Professional Documents
Culture Documents
d20 Warheart
Roleplaying in a grim way
version 0.951
(draft)
by Corvus Corax
corvus69@gmail.com
Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other
countries and is used with permission.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License version 6.0. A copy of this License can be found at
www.wizards.com/d20.
This document is considered Open Game Content, per the Open Game License. (The Open Game
License is attached to the end of this rules module.). It may be reproduced per the rules of the Open
Game License.
Based on work of Proofreading Beta testers Layout
1
Table of contents
Chapter 1 – Basics .................................................................................................................................................................. 4
New Rules Summary .................................................................................................................................................................... 4
Chapter 2 – Races................................................................................................................................................................... 5
Dwarves (Mountain) ..................................................................................................................................................................... 5
Elves (Wood) ................................................................................................................................................................................ 5
Gnomes ....................................................................................................................................................................................... 5
Halflings ...................................................................................................................................................................................... 6
Humans....................................................................................................................................................................................... 6
Chapter 7 – Equipment......................................................................................................................................................... 45
Weapons .....................................................................................................................................................................................45
Armor .........................................................................................................................................................................................47
Chapter 8 – Combat.............................................................................................................................................................. 48
Overview .....................................................................................................................................................................................48
Definition of Terms......................................................................................................................................................................48
Hit Points....................................................................................................................................................................................48
Defense.......................................................................................................................................................................................49
Protection ...................................................................................................................................................................................49
Attacks and Damage ...................................................................................................................................................................50
Called Shots ...............................................................................................................................................................................50
Critical Hits ................................................................................................................................................................................51
Critical Misses ............................................................................................................................................................................52
Injuries and Healing....................................................................................................................................................................53
Weapons .....................................................................................................................................................................................54
Optional Rules ............................................................................................................................................................................54
Chapter 9 – Magic................................................................................................................................................................. 56
3
Chapter 1 – Basics
d20 Warheart rules were written to give me and my players the ability to play a grim d20 system RPG game in a low magic, low
fantasy world. To use them, you should be experienced in any other d20 system game.
This system is NOT suitable for magic-sword-waving-fireball-throwing-dragon-slaying wanna-be heroes. There are no such heroes
here. All are already dead.
If you like d20 Warheart or you want to comment it, send me an email corvus69@gmail.com .
GM should read through the d20 Warheart rulebook and become familiar with changes and additions to existing core rules. This
rulebook is not foolproof. GM should be able to adapt existing d20 rules to d20 Warheart rules. Here is a quick summarization of the
most drastic changes:
Alignment
There are no alignment rules at all.
Skills
Class skills are renamed to favored skills. Some skills are modified and there is couple of new skills in Chapter 4 – Skills.
Feats
Many feats are not used anymore. Some feats are modified and there is couple of new feats in Chapter 5 – Feats.
Fate Points
Fate points can be used to save a PC’s very life and can be considered last resort points. Fate points are described in Chapter 6 -
Campaign.
Insanity
These rules simulate traumatic experience. Characters can gain various minor or major disorders. Insanity is fully explained in
Chapter 6 – Campaign.
Equipment
In Chapter 7 – Equipment there are new armor and weapon tables and also some new items. Armor can be made of pieces that cover
only part of body.
Combat
Combat rules are expanded. Fighting is more deadly and characters have more tactical options. Characters have fewer hit points and
armor serves as damage reduction. Multiple attacks are removed, characters gain bonus to damage and critical threat range instead.
Attacks of opportunity are removed. Critical hits work different, adding damage dice, rather than multiplying damage but can be
more deadly and can strike specific part of body. Characters can target specific parts of their opponents’ bodies and disable limbs.
Defense roll is used instead of Armor Class. Characters that are reduced to 0 hit points suffer debilitating deadly hit. More in Chapter
8 - Combat.
Magic
The spellcasting system is completely remade. Caster doesn’t need to memorize spells anymore. Instead he uses his Spellcraft skill to
cast spells „on the fly“. Both clerics and wizards use the same spell system and the same primary ability (Int). Spellcasting is
fatiguing and each cast spell gives caster fatigue points. Magic is a pretty dangerous business and often bad things can happen. See
Chapter 9 – Magic and Chapter 10 - Spells.
4
Chapter 2 – Races
Races found in this chapter replace those from PHB. All abilities have a cap of 18, modified by bonuses and penalties from race
description. This cap means that character can have higher ability scores only by using magic.
Example: dwarves can have maximum Wisdom 20, maximum Dexterity 16 and maximum Strength 18.
6
Chapter 3 – Paths and Careers
This chapter contains paths and careers. Paths replace classes found in PHB. They represent the life path chosen by character.
Paths may have requirements a PC must meet in order to take that path. Careers replace prestige classes. They represent
archetypes of more advanced professions. Careers always have requirements a PC must meet, in order to take that career.
Example: A 4th level character with Intelligence 16 (+3) knows 4 Favored Skills: Climb, Craft, Handle Animal, Heal, Intimidate,
+ 1 = 5 spells. On the 7th level he will know 9 + 3 = 12 spells. Jump, Knowledge (strategy), Listen, Ride, Spot, Survival, and
When he advances to the 13th level, he will know 13 + 3 = 16 Swim.
spells. He cannot add more bonus spells because his Skill Points: 2+Int
intelligence bonus is not high enough. Weapon Groups: basic+4
Armor Proficiency: all
Path Features:
7
Table 2: Path of Martial Combat
Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Bonus feat +1 +1
2 +2 +3 +0 +0 Bonus feat +2 +2
3 +3 +3 +1 +1 +3 +3
4 +4 +4 +1 +1 Bonus feat +4 +4
5 +5 +4 +1 +1 Special Ability +5 +5
6 +6 +5 +2 +2 Bonus feat +6 +6
7 +7 +5 +2 +2 +7 +7
8 +8 +6 +2 +2 Bonus feat +8 +8
9 +9 +6 +3 +3 Special Ability +9 +9
10 +10 +7 +3 +3 Bonus feat +10 +10
11 +11 +7 +3 +3 +11 +11
12 +12 +8 +4 +4 Bonus feat +12 +12
13 +13 +8 +4 +4 Special Ability +13 +13
14 +14 +9 +4 +4 Bonus feat +14 +14
15 +15 +9 +5 +5 +15 +15
16 +16 +10 +5 +5 Bonus feat +16 +16
17 +17 +10 +5 +5 Special Ability +17 +17
18 +18 +11 +6 +6 Bonus feat +18 +18
19 +19 +11 +6 +6 +19 +19
20 +20 +12 +6 +6 Bonus feat +20 +20
Bonus Feat: A character gets a bonus combat-oriented feat. He Opportunist: Once per round, the character gains +4 bonus to
must still meet all prerequisites for a bonus feat. an attack against an opponent who has just been struck for
damage in melee by another character.
Special Abilities: A character gains a special ability of her
choice from among the following options. Tactical Aid: (Prerequisite Knowledge (strategy) 5). As a full-
round action, the character provides tactical aid to all of his or
Uncanny Dodge: A character can react to danger before her her allies (including him or herself) within sight and voice range
senses would normally allow her to do so. She retains her of the character’s position.
Dexterity bonus to Defense (if any) even if she is caught flat- This aid provides either a competence bonus on attack rolls or a
footed or struck by an invisible attacker. However, she still loses dodge bonus to Defense (character’s choice). This bonus is
her Dexterity bonus to Defense if immobilized. equal to the character’s Charisma modifier (minimum +1), and
If a character already has uncanny dodge she automatically lasts for a number of rounds equal to one-half of the character’s
gains improved uncanny dodge (see below) instead. path level, rounded down.
Improved Uncanny Dodge: Character can no longer be Strong Stomach: Character can substitute his Will save for
flanked. This defense denies opponent the ability to sneak Fort save for Insanity checks when he encounters scenes of
attack the character by flanking her, unless the attacker has at brutality.
least four more character levels than the target does. If a
character already has uncanny dodge (see above) the character
automatically gains improved uncanny dodge instead, and the
levels from the paths or careers that grant uncanny dodge stack
Path of Religion
to determine the minimum level required to flank the character.
Followers of Path of Religion are clerics, priests, initiates,
druids, zealots and monks.
Weapon Specialization: Prerequisite: Weapon Focus with
chosen Weapon group. Character deals +2 extra damage when
Requirements
using weapons from the chosen weapon group. This ability can
Intelligence minimum 13
be taken multiple times, each time you choose the ability, it
Character cannot have levels in Path of Knowledge and Sorcery
applies to a new weapon group.
or non divine spellcasting careers.
Defensive Roll: A character can roll with a potentially lethal
Spells and Spellcasting
blow to take less damage from it than she otherwise would.
Character knows all allowed schools for free, but he cannot
Once per day, when she would be reduced to 0 or fewer hit
learn any other school.
points by damage in combat (from a weapon or other blow, not
a spell or special ability), she can attempt to roll with the
Bonus Spells
damage. To use this ability, the character must attempt a Reflex
Bonus spells are based on character’s Intelligence modifier.
saving throw (DC = damage dealt). If the save succeeds, she
Total number of spells known on each level is sum of known
takes only half damage from the blow; if it fails, she takes full
spells and bonus spells. Number of bonus spells cannot be
damage. She must be aware of the attack and able to react to it
higher than character’s Intelligence modifier.
8
Table 3: Path of Religion
Known Bonus
Lev BAB F* R* W* Special Def* HP*
Spells Spells
1 +0 +2 +0 +2 Special ability 0 +1 +0 +1
2 +1 +3 +0 +3 1 +1 +1 +1
3 +2 +3 +1 +3 1 +1 +2 +2
4 +3 +4 +1 +4 2 +1 +3 +3
5 +3 +4 +1 +4 Bonus feat 3 +2 +3 +4
6 +4 +5 +2 +5 3 +2 +4 +4
7 +5 +5 +2 +5 4 +2 +5 +5
8 +6 +6 +2 +6 5 +2 +6 +6
9 +6 +6 +3 +6 5 +3 +6 +7
10 +7 +7 +3 +7 Bonus feat 6 +3 +7 +7
11 +8 +7 +3 +7 7 +3 +8 +8
12 +9 +8 +4 +8 7 +3 +9 +9
13 +9 +8 +4 +8 8 +4 +9 +10
14 +10 +9 +4 +9 9 +4 +10 +10
15 +11 +9 +5 +9 Bonus feat 9 +4 +11 +11
16 +12 +10 +5 +10 10 +4 +12 +12
17 +12 +10 +5 +10 11 +5 +12 +13
18 +13 +11 +6 +11 11 +5 +13 +13
19 +14 +11 +6 +11 12 +5 +14 +14
20 +15 +12 +6 +12 Bonus feat 13 +5 +15 +15
*Saves, defense and hit points are based on deity
9
THE LORD OF MURDER, GOD OF UNDEATH AND MADNESS Favored Skills: Concentration, Craft, Diplomacy, Heal,
Knowledge (arcana), Knowledge (history), Knowledge (religion),
Hit Points: average Knowledge (undead), Profession, and Spellcraft (magic school).
Defense: good Skill Points: 4+Int
Favored Skills: Concentration, Climb, Disguise, Hide (rural), Allowed Weapon Groups: basic+2
Hide (urban), Intimidate, Knowledge (Undead), Knowledge Allowed Armors: light
(arcana), Knowledge (religion), Listen, Move Silently (rural), Schools of Magic: Divination and Protection, Conjuration and
Move Silently (urban), Profession (poison maker), Spellcraft Transmutation
(magic school), and Spot. Turn Undead: turn
Skill Points: 4+Int Favored Weapon: quarterstaff
Allowed Weapon Groups: basic, lightblades+1 all must be Special Ability: +2 Will save against undead
concealable Good Saves: Fort, Will
Allowed Armors: light
Schools of Magic: Necromancy, Conjuration and GODDESS OF WAR
Transmutation
Turn Undead: turn and rebuke Hit Points: average+
Favored Weapon: dagger Defense: average
Special Ability: sneak attack +1 Favored Skills: Concentration, Craft, Diplomacy, Heal,
Good Saves: Ref, Will Knowledge (arcana), Knowledge (history), Knowledge (religion),
Profession, and Spellcraft (magic school).
GOD OF SONG AND WINE (elven) Skill Points: 4+Int
Allowed Weapon Groups: basic, spears and lances+1
Hit Points: average Allowed Armors: all, shields
Defense: good Schools of Magic: Divination and Protection, Conjuration and
Favored Skills: Concentration, Craft, Diplomacy, Heal, Transmutation
Knowledge (arcana), Knowledge (history), Knowledge (religion), Turn Undead: no
Perform, Profession, and Spellcraft (magic school). Favored Weapon: spear
Skill Points: 4+Int Special Ability: Weapon Focus (spears)
Allowed Weapon Groups: basic, light blades+1 (except two- Good Saves: Fort, Will
handed)
Allowed Armors: light GOD OF THIEVES AND TRICKSTERS
Schools of Magic: Divination and Protection, Illusion and
Enchantment Hit Points: average
Turn Undead: no Defense: good
Favored Weapon: none Favored Skills: Appraise, Balance, Bluff, Climb, Concentration,
Special Ability: +4 Perform, Fascinate Craft, Disable Device, Disguise, Escape Artist, Gather
Good Saves: Ref, Will Information, Hide (urban), Jump, Knowledge (arcana),
Knowledge (religion), Knowledge (local), Listen, Move Silently
GOD OF THE SEA (urban), Open Lock, Perform, Profession, Search, Sense Motive,
Sleight of Hand, Spellcraft (magic school), Spot, Tumble, and
Hit Points: average+ Use Rope.
Defense: average Skill Points: 4+Int
Favored Skills: Concentration, Craft, Diplomacy, Heal, Allowed Weapon Groups: basic+2 only light weapons
Knowledge (arcana), Knowledge (history), Knowledge (religion), Allowed Armors: light
Knowledge (Nature), Profession, Spellcraft (magic school), Schools of Magic: Illusion and Enchantment, Conjuration and
Survival, and Swim. Transmutation
Skill Points: 4+Int Turn Undead: no
Allowed Weapon Groups: basic+2 Favored Weapon: none
Allowed Armors: light, shields Special Ability: +2 Bluff, +2 Sleight of Hand, +2 Move Silently
Schools of Magic: Divination and Protection, Elementalism (urban), +2 Hide (urban)
(spells related to water), Conjuration and Transmutation Good Saves: Ref, Will
Turn Undead: no
Favored Weapon: no GOD OF SMITHS AND JESTERS (gnomish)
Special Ability: +4 Survival (Sea), +4 Profession (Sailor), +4
Swim Hit Points: average
Good Saves: Fort, Will Defense: good
Favored Skills: Appraise, Balance, Bluff, Climb, Concentration,
GOD OF WAR (dwarven) Craft, Disable Device, Disguise, Escape Artist, Hide (urban),
Jump, Knowledge (arcana), Knowledge (religion), Listen, Move
Hit Points: average+ Silently (urban), Open Lock, Perform, Profession, Search, Sense
Defense: average Motive, Sleight of Hand, Spellcraft (magic school), Spot, Tumble,
Favored Skills: Concentration, Craft, Diplomacy, Heal, and Use Rope.
Knowledge (arcana), Knowledge (history), Knowledge (religion), Skill Points: 4+Int
Profession, and Spellcraft (magic school). Allowed Weapon Groups: basic+2 only light weapons
Skill Points: 4+Int Allowed Armors: light
Allowed Weapon Groups: basic, axes+1 Schools of Magic: Illusion and Enchantment, Conjuration and
Allowed Armors: all, shields Transmutation
Schools of Magic: Divination and Protection, Conjuration and Turn Undead: no
Transmutation Favored Weapon: no
Turn Undead: no Special Ability: +4 Disable Device, +2 Perform (jesting), +4
Favored Weapon: dwarven waraxe Open Lock
Special Ability: Weapon Focus (axes) Good Saves: Fort, Ref
Good Saves: Fort, Will
GODDESS OF HEALING AND MERCY
GOD OF DEATH AND DREAMS
Hit Points: average+
Hit Points: average+ Defense: average
Defense: average
10
Favored Skills: Concentration, Craft, Diplomacy, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (arcana), Knowledge (history), Knowledge (religion), Transmutation
Profession, and Spellcraft (magic school). Turn Undead: no
Skill Points: 4+Int Favored Weapon: none
Allowed Weapon Groups: any weapon that deals nonlethal Special Ability: Weapon Focus any one group
damage Good Saves: Fort, Will
Allowed Armors: light
Schools of Magic: Divination and Protection, Conjuration and GODDESS OF HEARTH AND HOME, OF CLAN, OF TRUTH
Transmutation (non damaging spells) AND OF MEMORY (dwarven)
Turn Undead: turn
Favored Weapon: none Hit Points: average+
Special Ability: +2 Fort against disease and poison, +4 Heal Defense: average
Good Saves: Fort, Will Favored Skills: Concentration, Craft, Decipher Script,
Diplomacy, Heal, Knowledge (all), Sense Motive, Profession, and
PATRON OF THE HUMANS Spellcraft (magic school).
Skill Points: 4+Int
Hit Points: average+ Allowed Weapon Groups: basic+2
Defense: average Allowed Armors: Light
Favored Skills: Concentration, Craft, Diplomacy, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (arcana), Knowledge (history), Knowledge (religion), Transmutation
Profession, and Spellcraft (magic school). Turn Undead: Turn
Skill Points: 4+Int Favored Weapon: None
Allowed Weapon Groups: basic, picks and hammers+1 Special Ability: +8 Sense Motive
Allowed Armors: all, shields Good Saves: Fort, Will
Schools of Magic: Divination and Protection, Conjuration and
Transmutation GODDESS OF LEARNING AND JUSTICE
Turn Undead: turn
Favored Weapon: warhammer Hit Points: average+
Special Ability: Smite Chaos once per day + once per 4 levels Defense: average
(bonus to attack and damage that equal Charisma modifier) Favored Skills: Concentration, Craft, Decipher Script,
Good Saves: Fort, Will Diplomacy, Heal, Knowledge (all), Profession, Sense Motive, and
Spellcraft (magic school).
GOD OF VENGENCE AND RETRIBUTION Skill Points: 4+Int
Allowed Weapon Groups: basic, heavy blades+1
Hit Points: average+ Allowed Armors: Light
Defense: average Schools of Magic: Divination and Protection, Conjuration and
Favored Skills: Concentration, Craft, Diplomacy, Heal, Transmutation
Knowledge (arcana), Knowledge (history), Knowledge (religion), Turn Undead: No
Profession, and Spellcraft (magic school). Favored Weapon: long sword
Skill Points: 4+Int Special Ability: +4 Knowledge (all), +4 Sense motive
Allowed Weapon Groups: basic, heavy blades+1 Good Saves: Fort, Will
Allowed Armors: all, shields
Schools of Magic: Divination and Protection, Elementalism GOD OF LIGHT, LORD OF ENLIGHTENMENT
(spells related to fire), Conjuration and Transmutation
Turn Undead: no Hit Points: average
Favored Weapon: longsword Defense: good
Special Ability: +2 Will against fear Favored Skills: Balance, Climb, Concentration, Craft, Escape
Good Saves: Fort, Will Artist, Jump, Knowledge (arcana), Knowledge (religion),
Knowledge (History), Listen, Spellcraft (magic school),
GOD OF NATURE AND WILD PLACES Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points: 4+Int
Hit Points: average Allowed Weapon Groups: basic, oriental
Defense: good Allowed Armors: none
Favored Skills: Concentration, Handle Animal, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (religion), Knowledge (geography), Knowledge Transmutation
(nature), Listen, Move Silently (rural), Profession, Spellcraft Turn Undead: No
(magic school), Spot, and Survival. Favored Weapon: none
Skill Points: 4+Int Special Ability: +2 to Defense, Improved Unarmed Strike,
Allowed Weapon Groups: basic+2 (except two-handed) Flurry of Blows
Allowed Armors: light Good Saves: Will, Ref
Schools of Magic: Nature, Conjuration and Transmutation
Turn Undead: no DIVINE NATURE
Favored Weapon: none
Special Ability: +4 Knowledge (nature), +4 Survival Hit Points: average+
Good Saves: Fort, Ref Defense: average
Favored Skills: Climb, Concentration, Craft, Handle Animal,
GOD OF BATTLE, WOLVES AND WINTER Heal, Hide (rural), Knowledge (nature), Listen, Move Silently
(rural), Profession, Ride, Spellcraft (magic school), Spot,
Survival, and Swim.
Hit Points: average+
Skill Points: 4+Int
Defense: average
Allowed Weapon Groups: basic+2
Favored Skills: Climb, Concentration, Craft, Handle Animal,
Allowed Armors: light
Heal, Intimidate, Jump, Knowledge (arcana), Knowledge
Schools of Magic: Nature, Conjuration and Transmutation
(religion), Listen, Profession, Ride, Spellcraft (magic school),
Turn Undead: No
Spot, Survival, and Swim.
Favored Weapon: none
Skill Points: 4+Int
Special Ability: Tuned to forest, wild empathy, woodland stride
Allowed Weapon Groups: basic+2 except gunpowder and
Good Saves: Will, Fort
crossbows
Allowed Armors: all
Path features:
11
Bonus Feat: A character must meet a feat’s requirements in Level Advancement (Optional)
order to take the feat. Characters do not automatically gain new level. Instead, after
Bonus Spell, Brew Potion, Combat Casting, Extra Turning, accumulating enough XP to achieve a new level, they must
Greater Spell Focus, Iron Will, Lightning Reflexes, Great commune with their patron deity and obey its decision. Roll d%
Fortitude, Magical Sense, Magical Awareness, Negotiator, on the table below to determine the deity’s decision. GM may
Psychic Resistance, Scribe Scroll, Spell Focus, Spell Familiarity. grant a bonus or give a penalty to this roll.
Additional bonus feats can be chosen at GM’s discretion based
on patron god. Table 4: Divine Advancement
D% Result
Special Abilities: Character suffers the Wrath of Gods and may not
5 or less
gain any more levels in Path of Religion.
Tuned to Forest: Generally, a character can meditate to Character is judged unworthy and may not gain
decrease his fatigue points only in forest. 6-10
any more levels in Path of Religion.
Character must prove himself by undertaking a
Wild Empathy: A character can improve the attitude of an 11-20
trial. If successful, he gains a level.
animal. This ability functions just like a Diplomacy check. 21-80 Character is judged worthy and gains a level.
Character rolls 1d20 and adds her path level and her Charisma
Character is favored. He gains a level and 1 fate
modifier to determine the wild empathy check result. 81-95
point.
A typical domestic animal has a starting attitude of indifferent,
96 and Character is especially favored. He gains a level,
while wild animals are usually unfriendly.
more and is blessed with 2 fate points.
To use wild empathy, the character and the animal must be
able to study each other, which means, that they must be
within 30 feet of one another under normal conditions. Path of Skills and Wits
Generally, influencing an animal in this way takes 1 minute
but, it might take more or less time. A character can also use Followers of Path of Skills and Wits are agitators, artisans,
this ability to influence a magical beast with an Intelligence bawds, beggars, entertainers, footpads, gamblers, grave
score of 1 or 2, but she takes a -4 penalty on the check. robbers, minstrels, outlaws, physicians, rogues, smugglers,
students, thieves, traders.
Woodland Stride: Character may move through any sort of
nonmagical undergrowth at her normal speed and without
taking damage or suffering any other impairment.
Bonus Feat: A character must meet a feat’s requirements in Common Knowledge: A character may make a special
order to take the feat. knowledge check with a bonus equal to his path level + his
Acrobatic, Agile, Alertness, Athletic, Combat Expertise, Intelligence modifier to see whether he knows some relevant
information about local notable people, legendary items, or
12
noteworthy places. (If the character has 5 or more ranks in creature with concealment or striking the limbs of a creature
Knowledge (history), he gains a +2 bonus on this check.) whose vitals are beyond reach.
A successful knowledge check will not reveal the powers of a
magic item but may give a hint as to its general function. A Comeliness: A character takes a pride in his appearance and is
character may not take 10 or take 20 on this check; this sort of naturally well dressed and groomed. He receives a +2
knowledge is essentially random. circumstance bonus to all Charisma-based skill checks in
situations where appearance might play a part.
Table 6: Common Knowledge
DC Type of Knowledge Inspire: Prerequisite: Charisma 13 or higher. A character can
Common, known by at least a substantial minority inspire others with his presence. This ability can be taken
10 multiple times. Each time, character acquires a new type of
drinking; common legends of the local population.
Uncommon but available, known by only a few people inspiration. Using any Inspire effect requires a standard action
20 and is considered as a use of an interaction skill, even though
legends.
25 Obscure, known by few, hard to come by. no skill check is required. This means that subjects have to be
able to hear and understand him. The character can affect one
Extremely obscure, known by very few, possibly
subject, and the effects last for a number of rounds equal to
forgotten by most who once knew it, possibly known
30 double of character’s Charisma mod. Unwilling targets make a
only by those who don’t understand the significance of
Will saving throw (DC 10 + half of path level + Charisma mod).
the knowledge.
Character can use any combination of Inspire effects a total of
once per day per Charisma mod.
This ability can me take multiple times, each time character
Awe: The subjects are overcome with character‘s presence. They
receives a +2 bonus to knowledge check.
are dazed (taking no action, but defending normally) for one
round. On each of the following rounds, subjects can make a
Uncanny Dodge: A character can react to danger before her
Will save (with a cumulative +1 bonus for each save) to shake
senses would normally allow her to do so. She retains her
off their awe and act normally.
Dexterity bonus to Defense (if any) even if she is caught flat-
Competence: The subjects are better able to focus on the task at
footed or struck by an invisible attacker. However, she still loses
hand, gaining a +2 bonus on all skill checks.
her Dexterity bonus to Defense if immobilized.
Complacency: The subjects let down their guard. They suffer a -
If a character already has uncanny dodge she automatically
4 penalty on Spot and Sense Motive checks. This also counts as
gains improved uncanny dodge (see below) instead.
a distraction sufficient to hide using Hide skills.
Courage: The subjects overcome fear and doubt. They gain a +2
Improved Uncanny Dodge: A character can no longer be
bonus on saves against fear and mind affecting spells or
flanked. This defense denies opponent the ability to sneak
abilities.
attack the character by flanking her, unless the attacker has at
Fear: Subjects are overcome with fear and anxiety. They are
least four more character levels than the target does. If a
shaken and suffer a -2 penalty to attack rolls, checks, and
character already has uncanny dodge (see above) the character
saving throws. If the save fails by 5 or more, they are panicked
automatically gains improved uncanny dodge instead, and the
and flee as quickly as possible.
levels from the paths or careers that grant uncanny dodge stack
Frenzy: While frenzied, a subject gains a single extra attack
to determine the minimum level required to flank the character.
each round at her highest bonus when making a full attack
action. (This latter effect is not cumulative with other effects
Sneak Attack: If a character can catch an opponent when he is
that grant additional attacks). However she also takes a -2
unable to defend himself effectively from her attack, he can
penalty to Defense. Frenzy lasts for as long as the ally hears the
strike a vital spot for extra damage.
character sing. While frenzied, the character cannot use any
Whenever a character with the Sneak attack ability flanks an
Charisma, Intelligence, or Dexterity based skills (except for
opponent or catches an opponent in a situation that denies the
Intimidate), the Concentration skill, or any abilities that require
Dexterity bonus to Defense (if any) or when he flanks her target,
patience or concentration, nor can she cast spells, drink
he gains a bonus to his attack roll, damage and critical threat
potions, activate magic items or read scrolls. She can use any
range. The primary intent of the bonus is to allow delivering
feat she has except Combat Expertise or item creation feats.
called shot easily, but it can be used for normal attacks. If
During frenzy she must attack those she perceives as foes to the
character performs a called shot while Sneak attacking, he is
best of her ability. When frenzy ends, she is fatigued (-2 penalty
limited to a single called shot per round but he can make
to Strength and Dexterity, unable to charge or run) for the
additional normal attacks with Sneak attack bonuses. Ranged
duration of the encounter. She can end frenzy at any time.
attacks can count as sneak attacks only if the target is within
30 feet.
