterity modifiers, and your Spell points (minimum 1) are determined by both your intelligence
and wisdom modifiers. Luck points are determined by your luck stat.
Once all of that is done, you can determine personality, weapons, features, etc. What specific
weapon or armor you use (aside from light or heavy armor) has no bearing on how your character
performs in or out of combat. This is merely for flavor purposes
NOTE: If you are more experienced with tabletops and want more customization options, it's
recommended that your group starts at level 2 by going to the leveling up section.

LEVELING UP
Leveling up to level 2 is when you get to customize your character. When you level up, you can
decide many things that personalizes and advances your character.
1. Choose if you would like to level up a different class or the same class. If you level up the same
class, then you learn that class's level 2 ability or spell, or whatever level ability and spell you advanced
the class to. You also gain your constitution stat as health.
If you want to level up a different class, then you learn that class's basic attack and your choice
of their level 1 encounter or level 1 ability. Instead of gaining your constitution stat as health, you
average the new class's base health with your health. Note: Multiclass characters and rules are mostly
untested, they are likely to undergo revision or even be removed.
2. Choose if you would like to be an Offensive or Defensive character. Offensive characters add their
total level to their damage rolls, while Defensive characters add twice their total level to their total
health.
3. Train in a skill, giving it +1.
4. Add 1 to a stat of your choice, and adjust stats as necessary.

SKILLS
Skills are how good your character is at certain tasks and are used to see if you succeed or fail at
something. Skill checks are done by rolling 2d6 and adding your skill modifier. Skills can be increased
by their related stat, or by receiving training in a skill. At the end of every session, the DM should
consider what skill checks you or the entire group made, and increase a skill by +1 if you or the group
did a specific check enough to learn from the experience. This skill list is subject to change in later
releases.
Strength
Athletics: Climbing, swimming, lifting, pushing.
Intimidate: Scare someone into doing what you say, or running away.
Dexterity
Acrobatics: Poise, doing a flip, running up walls.
Stealth: Moving without being seen or heard.
Thievery: Stealing something without being noticed.
Constitution
Endurance: Withstanding a long challenge, poison, the elements.
Intelligence
Arcana: Sensing magic, magical knowledge.
History: Knowledge of the past, including rulers, areas and major events.
Knowledge: General knowledge. Can be made more specific.
Religion: Knowledge of religion, religious idols, and gods and goddesses.
Wisdom
Dungeoneering: Knowledge of traps and general construction, ability to read a map and sense direction.
Heal: Heal a wound on yourself or another, restoring HP and stopping infection.
Insight: Sense motives, whether something is a good idea, whether someone can be trusted.
Nature: Ability to survive in the wild, hunt, and knowledge about wildlife and plants.
Perception: Ability to use your senses or find something.
Luck
Bluff: Convincing someone your lie is true.
Diplomacy: making someone see your point of view or do what you tell them to
Haggle: Try to get a lower price or sell an item for more.
Streetwise: Finding someone you're looking for, where to look, finding out information in a crowd.

RACES
Merth is filled with different races of playable characters. These races all have different bonuses
to their ability scores, skill bonuses, and other racial traits. This version contains five races, but future
versions will contain up to twelve or more once these have been properly tested.
Geelos
These reptiles look like large bipedal desert horned lizards. Inhabitants of a fiercely hot desert,
geelos produce a chemical that bonds to the water in their body, allowing them to withstand and even
enjoy temperatures above the natural boiling point. Usually nocturnal, geelos spend their nights mining
deep in desert caves for crystals. Desert crystals are priceless to geelos, because they can be used to
build their crystal homes which amplify the heat of the sun. Even their attitudes can be hot-tempered;
They're quick to anger and will fight you for the closest spot to the fire.
Geelos can range from small, dextrous 4' tall creatures to hulking 8' tall powerhouses. Females
usually have a pinkish color pattern to their skin, while males have a dark red skin tone.
Ability scores
+1 Constitution, +1 Strength or +1 Dexterity. -1 Wisdom.
Skill Bonuses
+1 Endurance, +1 Dungeoneering.
Racial Benefits
Magical Aversion: +1 Magic Resistance, -1 Spell Point.
Seasoned Miner: +1 to checks made underground. You're used to the darkness.