Fascinate: One of character’s interaction skills (Bluff,
Diplomacy, Intimidate, or Perform) is so effective he can capture
Table 7: Sneak Attack
and hold someone’s attention with it. It takes a standard action
Sneak Critical Damage
Attack Bonus and check using the interaction skill against target’s Sense
Attack Threat Bonus Bonus
Motive check or Will saving throw result (whichever has the
+1 +4 +0 +2 higher bonus). If character succeeds, the target pays no
+2 +4 +1 +3 attention to anyone other than him. Character may maintain
+3 +5 +2 +3 the effect by taking a standard action each round, for a number
of rounds equal to his skill rank. Any potential threat, such as
+4 +5 +3 +4
an ally sneaking up on a fascinated target, grants a new Sense
+5 +6 +4 +4 Motive check or Will save. Any obvious threat, such as someone
+6 +6 +5 +5 drawing a weapon, automatically breaks the fascination. The
fascination ends when character stops maintaining it or the
With a sap (blackjack) or an unarmed strike, a character can target overcomes it. This ability can me take multiple times,
make a sneak attack that deals nonlethal damage instead of each time, it applies to a different interaction skill.
lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even Defensive Roll: The character can roll with a potentially lethal
with the usual -4 penalty. blow to take less damage from it than she otherwise would.
A character can sneak attack only living creatures with Once per day, when she would be reduced to 0 or fewer hit
discernible anatomies—undead, constructs, oozes, plants, and points by damage in combat (from a weapon or other blow, not
incorporeal creatures lack vital areas to attack. Any creature a spell or special ability), the character can attempt to roll with
that is immune to critical hits is not vulnerable to sneak the damage. To use this ability, the character must attempt a
attacks. The character must be able to see the target well Reflex saving throw (DC = damage dealt). If the save succeeds,
enough to pick out a vital spot and must be able to reach such she takes only half damage from the blow; if it fails, she takes
a spot. A character cannot sneak attack while striking a full damage. She must be aware of the attack and able to react
to it in order to execute her defensive roll—if she is denied her
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Dexterity bonus to Defense, she can’t use this ability. Since this result is five or more levels higher than the required DC to
effect would not normally allow a character to make a Reflex succeed at the task, he has performed the deed with stunning
save for half damage, the character’s evasion ability does not flair. The GM is free to dictate any rules effects from this but
apply to the defensive roll. possible outcomes are: He gains an initiative bonus on
successive actions or a bonus to Charisma-based skills to
Opportunist: Once per round, the character gains a +4 bonus further impress those who witnessed his deed. It is very hard to
to attack against an opponent who has just been struck for embarrass him, for he can turn even a fall into an elegant
damage in melee by another character. dance. Anytime he fails badly at something, he can make a Bluff
skill check as a free action to mitigate the failure and make it
Skill Mastery: Prerequisite: 8 ranks in chosen skills. The look intentional. The DC depends on the nature of what he has
character becomes so certain in the use of certain skills that done wrong but it is usually 15 or 20. The higher the result, the
she can use them reliably even under adverse conditions. better your reaction to failure appears. As a free action, he may
Upon gaining this ability, she selects a number of skills equal to make a Diplomacy check to oppose anyone trying to embarrass
1 + her Intelligence modifier (at least 1). When making a skill him, even if he is unaware of what is going on.
check with one of these skills, she may take 10 even if stress
and distractions would normally prevent her from doing so. A Trapfinding: Character can use the Search skill to locate traps
character may gain this special ability multiple times, selecting when the task has a DC higher than 20. Finding a nonmagical
additional skills for it to apply to each time. trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 and more. Character can
Slippery Mind: This ability represents the character’s ability to use the Disable Device skill to disarm magic traps. A magic trap
wriggle free from magical effects that would otherwise control or generally has a DC of 25 and more. A character who beats a
compel her. If a character with slippery mind is affected by a trap’s DC by 10 or more with a Disable Device check can study
mind effecting spell or effect and fails her saving throw, she can a trap, figure out how it works, and bypass it (with her party)
attempt it again 1 round later at the same DC. She gets only without disarming it.
this one extra chance to succeed on her saving throw.
Evasion: A character can avoid even magical and unusual Path of Wilderness
attacks with great agility. If she makes a successful Reflex
saving throw against an attack that normally deals half damage Followers of Path of Wilderness are boatmen, bounty hunters,
on a successful save, she instead takes no damage. Evasion can coachmen, gamekeepers, herdsmen, hunters, outriders,
be used only if the character is wearing light armor or no armor. prospectors, rat catchers, road wardens, scouts, trappers,
A helpless character does not gain the benefit of evasion. woodsmen.
Improved Evasion: This ability works like evasion, except that Requirements
while the character still takes no damage on a successful Reflex None
saving throw against attacks henceforth she takes only half
damage on a failed save. A helpless character does not gain the Favored Skills: Climb, Craft, Handle Animal, Heal, Hide (rural),
benefit of improved evasion. Jump, Knowledge (geography), Knowledge (nature), Listen, Move
Silently (rural), Profession, Ride, Search, Spot, Survival, Swim,
Savoir-Faire: Character has a certain flair, dashing style, elan, and Use Rope.
or bravura that marks him as someone special. Everything Skill Points: 4+Int
character does is done with style, whether it be entering a room Weapon Groups: basic+3
and mining heads, carving his initials into a tapestry with Armor Proficiency: light, medium
rapier, or even savoring a meal at a banquet to impress host. He
can intentionally attempt to impress others with style in any
task. He may make any required checks normally but it his
Path Features: The character gains a +3 bonus on Climb, Listen, Hide (rural),
Knowledge (Nature), Move Silently (rural), Search, Spot, and
Favored Terrain: A character becomes an expert in one Survival checks when using these skills in his favored terrain.
particular terrain type for each time that he takes this ability.
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Allowable terrain types include Arctic, Desert, Forest, Jungle, If the character chooses humanoids or outsiders as a favored
Hills, Mountains, Plains, Swamp, Tundra and Underground, enemy, he must also choose an associated subtype, as indicated
assuming that the character has had opportunity to spend time on the table. If a specific creature falls into more than one
in that terrain type. The same terrain can be chosen again and category of favored enemy, the character’s bonuses do not
the bonus to skills increases by 2. stack; he simply uses whichever bonus is higher. Bonuses from
favored terrain and favored enemy stack. This special ability
Bonus Feat: A character must meet a feat’s requirements in can be taken multiple times, and if the same enemy is chosen
order to take the feat. again, the bonuses increase by 1.
Alertness, Animal Affinity, Athletic, Blind Fight, Combat
Expertise, Delicate Aim, Dodge, Elusive Target, Endurance, Far Wild Empathy: A character can improve the attitude of an
Shot, Harder Called Shot, Improved Called Shot, Improved animal. This ability functions just like a Diplomacy check to
Critical, Improved Precise Shot, Improved Two-Weapon improve the attitude of a person. The character rolls 1d20 and
Fighting, Mobility, Point-Blank Shot, Precise Attack, Precise adds his path level and his Charisma bonus to determine the
Shot, Rapid Shot, Run, Quick Draw, Self-Sufficient, Shot on the wild empathy check result. The typical domestic animal has a
Run, Stealthy, Toughness, Track, Two-Weapon Defense, Two- starting attitude of indifferent, while wild animals are usually
Weapon Fighting, Weapon Finesse, Weapon Group (type), unfriendly.
Weapon Focus. To use wild empathy, the character and the animal must be
able to study each other, which means that they must be within
Special Abilities: A character gains a special ability of her 30 feet of one another under normal visibility conditions.
choice from among the following options. Generally, influencing an animal in this way takes 1 minute,
but, as with influencing people, it might take more or less time.
Surprise Attack: When hidden in his favored terrain, a The character can also use this ability to influence a magical
character can make one surprise attack against an opponent beast with an Intelligence score of 1 or 2, but he takes a -4
that is not aware of him. He gains a +4 bonus to attack and a penalty on the check. Character gains +3 bonus to this check
+2 bonus to damage. against animals in his favored terrain.
Uncanny Dodge: A character can react to danger before her Stride: A character may move through any sort of undergrowth
senses would normally allow her to do so. She retains her (such as natural thorns, briars, overgrown areas, and similar
Dexterity bonus to Defense (if any) even if she is caught flat- terrain) at his normal speed and without taking damage or
footed or struck by an invisible attacker. However, she still loses suffering any other impairment. However, thorns, briars, and
her Dexterity bonus to Defense if immobilized. overgrown areas that are enchanted or magically manipulated
If a character already has uncanny dodge she automatically to impede motion still affect him.
gains improved uncanny dodge (see below) instead.
Swift Tracker: Prerequisite: Track. A character can move at his
Improved Uncanny Dodge: A character can no longer be normal speed while following tracks without taking the normal -
flanked. This defense denies opponent the ability to sneak 5 penalty. He takes only a -10 penalty (instead of the normal -
attack the character by flanking her, unless the attacker has at 20) when moving at up to twice normal speed while tracking.
least four more character levels than the target does. If a
character already has uncanny dodge (see above) the character Hide in Plain Sight: Prerequisite: Hide (rural) 15 ranks. While
automatically gains improved uncanny dodge instead, and the in his favored terrain, a character automatically succeeds when
levels from the paths or careers that grant uncanny dodge stack he makes Bluff check to create a diversion to hide.
to determine the minimum level required to flank the character.
15
Careers Requirements
Spellcraft (conjuration and transmutation) 8, Craft (Alchemy) 6
Spellcasting (conjuration and transmutation), Spell Focus
Alchemist (conjuration and transmutation spells), Spell Familiarity
(conjuration and transmutation spells), Magic School
Familiarity (conjuration and transmutation)
True alchemists are wizards that specialize in transforming 5 known conjuration and transmutation spells
matter.
Favored Skills: Appraise, Concentration, Craft (any), Decipher Acquired Resistance: Years working with strange and magical
Script, Heal, Knowledge (all), Spellcraft (magic school), compounds have left the alchemist resistant to their effects. He
Profession (any). receives a bonus to all Fortitude saves against ingested or
Skill Points: 4+Int inhaled poisons, such as poisoned food, smoke, and baleful
Weapon Groups: basic+1 potions.
Armor Proficiency: none
Identify: Alchemist gains the ability to understand magic items.
Spells and Spellcasting He can determine all magic properties of a single magic item,
Known spells gained from Alchemist career are added to already including how to activate those functions with successful Craft
known spells. (Alchemy) against DC 30. Only one attempt per level per item is
allowed.
Bonus Spells
Bonus spells are based on character’s Intelligence modifier. Upgrade Weapon: Alchemist learns to work with acid and other
Always choose higher number from career or path table. Total chemicals to improve the quality of mundane equipment. He
number of spells known on each level is sum of known spells can use his chemicals to sharpen a slashing or piercing weapon
and bonus spells. Number of bonus spells cannot be higher to a fine edge. With two hours of work, he can grant such
than character’s Intelligence modifier. weapons a +1 damage bonus. Melee weapons keep their edge for
a single encounter, while missiles receive it for one use, after
Career Features: which they become dulled and lose this bonus. Magical
weapons cannot receive this enhancement. The same weapon
Eternal Student: The science of alchemy requires continuous may be sharpened again after losing its edge, but no weapon
experimentation and study. At each level, the alchemist must ever gains more than a +1 bonus, even if the alchemist treats a
raise his rank in the Craft (Alchemy) skill by 1. weapon more than once.
16
Favored Skills: Concentration, Craft, Diplomacy, Decipher Career Features:
Script, Heal, Knowledge (all), Profession (any), and Spellcraft
(magic school). Bonus Feat: Archcleric can choose any magic-related feats as
Skill Points: 4+Int bonus feats except Spellcasting (magic school). He must still
Weapon Groups: basic+1 meet all prerequisites.
Armor Proficiency: none
Favored Skills: Balance, Bluff, Climb, Craft, Decipher Script, footed or struck by an invisible attacker. However, she still loses
Disable Device, Disguise, Escape Artist, Forgery, Gather her Dexterity bonus to Defense if immobilized.
Information, Hide (urban), Intimidate, Jump, Knowledge (local), If a character already has uncanny dodge she automatically
Listen, Move Silently (urban), Open Lock, Search, Sense Motive, gains improved uncanny dodge (see below) instead.
Sleight of Hand, Spot, Swim, Tumble, and Use Rope.
Skill Points: 6+Int Save Bonus against Poison: The assassin gains a natural
Weapon Groups: basic+2 saving throw bonus to all poisons.
Armor Proficiency: light
Improved Uncanny Dodge: Character can no longer be
Career Features: flanked. This defense denies opponent the ability to sneak
attack the character by flanking her, unless the attacker has at
Sneak Attack: This ability works exactly like the Path of Skills least four more character levels than the target does. If a
and Wits ability of the same name. If an assassin gets a sneak character already has uncanny dodge (see above) the character
attack bonus from another source the bonuses stack. automatically gains improved uncanny dodge instead, and the
levels from the paths or careers that grant uncanny dodge stack
Death Attack: If an assassin studies his victim for 3 rounds to determine the minimum level required to flank the character.
and then makes a sneak attack with a melee or ranged weapon
that successfully deals damage, the sneak attack has the Hide in Plain Sight: An assassin automatically succeeds when
additional effect of possibly either paralyzing or killing the target he makes Bluff check to create a diversion to hide.
(assassin’s choice). While studying the victim, the assassin can
undertake other actions so long as his attention stays focused
on the target and the target does not detect the assassin or Battlemage
recognize the assassin as an enemy. If the victim of such an
attack fails Fortitude save (DC 10 + the assassin’s career level + Battlemages are wizards that train both their magic and martial
the assassin’s Intelligence modifier) against the kill effect, she power. They mostly serve in armies.
dies. If the saving throw fails against the paralysis effect, the
victim is rendered helpless and unable to act for 1d6 rounds Requirements
plus 1 round per level of the assassin. If the victim’s saving Proficient with at least three weapon groups and light armor.
throw succeeds, the attack is just a normal sneak attack. Once Base attack bonus +2
the assassin has completed the 3 rounds of study, he must Spellcraft (divination and protection) 6, Spellcraft (elementalism)
make the death attack within the next 3 rounds. 6
If a death attack is attempted and fails (the victim makes her 6 known spells
save) or if the assassin does not launch the attack within 3
rounds of completing the study, 3 new rounds of study are Spells and Spellcasting
required before he can attempt another death attack. Character knows all allowed schools for free, but he cannot
learn any other school.
Poison Use: Assassins are trained in the use of poison and
never risk accidentally poisoning themselves when applying Bonus Spells
poison to a blade. Bonus spells are based on character’s Intelligence modifier.
Total number of spells known on each level is sum of known
Uncanny Dodge: A character can react to danger before her spells and bonus spells. Number of bonus spells cannot be
senses would normally allow her to do so. She retains her higher than character’s Intelligence modifier.
Dexterity bonus to Defense (if any) even if she is caught flat-
17
Table 13: Battlemage
Known Bonus
Lev BAB F R W Special Def HP
Spells Spells
1 +0 +2 +0 +0 Armor training +2 0 +2 +0 +0
2 +1 +3 +0 +0 1 +2 +1 +1
3 +2 +3 +1 +1 1 +2 +2 +2
4 +3 +4 +1 +1 Armor training +3 2 +3 +3 +3
5 +3 +4 +1 +1 3 +3 +3 +3
6 +4 +5 +2 +2 3 +3 +4 +4
7 +5 +5 +2 +2 Armor training +4 4 +4 +5 +5
8 +6 +6 +2 +2 5 +4 +6 +6
9 +6 +6 +3 +3 5 +4 +6 +6
10 +7 +7 +3 +3 Armor training +5 6 +5 +7 +7
Favored Skills: Concentration, Craft (any), Jump, Heal, Armor Training: Battlemage is trained in casting spells while
Knowledge (All), Ride, Spellcraft (magic school), and Profession wearing armor. He can deduct his armor training level from his
(any). Spellcraft penalty to cast spell.
Skill Points: 4+Int
Weapon Groups: basic+3
Armor Proficiency: light, medium Berserker
Spells and Spellcasting
Berserkers are reckless warriors from savage lands. They can
Known spells gained from battlemage career are added to
enter fearsome rage, often howling and biting their shields. They
already known spells.
sometimes work as mercenaries.
Bonus Spells
Requirements
Bonus spells are based on character’s Intelligence modifier.
Race Dwarf or Human
Always choose higher number from career or path table. Total
Base attack bonus +5
number of spells known on each level is sum of known spells
Toughness, Endurance
and bonus spells. Number of bonus spells cannot be higher
than character’s Intelligence modifier.
Favored Skills: Climb, Craft, Handle Animal, Intimidate, Jump,
Listen, Ride, Spot, Survival, and Swim.
Career Features:
Skill Points: 4+Int
Weapon Groups: basic+3
Armor Proficiency: light, shields
Career Features: the way temporary hit points are.) While raging, a berserker
cannot use any Charisma-, Dexterity-, or Intelligence-based
Fast Movement: A berserker’s land speed is faster than the skills (except for Balance, Escape Artist, Intimidate, and Ride),
norm for his race by +10 feet. This benefit applies only when he the Concentration skill, or any abilities that require patience or
is wearing no armor or light armor and not carrying a heavy concentration, nor can he cast spells or activate magic items
load. Apply this bonus before modifying the berserker’s speed that require a command word, a spell trigger (such as a wand),
because of any load carried or armor worn. or spell completion (such as a scroll) to function. He can use
any feat he has except Combat Expertise, item creation feats,
Bonus Feat: A berserker must meet a feat’s requirements in and metamagic feats. A fit of rage lasts for a number of rounds
order to take the feat. equal to 3 + the character’s (newly improved) Constitution
A berserker’s bonus feats are: Alertness, Animal Affinity, modifier. A berserker may prematurely end his rage. At the end
Blindfight, Brute Force, Cleave, Endurance, Great Cleave, Great of the rage, the berserker loses the rage modifiers and
Fortitude, Harder Called Shot, Improved Bull Rush, Improved restrictions and becomes fatigued (-2 penalty to Strength, -2
Called Shot, Improved Critical, Improved Overrun, Improved penalty to Dexterity, can’t charge or run) for the duration of the
Two-Weapon Fighting, Iron Will, Power Attack, Quick Draw, current encounter. A berserker can fly into a rage only once per
Run, Self-Sufficient, Toughness, Track, Two-Weapon Fighting, encounter. Entering a rage takes no time itself, but a berserker
Weapon Focus, Weapon Group (type). can do it only during his action, not in response to someone
else’s action.
Rage: A berserker can fly into a rage a certain number of times If berserker is wearing medium or heavy armor while raging, he
per day. In a rage, a berserker temporarily gains a +4 bonus to suffers additional -2 penalty to Defense.
Strength, a +4 bonus to Constitution, and a +2 morale bonus
on Will saves, but he takes a -2 penalty to Defense. Hit points Uncanny Dodge: A character can react to danger before her
go away at the end of the rage when his Constitution score senses would normally allow her to do so. She retains her
drops back to normal. (These extra hit points are not lost first Dexterity bonus to Defense (if any) even if she is caught flat-
18
footed or struck by an invisible attacker. However, she still loses improves as berserker gains more levels. Damage reduction can
her Dexterity bonus to Defense if immobilized. reduce damage to 0 but not below 0.
If a character already has uncanny dodge she automatically
gains improved uncanny dodge (see below) instead. Greater Rage: Berserker’s bonuses to Strength and
Constitution during his rage each increase to +6, and his
Improved Uncanny Dodge: Character can no longer be morale bonus on Will saves increases to +3. The penalty to
flanked. This defense denies opponent the ability to sneak Defense remains at -2.
attack the character by flanking her, unless the attacker has at
least four more character levels than the target does. If a
character already has uncanny dodge (see above) the character Bounty Hunter
automatically gains improved uncanny dodge instead, and the
levels from the paths or careers that grant uncanny dodge stack Bounty hunters live by tracking down wanted criminals,
to determine the minimum level required to flank the character. bandits or other undesirables and bringing them to justice.
19
Table 16: Cossack
Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 1st favored enemy, horsefriend +1 +1 +1
2 +2 +3 +0 +0 Track from the saddle +2 +2
3 +3 +3 +1 +1 Bonus feat +3 +3
4 +4 +4 +1 +1 Fast in the saddle, horsefriend +2 +4 +4
5 +5 +4 +1 +1 2nd favored enemy +5 +5
6 +6 +5 +2 +2 Bonus feat +6 +6
7 +7 +5 +2 +2 Higher ground, horsefriend +3 +7 +7
8 +8 +6 +2 +2 Traveling shot +8 +8
9 +9 +6 +3 +3 Bonus feat +9 +9
10 +10 +7 +3 +3 3rd favored enemy, horsefriend +4 +10 +10
Favored Skills: Climb, Concentration, Craft, Handle Animal, than character’s Intelligence modifier.
Heal, Hide (rural), Knowledge (nature), Listen, Move Silently
(rural), Profession, Ride, Spellcraft (magic school), Spot, Career Features:
Survival, and Swim.
Skill Points: 4+Int Familiars: Druids are granted a vision in which a spirit comes
Weapon Groups: basic+1 to them. Players get to roll once on the familiar chart (or use 1
Armor Proficiency: Varies fate point and choose for himself) to discover the familiars
species. This spirit becomes the characters familiar and totem,
Spells and Spellcasting and follows the druid everywhere. The familiar confers some
Known spells gained from druid career are added to already advantages to seal the pact between them, and in return the
known spells. druid is required to keep certain strictures, in addition to the
general strictures of a druid. The familiar is visible to only the
Bonus Spells druid it is attached to, although characters with Magical
Bonus spells are based on character’s Intelligence modifier. Awareness will be able to detect it as a vague outline. The
Always choose higher number from career or path table. Total familiar appears to be a white or light gray individual of the
number of spells known on each level is sum of known spells species it represents, with eyes that are deep amber in color.
and bonus spells. Number of bonus spells cannot be higher Being a spirit the familiar takes up no space in the material
20
world, and so can affect nothing in it. By the same token it can familiar, for example might be too timid to go on ahead alone,
pass through wall and other physical obstructions, and can an otter might refuse to take scouting details seriously, while a
only be harmed by magic, and it has the normal characteristic cat will almost certainly refuse to be made a convenience of in
scores for its species, except for Intelligence which is 12. A any way at all.
druid, whose familiar is killed for any reason, loses 1d6 hit In addition to these skills, the druid is assured a friendly, or at
points, 2 Constitution points and 1 fate point permanently, and least a neutral reaction from animals of the familiar’s species.
must then change career immediately. The character may never Familiar can manifest himself into material realm levels for d10
again become a druid. It should be noted that the familiar will minutes. Then it can be harmed by normal weapons. Familiar
go no more that 30 feet from its druid. Familiar has a can be commanded to return to ethereal plane at any time.
personality and its services are not taken for granted. A rabbit
The forbidden armor column shows the type of armor the by the form. The effect lasts for 10 minutes per druid level, or
character is not allowed to wear. until she changes back, however she can extend this time by
The shield column shows whether the character is allowed a using another wild shape. The druid loses her ability to speak
shield or not. while in animal form because she is limited to the sounds that a
The forbidden weapons column shows the type of weapon the normal, untrained animal can make, but she can communicate
character is not allowed. normally with other animals of the same general grouping as
Meditation times/places column shows times and places that her new form. (The normal sound a wild parrot makes is a
are special to the druid and he can only meditate there to squawk, so changing to this form does not permit speech.)
decrease fatigue points. He can still sleep anywhere to nullify A druid can use this ability more times per day as noted on
them. table. In addition, later she gains the ability to take the shape of
When familiar gives bonus to nonfavored skill, then this skill a Large, Tiny and Dire animal.
becomes favored skill.
Trackless Step: Druid leaves no trail in natural surroundings
Wild Shape: A druid gains the ability to turn herself into any and cannot be tracked. She may choose to leave a trail if so
Small or Medium animal and back again once per day. Her desired.
options for new forms include all creatures with the animal
type. The assumed animal can’t have more hit dice than druid’s
character level. If slain, the druid reverts to its original form, Duelist
though he remains dead.
The druid gains the Strength, Dexterity, and Constitution Duelists are masters in man-on-man combat. They follow a
scores, natural armor of the new form but retains its own precise code of dueling and mostly use rapiers and pistols.
Intelligence, Wisdom, and Charisma scores base attack,
defense, skills, feats, saves and hit points gained by levels Requirements
modified by new abilities. He can only use primary attacks of Base attack bonus +5
chosen animal. His hit points are multiplied by size modifier, Combat Expertise, Weapon Finesse, Weapon Group (firearms),
but new hit points go away at the end of the wild shape when Weapon Group (light blades), Weapon Focus (light blades or
his Constitution score and size drops back to normal. (These firearms)
extra hit points are not lost first the way temporary hit points Perform (dance) 4, Knowledge (etiquette) 4
are, so druid can possibly die after changing back to human
form). It also gains all extraordinary special attacks possessed
21
Table 19: Duelist
Lev BAB F R W Special Def HP
1 +1 +0 +2 +0 Canny defense, Accurate attack +1 +1 +1
2 +2 +0 +3 +0 Improved reaction +2 +2 +1
3 +3 +1 +3 +1 +3 +2
4 +4 +1 +4 +1 Accurate attack +2 +4 +3
5 +5 +1 +4 +1 Grace +5 +4
6 +6 +2 +5 +2 Precise strike +1d6 +6 +4
7 +7 +2 +5 +2 Accurate attack +3 +7 +5
8 +8 +2 +6 +2 Elaborate parry +8 +6
9 +9 +3 +6 +3 Improved reaction +4 +9 +7
10 +10 +3 +7 +3 Accurate attack +4 +10 +7
Favored Skills: Balance, Bluff, Diplomacy, Escape Artist, Precise Strike: A duelist gains the ability to strike precisely
Intimidate, Jump, Listen, Knowledge (etiquette), Knowledge with a light or one-handed piercing weapon, gaining an extra
(nobility), Perform, Profession, Sense Motive, Spot, and Tumble. 1d6 damage added to her normal damage roll once per round.
Skill Points: 4+Int When making a precise strike, a duelist cannot attack with a
Weapon Groups: basic+3 weapon in her other hand or use a shield. A duelist’s precise
Armor Proficiency: light strike only works against living creatures with discernible
anatomies. Any creature that is immune to critical hits is not
Career Features: vulnerable to a precise strike and any item or ability that
protects a creature from critical hits also protects a creature
Canny Defense: When wearing light or no armor and no shield, from a precise strike.
a duelist adds 1 point of Intelligence bonus (if any) per duelist
career level to her Dexterity bonus to modify Defense against Elaborate Parry: If a duelist chooses to fight using Combat
melee attacks while wielding a melee weapon. If is caught flat- Expertise, he can take a penalty to attack rolls and gain a
footed or otherwise denied her Dexterity bonus, she also loses maximum dodge bonus to Defense up to his duelist career base
this bonus. attack bonus (maximum +10 instead of +5). Elaborate parry can
be used only once per encounter and it last number of rounds
Accurate Attack: Duelist is expert at delivering called shots that equals duelist’s Int modifier.
and gains bonus to attack roll when he makes called shot.