Golems
Large animated clumps of land that were given life by The Spring's streams, these peaceful,
sturdy golems often roam together in bands. Once golems encounter another group of people, they
often integrate into their society and become healers, laborers or councilors for them. Most races
greatly respect golems and accept them with open arms. Golem adventurers are usually on a mission to
protect their people or to do good in the world. Some may be in search of a place that needs them, if
they haven't already found a home.
Golems are usually large, up to 12' tall, but the animated ground can be of any size and some
golems can be the size of Pincos.
Ability Scores
+1 Constitution, choose +1 Strength or +1 Wisdom. -1 Dexterity
Skill Bonuses
+1 Endurance, +1 Nature, +1 Heal
Racial Benefits
Magical Affinity: -1 Magic Resistance, +1 Spell Point.
Of The Earth: +3 total HP. You're pretty tough.

Humans
Humans do not have their own god, but they are fiercely religious to a fault. No one knows how
humans came to be, but they strive to be more devoted than anyone else because they feel vulnerable
without the protection of a god. Human adventurers try to embody their god's personality traits and
may try to spread their teachings.
Ability Scores
+1 to any one ability score
Skill Bonuses
+2 Religion, +1 to any one skill.
Racial Benefits
Protection of the Gods: When knocked out, if not dead, recover to 1 HP. Deal max damage on your
next attack if you don't take damage until then. This can only happen once per day.

Peclins
Amphibious goblins who dress in trash and rusted metal. The children of Mire, and a dark
contrast to Mira's pincos, these amphibious goblins see sin as what sets them apart from the other races.
Peclins encourage partaking in sinful behavior. Anger, pride, greed, laziness, lust, envy and gluttony are
all part of a peclin's life. Peclins own the sea and have little reason to leave it since their general
behavior isn't accepted on land. However, many peclins choose to adventure or live on land and accept
the hardships that it brings. Most peclins only know of the world above water from the shipwrecks and
trash thrown into the ocean. As a result, peclins have a strange eye for fashion, preferring moldy,
tattered clothing and rusted jewelry above all else. Peclins consider blemishes and stains to be special, a
way to stand out and be unique.
Peclins are slightly shorter than the average human. Adventurers tend to be foul-mouthed, rude,
and say anything that comes to mind. They'll stop at nothing to achieve what they want, even if it
involves more suffering than the end result is worth.
Ability Scores
+1 Dexterity, +1 Luck, -1 Wisdom
Skill Bonuses
+1 Bluff, +1 Intimidate, +1 Thievery
Racial Benefits
Magical Aversion: +1 Magic Resistance, -1 Spell Point.
Amphibious: Get +1 to any checks made underwater. You're used to the sea.

Pincos
Small creatures who resemble rough, unfinished wooden puppets. Pincos have no gender and
reproduce asexually, usually not knowing who their parent is. Pincos generally focus on learning and
mastering the magical arts. these wooden creatures are incredibly fragile, prone to sickness from any
sneeze or scrape. Their abnormally large noses only contribute to this. Magically and technologically
leagues ahead of the other races, most already left this planet in search of the Gods or other races on
distant planets. The stragglers left behind tend to be complete loners or are simply too attached to the
world to leave it.
Pincos are small, unobtrusive creatures, usually not even 3' tall. While they have no gender or
understanding of sexual desire, Pincos may adopt a gender they relate to in order to better relate with
gendered races.
Ability Scores
+1 Intellect, +1 Wisdom, -1 Constitution
Skill Bonuses
+1 Arcana, +1 History, +1 Nature
Racial Benefits
Magical Affinity: -1 Magic Resistance, +1 Spell Point
Conservation: Doesn't need food. Can survive on one water skin for a week. Your small body doesn't
need much to survive.