Favored Skills: Craft, Heal, Listen, Intimidate, Sense Motive, would require him to shift his position. A defensive stance lasts
and Spot. for a number of rounds equal to 3 + the character’s (newly
Skill Points: 2+Int improved) Constitution modifier. A champion may end his
Weapon Groups: basic+3 defensive stance voluntarily prior to this limit. At the end of the
Armor Proficiency: all defensive stance, the champion is winded and takes a -2
penalty to Strength for the duration of that encounter. A
Career Features: champion can only use his defensive stance a certain number of
times per day as determined by his level. Using the defensive
Defensive Stance: When he adopts a defensive stance, a stance takes no time itself, but a champion can only do so
champion gains phenomenal strength and durability, but he during his action.
cannot move from the spot he is defending. He gains +2 to
Strength, +4 to Constitution, a +2 resistance bonus on all Heavy Armor Specialization: A dwarven champion is so used
saves, and a +4 dodge bonus to Defense. The increase in to wearing heavy armor, that while wearing full heavy armor, he
Constitution increases the champion’s hit points but these hit receives a dodge bonus to Defense.
points go away at the end of the defensive stance when the
Constitution score drops back 4 points. These extra hit points Uncanny Dodge: A character can react to danger before her
are not lost first the way temporary hit points are. While in a senses would normally allow her to do so. She retains her
defensive stance, a champion cannot use skills or abilities that Dexterity bonus to Defense (if any) even if she is caught flat-
22
footed or struck by an invisible attacker. However, she still loses
her Dexterity bonus to Defense if immobilized. Dwarven Slayer
If a character already has uncanny dodge she automatically Dwarves who have been disgraced, crossed in love, have failed
gains improved uncanny dodge (see below) instead. on watch at an outpost (allowing a murderous enemy to slip
through undetected), committed a serious crime (burglary,
Improved Uncanny Dodge: Character can no longer be murder, etc.) against one's own clan, and continued cowardly
flanked. This defense denies opponent the ability to sneak acts when faced with an enemy of the clan or otherwise
attack the character by flanking her, unless the attacker has at humiliated will abandon conventional dwarven society and go
least four more character levels than the target does. If a seeking death, hunting down the most ferocious of beasts.
character already has uncanny dodge (see above) the character
automatically gains improved uncanny dodge instead, and the Requirements
levels from the paths or careers that grant uncanny dodge stack Race Dwarf
to determine the minimum level required to flank the character. Once becoming dwarven slayer, character cannot take levels in
any other career.
Mobile Defense: A dwarven champion can adjust his position
while maintaining a defensive stance. While in a defensive Dwarven slayer must have suffered some sort of humiliating
stance, he can take one 5-foot step each round without losing experience that has caused him great disgrace within dwarven
the benefit of the stance. society. This has made him an outcast and instilled him with
the conviction, that the only way to redeem himself is to die in
combat against a sworn enemy.
Favored Skills: Climb, Craft, Intimidate, Listen, Jump, Spot, Frenzy: Whenever the dwarven slayer is placed under some
Survival, and Swim. kind of stress (principally at the beginning of an encounter) she
Skill Points: 2+Int must make a Will save (DC 15) or becomes frenzied. While
Weapon Groups: basic+3 (ranged weapons are forbidden) frenzied, dwarven slayer gains a single extra attack each round
Armor Proficiency: None (armor is forbidden) at his highest bonus when making full attack action. (This latter
effect is not cumulative with other effects that grant additional
Career Features: attacks). However he also takes a -2 penalty to Defense and
cannot fight defensively. While frenzied, he cannot use any
Insanity points: Dwarven slayers go insane from depression Charisma, Intelligence, or Dexterity based skills (except for
and heavy drinking when they cannot succeed in their plan to Intimidate), the Concentration skill, or any abilities that require
die honorably in battle, so they gain IP when they reach higher patience or concentration, nor can he cast spells, drink potions,
levels. activate magic items or read scrolls. He can use any feat he has
except Combat Expertise or item creation feats. During frenzy
Unbreakable: Dwarven slayer‘s mentality is very focused on a he must attack those he perceives as foes to the best of his
specific goal, and such is very difficult to sway. He gains bonus ability. Frenzy lasts for 3d6 rounds. When a frenzy ends, he is
on resisting fear-causing effects, including supernatural fear. fatigued (-2 penalty to Strength and Dexterity, unable to charge
or run) for the duration of the encounter. This doesn’t stack
Damage Reduction: A dwarven slayer is toughened by many with berserker rage ability. If dwarven slayer has rage ability he
battles he has fought and he becomes more used to the worst will enter rage instead of frenzy. If he ran out of rages per day
effects of damage. he can still enter frenzy.
Sworn Enemy: A dwarven slayer’s goal is to die at the hands of Improved Uncanny Dodge: A character can no longer be
an enemy while going down fighting. To this end, a dwarven flanked. This defense denies opponent the ability to sneak
slayer selects some gruesome beast as his sworn enemy, and attack the character by flanking her, unless the attacker has at
studies the most effective tactics for slaying them. He gains +2 least four more character levels than the target does. If a
bonus on Bluff, Listen, Search, Sense Motive, Spot, and character already has uncanny dodge (see above) the character
Survival checks when using these skills against his sworn automatically gains improved uncanny dodge instead, and the
enemy. He also gains bonus +1 to attack and +1 to damage levels from the paths or careers that grant uncanny dodge stack
against them. Should he fail at his goal of dying at the hands of to determine the minimum level required to flank the character.
his sworn enemy, the slayer then sets his target on larger
opponents! Needless to say, dwarven slayers usually succeed in Poison Resistant: A dwarven slayer becomes so hardy and
their grim goal before reaching these latter opponents. resistant to toxins that he receives a +4 bonus to Fort saves
against poison.
Uncanny Dodge: A character can react to danger before her
senses would normally allow her to do so. She retains her Disease Resistant: A dwarven slayer becomes so hardy and
Dexterity bonus to Defense (if any) even if she is caught flat- resistant to disease that he receives a +4 bonus to Fort save
footed or struck by an invisible attacker. However, she still loses against diseases.
her Dexterity bonus to Defense if immobilized.
If a character already has uncanny dodge she automatically
gains improved uncanny dodge (see below) instead.
Elementalist
Elementalists are wizards that specialize in manipulating
elements.
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Spellcasting (elementalism), Spell Focus (elemental spells), Spell
Requirements familiarity (elemental spells), Magic School Familiarity
Spellcraft (elementalism) 8, Knowledge (elements) 6 (elementalism)
5 known elemental spells
Favored Skills: Concentration, Craft (any), Decipher Script, shaping spells in one or more rounds with a single Spellcraft
Heal, Knowledge (all), Spellcraft (magic school), and Profession check to create various effects.
(any). For example:
Skill Points: 4+Int Water shaping + Cold shaping = ice statues, stairs, bridges,
Weapon Groups: basic+1 stalactites…
Armor Proficiency: none Water shaping + Wind shaping = mist, ghostly figures, local
rain…
Spells and Spellcasting Earth shaping + Wind shaping = clouds of dust
Known spells gained from elementalist career are added to Earth shaping + Water shaping = mud
already known spells. Water shaping + Wind shaping + Lightning shaping = glowing
mist, ghostly figures with spark effects
Bonus Spells Earth shaping + Wind shaping + Fire shaping = clouds of hot
Bonus spells are based on character’s Intelligence modifier. dust
Always choose higher number from career or path table. Total Water shaping + Wind shaping + Cold shaping = local blizzard
number of spells known on each level is sum of known spells DC of spell, casting time, effect and duration must be
and bonus spells. Number of bonus spells cannot be higher determined by GM according to size and difficulty of effect.
than character’s Intelligence modifier.
Career Features:
Elven Sniper
Resistance to Elements: Elementalist is so used to effects of Elven snipers mostly serve as guardians of elven forest
various elements, that he gains natural resistance to them. kingdoms. They bring swift death to all intruders.
Favored Skills: Climb, Craft, Hide (rural), Jump, Knowledge Sniping: An elven sniper can apply his ranged sneak attack
(nature), Listen, Move Silently (rural), Spot, and Survival. bonus at any range.
Skill Points: 2+Int
Weapon Groups: basic+3 Dead Aim: Before making a ranged attack, an elven sniper may
Armor Proficiency: light take a full-round action to line up his shot. This grants him a
+2 circumstance bonus on next attack roll. Once he begins
Ranged Sneak Attack: This ability works exactly like the Path aiming, he cannot move, not even to take a 5-feet step, until he
of Skills and Wits Sneak attack ability, but only on ranged makes his next attack, otherwise the benefit of this ability is
attacks. If elven sniper gets a sneak attack bonus from another lost. Likewise, if something disrupts his concentration or
source the bonuses stack. someone attacks him before his next action, he loses the benefit
of aiming. He may continue aiming after the first round. For
24
each full-round action he spends lining up his shot, the bonus Consistent Aim: Once per day, an elven sniper can reroll one
increases by +2 to a maximum of +6. missed ranged attack roll.
Favored Skills: Climb, Bluff, Craft, Jump, Listen, Ride, Spot, a Reflex saving throw against attack roll to deflect it so that he
Survival, Swim, and Tumble. takes no damage from it. A wardancer uses his weapon to
Skill Points: 2+Int accomplish this and can decrease the DC by magical weapon
Weapon Groups: basic+3 (two-handed weapons and firearms bonus if the weapon used is magical. The character must be
are forbidden) aware of the attack and not flat-footed. Attempting to deflect a
Armor Proficiency: light (medium and heavy armor and shields ranged weapon doesn’t count as an action. Exceptional ranged
are forbidden) weapons can’t be deflected.
Career Features: War Chant (scare): A wardancer may only start singing a war
chant while charging an opponent. Make a successful Perform
Quick Blade: A wardancer may use his Dexterity modifier (singing) skill check against DC 15 + opponents HD. The
instead of his Strength modifier on attack rolls with heavy opponent who is being charged must make Will save to against
blades. DC 10 + wardancer level + Charisma modifier. If he fails, he
becomes frightened.
Improved Reaction: A wardancer gains +2 bonus to initiative The war chant lasts until the wardancer is wounded or spends
checks. This bonus stacks with the Improved Initiative feat. a round out of combat (i. e. neither attacks or is attacked). This
ability can be used once per encounter.
Transfix: A wardancer can confuse single opponent with feints
and flurries. Make a Bluff check opposed by your target’s Sense Superior Quick Blade: A wardancer may add his Dexterity and
Motive check, but in this case, the target may add its base Strength modifier on attack rolls with heavy blades.
attack bonus to the roll along with any other applicable
modifiers. If the wardancer wins, he gains a +2 bonus to attack Defensive Roll: A wardancer can roll with a potentially lethal
rolls and his opponent suffers a -2 penalty to attack rolls. The blow to take less damage from it than she otherwise would.
modifiers continue until the transfixed opponent hits the Once per day, when she would be reduced to 0 or fewer hit
wardancer (not necessarily wounding him). Wardancers cannot points by damage in combat (from a weapon or other blow, not
transfix Opponents with Intelligence less than 3, or who are a spell or special ability), the wardancer can attempt to roll with
immune to psychology. Performing transfix is a move action and the damage. To use this ability, the wardancer must attempt a
can be made once per opponent per encounter. Reflex saving throw (DC = damage dealt). If the save succeeds,
she takes only half damage from the blow; if it fails, she takes
Greater Quick Blade: A wardancer may use his Dexterity full damage. She must be aware of the attack and able to react
modifier instead of his Strength modifier on damage rolls with to it in order to execute her defensive roll. If she is denied her
heavy blades. He can use his Dexterity as prerequisite for feats Dexterity bonus to Defense, she can’t use this ability. Since this
that require high Strength (such as Power Attack). When using effect would not normally allow a character to make a Reflex
a medium weapon two-handed, the wardancer adds his save for half damage, the wardancer’s evasion ability does not
Dexterity bonus and one-half his Strength bonus to damage apply to the defensive roll.
rolls.
Whirling Death: A wardancer can enter a state of maniacal fury
War Chant (rally): The wardancer may start singing a war once per day. The wardancer gains a single extra attack each
chant only while charging an opponent. Make a successful round at her highest bonus when making full attack action.
Perform (Singing) skill check against DC 20 and all friendly (This latter effect is not cumulative with other effects that grant
characters gain +2 to attack. additional attacks). However he also takes a -2 penalty to
The war chant lasts until the wardancer is wounded or spends Defense and cannot fight defensively. While frenzied, he cannot
a round out of combat (i.e.: neither attacks nor is attacked). use any Charisma, Intelligence, or Dexterity based skills (except
This ability can be used once per encounter. for Intimidate), the Concentration skill, or any abilities that
require patience or concentration, nor can she cast spells, drink
Blade Barrier: Once per round when the character would potions, activate magic items or read scrolls. He can use any
normally be hit with a ranged weapon, the character may make feat she has except Combat Expertise or item creation feats.
25
During frenzy she must attack those she perceives as foes to the freelance may fight in the ranks of crusaders, commanding the
best of her ability. Whirling death lasts for 3d6 rounds and cavalry or terrorizing the enemy as part of some elite mounted
when it ends, the wardancer becomes fatigued (gets -2 penalty unit, or the knight may wander the countryside on some
to Strength and Dexterity, and cannot charge or run) for the personal quest or vendetta.
duration of the encounter.
Requirements
Freelance Base attack bonus: +5
Armor Proficiency (heavy), Mounted Combat, Ride-by Attack,
Spirited Charge, Weapon Group (spears and lances), Weapon
A freelance is one of the most feared warriors and a master of Focus (spears and lances)
the arts of warfare, horsemanship, and personal combat. Just Knowledge (nobility) 4, Ride 6, Handle Animal 4
as warriors of lower social orders can become mercenaries, Character must acquire a warhorse and win at least one
squires or nobles may offer their services as a freelance. A jousting tournament before gaining a level in this career.
Favored Skills: Craft, Diplomacy, Gather Information, Handle Will save (DC = 10 + freelance level) or suffer a -2 morale
Animal, Intimidate, Jump, Knowledge (nobility), Profession, penalty to their attack defense rolls. The intimidating effect
Ride, and Swim. lasts for a number of rounds equal to the freelance’s career
Skill Points: 2+Int level. A freelance can use this ability once per encounter.
Weapon Groups: basic+4 Creatures that are immune to fear or other mind-influencing
Armor Proficiency: all effects and those with more hit dice or levels than the freelance
character level are unaffected. The unnerving war cry is negated
Career Features: by spells, spell-like abilities, or supernatural abilities that
inspire courage or morale.
Spurt: A freelance can force his mount to spurt and double his
movement for 1 round with making Ride check against DC 20. Jousting Mastery: A freelance gains a +4 bonus to attack rolls
Each additional spurt in the same day raises the DC by 5. when using a lance, and gains a +4 bonus to all Ride checks.
This bonus overlaps the jousting expertise bonus; it does not
Bonus Feat: A freelance can choose a bonus feat from the stack with it.
following list: Cleave, Combat Expertise, Dodge, Great Cleave,
Improved Charge, Improved Critical, Improved Disarm, Mounted
Archery, Parry, Power Attack, Precise Attack, Quick Draw, Hypnotist
Shield Mastery, Sunder, Tactical Aid, Trample, Weapon Focus,
Weapon Group (type).
Hypnotists are wizards that specialize in affecting minds of
creatures.
Jousting Expertise: The freelance gains a +2 bonus to attack
rolls when using a lance, and a +2 bonus to all Ride checks.
Requirements
Born to the Saddle: When riding a warhorse, a freelance Charisma 13
doesn’t suffer armor penalty to defense when wearing armor. Spellcraft (illusion and enchantment) 8, Bluff 4
Spellcasting (illusion and enchantment), Spell Focus (illusion
Unnerving War Cry: A freelance gains the ability to unnerve his and enchantment spells), Spell familiarity (illusion and
foes when charging. The freelance must declare he is using this enchantment spells), Magic School Familiarity (illusion and
ability before he makes an attack roll. When he performs a enchantment)
charge action and successfully damages his opponent, any 5 known illusion and enchantment spells
other foes within 10 feet of him after the charge must make a
26
Favored Skills: Concentration, Craft (any), Decipher Script, If he uses this ability in combat, each target gains a +2 bonus
Heal, Knowledge (all), Profession (any), and Spellcraft (magic on its saving throw. If the ability affects only a single creature
school). not in combat at the time, the saving throw has a penalty of -2.
Skill Points: 4+Int While the subject is fascinated, it reacts as though it were two
Weapon Groups: basic+1 steps more friendly in attitude. This allows the hypnotist to
Armor Proficiency: none make a single request of the affected creature (provided he can
communicate with it). The request must be brief and
Spells and Spellcasting reasonable. Even after the effect ends, the creature retains its
Known spells gained from hypnotist career are added to already new attitude toward him, but only with respect to that
known spells. particular request.
A creature that fails its saving throw does not remember
Bonus Spells hypnotizing.
Bonus spells are based on character’s Intelligence modifier.
Always choose higher number from career or path table. Total Intuitive Mind Touch: The Mind Touch spell casting time
number of spells known on each level is sum of known spells shortens to free action.
and bonus spells. Number of bonus spells cannot be higher
than character’s Intelligence modifier.
Inquisitor
Career Features:
The inquisitors are charged with carrying out official church
Mind Touch: A hypnotist can cast the Mind Touch spell investigations of heresy, demonology, necromancy and
without chance of miscasting. witchcraft. Although the inquisitors are few in numbers, they
wield great power—not only can they investigate secular
Hypnotize: Hypnotist’s gestures and droning incantation organizations and individuals accused of heresy, but they are
fascinate nearby creatures, causing them to stop and stare the legal authorities charged to investigate any cult suspected of
blankly at him. In addition, he can use their rapt attention to carrying out heretical activities.
make his suggestions and requests seem more plausible. He
affects 2d4 + his hypnotist level hit dice of creatures. Creatures Requirements
with fewer HD are affected before creatures with more HD. Only Race Human
creatures that can see or hear you are affected, but they do not Diplomacy 4, Knowledge (Religion) 8, Sense Motive 4, Intimidate
need to understand you to be fascinated. Affected creatures 4
must make Will save against DC 10 + half of hypnotist level + Character must be an official priest of chosen religion
Charisma modifier.
Favored Skills: Concentration, Decipher Script, Gather The inquisitor’s judgment is final and he has the power to
Information, Heal, Intimidate, Knowledge (All) , Profession (any), command secular authorities to enforce his sentences. However,
Sense motive, Spellcraft (magic school), and Spot. if there is a senior inquisitor that can be contacted to conduct
Skill Points: 4+Int the trial within a reasonable amount of time, the inquisitor is
Weapon Groups: basic+1 obligated to do so; otherwise he violates this legal authority. The
Armor Proficiency: light Inquisition closely monitors the judgments of its priesthood,
and those found abusive of their power are dealt with harshly.
Spells and Spellcasting
Known spells gained from inquisitor career are added to already Insight: An inquisitor gains a +4 bonus to Sense Motive checks.
known spells.
Purifying Touch: An inquisitor can calm those who are
Bonus Spells cowering, frightened, panicked, shaken, or suffering from the
Bonus spells are based on character’s Intelligence modifier. effects of a fear. Any ally the inquisitor touches has a chance to
Always choose higher number from career or path table. Total dig deep for courage and shrug off the deleterious effects. The
number of spells known on each level is sum of known spells check is d20 + inquisitor level + Charisma modifier; if the
and bonus spells. Number of bonus spells cannot be higher inquisitor’s check result is greater than the original DC of the
than character’s Intelligence modifier. effect + the number the subject failed by, it is negated. The
inquisitor can use this supernatural ability once per day at 2nd
Career Features: level, twice per day at 6th level, and thrice per day at 10th level.
Bestow Blessing: An inquisitor can bestow blessing upon Commanding Presence: An inquisitor gains a +2 bonus to
himself or a single ally he touches, granting a +2 morale bonus Diplomacy and Intimidate checks. Additionally, the inquisitor
to attack rolls and saves for one minute per inquisitor level. The can force all beings within a 30-foot radius to make a Will save
inquisitor can use this supernatural ability once per day at 1st (DC 10 + inquisitor level + Charisma bonus) or suffer a -2
level, twice per day at 5th level, and thrice per day at 9th level. morale penalty on attack rolls, saves, and skill checks for one
round per inquisitor level. Commanding presence can be used
Enforce Religious Law: An inquisitor can preside over the trial once per day.
of an individual accused of witchcraft, demonology or heresy.
27
God’s Wisdom: An inquisitor can discern deliberate lies. He
concentrates on subject, who must be within 30 feet. He knows Loremasters value knowledge more than anything. Most of them
if the subject deliberately and knowingly speaks a lie by are typical bookworms, but some of them like to search for
discerning disturbances in its aura caused by lying. This ability obscure lore outside the city libraries. They specialize in
does not reveal the truth, uncover unintentional inaccuracies, divination and protection magic.
or necessarily reveal evasions. God’s wisdom is usable once per
day. Duration is one round (or one question) per career level. Requirements
Spellcraft (divination and protection) 8, Knowledge (any two) 6
Aura of Courage: An inquisitor and allies within 10 feet of the in each, Spellcasting (divination and protection), Spell Focus
inquisitor gain a +4 morale bonus on saving throws against fear (divination and protection spells), Spell Familiarity (divination
effects. and protection spells), Magic School Familiarity (divination and
protection)
Loremaster 5 known divination and protection spells
Favored Skills: Appraise, Concentration, Craft (alchemy), Bonus spells are based on character’s Intelligence modifier.
Decipher Script, Gather Information, Heal, Knowledge (All), Always choose higher number from career or path table. Total
Spellcraft (magic school), Profession (any). number of spells known on each level is sum of known spells
Skill Points: 4+Int and bonus spells. Number of bonus spells cannot be higher
Weapon Groups: basic+1 than character’s Intelligence modifier.
Armor Proficiency: none
Career Features:
Spells and Spellcasting
Known spells gained from loremaster career are added to Secret: The loremaster chooses one secret from the table below.
already known spells. Her loremaster level plus Intelligence modifier determines the
total number of secrets she can choose. She can’t choose the
Bonus Spells same secret twice.
Career Features:
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Table 32: Necromancer
Known Bonus
Lev BAB F R W Special Def HP
Spells Spells
1 0 +0 +0 +2 Master of the dead, rotting disease 5%, +1 +2 +0 +0
Cadaverous appearance +1, hand of the ghost
2 +1 +0 +0 +3 +2 +2 +1 +1
1/day
Hand of the undead (ghoul) 1/day, rotting disease
3 +1 +1 +1 +3 +3 +2 +1 +1
10%
4 +2 +1 +1 +4 Nocturnal lifestyle +1, hand of the ghost 2/day +4 +3 +2 +2
Hand of the undead (ghoul) 2/day, rotting disease
5 +2 +1 +1 +4 +5 +3 +2 +2
15%
Cadaverous appearance +2, hand of the ghost
6 +3 +2 +2 +5 +6 +3 +3 +3
3/day
Hand of the undead (vampire) 3/day, rotting
7 +3 +2 +2 +5 +7 +4 +3 +3
disease 20%
8 +4 +2 +2 +6 Nocturnal lifestyle +2, hand of the ghost 4/day +8 +4 +4 +4
Hand of the undead (vampire) 4/day, rotting
9 +4 +3 +3 +6 +9 +4 +4 +4
disease 25%
Cadaverous appearance +3
10 +5 +3 +3 +7 +10 +5 +5 +5
nocturnal lifestyle +3, hand of the ghost 5/day
Master of the Dead: Every level of necromancer career counts Rotting Disease: Rotting disease is a disease carried by undead
as two levels for determining number of undead he can control. and other creatures. A necromancer has a raising chance
contracting this disease.
Hand of the Ghost: A necromancer can cast the Spectral Hand
spell as a free action without chance of miscasting
Streetfighter
Hand of the Undead: Necromancer can cast the Touch of the
Undead (ghoul or later vampire) spell as a free action without Streetfighters are thugs that will kick the shit out of anyone
fatigue points and chance of miscasting. who makes them angry.
Favored Skills: Balance, Bluff, Climb, Escape Artist, Hide footed or struck by an invisible attacker. However, she still loses
(urban), Intimidate, Jump, Knowledge (local), Listen, Move her Dexterity bonus to Defense if immobilized.
Silently (urban) Profession, Sense Motive, Spot, and Tumble. If a character already has uncanny dodge she automatically
Skill Points: 4+Int gains improved uncanny dodge (see below) instead.
Weapon Groups: basic+2
Armor Proficiency: light Flurry of Blows: A streetfighter gains this feat regardless of
prerequisites.
Career Features:
Sturdiness: A streetfighter is so tough that he gains damage
Sneak Attack: This ability works exactly like the Path of Skills reduction 3 to nonlethal damage.
and Wits ability of the same name. If a streetfighter gets a sneak
attack bonus from another source the bonuses stack. The Deadly Fists: The critical threat range for streetfighter’s
streetfighter can sneak attack only with unarmed strikes and unarmed attacks increases by 1 to 19-20.
basic, claws or improvised weapons.
Improved Uncanny Dodge: A character can no longer be
Kickboxing: A streetfighter gains this feat regardless of flanked. This defense denies opponent the ability to sneak
prerequisites. His unarmed damage improves as he gains levels. attack the character by flanking her, unless the attacker has at
least four more character levels than the target does. If a
Uncanny Dodge: A character can react to danger before her character already has uncanny dodge (see above) the character
senses would normally allow her to do so. She retains her automatically gains improved uncanny dodge instead, and the
Dexterity bonus to Defense (if any) even if she is caught flat- levels from the paths or careers that grant uncanny dodge stack
to determine the minimum level required to flank the character.
30
Far Shot, Point Blank Shot, Weapon Group (bows or
crossbows), Weapon Focus (bows or crossbows)
Targeteer Craft (bowmaking or weaponsmithing) 6
Targeteers are professional archers or crossbowmen. They Favored Skills: Balance, Climb, Craft, Jump, Listen,
mostly earn their money in competitions or serve as guards. Profession, Spot, Swim, Tumble, and Use Rope.
Skill Points: 2+Int
Requirements Weapon Groups: basic+3
Base attack bonus: +5 Armor Proficiency: all
Career Features: rallying voice has a chance to dig deep for courage and shrug off
the deleterious effects. The check is d20 + templar level +
For the Cause: Whenever a templar is fighting for a religious Charisma modifier. If the templar’s check result is greater than
cause or defending his church, he gains morale bonus to attack the original DC of the effect + the number the subject failed by,
and damage. it is negated. The templar gets only one roll, and it is applied to
all affected subjects within range. Rallying voice can be used
Rallying Voice: A templar can calm those who are cowering, once per day. The templar cannot be under effect of fear when
frightened, panicked, shaken, or suffering from the effects of a using this ability.
fear. Any ally within 10 feet of the templar when he uses his
31
Bonus Feat: A templar gets a bonus combat-oriented feat. He Lock 6, Search 6, Appraise 4
must still meet all prerequisites for a bonus feat. Defense +5
Trap finding
Strong Mind: Templar gets a templar can reroll a failed saving
throw against mind affecting magic or ability. Favored Skills: Appraise, Balance, Climb, Craft, Decipher
Script, Disable Device, Escape Artist, Forgery, Gather
Information, Hide (urban), Jump, Knowledge (local), Listen,
Tomb Robber Move Silently (urban), Open Lock, Profession, Search, Sleight of
Hand, Spot, Swim, and Use Rope.
Tomb robbers search ancient tombs and graveyards to find Skill Points: 6+Int
valuable goods buried with the bodies. Weapon Groups: basic+2
Armor Proficiency: light
Requirements
Hide (urban) 4, Move Silently (urban) 4, Disable Device 6, Open
Career Features: Improved Evasion: This ability works like evasion, except that
while the character still takes no damage on a successful Reflex
Fearless: A tomb robber is accustomed to morbid places and is saving throw against attacks, but henceforth she takes only half
difficult to scare her. He gains a +2 bonus to Will saving throws damage on a failed save. A helpless character does not gain the
against fear. benefit of improved evasion.
Keen Eye: A tomb robber gains a +2 bonus to Search and Improved Uncanny Dodge: A tomb robber can no longer be
Appraise checks. flanked. This defense denies opponent the ability to sneak
attack the tomb robber by flanking her, unless the attacker has
Trap Sense: A tomb robber gains an intuitive sense that alerts at least four more tomb robber levels than the target does. If the
her to danger from traps, giving her a bonus on Reflex saves tomb robber already has uncanny dodge (see above), she
made to avoid traps and a dodge bonus to AC against attacks automatically gains improved uncanny dodge instead, and the
made by traps. levels from the paths or careers that grant uncanny dodge stack
to determine the minimum level required to flank the tomb
Uncanny Dodge: A tomb robber can react to danger before her robber.
senses would normally allow her to do so. She retains her
Dexterity bonus to Defense (if any) even if she is caught flat-
footed or struck by an invisible attacker. However, she still loses Tunnel Fighter
her Dexterity bonus to Defense if immobilized.
If the tomb robber already has uncanny dodge she Tunnel fighters are expert fighters in dark and confined spaces,
automatically gains improved uncanny dodge (see below) like tunnels, caverns and similar underground environments.
instead.
Requirements
Evasion: A character can avoid even magical and unusual Race Dwarf, Gnome, Halfling
attacks with great agility. If she makes a successful Reflex Base attack bonus +5
saving throw against an attack that normally deals half damage Alertness, Dodge, Blind-fight,
on a successful save, she instead takes no damage. Evasion can Knowledge (underearth) 4, Listen 4
be used only if the character is wearing light armor or no armor.
A helpless character does not gain the benefit of evasion.
32
Favored Skills: Craft, Handle Animal, Jump, Knowledge automatically gains improved uncanny dodge instead, and the
(nature), Listen, Profession, Ride, Spot, Survival, Swim, Tumble, levels from the paths or careers that grant uncanny dodge stack
and Use Rope. to determine the minimum level required to flank the character.
Skill Points: 2+Int
Weapon Groups: basic+3 Blind Sight: Tunnel fighters are so used to fight in dark
Armor Proficiency: Light, medium environment, that they gain acute sensitivity to sounds, smells,
movements and other disturbances within 20 feet. They can
Career Features: move and fight in total darkness almost normally, negating
concealment penalties for darkness or invisibility.
Tunnel Fighting: When fighting in tunnel-like environments,
tunnel fighter gains bonus to attack and Defense.
Vampire Slayer
Uncanny Dodge: A character can react to danger before her
senses would normally allow her to do so. She retains her Vampire slayers specialize in hunting down and eliminating
Dexterity bonus to Defense (if any) even if she is caught flat- undead creatures and necromancers.
footed or struck by an invisible attacker. However, she still loses
her Dexterity bonus to Defense if immobilized. Requirements
If a character already has uncanny dodge she automatically Base attack bonus +3
gains improved uncanny dodge (see below) instead. Iron Will, Great Fortitude, Weapon Group (firearms)
Knowledge (undead) 4, Knowledge (religion) 4
Bonus Feat: A tunnel fighter gets a bonus combat-oriented feat.
He must still meet all prerequisites for a bonus feat. Favored Skills: Bluff, Concentration, Craft, Gather Information,
Listen, Heal, Jump, Knowledge (undead), Profession, Ride,
Improved Uncanny Dodge: A character can no longer be Search, Sense Motive, Spot, and Swim.
flanked. This defense denies opponent the ability to sneak Skill Points: 4+Int
attack the character by flanking her, unless the attacker has at Weapon Groups: Basic+3
least four more character levels than the target does. If a Armor Proficiency: All
character already has uncanny dodge (see above), the character
33
Table 39: Witch hunter
Lev BAB F R W Special Def HP
1 +1 +0 +0 +2 Intimidating presence +1, bonus feat +1 +1
2 +2 +0 +0 +3 Faith +2 +2
3 +3 +1 +1 +3 Intimidating presence +2 +3 +3
4 +4 +1 +1 +4 Bonus feat +4 +4
5 +5 +1 +1 +4 Intimidating presence +3 +5 +5
6 +6 +2 +2 +5 Slippery mind +6 +6
7 +7 +2 +2 +5 Intimidating presence +4 +7 +7
8 +8 +2 +2 +6 Bonus feat +8 +8
9 +9 +3 +3 +6 Intimidating presence +5 +9 +9
10 +10 +3 +3 +7 Bonus feat +10 +10
Intimidating Presence: Witch hunters are feared among the Slippery Mind: This ability represents the witch hunter’s ability
citizens, so they gain bonus to Diplomacy, Intimidate, Sense to wriggle free from magical effects that would otherwise control
Motive and Gather Information checks. or compel him. If with hunter with slippery mind is affected by
an enchantment spell or effect and fails his saving throw, he
Faith: A witch hunter can resist evil magic through force of will can attempt it again 1 round later at the same DC. He gets only
alone. He may substitute a Will save for any other type of save if this one extra chance to succeed on his saving throw.
the save is for a spell or supernatural ability. Any bonuses, DC,
and results of a passed or failed save remain the same, only the Bonus Feat: A witch hunter gets a free bonus feat. He must still
saving throw type changes. This special ability cannot be used meet all prerequisites for a bonus feat.
34
Chapter 4 – Skills
Skills are used as described in PHB, except that each stat is governed by a skill. Once the skill rank exceeds that governed stat,
learning the skill becomes more difficult and the cost for that skill is doubled.
10 + half of
Taking continuous damage during the damage last dealt action.
continuous
Distracting spell's
Distracted by nondamaging spell.
save DC
Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water,
10
belowdecks in a stormtossed ship).
Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck
15
of a storm-tossed ship).
20 Extraordinarily violent motion (earthquake).
15 Entangled.
Grappling or pinned. (You can cast only spells without somatic components for which you have any required
20
material component in hand.)
5 Weather is a high wind carrying blinding rain or sleet.
10 Weather is wind-driven hail, dust, or debris.
Distracting spell's
Weather caused by a spell.
save DC
10 Casting spell in melee combat.
1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add spellcasting fatigue points to the
indicated DC.
2 Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a
single full-round action (such as Disable Device).
Heal successful, the patient recovers hit points or ability score points
Check: The DC and effect depend on the task you attempt. (lost to ability damage) at twice the normal rate. Long term care
also halved time needed to heal disabled limb.
Table 41: Heal skill DC You can tend as many as six patients at a time. You need a few
DC Task items and supplies (bandages, salves, and so on) that are easy
15 First aid to come by in settled lands. Giving long-term care counts as
light activity for the healer. You cannot give long-term care to
10+ Wound bandage yourself.
15 Long-term care Treat Poison: To treat poison means to tend a single character
Treat wound from caltrop, spike who has been poisoned and who is going to take more damage
15
growth, or spike stones from the poison (or suffer some other effect). Every time the
Poison’s save DC Treat poison poisoned character makes a saving throw against the poison,
you make a Heal check. The poisoned character uses your
Disease’s save DC Treat disease
check result or his or her saving throw, whichever is higher.
Treat Disease: To treat a disease means to tend a single
First Aid: You usually use first aid to save a dying character. If a diseased character. Every time he or she makes a saving throw
character is bleeding to death, you can make him or her stable. against disease effects, you make a Heal check. The diseased
A stable character regains no hit points but stops bleeding. character uses your check result or his or her saving throw,
Wound Bandage: Immediately after encounter, you can bandage whichever is higher.
your or friend’s wounds and heal 1d4 hit points. DC is 10 + hit Action: Providing first aid, treating a wound, or treating poison
points lost in the encounter. is a full round action. Treating a disease or tending a creature
Long-Term Care: Providing long-term care means treating a wounded by a spike growth spell takes 10 minutes of work.
wounded person for a day or more. If your Heal check is Providing long-term care requires 8 hours of light activity.
35
Try Again: Varies. Generally speaking, you can’t try a Heal Knowledge (arcana)
check again without proof of the original check’s failure. You This skill represents knowledge about magic. It is used instead
can always retry a check to provide first aid, assuming the of Spellcraft to identify spells and magic effects.
target of the previous attempt is still alive.
Special: A character with the Self-Sufficient feat gets a +2 Table 42: Knowledge (arcana) skill DC
bonus on Heal checks. DC Task
A healer’s kit gives you a +2 circumstance bonus on Heal Identify a spell being cast. (You must see or hear
checks. 20 the spell’s verbal or somatic components.) No
action required. No retry.
Hide Identify a spell that’s already in place and in effect.
The Hide skill is now separated into two skills called Hide (rural) 25 You must be able to see or detect the effects of the
and Hide (urban). When hiding in urban environments, you use spell. No action required. No retry.
Hide (urban); when doing so in wilderness environments, you Identify materials created or shaped by magic. No
25
use Hide (rural). You purchase skill ranks for each of these two action required. No retry.
skills separately. Decipher a written spell (such as a scroll). One try
25
per day. Requires a full-round action.
Move Silently After rolling a saving throw against a spell targeted
The Move Silently skill is now separated into two skills called 30 on you, determine what that spell was. No action
Move Silently (rural) and Move Silently (urban). When sneaking required. No retry.
in urban environments, you use Move Silently (urban); in 25 Identify a potion. Requires 1 minute. No retry.
wilderness environments you use Move Silently (rural). You Understand a strange or unique magical effect,
30 or
purchase skill ranks for each of these two skills separately. such as the effects of a magic stream. Time
higher
required varies. No retry.
Spellcraft (magic school)
This special skill is used to cast spells of specific magic school. Check: You can identify spells and magic effects. The DCs for
The maximum number of ranks in this skill is caster level + 3 Knowledge (arcana) checks relating to various tasks are
(note that the maximum number of ranks in other skills is summarized on the table above.
character level + 3). The skill ranks are taken separately for Action: Varies, as noted above.
each magic school. Armor hampers spellcasting. Spellcraft skill Try Again: See above.
value is lowered by highest protection value of armor and by 1 Special: If you have the Magical Awareness feat, you get a +2
per defense bonus of shield. Skill focus feat cannot be applied bonus on Knowledge (arcana) checks.
to this skill.
36
Chapter 5 – Feats
Updated Feats The attack is at your highest base attack bonus, but each
attack you make in that round (the extra one and the normal
one) takes a -2 penalty. You must use the full attack action to
These feats were changed to better suit the d20 Warheart. use this feat and you cannot make called shots.
38
Precise Attack Spellcasting (magic school)
You can find weak points in opponent’s armor with your Benefit: You can cast spells from chosen magic school.
piercing weapon. Normal: Wizards can cast only spells from one primary magic
Prerequisites: Dex 13, base attack bonus +1, Proficient with school.
piercing weapon. Special: This feat needs at least 3 months spent with a suitable
Benefit: When you take a full attack action in melee using teacher.
piercing weapon, for every -1 points you reduce your attack roll,
you can ignore 1 point of armor protection of your opponent. Summoning Specialization
You can ignore armor protection no higher than your base You can control your summons better.
attack bonus with this feat (max +5). The penalties and bonuses Prerequisites: Cha 13.
last an entire round. They may not be changed until your next Benefit: You can add half of your caster level to Charisma
turn. check when controlling summons.
Note: You cannot use Power Attack and Precise Attack together.
You cannot use Precise Attack and penetrate armor called shot Two Guns Blazing
together. You can fight with a pistol in each hand. You can make one
extra attack each round with the second weapon.
Psychic Resistance Prerequisite: Base attack bonus +5, Dex 13.
You have seen a lot of scary things and you became resistant to Benefit: When wielding two pistols, you suffer only a -2 penalty
psychic shocks. with your regular attack or attacks with your primary hand and
Prerequisite: Will save +1. a -2 penalty to the attack with your off hand.
Benefit: You get a +4 bonus on Will saving throws against Normal: If you wield a second pistol in your off hand, you can
Insanity. get one extra attack per round with that weapon. When fighting
in this way you suffer a -4 penalty with your regular attack or
Shield Mastery attacks with your primary hand and a -8 penalty to the attack
You are especially proficient in blocking attacks with your with your off hand.
shield.
Prerequisites: Shield Proficiency, base Defense bonus +5 Weapon Group (type)
Benefit: When using a buckler, small shield or large shield, Benefit: You can use all weapons from specific weapon group
during your action, you designate an opponent and receive a +2 without penalty.
dodge bonus to Defense against attacks from that opponent. Normal: Without this feat, you suffer a -4 penalty on attack
rolls with all weapons from group he is not proficient with.
Spell Familiarity
Choose a number of spells which equals your Intelligence
modifier. Allowed Feats
Benefit: Add +1 to the Spellcraft checks to cast these spells.
Special: You can gain this feat multiple times. Its effects do not These feats can be used without any or only with minor
stack. Each time you take the feat, it applies to new spells. modifications.
Removed Feats
These feats were removed, because they are overpowered,
cinematic, or do not suit d20 Warheart game style at all.
39
Chapter 6 – Campaign
Fate Points is not possible to pick an appropriate disorder, roll on the table
below to determine the exact effect. Sometimes you are
“transported” to the Minor Disorder table. When character rolls
Player characters and some exceptional NPCs are marked by for another disability and gains one that he already has, she
fate or the gods. They are unlikely to die from a goblin’s dagger rerolls.
or by accidentally falling from a cliff. Fate has some major
impact on them, the character’s destiny being another one. Fate Table 44: Disorders
intervenes, because of the character having a higher (or other D% Disorder D% Disorder
purpose) to fulfill in life. That’s not to say, Fate (or the gods) are
always here, looking for a character’s troubles. There comes a 01-05 Agoraphobia 38-40 Gluttony
time, when a character is left to its own, and has to take fate in 06-12 Alcoholism 41-42 Hatred
own hands. Thus, each special individual is assigned a number 13-14 Amnesia 43-44 Heroic Idiocy
of fate points, you can use to save your character’s very life.
15-16 Animosity 45-46 Introversion
Instead of being struck to death, he only falls unconscious.
Instead of falling from the cliff, he just manages to grab some 17-18 Anorexia 47-50 Kleptomania
twig, growing at the cliff site, right on the way down and ready 19-21 Claustrophobia 51-54 Manic
to save the poor ones life. Fate points are precious and they do 22-23 Catatonia 55-57 Manic Depression
not recover like hit points do. They are rarely assigned, mostly
24-25 Dementia 58-61 Megalomania
by divine intervention or some grand adventure plot fulfilled.
So, be careful when to use them. Once spend, a fate point is 26-27 Depression 62-64 Pathological Lying
gone forever. Each character can have an unlimited number of 28-30 Drug Addiction 65-73 Phobia
fate points at any time. 31-33 Fear of Darkness 74-75 Schizophrenia
Effects of Fate Points 34-37 Frenzy 76-00 Minor Disorder
- Any 1 die can be rerolled (only one fate point can be spent per
die roll) and the best result chosen even after GM announces Agoraphobia: Fear of open spaces. Whenever the character is
result. out of doors, they suffer a -4 penalty to all dice rolls.
- A critical threat can be automatically confirmed (this critical Alcoholism: The character becomes addicted to alcohol.
hit can never randomly hit specific body location, it always hits Whenever he has the opportunity to drink anything alcoholic,
body. Called shots are an exception). he must make a Will save (DC 15). If successful, he resists the
- Damage that would result in a deadly hit can be nullified and temptation. If the check is failed, the character will begin to
character will have 0 hit points and lose consciousness for 1d3 consume alcohol and keeps going until the drinks run out or
hours. until he rolls a successful Will save (DC 15). Make Will save
- Success in a skill check, if the character’s life depends on it. with every new drink. Each drink raises the check's DC by +1
- Success in a saving throw, if the character’s life depends on it. (+2 for each strong drink)
- A suffered critical hit can be converted to regular hit. Amnesia: Memory loss. The character cannot remember
anything that happened before the disorder took hold. Memory
loss is total - he forgets his name, life history and any spells
Insanity and Disorders known. All his skill-ranks are reduced to zero. Feats and level
dependent benefits, however, are not forgotten and the base
Insanity points represent a characters (in)sanity, and how good attack bonus and Defense remain the same. To overcome
he is at sustaining mental trauma, open bloodshed, torture, Amnesia, the character is allowed a Will save (DC 15) once per
subtle horror, or alien forces. Whenever a character encounters month or he may make a Will save after any traumatic
something traumatic, there is a possibility of gaining insanity experience. If the player wishes, character can make further
points. When the character’s insanity points reach his Will saves to recall memories, but will gain one insanity point
Charisma score or more insanity points, he must make Will for each failed attempt. If successful, the character can recall
save (DC 20). If character saves, he loses the last gained everything except the events which led to the affliction.
insanity points but he must make this save again next time his Animosity: Unreasoning hatred. The character suffers
insanity points reach his Charisma score. If character fails, he animosity against some person, group of people, religion, race,
develops a disorder but he loses all his insanity points. sex or occupation.
Anorexia: Fear of food. The character becomes revolted by the
Table 43: Insanity Check DC thought of food, and stops eating. Even when he eats, he
IP usually does so uncontrollably, excessively, and in private. After
Circumstances DC
Gained eating he makes himself ill, out of a feeling of guilt. After one
Creature two size categories or 10 + ½ HD of month the character loses 1d3 hit points. After two months he
1d2
larger creature loses another 1d3 hit points and 2 points of Strength. Note: hit
10 + ½ HD of points cannot be reduces to less than Constitution score. After
Demon, Undead, or Devil 1d4
creature three months the character loses 2 points of Constitution. There
Roll on death table No save 1 are no further effects beyond this. Lost points can only be
Scene of brutality, horror, etc. regained within one month of the affliction being cured.
10-15 1d2 Catatonia: Complete withdrawal. Whenever characters with
encountered
Scene of utmost horror or this affliction become frightened or panicked, they automatically
15-20 1d4 go into catatonic withdrawal. When frightened, they become
slaughter
Become panicked No save 1 robbed of speech for 1d6 hours, and will not acknowledge the
presence of any other creature. When panicked, they remain
frozen to the spot for 1d6 hours, curled up into a tight ball.
Characters gain insanity points automatically or when failing a
Claustrophobia: Fear of confined spaces. When in a confined
Will save. The DC of a Will save is dependent on the situation
space (a small room no larger than 15x15 feet, a tunnel no more
encountered. Mental and magical disabilities are described later
than 5 feet wide etc), the character suffers a -4 effective penalty
in this chapter.
to all his rolls.
Dementia: General mental enfeeblement. The character
Disorders
becomes prone to incoherent mumbling, fear and paranoia.
Whenever a character develops a mental disorder, the GM
Each time the character makes any Will save, GM should make
should choose an appropriate disorder from the list below. For
another Will save (DC 15) first. If this save is failed, the
example, a character whose illness was brought on by being
character automatically fails the first test too and suffers
tortured by a band of orcs might develop a Fear of orcs. When it
following temporary effects: Amnesia, All ability scores suffer an
40
effective penalty of -2, the character becomes stupid and Whenever encountering the object of his fears, the character
babbles incoherently and is unable to stop. Demented must make a Will save (DC 15) to resist the fear. If failed, the
characters may make Will save (DC 15) every 10 minutes to character is paralyzed until another Will save (DC 15) succeeds
revert to normal. which will be rolled at the start of each round.
Depression: Deep pessimism. The character refuses to see any Schizophrenia: Split personality. At the start of each adventure
good. His Charisma suffers -4 penalty. and every 3 hours thereafter the character rolls for his
Drug Addiction: Deliriant dependency. The character becomes personality and consults the following table:
dependant on a deliriant poison and must make a Will save (DC
15) every day to resist the craving. If the save is failed, he will Table 45: Schizophrenia
do everything in his power to obtain the drug, and take it D% Result
immediately. He must then make another Will save in order to 01-60 No effect
resist taking another dose immediately. Failing a check when
the drug is not available, the character suffers a -2 penalty to 61-65 Temporary Amnesia
Charisma, Wisdom and Intelligence until he can take a single 66-70 Depression
dose of the drug which negates the penalty. 71-75 Heroic Idiocy
Fear of Darkness: In total darkness, the character suffers a -6
76-80 Introversion
penalty to his dice rolls. In dim light condition he suffers a -2
penalty. 81-85 Kleptomania
Frenzy: Loss of control. The character becomes frenzied at the 86-90 Maniac
beginning of every battle encounter. While frenzied, she gains a 01-95 Megalomania
single extra attack each round at her highest bonus when
96-00 Pathological Lying
making full attack action. (This latter effect is not cumulative
with other effects that grant additional attacks). However she
also takes a -2 penalty to Defense. Frenzy lasts for as long as The roll should also be made whenever the character must
there is living enemy. While frenzied, the character cannot use make a Will save.
any Charisma, Intelligence, or Dexterity based skills (except for
Intimidate), the Concentration skill, or any abilities that require Minor Disorders
patience or concentration, nor can she cast spells, drink These can be regarded as side-effects of mental trauma and
potions, activate magic items or read scrolls. She can use any have a less serious effect on characters. Where it is possible
feat she has except Combat Expertise or item creation feats. choose a minor disorder from the list or roll randomly:
During frenzy she must attack those she perceives as foes to the
best of her ability. When a frenzy ends, she is fatigued (-2 Table 46: Minor Disorders
penalty to Strength and Dexterity, unable to charge or run) for D% Result
the duration of the encounter. 01-09 Absent Minded
Gluttony: Excessive eating. The character develops an 10-18 Allergy
insatiable appetite, eating whenever he has the opportunity and
failing a Will save (DC 15). He will then eat until no food is left. 19-27 Biting Fingernails
In the long term, this has an effect as follows: after 1 month the 28-36 Headaches
character gains 1 hit point but his Dexterity suffers a -2 37-45 Narcissism
penalty. After 2 months he gains another 1 hit point and +1 46-54 Nightmares
Constitution Score, but his Dexterity suffers additional -2
penalty (-4 total) and his movement is reduced by 5 feet. After 3 55-63 Shaking
months he gains another 1 hit point, +1 Strength his Dexterity 64-72 Skin Complaint
suffers another -2 penalty (-6 total) and he his movement is 73-81 Stammer
reduced by another -5 feet. There are no further effects beyond
82-90 Talking to self
this. The stats return to normal within a month after curing.
Hatred: Irrational loathing. The character becomes hateful 91-00 Talking in sleep
against some person, group of people, religion, race, sex or
occupation. Magical Disabilities
Heroic Idiocy: Insensitivity to danger. The character ignores The following disorders are likely to be gained by evil
any type of fear. He cannot recognize threats. He takes Fear spellcasters, because the study of such dark topics carries its
checks normally, but does not suffer failed results with the own price. When spellcaster gains disability from miscast spell
exception of gaining one IP. or when dealing with magic, he instead of normal disability
Introversion: Self-centeredness. The character loses interest in gains Magical disability. Some of these disabilities are
the outside world and he suffers a -4 personal penalty to progressive and worsen over time. These disabilities are
Charisma. He must make a Will save (DC 12) in order to make described in stages and characters suffer from the effects of
any form of communication. stage 1 immediately. The effects of all stages are cumulative.
Kleptomania: Compulsive stealing. Every time the character When character rolls for another disability and gains one that
has an opportunity to steal something, regardless of value or he already has, he suffers effects of next stage. Any permanent
usefulness, he must make a Will save (DC 12). Success means loss of points from one of the disabilities described here cannot
the character resists the temptation. The GM may modify the be healed or restored.
DC by the value of the item.
Manic: Hyper-tension. The character becomes tense, wild-eyed Table 47: Magical Disabilities
and over-active, gaining a +2 personal bonus to Reflex saves but D% Magical Disability
suffers a -2 penalty to Charisma. 01-14 Allergy
Manic Depressive: Fluctuating emotions. At the start of an
15-28 Animal Aversion
adventure and every 3 hours thereafter the character rolls
1d20. On a 1-10 he is depressive and on a 11-20 he is a manic. 29-31 Cadaverous Appearance
The character should also makes this roll whenever he makes a 32-35 Disfigurement
Will save. 36-46 Insanity
Megalomania: Inflated ego. The character is filled with self-
importance and insatiable lust for power. He will seek out to be 47-55 Nocturnal Lifestyle
the leader of the group or goes to extreme lengths to gain any 56-69 Palsy
position of power. He becomes hostile to anyone challenging his 70-77 Strength loss
authority or refusing to obey without question. 78-85 Constitution loss
Pathological Lying: Inability to tell the truth. The character lies
about everything. 86-87 Transformation
Phobia: Irrational fear. The character is afraid of some person, 88-94 Unpleasant odor
group of people, religion, race, sex or occupation. 95-00 Wound Loss
41
Allergy: Discomfort when in contact or proximity with various Stage 2: The application of 1 vial of perfume can mask the
substances (for example: leather, gold, water, fur, plants, cloth, stench for 1 hour
silver, etc.). Stage 3: The application of 1 vial of perfume can mask the
Stage 1: When in physical contact with the substance, the stench for 10 minutes.
character suffers from streaming eyes, sneezing violently. He Transformation: Over a period of time the character transform
suffers a -2 disability penalty to all rolls as long as he is in into another being, becoming lizard-like, frog-like or something
contact with the substance. He must make Concentration like that. This will happen in stages. The GM should apply 1 to
checks to successfully cast spells (DC 10 + fatigue points) 3 characteristics per 1d6 months from a creature accompanied
Stage 2: When within 5 feet of the substances, the character by some visual changes. After the character has all the
develops an itchy rash on exposed skin. He suffers an creature's characteristics, transformation is complete.
additional -2 disability penalty to all rolls (total -4). He must Wound Loss: The character permanently losses 1d4 hit points.
make a Concentration check to cast spells (DC 15 + fatigue Rotting Disease: Although not a magical disability in itself,
points) Rotting disease is associated with Necromantic magic. Rotting
Stage 3: When within 10 feet of the substance, the character disease is a disease carried by undead and other creatures.
develops a painful rash, suffering an additional -4 penalty to all Character wounded by an undead creature must make a Fort
rolls (total -8). To cast a spell, the character must make a save DC 10 + 1 per Damage point suffered to resist the disease.
Concentration check (15 + fatigue points). If a character is diseased with Rotting disease, he must make a
Animal Aversion: Animals and children become sensitive to the Fort save as above every day or permanently lose 1 point of
character's evil persona. Constitution, Dexterity and Charisma until dead or cured.
Stage 1: Domestic animals and small children avoid the Rotting disease may be cured, but abilities are not restored.
character if possible.
Stage 2: All animals and children display signs of fear and Curing Disorders
loathing of the character (crying, howling, etc.) There are three ways to cure disorders, described herein. The
Stage 3: Animals will attack on sight. fourth method (hiding the afflicted in an asylum) is no cure at
Cadaverous Appearance: As time passes, the character looks all and thus considered irrelevant to the rules described herein.
more and more like an undead creature. Drugs: This is the least painful option. A physician or
Stage 1: Skin becomes deathly pale with dark rings around the pharmacist will supply the character with drugs. The drugs are
eyes. All Charisma checks and Charisma based skill-checks are supplied in batches, each batch containing the dosage for a
at a -2 disability penalty. week, and the character must take one dose per day. The GM
Stage 2: Skin becomes drawn and almost translucent. The eyes makes a Craft (alchemy) check for physician (DC 15) in secret:
sink deeper into their sockets while developing red rims. All Success means, each dose suppresses one disorder completely
Charisma checks and Charisma based skill checks are at an for one day. Failure means the treatment has no effect, but the
additional -2 disability penalty (total -4). dose is lost. A natural 1 means disaster has struck and the
Stage 3: Hair falls out and skin takes on a bluish tinge. The character receives 1d6 IP. If another disorder is brought on by
character can only be distinguished from an undead creature unsuccessful drug treatment, it will usually be an addiction to
with a successful Spot check (DC 20) or Knowledge (Undead) the drug used in the treatment.
check (DC 20). All Charisma checks and Charisma-based skill Magic: Characters may try to seek out magical cures.
checks are at an additional -4 disability penalty (total -8). Surgery: A very dangerous treatment. The character seeks out
Disfigurement: Some part of the character's body develops a a surgeon who will remove a small part of the characters brain
hideous appearance. Disguisable at first, the character soon to relieve the head from pressure or applies hot iron bars. The
reaches a state where such disfigurements aren't disguisable surgeon makes a Profession (Surgery) check (DC 30). Success
any more. The part of the body affected may be a limb, the body means the patient is cured from one disorder. Failure means,
or even the head or face. Some examples: claw instead of hand the brain is damaged and the character gains 1d6 insanity
(unarmed damage is real damage), cloven feet (base speed -5), points. In addition, the surgical treatment also causes 1d6
Scaly skin (+1 natural protection), etc.). damage. The iron bars treatment reduces a character's
Insanity: The character immediately gains 1d6 IP. This IP-gain Charisma permanently by 1 point. A natural 1 means, the
may result in another disorder. patient dies immediately.