CLASSES
Classes determine what attacks you can make and what role you fulfill in a party.
Bard: Supportive
Bards focus on buffing their team, empowering the actions of their allies.
Health at level 1: 20 + Constitution score.
Talent Spell
Alter Voice: You can alter your voice to sound like someone else. You can also throw your voice,
making the sounds you speak emanate from another area within 20ft.
Basic Attack
D Minor: 2d6 vs Magic Resist. Your sad chord wrenches at an opponent.
Level 1 Ability
Stolen Limerick: You repeat an ally's last attack, rolling the same attack against the same defense and
adding your level to the damage.
Level 1 Spell Quick
Lullaby: One enemy is put to sleep for one round, preventing them from acting on their next turn.
Level 2 Ability Interrupt
Sour Note: Target enemy loses 6 from their current roll.
Level 3 Spell
Chorus: Your instrument provides a gateway for your allies to attack through. All members of your
party roll their basic attack against an enemy of your choice.
Level 4 Spell
Cut Time: You speed up your allies, letting them all attack before your next enemy's turn. All of your
allies turns now begin after you in their current order, before the enemy's turn, and turn order stays like
this for the rest of the battle.
Level 5 Spell
Song of Healing: You restore life to your team, restoring 5 health to every ally. If this spell heals an ally
past full health, they gain that extra health temporarily, until the end of the battle.

Gladiator: Defensive/Damage
Gladiators live for the thrill of the fight. They enjoy showing off their strength. Most gladiators are
experienced in fair, 1v1 combat.
Health at level 1: 25 + Constitution score.
Talent
Popular: +1 to Streetwise checks. Anyone who's seen you fight is likely to help you.
Basic Attack
Strike: 2d6 vs Armor
Level 1 Ability
Showoff: 2d6 vs Armor to an enemy, plus 1d6 per player character ally currently in combat.
Level 1 Spell -- Quick
Glorious Combat: Target enemy must attack you and you must attack target enemy until one of you is
knocked unconscious or dead. Both of you have doubled defenses against attacks from anyone else.
Glorious Combat ignores taunts and any other attempts to end it.
Level 2 Ability
Reckless Swing: 2d6x4 vs Armor but your armor drops to 0 until your next turn.
Level 3 Spell
Relentless Warrior: 2d6 vs Armor and draw from the energy your foe loses, healing for half of that,
rounded up.
Level 4 Spell Interrupt
Don't Forget About Me:2d6x2 vs Armor to an enemy when they attack an ally.
Level 5 Spell Interrupt
Warrior's Heart: If an attack would knock you unconscious, it leaves you at 1HP instead.

Herbalist: Supportive
Herbalists specialize in the healing and combat-beneficial properties of certain herbs, often mixing their
own magics into their concoctions.
Health at level 1: 18 + Constitution score.
Talent Spell
Speak With Nature: For one hour you can speak with any plant life near you.
Talent
Poison Expert: You can detect and identify most poisoned plants, foods and weapons. For one spell
point you can slow the effects of poison and cure non-lethal poisons.
Basic Attack
Stinging Nettles: 2d6 vs Magic Resist. Thorns dig into an enemy's skin.
Level 1 Ability
Healing Salve: Heal an ally for 2d6. You cover an ally's wounds with a healing salve.
Level 1 Spell
Poisonous Spores: 2d6 vs Magic Resist to all enemies in combat. Fill the air with poisonous spores.
Level 2 Spell
Fiery Concoction: 2d6x3 vs Magic Resist to one enemy. Imbue a potion with fire and throw it at an
enemy.
Level 3 Ability Quick
Energizing Mixture: You or an ally can make an extra attack or move action right now.
Level 4 Spell
Surge: Heal every ally for 1d6 HP. Command the surrounding magic to heal your party. Next turn, heal
them again for half of that, rounded down.
Level 5 Spell
Healing Tree: Raise a restorative tree from the earth that heals 5 health to an ally of your choice every
turn.