Nocturnal Lifestyle: The character develops an intolerance of
light and must hide from the sun.
Stage 1: Bright light causes pain he suffers a -2 effective penalty
to all his rolls until the character rests at least d4 hours in
Creature Conversion
darkness.
Stage 2: Bright light harms the character and he suffers Although d20 Warheart is focused on humanoid vs. humanoid
additional -2 penalty to all rolls (total -4) until the character combat, it’s quite easy to convert standard d20 creatures. But
rests at least 1d4 hours in darkness. there is one catch: challenge rating is totally off. You shouldn’t
Stage 3: The character may only go out in the hours of use it, because challenge rating assumes that characters
darkness. Exposure to bright light blinds the character and dim possess a number of magic items and supernatural abilities.
light conditions (dusk or dawn) results in an effective, additional However, this is not usually true in low magic campaigns.
-4 penalty (total -8) to all rolls until the character rests at least Another reason is that larger creatures are way more difficult to
1d4 hours in complete darkness. defeat, because their number of hit points is comparatively
Palsy: Character becomes prone to shaking fits and must roll a much higher than character’s and their damage is often high
Will save (DC 15) whenever he comes in a stressful situation. If enough to kill a character on one or two hits. Therefore they
the check is failed, he suffers the stage's effects for d6 x 10 should be used very sparsely and character should learn that
rounds. sometimes is better to run and hide than fight a hill giant.
Stage 1: The fits affect the arms and hands, making spellcasting Before attempting conversion, you should be familiar with
impossible. The character must make a Dexterity check (DC 10) updated combat mechanics. Look at Chapter 8 - Combat.
to avoid dropping hand-held objects.
Stage 2: Fits spread to head and body. The character suffers a - Statistics that need to be converted
4 effective penalty to all rolls and loses his Dexterity bonus to - hit points
defense (if any). - Armor Class
Stage 3: The character is completely incapacitated and may not - attacks
do anything. He falls to the ground, counting as helpless and - damage
lies there until the fits are over. - critical threat range
Strength or Constitution Loss: The character loses 1 point of
Strength or Constitution permanently. Figuring Hit Points
Unpleasant Odor: The character exudes a foul smell. Unless Hit points are figured just like character hit points using
masked, the stench can be noticed at up to 10 feet. formula:
Stage 1: The application of 1 vial of perfume can mask the (base hit points + bonus hit points) x size modifier
stench for 1 day.
Bonus hit points are based on the creature type and hit dice. In
42
the table Hit Points Bonus Progression, find the creature’s hit Table 50: Base Defense Bonus Progression for creatures
dice on the bonus progression column that corresponds to the Defense Creature Type
creature type. These are bonus hit points for your creature. The Dragon, Fey, Magical Beast, Monstrous
bonus hit point progressions for core creature types are as Good
Humanoid, and Outsider
follows: Aberration, Animal, Beast, Elemental, Giant,
Average
Humanoid, Shapechanger, Vermin
Table 48: Hit Points Bonus Progression for Creatures Poor Construct, Ooze, Plant, Undead
HP Creature type
Good+ Dragon, Undead Rule of Thumb:
Good Beast, Construct, Magical Beast, Ooze Good attack bonus is good Defense bonus.
Aberration, Animal, Elemental, Giant, Average attack bonus is average Defense bonus.
Average+ Humanoid, Monstrous Humanoid, Outsider, Poor attack bonus is poor Defense bonus.
Plant, Shapechanger, Vermin. Good Reflex bonus is good Defense bonus.
Average Fey Poor Reflex bonus is poor Defense bonus.
Therefore, a path or career with a poor attack bonus and good
Poor None Reflex bonus would have good Defense.
43
Basilisk (medium) Attack: Greatclub +16 or 2 slams +15 melee
Hit points: 21 = (15 + 6) * 1 Damage: Greatclub 2d8 +12 or slams 1d4+9
Defense: 5 = 6 -1 Critical threat range: 19-20
Protection: 5
Attack: remains the same Six-Headed Hydra (huge)
Damage: 1d8 + 4 Hit points: 116 = (20 +6 + 3) * 4
Critical threat range: 19-20 Defense: 5 = 6 - 2 +1
Protection: 5
Hill Giant (large) Attack: remains the same
Hit points: 56 = (19 + 9) * 2 Damage: 1d10 + 4
Defense: 5 = 9 -1 -1 - 3 Critical threat range: 19-20
Protection: 5 = 2 (hide armor) + 3 (Natural Armor)
44
Chapter 7 – Equipment
Weapons
Table 52: Weapons
Dmg Dmg Critical Range
Description Type Note Weapon Group
(S) (M) Threat Increment
Unarmed Attacks
Gauntlet 1d2 1d3 20 — B
Unarmed strike 1d2 1d3 20 — B
Light Melee Weapons
Axe, throwing 1d4 1d6 20 10 ft. S axes
Dagger 1d3 1d4 19–20 10 ft. P or S basic, light blades
Dagger, punching 1d3 1d4 19–20 — P Penet. claws
Gauntlet, spiked 1d3 1d4 20 — P claws
Hammer, light 1d3 1d4 20 20 ft. B picks and hammers
Handaxe 1d4 1d6 19–20 — S axes
Kama 1d4 1d6 20 — S oriental
Kukri 1d3 1d4 18–20 — S oriental
Mace, light 1d4 1d6 20 — B maces and clubs
Nunchaku 1d4 1d6 20 — B oriental
Pick, light 1d3 1d4 18–20 — P picks and hammers
Sai 1d3 1d4 20 10 ft. B oriental
Sap 1d4 1d6 20 — B maces and clubs
Shield, light 1d2 1d3 20 — B
Siangham 1d4 1d6 20 — P oriental
Sickle 1d4 1d6 20 — S light blades
Spiked armor 1d4 1d6 20 — P
Spiked shield, light 1d3 1d4 20 — P
Stilleto 1d3 1d4 19–20 10 ft. P Penet. light blades
Sword, short 1d4 1d6 19–20 — P light blades
One-Handed Melee Weapons
Battleaxe 1d6 1d8 19–20 — S axes
Club 1d4 1d6 20 10 ft. B maces and clubs, basic
Flail 1d6 1d8 20 — B Penet. flails and chains
Longsword 1d6 1d8 19–20 — S Fenc. heavy blades
Mace, heavy 1d6 1d8 20 — B Penet. maces and clubs
Morningstar 1d6 1d8 20 — B&P Penet. maces and clubs
Pick, heavy 1d4 1d6 18–20 — P Penet. picks and hammers
Rapier 1d4 1d6 18–20 — P Fenc. light blades
Sabre 1d4 1d6 18–20 — S Fenc. heavy blades
Shield, heavy 1d3 1d4 20 — B
Shortspear 1d4 1d6 20 20 ft. P spears and lances
Spiked shield, heavy 1d4 1d6 20 — P
Sword, bastard 1d8 1d10 19–20 — S Fenc. Exot. heavy blades
Trident 1d6 1d8 20 10 ft. P spears and lances
Waraxe, dwarven 1d8 1d10 19–20 — S Exot. axes
Warhammer 1d6 1d8 20 — B Penet. picks and hammers
Whip 1d23 1d33 20 S Exot. flails and chains
Two-Handed Melee Weapons
Falchion 1d6 2d4 18–20 — S heavy blades
Flail, heavy 1d8 1d10 19–20 — B Penet. flails and chains
Glaive 1d8 1d10 19–20 — S polearms
Greataxe 1d10 1d12 19–20 — S axes
Greatclub 1d8 1d10 20 — B maces and clubs
Greatsword 1d10 2d6 19–20 — S heavy blades
Guisarme 1d6 2d4 19–20 — S polearms
Halberd 1d8 1d10 19–20 — P or S polearms
Chain, spiked 1d6 2d4 20 — P Exot. flails and chains
Lance 1d6 1d8 19–20 — P Penet. spears and lances
Longspear 1d6 1d8 19–20 — P Penet. spears and lances
Quarterstaff 1d4 1d6 20 — B basic, quarterstaff
Ranseur 1d6 2d4 19–20 — P polearms
45
Scythe 1d6 2d4 19–20 — P or S picks and hammers
Spear 1d6 1d8 19–20 20 ft. P spears and lances
Ranged Weapons
Blunderbuss,
3d6 3d6 18-20 15 ft. P firearms
matchlock
Crossbow, hand 1d3 1d4 19–20 30 ft. P Exot. crossbows
Crossbow, heavy 1d8 1d10 19–20 120 ft. P Penet. crossbows
Crossbow, light 1d6 1d8 19–20 80 ft. P Penet. crossbows
Crossbow, repeating
1d8 1d10 19–20 120 ft. P Penet. Exot. crossbows
heavy
Crossbow, repeating
1d6 1d8 19–20 80 ft. P Penet. Exot crossbows
light
Dart 1d3 1d4 20 20 ft. P slings and thrown
Javelin 1d4 1d6 20 30 ft. P spears and lances
Longbow 1d6 1d8 19–20 100 ft. P bows
Longbow, composite 1d6 1d8 19–20 110 ft. P bows
Musket, flintlock 2d6 2d6 18-20 60 ft. P Penet. firearms
Musket, matchlock 2d6 2d6 18-20 70 ft. P Penet. firearms
Net — — 10 ft. 6 lb. Exot.
Pistol, flintlock 1d10 1d10 18-20 40 ft. P Penet. firearms
Shortbow 1d4 1d6 19–20 60 ft. P bows
Shortbow, composite 1d4 1d6 19–20 70 ft. P bows
Shuriken 1 1d2 20 10 ft. P Exot. slings and thrown
Sling 1d3 1d4 20 50 ft. B slings and thrown
Notes
Penet.: Weapon has penetration ability. Fenc.: Weapon is a fencing weapon. Exot.: Weapon is exotic.
Blunderbuss: A primitive shotgun, this weapon has a wide, bell-shaped barrel and is designed to hold and fire shot that scatters
when discharged. The blunderbuss affects all targets in a 10 ft.-wide line beginning at the front of the barrel. The blunderbuss was
designed for use in close quarters against tight packed opponents.
Flintlock Musket: Flintlock musket is faster to reload and fire, and somewhat smaller and lighter.
Flintlock Pistol: A flintlock is faster to reload and fire, and somewhat smaller and lighter. Firing loaded pistol in melee doesn’t
impose -4 penalty to Defense. Those who rely on these guns for their lives or their livelihoods often keep several of them loaded and
ready in a bandolier, so they can fire one, toss it aside, and draw the next, without having to spend time reloading. A character with
multiple loaded pistols may fire one per round, provided they quickly discard the one previously fired. Firing loaded pistol in melee
doesn’t impose -4 penalty to Defense.
Matchlock Musket: A shoulder-fired matchlock weapon.
46
Armor
Table 53: Armor
Armor
Name Protect. Bodypart Special Type
Penalty
quilted jerkin 1 body 0 Light
leather coif 2 head 0 Light
leather jacket 2 body/arms 1 Light
leather jerkin 2 body 0,5 Light
leather bracelets 2 arms 0 Light
leather greaves 2 legs 0,5 Light
leather suit 2 head/arms/legs/body 2 Light
studded leather cap 3 head 0,5 Light
studded leather jacket 3 body/arms 1,5 Light
studded leather jerkin 3 body 1 Light
studded leather leggings 3 legs 1 Light
studded leather suit 3 head/arms/legs/body 3 Light
mail shirt 4 body 2 Light
hide coat 2 body/arms/legs 3 Medium
sleeved mail shirt 4 body/arms 2,5 Medium
mail coat 4 body/legs 2,5 Medium
sleeved mail coat 4 body/legs/arms 3,5 Medium
mail coif 4 head 0,5 Medium
mail leggings 4 legs 1 Medium
mail suit 4 head/arms/legs/body 4 Medium
scale brigandine 5 body 2,5 Medium
pot helmet 5 head 0,5 -1spot/listen Medium
scale hauberk 5 body/arms 3 Heavy
scale leggings 5 legs 2 Heavy
scale suit 5 head/arms/legs/body 5 Heavy
breast plate 6 body 3 Heavy
cuise and greaves (plate
6 legs 1,5 Heavy
leggings)
vambrace (bracelets) 6 arms 1 Heavy
knights helmet 6 head 1 -2 spot/listen Heavy
plate suit 6 head/arms/legs/body 6 -2 spot/listen Heavy
custom field plate suit 7 head/arms/legs/body 6 -2 spot/listen Heavy
47
Chapter 8 – Combat
Overview specific weapon groups.
Definition of Terms
d20 Warheart attempts to emulate a higher degree of “realism”
in combat without sacrificing too much of the abstraction
fundamental to the d20 system. “Realism” is in quotes because Defense: A number representing a creature’s ability to avoid
it is understood that these rules are not realistic in the sense of being hit in combat. An opponent’s attack roll must equal or
accurately modeling wound trauma in the absolute sense. exceed the target creature’s Defense to hit it Defense is based
Instead, they offer a slightly less abstract means of modeling on a character’s Dexterity, path, and path level.
damage that maintains a high degree of threat for characters of Called Shot: An attack in which a character attempts to hit a
any level. A brief explanation of the changes to standard d20 specific part of his target’s body, such as the hand or head. A
combat follows. called shot imposes a negative penalty to attack rolls and
Defense and may have special effects, such as disabling a limb.
Changes to Hit Points Protection: The ability of armor to reduce damage inflicted on a
Hit points are direct measure of a character’s ability to suffer character. The armor’s protection score is subtracted from
damage, rather than their ability to avoid it. Additionally they damage rolled. The remaining damage, if any, is applied to the
work as a buffer. Character can suffer serious debilitating character’s hit points.
injury only if this buffer is depleted. Optionally, character can
suffer less severe injuries from critical hits. At lower levels,
characters have more hit points than their standard Hit Points
counterparts. At higher levels, they will have much, much less
hit points. Characters do not roll dice to determine their total
In a standard d20 campaign setting, a character receives a large
hit points. They are doled only a small amount of hit points as
amount of hit points as she progresses in levels. This is because
they progress in levels. Hit points are heavily weighted by the
hit points not only represent her ability to suffer physical
size of the character or monster. The larger the creature, the
punishment and keep going, her hit points also represent her
more hit points it will possess. Monsters tend to have more hit
ability to turn a serious blow into a less serious one. In other
points than a humanoid character. This makes monsters
words, her hit points represent an ability to roll with blows,
extremely tough, moving them towards the literary ideal of
dodge attacks, and the like. In d20 Warheart, this is not the
Monster. (With this system, it is assumed that the primary
case. A character’s hit points represent only her ability to suffer
conflict of the campaign will be character vs. character, rather
damage and keep going. Hit points are a measurement of the
than character vs. monster.)
character’s life force, not her dodging ability. Because of this, a
character in d20 Warheart has much fewer hit points than a
Changes to Armor
standard d20 character. There are two major changes to hit
The term “Armor Class” is not used within this system. A
points. First, characters gain fewer hit points than normal as
character’s ability to avoid damage is Defense. A character’s
they acquire levels. Second, size has a tremendous impact on a
ability to absorb or reduce damage is Protection. Because hit
character’s hit point total.
points no longer represent a character’s ability to avoid damage,
characters are given a new statistic called Defense that
Figuring Hit Points
improves with levels. Enemies perform attack rolls opposed by a
To figure your hit points in d20 Warheart, use the following
character’s Defense score to determine whether or not an attack
formula:
hits. Because characters have fewer hit points, armor now
absorbs damage, rather than preventing a character from being (base hit points + bonus hit points) x size modifier
hit in combat. Armor is made of pieces that cover specific parts
of body instead of complete suits. This is explained later. Your base hit points are derived from your Constitution score.
Your bonus hit points come from your character path or career,
Removed Multiple Attacks creature hit dice, and any feats, like Toughness. Your size
Instead of multiple attacks, characters gain bonus to damage modifier is a multiplier based on your – you guessed it – size.
and critical threat range.
Step 1: Figure Base Hit Points: Figuring your base hit points
Removed Attacks of Opportunity is a simple matter. Your base hit points always equal your
This mechanics is removed. Whenever basic d20 System™ rules Constitution score. (If you are a creature that has no
states that character suffers attack of opportunity, he instead Constitution score, such as a construct or undead, you have 20
suffers penalty -4 do Defense for one full round (until his next base hit points.)
action), because he cannot fully concentrate on defense. Feats
that remove attacks of opportunity, remove Defense penalty Step 2: Figure Bonus Hit Points: Bonus hit points are slightly
instead. Moving out of threatened area doesn’t impose Defense more difficult to figure than your base hit points. There are
penalty, but character has to use Withdraw action to leave the three things that give you bonus hit points: your character path
melee combat. or career and level and feats or other special modifiers.
You can find bonus hit points in your path or career table in
Other Changes column HP. You figure the bonus hit points for each of your
Critical hits work different, adding damage dice, rather than paths and careers separately. The results are added together.
multiplying damage but can be more deadly and can strike Depending on your special abilities, you may get additional
specific part of body. bonus hit points. For example, the Toughness feat would give
Called shots have an important role in the system. Characters you +3 bonus hit points. These extra points are added to the hit
can target specific parts of their opponents’ bodies and disable points from your path or career level(s) and hit dice.
limbs. The ability to disable limbs and target vital body parts is
based solely on critical hits and called shots. This allows the Step 3: Figure Size Modifier: Your size modifier is based solely
system to implement something along the line of hit locations upon your size. It is found on table Size Modifier to Hit Points.
without necessitating a multitude of extra dice rolls in combat. The sum of your base hit points and bonus hit points is
With a light weapon, rapier, whip, or spiked chain made for a multiplied by this modifier. For example, a large creature has a
creature of your size category, you use your Dexterity modifier modifier of 2. Its hit points are doubled. A small creature has a
instead of your Strength modifier to attack. Character can modifier of 2/3; its hit points are two thirds. As can be seen,
choose Strength or Dexterity when fighting unarmed. Instead of smaller creatures always end up with fewer hit points, while
simple, martial and exotic weapon proficiencies are used more larger creatures end up with a lot of hit points. This makes size
an important characteristic.
48
Table 56: Size Modifier to Defense
Summary of Process Size Modifier
1. Figure base hit points (Constitution). Fine +8
2. Add bonus hit points from path or career/level and creature
type/hit dice. Diminutive +4
3. Multiply total by your size modifier. Tiny +2
Small +1
Table 55: Size Modifier to Hit Points
Medium-size +0
Size Multiply
Large -1
Fine 1/8
Huge -2
Diminutive 1/4
Gargantuan -4
Tiny 1/2
Colossal -8
Small 2/3
Medium 1 Step 4: Figure Other Modifiers to Defense: Add other
Large 2 modifiers to your Defense score, like Haste and Luck bonuses.
Huge 4 Armor imposes a penalty to your Defense bonus. Subtract
armor check penalty from your Defense.
Gargantuan 8
Colossal 12 Flat-feet and Defense
If you are caught flat-footed, you lose your base Defense bonus
Hit Point Examples and your Dexterity modifier from your total Defense score. You
A 3rd level Human on Path of Martial Combat, with a do not lose your size modifier. Any situation which would
Constitution of 15 gets 15 base hit points. His path gives him normally cause you to lose your Dexterity modifier due to being
+3 hit points. He is medium sized, giving him a size modifier of unprepared, ambushed, stunned, immobilized, and the like,
1. His total hit points are . . . (15 (Constitution) + 3 (path)) * 1 also causes you to lose your base Defense bonus. You do not
(size) = 18. lose your base Defense bonus when attacked by an invisible
opponent. Table below lists most of the modifiers that can be
Defense applied to your Defense score and whether or not you keep that
modifier while flat-footed.
Step 2: Figure Dexterity Modifier: Apply your Dexterity Because this variant damage system results in characters with
modifier to your Defense bonus. Maximum Dexterity bonus rule fewer hit points and aims at a less abstracted approach to
is not used. combat and damage, it implements a rule in which armor
reduces the damage suffered by a character, rather than
Step 3: Figure Size Modifier: Your size modifier to your making a character harder to hit. The capacity of armor to
Defense score is derived from your size, using table size reduce damage is called Protection.
modifiers to Defense.
Effects of Protection
Like many things in the d20 System, a number denotes
Protection: the higher the number, the more powerful the
49
armor’s ability to absorb damage. The number in a creature’s
Protection is the amount of hit points the creature ignores from If armor piece is masterwork quality, subtract 0,25 from its
any attack that inflicts hit point damage (including nonlethal armor check penalty per one part of body it covers.
damage). Only physical attacks are affected by Protection.
Protection reduces the damage from attacks only. It has no A character who is wearing armor piece with which he is not
effect on damage caused by the environment, such as proficient, applies its armor check penalty to attack rolls and to
ubiquitous high temperatures or spells. all skill checks that involve moving, including Ride.
Protection Example… After rolling on death chart, subtract 1 from protection of armor
Jack wears a chain shirt that provides 4 points of Protection on piece that was hit by deadly blow and increase armor check
body. A knife strikes him. His attacker rolls 6 points of damage. penalty by 0,5.
Jack’s Protection is subtracted from the knife’s damage: 6
(damage) - 4 (Protection) = 2. Only two points of damage affect Armor and Spellcasters
Jack. Armor hampers spellcasting. Highest protection value of armor
piece and by 1 per shield defense bonus is subtracted from
Figuring Protection Spellcraft skill value.
Your Protection is figured with the following formula:
Highest Armor bonus + highest Natural Armor bonus Attacks and Damage
Basically, any item, ability, or effect that provides an armor or There are no standard multiple attacks in d20 Warheart. You
natural armor bonus will give you Protection equal to that gain bonus to damage made with weapon instead (as long as
bonus. (Shields do not provide Protection. They increase your you are proficient with that weapon). The only way to gain more
Defense.) Bonuses of the same type do not stack. attacks is fighting with two weapons (with or without Two
Weapon Fighting feat) or taking the Rapid Shot, Fast Hurling or
Example of Figuring Protection… Flurry of Blows feats, or the Frenzy disability.
A suit of custom field plate armor provides a +7 armor bonus.
Wearing it gives you Protection 7. An amulet of Natural Armor Table 58: Damage Bonus for Base Attack Bonus
+1 gives you Protection 1. If you were wearing both the amulet BAB Damage Bonus
and the plate armor, the different bonuses would stack 0-3 -
together, giving you Protection 8. 4-7 +1
Stacking Damage Reduction and Protection: Protection 8-11 +2
stacks with damage reduction for purposes of reducing the 12-15 +3
damage from physical attacks. When a creature with both 16-19 +4
damage reduction and Protection is struck by an attack, the
20 +5
effects of Protection are applied before the effects of damage
reduction. If a weapon type that ignores its damage reduction
strikes a creature, the creature still receives the benefit of its Called Shots
Protection.
Armor Made of Pieces (optional) Because d20 Warheart tries to more accurately model damage
This is a more complex armor system. You can ignore it and use in combat, it provides rules for called shots. Called shots are
just armor suits. attacks that a character tries to target at a specific location on
Armor is made of pieces. Each piece covers a part of body: head, his opponent’s body, in an attempt to inflict more serious
arms, body and legs. Each part has protection value and armor damage - or - perhaps to pierce a weak point in the target’s
check penalty. This penalty is added together for every armor armor or disable a limb.
piece to determine the final armor check penalty (round
mathematically). If armor piece covers more than one part of The Cost of a Called Shot
body the penalty is added only once. Called shots are difficult to perform. Your intent to perform a
Armor limits your freedom of movement and reduces your called shot must be declared before you roll the dice for your
Defense score by armor check penalty. attack and negative modifier based on difficulty of called shot is
applied to your attack roll. Some called shots can be stacked
Example: together and the attack penalties are cumulative.
head: knights helmet.; protection 6; armor check penalty -1 Regardless of how many melee attacks you normally get per
body: scale brigandine; protection 5; armor check penalty -2,5 round, you may only perform one called shot. The rest of your
arms: nothing attacks must be normal attacks.
legs: leather greaves; protection 2; armor check penalty -0.5 You can only perform one ranged called shot in a round (as full
round action). Rests of your ranged attacks go in vain.
Final armor check penalty is: -1 -2,5 -0,5 = -3. Therefore
Defense and all relevant skills have penalty -3. The Effect of a Called Shot
The effects of called shots depend on the body part targeted.
Example: Generally speaking, the effects are contingent on you actually
head: nothing hitting the target and inflicting at least 1 point of damage to
body: sleeved mail shirt; protection 4; armor check penalty -2,5 your target. The effects of various called shots and the penalties
arms: sleeved mail shirt; protection 4; armor check penalty -0!!!! to your attack roll for attempting them are listed on table below.
legs: scale leggings; protection 5, armor check penalty -2 Some of the special effects associated with called shots are
discussed below.
Final armor check penalty is: 0 - 2,5 - 0! - 2 = -4,5 rounded to
-5 All relevant skills have penalty -5.
50
Table 59: Called Shots
Attack
Location Effect
penalty
Penetrate
-2/-4/-6/-8 Ignore 1/2/3/4 points of your target’s Protection.
armor*
Increased
-4 Doubles the threat range of your weapon.
threat*
If the victim dies or is knocked unconscious by this attack, he makes no sound. It is not possible for
-4 Silent kill
the victim to scream or groan. Nothing more than a slight, faint gasp escapes his lips.
Target bleeds profusely, losing 1 hit point per round until the wound is bound. Target can make Fort
Major
-6 save DC (10 + damage dealt) every round to stop bleeding. A successful Heal skill check against DC
artery
20 will staunch arterial bleeding
Condition: tripped, disabled leg, movement halved, -2 penalty to Defense rolls, Reflex saves,
-4 Leg Dexterity checks, and all Climb, Swim, Jump, Ride, Tumble, Balance, and Move Silently checks. If
both legs are disabled, the victim can only move by crawling and loses Dexterity bonus to Defense.
Condition: disarmed, disabled arm, -2 penalty to attack rolls, Strength checks, and all Climb, Craft,
-4 Arm Disable Device, Escape Artist, Forgery, Heal, Open Lock, Pick Pocket, Swim and Use Rope checks. If
both arms are disabled, you cannot attack or perform any of the skills listed above.
On critical hit, character deals 2d8 of additional damage instead of 1d8
-6 Head Condition: disabled head, target is dazed for 1d4 rounds, -2 to all attack rolls, saves, ability checks,
and skill checks.
On critical hit, character deals 2d8 of additional damage instead of 1d8
Condition: blinded for 1d6 rounds, -2 penalty to Dexterity checks, attack rolls, Defense rolls, Reflex
-8 Eyes
saves, and all Appraise, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Read Lips,
Search, Sense Motive, Spot, and Survival skill checks.
A * means the called shot can be stacked with other types of called shot.
Impose a Condition: Certain called shots impose a condition number of points of your target’s Protection. If your target is
on the target, like blind, tripped, disarmed, stunned or disabled wearing force-based armor, you may not perform this type of
limb. This only occurs if you hit the target and inflict at least 1 called shot. The penetrate armor called shot may be stacked
point of damage. The defender rolls Fort save DC 10 + damage with other types of called shots, including an increased threat
taken and if he fails, he suffers effect of called shot. Creatures range shot.
immune to critical hits, such as constructs, cannot have a Silent Kill: This type of called shot permits you kill your
condition imposed on them by a called shot. opponent without him making a sound. For it to take effect, you
Disable [Body Part]: Some called shots allow you to disable a must inflict enough damage to render him unconscious or kill
part of your opponent’s body after failed Fort save. A disabled him with a single blow. Creatures immune to critical hits, like
body part imposes a -2 penalty on certain rolls. These rolls are oozes and constructs, cannot be affected by a silent kill called
listed in the called shots effect. The penalties for different shot.
disabled parts are not cumulative. Creatures immune to critical
hits, such as oozes and undead, cannot have their body parts
disabled. The defender rolls Fort save DC 10 + damage taken Critical Hits
and if he fails, he suffers effect of called shot.