Mage: Damage
Mages practice offensive elemental magic, but trade off with low health.
Health at level 1: 16 + Constitution score.
Talent Spell
Invisibility: You can make any one person or object invisible, for 2 rounds in combat or 5 minutes out
of combat. Invisibility makes you unattackable and undetectable by sight.
Talent Spell
Blink: You can make any one person or object teleport anywhere within 50ft that you can picture
clearly in your mind. If the target is unwilling, call even or odd and roll a die. If you call it right, they
blink, and if you call it wrong then they resist you.
Basic Attack
Elemental Strike: 2d6 vs Magic Resist. Deals damage of whatever elemental type you choose when
creating the mage.
Level 1 Ability Quick
Focused Mind: Roll twice as many dice for your next attack.
Level 1 Spell
Elemental Surge: 2d6x3 vs Magic Resist. Cast a more powerful version of your Elemental Strike.
Level 2 Ability Quick
Counterspell: Counter spell targeted at you or an ally and roll a die. If you roll above a 3, you can
redirect it at the caster.
Level 3 Spell
Freeze: Deal 2d6 frost damage to an enemy and prevent them from taking any actions for one turn.
Level 4 Talent
Improved Invisibility: You can make your entire party invisible for the duration.
Level 4 Spell
Eruption: Deal 2d6x2 fire damage to all enemies.
Level 5 Spell
Magic Crush: Break an enemy's resistance to your spells, reducing their magic resistance to 0 against
you.

Protector: Defensive
Protectors practice defensive techniques and magics to take hits and reduce damage for their team.
Health at level 1: 30 + Constitution score.
Talent Spell Quick
Taunt: You force a target to only hit you on their next turn.
Basic Attack
Strike: 2d6 vs Armor
Level 1 Ability
Threatening Blow: 2d6x2 vs Armor and prevent the enemy from attacking anyone but you on their next
turn.
Level 1 Spell Interrupt
Magic Barrier: Your party is protected by a magic barrier than blocks the current attack and deals 1d6
to the attacker, ignoring defenses.
Level 2 Ability
Block: Choose an ally to defend. You block the next attack aimed at that ally and take no damage.
Level 3 Spell
Protector's Aura: For one turn, allies take half damage and you suffer the other half.
Example: Your mage is hit for 10 damage. It's split so that you both take 5. He has 0 armor, so he loses
5 health. You have 3 armor, so you lose 2 health.
Level 4 Ability Interrupt
Hasty Defense: Block an attack aimed at an ally. You take damage for the attack calculated as if you
had the defensive stat of the ally you blocked for.
Level 5 Spell Quick/Interrupt
Until Death Do Us Part: All damage taken by target ally is instead taken by you. Lasts until the end of
the encounter or until you are knocked unconscious.

Rogue: Damage
Rogues are melee fighters who will resort to any tactics to win a fight.
Health at level 1: 20 + Constitution score.
Talent Spell
Disguise: Change your appearance. You change yourself to look like any one person or race of your
choice, and are indistinguishable from them. This lasts five minutes. You are also talented at disguising
yourself non magically for simpler disguises, such as props or makeup.
Basic Attack
Stab: 2d6 vs Armor
Level 1 Ability
Piercing Strike: 2d6x2 vs Nothing. Strike in a vulnerable spot of the enemy's armor, ignoring their
defenses.
Level 1 Spell Quick
Vanish: Immediately stealth, becoming untargetable until you attack and adding 2d6 damage to your
next attack.
Level 2 Ability Interrupt
Dirty Shot: 2d6 vs Nothing. Attack while an ally is attacking, allowing you to ignore the enemy's
armor.
Level 3 Spell
Ambush: 2d6x3 vs Armor. Can only be used if stealthed.
Level 4 Spell
Yoink: 2d6x2 vs Armor, then roll a thievery check. If you rolled above a 10, you now own the enemy's
weapon and the enemy loses their basic attack if it's based on that weapon.
Level 5 Ability Interrupt
Redirect: An attack that targets you is instead directed to target ally, whether the ally wants it to or not.

DIETIES
Mira, Goddess of Life
Mira is also the goddess of nature, water and magic. Mira created the spring of life which brought life
to the world, and gave life to the pincos and inadvertently, the golems. Mira is worshiped by pincos and
golems.
Mire, God of Sins
Mire is Mira's brother and is prone to avarice, wrath, sloth, pride, lust, envy and gluttony. Mire created
the peclins when he saw how Mira had flooded most of the world with water, yet created creatures who
cannot survive underwater. Peclins worship him as the embodiment of everything they believe in.
Raylor, God of Sun
Raylor is also the god of weather, and light. Raylor is the creator of the Geelos.
Djeek, God of Commerce
He is also the god of travel, honesty and skillful creation. See the world and make your mark on it.
Unnamed, God of Fighting
Also the god of honor in battle.

ENEMIES
The world of Merth is full of enemies to fight. This section contains a few examples of common
enemies for the DM to use, as well as suggested encounters. Enemies typically work differently than
player characters. Enemies get no ability or luck points, and they get more limited attacks to make
enemy turns fast and simple. Stats and points are altered from their original calculations to highlight the
advantages and disadvantages of the enemy. Enemies also die when they're knocked to 0 health, instead
of being knocked unconscious.
Encounters are based on an average of 4 people per party. To scale lower level encounters, add 1
damage per level you want to scale it to
Level 1 Geelo Gladiator
Health: 25

Armor: 2

Magic Resist: 1

Initiative: +1

4 STR +1
Skills: +3 Endurance, +3 Dungeoneering
4 CON +1
4 DEX +1
Basic Attack: 2d6 vs Armor
3 INT 0
2 WIS -1
3 LUK 0
Encounter: 1 Geelo Gladiator, 1 Golem Protector, 1 Pinco Mage, 1 Peclin Rogue
Level 1 Golem Herbalist
Health: 30

Armor: 0

Magic Resist: 0

Initiative: 0

Spell Points: 1

4 STR +1
Skills: +3 Endurance, +4 Nature, +4 Heal
5 CON +2
1 DEX -2
Basic Attack: 2d6 vs Magic Resist
3 INT 0
Spell Stinging Nettles: Deal 1d6 vs Magic Resist to all enemies.
4 WIS +1
3 LUK 0
Encounter: 2 Golem Herbalists, 2 Pinco Mages
Level 1 Golem Protector
Health: 40

Armor: 2

Magic Resist: 1

Initiative: 0

Spell Points: 1

4 STR +1
Skills: +3 Endurance, +3 Nature, +3 Heal
1 DEX -2
5 CON +2
Basic Attack: 6 vs Armor
3 INT 0
Spell Protection: Choose an ally. Every time that ally is hurt, they take no
4 WIS +1
damage. You take the damage instead. This lasts until you die.
3 LUK 0
Encounter: 2 Golem Protectors, 1 boss or damage dealer

Level 1 Group of Enemies


a nondescript collection of enemy races and classes
Health: 10 x number of enemies

Armor: 2

Magic Resist: 2

Initiative: 0

3 STR 0
Basic Attack: 3 per enemy in the group vs Armor
3 DEX 0
Special: Basic Attack loses 3 damage for every 10 health the group loses.
3 CON 0
3 INT 0
3 WIS 0
3 LUK 0
Encounter: 5 enemies in the group.
Level 1 Human Commoner
Health: 15