Increase Threat Range: The increased threat called shot Because - for the most part - creatures and characters possess
doubles original critical threat range of weapon. For example, if fewer hit points in the d20 Warheart, the effects of critical hits
your threat range of longsword is normally 19-20, a successful are changed. Instead of multiplying the damage of a weapon by
increased threat range called shot will raise it to 17-20. The its critical multiplier, you only add 1d8 to your damage roll. For
increase threat range called shot can be stacked with other example, a weapon that inflicts 1d4 damage will inflict 1d4 +
types of called shots, including a penetrate armor called shot. 1d8 damage on a critical hit. A weapon that inflicts 2d6 damage
Improved Critical feat stacks with increase threat range called inflicts 2d6 + 1d8 damage on a critical hit.
shot. Character with a long sword and Improved Critical feat For really grim critical hits, if the additional d8 roll results in 8,
making increased threat called shot has a threat range 15-20 player can roll additional d8 and if the roll is 8 again he can roll
(additionally modified by sneak attack or level critical threat additional dice until the roll is not 8.
bonuses).
Induce Bleeding: The major artery called shot causes a target Critical Hits Can Hit Specific Locations
to bleed profusely, assuming you hit and inflict at least 1 point Using this system, when attacker scores a critical threat and
of damage. Bleeding causes the target to lose 1 hit point per successfully confirms a critical hit, he deducts the defender’s
round, until the wound is bound. Target can make Fort save DC defense roll from his attack roll and compares this number with
(10 + damage dealt) every round to stop bleeding. A Heal skill critical hit table. He can choose one effect that has equal or
check against DC 20 can staunch the bleeding, but strenuous lower number than this difference.
movement (like combat) will make the wound bleed again. In addition to the damage, the defender rolls Fort save DC 10 +
Creatures immune to critical hits, such as undead and damage taken and if he fails, he suffers an additional effect
constructs, cannot bleed from injuries. (condition or disable body part) of the critical hit.
Penetrate Armor: You target a weak point in your target’s
armor with this type of called shot. If you hit, you ignore certain
51
Table 60: Critical Hit Table
Roll Location Effect
0 Body Additional 1d8 damage.
Additional 1d8 damage.
Condition: tripped, disabled leg, movement halved, -2 penalty to Defense rolls, Reflex saves, Dexterity
5 Left leg
checks, and all Climb, Swim, Jump, Ride, Tumble, Balance, and Move Silently checks. If both legs are
disabled, the victim can only move by crawling and loses Dexterity bonus to Defense.
Additional 1d8 damage.
Condition: tripped, disabled leg, movement halved, -2 penalty to Defense rolls, Reflex saves, Dexterity
6 Right leg
checks, and all Climb, Swim, Jump, Ride, Tumble, Balance, and Move Silently checks. If both legs are
disabled, the victim can only move by crawling and loses Dexterity bonus to Defense.
Additional 1d8 damage.
Condition: disarmed, disabled arm, -2 penalty to attack rolls, Strength checks, and all Climb, Craft, Disable
7 Left arm
Device, Escape Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket, Swim, and Use Rope checks. If both
arms are disabled, victim cannot attack or perform any of the skills listed above.
Additional 1d8 damage.
Condition: disarmed, disabled arm, -2 penalty to attack rolls, Strength checks, and all Climb, Craft, Disable
8 Right arm
Device, Escape Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket, Swim, and Use Rope checks. If both
arms are disabled, victim cannot attack or perform any of the skills listed above.
Additional 2d8 damage.
10 Head
Condition: victim is dazed for 1d4 rounds, -2 to all attack rolls, saves, ability checks, and skill checks.
Additional 2d8 damage.
Condition: victim is blinded for 1d6 rounds. -2 penalty to Dexterity checks, attack rolls, Defense rolls, Reflex
11 Eyes
saves, and all Appraise, Alchemy, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Read Lips,
Search, Sense Motive, Spot, and Survival skill checks.
Critical Threat Range Improves with Combat Ability This bonus is added to the threat range of whatever weapon you
Your base attack bonus affects your critical threat range with wield (as long as you are proficient with that weapon). This
any weapon in which you are proficient. In other words, bonus is applied after any threat range modifiers for
characters that are adept at fighting are more likely to cause enhancements, feats, called shots and special abilities.
critical hits than characters that are not. Table below shows the
modifier to threat range for a high base attack bonus.
Critical Misses
Table 61: Threat Range Bonus for Base Attack Bonus
BAB Threat Range When character rolls a natural 1, he has to make a Reflex save
0-5 - against DC 15. If he fails, he scores a critical miss. She rolls
6-10 +1 d20 and consults the following tables to learn the effect of the
critical miss. Masterwork weapons have only 50% chance of
11-15 +2
breaking. Magic weapons have only 15% chance of breaking. All
16-20 +3 damage is regardless armor. Bombs and gunpowder weapons
are prone to misfire and indicate critical miss on natural 1 or 2
52
Injuries and Healing character is alive but unconscious for that many hours. After
that many hours have passed, the character is conscious but
disabled; as if he was reduced to exactly zero hit points.
Normal Healing
With a full night’s rest (8 hours of sleep or more), you recover 1 Table 63: Death Chart
hit point per Constitution modifier (at least 1 hit point). Any Roll +1 +2 +3 +4 +5 +6 +7 +8 +9
significant interruption during your rest prevents you from
healing that night. 1 G H H J K K K K K
If you undergo complete bed rest for an entire day and night, 2 G G H I K K K K K
you recover 2 hit points per Constitution modifier. 3 F G G I J K K K K
Temporary ability damage recovers at the rate of 1 point (per
4 F F G H J J K K K
ability) per week. If you undergo complete bed rest for an entire
week, you recover 2 lost ability points (per ability) during that 5 E F F H I J J K K
week. 6 E E F G I I J J K
Permanent ability damage will recover only through special 7 D E E G H I I J J
magic.
8 D D E F H H I I J
Body parts disabled by called shots will heal in 2d4 days. If you
undergo complete bed rest, the time is halved. 9 C D D F G H H I I
10 C C D E G G H H I
Deadly Hits 11 B C C E F G G H H
Hit that exceeds character's current hit points is called deadly
hit and often incapacitates or kills the target. The death chart is 12 B B C D F F G G H
used to determine the effects of such a hit. A character can 13 A B B D E F F G G
never have less than 0 hit points. The damage that would result 14 A A B C E E F F G
in negative hit points is converted to deadly hit. If character that 15 3 A A C D E E F F
suffered deadly hit takes additional damage, he is slain.
For example, the 5 points of damage caused to a character with 16 3 3 A B D D E E F
only 2 remaining Hit points reduces the character's hit points to 17 2 3 3 A C D D E E
0 and causes a +3 deadly hit. 18 2 2 3 4 C C D D E
To determine effect of deadly hit, roll d20 modifier on the death
19 1 2 2 3 4 C C D D
chart using the column based on power of the deadly hit. Then
determine deadly hit location (body, random or determined by 20 1 1 1 2 3 4 C C D
called shot or critical hit). Then consult the appropriate Result
chart (where the deadly blow lands) to see how badly the
character has been hurt. GM should be able to approximate
result for various damage types. If the result is a number, the
53
Code Body Head
Flesh wound in scalp. 1d4 temporary Charisma damage
Ribs smashed, 1d4 temporary Constitution damage and 1d4
A and 1d4 temporary Wisdom damage. Conscious but
temporary Strength damage. Conscious but disabled.
disabled.
Smashed collar bone. 1d4 temporary Constitution and 1d4 Jaw broken. 1d4 temporary Charisma damage and 1d4
B
temporary Dexterity damage. Conscious but disabled. temporary Constitution damage. Conscious but disabled.
C Bleed to death in 3d6 rounds. Unconscious. Bleed to death in 3d6 rounds. Unconscious.
D Bleed to death in 2d6 rounds. Unconscious. Bleed to death in 2d6 rounds. Unconscious.
Lung pierced 2d4 temporary Constitution damage and 2d4 Skull fractured. 2d4 temporary Charisma damage and
E temporary Strength damage. Bleed to death in 2d6 rounds. 2d4 temporary Constitution damage. Bleed to death in
Unconscious. 2d6 rounds. Unconscious.
One ear cut off. 1d4 permanent Charisma damage, -2
Belly pierced 2d4 temporary Constitution damage and 2d4
permanent penalty to initiative, Balance, Listen, Tumble,
F temporary Strength damage. Bleed to death in 2d6 rounds.
and Climb checks. Bleed to death in 2d6 rounds.
Unconscious.
Unconscious.
One eye poked out. 1d4 permanent Charisma damage.
Permanent penalty -2 to attack, defense and Appraise,
Broken ribs cause internal bleeding. 1d4 points of permanent
Alchemy, Craft, Decipher Script, Disable Device, Forgery,
G Constitution damage and 1d4 points of permanent Strength
Open Lock, Read Lips, Search, Sense Motive, Spot and
damage. Bleed to death in 1d6+1 rounds. Unconscious.
Survival skill checks. Bleed to death in 1d6+1 rounds.
Unconscious.
Guts damaged. 1d4 points of permanent Constitution damage
Nose chopped off. 2d4 permanent Charisma damage.
H and 1d4 points of permanent Dexterity damage. Bleed to
Bleed to death in 1d6+1 rounds. Unconscious.
death in 1d6+1 rounds. Unconscious.
Skull broken. 1d4 permanent Charisma damage, 1d4
Spine damaged. 4d4 Constitution damage. Paralyzed from permanent Wisdom damage and 1d4 permanent
I
waist down. Bleed to death in 1d4+1 rounds. Unconscious. Constitution damage. Bleed to death in 1d4+1 rounds.
Unconscious.
Spine damaged. 4d4 Constitution damage. One side of body is Blow hits the neck smashing the vertebrae. Death after
J
paralyzed. Bleed to death in 1d4+1 rounds. Unconscious. couple of seconds of twitching.
Guts fall on the ground. Instant death from shock and blood
K Head flies off in random direction, landing 2d6 feet away.
loss.
Weapons Example:
Follower of Path of Skills and Wits starts with basic+2 weapon
groups. Later he multiclasses to Path of Martial Combat
(basic+4) so he can choose two additional weapon groups for
Weapon groups feats are used instead simple, martial and
free.
exotic weapons proficiencies. Starting character can choose
Follower Path of Martial Combat starts with basic+4 weapon
number of weapon groups he is proficient with depending on
groups. Later he multiclasses to Path of Skills and Wits
starting path. With all other weapons he suffers -4 penalty on
(basic+2). He already has more weapon groups, so he cannot
attack rolls. If he multiclasses to path or career with more
choose any more groups.
available weapon groups he can choose additional weapon
groups up to maximum allowed.
Loading a Firearm
Reloading a musket or a pistol imposes a -4 penalty to Defense Penetration
for one full round. Characters with weapons that are exceptionally good against
armors and can ignore additional point of Protection when
Table 66: Firearms Reloading Times making armor penetrating called shot
Firearms
Reload Firearms Drill
Firearm Drill and
Time or cartridge
cartridge Optional Rules
Matchlock 4 rounds 3 rounds 2 round
Ganging: The flanking bonus +2 is not used. Instead, if there is
Flintlock 3 rounds 2 rounds 1 round more than one character attacking the same opponent, each of
Blunderbuss 5 rounds 4 rounds - them gains +1 bonus to attack roll for each additional attacker.
54
Example: Each of the two ganging attackers has +1 bonus to his
attack rolls; each of the four attackers has +3 bonus to his
attack rolls. If there are three or more attackers, they can use
sneak attack even when they are not flanking the opponent.
55
Chapter 9 – Magic
Spellcasters do not memorize their spells, but they have to learn Table 67: Critical failure
spells in order to cast them. Casting spells is primarily an act of d20 Effect
will, but casters must gesture and speak when casting spells. 1-4 The spell has an opposite effect
Spellcasting takes a particular amount of time, given in the
spell’s description. Most spells require a standard or full-round 5-8 1d4 insanity points gained
action or more. 9-12 2d4 insanity points gained
13-15 Spell backfires causing 1d10 damage
Schools of Magic
15-16 Magical disability gained
There are 5 schools of magic. Arcane caster can choose his
primary school for free. Every other school needs to be learned 17-18 Caster falls unconscious
by taking an appropriate feat. Divine casters know all their 19 Random demon is summoned for 1d6 rounds
allowed schools for free, but cannot learn any other school. 20 GM's choice
56
Spellcasting in Armor modifier, determine the relationship between the caster and the
Armor hampers spellcasting. Highest protection value of armor target on the Familiarity table and apply the appropriate
piece and by 1 per shield defense bonus is subtracted from modifier to the DC of the spell check. For example, using the
Spellcraft skill value. Mind Touch spell on a somewhat familiar target increases the
DC by 15.
Scrolls
Any spellcaster who knows the school of magic can cast the Mental Contact
spell from scroll (with set power) from that school without Some spells refer to the caster being in mental contact with the
chance of miscasting. A character may attempt to learn spell subject. This involves the use of the Mind Touch spell, allowing
from a scroll. Once the spell has been cast or learned, the scroll the caster to contact another character’s mind. Subjects in
crumbles to dust. mental contact are considered present to the caster in terms of
familiarity, regardless of the physical distance between them (no
Familiarity increase in the DC). Mental contact does not count as line of
An important factor for some spells is how familiar the subject sight for spells requiring it.
is to the caster. In spell descriptions mentioning a familiarity
57
Chapter 10 – Spells
Conjuration and Transmutation Body Awareness (DC 15): You can become very aware of your
body while asleep or concentrating. This allows you to sense if
you are touched or moved in any way while using Scrying, for
example.
Affect speed
Resist Fear (DC 15): You can override your body’s natural
DC: 20 response to fear. You can reroll Will save against fear effect.
Casting Time: 1 action
Speed Recovery (DC 15): You can speed your natural healing
Range: Line of sight process, doubling the hit points gained from rest or non-magical
Effect: 1 creature treatment.
Duration: 1 round / level Willpower (DC 15): You can continue to act while disabled
Save: Fortitude negates without your condition worsening to dying. You still suffer
additional damage normally.
Haste: The transmuted creature moves and acts more quickly
than normal. This extra speed has several effects. Feign Death (DC 20): By exerting supreme control over your
When making a full attack action, a hasted creature may make body, you can enter a deep trance almost indistinguishable
one extra attack with any weapon he is holding. The attack is from death. A Spot check with a DC equal to your Spellcraft
made using the creature’s full base attack bonus, plus any check is required to determine whether you are still alive.
modifiers appropriate to the situation. (This effect is not Effects that detect life still work normally on you. While in this
cumulative with similar effects, such as that provided by a state, you also suspend the effects of any disease or poison in
weapon of speed, nor does it actually grant an extra action, so your system for as long as you remain in the trance.
you can’t use it to cast a second spell or otherwise take an extra
action in the round.) Overcome Disease or Poison (Poison or Disease DC): By
A hasted creature gains a +1 bonus on attack rolls and a +1 concentrating for a full round, you can substitute your
dodge bonus to Defense and Reflex saves. Any condition that Spellcraft check for your Fortitude saving throw against a
makes you lose your Dexterity bonus to Defense (if any) also disease or poison in your system. This usually means you can
makes you lose dodge bonuses. only use Body Control against the secondary effects of a disease
All of the hasted creature’s modes of movement (including land or poison, unless it is slow acting and you are warned soon
movement, burrow, climb, fly, and swim) increase by 30 feet, to enough to use Body Control to resist the initial effects.
a maximum of twice the subject’s normal speed using that form
of movement. This increase counts as an enhancement bonus, Change Size
and it affects the creature’s jumping distance as normal for
increased speed. DC: 15
Multiple haste effects don’t stack. Haste dispels and counters
slow. Casting Time: 1 round
Range: Touch
Slow: An affected creature moves and attacks at a drastically
slowed rate. A slowed creature can take only a single move Effect: 1 humanoid
action or standard action each turn, but not both (nor may it Duration: 1 minute/level
take full-round actions). Additionally, it takes a -1 penalty on
Save: Fort negates
attack rolls, Defense, and Reflex saves. A slowed creature moves
at half its normal speed (round down to the next 5-foot
increment), which affects the creature’s jumping distance as
Enlarge: This spell causes instant growth of a humanoid
normal for decreased speed.
creature, doubling its height and multiplying its weight by 8.
Multiple slow effects don’t stack. Slow counters and dispels
This increase changes the creature’s size category to the next
haste.
larger one. The target gains a +2 size bonus to Strength, a -2
size penalty to Dexterity (to a minimum of 1), and a -1 penalty
Body Control
on attack rolls and Defense due to its increased size.
A humanoid creature whose size increases to Large has a space
DC: Varies of 10 feet and a natural reach of 10 feet. This spell does not
Casting Time: 1 round change the target’s speed.
If insufficient room is available for the desired growth, the
Range: Personal creature attains the maximum possible size and may make a
Effect: You Strength check (using its increased Strength) to burst any
enclosures in the process. If it fails, it is constrained without
Duration: Maintenance harm by the materials enclosing it — the spell cannot be used
Save: None to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly
You have great mental control over your body. enlarged by the spell. Melee and projectile weapons affected by
this spell deal more damage. Other magical properties are not
Sleeping (DC 10): This spell allows you to sleep in difficult affected by this spell. Any enlarged item that leaves an enlarged
conditions, including bad weather, noise, buzzing insects, and creature’s possession (including a projectile or thrown weapon)
so forth. instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage
Slow Breathing (DC 10): You can deliberately slow your rate of based on the size of the weapon that fired them. Magical
breathing so that you consume less air, vital in situations where properties of enlarged items are not increased by this spell.
there is a limited amount of breathable air available.
Reduce: This spell causes instant diminution of a humanoid
Ignore Pain or Injury (DC 15): You can ignore the effects of pain creature, halving its height, length, and width and dividing its
or injury while awake or asleep. If you choose, nothing can weight by 8. This decrease changes the creature’s size category
wake you. to the next smaller one. The target gains a +2 size bonus to
Dexterity, a -2 size penalty to Strength (to a minimum of 1), and
a +1 bonus on attack rolls and Defense due to its reduced size.
58
A Small humanoid creature whose size decreases to Tiny has a
Range: Touch
space of 2-1/2 feet and a natural reach of 0 feet (meaning that
it must enter an opponent’s square to attack). A Large Effect: 1 creature
humanoid creature whose size decreases to Medium has a Duration: Instant
space of 5 feet and a natural reach of 5 feet. This spell doesn’t
change the target’s speed. Save: None
All equipment worn or carried by a creature is similarly reduced
by the spell. You can heal injuries by touch. You can stabilize a dying
Melee and projectile weapons deal less damage. Other magical character with a DC 10 Spellcraft check.
properties are not affected by this spell. Any reduced item that You can use Cure wounds on yourself. You can’t cure or
leaves the reduced creature’s possession (including a projectile stabilize yourself while dying, since you have to be conscious
or thrown weapon) instantly returns to its normal size. This and able to take a full-round action to use the ability. You can
means that thrown weapons deal their normal damage use Cure to cure your own disabled condition, but doing so is a
(projectiles deal damage based on the size of the weapon that strenuous action. If your recovery check is successful, you
fired them). suffer no ill effects. If it is not, however, your condition worsens
to dying.
Combat Sense
DC HP
DC: Varies 10 1d6
Casting Time: 1 action 20 2d6
30 3d6
Range: Touch
Effect: 1 creature Enhance Body
Duration: 10 rounds
DC: Varies
Save: None
Casting Time: 1 action
You can improve ability in combat. A Spellcraft check grants a Range: Touch
bonus to base attack value and defense.
Effect: 1 creature
DC Bonus Duration: 1 hour
10 +1 Save: None
15 +2
You can improve Strength, Dexterity or Constitution by touch
20 +3
for a short time. A Spellcraft check adds a bonus to either
25 +4 Strength, Dexterity or Constitution score for 1 hour.
30 +5
DC Bonus
Cure Condition 10 +1
15 +2
DC: Varies
20 +3
Casting Time: 1 round 25 +4
Range: Touch 30 +5
Effect: 1 creature
Special: The subject of this spell must also make a Fortitude
Duration: Instant saving throw against DC 15 to becomes fatigued (-2 penalty to
Save: Varies Strength, -2 penalty to Dexterity, can’t charge or run) for one
hour when its duration runs out, to represent the strain placed
You can cure various conditions. on the subject’s body.
Cure Blindness/Deadness (DC 15): You can remove blindness or Enhance Senses
deafness. If a subject is both blind and deaf, curing both
requires two checks. You get one attempt to cure a subject’s DC: Varies
blindness or deafness. If it fails, you cannot try again until your
Spellcraft rank improves. Casting Time: 1 action
Range: Personal
Cure Disease (Disease DC): You can cure a subject of disease.
The DC of the Spellcraft check is the disease’s saving throw DC. Effect: You
You get only one attempt to cure any given patient of a Duration: 1 hour per caster level
particular disease.
Save: None
Cure Insanity (DC 25): You can cure insanity and disorders. To
You can enhance your normal sensory abilities. A Spellcraft
gain the benefits of this spell, the creature must FAIL its save. If
check adds a bonus to your Spot, Search, and Sense Motive
failed, the creature regains 1d4 IP. Then it must make another
checks. It also adds to skill checks made to find or follow
save. If the second save successful, the creature is cured from
tracks. The result of the check indicates the amount of the
one disorder immediately.
bonus.
Cure Poison (Poison DC): You can cure a subject of poison. The
DC of the Spellcraft check is the poison’s saving throw DC. You DC Bonus
get only one attempt to cure any given patient of a particular 10 +2
poison. If you fail, you must use fate point to try again. 15 +4
20 +6
Cure Wounds
25 +8
30 +10
DC: Varies
Casting Time: 1 round Flesh Shaping
59
horizontally, or in both directions. If you cease concentration for
DC: Varies any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one
Casting Time: Varies hand. For example, a lever or rope can be pulled, a key can be
Range: Touch turned, an object rotated, and so on, if the force required is
within the weight limitation. You might even be able to untie
Effect: 1 creature simple knots, though delicate activities such as these require
Duration: 1 hour per caster level Intelligence checks DC 10.
Save: None
DC Weight lb.
You can shape and mold flesh as if it were clay in your hands. 10 60
The subject must be either willing or helpless for the entire 15 140
duration of your work (you can use Flesh Shaping on yourself). 20 280
You make Spellcraft checks to alter a subject’s physical
features. You cannot change body mass or size, other than a 25 420
few feet more or less in height by resizing the subject’s bones. 30 560
You can sculpt physical features largely at will. The DC and 35 700
time required for Flesh Shaping is shown in the table.
Treat your Spellcraft check result like a Disguise check for Combat Maneuver (DC 15): Alternatively, once per round for 10
purposes of determining if someone notices the change. Among rounds, you can use telekinesis to perform a bull rush, disarm,
other things, Flesh Shaping can provide alterations in eye, hair, grapple (including pin), or trip. Resolve these attempts as
and skin color, even creating tattoo-like patterns of normal, you use your caster level in place of your base attack
pigmentation. It can greatly enhance or diminish physical bonus (for disarm and grapple), you use your Intelligence
appearance. Duration is 1 hour per spellcaster level. After this modifier in place of your Strength or Dexterity modifier, and a
time, subject returns painfully into his normal shape. failed attempt doesn’t allow a reactive attempt by the target
(such as for disarm or trip). No save is allowed against these
attempts, but spell resistance applies normally. This version of
Casting the spell can last 10 rounds, but it ends if you cease
DC Effect
Time concentration.
Alter facial features or other minor
10 1 minute
cosmetic features. Violent Thrust (DC 15): Alternatively, the spell energy can be
Alter extensive cosmetic features or spent in a single round. You can hurl one object or creature
20 10 minutes
overall shape. toward any target within 10 feet per level of the object. You can
Extensive alterations to shape, hurl up object to a weight based on table below.
30 1 hour
duplicating exact appearance.
DC Weight lb.
Restoration
10 20
DC: 20 15 40
20 80
Casting Time: 10 rounds
25 160
Range: Touch
30 320
Effect: 1 creature
Duration: Instant You must succeed on attack rolls to hit the target with the item,
using your base attack bonus + your Intelligence. Weapons
Save: None cause standard damage (with no Strength bonus; note that
arrows or bolts deal damage as daggers of their size when used
Restoration dispels any magical effects reducing one of the in this manner). Other objects cause damage ranging from 1
subject’s ability scores or cures 1d4 points of temporary ability point per 20 pounds (for less dangerous objects) to 1d6 points
damage to one of the subject’s ability scores or heals body part of damage per 20 pounds (for hard, dense objects). Creatures
disabled by called shot. It also eliminates any fatigue suffered who fall within the weight capacity of the spell can be hurled,
by the character, and improves an exhausted condition to but they are allowed Will saves (and spell resistance) to negate
fatigued. It cannot eliminate spellcaster’s fatigue points. With the effect, as are those whose held possessions are targeted by
DC 30 it restores 1d4 points of permanent ability drain to one of the spell. If a telekinesed creature is hurled against a solid
the subject’s ability scores. surface, it takes damage as if it had fallen 10 feet (1d6 points).
Telekinesis Fly (DC 20): The caster can fly up to double his speed for 10
rounds in any direction desired, but not through walls or solid
DC: Varies objects. The caster must concentrate when flying and the
Casting Time: 1 action character may carry a weight up to his medium encumbrance
rating, but no more or the spell fails to take him to their air
Range: Line of sight until weight is dropped.
Effect: Varies
Mutate
Duration: Varies
Save: Will negates DC: 15
61
Mind Reading is two-way, meaning you are in mental contact with the subject
for purposes of her spells and vice versa.
DC: Varies If a friendly mental contact turns hostile, the subject can make
a Will saving throw or Psychic Shield check to break contact.
Casting Time: 1 action Once the subject has failed an attempt to eject the intruder
Range: Varies from her mind, she can’t break the contact.
If your Mind Touch is broken, any other spells you are
Effect: 1 creature maintaining requiring mental contact are also broken.
Duration: Instant
Mentally Aiding Others: While in mental contact with another
Save: Will negates
character, you can use the aid another action (a standard
action) to grant that character a +2 bonus on Will saving throws
You can choose any of these effects: or on any skill check where your skill rank is equal to or greater
Heart Reading (DC 10): You can sense the emotions of creature than the subject’s.
in your line of sight. Heart Reading allows you to determine the
subject’s emotional state. The target gets a Will save to resist. Deathcry: If a creature you are in mental contact with dies, you
Whether you succeed or fail, the subject does not know you are must make a Will saving throw or Psychic Shield Spellcraft
reading his emotions. If the target’s save fails, you get a general check (DC 20) to avoid being dazed for 1 round by the psychic
idea of his emotions and mood. You can only use Heart Reading feedback. Since mental contact is two-way, this applies to any
on a subject once during the same scene. creature in mental contact with another. A creature can
deliberately avoid letting out a deathcry when it dies by making
Mind Reading (DC 15): You must be in mental contact with the a Will saving throw (DC 20).
subject. You can read another creature’s thoughts. If the target
fails Will save, you can read the target’s surface thoughts You can retry Mind Touch freely, but retries on the same
(whatever the target is presently thinking). Mind Reading subject within an hour’s time are fatiguing.
transcends language; you comprehend the target’s thoughts
whether or not you share a language. If you can interact with Object Reading
your subject, a successful Bluff check against the target’s Sense
Motive check causes the subject to think consciously about a DC: Varies
particular piece of information you’re looking for, such as a
Casting Time: 10 minutes
password or name, allowing you to pluck it from the subject’s
surface thoughts. When retrying the target gets a cumulative +1 Range: Touch
bonus to the Will save for each new attempt in the same scene Effect: 1 object
Mind Probe (DC 20): You can mentally probe a subject’s mind for Duration: Instant
information. You must be in mental contact with the subject. Save: None
You can ask any one question and receive the answer from the
target’s mind. If the target doesn’t know the answer, then you You can read psychic impressions from places and objects,
know that. Especially personal or guarded information grants getting images of their pasts, as if you were actually present at a
the target a +1 to +5 bonus on the Will save, while information particular past event.
the subject doesn’t consciously know (because it is You can attempt to see the past of a particular place or object.
subconscious or forgotten due to amnesia, for example) grants a You must be able to touch the object. The effect is determined
+5 to +10 bonus on the Will save. When retrying the target gets by Spellcraft check. You do not have to determine target DC
a cumulative +1 bonus to the Will save for each new attempt in when using this spell.
the same scene It’s up to GM what will be shown in the vision, but mostly it is
something important in history of object (object reading of
Mind Touch sword can for example show how was the sword made, or used
first time to kill someone).