Armor: 0

Magic Resist: 0

Initiative: -1

3 STR 0
Skills: +4 Religion
3 DEX 0
3 CON 0
Basic Attack: 1d6 vs Armor
3 INT 0
Talent Protection of the Gods: The first time you're brought to 0 health,
3 WIS 0
heal to 1 health. Your next attack after this deals max damage.
3 LUK 0
Encounter: 3 Human Commoners, 1 Human Bard and 1 Golem Protector
Level 1 Human Bard
Health: 17

Armor: 0

Magic Resist: 1

Initiative: +1

3 STR 0
Skills: +4 Religion
4 DEX +1
3 CON 0
Basic Attack: 2d6 vs Magic Resist
3 INT 0
Talent Protection of the Gods: The first time you're brought to 0 health,
3 WIS 0
heal to 1 health. Your next attack after this deals max damage.
3 LUK 0
Encounter: 4 Human Bards, complete with band name and music subgenre.
Level 1 Peclin Rogue
Health: 23

Armor: 2

Magic Resist: 1

Initiative: +3

3 STR 0
Skills: +4 Bluff, +3 Intimidate, +4 Thievery
5 DEX +2
3 CON 0
Basic Attack: 2d6 vs Armor.
4 INT +1
Ability Piercing Strike: 2d6 vs Nothing.
2 WIS -1
4 LUK +1
Encounter: 3 Peclin Rogues

Level 1 Pinco Mage


Health: 18

Armor: 0

Magic Resist: 2

Initiative: 0

Spell Points: 3

2 STR -1
Skills: +4 Arcana, +4 History, +3 Nature
3 DEX 0
2 CON -1
Basic Attack: 2d6 vs Magic Resist. Cast an elemental bolt of energy.
5 INT +2
Spell Elemental Surge: 2d6x2 vs Magic Resist. A more powerful basic attack.
4 WIS +1
Talent Blink: If you're the only one left fighting, roll a die. If you roll
3 LUK 0
a 3 or higher, you blink away from the fight.
Encounter: 3 Pinco Mages, 1 Golem Protector
Level 1 Wolf
Health: 10

Armor: 1

Magic Resist: -1

Initiative: +3

3 STR 0
Skills: +3 Intimidate, +3 Stealth
5 DEX +2
3 CON 0
Bite: 4 vs Armor
2 INT -1
Ability Howl: Reduce the enemy's armor to 0 for one turn.
3 WIS 0
3 LUK 0
Encounter: 5 Wolves
Level 2 Geelo Rogue
Health: 22

Armor: 3

Magic Resist: 1

Initiative: +4

4 STR +1
Skills: +3 Endurance, +3 Dungeoneering
4 CON +1
5 DEX +2
Basic Attack: 9 vs Armor
3 INT 0
Ability Piercing Strike: 2d6 vs Nothing.
2 WIS -1
3 LUK 0
Encounter: 3 Geelo Rogues, 2 Geelo Gladiators
Level 2 Human Gladiator
Health: 25

Armor: 2

Magic Resist: 1

4 STR +1
Skills: +5 Religion
4 CON +1
4 DEX +1
Basic Attack: 9 vs Armor
3 INT 0
3 WIS 0
4 LUK +1
Encounter: 5 Human Gladiators

Initiative: +1

Level 2 Peclin Bard


Health: 20

Armor: 1

Magic Resist: 2

Initiative: +2

3 STR 0
Skills: +5 Bluff, +2 Intimidate, +3 Thievery
3 CON 0
5 DEX +2
Basic Attack: 8 vs Magic Resist
3 INT 0
2 WIS -1
5 LUK +2
Encounter: 3 Peclin Bards, 2 Peclin Rogues
Level 3 Skeletal Warrior
Health: 20

Armor: 1

Magic Resist: 1

Initiative: 0

3 STR 0
Skills: +3 Intimidate, +3 Stealth
2 CON -1
4 DEX +1
Basic Attack: 2d6 vs Armor
3 INT 0
Ability Spook: 10 vs Intimidate.
3 WIS 0
4 LUK +1
Encounter: 4 Skeletal Warriors

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