DC: 10 Impressions read from objects generally count as slightly
familiar for the purposes of determining familiarity for other
Casting Time: Move action
spells, possibly more if the vision was long or extremely
Range: 1 mile / level accurate (in the GMs opinion).
Effect: 1 humanoid
DC Effect
Duration: Maintenance, 10 minutes per caster level
10 A vague vision that may not be accurate.
Save: Will negates 15 A brief and accurate vision of the events.
A longer vision of the events, encompassing everything
20
This spell is special as it doesn’t cause fatigue and can be used that took place in a particular place and time.
in the same round with another 1 action spell. The ability to move the vision backward or forward in
25
time to review the event.
You can establish contact with another mind. The base DC is The ability to track the vision backward through time
30
10, modified by familiarity. If the subject has a Psychic Shield, and space to trace an event to its origin.
you have to make a separate Spellcraft check to overcome it. An Near-complete knowledge of a particular past event
35
unwilling subject also gets a Will saving throw to avoid contact. and everything involving it.
If the save is successful, no contact is made.
If you do not want the subject to know you are making mental Psychic Shield
contact, you can make a separate opposed Spellcraft check
against the subject’s Sense Motive, Second Sight, or Psychic DC: Varies
Shield check (whichever has the highest bonus). If you win, the
subject is unaware of your attempt. If the subject wins, she is Casting Time: 1 action
aware of your attempt (whether you succeed or fail in actually Range: Personal
establishing contact).
Effect: You
While you are in mental contact with another being, the two of
you can communicate at the rate of normal speech, hearing Duration: Maintenance
each other’s thoughts. You can also send a single visual image Save: None
each round instead of speaking. Both you and the subject can
choose to lie or omit information; you’re “speaking” to each You can shield your mind from psychic influences. When you
other mentally, not reading each other’s thoughts. Mind Touch are the target of any mind affecting spells granting a Will saving
62
throw, the attacker must make a Spellcraft check against your DC Resistance
original Spellcraft check used to cast Psychic Shield. If your 10 5
check result is higher, the spell fails. If the attacker’s result is
higher, the spell affects you normally, but you still get a normal 20 10
saving throw. You may choose to voluntarily lower your Psychic 30 15
Shield as a free action, and can raise it again as a free action.
Otherwise, your shield is always active, even if you are Scrying
unconscious or sleeping.
DC: 10
Shields and Maintained Spells: Once a spell has overcome your
Psychic Shield, it continues to affect you as long as the Casting Time: 1 round
spellcaster maintains it. You’re still entitled to your normal Range: Unlimited
saving throws, if any, but your shield no longer protects you
from that spell. Once the attacker needs to make a new Effect: 1 creature, place
Spellcraft check, however, your shield comes into play again Duration: Concentration
and must be overcome again. For spells requiring mental
contact, so long as the other spellcaster remains in mental Save: None
contact with you (inside your shield), he can use those spells
freely without worrying about your shield. You can sense distant events as if you were physically present.
Make a Spellcraft check to sense a particular place, creature, or
Purifying Light thing known to you. The base DC is 10, modified by familiarity.
If successful, you can observe the subject as if you were
present. The vision lasts for as long as you maintain it, but your
DC: Varies ordinary senses are overridden, so you are unaware of what is
Casting Time: 1 action happening near you while you are observing events elsewhere. A
subject observed via Scrying is considered present in terms of
Range: Line of sight familiarity, but not in your actual line of sight.
Effect: Varies Scrying creates a psychic disturbance, which creatures with
Intelligence 2 or better can sense. Any such creature under
Duration: Varies
observation can make a Sense Motive or Second Sight check,
Save: Varies opposed by your Spellcraft check. Creatures with no
supernatural abilities get the intense feeling of being watched.
You can wield the power of pure light as a weapon against the Magic wielding characters see a glowing or shadowy image of
forces of chaos and evil. you. You also have a present familiarity for any creature that
Light Strike: You can cast a supernatural bolt of light like that senses you for the purposes of that creature’s powers, meaning
affects one supernatural creature of innate evil or darkness like they may affect you in return.
the undead or demons. No save.
Second Sight
DC HP
10 1d6 DC: Varies
15 2d6 Casting Time: 1 action
20 3d6 Range: Line of sight
25 4d6
Effect: -
30 5d6
Duration: Instant
Shining Ward (DC 20): Second, you can call forth a shining light Save: Varies
to fill an area up to 30 feet radius. Maintaining the area of pure
light requires concentration. Any evil supernatural creature You can sense the use and lingering effects of supernatural
must make a Will save in order to enter the area of light, and powers. Make a Second Sight check to detect spells in use in
another Will save each round to remain there. A failed save your vicinity, to sense an attempt at mental contact, or to detect
means the creature cannot enter the area and must leave and read the supernatural “signature” left behind by spells.
immediately if it is already inside it.
Sense Spells: The GM makes a Spellcraft check for you in secret
Resist Elements as a reaction whenever spells are used in your general area. The
base DC is 10 or the user’s Psychic Shield check result,
DC: Varies whichever is greater, and the DC increases by +1 for every 10
feet between you and the user or subject of the spell (whichever
Casting Time: 1 action is closer). A successful result means you sense a spell use. You
Range: Touch also know the general direction and distance to the source of
the spell and its target. If you succeed by 5 or more, you know
Effect: 1 creature the exact spell used. If you succeed by 10 or more, you
Duration: 1 minute per caster level recognize the user, if known to you.
Save: None
Sense Mind Touch: You make a Spellcraft check against the
other spellcaster’s Mind Touch check to know when someone is
This spell grants a creature limited protection from damage of
trying to secretly get into mental contact with you. If you win
whichever one of energy types you select: acid, cold, electricity,
the check, you sense the attempt, but you might not be able to
fire, or sonic. The subject gains energy resistance against the
avoid it (depending on your Psychic Shield and Will save).
energy type chosen, meaning that each time the creature is
subjected to such damage (whether from a natural or magical
Sense Supernatural Signature: If you also have the Object
source), that damage is reduced by 5 points before being
Reading spell, you can sense old uses of spells in an area. The
applied to the creature’s hit points. The value of the energy
base Second Sight DC is 15 to detect that spells used in the
resistance granted increases to up 15 points with higher DC.
area in the past and 20 to determine what spell was used and
The spell protects the recipient’s equipment as well.
roughly when. It is DC 25 to know exactly what or whom the
spell was used on.
Sense Minds
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DC: Varies Casting Time: 1 action
Casting Time: 1 action Range: Line of sight
Range: Varies Effect: 1 creature
Effect: - Duration: Concentration
Duration: Instant Save: Will
Save: None
You can sense when someone is lying to you. When interacting
You can determine the presence and location of other minds. with a creature of Intelligence 1 or higher, you can sense when
Make a DC 10 Spellcraft check to sense the presence of any the creature tells you a deliberate lie. You can do this a number
creature with an Intelligence score within 50 feet of you. With of times equal to your Wisdom score in any given conversation.
longer distances the DC increases. You do not detect half-truths, lies of omission, or things the
creature believes are true (even if they are not).
DC Radius
Ward
10 50 feet
15 100 feet DC: 20
20 500 feet
Casting Time: 1 action
25 1000 feet
Range: Line of sight
30 2000 feet
Effect: 5 feet x level
35 4000 feet
Duration: Concentration
With a successful check, you sense the presence of other Save: Special
minds, their approximate number, their general type (animal,
humanoid, and so forth), and their approximate location. The
You can create interference with other supernatural powers.
larger the number of minds, the more general the information
tends to be. Psychic Shield opposes Sense Minds. A Psychic You can affect an area around you with a radius equal to your
Shield check greater than your Sense Minds check allows a spellcaster level times 5 feet. Alternatively, you can choose to
creature to go unnoticed. focus your Ward against a single creature in your line of sight.
You can focus your attempt to Sense Minds on a particular
Anyone affected by your Ward must make an opposed check
place you can see, such as a building or island within range,
against the result of your Ward check to successfully use any
for example.
spell. Spells with results less than yours fail; although, the
Spell Resistance users of the failed spells still suffer fatigue.
DC: 25 Elementalism
Casting Time: 1 action
Cold Shaping
Range: Touch
Effect: 1 creature DC: Varies
Duration: 1 minute per caster level Casting Time: 1 action
Save: None Range: Line of sight
The creature gains spell resistance equal to 10 + your caster Effect: Varies
level. Duration: Instant
Save: Fort halves
True Seeing
You can freeze things with the power of your mind. You can
DC: 25 lower the temperature of an area about a foot across, enough to
Casting Time: 1 action deal cold damage. A targeted creature suffers cold damage.
Protective clothing has no effect.
Range: Personal
Effect: You DC Damage
Duration: Maintenance, 1 minute per caster level 10 1d6
Save: None 15 2d6
20 3d6
You gain the ability to see all things as they actually are. You 25 4d6
see through normal and magical darkness, notice secret doors
30 5d6
hidden by magic, see the exact locations of creatures or objects
under Light shaping effects, see invisible creatures or objects 35 6d6
normally, see through illusions, and see the true form of
polymorphed, changed, or transmuted things. The range of true You can freeze roughly a gallon of water into solid ice in a
seeing conferred is 120 feet. round. For every 2 points that you exceed the DC 10, you affect
True seeing, however, does not penetrate solid objects. It in no an additional cubic foot (or gallon of liquid).
way confers X-ray vision or its equivalent. It does not negate
concealment, including that caused by fog and the like. True Earth Shaping
seeing does not help the viewer see through mundane disguises,
spot creatures that are simply hiding, or notice secret doors DC: Varies
hidden by mundane means.
Casting Time: Varies
Truth-Reading Range: Touch
Effect: Varies
DC: 25
Duration: Varies
64
Cave, Cavern, or Tunnel: The roof collapses, inflicting 8d6
Save: Varies
damage to any creature caught under the cave-in (DC 15 Reflex
save for half damage) and pinning them beneath the rubble.
You can shape and move earth and stone. An Earth Shaping
Cliffs: Cliffs crumble, creating a landslide that travels
check can have one of the following effects:
horizontally as far as it fell vertically. Any creature in its path
suffers 8d6 damage (DC 15 Reflex save for half damage) and is
Move Earth (DC 10): You move dirt (soil, clay, loam, sand),
pinned beneath the rubble.
possibly collapsing embankments, moving hillocks, shifting
Open Ground: Each creature standing in the area must make a
sand dunes, and so forth. However, in no event can rock
DC 15 Reflex save or fall down. Fissures open in the earth, and
formations be collapsed or moved. The area to be affected
every creature on the ground has a 25 percent chance to fall
determines the time required and the DC. Every 150-foot square
into one (DC 20 Reflex save to avoid a fissure). On the round
(up to 10 feet deep), takes 10 minutes and increases the DC by
after the quake, all fissures grind shut, crushing and killing any
5. The maximum area, 900 feet by 900 feet, takes an hour and
creatures trapped within them.
has DC 40.
Structure: Any wooden or masonry structure standing on open
Earth Shaping does not violently break the surface of the
ground is destroyed. Heavier stone buildings are damaged.
ground. Instead, it creates wavelike crests and troughs, with the
Anyone caught inside a collapsing structure takes 8d6 damage
earth reacting with glacierlike fluidity until the desired result is
(DC 15 Reflex save for half damage) and is pinned beneath the
achieved. Trees, structures, rock formations, and such are
rubble.
mostly unaffected except for changes in elevation and
River, Lake, or Marsh: Fissures open underneath the water,
topography. This effect cannot be used for tunneling and is too
draining it away from that area and forming muddy ground.
slow to trap or bury creatures unless they are helpless for the
Soggy marsh or swampland becomes quicksand for the duration
entire time the earth is moved.
of the spell, sucking down creatures and structures. Anyone in
the area must make a DC 15 Reflex save or sink down in the
Soften Earth (DC 10): All natural, undressed earth or stone
mud and quicksand. At the end of the round, the rest of the
softens. Wet earth becomes thick mud, dry earth becomes loose
body of water rushes in to replace the drained water, possibly
sand or dirt, and stone becomes soft clay that is easily molded.
drowning those caught in the mud.
You affect a 10-foot square area to a depth of 1 to 4 feet,
Pinned beneath Rubble: Any creature pinned beneath rubble
depending on the toughness or resilience of the ground at that
takes 1d6 non-lethal damage per minute. Unconscious
spot. Each +5 increase in the DC affects another 10-foot square.
characters make a DC 15 Constitution check each minute to
Dressed or worked stone cannot be affected.
avoid 1d6 lethal damage.
A creature in mud must succeed on a Reflex save or be caught
helpless for one round. A creature that succeeds on its save can
Elemental Storm
move through the mud at half speed. Loose dirt is not as
troublesome as mud, but all creatures in the area move at only
half their normal speed and can’t run or charge. Stone softened DC: Varies
into clay does not hinder movement, but it does allow Casting Time: 1 action
characters to cut, shape, or excavate areas they may not have
been able to affect before. Range: Line of sight
While this spell does not affect dressed or worked stone, cavern Effect: 20 feat radius
ceilings or vertical surfaces such as cliff faces can be affected.
Usually, this causes a moderate collapse or landslide as the Duration: Instant
loosened material peels away from the face of the wall or roof Save: Varies
and falls.
A moderate amount of damage can be dealt to a structure by Prerequisite: trained in Lightning, Cold, Earth, Fire, Water, or
softening the ground beneath it, causing it to settle. However, Wind Shaping
most sturdy structures are only damaged by this, and not
destroyed. An Elemental Storm inflicts damage based on the DC from table
bellow. Water and Wind storms inflict non lethal damage. Save
Crumble: You can deal 1d6 damage (Fort halves) to earth and is based on original shaping spell.
stone creatures with successful touch attack.
DC Damage
DC Damage 15 1d6
10 1d6 20 2d6
15 2d6 25 3d6
20 3d6 30 4d6
25 4d6 35 5d6
30 5d6 40 6d6
35 6d6
Elemental Wall
Stonecrafting (DC 10): You can mold stone into any shape you
wish. You can affect 10 cubic feet of stone. Each additional
DC: Varies
cubic foot increases the DC by 1 (so at DC 25 you can affect 30
cubic feet). The GM may require a Craft (sculpting or Casting Time: 1 round
stonecutting) check to achieve precise results. You perform Range: Touch
stone crafts in minutes instead of the hours of normal Craft
projects. A complex project, which normally takes 24 hours, Effect: Wall 15 feet long, 10 feet high
would therefore take 24 minutes. Duration: 1 round per caster level, Concentration
Earthquake (DC 30): An intense but highly localized tremor rips Save: Varies
the ground. The shock knocks creatures down, collapses
structures, opens cracks in the ground, and more. The effect Wall of Wind (DC 15): Prerequisite: Wind shaping. An invisible
lasts for 1 round, during which time creatures on the ground vertical curtain of wind appears. It is 2 feet thick and of
can’t move or attack. Spellcasters must make a Concentration considerable strength. It is a roaring blast sufficient to blow
check (DC 20) to cast spells that round. The earthquake affects away any bird smaller than an eagle, or tear papers and similar
all terrain, vegetation, structures, and creatures in an area with materials from unsuspecting hands. (A Reflex save allows a
a radius of 10-foot square. Increase in DC by 2 affects another creature to maintain its grasp on an object.) Tiny and Small
10-foot square. The specific effects depend on the nature of the flying creatures cannot pass through the barrier. Loose
terrain. materials and cloth garments fly upward when caught in a Wall
65
of wind. Arrows and bolts are deflected upward and miss, while DC: Varies
any other normal ranged weapon passing through the wall has
a 30% miss chance. (A giant-thrown boulder, a siege engine Casting Time: 1 action
projectile, and other massive ranged weapons are not affected.) Range: Line of sight
Gases, most gaseous breath weapons, and creatures in gaseous
form cannot pass through the wall (although it is no barrier to Effect: Varies
incorporeal creatures). Duration: Varies
Save: Reflex special
Wall of Stone (DC 20): Prerequisite: Earth shaping. This spell
creates a wall of rock that merges into adjoining rock surfaces.
You can mentally start and control fires. You can ignite a fire,
A wall of stone is 1 inch thick per four caster levels. You can
increase the size of an existing fire, or create light but not heat.
double the wall’s length by halving its thickness. The wall
cannot be conjured so that it occupies the same space as a
Ignite Fire (DC 10): You can set any flammable object in your
creature or another object. It must always be a flat plane,
line of sight on fire. Target must make a Reflex saving throw to
though you can shape its edges to fit the available space. The
halve 1d6 fire damage. If target wants to extinguish fire, he has
wall created must be vertical and rest upon any firm
to save each round and do nothing else. A successful save
foundation, it must merge with and be solidly supported by
means the fire goes out. A character on fire can automatically
existing stone.
extinguish the flames by dousing in water. Spending a full
round rolling on the ground grants a +4 bonus on the Reflex
Wall of Ice (DC 20): Prerequisite: Cold shaping and Water
saving throw. In addition to using it as an attack, you can use
shaping. This spell creates an anchored plane of ice. A wall of
the spell to light candles (up to a dozen candles in a 5-foot
ice cannot form in an area occupied by physical objects or
square with a single Spellcraft check), torches, hearth fires, and
creatures. Its surface must be smooth and unbroken when
so forth.
created. Any creature adjacent to the wall when it is created
may attempt a Reflex save to disrupt the wall as it is being
Fireball: Fireball is a magic missile that automatically finds its
formed. A successful save indicates that the spell automatically
target and deals fire damage based on spell DC. Reflex save
fails. Fire can melt a wall of ice, and it deals full damage to the
halves the damage.
wall (instead of the normal half damage taken by objects).
Suddenly melting a wall of ice creates a great cloud of steamy
fog that lasts for 10 minutes. The wall is 1 inch thick per caster DC Damage
level. Each 10-foot square of wall has 3 hit points per inch of 10 1d6
thickness. Creatures can hit the wall automatically. A section of 15 2d6
wall whose hit points drop to 0 is breached. If a creature tries to
20 3d6
break through the wall with a single attack, the DC for the
Strength check is Spellcraft check used to cast Wall of Ice. 25 4d6
Even when the ice has been broken through, a sheet of frigid air 30 5d6
remains. Any creature stepping through it (including the one 35 6d6
who broke through the wall) takes 1d6 points of cold damage
(no save). Increase Fire: You can increase the size and intensity of already
burning fire. The DC of the Fire Shaping check is 5 + 2 per 5
Wall of Fire (DC 25): Prerequisite: Fire shaping. An immobile, square foot of increase and +5 per 1d6 damage. Fire can burn
blazing curtain of shimmering violet fire springs into existence. even in the absence of fuel; although, smothering still puts it
One side of the wall, selected by you, sends forth waves of heat, out. You must make Spellcraft check (with additional fatigue,
dealing 1d8 points of fire damage to creatures within 10 feet but without chance of critical failure) each round to maintain its
and 1d4 points of fire damage to those past 10 feet but within increased size and damage. While you maintain an increased
20 feet (no save). The wall deals this damage when it appears flame, a victim does not get a Reflex saving throw to put the fire
and on your turn each round to all creatures in the area. In out (although it can still be extinguished by dousing with
addition, the wall deals 2d6 points of fire damage to any water), but he can make Reflex save to halve the damage.
creature passing through it (no save).
If you evoke the wall so that it appears where creatures are, Light (DC 10): You can create a glowing spot of supernatural fire
each creature takes damage as if passing through the wall. If that sheds light but no heat, illuminating a 20-foot radius. You
any 5-foot length of wall takes 20 points of cold damage or more can increase the radius of the illumination by increasing the DC
in 1 round, that length goes out. (Do not divide cold damage by of the check; each +5 to DC increases the radius of the
4, as normal for objects.) illumination by 10 feet. The point of light moves where you
direct it within your line of sight, as a move action.
Elemental Weapon
Lightning Shaping
DC: Varies
Casting Time: 1 round DC: Varies
Range: Touch Casting Time: 1 action
Effect: 1 weapon Range: Line of sight
Duration: 1 minute per caster level Effect: 1 creature
Save: None Duration: Instant
Save: Reflex halves
Prerequisite: trained in Lightning, Cold or Fire Shaping
Blinding flash (DC 15): You can create blinding flash that blinds
You can temporary enchant 1 mundane steel weapon to deal everyone in 30 feet looking at your direction for 1d4 rounds.
additional elemental damage. Successful Reflex save negates the blinding.
Fire Shaping
66
DC Damage deep ocean, this spell creates a whirlpool that sweeps ships and
10 1d6 similar craft downward, putting them at risk and making them
unable to leave by normal movement for the duration. The effect
15 2d6 last while you concentrate.
20 3d6
25 4d6 Raise Water (DC 10): Waters rise by as much as 2 feet for every
2 points your Spellcraft check exceeds DC 10. The water rises
30 5d6
within an area with a 10-foot radius per your caster level (a 5th-
35 6d6 level caster can raise an area of water with a 50-foot radius).
Boats raised in this way slide down the sides of the watery
Nimbus (DC 10): You can create a nimbus of flickering light filled hump created. If the area includes riverbanks, a beach, or other
with filaments of writhing electricity. The 20 foot lit area may be nearby land, the water can spill over onto dry land, causing
directed anywhere within sight and requires a DC 5 Spellcraft floods. The effect last while you concentrate.
check. It can be +10 feet in size per 5 points that the check
exceeds the DC if you choose. The Nimbus may have minor Water Walk (DC 15): You can tread on any liquid as if it were
effects like making hair stand on end but will not be of major firm ground. You can walk, but not run or charge. Duration is 1
impact beyond creating light. It lasts for 1 minute per caster minute per caster level.
level.
Water Breathing (DC 20): You can breathe water freely. Duration
Summon Elemental is 1 minute per caster level.
You can summon elemental with HD up to your spellcaster You can shape and direct the wind. You can make the wind
level. Make a Spellcraft check against a DC of 15 + the HD of blow in a certain direction and change its speed. The new wind
elemental summoned. It appears where you designate and acts direction and speed last as long as you concentrate (max 10
immediately, on your turn. It attacks your opponents to the rounds). Changing them requires another use of this spell. You
best of its ability. If you can communicate with the elemental, can affect the winds in a 50-foot radius. You can create an area
you can direct it not to attack, to attack particular enemies, or of calm air, up to 80 feet in diameter, at the center of the winds,
to perform other actions. Elemental cannot go further than 50 if you wish, and you can limit the winds to an area less than the
feet from caster. maximum possible for your level.
When the elemental appears, the caster must attempt to control
it by making a Charisma check (DC is the HD of the Elemental). Wind Direction: You may choose one of four basic wind patterns
If the check is failed, or if caster looses concentration, the to function over the area.
Elemental will act in a way the GM wishes, usually attacking A downdraft blows in all directions, from the center outward.
the summoner, but he has 30% chance each round to be An updraft blows from all directions, from the outer edges
dismissed. toward the center.
A rotation causes winds to circle the center (clockwise or
Water Shaping counterclockwise, as you wish).
A blast causes the winds to blow in one direction across the
DC: Varies entire area, from one side to the other.
Casting Time: 1 action Wind Speed: With a Wind Shaping check, you can increase or
Range: Line of sight decrease the wind’s speed by one level for every 5 points you
exceed DC 5 for 10 rounds. You must concentrate to maintain
Effect: Source of water
effect. Each round on your turn, anyone in the area must make
Duration: Varies Fortitude save or suffer the effects of the current wind speed.
Save: None There are seven wind speed levels:
You can shape and direct the flow of water. Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of
Splash (DC 10): You can cause as much as 10 gallons of water extinguishing small, unprotected flames, such as candles.
per caster level to leap in an arc up to 10 feet per caster level. Strong Wind: Gusts that automatically extinguish unprotected
Hitting a creature with this watery arc requires a ranged attack flames (candles, torches, and the like). Such gusts impose a -2
roll. The creature must make Fortitude save or be dazed for one penalty on ranged attack rolls and on Listen checks.
round (taking no actions but defending normally). The splash Severe Wind: In addition to automatically extinguishing any
also douses flames. unprotected flames, winds of this magnitude cause protected
flames (such as those of lanterns) to dance wildly and have a
Shape Flow (DC 10): You can direct the flow of currents, 50% chance of extinguishing these lights. Ranged weapon
increasing or decreasing the speed of water vessels by 20 attacks and Listen checks are at a -4 penalty.
percent for every 5 points your check exceeds DC 10 (with DC Windstorm: Powerful enough to bring down branches if not
35 you can stop water vessels entirely or double their speed). whole trees, windstorms automatically extinguish unprotected
The effect last while you maintain it. flames and have a 75% chance of blowing out protected flames,
such as those of lanterns. Ranged weapon attacks are
Lower Water (DC 10): Waters lower by as much as 2 feet for impossible, and even siege weapons have a -4 penalty on attack
every 2 points your Spellcraft check exceeds DC 10. The water rolls. Listen checks are at a -8 penalty due to the howling of the
lowers within an area with a 10-foot radius per your caster level wind.
(a 5th-level caster can lower an area of water with a 50-foot Hurricane-Force Wind: All flames are extinguished. Ranged
radius). In extremely large and deep bodies of water, such as a attacks are impossible (except with siege weapons, which have a
-8 penalty on attack rolls). Listen checks are impossible: All
67
characters can hear is the roaring of the wind. Hurricane-force tornado who fail their Fortitude saves are sucked toward the
winds often fell trees. tornado. Those who come in contact with the actual funnel
Tornado: All flames are extinguished. All ranged attacks are cloud are picked up and whirled around for 1d10 rounds,
impossible (even with siege weapons), as are Listen checks. taking 2d6 points of damage per round, before being violently
Instead of being blown away, characters in close proximity to a expelled (falling damage may apply).
Dominate
Effect: 1 creature You can mentally control another creature’s actions. The target
Duration: 1 round per caster level makes a Will saving throw. If the save fails, you control the
target’s actions. You can force the subject to perform any action
Save: Will negates you wish, within the limits of his abilities. You’re aware of what
the subject experiences via your mental link, but you do not
This spell causes the target to become confused, making him receive direct sensory impressions from him. Subjects forced to
unable to independently determine what they will do. take actions against their nature receive a new saving throw
Roll on the following table at the beginning of each subject’s with a bonus of +1 to +4, depending on the nature of action. A
turn each round to see what the subject does in that round. successful save breaks your control.
You must be in mental contact with the subject.
D20 Behavior
1–2 Attack caster with melee or ranged weapons Drain Emotion
3–4 Act normally.
5–10 Do nothing but babble incoherently. DC: 15
11–14 Flee away from caster at top possible speed. Casting Time: 1 action
Attack nearest creature (for this purpose, familiar Range: Mental contact
15–20
counts as part of the subject’s self).
Effect: 1 creature
A confused character that can’t carry out the indicated action Duration: 1 round per caster level
does nothing but babble incoherently. Attackers are not at any
special advantage when attacking a confused character. Any Save: Will negates
confused character that is attacked automatically attacks its
attackers on its next turn, as long as it is still confused when its You can drain intense emotion, calming those around you. The
turn comes. target creature must make a Will saving throw or be drained of
all extremes of emotion. The creature is calm and incapable of
68
taking violent action (although it can defend itself) or doing A successful saving throw against an illusion reveals it to be
anything else destructive for 1 round per caster level. Any false, but a translucent after-image remains. For example, a
aggressive action or damage against the subject breaks the character making a successful saving throw against an illusory
effect. A successful Will save means the creature acts normally. section of floor knows the floor isn’t real and isn’t safe to walk
This spell suppresses (but does not dispel) spells relying on on, and can see what lies below it, but he can still note where
emotion. While the effect lasts, the suppressed spell has no the illusion is.
effect. A failed Will saving throw means the character fails to notice
You must be in mental contact with the target. anything is amiss. A character faced with incontrovertible proof
that an illusion isn’t real needs no saving throw. Someone who
Hold Creature falls through an illusory floor knows something is amiss. A
character who communicates this information to others gives
DC: 20 them a +4 bonus on saving throws against the illusion.
You can attempt to affect the same character after some time
Casting Time: 1 action has passed, but not in the same scene.
Range: Line of sight
DC Complexity
Effect: 1 creature
10 Illusion affects a single sense
Duration: 1 round per caster level
15 Illusion affects two senses
Save: Will or Fortitude negates 20 Illusion affects all senses
The subject becomes paralyzed and freezes in place. It is aware +0 Simple (random noise, static, image…)
and breathes normally but cannot take any actions, even +5 Complex (coherent sound, moving images…)
speech. Creature can choose to resist this effect with Fortitude +10 Very Complex (multiple sounds or images)
or Will save. Each round on its turn, the subject may attempt a
new saving throw to end the effect. (This is a full-round action) You must be in mental contact with a target to use Illusion.
A winged creature that is paralyzed cannot flap its wings and
falls. A swimmer can’t swim and may drown. Impose Emotion
Idiocy
DC: Varies
DC: 20 Casting Time: 1 action
Casting Time: 1 action Range: Mental contact
Range: Touch Effect: 1 creature
Effect: 1 humanoid Duration: 1 round per caster level
Duration: 1 min per caster level Save: Will negates
Save: Will negates You can impose emotions on others. The target makes a Will
saving throw. If the save fails, you can impose any one of the
With a touch, you reduce the target’s mental faculties. Your following emotional states:
successful melee touch attack applies a 1d6 penalty to the
target’s Intelligence, Wisdom or Charisma score. This penalty Friendship (DC 10): The target’s attitude shifts to the next more
can’t reduce any of these scores below 1. positive attitude (hostile to unfriendly, unfriendly to indifferent,
This spell’s effect may make it impossible for the target to cast and so forth). Creatures involved in combat continue to fight
some or all of its spells, if the Intelligence drops below 13. back normally, however. Friendship dispels the effects of
hatred.
Illusion
Hatred (DC 10): The target’s attitude shifts to the next more
DC: Varies negative attitude (indifferent to unfriendly, unfriendly to hostile,
and so forth. Hatred dispels the effects of friendship.
Casting Time: 1 round
Range: Mental contact Hope (DC 15): The target gains a +2 bonus on saving throws,
Effect: 1 creature attack rolls and checks. Hope dispels the effects of despair.
Duration: Concentration Despair (DC 15): The target suffers a -2 penalty on saving
Save: Will negates throws, attack rolls and checks. Despair dispels the effects of
hope.
You can fool the senses of others. Make an Illusion check with a
DC based on the complexity of the illusion, consulting the table. Fear (DC 20): The target flees from the object of its fear (chosen
If successful, the illusion appears to the subject. The illusion by you). Fear dispels the effects of rage. It also immediately
exists solely in the subject’s mind, so it can be of any size; ends a use of the Rage feat.
creating the illusion of something small is just as easy as
creating the illusion of something huge. Rage (DC 20): The target gains the effects of the Rage. They are
compelled to fight, heedless of danger. Rage does not stack with
Since the illusion isn’t real, it cannot produce any real effects. It the Rage feat or with itself. Rage dispels the effects of fear.
cannot cause damage, support weight, provide nutrition,
illuminate darkness, or provide protection from the elements. You must be in mental contact with a target to use Impose
Thus, characters fall through an illusory bridge or floor if they emotion.
try to walk on it, and although they can appear to eat, and
taste, illusory food, it has no nutritional value. Light Shaping
Characters encountering an illusion do not get a saving throw
against it until they study it carefully or interact with it in some DC: Varies
fashion. For example, if characters encounter a section of
Casting Time: 1 action
illusory floor, they would receive a saving throw if they stopped
and examined the floor, poked at it, and so forth. Likewise, if an Range: Line of sight
illusory monster attacks the characters, they get a saving throw
Effect: Varies
because they are interacting with the illusion.
Duration: Varies
69
Save: None DC Alteration Time
Alter a single unimportant fact or brief
1 full
You can mentally control light. With a successful check, you 10 recollection, about 5 minutes worth of
round
can make your and only your outline blurred and indistinct or memory.
even become invisible. Alter a single fact or an hour’s worth of
15 1 minute
memory.
Illuminate (DC 10): You can also create a point of light Alter a single significant fact, such as
10
illuminating a 20-foot radius, which you can move at will 20 the name of the subject’s spouse, or a
minutes
anywhere in your line of sight as a move action. For each 10 day’s worth of memory.
feet you add to the radius of illumination, the DC increases by Alter a deeply personal fact, such as
5. 25 the subject’s name or alignment, or a 1 hour
week’s worth of memory.
Darkness (DC 15): You can also create a point of darkness that 30 Alter up to a month’s worth of memory. 6 hours
radiates shadowy illumination out to 20-foot radius, which Alter up to a year’s worth of memory.
stays at the place. For each 10 feet you add to the radius of Give the subject an entirely new
darkness, the DC increases by 5. Normal lights (torches, 35 personality, complete with false 10 hours
candles, lanterns, and so forth) and light spells can brighten the memories, or erase the subject’s entire
area. memory, causing total amnesia.
Blur (DC 15): Your outline appears blurred, shifting and False or altered memories can cause dissonance within the
wavering. This distortion grants you concealment (20% miss subject’s mind, depending on how well they fit into the subject’s
chance). You can use Blur only on yourself. other memories. If the subject notices a conflict between the
false and true memories (GM’s discretion), she gets an
Displacement (DC 20): You appear to be about 2 feet away from additional Will save to shake off the effect and regain her true
your true location. You benefit from a 50% miss chance as if memory. She gains a bonus of +1 to +4 on the save depending
you had total concealment. However, unlike actual total on how strong the dissonance is between the true and false
concealment, Displacement does not prevent enemies from memories.
targeting you normally. You can use Displacement only on You must be in mental contact with the subject.
yourself. If you fail a Spellcraft check, you must wait at least 24 hours
before attempting the same task on the same subject.
You can create light effects anywhere in your line of sight.
Mind Touch
DC Task Duration
10 (+5 per DC: 10
additional 10-foot Illuminate Maintenance
radius) Casting Time: Move action
15 (+5 per Range: 1 mile / level
Maintenance,1
additional 10-foot Darkness
round/level Effect: 1 humanoid
radius)
Blur (20% miss Maintenance, 1 Duration: Maintenance, 10 minutes per caster level
15
chance) round/level Save: Will negates
Displacement (50% Maintenance, 1
20
miss chance) round/level
Concentration, 1 This spell is special as it doesn’t cause fatigue and can be used
25 Invisibility
minute/level in the same round with another 1 action spell.
Mind Shaping You can establish contact with another mind. The base DC is
10, modified by familiarity. If the subject has a Psychic Shield,
DC: Varies you have to make a separate Spellcraft check to overcome it. An
unwilling subject also gets a Will saving throw to avoid contact.
Casting Time: Varies If the save is successful, no contact is made.
Range: Mental contact If you do not want the subject to know you are making mental
contact, you can make a separate opposed Spellcraft check
Effect: 1 creature
against the subject’s Sense Motive, Second Sight, or Psychic
Duration: Permanent Shield check (whichever has the highest bonus). If you win, the
subject is unaware of your attempt. If the subject wins, she is
Save: Will negates
aware of your attempt (whether you succeed or fail in actually
establishing contact).
Mind Shaping allows you to remove psychic influence or to alter
While you are in mental contact with another being, the two of
memories and behavior.
you can communicate at the rate of normal speech, hearing
each other’s thoughts. You can also send a single visual image
Remove Mental Influence: Make a Spellcraft check with a DC
each round instead of speaking. Both you and the subject can
equal to the check result of a mind-affecting spell. If you
choose to lie or omit information; you’re “speaking” to each
succeed, that spell no longer affects the subject. Note this only
other mentally, not reading each other’s thoughts. Mind Touch
removes the effects of ongoing spells, not permanent
is two-way, meaning you are in mental contact with the subject
aftereffects. This means you could use Mind Shaping to remove
for purposes of her spells and vice versa.
a Dominate or Illusion effect, but not to restore damage caused
If a friendly mental contact turns hostile, the subject can make
by a psychic attack (for that, use the Cure spell). You can undo
a Will saving throw or Psychic Shield check to break contact.
the effects of Mind Shaping used to alter the subject’s mind by
Once the subject has failed an attempt to eject the intruder
equaling or exceeding the Mind Shaping check used to make
from her mind, she can’t break the contact.
the alterations. Removing psychic influence is a full-round
If your Mind Touch is broken, any other spells you are
action.
maintaining requiring mental contact are also broken.
Alter Psyche: You can make changes in the subject’s mind. The
Mentally Aiding Others: While in mental contact with another
DC is based on the extent of the change you wish to make.
character, you can use the aid another action (a standard
action) to grant that character a +2 bonus on Will saving throws
or on any skill check where your skill rank is equal to or greater
than the subject’s.
70
Deathcry: If a creature you are in mental contact with dies, you
must make a Will saving throw or Psychic Shield check (DC 20) DC Damage
to avoid being dazed for 1 round by the psychic feedback. Since 10 1d6
mental contact is two-way, this applies to any creature in
mental contact with another. A creature can deliberately avoid 15 1d8
letting out a deathcry when it dies by making a Will saving 20 1d10
throw (DC 20). 25 2d6
You can retry Mind Touch freely, but retries on the same Add your Wisdom modifier rather than your Strength modifier
subject within an hour’s time are fatiguing. to the weapon’s damage. This damage ignores physical armor.
You can score a critical hit with your Psychic Weapon on a
Phantasmal Killer natural roll of 20.
A psychic weapon is immaterial and only affects creatures with
DC: 20 an Intelligence score. It has no effect on non-intelligent
creatures or objects, meaning it cannot sunder or even block a
Casting Time: 1 action
material weapon. Two psychic weapons affect each other
Range: Mental contact normally. Psychic weapon cannot be knocked from your grasp.
Effect: 1 creature The weapon lasts for one minute (10 rounds) after you summon
it. Your psychic weapon disappears if you are stunned or
Duration: Instant unconscious.
Save: Will negates, Fortitude negates
Sleep
You create a phantasmal image of the most fearsome creature
imaginable to the subject simply by forming the fears of the DC: 5+HD
subject’s subconscious mind into something that its conscious
mind can visualize: this most horrible beast. Only the spell’s Casting Time: 1action
subject can see the phantasmal killer. The target first gets a Range: Mental contact
Will save to recognize the image as unreal. If that save fails, he
Effect: 1 creature
gains 1d6 insanity points and the phantasm touches the
subject and the subject must succeed on Fortitude save or die Duration: 1 round per caster level
from fear. If you fail Spellcraft check critically, you face your Save: Will negates
own Phantasmal Killer in addition to normal critical failure
result. You can psychically put a target into a deep sleep. The cast DC
You must be in mental contact with a target to use Phantasmal is 5 + HD of creature you want to put to sleep. If the target’s HD
Killer. is greater than your caster level, spell automatically fails. The
target gets a Will saving throw. Success negates the effect. If the
Psychic Blast Will save fails, the creature falls instantly asleep and remains so
for 1 round per caster level. Sleeping creatures are helpless.
DC: Varies Slapping or any damage awakens them, but normal noise does
not. Awakening the creature requires a standard action (an
Casting Time: 1 action
application of the aid another action). Creatures that do not
Range: Line of sight or Mental contact sleep are immune to this spell.
Effect: 1 creature You must be in mental contact with the subject.
72
Save: Reflex halves
You can sense the emotions and moods of beasts. Making a DC
10 Spellcraft check, modified by familiarity, allows determining
This spell functions only outdoors.
the subject’s emotional state. The target gets a Will save to
resist. Whether you succeed or fail, the subject does not know
Immediately upon completion of the spell and once per round
you are reading his emotions.
thereafter, you may call down a 10 square feet wide vertical bolt
of lightning that deals 1d8 points of electricity damage. The bolt
Beast Speech
of lightning flashes down in a vertical stroke at whatever target
point you choose within the spell’s range. Any creature in the
DC: 15 target squares or in the path of the bolt is affected.
Casting Time: 1 action Each round after the first you must use a standard action
(concentrating on the spell) to call a bolt. You may call a total
Range: Line of sight number of bolts based on spell DC.
Effect: 1 animal The save DC is raised by 1 per piece of metallic armor.
In a stormy area—a rain shower, clouds and wind, hot and
Duration: Maintenance cloudy conditions, or even a tornado each bolt deals 1d10
Save: Will negates points of electricity damage instead of 1d8.
You can communicate psychically with animals. You are able to DC Rounds
ask questions of and receive answers from animals; although, 15 1 round
the spell doesn’t make them more friendly or cooperative than
20 2 rounds
normal. Furthermore, wary or cunning animals are likely to be
terse or evasive, while the more stupid ones make inane 25 3 rounds
comments. If an animal is friendly toward you, it may do some 30 4 rounds
favor or service that you ask of it. 35 5 rounds
Beast Touch
Dominate Beast
DC: 10
DC: 20
Casting Time: Move action
Casting Time: 1 action
Range: 1 mile/level
Range: Mental contact
Effect: 1 animal
Effect: 1 animal
Duration: Maintenance, 10 minutes/level
Duration: Concentration
Save: Will negates
Save: Will negates
73
DC Size
20 Medium Woodcrafting (DC 15): You can use Plant Shaping like a Craft
skill to shape objects out of wood. This takes minutes instead of
25 Large the hours of a normal Craft project. You can therefore complete
30 Huge a simple woodcraft project in a minute and an advanced one in
an hour. Woodcrafting requires time based on the project.
Goodberry
Enrichment (DC 20): You can use Plant Shaping to enrich an
DC: 15 area with a radius equal to your caster level times 400 feet,
increasing the yield and growth of crops there by 50 percent for
Casting Time: 1 round the season. This requires 10 rounds of concentration.
Range: Touch
Spider Climb
Effect: 2d4 fresh berries
Duration: Instant DC: 10
Save: None Casting Time: 1 action
Centipede swarm (DC 25): You call forth a centipede swarm. You DC: 15
may summon the centipede swarm so that it shares the area of
Casting Time: 1 action
other creatures. The swarm remains stationary, attacking any
creatures in their area, unless you command it to move (a Range: Line of sight
standard action). You can command swarm to move toward any Effect: 20 feet radios
prey within 100 feet of you. You cannot command swarm to
move more than 100 feet away from you, and if you move more Duration: 1 min per caster level
than 100 feet from any swarm, that swarm remains stationary, Save: Reflex negates
attacking any creatures in its area (but it can be commanded
again if you move within 100 feet). Web creates a many-layered mass of strong, sticky strands.
These strands trap those caught in them. The strands are
Tree Shape similar to spider webs but far larger and tougher. These masses
must be anchored to two or more solid and diametrically
DC: 15 opposed points or else the web collapses upon itself and
disappears. Creatures caught within a web become entangled
Casting Time: 1 round
among the gluey fibers. Attacking a creature in a web won’t
Range: Personal cause you to become entangled.
Effect: You Anyone in the effect’s area when the spell is cast must make a
Reflex save. If this save succeeds, the creature is entangled, but
Duration: 1 hour per caster level not prevented from moving, though moving is more difficult
Save: None than normal for being entangled (see below). If the save fails,
the creature is entangled and can’t move from its space, but can
By means of this spell, you are able to assume the form of a break loose by spending 1 round and making a DC 20 Strength
large living tree or shrub or a large dead tree trunk with a small check or a DC 25 Escape Artist check. Once loose (either by
number of limbs. The closest inspection cannot reveal that the making the initial Reflex save or a later Strength check or
tree in question is actually a magically concealed creature. To Escape Artist check), a creature remains entangled, but may
all normal tests you are, in fact, a tree or shrub, although a move through the web very slowly. Each round devoted to
Magic sense reveals a faint transmutation on the tree. While in moving allows the creature to make a new Strength check or
tree form, you can observe all that transpires around you just
75
Escape Artist check. The creature moves 5 feet for each full 5 DC: Varies
points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, Casting Time: 1 action
it provides cover. If you have at least 20 feet of web between Range: 50 feet
you, it provides total cover.
The strands of a web spell are flammable. A magic flaming Effect: All enemies within 50 ft
sword can slash them away as easily as a hand brushes away Duration: 1 min per caster level
cobwebs. Any fire can set the webs alight and burn away 5
Save: Will negates
square feet in 1 round. All creatures within flaming webs take
2d4 points of fire damage from the flames.
Bane fills your enemies with fear and doubt. Each affected
creature takes a penalty on attack rolls, skill checks and saving
Necromancy throws.
Bane Cloudkill (DC 25): This spell generates a bank of fog, with
yellowish green and poisonous vapors. These vapors
76
automatically kill any living creature with 3 or fewer HD (no
Range: Line of sight
save). A living creature with 4 to 6 HD is slain unless it
succeeds on Fortitude save (in which case it takes 1d6 points of Effect: 1 creature
Constitution damage on your turn each round while in the Duration: Until rest
cloud).
A living creature with 6 or more HD takes 1d6 points of Save: Fortitude partial
Constitution damage on your turn each round while in the
cloud (a successful Fortitude save halves this damage). Holding The subject is immediately exhausted until he rests for 8 hours.
one’s breath doesn’t help, but creatures immune to poison are A successful Fortitude save means the creature is only fatigued.
unaffected by the spell. A character that is already fatigued instead becomes exhausted.
The cloud moves away from you at 10 feet per round, rolling This spell has no effect on a creature that is already exhausted.
along the surface of the ground.
Figure out the cloud’s new spread each round based on its new Eyebite
point of origin, which is 10 feet farther away from the point of
origin where you cast the spell. DC: Varies
Because the vapors are heavier than air, they sink to the lowest
Casting Time: 1 action
level of the land, even pouring down den or sinkhole openings.
It cannot penetrate liquids, nor can it be cast underwater. Range: Line of sight
Effect: 1 creature
Command Undead
Duration: Varies
DC: 20 Save: Fortitude negates
Casting Time: 1 action
You may target a single living creature, striking it with waves of
Range: Line of sight evil power. You must see in creature’s eyes. Depending on the
Effect: 1 undead target’s HD, this attack has as many as three effects. The effects
are cumulative and concurrent.
Duration: 1 day per caster level
Save: Will negates Sickened (DC 5+HD): Sudden pain and fever sweeps over the
subject’s body. A sickened creature takes a -2 penalty on attack
This spell allows you some degree of control over an undead rolls, weapon damage rolls, saving throws, skill checks, and
creature. Assuming the subject is intelligent, it perceives your ability checks. A creature affected by this spell remains
words and actions in the most favorable way (treat its attitude sickened for 1 minute per caster level.
as friendly). It will not attack you while the spell lasts. You can
try to give the subject orders, but you must win an opposed Panicked (DC 10+HD): The subject becomes panicked for 1d4
Charisma check to convince it to do anything it wouldn’t rounds. Even after the panic ends, the creature remains shaken
ordinarily do. (Retries are not allowed.) An intelligent for 1 minute per caster level, and it automatically becomes
commanded undead never obeys suicidal or obviously harmful panicked again if it comes within sight of you during that time.
orders, but it might be convinced that something very This is a fear effect.
dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against Comatose (DC 15+HD): The subject falls into a catatonic coma
this spell. When you control a mindless being, you can for 1 round per caster level. During this time, it cannot be
communicate only basic commands, such as “come here”, “go awakened by any means short of dispelling the effect.
there”, “fight”, “stand still”, and so on. Nonintelligent undead
won’t resist suicidal or obviously harmful orders. HD Effect
Any act by you or your apparent allies that threatens the 5+HD Sickened
commanded undead (regardless of its Intelligence) breaks the 10+HD Panicked, sickened
spell.
No matter how many times you use this spell, however, you can 15+HD Comatose, panicked, sickened
control only 4 HD worth of undead creatures per caster level.
Your commands are not telepathic. The undead creature must Halt Undead
be able to hear you.
DC: 15
Death Knell
Casting Time: 1 action
Duration: 10 minutes per HD of subject This spell renders as many as 1 HD per caster level of undead
Save: Fortitude negates creatures immobile, no two of which can be more than 30 ft.
apart. A nonintelligent undead creature gets no saving throw;
You draw forth the ebbing life force of a creature and use it to an intelligent undead creature does. If the spell is successful, it
fuel your own power. Upon casting this spell, you touch a living renders the undead creature immobile for the duration of the
creature that suffered deadly hit. If the subject fails its saving spell. The effect is broken if the halted creatures are attacked or
throw, it dies, and you gain 1d8 temporary hit points and a +2 take damage.
bonus to Strength and Constitution. These effects last for 10
minutes per HD of the subject creature. You have 20% chance Poison
to gain Cadaverous appearance disability or advance to its next
stage. DC: 15
77
targets like a creature can. After it delivers a spell, or if the
Save: Fortitude negates
hand goes out of your sight, the hand returns to you and
hovers.
Calling upon the venomous powers, you infect the subject with
The hand is incorporeal and thus cannot be harmed by normal
a horrible poison by making a successful melee touch attack.
weapons. It has improved evasion (half damage on a failed
The poison deals 1d8 points of temporary Constitution damage
Reflex save and no damage on a successful save), your save
immediately and another 1d8 points of temporary Constitution
bonuses, and defense. Your Intelligence modifier applies to the
damage 1 minute later. Each instance of damage can be
hand’s Defense as if it were the hand’s Dexterity modifier. The
negated by a Fortitude save.
hand has 1 to 4 hit points, the same number that you lost in
creating it.
Slay Living
Touch of Undead
DC: 25
Casting Time: 1 action DC: Varies
Range: Line of sight Casting Time: 1 action
Effect: 1 creature Range: Touch
Duration: Instant Effect: 1 creature
Save: Fortitude partial Duration: Varies
Save: Fortitude negates
This spell instantly slays the subject and consumes its remains
(but not its equipment and possessions) utterly. If the target’s
Ghoul touch (DC 10): Imbuing you with negative energy, this
Fortitude saving throw succeeds, it instead takes 2d6 points of
spell allows you to paralyze a single living humanoid for 1
damage.
round per level with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that
Sorcerer’s Grasp
causes all living creatures (except you) in a 10-foot-radius
spread to become sickened (Fortitude negates).
DC: Varies
Casting Time: 1 action Vampiric touch (DC 15): You must succeed on a melee touch
attack. Your touch deals 1d12 points of damage regardless of
Range: Line of sight or Mental contact protection. You gain temporary hit points equal to the damage
Effect: 1 creature you deal. However, you can’t gain more than the subject’s
current hit points. The temporary hit points disappear 1 hour
Duration: Instant
later. You have 10% chance to gain Cadaverous appearance
Save: Will halves disability or advance to its next stage.
DC Damage
10 1d6
15 2d6
20 3d6
25 4d6
30 5d6
35 6d6
Spectral Hand
DC: 10
Casting Time: Move action
Range: Line of sight
Effect: 1 spectral hand
Duration: Maintenance
Save: None
78
OPEN GAME LICENSE Version 1.0a 10 Copy of this License: You MUST include a copy of this License with
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1. Definitions: (a)"Contributors" means the copyright and/or trademark 12 Inability to Comply: If it is impossible for You to comply with any of
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"Product Identity" means product and product line names, logos and Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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Product identity by the owner of the Product Identity, and which based on material by Jonathan Tweet, Monte
specifically excludes the Open Game Content; (f) "Trademark" means the Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
logos, names, mark, sign, motto, designs that are used by a Contributor John Tynes, Andy Collins, and JD Wiker.
to identify itself or its products or the associated products contributed to Grim-n-Gritty Hit Point and Combat Rules Copyright 2001-2005,
the Open Game License by the Contributor (g) "Use", "Used" or "Using" Kenneth S. Hood
means to use, Distribute, copy, edit, format, modify, translate and Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy
otherwise create Derivative Material of Open Game Content. (h) "You" or Collins, Jesse Decker, David Noonan, Rich Redman
"Your" means the licensee in terms of this agreement. Swords of Out Fathers Copyright 2003, The Game Mechanics
Mutants & Masterminds 2003, Green Ronin Publishing
2. The License: This License applies to any Open Game Content that A Game of Thrones RPG Copyright 2005, Guardians Of Order, Inc.
contains a notice indicating that the Open Game Content may only be Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc.
Used under and in terms of this License. You must affix such a notice to Deadlands d20 Copyright 2001, Pinnacle Entertainment Group
any Open Game Content that you Use. No terms may be added to or Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight
subtracted from this License except as described by the License itself. No Publishing, Inc.
other terms or conditions may be applied to any Open Game Content The Tide of Years Copyright 2001, Michelle A. Brown Nephew
distributed using this License. Seafarer’s Handbook Copyright 2001, Fantasy Flight Publishing, Inc.
Silver Age Sentinels d20 Copyright 2002, Guardians Of Order, Inc.
3.Offer and Acceptance: By Using the Open Game Content You indicate Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc.
Your acceptance of the terms of this License. Path of Shadow Copyright 2002, Fantasy Flight Publishing, Inc.
Path of Magic Copyright 2002, Fantasy Flight Publishing, Inc.
4. Grant and Consideration: In consideration for agreeing to use this Spells & Spellcraft Copyright 2002, Fantasy Flight Publishing, Inc.
License, the Contributors grant You a perpetual, worldwide, royalty-free, Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc.
non-exclusive license with the exact terms of this License to Use, the Tournaments, Fairs, and Taverns Copyright 2002, Natural 20 Press
Open Game Content. Wild Spellcraft Copyright 2002, Natural 20 Press
BESM d20 Revised Copyright 2003, Guardians Of Order, Inc.
5.Representation of Authority to Contribute: If You are contributing Monte Cook’s Aracana Unearthed Copyright 2003, Monte J. Cook
original material as Open Game Content, You represent that Your Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf
Contributions are Your original creation and/or You have sufficient Publishing Inc.
rights to grant the rights conveyed by this License. Darkness & Dread Copyright 2004, Fantasy Flight Publishing, Inc.
Alchemy & Herbalists Copyright 2002, Bastion Press, Inc.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Cityworks Copyright 2003, Fantasy Flight Publishing, Inc.
portion of this License to include the exact text of the COPYRIGHT Alchemist Subclass Copyright 2005, Alea Publishing Group
NOTICE of any Open Game Content You are copying, modifying or Conan the RPG 2003, Conan Properties International
distributing, and You must add the title, the copyright date, and the True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing;
copyright holder's name to the COPYRIGHT NOTICE of any original Open Author Steve Kenson.
Game Content you Distribute. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors
7. Use of Product Identity: You agree not to Use any Product Identity, Erik Mona and Chris Pramas
including as an indication as to compatibility, except as expressly The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing;
licensed in another, independent Agreement with the owner of each Authors
element of that Product Identity. You agree not to indicate compatibility Jesse Decker and Chris Tomasson
or co-adaptability with any Trademark or Registered Trademark in Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy
conjunction with a work containing Open Game Content except as Crawford, Dawn Elliot, Steve Kenson, and John Snead.
expressly licensed in another, independent Agreement with the owner of The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors
such Trademark or Registered Trademark. The use of any Product Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Identity in Open Game Content does not constitute a challenge to the Book of the Righteous, Copyright 2002, Aaron Loeb.
ownership of that Product Identity. The owner of any Product Identity Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris
used in Open Game Content shall retain all rights, title and interest in Pramas
and to that Product Identity. The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing;
Author Steve Kenson.
8. Identification: If you distribute Open Game Content You must clearly The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin
indicate which portions of the work that you are distributing are Open Publishing;Author Robert J. Schwalb
Game Content. d20 Warheart Copyright 2006, Corvus Corax
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
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